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’s the table set up from last Tuesday’s Game Night.
We’re in an intermission from our Fantasy “Whispers of the Liche King” campaign so I can paint up more baddies and build a couple terrain pieces. To stay in the mood, Derek, Matt and I did a quick game of cyberpunk-flavored ASOBH – the Itchy Bang Gang versus NKPD Special Activities Department. We stole some traits from Fistful of Kung Fu but find the combat results table too fiddly. Stuck with straight SOBH melee and modified the results for Ranged attacks.
Game was a straight-up brawl. No real story, more test driving the streamlined combat mechanics. Seemed to work, so we’ll bolt on more chrome in the next games.
MELEE COMBAT = Per Standard ASOBH Melee Rules
DEFENDER WIN (RANGED) = Defender Dodge/No Effect
ATTACKER WIN BY 1 = Defender Recoils 1 Short toward nearest Cover.
ATTACKER WIN2+ = Defender Prone (Auto Kill for any subsequent attacker win while Prone AND +2 to attacker’s C for Melee)
1 SHY of DOUBLE = Knocked Out. Can be revived by friendly. (3 Successful Q rolls. 2 if Medic. Auto Revive with Auto Doc. Can be Auto killed by melee enemy spending one action to attack. (cover or passive trait penalties apply but no defense roll possible)
DOUBLE = Kill
TRIPLE = Gruesome Kill (force morale roll to allies in Long/LOS)
“Orcs… only good thing about fighting ’em is you can smell ’em long before you see ’em.”
In the midst of the Seer’s treasure was an iron key engraved with the symbol of St. Cuthbert. It was wrapped in a scrap of vellum on which were inked the words ““Kneel in the chancel at the feet of the saint and there you will find strength for your journey.”
You and your companions are two days west of Wolford town on the Old King’s Highway. Following a rutted dirt road through the forest, you come upon the ruins of an abbey, its walls battered, roof caved in, sacred statues thrown down. A nearby graveyard is overrun with weeds and sickly yellow grass. You hear grunts and coarse laughter from inside the crumbling chapel. The musk-stench of ork is on the wind, mingled with the acrid tang of campfire smoke. An small ork warband has definitely made camp here – most likely in preparation of raids on nearby human settlements. Three greenskin scouts loll by the ragged hedges outside the old abbey – the rest are inside.
Derek of Dunwich hefts his mace. “We’ll attend to the wretches desecrating the chapel. You circle around through the graveyard and deal with the sentries.”
You slip your sword from its sheath, nod, and stalk forward.
THE BATTLEFIELD AND FOES
ELTHARION’S EXILES AND THE WINNOW OF ST. CUTHBERT
TURN ONE: ORKS ADVANCE
The greenskins spot the approaching adventurers. The ork warchief leads two brutes out to meet the cleric’s party. The ork shaman lingers back to provide support. Meanwhile, the ork scouts seek cover behind a graveyard wall.
Your chest heaves as you lean on your sword and watch the last two greenskins flee. The clerics fall to their knees, giving thanks to their god for victory. You and your companions are bruised, bloody, but alive. There is treasure and provisions within. Perhaps even loot from the ork corpses. All in all, a good day.
Tonight you will bind your wounds, mend your armor, sharpen your blades. The riddle of the key and mysterious promise can wait until tomorrow. Now it is time to rest and recover.
Have a thing for making small skirmish sets. (28mm gamer, 4′ x 4 table, small game room…) I enjoy finding miniatures from various manufacturers and meshing them into a cohesive unit with a similar theme and aesthetic. Not that I’m always successful, but I enjoy the process.
Here is a small sci fi, near future Force Recon team using Infinity figs, a couple of the Last Sage figs from Rocket Games’ total fumble of a Kickstarter, and a DP9 Heavy Gear fig for a small drone. The first image is the LPL entry, the others close-ups of individuals – which makes it obvious my brushwork is table top gaming standard rather than competition.
These guys would be perfect as a LRRP team sabotaging an enemy refinery, recovering data from a downed UAV deep behind enemy lines, or even squaring off against a similar OpFor in the ruins of a contested city. Oh the places you’ll go…
I thought we’d get in some Fistful of Kung Fu games while I prepped for our upcoming fantasy SoBH campaign, but we decided otherwise. So… here are three near future/modern figs sets designed to represent Police, Corporate, and Criminal factions.
