Showing posts with label 15mm Sci Fi. Show all posts
Showing posts with label 15mm Sci Fi. Show all posts

Sunday, 17 October 2021

15mm Shivan Witches (Blue Moon)

 Apart from basing a few more armies (yes, I discovered another half-painted army from Micropanzer) I figure my 15mm phase has run its course.  This is my last "army in an hour" before I switch to more labour-intensive 28mm.

 
I also found some GZG drones which I'll add to my 'not Terminator' army from Rebel Minis. 

 

I don't actually have any Dark Eldar so this 40K barge will belong to the Sisterhood. It's more impressive in 15mm anyway.

 Ugh even in daylight my photography is a 2/10 - obviously photography is not a hobby or area of interest at all. 

Mantic & Deadzone  Anyway, I've finished assembling my Mantic Enforcers. I've also read through Deadzone 2E (even though I intend to make/play my own rules) and have been favourably impressed. It's certainly a quicker, cleaner, more logical game than Kill Team. Rather like Dreadball compared to the bloated, clunky Blood Bowl - I used to love Blood Bowl but man it's a gluggy mess - even nostalgia goggles and the - (for GW) - reasonable pricing can't get me back into it.  Sadly I don't have a square mat to playtest the Deadzone rules, as they seem quite interesting.

Saturday, 16 October 2021

15mm Sahadeen Sci Fi Tribesmen (Rebel Minis)

 This is one of the last of my 15mm armies.  I only have some Shivan Witches, and the rest are small 'dozen minis or less' random purchases. After that I am switching to 28mm Mantic*; for my "demon-possessed stormtroopers vs rogue AI vs scientists with pet monsters" homebrew sci fi horror rules.

*I could possibly review the 2nd Ed Deadzone rules, but it may be a waste of time as 3rd Ed is coming...


Why that shade of blue headgear? Well the bloody Privateer Press paints are in these horrible lids that crack around the edges and let air in, so I feel like I have to use them before they inevitably dry up.  Why everyone can't use a sensible squeeze bottle like Vallejo *shrugs*. 

The mecha are also Rebel minis and come with a range of weapon loadouts you can choose (including shields and melee weapons). As usual I choose neutral paint schemes for my mechs as they do double duty in 6mm games. (All my mecha are grey, tan or olive for this reason). They are giant mechs next to old Epic infantry, who barely come up to their knees.

The skimmers are the GZG ones I painted last week; with an eye to using them for this force. Still have some $1 dune buggies from K Mart I could add...


 As usual, I enjoy painting 15mm as you can do an army in an hour or two. The Sahadeen are a little small (I prefer my 15mm on the bulkier side) but they are very useful, versatile sculpts - I could see their hoods and masks being useful as generic cultists, vampire acolytes and even snow troops, and I have accordingly left a dozen or so unpainted for that purpose, later down the track. 

Although I've painted up no fewer than seven 15mm forces in the last fortnight, this is only half my 15mm forces - I also have table-ready GZG UNSC, Khurasan Felids, GZG Prawns, GZG New Israelis*, some mostly-GZG I painted in 2015; and a sister army. Or at least that's what I can see in the cupboard. Who knows what further digging in the shed may reveal? The ability to buy a 40K-size 15mm army for $50-$60 back in 2015 or so was obviously addictive.

*I am due to take all these out and check them for damage/rebase if needed and I can do some daylight photos if anyone is interested. These photos have been pretty poor as I paint and photograph at night - without my kids around to 'help'

Nostalgically, I remember the postage times of yore - GZG was famously fast - once I ordered some minis on Thursday (from UK) and they arrived (at my door in Australia) the next Monday.  Fast cheap postage - something I'll be able to tell my grandkids about - and they'll never believe it.

Thursday, 14 October 2021

15mm Sci Fi Salamanders & $1Tanks

As my 15mm collection slowly becomes fully painted, I'm increasingly painting the weirder and smaller factions. These are Khurasan Meso-Nai, xenophobic salamanders in power armour. 

 My daughter had already posed them on blocks; she approves of their eel-like faces; as she likes to chase eels in the clear freshwater creeks near where we live.

The bigger 15mms are actually quite good; these lizards are actually ~20mm. There's quite a bit of variation in 15mm, as much as 25-32mm '28s.'   I feel these and the bigger Blue Moons look quite OK, whereas the puny Rebel synths are simply too small, regardless of sculpt quality.  

The tanks are $1 no-name brand from K-Mart: actually intended to support 6mm mechs as Baneblade-esque megatanks, they still show well how 15mm and 6mm vehicles can do double duty in a range of scales; here acting as small scout tanks in 15mm.

I'm slowly finishing painting; some Shivan witches and Sahadeen desert tribesman are my last main 15mm factions to go. I do like these GZG gun drones as they do squad support duty for a range of armies.

15mm continue to be fun and rewarding to paint; I still think they are the optimal size for platoon+ battles or anything where vehicles are the stars, but you still want infantry to be individually based and look decent. These guys would have taken an hour and a bit from start to finish. 

I'm slowly switching to 28mm Mantic for my homebrew sci fi horror rules; they should paint up soon. My initial assembly observations of my Enforcers box is they are a bit weedy and lacking quality compared to my GW Tau & IG, but in Australia they are 20+ for $35 instead of GW's 10 for $70; so at  $1.60ea compared to $7ea (a quarter of the price) I am inclined to be pretty forgiving.

Wednesday, 6 October 2021

15mm Neo-Sov Mecha & Remotes (Khurasan & GZG)

This was begun, but incomplete from my last paint session and took another 30 or so to finish off.  The small wheelie drones are GZG and I think the smaller mechs are Khurasan - they're certainly a John Bear Ross sculpt.

The big "hammer" mech is an old rebased MW clix'; I bought a packet of clix for a few dollars years ago; and wish I bought more - as they are no longer a cheap option on ebay. 

I think the big boi is a Neanderthal 80 tonner. I felt it fit the Neo-Soviet aesthetic with the hammer at least, if not the sickle, and the primitive but brutal CQC weaponry. 

The wheeled FSV drones provide heavy weapons squad support, whether human-directed or autonomously via rudimentary AI, with 23mm and ATGW options. 

