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Made in in
[MOD]
Otiose in a Niche






Hyderabad, India

I'm adopting my Emperor vs Horus rules for general spaceship combat. The goal is to fight battles inside a ship using tiles or 3d corridors.

Comments? Criticism?



Wars in the Stars
(By: Kid Kyoto)

SUMMARY

 Wars in the Stars are common. Boarding actions, exploring Space Hulks, capturing orbital installations are just as important as surface battles in the grim darkness of the far future. These rules allow for fighting aboard space ships or space hulks.
 Capture control rooms and other locations to affect the entire battlefield.
 Infantry and walkers only.
 Optional rules for hidden movement (blips).

THE BOARD



TERRAIN
 The entire table should be covered in corridors and rooms. Several companies make them, they can also be scratch-built. Space Hulk tiles can also be downloaded from the GW site. Alternately dense buildings and walls could be used.
 Special Rooms – You can include several, clearly identifiable special rooms (see below). Special rooms should be several from each other and scattered throughout the table. One short side should be designated the front of the ship, another the rear.
 Cover – Rooms should have some cover from crates, machines, statues or consoles.
 Doors – You may not see or shoot through a door. Opening a door takes 2” of movement. Doors automatically close when no one is within 2”. Doors are AV12, any penetrating hit will permanently destroy a closed door.
 Entrances – Corridors that touch the table edge, these are the entrances. There should be several on the two long ends. The short ends should not have entrances.
 Recommendations – at least two large rooms (1 square feet or more), at least two long straight corridors at (least 24”).



SPECIAL ROOMS
 There are several special rooms. To control a room at the start of your turn you must have one model in it (whose unit is not in assault, pinned or falling back) and have no enemy units inside. The unit must remain in the room to use it (except for the teleporter). The player who controls the room may use its special abilities on one unit. All special rooms are optional; players can decide between themselves which they will use and which they will not or roll a die and on a 4+ use the room.
 Control Room – This is the heart of the ship and should the largest room. The player who controls this room may order the ship’s orbit to decay (see below) or stop the orbital decay. At the start of his turn the player may also decide if the shields are up or down. If shields are down reserve units with the deep strike ability may do so. If they are up the reserve units must walk on.
 Destroyed Rooms – Destroyed rooms cannot be entered. Any model deep striking into them is destroyed.
 Engine Room – This room controls the power to the rest of the ship. The controlling player may attempt to do one of the following: raise/lower shields, start/stop orbital decay, detonate the reactor. On a roll of 4+ the player succeeds. Fighting in the engine room is very dangerous. At the end of any phase where someone shoots into the engine room (shooting out of the room is safe) or fights an assault roll a D6. On a roll of 1 there is a radiation leak or other malfunction. Every model in the room takes a wound on 4+ (they may take armor saves or invulnerable saves).
 Medical Bay – The squad that controls this room may either restore lost wounds to all multi-wound models or return one model to life.
 Negative Space – Space not covered by corridors is assumed to be armor, ducts, power conduits and other impassible terrain. Models may not pass through it, any models deep striking into it are destroyed.
 Plasma Reactor – Models may not enter the plasma reactor. Any entrances to it terminate in an armor 14 wall. Any models who deep strike into it are destroyed. Players may attempt to destroy the reactor by shooting the outer walls. Any penetrating hit will destroy it and cause a catastrophic explosion. All models within 3d6” of the outer walls are instantly destroyed, as is all terrain. All special rooms lose power. The security center, teleporter and medical bay have no effect. The ship’s orbit begins to decay and shields go down permanently (see below). The player who blew it up loses 5 victory points.
 Security Center – The player who controls the security center may open or close doors anywhere on the table at the start of his turn.
 Shrine – The player who controls the shrine gains 1 victory point per turn.
 Teleporter – At the start of the movement phase the controlling player may deep strike anywhere on the table. Players may use the teleporter even if the shields are up since they are inside the shields already.
 Vault – This room stores the treasures of the ship. Perhaps it has rare technology, vital intelligence or just bars of gold. When a unit takes control roll a D6 at the start of the turn. The room may be searched every turn until it is destroyed.
1 – OPPS! You set off a booby trap. A massive explosion destroys the room killing everyone inside (regardless of toughness or armor). Remove the room.
2-3 – Nothing of interest.
4-5 – Minor treasure. Gain 1 victory point.
6 – Major treasure! Gain 5 victory points.
 Weapon Tower – During the shooting phase the player who controls the weapon tower may fire lance strikes anywhere on the board. Lance strikes have this profile: S7, AP-, large blast, scatters 2d6”-shooters ballistic skill. The player may fire even if the shields are up since the shots are coming from within the shields.



