19 June 2013

Warhammer (40K) Wednesday: Blood Cross Termies, Reclusiarch Stephanus Corrino, and the ETL Challenge

More Warhammer 40K this week. Over at Bolter & Chainsword, they're running the second annual E Tenebrae Lux challenge (ETL II for short).  That's Latin, gentle reader,s and means "Light from Darkness." Essentially it's a contest between Forum factions: Blood Angels, Black Templars, etc: whatever chapter has a Codex. Codex: Space Marines is subdivided into Ultramarines, Codex (Canon) Marines,  and DIY Chapters; they still count as a one group, however, since they all utilize C:SM
 
The challenge is simple enough. Participants vow for their faction x points worth of models to assemble and paint, to at least "tabletop ready" level. Points are determined as WYSIWYG. The participant has until 15 AUG to complete his vow. If he finishes before 15 AUG, he can vow up to 4 more times. However, if one fails to complete a subsequent vow, all previous completions DO NOT COUNT. Anyone who fails has to wear a "badge of shame" in their signature block until the end of the year. The faction that completes the most points gets bragging rights until the next challenge. Oh, and sorry, but vowing ending on 15 JUN. The main purpose of the challenge, by using point value vows, is to build up tabletop forces in blocks.
 
And here is my vow:
 
 
 
"I, Lord Kjeran, answer the call of E TENEBRAE LUX and vow to complete a Terminator Chaplain and a Terminator Squad of the Blood Cross Chapter from Codex: Space Marines of total value of 370 on or before August 15th. Success will bring eternal glory to the Blood Cross and the Liber Astartes and failure will doom me to bear the Badge of Shame until the year-end.
"(I disallowed the 5 points for the heavy flamer because no squad of 5 can have 2 heavy weapons. However, my Terminators have been hanging around since '96 or so and that's all the arms I have for rights: 3 storm bolter, 1 assault cannon, one hvy flamer--and Decius wants his flamer!)"
 
As noted, the points have to be codex legal, so I gave up the +5 for Decius's Heavy Flamer. As you can see from the picture below of the pieces waiting to be assembled, my termies are 5 mid-1990's models that have been sitting in a tackle box for almost 20 years waiting to get paint! And, by codex, only 1 heavy weapon per 5. No biggie. It's just 5 points. :) The squad leader is missing his banner pole, but that's not a deal breaker because I wouldn't use it if I had it. Banners do look awesome and add to presentation, but they make transport a hassle.
 
These models will represent my Chapter's Reclusiarch, Brother-Chaplian Stephanus Corrino in Terminator Armor and 1st Squad (Fire Team A) of 1st Company, the Death Dealers. If I complete this vow (I should) I'm going to vow either a dreadnought or a tactical squad next up. I'm a little late getting going because, since I assembled the models on Sunday, we've had thunderstorms every day here in NE Texas with humidity over 80%: not good weather to prime in.


Anyway, until next time, gentle readers.

12 June 2013

Warhammer (40K) Wednesday: The Blood Cross Chapter

EDIT: The wonderful pictures were created using Bolter and Chainsword's Space Marine Painter: www.bolterandchainsword.com/smp.php 

Our thanks to them for developing it.


Well, I am not yet ready to reveal the damned hamlet of Totentanz in the Desolation of Drakenmoor, so I will chat briefly about my DIY Space Marine chapter, the Blood Cross.

The Blood Cross was founded in the 37th Millenium just after the time of troubles dubbed "the Reign of Blood" by historians. Designed as a standing force to bolster the remote but tactically important Massilia Sector that was bordered by a small orcish "empire," the chapter established its Fortress-Monastery of Mediggo on the medieval desert world of Salusa Secundus. (Side note: The Order of the Blood Lily, one of the many Adepta Sororitas orders, was granted a convent, Stella Maris, in the planet's southern hemisphere for their aid in putting down the Jacurutu Rebellion. While they remain separate, the chapter and order assist each other in recruitment efforts and maintain a cordial, if reserved, relationship.)

A Sister of the Order of the Blood Lily.

