Talk Hulk Bowl
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Talk Hulk Bowl
Ok, so I was thinking of doing some painting this weekend, which got me to thinking of other minis left unfinished, such as my good old Space Hulk Terminators and Genestealers. Naturally, the thoughts of painting my BB Skaven and 'Stealers got a little crossed. So pick up a crackpipe and join in the brainstorming (braindrizzling?).
Anyone ever think of trying a variant of Dungeonbowl on a Space Hulk map? The 1 space-wide corridors would be problematic, but if you used all the rooms with just short corridors between them, it might be kind of entertaining, in a briefly novel sort of way. Now, if you're going to be playing in a floating space hulk, then you have to be playing with Terminators and Genestealers (I'm sure that rule is written somewhere...), so keep the following in mind in regards to the setting:
- The game is not a match, it is a mission.
- It is not played on a field or a pitch, but rather a derelict spacecraft swarming with lethal aliens (no matter which side you're on).
- 'The Ball' is not a happy, inflated thing you play with for fun. It is a small thermonuclear detonator which was dropped when Terminus Squad went in the first time. The marines are trying to get it to the reactor core of the derelict to blow it into the realm of the Emperor's wet dreams (ie: non-existent) and the Genestealers have just spawned their first hybrid (Sgt. Terminus, to be specific) and now know that they can drop it back onto the marine's ship and rid themselves of some pesky intruders.
The Space Marine Terminator Squad:
1 Space Marine Terminator Sargeant: 4 4 2 9 Block, Force Sword, Stormbolter
3 Space Marine Terminators: 4 4 2 9 Powerfist, Stormbolter
1 Space Marine Terminator Heavy Weapons Operator: 4 4 2 9 Powerfist, Heavy Flamer
5 RRs
Stormbolter: As your action, you can choose to stand and fire. You may not move, but you can throw a STR 4 block (with the block skill) against any target in line of sight. On a Skull result, you are not knocked down, but your gun is jammed until you spend an action clearing the jam. Make a note on your roster.
Force Sword: Functions exactly like Mighty Blow with one addition. You may reroll one block die when you are being blocked by an opponent.
Powerfist: Functions exactly like the skills Mighty Blow and Sure Hands with one exception. You may not use a powerfist while carrying 'the ball'.
Heavy Flamer: Firing and reloading the flamer take a player's entire action. Fire the flamer exactly as described in the Space Hulk rulebook. Any player in a space with one or more flame counters must make an armor roll with a -2 penalty. Any successful armor penetration results in a casualty, however. No need to roll for injury.
The Genestealers:
16 Genestealers: 7 3 4 7 Claw, Extra Arms, Dodge, Frenzy
0 RRs
Rules additions:
The Objective: Your team (whichever it may be) is attempting to deliver 'the ball' to a location on the other team's ship for a nasty surprise. There are 2 entrances to the map, one for each team. You must attempt to either move the ball off the map through the other player's entrance or eliminate all resistance so you can do so at your leisure. There is no time limit and, needless to say, it is sudden death scoring.
Passes: The ball bounces off of any walls as described in Dungeonbowl. Ony Quick and Short passes are allowed.
Pushbacks into Walls: Any time a standing player is pushed back up against a wall, they must make an AG check or fall prone in the same spot. Roll for armor as normal. If a player is knocked down and up against a wall, add 1 to the armor roll, and they fall prone in the same spot.
Any casualty results in a player being removed from play. You can roll to see if you killed him or just took his arm off if you really feel like it, but it's not necessary.
Stepping over downed players: Any player may perform a leap action over a downed player (prone or stunned). All the standard rules for the Leap skill apply with the addition that it may only be performed over a downed player.
Fouling: There is no ejection for fouling. There is no ref, either.
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Disclaimer: No, this has not been tested or even considered at any length by me, or likely anyone else. I take no responsibility for the numerous, blatant holes in my so-called logic. I just started typing because I was bored at work.
Anyone ever think of trying a variant of Dungeonbowl on a Space Hulk map? The 1 space-wide corridors would be problematic, but if you used all the rooms with just short corridors between them, it might be kind of entertaining, in a briefly novel sort of way. Now, if you're going to be playing in a floating space hulk, then you have to be playing with Terminators and Genestealers (I'm sure that rule is written somewhere...), so keep the following in mind in regards to the setting:
- The game is not a match, it is a mission.
- It is not played on a field or a pitch, but rather a derelict spacecraft swarming with lethal aliens (no matter which side you're on).
