Fictional Reality 29
Fictional Reality 29
BATTLE REPORT
Aberrant Games - Rezolution
www.aberrantgames.com
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7
PAINTING WORKSHOP
Heresy Miniatures - Ghoul King
www.heresyminiatures.com
www.displacedminiatures.com/robh
14
15
20
90
ADVERTISERS INDEX
Great Canadian Miniatures
Hasslefree Miniatures
Blue Table Painting
Reaper Miniatures
Privateer Press
Fantization
Hotz Artwork
Amarillo Design Bureau
World Works Games
Urban Mammoth
Aberrant Games
Mil.net
Mongoose Publishing
Corvus Belli
Thunderbolt Mountain Miniatures
Columbia Games
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27
29
42
42
43
45
IFC, 87
4, 11, 34, 75
5, 19, 43, 54
6, 40
12
17, 51
20
22
23
28
46
56
62
63
69
80
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The artwork for this issues cover was provided by the nice folks over at
Amarillo Design Bureau, publishers of the Federation Commander game and
miniatures. Adam Turner is the artist that created the cover artwork. Check
our their stuff at www.federationcommander.com
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49
50
50
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these models are pretty small, so although they stand by themselves just fine,
uneven surfaces or unstable table tops may prove to be a challenge for them.
bases are rather small and may require mounting to a secondary base before
using on a gaming table.
and flash, so she actually cleans up faster that her counter part. She does have
a small base just like the male version, so I would also suggest mounting her
on a secondary base before using her in a war game.
100TSO13 Sword of the Empire Musician $2.10
The musician is a four piece model, three of
the pieces being the standard mace, knife
and helmet feather. The model itself is
holding the huge horn that he plays. The
horn wraps around from his right hand,
which is holding the mouthpiece, around
behind his right shoulder and then out almost an inch in front of the model. If
straightened out, this horn would be about
twice the height of the model. He even has
a crossbar that he holds to help support the
weight of this thing (and it also happens to
provide structured support to the model as well. Like the standard bearer, this
model will fall over fairly easy, so he is another one where mounting on a
secondary base is a really good idea. There is some significant flash on the
horn and between the legs so there will be some cleanup work required,
though the mold lines are not noticeable at all.
that needed clipping and there was a thin mold line visible on both legs. Hed
make a very good character in d20 Future or Traveller T20 in addition to his
place in a Viridian army.
He needed more cleaning than some other figures and there was a visible
mold line going around the sword and his right arm. A visible mold line was
also found on the underside of his cloak, but it was on a fairly smooth surface
so it was pretty easily taken care of. There was also a tab of metal that ran
from between his legs up to the inside of his cloak. The left hand holds a pistol and while it fit into place easily on a flat-to-flat surface, which does provide an easy place to rotate the arm into a slightly different position, it also
had a faint mold line that needed to be cleaned. I think that he'd make a good
addition to a Goliath gang if you're still playing Necromunda or he'd be right
at home as a player-character in a sci-fi rpg.
is, there are no weak places on the model so she wont be casually damaged.
You just got to love a robot in high heels.
13522 Devi 5.00 / 7.50 / $10.00
Devi is a model that is reminiscent of the Koralon of old, but looks to be even
less human that her brethren. She comes in two pieces and also comes with a
round plastic slotta base. The larger of the two pieces consists of her upper
torso and the front part of her carapace with two of her four legs attached.
The second part is nothing more than the rear portion of her carapace and the
other two legs. The two pieces attach firmly with a large rectangular tab that
fits nicely into a like shaped slot making for a joint that is quite strong. Mold
11
ily about half the size of 28-35mm figures means that youll want to take extra care when putting it together so you dont break any part of it of glue yourself to it. The four Hoplites have larger shields than the other figures. All of
the shields have enough space for you to paint on a logo or affix a decal. 8
Pelstasts (loose order infantry) round out the foot troops and they also come
with shields and need spears. Five cavalry, some needing spears, come with
the horse and rider cast as individual pieces. With a 28-25mm figure I might
advise to assemble and paint them separately but with these I think that putting them together first and just painting the pair together will be fine and will
probably save you a bit of time. One of the riders had his hand pre-drilled to
accept the spear, what a tease! The set of figures is rounded out with a
mounted general and two light cavalry figures. As with the other cavalry they
come in two pieces (rider and mount).
a good looking model that should make her presence known on the battle
field.
Reviews by Mark Theurer and Clay Richmond
ANC30007
Alexandrian Macedonian 355BC-320BC DBA Army Set
22.00
All of the figures needed cleaning. There are bits of flash on most of them
but a lot of it simply came off with my fingers and didnt leave anything to be
clipped off. Others needed to go under the knife. There were mold lines on
some of the figures but they were taken care of without much trouble. The
detail on the figures was very good. Facial features and fingers could be distinguished and even the hair and plumes were well done with individual
strands visible. I was quite pleased with the detail on all of these little guys.
This boxed set provides you will a full option army for DBA. It comes in a
plastic case like those that you used to get VCR tapes in, if you can remember
that far back. The figures inside are packed in plastic baggies that are
wrapped up in bubble-wrap. Seven of these baggies contain the figures for
this army. There are 24 Pikemen in one baggie and each of them also gets a
shield, which come on sprues of four. Four skirmishers come together in a
baggie. Two are armed with bows and two are intended to be armed with
spears. A sprue of four shields comes with them but youll only use two of
them with this group. An artillery piece, with two crew, will require assembly
on your part. All of the pieces come on metal sprues and the fact that its eas-
Youll have to make bases (stands) for the figures to be grouped on, but if
youre a DBA (or other ancients game) player you are used to that and if
youre not its just part of what youll need to do with any army that you put
together to play with. Another thing that youll need to do is get a hold of a
pack of spears/pikes since most of the troops in this set are armed with them
but do not come with them. Packs of spears, more than youll probably need
for one army are also available from XYSTON. You can split a pack with a
friend or put together a second army to play with. Almost every figure in this
set is armed with a spear or pike so you definitely need to get a set of them
and you can expect some additional prep time since youll be drilling out
small holes in almost each and every hand to accommodate their main
weapon. The smaller scale can give you a break when it comes to painting
but the assembly and prep time will be similar to larger scale figures. Also,
when drilling out the holes for the spears you need to be extra careful because
theres really no room for error. For painting, these or any other 15mm figures, Id recommend using either white glue or blue-tack to fix the figures to
popsicle sticks and then prime and paint them there. After that, glue them
down to appropriately sized stands and then flock them.
Review by Mark Theurer
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were new poses or something like that but being able to pick them up in a
blister and add to that section of your Combined Army troops is a big benefit
to me. I can bolster my regular line infantry without plunking down cash for
another starter. They had about the same amount of flash, meaning some
small bits here and there on each of the figures, as the others of their type but
mold lines were few in number and faint. I liked these models quite a bit
when they first came out and the main thing I like about this blister is that its
available for purchase so I can add some more of these guys to my army.
280117-0090 Foxtrot Ranger
Ah, reinforcements for my Ariadna troops. The Foxtrot Ranger comes in
three pieces (right arm carrying a light grenade launcher, left arm, and the rest
of the model) and putting him together was easy. Both arms fit right into
place. The left arm is posed with the hand down in the picture but it could
just as easily be up instead, signaling troops that are further away. Hes
armed with a grenade
launcher but the description
also gives him a rifle which
would have been nice to
have been included as an
alternate weapon. Cleanup
took a few minutes as there
were multiple bits of flash
that needed to be clipped off
but I could not find a mold
line anywhere on the model.
The picture has him painted
(it?) looks quite contorted and I initially could not tell which way he was facing or was supposed to face.
Now that I have it here I can
more clearly see that his lower
torso and legs are facing in one
direction, straight ahead, while
his upper body is turned aroudn
to fire at some sneaky git that
snuck up behind him. He looks
similar to the other xxx figures
and wears the same kind of insectiod-looking helmet. His
cloak looks strangely like a pair
of folded insect wings that are fluttering a bit as he's whirled around to fire his
sniper rifle. The arm carrying the gun fit easily into place and the third piece,
an arm section, slid into the resulting gap between the gun and the body. A
very faint mold line could be seen across the top of his hood and there were
several bits of flash here and there. At first, the pose really had me scratching
my head but after getting him put together and looking at him more it grew on
me.
up wearing camo and also has his flesh painted in camo to further make him
hard for enemies to spot but it kind of obscures some of the great detail on the
figure itself if all youre looking at is the painted picture. He carries many
pouches, some grenades, a backpack with more gear, a pistol and a big floppy
hat with goggles. His face is uncovered but is well detailed and he even has a
communication unit thats visible. You can see where the earpiece sticks into
his ear and theres a microphone that trails down his cheek to his mouth for
when he can break radio silence. Hed make a great modern or near-future
operative in an rpg if youre not planning to use him as part of an Ariadna
army. Ive always thought of, and played, Infinity in an urban setting but this
guy makes me want to play in a jungle or dense forest.
280416-0091 Naffatun 12,00
You get two figures in this pack and both are armed with heavy flamethrowers that youre opponent should watch out for. They are both wearing
fully sealed suits with no exposed flesh. The figures themselves each had a
little bit of flash and a faint mold line in places but the flamethrower for each
needed significantly more cleaning time. Each had bits of flash and there
were several small webs of metal that needed to be cleaned. Once you have
the cleaning done these guys go together quickly and easily. The arm glues
into place right at the shoulder and the fuel tube fits into place without trouble. Even with the extra cleaning that was needed these are good figures that
have multiple uses outside of Infinity. They could easily be dropped into a
modern or near-future game as enemies in a d20 Modern game or Champions.
The running pose of the female is my favored of the two.
280608-0087 The Shrouded (Sniper) 7,00
This three-piece model really threw me for a loop before I got it in-hand. He
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version of McMurrough comes in five different pieces and also has a round
plastic base, only this base is a whole lot bigger. Dogface McMurrough
comes with his two arms detached and they both join to the torso at the shoulders over ball in socket joints. His weapons look huge in his hands, even
though he is no small fritter and is covered with bulging muscles. Of course
when he changes into his alter ego, suddenly those same weapons dont look
so big anymore. As a Dog-Warrior, the arms of the model also attached at the
shoulders, but over slightly larger ball in socket joints. In addition, McMurrough in the Dog-Warrior form has a two-part head that attached to the neck,
again over a ball in socket joint that is nestled in a shaped notch with does a
great job of lining up the two arms (very nicely engineered). One of the
pieces of the head is the lower jaw, and this is a rather small piece that is going to be a tad bit more difficult to glue on than the other pieces. Both figures
are very high quality sculpts, with excellent detail and vivid features. I could
only find the barest traces of mold lines and the only errant metal on any of
the pieces are the flimsy injection spurs. Needless to say, there are no parts of
this model even close to being subject to easy damage, and both are well balanced as well. This model is just to fun not to field.
counting the large round plastic base, so putting this guy together is not trivial. Each arm and leg are separate pieces accounting for the first four pieces,
and they all attach to the upper torso piece. Then you have the head which
fits nicely into a shaped indentation ion the torso. That last four pieces are a
pair of large fins (underwater wings maybe) that come mounted on a common
sprue, and another much smaller pair of fins that also come mounted on a
common sprue. There is of couse also some clan up needed on all the various
pieces, but nothing that should annoy you beyond reason, mold line for instance all close to non-existent. The sculpting of the model is really great
with fine distinct detail covering him head to foot. How the model goes together is also well done with very significant ball and socket joints for all the
joints except for the four fins. What I really like about the model is th action
stance it has which is very cool looking for a robot like this (I mean who
doesnt just love a robot with a personality and a big honkin gun?). If you are
a PanOceanic player in the game of Infinity, Im guessing you will be wanting
one of these guys sooner rather than later.
280701-0097 McMurrough 16,00
This is the first of the emerging Mercenaries for the game of Infinity, and you
are not going to be disappointed. Here we have the Infinity version of the
battlefield lycanthrope. The blister comes with two models rather than one,
but they are each different manifestations of this bad boy. The smaller of the
two models is McMurrough in his dogface form and it comes in three pieces
along with a round plastic slotta base that is normal sized. Then the second
model is this same dude but transformed into this hulking Dog-Warrior. This
and forearm. This attaches at the elbow at a small flat face to face joint and
then points away from the body. The second piece is the tail which is very
slim and fits over a very small nub on her rear. The last piece is her medikit
(unless Im mistaken and its really her makeup kit) and sits on the ground in
front of her. The elbow joint and the tail joint are both very small joints holding on parts that can easily catch so you might need to take care when packing
this model. There is not much in the way of flash or mold lines, but what little cleanup there is can be cumbersome simply due to the small pieces. But
even with that said, this model is simply too unique to not paint up and get on
the field. Im very sure she will get noticed.
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like the ones with the saucer section. Cleanup on these two was quick and
simple and they were based and ready to prime in no time.
The Klingon ships (there are four Cruisers and two Frigates) all come as single-piece miniatures so they only need to be cleaned and mounted on their
bases. All had some small bits of flash here and there and the mold lines that
I could find were very faint. The "neck" of the Klingon ships can be prone to
bending, but only if you don't care for the models well and toss them
around. They should hold up fine to regular game use and this part of the
model is considerably thicker than the sword or spear on your average 28mm
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fantasy miniature.
That takes care of half of the ships in the box. The other half is made up of
races that are probably less known to the casual Star Trek watcher, but have
been part of the universe for a very long time. There are four Kzinti (cat-like
humanoid aliens) ships made up of two Battlecruisers and two Frigates. Each
had extra tabs of metal from the casting process that needed to be clipped off
and there were mold lines (similiar to those on the Federation ships) that
needed to be cleaned. Each ship has a small additional engine piece that is
easily glued into place on the back end of the ship. These ships have some
small "fins" that can easily be bent out of place if you're not careful so just be
aware of that and get them into a flat position before priming and leave them
there so as to not stress the point where they connect to the rest of the ship.
We got several packs of Battlefield Evolution packs in to review for this issue
and before we got started on them I wanted to give a quick comparison of the
painting and size because those have been hot topics on many internet forums
since the game and minis came out.
