Tuesday, 29 November 2016

Dark Heresy Revamped : Chapter IIIc - Skills Part 3

In this post we'll be finishing off my changes to the skills system. I've already gone over the new skills I've added, as well as the ways in which I've altered the existing skills, so all we have left is to go over my alterations to the specialisations....

Skill Specialisations :

Certain skills have “Adaptive” specialisations. This means that although that specialisation can cover a multitude of different topics it does not need to be bought more than once. Instead it is assumed that given some time to study and practice an appropriate sub-set of that skill in the proper environment (approximately one to six months) their knowledge of that specialisation expands to encompass this. The the GM's discretion certain option may be difficult or impossible to attain without the assistance of practiced speakers. Each of the Adaptive specialisations below is accompanied by a selection of potential Adaptive Skill options, though there are many more and the GM and players should feel free to make up more if appropriate.

Linguistics : The Linguistics skill encompasses the following specialisations...

Chapter Runes : The battle language and private codes of a specific Space Marine chapter.
Adaptive Skill Options :
  • Imperial Fist War Cant
  • Sanguine Speech
  • Ultramarine Battle Codes
  • Vylka Fenryka Battle Sign

Chaos Marks : The foul languages and ciphers used by the servants of the Dark Gods.
Adaptive Skill Options :
  • Khornate Gore Runes
  • Nurglitch Pox Marks
  • Slaaneshi Flesh Writing
  • Tzeenchian Serpent Script

High Gothic : The language spoken by the upper echelons of the Imperium, and the tongue of its prayers and liturgies.
Adaptive Skill Options :
  • Ancient Albionic
  • Archaic Sub-Pacificae
  • Hy-Brazillian
  • Sororitas Battle Chant

Imperial Ciphers : The secretive languages and codes of the Imperiums most shadowy and secretive servants.
Adaptive Skill Options :
  • Assassinorum Execution Codes
  • Hereticus Explicatory Linguistics
  • Malleus Sacral Cant
  • Xenos Mortinalytics

Low Gothic : The common language of the Imperium of Man, and its derivatives.
Adaptive Skill Options :
  • Common Gothic
  • Armageddon Hive Cant
  • Neo Ophelian
  • Ultramar Gothic

Millitary Codes : The codes and battle languages of the Imperium's armed forces.
Adaptive Skill Options :
  • Arbites Lex Sign
  • Astra Millitarum Battle Language
  • Naval Command Codes
  • Tempestus Scion Combat Sign

Techna Lingua : The binaric cants of the Adeptus Mechanicus, their priesthoods and their servants.
Adaptive Skill Options :
  • Cybernetica Command Liturgy
  • Lex Orthodox Mechanicae
  • Lingua Artificae
  • Skitarii Codes Millitant

Underworld Cant : The secret languages and hidden codes of the Imperiums seedy underbelly.
Adaptive Skill Options :
  • Faceless Trade Sign
  • Hidden Blade Murder Script
  • Necromunda Gang Cant
  • White Market Trade Code

Xenolinguistics [Select One Xenos Race] : The myriad languages spoken by the foul alien races that plague mankind.

Lore :

Lore skills make use of the Adaptive Skills mechanic, just like Linguistics skills do. However each consists of a basic area of knowledge as well as numerous sub-topics that a character can expand their education to include. For example, Lore : Imperial Creed provides a character with a basic education with regards to Imperial religion, its saints, teachings and history. A character with this skill can elaborate on this to learn about the Adeptus Ministorum, the Adepta Sororitas, and instances of Heresy against the Creed.

Note that there are some topics that overlap between different Lore specialisations, this is deliberate as there are multiple ways to approach different types of knowledge. For example Lore [Adeptus Arbites] would also grant knowledge of Judgement from the Administratum specialisation.

At the GM's discretion having access to a topic from multiple sources, or even just specialising further in a particular topic, can grant a +10 bonus to an appropriate Lore test.

Additionally, for the sake of simplicity the GM may simply decide that for any Lore skill that lacks sub-specialisations all players are fully aware of all topics within that skill.

Academia : Knowledge of all manner of scholastic subjects, that the learned and wise of the Imperium can be expected to have at least a passing knowledge of.
Adaptive Skill Options :
Astromancy
Beasts
Heraldry and Lineage
Legend
Philosophy

Administration : Knowledge of the laws and bureaucracy of the Imperium, and the ways in which it is governed and its laws enforced.
Adaptive Skill Options :
  • Bureaucracy
  • Enforcers
  • Judgement

Aristocracy : Knowledge of those who rule the Imperium and its innumerable worlds.
Adaptive Skill Options :
  • Heraldry and Lineage
  • Navigator Houses
  • Noble Houses
  • Rogue Traders

Imperial Creed : Knowledge of the myths, legends and religious practices of the Imperium, and those that follow them.
Adaptive Skill Options :
  • Heretics
  • Legend
  • Specific Cults

Imperial Institutions [Select One, such as Adeptus Astartes, Adeptus Administratum, or Adeptus Mechanicus]* : Knowledge of a particular faction of the Adeptus Terra, their history, practices and membership.

