D&D, Blood Bowl and other games, with a bit of maths.
I finally painted some Tyranids
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I finally got some time to do some painting (first time this year) and was able to get about half my Tyranid army covered in read and black. I was also able to finish off my Hive Tyrant and Zoanthropes.
Blood Bowl Inducement Review As most of the inducement options from Death Zone are allowed in LBBL games I thought it was worthwhile providing a summary of what is available. I have also added a quick colour code to say if I think the options are Good , Bad or Situationally useful. Remember as per the League handbook you must bring along an official copy of the relevant rulebook for any Inducement you are using. This guide is intended to be used to help you decided if you want to buy a copy of Death Zone not as a replacement for it. Remember folks we get an extra 5% off at Geek Retreat on League night! Death Zone offers (In)Famous Coaching Staff, new Wizards, Named Referees and a small number of other cheap options for using up petty cash. 0-2 (In)famous Coaching Staff Galandril Silverwater 40,000 gp Elven Kingdoms Extra Cheerleaders and a minimal chance of extra Team Re-rolls if that kick off event happens. I wil...
Warhammer Fantasy Role Play has always had an interesting system with using careers as a way for characters to advance in the game. With over sixty basic careers they is a lot of options that players can have for their character. When you then move on into all the Advanced Careers there is a lot of options. Coming back to the game I wanted to know what routes were available to get from which advanced career to another. As no chart existing I created one including key Characteristics that are available. Key Rectangles show Advanced Careers while ovals are Basic Careers. I have shaded in those careers that cannot be reached from other Advanced Careers. Given the Magical careers do not really connect with the others I left them off the diagram. The Highwayman, Duelist, Assassin and Outlaw Chief form four corners of our diagram with the Mercenary Captain as the central hub. This allows for characters to move round the majority of advanced careers without...
Background In WFRP the designers wanted a different approach to D&D and devised a system of careers. In First edition characters start with a random career within a broad category such as Warrior or Rogue. Later editions changed this to just a random roll across all careers. Each career has a number of predefined career exits allowing you to build up a career path. Fortunately you can also change to any other basic career should you have rolled badly or progressed into a dead end career. Our goal is to build a rogue as a foppish dandy by day but daring hero by night. Elves and Halfings are our race of choice (they both have night vision). For combat we want to be using a bow or sling and try to stay at range. Later on we can get some bolas for entangling opponents and making them easier to finish. Rogue careers start with a mix of social and stealth skills. Since we have already made the choice not to be a Warrior the best care...
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