Spacey Hulky Design Thread

I’m reached a point in my life at which I look at a $200 box of Space Marines and Tyranids, with the rules for Warhammer 40,000, and think, “Yeah–totally reasonable purchase.” Sadly, while the model-making and painting has been fun, I don’t think it’s worth trying to learn this game in my current circumstances. In a couple years, maybe I’ll look into local organized play or something, but as a casual thing to do with my son, War of the Ring is as complicated as I care to go. Recognizing that this may be a version of the Sunk Cost Fallacy, I’ve decided that, since what I was really into here was Space Hulk nostalgia, and I can’t buy Space Hulk, I’ll use these models (and some others) and make my own version.

There’s a lot out there about Space Hulk, but Games Workshop isn’t so into just putting their rulebooks online, so I can’t just make precisely what they put out in their most recent edition. And, honestly, my recollection of Space Hulk was that the blips and Terminators were cool, and the vibe was excellent, but I didn’t love everything about the rules. Since I’m going to be making my own tiles and tokens and player aids, anyway, using models which aren’t exactly what came with the game in the first place, why not make my own rules which do what I actually wanted out of Space Hulk, years ago? I’m not aiming to make a commercial product or anything, I just want to play something like Space Hulk, with only cruft that’s my own fault.

So I figured I’d start a thread and talk about what I’m aiming to do with my design.

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So, I’ll start with what I want to keep:

  • Terminators feel slow, and their awesome power armor serves more to make the aliens seem like terrifying close-combat threats than to give them impunity.
  • Flamers are awesome, and can affect the board, but have very limited ammunition.
  • Overwatch is superb, but overuse of it slows down the already-slow terminators intolerably (yielding a push-your-luck element with degrees of bluff and temptation).
  • Aliens are fast enough to adapt reasonably, and the bluff and unpredictability associated with blips gives you enough moments of relief or eye-widening terror to produce an overall feeling of unfairness and dread.

Stuff I want to change:

  • Guns jamming. Boring, slows down the game, not necessary. The strength of overwatch can be balanced by the AP cost and adequate scenario design without this.
  • Melee Terminators suck. My recollection is that they were only slightly better at melee combat than the fellas with the bolters. They ought to pose more of a tactical puzzle for the alien player, so that it’s worth trying to lure them into places where you can attack from behind.
  • Heck, more generally, I’d like the alien player to have more interesting problems to solve.
  • You know that moment in Aliens, when the alien blips are closer than it seems like they ought be able to be without being seen, because they’re in the ceiling and under the floor? I’d love to find a way for that to happen. It was emotionally powerful, and utterly absent from Space Hulk.

My current thought is that I’ll try making overwatch cost however many APs you want to spend, and that’s the number of shots you can take. Similarly, I’ll probably have the flamer start with 20 ammo, and when you fire, you can fire up to 5 of them at once, laying down a column of fire that long in front of the flamer (and I’m inclined to skip rolls to hit–anything in the path gets hit). I also think I’d like to make one corridor wider than one space, both so that we can see the Terminators cover one another the way they’d really want to be able to, and also so that the rest of the time it feels more claustrophobic–I think it’ll be easier to really miss the option to maneuver more flexibly if you have it on rare occasions.

If all that goes well, I’d like to add in more factions, and some different tyranid models for stuff like the queen from Aliens. I should probably watch the new alien movie, come to think of it.

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Check out https://boardgamegeek.com/boardgame/137649/level-7-omega-protocol if you haven’t already.

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While I’m generally going for simplification where I can, its occurred to me that I’d like some opacity in goals. I don’t know if the game always had this, or had it in newer editions, but in my hazy memories, both players know both players’ goals in each scenario. I think I’d rather have some cards which randomly determine goals dealt out a the beginning of the game.

Mechanically, I can’t think of a way to make the sides more inscrutable to each other than this, which gets back to something I remember reading about how boardgames, because they have public, explicit rules, can never evoke the sort of uncertainty on which certain forms of horror depend. I’d love it if there were some way for the marines to hear skittering in the walls, and not have any idea what that could be. But I can at least have various goals which might reflect that these aliens need to protect a nest, or harvest some food, or capture a marine alive, etc. At least this would let me gracefully set up multi-objective missions; just choose 2, for example.

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With respect to physical components, I plan to use my laser cutter to make the tiles and tokens. It’s a pretty cheap K40 laser, with a cutting bed about 8"x12", so rooms larger than that will require a join in the middle.

I’ve looked at a lot of 3D terrain for Space Hulk, and I generally find it looks amazing, but it gives you a surface that’s so visually busy it seems like it’d cause a degree of cognitive overload during actual play, and might obscure stuff you need to see. Even the versions I’ve seen with half-height walls look like it might be easy to miss a blip on a casual glance. I’m thinking I want doors and objectives to be fully 3D, but otherwise I’ll stick with reliefs.

I’d also like to get a bit more visual variety. I feel like a lot of the homemade versions I’ve seen are designed to look unified, with a rusty, dirty look that does a great job of justifying the “hulk” part of “space hulk”. But I’d like to start from a base that looks a bit more like the glossy black floors of the Death Star for at least some of it, with areas that look like they have some of that alien crusty stuff, maybe some with a burst coolant pipe which covers the area in frost–with a visually simple approach to start from, I think it’d be easier to make that stuff pop.

