Back and Badder Than Ever: the 9e Drukhari

Text by Kenton Kilgore, copyright 2021
Most images copyright Games Workshop, 2021

The fact that the second xenos army book released for 9th Edition is Codex: Drukhari—and not one for Craftworld Aeldari, T’au, or Orks—flabbergasts me, but I’ll take it. I’ve been playing Dark Eldar since they arrived with the 3rd Edition rules in 1998, and they’re one of my favorite forces to play. As I’ve done in the past, I’ll go over the new book, pulling out some of the things I like, some that I don’t like, and some that I’m indifferent on. Ready? Off we go!

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KD&D, Part 6: Weapons

This post is part of a series describing the rule changes I've made for my current fantasy role-playing campaign. "Kenton's Dungeons & Dragons," or "KD&D," is a full-fledged variant of the 1st Edition Advanced Dungeons & Dragons game initially released in 1977. Feel free to use some or all of these rule changes for your own D&D gaming, no matter what edition you play.

After many years of role-playing retirement, I started, in 2020, running a 1st Edition AD&D campaign at the request of my neighbors and family. Coming back to the game, I’ve realized that, while it’s still my favorite, the mechanics of it can be clunky and difficult, and that some parts are lame.

To make what I consider to be improvements to the core rules, I’ve borrowed ideas from issues of Dragon magazine and later D&D editions, as well as come up with a few of my own. My operating motto for re-tooling the game is to make it, “Simpler & Better.”

Thus far in this series, I’ve talked about:

As a follow-up to the previous post, let’s talk weapons. I’m happy with almost all of the weapons and their characteristics—speed factor, damage, etc.—listed in the Players Handbook (PHB) and the Unearthed Arcana (UA) books. There are a few, however, that I feel need to be adjusted.

Much of what follows is drawn from the Second Edition Player’s Option: Combat and Tactics book (POCT). I wasn’t (and am still not) a fan of Second Edition, but this sourcebook was excellent (you can purchase a PDF of it here).

 

Here are the weapons I changed for my campaign:

Continue reading “KD&D, Part 6: Weapons”

Tigers of a Different Stripe (Primaris Version)

The Fighting Tigers of Veda have been online for 21 years, and every so often, someone will e-mail me photos of their Tiger minis. I’m always glad to see what someone who can actually paint decently does with them! If you’ve painted up some and would like me to share them here, shoot an e-mail to me: kentonkilgore@kentonkilgore.com.

People have sometimes asked me if there are there Primaris Fighting Tigers of Veda. Well, there are now! Mik Burns (aka Cygnus46 on Instagram) has been hard at working painting up these, to bring stripey retribution to the enemies of the Imperium!

Continue reading “Tigers of a Different Stripe (Primaris Version)”

“KD&D,” Part 5: Simpler and Better Combat (Explained)

This post is part of a series describing the rule changes I've made for my current fantasy role-playing campaign. "Kenton's Dungeons & Dragons," or "KD&D," is a full-fledged variant of the 1st Edition Advanced Dungeons & Dragons game initially released in 1977. Feel free to use some or all of these rule changes for your own D&D gaming, no matter what edition you play.

After many years of role-playing retirement, I started, in 2020, running a 1st Edition AD&D campaign at the request of my neighbors and family. Coming back to the game, I’ve realized that, while it’s still my favorite, the mechanics of it can be clunky and difficult, and that some parts are lame.

To make what I consider to be improvements to the core rules, I’ve borrowed ideas from issues of Dragon magazine and later D&D editions, as well as come up with a few of my own. My operating motto for re-tooling the game is to make it, “Simpler & Better.”

Thus far in this series, I’ve talked about:

This time, I’d like to take a deep dive into making combat “simpler and better” by looking at the 10 steps to a  melee round that I listed in the previous blog post. Those steps are:

  1. Is Anyone Surprised?
  2. How Far Away is the Enemy?
  3. What Are You Going to Do?
  4. How Will You Fight?
  5. Who Goes When?
  6. Roll “To Hit”
  7. Is it a Critical Hit?
  8. Roll Damage
  9. Does the Enemy Hit You?
  10. The End of the Melee Round.

Again, I developed some of the revisions myself, but most of them, I cribbed from the 1e Players HandbookUnearthed Arcana, and DMG, as well as the 2e Player’s Option: Combat and Tactics book.

