Showing posts with label 40K. Show all posts
Showing posts with label 40K. Show all posts

Monday, 13 October 2025

Sci-Fi Squad Hammer games, rule additions, and terrain

It has been quite some time since I last had any of my Warhammer 40K collections on the tabletop for a game. In recent months, my Star Wars Legion forces have been my focus for my sci-fi gaming, they are the new and shiny project at the moment. For my Star Wars games, I have been using the Squad Hammer Core rules. These provide an enjoyable and flexible set of rules for my solo sci-fi wargaming, and I thought I would give the rules a go with my Warhammer 40K forces.

Space marines advance. One of the last factions I painted more than a decade ago.

For a number of years I collected Warhammer 40K and I have quite a few armies to choose from:

  • Ultramarines
  • Sons of the Sword Space Marines (a chapter of my own creation)
  • Necrons
  • Orks
  • Tyranids
  • Tau
  • Chaos Space Marines
  • Imperial Guard

For my game, I chose the Sons of the Sword Marines and Necrons. Playing on a 4' x 4' tabletop, I kept things small and manageable, with each side fielding around seven to nine units.

After the first game, I started thinking about how to bring more of a 40K narrative to the tabletop by incorporating some of the special rules that give each faction its character. My initial idea was to use chance cards, but I decided instead to create some army-specific tables to roll against.

A player could spend one of their orders to roll on their faction’s table. In the Squad Hammer Core rules, players get to roll two D6 and choose the higher result when determining how many units they may activate that turn. With forces of about seven to nine units per side, sacrificing one order to roll on a chance table felt like an interesting and hopefully balanced trade-off.

To capture the right feel and narrative for each army, I delved into my old Space Marines and Necron codexes. They are not the latest editions, I bought them more than fifteen years ago when I was collecting them and occasionally playing using the official 40K rules. They provided plenty of inspiration for some special rules and abilities I wanted to include.

Some of my old Codexes which still sitting on the book shelves. I particularly like the front cover of the Necron codex, very atmospheric.

Below are the initial special rule tables I used. If an order is used for a special rule, a player rolls a D6 and consults the table to determine which special rule will be used. The rules allow units in some cases to make an extra action in addition to any order they receive during the turn. A roll of 1 always results in a wasted order. 

Space Marine Special Rules Table:

  1. Communications Disrupted – The order fails to get through.
  2. Bolter Discipline, Brothers! – The Emperor steadies their aim. Add 1 to all target acquisition dice rolls.
  3. Advance, Brothers! – One unit may make a free move or charge.
  4. By Bolt and Blade! – One unit may make a free shot.
  5. The Emperor Protects! – One unit of the player’s choice may remove 3 hits.
  6. Storm from the Heavens! – A gunship screams overhead. Select one enemy unit within range of a friendly unit; it immediately takes D6 hits as strafing fire rakes its position.

Necron Special Rules Table:

  1. Signal Interference – No special orders are issued.
  2. Advance of the Deathless – The silent ranks glide forward without pause. All warrior units may make a free move, but cannot charge.
  3. Resurrection – One unit of the player’s choice may remove 3 hits.
  4. Disruption Field – Enemy units cannot return fire during this Necron player's turn.
  5. Veil of Darkness – A unit within one bound of a Necron Lord or Monolith may deep strike anywhere on the tabletop. Use scatter dice to determine the exact position.
  6. Death from the Skies – A Doom Scythe appears overhead, its death rays slicing through the air. Select one enemy unit within range of a friendly unit; it immediately takes D6 hits.

After a couple of games, I decided to add another twist to the special rules (which I had started to call Special Tactics). A player could now spend two orders instead of one to roll two dice and choose the special rule that best suited their situation. If doubles were rolled, they could be rerolled.

A game underway.

In addition to playing a few games, I took advantage of a very wet weekend to paint up some cheap Halloween skulls I had purchased a while ago for a couple of dollars. The intent was to use them as scenery pieces for my sci-fi or fantasy games. 

The original skulls sanded and gaps filled.

Painted grey, with a couple of washes added before they were dry brushed with a light grey and bone colour.

I did consider mounting the skulls on bases, but leaving them loose gives me far more flexibility in how they could be used. For example: singly with rocks piled around to block line of sight, grouped together as a larger terrain feature, or by carefully placing the rocks they can be used to create a vantage point for a unit.

Three skulls with rocks piled around to create a large feature.

Placed individually to create blocking terrain or objectives.

Additional rocks can be added to create a platform that can be used as a vantage point for snipers.

Next I will be adding some psychic rules as I hopefully get other W40K armies on to the tabletop.

Sunday, 7 January 2018

Time for some more terrain

For my first project of 2018. I want to finish off making and painting the Necromunda miniatures I purchased las year as part of GW's Necromunda boxed set. I have already painted a few, so it should be a smallish project, while try and figure out what will be my major project of 2018. My old ECW collection, painted in random styles from when is was 15 years old and never finished, is the front runner.

Anyway, less about plans and back to some doing stuff. Most of my Warhammer 40K terrain has ruins rather than actual buildings. So I am adding a few intact buildings for the Necromunda miniatures, and decided to start with some very simple containers for a run down space dock.

A piece of timber (1 3/4 inch by 2 1/2 inch) was cut to size and corrigated cardboard from the local art shop was stuck with PVA glue to all the sides.
Cardboard (from a biscuit container by the looks of it) was cut out, scored and bent to cover all edges of the container..
The containers were then painted with a light grey from a sample pot (picture missing of this). A much cheaper option than model paints. Once this was dry, watered down colours were quickly washed over the grey. The containers begin already weather that way.

Now to add some, or a lot of, rust. Dark brown was quickly and randomly dabbed on with a focus on the container corners. Once dryish, this was followed by smaller a dabbing of orange over parts of the brown.  
A Steel/Silver colour was then dry brushed on to the rusted areas and edges of the containers.
While all this painting and waiting to dry, I was able to complete a small skirmish game with 5 figures per side. The rules used are some house rules. I had been using a Fistful of Lead rules, but found the card mechanism not so good for solo playing. This lead to a change in the activation mechanism, which in turn lead to a change in combat, and before long the house rules were quite different. More posts on them next week I suspect.

A game in progress while paint was drying
The finished containers with some models for scale.

Sunday, 20 August 2017

A Fistful of Lead Reloaded with a W40K setting

The release of Armageddon the Shadow War by Games Workshop got me thinking about doing some skirmish level wargaming with my 40K models. I knew I had no desire for an overly detailed set of rules and so started to look out for some alternatives.

So when a few weeks back when Wargame Vault had a sale I took the opportunity and purchased the wild west ruleset A Fistful of Lead Reloaded for less than $10. They sounded like a fun set of rules and from some of the reviews I have had read, and a couple of game reports had them adapted and used them in a sci-fi setting.

Playing on a 4 foot by 3 foot area.

To begin with I stuck with most of the rules, the only major amendments were with the to wound table, where I subtract 1 or 2 from the dice roll depending upon a figure's armour. For example, -1 for space marine armour and -2 for terminator armour. Then adding to the to wound dice roll if the weapon is a power weapon such as a plasma rifle.

Add caption
In the four games played I have found the rules are quick to play and enjoyable. I now need to come up with a mini campaign for a few games during the week.

Rebel troops prepare to engage terminators

Tuesday, 25 April 2017

A mixed weekend of gaming, rules, conversions and painting

I ran out of time to do a post this past weekend. I was happily playing some test games to help finalise some Sci-Fi rule changes before writing up my notes. At the same time while pondering the rules I continued to paint up the 19th Century Imagi-Nations units, and also tried out a couple of conversions for a future Napoleonic project.

Imagi-Nation Painting
The painting of my Imagi-Nation units continues with one more infantry unit completed and a unit of dragoons on the painting table close to completion. In the next week (or two) I hope to start playing a game using rules based around Neil Thomas' One-Hour Wargames and Wargaming 19th Century rules.

