Rogue Trader at Oldhammer


Everything related to Bring Out Your Lead 2013, at Wargames Foundry in Nottingham

Moderator: Moderators

User avatar

Posts: 105

Joined: Thu Mar 07, 2013 3:22 pm

Location: Above the cut, Taliban Territory, Sandwell, England.

Post Thu Mar 07, 2013 3:44 pm

Rogue Trader at Oldhammer

OK, you might have read my blogpost on the idea here http://fightingfantasist.blogspot.co.uk ... rader.html

Anyway, this is what I'd like to run on one of the days (I want to play in the RoC warband big battle on the other day).

Each player needs a 10 man Tactical Squad of Space Marines (of any vintage - modern plastics are OK). This will be something like...

1 Squad Leader with whatever he is carrying (within reason).
7 Marines with bolt guns, bolt pistols, combat accessories and frag grenades.
1 Marine with a H-class weapon (Missile Launcher, Plasma Cannon, Heavy Bolter, Autocannon etc.)
1 Marine with a lighter support weapon (Plasma Gun, Flamer, Shuriken Catapult, Graviton Gun etc.)

WYSIWYG and painted please. You can split that down into two five-man squads if you wish. Missile and Grenade Launchers will be equipped with Frag and Krak.

Some loan squads will be available (it's the WMMS show in Wolverhampton this Sunday and I intend to go scavenging for cheap plastics) but those might run out so regard it as as yet another project (because frankly you don't have enough projects) to paint up ten marines for The Games. There's a good chance you have that floating around at home anyway.

These Marines will be fighting for the prize of Emperors Champion in the Gladiatorial Games on the Forgeworld of Ghun'Khryme-Kapitol somewhere in the Eastern Middle star cluster.

This will be every man for himself (assuming the numbers are not excessive) on a table that hopefully utilizes my idea of a good 1987-vintage RT game - low troop density, lots of terrain.

Score a point for a frag, enter and drop out as you see fit just like in an online FPS. No prizes, just the adoration of your peers (most of whom will, by now, be touching 40 or the wrong side thereof...)

But...

There will be surprises. The odd xeno incursion, the odd rogue missile landing on the table, sneaky field-tests of experimental kit by the Adeptus Mechanicus that sort of thing. Ideally everything that's a bit weird and potentially game-destroying lurking somewhere in the RT rulesbooks.

Which means that if things slow down, I see blatant camping and mutual non-agression pacts, things might starting livening up a bit...

Coop

EDIT - Forgot, rules will be 1987 RT book only, daft template deviation rules and all. This rather orphans Chaos Marines as the Traitor Legions don't exist yet.

No problem though, the Inquisition have been keeping a careful eye on a few Space Marine chapters who seem worryingly taken with the rites and symbolism of certain feral world warp-entity-worshipping cults. These chapters furthermore have taken to baroquely personalising their power armour with spikes, skulls and chains. Suffice to say the High Lords of Terra have still invited teams from these chapters although it is felt that their conduct and lack of discipline is starting to become a little bit of a problem...
Image

In Dreamfish we trust
In Dreamfish we trust

Posts: 2002

Joined: Sat Jan 05, 2013 10:21 pm

Post Thu Mar 07, 2013 9:06 pm

Re: Rogue Trader at Oldhammer

I can bring a squad of a suitably lost and forgotton chapter ... but I do not know the rules.

Posts: 644

Joined: Thu Aug 02, 2012 6:50 pm

Location: The white stilletoed hell of Braintree

Post Thu Mar 07, 2013 9:49 pm

Re: Rogue Trader at Oldhammer

Harry wrote:I can bring a squad of a suitably lost and forgotton chapter ... but I do not know the rules.


Six months to learn... I am up for this on the second day. Old school RT Ultramarines and World Eaters.
Warhammer is dead! Long live Third!

Check out Orlygg's blogs at http://realmofchaos80s.blogspot.co.uk/ and http://warhammer40000roguetrader.blogspot.co.uk/
User avatar

Posts: 105

Joined: Thu Mar 07, 2013 3:22 pm

Location: Above the cut, Taliban Territory, Sandwell, England.

Post Thu Mar 07, 2013 10:12 pm

Re: Rogue Trader at Oldhammer

Harry wrote:I can bring a squad of a suitably lost and forgotton chapter ... but I do not know the rules.


Rules are almost identical to WFB2 (which makes them very similar to WFB3). Stuff generally moves 4" with the 2" model coherency rule from WFB skirmishers, there is the usual Roll to Hit/Roll to Wound/Roll to Save. If you don't have the rulebook we can note down your weapon stats for you on the day.

