Thunderfire Techmarine

The same night I did Colonel Watts I also finally painted the Techmarine to go with my Thunderfire Cannon:

Target acquired.

Target acquired.

The Thunderfire Cannon itself is actually one of the earliest models I ever painted, way way back years ago when they were first introduced. It’s a super basic job with a wash over the metal doing all the work. One nice thing about it though is that the Kingbreakers decals stand out real nicely on the housing. This is absolutely the most poorly manufactured model I’ve ever dealt with though, shockingly so for such a simple one. Everything is warped, none of the handful of pieces go together correctly, and at the time it was near impossible to correct any of that because it was produced in metal (it may be resin now). The turret doesn’t even fit into the track platform correctly, and the interface is just a big circle. Absolutely atrocious. If I was going to field more I’d scratchbuild them or use a Mantic Forge Father Hailstorm. Patrick has one converted to have a Marine sitting on top, all done up in Imperial Fists yellow, and it looks fantastic.

I wasn’t real sold on the Techmarine’s servo harness at first, but painted and assembled it looks good and has a nice big, bulky feel to it. This guy was done super quick, just picking out some details and washing everything. The end result doesn’t really pop or grab the eye, but it doesn’t really have to. Standing way in the backfield and lobbing shells across the board he’s hardly ever the focus of clutch photos or anything like that, but he’s certainly above tabletop standard and ready if his moment comes.

It will though be nice having him fully assembled and painted. For years I’ve been using other models (namely an EM4 Space Ranger) or playing him for years without the harness attached, and it’s super easy to forget that he has a flamer and a plasma cutter built into it, alongside his bolt pistol. A good example of WYSIWYG and the physicality of models actually mattering and making the game flow faster. Doesn’t come up often, but they can really matter. One or two times he’s run forward to pop an Obliterator or a Daemon Prince in my home base with the plasma cutter and it’s way easier to forget that option without the actual model.

techmarine-side techmarine-back

In general it’s a bummer that the Thunderfire model is so atrocious, because it’s a great unit. It was solid to begin with when introduced in 5e, but in 6th and 7th edition it’s really solid: The gun (T7 W2 3+) and Techmarine (T4 2+) are robust enough to survive; it’s one of the Space Marines’ few indirect fire and blast weapon options; it has a couple different modes to tackle different enemies; the Techmarine himself is well equipped; him bolstering the cover from a piece of terrain is quite helpful in and of itself; and the whole thing only costs 100 points. The only thing I’d change is to make them a squadron so you could take multiple guns in the same Force Organization slot, which seems like it would be perfectly natural.

Colonel Watts

Colonel Watts walks out of the jungle. He’s seen some shit.

Avast, me hearties!

Avast, me hearties!

Sure is a pretty sunset over yonder...

Sure is a pretty sunset over yonder…

This was a quick paint job the other night. For the most part I did not do my usual drybrushing, edging, and other detail work, instead relying heavily on washes to provide depth. This is in keeping with the approach I’m trying to follow with my Imperial Guard, adopting the mantra of Gettin’ It Done.

Unfortunately I switched to a new can of Krylon Matte Finish and it doesn’t seem to be taking the shine off nearly as well as the last couple dull coat sprays I’ve used.  Secret Weapon’s Black Wash in particular seems to leave a healthy shine that this is not knocking off. Still a solid looking space dolly though.

The model is a Dark Vengeance Cultist Champion I found in a bits bin at NOVA and couldn’t resist at $1.50. He’s had a head swap with a Tempestus Scions Sergeant, an operation made just slightly trickier by the Cultist being a 2-piece snap-fit and already assembled, necessitating that the head be chiseled out rather than just cut off.  A few Chaos icons have also been greenstuffed away and a Space Marine Scout rope coil thrown on. Colin’s bits box provided the GW resin skull base while he wasn’t looking. All in all I’m ok with the paint job, but stoked about the model itself.

The dude abides.

The dude abides.

Nobody f'cks with the Jesus!

Nobody f’cks with the Jesus!

The PAGE crew maniacally churning through the bits bins at NOVA.

