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Brainstorming Galaxy Crawler
Brainstorming Galaxy Crawler
Brainstorming Galaxy Crawler
Cada Héroe tiene una hoja de habilidades iniciales que se seleccionan al azar, y son secretas. Máx. 4
Habilidades por Ronda. (nombre: Heroísmo Irracional, Instinto Heroico, Habilidades Heroicas)
REINO
Disponer de un Reino Galáctico que proteger. Moral? Estructuras?
HABILIDADES
Cooperación: Si otro Héroe contiguo también usa esta habilidad simultáneamente ambos ganas +2 a
todas las tiradas durante este turno.
Arma de desplazamiento y derribo: Si la casilla posterior al Enemigo está vacía desplázalo a ella.
Líder Inspirador: 1 vez por misión añade 1d6 AP a todos los Héroes
Hive Mind Control (psíquica): Tú escoges la reacción del enemigo esta ronda.
Poeta Guerrero: Si al atacar a un enemigo le amenazas con una rima, recibes +1 a ese ataque. Cada rima
debe ser original. Puedes repetir esta habilidad cada turno. Ejemplos:
Si realizas 3 acciones consecutivas de disparar/combatir, puedes realizar inmeidatamente una cuarta sin
gastar AP.
Reflejos Evasivos: Cuando fueras a recibir un ataque en CC muévete 1 casille en cualquier dirección.
Esquiva Asombrosa: Tras mover 5 casillas, gana un +1 Arm hasta final de turno.
Requisitos:
moverte 2 casillas
recibir herida
recibir ataque cc
FOUR-ARMED Kasathas have four arms, which allows them to wield and hold up to four hands’ worth of
weapons and equipment. While their multiple arms increase the number of items they can have at the
ready, it doesn't increase the number of attacks they can make during combat.
Get ’Em: You can choose one enemy. Until the start of your next turn, you and your allies gain a +1
bonus to attack rolls made against that enemy.
Hurry (Ex) As a standard action, you can grant a single move action to an ally within 60 feet. The ally can
use that move action during her next turn to take a guarded step, move up to her speed, or draw or
sheathe a weapon.
Escudo de Gravedad: Hasta el inicio de tu próximo turno, los Enemigos deberán gastar 2AP para avanzar
1 casilla hacia ti.
Wormholes: you can create two linked wormholes as a standard action. One wormhole must be
adjacent to you, and the other appears anywhere in line of sight within medium range (100 feet + 10
feet per solarian level). Each wormhole is 5 feet across and appears at an intersection between two
squares. Entering a wormhole instantly transports a creature to a square adjacent to the other
wormhole’s intersection, where the creature can continue its movement.
Rune of the Eldritch Knight (Su) 1st Level D You can imbue a weapon with a magic sigil, the rune of the
eldritch knight, allowing the weapon to act as a magic weapon for the purposes of bypassing DR and
affecting incorporeal creatures.
Charge Attack: e, you can make two attacks instead of one at the end of your charge, both with a –
4 penalty.
HABILIDADES
Si sobrevive a un combate, puede empujar a un Enemigo una casilla directamente hacia atrás si ésta está
libre
them near, to their doom. A genestealer with the flesh hooks upgrade may spend 3 AP to target a
marine with in 3 spaces that
is within line of sight. The genestealer rolls 2 dice. If either of the dice is a 5+, the flesh hooks have
ensnared the marine,
who is pulled to the square directly in front of the stealer, without changing facing. If the marine is
facing the hooking
stealer, the use of the hooks DOES count as an action, and the marine may react as per normal rules.
Si sobrevive a un combate, puede empujar a un Enemigo una casilla directamente hacia atrás si ésta está
libre
Flesh Hooks: The genestealer's tongue has been upgraded into a mass of hooks, designed to snare their
prey, and drag them near, to their doom. A genestealer with the flesh hooks upgrade may spend 3 AP to
target a marine with in 3 spaces that is within line of sight. The genestealer rolls 2 dice. If either of the
dice is a 5+, the flesh hooks have ensnared the marine, who is pulled to the square directly in front of
the stealer, without changing facing. If the marine is facing the hooking stealer, the use of the hooks
DOES count as an action, and the marine may react as per normal rules.
