2020/12/08

40k: Building a Space Hulk, Part 4

Earlier this year, I started working on a Space Hulk board using Hirst Arts plaster molds (Part 1, 2, 3).

I finished another section, and, with the plastic Zone Mortalis kits (briefly shown here), I feel like I finally have a proper Space Hulk modular board and photo backdrop.






I used the Zone Mortalis tiles for a "Select Thy Own Disaster" game on Patreon. It was a lot of fun, but I'm still figuring out how to make that sort of game engaging and full of interesting choices (give the limited board size, amount of terrain, camera angles, miniatures, etc.).

I'm happy with the Hirst Arts plaster results, but it took a lot longer than expected and produced a lot of leftover parts. I'll probably use them one day for corridors and small terrain features, but it wasn't the most practical method of building giant terrain pieces.

2020/12/07

OSR: Review: Acid Death Fantasy

I bought Acid Death Fantasy to patch a gap in in Ultraviolet Grasslands game. The d40 "Who Is This Hero" table (UVG pg. 7) is great, but in a high-lethality game it can lead to duplicated concepts or lack of impact. More backgrounds are always handy, and, like most Troika! supplements, ADF promised to have at least 36. Other material would be a nice bonus.

Full Disclosure
The usual disclaimer. Because I'm fussy, peevish, and peculiar, and stuck in an endless miserable global pandemic, this review also has an enormous negative bias. I usually review books by listing problems or issues and then saying "but it's still very good." This review is no different. You've been warned.

I also haven't playtested the book, but considering the content, I'm not sure playtesting would provide too many new insights.

I try to review books I a) like, b) intend to use, and c) have more interesting things to discuss than points a) and b). Anything not specifically listed as a concern can be read as "good". Not much point in saying it over and over.

Art

It's lovely. Colourful, elegant, evocative. David Hoskin knocks it out of the park.

The PDF is not layer-enabled. You cannot turn off art or gradient backgrounds, making home printing very costly.

Content

The book contains 36 backgrounds, 36 monsters, and around 3 pages of setting notes and concepts. The table of contents is hyperlinked. More details on the contents here.

The backgrounds are just a cleaned up version of this post. I say "just"; obviously it takes a ton time and effort to format, revise, and fix a blogpost for publication, and it looks like most backgrounds were revised or improved, but that post is more-or-less half the book.

I think it's fair to say that the book is carried by the art. The text and concepts are good on their own, but they might not "pay real-world $$$" good. Elevated and supported by the art, the book crosses into the hallowed territory of "a real proper book."
 
Is this style over substance? Flash and colour over utility? A triumph of art-driven social media hype over detached analysis?


Conceptual Density

After spending some time fiddling with Troika! backgrounds for a cancelled Space: 1977 PDF, I'm starting to think that tying Advanced Skills to Backgrounds is superfluous.

Consider this example from ADF:
41 Sha’ir
You weave words into poetry and spells alike. You are greatly respected by
the Thousand Sultans, who often pay heavily to be your patron. 
Possessions
• Unfinished Epic Poem.

 

What advanced skills would you assign to this background? In Troika!, Advanced Skills are rated from 1 (can do it a bit) to 4 (very, very good). Spells work the same way. Typically, 6-10 skill points are assigned.

Highlight the text below for the canonical answer.

Advanced Skills
4 Poetry
2 Spell—Random
2 Spell—Random
Were you close?

That's an issue. The conceptual density of Troika! Advanced Skills lists is often low. "You are a Goat-Jouster. Skills: 2 Goat-Riding, 2 Jousting". "You are a Spy Skills: 2 Disguise, 2 Sneak, 1 Dodge." There are some surprises, but not many.

The space is wasted. You could ask players to assign a fixed number of points to a skill list, in the style of Fate Core. Results would be very similar, if not identical, and you'd save a ton of space in your book and a lot of tedious skill point assignment during writing. A lot of backgrounds in ADF call for an Advanced Skill "of your choice" or a random spell anyway. It might lead to optimization problems (e.g. players always putting a few points into a fight-based skill), but there are a few ways around that.

Compare this to Electric Bastionland's backgrounds, which (despite being entirely item-based) have 2 d6 tables per background. More variants, more evocative details, more cool concepts and hints, and very little a GM could guess or condense. The density of ideas per page in EB is low due to the table and art format chosen... but I liked the backgrounds enough to make a personal-use artless 3-backgrounds-per-page reference document.

If you take the Advanced Skills out of a Troika! background and move to an all-in-one select/roll-your-own system, you can go from 2-3 backgrounds per page to 4-5, or add a d6 table to each background. You're saving several short lines on a one-column page. That adds up quickly.
Edit 2020/12/07: Some of these concerns are less related to ADF and more about Troika! in general, but core Troika! has fewer skill lists that feel like a bullet point summary of the background's text. A function of revisions and tests? The limitations of the genre?
Advanced Skill lists are a tradeoff. They can be boring and waste space, but alternative methods require other trades. Part of the joy of Troika! is rolling a character with 2 in Squid Farming and figuring out how to make it work. If you switch to an "assign # points to a skill list" system, your skill list needs to be enormous, or you need to allow freeform skills and trust that your players will use them. Will they voluntarily put 4 points into Philosophy? I suppose you could stipulate that at least 1 point must be assigned to an Advanced Skill that's not on the skill list.

