Signs You’ve Been Reading Too Much 40k…

No such thing!

1: You find yourself saying “feth” all the time.

2: You read an article about bikie gangs and keep reading “Police Commissioner” as “Police Commissar”

3: You see a bright yellow car and think it must belong to the Imperial Fists.

I’ve read six Gaunt’s Ghosts novels in the last two weeks, and am halfway through a seventh. I’ve done all of the above. Maybe I should take a break…

Foolish 40k Ideas Number One – Servo Skulls

Skeletons. And Fire. And skeletons on fire.

If your Imperial Guard force includes an Techpriest Enginseer you may take up to three Servo Skulls at a cost of 30 points each.

WS BS S T W I A Ld Sv
Servo Skull 4 3 4 1 5 1

A Servo Skull moves as an independent model with a movement of 12″, following the skimmer rules. It may move in and out of cover without penalty and has the Scouts special rule. Servo Skulls count as HQ units and may not claim objectives. They may not join up with other units.

A Servo Skull carries no weapons and cannot fire or assault. It never has to take leadership checks, and in any circumstance where a leadership check would be required is assumed to have automatically passed.

If attacked in an assault a Servo Skull fights as normal, but any wounds it inflicts are ignored apart from for purposes of combat resolution. If victorious in a combat it may disengage and move up to 6″ in any direction at the end of the assault phase.

A Servo Skull is so delicate that it has no Armour Save, and can never receive one. However its small size and high speed grant it a permanent 5+ Cover Save, even when completely in the open.

Destroying a Servo Skull scores no victory points, however if all Techpriests in the force are removed as a casualties, all Servo Skulls are also removed. If all Techpriests are in reserve, all Servo Skulls must also be in reserve.

If a scattering weapon is targeted at a point within 6″ of a friendly Servo Skull, it rolls one less die for scatter. Being in range of multiple Servo Skulls has no additional effect.

So, that will either add some interesting strategic choices to the game, or break it entirely. Have fun kids! 🙂

Packages

Goodies

Two of my eBay orders arrived yesterday (well, actually they arrived earlier in the week and I was only able to pick them up yesterday) which means I now actually have some models for my force of Valhallans. Not a huge number, but it’s a start.

Let’s see, I have a Valhallan Commander (who needs assembling and painting), two Iron Legion lascannon teams (the posting on eBay said they were Valhallan, but hey, I can convert them), a Techpriest Enginseer (who needs some repairs and a decent re-paint) and two partly constructed Sentinels that I’m going to modify the crud out of.

I’ve got some other bits and pieces on order including parts for the Sentinel project, a Commisar and an Valhallan Officer. And a whole load of flock for the game table that Fabes and I constructed over the weekend. I’m also wondering if I have the patience (and money) to build some bear cavalry… mmm…. bear cavalry…..

In other news it’s 9:30 in the morning, and already 37 degrees. The temperature is not expected to drop below 20 until Thursday next week. That’s the minimum temperature I’m talking about. Oh joy.

Later…

Ah! They’ve revised the forecast! Now we’re going to be hit by Tropical Cyclone (Hurricane, Typhoon, whatever you want to call it) Bianca instead.

That sounds catastrophic, but by the time cyclones get as far south as Perth they tend to lose their puff. It’s due to hit on Sunday and will just be a slightly larger than normal storm. The good news is it’ll drag temperatures down to the much more reasonable low 30s with slightly cooler nights. Hooray!

On second thoughts…

They’re the anchor of the Free Mantle Systems

Maybe my Valhallans were fighting the anchor of the Free Mantle Systems, the Freo Marines?

Freo! Name: Freo Marines
Founding Chapter: The WAFL Marines
Founding: Unknown
Chapter Master: Matheus Pavlach
Homeworld: Freo
Fortress-Monastery: The Dock
Battle Cry: Freo! Way to Go!

