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Made in au
Nimble Ellyrian Reaver






Australia, mate

Seeing as Space Hulk only came with twelve missions I thought there should be a thread for user created missions or rehashed GW missions from previous editions. Plus it is about time I contributed something useful to Dakka.

This is an adaption of the first mission from GW's Spawn of Execration campaign: Break Through.



FORCES & DEPLOYMENT
Space Marines: The Space Marine player has one squad. It consists of a sergeant armed with storm bolter and power sword, one Space Marine armed with a heavy flamer and powerfist, and three Space Marines armed with storm bolters and power fists. The Space Marine player deploys the squads on the starting squares shown on the map.

Genestealers:
The genestealer player begins with no blips, and receives two reinforcement blips per turn that may enter from any entry point.

SPECIAL RULES
Control Panel:
The control panel is the yellow 'O' on the map. A Space Marine facing the control panel and that is standing in an adjacent square to the control panel can activate it for 2 AP. The control panel is stationary and may not be moved through or fired through. The control panel cannot be destroyed.

VICTORY
The activation of the control panel results in a Space Marine Victory. Any other result is a genestealer victory.

I will post more if anyone requests them and time permits. Enjoy.





Automatically Appended Next Post:
2nd Mission of Spawn of Execration: Forge Ahead

The original gist of the mission was to simply kill 25 genestealers, but I changed that in light of the overwatch changes and the presence of the assault cannon. I haven't played it yet, so if anyone could comment on the balance that would be great.



FORCES & DEPLOYMENT
Space Marines:
The Space Marine player has two squads. Squad 1 consists of of a sergeant armed with storm bolter and power sword, one Space Marine armed with a heavy flamer and powerfist, and three Space Marines armed with storm bolters and power fists. This squad deploys in zone A.
Squad 2 consists of a sergeant armed with thunder hammer and storm shield, a Space Marine with an assault cannon and power fist, one space marine with chainfist and storm bolter and two Space Marines with power fists and storm bolters. This squad deploys in zone B.

Genestealers: The genestealer player begins the mission with three blips, and receives two reinforcement blips per turn. Once the reinforcement stack is exhausted no more blips are available- the counters are not reshuffled to create a new stack, the genestealer player will have to fight on with the models and blips remaining in play.

SPECIAL RULES
Area Secure:
Blips and genestealers cannot lurk in this mission, and therefore may not use entry points within 6 spaces of a Space Marine. Any blips that cannot enter play because of this are destroyed.

VICTORY
Space Marines:
The Space Marine player wins if he destroys every genestealer or if he blocks every genestealer entry point and there are no remaining genestealers or blips remaining in play.

Genestealers: The genestealer player wins if he destroys every Space Marine without being wiped out first.

This message was edited 1 time. Last update was at 2009/09/07 11:54:10


 
   
Made in gb
Longtime Dakkanaut






London UK

yeah,
Looks good and is a great idea for this forum.

you should give credit and a link to Shawn Riordan the author of the tile/map program to help spread it's goodness!

Panic...

   
Made in au
Nimble Ellyrian Reaver






Australia, mate

Woops, forgot to mention that...
But that is a most excellent and useful tool that I would recommend to anyone interested.

   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

And you can edit the files to represent how many tiles you own, for those of us who own more tiles.

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in au
Nimble Ellyrian Reaver






Australia, mate

You lucky dog, H.B.M.C. *narrows eyes is envy of your pile of stuff*

Alrighty then, third mission of Spawn of Execration: Regroup




FORCES & DEPLOYMENT
Space Marines:
The Space Marine player has two squads. Squad 1 consists of of a sergeant armed with storm bolter and power sword, one Space Marine armed with a heavy flamer and powerfist, and three Space Marines armed with storm bolters and power fists. This squad deploys in zone A.
Squad 2 consists of a sergeant armed with thunder hammer and storm shield, a Space Marine with an assault cannon and power fist, one space marine with chainfist and storm bolter and two Space Marines with power fists and storm bolters. This squad deploys in zone B.

Genestealers: The genestealer player has no blips at the beginning of the mission, and receives two reinforcement blips per turn.

SPECIAL RULES
Exiting The Map: Space Marines can exit the playing area by moving off the exit points marked on the map with a yellow 'X'

VICTORY

The mission ends when there are no more Space Marines in play. If the number of Space Marines that exited the map from an exit point is five or greater* the Space Marine player wins. If less than five Space Marines exited the map through an exit point the genestealer player wins.

*In the video game the number was three or greater to win, but considering that this map does not look as arduous as the ninth mission in the book (that has a similar objective) I thought to increase it. Any comments about the balance of this figure would be very welcome.
   
Made in gb
Towering Hierophant Bio-Titan





Bristol, England

I've just had a flick through some of my old White Dwarf mags.
Compiled a list of issue numbers with Spulk missions in them.
I'll see what I can do to fiddle them and make them work then post full campaigns!

