Friday 13 December 2013

Dreadball game 3

" Good evening folks, Marv 'the Mouth' Hengist here on a subdued night at the Rustbucket with my conspirator in crime Chuck Waggon, tonight's game had everything you could want from a game, except of course, a Raiders victory... Things started ominously when No 3'Radar' Richardson missed a 3 point strike after Michelle Jones psyked him out on the spot, A clearly hungover White Goodman added to a whole a cavalcade of errors from both teams, as the first 5 rushes prove inconclusive, to the point where the Raiders No6 'Lock Down' Leigh started to throw tantrums and hurl abuse at anyone within range (It's never a pleasant sight when a good jack goes diva chuck). White Goodman started to wake up when he received the ball, only for 'Beauty Scream' accidentally trip him up, No 3 'Radar' earned the enmity of the home crowd by fumbling not one but two 4 point shots in succession, (No Chuck I haven't seen that many fumbled balls since that night on Sallieana 3 either) whilst White Goodman's best effort was a cheap 1 point. 

Suddenly Michelle Jones landed a heavy hit to the back of Beauty Screams head, down and out she went, finally getting the crowd on their feet, with Michelle spending the next few rushes in the sin bin as a result, White Goodman must have been woken up by the crowd at this point, as he kicked into overdrive and dropped a 3 pointer to bring the Joe's up to 4 ahead. The raiders No1, 'Sniffer' Dawg got involved at this point, and threw a quick pass to Radar who slammed home a 4 pointer, possibly hoping to escape the beating he was undoubtedly going to receive later (that's right Chuck, Radar's wife is a beast when she's angry). With the score level the fans decided there was a game on and began cheering in earnest, No3 for the Joe's, Pepper managed a long run on his appearance off the bench, followed by a perfect pass to White who dropped another 3 points for the Joes, this was immediately countered by another two-way play by the Raiders with Radar putting another 4 points on the board to bring the Raiders to +1 (I'm pretty sure the fans can count too Chuck, but telling them the score is kinda my job..) 

At this point the crowd was screaming and the last few rushes promised to be stuff of Dreadball legend. Another great play by Pepper saw a long drive down the wall, a snatch pass past No10 'Blast Charge' left White with a third three point strike, The Joes at +2 were proving anything but Average. The Last rush for the Raiders, Radar and Sniffer pulled off one of the single greatest run-around snatch and grabs I have ever witnessed, they barely touched the ground, Radar dashed into the four point zone for one last throw, and as the ball left his hand, and arced toward the strike hex... and Exploded! In the final rush Pepper put himself on the score board but it was token gesture, +3 to the Joes after one helluva game, Chuck has just informed me that although Beauty Scream did survive surgery, wrist damage has meant she will be retiring from the game, an Icon of the rustbucket from it's earliest days, rumours say she is said to have been offered a position as an offensive coach.."

Game -3 loss 
Beauty scream died- cheap revive was -1skill- retired
No3 'Radar' reached rank 2- gained show off
5MC saved in bank
New Rating 126

Sunday 8 December 2013

DreadBall Game 2

Game 2- No-Homers Club vs Rust-Eze raiders

"Marv 'the Mouth' Hengist here on Springfrost with my long time co-host Chuck Waggon once again, we've travelled all the way out here to Forge Father territory for the Rust-Eze Raiders second game of the season, and what a game it was! we had some ecstatic fans here at the No-Homers Secret Clubhouse, although strangely most of them were definitely NOT cheering for the home team, apparently the home fans shuttles were diverted around a crash site this evening, leaving the away fans to populate as much of the stadium as they wanted. 

The game started with a bang quite literally, as after a perfectly executed steal by No2 'Beauty Scream'allowing the her to gain access to the crucial 3 point zone with the ball, it exploded right there in her hands! (I've also experienced that tight grip Chuck and let me tell you, it wasn't pleasant) The forge fathers Guards decided to slim down the Raiders offense, and dropped No1 'Sniffer' Dawg out for the next few rushes, although despite multiple attempts they just couldn't put No10 'Blast Charge' Billy down, in fact he held up the entire team long enough for Beauty scream to repeat her steal trick, and slam home a 3 pointer whilst backflipping in showboating as blatant as I've ever seen. Those No-Homers Guards were a feisty bunch though, and this time managed to (eventually) drop Blast Charge, and the Steal Queen herself, but they couldn't capitalise on their numerical advantage as No3 'Radar' Richardson slid into the strike zone for a little 1 point (No that's not a height crack Chuck, do you think I want Digby down on my ass for height based discrimination? Not twice anyway..) Now things were looking decidely dodgy here for the Raiders, although they were 4-up, The FF had the ball within 4 points distance, they were down to one striker 'Radar', who was trying to keep a low profile (come on now Chuck stop laughing..) and their reserve striker was the free agent Jeff longshanks, last of the '4-leafed Roamers', he swept on to the arena and in a show of skill that dwarfed his opponents (DAMMIT CHUCK!!) snatched the ball from the FF jack, he couldn't see a space until the Robotic Free Agent 11001111 (is that a name?) smashed back two No-Homers guards in swift succession, Longshanks threw the pass.. 'Radar' caught it, he dashed into the 3 point Zone, and slammed it home in mid air, though to a less receptive crowd, who had just realised that it was all over early, whitewash to the Raiders! 

