The Stairway to Heaven

Stephen takes us through a Stargrave adventure based around some weird dreams…

‘All that glitters is gold’

Recently a bout of Luna flu has been doing the rounds of the bars and cantinas of many-a-starport. And the less salubrious ones at that. It’s a highly contagious virus but not dangerous – sufferers mainly complain of nausea, tiredness, and delirium.

It seems that some space crews had recently been hit by the virus and the wild dreams sent them on a wild goose chase – and the Galactic Commission intercepted three messages. These come from the Rhythmic which is on record as being an ex-military freighter and captained by a veteran soldier, Gloria Fuster (Charlotte). The other is from captain Garo Braven (Tony) of the Cepheid Variable – a crew made up of mercenaries and mystics. The last is from the Serenity, captained by Mal Reynolds (Andy), and crewed by a prolific group of smugglers, murderers, and pirates.
We’ll let them speak for themselves…

THE RHYTHM: SOLDIER GREEN’S LOG

COMMENCE ENTRY

The Rhythm did not go looking for trouble, but it sure found us.

This morning, we landed in a strange jungle on an unfamiliar planet, home of a fabled Stairway to Heaven. Captain Gloria was convinced the ancient structure was hiding something valuable following a strange vision. Our mission was simple: find the item and bring it back.

Two rival crews from the ships Serenity and Cepheid Variable seemed to have the same idea. Worse, Gloria recognised the gunner of the Cepheid as the same man who’d insulted her mother a few planets over. Even worse than that: there was a shapeshifter in our midst.

Was it the inexperience of working with the Rhythmics, or was Gloria too distracted by her greed? We received orders to take out the gunner and rival crews and loot what we could while Gloria searched for the valuable item. Things soon escalated and became a free-for-all, although whether the Serenity and the Cepheid had an accord is uncertain; this soldier notes that they did not fire at each other for the duration of the battle.

The Rhythmics split at the southern hill, with half going after the Cepheid’s crew and the others facing Serenity. After two bouts of searching for loot under fire, the shapeshifter posing as Mintz made itself known. A Rhythmic duly took it down, and another killed the Variable’s gunner. That’ll teach him to call Mrs Fuster a [AUTO-CENSORED].

To the east, the Rhythmics took on the Serenity’s crew. We wounded one of their crewmen, angering them so that they took out both soldiers Yellow and Blue.

All crews fought fiercely, while Gloria focused on transferring the data loot she’d found to Simmons, fearing that the Serenity’s drone had already taken what she really came for. Soldier Squid was killed instantly by the Serenity, but we retaliated and took out one on their side.

The Cepheid crew continued their own search for loot, but took down Gloria after she’d shot at their Captain. Her first mate Estefan was not far behind her. A brave Rhythmic attempted to climb the Stairway in a last-ditch effort to find the gold and a vantage point. He was eventually killed after his carbine jammed and left him vulnerable on a rocky outcrop, not long after his good friend Han also fell to the Serenity’s guns. Remarkably, the Rhythmics survived the fearsome native creatures that kept appearing to torment the other crews throughout the battle.

The only Rhythmics left standing were Simmons and myself, who returned to the ship with data loot and physical loot respectively. There we found the real Mintz waiting for us. Gloria, Estefan, and two crew members eventually regained consciousness and returned to the ship after the battle. We head on to our next mission, to be confirmed once the crew receive medical attention. I have advised Gloria to take caution before committing to visions in future. After all, there’s still time to change the road she’s on.

ENTRY ENDS.

Gaden’s Log Begins:
Kal Gaden quickly exited from the Cepheid Variable’s tail ramp with the rest of the crew while the autopilot held it in a stable hover a few inches above the surface of the clearing. A quick command on the Captain’s wrist comlink and the ship took itself up into a parking orbit, ready to be recalled when the mission was done.

This was more like it, Kal thought – a well-trained, professional disembarkation with a bunch who looked like they knew what they were doing. Granted, some of the crew were really inexperienced, their only previous venture being the mission on the snow moon to rescue that old man in the red suit. It had turned into a bit of an easy turkey shoot (or more accurately a penguin shoot), but that was exactly what the crew had needed to shake out some of the rust. And they were looking like they had learnt from it – not like that shower of amateurs that he had been caught up with a couple of orbits ago.

As luck would have it, they came down just off of their intended position. The target, an ancient set of giant steps which apparently had a pretty fancy bit of treasure at the top, was on the wrong side of a fast-moving jungle stream. But the Captain led them towards it in close order, and they advanced with their eyes peeled. Sharal, the fastest of the crew, went ahead and hacked into an old data terminal that she almost tripped over, probably kit left behind by a previous expedition. It turned out that she had unlocked a set of plans for some pretty advanced alien armour tech – that alone would make the trip worth it.

At that point the local fauna began to make itself apparent, with a giant scorpion-like creature emerging from the undergrowth. Koor Vane, one of the newer recruits, took it down with a few well-placed shots.

Kal found the entrance to what looked like an old crypt and told the crew he was going to check it out. The inside was full of a blue-ish mist which, as he entered, congealed itself into a form which, if he was superstitious, he’d have called a ghost. But he wasn’t, and instead he peeled off a volley of shots – that went promptly straight through it. Instead he pulled his combat knife and by slicing it repeatedly through the apparation he somehow manged to dispel it, although he didn’t feel any contact with anything solid, just a sense of cold. It was worth the struggle however, as further inside the crypt was a military issue chain gun – a bit grimy, but cleaned up it should work a treat, and Kal knew that Tan Gariss, the crew’s specialist gunner, would appreciate it.

He stepped outside, and only at that point realised that the thick stone walls of the crypt must have been blocking his comms, as all hell had broken loose. The Captain had taken down some menacing bat-like creature with a single giant eye that had appeared over the watercourse, and now there was a full-blown firefight going on. It seemed that a rival mob (the Rhythmics) who held a grudge with a few members of the crew had landed nearby. It stemmed from some long-forgotten bar fight he was told later – and Gariss himself had gone down from a single nasty one, and didn’t look good. The crew was returning fire and Kal could just about make out several figures moving through the foliage a few tens of yards away. Fire from Rook and Kyorla smacked into one of them – it looked like a droid from the way it was moving – but it didn’t go down. The Captain organised the main bulk of the crew into a firing line and they slowly advanced into the jungle, blazing away as they went. Keeping tactical discipline, Sarai took down the leader of the other crew and the Captain himself accounted for their first mate. Kal had to admit he was impressed.

In the meantime, the diminutive first mate Gerbo had disappeared inside a giant stone head. No one followed him and he was vague about what he found inside, but after what sounded like numerous swipes of his void blade, he emerged a few minutes later clutching a fancy looking power sword and nursing a headache – ‘powerful it was, but conquered it I have’ he said in his weird reverse dialect.

