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Thread: Space Hulk Quest

  1. #81

    Re: Space Hulk Quest

    Thanks wilsongrahams, good to hear. Appreciate your work, the reveal as you go WQ format is a popular alternative to laying that whole banana out first.

    Still trying to get these cards printed out here, bit of a challenge. But between the first page and the last, all of the current cards are posted, correct?

    When I get the plastic tiles painted and set up for a game along with the painted termies and stealers, I'll post here.

    robbage

  2. #82
    Chapter Master wilsongrahams's Avatar
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    Re: Space Hulk Quest

    Yeah the sizes may need fiddlijng depending upon the program you use and the paper etc. All cards are on the first post I believe but check through just in case. Some may have been left out due to max of 5 images per thread.

    Would love to see a game on the plastic tiles - I want some myself. And I also liked the deploy terrain as you go method - it does mean you can choose where to go, as in, if you reach the edge of your table use a different path if you have one, but also makes a unique board every time.
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  3. #83

    Re: Space Hulk Quest

    I'm stuck with printing the cards out for the moment but it occurred to me, if I had your tables to roll on, I could at least get the ball rolling.

    There a chance you could send along a PDF of that?

    Send to: rob@lyonexpeditions.com if you can.

    Thanks man.

    robbage

  4. #84
    Chapter Master wilsongrahams's Avatar
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    Re: Space Hulk Quest

    Er, well I'm afriad I scrapped them quite a while ago, and since then the events have evolved to more than I had. I will have a look through the cards and produce a table for you however.

    http://www.warseer.com/forums/showpo...5&postcount=10

    Is the link to the post in this thread where the original table still exists. It doesn't include many events however, and a new table would require a 2D6 roll and then likely a further D6 roll to be able to use all the events - they'd be grouped together into similar actions or penalties - ag 12 would be a D6 roll to select mission for example. Likely all bonuses would be hard to obtain and all penalties and stealers the easiest, with this being a fairly simple game to play if you are careful, and having a challenge against the odds is what this is all about when you don't have a player's cunning to contend with.

    Would you prefer a 2D6 version or D20 etc? I have all the old gem dice (D4, D8, D10, D12, D20) so can use any to balance out the rolls. About half to three quarters should usually be genestealers however, and with a table it just means the most common rolls are different quantities of stealers.
    Last edited by wilsongrahams; 24-03-2011 at 06:08.
    My Warhammer painting log (High Elves, Vampires, Night Goblins, Skaven and Chaos Warriors: http://www.warseer.com/forums/showth...11#post4856611

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  5. #85

    Re: Space Hulk Quest

    Thanks on that man. Don't do it if it's a time buster. I imagine I will get the card thing straightened out at some point in near future. But as for dice, d20 is fine.

    If it's not a hassle, that would be great,

    robbage

    rob@lyonexpeditions.com

  6. #86
    Chapter Master wilsongrahams's Avatar
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    Re: Space Hulk Quest

    It's no problem, though it will be monday before I get chance to do it - at work of all places, lol. Will email you monday about midday then! :-)

    Always willing to help to get more feedback on my little creation!
    My Warhammer painting log (High Elves, Vampires, Night Goblins, Skaven and Chaos Warriors: http://www.warseer.com/forums/showth...11#post4856611

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  7. #87

    Re: Space Hulk Quest

    Thanks again on that!

    robbage

  8. #88
    Chapter Master wilsongrahams's Avatar
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    Re: Space Hulk Quest

    Here's the Events Table in case anyone else wanted to give it a look over. I have not included any missions on it, as there are too many to choose, so I gave you the option of selecting them yourself. Not all Events are listed here, just the main ones I have available in a format I can copy the text from! :-) I prefer to have the cards for missions anyway as it helps you keep track of what you selected a few turns down the line!

    Excuse the editing - it hasn't pasted well as tabbing doesn't work here. I've Bolded the title parts to help.

    Events Table
    2D6

    2. Objective Update. Select a Random Mission Objective. Reroll this result if you already have a Mission Objective.

    3. Rare Events. D3. 1. Containment Field. Determine a Square to place an activated Power Field Generator marker. It must be attacked as in Unknown Lifeforms to be passed through. 2. Tech Hoard. The marine gains a Power Field Generator. He may deploy it any time he wishes as per Unknown Lifeforms. 3. Dead Marine. Determine a square to place the dead marine. He will not block the corridor as in The Artefact. If a marine spends 1AP in contact with him he may ignore any Suit Damage or Weapon Issues rolls that currently apply.

