Showing posts with label 7tv. Show all posts
Showing posts with label 7tv. Show all posts

Sunday, February 8, 2015

7ombieTV: Break Down



This week on Zed Nation...

Couple weeks back, the gents expressed interest in 7ombieTV (which I have been stumping for a while) so I threw together some models and we sat down to play the first scenario, "Break Down." We'd played a run through of 7tv a while back, so I re-familiarized myself by fixing up a nice playsheet and generating the Co-Stars.


There and back again 

The survivors' microbus had run out of gas within sight of their goal: a gas station they new still held the precious fuel they would need to break away from the swarm of undead infesting the area. All they needed to do was run out there, grab the gas, and get back to the vehicle before the zombie horde sinks their teeth into them.



Each player had two Co-Stars (the Brain, the Grease Monkey, the Looker, and the Grunt) and two extras (one was a faithful Dog.) I ran the zombies, more or less on auto-pilot. I snuck in two Leader zombies, but didn't reveal that until it was time for them to use their extra activation abilities. I also brought one zombie dog, to be the nemesis of his canine counterpart. (Both dogs turned out to be surprisingly effective.) For an extra worry, I made the survivors keep track of who had the car keys. You know, just in case.


"It has been established that persons who have recently died have been returning to life and committing acts of murder."

Top of the pic, you see the Zombie Dog racing to give the Brain a taste of what's to come.



Top left corner, you'll see what happens when a handful of zombies gets hit with a Molotov event card. Smokin'!

The Brain runs back with the gas, with a Zombie Dog nipping at his heels. 


Civilian down!

Living dog > not-so-living dog.

Surrounded, the Brain plays a timely "Walk Like A Zombie" event card, letting him escape the undead predators for a crucial round.

The Grunt (played by Rick from Zombicide, painted by Maurice) faces a grim fate.

The Grease Monkey swings his axe to free the Brain from a wall of undead. 

Working to keep the escape route clear.


Things are looking grim back at the van. 

Bloodbath! 



On the ninth turn, the survivors pile into the refueled van and make tracks, securing a solid victory for the living. This time.

Decently successful game. Some rules questions cropped up (where are those rules from breaking away from melee?) and some mistakes were made in the beginning on both sides, but nothing crucial. The guys seemed to enjoy themselves, which is all that matters, to the point that I am discussing running 7th Voyage in the near future.

Sunday, October 5, 2014

Zomtober 2014, week 1: the Leader

"What do you mean, 'They cut the power'?! How could they cut the power, man? They're animals!"

As noted previously, Zombicide has some great sculpts, and when I was looking for which to get painted up first, this was my go-to starter. As a walker, it's a nice calm-but-intimidating pose, but it's something about the Luthor-ish suit that made me think of him as one of the fabled 'smart' zombie mutations, such as Big Daddy from Land of the Dead, or even one of the liches from Wellington's lovely Monster Island trilogy. 7ombieTV calls them Leaders, hence the use here.



I kept the bases clean, until I figure out a unified scheme for them. Or they will be kept flat, because you know, zombie horde. The edge will be kept gray so it can be used for the board game, to boot.


Meeting Misty, from last year's challenge.

Saturday, October 19, 2013

Zomtober 3: Misty Takes the Field

I have mentioned my cats are pretty patient, right?

First survivor this week. Misty, from Crooked Dice, doesn't take guff from anyone, armed with a field hockey stick and a bad attitude.



Once again, after I finish the fig and sit down to take the pic, I see the things I missed. The undercut of the hair on the side of her face needs a little more shading, because in these pics, it totally looks like her face is half melted or something. Were I not on a deadline I'd fix the detail and retake the pics first, but, Zomtober!


And I love the teddy bear.

I went for a slightly cleaner paintjob this time. In addition to using her for a 7ombieTV survivor, she will be pulling double duty in 7tv as one of the criminal students in my (eventual) 'S.H.I.V.A. Academy of Evil' cast.



Next week: no idea! I have a bunch of figs primed, but will have to see what I am inspired to do for the finale.

Sunday, October 6, 2013

Did someone say... Zomtober?

I didn't make a fancy title card for the event, like some people, so I just put a sign on my cat Riddler.