Imperium : Knowledge of the worlds, sectors and locations of the Imperium
Adaptive Skill Options :
  • Specific Locations
  • Specific Sectors
  • Specific Worlds

Occult : Knowledge of the supernatural lore of the 41st millenium, from superstition and old wives tales to daemonic lore and knowledge of Psykers and their 'gifts'.
Adaptive Skill Options :
  • Daemonology
  • Psykers
  • Warp

Servants of Chaos [Select One, such as Chaos Cults, Daemons, or Traitor Legions]* : Knowledge of the lost and the damned, the enemies that seek to tear down the Imperium in the name of their dark gods.

Technology : Knowledge of the rites and rituals of Technosorcery, as well as other skills that would once have been called 'scyences'.
Adaptive Skill Options :
  • Archaeotech
  • Chymistry
  • Xenotech

Underworld : Knowledge of criminal organisations, black markets and other nefarious activities. Adaptive Skill Options :
  • Criminal Cartels
  • Mercenary Organisations
  • Piracy

War : Knowledge of millitary formations, famous campaigns, tactics and strategy.
Adaptive Skill Options :
  • Planetary Defence Forces
  • Schola Progenium
  • Tactica Imperialis

Xenos [Select One, such as Eldar, Orks or Tyranids]* : Knowledge of the inhuman foes that lurk outside the bounds of the Imperium, and sometimes within.

*Appropriate Adaptive Skill Options for these specialisations include specific sub factions, holdings, and history. For example an appropriate option for Lore : Traitor Legions would be a specific legion, such as the Night Lords.

Operate :

The Operate skill uses the following specialisations. Operate does not have Adaptive Skill Options, unless the GM decides that characters need to learn to use specific subtypes of vehicle.

Aeronautica (Agility) : This specialisation is used to pilot atmospheric craft such as gunships, fighters, and transport aircraft as well as small void craft such a shuttles and interceptors.
Ground (Agility) : This specialisation is used to pilot tracked and wheeled ground vehicles such as tanks, cars and cargo trucks.
Personal (Agility) : This specialisation is used to operate personal, mobility enhancing pieces of equipment, such as jet packs and grav chutes.
Skimmer (Agility) : This specialisation is used to operate low level skimmers, such as land speeders and grav skiffs.
Voidcraft (Intelligence) : This specialisation is used to pilot full scale void craft, such as transports, system ships and warships.
Walker (Agility) : This specialisation is used to pilot vehicles with two or more legs, such as Dune Walkers and Sentinels.

Trade :

The Trade skill remains unchanged.

Design Notes :

Ok, so again we come to why I've changed what I've changed. I mentioned in the previous post that I wanted to reduce the total number of Lore skills in the game, whilst simultaneously collapsing Common Lore, Scholastic Lore and Forbidden lore into a single skill for each topic. I've done the same for Linguistics, with both of these alterations both serving to simplify the game whilst serving as a mechanical balancing tool. In both cases I've tried to keep the total number of specialisations at around a dozen, accounting for subjects that I do believe need specialisations of their own, and I'm happy with what I've rendered them down to.

With regards to game balance, these alterations serve to prevent scholastic characters from wasting their hard earned XP on skills that may come into a play a handful of times in their career as opposed to a more practical (read, millitant) characters abilities being more consistently useful. This isn't D&D 3rd Edition or Pathfinder, where intelligent characters will naturally have more skill points than anyone else, requiring that characters spend their XP with care instead of having a good shot at learning every single knowledge based skill in the game...

Operate, unlike Linguistics and Lore, has had its number of specialisations increased. This is a personal peeve of mine, as I believe that the reduction of Operate to only three specialisations is a gross oversimplification, as is assuming all Operate skills work off Agility. This is easily fixed by increasing the number of specialisations to the six above, and ensuring its very clear that Operate [Voidcraft] is a function of Intelligence, namely a characters ability to calculate thrust vectors, distances and tabulate augur information when plotting a course over tens of thousands of kilometres.

Trade...Trade I'm not too happy with leaving unchanged but at the moment I've not come up with any major alterations that I'm happy with. I considered rendering it down to four Specialisations each centred around a particular use of what could be considered a 'Trade', namely Crafting, Entertaining, Labouring and Professions, but it seemed too broad to work with the Adaptive Options system. I'll have a think about this in the future and come back to it before I finish this re-write.

Next time I'm going to skip ahead a few chapters to combat, as I believe I need to go over that particlar subject before I return to the earlier chapters of the Core Rulebook to address Talents and Traits, Psychic Powers and the Armoury. After that there are a few minor alterations I'd like to address at which point this little project will be complete.

Well, apart from taking a look at the contents of the supplements...

