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

Tuesday, June 21, 2011

Black Crusade / Broken Chains / Free RPG Day

This past Saturday was Free RPG Day, and my local game store asked me to run a demo in their store of one of the free modules they'd be giving away. Sounded like fun, so I signed up to run the introductory scenario "Broken Chains" for the upcoming "Black Crusade" RPG.

Before I dive in to what I thought of Broken Chains and Black Crusade, I'd like to take a moment to thank Greenlake Games. They were really invested in the whole Free RPG Day concept. They had tons of product to give away, and packed gaming tables into every square foot of space they had available. They were especially nice to us GMs. I walked home with a stack of freebie adventures, a commemorative d6, and a coupon for 25% off my next purchase and a free Iron Die. Very cool of them.

Now on to Broken Chains and Black Crusade...  
  • SPOILER WARNING - Plot points of the adventure (as well as mechanics of the game) are discussed below. Read at your own risk.
Black Crusade is the next iteration of the ongoing Warhammer 40k RPG. This version is from the point-of-view of renegades of Chaos. 40k has always had a thing for anti-heroes. One of the major conceits of the setting is a "damned if you do, damned if you don't" perspective, where the agents of the Emperor do horrible things in the name of saving mankind from itself. Black Crusade focuses more closely on that aspect of the setting, by having the players take on the role of the legions of Chaos. The PCs in this game are the very demon-worshiping psychic psychotic heretics the rest of the game line is trying to save humanity from.

Black Crusade uses mechanics adapted from Dark Heresy, Rogue Trader, and Deathwatch (the three other 40k RPGs currently in print), which in turn use mechanics adapted from the 2nd Edition of the Warhammer Fantasy RPG. Now, personally, I would have preferred it had it used 3rd Ed Warhammer's rules, because I love the dice and it plays fast and easy. 2nd Ed is a bit clunkier and old-school-ier, and not nearly as familiar to me these days. 2nd Ed is grittier, but certainly not easier.

The demo version reduced the mechanical complexity a little in various places, and I very intentionally played fast and light with the system myself. I cheated the initiative system a little, skimped on the die modifiers, and kept the combats short. Several of my players were clearly interested in taking it the other direction, however, and would have been happy to use the full system with all of it's many combat modifiers and special actions. In retrospect, I wish I'd anticipated that and spent some time refamiliarizing myself with the options available to them, as it may have enhanced the gaming experience for more than half the table. That said, I think everyone had fun, and at the end of the night I got thanks and hand shakes from strangers, so I don't think it bombed by any stretch of the imagination.

It's worth noting that this is a very lethal system. We actually only ended up with 1 PC getting hit at all during the game, but despite his thick Space Marine armour and his genetically uplifted Toughness stat, that single hit ate up about 80% of his hit points. Most of the PCs would have died from that blow, and it came as a surprise attack from ambush so it's not like anyone could really avoid it.

This brings up a few related issues I have with the game system.

I'm not certain the game concept is particularly well-suited to the high lethality nature of the mechanics. One can argue that in Dark Heresy or Rogue Trader, much of the crux of the game is in avoiding gun battles. It's a dark, deadly world and the PCs should try to manipulate situations so that they don't end up fighting except when they have a strong advantage (or no other options). They've got the authority and power to push people around a bit, and should be engaging in as many social conflicts as physical ones. Death Watch (the space-marine version of the 40k RPG) certainly features less talking and more action, but the PCs are compensated with power armor, heavy weapons, and redundant bio-engineered organs. Black Crusade features a mix of PC types - armoured Chaos Marines, wild demon-possessed Psykers, and social-oriented Apostate Heretics.  The gap between the combat-focused and social-focused PCs is pretty wide, and quite quickly lethal. As renegades, you lack the support and authority to leverage conflicts away from combat. And if the party has even one Blood-God-worshiping berserker in its ranks, the squishier characters aren't gonna have much luck avoiding fights.

The adventure did include some special threats intended to challenge the parties heavy-hitters, but as mentioned above my first die roll of such nearly vaporized the toughest PC. There's a steep curve to figuring out system balance and encounter design given this PC mix, and any mis-step is likely to result in quick character turn-over. So while I appreciate that some efforts were taken to address this in the adventure, I really found the system far too lethal and unforgiving for my tastes. What's more, there just wasn't any justification within the adventure for including the non-beefy PCs. 3 out of 6 characters were geared for combat, and 3 out of 6 were decidely not. Of those 3 non-combatants, only 1 really ever had anything to do in the adventure as written, and the other two completely lacked a moment to shine.

