Showing posts with label RPG Miniatures. Show all posts
Showing posts with label RPG Miniatures. Show all posts

Thursday, May 21, 2020

28mm Civilians from Old Glory

Work continues apace on my 1970's game. In searching for some civilians as collateral damage/light backup, I discovered Old Glory's SuperFigs Civilian Pack #1. These are listed as 33mm on the Old Glory website.


SuperFigs Civilians #1 by Old Glory Miniatures

These were living in my cart for a bit, whilst I debated how much bigger 33mm was compared to 28mm.  As it happens, at least in this case, the answer was "not appreciably".

Below, the same miniatures are presented on a 1-inch grid, alongside a 28mm Copplestone Casting, painted as John Shaft. Taking into account the height of the slotta base, one sees immediately that the minis, even if mounted on standard washers, are size-compatible with regular, non-heroic 28mm.


Figs by Old Glory Miniatures and Copplestone Castings
Especially pleasing is finding two figures as a news team, and one as a photographer. Two of the figures will join my Funkadelphia street crew, as will the gentleman with the wine bottle. The rest will become random street civilians  The boy with the ball is interesting - obviously a football/soccer ball - but not appropriate for 1970 Philly unless he's attending one of the private academies...

...I think I'll paint it as a basketball and name the figure "Little Foul" as he's leading with his foot...Ω

Saturday, December 28, 2019

Just Another Bug Hunt...Full Metal Anorak


Two weeks ago, Megz and I had another visit with the Wargames Association of Metro Philadelphia (The WAMPS) and decided to test my basic concept for a bug hunt scenario, featuring Traveller's favourite Alien derivative, the Chamax Horde. Miniatures used are Denizen Ventaurans, and WoTC D&D Mad Slashers. Acid Splash and Suppression Markers were from Litko.

Miller's Crossing Farm
These wicked wee beasties have featured on my blog in the past; this time, Zhodani troops, supported by their famous Teleport Commandos, would attempt to quell the Chamax threat.

The situation at hand: A Zhodani agricultural colony has had an outbreak of Chamax, and a platoon of Zhodani regular lift infantry is sweeping a protected farm for bug contacts.

We were using the beta test of Full Metal Anorak, basically an abandoned rules set, derived from GZG's StarGrunt II. Supplementing this were element of Nordic Weasel's Bug Hunt, part of the Five Parsecs from Home rules group.


First Contact - A Questing Bug
Players take the part of the hunters, whilst the bugs are run automatically. In Bug Hunt, there are contact markers (we're using chits) and objective markers (again, chits) which I assigned random rolls once encountered. There was also a random value assigned (my own inclusion) which meant that players could compete with each other, while also working together.

I was also using the Bug tables from 5150, hence, there are a lot more bugs than you tend to have in Bug Hunt. OTOH, there are also more soldiers.


Second Contact - these chamax are more alert
Bug Hunt assigns a random set of d6 for rolling  movement and aggression. To simulate the chamax state of "questing" - where the bug is not actively attacking potential food sources, I altered the aggression level down to a d4, making it less likely the chamax would attack unless a figure got within 8" (movement range).

Once a bug was killed, however, it emitted a radio/psychic shriek, which caused all other chamax on board to increase their aggression dice by one die type. This would eventually max out at a d12.


Forming a firing line?
The Zhodani Infantry were standard line, so they were armed with 4mm Gauss Rifles. These had an impact of 2d6, vs the Chamax armour/toughness of d8. A trooper had to at least double his impact roll vs the chamax defense roll to kill it, or else there was no result (alien biology, and all that...)

As an added bonus, when a chamax is killed, it's because the acid sack behind its gullet was ruptured, causing a spray of fluoric acid and molecular debonder to shower out in a 1.5 inch radius.


The Hive is aroused...
 The first two turns were spent with the Zhos advancing cautiously toward the contact markers.  half proved to be non-contacts (random wildlife fleeing the area, puddles of digested colonists, etc.), but still worth VPs.  The first chamax contacted was blown away fairly easily - as Megz noted, a little too easily.