There are two very underused RT-specific rules that I will highlight in the game description (Hiding and Splitting Squads) because they are the sort of things that, if I were a novice player, I'd like to know I could do before they were done to me.

Other than that though, if you've played WFB2 or WFB3 you'll be at home with at least 95% of it.

Coop
Image
User avatar

Moderator

Posts: 1026

Joined: Tue Aug 07, 2012 10:51 pm

Post Fri Mar 08, 2013 10:41 am

Re: Rogue Trader at Oldhammer

I'm up for this. Haven't decided yet what Chapter I'll be bringing.
User avatar

Posts: 105

Joined: Thu Mar 07, 2013 3:22 pm

Location: Above the cut, Taliban Territory, Sandwell, England.

Post Sat Mar 09, 2013 10:54 pm

Re: Rogue Trader at Oldhammer

Transmission from Astropath Brawd Kastinghaus...

Thought for the Day - Mr. Hammond, after careful consideration, I've decided not to endorse your park.

Brother Khyll-Khyll-Khyll of the Crimson Fists reports that he may have found the answer to the mystery of the disappearance upon Ghun'Khryme-Kapitol of Imperial Xenobiologist Priest Dayv id-Bhelamae, last seen somewhere within the Eastern Rad-Jungle Zone.

Image

Shortly after transmission of the above visio-image contact was lost with Brother Khyll-Khyll-Khyll. It is believed that the native population of large reptile carnivores may be higher than previously estimated and that issue of larger calibre ammunition and/or graviton guns may be required if a second exploratory team is sent to Ghun'Khryme-Kapitol to investigate the disappearance of Brother Khyll-Khyll-Khyll.
Image

In Dreamfish we trust
In Dreamfish we trust

Posts: 2002

Joined: Sat Jan 05, 2013 10:21 pm

Post Sun Mar 10, 2013 8:29 am

Re: Rogue Trader at Oldhammer

Loving that big Dino ... where's that from?
User avatar

Posts: 105

Joined: Thu Mar 07, 2013 3:22 pm

Location: Above the cut, Taliban Territory, Sandwell, England.

Post Sun Mar 10, 2013 9:53 am

Re: Rogue Trader at Oldhammer

Both are Schleich. Available in the UK at The Early Learning Centre.

Coop
Image
User avatar

Posts: 1435

Joined: Thu Aug 02, 2012 7:08 pm

Post Sun Mar 10, 2013 10:52 am

Re: Rogue Trader at Oldhammer

That's no Grox... :shock:

Will there be any of these fellows stopping by?

Image
User avatar

Posts: 105

Joined: Thu Mar 07, 2013 3:22 pm

Location: Above the cut, Taliban Territory, Sandwell, England.

Post Sun Mar 10, 2013 7:28 pm

Re: Rogue Trader at Oldhammer

Couple of guys very similar to the fellows on the right might make an appearance - as for the Ambull, I'm thinking of going properly old school and going back to the roots of the RT aliens - AD&D Umberhulk for the Ambull, CoC Hounds of Tindalos for Astral Hounds, etheral undead for Astral Spectres, AD&D Beholders for Enslavers etc. etc.

Anyway, was at the West Midlands Modelling Show in Wolverhampton today (spotted a certain Rick P perusing the stalls) and picked up Old Stompy McTinribs, fine example of the Imperial War Robot breed.

Image

Previously employed in Grox herding, McTinribs is believed to have gone rogue, adulterating the Grox by-product intended for consumption by workers in the Imperium's Hive Worlds with waste matter from Imperial Army Rough Rider squadrons stationed on Shergar II. When this scandal came to light, McTinribs went AWOL from assigned post on Food Substitute (Grox Excreta) Factorum 13. Current whereabouts are unknown. McTinribs is held to be highly dangerous and should not be approached. If spotted contact your local Arbiter station house or Inquisition agent.

Inquisitor Veevill Asq Zekweshtuns is investigating claims that McTinribs managed to convince his Adeptus Mechanicus handler to "temporarily" replace his head with his spare, "evil" one. Purging of local Adeptus Mechanicus cult is proceeding as planned, Kill Ratio currently 29:1 in humanity's favour.

(Rackham AT-43 pre-paint. Might repaint it, will definately do groundworking on the base).
Image
Next

Return to Bring Out Your Lead 2013

Who is online

Users browsing this forum: No registered users and 1 guest

cron
Powered by phpBB® Forum Software © phpBB Group
Designed by ST Software.