The Captain had meanwhile been monitoring the site remotely using the Cepheid’s sensor suite and had found that a drone belonging to the Serenity – nobody had even realised that ship was on the planet – had made it to the top of the spiral stairway, and figured that the treasure was probably gone. Deciding that discretion was the better part of valour, the ship was recalled from orbit and the crew began to make their way back to the clearing. The indigenous wildlife had woken up by that point and tried to make life interesting – Jaon Rook was bitten by a poisonous giant river wyrm which required treatment from Gebro and his medikit, then a troop of what looked like rock apes crept in from their flank – Kal took out two with well-placed blaster rounds, Sarai and Jaon the others. Just as they reached the clearing the jungle itself came alive, and a weakened Jaon was dragged down by creeper-like appendages. Kyorla, the sniper, found her range and the plants’ weak spots and rescued Jaon and the others.

As they rendezvoused back at the grounded Cepheid, Sharal and Koor emerged panting from the other side of the clearing clutching another abandoned data terminal. In the confusion no-one had noticed them slip off into the jungle after more loot, but their diversion again proved fruitful.

The ship lifted off with Jaon and Gariss strapped into the med-bay – both were out of danger thanks to the robo-doc’s ministrations. Although the main prize eluded them there was still a decent return from the mission, and Kal looked forward to a spot of R&R somewhere a bit more civilised with his share of the bounty from the haul.

**SERENITY LOG**
“OK Wash, get us off this goddam planet, I’m headin’ down to sick bay to see how Kaylee’s doing” Mal said as he turned and left the flight deck.

“How’s Kaylee, Doc?” Mal asked as he entered sickbay.
Simon looked up from the MedSuite controls “It was touch and go, but due to the Advanced Medical Suite you had installed last year, she’s still with us.” came the reply.
Mal turned to look at Kaylee lying in the MedSuite, bandaged and with an arm in a sling.
“Well Captain, I cain’t say I’ve never been better, but I think I’ll pull through.” she said, “but I ain’t gonna be much use till this arm’s healed though.”

Mal cast his mind back to the day’s events…
He had had a series of incoherent dreams, but a constant feature in all of them had been a rock pile known as “The Stairway to Heaven” on one of the nearby planets. He was convinced there was worthwhile loot to find on or near the Stairway.

On orbital insertion the Serenity’s sensors picked up two other ships in nearby orbit, the Cepheid Variable, a ship and crew Mal had encountered before, and an unfamiliar ship, the Rhythm.
The name of the second ship prompted Mal to remember a rumour he’d heard about that ship, that one of the crew had been found unconscious on a space station, recounting a tale of being attacked by some form of alien, and seeing said alien walk away transforming into an identical copy of the crew member. Mal had dismissed this account as the ramblings of a deep space afflicted mind, but on the off chance that the crew member was telling the truth, he sent a personal “Your Eyes Only” message to the Captain of the Rhythm, recounting the tale, just in case there was a polymorph hiding amongst the Rhythm’s crew.

The shuttles landed in one of the few jungle clearings south of the Stairway, Mal lead Wash, Kaylee and Derrial towards the Stairway, while Zoe, Jayne, Inara and River headed towards a stream. Simon, Tracey and the Repairbot followed behind.

The jungle was very thick, visibility was restricted and the Stairway itself out of sight, but its position had been locked into the nav units, so they knew they were on the right track.

Almost immediately Zoe and Inara were ambushed by a couple of mobile, carnivorous plants, Zoe received a savage bite, but Inara despatched her opponent. They reminded Inara of something she read in an old novel from Earth-That-Was, “Triffids” she thinks they were called.

Zoe beat off the surviving Triffid, and Inara put it down with a well-aimed shot. Mal reached some physical loot, and unlocked it, but Jayne was less fortunate, rustling in the undergrowth revealed a Bileworm which attacked and stunned him.

Jayne somehow managed to fight off the Bileworm, Mal and Zoe opened up on it but both their guns jammed! Simon, Tracey and Derrial also shot at the Bileworm, Derrial getting in the fatal shot. Meanwhile Kaylee’s Repairbot trundled up to the loot Mal had unlocked and picked it up.

With the Bileworm dead Jayne used his medic kit to neutralise the poison coursing through his veins. Zoe’s team saw movement on the far side of the stream, and came under fire from the crew of the Rhythm.

Mal and Wash reached a Data loot near the Stairway and Mal unlocked it, as some type of rock ape appeared on a butte above them. Zoe launched a Drone and sent it towards the top of the Stairway, but Kaylee was shot by one of the Rhythm’s crew and wounded. Jayne and River returned fire and took down two of the rival crew.

More of the crew of the Rhythm appeared across the stream, firing at Mal & Wash but missing. Mal threw some smoke grenades to block the line of sight, while Wash downloaded the data Mal had unlocked. Although wounded Kaylee took a shot at the ape above Mal, but missed. The Ape descended the butte and attacked Mal.

River crossed the stream to reach a Physical loot, Simon reached Kaylee and treated her wounds. And two more Triffids appeared!

Before River could try to unlock the loot, she was shot and KO’d by one of the Rhythm’s crew. Mal fought off the ape, killing it, and Derrial despatched another Triffid. More gunfire was heard to the north, perhaps from the crew of the Cepheid Variable, but they didn’t come into sight.

Zoe crossed the stream to aid River, while Simon shot and killed another Triffid. Kaylee was slowly making her way back to the shuttles when she was attacked and KO’d by a Wraith-like creature, a swirl of blue mist. Zoe’s drone had made it to the top of the Stairway, and picked up the Treasure of the Ancients.

Mal avenged Kaylee by destroying the Wraith, while Jayne laid more smoke to block the Rhythm’s crew’s line of sight. The Drone laboriously made its way down from the Stairway with the Treasure, heading slowly back to the shuttles.

Zoe hosed down one of the Rhythm’s crew with her RFG, putting him down. The Repairbot safely returned to the shuttles.

More of the Rhythm’s crew appeared from behind the smoke screen; they shot at and took down both Zoe & Jayne.

Yet another of the planet’s fauna, resembling a Velociraptor from Earth-That-Was’ prehistory, appeared, attacking Tracey. After a sustained fight the Raptor took Tracey out of the game.

Derrial spotted one of the Rhythm’s crew climbing the Stairway (not sure why as the drone had already liberated the Treasure of the Ancients). This crewman took a pot shot at Derrial, missing him. Derrial fired back taking him out.

Inara killed the Raptor, but was in turn KO’d by a Ryakan that had been flying around seemingly at random.

As the crew fell back, they lost sight of the remains of the Rhythm’s crew, but the Ryakan still posed a threat. Fortunately, Mal managed to bring it down without it causing further injury.

Given the number of aggressive indigenous fauna and flora the crew had encountered at the start of the mission, surprisingly the remaining members of the crew made it back to the shuttles without any further encounters and returned to the Serenity.

Although over half of the crew were casualties during the mission, most only had scrapes, bruises and concussion, except for Kaylee. Whether the Wraith like creature that took her down had some lingering toxic after effect, Simon didn’t know, what he was certain of was that it was only the Serenity’s Advanced Medical Suite that let Kaylee pull through, even if she would take weeks to fully recover.

**LOG ENDS**

BATTLEZONE: MWS 2025 Show Game

Stephen takes us through the creation of this year’s retro-futuristic show game.

For 2025 the MWS Show Game is a table-top version of the arcade classic from the early 80s, BATTLEZONE.

