For the Era three alien factions I have two that I've chosen. May make more as time goes on and I find cool deals on 10mm scale models.
First up is the Equine Union, a militaristic race that defends others in return for resources. Here is their flag.
They are limited in what they have for types of forces. Light and heavy infantry in the middle and light, medium, and heavy mechs round the outside. The mechs and heavy infantry are all four legged.
The second alien faction is the Avian Parliament. Here is their flag.
Below are the models I've chosen for them. Light and heavy infantry with mobile anti-grav mobile infantry, plus heavy anti-grav cavalry, anti-grav fighters, and an assortment of light and medium mechs.
I'll have some sort of campaign where the United, Insurgency, and Sovereignty factions are drawn into the conflict between these two races but not until I get the Era one and two models painted and rebased.
Tabletop miniatures, role-playing games, boardgames, military history and gaming in Victoria B.C. Canada
Sunday, December 23, 2018
Saturday, December 22, 2018
Horizon Wars - Sovereignty Faction
For a not so nice faction in Horizon Wars, I have made the Sovereignty faction. As they like power, expanding their borders for "defense", and suppressing dissenting voices I made an appropriately trope like flag.
Here are the era one mechs, with the six light ones in front, two types of medium ones on the upper right, and the one type of heavy on the upper left.
Here are the vehicles. At the top are the armored artillery, then the heavy cavalry, then the light cavalry. On the right are the up armored and firepower heavy cavalry.
Here are the miscellaneous vehicles. MASH, command, and repair at the top. Transports in the middle. Anti-air light cavalry at the bottom.
Here are the air units for this faction. At the top are the heavy transports, then the large/medium attack choppers, with light attack choppers at the bottom. Unfortunately I only have one Hawk Moth gunship, which looks awesome.
In addition to the Sovereignty faction are allied factions for era one. First up is the Blazing Sun faction. The infantry are up armored and upped firepower heavy infantry.
Here are the era one mechs, with the six light ones in front, two types of medium ones on the upper right, and the one type of heavy on the upper left.
Here are the era two mechs. The two types of light mechs are at the bottom. Two types of medium mechs are at the upper left, and two types of heavy mechs on the upper right.
The infantry are below. Seen here are the light infantry with support lasers, heavy infantry, light artillery, airborne, special forces. On the bottom are the scouts. I realized while typing this that I forgot the mobile infantry so I added some purifier armor to act like the GI Joe Delta 6 accelerator suits.Here are the vehicles. At the top are the armored artillery, then the heavy cavalry, then the light cavalry. On the right are the up armored and firepower heavy cavalry.
Here are the miscellaneous vehicles. MASH, command, and repair at the top. Transports in the middle. Anti-air light cavalry at the bottom.
Here are the air units for this faction. At the top are the heavy transports, then the large/medium attack choppers, with light attack choppers at the bottom. Unfortunately I only have one Hawk Moth gunship, which looks awesome.
In addition to the Sovereignty faction are allied factions for era one. First up is the Blazing Sun faction. The infantry are up armored and upped firepower heavy infantry.
Last is the America First allied faction. Heavy infantry is up firepowered and the mechs are two medium, another medium, and a big heavy.
I'll post as I finish these guys up in black with red and silver with the allied factions being painted differently.
Friday, December 21, 2018
Horizon Wars - Insurgency Faction
The Insurgency faction represent those who do not want to be part of the United nor Sovereignty factions but want to be left alone for good, bad, or icky. They might also be rebelling against one of the other two factions. For inspiration I wanted a flag that represented going in all directions. Viola!
Below are the models I picked out of my Wizkids Mechwarrior collection for this faction.
First up is the era one mechs. On the right are the four types of lights, then two types of medium mechs followed by the one type of heavy. Lots of melee attack weapons as they are cheap to make and maintain for the faction.
These are the era two mechs. On the right is the one type of light mech, then two types of medium mechs, then two types of heavy mechs.
Below are the artillery and vehicles. AT the top are the armored artillery, then the light artillery, then the heavy cavalry, and at the bottom the light cavalry.
The infantry are below. From the left are light infantry with support lasers, then heavy infantry, then mobile infantry on quads, then airborne, then special forces. On the bottom are the scouts.
Below are the miscellaneous. At the top is the MASH vehicle, command HQ, and repair vehicle but I have not seen any rules for those so may make them up. Next are the up armored and firepowered heavy cavalry. In the middle are the heavy and two light anti-air cavalry. At the bottom are is the light and heavy transports.
Lastly are the air vehicles. At the back are two heavy transport choppers, then two medium attack choppers, and in front are the light choppers.
I'll post as I paint and base these with greens and browns.
Below are the models I picked out of my Wizkids Mechwarrior collection for this faction.
First up is the era one mechs. On the right are the four types of lights, then two types of medium mechs followed by the one type of heavy. Lots of melee attack weapons as they are cheap to make and maintain for the faction.
These are the era two mechs. On the right is the one type of light mech, then two types of medium mechs, then two types of heavy mechs.
Below are the artillery and vehicles. AT the top are the armored artillery, then the light artillery, then the heavy cavalry, and at the bottom the light cavalry.
The infantry are below. From the left are light infantry with support lasers, then heavy infantry, then mobile infantry on quads, then airborne, then special forces. On the bottom are the scouts.
Below are the miscellaneous. At the top is the MASH vehicle, command HQ, and repair vehicle but I have not seen any rules for those so may make them up. Next are the up armored and firepowered heavy cavalry. In the middle are the heavy and two light anti-air cavalry. At the bottom are is the light and heavy transports.
Lastly are the air vehicles. At the back are two heavy transport choppers, then two medium attack choppers, and in front are the light choppers.
I'll post as I paint and base these with greens and browns.
Thursday, December 20, 2018
Horizon Wars - United Faction
For Horizon Wars, I wanted the atypical good guy faction across many eras so I decided on the United Faction. In order to be more inspired I made a quick flag. I decided on light blue, with white detailing, and a blue globe.
In the first era, the United faction is known as the United Nations, second era the United Earth, and third era as the United Planets. Below is are Wizkids Mechwarrior miniatures I chose out of my collection to represent them.
Below are the Era one mechs. On the left are six light mechs, the middle has four medium mechs, and the right has three heavy mechs. I'll come up with names later but am thinking the Negotiator, Moderator, and Diplomat.
Next are the era two mechs, light ones on the left, followed by three types of medium mechs, then two versions of heavy mechs on the right.
Next are the artillery and vehicles. From the top are the armored artillery, then the light artillery, then the up armored and firepower heavy cavalry, then the regular heavy cavalry, and in front are the light cavalry.
The infantry are below. From the left are light infantry with support lasers, then heavy infantry, then mobile infantry in hopper suits, then airborne, then special forces. On the bottom are the scouts.
