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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