I’ve formatted up my 40k rules for Saint Sabbat, and included an option to give her a retinue of Servo Skulls, as she had on Herodor. All still completely untested and probably badly overpowered. Enjoy!

Disordered Thoughts and Curmudgeonly Ramblings
A few months back the great Duncan released the following video on how to build a brilliant techno-gothic locomotive out of Warhammer 40k scenery sprues…
There are a few bits I’d do differently if I was building one myself – a taller smokestack, sealing the rear of the engine assembly and moving the whole thing forwards a bit on the carriage – but overall, awesome!
Now, it’s intended as a terrain piece, but it got me thinking – why couldn’t you have some kind of battle actually on a moving train? The idea makes no sense for standard 40k, but for a skirmish game like Necromunda…
So naturally my brain immediately started throwing ideas around. A copy of the Necromunda rules and a whole lot of thinking later I’ve come up with a scenario I’m calling “The Great Necromunda Train Robbery”!
(It should be noted that I have never played a game of Necromunda in my life and have only skimmed the rules, so there are undoubtedly things I’ve got horribly wrong. Those that actually know what they’re doing with the game will need to bash my ideas into shape, and I’m more than happy to receive feedback on exactly what kind of bashing they’ve seen fit to employ.)
(Also you could probably adapt these rules to Kill Team, which I know even less about that Necromunda.)
Automated trains run through and between the hives of Necromunda, carrying goods and supplies between mines, manufactoria and marketplaces. Your gang has decided to raid one of these trains, jumping on board at a slow turn then throwing off as much cargo as possible for later retrieval as it hurtles along its tracks. Unfortunately it seems a rival gang has had exactly the same idea for exactly the same train and a high speed confrontation is inevitable…
The battlefield is set up as a line of carriages, each of equal size. The carriage at the front of the train is the Engine. The carriage at the end of the train is the Caboose. There is no limit to the number of carriages but the minimum number should be five.
Each Carriage is categorised as a High Carriage or a Low Carriage. A High carriage is a tanker or bulk carrier. It can only be traversed by going over the top or climbing along the sides. A Low Carriage is a flatbed – there may or may not be cargo on it, but it can easily be climbed over or moved around.
The Caboose is a Low Carriage with a Control Console at the rear end (see below). The Engine is a High Carriage, with a Cabin at the rear end which contains a Control Console.
At least one Carriage must be equipped with a Defence Cannon at the front or rear end.
Two carriages (which cannot be the Engine or Caboose) are designated as Deployment Carriages. They must be separated by at least one other carriage and are where fighters will begin the game.
Each carriage (except for the Engine and Deployment Carriages) has a centrally placed Loot Casket.
This scenario uses the standard rules for choosing a crew. Both players use the Custom Selection (X) method, however the number of fighters available is equal to the number of carriages +2.
Each player may select three Gang Tactics cards. If during the pre-battle sequence the total Credits value of fighters in one player’s starting crew is less than their opponent’s then they may randomly draw an additional Tactics card for each full 100 credits of difference.
The winner of a roll-off selects one of the Deployment Carriages and sets up their entire Crew on that Carriage. The other player then sets up their entire Crew on the other Deployment Carriage.
Both gangs are attempting to throw as much cargo off the train as possible while preventing their enemies from doing the same. Each gang scores 1 point for each item of cargo thrown from the train and 1 point for each enemy fighter that goes Out of Action.
If one gang has no fighters left on the board at the end of any round, the battle ends immediately and the other gang scores D3 bonus points.
If one gang voluntarily bottles out and flees the battlefield, their opponent automatically wins the scenario.
The gang with the most number of points at the end of the battle wins the scenario.
Each unit of cargo a fighter throws from the train earns their gang 4 credits. The winning gang receives a bonus 1D6x4 credits. In the case of a draw, neither gang receive bonus credits.
Each fighter that took part in the battle earns 1 XP.
The Leader of the gang that scored the most points gains an additional 1 XP (regardless of whether they took part in the battle or not). In the case of a draw, neither Leader gains this bonus.
The victorious gang gains 2 Reputation. If either gang bottled out, they lose 1 Reputation.
The Speed of the train is represented by a number from 1 (very slow) to 6 (very fast). At the start of the first Priority Phase roll 1d6 to determine the starting speed.