    4. Rickety Hulk. D3. 1. Door Power Failure. All doors in play, and all to be placed will count as jammed and must be destroyed to pass them. If they were already open they are effectively destroyed. 2. Pitfall. Determine a square to place a Ladder marker in. Any model crossing this must test as normal for a ladder. If failed, they are lost as a casualty. 3. Gas Pipe Rupture. Place a Flamer Template under the marine. This board section is treated as having been flamed and all models will be slain on 2+.

    5. Suit Damage. D3. 1. Suit Light Failure. The marine no longer has a visibility range of 12 to his front. He must rely on his Scanner range of 6 squares, and may not shoot beyond this distance. 2. Scanner Malfunction. The marine no longer reveals board sections within 6 squares, but only what he can see to his front - usually 12 squares. A marine that has lost both his Light and Scanner may now only fight in close combat and can only reveal board sections by moving onto them. 3. Malfunction. The marine may not go onto Overwatch this turn. If he carries a Flamer he loses 1 Ammo. If he carries an Assault Cannon it will count as having Reloaded.

    6. Weapon Issues. D3. 1. Stoppage. The marine must spend 4AP as if reloading his weapon to reattach the magazine before he may fire again. This will not count as a reload for ammunition expenditure. 2. Magazine Damaged. If the marine has a Storm Bolter then he will Jam during his own turn as well as overwatch. If he carries an Assault Cannon it will count as having used it's reload. A Flamer will lose 1 Ammo from leakage. 3. Sudden Light. All overwatch counters already placed are removed immediately. Marines may still enter overwatch after this using AP/CP as normal.

    7. Genestealers. Select a Blip from the Stack and reveal how many Genestealers it contains. Place these models at the map's open end.

    8. Foe Sighted. D3. 1. Genestealer Nest Disturbed. Select one blip for every open end and place the Genestealers as normal. 2. Perimeter Breached. Select a Blip and a used Hulk Card and place the Genestealers on the board section selected. 3. Genestealer Entry area. Each open end on this board section should be marked as a Genestealer Entry Area. Each Genestealer Phase, one blip may be placed at any of the Entry areas for this board section in the standard manner.

    9. Assistance. D3. 1. Advanced Warning. When you select another Event you may veto it and select another instead. You may only do this once. 2. Reinforcements. D3 Terminators arrive at your starting area. Select from your dead/spare models. A Flamer marine will have only 3 shots remaining. An Assault Cannon will have 10 shots and used it's reload. A Librarian will have 5 Psi points. These Terminators must spend 1AP to enter the board at your starting area in the same manner as a Blip before moving normally. 3. Re-supply Delayed. Your marines must save ammo. Model with a Storm Bolter no longer gains the Sustained Fire bonus.

    10. For Sanguinius. D3. 1. Inspiring Speech. Roll a D6 and add this many CP. If this brings the total to 7 or more then lose the CP instead. 2. The Red Thirst. The marine immediately gains D3 Guard tokens that are not lost if he performs actions. Remove one at the end of each Genestealer Phase as normal. 3. The Black Rage. The marine gains the Parry ability as if he had a Power Sword. If he already did so then he may force two dice to be re-rolled.

    11. Nemesis. D3. 1. Broodlord! Place The Broodlord at the map's open end. 2. Psychic Attack. The Marine falls unconscious immediately, and must be awoken as described in Alarm Call. 3. Nearby Reactor Meltdown. Marines must attempt off the Hulk by entering a room and spending 4AP to teleport. At the end of each turn roll a D6. On a 6 the game ends immediately as the Hulk explodes. If the marines saved more men than they lost then they can claim a victory.

    12. Objective Update. Select a Random Mission Objective. Reroll this result if you already have a Mission Objective.
    Last edited by wilsongrahams; 28-03-2011 at 10:05. Reason: making it easier to read!
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  9. #89
    Chapter Master shelfunit.'s Avatar
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    Re: Space Hulk Quest

    This thread is sooo good it really makes me sad that my copy of spacehulk is 500 miles away

  10. #90
    Chapter Master wilsongrahams's Avatar
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    Re: Space Hulk Quest

    :-o You should create a Travel Hulk to take with you. Check the epic range out. If you get the character set and terminators you have 8 squads (so can afford to cock up a few conversions) and you get a terminator captain, librarian and chaplain. The stealers are harder to get hold of these days however.

