Ravenloft Campaign Character Creation

Ravenloft Campaign Character Creation

Welcome those who I’ve invited to my newest Dungeons and Dragons campaign! Here is the info you need before we start.

Background

The player characters in this game are all Halflings (pg. 26-28 of Player’s Handbook, Lightfoot subrace, tho using the “Hairfoot” descriptor). You have recently reached adulthood in your community—which is a vast set of small Halfling villages all crowded across a hilly province called The Moot. This is the image of the Moot and Halfling society you should have in your mind (which should be pretty familiar): https://youtu.be/-PcUnqlPA8A?si=uXlWRX2Lp1LCV2QU&t=59.

Part of growing up in the Moot includes a coming-of-age ceremony of sorts—escorting the Fall Harvest wagon of goods to supply the tavern of the most legendary Halfling Paladin, Sir Walter Waffleiron, which is located a few days’ travel beyond The Moot. You and the other young halflings will need to travel a road that transits a dangerous Gnarlthorn Forest for three days to reach the Human settlement where the Tavern is located. This is a moment when Halflings who have always been sheltered in the Moot get to see the outside world, and learn to cope with a bit of danger (but not too much danger). The three worst incidents in recent memory: 1) a journeyer got his leg bit off by a Wolf, 2) a journeyer got a patch of skin on her shoulder necrotized from a bad large spider bite, and 3) an entire group got lost, ran out of rations, and had to eat and drink most of the delivery for the Tavern (until they were found by Sir Walter who came looking for them).

Your character has been training in an adventuring profession alongside their work for the family, but they’re still very much novices in that area. You’ll be starting as a level 1 character.

For purposes of character introductions in our first session, you’ll be giving them as if one of your Halfling parents was talking about you in the local market or pub in The Moot. Think about the way parents talk about their kids when they’re just launching their lives and you’ll be in the right spot for it.

Before the session, come up with your character’s first name. At the start of session one we’ll roll up your two families (each parent’s side) from the chart below. You can choose to take one of them, or hyphenate, but you should record both so you know your family origin (and what families are closer relatives).

1Banks (related to Puddifoots)11Hogg (related to Bolgers)
2Boffin (related to Bunces)12Lightfoot (related to Tüks)
3Bolger (related to Hoggs)13Longhole (related to Grubbs)
4Burrows (related to Tunnellys)14Proudfoot (related to Rumbles)
5Bunce (related to Boffins)15Puddifoot (related to Banks)
6Chubb (related to Underfoots)16Rumble (related to Proudfoots)
7Cotton (related to Greenhands)17Stoor (related to Harfoots)
8Greenhand (related to Cottons)18Tük (related to Lightfoots)
9Grubb (related to Longholes)19Tunnelly (related to Burrowses)
10Harfoot (related to Stoors)20Underfoot (related to Chubbs)

Family Work and Starting Gear

Instead of using the starting equipment rules in the Player’s Handbook, the following determines what your character is carrying when they set out on their journey.

Every character starts with the following gear to be ready for their journey: Bedroll, Backpack, Waterskin, Mess Kit, five days Rations, Flint and Steel, extra pair of clothes (rolled in bedroll or tucked in backpack).  

If your class is a spellcaster you get the stuff you need for doing so (spellbook, spell component pouch, holy symbol, focus, etc.).

If your class can wear armor, you can be wearing a suit of Leather Armor.

You may choose one “diversion” choice from the following list, and are carrying that item or set of items: Dice set, Dragonchess set, Playing Card set, Drum, Flute, Lute, Lyre, Horn, Pan Flute, Shawm, Viol, Thieves’ Tools and a practice Lock, Book (novel), Disguise Kit, Calligrapher’s Supplies, Painter’s Supplies, Woodcarver’s Tools, Pipe w/ Pouch of Pipeweed.

In addition, you will have a bit of gear depending on your family’s background. It includes the weapon option that your parent(s) give you to defend yourself on your journey though the forest (pick ONE from the Heirloom weapon list). If your chosen character class cannot normally wield that weapon you get to add it to your list of weapon proficiencies for free as you grew up training with it.