Infantry in line

Sci-Fi Rules and Games
A few weeks back I posted about the activation approach I am using with these rules (link). With the activation mechanism settled, this weekend was spent trying to work out the combat rule mechanism.
  1. The attacking unit selects the weapon type best suited for the attack. This represents the primary weapon used by the unit in an attack. (Units can carry multiple weapons.)
  2. Roll the number of dice for the attack dependent upon the weapon and type of target. The more powerful the weapon or suitability against the target the more D6 are rolled.
  3. Select the highest scoring D6
  4. Subtract the units armour value (AV) from the highest score. Any remaining value is the number of hits a unit has taken. Lightly armoured troops have an armour value of 2 and heavily armoured troops (and vehicles) have an armour value of 4.
  5. Remove models from troop units or place damage markers on non-troop (vehicle) units.

When an attack is declared the defending unit can, if in a terrain square, choose to take cover and use the terrain cover value for it’s armour value. (Soft cover is AV=3 and hard cover AV=4.) 
The downside of taking cover is the unit becomes pinned and will need to use a move action to remove it. 
I did consider adding 1 to the armour value, but prefer this approach as it forces a decision to take cover. As a solo gamer this adds to my involvement in the game by causing me to make decisions (do I reduce casualties at the expense of movement in the following turn?)
As can be seen from the armour value the most hits on a lightly armoured unit (AV=2) is 4 with a roll of 6, and for a heavily armoured unit (AV=4) 2 hits would be sustained. Units have a maximum of 5 models or 5 hits for non-troop units (vehicles or big monsters).
W40K Tyranid forces attack Space Marines
Lightly armoured Tyranid units use cover to advance
As I write this post I am halfway through writing up the rules. I hope to post them with some example pictures to help with explanations next week.

Future Napoleonic Project
As I get closer to finishing my 19th Century armies I will have a number of ACW figures remaining. If I convert these and combine with some plastic Napoleonic Spencer-Smiths, I should be able to field two forces (a mix of cavalry, artillery an infantry) for some One-Hour Wargaming style games with units on single bases.

French Line Infantry - formerly ACW 
Green stuff used to create the shako - the only modification
I will be painting them to represent (as best as possible) campaign style uniforms. These are simple figures with few details so the campaign style dress is the best fit and will be quicker to paint.

Basing will be 3x4 inches

Wednesday, 18 January 2017

Second 6x6 challenge SciFi game

I have now completed my second 6x6 game challenge using Scenario 12 from One-Hour Wargames - "an unfortunate oversight" for the game setup. To cater for some unit movement range the depth of the map was stretched placing the objective a communications array further away.

Narrative to the game...
Having suffered a setback when ambushed while advancing towards the mining colony X374 on the world of Dranus. The Space Marine command assembled another force with ordered to push on towards X374. They found a Necron force encamped around the colony buildings. Under cover of the atmosphere storms which typically ravage planet an advance party of scouts identified a suitable and undefended crossing over a lava river.

Some units involved...
Some example units with there stats for the rules used (see tab at top of blog) and an opportunity for some close up pictures of the models themselves.

Dreadnought
Moves 1 square, attack range 3 squares, armour is 11 and has a power weapon.


Landspeeder(s)
Moves 3 sqaures, attack range 2 squares, armour is 11 and one had a blast weapon and the other an assault (rapid fire) weapon.


Scouts
Moves 1 square, attack range 2 squares, armour is 7 and with sniper rule.


Psychics
Moves 1 square, attack range 2 squares, armour is 9 and with psychic attack rule (3 squares).


Tactical Squad (command section)
Moves 1 square, attack range 2 squares, armour is 8, with veteran and power attack rule.


Tactical Squad (support section)
Moves 1 square, attack range 3 squares, armour is 8 and with power attack rule.



Terminator Squad (leader)
Moves 1 square, attack range 2 squares, armour is 9 and with blast attack rule.



Assault Squad
Moves 3 squares, attack range 1 square, armour is 8 and with flamer attack rule.