What a game Chuck, In a few moments we'll be live commentating on the friendly game both teams agreed to play to stop the Fans rioting, but if you are travelling home remember to avoid the wrecked ship currently being salvaged by Rusten Brothers Salvage (say don't they own the Raiders, now there's a coincidence) out on freight lane 9901, have a safe journey y'all (heh, I coulda said it was a short game but I didn't did I Chuck? waddya mean Digby's on the comm?..."

Game was 7 points to me, my income 25MC (I know) I purchased An extra Jack No8 'White Trash' Tony, another Coaching Dice and A Card) 

Beauty Scream ranked up- and got the MVP to boot- and gained a safe pair of hands,

New team rating- 131. 

(nothing changed for me during the friendly which ended 4 pnts to the FF)

Sunday 1 December 2013

Dreadball!

I haven't managed to post for a while, mainly as I've been working on commissions and I don't post those up (being nice to the people who paid me is quite important) however, that said, I have taken a bit of time out to get involved in some dreadball, which although I haven't played many games I absolutely love, and after bouncing through the rules I spotted the page about Dreadball Extreme, and thought, 'that's me, right there...' I got a human team from a good friend Sam (his blog is here) at Xmas, so I painted those up (from spray to finished during the movie armageddon... they arent the most complex models thankfully), and designed a bit of background- Workers from the salvage firm responsible for disposing of used Dreadball armour, who set up their own dreadball league with pilfered armour in the bowels of their salvage ship, eventually catching the attention of the firms owners, who decided to back their raw talent with corporate sponsorship.

This then led me to think 'hmmm, i want extreme bases' so I got some plasticard, built some bases, and cast them up in resin. this in turn made me think 'what if...' and I embarked on a rather over the top idea- I would use these bases to build an entire pitch from scratch, extreme style, and so I did- on a base of plastic mesh from a craft shop, I built 'The Rustbucket' home of the Royston Brothers Salvagers team 'The Rust-Eze Raiders'

Here's some pictures, followed by the first game report of the league I'm currently playing in firestorm games











"Marv 'the Mouth' Hengist here with my long time co-host Chuck Waggon at the Rustbucket to report on tonights rather unique game. After some initial confusion over drinks allocation when the caterers at the Rustbucket had simply sprayed the team initials on the refreshment trolleys to denote which was destined for each dressing room, meaning the Raiders were left with a unique Terraton tea made from crushed coral and seaweed, whilst the Rebels were served no10 'Blast-charge' Billy's finest moonshine, we managed to get under way. The game started with the Raiders no2 'Beauty Scream' Betty stealing a quick 1 Point behind the Terraton's back, before being pounded off the pitch by an enraged alien. The pain continued for the Rust-Eze team for the next few rushes as they failed to penetrate the Reptiles tough shells, and even Blast Charge was beat down by a brawling Rebel guard. eventually the Raiders got another break, and stealing the ball from a Terraton (no Chuck I don't know his name, all these damn aliens look alike to me) as he closed on a big 4 pointer they got another cheap 1 point, they were 2-0 up, but their celebration was cut short as no5 'Redshirt' Bobby was dropped with a blow to the head so severe he's likely now playing ball on the Rustbucket in the sky (yes Chuck I know that as it's mounted on a salvage ship the Rustbucket already is in the sky let's not let that get in the way of a good metaphor) as the game reached it's closing moments the viscous moonshine imbibed by the Rebels finally worked it's way into their alien system, and as they began to wobble rather strangely around the pitch a commotion in the dressing rooms revealed that the refreshments mix-up may not have been as accidental as previously thought, the robot ref dialled up Digby, and after a brief online chat called the game a draw on Rush 11, pending a stewards enquiry."

Draw- Both teams gain 1 dice (I rolled a 5)

NO2 'Beauty Scream' my MVP'
NO1 on the terratons killed NO5 (guard 'Redshirt')

My purchase- guard no11 'Bore-hole' Baldwin

No spare Mc, new rating 101.

Friday 18 October 2013

Because I'm Bat, man:)

Haven't painted much that isn't drop pod for a while (commissions can drag at times for me) but after I played a few games down firestorm with the new Savage Wave bat I couldn't help taking an evening out to paint him up, with a lightly sculpted base I think he's looking fine, but I cant decide if I want to add warpaint to it like the concept art had (coloured Bakemono handprints all over the fur like this) anyway, here he/she/it, the eater of maidens, the stalker of snakes, is!





