Showing posts with label Wrath and Glory. Show all posts
Showing posts with label Wrath and Glory. Show all posts

Sunday, 13 January 2019

Aximillion and Friends - Kill Team Rogue Trader

Hello!

Hey, you know that cool boxed set that's been hyped up with the all the niche 40K characters including a Rogue Trader and their unusual allies, plus a swarm of Chaos enemies? No, not that one, this one! Yes, Kill Team Rogue Trader! Well, I painted it!



I'll be honest - I've no real intent on actually playing Kill Team, I was mainly sold on getting the set based on the cool trailer and of course Aximillion the Canid aka Goodest boy in the galaxy. I do have plans to use these models both in regular 40k (the Rogue Trader crew will be fun allies for the Explorator Fleet, while the big chaos boys will make good spawn for the Alpha Legion) and for playing Wrath and Glory (when the book eventually arrives!)



I painted the Gellarpox Infected first of the two teams, and I gave them a fairly rough, quick scheme of mostly drybrushing and washing. Partially because the little guys at least didn't really inspire me and partially because I wanted them to fit in with my existing chaos cultists and spawn which were painted in a bit of a hurry. For this reason I also wanted to paint them in a manner that wasn't so obviously Nurgle. In the end I think they turned out looking appropriately filthy, especially the big guys, who were a lot of fun to paint in an excessively messy manner.



I tried to put a bit more effort into Elucia Vhane and her crew, and I think I did a pretty good job on them. I chose the colour scheme based both on what would fit alongside my mostly orange Ryza Ad Mech without looking like they are the same organisation, and also inspired by some of the John Blanche concepts.







While I constantly change which mini is my second favourite in the set (currently Knosso Prond the Death Cult assassin), there is no competition for number one - it has to be Aximillion. I dream of him one day doing something epic like knocking the last wound off a Chaos Lord, but I'll be happy just to take him out for walkies on the battlefield every now and then.

So that's the set, I hope you like them. I'm happy with how they came out, if not the camerawork. So I'll leave you with a few more pics that I messed with for all of 30 seconds...











Wednesday, 1 August 2018

Wrath and Glory: Blessings Unheralded - 'Review'

Hello!

As you may have read here, I was planning on writing a bit of a report of my session running Blessings Unheralded, the Wrath and Glory introduction adventure. This was both my first go at Wrath and Glory (obviously, at the time of writing the full game isn't even out yet) and also my first go at running a pregenerated adventure module, rather than making up my own content. I'm going to split this into three parts. The first is what I and my players thought of the game itself. Secondly I will 'review' the module itself. Finally there will be a little write up of what happened in the session itself. Obviously this last section will contain spoilers, so if you are going to be playing in the module, don't read that bit!


The Game

The response to the Wrath and Glory system was largely positive. At the start two of the players had declared that they didn't like dice pool systems, and one had never played a pen and paper RPG, so I think we gave the game a fairly tough task to win the group over. I'm pretty sure I got a fair few things wrong, but the players still picked up the core mechanic pretty quickly and felt confident enough to make use of the titular Wrath and Glory resources during play without too much prompting from myself. Most of the group is used to D&D 5E so it felt complicated to begin with but I think we all thought by the end that it was actually quite straight forward.

The group consisted of 4 LARPers, which definitely helped given the narrative focus of the game. Everyone loved the character objectives, and by the end all of them had been achieved. The group also made good use of the ability to spend a Wrath point to make a narrative declaration, which to my mind made running the game more fun and cooperative. We also had an interesting use of the Inquisitorial Acolyte's ability to call in a favour from their Inquisitor and had the Guardsman use their ability to take a bullet for someone. It was nice to see this stuff coming into play rather than just being an optional, often sidelined bonus like the Inspiration mechanic in D&D.

In terms of balance, it did seem like the four characters the players chose were roughly even in terms of their abilities. The mob mechanic made mowing down chaff enemies simple enough for all the characters while the ability of named enemies to use Ruin to soak or perform special abilities makes them feel like a threat. The battles took a while to resolve but I'm pretty sure this would speed up with experience, and was still considerably quicker than the old Dark Heresy calculators at dawn style.

Of course, it's not perfect. If I have to pick the nits, there are some mechanics that are confusingly or just unimaginatively named. The Wrath dice, for instance, does not generate Wrath, while 'Soak' to turn wounds into shock feels a bit phoned in. There are a few things that are not entirely clear, and several rules are suspiciously missing from this version. Some of the mechanics do feel a bit too gamey - to go back to 'Soak', the option to turn wounds into shock is usually the correct one to take, but not always. It's hard to imagine what this represents in the game world - is the Guardsman taking a split second to decide if they should block the blast from the grenade or just take it on the chin? We also noticed that the players racked up a massive pile of Glory, ending the session with 5 or so still in the bank. I'm not sure if there is supposed to be a limit to how much they can accumulate, but I couldn't find it if there is. Having that much doesn't make the resource feel very special.