Then again, the ADF Desert Mutant background which has 5x "2 Skill of your choice" entries as its only Advanced Skills, is already a point-assignment system, so the concept clearly works.
Back to ADF. The Miens (i.e. "What is this creature doing?") table for enemies is good idea taken too far. Because it's Troika!, every enemy needs a d6 table of Miens. How many possible moods can a lizard have? "Basking" for 2/6 entries and "Stalking" for 2/6 entries feels like more wasted space. Why not make it a d3 table? Why not have one general Reaction Roll table, or one split by beast size? Break the template when it would add utility.

Edit 2020/12/07: A d6 table with repeated results (e.g. 5 "stationary" 1 "migrating") does provide extra info, but I'm a big fan of non-repeated, non-null results. How many times will you roll on this table? Will weighting results become relevant? If you roll on a table 20 times a session, you'll get a distribution of results. If you roll once per campaign, any clever weight tricks are hidden. Mien tables fall somewhere in between; you might roll on them once, at the start of an encounter, or you might roll on them repeatedly as players monitor a creature, or you might use them as a schedule.

Even if you're using repeated results, you can add extra details (table size permitting). "Basking belly-up", etc.

On the other hand, some Mien tables are full of evocative detail. It's clear that in most Troika! products there are fun Mien tables and Mien tables included from commitment to the format. Vestigial tables. Junk RPG DNA.

How much time was wasted churning out slightly pointless tables or skill assignments? Forget space on the page; could this effort have been spent making better, more useful content? It's odd that people focused on the weird deep thought evocative side of RPGs want to spend time on boring repeated lizard moods and telling me a Dirt Farmer has 2 points in Farm Dirt.

The setting content at the end of the book also feels conceptually light. Have adventures! How? Figure it out yourself. What is this, an RPG book?

It also suggests you "cut up and mix the pages with another chapbook—the planes are colliding", which, considering the physical book is an expensive hardcover and the PDF is difficult to print, seems impractical.
 

Final Notes

The print book is £20.
The PDF is $14.

If you like collecting pretty RPG books, ADF fits the bill.

For what you get, the price feels high. The PDF of Ultraviolet Grasslands is $25 and you get a hell of a lot more fantasy acid death for your buck, but they work together fairly well so why not get both. If ADF had been available when UVG was released there's a decent chance I would have run UVG using it, instead of writing a GLOG hack.

Art is expensive, writing is hard, and I don't see Luke Gearing or Daniel Sell rolling around in a pit of money like some silicon valley tycoon, so clearly it's not extortionate. Nobody's getting rich off indie RPGs. Things cost what they cost.

Maybe buying ADF is closer to supporting the Idea of the Work or supporting People Who Do Good Things than purchasing something of unsurpassed utility. I don't know.

Anyway, I got what I wanted out of it, so I'm happy.

2020/12/05

OSR: Massive Community Hexcrawl - New Updates

The first public round of this community project went well, but there are still a few hexes remaining! Let's make a hexcrawl!

V 1.6 PDF

The unnamed land in this hexcrawl is desolate, strange, and enticing. The high, star-blasted peaks of the Barren Fells, the slab-sided slopes of the Bluffs, the oozing Wastes, the desolate Badlands, and the contentious and turbulent Savannah. The mysterious Researchers, the aloof Rust Monks, the dead Pallid Knights, the mutated Protean Army, and the mysterious Kalawi Tribe. We still don't really know much about the factions or why they are present in this region. Perhaps that's for the best.

Wurms, golems, psychic elephants, and stranger things besides lurk around every corner. Like Arnold's Centerra, there might be weird stuff everywhere but the world is still a real place with real people experiencing real problems. The setting feels like it could be bolted on to the Ultraviolet Grasslands, Acid Death Fantasy, Dying Earth, or other similar settings without too much trouble. It's similar to Gus L.'s Dread Machine, but more factional and much larger. You could stick some of the Trilemma adventures or White Plume Mountain in here too. 

Please avoid direct pop culture references. I reserve the right to edit all submissions (or ignore them). All text will be licensed under CC-BY-NC.

There are just 17 hexes available:
  • 1.3 - [Faction] - Bluffs
  • 1.10 - [Faction] - Savannah
  • 2.7 - [Faction] - Savannah

  • 4.1 - [Faction] - Bluffs

  • 5.2 - [Faction] - Bluffs

  • 5.8 - [Faction] - Bluffs

  • 5.10 - [Faction] - Wastes

  • 6.1 - [Faction] - Wastes

  • 6.5 - [Faction] - Bluffs

  • 6.8 - [Faction] - Bluffs

  • 6.10 - [Faction] - Wastes

  • 7.1 - [Faction] - Badlands

  • 7.6 - [Faction] - Bluffs

  • 7.8 - [Faction] - Barren Fells

  • 8.6 - [Faction] - Bluffs

  • 8.7 - [Faction] - Bluffs

  • 8.9 - [Faction] - Badlands

Derek Jones

To Submit:

Post a comment with one hex and one encounter. You can submit multiple hexes and encounters in separate comments, but I'll try to give everyone a chance before looping back to the same authors. First come, first serve. 

Hexes

In the format:

#.## - [Faction] - [Landform]


Terrain: [max 66 char. including spaces. Describes the general features of the hex.]

Obvious Feature: [max 107 char. including spaces. Describes a specific feature: a village, a standing stone, a dungeon hint, etc. Something the PCs will find if they wander into the hex.]

Hidden Feature: [max 107 char. including spaces. Describes a hidden feature: a cache, a cave, a dark secret, etc. Something the PCs might find if they search or spend time in the hex.]


#.## refers to the row.column number from the hex map. If you don't have a specific hex in mind, leave this blank or use #.##.
[Faction] must be one of the following: 
Neutral, Kalawi Tribe, 
Researchers, 
Rust Monks, 
Protean Army, Pallid Knights.
[Landform] must be one of the following: Badlands, 
Barren Fells, Bluffs, Savannah, Wastes.

