See you at Salute!

A slight change to our normal Wednesday progress post this week. Members are busy preparing to take our newest show game to the big wargames show Salute on the 12th April.

Bradley (l) faces off against Atari-1.

This year we are putting on a rendition of the classic arcade game Battlezone. If you’re going to be at the show do come along and try your luck against three other opponents! You won’t need a stash of 10p pieces just some good dice rolls.

You can hear more about the game courtesy of OnTableTop’s coverage of our game at the Cavalier show in February.

Atari-1 has Brigade in its sights.

This is our entry in the Salute line up: Maidstone Wargames Society – Battlezone – Futuristic Tank Warfare in 1980 – STAND: GK11

Hope to see you there.

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 Special

It’s Wednesday but we’ve got something different for this week. Having completed the Dropship conversion I started last week, we present a step by step guide to how I converted the miniature from 15mm APC to 6mm (or 3mm) Dropship. You can see the finished model above with some 6mm tanks and powered infantry.

The project started when I was on the hunt for a real bulk dropship for my 6mm and 3mm forces. I went for the 15mm M58 Sugama APC from Brigade Models.

The main hull is resin and the grav engines are separate metal pieces, so I had a play around with those to see how I could make them into the dropships engines.

I used the ends of 8 wall plugs to act as the engine thrusters and cut the tops at an angle so the metal engine pieces would rest at a nice angle.

I then started removing some of the model detail and replacing and adding more that would be in keeping of a space going dropship. This included domes, bits of angled putty, some turrets and even bits of paper which work quite well to break up surfaces.

I then sprayed the whole thing with a grey primer.

And because I was going to use a Vallejo Xpres color over the model, I painted some areas a different colour to provide some contrast.

I didn’t actually have a black wash and so used Vallejo Xpress color Wicked Purple. This worked fine, but was a bit tricky to cover such a big model.

After that was dry I went over the whole model with a gun metal drybrush. I thought I was going to leave it at that but decided I wanted some more colour to the model. So I did a second dry brush using grey to dull down the metal, and then painted whole sections with Tank Drab. A little bit of white for various markings and some blue for the bridge completed the paintjob.

I wanted the dropship to work for both 6mm and 3mm miniatures, here we have the finished dropship lifting off after disembarking a 3mm force of tanks and mechs.

I’ll definitely be looking for some more miniatures I can convert into dropships for the smaller scales.

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.

A busy weekend, Society meeting 24th February and Cavalier 25th February

Andy rounds up a busy weekend for the Society. Photos by Andy unless stated otherwise, header photo by Stephen.

Last weekend saw both a Society meeting and our annual trip to the Cavalier Wargames show run by Tunbridge Wells Wargames Society.

Only three games at the meeting on Saturday, perhaps due to some members only being able to get out on one of the days.

First up, David ran a Napoleonic Corps game using General d’Armee rules and figures from his collection. This was a popular game with half a dozen members partaking.

Eric ran a Judge Dredd RPG, only a couple of photos of this one I’m afraid.

Judge Dredd RPG
Judge Dredd Bar room Brawl

Finally on Saturday Andy and Stephen finished off their Lion Rampant Five Battles campaign, joined this time by Treasurer Mark and new member Charlotte.

Game one.

This was a Convoy mission, the Christians had to escort three “baggage” markers diagonally across the table, a cart, some monks and some civilians. The Muslim forces had to stop them.

Much reduced cavalry face off (Charlotte)
Andy’s convoy and escorts (Charlotte)
Egyptian Light Cavalry (Charlotte)

Game 2. This was to be our “Big Battle”, with two commands on each side. Here the objective was simply to defeat the opposition.

Andy’s warband
Andy’s Warband (Charlotte)
Charlotte’s and Stephen’s warbands
Stephen’s view point (Stephen)

We will post a write up of the final games in the campaign in the near future.

CAVALIER

On Sunday half a dozen or so members travelled to Tonbridge for Cavalier.

The Society’s game for this year was masterminded and built by Phil, and was a 3D representation of a map game published in the 1977 Warlord Comic Summer Special portraying a Luftwaffe raid on Southern England during the Battle of Britain.

Phil’s board, 560 individually marked squares!
Airfields and ammunition dumps are three of the targets for the Luftwaffe
A close up of the town
A copy of the original game can just be seen at the bottom of the photo

Society meeting 27th January

Andy presents a short round up of the games at the second meeting of the year.

