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Found 10 results

  1. Full disclosure - I'm a big fan of the Space Hulk game. You can see that if you follow the "Indomitus" link in my signature. Or don't (I don't care, it's your time ). The tabletop version of the Space Hulk game has gone through 4 editions, the most recent published in 2014. It's a classic game featuring elite Terminators of the Blood Angels Chapter of the Adeptus Astartes against the deadly Genestealers - like re-enacting Colonial Marines versus Ridley Scott's acid-for-blood aliens, but set in the Warhammer 40,000 universe. For many of us the game was a gateway into the Warhammer 40,000 hobby; and it has been translated into electronic games and sort of card games (Death Hulk from FFG). The 2014 edition also included some mission packs that were available on iBooks, one each featuring the Dark Angels, Space Wolves, and Ultramarines Chapters and updating some 1st/2nd edition campaigns to 3rd/4th edition tiles (so some tweaks to the maps and streamlining/simplification of the rules). With the progression of the setting, though, we face a quandry. Many players believe that support for the legacy Adeptus Astartes, to which the Terminators belong, will cease at some point in the future as Games Workshop shifts to the newer, shinier, and taller Primaris Adeptus Astartes. Whether you love them, like them, or hate them, the Primaris look to be the future of the Adeptus Astartes. One of the biggest draws of the 3rd/4th edition sets was the miniatures, especially the Terminators which were individual sculpts in red plastic (as opposed to the generic Terminators that were included in the 1st and 2nd edition boxes). So if Games Workshop [eventually] ceases support for all legacy Adeptus Astartes miniatures, what will this mean for possible future releases of Space Hulk? One option, of course, is that they will keep the 4th edition available for later re-releases, just like the 2016 re-release (just in time for Festivus, how convenient ). If they ever do this, I'd love to see the mission packs given better availability. I'd pay for a hard copy or non-Apple electronic copy, but wouldn't it be nice if they included it in the box or made them actual expansions with appropriate miniatures (white/bone for the Dark Angels, blue for the Ultramarines, blue/grey for the Space Wolves)? That would be a nice way to package some nifty Chapter-specific Terminators that are on par with the Blood Angels Terminators that were in the box. Even if Games Workshop does this, though, I doubt it would last long - probably just one final release before they move on with the Primaris equivalent. The more likely scenario in my mind [if Games Workshop keeps "Space Hulk" alive] is that we'll see Gravis instead of Terminators. That, of course, would require an expansion to the Gravis models if they want to preserve equivalent capabilities. Or perhaps we'll see Space Hulk die, which would be a great shame (unless you're Fajita Fan ). I suppose that any future for Space Hulk, whether Terminator or Gravis (or something else entirely) really requires the clamoring of the masses (that's us, peeps!). So for those of you that would like to see Space Hulk in the future, what would you like to see Games Workshop do?
  2. I know other posts have been done like this for Space Hulk... this one lists each mission and if it has been published before and after and where. If anyone finds any errors or knows of an official mission I'm missing, please let me know! Thanks and enjoy. How to read the list... Third Edition 8. Escape Route (WD115) (SHC) (4thM10) This mission is from Third Edition. It's the 8th mission in the campaign and it's called "Escape Route." It was previously published in White Dwarf Issue 115, the Space Hulk Campaigns Book and again in 4th Edition as Mission 10. Abbreviations found behind mission names: DW: Deathwing Expansion SHC: Space Hulk Campaigns Book SHF: Space Hulk Files (the digital iPad releases) First Edition 1. Suicide Mission (2ndM1:1) (3rdM1) (4thM2) 2. Exterminate (2ndM1:2) (3rdM2) (4thM3) 3. Rescue (2ndM1:3) (3rdM3) (4thM4) 4. Cleanse and Burn (2ndM1:4) (3rdM4) (4thM5) 5. Decoy (2ndM1:5) (3rdM5) (4thM6) 6. Defend (2ndM1:6) (3rdM10) (4thM14) White Dwarf 114 Pitfall, (Rules for Multi-level Games) 1. Pitfall (SHC) (3rdM12) (4thM16) White Dwarf 115, (Command Units) 1. Delaying Action (SHC) (3rdM8) (4thM10) White Dwarf 120, (Rules for Assault, Tactical and Devestator Squads) 1. Denzark’s Hammer (SHC) (4thM12) White Dwarf 