FarmersAdditional three days rations, Pony with Pack Saddle, Pouch with 2gp
Heirloom Weapon: Sickle, Trident, or Whip
BlacksmithsShield, Steel Mirror, Smith’s Tools, Heavy Apron, Pouch with 10gp
Heirloom Weapon: Light hammer or Warhammer
ButchersAdditional three days rations, Iron Pot, Flask of Oil, Apron, Pouch with 3gp
Heirloom Weapon: Handaxe or Dagger
CarpentersPole, Carpenter’s Tools, Pouch with 3gp
Heirloom Weapon: Greatclub or Quarterstaff
WeaversChalk (x2), Bar of Soap, Weaver’s Tools, Pouch with 3gp
Heirloom Weapon: Dagger or Net
BarbersHealer’s Kit, Magnifying Glass, Potion of Healing, Pouch with 5gp
Heirloom Weapon: Dagger or Darts (x5)
ApothecariesVial of Antitoxin, Healer’s Kit, Flask of Alchemist’s Fire, Vial of Perfume, Pouch with 5gp
Heirloom Weapon: Sling or Blowgun w/ 5 Needles
BakersAdditional three days rations, Apron, Pouch with 3gp
Heirloom Weapon: Quarterstaff or Greatsword
MillersMerchant’s Scale, Hooded Lantern, Pouch with 3gp
Heirloom Weapon: Sickle or Mace
ClergyFlask of Holy Water (x2), Pouch with 1gp
Heirloom Weapon: Flail or Club
CandlemakersCandles (x10), Hourglass, Sealing Wax (x2), Pouch with 5gp
Heirloom Weapon: Longsword or Battleaxe
FisherfolkAdditional three days rations, Fishing Tackle, 50 ft Hempen Rope, Pouch with 2gp
Heirloom Weapon: Spear, Javelin (x3), or Shortbow w/ 10 arrows in a Quiver
MerchantsVial of Ink, Ink Pen, Scroll case with 3 pages of Parchment, Vial of Perfume, Pouch with 50gp
Heirloom Weapon: Crossbow (light or heavy) w/ 10 bolts in a Quiver or Rapier
Brewers1 Liter Barrel Keg, Tankard (x2), Brewer’s Supplies, Pouch with 10gp
Heirloom Weapon: Club or Quarterstaff

I ask that players coordinate with each other and everyone comes from a different background of family work (e.g. only one Brewer).

Other Miscellaneous Game-Rule Stuff

Ability Scores will be determined by the Variant: Customizing Ability Scores rules on pg 13 of the Player’s Handbook. It’s a point-buy system, and you’ll have 27 points to spend as indicated.

Alignment: Please play characters who care and are concerned with some others in the world. Don’t start as evil characters please (but that can change through your actions).

Character Classes: You’re welcome to take any character classes that appear in the Player’s Handbook, with the following notes. If you’re inclined to take anything from other sources, just send me a link to it first so I can confirm if it’s workable in the campaign.

Bard, Fighter, Ranger, Rogue, or Sorcerer: All options fine.

Cleric: Available Deities will be the Greyhawk Deities (pg. 295 of Player’s Handbook) plus Yondalla the Halfling goddess (pg. 296) and Brandobaris, a Halfling God of Stealth and Thievery (not in the Player’s Handbook but a long-time Greyhawk option). Note that Brandobaris followers all claim to worship Yondalla (and her holy symbol works for his followers too). Brandobaris’ suggested domain is Trickery.

Druid: All options fine. For purposes of Wild Shape as you level up, so far in your life you have seen the following animals: Hawk, Owl, Songbird, Sheep, Goat, Rat, Mouse, Pony, Snake, Pig, Dog, Cat, Freshwater Fish, Badger, Deer, Bat, Hedgehog, Mole, and Frog.

Warlock: Most options fine. For your Otherworldly patron, I would strongly advise Archfey. Pick Fiend or Great Old One at your peril.

Wizard: Most options fine. Halfling wizarding training in The Moot is a bit more hedge-magic than formal wizarding, so that limits some options. The schools of magic that you can choose as your Arcane Tradition are limited to: Abjuration, Enchantment, Evocation, Illusion, and Transmutation. Divination, Conjuration, and Necromancy are not taught in-depth (you can certainly have and use those school’s spells, but cannot select those schools as your Arcane Tradition).

