ZONA ALFA: Refinery 13

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Last night saw the Cape Cod Wargame Commission play testing the ZONA ALFA rules. Two crews battled to control the remaining fuel in Refinery 13 in the south-west quadrant of the Exclusion Zone. A Threat Level 1 Area, or Blue area, there were two Hot Spots plus the Mission Objective. (markers are 7.62 x 39mm dummy rounds)

 

Ivan’s Bunch and Pavel’s Crew were kitted out similarly, each with one Leader, a shotgun-wielding Close Combat specialist, a Medic, and comrades with SMGs and AK-74. The Leaders armed up different: one with an AK74 with an under-barrel grenade launcher, the other opting for a scoped AK-15 Battle Rifle.

The crews filled their Equipment Slots differently too: Pavel’s lads went with pretty standard load-out, med-kits and such. Ivan’s Bunch went heavy on grenades and E-Juice. (amphetamine and vodka with a twist of lime) Seven Turn Limit, deployment in the back 6″ of their respective table edges, and the fight is on.

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First Turn saw crews slinking along buildings toward the secondary Hot Spots and jockeying for better angles and lanes of fire.

Turn 2 someone on Ivan’s team had the bright idea to Bolt Toss the Main Objective and trigger the Zone Hostile – a mutant.

Meanwhile one of Pavel’s men does the same to the Hot Spot with the dead Stalker. Two zombies spawned nearby out of the nearby garage and charged him.

“A little help, comrades!”

 

On the far side of the table, Ivan’s shotgunner faces down the Mutant! (they may not have range, but up close they’ll drop just about anything)

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Pavel dropped one of Ivan’s men who was on the office balcony and Ivan sees a chance to bloop a grenade on three of Pavel’s men who, after taking down the zombies, stood around it the open congratulating themselves.

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Mutant down in the center, a couple of Ivan’s boys trigger the nearby secondary Hot Spot. Feral dogs rush out of the shadows of the complex but good rolls from the SMG turn them into puppy chow.

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An Emission imminent, the game ended with Pavel ordering three of his men to fall back while he chased Ivan into the first floor of the office.

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Final Tally: One crew member down on each side. Ivan’s crew gets Advances and Salvage from the Mission Objective and one Secondary Hot Spot. Pavel’s boys manage to take the Salvage and a pair of Binoculars from the dead Stalker Hot Spot. Not great, not bad: another hard day’s work in the Exclusion Zone.

***

Lessons learned:

ZONA ALFA is deadly, no doubt about it. Med-kits and Medics help, but cover is your friend. Smoke grenades come in handy too.In a regular campaign, expendable items like grenades and med kits would need to be re-stocked between games, AND casualties would need to be replaced by new recruits.

Movement, combat, morale checks all that went smoothly.  To speed up the pace with two commanders per team, each side could activate up to two models per Activation.  Altho we’re asking for donations to buy a Chess clock for certain commanders who strategize too much between turns. *cough, cough* Matt. *cough*

All in all, the Zone smiled on our efforts. More next week.

Thanks.

 

ps – minor mods to make reinforcements. Crooked Dice soldiers with Pig Iron heads.

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Shameless Plug: If any company wants to see their 28mm Russian figs in action, we’d be happy to take some, color ’em up, and use them in the Zone. Contact me here and we’ll feature them in a post and Bat Rep.

Thanks.

 

 

 

 

 

Tharnulf’s Crypt – Part 2

“Where have you been?” the Paladin snapped. “Spiders, roaches, ogres, all manner of creepy crawlies coming out of the stonework, and you’re upstairs looting bodies.”

“Scared of bugs, are you?” the Dark Elf corsair smiled thinly. “Don’t tell me I have to hold your hand.”

***

The party was joined by a Dark Elf Corsair, (Max) who probably was looting bodies. He arrived just as his woodland cousin the Druid handed the keystone to the Orc mercenary who unlocked the pillars blocking the way into the rest of the crypt. Together, the five of them advanced down the corridor to the library.

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Advancing cautiously, the group entered the library, weapons ready. When nothing dropped down out of the ceiling or sprang from the shadows, the proceeded to search the bookshelves in the far wall and the pile of debris on their right. The only unusual thing about the room was the loose flagstones under their boots – as if the library’s floor was poorly set on sand – and a strong odor of freshly turned dirt.

“That’s human masonry for you,” the Dwarf muttered. “Shoddy work. Doesn’t even last two centuries.”

A search revealed several items including a tome of engraved copper plates, half a dozen strange gold coins, several jars of mystery ointments, and a thin, silver letter opener.

“What am I supposed to do with this?” the Ork asked. “Help a werewolf open his mail?”

Before the Paladin could come up with a snarky reply, the floor erupted in a shower of dirt and rocks…. a carrion worm!

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The ensuing battle lasted a number of rounds, with the worm retreating back into its hole only to reappear somewhere else. Consequently, the fighting moved from the library to the next corridor to the large pillared room outside Tharnulf’s Chamber.

As the larger half of the party moved down the passage in pursuit of the worm, they triggered the next wave of hostiles: a mob of goblin scuttlers, backed by a gibbering shaman and a drooling brute.

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“Never split the party”  is time-worn, proven advice. But they did and it almost cost the adventurers the game. Fortunately, some good rolling and a Gruesome Kill helped our heroes fight off the attack.

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When the last surviving scuttler had fled wailing down the dark passages, the bloodied, exhausted party found themselves outside Thernulf’s Chamber. The passage however, was blocked by a mysterious well. An eerie glow emanated from its depths and the head of an ancient goddess was carved on the standing slab behind it. From one angle, it appeared the goddess was smiling at the viewer – from another, she snarled.

“Wait a minute…” said the Dwarf. “That looks like the face that’s stamped on those weird coins I found in the library.”

Yes. It is.

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Tharnulf’s Crypt

“Well, that’s kinda obvious…”

The party had been hired by a local duke to pursue a gang of thieves that has been terrorizing the towns and villages on his lands. After the most recent raid, the group – an Elf Druid, an Orc Mercenary, a Dragonborn Paladin, and a Dwarf Runemaster –  tracked the bandits to their hideout in some ancient, unnamed ruins, deep in the hills.

They watched and waited, and attacked after midnight once most of them were asleep. It was quick work, bloody work. After all, the Duke made a point of saying all trial costs would be deducted from the bounty, so proof of death was all that was really required here.  The Orc made sure you had several small barrels and a large bag of salt on hand to preserve the necessary evidence.

However, a few of the thugs tried to make a stand in what was left of the old keep. That just made the job take about 15 minutes longer. Once that was over though, the Elf noticed a draft coming from a fissure in a stone wall at the back of the ground floor. Even more odd, he noticed the masonry didn’t match the rest of the keep. It was old yes, but different stone, poorly cut, crude.

Curious, another 15 minutes, a crow bar, and some sweat revealed a passageway behind the false wall, with steps that lead down into the dark. Someone raised a lantern and there on the second step under the dust and cobwebs was a gold sazide: a coin from the first Prahan Dynasty. The last of that line died two centuries earlier, but the detail on that coin is as crisp as the day it was minted. The gold alone is worth a month’s wages, easily; the coin as an artifact is worth twenty times that to a collector or historian.

The Dragonborn Paladin snorted. “Well that’s kinda obvious.”

Down they went.

***

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THE INSCRIPTION ROOM

The steps end in a corridor. Raising a lantern, the party spies the Inscription chamber dead ahead. Aside from the usual muck, musty air, and rotting barrels, the passage is clear.

Inspection of the Inscription Room reveals a carved dedication to

‘Lord Aolin Tharnulf who secured the Northern March for the Empire, ruled justly and wisely for 68 years, and brought Light and Law to the land.’

There is a diagram of the Tomb that shows both Lord Tharnulf and his Seneschal are interred here. This Lord Tharnulf must have been part Dwarf or had serious connections with the clans because the Crypt Builder’s mark is a very ornate Dwarf rune. And his Steward’s name was Manus Graybeard.

“A Dwarf named ‘Graybeard’… that’s not cliche,” snarked the Paladin.

 

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Meanwhile, the Elf takes up guard facing the right passage while Orc moves left to find the hall barred by a pair of interlocked pillars. No way past them but there’s a clear opening for a keystone to unlock them.

“Guess we’re going right,” the Orc calls out. “Eyes peeled for a keystone, everyone.”

The party moves into the other hallway only to be attacked. A huge spider and four giant cockroaches drop from the ceiling.

