Board Game Concept Discussion

Hey all, I’ve been concocting, for a while now, a helldiver board game!

I have some rough notes that I add to from time-to-time; let me know if you guys like the idea for it so far, and what we can do to improve/tighten/finalize the idea. I (bothered) sent the idea to AH a while back but they didn’t seem to be going to do it themselves, (hi devs, it’s me that crazy guy again), so I thought I’d take a crack at it myself. Give any and all feedback, please!

Luck
Each player may choose one lucky number and two unlucky

If the none of them are rolled, nothing special happens. Each situation will be different

Different minis
One prone with a laser
One triumphantly ‘captain morgan’ pose holding assault rifle on neck and pointing with the other hand
One kneeling with a sniper rifle
One tossing a stratagem/grenade with a pistol

Each weapon

Assault rifle
10 rounds
X X X

Shotgun
5 rounds
X
X X
X

Sniper
3 rounds
O O X X X

Laser
2 overheat
X X X X

Pistol
10 rounds (1 clip. Any ammo resupply resets this to 10)
X X

Fog
Some tokens are enemies, some are blank
The number of blank enemy tokens is determined by level of mission and party size
Distance of fog is x tiles away in any direction from any helldiver
This can be impacted by mission or equipment

Alerting an enemy and calling for extraction initiates a skirmish.
More tokens are drawn, and those in the radius around the alerted enemy and the players are drawn to the skirmish.

No new enemies will spawn or move outside of the radius (like a time-freeze)

Cooldown Counters
When a card with a cooldown is used, place the number of tokens on it. At the end of each ‘turn’ remove a counter.

Examples
Turret is used, it has a cooldown of 6 and a turn allowance of 2
It is tossed, and next turn it will drop. Place 6 counters on.
Flip drop token at the start of the turn and remove a counter. It is now active for 2 more turns or until destroyed.
After two turns it should be down to 4 cooldown tokens meaning it cant be used until then. Once the last cooldown token is removed, it can be reused immediately.
The fast something stratagem reduces cooldown of these by 1

Laser weapons also have a cooldown if used multiple times consecutively

Some stratagems are single use.

Research points allow for you to “buy” cards in between missions to add to your deck.

Cards can include

Ammo resupply to add an ammo counter to your supply (expend)
Radar expands the area of visibility by a certain amount (cooldown 4 last 1)
Redeploy down brings back any deceased team members (cooldown 3)
EAT IT rocket launcher gives a rocket launcher with 1 use (expend)
O X X X X X
Angel Backpack gives the character healing in a 3x3 grid from their center (expend)
Is able to heal 10 pts of damage before breaking
X X X
X X X
X X X

Events/Motivators
These are single use cards that can turn the tides in a battle
“I need a hand here” each player places two cards in their discard pile on the bottom of their draw deck.
“Good to have you on my side” All cards in a character’s discard pile are shuffled and placed under their draw deck.
“How bout a nice cup of liber-tea?!”
All of your cooldown tokens are removed.
“Alien scumbag!”
Destroy a single enemy.
“Get down!”
Avoid being detected for an alert.
“For super earth!”
Immediately redeploy your troops.
“Come get some.”
Refill all your ammunition.

Scenario tiles are either blindly drawn or chosen for different missions (depending on the mission debrief or requirements)
4x2 tile size tiles that are drawn, read, shuffled, and placed randomly around the map face-down.