Showing posts with label 40K. Show all posts
Showing posts with label 40K. Show all posts

Tuesday, 15 January 2013

Black Crusade - Tome of Blood

40K haters look away now.


The latest Black Crusade sourcebook, Tome of Blood, arrived a wee while ago and, during our week under the covers, I've had a good thorough read.  Billed as a sourcebook for followers of Khorne, it actually has lots of content for all players and GMs.



Like the previous book, Tome of Fate, there are four new character types to chose from and, again like Tome of Fate, it's the human choices that really catch the eye.  The Chaos Marine archetypes are just as you'd expect with a Berzerker (melee) and a Night Lord (fear) on offer.  The human archetypes let the reader explore some frontier worlds of the 40K universe, Messia being my favourite with it's Dune/Arrakis feel.  Other than characters, there's a lot of background material here, rules for legacy weapons, massed combat, more rituals and investigations.  Lastly, there's another complete campaign using the newer rules.




A lot of new artwork is on show, most of it very atmospheric, some of my favourites are on this page.  And I'd also say the standard of writing here is pretty impressive, much more so than the early Dark Heresy/Rogue Trader games. FFG have pulled in a few new authors in their recent books and they have seem to have picked up the freshness of the writing (if that even makes sense?)



To be honest, ToB was the book I was least looking forward to, as just how much depth is there on offer to roleplay an uncontrollable frenzied killer.  Overall though, the rage/frenzy aspect isn't all that prevalent for the players (NPCs are another story) and the book is much more about new options and scales for combat.



I haven't managed to get a RPG session in for a few months now; we were running them over skype and, when my broadband went, that wasn't possible any more.  I think I'm going to try and find a group locally (it would be the first time since my uni days,) but not until later in the year; not feeling terribly sociable at the moment and can't see that changing in the near future!

Wednesday, 26 December 2012

Only War 40K Rpg



Well I trust everyone's recovered from whatever trials you put your bodies through yesterday. Everyone one got what they wanted from under the tree?  The Mrs and I decided to go halves on one of these tablet computers (sharing hasn't caused any arguments, yet) so I thought I'd put it through it's paces on the 'ol blog.


 
My copy of Only War turned up on Christmas Eve and I've had a couple hours to flick through. The latest in the line of 40K role playing games, Only War sees you inducted into the ranks of the Imperial Guard, fighting in one of the Imperium's countless wars.


Are these guys from the Gaunts Ghosts series?

Setting aside initial concerns about how much fun playing a nameless grunt would be, FFG seem to have made a number of interesting additions to the 40K RPG system, most notably the squad mechanic and a dedicated set of vehicle rules (about time!)



The book itself is mostly up to the standards expected from FFG, the only criticism I have is that there is less artwork than in previous books and a lot of what is there is recycled from GW's back catalogue.


Proper vehicle rules.  Finally.

Only War is by far the best 40K RPG to be played with miniatures, but I still need to be convinced just how much role playing there is on offer here.  Still the book was a nice distraction over the last couple days and is a goldmine of background material for Imperial Guard fans.


Wednesday, 12 December 2012

Death Angel: Deathwing Quick Game Report


Brought out Death Angel the other night for a few solo games, wanting to try out the Deathwing expansion I'd picked up cheap (see here and here.)  I thought I'd put up a summary of one of the games and try and show off some of the hooks that keep me coming back!


I chose to play the game almost straight from the book, leaving out most of the changes I've made to the game.  This meant choosing three pairs of Terminators at random, then drawing their formation at random.  If I want a more tactical game, I choose both the squad and their formation myself, which I think is a sensible enough change.  The object of the game is to move through the four, randomly chosen locations and complete the objective on the final card.



So we entered the Space Hulk with a force of Techmarine Hephaestus (Red Team,) Sergeants Arbalan (Team Yellow) and Zaltys (Team Blue,) each accompanied by another Terminator for six in total.  Each pair have different special abilities they can use, but they only apply to the three guys named above - losing them hurts a lot more than losing their "goon" as we shall see.