UK issue Numbers.....
Issue 147 Wolf Lair: 1-Under Attack, 2-To the Rescue, 3-Barricades, 4-Breakthrough, 5-To the Death!

Issue 197 Defilement of Honour: 1-Stop the Tide, 2-Shut Down, 3-Take Control.

Issue 199 Bringer of Sorrow: 1-Pierce the Darkness, 2-Knowledge is Power, 3-Death Bringer.

Issue 200 Fangs of Fenris: 1-Trap the Foe, 2-Counter Attack, 3-Annihilate.

Issue 201 Duty and Honour: 1-Veil of Darkness, 2-To Kill the Beast, 3-Back From Darkness.

Issue 203 The Fate of the Sword of Halcyon: 1-Impact, 2-Salvage the Bridge, 3-Shut Down, 4-Purify, 5 Inner Sanctum.

Feel free to add issues, I could have missed some.

Oli: Can I be an orc?
Everyone: No.
Oli: But it fits through the doors, Look! 
   
Made in au
Nimble Ellyrian Reaver






Australia, mate

Glad to hear it Alex!

Mission 4 of Spawn of execration: Capture



FORCES & DEPLOYMENT
Space Marines:
The Space Marine player has two squads. Squad 1 consists of of a sergeant armed with storm bolter and power sword, one Space Marine armed with a heavy flamer and powerfist, and three Space Marines armed with storm bolters and power fists. This squad deploys in zone B.
Squad 2 consists of a sergeant armed with thunder hammer and storm shield, a Space Marine with an assault cannon and power fist, one space marine with chainfist and storm bolter and two Space Marines with power fists and storm bolters. This squad deploys in zone A.

Genestealers: The genestealer player has no blips at the beginning of the mission, and receives two reinforcement blips per turn.

SPECIAL RULES
The C.A.T.:
The C.A.T. is an object. Place the C.A.T. On the tile marked with the yellow “O” on the map at the beginning of the mission. Genestealers may enter the same square as the C.A.T. but may no pick up or move it, or operate it in any way.

Moving The C.A.T.: If the C.A.T. is on its own square or in a square or a square also occupied by a genestealer in the Mission Phase then it will move on its own. Roll a D6: on a 1-3 the genestealer player moves the C.A.T., the Space Marine player moves it on a 4+. The C.A.T. Moves three squares, in any direction, turning freely as it does so. I may not move off the map or into any burning tiles, and cannot open doors, shoot or close assault.

Exiting The Map: Space Marines can exit the playing area by moving off the exit point marked on the map with a yellow 'X'

VICTORY
The Space Marine player wins if he can carry the C.A.T. off the map through an exit point. Any other result is a genestealer victory.

NOTE: Doors placed beside tiles on the map represent open doors that can be closed

This message was edited 1 time. Last update was at 2009/09/09 10:27:08


 
   
Made in gb
Lead-Footed Trukkboy Driver




Brighton, Uk

Great idea Teh_K42. Thanks for you contribution and to the creator of the program!

"Get on the Ready Line!"

Orkeosaurus wrote:Yeah, but when he get's out he'll still be in Russia, so joke's on him.

 
   
Made in au
Nimble Ellyrian Reaver






Australia, mate

No worries Apone, glad to be useful to Dakka in my own small way.

Spawn of Execration, mission 5: Sabotage



FORCES & DEPLOYMENT
Space Marines:
The Space Marine player has two squads. Squad 1 consists of of a sergeant armed with storm bolter and power sword, one Space Marine armed with a heavy flamer and powerfist, and three Space Marines armed with storm bolters and power fists. This squad deploys in zone B.
Squad 2 consists of a sergeant armed with thunder hammer and storm shield, a Space Marine with an assault cannon and power fist, one space marine with chainfist and storm bolter and two Space Marines with power fists and storm bolters. This squad deploys in zone A.

Genestealers: The genestealer player begins the mission with five blips, and receives two reinforcement blips per turn.

SPECIAL RULES
Control Station:
The hulk is powered by a decrepit nuclear reactor, regulated by a single control panel. If the panel is destroyed it will only be a matter of time before the hulk is obliterated, eliminating the genestealer threat. The control Station is placed on the space marked with a yellow 'O' on the map. The control station is immobile, but is surrounded by pipes leaking visible gases that partly obscure it. The control station can be destroyed in exactly the same ways that a door, except that no sustained fire bonus is provided for shooting at the control panel (representing the increased difficulty in seeing the control panel). A genestealer may never attack the control station.

VICTORY
The Space Marine player wins if he destroys the control station. Any other result is a genestealer victory.
   
Made in gb
Fresh-Faced New User




Alex Kolodotschko wrote:I've just had a flick through some of my old White Dwarf mags.
Compiled a list of issue numbers with Spulk missions in them.
I'll see what I can do to fiddle them and make them work then post full campaigns!

UK issue Numbers.....
Issue 147 Wolf Lair: 1-Under Attack, 2-To the Rescue, 3-Barricades, 4-Breakthrough, 5-To the Death!