Stephen and I started our Lion Rampant Five Battles campaign. We had planned to play two games today, but actually got through three games.

First Battle: Stephen’s Ayyubid Egyptians spread out
First Battle: Nearing the end
Second Battle: Andy’s Pullani brace themselves for the attack.
Third Battle: Andy’s Pullani defend the shrine

A full report on these battles will be posted soon.

Eric ran a Darkheim – En Garde! fantasy skirmish game pitting four factions against each other in a free for all.

Barbarians and Beastmen
Cultists approach the village
Fighting around the ruined chapel
The village

Paul put on a 3mm Eastern front game set in late 1943

Aerial view of the battlefield
Soviets bypass the town

 

German ambush from the woods
Aerial view of the town

Finally, David, Alan and Chris played a Star Wars Armada game.

Imperial Star Destroyers
Rebels press the attack
“They’re behind you!”

That’s all for this week.

The diary for this year’s meetings can be found here.

First Society meeting of the year

Andy rounds up the first meeting of the year.

A good turn out for the Society’s first meeting of 2024, which included the Annual General Meeting, as well as half a dozen games.

The games staged were representative of the many periods and genes covered at the Society, consisting of historical, fictional, fantasy and sci-fi games.

Tony and Phil made a start with their “Quest of the Ringbearer” Middle-Earth campaign, playing out 4 scenarios of the journey from the Shire to Mount Doom.

Scenario 1 Farmer Maggot’s Crop

Farmer Maggot’s cottage
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.
One of the Hobbits fends off Fang while the others gather cabbages

Scenario 2 – Short cuts make long delays

Pippin gets left behind as Frodo and Sam head for Gildor Inglorion. The Nazgul blunder their way through the woods
Sam has three Nazgul to face, Pippin has fallen and Frodo is nowhere to be seen.

Scenario 3 – Buckleberry Ferry

Starting positions for Scenario three, Three Nazgul spread out near the ferry, the Hobbits are in the trees near the top of the picture.
Stalemate, the sole surviving Nazgul (with 5 points of Will left) has crossed the Brandywine tying the ferry on the far side of the river. The four Hobbits have taken some damage and can’t face swimming the river with a Nazgul waiting for them.

A more detailed report on these scenarios will appear in due course.

Stephen staged a 15mm American Civil War game using Brigade Fire & Fury, ‘The Battle of Mansfield April 1864’

Union defenders on the hill
Union fall back as the Confederates take the hill
Last ditch Union defence
Confederates turn the flank

Alan put on a Pulp Alley game “The Castle of Terror”, teams from the Intelligence Agencies of various countries have been dispatched to investigate secret German activity at Schloß Weidergänger.

The teams approach the castle through the woods
The enemy of my enemy is not necessarily my friend
Russians investigate one of the huts
Sentries patrol, “Hast du etwas gehört, Fritz?”

Jeremey and Eric tried out –“Grimdark Future” from One Hour Wargames using their Space Marines and Robot collections.

Space Marines attack!
Part of the robot horde
Space Marines with air support
Space Marines take a beating

John staged a FoG Renaissance 15mm ECW game pitching Royalists vs Covenanters

Scots Covenanters defend the hill
Push of Pike
Cavalry clash on the wings
Kings’s Lifeguard of Foot supported by cavalry attack the Covenanters

And finally, David put on a 28mm Napoleonic Corps game, Russians vs Prussians using General d’Armee rules

Battle lines are formed
Cavalry clash while infantry hide in the woods.
Russian foot attack the Prussians in the woods
Attack on the Cross Roads

Well, that’s it for the round up of our first meeting.

The Society meets on the 2nd & 4th Saturdays of the month at Linton Village Hall. You can find our diary of games here.

For new members/visitors, we will always endeavour to find you a spot in a game if we can.

5 Parsecs – The Crash Site

Club member Marcus reports on another solo game of 5 Parsecs from Home.

