Friday, June 2, 2023

40k's new 10e rules now available, for free (with some comments on tactical stratagems)

 GW have just posted a .pdf of the rules for their new, upcoming 10th edition of Warhammer: 40,000. They can be downloaded for FREE at the bottom of this page

The tagline for the new edition is "simplified, not simple" - on the heels of a 9th edition that earned a reputation as a bloated, stultifying mass of excess complexity. In recent years I haven't bothered playing the official rules at all - not when there were much simpler but still satisfying rules-systems out there. Xenos Rampant, Rogue Hammer, and Grimdark Future caught my eye instead. 

Having a flip through the new free rules this morning, I'm pleasantly surprised and optimistic at first blush. The certainly offer a more robust experience than, say, Grimdark Future, but they look like they might be a fair bit of fun to play. 

I'm especially intrigued by the new approach to stratagems - key tactical practices you can activate by paying Command Points. Each faction will have its own short list (I believe they'll be capped at 6 faction/detachment-specific stratagems) that look like they'll make each type of army play very differently from the others. The core rules, however, include a list of 11 stratagems that any army can use. If my understanding of the 9th edition stratagems is accurate, this is much simpler but also feels like it covers a lot of no-nonsense practical stuff that ought to be normal in small-unit tactical firefights: snap-firing at moving enemies, popping smoke or dropping to ground for cover, stirring up the troops to stand resolute just a bit longer, etc. - but all handled in a rather straightforward mechanical way. I particularly like the really dirt-simple but effective way to model troops' use of frag and smoke grenades via the short list of core stratagems. 

To be honest, reading that section made me think of Space Weirdos' use of command points - something I've praised elsewhere in these terms: 

In other words, every one of your figures is ALWAYS potentially on overwatch, as long as you've got command points left to spend that turn. This keeps an important tactical element in play, without any need to sit around thinking, umm, should I put this guy on overwatch, or that guy? But it's a tradeoff, because those command points are good for lots of other things, too. Dodging into cover; pushing to move just a little bit faster; shooting a little straighter; etc. Or, if you've finished the turn and never found the right way to spend 'em, you can cash in any remaining command points to better your chances at seizing the initiative on the next turn. Your pool of command points is quite small, making each use a deliberate and precious statement about your tactical priorities. All this means a really simple, one-brain-cell command and control system that nonetheless keeps the player engaged in meaningful decision-making throughout every part of the turn.

Perhaps a deeper look into the new rules will disabuse me of the comparison -- but, for now, if the new 40k is going to remind me mechanically of Space Weirdos, then the circle is complete! [Of course, I'm not sure how long 40k has used stratagems, or how much they might have influenced Garske's Weirdos design. But I'm liking what I see here]. 

 

Wednesday, May 31, 2023

Epic-scale Chaos scout Titan (Battletech kitbash) - painted proof-of-concept figure

 The Epic-scale Chaos Scout Titan introduced in my previous post - kitbashed from a Battletech mini and various GW pieces from the bits box - is now painted! (Well, at least to 'tabletop standard'). I also added a few extra doo-dads, including some big spikes welded to the looted shield and a one-shoulder shoulderpad that I think both reinforces the 40kish look and adds a certain gladiatorial vibe. I'm happy with how this proof-of-concept turned out: for smaller, scout titans, I think the Battletech minis make a fine proxy. For 3rd ed. Epic 40,000, I'll likely run this fella as a Subjugator Chaos scout Titan. Time to pick some close-range fights with Warhounds. 






Saturday, May 20, 2023

Kitbashing Battlemech-Titans for Epic 40k

 Man, I love it when a kitbash comes together well! 



As I mentioned last time, I've been tinkering with Epic 40,000 (the old 3rd edition of GW's tinier space battles game) after many years. I noted that 'proper' GW titans (for Adeptus Titanicus) cost a pretty penny, but one can offer a nice and much cheaper proxy - at least for the smaller range of titans. A box of Battletech plastic mechs comes already built and costs far less per mini. Having said that, some Battletech mechs look more suited than others to 40k, and many really call for judicious application of Ye Olde Bits Box. 

