Tuesday, September 28, 2021

(Star Wars d6) #21 - Alcazaar 4 - Flying Away From Trouble

Our "Heroes"

Ne'vets Aharo - an exotic animal broker, both legal and otherwise.  Teaming up with ally and friendly rival Abel Norrum for some exploration.
Evus - Twi'lek former mercenary, Ne'vets' armed muscle with a keen eye and a tendency to shoot first.
Tarrie - Human pilot "under contract" for the upcoming mission, whatever that is.  Brother of potential terrorist, rebel  Latorna Savvn.
Frokazza - Wookie co-pilot, mechanic, and unarmed muscle. Very distrustful.

Certainly Not Alone!
Discovering a different corporation 
Is on the planet Alacazzar,
The Surveying crew on The Big Game
Ponder how to guarantee the biggest payoff
While pushing off the most threat until
The very end of their expedition.

After getting the increase offer from the Lisani Corporation for eliminating their corporate competition, some of the expanded crew of The Big Game argued if they had the firepower to remove the squatting mining operations.  
The Big Game
For Ne'vets Aharo, he had contacts within Strell, business contacts from his exotic animal business, but none with the clout to stop things from transpiring, or with a friendly enough relationship to secretly warn them of their co-workers impending doom.

For Yast, Frokazza, and Tarrie, focus was turned away from attacks to the repairs on the crew and ATV-1. 

The  ATV-1 main gun became a mis-mash of power cells and coupled weapons.  The turret needed to be reconstructed from available parts and rewired through the vehicles air conditioning.  It could only turn in a 180-degree forward arc.

Yast was confidant of his impromtu repairs,  "It's either going to produce a heavy repeating blaster shot, or it's going to explode.  

Abel, down the hatch for a restock of Java, quickly interjected "Frokazza, welcome to your turret, we're claiming dibs on ATV-2."  


Scanning the planet in the area of the alleged second Strell compound, they found a much larger complex, obviously new since the original Lisani scouting probes.  It had an easily identified formal motor pool, aircraft hanger, reactor, and larger complex for workers.

But first there was the matter of the original directions of the mission.  Exploring the planet in general was enough for the initial promised payment, in case the one additional complex proved too much, or that there were multiple facilities hidden across the planet.   That was what corporate armies were for.

With that, The Big Game descended back down to the surface of the planet.  Keeping relatively low, they encountered large herds of shaggy water buffalo-like creatures, always moving east, away from the every-moving glacier on the other side of the planet.  

The mudlands were simply inhospitable, oversaturated with vast patches of mud.

Thawing glaciers on the far west of Winter on the planet.  Even with frigid temperatures, a few large heat signatures could be found on snow.  
Perhaps these snow sloths are perpetually hiding on the dark side of Alcazzar

The immense Oceans attracted the most attention from Aharo's team. The water along the coast was relatively calm, but the waves further out were impressive, thirty meters in otherwise calm weather.

"Just imagine what's below the water," Ne'vets said, amazed.  "If I can get a submarine I bet there would be fascinating items below."  Abel nodded approvingly.

The cursory trip around the planet netted no other human settlements, and no signs of sentient life on-planet. 

"Worst case we can sell the herd animal steaks, if they taste good, like the merchants over on Ovannis."

"I've been paid a lot more for a lot less... anyway, the Yazirian flying keeps him away from tinkering with the weapons systems, or the shields," Abel retorted. 

Coming back from their tour of the planet, two more blips come up in front of them.  Two more of the light planetary fighters streaked in.  Unused to armored ships with potential shields, the small crafts' lasers merely scorched the paint, and the mere threat of blaster fire from The Big Game scared them off.  That matter to  Yast and Tarrie, who conducted a half-dozen barrel rolls through a canyon to avoid weapons fire that couldn't affect the Small AV-9.  

Checking systems after the ineffective attack, Yast discovered a programmed ping coming from the nav computer.  The Big Game was transmitting its location for all to see and fairly low tech at that, for the last six hours.  As they scanned the planet from orbit, Ne'vets was trying to help, but his fumbling hands on the console must have set things up.  He was banished from the cockpit, and Yast took a more circuitous route at low altitude to get to a "safe location" on the planet.  

Hiding in the forest, with Yast using the gunnery computers to scan for giant bears, the groups developed a plan.

The Big Game, Yast flying and Tarrie working the guns, would drop off the 2 ATVs twenty minutes or so from the Strell Corp complex.  It would fly low and fast to get to the other side of the facility and conduct a strafing run, scramble the two planetary fighters and distract the other guards for the ATVs to roll in from the opposite direction.