The Eclectic Gentlemen, a true champion of our hobby, has put out the call. Zomtober is upon us again.

Now, October is busy with a lot of not-gaming things. And I am already behind on the blog, with at least two writeups to finish. But as I've mentioned before, it's the little things that can get me motivated to finishing my figs. And I remember watching the Zomtober proceedings last year and thinking, man, I shoulda got in on that.

But it's four figs in thirty-ish days. Even I can (hopefully) rise to that challenge. I already have a couple figs in mind, but figured I'd knock out an easy one to get the ball rolling.





Straight out of the first Reaper Bones Kickstarter, it's a zombie! Yep, nothing fancy. Good for 7ombieTV, of course, and a new company for IHMN I have secretly been working on for the second book. I might sneak in a little more detail on the base, but I don't want to overdo it. 

Next week: another zombie!


(Luckily, this isn't a competition, because this is what I would be up against. Wow.)

Saturday, August 24, 2013

7tv: Checkmate!

During the tumultuous 19th century, one major topic of conversation grew among the circles of power. The rise of "unchecked extranational powers" would grow to present a major threat to governments and countries worldwide. Quietly, an idea grew. An international organization would be formed as a deterrent to hold these forces 'in check,' calling on national resources of participating countries as needed to fight their battles in the shadows of wars and civilization. From their inception, they have fought nefarious cultists, science criminals, and villains of all stripes and capabilities, able to stay one move ahead through ingenuity and strategy.

Today, Checkmate recruits from the top agencies worldwide, looking for experts 'on every topic, on every continent.' Headquarters is hidden within a mountain near the border of Ruritania. They keep safehouses and bases worldwide, sometimes in cooperation with the locals, other times in secret.

Checkmate also seeks out the best minds in the world on every esoteric topic they can. Force is easy to muster, but knowledge can be power. These outside consultants are not always full members of Checkmate, but can work with them for years at a time, or more.

Ranks within the organization are taken from the game itself. Pawns are the average rank-and-file members. They can operate independently, or are assigned to a task or sub-group. Knights, having proven their talent and reliability, are the team leaders, put in charge of assaults, extractions, and 'problem-solving' missions around the globe. Rooks tend to engineer infrastructure and support, coordinating with local governments, or commanding security details. The Bishops run large geographical areas or departments of the group as a whole, including the secretive counterintelligence chapter and all deep-cover agents.

Lastly are the Royals, the four leaders of Checkmate. The White King is in charge of field operations and diplomacy, the White Queen focusing on staffing and defense. The Black Queen heads the supernatural division, and the Black King heads the superscience side. On paper, all major decisions require three-fourths approval, but rogue operations ordered by a King or Queen happen from time to time.

In the moonlit shadows of the urban jungle of some wasteland metropolis, or the sundrenched desert ruins of some ancient civilization, Checkmate stands watch against all the foes no one else can face.

Sasha the Outsider and Knight Argent

KNIGHT ARGENT - Flamboyant Agent - Star - 50 ratings

Mov 6 Def 4 Hit 3 Str 4 Agi 4 Int 4 Mor 5
Eagle Eyes, Gadgets, Inspirational, Kung Fu Grip, Luck 2, Make Your Own Luck, Seduce, Signature Weapon (silver pistol), Sixth Sense
Brawl 3+
Pistol* 3+ (12". Str 3, Pistol, Signature)


"Never play by their rules."

One of the rising stars within Checkmate, David R. Jones is a White Knight through and through. Nicknamed 'the thin white duke' by the pawns on his team, his white-ish blond hair and his golden gun pack quite a visual impact when he moved into action. Argent is known to be a favorite of the Royals, thanks to his proven track record, and a reputation for getting the job done despite limited resources with a flair of panache to boot. His outward flamboyance hides a secretive side, and he rarely speaks about his past or life outside Checkmate, preferring a well-kept secret with a wink and a smile.

(Manufacturer: Reaper Chronoscope)

SASHA, THE OUTSIDER - Unearthly Traveler - Star - 50 ratings

Mov 6 Def 4 Hit 3 Str 3 Agi 4 Int 5 Mor 5
Alien, Alien Physiology, Gadgets, Luck 2, Plucky, Psychic, Saboteur, Sixth Sense, Teleport
Brawl 3+


"I never let anything define or limit me."