Now it may be that that particular gripe is well addressed and balanced in the main rulebook. I'm not sure how, given what I saw in the Broken Chains intro adventure, but it's possible. I imagine doing so would probably take some high-end social and support powers, but such powers just weren't evidenced in the sample characters provided with the adventure. The closest I saw in this adventure was a character who had the ability to add +1 degree of success to all her successful social rolls. This sounds impressive on some abstract level, but as near as I could tell it did nothing in the adventure. There really wasn't any point in the scenario where you needed a particular level of social success, and the abbreviated start-up rules didn't offer any suggestions of what the in-character difference was, either. The difficulty chart was of no help, either, merely telling me that a "challenging" roll was +0 and a "very difficult" social roll was at -30.

This was further complicated by environmental factors around the first likely scene in the scenario where a social roll was going to be of use. The PCs wake up in a derelict spaceship that's been drifting for generations; most of the people they meet are half-mad cannibals who attack on sight. The first NPC they meet who actually has any clues to what's going on is down in the bilges. He lives in the sewers of the ship, hip-deep in noxious sludge and dedicated to the God of Plagues. My players looked at the entry point to his lair, and the three socially-competent characters decided to wait outside. The  combat-specialist PCs, being Marines, were equipped with full environmental suites in their power armour. So the three beefy kill-happy PCs marched into the muck, and engaged in a "don't ask, just kill" policy. The NPC with all the info is non-human, disgusting, murderous,  and yet a push-over that "in no way is supposed to be a challenging fight". The PCs got the thing they new they needed from him and ripped him apart (long before any mention could be made of him knowing roughly what had happened on the ship in past 200 years and who had woken them from suspended animation or why).

Even had the PCs tried to get info out of him, a lucky Intimidation roll would have done it just fine, so again the Marine characters are all you really need. This is, sadly, a recurring theme of the adventure. I guess you need the fallen Tech Priest character for the first scene or two as well, but once the PCs have all their equipment back (they start unarmed), everything after that can be solved with nothing but brute force. Given this as the "introduction" to the game, I don't have a lot of faith that the finished product will feature mechanics or advice intended to make the squishy human / social characters viable.

For that matter, I gotta say, I don't feel this adventure was a particularly good introduction to the game. Don't get me wrong, I actually think it's great way to start a campaign, just lousy at it's role as a one-shot introduction to the setting.

Here's the plot: The PCs wake up from suspended animation in a prison ship, having missed the riot by 200 years. They have to battle generations of prion-infected cannibal savages, a couple of creepy demons, automated defense systems gone haywire, and eventually the team of Inquisitors who were also woke up about the same time as themselves at the opposite end of the ship. There's some mystery stuff going on in the background, but if you don't have time to explore the vessel in its entirety, that won't really matter. Eventually, the PCs make it to the bridge and battle the Inquisitor. Assuming they win, they can pilot the ship to the Screaming Vortex (or some other Renegade gathering) and gain a buttload of Infamy Points for "capturing" a mile-long Imperial ship. It's a great place to start a campaign, and early success will reward the players with a huge creepy ghost ship that can serve as a long-term plot device or setting. Other than a lack of balance for the squishy humans, it sounds and plays great.

Problem is, it gives you absolutely no feel for what the session of Black Crusade is likely to be like. I imagine very few sessions will start with the PCs waking up in a prison. The likely enemies of the PCs, Imperial troopers and citizens, are almost absent from the scenario. Part of the charm of Black Crusade is presumably going to be that you get to play the rebels and renegades, but that streak of rebellion was almost entirely non-existent in this scenario. It didn't feel like you were playing the "bad guys" either - every NPC they met was more depraved and less civilized than even the PC berserker.  There are two demons in the scenario, but no appreciable word count is spent on any sort of Faustian deals that would have illustrated that the "heroes" of this adventure are supposedly in bed with Chaos.

So there was lots of genericly 40k-ish theme and flavor, but nothing about the Broken Chains adventure made it feel particularly "Black Crusade"-ish. While reading (and later GMing) this adventure, the thought that crossed my mind was that everything but the first and last scenes could have been run identically for a group of loyalist Imperial PCs in Dark Heresy or Rogue Trader. Have the PCs be Inquistor Crane and his Acolytes, and make the encounter at the end be against a group of Chaos Marines who escaped from the hold, and everything in-between could be identical. In fact, I kind of suspect this adventure was first written (or at least brainstormed) as Dark Heresy scenario, and then converted to Black Crusade as an afterthought when it was realized that the marketing opportunity known as Free RPG Day would fall just a month or so before the Black Crusade release date.

I still enjoyed it (a lot, actually), but I don't feel it gave me any particular insight into what a typical session (or campaign) of Black Crusade will be like. Which means that as an introductory adventure to the upcoming game, it probably fails. As a generic starter-seed for a slightly atypical campaign of any of the four 40k RPGs, though, it's a success. Enough of a success, actually, that I regret running it as a one-shot. I kinda wish I'd hand-picked a play group and used a slightly expanded and modified version to start up a campaign of something. In our one-shot, we didn't get anywhere near the end of the adventure, but we did see enough of the ship that I couldn't reuse the concepts in another campaign without having to dream up a whole new ship and scenario. Whatch ya gonna do?

