Thursday, November 13, 2014
Gaming in Misawa
I've had the pleasure to talk with Ryan Posey. He is a gamer living in Misawa and has a good handle on the scene there. I spoke with him via email about how gaming works up north. Full interview after the jump.
Sunday, October 12, 2014
Bash in the New Year: Warhammer 40k Tournament
This January 17th 2015, A-Z Gaming Club will host the first Wargamers in Japan event linked with Frontline Gaming's Independent Tournament Circuit (ITC). More info on ITC .
The Event will be held at the Camp Zama Community Club at 1000 am. Registration to begin at 0900am.
There are a total of 32 open slots available for this Tournament
There is a $25 entry fee per participant
Those that live locally can make it to Camp Zama by walking from Odakyu lines Sobudaimae station to the back gate the morning of the event. Map.
You can plan your train schedule here to make your travel plans.
Attendees that are in the military traveling from out of area can make reservations at the Zama Army Lodge
Attendees not in the military can make a reservation at a local hotel. Machida is the largest local area for reservations or Yokohama is also within a 20-30 minute travel. Hotels.
Anyone coming in from out of country should know that not all places in Japan accept American Credit and ATM cards. If you wish to withdrawal money the best place is to do it at the Japanese Post Office or Seven-Eleven (called 7 and I holdings).
All NON-Military are required to bring your Passport or Gaijin Card to gain access to the base. Passport is the best option.
There is a $25 entry fee per participant
Those that live locally can make it to Camp Zama by walking from Odakyu lines Sobudaimae station to the back gate the morning of the event. Map.
You can plan your train schedule here to make your travel plans.
Attendees that are in the military traveling from out of area can make reservations at the Zama Army Lodge
Attendees not in the military can make a reservation at a local hotel. Machida is the largest local area for reservations or Yokohama is also within a 20-30 minute travel. Hotels.
Anyone coming in from out of country should know that not all places in Japan accept American Credit and ATM cards. If you wish to withdrawal money the best place is to do it at the Japanese Post Office or Seven-Eleven (called 7 and I holdings).
All NON-Military are required to bring your Passport or Gaijin Card to gain access to the base. Passport is the best option.
Warhammer 40,000 Tournament
Format
There are a total of 32 open slots available for this Tournament
There is a $25 entry fee for participants
There is a $25 entry fee for participants
- Detachments may be produced from a maximum of one Codex / Codex Supplement
- Example – You may not selectively include units within one Combined Arms Detachment from both Codex: Eldar and Codex Supplement: Iyanden, despite them being within the same Faction per the Detachment creation rules in the 40k Rulebook.
- Exception – Units that are added to various Factions by means other than the primary or supplemental Codex are exceptions (i.e., Dataslate Characters, Forgeworld 40K approved units where they are permitted, etc.).
- Codex Supplements will be considered their own Faction, ie. Farsight Enclave, Black Legion, Crimson Slaughter, Militarum Tempestus and Legion of the Damned, etc.
- In the case of a Forge World unit having a profile in a Forge World book and Codex or Codex Supplement, the rules in the Codex or Codex Supplement are always used.
- Forgeworld is in as long as it meets the requirements below (just in case you didn't notice that already).
- Codex: Imperial Knight count towards your LOW allowance as well as any other detachment requirements.
- 0-1 Codex Specific Detachment (CSD) or Combined Arms Detachment (CAD
- 0-1 Allied Detachment
- Your Allied Detachment may be the same faction as your CSD or CAD.
- 0-1 Formation
- See the Black Library for examples of Formations.
- No Fortification or Apocalypse Formations will be allowed.
- All formations must abide by the allies rules in the BRB.
- 0-1 Fortification
- All of the rules may be found in the Stronghold Assault supplement.
- The following fortifications are allowed:
- Aegis Defence Line
- Imperial Bastion
- Skyshield Landing Pad
- Wall of Martyrs : Firestorm Redoubt, Imperial Bunker, Defence Emplacement, Defence Line, or Vengeance Weapons Battery
- The following upgrades can be purchased: ammo store, booby trap, escape hatch, magos machine spirit, searchlights, ammunition dump, comms relay, gun emplacement with either Icarus lascannon or quad-gun
- 0-1 Lord of War
- Limited to 25% of the army (375pts)
- special character LOW's provided in codices may be used.
Rules Judgments
Rules issues will be dealt with swiftly by a roaming judge. Rules questions will be handled in this order.
- Main Rule Book
- FAQs and Erratas
- ITC FAQ
- Please note, the change to the 2+ reroll save is still in effect. Ie., any save of any type of a 2+ that can be rerolled are failed on the second roll of a 1,2 or 3.
- All rule judgments are final! Do not argue with the judge!
Painting
All models must be painted to a 3 color minimum. We count primer as a color. If you have any models that are not painted to a 3 color minimum, you will be ineligible for prize support at the end of the event. Your paint score is determined by the paint judge.
Sports
Sportsmanship will be handled as a simple thumbs-up, thumbs-down check box on the results sheet.
The temptation to ding someone on sports after a tough loss is often too much for many players to resist. We therefore are providing a very narrowly defined set of terms under which a player may mark their opponent with a thumbs down mark on sportsmanship. This system is intended to punish those who are being abusive, but to not allow chimpmunking. After a great deal of real world use, we have found this system to work very well.
Legitimate reasons to give an opponent a thumbs down on sports:
- Your opponent was 15 or more minutes late to the round.
- Your opponent was verbally abusive. This does not mean you argued with your opponent or that your personalities clashed, but that they were verbally abusive and insulting.