The squad emerged from the Void (air) Lock to be immediately attacked by four Genestealers (GS.)  I'm not going into the mechanics too much here, but quickly, the Marines have a choice of three actions in a turn, move+activate, support or attack and they can't do the same action two turns running.  Combat is very simple and brutal, with only one dice roll determining life or death and the key thing to remember is that getting attacked from behind is waaaay worse than from the front.


Turn 1, so far so good.

Team Blue Supported the squad by placing a support token on him.  This lets him re-roll attack or defence rolls, but his special ability lets any marine use that token instead of just him.  The other two teams attacked, each taking down one GS.  Zaltys support ability was immediately needed to keep Hephaestus alive.  At the end of each phase, an event card is drawn that adds a random event, spawns more GS and moves the GS already in play.  This turn, we had a gun jam meaning Team Zaltys wouldn't be able to attack next turn.  Damn.

This turn saw two Support tokens enter play and Techmarine Hephaestus Activate the door.  Doing this lets you kill a number of GS when you move to the next location card - imagine the squad sealing a door behind them, cutting them of from the pursuing GS.  Lots of GS attacks this turn, as we couldn't thin their numbers this turn, one of which took out Sergeant Zaltys (and his handy ability.)  Brother Gabreal, Arbalan's goon, was then surrounded by all the GS in play.


Down one Terminator already!

So some sneaky manoeuvring needed this turn.  Gabrial moves and uses his ability to take one of the swarms opposite with him, leaving him facing four and Raphean against two.  Red team then attacked but both missed.  Team Yellow put another support token on the door. At this point there was only one GS card in one of the spawn piles.  If it came into play at the end of the turn, we would instantly move to the next location.


That was a bit harsh! Two down.

The GS attack, Gabriel surprisingly survived (needing a 5 on a 0-5 sided dice) but Raphean was killed.  The "Out of Thin Air" card put two GS behind Arbalan and, with no more GS cards left, we moved to the Black Holds.  Immediately another two GS appear behind Brother Jerico, but we manage to seal two of them behind us.


Two more Genestealers attack!

With all the GS spawned already, the squad should be able to move to the third location in two turns at the latest.  Red team then supported Jerico, who was up against four GS, and triggered Hephaestus Gun Servitor attack.  Unfortunately, it missed.  Jerico kills one GS while Gabriel missed.  Jerico dies and Gabriel moves into his position, only to be killed in turn by a second swarm of GS behind him!


Hmmm, not many Genestealers here. I'm a bit suspicious.

A secret route appears, letting the marines evade some of the GS attacking them.  The remaining squad members, Hephaestus and Arbalan, enter the Hibernation Clusters.  Not many GS to get through to the final location, can we hang on?  Following the rulebook word for word, the two marines would be overwhelmed by GS in a turn.  I use a little house rule to keep four "slots" in the formation; meaning that although there will be GS everywhere, the marines are never in a position, however unlikely, where they can't survive.  This turn Arbalan puts a support token on himself, triggering his ability to try and stop and GS spawning on him (he fails.)  Hephaestus manages to destroy the spore chimney, reducing the places where GS can appear this turn.  With his Quick Instincts, Arbalan attacks a swarm, but doesn't do any damage.  Only two GS appear, but that's enough to take us to the final location.


The Genestealer Lair.  Bugger.



No more GS will appear this game, but two Broodlords do. They draw all the GS in play to their location, fortunately the big swarm wasn't facing either marine.  Both attack, but only kill one GS.  Arbalan is then killed, leaving Hepheastus alone against thirteen Genestealers. I'm sure he went down swinging!


Some points:

We were put up against the hardest possible final card.  The other two can both be one on dice rolls.  The card we had here actually penalises you for rushing through the game. Maybe if we'd thinned the numbers against us a bit, we might have had a fighting chance.


The other two options for the final mission, both easier than the Broodlord card.

