Thursday, April 28, 2011

Dark Heresy 24_4_11 Game Log: Badab-Koronus macrocannon run

I thought I would start a game log. Players are welcome to add info. Because this is meta-game, rules, meta-data will be added. In game material will be in a different font.



After some discussion the Cunning Plan's crew scanned the local system (Bellephron's Fall) and identified Tritium and Kernite on the moon of the 3rd planet (a gas giant). The inhabitants (90k of them) are 40% stable mutants- abhumans, somewhat furry with thick skulls, they have the innes-salient look(ref. innesmouth) They described themselves (the shan'sar) as Freemen but apparently technology had been restricted to palaeolithic era. Negotiations with  the freemen resulted in Magos Spirit descending to the surface and using his hull-breacher in combination with charge-powder from the macro-cannons for mining. The lack of experience with demolition and mining in general resulted in some dangerous explosions but the Magos's massive machine frame was un-damaged.


The resultant mining reached the Kernite layer, some 250m below the surface. Kernite in it's raw form is crystalline and milky, sometimes shot through with purple. It has been worn by the shan'sar as jewelery, being only accessible from the surface via deep crevices at the poles. Tritium is an oily brown carbon material prone to releasing  vapors that can explode in the presence of flame. It is traded with imperium profiteers who ship it to Karthan refineries for the manufacturing of promethium,  various plas and crete materials.


The dust from the large scale mining of Kernite proved toxic however the shan'sar were happy with the revelation of great vaults of the material.  The explorers culled herds on the nearby feudal world of Bellephron IV for the shan'sar to feast on and constructed hab units of   white plas-steel for the workers to live in. With their hulls full of kernite the explorers departed the system for Baraspine. (21 weeks successful mining endeavor)


The navigator, having glimpsed the mind shattering truth from beyond was unable to plot a clear course to Baraspine. His previous notes made months before were strangely indecipherable to him. The voyage was long and several weeks in the gellar fields flickered...


At first it appeared that nothing had gone wrong. Later members of the bridge crew reported that a vessel had appeared on sensors, running parallel to them in the warp. Cautious of any sensor reading in the warp, the Navigator was sure that the lost cruiser "archangel" was within reach. The tech priest however observed a machine spirit flitting between cogitators on the bridge. Using tech-reconsecration rites learnt from the Exorcist Stormraven's  data-stacks and it's mono-servitors the tech preists isolated and destroyed a daemonic meme-virus.


 More to follow. Man, this was a long session! (from a plot/detail point of view) I have located a ship building excel spreadsheet.
by this guy http://rtrpg.blogspot.com/ who is obviously ship crazy :p
Crazy Cool. 



Friday, April 22, 2011

More on Dark Heresy

I am half way through a digital version of "Rites of Battle". It's fairly obvious that marines are going to be tough, but there are rules here to make marine heroes absolute killing machines. There are also rules for the different marks of armour and single marine kill teams..
Some of the gear is a bit over the top.. like warhound titan rules!
I also have some great detail on Watch Fortress Erioch and the Tower of Brass, the local Inquisitorial Enclave
:)


Lots of fun.
I have digested Cameron's email in relation to the "where to capn'" post. I was thinking I should put it up as a comment.
I have also been reading "carnage amongst the stars", which has some pretty cool inspiration about going to exotic places and killing the locals.

Wednesday, April 20, 2011

Not enuff dakka


One problem that has concerned me from early on in Dark Heresy is the lack of damage dished out by basic weapons. Without worrying about the issues of hitting being converted from d6 to %
- guardsmen with 30 Ballistic skill effectively hit on average once using semi-auto 40% of the time unless under half range, where they get 60%.

So i did the maths based on the following premise. The wounds are probably under estimated, but lets assume fatigue, un-healed wounds and the like drop them back a little.

Imperial guard, 10 Wnds, 3 Toughness bonus, 4 armour
That means a lasgun should be doing 1d10+5 if it has a penetration of 0.

Marine, 14 Wnds, 8 Toughness bonus, 8 armour
This means that a boltgun should be doing 1d10+7 with 4 penetration.

This also means that the bolt gun is going to have a better than 70% chance of taking out the guardsman. The problems are- 1 deathwatch gives every marine 19+ wounds, but you could argue they are deathwatch.. and the players expectations are already scaled. Hmm.

I think the biggest issue is how much tougher the marine is in the rpg than on the tabletop. That isn't a real problem but it makes scaling other stuff a bit tricky. And it means fighting a sea of orks is impossible. Which is a shame :p

Anyway, I think there should be a bigger gap between pistols and basic weapons, so i might experiment with these stats for lasguns and boltguns. I think I 'll leave special and heavy weapons as they are. I might increase vehicle mounted heavy weapons so they do appropriate amounts of damage but I'm happy with the hand held ones at the moment.

If anyone has any thoughts feel free to make comment.

*edit. Apparently a spacemarines bolt gun does 2d10+5... as opposed to, what? , a normal person's boltgun which is stuffed with party crackers?