Below are the miscellaneous. At the top is the MASH vehicle, command HQ, and repair vehicle but I have not seen any rules for those so may make them up. In the middle is the light and heavy transports. At the bottom are two anti-air light cavalry.
The air vehicles are below. Heavy transports with VTOL at the back and a swarm of light fighters with VTOL.
I'll paint these in light blue with steel and white trim in 2019, so stay tuned for updates.
In the first era, the United faction is known as the United Nations, second era the United Earth, and third era as the United Planets. Below is are Wizkids Mechwarrior miniatures I chose out of my collection to represent them.
Below are the Era one mechs. On the left are six light mechs, the middle has four medium mechs, and the right has three heavy mechs. I'll come up with names later but am thinking the Negotiator, Moderator, and Diplomat.
Next are the era two mechs, light ones on the left, followed by three types of medium mechs, then two versions of heavy mechs on the right.
Next are the artillery and vehicles. From the top are the armored artillery, then the light artillery, then the up armored and firepower heavy cavalry, then the regular heavy cavalry, and in front are the light cavalry.
The infantry are below. From the left are light infantry with support lasers, then heavy infantry, then mobile infantry in hopper suits, then airborne, then special forces. On the bottom are the scouts.
Below are the miscellaneous. At the top is the MASH vehicle, command HQ, and repair vehicle but I have not seen any rules for those so may make them up. In the middle is the light and heavy transports. At the bottom are two anti-air light cavalry.
The air vehicles are below. Heavy transports with VTOL at the back and a swarm of light fighters with VTOL.
I'll paint these in light blue with steel and white trim in 2019, so stay tuned for updates.
Tuesday, December 18, 2018
Horizon Wars - My Factions
For Horizon Wars, I determined that three main factions would be just right and added two alien ones. The chosen factions are represented by ideological tropes: Insurgency, United, and Sovereignty. To do this, I organized my two spare bags of Wizkids Mechwarrior miniatures I have been trying to sell (as mentioned in my previous blog post). I found it wasn't enough so I got out the containers of all the factions I have except for the Davion/Swordsworn and Kirita/Dragon's Fury miniatures. It was a lot!
At that point I had my pick of the best models for the Horizon Wars rules and the type of setting I wanted. Now I have reorganized them into their factions again, put them in bags, and will probably sell them, otherwise they will collect dust. Local gamers who like the Horizon Wars ruleset and want a cheap way to start up might be interested. After that I may sell them on the Horizon Wars FB page here.
Anyways, as the game is separated into different Eras in the rulebook, I thought that it would be fun to also have different era units for the three factions. Each faction has several light/medium/heavy mechs and more than one type of models for each weight class for variety and specialization.
First up is the United Faction, whom are the moderate government that are trying to do the right thing, is inclusive, favors peace, and has equipment in better condition. In the first era it is the United Nations, second era they are the United Earth, and finally in the third era they are the United Planets. The rulebook does have a fourth era but three eras is fine with me. They specialize in defense.
Second up is the Insurgency, whom will be the rebel/failed state/cooperate/pirate/colonial type faction who are trying to survive for their own benifit. They may be good, bad, or meh and will have many names within each of the eras. They specialize in armor.
Third up is the Sovereignty, whom are the authoritarian/chauvinism/ultra-nationalistic faction. They are the organized antithesis of the United faction. They will also go by many names in the first era, are the Martians in the second era, and will go by many names in the third. They specialize in firepower.
Fourth up is the Confederacy, whom are the aliens descended from horse-like beings. Their mechs have four legs and do not take vehicles. They specialize in movement and firepower and will only be in the third era.
Last, is the Parliament, whom are the aliens descended from avians. Their models resemble birds or bird-like things. They specialize in movement, jumping, and defense. They are also only in the third era.
To begin, I will paint and base Insurgency and United models with some 2 and 1 3/4 inch wooden bases I bought at Bear Woods (Canadian site and American site) to test the game and concept.
I must say that I am quite exited to bring these miniatures out of the darkness of storage for this game.
At that point I had my pick of the best models for the Horizon Wars rules and the type of setting I wanted. Now I have reorganized them into their factions again, put them in bags, and will probably sell them, otherwise they will collect dust. Local gamers who like the Horizon Wars ruleset and want a cheap way to start up might be interested. After that I may sell them on the Horizon Wars FB page here.
Anyways, as the game is separated into different Eras in the rulebook, I thought that it would be fun to also have different era units for the three factions. Each faction has several light/medium/heavy mechs and more than one type of models for each weight class for variety and specialization.
First up is the United Faction, whom are the moderate government that are trying to do the right thing, is inclusive, favors peace, and has equipment in better condition. In the first era it is the United Nations, second era they are the United Earth, and finally in the third era they are the United Planets. The rulebook does have a fourth era but three eras is fine with me. They specialize in defense.
Second up is the Insurgency, whom will be the rebel/failed state/cooperate/pirate/colonial type faction who are trying to survive for their own benifit. They may be good, bad, or meh and will have many names within each of the eras. They specialize in armor.
Third up is the Sovereignty, whom are the authoritarian/chauvinism/ultra-nationalistic faction. They are the organized antithesis of the United faction. They will also go by many names in the first era, are the Martians in the second era, and will go by many names in the third. They specialize in firepower.
Fourth up is the Confederacy, whom are the aliens descended from horse-like beings. Their mechs have four legs and do not take vehicles. They specialize in movement and firepower and will only be in the third era.
Last, is the Parliament, whom are the aliens descended from avians. Their models resemble birds or bird-like things. They specialize in movement, jumping, and defense. They are also only in the third era.
To begin, I will paint and base Insurgency and United models with some 2 and 1 3/4 inch wooden bases I bought at Bear Woods (Canadian site and American site) to test the game and concept.
I must say that I am quite exited to bring these miniatures out of the darkness of storage for this game.
Sunday, December 9, 2018
Midnight Stalker
The Midnight Stalker is a Malifaux model for the Outcast faction.
Primed White. Coat, hat, and pants painted Greycoat Grey, drybrushed Cryx Bane Base, lightly drybrushed Cryx Bane Highlight, and very lightly drybrushed Trollblood Base. Skin painted Khardic Flesh, drybrushed Midland Flesh, lightly drybrushed Ryn Flesh. Gloves and boots painted Battlefield Brown, drybrushed Iridian Flesh, lightly drybrushed Gun Corps Brown. Blues painted Exile Blue, drybrushed Cygnar Base Blue, lightly drybrushed 50/50 mix Cygnar Base Blue and Menoth WHite Highlight. Watch chain painted Solid Gold. Monicle chain painted Quicksilver. Blade painted Cold Steel and highlighted Quicksilver.
