Tag Archives: 20k

[WB20k] Psychic Powers

Wytch Poster (Censored)

With the exception of the rare “Fuzzies” every human being in the Galaxy has a Psychic Power.

Psychic Powers come in three broad varieties…

Minor Psychic Powers are free but not particularly powerful ranging from the classic fireballs and lightning bolts to more subtle abilities like Compel.

Allegiance Psychic Powers are unique to each Allegiance and are quite potent, hence they cost extra.

The same is true of Occupation Psychic Powers available to those with specific Occupation Features.

The choice is between a risky but useful back up or a potent and destructive ability that will likely determine the strategic worth of the Warrior to her fellows.

[WB20k] Features and Bugs

Nurse Tracey

Features and Bugs are minor special rules that allow further customisation of Warriors to make them individuals rather than random grunts.

They cover many areas of the rules changing how Warriors move and fight as well opening up new creative tactical options.

For those of you coming over from the Roleplaying game these abilities are not as powerful as Path Features but they are infinitely more customisable and characterful.

Each Feature costs 10 points to purchase and each Bug refunds 10.

Warriors have 3 slots of each.

[WB20k] Weapons

Scoundrel Poster (Censored)

Unlike many ridiculous Science Fiction Wargames, Whore’s Blade 20,000 reflects the fact that in the future warfare will be dominated by fire fights.

You can TRY to be an elite mystic space knight but normally that gets you shot to pieces!

Weapons listed (with the exception of those gained by Features) are therefore all shooting Weapons.

As in Courtesans 20,000 they are divided into Standard Issue, Elite and Heavy Categories with prices and restrictions limiting the number of Heavy Weapons in Warbands.

Weapon Attributes are little changed aside from being rationalised into a notational form suitable for a Roster Sheet and Poison is now referred to as Critical as not all weapons capable of such horrific damage are necessarily venoms.

Ranges are deliberately on the short side to keep games mobile and fast paced.

[WB20k] Morale

Wellness Officer Poster (Censored)

Morale is always a tricky one to model in a Wargame.

Moving and shooting can easily be statistically determined but as to how your Warriors feel… God only knows!

The way Morale has been modelled in Whore’s Blade 20,000 is each Warband has a store of Courage points. These points go down after particularly successful Attacks are made against the Warband and Warriors die.

However the points can also be expended voluntarily to reroll a dice through heroic effort.

Morale is thus a balancing act. Do you conserve points from loss or risk them to change the course of fortune? The choice is yours!

[WB20k] Engagement

Warrior Poster (Censored)

Engagement is all about the core of Wargaming: Killing shit!

Engagement begins with the Players taking it in turns to have Warriors declare their Targets.

These Engagements are resolved with Attack Challenges which are typically Aggression versus Aggression unless it is a base to base Melee Engagement in which case it is Grit versus Grit.
The Winner of the Challenge can use her Margin of Success to attempt to Inflict Injury or Close the distance to her Enemy.

Injury uses the tried and tested system from Doxy and Weird and Wonderful.

Cover is a simple bonus to Injury Resistance and Hidden Warriors have the option of making a Pop Up Attack for a bonus to the Attack Challenge.

Falling is treated as an Attack with a Margin of Success equal to the number of Floors fallen.

[WB20k] Movement

Tina El-Dazio

The Movement Rules of Whore’s Blade 20,000 are based around the simple principle that a Warrior Moving at full combat effectiveness can move her Grit in Paces. This is called a Base Move.

This includes jumping gaps between buildings if the Warrior has the Paces to achieve this.

There are also three other Movement options.


Climbing:
Paces of Base Move can be spend to Climb 1 Level per Pace spent.

Sprinting: Sprinting involves “gambling” for additional Paces in Movement: Higher Grit Warriors have better odds. Sprinting Warriors cannot declare Engagements or attempt to Spot Hidden Warriors.

Hiding: Provided a Warrior is in Base Contact with suitable cover she spend a Pace to duck down out of sight. Remaining hidden until spotted by an enemy or until she makes a Pop Up Attack.

[WB20k] Priority

Mechwarrior-F-01-BW

Rather than the typical “you go, I go” of other Wargames Whore’s Blade 20,000 replicates the chaos of battle as players take it in Turns to Move or Engage with individual Warriors rather than their whole Warband.

Who goes first? Well the Warband with the highest Courage gets to choose which of the two Phases to assign priority to and thus act first in. In the other Phase the other Warband acts first.

Simple and fair, the watchwords of the game.

[WB20k] Men’s Liberation Army

MLA Logo

Men have hard time in the Empire. Ever since the Empress was betrayed by a man she’s projected this mistrust onto the entire gender. Thus men are second, if not third class subjects.

Barred from employment, drugged to the eyeballs and with their sex lives reduced to official breeding programs it’s no wonder they rebel.

The rather haphazard pseudo group that supports the restoration of men’s rights is known as the Men’s Liberation Army.

Imagine the anarchy of Anonymous mixed with the passion of the Suffragettes and the ruthlessness of Al Qaeda.

Yes I do realise those adjectives are interchangeable!

Anyway the MLA are a group of fanatics with an obsession with blowing shit up in the name of re-establishing gender equality if not tipping the balance the other way.

MLA Warbands are chaotic and disorganised in all sorts of stupid ways but as they prefer explosives you can guarantee that they will hit hard. Particularly against large numbers!

[WB20k] Cults of the Powers of Darkness

Cult of Darkness Logo

As pathetic as it is when you preach against something, whether it exists or not, hard enough some “radical non-conformist” will start worshiping it.

The Church has been holding up its Powers of Darkness bogeyman for over 10,000 years and during that time it has developed into an underground rival religion.

They profess many Sethian ideas about freedom and scientific supremacy however this is based on the belief that this will give them cool demonic powers rather than an actual belief in science or reason.

Whilst the Church preaches the two factions are in cahoots most Quizzers know that they are highly antagonistic toward each other.

The entire human race may well be capable of great feats of Will through Psychic Powers but fortunately most of the Cultists Attempts to summon demonic doom are complete failures. Nevertheless the Quizzers are pressured by the Empress to waste their time on these suckers!

Cultist Warbands favour cheap and plentiful builds with Standard Issue Weaponry supplemented with the odd Jury Rigged beauty.

Tactics generally involve being numerous and overwhelming smaller, better equipped Warbands.