Albino bats have no pigmentation like other albinos, but as their wings are just skin, they end up being strangely translucent, which took a while getting right, the flesh over the limbs was fun to do as well, and I found out that bats can close their ears when they issue their big echo-locating screech to avoid deafening themselves, didnt know much about bats, but they are fascinating:)


Thursday 3 October 2013

Cheating at Tattoos

I was told many many moons ago about a method of painting fairly decent looking faded tattoos on a miniature that didn't require a vast amount of freehand, or any painting skill at all really, I never tried it out because, well mainly because I love my freehand and never needed to, but with GCT's silvermoon trade syndicate release they all have a lot of Yakuza-style tattoos on them, and there were many comments from bereaved gamers worried that they would never be able to replicate the designs, I thought I'd give it a go and see if it's helpful, in fact the shoulder tattoos on my Joker gang were done using it, and it looks good enough to be worth a tutorial/review so here we are-

Cheating at tattoos, 
This should give an impression of a faded, old tattoo, not a lovely fresh one, if you want a good tutorial for normal tattoos I like (love) the one on the GCT studios page HERE. if you aren't quite that accomplished and don't mind the faded look, try this very fast technique out-

Materials-



A model with the skin at a level you are fairly happy with, a selection of watercolour pencils (dark blue, turquoise or green work best for the outlines) and matt varnish. (The model in this case is a clay golem, and because it was for a tutorial I didn't bother with mould lines etc, so yes it looks rough, in fact it is a bit too muscled for tattoos but it's what I had to hand...) and a design to copy- here I'm attempting a Koi carp.

Outline-


Sharpen the watercolour pencil you chose for the outline to a very fine point, and quickly sketch out the basic design on the model, it needs to be fairly faint at this stage, though you may need to press on a bit to leave a mark based on the material of the mini and the quality of pencil you are using.

Colours-


You can add colour to the tattoo using more watercolour pencils, or just leave it the plain outline colour, go over the outline more firmly at this point to make it stand out more.

Blend-


Use the Matt varnish and a small brush, paint along the lines of the tattoo, you can also use it to blend colours together as I did here with the purple and blue on the fins- this layer serves two purposes, firstly it blends the edges into flesh, giving it that nice faded tattoo look, secondly it seals the whole tattoo onto the model so it doesn't rub off.

Finish-


Finish the skin off completely at this point, highlighting around the tattoo, maybe giving the whole area a thin wash of the skin base colour and voila- the tattoo is done, I timed up to this point and the tattoo has taken me 6 minutes so far, including photography, so if you want fast tattoos this is a very good technique!

More- 


I already had the model primed up, and the pencils to hand, and bargain hunt hadn't finished yet, so I thought I'd add a dragon to his other shoulder and back, plus a few extra monochrome tattoos on his arms, in total this all took about 15-20 minutes, which wasn't too much to commit to trying a new technique. He looks alright, and will probably become a playtest proxy for bushido 40mm models in the future:) (though i will have to have a go at those mould lines...)

Verdict-

I still prefer the old freehand way, but to achieve this level with a brush would have taken a lot longer, so I think the first advantage of this technique is speed, it's very fast indeed. The second advantage is pencils are much easier to control, so drawing the outline is very easy for those who don't feel confident enough to paint freehand. The downsides are- it doesn't suit heavily muscled models (like this guy), and it can appear a bit grainy (especially with my grainy photos..) plus even with a very, very sharp pencil you'll never achieve the detail possible with a super fine brush.

Watercolour pencils aren't that expensive, less than a pound each, so if you want to try tattoos this way it's not that costly if you mess it up, plus right up to the stage where you varnish the model you can always just wipe it off:)

hope someone finds this useful!
Mick

Monday 23 September 2013

Channel 7 News Report (last thursdays Game)

“Sian Hidachi here reporting for channel 7 news here in Gotham city, where we meet ex criminal turned pillar of the community Oswald Cobblepot, here to tell us about his new initiative ‘The Iceberg Watch’ Mr Cobblepot; tell us all about it?”

“Hi Sian, and please, call me Oswald… well as you mentioned I was once a hardened criminal, forced by desperation into acts that some even called terrorism, but by the grace of the good people of Gotham I was given a second chance, and I have done my best to earn the trust placed in me that day.. and that is what The iceberg watch is about, second chances; these men you see around me are all one-time criminals, low level thugs and enforcers who had no choice but to sell their services to one costumed lunatic after another just to put food in their families mouths.. well no more! The Iceberg watch is a private security firm, which exclusively employs these ex ‘goons’ so we are better informed, and better equipped, to deal with so called ‘super-villains’ such as Mr Freeze and the Scarecrow than regular forces, after all we know how they work from the inside out, plus it keeps these noble men, desperate for a calling, from swelling the ranks of these villains”

“Thanks Oswald, merely moments ago we witnessed the Iceberg Watch in action, as Bane himself, seemingly aided by the Joker, broke out from nearby Arkham Asylum, with no security forces in sight and the police fighting off the riots downtown, Mr Cobblepot sprang into action, wounding and driving off the Jokers crew, whilst bravely attempting to engage Bane in dialogue, re-capturing several of his men, If not for a camera fault we would be able to show you Oswalds heroism”

“It was nothing more than the good citizens of Gotham deserve my dear, should we allow thugs like Bane, or psychopaths like the Joker to run free in Gotham when we had both the men and the means to stop them? No! Although not currently contracted by the Asylum we cannot allow thoughts of profits to distract us from the cause of justice”

“And you received some unexpected help during the escape in the form of the Batman, is this a formal arrangement?”

