Month: September 2019

Fungal Infection

Fungal Infection

This is a 40k battle report featuring my Bad Moons Ork army versus Mike’s Adeptus Mechanicus force, and used an opportunity to start fiddling with an effects filter app. Enjoy! 

The last transmission from the staff of the inter-system missile silo on Eomycot Secundus had been in status “filed but awaiting review” for two years before the logician got to it. There was nothing special in the transmission itself: a list of maintenance duties being performed on the tiny planet’s sole missile defense base. It was routine stuff: repairs from dust storms, a particularly resilient fungus in the subterranean levels, and other housekeeping tasks. Yet the next update was almost a year overdue. The logician flagged a inquiry, and in-system transmissions began to attempt connection. When no response was received for 10 iterations, a dispatch inquiry was sent to the closest Tech Priest Dominus with a request to investigate.

After a month of space transit away from the main exploration fleet in a Falchion escort, the Dominus arrived at Eomycot Secundus. An initial dispatch of scans showed that the settlement that surrounded the missile silo on the small planet was in complete ruins, but the silo was intact (complete with missiles ready in tubes). A servitor-piloted lander released a host of inspection servo-skulls, and the picts relayed back showed a disturbing sight: Orks and Gretchin were moving about the planet. With the missile silo in Ork hands, no fleets were safe passing by–yet the missiles had not been launched at their Escort, so the Dominus had to take a gamble. He detailed a personal guard to help him capture the silo.

Orks vs Ad Mech 2

As the Mechanicus landers made their way to the surface and began unloading troops, the Orks began to rally together. Long range picts displayed the Orks emerging from the silo itself, using the old imperial defense network as their own bastion for defense. Meanwhile Trukks, bikes, and more screamed toward where the Dominus’ force was deploying. At the center of the silo, literally perched amid the missile warheads, was a strange Ork shaman. Green power flowed from two bones he clashed together, and that seemed to energize the Ork forces. The Dominus wondered if the superstitious Ork perhaps thought of the missiles as a kind of standing stones of sacred technological ground, the way that the beast moved to defend them.

Orks vs Ad Mech 1

The first wave of Orks rushed from their ramshackle Trukks and into the Mechanicus lines. The Skitarii Rangers opened fire, and while the Ork numbers were thinned, the Ork assault still hit the Mechanicus lines hard. Slowly the heavier elements of the force–two Dunecrawlers–blasted their way through the Ork lines, the Orks who had so easily cut the Skitarii down until only two remained withered under the stubber fire. A rampaging Warboss tried to engage after jumping out of a Trukk, but one of the Dunecrawlers’ Neutron Lasers managed to zero in on him as he charged, turning the Ork leader into a smoking crater.

Orks vs Ad Mech 3

The Dominius himself had to engage the bothersome Ork Trukks that were tying up his Dunecrawlers and stalling the advance on the silo. One with a massive wrecking ball was finally felled by supporting fire, while the Dominus engaged another in combat. Firing up the energy field of his massive Ominissian Axe, the broad swipes eventually managed to cleave the engine of the Trukk in twain as it raced around him. A massive squig in the vehicle managed to chew some of his wires and dendrites, but the self-repair process allowed him to triumph.

 

Orks vs Ad Mech 5

The Orks delayed the Mechanicum heavy forces, but not quite long enough. While only the Dominus, two Dunecrawlers (one reasonably damaged and one intact), and two somewhat shell-shocked Skitarii rangers survived, they managed to clear out the complex of the primary Ork defenders. Despite the Orks ravaging the buildings all around the facility, the missile silo site was oddly untouched and undamaged. The usual Ork looting of such a technological place wasn’t even evident. The Dominus reviewed the evidence from the silo’s last transmissions, and it seemed to be utter silence. Two years ago the staff had been going down into the depths of the silo to clear out a spread of mildew, and two years later a strange Ork shaman was protecting the place like some strange holy site, almost a perverse parody of praising Terra for being the origin of mankind.

The Dominus shrugged. Xenos oddities were not his foray, and the vile greenskins had been eradicated. He requisitioned a replacement staff, who would arrive in a year’s time to the remote planet. He thought for a moment, and tagged an additional item on their task list for when they arrived: tunnel mildew. It wouldn’t do for them to refrain from cleaning the Omnissiah’s carefully constructed facilities when they arrived.