- Your opponent intentionally cheated. Be prepared to support your case to a judge.
- Your opponent slow played. We define slow playing as not completing 3 game turns of play.
- In the case of 20 or less minutes left to play, divide the time remaining between players to complete one full GAME turn. Time each other during this period to ensure that each player has an equal amount of time to complete a full game turn. If one player does not finish within their limit, the other player can force them to stop and then begin their turn. This mechanic is in place to ensure no one is slow played out of a turn of play.
What does NOT constitute a thumbs down on sports?
- You argued over rules with your opponent.
- Your opponent beat you.
- You didn’t like your opponent’s army.
A negative mark on sportsmanship will be met with administrative action as follows:
- First thumbs down: A verbal warning from a judge, up to reversing a win to a loss.
- Second thumbs down: Reversing a win to a loss, up to disqualification from any prize support.
- Third thumbs down: disqualification from any prize support, up to expulsion from the event with no refund of the ticket price.
- Fourth thumbs down: Expulsion from the event with no refund of the ticket price.
WYSIWYG
All models are expected to be WYSIWYG (what you see is what you get) as much as is reasonable. Proxies are not permitted. "Counts As" armies with counts as allies will only be permitted if they represent a clearly concerted effort to build a unique army around an obvious theme. For example, an Adeptus Mechanicus army using extensive kit bashing and conversions will be fine.
If you go this route, YOU ARE REQUIRED TO HAVE A HANDOUT TO TO GIVE TO YOUR OPPONENT THAT SHOWS WHAT EACH UNIT IN YOUR ARMY IS ALONG WITH ITS STATS AND PERTINENT RULES! You must also present this to them prior to the game so that they have time to understand what they are playing against. There will be no exceptions to this.
If your army uses only a single Codex but if for example you have Crimson Fists models using the Blood Angels Codex, or Chaos models using the Space Wolves Codex, that is acceptable. Allies for this type of army however, MUST be represented by their actual models. This is to avoid confusion. No exceptions.
If you are using converted or scratch built models with Forge World rules, this is acceptable so long as your model is as close to the represented model as possible in terms of equipment, size and shape. We will not be lenient with this.
If you have any questions about your army, ask us prior to the event so that we can let you know if what you have will be acceptable or not.
Summoned models must be accurately represented! Again, counts as in a clearly themed list are allowed, but proxies are not.
Modeling for Advantage
There is a fine line between creative freedom and modeling for advantage. We do not wish to stifle anyone’s creativity, but in the end, this is a game that relies heavily upon the physical characteristics of the models being used.
Modeling for advantage will be handled on a case by case basis. To resolve a possible abusive situation, follow these steps:
- Ask the player to play the model as if it were a GW standard, modern version.
- Call a judge to ask for a judgement.
- Possibly substitute the model with an appropriate replacement.
Examples of what we consider modeling for advantage:
- Using out of date and inappropriately sized models such as the rogue trader era Eldar Avatar (which currently is a large, monstrous creature model but back then, was the size of a Space Marine, which would now grant huge advantages due to being so much smaller) or Gorka Morka Trukks (which are less than half the size of modern versions). If an army is made predominantly of Rogue Trader era minis (or any era) and is clearly going for a theme, then exceptions will be made. If it appears to a judge that the player is in fact modeling for advantage, then action will be taken.
- Increasing or decreasing the size of models to gain an advantage in gaining or granting cover. Custom Battle Wagons often fall into this category.
- Altering a model to increase the range of a model or to benefit your LOS.
Terrain
Hills: All rolling hills are open terrain, granting 5+ cover via LOS blocking/interference as normal but do not count as difficult terrain.
All other terrain functions as outlined in the book BRB pg. 108-113.
Terrain Data Slates from the BRB will not be used.
What you must bring
- Your Army
- Tape Measure, Dice, Game Aids, etc.
- 3 Objective Markers on 25mm bases, 2 Objective Markers on 40mm bases.
- 5 Typed Copies of your army list. Be sure to notate who your Warlord is on your army list. (1 for the TO, and up to four for your opponent).
- All pertinent rules for your army. Codices, White Dwarf Articles, Foregworld Rules, etc.
- If you are using a counts as army, YOU MUST HAVE YOUR PLAYER HANDOUT FOR YOUR OPPONENT IDENTIFYING WHAT EACH UNIT IN YOUR ARMY IS.
Prizes!
OF COURSE there will be prizes!!!!!
Bash in the New Year – 2015 Privateer Press Steamroller Event!
Welcome to the A-Z Gaming Club’s annual Steamroller event for Warmachine and Hordes. It will be held on the 17th of January, 2015, during our Bash in the New Year mega-event! Start time for the tourney is 1000hrs. Please arrive on time for gate pick-up/sign-in.
The rules and guidelines that we’ll be following can be found here:
Privateer Press Steam Roller Guidelines
There are 8 slots available – 70 minute games – 7 Minute rounds (with standard extension time of 5 minutes). Certificates and Badges will be awarded for the top 3 players. Templates for the various scenarios will be provided as well as full terrain tables.
Bring your 35 Point list and your miniatures. If a super cool and well painted miniature is spotted… there may just be an on the spot prize! So, try your best!
Ask questions now and look to this spot for updated information.
See you on the 17th – Let’s Bash the heck out of this New Year event!
Tuesday, October 7, 2014
Crushing at Kandavar Part 2
The second game of the Kandavar Campaign came swift and terrible with the invasion of the Tyranids. Before the game began, the primer "The Devourer Strikes" was given to all players. This set the scene for an all out pitched battle for survival against the unending Tyranid horde.
