Showing posts with label Games and Stuff. Show all posts
Showing posts with label Games and Stuff. Show all posts

Wednesday, November 25, 2015

This Is Not A Test: Marshal's Report: Interlopers!


The following are the Marshal's report of recent occurrences of peacekeeper activity from events at or near to Games & Stuff in Glen Burnie, MD. All reports are provided directly from the surviving ranking officer and are considered accurate and true.

Marshal's Report

Gardia and Clonekeepers engage with We're all God's children and the Exiles
Interlopers!
Reported by: Marshal O'Halihan
Date: November 18, 2086

Unit Details

Marshal O'Halihan
K-9 Handler Mutt
K-9 Units Dawg & Cagney
Officer Flynn
Officer Scullin
Specialist Aedus
Depend 'o Bot Volkstöter

Activity Report

The Gardia in an effort to expand the controlled areas reached out to a nearby peacekeeper organization, the Clonekeepers which we can only assume are the descendants of the 501st Old Line Garrison. To start building out coalition, we moved out on a joint patrol operation through what were expected to be an abandoned outcrop of buildings. We quickly discovered otherwise.

Clonekeepers Advancing
Rumors have been flying over the past month about the encroachment of some Mutant Cannibal Clans ($3.99) coming down from the wildlands and hills. As the Gardia approached the "abandoned" ruins we spotted a group from one such malformed and monstrous family. I am not sure how the Exiles made contact with this clan, calling themselves We're All God's Children, but they came into the area apparently looking for relics. I don't know if they were hoping to find something or if this maternally led clan were lulling folks into the pantry.

Immediately after seeing the approach of this mutant cannibal clan, K-9 handler Mutt immediately put the mutant Clutch down. He was being used as a meat shield by the much larger psycho Sweet Release. Unfortunately as soon as Clutch was dropped he was again on his feet after the Psychic Husk used her powers of healing. While it wasn't immediately clear how the Psychic Husk was being controlled, we later discovered that the Grandmother was controlling her. Mutt remained persistent and was able to eventually take Clutch down. Cagney and Dawg were sent forward immediately to engage and attempt to use speed to get to the matron of the clan. Once through the initial defenses, Ma and Sweet Release immediately set on Dawg. At the same time Chippy managed to get a shot onto Cagney that immobilized her.

While the Gardia engaged God's Children, the Clonekeepers crept along, but were held down largely from a storage tank that was leaking low levels of radiation and the well positioned and covered raider band, the Exiles.

Exiles Searching Ruins for Relics
The fight between the Clonekeepers and the Exiles was a slog and both were held down by position and the leaking radiation. The Clonekeepers suffered a number of wounds as did the Exiles, especially after Officer Flynn was able to engage with his assault rifle. He managed to take out one of the bigger brutes of the group, but the identification information was not available. Additional intelligence is needed from this band of raiders. The Exiles also seemed to have some sort of waste wolf with them that after being hit by one of the Clonekeeper officers seemed to frenzy.

The Gardia moved to work around some light industrial buildings, probably that of a pre-fall construction company, but were immediately met by a couple of large waste wolves which seemed to be pets. As Specialist Aedus engaged the wolves and unleashed his flamethrower on them, he was hit with a vile spray of blood and body fluids from the mutant Gimpy. This seemed to enrage the waste wolves who viciously attacked Specialist Aedus.

The new Volkstoter unit was put through some tests as well, but with the range needed to engage the enemy it was not entirely up to the challenge. The combination of distance, number of opponents, and bite/tearing strength of the waste wolves proved too much. Once the Volkstoter was knocked down, the waste wolf was able to dislodge an electrical wire which immobilized the unit.

Ma and Her Boy Take Dawg Down
After searching the area around the construction company and the construction trailer, a few of the mutants (Ma and Granny) laid down a large volume of machine gun fire on Marshal O'Halihan, wounding him and forcing him back to cover. Since the Clonetroopers were pinned and locked with the Exiles, the Marshal called for a regrouping and general engaged withdrawal from the conflict. The Marshal has determined that battle report analysis and additional input are necessary to determine the next steps and best approach to handle each of the groups.