No Barbarians, no Monks, and no Paladins. Sorry, they just don’t fit the vision of this campaign. They may appear in NPC format, but cannot be PCs.

Ravenloft Basics

Okay, so this is info that you as players can know but your characters do not know (“yet” in some cases). I just want to set expectations. There will be segments of this campaign that take place in Ravenloft, a Dungeons and Dragons demiplane that is best described as “Gothic Horror”. We’ll be going for a horror feel to the game—keeping the party as young and naïve Halflings will allow for some fun amidst that.

Things to know about Ravenloft and rules:

Ravenloft is a set of connected Domains, each ruled by a powerful ruler that controls the domain. They can seal their Domain’s borders in a variety of ways (confusing mists, walls of impenetrable thorns, poisons that manifest inside the body of those trying to leave, etc.). In Ravenloft, the land itself is the monster: it’s cursed, evil, and dark… and the populace that reside there lives in various sorts of nervousness and fear (and even the rulers of the domains are prisoners themselves in certain a sense). The commonfolk can be superstitious and suspicious of outsiders, particularly to those that may display physical aspects or magical talents that might be viewed as signs of “evil”.

I’ll be using some of the 2nd Edition (AD&D for the real nerds) rules for the Ravenloft setting, modified to fit with the current 5th Edition (and adapt to 6th if it’s released while we’re playing and we decide to convert). And I’ll be using the 2nd edition fluff, which includes some very cool stuff (like specific Tarot Cards that will be used in the game).

Critical for your player knowledge, that means the following:

Fear Checks and Horror Checks. There will be times when something might scare or unsettle your character, and there will be rules for what check you make and how your character responds if they fail.

Influence of the Land. Ravenloft can have its own influences on those that tread its lands. There may be moments when the demiplane itself seems to speak to your characters—you can choose to listen or not.

Curses. These exist in a way that usual D&D Geas or Bestow Curse spells don’t capture. Curses can happen in Ravenloft, and they will have specific rules for how they manifest. They’re not spell-based, but linked more to the people’s interactions with the land itself. Anyone in Ravenloft can call down a curse if the conditions are right (and they’re not doing so lightly).

Spell Changes: Certain spells behave differently in Ravenloft. Spellcasters should run their potential spell lists past me before selecting any to ensure you know how they’ll be effected. In particular spells that rely on detecting/affecting “Evil” alignment do not work the same way in Ravenloft (they only give Lawful vs Chaotic). And travel spells such as Teleport can be affected as well. Short version: Spellcasters just check with me as you progress, and we can discuss any options you’re thinking of and how they might be affected.

Enter the Mists

That’s it! That should be all you need to draw up your characters, but let me know if you need more info or have any questions. I’m looking forward to guiding adventures in the mists with you all. Oh, and I’ll get a custom mini printed/made for each character once they’re established, and you can either paint them or I’m happy to paint them for you if you like.

Armies Across the Drawbridge 2024

Armies Across the Drawbridge 2024

Heya Drawbridge Games (Pittsburgh PA) players and hobbyists. I’ve conferred with Enrico and we’re going to do a version of the Games Workshop “Armies on Parade” hobby modeling, terrain, and painting competition. It’s called “Armies Across the Drawbridge”, and it’s a chance to show off a force of painted models on a custom-modeled display base. While the Games Workshop version is limited to Warhammer universe stuff, we know that people at Drawbridge play all sorts of games, so we’re adjusting it slightly to include anyone who wants to take part. We will time this to happen in September, when the Games Workshop competition is also happening. As I’m posting this in March, the exact date will be a bit flexed, but expect it to be on a Thursday evening in September.

Photos from the 2023 GW Armies on Parade, and here’s the FAQ from that event: https://www.warhammer-community.com/armies-on-parade-faqs/

For Armies Across the Drawbridge 2024 we’ll have the following categories for winners:

Best Large Army – Best Terrain/Display – Best Small Single Squad/Warband –

Judge’s Choice (Best Overall) Drawbridge’s Choice

Participants will be invited to bring their board and set it up during our Thursday evening judging session. Judges will do careful consideration (they will do the Large Army, Terrain/Display, Small Squad/Warband, and Judge’s Choice), and at the same time visitors to the store will be permitted to cast their votes for the Drawbridge’s Choice winner. There will be trophies for all five winners, and a prize draw for entering. In this case, every entrant gets one entry to the prize draw. So even if you don’t win one of the awards, you still have an equal chance to getting a prize.

