Tuesday, February 22, 2011

Tholian Ship Templates

These are some FT ship templates for the Archeo-Tholian ships from Star Trek. The 'D' weapons are disruptors. These follow the same rules for torpedoes except they do a fixed 2 points of damage per hit.

Sunday, February 20, 2011

First Battle of Nanath 2.1

Commodore Stilicho commanding Imperial Dreadnought Tethys.

SITREP

On station with Hyperion orbitting Nanath 2.1.

Long range surveyors detect 3 unidentified vessels entering system Turning to investigate.

[17 minutes elapse]

Tethys to Fleet HQ.

Three Xenos strike craft line abreast on direct approach to Natath 2.1. Approaching intercept range in one minute. Will engage.

Designate targets one, two and three.

Tethys Actual to Hyperion. Hang back. We will engage and seek to disrup enemy formation.

Target xray three. Launch torpedoes as we close.

Torpedoes launched.

Hyperion has launched torpedoes.

Surveyors report plasma bolts launched from all three enemy vessels. Impact in three seconds.

[Noise]

Point defence systems did not engage.

Close range fire from all three xrays. Brace. Brace. Brace.

Sustained heavy damage on all decks.

One starboard lance battery is out.

Fire control systems are damaged. Minimal cogitator functions remain. We can only target one ship.

Warp drive is disabled.

Targeting surveyors report none of our torpedoes hit. Negative damage. Repeat negative damage.

Guns are scoring minor hits.

Xray one and two are slowing down. Xray three is maintaining course.

Signal Hyperion. Concentrate fire on xray three.

Helm, get us turned around. But stay clear of that close range fire.

Signal Hyperion. Maintain distance. We outgun them as long as we stay out of range of those close guns.

Fire another torpedo salvo before we are out of range.

Brace for Impact. Brace for impact. Plasma bolt inbound.

Plasma bolt succesfully intercepted.

Surveyors report significant damage to xray three. All torpedoes hit.

Xray three is venting ... something. It looks like it is severely damaged.

Hyperion is pursuing.

Xray one and two are turning towards Hyperion.

We are drifting too far away. Helm, get us back in this fight.

Xray three destroyed. Hyperion engaging xray two with long range lance fire.

Hyperion launching torpedoes.

Intercepted.

Lance strike on target.

Xray two destroyed.

Xray one has launched another plasma bolt.

Hyperion reports minor damage to hull plating. Continuing on intercept course.

Three minutes until we are in range again.

Damage control reports we are venting atmosphere in multiple breaches. We have fires on many decks. Life support may be compromised.

We still have guns. We just need to get close enough to use them.

Hyperion continuing to engage xray one. Hyperion is taking hits on her hull. Damage minimal.

Another plasma bolt. Hyperion reports succesful intercetp. Minor damage.

Torpedo strike. Xray three badly damaged.

Hyperion reports all torpedoes expended. Maintaining distance and circling target.

Xray three is drifting. It looks like it has lost power.

We will be in range in 10 seconds.

Hyperion firing again. Major lance strike. Xray three is breaking up.

Firing now. Hit Hit Hit. Xray three is destroyed.

We are still loosing atmosphere.

Hyperion reports minimal structural damage. She is turning to assist.

Is the plot clear?

No targets remain. The plot is clear sir.

Signal abandon ship. All unecessary crew to escape in life pods. Signal Hyperion to collect survivors.

Volunteers will stay aboard to nurse us home.

Signal Fleet HQ, a tug would be appreciated.

Tuesday, February 1, 2011

Death Watch

We recently played a game to test the strengthened Space Marines against a horde of Tyranids. The aim was twofold: to test the marines and to give some of the mid-sized ‘nids a go.

The forces were:

A 5 man death watch team, comprising a Librarian, 2 marines with heavy bolters (suspensor variant) and 2 marines with boltguns and special ammunition. Each man was treated as a ‘squad’ for the purpose of activation and the Librarian acted as a leader and could transfer actions.

Facing them were 2 broods of genestealers, 4 tyrant guards and 6 lictors.

On the face of it, a very uneven battle.

The marines set up in a building in one corner of the table and the tyranids set up along the opposite long table edge.

I did not record the events in detail, but thought I would at least post a brief summary in case anyone is interested to see how it went.

I have made two versions of Space Marines in my conversion to SG. The first is simply human troops in power armour, just like normal power armoured troops in SG. The second takes into account some special rules associated with the marines and has rules for their genetic enhancements. This option is aimed at giving them capabilities similar to those found in the 40K novels. We used the latter option.

After the first turn, all of the tyranids had advanced, some to within assault range, but the nearby ones had all been suppressed by the fire from the marines. The game then consisted of attempts by the nids to assault whenever one of them was in a position to do so.