Did the Imperials hold off against the ever hungry talons of the Tyranids? Did the gun line of the Astra Militarum bring enough shells to do the job? What exactly do Blood Angel vets taste like? All of these questions answered and more after the jump! More pics too!
Tuesday, September 30, 2014
Crushing at Kandavar
If you haven't been following the Facebook page, you might have missed out on the Crushing at Kandavar campaign we've been running. But worry not humble reader, we have all the narrative and pics you could want to get caught up and stuck in.
The event is being run by Ryan "The Selsword" via the A-Z Gaming Club. So far we have finished 2 events and the third is coming up soon. Ryan lays down the scene for this epic story in his first post "Kandavar Campaign".
Then we move right in to our introduction to the Tau conflict with "Destiny of the Greater Good". The full story of the Tau fight for Tanacus can be read in this wrapup post "The Fires on Tanacus".
The event is being run by Ryan "The Selsword" via the A-Z Gaming Club. So far we have finished 2 events and the third is coming up soon. Ryan lays down the scene for this epic story in his first post "Kandavar Campaign".
Then we move right in to our introduction to the Tau conflict with "Destiny of the Greater Good". The full story of the Tau fight for Tanacus can be read in this wrapup post "The Fires on Tanacus".
More Pics after the Jump
Thursday, September 11, 2014
Wargamers in Japan + Independent Tournament Circuit
In order to bring you the most bang for your buck for our events, Wargamers in Japan has teamed up with the guys from Frontline Gaming and joined the Independent Tournament Circuit.
What is the ITC? click here to find out: Independent Tournament Circuit
This new change will apply to both Tournament style events that we hold starting in 2015.
First up is "Bash in the New Year" which will be held Martin Luthor King Jr. Day weekend on January 17th.
Following that will be "Save versus Summer" to be held on 4th of July weekend.
Stay tuned here for more information on these events as we ramp up for them in the future.
Saturday, April 19, 2014
JUGS Interview
I had the pleasure recently to conduct an online interview with Damian from Chiba. He and his friends have been running the club JUGS (Japan's United Gaming Society) in Chiba since 2009. Their group might be small, but they are always on the hunt for new players in the greater Chiba area.
Before the interview though, here is the quick and dirty coverage of their club. This is all available on the page link to the right of course. This will give you a good feel for the group before we dig into the meat of the interview.
Club Name: J.U.G.S. Japan's United Gaming Society
Club Location: Chiba
Focus: provide a gaming space in Chiba that caters for and integrates both foreign and native players interested in playing Wargames
Structure: Our bilingual friendly group is free for anyone interested in coming (either English or Japanese speakers). We have a playing space that can cater for up to 8 players playing 4 games at once with room for a couple more to watch. There are no fees.
Games played most often: Warhammer, 40k, Blood Bowl, Mordheim, Infinity, Dystopian Wars, War Machine, Gorkamorka, Settlers of Catan, Flames of War, Bolt Action, Dark Future, Space Hulk and Saga. We are very open to trying new games.We also have a couple of experienced Roleplayers and we are looking at running some English language role-plays such as Dark Heresy, Call of Cthulu in the near future if we get enough interested players.
Special Considerations: none
Point of Contact: JUGS Japan's United Gaming Society Page on Facebook and/or deimimix@yahoo.comWargamers in Japan is interested in learning who all of our gaming neighbors are.
Read on for the full interview!
Before the interview though, here is the quick and dirty coverage of their club. This is all available on the page link to the right of course. This will give you a good feel for the group before we dig into the meat of the interview.
Club Location: Chiba
Focus: provide a gaming space in Chiba that caters for and integrates both foreign and native players interested in playing Wargames
Structure: Our bilingual friendly group is free for anyone interested in coming (either English or Japanese speakers). We have a playing space that can cater for up to 8 players playing 4 games at once with room for a couple more to watch. There are no fees.
Games played most often: Warhammer, 40k, Blood Bowl, Mordheim, Infinity, Dystopian Wars, War Machine, Gorkamorka, Settlers of Catan, Flames of War, Bolt Action, Dark Future, Space Hulk and Saga. We are very open to trying new games.We also have a couple of experienced Roleplayers and we are looking at running some English language role-plays such as Dark Heresy, Call of Cthulu in the near future if we get enough interested players.
Special Considerations: none
Point of Contact: JUGS Japan's United Gaming Society Page on Facebook and/or deimimix@yahoo.comWargamers in Japan is interested in learning who all of our gaming neighbors are.
Read on for the full interview!
Wednesday, April 16, 2014
Wargame Club & Store Map
Not sure where the closest game store or club is? Then check out this handy link! You can even add your own club or shop if you don't see it on the map. Lets make this a great tool for everyone by contributing and not abusing :)
https://maps.google.co.jp/maps/ms?msa=0&msid=216748909237183114663.0004d78934bac31379008
https://maps.google.co.jp/maps/ms?msa=0&msid=216748909237183114663.0004d78934bac31379008
Saturday, April 12, 2014
Table Top War Gaming in Okinawa
William in Okinawa has been taking the lead in making sure local gamers have a place to play. Utilizing public spaces, gathering terrain, and scheduling meet ups and games, he is a big part of gaming south of mainland Japan.
After reaching out, I was able to get William to answer a few questions via email for the WIJ blog. We get excited around here when it comes to exposing the public to game groups. We hope that every story of a local club turns into new players across the table.