Post Activity Update

As is the hectic nature of battle there was a lot of confusion as the group looked to make a safe exit. The Renegades were able to make away with K-9 unit Dawg. As one would expect the only desire was ransom and they immediately made their desires known to the Gardia. Resources are never abundant in the wasteland and kidnapping is a standard means to gain additional barter script. Dawg has been too valuable an asset to let go. Even with the tight reserve levels, there was no question as to paying the ransom to recover Dawg. This has been entered in to the ledger and plans for reconciliation are underway to ensure that the exact toll is paid by the Renegades.
Specialist Aedus Roasting Wasteland Wolves

Once the unit was again made whole, there was some time to recover from the conflict and make an assessment of the new threats and potential allies in the area. Specialist Scullin and Officer Flynn were recognized for steady improvement and skill with firearms. The K-9 team and their approach to unit cohesion, aggressive engagement tactics, and advances skills in combat were noted specifically. All recognize Mutt's toughness in combat and his ability to remain engaged when under heavy fire. Dawg's ability to avoid harm was noted again and Cagney's tendency to engage multiple enemies at one time.
Officer Flynn Engaging the Exiles

Specialist Aedus was brutally attacked by the two Wasteland Wolf pets this Mutant Cannibal Clan brought. He is under continued surveillance to see if he will recover fully from the engagement. Some of the other members of the unit mentioned his discussing recurring nightmares since the attacks and there is concerned that he may suffer long-term issues with flashbacks.

Continued Development

In order to help push myself and to continue to grow and develop, I decided to take on a number of new things. I created an artist page for Layfield Paints on Facebook. This will be a place that I share in process items and hopefully additional photos of projects that can't be included here. If you are so inclined, please join up there as well. I am also working on a set of scenarios for This Is Not A Test, developing a new card game idea, learning to sculpt, and working on my first commission. This is a lot of new things all at once, but I am trying to keep scheduled and have fun with it.

BIG NEWS!


In the next few weeks, the This Is Not A Test rule book will be taking a major leap. While the rule book is incredibly well done, it has been held as a pdf for quite some time now and so Worlds End Publishing is looking to make it available as a hard bound book. The pdf version will still be available which means the game is still an incredible steal and affordable to start playing, but who doesn't love a good rule book? So keep you eyes open and join the This Is Not A Test Facebook page so that you know when it goes live. I'll be sure to post an update when the Kickstarter campaign launches. If you didn't notice, we got to see the proof of it at the last campaign game and I was stunned. It looks great, feels great, and really takes this game to the next level.

BLACK FRIDAY DEALS


Dragon Forge Design. There are a number of companies offering some great savings this week. Dragon Forge Design will add to your total order depending on what you purchase. Get $5 on a $25 order, $15 on a $50 order, $25 on a $100 order and $50 on a $250 order. Great deal if you want to pick up some bases, objectives or terrain. This offer is good for the entire week of Thanksgiving!

Secret Weapon Miniatures. What is being called "The Blackest Friday Ever" is a combination of offers for 10-50% off of products. This is not a Black Friday only sale, you will have from November 25th through December 1st to make your purchases.

Wyrd Games. The webstore for Wyrd Games is down until the start of the Black Friday sale. From November 26th through December 2nd Wyrd will be offering a bunch of different things. There are give aways if you spend more than $150 or more than $300. There are a bunch of special offers that are not usually available and there are a set of pre-releases that you will be able to order. You draft your shopping list from this Wyrd Black Friday forum post.

Games Workshop. The local stores will have some special packages that will only be available to Games Workshop and will be cheaper than buying the components at the FLGS. Additionally depending what sets you get, you and potentially a friend may qualify to get a voucher for additional products. If you shop online there are the Christmas sacks (2 types) which are randomly selected when you spend $150. No sign of savings over at Forge World though.

Warlord Games. Happy Tanksgiving from Warlord Games. This year between November 23rd and 30th you can celebrate by saving 20% when you purchase three Bolt Action vehicles.