The Army and Squad awards will be focused on painting of the models and the Terrain on the actual display board. Judge’s choice will be for the overall combo of painting and display creativity. And the Drawbridge’s Choice will be the one that wins the public’s vote.

The display must fit within a board with base dimensions of 2’x2’ (61cm x 61cm) or 22×30 inches (76cm x 56cm). For smaller games (squad-based stuff like Malifaux, Infinity, Marvel Crisis Protocol, Blood Bowl, etc.) a much smaller display board is fine. This is just the maximum space for the board. The board and models must be painted to a minimum standard (three colors and based miniatures), but it can certainly be simple. Even just a 2’x2′ piece of chipboard with textured paint and a drybrush will make the army on it pop! And I’m sure people will do even more creative things.

We’ll host some hobby nights where folks can sit and paint and discuss plans/materials/painting/theme, starting in April. So start getting your force ready to march out!

Source: https://www.iwm.org.uk/collections/item/object/205323007

If you have any questions contact me here on the blog, on Facebook Messenger, or in the Drawbridge Discord. I’ll update our own FAQ below as needed.

Legends of Drawbridge – Campaign One

Forge the story of your own 40k character, and have them enshrined in Drawbridge Games lore. The Legends of Drawbridge campaign is beginning.

This campaign is a set of simple rules to motivate games amongst all 40k players at Drawbridge, and allow us to record our conquests, reward our army HQ’s and players alike, and generate a “Hall of Heroes” to commemorate the campaign. All Drawbridge members are welcome to join in the fun and story-building together.

The campaign focuses on character models, in particular the “generic” character models that each army has, where players can put their own specific spin on them. Could be just naming them and developing a story through games played, tho also conversions and fun modeling projects are welcome. The sections below will detail the campaign rules and the “hall of heroes” rules.

Campaign

The campaign focuses on battles for control of a nebula that divides some Imperial worlds, nicknamed “the Drawbridge Gulf” after the defensive technology on Terra in ages past. Imperial settlements founded the sector: a clustered set of planets composed of two Hive worlds, a Shrine world, a Forge World, and then an Agri-planet across the gulf. But all the other factions have converged fighting forces in the area to try and wrest control of the Drawbridge Gulf. May be out of spite (Chaos), conquest (Tyranids), Lootin’ (Orks), freedom (a Genestealer Cult on one of the Hive Worlds), safety (Aeldari and Drukhari joint raids from a Craftworld), peace (T’au), knowledge (Votann), or just the simple quiet of all life being destroyed (Necrons).

This map will be used to represent the flow of battles between the varied factions. Players can play battles against any other factions, tho we generally encourage only fluff-appropriate clashes (tho even then, rival branches of hive fleets clash and sometimes disagreements happen between Space Marine chapters). As the campaign goes, wins by faction will increase the size of their influence, and loss by faction will decrease the size of their influence. That will determine who is dominating the system–and set up the sides for the culminating mega battle we’ll do to cap the campaign this summer.

Players can connect with each other through the Drawbridge social media connections and chats, the discord server, or just plain saying “hey” at the store (Wednesday and Thursday nights and weekend days tend to be most popular for 40k).

Battles should be generated using the Leviathan mission deck, and can be any points level the players agree upon.

After players have finished a game, each can submit a report using this link (https://forms.gle/vBKm4p3Gm7cNfnx18) with the info about the results to help track the progress overall, and to the track the successes and failures of their Rising Legend character from the force (see below).

Hall of Heroes

The main “campaign” element of this is the advancement of the heroes who lead your forces. These must be characters of your own invention, having a specific name you’ve given them (tell their story!). If you want to use a “named character” from 40k that you’ve heavily converted to be your own, that’s allowable as long as the model is converted somewhat for that purpose. If the characters come with a unit (e.g. Astra Militarum Command Squad or a Votann Grimnyr) then the player can choose to name and add the story of the entire unit. These characters will be referred to as “Rising Legends”.

Each time you play a battle where your Rising Legend is fielded, keep track of the following: whether their force wins or loses, whether they were removed from play as a casualty or ended the battle still on the table, and what all units they engaged in combat with (shot at, was shot by, melee’d with, or otherwise faced off in dramatic way). You can then report this in the reporting link shared above.