"We've got movement all over the place!"
As each chamax died, another 2d6 swarm would activate, with dead figures recycled back into my "bug pool". Then they enter via a random map edge. By the third/fourth turn, there were bug swarms on all sides of the Zhos, except to their left flank.

So they began to draw together.

And they called for help.


*TADAAH* The Teleport Commandos Arrive.
One of the nice things about playing the Zhos is their high degree of telepathic officers and NCOs - all of them, to be exact. This means that actions can be passed from higher ups to riflemen with greater flexibility than in Stargrunt II or FMA,  Another perk is you can ask for help from the Consular Guard Commandos, who can teleport in like...magic.

A fireteam of three commandos and senior NCO was held in reserve for just such an occasion.

Effects of directly applied Plasma Gun fire.
Armed with PGMPs (Plasma Gun, Man Portable) and the comforting thought that they could, if necessary, just manage a quick teleport back to base if things got too dicey, the Commandos arrived. The Effing New Guy in the team got teleport sickness (out for a turn - suppressed) but the rest opened up on the bugs with their plasma guns - with devastating effect.


"HERE THEY COME!"
Chamax melted and burst, sending showers of acid on those bugs next to them, causing them to melt and burst as well. A cheer went up from the encircled Zhos.

And more swarms activated.

And other hives in the area were beginning to activate, as well.



"Time to go!"
There were three waves of chamax swarms coming toward them from the building area, and the Zhodani decided it was time to breakout back to their rally point, call in an airstrike, and then return for the mop-up sweep.

First though, they had to deal with the bugs that were reaching them.

Chamax have no morale to break, so they keep coming until they're all dead or you're all bite-sized niblets. The two or three survivors of the plasma-storm reached the commandos and attacked.

In melee, chamax get two slashing attacks - if both are successful, there is an automatic acid-laden bite on the following turn. Also, armour is degraded by one level for each bite, this can continue even after the bug is dead. And speaking of dead - don't forget the acid spray.

Winning the melee is also losing the melee...
Three chamax sprang at the commandos - the senior NCO/TD* was able to use his gauss pistol in melee and got off a lucky shot, killing the chamax and spraying everyone in the immediate area with acid. The two commandos took a couple of slashes, but not enough to warrant the dreaded bite attack.  By the second round of combat, the NCO had killed another chamax and acid spray did the rest to its companion.


With armour smoking and more Chamax on the way, the Leading Officer saw the opening and gave the telepathic code: "Guardsmen, we are leaving..."

The final result was Megz had gathered more VP than myself, but the calling in of the Commandos had elevated the priority of the sweep, meaning we'd be going back in after a quick refit to take out the Maternal/Queen. So no clear victory as far as a campaign would be concerned.

Post Game Thoughts:
Usually, I find games with the Chamax Plague to be lots of fun, and this was no exception. There is plenty for the players to do, while the mounting numbers of opposition keeps the pressure on to take objectives, gather clues and keep from becoming tomorrow's leftovers.

My main thought is the chamax might be too vulnerable to their own acid. With a d8 Strength vs. a d8 defence, it seemed that they were dying more from their own acid than from Zhodani fire. I'll need to play again and keep closer track of the casualties.

Bug Hunt has more tweaks and options I'd like to incorporate, like Location Effects. Kinda like Objectives/Clues except they effect the environment, possible slowing bugs down or delaying swarm activations.

Plans are to run this at Cold Wars and at GZG:ECC in March. I'm going to add some grain silos and water towers, as well as an out building or two.  That will reduce the lines of fire a bit and make the game more...interesting...Ω

*TD: Teleport Director. That's a real MOS in the Zhodani Armed Forces



Tuesday, September 24, 2019

28mm Soul Sisters

STOP!, in the Name of Get Christy Love!

Several packages arrived earlier this month from various manufacturers, and the one which leapt out and demanded painting was "Destiny" from the nice folks at Hasslefree Miniatures.

Miniature by Hasslefree Miniatures

Despite Kev's obvious talent, I don't order a lot from Hasslefree - I might have a baker's-dozen HF miniatures at best. Kev's interests are far more eclectic than mine, and his modern figures tend to follow the lines of Post-Buffy, Post-BSG, Post-GoT and suchlike. Not that this is a bad thing, just not my cuppa rosy...

