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[DCM]
Chief Deputy Sub Assistant Trainee Squig Handling Intern
Well, I'm all of a froth over Hammerhal, and that there's likely more to come.
But where's the equivalent game for 40k?
Sure, SciFi doesn't especially lend itself to 'four loonies against the world' dungeoneering - but 40k isn't your run of the mill SciFi setting.
40k needs this. Space Hulk offers something similar, but without character progression and Gribblies other than Genestealers, it's just not close enough.
But grab this is your cerebral tentacle for a slice of fried gold - Spacehulk Spelunking.
They're out there, and they're tempting targets for Rogue Traders and assorted ne'er do wells. And they're the perfect SciFi equivalent to a dungeon. Danger! Goodies! Absolutely no map! No way of telling what you've got yourself into until you're having to leg it!
As a boxed game, it could offer the opportunity for the Studio to produce lesser seen/known/brand new Xenos species, and provide us with shiny new one-off characters representing less militaristic denizens of the Imperium (Rogue Trader, Raiders etc)
Tell me you wouldn't be all over that like a rash!
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There's been a rash of board games in 40K lately, even if they're not classical dungeon crawls. Should be easy to copy the WHQ mechanics you like and produce your own 40K version.
Space Crusade and a bit of Necromunda has been the 40K equivalent, long ago. Space Hulk and Advance Space Crusade had a few elements of dungeon-crawling in them as well.
I'd like to see it make a comeback, like you envision, where you can run a Rogue trader outfit investigating abandoned sections of Hive Cities or Space Hulks for precious cargo to sell for profit.
Of course, I'd love if there were rules for hiring Space Marine mercenaries to accompany you, or maybe a squad or two engaged in a crusade or purge...
I would absolutely love this, I'm very tempted to buy the Shadows over Hammerhal even though I don't really have an interest in Age of Sigmar so I would never be able to resist a 40k version.
There is a million and one places where you could set it. I think in the bowels of a world spanning hive city would be the best, maybe even holy Terra itself!
I imagine it being like the Via Infinito in FF10-2. A vast maze made up of crumbling buildings of older civilisations built on top of over the millennia.
Then we could all Blanchitsu the gak out of our models for character!
[DCM]
Chief Deputy Sub Assistant Trainee Squig Handling Intern
Settings could be anything indeed.
Spacehulks. Feral Worlds which haven't always been feral, Hiveworlds, Holy Terra, Random Asteroid bases long abandoned. Worlds where the Tyranids have been and scoffed everything.
There's a lot of potential.
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Stormonu wrote: Space Crusade and a bit of Necromunda has been the 40K equivalent, long ago. Space Hulk and Advance Space Crusade had a few elements of dungeon-crawling in them as well.
I'd like to see it make a comeback, like you envision, where you can run a Rogue trader outfit investigating abandoned sections of Hive Cities or Space Hulks for precious cargo to sell for profit.
Of course, I'd love if there were rules for hiring Space Marine mercenaries to accompany you, or maybe a squad or two engaged in a crusade or purge...
I'd imagine the reclaimers from the commissar Cain novels would fit the bill of "hired space marines" ( more like easily convinced)
foolsama wrote: Why not just use Kill Team? Knock out the 'allies' concept, and just use 4+ non-HQ models. There'd be a GM controlling waves of enemies...
We've done similar. If you want a Coop version, try the following...
1. Each player gets to spend up to 150 points on a single, non-named HQ model. (or however many points you think)
2. Play on a 3'x3' board, heavy with terrain.
3. Randomly place 6 numbered tokens. They must be at least 9" from each other.
4. Randomly place a bunch of "enemy spawn points".
5. Make a D6 table of enemies. Enemies are on "auto pilot"... move towards the nearest enemy model, shoot or run (if melee and too far away), assault if possible.
Start at Token #1 and you have to "tag" each token in order, which means you're going to be moving around the map alot. Whenever you are within line of sight of a spawn point, roll on the D6 table and deploy the result as close to the spawn point as possible. Pretend like the unit just successfully deep striked onto the board right there.
Tables can be themed based on your enemy model availability.
I don't remember the full rules we made up, but it was pretty fun.
D6 1. 5 Cultists
2. 10 Cultists
3. 5 Chaos Space Marines, one has a Heavy Bolter
4. 5 Raptors
5. Chaos Sorceror w/3 Chaos Space Marines
6. Chaos Lord w/3 Chosen
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foolsama wrote: Why not just use Kill Team? Knock out the 'allies' concept, and just use 4+ non-HQ models. There'd be a GM controlling waves of enemies...
We've done similar. If you want a Coop version, try the following...
1. Each player gets to spend up to 150 points on a single, non-named HQ model. (or however many points you think)
2. Play on a 3'x3' board, heavy with terrain.
3. Randomly place 6 numbered tokens. They must be at least 9" from each other.
4. Randomly place a bunch of "enemy spawn points".
5. Make a D6 table of enemies. Enemies are on "auto pilot"... move towards the nearest enemy model, shoot or run (if melee and too far away), assault if possible.
Start at Token #1 and you have to "tag" each token in order, which means you're going to be moving around the map alot. Whenever you are within line of sight of a spawn point, roll on the D6 table and deploy the result as close to the spawn point as possible. Pretend like the unit just successfully deep striked onto the board right there.
Tables can be themed based on your enemy model availability.
I don't remember the full rules we made up, but it was pretty fun.
D6 1. 5 Cultists
2. 10 Cultists
3. 5 Chaos Space Marines, one has a Heavy Bolter
4. 5 Raptors
5. Chaos Sorceror w/3 Chaos Space Marines
6. Chaos Lord w/3 Chosen
This sounds a lot like old (4e-vintage) Kill-Team. If you can dig up a 4e rulebook it had a system for how the 'brute squads' behaved based on how much noise the Kill-Team was making on the way in, too.