Base was made with Basius 2 Victoriana plate. Painted Dollarstore black, heavily brushed Sanguine Highlight, drybrushed Skorne Red, lighty drybrushed Khador Red Base, very lightly drybrushed 50/50 mix Khador Red Base and Menoth White Highlight. Outer rim painted Mouldy Ochre.
Primed White. Coat, hat, and pants painted Greycoat Grey, drybrushed Cryx Bane Base, lightly drybrushed Cryx Bane Highlight, and very lightly drybrushed Trollblood Base. Skin painted Khardic Flesh, drybrushed Midland Flesh, lightly drybrushed Ryn Flesh. Gloves and boots painted Battlefield Brown, drybrushed Iridian Flesh, lightly drybrushed Gun Corps Brown. Blues painted Exile Blue, drybrushed Cygnar Base Blue, lightly drybrushed 50/50 mix Cygnar Base Blue and Menoth WHite Highlight. Watch chain painted Solid Gold. Monicle chain painted Quicksilver. Blade painted Cold Steel and highlighted Quicksilver.
Base was made with Basius 2 Victoriana plate. Painted Dollarstore black, heavily brushed Sanguine Highlight, drybrushed Skorne Red, lighty drybrushed Khador Red Base, very lightly drybrushed 50/50 mix Khador Red Base and Menoth White Highlight. Outer rim painted Mouldy Ochre.
Friday, December 7, 2018
Star Wars: Force and Destiny - An Incoming Tide
I recently ran a nine part adventure for Star Wars: Force and Destiny entitled "An Incoming Tide". It started just when the events of the Attack on Geonosis were beginning. The players were all Jedi Padewans in their teenage years, except one who was a 40ish near human force user named Nylanth.
In sticking to the space opera feel of Star Wars, I created a plot that can morph as the players and their actions change things. I'll comment on each session after the scroll before each game, below. BTW these scrolls were a great way to start the game and is available as an html website here.
Episode 1.1: Civil War! Two Jedi and Senator Amidala have been captured on Geonosis after transmitting knowledge of a new droid army, ready to attack the Republic. A Grand Army has been created in secret to assist the overwhelmed Jedi against the Separatist movement and has started to engage the enemy forces. A small team of Jedi and Clone Troopers have been dispatched to disrupt and capture a hyperspace communications fortress South of the main battle....
The first session was all about getting used to the basic rules: skill checks, movement, combat, translating dice results. The group utilized problem solving skills to get past the hazardous entry tube, which was the reactor vent of course, to work their way into the facility. The story arc of Nylanth's character started to be explored as well.
His low-tech near-human race was abducted by the Techno Union for use on another planet for mining almost 30 years prior to the current story. After ten or so years, Nylanth led a successful revolt but do not know where their home planet is and the Techno Union had been holding it up in the Republic courts and Senate. With his people spread across the galaxy, because of the holdup, he began a personal mission of revenge against the persons involved in his people's enslavement which took 10 years. He now has been with the Jedi Order to learn how to calm his anger and connect with his god, Genshiva, whom gives him dreamtime images and messages. The Jedi Order in turn are interested in his connection to his god as another path to the force.
The heroes discover during their explorations into the bottom layer of the fortress that some of Nylanth's people have been re-enslaved and used on Geonosis by the Techno Union to build the Hyperspace communications fortress!
In sticking to the space opera feel of Star Wars, I created a plot that can morph as the players and their actions change things. I'll comment on each session after the scroll before each game, below. BTW these scrolls were a great way to start the game and is available as an html website here.
Episode 1.1: Civil War! Two Jedi and Senator Amidala have been captured on Geonosis after transmitting knowledge of a new droid army, ready to attack the Republic. A Grand Army has been created in secret to assist the overwhelmed Jedi against the Separatist movement and has started to engage the enemy forces. A small team of Jedi and Clone Troopers have been dispatched to disrupt and capture a hyperspace communications fortress South of the main battle....
The first session was all about getting used to the basic rules: skill checks, movement, combat, translating dice results. The group utilized problem solving skills to get past the hazardous entry tube, which was the reactor vent of course, to work their way into the facility. The story arc of Nylanth's character started to be explored as well.
His low-tech near-human race was abducted by the Techno Union for use on another planet for mining almost 30 years prior to the current story. After ten or so years, Nylanth led a successful revolt but do not know where their home planet is and the Techno Union had been holding it up in the Republic courts and Senate. With his people spread across the galaxy, because of the holdup, he began a personal mission of revenge against the persons involved in his people's enslavement which took 10 years. He now has been with the Jedi Order to learn how to calm his anger and connect with his god, Genshiva, whom gives him dreamtime images and messages. The Jedi Order in turn are interested in his connection to his god as another path to the force.
The heroes discover during their explorations into the bottom layer of the fortress that some of Nylanth's people have been re-enslaved and used on Geonosis by the Techno Union to build the Hyperspace communications fortress!
Episode 1.2
The Geonosian
conflict is ongoing! Padawans deployed with a company of Clone
Troopers are performing an assault on a hyperspace transmitter
station. After infiltrating
the base, the brave force users fought geothermal technicians and
have entered into the lower levels of the base freeing some of
Nylanth's people used as slaves. The primary team of
clone troopers and Jedi Master Alun Malai have just entered more
rooms and are taking fire. Meanwhile, troopers
are setting demolition charges in the power core and time its ticking
down....
The first session took a little too long as I forgot the primary rule of running a role-playing game: don't bog down in the details. There were many skill checks and combat, after the first battle, that were unnecessary when they overmatched the droids sent against them. This session went faster because of my elimination of that through dramatic conversational descriptions of combat, searching, investigations, and interactions. There were some skill checks but instead of every action requiring them it was the dramatic ones that I called for the roll. The session ended with a video of myself that I recorded in which I played Nylanth's niece, Moloientha. This is where the hook of her captor, Golgun "The Blade" entered the story. It was he who orchestrated the recapturing and enslavement of Nylanth's people and he also knows the location of Nylanth's people! Her reveal of where the ship is going next, on its eventual path to the hidden planet, galvanized the heroes to "borrow" a ship. She also reveals that she has foreseen Nylanth's arrival and also foresees the coming of Benu, an event or being that is unknown to the players.
The first session took a little too long as I forgot the primary rule of running a role-playing game: don't bog down in the details. There were many skill checks and combat, after the first battle, that were unnecessary when they overmatched the droids sent against them. This session went faster because of my elimination of that through dramatic conversational descriptions of combat, searching, investigations, and interactions. There were some skill checks but instead of every action requiring them it was the dramatic ones that I called for the roll. The session ended with a video of myself that I recorded in which I played Nylanth's niece, Moloientha. This is where the hook of her captor, Golgun "The Blade" entered the story. It was he who orchestrated the recapturing and enslavement of Nylanth's people and he also knows the location of Nylanth's people! Her reveal of where the ship is going next, on its eventual path to the hidden planet, galvanized the heroes to "borrow" a ship. She also reveals that she has foreseen Nylanth's arrival and also foresees the coming of Benu, an event or being that is unknown to the players.
