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Koyote

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  1. RANDOM SKILL RULE CLARIFICATION I want to clarify the random skill rule for players who are new to TNT. The Optional Skill Table rule (aka random skill rule) does not completely supersede the Models Choose Skills rule found under Warband Creation on page 69 of the main rulebook. If a model's Special Rules section states that a model begins with a particular skill or skills then that model begins the campaign with those skills. Skills are rolled randomly only when the model's Special Rules section indicates that the player may choose skills or during campaign play when a model gains a skill advance. In some rare instances a model's Special Rules section gives the player the choice between two specific skills. In these instance the random skill rule does not apply to that selection. The player selects between the two skills as normal. For example, the Peacekeeper's Line Breaker entry reads: "Starts with either the Brute or Strong Point skill (choose one)." Since the player is given the choice of two specific skills, the random skill rule is not applied. Instead, the player selects either Brute or Strong Point as the Line Breaker's starting skill. I apologize for any confusion.
  2. You can do your skill rolls and purchases in whatever order you want. All rolls (and card flips) that occur during Warband creation and the campaign phase must be witnessed by or made by another campaign player. The honor system applies to the fact that I’m not going to require the submission of Warband rosters or the reporting and accounting of warband ratings, BS, EXPs, injuries, etc. In the past, if I didn’t have time to make my my rolls during game night what I did was post requests for rolls or texted other campaign players. Posting here can clutter things up, so PMing or texting is preferable. Anyone can PM me the rolls they need and I’ll reply with the results. Tell me which models need rolls and the table(s) to roll on.
  3. Yes to all of your questions. Remember, during warband creation a Leader can select the Motivator skill. Any time you roll Iron Discipline, you may elect to reroll that result.
  4. Jim, the core rules and Warband creation are fairly simple. Each player has 400 barter scrip (BS) to buy their Warband. Small warbands struggle, so I recommend starting out with 7-9 models. Starting out, most players will equip models with one weapon and little else. Leaders and Elites will likely have a bit more equipment. A Warband: must include 1 Leader; can include a max of 3 Elites; can include 1 Specialist for every 3 non-Specialists; can include any number of Rank & File; and can include 1 Freelancer during initial Warband creation. Skills will be randomized per the new rules in the Wasteland Companion, but your leader may select the Motivator skill. Medic is a very useful ability, so if your faction has access to a model with this ability, recruit one early on. If your Warband doesn’t, then think about recruiting a Sawbones Freelancer. Only models with the Up-Armed ability can be equipped with Support Weapons. Models with the Rag-Tag rule can have a max of 15 BS of equipment. Most warbands can start out with a max of 2 relics. Once campaign play starts you’ll have to make a rarity roll to find relics. Here’s a quick and dirty rundown of the factions: Caravanners -well armed merchants Mutants - both peaceful and warlike flavors Mutant Cannibals -'The Hills Have Eyes' Peacekeepers - wasteland rangers and security for hire Preservers - tech heads with pre-fall weapons and equipment Raiders -Road Warrior leather, spikes, and mohawks Renegade Reclaimers - Preservers with an attitude Remnant Warbands - a combination of survivors from other warbands Settlers - "townies" (militia and armed citizens) Tribals - "primitives" who reject technology Totem Tribals - tribals who worship one of the four wasteland spirits
  5. Munkie, I just tested it. You can add any name and mailing address you want. All that is required is an active email account.
  6. Great intro, Jake. You always add a lot to our campaigns. We are at 6 players and counting. I hope Jim can join us. In addition to being a pleasure to play against, I'd love to see what kind of kooky warband he puts together. Even though my cultist mutants are fully painted, I'm going to use Lead Adventure's Contaminated Seas models for this campaign. The campaign takes place in and around the ruins of Seattle, so the models should be right at home. The fisherman theme lets me play around with some Cthulhu themes as well, hence the name of my settlers' settlement, New Innsmouth. I bought the mini below on eBay. It's from the Lobotomy board game. When I was planning to play my fishermen as Caravanners, it was going to be a Mutant Emissary. Now it will be either a Missionary or a Wandering Mutant freelancer.