“Not at all, in fact as you can clearly see from this footage the batman threw the joker from a second storey window, and then pummelled him unconscious while he was defenceless, another brutal act that tells us all that we cannot rely on masked vigilante, the Iceberg Watch is a registered private security firm, our address is on file for any who wish to find us, which is more than I can say about the Batman..”

“Indeed, this next footage shows Bane hurling the batman across Arkhams driveway, and the caped crusader was unable to prevent Bane’s escape, in fact you say his presence prevented you from talking Bane down?”

“I had risked my own life to talk to Bane man-to-man, and he had respected that, he was on the cusp of surrender when that winged fool arrived and aggravated him, escalating a situation that we had under control, and in the mayhem his entrance caused the Joker also disappeared”

“Well thanks again Mr Cobblepot , sorry, Oswald, and there’ll be a special edition  of ‘Gothams Finest’ tonight at 9 where you can see the full footage the Iceberg Watch’s heroic defence of the city, only on channel 7”

Saturday 7 September 2013

Clown Cars

ok, I managed to take very bad, almost unusable photos of the game, so I won't be using them:P instead I'll have to do with (almost) finished photos of the Jokers Crew, plus the second game report-

Game two- Clown Cars

GCPD: two cops- one rookie, one vet
Joker: The Joker himself.

Scenario- The Police are driving one car each- a police cruiser which holds the goons, and the jokers truck which holds the jewels from the heist. each goon, the truck and the jewels are worth one VP each to whoever holds them at the end of the game.

Terrain: a street in the Narrows

The Jokers attention span may not be great, but when the truck didnt arrive at the pre-arranged meeting point even he was suspicious, mainly that his insane henchman had run off with the loot... with instructions to Harkey, the Ringmaster and Mime to check the prisons, the asylum and the morgue, he stole a nearby car and raced off to the narrows  to find his jewels.

Imagine his surprise when after only a few minutes drive down the deserted streets he found himself face to face with a police cruiser, closely followed by his own truck, only a clown could get arrested in the narrows...

Turn 1: The joker slammed his foot on the accelerator, and aimed his headlights straight at the cruiser. The Rookie driving was still unsuspecting at this point, as was the Vet in the Jokers truck so they slowly came on.

Turn 2:  The revving of the engine, and the obviously smashed up windscreen finally caught the attention of the Rookie, who saw the beat up station wagon coming straight for him, getting on the radio to the Vet he tried to take evasive action but the narrow street hemmed him in too much.

Turn 3: In a last ditch battle of nerves (the Joker decided that he wasn't going to lose at chicken today whatever I did) the Rookie managed to veer at the last minute,(coward!!) swerving to the left of the Jokers car, and drawing his pistol opening fire through his own window at the speeding Lunatic, he hit nothing but the Vet behind saw the gunfire and skidded to a halt, blocking the street but slamming himself around inside the car.

Turn 4: The Joker may be mad, but even he knows T-boning a car wasnt going to end well for him, slamming on the brakes he swept the station wagon to one side, and as it came around he tumbled out of the drivers door, before rolling to his feet, by the time the car slammed into the side of the purple ruck he had come about and was climbing over the bonnet toward the stunned Veteran, The rookie saw the clash in the mirror, and screeched to a halt, climbing out with his radio in one hand and his pistol in the other.

Turn 6: It was his truck in the first place, so the Joker can hardly be blamed for wanting to get it back, he dived through the drivers side window, landing on the Veterans lap he slammed his fist into the cops chubby abdomen, with a buzz of electricity (he rolled critical damage with his punch!)  the Vet began coughing up blood , heaving the clown off him into the passenger seat he clambered back out the way the clown came in, this time into the station wagon! All the Rookie could do was call for back up as he couldn't see anything.

Turn 7: having gained control of his loot surprisingly easily, Mr J climbed back into to the drivers seat, gunned the engine and sped off into the darness, leaving nothing but a beat up station wagon, an unconscious cop and a trail of purple paint behind him... his goons he would have to come back for, so we'll call this one a draw...

here's the almost finished gang (still need to finish the orange on all but the Auguste, plus a few details)







 The clown truck is from Ainsty Castings Carpark range, and I couldn't resist:) the 'Extra'  crew member is Mime, a 1980's batman villain who appeared in maybe 2 comics, but fitted with my spare models available and sort of matches the jokers theme...



Friday 6 September 2013

First Walk round the Streets of Gotham

Last night saw myself (the Joker) and Matt (commissioner Gordon) take to the streets with a few models from our respective warbands, (The Penguin was playing Malifaux, Batman was exploring a super dungeon and Bane was still in Blackgate, the perils of the varied game scene you find at FLGS as great as Firestorm) and to ease Matt into it we started small, with something a bit more story led..