Running around on a speeding train is dangerous. At the start of each Priority Phase roll 2D6 to see what Hazard occurs.
2D6 | Effect |
---|---|
2 | Engine Vents Steam All fighters on the Engine (with the exception of fighters within the Cabin) must make an Initiative check or suffer a hit at 1d6 Strength |
3 | Rough Points All fighters must make an Initiative check or suffer a hit at strength Speed. Additionally if they roll a 1 they are Thrown Off |
4 | Defence Protocols Triggered All Defence Cannons fire at the nearest two eligible fighters at BS 4+. |
5-6 | Decrease Speed Speed decreases by 1. If already at 1, no effect |
7-8 | Increase Speed Speed increases by 1. If already at 6, no effect |
9 | Low Beam All fighters on top of a High carriage must make an Initiative check or suffer a hit at strength Speed x 2. Additionally if they roll a 1 they are Thrown Off |
10 | Burnt Out Lumens Pitch Black rules apply until the end of this round |
11 | Narrow Passage All fighters on the side of a High carriage must make an Initiative check or suffer a hit at strength Speed x 2. Additionally if they roll a 1 they are Thrown Off |
12 | Gas Pocket All fighters suffer a Choke Gas attack. |
The train is equipped with at least one Defence Cannon. This can only be operated from one of the Control Consoles. Defence Cannons cannot run out of ammo and never need to be reloaded, they can however jam.
S Rng |
L Rng |
S Acc |
L Acc |
Str | AP | D | Ammo | Traits |
---|---|---|---|---|---|---|---|---|
12″ | 24″ | +1 | – | 4 | -1 | 1 | 4+ | Rapid Fire 2 |
A space at the rear of the the Engine is the Cabin. It has room for two fighters and provides Partial Cover. A fighter in the Cabin has access to the front Control Console.
There are two Control Consoles on the train, one in the Engine Cabin and the other at the rear of the Caboose. A standing fighter in the Engine Cabin or within 1″ of the Caboose Console may make a Basic Action to activate it and invoke an Effect. Each effect requires an Intelligence check with the modifier indicated. Both Consoles start the game Unlocked, but may be Locked with the appropriate Effect. The only Effect that may be attempted from a Locked Console is to Unlock it.
Console Effect | Int Modifier |
---|---|
Lock either console | -3 |
Unlock this console | -4 |
Speed train up by 1 (to a maximum of 6) | 0 |
Slow train down by 1 (to a minimum of 1) | 0 |
Vent Steam from Engine (as per Hazard Table) | -1 |
Make one attack with a Defence Cannon (treated as if the fighter is at the Cannon’s location) | -2 |
Throw three units of Cargo from the train | -1 |
A standing fighter within 1″ of a Loot Crate may make a basic action to throw a piece of cargo off the train. This scores 1 point.
A moving fighter may attempt to leap from one Carriage to another, provided that they have enough Movement to do so. The fighter stops at the end of the Carriage and makes an Initiative check. If they pass, they leap the gap and may continue moving. If they fail, their movement ends. If they roll a one they suffer a strength Speed hit.
Low Carriages have one level. High Carriages have two. A fighter may climb between levels of a High Carriage or jump down from the top level to the bottom level. A fighter may move along the side of a High Carriage, however this counts as Difficult Terrain.
If a Fighter is Thrown Off the train, they are placed next to the carriage they fell from, suffer a hit at strength Speed+2 and are Prone and Pinned.
A fighter beside the train may make an Initiative check with a negative Speed modifier to clamber back onto an adjacent carriage. If successful they are placed back on the top of a Low Carriage, or the side of a High Carriage.
At the end of the End Phase, after any Rally tests, move any fighters that are off the train back a number of carriages equal to the train’s Speed. Any fighter that goes past the Caboose is removed from the game and counts as Out of Action when making Bottle Tests and scoring points at the end of the game.
So, that’s it! Hope it works, and any feedback will be greatly appreciated.
I’ve been thinking about how to field Saint Sabbat in a game of Warhammer 40,000.
The obvious place to start is with the only Living Saint that actually has rules – Saint Celestine. I figure Sabbat should have the same statline as Celestine, with the exception of her movement, because while the Beati is undoubtedly awesome, the God Emperor declined to give her wings.