Monday, April 18, 2011

The Lure

I spotted this,








I like how fantasy flight always has tasters.. it's just sometimes is quite a few months till they hit the shelves . I can't wait!Again!

I have Battlefleet Koronus. The only bad thing about all these supplements is that you need a compendium to keep track of them.


Sunday, April 3, 2011

Dark Heresy Threads, Which way Capn'




The following are threads that folks playing the dark heresy campaign might like to keep in mind (i'll add things here as they come up):







The Cunning Plan in outer system orbit of Mara
Now making it's way to Bellapheron's Fall

The Cobra class Destroyer mostly buried in the swamps of Grief

The Dauntless class Cruiser floating with the remnants of the previous group on the driftward side of the calixus sector

The general imperative to hunt heretics beyond the edges of the Imperium as described by Korbas Aquirre and Captain Raul of the Carchardon Astra

What has Inquisitor Frain requested assistance for?
Investigate the withholding/redirecting of tithe by the Astral Claws, Lamenters and Mantis Warriors

What ruinous end may come pass now that Haarlock has been banished?
Perhaps an inquisition without a common goal that ignores the forces disturbed by Haarlock falls prey to the Slaugth.

Discussions on Rolemaster


After a detailed look and some discussion it is apparent that a "traditional grim and gritty" warhammer world will not do for the sorts of character folks are likely to choose.

In short we are looking at Murlocs, skaven, blood elves, werewolves, a few other sorts of elves and maybe undead. So in a rich anime environment this is fine but not in a quasi-realistic one.

The advantages of taking an existing enviroment is that you don't have to draw maps, build cultural history and the players have reference material that the GM doesn't have to create- the dis-advantage is that there are pre-conceptions about that world, baggage if you like.

So I'm hunting for alternatives. Reasonably friendly (?) worlds with plenty of background and maps but not to restrictive. Fantastic maybe?

Friday, April 1, 2011

World Eater Legion


Prologue:
I guess part of the question is why? And the answer is something like- "i don't like the lack of flavour in the current khorne / world eater armies" I think they should be more legion like and less like rabble. And that some of the great themes suggested over time should be followed through on.





HQ
Daemon Prince with Mark of Khorne
Bloodthirster
Ravager Champion with Mark of Khorne
Legion Captain

Elite
Company of the Chosen: Beserkers that may take jump packs and blind grenades (smoke launchers for troops), subject to rage
Terminators: could have mark of khorne and be upgraded to aspiring champions
Dreadnoughts
Bloodletters

Troops
Tactical Chaos Marines, 8 man squad
Berserkers
Blood slaughterer (max 1 for every tactical squad)

Fast Attack
Tactical Chaos Marines with Jump Packs
Bikes
Fleshhounds
Slaughter-fiend

Heavy Support
Devastator Marines, 8 man squad
Obliterators (max 1 for every devastator squad)
Cannon of Khorne (possessed vindicator)
Land raiders
Predators


Cauldron of Blood (possessed redeemer landraider)


Really the style of the army is dictated by the assault method:
Drop- Jump-packs, flyers, pods, teleporters
Gate- Daemon engines
Space Hulk- Daemon engines, mounts
Planetary Landing- Rhinos, Predators, Land Raiders

You could do this reasonably effectively with blood angel rules - but how would you differentiate death company stand-ins from vanguard from sauguinary guard etc Too messy. They have particular styles and that needs to be respected.

Drop:
HQ:
Winged Daemon Prince
Legion Captain with jumpack and beserker guard
Terminator Armour Legion Captain
Ravager Champion in Drop Pod with Beserkers

Elite
Terminators with Mark of Khorne (8 man unit for
Beserkers with jump packs
Dreadnought in drop pod
Bloodletters

Troops
Tactical Legion in Drop Pod
Tactical Legion with jump packs
Beserkers in Drop Pod

Fast
Hell Blade Attack Aircraft
Flesh hounds
Possessed in Drop Pod
Blood Thirster (deep striking)

Heavy
Devastator Legion in Drop Pod
Obliterators
Hell Talon Bomber
Soul Grinder


Not a stand alone Carcharadon force


Just found out they use SpaceWolves rules as a their variant on Vanilla. Bleh. i thought it was black templars. Never mind. The Exorcist's as greyknights is cool though...maybe use excorcists in red with runes armour for the base marines

Thoughts on 40k


I'm putting these here for lack of somewhere else..

Anyway.
Armies that I have components of that I would like to finish some time:







Terminator Strikeforce

Rules: Dark Angles. Deathwing, terminators only

Now the rules for this are "deathwing using belial" but this is fairly boring- especially if you are going to paint 30-33 terminators.. So it is an accumulated strike force representing terminators from multiple chapters. The improvement in cyclone launchers, the abuse of thunder bubble, a chaplain, multiple attacks and feel-no-pain (for one unit), maybe a librarian if using apocalypse.
It's probably a bit painful for some armies, the mixed terminators are only so good on their own. A good player will own this but it will be fun anyway.