But I think it is really paying off! Today, I spent some time kitbashing the most visually boring 'mech in the box I got. Here he is when all I'd done was add a more 40k-suitable head: 


The head is from a 40k Chaos Marines sprue; I trimmed it down and affixed it to a flat spot on the 'mech's chest, giving the 'titan' the requisite 40k hunchbacked look...

And then I got really busy, sawing off a hand for replacement with a chainsword, adding various spiky bits, and giving "him" an assault Terminator shield (maybe it's plunder?). I think the end result looks pretty legit!







Here he is with some buddies from Team Tiny Iron Warriors (scratch-built Land Raiders and another converted battlemech). Look at that, he's making friends already!



We did get the wee legions on the table for a test battle last weekend, even though almost everything needs (re-)painted. Here's a shot of my Chaos tanks advancing gloriously toward a devastating firing position overlooking my kids' Ultramarines. 



I don't think I'll talk about what happened when their fast attack assault troops swept the ridge, though... :-) 

Monday, May 8, 2023

EPIC scratchbuilt 40k tanks (Land Raiders, Rhinos)

What is Gundobad scratch-building? Something tiny? Or something EPIC?!


Four Land Raiders and two Rhino transports. The back pair are still WIP.
I am going for several different Marks/styles of Land Raider, rather than insisting on uniformity. 


Like many, I was very excited about the recent hint-hint-hint that Games Workshop may be re-releasing a version of Epic 40k, the (formerly) 6mm large-battle ruleset for really big 40k conflicts. A good friend picked up Space Marine (that's Epic's 2nd edition) back when we were teens, and I've spent much of my life wishing I was a proper Epic player, too. So the recent maybe-announcement had me excited.

There previously have been four separate editions of Epic. The first two were relatively crunchy; the third (Epic 40,000) was much more streamlined - far too streamlined for the tastes of many fans -  but the designers considered it their best ruleset ever. 4th edition, Epic Armageddon, was sort of a hybrid combining some of 3rd's streamlining with some of 2nd's detail. As it happens, I think I'm most interested in the streamlined but tactical 3rd edition. FWIW, the rumor mill suggests that GW's pending re-release will follow the mold of 4th edition, Epic: Armageddon. 

But I've already got rules I can play with now! They were allowed on the interwebs for a long time (there are, also, fairly active online communities that still tweak and provide rules based on 2nd and 4th editions in particular). So, rules - check; but what about an army? 

The next event in my wee epic saga: I checked in at the friendly local game store, and discovered a stash of Epic minis in the used-minis consignment cabinet. So I cashed in some store credit and came home with a ridiculously stuffed bag of Space Marines, all in 6mm. Lots of Space Marines. So many Space Marines! No, really: I think it's about 174 bases. 

But nobody wants to play Epic with only infantry. And I didn't have the budget to just buy everything right now! So I got busy scratchbuilding, and I have to say I'm pretty pleased overall with the results so far. 

These are made primarily out of EVA foam - the jigsaw-puzzle, interlocking foam floor mats you find in toddler playrooms or gyms. It's the same stuff I used in my recent terrain-making posts; in fact, these tanks are made out of the 'puzzle piece' border edging that would otherwise mostly just become scrap. 


Just a bit larger than the originals, but I think they should be fine.

That's a Rhino at top left, and a Land raider on the right. These vehicles are just a bit larger than they should be - a byproduct of the dimensions of the formed EVA I'm working with (I can shape it, but I'm not going out of my to pursue exactitude). I'm looking forward to painting these up (and making more) - they've really been relatively quick to build, after some trial and error with the initial prototype for each type of vehicle. 

