So to start with the news, I am as giddy as a little school girl over the fact that the new Chaos Codex is looming right around the corner. I have a cool $1k put aside to apease the Gods when that one drops. But what to do with the other chugnk of money I recently aquired? Well, I WAS going to buy a Reaver Titan, but a good friend talked me out of it. Instead, I bought a BUNCH of other random goodies. More info below, as well as Beerhammer 40k Version 1.1!!!!!
So yes, I have been a buying fool. For starters, I am the first person to buy into Dust Warfare at my FLGS. Everyone loves the models, everyone wants to play, but nobody wants to be the guy who invests in it to find out if it's any good. I did some research, and then promptly decided to be that guy. I bought a large chunk of Axis stuff, and I'm giving the Allied models to a friend as long as he actually plays it with me, so we'll see how it turns out. I'll write about all of that once I have more to actually say.
Another large purchase of mine is from a new (to me atleast) weathering company out of Spain I believe. They are AK Interactive, and while the focus on historical models, it is very easy to see the possibilities with wargaming. I just now found out, as I was searching for a link, that they have a US store. But back on topic, they make some AMAZING weathering products that I hope will save me a good chunk of time. Here is the video that absolutely sold me on it:
MarneusAugustaCalgar does an amazingly quick and highly effective job with their products, so I figured I would give it a shot.
Anyways, on to the news that the non-sober crowd is waiting for! Here are the slight changes so far to Beerhammer 40k after my friends generously helped me play test over the weekend. Small changes mostly, like getting rid of the two "take a shot for a reroll" limit, and adding in that you must take a shot when a unit dies. I also made a change to the Town Drunks table, but it was minor as well. Hope you enjoy, and if anyone of you wonderful people out there decide to try it out, just make sure you're drinking responsibly, and taking pictures, haha.
Beerhammer 40k
Rules Version 1.1
Updated 11 July 2012
Rules Version 1.1
Updated 11 July 2012
1. Army size, mission
type, and deployment all follow normal 6th edition rules. House rules are allowed, as long as all
players approve beforehand.
2. Each player may take
a shot at any time to make a reroll for anything of his/her choice. The reroll may only be for a roll made by the
player rolling, so you CANNOT take a shot to force your opponent to
reroll. The results of that reroll must
then be used, regardless of the outcome.
You can, however, take an additional shot to reroll your reroll, and so
on as far as your tolerance allows.
3. Each player must
have a drink in hand (of any kind, as long as there is alcohol in it) at all
times. Once the drink is gone, the cup/can/shot
glass can then be placed on the table as terrain. If you wish to place a cup during your
opponents turn, you must first take an additional shot or chug an extra
beer. If you do consume the extra
shot/beer, the container from the extra drink may NOT be used as terrain. Any beer cans / cups/ containers count as
impassable terrain, and block ALL line of sight through it.
4. All containers on
the table may be destroyed, and as such have the following stats:
Plastic cups: AV 10, 2 Hull Points
Beer Cans: AV 10, 3 Hull Points
Shot Glasses/ actual glassware: AV 11, 3 Hull Points
40 ounce cans/ bottles: AV 12, 3 Hull Points
An empty liquor bottle: AV 14, 5 Hull Points
LoS either can or cannot be drawn to the containers, as such that no container will ever receive a cover save. These pieces can be repaired however by any unit that could normally repair Hull Points on a vehicle.
Plastic cups: AV 10, 2 Hull Points
Beer Cans: AV 10, 3 Hull Points
Shot Glasses/ actual glassware: AV 11, 3 Hull Points
40 ounce cans/ bottles: AV 12, 3 Hull Points
An empty liquor bottle: AV 14, 5 Hull Points
LoS either can or cannot be drawn to the containers, as such that no container will ever receive a cover save. These pieces can be repaired however by any unit that could normally repair Hull Points on a vehicle.
5. One unit MUST be
nominated as the "Town Drunks", after deployment but before the game begins.
At the beginning of each turn, a player can roll to see how drunk his
unit is. Roll 1D6, and consult the table
below:
(1) - Over Confident: Unit is WS and BS for 1, but gains the Fearless USR.