As for scale, the BFE models are not as beefy as most other models of a
comparable scale. Whether you call them slight or normal as opposed to heroic or exaggerated is up to you, but they are modeled on much more of a normal human frame. You can see above that they also look smaller due to, in
my opinion at least, to being attached to a thinner base than any of the other
figures above, which are all on standard slotta-bases. The Senshi (for Rezolution and painted for my by Robert Hooper) has platform shoes on so shes
even taller. As far as the paint jobs go I guess a basic statement that I could
make would be that Ive seen better and seen worse and Ive done better and
done worse myself. I cant do camouflage to save my life so that part is welcome to me. Ok, on to the specific boxes that we got to look at.
None of the ships are difficult to assemble and all were redy to be primed and
painted in fairly short order. Since each ship is likely to have just one or two
major colors they should all paint up fairly quickly and easily too.
The price may intially put you off but really should not for a couple of reasons. First, the miniatures are not needed to play Federation Commander. The game stands on its own just fine using the cardboard chits that
come with it. The miniatures are simply for gamers that want to use them
instead. Also, you get 24 ships in the box (which are also available in smaller
packs of ships at a lesser cost) which comes out to an average of just a little
over $4 per ship. Playing with these miniatures pretty much necessitates you
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I was impressed with the Warrior transport vehicle. Its turret rotates through
360-degrees and there are two antennae that stick on the top. The painting on
the tank is nicely done with dirt and weathering on the tracks and armor plating. In the game, the cannon on the Warrior does have a chance of damaging
the main battle tanks. It's not going to get a "kill" result on any of them but
plinking away at one is better than nothing.
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This box contains 8 soldiers from the Middle-Eastern Alliance and the usual
data card and quick-start instructions. Each wears a turban (some have a
mask covering their face and others do not) and their uniforms are the equivalent of street clothes. There are four different poses in the group with none of
them having identical paint jobs. There were a couple of misplaced spots of
paint in a few places, but overall I'd say that the paint jobs are ok and I found
none of the big eyes that I read were more prevalent in earlier releases of
these figures, but some touching up on your part woudl not hurt these. I'd say
that these are not quite as good as those from other factions that wear camo. I
like the variety of colors in the group but I think that the quality of the camo
on other guys is better. I think they're also very usable in modern rpg's like
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This bad boy looks to me like a good reason to get into the game of Battlefield Evolution. This is a pre-assembled, pre-painted plastic model ready for
the gaming table right out of the box. Though the model is plastic, most of it
is medium to heavy duty material so the model has some weight to it and it
wont be easily damaged during game play, in fact the only parts of it that I
thing you have to watch out for over the long haul would be the guns and
other protrusions on the top of the turret which appears to made out of a more
brittle plastic than the rest of the tank (which also unfortunately gives it a
slightly different hue, but that is not easily noticed). The turret can rotate, and
is easily removable but at the same time wont fall off without some effort.
This model comes with a pretty good weapons load out with a M256 main
gun, a M2 .50 cal, and two machine guns. If you plan on playing the USMC
side in this game, I recommend you plan on getting at least one of these babies. If you are playing against the USMC, I would suggest you take this
thing out early on, or stay out of its way. I rather doubt you would like the
alternative.
This is a box set containing nine pre-painted infantry models for the US Marines (USMC). Also included with the set is the data card for the unit giving
you all the statistics, special rules, equipments etc. for the squad. There are
four different poses in the set, and for the most part it is not too difficult to
identify which model is which. But if you do have a problem telling them
apart, they are also labeled on the bottom to help out. The squad has a Sergeant and two riffle teams. Each team is made up of a corporal, two riflemen,
and a gunner. The Gunners carry a M249 SAW, so he is easy to pick out.
Two of the remaining models have a grenade launcher attached to their
M16A4 riffles, so these too are easily identified and count as two of the Riflemen. Of the remaining five models, there are three of one pose and two of the
other so I would have guessed that the pair are regular riflemen, and the three
are the sergeant and two corporals, but as it turns out it was the other way
around and I guess this set is short a corporal. The models where all very
clean, and I found no defects of any sort on any of them. The models themselves are fairly durable, and appear to be able to stand up to the casual use
they will endure during gamming, and perhaps even some rough handling.
All the models are well balanced and not likely to get knocked over without
some effort, though being lightweight plastic means that the effort needed
wont exactly stress a determined finger too much. The models are not only
re-painted, but the bases are also painted and textured. These models are
quite literally ready to play with right out of the box.
professional modern day ground forces today wear some sort of camouflaged
battle fatigues? Anyway, the fatigues that these British soldiers are wearing is
different form the USMC squad, but only because the USMC squad are wearing their desert fatigues rather than their jungle variety. Otherwise you would
have to look close enough to identify their weapons. This squad has eight
models, all of which are fully assembled and pre-painted, with the bases fully
textured with desert-like terrain. There are four different poses; two gunners
armed with the Minimi Para, two riflemen with the L85A2 riffles, two more
riflemen with the same riffle equipped with the grenade launcher, and then
two models that although they are the same, one is labeled as a Lance Corporal, and the other as a Corporal. Except for this little duplication, they are
easy to identify and they are made of durable and flexible material that appears to be able to stand up to a certain amount of abuse. All are ready for the
game table as soon as you can get them out of their packaging.
are a couple visible differences that a sharp eye might be able to pick out.
First, and most obvious, is that these models have backpacks that are slightly
different than the infantry. Second, and this one takes a good eye, is that the
helmets are marked differently. Besides that, the outfits and bases are pretty
much the same (though the infantry fatigues have a few more dark colors than
the forced recon). Something I did notice on these particular models is that
the sticker on the bottom that identifies the model is much more readable than
the ones Ive seen on the previous squads. I dont know if they used different
stickers, or different adhesive, but this is the way to go in my humble opinion.
MGP444113 EFTF British SAS Patrol $29.95
Well, this box set has the most models Ive seen for this game so far with ten
models. All are pre-painted and pre-assembled and ready for combat right out
of the box. These guys are a little bit easier to separate from their infantry
counter parts than the USMC Force Recon guys are, and this is primarily due
to head gear. These dudes dont wear helmets, but have easily identifiable
soft cover hats instead. I guess the fact that the majority of them have the distinctly different M416 helps too. There are four different poses in the box
first of which are the four riflemen (all the same pose) armed with the M416.
The next two poses you get to chose between as the squad is only allowed to
be deployed with two of the four models. The first is the standard configuration which is the gunner armed with the Minimi Para, and the optional models
are the snipers armed with the M109. The final pose consists of two models,
one of which is the Corporal, and the other is the Sergeant. Since there are
pretty much identical, you will have to somehow mark them in order to tell
the difference on the battlefield. In the previous squad I looked at, I noticed
that the stickers on the bottom were a step up from the first squads I looked at.
It looks like this squad must have been a transition set since some of the models have the hard to read stickers, but the bulk have the better version which
are far more readable. As a side note, these guys must be good as they are the
most expensive (as in unit costs for the army) troop type Ive seen so far, and
the extra model options makes them more flexible too.
use in our battle reports). This is a great bonus that you should make sure you
dont overlook. As for the models, the four are a Cardinal, a Brother of the
Mind, a Watcher, and a Sentinel. The first three all come with standard sized
round plastic slotta bases, and the Sentinel comes with a large round plastic
base. The Cardinal is a single piece model and she is a very nice sculpt. Of
course her garb is not exactly what I would imagine a mother superior to be
wearing, but hey, that works for me. There are hardly any mold lines or excess metal on her of any kind, so she requires hardly any prep work at all.
The detail on her is very good, and there are no weak points on the model.
Unlike most Rezolution models, she actually comes with two data cards since
she has too many Craft Powers to fit onto just one. The Watcher is another
single piece model, and this one is wearing clothes that more closely resemble
what you might find in a convent. The Watcher is also a Craft wielding individual, but not on the same level as the Cardinal. Also like the Cardinal, this
model is very nicely detailed with only a couple of spurs of metal that need to
be cleaned off before painting. The third normal sized model is the Brother of
the Mind and this is a Hacker for the Vatacina crew, and this model comes in
three pieces. As are most hackers, this model is listed as a cyborg, though it
is probably one of the better dressed cyborgs you are likely to come across.
The two arms are the extra two pieces that need to be assembled, and they
come mounted on a metal sprue. They attach to the torso at the shoulders on
small flat faced joints but the hands come together in from of the model so a
small amount of glue there will go a long way in adding more strength to the
assembly. This model doesnt have too much in the way of detail primarily
due to the robes, but what detail there is, is again well done. The final model
is the Sentinel. This is a robot that looks pretty cool and it also looks like it is
her base and would be best used as part of a diorama. I got to meet Bob at
ReaperCon and he showed me the green of this, which is a slight re-working
of 30005 Ellen Stone, Cowgirl. I think that all of the 54mm Master Series
Miniatures are more intended for painting and dioramas rather than playing
with and this one fits in well with the
others.
a little killing machine. It comes in seven pieces, three of which are legs that
attach to a central undercarriage, and then there is the main torso which sits
on top of the undercarriage and it is what the two arms, which are each toting
RFBGs, attach to. The model is squat so there are no balance issues and all
the joints are ball in socket joints so there should not be too much a strength
issue even though there are a lot of smaller pieces. This is a cool set and Im
looking forward to trying out the new Vatacina forces to see how they fare on
the table top.
thing that is easily bent, and that may have to be straightened when it comes
out of the blister. The model is well balanced and the base is textured to look
like flagstone. This is a great model and one that will intrigue and challenge
the detail oriented painter.
just think that she would really add character to a party if played correctly and
just looking at the model inspires you to play her as she should be. She aint
going to be no cream puff and that is for sure.
heck of a model on your hands. The model also has an attached textured base
of suitable size to keep the model upright on most surfaces. With all the sharp
protrusions, you would expect to have a lot more flash, but there is none and
mold lines are slim to none, another thing pointing to a great casting job. As I
hinted earlier, this model has a whole slew of excellent detail, from his furrowed brow and winged parrot, down past his dagger studded bandolier, to his
leather boots. This is a great model, if it hasnt won any awards, it should.
body with the same kind of joint and some of the peg had to be trimmed to
allow the fin to fit cleanly. The overall length of the figure is right around
7.5 so it makes an imposing figure on the game table. There are six fins that
fit onto various places on the body of the monster. The last two pieces are the
base and stand. The base is a mostly empty circle thats about 2 across.
Youll be best off using epoxy to fix the stand to the underside of the model
and the same to fix the base to the peg. Ill be covering the voids of the base
with putty and then painting it a blue-ish water color. Even though this is not
a complicated figure to build its not one that a first-timer wants to tackle
right off the bat. It does require cleaning of some mold lines but I found no
flash or defects. I didnt need any putty for where the parts went together but
youll want to consider pinning the side fins. The figure is very cool, but its
also one that pretty much requires that either you are already playing in a water-based campaign or you, as the DM, can manufacture a scene that needs
such a monster. For me, I think Ill use it along with some of Reapers Slithe
Raiders when D&D 4 comes out. Yea, its a ways away but its not like my
gaming plate is empty nowadays.
The model is actually generic enough that she would work well in any of
those roles, so if you need a female Halfling, this model is a good bet. She is
a single piece model with a small attached metal base that happens to be textured. For as small as she is (almost the same size as the children in the previous set) she has a surprising amount of fine detail on her that is both clear and
distinct. She is also pretty much clear of mold lines and flash which is good
since clean up on a model lie this would have been a real pain. This is definitely a model that will fill a unique role in a party.
sword which I had to straiten out of the blister, but it is plenty sturdy to stand
up to normal handling. The pose of this figure is one of the more striking
things about it, and it goes very well with the overall look of the model. I
would consider this a good model that could be used in a large variety of
roles.
3233 Townsfolk X: Children $6.99
Sculpted by Bobby Jackson
I guess with
all the other
Townsfolk
available, it
was only a
matter
of
time before
Reaper came
out
with
children.
But this blister has more
than that as
there are a total of six small models in this package, and two of them or chickens. The other four models are arguably all children. One is a baby (as in the
rug rat variety) and another is a young maiden that may be the older sister.
Then there are the two toddlers, presumably one female and one male. The
figures are all single piece models and come mounted two to a sprue. All of
them also come on small attached metal bases appropriate for their size. Besides the sprues, there is not much cleanup associated with any of them as
they are all relatively free of extensive mold lines and
flash. Add this with a couple of adult townsfolk and
you will have the makings of an entire farmstead.
Although the blister calls this gut a Goat Demon, the data card calls his a
Goatman Daemon, not TOO big of a difference, but a difference all the same.
He comes in three pieces, one of which is his two handed weapon that comes
attached to the base by a support post. The other loose piece is the head
which fits nicely onto the neck with a respectable ball in socket joint. The
weapon also used ball in socket joints and attaches at the wrists. The model
also comes with a square plastic slotta base and a data card. The flash on the
mace needing to be glued into place. There were visible mold lines on the
body but they were not thick and cleaned up easily. Anyone that has seen the
old Golden Voyage of Sinbad movie will probably see some resemblance to
the Cyclops that appeared there and I think that this one is a great homage to
the one in the film. The goblin, also a two-piece model with the left hand
coming as a separate piece, would normally ride on the shoulders of the brute,
but you could easily have him standing in front or to the side of the Cyclops
on the same 40mm square base. There would also be room on the base for
decorations or familiars if you like. Gronk carries two visible magic items in
his hands. One looks like a voodoo doll that has a couple of spikes stuck in it
and the other is a wand that has the head of a bird stuck to the end. There is a
pouch on his belt and he wears a stereotypical pointy wizards hat. The brim
on the hat is well defined and you could easily trim off the pointed part and
replace it with another type of hat. Im thinking of doing this myself as it
would be an easy conversion. Another conversion possibility would be to put
Gronk into a small wagon and have jewelers chains trailing up to the collar
that Mazak wears so he can pull the goblin mage around the battlefield. This
might require a slightly larger base but would look cool. In addition to serving as the base of my new Reven army this pair would make a good bossvillain in a dungeon crawl.
