Ghost War IV: The Helldivers and Myrmidons of the Terran Joint Special Operations Command

Ghost War IV: The Helldivers and Myrmidons of the Terran Joint Special Operations Command

2012

Ayuda con las reglas de Ghost War IV: The Helldivers and Myrmidons of the Terran Joint Special Operations Command

Explicaciones claras de turnos, efectos de cartas y situaciones dudosas, con referencias a fuentes oficiales e historial de preguntas guardado.

  • 2–6 jugadores
  • 120 min
  • 12+

Asistente de reglas de Ghost War IV: The Helldivers and Myrmidons of the Terran Joint Special Operations Command

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Las respuestas salen del reglamento oficial, con la página para comprobarlo.

Ghost War IV: The Helldivers and Myrmidons of the Terran Joint Special Operations Command es una expansión de juego de mesa publicada en 2012 para 2–6 jugadores, con partidas de 120 minutos y a partir de 12 años. Fue diseñado por Matthew Parmer y sus mecánicas principales son Scenario / Mission / Campaign Game.

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Sobre el juego

En inglés

Joint Special Operations Command operating in the Ghost War Campaign Terran military forces have extensive experience in conducting special warfare operations against each other but when the early battles with the Synod took place they lacked experience in orbital and deep space operations. During the lull in the general fighting for the last three years the Terran Joint Special Operations Command was formed and the world's special forces began the process of integrating into a single command. Unity of command and training as well as integration of personnel and equipment has allowed the JSOC to start mounting missions into Synod controlled space. With the last five years worth of experience in hand the JSOC have developed new weapons and armor with which to combat the enemies of Earth. Deep within the JSOC itself is an ultra-black program code named "Myrmidon" which takes quailifying candidates and performs highly experimental cybernetic and neural enhancement surgery. Speed, Strength and Dexterity are significantly enhanced and neural implants are embedded in the subjects brain giving them perfect recall and the ability to directly link with some computer systems. Program Myrmidon has also developed a suit of advance powered armor giving their already deadly soldiers even more speed, protection and firepower. Six more scenarios and full stats for Terran Helldivers and Myrmidons as well as the backgroud information and equipment for them. —description from the publisher

Preguntas y respuestas

Según el catálogo, Ghost War IV: The Helldivers and Myrmidons of the Terran Joint Special Operations Command admite de 2 a 6 jugadores. Este intervalo corresponde al número de jugadores indicado por la editorial, así que el juego puede prepararse para cualquier grupo dentro de ese margen. La preparación, algunas reglas y la puntuación pueden variar según el número de jugadores; consulta la configuración exacta en el reglamento de tu edición.