Until Next Time
Happy Gaming
Michael

Saturday, 12 November 2016

Codex - Genestealer Cults : Review


(They're coming outta the walls man!)

A couple of months ago, when I wrote my Deathwatch review, I noted how much of a surprise it was to see them getting their own codex. I'm afraid I'm going to have to repeat myself, as I really didn't expect to see these gribbly buggers getting a codex of their own.

Overview :

The Genestealer Cults are an army that hasn't had a list since 2nd Edition, where they appeared in the Tyranid Codex as well as in the Codex Imperialis paperback that was included in the 2nd Edition starter set. You know, the one with the Orks that were absolute murder if you stood on one in the dark.

Anyway, Genestealer Cults are the product of an Imperial (in most cases) worlds infiltration by one or more Purestrain Genestealers. Making use of the Ovipositor positioned under their tongue they contaminate the genetic material of their victims, who then fall under the Xenos' telepathic sway even as their bodies change and they are overcome by the urge to reproduce and spread the Genestealers taint. The children of these corrupted souls are hybrids of human and Xenos, twisted creatures with ridged heads, clawed limbs, and a telepathic link to their Patriarch who by this point will have swollen into a massive, clawed horror that lurks in the dark places of the infected world overseeing the spread of its children.

These corrupted humans form a Genestealer Cult, each successive generation becoming more and more human, making their infiltration of the worlds armed forces and civillian infrastructure ever easier. This continues until the fifth generation, which instead of hybrids is composed of Purestrain genestealers, allowing the cycle to start all over again, as the cult spreads its influence and prepares to rise up and seize control of the world they've infested.

Meanwhile in the void between stars, the Hive Fleets lurk, drawn to the psychic beacon of the cult Patriarch, ready to devour the world that has been weakened in anticipation of their assault.

Lovely, aren't they?

Fluff :

So that's the basics of what a Genestealer cult is, all of which those of you familiar with Warhammer 40,000 will already be aware of. What does the new Codex add to this and how does it expand on the extant fluff?

The book starts with an overview of Genestealers, the Cults, and how they spread their genetic taint through other populations. I particularly like how these sections of the book go into how the cycle of Purestrain to four Hybrid generations and back to Purestrain is repeated for long term Genestealer infestations, with brood cycle after brood cycle lurking in the depths of infested worlds. Scattered through this section are a few diagrams of how a cult progresses and is organised, as well as examples of infestations such as the Trysst Dynasty of Ghosar Quintus (the cult from the Deathwatch : Overkill boxed set), the mechanicus influenced Bladed Cog, and the alchemical abominations of the Twisted Helix. All of which are varied and interesting takes on a Genestealer cult, and give players plenty of modelling and storywriting ideas for their own forces.

Next up are the unit profiles, in addition to the Patriarch, Magus, Purestrains and Hybrids which are familiar to 40k players, the codex also adds a few new units and manifestations of the genestealers curse. First up we have the Primus, the martial equivalent of the Magus, a hybrid groomed and bred for combat and a leadership role amongst the cult forces. Next are the Hybrid Metamorphs, early generation hybrids who are heavily mutated and display all manner of bioweapons like bio acid glands, serrated claws, and boneswords. Speaking of mutants, next on the list are Aberrants, the hybrid equivalent to Ogryns, being hulking, dim witted abominations used as enforcers and shock troopers by the cults. Finally we have a unique vehicle, the Goliath, a converted truck and mining machine that can be used as an open topped APC, or with the addition of a massive rockgrinder, a light battle tank.

All these additions provide much needed variety and character to cult forces. Genestealer Cults also have a couple of standard Imperial vehicles, in the form of Chimera APC's, Leman Russ MBT's, and Sentinel Scout Walkers. The Goliath is my personal favourite amongst the additions, and I'm tempted to grab one and convert it up as a generic human vehicle for use in RPG games and as either scenery or an objective in tabletop games.

There are a few short snatches of fiction scattered throughout, as is the norm for codices, all of which are suitably evocative. I particularly like the awe cult member greeting one of his purestrain spawn during a Tyranid assault, only to be ripped apart by his tainted get. Finally in the fluff section is the usual timeline, though in this case there are no dates on it, and it's simply a list of uprisings and infestations scattered across the Imperium and beyond. I do like that it includes the infestation of a Tau Earth Caste facility, and the cleansing of the Sin of Damnation from the most recent release of Space Hulk.

Overall the fluff is solid and well written, and I like the fact that GW seem to have abandoned the idea that the encounter of Kill Team Cassius with the Trysst Dynasty on Ghosar Quintus was the Imperiums first real encounter with a Genestealer cult. Considering how well established Genestealers were in the fluff beforehand, it was an odd decision and not a particularly well thought out one. Theres also a repeated "Void" theme throughout the fluff, which puts me in mind of more eldritch fiction, with the tainted cults worshipping alien entities that lurk in the darkness between the stars... themes and ideas that have always appealed to my Lovecraft-tainted mind. My one complaint is that there is no mention of two particularly prominent Genestealer infestations, namely the Moons of Ymgarl (which is where the Imperium originally believed Genestealers originated), and Ichar IV, where the link between the cults and the Tyranids was finally proven. It just find it strange that these two phenomenally important incidents are ignored.

