Friday, 24 December 2021

Merry Christmas

 



Here’s hoping everyone has a merry Christmas and a good Nee Year. 

Stay safe and well and we can all catch up, go to shows, play games and roll dice together soon. 

Wednesday, 1 December 2021

LUNAR by Black Site Studios Starter Review


Imagine yourself as the commander of a unit of astronauts on the moon. You’re thousands of miles from earth with orders to protect the vital assets of the homeland. You and other astronauts like you seek to defend your territory and resources from rival factions and countries. Choose from various ranks, classes, and even some named characters, and muster your forces!

Blacksite Studios - Lunar

A Skirmish game of brutal combat on the Moon.

Humanity has colonised the Moon. Numerous countries and now companies struggle for control of territory and resources. What was once a journey of scientific cooperation has now become as is usual for the human race - a theatre of war!

Lunar is a 32mm skirmish game set during humanity's battle for lunar superiority. You choose from a variety of different factions - NASA/USA, USSR, Republic of China and Freelancers/Corporation.


The Lunar Core Box incudes

    Full Colour rulebook
    Double sided print, Colour token sheet 
    USSR & USA unit cards
    Core weapon and item cards
    5 x Resin Multipart USA Astronauts
    5 x Resin Multipart USSR Cosmonauts
    Plastic clips to mark conditions on the unit cards
    6 x Dice, 4 D6 in two different colours and 2 special damage dice

THE GAME

Lunar consists of 3-5 miniatures per side and is played on a 2’×2′ area, although larger boards can be used for multi player. Using a simple D6 mechanic, it will be familiar to many tabletop gamers and easy to pick up for others. You start by building your teams/forces with character, item and equipment cards and battling other players for control of mining and supply nodes. Each Unit has an Oxygen cost and your team is made up of units to a set overall oxygen cost. Equipment costs credits and each item has it own cost, a regular game could be set at 20 Oxygen and 25 credits. 

It is a fast paced and BRUTAL system of low gravity combat with the focus more on melee with minimal ranged combat. 

The rule book is packed with background, full colour art and the rules are all laid out with explanations on moving, combat etc. Scenarios are included as well as a full set of campaign rules.


THE CARDS

Each unit (a single miniature) has its own card with its range of stats such as movement, mass and resiliency. After choosing your unit you may add item and weapon cards. 

The cards are full colour, playing card size and of good sturdy quality. The artwork is nice and bright and all the stats, rules etc are easy to read.

Equipment cards are the same size and illustrate items such as explosives, geology hammers and medical supplies. Each faction also has a faction specific item, for example the USA can take a Star's and Stripes flag which endue advantages.




MASS

The concept of “mass” is central to the mechanics of Lunar, each unit and item has a mass value that affect combat, movement and damage. As your mass is increased, you can lose points of movement, amongst other things.

THE UNITS & FACTIONS

Lunar has a variety of astronauts, unmanned and heroic units. Each are displayed on the tabletop with highly detailed resin miniatures. A full range of  miniatures and vehicles are available for the various factions! Left is a picture of the universal unmanned rovers that any faction can take.





PLAYING A CAMPAIGN

Lunar is fully designed for campaign play and features a framework for playing linked games. You can upgrade your crews with new members and better equipment by purchasing shuttle resupplies, as well as upgrading their settlement with additional enchantments.

MULTI-PART RESIN ASTRO/COSMONAUTS

Each faction has a multi-part set of legs and bodies that can use a universal sprue of weapons and items. 

They are based on a mix of historical designs from the 60’s 70’s and 80’s with an added mix of Sci Fi. 

These are very smooth, crisp casts and even though the sculpts are basic in torso and legs, the addition of separate arms and equipment can make miniature a unique character.


COUNTERS

A hard cardboard set of double sided print counters and measuring gauge for ranges and movement. 

Well printed and centred artwork on study card stock, very nice quality and should hold up for sometime in regular game play.






PLASTIC CLIPS AND DICE

Very nice D6 dice in speckle moon rock colour, 2 light grey and 2 black plus 2 custom damage dice. Typical nice plastic dice. Clips are clips, plastic, study, fit on the cards well to mark damage etc.. should hold up to regular game play.