Well, Id been recently trying to decide on how to build a proper Warlord army (some of you may remember the Dungeon Creatures army that
Ive previously used in battle report
games of Warlord) and Ive been
vacillating between the Reven (orcs,
goblins, beastmen, ogres, etc) and
the Reptus (lizardmen). I had been
leaning towards the Reven since I
could use all of my old Reaper ogres
as part of the army and now seeing a
goblin mage riding on the back of a
Cyclops I think that Ive come to my
conclusion and will be using this pair
(officially named Gronkelfibbets and
Mazak) as the centerpiece of my
army. The Cyclops comes in two
pieces with his left hand and long
of the blister, but is it still rigid enough to stand up to normal handling. The
armor and spear are the standard ornate stuff that appear to be popular in the
Overlord ranks, and the fine detail on the entire model is sharp and clean
making the entire model another great addition to the Overload army.
this guy as a Nefsokar, but beside that, this is a nice archer model that could
be used in other games as well as Warlord.
14412 Bondslave, Overlord Grunt $4.49
Sculpted by James Van Schaik
I would want looking after my back. This is a three piece model, and comes
with a square plastic slotta base and a Warlord data card. The two pieces that
need to be attached to the torso are the head and the two-handed axe the Satyr
wields. The head actually comes attached to the base of the axe, so it first
needs to be broken off and cleanup up before assembly. The head attaches at
the neck with a shallow post, and the ax attaches at the right wrist and left
elbow with small ball in socket joints. The model is fairly clean with only a
few spurs here and there to clean off. As for balance and strength, there does
not appear to be any issues here, thought the haft of the ax could be bent without too much difficulty, though there is was just fine out of the blister.
14418 Scragger, Darkspawn Grunt $4.49
Sculpted by Bobby Jackson
This little bugger is the first of a new
sub-faction for the Darkspawn army in
Warlord. Concept artwork for several
more can be seen in the recent issue of
Casket Works, which is available as a
f r e e
d o w n lo ad
f r o m
www.reapermini.com. This sculpture is
right on target with the concept artwork
so Im hoping that Mr. Jackson will do
the rest of this line of figures. These
gnomes have a slender appearance and large heads. Their mouths are filled
with tiny razor-sharp teeth that are visible as part of the sculpture. Their armor and weapons has a primitive look to it thats reminiscent of old Aztec
implements of war. At least, they look that way to me and I think it looks
good and different. The arms allow for some careful posing of the shield and
sword to add some variety to a unit of these guys. Although they might not
match the typical look of the Svirfneblin in D&D, and I do like the look of
these quite a bit because its a new take on what could have been done as just
another standard gnome, I think that these could easily serve in the role of the
deep gnomes as adversaries for a party of adventurers.
mend its purchase if your players are all ok with traveling to Sylvania for
several games worth of vampire hunting (or being hunted). If youre only
planning on playing one session that happens to contain vampires then it
might not be your best purchase. If, on the other hand, you want to spend
many sessions there you cant go wrong.
The first chapter is kind of short and it chronicles the peasants view and
knowledge of vampires and how the educated view them. We then move into
a narrative section that contains excerpts from a diary which contains more
info that would be a good way to start off a campaign by giving it to your
players. We then get a short chapter with a timeline of vampire history before we get into a meatier section that describes the process of changing into a
vampire and the curses that are associated with it. The bloodlines are next
and this chapter is one of the longest in the book. This is where youll get the
scoop on the Blood Dragons, Lahmias, Necrarchs, Strigoi, and probably the
most classic of all, the Von Carsteins. Several major characters with full
game profiles are presented, but you probably wont run into them early on in
your vampire-chasing gaming unless your characters have already completed
several careers. A short guide to Sylvania follows and then the other long-ish
section of the book comes in the form of the Rules of the Night where
youll get specific info on using vampires in your games and also several new
careers that are especially suited to the horror genre. There are rules for creating vampires which you can use for new villains or you could even drop the
curse on to one of your players and have the party deal with it. Of course,
their way of dealing with it could be to just kill off the new vampire in their
midst but you never know. The book rounds up with a couple of pages of
new monsters and then were off to the index.
Between the introduction at the beginning, and the index of artists at the end,
the artwork is not organized in any real order though you will find common
themes grouped together (Dwarves for instance appear to be the primary
theme from page 66 to page 89). These themes are not reflected in the short
table of contents since some of these pictures sometimes have other things in
them that might not be part of the primary theme. For instance in the Dwarven section I mentioned you might also have them fighting Skaven, Goblins,
and Orcs.
The book is probably only going to get purchased by the GM in your group,
but it could serve as a good vampire sourcebook for any rpg. I would recom42
Roleplay, Warhammer Quest, and Fantasy Battle art. This part is short as
well and it is followed by one of Warhammers claims to fame, the forces of
Chaos.
Some of the art for Chaos is arguably some of the most memorable art (do I
really mean disturbing?) art for the game of Warhammer. Ive long been
impressed by what these folks come up with when designing the creatures of
Chaos, and the art does and excellent job revealing what lies in their deep
dark minds in all its gory glory. Following Chaos comes the newer additions
to the Warhammer universe beginning with the Skaven, then the Tomb Kings.
It is here also that the elusive Lizardmen make a brief showing as well. The
next theme has a lot of nice Bretonnian art with all the famous Bretonnian
knights dressed for battle. There is a section for the wood elves, Dark elves,
and Ogre Kingdoms, but here my little theory of themes really starts breaking
apart as there is a smattering of everything within these final pages with artwork that didnt fit neatly into any of the other sections.
But there are a few things that are called out in the Table of Contents. The
first is four pages of World Maps (the index only says this section is two
pages long, but there are actually four pages of maps. It must be a misprint.)
The second short section called out is two pages containing fourteen vignettes
(I must confess that I was forced to look up the meaning of vignette). And
finally there are two pages of Chaos icons called out, besides that, the rest of
the book falls into the general category of Art of Warhammer. So I guess
its up to me to give an unofficial tour through the book. Not surprisingly, it
starts with an emphasis on the Empire. Also not surprisingly, the most common foe appears to be the Orcs. Though the undead do make a showing as
well. This theme takes you all the way to the world maps which start on page
32.
This book is obviously a book that fantasy art fans in general and Warhammer
fans in particular are going to really enjoy. The folks at the Black Library
didnt skimp on this production, and the quality of the entire book is really top
of the line. If you have been playing Warhammer for more than a few years, I
imagine that you will recognize at least a chunk of the artwork within these
pages, and it is more than a little entertaining to page through this book revisiting all that excellent art. The book is definitely a book for the serious collector, and I dont think any collector will be at all disappointed with what
they get.
After the maps there is the theme of the Orc. This section seems to start off
with a sub-theme for Orcs attacking fortresses, and then goes into the Orcs
proper before touching on a variety of Orc specialties like Goblin hordes,
Goblin Spiders, Giants, trolls, squigs and the like. You will also come across
an excellent example of the progression of Warhammer art when you look at
the two depictions of Azhag the Slaughterer. The picture on page 53 is a
comic book style picture that has Azhag sitting on the back of a fairly small
Wyvern. To be honest, this depiction of him is not overly daunting, and I
imagine an experienced knight on a war steed would not be too overly
matched if he were to face him. This picture was drawn in 1996. Now a decade later we have the full page drawing on page 50 where you can see at least
five mounted knights beneath this monstrous and terrifying beast mounted by
an Azhag that looks like a regiment of troops might be way outmatched were
they to make the mistake of piquing his ire.
After the Orcs comes a short section where the theme is not overly apparent,
but seems to focus on undead and the magic of necromancy, then comes the
section on Dwarves that I mention earlier. Some of the Dwarven pictures are
actually some of the best art in the book in my opinion. I have never been
much of a Dwarven army fan, but I have to tip my hat to their art. As you
might expect, you cant have a section on Dwarves without a section on elves,
and that is the section that comes next. Unfortunately for me, because I AM a
fan of the Elven forces, this section is fairly short and after only ten or so
pages it switches into a smattering of other Warhammer spinoffs like Fantasy
The book is printed on heavy stock paper and is illustrated with lots of full43
for a higher calibre model to hit one of a lower calibre. It helps morale
checks and close combat too. Calibre also affects the cost of your troops and
makes for some extra number crunching and building choices when putting
together your army. As an example, in the Viridian army list you have Colonial Marines and you can buy them as CAL0, CAL1 or CAL2 so you can
have a unit of newbies that are right out of training or a squad of battlehardened veterans that have not moved out of the ranks of marines. The
Shock Marines can be bought up to CAL3 but there are no CAL0 guys in
their ranks as it's a job that you have to move into and don't just get tossed in
there after crawling under some razor-wire in basic training. This is something that I really like in the game and while it can be looked at as an added
complexity It's an excellent way to differentiate troops and army lists from
one another.
color artwork. The font size is large enough to be easy on the eyes and is an
easy read. Metropolis uses an alternate activation sequence each turn where
you will activate and complete the actions of one unit (or support team, command unit, etc...) and then your opponent will do the same and then it will
become your turn to act again and this will go back and forth until all units
have been activated and then the alternative activation starts over again. Who
goes first each turn is as likely as not to change hands so you might get caught
out there in the wind or you might get to activate a unit twice in a row (at the
end of one game turn and right at the beginning of another) and really put the
screws to your opponent.
Basically your guys can do one of two things each turn. They can be put into
over-watch and wait for an opposing unit to do something that they can react
to. There are some restrictions to this as you cannot go into over-watch when
in base-to-base contact with enemies and if enemies are in short range you
cannot either. Using over-watch is like units being in a more passive or static
mode that gives up pressing the attack and acting in favor of being able to be
more reactionary. The other option is to be more dynamic and choose to
Move / Shoot / Assault. You can end up moving, shooting, and assaulting the
enemy all in one turn if everyone is in the right place on the board, but don't
expect all of these to take place until you've closed in on your foes.
A little over 40 pages of the book are dedicated to army lists for the seven
races/armies in the game. Each one is given a short intro, a listing of available units and then any race-specific rules regarding building your force before getting into the actual army lists and stats for troops. Each army has between 10-15 entries that range from core units to command troops. I have no
doubt that army books will be released that will expand on the fluff for each
one and also bolster their forces with new troops and abilities. The only thing
that I'd have liked to have seen more of in this section are pictures. The book
has lots of great artwork and it's labeled so you can easily identify it but I'd
also, or maybe even rather, liked to have seen a picture of each entry in the
army list next to its listing.
The game uses exclusively d10 to resolve actions like shooting, close combat,
morale and more. All of the game mechanics are easy to follow and play
with. The units act, well like a unit, and you'll have them performing actions
in concert with the rest of their squad mates. This is not out of the ordinary
for games that focus on units (mass combat) rather than individuals
(skirmish). Coherency rules will keep members close to one another and
units will primarily shoot at the closest unengaged enemy that they can draw a
line-of-sight to. They can shoot at more distant targets but will have to pass a
command check to do so. If they fail this test they'll lose their shooting for
the turn so it's not always worth the risk. The basic shooting, damage, and
morale rules are easy to use and you'll be comparing one stat to another and
then consulting a chart to see the target number that you'll need to roll for a
success. For shooting it will be just your SHooting stat, modified by cover, to
get your "to hit" number. If you hit you then compare the target's Toughness
to your weapon's DAMage to get the "to wound" number. All easy enough
and after a few games you'll likely have the tables memorized. One thing that
I left out of the examples above is what I like the most about the game and the
model stats. This is the CALibre rating. This rating describes the quality of
your troops and ranges from 0 (troops right out of basic training) to 3 (hardcore fighters that have survived many battles). In shooting combat it's easier
The Gladiators are a brutal militaristic force that's really a close-up and personal army specializing in hand-to-hand combat and close assaults. The Junkers are similar to the Gladiators but seem to be a bit more organized and
somewhat more technologically minded than the Gladiators. The Syntha are a
blend of man and machine with troops ranging from cyborgs to straight
AI. Hi-tech rules the day and while they have hand-to-hand troops expect lots
of shooty bits with them. Clay will be building and playing a Syntha army in
our upcoming army construction/painting article and a later battle report. The
Triads are a very colorful Asian-influenced army that looks like it might be
the most fun and challenging to paint for the game. VASA is sort of like a
cross between a UN-like policing body, that actually enforces resolutions with
combat actions, a customs service, and a taxing entity that just happens to
have a massive military. The VASA artwork has a real Russian feel to it. Ah,
capitalists! No wonder I went with the Viridians as my army to build/paint
and play with. Highly trained troops that would rather overwhelm enemies
with superior firepower instead of slogging it out in wars of attrition sounds
44
good to me. We round things out with the Koralon who are an alien race with
fast-moving troops that want to get into close combat with the enemy as
quickly as possible and troops that are meant to catch bullets so others can get
to their target are not uncommon. Definitely a swarm army here.
Of the seven armies five of them are human, but there's a flavor, appearance
and play difference between them to keep them from just being humans in
different colored clothing.
The game is a miniatures table top war game based on real world armies of
the near future (a humorous point being that this directly contradicts the CYA
statement under the credits on the first page that says Any similarity to actual
people, organization, places or event is purely coincidental.). The Forces
represented (so far) in the game are the British based EFTF (European Federation Task Force), the American USMC (United Sates Marine Corps), the
MEA (Middles Eastern Alliance), and the PLA (Peoples Liberation Army).
The game is scalable with squad on squad games being on the small end, and
armies (comprised of hundreds of models) of combined forces being possible
in the big games. Ground troops, armored vehicles, air support, and distant
artillery can all be included in the game. Battlefield Evolution retails for
$24.95 USD.