Issue 197 Defilement of Honour: 1-Stop the Tide, 2-Shut Down, 3-Take Control.

Issue 199 Bringer of Sorrow: 1-Pierce the Darkness, 2-Knowledge is Power, 3-Death Bringer.

Issue 200 Fangs of Fenris: 1-Trap the Foe, 2-Counter Attack, 3-Annihilate.

Issue 201 Duty and Honour: 1-Veil of Darkness, 2-To Kill the Beast, 3-Back From Darkness.

Issue 203 The Fate of the Sword of Halcyon: 1-Impact, 2-Salvage the Bridge, 3-Shut Down, 4-Purify, 5 Inner Sanctum.

Feel free to add issues, I could have missed some.




Issue 137 The Last Stand: 1-Break In, 2-The Generator, 3-The Chapel, 4-The Last Stand
this one used parts from Death Wing & Genestealer expansions and had hybrids (psionic rules were not used however)

---Edit---

Also found

Issue 115 Delaying Action (single mission)

Issue 158 Return to Kalidus: 1-A Quest For Power, 2-Honour Bound, 3-Terminus


This message was edited 2 times. Last update was at 2009/09/10 19:34:15


 
   
Made in au
Nimble Ellyrian Reaver






Australia, mate

Sixth and final mission of the Spawn of Execration campaign: Race Against Time.



FORCES & DEPLOYMENT
Space Marines:
The Space Marine player has two squads. Squad 1 consists of of a sergeant armed with storm bolter and power sword, one Space Marine armed with a heavy flamer and powerfist, and three Space Marines armed with storm bolters and power fists. This squad deploys in zone A.
Squad 2 consists of a sergeant armed with thunder hammer and storm shield, a Space Marine with an assault cannon and power fist, one space marine with chainfist and storm bolter and two Space Marines with power fists and storm bolters. This squad deploys in zone B.

Genestealers: The genestealer player begins the mission with four blips and receives two reinforcement blips per turn.

SPECIAL RULES
Race Against Time:
The game ends after 12 turns.

Exiting The Map: Space Marines can exit the playing area by moving on to the exit point marked on the map with a yellow 'X'

Jammed Door: The door on the map marked with a red X is jammed shut. It may not be opened, but can be destroyed by shooting or close assault.

VICTORY
The Space Marine player wins if he manages to move two or more Marines off the map. Otherwise the genestealer player wins

NOTE: The map does not quite fit properly when you build it: some of the tiles on the far left hand side of the map overlap a little. It is certainly playable but it may annoy some.

This message was edited 2 times. Last update was at 2009/09/12 06:20:59


 
   
Made in au
Ferocious Blood Claw





Thanks a lot for the complete campaign.

I have a question about the last mission: is the door with the red X on it a door that cannot be opened by genestealers, or one that can be only opened by chainfist/assault cannon?

Been playing through the 3E missions in order, took us a while to get the 1st missions tactics right
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Very cool... and way more conservative than me.

I'm more of a sadist with maps. I make things like this:








Automatically Appended Next Post:
And no, that's not meant to be a swastika.

This message was edited 1 time. Last update was at 2009/09/11 10:39:37


Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in gb
Longtime Dakkanaut






London UK

yeah,
@HBMC
Dude the size of those maps! you'd need a massive table and grab sticks to move the models!
Whats the missions?
- go to X X and o
- flame the blue highlighted rooms?

Panic...

   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Pretty much. The first one is retrieve two CATs that are in the 'X' rooms and then escape via the 'o' room. The second one is simply a defensive mission (kind've like mission two), but you can cut-off the Genestealer reinforcements by flaming the blue rooms once.

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in us
[ADMIN]
President of the Mat Ward Fan Club






Los Angeles, CA


Great idea guys!

I LOVE the map editor, but I can't help but think that the creator is going to get a letter from GW legal. I know in the past people have created map editors for Space Hulk, and gotten cease-and-desist letters because they used GW's IP (the actual art of the map tiles), you can still find the site on the internet with the cease-and-desist letter posted.

So while I think this map generator is AWESOME, it may have been a mistake to use the actual artwork from GW. Just making the same generator but without the actual art on the map pieces would likely protect the author from any kind of unwanted attention from GW.


I hope I'm wrong. . .



I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
Waaagh Dakka: click the banner to learn more! 
   
Made in au
Nimble Ellyrian Reaver






Australia, mate

Iron Priest wrote:Thanks a lot for the complete campaign.

I have a question about the last mission: is the door with the red X on it a door that cannot be opened by genestealers, or one that can be only opened by chainfist/assault cannon?

Been playing through the 3E missions in order, took us a while to get the 1st missions tactics right


Oops, that is a jammed door. I'll edit my post with that special rule included included.

There is another campaign on the way, Harbinger of Despair.
   
Made in gb
Dark Angels Neophyte Undergoing Surgeries




London

I'd like to take the opportunity to thank you for doing this man - this thread is getting saved to my favourites for future reference!
   