15mm continues to go together so fast - I probably need to make a fast-playing game in order to field all these vehicles and bigger toys...  My 6-year-old loves them as he is allowed to zoom them around a bit (due to their much lower cost and greater survivability than 28mm).


Neo-Soviet Sci Fi 15mm Tanks, APCs and Halftracks

 These were actually mostly random toys - $1ea from the junk shop - with only the half tracks as 'legit' resin wargaming pieces (Khurasan, I believe). In fact I think the tanks came from a literal bag of those plastic army men. (If my son leaves his toys underfoot in the shower, they deserve to be confiscated)

 
These were the only proper gaming pieces....

 

Considering it was a $1 plastic toy with 2 layers of olive and some drybrushed brown dirt, I'm pretty content with the armour support...

The APCs were $1 off-brand Matchbox fire trucks. I remove the fire hoses and added a 28mm handgun to be the remote controlled HMG-thingie.  

With the Khurasan half-tracks, this force was $32AUD. Without them, it was $4. The more I think about it, the more I think wargaming vehicles are insanely expensive.

Die cast steel WW2 tank from toy shop - $1. Same thing, same level of detail, in resin $~10+.  Sometimes (in the case of many WW2 kits) you can't even claim it's a limited run boutique model.

Even if I'm not currently sure what I'll use them for, I love powering through my unpainted 15mms - this was one in 40min after tea (and I also did a dozen remotes and mechs which I didn't fully finish).

The end is in sight - I need to tidy up and base another 3 armies which are all pretty much done or previously basecoated, add some extras to my D9 Prawns, and Tigrid armies, as well as do up some Shivan Witches (who will be flying in a 40K-sized Dark Eldar Strike Barge.) and some Meso Nai power-armour salamanders. Then - I'm done.  I think. Unless I unearth more stuff in my hunt through the shed. 

Tuesday, 5 October 2021

15mm Space Marines (Blue Moon)

These are have a Space Marine feel with a bit of an astronaut "Moongrunt" vibe.  Thus the blue Ultramarine look mixed with the reflective gold astronaut helmets. I quite like these minis although they don't have many weapon types or poses compared to some of my other armies in 15mm.

I've put in a 15mm figure from each of my recent painting days - you can see there is as much size/scale variation in 15mm as there is in '28'mm aka 25-32mm.

Left to right: Critical Mass Games -> Khurasan -> Blue Moon --> Rebel Miniatures.

The vehicles are GZG, mixed with some toy Star Wars separatist tanks I found in the toy section of a department store. Along with the doggies & mechs from my last post, this completed my afternoon's painting. 

I'm increasingly sure I'm probably NOT going to use 15mm for my space horror homebrew games, but purchase Mantic's remarkably cheap 28mm Deadzone minis instead.  If anyone has any other cheap 28mm humanoid sci fi suggestions, I'd appreciate them. The 20-for-$50 Eisenkern look awesome but I'm not sure how well they'll scale with my existing Tau and IG who will form the basis of my other special forces teams.

But with Australia Post's backlog due to COVID bearing a resemblance to the warehouse in Raiders of the Lost Ark - I'm not holding my breath....

Given the whole reason to make my home-made 15mm rules was to have a unique ruleset  (hard sci fi with a dash of magic) and unique backstory (cultist special forces teams with high-tech gear in a post-Rapture universe).... the 15mm are now kinda out of a job. 

I may make a new set of 15mm rules as I still think there's an unfilled niche - there's plenty of space fantasy (magic, laser swords - Star Wars/40K) and harder sci fi (Alien, Starship Troopers) and cyberpunk (Ghost in a Shell, Blade Runner) but not a lot that blends all of them. Think platoon-level Shadowrun or Infinity with more magic. Hacking + Psychics + Drones + Virtual Combat + AIs + Smart weapons. If I don't lean into the horror/morale angle so much a set of rules should be easy enough to whip up...

..but after watching the TV show Vigil and playing the remarkable PC game Barotrauma, I have been inspired to hunt out my old supercav submarine fighter rules which have been a rather long-running project... since 2012. Actually I've made a range of posts about it including terrain making as well.  It's a game no one asked for, but one I really want to play...

It's a miracle anything gets comple

Monday, 4 October 2021

15mm Sci Fi Dog Warriors/Vargyr

I think these are old CMG Protolene Khanate. Anywhoo, found them in a box covered in 8 years of dust, so time to apply some paint!

Bored with my 'çonventional camo' rebels I decided I wanted something brighter - so each role (recon, heavy weapons, etc) got a different colour armour suit with purple and yellowt the unifying theme.  (No reason, I just saw they were unused bottles when I did my annual 'çheck and throw out dodgy paints' session)


The mechs merely got a boring grey but I tend to use my mechs for 15mm and 6mm sci fi so I don't go nuts with identifying marks as they swap sides/armies quite regularly. Practicality > Style.

Space wolves get a space wolves paint scheme, amirite?

The yellow power armour at the back could probably have more detail added, but I tend to paint to the level that meets my allotted timeframe.

The joy of 15mm is this decent-size force took under two hours, allowing me time to squeeze in and paint a second force (photos pending).

Saturday, 2 October 2021

15mm Landspeeders (GZG) & Rebels (Khurasan)

These aren't actually a combined force - I just happened to paint them at the same time. The landspeeders are for a high-tech desert tribe whereas the gritty rebels are a Terminator hunting force who will use more conventional vehicles.

The minis are pretty bright (like all my 15mm) but I'm lacking a good olive (GW paints only in my area) so I may need to wash the uniforms to a more dirty brown-green.

My daughter was delighted to see some female rebels and was very interested in this force. Drats - now I'll have two people pillaging my mini collections (My recent return to 15mm was due to their superior resilience when dropped by a 6-year-old boy - the washer base flies off, but the minis are so far unharmed)

The rebels are from Khurasan, from memory, and the skimmers are from GZG.  In my home made game, the rebels will be a low-tech army resilient to hacking, but due to lacking their own mechs, weaker against demonic possession and magic.

Hmm - now where did I put my 15mm Terminators?

