Monday, February 26, 2024

Stargrave Q37 - The Power Conduit

We had everyone out (6 players) for our latest Q37 Campaign game. This time it was the Power Conduit scenario. We played pretty much as stated in the book, however as with all scenario's, I add a bit more to compensate for the number of players.

 Scenario: Managing to break free from the Zombie hordes, you discover that due to the incomplete maps downloaded of the station, you've been forced to take alternate routes to get back to the ship. Moving through the mostly deserted corridors you begin to detect high levels of background radiation. 

 

Finally you emerge into a huge chamber dominated by some kind of large tower that runs from the cieling down into a well in the floor. According to your scanners, the radiation is coming from the tower, but seems different. This must have been an experiment in an alternative power. If you could access & download the information, it would likely prove quite lucrative.

 

As stated, we played as per the book with the following additions;

1) Reanimation & Infection rules are in effect.

2) Low Ammo. Without being able to restock, ammo is getting critically low. Players who roll 1-3 when performing a shooting attack will jam. If the same character rolls 1-3 again, that weapon is out of ammo for the remainder of the game.

3) Random Encounters: Whenever a loot token is unlocked, roll a d20. On a 10+, 2 plague zombies arrive at different locations.

4) Sealed Doors. All doors are sealed, but can be unlocked by either picking or hacking (TN:14). The doors can be closed again by performing another successful picking or hacking.

5) Sensor Lock: The radiation is wreaking havoc on your sensors. At the start of turn 4, each player rolls to determine their exit point. A roll that exceeds the exit point tokens, another player decides where you exit.

 



So off to a slow start for my band, as we spent 2 turns trying to get the door hacked.

 


Meanwhile the other crews were making good time moving towards the power tower. All the soldier zombies were causing a bit of grief for some, as a couple crewmen were taken out by the toxic ammo.

 


However the zombies were also having to deal with weapons jamming & they would stand there squeezing the triggers with nothing happening.

 


Craig's crew had an unwanted guest show up & took down one of his crew. He spent a couple of turns trying to take out this annoying fellow.

 


Dan's Captain makes a run for the bridge. At the same time I had taken control of one of his robots.

 


Dan's Captain gets to the top ( a few turns later) & did manage to unlock the console for the data. As he began downloading the data, an errant shot by the controlled robot struck the tower (20) & caused a massive explosion, destroying the data. The blast also took out a couple more data loot as well as a few crew.

 


As the various crews made their escapes...the lonely controlled robot remained, its batteries (hitpoints) low & stuck on the tower island.

 


It was a fun game that ended with a BLAST! I know we will have a few more infected joining the game, as we continue trying to get back to the ship.
 

Saturday, February 24, 2024

Zombicide - It's a survival thing!

I brought out Zombicide to the club last Tuesday. Setting up for the first scenario in the campaign, we chose our characters from the original 6 & as I had several players whom had never played, set about a quick overview, before we unleashed the zombies.

 


So, what can I say. Phil (aka Kurt) started off right away with an AAAaaahhh card!

 


Then he broke his weapon, this became a theme for him, as every weapon he grabbed, must have been a cosplay knockoff & they inevitably broke.

 Ned had lost the keys to his survivor bunker & had to smash through the door...


We did manage to get everyone together & decided to open the doors to the main central building while things were still in the blue. 



Alas things were going....ok, however we ran out the clock & had to end the game before we could reach the victory conditions. So we've opted to have a replay next time I bring it out to launch the campaign again. Now that most of the players have the game down, it should go much quicker. Hopefully we get our sixth player so that Kurt doesn't get to double down on destroying weapons again 😂

Hope everyone enjoyed this game!

 

 

Tuesday, January 16, 2024

Stargrave - Q37 Zombie Shoot

Sunday was our 2nd scenario of the Q37 series. This time we had 4 crews competing.

Scenario:

After the fight at the Medlab, you returned to your ship & patched your crew as best you could. Speaking to your crew, you decide that another foray into this complex could be quite lucrative. This facility was obviously very hush-hush & who knows what lays hidden within, only awaiting those bold enough to discover them.

 


Alas your venture hasn't gone at all well. No matter how many you've put down, there just seem to be more of the walking corpses around every corner. Your ammo is running low & if you don't get back to your ship soon, you might be down to using knives. Your only path to the ship lies through some maintenance shaft hatches in a chamber filled with zombies!


Special Rules: 

1)  All crew members must exit through a hatch. The hatches are locked, but can be picked or hacked (TN16) to open them.

2)  Reanimation & infection rules apply. All infected crewmen are marked with a token. Once they perform a test, the marker is removed. If passed they haven't turned......this time.

3)  Low Ammo. Players who roll a 1 or 2 for a shooting attack jam their weapon. If the same crewman rolls another jam, that weapon is out of ammo for the remainder of the scenario.