121, (Rules for Traitor Terminators) 1. Contract Revoked (SHC) Deathwing Expansion, (Rules for New Characters and Weapons) 1. Alarm Call (3rdM6) (4thM7) 2. The Ship’s Log (3rdM7) (4thM9) 3. Seek And Retrieve 4. Regroup (3rdM9) (4thM11) 5. C.A.T. Hunt 6. The Unknown Lifeforms (3rdM11) (4thM15) Genestealer Expansion, (Rules for Psychic Combat and Hybrids) 1. Behind Enemy Lines 2. The Final Assault White Dwarf 133, Genestealer Invasion Part 1 1. Ambush! (SHC) 2. Regroup (SHC) 3. Hammer And Anvil (SHC) White Dwarf 135, Genestealer Invasion Part 2 1. Search And Destroy (SHC) 2. Hold And Secure (SHC) 3. Final Conflict (SHC) White Dwarf 137, The Last Stand 1. Break-In (SHC) 2. The Generator (SHC) 3. The Chapel (SHC) 4. The Last Stand (SHC) White Dwarf 138, Necromunda 1. First Blood (SHC) 2. No Way Out (SHC) (4thM13) 3. Killing Ground (SHC) 4. Interrogation (SHC) 5. Divide and Conquer (SHC) 6. Poison! (SHC) Sentinel V (This is the only new campaign from the Space Hulk Campaigns book) 1. Docking Bay (4thM1) 2. Strike Force (4thM8) 3. Counter-Attack 4. The Patriarch White Dwarf 147, Wolf Lair 1. Under Attack 2. To The Rescue 3. Barricades 4. Breakthrough 5. To The Death White Dwarf 149, Strike Deep 1. Entry Point 2. A Need For Power 3. Deep Down 4. The Race 5. Pull Back 6. Air Generator White Dwarf 158, Return to Kalidus 1. A Quest For Power (SHF) 2. Honour Bound (SHF) 3. Terminus (SHF) Citadel Journal 01, Unseen Enemy (Rules for New Deployments) 1. Supply Lines Citadel Journal 02, (Rules for Harlequins) 1. Into The Darkness 2. Numbering The Foe 3. Destroy 4. Kill On Sight Citadel Journal 03, The Silent Voyager 1. To The Hunt 2. Assassin 3. The Bridge 4. Distress Signal Citadel Journal 07, The Designer’s Cut (Rules for Alternate "fun" Weapons) 1. Ambush 2. Smash And Grab 3. Quad Run 4. Escape Route Second Edition 1:1 Suicide Mission (1stM1) (3rdM1) (4thM2) 1:2 Exterminate (1stM2) (3rdM2) (4thM3) 1:3 Rescue (1stM3) (3rdM3) (4thM4) 1:4 Cleanse And Burn (1stM4) (3rdM4) (4thM5) 1:5 Decoy (1stM5) (3rdM5) (4thM6) 1:6 Defend (1stM6) (3rdM10) (4thM14) 2:1 Break Through 2:2 Forge Ahead 2:3 Regroup 2:4 Capture 2:5 Sabotage 2:6 Race Against Time 3:1 Seize And Secure 3:2 Menace 3:3 Data Download 3:4 Isolate 3:5 Annihilate 3:6 Retribution White Dwarf 197, Defilement of Honour (Rules for Air Ducts) 1. Stop The Tide (WD16) 2. Shut Down 3. Take Control White Dwarf 199, Bringer Of Sorrow 1. Pierce The Darkness (SHF) 2. Knowledge Is Power (SHF) 3. Deathbringer (SHF) White Dwarf 200, Fangs Of Fenris (with QandA) 1. Trap The Foe 2. Counter-Attack 3. Annihilate! White Dwarf 201, Duty And Honour 1. G Veil Of Darkness (SHF) 2. To Kill The Beast (SHF) 3. Back From Darkness (SHF) White Dwarf 203, The Fate of the Sword of Halcyon 1. Impact 2. Salvage The Bridge 3. Shut Down 4. Purify 5. Inner Sanctum Citadel Journal 25, Covert Operations (Rules for Imperial Guard) 1. Beachhead 2. Emperor’s Grace 3. Specimen Citadel Journal 28, Superior Firepower 1. Fire Corridor Third Edition 1. Suicide Mission (1stM1) (2ndM1:1) (4thM2) 2. Exterminate (1stM2) (2ndM1:2) (4thM3) 3. Rescue (1stM3) (2ndM1:3) (4thM4) 4. Cleanse And Burn (1stM4) (2ndM1:4) (4thM5) 5. Decoy (1stM5) (2ndM1:5) (4thM6) 6. Alarm Call (DWM1) (4thM7) 7. The Artefact (DWM2) (4thM9) 8. Escape Route (WD115) (SHC) (4thM10) 9. Regroup (DWM4) (4thM11) 10. Defend (1stM6) (2ndM1:6) (4thM14) 11. Unknown Lifeforms (DWM6) (4thM15) 12. Pitfall (WD114) (SHC) (4thM16) Fourth Edition 1. Beachhead (SHC) 2. Suicide MIssion (1stM1) (2ndM1:1) (3rdM1) 3. Exterminate (1stM2) (2ndM1:2) (3rdM2) 4. Rescue (1stM3) (2ndM1:3) (3rdM3) 5. Cleanse And Burn (1stM4) (2ndM1:4) (3rdM4) 6. Decoy (1stM5) (2ndM1:5) (3rdM5) 7. Alarm Call (DWM1) (3rdM6) 8. Into The Depths (SHC) 9. The Artefact (DWM2) (3rdM7) 10. Escape Route (WD115) (SHC) (3rdM8) 11. Regroup (DWM4) (3rdM9) 12. Hard Vacuum (WD120) (SHC) 13. No Escape (WD138) (SHC) 14. Defend (1stM6) (2ndM1:6) (3rdM10) 15. Unknown Lifeforms (DWM6) (3rdM11) 16. Pitfall (WD114) (SHC) (3rdM12) White Dwarf 33, Disable the Shields 1. Disable The Shields Space Hulk Mission Files (3 iPad digital releases) Space Wolves 1. A Quest For Power (WD158) 2. Honour-Bound (WD158) 3. Terminus (WD158) Dark Angels 1. Pierce The Darkness (WD199) 2. Knowledge Is Power (WD199) 3. Deathbringer (WD199) Ultramarines 1. A Curtain Of Shadows (WD201) 2. To Kill The Beast (WD201) 3. Back From Darkness (WD201) White Dwarf 16, Ductways (New Rules for Air Ducts) 1. Power Down (WD197) White Dwarf 17, Genestealer Cultists (New Rules for Hybrids) 1. Corruption’s Heart
  3. Version 5-2