Wednesday, March 16, 2011

Marine to Bug Ratio

A bit of a follow-up to my post a few weeks ago on the Space Hulk: Death Angel cooperative card game. Upon getting the rules right*, the game has indeed proven to be a little more difficult than our first impression had it. However, we still haven't found it to be nearly as tough as some reviews made it out to be. Since I've been over the rules repeatedly to make sure we aren't still doing something wrong, I can probably rule out user error. In the process of double-checking everything, I think I figured out why some folks are so much trouble winning the game.

Death Angel is MUCH harder for 3 players than for 2 or 4. If the majority of your plays have been with 3 or 6 players, you're bound to walk away thinking the game is pretty nasty. The one time I played it 3-player, we got our shiny armored butts handed to us.

The source of the difference is the 3-player version of the Void Lock location. It's a distinction that's really easy to miss if you always sit down with the same number of players. Each Void Lock card has two triangles on the bottom that set how large of clusters the genestealers arrive for the duration of the game.

The 2- and 4- player Void Lock has a triangle with a "3" and a triangle with a "1". By contrast, the 3-player Void Lock has a triangle with a "5" and a triangle with a "3". Having exactly 3 players gives you 150% as many marines as you'd have in a 2- or 4-player game. However, when the red-and-yellow triangle is activated, you get 166% as many genestealers, and when the white triangle is activated, you get 300% as many.

Why the designers chose to make 3-player so much harder is unclear to me. Not only is the percentage increase huge on the white triangle, but the clusters of "5" on the other make it a double-whammy. If there's 5 or more genestealers in one swarm, that's generally an auto-kill on the nearest space marine. There's a few defensive cards that can let you squeak by it, but more often than not, they'll start killing marines before you can set up the sort of maneuver required to clean out a big cluster like that. Seems like a recipe for frustration and game loss.

Better numbers for the triangles on three-player would probably be "4" and "2" (133% and 200% of the numbers on 2-player). Your overall Marines-to-Bugs ratio would then be very similar to that of the 2-player game. Time to break out the sharpie.

P.S.: I just learned that FFG is releasing two micro-expansions for Death Angel via print-on-demand. Lightning-fast and much-needed support for an awesome game yearning to be expanded upon. I'll definitely be picking those up soon.



*: About the mistaken rule. That's my bad, I'd somehow missed it when reading, despite the rulebook being well-written and generally quite clear. What I'd missed was that each Terrain card can only be activated once per round. Since some terrain (such as the very common Doors) can eliminate genestealers with every activation, this was a huge advantage. It also made at least one of the mission objective cards ridiculously easy, as nearly every marine would try to activate the control panel in that final location. As mentioned previously, as soon as we figured out what we were doing wrong, our win ratio dropped noticeably. Still not as steep as it drops when you add a 3rd player...

Saturday, January 29, 2011

Huge Space Hulk, Tiny Rule

My wife and I have been playing a lot of Space Hulk: Death Angel in the past week or two. It's an awesome version of the classic Space Hulk board game / miniatures game, but in a portable semi-cardgame edition. (It's clearly a card game, but doesn't feel or play like one.) Best of all, it's cooperative. My wife and I play the Space Marines together, and the game itself controls the vile genestealers. Good times.

I was going to write a detailed review, but in the middle of writing it, I noticed a rule we were doing wrong. So, now I need to play a few more games with that rule correct before I can weigh in with my final thoughts. Normally, I'd just blame FFG, their rulebooks are always so poorly written. But in this case, the rulebook is actually really good and simple, I just somehow missed a critical sentence. A tiny little innocuous sentence, which no doubt completely skewed game balance. My bad.

Wednesday, October 22, 2008

Yellow and Blue make Ork

So, apparently a 5th Edition of WH40k has released sometime earlier this year, and, along with it, a new Orky Codex. This edition continues the gritty ork style of 3rd and 4th edition. To me, that is a such a downer. The new ork deathcopta's, which come in the new main rule set, are very sweet, but other than that, they just don't feel like orks to me. They feel like Goff Orks only, and fairly uncolorful Goff Orks at that.

As a former WH40k Second Edition player, Orks are all about flavor and color. I like the goofy Orky glyphs painted on my Bad Moonz Yellow armor, and the blue face paint for good luck on the drivah of my big red buggy. I want Gretchin with blunderbusses, and Runtherdz pushing snotlings, squig wargear, and all sorts of ridiculous artillery that's only slightly less dangerous to me than the enemy. When I'm playing Orks, I want random, I want crazy, I want to scream "Waaaagghhh!" at the top of my lungs. But most of all, I want the six orky clans with all their flavor and foibles.