An armory follows which gives you full stats and descriptions of the weapons
in the game. Templates, which you'll want to make color photocopies of on
cardstock, roster sheets, counters, and quick reference sheets round out the
book. If youre a fan of the Urban War game then jumping into Metropolis
will be a simple step up from what youre already doing. It will mostly be a
transition from a skirmish game to one of more massed combat. For those
that might be jumping into it from outside the universe of Urban Mammoth
games I think youll find it familiar to other games of its type but also with
some nice additions of its own. I generally like d10s over d6s when youre
tossing out just one die to determine a result because it allows for more modifiers and a greater range of results. I also really like the CALibre rating of
troops because every unit of troops of a given type doesnt need to be a carbon-copy of each other. Definitely worth a look and an expanding and evolving range of figures for each army should help them stand out from the previous VOID figures and others on the market.
The first thing I have to say is that this is probably the easiest set of rules I
have even had the pleasure to read. The game system is intentionally simple
with the focus being on making the game fast moving and easy to play. You
can very easily read the entire set of rules in an hour or so and immediately
get down to playing that same day. The rules are only 30 pages long, and easily half of this is absorbed in pictures, diagrams and the like. The rules are
written in very understandable and reader friendly terms, so gamers of all
ages will find the rules easy to take in.
For veteran gamers, it will become quickly apparent that this game concentrates on the squad rather than the individual and the rules are written to
emphasize squad tactics, and pretty much completely take out of the game the
hero character aspect. In fact a concept they introduce is a concept I have
not seen in a long time and that is the fire zone. Essentially this is a zone
where the squad is concentrating its fire and shooting at targets outside this
fire zone is prohibited.
This can lead to situations where a squad member
will not be able to fire even if it sees a target. In one way this may seem odd,
but in another, I think that it probably more accurately reflects the real world
tactics of a squad in the field.
Another aspect of the game that really changes the flow of a game is
Reactions. This is a concept that allows a player to respond to visible actions of an opponent during the opponents turn. There are of course restrictions to what a squad can do during Reactions, but, what they can do is
enough to make a player must take moving in plain site of the enemy very
seriously (gee, you think that might translate to real life battle too?). After the
basic rules, there are four more pages of More Advanced Rules. Here is
where things like aerial deployment, artillery support, mines and things like
45
that can be included. These rules are again, not difficult to understand or implement, in fact if you are at all comfortable with games of this sort, using the
advanced rules in your first games is not out of the question.
Following the advanced rules there about four pages dedicated to each of the
four factions represented in the game. In these pages you get a little background of the forces, and a bit of their strengths and weaknesses. The allowable formations are also detailed here, but interestingly enough, what is not
here are the statistics of the various units available. These I guess you have to
be get with the unit cards that come with the models themselves. After the
forces are detailed, there are more than a dozen pages of the different suggested scenarios for the game, with twelve different scenarios discussed and
detailed. I consider this to be one of the better parts of the book, with these
scenarios being well developed and very appropriate for the game and the
genre. These scenarios are then followed by campaign rules that of course
give you a very good way to use and mix up the scenarios.
tirely true. The warehouse that is seen in this issues battle report takes up a
14 x 14 footprint and the police station could easily take up more, or less,
space depending on how you choose to lay it out and youll want to break out
some graph paper and create a plan before you print out anything.
The flooring (carpet, concrete and stone) come in the expected grid and nongrid formats except for the stone which is only gridded, but these come in 6
x 6 and 3 x 6 sections instead of the 7 squares of the other modern pieces.
No matter what layout you ultimately decide on youll want to make sure that
you put grass or concrete (also included in this kit) around the edges of the
building to get it to fit with the rest of your WWG terrain. My police station
wasnt ready to play with for the current battle report, but you can expect it to
take up more room than the warehouse (man, these grand plans get me into
trouble sometimes) and it will definitely appear as part of a battle report in the
future.
Something you dont always see in a rule book are the next two sections.
First you have a section giving you instructions on how to build buildings that
look very middle eastern, again, very appropriate for the game. The second
section is a battle report between the British and the USMC using one of the
scenarios which should help you in seeing the flow of the game and perhaps
clearing up any differences in interpretations of the rules. The book ends with
an index, and a few sample campaign maps (there is a sample map that can be
used for a two player campaign, one for a three and another for a four player
campaign. How to use them is detailed in the campaign rules.
This book is a very inexpensive way to get into a new game. Put that together
with the fact that the pieces are all pre-assemble and pre-painted means that
you can quickly get into a game with almost no time investment (something
that you cant always say about new miniature war games). Im looking forward to giving this game a try, it looks like it should be a lot of fun and will
definitely be a fast moving game.
Review by Clay Richmond
Mayhem Police Department $15.00
Published by WorldWorks Games
Designed by Matt Lyons
Mayhem PD is the latest modern terrain kit to be released by World Works
Games and is also the largest of the modern line of kits. Well, thats not en47
With a little Photoshop work of your own you can easily turn the components
of this set into any type of building that you like and even on its own its a
wonderful addition to the growing line of modern kits, which are my favorite,
from WWG.
Once the building is done youll probably want to stock it with props. You
get a set for the interior and the exterior. The interior set gives you twelve
pages of stuff, and more stuff, and even more stuff. It ranges from pictures to
hand on the walls, to fire escape routes, to motivational posters (these are obviously the easiest to put into your building) to bunks and toilets for the jail
cells to desks, bookshelves, coffee machines, typewriters (who uses those
anymore?), copy machines, lockers and gun racks and stairs if you want to
make your PD a multi-story building. For the outside youll find spotlights,
air conditioning units, a radio tower and some decorative entrance pieces.
As with all items in the Federation Commander game line Battleships Attack
has a full color cover showing a Federation battlewagon firing phasers at a
Klingon B10. Any product cover where a Federation ship is not getting pummeled is unusual. The quality of this product is on par with everything else
that has previously been released for this game system (I should know, I have
all of it). The booklet with the information on ships, rules, and scenarios is
Then we finish things off with several vehicles. Theres a SWAT van, a police cruiser (including a burning version), an unmarked car, a SWAT APC, a
motorcycle (a single printed page will get you four bikes) and finally a helicopter. Vehicles are not my favorite thing to build, but the SWAT van and
APC will the easiest of the bunch to get on the game table.
48
nice, simple, and unassuming. Its a folded stapled folio 16 black and white
pages. Im ok with this approach as it keeps costs down and allows for extra
expenditure on the counters. Since I mentioned the counters Ill head there
next. They are quite lovely. The quality of all of the cardboard squares for
Federation Commander are light years ahead of the ones made for Star Fleet
Battles all those many years ago. I especially like the counters for the comet.
Yes, I used the plural form of counter. The comet can be five counters long.
This allows for frozen ice balls of various sizes. The comet counters are of
the one-inch variety. No half-inch variety was included. There are plenty of
ship counters of both the one-inch and half-inch variety. There are also more
counters for plasma torpedoes, drones, and shuttles. A lot of the counters are
for ships that will appear in the three booster packs that will accompany Battleships Attack. The ship cards are full color and very pretty. Dont be fooled
by some of the point costs. The Federation battleship is the cheapest of all
these heavy hitters, but it has eight forward-firing photon torpedo launchers.
Thats nothing to sneeze at or be on the receiving end of. The Seltorians did
not get a battleship, but a battlewagon. This thing is a converted freighter
with scads of phaser-1s all over it. Its a brute. Speaking of brutes, nothing
will out-brute a starbase. This nice thing about this ship is that it is customizable for any race. Whatever types of death dealers each particular race gets
their jollies from will fill the weapon sections (46 of them). The starbase has
a point value of 600! If youre not familiar with this game, thats a lot of
points.
Looking through the unit card you'll immediately see that it's not just lizardmen that we're talking about here. I absolutely love that YMG has combined
dinosaurs along with lizardmen and also expanded on this cold-blooded
race. Hatchlings are baby dinosaurs that are not tough but they can frenzy on
you. Their older mates are found in Raptor Packs, which are tougher and
faster. Swarmlings (warriors and bowmen) are your more typical lizardmen
and Troglodytes (warriors and spearmen) are larger and tougher. The Tyrants
are even larger than the trogs, but you get fewer of them to put on the
field. The really special units in the starter deck are a single Triceratops Herd
that has a huge number of damage points and very thick armor, as you'd expect, and two cards of Ancients. These guys are massive, easily three times
taller than a man, bi-pedal lizardmen with lots of spikey bits and a ton of damage points and armor to match.
In the reinforcements deck you get another 60 cards, all of them being more
troops. You get either 3 (Ancients, Raptor Packs, Triceratops Herd, Trog
First up are the Lizardmen. I'm very glad to see that the armies are being ex49
In addition to the various normal units you get one card of Berserkers
(brutal fighters that must always be given the Close order and automatically
pass all Courage checks) and two spellcasting units. They will cast spells like
Hex (giving a slight negative in combat to an enemy unit), Bless (same as
hex, but good for one of your units), Heal, and Death Curse (which damages
the caster and the target unit). Theres also a special army ability called Faith
Armor that negates the next point of damage to a friendly unit. The special
command cards for the Umenzi are things called Devotions that can bolster
courage, transfer damage to other friendly units, cause damage to an enemy
when they hurt you. Basically, stuff that will make your opponent irritated
and could be the thing late in the game to turn the tide in your favor.
The Lizardmen strike me as a blunt instrument type of army, but one that you
might not be able to control as well as you might want. Looks like it will be
very fun to play, especially when my T-Rex charges into a mass of little men
and starts chewing on them. Look for them to make an appearance in an upcoming battle report here in FR.
Ok, you know that in the reinforcement deck youll get an advanced rulebook,
which is also available as a download from the YMG website
(www.yourmovegames.com) plenty of extra units (lots and lots of Berserkers!) that you got in the starter, but theres also the two special new units that
that arent in the starter. The Possessed are competent fighters that get a massive Courage bonus when in range of a Shaman or High Priest thats not routing. However, they suffer in that they cannot benefit from certain Umenzi
spells and you cannot play command cards when they are attacking or defending. Then you get three Giant War Elephants. These are colossal units like
the T-Rex for the Lizardmen but they can take a bit more of a beating (16
damage squares) and have riders that can also attack. The Umenzi Tribesmen
seem to be a finesse army that requires good strategy and a steady hand to see
it through to the end of the game. The spells add magic to the game, which is
a welcome addition, but keep it as a unique feature of this new army.
Action cards and brief descriptions of each, Solitaire rules, some thoughts on
tactics, optional rules, designer notes and finally a couple pages describing
words and technologies common to the Star Fleet universe that might not be
so common to those unfamiliar with that particular setting (if you think a
Tractor Beam describes the headlights on a John Deer, you fall into this category). A nice surprise I found to this game is that you can play with anywhere from solitaire to 6 players without needing to go and buy some sort of
expansion set. There are special rules for the solitaire game, and suggestions
for games with 5 or 6 players, but still, Im thinking that the dynamics of
games that big should make for some real interesting times (to quote Highlander there can be only one).
with the opposite side being different terrain features but being the same
shape for convenience. The types of terrain features includes rivers, roads,
rocky areas, forested area, low shrubs, grassy plains, lakes swamps, hedges,
fences walls and more, even some rudimentary stake palisades. The Terrain
Pack could feasibly used for most any table top game and provides a quick
and easy (not even to mention that it is much less painless to build and maintain and store) way to populate a table with terrain. The quality of the card
stock will insure that if treated right, these terrain pieces will last for quite a
while and there are small enough to keep in small notebook. With a single
Terrain Pack you can easy take care of covering anywhere from a 4x4 table
to a 4x8 table depending on the density of terrain that you want. These are
very nicely done, and will add a lot to your Battleground, Fantasy Warfare
games as well as to give you a quick and easy way to set up and clean up
other table top games.
The rules are written in such a way as to intersperse the Advance game rules
with the Basic game rules. At first I found this a bit distracting, but I have to
admit, it does allow you to look up all the possible rules that cover a particular
issue more quickly. It also allows you to incrementally move into the advanced game if doing it in a single leap is too daunting, or it there are things
from the Basic game that you prefer to keep.
The basic flow of the game is that each player starts with a variety of ships
that he commands outfitted with the appropriate weapons (all marked on the
cards for you). How you fight your ships depends on the cards you hold in
your hands, and the tactics that you use. The tactics you employ will have to
molded around the cards you hold as they determine what you can do to attack, defend, and to surprise your opponents. In the larger games, battlefield
negotiations, alliances, betrayals and such just might start to play a role as
well.
This game is a very intrigue mix of rules that simplify miniature space based
games while maintaining a level of detail that preserves the flavor and excitement of the Star Fleet universe. Most any form of attack and defense you are
familiar from the TV shows are mostly represented here (okay, the planet killer is luckily not hereyet), and if you were (are) not a die hard fan, then you
will most likely find some forms of technology or possibly even some races
that employ them, that you have not heard of. The game is definitely a game
that will grow with as you start with the basic game, move into the advanced
game, and then experiment with suggested optional rules. You will have to
play the game a whole lot before you will, if ever, outgrow it.
52
turn there is a 50% chance of it (or just pretend it's a new driver) coming on
via a random entry point. There are six entry/exit points on the table.
Zombies: The game starts with four groups, of five zombies each, already
wandering around the city. If any group member gets within 4 of another
zombie the groups combine into a larger pack. Standard toxic zombie profile
for the zombies. They will move towards visible civilians or faction members, but if they cant see anyone they just wander in a random direction.
Zombies were not deployed in anyones deployment zone but did have LOS
to lots of people at the start of the game.
Ok, here we are for another round of Rezolution sci-fi butt-kicking. This was
originally slated to be a 4-player game, but Brian and his CSO are battling a
nasty virus and hes nursing himself back to health. So, were down to my
APAC, Clays Dravani and Rodneys Ronin. We met Rodney on the Rezolution forums and found that he lives close so we invited him to come play with
us.
Police: They arrive on a d6 result of 8+. The roll is modified by the current
turn number. They all arrive in police cars from one of six main roadways on
the sides of the game board. They travel 6"+2d6" onto the board and then
automatically disembark from their patrol vehicles as their move action for
their first turn on the board. They WILL swerve around civilians, other vehicles, and faction models, but will run down zombies as they come on the
board. They will automatically shoot any zombies within LOS and range. If
any faction has harmed civilians at any time during the game this information
has been reported to the Police and their shooting will be split by the group
between visible zombies and factions that have been determined to be
"criminals". During subsequent turns they will move towards the greatest
concentration of zombies or visible criminals to try to put down the
threat. Once they hit the board and disembark from their vehicles they don't
get back in them. Police officers will always stay within 4" of each other.
