Tag Archives: core

[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.

[Transported] Update

Transportation

I don’t think just making Transported a Supplement will do it justice. It is a unique setting with unique challenges and unique Characters.

Thus Transported will become the 4th History Farce game. It shall play with some of the same mechanics as Doxy but it shall be standalone.

There shall be conversion guides from the other 3 but all Felons will use the rules in Transported rather than their own.

Please do join us for this rollicking adventure!

[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.

[WB20k] The Sethian Insurgency

Sethian Logo

The Hyper Tech Republic was, like many human institutions, driven by idealism more than anything else.

It was this that ultimately led to its downfall through the Corporate Betrayal.

With the masses now in the thrall of the “saviour” Empress those who believed in the primacy of Science faded into the Shadows.

They did not vanish entirely though. There were still some that clung to the old certainties and did not embrace the new dogma. One within the Empress’ very cabinet nearly brought the theocracy crashing down and re-established the HTR.

The remaining groups who have Scientific ideals are collectively named after him. They are the Sethian Insurgency.

Contrary to the ancient joke about the People’s Judean Front they are relatively harmonious if not very well organised.

Curiously this Science based group has a real lack of practical minded folk. This is because pragmatic people know the Empire isn’t going anywhere and are usually involved in a department of state if not the Quizzers themselves.

The Sethians rely on their technical genius to win the day with tactics and abilities that confound their Opponents and their ability to strike back.

It is quite a combination that can be extremely potent in the right hands. However it can also fall to pieces in short order if not played right.

[WB20k] El-Dazio Inc

El-Dazio Logo

As much as they like to think they are, the Union are not on top of Organised Crime in the Empire.

There are still unregulated private enterprises organising criminals from street level up.

The most notorious of these is the El-Dazio Corporation.

Originally one of the Tech Corporations behind the HTR the rise of the Empress made most of their products illegal forcing them to become an organised crime family. Their knowledge of organised crime may be limited to old exploitation movies but they’re the best business minds in the galaxy and they bring this knowledge to their operations.

It is well known to the Quizzers and the Administration that El-Dazio are a bunch of gangsters however none of the kingpins have been connected to any of the family’s criminal activities. Thus the company goes from strength to strength providing services the Empress prohibits.

As a Warband El-Dazio are characterised by the fact they all carry Elite grade Weapons. They have a unique Feature that allows them to fight more effectively when cornered and some possess Psychic Domination abilities way in excess of any other known humans.

Essentially the El-Dazio way is: strike hard, strike fast and ensure they do not refuse!

[WB20k] The Divine Order of Quizzers

Quizzer Logo

The Empress’ Paranoia attack after the Sethian Rebellion caused the creation of a new kind of secret police.

The Quizzers have authority unmatched by any other Subject. A flash of their badge sends shivers down the spines of even the most hardened Guardian or canny Privateer.
With this authority they can recruit anyone in the Empire to aid them in their investigations.

Of course most of the time these investigations involve seducing young beauties suspected of heresy, then, if they pass the test, handing them over to be brides of the Empress but you can’t deny a girl a little job satisfaction.

The unique ability of the Quizzers is their diversity. Warriors, including the Quizzer in charge, all have a former Allegiance that gives them the tactical options of that Allegiance allowing for an interesting mix of the weird, the wonderful and the deadly.

Each Quizzer Warband is unique so a discussion on their tactics would be somewhat redundant. The trick is to find a combination that works for you and your style of play.