As usual, we start with the bullet points! Here is the rundown on TTWG in Okinawa.
Club Name: Table Top War Gaming
Club Location: Schilling Community Center on Kadena AB, Okinawa, Japan.
Focus: Teaching new players how to play and controlling an overall fun and friendly gaming environment.
Structure: All open play from 10am to 7pm Saturdays.
Games played most often: Warhammer 40k, Dreadball, Magic the Gathering, Star Wars: X-wing, Warhammer Fantasy, Warmachine/Hordes, The Relic Board Game
Special Considerations: We have an general agreement with the Schilling Community Center to let us play there. We have a cabinet set up in the corner of there back "Kitchen" area. Every Saturday morning, we have to have one person go in early and see if anyone has "Rented" that room out for the day. If not, then we are free to open the doors up and push the tables together and play in there. There is also a large area that connects next to it with a folding type wall. If that room is open, we can have it too. But if it is being used, then we just can't play for the day there.
Point of Contact: William J. Castillo, Facebook
More information after the jump!
After reaching out, I was able to get William to answer a few questions via email for the WIJ blog. We get excited around here when it comes to exposing the public to game groups. We hope that every story of a local club turns into new players across the table.
As usual, we start with the bullet points! Here is the rundown on TTWG in Okinawa.
Club Name: Table Top War Gaming
Club Location: Schilling Community Center on Kadena AB, Okinawa, Japan.
Focus: Teaching new players how to play and controlling an overall fun and friendly gaming environment.
Structure: All open play from 10am to 7pm Saturdays.
Games played most often: Warhammer 40k, Dreadball, Magic the Gathering, Star Wars: X-wing, Warhammer Fantasy, Warmachine/Hordes, The Relic Board Game
Special Considerations: We have an general agreement with the Schilling Community Center to let us play there. We have a cabinet set up in the corner of there back "Kitchen" area. Every Saturday morning, we have to have one person go in early and see if anyone has "Rented" that room out for the day. If not, then we are free to open the doors up and push the tables together and play in there. There is also a large area that connects next to it with a folding type wall. If that room is open, we can have it too. But if it is being used, then we just can't play for the day there.
Point of Contact: William J. Castillo, Facebook
More information after the jump!
Monday, April 7, 2014
Dozier Campaign Update: A New Hope
War continues to rock the Dozier system. The conflict grows unchecked and threatens to spill out to new systems.
On Strausheim, the Cult of the Dark Mechanicum clashed with the warriors of Fenris. Berserk automatons leapt from rooftop to rooftop to assault Space Wolf defensive positions. The Wolves counterattacked with fury worthy of their name, but the Mechanicum troopers were too resilient, and eventually established a foothold in the city. When the Space Wolves failed to root out the Mechanicum, help came from an unlooked for quarter. The Brotherhood of the Four Armed Emperor struck at the machine. Despite inflicting heavy losses, not even the massive numbers of the Brotherhood could dent the morale of the Mechanicum constructs.
Meanwhile, on the Celestial Throne, the Blood Angels sought out the viral payload left on the Pax Testudo. The sons of Sanguinius met resistance in the form of a Word Bearers kill team. In the opening stages of the battle, the holy Dreadnoughts raged unchecked through the Chaos’ lines. However, caution returned to them when they witnessed the terrible destructive power of a single Obliterator, laying waste to a number of the battle brothers. Their momentum checked, the Blood Angels were hit hard by a force of Terminators sporting massive mutations. Their vorpal claws tore loyalist marines apart, and the recon mission had to be abandoned.
On Janus, a force of Tau was shaken by a brutal attack from the combined might of Chaos Marines and the Daemons of Phobos. After being routed by the forces of evil, they realized they had been taken in under the mind control of an Eldar witch. The Tau force launched their own attack upon the witch, disgusted to learn that she still held a cadre of their finest under her thrall. The firefight was devastating to both sides and both fell back from the battlefield as the coming dawn threatened to consume them all.
Around the system, another strike force of Blood Angels fought the Ghost Knight abominations on the ramparts of the sky fortress. Ultramarines attempted to purge Chaos filth from the jungles of Lush. Blood Axe Orks deployed to Strausheim to help secure the capital city. The more righteous chapters of Space Marines did not approve of this. Some chose to leave the system, while others were deployed to other battlefields.
As the war crescendoed once again, Inquisitor Malkizadek played his trump card. On Gio, a massive slab of rock was ejected into the void. No other change was discernible to the mere mortals who witnessed the event, but every Navigator in the system knew what had happened. To those with the second sight, golden light flooded the system, illuminating the Empyrean. The paths through the warp to the Dozier system were open once again and the forces of Destruction are under threat.
Monday, March 31, 2014
Dozier: House Rules for Playing Ghost Knights in the Dozier System
For those that have always thought it would be cool to make up
their own rules to go along with the fluff they have crafted for their minis,
we say, “Why not? There has never been a better time than the Forge the
Narrative era we are currently in.” With that in mind, this post includes
one of our WiJ Homebrews. We make no claim of balance, but we’ve tried
this stuff out. They are in no way legal, but wargaming has always been
an agreement between two folks. Rather than RAW or RAI, go for RAC, Rules
as Cool.
Sacrifice
A metal
corridor, bathed in red light. The klaxon call is deafening.
Eliazar
was surrounded by daemons. The Implacable Will was falling through the
warp. A more fragile mind would be crushed by the hopelessness of the
situation, but Brother Librarian Eliazar was one of the Emperor’s own. His
steadfastness was renowned amongst his Grey Knight brethren. He had turned the
tide in more than one seemingly impossible situation and he drew confidence
from those experiences.
