40k Who’s the Boss King of the Hill

40k Who’s the Boss King of the Hill

It’s time for another big paint-and-play event at Drawbridge Games in Pittsburgh, PA. This time we’re doing an event that will get people painted some new things for forces: the various and sundry cast of named Characters in the 40k universe. It’s an event we call Who’s the Boss King of the Hill!

Why is it called King of the Hill? Because it will be a royal rumble style match where the winner is the last model standing or the one most central on the hill that will compose the middle of the board for the event.

Why is it called Who’s the Boss? Because participants will get a randomly assigned two characters from the pool brought by everyone, making for a whole bunch of wild team-ups amidst these HQ’s/Leaders/Bosses during the event. No one knows until the event starts what random bosses they’ll end up fielding from the pool we’ve generated.

Event Details: 6:30pm set-up, 7:00pm start on Thursday, March 14th. Participants can bring one or more painted “named character” models/units from the list below for Warhammer 40k (tho only one of each will be available for the random draw). To participate you must be comfortable with other people touching your models (carefully, of course), and bring a printed version of the model’s stat card. Players should bring their own dice and measuring tools.

Rules: Players will place their duos on the battlefield in points cost order on the first turn, and then playing cards will be dealt that determine order of turn. The two character units are separate, and do not have access to any army rules not on their cards (no army-wide rules for their faction nor detachment bonuses or enhancements). They are treated as friendly faction models to each other (have each others’ faction keywords) but cannot form one unit. A player’s turn is a normal sequence of 40k with all phases. In the combat phase, for ongoing combats with multiple opponents a draw of cards will determine order. There are no CP. Each player will get one re-roll token chip (can be used to re-roll their own die or force another player’s die to be re-rolled), and there may be ways to acquire extra based around what unit is generated for the participant in the random seeding process. A winner is decided either when there is only one unit left (or two units controlled by the same player) or when time is reached at which point victory is given to the model closest to the top of the hill at the center of the table.

Painting and Raffle: As always with Drawbridge events, we’ll be having a raffle for great 40k prizes that everyone gets a chance at winning. For every unit newly painted for this event (specifically for this event) a player will get an additional entry into the raffle. There will also be additional entries awarded for the overall winner, the player we vote got the “worst team”, and for gold, silver, and bronze best-painted awards. Painting of models needs to be at least three colors and based in some way.

“Named Characters”: The tradition of named characters in 40k goes back a long way: the difference between any old Ork Warboss and Ghazghkull Thrakka. They might be “epic heroes” now, but we generally know who they are. The following is as comprehensive a list as I could manage of current named characters with official models. And we do ask that players use the official models for these from 40k–no 3D printed or scratchbuilt versions. If they’re somewhat modified that’s okay, but should be recognizable as the official model from GW.

FactionNamed Characters
Space MarinesChaplain Grimauldus & Retinue; High Marshal Helbrecht; Commander Dante; Mephiston; Lion El’Jonson; Azrael, Supreme Grand Master; Tor Garadon; Iron Father Feirros; Kayvaan Shrike; Adrax Agatone; Salamanders Captain Vulkan He’stan; Kor’sarro Khan; Roboute Guilliman; Marneus Calgar with Victrix Honor Guard; Chief Librarian Tigurius; Captain Uriel Ventris; Ragnar Blackmane; Bjorn the Fell-Handed; Ulrik the Slayer; Murderfang; Njal Stormcaller; Wolf Lord Krom; Logan Grimnar on Stormrider; Arjac Rockfist; Canis Wolfborn;
Grey Knights, Deathwatch, and Imperial AgentsCastellan Crowe; Grand Master Voldus; Lord Kaldor Draigo; Kyria Draxos, Coteaz, Greyfax, Karamazov, Eisenhorn
Adeptus SororitasCelestine, the Living Saint; Aestred Thurga, Reliquant at Arms; Morvenn Vahl, Abbess Sanctorum; Daemonifuge Ephrael Stern and Kyganil; Junith Eruita; The Triumph of Saint Katherine; Sister Superior Amalia Novena; Canoness Veridyan
Adeptus CustodesTalons of the Emperor Valerian and Aleya; Captain-General Trajann Valoris
Adeptus Mechanicus and Imperial KnightsBelisarius Cawl; Canis Rex
Astra MilitarumLord Castellan Ursula Creed; Gaunt’s Ghosts; Nork Deddog; Lord Solar Leontus; Seargent Harker; Sly Marbo; Colonel “Iron Hand” Straken
Chaos DaemonsBe’lakor, the Dark Master; The Masque; Skulltaker; Karanak, The Hound of Vengeance; Rotigus; Sloppity Bilepiper; Kairos Fateweaver; Skarbrand; Epidemius; Syll’Esske, The Vengeful Alliance; Horticulous Slimux; The Blue Scribes; The Changeling, Shalaxi Hellbane
Chaos Space Marines, Death Guard, Thousand Sons, and World EatersAbaddon the Despoiler; Vashtorr the Arkifane; Fabius Bile; Cypher; Mortarion; Typhus, Herald of the Plague God; Magnus the Red; Ahriman; Angron; Khârn the Betrayer
Aeldari and DrukhariMaugan Ra; The Visarch; Jain Zar; Eldrad Ulthran; The Yncarne; Yvraine; Fuegan; Asurmen; Karandras; Illic Nightspear; Baharroth; Prince Yriel; Lelith Hesperax; Drazhar
OrksBoss Snikrot; Boss Zagstruk; Ghazghkull Thraka and Makari; Kaptin Badrukk; Mad Dok Grotsnik; Mozrog Skragbad; Zodgrod Wortsnagga
Leagues of VotannKâhl; Ûthar the Destined
NecronsImotekh the Stormlord; Orikan the Diviner; Illuminor Szeras; Trazyn the Infinite; Anrakyr the Traveler; Vargard Obyron; Nemesor Zahndrekh
Tau EmpireCommander Farsight; Darkstrider; Commander Shadowsun; Longstrike
TyranidsOld One Eye

Also, some “named” characters actually appear all over (e.g. the Swarmlord, Avatar of Khaine) so those are out. If there are any I’ve missed, let me know and I’ll add to the list. Likewise if any of these have lost rules for 10th edition.

Second War for Armageddon – Drawbridge

Second War for Armageddon – Drawbridge

So we’ve started a big endeavor at Drawbridge Games, in Pittsburgh, PA, USA: re-creating a number of battles amidst the Second War for Armageddon using a combination of Warhammer 40k games plus the map system from the classic Games Workshop board game Battle for Armageddon. For a general intro to what we’re doing, check out this video:

https://youtu.be/20MJFXRmaKU

Campaign

We’ll be using the classic board game to structure what 40k battles we match up as the Second War for Armageddon rages. The units are going to be suggestions for what is present in the various armies when they fight, and are drawn from the set in the game. So we know there will be more assorted things, but if a force has x2 Stormboyz and Gretchin listed, then at the very least those units should hit the table for the 40k game.

As with the board game and the fluff, the Orks get a surprise attack on the first turn of the game. So they’ll get greater numbers in round one battles than their opponents. But, to balance that, the Imperials will hold a fortified position, and the mission objectives will be to break through the Imperial lines.

