Author: chalkboardwar

The Second War of Futuris Clevelandis

It’s that time again, time for the Second War of Futuris Clevelandis. Future Cleveland is the short-hand name for the ruined city board my friend Ryan built (inspired by the Hastily Made Cleveland Tourism Video), and as we’re cooking up a big invasion scenario for May, we wanted to do a practice run of a linked-board invasion. So the Second War Futuris Clevelandis was born. It’s a three part series of games, where each portion influecnces the final battle. It starts with a Kill Team battle, then a clash in the skies that is limited to just flyers. We got those two games in these past weeks.

My Death Guard clashed with the Eldar in the Kill Team missions. The twin plasma gun plague marines made a mess of the Wraithguard, and kept the Eldar Autarch hopping from cover to cover. While I pinned him in with some poxwalkers, my own Lord of Contagion had trouble chasing him down and I lost on scenario (it was an assassination mission). 

The flyer battle was an asymmetric clash between different flyers across the three factions: Imperials, Chaos, and Eldar. Chaos had Enrico’s Helldrake, and my Hell Blade and Fire Raptor. Steve fielded three Hemlock Wraithfighters on the Eldar side. The Imperials had the largest contingent: two Valkyries, a Corvus Blackstar, a Stormraven, a Stormhawk, and a Stormtalon. 

The Eldar flyers proved to be the initial predators of the sky, wrecking almost anything they  were pointed at. The first plane to be downed was the Stormraven, which caught two of the three flyers. The Stormtalon chased the Chaos Hell Blade, and was chased by a Hemlock in turn. The Hell Blade managed to escape unscathed, while the Stormtalon was finally downed. 

The remaining Valkyrie finally took out the Fire Raptor, blasting away its last wounds. But it was the Helldrake that finished it off–proving to be the most dangerous predator of the skies. A victory for Chaos!

While Chaos doesn’t get the saboteur special bonus for the final battle due to losing the Kill Team mission set, they do get to control the skies for the final invasion. A good result after some fun events toward the shared goal.

Painting Progress

More painting progress to go! Units that fleshed out the Kill Team as well as my second Flyer for the aerial combat event.

Death Guard Lord of Contagion

Lord of Contagion. I really enjoyed this model, and I’m slowly getting more and more comfortable with my process to do the Death Guard armor. 

Death Guard Poxwalkers 1Death Guard Poxwalkers 2

Ten Poxwalkers. Fun quick paint jobs. The one with the wrench is probably my favorite. 

Death Guard Fire Raptor Assault Gunship

Fire Raptor Assault Gunship. The model is far larger than I thought. I enjoyed the process of working on it, and pleased with the results. It’s not something to field in every game, but on occasion will be a good addition to the force. 

I also continued my progress on my Marvel Crisis Protocol groups. M.O.D.O.K. and Black Panther. I got in a few fun and friendly games of Crisis Protocol as well. It’s a great skirmish game that I’m having a lot of fun playing. I’ll have to do a post about my progress with that game and some of the cool action shots from it. 

2020 Painting Challenge Progress

64/366 Warhammer 40k Power Points Painted

14/25 Marvel Crisis Protocol Models Painted

Linked Battle: Confusion and Clash

Note: For the end of January, I prepped and painted my forces for a two-part game of Kill Team and then 40k against my buddy Mike’s Adeptus Mechanicus forces. The battle started with the Feint Kill Team mission (varied to have civilians as the objective markers which the forces of plague were trying to infect). The 40k mission following was Blitz, with the winner from the Kill Team mission getting to use concealed deployment for the larger game. The narrative battle report starts this post, with the painting progress below. 

Confusion and Clash

The larger battle for Segunda 144B’s dual moons raged between forces of the Death Guard and the Adeptus Mechanicus contingent from Forge World Graia tasked with defending the system. While the battle raged hotly on the outskirts of the urban sectors, the Death Guard were keen to exploit the various urban populations behind Mechanicum lines in order to sew disruption and and disease. Small bands of raiders were tasked with lightning assaults into urban centers in a variety of spots, hoping that they would effectively feint the Mechanicum–or at least make them draw their strength back to deal with a disease-and-threat-laden population.

Kill Team Death Guard 1

Utilizing access tunnels and steam vents, small squads made their way into the population. They struck quickly at the populace, managing to infect people simply with a touch or drip of putrescence placed in the right spot. This unsuspecting citizen could do nothing as the very machine spirit of his mobility hover chair was infected by the merciless tendrils of a Death Guard warrior of the line. The Death Guard shoved him onto a transit carrier bound for the interior of the city, and the vector spread.

