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Deathwatch: Overkill» Forums » Variants

Subject: Solo Dungeon Crawl style rss

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MaL
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I think this game has alot of potential for co-op play

I think you could structure somewhat like Dungeon quest whereby you explore amd reveal board sections as you progress

You could even have all marines starting at the same base level (speed 2, Armour 3+, boltgun (he'll fire and kraken) knife) and let them uncover equipment and skills as they travel through the pit

Most missions could be find the exit with a number of board sections needing to be layer out before the exit is found

Traps could be placed randomly on board zones that may activate when stood on or be duds

Npc could be added which the marines need to escort/rescue to gain more skills/Intel

Anyone else thought along these lines?

Cheers
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MaL
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Building on what Rancemeister's ideas on solo play what about this as a rough idea...

Setup

Place 1st board section
Killteam deploys on one short edge

Exploring

Place a new board section when a DW moves through an ambush point, may continue moving if movement left, if the point has an ambush card immediately place as many of the units on the card in the connecting board zone

Ambushes

Place an ambush card for each DW at the nearest ambush point, if 2 DW in same section/zone 2 ambush cards placed st nearest ambush point etc, if points are equally distant speak the ambushes out

Wargear Crates

For each newly placed section on a 6+ place a Crate, DW must sacrifice an attack phase to search the crate, draw 1 Wargear Card for each search

Data Terminals

For each newly placed section on a 6+ place a Terminal, DW must sacrifice an attack phase to operate the terminal, draw 1 Intel Card

Broodmind Phase
-draw 2 gambits play 1 if applicable randomise if both viable
-lay ambushes at each viable ambush point

DW Move
-draw 2 gambits as above
-DW move

GS Move
-draw 2 gambits as above
-GS move
-resolve Ambushes 4+ flip them over (+1 for each additional card at that point) randomise if multiples are flipped) a roll of 1 is always a dud card

DW Attack 1 + 2
-draw 2 gambits as above
-DW attack

GS Attack
-draw 2 gambits as a dove
-GS attack

Cheers
 
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MaL
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Wargear could be grenades or melts bombs
Intel could be like the cyber eagle ability or reveals next board section etc
 
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Crusher Crancko
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anyine tried this variant?...sounds interesting but not sure how it would work with standard scenarios
 
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MaL
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Yea it's not supposed to be used with the missions just as like a rolling dungeon crawl style
 
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Crusher Crancko
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Ah Ok
 
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MaL
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After trying out the draw 2 gambit per phase (which didn't really work out) I'm now thinking of the this below, using a gambit table per phase (will have to playtest it might be too hard)...

Note:
DW refers to a marine or marines
GC refers to a cultists or cultists

Setup

Randomly determine mission Objective
Place 1st board section (stack all remain boards, leaving out the Core board)
Select and deploy Killteam on one short board edge

Objectives

Roll a d6 to determine the DW objective for this mission

1-2 Scout - 50% of the killteam must exit the last placed board section, the exit point being the furthest ambush point from the killteam deployment area

3-4 Escort - Locate an NPC and move them off the exit point, NPCs randomly appear in the centre of a newly placed board section on a 6+ (add 1 to the score for each board section explored after the starting board section

5 Sabotage -

6 Eliminate -

If the DW are able to complete an objective they win

If the DW are unable to complete their objective for whatever reason the GC win

Exploring

Remove the Core board section from the stack of boards

Place a new board section when a DW moves through an ambush point, roll a die and select the board in the stack (1 being on top 6 at the bottom), randomise which face and short/long edge is connected to the ambush point the DW has crossed

The DW may continue moving if movement left, if the point has an ambush card immediately place as many of the units on the card in the connecting board zone

Ambushes cards placed at an exit point do not stop DW moving through them

Ambushes

Place an ambush card for each DW at the nearest ambush point, if 2 DW in same section/zone 2 ambush cards are placed at nearest ambush point etc, if points are equally distant spread the ambushes out

Wargear Crates

For each newly placed section on a 6+ place a Crate, DW must sacrifice an attack phase to search the crate, draw 1 Wargear Card for each search

Data Terminals

For each newly placed section on a 6+ place a Terminal, DW must sacrifice an attack phase to operate the terminal, draw 1 Intel Card

NPCS

Any NPCs discovered by the DW become controlled by the DW player once a DW enters the same zone as the NPC

NPCs have a unit card but typically will be removed when they fail an armour test
Speed.2 Armour 4+. A:2x5+//C:4+//M:-.

NPCs can only attack in the 1st DW attack phase

NPCs typically will need to be escorted off through a mission exit or simply end a turn in the same zone as a DW to transfer Intel or Equipmemt to a DW

NPCs can not be targeted by the GC until they have been taken control of by the DW player (assume they are hidden or unconscious)

Broodmind Phase
-roll on the Broodmind Gambit table
-lay 1 ambush for each DW at the nearest ambush point to the zone they occupy, spread out ambushes if 2 or more DW are on the same zone and another ambush point is equally distant

DW Move
-roll on the DW Move Gambit table
-DW move

GC Move
-roll on the GC Move Gambit table
-GC move, move with aim to bring the most effect attacks into range, or block sections/zones that may be DW objectives
-resolve Ambushes 4+ flip them over (+1 to score for each additional card at that point), a roll of 1 is always a dud card and is discarded, if nearest DW is wounded the die can be rerolled once per card, if multiple ambush cards are flipped up randomise which one is played, any others are discarded, if ambush card has a choice of units randomise the selection, if no units are available for the ambush card either select the other cards choice, if still no units available discard the ambush card

DW Attack 1 + 2
-roll on the DW Attack Gambit table
-DW attack

GC Attack
-roll on the GC Attack Gambit table
-GC attack, target nearest wounded DW as priority, after that the next nearest target with the most effective attack that unit can bring to bear

Gambits

In each phase roll on the corresponding Gambit table...

Broodmind Gambits
1-4 - no gambit
5 - reinforced - 1 extra ambush card, randomise it's placement after placing the compulsory ones
6 - charge - immediately reveal 1 ambush card, randomly select a card and place the units

DW Movement Gambits
1-4 - no gambit
5 - unstable area - randomly select a DW occupied section, -1 Speed
6 - deadly trap - randomly select a DW occupied zone, 4+ Blast

GC Movement Gambits
1-4 - no gambit
5 - fury - select the best assault unit/s, double it's speed for this phase only
6 - recovery - flip 1 wounded GC character card, randomly select the GC unit

DW Attack Gambits
1-4 - no gambit
5 - gone dark - select the most GC occupied section, only Assualt attacks can be made when targeting GC units in this section
6 - ??
GC Attack Gambits
1-4 - no gambit
5 - firefight - +1 to all combat and max attacks into a section, select the most occupied DW section, randomise if more than one
6 - ?? (Psychic attacks roll on another table)


Need to add some more gambits too the table in the attack phases

But what do you think?
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