Showing posts with label custom rules. Show all posts
Showing posts with label custom rules. Show all posts

Monday, May 2, 2022

New paint jobs/Custom codex

Welcome back to THE Obsidian Tower. I've got my paint station set up again and I have done a little bit of painting. It's nice to make a little bit of progress on the forever backlog. This time I couldn't resist painting a couple of Ultramarines.

Chronus can actually command the Land Raider now.

After all this time, he earned that veteran paint job.

Yeah I know I painted some more Ultramarines, but to be fair they have been in my backlog for half a decade. Painting again has given me some time to do a little bit of thinking. I think a lot about when I used to play regularly, and the old way of playing, before the dark times, before 8th edition. 

8th Edition "The Age of poopy"

That's what inspired me to create Battle Axe 40k. Now that I have done that, and have my own "core rules" to play with. I thought about how I always hated the look of the Space marine centurion. 

Cool conversion somebody did on reddit

When it is finally updated, it will probably turn into a Primaris marine. I thought about how I would change it if there were no Primaris marines. I don't think it would be too hard to make it look cool. Then I started thinking about what else I would change about the Space Marines, and that sort of spiraled into a full redo of the codex. 

  So I made my own space marine codex.

I don't think I'll post it because I'm certain it would violate some kind of copyright. Try to imagine a lot of copy and paste rules and points costs from the 4th, 5th, 6th, and 7th edition space marine books made into something useable. It's part wish list, part 'best of', if you know what I mean. 

I wish, "You lose!"

It's sort of a mash-up between old and new (more old than new). I tried to be as fair as possible points-wise. I'm sure the point costs probably still need some adjusting. When it's finished, hopefully, it will basically be a book for all the space marines in my collection, and be tailor-made for playing "Battle Axe 40k"

If I ever do get around to playing with all the rules I've written I'll be sure to post about what was good and what needed to change.

Till then, paint one for me.

Saturday, October 2, 2021

Battleaxe 40k


In the grim darkness of the far future, there is only battle…    

    Hello and welcome back to Obsidian Tower 40k! I thought I'd post something a little different today. I homebrewed some rules to play with my buddies. It's a sort of mash up between Bolt-Action and Warhammer 40k 4th, 7th, and 8th Edition. It's not a concrete ruleset, you have to use your imagination to fill in the gaps. Once you and your friend agree to what edition of core rules you think you want to use (I like to refer to 5th edition 40k), you can start playing! To give credit where credit is due, this idea was inspired by MadCap Gamer on Youtube and this forum post on Dakka Dakka.

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The Rules
Version 1.05

This game uses a single unit activation system with random turn order. Whenever multiple players or abilities are due to activate or take an action at the same time, roll off 1D6 to determine who acts first.

Turn Sequence

  • Start of turn
  • Psychic phase
  • Unit phase
  • Combat phase
  • End of turn
Start of Turn

    All start of turn or start of movement phase actions or abilities are used. Players roll for their reserves and each unit that will arrive generates a token to be placed in the activation bag but does not arrive until the unit phase. These units can be chosen and activated by their player and they then arrive from reserves as normal counting as their movement.

Roll 1D8, reserves may choose to arrive on the battlefield if the roll exceeds:

  • Turn 1: 7+
  • Turn 2: 6+
  • Turn 3: 5+
  • Turn 4: 4+
  • Turn 5: 3+
  • Turn 6: 2+
All units still in reserves after turn 6 count as destroyed. Units embarked on a transport add 2 to their roll.

The Psychic Phase

    Each psychic power attempted to manifest requires a leadership check from the psyker. The more warp charge the psychic power requires, the harder it is to cast. Psykers can only select powers equal to or below their Mastery Level.

  • Warp charge 1: 2D6
  • Warp charge 2: 1D6+1D8
  • Warp charge 3: 2D8

    Compare the result of the test to the psykers leadership. If the test exceeds the leadership of the psyker, the test is failed. On a roll of double 1 or a roll greater than or equal to 12, the psyker suffers from Perils of the Warp.

Perils of the Warp:

  1. Dragged into the Warp: Psyker suffers 1 wound/glancing hit with no saves. If he is removed as a casualty, his unit takes D6 S6 AP-4 hits. The hits come from the psyker for allocation
  2. Mental Purge: Psyker suffers 1 wound/glancing hit no saves. The power that was attempted is lost for the rest of the game. 
  3. Power Drain: Psyker suffers 1 wound/glancing hit no saves. The psyker cannot cast a power on his next activation.
  4. Psychic Backlash: Psyker suffers 1 wound/glancing hit no saves.
  5. Empyric Feedback: Psyker takes a leadership test. if failed Psyker suffers 1 wound/glancing hit no saves. If passed no effect.
  6. Warp Surge: Psyker takes a leadership test. if failed Psyker suffers 1 wound/glancing hit no saves. If passed psyker gains a 3++, Fleshbane, Armor-bane, and Smash until the next friendly psychic phase.