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The insects prove incredibly difficult to kill, to the point of mauling the Orc so bad he needed healing. Eventually (far longer than expected) the party dispatched the insects and proceeded into the large chamber.

All four members were so excited about two chests in a small side room that yielded useful items that no one noticed the large black pillars covered in arcane symbols in the middle of the chamber.

The Dwarf spotted the Seneschal’s Tomb and in his haste, stepped between the pillars on his way to the hall.

The air quivered and popped. The room temperature plummeted. There was a deep grind of stone as a section of the wall slid back and out stepped three ogres. Angry ones. With clubs.

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‘Nasty, brutish, and short’ was the phrase that came to the Orc’s mind as he reflected on the battle afterward. (for he was a rather pensive greenskin) Fact is, the ogres were destroyed in the time one would think it would take a group of experienced adventurers to squash insects.

Once the smiting and slaying were accomplished, the four comrades entered the Seneschal’s Tomb, located more treasure, a rather ornate keystone which definitely looked like it might fit in a pair of interlocked pillars, and (finally) noticed an inscription engraved around the base of the stone throne.

Four are the Guardians of Lore

Three are the Doors to the Tomb

Two are the Keys forged in War

One is the Portent of Doom

“Oh great, a cryptic rhyme,” muttered the snide paladin. “Probably some kind of long lost prophesy. Guess we’ll find out next week in the other section of…

*cue scary music and echo-y voice*

THARNULF’S TOMB

Hardwired: a free cyberpunk game

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Anyone remember the PC game Syndicate? The little trench coat and mirror shade corporate cyborgs running around causing mayhem? Well, I played far too much of it back in the day.

Wanting to offer more fast-play options at our weekly game sessions, I wrote up a set of rules in hommage; a cyberpunk skirmish game where you and your friends play a team of Agents tasked with various missions of questionable legality and high lethality.

It’s called HARDWIRED. Click there to grab the pdf. We’ve play tested it. It works. It’s easy to learn. Plays fast once you get the hang of it. And it’s fun.

If anything, it’ll give you an excuse to paint up (or buy and then paint up) some cool cyberpunk figs, gather your gaming buddies, and infiltrate the nearest top secret, gene-tech research facility.

Good Luck, omae

***

Pix from some of our Cyberpunk games below.

 

HARDWIRED

A little side project I’m working on. A cooperative game where players are jacked up Agents sent on corporate black ops.

Guess who played way too much Syndicate back in the day…

***

 

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An All-Nighter

 

Someone tipped off Han Chou Telemetrics.

 

04:17 in the Shunyi District, HCT Corporate Zone, you and your crew slipped out the back door of their secure server facility ninety seconds ahead of schedule. That minute and a half saved your life; you caught their Rapid Response Team by surprise. They came at you fast and heavy. You came back faster and heavier. When it was over, they were down but your driver was dead and the get-away was totaled. So the four of you took off running.

 

Han Chou management won’t call the police – which is good. They’d have to admit to the breach and that would translate into a huge hit to their reputation, as well as their stock values. So they’re handling this in-house – which is bad. That means every HCT Security Specialist and Rent-a-Cop in New Kowloon is gunning for you.

 

You pulled an all-nighter on this one and there’s a trail of bodies, blood, and bullet casings in the dark alleys of Shunyi to prove it.  Less than an hour of night left, you’re still on foot and low on ammo, but you’re nearly home. Asian-Pacific holo-ads glow in the sky over the buildings just ahead.

 

Your uplink squirted ‘Package Retrieved’ the second you stepped outside the HCT building, so you know your company will back you when you reach the Neutral Zone. With the UN-enforced ceasefire, Han Chou won’t risk an open confrontation. They’ll have to eat the loss. The nearest checkpoint is just seven blocks away, next to the Yintai Shopping Center.

 

All you have to do is get there.

ZONA ALFA Crew

Other Pat is currently running a one-of DnD dungeon crawl for our weekly game night, so the next couple weeks won’t feature many table top photo ops. In the meantime, I managed to get some color on the first of the ZONA ALFA demo figs.

A Military crew with a Guide, a Medic, and a Technician, this is a solid, general purpose team. Lead Adventure figs on 32mm mdf bases.

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Some individual pictures.

 

Settling into the new game room but the LED lighting and the small basement windows make it difficult to get decent photos. Anyone have small, portable lighting ideas?

Have an excellent day.

Za Zdaróvye, STALKER!