Factions and terrain types are briefly described in the PDF. Hexes take 6hrs to cross. They could be twenty miles of flat open ground or one mile of trackless wilderness. Don't worry about scale, worry about density of gameable content. Try as hard as you can to make every word or phrase capable of supporting an interesting session.
 

Encounters

In the format:
Omen:
[max 66 char. including spaces. The hint the PCs get if they move cautiously.]
Encounter: [max 124 char including spaces. The encounter itself with descriptors.

If possible, encounters should be related to the landform, not the specific hex.

Good luck!


2020/12/02

40k: The Moribundan 1st Armoured Regiment

 
"Congratulations, Tarn. You're being transferred."

Garrat Tarn goggled at the senior Commissar. "I am honoured of course," he stammered after a decidedly awkward pause, "but my work here..."

"Will be taken up by other hands. Here are the details of your new posting. You depart for orbit at dawn." Senior Commissar Rayth turned to the sideboard, neatly opened a bottle, and poured two very small glasses of amasec. "Drink up," she said.

After throwing back the contents, ruefully seeing a second drink was unlikely, and placing the glass on the sideboard, Garrat asked the question that had occupied every waking hour for the past three days. "Did I... do the right thing?"

"Officially, yes. Quite proper. An excellent shot too," Rayth said, with the first hint of warmth Tarn had ever seen from her. "Unofficially, he had connections in High Command. A good family name. More than one Lord-General at his name-day ceremony, that sort of thing."

Garrat exploded. "He was running towards the enemy shouting 'I surrender, I surrender' while holding the company map case above his head! There were a dozen witnesses and a servo-skull recording! Do they really think..."

"Yes, well, as I said, officially you were quite correct, but your continued presence would be a source of embarrassment to people who do not like to be embarrassed. Pack your case. Enjoy the journey. And try not to dwell on the past."

+++++

Six weeks in transit, on the Munitorium Supply Vessel Gracious Harvest. Six weeks to polish every button on his uniform, to trim his nails, to pace the floor of his cramped cabin, to walk the decks, to sleep, and to think.

Moribundus Prime wasn't, on reflection, the worst place he could have been posted. It wasn't anywhere near the front line of any major conflict. It was a subsector capital, so presumably there were decent amenities. He'd investigated the ship's dusty librarium, and found a few references to Moribundus Prime in a stellar atlas. Forests. Shallow seas. And, of course, Pendall Station, the subsector Battlefleet base, the great naval yard and orbital depot.

One thing puzzled him. The librarium had references to the famous void-regiments of Pendall station. The Fusiliers. The Fighting 9th, who, in their boarding-ark, had turned the tide at the Battle of the Twin Stars. Even the Pendall Station Patrol earned a mention. But as far as Garrat could tell, none of the Munitorium histories listed his new posting, the "Moribundan 1st Armoured Regiment", anywhere.

+++++

"I thought there were forests," Garrat shouted over the whine of the shuttle's engines.

The pilot looked at him with amusement. "What?"

"Forests. You know, lots of tree... things," he said, gesturing up and down and realizing, as he did so, that he looked ridiculous.

"No forests here. Just mud plains, far as the eye can see. Used to be forests, of course," the pilot said, flicking a few switches in an alarmingly nonchalant way, "but no more. Seas too. Long time ago. They called it a biosphere collapse, probably caused by something from the Hives. Everything went wrong. They summoned a Magos from offworld who fixed the air with some sort of tech-magic, but by then everything had changed. Strap in, sir. We're about to land."

The rain was light, slightly greasy, and exactly body temperature. It was as if the Emperor and all his Angels were spitting on him, Garrat reflected, then hastily thought less blasphemous thoughts.

"The bunker is up ahead sir," the pilot said, pointing at a dim amber light. "Try not to fall off the platform."

Garrat nodded, picked up his case, and stumbled forward. After any time in the void, planetary gravity was always a surprise. He presented his commissariat ident-card to the door's scanner, heard the vac-seals crack, and stepped inside.

The Comissariat Command Bunker of the Moribundan 1st Armoured Regiment was surprisingly crowded. Garrat had expected to be alone, or perhaps meet one other Commissar, but he counted five faces before someone thrust a steaming mug of recaf into his hands, took his case, and whirled him into an overstuffed armchair. "Everyone!" a voice bellowed six inches from his ear, "This is the new arrival. Well, don't just sit there like a stone. Introduce yourself."

Five Commissars, grimacing like carved grotesques, leered at him from the foggy corners of the bunker. He managed to say his name and had nearly finished saying his original regiment when one of the faces, so wrinkled both eyes were invisible, spoke. "What did he say?"

"He said he's GARRAT TARN, Commissar." the voice bellowed. "You'll have to forgive Commissar Colt. He's stone deaf."

"I am not deaf," the aged Comissar replied. "I only hear things of vital importance." He grinned, revealing a total of three teeth.

"I'm Commissar Naysmith.We'll manage introductions later. I'm sure you want to get some rest."

"Actually," Garrat said, "I'd like to get acclimatized first. See the regiment, meet the troops, that sort of thing."

"Oh them," Naysmith replied, still more-or-less at top volume. "You don't want to meet them. Not yet, at least."

"A shower of degenerate bastards," Commissar Colt agreed.

"It's all we can do to keep them in line. Endless morale problems, you see. Drinking and gambling, idle vice, selling Munitorium property, falling asleep on duty. No, you don't want to meet the troops. I'll introduce you to Tech-Priest Nudlock.