Kill Team Death Guard 2

Finally the Adeptus Mechanicus was able to send squads to respond, but they were too late as the Death Guard reached the populace–people fleeing in terror from the warriors unwittingly carried plagues with them as well. The dispatched Skitarii fought well, but their firing lines were too short and the plague marines’ putrid bodies able to continue to function in the face of devastating wounds. While a few newly-turned poxwalkers were slain, the Skitarii were slain and the Death Guard plodded back into their sewers to return to their units.

With the confusion sewn virally, the Adeptus Mechanicus command structure was forced to send a portion of their rapid-response forces back to the cities to respond to the crisis. With their scouting elements withdrawn, the Death Guard were able to attack without relative warning, striking at a weakened point at the larger battle line with a spearhead force.

Death Guard v AdMech 1

The Mechanicum had to deploy their forces broadly, and while the natural choke point of two buildings helped, they had the wrong units facing the Death Guard forces at the start of the battle. Huge burly daemons with ghastly snail shells led the charge, followed by ranks of plaguebearers and the more orderly support of Death Guard Legionaries.

Death Guard v AdMech 2

The Forge World Graia Dragoons tried to mount an attack along their left flank, one taking some damage from a Foetid Bloat Drone as it fought. Unfortunately the accuracy of the Plague Marines’ destructive shooting eliminated the other Dragoon–whose exploding form did the last of the damage to the injured one. With the fiery cataclysm, the flank collapsed and the Death Guard closed in around the remaining forces.

Death Guard v AdMech 3

The lines of Skitarii warriors poured damage into the onslaught of beasts, but it wasn’t enough to keep up with their attacks nor their ability to heal and revive members of the two large squads of the disgusting creatures. With their troop line decaying, finally the trio of Dunecrawlers that made the back line had to face their opponents. While their destructive power had downed the Daemon Prince and a Bloat Drone, the power of warp-laden hides managed to shrug the power of their weapons as the daemons rumbled in for the kill. With the lines of of the Mechanicum fully mixed with Nurgle forces, the triumph went to the Death Guard and their demonic allies. They were not pushed back, nor killed in numbers sufficient to stop the tide of filth. Another planet will fall, and the Grandfather smiled again as plagues bloom on his watch.

Was a great game to play, and I really enjoyed linking the Kill Team with the final game. Mike had some brutally unlucky rolls which skewed the result to a pretty clear Nurgle win (best example was using a command re-roll to try to avoid the Dragoon explosion, and rolling the 6 a second time). And it was a mission well-suited to my durable force. Overall a great game, and love building narratives through play. 

Painting Progress

Got a lot of painting done, and pretty pleased with my progress. I was hesitant with my scheme for the Death Guard marines, but I think I got something that I like.

Death Guard Biologus Putrifier

Biologus Putrifier first up. Definitely enjoyed painting all of the bottles and vials he bears. Was a lot of fun to do them all slightly differently. He makes Marines pretty nasty with the grenade strategy, tho in his one outing so far I didn’t get to see anything at all from him. 

Death Guard Plague Marines

Death Guard unit #1. Champion with plasma pistol and plaguesword, two plasma gunners, and then a marine with a plague flail and a marine with a bubotic axe. They were the MVP’s of my first game with them hitting the table. Excited to start to explore what these troops can do, as another unit of five is on my painting table to give me options and variation. 

Chaos Daemons Poxbringer

Another Poxbringer for my Daemons force, this time the official model. Certainly pleased with how he turned out, as I like my daemon scheme quite well. And that smug little Nurgling amid the growths is about my favorite Nurgling sculpt ever. 

To not let 40k dominate the whole post, I finished two more Marvel Crisis Protocol characters as well: Hulk and Okoye. He was easy enough, she was tough–I went for her head tattoo to be the movie version rather than the comic version. It’s hard to see in the pic, but if it were more extreme it would look strange too.

2020 Painting Challenge Progress

35/366 Warhammer 40k Power Points Painted

12/25 Marvel Crisis Protocol Models Painted

Back to the Garden (of Nurgle)

Back to the Garden (of Nurgle)

Well, it’s a new year and that means time for some change. While I enjoyed my Fall-to-Winter with Orks, I felt that I wanted to get back to painting the force that really has me excited: a grand Chaos army of Death Guard. Those slimy, pox-ridden boys just interest me most as a painting challenge, and I’m trying to recognize the habit in myself: what I like to paint is what gets painted (and thus played, as I am still going with my Brush Wielders Union pledge to play it painted.

brush wielders pledge

So that has meant some new painting from me these past couple of weeks of the new year. I added some air power (and float-power) to my force in the form of a Chaos Hell Blade fighter and two Foetid Bloat Drones with plaguespitters.

