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 Post subject: Re: 40k kill team ship
PostPosted: Mon Jul 07, 2014 5:04 pm 
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Crew vs 'nids, hero's in the making if you ask me!

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 Post subject: Re: 40k kill team ship
PostPosted: Mon Jul 07, 2014 5:43 pm 
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TalonBay wrote:
Crew vs 'nids, Geneseed in the making if you ask me!


Fixed for accuracy :)

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 Post subject: Re: 40k kill team ship
PostPosted: Tue Jul 08, 2014 11:57 am 
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As you cant curently become controlling player with nids or necrons, (fluff wise its broken!) ive asked bob to take control for the following round if dave or az claim the bridge. If not i guess ill go evict the eldar myself on the 23rd! :lots of love:
In the future, if i can work it out maybe we can do a 'space hulk' type scenario to cleanse the infestation and decide a new controlling player, as i think this would keep it quite fresh! (And this could fit in with gazzas evil ship vs players idea!)

Thoughts?

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 Post subject: Re: 40k kill team ship
PostPosted: Tue Jul 08, 2014 1:24 pm 
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Like the idea of a cleanse mission if some race types take over, very alien-esque

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 Post subject: Re: 40k kill team ship
PostPosted: Tue Jul 08, 2014 1:35 pm 
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TalonBay wrote:
Like the idea of a cleanse mission if some race types take over, very alien-esque


could use the same 'space hulk' rule: whereby alien player gets a random amount of stealers per turn, and the players just have to make it to the bridge to start the ships auto defense mechanism and purge them all. (obviously its never that simple/easy!)

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 Post subject: Re: 40k kill team ship
PostPosted: Tue Jul 08, 2014 2:45 pm 
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Me likey :D

I can bring many more griblies as the scenario dictates. Heck, I could make the place a living death trap of woe :D :D :D

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 Post subject: Re: 40k kill team ship
PostPosted: Tue Jul 08, 2014 3:23 pm 
Love it mate


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 Post subject: Re: 40k kill team ship
PostPosted: Tue Jul 08, 2014 3:45 pm 
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sparkydave wrote:
Me likey :D

I can bring many more griblies as the scenario dictates. Heck, I could make the place a living death trap of woe :D :D :D


Well lets see how things go and i'll work out some different options for the future, just need to get everyone through at least one normal game before i move the goalposts. lots of love.

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 Post subject: Re: 40k kill team ship
PostPosted: Tue Jul 08, 2014 6:52 pm 
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In 2nd ed there are 3 set missions for nids they are

Tyranid attack: where the nid player has a set number of turns(6) to totally wipe out the enemy out any units that are wiped out can return on the nid board edge there fore creating a endless wave of nids.

Trap: The nid player must cut off the enemys retreat or escape.

Terrorise: the nid player gains victory pts for break, fear and terror tests failed.


Each of these could be preset nid missions in the tyranid attack case it over rode all other mission cards and became the only one. Easily adapted to kill team.

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 Post subject: Re: 40k kill team ship
PostPosted: Tue Jul 08, 2014 8:26 pm 
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Part of the crew, part of the ship. :)

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 Post subject: Re: 40k kill team ship
PostPosted: Wed Jul 09, 2014 1:48 pm 
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paulus.h wrote:
TalonBay wrote:
Like the idea of a cleanse mission if some race types take over, very alien-esque


could use the same 'space hulk' rule: whereby alien player gets a random amount of stealers per turn, and the players just have to make it to the bridge to start the ships auto defense mechanism and purge them all. (obviously its never that simple/easy!)


Or the killteams have to escort an engineer to the bridge to set the autodestruct/extract super secret information from the bridge computer(main mission)then escape within a set number of turns(secondary mission) if your engineer dies or another team sets the autodestruct before you do, you still have to escape. Destruction of the ship = nids loose! All players still on board when the ship goes boom have to roll on the post game injury table! (Oh and nid player gets x amount of reinforcements per turn!)

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 Post subject: Re: 40k kill team ship
PostPosted: Wed Jul 09, 2014 3:30 pm 
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Sounds great, might take a few tries to get the balance right but it'll be fun regardless!

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 Post subject: Re: 40k kill team ship
PostPosted: Wed Jul 09, 2014 3:51 pm 
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I'm fine with all that... I'm the bad guy, I wanna tear off faces until the hero kills me :D

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 Post subject: Re: 40k kill team ship
PostPosted: Tue Jul 22, 2014 9:39 am 
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Ok so the ship extension and walkways are not gonna be ready for the 23rd but will be all done in time for the first 4/5 player game on the 6th august...... 6th is fully booked but i still have some spaces available for the 20th august!

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 Post subject: Re: 40k kill team ship
PostPosted: Tue Jul 22, 2014 5:43 pm 
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Think I'm down for the 6th August, can I put my name down for the 20th as well? :D

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