Category Archives: Rules Roundup

Rules Review – Exploration Guide

Star Trek Adventures by Modiphius Entertainment

A Guide for a GM looking to expand their stories in the Star Trek Adventures Galaxy.

Our friends at Modiphius have recently released a new book for their Star Trek: Adventures RPG. It’s their Exploration Guide, and they were kind enough to send us a copy for a read and a review. Thanks to them for supporting Woehammer!

Modiphius Entertainment

Regular readers may be better acquainted with the wargames that Modiphius sell (and they’ve got more than a few including Fallout and Five Leagues from the Borderlands). But they also have an extensive range of RPGs (role playing games) including the Star Trek Adventures series – now going into it’s second edition.

Star Trek Adventures

Star Trek Adventures RPG provides the players and their GM with all the tools needed to play through Star Trek episodes (or ones of their own imagining). It uses the 2D20 system from Modiphius and it is great fun! I’ve loved Star Trek since The Next Generation, and my credentials go all the way back to joining and Star Trek society at university, so I’ve been a fan for a long time.

Exploration Guide

Book Cover: Modiphius

The Exploration Guide is a full colour, hardback book of 144 pages with a full colour double side map of the Alpha and Beta quadrants. It includes everything a GM needs to create their own missions on the strange new worlds which are present in the Star Trek galaxy.

As with most expansions there are some new character options, but where this book really shines is the creation of sectors, solar systems, planets and biomes. And if that sounds like a lot of potential you would be right.

Each section is beautifully illustrated (with artists credited… /cough), and with many, many tables for generating the next away mission.

A Federation vessel escaping from a pulsar (Art: David Metlesits)

And did I mention the tables… I love the tables. My RPG playing goes back to the days of Traveller, and I sometimes struggle with story telling when being a GM, so a table is great to prod me into action. Just remember to bring the D20s… no D6s here!

Hmmm… tables! Maybe I need to get better at taking pictures from books!

Playing in Biomes

The majority of the book covers nine different Biomes from cave systems (complete with 60s polystyrene if you want), to deserts and everything in between. In each section there is a description of what our intrepid explorers might meet, the sub-types of biomes and potential threats and advantages of being there.

Of particular note here is that each section is crammed full of mission ideas and story hooks. For when you are struggling for inspiration.

So grab your GM, D20s and an exploration party and soon you may find yourselves in a Temperate Flower Forest, in the middle of a recent Burn Scar that has torn through a Glade. But remember the mission: There’s a distress call from deeper in the Forest.

And if I can do that in a few D20 rolls, imagine where it can take you!

Buying a Book?

The book costs £35, and as always, buy where you play; so check your local FLGS to see if they have a copy or can order in.

Alternatively check out Modiphius Entertainment’s own website.

If you are in the UK, you can find them at Dragonmeet at the end of November on stall D22.

What’s the conclusion?

This is a great book and a brilliant edition to a franchise I love… so it was always going to go down well. But the production quality, artist credits on the superb pictures and tables, tables, tables… have all combined to definitely convinced me it’s worth recommending.

So we give it 5 Woehammers!

And just in case you run other sci-fi RPGs or skirmish wargaming, and you’re looking for inspiration the solar system generation, and the biomes sections of this book are mostly rule agnostic and you could easily use this in another setting as an aide for idea generation.

Thanks again to Modiphius for providing us a copy to review.

— Declan and Eeyore

Rules Roundup: 20th July

Our wonderful and friendly discord has a channel designed to take your questions! Sometimes GW’s FAQs are slow to be updated, and rules are either unclear or simply not phrased well for non-English speakers. To that end, we have an excellent team of lawyers on hand to interpret the rules and answer questions you might have.

Below are the questions that were asked over the last 7 days from our discord server and the answers provided by our legal department*:

Q: Can Krethusa revive Morathi?
A: Yes, but not the Shadow Queen. Morathi would essentially take damage like a normal unit, but it’s a way of getting a good caster back in the late game.

Q: Can you get multiple instances of +1 to Hit?
A: You can, but you cannot benefit from more than one. You could have 5 different sources of +1 to Hit, but you’re still only going to benefit from a single instance. Multiple sources of +1 are only good for countering you opponent’s -1 to Hit, should that exist. (e.g. if you had +2 to Hit and your opponent gave you -1, you would have +1 to hit. If you had +2 to hit but no penalties, you would have +1 to Hit.)

Q: If a unit has Strike-First, what happens if an opponent’s ability gives them Strike-Last?
A: The two abilities will cancel out. This is shown in the Core Rules, section 19.0.

Q: If a Beast of Nurgle is killed and then replaced, can Horticulous replace that Beast when it dies?
A: No. Replacement units cannot be replaced.

Q: How does the weapon ability [SHOOT IN COMBAT] work?
A: The unit can still use that ranged weapon to make attacks in the shooting phase if it is in combat with a unit (which normally would not be allowed). The attacking unit can only target the unit it is in combat with.

