Showing posts with label Rulebooks & Games. Show all posts
Showing posts with label Rulebooks & Games. Show all posts

Thursday, 18 January 2024

Necromunda 1st edition resources

 In this post you'll find all the rulebooks and expansions for the first edition of Necromunda, the books are provided in spanish for those volumes published in this language and in english for the rest. 

Reglamento

Manual de CampaƱa (bandas)

Suplemento desterrados

Adeptus Arbites

Necromunda Compendium

Wednesday, 13 September 2023

Witcher boardgame

 


I've been playing Witcher 3 lately and thought it would be cool to adapt my board game system to the setting. This game works pretty much like the renaissance and Warhammer  that I've already published but with some flavorful additions like monsters and of course witchers. You'll find the rulebook below and all the cards and marker.



Wednesday, 15 March 2023

Warhammer Fantasy boardgame

 

Following in the footsteps of Condotta I've designed another game, this time based on the Old World of Warhammer. Below you will find the rulebook and all the cards and markers necessary for play.



New World expansion



Good Factions
Lizardmen: Isthmus of Lustria, Huahuan Desert, The Great Jungle, Itza. Hero: Mazdamundi
High Elves: Lothern, Avelorn, Shadowlands, Yvresse. Hero: Tyrion
Amazons (minor): Amaxon Delta
Citadel of Dusk (minor); Citadel of Dusk

Evil factions
Clan Pestilens: Forbidden Jungle, Copper desert, Culchan Plains, Headhunter's Jungle. Hero: Skrolk
Dark Elves: Naggarond, Clar Karond, Karond Kar, Doom Glades. Hero: Malekith
Vampire Coast (minor): Vampire Coast

Special rules
Lizardmen: Magical Supremacy, they can reroll a single dice per combat
High Elves: Trading empire, receive one gold for every sea territory you control
Pestilens: Spread Plague, select a territory adjacent to one of yours at the start of the turn and roll 1D6 for each marker, at 5+ it is destroyed. Also inmune to the plague card.
Dark Elves: Enslave, roll 1D6 for every destroyed enemy marker, at 5+ receive one gold

Fortess Gates: any army defending Averlorn from an attack coming from the Shadowlands counts as being equipped with the forteess card (only killed at 6+)

Diplomatic afinities
Dark Elves-Vampire Coast
Lizardmen-Amazons
Clan Pestilens-Skaven
High Elves-Citadel of Dusk

Victory
Wipe out all other players
Control 13 land territories

Combining with The Old World
Both maps connect by the shared sea territory "the Great Ocean"
Total victory territories increased to 30

Markers

New cards
Winter cards don't affect Lustria
Lustria: all territories south of the Isthmus (including it)









Monday, 6 March 2023

Condotta: a renaissance boardgame

 

Hi all, recently I made a boardgame based on renaissance Italy, a game that combines both war and politics in a multiplayer setting.

Condotta

Stratagem cards







Tuesday, 8 November 2022

Horus heresy board game

 


Hi all, I've just made a board game for the heresy, the map was borrowed from here  and you can find the markers and the rulebook below. The map should be printed at dina-2 size.


Card edits:
- Daemon primarchs do not remain in play
- Replace "combat value" with number of markers (ex: double combat value=double number of markers)



Friday, 20 May 2022

Sunday, 8 May 2022

Necromunda: Vehicle rules

 

While waiting for GW to drop the upcoming vehicle rules I've cooked up some of my own.

The Motor Pool

Thursday, 27 August 2020

Battlefleet Coruscant

 

BFG rules for Star Wars

Clone Wars 

Galactic Empire

  Rebel Alliance

Fleets over 750pts must be led by an admiral, jedi/sith, or special character.

Turbolases and laser cannons roll one dice for firepower against the target's armour to hit, if the firing line passes through an explosion or gas cloud the firepower is halved rounding up. Ion cannons hit as lances but instead of causing conventional damage they inflict one critical bypassing shields. Against ordnance markers turbolasers and ion cannons hit at 6+ like lances. Laser cannons are treated as weapon batteries.