And it's a good thing, too, because if it weren't for that disconnect between what I want and what the rules provide, the very charismatic manager at the GW store down the road would have had me sold on that beautiful boxed set with 3 ded sexy deathcoptahs.

Thursday, August 14, 2008

22 more Orky Careers (Updated)

Months ago, I did a bunch of ground work for "Orky Heresy", an Orky companion piece for the Dark Heresy RPG. I put the first few Orky Careers up on this blog at that time. I intended then to keep working on it, and put more stuff up over time, but I never got around to it. I got caught up on other projects, and I decided that in general the rules of Dark Heresy and the Warhammer Fantasy RPG were more fiddly and complicated than I like to game under.

However, I'm running a streamlined, cut-down version of the system for GwenCon. Since I'm going to be doing work about it in the next couple weeks, I might as well stick the preliminary work up here. With that in mind, I posted 22 more orky careers yesterday, bringing the total up to 32. To use them, you need to read the older posts:
The careers posted today are intended as Advanced Careers. You can't start with them, but you can develop into them as you spend XP. I don't have time to index them at the moment, but I may do so tomorrow.

Roll up a starting career via a d10 on this chart:
  1. Bad Moons Clanboy
  2. Blood Axe Clanboy
  3. Deathskullz Clanboy
  4. Evil Sunz Clanboy
  5. Goff Clanboy
  6. Snakebitez Clanboy
  7. Yoof
  8. Freebooter
  9. Stormboy
  10. Wild Ork

Here's an index of links to all the careers hosted on this blog:
This statement should be obvious, but I'll mention it anyway: Dark Heresy, Warhammer 40k, and Warhammer Fantasy Roleplaying and several of those career names are the copyrighted terms of Games Workshop. It is all used without permission. In order to make use of the Orky materials presented here, you'd pretty much need to have access to Dark Heresy and the WHFRP main books. I drew upon both of those books for the mechanical framework, and upon those books plus a variety of sources from 3 different editions of the Warhammer 40k tabletop miniatures game for the setting information. The orks presented here are clearly based upon the intellectual property of Games Workshop, and no challenge is intended to their copyrights.

Wednesday, March 12, 2008

Expanding the Universe

I'd like to generate some fan-created-materials for use with Dark Heresy. The question is, "What angle to take?" Here's a brief brainstorm of things I could do:
  • Wargear. I could break out the old 2nd Ed 40k wargear cards and the even older Rogue Trader books, and stat out items to expand the possibilities for tech, gear, and armaments.
    Pros: Easy, and compartmentalized. I could do as many or as few as I like.
    Cons
    : Wholly derivative, minimal creativity involved. Also largely unneeded 'till many many sessions into the campaign.


  • Classes. I've got many pages of roles/occupations/classes written up from my own aborted attempts at converting WHFRP into the 40k setting. I could either update them to the linear class system of Dark Heresy, or just update them to the skills and talents of DH and reverse-engineer the existing linear classes into WHFRP-style class chains.
    Pros: Fairly easy, as I could dust those off and update them to the gun stats and rules systems of Dark Heresy.
    Cons:
    The version of this that appeals to me the most (WHFRP-style) is going to be the least useful to strangers that blunder across this site - they'll want minor new content, not wholescale revisions to core mechanics.


  • Xenos. Not just antagonists, but PCs as well. A home-brewed Eldar or Ork sourcebook would be cool.
    Pros: It's not likely to be contradicted by anything coming out from Black Library before the freeze. "GorkaMorka: the Role Playing Game" would be ded gud, guv'nor.
    Cons: It's a lot more work than the other options.


Rockin' Ork Art by Flying Debris Guy.

Long Live The Emperor

I got the 40k RPG a few days before my birthday. I am chomping at the bit to play this game. While I have a few gripes, overall it's a hugely awesome book, well worth hunting down. (It's already out-of-print, so act quickly if you're interested).

Good Stuff:
  • Lots of flavor and setting. I mean tons. They captured the "dark ages in space" feel of the Imperium really well.
  • Well written. Lots of little quotes and sidebars. Very entertaining to skim over because of all the dark humor.
  • Psi powers were handled really well - psykers are dangerous, but not just to the enemy.
  • Combat seems quick-paced and mayhem-packed.
  • Investigation section / mini-game is fairly cool. This will be a big boost to inquisition-games (which is the default spin on the setting).
  • Lots of guns and equipment, stated out in a reasonable way. My favorite tidbit is the preservation of the crazy "hallucinogen grenade" chart of 40k as an optional rule. Second favorite is the far-more-subtle "Sacred Machine Oil". The system for determining what's available in a given city/world/fleet is a very helpful set of tools.
  • The character classes are well balanced, which I wasn't really expecting.
  • A 3-page table of contents and a truly functional index. I can't express how rare a thing these are in gaming books.