Garrett and Daughters jewellers had sat on the corner of Gothams mainstreet for 90 years, serving the rich and affluent citizens of Gotham from behind it's reinforced facade, though in general these offered less protection than the Garrett families links to the Marconi crime sydicate. The protection generated by such a fearsome name as the Marconi's however counts for little when the criminal in question is as fearless (or at least as crazy) as the Joker, who in his freshly stolen children's entertainers truck, managed to pull off a dramatic heist using several chemically loaded balloons and a hijacked earthmover, and make away with more than 2 million dollars worth of expensive jewellery.

The Jokers love of the comedic may have once again let him down though, as after he sent his goons back to base in the clown truck with most of the goods, the mistreated vehicle broke down right in the middle of the narrows, where 2 beat cops, a young rookie and his more experienced partner stumbled across the surreal sight of to 2 clowns wearing more bling than Mr T under the hood of a purple and lime green boxtruck, which is where our game begins..

Game one: the Arrest

GCPD: two basic police officers
Jokers Crew: Clown and Contra Auguste

Terrain: a long street in the Narrows with several side streets, a raised car park sits in the centre of the table, with the Clown truck broken down on one of its corner streets.

Deployment: the Clown and Contra Auguste are deployed by the truck, with the GCPD officers at the other end of the main street

The game started with the Rookie jogging forward to behind a nearby skip, and calling out to the clowns to get on the ground, whilst his exasperated colleaugue fumbled to get his gun out of his holster. By the truck the Clown turned, and seeing the hated GCPD uniform started to weave toward the inexperienced officer brandishing his baseball bat, the Contra August meanwhile ducked behind one of the carparks support pillars.

Turn 2: The Clown was in for a surprise, what he lacked in street sense the rookie more than made up for on the range, a crack shot to the painted goons groin left him stumbling and rolling into a moaning lump in the middle of the street, finally deciding it was safe to move in the veteran drew his cuffs and advanced on the moaning Clown, who had decided to turn invisible for safety (and if he could actually do that instead of being a lunatic it would probably have worked better). The Auguste sprang out from behind the pillar, swiping ildly at the veteran with his knife, although the fat cop managed to dodge both frenzied attacks.

Turn 3: Saw the Rookie moving up to assist, not wanting to risk friendly fire he drew his baton and charged in, after a few false swings he caught the Auguste a solid blow on the back of the head, knocking the knife wielding crazy unconscious in one blow! this left the veteran free to try and slap the cuffs on the clown, who had just recovered his wits and managed to fend him off, swiping at the legs of both officers with his bat to no real effect.

Turn 4: The officers redoubled their efforts to bring the Clown under control, the rookie grabbing his arms whilst the Veteran went for the cuffs again, struggling free the Clown kicked away from his attackers, and executing a beautiful 'pratfall and tumble roll' dived behind some trashcans across the street, much to the surprise of the GCPD duo!

Turn 5: Still surprised by the elaborate acrobatic escape, the Rookie still managed to switch weapons and take aim at the garbage pile, the Veteran took advantage of the lull to cuff the Auguste and draw his own pistol.

Turn 6: Both GCPD decided to go for safety rather than keep trying to bring the deranged goon in intact, they opened fire with their pistols into the general area of the trashcans, ripping into the rusted metal and sending filthy debris everywhere, clipping the Clown forcing him to huddle down into the trash, stunned by the assault.

Turn 7: A quiet turn as the GCPD spent it cautiously moving over to the ruined trashcans with drawn batons, whilst the Clown started some makeshift first aid.

Turn 8: In a moment of impressive ineptitude that may well explain the state of Gotham's civil disobedience, both cops spent the whole turn smashing into the trashcans and assorted garbage, totally missing their intended target, who finished strapping himself up and grabbed his bat.

Turn 9: The Rookie finally figured out which piece of trash was the fugitive (probably when it picked up a baseball bat) managed to land another clean blow to the skull, (he finished top of his class in the academy at skull cracking) and put the Clown down.  The Veteran slapped the cuffs on and it's game over, now all they have to do is get the clown truck, the squad car, the recovered loot and the two goons back to HQ..

I'll add some pictures and the second game (in which the Clown Prince of Crime gives the Veteran a lapdance) later on, along with some thoughts on the game:)

Monday 2 September 2013

Catching up on my bushido..

A slight break from Batquisitor this week, although I'm looking forward to playing games Thursday with any luck) whilst I caught up on my Bushido bits, I've got last waves Harionago for my Cult and this current release of the extra Oni Slave for the savage wave-


Harionago still needs her snowy base as you can see, but I'm happy with her for now, especially with a hangover...


The Slave I had fun with as you can see-


and I couldn't resist taking a shot of my three wave slaves together:)-



Hopefully I'll have my finished Batman warband ready for my next post.

Wednesday 28 August 2013

The Batquisitor Campaign Rules

Todays tea is a lovely Whittards Mango tea, very soothing, and along with it Matt has supplied the next step- campaign rules! Incoming transmission... :)


People of Gotham, your attention please. We all must come before the judgement of a higher power, and today is Gotham's judgement day.