Of course, an Epic battle really calls for TITANS. Except, err, umm, I'd have to pay $90 Canadian for a pair of roughly two-inch-tall Warhounds that I've have to put together myself. Ugh. 

Or just buy pre-assembled Battletech minis for much less money!!! Try telling me this doesn't look at least passable as a Warhound titan (I believe it's no more than a cm at most shorter than it 'should' be). 



I got five relatively-suitably-sized 'mechs for less than half the cost of two GW Adeptus Titanicus Warhounds. I think that if I paint these little guys up in the garish style of old-school Epic titans, and give them some heraldic banners and spiky bits, they should look great. 




Friday, April 28, 2023

Post 4 (of 4) Let's Read: Knave 2e Kickstarter Preview

 This has been a long and tiring week (I just finished grading exams and papers) but I'll leave you for now with just a few more thoughts about the Knave 2e Kickstarter preview document. I don't have too much more to say, so I'll list some bullets with brief thoughts and then point you to a source for even more information if you're still keen on all this. 

+ TRAVELING and WEATHER - the travel rules rely on what is essentially an Overloaded Encounter Die. That's a popular and good system. I like the way information and secrecy are handled -- in general. However, I think that mixing 6-mile hexes with 4-hour watches, and allowing a party to "search" a hex in a single watch, is wildly unrealistic. This is a common issue in similar games. What I might prefer is to say that for every 4-hour watch spent searching inside a 6-mile hex, the GM reveals ONE area of interest within the hex - rather than all of them. 

The weather system looks fun and will add plentiful texture to overland travels. The level of mechanical heft given to different kinds of inclement weather is a bit uneven, but some good ol' "rulings not rules" should work here. 


+ ENCOUNTERS - there is a really fun d100 chart here with activities the monsters are engaged in when the party meets them. This is kind of like a universal d100 version of the similar charts that the d4 Caltrops blog has been making thematically tuned for different encounter types. This is nice to have handy. 

+ DIVINE MAGIC, ALCHEMY, MONSTERS...these look fun.

I'm sorry I haven't got much brain-goo left for in-depth comments beyond that, folks - at least for now! 

Thanks for checking out my impressions of Ben's new Knave 2e. As I go, let me signal that "Professor Dungeon Master" on YouTube has got a Knave 2e preview video of his own - but he got access to a much more complete preview document! If you check out his video, you can already see a number of additional sections of the rulebook that I didn't comment on in this little series.



Thanks for reading, and happy gaming. Have a great weekend, folks...


Thursday, April 27, 2023

Let's Read: Knave 2e Kickstarter Preview (Post #3: Inventory, Wounds, Advancement, Rolling Checks)

 Ok, let's keep going with this Let's Read for the new Kickstarter Preview of Knave's forthcoming 2nd edition. There are several subtle but consequential changes to the core Knave 'engine' to note here. 

ITEMS AND WOUNDS

These two are in the same category now, by design. We'll see why shortly. 

I've noticed that the "new Knave" contains some small but helpful quality-of-life/"user interface" improvements. These are just little tweaks to the way some rules are worded that should only save you half a second of time, but will save that half-second over and over again. We hit one immediately in the inventory section. Whereas 1e says PCs have inventory slots equal to their "Constitution Defense" (which = 10 + CON modifier), 2e just says "PCs have 10 + CON item slots" - Boom. Done. You may skip the half-second to try to remember what the Defense means. 

In other ways, more than the phrasing has changed. I am pedantically glad to see that 1e's "100 coins fill an inventory slot" policy has now made way to "500 coins fill a slot." I believe I've ranted about this issue before, probably on Reddit somewhere. For one thing, OSR modules end up throwing a LOAD of coins at parties, so a more liberal allowance for hauling off treasure is just helpful. Secondly, in many historical periods, the more common precious-metal coins were so small that treating 100 of them as an inventory slot just seems ridiculous (if I remember correctly, I think I ran games for a while where 1,000 coins would fill an inventory slot. Most late Roman/early medieval western coins are lightweight, yo!). So. Dr. Nerdbrain is happy about this tiny change. 

