Wednesday, December 11, 2019

The Hounds of War, a finished but sofar untested scenario


Table setup:
The location of an hour-old firefight in a decade-old warzone. Buildings line a central street or square and abandoned cars are scattered across the street. Small street structures like a market stall or garbage containers offer additional cover. The few civilians that have remained in the area after years of war have made themselves scarce as hostiles may still occupy the area in some places. Several bodies are laying in the street and on the sidewalks as silent witnesses to the recent violence.

Local Ghoul interviewd on its views on vegetarianism and the climate effects of a carnivore diet


Mission:
One side of the game is a local insurgent team still reeling from the recent firefight, reloading and regrouping in cover. Their leader is a hard-sought international fugitive, whose presence has been revealed by the recent conflict. He suspects his presence has been noted by mobile phone pictures and videos but must wait in the area until transport arrived to take him to safety. He needs to escape alive in order for the insurgent player to win.

The second party is a Special Ops Team acting on the information that the insurgent leader is present and trying to capture him before he escapes. He needs to be captured alive due to intelligence that needs to be extracted from him.

The third party is a small (and very hungry) Ghoul pack living in the vicinity and trying to seize the opportunity to capture as much corpses as possible to sustain themselves.

Deployment:
  • The insurgents deploy in cover anywhere on the table, leaving a 12” wide rim free across the four edges of the table. Any single figure (no allied figure within 6”) may deploy Hidden.
  • The SOT enters the table from the side(s) of their choice.
  • The Ghouls enter at random numbered points on the table based on the roll of a D10. There are 5 entry points numbered 1-5. When a higher result is rolled, no ghoul appears. When a 0 is rolled, 2 Ghouls appear. In that case, roll again for the location until there is a result between 1 or 5. There are never more than 5 Ghouls on the table. Ghouls may leave the table via any numbered entry point.

Scenario rules:
At the end of every turn the insurgent player secrety rolls a D6 and adds it to the score of the last turn, secretly writing it down. As soon as the tally reaches 21, the transport arrives in the next turn. The transports are 3 soft-body trucks or cars with drivers and some reinforcements. They arrive from a random table edge.

Hidden figures are revealed when activated and may be placed on the table with a Hidden counter next to them, or their position may be noted on a map of the table and only revealed when Scanned or Activated.

Ghouls
Move 8"
CD 5 AG 6 SG 0 DC 4 ME 6

Armour -2 Lethality due to unnatural resilience
Combat either +2 or 2 dice and pick the best
Existential Terror: Before making a shooting or combat action against a Ghoul, the model must pass a Command Test with a +1 modifier. If the test is passed, the model may act normally. If the Test is failed, the model is frozen with fear and counts as being stunned for the remainder of the turn. Additionally, if a 6 is rolled the model is automatically Routed as he loses his sanity.



Ghouls are automated moving terrain. They will enter the table as indicated by the scenario and move toward dead, incapacitated or wounded figures in that order and drag them away. They will fight/attack only when cornered (their escape route is blocked by players) or to get to or defend prey. Always assume Ghouls in the vicinity of modern combat to be desperately hungry.

Ghouls suffer Suppression as normal as long as they are not in b2b contact with prey. They will flee with prey when possible in any case. They will not voluntarily give up prey once in b2b contact with it and the entire pack will become immune to Suppression then.

Seeing a team member or civilian dragged away by Ghouls triggers a Suppression Test.


Optional:
Due to their intelligence Ghouls can be Allied with (brrr) and used as figures. When prey is within Moving distance they will need a Test to do what the player wants instead of moving for the prey. Ghouls can’t use firearms but will be able to use simple close combat weapons or tools. A Ghoul in b2b contact with a corpse is beyond control and reverts to automatic behavior.

Assume the Insurgent leader has the means to get the Ghouls to support him. The Insurgent player may control the Ghouls as soon as they are on the table.

Optional: 
The Special Forces use satellite/drone heat signature detection and insurgents may not Hide. 

Forces: 
Special Ops: 8 Elite operators including leader. Body armour, carbines/laser sights/red dots, flash and frag grenades, sidearm, close combat weapon, breaching tools

Insurgents: 1 Person of Interest, Trained Commander with assault rifle, sidearm and frag grenades.
20 Trained insurgents with assault rifles and 2 rocket launchers.

Insurgent reinforcements: 2 softskin vehicles with driver and 2 insurgent guards each

Ghouls: 5 Ghouls

Monday, December 2, 2019

Airfield Game Board Pt 2


While one can add details indefinitely I think the airfield is game worthy by now. I added windows in the roof , highlights on the concrete runway and the walls and an interior office. A fuel truck and some random cars were added for couleur locale and furniture is a mix of cardboard papercraft and plastic scratchbuilt and dollhouse stuff. 



The roof lifts off to enable gameplay inside the hangar.






 Papercraft furniture and prints


Above in the upper left corner you see the magnet holding the building together. 






 And last week my Cthulhu: Death May Die Kickstarter arrived. Sneak peek of how excellent these figures are and scale with 28mm Moderns. Now for my first Delta Green game....


For this Ghoul I am thinking about the following Spectre Operations Stats:

Move 8"

CD 5
AG 6
SG 0
DC 4
ME 6

Armour -2 Lethality due to unnatural resilience
Combat either +2 or 2 dice and pick the best
Existential Terror: Before making a shooting or combat action against a Ghoul, the model must pass a Command Test with a +1 modifier. If the test is passed, the model may act normally. If the Test is failed, the model is frozen with fear and counts as being stunned for the remainder of the turn. Additionally, if a 6 is rolled the model is automatically Routed as he loses his sanity.

