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40k Tourney

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Okay this really isn't rpg related but I wanted to get them archived so I can find them later.


There will be 4 games.  Two on Saturday  and Two on Sunday.   First Game starts at Noon each day.

You will have 30 Minutes to set up and 2 hours to play each game.  If you are in the middle of a turn when time is called you will be allowed to finish.

1800 Point Army.  You will use the same army for each battle.  Please send me your army list before the tournament, preferably in Army Builder format.
In order to be completly fair, I will send out my army list to everyone a few days before the tournament so you can see it before I see your army lists.

Your army doesn't have to be fully painted.  Any Non-GW miniatures must be approved beforehand. 

I will be the tournament judge and administrator.   I'm not going to arbitrate any rules disputes though.   You can either figure it out or roll a d6.  Keep on mind if you argue about rules too much you will run out of time.

Its possible we will end up with an un-even number of players so I will play or sit out depending on how many people we have each day.
Each battle will have a specified Scenario with specific conditions for victory.  
We will be using some scenario special rules so read up on those if you are not familiar with them.
There won't be any full "night-fight" games but there may be a scenario that start or end at night.
I'll email out the scenarios a few days before. 

There will be 4 tables set up, each with Terrain.   Feel free to rearrange the terrain if you like.  One board will include buildings, I'll give a short run-down of the city fight rules for the people using that board each time.  There's not much to them really.

The tournament will be a modified round robin. Everyone will be randomly matched up for the first round, after that I will match you up based on whether you won or lost and who you have played already.

The Overall  winner will be determined by the best record.  Wins are worth 2 Points, Draws are worth 1 point for each player, Losses are worth 0.
 In case of a tie, we'll vote, or flip a coin or see who can throw a sqaut the furthest.  
Winner gets 1 crunchy taco, a handsome certificate, and more importantly bragging rights for a year.

At the end of the tournament everyone will get two votes for their "Favorite army to play against"  There may or may not be a prize for this.

Beer is highly encouraged and recommended.

Please bring any and all terrain you have.  I don't have enough for 4 tables.  We'll also need some extra boards.  I have 1 and am planning on buying at least one more.  

Bring your own Rulebooks, Codex, Measuring Tapes and Dice.  I don't have enough for everyone.

Bring multiple copies of your army list.

Here are the scenarios for the tournament.  They are straight out of the 4th Edition rulebook with a few modifications.  I suggest reading them over and reviewing the special rules for the scenarios.   Also pay close attention to the "Scoring Units" Table under the victory points rule, you'll want to know those.   Let me know if you have any questions about the scenarios.

Game 1

Cleanse 
Rules : Deep Strike, Infiltrate
Victory:  Whoever controls the most table quarters.


Game 2
Recon
Rules:  Deep Strike, Infiltrate, Escalation, Reserves, Victory Points

NOTE:  In an escalation game only troops without transports, scouts, and infiltrators are deployed on the board at the start of the game. All other units start in reserve.   Use the reserves rule as written except that if you always get at least one unit in each turn.  So if you roll and don't get any units you still get one.

Victory:  Most Victory Points (Units ending the game in the enemy deployment zone count their own point value as victory points.)


Game 3
Secure and Control
Rules:Deep Strike,Infiltrate
Victory: Whoever controls the most loot counters.

Game 4
Seek and Destroy
Rules:  Deep Strike, Infiltrate, Victory Points, Night Fighting
The first turn of this game is fought at night using the Night Fighting Rules.
Victory: Most Victory Points.  

Dark Heresy Combat Reference

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Here is a Combat Reference Sheet I pout together for my Dark Heresy Campaign.

Dark Heresy Combat Reference.doc


This is the Intro I sent out to the group for the Dark Heresy Game.

Here's the Intro to the 40k RPG.  I'm not sure how familiar you are with the 40k universe  so you can find more info here:http://www.fantasyflightgames.com/dark-heresy/

The current group has a Psyker, Tech-Priest, Assassin, Adept, and Guardsman.   That leaves Cleric, Arbitrator, and Scum.   Feel free to make a character that someone else already has if you like. Just keep in mind if you are a Tech Priest, Adept, or Psyker  you will have very similar abilities to one of the other players.   An extra Guardsman or Assassin are always good to have around, can't have too many bullet stoppers.