However, once I saw 70's icon Teresa Graves aka Christie Love sporting her best Charlie's Angel's (the original series, not the wretched wreboot) pose, it was an instant purchase, along with several other figures to round out the order.

Painting the blue jeans on this model was a lot of fun, as was the 70's-style vibrant colour palette. I'll need to go back and shade her platform shoes a bit, then find her a car model - maybe a 1969 Corvette Stingray.

Also jumping out at me was one of Copplestone Castings Kiss Kiss, Bang Bang series, titled the Soul Section. These minis shout "SHAFT!" (watch your mouth). I often wonder why this period failed to achieve greater popularity as a gaming genre.

Miniature by Copplestone Castings

I tried to simulate a late 60's/early 70's print pattern for her dress, plus nylon stockings. Once the orange colour started flowing, the metallic orange wig seemed to fit. The contrast is very attractive, I think.

Next up will be the other two minis from the Soul Section pack - a Richard Roundtree analogue and a shotgun wielding street preacher...Ω


Sunday, June 30, 2019

The Horror at Hedge House

The Secret Cellar of Hedge House - shut for 70 years

This past weekend, a group of friends met to finish a a Call of Cthulhu game that I had started some five years ago.  For various reasons (rusty referee, discompatible player characters, etc.) the first session failed to "gel" and so a reboot was conducted last month, with the concluding episode played last night.

It was a basic "Haunted House" scenario, with the original owner disappearing some 70 years in the past, and a team of Investigators being dispatched from the local newspaper to do a story on the subsequent history of the house. That history includes violence, madness and murder.

The action and setting of the story took place in early 1970's West Philadelphia, where the relics of grand old houses, now crumbling, can still be seen today.  One of my players ran the address through Mapquest and found a small factory is there today, so the house was probably demolished sometime after the players cleansed it.

The scenario was taken and adapted from Last Rites, by Ian Winterton and published by Chaosium. It is now out of print. It has four adventures set in the 1990s, which are easily adaptable to the 1970s.

- SPOILERS -

If you think you might play an investigator in a Cthulhu game (probably set in the Modern Period - 1990+) and might play this scenario, continue reading ONLY at your own risk.

BRIEF SYNOPSIS: Seventy-five years ago, an English sorcerer named Cedric Hedge moved to West Philadelphia, built a grand old house, and settled in to practise black magic.  Hedge created a life-sized idol of his favourite deity - Tsathaggua, the Great Toad - and after sacrificing some cats, rats, dogs, raccoons and a couple of his neighbours, brought said idol to life, with the notion that it would serve his will.  Things went agley, as aft they will do, and the idol instead tried to sacrifice Hedge. Landing a lucky blow with an enchanted Bengali war mace, Hedge knocked the idol into the cellar strongroom, where it shattered into nearly two dozen pieces. Hedge, mortally wounded by the fight, was just able to shut the strongroom door and throw the bolts, before shock and loss of blood took him. He died in that drear and dreadful cellar.

Over the next few years, the idol's fragments re-animated, but lacked the power to rejoin into a single form. Instead, they reformed into nearly two dozen tinier idols, homonculi, each a miniature clay replica of Tsathaggua, but a part of a greater whole. Unable to escape the strongroom, they instead would try to influence subsequent tenants of the house, with chittering whispers and evil visions, sent by the power of their inhuman group mind.

After 70-odd years, the house stands, decayed and empty. Several banks have substantial liens on it. The property tax collection has been suspended. Vagrants, drifters and addicts squat in the upper levels. Some of them have nightmares, and an odd compulsion to find the secret way into the hidden cellar.

Then, the player characters arrive...

"That looks like a locked door..."


The stairwell and the antechamber yielded a few clues - skulls of small animals, and a couple from Homo Sapiens, left over from those  sacrificed to Tsathaggaua.

Halloran and Knox go first
Beneath an arched vault, a strange mosaic was discovered.  A symbol of Tsathaggua, still charged with necromantic energy that gave the Investigators the tingles as they walked across the ivory and obsidian surface.  Static electricity built up on their polyester-fibred clothing, and anyone wearing a mood ring could watch as the stone turned black.