+++++

Tech-Priest Nudlock was six hundred years old, though it wasn't common knowledge. By carefully avoiding promotion and political intrigues, and never rising above the duties of caretaker, Nudlock had achieved perfect peace in service of the Omnissiah. A few scraps of flesh, around thirty percent original brain tissue, and a collection of esoteric glands and equipment filled a suit of archeotech power armour. Some Tech-Priest focused on weapons, or data acquisition, or adaptability. Tech-Priest Nudlock had decided survival and comfort were paramount.

"This is the new Commissar," Naysmith explained, propelling Garrat forward with a hearty backslap. "Show him the storage bays and tell him the regimental history. We usually dine at seven bells." With that, the leathery Comissar wandered off.

"This way," Nudlock intoned. The tour had all the solemnity of a ritual. As far as Garrat could tell, Nudlock was barely aware of his presence.

"The Moribundan 1st Armoured Regiment was originally raised as a service and maintenance regiment for the Moribundus Armoured Vehicle Proving Grounds. From M.37 to M.39, the Proving Grounds tested weapon systems rediscovered by the Mechanicus, repaired vehicles for reintroduciton into Imperial service, and performed comparative tithe-evaluations of vehicles from different worlds. Owing to the biosphere collapse event, the Proving Grounds have proven inoperable." Nudlock gestured at a map-mural depicting steep cliffs, gravel tracks, dense coniferous forests, and other challenging terrain features entirely absent from Moribundus' current brown-grey landscape.

"If you can't perform the tests, why keep the regiment? Why not deploy it elsewhere?"

"The Moribundus Proving Grounds are a.. convenient storehouse for both the Departmento Munitorum and the Mechanicus. Vehicles that might prove embarrassing can be safely sent here for testing. As testing cannot be completed under current climate conditions, all parties are satisfied."

Garrat went slightly purple. The nature of his transfer finally became clear.

"So the regiment has never seen combat?"

"Incorrect. The Moribundan 1st Armoured Regiment has deployed against crashed Xenos vessels and local labour-related unrest, with notable success."

Half-dead Orks and some unarmed mine workers. Not exactly a stirring combat record. Still, Garrat mused, it would be a quiet assignment. "Thank you, Tech-Priest. Please, show me the tanks."

The Moribundan 1st Armoured Regiment



I wanted to create an Imperial Guard army that was:
  • archaic, but not in the ornate gothic sense.
  • able to use some of my favourite Forge World vehicles.
  • easy to paint.
I also decided, both for cost and for fun, to work almost entirely with used models. Stripping, repairing, and repainting dozens of tanks wasn't quick, but it was very satisfying. Painting was extremely simple. There's a recipe at the end of this post.

It's been a long process, but the army is finally tolerably complete. Probably. Mostly. Unless I find a really good deal.

This article by apologist covers how to create a unifying concept for your own miniature army.

The Moribundant 1st Armoured Regiment is not a unified, coherent, well-equipped force. They've got tanks aplenty, but the tanks are all odds-and-ends or castoffs or forgotten designs, still in their grey storage primer. They might be dusty and slightly rusted, but there's very little battle damage or chipping.

The infantry is, thanks to the RT-era sculpts, very diverse. Most are armed with lasguns, but there's a mix of autoguns and stranger weapons in every squad. This regiment couldn't pass inspection on a good day. It's not 100% Oddballs, but there's an Oddball-equivalent in every squad.


The Artillery section consists of one massive Siege Mortar, based on the 1:35 scale Karl-Gerät kit by Trumpeter, but mounted on two Rhino chassis. It's utterly impractical for a 40k-scale game, but it makes a great terrain piece.

I have to Minotaur Siege Tanks painted, and I'd like to get a third to complete the section. I have one Armageddon-pattern Medusa, and I'd like to add two more.

Finally, I have one Hydra Flak Tank. I picked up three of these a few months ago, and they're either dubious recasts or very late production Forgeworld kits, as they need a lot of repair work.

The Tank Hunting section consists of one Shadowsword, one Malcador Primus (details here), two Destroyer Tank Hunters, and one Valdor Tank Hunter. The Shadowsword was converted to resemble the old Forgeworld resin kit, including a barrel lock, targeters, and round headlights. The hull weapon was scratchbuilt to match the Stormhammers.

The Destroyer Tank Hunter is one of my favourite kits, and I'm amazed that I managed to find two of them, including one that was new in box with original Forge World track guards.

In front of them, I've got a modified Macharius with a Stormhammer turret and a Macharius Omega.

Speaking of track guards, a fair number of Chimera-chassis vehicles have "original" Forgeworld track guards... that I cast myself using apoxie sculpt and a bit of plasticard. They don't look perfect, but weathering covers many sins.


Stormhammer Land Battleships
These were some of my favourite kits to build. They're Forgeworld Stormhammer tanks with Macharius turrets and sponsons from Blood and Skulls Industries. They can each carry 4 Demolisher Cannons (as shown) or 4 autocannons.

I wanted them to resemble pre-Dreadnaught battleships, and the ochre upper hulls help cement just how large they really are. They are more-or-less solid bricks of resin.

The Doomhammer tank (far left) required a fair bit of conversion work. The used Baneblade lacked upper tread plates, so I had to build new ones. It's a truly ridiculous concept; a Titan-sized close-range heat ray mounted on a tank chassis. Astute 40k addicts will note that the protective cage is flipped compared to the original design. This took a fair bit of delicate and nerve-wracking trimming.

In the upper right, I've got a Mars-Pattern Baneblade, one of the original Forgeworld kits. You can read about the restoration process here.

