
Whore’s Blade 20,000 will be released as soon as Brad has finished the awesome cover.
Any delay is in the cause of awesome and therefore acceptable in my eyes.
Thank you for your patience.

Whore’s Blade 20,000 will be released as soon as Brad has finished the awesome cover.
Any delay is in the cause of awesome and therefore acceptable in my eyes.
Thank you for your patience.
Darren has sent me these pics of the Wellness Officer Sculpt
Sweet eh?


Some Wargamers I know get really pissed off at any suggestion there may be more to a game than plonking down some minis and shooting the shit out of each other for a couple of hours.
Others simply DEMAND you have a proper scenario with defined objectives and in some cases a fully-fledged back story.
It is as ever my duty to balance the demands of a diverse (though not large) fan base. Thus there are several ways to handle Missions in Whores Blade 20,000.
Fire Fight: Ignore the idea of objectives and just set up and shoot each other to Hell.
Basic Missions: A randomly selected simple Mission with objectives that affect your Opponents Courage Point store.
Black Ops: One Player assembles a Warband as normal whilst the other has a horde of Goons for them to get past in some kind of risky stupid mission. There will be a future Supplement dedicated to this form of play.
Full Scale War: Combining Goon Squads with heroic Warrior leaders for a full-scale Wargame. Again there will be a Supplemental Expansion of this.
Hopefully this caters to all tastes!

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.
Full discussion!

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.

Unlike many ridiculous Science Fiction Wargames, Whores 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.

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 Whores 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!

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.