Posts tonen met het label Bestiary. Alle posts tonen
Posts tonen met het label Bestiary. Alle posts tonen

zondag 10 februari 2013

Forces of Fantasy

Forces of Fantasy was the first published supplement to the Warhammer rules system. Like the basic game it was a boxed set, and included 4 booklets: Forces of Fantasy, Fighting Fantasy Battles, Arcane Magicks and the Book of Battalions. It includes all of the new rules and errata introduced in the First Citadel Compendium (except for the Mark of Chaos article and Science Fiction/Modern rules).

Overall appearance
Forces of Fantasy looks a lot more professional than the game it expands. The layout is professional, arranged in neat columns with a good font rather than the type-writer blurbs in the basic rules. The art is still very nice and varied. Blanchitsu box-cover and the art inside by various artists, include Tony Ackland, Nick Bibby and of course, John Blanche.

Forces of Fantasy
The eponymous booklet of the publication holds a large collection of army lists and includes the army selection rules and introduces a points system for organising your army into battalions of 1000 points.
It is the most wargame-oriented booklet of the set, and also introduces rules for regimental leaders and champions, banners and musicians. The rules for capturing an enemy standard are very characterful and complicated, basically a dice-off between both units, the loser suffering casualties and the winner capturing the standard. Very cinematic.
This booklet also gives the rules for the Leadership Factor characteristic.

The point system is not fully detailed as in 2nd edition/rogue trader, but a list of equipment values is given just before the army lists.
There are a lot of army lists, 4 types of humans (North, East, West and Oriental), 4 types of elves, Halflings, dwarves, gnomes, Orcs, several Goblin variant (Great Goblins, Red Goblins, Hobgoblins, Night Goblins), Chaos, Slann, lizardmen, undead, Giants and Monstrous Hosts. Each army has several troop-types on offer and details the character-models available to the armies. New special rules and abilities are also introduced as well as a 3d character type just for the Oriental Humans: the Martial Hero (basically a Wuxia Shaolin monk “class” with amazing stats). 
Once more, Chaotic attributes are mentioned but not detailed, and even the Chaos character models don't get rules in this book, the reader is once more referred to a 'forthcoming' supplement called "Realms of Chaos" to create his leader characters. The "Mark of Chaos" article from the First Citadel Compendium is presented as alternative, to use while awaiting the Realms of Chaos expansion, possibly in conjunction with the Character generation rules of FoF volume 2: Fighting Fantasy Battles.
The character profiles for heroic leaders and wizards are introduced and have a rough level system.
The wizard levels were already mentioned in Volume 3 of the basic boxed set, but are now codified into:

Mastery Level 1: Novice
Mastery Level 2: Acolyte
Mastery Level 3: Adept
Mastery Level 4: Mage

Heroes get three levels to measure their power and ability, which start at much hire characteristic scores than would later be the case:

Minor hero
(compared to normal creature: +2 WS, +1 I, +1W)
Hero
(+3 WS, +2 BS, +2W, +5I, +1A)
Mighty Hero
(+4 WS, +2BS, +1S, +1T, +2W, +8I, +2A)

Some races/armies have access to all levels of wizards/hero, while other are limited to “Acolyte” level wizards and Heroes at best. Halflings are worst of, no wizards and only up to Hero level Characters.

It is a very useful booklet as the arrangement of text and the characteristic profiles are very readable. In addition, every army-list also includes a random generation table to generate the kind of creature a party encounters in a random encounter. I.e if the GM generates a random encounter with some Orcs with the tables in Vol3. Characters, he may use Forces of Fantasy to see what kind of Orcs they are.

Each army/race gets a bit of background, but it's very summary compared to later publications. As of yet, nothing of the warhammer setting is set in stone.

Fighting Fantasy Battles
Fighting Fantasy Battles is a mixed affair, introducing new rules for siege weapons, fire, buildings (and setting them on fire) and (finally!) Personal Characteristics along with painting and wargaming advice.
We also get the long awaited rules for Fighting Defensively (which allows you to stop an enemy from attacking you), which is a very characterful rule and ideal for RPG combat.
The rules for mounted troops also add detail for small engagements if so desired.