Once a Rising Legend has participated in three battles, we’ll arrange to take a good photo of the model and they will be included in the “Hall of Heroes” for the campaign. Hall of Heroes characters need to be painted and based for this reason, but it can be whatever level of painting (no judgement, we just want to commemorate them!). For every two subsequent battles where the character takes the field, they will then unlock a Special Leader Ability to affect games representing their mastery of the battlefield. These are designed to be fun and fluffy abilities, that have a bit of an effect on the battlefield but more represent ways to challenge modification and storytelling about the character.

We’ll have a dedicated page on this blog detailing the Hall of Heroes, all the Legends of Drawbridge, including: a short backstory and in-campaign history, attribution to you as a player, and notes about what their special abilities are for our campaign games so it’s all visible to players. My hope is that this system gives us good incentives for playing the games and telling the tales of our battles together, and building a shared narrative for the Drawbridge community about some of the most notable Legends to walk these tables.

And when we’re done, if people really put time and effort into this one, I’ll be making a big high-quality poster with photos of all the Hall of Heroes Legends and your names to hang on the walls of Drawbridge to commemorate them and their battles.

Special Leader Abilities

This list will be growing as we go, so if there is something you think would be cool to add you can let me know and I’ll see about including it. These things should be characterful and flavorful, but not game-breaking. The idea is a fun way to enhance the “way” that your character leads their forces. Do they form the tip of the spear or lead from the back? Have they suffered a number of defeats and doggedly fight on with scars, or do they move across battlefields with un-touched destructive grace?

Master Tactician This character knows how to command a battlefield, and keep the battle flowing in an advantageous direction. Once per game, upon drawing a secondary mission card, if this character is not yet removed as a casualty then that secondary mission card can be discarded and a new one drawn immediately to replace it. 
Signature TransportThis character always arrives at the battle in their signature vehicle, which their warriors recognize and respect. When this model is embarked in a dedicated transport vehicle, that vehicle counts as them for purposes of conveying rules to other models (e.g. if they buff nearby models, that buff works from the vehicle) or rules that work if they are on the battlefield.
Advanced SensesWhether via a scanning device or heightened senses (biomorph, daemonic), this character can spot the weak points of opposing forcesOnce per game, when nominated to shoot or fight in melee, this model can declare it’s using its advanced senses. For that phase’s attacks the model can ignore any modifiers to dice rolls that they wish. 
Advanced ArmoringA variety of sources (better equipment, defensive plating, new chitinous growths), but they all function the same: this character is more difficult to kill. Once per game this model may re-roll one failed Armor or Invulnerable saving throw
Assistant, Lackey, Adjutant, or CronyThis character gains a companion to assist it on the battlefield. Assistants help with logistics and medical treatments. Lackeys bear useful equipment and extra ammo. Adjutants support their command. Cronies do their dirty work.This model gains an additional companion model. The model is treated like other “marker” models (e.g. bomb squigs). They confer a once-per-game effect and are removed from the game when they are used. They must be on the battlefield to use the ability, and they are removed from play if the Leader they are attached to is killed. They have the following effect based around their type: Assistant: Restore one lost wound to the character (cannot be used on a model reduced to zero wounds) Lackey: Re-roll either one to-hit or one to-wound roll with a ranged weapon Adjutant: Immediately remove the Battle-Shocked condition from a unit within 24” of the leader
Crony: At the start of the combat phase, immediately inflict one mortal wound on an opposing unit within 1” of the leader model Note: This must be represented by a model custom-built to be this add-on for this character. 
Operational ProtectionWhether interference fields or air support, this character is able to prevent enemies from surprising them and the core of their forceEnemy models arriving from reserve, deep strike, or any other placement method, cannot be placed within 12” of this character (rather than the usual 9”, and this also means models that normally could deploy closer also cannot). 
Favored TerrainThis character has a knack for picking good spots for a fightAfter terrain has been set up, deployment zones decided, and objective markers placed, but before armies are deployed, if this character is on the battlefield the player controlling it can change the location of one piece of terrain. Roll 2d6 and move the piece in any direction up to that many inches. 
Fleet CommandThis character has close connections to the air assets available to it. Aircraft models in this character’s army can deploy on the board during deployment (rather than being forced to be in reserves). 
Grudge Against ____This character bears a grudge against an opposing faction commander it has faced multiple times. This character gains the “Precision” key word for all attacks that target a specific opposing Rising Leader’s unit. In addition, it can re-reroll one to-hit roll against that Rising Leader once per game. And it can also re-roll one to-wound roll against that Rising Leader once per game.   Note: This can only be selected if you’ve faced the same opponent’s Rising Leader twice, and it gets affixed to that specific Rising Leader for the rest of the campaign. 
Make Way for the Real BossThis character has been just a lieutenant, or their force has only been a feint that allows the real threat to emerge. The real commander is about to hit the battlefields of the Drawbridge Gulf sector.This one is a bit more meta to the campaign than the others. It allows a Rising Legend to be retired and replaced with a different model. When selecting, this model is removed from the Hall of Heroes. A new Rising Leader is conveyed to the campaign organizers, and they are treated as if they have participated in three games and thus get added to the Hall of Heroes. This is so that people who change their minds amidst a campaign or want to bring a different sort of model later on when they develop a larger force (or just decide on a cool conversion) can do so. It’s a way of trading a Rising Legend with more battles played for a new model to be one’s inclusion in the Hall of Heroes.  
NOTE: If any of these end up being broken or abusable, we reserve the right to adjust them accordingly (and the Rising Legend can choose a different ability or the revised version in that case).
Legends of the Siege – Campaign Play and First Phase Games

