Friday, December 14, 2018

Storm King's Thunder: Prepare to Die Edition [Part 8]

Storm King's Thunder: Prepare to Die Edition
Prepare to Die!
WARNING:  Spoilers ahead for Storm King's Thunder.

View Campaign Page.

8.1 Doom of the Desert

The party releases King Hekaton by destroying the chains that bound him with the Zymorven Axe.  As the storm giant king rises to his feet, he is obviously displeased with the situation.  A quick-talking Starman mentions Serissa, and calm King Hekaton down as they fill him in on what has happened.

Incensed, King Hekaton uses the Conch to take the party to the Maelstrom.  Here they rest as King Hekaton confers with his court and tracks down the offender - Imryth, who is a dragon, as it turns out.  While they are here, Starman makes his love for Serissa known to the princess.

The party prepares to set out with King Hekaton with several of his retainers who have gathered at the court.  In a welcome and rare surprise, Harshnag appears at the court in the Maelstrom!  He explains he escaped the crumbling of the Eye of the All-Father by jumping into the divination chamber, where he had to wait for a passing wizard to help him escape.

The storm giants, the party and Harshnag set out on a fantastic journey.  They ride through the sea on orcas, through the skies on rocs, and finally arrive in the Anauroch near where King Hekaton divined the dragon's location.  The party approaches on foot.

As they approach the ruined amphitheater that is the dragon's lair, they accidentally discover a sinkhole, through which King Hekaton and one of the Storm Giants fall into.  The rest of the party take an alternate route through a nearby tunnel and enter the amphitheater's lower level.  After wandering a bit, they come upon a group of cultists in front of a giant pit.  They chant a lot, and then one jumps into the pit.

A strange, otherworldly voice utters forth from the pit.  Soon, the party is aware of the dragon as she appears from the shadows and sand, hissing at the cultists (who happen to be snake-men).  The exchange is unpleasant, and the dragon then attacks.

The fight is short.  The attack force makes short work of the dragon, and the snake men flee.  Satisfied, King Hekaton assures the party that he will now work with the small folk to make the world a better place.  It's what his wife would have wanted, and the party has convinced him small folk can make a difference.  Whether or not that means he will allow his daughter to marry one is another matter entirely, to be discussed at a later date.


The End

...?


Return to Storm King's Thunder: Prepare to Die Edition.

Sunday, December 9, 2018

Jade Falcon Reinforcements: Razor Battlemechs

Bones CAV Razor
Reconnaissance units steal forth across the sulfurous wastes.
In the Dark Age, the various actors will all have to make due with what they have.  In the Falcon's Reach, several mech-factories have been captured.  However, the raw materials and imported technology that allows the factories to produce their specialized battlemechs has been heavily curtailed.  In response, Clan leaders have repurposed to make due with what they have.  One of the first things the engineers came up with was the Razor.

I got the CAV Bones Kickstarter and split it with my buddy.  The Razor is one of the CAVs I deemed worthy to include in the Falcon attack force.  I don't have any problem mixing and matching models if the scale is correct! ...or if it looks good enough...

Bones CAV Razor
I...belieb...dem bones...are me.
Mostly made up of legs, the Razor is swift and small.  It mounts several small to medium weapons, most commonly lasers and machine guns.  It is easily produced, as the most expensive section is the leg gyros.

Hand-primed the Razors with Mechanicus Grey for a dark base.  I wanted to try to get it close to the WizKids versions, but maybe not exact.  So the palette would probably be a lot of Gunmetal, Tin Bitz and Knarloc Green.  Secret Weapon Heavy-Body Black ink would tie it together, and we'd highlight the metal up through whatever looks correct.

Bones CAV Razor and Cement Finish
Bones CAV Razor and Vallejo Black Lava
Agrax Earthshade over the entire base, though - not just that one part.
Frequently deployed in groups of 2-4, these sections can make for fine flank harassment units.  More commonly, a star will have a Razor attached to perform scout and spotting maneuvers.  When properly equipped, they also excel at anti-infantry functions.