The Big Game did come in for the strafing run with some success, damaging the hanger for the fighters but not destroying anything. Met with tremendous firepower from the concrete defense towers, it flew off and attempted a second strafing run, with minimal success.  Within two minutes, the fighters were scrambled and chasing an intentionally slow The Big Game.

Ne'vets was driving the lead vehicle, ATV-1, leading the vehicles. 

"I don't think I've ever seen Ne'vets drive before.," Abel remarked.  "He usually makes some lesser alien race his driver.  Driving Mr Ne'vets they'd call him behind his back."

Making good time through the woods, he noticed through the side mirror that Abel's vehicle mysteriously lifted up in the air. Seconds later, Ne'vets found his own ATV suspended in the air by some ropers, or perhaps heavy vines.  

Surrounding the elevated vehicles were dozens of primitive hairy humanoids, armed with spears. 

"Ringu-Ga!!!"  Ne'vets exclaimed in glee!


Next: #22 - The Compound Outside the Compound

Monday, September 27, 2021

(Kickstarter) Bubblegum Rave by Vivid Worlds

 For me, zines have become the candy display at the grocery checkout, the impulse buy I try to deny, but I can't help myself.  So when a concept like Bubblegum Rave appears, the temptation to back it is strong.

From the Kickstarter:

The Bubblegum Rave is a place outside of time and space where the music never stops, the drinks keep flowing and the coolest immortals mix with anyone enterprising enough to get past the door staff. Adventuring isn’t always about swords and sorcery, sometimes it can be about glow sticks and gimlets instead!

This system-less supplement will provide you with all the hooks, dramatis personae and (most importantly) drinks menus that you need to bring your party to the REAL party! Whether you need a quick filler session or the centre of your next campaign, the Bubblegum Rave exists to fill any and all of your needs.
  • An entire cast of NPCs, from burly bartenders to supernatural socialites and everyone in between
  • Narrative systems for working your way through the densely packed crowds without harshing anyone’s vibe
  • Adventure hooks, plot threads and an outline for using The Bubblegum Rave as the heart of your campaign
  • Aa whole host of “potions” and “alchemical items” for brave, foolish and thrill seeking adventurers to imbibe
  • Critters and creatures that inhabit the darker corners of the dancefloors and back rooms of the rave
  • Tables upon tables to randomly determine the revellers, dramas and dangers that you might stumble into at the rave

Sounds like a fun variant of what I like to do with Illuminati University, or as others call it, Thursday.

Historicon Better Make It Here in One Piece

 I need to play people who aren't as smart as Clyde....


Sunday, September 26, 2021

Games Stores in Bloomington, Indiana

Earlier this month I took a business trip to the center of the economy, Bloomington, Indiana.   While I kept many an hour in the basement of our vendor's headquarters, my co-manager was determined to find something exciting to do in the home of Indiana University.  Game stores quickly came up and both of the stores the directly cater to the college crowd were visited.  

The Game Preserve is part of a chain of game stores, with other locations in Greenwood and Indianapolis.  It recently moved this year from downtown Bloomington to the aptly named College Mall.  

It's a very well kept store, with a wide assortment of boardgames, kids and family games, RPGs, GW, and other minis.  The gaming backroom was surprisingly big for the footprint of the store, and the staff was very nice to my co-manager who talked his ear off. 

Gaming with the Gnomies rating:  Three and a half out of Five Gnomes.
I'll be honest, The Game Preserve gave me a very Pop's Culture Shoppe vibe, but in a mall setting.  But outside of Zap-A-Gap, there wasn't anything in particular that interested me.  If cookie cutter and core basic gamer wants are your needs, this place looks great.  

We ended up making three trips over the week to Common Room Games, just up the road in the Williamsburg Shopping Center.   Definitely smaller, with the CCG gaming area (and separate RPG room) taking up a big footprint of the square footage.  Definitely got the game store vibe from this place, right to the wallpaper of 20+ year old Magic commons.
The merchandise to gaming area distance at Common Room.
Game Preserve had more inventory, but Common Room seemed to be able to more with less, and strangely, a more diverse selection of products.  

They had a large selection of board and card games, a healthy CCG business, and even the largest inventory of expandable card games that I've seen in years (Game of Thrones, Lord of the Rings, "new" L5R).

The area that tipped me over was their RPG selection.  A great library of books beyond D&D, including Powered by the Apocalypse games, Cthulhu, Paranoia, Alien, and multiple copies of what I think are the first hardcopies of Dread that I've ever seen, plus a copy of Harlem Unbound that almost came home with me.  

My friend and co-manager initiated all three visits, buying more and more of the MtG: Forgotten Realms set and some dice each time.  