😀

Imma Charging Mah Lazers

Reinforcements incoming from Philadelphia

Well, I’ve done it. I’ve gone and thrown stupid amounts of money at eBay to start a collection of Valhallans. This is slightly better than throwing stupid amounts of money at Games Workshop to start a collection of Valhallans, as the stupid amounts of money I’ve thrown at eBay are about half the stupid amounts of money I’d have to throw at Games Workshop for the same amount of models. They’re still quite stupid though.

Since Fabes’ Space Marines seemed to be fairly intimidated by my Laser Cannons, I’ve bought a couple of them. Also a mortar team, an officer and a couple of large, nasty surprises, the nature of which I’m not going to mention because then they wouldn’t be surprises any more (you have read up on all the vehicle rules haven’t you Fabes? 😉

When my reinforcements arrive from Sunny Philadelphia I’m planning to do some conversion work on the officer. He’s a very fine model, but is basically a bit too 19th century for my tastes. The general look of the Valhallans is World War II Red Army – having them commanded by a mustachioed Cossack in a giant fur hat just doesn’t gel with me.  I’ll be chopping down his hat and replacing it with a ushanka for a start, and plan to go with a more subdued paint job than the example above.

I’ve also bought some scary neodymium magnets for weapon swapping. They’re very tiny ones, so hopefully I won’t accidentally amputate anything trying to get them glued into place.

Finally I’ve avoided blogging about the floods because really, what’s to be said? It’s a disaster, and me going on about it in my usual irreverent style wont make it any less so. I’ve donated to the relief appeal and my thoughts and sympathy are with all those affected. That’s about the best I can do.

The Black Swans

Aussie Marines

So, today at work I was thinking – exactly what Space Marine chapter were my Valhallans fighting on the weekend? After some thought I decided it had to be the Black Swans…

The Black Swans
Name: Black Swans
Founding Chapter: Unknown
Founding: Unknown
Chapter Master: Septimus Rowe
Homeworld: Cygnus Occidentalis
Fortress-Monastery: Ratnast
Battle Cry: Cygnis Insignis!

Hailing from the semi-arid, sandy world of Cygnus Occidentalis the Black Swans dwell in the orbiting fortress monastery of Ratnast and hone their combat skills fighting the fearsome burrowing creatures known by the natives as sand-gropers.

OK. Done now 🙂

No Battle Plan Survives Contact With Fabes

In the grim darkness of the 41st Millennium there is only Fabian

Back to work tomorrow. Kill me now.

Headed up to Fabe’s place for another test game of Warhammer 40k yesterday. This time we had 1500 point armies and played on a full sized field on his living room floor – which left both of us with agonisingly painful necks and knees.

I fielded a force of Valhallans (printed out onto paper and stuck onto bases with blu-tack), while Fabes rolled out his newly purchased Space Marines, backed with a bunch of the Space Hulk models Matt left behind when he debunked to the Alps. Because we’re still learning we played without vehicles, which led me to some interesting conclusions…

1: Footslogging Imperial Guard across a battlefield is not much fun.

2: Footslogging Imperial Guard across a battlefield without any kind of mobile cover is even less fun.

3: Footslogging Imperial Guard across a battlefield when your opponent has spent over half of his 1500 points on Cyclone Missile Launchers and Conversion Beamers is possibly the least fun thing ever.

It was basically a prolonged duck shoot. I barely got any units out of my table quarter, and conceded defeat at the start of round five when a Space Marine Captain took out my Company Commander in single combat (and my knees were killing me).

That said, I did manage to hold off disaster for quite a while – mainly by rolling an unreasonable number of fives and sixes while Fabes kept rolling ones and twos. My heavy weapons teams inflicted a fair bit of damage and my Company Commander survived far longer that he should have thanks to his refractor field. The champions however were my ratling snipers, who managed to eliminate Fabes’ Master of the Forge despite drawing the attention of numerous grenade and missile launchers and a nearby group of snipers containing some whiz-bang special sniper character who seemed to have spent the entire battle huffing obscura (The sniper! He does nothing!).

My least useful unit was the massed one consisting of 20 veterans (with various heavy weapons) and a Ministorum Priest. The first round of missile strikes reduced this to about five models who promptly fled – I managed to rally them but the game was over before they got back in range of anything (The Eviscorator! It does nothing!)