Even with all the GS against the squad at the end, there was still a chance to win.  The way the GS move around relative to squad means that the Broodlord may have been isolated and vulnerable.  That didn't happen, but there was a chance it could!

The Deathwing expansion is well worth taking.  It certainly appears that their abilities are much more effective than the Blood Angels from the base game.  In fact, I think I drew two of the weakest teams from the Deathwing; the Assualt Cannon and Librarian teams are both capable of taking out whole swarms at a time.  Next time I think I'll play with all six teams in a single game.

Well, I hope that made sense to those of you who've read this far.  You should get this idea that the game is very fast paced, very brutal and very difficult.  There's probably slightly too much random in there for some gamers, particularly when attacking, but I don't think that the game is ever decided randomly.  One of my 
favourite games, hope you enjoyed reading about it.

Monday, 26 November 2012

Death Angel Expansions and Relationship Advise




So I had to spend a bit of time today in town after work, shopping for the Mrs birthday present.  Didn't find much, so I'm stuck tonight on t'internet trawling through websites, credit card at the ready!

And a quick aside for some relationship advice.  NEVER get yourself a reputation for giving good presents.  Not only will you have to do all the shopping for her relatives as well as yours, having that rep each year piles pressure on you to keep up your run.  Not sure what's wrong this year, but I just can't find what I'm looking for this year.  If anyone knows where I could get one of those big DNA/Molecule models (as seen on the Big Bang Theory) in the UK with 24 hour delivery, let me know.

On the way home I nipped in past the local comic-book-with-small-gaming-section store for a browse.  I don't spend too much cash there because, as I've mentioned in the past, it isn't that friendly a place.  Still, it's the only place we have in town and I like to support them when I can.

Today, I spied a bit of a bargain, two expansions for the Space Hulk: Death Angel card game.  For those unfamiliar with the game (you can read my review here) it is a card game recreation of the classic Games Workshop, Space Hulk.  It's a very tight, very taxing co-op card game that I find very rewarding to play.  How taxing?  I've probably beaten the game only on a handful of occasions, despite playing it at least fifty times!


The first two expansion packs released were in Fantasy Flight's Print-On-Demand range.  Essentially they were a small number of cards that complemented the base game (one was extra characters, the other new mission cards) without changing any fundamentals.  The following two expansions, those I bought today, are still Print-On-Demand, but are much larger and change how the game is played.

The Tyranid Enemy Pack adds a variety of enemies, replacing the original Genestealers, to the game.  As a fan of the Tyranid background material, I'm really happy with the range of cards and in particular the artwork on them.  Some of the enemy abilities are pretty mean however.  The Deathwing Space Marine Pack replaces the original twelve Blood Angel Terminators with Terminators from the Dark Angels chapter.  On offer are a whole new range of abilities, some look immense although I can't see the point of one particular ability.


I've wanted these for a while, but never got round to ordering them (actually I did, from Maelstrom....)  The clincher for buying them today was the fact that the store had gotten the price wrong on these two packs; they had them for £4.99 each, while the RRP if £11.99 each!  Sweeet!  Can't resist a bargain.  I managed a couple quick games this evening with the Deathwing, but I want another couple games before posting my thoughts.

Wednesday, 26 September 2012

Black Crusade: Tome of Fate - About Time!




Literally six months after it was announced, I've finally got my Tome Of Fate source book for Black Crusade.  As Amazon had withdrawn it from sale, I assumed there was a problem getting these in the UK.  So I was pleasantly surprised to find it in the local (and not terribly friendly) comic book store.  

I have that male habit of flicking through a book/newspaper from the back to the front, but I've yet to sit down and have a proper read.  Looks pretty sweet though.

Rubric Marine goons?  Yes please!

Tome of Fate includes a complete adventure.


Profiles are included for all Necrons in the current GW range!

Ooooh, fluffy.

Plenty of weird artwork going on...

along with some awesome pieces too.