Orks Turn 1:

The Orks chose to launch their surprise attacks at the following forces along the border: 1) the 2nd Superheavy Tank Division and an Imperial Guard 9th Division, 2) the 4th Tank Division and an Imperial Guard 8th Division, and the creme of the crop, 3) the Imperial Guard 1st Division supported by a 3rd Tank Division. That means there will be three games for turn one, and we’ll shoot to have them completed by early January–as that will give people time to build and paint models for the events as well as just navigate the holiday season best we can. After that, the Imperials will get a chance to decide if they want to counter-attack, reposition, and/or build and recruit new units with their turn one.

OrksImperialsDetails
3,000 points
C+E: Nobz, Snaggas, Orks Infantry, Stompas, Bikes x2  
2,000 points
X: Superheavy Tanks, Imperial Guard, Fortifications
Breakthru Mission
2,000 points
H+L: Battlewagons x2, Stormboyz x3, Gretchin
1,500 points
T: Tanks, Imperial Guard, Fortifications
Breakthru Mission
2,000 points
N+P: Orks Infantry x3, Nobz, Battlewagons, Stormboyz
1,500 points
Q: Tanks, Imperial Guard, Fortifications
Breakthru Mission

Other Fun:

Orks and Imperial players can agree to use each of the following strategems once during the process of the campaign. It takes a majority of the participants on the side to use them, and there will be in-game (40k) effects for each. Some also may require building special models or affect the nature of the battles about to be fought. Those which reference the board game will be adjusted to have an effect on the 40k games.

I’m looking forward to these games, and we’ll be doing video montages of the battles for the recap, that I’ll post on each of the updates here (along with some good photos and updates to the campaign map and order of battle for both sides).

Zodgrod Wortsnagga’s Halloween Monster Mash-n-Gnash

Zodgrod Wortsnagga’s Halloween Monster Mash-n-Gnash

It’s almost ORK-tober yet again, and the various grots and greenskins that inhabit Drawbridge Games in Pittsburgh, PA, USA couldn’t let the month pass by without some sort of holiday event and Ork event! So grab yer squigs and buckle-up for Zodgrod Wortsnagga’s Halloween Monster Mash-n-Gnash!

Timings: Thursday, October 26th at Drawbridge Games. Set-up at 6:30pm, start at 7pm.

What: Zodgrod Wortsnagga is a notorious itinerant Ork Runtherd, who experiments with new methods to try and improve the various goblinoid Gretchin that he breeds for battle. This time he’s trying to cull his herd to get only the fastest and most nimble grots to accompany a band of Blood Axes on a “sneakin’ missun” (as the Warboss who hired him called it). What better way to test that than using a set of captured critters and stolen enemy mechs loaned by the local Mek? Zodgrod decided “why not make some extra teef” and decided to invite the local Ork tribe to bet on the various critters and crunchers for who can mash or gnash the most grots in a set amount of time.

No seriously, what?: The event will be set up surrounding a big Ork fort, where Zodgrod and a crew of Ork gamblers will be watching the mayhem. Gretchin models will be set up all around the board in various spots, and as time goes on additional ones will be added. There will be a series of boxes and crates that hold and restrain the different monsters and clanking dreads. As the event goes on, those boxes will be “opened” one by one to release new creatures onto the board who can then go on a rampage shooting, smashing, and eating the Gretchin. The releases will be randomized amongst all participants. At the start of the event each player will get to put a “wager” on which released critter will destroy the most grots, and players will also get a bonus if their model is the one that kills the most. There will also be a bonus for newly painting the monster you bring, painting 10 grots and a Runtherd to contribute to the mayhem (and squigs), and best painted monster overall. As always with Drawbridge events there will be a random pull for the prizes for the event, so everyone has a chance to win.

Da Roolz: Monsters are drawn from the list below, which covers mostly “ordinary” things that the Orks might have restrained in some way: locked in a crate or stopped from functioning thanks to some nullifier device a particularly inspired Mekboy whipped up. Gretchin will be in small packs, randomly determined in number during placement. As Gretchin get eaten new packs of them will be generated by rolling a d10, and they will enter from a randomized spot (either herded in from the side of the board by Zodgrod’s Runtherd assistants, or pushed out of the bowels of the Ork fort itself). Some of the packs will be accompanied by Squigs, which count as bonus kills for the monsters, but also can cause damage when they’re killed (even ranged attacks–representing the Squig being injured and rushing to maul the thing that did it). Each time a Squig is killed, the Ork controllers (GM’s) will roll a d6. On a 3+ the Squig will inflict d3 mortal wounds on the model that did it. Monsters can also decide to get an advantage by directing their attacks at another monster to slow it down. If they do so, they get a single move action and then can inflict d3 mortal wounds on a nearby other monster (but cannot attack any Gretchin that turn). If a monster reaches 0 wounds it’s time munchin’-and-crunchin’ is done. There will also be a time limit when the game ends.

Da Big Gribblies: The following list is what we’ve decided the Orks could conceivably bind in their relatively crude ways to unleash. If there’s something we’re missing let us know and we can conceivably add it. Also, if anyone is thinking of perhaps doing something more creative (like a WarCry Mindstealer Sphiranx or something) let me know and we’ll let you use it and swap in rules for the closest thing on this list (in that case, clearly a Drukhari Chronos).

Space MarinesRedemptor, Invictor, Leviathan, Deredeo, other Dreadnoughts
AdmechSydonian Dragoon, Ironstrider Ballistarius
SistersPenitent Engine, Mortifier
Imperial GuardSentinel
Grey KnightsVenerable Dreadnought
Chaos Space MarinesVenomcrawler, Hellbrute, Daemon Prince (on foot only), Leviathan, Deredeo
Death GuardHellbrute, Feotid Bloat Drone, Leviathan, Deredeo, Daemon Prince (on foot only)
World EatersHellbrute, Leviathan, Deredeo, Daemon Prince (on foot only)
Thousand SonsHellbrute, Mutalith Vortex Beast, Leviathan, Deredeo, Daemon Prince (on foot only)
AeldariWraithlord, War Walker
DrukhariTalos, Chronos
NecronsCanoptek Spyder, Canoptek Doomstalker
TyranidsCarnifex, Haruspex, Trygon, Toxicrene, Mawlock, Maleceptor, Psychophage, Lictor
OrksDeff Dread, Killa Kan (x1)
TauGhostkeel

Be Ready for Surprises and Creativity: It wouldn’t be a Halloween event without some tricks and treats, so expect some other Ork wackiness might be revealed as the event goes forward. The point is a good silly time playing with our big monsters and friends.

Prizes: As mentioned above, players will get entries in the drawing for each of the following conditions they meet. 1) Attending. 2) Newly painted “Monster” model they enter. 3) Providing a painted unit of 10 Gretchin and a Runtherd. 4) Newly painting said unit of Gretchin and Runtherd. 5) Providing a set of Squigs to be used in the event. 6) Best painted “Monster”. 7) Correctly betting on the monster that wins 1st/2nd/3rd most kills. 8) Running the Monster that nets the most kills. As for Prizes, as always we’ll have a few good 40k prizes for folks depending on attendance for the event.

RSVP: For this event, because of the “restraint boxes” that we’ll be using, players will need to RSVP in advance by letting Andrew (one of the organizers) know what model they’ll be bringing.