Too long has this city been torn between opposing ideals. The oppressive order of the GCPD. The reckless anarchy of the Joker. The destructive greed of the Penguin. And though you may not realise it, the hopeless vanity of the League of Shadows, attempting to bring balance to this chaos.
The time has come for Gotham to face its final judgement. And, like all who stand before the inquisitor, your judge shall be... yourselves. The people of Gotham will make their choice: order, anarchy, greed or balance. Those who embody the paths not chosen, will be eradicated.


A final word to Gotham's erstwhile protector: do not try to find me. We each of us wear two faces. If you read my words, you will find only riddles; if you ask my name, you will hear only silence. I might be your oldest friend, your earliest enemy, or perhaps even the face in the mirror. You may call me... your Inquisitor.

=][=

Ideals
The 'soul' of Gotham is broken into three ideals, and each of the factions is devoted to one of them: this is their 'faction ideal'.
  • Order, affiliated to the GCPD and the Batman Family
  • Anarchy, affiliated to the Joker
  • Greed, affiliated to the Penguin
  • The League of Shadows is different, in that it is devoted to achieving Balance between the three ideals.

Loyalty
During the campaign, characters will be pulled between the various ideals. If they are pushed too far, they may leave their faction to better pursue that ideal. The affiliation of characters is tracked with points.
  • All characters begin with no points to their non-faction ideals.
  • Leaders begin with D10+6 points to their faction ideal; Ra's al Ghul begins with D10+6 points divided evenly between the three ideals.
  • Non-leader sidekicks begin with D6+6 points to their faction ideal; League of Shadows characters begin with D6+6 points divided evenly between the three ideals.
  • Non-leader henchmen begin with D6 points to their faction ideal; League of Shadows henchmen begin with D6 points divided evenly between the three ideals.
  • If a character is taken out of action during a scenario, his faith in his faction's ideal is shaken. He gains 1 point to his non-faction ideal with the least points. A League of Shadows character gains 1 point to his ideal with the most points, disrupting his Balance.
  • If a character takes at least one enemy out of action during a scenario, his faith in his faction's ideal is strengthened. He gains 1 point to his faction ideal. A League of Shadows character gains 1 point to his ideal with the least points, increasing his Balance. A character may only earn 1 point per scenario in this way.
  • Characters may gain points to their various ideals for other narrative reasons, as decided by players during the campaign.

Defection
At the end of a scenario, players must determine whether their characters remain true to their faction's cause, or defect to another faction that better represents their interests.
  • If one ideal exceeds the sum of the other two, the character defects to the faction that embodies that ideal. If all three ideals are in balance, they defect to the League of Shadows.
  • The receiving faction can decide what to do with the new recruit: add them to their roster (use a spare model, or your opponent's if they're willing!); interrogate them for information; or just keep their stuff and throw them into the river.

Territory
In addition to the loyalty of a player's crew, the campaign also measures how their actions are perceived by the people of Gotham. Each faction controls a section of the city, divided into territory hexes: see map. During the campaign, these territories will be won and lost, as the people's faith ebbs and flows between the various ideals. Each territory is worth 1 territory point to the faction that holds it.
At the end of a scenario, players must determine the state of their territories.
  • For each character lost to a rival faction, also lose one territory to that faction (opponent's choice).
  • In addition, the faction that wins the scenario gains a territory from their opponent (winner's choice).
Note that the actual location of the territories isn't important: factions may win territories even if they are not adjacent to their existing territories.
The Batman Family is different to other factions. They only start with a single territory, Wayne Manor, which is worth 6 territories to whichever faction holds it. The Batman Family can only gain additional territories if their total number of territories does not exceed the number of characters on their roster.


Friday 23 August 2013

Preparations are key?

Okay so the first nights gaming didn’t go exactly to plan, mainly due to the fact that I was the only person who had ever written up inquisitor characters before, so we spent the night filling in paperwork, but hey, that’s the way it goes sometimes, from prior experience I’m sure it will be worth it, a brief post today on Weapons-
The weapons of Gotham are largely going to be those of the real world, and that means we have to eliminate a large chunk of the guns from inquisitor, this is a good thing however as armour is going to be rare, and anything bigger than a heavy stubber (or 30m machine gun) would be unbelievably deadly. Obviously there are exceptions to this ‘real world’ rule, but most of them have some game equivalent we can base rules on; Mr Freeze’s raygun (stasis weapon), Penguins umbrella’s (various weapons mixed up, plus a helicopter), scarecrow’s fear bombs (scare grenades) and jokers googly eyes (auspexes) and so on. We also need to assign a ‘rep’ value to each weapon, plus a new ‘common’ ‘rare’ rating etc
Whilst meandering on this point it’s worth noting that many of my fellow inquisitor players moans from the past about game balance centred around the difficulty in writing balanced warbands, the ‘ready reckoner’ at the back of the book simply goes on common, rare, unusual etc, so something as overpowered as a Frost Blade counts as much toward your rep as a servo skull that takes notes… for me it’s never been a huge issue as I choose not to play with muppets who would abuse the system, but I may at some point ‘point up’ the equipment in the basic Inq book, just to see where it would lead. Anyway enough meandering- here’s the Gotham weapons chart-


