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  1. Salut, Le White Dwarf du mois de septembre 2016 avait eu le bon goût de publier une nouvelle mission pour la version 3 de Space Hulk, assortie d'une règle gérant les conduits d'aération et autres coursives exigües utilisables par ces gros tordus contorsionnistes de Genestealers. L'intérêt de la chose est que ce petit système simple et efficace peut s'adapter sans mal à toutes les missions antérieures et ultérieures, en majorant le capital de PC disponibles en fonction de l'étendue du réseau de conduites disposé sur le plateau de jeu. Je n'ai trouvé trace de cette double page qu'à cet ENDROIT, soit une photo moche à la limite de la lisibilité. J'en propose donc ici une simple transcription. Pour ce qui est du plan de la mission il faut se reporter au lien précédent j'en ai peur! Je n'en ai pas trouvé de meilleure reproduction et j'ai la flemme d'en reproduire un, puisque c'est la règle optionnelle qui me semble la plus intéressante. C'est aussi la flemmouille qui me passe l'envie d'en faire la traduction en français pour le moment, si quelqu'un veut s'y coller... SPACE HULK This pages contain some new rules for Ductways in Space Hulk missions, allowing Genestealers to launch even sneakier ambushes than ever before. There’s also a new mission designed with Ductways in mind. Both the rules and mission are compatible with both the 2009 and 2014 editions of the game, so whichever you’ve got you’ll be able to use what you find here. DUCTWAYS It is often the case that a section of a Space Hulk will have a network of air ducts or service tunnels running above and below its corridors, too narrow and awkwardly positionned for Terminators to access. As a result, Genestealers often use these to move rapidly from place to place, and lay ambushes away from their foe’s deadly firepower. Ductways are represented on the board by three Ladder Tiles arranged in a straight line ; the middle one is placed off the board, while each of the others is placed adjacent to a square at the edge of a room or corridor. (In each case, the adjacent square that is in a room or corridor is referred to as an Access Square). See the mission map « Power Down » for four examples. Each tile of a Ductway counts as a square for the purposes of movement, with each one treated as being adjacent to the next one in line, even if they aren’t actually touching. A Genestealer or Blip can move from an Access Square into the adjacent Ductway tile at a cost of 2 APs, and can move from Ductway tile to an adjacent Access Square at a cost of 1 AP. When Converting a Blip in a Ductway, Genestealer model scan only be placed in the Ductway (and not in a room or corridor linked to it). When converting a Blip in a room or corridor, Genestealer models cannot be placed in a linked Ductway. Although the Space Marines can see the entrance, they cannot see any further within, sot hey have no line of sight to any of the tiles in a Ductway. Space Marines also cannot move into Ductways, and if a map section is hit by a Heavy Flamer, any linked Ductways are not affected. If a Space Marine is standing in an Access Square, a Genestealer on an Ductway tile can leap out and attack it with a Close Assault action (for the normal cost of 1 AP). In this Close Assault, the Space Marine is killed and removed if the scores are tied. In any case, if the Space Marine is killed the Genestealer is placed on the Access Square. USING DUCTWAYS IN OTHER MISSIONS The following mission uses Ductways, but if both players agree you can introduce Ductways to any other Space Hulk mission. Before deployment, the Genestealer player can set up Ductways, each consisting of three or more Ladder Tiles in a straight line, with the tile at each end adjacent to a square at the edge of a room or corridor, and at least one tile in the space between the board sections. It should be fairly clear how many tiles it takes to span a gap between two board sections ensure that the tiles are almost touching, as they are in the map opposite. Once they have been set up, count up the total number of Ladder Tiles that have been used in Ductways, then look it up on the table to see how many Command Bonuses the Space Marine player receives. For each Command Bonus the Space Marine player takes an unused Space marine Controlled Area token and puts it on the Mission Status Display. Command Bonuses are effectively additional Command Points, each of which can be used once during the mission (discard the token when it is used). Using a Command Bonus does not cause the marker to be moved along the Command Points Track. Ladder Tiles Command Bonuses 3 2 4-6 4 7-9 6 10-12 8 NEW MISSION : POWER DOWN The Defilement of Honour was an aberration. While most Space Hulks drift on the currents and eddles of Warpspace, this cursed vessel was able to move under its own power thanks to an unholy alignment of fates. Not only was the tail end of the Hulk studded with plasma engines and thruster banks, all somehow pointing in the same direction, but at the centre of the great vessel there stood an ancient navigation system, stubbornly adjusting courses in deference to an order from some long-dead Admiral. The Blood Angels could not divine where the Defilement was heading, but they knew that it had to be stopped. A strike force was assembled, with two goals in mind : cripple the ship’s cursed navigational array and retrieve a crippled C.A.T. that had been detected on board, in the hope that its databanks might hold some clue as to how the terrifying Hulk had come to be. FORCES & DEPLOYMENT SPACE MARINES : The Space Marine player has two squads. One consists of a Sergeant armed with a storm bolter and power sword, a Space Marine armed with a heavy flamer and power fist, and three Space Marines armed with storm bolters and power fists. This squad deploys on the starting squares in one of the corridors shown on the map. The other squad consists of a Sergeant armed with a thunder hammer and storm shield, a Space Marine armed with an assault cannon and power fist, one Space Marine armed with storm bolter and chainfist, and two Space Marines armed with storm bolters and power fists. It deploys on the starting squares in the other corridor. GENESTEALERS : The Genestealer player starts the mission with five blips – one in each of the Ductways, and one on a Entry Point marker. The Genestealer player receives two reinforcement blips per turn, which can enter play at any entry area. SPECIAL RULES Ductways : This mission uses Ductways as described previously. Disable Navigational Array : A Space Marine standing in the square marked with an A and facing the control panel can spend 3 APs to disable the Hulk’s navigational array. The C.A.T. : At the start of the game, set up the C.A.T. in the square marked with a B. The C.A.T. is an object. Genestealers are allowed to enter the square with the C.A.T. but cannot pic kit up or move with it. This means that a Genestealer that enters the square with the C.A.T. must leave it behind if it moves on. A Space Marine carrying the C.A.T. can spend 4 APs to access its databanks. VICTORY The Space Marine player wins by both disabling the navigational array and accessing the C.A.T.’s databanks. If the Space Marine player completes one of these objectives before the last Space Marine is slain, the mission ends in a draw. Otherwise, the Genestealer player wins. P.s.: Une remarque bassement matérielle: Si vous avez conservé les petits carrés noirs lors du dépunchage des tuiles du plateau de jeu, ils feront d'excellents marqueurs pour matérialiser les conduites. Seul bémol, ils ne sont que six.
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