Ten months ago, an experiment in dimensional folding went awry, deep within Checkmate headquarters science labs. A strange alien 'cage' materialized from thin air, and out stepped Sasha. Claiming to be a human traveler from an colony near Alpha Centauri from the future, she has been consulting with the science division since, partially so they can learn from her, and partially so they can keep an eye on her. The Bishop in charge of dimensional science assigned her to Knight Argent, noting their strange affinity for each other's styles was complimented by their forceful personalities.

Secretly, Sasha has yet to let anyone know her Timecage was, in fact, a prison cell, and she was being kept in an extradimensional lockdown for reasons yet unknown to viewers. She knows her trail is being followed, despite her best attempts, and knows that Checkmate is her best hope at achieving her freedom. And the numbers inside her cage point to her not coming from a distant future, but thousands of years in the past, and invokes strange deities not known on Earth.

(Manufacturer: Reaper Chronoscope)


Mister E and Squire Sparrow

 SQUIRE SPARROW, Angel of Justice - Co-Star - 32 ratings

Mov 6 Def 3 Hit 2 Str 3 Agi 4 Int 3 Mor 4
Danger Sense, Disarm, A Good Offense, Heroic Surge, Luck 1, Sidekick
Brawl 3+
Pistol 4+ (12". Str 3, Pistol)


"Step one."

Linda Sparrow had a ...troubled childhood. Always in trouble at school, typically for 'unladylike behavior,' her teachers were often disappointed that she was squandering her obvious potential in favor of rambunctious adventure. She may have fallen on the wrong side of the law before being identified by a mysterious Checkmate recruiter.

The opposite of Knight Argent in many ways, it was the White Queen herself who knew Sparrow and Argent would make a great team. His polish and training were immediately complimented by Sparrow's energy and grinning pride. She rose quickly through the ranks of the Pawns and now serves the Knight directly, on the fast track to her own Knighthood.

(Manufacturer: Crooked Dice)

MISTER E, Investigative Academic - Co-Star - 37 ratings

Mov 6 Def 3 Hit 2 Str 3 Agi 4 Int 4 Mor 4
Dodge, Heroic Surge, Inspirational, Leader 1, Luck 1, Saboteur
Brawl 4+
Pistol 5+ (12". Str 3, Pistol)


"But ah, there's the riddle."

Edward Nashton, or "Mister E," as he is affectionately known, has also lead a meandering life. With an intelligence and ambition that outstripped his circumstances, he grew bored with university. A brief life with the criminal underworld in his hometown of Manchester left him with enough of an arrest record that would follow him. He then sought to put his intellect to use as a private investigator, but his... personal demeanor meant few repeat customers. He was set on a course towards falling back into crime when a chance case lead to him being brought into Checkmate.

Nashton is loyal to the organization, as it's given him a steady stream of mysteries to solve and puzzles to crack, and an admiring audience waiting to hear his conclusions. His latest obsession, however, is Sasha, the alien traveler. While he values her as a teammate, he quickly ascertained that her Timecage was a prison cell, and as a result, she's hiding many secrets. But Mister E has told no one, including her, of his theories,
content to watch and wait, and only reveal his conclusions once he's uncovered all the riddles.

(Manufacturer: Blue Moon)


Agent Jones, accompanied by two soldiers of Checkmate, Lafferty and Malik

AGENT JONES, Dependable Deputy - Co-Star - 29 ratings

Mov 6 Def 4 Hit 2 Str 4 Agi 4 Int 3 Mor 4
Good Offense, Honor Bound, Leader 1, Luck 1, Military Training, Sidekick
Brawl 4+
High Caliber Pistol 4+ (12". Str 4, Pistol, High Caliber)


"All it takes is one well-placed shot."

Brion Jones (no relation) is First Pawn under Knight Argent. He takes command of the other Pawns assigned to assist Argent and maintains communications with the home office, requisitioning materials and coordinating operations. What he lacks in creativity he makes up for in drive and willpower.

A quiet man with the military in his blood, he commands respect from those under him and projects a calm demeanor to those above him. Quietly, he doesn't appreciate the randomness that Sasha and Nashton bring to the team, but knows how valuable their contributions can be. And anyone that can get the job done smoothly and get his soldiers home safe is someone he can work with.