Friday, 14 September 2012

Fear To Tread - Two Minute Review

When it comes to reviews, it takes a pretty strong reaction to force me to put one up on the blog here.  And a strong reaction is exactly what was provoked by the latest Horus Heresy 40K novel, Fear To Tread by James Swallow.

Over the previous twenty books, the Horus Heresy series has shown us a side to the 40K universe that we haven't seen before.   However that unique viewpoint of the Horus Heresy has been lost and it often feels we're just going through the motions, until the authors get round to the battle for Earth.  In my opinion, the best HH books (Legion, The First Heretic, Fulgrim) have been those that start before Horus has fallen to Chaos and chart those events from another Legions point of view.  Some (The Outcast Dead, Mechanicum, Nemesis) were just garbage.

Now when you read 
licensed fiction (i.e. something set in a pre-existing universe,) you accept that the author doesn't have free reign as to where they take their story.  Accepting that, you are entitled to expect some core elements from the existing universe.  When it comes to 40K and the Horus Heresy books, that includes plenty of action, decent dialogue, appropriate imagery and an insight into the particular legion you're reading about.

Fear to Tread
does a pretty good job of portraying the Blood Angels; loyalty and division in droves.  The dialogue is pretty engaging too and from unexpected quarters; the dialogue between Horus, the daemon and the Word Bearer is outstanding, as is the way the plot to turn Sanguinius to Chaos is revealed.  Sadly, the rest of the book is spent trawling through some rather underwhelming bolter-porn.  As the legion succumbs to rage and mindless violence, all the finesse in the writing disappears.  I lost all respect for the book when a group of Space Marines were attacked by lampposts.  Yes, you read that correctly.

Then there's the blood.  Yes, they're Blood Angels and a lot of the imagery and 
symbolism of that legion revolves around the idea of blood; loyalty, sacrifice, anger, violence, family etc.  Fear to Tread really takes this to extremes, however, and some of it is comical - Wait, that blood isn't Blood Angel Blood, that blood is someone else's blood!  Sigh.

Sadly, I'd hoped for so much more from
Fear To Tread.  Although the plot is engaging enough, the the writing nowhere nearly up to scratch; really a big missed opportunity.  What really surprises me is the number of 10/10 or ***** reviews you can see online.  Seriously?  I know GW have a lot of fanboys out there, but overall Fear To Tread is just terrible!  Hopefully we won't see James Swallow near another HH book for some time.  Abnett has another Eisenhorn/Ravenor book out later this year, all I'm saying is that it had better be good or I'm going to have to start sending out those threats again.

Monday, 27 August 2012

Doing my bit for the economy.


Or: man, I've spent waaay too much money this weekend.  And it's not like I'm twenty anymore and can drops loads of cash drinking for two days; it was waaay too much money on nerd stuff.



Firstly, I'm a sucker for a discount offer.  Maelstrom have an 18% discount offer on, so I went ahead and pre-ordered X-Wing from Fantasy Flight Games.  FFG put the rules up on their website last week and after a quick read through, there seems to be a bit of depth to the game.  Lots of customisable options usually mean decent replay value and, besides, it's Star Wars...  No release date yet, but there was a big event at a convention in America last week, so hopefully it will be sooner rather than later.

Seeing as there was a sale on, I made sure to pick up a few hobby bits and pieces; some paints, some hobby barbed wire and a pack of bases.  All of which I would have ordered anyway.


Secondly, I caved in and preordered the new Warhammer 40K box set.  I know I said I was done with 40K, but to be honest I enjoy the background and fiction too much to resist!  Then there's the fact that I have bought every boxed game they released since about 1993, I can't break a habit that long lasting can I?



Then there's eBay.  Over the last few weeks we've sold a few bits and pieces, so I had a bit of cash sitting around in PayPal.  And as everyone knows, PayPal money isn't real money until you take it out!  So I picked up a decent hall of Flames of War figures for my Fallschirmjager army, including a couple 88s, and, although I don't strictly need them straight away, the saving on the RRP still makes them a bit of a bargain.