DAMAGE - here comes a really interesting change from 1e to 2e. In Knave 1e, you fall unconscious at 0 hp and then die at -1 hp. In 2e, characters will be sticking around longer, but players will have to make more interesting and meaningful choices to deal with harm. 2e now says that once damage drops your hp to 0, each additional point of damage beyond 0 instead "fills an item slot with an appropriate wound (stabbed, frozen, burned, etc.) from the highest slot to the lowest. Items in a wounded slot must be dropped, or the PC will be immobilized." PCs die not at -1 hp, now, but once their inventory slots have ALL been filled up with Wounds. Because monsters don't track initiative, they just die at 0 hp the good ol' fashioned way. The rules also allow for "Direct Damage" - which bypasses HP and just adds Wound tags directly. As the rules note, a GM might apply Direct Damage in cases like a bad fall, a sneak attack, etc. (Direct Damage can target monsters, too, but the Direct Damage deals 3x the usual HP damage instead of inventory slot effects). Oh, and PCs can recover all their hp whenever they get a solid, single night's rest; you also heal 1 Wound if your good night's rest was in a Safe Haven (like back in town). 

I will have to see this in play, but on first glance I really dig this new approach! 

Presumably, the inspiration here is from Into the Odd/Electric Bastionland, which makes damage past 0 hp apply directly to character Stats. ItO tends to produce a play arc with characters getting in scrapes that they can bounce back from quickly - but as they start to take more serious damage, it snowballs, so that characters get a little more desperate as each session progresses. Even so, however, ItO PCs can still do their normal damage and can still fight if they need to risk it, even when wounded. 

I think the new Knave damage rules allow for something very similar, albeit fine-tuned more towards the 'OSR resource management game' and less toward 'desperate survival horror now.' Knave really puts ability score modifiers front and center - you depend on them as your bonuses to every kind of check - so damaging ability scores (as ItO does) would nerf knaves too quickly. By adopting a similar dynamic to ItO, but relocating the damage on the inventory table, these rules should allow characters to stay fit and able to keep fighting if they really need to - but they'll get less and less able to perform with the peak gear they like using the most. Characters will ablate gradually in their ability to toss off that extra spell, wear that heavy armor (oooh! it presses on the wound...take it off!). 

I'm looking forward to trying the new version of these rules. 


LEVELING UP

By default, 1e used accomplishment-/milestone-based advancment. 2e defaults to gp-for-xp (you gain experience by returning treasure from dungeons to settlements). Notably, the xp costs for advancement have changed - for the better. 1e granted a new level every time any PC gained 1000 xp. This can lead to a problem in campaign play - since the cost to advance is flat, if a PC dies and is replaced by a starting character during a campaign, the new character will never, ever catch up to the rest of the party. In 2e - as in B/X and most OG old school campaign systems - there is now a progressive/graduated scale of xp needed to advance to each level. There's one scale for all characters, who will need (e.g.) 2000 xp to reach level 2, but a fresh 8,000 to move from level 4 up to 5. 


CHECKS

These were 'Saving Throws' but have been renamed. By my read, the rules haven't really changed, but we do get one of those little quality-of-life improvements I mentioned. In 1e, you generate a target number for a saving throw, and then the player has to roll ABOVE the target number. Target numbers (or Defenses) were 10 plus an opponent's relevant modifier, or 15 for default situations. Now, in 2e, the rules haven't changed but they are presented in a way that looks different - and simpler. Instead of adding 10 to a modifer and then rolling over the result, you now add 11 - and roll EQUAL TO OR ABOVE the target number. The math hasn't changed, but the new rules save you that constant half-second (this happened sooooo often when I ran a Knave campaign) of saying, "ok, you need a 15. No, wait, I mean you need to roll over a 15, so I guess you really need a 16." By moving up the baseline from 10 to 11, that's done away with. Nice. 