From back to front, left to right:
-Commissar Command Tank.
-Leman Russ Annihilator (with a turret converted from a Gryphonne IV turret and Predator lascannons).
-Leman Russ Executioner (Ryza pattern).
-Leman Russ Las-Plas (with a turret converted from an old Razorback).

-Carnodon Battle Tank
-3x Leman Russ with Battle Cannon

-Leman Russ Demolisher
-Leman Russ Incinerator (with turret converted from who-knows-what spare bits).
-Leman Russ Demolisher

I used only the old-pattern Leman Russ hulls and turrets. Because they are all rescued tanks, there's some variation in how the engines and exhausts were configured. The Demolisher on the lower right even has an old Ork buggy radiator, which fits the theme of archaic equipment.
I can also swap out the turrets to make
-3 Leman Russ Vanquishers (Stygies VIII)
-3 Leman Russ Executioners (Gryphonne IV)

The Logistics Section includes a mix of odd vehicles. I've got an Atlas Recovery Vehicle in the top left, and a converted Chimera-hull recovery tank in the top right.

Then, I've got a converted Sentinel Shell Loader. I'd like to pick up 3 more logistics Sentinels to make an even 4, but the original Sentinel Powerlifter has been out of production for years.

The Trojan Support Vehicle is another classic kit with limited practical use. I was lucky enough to pick up two searchlights (magnetized to swap out for a crane). I have a second Trojan in the works, and I'd like to add some sort of mobile field hospital or field kitchen as a third vehicle. If you've got the Imperial Army and the Imperial Navy, why not the Imperial NAAFI?

Tech-Priest Nudlock, assisted by some hapless goon, command the Logistics Section.

The Moribundan 1st Armoured uses modified Centaur Artillery Tractors as light tank hunters. They operate in a pair, usually supporting a Salamander Command Vehicle, which acts as a spotter and directs artillery fire.

I have two trailers; a modified fuel tank from a Malcador Infernus and a very rare and delightful find, an Imperial Power Generator.

The Regiment uses 3 Hellhounds, though not with any degree of enthusiasm.

2 Cyclops Demolition Vehicles in the bottom left are slightly worrying additions to the force.

Mechanized Infantry Squads

3x squads of 12, each with a medic, a sergeant, and two heavy weapons. The models are a mix of Rogue Trader era plastic and pewter.

Behind them, I included a Vulture Gunship just for fun. It's not technically part of the regiment, but it's such a lovely kit.

Heavy Infantry Squads

The regiment's Dracosan Armoured Transports are reserved for assault troops. The first squad on the left wear gas masks (chem-injectors) and carry autoguns. They're converted from  Sicarian Ruststalker heads, Genestealer cult arms, and Rogue Trader legs and torsos.

The central squad is an all-pewter penal squad equipped with exploding collars. There are two human bombs in the front row.

Service in a penal squad of the Moribundan 1st Armoured is not as fatal or as permanent as with some other regiments. Being shaved, losing your sunglasses and helmet, and being forced to drill while wearing an explosive collar (especially when the Commissar holding the button is prone to fits) tends to reform even the most hardened reprobate.

I'd like to include a 3rd squad consisting of 12 bolter-wielding Rogue Trader era pewter models, if I can find (or make) enough of them.

On the far right, the regiment's Commissars are assembled in front of their dedicated Rhino transport.

Four pewter Egg Sentinels count as Scout Sentinels, while four more modern (but still long OOP) pewter and plastic Armoured Sentinels fill out the regiment's rapid response core.

In the front of the image, I've got a squad of Ratling snipers.
Command Squad and Psykers

The Regiment's Command Squad is not too fancy, but the glow of a rare plasma pistol helps the Colonel stand out.

Behind him, a squad of pallid Psykers are kept in check by two menacing Bludgeoners. The Pskyers are all RT-era sculpts, but I swapped a lot of hands and arms to avoid giving them too many weapons. The Psykers attached to the Regiment are allowed to select their own uniforms, and take some pleasure in one of the few freedoms permitted to them.

The Regiment's Ogryn Auxilia are transported in an ancient and tempermental Land Raider.

And finally, the Reigment's one Land Speeder, used (in theory) for scouting and flank attacks.

Vehicle Painting Guide

-Prime grey. I used GW's Mechanicus Standard Grey for most of the models, then switched to an identical airbrushed primer.
-Pin wash with a dark brown wash (GW's Agrax Earthshade).
-Drybrush with a light grey (GW's Dawnstone).
-Paint metal (GW's Leadbelcher).
-Wash metal with a 1:1 mix of Agrax Earthshade and Nuln Oil.
-Paint cables, lenses, and details.
-Paint regimental marks (GW's Blood Angels contrast, GW's Averland Sunset, black).

Weathering
-Paint treads, and drybrush areas of the hull, with a light brown (GW's XV-88).
-Wash treads and lower hull with watered down Typhus Corrosion texture paint, making sure to add splash marks.
-Coat treads in a thin layer of Vallejo European Mud.

2020/11/29

Sci-Fi: Space 1977 - An Analysis of Failure

 
I decided to revist my Space: 1977 setting idea. You should probably read that post first, but in brief, the idea was to combine every Star Wars knock-off film produced between 1977 and 1980 into one gloriously terrible space opera setting.


The Systems That Slip Through Your Fingers


I usually use Fate Core for Star Wars games. It's trivial to hack and emulates the genre fairly well. Money, weapons, etc. are sufficiently abstract in Star Wars.