Eliazar’s
wielded his staff like a spear. Its crackling shaft didn’t so much stab into
the daemons blocking his path as it caused portions of them to dematerialize
and the daemons themselves to be unmade. He knew this was only a temporary fix.
His adversaries had the advantage of being in their element and that gave them
a near endless supply of reinforcements.
Time
was what he needed. The ship had been under attack for two days. Once the
Geller field begun to fail, the bloody red servants of the war god had poured
through the breaches. They initially reaped a horrendous tally on the human
crew. The Grey Knights had sustained losses of their own, but their psychic
powers and the familiarity with their adversary had allowed them some measure
of success.
The
running skirmishes in the ship’s corridors were now battles of attrition. The
inexhaustible flood of warp energy gave the Daemons the edge. Every tactical
simulation that the Brother Captains had executed showed the deck stacked
heavily against the Grey Knights. What they needed was something to change the
game itself.
The
senior Librarian aboard the ship believed he had found such a ritual. It was an
uncommon thing, to plumb the depths of certain grimoires, but desperate times
meant aid had to be looked for even from less desirable sources. The arcane
research had led to the discovery of a certain ritual that had once been used
for mass banishment. It was for this reason all Battle Brothers had been
recalled to the bridge.
Eliazar
had his misgivings. Such an unknown ritual had unknown effects. While the Grey
Knights had always been pure of heart, standing at death's door was no reason
to risk straying from the light of the Emperor. Even so, Eliazar fought his way
through the throngs of ill intent even now, knowing that he had a duty to obey.
++++++++++
A
mountain top is illuminated by lightning strikes. The thunderclap is deafening.
Eliazar
sat before a wizened old sage in a ragged, burlap frock. The man’s face was
lined heavily with years of strain and worry. He had a beard that ran the
length of his upper body, down to his crossed legs. Despite his apparent
frailty, the man projected an aura of confidence, and perhaps because of it, an
air of wisdom.
“Welcome,
my friend,” the old man said in a gravelly voice. “I had thought to see you
here sooner.”
“Where
am I? And who are you?” Eliazar’s voice was a challenge, strong in the thin
air.
“You
are with me and you know who I am.” The man unfolded his legs and stretched, as
if he had been sitting that way for an eternity. As he stood, he seemed to grow
immensely. What had appeared to be frailty was lean sinew. Eliazar had no doubt
that the old man had scaled many such mountains in his time. He opened his
mouth to ask another question. “To show you the way,” came the preemptive reply.
“You are unsure how best to face the conflict ahead.”
“With
the daemons? As ever I have. With a strong arm and a resolute mind.” Eliazar
spoke with conviction.
“That
much should be obvious. Brother, you are to be the fulcrum upon which all that
is to come will swing. Only that unswerving resolution you profess will carry
you through this task.” The old man crossed the space between them in one fluid
motion, laying his hand upon Eliazar’s forehead. “Now, go forth.”
++++++++++
An iron
throne room, bathed in the glow of warp space. The staccato of bolters is
deafening.
“Brother
Eliazar, we had thought you lost.” Eliazar came to his senses, surrounded by
his battle brothers. He was walking through the hatch that led to the command
deck. Behind him, a line of Purgators held the enemy at bay with a combination
of Psycannons and Incinerators. Before him, Brother-Captain Veridus clasped his
hand, then led him towards a circle of fellow Librarians. “When we lost contact
with you and your squad, we feared that you had been overrun. I believe you to
be the only survivor from the twelfth deck. We must get you to the conclave at
once.”
Eliazar
numbly took his place around the circle, still shaken by what he had just
experienced. He looked around, noting the holy sigils on the deck. All was
prepared for some kind of ritual. Chief Librarian Kantius was walking the lines
of the circle.
“We are
down to 68% of our battle group’s initial strength. We have lost power and are
adrift in the Warp. Our current vector may see us to our destination, but not
for quite some time. The daemons have overrun 75% of the decks and our
withdrawal to a defensible position means what little crew left are lost to us.
Here in the warp, there waves do not cease."
Kantius
passed Eliazar's place in the circle, pausing to acknowledge his presence.
He hesitated just a moment more as he caught his brothers' eyes as though
he had seen something, but then continued on.
"We
must find a way to seal the Geller field and purge those on the ship, or we too
will be lost. Captain Veridius and I have conferred and we have agreed that
performing this ritual as recorded by Lord Inquisitor Torres is our best
chance. We will purge the invaders, get our engines back on line, and resume
our mission to bring the Emperor’s Justice to the Dozier system and beyond.
There is only one task left. We need a volunteer to serve as the fulcrum of our
psychic powers.”
Each of
the other Librarians made the sign of the Aquila, indicating their willingness
to give of themselves. Eliazar removed his helm and stepped forward.
“I
believe I am meant to receive that honor.” The last word was said knowing what
it would cost.
Kantius
walked right to Eliazar. “Brother, I and the Emperor thank you for your
sacrifice. We believe we have a way to protect you.” He turned to the waiting
Techmarines and shouted, “Bring in The Anvil of Mortius!” The Techmarines
complied, firing up a suit of Dreadknight Armor that had stood silently nearby,
and walking it into the very center of the circle via remote. Eliazar walked
around the suit, admiring it. Getting to know it. It was obviously something of
a relic. The inscriptions were elegant. The sigils were exquisitely crafted.