Despite being smashed by Fabes’ somewhat underhand weapon choices it was a really fun day. I think I may have to consider buying some models…

Alles klar, Herr Kommissar

For the Emperor!

Spent an entertaining day up at Fabes’ place yesterday figuring out how to play Warhammer 40k. We ran a very small scale (375 points) test game in which my Valhallans completely wiped the floor with his non-specific Space Marines. My stunning victory was down to a number of points..

  • We had very little idea what we were doing
  • The ridiculously low points value we ran with meant the Valhallans outnumbered the Marines about 3 to 1
  • Fabes kept rolling 1s

But hey, it was just a run through to figure out the movement and shooting rules, so I shouldn’t crow too much 😀

I enjoyed the game enough to go and check out the cost of some Valhallan models (we were using proxies for everything) but – as one expects from Games Workshop – the prices are insane. If I can be bothered I might look at some alternatives, World War II Red Army figurines obviously – but no promises. I mean seriously, do I need another hobby? 😀

A Return to Nerdery

Who am I kidding, I love this stuff!

Did I mention that I bought myself a copy of Fantasy Flight’s Warhammer 40k role playing game Dark Heresy for Christmas? Well, I did. So there 😀

I have a habit of collecting RPGs that I have no intention of actually running. I just find it really interesting to compare the mechanics, and also enjoy reading all the background material. And the 40K background material is always worth a gander (for those unfamiliar with 40k, TV Tropes provides an excellent and highly entertaining summary).

Overall Dark Heresy is a class production. I have managed to find a few problems with it however. Firstly the Character Creation section is a little sloppy. I had to poke around a fair bit to discover how skills work (and hence how to select them for your character) and I’m still not 100% on how experience is used to increase rank –  a problem I’m sure will be resolved once I find where they’ve hidden the relevant explanation.

Secondly, the map of the Calixis sector is dodgy. The different planet types are mostly indicated with coloured dots, some of which are so similar that you need to look really closely to tell the difference. Other planets have weird protrusions, the meaning of which seem highly inconsistent (is Scintilla a prison planet? I can’t tell!). The map is so confusing in fact that I had to create my own version.

Finally there are no rules for abhumans. This is a minor quibble really as modern 40k has all but eliminated them (often via oddly convenient tyranid hive fleets) but it’d be nice to have the option. Happily this hole has been plugged by a number of fan created rulesets such as this one from Postmortem Studios, although I note it doesn’t include Beastmen.

So I decided to create rules for Beastmen. Here we go.

Beastmen

Beastmen are the most bestial and inhuman type of abhuman. Their bodies combine the features of both human and animal, usually being horned, hoofed, and very hairy. Beastmen are much more variable in form than other abhuman types. They are considered abhumans rather than ordinary mutants however, as individual Beastmen conform to a general physical and genetic standard and are no more prone to further mutation than normal humans.

Beastmen who have been introduced into the Imperial cult possess a simple but fierce devotion to the Emperor, regarding him as a vengeful god who demands tribute in the form of the blood of his enemies. They are driven by the need to atone for the sin of being mutants by fighting for the Emperor.

Beastmen only come from Feral Worlds and receive the following traits (rather than the standard Feral World traits),

Iron Stomach – as on Page 15 of Rulebook
Primitive – as on Page 15 of Rulebook
Heightened Senses – as per the talent on page 117 of Rulebook
Ill Omened – as on page 22 of Rulebook, with the -5 fellowship penalty applying to non-beastmen

Characteristic Base Feral
Weapon Skill 2d10+ 20
Ballistic Skill 2d10+ 20
Strength 2d10+ 20
Toughness 2d10+ 25
Agility 2d10+ 25
Intelligence 2d10+ 20
Perception 2d10+ 20
Willpower 2d10+ 20
Fellowship 2d10+ 10

Beastmen are limited to the following Dark Heresy career paths: Guardsman, Scum

Enjoy!

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