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 Space Hulk 3rd Ed (Modded Rules)

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BLee
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PostSubject: Space Hulk 3rd Ed (Modded Rules)   Mon Sep 10, 2012 9:49 am

Hi guys, I noted a few interested people keen on SH. I don't have a link with me but I did mod the rules myself. I'm working out how to paste a pdf here but if someone could point me the way, I can upload it here for the reference of everyone faster...

I've worked 5 missions so far and it is pretty much like the normal space hulk. We can play test it one of this weekends. I've added some interesting changes like those below so honestly I can't wait to post the full pdf for you guys... see below for the extract special rules for Choas Space Marines.

* Infernal Book - The infernal book is a book of psychic spells. It is not a direct weapon and can only be used so long as the Chaos Aspiring Sorcerer is alive. At the start of Chaos Space Marine player’s turn he / she can choose to roll 1 D6 for a random spell effect;
1 CSM squad looses all CP
2 Aspiring Sorcerer misses a turn (no moving or shooting but melee as normal)
3 2 chosen units roll 1 extra D6 when shooting / or in melee until next turn
4 Target unit in LOS of the Aspiring Sorcerer and less than 11 squares away looses 2 HP
5 All enemies suffer movement difficulty (Orks -2 CP, SM -2CP, Tyranids -1AP to all units)
6 CSM squad teleports to any room within 10 squares from the Aspiring Sorcerer together

Thoughts? Smile
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PostSubject: Re: Space Hulk 3rd Ed (Modded Rules)   Tue Sep 11, 2012 5:09 am

Still working on how to post the pdf but for now... here's the map for the first mission I worked out... It will use most of the board pieces...



Team A = CSM / SM will try to pick up item XA and exit at point A
Team B = CSM / SM will try to pick up item XB and exit at point B
Orks = Entry point from point O and exit at either where Team A or Team B enters
Tyranids = Purple arrow entry points (3 blips a turn) and will basically try to kill eveything...


Start
10 pts (CSM) 10 pts (Orks) 10 pts (SM) 6 Blips (Tyranids)

Reserves
4 pts (CSM) 5 pts (Orks) 4 pts (SM) Unlimited (Tyranids)

Total
14 pts (CSM) 15 pts (Orks) 14 pts (SM) Blips numbered 1, 2 (Tyranids)

Leader
Available (CSM) NA (Orks) Available (SM) NA (Tyranids)

Once the rules are up, you'll be able to see the game mechanics...

Ta


Last edited by BLee on Tue Sep 11, 2012 8:25 am; edited 3 times in total
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PostSubject: Re: Space Hulk 3rd Ed (Modded Rules)   Tue Sep 11, 2012 7:59 am

Just a suggestion... having 9 starting blips is abit to much for such a big mission considering that you are actually picking up the objective which makes it even more difficult. A start of 3 blips in the end room is good enough.. pinning the termie at the very start of the game is not going to get the game anywhere.. they will be holding their ground only.. Allow the termie a few turn to get to the middle of the board then give them hell.

By the look of it it would take the marine player at least 15turns just to pickup the objective and another 8 turn just to reach exit points.. that if the marine rush like mad.
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PostSubject: Re: Space Hulk 3rd Ed (Modded Rules)   Tue Sep 11, 2012 8:18 am

Here goes the rules... I hope you can access them... Still experimental...

https://docs.google.com/document/d/1wF0QRYG-66VW00SKT20g6JwjEn6RWLterYmbkE5zUrc/edit

Comments welcomed... Very Happy
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PostSubject: Re: Space Hulk 3rd Ed (Modded Rules)   Tue Sep 11, 2012 8:19 am

Thanks for the comment dif2find... well the thing about this is that once you have gone through the rules it would be clear that this is a mayhem game of 4...

I've playtested it with others a few times already and all the time, there will only be 1 winner per mission. Twisted Evil
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