(It would have been highly thematic to give her 9 Wounds, but that’s just short of a Chimera APC, which seems a bit over the top)
M | WS | BS | S | T | W | A | Ld | Sv |
---|---|---|---|---|---|---|---|---|
6″ | 2+ | 2+ | 3 | 3 | 6 | 6 | 9 | 2+ |
With stats sorted out the next step is wargear. Celestine wields the Ardent Blade – the handy-dandy, flame-throwing, power sword from hell, man! While very cool, this is a one of a kind weapon, and there is sadly a complete dearth of accounts of Saint Sabbat incinerating people with a sword thrust. So I decided to give her a knockoff Ardent Blade clone without the ranged attack.
Now a Saint cannot live by swords alone, so what else could Sabbat wield? Her description in Sabbat Martyr notes that her left hand is adorned with a gilded glove with eagle claws. This could simply be some Saintly bling, but I decided to do something with it. I have declared that the Eagle’s Talon gives anyone the Saint whacks with it a nice debuff, making it easier for everyone else to get stuck in.
Finally, what’s a Saint without ranged firepower? In Anarch she’s seen to be carrying a fancy golden autopistol, so let’s throw one of those in as an alternative for the Eagle’s Talon.
WEAPON | RANGE | TYPE | S | AP | D |
---|---|---|---|---|---|
Power Sword | Melee | Melee | +4 | -3 | 2 |
Eagle’s Talon | Melee | Melee | +1 | -2 | * |
* Target is at -1 Toughness until the end of the Battle Round | |||||
Master Crafted Autopistol | 12″ | Pistol 2 | 3 | 0 | 1 |
Now we get to the fun bit, special rules!
I’m thinking that as Saint Celestine is a Saint for the Adepta Sororitas, Saint Sabbat should be a Saint for the Astra Militarum. So we’ll start by giving her the ability to inspire/boss around nearby infantry with Voice of Command. We’ll then nick Aura of Discipline from the great Commissar Yarrick, although we’ll call it Aura of Inspiration instead.
Checking back in with Celestine we’ll borrow The Armour of Saint Katherine, file off the serial numbers and call it Aquilan Aura, to represent that cool, glowing green eagle thing that shows up whenever Sabbat gets pissed off (see pic above).
Celestine also has that nice Shield of Faith ability. The 6+ Invulnerability Save is a bit much, but slapping down enemy Psykers is totally in character, so we’ll chop the save off it and call it No Miracles, Only Men (you know, since that’s a direct quote).
Finally we need something unique, an ability that only Saint Sabbat has access to. I can think of nothing better than giving her an Honour Guard. At the start of the battle a player fielding Saint Sabbat can designate a friendly unit with the INFANTRY and ASTRA MILITARUM keywords. As long as Saint Sabbat remains on the field that unit has +1 Toughness.
With that sorted the only thing left to do is set keywords and costs. Saint Sabbat’s Faction Keywords are IMPERIUM, ASTRA MILITARUM and <REGIMENT>, and her general Keywords are CHARACTER, INFANTRY, OFFICER and SAINT SABBAT. Her POWER level is 8 and points cost 150 – both estimates based on Saint Celestine
So, there we go. Completely untested and probably overpowered, but what the hey!
I have finally got around to finalising the updated version of my Campbell Country map that’s been sitting on my desktop for months.
The changes are pretty minor – basically just tweaks to fix a few discrepancies uncovered by a re-read of the source material. Brichester for instance only has one train station, located in Lower Brichester, Temphill is surrounded by woods, and there’s actually a road running out to the Devil’s Steps. There are also some carvings in the woods near Castle Morley – I think that’s it.
Anyway, here ’tis!
For info on my cartographic process see Brichester and Parts Beyond.
EDIT: And of course – the universe being perhaps not quite as bleak and hostile as Lovecraft thought but still a thorough pain the posterior – no sooner do I publish this updated map than I discover more geographic detail. “Brichester Lake”, the favoured abode of Gla’aki, should actually be named “Deepfall Waters”.
I discovered this fact courtesy of Justin Alexander over at The Alexandrian, who has come up with a fantastic solution to the limited geography of the Vale of Berkely that simply never occurred to me despite the puzzle pieces lying in plain sight.
