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Garagehammer space hulk special rules (any comments, ideas, etc)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Longtime Dakkanaut




Central California

My friends and I generally play normal rules, then do multiplayer 500 point battles (we are also far close to the for fun side then winning is everything side. We build fluffy armies, but tend to play to the best of our abilities). This week we are trying my new spacehulk style terrain. I have created the following cards to be distributed through 10 rooms in the Space Hulk. A unit moves into the room, turns the card over, etc. Just looking for some feedback or more ideas. (note, we want these to be fun, narrative, but not game deciding)
Our rules: 500 points. No force org chart. Everyone has 5CP. 1 HQ (max cost 150) all models must have the infantry keyword. Units may be purchased at half minimum models.
We use a chit/drawn system to determine the player to act first, that player then chooses the next to go. This happens every turn with the exception that once chosen a players chit is removed from the drawing until all chits have been drawn. We also experimented with running each phase for all players before moving to the next. It worked well for us because of experienced players and small forces. In the fight phase, only units engaged with the current players turn can be chosen to fight.
Here are the cards I have so far to be placed in the various rooms: (I have truncated/simplified some of the descriptions)

Emergency Escape controls: The player can immediately choose a spot in the space hulk and blast the escape pod out. This creates a vacuum. All models within 3d6" roll a d6. On a 6 they are sucked from the hulk and removed.

Weapons station: The player can immediately fire a single anti-boarding weapon spaced throughout the hulk. Pick a unit; it suffers a shooting attack with the following profile; BS 4+ Heavy 6 S 5 AP-1 D1

Security Camera room: Knowledge is power. The cameras give you an edge in seeing what is around a corner etc. One unit on your turn either: May deny an enemy overwatch OR shoot overwatch at full BS.

Damage Control: Lock d3 doors. (A locked door must be blown open, an act done at the END of the shooting phase.

Super Tech stash OR Nav Comp Logs: (two cards) gain d3 VPs

Noxious Cloud: The room held a noxious chemical cloud. The unit suffers a d3-1 mortal wounds

Medical Bay: Heal d3 wounds or return a model to the unit with 1 wound

Reactor Room: Somehow the reactor chugs away. The player can immediately vent some plasma. Choose a pipe fixture (a terrain type) A unit next to it suffers a shooting attack with the following profile: BS 4+Assault d6 S8 AP -2 D d3. If you roll a 6 for the number of shots, the reactor explodes and your unit also suffers d3 mortal wounds

Unstable Warp Gate: The unit is teleported somewhere else in the hulk. The last player to take a turn chooses where, but the models cannot be placed less than 9" from an enemy. The unit may no longer move, shoot or charge this turn.

This message was edited 1 time. Last update was at 2019/02/28 03:41:23


Keeping the hobby side alive!

I never forget the Dakka unit scale is binary: Units are either OP or Garbage. 
   
Made in gb
Longtime Dakkanaut






I love this sort of game, it sounds like it will be very good fun.

If you are expecting a low model count, can I suggest the airlock card be changed to read:

Each model within 18" of the airlock rolls 3D6. if the result of this exceeds the distance between the model and the airlock, then it is removed as a casualty.

This way models right next to it will be more likely to get sucked out, rather than everyone having a flat 1/6 chance.

as it only happens once per game, it wouldn't be too much of a ballache to play.

What is the aim of the game, is it kill everyone, or get to a certain place, or objectives?

12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

I'm Selling Infinity, 40k, dystopian wars, UK based!

I also make designs for t-shirts and mugs and such on Redbubble! 
   
Made in us
Longtime Dakkanaut




Central California

Some Bloke: That airlock Idea is really good, but one issue. I dont have a designated airlock, so currently its just pick a spot on an outside wall. The player will inevitably pick an enemy warlord who is within 3" of a wall (an automatic in a space hulk style map) and destroy them. I really do like your idea though. Need a tweak so its not pick a model, it's dead. Working on that. Maybe you get to add your wound total to the distance as the target number?

I'm expecting armies of between 15 and 40 ish models (My IG is currently at 30, and getting 30 IG infantry to 500 was really tough...bullgryns...)
VPS for the following (we play VPS or at least are for this game, we tweak as we go for fairness often)
• Exploring rooms: For each room explored (each card picked up) receive 1 VP. (There are 10 cards for now)
• Deny the enemy: For every 5 wounds caused to an enemy gain 1 VP. (this is so multi-wound models don’t cost anyone VP’s or give an unfair advantage)
• Fluff: Pick an enemy army that your fluff makes a mortal enemy. Wound VP’s are doubled against that army, AND you gain d3 VP’s for killing/capturing the warlord.
• The long game: Earn a VP for every 5 wounds you have remaining on the board at the end of the game. (or have escaped from the board).
• Control: Gain a VP for each quarter of the board you control using the objective control rules.
Added to this:
Some of my randomly generated VP situations (remember, drawn at random)
Blow up the space hulk: Accomplished by having a unit reach all 4 quarters of the board, more than 9" from any other quarter and then getting off the hulk. d6 VPs

Assassination: Choose an enemy model, write it down, kill it during game. d3 VPs

Rescue mission: Gain an extra model for a unit (a base trooper). Give it to the person who deployed before you. It is captured. You gain VP's if you rescue it (d6) if someone else frees the mini and it reaches your forces, gain d3 VP's. The model cannot be hurt while it is a prisoner.

Capture the space hulk: One of your units gains endless reinforcements; it reenters after being destroyed (and you may destroy it at the end of your turn) Your goal: Kill everyone else. If you end the game with more wounds on the board than everyone else combined, gain d6 VPS

Reactivate the planet killer system hidden aboard: You must reach the control room, announce your intentions, and hold the control room for a d3+3 turns. If you do, you win, period.

Edited for clarity

This message was edited 2 times. Last update was at 2019/03/01 02:55:54


Keeping the hobby side alive!

I never forget the Dakka unit scale is binary: Units are either OP or Garbage. 
   
 
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