The Herkimer Pattern Chimera

And while I’m posting homebrew Warhammer 40,000 content, there’s this…

The Herkimer Pattern Chimera was created in M41.338 on the order of Lord General Casanova Herkimer who desired a suitably martial – yet comfortable – personal transport to be used for post-battlefield assessment and ceremonial occasions. In the centuries since it has become a favourite vehicle for high ranking Astra Militarum officers, Ecclesiarchy officials and the occasional Inquisitor who value its enhanced sensor suite, extra armour and luxurious interior.

The Herkimer lacks the multi-laser turret and lasgun arrays of the standard Chimera, retaining only a hull mounted heavy bolter for defensive purposes*. The passenger compartment lacks a rear ramp or top hatch, with entry and egress only via a reinforced rear door – it does however feature heavily armoured windows and an optical periscope for comfortable surveying of the battlefield. The vehicle’s extra armour is compensated for with a souped-up engine, and the enhanced communication and sensor suite allow the occupants to keep in touch with their base, or easily issue orders to their underlings.

Herkimers are most usually seen in parades or during the mop-up after combat, however some desperate commanders have been known to throw them into battle, where they can act as surprisingly effective makeshift command vehicles. A few more eccentric Astra Militarum commanders actually prefer to control their troops from a Herkimer, although they will typically receive (carefully muted) ridicule from the common troopers for riding around in a “General Jitney” or “Chicken Chariot”.

* The Heavy Bolter may be swapped out for a heavy flamer, however this modification is unpopular as it requires the drinks cabinet to be removed to make room for promethium tanks.

Servo Skulls for a Crown Additional

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!

Winter is Coming

Earlier this week I had the singular pleasure of playing the Game of Thrones board game with a bunch of Paula and Bek’s friends. It was a fun afternoon, made even more fun by the fact that I – as House Tyrell – stumbled my way through to winning. I ascribe my victory to the following factors…

1: Keeping a low profile and not attacking any of the other players until well into the game.
2: It was the first time any of us had played, so we were all learning the rules as we went along.
3: A very opportune Westeros card came along at just the right moment to break House Baratheon’s defensive strategy and let me grab Kings Landing.

If we play again I don’t expect to win so easily 🙂

I have been thinking about the game since however, and have come up with what could be an interesting variant (or a horrible, horrible travesty). The game as it stands doesn’t do anything with the seasons of Westeros. I think it could be interesting to play a game where Winter is most definitely coming…

New Rules

* These rules come into effect at the start of Turn Six or (OPTIONAL) as soon as a “Winter is Coming” Westeros card is revealed.
* At the start of every Westeros Phase, before the cards are drawn, the Wildling track is automatically advanced by one.
* Territories with Supply and Consolidate icons lose them at a rate of 1 per turn (if a territory has both Supply and Consolidate icons, it loses one of each).
* Supply is recalculated at the end of every Westeros Phase.
* Players may pay Power Tokens to prevent their supply counter from being moved down the Supply track at a rate of 1 Token for 1 level. For example, if House Lanister’s Supply Counter is going to be moved three places down the track, they can pay three Tokens to leave it where it is, two Tokens for it to move down one place, or one Token for it to move down two places. Tokens CANNOT be used to move the counter up the track.
* OPTIONAL RULE: At the start of the Westeros Phase, all counters are moved one space down the King’s Court influence track. Counters moving off the bottom of the track are removed. The Raven is retained by the holder of the highest position on the track, until only two counters are left on the track, at which point it is removed from play. Bidding for position on the track is played as normal, but bidding cannot place a counter higher than the current maximum (ie: if the tokens have moved down two spaces, then the winner of the bidding places their token on space 3).

These rules would ensure that once winter sets in, everything will go completely to hell in the most entertaining fashion 😀

Back to work on Monday. Blech.

Crates

As if the rules aren’t complicated enough already…

I’m currently building a large terrain piece for Fabes’ and my Warhammer 40,000 games – an Adeptus Mechanicus/Imperial Navy hanger building. The plan is to have battles around the hanger, but also inside the hanger, which will include fights in the main hanger space, involving lots of action movie style firefights between rows of crates.

Now 40k has a pretty simple rule about cover – units in cover get a 4+ save. This is well and good, but misses some of the strategy and fun of fighting in a warehouse environment full of barrels, crates and explosive gas canisters. So, Fabes and I have come up with the following rules to make crate rich environments a bit more exciting…

CRATE TYPES
Crates can be divided into four types. Large Metal Crates, Large Wooden Crates, Small Crates, and Barrels/Cannisters/Ammo Boxes. Each piece of Crate terrain should be designated as one of these types.

CRATE COVER
The four types of Crates provide cover saves for models behind them as follows…

Large Metal            4+
Large Wooden       5+
Small or Barrel/Cannister/Ammo Box      6+

Cover for a barricade of crates is calculated by taking the highest cover save of all the crates in the structure. A barricade containing a Large Metal Crate for instance starts with 4+, while one with no Large Metal but Large Wooden starts at 5+. Every additional crate in the structure adds +1 to the save, to a maximum of 2+.

ATTACKING CRATES
A unit may elect to fire on a crate, or a barricade as if it is another unit. The Armour Values of crates are as follows…

Large Metal           8
Large Wooden      6
Small or Barrel/Cannister/Ammo Box      4

When firing on a barricade the attacker may designate which succesful hits impact on which crate (all hits must be allocated before resolving them).

RESOLVING HITS
When a crate is hit, roll 2d6 on the Crate Impact Table. Each type of crate gets a modifier for this table as follows…

Large Metal           0
Large Wooden    +2
Small                    +2
Ammo Box/Barrel/Canister  +4

Using a flamer, melta or plasma weapon gives an additional +1

CRATE IMPACT TABLE (2d6)

2,3,4,5 – No Effect
6,7,8,9 – If a large crate, replace with a small crate, otherwise no effect
10,11,12 – Destroyed

If a natural double 1 or double 6 is rolled, the crate explodes with a Strength of 3, an AP of 5 and the standard blast template.

So yeah, there we go. Have fun kids!

Foolish 40k Ideas Number One – Servo Skulls

Skeletons. And Fire. And skeletons on fire.

If your Imperial Guard force includes an Techpriest Enginseer you may take up to three Servo Skulls at a cost of 30 points each.

WS BS S T W I A Ld Sv
Servo Skull 4 3 4 1 5 1

A Servo Skull moves as an independent model with a movement of 12″, following the skimmer rules. It may move in and out of cover without penalty and has the Scouts special rule. Servo Skulls count as HQ units and may not claim objectives. They may not join up with other units.

A Servo Skull carries no weapons and cannot fire or assault. It never has to take leadership checks, and in any circumstance where a leadership check would be required is assumed to have automatically passed.

If attacked in an assault a Servo Skull fights as normal, but any wounds it inflicts are ignored apart from for purposes of combat resolution. If victorious in a combat it may disengage and move up to 6″ in any direction at the end of the assault phase.

A Servo Skull is so delicate that it has no Armour Save, and can never receive one. However its small size and high speed grant it a permanent 5+ Cover Save, even when completely in the open.

Destroying a Servo Skull scores no victory points, however if all Techpriests in the force are removed as a casualties, all Servo Skulls are also removed. If all Techpriests are in reserve, all Servo Skulls must also be in reserve.

If a scattering weapon is targeted at a point within 6″ of a friendly Servo Skull, it rolls one less die for scatter. Being in range of multiple Servo Skulls has no additional effect.

So, that will either add some interesting strategic choices to the game, or break it entirely. Have fun kids! 🙂

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