Episode 1.3
After finishing the
infiltration of the Geonosian hyperspace transmitter, the heroes have
freed an enslaved group of people. A message left by
Nylanth's niece, Moloientha, reveals she knows where their people's
home planet is. Unfortunately she is part of Golgoth "The
Blade's" harem and has been taken away to Caldor, a star system
near Hutt space. In hyperspace, on an
unsanctioned mission, the heroes are travelling closer to Caldor....
The start of this session was a good roleplaying period where the players could speak on their motivations and past with the ship in hyperspace. Another player entered the game, with the hook that he was injured in his last mission, his master put him into a bacta tank, and participated in the assault on Geonosis...rumored dead. An NPC was introduced, the ship's astromech EZ-08 or "Easy 8". Nearing the Caldor system, the players were told by this new player about the Caldor system.
The Caldor system was made up of many planets twenty years ago. The Techno Union mined the system extensively and utilized primitive planet busting technology to get at the mineral veins. After leaving ten years ago, fringers and miners moved in and set up a co-operative based on free market capitalism and libertarian ideals. Everything goes but do not mess with contracts and the Caldor Corporation that officiates them. Guilds are also powerful and nothing happens within their chosen professions without their say so.
This made the players wary and ready for anything, but after leaving hyperspace were treated to a bored space traffic control being who guided them to the Delta Asteroid. This then started the sandbox portion of the adventure. I had a timeline of what Golgun would do and when, as well as the different areas and guilds the players could interact with.
After getting a berth for their ship, the group got accommodations and started to go to various places around the station to gather information with the help of an information broker and go between for hire. This included where he was staying (secure area reserved for the elite), what he was doing (over the last five years has been gathering resources and supplies that could be used for colonization. Also has been buying Nylanth's people and transporting them out of the system). The session ended in the players attending a slave auction, a padewan using his force powers to distract Golgun's slave purchaser, and buying up Nylanth's people on auction that session. Also one Golgun's harem tells Nylanth some information about his niece, whom is wearing a large metallic close fitting collar.
The start of this session was a good roleplaying period where the players could speak on their motivations and past with the ship in hyperspace. Another player entered the game, with the hook that he was injured in his last mission, his master put him into a bacta tank, and participated in the assault on Geonosis...rumored dead. An NPC was introduced, the ship's astromech EZ-08 or "Easy 8". Nearing the Caldor system, the players were told by this new player about the Caldor system.
The Caldor system was made up of many planets twenty years ago. The Techno Union mined the system extensively and utilized primitive planet busting technology to get at the mineral veins. After leaving ten years ago, fringers and miners moved in and set up a co-operative based on free market capitalism and libertarian ideals. Everything goes but do not mess with contracts and the Caldor Corporation that officiates them. Guilds are also powerful and nothing happens within their chosen professions without their say so.
This made the players wary and ready for anything, but after leaving hyperspace were treated to a bored space traffic control being who guided them to the Delta Asteroid. This then started the sandbox portion of the adventure. I had a timeline of what Golgun would do and when, as well as the different areas and guilds the players could interact with.
After getting a berth for their ship, the group got accommodations and started to go to various places around the station to gather information with the help of an information broker and go between for hire. This included where he was staying (secure area reserved for the elite), what he was doing (over the last five years has been gathering resources and supplies that could be used for colonization. Also has been buying Nylanth's people and transporting them out of the system). The session ended in the players attending a slave auction, a padewan using his force powers to distract Golgun's slave purchaser, and buying up Nylanth's people on auction that session. Also one Golgun's harem tells Nylanth some information about his niece, whom is wearing a large metallic close fitting collar.
Episode 1.4
Caldor. A system of
asteroids, extreme laws, and freedom to make money...or become a
slave. It is here that
Nylanth and his comrades are gathering information of his homeworld
and niece...and her captor Golgon "The Blade". At a slave auction,
the heroes are following a lead when a Kamino woman tells Nylanth
that his niece is onboard the asteroid and is safe....
Nylanth frees the people he has bought and the group searched out more information. They also tried to directly confront Golgun by going to the concerning of the secure elite area, but was instead warned to stay away by an underling and his toughs. Their efforts led them to the newly hired gang, by Golgun to provide security on the station for him and his ships the Null Points. Their haven/bar, "The Basement", had them being intimidated and attempting to counter by smoothing over the moment. After the youngest padewan bravely ordered the toughest drink in the bar, it put a pause on the tension as everyone came around to see him drink "Freighter Fuel", a noxious substance designed to upset the digestive system and encourage a show of fortitude and toughness. The padewan succeeded in drinking it down, pausing for effect and holding it down, taking in the applause and back slapping, and calmly walking to the washroom for the after effects with much jocularity.
The actions of the padewan invited the leader of the gang to challenge the group to "negotiations" with no option to refuse. The negotiations ended up being a "you throw a punch then I throw a punch" endurance test with Nylanth until the leader acknowledged his respect, drank with him, answered a few questions, and told the group to leave and never come back to the bar...except for the padewan whom earned their respect for his blind bravery and recklessness to embrace the unknown (the creed of the gang).
The actions of the padewan invited the leader of the gang to challenge the group to "negotiations" with no option to refuse. The negotiations ended up being a "you throw a punch then I throw a punch" endurance test with Nylanth until the leader acknowledged his respect, drank with him, answered a few questions, and told the group to leave and never come back to the bar...except for the padewan whom earned their respect for his blind bravery and recklessness to embrace the unknown (the creed of the gang).
Episode 1.5
On the Candor
system's Delta Asteroid, the heroes are discovering more about Golgun
"The Blade" and his plans. After freeing some
of Nylanth's people and making Golgun aware of their presence, a high
level member of a gang ,called the Null Points, delivered a warning. Disregarding the
warning, they followed him to "The Basement", a meeting
place for the gang. Being found out and withstanding negotiations, at
the end of a fist, the heroes are returning to their room for food,
rest, and their next move ....
More information is gathered, including Golgun's theft of Geonosian and Separatist plans for weapons of great devastation and the auction he is going to hold for them all to line his own pockets. The players tried to get special coins to gain access to the auction but realize they do not have the funds. They also arrange, after a friendly conversation with the spacers guild, to have a device installed on the outside of one of Golgun's transport ships that will drop transponders so it can be tracked. They also found out that one of Golgun's first activities in preparing Nylanth's planet was to host a race on the hidden planet for the racer's guild, called the 50-5-9. In it the racers drove the same design of pods all over the planet starting with 50 teams and racing every 5 days and nine races until a winner was declared. Upon watching footage Nylanth knew it was his home planet. From the traders guild they discover that Nylanth has made one final purchase of farming, communications, and defense equipment for his colony.