Made in au
Nimble Ellyrian Reaver






Australia, mate

blagmasterg wrote:I'd like to take the opportunity to thank you for doing this man - this thread is getting saved to my favourites for future reference!

No worries mate

And now for the next campaign!

Harbinger of Despair Mission I: Seize and Secure



FORCES & DEPLOYMENT
Space Marines:
The Space Marine player has two squads. Squad 1 consists of of a sergeant armed with storm bolter and power sword, one Space Marine armed with a heavy flamer and powerfist, and three Space Marines armed with storm bolters and power fists. This squad deploys in zone A.
Squad 2 consists of a sergeant armed with thunder hammer and storm shield, a Space Marine with an assault cannon and power fist, one space marine with chainfist and storm bolter and two Space Marines with power fists and storm bolters. This squad deploys in zone B.

Genestealers: The genestealer player begins the mission with four blips, and receives two reinforcement blips per turn.

SPECIAL RULES
Bulkheads:
The Hulk contains several bulkheads, thick armored doors designed to seal off parts of the ship in an emergency. Bulkheads are the open doors on the map with a red 'X' marked on them, that close the tiles marked with the yellow 'O's. Bulkheads are treated like doors with the following exceptions: once closed a bulkhead cannot be opened again, genestealers may not close a bulkhead and bulkheads may only be destroyed by being shot by the Assault Cannon or being destroyed in close assault by the chainfist. Genestealers cannot destroy bulkheads.

Relentless Assault: The Hive Mind recognises the strategic importance of this area of the Hulk and urges the genestealers to seize it at any cost. If there is a Space Marine within six squares of an entry point where a blip is placed, roll a D6. On a 4+ the blip may enter play through that entry point regardless.

VICTORY
The Space Marine player wins if he can close all of the bulkheads. The genestealer player wins if every Space Marine is destroyed before the bulkheads are closed.

This message was edited 1 time. Last update was at 2009/09/13 05:42:33


 
   
Made in gb
Dark Angels Neophyte Undergoing Surgeries




London

*sends more love in teh_k42's direction*
   
Made in au
Nimble Ellyrian Reaver






Australia, mate

Haven't played this mission yet, but at first glance looks a bit bleak for the Marine player. If it is too brutal I'd suggest removing the blip spawn points in the corridors for a little respite.

Harbinger of Despair Mission II: Menace



FORCES & DEPLOYMENT
Space Marines:
The Space Marine player has two squads. Squad 1 consists of of a sergeant armed with storm bolter and power sword, one Space Marine armed with a heavy flamer and powerfist, and three Space Marines armed with storm bolters and power fists. This squad deploys in zone A.
Squad 2 consists of a sergeant armed with thunder hammer and storm shield, a Space Marine with an assault cannon and power fist, one space marine with chainfist and storm bolter and two Space Marines with power fists and storm bolters. This squad deploys in zone B.

Genestealers: The genestealer player begins the mission with ten blips that begin on each of the tiles marked with a yellow 'O'. The genestealer player receives two reinforcement blips per turn. Once the reinforcement stack is exhausted no more blips are available- the counters are not reshuffled to create a new stack, the genestealer player will have to fight on with the models and blips remaining in play.

SPECIAL RULES
Area Secure:
Blips and genestealers cannot lurk in this mission, and therefore may not use entry points within 6 spaces of a Space Marine. Any blips that cannot enter play because of this are destroyed.

VICTORY
Space Marines:
The Space Marine player wins if he destroys every genestealer or if he blocks every genestealer entry point and there are no remaining genestealers or blips remaining in play.

Genestealers: The genestealer player wins if he destroys every Space Marine without being wiped out first.
   
Made in gb
Erratic Knight Errant





warrington, UK

If anyones interested i have the following in PDF form?

Defilement of Honour
Bringer of Sorrow
Fangs of Fenris
Duty and Honour
The Fate of the Sword of Halcyon

i've even got the intro's to them, i don't have any webspace with which to upload em however, i can zip and send to someone for upload?
i'm going to give them a go with this here tile builder anyways.
ta
Pete

"Home is where you dig it."

"Morkies little orky loves shortnin', shortnin', Morkies little orky loves shortnin' legs..."

Always on the lookout for 5th Ed Bretonnians, PM me! 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

How big are they? You might be able to attach them to your posts.

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in gb
Dark Angels Neophyte Undergoing Surgeries




London

Melonfish wrote:If anyones interested i have the following in PDF form?

Defilement of Honour
Bringer of Sorrow
Fangs of Fenris
Duty and Honour
The Fate of the Sword of Halcyon

i've even got the intro's to them, i don't have any webspace with which to upload em however, i can zip and send to someone for upload?
i'm going to give them a go with this here tile builder anyways.
ta
Pete


Oooh me me me me me me me me me me me me me!

Could you PM them to me? Or if not I can let you have my email address to send them to?
   