 

Orktober 2019: Git Race!!!

Orktober 2019: Git Race!!!

The month of Orktober is fast approaching, and the crazy Big Meks down at Drawbridge Games have decided to invite all the gits across the galaxy to the Drawbridge Mektown to participate in a little racing event. Thursday October 24th, 40k players are invited to Drawbridge Games to set a vehicle down and see if they have what it takes to win the Git Race 2019!

Bad Moons Warboss

Oi! You gitz! Callin’ ever one across da galaxy ta come race yer buggies, skiffs, and speedaz fer glory and da Git Race trophy! Wese Orks is gonna hold off on krumpin’ long enuf ter watch da race, so come get yer ‘umie, pansy, tinboy, an fishead vehicles into da starting line alongside da proppa Ork wagons. 

Race: The race will be held on Thursday, October 24th from 7pm to 10pm. The basics will be that you’re racing your vehicle around an Ork-built track, blasting at each other with your weapons, stopping at the Mek Pit to repair, and just plain trying to win the race. See the expanded rules below.

Prizes, Entry Fee, and Registration: There will be a trophy for the first place finisher, and a Mek Workshop terrain kit as a prize as well. The entry fee will be minimal, and registration is easy: just let the staff at Drawbridge know that you plan on attending and they’ll record ya.

Allowed Vehicles: Each faction (except Tyranids, sorry chums) has vehicle or vehicles that are permitted in the race. They’re generally light vehicles and transports: no walkers, flyers, or heavy stuff permitted. If there’s something we missed that you wanted to field and think would be appropriate for the race, let us know and we can see about adding it to the list. The table below is arranged by faction:

Faction Available Racing Vehicles
Orks Trukk, Kustom Boosta-Blasta, Shokkjump Dragsta, Boomdakka Snazzwagon, Megatrakk Scrapjet, Rukkatrukk Squigbuggy, Deffkilla Wartrike
Space Marines (all chapters) Rhino, Razorback, Primaris Repulsor
Adeptus Mechanicus Skorpius Dunerider
Astra Militarum Taurox (all variants), Chimera, Hellhound
Sisters of Battle Rhino, Immolator
CSM, Thousand Sons, and Death Guard Rhino, Plagueburst Crawler, Blight Hauler, Blight Drone
Chaos Daemons Skullcannon, Burning Chariot of Tzeentch, Exalted Seeker Chariot or regular Seeker Chariot, Horticulous Slimux (I mean, if you really want to… but he’s really slow and cannot plant any trees)
Eldar (all sorts) Wave Serpent, Raider, Venom, Starweaver, Vyper
Genestealer Cult Goliath Truck, Achilles Ridgerunner
Necrons Ghost Ark
Tau Devilfish, Piranha (all variants)

Rules: There will be an extensive oval track that will be raced upon set up on Drawbridge’s main table–including Orkish onlookers and even a snack bar. There will be a starting line, as well as a Mek Pit on one side of the track. Racers must move their speed each round, and can choose to advance as normal (note that Shockjump Dragstas and other models that have peculiar advance rules have those disabled, and advance as normal). If there isn’t space for your model to move past other vehicles, then it must stay behind them and maneuver for an opening. All vehicles must remain on the track or in the Mek Pit. Move order will be determined by place in the race (first to last). After the movement phase, every vehicle will get to either shoot or conduct melee attacks. Shooting can target any model AHEAD or beside the racer in the race (no picking on people behind, everyone guns for the models in the lead), and the model fires its weapons as normal using current 8th edition profiles. The normal “within one inch” rule is ignored in all ways, and instead a model can choose to melee any model within 3″ instead of shooting on its turn (representing the two vehicles jockeying for position). Shooting (or melee-ing) will also be done by place, but working last to first in order.

When a model is reduced to half its wounds, it rolls on the damage effects table below. Note that this happens every time a model is reduced to that point, and the new roll replaces the prior roll.