For the bases, I used scrap pieces from Warhammer Fantasy Battle modular movement trays cut to 40mm.  I used Hand Made Modern Cement Finish Dark all over the base and let it fully dry.  Over that, I applied Vallejo Black Lava, which was then inked and drybrushed Fortress Grey to match the Sulphur Fields.  I could have used the CAV hex bases, but honestly I don't like them for this project.

Bones CAV Razor
I feel like these guns aren't as big as I'd like, but that's the trade-off when you've got legs this long.
The cockpit and weapons sections are comparatively simple.  The cockpit is not heavily armored, but grants a wide field of view.  Some models have been equipped with jump-jets, though this variant is not widely distributed yet.

Bones CAV Razor Dark Age Jade Falcon
Clan Star on a suppression mission to a small enemy base. The RZR's will chase down any small craft attempting to escape.
Stats for Horizon Wars:

Element Type F A M D P FC Special
RZR-1A Razor Mech 1 2 4 1 1 1 None
RZR-3N Razor Mech 1 2 4 1 1 2 Jump Jets

Bones CAV Razor
Robot Affliction, Part the First - The Striding
In all, these CAV's are inexpensive to build and maintain even during the Dark Age.  As the Jade Falcon makes headway on Vindemiatrix, they are sure to be at the forefront of the battle.  The RZR-series excels at vanguard, scout, outrider or escort duties.  For the Great Khan!

Bones CAV Razor
Welcome to Planet Vindemiatrix, home of smelly holes.

Sunday, December 2, 2018

Local Mods

Imagine.  Or don't.
Inspirobot can help with most of your deficiencies.
If you play more than one wargame, you'll be familiar with how fast rules are changed.  It seems like as the Information Age took over and the rise of social media in the last few years, publishers kick out rules at an unprecedented rate.  I have mixed feelings about online "living" rule sets, and so do many others.  It is for this reason you can often find multiple editions of various games played by disparate groups in a community.  For example, 3rd Ed. 40k came out and half the guys I played with stuck with 2nd Ed. until the day they died...which was like 4th or 5th edition.

That was obviously more than a long time ago.  Many editions have came and went, but why?  Why do these games continually reinvent themselves, if not to propagate the business model of their parent company?  The real answer for the force of change may surprise you if you've never thought about it.

The real culprit is the tournament scene.

We've all heard the story.  It's a tale as old as wargaming time.  Certain units from a powercreeper rulebook run the games, and certain builds rise like slag to the top to be skimmed off and used by every power gamer that read that forum.  In order to change the meta, rules are altered, faqs are published, Q&A's clarify bungled collations and new editions change the landscape of your dice rolls (numbered 1 through 6) on a constant basis to stay ahead of the power gamers.

Really, you're going to see that no matter what.  No matter the game.  No matter the edition.

So how does a group cope if they are no longer supported by the publisher?  Or for that matter, if the majority of players have a grievance with a current ruleset that they could easily solve with a few words of text in the House Rules?  Well, then it's up to the club to enact some sort of change to the meta of their game.  This is especially important when the game is old and the metas are all known.

House Rules should be expected...local modifications to the ruleset that allow their meta to be cultivated.

Yet, what works for one group in one area may not work for any other group anywhere else.  For most of these games, the meta will be limited by the group's player base.  This means there will only be so many factions in a particular meta.  There will be a limited number of units, and the POTENTIAL for new units only extends to more models in a player's faction.  This naturally limits the interactions of special rules, and in each case a new meta emerges.

For instance, if your group contains 2 Lizardmen armies, 1 Bretonnian army, 1 Empire army and 3 chaos armies...you're not going to have to worry about High Elves until the day you go to a tournament or have a casual game against a player you don't normally play.  When you go to the tourney, obviously you have to play by their rules, THEIR local mods...but at home among the familiar armies, players and shenanigans you are used to, you may find it necessary to enact house rules to keep the games from becoming utterly ridiculous and NOT_FUN.

Expect this.  Embrace it.  Use unfamiliar house-ruled metas as a new challenge - but most of all, don't whine when you find out there is a 0-1 restriction on Obliterator and Mutilator units.