Friday, 1 October 2021

15mm Synths & Bots

Making units for my homebrew 15mm rules has reinvigorated my 15mm collection. I've found unpainted minis that predate my 8 year old!  I used to spend a lot of time with 15mm rules (namely Tomorrow's War) but got a bit sick of the "Vietnam in Space" most rules espoused - basically modern combat with the odd mech thrown in or a copy+paste of Stargrunt or 40K. 

Where were the nanite swarms? The portal guns?  The virtual Tron combat? Why am I playing a sci fi game that feels historical?

15mm minis are to be frank, a bit dull compared to their 28mm cousins, useful mostly because of their ease of painting and cost. They are also great for combined arms platoon level+ games (both affordable AND vehicles don't look ridiculous on the tabletop).


The Shalur Mercs (Rebel Minis) serve as synthetic soldiers, immune to demonic influence. (I'm making sci fi horror rules where cultist special forces team clash). 

Yes there is a definite Clone Wars vibe - Stormtroopers vs Separatists - I may have been playing 2005 Battlefront with my son lately.... (He likes Darth Maul)

The wheeled vehicles are just $1 from the local bargain shop, with 5min each spent painting them.

These clunkier bots act as support troops to a squad. I'm unsure of their provenance, probably Khurasan or the old Critical Mass.  When your fire team's mind can be paralysed and broken by unholy terrors, it's handy having a emotionless AI along to lay down suppressive fire.  

But what if the AI of the derelict station you are exploring has gone insane, and turns your own squad robots against you? #RejectTheFirstLaw

Friday, 6 August 2021

Creating 15mm Sci Fi Rules "The Forgotten" - Shooting, CQC, Morale

This will conclude the 4Ms - the core mechanics of the rules. I'm not 100% happy with the morale/suppression rules and this will probably be tweaked, but at least now I have something I can playtest. This is "Stage 1" -  how you fight, shoot etc - which should be simple and easily resolved. It should be all "under the hood" and strive to be simple, familiar and straightforward.

The difficult game design stage will be the demon possession resource mechanic (a kind of Warmachine-esque magic/buff to troops), and how to incorporate hacking/cyber war - it's like two magic systems in the same game.  

SHOOTING

I've tried to keep a consistent mechanic - rolling high on d10 is good. Cover should be important. The soldier's facing should matter. Not too many modifiers to remember.

Each soldier has a SHOOT stat. You must roll equal or above the stat to hit a target. The dice roll can be modified by things like range or the firer’s stance, or the target’s cover.

Firer

+1 Stationary

-1 Normal move

Target

+1 close range

+1 facing away

-1 long range

-2 in  cover/obscured


Cover & Flanking 

A target counts as in cover if it is touching/ within 1” (a baselength) of the cover; if the firer is in its rear 180 the cover does not count.

Suppression/Shock

Two or more near-misses (shots that fail by 1) or non-damaging hits may trigger a SHOCK test.

Aimed Fire

A soldier who is stationary or moving cautiously can choose to fire a single shot that is either +1 to hit, or +1 to damage rolls.

Blind Fire/Spray n Pray

This is firing fully automatic (Rof3+) or blast weapons and may be used against a not fully-visible target at medium ranges. You may attack any targets within 3” (Rof3) or 4” (Rof4) of the nominated point – you “share” the shots but may nominate where extra shots go. All rolls are -1 to hit.

Grenades

These are thrown using the CQC roll and range is PHYS x 2. A hit means the grenade is placed where you want; a miss means it scatters 1d6” randomly.

CQC (MELEE)

I've tried to keep it simple and consistent with the shooting while allowing some choices. Inspired a little by LOTR:SBG.

Each soldier has a CQC stat. Both combatants get to roll when the attacker moves into base contact.

The attacker must roll equal or above their CQC stat to hit; before this roll, the defender can choose to block (rolling to cancel out any hits) or counter (rolling to hit and damage - AFTER the attacker); which they execute by also rolling equal or above their own CQC stat.

+1 Target facing away

-1 Outnumbered

Pushback & Breakaway

The successful fighter (or the one with the highest roll if they both succeeded) can choose to pushback an opponent 1” or disengage themselves backwards 1”. Otherwise they remain in CQC for their next activation.

Two handed weapons, Shields and Dual Wielding

Shield – you can throw a second dice which is only used to block hits; adds +1 DEF vs shooting

Dual weapons – you can throw a second dice, but both will either be -1 to hit or -1 to damage rolls

Two handed weapons – you can choose to power attack; add +2 to damage rolls, in exchange for -1 to hit roll

---------------------------------------------- 

Original DAMAGE v1 (using d6s)

I borrowed this off Kill Team but I will probably swap this out for a d10 based mechanic.

Shooting – compare the weapon’s Damage to the target’s Defence and roll a d6.

Melee – add the weapon’s Damage to the wielder’s Strength, compare to target Defence and roll d6.

Defence is 2x or more better = 6+ kills

Defence is better = 5+ kills

Both equal = 4+ kills

Attack is better = 3+ kills

Attack is 2x or more better = 2+ kills

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New DAMAGE v2 (using d10, more consistent following of rules)

My original idea used d6s, so I've swapped it out so the d10s and mechanics are consistent.

Shooting - roll above weapon's ATTACK POWER to kill.

- defender armour level (i.e light armour -1, heavy armour -2)

- cover level (soft cover -1, hard cover -2)

Melee - Roll above attacker's PHYS to kill

+ weapon ATTACK BONUS (i.e. sword +1, 2H axe +2)

+1 if attack from rear

- defender armour level (i.e light armour -1, heavy armour -2)

 ----------------------------------------------

Death & Injury

Most models are automatically “killed” (or “downed”) – basically a kill is an incapacitatingly serious injury.

Wounds & Heroic Saves

Some heroes (and possessed models) may roll an extra “save” to avoid being “killed” This is tested against PHYS or even other stats as directed by the special rule.

Some extremely tough or bulky models can be “wounded” – absorbing damage that would incapacitate or kill a lesser being. A wounded model is -1 to all rolls and halves movement permanently and receives a red token under its base.

