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alwaysstrikesfirst · 8 months
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Old World Diplomacy
An Unofficial Alliance Expansion for Warhammer: The Old World
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alwaysstrikesfirst · 10 months
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alwaysstrikesfirst · 11 months
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Liber Xenos: Orks - Orktober 2023 Update
Merry Orktober!
The previous release of Liber Xenos: Orks updated the rules for Horus Heresy 2.0 but for the most part kept the Orks’ profiles from previous editions. Now the army list has been given a thorough rework to address issues with power levels.
The Xenos: Orks faction for Quartermaster has also been updated!
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alwaysstrikesfirst · 1 year
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Liber Xenos now updated for Horus Heresy 2nd Edition. Complete with Quartermaster faction template!
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alwaysstrikesfirst · 3 years
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Narrative Necromunda Campaigns
I’ve just recently finished arbitrating my first Necromunda campaign. A lot of what I did was building on the knowledge and experience of those Arbitrators that had come before me, but I also experimented a lot with what I could do, so I wanted to document what I learnt for those that come after.
Campaigns as they exist in the rulebooks don’t offer any strong narrative, they’re just a series of random battles. But I see those campaigns as just a starting point. There are so many tools available to Arbitrators that allow for stories to be told and roles to be played. I took the approach of trying to piece together components across multiple books in a manner that was both easy for players to follow and that allowed me to tell a story.
I created a blog to manage the campaign. You can check it out in order at Helm'ayr's Own to follow along.
Building the Narrative
I started with the story, picked straight from the Necromunda timeline. The timeline is a great inspiration, full of narrative hooks from which you can construct a story. I chose the story of Helm’ayr’s Own, where a son of Lord Helmawr bears resemblence to Martek Helm’ayr of old, and as a result is cast out of the Spire. I then planned out six weeks of story loosely based on this idea.
While I wanted players to be able to make decisions that would ultimately affect the journey their gangs would take, I also wanted to keep things simple for me to manage. As such, I decided not to think up a new story development each week based on player actions, but to pre-plan a narrative such that it could proceed “on rails”. I planned two alternatives for the final week depending on how things had proceeded up until that point, but that was the only branch. I tweaked things from week to week but on the whole the narrative proceeded as planned.
This approach worked pretty well and I would definitely do it again. Because there was an overall story arc, I think players found it compelling with each revelation.
One other thing I’ll mention about story: different players will react to your story in a variety of ways. Some players will become heavily invested and look forward to the next episode each week, while others will just turn up for a game unprepared and expect to be told what to do. I personally got a lot of validation from those who were heavily invested, so the others just came along for the ride. But that’s OK: not everyone is into the game for the same reasons. If you are having fun telling the story and at least some of the players are enthusiastic, you’re probably doing well.
Scenario Selection
There are dozens of scenarios available now, but the scenario selection rules in the rulebook limit battles to just six alternatives. Our desire to incorporate other scenarios or even custom scenarios concocted by the Arbitrator meant we had moved away from the rulebook scenario selection. I thought this was a shame as there are a number of mechanics that allow players to manipulate the scenario selection that we were just ignoring.
To remedy this, I selected a shortlist of three scenarios each week that captured that part of the story. I then substituted those in place of the three results on the scenario selection table, such that players could use all the normal rules associated with scenario selection but would use the thematic scenarios instead. I didn’t make any attempt to balance rewards from the three scenarios; this was the whole point of being able to manipulate scenario selection, after all, and rewarded those players who had invested in these mechanics. I feel that this aspect was a huge success: the scenarios themselves could help tell the story.
There were a couple of weeks where I wanted everyone to play the same scenario without any scenario selection roll. Originally I had intended these to be one big multiplayer game, but I soon realised this wouldn’t work logistically as multiplayer games of more than four people can become very slow. We ended up breaking these into multiple smaller games playing the same scenario. In future I think I would stick to making a scenario shortlist every week for more flexibility and try to avoid mandated multiplayer games as much as possible.
Badzone Events
As the weeks progressed I began adding Badzone events from the Book of Peril. Again instead of using the full list, I prepared a shortlist each week that reinforced the narrative. Players still rolled for the event discard, and would then generate a new one from the shortlist. While I think this added a fun element, it did complicate things, perhaps unnecessarily. In future perhaps the Badzone events would just be for the climactic games rather than every game. I didn’t use Badzone environments at all as it was just too much complexity.
Law Abiding vs Outlaw
The campaign was based on a Law and Misrule campaign from the Book of Judgement. However, because I had a set narrative in mind, I thought it might make sense to use Alignment as a means for constructing two opposing sides to the story. This worked for determining attackers and defenders and having it fit the narrative, but on the whole this was a bit too restrictive and I think I would avoid it in future. Players wanted to tell their own story such that there were Outlaws in opposition to Helm’ayr, so it felt a bit artificial. It made changing Alignment a bit awkward, and players had to face the same opponents multiple times. Next time I think I’d let players choose which side of the narrative to be on and not let Alignment dictate it.