  7. . . . There is a link to the demo rules in the first post of this thread. Also, I emailed you a copy of the rules last August.
  8. Vonvilkee, forget Necromunda. You should play This Is Not a Test.
  9. Shawn Settlers New Innsmouth Militia # (whatever is left over)
  10. SPRINGTIME IN THE WASTELAND CAMPAIGN "Yeah, bleed on the man-eating plant. Always a good plan." -The last words of Rowland the Reckless, Caravan Runner START DATE The Springtime in the Wasteland campaign kicks off at Dark Tower Games on Tuesday, April 3rd at 5:30 pm. CAMPAIGN LENGTH & OVERALL WINNER The Springtime in the Wasteland campaign is scheduled to last 5 weeks. On week 6, players with the four highest warband rankings will be invited to play in the Final Brawl, where they will compete to determine the overall campaign winner. If all four of the highest ranking warbands do not show up, anyone who does show up (on a first come first serve basis) can substitute for the missing player(s). In addition to the grudging respect of his or her fellow wastelanders, the overall winner will receive a TNT Gas Mask Girl miniature, made by Worlds End Publishing. MAXIMUM GAMES PER WEEK Each warband is permitted to play a maximum of two games per campaign week -one campaign scenario plus one scenario selected by the players. Each Tuesday, at Dark Tower, I will hand out hard copies of the current week’s campaign scenario. Players who are not in attendance can receive an electronic copy by sending me a PM. MAKE-UP GAMES Warbands are permitted to play make-up games in subsequent weeks, so long as the maximum games played does not exceed two games per campaign week limit (it’s “Cap”). For example, if it’s the third week of the campaign and a warband has played only 2 games, it may play an additional 4 games to catch up to the Week 3 limit of 6 games. CAMPAIGN GAMES & GAMES AGAINST CAPPED WARBANDS All campaign games must be played between two or more campaign players. If a warband cannot arrange a game with a warband that has not yet reached its Cap, it may play against a ‘Capped’ warband. After the game the ‘Capped’ warband skips the campaign phase and operates in all ways as if the game had not occurred. Thus, it does not gain XPs, income, or injuries. If a model in the Capped warband was required to skip a game, this game does not count towards the waiting period. HONOR SYSTEM All of these games and the subsequent campaign phases are being played on the honor system, however, all rolls made during the campaign phase must be observed by another campaign player. If you cannot schedule time with another player, you may ask another player, via email or text, to make the rolls for you. FREE STUFF Campaign participants will be given access to a Google Drive folder containing modified warband rosters and additional TNT pdf resources. Additionally, the first campaign game will be a rescue mission of sorts involving some Hill Folk and a nasty creature(s) of the wastes. This scenario requires additional models, which I will supply. Win or lose, each player gets to keep one of the Hill Folk models (supplied unpainted). I've purchased Lead Adventure's Atomic Mob models to serve as our Hill Folk. You can lay claim to your model right now, by replying to this thread with: (1) your name, (2) the faction you intend to play, (3) your warband's name, and (4) the number located above the model you want to claim. If you do not provide all four pieces of information, your claim will not be recognized. If you fail to show up by 7:00 pm on April 3rd you forfeit your claim, but you still get a model, which you may select from the remaining models. RANDOM SKILL RULE CLARIFICATION I want to clarify the random skill rule for players who are new to TNT. The Optional Skill Table rule (aka random skill rule) does not completely supersede the Models Choose Skills rule found under Warband Creation on page 69 of the main rulebook. If a model's Special Rules section states that a model begins with a particular skill or skills then that model begins the campaign with those skills. Skills are rolled randomly only when the model's Special Rules section indicates that the player may choose skills or during campaign play when a model gains a skill advance. In some rare instances a model's Special Rules section gives the player the choice between two specific skills. In these instance the random skill rule does not apply to that selection. The player selects between the two skills as normal. For example, the Peacekeeper's Line Breaker entry reads: "Starts with either the Brute or Strong Point skill (choose one)." Since the player is given the choice of two specific skills, the random skill rule is not applied. Instead, the player selects either Brute or Strong Point as the Line Breaker's starting skill. WARBAND RANKS For this campaign, replace the 'Level Up' entry with the following language: Level Up (10 EXP) - The leader may buy an advance. Contrary to the usual rules for Buying Warband Ranks, this rank may be taken multiple times. However, this rank cannot be purchased if the last rank purchased was 'Level Up'. In other words, a Leader may not select this rank twice in a row.
