Multilevel Maps, Holes, Shafts and Falling down things and in SpaceCrusade

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Multilevel Maps, Holes, Shafts and Falling down things and in SpaceCrusade

MortiS-the-Lost
Administrator
Inspired by reading some Space Hulk scenarios with multilevel maps and deep shafts it occurred to me that we may want to play SpaceCrusade using board sections which have such features

Some initial thoughts on the subject:
Due to their nature Multilevel maps introduce some new situations into Space Crusade that the original don't cover.

Laying out the map
The first problem to deal with before we even get into the rules side of things is the map it's self.
A section of Spacehulk containing several decks one atop another is a 3-Dimensional object, but a normal SpaceCrusade map is 2-Dimensional, therefore to represent this on the table top, each level/deck of the hulk needs to be laid out on the table side by side and access points between the levels marked. This means you'll need to know which parts of each deck lines up with the one above or below it.
To start with it think it will be best to try it out with 2 level maps until we've got the rules working solidly

Kinds of Holes
There are 2 basic types of holes Normal and Bottomless.

Normal holes are pretty much like Pit Traps in fantasy games, they have a bottom to them and may connect to a lower level if you have a multilevel map set up. Some may even have ladders allowing models to safely move up and down through the hole. Bottomless holes are either so deep that anything that falls into it has no chance of survival, have something nasty at the bottom that would be fatal or they may be literally bottomless and exposed to space. (Think about the shaft that the Emperor get's thrown into in Return of the Jedi)

In summary the difference is that things that fall into Bottomless holes are out of the game, while things that fall into normal holes will take some damage and if they survive have the inconvenience of climbing back out again or finding another way back up.

Jumping over holes. 
Models can jump over holes as long as there is an empty square on the other side for the model to jump into and model has enough movement left to get to that square. A jump must be made in a strait line across the hole. 1 White Dice is rolled for each square of Movement the model has left that turn, if the model manages to roll higher than the number of squares across the hole + the models Armour Value then they have successfully made the jump and should be moved to the other side of the hole, deducting the intervening squares from it’s Movement. If not they fall into the hole (see below). Creatures that have natural armour like Genestealers (not hybrids) and Tyranids do not have to add their Amour Value (Androids I’m undecided on as their armour is arguably their body) Dreadnoughts are too large and ponderous to jump and cannot attempt it. Hovering/flying creatures (should some end up in the game) of course don’t need to test to jump.

Jumping Down
Models may attempt to jump safely down through a hole using the method described above for jumping over holes, using an assumed distance of 1 square. The model fails the jump they fall (see below).  

Falling into holes   
As divulged in my previous utterances things that fall into Bottomless holes are taken out of play. Whether they are dead or not (in the case of a player’s marines) will depend on the nature of the Bottomless pit – a Spacemarine falling out into the vacuum of space could survive and make his way around the outside of the craft to safety (this happens in SpaceHulk) - This is best left up the individual scenario or the GM. Either way the model is out of play for the rest of the game and should be removed from the board. Monsters that die/leave the game this way should not be counted towards anyone’s victory points. If a monster that is killed this way was required to be killed as part of a mission they the mission is completed, but none of the players will get any points for it. (Top tip GMs: Don’t endanger monsters that are important to the mission in this way)

Normal holes work a little differently as they don’t necessarily kill things that fall into them. For the sake of simplicity in the game we’ll assume that each deck of a Hulk is the same distance apart and thus all falling damage would be the same.
I think 2 Red Dice of damage applied against Armour Value in the same way as Shooting would be appropriate. Although working it out in the same way as Hand to Hand would seem to be more logical, it would mean models with better close combat weapons would be more likely to survive a fall, which doesn’t make sense.

Ladders
Any model may move up or down a ladder to a different level at a cost of 2 movement points.

Line of Sight through holes/between decks 
As mentioned before, the original space crusade rules where not designed to accommodate 3D maps. Models can trace line of sight through holes if they are adjacent to them, but the view is limited; the model can only see the square immediately below (or above) the hole and the square on the opposite side of the hole on the level below.
If a model is standing in the square immediately below the hole then the model can trace line of sight  to the square immediately in-front of it and the 2 squares either side of that square.
(this is not easy to explain, I will probably need to get some isometric grid paper and draw out a few diagrams)  

Ok, that's it for now, additional thoughts and comments from the rest of you guys welcome
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~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~