Wednesday, 18 October 2017

SquadHammer Storm Trooper Q&A

A few questions for the Storm-Trooper army list:

Points values in general:
I am aware that the current points system over-rates movement speed a little bit.
If this bothers you, reduce the cost of each unit by half its Movement speed.

Resilient:
This negates a +1 Hit bonus from a rule, situational advantage or ability.
As such, if a Storm Trooper Combat squad shoots at another Combat squad, they wouldn't get their +1 Hit bonus.
If Assaulting a Storm Trooper squad, you'd roll at +1 instead of +2 and so forth.

It does NOT get factored into the general target number. In other words, do not raise target numbers by 1 when attacking Storm troopers.

Assault squad deployment:
In most editions of 40K, assault troops can deploy from orbit.
If you want to allow that option, keep the cost of Assault Squads the same and replace Jump with the Descend deployment method (The jump packs burn out their engines on entry).

Recon:
Ignoring terrain penalties is different from ignoring terrain altogether (hover units).
Recon troops cannot enter impassable features.

Officer:
The Command ability is slightly different from the rulebook in that the commanded unit can still activate this turn.

Trooper-priest:
An "unmodified attack roll" of 2, 3 or 4 is a roll where the sum of the two attack dice is 2, 3 or 4.
Note that if such a roll still manages to hit the target, the player doesn't have to re-roll.

Transports and squad sizes:
Transports refer to the number of squads, regardless of the number of figures you use.

Note that a character IS a squad, hence a Trooper APC could carry 2 squads, 1 squad and a character or two characters.
We explain this by assuming that vehicles attached to characters are command variants, with less cargo space.

Trooper APC:
The APC does not have the Armored trait. This is intentional. As we factor low anti-vehicle damage into several unit profiles, not all "tank" vehicles need Armored.

Tuesday, 17 October 2017

New releases: Squad Hammer army list and Tech Horror scenario generator



Zombies, giant monsters and the occasional demon from hell.

Horrors have been unleashed in suburbia and it's time to go in, guns blazing and get things sorted out.

"Tech Horror" is a genre rooted in B-movie science fiction and video games, popularized by games such as Resident Evil, Doom and Dead Space. It tends to feature elite soldiers, high-tech gear and monsters intent on ripping them to threads.

With this scenario generator and a pair of percentile dice, you can set up a scenario very quickly.

We provide random tables to establish the location, mission, what the threat is and how far along the outbreak we are, where it came from, what organization the players will be working for, their support,
equipment and even paranormal abilities.

Don't forget to throw in a plot twist, we have that covered too.

Notes are included for adapting to 1920's scenarios as well.

What's more: The generator can be used for both roleplaying games AND miniature war games.

Get your halloween gaming on in style.
Remember: Short controlled bursts!

http://www.wargamevault.com/product/224228/Tech-Horror-Scenario-generator

* * * * *
The first army list for Squad-Hammer, offering rules and pre-made units for the Storm Troopers: Shock forces clad in brightly colored power armor.

Inspired by the original Rogue Trader style army lists, you will also be able to adapt this army list to popular space-fantasy movies or a more gritty futuristic warfare style.

Usable with any miniatures you have available, from 6mm to 28mm and beyond.

You get 15 units, all configured and with points values calculated in advance. All you need to do is grab models off the shelf and sit down to play.

http://www.wargamevault.com/product/224235/SquadHammer-Gothic-Future-army-list-Storm-Troopers

Sunday, 15 October 2017

The Scummer. Issue 2.

A second volume of "The Scummer" is available, offering new gaming ideas for your Dungeon Scum and Starport Scum games.

Within this volume, you will find:

*3 new magical treasures for Dungeon Scum.

*3 new technological gadgets for Starport Scum.

*Rules for Elf and Wulfor (wolf-men) characters usable in both systems.

*3 new monsters usable in either game.

*Starport rules for cybernetic body parts ..and Metal Madness.

*An essay for GM's on when (and how) to say yes and no to your players.

*Rules for magic mushrooms.


If you're looking for a few new ideas to put on your gaming table, run over and grab this and the previous issue for the cost of a modestly decent cup of coffee.


Saturday, 14 October 2017

Quick update

The Investigator class for OSR games has been tweaked slightly, changing the Determine Motive ability to an ability oriented towards finding clues instead.
A bit more classic and should be applicable to a much wider range of adventures.

Wednesday, 11 October 2017

Unity Field Agent - Rules clarification

Unity Field Agent

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When you are hit by Suppressing Fire you take a Shock marker and Take Cover. This produces a single Shock marker overall, not one for being hit and one for Taking Cover.

Sunday, 8 October 2017

OSR gaming: the Investigator class


Another old classic, this class is suitable to adding a bit of spice into a more role-play oriented or intrigue-driven classic D&D campaign.
Sniff out secret motives, snoop on people and interrogate suspects. All in a days work as an Investigator.

As always, suited for Labyrinth Lord, BX D&D, S&W and (with a bit of tweaking) an AD&D campaign.



http://www.rpgnow.com/product/223479/NWG-Investigator-Class

Saturday, 7 October 2017

OSR Gaming: The Tinkerer Class

The second of a short series of character classes, some old and polished off.

The Tinkerer is a device-oriented thief with a knack for all things interesting, mechanical and occasionally magical.

Suitable for S&W, Labyrinth Lord or just about anything else based off "ye olde D&D".

http://www.rpgnow.com/product/223415/NWG-Tinkerer-Class