I've also realised that you can buy books on eBay.  Now obviously I knew that already, but looking through pages of books wasn't something I'd done before.  So, bored on a Sunday night, I'm now waiting for half a dozen military history books to arrive, all for 99p each (with the small matter of postage.)

I haven't even mentioned the bunch of miniatures I ordered last week, but I'm blaming the two Posties Rejects, Fran and Ray for that particular purchase.  It also deserves a post of it's own.  So, what are the chances of making it through September without buying anything?

Sunday, 29 July 2012

Black Crusade Characters #2: Ingathiel


More Black Crusade goodness this week with some background on Doug's character, Ingathiel.

Background


Unlike Balthus, Ingathiel has no knowledge of his origins whatsoever.  His memories become coherent aboard the Monarch of Wrath, a human reaver ship operating from the Rifts of Hecaton.  Ingathiel had presumably been captured at some point in his past and the reaver captain made good use of his size and strength in boarding assaults and the gladiator pits.  Not knowing any other life, Ingathiel accepted this for a number of years and probably would have continued to do so indefinitely.

During a journey through a turbulent warp storm, the Monarch of Wrath suffered a number of malfunctions resulting in a swarm of warp entities materialising on board.  The Monarch was well crewed and well armoured, but the number of intrusions increased.  When summoned to the fighting, Ingathiel found he was particularly resilient to the daemonic attacks.  Indeed, he found he could dispatch the creatures with ease.  Seeing the balance of battle swing in their favour, the crew redoubled their defence and began to clear the ship.

However, the crew, already terrified at the daemons attack, were shocked by Ingathiel's unnatural abilities.  Matters were not helped when Ingathiel's eyes started glowing and energy patterns started playing across his skin.  As the daemonic attack diminished, the captain decided to cut his losses and ordered his prized slave, who he presumably blamed for drawing daemons in the first place, killed.

This proved to be far harder to achieve than he imagined.  Ingathiel, distraught at his masters betrayal, fought back furiously against the crew.  As his rage grew, he discovered he could focus the strange blue fire surrounding him and throw it as a weapon.  Although the crew were in full retreat, Ingathiel continued his assault, eventually forcing the bridge and slaughtering the captain and command staff.



With the ship was derelict and the crew mostly dead, Ingathiel was at a loss what to do next.  For no other reason than it was what he always did after battle, he returned to his cell. He found something there he wasnt' expecting.  The creature that stood in the centre of the cell was difficult to define, as if it's form was constantly changing.  One moment it was blue, the next pink or yellow, one moment diminuative, the next double the size.  To his senses, Ingathiel could tell it was akin to those creatures so recently trying to kill him, but this one showed no signs of violence.

Instead, after a few moments of silence, a crude mouth formed on the creature and it started babbling in a stange, unknown.  As the creature spoke, images flashed into Ingathiel's mind; cities, ruins, stars and nebula and many others, all unknown to him.  Suddenly, the sound and visions stopped and there was no sign of the creature, other than an odd electric stink.  To his surprise, Ingathiel found he could recall perfectly every word the daemon had said, along with every image that had flashed into his mind.  Before he could think on all that had happened, the ship shuddered violently in what was clearly a warp translation back to realspace.



The Monarch had materialised deep in the Screaming Vortex, next to the the massive space station Malignant Spire  Ingathiel managed to easily sell the Monarch and found quick employment as a mercenary.  Over the following years, Ingathiel found he had an instinctive knowledge of all forms of combat and tactics, almost as if it he knew these all along and was only just remembering them.  Ingathiel also found his control of the elemental fire grew and he began to experiment with different manifestations.  Psyker his companions called him and they showed him equal amounts of respect and fear.

Ingathiel primary motivation is to learn more of the creature he encountered aboard the Monarch  and discover the meaning of the message he was given.  Ingathiel is certain that he was chosen for a particular journey, the visions he saw and the creature's message have convinced him.  Ingathiel's travels have taken him to many star systems and planets, he has spent years trawling through ancient books in hidden libraries on forgotten worlds, he has visited countless shrines and spoken with innumerable mystics in the Screaming Vortex gaining snippets of understanding here and there.  The latest trail Ingathiel is following has brought him into contact with Balthus, whom he recognizes from one of his visions.  Why this is so and where they head next is, as yet, unclear.