There is also a chart to generate random hazards (animals, monsters and undead) inhabiting terrain features on the battlefield that units walk into, very much like Newhammer's terrain rules. Generally there is a 5-10% chance that any terrain feature holds some kind of creature. I think it can be useful for sandbox adventures, or when the Player characters seek out a resting place in the wilds.

The rules on personal characteristics does not provide much rules for characteristic tests, only Willpower introduces a system for Magical Resistance, but all other characteristics are limited to providing guidelines on what psychological conditions affect a character. Leadership was detailed in the Forces... Booklet.

Intelligence determines if a character is subject to Stupidity, is a fast or slow learner, if a character can be a wizard (INT 5+ required) and how fast one learns skills or gets promoted in a day job in one of the skill professions.
Willpower introduces a system for magical resistance, and gives dwarves extra flavour by making dwarfs with WP 16 (?) so immune to magic that they cannot wield magic items, nor become wizards and cause fear to any wizard within 12”.
Cool is very much the characteristic of self-control in this edition. Characters with a particularly low Cool are subject to Frenzy while those with a high cool may be immune to Frenzy, Fear and Terror.

There is also a page detailing the random generation of mercenaries. It's interesting, but very much geared towards the wargame tier of Firsthammer rather than the RPG side of the system.

Then comes a bunch of pages detailing the tactics, organisation and uniforms of the various races, followed by the Regiments of Renown, who give us new insights in the warhammer world. Many of the regiments or characters are still around to this day, including Josef Bugmann, Menghil Manhide, Grom -the paunch of misty mountain and Golgfag and his mercenary Ogres.

The chapter that interested me the most is the chapter on randomly generating Heroes and Wizards, in a manner that is quite possibly the inspiration for the Realms of Chaos warband rules!
It has a bunch of tables to determine hero/wizard level, their characteristics, any possible magical equipment, fantastic mounts and the chance of and number of followers a character has and what kind of followers they might be (including animal/monster companions). It's not at all balanced and I can't imagine these rules to see much use in wargame battles with armies created using the battalion rules, but I can see it's value in as a character generator in an RPG or Skirmish campaign!
When used as character generation rules for an RPG variant of Firsthammer, you'd get characters that are more durable and possibly have a few magic items and/or followers. I also like the remark that the quality of randomly generated heroes is “In the hands of Goethi and Spanaal the Gods of Chance”!
There are rules for generating heroes for the three races available for player characters in the Role-play variant, Men, Elves and Dwarfs. It also gives a bit more differentiation between the 3 races, Dwarfs being slow but tough having the highest possible wound score among the three but lowest initiative levels, while elves are skilled, fast and fragile (least max. wounds) and humans are somewhere in between. The followers generation table for human characters is the most diverse and might also factor in a character's alignment, some results giving a human hero the choice between a Dwarf or Ogre or Elf or Orc as follower.
It also strikes me that elves have the lowest possible amount of followers (d8 at best for a mighty hero/mage), while Dwarves have the highest (3d10 for a Mighty Hero/Mage) and humans are again in between (2d10 for a Mighty hero/mage). It seems unfair to have a quite powerful race have the most henchmen, but in contrast to humans and elves, Dwarfs get no 'creature' followers (which includes manticores and wyverns!) like humans and elves do, nor may they have Fantasic Mounts, so the possibilities of such may balance things out.

Hey, let's make a hero!

