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Space Hulk 3D (Competition Version)

Space Hulk 3D (Competition Version)

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Space Hulk 3D (Competition Version)

Tutoring 3
Skill 5
Idea 6
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It was also a huge playing area and it lent itself to playing competition Space hulk.

Up to six players at a time were welcomed and encouraged to test their mettle against the cunning of the Hivemind and it was a hit.

I had to tweak the rules a little –work out a scoring system – balance the genestealer reinforcements to give all the squads something of a challenge.  I gave each player a command token and they needed them to get around the huge play area in only 2 hours.

There were new missions, new tyranids added and there was even a bit of friendly fire from time to time (please note that the emperor does not condone this sort of behaviour!

The aim of the genestealer player was to balance the Hivemind so that novices didn’t get wiped out in the first few turns and the experienced player didn’t get to run all over the hulk unopposed. To give everyone a good time and still present a challenge – to give them ‘Disney’ moments or in some cases ‘20th Century Fox’ moments.

Top tier - first 4 players enter Hive Ship Here - note searchable items and starter enemies.Top tier - first 4 players enter Hive Ship Here - note searchable items and starter enemies.
Second Tier - Last two players enter Hive Ship here.Second Tier - Last two players enter Hive Ship here.
Third Tier the action is heating up by the time players get to here - note tyranid mission objectives (ship organs)Third Tier the action is heating up by the time players get to here - note tyranid mission objectives (ship organs)
Fourth Tier - It's the end of the game now - for someone anyway.Fourth Tier - It's the end of the game now - for someone anyway.
Deathwing Terminator about to switch his Assault cannon to full Auto and let loose.Deathwing Terminator about to switch his Assault cannon to full Auto and let loose.

The last of a Deathwing squad about to go full auto on a Hive Tyrant and his tyrant guards.

Unfortunately behind the tyranids, the remnants of a squad of Ultramarine Terminators is in the line of fire.

” THE EMPEROR WILL HONOUR YOUR SACRIFICE BROTHER ULTRAMARINES” was the last thing Terminator Captain Kai Chen Sync heard before a hail of assault cannon shells turned him into a red and blue smear on the far wall.

Terminator Squad Roster with Neodymium magnets for indicatorsTerminator Squad Roster with Neodymium magnets for indicators

In order to keep track of points a scoresheet was generated for each squad.

At last I had the excuse I needed to paint a squad of terminators in all the different chapters that I had always admired (and wanted running around my Space Hulks).

I found that an initial loadout was required for each squad – it is dangerous out there and you’re going to need more than an elastoplast from time to time.

A first Aid kit – would bring a recently ‘killed’ trooper back to life.  It wasnt too long before there was a market for unused First Aid kits in the game.

A Melta Bomb to kill bigger targets like Carnifexes (yes the little ones still fit down those corridors) or hive tyrants.  Or to burn through a floor and gain access to a lower level.

A Reload always comes in handy if you’re fielding a Heavy Flamer or Assault cannon.

A servo Skull could be commanded to range ahead of the squad and reveal any blips that were staying annoyingly out of reach,

Wreckage could be searched, and equipment or other personnel could be added to the roster for help during the game.

On a D6.. after paying 1AP to sift through the debris

6 – damaged Dreadnought – a little one of course – they fit too!  Only one per board. 4APs to reactivate. Moves Same Turn. Close Combat bonus +3 – Storm Bolter and 7 Wounds.

5 – Unconscious Terminator – 4 APs to revive – loadout as Standard Power Fist and Storm Bolter – Keep him alive and he’s worth 10pts at the end of the game.

4 – First Aid kit – always handy in case of a cut knee …. or elbow … or a massive claw through your chest.

3- Reload – get extra ammo for your heavy weapons.

2,1 – Nothing – sometimes debris … is just debris!!

This leads to some interesting ‘trading’ when players get into tight spots and adds yet another fun dimension to the game.

 

Three levels of Terminator vs Genestealer mayhem ensued  – followed a few years later by a much more robust version with pylons for support struts.

And then after years of playing against the genestealers on abandoned spacehulks I wondered what it would be like to face them on their own turf.

The blurb read like a revenge movie…

“For too long we have fought these creatures on our worlds and in our ships…. Now it is time to take the fight to them.”

The Adventure begins after a devastating Space Battle with heavy casualties on both sides. But a Hive Vessel that has sustained heavy damage and appears to be inert has been discovered.

“The squads board a troop carrier, and as stealthily as they can, enter the Hive ship through the very tentacles that the Tyranid menace used to deliver it’s lethal cargo of genestealers to enemy ships ”

And the Tyranid vessel layout was born.

The only problem was – there was never a Tyranid vessel ….. and then I remembered good old Space Crusade – Tyranid Attack.

I searched Ebay and found a set of tiles –scanned them and printed a few copies and then set about making them fit on the huge foamboard  pieces that would form the Tyranid ship.

You can see for yourself how it turned out and again everyone had a thoroughly enjoyable time.

This time the entry points are on the first two levels – via the tentacles.

The first creatures encountered are the spore mines that would normally be hurled from the hive ship’s tentacles.

Then ripper swarms – 3+ to Hit with  a Storm Bolter and have 3 Wounds. Close Assault at -2 – they are easy to kill

Then the genestealers appear and sometimes things that are …. bigger.