For this battle report we tried to pull out all of the stops and use big armies
and also ended up with many special rules that are not part of the regular Rezolution rule set. The scene was a large section of a city where zombies are
running around eating people and there are civilians present that could not get
out on their own. Each faction has their own reasons for trying to save them,
but they are a key mechanism for earning victory points. There are also
twelve shipping crates located throughout various buildings in the city, with
almost half of them being inside the large warehouse in the center of the
board. These contain either nothing, loot, or one has rather nasty bomb inside
that goes off when you open the crate. Here are all the special rules that we
used. We resolved all of them before the REP rolls during the Control Phase
each turn.
Police Stats
Sergeant
MVE
5
Officer
MVE
5
Vehicles: 6"+d6" per turn for their movement. Vehicles will follow the road
that they are on until there is a decision to make at an intersection. Then, its
a random roll to see which path they take. Vehicles will stay in the respective
lane they are in when making turns and will not switch lanes while driving. NPC vehicles will not swerve to get out of the way of people or zombies
in the street. If the vehicle has enough speed to touch the base of a model
then you get hit. If you're hit you can make a SAG test against the vehicles
current speed in inches. If you win then the model is moved to the closest
position that's not hit by the vehicle. If this puts you on an existing vehicle
then you take the original hit instead of moving. If you get hit you take damage equal to the speed of the vehicle, with no Penetration, but armor does help
you. When a vehicle leaves the board it goes on the side (off table) and every
RCA
3
CCA
3
SAG
2
BDY
3
NRV
4
RCA
2
CCA
2
SAG
2
BDY
3
NRV
3
They are all armed WYSIWIG with either a 9mm pistol, shotgun or assault
rifle. They all have ARMor 1 and a Damage Track of O O O 1 2 D.
Civilians: They start the game in groups of 4 inside buildings. They will
move towards police as long as one member of the civilian group can see an
53
back in if you get disconnected, roll a d6 for the system (1=Passive, 24=Neutral, 5-6=Aggressive) type. Since there are only four hard-points there
can only be four hackers on the grid at any one time.
officer. If they can see zombies they will move away from them as a
group. If they cannot see any zombies, or can see more than one group, they
will move in a random direction even if that takes them closer to a group of
zombies. When panic takes over they're liable to do silly things that might get
them killed. Civilians within 4" of a police officer will begin following that
officer from now on to try to stay safe. Civilians don't test for morale as they
are either considered "following", "seeking" or pretty much always in a state
of fleeing. Civilians will not attack in any way, but will defend themselves in
hth combat. Faction individuals or unit leaders can also give directions to
civilians if they are within 4 of one member of a civilian group. The turn
after getting within range the faction player declares a table edge for them to
run towards. Each civilian that gets off the board is worth 2 VP for the faction player that sent them. Of course, they can be intercepted by zombies that
want to eat them or other faction players that can give them an order of their
own. You can also shoot civilians in an attempt to keep your opponents from
getting VPs but that gets you 1 VP per civilian killed and also brands you as
a criminal.
Civilian Stats
All of them
MVE
4
RCA
1
CCA
1
SAG
1
BDY
2
Shipping Crates: Twelve crates were randomly dropped into various buildings before deployment. They contain either nothing, loot (guns, gold, a hostage, etc) or a bomb. There is only one bomb but when it goes off its a 10
blast with 10d6 damage and P2. If you are on the other side of a wall when it
goes off you get +2 to your armor but walls do not stop the blast. Its a bigbadda-boom! It takes either an action to open a crate or you can forfeit 1 of
regular movement to open one. You cannot run and still open a crate on the
same turn. Once you open it you get the VPs, if theres loot inside, even if the
model doing so gets killed later on.
Victory Points: Everyone scores victory points as follows
+2 per civilian that you direct off board and they actually get there
-1 per civilian that you kill
+1 for each turn you have a Hacker connected to the grid
+1 for each full 100 points of enemy figures that you kill
+0 for zombies killed (they are just there to mess with us)
-3 per police officer that you kill
+0 for opening an empty shipping crate
+2 for opening a shipping crate that contains loot or a hostage
NRV
1
Rodney: I have to admit that I'm very excited about playing such a large
scale battle. The largest I've played yet and with 2 other factions involved.
On one hand I'm a bit tentative because this will be my first time to play
against the Dravani. Since both the APAC and Dravani are close to medium
range groups I plan to keep some distance and send a lot of lead down-range.
My crew is composed of 1 Maven, 1 Second, 8 Shootists, 2 Ghosts, 2 Bricks,
3 Fists, 2 Espers, and 2 Fiddlers (each with 3 bomb bots).
Once I learned that the CSO were out of this fight I considered the Combat
Shotgun for my Maven, but decided to stay with the Dual Smart Pistols. I
want to keep him close enough to provide some leadership, but I'm afraid that
using a shotgun will force him to close with the enemy and he'll get quickly
overrun. For my Second, I've decided to equip her with the Pulse Gun in the
hopes of getting some stuns and extra penetration on bots and cyborgs. Even
though I plan to activate all my Ronin as individuals, I still plan to start the
action in two groups with the Maven leading one group and the Second lead-
Hard-Points: There are four on the board, three regular and one phone booth
like in The Matrix. All work the same. When initially jacking in, or logging
54
So that's the crew. I'm going for firepower and maneuverability with my
large number of activations. I have a tendency to be over-cautious when I
play new opponents, so I have to make sure I play a bit more aggressive.
Since this is about grabbing VP's I could get myself behind in points real
quick if I hang back too much. So, as long as I make sure to always keep the
figures supporting each other I should do pretty well.
Mark: Even though we dont have four factions on the board (with Brian at
home riding the porcelain express or trying to keep whatever flesh-eating bacteria he has at bay) I think that well still have our hands plenty full with the
zombies. I went with whats become a pretty standard APAC force for me,
but just added a bit more chrome in the way of Hitomi and two TADS. This
will, however, be the first time Ive used the Numb Sisters to that will be a
learning experience for me. I have a feeling that they may not be as useful in
Next I have 2 Ghosts for the hacking. If I can get both on the grid, I will, and
hopefully do some downloading and brain-frying. If not, then I'll hold one
back while the other works. If he goes down then the other should be able to
move up and take over where the other one left off. Sticking with pairs, I also
have 2 Espers. I plan to put one with the Maven and one with the Second. At
55
are one of the unwashed mass. Rodney is one of the good guys and Id be
happy to play with him any time. Id like to try to leave one of my opponents
alone as much as possible and only snipe at them in situations that are just too
good to resist and not get into a full blown encounter with both of them at the
same time. Fighting on two fronts is not something that I want to get into, but
might be hard to avoid. My goal is to grab as many victory points as quickly
as possible. I don't care what the source is either. That means closing in on
as many shipping crates and civilians as quickly as possible and also getting
on, and staying on, the grid with my hackers. I do need to be wary of opening
shipping crates when lots of my own guys, or civilians, are around. If I find
the bomb it could be disastrous!
this game because of all of the zombies and their telepathic abilities not working on dead stuff. Its also the first time for me to field the Ninjas and Im
hoping for lots of good slicing and dicing from them.
Last game the Brick armed with the missile launcher didnt impress me very
much so Im going with the mini-gun this time and have also recruited two
Shootists (both are girls with guns from Foundrys Street Violence line which
works wonderfully with Rezolution by the way) and a Ghost to get some extra
Hacking going on. Im also bringing a Fiddler (a female from the Forsaken
faction from Dark-Age games) armed with a flamethrower. Yes, thats a
clicky-mech that Im using for Hitomi. Mine is not painted yet and I really do
like that mech model.
Clay: For a free-for-all game like this, I normally try the build two separate
battle groups that are capable of standing alone so that if I have too, I can
send one face each of the armies to my sides. For the Dravani, I decided that
this meant that each group should have a team of Baggers (the troop type that
I have learned to build my army around), a Human Form, and a team of Vassals.
Ive played against Clay and his Dravani several times now and hate those
aliens as much as ever. Im glad to have another faction on the board and will
definitely try to steer Clay in Rodneys direction rather than taking him on
myself. Sorry, Rodney, thems the breaks pal. As Rodney said earlier you
never know the playing style of new people until you get going in the game.
By then either its a relief that they are a normal gamer or panic that they
57
Fast Group:
4 Baggers, 3 Volkoda, 4 Damned, 1Dravani (Human Form), 1The Ferryman
VP Group:
2 Souless, 1 Wraith
For a total of 999 Points. I was actually a bit uncomfortable with teams this
small and would have preferred a couple more in each team, but with the scenario, and the 1000 point limit, I figured this would just have to do.
In the notes that follow youll see notations by model names like Cow Girl,
Squatting, Redhead, Farmer, etc We used nicknames to keep straight who
was who when multiples appeared on the table.
The remaining points I used to get a few individuals to round out my army.
The Ferryman was well suited for the fast team with his Bit-o-the-goodstuff and the Brides of Lilith and Executor I thought were good additions to
the In your Face group. This lead to the following Army separated into the
intended groupings:
Deployment
Deploying our troops proved to be a bit challenging as we were all trying to
stay out of direct LOS of zombies, which was not as possible as we would
have liked. We also had to deploy in a manner that would allow for quick
contact with civilians that needed rescuing. Since we were playing a 6-turn
Strong Group:
4 Baggers, 4 Shamblers, 5Lektra Vassals, 1 Bride of Lilith, 1 Executors, 1
Dravani (Human Form)
58
game wed need to get to them quickly and direct them towards a table edge if
they had any chance of getting off before the end of the game.
I (Mark) deployed first and set up my force in three groups behind some
buildings and vehicles, knowing full well that the vehicles would be moving
at the start of the first turn, which would end up exposing me to more zombies. My Enforcers, Arashi and some other characters set up by a large apartment where I could quickly grab a shipping container. Hitomi and some others started off by the deli (I could really go for a Ruben Sandwich right now,
by the way) in close proximity of a gun store where some civilians were holed
up. The Ninjas were over by the train platform and were hoping to quickly
move into the large warehouse in the center of the board where there were
civilians and a plethora of shipping crates.
The massive (the sheer number of activations that Rodney has is definitely
worrying me) Ronin force deployed next and he pretty much divided his force
into two groups, each with a Fiddler (and bots), a Brick, and a mix of
Shootists, Fists and other characters. Both groups were pretty close to each
other, one near a large building and a semi that was about to pull away and
the other group pretty close to a large auto repair shop where civilians were
hiding. They are the ones that just got a slice of pie from Stinkys Pizza and
are grabbing a Coke and a smile before heading off into the fight.
Clay set up his Dravani in two groups that were fairly far apart. Each had a
unit of Baggers, which I hate with a passion, and I was hoping to be able to
nudge him more in the direction of Rodney once the game started. Yeah, I
59
60
zombies. Right before the game started we calculated that Rodney had 50%
more activations than either of us, a fact that Im sure he would try to exploit.
Turn 1
Things started off with a rather busy control phase
Vehicle Movement: All the vehicles took their movement (random distances
remember, and turns too are randomly determined) and right off the bat we
have some excitement. First, a vehicle bears down on two zombies in the
middle of the street. One amazing gets out of the way in time, but the other
(We called this zombie the Farmer zombie for identification purposes. He
was wearing overalls so it seemed to fit.) is hit, though it escapes with only a
single wound. On the other side of the board two cars collide, and then a third
barrels into the mess making for a nice three car pile up. We also have one
car the peacefully left the table top.
Zombie Actions: There are no zombies close enough to charge anyone, but
there are two packs that can see the Ronin and begin their long plodding
march towards them. The other two packs have nothing in view and take random movements and coincidently both head towards the APAC forces.
Police Roll: The police cannot come on the first turn, so there is no roll.
Civilian Actions: All civilians take random movements this turn and the
group located inside the gun shop (in front of the APAC forces) happens to
wander out the door. The other two groups meander inside the buildings they
started in.
Train Roll: The train cannot come on the first turn, so there is no roll.
Other control phase items: None
Reputation roll: In a habit that will become extremely common for this game,
Rodney wins the roll and designates Clay Lektra Vassals to go first. As Mark
is the next player in clockwise order, he goes second and Rodney goes last by
his choice. I, Mark, was overjoyed when Rodney made Clay go first because
it puts me in a better position on the first turn and he got to declare which of
Clays units to activate. I was really hoping that he would do this more as the
game progressed, for my own selfish reasons, of course!
Clay put together an awesome set of sheets to keep track of actions and rolls
as the game progressed. For a large battle report like this they were a huge
know that Rodneys new to our gaming circle an all, but if theres a way to
keep some of Clays guys off of my back you better believe Im going to go
for it. Clay started off pretty much out of sight of everyone, including the
61
buildings in his center, they cannot run but move faster that normal models
which helps.
Mark-Hitomi: trying to get the civilians to give them their directions to flee,
Mark flies his Hitomi forward and sets down next to them. They do follow
directions and though it will take a few turns to get off the board theyll give
him a very nice bucket of 8 VPs if they move off-board under his direction.
SAG
4
0
Mods
Roll
Total
Effect
-1, -1
4/5
7/8
Two hits
7/4
7/4
No Damage
Rodney-Brick: Deciding that simple guns didnt work last go around, Rodney
takes a shot at the Zombies with a missile launcher. In a funny twist of fate,
63
Mark-TADS: The
TADS follow Hitomi
by flying up next to the
civilians.
Rodney-Brick: Having a decent bit of luck with his first Brick, Rodney goes
with his second Brick, this armed with a mini-gun, and opens up on the nearest zombie, but fails to score a hit.
Clay-Human Form (male): Clay keeps up his flow of troops and move the
Dravani Male Human Form up along with the rest of
the troops forming between the two buildings.
Mark-Ghost: Mark is also getting a group of troops
together with his TADS and brings up the Ghost to be
the next addition.