Crunch :

So, what about the actual rules? Well, I'll say it now, this is NOT an army that is meant to engage in a stand up fight, it's meant to be played like a cult of stealthy, savage guerilla fighters and genetically twisted abominations. Before we get to the units themselves let's take a look at the armies special rules, of which it has quite a few.
  • Cult Ambush : When units with this rule infiltrate or arrive from reserve they can choose to roll on a table. This can result in them being deployed from the controlling players edge, the left or right edges, deploying anywhere on the table from 3" to 9" away from enemy models, or deploying anywhere and either getting to make a round of shooting attacks or charge. This...well.. you can imagine how effective this is if pulled off properly. If you get lucky with a unit of Purestrains you can cause untold havoc, but by the same token you don't have a lot of control over where your units turn up. Unless of course you roll the Warlord Trait that lets you CHOOSE your result on the ambush table...
  • Return to the Shadows : In the movement phase units with this rule can be removed from the table and go into ongoing reserve. This is very useful, allowing you to rescue units that are about to be wiped out, or redeploy them to outflank your opponent. Again though the cult ambush table can work very much in your favour, or utterly scupper your plans.
  • Unquestioning Loyalty :  Models with this rule automaticaly pass Look Out Sir rolls, and can make them in a challenge. This is a really nice, fluffy addition, representing the hybrids hurling themselves without question in front of the more important members of their cult. It also gives their characters a fair bit more survivability so long as they're accompanying an appropriate unit.
So, what can we take from these rules? Well, that fighting a Genestealer Cult is likely to cause institutional paranoia in opposing players, and that they very much play like the stealthy insurgent force they're depicted to be in the fluff. Honestly these rules do a wonderful job of characterising the army, and if I wore a hat I'd take it off to the designers on this one.

Now, let's take a look at the units and their options...