ADVANCE: After killing an enemy in CC can advance into the square of opponent for free.
COMUNICADOR: 2AP adicionales en cada fase de mando
MOTHERSHIP RULEBOOK
TRAINED SKILLS
» Heavy Machinery: Operation and use of large pieces of equipment (cranes, exosuits, forklifts, etc.)
EXPERT SKILLS
» Asteroid Mining: Training in the tools and procedures used in mining asteroids
MASTER SKILLS
» Weapon Specialization:
HIVE MIND
Genestealers:
The Genestealer player may spend experience points at the beginning of a mission for the powers below
by paying the cost.
Experience spent is subtracted from the total. The Genestealer player is, of course, allowed to collect
experience for multiple missions before spending it.
Cost 1: Player receives one free genestealer piece at the start of the mission.
Cost 2: Player receives one free blip at the start of the mission.
Cost 3: Player receives one free blip at the start of the mission. They may choose this blip before
shuffling the stack at the
Cost 4: The genestealer player may use the Broodlord on this map.
Cost 5: Begin game at the Genestealer reinforcement phase. After it is done, the mission status phase
will be done. Then play
will continue as normal, beginning with Round 2 Space Marine command phase. (More simply, skip first
marine turn.)
The Genestealer may also spend experience during gameplay, for the following:
Cost of 1:
A) One shooting attack that hit a model misses instead (does not break sustained fire),
Cost of 2:
A) For the remainder of the round, adjacent Genestealers may move simultaneously as a group. (Two
pieces are adjacent if one
B) One model shoots spines for 1 AP. This attack is LOS with range of 12. The attacking model rolls 2
dice. If either is a 6,
the target marine is killed. Each spine shot costs 2 xp and 1 AP. The sergeant with the Storm Shield can
not be targetted unless this attack comes from his back or side.
Cost of 3:
A) For the remainder of the round, Genestealers may enter flamed halls. They are only killed on a 5+
Cost of 4
A) When revealing a blip as 3, pay this XP cost to place the Broodlord (even if the mission does not allow
the broodlord or if the broodlord has previously died).
HISTORIAS - LORE
Las criaturas alienígenas pueblan el alcantarillado de la ciudad. Son utilizadas por un ambicioso ladrón
que ha conseguido, así, tejer una red de espías que le informan de todos los movimientos de la ciudad.
It's a trap
I'ts a dead spacer who's crash pod is swarming with hostile aliens.
It's a Child who tells a really strange story of why only he was saved
Its a corporations research probe beaming back a warning of unstable environment - cue "Dune Worm"
A drug cartel has recently moved some drugs to a less secure facility
An imprisoned man contacts the party and says he will lead them to a treasure if he is freed.
MISIONES
Guarida disputada entre 2 razas aliens distintas
Durmientes: Todos los Genestealers y los Blips tienen sólo 3 PA durante los dos primeros turnos.
El jugador Marine Espacial tampoco tendrá límite de tiempo para esos dos primeros turnos.
ascensor
estacion destruyendose
extraer la muestra
capsula salvamento
matar a la bestia
RESCATE DE CAT
PURIFICAR
CLASE 3 ATRINCHERADO
BAJA VISIBILIDAD
Brecha en el Casco: La destrucción del Space Hulk se simula retirando secciones de tablero, empezando
por la habitación de la brecha en el casco y retirando todas las secciones de tablero adyacentes a la
ultima retirada en cada turno.
Al final del turno seis del jugador Genestealer, este retirará la habitación de la brecha en el casco. Al
final del siguiente turno del jugador Genestealer, este retirará todas las secciones adyacentes a la
habitación de la brecha en el casco. Al final del siguiente turno del jugador Genestealer este irá
retirando todas las secciones de tablero adyacentes a la ultima retirada en cada turno. Cualquier
miniatura o blip que hubiera en una sección retirada será destruida. Si estas jugando esta misión como
parte de una campaña y el jugador Marine Espacial no pudo acceder al Cogitador en la misión 1, el
jugador Genestealer empezará a retirar secciones al final del turno 5, en vez del turno 6.