This used to be a favourite of mine and I would get through pocketfuls of 10p coins playing this. It featured a stark black landscape with wire-frame graphics. You took control of a tank and manoeuvred around geometric obstacles trying to shoot enemy tanks.

So when we started to think what our show game for 2025 should be I suggested we create a table-top version of Battlezone.

There are a few things to keep in mind for a show game. Yes, it should be playable and quick and easy to pick up. We aim for a game to last about 45 minutes – that gives players a good taster and also means they don’t have to commit too much time and can get back to enjoying the show. We also need to think about transport – getting the game in and out. Ideally it should disassemble so those attending can carry it in and out rather than get stuck in a queue to unload and load. And there’s also cost, especially for games like this which will have components with little use outside of the game.

The good thing about our Battlezone game is that it would tick all these boxes – there’s no intricate scenery or terrain (but what there is, is bespoke for this particular game), as such it all breaks down so it is easy to transport. And with Too Fat Lardies’ ‘What A Tanker’ rules (which we decided we would adapt) many gamers will already be familiar with the concepts behind the rules.

It was obvious that we would not be able to buy the tank models. Back in the day, that would have meant scratch building with plasticard. But in these days of 3D printing it was obvious what was needed. Fortunately, Phil and Tony of Brigade Models are both club members and both are very IT literate with a 3D printer. I’ll leave Tony to explain how they went about this:

Tank 4 (the ‘Brigade’) at design time in Wings3D. As you can see, the basic designs are suitably minimal.

We started by searching the internet for images of the original tanks in the game. Finding images was easy enough, although a bit more work went into finding ones that were directly head on or side on so that the dimensions weren’t too distorted. Eventually I found enough information to draw up the basic outlines of the two tanks that looked about right using a 3D modelling package called Wings3D. I also designed the UFO (which didn’t make it into the final version of our game) and missiles, although we drastically scaled these down from the tank-sized killers that they appear to be in the original. We went through several iterations of the designs with slightly different details until we were all finally happy. We toyed with the idea of making them wireframe models but in the end the consensus decision was that they’d be too fragile on the tabletop. So we went with slab-sided models with the wireframe outline etched into each side to help Stephen with the painting process. The tank hulls were one piece, with the guns printed separately (it made the print process easier). Phil then printed them on our Phrozen 8K resin printer in grey resin and handed them over to Stephen for painting.

Three tanks plus a bunch of missiles arranged in our printer software ready for printing.
The same collection of models coming out of the printer.
And finally, those three tanks after cleaning in isopropyl alcohol.
The basic tank – ‘Atari 1’ – printed, cleaned and ready for painting.

We wanted a four-player game. There were already two tank designs that featured in the original arcade (we designated them Atari 1 and Atari 2). Tony also uncovered an interesting bit of trivia – that the US army used the Battlezone game engine to train drivers for the (then) new Bradley IFV, so that was another natural choice (and we designated that one Bradley). The fourth tank was an original design by Tony, keeping to the Battlezone aesthetic – and this final one we called the Brigade (note from Tony – the basis for the fourth design came from a suitably old 1980 sci-fi book called “Tour of the Universe).

Memory messed with me a little when it came to the missiles. I wasn’t sure the original Battlezone had missiles in it yet at the same time I do remember a tank game that had missiles, just unsure whether it was Battlezone or not.

But what the hell! It’d give an extra dimension to the game so missiles were in! As it turned out there were missiles in the game.

‘Atari 1’ with a coat of satin black and the painstakingly (not to say painfully) applied neon green outline.

Now on to terrain.

There’s not much of it, just pyramids and blocks. We did discuss 3D printing these as well. However, Brigade’s 3D printer was naturally busy with printing items needed for the business. So I decided that I’d purchase some 1.0mm thick plasticard and make them – not the world’s most complicated modelling job! I made squares, pyramids, and rectangles in various sizes to give some variety.

The whole thing about Battlezone is that stark, neon, vector graphic look. This was going to be the main appeal of the game and central to getting it right. Now, on the surface of it this looks like it couldn’t be simpler – spray black and then paint the lines.

And, yes, that is exactly what I did. All the tanks and terrain got a spray of satin black. Nice and easy. And then on to the lining. This was a real ball-buster. What didn’t help is that the lines had to be done twice. I first had to do them in white as an undercoat (the neon wouldn’t take being painted straight on to the black) and then go over that with the neon paint. This got very tiresome. Very, very, VERY tiresome. I don’t want to see neon paint again for a long time.

The simple geometric terrain blocks, true to the original game.

Another important part of the game is the background. The horizon in the game is an endless border of mountains. So it wouldn’t be enough to just plonk the models on a piece of black felt, I also wanted to create that field of distance. There’s also a practical element to it as well, since it defines the gaming area. These borders were made from some decking bought from Wickes with a simple slot to link them together and then painted. I thought about the height – it had to be tall enough so that it looked like a barrier but not so tall that it became a faff to lean over.

A side-on of Atari-1 in the battlezone.

All the game components were complete, all that was left were the rules.

There was obviously only one contender – TFL’s ‘What A Tanker’. Now, this has been used in show games many times already so that was nothing new. One of our club members, Marcus, had created his own sci fi version which he called ‘What a Grav Tanker’. Since this had received some play testing I decided I’d adapt that. Truth be told, the rules we are using are not fully ‘What A Tanker’ but anyone familiar with that will see clearly where the inspiration came from and will immediately click with the logic behind the rules. This is our rough-housed version that is designed for show games that need to last a fixed amount of time.

With the kind permission of TFL, you can download the rules, battleboards and turn cards from the links below:

Rules

Battleboards

Turn Cards

Bradley (l) faces off against Atari-1.

Like all projects, there’s no way this could have been completed on my own. That’s the advantage of being in a club – you have the skills and abilities of gifted club members to help realise your original plan. For that reason I must express my thanks to club members Tony, Phil and Jeremey who all chipped in to help and without whose invaluable talent and knowledge the game could not have made it to the table. Thanks also go to Pete, Andy, and Eric who helped with the playtesting.

Atari-1 has Brigade in its sights.

So this is our club game that we will be bringing to shows in the south east during 2025. Currently we are planning on being at Cavalier (Feb 23rd), Salute (Apr 12th), Broadside (Jun 14th) and RE-Play (Oct 25th) but we could also find ourselves attending other shows in the year. You’d be more than welcome to join us for a game.

Work in Progress Wednesday – the Best of 2024 – Part 1

Merry Christmas ! Since it’s Christmas Day we thought we’d give you a run-down of our favourite WIP Wednesday items from the year, one from each month. So grab your eggnog and mince pies and join us for a trawl through the society’s makes and paints for 2024.

JANUARY

We started off the year with a few of us tackling some old Games Workshop figures for a retro painting challenge. We wanted these efforts to be worthwhile, so we submitted them to the charity table at Salute in April where they were sold off for a good cause. Taking part were Stephen, Eric, Jeremey, Marcus and Tony F who each painted two figures, most of which came from a big box of classic old GW figures that Tony was given many years ago. These were in a bit of a state, so we all had to clean them up, strip the original paint jobs and in some case do a bit of repair work before painting could start.