All things considered, we liked the system and all of the players said they'd play it again. Most of them agreed it was stronger than the Dark Heresy system and personally I'm pretty set on purchasing the book when it becomes available.


The Module

Though we all had fun with the system, I found the module a little difficult to follow. In my preparation I drew out a flow chart of probably events, but that largely went out of the window. The adventure starts with a nice little combat to show the players the ropes, with enemies hopelessly outclassed. Though it is a bit convenient that things kick off as soon as the players arrive, it does set the scene and immediately got the players' heresy senses tingling.

After the opening there is an investigation section. The players meet a number of NPCs, each with some information to help or hinder them. The named NPCs are quite interesting characters, and in spite of my fears the players picked up on several clues and were able to work out more or less what was going on without me just feeding them hints. This section ran quite well for us but I still feel it was the weakest section as written. We went off script a fair bit and missed some of the content, which is all fine, that's player agency at work. However I did find it quite hard to find relevant information sometimes, because either it wasn't there or it was given as information from specific NPCs that the players might never meet or think to talk to.

The final part features a race against time to stop the bad guy doing an evil thing. The module calls for a cool GM trick to be used here, which immediately put the players under pressure. The final battle is relatively forgiving for the players as written, but it is quite easy for the players to 'win' but get the 'bad ending'. The boss has some interesting abilities, but I did have a problem with his stat block - his Weapon Skill and Ballistic skill did not seem to be listed. As I understand it there is a 'default' stat to use for everything unlisted, but it feels like the ability to shoot and slice the players shouldn't be merely 'default'. I'm not entirely sure I understand how it's supposed to work, but I'm pretty sure I 'cheated' and made the boss a fair bit more skilled than as written, though in the end it provided some dramatic moments so I absolutely do not regret it.

As a little aside - it was noticed that the majority of the pregenerated characters are women. Neither I, nor my players, saw any problem with this. I'm sure there are some for whom this might be an issue, but aside from the Space Marine and the Sister of Battle, the gender identity of the characters is entirely irrelevant to the adventure so if a player really wanted to, they could easily just play the female characters as male or vice-versa. I've also heard a bit of criticism on the internet about the artwork for the game and how it looks a little more cartoony and less grim-dark than normal, and a slight fear that this would be continued in the actual content of the game being more 'sanitised' than the 40K universe is generally portrayed. This adventure definitely features a good chunk of grim darkness, so I think it's pretty safe to say those fears have not been realised.

Overall the adventure was ok. Some good bits, some not so good. As a way to learn the system it worked, but personally I think I will stick to homebrew content in the future.


The Session (SPOILERS!)

Our heroes, Sergeant Gael Harden, Battle Sister Henna Orten, Lady Yyrmalla Aleretta and Commissar Victoria Linn travelled to St Deploratus' Sanitarium on the world of Enoch to retrieve their injured colleague Adept Genevieve Parker. Upon arrival at the medical facility they were immediately set upon by a group of Poxwalkers!

Sister Henna Orten fired her bolter into the mob, praising the Emperor while destroying his enemies. The group made short work of the foe, Gael finishing the last one with a bayonet to the head just as the hospital security forces arrived. Lady Aleretta immediately flashed the badge of the Inquisition and took control, calling upon her Inquisitor to lock down the facility with a cordon of enforcers. (GM note: this already caused things to go 'off script'.) She also checked the security cogitators to find the Adept Parker had been moved to the Exotic Diseases ward.

Upon arriving at the ward, the group found the patients suffering from a mysterious disease, Abacys Syndrome, causing them to lay unresponsive while constantly chanting random numbers. Adept Parker had also contracted the disease. The group spoke with the medicae workers, as well as Tech Priest Philanon, to find out information about the disease; the first patient was an Astropath, around 20 patients have already died, and there is no obvious pattern to those infected. They quickly became suspicious of the head of department, Willem Konig, who was not yet at the hospital. (Given that the place was in lockdown it would be difficult for him to come back to work and get interrogated.) Aleretta suspected there was a pattern to the random numbers, and convinced the tech priest to help compile and crunch the numbers.


The group took a visit to the morgue where they would allegedly find the quarantined bodies of the deceased. While investigating bodies outside the quarantine zone Sergeant Harden managed to suffer a complication and lose a finger to the bonesaw of a mindless servitor. They found the quarantined bodies mysteriously missing. Aleretta noticed a security camera (using a Wrath point to make a narrative declaration) and hacked into the system, finding footage of the Poxwalkers walking out of the morgue, unnoticed by the servitors. Pushing further into the system (by shifting 6s) she found that the security forces did not have access to the footage, it was locked to heads of department, such as Konig.