Alliances
Alliances was an aspect of the game that the group had been a bit undecided about. I wanted to build them into the campaign to get people a bit more familiar and comfortable, but also as a means to drive narrative. The campaign focused on Noble Houses and the Spire, so I limited the available alliances to the Noble Houses and a Fallen House. Players could opt not to have an alliance and would receive House Favours instead. The Alliances are not finely balanced but they do have drawbacks, and I think they can work without any additional balancing mechanics placed on them when compared to House Favours.
I used Alliances and Rackets as a way to let players choose their path within the wider narrative. This built in a level of role-playing that we hadn’t really tried before, and I think on the whole it worked well. I matched up the Noble Houses with Rackets such that if a player tried to take a Racket that was against the alliance’s interests, they would need to Test the Alliance. For example, House Ty is all about psykers, so if a player allied to House Ty wanted to take the Witch Seeking Racket, they would need to Test the Alliance.
Because the rules for these Alliances were spread across six different books, I provided a one-page summary sheet so everyone knew what was out there.
I think offering a subset of Alliances to players worked quite well. Players were more open to taking Alliances as they knew their opponents would be expecting it and might even have their own Alliance to counter. It was also another means to reinforce the narrative.
Rackets
In a normal Law and Misrule campaign, players fight over control of Rackets. Apart from not being very narrative-focused, the main downside I saw with this was that the Rackets themselves are not at all balanced, so if a player obtained a particularly good one early on (or a good combination) they would gain a huge advantage.
Instead, I saw an opportunity to let the Rackets tell some of the story while also building in opportunities for role playing. First, I ranked the Rackets in order roughly from weakest to strongest. Of course, different combinations can make things a lot stronger, and that had to be taken into account too. Here’s the ordering I came up with:
Wyrd Trade
Redemptionist Backers
Out-hive Smuggling Routes
Production Skimming
Caravan Route Control
Narco-distribution
Ghast Prospecting
Settlement Protection
Spire Patronage
Bullet Cutting
Proxies of the Omnissiah
Gambling Empire
Whisper Brokers
Witch Seeking
Blood Pits
Life Coin Exchange
Guild of Coin Bond
Water Guild Bond
Corpse Guild Bond
Slave Guild Bond
Promethium Guild Bond
Xenos Beast Trafficking
The Cold Trade
Archaeotech Auctioning
The Resurrection Game
Peddlers of Forbidden Lore
Each week I prepared a set of available Rackets and allowed players to pick one to gain. Each Racket had a narrative reason as to why a gang might choose it, and were all roughly the same power level. For example, the starting Racket options were as follows:
Spire Patronage: A Noble of the spire is willing to pay handsomely for your gang’s services.
A gang allied to a Fallen House or a Noble House must choose this option or Test the Alliance.
Settlement Protection: Your gang sees a way to increase their power, moving from petty thugs to wealthy tyrants.
Production Skimming: Your gang is in it for the money. By skimming a little off their current enterprises, they see a chance for a big return on investment.
Rackets could not be won or lost as normal, so everyone had the same opportunities. If players claimed an Intrigue that granted them an unclaimed Racket, they could choose from a limited list. If players fell behind as Underdogs, I gave them opportunities to mix up their Rackets to compensate.
On the whole I was happy with how this worked, it kept power levels relatively in check. The main problem was where multiple gangs chose the same racket, so there was less variety. I think to combat that in future I might offer more than just three Rackets at the start, as that would potentially seed different possibilities as we progressed. I might also allow Rackets to change hands in some way, although I still think the winner-takes-all approach of the campaign in the book is too unforgiving.
Bounty Hunters and Capturing
Previously our group has seen very little use of Bounty Hunters and we often don’t even bother to roll for Capturing. I wondered if this was because of how dense and cumbersome the rules are surrounding these aspects. Since my story was about a manhunt it made sense feature Bounty Hunters, so in week two I offered players any one of the Rackets that grant a free Bounty Hunter.
People seemed to quickly learn the power of Bounty Hunters. Since we had Rackets granting them for free, nobody really got to know the rules around how they work with regards to staying around across multiple battles, and I think there is a big misunderstanding there. But even despite that I’ve heard from a few people that they’re thinking about using Bounty Hunters in future campaigns because of how good they can be. There are a number of ways to get free or discounted Bounty Hunters, so hopefully they’ll see more use in our group going forward.
