Showing posts with label FPFH. Show all posts
Showing posts with label FPFH. Show all posts

Tuesday, 24 February 2015

Wastelanders on the fringe?

When I first heard that there would be a post-apoc version of FiveCore, I got really exited, and wasted no time picking out a couple of models. Most of these are supposed to pull double duty, filling similar roles in FiveParsecs as well as their primary role. 


The full tally, I might have gotten a bit exited about this after all the fantasy models. 

 With his improvised zip-gun/shot spear, Abe has caught more than one raider unawares.
 
Mike had to go through a lot to make it as a merc, but his hard work has made him one of the most sought-after guns-for-hire in the zone. 

Survival in the wasteland often comes down to how good your scavenging skills are, and Dimitri has a knack for finding useful things.  

Trent knows much of the unchartered zone, a knowledge that makes his services as a tracker costly. 

Looking for any tech of the old world, Zeb wants to uncover secrets from before the fall. 

His ill-fitting armor and clothes are hand me downs from the man who raised him.  

A relic of lost tech, the deathwand carried by Riggs is the envy of his settlement.   

The next group is one of the factions of the wasteland, a military/Brotherhood of Steel-type group.
They are known as the Knights.
 
A captain carrying a tracker, a piece of advanced Tech. 


Knight-brothers, armed with advanced heavy assault rifles and composite armor, 
mended with pieces of steel.  

The heavy weapons Knight, carring a flamethrower.
 
 
Another faction of the wasteland is the Order, religious warriors hoping to impose order and law in the wasteland. 







In the last stages of the war, biological, chemical and atomic weapons were deployed. This obviously had some serious reprecussions for all life. Most things died, but of the ones who survivied was changed, some more than others. Ghouls are one of the more common ones, both men and beasts suffer ghoulification, making them into zombie-like creatures.  





I also painted up a few civilians while I waited for my next set from Prf-CinC, they may look harmless, but looks can be deceiving..


A small truck, mostly intended for the fringe (sci-fi), but it might find some uses for the wasteland as well.

One of the thankfully quite rare Tiger Scorpions, a mutated monstrosity that roam the wasteland, escaped from some sealed lab from before the war, or maybe even a product of mutation and forced evolution..


This will hopefully provide enough models for me to play a few rounds when I aquire the playtest rules, but I of course have a few ideas for more creatures and a few more wastelanders as well!
A few pieces of terrain for both the dungeon and the wasteland are waiting for paint, and I keep coming up with several more all the time.

But this is it for now, til next time!  

Tuesday, 3 February 2015

AAR Playtesting new FiveCore options

Anyone who read the blog more than a few times will have seen that I play alot of NWG's FiveCore and it's supplements more than almost any other ruleset.

So todays post is a small AAR designed to test out some of the new solo play mechanics for FiveCore 2, as well as some from a project of my own..

Disclaimer:All these mechanics are still in a playtesting stage, and may change before the final release of FiveCore 2

This action was later to be known as "the Shootout at OKI Corral".

The new mechanics in question is a determination and order system for the solo gamer, giving you some guidelines to how this "A.I.-controlled" opponent would react to any number of situations.
I also decided to give an alternative activation mechanic a spin, that is why you sometimes see more than 2 activations in the regular turns.

For this test the OpFor consisted of 3 purple alien pirates, with a copper pirate and Purple leader. auto-rifles all around, exept the leader, he carried a pistol.

The Adventuring Group consisted of Doc (on the right with the shotgun), McGee (on the left,blue vest and helmet with a pistol) and 3 local resistance fighters with auto-rifles.



The objective of this fight was to get to the Corporate exec in the OKI compound and extract him to your board edge. The pirates got the advantageous position since they beat the good guys to the scene.

The priority orders work by rolling on a table, giving the specific model or unit an order.
A unit is a small group of models (in this example, the 3 regular pirates).
The first order was for the unit to take up defensive positions for example, so when they activated they took positions on opposite sides of the street, giving them good cover and clear firing lanes.