Heresy, I Tell You

So, I got a copy of Dark Heresy (the 40k RPG) a couple days before my birthday. I love it, but it's not without flaws.

Bad Stuff:
  • Mostly, I regret the change to character classes. The new system is well thought-out and leaves plenty of area for personal development, but I was really fond of the old WHFRP system. While I can see that system was open for abuse, it was nothing that couldn't be solved by just getting rid of the "pay 200 to go to any class" clause. For the record, I don't buy the argument of "people have less freedom for social mobility in the 40k universe" - not only was there little such opportunity in medieval Europe (and thus the setting of WHFRP), but the default PCs of Dark Heresy are the henchmen of the Inquisition - if anyone has opportunities for crosstraining and social advancement it's these PCs.
  • Bolters seem a touch underpowered (compared to things like autoguns that they should outclass by a greater margin). But that's a minor nitpick, and may prove unjustified once I see them in combat and get a feel for the actual powerlevel of "Penetration 4".
  • Xenos v Hereticus v Malleus. That is, you have a game that rather than allowing for all of the 40k Universe just focuses on the Inquisition. So far, so good. But then to require the party as a whole to be further focused on just 1/3 of the Inquisition's purviews could really limit story options. I realize it matches the setting, but it seems ill-considered. Especially since the main book gave stats for precious few Xenos. When I run it, that thirding/Ordos distinction will be mostly lip-service, with the PCs having to investigate all sorts of situations.
  • The GM needs a good handle on the difficulty system - if you're not applying modifiers to 3/4 of the rolls, the PCs will never accomplish anything and it'll all feel pretty random. Once everyone's got the hang of it, it'll be cool, but the learning curve may prove troublesome.
  • There's a lot of charts and oddball rules - the drug "Spook" gives one of thirty-or-so random psyker powers for d5 hours! On the one hand these are part of the charm, on the other hand, it's kinda overwhelming. It'll take a really good GM to make this flow smoothly. At least it's mitigated by perhaps the best index/table-of-contents in the history of gaming.
  • Certain omissions. It's an Inquisitor game but you can't play a Grey Knight. Digital Lasers and most other wargear cards are missing from the equipment section. The xenos/antagonists section doesn't have Genestealers or even just Hybrids. This would all be a minor quibble if the game had promised long-support, but instead they've pulled the plug. As a result, this is incredibly frustrating. Heresy, I tell you.
So, I said I intend this site to not be just another place where some random curmudgeon bitches about the state of the world. When I hit a wall, I intend to brainstorm ways over, around, under and through it. So, expect some efforts in said directions in the near future.

Thursday, February 28, 2008

Multi-Platform The Warriors

Have you seen the movie The Warriors?
It's an old 70's film about a New York street gang trying to get back to Coney Island while all the other gangs in NYC hunt them. It's got some really trippy gangs - like the Baseball All-Stars. For a while I considered just stealing the plot for Cyberpunk 2020 and it's various posergangs.

Then I realized, it'd be cooler if each gang were represented by a different RPG system. There'd be a CP2020 gang for sure, plus a Vampire gang, a gang of Spanners, some Pendragon knights, 40k Orks, a D&D party, etc. Eventually a gang shows up without any connecting theme, and hopefully the players intuit that it's the GURPS gang.

This would make a good GwenCon one-shot, too, so there's hope I may run it this fall or next.

I'm not sure exactly what system the PCs should be from. One option would be Amber, using hoodlum junior versions of the Elder Amberites trying to get home without their trumps. Problem is the lack of randomness to that system - I'm unsure if it's a good idea to run a fairly combat-and-chase-scene intensive one-shot in such an abstract system. I suppose they could use Amber mechanics when defending, and the enemies mechanics when attacking, or vice-versa. That would shake things up a bit.

Alternately, PCs could be the colorful (and full-color) Everway sample characters.

Friday, February 1, 2008

Get your 40k today!

From Black Industries, makers of the 40k RPG:
28/January/2008 - Black Industries Announcement
Black Industries regret to announce that Dark Heresy: Disciples of the Dark Gods out in September will be the final product to be released from Black Industries.
Grr! The first printing of the 40k RPG has apparently sold out before it released, and yet they announce they'll be canceling the line. It's tough to say whether or not they'll do a second printing. I think they'd be silly not to. Then again, if there's only ever going to be 2 supplements 'cause they're getting out of the business, they might decide to just cut and run. That would make me really sad. I haven't picked up the book yet, 'cause money's tight this month (and Scion: God released 48 hours before it) but I guess I'll have to snag it the first place I see it.