1 40k Chaos Nurgle Hell Blade Fighter Death Guard

I love the sleek look of this model, how it definitely looks like it’s flying. This is one of the lava bases I’m most proud of as well (there’s a little Nurgling marooned amid some lava).

1 40k Death Guard Nurgle Foetid Plague Drones Plaguespiiters

I tried and tried, but there are no good ways to get photos of the Foetid Bloat Drones. Like, I see them in person and think “wow, these are crazy and characterful”, but photos just don’t do them justice. Alas. Still proud of them tho. 

Played one big team-up game of Chaos versus Imperium: Enrico’s Slaanesh force and my Nurgle against Ryan’s Imperial Guard and Colton’s Salamanders.

(Clockwise from left) Enrico stares down the line of Imperial Guard tanks that hammered our Daemonic cohort. The forces of Slaanesh hit the Salamanders, while Nurgle daemons trundle thru the muck in the distance. The battle for the sky engaged, with the Hell Blade barely denting the enemy Flyer. 

I also snuck in a couple smaller games: one against Andy’s Tzeentch force, and one against Jeff’s Tyranids.

(Clockwise from Left) Andy’s Daemon Prince hit my lines on top one turn one (close deployment zones for the mission), so it became a quick slug-fest. Against Jeff’s giant bio-guns, the resilient Daemon Prince managed to eventually hack his way through the creature. The wrath of the Genestealers was too much for even a hearty Beast of Nurgle to survive.

I also got in a bit of Marvel Crisis Protocol. Instead of taking the time to do separate posts (which would prevent me getting things posted), I’m just going to combine them. I finished painting up Killmonger for my team. Been a while since I did dark skin (had a Catachan army for 40k back in the day that had lots of varied skin tones), but I think it turned out nicely. And I’m very pleased with the camo pattern on his pants.

1 Marvel Crisis Protocol Killmonger

The MCP play was just a couple of sessions of the Ultron raid mission. Figured I’d share some pics. I teamed up with Ryan against Tony’s Ultron, and we managed to win thanks to the mission objectives.

Overall an effective early January of gaming and painting!

2020 Painting Challenge Progress

20/366 Warhammer 40k Power Points Painted

10/25 Marvel Crisis Protocol Models Painted

Paint 366 Points Per Year – Redux

Paint 366 Points Per Year – Redux

Okay, so another new year and another chance to make a gaming pledge. I came up short last year, owing partially to change in gaming focus and partially to some health complications. I did manage to paint 230 points of Warmachine and Hordes (entirely Minions models) by mid-March 2019, and then got 50 power points painted for two different Warhammer 40k armies (and that’s not counting a good 50 points I painted up for a third army that I didn’t stick with).

This year I’m setting my sights on two games: Warhammer 40k and Marvel: Crisis Protocol. On the 40k side, I’ve got Nurgle forces (Daemons and Death Guard) and Orks, and will probably flip between the two as I get started. My first painting for the year has been some Nurgle Daemon counts-as models that will get double-duty as they’re pieces from the Cthulhu: Death May Die game.

Warhammer 40k Nurgle Daemon counts as chaos spawn poxbringer Yog Sothoth Wilbur Whateley

Wilbur Whateley (on the left) will count as a Poxbringer Herald of Nurgle, while Yog-Sothoth (right) will count as a Chaos Spawn in the Death Guard list. 

I also have painted up a number of Marvel: Crisis Protocol models so far, and I’ll keep adding those. That game is a really neat and fun one, and offers a surprising amount of customization of teams/cards/missions.

Yes, I know that Red Skull’s Cosmic Cube-Created Simulacra of some heroes might be taking the easy road, but I had no interest in painting the core Avengers. I’m a villain guy mostly (tho Black Panther will be getting painted up). 

So my goal for 2020 is two-fold. First, to paint up 366 power points (as it’s a leap year) of Warhammer 40k models. For reference, the two I painted so far are worth 4 and 2 points respectively, so I’m at 6/366. Second, to paint at least 25 Marvel: Crisis Protocol figures. And a habit I’ve gotten away from, I’m going to try and track all of my games in some way.

