Tuesday, 27 January 2015

Something Different: Rules

For a change, I've had a go at writing some rules, to be used in recreated battles in the Webway, meant for a campaign between the Inquisition and Harlequins that will probably never actually happen.

Fighting in the Webway

Portals

In the Webway, time and space are mutable, one step can take you to a place many metres away, some of these spaces are stable and almost fixed in entrance and exit, , gateways built around them to stabilise them further, but other times the eddies of the Webway, where the warp brushes against it, can cause people to shift around quickly but seemingly at random.

To represent this, first, when you’re setting up terrain, you can set up D3 pairs of Portal markers, the Harlequin player gets to place the first pair or markers, then the opponent. 

Each portal marker is treated as adjacent to its paired marker, so you can move up to one and finish your movement from the second, however, due to the shifting and swirling patterns in the stable portals, they cannot be fired or charged though. Consider them only active while you are moving model, either in the movement phase or while Consolidating after combat.

Flowing Power and Ebbing Luck

For this effect you will need a deck of regular Playing Cards. 

At the start of each player turn, shuffle the deck and draw D3 cards, consulting the chart below. Each Card must be given to a unit that fits its Suit and will grant the effect mentioned in the second chart, if you can't give a Card to a unit, then it must be discarded. At the end of a player turn, remove all Playing Cards and put them into a discard pile. 

Suit
Unit Type (Troops can use all suits)
Heart
HQ
Club
Fast Attack
Spade
Heavy Support
Diamond
Elite



Face
Name
Effect
2
A place in the Dance
The unit can move an extra 1” in the Movement phase
3
Death Abounds
The unit gains the Split Fire rule
4
A Tumble of Fools
The unit can roll and extra d6 when rolling a random distance to move through cover, run or charge, discarding the lowest
5
The Surprising Resurrection
The Unit leaves the board and be placed into Ongoing Reserves and then can Deep Strike next turn
6
Fury of the Rilletann
The unit gains Rage Special Rule for this turn
7
Focus of Cegorach
The Unit gains +2 I
8
Stare Down the Face of Death
Take a leadership test, if passed, the unit gains Fearless for the rest of the game, if they fail, they fall back immediately
9
The Race Against the Fall
If this unit moves more that 12” in this Player turn, including running or charging, then you gain 1 Victory Point
10
Hidden Amongst The Tides
This unit gains the Stealth Special Rule
Jack
Avatar of the Dance
The unit gains the Counter Attack special rule
Queen
Esdainn's Control
The Unit can place a Portal marker in contact with it and place its twined Portal Marker anywhere within 2D6+6” then discard this card
King
Luck of the Laughing God
The unit can choose to reroll any one dice roll this turn, once you've rerolled a dice, discard the card
Ace
Arebennian Incarnate
The Unit can reroll all misses in the Shooting and Combat phases this turn


The Campaign will also let your Characters gain power and have ongoing wounds. As this is for smaller games, there shouldn't be many to keep track of.

Gaining Experience 

Keep a log of every time a model with the Character subtype kills enemy models. Enemy Characters killed count as 5 models, 10 if killed in a Challenge. Every time you reach a threshold, you can roll 1D6 on the Experience Bonus chart below to receive an upgrade.

Thresholds: When kill count reaches one of the following numbers - 5,10,20,35,50,70,100

Roll
Name
Effect
1
Webway Channeler
The Character can sommon forth a blade of force while in the Webway, while fighting in the webway, they may, at the start of their combat phase, swap any weapon they are holding for a Power Weapon of any type
2
Portal Dampener
The Character can concentrate their mind on an active Portal and force this to close, in their Shooting Phase, instead of making a shooting attack, the Charcter can remove a twinned pair of Portal Markers
3
Wayward Projection
Subconsiously, the Character uses the Webway to create an image of themselves that is several inches from where they truly are, this makes them difficult to hit and gives him a 6+ cover save at all times, this can be improved in the normal way by Stealth or Shrouded or any other effect that improves cover saves
6
Empowered By The Webway
Being this close to the Webway and outside of the normal rules of the Universe has empowered the Character, boosting them physically , roll a D3, 1 = +1 S, 2 = +1 T, 3 = +1 W
7
Enhanced By The Webway
Being this close to the Webway and outside of the normal rules of the Universe has empowered the Character, making them more skilled , roll a D3, 1 = +1 WS, 2 = +1 BS, 3 = +1 LD

If you roll a duplicate of a power 1 or 2, you can reroll, all other effects can stack, if you get multiple Wayward Projection then your cover save improves by 1.

Casualties of War


If a character is removed as a Casualty in a Game, then at the end of the game roll on the table below.


Roll
Name
Effect
1
Dead
This Character is dead, you must promote a replacement, create a new Character to use in their place, this new Character had none of the previous Experience Bonuses and kill count is rest
2
Weakened
Remove one random bonus power gained from the Experience Bonus table, if the Character had no bonuses, then treat as Dead and they loses the few kills they had, if any.
3
Injured
In the next battle this Character takes part in, they are at -1 W, after that battler, the effect is gone. If this would take him to 0 then treat this as Weakened, this may still kill any unpowered Characters
4
Shamed
Demolized by their defeat, the Character is at -1 Ld for the next battle they are in, after that battle, this effect is gone
5
Hideous Scars
The injuries sustained have scarred the Character beyond recognition, but they wear the scars as a badge of pride, this Character leads from the front and their troops have their confidence boosted by their presence, the character gains +1 Ld permenantly
6
Near Death Experience
The Character awakens from their injured state determined to prove themselves, taking the lessons learnt and turning them into opputunities to improve, the Character can immediately roll on the Experience Bonus table, regardless of kill count


Wednesday, 24 December 2014

Christmas Plans

Best part about christmas is having time off to do hobby nonsense.