FEBRUARY

In February our new 2024 show game made its debut at Cavalier in Tonbridge. Phil as always left things until the last minute, so we saw several work in progress posts of his splendid 2mm scale terrain when he had time to drag himself away from the painting table.

MARCH

In March John La went all nautical on us with a selection of ships for a WW2 convoy game, both commercial models and scratchbuilds.

APRIL

April is Salute time, and Pete M showed off some 1/300th Victorian SF cloudships that he would be using on a game he was running with a number of gaming friends from another club. I’m not sure how we handle this downright treachery, but they’re too nice not to show.

MAY

In May Charlotte began working towards her game for the club Open Day, a Project Z game – this month she gave us a selection of terrain items.

JUNE

We’re past the halfway point of the year, and Chairman Mark J has been plugging away at his 28mm Vietnam kit for the past few months, so it’s high time we gave it an outing. All Hail the Chairman !!

JULY

In July, Tony F set out on a project that would take until December to complete (so everyone else was pretty bored of it by then…). It was a unit of 20mm late WW2 Belgians (yes, that’s right late war Belgians). So essentially all British kit, mostly motorised infantry with a heavy selection of support units. Just look at that weathering…

AUGUST

Stephen was prolific throughout the year so it was hard to pick just one item from him, but a standout was this magnificent conversion of a WWI Airfix tank into the Soup Dragon for his 28mm Quar.

SEPTEMBER

In September Jeremey resumed work on some 3mm sci-fi models that he’d been sporadically painting earlier in the year. Later on he also repurposed some 6mm models and even a 15mm tank as dropships to carry his tiny troops.

OCTOBER

Andy lost his painting mojo at some point in the year, but he found it again in October. Besides lots of scenery, he painted up some GZG 25mm Japanese Corporate Mercenaries for Xenos Rampant.

NOVEMBER

In November Sean gave us this rather marvellous 2mm mini layout based around a Ziggurat – he named it the Hanging Gardens of Cranbrook !

DECEMBER

Marcus rounded off the year with some vintage 6mm sci-fi tanks from the past.

Drums… Drums in the Deep

Pete M describes an underground encounter in Middle-Earth.

Background

The scenario is based on the encounter at the dwarf king Balin’s tomb, where the nine members of The Fellowship are trapped while making their way through the old underground Dwarven Kingdom known as the ‘Mines of Moria’, a massive complex of caves, tunnels & chambers, hewn out of the living rock itself!!! Sorry, slipping into Pythonesque ‘Tim The Enchanter’ mode again there…. Unfortunately, soon after discovering the tomb the party is discovered by the new tenants, namely a shed load of Goblins/Orcs & orcs, assisted by the odd mountain troll and a very, very grumpy Balrog. The objective is simply to hold-off the hordes until Gandalf secures a means of escape – to the fateful Bridge at Khazad-Dum…

The Game System

As with the previous outings (see credits), the home-grown system is partly based on the excellent but now sadly difficult to find Hasbro boardgame “Star Wars Epic Duels” (see links at the end). The key features of this design are that each player controls a small team, with one main character (say, Darth Vader), plus one or two little helpers (Stormtroopers in Vader’s case). Normal movement is fairly standard, although some variability is introduced by means of a die roll. However, the design really scores because teams also get a dedicated pack of cards which are used for both combat and any unique ‘special abilities’ – such an elegant, simple way to reflect widely varying attributes, and without resorting to thick books of charts and +/- tables!

The use of the dedicated card packs adds so much to the ‘period flavour’ of the game, hopefully reflecting the different combat options and other unique actions of the various Fellowship, Goblins/Orcs & the Troll. For example, the Goblins/Orcs can gain advantage by deliberately sacrificing figures in massed attacks or simply ‘shoving’ (the ‘active’ group drags one or more adjacent ones with it); whilst the Fellowship archery and spear-throwing are deadly. And whilst your immediate choice of tactics may be affected by the cards in your hand, like any ‘real’ historical combat, victory will go to the side which can maximise their peculiar advantages whilst exploiting the weaknesses of the enemy.

“Mines of Moria” was perfect for a straight adaptation of this team-based, low-figure count approach, with the four main players each handling one main character (Aragorn, Legolas, Boromir or Gimli) plus one Hobbit (Frodo, Sam, Merry or Pippin). As with previous games, having no cards at all left in your hand if confronted by a bunch of Goblins/Orcs etc could be bad news – but the Hobbits could also prove useful given their special abilities. And unlike previous games, the action this time is very claustrophobic, taking place within the confines of the tomb chamber. But this this does not mean it is any less intense, as nuanced tactical considerations of blocking, retreating, counter-attacking are just as vital as any big battle.

Each turn consists of two phases per player, movement then two actions (Fellowship can do in any order, Bad guys must move then do one action). Normal movement uses a modified die roll to generate movement points, albeit with new variations to account for the slow-moving and incredibly dim but tough Mountain Troll. However some ‘special moves’ are also possible, such as Hobbits ducking between groups etc! Play alternates in a random manner between one Fellowship then one goblin group, so it can be that not everyone is quite in the right place at the right time…

But what about Gandalf, I hear you ask? Well, the basis of the scenario is that the four main players must buy time for Big G to work his magic on the (only) exit from the tomb. By placing some of their ‘special action’ cards in the Gandalf ‘pot’, at the end of each turn these can be converted (via die-roll) to magical protection points.

The game ends when either:

  • The party think there’s enough to try and make a run for it (dicing for survival against the total less distance or any intervening groups of Goblins/Orcs) OR
  • Bernard the Balrog turns up at the entrance to the tomb (said Balrog makes it’s way along the outer passage in a slow but inexorable manner; makes a great ‘turn counter!)
How Did It Go ?

Well, despite only one player ever having used the system before, we actually managed two games on the day. In the first, the group did well taking out the fearsome troll by ‘suckering’ it further into the tomb so it could be attacked from it’s vulnerable rear. The waves of Goblins/Orcs came and went, but in the end only Aragorn caused some concern, having been left somewhat behind when the bug-out started with the summons of Boromir’s ‘Horn of Gondor’ (a special move which shuffles all friends a bit closer to him)!

In the second game the group tried a new tactic with the troll, namely letting it trundle forward then knock seven bells out of Legolas, Merry and Boromir (well, anyone in range), whilst Gimli tried not to attract undue attention – at least, that’s what seemed to be the plan…… 🙂 ). It was a good idea for Gimli to dart behind, just the Troll didn’t get the memo leading to several anxious turns of Gimli ducking and weaving (and cutting chunks off said troll), before the massive brute was finally finished-off – by a ranged slingshot stone from a Hobbit!!

My tremendous thanks, as ever, to a fabulous bunch of guys at the Maidstone club.

Credits

Rules and Card Decks
As with almost all my games the rules are home-grown stuff and, as such, possible to extend or amend as you wish (the mark of a good product/system in my view). Hopefully these will appear on the blog site ‘real soon now’. If not, come along to the club and try it some time!

Original game
Details of the original HASBRO “Star Wars Epic Duels” by Craig Van Ness (with assistance from Rob Daviau) can be found here.