So here goes. Happy painting in 2020 everyone!

2020 Painting Challenge Progress

6/366 Warhammer 40k Power Points Painted

9/25 Marvel Crisis Protocol Models Painted

Daemonic Invasion at Drawbridge Games

Daemonic Invasion at Drawbridge Games

I’ve mentioned a couple of times on the blog that my painting of 40k Nurgle daemons was part of a build-up to a big game. And here are the results:

It was a huge game (over 750 power points per side), and featured a narrow win by the Imperials–by a single mission point. Each player had their own missions to accomplish, and the Imperials narrowly managed to get a bit more traction than the other forces–thanks to the Knight Titan that wouldn’t die and the resolute Salamanders dispatching all foes that faced them.

Here are some of the photos from the battle:

Drawbridge 1

The portal opened, teeming with Daemons from all four Chaos gods. 

Drawbridge Apocalypse Warhound Knight

The Manufactorum repair bay where the Warhounds and Knight Titans were under repair. 

Drawbridge Apocalypse Eldar

On the other board (connected by the gate we built between them) the Eldar army waited.

Drawbridge Apocalypse Salamanders Beast of Nurgle

So. Many. Salamanders. 

Drawbridge Apocalypse Knight Slaanesh Greater Daemon

Greater Daemon of Slaanesh, plus a Beast of Nurgle buddy to eat the overwatch, assault the Knight. 

Drawbridge Apocalypse Eldar Flyers Warhound Titan

The Eldar flyers finished off one of the Warhound Titans.

Drawbridge Apocalypse Knight Nurgle

The other Warhound Titan, its command staff corrupted by Gellerpox, rained destruction from behind the manufactorum building. 

In all it was a great day of gaming and a massive story told. Huge thanks to Drawbridge and Enrico for hosting, Ryan for building and painting the light-up bridge that spanned the two tables, Steve and Jesse for painting the eldar gates, and Mike, Tony, Andy, Colton, and even Jeff for providing the huge number of painted models that took part in the battle. Finally, an additional thanks to Just Hitched Films ( www.justhitchedfilms.com ) for coming and filming the event, and putting together the great video.

Marvel Chroma Crisis – MCP Launch Event

Marvel Chroma Crisis – MCP Launch Event

Marvel Crisis Protocol, from Atomic Mass Games is releasing in a week, and Drawbridge Games in Pittsburgh, PA is hosting a Launch Event Demo for the system on Saturday, November 16th.

Story: M.O.D.O.K. and a collection of other villains have collaborated to create a device that filters the color spectrum out of light wave radiation. They’re using this “Color Canceller” to hold the governments of the world hostage, demanding relinquishing money to Swiss accounts and nuclear codes to known A.I.M. operatives. Unknown to them, the device isn’t just making things unpleasant in the world (disrupting everything from fashion to traffic lights)–but it’s subtly affecting the very radiation patterns of the sun. Left on too long, and the Sun will be irrevocably damaged: dooming the earth. 

Only by teaming up can the heroes of Earth stop this menace. Will you join the heroes and fight against it, or join with the short-sighted villains who imperil all terrestrial life itself?

Launch Event: Given that we’re all just going to be getting our sets on launch day together, we cannot expect anyone to have painted minis. Hence the “Color Canceller”! The idea is come out, pick up some models, assemble one and get it on the table right away that day to learn the rules. Note that the Rules for Marvel Crisis Protocol are available for free download already. Players will field one hero or villain of their choice, unpainted, and team up with their side to protect or to destroy the Color Canceller. Participants who purchased any Marvel Crisis Protocol product from Drawbridge games will get first option for selecting the character that they’ll play (benefits of buying in)–hero or villain. But there should be ample other heroes available so that anyone is welcome to get in a try of the game too.

Timings: Players are welcome to come by Drawbridge anytime on Saturday, November 16th. We’ll be there, getting our models assembled–to bring some clippers and glue and get a model assembled yourself. Otherwise players who are just trying the game are welcome to come by the store before 6:00pm–as the battle for the Color Canceller begins at 6:00pm.

Escape from Hulk 13 – Rules

Escape from Hulk 13 – Rules

This event is a Kill Team-based narrative event for 1-12 players, run exclusively for  Drawbridge Games’ “Extra Life” 24 hours of gaming marathon fundraiser. Players take the role of a single trooper, and fight their way through massed opposition to escape from a dangerous space hulk. Expected play time is 3 hours, and the event starts at 8:30am to kick off Extra Life!