I needed a mechanism to allow some of the bigger creatures to play in the hulk and resolved to give them more wounds than the standard genestealer.

This would allow them to be injured and still continue fighting until a concerted effort was made by the Terminator player to destroy them.

Carnifex – 10 wounds – Close Assault 4x D6  at +3.  Make sure you’ve plenty of ammo or your Librarians are WELLLLLLL rested and have Psi points to burn.

Hive Tyrant – 5 Wounds – Close Combat 3 xD6 at +2

Tyrant Guard – 7 Wounds – Close Combat 3xD6 – when in the same room or board section as a tyrant – all damamge to the tyrant will come off the guard first – simulating the guard creature throwing itself between the tyrant and ANY harm coming it’s way.

Warriors – 3 Wounds – Close Combat 3xD6 at +1

 

Psychic rules needed to be simplified and so Psykers had their own pool of psi points.

Move faster – this would allow that player to warp time and move faster(by adding them as command points).

Fight harder causing more damage by focusing their psychic might through their force weapons (by adding them to their Close Combat skill)

Mind war with Psychic Tyranids by declaring the number of psi points to be spent and then adding this to a rolled dice. The Tyranid player would roll two dice for the psi points to be used against the Terminator player and the difference being the number of wounds caused to the losing side.  Unused Action points or Command points could be converted back into PSI points to signify a meditating Librarian/grey knight regathering his psychic strength. Close combat bonuses would be used as  modifiers in the same way as close combat. – sounds complicated but is really quite easy.

 

And some ideas for New troops –

I always fancied the idea of a terminator with twin Storm Bolters and combat blades – took the place of a heavy weapons choice.

I always wanted squats in power armour and have managed to cobble a squad together – the Arkanauts are proving to be a great model for this.

The rules for a squad of Tau stealth suits (I really like those models) with their own blip mechanic to use against the Tyranid player.

Standard Squad costs of  21 (give or take) points

Terminators

1x Heavy Weapon or Command choice – 6 points

1x Heavy Weapon  – 6 Points

3 x Standard Terminator or close assault variant 3pts each – 9pts in all.

Squats in Heavy armour 

3 x Standard Squats – Ranged weapon and Power Hammer 2 Points-  6 pts ttl

1 x Squat Command Choice 5pts. +3 Close Assault bonus

2x Squat Heavy Weapons choices 4 pts each.

Total  19 pts total.

Movement much the same as Terminators.

Weapons – like standard bolter – NOT Storm Bolter.

Close assault at -1 because of their stature + 2 because of their skill with the power Hammers – +1 overall.

Heavy weapon choices – Plasma Cannon and Laser cannon – (converted mining tools) – stats available in Space Hulk rules

Hope you get the idea..it’s not about being completely and technically accurate but about giving players the opportunity to have a good time – and wander about the Space Hulk with something a little … different.

I also set about selling my metals figures on and replacing them with the newer, better sculpted and much lighter plastic figures. The foamboard is amazingly rigid but a few minis have been ‘ejected into space’ over the years and all without exception  came in second place against gravity. There’s that and the new minis are so neat!!!!

Finally the thought of allowing a Terminator Squad to progress in ability during the course of a particular Space hulk occurred to me. Signifying that they had become familiar with this particular layout or tyrand tactics. After a certain number of points was achieved through tyranid hits or kill would bring the following rewards.

With every 35 pts in kills or mission objectives mission critical skills would in crease

+1 AP for each member in the squad OR

-1 to the base to hit figure for ranged combat ie lower to hit rolls OR

+1 added to the close combat ability each member of the squad.

 

All this may seem to make the game slightly more complicated but guaranteed to give ALL players a really good time.

At the end of the game (approx 2hrs) each players tallies their score.

No of Kills.

No of mission objectives x 2

No of troops left alive (if any!?!) x 10

First aid kits given to other players x 10

 

And the person with the Highest score wins – and get bragging rights and a hearty handshake from me for taking part and the other players for the lesson in how to play Real 3D Space Hulk ( Competition Version)

 

 

Command counters, melta bomb token , first aid token, servo skull and turret - Standard equipment of course.Command counters, melta bomb token , first aid token, servo skull and turret - Standard equipment of course.

The physical construction of the hive ship was quite straightforward.

My original brief of keeping it in the same style of layout, portable and fun was still paramount.

The prints of the Tyranid attack were positioned and then PVA’d to the foamboard.

Then in order to make them all join – a few extra squares from leftover prints were glued on – covering any gaps.

After this I used a Sharpie black marker to draw around the printed tiles to bring them together into a single mass. To make it look more like the organs of a Hive Ship surrounded in a chitinous carapace.

The pylons from the previous Hulk became hive ship legs – in order to give them a more organic look I used a foamboard cutter to cut ‘burn’ wounds in them.  Then using another sharpie I drew on veins and arteries.  A quick burst of grey primer lent a freshly burned look to the ‘wounds’.

Finally I went over all the grid lines – making sure the players can see where to position their troops.

To top it all off – if you only have time for a short game – pull out one of the decks and play it, put two of them side by side for a larger playing area.

Cost of construction…

6 x sheets of foamboard at £4 each – £24.

Some time and a little imagination – free!

Hobby knife and hot glue gun and sharpies – who doesn’t have those lying about?

Players – always ready and willing to participate!!!

 

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redsarge
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Love the idea for the multiple ‘decks’ and the magnet squad sheet.

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