Figures
The basic figures all from the fabulous “Armies of Middle Earth” (AOME) range by PlayAlong Toys and ToyBiz. This vast range of 1/24th scale (3.5” or 75mm), multi-pose figures covered everything from the RingWraiths (fabulous sculpts) and Fellowship, and includes no less than three different sets of Orcs/Uruks, five different Wargs and numerous Rohirrim (foot and mounted), as well as a number of special sets (like the great Uruk-Hai siege crew – the battering ram crew were the source of the ‘pikemen’, among others) and even siege towers! As they are semi-animated, it is possible to create different poses and even mix body-parts, Timpo-style! I have to say that, at this scale, a couple of hundred Orcs or 30-ish charging Rohan cavalry are quite impressive…

Unfortunately, as with many of my games their availability seems to diminish the closer I get to putting them on show! However, if you want to risk it a quick browse on eBay still pulls up a fair number of hits, which is OK to provide all you would need for a normal skirmish. Of course, you could also use those tiny 32mm ones some people prefer… 😊

The 7” Mountain Troll was a fantasy figure from PAPO toy range, suitably based and painted by Kevin Dallimore. Actually, AOME does a troll, but it’s the up-armoured one from Return of the King which is used to push the 16”-high siege towers in ‘Pelennor Fields’…

The large ‘Bernard The Balrog’ was another cross-range recruit from the extensive ‘MacFarlane SWARM’ range of fearsome, wonderful monsters – do scan this lot if you need any 8”-10” villains.

{As an aside, the hard-plastic figures have some advantages over their metal cousins, in that it is easy to make some bits transparent – there’s a version of Frodo with ring on, plus the MacFarlane monster is drooling clear yellow bile…..}

Other Previous Outings
  • ‘One Ring’ (Weathertop or Amon Sul): 4+ Ring Wraiths vs pre-Fellowship
  • ‘Fords of Isen’: ambush of Prince Theodred by massed Orcs & Wargs
  • ‘Pelennor Fields’: the charge of the Rohan cavalry vs besiegers, including 1/24th Mumakil!

For more pics and other rules, see here.

There is a great fan-following on the net as well (for this and the original Star Trek game), with lots of suggestions for other card deck, scenarios etc.

BTW, I am also in the process of using the wonderful character-specific card system for such diverse topics as:

  • ‘Seven Samurai’ (final battle in the village); objective for the bandits is to kill as many as possible (especially peasants), thus making it a challenge for the deadly, professional samurai to protect them!
  • ‘The (Roman) Empire Strikes Back’; a massed skirmish somewhere on the 1st/2ndC frontiers of empire between a mixed Roman expeditionary force/patrol and loads of Celts. This uses a base (I have 4-6 28mm figures) as the granular unit rather than individual figures, but the structure of the system will allow for both, or even 6mm. But then, as the sides are defined by their specific decks, the more devious umpires out there could introduce something much more weird in the woods as per Call ofCthulhu… You could even be tempted to adapt it to that fabulous David Drake book, ‘Ranks of Bronze’, in which a defeated Roman Legion is sold into slavery to – some aliens! All you need are the troop-specific cards and you’re away…

Stay tuned to this blog……

Maidstone Rampant

Tony F reports on the club’s first encounter with an alien ruleset.

The club has played a lot of Daniel Mersey’s Rampant rules, both the original Lion and the fantasy Dragon spinoff. So there was a lot of interest when a sci-fi variant, Xenos Rampant was announced. We wanted to see how well the game engine would translate to the new setting with (presumably) more emphasis on shooting than close combat. And to be fair, not everyone thought it would work.

Recently, four of us managed to finally get ourselves organised and gave the rules a try (yes, we know that the book came out months ago – the wheels sometimes turn slowly in Maidstone). Eric and Mike had 30mm armies derived from WH40K forces, while Marcus had a 15mm force of mainly Khurasan miniatures and I cobbled together a force in the same scale from my Hammer’s Slammers armies (you can see those in the header photo).

Mike and Eric ran each other very close in their game, with just a handful of figures left on table at the end (although I’m not sure who actually won!) – sadly I didn’t get any photos. Marcus on the other hand had some dreadful luck with the dice and got a bit of a thumping.

My command team (Brigade Models’ power armour) prepare to unleash all sorts of pain into Marcus’ tank (GZG).

We then switched round and I took on Mike, while Eric switched to a 15mm force of Brigade Models miniatures. Mike and I fought a very tight game, I just prevailed but with very little of my force left on the table.

Marcus’ luck improved a little but he still went down to Eric eventually.

So our conclusions? We felt the game worked well, there are plenty of options to customise units to give your army a unique feel. The familiar game mechanics helped for those who have played other games in the series.

All of our games were 24 points, and we managed two each with plenty of time to spare. Units, especially vehicles, are relatively expensive so none of our forces had more than 5-6 units, and the game ran pretty quickly. So we felt that 36 point games would be perfectly manageable. One thing we found odd was the limit of only one vehicle – none of us could see an obvious reason for this.

We’ve penciled in another session for later in the year, some sort of mini-campaign or tournament. These will be 36 point games, and we’ll ignore the one vehicle rule so expect to see a bit more heavy armour. We seem to have won over a couple of previous refuseniks to give the game a go, so look out for another report in a few months, along with plenty of work-in-progress reports as people build up their armies.

Stargrave: A New Hope?

Marcus fesses up to his Stargrave woes and how he’s gone about recruiting a new crew.

I’ve had some problems playing Stargrave. It’s not the game. I am sure it isn’t perfect, but we love playing it at the club. It’s not even my club-mates, who keep shooting me. It’s my crew. Well, that’s not fair. I do like my crew. But they look quite…similar. Too similar. And it hasn’t helped that I used the original Stargrave roster from the book, downloading it from the Osprey site. In the middle of a game I would find myself shuffling and flipping over sheets trying to work out which character was being fired at, or acting, and not exactly sure which one I was looking out without checking.

The concept of that crew was something like the Bynars from Star Trek: The Next Generation (the episode 1.15 “11001001”) with an added dose of psionics. The crew comprised some small Copplestone Grey’s, the brains, and the mean looking, vat-grown “Big Greys”, which were from the now defunct Griffin Miniatures. I had never managed to get around to using these before. It took me long enough to get around to painting the mean Greys, although I really like them.

The Old Crew. Left to Right: 101, or is that 110..?

I might use them in Xenos Rampant in the future, although we have been using 15mm figures for that so far. But I digress.

In an effort to solve the problems in my personal organizational abilities I needed two things:
Firstly, a one page roster so that all that stats were right in front of me. I had tried looking at creating roster cards, but they just didn’t seem to work for me. I wanted everything, the whole crew, on one side of A4. Fortunately club members, noticing my travails, kindly offered me a selection.

Stargrave Roster

(Editor’s note: If you print this roster, make sure you open the “More Settings” option in the print preview screen and have “Fit to Printable Area” selected.)

Secondly, I needed to recruit a new crew. A more individual crew of characters.

And it really isn’t that hard to stat a crew up, at least not if you can be decisive about it! In a nutshell, recruit a Captain and First Mate from the various specialities (akin to schools of magic in Frostgrave) available and spend 400 Cr. on recruiting the rest of your eight crew.