  11. I stopped into DT yesterday to pick up some painting supplies. While selecting my paints I overheard Nathaniel speaking to a customer about the new GW store. According to this customer, when he plays at the new GW store one of the GW employees scrutinizes the customer's models and if the employee spots a model on the table that he hasn't sold the customer, the employee gives him a bad time about it. WTF?
  12. The long awaited Wasteland Companion is finally here, so it’s time for another TNT campaign - Springtime In The Wasteland. The Wasteland Companion contains new mutations, skill, general abilities, Specialists, and equipment. Players may now go to the sawbones in the hopes of healing permanent wounds and use XP advances to get rid of unfavorable general abilities, such as Ragtag or Dumb. Mutant warbands may hire any non-robot Freelancer and give it the mutant type. The first campaign game night is scheduled for April 3rd. If you are new to TNT and you’d like to take a look at the rules, you can download free demo rules HERE. If you want to watch it played, go HERE All warbands will be created from scratch (sorry no veteran warbands). Each player has 400 BS to recruit his or her warband. The campaign will last 6+ weeks (depending upon interest). Warbands are permitted to participate in two campaign games per week - the weekly campaign scenario plus a scenario selected by the players. The campaign will end in a king-of-the-hill style four-way game, fought by the top four warbands (calculated by warband cost) or between the four players who bother to show up. Players may use the warbands, Specialists, and freelancers found in the TNT Rulebook, the Kickstart the Wasteland Expansion, the Mutant Cannibals Supplement, and the Wasteland Companion. We will be using all of the new rules found in the Wasteland Companion, including all the optional rules and errata. The new Warband Ranks system slows down a leaders personal development, but in exchange, allows the leader to buy abilities that benefit the whole warband. Skills will be randomly generated using the tables in the Companion. Per the random skill rules leaders may pick the Motivator skill during warbamd creation and if a model rolls the Iron Discipline skill, the play may elect to reroll. The Wasteland Companion includes a new Wasteland Exploration Deck. During the income generation phase, players draw cards as normal. Once the cards have been drawn, a player may, on a card by card basis, select either the result from the old deck or the new deck. Once resolved the drawn cards are placed in the player’s campaign discard pile as normal. More details to follow... The Wasteland Companion is only available as a pdf download ($11.99), but you aren't required to own a copy to play in the campaign. Upon request, I will provide hard copies of the relevant rules.
  13. We played a campaign at Dark Tower last year. It was a blast. I think that the new Warband Ranks rules will make it even better. Our last game was a 4-way king-of-the-hill type scenario. After four turns (we ran out of time) the Washington State Troops, a Peacekeeper warband, was declared the winner.