Episode 1.6
The Jedi Order on
Geonosis determine the evil nature of the copied Geonosian weapons
posing a potential threat to the galaxy and sending a Republic
response to Caldor. Meanwhile the heroes
after making arrangements to have Golgun’s slave transport ship
tracked, obtaining information on the 50-5-9 race on Nylanth’s home
planet, and determining Golgun’s plans for industrial colonization,
they prepare to talk to the gang called Zebdar’s Teeth. On another part of
Delta asteroid, Golgun enjoys his good fortune….
Golgun, unsuspecting of the players activities is celebrating the mass amounts of money he hopes to gain. I did this in a scene involving the players as his entourage for them to gain some insight to him and his demeanor. Also because they do it in Star Wars films and tv shows all the time. The scene cut to a mysterious knock on the door early in the morning. Expecting danger they open it cautiously to find Mace Windu there. After being briefed by the players, he tells them he will attempt to get into the auction. Expressing exasperation at being left on the side because the "adults", Mace said that the actions of the padewans, although initially seen as reckless, was seen as being influenced by the force and that they are ready to take the trials to be Jedi Knights upon their return to their school temple.
They players receives a coin from a courier and a message from Moloientha saying the coin will get him into the auction. Shortly after, Mace enters the auction area with the players in the secure elite area and see the various organizations waiting to bid. Then Golgun enters the sellers area that is behind a force field, looking extremely pleased with himself, through a door at the back. After the representative from the Trade Federation makes a bid on the first item, a machine that can tailor make plagues for specific races, Mace bids one credit. After the representative laughs and insults him, Mace explains that anyone who wins a bid on any item Golgun sells, their identity will be sent to the Republic and be hunted down by the Jedi. The Council only wishes to get this technology being sold by Golgun and prevent its use...to prevent an incoming tide of wanton destruction. The representative retracts their bid and Mace wins the item for auction. Golgun strikes several of his underlings, a few of his harem, and storms out of the room. The players leave to get to their ship ahead of him.
Several Separatist warships enter into the system and announce that they are here to claim their property and that the auction must be stopped. Because of the dense asteroid field though they cannot move inwards through it, which makes up the majority of the system. They launch droid fighters and announce that they will start a blockade until they get what they want. The players decide to leave immediately before the fighters can make the blockade effective, which was the right decision. The players dispatch a small amount of them before leaving the asteroid field and entering hyperspace but not before sending a coded copy of the transponder tags left behind by Golgun's cargo ship.
The players, using astronomical data and the transponder reading from Golgun's cargo ship, plot a deceptive course to what they hope to be Nylanths home world and the location of his people. Sure enough, upon entering the system the cargo ship stopped at and enter the main planet's atmosphere, Nylanth recognizes this place as his homeworld. They land in a remote location but near enougfh they can use the ship's land speeder to scout.
Heading straight for the old wind clan's enclave, they sneak in and discover that Golgun is setting it up for his personal palace and has established a fortified base nearby. They speak to many of Nylanth's re-enslaved people and tell them to be ready for the soon to come revolt.
Golgun, unsuspecting of the players activities is celebrating the mass amounts of money he hopes to gain. I did this in a scene involving the players as his entourage for them to gain some insight to him and his demeanor. Also because they do it in Star Wars films and tv shows all the time. The scene cut to a mysterious knock on the door early in the morning. Expecting danger they open it cautiously to find Mace Windu there. After being briefed by the players, he tells them he will attempt to get into the auction. Expressing exasperation at being left on the side because the "adults", Mace said that the actions of the padewans, although initially seen as reckless, was seen as being influenced by the force and that they are ready to take the trials to be Jedi Knights upon their return to their school temple.
They players receives a coin from a courier and a message from Moloientha saying the coin will get him into the auction. Shortly after, Mace enters the auction area with the players in the secure elite area and see the various organizations waiting to bid. Then Golgun enters the sellers area that is behind a force field, looking extremely pleased with himself, through a door at the back. After the representative from the Trade Federation makes a bid on the first item, a machine that can tailor make plagues for specific races, Mace bids one credit. After the representative laughs and insults him, Mace explains that anyone who wins a bid on any item Golgun sells, their identity will be sent to the Republic and be hunted down by the Jedi. The Council only wishes to get this technology being sold by Golgun and prevent its use...to prevent an incoming tide of wanton destruction. The representative retracts their bid and Mace wins the item for auction. Golgun strikes several of his underlings, a few of his harem, and storms out of the room. The players leave to get to their ship ahead of him.
Several Separatist warships enter into the system and announce that they are here to claim their property and that the auction must be stopped. Because of the dense asteroid field though they cannot move inwards through it, which makes up the majority of the system. They launch droid fighters and announce that they will start a blockade until they get what they want. The players decide to leave immediately before the fighters can make the blockade effective, which was the right decision. The players dispatch a small amount of them before leaving the asteroid field and entering hyperspace but not before sending a coded copy of the transponder tags left behind by Golgun's cargo ship.
The players, using astronomical data and the transponder reading from Golgun's cargo ship, plot a deceptive course to what they hope to be Nylanths home world and the location of his people. Sure enough, upon entering the system the cargo ship stopped at and enter the main planet's atmosphere, Nylanth recognizes this place as his homeworld. They land in a remote location but near enougfh they can use the ship's land speeder to scout.
Heading straight for the old wind clan's enclave, they sneak in and discover that Golgun is setting it up for his personal palace and has established a fortified base nearby. They speak to many of Nylanth's re-enslaved people and tell them to be ready for the soon to come revolt.
Episode 1.7
The heroes arrive by
hyperspace to Nylanth’s hidden home planet and discover where the
populated areas are. Nylanth and Brin
infiltrate the wind clans community and discover it is being
refurbished by Nylanth’s people, captives of Golgun the Blade’s
men. They manage to speak with one of the slaves in private, giving
him hope of freedom. Meanwhile, Kevu and
Rogrun are nearby with the Saracen Saber’s landspeeder when they
hear a clatter of stones nearby....
The clatter of stones happens to be one of Nylanth's people! He leads them to a small group who have escaped enslavement and are living inside caves in the hills. Encouraging words and a prayer session is led by Nylanth.
The players leave there for an area their lifeform sensors detected as being inhabited in the cover of darkness and discover a marble quarry controlled by Golgun's goons and worked by Nylanth's people. Through good stealth, an effective assault, and precise coordination they dispatched or captured the guards, freed the people, and destroyed enough of the facility to render it inoperable for weeks. They left the surviving guards in the quarry pit with food and a message for Golgun that his days are numbered.
They escort the people back to the camps in the hills and begin to teach them how to use the blasters they purloined from the quarry.