Deny the Witch: Units targeted by psychic powers can attempt to nullify that power if the unit is within 6” of a friendly psyker. Friendly units outside of 6” of a friendly psyker are at the mercy of the enemy psychic assault. To attempt to Deny the Witch, roll 1D6+Ld. Whoever achieves the higher total wins the mental contest.

The Unit Phase

    Each player counts the number of units they have in play. Then they take the same number of tokens (or dice) and place them in a bag.  Then (to decide who goes) a single token is pulled out of the bag by either player, and the player whose token it is can activate a single unit of theirs on the table or due to arrive from reserve. Do the following actions in order, then after that unit is finished, pull another token from the bag until there are no more tokens. 

  •     • Independent Characters and the units they are joined to count as a single unit.
  •     • A unit cannot be activated more than once a turn.

Actions each unit can take in the unit phase:

  • Move: Take a normal movement phase or deploy from reserve. Units Deploy from the controlling board edge. (unless they can do otherwise)
  • Shoot: Declare target unit/s that you will be shooting at and what guns will be shooting at who.
  • Assault: Declare and make an assault move. Fight in combat. Roll 2D6 to determine charge range. 

    Activated units in base contact with enemy units are in combat and therefore have only two options, Move or Fight. If a unit wishes to Move away from combat, it must first pass an initiative test against the opposing unit. If this test is failed the unit stays in combat. Units that try and fail to Move away from combat are Locked in combat, and must continue to fight and take a moral check at the end of combat. Vehicles of any kind cannot be locked in combat and may move away and take their turn as normal.

The Combat Phase

    Each assault is now resolved separately as a part of a unit’s activation. Since a unit can assault another unit that hasn’t had a chance to activate yet, the following rules apply:

  • If an assault is declared against a unit that hasn’t been activated yet, that unit may choose to do one of the following reactions: Run or Overwatch.
  • If they choose to Run they may immediately move 3"+D6” in a direction of their choice.
  • If a unit has chosen to Run, and is engaged by a successful charge, that unit can be subject to sweeping advance if casualties are inflicted in assault.
  • If they choose to Overwatch they must shoot all weapons at the assaulting unit. However, if they pass a leadership test they may shoot at any unit within range. When they shoot, they may do so at their normal ballistic skill. Template weapons inflict D6 wall of death hits but cannot inflict more hits than there are models in the assaulting unit.

Shooting into close combat: As a shooting action, a player may shoot into an assault. To do this, nominate the target unit as normal. Roll to hit as normal, misses count as hitting allied forces. If there is more than one opposing unit, the closer one is hit.

End of turn

    All end of turn checks and abilities are resolved when you finish using an activated unit. When all units on the board have been activated and subsequently resolved, the game turn is over, and order of operations for the next turn begins.

Weapon Changes

  • Boltgun: R24" S:4 AP:-1 Rapid Fire
  • Chainsword: Melee, S:User AP0 Shred
  • Multi-melta: R24" S:8 AP:-4 Savlo 1/2, Melta

(Special) Rules

They had to change for one reason or another...

  • And they shall know no fear: Units with this special rule caught in sweeping advance take D6 casualties instead of being wiped out.
  • Difficult Terrain: Always move 2"+D3" through terrain per move phase
  • Fire Overwatch at full ballistic skill: If a rule states this, instead add 1 to BS for that unit
  • Gets Hot: Infantry that roll a 1 die, vehicles that roll a 1 suffer weapon destroyed.
  • Heavy Weapons: Infantry based Heavy weapons can split fire if the unit passes a leadership check.
  • Hit and Run: Units with hit and run always pass the initiative test to fall back from combat.
  • High ballistic skill: Units with BS of 6+ re-roll 1’s and gain precision hits that are allocated by the attacking player. For each point above BS6, add 1 to the precision hit roll.
  • Infiltrate: Units with this special rule automatically pass the test for reserves and gives the unit the ability to Outflank.
  • Move through cover: May move the normal movement distance for that unit type through terrain
  • Scouts: A unit with this special rule may move after it has been deployed from reserves.
  • Voice of Command: Instead of the commander "issuing orders" during their activation, an activated unit can "request an order" if the commander is on the battlefield.
  • Stomp Attack: In addition to regular attacks, roll a D6, 1 has No Effect, 2-5 has the second effect, and a 6 has the best effect.

Infantry:

  • No Effect: Enemy units got out of the way and are unharmed.

  • Kerr-runch: Half the models in the enemy unit take a S6 AP -2 hit

  • STOMP STOMP STOMP: All models in the enemy unit take a S10 AP-4 hit.

Vehicles:

  • No Effect: Enemy units got out of the way and are unharmed.