Battle Foam. Once again Battle Foam will offer tremendous discounts on the bag lines, pre-cut foam trays, and sets. Between November 27 through 30th, you can save 15-60% off products. I currently have three of these bags that I have picked up at different points over the last three years and love them. These are fantastic and fit any gaming/hobby need.

A bunch of online stores are also having Black Friday sales. Groatsworth is giving a 15% discount if you use code: BLACK15 on Friday.  Miniature Market is offering 50-90% off a large selection (1500) of products from November 23rd through November 30th. Frontline Gaming has a bunch of stuff on sale, including 20% off F.A.T. mats

Small Business Saturday! Don't forget that the Saturday after Thanksgiving is Small Business Saturday, so hit up your FLGS and give them some love and support. There are usually some deals and special events and if not, give them enough support that it happens next year.

Wednesday, November 18, 2015

This Is Not A Test: Marshal's Report: Search and Recovery Operations

The following are the Marshal's reports of recent occurrences of peacekeeper activity from events at or near to Games & Stuff in Glen Burnie, MD. All reports are provided directly from the surviving ranking officer and are considered accurate and true. 

Marshal's Report


Search and Recovery Target - Relic Vehicle

Unexplored Ruins - Search and Recovery

Reported by: Marshal O'Halihan
Date: October 21, 2086

Unit Details

Marshal O'Halihan
K-9 Handler Mutt
K-9 Units Dawg & Cagney
Officer Manny
Officer Flynn
Officer O'Brien
Officer Scullin

Activity Report

During some downtime in one of the regularly patrolled settlements, the Gardia were approached by a wild haired, rambling, older gentleman dressed in some sort of laboratory coat with an offer. He stated that he had located a relic, but was unable to recover the item and was looking for a group to recover the item. The item, a relic vehicle of some import, was located about 2 km to the west on a long-abandoned small town main street. Marshal O'Halihan agreed on a price and accepted a contract from the gentleman.

Mutants pressing through the ruins
Because of the number of buildings located in the area, Marshal O'Halihan utilized a spread formation to approach from two separate directions. Sniper Manny, Officer O'Brien, and Officer Scullin approached from the northeast corner. Manny had previously scouted out a ruined building that he could use to provide support fire so the officers could approach and secure the relic.

At the same time, Marshal O'Halihan approached from a small copse of trees on some small hillocks with K-9 Handler Mutt and K-9 units, Dawg and Cagney. Supporting the, was Officer Flynn. The approach was a funnel, but offered some higher ground where Officer O'Brien and Dawg could provide cross fire with Sniper Manny.

Gardia securing firing arcs
Not long after starting the approach, Sniper Manny noticed a lone caravanner approaching from a distant heavily wooded area in the southwest of the town. When he was able to get the caravanner in focus, he was able to identify him as Sven of Killee's band. With a quick shot, he caught Sven by surprise and was able to send him scrambling for cover. After this an additional caravanner made a hasty approach toward the location of the relic vehicle.

It was quickly apparent that Killee's caravanners were in the area for the same reason as the Gardia, to recover the relic vehicle. As with many things in the wasteland, success is not guaranteed and as insurance the old man had hired another group.

Caravanners moving to secure relic
Mutt sent the K-9 units forward to engage, but when Cagney went to spring from the wooded hillock, she was wounded and could not go further. The set of mutants that Killee picked up a few weeks ago quickly moved through the ruins to try to secure the vehicle and make off with it. Marshal O'Halihan was able to quickly mark the mutant, Stop, and put him out of action. At the same time Officer Flynn caught Pots with near-hit and sent him scrambling for cover.

Quickly the rest of the caravanners made headlong for the relic in an attempt to overwhelm the smaller Gardia force. Sniper Manny was able to quickly put Sven down in the woods to keep him from the engagement. The other officers, Scullin and O'Brien made approach to the relic through the ruins to create firing arcs to prevent the Caravanner advance.