As Black Site Studios ran a backroom project, similar to kickstarter and pre order combined, I was also able to get hold of the 2'x2' neoprene moon mat as well as the unmanned universal moon rovers.

I also added to my order, moon buggies for all the factions as well as the Freelancer and Republic of China forces. These will be arriving hopefully soon and I will then post up these items.

As a little treat for being part of the backroom project, when my first wave arrived it has some lovely stickers, embroidered patch, space shuttle pin badge and an exclusive moon dog miniature.

Cant wait to get these miniatures painted up and start some Lunar Battles.





Thursday, 29 July 2021

Five Parsecs from Home - Game 2 - "Moving on Through"

 Campaign Turn 2

Seeing Chaket was still smarting from his minor wound, incurred during his crew's first job, Mason decided to use a chunk of his available Creds to call in a favour from his families physicians and get Chaket back on his feet. With debt still on the Solar Conveyor, it was also preferable that he paid off some of this as well.

Whilst the Forge family physician was attending Chaket, Mason detailed off the rest of his crew, using the down time wisely whilst waiting for one of his Patrons to call with a new job.

Taking Cal out and about in Erlich's main trade zone, Mason called in on an Alien Merchants shop he had heard about and after a bit of negotiation managed to come away with some damaged Combat Armour and Battledress, all in exchange for a Military Rifle. Looking around for Cal who had disappeared during the deal, Mason soon saw him sheepishly walking back into the shop. "Sorry Boss" said Cal "I got distracted and lost the Shotgun in a game of Triad Poker"

Mason's face showed his anger "You damn well better hope SH-1RE has repaired that Plasma Rifle when we get back or your sonic scrubbing the Vacuation tubes for a week!"

Returning to the ship, Mason's comm-Link chimed and Kheth's disembodied voice emanated from its small speaker. "Captain. True and I spoke with the doc and he told us a load of med stuff has come onto the trade catalogues, we've score some stimms and a case of med patches, going to be damn handy now in jobs are getting heavy".

"At least some one's come up trumps" muttered Mason looking over at Cal.

Back at the ship, the Doc informs Mason that Chaket is up and mobile and will be fine but no stellar travel for a few days.

Looks like I need a job at home then thought Mason. As luck would have it though, a Sector Government Official, 'Famelle Bude', who worked along side the Forge family for many years offered a job which needed completed immediately and if it went well would be able to provide a regular supply of jobs or opportunities.

'Bude' was offering private transport to an old freight depot, Haarland Point, on the south continent, which was rumoured to contain a peculiar item, possibly an alien holo-transmitter, however the transport could only carry four passengers. 

As the job shouldn't be too much of a hassle due to the minimal danger pay, Mason told True and Kheth to catch up on inventory of the med supplies and ship maintenance.

The transport finally landed on the edge of the depot and the door opening, Mason was met by a gloomy darkness which seriously hampered vision. Cal rolled his eyes, "well that's going to make finding anything more awkward but at least any Security will struggle to see us - that's if they don't have Infra Red!"

Battle - Move though the Freight Depot, defended by Security Robots.



Turn 1

Entering the freight depot, Mason silently positioned his crew, who had already been instructed to move through the area quietly, find the holo and get out hopefully without incident.

Moving cautiously though the gloom and staying in cover around the numerous containers and crates littered around the area, Mason and his crew could hear metalic clanks in the distance.

Not knowing the full extent of any security forces, Mason really didn't want to get into a heavy firefight.


Turn 2

Slowly through the gloom, ominous shapes could be made out rolling forward, the odd red flash of a robotic visor visible. 
"Mason" came Chakets voice over his wrist comm "Looks like Security droids taking defensive points". Suddenly a loud retort was heard. 

"Damn that was close" shouted Chaket, as a shot from a Sec-Bot opposite him, slammed into the generator he was crouching by.

Chaket edged forward With Cal in support, opening up with his newly repaired Plasma Rifle. A flurry of superheated plasma engulfed the Sec-Bot and turned it into a molten puddle. Cal also managed to put another out of action with a well aimed blast from his shotgun.

With the right flank of Mason's crew now seemingly out of any danger it should be easy enough to scout around looking for the required holo.

