Saturday, 25 June 2022

The Zombicide Black Plague Hoard gathers

 

Smelly. Very smelly.

My Zombicide Black Plague hoard gathers! I've been powering through these and I have to say that using Army Painter's Strong Tone Wash on these miniatures makes all the difference between a crappy paintjob and a more than passable paint job on the table.


I have elected to use a sand base, which I wash in Agrax Earthshade. This has made basing the miniatures extremely quick and looks like the zombies are walking on muddy earth. This has sped up the primer to table time and, as I will be using these for D&D as well as Zombicide, makes the preparing of them for the table much quicker whilst making them blend in with more than just a cobblestone street underfoot.


The paint jobs are fairly simple as well. I use no more than four colours per mini really. Some mini's may get an extra additional painting. But other than that, that's really it. Once washed and then sprayed in anti-shine varnish, I use GW's Citadel Blood for the Bloodgod technical paint for the blood.









I posted about this dude over here before.



So what's with the eye's marker?

The eye markers on the base of the some mini's is for use in D&D. It indicates that the zombie is more lethal than the standard zombie. So it will have more hit points and do more damage. This gives some grades between the types of zombies available, e.g. Walker, Red-eye Walker, Fatty, Red-eye Fatty, Runner, Sprinting Red-eye, etc. Something like that anyway.

This is also reflected on the mini by the zombie's eye's being painted. So the players can, if they are astute enough, work out pretty quickly which zombies to run from.

Now. Enough of that. Back to painting!

Sunday, 19 June 2022

Updated Full Thrust SSD's for Battlestar Galactica (Original Series)

After the shortcomings identified in the recent Full Thrust battle report. The Colonials have gone back to the drawing board. The new design now has a bolstering of the Battlestars hull and armour plating, upgrading some weapon systems, removing several fighters and adding a tone of Point Defence Systems (for a total of 18!). Should be able to stand its ground now against a Cylon Basestar.



The Cylons, for their part, have hacked network systems and learned that a new carrier class ship is on the drawing board. As such, they have updated their design on the Basestar, adding more PDS as well (for a total of 10) in order to face increased long-range fighter groups.


Should prove for a more interesting rematch.

Wednesday, 15 June 2022

D&D Boss Fight!

 

Who doesn't love a good boss fight! Well, if you've ever played Elden Ring, or another Dark Souls game, then boss fights can be real torture! I have been running my players through a heavily modified version of the DDC adventure Shadow Under Devils Reef and at the end of last session, they were about to entre the chamber that would be the location for the final boss fight.

They ended the session at the entrance to the main chamber and, as we play once a month, they finally entered that chamber last Sunday. And this is what they saw.

The tentacle mass is a Star Spawn creature held captive by Deep Ones

Our gallant heroes arrive to see the earie scene before them





The crowd before the star spawn consisted of the survivors of the ship wreak the PC's were sent to rescue by their Baron (which included the Baron's new bride-to-be), and four angler-fish Lurker's, a creature inspired by the Angler from Fallout 4's Far Harbour DLC. All these were mind controlled by the imprisoned Star Spawn and mesmerised by its presence. But they could not release it back into the sea where it could escape.

Enter our heroes... who all promptly became mesmerised by the Star Spawn, falling under its mind-control power.


Then, enter stage left, our main protagonists. The Deep Ones. Alerted by the activity in the chamber, they had been swimming to the underground "laboratory" (or temple, take your pick) when our heroes arrived. So the Deep Ones enter to a crowd gathered before the captured Star Spawn. They leap into action. The Star Spawn sends the Lurkers and our heroes to its defence. The rest of the crowd, being deck hands or the Baron's bride-to-be, were not capable fighters and so stay gathered around the glowing jewel that is the key to releasing the Star Spawn back into the ocean.

Conjure the Atronach!

Conjure the Sylph too!



The fight gets ugly as several critical's result on losses on both sides. Rorg, the dwarven barbarian, is nearly killed outright when he rolls a 98% on the critical hit table. Fortunately, he still had his five luck dice and promptly rolled them all, reducing the 98 down 13% to where he ended up with a broken leg and falling unconscious for several rounds. Also fortunately, his assailant was promptly killed the next combat round and falls on top of him. 'Fortunately' you say? You'll see!


Valkalyn's atronach gets reduced to zero hit points before its summoning ends after five rounds. When that happens, it explodes in a fireball of death for 3d6 damage. Rorg, being covered by the fallen Deep One, avoids any damage from the explosion, but Valkalyn doesn't, taking a meagre 12 points of damage and nocking her flat on her back, singing her white elven hair.




