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Since the SpaceHulk boardgame had only GeneStealers, it is likely that the license from the company only allows GeneStealers.
But they include several "strains" so we can still have some veriety. Although, the occaisional dead ship with something else in it would be nice... 8-)
It's not. The event in question took place after the Heresy (Before that, the Terminators still wore the original black of the legion) and the world in question was not Caliban (Their original home world).
The Deathwing is one of the two current incarnations of the original Hexagrammaton formations of the Dark Angels Legion that continues into the 41st Millennium.
The Deathwing's unique white colour scheme was originally described as being a mark of remembrance for a lone squad of Dark Angel Terminators who freed a recruitment world from a Genestealer infestation and slew a Broodlord that had terrorized the Galaxy. As they did not expect to survive such a confrontation, they painted their armour white in preparation for their deaths. In the end the Deathwing triumphed and a vital part of the Dark Angels' heritage was saved. Later accounts portray this story (which is known as "The Tale of Two Heads Talking") as being a tale told to members of the Chapter who have not yet advanced far enough in the Chapter's hierarchy to know the darkest secrets of the Chapter, and the true reason for the change of colour scheme is in fact symbolic of the Deathwing's role as hunters of The Fallen and as members of the Chapter's Inner Circle.
The board game Space Hulk only had Genestealers in it.
Genestealers are exceptional at entrenching their kind into basically any location. If there's nothing for them to feed or breed on, they can become dormant for very long periods of time, allowing them to wait out for the places they dominate to repopulate or conditions to change back into their favor.
Tyranid can infest space hulks in general, but genestealers would be more common, as space hulks tend to be ships that are swallowed by the warp and then spat out many years later after becomming an amalgamation of many ships stuck in the warp. This means there's extremely long periods of time where these ships are lost to the factions they hail from, and being basically unreachable, no one can reinforce them while they're in the warp generally. The timespan of space hulks forming and returning to real space can often be too long for general tyranid to survive.
Genestealers also tend to be more spread out, as their ability to infiltrate, indoctrinate and hibernate makes them the tyranid's forward scouts essentially, infesting worlds or ships to prepare them for Tyranid fleets to arrive and pick the rest clean.
Other races can be found on Space Hulks in the lore, but not the board game. I would assume the lack of any other races is because of licensing as each race would cost more money to license. However it's also fitting for the board game lore and rules.
Space hulks are a collection of derelict ships, debris from battle, asteroids, and space stations all stuck together. They drift through real space and through the Immaterium.
It can be hundreds, even thousands of years before a space hulk emerges from the warp. Many of the ships forming a space hulk are ancient, potentially pre-heresy or even earlier. There are even rumors of ships from the Dark Age of Technology that could potentially be found as part of a space hulk. A complete Standard Template Construct aboard one of these ancient vessels would be a staggering discovery, one that could very well change the fortunes of the Imperium entirely by itself.
The downside of a space hulk is that it has likely spent years, if not centuries or even millennia drifting through the Immaterium without a Gellar Device for protection. Everything on board has been corrupted by the taint of the warp. Even the machines on board are corrupted. The Immaterium is capable of twisting machine spirits to its bidding. This is why the turrets on board are usually hostile. The machine spirits in the turrets have been turned to do the bidding of chaos, of genestealers, or third parties.
Adventurous warbands of orks may even board a space hulk both for transportation as well as for battle. There's no shortage of battle to be had aboard a space hulk. Not only that, but a space hulk is full of loot and plenty of things that make it more choppy or more dakka. Lots of teef, too. Its a dangerous but downright fun adventure for an ork.
Pirates, scavengers, and rarely even Eldar may also show up on a space hulk. Sometimes its for mundane scavenge, sometimes it may be for a rare lost technology or artifact.
Living through centuries of warp travel and experiencing it real-time, but time doesn't seem to affect your aging or the biological processes inside your body, but you're still aware and able to wander around. Regions of the hulk where time moves differently from elsewhere aboard. Recursive time loops where you experience the same period of time over and over, the possibilities are endless, any number of which could explain the survival of a sizeable Genestealer population (both purestrain and hybrid) aboard the Olethros after however many centuries or millenia it's been since it last exited the Warp.