The 40k Universe is very much like a Sci-Fi Dark Ages.   There are lasers and spaceships and while most people know how to use them they have little no idea how they technology works.    The Imperium of Man is spans thousands of planets and is ruled by an ancient immortal Emperor who is kept alive through technology and psychic powers.  There are many threats to the Imperium from both within and without.   Aliens, rogue Psykers, Demons from Warp Space, and Heretics threaten the Imperium.    The Imperial Inquisition fights the Demons and Aliens and roots our the traitors and heretics.   Your characters are newly inducted Acolytes of the Inquisition working for a full fledged Inquisitor. Inquisitors wield a large amount of power and even Planetary and Sector Governors must, in theory, bend to their will. In practice, it really depends on the personal power of the individual inquisitor as to how much "weight" they can throw around.      You may have volunteered, been ordered, or even forced to join the inquisition.   How and why you are working for the Inquisition is really up to you.

Here are the General Careers that are open to you. The careers are very broad so each individual career can cover a lot of different kinds of characters.


Adepts - Adepts are the knowledge characters.  Adepts are trained in ancient and forbidden knowledge that other careers don't have access to.   Additionally they get access some psychic powers like psykers and some of the tech abilities of the Tech Priests.  Adepts could be considered "apprentice" inquisitors are Adepts are often become full inquisitors though many Psykers and Arbitrators do as well.

Arbitrators -  The Arbitrators are the Imperium's police, not the local planetary police but more like an intergalactic FBI.  They are usually more interested in mundane crime rather than the supernatural and alien crimes that inquisitors deal with but Arbitrators and Inquisitors often work together and many Inquisitors have been recruited from the ranks of the Arbitrators.   Arbitrators are trained in both combat and investigation.   Think Judge Dredd and you won't be far off.   Not all Arbitrators are "official" imperial agents.  You just as easily make an  character that is  a lone bounty hunter, hunting down criminals for the Arbitrators.

Assassain -  Assasins are trained killers, whether they were trained by the imperial assassination schools or simply "learned in on their own."   Assassins are a combat class that specializes in stealth and speed rather than the brute strength and heavy weapons of the Imperial Guard.

Cleric -  In the Imperium the only "official" religion is worship of the emperor.  The Clerics are the preachers and leaders of the emperors church.   They are not D&D clerics, their job has little to do with healing.   Clerics lead soldiers into battle and root out heretics and traitors. There is a lot of overlap between a clerics job and that of an Inquisitor, which is why they are often recruited into the inquisition.  Clerics tend to handle the more mundane traitors while leaving the alien and supernatural threats to the Inquisition, but not always.  Imperial guard Commissars and Space Marine Chaplins are both technically members of the Imperial Church.  

Imperial guard -  On a thousand worlds across the Imperium the Imperial guard is the blunt instrument that the Emperor uses to maintain control of the empire.   Guardsmen are the "heavy" combat characters, their skills and abilities involve combat and little else.  A Guardsmen does not have to be a member of the official imperial guard, they could be a member of a planetary defense force, or even just a combat oriented gang member from a hive world.   ( A hive world is a planet where a city covers most if not all of the planet.)

Psykers-   Psykers are born everyday throughout the Imperium and wield extraordinary psychic abilities.    By law all Psykers must be turned over to the Inquisition for testing and training.  Those that are judged to be strong enough to resist the perils of being a psyker are trained and given jobs within the Imperium (usually in the inquisition).  Those that are not strong enough are never heard from again.  In practice, not every Psyker gets turned over to the Inquisition, which is why the Inqusition spends a lot of time hunting down rogue psykers, who quickly become a danger to everyone around them.

Scum -  Not everyone works for or is trained by the Imperium.  Smugglers, Crime Lords, Gang Members, thieves, thugs, grifters and anyone who operates outside the law is covered by this career.  Scum usually end up working for the Inquisition because they have been caught doing something they shouldn't or else stumbled onto something really big and get the inquisition involved.  Inquisitors often need to work around and outside the law and often recruit criminals to aid in their missions.

Tech Priests - In the Dark Ages of the Imperium, technology is magic and Tech-Priests are the wizards. Tech Priests can wave their hand an unjam weapons or control the "machine spirit" of a computer.    Tech Priests begin the game with large amounts of technology implanted in them.   Many Tech-Priests strive to become more machine than meat.  Tech Priests can do seemingly miraculous things with technology.

Dark Heresy XP

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Creating anything outside of the game for use during the game, like a backstory, npc, or piece of gear.

Doing anything fun or interesting during the adventure.  
Swinging from Hab Block to Hab Block using a grapple gun, or  "I stick the dynamite in his pants", but probably not "I spray them with the bear spray."

Being particularly effective in Combat
Last Man standing in a group wipe out, taking down more than your fair share of bad dudes.

Roleplaying
Particularly effective interactions with an NPCs (Non-Combat, shooting an NPC is not an effective interaction)

Right Place, Right Time
Being the only person to have the right skill/ability/talent that advances the plot of the adventure.

Plot
Advancing the plot of the adventure significantly in any way.  Also, figuring out the mystery, if there is