Gardia approaching through ruins
Marshal O'Hallihan and Officer Flynn took up locations at the tops of the hillocks to use the tree coverage and provide additional firing arcs to prevent Caravanner advance. Marshal O'Halihan was able to quickly Ms. Perfect as she returned fire from the corner of the ruined building. Marshal O'Halihan proved a better shot and put Ms. Perfect down. Killee opened up on Officer Scullin with her submachine gun, but none of the three shots were sufficient to penetrate the officers armor.

The caravanners continued the all out press toward the vehicle, taking up second story positions on the building at the southwestern corner at the vehicles location. Marshal O'Halihan took advantage of the close proximity of the caravanners and was able to quickly hit Mrs. Argyle, Swifty, and Mr. Flash. Where Swifty was wounded, the other two were downed and out of the engagement. Officer Flynn was able to put a shot on Mrs. Stuffings, but it was just a grazing shot and she went to cover but was not wounded. ant
Gardia eliminating caravanner rush

Officer O'Brien was able to keep Black Widow pinned down in the woods to keep her out of the engagement while Sniper Murphy was able to eliminate the mutant Pots that previously fled the engagement. These last actions effectively eliminated the potential for the caravanners to continue the engagement and with the loss of overwhelming numbers and at a tactical disadvantage, Killee withdrew her group and abandoned the vehicle. The Gardia cannot determine the nature of the vehicle as it appears to be some high technology that would risk obliteration if activated. If that was even possible still.

Post Activity Update

Midpoint Algoryn AI Squad Figure
When the Gardia salvaged the Depend O'Bot ($6.50) in the Wasteland encounter, I immediately purchased two from This Is Not A Test. But with the combination of personal things and pre-registration for AdeptiCon 2016, I went back to the Liber Metallica Seminar with Dave Taylor I had taken. With this seminar, we received a Warlord Games Gates of Antares figure, specifically one of the Algoryn AI Squad figures ($32.00 squad of 5 metal figures). This seemed like a good figure to use and it had the bonus of already being assembled and primed.

I decided to implement the Liber Metallica method with this figure so I started with by coloring all of the metal components with Vallejo Gunmetal Grey. This was the darkest of the gunmetal type paints that I have. I followed this immediately with a wash of Secret Weapon Miniatures Soft Body Black Wash ($2.99). Now one of the important aspects of this method is to repeat color with washes to change the tone color up and down as you go, remembering that the light is coming from above.
Finished Algoryn AI Model (Front View)

I tried very hard to keep the color scheme to a very limited palette. To deepen the spaces between the armor plates, I lined with Vallejo Black Ink. The cables were painted with Vallejo Black Grey and then washed with the Soft Body Black again. The gun was based with Vallejo Black and then there are touches of Vallejo Tinny Tin to give it a little pop. Who doesn't want a gun with a little pop.

Finished Algoryn AI Model (Rear View)
He has a series of belt pouches and a jet pack on his back. I decided to give these a little color to break up all of the shades of black and grey. The base color for the pouches and backpack was Vallejo Dark Red. This is a really flat red and not really dark or deep. I layered above on the elevated surfaces of the backpack with Vallejo Flat Red. The vent for the jet pack got some touches of Vallejo Gunmetal Blue to give it a little of the heated metal look. The belt pouches were limited to the dark red. I also gave some touches to the face and the emblem on the shoulder pad with the dark red.

Now all of this didn't provide any highlights on the figure. To achieve that, I went to the Citadel Chain Mail. This is a lighter silver color. I applies this to the exposed surfaces of the figures, trying to imagine those parts that would get the most light and therefore be the brightest/most reflective. While it is entirely clear that I need some more work on tackling this technique, I am happy with the results and this will make a nice addition to the Gardia.

Achievement Unlocked!

Bronze Bombardier Award
With all of the goodness at Bombshell Miniatures, it hardly seems appropriate to get recognized for supporting them. Last week though, I received an unexpected package from Bombshell. Inside was great looking pin and with a certificate indicating that I achieved the Bronze Bombardier Award for my continuing level of  support. In addition to this was a very nice hand written note from Patrick Keith thanking me for my continued support and help with spreading the good word on his materials. So my thanks to everyone at Bombshell Miniatures for the great stuff they produce and I look forward to the challenge of achieving Silver and Gold levels!


Thursday, October 1, 2015

This Is Not A Test: Marshal's report: Caravanner Raids

This Is Not A Test Battle Report

The following are the Marshal's reports of recent occurrences of peacekeeper activity from event at or near to Games and Stuff in Glen Burnie, MD. All reports are provided directly from the surviving ranking officer and are considered accurate and true. 

Marshal's Report: 

Caravanner Ambush at Cromwell Business Park

Reported by: Marshal O'Halihan
Date: September 27, 2086

Unit Details:

Marshal O'Halihan
K-9 Handler Mutt and K-9 unit
Sniper Manny
Officer Brown
Officer Murphy
Officer O'Brien

Activity Report

During normal patrol operations, Marshal O'Halihan lead a unit of peacekeepers on a routine patrol through the old Cromwell Business Park when a group of caravanners ambushed the officers. It is suspected that the caravanners were just out scavenging for materials. Without warning, the caravanners started firing on the officers.

Tight spot for K-9 Handler Mutt
The caravanner known as Black Widow, initiated the conflict by incapacitating Officer Brown. The wound to Officer Brown turned out to be terminal and he died at the scene. Officer Murphy immediately returned fire and was able to knock down Mr. Flash. The shot was enough to keep Mr. Flash from the firefight.

As the officers sought the cover of a nearly demolished office building the overwhelming numbers of the caravanners was quickly apparent. The K-9 Handler, Mutt, sought to secure what was remaining of the second floor to offer some height advantage. He was pursued by the Caravanners, Mrs. Suffings, Mr. Flash, and Killee. The K-9 unit quickly locked into melee with Mrs. Stuffings, but subsequently Killee entered and incapacitated the K-9. At this time Mr. Flash started lobbing malatov cocktails at Mutt. In the ensuing conflagration and confusion, Killee managed to get a shot on K-9 handler Mutt who became ineffective.

During this time a second force of caravanners approached from left west side of the building around some architectural sculpture. This second group started firing and hit Marshal O'Halihan. The shot made it through armor and it quickly became apparent that an alternate strategy was in order. Marshal O'Halihan immediately withdrew from the conflict under cover of Officer Murphy. Sniper Manny and Officer O'Brien remained to lay down cover fire and to secure the wounded units before withdrawing from the area. During the withdrawal, Officer O'Brien was able to wound Granny Hawk to keep her from pursuing further.

Marshal's Report: Caravanner Kidnapping Raid 

Reported by: Marshal O'Halihan
Date: September 27, 2086

Caravanner raid on remote settlement

Unit Details:

Marshal O'Halihan
K-9 Handler Mutt and K-9 Unit
Sniper Manny
Officer O'Brien
Officer Murphy
Officer Flynn

Activity Report

Following the ambush at the Cromwell Business Park, Marshal O'Halihan regrouped the unit and added Officer Flynn. In an effort to prevent further issues with the caravanners under Killee's direction, Marshal O'Halihan had Sniper Manny track the caravanners from the business park.

Sniper Manny was able to track the caravanners to a remote settlement about 20 miles distant. The settlement was comprised of a main house with two smaller out buildings. The area around the settlement was well overgrown. It appeared that the caravanners intended to loot and plunder the entire settlement and take the inhabitants as captives. Marshal O'Halihan was able to deploy the forces to three sides of the settlement in an effort to provide cross fire for rescue operations.
Killee, Mr. Flash, & Mrs. Argyle flee

Sniper Manny was deployed to the north east quarter of the settlement where he was able to utilize significant cover with clear lines of sight to the center of the settlement. Officer Murphy, K-9 handler Mutt and the K-9 unit deployed to the south western corner to utilize some natural rock cover and vegetation to approach from the rear of the compound. Marshal O'Halihan led Officer O'Brien and Officer Flynn to the main approach of the compound.

With first sight it was clear that the caravanners were about to depart the compound. The inhabitants were bound and gagged and assigned to the caravanners. Immediately Officer O'Brien was able to identify Killee who had a captive in tow and was ordering the others to leave. He had a clear shot and utilized it effectively. The ambush immediately proved effective and the caravanners acted as one would expect. Killee after the shot immediately made to flee and took Mr. Flash and Mrs. Argyle with her for protection.

Sniper Manny taking Swifty out
While Swiftly was making to escape the compound, Sniper Manny was able to knock him down with a well-aimed shot to prevent escape. The other caravanners attempted to engage and provide cover fire, but were ineffective with no leadership. As other caravanners made to flee with captives, Officer O'Brien was able to mortally wound Mrs. Woods to prevent her escape. Marshal O'Halihan was able to incapacitate Black Widow who was holed up in one of the out buildings and laying down machine gun fire on the officers. When it was apparent that the officers clearly had the upper hand and the remaining caravanners were abandoned, they made a hasty retreat.

All materials were recovered and the inhabitants of the settlement freed.  As a special thank you to the officers, the inhabitants gifted Marshal O'Halihan with a cache of pre-fall ammunition for his Large Caliber Assault Rifle. To assist the unit, HQ has assigned a new officer, Officer Scullin, to the ranks. The unit will continue pursuit of the caravanners until captured or killed.

ASIDE: If you look closely at the settlement picture toward the top of this report, you will notice a cool little bottle cap activation marker. These are a nice little touch to your gaming table and are available in the This Is Not A Test shop.

Wednesday, August 12, 2015

This Is Not A Test...I repeat, This Is Not A Test


This Is Not a Test


Over the weekend, I had the pleasure to spend some time with Joe McGuire, the developer and producer of This Is Not a Test (World's End Publishing). We met up at Games and Stuff (a FLGS) so he could teach me a thing or two about his game to prepare for the NOVA Open where I will be running demos myself. I may even play a longer game or two if we can work it out. When you get the chance, check out the This Is Not A Test facebook page or the This Is Not A Test Official page to see more and hear about the game.

Background

This Is Not A Test Rule Book

Let's talk a little bit about the game itself....imagine Washington, DC...it is full of waste, tribes of man compete for precious resources and the common folk struggle to survive. Well, you know enough about current DC, well the future isn't looking much better. Joe and I live a little bit outside of the beltway and our wives work down in the heart of the district. This Is Not a Test is a post-apocalyptic setting based in the mid-Atlantic region, centered primarily within the Washington, DC-Baltimore metropolitan area.

Following the nuclear holocaust, a lot has changed about this area I have known for the last 20 plus years. Washington, DC is a hot zone and not safe to be inhabited. The nuclear fallout is too severe to host human life. That doesn't mean nothing has survived there, but nothing that could be considered human. Rumors abound of the mutants who survive and hunt the Capital Deadzone. Combine these unintelligent, blood thirsty, scavengers (the mutants, not Congress) with the autonomous cybernetic units that patrol the streets and you get a inhospitable waste that tempts many for the countless artifacts and relics necessary to survive and thrive.

There is a better and more complete background available on the This Is Not a Test site, including descriptions of the known/explored areas including the Burning Lands, The Eastern Pale, Penns, Wild Highlands, and the Tri-State Wasteland.

Game Play


Let's talk about some of the game play features and the feel of the game. I'll have a follow-on post/battle report of the actual game I played against Joe, but will provide some review of the mechanics and the feel of the game. We played a standard skirmish version of the game, but the mechanics in the rule book also allow for longer term campaigns. Hopefully we will work on that and a longer running set in the blog.

Characters

Each figure has a set of seven stats. Move (MOV) determines how far you can move (inches per AP). Melees (MEL) is used to determine success in hand-to-hand combat. Ranged (RNG) is used for any distance-based attack. Strength (STR) is used to determine the amount of damage from a melee attach or to determine success for stat challenge. Defense (DEF) is the base for how tough the figure is and any defensive ability checks. Wounds (WDS) is a measure of how much damage a figure can take before being removed from action. Typical figures will have one wound. Mettle (MET) is the final stat and one that is used for a number of items, including reliability, intelligence, courage and nimbleness.