The crew of the “Pi” have had some scares so far but come out about as far ahead as an independent crew of scoundrels starting out in a big universe can expect so far. Turn 3  starts with payment of upkeep and debt on the ship. San and Nira trade for some contraband. There is a risk that they could acquire a rival as a result (law enforcement perhaps or a rival gang?)  but they get away with it and gain 3 CR. Kel and Wellington explore and pick up a shotgun. Always handy! More importantly they gain a rumour “Meet someone interesting…” In a darkened corner of a relic emporium a wizened alien gives them a strange token following a curious discussion over purchasing some old charts. It’s handed over with the words “Perhaps you can make use of this too…key to the temple, or so they say…” Wellington looks at the ancient looking etched cube in his hand with a curious look. “I have seen something like this before, but I can’t remember where…” perhaps it is just what it looks like, a curious old piece of junk. Perhaps not.

Meanwhile Pascal does some schmoozing and finds a new patron with an offer of a job which must be completed this turn or the next. Your patron has been double crossed in a shady information bartering transaction. The perpetrator has however crashed on a shuttle in the southern forests. Eliminate him and the knowledge he carries. It has the benefit of giving access to the company stores for supply purposes. Ultimately this produces a roll which generates 1 CR of scrap! “I told you that was a load of rubbish Pascal!” Very disappointing. This job also a significant hazard. The crew will face veteran opposition at -1 to panic.

They don’t yet know it but they will face the threat of the “Converted” infiltrators. Their opponents appear normal (as normal as anyone looks in this galaxy of diverse lifeforms!) but are part of the cyborg hive mind advance party…there’s a threat of invasion and galactic war!

You can see the Converted moving in from the north-west quite apparently quite close to the wrecked stealth shuttle. The crew can be seen at the south centre. The yellow counter is a randomly generated “curious item”, worth 1 CR if picked up)

The first couple of turns are spent moving in on the location of the crash. Despite the initial proximity of the converted to the site both crews converge at the location almost simultaneously with San and Kel spotting their opponents.

Rolling a 12355, Kel and Nira act. Kell moves and shoots against an opponent in the open rolling a 6! However, a damage roll of 2 leaves the opponent stunned (yellow counter). Nira moves and shoots the leader in the open with a 5. A damage roll of 4 equals the leader’s toughness for a kill (red token)! The enemy return fire, mainly at Nira, but fortunately they all miss. Just. San now opens up with his plasma rifle and hits. His plasma rifle does +1 damage and the resulting 6 kills another converted.  Veyon and Wellington search the shuttle but don’t locate the target, who has taken cover near a bulbous headed insanity plant.

In turn 4 a bad roll means that the crew all move after the converted, who don’t panic because they are (veteran) cold, calculating cyborgs. However, a volley of fire yields no results for the converted as they target San and Nira. Veyon in stealth gear (-1 to enemy shooting) moves into position. She also uses a sonic emitter which impacts enemy rolls with 5” by -1. Veyon shoots with no damage but gets two stuns on her target. Neither San nor Kel can get a hit. Nira rashly charges into close combat trusting in her lethal boarding sabre. Amid the melee of flailing sharp blades perhaps it is the cybernetics that give her opponent the edge, but Nira goes down. She survives the toxic effects of the planet but is a casualty and out of the action.

Turn 5 and having seen Nira go down an angry Kell blasts away at the remaining enemy but misses. They respond by firing at Veyon. She seems certain to be killed but somehow dives to safety (a luck point used, otherwise she would have been toast!) Wellington meanwhile has tracked the target who has moved some way from the shuttle. He shoots but misses. Veyon now return fire at the last of the e. A 5 hit and 5 damage see the last of them go down.

Wellington ultimately brawls with the target and brings the filthy traitor down too.

Far from an easy mission, both Nira and Kel nearly “bought it” (I used a story point to save Nira from a gruesome death). The crew pick up an extra 2 CR danger pay and 8 CR for completing the job. With the infiltrator converted wiped out, there is no evidence of the crew’s involvement and the Converted do not become rivals as a result. The crew also picked up something on the battlefield, a “personal item”. Perhaps representing a time before one of the enemy was converted. There is a chance this can be returned to a relative on visiting a future world, which would be worth a roll on the loot table.  In addition the crew gather some loot – Damaged weapons: a ripper sword and 3 frak grenades.

Experience; Everyone gains +3 except Nira who gets +5. Level-up: Nira, Kell and Veyon get +1 combat and Wellington +1 tough. They purchase a military rifle for 3 CR. Finally there is another chance meeting in a bar…(where else?). Could be an addition to the crew perhaps?