--
Sir Scott "Just a thought... " McDaniel
Retooling the SH rules to reflect Traitor Marines and Chaos
Termies doesn't sound to difficult. (Not sure what the 'PA traitors'
are.) The sad part is that you couldn't just put up your work on a web
site and share it - at least not without wondering when GW will write
you a 'cease & desist' letter.
> I still have the old rules from the SH Campaign book, but I would think they
> would need some adjustments here and there.
Probably. From my limited experience with 3rd - storm bolters are
incredibily unreliable and routinely jam at the worst possible momemnt.
Suicide should have the mission name changed to "Mission Impossible".
Perhaps switch to D6 and have jams only on a roll of 2 or 3 on 2D6?
Another suggestion would be to use the older SH blip counter system
where there were both larger groups of stealers (4, 5, & 6) as well as
zero counters that made for some actual suspense for the Marine player.
> We haven't talked at all about rules as such, but I wanted to get your
> thoughts before Matt wakes up (Hung-over) and sees how I have hijacked his
> thread.
To quote the Griswald's "It's the holiday season, everyone's in misery!"
(And to be technical, you didn't exactly high-jack his thread. Besides,
with 'Home-Lad Security' on the job, what could you have possibly
gotten past the RGMW 'mental-detectors'? Hmmmm? ;)
Myrmidon
1=[]bbbbbbbbbbbbbbbbbbbbbbbhhh
(This formula is from my kitten 'Grace' - who is anything but
graceful...)
--
"I'm already impoverished from buying wargames minis,
and I'm too knackered for riotous living..."
-- Moramarth
RGMW FAQ: http://www.rgmw.org
Or...
That's why you save at least one command point so you can clear a Jam
as soon as it occurs.
--
Joakim
My friend was saving 2 and 3 CPs to clear jams and STILL getting
slaughtered as soon as there was a massive rush. Perhaps the 3rd Ed
dice are more prone to rolling 'jam'?
Myr
--
Yeah, I hate it when a worthless thread degenerates into a semi-useful
discussion. Never again!
- Smithdoerr
RGMW FAQ: http://www.rgmw.org
Pray to the machine god more? Why all the jamming? Do Space Marines
not clean their guns often?
Just strip out all the trade marked and IP stuff and you'll be fine [1].
Then anonymously circulate the "key" list for translating the rules:
Space Wankers = Space Marines (tm)
Chaos Twats = Chaos Marines (tm)
Phallic Fleshy Space Bugs = Tyranid (tm)
etc....
The working title of the the rules will be Hulking Space Homorerotica.
[1] I'm not an IP lawyer but, this being the internet, I feel obligated to
express my opinion in a area I have absolutely no expertise.
--
-smithdoerr
"Myrmidon" <Im...@home.com> wrote in message
news:MPG.2597ee84d...@news.eternal-september.org...
> In article <_ajXm.99396$rE5....@newsfe08.iad>, smcda...@cox.net
> says...
>> A buddy and I were talking the other day and he suggested the
>> possibility
>> of using the current Space Hulk rules with the old Traitor Marine rules.
>> Meaning: Imperial versus Chaos termies in some missions (Or even a few PA
>> traitors).
>
> Retooling the SH rules to reflect Traitor Marines and Chaos
> Termies doesn't sound to difficult. (Not sure what the 'PA traitors'
> are.)
PA= Power Armor, regular traitor marines against Imperial Termies.
--
Sir Scott "Or punks; as we call them... " McDaniel
--
Sir Scott " " McDaniel
"smithdoerr" <ma...@somewhere.com> wrote in message
news:hglj4r$k08$1...@news.eternal-september.org...
>
> "Myrmidon" <Im...@home.com> wrote in message
> news:MPG.2597ee84d...@news.eternal-september.org...
>> In article <_ajXm.99396$rE5....@newsfe08.iad>, smcda...@cox.net
>> says...
> Phallic Fleshy Space Bugs = Tyranid (tm)
Oooh! I like that one!
Myr :)
--
I have nothing against Polish or Americans, at least nothing effective.
- Ecke
RGMW FAQ: http://www.rgmw.org
Completely off topic but I have it on good authority Santa is getting me
a Space Hulk� knockoff for Christmas... It's called Incursion and has
Nazi Zombies for the cannon fodder and Power Armored US Army Rangers for
the protagonists.
Link: http://www.incursiongame.com/
It's really got a nice pulp fiction feel to it and the figs are
fantastic. Besides, how could you go wrong with Zombie Nazis?
Pensyltucky? Isn't that east of I-5?
--
Sir Scott "Somewhere... " McDaniel
I'm not sure if you would have an issue with Chaos Marine or Space Marine.
I believe there has been issues with GW laying claim to Michael Moorcock's
chaos IP in the past, so there is likely to be precedent. And they wouldn't
be able to make a claim on Marine as it a common English word.
Have you tried Tannhauser? That's a fun game.
I just checked their web site. There is some impressive talent working on
the project, including the owners of two of the best personal gaming sites
on the net.
You're probably right. The codex and rule books list all the trade marks in
the front of them but I'm too lazy to scan all that fine print to check.
--
-smithdoerr
No, but I'll put it on my list. Fantasy Flight seems to have some real
winners in it's stable... Battlestar Galactica is a popular local game,
Dust looks awesome, Wings of War has lots of good things said about it...
I'm yet to play BG. Last night we played Arkam Horror. Needless to say
first turn I went insane, and we were all devoured by an Elder thing. We
play Wings of War quite a bit. The key to the game is not to be all rules
lawyerery as it's hard not to bump the planes and move them slightly.
>>
> And here I thought you just had something against Pensylvania.
>
Everybody should have something against Pennsylvania...
Myr
--
Oh and yes you have nice arse, but could you try not to fish
for compliments all the time.