The population of Salusa Secundus is divided between nomadic tribes of herdsmen and city-dwellers who live in urban centers carved from the basaltic rock of the hillocks and ridges that jut forth from the caramel-colored sands of the desert. There are some shallow seas on the surface of the planet, but they account for less than 8% of the planet's surface. The polar ice caps are also smaller than the norm for most habitable planets. Most of the world's oxygen is produced from various volcanic activities and the presence of a photosynthetic sand-plankton on the world's surface. Recruits are drawn from both the nomads and the city dwellers. The nomads provide a ferocious fighting spirit and the city-dwellers provider a certain academic mindset to the order's recruitment base. Both peoples revere the Emperor of Mankind as "the Father who came from the Sun to bring Light to all Mankind."

In general, the Blood Cross remains a loose hold on the people of Salusa Secundus allowing the populace to handle their own affairs as long as no alien or heretical taint takes root. A couple of millenia past, however, a chaos cult was able to subvert a group of tribesmen who managed to take a fortress city near the equator. The taint of Chaos was destroyed by a joint operation between the Chapter and the Order, and Jacururtu is a name still used to frighten young children on Salusa Secundus.

A Brother of the Blood Cross armed for battle.

The Blood Cross geneseed is that of Rogal Dorn. When the High Lords of Terra called for a new chapter to form, two space marines stepped forward to answer the call for a cadre. The two had served together in the Deathwatch. One was Sulla Corrino, a brother of the Crimson Fists, who went on to become the still-revered first Chapter Master. The other was a Black Templar/Deathwatch Chaplain by the name of Kjeran who is still present in the chapter as a Dreadnought. The two chapters followed the lead of their two sons by assisting the fledgling chapter with a training cadre and equipment drawn from both.


The heraldic colors of gules and sable obviously derive from the two chapters. Vehicles, dreadnoughts, and veteran armor retains much in the way of Templar iconography yet still maintains the utilitarian nature of the Crimson Fists. Interestingly, the chapter adheres to the Codex Astartes in most matters having only a few idiosyncrasies. For example, the 1st Company is comprised of the Veterans who use the mighty Terminator armor. However, all tactical sergeants must have served previously in 1st Company. Thus, all squad leaders are highly experienced and are occasionally seen wearing Terminator armor in the field (note: yes, this changes from edition to edition; some editions permit it, others don't). Brother veterans officially have a scarlet tabard, but generally eschew its use in the field, the helmet's red stripe of rank and red cross on the right pauldron (denoting Terminator honors) being sufficient symbols of status.


Brother captains and higher ranks are differentiated by the use of gold helmets and gold imperial eagles on their torso armor. Note also that the Chapter retains the Mark VI Corvus helmet in all models of armor. Among 1st company veterans, there are actually full suits of the Corvus design still in use.


As far as beliefs, like the Crimson Fists, the Blood Cross despises aliens in general and orcs in particular. They have taken this belief to such an extreme that causal use of cybernetics is almost seen as heresy. Replacement due to injury is acceptable, but not otherwise. In fact, the Blood Cross fields no servitors because that is seen as one of the severest of abominations.

The Blood Cross reveres the Emperor as the Suffering Servant of Mankind. He ascended his throne willingly and still shields Mankind from Chaos through millenia of agonizing suffering. One Blood Cross ritual is that of the Embrace of the Cross. The Battle Brother is tied into a pain slab and hoisted up to suffer in agony for up to three days, proving his resilience and willingness to suffer for the survival of Mankind.

And that, gentle readers, is a brief summary of my chapter. Enjoy!

10 June 2013

SciFi Monday: The Perils of Star Wars Gaming


I'm back. I'm still slightly depressed over my grandmother's death and my father's illness, but I have to go on. I can't put everything on hold forever.
 
That said, SciFi Monday brings you my plans for a Star Wars campaign I want to run with my family. The oldest is undecided; number two is thinking a Jedi; the boy is all for a trooper; and Beth (wife) will probably play a Wookiee scout/bounty hunter. I'm pulling one I did back in the 1990s and adapting TSR's Volturnus trilogy (for Star Frontiers) for the Star Wars Universe. However, this is set in the Old Republic era (back in the day, it was, of course, set in the Rebellion Era--options are good things!). The Sathar become the Sith Empire, monstrosities like the quickdeath are creations of Sith sorcery, the Frontier is really the Republic, Volturnus is a lost world fought over by the Sith and Jedi a millenia ago, etc., etc., ad infinitium, as nauseam.



We have a timeframe, we have a campaign, and now we have too many choices as far as systems are concerned. Let's enumerate, shall we?


WEG's Star Wars 2nd Edition Revised & Expanded is an old favorite of mine. I bought first edition when it was published and upgraded over the years. I post infrequently on the Rancor Pit Forums as Darth Kjeran and really do love this system. It is quick and fun and not overly complex. The mechanics really allow the players to attempt the type of cinematic action seen in the movies. Death can occur, but one really has to flub it up Big Time to do so. The downside is that force users are all-powerful. Although I do plan on starting the players out as experienced veterans, there is a large disparity between Jedi and EVERYONE ELSE. And I do have at least one player wanting to play a Jedi.


Our next contender is WotC's Star Wars d20 Revised. This one receives much in the way of  criticism from fans for "not feeling like Star Wars." There might be some validity to that viewpoint; however, the d20/3.5 systems works better for science-fiction than it does for fantasy. One of its most important attributes is that of balance. A 7th level Soldier/2nd level Bounty Hunter has a pretty fair shot at taking down a 6th level Jedi Consular/2 level Jedi Investigator/1st level Jedi Master. Now, there are those who still feel that Jedi should be the power gods that WEG made them. However, I read Expanded Universe fiction quite often and Jedi are NOT invincible. Order 66, anyone? Plus, that Soldier/Bounty Hunter is a 9th level character--he should have a chance to go toe-to-toe with a Jedi (or Sith). Cons? Well, as referenced above, multiclassing can get silly, but it does have the effect of recreating some of the iconic roles in the movie in a manner different from that of WEG (which proposes an almost generalist feel with the exception of Jedi characters). Some would add hit the HP mechanic, but the way Star Wars d20 handles wounds makes that a non-issue for me. Also, there is a Old Republic campaign guide that was published for the SAGA/3rd edition of the rules. Very useful.



Next up is the fan-produced Star Wars Galactic Adventures RPG that was forced off of the net. I believe it was in its 6th or 7th revision. I prefer 1.4 due to its art and layout. In mechanics, it is very similar to 0e D&D or Stars Without Number. There are 9 professions (classes) and 23 races plus the optional "race" of droid; it's also a modest 89 pages in pdf. Note that the race descriptions are only a paragraph in size (with the exception of droids who get a full page!). Combat mechanics are similar to Gamma World 1st Edition in that the to hit number is based on type of weapon versus armour type. Skills are handled by d100 rolls on tables similar to AD&D thief tables. There is a three alignment system (Good, Fair, and Evil) that actually fits the milieu nicely. It's a quick, easy game that I am leaning towards using just because of its simplicity.

The last game is also at the bottom of the list. Fantasy Flight's Star Wars Edge of Empire. It's not out yet; July supposedly. I could, of course, pick up the starter game or one of the beta rule books on Ebay. From what I have gathered by reviews, blogs, and vlogs, the game uses a dice pool mechanic (and special dice, of course!) where dice are added by the player and the GM. It looks easy, but that is never the case; it might, however, be extremely elegant. So, it should facilitate cinematic play. The other problem is that Edge of Empire deals with, well, scoundrels to put it bluntly. There are 2 other books planned in the system, one to detail Jedi/Sith and one for Empire/Rebellion (i.e., trooper/military types). There is supposed to be rudimentary Force rules in EoE, but I don't know that for certain. I do know I'll pick this up when it comes out, game whore that I am.

So, there we are. I'm leaning heavily toward SWGA, but I have a plethora of material for both WEG and d20. I just know that I want to run some star Wars; SWTOR is fun and all, but I want to be in charge of the sandbox for a change. :)

Until next time, gentle readers, may the Force be with you!