Made in us
Fresh-Faced New User






Melonfish wrote:If anyones interested i have the following in PDF form?

Defilement of Honour
Bringer of Sorrow
Fangs of Fenris
Duty and Honour
The Fate of the Sword of Halcyon

i've even got the intro's to them, i don't have any webspace with which to upload em however, i can zip and send to someone for upload?
i'm going to give them a go with this here tile builder anyways.
ta
Pete


I have webspace if you want to send them to me, I'll post the link here.


Automatically Appended Next Post:
I've already converted the Spawn of Execration missions to PDF. They are going up on my site now.


Automatically Appended Next Post:
I'm sorry Teh_K42, I forgot to ask if your ok with me hosting the PDF's I made from your conversions. This i the text that preceeds the file links:

The following missions are the six missions that make up the "Spawn of Execration" campaign created and posted by Teh_K43 on the Dakka Dakka forums.
These are not my work. I took the missions posted from the Dakka forums and created PDF files to make them easy to download and print. A big thanks goes out to Teh_K42 for converting these for us.

I haven't uploaded them yet. If you would prefer I won't post them. I also converted your Harbinger missions.


Automatically Appended Next Post:
All of Teh_K42's missions are converted to PDF and waiting to be uploaded. As soon as I get his ok I'll post the link.

This message was edited 4 times. Last update was at 2009/09/14 21:39:45


 
   
Made in au
Nimble Ellyrian Reaver






Australia, mate

I'm fine with it, as long as GW is properly credited so they aren't as inclined to ruin our effort.

I would also like to be credited as Teh_K42, not Teh_K43




Automatically Appended Next Post:
Harbinger of Despair Mission III: Data Download



FORCES & DEPLOYMENT
Space Marines:
The Space Marine player has two squads. Squad 1 consists of of a sergeant armed with storm bolter and power sword, one Space Marine armed with a heavy flamer and powerfist, and three Space Marines armed with storm bolters and power fists. This squad deploys on the starting squares on one of the corridors shown on the map.
Squad 2 consists of a sergeant armed with thunder hammer and storm shield, a Space Marine with an assault cannon and power fist, one space marine with chainfist and storm bolter and two Space Marines with power fists and storm bolters. It deploys on the starting squares in the other corridor.

Genestealers: The genestealer player begins the mission with four blips, and receives two reinforcement blips per turn.

SPECIAL RULES
Bulkheads:
The Hulk contains several bulkheads, thick armored doors designed to seal off parts of the ship in an emergency. Bulkheads are the open doors on the map with a red 'X' marked on them, that close the tiles marked with the yellow 'X's. Bulkheads are treated like doors with the following exceptions: once closed a bulkhead cannot be opened again, genestealers may not close a bulkhead and bulkheads may only be destroyed by being shot by the Assault Cannon or being destroyed in close assault by the chainfist. Genestealers cannot destroy bulkheads.

Relentless Assault: The Hive Mind recognises the strategic importance of this area of the Hulk and urges the genestealers to seize it at any cost. If there is a Space Marine within six squares of an entry point where a blip is placed, roll a D6. On a 4+ the blip may enter play through that entry point regardless.

Control Panel: Schematics vital to fighting the genestealer threat are contained in a computer accessed through the control panel. The control panel is the yellow 'O' on the map. A Space Marine facing the control panel and that is standing in an adjacent square to the control panel can activate it for 2 AP. The control panel is stationary and may not be moved through or fired through. The control panel blocks line of sight and cannot be destroyed.

VICTORY
The activation of the control panel results in a Space Marine Victory. Any other result is a genestealer victory.

This message was edited 1 time. Last update was at 2009/09/15 11:45:49


 
   
Made in dk
Stormin' Stompa





The Bringer Of Sorrow campaign published in WD 199. Adapted for Space Hulk 3E.


Mission 1 - Pierce The Darkness

Help the C.A.T.s gain acces to the inner parts of the hulk Bringer of Sorrow.



FORCES & DEPLOYMENT
Space Marines: The Space Marine player has two squads. Squad A consists of a sergeant armed with storm bolter and power sword, one Space Marine armed with a heavy flamer and powerfist, and three Space Marines armed with storm bolters and power fists. Squad B consists of a sergeant armed with thunder hammer and storm shield, one Space Marine armed with an assault cannon and powerfist, and three Space Marines armed with storm bolters and power fists.The Space Marine player deploys the squads on the respective starting squares shown on the map.

Genestealers: The genestealer player begins with one blip, and receives one reinforcement blip per turn that may enter from any entry point.

SPECIAL RULES
C.A.T.s: The C.A.T.s are objects (see page 18 of the Rulebook). Each Space Marine squad carries a single C.A.T.. Nominate a single member of a given squad to be carrying the C.A.T. at the start of the mission. Genestealers are allowed to enter the square with the C.A.T. but cannot pick it up or move with it. This means that a Genestealer that enters the square with the C.A.T. leave it behind if it moves on.
The Space Marines carry a third C.A.T.. Nominate any single Space Marine to be carrying the special C.A.T.. Use an appropriate marker to represent the third C.A.T.

