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Made in gb
Bounding Black Templar Assault Marine






After a lot of blood, sweat, tears, and chocolate I present to you the second playtest version of Space Hulk: The Horus Heresy. It is free-to-all and is available from https://ossifiedsite.wordpress.com/

It is 56 pages in length and contains
• Full rules for playing Space Hulk during Humanity’s great civil war, The Horus Heresy. Including the deadliest weapons borne by the terminators of the 30th Millennium
• 7 Space Marine Characters: Praetor, Centurion, Champion, Chaplain, Primus Medicae, Forge Lord and Librarian
• Rules for Space Marines in Power Armour including Tactical Assault, Breacher, Support and Heavy Support Astartes
• 7 Psychic Disciplines
• Rules for Lesser Daemons and Daemonic Heralds
• All the additional Counters and Blips needed

This is the first of 3 planned books.

   
Made in fi
Posts with Authority






Awesome! Will check this for sure

"The larger point though, is that as players, we have more control over what the game looks and feels like than most of us are willing to use in order to solve our own problems" 
   
Made in ca
Regular Dakkanaut




Wow! That's a fantastic piece of work! Thank you for sharing!
   
Made in de
Experienced Maneater






Awesome work! This almost gives me an excuse to buy some thrown together squads of 30k Marines.
   
Made in gb
Battleship Captain





Bristol (UK)

This looks seriously awesome!

I'll be giving this a go soon, for sure.
   
Made in gb
Battleship Captain





Bristol (UK)

I played this with my friend and yesterday, and we had some thoughts.

I'll start with the biggest thing, we had fun. It's a great ruleset, the armour saves don't slow it down much at all facing a "peer opponent" adds a whole other dynamic to the game.

Now, onto the nitpicking...
Firstly, we found it a slapfight. We were both using Cataphractii and found no one died. We had one melee fight that lasted like 4 or 5 turns.
IMO AP could perhaps be increased a little. Currently powerfists are AP2 - 3 or even 4 (with equivalent increases across the board) would help things feel a little more decisive.
Also, Tartaros being 7+ - barely better than standard power armour feels very strange. 6+ like Indomitus would be better imo.

As well or instead, some mechanic reducing armour against attacks in the side or rear (say -1 side, -2 rear) will reward flanking a little more.
Also, some bonus for having multiple people in a combat would be nice.

We also found your charge to LoS (making it corner to corner) rather strange, you had characters tucked into side corridors firing away as if they had clear LoS. The base game uses centre to centre which I think is much more logical.
In fact, I'm not sure this is intentional. You give a photo example, with the caption stating the Ultramarine cannot see the Word Bearer. Except he can per the corner-corner rules. So clearly something is incorrect there.

A couple of these suggestions might have reaching effects that would lend itself to being stricter on diagonal actions. Perhaps prevent movement and melee through diagonals?

Spoiler:

This message was edited 2 times. Last update was at 2022/02/24 16:49:47


 
   
Made in gb
Bounding Black Templar Assault Marine






 kirotheavenger wrote:
I played this with my friend and yesterday, and we had some thoughts.

I'll start with the biggest thing, we had fun. It's a great ruleset, the armour saves don't slow it down much at all facing a "peer opponent" adds a whole other dynamic to the game.

This is fantastic to hear, as a lot of effort went into getting the marine vs marine rules structured in such a way as to keep them alive long enough to a) achieve objectives and b) get into melee.
 kirotheavenger wrote:

Now, onto the nitpicking...
Firstly, we found it a slapfight. We were both using Cataphractii and found no one died. We had one melee fight that lasted like 4 or 5 turns.
IMO AP could perhaps be increased a little. Currently powerfists are AP2 - 3 or even 4 (with equivalent increases across the board) would help things feel a little more decisive.

As discussed in PM I think your idea for AP boosts to side and rear attacks, below, may resolve this across the armoury. That said what an epic fight those two terminators must have had, v cinematic.
 kirotheavenger wrote:

Also, Tartaros being 7+ - barely better than standard power armour feels very strange. 6+ like Indomitus would be better IMO.

I think that is a good suggestion. I was looking for some way to offset the increased mobility, clearly, a save reduction wasn't it.
 kirotheavenger wrote:

We also found your charge to LoS (making it corner to corner) rather strange, you had characters tucked into side corridors firing away as if they had clear LoS. The base game uses centre to centre which I think is much more logical.
In fact, I'm not sure this is intentional. You give a photo example, with the caption stating the Ultramarine cannot see the Word Bearer. Except he can per the corner-corner rules. So clearly something is incorrect there.

A couple of these suggestions might have reaching effects that would lend itself to being stricter on diagonal actions. Perhaps prevent movement and melee through diagonals?

Yeah this is a tough call as I feel that the boundaries of the walls blocks the outer corners. I shall give some thought to it.

Thanks for taking the time to type this up as this is how it'll get better! Oss
   
Made in gb
Rampaging Reaver Titan Princeps






This is the first time that I’m regretting flogging off my space hulk collection! Looks amazing and great job on the photos
   
 
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