Daemon-Cember Plans

Daemon-Cember Plans

So I’ve released rules for some of the upcoming events at Drawbridge Games–our third-annual September Knight Night / Fight Night and third-annual November “TANKS-giving” event. This post is to formalize the preparations and plans for our biggest event of the year, an apocalypse sized mega battle in December that we’re calling “Daemon-Cember”. It will be a huge battle spanning multiple boards that link together into one cohesive story. We’ll have individual missions for each participant (what is their force trying to accomplish?) as well as the usual set of really cool prizes to give out.

So to give some guidance on what people can prepare for the event, I wanted to put this info out there.

Where: Drawbridge Games (4146 Library Rd Suite C, Pittsburgh, PA 15234)

When: The store will open early on Saturday December 16th and run the full day. There will be breaks for food and just to marvel at the spectacle.

What: The battle will consist of a simultaneous Chaos assault on five planets at he same time. Each planet has a site of great warp resonance, and if they can capture them and conduct the right ritual, then the gates of the Warp will truly open and pour forth hell into realspace. And while humanity is the bastion that fights back the Warp most often, this time Abaddon’s plans try to sidestep them–and have located the conjunction across a variety of Xenos-held worlds in a sub-sector alongside their usual Imperial foes. This has been forseen by the Aeldari farseers, who were forced to put in motion a variety of unsavory events that would provide enough defenders for each world–even if some of those defenders would happily destroy or enslave the Eldar if they had a chance.

Chaos forces will be led by Daemons, but include Chaos Space Marines, Death Guard, Thousand Sons, World Eaters, Chaos Knights, Adeptus Mechanicus (Dark Mechanicum), Astra Militarium (Chaos Renegades), and Genestealer Cult forces. If the sides balance, then unwitting Imperial forces might end up on the side of Chaos in their drive to purge the Xenos.

The Non-Chaos forces will defend five total planets. Groups of defenders will be arranged, and they will be split by type of Xenos forces, and also include at least one Imperial Planet as well. The following can ally with each other on various tables: Aeldari, Drukhari, T’au Empire, and Leagues of Votann. Leagues of Votann and Imperials can ally as well. Any Necrons or Orks will have to be their own planet.

If Chaos can conduct their ritual on three or more worlds, they win and usher forth a new era of destruction. If they can only do the ritual on two (or fewer) worlds, then the rag-tag Xenos-coordinated defenses will triumph… for the moment.

Who: Players should rsvp with me in advance to be added to the list. We’ve chosen this story to hopefully get the most variety of faction possibilities while still making it one fluff story. We’ll have sides roughly even by points, so even if you have a single HQ and unit, you’re welcome to join into the mix.

This is a rough list (subject to change) of who has RSVP’d for each side so far, with rough aspirational painting goals of points for the event. Here’s the Xenos side:

PlayerFactionAspirational Points
SteveAeldariTBD
SeanT’au Empire5,400
ChrisT’au Empire3,600
Gwen Aeldari 4,000
 Nick PrimeAeldari 600-800
AmosAeldariTBD
MichaelVotann and OrksTBD
MikeImperials2,000
AndrewImperials1,600

Points are still being calculated by folks, and we won’t nail things down till after TANKS-giving in November. Here’s the All Things Chaos side:

PlayerFactionAspirational Points
EnricoWorld Eaters and DaemonsTBD
RayWord Bearers, Daemons, Chaos KnightsTBD
TomDeath GuardTBD
JustinDaemons, Chaos KnightsTBD
Dave F.Chaos Knights4,000
RafiqDaemonsTBD
 Cody Death Guard 1,000-1,500
 Nick Chaos Space Marines and Genestealer Cult TBD
AlexAlpha LegionTBD

Why: Well, for the fun. And door prizes. And to be part of a great big end-of-the-year mega battle at Drawbridge games.

Painting Update

I got in one practice game lately with my Aeldari and one with some Adeptus Mechanicus models (as I finally broke down and painted a bit of non-Eldar). Normally I’d do battle reports but figured I’d post all the painting progress here just to get it up and listed on the blog.

Five new Genestealer Cult Abberants, and an Ironstrider Balistarii with some genestealer cult influences for my Cult of the Four-Armed Omnissiah that I want to eventually flesh out.

Painted up my first Phoenix Lord, Maugan Ra. Was a fun model to work on. Different than a lot of other Aeldari.

And a Falcon in my simple Saim Hann color scheme. I’m pleased with how it turned out. Future grav vehicles will have a few white stripes, but wanted to make the first one just straightforward for each tank type.

Army Painted Totals

40k Aeldari (Primarily Drukhari but also Asuryani, Ynnari, and Harlequins): 4,450 points in 10th edition

Aeronautica Imperialis Aeldari: 373 points

Battletech Draconis Combine: Commando, Panther

Battletech Clan Jade Falcon: Timber Wolf, Mongrel, Adder, Dire Wolf, Elementals (x1), Locust

Cult of the Four-Armed Omnissiah: 1,920 points in 10th edition

TANKS-Giving Three: King of the Hill

TANKS-Giving Three: King of the Hill

It’s way before the Month of November, the the good folks at Drawbridge games have cooked up the rules we’ll be using for our Third Annual TANKS-Giving event. And we just couldn’t wait to share them. This is an event where players field a host of tanks in a knock-down, drag-out survivor wins it all style event.

WHEN: Thursday, November 9th. Set-up for game, pictures, and painting accomplishments inspection at 6:30pm, dice start at 7:00pm sharp.

WHY: A motivation to paint tanks for our 40k armies, and then to field them en masse in one glorious free-for-all battle. Fun at the event, motivation for painting new things, and prizes!

WHAT: Players can bring up to 1,200 points of tanks and sorta-tank-like vehicles (see full list below). All models must be painted to tabletop standard. Unlike prior years, we want to do a bit more encouraging of new painting and faction developing, so people can field any two fluff-appropriate alliance forces, but cannot field forces together that simply would not collaborate. For instance, that does permit taking Chaos Space Marine tanks alongside Imperial Guard tanks, or Space Marine tanks alongside Sisters of Battle tanks, or Adeptus Mechanicus tanks alongside Votann tanks, or Aeldari with Drukhari, or Chaos with Genestealer Cult (deep lore!), etc. However, no Ork tanks alongside Tau tanks, or Space Marines with Necrons, for examples. No HQ, character, or proper-named vehicles allowed. This year we are allowing choices with the Titanic keyword, so paint up them big behemoths if you want. However, no Legends or Horus Heresy stuff. Also, this is a shooting war–so while some tanks have melee options there will be no charge or combat phases, to keep things rolling nice and smooth. As always, if I missed something just contact me on socials or here to verify if it’s permitted.

HOW: There will be a door prize raffle with some great 40k prizes as always for our big events. Everyone who shows up with a painted force, from a single tank to a full 1,200 points gets one name entry. For each newly-painted (painted for this event specifically) model, you’ll get an extra ticket with your name in the prize drawing. The winner (last tank or team of tanks standing) will get five extra tickets with their name in the drawing. And we’ll vote for best painted single model as well as best painted overall tank-squad, winner of both getting extra entries to the drawing as well. As for the game, we’ll use the playing card system as often is the case with our big events: each round every player will be dealt a card that will determine turn order.