-----------------------------------------------

MORALE/SHOCK

Troops will not always do as they are told – especially if demonic entities are about! The ability of a demon to override its hosts’ fear becomes a useful boon. “Shock” is a catch-all for disorientation, terror, concussion/blast from non-penetrating hits, and temporary impairment of a units capability.

I'm not happy with these rules - as fear will be a major factor in rules involving dark occult forces.

*A unit must test for shock if:

1. A member of their fire team or the overall leader is downed

2. It receives 2+ near misses or a non-damaging hit

3. A special rule applies – e.g. fighting (or attempting to fight) a possessed enemy in CQC

*A shocked unit can choose to:

1. Duck back (if in cover) and forfeit any actions/held actions – and avoid a shock token

2. Sprint away from the enemy that gave shock (if it does not result in moving closer to other visible foes) – and avoid a shock token

3. Accept the shock token and take other actions

*A unit who has received a shock token

1. Must defend and attempt to disengage from CQC

2. Has -1 to all rolls and must fire at the closest visible enemy

3. Cannot move towards enemies

*A unit can remove a shock token by

1. Forfeiting their activation when in cover/not in CQC

2. Moving away from all enemies at full speed

3. Having an ally forfeit their action to “rally” them

Basically I want it so "shock" is a catch-all for fearful or disorientated troops who will not act under the gamer's control, and make certain predictable automatic reactions. I'm not sure if this will work in practice.

Well, the easy bit (core mechanics) is done. I'll need to stat up some model and weapon profiles and play a game to see if the core mechanics work, then I can try to do the harder part - Stage B - aka demon rules, hacking/cyberwar - which is really what makes the game unique. Right now "The Forgotten" could be used for any generic game system with few tweaks - it's basically a slightly improved 40K.

Creating 15mm Sci Fi Rules - "The Forgotten" - Activation, Detection, Movement

Bear in mind these are typed in 30min bursts and I have not carefully proofed them. Also I am copy-pasting from Libre as I refuse to pay ongoing "rental" for programs like Office 365. So formatting may be a bit weird.

I decided to switch to d10 (I originally planned d6s merely as I had a handful sitting on my desk + it's easy to extrapolate odds based on LOTR/40K/Bolt Action experience.) However d6s are just so clunky - you can't fit enough modifiers "on the dice" and end up doing extra cover saves and rolls etc.  

The core mechanics I'm pretty relaxed about. They just need to be simple and consistent. Things that concern me more are activation, morale/suppression, and the "demon" system and cyber/hacking/drones. Using a d6 or d10 for rolls is neither here nor there. It's all just a way to produce percentage chances of events occurring.

Looking at the activation, I'm concerned how it handles "fire teams" - what happens if one model is suppressed/knocked out and the other isn't?  I'll have to play it once the core 4Ms (move/missile/melee/morale) are in place as I already have some concerns about "holes in the rules."  I suspect I would be better off with 28mm using independent minis instead of 15mm in fireteams.

ACTIVATION

It’s alternate activation, with extras. It’s not meant to be amazing or innovative, just simple with enough player choice and a bit of friction allowing better troops to control the move sequence.

Activation is performed by fire teams of 2-4 troops. Players take turns holding the initiative (choosing which fire team to activate). Units make a combat quality test to activate – usually a 4+ (skilled), 5+ (regular), 6+ (green).

1.If a unit fails the roll, initiative instantly passes to their opponent. The unit can be re-nominated later by either player.

2.If they pass the roll their unit may either act, hold or choose an opponent in their line of sight to act.

If one side has already activated all its units; the other side must continue to make troop tests to continue activating; once one unit fails, the rest of their troops are placed on HOLD.


HELD ACTIONS (overwatch/reactions)

Troops can reserve their actions for later (aka overwatch) to interrupt enemy actions. They can declare the interrupt anytime, but must pass a combat quality test – if they fail it they act AFTER the move they were trying to interrupt. Held actions are only in response to the active player – you can’t interrupt a held action with a held action.

As held actions are “hurried” reactions in response to opponents, they are -1 to shooting rolls.

Any movement is halved.


FIRE TEAM “COHERENCE” aka FORMATIONS

This is the old 40K “all models in a squad must be 4” from each other” slightly rebadged.

Keeping squad together is encouraged (but not forced); via troops out of contact with their fire team suffering some disadvantages:

1. Must pass a quality check to move towards enemies ; if fail will HOLD.

2. Must pass a quality check to engage anyone except the closest enemy

3. Must pass a quality check to move out of cover; if fail will HOLD.

4. -1 to all dice rolls on Will checks


DETECTION/FACING

I want models to have vision arcs as it is both logical and allows more tactical positioning without too many extra rules. The light/dark mechanic may be overly complex, but I want it to fit the darkness theme with demonically possessed stormtroopers running around in unlit space station corridors.


VISION ARCS

Models “see” in a 180d arc. This should marked on the minis base with a strip of paint to prevent confusion. If there is an argument, players roll a dice – the highest decides what arc it is.

-If a model cannot see another, it cannot attack it or use a held action against it 

-If it is attacked by an unseen model, it is +1 to be hit as it does not take cover and react normally.


VISIBILITY RANGE

Range is assumed to be unlimited to any in LoS unless:

Stealth – target is stationary or using cautious slow movement that ends in cover – halve detection or 18” max range, whichever is shorter.

Low Visibility (steam, dog, semidarkness) – 12” max detection range
Darkness (nearly pitch black) – 6” max detection range

Light Sources

Light sources can cancel low visibility or darkness in a radius around them. Most weapons create a light source when fired. I.e. if you shoot everyone in LoS can see you.

Spirit Vision (to be expanded on later; this is more a placeholder to remind me)

Possessed models can detect the life force of models (in a 360d arc) within 12” – regardless of LoS or cover.

 

MOVEMENT

This is just a quick framework – I’m not wedded to any of the ideas. Units move in fireteams. Their movement is videogame-esque. The climbing and jumping rules probably won't be playtested much and they are more a placeholder than anything else.

Cautious Move – half move. Allows stealth or accurate firing; crawling or crouching.

Move – usual movement. Allows firing with a penalty. (-1?)

Sprint - +50% move. No firing.