Vacio absorbente: Todas las casillas de la habitación de la brecha en el casco, asi como todas las
secciones adyacentes a una sección de tablero retirada, se consideran en vacío. Además, todas las
casillas que puedan enlazar con una sección que este en vacío a través de una ruta de casillas enlazadas
que no atraviesen una puerta cerrada se considerarán también en vacío. Esto no tiene efecto sobre los
Marines Espaciales, por los Genestealers que se encuentren en una casilla que se encuentre en vacío
tirarán un dado menos de lo habitual cuando resuelvan un combate cuerpo a cuerpo. Esto es
acumulativo a cualquier otra penalización.
Move to the BRIDGE and secure the command codes to gain control of the ship by spending one
Interact Action.
Move to the ENGINE ROOM and disable it by destroying vital components. Use the Damaging a
Prevent escape by ejecting the ESCAPE POD. Spend 1 Interact Action on the tile adjacent to the ESCAPE
POD.
Move to the ARMOURY. Get enough ammo for the men by spending four Interact Actions while
in the ARMOURY.
• Attempt to restart the ship’s reactor by spending two Interact Actions while in the ENGINE ROOM.
• Investigate the spreading Alien threat by entering an Infested Tile and spending one Interact Action
Put the hapless victims out of their misery by shooting them in the HIBERNATION ROOM (use
the DAMAGING A ROOM Special Rules) Capture any three Models. Capturing Models
follows the TROPHY COLLECTION Special Rules. Move all Trophy Tokens to the Air Vent Tiles
Once all three Trophy Tokens are moved onto the Air Vent Tiles, the Mission is complete. Tokens
Locate the lost Predator and give him an honorable death. Retrieve his mask (using the CARRYING
any of the four Tiles marked on the map. Mission Tokens may only be placed on the Tile occupied
by the Model performing an Interact Action. Once three out of four tokens are placed on designated
Locate and carry Egg Tokens (using the CARRYING A TOKEN Special Rule) to the
ENGINE ROOM. Once three out of four eggs are in the ENGINE ROOM, the Mission is complete
TROPHY COLLECTION – Trophies can only be collected from Models killed in Close Combat. Instead of
removing
the Model from the game, put it on its side on the Tile on which it died. In any of the following turns, a
Model can spend an Interact Action to remove one of the Models viable for TROPHY COLLECTION that is
already on its side from the board and take one Trophy Token. TROPHY COLLECTION cannot take place
on Engaged Tiles.
Move to the BRIDGE and secure the command codes to gain control of the ship by spending one
Interact Action.
Move to the ENGINE ROOM and disable it by destroying vital components. Use the Damaging a
Prevent escape by ejecting the ESCAPE POD. Spend 1 Interact Action on the tile adjacent
Move to the ARMOURY. Get enough ammo for the men by spending four Interact Actions while
in the ARMOURY.
• Attempt to restart the ship’s reactor by spending two Interact Actions while in the ENGINE ROOM.
• Investigate the spreading Alien threat by entering an Infested Tile and spending one Interact Action
Put the hapless victims out of their misery by shooting them in the HIBERNATION ROOM (use the
DAMAGING A ROOM Special Rules)
Capture any three Models. Capturing Models follows the TROPHY COLLECTION Special Rules. Move all
Trophy Tokens to the Air Vent Tiles (use the CARRYING A TOKEN Special Rules). Once all three Trophy
Tokens are moved onto the Air Vent Tiles, the Mission is complete. Tokens trapped in a sealed Air Vent
Tile are lost.