KING OF THE HILL: Added this year is that there will be a king-of-the-hill element to the game. We’re going to have a hill built to span two boards, and two other smaller hills, one on each board. The tank that is most central on each hill will get a Feel-No-Pain sort of ability to shrug off wounds. For the two smaller hills it will be a 5+ Feel-No-Pain, and for the big central hill it will be a massive 4+ Feel-No-Pain. The last tank to be atop the large central hill will get a bonus entry into the drawing as well, even if it’s not the final survivor.

WHO: You! Entry is $5 for Drawbridge Gatecrasher Members (only $35 for the entire year, and includes 10% discount on all purchases for that year plus 20% on select pre-orders), and $7 for General Admission.

Adeptus AstartesGladiator, Hunter, Impulsor, Land Raider, Predator, Razorback, Repulsor, Rhino, Stalker, Vindicator, Whirlwind
Adepta SororitasCatigator, Exorcist, Immolator, Rhino
Adeptus CustodesLand Raider
Adeptus MechanicusDunecrawler, Skorpius
Astra MilitarumBasilisk, Chimera, Deathstrike, Hellhound, Hydra, Leman Russ, Manticore, Taurox, Wyvern, Rogal Dorn, Baneblades (and all the other super-heavy tanks that share that same chassis)
Chaos DaemonsBurning Chariot, Skull Cannon, Soul Grinder
Chaos Marines, World Eaters, and Thousand SonsLand Raider, Predator, Rhino, Vindicator, Defiler
Death GuardBlight Hauler, Land Raider, Plagueburst Crawler, Predator, Rhino, Vindicator
Leagues of VotannSagitaur, Hekaton Land Fortress
AeldariFalcon, Fire Prism, Night Spinner, Wave Serpent, Cobra, Scorpion, Star Weaver, Void Weaver
DrukhariRaider, Ravager, Venom, Tantalus
NecronsAnnihilation Barge, Doomsday Ark, Ghost Ark, Monolith, Obelisk
T’au EmpireDevilfish, Hammerhead, Piranha
OrksBattlewagon, Boomdakka Snazzwagon, Gunwagon, Hunta Rig, Kustom Boosta-Blasta, Megatrakk Scrapjet, Rukkatrukk Squigbuggy, Shokkjump Dragsta, Trukk, Kill Tank, Grot Mega-Tank, Grot Tanks
Genestealer CultAchilles Ridgerunner, Goliaths

Models are straight off of the index card, so no faction rules or detachment rules (sorry Aeldari players, no Strands of Fate). No command points or stratagems will be included in the game. If a model’s index card has a synergy rule for other models, then it works only on models from the same Faction.

Knight Night / Fight Night Three: The Eliminator!

Knight Night / Fight Night Three: The Eliminator!

One of the most popular 40k theme events at Drawbridge is back for round three: it’s Knight Night / Fight Night Three! This time it’s an Eliminator Match. The event happens on Thursday, September 14th with setup at 6:00pm and start time promptly at 6:45pm. Rules and restrictions for the event follow, and whether you took part last year or are new this time we welcome you to this great event.

Knight Night / Fight Night Three will be an Eliminator style match at Drawbridge Games, where Knights of all shapes and sizes will be able to climb into the ring and try and see who can make it to the end.

Knight Night / Fight Night Three Rules:

There will be five tables set up as “rings” for the event. In each ring there will be a maximum of 5 Knights (we’re going to cap entries at 25). The one that is the most points will start in the center, and then each turn one of the others will be added at random. The goal is to be the last model standing–knocking all of other competitors by “pinning” them. The last standing model at each table then moves to the championship table, where those five champions duke it out in the same way for the honor of being the Knight Night Fight Night champion.

Every round of combat all participant Knights in the ring are dealt a playing card, and play turns will run in that order: lowest numbers first, with suit order high-to-low in reverse-alpha to break numerical ties, so Spades > Hearts > Diamonds > Clubs, with Aces low. The active Knight will move, shoot, can charge and fight. Note that models attacked won’t swing back (there’s no ordinary combat phase). The goal is to incapacitate opposing Knight models by taking all of their wounds, which represents knocking them out and pinning them. There are a few different special rules we’ll be using that will both help this happen, and give Knights a chance to keep fighting in the ring.

“Recover In the Corner” action: Declare at the start of your turn. Roll 1d6 and recover that many wounds. Can move (including advancing) but cannot fire any weapons, charge, or make any melee attacks until the start of its next turn.

“Re-roll Chip”: Every Knight gets one re-roll chip. Every player who puts up a promo (posted on the Drawbridge Events social media page) gets a second re-roll chip per player participating in that promo. The player with the best promo (judged by Enrico) gets a third re-roll chip. Re-roll chips can be exchanged or traded as you wish during the game with other players. They can be spent to re-roll any one d6 roll (including the “Going for the Pin” table or the result of a “Recover in the Corner” action). They can also be spent to get rid of the card you’re dealt at any point for turn order, and be dealt a new random card from the deck. Note that no one will have CP’s or faction/detachment abilities to keep things nice and simple, this is a sort of replacement for that.

“Going for the Pin” chart: Whenever a model is reduced to 0 wounds, the player who reduced them to zero immediately must roll on the following chart (any model rules that might trigger on “when reduced to zero wounds” such as exploding are ignored). Conceptually a wrasslin’ match is about pinning your opponent. While we don’t have rules for pinning, these are the results when the participants take those devastating finishing attacks. Note that in this case, the model

RollResult
1 “Heat after the Pin”The model reduced to zero wounds is pinned, and out of the match. However, they immediately get a single turn of shooting to try and take an opponent with them (using lowest profile), and then are removed from the board. This represents them getting heat or doing a cheap shot after being defeated.
2 “Clean Pin”The model reduced zero wounds is pinned and out of the match.
3 “Finisher, then Pinned Flat”The model reduced to zero wounds is pinned and out of the match.
4 “Foot on the Ropes”The model reduced to zero wounds hangs on, just barely. It is restored to 1 remaining wound, and cannot be targeted any further this round until it acts or until the start of the next round if it has already acted this round.
5 “One… Two… TWO!”This model reduced to zero wounds grits its teeth manages to kick out of the pin. Immediately roll a d6 and restore that many wounds to the model. This model cannot be targeted/damaged any further during the current opponent’s activation.
6 “What a reversal J.R.!”This model reduced to zero wounds was just playing possum, and baiting its opponent. Immediately restore the model half its total wounds plus one. This model cannot be targeted/damaged any further during the current opponent’s activation.

Painting Requirements: All models participating in Knight Night must be painted to a tabletop standard and based. Part of this hobby is, well, the hobby, so I want to encourage people to paint and get models finished for events. There will be additional chances at prizes for those who paint up a new Knight model for the event.

Knight Options and Choices

Knights: Players can choose any non-character Knight from the Imperial Knights or Chaos Knights indices. These are vanilla versions of the index sheets folks, so just those rules that appear on the card (no detachment or army rule). If you’re inclined to run one of the Knights from Forgeworld like the Acastus or Cerastus (which I guess is coming to plastic soon), that’s fine too–we’re using those as the upper echelon comparison to other factions). All Knights must be the Titanic ones, so no Wardogs or Armigers or other smaller-class Knights.

When is a Knight not a Knight: We’re not able to allow in every Xenos and Chaos faction, but applications to field other types are allowable if they’re comparable in stature to the various Knights (note they may not be comparable in points). We know this limits participants in a way, but don’t worry we’ve always got another event on the horizon.