(2) - Happy Drunk: Unit is stumbling around drunk, and must include a scatter die for determining charges, runs, movement through terrain, etc.
(3) - Stumbling Drunk: Unit is so stumbling drunk that they are falling over randomly and frequently. They have -1 to their BS, but gain a 4+ cover save due to the fact that the enemy cannot guess when they will fall.
(4) - Instant Ninja: The unit is so drunk that they think they are ninjas. Enemy units within 6" fight at -1 Initiative because they don't know if they are actually ninjas or not.
(5) - Angry Drunk: Unit is ready to fight, and gains the Rage and Counter Attack USR's.
(6) - "I can't feel a thing!" : Unit is so drunk that they no longer feel pain. The unit gets FNP (4+).
(1) - Over Confident: Unit is WS and BS for 1, but gains the Fearless USR.
(2) - Happy Drunk: Unit is stumbling around drunk, and must include a scatter die for determining charges, runs, movement through terrain, etc.
(3) - Stumbling Drunk: Unit is so stumbling drunk that they are falling over randomly and frequently. They have -1 to their BS, but gain a 4+ cover save due to the fact that the enemy cannot guess when they will fall.
(4) - Instant Ninja: The unit is so drunk that they think they are ninjas. Enemy units within 6" fight at -1 Initiative because they don't know if they are actually ninjas or not.
(5) - Angry Drunk: Unit is ready to fight, and gains the Rage and Counter Attack USR's.
(6) - "I can't feel a thing!" : Unit is so drunk that they no longer feel pain. The unit gets FNP (4+).
6. If you lose an
entire unit, you must consume an extra drink.
It can be anything with Alcohol in it, but the entire drink/shot must be
finished before you perform any further actions.
7. The game is over
after one of these conditions is met:
-Normal game length is finished, in which case you would follow normal rules to determine the winner.
-A player loses all of his models on the table. If that player has units in reserve, they are counted as destroyed and the game ends anyways.
-One player vomits. Vomiting at any time is not only a party foul, but also forces a loss. Drinking within your limits is something that must be balance in this game, or else anyone who could puke and rally would just cover the table in terrain.
-One player passes out. If a player passes out mid game, not only does he/she lose, the winning player is required to draw his best version of one of their HQ choices on the losing players face. With permanent marker. Doing something inappropriate. This is a MUST!!!!
-If a player commits three party fouls, they must forfeit the game. Party fouls are determined by the owner of the house/business, but may include the following:
-Spilling a drink
-Drunk dialing an ex
-Holding up a game by any outrageous means, such as hitting on a person of the opposite sex, who I can guarantee doesn't care about your level 13 wizard in Pathfinder
-Crying. For any reason.
-Being "That Guy".
-Breaking
an opponent's models is an automatic loss.
Exceptions to this would be only allowed if it could be reasonably proven that the model was
on the verge of falling apart anyways, such as
normally the case with unpinned old metal Bloodthirsters and units like it. -Normal game length is finished, in which case you would follow normal rules to determine the winner.
-A player loses all of his models on the table. If that player has units in reserve, they are counted as destroyed and the game ends anyways.
-One player vomits. Vomiting at any time is not only a party foul, but also forces a loss. Drinking within your limits is something that must be balance in this game, or else anyone who could puke and rally would just cover the table in terrain.
-One player passes out. If a player passes out mid game, not only does he/she lose, the winning player is required to draw his best version of one of their HQ choices on the losing players face. With permanent marker. Doing something inappropriate. This is a MUST!!!!
-If a player commits three party fouls, they must forfeit the game. Party fouls are determined by the owner of the house/business, but may include the following:
-Spilling a drink
-Drunk dialing an ex
-Holding up a game by any outrageous means, such as hitting on a person of the opposite sex, who I can guarantee doesn't care about your level 13 wizard in Pathfinder
-Crying. For any reason.
-Being "That Guy".
8. These rules are
not all encompassing, and the person hosting the event may add to these rules
at any time. If the rules are expanded,
however, all players must be notified beforehand.
Wheres the Town Drunk rule that lets someone assaults 10d6. Thatd be fun.....
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