Players can pick any of the characters off the following list. The requirement is that players bring one single painted Warhammer 40k miniature that correctly represents the model that they are fielding. Players will do equipping of the model during the game, so any wargear depicted on the model is fine for the event. Players should also bring dice of their own, any tokens, and a measuring tool for the game.

Space Marine Scout Sergeant
Space Marine Tactical Marine
Space Marine Reiver
Space Marine Intercessor
Astra Militarum Infantry Guardsman Sergeant
Astra Militarum Tempestus Scion
Ad Mech Skitarii Ranger Alpha
Ad Mech Skitarii Vanguard Alpha
Chaos Cultist Champion
Poxwalker
Tzaangor Twistbray
Asuryani Guardian Defender
Asuryani Storm Guardian
Asuryani Ranger
Asuryani Dire Avenger
Drukhari Kabalite Warrior Sybarite
Drukhari Wych Hekatrix
Necron Warrior
T’au Fire Warrior Shas’ui
T’au Fire Warrior Breacher Shas’ui
Termagant (tho I would not recommend that choice)
Genestealer Cult Acolyte Hybrid
Genestealer Cult Neophyte Hybrid

Nothing else is needed to prep for the event, other than having the rules handy for your model and reflecting on this opening to the event’s story:

The last thing you remember is the war against the Orks. They were retreating from your force, and then it happened. You rounded a corner, and saw a strange Ork in a mechanized metal frame. The Ork had a strange device hanging over its shoulder, and the final thing you saw was a strange blue light burst from the device and fill your entire field of vision. 

Lucky Git

Lucky Git

This is a 40k story battle report featuring my Bad Moons Ork army versus Andy’s Tzeentch Daemons force. We’re gearing up for a big event, and Andy’s been painting up a storm, so we wanted to get some models on the table for a scrum.

Skizzit had never been a lucky git. Skizzit worked hard on his Warboss’ trukk, mostly repairin’ the whatnots and makin’ sure that the yellow paint was fresh. Skizzit’s Warboss was a Bad Moon, and that meant an eye for style and sumthin’ he called “sofikstikation”–which Skizzit understood mostly as lots of fresh yellow paint.

Orks vs Tzeentch Daemons 1

The Orks in Skizzit’s warband had been muckin’ around some ancient ruins, lookin’ for good loot amid the vacated humie structures that had been built. All Skizzit knew was that the humies had been here, and built some stuff to explore the ruins, but the humes weren’t around when the Orks arrived. It wasn’t long until one of the more knowy mekboyz got to turnin’ on some of the equipment the humies left, and then the fightin’ began.

Orks vs Tzeentch Daemons 3

Skizzit didn’t understand the things that came pouring out of the central chamber of the ruin, up into the abandoned work zone. They were fleshy odd things, in pinks and blues, with all sorts of flames everywhere. The Orks dove into battle with the things, but the fires were hot and when the Orks krumped ’em, they just came back with more.

Orks vs Tzeentch Daemons 2

The biggest of the squishy things was more massive than a Warboss, and had big old wings that carried him from fight to fight. Da Warboss got both his Big Mek and his Weirdboy to lead the attack on the thing, tho it was hard for Skizzit to tell if the thing was damaged at all by their attacks–as he barely understood what the Mek and Weirdboy did themselves. He did know that as the big thing killed its way through all the Orks and his fellow grots, things were getting out of control. What’s worse, is that Skizzit fled to the top of a building, only to find the big winged thing landing up there with him. He was trapped between the unsettling Weirdboy (who he always tried to avoid) and the great winged thing itself! The creature roared a massive roar as it sought to get at the Weirdboy, whose own eyes were glowing green with power. Skizzit fumbled in his bag for the small slugga he had nicked, vainly hoping to protect himself. The great bluish creature rushed forward, reality itself warping where his clawed feet treaded.

Orks vs Tzeentch Daemons 4

Skizzit raised his slugga and fired vainly, hoping that the noise would at least cause the thing to slow down or move away or something. Somehow, some way, the round from his slugga managed to catch the creature in the thigh. A hole appeared there, blistering with fire, and as Skizzit stood watching the air around the creature burst with sparks. The flaming hole in the thing’s thigh expanded and expanded, and after but a moment it was consumed in strange energy and reduced to ashes.