 

Climb, Jump & Fall

A model can climb 1” without a ladder. Take a Physique test – pass = halve move; fail = stop at top of climb. A natural ‘1’ = slips and falls.


A model can drop 2” without a ladder. For longer drops, roll a Physique test – a pass = can drop 2-4” without injury.  Falling Damage = attacked at 1:1 attack/def each 2” beyond the first 0-2”.

A model can jump 1” horizontally. For longer jumps, roll a Physique test – a pass = can jump 2”.

 

Okay, my 30min is up - it's storytime for my kids soon. Perhaps I should do a blog on "time management for hobbyist dads." Perhaps I'll get time to do combat mechanics later tonight. It should be easy as I'm trying to keep it simple as possible. I want to be able to focus on the demonic resource management, not complicated combat mechanics.

Sunday, 1 August 2021

Creating 15mm Sci Fi Rules "The Forgotten" - Design Brief, Game Requirements

 This came from a desire to experiment with a shared resource mechanic and a desire to use my 15mm sci fi for something that isn’t merely Vietnam-in-space or rebadged Rogue Trader.

The fluff: 

The Rapture spoken of in the Book of Revelation has come. The holy have ascended to heaven, and the earth has been destroyed in fire. However, Revelation didn’t mention the unbelievers who were in space stations, asteroids, or terraforming colonies….

Twenty years on, darkness and horror stalks the remnants of humanity – the “Forgotten”. The Forgotten form factions, warring for valuable resources, usually under the patronage of powerful demons who compete for resources, followers and prestige. The small populations of these colonies and bases do not support large armies. Instead, small special ops teams are aided by their demonic patrons in desperate strike missions and boarding actions, as resources (and potential vassals) are rare and previous. Something along the lines of Alien meets Mass Effect and Demon: the Fallen.

Possession Mechanic

Demons are incorporeal spirits, only able to influence the world via a willing Host.  A demon can grant a portion of its essence to a Host, "possessing" them and boosting them to inhuman feats of strength and endurance, channelling miraculous powers. However this is not without risk – when a Host is destroyed, any demonic essence within is banished, leaving the demon weakened compared to its rivals until it can be later restored through complex rituals.

Another twist in this future is that the weaker a character’s Will, the easier they are to possess; but the weaker also their morale, resolve and susceptibility to hostile possession.

GAME DESIGN BRIEF

I want to keep the mechanics (activation, movement, combat, morale) simple and familiar so as to focus on possession mechanics without too much mental overload. Currently I am using 15mm so I am using them in fire teams of 2-4, as the 15mm infantry look better in groups rather than as stand alone pieces.

I want the game to work as a standard, simple cyberpunk/near future game first; then “bolt on” possession mechanics on top. These possession mechanics will work a little like an off-table Warmachine warcaster. Hacking and drones will be a separate layer which is independent of the possession mechanics (i.e. mechanical objects cannot be buffed or debuffed by spirits) but will be more basic.

WHAT DO YOU NEED/KNOW TO PLAY

15mm Models.

I’m planning on “squad-to-to-platoon” scale - the basic “maneuver unit” is fireteams of 2-4, and the rules should handle 4-8 fireteams – so between 8-32 models.

Gear

A handful of of d6s at the moment (may later switch to d10s); Tape measure (2” = 5cm)

A d10 is handy for scatter dice (the top of the triangle of the top number shows direction)

EM4 tokens for HELD (white); SHOCK (yellow); WOUNDS (red); and POSSESSION ESSENCE (black), Stealth (green) which should fit under the 15mm models bases neatly.

For testing, I'm using a 4x4 or 4x3 table with plenty of cover.

Dice Rolling

Usually you need to roll equal or above a stat to succeed i.e. if your SHOOT is 3, you need to beat 3+ on a d6 to score a hit.

Character Stats

(M) Move = how fast and far you run

(CS) Combat Skill = training, reactions, initiative under fire – roll equal or above to pass

(SH) Shooting = firing accuracy – roll equal or above to hit

(CQC) Close Quarter Combat = hand-to-hand skill – roll equal or above to hit

(PHYS) Physique = muscles, physical ability – modifies CQC damage and some moves

(DEF) Defence = combination of natural resilience, bulk and armour

(WIL) Will = willpower, morale, resolve – also used to resist demonic influence


A trained, baseline human marine in light armour would be

M 4”, CS 4+, SH 4+, CQC 4+, PHYS 3, DEF 4, WIL 4+.

A “normal” assault rifle is:

 12/24/36, RoF 3, Damage 4.


Bot/Remote Stats

(CYB) Cyber = processing power, AI capabilities, bandwidth, i9 vs i3, etc

(FIRE) Firewall = both software and hardware defence

As you can see, there's nothing spectacular here. So far, so very 40K. I will probably later switch to d10s for all resolution to make things more "granular." 

Next up, activation, detection and movement.

Spider & Quad GZG Mechs (Diary of an Average Painter)

In my hunt for suitable mechs - inspired by Gamma Wolves - (actually, I've decided to make my own hitpoint-free house rules) I've gone back to my 15mm sci fi roots (originally, this scale + spaceships was the main focus of this blog).

These are some old GZG "Krusties" I quickly re-based and touched up in the 40min I had spare today.

 
There are small, medium and large mechs - enough for a small battlegroup.

 
I prefer relatively neutral colour schemes so I can swap mechs between several forces. 
 
 I may remove the orange stripes leftover from my original paint-job. I think I wanted a District 9 vibe.
 
A better size comparison of small-med-large mechs.

Anyway, digging through my 15mm boxes (I've got about 5 unpainted armies.. from 2015!) has got me musing about 15mm rules again. I think 15mm is best at platoon level, as the infantry look good in squads with a few vehicles; but less impressive at squad level skirmish where soldiers move individually - that's where 28mm toys are worthwhile.

I've recovered my old SSD and have discovered drafts of two old 15mm projects where I attempted to get away from both gritty Stargrunt Vietnam-in-space and traditional Rogue Trader sci-fantasy.  One was a very cyber-hacking-drone centric game emphasizing flesh vs machine (basically, prettier cyberpunk if I'm being honest) but the other is more unique - where demons (represented by a "magic resource point pool" a bit like an off-table Warcaster) direct (and possess!) special forces teams that battle through space stations and mining colonies. Think Mass Effect meets Demon:The Fallen meets Alien meets Warmachine.