After returning to the ward, the group consulted with the tech priest. Together they worked out that the numbers could be translated into Lingua-Technis. It corresponded to a high level security code - the kind that might be used by the nearby food processing and distribution plant. Suddenly all the chanting patients fell silent. The group rushed to the corridor, to find a number of patients getting up and walking to the entrance, including Adept Parker. The now mindless patients are gunned down, the group saving Parker with Gael Harden's field medical experience. (A couple of shifted sixes kept her alive and sedated, for now.)

Outside, unknown to the group, Konig had arrived and, finding an Inquisitorial cordon, he decided to move on his plan, heading to the food distribution facility. The clock was ticking. (Literally - at this point I put a 30 minute timer on the table as suggested in the module for the start of act 3.) The group quickly left the hospital on Konig's trail. Entering the facility, Harden used the auspex to quickly locate the foe, and battle was joined.


The sight of heavily corrupted Poxwalkers gripped the group with fear, but they fought on regardless, Commissar Linn barking threats of execution to any who faltered. Sister Henna blasted an explosive barrel to kill a number of the chaos creatures (narrative declaration at work.) Konig fired on Aleretta, but Harden took the bullet. Aleretta leaped over a fallen beam (another declaration) to reach Konig, but took a brutal blow from his filthy chainsword. Sister Henna moved in and distracted Konig, allowing Aleretta and Gael to rain blows down upon him and finally kill Konig with a bayonet in the gut, before he could infect the water supply.

With the day won, the group returned to the hospital, finding all the Abacys patients dead, including Adept Parker, who died clutching her silver Aquila.

Friday, 27 July 2018

Preparing Blessings Unheralded - Wrath and Glory Intro Adventure

Hello!

I don't think it's a surprise to anyone that I like a bit of 40K. I also play a lot of D&D. So when I heard about a new 40K based RPG with a focus on narrative and streamlined mechanics, I got all excited. I have played several previous 40K RPGs from Fantasy Flight Games, mostly Dark Heresy, and to be fair, had a lot of fun with them, but I always found the mechanics somewhat obtuse. When D&D 5E came into my life I pretty much abandoned the FFG games.

Wrath and Glory (by Ulisses), is something that looks much more to my liking. Having followed bits and pieces over the internet, including the rather spiffing comic features on the Warhammer Community, I find myself liking almost all of the design decisions made for this. I'm pretty much ready to love this game already, however RPG books are expensive and I've not gone full irrational fanboy just yet. What I really need is to try the game for a session or two first...


Enter Blessings Unheralded. An intro adventure that was until recently available to download for free. (It's now available for around 4 dollars from DriveThruRPG - other RPG PDF sites are available). I've managed to arrange to GM the adventure on Monday for a group including my wife and her LARPer buddies (NERDS!). So I've been spending a fair amount of time reading through the rules and the module and making notes, printing character sheets etc.


Most of the basics of the game rules seem to be in here, which seem quite nicely designed. Nice, simple, flexible core mechanics and enough complexity in options that I'm sure it'll cover most of the ideas the players have for creative ways to kill stuff. I personally am very interested in the character creation/tier system that seems exceptionally wide in scope, but none of that is in here yet so I'll have to trust that it will be good. The characters that are in here are rather well fleshed out though, with multiple special abilities and gear and a nice lump of background, including a really cool mechanic for objectives. Essentially the players roll a D6 at the start of the session, and consult the objective table for their specific character. The objectives are all narrative, for example Commissar Victoria Linn (who will be played by the wife - read into that what you will) has an objective that calls for her to threaten to execute someone for cowardice. Achieving the objective will grant an in game resource called Wrath that can be used for rerolls and other bonuses. It's a similar but more defined system to the Inspiration in D&D 5E.

(Image stolen from here)

The biggest issue for me will be running the adventure itself. I've never actually run a pregenerated adventure before, I've always made up my own stuff (with various degrees of success) so this is a little intimidating. I've read through it a couple of time and drawn myself a handy flow chart to get through it, so I'm doing my homework. I even found and listened to a recorded play through on Youtube - run by someone called ELH Mk 1 (who mostly seems to play Star Trek Adventures). Obviously if you are planning on playing the module, spoilers are found here!

My initial thoughts on the adventure is that it is quite well put together, with a nice investigative segment and some appropriately scaled fights, but does require a certain amount of 'bad stuff kicks off just as the PCs happen to turn up' which to me breaks the immersion a little - though perhaps it will be less noticeable to the players. As a pregen for a one shot it is naturally a bit railroady and most of the investigation just 'happens' when the players go to the right places, but I figure this will not be an issue if the players are proactive with their decisions, and if they are not then it's nice that they won't just be sitting around twiddling thumbs until things happen. I'm also happy to go off the rails if the players come up with some crazy ideas - which, let's face it, they probably will.

So I'm looking forward to Monday night. At this stage I'm nearly sold on the game, so I guess marketing works? I'll be back to post my 'review' of how the session goes sometime next week. Stay tuned!