The PAGE crew maniacally churning through the bits bins at NOVA.

On the table this guy will sally forth as either Colonel Straken or a Company Commander. As discussed, they’re two of my favorite pictures in the Astra Militarum codex and I’m excited to have a model very much in line with them. The name is a reference to Peter Watts, author of some truly excellent sci-fi books, who has a short story up on Tor.com called The Colonel, introducing a primary character in his latest novel. In Forestway mythology, Watts and his company were shot down in their transports early in the fighting for the planet and presumed dead. Eventually though him and a small, ragtag band of hardened survivors from his company reappeared just in time to join the evacuation, having trekked halfway across the planet fighting both invaders and the local fauna.

Colonel Straken.  He lost his arm to a landshark.  No, seriously.  That's its skull on his side.

Colonel Straken. He lost his arm to a landshark. No, seriously. That’s its skull on his side.

A Company Commander.

A Company Commander.

40k Skirmish Variant: Recon Squad!

I’m pumped to announce the official release of Recon Squad, our unofficial skirmish variant for Games Workshop’s Warhammer 40,000!

Recon Squad

Get the rules!

Colin, myself, and a bunch of PAGE people have been working on this for almost exactly a year now. We’ve used it through two decently sized events (December and January) as well as several playtest sessions since the last set of big revisions, so I think it’s solid. Thanks to everyone that’s contributed, Luke Walker for the great cover art, and everybody else that’s given it a shot in events so far.

We’ll be putting up more Recon Squad related material shortly, namely a great narrative campaign and mission pack. If you’d like to be notified when those are up, join our 40k announcements list!

Basics

Veterans will recognize Recon Squad as very similar to traditional Kill Team games. For those unfamiliar with that style of skirmish games in 40k, it’s a variant for very small, fast, tactical battles of individual troops. In this case armies consist of at most 200 points and are very restricted in the roles and stats available. Once on the field, each model acts individually, running about on its own to fight the enemy and capture objectives. I personally wouldn’t want to play this way all the time, but it makes a nice change of pace and can pack a ton of strategic depth. More people should give it a chance as it’s a really neat way to play 40k. It can also be a good way to introduce new players to the basic game mechanics and models.

Motivations

Just as it’s cool to occasionally throw down all the models you own on the table at once, it’s also really rewarding to occasionally focus on just a handful of models. Traditionally that’s been the domain of Games Workshop’s official Kill Team variant of 40k. Earlier versions were kind of weird, but the versions released throughout 5th edition 40k worked well, and were tight, free 3-page PDFs. The latest, for-sale eBook though is disappointing: Overpriced, terrible formatting, sloppy rules, and poor adaptation to 6e/7e despite being released at the end of 6th/just before 7th. It’s not terrible, but it’s not great. I have a review of some of the problems here.

Sentinels were *made* for this format.

Sentinels were *made* for this format.

Recon Squad is our response. We think it’s a tighter ruleset, better adapts 7th edition to skirmish play, and has more balance. As just a few examples, it explicitly addresses Brotherhood of Psykers/Sorcerors, makes Astra Militarum orders useful, and limits grenades and hordes. None of that is addressed in the current Kill Team. Obviously our Recon Squad variant is heavily inspired by the traditional Kill Team rules, but it is its own animal and a lot of thought has been put into tuning it for modern 40k and casual to competitive play.

A lot of emphasis has also been put on access. Obviously as a free PDF anybody can check it out. One of the problems with Kill Team as a $12 eBook is that it’s difficult to use it in a tournament or campaign—nobody wants to be forced to buy another book just to enter. Recon Squad doesn’t have that problem. As importantly, it’s also easy to jump in and play. Unlike some other unofficial 40k skirmish efforts, e.g., The Heralds of Ruin’s excellent ruleset, it uses the same list building as always. The core mechanics also aren’t changed other than breaking units apart into individual models. So veterans can easily throw down a quick skirmish, and newcomers can play Recon Squad with their handful of models and apply what they learn directly to standard 40k.

Design

A few of the design considerations in Recon Squad are worth touching on.