Capturing, however, was a different story. I had thought that the need to play a Rescue Mission for every capture was problematic when I wanted to be progressing a story, so instead I allowed captives to be freed by any gang with the same Alignment as the captured fighter, during any scenario. Yet despite the free Bounty Hunters, simplified rescue process, multiple players with web weaponry and an Enforcer gang, players still didn’t engage with capturing. I had feedback that it just seemed too harsh when you’d already defeated an opponent to then kidnap one of their guys.
I think there’s still potential there so I’d like to keep experimenting with ways to encourage capturing in future campaigns. Hopefully we’ll find a way that’s compelling enough but not seen as a massive inconvenience to the losing gang in a conflict, because right now the capturing rules just aren’t working for us.
Trading Limitations
In an effort to combat some of the equipment spam I’d seen in previous campaigns, I limited each gang to only one of each item with a Rarity or Legality. This was essentially a soft limit because there are Hangers-on and Rackets that modify items to become Common. I think this worked pretty well and in fact allowed me to provide exceptions to Underdogs when they really could have benefited from multiple rare items. I think I would keep this for future campaigns as long as there are multiple viable ways within the campaign to work around the limitation.
Maximum Crew Rating
Each week I had a maximum crew rating. Our group had used maximum crew ratings before, but in those cases we had ignored the crew selection rules for scenarios and essentially always turned up with as many fighters as would fit in the rating limit. I wanted to keep crew selection rules, because this is another aspect where rules exist to manipulate this. So you had to follow the crew selection rules, and once selected your entire crew had to fit within the rating limit.
On top of that, I had a soft maximum fighter rating, such that any fighter over 450 credits-worth could fight in a battle but then had a 50/50 chance of leaving the campaign and ascending the Spire with all of their equipment.
While I think this helped for keeping things balanced, it was probably a bit annoying for players as they had to figure out sub-gangs to fit within the rating limit. In future I might remove the crew limit and just use a lower fighter limit, and any fighter over the limit would count as two or more fighters when it came to crew selection. Most imbalance seems to come from over-powered characters or swarms of fighters, and this change might address both while keeping things super simple to work out.
Out-of-game Roleplaying
I tried not to say “no” to anything, but to find a way to work player goals into the narrative. Sometimes I would require the player involved to complete a specific sub-plot to achieve their desires, but I also added a roleplaying aspect in some cases where through the use of Leadership tests, a gang might change their fate.
Leadership as a characteristic is barely used in the game, but when it comes to emulating your gang Leader making tough decisions about the future of their gang, it’s really the perfect characteristic to use.
Through succeeding on Leadership tests in between games, I allowed certain underdogs to swap some of their chosen Rackets for thematic alternatives that would help them out of a bind. For example, a majority of Tim’s gang suffered lasting injuries during a battle, and the limit on multiple rare items prevented him from equipping them all with bionics. I offered to let his Leader make a Leadership test. He succeeded, so that meant his Leader had decided to cut ties with the Whisper Brokers that had steered him wrong and make an arrangement with Proxies of the Omnissiah to give him common access to bionics.
This is an addition to Necromunda campaigns about which I’m particularly excited, and will definitely keep in future. It actually makes Leadership relevant and allows players a bit of excitement when attempting to change the fortunes of their gang. You could possibly codify the Leadership test in a post-battle action, but I’m no sure that’s necessary as it will often be the Arbitrator who sees the opportunity rather than the player.
Painted Models
I don’t mind playing against unpainted models but getting my arse kicked by unpainted models is kind of different. So I added a new house rule that has been met with strong support by the group. Any unpainted model starts each battle with the Gunked condition and is always Revealed in Pitch Black scenarios. I’m pleased to say we had no unpainted models for the campaign!
Where To Next
With the Book of the Outcast we now have four different campaign types for Necromunda that can all be mixed and matched. On top of that we have a lot of Arbitrator tools to change things up. The aim of my customisations and experiments was not to add further complexity to this, but to cherry-pick and streamline a lot of concepts while at the same time using them to create a strong narrative campaign. I think I had a lot of success, but the trick is to bring what I’ve learnt to the next campaign and make it even better than this one.
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alwaysstrikesfirst · 3 years
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Linking this because I keep needing to search for it
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alwaysstrikesfirst · 4 years
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alwaysstrikesfirst · 4 years
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Mordheimunda: Skirmish warbands in the Old World using the rules for Necromunda.
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alwaysstrikesfirst · 4 years
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After discovering the latest Adeptus Titanicus book is called “Crucible of Malediction”, I decided to create a random title generator to help Forge World and Specialist Games with future publications.
https://perchance.org/forgeworld
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alwaysstrikesfirst · 4 years
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I've updated my supplement for using Orks in the Horus Heresy and Age of Darkness. As well as fixing lots of typos, I've tightened a lot of wording and added a proper table of contents.
The supplement is not a reimagining of Greenskins as a force entirely different from their 40k counterpart, but more a consolidated collection of Ork units throughout the Warhammer 40,000 publication history, including Forge World publications and old White Dwarf Chapter Approved articles, all with refined rules ready for play in games of Horus Heresy.