Stupid corporate offices and their dumb-old bottom-lines! I'd have imagined a 40k RPG would be a major seller (and the "sold out on release" seems to confirm this) and thus worth staying in the business.

Thursday, January 10, 2008

Dark Heresy - initial impressions

As promised, I downloaded and flipped through the demo scenario for Dark Heresy, the new 40k RPG. Here's my initial take...

It's derived from the WarHammer Fantasy RolePlay system. That system is a tiny bit clunky, but it has it's charms. It's had years of playtest and multiple printings, so is unlikely to have many unexpected flaws. I'm familiar with WH FRP, and while I couldn't run a game of it tonight, I could be up to speed in under a week.

Even better, the latest edition of WH FRP was the framework I'd been using for my own version of 40k RPG that I'd been toying with a year and a half to two years ago. I have over 30 pages of career options already penned and laid out in Quark files on my computer. While no doubt some of that will be duplicated or contradicted by the official system, I'm happily anticipating being able to quickly expand out the career paths to boost player options.

Character archetypes for the PCs in the demo scenario are: Adept, Arbitrator, Assassin, Guard, and Scum. These are all a far cry below the power-level of the archetypes I was gushing about earlier today. Arbitrators are like Judge Dredd. Adept is probably a foot-in-the-door minor acolytal role that could head into any of the many priesthoods and psyker schools of the Imperium - at least that's what my version was. The Assassin is a low-key cutthroat, not a Callidus or other recognizable Assassin subtype from the minis game - though you can probably grow in to them. And it just ain't 40k without the Imperial Guard. Scum, on the other hand, while certainly an adequate description of most hivers, is not exactly the pinnacle of character tropes within the setting. One of these things is not like the others.

Speaking of career paths and character archetypes - I have only glowing positive things to say about the career path concept and XP system of WH FRP. Presumably this will follow that system, at least loosely. If that's the case, PCs will rise to power and prominence quickly, and in 10-20 sessions be standing at the power-levels I'd initially hoped for. What's more, a pleasant side-effect of this branching career path system is the way it slowly and craftily acclimates new players to the setting. Every 8 to 10 sessions you're on a new career, which shows you a slightly broader picture of the universe. Should any of this prove too slow for your tastes, it's also a very easily accelerated system.

The tone of the demo scenario is just about perfect. Investigative, conspiratorial, and a touch morbid. The heroes of this setting are heroes only because the villains are so much worse. There's some meaty stuff there for character actors and narrativists to sink their teeth into. One fear I'd had was that the game would be too combat-heavy, less cerebral. The intro PCs have shotguns and laspistols under their trenchcoats, not assault cannons and vortex grenades mounted on power armor. I think that was the right call, but it will leave some players antsy for the big guns and advanced careers.

All in all, I'm quite happy.

40k index

Wow, that's a lot of 40k stuff for one day.

What I love about Warhammer 40k

The upcoming 40k RPG: is almost here and must have been hard to make

Stuff that bugs me about Warhammer 40k:
Inconsistencies from setting to rules and all those damn die rolls and the most broken army I ever dreamed

As a bonus, I'll throw in this random link to humor only fans of 40k and Jeff Foxworthy would appreciate on some total stranger's website, and remind you of the video on modern power armor that I linked to a month ago.

but I digress...

For the past 5 posts or so ago, I tried to share a very simple concept, and kept getting mired in tangents. Getting mired is rarely fun, as we'll read below.

Finally, the topic at hand: The most brokenly point-weaselish Ork army I ever wrote up for Warhammer 40k. I never played it, 'cause I'm just not a Munchkin at heart, and I knew no one would enjoy facing it.

It was a 2,000 point army. Warboss (nothin' terribly special, but on a cyboar), several small mobz (squads) of Snakebite Boarboyz, pretty much the maximum compliment of Squig Catapults, and the rest in Gretchin.

Here's how it would have worked. I'd deploy the Gretch up front, and fan them out on the opening turn. Each mob of boar-riders allowed one extra runtherd, so the Gretchin could operate at a slightly higher morale rating. Gretch, of course, had very little chance of killing anything. That didn't matter, they were there to be speed-bumps and cover. The idea was that any foe who tried to approach would get mired in melee.

In addition to providing extra Runtherdz, the boarboyz would be available as tactical strike teams. If any enemy unit tried to break through the Gretch screen, I could respond quickly.

What would actually have won the game would have been the often-crappy catapults. These heavy weapons are crewed by Gretchin, and fire hives of Buzzer Squigs. Think killer bees that won't sting Orks. The templates move randomly about the battlefield every turn after being fired. Individually, or as a battery of 2 or 3, the catapults where unpredictable and wacky, but not unbalancing. The odds of any given buzzer squig template bagging a target is normally pretty unlikely. However, I've seen one down a Carnifex, in one shot, on turn one, with a lucky miss (not even a hit). It was seeing that happen that caused me to think of this stratagem.

