A while back I wanted interior terrain for quick and dirty guncrawls. Five years teaching TTGs as part of an After School Enrichment Program and running a Game Room impressed me with the need for durability, simplicity and playability. Thus these Interior Boards were fabricated out of insulation foam and MDF, with minimum fiddly, breakable detail, and a 1.5″ hex grid to speed up play. They’re configured to maximize re-playability. Inexpensive resin scenics like crates, computer consoles, and weapons/fuel caches add even more variety.
Here’s some pix:
Very much a low tech Underground Secret Lab, these work with anything from WW2 to Sci Fi to Post Apoc. These halls have seen plenty of carnage over the years and are holding up well, considering.
Guess I’d better get building my Bug Hunt Corridors if I want anything Hi-Tech.
The hex grid/board game feel make these pretty popular, movement and weapon ranges suddenly super-simple. Rule mechanics fade and the game, with its mission and story, come to the forefront. Last week’s Game Night went incredibly smooth, in fact. So much so, I’m considering hunting down a hex mat on eBay now.
Anyway, ask any questions. I’ll post answers ASAP.
Game Night Report. A Recovery Team was tasked with escorting a Technician through an underground research facility to its Command Center. All he had to do there was hack the main console and copy some critical files onto his deck. Easy in, easy out.
The facility’s power was out, so dim Emergency Lighting limited LOS 6 squares. That made the generator an important but secondary mission objective.
Despite the Power Room being nearby and two nice pieces of Recoverable gear on the way, the team barely made it half way through the second board. Strung out with Ragers and Zeds coming in waves, the intrepid mercs ended up kibbles and bits by turn three.
All I can say is they went down fighting. Rematch next week.
Live and learn. (‘Die and learn’ in this case.) Maybe their next attempt will go better.
Three small crews, Military, Mercenary and Bandit, all vied to control the Chechevko base in the north-west sector of the Zone. Tasked with critical data recovery, each crew was distinguished by specific gear and abilities. And competing agendas.
Red Stones represented Mission Objectives while Green stones local Threats that were triggered whenever a model approached within 3″. Threats included Rager Zeds, Shamblers, Giant Rats, and a Big Friggin’ Mutant.
New gamer Nick exercised very conservative control of the Bandits while Derek leap-frogged forward to grab the Objective adjacent to the garage. Matt, the Military player, pursued his agenda with an arrogant determination, first taking out the Mercenary who was overwatching for emerging Threats in the office roof, then by attempting
the Guard Shack Objective with a single trooper armed with a Riot Shield and Pistol.
That didn’t work. But wait! More humiliation followed…