4)  The Shambling Dead. At the end of each turn, 3 soldier zombies arrive at different spawn points.

5)  Random Encounters. Whenever a loot token is unlocked roll a D20. On a 10+, 2 plague zombies arrive at different spawn points.

6) Sealed Doors. All the doors are locked (TN14). They can be either picked or hacked to open. Doors can also be closed again, however it will require another successful TN14 test.

Loot & XP:

Roll for loot as usual, however if a player rolls advanced technology, they may choose to roll on the Q37 advance tech list.

XP is gained as normal with the following additions

+5xp for each crewmember who exits through a  hatch

+20 xp for each hatch unlocked by the crew

+5 for each door unlocked by a crew (can only be earned once for each door)

 

The Central chamber with 12 plague zombies!

 

My crew arrives & makes for the first door

 

Dan's crew enters. I realize I don't have all the crews names written down!

 

Chen's crew

Craig's crew

Soldier zombies make their appearance


The crew's are managing to get through the doors. I've helped another crew decide the path they should take by a force wall.


Craig's crew bursts into the centre chamber first!


Chen & Dan filled the room outside the centre chamber, discussing who should go in first.


With many grenades, the zombies were whittled down quite quickly. This was getting near the end where all crews were able to unlock & make it into the maintenance chambers.

All the crews managed to get out. There were several new crewmen who became infected from the bullets of the plague soldiers. I have 2 of my specialists now infected. Hopefully they survive from turning as there are no opportunities to replace them while we explore the station.


Now its time to prepare for the next scenario! Thanks for visiting.

 

Friday, January 12, 2024

Stargrave - Hazmat Plague Zombies

 While scanning the various Stargrave Facebook groups, I noticed that there seems to be a lot of groups currently going through the Q37 scenarios, as is our gang.

I first noticed these 3d printed files on a post by Gregory Padilla. After some quick chats I was also able to find them on MyMiniFactory.

 


I liked his use of various colours for the suits & decided to do the same. 


 

There are 5 figures in the set, the last is the crawling one, which I've not painted at this time.

 


I used the slapchop paint method for most of the figures, that last thing I still need to do is get a small pot of gloss varnish to put on the shattered visors.

 


Once these were done, I decided that I liked the lighter suit colours & will likely stick with those should I print/paint some more.

 


You can expect to see these shamblers in this after game photos from our 2nd Q37 campaign scenario this Sunday. Stay tuned...

Monday, January 1, 2024

Happy New Year - Welcome to '24

As we continue with our Green Winter here in Alberta (for the most part), the Calendar has now ended for 2023 & we find ourselves in 2024.

 


As with most, its when we look back at what's been & look ahead to what may be. I've certainly been around long enough not to make firm commitments at the beginning of a new year as you will often be disappointed as life has a way of launching curve balls at you. 

 However that is not to say we shouldn't make some plans & have goals without limits. 

Before we get to that however, lets see what I've accomplished hobbywise for 2023. 

1.  Well the first goal completed was to finally finish painting the core set of Zombicide (1st Ed). I could have done this sooner, but had bought a 2nd set of the zombies. This had the effect of me painting lots of the walkers, while leaving the Runners & Fatties aside.

 

2. I finally took the plunge & took an intro to airbrushing course in December. Thanks to Maple Airbrush for hosting & Courtney for teaching. All the students received a resin Charizard to learn on. Mine still has a way to go to complete.


 

3. We launched a new Mordheim group & got a bunch of new people into the system. Evan & Taylor are keeping it active, though I've been unable to manage attending the 2nd Campaign.

4. I continue to run Stargrave once a month at my place & am really enjoying the shenanigans, though I am always chasing my tail it seems getting ready for the next game with terrain or figures. Luckily 2 of the gang have done a stellar job at having the critters & pirates available to allow me to focus on terrain. Thanks Chen & Scott. 


Taking a look back at what I posted at the beginning of the year, I believe most of the check boxes are in the positive. 

What to do in 2024?

Now for what I hope to do for this new year & to keep it inline with what I posted last year, I will make 3 goals.

1.  Continue to divest myself of hobby items I know will never get done.  This was started in 2023 & will continue.

2. Select another game system from one of the many kickstarters I've done & get the core box of figures done for it as well. I think this may be a goal every year going forward. I seem to have this odd quirk where I don't want to play the games without the figures being painted if I believe it will make the game look better. 

3. As with the previous year, work at getting more stuff painted up. I did see an improved amount of figures done in 2023 though I don't have one of those tally charts that many use....maybe thats something to look into. 

Well another tradition is looming & thats spending some time gaming at Craig & Arlene's for their New Year Gaming Afternoon.

 Wishing everyone the best for this New Year!