  • Stormsurge
  • Ta’unar Supremacy Armor
  • Wraithknight
  • Revenant
  • Gorkanaut
  • Morkanaut
  • Stompa
  • Lord of Skulls
  • Seraptek Heavy Construct
  • Hierophant
  • Norn Emissary

If I’m missing anything, let me know. I’m excited to see what cool models people put together for this fun event.

Whirlwind Review

Whirlwind Review

Played my last games of 9th edition versus Zack’s Space Wolves, and first two games of 10th edition against Mark’s Necrons and Ray’s Tyranids. All three were Crusade games while I was toying around with Drukhari and Ynnari (Aeldari). I think I’m going to refocus on another force for a bit after seeing how the start to 10th edition is going, so no story updates sadly–but a few pictures from the games and a painting update!

Drukhari vs Space Wolves!

Tried a massed infantry force which was a lot of fun.

Look at those great Space Wolves!

Next game was vs Necrons. First of 10th edition. Again, trying the massed foot soldiers approach to Drukhari.

Necron Warriors are a slog.

Great-looking clash with cool Necron conversions.

Third game was vs Tyranids. The Wraithknight with Farseer supporting it is as ridiculous as everyone is saying. Deleted whole units with mortal wounds (got one lucky roll where I did 6d6 mortal wounds to a unit… poof).

Yvraine did not have what it took to stand up to a Broodlord.

Painting Progress

I’ve painted so much lately I’m going to just do a whirlwind review of it all to simply get it posted! First up, my eldritch horror Court of the Archon:

Beastmaster beasts

Extra Kabalite Warriors (and one Wrack) to complete weapons options for existing squads:

Progress on the Phantom Titan:

Chronos Pain Engine:

Farseer:

Test Dark Reaper:

And Panther for Battletech:

Army Painted Totals

40k Aeldari (Primarily Drukhari but also Asuryani, Ynnari, and Harlequins): 4,180 points in 10th edition

Aeronautica Imperialis Aeldari: 373 points

Battletech Draconis Combine: Commando, Panther

Battletech Clan Jade Falcon: Timber Wolf, Mongrel, Adder, Dire Wolf, Elementals (x1), Locust

Planetfall

Planetfall

Another set of games in our ongoing campaign, which now has moved out of the Boarding Actions phase as some of the forces on the space hulk spread out onto the nearby planet surface (players could choose to keep competing for the Hulk or move to the planet). I got in two games to represent the initial clashes as my forces expanded out into the surface of the planet–great games vs Dave’s Ultramarines and Gwen’s Aeldari (who have a cool Metroid-inspired color scheme). For game #7 I took an all-Drukhari list as for the start of 10th as I’m not sure if Ynnari will be a thing, so wanted to get ready for running just one of them in case. Our campaign organizers indicated we’ll get a sort of reset then (the full faction reveal comes in two days after this post for both Aeldari and Drukhari!).

Above is the initial map of where the different forces started their control of the planet and who remained on the hulk. Given that I run lava bases, I had to go for the equator of the planet where there is the lava flows, hah!

Game Six: Yncarne Uncontrolled

The Sergeant’s helmet vox chirped with confirmation as his heads-up display showed the initial markers of the Aeldari attack force that approached the Ultramarines’ positions. A scout walker led the way, its long legs somehow gracefully picking their way thru the ruined streets. The Seargent hated the xenos war machine for its sheer existence, and even the marvel of its technical achievement in motion could not balance out his revulsion.

The firefight began with a surge from the Aeldari forces, which the Ultramarines weathered at first. The raw firepower kept some units buttoned up in cover to keep the tactical edge for returning fire, but some saw immediate attack. A squad of Aeldari dressed in different finery than the others shot up a terminator squad before charging in–the leader carried some manner of cursed sword which slew one of the brothers outright. However, the sturdy terminators returned the favor by eliminating the remainder of the squad.

However, the speed of the Aeldari was proving effective in severing groups of battle brothers from each other, to be beaten down from successive attacks. Even the stalwart lieutenant fell amidst the attacks of a giant construct and some blade-wielding elves who struck him from both sides.

Worse yet, there was a strange force that kept materializing and attacking in a whirl of energy. The Sergeant growled: some manner of daemon was supporting the elves’ attack. What new mode of devilry and heresy was this?!?! The great enemy and the xenos collaborating? He had his squad train their bolters on the creature and unload a salvo. It had cut through a number of squads already, and his was the last remaining.

The Sergeant kept firing as the rest of his squad was annihilated by the creature’s whirling blades and streaks of foul sorcerous energy. He drew his combat knife and without hesitation leapt into the creature slicing best he could. The thing had taken enough damage to kill a space marine ten times over–including multiple assault cannons that tore chunks of its corporeal form away. And it continued to fight… until the Sergeant struck. His combat knife hit the glowing green gem on the thing’s leg dead on, and with the raw force of a Space Marine’s strength, the gem shattered. With a whoosh of energy, the daemon coiled back into whatever warp-hell it spawned from.

The other Aeldari forces were rapidly solidifying ground, and the Sergeant was left entirely alone. He dashed into cover and took stock of his ammo. Was it time to return to base, or time to strike in vengeance for his fallen brethren? In a moment he decided, and dashed from cover…

Game Seven: Embrace the Dark

“Working with the Ynnari is such a dreadful bore…” Archon Yraleath the Calcimineer said out loud, the words falling on his silent bodyguard of Incubi. “Our kin, so united in their cause of death… so serious, I can barely stand it.” Yraleath had joined the raid Yvraine engineered in order to gain a bit of esteem back in the Commorragh, but that exchange was rapidly seeming less desirable as they had become stuck on this Kaela Mensha Khaine-forsaken planet. “Perhaps I could have some fun while Yvraine is occupied,” he mused. And like always, the plan formed almost instantly… why not have a bit of sport and get a few choice slaves for the market back home before slipping back through a webway gate to be done with all this nonsense?

The Craftworld of Fenn’Dara had contributed a sizeable contingent to the leadership of Yvraine to fulfill an obligation they had to another Craftworld. The seers had seen this plan one that would bring success, regardless of whether the Autarchs believed in Yvraine’s claims of the rising death god. Their hearty Guardians and speeding jet bikes were busy covering a sector on the far side of the planet, while Yvraine’s contingent had massed on the near side of the planet. But something was amiss–as their troops fanned out they realized that their communications beyond local were not working. The Farseer that commanded the contingent quickly turned her mind to the fates, and the rune of betrayal burned bright.

Over the communications channel came a newly-familiar voice… that of one of their Drukhari kin that Yvraine tolerated. “Well Craftworlders… it’s been swell, but the swelling has gone down,” cooed the Archon. “I think it’s time we depart, and perhaps we can take a few of you with us.” The Farseer looked around… there was only a Venom and a Ravager nearby, how could that possibly threaten her war host?

Suddenly from behind some ruins, a group of the skyboard-riding Hellions surged forward and struck at at a unit of Scouts, eliminating three and wrapping the other two in nets and barbed hooks to carry them off. The Aeldari raced to respond, converging on the point where the Hellions struck. The Farseer tried to shout a warning–this must be a trap.