Tractor beams fire as lances and cause no damage, however if they hit an escort or a fighter/bomber marker they drag it towards the ship 15cm. In addition the escord/ordnance marker cannot move without first passing a Ld check. Place a marker next to it to remember the tractor beam's effects. Each tractor beam can only affect one target at a time (place a marker) so if it fires again at another model its effects disappear. In addition the rebel Starhawk Battleship tractor beam also affects capital ships.

Since there are no teleporters, no hit and run attacks from one ship to the other are allowed.

Sith/jedi: in addition to the Ld bonus they can deploy from the ship in one of the fighter markers (must be different visually). That fighter has a 3+ save versus other enemy markers, and attacks ships like an assault boat with a +1 on the roll. 

Wednesday, 29 April 2020

Tanks and imperator rules for Adeptus Titanicus

Rules for imperator, and tank support. 
Tanks follow all the same rules of knight banners like 3" cohesion, shaken etc.
You can include two armoured support units for each maniple or lance in your army
 

- Baneblade and fellblade cost +10pts to pay for the demolisher cannon
-Ordinatus loses command center
-Legion tank company: add turret laser cannon (range 24", 1 dice, S 5)
 
40k era tanks 
-Macharius omega: plasma blastgun weapon for +10pts

Saturday, 11 April 2020

Epic 40k: Horus Heresy



Some time ago I made some rules for heresy epic, recently one of the users of Tactical Command edited them in a sensible and nice format so I decided to have a go at a 2nd edition of the rules. Note that all superheavy tanks use the same criticals as the imperial guard baneblade and shadowsword.


-Note: both falchion and fellblade/glaive cost 140 pts


Saturday, 11 August 2018

Necromunda: ash wastes


I've updated the ash waste supplement to the new edition of Necromunda

ash wastes

I've also made a quick reference chart and an escher summary in spanish to ease my father's comprehension of the game:

referencia rƔpida

eschers


Ash Wastes addenda

Fighters can ignore any vehicle when shooting without taking cool tests. Vehicles can be equipped with weapons from the gang's lists (any) upon creation, during the campaign further guns can be bought from the trading post. When placed on a vehicle guns must me placed on a fixed facing shooting 90Āŗ.  Leaders and champions can activate more fighters inside the same transport


Moving backwards is done at half speed.
In order to fire or be fired on a passenger must be physically visible, gunners however an fire from inside the vehicle

Ramming: at least 6" in a straight line
If you ram a vehicle that has moved in a previous turn/activation head on you also suffer a ram
One crewman can fire the vehicle's guns with a basic action (no unwieldy)When making a head on ram both drivers need to pass a cool test or their vehicle will turn 45Āŗ left or right before the ram

Shooting
Ignore all traits save blaze and drag when firing on a vehicle
harpoon launchers/drag trait: if both have the same number of wounds  nothing happens, if no the vehicle with the lessed number of wounds is moved D3" towards the other
Unwieldy weapons lose this trait when mounted on a vehicle however if it moves more than half it's speed any to hit rolls will recieve a -1 to hit

When a vehicle explodes any mounted weapon can be recovered and added to the campaign roster at 4+

Turning: 2" to turn 45Āŗ, before turning move ahead 2" unless it's a bike, or a small hover/walker
Excepting the driver and gunner any passengers can shoot from a full throttle vehicle but have a -1 when doing so
shooting to wheels -1, to fighters cover as per rulebook
You can jump/board from one vehicle to another by passing a ld test (basic move)

Extra equipment:
boarding spikes -1 to ld tests when mounting on the vehicle: 25 creds
ramming spikes +1 to strength and damage when ramming: 40 creds
turret mount 50creds, the weapon can fire on a 360Āŗ arc.

Campaign
-vehicle starts with half damage instead of 1D6

Wednesday, 27 June 2018

My take on Adeptus Titanicus



I couldn't wait for the upcoming rules so I've made my one to play until then, In these I've mixed the aspects that I liked more of the previous rulesets, trying to fill their gaps.
There are rules for imperial, ork and eldar titans.

Monday, 3 July 2017

Sentinel Guard

 Painted my father's birthday gift: moar custodes!
But you didn't already have an army of those guys? Some of you may ask.
Well what can I say:

 Shield captain Mars



 Striking a roman pose
 Stabtodes



 Laureltodes



 Gemstodes



 Heroicstodes



I also made a campaign supplement for: