Just a short update and post. What I've been up to the last few days has been war gaming terrain and this mark my first serious attempt at terrain-making. Previously all I had ever painted and built were miniatures. These rocky formations are shamelessly stolen inspired by the work of Black Magic Crafts. It consist of layers of foam material hot glued together on a base of either foam or cardboard, with broken and cracked cork added to make dry, desert-like terrain. My favorite are the two smaller pieces of scatter terrain made from wooden hexagon, inspired by the Giant's Causeway in Ireland.
Wednesday, February 17, 2021
Wargaming: I started building (crappy) terrain!
Thursday, January 14, 2021
One Page Rules: Scenic Insanity
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| Warning: alien cactus ahead. |
Scenic Insanity
After choosing the mission type/rolling for the mission but before deployment, roll on your Scenic Insanity table (more information below on how to make your own) to determine what bizarre terrain will plague your table. Then roll again to determine its placement. It is recommended that your number your 'normal' terrain then roll the appropriate dice. Then replace the terrain piece with the Scenic Insanity terrain. For added mayhem you may instead assign a number to your Objectives Markers: then place the Scenic Insanity terrain around the Marker, turning this critical point into a dangerous quagmire or worse. You can also roll for more than one terrain type, if you want.
New Rules: Unit Classification
Optional Rules: Saving Throws
- Reflexes: How fast a unit is at evading something. A unit's Reflexes Saving Throw is equal to 5+, modified as follow: if the unit is Fast/Very Fast (these two don't stack with each others) or Strider it gain +1 to Reflexes and if it is Slow it has -1 to its Reflexes. Non-bikes Vehicles, Monsters , Walkers and units equipped with heavier armor such as Destroyer Armor (or similar analogous gear) default to 6+.
- Toughness: How tough the unit is physically. A unit's Toughness Saving Throw is equal to its 5+, modified as follow: if the unit has Regeneration or Shield Wall (or similar defense abilities) it gain +1 to Toughness. Monsters also gain +1. If the unit has Quality 4+ or lower it has -1.
- Armor: How tough the unit's armor is against the most intense of hazards. This goes above and beyond the simple Defense saving throw and represent the worst kind of dangers which can turn even a Battle Brother into a pile of chunky salsa. A unit's Armor Saving Throw is equal to 5+, modified as follow: If the unit has Regeneration, Shield Wall or similar defensive abilities it gain +1. If the unit has Defense 3+ or lower, it has -1 to Armor saves while a unit with 2+ Defense gains +1 to its Armor Save. Vehicles default to 2+ and cannot modify this value.
- Luck: How plain lucky a unit is. A unit's Luck Saving Throw is equal to 5+, modified as follow: a Hero gain +1, as does any unit with a Veteran ability (such as Veteran Infantry). Halflings in Age of Fantasy gain +1 to their Luck, as they are lucky little bastards.
- Intelligence: How smart the unit is at problem-solving and understanding the danger of their environment. Orcs/Orks would obviously be penalized with this kind of Saving Throw.
- Systems: Used as a special Saving Throw for Walkers or combat robots of some kind to resist things such as hacking or EMP.
Building Your Own Table
D6 | The Underhive | Demonic World | Realm of Fire |
1 | Spawning Nest of hungry Underhive vermin | Spawning Nest of unspeakable creatures | Slippery Terrain in the form of hardened glass |
2 | Explosive Terrain of flammable barrels | Large Spikes of jagged demonic altars | Morpho Rocks of magically infused volcanic rock |
3 | Slippery Terrain of garbage piles | Morpho Rocks of unstable reality | Explosive Terrain of unusual glowing crystals |
4 | |||
5 | Rust Hazard from toxic vents | Warping Field of pure demonic energies | Boiling Terrain of superheated lava and/or mud |
6 |
Exotic Dangerous Terrain
- Spawning Nests: Exotic alien monsters breed or nest here and this piece of terrain represent either their den or some sort of spawning pool. Spawning Nests is Dangerous Terrain for Infantry and requires a Toughness Saving Throw to avoid being eaten alive. Vehicles can just crush through the nest unimpeded.
- Slippery Terrain: Glass planes? Strange alien mucus? Fungal growths? Not only is this terrain slippery/difficult to navigate but a fall may spell doom. This terrain is Dangerous Terrain for Infantry and requires a Reflexes Saving Throw to not die.
- Large Spikes: These spikes are large and noticeable enough for infantry to avoid, but is Dangerous Terrain for Vehicles and Walkers and requires a Reflexes Saving Throw less they take damage.
- Rust Hazard: There's some strange, toxic nonsense here which can severely eat through something's armor. Rust Hazard is Dangerous Terrain which affect Vehicles and Walkers and requires an Armor Saving Throw to not take damage. However, each time they pass the Saving Throw they get -1 to their Defense for the rest of the battle.
- Morpho Rocks: Morpho rocks appear stable but in truth they are a strange and exotic substance which distort and warp, flowing like liquid when applied pressure to. Morpho Rock is too fluid to even evade and requires a Luck Saving Throw. Infantry which fails this save are lost, instantly killed while Vehicles become trapped and must make a Saving Throw each turn: on a success they free themselves. Vehicles which are anti-gravity can traverse it as Difficult Terrain as if they lacked Strider.
Boiling Terrain
Explosive Terrain
Warping Field
Thursday, December 3, 2020
Grimdark Future: 'Fluffy' Prime Brothers Lists, Part 2
A continuation of the last post, with Primaris Space Marine-themed lists for Grimdark Future.
Blood Angels: Reivers Assault
Dark Angels: Deathwing Reborn
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| Not gonna lie these looks pretty decent. |
Space Wolves: The Hunt Reborn
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| "The Space Wolves are incredibly uninspired." -Rogal Dorn |
Friday, October 23, 2020
Grimdark Future: Multi-Faction Deodorant Stick Grav-Tanks (Redux)
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| Still a classic. |
- Its a cheap tank, at Tough 6. It doesn't pack too many guns even when upgraded. This make it cheap both in pts cost and in real-life cost, as it doesn't require all that much to be assembled.
- Its an agile harassment unit, with a role similar to buggies or combat Jeeps. Grav-Tanks are in the same 'weight class' as an army's transport but mount one of the guns of a main battle tank.
Grav Tank
Name | Qua | Def | Equipment | Special Rules | Cost |
Grav-Tank [1] | 4+ | 2+ | Machinegun (36", A3) | Fast, Impact(6), Strider, Tough(6) | 150pts |
Upgrade with one: | |||||
Storm Rifle (24”, A2) | +5pts | ||||
Reinforced Ram (Impact(+3)) | +10pts | ||||
Hunter Missiles (48”, A1, AP(3), Deadly(3)) | +30pts | ||||
Replace Machinegun: | |||||
Heavy Flamethrower (12”, A6, AP(1)) | Free | ||||
Heavy Machinegun (36”, A3, AP(1)) | +5pts | ||||
Laser Machinegun (36”, A3, AP(2)) | +10pts | ||||
Fusion Cannon (24”,A1,AP(4),Blast(3)) | +10pts | ||||
Missile Launcher – pick one to fire: HE (48”, A1, Blast(3)) AT (48”, A1, AP(3), Deadly(3)) | +15pts | ||||
Laser Cannon (48”,A1,AP(4),Deadly(3)) | +20pts | ||||
Upgrade with: | |||||
Forward Observer (Scout) | +5pts | ||||
Assault Grav-Tank
Name | Qua | Def | Equipment | Special Rules | Cost |
Assault Grav-Tank [1] | 3+ | 2+ | Heavy Flamethrower (12”, A6, AP(1)) | Fearless, Fast, Impact(6), Strider, Tough(6) | 210pts |
Upgrade with one: | |||||
Storm Rifle (24”, A2) | +5pts | ||||
Reinforced Ram (Impact(+3)) | +10pts | ||||
Hunter Missiles (48”, A1, AP(3), Deadly(3)) | +40pts | ||||
Replace Heavy Flamethrower: | |||||
Heavy Machinegun (36”, A3, AP(1)) | +10pts | ||||
Laser Cannon (48”,A1,AP(4),Deadly(3)) | +20pts | ||||
Missile Launcher – pick one to fire: HE (48”, A1, Blast(3)) AT (48”, A1, AP(3), Deadly(3)) | +45pts | ||||
Upgrade with: | |||||
Forward Observer (Scout) | +5pts | ||||
For Blood Brothers: Very Fast | +15pts | ||||
For Dark Brothers: Grim | +15pts | ||||









