Tomorrow’s War: DOOM

An army list I wrote for use in Tomorrow’s War. If you’ve bought a box of Maelstrom’s Edge, this’ll let you use the Epirian models (hopefully converted!) as Doom marines.

I nearly wrote accompanying rules for demons, but I started work on FRAG and have concentrated on that. Please note that these rules haven’t actually been tested on a table yet

United States Space Marine Corps (Doom Marines) Platoon
Troop Quality: d10-d12
Morale: d12
Confidence: High
Tech Level 2+
Armour: Light (1d)
Supply Level: Abundant

Special Qualities: Close Combat Monsters, Hard-to-Kill (d6), Old School, Pain Resistant

 Platoon Organisation
           1 Command Squad (5 marines)
                       Officer
                       NCO
                       x2 Engineer (breaching tools, drone interface, communications equipment)
                       Medic

           1-3 Marine Squad (10 marines)
                       Squad Leader
                       Support weapon user
                       x2 Fireteam
                                   Fireteam leader
                                   Support weapon user
                                   x2 Marine

Marines are armed with battle rifles and pistols. Squad leaders may use pistols or shotguns. Support weapon users may equip chainguns, rocket launchers, plasma rifles, or the fearsome BFG 9000.

The command squad may split and join other squads.

One marine per fireteam may add an underslung grenade launcher to their battle rifle, giving +1FP dice per attack.

Options
Mega-Armour
: May upgrade the command squad to defence 2d.
Heroic
: By default the Lt and and ‘Sarge’ are TQ d12. Up to 3 non-command staff may also be upgraded to TQ d12; these units may equip non-standard equipment such as shotguns, super shotguns and/or chainsaws.

Wargear
Pistol (TL2 TST pistol, AP1)
Battle Rifle (TL2 TST rifle, AP1)
Shotgun (TL2 TST shotgun, AP1)
Super Shotgun (TL2, TST shotgun, AP2, cannot attack outside of  Optimum Range)
Chaingun (TL2, medium support weapon, AP3 / AT 1 (L),  Intimidating)
Rocket Launcher (TL2, medium support weapon, AP3 / AT 2 (M),  Intimidating)
Plasma Rifle (TL3, ESW, light support weapon, AP2 / AT 2 (L),  Intimidating)
BFG 9000 (TL3 ESW, heavy support weapon, AP4 / AT 3 (M),  Intimidating)
Chainsaw (TL2 close combat weapon +1d)

Support Drones (non-canon)
All drones are controlled by marine engineers who operate them remotely via their command uplinks.

If left without a controller marine drones will enter sentry mode. Nearby marines can ‘claim’ uncontrolled drones by entering base contact with them. The drone will then join the marine fireteam as an escort, adding to team firepower.

Marine engineers with command uplinks can activate them remotely from anywhere on the board. The engineer and his bots benefit from the grid.

Spider Drone – TL2 dumb bot. (TQ d8 unless controlled)

Heli Drone – TL2 dumb bot, ignores terrain due to hover movement (TQ d8 unless controlled)

Light Warmech – TL2 smart bot (TQ d8, fixed morale d10)

Heavy Warmech – TL2 smart bot (TQ d8, fixed morale d10)

Heavy Warmechs count as Power Armour in addition to being a smart bot. This adds the following rules to the usual smart bot rules:

Intimidating to non-power armoured troopers.
Enhanced strength (count all weapons as one class lower than usual for movement)
Possesses close combat weapon
Close Assault Monster
Contributes a full initiative dice as if an armoured vehicle

Drone Wargear
Drone support gun (TL2, TST, AP2)
Light Mech Rail Rifle (TL2, ABW, light support weapon, AP2, AT2 [L])
Light Mech Flamethrower (TL2, flame-thrower)
Heavy Mech MMG (TL2, TST, medium support weapon, AP2)
Heavy Mech Autocannon (TL2, TST, medium support weapon, AP2 AT2 [L])
Heavy Mech Energy Cannon (TL3, ESW, medium support weapon, AP3, AP2[M])
Heavy Mech Shoulder rockets (TL2, medium support weapon, AP3, AT3[M])
Heavy Mech Shoulder multi-missiles (TL2, light support weapon, AP3, AT2[L])

Energy Support Weapon Rules:
Team Firing: Ignore 1d of infantry target’s armour or cover.
Split Fire / Weapon Team Effects: +1FP, -1 to reaction tests (all), ignore 1d of target armour/cover (TL2+), ignore a additional die of target cover / armour (TL3)

Personality – The Doom Slayer (Doom 4)
d12/d12, high confidence, armour 3d (TL3), abundant supply

Special Qualities: Advanced Life Support, Close Combat Monster, Dreadful, Hard-to-Kill (d8), Intimidating, Jump Infantry, Pain Resistant, Old School

TL3 Power Armour: Intimidating to non-power armoured troopers, enhanced strength (count all weapons as one class lower than usual for movement), close combat weapons, contributes a full initiative dice as if an armoured vehicle.

Counts as a two model team in close combat (for the purposes of determining outnumbering and close combat attacks). Since the Doom Slayer counts as a two model team armed with close combat weapons and possessing the Close Combat Monster quality, he rolls 5d12 in close combat.