    With some help, I think this has been a satisfactory set of cards and rules for solo play, and it works with other players too - especially when five of you grab a terminator each and are competing for kills.
    My Warhammer painting log (High Elves, Vampires, Night Goblins, Skaven and Chaos Warriors: http://www.warseer.com/forums/showth...11#post4856611

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  11. #91

    Re: Space Hulk Quest

    Thanks wilsongrahams. I think some of us will more readily jump on this game with the tables clearly at hand. So any and all such to that end are welcome!

    I hope to play tonight and will let you know how it goes.

    Best,
    robbage

  12. #92
    Chapter Master shelfunit.'s Avatar
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    Re: Space Hulk Quest

    Quote Originally Posted by wilsongrahams View Post
    :-o You should create a Travel Hulk to take with you. Check the epic range out. If you get the character set and terminators you have 8 squads (so can afford to cock up a few conversions) and you get a terminator captain, librarian and chaplain. The stealers are harder to get hold of these days however.

    With some help, I think this has been a satisfactory set of cards and rules for solo play, and it works with other players too - especially when five of you grab a terminator each and are competing for kills.
    I've seen that in other threads - very tempting to use magnets to make it even more travel worthy

    Regardless these rules look excellent, and when I do get holdof my set - you have another playtester.

  13. #93

    Re: Space Hulk Quest

    How exactly do the missions and objective rooms work together. I see their are updated objectives. How does the updating part work? It appears their are optional approaches to this; how do you recommend we play it?

    Thanks,

    robbage

  14. #94
    Chapter Master wilsongrahams's Avatar
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    Re: Space Hulk Quest

    I deliberately left it open to allow the player to choose. Usually it will be easiest to shuffle the mission cards and then select one before you start. You would then ignore any rolls telling you to select a mission. Alternatively, and the way I like to play just for the randomness of it, is that you deploy the map and go about killing things as normal, and a mission will be drawn randomly (By rolling it if you use a table, or in my case because I've added a random mission card into the event deck before shuffling it up). That way you may have your forces in the wrong places etc when you get the mission, and you may even have to retreat a little to reach it, having already passed it. None of the rooms themselves are dedicated mission rooms, although some missions specify a room to be the objective. In this manner you may walk right through your objective room without knowing it. The way I saw it was the terminators clearing the outer layers to create a beach head, and at the same time the techmarines and commanders are analysin the data coming in from the hulk. As and when they see something that needs doing they tell the nearest squad to go do it - in normal missions this part happens between missions, and this allows you to play the full immersion of being aboard the hulk with your marines as they explore, blow things up, and kill xenos.

    To summarise, you get to choose, and I suggest you try both methods. I sometimes put a few random missions into my event deck - you could allow yourself to roll D3 times for missions, and have to complete all of them before your mission is over.

    Shelfunit - I would reccomend using neodymium magnets on the models and doors, and then using a lightly magnetic sheet as your board base - the kind of soft material fridge magnets are made from. That way it can be glued onto an old Scrabble board or something and then you just lay your printed paper maps onto it and hold it down with other magnets.
    My Warhammer painting log (High Elves, Vampires, Night Goblins, Skaven and Chaos Warriors: http://www.warseer.com/forums/showth...11#post4856611

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  15. #95
    Chapter Master wilsongrahams's Avatar
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    Re: Space Hulk Quest

    Nothing new JUST YET, but ideas and work have been done on the advanced version allowing for more opponents (mainly just new cards to add to the event deck) plus missions that use some pylons from Battle for Maccrage set and those teleport homers from the terminator boxed sets. These will likely be destroyable objectives though exaclt how they will be used is still rolling round in my head.

    My card deck got destroyed by my son recently so I've been unable to test anything for a while, but will be making myself some nice new fancy cards to resume with.

    Would Tyranid Warriors, Carnifex, Grey Knights, Orks and Chaos be enough to add in the advanced version? Any further requests?
    My Warhammer painting log (High Elves, Vampires, Night Goblins, Skaven and Chaos Warriors: http://www.warseer.com/forums/showth...11#post4856611

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