Turn 3

With Mason's crew now growing more accustomed to the gloom, largely helped by the flashes of gunfire reflecting off the many containers around the depot, they could make out the remaining shapes of sec-bots set up in their defensive positions.

Also to Masons amazement, there right in front of him, just behind some crates was a glowing orange translucent box. surely that's the holo Mason thought to himself.

However a sec-bot was also in the same position as the holo and it cleared had pre-programmed ideas about letting anyone anywhere near it or basically in the depot full stop.

Opening fire with its inbuilt arsenal the sec-bot hits SH-1RE cleanly in the torso armour plating but fortunately it only seems to chip his paintwork and scramble a few non required circuits

Seeing his Droid taking fire, Mason calls Chaket and Cal over his wrist comm to support them. Making their way over however another sec-bot that hadnt been noticed rotates from the rear of some containers and catches Cal with a hail of bullets. Cal drops to the ground lightly wounded and blasts himself with a stim shot.

Turn 4

 Chaket who had not been seen following up Cal, hefts his plasma rifle and just glances the sec-bot scrambling its circuits. The bot diagnostics kick in and it fires wildly, nowhere near any chance of hitting its targets.

The sec-bot in front of Mason and SH-1RE also fires wild and inaccurate, clearly whoever programmed the fire control on these bots didn't upgrade to the best software.

Turn 5

The sec-bot on the flank, finally reinitialised itself and this time its fire is direct and accurate dropping Cal, who after already using his stims collapses and bleeds heavily on the floor. The other remaining sec-bot lets rip and a hail of fire catches Mason seriously stunning the crew boss but nothing more serious.

Chaket melts the sec-bot who had crippled Cal and runs to his colleagues side to try and staunch the bleeding and is relieved to see Cal is breathing...just!
SH-1RE aims and drops the remaining sec-bot with a single round, allowing Mason to limp forward and take control of the holo.

With no more security bots in the area, the crew move forward and leave the depot awaiting the arrival of Bude's transport to take them back.

Post Battle

Back on the transport, Chaket hooks Cal into a med scanner and it beeps constantly, "Boss, I think Cals gonna need surgery, he's half crippled on the left side and the rounds have shredded his nervous system, hes going to be out for a while, even after surgery"

"Ok" Shouts Mason "Whatever he needs, put in a call to the doc and tell him we will pay whats needed if he gets operating fast"

Landing back at Bude's residence, Mason collects the pay from the job and hands over the holo "So much for your lack of danger pay Bude! have you seen Cal, he's seriously hurt"

"One crew member hurt Mason" replies Bude, "I am surprised your that shocked, I would take that as very good odds overall"

"Anyway" carried on on Bude, "Maybe this will help, I have a contact in a shipbuilders, who does custom modules for any vessel. I have got you a good discount on medical bay"

"Well that will help" replies Mason "and your danger bonus better be raised for the next job"

Back on the Solar Conveyor, Mason tunes into the Sector news channel which is reporting on planetary invasions in a few close systems.

"The war seems to be getting closing" says True worryingly.

"Well, we are well stocked with fuel and weapons and supplies True" replied Mason "If we need to get out quick we will do, dont worry"

So with a persistent Patron on Erlich-4 and not many rivals the crew of the Solar Conveyor are staying put..........for the


Friday, 18 June 2021

7TV Spy-Fi Day - Board in Brum


After what seems a complete age, I was able to game face to face at an event. This was at the cracking establishment, Board in Brum and the organisation of the 7TV event by Mike and Simon was fantastic. 

It felt a very safe environment and considering the weird times we are living in, it was nearly a little bit of normal.

What was also great, apart from being able to game and roll dice with other people, was the chance to catch up with some really nice friends I have in the community - Simon and Wayne.

The event was setup for 3 games throughout the day and centred on the forces of Order trying to stop the evil machinations of Dr Argo and his robotic legions from completing his evil world dominating scheme.

Casts for the day would be made up from 40 ratings and could only be made up from the Spy-Fi set, no Pulp or Apocalypse archetypes for this event.

I put together my SPECTRUM cast - I have had these ever since 7TV was released but have never actually had them on the table for an event.