But for Space: 1977, I also wanted to try writing a Troika! hack. Daniel Sell claims that Troika! is the greatest game of all time and will cure acne, wash your dishes, and teach your cat to play fetch. I've always found Troika! a little light for the kinds of D&D-type campaigns I enjoy, but for Space: 1977, where I anticipated more background-driven one-shots than long campaigns, it seemed like an idea fit.

(Also, don't tell anyone, but Troika and Fate Core are very cross-compatible. If you use a harmonized Skill list, Troika! backgrounds become a list of Aspects plus some suggested skill point assignments.)

I managed to put together a fairly tidy 7-page rules set. You can read it here. I had started to write the backgrounds when creeping doubt set in. Something was wrong. I'd missed a step.

The Vital Question

"The world is a cube with eight suns and twelve moons, and the names of the months are determined by..."
    "Ok, but..."
"And the Elves, except they're not called Elves they're called Drothgr't'zel, they have a secret plan to..."
    "Ok, but..."
"The head of the Colledge Arcanum is named Baxalwurda, and..."
    "Ok, but what do the PCs do?"
"What do you mean?"
    "I mean, what do the players characters do in this setting? How do they interact with any of this stuff?"
"Oh, I guess they explore dungeons and fight goblins."
 
"What do the PCs do?" is the core question of any setting. When you're doing worldbuilding, unless it's for a novel or pure fantasizing, you should always focus on how the material you're creating will interact with the players at the table. There's no need to map continents they will never visit, list the history of long-lost kingdoms, or invent names the PCs will never learn.

You can still do those things, of course, but there's no need to, and in a world with finite time and energy you may want to devote your time to other projects.

Space: 1977 is an interesting concept, but what do the PCs do?

A typical Star Wars game has the PCs acting as explorers, traders, scrappy smugglers, morally ambiguous participants in a larger conflict, unlikely and accidental heroes, etc. They are involved in a real world. It's fictional, but it follows certain rules, and there's plenty of room for new stories.

Space: 1977, because of the incoherent and often farcical source material, doesn't leave a lot of room for more than one type of story. You can tell the story of some unlikely heroes who gather and defeat the bad guys... but that's about it. No other modes of play feel sufficiently supported by the setting material.

The constrained setting introduces new challenges for a GM. If a GM wants to introduce a city in the clouds as an adventure location, is that a forbidden idea from Star Wars: The Empire Strikes Back, or just a plausible in-genre development?

Finally, the level of care put into the films are just too different. Disbelief can only be suspended so far. Any attempt to harmonize the background material from the films of Space: 1977 runs into insurmountable problems. There are areas of overlap and areas of stark contrast, areas where a director clearly thought about an idea and areas where they clearly didn't.

Telling interesting space opera stories using Space: 1977 was actually harder than not using it, and produced less interesting results. A good setting should feel full to bursting with interesting hooks. Every post Arnold makes about Centerra, for example, feels like it has hooks for the PCs. Every line I wrote about the Space: 1977 setting felt like I was blunting a hook or closing off an interesting avenue.


Lies, Damned Lies, and Sales Figures

Continuing to write rules and setting material for Space: 1977 feels counterproductive.

I could continue to write the Troika! hack. Writing backgrounds isn't particularly difficult. I could finish it, get some art, and publish it... but then I'd need to tell people it's good, that it works, and that it's the best I could make it. That would be a lie. Not because of the core system or the work I put in, but because the entire basis of the setting is flawed.

I can make a Space: 1977 book appealing to a reader, but I can't make it appealing to a GM. Sound fiscal practice be damned, I'm not publishing anything I'm not 100% happy with.

So, what's left?

Interesting Things

Space Feudalism

The various Empires in the films seem to dominated by one central charismatic figure, with a small cluster of loyal retainers, and a large (but not insurmountable) number of uniformed troops. They demand tribute, accept pledges of loyalty, and conquer by treaty and light occupation, not by extermination.

The Galactic Empire from Star Wars: A New Hope has a substantial fleet, a giant battle station, and a regimented and fully organized military command structure. They seem to be doing fairly well, as far as Space: 1977 empires go. It's important to note that the Death Star's purpose is to keep the outer systems in line through fear. Very feudal; direct control is impossible, and, with the senate abolished, voluntary participation is curtailed.

The Empire
of the First Circle of the Universe from Starcrash. Presumably there are other circles of the universe and other empires, or the title is just grandiose puffery. The villain is a rebellious Count. They have machine operated justice system, prison planets, and some form of Imperial bureaucracy and state police. When the Emperor fakes his death, he says [the Count] "thinks our armies have dispersed without a leader." Imperial power is, effectively, personal power.

The Gavanas Empire from Message from Space just wants a beautiful planet on which to build a palace. Emperor Rockseia XXII is a bizarrely honourable and poetic character, a sort of Marcus Aurelius in space. Sure, he'll massacre a planet's population and blow up the moon as a show of force, but he won't massacre all of them, and he'll ask politely for a negotiated surrender. Even in a dream sequence, he isn't threatening, just factual, and even scolding. "You do love her. She will die, and you are to blame." He keeps demanding the protagonists surrender and promises no harm will come to them, and he might actually mean it. He's got them at gunpoint. Why ask, if it's not important?

The Cylon Empire from Battlestar Galactica is rarely seen, but also controls tribute-planets, produces substantial space fleets, and manages civilian life.

The Malmori Empire from Battle Beyond the Stars is limited to one tribute-extorting ship. The rest of the setting seems fairly lawless. The Draconians from Buck Rogers in the 25th Century seem to be another roving band of tribute-seekers, or at least a delegation from a larger empire.