Rodney-Fiddler: So far Rodney is the only one fighting in the game while Clay and Mark are moving onto
the board. He decides that its time for him to start
moving forward and he brings up one of his Fiddlers,
and the three wheeled Bomb-bots that he controls.
Clay-Souless (Blue): The first of Clays two Souless
uses it smoke ability and simply walks through the
walls of the building in front of it and moves to the far
wall of the building and ignoring the crate that is in64
Mark-Bishojou Senshi (Gun): Not having much else to do, the first of
Marks two Bishojou Senshi run across the street heading for the other zombie pack heading towards the APAC lines.
Mark-Yuurei: The Yuurei breaks rank and runs down an alley behind the deli
taking care to stay out of sight.
Rod-Esper (Female): The first of two Espers moves up to the Fist with the
65
Clay-Volkoda: The quick-footed Volkoda start running down the side of the
building with the Enforcers inside going for the flanking maneuver and to
make sure they dont have a way to retreat..
Mark-Numb Sisters: All looks quiet in front of the Numb Sisters so they run
up to the civilians streaming down the street and keep their eyes open for
zombies.
Rodney-Shootist (Green Hair): This Shootist, after having been teleported
by the Esper, was still not in a good position to take a shot, so she runs to a
nearby crate. Maybe next turn she could open it to see if there are any goodies inside.
Clay-Executor: As Clays last activation, his Executor pokes his head around
the corner and takes a shot at a distant Shootist of Rodneys, but fails to score
a hit.
Mark-Arashi: Finally taking a go at a zombie, the Arashi attempts to unleash
Heavens Wrath on the lead zombie. The target is 10, and his roll of 9 once
added with his CRFT of 4 easily makes it. Out of the 6d6 damage, two hits
are scored, not quite killing the zombie.
Mark-Shootist (Cow Girl): The Cow Girl Shootist follows the Numb Sisters
and runs up the street
towards the civilians.
Rodney-Fist (Female): The third and last Fist runs up with the previous two
forming Rodneys first line of defense against the Dravani.
Rodney-Ghost
(Standing):
This
Ghost is going for a
terminal in the center
of the board and runs
up behind the three
Fists hoping to stay
out of the heavy fighting. At this point,
both Mark and Clay
are out of activation,
but Rodney still has
plenty.
Rodney-Second:
Moves up and takes a
shot at the Cop zombie. He not only succeeds in hitting the
creature, but also
causes it two wounds
Mark-Bishojou Senshi (Knife): Not really having a target, this Senshi simply
runs down the street hoping to get into the fight.
Rodney-Maven: Rodneys Maven activates and runs up the nearby civilians
telling them to run to the edge of the board away from Clay.
66
Rodney-Shootist (2-PistolFemale): Wanting to finish the Executor off, another Shootist moves into position and lets loose. This one scores another hit
and three more wounds dropping the Executor and scoring the first kill
against a player.
Rodney-Shootist (Trixie): Yet another Shootist gets into it, this one moving
up and shooting at the injured Cop zombie. Both shots are hits, and she does
move than enough wounds to splash the zombie all over his fellows.
Reputation roll: Rodney wins the Rep roll again, but this time does not bother
to designate another player to move and instead takes the first move himself.
Rodney-Esper (Female): Rodney starts the turn with his female Esper, and
she attempts to her Jaunt, but this time rolls a 6 which after added to her
CRFT of 3 is only 9. Seeing that the target is 10, the attempt fails.
Clay-Baggers (Grey): Clay wastes no time and charges his Baggers into the
building with the Enforcers. Unfortunately for Clay, only one of the Enforcers is reached. Unfortunately for Mark, the Enforcer reached is his Lieutenant. The Lieutenant is flayed alive and drops after taking a hurtful 7 wounds.
Mark-Ninja: The Ninja keep up their run and enter the warehouse with the
civilians, and give them their instructions to move out. Little do they know
As expected there was a whole lot of moving during the first turn and not a
whole lot of fighting. We had to feel out the table and get a sense for how the
zombies and vehicles would be moving and a lot of our decisions were based
on NPCs in addition to the other players.
Turn 2
The Control Phase starts things off again
Vehicle Movement: Nothing much exciting happened with the exception that
a bus is added to the crash in front of Clay, making it a three car pile-up.
Zombie Actions: One pack can now see the APAC and heads in their direction, while another pack now sees the civilians in front of the APAC and
changes direction to head towards them. The other two packs continue heading towards the Ronin.
67
that there are hordes of zombies gathering between them and their destination.
Rodney-Shootist (Leaping Female): Not having much luck last turn, this
Shootist tries again and unloads on the Ballerina zombie again. This time she
is not running, and the range is close, but once again she fails to cause any
wounds even though she scores two hits.
Rodney-Redhead Shootist: Seeing the trouble her colleague was having with
the Ballerina zombie, this Shootist moved to help and hit the zombie twice.
She however had much better luck and scored enough wounds to drop the
zombie.
Clay-Volkoda: The Volkoda come around the side of the building the Enforcers are in, and attack the enforcers from the rear. They only reach the trailing
Enforcer, but two Volkoda manage to get into the fight doing a total of 9
wounds between them. Anything left of the Enforcer that the Volkoda didnt
68
Clay-Wraith: Clays Wraith moved within range of the nearest terminal and
tried to tap in. The friendliness of the system was determined to be neutral
with a d6 roll of 3. For the hack attempt, Clay rolled a 10, which was the target, and succeeding in getting access into the grid scoring the first VP for net
access.
Mark-Ghost: Mark also tries to get on the net remotely. Again the system is
determined to be neutral, but Marks hack roll of 4 is not good enough to get
into the system.
Mark-TADS: The TADS run across the street placing themselves in front of
the oncoming zombies trying to protect the civilians.
Rodney-Fiddler (Left): Trying to get closer to the enemy so that he can cut
loose his bots, the Fiddler moves towards the group of Dravani gathering in
front of the Fists.
Mark-Numb Sisters: The Numb Sisters continue their run, and end up in
front of the Gun Store.
Clay-Bride of Lilith: Following up the Baggers and the male Human Form,
she too runs up behind the Dravani trying to get close enough to attack.
Rodney-Fiddler (Right): Taking his three Bomb-bots with him, the Fiddler
sticks close to the trailer and move up cautiously towards the zombies.
Mark-Bishojou Senshi (Gun): So far staying out of harms way, the Bishojou
Senshi continues to move alongside and guide the civilians.
Clay-Souless (Brown): The soulless follows its comrade and ends next to the
window of the warehouse peering in.
Rodney-Shootist (2-Pistol Female): Having successfully taken out the Dravani Executor, this Shootist turns and fires at the Bone zombie that is not
too far away. She only hits once, but her luck holds and she does an amazing
three wounds which is enough to take down the zombie.
Mark-Bishojou Senshi (Knife): The Senshi continues to run, and this time
makes it all the way to the warehouse.
Rodney-Ghost (Squatting): This time the Ghost can get into range of the
hard point with a short move, and then attempts a hack. The system is determined to be neutral, but the hack fails with a roll of 6.
Clay-Lektra Vassals: The Lektra Vassals continue the Dravani tactics and
gather behind the Shamblers. Its beginning to look like next turn might be
exciting.
Rodney-Brick (ML): Now that Clay has jammed just about as many models
as he can together in the street, the Brick slowly raises his missile launcher
and fires right at the Shambler in the center of the crowd. He hits and the
template covers a bunch of the Shamblers and the Baggers. He succeeds in
dolling out a total of 12 wounds to the group, but not enough to any one
model to slow them down.
At this point, Rodney is the only one left with activations, and he also has
nothing to shoot at for those guys that have not yet moved. His six remaining
activations do little more than to move his remaining forces forward, most of
them at a run.
We did have some more player-versus-player action going on and Clay made
a real mess of my (Marks) Enforcers. On the plus side, at least in my mind, I
was able to tie up a unit of Baggers and the Volkoda for two turns and sacrificing my Enforcers seemed like a decent idea at the time. Youll notice that I
didnt rush in to support them with the rest of my troops over on that side of
the board. I didnt want to get drawn into a long and messy close combat
Mark-Brick: The Brick sticks with the Shootist, and follows in his steps right
behind him.
71
Reputation roll: Rodney once again wins the Rep roll again, and again he
does not bother to designate another player to move and instead takes the first
move himself.
Turn 3
Control Phase...
Rodney-Shootist (Green Hair): Rodney starts things off this turn by opening
the crate that this Shootist is standing next to. The Crate has Guns in it, giving Rodney 2 VPs!
Clay-Baggers (Black): Clay is close enough that there are several things to
do, but he settles on charging the gathering of Fists that are leading the Ronin
forces in front of the Dravani. Amazingly, the Dravani loose all their attack,
and three different Baggers take a total of 4 wounds from the Fists and dont
give anything back.
Zombie Actions: One pack continued to move towards the Arashi of the APAC, while the other
pack on that side of the board
plodded in the direction of the
Gun store where all the delicious
looking civilians and APC
forces were congregated. The
third pack continued their slow
march to the Ronin on the opposite side of the board, and the
fourth pack had been completely
destroyed.
Mark-Shootist (Cow Girl): Mark follows suit with Rodney and opens the
crate this Shootist found
in the gun store. Inside
he finds a hostage and
scores two points!
Rodney-Shootist (2Pistol Male): The
Shootist takes another
couple shots at the oncoming zombie in the red
dress which he wounded
last turn. This time he
hits it both times and
scores a total of four
wounds which is more
than enough to blow it to
pieces.
Clay-Baggers (Grey):
Clay continues with his
Baggers and sends these
72
Mark-Ninjas: Like bulls in a china shop, the ninjas rip into the crates they
can reach. They open three of the six in the warehouse and one is empty. But
the other two have Gold and food scoring 4 more VPs for the APAC.
against the trapped Enforcers of the APAC. The remaining three Enforcers
get shredded and fall taking 7 wounds, 6 wounds, and 9 wounds respectively.
Mark-Ghost: This time the Ghost succeeds and hacks into the net scoring a
VP.
Rodney-Fist (Male): Having lost one Fist, Rodney uses his next one to attack
the Baggers in front of him. Unfortunately the Bagger wins the combat, but
luckily the baggers fails to cause any wounds so the combat is a push.
SAG
4
1
Mods
Roll
Total
Effect
-1, -1
6/4
8/6
2 Hits
6/5
7/6
Killed
Mark-Yuurei: The Yuurei takes a cautious step forward trying to stay out of
sight of any enemy and again attempts to hack into the net. Drat! Still out of
range.
Rodney-Fist (Female): The last of the remaining Fists also attacks a Bagger.
This one also misses, but this time the Fist takes three wounds for his trouble.
Clay-Lektra Vassals: The Lektra Vassals appear to be a bit out of their
league in this company and only move up behind the Baggers as morale support.
Mark-TADS: The TADS are now getting uncomfortably close to the zombies, and they open fire on the fat zombie that happens to be the closest.
Both TADS hit, and both succeed in cause one wound.
Rodney-Shootist (Leaping male): The running has paid off for this guy as he
can move into position this turn to take two shots at one of the Shamblers
blocking the street in front of him. Both shots hit, and he causes a total of
four wounds, but the Shambler seems to shrug it off.
Clay-Souless (Blue): The two Souless decide that they are no match for a
team of Ninjas and retreat to the buildings behind them to check out the crates
inside. This one runs to the building it just left and gets to the crate but cannot open it until next turn.
73
Mark-Bishojou Senshi (Gun): This Senshi finally decides its time to get
into the fight moves towards the Doc zombie and takes a couple of shots at
it. Both shots hit, but neither are able to cause any wounds.
Mark-Numb Sisters: The Numb sisters have little to do, and have heard that
the Dravani might be paying a visit to the APAC rear forces. They decide to
run back the way they came to check it out.
Rodney-Fiddler (Left): The fiddler moves up and sends its last Bomb-Bot at
the nearest Shambler. It explodes and catches two Shamblers in the explosion. One Shambler escapes unscathed, but the other one, already having
been badly wounded, takes enough wounds to take it out.
Rodney-Brick (ML): This time the brick has nothing to shoot at, so he cautiously moves up to see if he cant get a good shot off next turn..
Clay-Damned: Again the Damned do nothing more that to follow in the foot
steps of their mistress and crowd in behind her.
Mark-Bishojou Senshi (Knife): Following the lead of the other Senshi, this
one also takes aim and fires off two shots at the Doc zombie. But he misses
once, and causes no damage on the other.
Mark-Shootist (Red): Seeing that the zombie threat is starting to get worse,
the Shootist returns to the front of the deli and takes a couple shots at Doc
zombie. He scores two his, and one of them causes a wound.
Rodney-Shootist (Trixie): Having finished off the zombie, the Shootist turns
her guns on the Dravani and puts two slugs into another Shambler. Both hit
and they cause amazing total of six wounds, taking out another Shambler.
Rodney-Esper (Female): Frustrated that her Jaunt power failed her last turn,
she moves to position herself and tries again. She rolls a 4 which again fails
Clay-Wraith: The Wraith does little more than to continue his download.
74
Clay-Ferryman: Having come around the corner of the building rather than
through it, the Ferryman moves to join back up with the Human Form female
eyeing the rear guard of the APAC who seem to be making ready to receive
them.
Mark-Brick: The Brick does nothing but raise his gun to where he knows the
Dravani will be coming from. Its only a matter of time now.
Rodney-Maven: His Esper failing the Jaunt messed him up, so he does little
more than walk in a circle wringing his hands and glaring at the Esper..
Rodney-Ghost (Squatting): The Ghost tries again to hack into the net and
this time is successful scoring a VP.
Clay-Bride of Lilith: The Bride finally sees her chance for lunch and jumps
the nearest Fist. She is the third combatant on this already wounded Fist, so
she has little trouble in dispatching him.
Mark-Fiddler: The Fiddler steps up beside the Brick to await the oncoming
Dravani forces.