Captain Scarlet (Action Hero) headed the cast
Capt Blue (Dependable deputy)
Captain Magenta (Angel of Justice)
Captain Orange (Marksman)
Colonel White (VIP)
Half Dozen SPECTRUM (Security) Guards led by a Commander




Game 1

SPECTRUM vs Davros and his Daleks and Robomen - Peter.

First game up against Peter and the dastardly Davros and his Daleks and Robomen. As the games would run as a story driven campaign with the the overall winners being either Dr Argo or the forces of Order, this first game had the added condition of which ever faction got the most wins, they would control a special device with would give opportunities in game two.

We set up the objectives and who would be attacker or defender and right from the start It looked like I was in a better position. Peters Dalek's were quite slow and even though they had extra armour, Capt Orange was in a perfect vantage spot to snipe away.

Seriously wounding Davros's administrator which upset the robomens co-ordination, Davros had no choice but to go up the middle to try and gain objective points.


Capt Scarlet, however backed up by the withering fire of the SPECTRUM guards whittled down the enemy relentlessly.

After picking up the McGuffin and Capt Magenta taking down a Dalek in hand to hand combat, Davros retreated with what was left of his forces.


Win for the SPECTRUM and the Forces of Order.

Game 2

SPECTRUM vs The Southern Gentleman and WestWorld Minions - Shaun.

So with the majority of first games wins by the Forces of Order we had the an advantage over Dr Argo and started to put a dent in his evil plans.

Again the faction which got the majority of wins in this second game would give an advantage in the third game - now this game was using the Race scenario and basically it was fixed in Argo's favour - as long as the Dr Argo cast got to steal the scene they would technically win. Shaun must have misheard or misunderstood the instructions as he never stole the scene.

The game started with both sides setting up with SPECTRUM suddenly realising one of their CO-Stars was in the wrong mark and swapped Capt Magenta with the opposing Fembot Madam (practically negating her for the whole game)

The Southern Gentleman was also out of position now and the car he was using for cover wasn't as advantageous as Capt Magenta opened fire and wounded him.


Suddenly a sneaky Robo pup started nipping at the heels of Capt Orange, but it was eventually sent slinking off (cause we don't want to think of puppies being gunned down) by the weight of fire it was attracting. 


With the WestWorld posse creeping into position by the rail cars they were soon soon rounded up and dispatched by the efforts of Capt Scarlet, Blue and Orange.


The Southern Gentleman charged forward with nothing to lose except the chance to pick up the McGuffin but was soon sent to the great plantation in the sky by Capt Scarlet and Blue.


Win for SPECTRUM and the only win this round by the Forces of Order.

Game 3 

SPECTRUM vs Different Davros and his Dalek's - Tavis

So one round all with the last round to see whether Order would prevail or Dr Argo would complete his evil plans.

With Dr Argo's faction winning the last round, its reward basically gave those casts double plot points for the first round of the game - this would prove very advantageous for Tavis as Davros can spend a plot point to stop a Dalek from being destroyed if he is in range.

After my first two games where I had basically had all the dice rolls and gunned down my enemies, this game went completely the other way.

I set up Capt Orange on a rooftop to snipe away at Dalek's but even though he could hide, the Daleks managed to close the range with Davros repairing them and completely negated that threat. 

Captain Scarlet had Jet-Packed onto the roof as well to lend his strength to the flank but heavy Dalek fire sent him tumbling from the roof - but thankfully he's indestructible !!


The SPECTRUM guards apart from gaining the McGuffun, were unceremoniously gunned down by the weight of Dalek's surrounding Davros apart from one lone Dalek that was charged by Capt Magenta and destroyed.


Colonel White seeing no way to stop the relentless advance of the Dalek's ordered the retreat.

My cast was axed due to losing most of my guards and I rolled a six which meant the rest of my cast was removed.

Apart from gaining all but one of the objective token's including the McGuffin, I had only destroyed one Dalek and a small repair drone. Toting up Victory Points I had just missed out on a draw by one point.

Minor (but still a) Loss for SPECTRUM and the Forces of Order.

However this round went to Dr Argo meaning they had overall won the day.

Some of the Casts of the Day