The suit had obviously been through some historic battles, but in its current
state, it was ready for a new epic war.
As the
circle began to walk counter-clockwise and the chanting began, Eliazar and the
Techmarines went about the business of strapping him into the suit. As the last
buckle was cinched, the Techmarines fled the circle. The chanting grew louder
and the circle sped up. At the last, Kantius stood in front of Eliazar. “May
the Emperor protect you, Brother. Know that what you do allows us to succeed in
our mission. No matter what, we will prevail. Your sacrifice will not be in
vain.”
Eliazar
nodded. He closed his eyes, a prayer on his lips.
++++++++++
A
crystal cave, lit by the glow of each formation. The psychic hum from each
stalactite is deafening.
Eliazar
stood before a crystal plinth. A raven haired man stood atop it. His eyes, set
deep in his granite features, looked down at Eliazar. “Welcome, again, my son.
I am sorry we do not meet under better circumstances.”
“Am
I…dead? After all this time. After all the strife, the killing, the danger.
After everything. I didn’t expect the end to be like this.”
“The
road ahead will not be an easy one. But, having spoken to you, I know you will
not let me down. The fire inside you, the strength of your conviction, and the
belief that you cling to, let those be your guide. I will be here. I will be
watching you.”
“Wait,
what do you mean? The road ahead?”
++++++++++
A steel
chamber, filled with darkness. The silence is deafening.
Eliazar
was alone. There were many still forms around him that he could sense, but none
contained a spark of life. The emergency lights came up, illuminating an eerie
scene. Each marine in the ritual circle stood at attention, facing Eliazar. The
remaining battle brothers faced outwards, as if they had been in the middle of
something, but had suddenly forgotten where they were. There was no bolter
fire. There was no din of battle. Indeed, there did not seem to be a single
daemon anywhere in close proximity.
Eliazar
spoke out, breaking the silence. “Brother Veridius, it worked! We must get the
engines back online and ensure the Geller field is intact.” Veridius turned
without a word, and strode out of the command chamber. When no one else moved,
Eliazar thought to himself, “Is no one going with him?” A number of brothers
immediately followed after.
Realization
began to dawn on Eliazar. With a thought, he sent a squad to the navigational
controls. Another, saw three squads of Interceptors embark on a sweep of the
ship. Though it was unwieldy, he began to decipher faint thoughts containing
information from each of his former brothers. Little was left of what they once
were. All he had was his memories of who they had been.
Eliazar
whispered into the darkness. ”Your sacrifice will not be in vain.”
Ghost Knights
Dispatched to the Dozier system as support personnel to ensure the
delivery of the Exterminatus warheads, the strike force coded “Unyielding
Resolve” began to encounter difficulty as soon as they entered the warp.
A freak storm separated them from the ship they were escorting.
Then a malfunction on a portion of their cruiser’s Geller field caused a
temporary breach of the hull by daemonic forces.
The crew of mere humans perished quickly. While the Grey Knights
fought valiantly, the weight of their nemesis would see them overrun by
attrition. A possible answer was found in the ancient tomes of the ship
library, and the librarians resolved to attempt a ritual that had worked for
the Chapter in the past. The ship was successfully purged, but at great
cost. Almost all of the force was reduced to suits of armor, driven on by
their own will, and directed by that of the lone survivor.
Fielding a Ghost Knights Army
Grey Knight armies that are fielded as Ghost Knights have the following rules.
Grey Knight armies that are fielded as Ghost Knights have the following rules.
The Testament: A Ghost Knight army is chosen from Codex: Grey Knights with the
following restrictions. The army may not include any Inquisitors,
Henchmen, or Assassins, nor may they use special characters.
Binding Will: Grey Knights no longer have And They Shall Know No Fear and lose
access to Psybolt and –flame ammunition and additional grenades. Vehicles
lose the Psychic Pilot rule.
Grey Knights instead have the Daemon USR, while vehicles gain the
Daemonic Possession rule from Codex: Chaos Space Marines. When
called upon to take a morale check, they roll 2d6 as normal, suffering a number
of wounds equal to the result minus their leadership. Only Daemon saves
may be taken against these wounds. Then the unit functions normally.
Additionally, if the army’s warlord is killed, each unit must take a
morale check at the beginning of each turn.
In the Author’s Words: The Grey Knight fluff from their most
recent codex could have been described as over the top. In attempting to
‘switch up teams’ for our campaign, we thought, “Who better to switch sides
than the army written as ‘totes sooper pure’.” And how to do that? Leave
their will intact, but remove their discretion. Take them from basically
mindless bondsmen to literal automatons.
Brother Librarian Eliazar
|
HQ
|
300 Points
|
Eliazar is the last living member of Strike Force Unyielding
Resolve, sent to the Dozier system to destroy by Exterminatus. When the
conclave performed an ancient rite in an attempt to purge their ship after the
Geller Field, Eliazar was the nexus of the psychic energy involved in the
ritual. He did not suffer the same fate as his battle brothers, but
instead was forced to see them in their diminished state and direct them with
his mind.
Eliazar himself is confined to a suit of special Dreadknight
armor. The suit amplifies his psychic communions, ensuring he can ably
direct his brother. This makes him formidable, though he must also
protect himself, lest his brothers lose their drive. Now, Eliazar must
attempt to finish the initial mission laid out for his brothers. He knows
that Dozier is too tainted to be allowed to survive, for its heresy will
return. If he can accomplish this, maybe his brethren will finally find
rest.