ORBITAL DECAY
 Orbital decay can be triggered in the control room, the engine room or by the destruction of the reactor. If the ship’s orbit decays, it will burn up in the atmosphere. Place a string at the front of the ship. At the start of each turn it advances 2d6”. Any models and terrain between the string and the front of the ship are destroyed.
 No victory points are awarded for units killed this way.

 
   
Made in in
[MOD]
Otiose in a Niche






Hyderabad, India

THE GAME

ARMY LISTS
 Army lists should be limited to infantry and walkers. Tanks and even small vehicles cannot fit in the narrow corridors of a starship.
 Other than that normal army list restrictions apply.
 I recommend 1000 to 1500 points. Otherwise the board becomes too crowded with units jammed into corridors.

DEPLOYMENT
 Roll off, the winner chooses to be attacker or defender.
 Defender deploys first, anywhere on the ship at least 13” from any entrance. Defender may choose to keep any unit in reserve.
 Attacker moves first, moving onto the board from entrances on one side. That side becomes his deployment zone, the opposite side is the defender’s deployment zone.
 Infiltrators and scouts may make a normal move before the start of the game but may not shoot or assault.
 Deep striking is only allowed if the shields are down (see below).

MOVEMENT
 Move normally. Jump packs, wings, bikes, turbo booting, veil of darkness and other special movement options may be used normally. Assume the ceiling is high enough to accommodate them.
 Model bases must be able to physically fit through openings to enter rooms or corridors.
 Models may not move over or through walls and doors. Yes, even Necron Wraiths. The walls are ray shielded OK?

HIDDEN MOVEMENT (OPTIONAL)
 Unlike a field battle there is often no way to know where your enemies are or even what they are. Combatants have only blurry auspex readings, sounds and guesses. In game terms units are represented by blip counters.
 Blip counters should be tokens with a number on the bottom. The number identifies which unit it is.
 The blips move like a model in the unit (i.e. 6” for infantry, 12” for a bike). When an enemy model has line of sight on the blip replace it with a model. Place the other models in the unit behind it (away from the enemy). No model should be placed closer to the enemy than the blip.
 Each player should have 3 ‘false blips’. False blips move like normal infantry but disappear when the enemy gains line of sight.

SHOOTING & ASSAULT
 Shooting and running are normal.
 Indirect fire weapons may NOT shoot over walls.
 Assault is normal.

FALLBACK
 Units fallback towards their nearest entrance. If they make it to the entrance they leave the table normally.
 If the unit is cut off from the nearest entrance they fall back towards the nearest clear corridor.
 If a unit is trapped with nowhere to go, they must pass an immediate leadership check (unmodified). If they pass, they rally (even if they normally could not, the desperate situation gives them courage) if they fail they are removed.

VICTORY!
 Killing an entire enemy unit – 1 victory point
 Controlling the Control Room – 1 victory point per turn
 Controlling the Shrine – 1 victory point per turn.
 Controlling the Vault – Roll each turn. 1=explosion, 2-3=nothing, 4-5=1victory point, 6=5 victory points.
 Controlling the Engine Room – 1 victory point per turn.
 Destroying the Reactor – LOSE 5 victory points.

 
   
Made in us
Brainy Zoanthrope




Knoxville TN

You should add a benefit to flame weapons. I'm not sure what would be best but I think it would add a really neat aspect to the game. Maybe a +1 to the strength (higher concentrated flame due to less area or something) would be good.

These rules look fun.
   
Made in in
[MOD]
Otiose in a Niche






Hyderabad, India

Drummerboy wrote:You should add a benefit to flame weapons. I'm not sure what would be best but I think it would add a really neat aspect to the game. Maybe a +1 to the strength (higher concentrated flame due to less area or something) would be good.

These rules look fun.


I try write rules that don't favor one army too much. For example I didn't include one word about explosive decompression since any logical rules would favor marines, demons and necrons to an amazing degree.

The advantage of flamers (along with frag missiles and such) is people don't have the room to spread out they would in a field battle.