The specialities I referred to are “abilities”. The Captain chooses five, with three of four from the characters background e.g. psionics as i referred to for my first crew, or veteran. There is quite a range with new backgrounds being added in the inevitable supplements to the core rules. It makes for an interesting comparison with Five Parsecs from Home, which regular readers of the blog will know I have also been playing solo (I should really complete another episode soon!) However, in Five Parsecs the choice of crew characteristics is all based on random rolls reminiscent of the old school Traveller RPG. It’s much more about the whole crew even if the Captain is the first among equals. In Stargrave it is very much about the Captain and a little about the First Mate. In truth, everyone else is disposable to a greater or lesser extent. The First Mate chooses four abilities, with two or three from their background. Previously I chose two Psionicists, but this time I chose a Cyborg Captain and a Veteran First Mate.

Why did I make this choice? I am not entirely sure. I was looking through the core rules on character creation with the intent of choosing a new crew but the process became influenced by the models I had available or fancied using and the narrative that began to create in my head. I think that is a good thing!

I initially had the idea that I would use figures from a Kick-Starter project that I had received: Star-Schlock. This at least started out rooted in influences of the pulpy Sci-Fi TV of the 80’s. Buck Rogers in the 25th Century crossed with Star Trek and maybe a dose of Star Wars and 80’s Flash Gordon, in particular.

Gillian Grey and Willard White

Some similarity occurred to me between the Star Trek: TNG era and Buck Rogers slightly more campy second season. Something akin to the rescued Borg Seven Of Nine in Star Trek Voyager. I had the idea of using some unused cyborg miniatures which I had from the old Scotia Grendel Urban War range, the VOID Syntha biomechs, making them a kind of Star Trek Borg analogue.

I had already started painting some of these after a long time in the lead pile. I was intending to put them to use in Spy-Fi games as some kind of, well, Fembot for want of a better word. Yeah Baby!

Then I hit a problem.

A diminutive “White Rat” with Willard

It was only when I compared the completed Syntha miniatures to the Star Schlock figures I noticed a considerable size discrepancy! That was pretty much the deal breaker although at this point I realized that I was in some danger of repeating the same folly using some Star Schlock rank and file figures; a lack of clear characterisation.

Repeating the same problem. Do they look a bit similar?

I was now fixed on using the Syntha as Borg analogues but the sizing discrepancy made me think about using at least some more old school miniatures. Hence a look at EM-4’s range of early Grenadier sculpts. It was a chance to pick up some older, characterful miniatures that I had regularly seen pictures of, or seen new versions of older sculpts, but had never quite managed to add to my collection. Since i was basing this crew around the escaped cyborgs I wanted a crew that at least in part were themed around interconnection, robotics and coordinated firepower. At least that was the plan.

The White Rat and the Black Rat – They escaped a lab based programme where they were literally
lab rats, sent out to do some exotic missions at the behest of the ailing Authority, until those orders ceased.

The Black Rat

Also known as Six of Seven, Black Rat is to be my captain. She had somehow managed to escape some Authority “black-ops” experiment as government broke down. She has very little knowledge of her origins, but is on a quest to know more.

I chose to give her:

  • Camouflage (she is wearing a stealth suit)
  • Target lock (allowing her or another member of the crew to automatically hit the target of a grenade/grenade launcher attack, even if not in line of sight.)
  • An energy shield (absorbing some shooting damage)
  • Control robot (interface with a robot and take control)
  • Drone. I am rather partial to using drones, not that they have done me much good so far. (Draw line of sight from the drone)

She also has a carbine (2 spaces), a pistol, light armour, a deck for hacking and a filter mask.

Harriet “Harry” Barber

I originally had a figure in a beret picked out for this role, but Harry has grown on me. I first saw the figure many years ago. It normally has a truncheon and I think is supposed to be a “space police” figure. I removed the truncheon and added a small pouch in its place. In my mind there is a similarity to Glynis Barber in the 80’s series “Dempsey and Makepeace” where her character was called Harriet Makepeace. She is some kind of ex-security figure (the kind of security that doesn’t use a truncheon or wear a uniform) who along the way helped the Black Rat escape from her captors.

  • Fortune. (She is a bit of a Han Solo and you might call her lucky, or perhaps it is her roguish charm?)
  • Armoury (Harry has a way with weapons and can field power armour without the upkeep cost or increase the damage on one standard firearm)
  • Remote Firing (Can select a robot in the crew to make a +3 line of sight shooting attack)
  • Repair Robot (Yes, Harry is good with robots too)

Harry also has a filter mask (always handy), light armour, a carbine taking up two spaces and picks for breaking into physical objects.

Harriet “Harry” Barber

Moving on to the Standard and Specialist figures, these are much easier to select as they are very much modular, “plug in” selections.

The “White Rat” (Three of Seven) – Commando

Naturally, also being a cyborg and a comrade of Six (or part of the same hive mind), the White Rat needed to pack a bit of a punch. They were specialist operatives after all.

Ratchet the Robot

Picked up from some abandoned facility and reprogrammed by Harriet, Ratchet is an armoured trooper. Thanks to Harry’s Armoury skill she can offset the upkeep cost. Originally I costed out Ratchet as a grenadier, making that rather large gun a grenade launcher of some kind. I changed to admittedly costly power armour as a result of choosing the armoury skill for the First Mate.

Ratchet the Robot

Troopers (3)

There have been various iterations of this crew, but they always seemed to revolve around having three troopers. These are Viridian, (with the green skin and yellow jacket), Sal Buco (long green coat and pistol) and Cy An (Blue skinned alien). At the outset they all have a carbine, heavy armour and a knife. Yes, I know Sal appears to have a pistol. Does anyone remember the pistols in the original “Man From Uncle”? Well Sal has picked up something like one of those. He can attach an extended barrel, long magazine and collapsible stock. Hey presto: a carbine. Originally Sal was going to be a simple recruit, but I had another idea…

Sal and Cy

Hacker – Zero One

A nod to my old crew. Zero One now stands out in a crowd. It is my hacker equipped with a pistol, light armour, a deck for hacking (of course) and a knife.

Viridian and Zero

Recruits (2)

Finally, my two recruits. Originally I was going to fit in a guard dog, but the dog cost 10 credits and frankly can do less. I am not a min/maxer, but when you want to fit in certain options the free figures give more flexibility. And a bit of colour. These miniatures came from the Hydra “Retro Ray-Gun” range. It is a nice range although the figures tend to be a little larger overall. But these two are I think teenagers. I painted them up with no clear objective for using them. I watched Firefly again recently and it occurred to me that these two, the “Citrus Kids” could be analogues to Simon and River Tam (except he isn’t a doctor and she isn’t a psychic killing machine). That points to the one thing which might be slightly dissatisfying with the rules. As I pointed out earlier, if you aren’t a Captain or First Mate, there isn’t going to be much progression, beyond adding a better bit of kit. That said, I don’t think that is what this game is for and is why I like a bit of solo Five Parsecs.

Recruits have a pistol, light armour and a knife.

Recruits – The Citrus Kids

So that is the crew of the “Dirty Rat”. I’m looking forward to seeing how they do in an outing at the club mysteriously entitled “Oubliette”, very soon. I am sure there will be a report.