Sea monk, Dobhar-chú,
Globster, Loup Garou,
Goatman, Grassman,
Beast of Gévaudan,
Morag, Wampus Cat,
Nandi-Bear and Spring Heeled Jack,
Momo, Gambo,
Mantis-Headed Man,
Kongamato, Tatzelwurm,
Grootslang, Lambton Worm,
Mothman, Trunko,
Thylacine and Shōjō,
Hodag, Hoop snake,
Creatures in Tianchi Lake,
Lizard Man of Scape Ore Bog,
Jackalope and Loveland Frog,
Now the Wyrmlog is up and running again I thought I’d post my contribution to last year’s Advent Calendar on the SSSS Fan Forum.
If you’re not familiar with Stand Still, Stay Silent it won’t make much sense, but on the plus side, you can go off now and read Stand Still, Stay Silent! I’ll see you when you get back…
Back? Good. Enjoy!
(Oh, and there are spoilers, naturally…)
If you found all that enjoyable you might like these printable Kitty Cutouts. Put them on your fridge! Confuse your friends and neighbours!
A few things to note…
If you want more of this kind of thing, check out my page on Archive of Our Own.
Oh, and the idea of a museum at the Kastrup fort with Kitty as a mascot and children’s guide had already been brewing in my head for a while before I stumbled over this in a museum in Italy. Sometimes life is just as strange as fiction…
On dense and rich worlds near the galaxy’s core,
Warhammer, Warhammer, Warhammer,
Dwelt short, bearded bikers forever at war,
Warhammer, Warhammer, Warhammer,
And though all these bikers were terribly small,
A tyranid hive fleet devoured them all,
So if you want some Squats, then you’ll get bugger all,
Warhammer, Warhammer, Warhammer,
The tale of the Bloodtide is one you should know,
Warhammer, Warhammer, Warhammer,
The brave Battle Sisters held out ‘gainst the foe,
Warhammer, Warhammer, Warhammer,
The Grey Knights raced up as fast as they could run,
But they wanted some blood, so they slaughtered the nuns,
And Khorne thought the whole thing was terribly fun,
Warhammer, Warhammer, Warhammer,
The Ultramarines you could never besiege,
Warhammer, Warhammer, Warhammer,
Their brave Chapter Master’s your spiritual liege,
Warhammer, Warhammer, Warhammer,
He’s Marneus Calgar, and he’ll never rest,
Of all Chapter Masters he’s clearly the best,
But why does the dude have a dinosaur desk?
Warhammer, Warhammer, Warhammer,
Update! A newer version of my Campbell Country map can be accessed here…
In early 1960’s Liverpool – a city still suffering the scars of the determined Luftwaffe bombardment of twenty years earlier – a teenage boy purchased a short story collection titled Cry Horror! from a sweet shop that also did a line in second hand books. The book was a re-titled print of H. P. Lovecraft’s The Lurking Fear and Other Stories, and the boy was a young Ramsey Campbell who would go on to become one of Britain’s greatest horror authors.
Totally infatuated with Lovecraft’s work, the young Campbell whipped off a series of pastiches set in H. P.’s fictional New England towns of Arkham, Kingsport and Dunwich. Then – in a remarkable act of self confidence – he sent them off to August Derleth, Lovecraft’s literary executor and publisher.
One would expect Derleth to have thrown these efforts straight into the bin, but apparently he saw something in them. He wrote back to Campbell telling him “in no uncertain terms” how to improve his writing, including advice to stop trying to imitate Lovecraft’s style, and to stop trying to set his tales in America. Campbell took this advice on board and shortly afterwards Derleth published one of his rewritten tales – with a revised title and some other editorial amendments – in a short story collection, and a few years later published an entire book of his stories – The Inhabitant of the Lake and Less Welcome Tenants.
Over the next few years Campbell continued writing Lovecraft inspired works, gradually developing his own voice and style. In the process he created his own version of Lovecraft’s New England, a fictionalised version of Gloucestershire’s Severn Valley sometimes referred to as ‘Campbell Country’.