The Hellions scattered in the face of the massed fire the Windriders produced. Just as the Aeldari converged to where they had been, a near-imperceptible whine from above sounded as a Voidraven Bomber streaked across the battlefield. It dropped its bomb payload, the darklight explosion consuming a number of Banshees and Corsairs alike.

Winged warriors descended, not the serene Swooping Hawks but the dark city’s grotesque mockeries called Scourges. Three different units of them descended and began unloading their weapons from all sides. The Ravager raced forward, exchanging shots with the Wave Serpent desperately trying to unload its complement of Dire Avengers to the battlefield.

The Archon’s own bodyguard of Incubi finished off a group of Windriders, only to run into the Dire Avengers and face their volleys of ferocious shuriken fire. The Avengers shored up a defensive position, but it was too little too late.

The Farseer launched a cascade of psychic energy into one squad of Scourges, only to have another set of the winged abominations pounce upon him. She was lucky that this group was armed with haywire weapons, which burst on her bike but didn’t manage to finish her off. She dashed away, accompanied by the scant few Windriders and Corsairs that remained.

Archon Yraleath took stock of his situation as the pilot of his Venom pulled up the coordinates for the webway they were going to utilize. Six prisoners bound and chained, and a whole stretch of kin blood scrawled across the ground. “Good luck with your quest Yvraine” he thought. “But I’m headed home.”

Painting Progress

I’m still going back-and-forth with Aeldari and Drukhari models, as the new edition of the game is drawing near and I’m intrigued to see how each faction shakes out (and whether Ynnari will still be a thing to blend the two together). Speaking of Ynnari, first thing is that I finished up is the Yncarne.

Second I got another unit of Drukhari Scourges completed, this time with bat-like wings rather than the eagle wings my other units have.

I also painted up a couple of Battletech minis for a campaign. One is a Draconis Combine Commando in the colors of the 15th Alshain Avengers (light grey with what I see as a slight lavender tone), the other a Locust scout mech in Star League colors with a flash of Jade Falcon, like an old-service mech used in home defense or scouting by the clan.

Pretty productive painting progress overall.

Army Painted Totals

40k Aeldari (Primarily Drukhari but also Asuryani, Ynnari, and Harlequins): 218 PL / 4,290 points

Aeronautica Imperialis Aeldari: 373 points

Battletech Draconis Combine: Commando

Battletech Clan Jade Falcon: Timber Wolf, Mongrel, Adder, Dire Wolf, Elementals (x1), Locust

Bug Hunt – Drawbridge 40k 10th Launch Event

Bug Hunt – Drawbridge 40k 10th Launch Event

10th edition Warhammer 40k is just around the corner, which means the amazing architects of Drawbridge Games’ mega-events have been hard at work plotting the first big event for the edition launch this Summer 2023. Given that there is a major Tyranid revamp and a lot of players are plotting to start or add-to their Tyranid armies, it was time for a BUG HUNT!

Background: Pocket dimensions are perfect for the mysterious Hunt-Master to stage his little games. And this time he’s crafted one where he can see just how effective the various hunters of the universe fare when set loose on quarry. Across all sorts of armies and races there were strange disappearances, as units turned up missing without explanation. As their peers searched for them, these wayward forces find themselves waking up on a shoreline of an island teeming with Tyranid organisms, from the smallest to the greatest. And given one simple explanation in a carefully filigreed scroll with writing bafflingly in their own native tongue: “Hunt as many as you can. The winners will be returned, the rest kept for eternity. Kill your trophies and compete for the greatest haul… but at least one of your number needs to return to your transport to keep them.”

What: This will be a staged event that runs all evening on Thursday, July 6th. Players can contribute in two ways, both by painting Tyranid models to populate the island, and by bringing a single squad and a transport that can hold them (see more info below) and seeing just what all they can hunt before escaping the island with their haul. There will be multiple GM’s on hand so people can compete starting at different points on the 12 foot island board we’ll have, and we’ll keep a “leader board” through the night detailing which players have the most Tyranid kills on their safari expeditions… while still managing to get a single model back and free. If there’s room, players can even give a try multiple times during the evening with their squads. As always, prizes at Drawbridge will be based upon a random draw amongst participants where additional draws will be entered for not only the winner, but for each unit newly painted for the event that participants bring (as we ask all models in these events be a minimum of three colors and based), and for “best painted” Tyranids and hunting squads alike.

Hunting Squads: Players participating in the bug hunt will bring one infantry squad of their choosing, attach one character (non-epic, so no “named” characters), and a vehicle that can transport that squad and character. Note that while the temptation may be the most expensive transport, note that the Tyranids will have a set of “Artificial Intelligence” rules for when they notice something and attack it–so a Land Raider firing off lascannons 48″ away might just alert the entire half of the island. That means no jump infantry or other “doesn’t fit in a transport” types, and that some armies will have different limitations (e.g. Necrons can only transport Warriors in their Ghost Arks, but they can bring a Night Scythe if they want a different sort of unit… tho who knows what flying Tyranids might notice that tasty flying croissant). Also, no Drop Pods… as the point is needing to “get away to safety” in the transport. There will be entries into the prize draw for newly painted squad, newly painted transport, best painted combo squad+transport, and best “Hunters” themed squad (aimed at those who want to convert up a squad of specialized hunters or even specifically Tyranid hunters). And sorry: no Knights armies and no Daemons, given the nature of this event being about a squad striking out from a transport (don’t worry: Knight Night Fight Night 3 will happen later this summer/early fall and we’ll have some Daemon-fight events soon enough).

Bugs for the Cause: The goal is to cover the table in groups of Tyranid models, from large to small. The more the merrier. So to encourage people to paint up those units in the new Leviathan box set, or other models that they have lingering in their piles of shame, each squad of Tyranid models that are painted up for the event give the person bringing them a bonus two draws in the prize pool. And we’d love if the established Tyranid players bring along their masses as well, just to crowd the board with some amazing Nid biodiversity.

How Will it Run? Well, there’s the secret part. We’ll be using 10th edition rules and unit stats. And expect a clear “if/then” set of “Hive Mind” reactions that will guide when and where Tyranid units respond to the attacks of the hunter squads. The sound of battle, the smell of casualties, the sight of long range gunfire, all will have a chance to draw other squads of Tyranids into the fray. Especially dangerous when the last stragglers are trying to get back to their transport with a haul of bug trophies! As always with our big events, the goal is simple, silly, and thematic rules to get us throwing dice together and laughing at the fortunes (and misfortunes) of squads as they compete for glory in the Bug Hunt!

Leaders: As mentioned above, players can choose to have one character attached to the squad as well. Initially we envisioned them only as support characters, particularly apothecary/hospitaller/painboy type models, but polling our community we decided to allow any one character that is not an epic hero (so you can bring a Warboss but you cannot bring Ghazgull).

However, to reward those who were taking the time to do up their dedicated medic-type models, those fielding a medic will get a bonus in the game. That list is: Apothecary, Sanguinary Priest, Hospitaller, Painboy, Painboss, Plague Surgeon, and Biophagus. Anyone fielding those models will get one “emergency patch-up”, where they can once during their mission, at the end of any phase, roll a d6 and restore that many models to their unit. That’s in addition to their other rules. It’s a very limited list by design, really only the proper healers (sorry rebuilders in Necrons and cloners in Drukhari).