(Manufacturer: Crossover)

[Side notes: this team was done to add to the 7tv casts thread on the forum, check out all the other entries here. The truly dedicated reader will note Sasha was slated for my 11+1 Challenge. One more off the list! Amusingly, this was the cast I was doing until I could complete my Dr. Argos villainous list, and the last models I needed for that arrived the day after I finished writing these backgrounds. Serendipity! I was also eminently pleased with these models, including really learning how to paint white. This was somewhat tempered by me finding out next I need to learn how to photograph white better, heh. The major influence for this list is DC Comics Checkmate, specifically the phenomenal Greg Rucka run.]

Thursday, August 15, 2013

stream of consciousness

We should bring back vests and ties as gaming formal wear.

OK, just throwing out some odds and ends for your light reading before getting back to the meat and bones of this place.

The BBC reminded us that it is the 100th anniversary of Little Wars by H.G. Wells, the predecessor to all modern wargaming. 100 years! How excellent is that.

As noted previously, I enjoy painting, but I am not great at it. And a lot of it is stressing over the completion. Painting the first 90% of a fig is easy. But that last 10%? Ugh. Tiny details that are so easy to mess up, not finding something embarrassing until you've taken the picture for the blog, etc. Giving myself artificial deadlines or challenges can help ameliorate this. The recent push has been to complete my Checkmate cast for the 7tv forum thread and I can say, last week, I got that put to bed, finally. Whew. Pics up here in the next few days. Then I'm giving myself a few days to just assemble and paint random things, then to press ahead for an IHMN company. Or two. Nose, grindstone.




The impending arrival of Blackwater Gulch kickstarter figs, and playing around with the IHMN rules, have me thinking about the Wild West, too. (Because, frankly, the IHMN rules would work great for a Weird West game as is, and the second book will address that area directly.) For some good resources, Jarec goes over Wild West gaming options here. And blogs like this really make me wonder why I never got around to this setting before now.


But when I start thinking, I hit up on one of my favorite RPGs from back when: Deadlands. If you think of it as Shadowrun in the Wild West, you're off to a good start. And even more specifically, since it was the 90's, there was a collectible card game for the same setting: Doomtown. The game itself was decent, but the setting was chock full of material. And each and every one of them would make for a great IHMN company. The Maze Rats are pretty much a pirate version of the Tong. The sinister Whateleys would be a great way to bring in Lovecraftian themes, and the upcoming book will give us some great stuff for the Sioux and the Flock. So yeah. Lots and lots to do.

Anyways. Here's two other good pieces for reading, continuing with whatever theme you want to make out of this post. Maurice clued me in to Anatoli's commentary on "historical wargaming and realistic expectations." Even if you're not a historical gamer, it's worthy material. Another thought provoking read for gamers of all stripes is this article by Charlie Jane Anders on the "7 deadly sins of worldbuilding." Minis gaming doesn't always involve the same level of details, but it certainly got the wheels turning over here. (Definitely gave me some ideas on terrain I'd like to do for Relic Knights.)
So yes. Soon, more painted figs, and more pics from this weekend's gaming-o-rama. If anything comes from the IHMN/Doomtown rambling, you know you'll see it here too. Eventually. After I come up with five other great projects to distract me.

Saturday, August 11, 2012

11+1: Natasha Otravya

Natasha Otravya defending the Mysterious Man

"Even in a world of aliens, monsters, and superhumans, sometimes nothing is more dangerous than a woman with the will to thrive."

A well-known figure in the criminal underworld, Natasha Otravya has worked for most of the criminal organizations in the city. Rumors and insinuations point to a past in the Russian espionage networks, but she never discusses such matters. Specializing in undercover works and stealth operations, she is fiercely loyal to whoever is paying her (at that time) and puts her all into her work with a wicked drive and a cruel sense of humor.


The fig is the 'Astrid Berger' figure, from the Reaper Chronoscope line. I admit the color palate isn't exactly complex, but I think it works with the character. She's not the star, she's the right-hand woman at the side of the big bad. The next fig for the Challenge won't be olive-drab, I swear.