Creating the Character


Doug wanted a psyker character for Black Crusade, so chose the Sorcerer archetype.  This gives Ingathiel the ability to use psychic powers and gives him a number of of associated skills.  The psyniscience skill helps Ingathiel sense others using psychic powers, Scrutiny makes him skilled in assessing data and peoples moods or motivations, lastly Forbidden Lore (Daemons) gives him knowledge of Daemons, their nature and abilities that most people will be unaware of - very useful for conducting rituals etc.

Talents in Black Crusade are abilities or traits that a character can either do or not do (skills differ as a character can get better at them.)  As a Psyker, Ingathiel is given Meditation that helps him recover from the fatigue caused by using psychic powers and combat, and he also has a certain amount of experience to spend on psychic powers themselves.  It's worth noting that during character creation, characters will not be aligned to a particular Chaos god; it is only by gaining a certain mix of skills and talents that a character will become aligned.  This is significant here as it means that Doug can't pick any God specific powers at the moment (golden oldies like Bolt of Change or Stream of Corruption.)  With that in mind, Doug gave Ingathiel the Doombolt power (for combat) and kept the remaining XP points for later in the game.

When it came to Ingathiel's Passions, Doug picked choices based on the backstory he wanted.  Ingathiel is seeking knowledge and is certain he is on a legendary quest, so he has the Foresight pride, increasing Perception, but lowering Fellowship.  Psychologically damaged but his experiences on the Monarch of Wrath, Ingathiel is always on guard against treachery, so he has the Betrayal  disgrace, giving him some starting Corruption, but making him very untrusting (and untrustworthy.)  Lastly, Ingathiel has the Arcane motivation as he seeks to understand his visions, giving him yet more Corruption and increasing his Intelligence at the cost of a little Strength.  After these adjustments, Ingathiel's stats are:


WSBSSTAgIntPerWPFelInfCor
423942443651464943236

I mentioned in the last BC post that Corruption was the negative marker (too much and you "lose" the game,) but it's a little more complicated than that.  Many skills, particularly psychic skills, need a higher Corruption to work and, in this case, that represents how under the sway of Chaos your character has become - how unholy he is.  So gaining Corruption can be quite important; the balancing factor is, depending how you gain said Corruption through either success or failure at a task, you may well end up with glorious Chaos gifts (Darksoul, Magnificent Horns) or hideous mutations (Eye-stalks, Tentacles)

So Ingathiel is looking pretty healthy so far.  He has average weapon and ballistic skills, as well as average Strength and Toughness.  Although not very agile, he has a high Intelligence (useful for all those Lore tests he'll be making,) very high Willpower (essential for using psychic powers) and above average Perception and Fellowship.  At this point, Ingathiel still has a plenty of XP to spend, but Doug wants to save that until some of the more powerful powers are available.  Finally, after acquiring some Warp-Totems and a tasty looking Plasma pistol, Ingathiel is ready to go.

Hopefully you've enjoyed the back stories and the summary of how characters are created in Black Crusade.  Next time, I'll put up a couple session reports from earlier in the year featuring the two characters.

Sunday, 15 July 2012

Black Crusade Characters #1: Balthus


  
We managed another session in our Black Crusade campaign this week, although we only managed to fit in a short encounter and some combat before we ran out of time, short and sweet.

I've intended to put up more Black Crusade content on the blog (they seem to get a lot of attention,) but for a few reasons I haven't managed much.  Last week, I started writing up a couple of our earlier sessions, but before I put them up, I thought it would be a good idea to hear a bit about the characters we're running.  So I asked the guys for a bit of background material and some thoughts on how they created their character.  First up is Cal's alterego, Balthus.

Balthus might look like this.  None of us can draw, so
we simply reuse the artwork from the rulebook.