We don't see a specific named empire in The Humanoid, but the power struggle is between two brothers, and there are queens and nobles aplenty.
Similarly, Escape from Galaxy 3 features many warring kings.

Space, it seems is awash with petty kings and collapsing empires. A charismatic figure rises, produces some uniforms, pays troops, and carves out a transitory empire that collapses within a few years. Any old soldier in Space: 1977 probably served under half a dozen different empires, warlords, or adventurers. Planets explode on a regular basis.

The Table of Distinguished Actors

One potential Troika background was called "Distinguished Actor". You were the venerated actor brought in to lend the production some credibility: Alec Guiness or Christopher Plummer.

It was fairly easy to do a data pull of award-winning actors who were between 45 and 75 in the years 1977 to 1980 (and therefore accessible to the directors of Space: 1977). But how many of those actors were recognizable to people in 2020? Not many. And would a sleazy B-movie director in 1977 realistically cast a woman in a "distinguished actor" role instead of spending the money to hire Corinne Cléry or Barbara Bach?

Casting wider net, including actors who might be called in to a film made in 2020, helped a bit, but there's another issue. I don't like placing embodiment restrictions in RPGs unless it's interesting, and the resulting tables, no matter how I sourced my data, looked remarkably monochrome.


Final Notes

If anyone wants to adapt or finish off the Space:1977 Troika! hack, feel free to. There are a few interesting ideas in there that I might revisit one day, but probably not in this context.

Always keep the vital question in mind. What do the PCs do?

2020/11/22

40k: HamWarmer 24.5 - Tyranids (With Photos)

The swarm grows!

I've also finished the Faction: Tyranids (v0.1) book for HamWarmer 24.5. That's 2 factions and the core rules done (and indexed here). Check that post for updated versions.

Tyranids are a curious faction in 40k, rules-wise. Every Codex author seems to take a different approach. Points costs, abilities, and stats swing wildly. A Lascannon is a Lascannon, but nobody seems entirely sure what any given Tyranid thing is, or even how certain units should function.

I've tried to write an interesting Synapse ability. Tyranid units need to stick fairly close to a Synapse creature to be carefully controlled; outside Synapse range, they more-or-less need to be steered. Dismantling an army by targeting the Synapse creatures, then driving off the survivors.

As usual, points costs will be adjusted as testing progresses. With the Faction: Space Marines book, I'm fairly confident on basic infantry and wargear costs, but less certain on the powerful vehicles. With Tyranids, it's the opposite.




Painting Recipe:
Started with a black basecoat, did a zenithal highlight in white. Didn't end up showing much, so you can probably skip it. The chitin is Vallejo 71.023 (Hemp), the carapace is Vallejo 71.075 (Sand Ivory). Both were highlighted up with the same colour and a few drops of white. Didn't mask anything while airbrushing, so there's a bit of overspray in a few places, but I can fix it while doing final brush highlights.

Then, models were inked with Vallejo 73.300 (Sepia wash). It's not my favourite, but it's cheap, it covers well, and it can dry in interesting shades (from yellows to reds) depending on thickness, so it's good for adding some variation.

After a final drybrush (still testing colours) and some fleshy details, and a bit of light basing, they should be done. Will adjust this post to include final paints.
 

Bonus: Patreon  Project

I'm thinking of running a "Select-Thy-Own Disaster" story (or series of stories) on Patreon, where the Patrons control (by voting) the actions of a small group of probably-doomed characters. In-person gaming has been difficult due to Covid, so this feels like a decent substitute. Plus, I get to show off my appalling painting skills! Yaaay...


And here's a sneak peak at the "set", or at least, part of it.

The terrain (like most of my terrain) is painted with just 5 colours: Black, Ivory, Ochre, Burnt Umber, and Burnt Sienna. All cheap artist acrylics. Oh, and a bit of metallic silver, but that's just for accents and doesn't really count.

After priming black, I highlighted the centre of each square (and various panels) with ivory, using the airbrush. I then applied a random mix of burnt umber and bunt sienna using a large brush (dipping one side in one paint, the other in the other, and smearing them to create an uneven pattern), and carefully thinned it across the whole board.
Doors and central chevron areas were taped off and painted with ochre, then stenciled with ivory.

Once that was dry, I applied a wash made from burnt sienna, tap water, and a drop of dishwasher anti-spotting liquid to decrease the surface tension. While that was drying, I applied smaller washes with black and burnt umber.

The whole process is very quick. With highly detailed and textured terrain like this, you can let the structure tell the story. I feel that terrain shouldn't dominate a scene, so picking these relatively muted colours, and applying them consistently across several projects, lets my miniatures stand out... for better or for worse.

Anyway, stay tuned for more news and something resembling a release schedule.

2020/11/12

40k: Towards Better Rules: HamWarmer 24.5

White Dwarf 187

Warhammer 40,000 exists in a weird gap in the wargame spectrum. There are excellent skirmish games, and excellent large-scale battle rules, but very few rules for large battles at the 28mm scale. There's probably a reason for that.

A skirmish game can take an RPG-like approach to each model. Rules can be complex and detailed because they don't need to be used very often. When you're tracking a grand total of 12 models, all sorts of rules become viable. There are some great skirmish games out there, including:

Large-scale battle rules can group units (or platoons, or divisions, or entire armies) int convenient bundles. Tracking individual models is less critical.

But at the odd scale of Warhammer 40k, every model has to count. Any rules for 40k have to go from the platoon level (e.g. a character, two squads, and a tank) to the army level (massed infantry, monstrous units, giant walkers, etc.), and deal with normal humans and walking demigods. Every model needs to stand on its own. You can't treat one squad of 10 with a single profile.