Advantage and Disadvantage is a thing, but instead of rolling more dice, you add +5 or -5 for each relevant Adv/Disadv (which of course means that pairs of contrary factors cancel each other out). 

This page closes with a few "how to handle ____" paragraphs that offer simple and helpful advice. The game clarifies that a Lore check should never, ever be necessary; PCs should know lots and have ready access to common information - or they should have to dig around in the setting to find someone/thing with the knowledge they need. A similar philosophy, it seems, will inform the game's approach to searching in dungeons, though I don't think we have those rules yet in this preview. 


Still more to come. 

Tuesday, April 25, 2023

Let's Read Knave 2e Kickstarter Preview - Post #2: new features in 2e, Stats, Character Generation

 Ok, let's dive into this "Let's Read" for Knave 2e's Kickstarter Preview document! See my wordy series intro here, and the actual preview document here or here


PAGE ONE/COVER PAGE:

This page lists some of the things to be added in the full - over 90-pages long - 2e document (the preview document only shows 17 of those pages). Described:

+ "75+ random tables (d100) for generating any feature of a fantasy world, including NPCs, regions, dungeons, monsters, spells, cities, and items." Knave's author, Ben Milton, earlier wrote Maze Rats - a 2d6-based game, not as short as Knave, and not as OSR-compatible as Knave - but distinguished by the many useful random tables crammed into its short space. It sounds like Knave 2e is taking the random-table-heavy approach of Maze Rats, super-sizing it, and then cramming that into the much more OSR-compatible chassis of Knave. That's a very cool thing. We'll need to wait to see just how useful the various tables are, but the few that are included in this Preview will allow some comment on their apparent utility. 

+ Dungeon-Crawling and wilderness procedures. The preview includes the Wilderness travel rules, which we can comment on below. 

+ Principles for GM and Players. Hopefully this will offer helpful articulation for newer groups, at least. This dovetails (for game-hackers, too!) with:

+ Designer's commentary explaining the rules. I enjoyed these in 1e. 

+ "Dozens of illustrations by legendary OSR artist Peter Mullen." I have to say, the art included so far in the preview document is really nice; evocative, fun, and resonant with OSR traditions. 

+ "Rules for constructing your own buildings, resolving mass battles, carousing, recruiting followers, gambling, training, and much more." None of that stuff is here in the preview document (at least in detail, yet), but this is getting interesting

Despite its simplicity, Knave offers certain advantages compared to many other OSR rulesets. On the one hand - let's be honest - Knave is a bit generic. Therein lies its utility; it is genuinely easy to run with almost any mainstream OSR product, like an old TSR module or a modern 3rd-party OSR adventure. On the other hand, Knave borrows from more modern game design, offering a unified core roll-high mechanic that scales well as PCs advance. This is much cleaner - in my opinion - than the mish-mash of rules you get in most of the genuine OSR 'retroclones.'  I can't remember where online I read the opinion that Old School Essentials offers "incredibly well-laid-out rules that are really unappealing." Without intending any disrespect to Necrotic Gnome's great achievement with OSE, I really have a hard time getting into the actual B/X rules framework!!! Knave feels much cleaner and simpler to run. 

But...there remains that generic feeling - even more generic than B/X (Knave, for example, is classless). I quite like having some decent classes (actually, the rather dull baseline classes in OSE - especially the Fighter - are part of my antipathy to it and other retroclones). By omitting classes, Knave offloads most of the construction of interesting characters into diegetic achievements during play: what gear do you carry? what magic spells did you learn out in the world? what crazy things happened to you after Level 1? what crap did you drink in the dungeon? what title did the Duke of Fourth Everskull grant you last week? 