Tyranid “Artificial Intelligence” Rules:

Every player turn their units will be doing things, and those things generate chances for the Tyranids to hear, feel, smell, or sense them and attack back. Each player will have a d20 placed near their forces to represent the “alert level” for their turn. The list below has the various things that increase alarm amongst the Tyranids. They are additive (cumulative?), and certain Tyranids have a chance to sense some things more than others (burrowers sense movement of heavy vehicles, while Psychic powers being used can be seen by Hive Mind critters). At the end of the player’s turn (move, shoot, charge, assault), note the number that the alert level has risen to that turn and then the player must roll ABOVE that number to remain undetected.

Action/OccurrenceAlert Level ModifierType
Unit Advances+1Sound
Hover Transport Moves+1Sound
Tracked or Wheeled Transport Moves+2Sound, Vibration
Aircraft Transport Moves+1Sight
Aircraft Transport’s Move comes within 24” of Flying Tyranid model+4Sight
Massive Transport Moves (really huge hard-to-miss stuff that people might bring… Monolith or Stompa for instance)+4 Sight
Tyranids Unit damaged by ranged attacks+4Sound, Smell
Ranged Attacks from Silenced source (GM uses judgment, but needs to be like sniper rifles or properly silenced stuff… note that Ork Kommando guns are NOT silenced)-2Sound
Ranged attacks fired from a vehicle or infantry “Big Gun” or “Loud Gun” source (again GM judgment–machine guns and big cannons here, any projectile weapons that make a “bang” louder than a bolter)+2Sound, Vibration
Tyranids Unit damaged by melee attacks+4Sound, Smell
Melee Attacks from Silenced Source (only commando troops get this: Kommandos, Catachans, Night Lords, Raven Guard, Scouts, Reivers, Striking Scorpions, etc.)-2Sound
All Targeted Unit(s) Completely Wiped Out in this turn-2Synapse
Model uses an ability or an attack with the “Psychic” keyword+2Synapse
Something else that would alert a unit (GM’s discretion)+X by GM’s discretionGM’s discretion
Something else that would keep a unit hidden/silent/unobserved, such as move after shoot to a hidden position or specific wargear (GM’s discretion)-X by GM’s discretionGM’s discretion

The player then checks for Alert at the very end of their turn by rolling a d20 and comparing to their Alert Level for their prior turn. If they roll ABOVE their Alert level, no problem, their hunt has remained undetected. Any Tyranids that are in engagement range, have been shot but not killed by them, or have noticed them in a prior term but not reached them, get to respond with movement, shooting, charge, fight as normal, but no other Tyranid units notice and remain dormant. Tyranid units in melee also get to fight back in the player turn as normal. 

If the player rolls BELOW their Alert level, then the GM rolls a d3. That many units beyond any shot/hit respond to the attack. What units respond depend on the modifier descriptions (they indicate which model responds first). After that it is simply the nearest three models to affected Tyranid units or to the player units themselves (GM discretion for what makes sense given the situation). 


Synapse: If this modifier was involved, the first unit to respond is the nearest Synapse creature. The GM may then designate any one other Tyranid model within 12” of that Synapse creature to be notified by their Synapse leader if a 2 or 3 was the result of the d3 . 

Sight: If this modifier was involved, the first unit to respond is the closest flying or winged creature

Smell: If this modifier was involved, the first unit to respond is the nearest unit of Rippers or Gaunts

Sound: No special choices, just nearest models

Vibration: If this modifier was involved, the first unit to respond is the closest burrowing creature (Raveners, Mawloc, Trygon, etc.)

If multiples of these are involved, the GM can use their discretion about what units compose the d3 responding (as long as they’re drawn from the correct sorts of units)

Death in the Darkness

Death in the Darkness

Campaign boarding actions continue, these two weeks versus Enrico, Dave, and Michael. My Ynnari force expanded from last week, grabbing more of the Generator Cluster on the space hulk. The race is on to grab the last portions before it crashes into the planet and spills out into a broader territories game (we think that’s the plan of the amazing Justin and Sean who are running the show).

Also a note: normally Walkers are not allowed in Boarding Actions, but our campaign rules included them to allow people who wanted the icon boarding action Dreadnaught crashing through bulkheads to be able to run them. My first of these three games (my one loss so far in the campaign) I decided to field a Wraithlord just to see. And I saw that while it was funny, I vastly preferred more troops for objective-seeking.

Anyhow, without further ado the write-ups of my latest games. Huge thanks to my opponents Enrico, Dave, and Michael (in order) as each of these were super-enjoyable challenges.

Game Three: Cramped Spaces

“Cut. Maim. Tear.” Aleksandr whispered to himself over and over as his heavy greaves thudded across the decking making the distinct “clunk” of the auto-maglocks at work. “Maim. Tear. Cut.” His helmet’s auto-senses included the dim outlines of enemy targets at the far end of long access halls. The optic tech was old and battered, but it worked enough to identify shapes. Something in Aleksandr’s mind thought “space elves”, but he only continued muttering… “Tear. Maim. Cut.”

Two groups of his brethren World Eaters, along with Chaos Spawn, were cutting their way through the bulkheads in two parallel paths. A group of lithe elves attempted to hold a door shut to delay them, only to have it torn off its hinges by a squad sergeant’s empty, blood-stained hands. Even though the elves’ rapid strikes managed to fell the first warrior through the door, the raw force of the following marines dismembered them. Little room to dodge in such close confines, which left the elves at a disadvantage.

“Cut. Maim. Tear.” Aleksandr uttered again. He and his squad raced forward along the junction lines, heedless of a few bolts of fire that streaked from the darkness ahead. Suddenly, the opening at the far end of an access junction was filled by an enormous form. The elves had brought some manner of dreadnaught of their own onto the ship. It was stooped over and moved slowly, but the two massive laser cannons it wielded began sending crackling beams of illuminating energy at his squad, cooking two members of the other squad into nothing more than ashes. “Maim! Tear! Cut!” he roared, and thumbed the control for his chainaxe as he rushed forward. For all the menace of the crackling power fists of the elf dreadnaught, in that constrained space it never got a chance to swing them. Aleksandr’s axe tore open slice after slice of whatever material it was made of, which along with the blows of his mates dispatched it in short order. Panting with the exertion, he gasped “Tear… Maim… Cut…”

One of the elf witches appeared from a corridor, surrounded by shrouded elves with long laser rifles. Aleksandr could tell it was a witch from the sudden crackle feeling of psychic energy, which enraged him further. “Cut! Maim! Tear!” he bellowed. His onrushing squad would be at the witch in moments, and it must have started the abomination because the witch drew an enormous burst of power and directed it into his squad. Two of Aleksandr’s mates stumbled and fell, their vital signs on his display dropping to flatline. “Maim! Tear! Cut!” he shrieked. But the power the witch discharged was evidently rushed or too much for its own resilience, because with an echoing wet “bampf” the vile creature’s head exploded from its own energy. The explosion was so powerful that the eyes burst out of four of the five shrouded warriors right behind him, their light forms crumpling down onto each other. Even the remaining one’s mono-molecular tripwire couldn’t save him from Aleksandr’s charge and swinging chainaxe. With a single swipe and a gravely shout of “Tear! Cut! Maim!” the last of the elves were dead. This section of the ship was cleared.