The players leave there for an area their lifeform sensors detected as being inhabited in the cover of darkness and discover a marble quarry controlled by Golgun's goons and worked by Nylanth's people. Through good stealth, an effective assault, and precise coordination they dispatched or captured the guards, freed the people, and destroyed enough of the facility to render it inoperable for weeks. They left the surviving guards in the quarry pit with food and a message for Golgun that his days are numbered.
They escort the people back to the camps in the hills and begin to teach them how to use the blasters they purloined from the quarry.
Episode 1.8
The Padewans and
Nylanth have freed his people at a marble quarry. They have also
obtain more weapons to aid in their cause of freeing all of the
captured slaves on the planet. In the slave
communities nearby the wind clan walled city, agitators have been
spreading the word of the arrival of Nylanth and the Jedi. Other
whispers also speak of the coming of Benu, as prophesied by Nylanth's
niece, Moloientha. Meanwhile, Golgun
the Blade has entered the system from hyperspace and is planning his
next move....
I had a little roleplay where the players were Golgun's crew on his personal ship entering the atmosphere and getting news of a slave revolt in the quarry and that the cause of it was Nylanth.
I decided to fast forward things a bit and after the players explained where they were going next (daylight to an orchard not near the quarry which was not expected by me as I had increased guards around the fishing camp and Wind clan enclave near the quarry), and their methods of sneakily assaulting it I had them run through some combat and declared their assault a success. They quickly sent the freed slaves to the growing force in the hills and moved on to assault a logging camp. Their cools rolls and first round of combat left no doubt in my mind of their success. The players speedily went off to go back to the hills.
They then planned their assault for dawn of the next day. They sent in their two more stealthier players to get Nylanth's people to disable the defense turrets (as they were the ones who installed them) and get ready for the dawn assault on the modern fortress outside.
At dawn, one of the players practiced his newfound ability to control people, using a little of the dark side, to stop a guard from contacting HQ as the players and some of Nylanth's people scaled the walls. Their actions and quick work in taking over the HQ, plus the people inside of the Wind clan enclave walls meant that they controlled everything outside of the palace.
I decided to fast forward things a bit and after the players explained where they were going next (daylight to an orchard not near the quarry which was not expected by me as I had increased guards around the fishing camp and Wind clan enclave near the quarry), and their methods of sneakily assaulting it I had them run through some combat and declared their assault a success. They quickly sent the freed slaves to the growing force in the hills and moved on to assault a logging camp. Their cools rolls and first round of combat left no doubt in my mind of their success. The players speedily went off to go back to the hills.
They then planned their assault for dawn of the next day. They sent in their two more stealthier players to get Nylanth's people to disable the defense turrets (as they were the ones who installed them) and get ready for the dawn assault on the modern fortress outside.
At dawn, one of the players practiced his newfound ability to control people, using a little of the dark side, to stop a guard from contacting HQ as the players and some of Nylanth's people scaled the walls. Their actions and quick work in taking over the HQ, plus the people inside of the Wind clan enclave walls meant that they controlled everything outside of the palace.
Episode 1.9
Nylanth and the
Padewans have spent the previous day freeing his people at the
orchard and logging communities with precision attacks. Now, with the
dawning of the first sun, they have taken the new fortification just
outside the Wind Clans walled community while two Jedi gave the
signal to rile up the slaves. Now with the defense turrets
incapacitated and the guards outside the palace taken care of, the
heroes are about to enter the palace. Meanwhile, Golgun
the architect of the re-capturing of Nylanth's people has not been
resting quietly....
Started with a scene of Golguns guards, played by the players, are debating weather to wake Golgun up with reports of an uprising outside. Golgun throws open his doors wondering what the commotion is about and upon hearing it, tells them to initiate the Omega solution...
The players search the main floor, dispatching some guards, and discover a security HQ with a hidden set of stairs that lead down. There they discover a large sealed door leading further into the mountain that is behind the Wind clan enclave. Splitting up, two padewans start on the door with their lightsabers while the remaining two padewans and Nylanth go up to the next level. After dispatching some more guards and intimidating some tech staff, they go up another level and hear Golgun on the intercom challenging Nylanth to a duel for control over the planet. Nylanth refuses and destroyer droids are seen moving into position on the floor above them. Nylanth tries to send some of his armed people to coordinate an assault to no effect.
Meanwhile, the padewans in the lower level breach the door and make their way through a series of tunnels with flame projecting traps. They figure out what to look for and reach another armored door, easily sliced. Beyond is a large storage room with a cargo elevator, which they take...
Nylanth, wanting to make his own path and not beholden to what Golgun wants, calls Golgun down and breaks a window on his level. He then climbs up to the top and is about to break a window to get in when it opens and reveals his niece Moloientha inside. She is with Golgun's harem and she says that she has forseen what is happening. Not a fan of fate, Nylanth stops her and learns that Golgun has gone downstairs to confront Nylanth. He makes a rope with the various sheets and silks in the room and helps his niece and the harem down. He then starts fires in the rooms on the upper level while Golgun starts speaking through the intercoms again taunting Nylanth. Just when Nylanth is about to climb down himself, Golgun steps into the room and bellows with rage as he sees the destruction. He charges Nylanth and he decides not to directly engage but try to trip Golgun through the window...the opposed check is successful due to a good roll with a triumph symbol! Golgun falls through the window to the platform two levels down.
Meanwhile the two padewans in the mountain enter into a small complex, dispatch the guards with great rolls, and take control of the communications and HQ bunker. Two of Golgun's corvettes in orbit are ordered to investigate readings (false) at the outer edge of the system. The players also demand that all the droids are shut down and that the remaining Golgun employees are ordered to surrender to Nylanth's people.
As Nylanth climbs down, Golgun slowly gets up, critically injured, and starts to move towards him. Nylanth moves inside, past the deactivated destroyer droids, and down two levels. He meets the large armed force of his people and tells them to fire once Golgun reaches the bottom. Moloientha comes from outside with the harem, hugs Nylanth and tells him how proud she is, and to order their people to fire in ten seconds. Once that time has elapsed, Golgun exits the stairwell and is cut down by the angry mob. They have now emotionally closed the final door to their tragic past.
Coda
The players mop up with Nylanth's people and investigate a radiation source a distance away in a mountain range. There they discover disarmed guards of Golgun and a team of archaeologists who are investigating an extremely old core worlds colony ship, the ancestors of Nylanth's people. They are ordered to leave it as it is as a reminder of the past but not before the head archaeologist reveals a dark secret to two of the players.
The next day, a Republic troop ship arrives to take Golgun's goons and employees into custody. The padewans are given a message to return to their training temple in order to train for thier trials to be a Jedi Knight. The clone commander also offers assistance to Nylanth and his people. Nylanth responds that his people will vote to decide their government and fate. Start music. End credits.
