Tag Archives: 28mm

“You’ve got dead on you.”

Finally got to run through a trial game of Rogue Stars last night. One character each to get the basic mechanics down. Cyber-Ninja and Tank against a Bounty Hunter and Pirate (he prefers the term ‘Privateer’)

Rolls for Mission, Objective, Environment, Complications will come after we have Activation/Reaction, Movement and Combat down. Besides, some of us haven’t worked up a full crew yet.

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3′ x 4 Game area. An old military outpost built around the ruins of an ancient warp gate. Attacker’s Objective was to take a quantum flux reading at the center of the ruin then skedaddle back to their base line with the info.

Our Cyber-Ninja and Tank were the attackers while the Pirate and Bounty Hunter found their mutual interests momentarily aligned enough to team together to thwart them.

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Turn One saw both sides spend Actions/Reactions advancing and jockeying for position. Derek’s Tank Quantum Harnessed its big self a mere three inches from the objective right away. John’s Alien Bounty hunter rushed forward hoping to bring his Laser Rifle to bear.

Cyber-Ninja aka “Sneaky Death-Borg” sidled up the left by the bunker and through the trees while our dashing Privateer sauntered forward, ostensibly in support of his (temporary) ally.

The next turn saw Derek’s Tank move forward and blaze away with his Plasma Cannon, inflicting a world of pain on the Bounty Hunter. First volley sizzled through the torso armor, knocked him flat with two Pins and a Serious Wound. Threat dispatched, he then grabbed the objective.

The Pirate, shocked by the violent display, rushed forward and unloaded his SMG on the Tank. Two rounds of Automatic FIre (four shots) and the Tank crumbled. Huzzah Team Pirate!

Thinking the tables are turning, the Bounty Hunter successfully activates, removes two pins, staggers to his feet, only to be charged by the SDB and decapitated in a devastating flurry of Monowire Sword blows. Oops. The cyber-ninja wiped his blade clean and ran off behind a hill before the Pirate could turn around with his trusty SMG.

All that by Turn 3.

The Pirate – who couldn’t help but notice the keenness of the Cyber-Ninja’s blade and his prowess –  decided the wiser course of action was to camp out at the old Warp Gate and force the SDB to cross the open ground to him. (rather than chase after him) So… we called  it and sat back to discuss our first encounter with Rogue Stars.

IMMEDIATE CONCLUSIONS:

  1. A QRS would really help. First game sure, but flipping back and forth in the book got tedious. (which is not what we want in a game) For the love of all the miniature gods, I’m imploring you, Osprey.
  2. Range for 2-Hand Weapons. 8″ Base Range for pistols and such makes sense, I guess. But for Long Guns? 12″ at least. Might House Rule that. We’ll see.
  3. Character Creation is Fun. Yes, there are Pre-Gen Characters and Crews in the back of the book but you really can slot in any SF fig in your collection and make it work. All of us enjoyed making our characters and are looking forward to making full crews.
  4. A QRS would really help.

Again, this was a one-of game to learn the core Movement and Combat mechanics, so our impression is limited. The Mission Tables, Environments, Settings, Complications, and Campaign Rules all look great, but we’ll cross those bridges when we come to them. Rogue Stars might be a bit crunchy for some, but I’m confident once we familiarize ourselves with the basics, we’ll move onto a full-blown campaign. At this point, we’re all very much looking forward to that.

Below are a couple pictures of more recent brushwork. They may or may not get some Rogue Star action.

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Infinity fig doing it STALKER-style.
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Nice Cyber-punk fig.

 

 

 

 

 

Terror in Tendale Wood

Derek was called into work, furiously cooking gluten-free alternatives for customers’ Thanksgiving celebrations, but Matt and I got together over a quick ‘one-of’ ASOBH game last night.

***

Hrodor the Druid and his nephew Brynar have been tracking the evil necromancer Heinrich Klutch for months. Following him to the quiet hamlet of Tendale, the Northmen hire two sturdy rangers to reinforce their party and follow the sorcerer into the woods. Little do they know the wretched man plans on desecrating the ancient Shrine of the Skystone with dire incantations and foul majiks.

After an hour in the woods, the rangers suddenly report the old man has stopped in the shrine’s clearing a quarter mile on and seems to be preparing to enact some kind of ritual. Worse, he has been joined by unnatural allies: two cursed spirits, a gibbering ghoul, a brawny ghast, and a large, ugly warrior armed with a heavy battle ax and a deadly hand scythe. Six against four – they’re outnumbered.

“No matter,” Hrodor said. “We will stop this desecration, cut Klutch’s black heart from his body, and finally put an end to his vile schemes.”

Brynar hefts his sword and ax. “Ja. And I’ll cut down anyone or anything that gets in my way.”