*Please note that the “legal department” is a joke. None of these people are lawyers, cannot provide real legal advice, and are not representing themselves as lawyers. This shouldn’t have to be said, but US law is dumb so there’s the disclaimer. Don’t come after us.

Rules Roundup: 12th July

Our wonderful and friendly discord has a channel designed to take your questions! Sometimes GW’s FAQs are slow to be updated, and rules are either unclear or simply not phrased well for non-English speakers. To that end, we have an excellent team of lawyers on hand to interpret the rules and answer questions you might have.

Below are the questions that were asked over the last 7 days from our discord server and the answers provided by our legal department*:

Q: Can Ponitfex Zenestra use her Word of the God-King ability to banish a manifestations the turn it is summoned?
A: Yes.

Q: Is Gift of Apoplexy triggered when a unit uses passive abilities?

A: This is another case of GW’s language being a bit inconsistent. In order to determine what would trigger Gift of Apoplexy’s mortal damage you need to understand two things:
Is an ability being used?
Who is using the ability?

To answer the first question, we need to understand what is meant when the prayer says an ability is used. For the purposes of this prayer, an ability is used when it goes through the Declare-Reaction-Effect steps. Passive abilities don’t do that, so will not trigger Gift of Apoplexy.

The second question is answered by reviewing the ability that is being used. Let’s take the “There is No Escape” ability provided by the Death Stalkers Nighthaunt battle formation. The ability allows the player to choose a friendly Nighthaunt unit to be the target. In cases such as this, the player is using the ability targeting a model, not a model using the ability targeting itself. In this case, Gift of Apoplexy would not be triggered.

For more detail on using abilities, read section 5.2 of the Age of Sigmar Core Rules.

Q: If a Varghulf Courtier kills an entire unit, can it use Victory Feast at the end of the turn?

A: It can use the ability, but it won’t benefit from all of the effects. The healing will always trigger, since it has no conditions other than killing an enemy model. The second half can only trigger if the Varghulf is still in combat, however. The Retreat ability requires that the unit using the ability is in combat. If the Varghulf did a good enough job of killing enemy models then it will have nothing to retreat from and will not be able to move.

*Please note that the “legal department” is a joke. None of these people are lawyers, cannot provide real legal advice, and are not representing themselves as lawyers. This shouldn’t have to be said, but US law is dumb so there’s the disclaimer. Don’t come after us.

The New Old World – Part 2: Combat

Welcome to part 2 of the massive Old World Faq and Errata review. This one will cover what we have all been asking for. Changes to combat. Will it be enough? Let’s dive right in.

The biggest one is changes to infantry and heavy infantry with the Press of Battle rule. This allows infantry to have the second rank be a fighting rank. The stipulations with this are you cannot have charged that turn and you have to be in combat order. This is accompanied by another change that models have to be within their movement to be able to fight so no more linehammer. They have also changed supporting attacks with things such as spears to reflect this and support from behind a fighting rank so you can now fight in 3 ranks with spears. Note that the second rank is not in base to base so you still only get 1 attack even if it is considered a fighting rank. This brings up another question for another faq though. Can you now remove slain models from the second rank since it is a fighting rank? While it may not be relevant to many units, if you can take casualties from the second rank, models with 2 or more attacks can kill off their second rank that would be only getting 1 attack to still get their full attacks from the front rank. Whether or not you can this is definitely a great improvement to infantry.

Credit: Warhammer Community/Games Workshop

They also made some improvements to the survivability of infantry and heavy infantry. You can now get the parry rule of old 7th edition. When fighting with a hand weapon and shield, you can no get +1 to your armor save. This does, however, have a cap of max 3+ armor so something like chosen chaos warriors with shield will still only get a 3+. Things with light armor and shield now get a very respectable 4+ armor save now. You can also now change weapons when combat is chosen so you can do things like take spears and shields and use hand weapon and shields on the charge for a better save and switch to spears the next round for 3 ranks of attacks. Conversely, there is a max of 2+ armor save for infantry while chariots, monsters, and war machines can now only max out at a 3+ armor save.

The Errata made other big changes to combat resolution. To start, close order only gives you the bonus if you are unit strength 10 now. No more spamming small close order units for combat res. Another rule of old Warhammer I never knew why they did away with was the outnumber bonus. You can get +1 combat res for outnumbering and I have been asking for this since day 1! Another rule change that has huge implications to combat res is that now mounts in challenges do not get attacks against dead models. When a dragon is in a challenge now, the rider may kill a unit champ if it has higher initiative and only their wounds will count for overkill. The dragon will not get it’s attacks and stomp to rack up a ton of overkill resolution. Impact hits did get a bit of a glow up because they will hit the unit before being drawn into a challenge.

