009.
M3
In
the cold dark of the Melbourne winter in the year 2009, from a dusty
shed at four in the morning the cries of terror and my second-best
Arnie voice could be heard exclaiming “Face my Assault Cannon,
bitches!” as the inevitable, inexorable advance of the pesky gene
stealers overran my hopes of successfully completing the mission.
That's
right! It's Space Hulk time again. So it turns out as of today you
can pre-order the new copy of Space Hulk from GW. If you missed it
last time, make damn sure you get on it this time around. There will
be cries of “Oh, but it's too esspensive!” from the denizens of
the internet, but to be honest, once you've squared yourself and your
wallet with GW's prices this game is a straight up bargain. At AU$190
it clocks in at $25 more than Dark Vengeance, but you get a veritable
butt-tonne of miniatures and some very nice looking corridor, room
and door pieces which are super fun for games of Deathwatch or Dark
Heresy and any other sci-fi RPG you care to mention, or just for
using in different little missions from the type in Imperial Armour
IV: Anphelion Project to your own boarding actions.
Okay,
fan boyism aside (is my nose clean?) this is a great game and
combined with gins, whiskeys and turkey-mayo foldies (TM)1
it will tie you over through the cold dark months of winter, or the
sunny warm nights of summer, or whenever. Seriously, just play it.
Unfortunately,
with only two factions and twelve missions, the game can get old
after a while. Even if you're the type to make your own missions, it
gets a little repetitive. Thankfully, they've released four new
missions with the box and three separate dataslates for Dark Angels,
Ultramarines and Space Wolves (arwhoooo!).
“But,
Lord Manton,” I hear you ask, “what about my Tau fire warriors?
Or my buddy's Chaos Space Marines?” Well for a measly view of my
blog (less than AU$19.99 for those counting) you can have them! So
without further ado.
Space
Hulk Alternate Rules
Chaos
Space Marines
Power
Armour:
Action
Points: 4
Weapon:
Bolt Gun
No
“sustained fire”
No
jamming
Weapon:
Heavy Bolter
No
move and shoot in a turn
Sustained
Fire
1
AP to shoot
Plasma
Gun
1
AP to shoot
Sustained
fire
“Gets
Hot” - On a 6+ while using sustained fire, the plasma gun will
explode. The gun can no longer be used. The Marine uses a Bolt Gun
from this point onwards.
“Lance”
- On a successful hit, the plasma bolt will continue through to the
model in the square immediately behind the original target.
These
Power Armour rules can be used for loyalists as well as Chaos
Marines, and you may want to use the Plasma Gun rules from the Dark
Angels supplement.
Sorcerer
Similar
rules to Librarian.
Force
Weapon and Bolt Gun
Possession:
Range
12
Can
turn one enemy model into a possessed/daemon
Cost:
3 Psi Points
Target
rolls D6 – on a 4+ it is possessed.
Once
per turn
Space
Marine is dead, new model is under Chaos Player's control.
A
possessed marine (or Fire Warrior) acts exactly as a genestealer
Daemon
Prince
Same
rules as Brood Lord
Group
Possession:
The
Daemon Prince is a fearsome creature of the Warp with enhanced
psychic abilities. He may possess an entire room if there is
no Librarian present in the room.
Cost:
3 Psi Points, +1 point per model possessed after the first. (10
Psi Point limit)
Possession:
Same as Sorceror.
The
Librarian's Psychic Hood and arcane knowledge of the
Force
the Warp means that he cannot be targeted by Possession or Group
Possession.
Tau
Fire
Warriors:
Action
Points: 4
Pulse
Rifle: 1D6 – 5+
Overwatch:
1 AP – Jam on a roll of 1
“Shoot
around corners” - as the Fire Warriors do not have the bulky armour
of Terminators or Space Marines, they may use corners as cover. A
Fire Warrior adjacent to a corner may shoot down the corridor to
which he is adjacent.
“Fire
in ranks” - The lack of bulky armour means that a Fire Warrior may
shoot over the top
of
up to two of his squad mates, if they are all in adjacent squares.
Grenades:
A single Fire Warrior may be equipped with grenades.
Range:
4
Blast – When using a grenade, roll a D6. On the roll of a 4+ the
grenade explodes with an area of effect the same as the Flame template.
Throw
away – When a model is targeted by a grenade he may throw it away
on a roll of 6+
A
grenade may be used to open a blocked door.
Fire
Warrior Sergeant
Pulse
Rifle – 2D6 – 5+
Overwatch
– Jams on doubles
Leadership: The Fire Warrior Sergeant confers a re-roll to a friendly Fire Warrior once per turn.
Gun
Drone
Action
Points: 6
Always
on Overwatch - overwatch does not cost the Gun Drone any AP
Does
not Jam
Can
move and shoot over the top of friendlies.
Gun
Drones are fragile and have no close combat capabilities. Therefore,
in melee, the Gun
Drone
is immediately destroyed. No roll is necessary.
So
those are the rules! They've been tested fairly thoroughly and from
memory they play pretty well. I used to think that the Tau were
horribly OP but it turns out I'm just not very good at the game.
Feel
free to use these and please let me know what you think.
1It's a type of sandwich. You only need one slice of bread!
While you're here, have a look around the rest of the blog.
There are only 3 other posts so far so it won't take long.
Leave a comment and let me know how you go!
PS I don't own, or claim to own those images.



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