Reluctant at first, the rangers pluck up their courage, unlimber their bows, and stalk into the woods.

***

The battle began well for Hrodor. The Rangers crept forward on the right as he and his nephew went left. The Ghoul was the first to spot the intruders and raced to confront Brynar. Garn Gravehand, the large pestilent warrior, and the unnamed Ghast followed after, leaving Klutch and the Cursed spirits to finish the ritual.

Brynar cleaved the Ghoul in half, spraying ichor and black blood among the trees. The Ghast attacked one of the rangers but was forced back. Gravehand’s bulk slowed him down and he lumbered through the underbrush toward the fighting.

Eventually Gravehand and the Ghast reached the Druid’s warband and began slugging it out. The battle was evenly matched with neither side gaining an advantage – until the Cursed spirits showed up.

Aura of Terror. That’s what cinched it for the forces of Darkness. A simple spell but so effective.

Frustrated at the interruption, Klutch sent the spirits to help Gravehand. The spirits floated swiftly on dire winds toward the fighting. Before they landed a single blow, their eerie, forlorn wailing and unearthly glow forced Hrodor’s compatriots to make morale checks. First one Ranger panicked, then Brynar flinched. Next, the Northern warrior was forced back by the Ghast. Another ghostly wail, and he fled off the nearest board edge. That left the Druid and the second Ranger, who fired ineffectively at the creatures advancing on them before retreating themselves. A rather ignominious conclusion to noble intentions.

Like the old Northern adage goes: Run, run, run away. Live to fight another day.

Hrodor’s vengeance was thwarted but not quenched.

*Notice if you will, the fallen rune stone on the right edge of the board. If Matt had bothered checking it, (it was marked with an objective stone) he would have found Piotor, a former mercenary come on hard times. Not above rolling the occasional drunk or lone traveler for a few extra coins, Piotor had followed Klutch into the woods thinking him an easy mark. Once the uglies showed up however, he wisely decided to back off. Some assistance and the promise of a a share in the spoils/reward, Piotor would have gladly have given Hrodor and crew a hand. But did Matt check? Nooooooooooo. 

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Skystone Shrine in the Tendale Woods

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Apparently, the old man brought some friends.
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Desecrating the shrine. Is nothing sacred these days?
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Druid and his party.
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“Take your nephew on a quest. It builds character!”
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“We ain’t getting paid enough to face a necromancer.”
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“And here I thought the old man was an easy mark…”
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Bad Guy Backup
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No wonder they widdled their knickers.

ZP Squad 1

Creating faction squads for Zona Perestrelki, our latest iteration of home-brew skirmish rules for the STALKER-verse, I put together these five. Ex-military types, they have decent experience and gear. The figs themselves are Empress Miniatures Modern Russians with head swaps. Other faction squads on the painting table include Zone Enforcement troops,  a (heavily armed) U.N. Research Team, and RMU/Elite Bandits (Rogue Military Unit turned Mercenary)

These lads will be seeing action tomorrow night. Not my best work but decent enough to die in the Zone, eh? Wish them luck.

That’s all for now.  До свидания (Dasvidania)

 

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Zona Perestrelki: Test run 1

Play-testing the next iteration of “Cleared to Engage”, Matt, Derek and I ventured into the Zone last night. A bio-tech firm contracted a team of private military to escort a researcher to several sites in the village of Timanza, five klicks inside the Cordon. A crew of Bandits heard the news through the grapevine and figured there must be something worth having there, and so set off to stop them and get it for themselves. (whatever it is, it must be worth big bucks. Otherwise, why pay mercs to babysit an egghead?)

In the new version of CTE, weapon lethality is offset by lower weapon damage and more frequent Will checks in Combat. We’re undecided on the adjustments, still testing and tweaking, but it made for a quick, fun game. The Bandits took some hits early on, but rallied to drive the Merc Team back with their tail between their legs, dragging their dead and wounded with them.

There are more Zone excursions scheduled and some of the new modern Russians from Empress on the way, so expect to hear and see more Zone Firefights in the near future.

Until then, here are some pictures from the game.

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Impudent Mortal’s Starter Ruins set with debris and some 3D printed Fuel Tanks. Nice, inexpensive way to generate a post-apocalyptic battlefield. 
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Merc Team and Scientist from Lead Adventure Miniatures. 
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This guy earned his pay, taking out 4 Bandits before getting gunned down by the Bandit Boss. 
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The best STALKER style figs out there. 
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More LA figs with Mantic bits in the foreground. 
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Bandits by Empress Miniatures 
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Laying down covering fire. 
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Holed up in one of the designated buildings. 
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Paradise Lost. Post-Apocalypse Found. 