I’m also thinking that I’ll want to be able to accommodate 50mm bases, but still make the narrow corridors feel claustrophobic for most of the terminators on their 40mm ones. My best idea for how to do this is have floor tiles of 40mm with 5mm between them. With 50mm units like captains or special aliens being relatively rare, it’s probably okay that everything fits fine so long as two of them aren’t adjacent, and even then, there should be enough slop elsewhere to fudge it.

I also think the whole point of a space hulk is supposed to be that it’s composed of parts of multiple ships, so if they don’t all match, that seems thematically quite appropriate.

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I’ve cut the first draft of some tiles:

This was 3mm eucaboard spray-painted black, and then coated with Quick Shine floor polish before it was cut out with the laser. My goal was to design them so that they’d sit on a grid and fit together nicely to make larger room, which has worked out, but means I need 10mm between spaces rather than 5. I plan to add weathering and have some tiles look frosty, and others look like the aliens have spread their gook all over, and cut some more tiles in other styles (I still need some T-intersections, for example). I love the idea of a little bit of relief in the decoration, but I do worry about storage.

The borders of the spaces are a little subtler than I regard as ideal, but it’s perfectly playable.

Coming soon: doors and tokens.

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Well, before doors and tokens, I want to get down what I don’t remember of Space Hulk, because I’m finding, in thinking about what I need and player aids and such, that I don’t remember some kind of crucial bits. While I’m not entirely clear on my motives, I’m finding that I’d prefer to remake the game I remember rather than just looking it up, which means I feel free to make things more suited to my preferences, but also means I might be failing to use good solutions the designers have already come up with (especially since there’ve been three editions since the one I remember). I expect I’ll change my mind and check out what the 4th edition rules say once I’ve clarified my own version, but part of what I’m aiming to do is leave myself room for expansion to other factions later (which is part of the reason I wanted the map to sit on a grid–looking at what units might make sense for the Necrons, I saw there was a wraith unit which can move through walls, which offers appealing tactical options). One of the dangers of this approach is that there’s a decent chance I’ll do something and feel clever, only to have simply re-created what the official rules already do.

So, my recollection is that genestealers have no facing and get 6 Action Points, while Terminators have facing and get 4. But there are also Command Points which are wild, and I think were about 2 per round, and only for the marines. Genestealers enter as blips, but I don’t recall how that’s metered–maybe a die roll? My recollection is that which blips are available is random, so the genestealer player might draw decoys or 3-unit blips. I don’t recall how heavy weapons worked other than that they had limited ammo, but my recollection is that melee combat was opposing die rolls, with the genestealers substantially favored (and I think only one unit would die–I don’t think they both could), and that there were melee-focused terminators, both lightning claws and hammers, with chain fists on the regular fellas and a sword with the captain, but that I found the melee-specific dudes little better than anyone else, and the distinctions among them seemed to exist to justify the different models, not to make them particularly better or worse. I think guns jammed when you rolled a 1, but I don’t remember if that was only on overwatch. There were psychic dudes in an expansion, and I think some bigger or more specialized aliens, but I couldn’t say anything about them.

So, plugging those holes:

  • I’m inclined to have melee combat allow both players to roll, with genestealers rolling a D10 and terminators rolling a D6, and everybody hitting on 6+, so both units could die, or neither. Maybe Captains and Librarians hit on 5+. For the melee guys, I’m divided on whether to make them all the same, or more different from one another–maybe claws gives you hits on 5+ and advantage, while a shield gives your opponent disadvantage? I don’t know. I just remember feeling like melee combat was kind of boring–probably my intention to make good player aids will make that easier, because what I remember is continually referring to the manual to try and distinguish between claws and hammers. Attacks on Terminators from behind should be virtually certain to succeed; I’m inclined to start with it being an automatic hit, and see if it needs a die roll.
  • Bolters have a moderate range (I’ll try 8), and hit on 4+ on a single die.
  • I’m thinking the flamers will start with a number of tokens representing both ammunition and flames. They’ll be able to place these tokens down in a line starting from a space in front of them up to their max range (8 spaces sounds good, for consistency). So, if they only need to flame the space right in front of them, they can conserve fuel. 20 seems like a good number of fuel to start with.
  • Similarly, I’d like to let the chain gun heavy weapon give players a simple decision. I’m thinking you can only fire it once per turn, but for each AP you spend to fire, you get two dice, which hit on 4+ as normal. So if you’re facing a whole column of genestealers, you can spin that gun up and absolutely chew through them. I like the idea of having an additional rule that if you ever roll two 1s, the gun jams, but it feels kind of unnecessary and clunky; the fire-once-per-turn rule seems like it does a pretty good job of making the chain gun feel unwieldy enough to be kind of a pain but powerful enough to be worth it.
  • Command Points always bugged me, thematically. I might add something where the captain can spend their last AP to give somebody else a short turn of 2APs, which would both feel a bit more connected to the act of command as a way of chivvying people along, and also yield some tactical choices. And I kind of like the idea that this would be a pretty good deal, so the captain would just be haranguing his forces every turn, which would simultaneously make him seem like someone you want to protect, but also resent.
  • I’m thinking you’ll be able to take a stack of overwatch for each AP spent, and fire once per stack.

Upon further reflection, fuck range. Counting sucks.

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