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Thread: User Rules Bringing Teleport units into Space Hulk 3rd Edition / Teleporter Tokens!

  1. #1

    Cool User Rules Bringing Teleport units into Space Hulk 3rd Edition / Teleporter Tokens!

    Simple Teleporter Unit Rules I have played a few games with and wanted to share with others and see how others like these rules I came up with.

    Rules:

    1: A personal teleporter can be given to any marine before the start of game or depending on mission specs a number of marines may be equipped with a teleporter unit..

    2. If a player chooses to use a teleporter in an emergency he will place a teleporter token at the location he wishes to teleport to. The Genestealer player will then place 5 other teleporter tokens around the map "see restrictions", once placement of all tokens is completed the marine will rule a 6 sided dice the number that comes up represents the location that the marine will teleport to..

    3. once a player uses a teleporter the player moves the teleport counter down..




    Special Space Hulk Rules Add-on to mission counter / Teleporter Counter

    When a un-crewed space hulk appears in the material world there are two risks posed for conducting operations on a ship, Due to Space Hulks uncontrolled warp travel teleportation poses two risks!

    1. Teleporter Tracker Counter starts at 10


    2. each time a player is forced to teleport a unit it draws the risk of drawing attention of demonic presence in the warp after the teleporter counter has reached 5 the player must start to role for risk of causing a rift in the warp and releasing a demonic entity.

    3. Should the player be forced to teleport more often then he wishes the player also runs the risk of causing the space hulk to slip back into the warp if the counter reaches 1 the player must also roll to see if the ship slips back into the warp resulting in the marines being stranded on the hulk and game over..



    Teleporter Restrictions

    1. A token that is placed must have 1 space open on atlest two sides to be place-able.. This means a token may not be placed inside a group of genestealers since all sides would be blocked. A Teleport token can be placed in corridor so long as a square in front or back of token is unblocked..


    2. Teleporter tokens can only be placed on the first floor of a multi story map and can not be placed on the lower level.. Due to the thickness of space hulks and material of the walls and the fact that some parts of a hulk can shift about makes conducting safe teleports only the top most levels.

    3. Although teleporting on a Space Hulk is possible in some area's of a ship other areas that are often strategically vital parts of ships such as the following area's Control Bridges, Escape Pod Rooms, and Engine Rooms cannot be teleported into due to when a ship is being built it is constructed in such a way as to shield and prevent an enemy from teleporting an assault team into those areas, but such shielding is expensive and resource intensive so shielding is often limited to only these most vital area's leaving others parts of the ship unshielded and depended on a ships security team to deal with intruders..

    Liberian: Due to his training a Liberian may conduct a teleport without the player having to move the "Teleport Tracker" counter down and not have to worry about the ship slipping back into the warp, but Due to the Liberian's nature and power if he teleports he poses the highest risk of attracting a demon.

    Teleporter Tokens: small scraps of paper can be used as long as they are marked with a number.


    Let me know how these rules play out for you if you try it in your space hulk games!
    Last edited by barnEbiss; 08-09-2012 at 06:25.

  2. #2
    Chaplain commandergabriel's Avatar
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    Re: User Rules Bringing Teleport units into Space Hulk 3rd Edition / Teleporter Token

    Hmmmm... Teleporting! That's interesting! In all my games and house rules, the one subject that we've never come across is teleporting! I hope others chime in on this, b/c this is a cool topic.

    A quick piece of background from me... I've been playing space hulk since the 1st ed. and each edition brings something cool. The thing that I found to make my game group like SH and why it continues to be #2 on our pick list is b/c we encourage but also vow to make house rules simplified...

    Examples (we are currently plaiyng 3rd edition rule set):
    1) If you are playing the mission as printed in the rules, then play it as the mission reads. period. It retains the purity this way.
    2) If you are playing the Space Marines, and want to divert from the suggested space marine deployment and pick whatever marines/weapon combo you want; then do it (just stick to the number of marines dictated by the mission). So if you want to do the suicide mission with all assault cannons or all lightning claws then that's fine, just make sure you have the weapons to complete the mission (i.e. flamer required).
    3) If you are playing the GSs, and the Marine diverts (as in point 2), then you automatically get a broodlord and 1 extra blip per turn, even if the mission doesn't state that.
    4) If you are creating your own mission then be fair and logical with blips and deployment and background and agree on a standard deployment for your created mission, then follow points 2 and 3 above if you divert from the newly created mission deployment.