Legends of the Siege – Campaign Play and First Phase Games

Hi Drawbridge gamers! So my last post teased that at Drawbridge Games in Pittsburgh, PA we’re doing a big map campaign to re-fight the Siege of Terra, and that I was recruiting “Leads” to organize the various factions. This post has the first battles that we’ll arrange, as well as the guidelines for what makes this a campaign not just for the store (the progress over the map), but for each participant. Get ready to forge your own Legend of the Siege of Terra: whether one of the Emperor’s staunchest allies, or one of Chaos’ most deadly warriors.

First Phase Battles

Given the Factions that we have represented and the Chaos plan to take at least one Space Port to begin landings of forces in earnest, the following types battle sites are up for conflict in the first window of play. Players can arrange games using any of the types of forces present as listed in each conflict during this point of the campaign (and you’ll see it’s a pretty wide array in most cases). When players submit results that will affect the overall progress in each zone based mostly around what they are fielding in the game–this represents the fact that battles were flowing all over Himalaysia and the varied sites of the palace in the Chaos (pun intended) of Horus’ first landings. The results will affect the first advances on the map. There are some special mission parameters you’ll note as part of these first games, based around some of the initial battles of the Siege of Terra: wave attacks under bombardment cover against air defenses, drop groups of assault troops trying to take Space Ports, and conflict over the Third Wall trench emplacements at the very edge of the Imperial Aegis. Players should choose one of the three types of encounters, and build their scenario based around the very loose requirements as listed below. If anyone is interested in including a game of Aeronautica Imperialis let me know and I’ll do up missions for those (and play them with ya).

Rushing Air Defenses: Can be 40k, 30k, or Legions Imperialis. Chaos are engaging in massed assault and wave attacks to try and strike under cover of their bombardments (orbital and artillery) to take out even just one air defense emplacement to help them gain a better foothold.

For games of 40k, use the Leviathan deck with the following set-up:

The primary mission is Purge the Foe, but only the “In Every Battle Round” portion–there are no primary vp scored for objective control in this battle. The Mission Rules of Scrambler Fields applies to both forces in this battle, and the Minefields Mission rule applies to the Chaos side. The Chaos Attacker uses the Fixed Secondaries rule and must take Behind Enemy Lines and Storm Hostile Objective. The Imperial Defender uses the Fixed Secondaries rule and uses Assassination and the Defend Stronghold (yes, Defend Stronghold is not normally a fixed objective.. and in this case it scores 3vp at the end of each opponent’s turn after the first battle round–ignore the “or at the end of the battle” line). For deployment use the following layout. The two buildings in the Defender’s deployment zone each should have one objective marker placed at the center of them (for purposes of the Attacker scoring Storm Hostile Objective and the Defender scoring Defend Stronghold).

