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Escape from the Baccillum Dulcis!

 

Art by Zen_Master


Escape from the Baccillum Dulcis!

The infamous Chaos infested Space Hulk the Baccillum Dulcis has once again appeared within the Imperium of Man near the Vespator Front. Several years ago the combined might of the Imperium failed to stop the hulk from entering the Segmentum Solar where the forces of Chaos used it as a base to raid and destroy a devastating swath of Imperial bases.  Loaded down with stolen supplies and archeotech, the Hulk disappeared back into the warp.

It has returned infested with Death Guard and Legions of Nurgle Daemons!  

Now various Raiders have come to the Baccillum Dulcis for its supplies and archaeotech to help with their factions efforts on the Vespator Front.


What do the Players need to bring?: Selects one Character model with 6 wounds or less that is not a epic character. Bring your cards/book, d6s and a measuring device.

If a player selects a character type with 3 or less wounds, that character gains a Feel No Pain of 4+ on its last remaining wound.

Players may not take a Death Guard or Nurgle Demon Character. They may not select Character Units such as Warlock councils, Gaunt's Ghosts, etc.

Death Guard Players: Death Guard and Nurgle Demon players are going to populate the ship with their armies as the NPC antagonists of the ship. They will operate as game masters(GMs) for the NPCs.

Deployment: Players are deployed in a random interior room on a space hulk game board.


Special rules: 

Game Phases:
Each Game Round consists of a Player Activation phase, Nurgle Activation phase and Loot Activation phase.

Player Activation:
At the start of each round, players will receive a playing card which will determine their play order. Players move through all phases of their turn before moving onto the next player.  Melee Combat is only completed by the active player. Once all players have activated we move to the Nurgle Activation.

Nurgle Activation:
GM's will then activate any Nurgle model that is in sound detection range of a player model. Nurgle models are activated individually, but GM's may move multiple at a time to speed up game play. Nurgle Models not in sound range of a player may move 2d6 in a random direction at a GM's discretion.

Loot Activation: 
Player characters that are still active may complete a loot special action if eligible in this phase.

Sound: each character has a d6 placed by their model to represent their sound level
  • Lvl 1: enemy models can only target the model if they are within 6”
  • Lvl 2: 12”
  • Lvl 3: 18”
  • Lvl 4: 24”
  • Lvl 5: 30”
  • Lvl 6: 36”
  • Firing a weapon increases your Sound level by 1 per target
  • Advancing increases your Sound level by 1
  • Melee combat increases your Sound level by 1
  • Jump packs increase your Sound level by 3
  • Any additional movement past normal movement generates 1 Sound Level.
This rule supersedes lone operative.  Lone Operative will have no effect for this scenario.

Special Actions:

Sneak action: the players model may move its movement speed and then ends its turn. Decreasing the players sound by 2.

Loot action: at the end of the round (Loot Phase) a player may search any loot containers or bodies within 6”. Each container holds one archeotech. A dead player holds 1 archeotech and whatever other archeotech they have found. 

Loot containers are either Red, Green or Blue Boxes with  Imperial Aquila on them. All eligible containers have 1 archeotech inside them.

Dead Nurgle models occasionally contain archeotech: Players roll a d6 for each dead nurgle model in range

Demons, pox walkers and cultists have archeotech on their bodies on a 6+
Death Guard Marines have archeotech on their bodies on a 5+
Death Guard Characters and Terminators have archeotech on their bodies on a 4+
GM's may award bonus archeotech when a particularly difficult enemy group is slain.

Players may kill and loot each other.

Players should keep track of their collected archeotech.

Extraction: players move to within 3” of an extraction marker. At the end of the round if they are still alive they may successfully escape with their loot.

The extraction markers are red and blue marks on the space hulk board near the long board edges.

Starting with the 2nd round and each subsequent rounds the GM(s) will randomly deactivate a number of extraction points.  Those Rooms have become contaminated with Nurgle’s Rot and any player model within them at the end of a round will suffer d3 mortal wounds.

Reinsertion after death: As long as there are still active extraction points, dead players who failed to extract may move to a different section of the hulk and redeploy to a random spot with all wounds returned. Any Raider who rejoins the game is a new character who escaped from the Nurgle puss pits found throughout the Space Hulk as a naked prisoner with a las pistol.  They can find "new gear" when they complete a loot action by sacrificing the gained loot to bring their new character up to the gear level of their game card.

The Game ends on two conditions: (1) when either all players have extracted or died or (2) when all extract points have been closed/contaminated.

A Leaderboard with those who have successfully extracted will be kept to determine the most successful Raiders.

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