On a simple note, our “Everyone Falls The First Time” rule adds in a basic ability to jump over short gaps. It also restores the ability for models to jump down from large heights in return for possible injury, which was removed in 6th or 7th edition. These rules aren’t strictly required, but are very useful to help models move around on the super dense boards many people will want to play on in this skirmish setting. Boards generally still shouldn’t be completely jammed with terrain as shooting will become very ineffective, but there should be more terrain than usual and it can be a lot of narrative as well as gameplay fun to construct very detailed, rich environments that wouldn’t work in standard 40k.

A very elaborate example of a Recon Squad board.

A very elaborate example of a Recon Squad board.

More importantly, the “Frag Bag” rule limits how often a model can throw grenades. In standard 40k the relatively recently added rules for using grenades in shooting attacks aren’t a huge deal: You’re not frequently in range, and only one model per unit can do it at a time, so the effects are muted. In skirmish though each model is their own unit, and they’re frequently in range. Marines in particular become supercharged because they’re all running around with a free S8 AP3 assault gun due to their krak grenades. Recon Squad explicitly curtails that.

Similarly, Brotherhood of Psykers/Sorcerors needs to be explicitly addressed as the army unit is broken up into a bunch of 1-model units running around. We’ve gone with allowing one model in such a unit to act as a psyker each turn. The main basis for this is that making each model an independent psyker would be an overpowering buff. At the same time, discounting it would render many units completely powerless, as Kill Team does. Our “Cast A Spell On You” rule tries to strike a balance between the two.

Horrors and orks goin' at it.

Horrors and orks goin’ at it.

We’ve also broken with traditional Kill Team rules a bit in the force organization and army restrictions allowed. An HQ slot is given, and the limits on wounds and armor are both bumped up. This permits a number of non-traditional units, but squads are still kept within reason and a number of fluffy builds are enabled. For example, a common Tyranid complaint with Kill Team is that it doesn’t permit Lictors because they have 3 wounds, though they are otherwise an extremely appropriate selection by both narrative and gameplay. Space Marine Captains and Terminators are also both permitted in Recon Squad. Running a squad of 5 bare Terminators to hunt down xenos is super fluffy and probably isn’t actually overpowering despite the traditional ban—it’s probably actually not even a great squad. They’ll be real tough to kill for most troops, but special weapons combined with specialist traits will make short work of them and with so few models the squad will have significant trouble holding objectives, or even getting to them before being mobbed. Similarly, 100+ points on a Captain that could easily die to an ignores cover-meltagun or relentless-lascannon is probably a poor investment but could certainly interest someone.

Which brings us to the rule we were most conflicted about: Squads are capped at 20 models. This does eliminate some fairly narrative builds, like a basic Astra Militarum Platoon. The rationale though is simple math. Above twenty models and most factions will really struggle to do enough damage each turn to have any chance of breaking the squad or not being simply physically blocked off every objective. Even at twenty models the opponent has to eliminate a considerable number each turn to whittle it down significantly. While it’s unfortunate to force the Imperial Guard, Orks, and some others to focus less on their most basic troops, it’s not out of narrative character for Recon Squads to be composed of more elite troops. This restriction also goes quite a ways to addressing one of the main balance problems in Kill Team play, and isn’t something addressed at all in the traditional or current official rules.

For the Emperor!

All in all we think Recon Squad is a pretty solid ruleset, and have been happy with how it’s worked out in our events so far. There’s little new to learn to play except the tactics, and those tactics are pretty deep. In our campaign last Saturday Colin and I had a super tight match between his Fallen and my Kingbreakers that was among the most chess-like 40k I’ve played in some time as Sergeant Harmon and his Ghosts (Sternguard) ran the traitors down among the ruins of an Imperial shrine. So grab your favorite plasmagunner, make him an Ignores Cover specialist, and get him out there to fight for the Emperor!

Check it out!

Fallen and Kingbreakers have a standoff in a ruined Imperial chapel.

Fallen and Kingbreakers have a standoff in a ruined Imperial chapel.