Well my game is ready to test finally, and I'm hoping to get at least 4 people tonight to try it out!
What's different? - The introduction of 3 factions of Chaos Marines (Khorne Berzerkers, Havoc Marines and Noise Marines) - Extra board pieces to expand the size of the board With the addition of 3 new Chaos teams, it will (hopefully) add a new dimension in tactics as not only are the Space Marines at war with the Aliens, but also the forces of Chaos and vice versa. Players will score points for eliminating Marines from the opposing side. New Board Sections: 4 x Floor.pdf 1 x Floor2.pdf Notes: - The red lines show the new quadrants of the board. I.e. when a Marine steps onto a quadrant, blips can be placed anywhere in that quadrant indicated by the red lines. - The yellow squares are the doorways for those room. These are taken from the placement of the doors in the Space Crusade wall pieces. New Squads KB_INFO.pdf Havoc Marines HM.pdf HM2.pdf Noise Marines NM.pdf NM2.pdf Khorne Berzerkers KB.pdf KB2.pdf There is still some testing to be done, I have yet to play with these teams to see whether they are balanced enough. By all means try these out if you like and let me know what you think. |
We road tested some of the new squads and came up with some adjustments
- Khorne Berzerkers - Berzerkers roll 2 heavy weapons dice in hand-to-hand - they were just too inefficient using a red and a white, this makes them a credible threat - Some kind of knockback effect when two commanders attack each other. When one meets another they generally hack away at each other until one is dead, which practically ends the game for that player. Thinking of an effect where if a commander injures another commander they are wounded and teleported a distance away - maybe 1 or 2 rooms, allowing a regroup. - Also, extra alien event cards are needed to accommodate the larger board. Thinking of using some Eldar attack cards to use. Future plans: - Replace Alien Chaos Marine with a squad of Orc Shootas or something similar. Also, replace dreadnought with Killer Kan or something similar |
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Cool stuff!
I've had a read through of it and I'm going to try out some of your Chaos Space Marine rules in my games. I'm not sure about the knock-back effect being required. I don't think we've ever had this problem in our games, yes Commanders have met in battle (we've even run Marines Vs Marines Deathmatch games of Space Crusade). I think the problem might lie with player tactics; in my experience; since in SC you have the option to 'walk out' of close-combat commanders (or any other models) are not locked into a shin-kicking match like in 40k. This means players (and the GM) have the option to use tactics along the lines of supporting your command in close combat by keeping you marines in close formation, avoiding hand to hand between commanders through careful maneuvering of your troops or trying to avoid directly engaging an opposing commander by keeping the monsters between you and them. I've got some ideas for extra event cards I'll be posting soon and if you'd like I could do up some blips for an Space Ork Dreadnought and other creatures
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~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~ |
- Yeah the game we played last week was a bit different, 3 marine teams vs aliens and a chaos team so the chaos guy had nothing to fear and could go nuts on the commanders. In a proper game the idea would be to protect your commander and not send him into those kind of engagements.
- I thought of a couple of new event cards: Reinforcements - each marine and chaos team may reinforce one squad member that has been lost (not a commander) Cave In - Select any marine or chaos unit. The ceiling above that unit has caved in. That unit may not move or fire on their next turn. The 2 nearest friendly units may not move or fire on their next turn either as they must help dig out the trapped marine. |
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Here's some rules for Space Ork Dreadnoughts to replace the Chaos Dreadnoughts in your games
All the normal rules for Dreadnoughts apply, but the Ork Dreadnought does not have body-mounted Bolters, however it makes up for it in Hand-to-hand with it's Power Claws! Choose the 2 Heavy Weapons as per normal - the Ork Dreadnought pictured (the one from 2nd edition 40k) is armed with a Heavy Bolter and a Lascannon and here's the blips: ^ I've included 2 blips rather than one because I figured you might want to have 2 Ork Dreadnoughts on the board at once to make things a little harder for your players! Enjoy!
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~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~ |
This post was updated on .
Nice! Look forward to using these as soon as I can get my hands on an Ork Dreadnought!
Here is the first mission we played last week (we played a modified version just to test some of the units) RoC_M1.pdf Here are some pics from Last week's game showing the Khorne Berzerkers and Dreadnought sizing each other up Here is the second mission we will play tomorrow night, will let you know how it goes! RoC_M2.pdf |
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In reply to this post by Mezillious
Here's some of my ideas for extra event cards: Extra events for Basic Space Crusade and Mission Dreadnought: Power Failure A problem with the hulk’s power systems prevents any doors from being opened or closed until the Alien Player’s next turn. Lock Down One of the hulk’s on-board security systems is triggered and causes all the doors to lock shut. All doors immediately close and cannot be opened until the Alien Player’s next turn. Prometium Tank Explosion A tank of highly volatile Prometium suddenly and unexpectedly explodes. Each Marine Player and the Alien Player nominates 1 room on the board and rolls a dice, all models the room chosen by the player who rolled highest take 3 Heavy Weapons Dice of damage as if they had been hit by an extra heavy weapon Extra events that tie in with the rules presented in White Dwarf: Wreckage The Alien Player may place a rubble obstacle in any empty square on the board, it must not be used to trap a Marine Player’s troops or make a mission impossible to complete by blocking off an objective ect Warp Power A surge of favourable energy in the warp allows Librarians to draw upon new power. All Space Marine Librarians may pick one extra Psychic Card Extra events that tie in with my house rules: Tyranid Assault Genestealers, Tyranid Warriors, Termagants and Hormagaunts may move twice this turn Venom Sacks Hormagaunts attacking this turn may roll 1 extra Red Dice Frenzy of Claws Genestealers, Tyranid Warriors with boneswords, and Hormagaunts may attack twice this turn Disturbance in the Warp Chaos energies in warp imbue those in their favour with additional powers. Alien Psykers (Chaos Sorcerer and Magus) may pick one extra Psychic Card PS yes I do have rules for enemy Psykers in the pipes!
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~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~ |
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In reply to this post by Mezillious
Just a reminder: you can find my new Alien Event Cards Here
with printing instructions
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~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~ |
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