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Subject: Space Hulk Articles rss

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Kevin Wales
United Kingdom
Kings Lynn
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Hi All,

I trying to locate a couple of Space Hulk articles from old citadel journals.

I'm looking for:
Talons of Death: CJ 36
Space Hulk Campaign System CJ 34

Cheers

Kev
 
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christian arkins
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Indianapolis
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I'd also be interested in seeing these.
 
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Slev Sleddeddan
United Kingdom
Victoria Park
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What part of "Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn" don't you understand?
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I have both of these. I'll try & sort something out.

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Alex
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That would be fantastic
Between the space-hulk-collection and the files on BGG the only vintage Space Hulk articles I am missing are the above two and also:
Citadel Journal 28 - Superior Firepower

If you sort something out I would be really grateful as then im down to one article remaining.

Marvelous and really looking forward to it. Thanks Slev

Bob
 
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Slev Sleddeddan
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Victoria Park
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What part of "Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn" don't you understand?
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I have that as well. The three have a LOT of overlap TBH.

I already re-made the mission from CJ28 for 3rd ed:
http://www.boardgamegeek.com/article/4013724#4013724

Which gives you an idea of the article's thrust.
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Slev Sleddeddan
United Kingdom
Victoria Park
Manchester
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What part of "Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn" don't you understand?
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1D6+2 CA from FrontCJ 28

Rules:

Assault Cannon
Same firing and Overwatch cost and restrictions as a Storm Bolter.
Roll 3 fire dice and the jam dice each time it is fired.
Hits AND sustained fire hits count on all shots.
Second and third hits may be applied to targets within LOS and Fire Arc who are also within 2 spaces of original target of original target.
If a Jam is rolled, gun jams after shot, 2AP to clear.
If jJam on Overwatch, roll Jame die again. If a second Jam is rolled it explodes killing the marine and everything in adjacent squares. Otherwise 4AP to clear.

Lightning Claws
2D6+2 CA & Parry (force enemy to re-roll 1D6) in front arc
1D6 CA otherwise

Thunder Hammer
1D6+2 CA from Front
1D6 CA otherwise
Auto-destroy all doors & bulkheads, even if locked/jammed/etc for 0AP.

Storm Shield
Block (enemy rolls 1 fewer D6) from front & sides

Chain Fist
Auto-destroy all doors & bulkheads, even if locked/jammed/etc 1D6+1 CA from Front
1DC CA otherwise
for 1AP.

Captain
Power Sword and Storm Bolter as Sergeant.
+2CP per turnWinse ties in CA
Re-roll 1D6 when shooting, even in Overwatch.


Fire Corridor mission:

Use mission map from above, with 2nd ed Bulkhead rules. Marines may "seal" bulkheads for 1AP, 'Stealers may then not open, only destroy them on thr roll of a 6 in CA.


Objective is a CAT.


Forces:
'Stearlers: Four to start, 3 per turn.
Marines:
Squad 1: Captain, Chain Fist, AC, LC, TH&SS
Squad 2: Sergeant, Chain Fist, AC, LC, TH&SS
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Kevin Wales
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Kings Lynn
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Hi Slev

Many thanks for trying to sort the articles out, it's weird I thought I had all the old articles and it was not until a couple of days ago I stumbled across them listed on a site (think it was dakkadakka.com. Not too sure and cannot find the page at the moment).

Now I'm off to look at your superior firepower for 3rd ed, nice one.

Cheers

Kev
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