Locate the lost Predator and give him an honorable death. Retrieve his mask (using the CARRYING
Any Marine Model can spend an Interact Action to lay down a Mission Token (Explosive Charges) in
any of the four Tiles marked on the map. Mission Tokens may only be placed on the Tile occupied
by the Model performing an Interact Action. Once three out of four tokens are placed on designated
Locate and carry Egg Tokens (using the CARRYING A TOKEN Special Rule) to the ENGINE ROOM. Once
three out of four eggs are in the ENGINE ROOM, the Mission is complete
the Model from the game, put it on its side on the Tile on which it died. In any of the following turns, a
Model can spend
an Interact Action to remove one of the Models viable for TROPHY COLLECTION that is already on its
side from the
board and take one Trophy Token. TROPHY COLLECTION cannot take place on Engaged Tiles.
LEGACY:
Salvar la Estación Científica, Envenenar los respiradores, Reconocimiento, Fuego y Maniobra, Señuelo,
Patrulla, Mantener la Posición, Ataque en Pinzas, Defensa en Profundidad, Emboscada, Infiltración,
Investigar la Señal, Cabeza de Puente, Derrumbar Sección
Puntos de Suministro, Inteligencia
CAMPAÑA
MISIÓN INTRODUCCIÓN – NUDO – DESENLACE
Beneficios victoria: Más menos refuerzos, clase 3 debilitado, Clase 1 con un PA menos
Cartógrafo
DEFINICIONES:
Acción
Adyacente
Antihéroe
Arma
Armadura
Arquetipo
Campaña
Clase
Corredor
Crítico
Diagonal
Encaramiento
Enemigo
Equipo
Especie
Estancia
Estancia Objetivo
Experiencia
Fase
Frontal
Fuera de Combate
Guarida
Habilidad
Herida
Herir
Héroe
Historia
Incursión
Flanco
Línea de Visión (LDV)
Mazo de Exploración
Misión
Pifia
Puerta
Puntos de Acción (PA)
Poder Psíquico
Rasgo: Armas, Armaduras, Equipo, Enemigos, Héroes
Raza
Retaguardia
Salvación
Sección de Tablero
Turno
EQUIPO
AUTOMATIC WEAPON
This means that after every time you fire a fully automatic weapon you have to reload unless you have
the Military Training or Firearms skills, in which case you can fire it three times before reloading.
Target must make a Body save at Advantage or fall unconscious for 1d10 rounds (secret roll). 6 shots
per magazine
18.2 ADDICTION
Excessive use of Pain Pills or Stimpaks requires a Body save to prevent addiction. Once addicted, make a
daily Body save, or gain 1d10 Stress every day you go without. If used once per day for a week, you’ll
need to take twice the amount of pills to gain the same effect. Whenever you take more than one pill
at a time, roll 1d10. If you roll equal to or under the number taken, make a Body save. Failure means
you fall unconscious and the Warden rolls on the table on page 10.4. You can cure an addiction through
in-game treatment or leveling up.
Aliens Activation Order
Once the blips are placed, the Genestealers phase is activated. Each of the Genestealer miniatures are
activated, starting with the closest one to a Space Marine. See Genestealers to know how to activate
them). Once all the Genestealers are activated, all the blips on the board are activated. The order of
activation starts with the blips that are the closest to the Space Marines. If a blip reveals itself on
purpose during this phase, the resulting Genestealers are immediately activated, before the next blip.
Finally, the blips lurking at the entry-points are activated.
3 Lurking Blips
GENESTEALER EXPERIENCE
The Genestealer may also spend experience during gameplay, for the following:
Cost of 1:
A) One shooting attack that hit a model misses instead (does not break sustained fire),
Cost of 2:
A) For the remainder of the round, adjacent Genestealers may move simultaneously as a group. (Two
pieces are adjacent if one could reach the other in only 1 AP).
B) One model shoots spines for 1 AP. This attack is LOS with range of 12. The attacking model rolls 2
dice. If either is a 6, the target marine is killed. Each spine shot costs 2 xp and 1 AP. The sergeant with
the Storm Shield can not be targetted unless this attack comes from his back or side.
Cost of 3:
A) For the remainder of the round, Genestealers may enter flamed halls. They are only killed on a 5+
Cost of 4
A) When revealing a blip as 3, pay this XP cost to place the Broodlord (even if the mission does not allow
the broodlord or if the broodlord has previously died).