Things are moving along at a fairly steady pace now with each of the three of
us feeling comfortable with the extra stuff thats going on during the control
phase. Weve also adapted well to the rather large amount of activity on the
table and were all having a very good time.
Rodney-Shootist (Two Pistol Female): Now that the Bride has come out of
hiding, this Shootist takes the opportunity to plug her. Unfortunately her aim
is off and she misses with both shots.
Turn 4
Clay-Volkoda: The smell of blood is simply too much for the Volkoda to
handle and they throw caution to the wind and run across the open space between them and the APC rear guard and make it about two thirds of the way
across leaving them very exposed.
Vehicle Movement:
As the vehicles
make their movement, one civilian
is standing in the
middle of the street
when a Mack truck
comes
speeding
around the corner
and smushes the
poor guy without
warning. Besides
that, the only other
thing of note was
that additional vehicles (ones that pre-
Other control phase items: There are to downloads going on, one Dravani,
and one APAC, so they both receive VPs. Clay has several wounded Baggers
and tries to regenerate them but this time luck goes the other way and not only
one of four get to regenerate.
Reputation roll: Once again, Rodney wins the Rep roll and again starts by
going first.
Rodney-Brick (ML): Still not being in a good location to fire, the Brick
moves again getting closer to the fighting.
Clay-Volkoda: Not wanting to stay in the open for target practice, they
charge the Fiddler standing in front of them. The Volkoda that was knocked
down can do nothing but stand up and look mean, so only two Volkoda get in
on the combat. They both hit and together they cause a total of 7 wounds
dropping the Fiddler in his tracks.
Mark-Yuurei: Moving closer to the unused Hard Point, the Yuurei tries again
to hack into the system and this time is close enough. The system is determined to be neutral, and the hack roll is a 9 which is more than enough to get
in scoring Mark another VP.
viously left the board) began coming back on at random location making
walking on ANY street rather hazardous (just ask the unlucky civilian).
Zombie Actions: One pack previously heading towards the APAC now see
the Volkoda and veer off towards them. The train which hit the board last
turn now unloads its two additional packs of zombies, and they both start meandering towards the APAC, though one of the
packs has a very long way to go. The last pack
on the APC side of the board is now close
enough to swarm the TADS. All four gang up
on one TADS and deal it 6 wounds which not
only enough to kill the TADS, but causes it to
explode. All of the zombies and the surviving
TADS are caught in blast, but none take any
wounds. But the body of the slain TADS rises
from the ashes to join the zombie pack.
Police Roll: Roll is a 2, no police this round.
Rodney-Shootist (Leaping Female): Now that she shot away the last of the
Shamblers, the Shootist takes aim at the next
target which happens to be a Bagger at long
range. One of her shots hit, and it succeeds in
causing three wounds to the horrid alien.
Clay-Baggers (Black): The Baggers look like
the are beginning to break through the Ronin
lines and charge the last remaining Fist and one
of the many Shootists in the Ronin army. They
gang up on the two with two Baggers per foe
and dole out 4 and 5 wounds respectively
which is enough to drop them both.
Civilian Actions: The first four civilian following the APAC get off the board giving
Mark 8 VPs. Also, the Civilians following the
Ronin also get off the board giving Rodney 8
VPs. The last group, having just lost one member, try to run between the oncoming zombies
and the building towards the APAC table edge.
Clay-Wraith: The Wraith hovers in the same area and continues to download.
Mark-Bishojou Senshi (Gun): This Doc zombie is really starting to be a
pain. This Senshi also unloads on the zombie but come up with nearly identical results leaving the Doc is still on its feet.
Clay-Bride of Lilith: The Ronin line is essentially broken at this point with
the Dravani pouring into their ranks. The Bride keeps the charge going by
rushing another nearby Shootist and hacking her to pieces by giving her 6
wounds.
CCA
Mods
Roll
Total
Effect
Clay
+1
Hit
Rodney
Killed
Rodney-Brick (Mini-Gun): The Male Human Form is now visible! Its long
range and there is cover in the way, but the Brick takes the shot anyway. Not
only does he fail to hit his target, but his gun gets jammed making it useless.
Things cant get worse.
78
Rodney-Shootist (Green hair): The Shootist runs for the door of the garage
hoping to get to the action before its over.
Clay-Human Form (Male): Following on the heals of the Bride, the Male
Human Form charges another Shootist and deals it a hurtful 5 wounds. The
damage is grievous, but the Shootist rolls on the Fatal Damage Chart and he is
only stunned.
Clay-Lektra Vassals: The Lektra Vassals decide that now is the time and
they charge into combat against the Ronin. They are completely ineffective
and one even takes a wound for the effort.
Mark-Hitomi: After jumping the warehouse. This guy finds himself in a position to pull one of the tricks the Dravani pulled. Seeing the remaining Ronin
Fiddler, and his remaining Bomb-Bots, he fires at the lead Bomb-Bot. He hits
it and it explodes causing a three inch blast that happens to catch another Bot,
and it is destroyed and blows up too. A Ronin Ghost currently downloading
from the net is caught in the blasts and killed. No other damage is caused by
the two explosions, but Hitomi is till pretty pleased with himself.
Mark-Shootist (Red): Taking a step back the Shootist keeps up the barrage at
the Doc zombie but again fails to hurt it. This is starting to get comical.
Rodney-Esper (Male): This bad luck Esper give Jaunt one more try and again
fails. The Maven looks at him and shakes his head in disgust.
Clay-Ferryman: The Ferryman finally decides its time to strike and steps
out of the doorway and pops off a couple shots at the Arashi up on the roof.
One hits and does 4 wounds, which is not enough to kill the Arashi straight
out, but when he rolls on the fatal damage chart he rolls poorly and ends up
dead.
Hey, Im (Mark) pretty pleased too. Of course, Rodney isnt really feeling the
love right now, but hes been properly initiated into our gaming group now. I
bet he never keeps the bots as close to each other or anything else that he values again.
79
Rodney-Fiddler (Right): The Fiddler frantically tries to fight off the zombie
trying to eat him. He succeeds in hitting it, but fails to damage it.
Mark-Ninjas: The ninjas are having the time of their life as they rip through
more crates. This time they find two more full of weapons (i.e. 4 more VPs)
and the third is empty.
Clay Damned: The Damned follow behind the Baggers and Human Form,
looking as pathetic as ever.
Rodney-Maven: The Maven gives up on the Esper who has failed to get the
Jaunt off and runs for the door.
Clay-Souless (Blue): By now most of the crates have been opened. Intel says
that one of the crates has a very devastating bomb inside, and seeing that a
large chunk of the Dravani forces are just outside the walls of this building,
the Souless decides to imitate a chicken and just dances around the outside of
the crate rather than open it (a move he ends up getting a medal for).
CCA
Mark-Shootist (Cow Girl): There are no visible targets for this Shootist, so
she moves across the street to see if she can find a Dravani to shoot at next
turn.
Mods
Roll
Total
Effect
Rodney
Killed
Clay
11
Hit
The turns are going by a little more quickly now, but its still longer than a
normal game due to the number of players involved and all of the special stuff
to take care of each turn. Rodney is just in a bad position with having to fight
off Clay and the zombies and Im (Mark) just there to put a stick in his eye
when I can. Ive had my own share of problems with the zombies, nothing
like Rodney though, and was quite dismayed when they took down one of my
TADS. Through some quick calculations I (Mark) determine that theres no
way for the remaining civilians to get off the board so Im going to leave
them on their own to fend for themselves. Yeah, sucks to be them but its not
like my APAC are a bunch of UN Peace-Keeping troops. Well, the UN guys
would have probably been deployed with order against taking action against
the zombies and would watch the civilians get eaten. At least I got some to
safety!
Rodney-Second: The second has not had very good luck shooting recently.
He decides to try something else and charges a Bagger. Evidently he is better
in hand to hand and not only hits, but gives the bagger a wound.
Clay-Human Form (Female): This lady shows complete distain for the zombies between her and the APAC she wants to reach. She walks up to the nearest zombie and holds up her hand and drains it of the essence that animated it,
and it falls to the ground in a heap.
Mark-Numb Sisters: Both Numb Sisters try to use their Choke ability on the
two Volkoda in their ranks. Unfortunately for them, both of the sisters fail
their checks and do no damage to the beasts.
Turn 5
Rodney-Ghost (Standing): Since the other Ronin Ghost suddenly went off
line, there was now an unused Hard Point within range. He whips out his remote board and in seconds has successfully hacked in picking up where the
other host left off.
Vehicle Movement: Nothing exciting. The vehicles move and there are vehicles leaving and arriving, but there are no further accidents this turn.
Zombie Actions: Several of the packs are now close enough to attack. One
pack swarms the Female Human Form and after a large number of attacks
they finally take her down. The remains of the pack fighting the Ronin manage to score 3 wounds on the remaining Fiddler, but that is not quite enough
to pull him down. Yet another pack barrels into the remaining civilians and
manage to kill two of them turning them into addition zombies (this pack has
now nearly doubled in size). The final pack is still too far away, so they continue their slow march towards the APAC.
Clay Baggers (Grey): The Baggers want t get in to it but are too far away.
They run as hard as they can towards the APAC.
Mark-Brick: Not being able to do much else, the Brick tries to fight off the
Volkoda that are trying to gnaw on his neck. He succeeds in giving one of the
beasts two wounds.
81
tol and takes a shot at the Baggers bearing down on his fellows. The poorly
aimed shot goes way wide.
where the Volkoda are fighting and gaily sticks his sawed off shot gun in the
face of the APAC Shootist and pulls the trigger. The headless body of the
Shootist falls backward into the street.
Clay-Souless (Blue): The Souless has decided that if there really is a bomb, it
would be in the crate she is standing over so she leaves it, passes through a
wall, and comes up next to a Shootist. She tries to use her Drain ability, but
fails her test.
Mark-Brick: Wanting to get in his licks before going down to the teeth and
claws of the Volkoda, the Brick again attacks the Volkoda that he wounds in
the previous round. This time his fortune is reversed, and instead of giving 2
wounds, he takes 2 wounds from the creature, but stays standing.
Rodney-Shootist (Leaping Female): The Shootist needs to move to even get
the Bride partially into view and so does a Run and Gun at long range. The
challenging shots are too much for her and she misses both shots.
Mark-Bishojou Senshi (Knife): The APAC forces take a look around and
decide the pack of zombies in their midst are simply not worth the trouble.
Especially since there is only a single civilian left to protect. This Senshi
turns and runs leaving the civilian to fend for himself.
Rodney-Fiddler (Right): Once again the Fiddler tries to fight off the zombie.
The time things go poorly, and the Fiddler not only gets killed, but also gets
turned into another zombie himself.
CCA
Mods
Roll
Total
Effect
Clay
+1
5/6
9/10
Hit
Mark
4/9
7/12
1 Wound
Clay-Bride of Lilith: The Bride is acing like a kid in a candy shop and
charges the next Shootist she lays eyes on. This one fares no better and gets
CCA
Mods
Roll
Total
Effect
Clay
+1
13
Hit
Rodney
-2
Killed
Rodney-Brick (ML): Oh happy day! The Brick has a clear shot at a large
group of Dravani with his missile launcher and he lets fly. He hits and the
explosion covers a Lektra Vassal and several Baggers. The Lektra Vassal is
killed outright, and two of the Baggers take a wound.
Rodney-Ghost (Standing): The Ghost can either stay tapped into the net or
run. Not being overly confident, the Ghost chooses to run loosing the connection.
Clay-Baggers (Black): Having a clear path, the Baggers go wild and charge
the Ronin survivors. The Second and an Esper are the ones unfortunate to be
the closest, an both fall beneath their razor sharp blades.
Clay-Lektra Vassals: The Vassals try to get into the spirit by charging a
nearby Shootist. Unfortunately, they are no where near the caliber of the
Bride or Baggers, they fail to cause a single wound to the Shootist, and narrowly escape getting hurt themselves..
Mark-Hitomi: The field is starting to lose any semblance of order and the
Hitomi finds himself looking at the flank and rear of the remaining Dravani
forces against the Ronin. He picks out an unsuspecting Lektra Vassal and
takes a shot at its back. But even then, he misses.
Mark-Yuurei: The Yuurei escapes the zombies by moving into the Gun Shop
and frantically signals for fellow APAC troops to do the same.
Rodney-Maven: Finally getting back into the battle the Maven takes a long
shot at the Bride but finds that he is out of range, so his shot has no effect.
Rodney-Brick (Mini-Gun): Things are getting desperate, calling for desperate measures. The Brick tosses his now useless mini-gun, pulls his heavy pis83
fighting and significant actions are done for the turn. The only thing of real
note is that the female Human Form uses her Feed ability to regenerate and
one of the Damned fall over dead.
Clay-Human Form (Male): Being out of charging range, the Human Form
takes a couple of long range shots at the Hitomi, but both shots failed to hit.
Mark-Shootist (Cow Girl): The Shootist continues the general APAC retreat and runs into
the Gun Store.
Turn 6
Vehicle Movement: Well, it was only a matter
of time. Not only is there another two-vehicle
accident, but one car was going way too fast to
avoid plowing right into the middle of the large
pack of zombies. A total of six zombies are
hit, and due to the high speed of the vehicle, all
six are mashed into an unrecognizable mess.
As an added point of confusion, three additional cars get added to the board as well.
Reputation roll: Rodney makes it a clean sweep by once again winning the
Rep roll.
Rodney-Brick (ML): The Brick desperately tries to fight off the Bagger in
front of him and scores a crit! Unfortunately, even with the crit he only gives
a single wound to the creature.
Clay-Ferryman: The Numb Sisters had to jump out of the way of the oncoming policemen and now stood should to shoulder with each other with police
Civilian Actions: Only one civilian is left on the board and he is still running
for his life, only now he can see safety with the police now on the scene.
Other control phase items: The Dravani do well in rolling regeneration,
keeping all models out of the fatal damage area.
85
Mark-Bishoujo Senshi (Knife): The Senshi cautiously moves away from the
action staying well out of sight.
cars on both sides of them. The Ferryman calmly walks up to them and winks
as he blows both their heads off with his sawed off shotgun. He turns to the
stunned police and apologizes for the mess.