Eliazar
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Sv
|
Brother Libriarian
|
5
|
5
|
6
|
6
|
5
|
4
|
3
|
10
|
2+
|
Unit Composition: 1 (Unique) Unit Type: Monstrous Creature, Character
Wargear: Dreadknight Armor, Nemesis Great Sword, Personal
Teleporter
Special Rules: Psyker (3), It Will Not Die, Hope of the
Brotherhood, And They Shall Know No Fear
Hope of the Brotherhood: Ghost Knights within 6” take morale checks on 3d6,
discarding the highest. If Eliazar is slain, morale checks taken by Ghost
Knights at the beginning of their turn are taken at 2d6+2.
Psychic Powers
|
Effect
|
Unyielding Resolve
|
WC: 1. Blessing. Target one Ghost Knight unit w/in
12”. Take one Daemon save for each slain model. For each model
that passes, restore a single wound model to the unit in base contact with
another model in the unit. All upgrades on these models are lost.
Hope of the Brotherhood extends by 6”. This power may be used
multiple times per turn, but never on the same unit.
|
Shield of Faith
|
WC: 1. Blessing. Targets Eliazar. Increases T
by d3 and makes Eliazar’s Armor Save invulnerable. This save may never
be re-rolled.
|
Nemesis Purge
|
WC: 1. Nova. All enemy units within 12” must take a
leadership check. For each point they fail by, they take one wound with
no armor or cover saves allowed.
|
In the Author’s Words: I actually cannot take credit for coming up with Eliazar. The initial concept for a Dreadknight Librarian was something another member of our club came up with, and though he left before he could develop it further, I thought that was so cool, how could I not run with it?
Thursday, March 20, 2014
Dozier: House Rules for playing Word Bearers in the Dozier System
For those that have
always thought it would be cool to make up their own rules to go along with the
fluff they have crafted for their minis, we say, “Why not? There has never been a better time than the
Forge the Narrative era we are currently in.”
With that in mind, this post includes one of our WiJ Homebrews. We make no claim of balance, but we’ve tried
this stuff out. They are in no way
legal, but wargaming has always been an agreement between two folks. Rather than RAW or RAI, go for RAC, Rules as
Cool.
Word Bearers
One of the original twenty legions, the Word Bearers are
best known as zealous worshippers of Chaos.
They are committed entirely to the downfall of the Imperium which
betrayed them so many millennia ago.
They prosecute an endless war, knowing that someday, they will stand on
Terra again, this time as it burns to cinders.
The Word Bearers often consort with daemons, making dark
pacts with the Princes of the Warp. They
utilize lesser daemons as shock troops, while their sycophantic army of cult
followers is herded forward to protect the Traitor Brethren. The Marines themselves are resolute in
battle, steeled by their faith and the exhortations of the Dark Apostles that
lead them. Their fury is seemingly
boundless. Many garrison worlds have
fallen in the teeth of the Word Bearers’ initial assault.
Fielding a Word
Bearers Army
Chaos Space Marine armies that are fielded as Word Bearers have the following rules.
Chaos Space Marine armies that are fielded as Word Bearers have the following rules.
Legion of the
Word: All units that have the
ability to take an icon of some kind must do so. All units that have the ability to take
Veterans of the Long War must do so, and these units gain the Stubborn USR in
addition to the normal benefits.
Glory to the
Pantheon: The number of units with a
specific Mark of Chaos may not exceed the number of different marks in the army
(i.e. to include three units of marines with the Mark of Khorne, you might also
add units with the Mark of Tzeentch and the Mark of Nurgle.). A Word Bearers army may include Possessed
units in compulsory Troops slots of their force organization. Cult Troops are limited to one selection per
primary detachment.
In the Author’s Words: Continuing a tradition of silly design, it
seems a bit daft that my warp-dwelling evil paladins go from hero to zero when
you kill their magic stick. I wanted a
way to represent the piety and resolve of the Word Bearers, so I thought if
they showed their dedication to the Dark Gods, we could reward them for
it. Regarding the Pantheon rule, while
aligning oneself for the patronage of a particular God is not explicitly
frowned upon, the Word Bearers have always served the Powers Undivided. Thus, a rule that forces a diversity of
devotion and reflects their relationship with warp entities.
Dark Apostle Antisthenes
|
HQ
|
200
Points
|
Antisthenes is a Dark
Apostle of the Word Bearers, as well as commander of the 24th Grand
Warhost. He is one of the longest serving
members of the Apostolic Brotherhood and is considered a master of rituals
specifically related to minor deities.
Despite that specialization, Antisthenes consistently has pacts he has
worked with the greater powers as well, which has led to cataclysmic events for
the Imperium, such as the Magdalis Atrocity and the loss of Porthos VI to the
warp.
Antisthenes is like the
eye of a hurricane. His almost
preternatural calm seems to amplify the fervor that his troops fight with. He has also mastered the art of binding, and
his blasted crozius contains the essences of several daemons, which makes him
fearsome in combat.
Antisthenes,
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Sv
|
Master of the 24th
|
5
|
5
|
4
|
4
|
3
|
5
|
3
|
10
|
3+
|
Unit Composition: 1 (Unique) Unit Type: Infantry, Independent Character
Wargear: Accursed
Crozius, Power Armor, Bolt Pistol, Frag and Krak Grenades, Sigil of Chaos
Special Rules:
Beseech the Dark Gods, Demagogue, Veteran of the Long War, Champion of
Chaos
Accursed Crozius
|
S
|
AP
|
Special Rules
|
Melee
|
User+2
|
4
|
Concussive, Daemon Weapon, Legion
|
Legion: On a turn in which the Daemon Weapon does not
rebel, roll an additional d3.