Background

Originally, Balthus was a member of the Maréchals Triomphant space marine chapter. Details are unclear, but somehow the Maréchals were caught up in the Dovinian Schism and brought before an Inquisitorial Conclave for punishment.  The entire chapter was sentenced to undertake a penitant crusade lasting a century, into the Kalmar expanse.  During this time, the chapter were denied 
resupply or the authority to recruit and replace fallen brethren. Finally, despite years of constant struggle against the xenos of the expanse, the Maréchal Triomphant were deemed tainted beyond redemption and ordered to return to their homeworld and prepare to be disbanded.

This caused an split in the chapter.  Some insisted their duty was to accept the judgement as just for their past, others insisted it was anathama for Space Marines to passivly wait for death.  In the end, most of the remaining Maréchals chose to reject Imperial authority and leave the Imperium entierly.  Firstly, the fleet returned to their home world, unleashing a devastating bombardment that destroyed their fortress monastery, before heading away from Imperial space.  Pursuit was never far behind.  For years the remnants of the chapter evaded pursuing Imperial forces, raiding for resupply when the opportunity arose, until they were finally cornered in the Hamiss star system.

Balthus was among the handful of survivors to escape the slaughter.  He moved from system to system, conflict to conflict until, eventually, he found himself in the Screaming Vortex, in the company of other renegades and heretics.

Balthus has a healthy hatred for the Imperium and naturally seeks revenge against the forces who destroyed his chapter.  Yet his hatred is tempered.  He knows that, ultimately, he will not bring the Imperium down.  Instead, he holds his very survival as a victory against the enemy, a sign that for all the might of the Imperium, he continues to triumph over them simply by existing.  So he fights where and when he can, preferably against the Imperium; each day he survives is another wound inflicted.

Creating the Character

Below are Balthus starting stats.  Most of these are self-explanatory if you've ever played an RPG or 40K/Warhammer.  A characters Infamy represents how feared and notorious he is while the Corruption stat represents, well, how corrupt his soul has become through evil deeds, contact with daemons etc.  Black Crusade, like all the 40K RPGs, uses a D100 mechanic, generally the higher the stat the better.  At this stage Balthus is still relatively unknown, but isn't that corrupt either.  When your character reaches 100 Infamy, you have become so powerful you essentially "win" the game, but having 100 Corruption sees your character become so degenerate you "lose."

WS
BS
S
T
Ag
Int
Per
WP
Fel
Inf
Cor
50
37
50
49
37
34
42
31
41
26
0

Balthus follows the Chosen Archetype.  Unlike most other RPGs, Black Crusade doesn't make use of classes or roles.  Instead, players choose an Archetype, a group of Skills and Talents that point their character in a general direction, but from there characters can progress in any way a player chooses.  As a Chosen, Balthus starting skills are mainly concerned with combat and in particular melee combat.  Although all Chaos Space Marines are skilled in combat, Chosen are particularly deadly.  This however comes at the expense of other areas, Balthus is not as skilled in command and tactics as he could be, nor is he particularly skilled out of combat, communicating with aliens or gathering information etc.

Black Crusade uses a mechanic called Passions to give your character some, well, character.  Each character chooses (or randomly rolls for) one Pride, Disgrace and Motivation that not only describe their personality, but change their stats or give other effects.  In this case, Balthus has opted for the Fortitude Pride, increasing his Toughness at the expense of his Agility and Intelligence, the Dread Disgrace, increasing his Perception but lowering his Willpower, and finally the Legacy Motivation, increasing his Infamy but, again, lowering his Intelligence.

As with most RPGs, players get a small amount of experience to spend on their characters before the game starts.  Compared to human characters, Chaos Space Marines get very little experience at this point (due to their higher stats,) so Cal gave Balthar the training to correctly use power weapons and the Furious Assault Talent (who doesn't love Furious Assault?)  Players can also give their characters some extra equipment for starting the game.  We bent the rules here slightly, giving Balthus a good quality Legion Power Sword (hence the earlier training) in addition to his armour, bolter and chainsword.