The game in pictures...
Game setup with the Space Marine objective (communications array) in the foreground
Necrons quickly redeploy units to defend the communications array
First Space Marine casualties as their support arrives
The first wave of the assault begins
Necrons hold their ground while the Space Marines regroup
Psychic unit moves towards the buildings to hold Necron units there
Accurate Space Marine shooting allows a final and successful assault

Summary of the game
The Space Marine attack was a bit slow off the mark, but did capture the objective in the end. The two Landspeeders proved to be very useful after their destruction by providing cover for the advancing units behind them.

A couple of attacks on the colony building complex by the space marine tactical squad, while unsuccessful, were sufficient to occupy the Necron units and stop them from moving to defend the communications array objective.

With a couple of successful attack dice rolls at the end by the Necrons could have easily swayed the fate of the game to them. So a close game and played to a conclusion in 30 minutes. I am quite liking these rule mechanisms from the on Tank on Tank board game and the speed at which they play, which seems quite appropriate for units armed with powerful weapons and speedy vehicles.

Most rule mechanisms are working. Troop units suffer badly when caught in open and try to move from terrain to terrain. Failed assaults are punished as attacking units get left in exposed in the open.

A couple of modifications to the rules for the next game.

  1. Psychic range is always 2 squares for powerful psychic and 1 square for weaker psychics.
  2. I am going to try a D12 rather than a 2D6 when making attacks to even out the changes of a hit.

Unit of the game is going to the Dreadnought who's supporting attacks reduced Nercon units to smouldering wrecks towards the end of the game and paving the way to a Space Marine victory.

Sunday, 15 January 2017

Space marines vs. Necrons Battle Report

Sergeant Rostoc of the sons of the sword space marine chapter has been entrusted with an armed reconnaissance mission. Better known to us as Flank Attack (1) from One-Hour Wargames. His forces are to push though on the road to colony X-374 which dropped off the grid a few days ago.

A force of Necrons is waiting for any who would travel down this road. They have units strung out across the road and hidden in the alien vegetation to attack on the flank of any on the road. So on to battle using the forces described in the previous post.

Turn 1

The first activations were with the Necrons as they are the one's laying in wait. They quickly eliminated one of the oncoming jet bikes. Who returning fire to cause a destroyer to be shaken. 

Surprise attack has one jet bike in flames

Turn 2

The Necrons recovered their shaken destroyer and placed a warrior squad into overwatch once it had reached cover of the shell craters broken ground.

The jet bikes continued to shoot at the destroyers causing another shaken result. Sergeant Floric with his flamer squad disembarked from the Rhino APC using his free AP as a veteran. Then the squad went on to eliminate the heavy destroyer with automatic advancement into the vacated square.

The start of Sergeant Floric's heroic rampage

Turn 3

Nercon forces continued to focus their attacks on the two remaining jet bikes causing one of them to be shaken.

The Space Marines jet bike was quickly recovered and Sergeant Floric's squad continue their advance which resulted in the elimination of a warrior squad. With supporting fire from their Rhino APC there was no stopping them!

Attacked by flamers which ignore cover the warrior unit is eliminated

Turn 4

Necron units concentrated their shooting efforts again on the jet Bikes. This time with success and another one was eliminated. The overwatch unit of warriors lending their support to the attack. 

The flyer unit entered the fray and attacked Sergeant Floric's squad without success.

Nercon flyers attack on 2 AP
No Necron flyers were going to stop Sergeant Floric's heroic charge. Within a blink of an eye they succumbed and were a blazing set of wrecks. Alas, this event was not captured on camera (I was obviously too absorbed by the action).

Emboldened by success, Sergeant Rostoc charged out of this Razorback APC attacking the scarab horde, halving their number (hordes take two hits in the rules).

Turn 5

Necron attacks had no effect. With support from the remaining jet bike and the Razorback, Sergeant Rostoc's squad charged and eliminated the remaining scarabs. Meanwhile, the unstoppable Sergeant Floric continued has rampaging charge and eliminated the Nercon warlord. Then moved into the vacated open ground.

Turn 6

Revenge for their lost warlord the Necrons eliminate in a devastating show of shooting the last jet bike and the heroic Sergeant Floric who was caught in the open. 

The last Space Marine squad, containing a heavy bolter, disembarked and took up position on the rock outcrop to gain an addition square to their attacking range.