D3
|
Result
|
Effect
|
1
|
Unholy Zeal
|
May re-roll failed to hit and to wound rolls.
|
2
|
Vorpal Edge
|
Melee attacks count as AP2.
|
3
|
Strands of Fate
|
To wound rolls of a 6 have the Instant Death USR.
|
In the Author’s Words: Dark Apostles have always struck me as underwhelming in terms of being the beast to lead a Chaos Army. They’re exceptionally cool characters in the fluff, but their stats are sidekickesque. I am stunned that they’ve never done a special character for one, so I built my own to reflect my choice of legion. And what’s more awesome than a Daemon Weapon? A Daemons Weapon. It seemed appropriate for a legion with a soft spot for the warp dwellers. Antisthenes feels like someone who could lead a legion of crazies.
The Suns of Colchis
|
Fast
Attack
|
240
Points
|
The Suns of Colchis were an order of Templars on the Word Bearers home world. At one time, they were a traveling order that enacted the charity of the religious factions and offered protection to the weak. As time passed, they became more and more obsessed with martial perfection. Protecting the less fortunate became a forsaken practice as the brotherhood devolved into fighting countless honor duels.
Now the Suns regard themselves as beatific visions of Chaos, arriving to battle on the wings of angels. Their leader, Phaethon, is the epitome of arrogance. He covets Antisthenes' position as head of the XXIVth.
The Suns of
Colchis
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Sv
|
The Brothers
|
5
|
4
|
4
|
4
|
1
|
5
|
1
|
9
|
3+
|
Phaethon
|
5
|
4
|
4
|
4
|
1
|
5
|
3
|
10
|
2+
|
Unit Composition: 5 Suns of Colchis and
Phaethon (Unique) Unit Type: Jump Infantry
Wargear: Power Armor,
Dueling Saber, Bolt Pistol, Jump Pack, Frag/Krak Grenades, Mark of Slaanesh
Phaethon: The Morning Star, Plasma Pistol, Storm Shield, Fleshmetal, Jump Pack, Frag/Krak Grenades, Mark of Slaanesh
Phaethon: The Morning Star, Plasma Pistol, Storm Shield, Fleshmetal, Jump Pack, Frag/Krak Grenades, Mark of Slaanesh
Rules: Daemon, Veterans
of the Long War, Damnation of the Day, Champion of Chaos (Phaethon)
The Morning Star
|
S
|
AP
|
Special Rules
|
||
Melee
|
User+2
|
3
|
Specialist Weapon, Rending
|
||
Dueling Sabers
|
S
|
AP
|
Special Rules
|
||
Melee
|
User
|
3
|
Poison (4+)
|
||
Damnation of the Day: If the Suns of Colchis arrive via Deep Strike, they will begin rolling to do so at the beginning of turn 3. If they successfully arrive within 6” of an enemy HQ or Monstrous Creature, they may attempt to assault it during the following Charge sub-phase.
In the Author’s Words: I’ve always thought the practice of trying to
deep strike super close to an enemy unit so that I could immediately assault
them created some of the tensest moments in the game. If it comes off, you’re a genius. If it doesn’t, you’re suddenly
scrambling. This is my interpretation of
a unit of “look at me” types. Arrogant,
they risk the commander’s plan for their own vanity.
Daemon Deacons
|
Elite
|
225
Points
|
The practice of
cohabiting a suit of armor is common amongst the Word Bearers. When combining a warp entity with the power
of Tactical Dreadnought armor, the effect is truly terrifying. These individuals make up the cult of the
Daemon Deacons.
Aggressive on their
own, the will of the daemons drive the Terminators on at a speed that should
not be possible in a suit of armor so large.
This means that the brotherhood is often the tip of the spear, striking
the enemy line with a fury that drives a wedge into it. Many defensive positions
have simply been overrun, and those that are not are inexorably pushed back by
the weight of the Possessed Terminators, while the closely following assault
troops stream into the gaps created.
Daemon Deacons
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Sv
|
Brother Deacon
|
4
|
4
|
5
|
4
|
1
|
4
|
2
|
9
|
2+
|
Deacon Champion
|
4
|
4
|
5
|
4
|
1
|
4
|
2
|
10
|
2+
|
Unit Composition: 5 Daemon Deacons Unit Type: Infantry
Wargear: Terminator
Armor, Power Weapon, Icon of Vengeance
Special Rules: Veteran
of the Long War, Fearless, Daemon, Vessels of Chaos, Champion of Chaos(Champion)
Vessels of Chaos:
At the beginning of each assault phase, roll a d3 and apply the result
below.
D3
|
Result
|
Effect
|
1
|
Fury Unbound
|
Models gain +1 Attack and the Shred USR
|
2
|
Dark Strength
|
Models gain the Smash USR.
|
3
|
Unnatural Quickness
|
Models gain +2 Initiative, and re-roll failed Daemon saves.
|
In the Author’s Words: It surprises me greatly that there isn’t a Possessed Terminator option. I mean, I guess there are Mutilators, but the models and the rules are both terrible. I mean I guess the rules are. The restriction to three models means there’s hardly any damage output. These guys are obviously a bit more fragile, only having the one wound, but losing one dude doesn’t make them largely combat ineffective. While random doesn’t equal fun, the current incarnation of Possessed means a D3 table, and since I’m going for a like for like, I’ve tried to make a table on which all results are simple and viable.
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