  • Kerr-SMASH: One Vehicle takes a penetrating hit.

  • GOAL!: One Vehicle scatters 2D6” and explodes!


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Now I know I didn't think of everything, so I encourage you to use your best judgement if you decide to play these rules with your buddies. I know I'll revisit and revise as I play test. But that's all for now. 

Thanks for reading!

Saturday, July 22, 2017

Lt. Varras Rescue Mission Update for 8th Edition

So I figured it was about time to update the Rescue mission for 8th edition. I've made some small changes to the rules to improve balance.

Custom rules for Lt. Varras

Varras starts out inside a bunker. The bunker cannot be destroyed. The bunker is placed 1" outside the center of the enemy deployment zone. The Rescue player can choose for Lt. Varras to leave the bunker in any movement phase. Lt. Varras must leave the bunker on turn 4. Lt. Varras counts as having been disembarked from a vehicle on the turn he leaves the bunker. Once he leaves the bunker he cannot re-enter the bunker. Lt. Varras must be in the Rescuer's deployment zone when the game ends to count as having been saved. If the enemy army successfully kills Varras, the mission is over and the rescue has failed.

You can modify the winning conditions for a campaign by including Major and Minor victories. Major victory can be scored for the "enemy" player by capturing Varras instead of killing him. You can apprehend Varras by moving any a minimum of 3 infantry models within 1" of Varras. Less than 3 infantry models can only attack varras in close combat. While Varras is apprehended, he moves under the control of the "enemy" player. Varras is captured if he ends the game within the enemy deployment zone.

If you have this old model laying around, fix it up and play a game with it! Hope you enjoy.

Sunday, April 2, 2017

What I would change about Space Marines

Often times when i'm playing or pondering 40k I notice a cool piece of equipment or model that just never gets used. For me, it's fun to think about what I would do if I were the guy writing the rules. How could I change that to make it worth its points?

Marnus Calgar, Lord Of Costing Too Many Points

So first I'd like to say how I think this is an awesome model. I'd love to take him in more lists, but two factors often leave him on the shelf. First, he costs like a million points. I get it, he's super powerful, but does he really need to be approaching the cost of a primarch? Second, he is a "Lord of War." A really stupid decision by GW in an attempt to give him a perceived majesty that he doesn't live up to. How would I change him? Cut that point cost! You might be saying, "but then he would be way too powerful for his cost." You're right. I would probably change his rules too to bring him in line. Maybe a rule to reflect his "tactical genius" instead of the lazy "extra doctrine" rule. In conclusion the high cost of entry for this guy leaves a lot to be desired, especially since he is one of the coolest Ultramarines you can field.

Assault Marine with Combat Shield

Next up is the combat shield. This thing looks sweet, and it really hacks me off that it's so under utilized. Given that it only grants a 6++, for the cost of a melta bomb, there is no choice to be made. The melta bomb is a better buy. However, one simple change to this piece of wargear would make it vastly superior to it's current state. Make it a 5++, for 15 points. Chaos Space Marines have access to a similar piece of wargear called an "Aura of Dark Glory". If the combat shield became the loyalist counterpart to the Aura, it would immediately find a place in my lists.

The Plasma Pistol and Chainsword

The chainsword is one of the most iconic weapons of Warhammer 40k. However, I often find it's performance on the table to be consistently underwhelming. Why GW would choose to make the chainsword have the exact same weapon profile as a plain old knife is baffling. Some squads even allow you to swap a bolt pistol for a chainsword. Why would you ever do this? You can pistol whip someone in combat with the same weapon profile as the chainsword. So nothing of value is gained from swapping. My solution? Give the chainsword something that would distinguish it from the common fodder of melee weaponry.

Pistol upgrades in general don't seem to be very points efficient. Due to their limited range, you often only get to use them once or twice per game if you're lucky. My change here would be to allow their use in combat. So when you buy a special pistol, you get the duality of a ranged and combat weapon.

Company Banner

Another case of, "really cool model, vastly over costed." Banners in general are awesome to behold. So it's a real shame that they cost so many points. In the rules these things have a ton of special rules. I think this is exactly what the problem is. Just give the banner one or two cool rules and make it like 5 points. I honestly could care less what it does, if it looks cool for cheap, i'm probably going to take it.

Extra Armor

 Last but not least on the list of pet peeves in the Space Marine codex is the "Extra armor" upgrade. You would think that this adds some kind of armor value to the tank, or maybe it doesn't allow the armor value to be modified in any way. Nah, it just makes it where you don't get "crew stunned." Pretty useless in a game of hull points. I would change this upgrade to reflect its namesake. Perhaps granting an extra level of armor to the tank? Just a thought.

Well, that does it for this post. These changes would be great in my opinion but feel free to disagree. Stay tuned for more posts! More to come!

