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Made in gb
Slippery Scout Biker



Birmingham, UK

Wrote a mission which I think is a bit hardcore. Is the first in a series of 8. Extensively playtested and is intentionally very tough for the marine player. Give it a go. Tell me what you think. Check out my new Space Hulk blog at http://spacehulkmissions.blogspot.com/

Mission I – Breakthrough



Deployment and Forces
Space Marines:
The space marine player has two squads, One Space Wolf squad and one Blood angels squad. The Space Wolf squad consists of a sergeant armed with a Power Axe and Storm Shield, a marine with an Assault Cannon, two armed with Storm Bolters and Power Fists and one armed with a Chainfist and Storm Bolter. The Blood Angels squad consists of a sergeant armed with a Power Sword and Storm Bolter, a marine armed with a Storm Bolter, Power Fist and Cyclone Missile Launcher (loaded with Web Missiles), 2 armed with Storm Bolters and Power Fists and one armed with a Storm Bolter and Chain Fist.
Genestealers:
The Genestealer player begins the mission with four blips and receives two reinforcement blips per turn. Blips may enter play at any entry area.

Special Rules
All doors in this area of the hulk are prone to malfunction. Upon attempting to open any door, either player must roll a D6. On a 4+ the door will open as normal. On a roll of 3 or less, the door jams and must be destroyed in order for the player to continue. The marine player may do this in the normal manner while a genestealer player must expend one extra action point.

Victory
Space Marines:
The Space Marine player wins by getting 3 or more terminators off the board via EACH exit point, for a total of 6 Space Marines. It is not necessary for the Marines to be from the same squad. The Space Marine may achieve a drawn result by only getting 3 marines off the board via one exit point.
Genestealers:
The Genestealer player wins if the marine player cannot achieve his objective, either through killing eight marines or it becoming impossible for the marine player to get three marines off via one exit point.

Unique Weaponry
Power Axe
Like the power sword, the power axe is a rare and extremely effective weapon awarded to Space Marines that have proven themselves in battle. When fighting in a close assault to his front, a Space Marine armed with a power axe can choose to use the weapon two-handed, adding one to his dice roll, but negating the use of his storm shield or any other close combat weaponry.
Cyclone Missile Launcher (loaded with web missiles)
The cyclone missile launcher is a devastating, shoulder mounted missile launcher not suited to combat in the dense and unstable environs of the inside of a Space Hulk, where the highly explosive ammunition may cause explosive decompression. However, when loaded with web missiles, it becomes a highly effective defensive weapon, used to block off corridors and prevent the enemy from advancing. The cyclone missile launcher may be fired twice in a game, blocking off any tile space within line of sight and twelve squares of the user for the remainder of the game.

This message was edited 1 time. Last update was at 2010/12/21 19:21:46


 
   
Made in us
Nimble Dark Rider





Land of Lincoln

This looks pretty impressive and, like you said, very challenging. I'll see if i can convince my gf to play your map with me tonight. I'll let ya know how it turns out.


Automatically Appended Next Post:
Quick clarification though - stealers have to spend two ap to attack a door to try to destroy it?

This message was edited 1 time. Last update was at 2010/12/21 19:51:41


Malifaux - Rezzers
The Other Side - King's Empire & Abysinnia
40K - Iron Hands


 
   
Made in gb
Slippery Scout Biker



Birmingham, UK

The first AP is to attempt to open the door. If this fails, a second AP must be spent for the genestealer to destroy the door.
   
 
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