Quest Round 2

Tony F reports on the further adventures of Frodo and the rest of the Hobbits as he and Phil, along with guests Jon and Andy, play through the Quest of the Ringbearer. You can read his report of the first two scenarios here.

Scenario 3 – Buckleberry Ferry
“Two steps on the water”

Scenario three saw the Hobbits attempting to cross the Brandywine at the Buckleberry Ferry. They had to race three ringwraiths to the ferry to cross the river. The game went encouragingly well for the Good side initially, with one wraith despatched in short order (we were discovering that at this point in the Quest they were, if not feeble, then certainly not as frightening as we expected in combat, even to hobbits).

But then our game took a rather odd twist. In a move probably not foreseen by the scenario writer, Andy had one of the ringwraiths jump on the ferry before the hobbits reached it and take it to the other bank, leaving them stranded. The four hobbits managed to gang up and take down the remaining wraith on their side of the river, but we were left with a bit of a standoff. The hobbits were on the wrong side of the river, with the vital ferry on the other bank guarded by the single remaining ringwraith. Their only option would be to swim, but the swimming rules and the hobbits’ fear of water meant doing that would probably allow the wraith to pick them off one at a time as they emerged. So in the end we called it a draw, as neither side could see a way ahead.

The hobbits find themselves on the wrong side of the Brandywine facing a lone ringwraith – but with no way across apart from swimming…

Scenario 4 – The Old Forest
“See those trees, bend in the wind, I feel they’ve got a lot more sense than me”

The final scenario of our first session was a bit unusual, with the hobbits trying to cross the Old Forest in the face of – er – nothing. Just trees. Instead of orcs or wraiths, the trees of the Old Forest came alive and tried to hem them in and trap them – the trees couldn’t kill the hobbits, merely capture them.

Our game ended quite quickly, with all four hobbits rapidly overwhelmed, and hoping desperately for rescue. In hindsight, the scenario setup wasn’t particularly specific about how many trees should be placed on table, and we we may have overdone it, leaving the hobbits little chance of getting to safety – Jon and I barely made it halfway across the table.

So this one went evil’s way, leaving the score at

Good 2-1 Evil

The Quest will resume at the club’s Christmas meeting, where we hope to get through another 3-4 scenarios.

The Quest Begins

Tony F reports on the beginnings of an epic journey.

About four years ago, Games Workshop released The Quest of the Ringbearer, the latest source book in their Middle Earth Strategy Battle series. This is centred around a series of 28 scenarios which, if played in succession, tell the story of Frodo’s journey across Middle Earth to destroy the One Ring. It’s a bit of a mash-up between the story as told in the book, and the slightly different version in Peter Jackson’s films.

Phil and I have finally managed to get ourselves into gear and started on our Quest at the first meeting of the year. The initial scenarios are quite short, so we managed to race through the first four, even with the club AGM being held during the meeting ! Aiding us were Andy, who joined Phil on the Evil side, while Jon R played with me on the side of all that is Good. This report will cover the first two scenarios, with the next two in a separate post.

Scenario 1 – Farmer Maggot’s Crop
“The hounds of love are hunting”

Farmer Maggot’s cottage

This was a simple starter scenario, with the four hobbits (Frodo, Sam, Merry and Pippin) being on the evil side for once, trying to steal cabbages from Farmer Maggot’s field. Defending the brassicas were Maggot along with his three dogs, Grip, Wolf and Fang. The hobbits had to steal five cabbages from the field and get it back to their stash, while the dogs had to inflict sufficient bites on the backsides of the thieving hobbits to drive them away. Because this was nothing more than a scrumping mission, no-one could ‘die’ – when the dogs took a wound they ran back to their kennel until the Farmer sent them back again, while a hobbit that lost all of their wounds would run away and abandon the expedition.

Starting positions for scenario 1. The hobbits by their stash (giant tomato), Grip, Fang and Wolf by the kennel and Farmer Maggot asleep in his cottage.

In our playthrough, the hobbits got off to a good start, stealing their first cabbage and sending two of the dogs back to the kennel almost immediately. However, Wolf showed early form by biting Sam – in fact Wolf would be responsible for most of the wounds we inflicted. As soon as one of the dogs took a wound it woke Farmer Maggot, and as the mechanics of the scenario meant that the Farmer had to be touching the kennel in order to release any hound that had slunk back to it, Jon and I decided that our best course of action was simply to leave him there so that the dogs would be immediately be back into the fray.

Sam fends off Fang while the others gather cabbages

With two of the dogs temporarily out of action, the hobbits managed to grab a further three cabbages before they returned. When a hobbit was charged it had to drop its plunder, so not all of the cabbages made it back to the stash point when the dogs returned. As all three dogs got into action we started whittling the hobbits’ numbers down, with Wolf playing a starring role, until there was only one left facing all three dogs, with two plunder tokens still needed – a couple of good bites and it was all over.

The scenario was pretty well balanced, we felt – the hobbits managed to make it off with three of the required five cabbages, and could easily have made it further had Jon not rolled something like four successive sixes towards the end of the game.

Scenario 2 – Short Cuts Make Long Delays
“It’s in the trees – it’s coming !”

This scenario saw three of the four hobbits lost in the forest on the way to Crickhollow (Merry has already gone ahead). Three Ringwraiths are closing in on them, and only the intervention of Gildor Inglorion can save them. The hobbits started in the lee of a large hedge which runs through the forest; the Ringwraiths started in the centre of three of the board edges, while Gildor was on the fourth, Eastern edge (he got to start 3″ in because the Good side won the previous scenario). The objective was to get Frodo off the Eastern side of the table.

The Ringwraiths are in ‘Sentry’ mode – each turn they must roll a dice and depending on the result they could either move normally, at half speed, stay still or even in some cases be moved by the Good side. Conversely, the hobbits are all petrified of what could be in the woods so they each had to make a Courage test every turn – pass and they could move normally, fail and the Evil side got to move them. Once a Ringwraith spotted a hobbit (which was only at 3″ range in the woods) the alarm was raised and everyone could move normally. So these rolls would be crucial to the outcome – if the hobbits could evade detection for long enough then Frodo could escape.

Sam and Frodo make for the eastern table edge, but Pippin has been spooked by noises in the forest and has fallen behind.

The Ringwraiths pottered around pretty randomly – the one on the Southern edge came up with several 1s on his movement rolls, allowing the Good side to move him away, and he gained the nickname ‘Sh*t Ringwraith’ from has master which stuck for the rest of the day. The Western ‘wraith quickly moved up to the hedge with a decent couple of rolls. Pippin then failed a courage test and the Evil side moved him back towards the hedge and things looked dicey – one more dodgy roll and the alarm would be raised, which would allow the Ringwraiths to quickly close in with their superior speed. But the Western ‘wraith twice failed his rolls to cross the hedge, and spent two turns untangling his cloak from the branches, allowing Pippin to get away. Pippin did fail at least one more courage test but the Good side, being somewhat more decorous, decided not to christen him the ‘Sh*t Hobbit’.

Pippin on his lonesome, waiting for a Black Rider to find him…
… but the Ringwraith in question has snagged his cloak on the hedge and spends several turns trying to cross !