The marines consistently used their special rule ‘combat tactics’ to withdraw from the intended assault and thus continue to apply their firepower against the nids. A few of the tyranids did manage to close, but they were held off by the marine.

At the end of the game, the marine squad had dispatched all of the mid sized tyranids and was cleaning up the genestealers for the loss of only the Librarian in hand to hand combat with one of the lictors.

It should be noted that the tyranids had no ranged weapons with which to suppress the marines. This was an intentional decision to see if a small squad of marines could hold off a horde of bugs.

The Stats:

The boltguns were able to fire special ammunition. Each time they fired, the player could decide which was being used.

Dragon fire: FP d6, I d8, rapid fire, ignore cover and concealment

Kraken: FP d8, Id8, rapid fire

The heavy bolter had the following stats: FP 3d6 if moving or 3d8 if stationary, I d8.

The librarian also had the 'blood lance' psychic ability. This was treated like a ranged weapon, but with a variable range - 1d10 x 6". It fires along a single straight trajectory and any unit it hits is suppressed and takes a single impact d12 hit (against normal armour save) with no cover shift. Vehicles take a d12x2 hit against armour. Confidence tests are requied for casualties.

The rapid fire rule allows a squad that spends BOTH actions shooting a +1 die shift to their firepower.

The Marines also had the ‘combat tactics’ special rule. This allowed them to voluntarily withdraw from close combat without loss of confidence as long as they passed their initial test to stand. This allowed them to keep withdrawing from the tyranids and continue firing on them.

The marine genetic enhancements helped the marines to survive when they did get caught in hand to hand with the tyranids. As per the medical rules in SG, when a marine in power armour is wounded, a medical dice is rolled immediately to see the effect. 1 = dead, 2-4 = down and wounded. The Space marines roll a d10, instead of the normal d6 making them quite hard to kill.

The rules for the marines were based mainly on the standard stern guard rules and such a squad could be used for this scenario. The suspensor model heavy bolter is a variant published in white dwarf (and on GW's web page) specific to the deathwatch. It allows them to move and shoot. In SG terms, I allow standard heavy weapons to be fired by power armoured troops, but they must spend 2 actions to do so. The suspensor turns the heavy bolter from a heavy weapon to a support weapon and allows it to be fired using a single action, but with reduced firepower (3d6 instead of 3d8).

Observations

The Marines worked more or less as expected. However, I will tone down the combat tactics ability a little. In this game, we had the marines withdraw and their original position automatically occupied by the attacking bug. Instead, I will allow the bugs to roll their movement die and see if they can still contact the withdrawing marines. Additionally, the withdrawal will be treated as the activation of that marine (squad) so that they can not just keep evading indefinitely – numbers should count. And finally, they will not be allowed to withdraw in this manner if suppressed. In this game, the nids had no means to do this, but normally, an assault would be preceded by suppressive fire and that should count.

Sunday, June 6, 2010

Fort Desperation

The final attack was a close run thing. Hordes of genestealers, hormagaunts, termagants and warriors driven by the floating brains of two zoanthropes emerged from the venomthrope’s vapour cloud and threw themselves at the imperial defences. Yet, the Imperial firepower prevailed. The disciplined Vostroyan troops held their ground and poured continuous lasgun fire onto the charging aliens. The small squad of Death Watch Marines added the explosive rounds of their boltguns and heavy bolters, shredding the screaming Tyranid warriors as they charged. Not a single alien breached the walls of the hastily constructed fort.

As the smoke cleared, the last of the Tyranids were observed slinking back behind the hills and woods surrounding the fort. Beneath the walls dozens of chitinous shells lay lifeless, oozing ichor and acidic blood. The men of the Vostroyan 902nd took a breath and thanked the Emperor for their delivery. Although many of them suffered minor wounds, only three men lay dead. Major Volkhov called for reports and the sergeants began to redistribute ammunition and commence weapon checks.

Inquisitor Izenfard surveyed the situation. It seemed too easy. Certainly the presence of his small retinue and the Death Watch had added welcome additional firepower, but the Aliens seemed less determined than he would have expected.

His mission had, however, been a partial success. He was certain that he had spotted the Broodlord and a small coven of cloaked cultists watching proceedings from the protection of a nearby hill. Now he knew for certain that the planet had been infected by a genestealer cult. He must make a report and take steps to purge this disease.

The men moved about the fort, slowly collecting ammunition, repairing the sandbagged walls and congratulating one another. The wounded were tended and the bodies were carried to the rear for evac.

Similar scenes were occurring all over the planet. Small groups of Imperial Guard, Planetary Militia and various other armed groups occupying isolated defensive positions had held back swarms of aliens. It was an herculean effort and many felt they had saved the planet.

Humans will never grasp the subtlety of the hive mind.