    2 downloads

    Updated playtest version of mission based on previous playtesting.
  4. Version preliminary 20190425

    708 downloads

    Prelimary version of rulebook for proofreading. Missing most "frills" (flavor text, filler images) and many of the tiles.
  5. Brother Tyler

    Cover final print

    From the album: Indomitus

    The final version of the cover for the print versions (lite & deluxe) of the [basic] Indomitus Rulebook. Note that this is a template that will be updated with the version number (see the bottom right corner). This version provides a baseline for the epub version, which will include a complex background in addition to everything shown here. This layout may also serve as a template for future ezines or similar board-sanctioned downloadable files, with easily recognized B&C branding and imagery.
  6. Today I decided to run a little mini campaign using aeronautica imperialis and space Hulk. The great thing about specialist games is that they're so quick, so I was able to run through the campaign over the course of the morning. Can't wait to do more! Game 1 was aeronautica imperialis, decided to keep it pretty basic as I'm not very experienced with the game yet. Space marines v Eldar, the aim was to get the thunderhawk off the opposite board edge. It managed to do so pretty easily, only losing 1 structure point in the process. The fire raptors were the MVPs, their mega bolters absolutely tore through Eldar fliers. Game 2 saw a squad of terminators delve into an old imperial mining facility (space Hulk) to rescue Admiral Stavros who was imprisoned below. Not long after they entered, a troupe of harlequins ambushed them. This was a nail-biting game, but alas the terminator librarian escorting Stavros out of the mine fell just short of the final corridor. The Harlequins descended on the noble Admiral, ensnaring him again once more....
  7. For those of you that are fans of the Space Hulk game (and I don't know why that wouldn't be everyone), I found a very interesting blog, Space Hulk Enthusiast. Actually, I think Dosjetka was the one that showed the blog to me. You can find a lot of interesting and useful content there, from tutorials on painting/modeling to homegrown rules and battle reports.
  8. While I've been working on the rulebook (still finalizing a few bits of rules, as you can see be current discussions), it occurred to me that something we might want to cover is advice/guidance on how to use the rules we're developing in the project for custom missions/campaigns. For those that have been following the terrain/battlefield objects discussion, my intent has been to create a range of terrain and battlefield objects that players can use in their own missions (or in updating missions from older editions of the game). For example, I'd originally forgotten about the autofire weapons that appeared in the Last Stand campaign of the 1st edition. Luckily, someone pointed out the oversight and autofire weapons have been incorporated (expanded and updated!). As I went through the process of creating a new version of the autofire weapons, it occurred to me that what we haven't really covered so far is advice on how to create missions and campaigns. We've created rules that players can use for characters, weapons, and terrain/battlefield objects, but we haven't really synthesized everything with the core issue - creating new missions. I'm starting to repeat myself. Sorry. Now I don't claim to be an expert on the game. Nor do I have a monopoly on good/interesting/different ideas on how to create missions. My experience has shown me that there are plenty of people out there who have useful input. So I'm looking for input from other fans of the Space Hulk game. Areas I'd like to cover include (but aren't limited to): Achieving balance in missions (this is a very difficult task!) Campaign development (storylines, progression, etc.) Alternate setting ideas (i.e., fighting Space Hulk battles in locations other than space hulks - aboard ships, within hives, within underground complexes, etc.) Anything else we can think of Two other things I'm considering adding are playing without tiles (which relates to many players using third party models for spaceships/hulks) and alternate terminator models (i.e., how to adapt your regular WH40K Terminators to Space Hulk). One note on the playing without tiles issue - this forces an adjustment to the area effect weapons, but not much else (or rather, nothing else has occurred to me). This is minor, though. One limitation - we're sticking to the (Chaos) Space Marine Terminators versus Genestealers, and we're not developing special rules for different Chapters/Legions/warbands/whatever. The key concept of Indomitus is to expand the options available while preserving the basic balance of the published game as much as possible. Note that all of this is intended to be included in the basic Indomitus rulebook, though I expect that to be a living document that will be updated as necessary. It will definitely be available as a pdf that you will be able to download and print (or just view on your eReader or tablet or whatever).
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