The White Monk’s Tower

“on we went, with every step a voice

whispering in our ears that this

was all folly…”

 

Our Advanced Song of Blades and Heroes campaign continued last week with our intrepid adventurers hiking into the foothills to locate the White Monk’s Tower. Rumors of treasure helped pull them on but a scroll hidden beneath the feet of the White Monk’s statue reveals the hidden passes to Storm Crag Keep – the lair of the Liche King.

Here’s some shots

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table with new terrain  piece- a nice Hirst Arts kit from an eBay seller
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Close up of the kit. My first time with one, so I’m grateful I picked ruins. 
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Lazarus Stern faced Jorek the Red. 
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Elf Death-seeker trying to ambush enemy.  Didn’t work out. 
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Elf Mage and Rogue watching the Death-Seeker run away with the scroll after almost having his death-wish granted. 
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Rogue tried for the treasure, but with three barbarian marauders on his heels, he decided he didn’t need the GP THAT bad. 
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“Stop chewing that gospel of Saint Udolf!”
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It’s been a long, hard road. Norbert the Novice is no longer a noob. 

MOUT and Mat

As promised, pictures of the GameMatz mat. Judge for yourself. Also took some pics of my reinforced Near Future MOUT team on the mat to give you some context.

The MOUT team was initially composed of excellent Pig Iron NF Infantry with an Old Crow APC, an old Void Viridian sniper for support, an old metal CAV Simba mech to hump gear, plus two excellent Zandris IV battlesuits for slugging it out in the ruins.

I wanted to beef the team up a bit so I picked up an old VOR Union ARES battlesuit off eBay then a cool looking grav drone from Khurasan Miniatures. (fits nice, eh?) Well then I had to hunt down figs to represent elite Delta-types. Settled on a rather obscure set from Sergeant Major Miniatures. The aesthetic was similar to PI stuff, plus the NVGs were very cool.

Here they are. Have a good week.

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Black patches upper left, center top, left of center crater bottom edge. Small logo lower right.
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Printing is fairly stark B/W. Again, not terrible but less than expected.
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ARES Suit with Sgt Major figs
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Bravo Squad with Big Dog
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Drone footage?
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Very keen grav-drone from Khurasan Miniatures. You need one of these for your NF force
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Skulking through the rubble
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Point and Shout
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Support elements.

Toil, Toll, and Trouble

Resuming our ASOBH campaign, our intrepid adventurers faced random encounter with an Black Ork warband. A bit more than the old ‘toll booth shakedown’, these orks were perfectly content to take heads for their belts as silver for their coin bags.

As far as encounters go, this was a  straight up brawl. The clerics kept on the straight and narrow, aiming for the gate while the elves and hired ranger advanced through the wooded hills on the right.

Not ones to be shy, the Orks surged to meet them bellowing war cries, bashing their weapons together.

Combat turned into a rugby scrum in the open ground in front of the gate. The adventurers drew first blood, with Norbert the Novice bashing an ork brute to the dirt near the way stone. In fact, it seemed our heroes would carry the day as the orks were consistently sluggish in their combat and movement. Two more orks went down – one to grizzled cleric Lazarus Sturn,  the other to the hired ranger’s sword. (earning his pay, that guy.) Even the massive Ork war boss was beaten back as he attacked the exiles. It looked like a black day for the greenskins, except…

Thing about orks is they’re tougher – and stupider – than a wagon full of rocks. They just don’t know when to stay down. And they didn’t.

The brutes from the old fortification finally got into the fight and the raw power of ork muscle began to tell. The ork warriors engaged the clerics, driving them back. In the woods, the huge War Boss just wouldn’t die. Beaten back, knocked down repeatedly, he got up again and again. He kept coming, swinging that massive ax like a harvester trying to beat the rain.

Through brute strength and stubbornness, the tide turned. First Norbert went down, bashed by an ax. Then the War Boss scored a gruesome kill on the pesky Ranger. Lazarus Sturn was felled next, fighting two brutes. The elf rogue dashed in to engage the War Boss as it lumbered toward the elf spell caster. A vicious dance ensued but in the end, the rogue’s speed and cunning was no match for raw orkish rage and savagery.

The last turn saw both the head cleric and the elf caster fleeing the board with the orks braying crude insults at their backs.

The adventurers will definitely need time to recover before continuing their quest to find the Lich King’s Crypt.

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The Empire Gate on the old West Road.
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St. Cuthbert’s Faithful refuse to yield to highway robbery.
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The hired help: Ranger with a long sword and short bow.
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The Exiles, lead by the elf formerly known as Prince Elathrion.
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Exiles stalk through the woods on the right while the cleric advance up the road. Orks move to greet them.
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Swirling melee in front of the gate.
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Orks take casualties but still keep coming.
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War Boss and Brutes
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More brutes looking to collect.