At 40 points a piece, I could easily afford 20-30 Squig Catapults from the 1,000 points of my support budget, and spread them out across the back of my lines. That meant that even with misfires and the resulting attrition, I could expect to place at least 20 templates on the board on the first turn, and a good 50+ by game's end.

In fact, I just got out the old codex, and did some math. Starting with just 24 catapults my statistical average (counting misfires) would be 69 templates having been deployed before the game ended. Most would miss, but the effect would be total chaotic disruption of the enemy lines. Cover wouldn't help. Toughness and forcefields would be irrelevant. Heavy weapons and melee troops alike would be just wasted points.

I'm pretty sure there's only two strategies that would stand a chance against this.
  • Massed indirect weapons fire devastating my gretchin when they were clumped together on the first turn. I don't know if Eldar (or Tau these days) could pull that off, but I'm confident you could build a Guard army that could do it. However, a Guard army needs to roll a 6 to my 1 in order to win the initiative for the first turn. With just one movement phase, I'll have spread out enough to stop it.
  • The other strategy would be open to Eldar, Space Marines, and Sisters of Battle - it would involve jump packs or teleporters to put entire squads into my deployment zone on turn 2. Most other fast-attack troops would be incapable of getting there in time or be too few in number. Bikes and Genestealers would get mired in the Gretchin waves, heavy vehicles would be an easy target for coordinated catapults, and a Lictor or Imperial Assassin can at best take out two catapults a turn.
Working through this revolutionized the way I built armies for 40k. The best tactics made the game unfun for the other player, which also made me not want to play anymore. I played two or three games after theorizing this army, then switched to Gorkamorka.

some 40k RPG character archetypes

That which I alluded to previously, I would now like to say clearly. The hardest trick to designing a 40k RPG has got to be balancing character types while staying true to the setting.

Interesting character archetypes (aka "classes" in many RPG paradigms) relevant to the setting would include Rouge Traders, Commissars, ElectroPriests, Astropaths, Space Marines, and Inquisitors (and 80+ others, for sure).
  • A Rogue Trader is a commissioned freelance explorer, owner of a ship or fleet, with broad social privilege. He may have a crew of thousands at his beck and call. Yet he is just a mortal man.
  • A Commissar is a soldier-type leader, also with a fairly broad-sweeping mandate. He can impress the citizenry into military service, and may punish cowardice with execution, no questions asked. He, too, is just a mortal man, no special powers.
  • Electro-Priests lack much of that social power and latitude for dismissing fears of accountability. But they can frenzy and shoot lightning bolts, so some may think it's a fair trade.
  • Astropaths are blind. Seriously. Their eyes are gouged- or fried- out in a process called soul-burning. This protects them from demonic possession, and ensures their loyalty to the Emperor. They've gotta suck at combat, but they can do tricks like reading minds and telepathic communication with a multi-light-year range.
  • Space Marines are more than human. I've already posted about their redundant biosystems. They are definitely not 'merely mortal'. On top of that is ludicrous equipment budgets and the finest training the Empire can provide. Unlike D&D, this isn't some Prestige Class you'd grow into - Marines are genetically uplifted, and trained in cadres that are a blend of extended family and military unit. You could get around some of this by starting as juvenile Scouts, but I think players would feel let down if full-blown Marines are not a starting PC option. Even with a solution to that, Marines have social issues. They live their lives knowing exactly what is expected of them, and anticipating little freedom and no retirement. Even death may not preclude their continued service to the Emperor.
  • Inquisitors are much like Space Marines. They're also psychic, with some really awesome offensive powers. They have social status far exceeding any of the other character types I've mentioned. Pretty much, they get everything.
That's not even considering the non-human races, each of which has it's own culture but is sometimes allied with the Imperium. Adding elvish, excused me, Eldar Farseers and Orkish Runtherds to the mix would be even harder to balance.

I'm really curious to see how the upcoming game makes it all work. I understand the first book (Dark Heresy: The 40k RPG) casts the players as the entourage of an NPC inquisitor, but two other corebooks are planned to handle other conceptual paradigms.

40k - fluff vs mechanics

This was part of another post, and I broke it out to make things easier to reference elsewhere.

Space marines are supposed to be nigh-on indestructible.
Even out of their ceramite powerarmour, they have numerous genetically-engineered benefits. They have a second heart, a second stomach, independently-functioning hemispheres of the brain, a third lung and third kidney complete with poison-scrubbers, a fused ribcage, bright-red super-efficient blood that provides instant clotting and scar tissue, super-melanin, special muscle-building horomones, and suspended-animation mucous. What did all that get them? A 1-in-6 better chance of surviving a bullet or knifing than a normal human had.