Moving the C.A.T.: If the C.A.T. is on its own or in a square with a Genestealer in the Mission Status phase then it will move on its own. Roll a dice: on a roll of 1-3 the genestealer player moves the C.A.T., and on a roll of 4-6 the Space Marine player moves it. The C.A.T. moves three squares. It can move in any direction, turning freely as it does so. It may not move off the map, other than at the exit points (marked with Xs), nor into occupied or burning squares. The C.A.T.s are not allowed to open doors, shoot or close assault.

VICTORY
The Space Marines win by getting at least two of the C.A.T.s off the board. If all the Space Marines are killed, any C.A.T.s still on the board do not count towards victory, even if the relevant (blocked) doors have been opened. Any other result is a genestealer victory.
If you are playing this mission as part of a campaign, record the number of C.A.T.s that manage to get through.





Automatically Appended Next Post:
Mission 2 in the Bringer Of Sorrows campaign published in WD 199. Adapted for Space Hulk 3E.


Mission 2 - Knowledge Is Power

Transmit the data gathered by the C.A.T. to Chapter command.



FORCES & DEPLOYMENT
Space Marines: The Space Marine player has two squads. Squad A consists of a sergeant armed with storm bolter and power sword, one Space Marine armed with a heavy flamer and powerfist, one Space Marine armed with a storm bolter and a chainfist and two Space Marines armed with storm bolters and power fists. Squad B consists of a sergeant armed with thunder hammer and storm shield, one Space Marine armed with an assault cannon and powerfist, and three Space Marines armed with storm bolters and power fists.The Space Marine player deploys the squads on the starting squares shown on the map.

Genestealers: The genestealer player begins with one blip counter in each of the entry areas, and receives two reinforcement blips per turn that may enter from any entry point. If two of the Genestealer entry ares are covered by a Space Marine model (ie. Standing within 6 squares), the genestealer player only receives one reinforcement blip per turn

SPECIAL RULES
C.A.T.s: The C.A.T.s are objects (see page 18 of the Rulebook). At the start of turn 2 roll a dice to see where the first C.A.T. enter the board; 1-2 = A, 3-4 = B, 5-6 = C. Place the C.A.T. on the end square of that board section. At the start of turn 3 roll for the second C.A.T. and on turn 4 roll for the last C.A.T. If you are playing as part of a campaign, you can only use as many C.A.T.s as you managed to get through in the first mission. Genestealers are allowed to enter the square with the C.A.T. but cannot pick it up or move with it. This means that a Genestealer that enters the square with the C.A.T. leave it behind if it moves on.

Moving the C.A.T.: If the C.A.T. is on its own or in a square with a Genestealer in the Mission Status phase then it will move on its own. Roll a dice: on a roll of 1-3 the genestealer player moves the C.A.T., and on a roll of 4-6 the Space Marine player moves it. The C.A.T. moves three squares. It can move in any direction, turning freely as it does so. It may not move off the map, nor into occupied or burning squares. The C.A.T.s are not allowed to open doors, shoot or close assault.

VICTORY
The Space Marines win by getting a C.A.T. to transmit its data to a nearby battle barge. When a Space Marine is in the same square as a C.A.T, the Space Marine can spend 4 AP/CP in one go to transmit the data contained within the robotic scouts.
Any other result is a genestealer victory.
If you are playing this mission as part of a campaign, record the outcome of this mission (success/failure).



Automatically Appended Next Post:
Mission 3 of the Bringer Of Sorrow campaign published in WD 199. Adapted for Space Hulk 3E.

Last Mission - Deathbringer


Overload the main reactor and destroy the hulk Bringer Of Sorrows.




FORCES & DEPLOYMENT
Space Marines: The Space Marine player has two squads. Squad A consists of a sergeant armed with storm bolter and power sword, one Space Marine armed with a heavy flamer and powerfist, one Space Marine armed with a storm bolter and a chainfist and two Space Marines armed with storm bolters and power fists. Squad B consists of a sergeant armed with thunder hammer and storm shield, one Space Marine armed with an assault cannon and powerfist, and three Space Marines armed with storm bolters and power fists.The Space Marine player deploys the squads on the starting squares shown on the map.

Genestealers: The genestealer player begins with one blip placed in each of the rooms and receives one reinforcement blip per turn that may enter from any entry point.

SPECIAL RULES
Campaign: If you are playing this mission as part of a campaign and the Space Marines lost Mission 2, then remove one Space Marine armed with a storm bolter and powerfist form each squad. These brave warriors were killed by the genestealers in the fight to retrieve the location of the reactor control room.

Reactor Control room: To overload the reactor and destroy the Bringer Of Sorrow, a single Space Marine must stand in the indicated square (marked with X), facing the console on the wall, and spend 4 AP/CP in one go without interruption.
Due to the sensitive nature of the controls in the room, the heavy flamer may not be fired at any squares in the room.