The brutality of the fight sees Rorg out cold and Getafix, the Druid, going toe-to-toe with one of the Deep Ones whilst the others fall back. Valkalyn running like a coward to shield behind the deck-hands she is supposed to protect. Only one Lurker remains in the fight also, being assailed by two other Deep Ones. The Deep Once Shaman keeps on pounding out magic missiles, which little Pherus, the halfling mage, amazingly manages to be able to dispel (mostly) round after round much to the Shaman's fury. For his hard labours Pherus fumbles a magic casting and ends up with a magical instability that means there's a 50-50 chance whenever he casts a spell, that a random spell will occur instead. This brings much amusement in a time of heavy fighting, including the fact that he grew in size to a normal human size. Not bad for a halfling.

Finally, the Deep Ones have had enough. With just two brutes and the Shaman left, they make for the water exit that they came through, cutting their losses. Getafix suddenly finds himself enthralled again by the Star Spawn, leaving Valkalyn and Pherus to take on the Spawn alone.

This isn't Elden Ring however, and so in its weakened state, they only need to destroy the crystal container holding the creature to cause it to rupture and drop the brute. Out of water, it will quickly desiccate and die. They only need to damage the crystal three times (just three hits, no need for hit point damage, three hits is it). They score one hit, then another. Then Pherus' magical instability causes him to fire off a repair spell that repairs the crystal container (idiot!!!). Meanwhile, they have to avoid being taken over again by the Spawn each combat round. No pressure lads (well lad and lass)!

Finally, just as Pherus is about to succumb to the Spawn's mind control, Getafix's breaks his mind free and both lads and Valkalyn manage to destroy the crystal container, dropping the Spawn unceremoniously to the floor where it quickly desiccates and dies. This causes everyone fully under its control to have a mental seizure and collapse unconscious.

Finally the crystal container breaks!




Getafix is able to mend Rorg's broken leg and they shove a few healing potions down his gob. He gets back to his feet, much relived to be alive. His character should have died twice in this adventure. It was only by using his DM Scotty Luck Dice that he was able to survive. Got to love those Luck Dice. They come in very handy for the players.

Job done lads! Job done! The baron will be most happy with you all.

As an aside. I never tell the PC's what the creature is called. I just say 'these angler-fish headed looking creatures here charge the ugly frog/fish hybrid faced creatures that just emerged from the water.' For the Star Spawn, I just described it as a mass of tentacles with a single large eye. I let the PC's find suitable names for their enemies, such as 'fancy-pants' for the Deep One Shaman.

I thought the fight would only last at most two hours. This fight was action packed and lasted for three, giving us time to wrap up the adventure and the lads to be able to level-up. Twas a good boss fight.

Saturday, 4 June 2022

Battle Report - Battlestar Galactica Colonial Proving Grounds - Part 3 (Full Thrust)

 This is part 3. Part 2 can be found here.

TURN 4

Initiative - The Colonials regain the Initiative against the Cylons for this turn.

Rycon launches the last of its Missile Salvos, aiming for where they believe the Cylons will end this turns movement. The Cylons don't have any more Heavy Missiles and so do nothing at this stage.


Missile Salvo launch by Rycon

Both sides move, the Cylons moving as per the scenario rules.

Missile Attack Phase

After movement, Rycon's Missile Salvo ends up being within attack range and so activates its secondary thrusters and sends a swarm of smaller missiles at the Cylon Basestar.




The Cylon's Point Defence Systems take out 2 missiles in the Salvo. However, when the Rycon determines how many missiles actually attacked the Basestar, only 1 missile locked on target. As such, the Cylons manage to destroy the only missile in the salvo that managed to lock on.


Ship Fire Phase

Rycon is able to bring 3x Beam 2's to bear on the Cylon's, whom happen to be at Range 1. The Cylon's however can fire 4x Beam 2's and 2x Beam 4's at Rycon, also at Range 1. This is going to get nasty as Rycon's shield is down and the armour of both Cylon and Colonial ships is all gone.

Lazer beams crack across the intervening void of space, vaporising hull plating on both ships.










Rycon scores 4 hits against the Cylon Basestar, who returns fire for a total of 14 hits on Rycon. Rycon is mercilessly hammered with beam fire. As a result, Rycon has now lost three whole rows of her Hull. This means her Threshold Check is going to be heavily penalised with negatives to the die roll !





Threshold Checks

Rycon has to make her Threshold Checks after such a beating. She looses a System now on a roll of 3+, with a modifier of 2+ for loosing two rows of hull in a single turn. That's pretty nasty stuff. She doesn't fare very well as a result, ending up as a burning hulk that can only manoeuvre at half speed, with all offensive weapons lost. Ugly!


Conclusion - Cylons win!

Final Thoughts - in hindsight, the design of the SSD for the Battlestar was flawed from the beginning. Its hull was too thin (i.e. rows were too short) and thus left itself open to suffering greatly with any Thresholds Check once a few rows of hull were lost.

As a result, the naval architects from Colonial Fleet are brought in to re-watch the simulation before being soundly smacked across the back of the head and sent back out to their drawing boards to redesign the schematics of the Battlestar.

Rycon will rise from the ashes for a rematch once the Naval architects get their collective acts together.