The Leader and copper pirate I treated like command Group, their first order was to regroup, that is to say, stay close with the rest of the crew and in good cover if able.
Priority orders can be rolled for every turn if you want a more chaotic and undiciplined feel, but for this game I only rolled new orders when the old ones were fullfilled or if they proved unachiveable.
Any order that can't be applied to a unit is turned into a cautious move if needed, and an attack against the most imminent threat.



There was a whole lot of movement with only occational gunfire up untill this point, but when the pirate behind the top wall got forced back into cover at the same time as the first of the fighter, the action really got going!

McGee and purple leader trade shots to no real effect. 




Poking his head out for a little too long, one of the pirates get a face-full of lead for his troubles.

The determination mechanic is designed so that any great setback like the loss of a vehicle, heavy weapon, leader or just huge casualties force a determination roll.
You roll a d6, on a 2-5 they carry on as usual, but on a 1 they will attempt to fall back to a defensible position and check again if their new position becomes untenable. On a roll of 6, a fighting retreat is ordered, trying to help casualties as they retreat.  
The offending fighter is knocked down by the pirate behind the big building. 

 
 
 
 
Flinching into cover, McGee is in trouble.. 



..but he manages to knock down the copper pirate with some well-placed shots.
Seeing the opportunity to take the fight to the enemy, the pirate hiding behind the OKI walls suddenly charge, doding bullets left and right. He easily captures the knocked down fighter!



       2 turns of shuffling and firing to no effect at all, but Doc is in position to do something..



Suddenly, Doc peeks around the corner, catching the pirate by surprise. His shotgun booms, knocking the shattered remains of the pirate into the dirt. a few rounds spank off the compound walls, but Doc is no worse for wear.



Purple leader is tending to his wounded comrade, and he manages to get him back on his feet. It's just a fleshwound!
His luck finally run dry, the brawling pirate is knocked over by a hail of auto-rifle fire. 

Mcgee repeats his shot from before, once again wounding the copper pirate, but his leader will get him on his feet again in no time flat..





At this stage the pirates had to fall back, but the copper pirate tried to reach his wounded underling, while Purple leader  headed for an convieniently parked transport.


Doc had just secured the exec and was getting ready to bolt, when he saw the enemy. A little too late, as it turns out. The pirate's reflexes were the quicker this time, and Doc was knocked out of action.
The wounded pirate succumbed to his wounds however, and the pirates went into full retreat.


Game over!

The game ended a draw, with equal losses and no side having fulfilled their main objective but hindered the enemies.

These new tools makes playing the OpFor more interesting as you get some pointers on how they should react and what to prioritise. Not that you couldn't decide this for yourself, but I think this solution is an elegant way to make the enemy more human if you will.

Monday, 26 January 2015

Tiny heroes and villians appear on the fringe


With my fantasy dungeon taking up a lot of time, I haven't been doing much exept planning,building and painting various modules and terrain for this Project.
I did however finish a large batch of 6mm sci-fi and fantasy minis before I got started on my current project.


 There was enough of them that I decided to make 2 posts, one for each setting.
So first we have some models for my 6mil Five Parsecs (and possibly other) games:



 The heroes/adventurers. A group of death-defying men and women out for treasure, glory and power. No backstory for the models as of now, but that will be sorted as soon as I decide who's on the team.













These guys are one of the main antagonists, a nomadic space-travelling race, mostly up to piracy and other nefarious crimes. The color of their armor denotes the rank of the individual in the heirarchy of the fleet. The leader of this crew is probably the one figure I'm most pleased with out of this entire set.
 







These unassuming fellows could be either rebels or cleverly disguised agents of one of the major powers of the Fringe. Our heroes might even have to help out or rescue a few of them..




The last set of models I painted was the Space Bugs. They might be an alien species, a genetic experiment of the big corporations or something inbetween.. The marine on the far left is a possible hero character, he's just here for scale!




That's the first half of the bunch, next up I'll show off the 6mil Warbands for fantasy.
There is some spaceships and a few pieces of terrain in the works as well, but there will probably be an update in a few weeks time, when the current project finishes up. With my reinforcements from Micro World, Baccus and Irregular, there are a few more 6mm armies that will take to the field this spring as well!