As the Vostroyans began to distribute food packs and clean their weapons, the lookouts shouted “they’re back”.

From all sides, large, lumbering gun beasts crested the hills and pointed their symbiotic weapons at the emplacements. The alien plan had worked. The humans were now concentrated in small pockets that could be surrounded and picked off at will by the living ‘tanks’ of the aliens. Men rushed for cover and the heavy weapons were cleared for action.

At some undetectable signal, the aliens opened fire. Jets of acidic liquid, explosive spores and various living projectiles were hurled towards the men now huddled behind barricades. Stage two had begun.

Thursday, May 27, 2010

Little Wars Melbourne

Little Wars was held in Melbourne last weekend (23rd May). From what I saw, a great day was had by all.

Thanks to the organisers, the groups who put on demo and participation games and the suppliers who supported the show.































Monday, April 19, 2010

The Tyranid Forces

The Tyranid forces for the previous battle report were:

2 broods of 8 gaunts with fleshborers. Quality green (d6), LD 1, Mob 6, arm d4, FP 1, I d8, Attack 1, damage d6. Move through cover.

2 broods of 8 gaunts with devourers. Quality green (d6), LD 1, Mob 6, arm d4, FP 3, I d6, Attack 1, damage d6. Move through cover.

2 broods of 8 hormagaunts. Quality green (d6), LD 1, Mob 8, arm d4, FP 0, I 0, Attack 3, damage d6. Move through cover, fleet, bounding leap.

1 brood of 8 genestealers. Quality green (d6), LD 1, Mob 8, arm d8, FP 0, I 0, Attack 2, damage d8. Move through cover, fleet, rending.

4 mine nodules

All Tyranids (except genestealers) are subject to the hive mind and instinctive behaviour. This means that when they are activated, they will either ‘lurk’ or ‘feed’. A unit that is lurking may only move toward an enemy unit if it is moving towards cover. They will not close assault an enemy. A unit that is feeding will always move towards the nearest enemy and will close assault if possible. Only the intervention of the hive mind can alter this behaviour. Synapse creatures, that have a close link with the hive mind, can attempt a communications test to activate other broods in the same way that human leaders can activate subordinate units. When activated in this way, the brood will obey the hive mind unquestioningly. Tyranids always have a high motivation.

Genestealers activate and move according to the normal rules and have their own confidence. They are designed to be killers in close combat. As a result, whenever they are involved in close combat, they use a quality die of d10 instead of their normal d6. This applies when they are testing confidence to assault, testing at the end of a combat round and when they are rolling for attack and defence in close combat (see house rules).

Move through cover: Treat all terrain as one class better than it is. For example rough terrain is treated as clear.

Fleet: Add 2” to movement.

Bounding leap: Ignore movement cost to cross obstacles/ climb buildings.

Rending: Opponents receives negative one die shift to armour type.

Spore Mines: Move 1d6” towards nearest enemy. If within 3” they explode with a 3” burst. Impact d8. Each turn, every active nodule produces a new spore mine.

Robbo's Roughnecks

This is a description of the IG force used in the previous battle report.

All forces began the game 'confident'.

Platoon HQ: Lt Robinson,3 guardsmen. Quality regular, LD 2.

Squad 1: Sgt Bogart + 9 men. Quality regular, LD 2. 9 Laser rifles, 1 plasma rifle.
Squad 2: Sgt Cagney. As above.
Squad 3: Sgt Flynn. As above.
Squad 4: Sgt Wayne. As above.

Assault Squad: Sgt Wayne + 5 men. Quality veteran, LD 2. 5 heavy laser rifles and 1 plasma gun.

2x Fire Support Vehicles: Cpl Clarke and Gable. Quality regular, LD 2. Twin heavy bolters. Tracked (d12 movement).

All guardsmen have partial light armour (d6) and the storm troopers have light armour (d8). The FSV are armour class 1.

Laser rifles: FP 1, I d6
Plasma gun: FP d6, I d10
Heavy laser rifle: FP 2, I d6
Twin hvy bolter: FP 3d10, I d8.

Rapid fire: Laser rifles, heavy laser rifles and plasma guns can fire in sustained mode. If the squad spends 2 actions firing instead of 1, shift the FP die up by one. Eg, a squad of 9 riflemen and 1 plasma gunner would normally have FP (9x1) d10 + d6, but if they choose to rapid fire (use both actions to shoot) they fire at FP d12 + d8. They still only fire once per activation.

Frag Grenades: All guardsmen have frag grenades that can be used to destroy mine nodules and the hive node. They require 1 action to place and have an impact of d6.

Krak grenades: The stormtroopers have krak grenades that can be used to destroy mine nodules and the hive node. They require 1 action to place and have an impact of d12.