  14. This Is Not a Test, or TNT for short, is a (relatively new) post-apoc skirmish warband game published by Worlds End Publishing. The rules can be used for any post-apocalyptic world, but the official setting begins in the heart of the Tri-State Wasteland, a part of the old Mid-Atlantic States of Maryland, Pennsylvania, and West Virginia. Each player builds a warband to combat other warbands, hostile creatures, and sometimes, the hostile environment. After each game, the warbands calculate their rewards, determine stat & skill advances, buy new equipment, and roll to determine the fate of those models taken out of action during game play. At present, TNT does not include rules for cars, but I know for certain that these rules are in the works. TNT has its own small model line, but players are certainly welcome to use models from other manufacturers. The current list of factions: Caravanners -well armed merchants Mutants - both peaceful and warlike flavors Mutant Cannibals -'The Hills Have Eyes' Peacekeepers - wasteland rangers and security for hire Preservers - tech heads with pre-fall weapons and equipment Raiders -Road Warrior leather, spikes, and mohawks Renegade Reclaimers - Preservers with an attitude Remnant Warbands - a conglomeration of survivors from other warbands Settlers - "townies" (militia and armed citizens) Tribals - "primitives" who reject technology Totem Tribals - tribals who worship one of the four wasteland spirits And.... a mystery faction to be released after Adepticon. You can download free demo rules HERE The TNT supplements include the Eat, Prey, Live Scenario Pack, the Kickstart the Wasteland Expansion, the Mutant Cannibals Supplement, and the long awaited Wasteland Companion, which went on sale today! LINKY
  15. I ordered some of these 5x7 cards printed on card stock. I will use them as army lists to give to my opponents and tournament organizer, and as part my display for the painting judges. I spent all that time on my baggage markers only to learn that none of the scenarios in this year's tournaments require them. Boo. Instead of baggage markers, I'm calling them vignettes and making them part of my display board.
  16. I've made some progress on the display board. It needs to fit in my suitcase, so the trees won't be glued to the board. Instead, they will sit inside of inserts. I used a rubber mold made by a railway scenery company to cast the rocks. My original plan was to paint the trees foliage in Autumn colors, but now that I see the full warband displayed, I think that green (likely a darkish green), will look better, as it's a opposite of red on the color wheel. I have another sizeable painting project to take care of before Adepticon, so it's looking less and less likely that I'll be adding the Saxon casualties to this board.
  17. Norrad, you don't need the C&C rulebook. The rules for mounted troops can be found on page 39 of the SAGA 2.0 rulebook. C&C served as the core rulebook when A&A was published. As such, when A&A refers to a 'core' rule, like mounted models, it references a page number in the C&C book. If you want to play SAGA 2.0, you simply disregard the C&C references and instead look for the corresponding rule in the SAGA 2.0 book. If you want to play SAGA 1.0, you should buy C&C. C&C 2.0 will most likely be the next new source book. They are going to expand it to include 12+ factions. Like the newly released Viking Age book, it won't include core rules. Any references to core rules in all future source books will direct one to the page number in the new SAGA 2.0 rulebook.
  18. Here's a mock-up of my warband display board. The finished board will have a hill in the upper left corner, upon which the baggage markers will sit. Where the rocks are now, will be some kind of uneven ground, either trees or rocks. I haven't decided. I'm still undecided whether to include the casualties. It guess it will depend upon how much time I have to work on it. Sorry for the lousy photo. I shot it by hand with my iphone.
  19. Most of Gripping Beast's sculpts are a bit dated and they offer fewer poses than Footsore. With that said, their newer stuff is much better in quality and variety of poses. Given the choice, I'd go with Footsore. If you do go with Footsore, don't buy their wire spears. They are very skinny. Almost like sewing needles. Instead, buy your wire spears from Gripping Beast. https://www.grippingbeast.co.uk/SC57_Wire_Spears_20--product--4216.html
  20. I've finished the third and final baggage marker. It's titled Merlin's Arrest. With Arthur away, Merlin is the greatest threat to Mordred’s primacy. As such, Mordred has ordered the arrest and imprisonment of Arthur's most trusted advisor. The tree adds some height to the diorama and gives me a place to put an owl, which, like Merlin, is a symbol of wisdom and watchfulness. Merlin's magic is comes from Britain's pagan past, hence the rock with the Celtic swirl engraving, the dead tree, and the many skulls. At these angles you can't quite see it, but next to the tree is a pile of 4 skulls.
  21. Shield Maidens: 1 Valkyrie: 4 attacks & gives the unit determination 1 War Banner bearer 4 Warriors, 1 attack Large Shields: unit counts as being in soft cover Pride: in Melee against units with better armor, the shieldmaidens may re-roll any of their attack/defense dice. Against units with lower armor they receive a +1 bonus to both there attack & defense rolls.
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