So that's Balthus, former loyal servant of the Emperor, now rogue, renegade and heretic. He's not exactly blessed in the brains department (but by no means thick,) but is more than able to carve through most opponents he'll face while dodging most incoming attacks. Although Balthus is handy at intimidating and threatening people, he'll need help with most other social and other skill tests.  Fortunately, no one ever travels alone in the Screaming Vortex. . .

Monday, 25 June 2012

Only War - Another 40K RPG!



40K RPG fans rejoice - Fantasy Flight Games have announced Only War, the fifth core book in their line 40K roleplaying games. This time, you've joined the ranks of the ubiquitous Imperial Guard.

From the news page:
"In Only War, each player takes the role of a Guardsman, a member of the Imperial Guard and one of the countless billions of hardened conscripts constantly fighting on myriad fronts at the whim of the Adeptus Terra. In control of this martial alter ego, players go forth at the behest of their officers to fight the eternal and implacable foes of the Imperium – the foul xenos, the mutant, the heretic, and the dark forces of the Ruinous Powers."
My initial thoughts are mixed. The setting chosen is the closest yet to tabletop Warhammer 40K and probably the most restrictive in terms of 40K background. Presumably you won't have to spend half a session digging latrines or standing sentry, but if you're away fighting xenos or heretics on your own, then I'd rather play Dark Heresy or Rogue Trader. On the other hand, the setting could offer a lot of opportunities the other games struggle to offer ***cough*** vehicle rules ***cough***

As part of the build up, FFG have put up Eleventh Hour, a starter adventure, here. It looks a fairly by the numbers affair, and I can't really find any signs of what makes Only War unique, but there are a few nice touches in there. Regardless, it goes without saying that I'll pick up the full book on release, Amazon are already offering it at a decent discount!

Saturday, 23 June 2012

Rose Tinted glasses time - White Dwarf

 

For the first time in about a year, I bought a copy of White Dwarf.  We were on holiday and I always read a lot, so just wanted something else to get the wargaming fix in.  I didn't how much I missed the old familiar, self-satisfied GW rag.  It reminded me of my younger days when getting WD was essential for new rules and models (no internet in those days, kids.)

This didn't seem like a great issue, but was enjoyable enough.  Most of the issue was taken up with their new releases, which isn't a great surprise, but there was a good mix of rules, painting and pics.  I quite like the recent trend in 40K to get these bigger kits out in plastic.  I'm really tempted to pick up a Storm Talon to paint, just for the hell of it.  There was also a decent article called "The Battle For Cardrim" but I'd have appreciated a battle report (however scripted) to go with it.

Good.  Good, but not great.

Still, I can see a lot of changes from the magazine I remember.  The tone of the writing has become much blander; much like commercial promotional material, they talk about one great unit or kit choice, then go to pains to say that all their other units and kits are equally great too TO THE MAX!  Contrast the writing to Wargames, Soldiers & Strategy or No Quarter and the difference is quite stark.  Probably it was always written this way and is due more to my tastes changing than any massive change in editing.

Is it just me, or has the standard of the painting declined as well?  There wasn't a 'Eavy Metal masterclass, but there was a painting guide for two of the new flyers.  Neither guide came close to the standard of the studio models?  I still have plenty of the old masterclass articles and refer to them all the time (my Warmachine Khador troops are painted following the Space Hulk Terminator guide,) a shame if they've gone.  And another thing, where are the prices for all the new releases?

Ah, a list of model shops in Moldova and Macau - how would I cope without?

Still, despite misgivings, I continue to feel GW drawing me in again.  Definetly not Fantasy though, GW lost me there when they reduced my Skeleton Warriors to 5 points in an effort to make me buy even more.  But 40K was my first "proper" wargame and, although Black Crusade keeps me in with 40K, I do miss the full game.  With the convienently announced new edition, I might have a look sometime.  Probably I'll wait until any new box set comes out first though.