              These all seem to be really good changes for the game of Old World and especially infantry in general. Will this change the Meta? It is too early to say. I think we will definitely still see dragons and maybe even 2 in a lot of uber competitive lists, especially with magic getting toned down and a nerf to poison I will discuss in the next part. Both were great counters to monsters, so monsters got a little tougher to deal with now. Infantry at least does not feel like a bad option anymore like it used to and in a casual game it can be significantly more fun to play with. With the Matched Play Guide coming it may also tip the scales of infantry to being a staple in armies rather than a feels bad to take unit.

Rules Roundup: 28th June

Our wonderful and friendly discord has a channel designed to take your questions! Sometimes GW’s FAQs are slow to be updated, and rules are either unclear or simply not phrased well for non-English speakers. To that end, we have an excellent team of lawyers on hand to interpret the rules and answer questions you might have.

Below are the questions that were asked over the last 7 days from our discord server and the answers provided by our legal department*:

Q: Is “at the start of the battle” explicitly defined?
A: There is no hard rule anywhere in the core rules or season rules that states when the “start of the battle” is. The generally accepted practice is that the start of the battle happens after deployment, but before the first start of turn phase.

This is why, as an example, a unit that moves outside of its deployment zone in the deployment phase doesn’t count as a Scout unit for the purposes of Scouting Force. Also, if you null deploy, your opponent automatically scores all of the Intercept and Recover targets, although this is such a niche case that it should be clarified with your TO.

GW very proudly talked about how they had split all of the abilities in the game into actions so they could have a standard language. This is a case where they abandoned that standard language in favor of allowing their players to argue about something. See also some vagaries on when a unit is using an ability vs. when the player is using an ability, but that is generally clearer cut.

Q: Can I declare the retreat ability and then not move?
A: The generally accepted RAW would be that no, you do not need to move after declaring the Retreat action. This will likely be clarified in an FAQ or Errata by GW, because it makes a huge difference in the Attuned to Ghyran strike tactic. Declaring a retreat with two units while not moving them out of combat would allow you to score that tactic while still allowing the units that Retreated to fight and/or contest any objectives they might have been sitting on.

The wording of Retreat states that a unit can move after it suffers the mortal damage. If you had to move it would say that the unit must move. This will likely cause some arguments with your opponents, since the last sentence implies that the unit cannot end that move out of combat, but if you aren’t required to move then that last bit can be ignored.

Again, this is a case where you should ask your TO before doing it. Some TOs will use RAW, and some will use RAI, where the intent would seem to be that the retreating unit must end the action not in combat. You don’t want to grind your game to a halt because of some odd wording of a rule.

And that’s all we had for the week! We hope you found this helpful. If you have questions of your own, feel free to join our discord and ask away!

*Please note that the “legal department” is a joke. None of these people are lawyers, cannot provide real legal advice, and are not representing themselves as lawyers. This shouldn’t have to be said, but US law is dumb so there’s the disclaimer. Don’t come after us.

Rules Roundup: 21st June

Our wonderful and friendly discord has a channel designed to take your questions! Sometimes GW’s FAQs are slow to be updated, and rules are either unclear or simply not phrased well for non-English speakers. To that end, we have an excellent team of lawyers on hand to interpret the rules and answer questions you might have.

Below are the questions that were asked over the last 7 days from our discord server and the answers provided by our legal department*:

Q: Can you use Whirling Destruction after having charged with the unit of Moonclan Stabbas?
A: You can charge with the Stabbas then use this charge ability. Abilties in any phase are declared in any order you want, and are not all declared simultaneously.

Q: How do chanting rolls work?
A: Roll a die, and on a 2+ you can either bank the points or chant the chosen prayer. If you roll an unmodified 1 you lose D3 chanting points and cannot chant the chosen prayer.

Q: If I have a reinforced unit of clan rats, how many do I bring back each round for Seething Swarm?
A: Reinforcing a unit does not allow the unit to use the same ability twice in a phase. You would only be able to use Seething Swarm once per turn, so you would only be able to return D3 slain models.

Q: If my troll is positioned on a piece of terrain that has a section jutting out, is it within 3” based on the lowest point of the terrain, or based on the widest portion of the terrain?
A: I’ll be honest, this one got a touch complicated.

You need to measure a straight line from the farthest point of the model’s base to the nearest point on the terrain piece:

Note that the reason for this is that not everything is measured with horizontal lines. The only measurements that are “horizontal only” are combat range and contesting objectives/terrain. All other measurements have to account for the difference in height.

Q: Can SoG Iridan be used in the Ruination Brotherhood Army of Renown?
A: Yes. From the Battlescroll Summary:

So SoG Iridan could be included in the Army of Renown, but any Regiments of Renown use the specific warscroll included in the Regiment’s rules and cannot be replaced with a SoG warscroll.

*Please note that the “legal department” is a joke. None of these people are lawyers, cannot provide real legal advice, and are not representing themselves as lawyers. This shouldn’t have to be said, but US law is dumb so there’s the disclaimer. Don’t come after us.