The locales of Campbell Country and Lovecraft Country can be roughly matched. The university town of Brichester maps to Arkham. Temphill is Kingsport – despite the former’s inland location. Goatswood is an English version of Dunwich. Of course as Campbell continued his writing his versions moved further away from the originals.
So, why am I writing about all this? It comes down – as it usually does with me – to cartography.
The Inhabitant of the Lake contained a map of Campbell Country, as did the 1995 tribute anthology Made in Goatswood. But both of them were sketch maps at best. The problem of developing a more detailed map of the Severn Valley has vexed me ever since I discovered Campbell’s oeuvre in the 1990s, and a few years back I decided to finally do something about it.
The primary problem with Campbell country is that there’s actually no room for it! It lies between the lower Severn River and the Cotswold hills – an area about 15 kilometres across. Brichester – a city easily the size of Swindon – would take up most of that space, leaving nowhere for the various desolate plains and creepy, isolated villages of Campbell’s stories. The map from Made in Goatswood even tries to fit the whole region in between the river and the M5 motorway, an area 6 kilometres across at the very widest!
On top of this, the Vale of Berkeley (as the region is properly known, the term ‘Severn Valley’ usually applying to areas north of Gloucester) is full of villages and urban developments, leaving ever less room for ominous woods and alien monuments.
So, I made two decisions. Firstly I would ignore matters of scale, and secondly I would free up space by replace existing locations with Campbellian ones.
So I got to work. But then (as so often happens) I got distracted. But then a few months back I found the files and decided to get back onto it.
In my revised geography Purton becomes Severnford with Old Severnford on the opposite side of the river. Claypits become the decaying hamlet of Clotton – it’s in the right place and I couldn’t resist the alliteration. The real world town of Cam is shrunk down to provide room for Camside. Ulley is converted to the sinister Goatswood and its valley filled with forest. Nympsfield becomes Temphill. The area around Haresfield (appropriate!) is depopulated and Warrendown plumped in the middle. Brichester Lake (and its inhabitant), the Devil’s Steps and Castle Morley are placed appropriately, and finally the city of Brichester is placed on the intersection of the railway and the A38 (which looks like this in reality). A few roads are moved, a few rivers redirected, and we’re done!
So here is my map of Campbell Country. I’ve no doubt made some mistakes and some incorrect assumptions, but overall I’m pretty happy with it.
Iä Gla’aki! Iä Iä Y’golonac!
Some vague ideas towards an alternate universe history (and map) of Australia…
1788: The First Fleet arrives at Botany Bay, establishing the the settlement of Port Botany and the Colony of New South Wales.
1825: The Colony of Van Diemen’s Land is separated from New South Wales.
1826: The settlement of Albany is established at King George Sound at the west of the continent.
1825: Founding of Brisbane.
1827: Fort Wellington founded at Raffles Bay on the north coast of the continent.
1829: The Swan River Colony is established.
1832: The Swan River Colony is abandoned.
1834: Albany is proclaimed the capital of the Colony of New Holland.
1835: John Batman founds Batmania on the Yarra river.
1836: The Colony of South Australia is proclaimed. Land east of the Murray River remains part of New South Wales. Settlement of Adelaide.
1840: Colony of New Zealand proclaimed.
1851: New South Wales south of the Murray River is proclaimed as the Colony of Victoria with the capital at Batmania.
1859: New South Wales north of the 29th parallel and east of 141 meridian east is proclaimed as the Colony of Queensland.
1861: The area of New South Wales west of South Australia is transferred to New Holland.
1863: The area of New South Wales north of South Australia is transferred to South Australia.
1901: New South Wales, Queensland, South Australia, Van Diemen’s Land, Victoria and New Zealand form the Commonwealth of Australia. New Holland refuses, but the eastern goldfields declare independence and join the Commonwealth as the state of Auralia with the Capital at Kalgoorlie.
1911: After a decade of acrimonious debate Batmania is declared national capital. The northern portion of South Australia is separated into the Northern Territory with the capital of Raffles Bay.
1927: The Northern Territory is divided along the 20th parallel, creating the Territory of Central Australia, with the capital of Alice Springs.
1933: New Holland votes to join the Commonwealth in a referendum.
1961: Queensland north of the 22nd parallel is separated as the State of Capricornia with the capital of Townsville.