Ackny Toland, Minor Hero
Weapon skill: 8
Bow Skill: 3
Strength: 2
Toughness: B
Wounds: 1
Initiative: 3
Attacks: 1

Magic weapon (10% chance): none
Other magic (5% chance of 2): none
Followers (20% chance): none

Arcane Magicks
The third booklet is the most Role-play oriented of the lot. We get a bunch of new magic items, magic item random generation rules, a few new spells, new creatures and a more detailed and expanded treasure generation table, detailing the possible 'treasures' found in various kinds of buildings. Points values for magic items are not all to common throughout the book, but most rules include a monetary value in gold crowns, the currency used in the Role-play variant (WH1 vol.3).
Once more magic is very much geared towards (role playing) campaign play, but has the potential to add a lot of flavour and excitement to the battle game.
I like they way magic weapons are handled in this edition, weapons often having a certain alignment (chaos, evil, neutral, good, avarice or hunger), a willpower factor and possibly even a name! All these factors must be taken into account to see if a character can wield the magic item at full effect or suffers penalties using it, a slimmed-down version of this was used in WFRP ed. 1 where you must pass a WP-test to be able to use a magic item.

Unlike the white box Vol.2: Magic, there is not a whole lot of setting-notes beside the introduction of Araby and its native magical creatures (Djinn and Efreet) and items (flying carpet, magic lamp, magic rope) and the chapter on Power weapons.
Forces of Fantasy as a whole introduces the Slann as the ancient race of 'creator god-aliens' thet build the world and brought in magic, the artefacts of the Slann being presented as Arcane Rods and Power weapons. Arcane Rods are basically storage units for magical energy that can be used to cast, enhance or resist spells. Power Weapons are more dangerous items, which can enslave weak-willed characters and drain away their willpower up to a point that the character is compelled to undertake a long journey to some Slann ruin where some ritual takes place that results in mastery of the weapon. Power weapons are a bit like the later Deamon Weapons in that way (powerful but dangerous to wielder and victim alike), but also find employ as “laser-guns” and heavy hitters. These weapons should obviously be very rare and highly sought after by ambitious characters and/or villains and may inspire a campaign arc. Finding one by random chance in a sanbox environment might add a defined plot to such a campaign if the GM is willing.

The book of battalions
This booklet details some army lists. I'll not go into details on these, for I am more concerned with the RPG aspect of things.

zaterdag 26 januari 2013

1st WARHAMMER, a closer look: vol.1: Table-top Battles part 3

Continuing where the previous post left of, we now come to the part of Volume 1 that gives some advice on how to play the game with your miniatures, a summary glance at waging war underground, rules for creatures and their special abilities, the first Warhammer scenario and the Bestiary.

The original publication of Warhammer did not yet have a points system, so the eponymous chapter of the book (Table-top Battles), gives some general advice on table-top wargaming, i.e. how to lay-out a table using common sense (there's not much though). It's also the first time that the troop types and forming up of regiments is covered in more detail. even though the movement rules are written with ranked-up miniatures in mind, only on page 27 proper guidelines on how to form units are given. In Firsthammer it's only guidelines though, advising the use of regiments with homogeneous weapons and armour rather than mixed units whereas later editions required regiments to be homogeneous.

Also in true wargaming fashion, the basing of troops is far more detailed and influential to the game than in later editions. It gives 4 base sizes: 15mm for small humanoids (halflings and lesser goblins), 20mm for 'normal' sized humanoids (dwarves, goblins, men and elves), 25mm for Orcs and hobgoblins, and 25x40mm for cavalry. Later editions did away with the 15mm base size. Large monsters do not have a predetermined base-size, the rules only state that these should be appropriate to the model's size.
To add to this are the Base-size modifiers for Skirmishers (+50%) and Shock-troops (-5mm). A nice touch, giving a clear visual aid to what kind of troops you face, but not really practical with the models I and my friends own (all slottabase era save for a single regiment of Orcs found in a bargain-bin once). Note that there was not yet a "skirmish formation" as in the later editions, but skirmishers were in ranks, albeit with larger bases to make them stand out from standard and shock troops.

Fighting in Dungeons is an important chapter for those of us (me) who want to use Firsthammer as RPG rules. The rules given are not as complete as one might wish for, though the chapter assumes the reader to have some familiarity with dungeon crawling roleplaying games. The rules for darkness and lights are well conceived.
The opening doors mechanics are a bit lacking though, in that they only provide in forcing doors (though these are quite detailed and account for heavy cutting and/or crushing weapons) but nothing on lock-picking. Lock-picking will altogether be foreign to Firsthammer until White Dwarf 51 published play-test rules for Thieves (which I will try to provide on this blog and are a nice peek into the WFRP design progress!)

