Pocket Space Hulk

Space Hulk is a clever boardgame of nasty, quick aliens versus slower Space Marines in the confines of a floating, derelict spacecraft. The original game, which I own, is a substantial, well-produced affair with glossy card tiles that interlock to make maps of the hulk’s tunnels, as well as a set of plastic Space Marines and a double handful of plastic Genestealers — the aliens.
This is a big game.
However, several people have had the idea of using GW’s 6mm epic-scale miniatures and magnets to make a “travel” version of Space Hulk.
Andy Skinner’s Travel Space Hulk
Leon Samadi’s take with images of tiles
A complete set stuck to a refrigerator
I do have unbased epic Space Marines I could use, but no free Tyranids. I think, however, that I’d like to try making this with counters instead of miniatures — I’d just print a counter sheet, back it with a magnetic sheet, and holepunch the counters. This means I wouldn’t have to sacrifice any of my epic minis and I could have more visual variety. I’d also probably just produce the maps by scanning the maps as shown in the scenarios, then reducing them and reprinting them.

Warhammer 40K roleplay

From Ken Hite’s March 22nd Out of the Box column:
Easily the show’s biggest news was the announcement of Warhammer 40K Roleplay, which will use a close variant of the Warhammer Fantasy Roleplay system as revised and designed (rather nicely, in my book) by Chris Pramas and Green Ronin. Green Ronin will likewise be handling the design for W40KRP (as it is unfortunately actually acronymized), and the release will be structured around a three-game line model. Coming up in March 2007 will be Dark Heresy, a basic W40K RPG pitched as “Traveller meets Call of Cthulhu”; then for GenCon 2008, we’ll be seeing Rogue Trader, (which is, I suppose, “Traveller meets really dark Traveller”) and then in spring-ish 2009 we get Death Watch, which is essentially “Starship Troopers Freelance Police,” as best I understand it. Quite frankly, that last is the one I’m most curious about, if only because I ran a “Traveller meets Call of Cthulhu” game for a while in college, and then wrote a treatment of the same basic thing in 2001 that vanished onto the Steve Jackson Games cutting room floor. Thus, the first two aren’t going to take me anywhere I haven’t already been. But that last concept, “space marines as superheroes,” is pretty awesome, and could be amazing in the right hands, which is to say, in the hands of, oh I don’t know, Chris Pramas and Steve Kenson. So yee bally haw! Or whatever it is they say in the future, where, you know, there is only war.
Now that is just cool. Coming in a year.

Card planes advance into a new generation

Wings of War, my favorite little card-based “miniature” game of air combat is moving ahead to World War II with the upcoming Dawn of War set, which promises to “support a simulation which must encompass planes with very different flight capabilities and firepower, while still keeping the flow of the combat simple as it is in the WW1 series.”