Ghouls are usually automated moving terrain. They will enter the table as indicated by the scenario and move toward dead, incapacitated or wounded figures in that order and drag them away. They will fight/attack only when cornered (their escape route is blocked by players) or to defend prey. Always assume Ghouls in the vicinity of modern combat to be desperately hungry. Ghouls suffer Suppression as normal as long as they are not in b2b contact with prey. They will flee with prey when possible in any case. They will not voluntarily give up prey once in b2b contact with it and become immune to Suppression then.

Seeing a team member or civilian dragged away by Ghouls triggers a Suppression Test.

Due to their intelligence Ghouls can be Allied with (brrr) and used as figures. When prey is within Moving distance they will need a Test to do what the player wants instead of moving for the prey. Ghouls can not use firearms but will be able to use simple close combat weapons or tools.


Saturday, November 16, 2019

Airfield game board pt 1

The first of the Spectre game tables is coming along nicely. It will be a small airfield representing a drug smuggler's airstrip, secret Nazi  base or small industrial site.


The basis is a square meter (the size I can fit in my car) 10mm mdf covered with model railroad grass and some wallpaper with an excellent concrete structure.


The hangar would be quite a large building, so had to be disassembled for storage and transport. Magnets and bits of metal hold it together so it can easily be taken apart.

The walls are corrugated cardboard glued to an mdf frame. The roof is simply cardboard plate, covered with rest bits of corrugated cardboard, hinged in the middle with a piece of duct tape and held in its place by gravity.




Trying out a 1/48 Tiger Moth and some 28mm figures for size.


The hangar had to be able to house a number of aircraft of various sizes, hence the height. As it turned out the Haunebu is just a bit too high, but it will do. 

Now to detailing and painting. See you in part 2!




Thursday, October 31, 2019

The Bob's Bargain Bullets Siege: a Spectre scenario

The scenario:
A central building has been the target of a robbery. It could be a bank or as in this case a gun store. 5 gangsters (militia) and their leader (professional ) are locked in and have taken two personnel postage. They are armed with a variety of sidearms and other firearms, like SMGs, a shotgun or 2 and perhaps an assault rifle. 




A Police Force has arrived to end the situation. It is made up of 6 Trained officers with sidearms, 6 professional SWAT officers with SMGs and flashbangs and 3 Trained inspectors with sidearms and a SMG in case of the SWAT leader. Force Leader is a Professional (ex-Marine) Commisioner with a pistol. 

We had the police starting deployed around the building, but it might actually be more fun to have them arrive by car and/or motorbike and have them deploy as desired. When doing that, give them at least two or three Moves (or entire turns) to do that before the gangsters notice something is wrong. 




About 20 civilians are watching the events from the surrounding area. 4 of those are secretly nominated to be 3 more Militia gangsters and their Professional leader, the second man of the gang. Write down a description of the civilian next to a short description of the gangster the figure is suposed to represent. Show the paper upon revealing the gangster. The hidden gangsters always win Initiative. They may be found aka revealed by being Scanned by police.




Whenever the gangster player activates them to give a command, move or attack in some way, the gangster is revealed.


The gangsters need to flee the table by car. The Police must prevent this and save the hostages. The gangsters may use the hostages for cover but may not shoot them. 

Using hostages for cover is done by placing them in base contact with the covering gangster(s). Shooting at a covering gangster yields a -1 modifier. Covering gangsters may move Tactically as well. A missed shot will hit a hostage. Work out the hit as normal. Hostages need not be in the line of fire to risk being bit by a missed shot, just in base contact with the covering gangster.

How it played for us: 
The gangsters omitted to block the windows hence the police shot quite a few through the windows in the first barrage. The hidden gangsters outside took out 4(!) officers but when their leader was put down by a uniformed officer with a pistol at long range the rest lost heart. 





The remaining gangsters in the store decided on a last-ditch attempt to storm out for a car but were gunned down (partly due to lacking hiding-behind-hostages rules, amended above) by the SWAT team and the hostages were freed. 


Sunday, October 20, 2019

Sculpting project: Elder Things

For my Mythos Wars project, a few Elder Things were of course essential. Failing to find miniatures I was pleased with, I rashly decided to sculpt them myself. Starting with a description from "At the mountains of Madness": 

Six feet end to end, three and five-tenths feet central diameter, tapering to one foot at each end. Like a barrel with five bulging ridges in place of staves. Lateral breakages, as of thinnish stalks, are at equator in middle of these ridges. In furrows between ridges are curious growths – combs or wings that fold up and spread out like fans. . . which gives almost seven-foot wing spread. Arrangement reminds one of certain monsters of primal myth, especially fabled Elder Things in [the]

and some illustrations: 


I decided to make the bodies from FIMO clay, as this can be baked and would be hard enough to attach the rest of the parts to.



































The next part was the undercarriage, made up of greenstuff and shaped into 5 tentacles ending in a triangular footpad. 28mm figure for size.



Then the bodies were glued to the tentacle bases and I sculpted the 5-point star-shaped heads from green stuff, adding these to the body. 




The arms were a challenge, being described as tentacles ending in thin tendrils. I made them from unbraided electrical wire and greenstuff.



 I kinda cheated with the wings, using some parts clipped from old MageKnight miniatures. Not quite satisfied with them, but the greenstuff needed to harden before I could continue.


The next day I found better wings in the Mageknight bitbox.



Added eyes, some more body structure. Tried to add more details to the heads but sculpting is HARD people! SO I threw the gauntlet and primed them with spraypaint primer.


And here is the (almost) finished eindproduct.