If you give it a try, let me know what you think!
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alwaysstrikesfirst · 5 years
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Warhammer: The Old World
*TL;DR: I think the Age of Three Emperor's will just be the first campaign book for Warhammer: The Old World, rather than the setting for the whole game. The game itself will essentially be 8th Edition Fantasy, with campaigns spanning the history of the Old World.* Long ago, I used this blog to entertain myself with predictions and speculation of Warhammer Fantasy releases. I enjoy the releases for games such as Horus Heresy and Necromunda now, but those games haven’t captured me in the same way Warhammer Fantasy had. Towards the end of last year, Games Workshop [announced the return of Warhammer Fantasy](https://www.warhammer-community.com/2019/11/15/old-world-new-warhammer/) as Warhammer: The Old World. I wasn’t sure how I felt about the announcement when it happened: if it’s yet another ruleset, will it further divide the community, already split between various editions of the game and The Ninth Age? Then the follow-up tease happened, showing a [map of the Old World](https://www.warhammer-community.com/2020/02/06/cartography-in-the-old-worldgw-homepage-post-1fw-homepage-post-1/) at a specific point in history: the [Age of Three Emperors](https://warhammerfantasy.fandom.com/wiki/Age_of_Three_Emperors). Many people have taken this map to mean that the setting of The Old World as a game will be the Age of Three Emperors. In the same way that The Horus Heresy is an historical setting to Warhammer 40,000, The Old World will be an historical setting not just to Age of Sigmar but to Warhammer Fantasy itself. Similarly, while the focus of The Horus Heresy is Space Marine Legion against Space Marine Legion, The Old World will focus on Empire Province against Empire Province. But if The Old World is confined to that era and setting, what of all the other races who would have nothing to do with a civil war confined to the Empire? And what of Forge World’s existing work in the Tamurkan and Monstrous Arcanum books? And what of everybody with an existing square-base but non-human army who wants to play? So here’s where my predictions and speculation for Warhammer Fantasy begin again. I think the Age of Three Emperors is only a small part of the story. That era will essentially be confined to a campaign book, much like an individual Horus Heresy black book, with ideas for playing in that setting. But The Old World itself won’t be confined to just that era: instead, it will span the entire history of The Old World, from before the time of Sigmar all the way up to the End Times. Here’s my prediction for how The Old World will work: 1. Forge World releases a Warhammer: The Old World rulebook containing the (essentially) unaltered ruleset for 8th Edition Fantasy in much the same way as their current Age of Darkness Rulebook is just a repackaged version of 7th Edition Warhammer 40,000. These rules allow anyone with an existing army to bring their 8th Edition army book to play without having to wait for new army rules from Forge World. It also allows them to sell Tamurkan and Monstrous Arcanum again. 2. If the product releases for Necromunda and other Specialist Games are anything to go by, they’ll have a big starter set with two small armies, dice, templates, and rulebook, much like they’ve done in the past. 3. At the same time, they release The Old World Book One: The Time of Three Emperors. This contains a full new Empire army list, along with province-specific rules. Like a Horus Heresy black book or Necromunda book, this book might also contain campaign rules or special scenario rules in much the same way as the Horus Heresy black books. In fact I think there’s a good chance this first book would introduce smaller-scale engagement rules to help introduce new players to the game with smaller model-count scenarios. 4. They continue releasing new models and black books on a set schedule. That could be a new plastic box maybe once a quarter, supported with sporadic resin kits from Forge World, much the same as the other specialist games. Each black book focuses on a different period of Old World history: the War of the Beard, the Sundering, Nagash’s Great Ritual... whatever. Games Workshop has learned a lot about supporting multiple games since the end of Warhammer Fantasy. The Horus Heresy shows gamers are willing to spend big on properties they love, and with Necromunda, Blood Bowl, Adeptus Titanicus, Middle Earth, and other, they’ve shown they can sustainably support multiple systems. I think this could actually really be a good fit for Fantasy, and it makes me wonder if this wasn’t their plan all along: stop support for Fantasy while it wasn’t sustainable, and take the time to reset and learn a few things before they can commit to bringing it back stronger than ever.
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alwaysstrikesfirst · 5 years
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Long overdue... Tanxalotl and the Stomping Host at Shattered Kingdoms. I won the Best Presented award!
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alwaysstrikesfirst · 6 years
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My first 1,000 points of Lizardmen painted
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alwaysstrikesfirst · 6 years
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I've finally prepared the Warhammer Fantasy 8th Edition rules I've been working on in easily-consumable PDF format.
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alwaysstrikesfirst · 6 years
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instagram
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alwaysstrikesfirst · 6 years
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alwaysstrikesfirst · 6 years
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