The generic framework, by remaining highly compatible, also allows you to bolt on your own preferred retroclone or homebrew content. That's really good - class-free but not OSR-compatible is asking for trouble, but Knave allows as much tweaking as you'd like. Too much tweaking, however, and you might as well write your own retroclone heartbreaker. What did that solve?

That's where the many pages of new content coming in Knave 2e MIGHT prove really cool. Ben has described this content as 'modular.' It should all work with the game's core mechanic, but you can also sample to taste; don't like whatever his mass battle rules turn out to be? Then scrap 'em. 

When I was running a bunch of Knave for a campaign rather than just a one-shot, I did start tiring of constantly tweaking and fiddling with my preferred houserules. The way Ben has described what's coming in 2e makes me hope that we're looking at something like the "Advanced OSE" version of Knave - not in terms of classes, of course, but in terms of rules for a lot of other common D&D-ish situations. Having rules ready to hand for most of those things should make an already powerful simple toolkit - at least potentially - a really powerful alternative to some of the larger retroclones. 

That's my hope, at least. Of course, most of that content isn't visible yet, so we'll see. 


PAGE TWO-THREE/Ability Scores and Character Creation

Right off the start-line, there are a few interesting tweaks to the core rules since 1e. The game still has the famous 6 Stats but - as in 1e - each of them is still important, warding off 'dump stat' syndrome. Roll +Strength for melee attacks, for example, but +Wisdom for missile attacks (it's like Perception). Everything is useful for something; your highest scores, the rules note, can determine what kind of character you are (a slight nod to Class, here). 

How you get your ability scores is now different. In 1e, you roll 3d6 for each ability score, and take the LOWEST rolled result as your ability score modifier. As 1e noted, this means most scores will have a +1 modifier; it is possible - though very unlikely - to luck out massively, and get a quite high starting modifier (in the Knave campaign that I ran, we had a character who did, in fact, start out with a very high combat modifier - Strength, IIRC - which always made the rest of the party jealous from the get-go). In 2e, however, the method has changed. A brand-new PC has 3 points - just 3! - to allocate to ability scores. There's a fun method presented for randomly allocating them, if you wish, but the game also blesses letting players assign the points as they wish. 

I really like this. It's point-buy, sure, but it's ONLY 3 POINTS! You're probably not going to spend too many hours agonizing over that allocation. This sweeps detailed 3.0+ min-maxing off the table, but still gives players agency to prioritize what they want to be good at. Feel like dumping all three points into melee-heavy Strength? No problem. You'll shine in a scrum, but not enough to break the game, and you'll feel the pinch everywhere else, but not so much that you should have stayed home from adventuring. 

New PCs also "roll or pick" two careers from a list of 100 (!) background occupations. The game will later make allowance for granting advantage on Checks due to a relevant career background, so these are more than window-dressing. They also grant some starting equipment (for example, career #91 is: "Spy - caltrops, poison, forged papers"). Each character then has access to a small list of universal starting equipment which is, essentially, adventuring gear plus armor and weapon of your choice - if you can carry it. Recall that in Knave, your Constitution modifies how much you can carry. As we'll see in due course, tracking inventory is still simple, but has become even more central to the core rules in Knave 2e. 

There is a note that "If the GM permits you to play a non-human character, they may grant you a special ability in place of one of your careers (e.g., Elves only have to sleep one watch per night)." Hmmm. That certainly makes sense. I can get behind the underlying assumption about human-only or human-centric settings. However, given the ubiquity of at least being able to play an elf, dwarf, or halfling/gnome in OSR circles, I'd appreciate seeing more explicit mechanical guidelines for the standard kinfolk types (no doubt someone will be along shortly to provide them once the game takes off). This is one area where a 'super-sized Knave" feels like, maybe, it should offer juuuuust that little bit more. 

Having said that, the game notes that a player stuck for character inspiration might want to consult the various NPC-building random tables. We can't see these yet, but if they are expanded versions of the stuff that we had in Maze Rats, they should be very useful.