The guys are talking Mercs again (and they'll be playing at Gencon shortly) so that will be a topic again before too long. Was also checking out Snap to Cover. So I should polish off my sefadu soon. I've also been assembling my Crossover minis for 7tv, so, something of a 28mm revival over here? Heh.

Wednesday, July 25, 2012

Historicon 2012 - day one

Initially, I was going to return for my second Gencon this year. But as the registration time approached, for a few reasons, I wasn't feeling it. And coincidentally enough, Historicon was downright convenient, at their new site in VA. Our brief trip to Cold Wars earlier in the year was a rousing success, so plans were re-routed, games were pre-registered, and Historicon was on.

Left at early a.m. on Thursday morning from my Maurice's place in VA; he had an early appointment with a Flames of War tourney, and we knew DC area traffic was something not to be ignored. After a brief detour to a McDonald's with no drive-in (seriously, it's the 21st century, people) we made it to the convention site in Fredricksburg.


With some time to kill, Aaron and I snuck in a game of Super Dungeon Explore at an empty table near the food area, attracting a couple passers-by while we did. I ran the heroes, and it was a brief tale of woe. Never made it off the first tile, and when the Dragon popped up and I'd already lost two of my four heroes, I raised the white flag.

Next up was the first tour of the vendors hall. I had a couple orders waiting for me to pick up at various booths. Basically I'd put off buying any gaming things for the past couple months, and now I will be stocked for the next couple months, easily. I will pretend this is like saving money. Snagged a couple bits from Eureka (their 15mm samurai are very nice.) Finally grabbed the Pulp Figures She-Wolves pack I'd bee wanting for a while also. And, as predicted, found myself buying the Flames of War templates and a few boxes of Germans from the Plastic Soldier Company. The big pickups from Rebel and Old Glory would be later.



Among the other eye-catching booths was a demo of an upcoming game called Fanticide. The models are lovely (depending on your definition) and the mechanics certainly looked interesting. But I freely confess, I am a fan of gorillas with wings. Call me crazy. (I also found out that Otherworld has a lovely fig for the hook horror, and I am a goofy fan of that monster too.)

 Positively inspirational.

After the vendors hall tour, we check up on Maurice and checked out the lovely Flames of War boards. I never spend enough time on terrain, and wow, some people poured a lot of effort into doing these up right. A whole section of winter boards, and whole section of desert boards. Some other fun scenes, like the ruined airfield above.

Nothing complex about it, but just clean and coherent.

Stalingrad-tastic!
So yeah. Did I mention I bought a Flames of War army this trip? More on that in future posts.



OK. Apropos of nothing, this van was parked in the lot all weekend. Heard more than a couple people discussing it.

Not pictured: the mech 'sneaking' up on my right, about to jack me up.

With yet more time to kill before my evening game, I learned to play this hot new game called BattleTech. Well, actually, I distinctly recall when I bought my first boxed RPG back in the 80's (Paranoia!) they also had this Battletech game for sale, but it's one of those classics of the industry that I never got into. It was a free-for-all scrum with everyone getting a mech, very little terrain, and lots and lots of shooting and getting shot. I started with a Commando, which didn't last long due to some poor planning on my part. Thereafter I picked up a Trebuchet, and made some better tactical decisions. By which I mean I snuck up on two mechs already in a knock-down drag-out fight to the death, and just fired into their mess. The game is fun, if a little too much book-keeping for my tastes, but I can certainly see why it's been so popular over the years. I might pick up a couple pretty ones to paint in the near future.

Ominous!

After a quick dinner, I headed over to my first game. Del Stover and the WNGA.org was running a skirmish game of Sherlock Holves vs. Jack the Ripper, using the Doctor Who Miniatures Games rules, i.e. the predecessor to the 7tv rules. I played the mysterious 'Professor' who, along with 'Lady Arsenic' and some incompetent thugs, were trying to help the Ripper reach the church and hold off both Lestrade and Holmes. 

A better view of the layout.

Mr. Stover ran a great game, and everyone had fun. Action cards flew fast and furiously. The Ripper ran at top speed, and faced little resistance getting to his destination. Lestrade and his men, originally frustrated about getting in position in time, broke down the back door of the church, and ended up saving the day. One of my thugs spend  the majority of the game facing off against a single bobby, never landing a single shot (thanks to some amusignly poor dice rolls on my part.) The Ripper was stopped at the last moment, as is appropriate for games like this.