Gunline Great War

List using Tourney capable rules (would require some "counts as"):
http://metagothic.blogspot.com/2011/04/gun-line.html

Rules: Imperial Guard. Infantry Platoons, Conscripts, Heavy artillery on wheels and drawn by horses, light horse (rough riders). Would require consent due to forgeworld rules

Fielded in it's true form- as a heavy immobile artillery line supporting hordes of infantry with some small artillery (field guns) and the occasional heavy machine gun or sniper rifle it's probably a recipe for disaster. But it'll look cool. and if you win it will because you brought murderously heavy guns down on the enemy. Hoo-rar. Uses standard imperial guard army with forgeworld immobile guns if folks allow them. Steel legion models, with a little work pretending to be WW1 germans. Some forgeworld stuff to be bought.
The lack of ability to field this in it's true form is what has held me back from buying gun carriages etc. The gas-masks on everything including the horses is what spurs me on!


Harlequins, dance without end

Rules: 3 troupes of harlquins then I'm stuck. Dark eldar have the raiders, eldar have the other models which would look good

Dark eldar list heavy with Harlequins? Still haven't worked out a way that is thematic, interesting and has the faintest chance of being successful.
What I'd like is harlequins on raiders, wraithguard, jetbikes and some pirates or patsies for cover. Maybe the eldar list is closer, but a raider would look way cooler than a wave serpent with harlequins all over it and done up with bunting etc. I'm not 100% sure it would even work to put Harlequis in raiders because the amount of incoming fire would be huge and the Shadow Seer abilities provide some resistance to that. So I guess some anti-tank provided by raiders who will soak up fire. The problem is I don't see anything left at the back of the field to hold ground.
More head scratching to follow.


Ultra Heavy Mechanised Infantry

Rules: Chaos Space Marines or Space Wolves or Black templars...

This is a Landraider heavy list- each troop choice is a troupe- a mechanised unit in a landraider. Might work better using spacewolves instead of Chaos, or even black templars, allowing heavy armour and power of the machine spirit to bolster the effectiveness of 4+ landraiders, or I could just go with the super cheap chaos ones. Obviously orks will hate this list and lance and melta heavy lists will eat it for breakfast. Even nastier thought- space wolves with land raider achilles for the wolfguard. I think of these guys as renegades and paint them in a modern military green with iron warriors insignia. Sort of like red corsairs from an iron warriors base instead of an astral claws base.


Lamenters

Rules: Blood Angels- must be able to deep strike

I like these guys- fleet based marine chapter. But I might have to paint a second fleet based chapter- the carcharadon astra. Anyways the lamenters are blood angel related but without much "death company". My take on fleet based means limiting myself to units that can deep strike with some minor footbased exceptions So:
Chaplin boss with jumpack
Terminators
Sternguard (as deathwatch)
Sanguinary priests (reputed to have a lot of them)
Tactical squad with drop pod
Assault squad- love the 1st edition jumpack marine art
Land speeders
Land raider
Dreadnought
Stormraven
Devastator with drop pod

Considering my hankering to try Carcharadons I might only get one of each of these units done although i already have 2 units of tacticals spray-painted.


Hive fleet Giger

Rules: Tyranids

The idea here is as much "acid for blood" "implant attack" and "crazy psychology impacting stealth" as possible. ie, Aliens. (mostly without shooting)
I have had fun with genestealers including their brood lords before. I guess the real question is- do I want to do away with rippers? Who would have thought that 6 troop choices was the issue..!
the build here would be something like
HQ: Tervigon, Parasite of Mortrex
Elite: Deathleaper, lictors
Troops: Rippers, Termagants, genestealers

Undecided- Zoanthropes and "Old One Eye". The termagaunts aren't perfect having missile weapons and all, but the Alien Queen egg-sac dropping Tervigon conversion is just to good to pass up
I like the look of the Zoanthropes- very giger, but they don't fit the feel. Hmm. Maybe with the right powers. Maybe Old One eye in Heavy to give a bit more stiffness to the synapse issues and paint him up as the hybrid in alien 4.


The Captain's Compliment

Rules: Witch-hunters

This is basically an assembly of the minis from the Rogue Trader//Dark Heresy game I GM.
There is a core around the Inquisitor - so warriors, mystics and such, a death cult assassin and buddies, techpriests, Adeptus Arbites Squad and naval crew of various levels of proficiency. Various landers and shuttles. Maybe with spacemarine support if they are lucky but certainly with orbital bombardments.


World Eater Legion

Rules: Chaos Space Marine or Blood angels

The truth is that you can field World Eaters, as described in slaves to darkness, almost exactly,. using the Chaos Space Marine codex. It would be crap but you can do it. It would be way too expensive for what it does. The only thing you couldn't do would be give your company of the chosen jump-packs. (These are not "chosen" as described in C:SM rather assault marines with the mark of khorne) Beserkers with jump packs and blind grenades. Nasty.
You also get really crappy generic demons instead of khorne ones. Hmm. Make a custom codex- one of those ones that gamesworkshop are surprised we don't make more of... yep excellent idea, except no-one could be bothered playing you because it's not practice for tournaments.


Related Posts Plugin for WordPress, Blogger...