NameTypeRangeModeAccuracyDamageShotsReloadWeightavail
StubberpistolFsingle/semi(2)2D6+215215common
9mm clip fed pistols5 rep
AutopistolpistolAsingle/semi(4)2D620220common
submachine guns (uzi etc)10 rep
AutogunbasicCsingle, semi(4), full(10)2D6+230230rare
Assault rifles (M16, Kalashnikov etc20 rep
RevolverPistolEsingle2D6+26*2*15common
6 shooters, colts etc5 rep
ShotgunbasicEsingle2D6+21*1*30common
15 rep
Sawn-off ShotgunbasicAsingle-102D6+21*1*20common
15 rep
Double Barrelled ShotgunbasicAsingle/semi(2)-102D6+21*1*20common
20 rep
Pump action ShotgunbasicEsingle/semi(2/3)2D6+28*2*35common
20 rep
Automatic ShotgunbasicCsingle/semi)2/5)2D6+220340rare
20 rep
Hunting RiflebasicGsingle2D6+410*2*40rare
bolt action rifles, police snipers etc20 rep
Heavy StubberHeavyCsemi(4/6)/fully(10)3D640345rare
50 rep
Hand Flamerbasic*15*Flame-25%2D64625rare
25 rep
Flamerpistol*25*Flame-25%2D6+46840rare
50 rep
Exterminator**25*Flame-25%2D6+41xx10rare
15 rep
Disposable Rocket LauncherHeavyAsingle (A1B6)-53D61xx30rare
loaded with super Krak to represent R/L bazooka, could swap for super frag for hollywood effect30 rep
Throwing KnifeThrownEsingle-5D61xx10common
1 rep
Throwing StarThrownEsingle/Semi(2)D3+11xx10common
1 rep each
Smoke GrenadeGrenadeEBlast 41xx10rare
5 rep
NameReachDamageParry PWeightAvailabilityrep
Knife1D6-25%5common1
Short Sword/Machete2D10-15%15common2
Sword32D6-10%20common5
Axe22D6+2-15%20common5
Flail/Chain2D6+1-40%20common5
Spear4D10-15%40rare5
Staff4D6-15%40common5
Hammer/Club2D6+2-20%20common5
Falchion33D6-15%35rare7
Great axe23D6+2-20%45common10
Great Hammer22D6+2-15%45common10
Knuckle Dusters0Unarmed +3-30%5common2
Armoured Gauntlet0Unarmed +4-35%5rare2
Improvised Weapon1Unarmed +3-20%specialspecial0
BayonetspecialD6-20%5rare2
Buckler1D6special10rare10
Shield1D6special25rare20

Wednesday 21 August 2013

Batman Miniatures game (or not...)

I’ve been a fan of Knight models http://www.knightmodels.com/nueva/ for some time, their sculpts are usually fantastic, their paintjobs mindblowing (see ironman here http://tinyurl.com/mm8maaa  or as my mate Gav said ‘caution: may not look as good when painted by actual humans’). So when they said they were releasing a Batman miniatures game based on the Arkham computer games I was quite excited, and was even more giggling with girly joy when my wife bought me the Joker starter set for my birthday – there’s a few shots of it WIP around here somewhere-






and when they game rules came out in Spanish I could barely wait until they got translated to play, and that’s where my excitement began to wane a little…

For many years I’ve seen European or eastern gamers comment on PP, GW or other games forums about the lack of well translated rules, or translated rules at all, and for the first time I can say I feel their pain, and will never mock them for it again. The Knight Models alpha rules are full of weird incongruities and dead ends, and although some are fairly easy to work out (weapons with ‘tough’ are probably meant to have ‘heavy’) others (I can buy the jokers guys the special rule ‘Bengal’ for throwing weapons, which means nothing in the rules, or to me, unless I can throw tigers at people, which would be cool…) and the game when played seems massively biased towards ranged attacks (they hit easily, wound easily, get multiple attempts per attack, and always bleed which is bad) which are then unusually cheap to take, as long as your models actually have them. As for game balance- against my Joker starter set (Joker plus the melee armed goons) with Harley Quinn as an add on, my last opponent had the Penguin plus 7 other goons, 4 of which had multiple shot ranged weapons, It didn’t go well for me as outnumbering is a huge advantage, and the rules have very little to discourage ‘clumping’, having one big blob of models swarming up the table, pointedly ignoring the ‘skirmish’ part of the game, which always irritates me.

Some game concepts (always at night, sewers and others) are great, the models are beyond great, but as a group we all felt playing the Alpha rules was just a bit dispiriting, and that maybe we should wait for the next set, which shouldn’t be too far off and hopefully will have picked up on the quirks. In the meantime we were left with a bunch of pretty models and nothing to do, until one of the chaps suggested Inquisitor- the characters are very customisable, It requires very few models, the game is very story led (let’s face it- we love comic book characters for the story), and we can easily shoehorn in the bits of Knight Models rules we liked, (and he had owned the book for years and never played it). Now I love inquisitor, and have played it at both 54mm and 28mm scale on and off since its release, so was obviously well up for it, all that remained now was to convert the rules into a format usable in Gotham, and away we go, first games in Firestorm in Cardiff this Thursday:)

Firstly- some house rules I’ve always used in Inquisitor to help the game along, plus warband creation, tomorrow we'll cover weapons.