For games of 30k or Imperialis, do your best to replicate these sort of conditions for the battle using the rules for those systems.

Drop Group Assault: Kill Team. Peturabo’s careful calculations revealed a weakness in the Aegis shields covering the grounds of the Palace, and found ways to overload sections–and deploy aircraft into that space in the moment when it was lifted. This mission represents a group of Chaos attackers who were dropped off by their force landers to cause havoc, and in particular interfere with Imperial command-and-control signals.

This battle should be done with regular industrial Kill Team terrain (representing the access area alongside a relatively open site where the Chaos transport could have landed to drop off the force). It should use Mission 3.3 Master the Terminals from the Core book.

Third Wall Trench Fight: Can be 40k, 30k, Legions Imperialis, or Kill Team. Chaos are engaging the outermost defenses of the Imperial Palace fortifications and are fighting amidst a battlefield tangled with trench lines–trying to grab just as much terrain as they can from each other. The board for this mission should include as much trench-like terrain as can be managed, including lots of line-of-sight blocking elements to simulate attackers making their way through damaged areas.

For games of 40k, use the Leviathan deck with the following set-up:

The Primary Mission is Priority Targets. Both Chaos Attacker and Imperial Defender have the Fixed Secondaries rule, and both use the Engage on All Fronts and Behind Enemy Lines objectives. The Deployment card is Dawn of War.

There is no Mission Rule, but there is the special condition that units with any version of a “sticky objectives” rule (retaining control of an objective after the unit has moved away) do not have that rule for purposes of this battle. You’ve got to cling to the terrain you’re capturing in the trenches.

Again, 30k or Imperialis games should be made similar to the above as best you can with those system rules.

Kill Team battles should be done with the Into the Dark rules (tunnels amidst the trench works). Play mission 2.3 Maze Breakout, with Chaos as the Attacker (they’re trying to break thru the lines).

When you’ve completed one of these battles

Please take a minute to fill out the Drawbridge Siege of Terra results form (I’ll circulate the link on all our channels we communicate with, or just text me and I’ll send it). That will list which mission was played, which factions were involved, which side won, and then any Legends of the Siege information… which if you’re interested in what that is read onward!

Legend of the Siege” System

The Siege of Terra focuses on the characters at the core of the story, from greats like the Primarchs, Fafnir Rann, and Ezekyle Abaddon, to the most humble or low warriors who yet make a difference, such as Katsuhiro the Guardsman or Azmedi the Beastman. In addition to the battles affecting the map, you can select up to three models that you are seeking to create as Legends of the Siege. They can be named characters (including Primarchs on either side) from the lore or characters of your own invention: in which case they need to have a specific name you’ve given them for your own story purposes. Each player can have at least one of their “characters” be a squad as well to tell that sort of story. Each time you play a battle where that rising Legend is represented (only one per game can be “present”), keep track of the following: whether their force wins or loses, whether they were removed from play as a casualty or ended the battle still on the table, and what all units they engaged in combat with (shot at, was shot by, melee’d with, or otherwise faced off in dramatic way). I’ll be circulating the link to all players to use for submitting battles (as listed above), and at the bottom you will see the spot to record these details. Once a rising Legend has participated in three battles, we’ll arrange to take a good photo of the model and they join the Legends of the Siege proper. For every two subsequent battles where they have a notable moment (group gets to decide if so) they will then unlock a special ability to affect games representing their mastery of the battlefield. There will also be special missions to have the dramatic personae of our stories face off. We’ll have a dedicated page on this blog detailing every Legend of the Siege, a little backstory and in-campaign history, attribution to you as a player, and notes about what their special abilities are for our campaign games. I’d strongly encourage doing up one for each Faction you’re playing in the campaign, and seriously–they can be anything from Primarch to Skitarii Team #294C21.

My hope is that this system gives us good incentives for playing the games and telling the tales of our battles together, and building a shared narrative for the Drawbridge community about some of the most notable Legends to walk these tables. If we like this system, after the Siege of Terra concludes in September/October, I’ll cook up a similar galaxy wide thing where we use a Rising Legends system for all factions writ large (to allow our Xenos fun too!).