Flying Creatures are summarily handled in a one-page chapter, and are essentially the 4th/5th edition rules for flyers minus aerial combat and the 24" table-top-level flying (things I might add if it becomes relevant).
Flying creatures are scary though, big initiative bonus, weapon length assumed as 'pike' and penalties to hit for enemies engaging them with melee and missile weapons.

The Ziggurat of Doom is the first ever Warhammer scenario, pitting 6 Dwarf Heroes (pre-hero rules) against a horde of goblins. It is a nice little game really, in which the dwarfs must make good use of the Ziggurat to keep the waves of goblins at bay.
The advantage seems to be firmly with the Dwarves though, despite goblin numeric superiority. This is because of their high Weapon Skill, 5 of the Dwarves being "accomplished" melee fighters, while their leader Thorgrim Branedimm is an "expert" hammer-wielder with a magic hammer that causes fear to enemies within 15". In fact, 6 named dwarves face of against a horde of nameless mooks, who must test against fear and have epic-level dice-luck to accomplish anything!
The scenario objectives also skew in the favour of the Dwarves, as the goblins score 2 points for each Dwarf slain while the Dwarves score 1 point per turn survived with at least 1 Dwarf remaining. Effectively this means that the Goblins have 12 turns to wipe out the Dwarfs to win and 13 turns to get a draw. Any other outcome is a Dwarf Victory.

Following the scenario is the Creature List which starts of with rules for Poison. I find the poison rules a bit off in that poison must be saved at using Strength rather than Toughness, which would be (to me) the obvious characteristic for such.
Regeneration comes, next, being a bit different from later editions, the first incarnation of regeneration being a bit like AD&D as I experience in Baldur's Gate: lose all wounds but test each round if your monster regenerates.
Animals are divided into non-intelligent creatures and semi-intelligent ones and are exempt from morale test but affected by fear, terror and hatred as applicable. Non-intelligent animals are subject to stupidity.

The creatures provided in this part of the book get some summary descriptions, some being just what models are available to represent them. The number of creatures provided is sufficient for the rules-set, and it features some creatures that have since been removed from the Warhammer world... Menfish being the most famous example.
There also used to be a large variety of were-creatures, winged animals, reptiles, amphibians, more goblin variants and several types of giant (no less than 8 sub-types of giant are given), very similar to the wealth of giant-types provided in (A)D&D. Chaotic attributes are mentioned in the creature lists for the first time, and pop-up now and again with certain creatures but are not described in the set at all. The first we will see of Warhammer's Realms of Chaos would be in the First Citadel Compendium.

Most monstrous creatures are fittingly terrifying, the Balrog being king at that, with its fire-spells, epic characteristics (Maxed-out) and terrible fire-whip. Here the Balrog is pretty much presented as described in the works of JRR Tolkien and can be used as leaders for a small contingent of goblinoids and trolls.
Dragons are to be found in various colours like in D&D. Interesting hook here are the possibilities of Dragons being Intelligent rather than semi-intelligent and having magical abilities. Also lifted straight from D&D I presume, but very neat for dragon-based adventures and battles. The rules for the various dragons span the better part of 3 pages.

What I miss in this part of the rules however, are the heroes and individuals. you only get basic creatures and only a slight glimpse on heroic humanoids in the scenario... Well, except for Balrogs and Liches- hm... there could be a cool scenario in a battle between a Balrog and Liche who each have a bunch of suitable units under ther command.

So, that's the entirety of Volume 1: Tabletop battles. overall a nice set of unpolished but playable rules if you ask me. It does require a good measure of Game Master and Player creativity to be used to full effect and would need some house rules, especially the weapon bonuses vs troop-types if used as RPG.