Tomorrow’s War Army List: The Gempire

A sample army list for Tomorrow’s War using the miniatures shown in my previous post.

The Gempire
The Gempire is a race of imperialistic gem-themed aliens with a strictly defined social structure. This harsh feudal structure dictates the life of every gem from the lowliest ruby to the highest diamond.

Gempire Platoon
TQ: d8-d10
Morale: d10
Confidence: High
Tech Level 3
Armour: Typically 2d
Supply Level: Medium
Special Qualities: Caveman CASEVAC

Light Infantry – Ruby Team (units of 4-6)
TQ: d8
Morale: d8
Confidence: High
Armour: Hard (2d)

Veteran Leader – Amethyst (solo officer, or units of 2-4)
TQ: d10
Morale: d10
Confidence: High
Armour: Hard (2d)
Special Rules: Augmented CC Weapons (+1d in assault), Hard-to-Kill (d6)

Drone Technician – Peridot (0-1 Peridot, 0-6 drones)
TQ: d8
Morale: d8
Confidence: High
Armour: Hard (2d)
Special Rules: Drone Operator / Drone Mechanic, Hard-to-Kill (d6)

Peridot Robonoids
TL3 dumb bots with TL3 pistols.

Very Heavy Infantry – Jasper (solo)
TQ: d10
Morale: d12
Confidence: High
Armour: Powered Armour (3d)
Special Rules: Counts as Power Armour*, Augmented CC Weapons (+1d in assault), Hard-to-Kill (d8)

* Intimidating to non-power armoured troopers ; Enhanced strength (count all weapons as one class lower than usual for movement) ; Possesses close combat weapons ; Close Assault Monster ; Contributes a full initiative dice as if an armoured vehicle.

Jasper Weapons:
Heavy Cannons (TL3 ESW*, heavy support weapon AP4 / AT2 [M], Intimidating)
Medium Cannon (TL3 ESW*, medium support weapon AP3 / AT1 [L], Intimidating)

Close Assault Monster is a trait from the By Dagger Or Talon expansion book for Tomorrow’s War.

FRAG: First Draft of New Rulebook

Below are screengrabs showing a first pass at my next rulebook FRAG. FRAG is a simple d6 based wargame where squads of FPS heroes fight hordes of monsters.  The artwork is just stuff found online and added to look pretty for my gaming group, so I’ll be looking for commissioned pieces of art closer to final release.

Current armies are: Space Marines, Hell, and the Old Ones. The Old One list is only half-done, and the list is already so huge it’ll probably end up pruned or split off.

Work on the system is ongoing. Future updates will add The Order (Heretic/Hexen) and the SS Paranormal Division. I also want to make a list of themed NPC-type characters who live on the worlds each faction visits, like cops/guards/WW2 GIs, etc.

Quake’s Vore in Mutant Chronicles 3rd Edition

I run Mutant Chronicles tabletop campaign. Sometimes I write things for it. Sometimes I make new monsters for it. About six months ago I replayed Quake 1 for the first time in years, and a new threat for my players was born.

Vorare (Elite)
A tri-legged spideresque horror. Drawn from arcane dimensions, they are parasites that feed on raw Dark Symmetry flowing from enslaved universes– though some inhabitants of those haunted realms claim they are birthed from the Empress of the Void herself. They are sometimes summoned by the greatest scholars of the Dark Symmetry to serve as eldritch guardians.

Strength: 15 (+1)
Physique: 16 (+2)
Agility: 6
Awareness: 12 (+1)
Coordination: 10
Intelligence: 10 (+1)
Mental Strength: 14 (+2)
Personality: 6

Damage Reduction (Corrupt Flesh) (All 2)
Wounds: 8

Traits:
Dark Presence
Fear (2)
Night Vision
Slave to Symmetry (1)

Skills:
Combat: 2/2
Fortitude: 2/2
Movement: 1/0
Senses: 2/2
Social: 0/0
Technical: 0/0

Special Attack:
Symmetry Sphere (Medium range; 3+6d, Corrupted)

Siege of the Citadel


Rotten mutants and hideous undead poured in from all directions. The Brotherhood were deep inside the Citadel. Warriors all, led by a powerful Keeper of the Art. Each wore the armoured suits and flowing robes of the Church’s elite operatives.

“Detonate!” barked Keeper Septima.

The Brotherhood trooper nodded, pressed his detonator, and all around the unholy base corridors exploded into crimson-tinged fire. The attacking Blessed Legionnaires appeared to flinch at the sound, not in surprise or fear, knew Septima, but as their dark master sent new instructions.

It didn’t matter what the master sent – the blasphemous mutants were swiftly cut down. Keeper Septima was a whirlwind of death, her castigator spear cutting down the horde in seconds. Every time the diseased faces of the Blessed twisted into a grateful smile just before they expired.

“Enough!” came a grating demonic scream.

The last doorway was wide open, and there stood Demnogonis’ Overlord with her elite guard of necromantic curators. Tall, proud, and overflowing with putrid evil.