HQ :
  • Patriarch : First up, the Patriarch. A Purestrain Genestealer swollen to tremendous size this chap is lethal in close combat, though lacking in AP2 save for lucky Rending rolls with it's melee attacks. It's nor particularly durable, only having a 4+ armour save and no invulnerable save, but it's got Unquestioning Loyalty, grants Fearless to nearby unit and is a Mastery Level 1 or 2 psykers with access to the Broodmind discipline which I'll describe later.
  • Magus : A dedicated psyker, the Magus is a nice, cheap bit of psychic support being Mastery Level 1, granting Adamantium Will to nearby units, and being capable of being upgraded to Mastery Level 2.
  • Primus : The aforementioned commander of the cults forces, the Primus is WS 5, I 4 and has 5 attacks on the charge. It's only strength 4 but its armed with a Bonesword, Needle Pistol, and its claw attacks have Poisoned due to its Toxin Injector. Following on from the previous choices, it grants friendly units nearby Hatred. Again its a cheap model, an excellent unit buffer, and surprisingly good in a challenge due to Unquestioning Loyalty giving it a supply of willing bodies to throw at attackers.
  • Acolyte Iconward : Finally we have the Iconward, the cults standard bearer has distinctly average stats, but grants Feel No Pain to nearby units (improving it if already present), as well as +1 WS to any unit they join. Again it's a solid buff unit for a fairly low price, and a nasty addition to a melee focussed unit like Aberrants or Metamorphs.
Elite :
  • Hybrid Metamorphs : These gribbly blighters are an interesting choice. They have a decent WS, S and I (4 each) as well as two attacks basic and a pair of melee weapons. What's interesting about them is that they have access to a selection of "Metamorph" weapons, that let the unit be customised for all manner of roles such as taking on high initiative foes with the Metamorph Lash (+3 Initiative in Assault) or hunting high toughness opponents with Metamorph Claws (+2 Strength in Assault). Each can have two Metamorph weapons, and can replace their Autopistols with Hand Flamers. Yes, you can have a ten man squad of clawed horrors who also all have flame weapons. Their leader can take a Bonesword, the unit can take a Cult Icon for +1 WS, and they can pile into a Goliath as a dedicated transport.
  • Purestrain Genestealers : You know them, you love and/or hate them. They remain as vicious in assault as ever, with their 4 Attacks at Strength 4, Initiative 6, Weapons Skill 6 on the charge with Rending. Cult Purestrains also gave a 5+ invulnerable saving throw reflecting their obscenely fast reflexes, and can only be joined by a Patriarch. If they are however the whole unit also gains Furious Charge. They can't take a transport, but they have Infiltrate and Cult Ambush, so if you're lucky enough to get the Warlord Trait that lets you pick your rolls on the Ambush table you can spend the game terrorizing your opponent with a 20 strong brood of Patriarch accompanied Purestrains leaping out of the shadows, tearing units to pieces, and disappearing before repeating the bloody process all over again.
  • Aberrants : The Genestealer Cults heavy assault choice, these big boys are Strength 5, Toughness 4 and have two wounds each. They're only Initiative 2 but they're armed with Power Picks and Power Hammers in addition to their rending claws. They also have Feel No Pain, making them excellent candidates to be accompanied by an Iconward to keep them alive as they hunt down walkers, monstrous creatures and light vehicles.
Troops :
  • Acolyte Hybrids : These are units of first and second generation Hybrids, they've got decent close combat stats and average ballistic skill, but they're pretty cheap and get plently of attacks with their rending claws. The unit can also take as many hand flamers as you like, can take a Cult Icon for +1 WS, and one in five can take a Demolition Charge, Heavy Rock Drill, Heavy Rock Cutter or Heavy Rock Saw. They're vicious in melee, as you'd expect, but with Toughness 3 and a 5+ saving throw they will crumble under sustained fire from, well anything.
  • Neophyte Hybrids : The shootier troops choice, these chaps have standard Imperial Guard stats save for an extra point of Initiative and Leadership. Two models can either take Heavy Mining Weapons (Heavy Stubber, Mining Laser or Seismic Cannon) or form a single heavy weapon team with a standard heavy weapon (Autocannon, Heavy Bolter, Lascannon, Missile Launcher or Mortar). Two can take Special Weapons (Flamer, Grenade Launcher or Webber), and any of then can take shotguns. These chaps are even cheaper than the Acolyte Hybrids, and a great meatshield or potential tarpit, however again they're really fragile.
Fast Attack :
  • Chimera*, Armoured Sentinels, Scout Sentinels : These are the standard Imperial Guard issue vehicles, their options and statistics being identical to their mundane counterparts. They give the Cults access to an excellent APC (though unable to carry Purestrains) and some solid mobile firepower, especially with the Scout Sentinels being able to outflank alongside the cults infantry.
  • Goliath Truck* : The Goliath is a lightly armoured (11/10/10, 3HP) vehicle, armed with a heavy stubber and a twin linked autocannon, and is open topped, being able to carry ten models (not including Purestrains or the Patriarch). Its cheap, at 50pts, and its status as an open topped vehicle makes is a useful little assault vehicle. As well as being cheap, useful, and looking awesome these trucks have two more abilities of note, the first being the ability to totally ignore Crew Stunned, Crew Shaken and Immobilised results on the damage table, though it still loses a hull point, making them surprisingly durable. The second is its ability to take a cache of Demolition Charges that can be thrown by embarked models. With their short range, and the fact that when a Goliath with Demolition Charges takes a penetrating hit it takes an additional S 8, AP 2 hit they're a situational but potentially powerful upgrade.
Heavy Support
  • Goliath Rockgrinders : A heavier version of the Goliath Truck (with one more point of forward armour), the Rockgrinder also replaces the twin linked autocannon with a Heavy Mining Laser (a Range 36" Lascannon) and drops its transport capacity to 6 along with losing the Open Topped special rule. The Rockgrinder can replace its mining laser with a Clearance Incinerator or Heavy Seismic Cannon, can take a cache of Demolition Charges, and is also armed with a Drilldozer blade, a piece of wargear that wouldn't be out of place on an Ork Battlewagon. The drilldozer blade allows the Rockgrinder to automatically pass dangerous terrain tests, and adds both 1d6 to its Ramming strength and +1 to rolls on the vehicle damage table caused by ramming. That's not all though, whenever a Rokckgrinder perdorms a Tank Shock, each unit attacked must make an Initiative test or take 1d3 S10 AP 2 hits, with the same again being inflicted on units that fail a Death or Glory attack. This is great, it's wonderful to see vehicles that are actually capable of doing some real damage with ramming making an appearance.
  • Leman Russ Squadron : Just like the other Imperial Guard vehicles the Leman Russ is identical to its loyalist counterpart, save that it is equipped by default with an Eradicator cannon, and can be upgraded to be armed with a Battle Cannon, Exterminator Autocannon or Vanguisher Cannon. This is the heaviest unit in the codex, and provides the cults with lots of heavy firepower. If nothing else they're fairly cheap and provide an excellent distraction as the cults infantry and purestrains get into position...
*Available as a Dedicated Transport to Acolyte Hybrids, Neophyte Hybrids and Hybrid Metamorphs.
**Available as a Dedicated Transport to Neophyte Hybrids.
The Codex also includes a selection of Formations, such as the First Curse, the Doting Throng and the Neophyte Cavalcade. I'm not really a fan of the Formations and "Decurion" systems that have been introduced over the past few years, so I'm not going to go into any detail with regards to them save to say that they seem reasonably solid, though there are as always balance issues with them.

Now, I've mentioned a few new weapons in the above entries, all of which are cobbled together from mining equipment and excavation gear, or stolen from PDF armouries. What do they do though? Well, here's a quick overview...