This year I've got a full week off work, the first 3 days of which will probably be taken up with family and such but after that I should be able to get at least one or two dedicated hobby days.

Firstly I want to get the last of my DeadZone terrain sets asssembled and primed/basecoated, I have a lot of the Ruins sprues to mix in with the buildings so should get a nice varied tabletop.

I also want to start on the Tabletop Wargames Necromunda stuff, between that, my Shanty Town and the Deadzone stuff, I'll have a pretty good little urban skirmish game set up now.

Miniature wise, I want to try and finish Grukk and start on the Mega Nobs and Mek Gunz as well, at least get some basecoats down, this year I might even finish my Orks (unlikely as I have over 100 unpainted Boyz still)

Thursday, 18 December 2014

Another week with some paintng!

Another Wednesday night in the Scythe painting with folk, a good evening with some good progress made on Grukk.

Really fun model, can't wait to use him in a game once he's all tarted up.

Glad to be back in a regular painting rhythm and painting with friends, added two new people to our little group with week so there was a lot of good chat.

Part way through last night, pushed the highlights on the face, bronze on the Boss Pole and some weathered red on his power claw, decided to keep some warmth to the colours up that arm to add emphasis on his awesome Klaw.


Bit later on, some more on the metals and a shoulder pad, a different red but similar weathing, this is Grukk post "Death" so he's been battered about a bit!

Thursday, 11 December 2014

I told you I'd paint something...

Actually got some work done on Grukk and his Squig (I'm calling him Bitey), had a good night painting for a few hours with the guys in the Scythe, haven't done it in a while, looking forward to doing it again. I'd primed the model the night before with the airbrush, using black but then a zenithal burst of light gray, which has really helped the greens stand out.
First Pass of the skin and the leather jacket, went for a brown jacket as I wanted some warm colour in the centre and getting colder on the arms and banner
 
Always a lot of fun hanging out with some like-minded people, drinking tea laughing at freaks and painting some models, its such a change from the usual type of painting where its you alone in your room, it's probably one of my favouite things to do and I wish I got to do it more often.

The Squig was a lot of fun to paint, those teetch are really cool, need to push all the highlights a bit on him though
 
 When I got home I started work on converting an Ork Trukk to go with a Rebel Grot gang for GorkaMorka, I'm happy with the progress on it so far! This is a Lugga, its grot powered, so I built a bit fan with a crank, it works but is in no way practical, not that this would stop Grots.

The crank and blades really spin and the handles rotate too, need to add a top deck and some boarding planks.



Wednesday, 10 December 2014

Old Boyz and Daemons


This week I took a little trip to Warhammer world with the lads of Corehammer, while they took part in a pretty amazing looking, but long, Apocolypse game, Newt and I had a lovely little fight with my Orks fighting the Daemonic hordes led by Fateweaver. Took a very silly list and decided to Tellyport 30 boyz down, but then didn’t turn up till turn 4 due to some atrocious rolls, really fun game with lots of fluffy moments, Ghazkull roaming the board getting frustrated that he couldn’t pin down the Great Changer of Ways and taking it out on a Daemon Price, or at least trying to, only to be cut down as the Daemon was empowered by otherworldly energies and was generally a sneaky git.

 

Unfortunately, Warhammer World is having a bit of a refurbishment right now and there was little in the way of a miniatures hall, so next to nothing on display, which was a shame, but all in all, a great day of gaming with some top blokes.

 

Tonight will be a painting group session, going to start on Grukk Face-Rippa after Ghaz let me down, I think it’s time for the old Ork to step aside and let a new boss take over for a bit.

Tuesday, 2 December 2014

A Return, again

House moving kind of ruined my momentum, painting wise, I've still managed to get some games in at least, mostly 40k, reigniting my love of the Orks, I know I use my Space Marines a lot more, because they're so comparitivly easy to transport, but I think the effort of lugging the Orks is worth it now, they're just so much fun to see in action, it does sometimes feel like I'm just watching them, rather than being in direct control!

Also, I got something I've been meaning to or thinking about getting for long time, yes, its sad and nerdy, but I got a Warhammer 40k tattoo, and Ork Skull with crossed Axes, somewhat like the one at the start of the current codex!

Wednesday, 4 June 2014

Inquisitional Henchmen

After reading through the Eisenhorn and Ravenor books this last few weeks I've wanted to put together a group of Throne Agents to accompany an Inquisitor into battle. I may have gotten carried away, anyway, here are the finished conversions, ready for a Blanche-style paint job.

Arco-flagellant - Krist 274

Warrior - Shaldrat

Mystic - Tellor

Warrior - Kravin Trax

Death-Cult Assassin - The Brazen

Tech-Priest - Magos Deltrin

Warrior Mutant - Phrink

Mystic - Lannz Lemm

Warrior - Pellir

Banisher - Father Gremmitri

Warrior - Sergeant Dollaheigh