Posted by
MortiS-the-Lost on
Sep 17, 2008; 6:55pm
URL: http://the-lost-and-the-damned.71.s1.nabble.com/Space-Hulk-style-adventure-game-tp1093670p1096149.html
Yea thats pretty much my Dice Based system, of which I think you have a copy. That's the system I use for pre-generating a dungeon layout, before a game. How ever I also have a card based system designed for in-game generation which is a lot faster to use.
For the Space Hulk tiles it will work this way (remember Space Hulk tiles have fixed connecting points unlike AHQ and WHQ tiles) :
You have deck of cards labeled with the various tile types and the number of blips you can place in that section
Here's a few examples of what cards might have on them (I will make some sample cards later)
9 Square Room with 3 connecting points, D6 blips
3 Square strait corridor, 1 blip
X – section, 1 blip
Dead end, no blips
3x8 Cargo Bay
5x5 large square room, 2D6 blips
Escape Pod (Unique Section)
Then you also have a stack of blip markers, which break down into:
Enemies (Aliens, Demons, Robots – whatever your fighting)
Closed Doors* (when a door blip is turned over the door blocks the nearest connecting point*)
Furnishings (Crates, Drums, ect)
Primany Objectives (Cyro-chambers, Computer Disks, salvage-tech whatever you after)
Secondy Objectives (Key cards*, Fuse Boxes – basically puzzle items)
Hazards (Booby traps, Gas leaks, exposed power cables – things that spice up the environment)
Blanks (a false reading on your scanner - nothing)
*Key Cards are needed to open Closed Doors, any Key Card will open any Door but can only be used once
**this could lead to doors closing behind you and trapping you!
How it works:
1> Draw a card and place the indicated section.
Lets say the card says: 9 Square Room with 3 connecting points, D6 blips
the GM may place the section in any orientation they see hit
2> Place blips one to a square anywhere in the section
In this case D6, the GM will rolls a 3 and places 3 blips in the room
3> When a player's Miniature moves into the room Turn over blips and place the indicated pieces.
Lets say the blips turn out to be: A Zombie, a Drum and a Door
The door blip is moved to the nearest connecting point, in this case it turns out to be near the left connecting point so a door is placed there. (if a door happens to be in the middle the GM can place the door where ever they want)
4> Repeat for every connecting point in line of sight
other ideas:
+ Models with specialist tools (Laser cutters, Chainsaw-fists, ect) could be able to cut through Closed Doors by making an attack or some kind of special action
+ Barrels could explode when shot at (like in DooM and Doom II!)
+missions could be randomly generated with a chart like this
Mission Type D6
1-2 Destroy Objective (roll on Objective Type Table)
3-4 Find and Retrieve Objective (roll on Objective Type Table)
5-6 Get to the ... (randomly pick a unique room type and shuffle it into the card deck)
Objective Type D6
1 Cryo-Chamber
2 Computer Disks/Data Cores (containing plans for the Deathstar, Scientific Research, ect)
3 Alien Artifacts (Crystal Skulls/Eggs/Arcane weapons/Gene Samples)
4 Captives (Prisoners/hostages/experimental animals)
5 Vital Supplies (Food/Water/Oxygen/Porn)
6 Power Cells (AA batteries/Fuel Rods/Microreactor-Cores)
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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~