VICTORY
The Space Marines win by overloading the main reactor (see Reactor Control room).
Any other result is a genestealer victory.




Enjoy

This message was edited 2 times. Last update was at 2009/09/15 12:09:32


-------------------------------------------------------
"He died because he had no honor. He had no honor and the Emperor was watching."

18.000 3.500 8.200 3.300 2.400 3.100 5.500 2.500 3.200 3.000


 
   
Made in gb
Erratic Knight Errant





warrington, UK

yeah looking through these chaps they're about 75mb put together so webspace it'll have to be!
anybody got any spare?
pete


just banged together the Fangs Of Fenris missions into the new tilesets, i'll upload tonight!

This message was edited 1 time. Last update was at 2009/09/15 13:00:35


"Home is where you dig it."

"Morkies little orky loves shortnin', shortnin', Morkies little orky loves shortnin' legs..."

Always on the lookout for 5th Ed Bretonnians, PM me! 
   
Made in dk
Stormin' Stompa





Cool.

Im working on Defilement of Honour at the moment.

Please post what missions you are working on after Fangs Of Fenris (if any), Melonfish.


Automatically Appended Next Post:
The Defilement Of Honour campaign published in WD 197. Adapted for Space Hulk 3E.


Mission 1 - Stop The Tide

Seal off Genestealer reinforcements




The blue markings represent airducts. See Special Rules.

Seal off Genestealer reinforcements

FORCES & DEPLOYMENT
Space Marines: The Space Marine player has two squads. Squad A consists of a sergeant armed with storm bolter and power sword, one Space Marine armed with a heavy flamer and powerfist, one Space Marine armed with storm bolter and chainfist, and two Space Marines armed with storm bolters and power fists. Squad B consists of a sergeant armed with thunder hammer and storm shield, one Space Marine armed with an assault cannon and powerfist, and three Space Marines armed with storm bolters and power fists. The Space Marine player deploys the squads on the starting squares shown on the map.

Genestealers: The genestealer player begins with one blip counter in each of the four airducts, and receives two reinforcement blips per turn that may enter from any entry point. If two entry areas are sealed this is reduced to one reinforcement blip per turn.

SPECIAL RULES
Airducts:

- Genestealers and blips may enter an airduct from the square directly in front of the airduct at the cost of 2 AP.
- Genestealers and blips may move from the end of an airduct into the square directly in front of the airduct at the cost of 1 AP.
- With the exception of entering and leaving, Genestealers and blips move through airduct exactly as if they were corridors.
- When converting blips in an airduct, you may only place Genestealer models in the airduct. Models which cannot be placed in the airduct itself are lost. The opposite is also true: Blips in a corridor or room cannot convert into an airduct.
- Marines cannot enter airducts. Although the Marines can see the opening of the airduct they have no LOS into the airducts themselves. Genestealers inside airducts cannot be targeted and blips cannot be forced to convert.
- Heavy flamers may be fired at the first square of an airduct affecting the entire section as normal. Blips inside airduct being flamed convert before the effect of the heavy flamer is resolved.
- Close assault from an airduct cannot be drawn. If the result is a draw, the Genestealer wins. In any case the winning model is placed in the corridor/room, ie any Genestealer winning a close assault will leave the airduct.

Bulkheads: In this mission bulkheads may be used to permanently block off Genestealer entry points. Treat them as doors until closed. Once closed they cannot be opened. Use an appropriate marker to represent the bulkhead or place an end-marker to show the entrypoint is being blocked.

VICTORY
The Space Marines win by sealing all three entry points shown in the map.
Any other result is a genestealer victory. If you are playing this mission as part of a campaign, record the result (success/failure).



Mission 2 - Shut Down


Shut down the hulks engines.





The blue markings represent airducts. See Special Rules.

Stop the engines of the hulk.

FORCES & DEPLOYMENT
Space Marines: The Space Marine player has two squads. Squad A consists of a sergeant armed with storm bolter and power sword, one Space Marine armed with a heavy flamer and powerfist, one Space Marine armed with storm bolter and chainfist, and two Space Marines armed with storm bolters and power fists. Squad B consists of a sergeant armed with thunder hammer and storm shield, one Space Marine armed with an assault cannon and powerfist, and three Space Marines armed with storm bolters and power fists. The Space Marine player deploys the squads on the starting squares shown on the map.

Genestealers: The genestealer player begins with one blip counter in each of the three entry areas, and receives one reinforcement blip per turn that may enter from any entry point. If all three entry areas are sealed reinforcements are stopped.
If playing this mission as part of a campaign and the Space Marines lost Mission 1, more Genestealers can break through. The Genestealer player receives an extra reinforcement blip per turn until two of the entry areas have been sealed.