Afterwards
Started with a scene of Golguns guards, played by the players, are debating weather to wake Golgun up with reports of an uprising outside. Golgun throws open his doors wondering what the commotion is about and upon hearing it, tells them to initiate the Omega solution...
The players search the main floor, dispatching some guards, and discover a security HQ with a hidden set of stairs that lead down. There they discover a large sealed door leading further into the mountain that is behind the Wind clan enclave. Splitting up, two padewans start on the door with their lightsabers while the remaining two padewans and Nylanth go up to the next level. After dispatching some more guards and intimidating some tech staff, they go up another level and hear Golgun on the intercom challenging Nylanth to a duel for control over the planet. Nylanth refuses and destroyer droids are seen moving into position on the floor above them. Nylanth tries to send some of his armed people to coordinate an assault to no effect.
Meanwhile, the padewans in the lower level breach the door and make their way through a series of tunnels with flame projecting traps. They figure out what to look for and reach another armored door, easily sliced. Beyond is a large storage room with a cargo elevator, which they take...
Nylanth, wanting to make his own path and not beholden to what Golgun wants, calls Golgun down and breaks a window on his level. He then climbs up to the top and is about to break a window to get in when it opens and reveals his niece Moloientha inside. She is with Golgun's harem and she says that she has forseen what is happening. Not a fan of fate, Nylanth stops her and learns that Golgun has gone downstairs to confront Nylanth. He makes a rope with the various sheets and silks in the room and helps his niece and the harem down. He then starts fires in the rooms on the upper level while Golgun starts speaking through the intercoms again taunting Nylanth. Just when Nylanth is about to climb down himself, Golgun steps into the room and bellows with rage as he sees the destruction. He charges Nylanth and he decides not to directly engage but try to trip Golgun through the window...the opposed check is successful due to a good roll with a triumph symbol! Golgun falls through the window to the platform two levels down.
Meanwhile the two padewans in the mountain enter into a small complex, dispatch the guards with great rolls, and take control of the communications and HQ bunker. Two of Golgun's corvettes in orbit are ordered to investigate readings (false) at the outer edge of the system. The players also demand that all the droids are shut down and that the remaining Golgun employees are ordered to surrender to Nylanth's people.
As Nylanth climbs down, Golgun slowly gets up, critically injured, and starts to move towards him. Nylanth moves inside, past the deactivated destroyer droids, and down two levels. He meets the large armed force of his people and tells them to fire once Golgun reaches the bottom. Moloientha comes from outside with the harem, hugs Nylanth and tells him how proud she is, and to order their people to fire in ten seconds. Once that time has elapsed, Golgun exits the stairwell and is cut down by the angry mob. They have now emotionally closed the final door to their tragic past.
Coda
The players mop up with Nylanth's people and investigate a radiation source a distance away in a mountain range. There they discover disarmed guards of Golgun and a team of archaeologists who are investigating an extremely old core worlds colony ship, the ancestors of Nylanth's people. They are ordered to leave it as it is as a reminder of the past but not before the head archaeologist reveals a dark secret to two of the players.
The next day, a Republic troop ship arrives to take Golgun's goons and employees into custody. The padewans are given a message to return to their training temple in order to train for thier trials to be a Jedi Knight. The clone commander also offers assistance to Nylanth and his people. Nylanth responds that his people will vote to decide their government and fate. Start music. End credits.
Afterwards
I had the idea of this adventure for quite a while and is part of a larger campaign. Each adventure arc will be around ten sessions and take place at least one year after each one ends, with a several month break in real time for me to make the adventure and refresh my GM batteries. It will also change from this last one in the Force and Destiny setting, to Edge of Empire, then Age of Rebellion, then back to the start of the cycle. Each setting will have different characters the players will play and revisit as time progresses. This will culminate in one last adventure arc with the players choosing which character of the three will participate.
Sunday, December 2, 2018
Carnevale 2 Kickstarter from TTCombat
"Carnevale is a small scale skirmish game focused on freedom of movement combined with brutal combat and impressive magic abilities. Jump from rooftop to rooftop to hunt your opponents's gang, or dive deep into the canals to drown your enemies."
When Vesper-on, the original manufacturer of Carnevale, went out of business they sold the IP and stock to TTCombat. After a time they released a very successful Kickstarter that I participated in. Three+ years back I had participated in Vesper-on's kickstarter and was impressed with the results but had too many other games on the go. Since then I have painted many models for those games and I think I can diversify enough to add this one to my repertoire so I participated in the TTCombat one with some backpay I received.The Kickstarter edition of the two player starter has everything you need to play the game, plus extras due to goals levels the company set for bonuses.
They included cards but there is a good gang builder, with pdf printout option, here. The gangs included int he starter are 100 ducats each, which is a good beginning as most games are 150-200.
Starter also included cardboard mats for a board, with games being played on a 3ft X 3ft surface. They also included 16 paper buildings and some bridges but regular starter sets will only have eight.
Dice, templates, and acrylic tokens also came with the starter including a kickstarter coin.
The Raashar are the fish-men cult of the old gods and have various amphibian beasts, magic, and slaves used as snacks for the creatures.
The Guild are the common folk of Venice organized by the powerful original families of the city.
I compared the Vesper-on and TTCombat 28mm miniatures and it seems that 28mm is slippery scale. Both are gondoliers but the Vesper-on metal one is leaning a little. Should not matter once they are on the same size bases. The level of detail for both are good.
One of the levels achieved included an add-on for the starter set that included four more models for each faction: 31 more ducats for Raashar and 40 for Guild.
I also added a bunch of add-ons that included more Patrician, Guild, Raashar, Gifted, Strigoi models to have full factions when added to my metal Vesper-on models. Plus I got a bunch of MDF terrain, both as levels achieved for free and the rest I bought. The terrain is also sold now by TTCombat here, which I will also use for the Malifaux and Batman miniature games because...why not Batman in Venice?
In 2019 I plan on painting the starter box, starter addons, and scenery with future years adding onto that. Stay tuned to this label thread.
Saturday, December 1, 2018
Aionus
Aionus is the 10th anniversary Outcast model for Malifaux, made by Wyrd. He works well with Tara but is a henchman himself. A friend picked it up for me at GENCON and is much appreciated.
Primed black. Grey clock and beard painted Greycoat Grey, drybrushed Cryx Bane Base, lightly drybrushed Cryx Bane Highlight, and even lighter drybrush of Trollblood Highlight. Flesh painted Khardic Flesh, drybrush Midlund Flesh, and light drybrush Ryn Flesh. Cloak painted Thamar Black, drybrush of Greatcoat Grey, light drybrush Cryx Bane Base, and even lighter drybrush of Cryx Bane Highlight. Left side of clock face painted Menoth White Highlight and drybrushed Morrow White. Other side of clock face painted Thamar Black and washed Badab Black.