Aleksandr toggled his sensor suite to a wider sweep. There had to be more enemies around. “Cut. Tear. Maim.” echoed in his vox as he stalked deeper into the halls of the hulk.

Game Four: Elf in the Machine

Landsyrr followed his Klaivex through the hallways, keen to the sound of grating machinery coming from all sides. The Space Hulk was simply deafening to his ears, but then much of the the sounds of his life in the past three hundred years had been the silence of the Shrine of the Coiled Blade. While some Incubi shrines were rife with competition, with thronging supplicants, or with the screams of sacrifice, theirs had been one of martial training in near silence–only the occasional bargaining with an Archon to use their services saw words echoing the halls. At least until the Visarch–servant of Yvraine–took over, and devoted the shrine to the cause of the Ynnari.

Since then, Landsyrr and the others in his shrine had followed Yvraine, including this newest endeavor to extract some sort of gain from scourging foes from the decks of this massive Space Hulk. Landsyrr was impressed by her. Such a mystery. So many things at once. Both a herald of death incarnate, striking down foes with her mind or her rainbow-hued power blade. And yet she had that side of the Asuryani kin with odd tenderness at moments, something that was somehow alien to Landsyrr. He saw her once bend down over a fallen Wych gladiatrix who had foolheartedly tried to hold a bulkhead door shut from a raging Space Marine, and issue the softest of kisses on the fallen warrior’s forehead before gently closing her eyes. Landsyrr wondered yet again why he was following this woman in this mad attempt to save their race.

Perhaps it was the chance to strike down so many foes. Their current engagement was against a group of Necrons–such ancient foes. The Space Hulk carried some sort of prize worth fighting for, as all sorts of races found themselves vying for control of the damnable things. Landsyrr’s squad sighted a strange floating Necron surrounded by their strange scarab servitors and charged into their midst. The Necron seemed to be some manner of scientist, as it cocked its head to examine them as a phase shift field went off, protecting him from the first of their strikes.

With a sound like metal scraping across the deck, the thing spoke. “You are in error, no? Records show your heraldry–sub-category reference: “shrine”–to be incongruous to that of the others with you. Yes?” Even as their slicing blades cut through the remaining scarabs and severed the thing’s limbs, it seemed more invested in asking its question than defending itself. After a couple more blows, the light from the Necron’s single cyclopean eye grew suddenly dull.

Landsyrr watched as Yvraine stalked the deck of the ship past their unit. Her blade nearly sang with the speed of cuts it made through the foes. At one point she deftly sliced the hinges on a portal, and the cut down each of the Necron warrior caste enemies that had been waiting behind it.

Yet in his mind, Landsyrr kept again and again turning the phrase that the monocular Necron leader had uttered. These Ynnari, the bulk of them Craftworlders… the Incubi, the Wyches, and the other denizens of the Commorragh were not so much like them. This alien machine could see the categorical difference. Why could Landsyrr and the other Incubi not see that. What was it about Yvraine that made her different? Made her the bridge? Was it simply Vect’s endorsement?

Regardless, there were more machines to dispatch. So dispatch they did.

Game Five: Hero in the Hallways

Narunn the Lucky, Einhyr Champion, had the knack for salvage. The Space Hulk “Dolorous Tidings” was his target, and as his team breached into the hallways Narunn could literally smell the promise of materials to be extracted and absconded-with amidst the various forces vying for control of the massive conglomeration of ships. After moving through a few decks, his vox buzzed from his team member carrying the auspex scanner. “Closest sentient macrofauna are on this deck, moving toward us… by their weapons and uniform energy frequencies they are.. elves.” Naurnn could hear the audible spit noise the operator made after muttering that final word.

While Narunn ordered close drill and careful advances, the elves came pouring out of the dimly lit hallways and right into the midst of his Hearthguard forces. While their armor turned aside much of the elves’ precision shooting and vicious melee attacks, slowly casualties started to accumulate. Strange acrobatic elf warriors with whirling blades danced along their lines, while a wave of blue-armored warriors poured shuriken fire into the midst of them. Each time the warriors were eventually repulsed, but eventually only a single Hearthguard remained in the “Aurachs” squad that was sweeping the far side of the ruins, and only Narunn remained on the near side.

Striding forth from amidst the multitudes of elven warriors came a clear leader–a woman in what elves must count as fancy clothing, bearing a sword that shimmered with the colors of the rainbow. She started with a psychic assault which felt like voices shouting at top volume in his head. Lightning-fast she darted forward and followed the disorienting psychic manifestation with a flurry of rainbow slices. While one scored a hit slicing his leg, Narunn’s armor power field repelled the remainder. The elf-queen seemed taken aback for a moment, having thought her blade would surely fell him. “We’re made of stronger stuff than that, elf harlot” thought Narunn as he swung his powered hammer forward. It connected with her midsection, sending her sprawling. She barely survived it, but it was clear that something broke inside her as she began coughing up blood. She shouted something in her foul tongue–which was echoed by a hiss from her strange cat-like companion–and then retreated into the darkness. “Lick your wounds or succumb to them in the dark” Narunn cursed as she left.

Narunn rampaged forward into the elf forces, who were left reeling with the complete and sudden dispatching of their leader–apparently she was revered amongst her people. Finishing off one squad of elf warriors with his hammer, and ending the stragglers of another with his pistol, Narunn found a central maintenance hatch. His own scanner did a quick translation of the runes–and he knew that good salvage was simply a deck down. He keyed in the location on his transponder to summon labor robots for the extraction to his own ship. The elves were swarming everywhere on this deck, clearly controlling the space. But he had bought enough time to grab some goods and escape. Sad to lose warriors, doubly-so to flower-pickin’ elves. But at least he could eke out some salvage.

The elves mounted one last attack on his position, led by yet another psychic threat–a conclave of their seers. Their blades and psychic assault was just not enough to stop him, and he struck them down as easily as he did their leader. It seemed their more numerous remaining warriors were fine simply controlling the entire deck beyond his locale, giving Narunn a wide berth.

After a tense 35 minutes expecting further attacks–and some holes cut in an exterior bulkhead–Narunn was finally back on his own ship, reviewing what he had acquired in the costly raid. Three large matching crates of goods. Opening them he found deeply disappointing contents. A shipment of uniform patches and fancy berets for some long-lost human guardsman regiment. “Damnation” he swore. He made a mental note to himself, a grudge of sorts. If the rainbow-sword elf-queen survived, and he meet her or her red-uniformed elf ilk again, he would spare nothing to repay this slight in full to her ten-fold.

Painting Progress

Lots of painting, not in terms of models but certainly in surface area! I finished a Wraithlord which I was quite proud of.


Which led me to break out and finish up a Wraithknight as well–the largest of the plastic kits for the Aledari. I’m really pleased with the pilot screen and the gem on it.

More painting to go, as we next land on the planet in the campaign (as lots of people are playing so spaces on the crashing hulk were captured fast–a great problem to have!).

Army Painted Totals

40k Aeldari (Primarily Drukhari but also Asuryani, Ynnari, and Harlequins): 198 PL / 3,935 points

Aeronautica Imperialis Aeldari: 373 points

Battletech Clan Jade Falcon: Timber Wolf, Mongrel, Adder, Dire Wolf, Elementals (x1)