So, grab your favorite beverage (I take my tea with lots of lemon and sugar), and perhaps a snack, and let’s have a long chat.

Continue reading ““KD&D,” Part 5: Simpler and Better Combat (Explained)”

“KD&D,” Part 4: Simpler and Better Combat (The Basics)

This post is part of a series describing the rule changes I've made for my current fantasy role-playing campaign. "Kenton's Dungeons & Dragons," or "KD&D," is a full-fledged variant of the 1st Edition Advanced Dungeons & Dragons game initially released in 1977. Feel free to use some or all of these rule changes for your own D&D gaming, no matter what edition you play.

After many years of role-playing retirement, I started, in 2020, running a 1st Edition AD&D campaign at the request of my neighbors and family. Coming back to the game, I’ve realized that, while it’s still my favorite, the mechanics of it can be clunky and difficult, and that some parts are lame.

To make what I consider to be improvements to the core rules, I’ve borrowed ideas from issues of Dragon magazine and later D&D editions, as well as come up with a few of my own.  My operating motto for re-tooling the game is to make it, “Simpler & Better.”

Thus far in this series, I’ve talked about:

This time out, I’ll tackle a fundamental, huge, and often overly-complicated component of AD&D, or any role-playing game: combat.

Continue reading ““KD&D,” Part 4: Simpler and Better Combat (The Basics)”

Tigers of a Different Stripe

The Fighting Tigers of Veda have been online for almost 21 years, and every so often, someone will e-mail me photos of their Tiger minis. I’m always glad to see what someone who can actually paint decently does with them! If you’ve painted up some and would like me to share them here, shoot an e-mail to me: kentonkilgore@kentonkilgore.com.

Continue reading “Tigers of a Different Stripe”

A Sacred World, Part 1

The following is an excerpt from my upcoming novel Stray Cats, about the adventures of a cat named Pimmi across nine worlds, one of which will be familiar to visitors to this site. 

If you like 40K fiction (and/or cats), I think you'll like this, which incorporates a lot of Jungle lore, with adjustments made to avoid infringing on Games Workshop's intellectual property.

Chronology: 14.038.379

Sector: Udaipur <> System: Bagha <> Planet: Vedah

Like many other cats on this hot summer afternoon, Pimmi is napping in a patch of sun when the Kurindans come to end the world.

A shrill keening from high above jerks her awake. The kitten cringes, head tucked, ears flat, eyes following those of the thin boy sitting next to her on the cracked stone steps of the shrine, forgotten by almost all. A silvery shimmer, streaming white smoke, screams from the empty blue sky, spinning a flawless spiral for a second or two. Then it smashes into the village in the shallow valley below, a thundering explosion as the ground shakes. Pimmi’s heart beats a single time, and then the shockwave of the strike knocks the boy atop her as the scores of other cats who live here scatter.

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You Want Tigers? Have Some Tigers

(Models and header image by Bryan Stiltz. Used with permission)

Lately, I’ve had two separate Jungle visitors ask me the same question, and it’s one that’s come up a few times over the years. That question is, “May I start my own Fighting Tiger army?”

The answer is, “Absolutely.” Not only that, I’d be honored if you would.

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The ‘Bots Are Back: the 9e Necrons

Every time Games Workshop comes out with a new edition, they release new minis and codexes for two armies to get everyone excited. Ninth Edition is no different, and this time out, GW has published army books for Space Marines, as well as for Necrons. So, let’s take a look at the latest Tome of the Toasters, shall we?

Weighting in at a trim 120 pages, the new Codex: Necrons is still too long to do a thorough examination, so I’ll just cover what jumped out at me from the rules sections. But just so you know, if you liked the Post-C’Tan-Sassy-and-Liberated-Robot fluff, and the Heavy-On-The-Spectral-Green art from previous versions, you’ll find more of the same in the latest.

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Drinking From A Firehose: The New Space Marines Codex

If you’re having deja vu, it’s because Games Workshop published a Space Marine codex in 2019, and here we are, a year later, with a brand new one for 9th Edition. So, consider this review a follow-on to the one I did before.

As always, I’m not going to cover everything, because there is so much jammed into the new book’s 200+ pages. Instead, I’ll only discuss the things that jumped out at me. Like last time, I focus on the rules, but rest assured that there are plenty of cool background material and artwork in the new codex, almost 90 pages’ worth.

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