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Dance Steps for Space Hulk

Author Information

Originally printed in Dragon Magazine #204 (April 1994) and written by Allen Varney. Artwork by Jim Holloway. Transcribed to Dakka Dakka by Hellfury

"Step, turn, tap, shuffle, BANG, BANG, BANG..."

(These rules work with Games Workshop's first edition SPACE HULK game alone, though the DEATHWING expansion set is helpful.)

The Genestealer's invasion of the Imperium proceeded distressingly well. "We must boost morale in the Legions Astartes or perish," said Chapter Master Vespasian after the fall of the planet Necromunda. He drummed armored fingers on his Command Throne.

"Perhaps we might present some merry entertainment to lighten the mood," said Brother Promatix of the Administratum.

Vespasian scowled. "A Legionnaire needs no entertainment. He lives to kill and to die in service to our glorious Emperor. No, we must publicly humiliate the Genestealers. We must prove we can move them at our will, with impunity."

"Aha!" Promatix snapped his fingers. "I beleive we may arrive at a constructive compromise."

This marked the birth of the Space Marine Recreator squad.

The Genestealers just got 'served' through interpretive dance
The Genestealers just got 'served' through interpretive dance

The Recreator Squad

The Space Hulk Recreator squad combines the finest warrior skills with the sharp sense of rhythm and lively humor needed to entertain the galactic empire's armies. The Recreators brave Genestealer strongholds to slaughter and amuse, wreak havoc and provide a sigh. In short, the Recreator's enter Genestealer Space Hulks and dance, just to prove they can. A squad's broadcasts to Space marine chapters throughout the Imperium demonstrates its courageous triumphs over the enemy.

Squad Composition

One Sergeant with storm bolter and power sword.

One Marine with thunder hammer and music unit (see below).

One Marine with power glove and either assault cannon (one free reload) or heavy flamer.

Two Marines with storm bolter and power glove.


If you use the DEATHWING set's Terminator force list, a Recreator squad costs 10 points and offers the following options:

Replace the Sergeant with a captain armed with storm bolter, powersword, and power glove armed with grenade launcher (three points)

Replace one Marine with a Librarian, psychic mastery level one, with stormbolter, and force axe (three points); increasing the Librarian's psychic mastery costs three points per level (maximum 4th level).

One or two assault cannon reloads (one point each)

One heavy flamer reload (two points).

New Actions

The Recreator dance steps involve many actions omitted from the first edition SPACE HULK game. The Recreator's special armor, customized by the Imperium's Adeptus Mechanicus, gives the waist flexibility they need to perform their lumbering but strangely majestic dances. The following descriptions, in alphabetical order, include costs in Action Points (AP's).

Catch: A Marine expends 1 AP to catch another Marine thrown to one of his three forward squares. (see "Throw" below). The caught Marine lands on his feet or prone as he prefers. The catcher then continues his turn.

Fall Prone: A prelude to "Spin on Ground" (see below), this action costs 1 AP and cannot be combined with a firing action. The Marine can fall face up or down as he prefers; turning over costs 1AP.

Kick: Costs 1 AP; in close-assault combat, the Marine rolls one die and subtracts 1. The kick is the only movement on this list that Genestealers also can perform. Recreators also learn the high kick, which costs 2 APs and takes no penalty in close assault. A Marine can make a normal and fire for the same (2 AP) cost, but cannot fire while high-kicking.

Leap: Preceded by at least one square of forward movement, a leap action costs 2 APs. From a standing start it costs 3 APs. The range of the leap is two squares, anywhere in the Marine's forward firing arc. The Marine cannot leap through or onto an occupied square, nor can he leap backward. Leap and fire costs the same amount.

Lift: One Space Marine picks up another in an adjacent square and lifts him, either to chest level or overhead. The lifter pays 3 APs, the Marine being lifted pays none. Neither Marine can attack during the lift, but each defends normally. The lifter can then Throw, Pirouette, or Set Down. If Pirouetting, the lifted Marine may fire while turning as described under "Pirouette".

Lift and Throw: Combines the Lift action with the Throw action (see below) for a total cost of 4 APs.

Pirouette: The Marine rotates 360 degrees at a cost of 4 APs. Pirouette and fire costs the same, and a Marine who is not carrying another Marine can make up to three attacks while turning - one at 90 degrees, one at 180 degrees, and one at 270 degrees. Sustained fire bonuses do not apply.

Set Down: This action returns the lifted Marine to the ground, either standing or prone as the lifter prefers and with any facing. It costs the lifter 1 AP the lifted Marine none. This action does no damage and has no effect on combat.

Snap Fingers: Free; however, a Marine can normally snap his fingers no more than 4 times per turn. Additional "Snap Fingers" actions cost 1 AP each. A Marine with an assault cannon, heavy flamer, or other two-handed weapon cannot "Snap Fingers" during a firing action.

Spin on Ground: This action, important to all Break dances, requires the Marine to "Fall Prone" first. Then it costs 2 APs to spin any number of times in the same square. Any attack on a spinning Marine stops the spin. The Marine can finish spinning with any facing. A Marine cannot attack while spinning but defends normally. Only Recreator armor can be spun in.

{Taking a break from typing. The article is now halfway transcribed. More when I have slept a bit.}


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