-Kellopyy
RGMW FAQ: http://www.rgmw.org
the only thing I can think of that PA has going for it is that my
favorite strip club is there...
Personally, I think the only good reason for playing games workshop
games is ease of finding opponents.
Loads of people know the rules.
If I was going to do a game based on space hulk 2 possibilities spring
to mind.
Both increase suspense by having referees.
The referee creates special rules for the aliens, so the human players
don't know how they work.
1) Referee plays the bugs and the players the humans.
Referee uses hidden movement. Maybe special events.
2) Double blind. One group plays the aliens, the other the humans.
The abilities for both are decided by a referee.
So the aliens don't know how humans work, the humans don't know how
aliens work.
There are two duplicated tables set up in separate adjoining rooms or
with a sheet hung between them.
Separate rooms work best.
You could even have it that one side or both may not know the layout
fully.
So the humans control their stuff on their table, the ref places
aliens as the humans see them.
Vice versa for the aliens.
Each turn is simultaneous, The ref goes in one room and the players
describe what theire models are doing.
Then the other.
The referee handles sightings etc.
With multiple players on each side you even get command control
friction "for free".
Players agree a plan and then when the ref comes in they mess up with
their "orders".
"Andy O'Neill" <andy...@googlemail.com> wrote in message
news:f33649b2-d474-4309...@g26g2000yqe.googlegroups.com...
Interesting ideas, Andy. Thanks.
--
Sir Scott "Hmmm... " McDaniel
On Dec 25, 1:55 pm, "smcdaniel1" <smcdani...@cox.net> wrote:
> "Andy O'Neill" <andyo....@googlemail.com> wrote in message
>
> news:f33649b2-d474-4309...@g26g2000yqe.googlegroups.com...
> On Dec 20, 6:11 am, "smcdaniel1" <smcdani...@cox.net> wrote:
> the only good reason for playing games workshop
> games is ease of finding opponents
I probably could have used any tabletop system, but I first happened
upon RT.
(At a time when 32nd-level Flying Esper Mages seemed too common.)
RT satisfied the one teensy personal requirement for my new NPCs:
Axe waving, genetically engineered psi-mutant shaolin cyborg ninja
zombie pirates.
My "Space Cavalry of the Future" would, of course, ride robotic alien
dinosaurs.
All would wear vacuum suits patterned after medieval armor.
But those bunny ears really sealed the deal. Fish on!
> Interesting ideas
I'd add that a step backward might be in order -
Use compulsory movement rules for the "Bad Guys".
The map designer sets victory conditions and runs the BG.
The catch is, sides roll for "seize initiative" before the game.
That ought to deter any WAAC temptation for map designers.
Let PA CSM squads summon Daemons under certain conditions.
Mix the BGs up until you get a feel for their relative values.
Maybe even try the old IG rules for some Cultist fun:
+++
Most of the normal rules for Space Hulk still apply, accept where
noted below -
Guardsmen have five action points, and can also side-step, like
Genestealers, into a square to their left or right. However, unlike
Genestealers, they cannot turn 90 degrees for free.
Imperial Guard receive a -1 penalty on all close assaults. The only
exception to this are Captains and Storm Troopers - the elite of the
Guard.
Each squad contains a com-link and its generally a good idea to keep
him alive, because if he's the last alive at the beginning of his turn
he can call for backup. On a roll of a 5 or 6 on a D6 remove the com-
link model and place the exact same squad you started with in the
entry area. This new squad has the same mission as the last. Also note
that the board is left as it is, so doors which have been destroyed
stay like that, and so on. Imperial Guard have also developed fire-and-
move. Its just like the normal command of move-and-fire and all the
penalties for sustained fire shooting apply, its just the other way
around!
Squads
A Normal Squad Consists of:
One Captain, armed with bolter and sword.
Six Guardsmen, armed with Lasguns and knives.
One Com-link trooper, armed with Lasgun and knife.
One Sergeant or Lieutenant, armed with bolter and knife.
One Guardsman armed with either a Flamer, Plasma Gun or a Melta Gun.
A Storm Trooper Squad Consists of:
One Commander (Captain), armed with bolter and fist.
Six Troopers, armed with Hot Shot Lasguns and knives.
One Com-link trooper, armed with Hot Shot Lasgun and knife.
One Sergeant, armed with Hot Shot pistol and sword.
One special weapon Trooper, armed with knife and either Flamer,
PlasGun or MeltaGun
Note: For the loss of one Lasgun armed Guardsman or Hot Shot Lasgun
armed Trooper, you may take another model armed with a special weapon
(not a Captain or Sergeant). This means your squad will be reduced to
a strength of nine models. Bolters/ Hot Shots, etc use the same rules
as a storm bolter but you roll one less shooting dice. Lasguns are
Bolters with no sustained fire. A perfect hit is needed to kill or to
destroy doors. Although the Lasgun is not that good, it does work well
with the Guards rule of shooting then moving.
Plasma has three sustained fire dice and can sustain even when moving.
However it does need to recharge and one action point must be missed
before it can fire again.
Any model using Meltas only has 4 AP instead of five. It has two
shooting dice and can sustain fire when moving.
Note that both the Plasma Gun and Melta Gun can sustain fire from
their first shot. They do not have to wait until their second action
point.
Refill canisters for flamers are required.
The Command Rule
As long as your Captain or Com-link are alive you may take command
points. If both die, regular IG lose command points permanently. Storm
Trooper squads may take command points to the last man.
Tactics
With Imperial Guard in Space Hulk you have to consider your objective
and achieve it quickly! Also try not to use command points with Plasma
Guns, because it eats them up wholesale. The rest is the joy of using
Imperial Guard in Space Hulk.
+++
Have fun!
Playa