Sunday, March 26, 2017

+++Rescue Mission Battle Report+++

Welcome back to Obsidian Tower! Today for your enjoyment is a battle report of our custom rescue mission, featuring Lt. Varras. 

Left: The Battlefield    Right: The Bunker

The mission is simple. Escort Lt. Varras to the friendly deployment zone before time runs out. If he dies, Space Marines lose. If time runs out, Space Marines Lose. The Space Marines are on the clock this time. They desperately need to complete their mission before their off-world transport is overrun!

 Deployment

With the mission in mind, Zac's 62nd Cadians Square off against the Ultramarines 2nd Company. Ready to rip into their armor with a ferocity and firepower the Guard are known for.

Turn 1

 Slow Open

Not much happened turn 1, both armies started quite far apart. So the opening turn was utilized to maneuver to more advantageous firing positions. This gave the 62nd a chance to lockdown their firing lanes before a drop pod touched down!

Turn 2

"Blast 'em!"

The 62nd were quick to react to the threat on their frontline with a withering volley of plasma fire!

Left: Colonel 'Iron Hand' Straken fires the final shot and destroyed the Dreadnaught
Right: Immediate re-enforcements touch town to fire anti-tank into exposed rear armor!

The vanguard of the Ultramarines focuses on the 62nd's powerful tanks in an early gambit to cripple their overwhelming firepower. Out of the two speeders meant to touch down, only one managed to find his mark. The other suffered a terrible accident!

Leman Russ Executioner is destroyed!

Turn 3

Left: The 62nd Cadians maneuver their Taurox to block Lt. Varras inside the bunker!
Right: Scions deep strike mishap and find themselves far away from the battle.

In a particularly cunning move, the 62nd Cadians attempt to prevent Lt. Varras from leaving the bunker by physically blocking the opening! This certainly complicates the mission for the Ultramarines.

Left: The Ultramarines form a firing line in an attempt to rout deep-striking Scions.
Right: Ultramarines arrive at the bunker amidst heavy resistance.

Turn 4

The Veterans of the 62nd fire into the Ultramarines Rhino and destroy it!

The Taurox is a powerful vehicle indeed; but with the additional firepower of the Veterans inside, the Rhino didn't stand a chance.

After suffering significant casualties, the backfield Scions form a counter attack!

The Punisher.

Zac's punisher certainly didn't want that land speeder shooting it's rear armor! It killed it 6 times over.

Desperate push!

Lt. Varras found himself essentially trapped inside the bunker now. As a response, the Ultramarines unleashed their veteran Terminators to clear out the Guard and make way for Varras. The survivors of 2nd squad pushed up the left flank to hold off incoming attackers.

Left: Scions engage in close quarters combat
Right: Ultramarines move to secure backfield

The First Company unleashes the fury of Ultramar on a defiant Taurox!

Ultramarine Terminators manage to clear the way. Cadian Veterans fall back and take up defensive positions in the face of a ferocious foe.

Turn 5

Counter Attack!

The 62nd Cadians make one last push forward in an attempt to halt the Ultramarines.

Lt. Varras sprints to the Land Raider!

Left: The Terminators make one last push in an attempt to cover the retreat.
Right: The Land Raider fires at the enemy command tank!

Left: A small skirmish keeps the remaining Scions right of deployment busy
Right: The Land Raider races against the clock

The Ultramarines are on the brink of victory, however they are a turn behind schedule. Due to the keen positioning of the Taurox, Lt. Varras is outside the deployment zone at the end of Turn 5!

Left: Ultramarines bog down anti-tank Scions in their deployment zone.
Right: The Last Stand of 1st Company

The Turn 6 Dice is rolled and...

Game Over!

The Ultramarines were too slow Rescuing Lt. Varras. The Thunderhawk waiting just south of the battlefield was overrun and Lt. Varras did not escape! I hope you enjoyed, more to come!

Friday, March 17, 2017

Custom Mission

In my last post you might have noticed the old Lieutenant Varras model from The Battle for Macragge. While I was painting, I had an idea for a fun mission that could use Varras. Since I couldn't find any rules for him online, I took the liberty of writing up some rules to use in a custom scenario.

Custom rules for Lt. Varras

So it's a rescue mission for the Space Marine player. Each player starts out with a 1' deployment zone on the short table edge.

Deployment


Varras starts out inside a bunker just outside the enemy deployment zone. The bunker cannot be targeted, so essentially Varras is safe until the Space Marine player chooses for him to leave the bunker. Once he leaves the bunker he cannot re-enter the bunker. The fate of the mission hinges on whether or not the Space Marine player can safely guide Varras to his deployment zone table edge alive. If the enemy army successfully kills Varras, the mission is over and the Space Marine player loses.

I'm looking forward to trying out this mission and possibly tweaking some of the rules if it proves to be either too easy or too hard.