I'm probably going to construct the second game on this blog - it's not a unique thing to do, but the only time I see folk do this is when they are peddling their Kickstarter game.


Saturday, 5 September 2015

15mm Sci Fi - Task Force Andromeda

This is a good example of two things - why darker drab colours are seldom great for 15mm (I tried to brighten it but not enough, obviously); and my "solid drybrush" method I use on my 15mm vehicles.

Basically this consists of painting all the larger flat upper surfaces with a lighter tone and leaving the dark wash areas alone.  It looks crappy up close but nice from tabletop distance. 

I did this because I feel the usual "edge highlighting" looks unrealistic on vehicles, compared to on infantry.  And the other day at the gaming shop carpark I was struck by how vehicles are always really bright on the roof/bonnet/boot. 

I named it Task Force Andromeda to remind myself to playtest the Fireteam Andromeda rules next time I take out my 15mm toys for some exercise...

Antenociti makes the best APCs in 15mm

The mecha are Rebel Minis (who have the best postage rates in 15mm) chosen for their vaguely Soviet feel

The recon squad travels by scout car - again from Antenociti. You can see where I have avoided the places where ink has pooled (like roof hatches) to exaggerate detail

The infantry is by GZG. The whole platoon was hastily painted in ~2hrs between long stints of being forced to play in my toddler's sand table. (She's bossier than her mum!)

What I like about 15mm, besides the freedom to mix-and-match, is the price.  ~$60 for this fully-mechanised platoon.

If you want to see the opposing force (and how lighter paint schemes look better), see Task Force Weasel.

Saturday, 15 August 2015

15mm Sci Fi - Task Force Weasel

I actually painted my first 15mm sci fi in years (I overdosed on playing/testing 15mm hard sci fi platoon games - of which there are 10 zillion rulesets) so I thought I'd share.

I named the platoon in honour of Nordic Weasel Games, whose sci fi game Clash on the Fringe inspired me to rummage through my 15mm collection...

15mm is Love, 15mm is Life
It only took two hours to paint everything (probably less if my toddler didn't insist on "helping" me) and reminded me of why I like 15mm so much;

(a) infantry are still just big enough to matter
(b) vehicles look great and are very affordable
(c) super easy, fast to paint
(d) easy to store; terrain is easy to store; small space requirements (4x4' table max)

Whilst 28mm still is nicer overall, 15mm strikes a great balance between affordability, storage, and shiny.  If you have vehicles in any number, 15mm is definitely the way to go.  For example, Bolt Action would be very cheap in 15mm.  And if you are moving soldiers by squad (i.e. in groups, regardless of basing) then there is little point in spending all that extra effort painting every belt buckle on a 28mm model - they're just glorified hit markers, after all. 

28mm looks better. No dispute  But unless you have acres of gaming room, a generous budget and copious spare painting time - 15mm is just more practical on every level, especially if vehicles are involved. 
The troop colour scheme was a test run for doing 15mm US Moderns - i.e. do I need to bother with fiddly camo patterns or not.  For 15mm, at tabletop ranges, it's evident you don't need to bother.

The beauty of 15mm is that you can use minis from all ranges without anyone caring.  The infantry are GZG, the APCs are Antenociti and the mecha are Rebel Minis. 

When painting vehicles, I tend to basecoat, wash, then paint any flat upper surfaces with the base again.  This is not the same as highlighting edges like you might do with infantry minis.  It looks a little dodgy up close (click on the photo to see what I'm talking about), but works well at tabletop ranges.  And it's really fast and easy.

While I cannot abide unpainted minis, I'm a member of the "tabletop standard is good enough" school of painting.  That said, I can make a few 15mm recommendations, thanks to stuff-ups I've made in the past....
#1 - Use light colours (much lighter than 28mm equivalents);
#2 - don't use too many colours/paint every detail (it makes the model look too "busy" and you can't make out fine detail anyway unless you are holding it six inches from your face);
#3  - make any detail colours very bold/contrasting so you can see them.

15mm is very affordable - a complete mechanized platoon costs around $50-60.  Only two hours to paint an army? Yes please.

Due to family being sick, my Infinity project is on hold. I think next up is some of the awesome Perry plastics for my homebrew "Middleheim" rules....

Wednesday, 5 August 2015

Rogue Planet - Sci Fi Skirmish Rules Review (Derelict Planet Edition)

Note: This is a review that has been sitting in my draft box for a while.  Usually, Bombshell Games have 3 review stages
(a) Sticker Shock - i.e. "wow, these mechanisms are unusual"
(b) Easy after All - i.e. "oh, this actually plays pretty quickly and easily"
(c) It's Deeper than It Looks - i.e. "Ahhh, I didn't realise that at first"  "x effects y, I see."

Foreword: Due to my limited playtesting time, I didn't really get a grip on (c).  However it's been out for awhile and there should be plenty of AARs and other reviews about, so I might as well publish it as quite a few people have been asking. If nothing else, you'll get an idea of how the game works on a basic level.


A free "Derelict Planet" update has made the rules much prettier and more user friendly - my review is aimed at the original but I have (hopefully) amended it where appropriate.

So far I've been quite impressed by the series of games put out by Mr Spivey.  I've played Havoc (fantasy skirmish), Battlefield:MMW (modern skimish), OPS4, and Mayhem (fantasy mass battle).

Each one was full of different ideas that were well outside the usual 40K-knockoff envelope (yes, Bolt Action/Flames of War/Empire of the Dead, I'm looking at you). So I was quite excited to find a review copy of Rogue Planet to arrive in my inbox. I was expecting interesting mechanisms and game design decisions. And I was right. In spades.

 The upgraded Derelict Edition has improved layout and graphics.