  • Clearance Incinerators : Heavy Flamers with Torrent.
  • Mining Lasers : These come in standard and Heavy varieties, which are effectively Lascannons with a range of 24" and 36" respectively.
  • Seismic Cannons : Now these are interesting. Again these weapons come in Standard and Heavy varieties, and have the Resonance special rule which causes all To Wound and Armour Penetration rolls of a 6 to be resolved at AP 1. They also have a range of 24" and different statistics depending on what range they're being fired at, being S 8, AP 3 at up to half range, and S 5, AP 4 beyond that. Seismic Cannons are Heavy 2 at up to half range and Heavy 4 beyond that, while Heavy Seismic Cannons are Heavy 3 at up to half range, and Heavy 6 beyond that.
  • Web Weapons : Now these are a blast from the past, these come in Web Pistol and Webber variants and come with the Blast and Cocooned special rules. Thanks to the Cocooned rule the AP of these weapons is equal to the Strength of the target, making them very effective against lightly armoured targets.
  • Heavy Rock Cutters : Now these are nasty, being a two handed Power Fist equivalent with the Snip special rule. Any model wounded by a weapon with the Snip special rule must make a Toughness test or be removed from play. This is...perhaps an issue, as it isn't an Instant Death attack it's impossible to negate it with Eternal Warrior. I'd personally house rule this into being an Instant Death attack on a failed Toughness test.
  • Heavy Rock Drills : Another two handed Power Fist equivalent, these instead have the Pulverise rule. Pulverise allows the attacker to replace their normal attacks with a single S 10, AP 1 attack, suitable for smashing vehicles and monstrous creatures.
  • Heavy Rock Saws : The last of the Heavy mining weapons is a two handed Chainfist.
  • Power Hammer : These are pretty nasty, granting +3 Strength and AP 2 with the Concussive, Specialist Weapon, Two Handed and Unwieldy special rules.
  • Power Pick : With fewer special rules but more utility, the Power Pick is +2 and AP 3 with the Unwieldy special rule, allowing it to stack with an Aberrants Rending Claws.

Not a bad variety of weapons, all of which are suitably flavourful and fit well into the armies theme and aesthetic. Now, as well as these unique armaments, the Genestealer Cults also have access to their very own Psychic Discipline, the Broodmind Discipline which is available to the Patriarch and Magus. This discipline is nasty, being built to support and augment a Cult army whilst simultaneously crippling their foes. The Discipline includes the following powers...

  • Mass Hypnosis (Primaris) : A nasty little Malediction that drops the target units WS, BS, I and A stats.
  • Psychic Stimulus : A blessing that grants a friendly unit Relentless, Fleet, and the ability to charge even if they've run.
  • Psionic Blast : A nasty Witchfire with a small blast capable of ripping apart Space Marines.
  • Might from Beyond : A blessing that boosts a units Strength and grants them the Rage special rule. Because Purestrains need to be even nastier in an assault...
  • Mental Onslaught : A better version of Mind War, that also penalises the targets Initiative in case of a draw.
  • Mind Control : This one is hilarious. Mind Control is a Focussed Witchfire that, if succesful, causes the target enemy unit to immediately make a shooting attack against another unit of your choice. Because you really want that 50 strong Imperial Guard platoon to turn around and shred their own company HQ...
  • Telepathic Summons : A Summoning power that lets the Cult player summon up any of the infantry units from the codex which then arrive using the Cult Ambush special rule. While expensive, I'd say this power is in need of balancing due to the fact that it allows the units to take any upgrades they want at no additional cost. I'd house rule this power to disallow upgrades with a points cost to prevent abuse.

So that's the Genestealer Cults crunch, how does it stand up? Well, they're a very interesting army, being absolutely vicious in assault and with some decent shooting to back them up but overall lacking in survivability. There are a handful of minor balance issues that I've already mentioned, but overall the army lists power in melee is balanced by their lack of durability. The army NEEDS to make use of its Cult Ambush and Return to the Shadows special rules in order to close with their opponents, as with the exception of their Leman Russ tanks everything in the codex is highly susceptible to being shredded by gunfire before they can get close enough to charge.

I'm interested enough that I'd like to put together a Cult army at some point, and due to owning Overkill I've already got most of the models to do so. To play this army succesfully you have to treat them not as a regimented force or a charging horde, but as a guerilla force of ambushers, raiders, and murderous Xenos predators. Just like their fluff.

Art :

So, the art. Again it's very solid, with almost all of it being original, with the exception of handful of older piece, and of a high quality. Unfortunately the book does contain the now-standard dozen or so wasted pages of awfully drawn colour scheme guides, I'm really hoping that GW drop that particular "feature" soon. Once again there's a complete lack of Blanche, and all of the contributing artists have done very well with regards to depicting the atavistic abominations of the cult, and their corruption of the holy human form.