- 'The Ball' is not a happy, inflated thing you play with for fun. It is a small thermonuclear detonator which was dropped when Terminus Squad went in the first time. The marines are trying to get it to the reactor core of the derelict to blow it into the realm of the Emperor's wet dreams (ie: non-existent) and the Genestealers have just spawned their first hybrid (Sgt. Terminus, to be specific) and now know that they can drop it back onto the marine's ship and rid themselves of some pesky intruders.
The Space Marine Terminator Squad:
1 Space Marine Terminator Sargeant: 4 4 2 9 Block, Force Sword, Stormbolter
3 Space Marine Terminators: 4 4 2 9 Powerfist, Stormbolter
1 Space Marine Terminator Heavy Weapons Operator: 4 4 2 9 Powerfist, Heavy Flamer
5 RRs
Stormbolter: As your action, you can choose to stand and fire. You may not move, but you can throw a STR 4 block (with the block skill) against any target in line of sight. On a Skull result, you are not knocked down, but your gun is jammed until you spend an action clearing the jam. Make a note on your roster.
Force Sword: Functions exactly like Mighty Blow with one addition. You may reroll one block die when you are being blocked by an opponent.
Powerfist: Functions exactly like the skills Mighty Blow and Sure Hands with one exception. You may not use a powerfist while carrying 'the ball'.
Heavy Flamer: Firing and reloading the flamer take a player's entire action. Fire the flamer exactly as described in the Space Hulk rulebook. Any player in a space with one or more flame counters must make an armor roll with a -2 penalty. Any successful armor penetration results in a casualty, however. No need to roll for injury.
The Genestealers:
16 Genestealers: 7 3 4 7 Claw, Extra Arms, Dodge, Frenzy
0 RRs
Rules additions:
The Objective: Your team (whichever it may be) is attempting to deliver 'the ball' to a location on the other team's ship for a nasty surprise. There are 2 entrances to the map, one for each team. You must attempt to either move the ball off the map through the other player's entrance or eliminate all resistance so you can do so at your leisure. There is no time limit and, needless to say, it is sudden death scoring.
Passes: The ball bounces off of any walls as described in Dungeonbowl. Ony Quick and Short passes are allowed.
Pushbacks into Walls: Any time a standing player is pushed back up against a wall, they must make an AG check or fall prone in the same spot. Roll for armor as normal. If a player is knocked down and up against a wall, add 1 to the armor roll, and they fall prone in the same spot.
Any casualty results in a player being removed from play. You can roll to see if you killed him or just took his arm off if you really feel like it, but it's not necessary.
Stepping over downed players: Any player may perform a leap action over a downed player (prone or stunned). All the standard rules for the Leap skill apply with the addition that it may only be performed over a downed player.
Fouling: There is no ejection for fouling. There is no ref, either.
-----------
Disclaimer: No, this has not been tested or even considered at any length by me, or likely anyone else. I take no responsibility for the numerous, blatant holes in my so-called logic. I just started typing because I was bored at work.
Reason: ''
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There's something similar, but where your rules are based on Blood Bowl, these rules are based on Space Hulk. But both are going for a Dungeonbowl-style game in an abandoned space hulk.
http://staff.bus.bton.ac.uk/fesg/shulk/index.html
http://staff.bus.bton.ac.uk/fesg/shulk/index.html
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[url=http://www.talkbloodbowl.com/phpBB2/viewtopic.php?t=3460]-[/url]Teemu
[i][size=67]Don't lynch me! I'm the captain of the carpet ship![/size][/i]
[i][size=67]Don't lynch me! I'm the captain of the carpet ship![/size][/i]
- RogueSangre
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and the (really old) pics to go with it
http://pub13.ezboard.com/fdakkadiscussi ... =647.topic[/url]
http://pub13.ezboard.com/fdakkadiscussi ... =647.topic[/url]
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Re: Talk Hulk Bowl
Erm...
It's not like you're going to throw the carefully crafted balance off, since I just made it all up as a joke.
Yeah, big hand was what I was thinking of so swap it in instead of Sure Hands.BadMrMojo wrote:...Powerfist: Functions exactly like the skills Mighty Blow and Sure Hands with one exception. You may not use a powerfist while carrying 'the ball'...
It's not like you're going to throw the carefully crafted balance off, since I just made it all up as a joke.
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- Shadow Monkey
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worded badly on my part, but once you use the Big Hand/Sure Hands to pickup the ball... so in other words, you get the ball on 2+ (or you get your RR, whichever) and then carry it in your big mighty hand.Shadow Monkey wrote:If you can't use the powerfist and handle the ball at the same time, how will you benefit from Big Hand?
You aren't actually going to try this, are you? It was really just a joke. Let me know how badly it turns out. Should be funny.
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