Taking up position on a rocky outcrop

Turn 7

With reducing number Necron warrior units make sure they are in cover and the destroyers moved up in line for their final attack. 

Sergeant Rostoc and his squad chance it and advance into cover and attack one of the advancing destroyers. The attack was partly successful with a destroyer being shaken.

Sergeant Rostoc chancing his arm

Turn 8

Necron attacks were focussed on Sergeant Rostoc's squad which they successfully eliminated. The Space Marine force is now in dire straights.

A Necron victory is at hand!

Turn 9

The elimination of the Razorback APC saw the remaining Space Marine squad retire.

After Game Thoughts...

The rules provided a reasonable and close result. They took 30 minutes to play in my estimation if I take out time spent making notes for this post.

I will be treating missile launchers (Sergeant Rostoc's squad had one) as a blast weapon when coming up with unit details in the next game.

Man of the match was an easy decision - Sergeant Floric and his squad for their advance.

So the first game of the 6x6 challenge ends, and a thank you to Kaptain Kobold for proposing the challenge idea (here).

Saturday, 14 January 2017

Beginning the 6x6 gaming challenge

I have finally been able to get around to the 6x6 gaming challenge (see here for info). There were a few options to go with Dark Ages and Hundred Years War, but I still have a little bit more preparation to start a series of games for these periods. So to start I am starting with a few SciFi games using a variation on Tank on Tank board game rules (downloadable here) and my variation is available on the tab above.

In a series of games, 6 in all to meet the challenge criteria, I am following the trials of Alpha company of the space marine chapter sons of the sword. They have been sent to an outer rim mining planet to investigate some odd going ons on the world of Dranus. Upon their arrival the world authorities are trying to contact the mining colony of X-374 which has worryingly ceased all communication. All attempts to contact them have been unsuccessful.

Sergeant Rostoc has been entrusted with an armed reconnaissance mission to push though along the road to colony X-374 while the remaining units of Alpha company disembark. Unbeknown to the good Sergeant a force of Necrons is waiting ready to launch a flank attack on any trying to move down the road.

The scenario is based upon Flank Attack (1) from One-Hour Wargames and fought out on a 6 inch gridded tabletop.

The forces involved...


Sergeant Rostoc and his command squad (move = 1, range = 2, armour = 8, troop unit, leader, power weapon). Behind is his transport a Razorback (move = 2, range = 3, armour = 11, non-troop unit, power weapon).


The reconnaissance force has the support of Corporal Lutek on his jet bike (move = 3, range = 2, armour = 10, non-troop unit, veteran, power weapon, skimmer). He is supported by two companions (move = 3, range = 3, armour = 10, non-troop unit, skimmer).


The final part of this little force is Sergeant Floric and his section riding in a Rhino APC. Sergeant Floric is commanding the flamer squad. As a veteran he will get a free action and can move the squad up quickly into the enemy (move = 1, range = 2, armour = 8, troops, veteran, flamer). The other squad will provide fire support with the heavy bolder (move = 1, range = 3, armour = 8, troops). Both squads are transported in the Rhino (move = 2, range = 2, armour = 11, troops).

They face a small, yet powerful, Necron force with two warlords...


The first warlord above with a unit of pariahs (move = 1, range = 2, armour = 9, troops, leader, power weapon) and three warrior squads (move = 1, range = 2, armour = 8, troops).


The second warlord (move = 3, range = 2, armour = 10, non-troop unit, leader, power weapon, skimmer) leads a couple of destroyers (move = 3, range = 3, armour = 10, non-troop unit, skimmer) and heavy destroyer (move = 3, range = 3, armour = 10, non-troop unit, power weapon, skimmer).


In support is a unit of scarabs, you can ignore the old style wraith he is making up the numbers and I like the model because it looks so sinister (move = 2, range = 1, armour = 7, troop unit, horde).


Finally, starting off-table in reserves, is a unit of Necron flyers (move = unlimited, range = 2, armour = 9, troops).

The game is set up and ready to play - more on my next post.
Stand and deliver?

A flank attack lays in wait