That was when Skizzit was taken from the Warboss’ Trukk work crew, and became part of the Weirdboy’s personal detail. He had defended the strange Ork once, and the whole crew said he’d have to keep doing it again. He was the blue giant killer, after all.

That’s how Skizzit found himself huddled in the shadows of the Weirdboy’s hut, suffering strange dreams and the Weirdboy’s frightening ranting every day, reflecting on how he never had been a lucky git.

Fungal Infection

Fungal Infection

This is a 40k battle report featuring my Bad Moons Ork army versus Mike’s Adeptus Mechanicus force, and used an opportunity to start fiddling with an effects filter app. Enjoy! 

The last transmission from the staff of the inter-system missile silo on Eomycot Secundus had been in status “filed but awaiting review” for two years before the logician got to it. There was nothing special in the transmission itself: a list of maintenance duties being performed on the tiny planet’s sole missile defense base. It was routine stuff: repairs from dust storms, a particularly resilient fungus in the subterranean levels, and other housekeeping tasks. Yet the next update was almost a year overdue. The logician flagged a inquiry, and in-system transmissions began to attempt connection. When no response was received for 10 iterations, a dispatch inquiry was sent to the closest Tech Priest Dominus with a request to investigate.

After a month of space transit away from the main exploration fleet in a Falchion escort, the Dominus arrived at Eomycot Secundus. An initial dispatch of scans showed that the settlement that surrounded the missile silo on the small planet was in complete ruins, but the silo was intact (complete with missiles ready in tubes). A servitor-piloted lander released a host of inspection servo-skulls, and the picts relayed back showed a disturbing sight: Orks and Gretchin were moving about the planet. With the missile silo in Ork hands, no fleets were safe passing by–yet the missiles had not been launched at their Escort, so the Dominus had to take a gamble. He detailed a personal guard to help him capture the silo.

Orks vs Ad Mech 2

As the Mechanicus landers made their way to the surface and began unloading troops, the Orks began to rally together. Long range picts displayed the Orks emerging from the silo itself, using the old imperial defense network as their own bastion for defense. Meanwhile Trukks, bikes, and more screamed toward where the Dominus’ force was deploying. At the center of the silo, literally perched amid the missile warheads, was a strange Ork shaman. Green power flowed from two bones he clashed together, and that seemed to energize the Ork forces. The Dominus wondered if the superstitious Ork perhaps thought of the missiles as a kind of standing stones of sacred technological ground, the way that the beast moved to defend them.

Orks vs Ad Mech 1

The first wave of Orks rushed from their ramshackle Trukks and into the Mechanicus lines. The Skitarii Rangers opened fire, and while the Ork numbers were thinned, the Ork assault still hit the Mechanicus lines hard. Slowly the heavier elements of the force–two Dunecrawlers–blasted their way through the Ork lines, the Orks who had so easily cut the Skitarii down until only two remained withered under the stubber fire. A rampaging Warboss tried to engage after jumping out of a Trukk, but one of the Dunecrawlers’ Neutron Lasers managed to zero in on him as he charged, turning the Ork leader into a smoking crater.

Orks vs Ad Mech 3

The Dominius himself had to engage the bothersome Ork Trukks that were tying up his Dunecrawlers and stalling the advance on the silo. One with a massive wrecking ball was finally felled by supporting fire, while the Dominus engaged another in combat. Firing up the energy field of his massive Ominissian Axe, the broad swipes eventually managed to cleave the engine of the Trukk in twain as it raced around him. A massive squig in the vehicle managed to chew some of his wires and dendrites, but the self-repair process allowed him to triumph.

 

Orks vs Ad Mech 5

The Orks delayed the Mechanicum heavy forces, but not quite long enough. While only the Dominus, two Dunecrawlers (one reasonably damaged and one intact), and two somewhat shell-shocked Skitarii rangers survived, they managed to clear out the complex of the primary Ork defenders. Despite the Orks ravaging the buildings all around the facility, the missile silo site was oddly untouched and undamaged. The usual Ork looting of such a technological place wasn’t even evident. The Dominus reviewed the evidence from the silo’s last transmissions, and it seemed to be utter silence. Two years ago the staff had been going down into the depths of the silo to clear out a spread of mildew, and two years later a strange Ork shaman was protecting the place like some strange holy site, almost a perverse parody of praising Terra for being the origin of mankind.