This left just the Northern Ringwraith as a threat – but by this time Gildor had moved up to meet the hobbits and was shielding Frodo. Since the scenario only required Frodo to escape, we decided we’d sacrifice the other two if necessary to get him away. So Sam and Pippin moved into blocking positions and Gildor hurried the Ringbearer off the table. Pippin was struck down in the last turn, but it was nevertheless a victory for the Good side again (rolling after the game, Pippin was determined to not be entirely dead, so his sacrifice was worth it).

Sam and Frodo make for the eastern table edge, but Pippin has been spooked by noises in the forest and has fallen behind.

The scenario was tricky for the Evil side, but depending on the random movement rolls for the Ringwraiths it could have gone entirely differently – and getting stuck on the hedge for two turns (only a 1-in-6 chance) effectively took one of them out of the game. What was key for the Good side was that Frodo, with his higher courage value, didn’t fail a single test and so could move towards the edge of the table at full speed every turn, making it in the minimum possible time.

‘Come on if you think you’re hard enough !’ – Gildor shepherds Frodo and Sam to safety ahead of other wraith.

So – after two scenarios, it’s

Good 2-0 Evil

Stargrave: The Next Generation

Tony F recounts a tale of woe but also tells us of new beginnings…

Kal Gaden’s week had been… interesting. Ten days ago he was near rock bottom, down to his last credit and had sunk so low that he was even contemplating the unthinkable – selling his armour for food. Then a chance encounter with Jenin Hosvarn, captain of the freebooter vessel the Empyrean Drifter, threw him a lifeline. He signed up on the spot as a general service deckhand/dogsbody for what could only be described as a ‘variable’ salary – but at least he was going to be fed.

Four days later the ship left port for his first assignment, on a distant moon many parsecs into the next sector of space, with everyone in good spirits. The regular crew consisted of the captain, his reptilian first mate Budfodo and the other two deckhands, Whibirt and Scogill. The former was also the ship’s medic, and his colleague was supposedly tech-savvy, a bit of a hacker. Kal assumed that he spent most of his time keeping B6C5, the ship’s ancient robo-pilot, and the captain’s aging cyber-dog Lucifer in working order. They also had a five-man guard detachment onboard from the local security agency – big burly goons clad in bright orange plasteel armour and toting carbines. Allegedly Budfodo was a bit of a dab-hand with his huge repeating plasma cannon (in a quiet moment, Whibirt told him that the giant alien had shot nine men on their last mission), while Pervol, the taciturn minigun-wielding guard, had single-handedly taken down a tentacled sea beast on a waterworld six months back. So no-one was worried about their safety.

And then they landed – and Kal had never seen such a fiasco. They disembarked into a dense jungle, where you could barely see the guy five paces in front of you. All around he could hear the cries and screeches of the local fauna, along with the heavy footsteps of something that was obviously really BIG. Then they suddenly came across the Big Thing – a genetically engineered monstrosity bred from the DNA of a long extinct giant reptile. No one seemed to know how to deal with it, so instead everyone just froze. After what seemed an eternity they skirted round it, and it wandered off back into the dense undergrowth in search of something a bit more lively.

Then they stumbled upon an old bunker covered in vines and creepers, decrepit but still sealed. Step forward Scogill, the tech “expert”, who made such a bantha’s ear of cracking the lock that in the end Kal just did it for him! Without a word of thanks (probably too embarrassed), Scogill stepped past him and straightaway tripped some ancient motion detector, setting off a self-destruct alarm. Fortunately the detonator circuits had long since expired and this one turned out to be a dud, but not before everyone had bolted in a rather unedifying spectacle.

Then came the one thing they did get right. Captain Hosvarn had struck a deal with the elders of a local village to get rid of a tentacled beast that had made its home in their water supply. The security detail this time managed to do their thing and get a grenade into the well. And as a bonus, at the same time they upset several other crews who’d been squabbling over the loot around the area (Hosvarn’s crew should have been there too, but they’d spent their time running from giant herbivores and antiquated alarm systems and missed out on any bounty).

So job done, after a fashion – time to return to the Drifter. Except that on the way back they stumbled upon a trio of vicious saurian critters, no bigger than dogs, but with very sharp teeth. The security detail utterly failed to do what they were hired for, the Captain tried to fend them off with an alien plasma pistol he’d found – but that misfired, and in the end it was Kal’s pistols and Budfodo’s cannon that did for the creatures. But Hosvarn had been badly hurt, and expired on the return flight despite the ministrations of the medic.

Thus ended Kal Gaden’s brief tenure aboard the Empyrian Drifter – with Captain Hosvarn gone, the crew dispersed to the four corners of the galaxy and he was once again out on his ear…

So that was the tale of woe for my Stargrave crew’s final mission. It really was the first mission for my new crew member Kal Gaden, and he really was witness to an utter disaster. Although I learnt some valuable lessons (don’t put your captain at the front, even if he does have a fancy plasma pistol) it was not my finest hour, and I’ve had to start again with a new crew since my first mate hadn’t reached a high enough level to take over. I decided to start from scratch with new figures since just recycling and renaming the old ones didn’t feel enough of a fresh start. Kal is a Diehard Miniatures figure who bears a passing resemblance to characters from a certain sci-fi franchise – and I decided to build the team around him. I took the plunge and bought Diehard’s two Elite Bounty Hunter packs, which are very good deals compared to buying the figures individually, plus “Nub Nub, Dark Apprentice“, also definitely not derived from the same franchise. This gave me enough for a 10-figure crew plus a couple of spares.

Gebro, the Mystic first mate

Let’s not beat around the bush – they’re Mandalorians in everything but name. In the series they come in all sorts of colours, so I had fun painting them in a variety of schemes. I found a Mandalorian name generator online which was very helpful in giving them all unique monikers and the crew began to come together.

In Stargrave terms, my captain (Garo Braven) is a Veteran – it seemed the closest fit. I made Nub-Nub (tentatively named Gebro) my first mate and a Mystic, complete with suitable powers to try and reproduce his fledgling Force abilities (including Void Blade for his lightsabre).

The make-up of the rest of the crew was dictated by how many credits you get to create a new outfit – not enough to set all of them up as I would really like, so some will have to be upgraded as and when I can earn some cash! I tried to at least pick soldier types that had the correct weapons, so apart from three specialists (a Gunfighter, Gunner and Sniper) the others are either Troopers if they have a rifle, or Runners or Recruits if it’s a pistol.

Following the release of the latest supplement, Bold Endeavour, which brought each crew’s ship more into the game, they also need a ride. Obviously this had to be some version of the Razorcrest, and after some searching I came up with two options – the Star Wars Micro Galaxy one, a smaller, fairly detailed and pretty accurate model, or the Hasbro Mission Fleet version, a more toy-like option that wasn’t so exact but was just about the right size for 32mm figures given the Razorcrest’s stated length of 80′. In the end I went for the former, as the more in-scale toy version was possibly a bit too big for the average gaming table at ~18″ long. The smaller model looks better and is still big enough to be a slightly cramped 10-person shuttle craft.


So that’s the new crew of the newly-named Cepheid Variable – their first mission will commence just after this post is published, so wish them luck!