As for the models, they're universally excellent. The Patriarch, Magus, Primus, Hybrids and Aberrants are the same base models from the Deathwatch : Overkill box, with a few new weapon options being available to the Hybrids. The Metamorphs are a new release, and look suitably gribbly with their skulls developing the signature Tyranid head-plating, and their organic armaments looking both disgusting and deadly.  The Hybrids are great, the base models are wonderful starting points for converting miners, voidship crews and the like thanks to their ribbed armour, and their weapons are a mix of solid slug weapons and converted mining tools that wouldn't be out of place in Deadspace or Necromunda.

That said, the Goliath is my personaly favourite. I've already mentioned my plans for the kit, and I would genuinely love GW to design and release more generic "Imperial" vehicle kits, for kitbash, conversion and terrain building purposes. There's also a few upgrade kits for Cadian Shock Troopers and the appropriate imperial tanks, and while those for the vehicles are fine the upgrade to the Cadians is definitely of lower quality. Frankly, I'm not a fan of the Cadian models anyway, so I can't really make much of this criticism as there's

Both the art and models are very good, I've no criticisms of either, and I'm really pleased with the overall look of the codex and army.

Conclusion :

All in all this is a solid codex and miniature range, both of which I'd definitely recommend. The army has plenty of options and is perfectly capable of standing by itself or being used as an allied contingent to add some melee capability to the Imperial Guard, or firepower to the Tyranids. The art and fluff are both solid, and the models really are excellent and I'd say worth picking up just to paint and model. I've got Overkill and I'll definitely be putting mine together with an eye to using them in RPG games.*

Oh, and I said it last time and I'll say it again...

Sisters Sisters Sisters Sisters Sisters.....

Until Next Time
Happy Gaming
Michael

*Dear RP groups, forget that you've read this.

Tuesday, 1 November 2016

Dark Heresy Revamped : Chapter IIIb - Skills Part 2

So in my last post I went over the two new skills that I've added to the game in this revamp of Dark Heresy. This time I'm going to deal with the skills that I've altered, so lets get straight into it.

Rules Alterations :

The existing skills have been altered as follows.

Athletics :

  • The “Endurance” special use of Athletics is moved to the new Endurance skill.

Common Lore
  • All uses of this skill have been folded into the Lore skill.
Forbidden Lore :

  • All uses of this skill have been folded into the Lore skill.

Linguistics :

  • All characters begin play with Linguistics [Low Gothic] and Linguistics [Origin Language] at Rank 1 (Known).

Lore :

  • Common Lore, Forbidden Lore and Scholastic Lore have all been collapsed into the Lore skill, which represents both a formal education in a particular Specialisation as well as rumours gleaned from gossip, hearsay, independant research and any other sources.
  • All three kinds of Knowledge apply to each Specialisation, for example Common Lore [Imperial Guard] will allow a character to learn about local regiments and recent millitary actions. Scholastic Lore [Imperial Guard] represents an education in the Tactica Imperialis as well as knowledge of the organisation and deployment of the Imperial guard as well as their millitary history. Forbidden Lore [Imperial Guard] will allow a character to learn about regiments that have been destroyed in horrific circumstances or fallen to the worship of the dark gods, as well as the specifics of those unfortunate events.
  • Different Characteristics can be used for Common and Forbidden lore tests at the GM's discretion,. The use of Perception for Common Lore tests representing information gathered in the characters daily life, overheard rumours, and common knowledge amongst the local populace. The use of Willpower for Forbidden Lore tests represents the inherently corrosive nature of some forbidden knowledge, and the characters ability to parse and understand it in a legible fashion.
  • Common Lore tests are performed using either Intelligence or Perception at the GM's discretion and have a +20 bonus to them in addition to other modifiers such as those suggested on p.103 of the core rulebook. Common Lore tests may be made Untrained, at the GM's discretion.
  • Forbidden Lore tests are performed using either Intelligence or Willpower at the GM's discretion and have a -30 penalty to them in addition to other modifiers such as those suggested on p.105 of the core rulebook. Forbidden Lore tests may NOT be made Untrained.
  • Scholastic Lore tests are performed using Intelligence and have no inherent bonuses or penalties to them. Scholastic Lore tests may NOT be made Untrained.

Medicae :

  • See the Combat chapter for alterations to how Healing works.

Operate :

    The Operate skill uses an altered selection of Specialisations, see later in this document.

Scholastic Lore :

  • All uses of this skill have been folded into the Lore skill.

Security :

  • Security has the aptitudes Agility or Intelligence, and Tech.
    Security tests to unpick physical locks rely on Agility, while tests to hack digital locks rely on Intelligence.

