Recommend
2 
 Thumb up
 Hide
10 Posts

Space Hulk (third edition)» Forums » Variants

Subject: Lascannons, Plasma Guns and Heavy Bolters, Oh My! rss

Your Tags: Add tags
Popular Tags: [View All]
Fergus Hadley
United Kingdom
leeds
Unspecified
flag msg tools
mbmbmbmbmb
Hi

I recently acquired a few squads of normal space marines and wanted to use them to play Space Hulk. I've got the old GW rules for standard marines but some of my minis have different weapons.

How would you handle the following:

Las-cannons
Plasma Guns
Heavy Bolters

Tech Marines
Chaplains

Thanks

voidstate
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Salmiaque DePastille
Germany
Bad Oldesloe
Germany
flag msg tools
Avatar
mbmbmbmbmb
Enter the Hulk is a good source.
3 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
しんぶん赤旗
New Zealand
Christchurch
flag msg tools
Avatar
mbmbmbmbmb
just look around the web for a pdf of Space Hulk Campaigns. That has everything you need and can be found easily.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Fergus Hadley
United Kingdom
leeds
Unspecified
flag msg tools
mbmbmbmbmb
Enter the Hulk is awesome. Now all I need is to figure out how to stat the techmarine mini I have.

Something to do with opening doors?

And what stats should they have? I'm not familiar with the wargame so am not sure how powerful they are.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Alexei Fink

California
msg tools
voidstate wrote:
Enter the Hulk is awesome. Now all I need is to figure out how to stat the techmarine mini I have.

Something to do with opening doors?

And what stats should they have? I'm not familiar with the wargame so am not sure how powerful they are.



They have slightly less armor than a terminator but more than normal marines in power armor. They often carry a power axe & have a servo arm that basically gives them one powerfist attack after they make they're normal attacks. Maybe they should get the regular 1d6 in close combat, or maybe they should have a -1 penalty for not being as good as terminators? Some techmarines have a big four-armed Doctor Octopus looking thing called a servo harness, which is two servo arms, a flamer, and a plasma pistol that rerolls misses. That seems a little powerful for Space Hulk (though the chapter's head techie, called the Master of the Forge, could maybe have that if you want to include him for a special scenario).

I'm thinking the door thing is right, maybe once per turn they can spend 2-4 APs to open a door w/in line of sight? Or their servo arm can open a door that's one square away from them? I feel like they could also be used in escort missions where he have to get to a room & spend a turn or two doing something while the terminators protect him.

I've also thought that power axes could be differentiated from power swords. Swords give you parry, so maybe the axe will either win ties or keep an enemy from parrying (if you play marine vs marine battles).

In 40k Chaplains are good in hand-to-hand and make a squad they join better at it by rerolling missed attacks. They should maybe have +2 or roll 2d6+1 and/or have parry (they come with a power weapon called a crozius arcanum, usually in the form of a mace). Maybe marines in the same board section as a chaplain gain +1 in close assault or can reroll their first die result? It might be necessary to make the chaplain spend APs to make this happen (they give an inspiring speech).
1 
 Thumb up
0.01
 tip
 Hide
  • [+] Dice rolls
Fergus Hadley
United Kingdom
leeds
Unspecified
flag msg tools
mbmbmbmbmb
Re: techmarines

I found this in a set of fan missions. Tech marines possess an Auspex:

The Auspex

The Auspex is a powerful scanning device incorporated into a Power Fist, so follows the standard rules for that weapon as well as those
listed below.

If there is a Techmarine equipped with a scanner the marine player can scan one blip for a cost of one AP or CP. There is no distance
measurement or LOS required though only one blip may be scanned per Techmarine per turn.

When a blip is scanned it is immediately turned over, revealing its value, then turned face down once again.

This is not a conversion, though if the Broodlord is available and a ‘3’ is revealed the Genestealer player can elect to place it as an
involuntary conversion.

Is this too powerful?

Another thought I had were to allow techmarines to prevent the first overwatch jam within 3 squares each genestealer phase.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Alexei Fink

California
msg tools
I feel like either (maybe both) could work. One thing you could do is give the techie more than one ability but be utterly pitiful at both shooting and assault. Trying to protect him would add more depth to the game.

I'm getting off topic, but I wonder if there's ways to add some similar kind of strategy & variety to the stealer side without ruining the ranged vs melee dichotomy that makes the game so great.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Fergus Hadley
United Kingdom
leeds
Unspecified
flag msg tools
mbmbmbmbmb
And how about the apothecary?

Some kind of heal ability seems in order. I thought maybe if they reach a killed marine the next turn they can revive them on a 4+ for 2APs.

This seems too weak though. The nature of most maps means he's not going to be able to easily hover behind the front lines.

And what happens to the revived marine if a genestealer has moved into his space?

Then I thought that if he's within 3 squares, when a marine dies, on a 4+ the apothecary heals them. But is this too powerful?

Also, in the TT game, how powerful in the narcethium?

vs
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Alexei Fink

California
msg tools
There's homegrown rules for one on http://spacehulk.barsoom.cc/ressurected/shcampn/sh_force.htm :

"The medic has the ability to heal wounded marines on the battlefield. If a marine is killed and the medic is able to reach his position within the next turn, he may spend 4 AP/CP. He then rolls a D6. On a roll of 5+ the marine is not dead, but wounded as in the wound rules, and may be rescued by his brothers. Wounded marines may also be tended by the medic for the same 4 AP/CP. Roll a D6. On a roll of 5+ the marine is healed, placed on the board next to the medic and may continue fighting from the next turn onwards.
Only one try per marine per mission for any one of these actions. That means it is not possible to save the life of a marine according to rule #1 and then completely fix him according to rule #2, neither in the same turn nor during the remainder of the mission.
Medics may either wear Power Armour or Terminator Armour."

It seems a bit unlikely to me that this will work, but maybe that's the idea. Probably what you should do is try two different missions twice each, in one run you use your rules, in another these. See what works best.

As for stealers moving over the marine, maybe lay them on their side & it costs 2AP for a stealer to walk over them? If they're not healed by the end of the next marine turn, prone marines are removed as casualties?

In the current edition of 40k, a squad with a medic has the fell no pain rule, which means that after they're wounded they can roll a 4+ and ignore the wound (unless it comes from certain strong weapons, like plasma & melta & whatnot with really good infantry armor penetration or special close combat weapons like power swords, power fists, lightning claws, thunder hammers, etc.). These specifics should probably be smoothed over for something as fast & simple as Space hulk.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Fergus Hadley
United Kingdom
leeds
Unspecified
flag msg tools
mbmbmbmbmb
Thanks for the reply.

Darth_Badguy wrote:
In the current edition of 40k, a squad with a medic has the fell no pain rule, which means that after they're wounded they can roll a 4+ and ignore the wound (unless it comes from certain strong weapons, like plasma & melta & whatnot with really good infantry armor penetration or special close combat weapons like power swords, power fists, lightning claws, thunder hammers, etc.). These specifics should probably be smoothed over for something as fast & simple as Space hulk.


I think a second save is probably simplest. What do you think of this:

Feel No Pain: When a marine within 3 squares of an apothecary is killed by a genestealer (not the Brood Lord), roll one d6 for each dice that beat the marine's combat score. If all these re-rolled dice come up 5+, the marine does not die.

vs
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.