Half Damage Effects Table – Result Effect
1- Fuel Ignition A minor explosion causes a more volatile mixture. Until the vehicle is repaired for any reason, it gains +2″ to its Movement characteristic.
2- Crew Spooked The crew compartment suffered much of the damage, making them nervous and prone to putting more effort into racing. Until the vehicle is repaired for any reason, it MUST advance and adds an additional d6″ to its advance distance each time, but it cannot shoot any weapons.
3- Superficial Damage The damage done is all to the vehicle’s superstructure, no effect on its rules. When repaired for any reason this result is removed.
4- Suspension Battered The shocks of the vehicle (or it’s stability control in a hover vehicle) are damaged, making minor collisions on the track more damaging. Until it is repaired for any reason, the vehicle doubles the number of wounds it takes from melee attacks.
5- Fire in Fire Control Damage to the vehicle affects the weapons systems. Until it is repaired for any reason, the vehicle suffers a -1 penalty to all shooting attacks.
6- Engine Holed A round must have caught the engine! Until the vehicle is repaired for any reason, the vehicle suffers a -1″ penalty to both its movement characteristic and to Advance rolls.

When a model is reduced to zero wounds, it can only move at 2/3 its speed (rounding up) each turn (no advancing) and cannot shoot or melee. It must stop at the Mek Pit at the first opportunity. Models in the Mek Pit regain 2d6 wounds per turn they spend there rather than on the track (cannot exceed their maximum)–and may not shoot or melee while in the Mek Pit. Regaining wounds in the Mek Pit count as being “repaired” for purposes of the table above.

Squigs: Because of rolls on the Cheers and Jeers tables, Squigs may appear on the track. After all vehicles have moved, all squigs left on the track move 1d6″ toward the nearest vehicle. A vehicle that contacts a squig for any reason is hit by an attack with the following profile: Str 6, AP -2, D d3. The squig is then removed from the track. If all available squig models are on the track, no new squigs are thrown (count as the “a lot of yelling” result on the tables).

Cheers and Jeers: While the event is open to everyone, being an Ork crowd has a bit of an effect for Ork racers (and other participants lucky enough to be mistaken as looted vehicles). At various times, Cheers and Jeers will be announced. Every player, in order of their position in the race, then will roll on the Cheers table (if an Ork vehicle) or the Jeers table (for all non-Orks). Note that certain vehicles are clearly not Orkish and not looted, and must add +1 or +2 to their rolls, as indicated in this list: +1 to roll vehicles are the Skorpius Dunerider, Plagueburst Crawler, Wave Serpent, Raider, Venom, Starweaver, Devilfish, and Piranha; +2 to roll vehicles are the Primaris Repulsor and all of the Daemon choices, Blight Hauler and Blight Drone.

First the Cheers:

Cheers Table – Result Effect
1-    Encouraging Stikkbomb! A stikkbomb of encouragement gets flung from the crowd. Vehicle is hit by a single Str 3, AP -, D 1 attack. The vehicle also gets a bonus +1” to its movement this round due to the encouragement
2-    A lot of yelling! No effect
3-    Steer for da crowd! The Orks love a bit of a show. You can steer off the track this turn, rather than remaining on the track. However, you MUST collide with at least one Ork or Gretchen onlooker (bonus for more) in that movement, and must be wholly back on the track by the end of the movement (plan the move before moving the model).
4-    Dakka applause The crowd picks this vehicle as a favorite, and takes pot-shots at the closest other vehicle behind it. That vehicle suffers d6 Str 4, AP -, D 1 hits.
5-    Throw a squig! The driver of the vehicle can either catch and eat it (regaining 1 lost wound, counting as a “repair”) or drop it behind him, placing the squig d6” directly behind the vehicle
6-    Thunderous applause! Due to the psychic energy of all the cheers for them, the vehicle gets +2 to movement this turn

Then the Jeers

Jeers Table – Result Effect
1-    Mistaken for an Ork! Immediately roll 1d3 on the Cheers table instead
2-    A lot of yelling! No effect
3-    More yelling! No effect, but louder
4-    Oi, get dat one! Pointed out by the crowd, all players that shoot at this vehicle get +1 to hit this vehicle in the next shooting phase
5-    Throw a squig! Place a squig model 2d6” directly in front of this vehicle’s location
6-    Shoot ‘em! Vehicle is hit by d6 Str 4, AP -, D 1 shots from the crowd’s random firing
7-    Hit ‘em wit da trash! Vehicle is pelted with trash (and a chorus of boos) that gets into the workings of the vehicle (mashed into treads, sucked into intakes, etc). Reduce Vehicle to half speed and half results on advance rolls the next time that it moves.
8-    Gargant Kommand? Kill dat Git! Vehicle is hit by a single Str 10, AP -4, D d6 shot from the Gargant