The Shiny: The original was comic-style B&W, but the free Derelict Edition update goes full colour throughout, with a real Frank Frazetta Flash Gordon/Conan-style 50s art feel to it, which goes a way to justify its usual $20AUD price tag (which puts it, for me anyway, outside "impulse buy" range).  The rather dense layout of the original has been spaced out for easier reading. There's a nifty index/quick reference at the back for finding things. There's a separate points-list pdf for quick reference when creating warbands. Even the quick-reference sheet has lots of text.  The original was short (24 pages) but overly dense.  The new edition doubles the page count and unpacks much more nicely. I believe you can get a softcover version and I'm quite tempted, given the nice layout.

The original was stylish but only serviceable, and rather a dense read; the update has made it rather nice. Has a good range of play aids included.

Actions & Reactions:
Players get Action Points (AP) - they can either play it safe and have an automatic 3AP, or roll a d6 and potentially get more or less.  Players use AP to do stuff.  The "reactive"player who hasn't had their turn yet can spend AP reacting to enemy actions in LoS. I really like games with reaction rules - it means you are always involved in the game, and don't have to sit around like a dummy as an enemy walks his entire army up to yours and fires without retaliation.  (*cough* 40K/WFB *cough*) 

Reactions include casting magic, counter-charging, dodging, and reactive missile fire.   Players use 2d6 to succeed at actions; a 10+ is a total success, a 7-9 is a partial success, and a 6 or less fails. With a partial success, there are complications - among them, a single enemy unit gets a free move.

TL:DR  The reaction system is very distinct in this game - I'm talking Crossfire/Infinity/Tomorrow's War-level influential, as opposed to say Clash on the Fringe where reactions present but toned down.  You've always got something to do.  The ability to counter-charge/intercept enemy moves at any distance stops it becoming bogged in a Vietnam-in-Space shootfest though.

The old cover.  The older book was shorter but was B&W and had very dense formatting. 
You automatically get both versions. Win-win.

Unit Stats: I'm not a fan of the super-minimalist false economy approach of say Song of Blades (which has 2 stats, but then a zillion special rules) - I''m pleased to see RP has enough stats to be descriptive, for the space fantasy genre.
CQ = close combat skill
RAT = ranged combat skill
DEF = avoid damage/dodge
ARM = how tough
There are also equipment and abilities which I'll cover later.

Movement:
There is no measuring.  OK, that got my attention.  Units can move in a straight line until it hits an obstacle or terrain. Similar rules include And One for All and Crossfire.  Actually, there is "some" measuring - generated on occasions when needed and using 3 fingers on the hand, scout salute style. 

"No measuring/unlimited move/shoot" presupposes a large amount of terrain, which breaks movement/firing into reasonable chunks.  Not everyone may possess this - a few 40K corner ruins isn't going to cut it.  To be honest though, the "no measuring" seems at times a bit gimmicky to me - kinda like making a challenge for yourself  "how can we make this game not use measuring" (actually how it first came about, with Crossfire) It's a pretty significant abstraction to make, and kinda divorces the game from a set range/time scale.  The author regards it as integral to his action/reaction mechanic though, and I guess I agree, in the way he has used it.

Terrain can impede missile fire like usual - but my favorite is how you can spend AP to attack enemy who are within actively treacherous terrain (quicksand, deadly plants, etc.). "I attack you with that carnivorous creeper you're standing next to."  That's fun - and encourages interesting terrain setups!

Combat
This is a contested roll between CQ (or DEF, if the defender chooses).  Like Mayhem, there are "soft counters"(+1) and "hard counters"(+2) to specific weapons and circumstances. Missile fire works in similar fashion.  A failure (6 or less) can result in extra damage being taken unless fighting defensively using DEF.

Damage
Doubles do critical damage. Damage effects depend on the type of units. Light, medium and heavy units take damage in different ways. Light units take damage equal to the difference in skills between combatants on a 7+, and are knocked out on criticals  Heavy units take only a single point of damage on a 7+, and the difference on criticals.

Units may spend "energy" to negate damage.  This is unusual, as energy is drawn from a common pool (the leader has his own); so you can choose to boost the survivability of a unit you are loathe to lose. It adds a layer of decision making (do I spend the energy keeping this guy alive, or save it for later?) and is definitely a mechanic I can't recall seeing before.

Physics
Units can charge, collide with, slam or throw objects and opponents, and destroy terrain. This immediately made me think of Warmachine (and the models that languish on my workbench as I mislike the cheesy official rules). Some rules require d4 and d8 which is a tad annoying but you can stick with d6 if you need.

Rogue Die & FX
FX is just like the 2d6 system used by 2HW games - roll 2d6, and each 4+ is a success. You can have 1,2 or no successes.  

Rogue Dice is an extra dice thrown along with the usual 2d6 during rolls. If it matches one of the other 2d6, a special event is triggered - like, say, extra damage caused by a power sword. A little bit like Wild Dice from Savage Worlds.

 The text in Derelict edition is spaced up and broken up well - a criticism I had of the original edition.

Make your Own Army
I'm pleased to see this included, as not having a points system handicapped the otherwise-excellent Havoc. You can price up stats and armour, then add gear.  You can have one-off units or "groups"of four who operate a bit differently.

Heroes can have free extra abilities like magical powers, signature weapons, and command bonuses. They can have followers called "Pawns"  which are kind abstract and do not take up gameplay space - they're actual miniatures, but act kinda like a token that follows the leader around.  Heroes can use their pawns to absorb damage, and pawns give abilities like extra fire rate, melee, command, and magic bonuses.

I like the concept of pawns - they both add customization to your hero, and allow you to damage the hero and remove various special abilities - kinda like "critical hits"on a spaceship game or a boss in a videogame - but without any record keeping.   However, I personally found  abstract way the pawns are presented in game a bit "jarring."  It's treating a miniature as a special ability or trait - not an actual mini per se. I can see the depth it adds to gameplay - it just seems a little too offbeat (I feel self-conscious saying this, as I am always griping about paint-by-the-numbers mainstream games).  

TL:DR - Pawns are a really cool idea.  They add special abilities to heroes which can be stripped off them, like a boss fight in a videogame. It allows critical hits without record keeping.  However, having a mini on the table represent an abstract concept is a bit jarring.