Sleight of Hand :

  • Sleight of Hand has the aptitudes Agility and Fieldcraft.
Trade :

  • The aptitudes of the Trade skill vary depending on the Specialisation being purchased. Exactly what aptitude is used is up to the GM, though some guidelines would be the use of Fellowship for Trade [Performancer] and Perception for Trade [Explorator]
Design Notes :

Most of the Aptitude and Characteristic alterations are aimed to, well, make more sense of certain skills. I've no idea why Sleight of Hand used Knowledge as an aptitude, and likewise I think when piloting a Lunar Class Cruiser it's less important that you're agile and more important that you can calculate thruster burst times and navigational data whilst simultaneously keeping an eye on stellar phenomena and the stress tolerances of your vessel.

Lore's been collapsed into one skill for a few reasons. Firstly because it's always bothered me that a character needs to take 3 skills to have a comprehensive knowledge of a particular subject, especially when going by that logic Common Lore would be a prerequisite for Scholastic Lore and Scholastic Lore for Forbidden Lore. Otherwise a character with Ecclesiarchy based lore skills could learn all about Imperial Saints that have fallen to chaos or been corrupted, whilst having no idea about the actual rituals, rites and practices of the Imperial Creed. It doesn't make sense. Likewise when this edition has collapsed a few skills into each other, such as combining Concealment and Silent Move to create Stealth, the Lore skills have remained separate from each other.

I've mentioned the Beta of Dark Heresy 2nd Edition a few times, and one of the many things it did right was replacing the Lore skills with Remembrance, a single skill that worked in conjunction with a system of Specialisation talents with the different Lore types being made using different characteristics. I've kept elements of that, whilst not keeping the Specialisation system and I'm happy with what I've come up with.

We're not quite done with skills, as I want to take a quick look at the rules for Crafting as well as go through some of the specialisations for Linguistics, Lore, Operate and Trade. After that we'll move onto Talents, and at some point soon I'm going to start putting together a compilation document that I can host and that will contain the latest iteration of my rules alterations.

Until Next Time
Happy Gaming
Michael

Dark Heresy Revamped : My Thoughts So Far...

So, I've been busy the past couple of weeks with work and college assignments, but I've still had time to do a bit of pondering and playtesting with regards to my Dark Heresy Revamped project. I've come to the conclusion that I'm going to have to split this little project into two distinct but interlinked branches, due to different player groups having different expectations of what I'm doing, and my own desire to be able to accomodate both.

Essentially, I'm going to be splitting it into Dark Heresy 2.5, and Dark Heresy 3.0. 2.5 will be, in effect, an updated version of the Dark Heresy rules, essentially updating a few of the issues that irk me and incorporating a few mechanics that I've been making use of with my groups for a while now. Dark Heresy 3.0 on the other hand will take this revamp considerably further, with mechanics undergoing significant alteration due to my own belief that they improve the game.

For claritys sake, here's what I'm planning to alter / incorporate into these versions...

Dark Heresy 2.5
  • Altered Character Creation : This is in line with what I've done so far, and incorporates updated and altered Homeworlds/Origins, Backgrounds and Roles as well as a few other minor tweaks. This is more or less complete.
  • Altered Skills and Talents : This incorporates my new skills (Endurance and Resolve), as well as tweaks to the Lore skills and a few talents thanks to the changes I'm making to the system.
  • Altered Consumables Rules : These are alterations to how ammunition and other consumable resources like medical supplies and the like work. I'm doing this to cut down on book keeping and make the game flow faster, with more of a narrative feel to it.
  • Zone Based Combat and Movement : This is perhaps the biggest change I'm making from 2.0, with the rest just being updates and alterations. There are also a couple of tweaks that I want to make to the combat system, especially with regards to Fatigue.
  • Updated Equipment and Weapons : Obviously the above changes require some alterations to the existing statistics for weapons and equipment. Not only that but a fair few items have very nebulous rules, and I'd like to nail them down properly with more specific mechanics.
  • Updated Psychic Powers
Dark Heresy 3.0

While the above alterations are pretty set, those that follow could be considered "Plug Ins", with anyone using them able to treat them as optional house rules and pick and choose. 
  • Alternate Resource Systems : This is an expansion on the above alterations, but taken to the next level with Influence being replaced with a series of statistics that are dependant on character actions and rewards, such as Influence, Reputation and Wealth. Each taking the form of both permanent statistics and consumable temporary rewards.
  • Benefits of Success / Consequences of Failure : I've already explained this little system in my earlier posts, and it's one that I'm playtesting, along with...
  • Damage 3.0 : This is a modified damage system, which replaces the existing Wounds and Critical Damage tables with a system of Injuries and Damage Thresholds. This is currently the most contentious change and the one that I'm playtesting the most heavily.
I'm working on another update tonight, so I'll be posting that up too shortly. I've actually got a week off from work and college, and though there's plenty I want to do, I'm also going to try to catch up on my writing.

For the purpose of this project, I'm going to focus on the components of 2.5 for now, while I playtest those of 3.0 in the background. That'll let me get more content out to my readers, while simultaneously accounting for all the basic changes for my play groups.

Until Next Time
Happy Gaming
Michael