Mark-Hitomi: The Hitomi returns fire shooting at the Human Form male. He
hits him and gives him a single wound both nothing else.
Rodney-Brick (Mini-Gun): Deciding that he would rather live to fight another day, the Brick turns and runs for cover.
Clay-Bride of Lilith: The Bride moves on to her next victim, the Brick with
the missile launcher but ends up getting surprised and the Brick deals her a
surprising 3 wounds.
tion, especially how it is tailored to handle creating scenarios such as this battle today.
Mark and Clay played very smart and it was an enjoyable challenge. The zombies
and traffic really made for a chaotic environment and added a host of extra challenges. There were so many things that happened outside of a "typical' game. Cars
I made a lot of poor decisions during this game and it really hurt me. I'll see
if I can give a decent breakdown of what happened to my poor crew. First off
was deployment. I placed my crew in the line of sight of two groups of zombies. So naturally in the first round they both started heading towards my
crew. One group of zombies I was able to completely eliminate but it cost me
that whole flank, because by the time I had finished off the zombie horde I
was being overrun by Dravani the next turn. I even had all my Shootist in a
large firing line but they couldn't dent those baggers which allowed the Bride
of Lilith to pick her targets and make short work of my left flank. The right
flank faired worse because I never eliminated that group of zombies. I even
donated one of my Fiddlers to its membership. In a way it sure felt like I was
doing really well in the beginning because I was taking down a lot of figures,
but in the tally for VP's, zombies didn't count for anything, so I really wasted
valuable time and activations.
Mark-Ghost: Breaks his link with the net and runs into the Gun Store.
Rodney: Amazingly, Rodney is out of activations.
Clay-Human Form (Male): The Ninja are close enough that the Human
Form can move and shoot at one. He gets lucky and not only hits it, but also
kills it.
Mark-Ninja: As Marks last activation the Ninja move and shoot trying to take
out the Human Form, but only manage to give him a single wound.
Clay: Clay still has activations, but as there are no targets left, or no possible
VPs to gain, we end the game.
Second was probably more costly, which was bad use of my bomb bots. I
sent the first bomb bot into a zombie mob and learned that with a BDY of 6 it
was going to take some good rolls for my bomb bots to take out any of them.
So, I pulled my bomb bots back to save them for easier targets. Instead they
became targets of ranged fire and ended up severely damaging or killing some
of my crew with secondary explosions. I left them too close to my other crew
members. I won't make that mistake again!
Third was assuming I'd have better success with my Espers doing Jaunt. Several times I left figures like my Maven in a situation where he could not do
anything because I was depending on Jaunt to get them into the action. Well,
I made both of my Jaunts the first round. I never succeeded in getting one
again! Ouch!
Post-Game Thoughts
Most everything else I think I can chalk up to bad luck, but the three things
above are what really made the difference in the almost near destruction of
my crew. On a more positive note I do believe I won every initiative. I found
Rodney
Wow, what a beating! It really was fun none the less. I really enjoy playing Rezolu88
some loot and saved a few civilians from being snacks (whether that would be
as zombie or Dravani snacks!) My first encounter with the Dravani was very
"educational" and now I know a little better about how to deal with them. But
most of all I had a really good time.
Man, I was really kicking myself when I realized, way too late, that I had not
upped the ARMor on my Arashi. It was a memorable scene when The Ferryman shot him off the top of a building, but it was one that I could have easily
avoided and it would have probably kept Clay from penetrating too deep into
my deployment zone for another turn. I have to remember to raise his ARMor as his first action of any game. Ill start writing that on my army list to
make sure that I dont forget it in the future.
Clay
Well that was fun. I think I may have said this before, but just in case, I really
like the games system Rezolution uses. The mechanics of the game really
work well in multiple player games, and for games of increasing size. For
this particular battle, I was hoping for a four player game which would made
things even more interesting from my perspective, but you know what they
say about the best laid plans. My idea of splitting my forces into two roughly
equivalent battle groups worked out fairly well, though I feel the group going
for the APAC ending up being at least partially wasted.
I liked playing with Rodney and it was good to learn that there are other players in the area here. Its good to sharpen your skills and strategies against
new people so you dont get locked into doing the same thing against the
same opponents over and over again. I still hate Clays Baggers as much as
ever, but was glad to see them playing their trade against someone else.
When playing with new people you never know if they are going to be part of
the great unwashed mass (you know what I mean) or if they will be normal
folks that just happen to play little metal men. Rodney is definitely one of the
latter and Id play with him any time. Yeah, it was cheeky for me to use Hitomi to blow up his bots, but I bet he never makes a mistake like that again
and Ill be sure to watch that myself when I my Ronin army hits the table for
the first time.
My plan for rushing towards the center warehouse failed completely because
Mark was able to rush a whole lot fast and with a group of Ninjas that
would have made short work of the two Souless I was sending. I thought I
did okay as far as fighting and hacking goes, but when it came to the game
objectives, I was basically screwed from the beginning due to not getting to
deploy until last. The three crates on my side of the table were either empty
or worse (thank goodness I never opened that bomb), and there was no way I
could get to any civilians before the APAC or the Ronin. Oh well, I will simply have to console myself with the hefty human harvest my Dravani where
able to gather up even though their more material harvest was so dismal.
As for the scenario and game itself it was huge fun. It was long, but never
seemed to drag. Man, having that car come screaming around a corner and
totally obliterate a gang of zombies was awesome. If you remember when the
toxified bad guy in RoboCop got plastered by the van you get the idea of what
happened, only this was with six zombies getting splattered! Rodney should
definitely get a Zombie Killer award and Ill tweak the VPs for future
games to have that contribute to a players final score. Its the kind of game
that would go over well at a convention and might be able to accommodate up
to eight players, each with around 500 points. Id add some extra zombies in
that case and spread around the civilians and shipping crates more so it would
be harder to snatch a huge amount of VPs in just one turn. I was worried
about breaking the system with each of us having large-ish armies on the
board and having so many extra things going on during the control phase but I
can truthfully say that things ran just fine. It was great fun to play and I look
forward to more Rezolution mayhem in the future.
Mark
Ah, I love it when a plan comes together! Of course, my plan was to get to
collect as many VPs as quickly as possible and limit getting stuck in protracted battles with either Clay or Rodney. Yes, I know that a massive standup fight can be very entertaining but I was content to leave that to Rodney and
Clay and concentrate on putting myself in a position to win the game. I think
that I was able to pull that off quite well.
It definitely helped my cause when Clay set up away from the majority of the
civilians. He could have come in by the railroad tracks and that would have
put him in a position to mess with my efforts to rescue them. Also, being able
to rush to many of the containers worked out great for me. I wanted to use the
Ninjas to slice and dice some opponents into little pieces, but quickly became
content in using them to run out way ahead of the rest of my forces to give
89
Subject:
Ghoul King
Manufacturer: Heresy Miniatures
Painter:
Robert Hooper
Foundry style 3 colour block painting technique, with some extra steps (about 40 of
them but more of that later!). It is very easy technique to use.
I wanted to paint the figure with a sickly green skin tone for a rotting flesh look. The
basecoat was a thin mix of 3 Rackham Colours Elven Flesh (an Ivory colour), Parchment Yellow (a pale yellow brown) and Mutant Flesh (a dark green). These were
mixed in a 1:1 Elven Flesh and Yellow with a tiny dot of green just to tint the colour.
This was applied in 2 coats as a very thin wash, allowing the white base to lighten the
tops of the muscles. Then another tiny dot of the dark green was added to the wash
and this darker tone of the base colour was used to roughly pre-shade the areas of
deepest shadow.
While discussing a subject for this article, I was asked by a customer about painting
skin tones for an Undead army, and thought that it would make a good workshop
study. I have chosen the wonderful Ghoul King figure sculpted by Paul Muller and
released by Heresy Miniatures because I have been wanting a chance to paint one
since first seeing the repulsive thing on the Forum of Doom.
First Impressions:
As with most Heresy Miniatures character figures this one can be ordered with optional parts, in this case a choice of heads (with and without hair) and a choice of
weapons (bone or large spade). There is also a second body option which does not
have the extra details of the rat and the beetle. The desiccated corpse on the base is
included with the figure. The detail on this figure is awful, not in terms of quality,
but in terms of subject: this guy has bad pus blisters, a beetle crawling on his leg, a
large live rat on his shoulders, body piercings and a very bad case of piles, which
have been sculpted, its not just a facial expression. He has no clothing at all and his
anatomy is accurately depicted. All skin and no clothes, seemed like an ideal choice
for a skin tone tutorial!
Preparation:
The figure came in 4 parts, base body, torso, head and arms with weapon attached. I
chose the large bone as his weapon and the yoda head,,,the one without the hair. I
started preparation by gluing the base body to the top of a base and when dry drilled a
hole through it out of the underside of the base, and then drilled a matching hole into
the foot of the ghoul from the underneath. I then glued the ghoul to the base body
with epoxy adhesive and pushed a length of paper clip wire up from the underside of
the base into the ghouls foot, when dried I cut the surplus clip off and bent the stub
under the base. All held very securely. I then glued on the head and arms with superglue. Matching the arms to the torso took a lot of patience and I ended up with quite a
noticeable gap in the right shoulder which needed to be filled with putty and filed
smooth. When the putty had dried I very gently washed the figure in weak soap solution and let it dry completely before brush priming her with 2 thin coats of matt white
enamel paint. I find enamel gives a much stronger and handling resistant surface than
acrylic primers.
Looks pretty messy at this stage, but with the shading in place it is a matter of working up to the highlights. It is necessary to over do the highlights slightly for this technique, taking them at least 1 stage paler than would be the case for a true blended or a
3 stage paint technique. But to start it is best to add in colours for the eyes, mouth,
and dark areas between the fingers and toes and around the body piercings, the beetle,
and the areas of detail between his legs, front and back. I used Rackham Divine Purple mixed with drops of red and black ink. This gave a dark reddish purple, bruised
looking colour.
Then using the same 3 Rackham colours Elven Flesh, Parchment Yellow and Mutant
Flesh recreate the basecoat colour, but this time make it a little thicker as paint not a
wash. Paint in all the large areas of flesh, leaving the shadow areas dark. This is easiest if you start by following the sculpting of the larger muscle blocks, sinews and areas of flesh looking to leave areas of shadow where one muscle ends and the next
begins, leaving shadow around the bones of the elbow and ankle. Paint the whole of
the head leaving the shading under the chin and around the nose and eyes. The important thing with this coat of paint is to fully cover the areas painted, be neat in the application and leave the shadows untouched. This is the background colour to the rest
of the flesh.
main and highlight. However as we are aiming for a blended finish, and have actually
over-highlighted the figure, it is necessary to tone down the colours a little. To do this
we glaze the figure over with a mid tone colour (same as the original base colour
mixed earlier). This will serve to darken the top highlights and lighten the base shadows, effectively drawing the colours closer togetheror blending them. The secret
(and vitally important thing) is the consistency of the glaze. It must be so thin in colour depth that painted onto white paper is virtually invisible. I will say that again,
just to be sure you understand, It must be so thin in colour depth that painted onto
white paper is virtually invisible...this is vital. This glaze is going to be applied 30
or 40 times so if it is not thin enough you will loose all the surface detail of the figure
and turn it into a shapeless blob. For this stage of the painting I use cold boiled water
(filtered or distilled is even better) and 3 or 4 drops of flow improver mixed into an
old ice cube tray. You will use about a teaspoon of liquid for this stage and you get
sufficient density of colour by barely touching the tip of your brush into the paint and
then into the water. Did I mention how important it is to keep your glaze thin? Then
taking a large soft brush (size 2 or 3) very gently stroke paint over the whole surface
of the flesh colour, do not let the glaze pool anywhere on the figure and let it dry. For
the first dozen or so times you will see no appreciable difference, but slowly the harsh
top highlights disappear and the demarcation of the areas of shadows gets lost into the
base colour. They both remain visible, just less well-defined, more kind of, blended.
Details:
How many coats of glaze you apply is a matter of personal choice, the more coats the
smoother the blend, but the less dramatic the highlights and shading (good for robes,
banners and suchlike where the underlying surface is smoother). I used 34 on the
Ghoul King, as I wanted the rolls and ripples of the decaying skin to remain very noticeable. Some painters who are masters at this technique (American figure painter
Bobby Wong for example) often count glaze coats in terms of 2 or 3 hundred applications. Now see why I said it is vitally important to have thin glazes! The two pictures
above 2 & 3 were taken under exactly the same lighting conditions, the difference in
tone of the green is purely down to the glazes of colour.
After the glaze had dried I used the Rackham Elven Flesh colour to dot in the eyes
and teeth on the face. The pus spots, piles and genitals were painted in a thin wash of
Rackham Divine Purple and Fusion Red, which was also used slightly thinned down
to glaze red raw patches on the inside of the Kings buttocks. The tops of the pus
spots and finger and toenails being Rackham Forgotten Gold followed by Parchment
Yellow. The rest of the figure was very quickly finished after this. Thin Dark Brown
ink was used to outline the finger and toenails, the bone painted (GW Bleached Bone
followed by a mix of Bleached Bone with the Rackham Elven Flesh). The piercings
painted Dark Gray and highlighted with a tiny amount of silver printers ink. The head
hanging from one piercing was painted with Rackham Craggy Skin and highlighted
by adding Elven Flesh for a 1:1 mix. The Rat is Black with Dark Grey highlight, the
body on the ground being painted to look like raw meat; GW Tanned Flesh, highlighted with Dwarf Flesh and washed with a thin mix of Purple Ink and GW Flesh
Wash. 2 coats of Varnish, 1 Gloss and 1 Matte finished the figure. The base is very
simple grit in PVA glue painted and drybrushed with small dots of static grass.
All in all a great figure to paint, very simple but great fun to do. Just beware of the
inevitable comments about the piles. Most people do not find them until the second
look.
RobH
PaintCowboy
www.displacedminiatures.com/robh
www.thewargamesroom.com
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