Main characters

Players may design and stat up to 3 of the following, using the ready reckoner at the back of the book to work out how much they cost - players main characters should cost no more than 300 creation points in total.

 1 Heroes/Villains- (batman, joker, penguin etc, all get 'heroic' and 'leader' skills)
0-2 Sidekicks/Partners in crime- (Robin, Harley Quinn, Lark etc)
0-1 Vigilantes/Mercenaries- (Catwoman, Deathstroke, Red Hood etc)

For all of the above be reasonable, only 2 statistics may be over 90, humans may NEVER have S or T over 80 without some form of enhancement, (Bane on Titan for example- although Titan can easily be represented by the combat drugs taken by archeoflagellants) whilst it seems reasonable that some characters (batman, freeze  etc) can have some crazily esoteric kit its unlikely that most characters will have access to more than one or two rare things, also bear in mind lets try and keep to WYSIWYG models, and what a human can physically carry (again batmans belt is his trump card here, he is going to be a beast, but hellishly expensive) also feel free to make new special abilities up to fit your characters, as we can discuss them when we meet up on thursday.

the above characters will form the bulk of your warband, and after that it's just allies, allies have lower stats, and when shot at only two locations (you still roll for location to see if cover is in the way, armour etc, but any location that isn't the head or chest is 'wounding', the head and chest are 'lethal', this makes them faster to kill as is right with walk on parts, and means even with larger numbers the game doesn't become too bogged down.

Allies 
Each Gang starts the campaign (or any one off games) with 100 Rep, this can be spent on allies from the list below, plus additional equipment and skills for them, you may add every point of Rep under 300 your main characters are to this total, if we do run through the campaign then allies will gain skills and injuries just as main characters do, and their cost in rep will be affected by these, bearing in mind these guys are MUCH easier  to kill than usual characters, hence their very cheap cost comparitively.

Swat teams/elite henchmen 25 repWS=60+2D10, BS= 60+2D10, S=50+2D6, T=50+2D6, I/WP=40+2D10, LD/SG/NV=60+2D10
Equipment- may have ranged or melee equipment, may have riot armour or equivalent (flak I'd suggest)
Skills- as appropriate- shield bash on riot police, shooting skills on swat teams, combat skills on henchmen etc, one skill is free, each additional adds +5 rep

Beat cops/generic goons (choose from melee/ranged/smarts) 15 repWS=40+2D10, BS= 40+2D10, S=40+2D6, T=40+2D6,  I/WP= 30+2D10, LD/ SG/NV=40+2D10
Melee reduce their BS by 10 but increase their WS and S by 10, may only use melee weapons and pistols.
Ranged reduce their WS by 10 but increase their BS by 15, may use any ranged weapon (appropriate to model) and a single knife or club.
Smarts reduce both WS and BS by 10 but increase their I, LD and NV by 10, may use any weapon. have access to specialist equipment like scanners,  etc, they can have one piece of esoteric stuff chosen from the book for an amount of rep agreed by the players.
Skills should be appropriate, one is free, each additional skill is +5 rep.
Beat cops can also be taken by Raas al Ghul, the Penguin, the Scarecrow and the Riddler as goons.

Gang abilities- Penguin gets ranged goons at 1/2 price but they get -15 LD and NV (mercenaries are only so brave), joker gets melee goons 1/2 price with some sort of insanity(roll on the hallucinogen table on creation, if they fail a NV test they must take a WP or apply the results), Raas al Ghul gets ninjas- extra D10 on WS, BS and I but no guns (they can be either elite or melee goons). there is no such thing as a melee cop, they must be ranged. Poison Ivy may swap all goons for plant creatures, these are basically the same stats but only claws and teeth, and may take demonic abilities. everyone else gets generic goons as above.


House rules- after years of playing inquisitor we amended the following rules, we don't have to use them but they do make the game much more realistic (and fun)-

  • Characters always get at least one action, regardless of how terrible your action rolls are
  • Using a flame/fully auto weapon reduces your BS by 25%, instead of reducing it to 25%, for fully auto it also decreases by 5 for every target after the first. (so a BS 80 character firing on full auto is BS 60, if they spread this between three ‘targets’ they are BS 45)
  • 'Stunning' is for actions and not turns, and they happen concurrently not consecutively, otherwise it's too easy to stun a character out of the game. 
  • regardless of your strength, you can't jump further than you can sprint without help. (space marines could jump a bazillion yards per action...) 
  • Blademaster- all to hit rolls of 01-10 are criticals, not ALL hits are criticals, seriously now...
  • Experience is slightly less massive (half all amounts gain per point spent, special abilities/talents cost 10 for the first 10, 20 after that)