The Dominus shrugged. Xenos oddities were not his foray, and the vile greenskins had been eradicated. He requisitioned a replacement staff, who would arrive in a year’s time to the remote planet. He thought for a moment, and tagged an additional item on their task list for when they arrived: tunnel mildew. It wouldn’t do for them to refrain from cleaning the Omnissiah’s carefully constructed facilities when they arrived.

 

Orktober 2019: Git Race!!!

Orktober 2019: Git Race!!!

The month of Orktober is fast approaching, and the crazy Big Meks down at Drawbridge Games have decided to invite all the gits across the galaxy to the Drawbridge Mektown to participate in a little racing event. Thursday October 24th, 40k players are invited to Drawbridge Games to set a vehicle down and see if they have what it takes to win the Git Race 2019!

Bad Moons Warboss

Oi! You gitz! Callin’ ever one across da galaxy ta come race yer buggies, skiffs, and speedaz fer glory and da Git Race trophy! Wese Orks is gonna hold off on krumpin’ long enuf ter watch da race, so come get yer ‘umie, pansy, tinboy, an fishead vehicles into da starting line alongside da proppa Ork wagons. 

Race: The race will be held on Thursday, October 24th from 7pm to 10pm. The basics will be that you’re racing your vehicle around an Ork-built track, blasting at each other with your weapons, stopping at the Mek Pit to repair, and just plain trying to win the race. See the expanded rules below.

Prizes, Entry Fee, and Registration: There will be a trophy for the first place finisher, and a Mek Workshop terrain kit as a prize as well. The entry fee will be minimal, and registration is easy: just let the staff at Drawbridge know that you plan on attending and they’ll record ya.

Allowed Vehicles: Each faction (except Tyranids, sorry chums) has vehicle or vehicles that are permitted in the race. They’re generally light vehicles and transports: no walkers, flyers, or heavy stuff permitted. If there’s something we missed that you wanted to field and think would be appropriate for the race, let us know and we can see about adding it to the list. The table below is arranged by faction:

Faction Available Racing Vehicles
Orks Trukk, Kustom Boosta-Blasta, Shokkjump Dragsta, Boomdakka Snazzwagon, Megatrakk Scrapjet, Rukkatrukk Squigbuggy, Deffkilla Wartrike
Space Marines (all chapters) Rhino, Razorback, Primaris Repulsor
Adeptus Mechanicus Skorpius Dunerider
Astra Militarum Taurox (all variants), Chimera, Hellhound
Sisters of Battle Rhino, Immolator
CSM, Thousand Sons, and Death Guard Rhino, Plagueburst Crawler, Blight Hauler, Blight Drone
Chaos Daemons Skullcannon, Burning Chariot of Tzeentch, Exalted Seeker Chariot or regular Seeker Chariot, Horticulous Slimux (I mean, if you really want to… but he’s really slow and cannot plant any trees)
Eldar (all sorts) Wave Serpent, Raider, Venom, Starweaver, Vyper
Genestealer Cult Goliath Truck, Achilles Ridgerunner
Necrons Ghost Ark
Tau Devilfish, Piranha (all variants)

Rules: There will be an extensive oval track that will be raced upon set up on Drawbridge’s main table–including Orkish onlookers and even a snack bar. There will be a starting line, as well as a Mek Pit on one side of the track. Racers must move their speed each round, and can choose to advance as normal (note that Shockjump Dragstas and other models that have peculiar advance rules have those disabled, and advance as normal). If there isn’t space for your model to move past other vehicles, then it must stay behind them and maneuver for an opening. All vehicles must remain on the track or in the Mek Pit. Move order will be determined by place in the race (first to last). After the movement phase, every vehicle will get to either shoot or conduct melee attacks. Shooting can target any model AHEAD or beside the racer in the race (no picking on people behind, everyone guns for the models in the lead), and the model fires its weapons as normal using current 8th edition profiles. The normal “within one inch” rule is ignored in all ways, and instead a model can choose to melee any model within 3″ instead of shooting on its turn (representing the two vehicles jockeying for position). Shooting (or melee-ing) will also be done by place, but working last to first in order.

When a model is reduced to half its wounds, it rolls on the damage effects table below. Note that this happens every time a model is reduced to that point, and the new roll replaces the prior roll.

