Now available for pre-order at Amazon. Release date: 16 December.
Now available for pre-order at Amazon. Release date: 16 December.
Are you kidding? If you have ever played any of the STALKER PC games, you shouldn’t be asking that question. And if you haven’t played STALKER: Shadow of Chernobyl, Call of Pripyat, or Clear Sky, you need to get on that. Right now.
Dark, brooding, creeping dread punctuated by moments of pulse-spiking terror as you scavenge the irradiated countryside around Chernobyl searching for valuable, other-worldly artifacts.
Face down bandits, blind, feral dogs, mutant boars, and shuffling waves of mind-wiped zombified soldiers. Hunt invisible, swamp-dwelling Cthulhu-esque bloodsuckers, collect the bounty on deformed psychic horrors, and always watch out for Snorks.
Zona Perestrelki (Russian for ‘Zone Firefights’) will combine the solid game engine of our “Cleared To Engage” rules with the distinct STALKER-themed hostile environment and a simple campaign system that will allow you to transform a bumbling group of Molodovs into Zone-hardened veterans – if they live long enough.
My Chechen Wars Kickstarter miniatures are slated to arrive first of the year, so look for them in AARs of our ZP playtest games Q1 2018.
GET OUT OF HERE, STALKER!
More on the ZP/STALKER front: a new converted Eureka fig and some old Freedom troopers.
Took a bit more time with this latest STALKER, varying the paint scheme slightly, trying to capture the plastic orange look of those AK mags. I think he came out alright. I have plenty more in my STALKER-related bits box.
You can see him facing down some feral hounds on his own or with some comrades playing Hide-N-Seek with a group of Shufflers.
Next up are some Freedom troopers, converted from The Assault Group’s excellent Modern Russians range. Just add Pig Iron heads and you’re good. I did these a while back – before Lead Adventure put out their excellent Post-Apoc line. I made a set for Clear Sky and Duty. I’ll take pictures of them soon-ish. I think they get the job done. (This reminds me I could use a couple more TAG packs to create Monolith troops)
Finishing my next novel will be the priority for the next month or so, which means Tuesday night Game Night is board games for a while. (Zombicide anyone?) But I picked up a copy of GW’s Gorechosen online for cheap and should be able to get in some painting time, if only to keep my sanity while I hammer out the final chapters of this draft. Here’s hoping.
Thanks for looking. Have a great week.
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.
Some photos from last Tues’ Game Night. Sorry I didn’t get these posted sooner: camera cable port broke, so it took a few days to get a card reader from Amazon.
Anyway… the intrepid Wasteland Lawmen were at it again, with the help of Dog Boy and a Gun-for-Hire named Lucius. A water trader brought word a small group of Neo-Soviets had taken over a factory complex north-east of Jacob’s Cross. Can’t have godless, commie fanatics encroaching on your turf. Let ’em rest for a day, they’ll pull a Ukraine and take over the whole area.
Vicious exchanges of fire all over the board result in most of the Neo-Sov troopers giving their lives for the Motherland. Only bright spot was the Chem-Grunt – literally.
The sun set on the graves of both of Dog Boy’s canines and one deputy, but the factory complex was secure.
Very fast game. The lawmen and co. gunned down everything in sight. That roof top perch helped quite a bit. The Neo-Sovs only purpose in their brief miserable lives seemed to be to catch bullets. Seeing his men fall, the Commissar hastily ‘advanced to the rear’, dreading his report to the Politbureau.
Another crew for our Post-Apoc campaign. Here is Matt’s Scientific Enclave
A small band of scientists, security and support staff survived the apocalypse in an underground bunker complex that was part of America’s intercontinental missile defense system. The Silo57 team is dedicated to restoring some shred of civilization to the world.
Heavy reliance on science makes this team focused on recovering any and all technology-related artifacts. Employing drones, robots, cyborgs, Silo 57 members are well-equipped if not well trained. What they lack in experience they make up in technological know-how and firepower.
We’ll have one more trial game so Derek and Matt can familiarize themselves with their forces. Pictures of hostiles coming.
Have a great day.
In preparation for our upcoming post-apocalyptic mini-campaign, I present Derek’s crew of Wasteland nomads.
“Nomads” is the catch-all term for the strange assortment of scroungers, scavengers and survivors who live in the desolate stretches of post-apocalyptic wilderness. For various reasons, these individuals refuse to join one of the many groups of savage bandits that pick at the carcass of the dead world, preferring the company of other like-minded outcasts or the vast solitude of the empty, irradiated landscape.
Mutants, freaks, strange beasts, even odd individuals reputed to possess paranormal abilities, nomads tend to be neutral in the nasty skirmishes that flare among survivors. This is not to say they are cowardly; nomads are skilled, hardened fighters who will band together when faced with a common danger. What they lack in equipment, the nomads more than make up for with deadly skills and powerful abilities honed by day-to-day struggles in the merciless aftermath.
Matt’s Silo57 Scientists are nearly finished. I’ll post pix as soon as.