 
   
Made in us
Veteran Inquisitor with Xenos Alliances






I think a rule like explosive decompression would be a cool scenario specific rule. It could always be balanced out, by giving the other player an equally deadly terrain feature. Like a mission where one players strategic location is next to the outer hull and a stray shot can breach the hull and cause the table top situation to change and the other player's strategic location is under the cooling tanks for the ships reactor. Bad stuff happens in either case and can alter some of the fundamental play.
   
Made in us
Dominar






Those rules tend to be fun once or twice, but if you keep playing with them it turns into 'Hupp, there goes the gas tank again. Why do we keep putting our Teleportation Array on the other side of the Giant Explosive Doohickey wall?'.
   
Made in in
[MOD]
Otiose in a Niche






Hyderabad, India

Well I've gone and edited this and made it an article. now if someonee could just tell me where my formating went wrong.

http://www.dakkadakka.com/wiki/en/Space%20Hulks%20and%20Boarding%20Actions

 
   
Made in us
Been Around the Block





This is amazing! I can't want to until I get a chance to use this.
   
Made in in
[MOD]
Otiose in a Niche






Hyderabad, India

Please, please por favor give me real world feedback if you try it.

Thx!

 
   
Made in gb
Fresh-Faced New User





These look like fun rules. I will try and give them a go.

One question - are bikes allowed? One part of the rules says no, but another rule gives an example of bike movement. FWIW I would not allow bikes.

Sholto
   
Made in us
Longtime Dakkanaut







This sounds like a very neat scenario.

I have one concern about rules interactions, though: Daemons from Codex: Chaos Daemons and summoned lesser daemons from Codex: Chaos Space Marines always arrive via deep strike, and aren't allowed to enter play normally. If the shields are up, are these units still allowed to enter play using deep strike? If not, what happens?

This message was edited 1 time. Last update was at 2008/12/11 18:04:10


 
   
Made in au
Sacrifice to the Dark God Tzeentch



Australia

Nice Work!
I tried to do this sort of thing, but it all ended up a little too complex. I changed too many basic rules.
I'll give this a go soon!
Cheers.

The opposite of repent is... advocate. 
   
Made in in
[MOD]
Otiose in a Niche






Hyderabad, India

Just to remind everyone this is now an article so see that version for the latest

http://www.dakkadakka.com/wiki/en/Space%20Hulks%20and%20Boarding%20Actions

On bikes... When I said infantry and walkers only I considered bikes to be infantry but now as I think about it...

Should I ban bike and rough riders and the like? They don't really 'fit' but does that limit things too much? Should rough riders be banned but wolves and the like allowed? I dunno. Thoughts?

 
   
Made in us
Longtime Dakkanaut







You could try something like:
If a unit moves more than 6" in any phase, treat all terrain as dangerous. Roll twice if moving over 12" (to discourage turbo boosting).

That way you could keep beasts and calvary in, but discourage their usage. A small biker squad running down the hulk should be a cool idea but dangerous, right?
   
Made in gb
Fresh-Faced New User





I would simply ban all bikes, jetbikes and cavalry. It stretches credibility to imagine these taking part in a boarding action of any kind.

Eldar jetbikes attacking a hangar bay - sure, that might happen since they have the space they would need to maneuver, but this game is played in tight corridors with small rooms.

If you allowed them, then I would ban turboboosting altogether and force a dangerous terrain test on every move, regardless of distance covered. This ban on turboboosting would extend to units that "moved as" bikes, such as Scarab Swarms.

I would allow Beasts (eg. I can see Chaos Spawn taking part in this kind of fight).

Why are Infiltrating units allowed a free move pre-game? I can imagine a WH/DH force with Death Cult assassins and an Eversor being absolutely deadly this type of game!

How do you deal with Daemon armies? Deepstriking is part of their basic army function.

Sholto

This message was edited 1 time. Last update was at 2008/12/15 16:09:48


 
   
Made in us
Longtime Dakkanaut







To Sholto:
The argument to keep bikes and jet bikes is Judge Dredd and his Lawmaster driving down crowded hallways. Is it dangerous? Sure. Is it unrealistic? Sure. Does it look cool? You bet!

To Kid Kyoto:
I'm assuming you were inspired by the Space Hulk rules for hidden deployment and movement for the blips. If both players are using blips, do they only convert to the real units when the blips draw line of sight to each other? Can you convert your blips early or convert back when no one can see you again?
   
 
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