Each character can also get a number of additional skills. These skills create modifiers to actions which become very helpful. One of specific interest for the leaders of the factions is that any model within 6" of the leader get a +1 to activation. There are also a set of Mutations, which come into play from the nuclear fall-out, but we didn't play with any of these for our game.

Set-up

The game is designed to really be played with quick set-up and to be completed in about 1 hour. Each side selects a faction and a set of players based on the faction selected to agreed upon amounts. We used rather well balanced sets of characters (5 each) from two of the factions. We played on a 3'x3' surface.

As with everything you deploy your models, we went with a standard within 6" of the edge since that was the average movement distance. The board as you can see was rather well covered with various terrain. This replicated pretty well a small town/highway area where some shops (a diner, ice cream parlor, and another shop) are around and playable along with plenty of wrecked cars and signs. Options for cover and flow aplenty.

Turns

Activation. As with all games, this is a turn-based skirmish game. Activation is decided by an initiative roll, d10/higher wins. Once initiative is decided, the winner selects which model will activate and must make an activation challenge roll (d10). Success means the figure has 2 AP; essentially can do 2 activities or one complex action. Failure on the roll means the figure can perform any 1 AP action. As you can see on the attached, that is still plenty. Succeeding the activation challenge also means that you continue to activate figures. You continue to activate figures until you are unsuccessful on a challenge or until you run our of figures. When activation switches to the other player, the same rules apply until all figures are activated.

Attack. If during your turn, you decide to make firing one of your actions you make an attack roll (d10). This is like many other skirmish games with modifiers for buildings, coverage, distance, etc. Once you hit, you mark the character but the hits are not settled until the end of the current activation phase. "Why?", you may ask...well this is to simulate that the actions are happening at or very near to the same time and as such the figures would not understand that until that period of time has ended. Very much, you could have multiple people fire on a single model, which makes the actions/game play a bit more realistic. 

So at the end of the activation phase, any models which were hit (grazed) must have the wounds resolved. The shooter will roll a damage roll (d10) and the target will roll a defense roll (d10). This is a challenge and has modifiers on both sides and whoever has the higher roll wins. If the target loses, they suffer damage which for low-level models will usually kill them, but for higher level characters they may take two or three before taking a dirt nap. If the target wins, they then face a Will challenge. The Will challenge occurs after the wound is resolved and applies to any figure that is alive after the wounds are resolved and were a hit was successful, regardless of damage. If the figure fails the Will check, the figure must them take an involuntary move to cover (up to 6"). If no cover is available, the character must "hit the deck" and go prone in place. A grazed character that successfully makes the Will check may make a voluntary move (up to 6") if grazed. This is again to simulate the reality of if you are shot, you take cover then figure out what to do next.

Movement. With movement, the mechanics are pretty easy. You get a set movement rate and each move at up to that distance is 1 AP. You can make a single move and then another action, but that will negatively affect firing or you can make a double move. Moving over or up objects reduces movement rate as does movement through difficult terrain. To climb to the top of a one-story building is 2 AP provided you are base-to-base with it. You can start a climb, but then will be faced with a climb check at the beginning of the next activation to see if you fall. This makes almost everything is accessible for movement in/over/around/through including buildings, which was rather nice. We spent most of our battle in/through/around the ice cream parlor. 

Once all of the figures are activated and have acted and the hits have been resolved you move onto the next turn. Our 5 on 5 game, was about 10 turns and lasted about 1.5 hours, which included time to teach me the game and for me to take a bunch of pictures. 

My take

This is a fun game for sure and one that is quick to set-up, quick to play, and provides potential for additional development and growth with a longer campaign. I have some ideas for creatures and other things that may through some wild cards into the game play, which I'd also like to explore and propose to Joe as I learn more. There are lots of game play areas I'd still like to explore, including mutants, robots, and creatures in a game; so keep your dial tuned...more emergency alerts to come. Now back to your regularly scheduled programming.