One of the really great things Apocalypse allows
you to do is to design your own datasheets. This isn’t
a new idea; in fact it’s been around since the
start of the hobby. Back when Rogue Trader was released
(Rogue Trader being the title of the original version
of the Warhammer 40,000 rules) there were very few vehicle
models in the Citadel Miniatures range, and so players
were pretty much forced to use scratch-builds and conversions
in order to be able to field any vehicles at all. Rick
Priestly, the author of Rogue Trader, even went so far
as to write an article explaining how you could make
a tank from an old deodorant bottle!
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Rick
Priestly scratch built this
model for the first edition
of Warhammer 40,000. |
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Nowadays, of course, every army has a range of specially
designed plastic vehicle kits to draw upon, making such
extreme measures unnecessary. None the less, converting
and scratch-building models is great fun, and with the
advent of Apocalypse it’s very easy to include
such models in the Warhammer 40,000 battles that you
fight. This article provides some tips on how best to
go about this. What the article doesn’t attempt
to do is to provide hard and fast rules for designing
datasheets – you’ll find no long lists of
arcane upgrades, or any complicated formula that work
out a points value for your latest creation. Instead
you’ll find advice that is based on the way that
the designers in the Studio actually developed the datasheets
included in the Apocalypse rulebook.
I’ve avoided trying to create a set of ‘vehicle
design rules’ because bitter experience earned
over the years has taught me they simply don’t
work very well. No matter how long the lists of upgrades
you can take, or how complicated you make the formula
for working out the points, somehow or another the upgrades
never quite cover that really cool idea you’ve
had for a new model, and the points values never seem
to work out quite right.
Let’s use the lifta-droppa that Phil Kelly came
up with for the Big Mek’s Stompa as an example
(you can find it on page 131 of the Apocalypse book).
The lifta-droppa, as its name implies, is designed to
lift a target vehicle off the ground and then drop it
back down again from a great height, and hopefully right
on top of
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Big
Mek's Stompa lifta-droppa
(Say that 10 times fast)
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another enemy vehicle or group of infantry. I can just
imagine the Ork Mekaniak guffawing away like mad as he
uses it! However, there is no way that a wonderful and
unique weapon like this could be created from a generic
set of design rules –creativity doesn’t come
from a list of options, it comes from your imagination.
This means that the rules needed for such a weapon must
be designed ‘bespoke’, and then the points
value worked out based on gut instinct and a lot of playtesting.
Well, in my opinion, anyway.
This article explores how to create such ‘bespoke’
rules, and gives advice on how to work out the points
values for the models you create. I think you'll find
that the suggestions, if used intelligently (i.e., not
just to try and win games), will offer you all kinds
of opportunities to increase the scope, colour and character
of your Warhammer 40,000 games. It will also, I hope,
herald a return to those heady days when most players
would cheerfully scratch-build and convert new models
for their army, and had a vehicle or two that had started
life as a transforming robot, or a World War Two tank,
or even a deodorant bottle.
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