As they entered the next room, they found the skeletal remains of Cedric Hedge, Bengali mace at his side - his left ribcage stove-in. His remains seemed to be facing a locked door.


The Thrice-Barred door is opened. 
The Investigators also found Hedge's journal, where he detailed how he created the idol from clay, and how it could be deactivated. They settled in to try and learn the deactivation spell, as periodically they would be plagued by the whispers and chitterings from behind the thrice-barred door.

One of the Investigators, Halloran the Private Eye, tried to damage the mosaic sigil with a hammer and chisel, receiving only static shocks and the attention of the Idol's Fragments, who sent visions of darkened vaults where shapeless things oozed along obsidian troughs, venerating and worshiping an obscene, bloated toad shape. As the sanity left the investigators in slow drips,  the first feeble rays of dawn began to filter in from the upper stairs, and they were ready to cast the spell.

Only something was missing.

The Games a-foot.
As the Thrice-barred door was opened, the horde of homonculi poured out, some leapt at the investigators, biting and scratching, while some ran for the mosaic sigil. The players had their hands full, as it was nearly impossible to shoot the little clay demons and only slightly easier to hit them. Fortunately, they had bought some baseball bats from a local department store (Lit Brothers - Market and 8th Streets), which proved effective against the tiny horrors, if they scored a hit.



The Idol, quickened.
Meanwhile, the five or so homonculi that reached the mosaic sigil
merged together into a larger image - the idol was reforming itself.

PI Halloran found himself squared off against a miniature monster, about the size of a large child, which raked him with its claws. Halloran had retained the Bengali mace, and he now struck hard and true.

The statue fell and shattered, a few pieces laying inert, while more reformed into homonculi and raced upstairs to attack the vagrants.


"Wow, you're bigger up close..."
The Reporter, Carl Boughman, who had first read the journal and learned the spell, now understood what was amiss - the spell of deactivation would only work against the single statue. They would have to let it reassemble.
Stepping aside, the players either kicked or hurled the snapping homonculi at the sigil, where they began to reassemble.  Now was their chance, and joining hands, they lent their will to Boughman.



"Ph'nglui mglw'nafh N'kai T'sath'aggua wgah'nagl Gluy-VHO!" 

And the player rolled his dice.

And he rolled just under what he needed.

And the Idol collapsed, fell over and disintegrated.

Gain ten points of Sanity.  And lose five points as the screams of the vagrants having their faces chewed off by the couple of escaped homonculi filters down to the cellar.

Bring the baseball bats.


MINIATURES

Great Tsathaggua is from RAFM's Cthulhu Mythos line.  He was a joy to paint, mostly with Vallejo paints. I painted him as he would be in life, and not a clay statue. Also, iparticularly like the human skull behind his right foot. Tsathaggua doesn't strike you as all that big a monster, until you realise his mouth is the size of a car boot/trunk, and he could easily swallow a human, whole. His is a personal menace, unlike Cthulhu's more abstract, cosmic peril.

The Homunculi are from Khurusan Miniatures.  I have had issues with Khurusan in the past, but my wife noticed I liked these figures and bought them for me as a present. I asked her if there was any issue, given the source, and she told me that the order ran late, but he was pretty apologetic and included a free, not-yet-released miniature as an apology.  Really?  I might change my mind on Khurusan Miniatures and feature some of his stuff on this blog in future...possibly.

The Investigators are a mixed bunch, from Crooked Dice and Brigade Games. Both are excellent sources for that difficult to find "70s Look"

The cellar piece is part of the Terra-clips Sewers, for the Malfaux game. I don't really like the set as presented, and will probably give it a review on my Victorian Sci-Fi blog "The Burning Sands of Syrtis Major".  Suffice to say, I cut up portions of the set to make it conform to the cellar floorplan, provided in the Last Rites supplement, and this was the most use I've had for the set to date.

And so, the end, to a very enjoyable episode of my 1970s Philadelphia Chronicle Campaign...Ω





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