It's these big scenarios like this that really made me want to attend the con, I confess. I'd wandered by them before, with lots of players, many figs on the board, an attentive and creative GM, and lovely terrain. So when the time came to sign up for this event, I signed on without hesitation, and so glad I did.

If you can listen closely, you can hear the theme music playing.

And did I mention lovely boards with carefully thought-out terrain? Next to our board was the Indiana Jones-themed board, for the other DWMG scenario. Just, wow.


Bottom-left corner: one jerk of a turret.

After the Holmes game, caught up with the guys who were finishing up their BattleTech 'King of the Hill' event. Amusing! Turrets were the bane of everyone. I learned a whole bunch about the BattleTech background (it's always the story that sells me on games, and I walked into the room knowing very little) and at some point I am sure I will pick up a handful of mechs to paint up and throw down in friendly games. I'll just find attractive ones, since that's really what it's about.




Thursday, April 12, 2012

7tv episode: Pilfering the Plans!

Every now and then, a game catches my eye and becomes the new hotness. As noted earlier, 7tv completely caught my mindspace a while back, and I've been reading up on it, writing up characters and ideas and painting and what-have-you-ing. And, last week, headed out to VA to, you know, actually play it. I've been looking for a good pulp action game, and this one looked to fit the bill. Adaptable to different settings, focused on the personalities, and easy to play.


Episode synopsis: the year is 1948, one of the last years of World War II. The AE Division, a breakaway Axis faction, has completed its secret plans for an outer space satellite. Hellbaby and his British allies, including the ineffable Leftenant Cumberbatch, are charged with breaking into a mysterious warehouse/laboratory to steal the plans and get them safely into the BPRD's hands.



I wanted a nice simple scenario so I could get down the system. (We did skip the Gadgets; the Plot Twists cards were event-ful enough.) Approximately 125 points each, using figs from our AE-WWII forces. Adapted one of the scenarios right from the book; if we continue with the plotline in future episodes, we'll likely maintain that trend. Possibly decades later, when the mysterious AE Division returns!

(Side note: when I get into a new game, I write up easy playsheets, telling me the basics of play order for each turn, what to roll for most of the basic actions, what to do before the start of the first turn, etc. And true to form, within ten minutes of playing, I had a list of five things to add to my 7tv playsheet. Heh.)



Hellbaby is a Million Dollar Marvel, His co-star Cumberbatch is, naturally, a Dependable Deputy. They were accompanied by four Soldiers. Figs painted by Maurice, who I have noted, has won awards for his paint jobs. The bastard.



For the AE Division, Maxim is a Failed Experiment. Ilsa is a Nasty Piece of Work (gave her Leadership, just to get the bad guys moving.) They brought along two AE Security Guards, two Attack Dog Handlers, and two Attack Dogs. These broke up into two patrols, with the guards near Maxim giving him a little distance. As you may have guessed, I have not won any awards for my paint jobs (but I do enjoy painting.)

Took a bit to get used to the activation rules, but once we had it down, it was a breeze. With the game, you only get to activate about half your figs each turn, but can jigger that number using Leadership or Audience Appreciation points or the like. By the middle of the game, was definitely a tactical choice as to who to activate when. Pretty keen.

No play-by-play. The Brits slowly infiltrated from the top of the board, while the AE forces slowly ambled around looking for the intruders. A soldier tripped the alarm by trying to sneak out the plans from the lab equipment in the middle of the board, and all heck broke loose. The good Leftenant flanked to the left and took out some troops with his Eagle Eyed shots. Ilsa used her Signature Weapon, a fierce bullwhip, to eliminate one soldier, while Maxim charged in and destroyed another.* Booby traps triggered explosions, to no effect, but man, the ratings. Expecting a charge from Hellbaby, the AE troops moved to deal with the 'infernal child,' but instead, he shot in at top speed, grabbed the plans, and hightailed it out of there!  The good guys win the day, and the AE troops will have to answer to their unknown master...

In short, great game. The scenario flows very naturally into the story, and it adapts well to the pulp setting. Plays quickly and cleanly.

* - Not coincidentally, this was the same tactic I used with him in AE-WWII. Parallelism!