Half Damage Effects Table – Result Effect
1- Fuel Ignition A minor explosion causes a more volatile mixture. Until the vehicle is repaired for any reason, it gains +2″ to its Movement characteristic.
2- Crew Spooked The crew compartment suffered much of the damage, making them nervous and prone to putting more effort into racing. Until the vehicle is repaired for any reason, it MUST advance and adds an additional d6″ to its advance distance each time, but it cannot shoot any weapons.
3- Superficial Damage The damage done is all to the vehicle’s superstructure, no effect on its rules. When repaired for any reason this result is removed.
4- Suspension Battered The shocks of the vehicle (or it’s stability control in a hover vehicle) are damaged, making minor collisions on the track more damaging. Until it is repaired for any reason, the vehicle doubles the number of wounds it takes from melee attacks.
5- Fire in Fire Control Damage to the vehicle affects the weapons systems. Until it is repaired for any reason, the vehicle suffers a -1 penalty to all shooting attacks.
6- Engine Holed A round must have caught the engine! Until the vehicle is repaired for any reason, the vehicle suffers a -1″ penalty to both its movement characteristic and to Advance rolls.

When a model is reduced to zero wounds, it can only move at 2/3 its speed (rounding up) each turn (no advancing) and cannot shoot or melee. It must stop at the Mek Pit at the first opportunity. Models in the Mek Pit regain 2d6 wounds per turn they spend there rather than on the track (cannot exceed their maximum)–and may not shoot or melee while in the Mek Pit. Regaining wounds in the Mek Pit count as being “repaired” for purposes of the table above.

Squigs: Because of rolls on the Cheers and Jeers tables, Squigs may appear on the track. After all vehicles have moved, all squigs left on the track move 1d6″ toward the nearest vehicle. A vehicle that contacts a squig for any reason is hit by an attack with the following profile: Str 6, AP -2, D d3. The squig is then removed from the track. If all available squig models are on the track, no new squigs are thrown (count as the “a lot of yelling” result on the tables).

Cheers and Jeers: While the event is open to everyone, being an Ork crowd has a bit of an effect for Ork racers (and other participants lucky enough to be mistaken as looted vehicles). At various times, Cheers and Jeers will be announced. Every player, in order of their position in the race, then will roll on the Cheers table (if an Ork vehicle) or the Jeers table (for all non-Orks). Note that certain vehicles are clearly not Orkish and not looted, and must add +1 or +2 to their rolls, as indicated in this list: +1 to roll vehicles are the Skorpius Dunerider, Plagueburst Crawler, Wave Serpent, Raider, Venom, Starweaver, Devilfish, and Piranha; +2 to roll vehicles are the Primaris Repulsor and all of the Daemon choices, Blight Hauler and Blight Drone.

First the Cheers:

Cheers Table – Result Effect
1-    Encouraging Stikkbomb! A stikkbomb of encouragement gets flung from the crowd. Vehicle is hit by a single Str 3, AP -, D 1 attack. The vehicle also gets a bonus +1” to its movement this round due to the encouragement
2-    A lot of yelling! No effect
3-    Steer for da crowd! The Orks love a bit of a show. You can steer off the track this turn, rather than remaining on the track. However, you MUST collide with at least one Ork or Gretchen onlooker (bonus for more) in that movement, and must be wholly back on the track by the end of the movement (plan the move before moving the model).
4-    Dakka applause The crowd picks this vehicle as a favorite, and takes pot-shots at the closest other vehicle behind it. That vehicle suffers d6 Str 4, AP -, D 1 hits.
5-    Throw a squig! The driver of the vehicle can either catch and eat it (regaining 1 lost wound, counting as a “repair”) or drop it behind him, placing the squig d6” directly behind the vehicle
6-    Thunderous applause! Due to the psychic energy of all the cheers for them, the vehicle gets +2 to movement this turn

Then the Jeers

Jeers Table – Result Effect
1-    Mistaken for an Ork! Immediately roll 1d3 on the Cheers table instead
2-    A lot of yelling! No effect
3-    More yelling! No effect, but louder
4-    Oi, get dat one! Pointed out by the crowd, all players that shoot at this vehicle get +1 to hit this vehicle in the next shooting phase
5-    Throw a squig! Place a squig model 2d6” directly in front of this vehicle’s location
6-    Shoot ‘em! Vehicle is hit by d6 Str 4, AP -, D 1 shots from the crowd’s random firing
7-    Hit ‘em wit da trash! Vehicle is pelted with trash (and a chorus of boos) that gets into the workings of the vehicle (mashed into treads, sucked into intakes, etc). Reduce Vehicle to half speed and half results on advance rolls the next time that it moves.
8-    Gargant Kommand? Kill dat Git! Vehicle is hit by a single Str 10, AP -4, D d6 shot from the Gargant