Common Room Games definitely won both of us over, so it makes sense that I'll give a nod in rating to four gnomes out of five. 
The best part is that I get to visit them again this week, as the second phase of our business trip returns to Bloomington.   I will have extra spending money on me, so that copy of Harlem Unbound might end up being the first purchase of my new Gaming Year.

Game Preserve is part of the College Mall, 2894 E 3rd St #108, Bloomington, IN 47401

Common Room Games is in the Williamsburg Court Shopping Center at 2894 E 3rd St #108, Bloomington, IN 47401

Saturday, September 25, 2021

Uniform Colors of the Gnomish Space Marines

Gnomish Space Marines
There are no "Official" or consistent colors to the uniform of the Gnomish Space.  Historically, many units use red or green armor, with a variety colors and styles for backpacks, belts, and other gear.  

Helmets 
Helmets are one piece of equipment that even the furthest colonial outposts keep consistent. The dominant color of the helmet or other headgear determines their designation within the Marines.
Yellow - Command or Commando
White - Medic Corps
Green - Scouts
L to R (Command, Command, Medic, Scout)
Blue - Support Weapons (Up to and including Mortars)
Red - Infantry 
Grey - Transportation
Orange - Engineers
Black - Special Operations

The Central Rib
Any central rib or regalia on the helmet is painted the same color for the platoon the Marine is attached to.  These colors may vary wildly due to transfers, general wear and tear, and operational necessities. 

1st/Command Group - Red
2nd - Yellow/Gold
3rd - Black
4th - Maroon

Visors
Visors are an optional piece of equipment on GSM helmets.  Due to the lesser demand for this particular piece of equipment, color schemes within an organization are usually consistent.  General issued equipment is usually White, Black, or Light Blue.  Customization, however, is quite easy to facilitate, so a full range of colors and effects are available, including sparkles, metallics, mirror shades, and multicolor effects (rainbows, oil spills, even plaids are possible among the more talented and deranged folk.


Colonial/Planetary Police
Local law enforcement in the systems is independent of the military, however, it has benefitted greatly from years of cheaply purchased/donated GSM/Planetary Defense Force surplus equipment and vehicles.   

These forces tend to have very dull palettes for clothing and armor, with garish secondary colors to denote their law enforcement status.  Most weapons and non-cloth equipment is sprayed with a base primer color to keep uniformity despite the many sources of equipment.  

The Chimneysweeps are quite dull, the the exception of the bright orange hat and clothing, as well as the red metallic sparkling helmet visors and regalia. 

Pirates, Mercs, and Space Adventurers
Non-aligned gnomes arm and dress themselves to their own whims.  It is likely that any of these individuals with prior GSM experience may display their old uniform/colors in their civilian gear. 

Sentinels of the Inquisition
More to Come....

Blackguard Commandos
More to Come...

Friday, September 24, 2021

(Painting) Hellian Hell Hound by Battle Valor Games

As I finish up painting for my (Oct-Sep) gaming year, I end the year painting something I would have never predicted a year ago: 15mm Hell Hounds.

Hellian Hell Hounds in 15mm from Battle Valor Games
These guys were freebies tossed into Battle Valor's latest Kickstarter, and even though I pledged simply to get heavy discounts on existing 25mm product, I can't give up the opportunity to experiment with some painting outside my comfort zone. 

I looked into making a lava-esque base, and found this Youtube video from Ministry of Warhammer.  One problem, I don't own a bottle of Citadel Mordant Earth, and don't plan on doing much lava work to invest in one.  Solution?  Following the color layering process, apply the wood glue, slap some black over that, and finally, fiddle around with an X-acto knife to create the cracks.  If I was buying a full set of these, I either (a) would have a lot of practice to master a semi-random pattern for the lava or (b) but the damn Mordant Earth. For now, these figures have a bit of my blood from mishandling the fresh blade. 

I was going to say that completes my 15mm experiment, but there is a lone Rhinocean laying about that I got from a previous order.  Nothing is ever quite finished around here.

Project 350:  September keeps the project of fewer post in the pipeline moving right along.  A drop to 477 (313/164) from 480 (316/164). 

Next: I'm back visiting Indianapolis next week to close out September, so the only pics that should be posting are my annual compilation.  From there,  I have paint on Macrocosm Space Dwarves, for a change, as well as more OGRE minis....

Thursday, September 23, 2021

(Kickstarter) RAFM Miniatures Siege Equipment

 RAFM has launched a Kickstarter for a re-release of their Siege Equipment


If the Kickstarter funds and meets the $3,000 stretch goal, Peasant Siege Crew, sculpted by Bob Murch of Pulp Figures and more will become available as an add-on.