Chaos compounded that issue. Chaos Marines were thousand-year old warriors who'd experienced the same genetic uplifting that loyal Marines had undergone. They'd already lived 5-times as long as the typical Spacemarine could, engaged in warfare all that time, yet they had the same skill-levels. This would make sense if such skill-levels were the apex of human precision, but no, 23-year-old Imperial Guard Sergeants had the same skill-levels, and Guard Officers surpassed them. They also had the exact same equipment as spacemarines for the first 10 years of the game, despite having no factories for the last 1,000 years. Go fig.

Trusting the setting, 1 Spacemarine should have been as good as 20 Imperial Guardsmen or 16 Orks. Instead, he cost as much as 2-3 of them, and was about balanced at that cost. 1 Chaosmarine should have been as good as 1.5 to 2 Spacemarines - instead they were equal.

40k RPG just a few weeks away?

That's right, there's supposedly a 40k RPG coming out at the end of the month. (I say supposedly, because it was first scheduled to release in march of last year.) I'll definitely be picking it up, but not in January, since Scion: God releases 2 days before it, and is more relevant to my current gaming. A scenario with introductory rules is now available. I may have to download and read that this evening.

Let me just say, they'd better have mechanics that make Spacemarines feel like Spacemarines - complete with everything listed in my last post, plus Occulobe, Neuroglottis, Betcher's Gland and Progenoids, gall darn it. If not, I'll be posting some houserules here, that's a promise.

When we relocated to Seattle, I sold hundreds of miniatures to reduce the load and finance the move. But I kept a handful of almost every character type from the setting, just in case that RPG rocks enough that I can actually get a group to play it.

This, too, is not the tale I intended to tell. *Sigh* The curse of prolificacy.

My 40k Favorites

I mostly played Orks. They were goofy, crazy, and unpredictable. They were a gambler's army. Every action was a major risk - they had incredible power, but it was always tempered by at least a 1-in-6 chance of your superweapon totally backfiring. "This is either a jet pack or a carbomb, depending on what I roll - I'll strap it on and pull the pin." I loved the way this handicapped me - one of the folks I played with a lot was a very poor strategist. I didn't have to "dumb down" my actions to make it a challenging game, I could just choose riskier troop types.

In that sense, Orks were the army (that I played) where the mechanics best matched the concept. The other armies I'd occassionally dipped into included Chaos ("undivided" or mixed forces mostly, though I had fun converting "normal" marines to Slanesh Noisemarines while the latter were out-of-print), Imperials (Spacemarines, sometimes with Battle Sisters or Imp Guard allies), and Tyranids (or sometimes the interrelated Genestealer Cult) in roughly that order. All those other armies just magnified the disconnect I'd noticed between the setting "fluff" fiction and the actual game rules.

Yet I loved - I mean LOVED and still do love - the setting. Richer and more completely realized than any other game on the market. The "world" of Warhammer 40k is a masterful blending of sci-fi and fantasy, with a consistent internal mythology, oodles of flavor, and several ominous dark truths hidden throughout the metaplots. It is a close second behind the 7th Sea on my personal list of favorite settings. I've made three different attempts at modeling it as an RPG, and was over 40-pages in to the most recent when they first announced the official 40k RPG. Probably for the best that I stopped, since I would have been deep into infringement territory, and a legal case could be made for it damaging their ability to publish their own version.

Yet again, I'm caught in a tangent, and fail to tell the tale I'd intended. Let's give it yet another shot.

Rockin' Ork Art by Flying Debris Guy.

40k and the infinite to-hit roll

I used to play Warhammer 40k, back in the 2nd edition days (it's on 4th now). I love the setting, but eventually grew tired of the rules.

The main problem was all that countless die-rolling: I roll to hit, then I roll to really hit, then I roll to really really hit, then I roll to really really really hit. Then maybe I roll again.

Honestly, it's I roll to hit, then I roll to wound, then you make your armor save, then you make your forcefield save, then at least one of us rolls again due the complexities of some relevant power or piece of wargear, ...but the point is the same. 4 or more individual die rolls is too much for one attack in an RPG, let alone a minis game where you had 30 or more characters you were controlling.

And it got far worse with vehicles - roll to hit, roll to penetrate, roll for location/effect, which can lead to secondary explosions or hits on the crew which start you over again. The act of firing a heavy weapon at a Rhino APC could easily result in more than a dozen die rolls.

Supposedly, 3rd Ed of 40k fixed most of that. This, however, is not the tale I set out to tell. It's merely background, context, and pointless griping. I guess I'll start over again.

Monday, November 26, 2007

The future is now

40k Space Marines
Heinlein's Starship Troopers (but not the ones from the movie)
Cyberpunkers who need to go toe-to-toe with a full borg.

What do they have in common? Power Armor


Tip of the hat to Kevin for sending this video my way.