(My) Space Crusade Revamp (of Sorts)
Posted by Kalrath on Nov 14, 2011; 12:35am
URL: http://the-lost-and-the-damned.71.s1.nabble.com/My-Space-Crusade-Revamp-of-Sorts-tp6991079.html
Hi there!
It's time a share a few thoughts I've had. Some time ago, I dug up my Space Crusade Game for some family fun. After playing a couple of games, the crazy critters that inhabit my skull started machining an evil plot!
How cool would it be to bring this very cool game to the 21st Century? The evil looking critter in the corner answered eagerly (too eagerly!): "Yes yes! If you build it, they will come!"
Here are the early thoughts on the game (from generic to specific):
1 - I'm more inclined to have an entire hulk of the same race rather the amalgam of aliens the core rules offer.
2 - I always thought the marine commanders have too low a PV, as well as the dreadnought.
3 - The Extra-Heavy Weapons are deadlier the the base Heavy weapons, so, should be taxed appropriately.
4 - The genestealers should have a PV.
5 - No one should go by an enemy in an adjacent square without suffering the consequences.
6 - Gretchins kill Space Marine in CC way too easily.
7 - Where to from here?
8 - Err.. That's enough for now, no need to bore you to death!
The answers the Evil Critter's minions came up with:
1 - Either go for a Hulk of Orks or Chaos. Without changing any rules, I'd go for simple mini swaps. Something along these lines:
Ork Hulk:
Gretchin = Same
Ork = Same
Chaos Marines = Nobz armed appropriately
Chaos Android = Cyborks
Dreadnought = Killa Kan
Genestealer = Ork Kommando
Chaos Hulk:
Gretchin = Chaos Cultist
Ork = Chaos Renegade
Chaos Marines = Same
Chaos Android = Beserkers or Chaos Terminators
Dreadnought = Same
Genestealer = Chaos Spawn
Imperial Ship (Last minute entry):
Gretchin = Imperial Guard
Ork = Storm Trooper
Chaos Marines = Space Marine
Chaos Android = Servitor
Dreadnought = Same
Genestealer = Close Combat Terminator (Teleporting in to combat)
This could also be applicable to other races.
2.1 - I think since the commanders have LP, they should at least cost 5 more points, 1 for each additional LP = 15pts
2.2 - The Dread I think should go up 5 points. A really simple analogy, the dread has the firepower of 2 heavy weapon marines (10+10) and 1 bolter (5), and a power fist commander in CC (15), this comes up at 9 LP. 10+10+5+15-6 (Since the dread has only 3 LPs, at 1pt per LP, I'll subtract 6 from the total). So this adds up to 34. Let's round this down as any good Gamemaster would, also, the dread doesn't have the maneuverability of 4 marines, hence, 30pts for the dread. Pfew! That was long!
3 - These should cost 15 each. With these guys I can't really base the value on anything yet, other than a gut feeling. I'll let this one marinate.
4 - You kill the Genestealers, so, you should be rewarded for it. An no, survival isn't enough! Same CC ability as an android, higher armor value, higher speed, no shooting ability. Let's say the higher armor and speed more than compensate the lack of shooting ability, so they should cost something from 10 to 15 pts.
5 - I don't really see anyone being capable of doing circles around a foe whilst moving in close quarters. You get close, you get hit, unless you get close in order to kick some ass, that is. So, if you move in a square adjacent to an enemy, that enemy may make a CC attack without fear of retaliation. To prevent unscrupulous players form taking advantage of this rule, you can only enter the control area of an enemy (defined as the 8 squares around the miniature) without causing an attack if you're going to attack in close combat at the end of your move. This last part allows you to move through several enemies as long as you accept the risk. This rule was inspired by 3rd ed DnD attacks of opportunity, I take no credit for this one!
6 - Premise: Gretchins should be shooting at Marines, not running towards them at full speed to get in close combat. The way CC works, the marines need to try to shoot everyone (good bye Blood Angels supposed CC supremacy) and the alien player throws everyone in close combat, since they have much higher odds of getting kills. This takes away the tactical feel of the game and every game tends to go down the same way.
Haven't fully figured out the ramifications. AV should be somehow considered in CC. To differentiate and still promote CC, both attacker and defender roll their CC dice, whoever scores higher wins the round (as usual). If the winner scored equal or higher than the AV of the looser, he will cause a number of wounds equal to the difference of both rolls (as usual). So, not much of a change, but possibly quite a significant one.
7 - I'd like to expand on these and figure out a points system that would allow me to convert alien foes to space crusade rules. For instance, change the dreadnought for a Daemon Prince or a Mega Armored Ork Warboss. However, the current dreadnought rules don't quite fit. The Daemon Prince wouldn't be armed with 2 heavy weapons and a bolter, he should be tailored to CC. But how many dice should he have? What about AV? I do have something in the pipelines. I'll post it when the idea as matured enough.
That's it for now. Thanks for sticking with me so far. What you think? Going in the right direction?