There's an OSR-type movement in the Warhammer community too. Some people are perfectly happy with Rogue Trader (for good reason; it's fun!), and some more are working on hacks of 2nd Edition. There's a dubiously legal "Warhammer 40k 2nd Edition Battle Bible" floating around out there. Project Anvil is another 2nd Ed hack. It's all very exciting.


In fine DIY tradition, I've made my own hack. Introducing:

HamWarmer 24.5

HamWarmer 24.5 (PDF) is vaguely based on Warhammer 40k: 9th Edition (free PDF), with some rules borrowed from older editions or entirely invented. It is non-commercial, unprofessionally distributed, hastily made, entirely unofficial in every way, and completely free. The current PDF is 9 pages long.

Currently, only the core rules are complete, but I'll be adding faction rules and scenarios in short order. Expect this blog post to change rapidly over the next few months.

HamWarmer 24.5 is intended to be a hobbyist-friendly rules set. If you've built it and painted it, chances are there will be rules for it... eventually. I'm going to work on the factions played locally first, then work on the others.

Making the Sausage

Rules burnout is real. Games Workshop produces new rules on a regular basis, and once you've read enough rulebooks you stop caring and lose interest. Patterns emerge. Every time a new edition is released, some units - usually something newly released - become absolutely vital. In the next edition, they get "fixed', and the cycle repeats. Lovingly painted units are supplanted or deleted. Rules grow as every unit, faction, and subfaction gets mechanical differentiation.

Great games come from consistent choices in the same direction. Inconsistent choices result in terrible games. Games Workshop has a number of competing priorities when it comes to writing rules.

  • New units have to be at least as good, or better, than existing units, or no one will buy them.
  • Old units need to be supported. With 30 years of rules out there, there are a lot of legacy units.
  • The rules must be compact and simple. Otherwise, no one will run the game.
  • The rules must be formal, incontrovertible, and cover all cases. People will find loopholes and use them. Here's a compilation, written in a peculiarly unappealing style.
  • Patching or fixing rules was (and to a certain extent, still is) a difficult process.
  • The rules must support past assumptions about Warhammer 40k. Certain weapons and units have values that feel right; change them too much and the game might stop feeling like Warhammer 40k.
  • Only six-sided dice can be used.
  • The game's scale is 28mm heroic. One dimension of the battlefield cannot be larger than 4' (see below).
  • Rules cannot be written simultaneously. Some factions will get rules before other factions, leading to balance issues.

Luckily, I can avoid a few of these problems. I can't avoid all of them (or the game wouldn't be Warhammer 40k), but I can write rules and patch them daily (if needed). I don't need to make them perfect, just good enough for casual play. I can write them all at once, fixing units from one faction as I write rules for another faction. I don't need to sell models, take photographs, write lore, grapple with the implications of the setting, or pay anyone.

I can also playtest continuously and adjust rules based on feedback, without needing to write from a position of supreme and unquestioned authority.

Oh look, express written permission. ;)

Major Changes

These changes will only make sense if you're somewhat familiar with Warhammer 40k's published rules. Feel free to skip them.

  • Alternating Activation. Instead of one player moving, shooting, and charging with all their units before the other player gets to act, players take turns in every phase.
  • A revised to-Wound chart. In 9th Ed., all units can damage all other units, leading to an arms race of more shots, higher damage, and wound negation.
  • Movement-based Morale rules.
  • Templates! They're inconvenient but fun.
  • Vehicle facing returns. In 9th Ed, vehicles can fire all their weapons in all directions, leading to some very odd situations. In this hack, flanking a vehicle is important.
  • No Flyers (as in fast aircraft). The models are great, but the rules just don't work on a small battlefield and they always tip over.
  • No Command Points, Stratagems, Formation Bonuses, Power Cards, or other cruft. I'm going to try to avoid extra rules systems.
  • Points values will be based on 3rd-4th edition. I'm working on tabulating and tracking them in the background. Far too boring for a blog post.

PDF Links

Links will be added as PDFs are completed.

White Dwarf 318

Side Note: 40k Scale Battlefields

I've run some tests. Asking people to bend over their kitchen table and take photographs is surprisingly easy; apparently everyone's bored during lockdown. A 5-6' tall human bending over a waist-high table can safely reach about 2'. They can look directly down at anything closer than 1', maybe 1.5" if they've got a long neck.

Therefore, no matter how long the board is, it can only be 4' wide.

GW's 28mm scale is a bit wonky (and wargaming in general compresses distances and scales for the sake of convenience), but let's say a 6' character gets a 1.25" tall model. 6' real scale / 1.25" game scale = 4.8' per 1". A 4'x8' (48" x 96") battlefield, the largest most people ever use, is therefore approximately 230' x 460'.

The outer red square is a 4'x8' board. The inner red square is GW's new 44"x90" minimum-maximum size. The smallest red square is a 2'x2' skirmish board. Boards are compared to Warhammer World in Nottingham, a Walmart in Gary, Indiana (selected because it's exactly north-south aligned), and Hill 937.

You can argue about the model-scale to real-world-scale conversion factor, but even if I'm off by 50% or more, you can see that the battlefield doesn't scale up to anything like a realistic size.

Some Titanwalk events (where people bring their superheavy war engines like toddlers to a playdate) use the floor of a convention centre boardroom as the battlefield, but that doesn't really work for tiny plastic models. It works fine if you're using prepainted lead soldiers, but delicate plastic figures are likely to become expensive caltrops.


So no matter how epic your battles may be, remember that they're effectively a pub brawl on a Saturday night.