And when we’re done, if people really put time and effort into this one, we’ll get a big printed poster made to display at Drawbridge with all the details of the Legends of the Siege to commemorate them there too!

Siege of Terra – Drawbridge 2024

Siege of Terra – Drawbridge 2024

This is the vision for a big set of narratively-driven games between Drawbridge Games players designed to culminate in a couple set-piece mega battles near the end of the year. The campaign will make use of the Horus Heresy board game from Games Workshop (an absolute classic), with the twist that results of battles will determine the outcome of the conflicts on the board. Players can include games of Warhammer 40k, Horus Heresy, Legions Imperialis, Kill Team, and even Aeronautica to affect the outcome of each round of conflicts. Players can also take multiple sides and fill multiple forces (e.g. I may usually fight with my Astra Militarium, but I can also contribute my Nurgle Daemons to a different battle). There will be a “Lead” for each major grouping present in the war, which will be discussed below–their role will be to confer with players to get games played, encouraging painting of forces for their faction, and choosing the movements on the map each round. The goal is to fight a number of games and track them here as the Drawbridge community together builds a heap of forces that all re-fight this most classic story in 40k together. Then we’ll hold (likely in August or September) a huge mega-battle to finish things up with the final massed assault on the walls–followed by a special event where the Emperor and his chosen few do a teleport attack onto Horus’ battle barge to end things once-and-for-all.

Siege of Terra – Initial Landing Location

That’s the initial map of where the Imperial Forces set up (rounded corners and blue borders) and where the Chaos initial invasion forces landed (pointed corners and red borders) plus spots where Imperial Guard Regiments turned traitor and an initial surge of Cultists as well (Chaos’ initial stratagem card played). Here’s the legend:

And lest you think that the Chaos forces have only a few attacking units, don’t forget that they’re trying to create a landing zone to bring down their overwhelming numbers in Orbit. As well as weaken the Emperor’s aegis that prevents a full-scale demonic incursion from the warp.

And yes the close-eyed amongst you: Leagues of Votann will have a role in this too due to the Chaos Squats amidst the Khorne and Nurgle forces.

Faction Leads and Initial Battles

You’ll notice that despite being able to do so, we didn’t start any of the Chaos in spots with Imperial Forces–which would force an immediate battle there. Instead, we’ll round up interested players and put together the database of info of who is playing what, then allow those player numbers decide where the first attacks are launched. Do we have a lot of Death Guard players or Traitor Guard folk? This story will start with the factions present but be ours to tell with what we the players focus on making, painting, and fielding. Players will be assigned specific missions to play with each round and game style, so that everyone can be a part of the telling of this grand tale.

Imperial FactionLeadPlayers
Imperial GuardAndrew Dave F., Sean, Tony, MegaBlazeiken
Imperial Fists Tony Brian (Imp Fists Templar Brethren)
Blood Angels Gwen 
White Scars  
Adeptus Mechanicus Sean 
Loyalist Titan Legions and Knights Sean Andrew
Custodes Colton Alex, Tony
Arbites  
Fortifications and TerrainAndrew 

That’s the Loyalists, now here’s the Chaos Leads:

Chaos FactionLeadPlayers
Sons of Horus  
World Eaters Alex Enrico
Emperor’s Children Dave F., Philip (?)
Death Guard Ron 
Thousand Sons Mike T. 
Iron Warriors  Alex
Night Lords  
Word Bearers Ray 
Alpha Legion Alex 
Dark Mechanicum Amos 
Traitor Guard and Beastmen  Dave F., Andrew
Chaos Squats (Votann)  Ron
Khorne Daemons  
Slaanesh Daemons  Philip (?)
Nurgle Daemons Andrew
Tzeentch Daemons  
Chaos Titan Legions and Knights Dave F. Ray
Siege Terrain and Oddities  

So first things first. Reach out to me. Let me know what you’d like to field, what you’re willing to field, and what you’d like to work on. This is the perfect opportunity to build a small force for a new faction, or go hog wild on a faction you’ve always wanted to do. As the battles unfold we’ll have special rules, immortalize commanders who distinguish themselves, and just plan have fun sets of games together re-telling the Siege of Terra with our own forces! Even a single unit is welcome to paint up and pair up and be part of the chaos (pun intended). From small forces to massive clashes, we’ll tell some great tales.

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.