Basius 2 plate Homestead used, painted Umbral Umber, drybrushed Iridian Flesh, lightly drybrushed Bloodstone, and an even lighter drybrush of Rucksack Tan. The whole model washed with Agrax Earthshade. Base rim painted Mouldy Ochre.
Primed black. Grey clock and beard painted Greycoat Grey, drybrushed Cryx Bane Base, lightly drybrushed Cryx Bane Highlight, and even lighter drybrush of Trollblood Highlight. Flesh painted Khardic Flesh, drybrush Midlund Flesh, and light drybrush Ryn Flesh. Cloak painted Thamar Black, drybrush of Greatcoat Grey, light drybrush Cryx Bane Base, and even lighter drybrush of Cryx Bane Highlight. Left side of clock face painted Menoth White Highlight and drybrushed Morrow White. Other side of clock face painted Thamar Black and washed Badab Black.
Basius 2 plate Homestead used, painted Umbral Umber, drybrushed Iridian Flesh, lightly drybrushed Bloodstone, and an even lighter drybrush of Rucksack Tan. The whole model washed with Agrax Earthshade. Base rim painted Mouldy Ochre.
Sunday, November 25, 2018
Broken Toad Guildball Terrain - Part 1
As posted last month, I received shipment of a Guildball terrain kickstarter from Broken Toad. I've finished the first bunch. I am quite happy how they painted up as the drybrushing I did with dollar store paints brought out the detail.
Below are two barriers.
Some obstacles.
Fast ground.
Two of the themed balls they made. Union on the left and Solthecius on the right.
Below are two barriers.
Some obstacles.
Fast ground.
Two of the themed balls they made. Union on the left and Solthecius on the right.
Sunday, November 4, 2018
Horizon Wars - First Look
Horizon Wars is a miniature ruleset taking place in the near to far future, using 2mm to 10mm scale models. Sizes of games can be from platoon to battalion, from 30 minutes to two hours and game play looks that quick as the rules are simple but provide depth. It is published by Osprey and created by Robey Jenkins (link goes to his website with FAQs, extra rules, and such).
The 120 page rulesbook is well laid out: Intro, what you need to play, basic definitions, turn, actions/reactions, aircraft, terrain, mustering a force, confrontations, authors history of future, and appendices.
The rules are well explained with many examples throughout.
The history section has various eras and special rules for playing in those eras.
As an example, I got out my Wizkids Mechwarrior figs out of the crawlspace. With this ruleset they will see the light of day again. Making a force depends on your unit CHQ (command headquarters) as that will determine the +/- point adjustment for models in your unit under their command. For instance light infantry CHQs favor airborne infantry, light artillery, and recon models but makes heavy infantry, light/hvy cavalry, and armored artillery more expensive. You also get one CR point (command resource) for every two conventional (not mechs or aircraft) you have in your unit. These can be spent on upgrades for models, but must be paid for every model of that type, like antigrav, strike, traps and more for aircraft and mechs.
Below is an example of a 30 minute, 7 Force Presence unit: heavy cavalry CHQ (which always costs zero points), another heavy cavalry model (3 points, no adjustment), two light cavalry models (1 point each including the -1 point adjustment), and two heavy infantry (1 point each including the -1 point adjustment). The author does mention in his FAQ (strongly advise downloading and reading while going trough the rulebook) that this method does make vehicle focused units more powerful but has come up with a more competative and balanced system in his free New Adventures supplement.
Wait, you say, there is a mech on the cover. How much are they? Well, they are 1, 2, or 3 points depending on if you want a light, medium, or heavy mech. You then spend points for the attributes to determine if you want more movement, firepower, armor, or defense.
Another 7 Force Presence unit is as follows: Light Infantry CHQ, another light infantry (1 point), light artillery (1 point including the -1 point adjustment), 2 recon suits (only one pictured, 1 point each including the -1 point adjustment), two airborne suits (1 point each including the -1 point adjustment), and one light mech (1 point).
For making forces with this game, I think I will take my two large bags of spare Mechwarrior miniatures, organize them by sculpts, ignoring factions, prime them, and paint them in various factions. I'll post in this blog page the results but will not get to it until next year.
The game designer mentions several companies that make miniatures in the 2mm to 10mm scale, including Firestorm Planetfall which I have three factions of. I'll see how this ruleset plays out and if I like it better than Planetfall (or whatever Wayland Games comes up with) I will use this.
The 120 page rulesbook is well laid out: Intro, what you need to play, basic definitions, turn, actions/reactions, aircraft, terrain, mustering a force, confrontations, authors history of future, and appendices.
The rules are well explained with many examples throughout.
The history section has various eras and special rules for playing in those eras.
As an example, I got out my Wizkids Mechwarrior figs out of the crawlspace. With this ruleset they will see the light of day again. Making a force depends on your unit CHQ (command headquarters) as that will determine the +/- point adjustment for models in your unit under their command. For instance light infantry CHQs favor airborne infantry, light artillery, and recon models but makes heavy infantry, light/hvy cavalry, and armored artillery more expensive. You also get one CR point (command resource) for every two conventional (not mechs or aircraft) you have in your unit. These can be spent on upgrades for models, but must be paid for every model of that type, like antigrav, strike, traps and more for aircraft and mechs.
Below is an example of a 30 minute, 7 Force Presence unit: heavy cavalry CHQ (which always costs zero points), another heavy cavalry model (3 points, no adjustment), two light cavalry models (1 point each including the -1 point adjustment), and two heavy infantry (1 point each including the -1 point adjustment). The author does mention in his FAQ (strongly advise downloading and reading while going trough the rulebook) that this method does make vehicle focused units more powerful but has come up with a more competative and balanced system in his free New Adventures supplement.
Wait, you say, there is a mech on the cover. How much are they? Well, they are 1, 2, or 3 points depending on if you want a light, medium, or heavy mech. You then spend points for the attributes to determine if you want more movement, firepower, armor, or defense.
Another 7 Force Presence unit is as follows: Light Infantry CHQ, another light infantry (1 point), light artillery (1 point including the -1 point adjustment), 2 recon suits (only one pictured, 1 point each including the -1 point adjustment), two airborne suits (1 point each including the -1 point adjustment), and one light mech (1 point).
For making forces with this game, I think I will take my two large bags of spare Mechwarrior miniatures, organize them by sculpts, ignoring factions, prime them, and paint them in various factions. I'll post in this blog page the results but will not get to it until next year.
The game designer mentions several companies that make miniatures in the 2mm to 10mm scale, including Firestorm Planetfall which I have three factions of. I'll see how this ruleset plays out and if I like it better than Planetfall (or whatever Wayland Games comes up with) I will use this.
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