Sunday, 19 February 2017

More Dice-Based Initiative for 'Clobberin' Time'

When I posted the rules for switching Clobberin' Time to dice-based initiative the other day, I left out the necessary changes to abilities. I did it deliberately because, frankly, the whole post was already a bit long, and I didn't want to overload you.

So here are my very brief notes on the necessary changes and, as a bonus, a couple of extra abilities.

Ability Changes and Updates for Dice-Based Initiative

Existing Abilities

Adapt - Assign marker to opposing character whenever the character with Adapt is set to ready.

Boost - Only gives the extra dice if the character was activated on a 4 or 5.

Mind Control - If the character has a control marker on them, then the player with the marker can activate them as if they were one of their own characters

Outwit - If you are currently ready, you may declare your activation when an opposing character in range and line of sight declares theirs. You act on their roll instead of them. You may not take the activation of another character with Outwit unless you are a higher level than they are - R

Slow - If the character has been activated, then they may only be returned to ready at the end of a turn.

Quick - If this character is activated, they may be returned to ready on an initiative score of 5 or 6.

Tactics - If the initiative roll is not a double 1 or a double 6, then the side with the character with the highest level in Tactics may choose reroll their initiative die.

Loner - If you win initiative with a 2 or 3, then you must activate a ready character with this trait if one is available. If you have more than one Loner, then determine which one activates at random.

New Abilities

Egotistical - There may only be one Egotistical character on a team. If this side wins initiative with a 6, and has a character with this ability that has been activated, then the roll must be used to return the Egotistical character to ready.

Unlucky - The character is the source of more sub-plots than usual. They are affected by doubles which are less than, equal to or one greater than their level. If one greater, however, the level of the sub-plot is only equal to their level.


I have played no proper games this weekend so far, but have moved a few figures around just to test out the ideas, and essentially the system works. Nate has tried them out a little more comprehensively, and has posted some reports on his blog. He seems to think the initiative itself work, but that the sub-plots don't. This is OK; the sub-plots were an afterthought anyway, and the system doesn't require them, although I do like the idea of building his extra scenario wrinkles into the game via some mechanism, rather than just as part of the scenario design. Mostly because I'm a lazy scenario designer, and prefer the game to do the work if it can.

In other news, I've been busy painting a new HOTT army this weekend, one I printed a couple of weeks ago. There will be pictures of the completed army in due course, but here's some teasers of it on the printer.

And finally some pictures of figures straight off the printer, some of which have made it into the army, and some of which haven't.


  1. I am starting to print HOTT figures as well(I have the same wanhao 3d printer). Working on getting some Middle-Earth figures right now. We should connect up over email and trade notes.

    1. Sure! My email address is kaptainkobold at yahoo dot co dot uk. Happy to swap printer horror stories :-D


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