    Ok, back to teleporting... Your rules are pretty cool and I'll give them a try this weekend... My personal thoughts to simplify for my group would be to do the following:
    1) If you want to teleport, its a one way trip (either in or out of the hulk) can't do both, or you could just teleport to the objective and win the game.
    2) If you would want to teleport terminators then you could put up to half of your marines in reserve; no teleporting on turns 1 or 2.
    3) If you decide to teleport a marine, just pick the place you want him (lock in coordinates) and teleport. Here's the catch, roll 2D6; if the numbers are double, then the GS player gets to place the marine (Anywhere on the board; ANYWHERE).
    4) Teleporting costs 4CP (Command Points; NOT ACTION POINTS, command points; so better use them wisely).
    5) If you want to teleport out then you CAN NOT do so with an object in your hands (so, no grabbing that relic and then POOF! I WIN! oh yeah, and don't teleport out of close combat b/c no marine would ever do that right?)
    6) If you have a Librarian, then he can allow a re-roll, but at the cost of 2 of his own action points.

    If anyone has anything else, feel free. Thanks barnEbiss, great start to a great thread.
    !DEATHWING!

  3. #3
    Chaplain commandergabriel's Avatar
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    Re: User Rules Bringing Teleport units into Space Hulk 3rd Edition / Teleporter Token

    Ok. An update. I played Mission III using the teleport rules as described above. Both the rules I came up with on the fly and those from barnEbiss were a hit. I was able to get in 2 games, both as Marines, and watched 2. The rules were successful.
    !DEATHWING!

  4. #4

    Re: User Rules Bringing Teleport units into Space Hulk 3rd Edition / Teleporter Token

    Commandergaberiel cool to hear my basic rules were a success with your group did any cool spawnings happen ? Also here is rule to make teleporting realistic, another person asked how do I stop marines from teleporting to special victory locations that are victory points so here is how I explain why they cant! Hope this helps

    Although teleporting on a Space Hulk is possible in some area's of a ship other areas that are often strategically vital parts of ships such as the following area's Control Bridges, Escape Pod Rooms, and Engine Rooms cannot be teleported into due to when a ship is being built it is constructed in such a way as to shield and prevent an enemy from teleporting an assault team into those areas, but such shielding is expensive and resource intensive so shielding is often limited to only these most vital area's leaving others parts of the ship unshielded and depended on a ships security team to deal with intruders..
    Last edited by barnEbiss; 08-09-2012 at 01:57.

  5. #5

    Re: User Rules Bringing Teleport units into Space Hulk 3rd Edition / Teleporter Token

    Also it should be noted that Teleporters are mentioned in the mission book as gear that Space Marines terminators can be equipped with but due to their fickleness they are often not used. When I read that I thought GW was planning at a later date to release some addon rules for more tactical gear. So in the mean time I thought my rules help fill in that area and also add a nice twist

  6. #6

    Re: User Rules Bringing Teleport units into Space Hulk 3rd Edition / Teleporter Token

    Was looking over the Dark Vengeance box and thinking the new chaos cultists look just "perfect" for modding into Hybrids even more so then older chaos cultists were.. the new ones have all the basic looks of hybrids and could easily by converted for hybrids.

  7. #7
    Librarian Hengist's Avatar
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    Re: User Rules Bringing Teleport units into Space Hulk 3rd Edition / Teleporter Token

    Hmm. Not keen, I have to say. Teleporting randomly around the board seems rather contrary to the point of a corridor-based game. Space Hulk is one of the few actually good games GW have ever published; adding extra stuff only makes it worse, not better.

  8. #8
    Chapter Master wilsongrahams's Avatar
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    Re: User Rules Bringing Teleport units into Space Hulk 3rd Edition / Teleporter Token

    I have to agree, that whilst teleporting could be implemented as part of a mission - eg teleport reinforcements into rooms once you have achived a certain point, or to be able to teleport out of the hulk as part of an escape mission after reaching a certain location - maybe signal strength is low so not automatic...

    Worth looking into different ideas still.
    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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  9. #9
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    Re: User Rules Bringing Teleport units into Space Hulk 3rd Edition / Teleporter Token

    I must admit i am not a fan of your telaport rules. dont see them simply fiting into the fulff.

    1. Telaporting is supposed to be REALLY RISKY. so random hop's such as you suggest opens the possibility of jumping into a crack or other 'dead' space or even worse materializing inside something. even when using a entire systems worth of computer and warp data with plenty of time to prep they still arrive off target 2/3 times.
    2. Telaportation is incredibly disorienting so any models that actually survive the jump would spend several turns just looking around and trying to work out where he landed. read the briefing for some of the early mishions the marines telaport in (geting seperated), regroup and THEN go do the mishion.

    this sort of thing would be ok for the eldar who use this sort of tec' constantly say Warp spider's but for a marine this sort of equip would really be last ditch 'GET ME OUT OF HERE!!' option ie telaporting OFF the board.

    and even then only if there near the surface as telaporter's do not like shield's, magnetic fields, Dence metals, psy screans or worp fields.


    That sead there was a evac' mission for 1'st ED that the objective was to get to a specific room so as to telaport out and another that when squad 1 made it to the 1st room then dropped the sheilds allowing squad b to telaport into a room on the far side of the map so it can be done
    Last edited by Morty; 28-01-2013 at 10:15.
    Sorry for any miss-spellinging's. I am a severe dixlexic and cant spell for toffy.

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