Sets are $40 each, which includes ConUS Shipping. If you are overseas adn interested, PLEASE contact me to determine actual postage. PayPal only please. I will combine shipping. Contact me here or gmail me. (CCGlazier)
Juggling too many plates (Tis the season, I suppose) but we finished up our Post Apoc campaign. Matt and Derek battled the undead and a shedload of muties in the Necropolis of San Domingo to emerge as champions of the wasteland. So well done.
We’ll be playing some pickup games of Fistful of Kung Fu while I get color on the (now rather large) assortment of fantasy figs for 2016’s Song of Blades and Heroes campaign.
In the meantime, here are some of the newer pjs from the paint desk.
Reinforcements for the Bughunter crew. (Reaper Chronoscope IMEF)
2. Cyberpunk Bounty Hunter recruits
3. Some figs for the upcoming Fistful games
That’s it for now. More as I finish. Have a great day.
Last night’s game session pitted the fanatical H+ Trans-human Revolutionary Front against New Hong Kong’s finest. The main Objective was Radio Free Babylon’s broadcast tower, (“All the righteous Dubs and Dangerous Data they don’t want you to hear.”) with H+ attempting to physically hack the transmitter and broadcast their “Quantum Leap” manifesto. The NKPD – acting on an informant’s tip – mobilized to prevent the radical post-human faction from disseminating their seditious philosophy and violent call-to-arms.
Used our simple home brew rules Cleared To Engage, spiced up with three NPCs: RFB Security Guard, Two Crank Dealers, and a Bounty Hunter.Crews deployed opposite ends of a 4′ x 4′ table, with the RFB station/transmitter in the center.
Non-Player Characters could react to player’s models in a variety of ways. They could ignore, attack, fight, or run away depending on a single D10 roll.
TURN ONE AND TWO
As usual, both sides advanced, jockeying for position. NKPD opted to go heavy on their left flank with the entire SWAT team. The two regular patrolmen were bolstered with the drone while Capt. Horuku and Sgt. Wei stayed in the center to assist where needed. The H+ crew advanced evenly across a wide front. Saito the marksman naturally sought high ground atop the garage, while Krieg 7b, Timur Bok, and the clones closed in on the radio station’s side entrance.
On the Police’s left, promise of a fast-tracked application was enough for the SWAT team to persuade the Bouty Hunter into doing his civilian duty. Meanwhile, the two Crank dealers studiously ignored the clone trooper. “If you ain’t buyin’, blow off!”
Things started to get cluttered in the center as both sides are drawn to the station. The security guard decides this trouble ain’t worth minimum wage, and bails.
TURN THREE AND FOUR
There’s suddenly lots of little pieces of metal zipping around looking for a meat-home. The Patrolmen and Drone advance beside a Conex container. Their appearance causes the dealers to re-think their life-choices, but before they prove their good intentions, they’re gunned down by the H+ clone trooper. The drones perforate the bounty hunter, (NKPD won’t have to pay any Death Benefits) but Saito proves his worth with that sniper rifle. Nairobi adds his assault rifle to the misery raining down on the SWAT teams’ heads.
Some ugly CQB ensues as Bok drops one SWAT trooper then goes after Sgt Wei. Saved by Body Armor, he cuts Bok (messily) in half with his 12 gauge. Krieg 7B and his clone pals trade shots with the patrolmen and drone.
Sergeant Wei takes down Bok but runs smack into the hulking angry mass that is Krieg7B. Wei is promptly separated from his head, causing Capt Horuku to charge out and avenge his friend. The remaining clones and patrolmen take each other out, while the surviving SWAT members drop Saito and Nairobi.
Had the Deus Ex: Human Revolution soundtrack on, but it really should have been “I fought the Law… (and the Law won).” My bad dice-rolling streak had a dramatic turn around. The H+ strategy was sound, but it was their turn to fumble rolls. I lucked out on a couple Armor Saves and Ranged Combats. NKPD Forensics were tagging and bagging H+ corpses by Turn 5. Good for me.