Energy
Armies get "energy" depending on the units they contain i.e. 1 for a light armour unit, 3 for a heavy - this can be used to negate damage. The way I played it, the energy is held in a common "pool"to be spent on units as you wish, with the leader having his own pool.  It was a tad confusing as the energy rules were kinda scattered randomly though the rules.  I do like the idea of a layer of "resource management" but I found the concept of shared hitpoints a little weird. 

Again, like the pawns, I understand the gameplay idea behind it, that added depth and resource management (players must make the decision "is it worth spending energy to save this mini?") but I'm not sure if I'm comfortable with how it 's presented in the game - which is a bit unfair, as having a shared hit-point pool is probably no more abstract than a shared action pool, which is used in quite a few of my favourite games.  And it IS sci-fi, after all.

TL:DR - "Energy" is kinda the shared overall resilience of your warband. It is a resource to be managed that adds a layer of decision to each hit you take "is it worth spending energy to try to save this mini?" I.e. if an enemy has powerful vehicle on board and you just took a hit to your last bazooka guy.  It adds a layer of decisions and is a unique concept. It's also gave me an initial "wtf" reaction when I first encountered it. (Not many rules can claim that!)


There's a definite Frazetta/Conan/Flash Gordon vibe...

Equipment & Weapons
There is a good but manageable selection of weapons, including normal blades, great 2-handed weapons, lances, whips/flails etc - and powered variants thereof. You can create pretty much anything you want by mixing and matching attributes.  The list of missile weapons ~8 is more limited in comparison - and tiny compared to many other rules.  Though you have to attack the closest target anyways, maybe proper ranges does "hurt" the game a bit with regards to variety in missile weapons?

There is a small pool of spells - lift, anchor and throw, blink (short range teleport) and time stop (amused to see it here, as I remember once discussing with Brent that time manipulation, along with Portal-style guns, is something I don't often see in a wargame).  Again I feel a bit of a hypocrite saying this, given my dislike of extra special rules, but I'd have liked a few MORE spells.

There is a range of game "levels" which increase in complexity, so you can gradually absorb the mechanisms as you go.  Whilst there is some simple rules for advancement, I suspect Rogue Planet might be just too "out there" to attract the old Necromunda crowd anyways (who will probably gravitate towards the more familiar Clash on the Fringe) and is more likely to compared against the Song of Blades series with the audience I expect it to gather.

TL:DR  A minimalist selection of spells and weapons. However you can see this has been done to prevent player overload.  (Also, the way the game is introduced gradually in "levels" of increasing complexity).  The author did this previously in his Mayhem mass battle fantasy rules, where I criticized the lack of magic, I recall.  It's a case of damned if you do, damned if you don't. Given the author's tendency to upgrade his products, it wouldn't surprise me to see free expansions added in time. 

I appreciate it when indie authors put the effort in to "pretty up" their games...

TL:DR
A set of rules both simpler and more complex than they appear.  It may be only 24 pages, but they are very "dense" rules which I found a little hard to follow at times - mostly because of the unfamiliar ideas.  The rules writer is wonderfully inventive, but sometimes it seems like ideas are shoehorned into the game "just because it seemed cool."  It seems a reverse of say, TFL games - they seem to pick a period/genre and design a game around it.  Rogue Planet seems to be a bunch of original and interesting design ideas that has been turned into a game. It's certainly fun to try out, as there are quite a lot of "different" concepts crammed into Rogue Planet:

*no measurements (always a "!")
*energy pool (a general resource which negates damage when spent)
*roll the dice or accept half the dice value (I.e. roll d6 or accept a default 3) - risk vs reward
*pawns (kinda hero powers, represented by a miniature yet in practice a hero's abstract attribute)
*actions/reactions (not revolutionary, but goes far beyond simple overwatch into Infinity/Crossfire territory - unique in the way it is combined with no measuring/unlimited moves)

I found this ruleset quite thought provoking in how I instinctively was uncomfortable with some aspects of it, despite liking it "on principle." Ivan Sorensen said in response to another post "to be successful, games need to be only a bit clever"   I.e. introduce maybe one or two new/neat ideas but keep the rest conventional. Rogue Planet might be a good example for this argument. That said, it is very successful on Wargames Vault and I think it will very much appeal to a certain sort of gamer.

Perhaps I'm being nitpicky.  There's a lot to like about this game, which has a deceptive amount of depth. There are plenty of  'decision points' - even when activating a model you can choose to take the default 3 actions or take a risk and roll a d6 for it (potentially gaining more or less). I like the flexibility of the unit creator. Pawns and energy both add many layers of decisions/resource management.  A reaction system keeps everyone involved.  I have no "actual" complaints about the rules, bar the rather limited spell and weapons selections.

As a bonus, Rogue Planet isn't aimed to be hard sci fi.  A genre I used to love but now am completely jaded with.  It's like everyone and their dog has realised they can make a single ruleset for modern combat/WW2 and then re-use it for 'hard sci fi' (or vice versa) with a minimum of adjustment.   Platoon-level Vietnam/Afghanistan in space is getting old about as old as the WW2-wet-navy in space that is 90% of spaceship rules.  I'm actually starting to pine for a certain grim dark world where psychic powers, chainswords and energy blades are legitimate weapons. Rogue Planet certainly does space fantasy, and not only does that, but in a completely fresh way.

Recommended?  Yes.  It'll give an interesting game experience, and has many different design elements to differentiate it from the usual regurgitated 40k ripoff rules.  Outwardly simple,  there are many decision points and layers of tactics. Whilst it is not a Necromunda replacement, I like how you can make your own units and forces, and it has simple advancement rules.  I think this will be a cult hit with a certain type of gamer.  It's clever.  Perhaps too clever for me - I get the feeling I need to play it a lot more to plumb its depths.

TL:DR
More Flash Gordon than 40K.  The most interesting game you'll try this year.  A good excuse to dust off some random sci fi minis, and a completely different change of pace.

Afterword: Usually when I review rules I feel (in my mind) like have pretty accurately "nailed it" but Rogue Planet is not as conventional as, say, Clash on the Fringe. Don't necessarily regard this as the "definitive" review. Read a few AARs, etc. It may be a bit unconventional for some. But if you're a rulebook magpie like me, the mechanics and style makes this a "must have."