SPECIAL RULES
Airducts:

- Genestealers and blips may enter an airduct from the square directly in front of the airduct at the cost of 2 AP.
- Genestealers and blips may move from the end of an airduct into the square directly in front of the airduct at the cost of 1 AP.
- With the exception of entering and leaving, Genestealers and blips move through airduct exactly as if they were corridors.
- When converting blips in an airduct, you may only place Genestealer models in the airduct. Models which cannot be placed in the airduct itself are lost. The opposite is also true: Blips in a corridor or room cannot convert into an airduct.
- Marines cannot enter airducts. Although the Marines can see the opening of the airduct they have no LOS into the airducts themselves. Genestealers inside airducts cannot be targeted and blips cannot be forced to convert.
- Heavy flamers may be fired at the first square of an airduct affecting the entire section as normal. Blips inside airduct being flamed convert before the effect of the heavy flamer is resolved.
- Close assault from an airduct cannot be drawn. If the result is a draw, the Genestealer wins. In any case the winning model is placed in the corridor/room, ie any Genestealer winning a close assault will leave the airduct.

Bulkheads: In this mission bulkheads may be used to permanently block off Genestealer entry points. Treat them as doors until closed. Once closed they cannot be opened. Use an appropriate marker to represent the bulkhead or place an end-marker to show the entrypoint is being blocked.

VICTORY
The Space Marines wins by deactivating the engines. To do so a Space Marine model must be standing in the square marked “X”, facing the console/wall. For each AP/CP spent, roll a D6, on a roll of 6 the drives have been shut down and the mission is successfully completed.
Any other result is a genestealer victory. If you are playing this mission as part of a campaign, record the result (success/failure).



Last mission - Take Control


Take control of the hulks navigation computer.




The blue markings represent airducts. See Special Rules.


Take Control of the hulk


FORCES & DEPLOYMENT
Space Marines: The Space Marine player has two squads. Squad A consists of a sergeant armed with storm bolter and power sword, one Space Marine armed with a heavy flamer and powerfist, one Space Marine armed with storm bolter and chainfist, and two Space Marines armed with storm bolters and power fists. Squad B consists of a sergeant armed with thunder hammer and storm shield, one Space Marine armed with an assault cannon and powerfist, and three Space Marines armed with storm bolters and power fists. The Space Marine player deploys the squads on the starting squares shown on the map.

Genestealers: The genestealer player begins with one blip counter in each of rooms marked in blue. From the third Genestealer turn the Genestealer player receives one reinforcement blip per turn that may enter from the entry point. If the entry area is sealed reinforcements are stopped.
If playing this mission as part of a campaign and the Space Marines lost Mission 2, a new Marine squad has to be deployed giving the Genestealers more time to reinforce. The Genestealer player starts receiving reinforcements from turn 1.

SPECIAL RULES
Airducts:

- Genestealers and blips may enter an airduct from the square directly in front of the airduct at the cost of 2 AP.
- Genestealers and blips may move from the end of an airduct into the square directly in front of the airduct at the cost of 1 AP.
- With the exception of entering and leaving, Genestealers and blips move through airduct exactly as if they were corridors.
- When converting blips in an airduct, you may only place Genestealer models in the airduct. Models which cannot be placed in the airduct itself are lost. The opposite is also true: Blips in a corridor or room cannot convert into an airduct.
- Marines cannot enter airducts. Although the Marines can see the opening of the airduct they have no LOS into the airducts themselves. Genestealers inside airducts cannot be targeted and blips cannot be forced to convert.
- Heavy flamers may be fired at the first square of an airduct affecting the entire section as normal. Blips inside airduct being flamed convert before the effect of the heavy flamer is resolved.
- Close assault from an airduct cannot be drawn. If the result is a draw, the Genestealer wins. In any case the winning model is placed in the corridor/room, ie any Genestealer winning a close assault will leave the airduct.


VICTORY
The Space Marines wins by taking control of the nav com. To do so a Space Marine model must be standing in the square marked “X”, facing the console/wall and spend 8 consecutive APs/CPs without interuption. Start over if the Marine is killed or takes any other actions. Once the computer is under their control the Space Marines win.
Any other result is a genestealer victory.


Enjoy

This message was edited 3 times. Last update was at 2009/09/15 15:40:59


-------------------------------------------------------
"He died because he had no honor. He had no honor and the Emperor was watching."

18.000 3.500 8.200 3.300 2.400 3.100 5.500 2.500 3.200 3.000


 
   
Made in gb
Erratic Knight Errant





warrington, UK

i'll get all of FOF up tonight then i'll start on another, nice one on the DOH, i wasn't sure how to do the Vents myself

I'll do Duty and Honour tonight, that game has a special tile however BUT, i have a scan of it i'll also upload
not sure how to incorperate it into the tileset but i'm sure someone will know, i'll drop in a plain room for its substitute.

"Home is where you dig it."

"Morkies little orky loves shortnin', shortnin', Morkies little orky loves shortnin' legs..."

Always on the lookout for 5th Ed Bretonnians, PM me! 
   
 
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