Category Archives: Sci-Fi

Star Frontiers: The Miniatures

Finally, to wrap up my three-part Star Frontiers posts, an actual post about miniatures! (Yes, I still do that here.)

Back in the mid-80s, TSR released a couple of boxed sets and blisters of Star Frontiers miniatures, both for the Alpha Dawn game and the Knight Hawks spaceship expansion. Let me skip to the end, here: like most TSR miniatures, they suck.

I have vented my spleen about the TSR line of miniatures before. In addition to Star Frontiers, TSR released miniature sets for Marvel Super Heroes, Indiana Jones and Advanced Dungeons & Dragons. They all suck. Awkward poses, poor sculpts, no sense of scale…all made out of what has to be the shittiest white metal alloy ever produced. It’s too soft, holds paint like shit, and is prone to metal rot. This was not a good era.

The best Star Frontiers miniatures by far are the spaceships for Knight Hawks. Although also prone to metal rot, these are in scale with each other (mostly). Spaceships in Star Frontiers don’t have artificial gravity, rather, gravity is achieved from the centrifugal force generated by the spinning of the ship on its axis. All the interior decks of the ship are perpendicular to the ship’s body. The miniatures look pretty good, but then again the sculpts should be hard to fuck up, considering they’re mostly cylindrical as a result of this gravitational concept.

Which brings us to the modern era of miniatures. Star Frontiers definitely has a retro vibe to it. Although there are several companies that make terrific retro sci-fi models (like Hydra Miniatures, Killer B Games, and Black Cat Bases; not to mention our own friend Roger from the now-sadly-closed Wargames Supply Dump), none of these really capture the feel of Star Frontiers, which has a retro vibe firmly rooted in the 1980’s. It seems like there just weren’t any good options, until now.

Behold! Reaper’s Chronoscope line has done it again, coming out with a Korkosan Explorer (a not-Yazirian if ever there was one) and an Argamite Explorer (a not-Dralasite). Together with their “Rand Daingerfield, Smuggler” this trio could have walked off the pages of any Star Frontiers book published back in the 80’s.

Check out that vest and those metal pants on Rand! Sadly, there’s no “not-Vrusk” miniature yet; but I’m holding out hope, as Vrusk are by far my favorite species in Star Frontiers.

I painted the Argamite and the Korkosan last year with the intent of doing a Star Frontiers post for the Year of Pop Culture; but since I didn’t have Rand painted yet I put it off. I only just got around to painting him last month.

I converted the Korkosan by removing his pistol and giving him a GW laspistol, then adding some wire as a power cord connected to a beltpack. (Everyone knows beltpacks are the way to go. They hold five times as many SEUs as a clip.)

This brings me to the end of my Star Frontiers retrospective. Maybe I’ll get around to running that game this year. Best way to find out is to join my Discord server and keep your eyes peeled in the announcements channel!

Star Frontiers: Part 2

I love this picture, painted by the great Larry Elmore. I was fortunate enough to meet him at Gen Con in 2012, and I bought this signed print from him. It was the cover art for the second edition of the Star Frontiers RPG, renamed Star Frontiers: Alpha Dawn. Until then, the only sci-fi RPG of note was Traveller, which many people found somewhat inaccessible. This game was marketed to a younger crowd, and the system was much less complicated than Traveller (which isn’t really saying much).

A separate, compatible game, Star Frontiers: Knight Hawks, was released a year later in its own box, and dealt specifically with spaceships and space combat. Although it also had roleplaying elements, it was a spaceship combat wargame that used cardboard counters on a hex mat. I played a lot of Alpha Dawn but only dabbled in Knight Hawks. (We really just used the rules for ship design.) Both games enjoyed a decent amount of product support in the form of adventure modules and articles and scenarios published in Dragon Magazine.

The real draw of Star Frontiers, at least for me, is the setting. It takes place in a region of space known as The Frontier, where the boundary of known space meets whatever else is “out there”. Players create characters from four playable races: Humans, who are pretty much like us, but live longer; Vrusk, a race of insectoid beings that resemble mantids, only without the big claws; Dralasites, an amoeba-like race that can change their physical form; and Yazirians, a race similar to flying monkeys, only with anger issues.

These races worked together almost immediately, freely exchanging information and technology, sharing scientific advancements and generally getting along. They formed the Pan-Galactic Corporation (PGC), a massive conglomerate that, like it’s name implies, spanned the galaxy. They even developed a language called Pan-Galactic (PanGal) that all four races could speak which allowed them to effectively communicate, given their differing anatomy and communication methods. It was a pretty good time.

Of course, good times don’t last forever, and another alien race, known as the Sathar, suddenly attacked the Frontier with what seemed like the intent to destroy everything the PGC had built. The Sathar are a wormlike race with strange telepathic powers who are aggressively xenophobic. No one knows much more about them, because any Sathar will kill itself rather than be taken captive, and they’re not much for chit-chat. To combat the Sathar threat, the PGC formed a combined military force called the United Planetary Federation, or UPF (not to be confused with the United Federation of Planets, which would have probably got TSR sued by the Star Trek guys over at Paramount). The UPF managed to drive the Sathar back to wherever they came from, but not for long.

Knowing that they can’t take the UPF in a fight, the Sathar have since turned to espionage and treachery to topple it from within. Sathar agents from all the frontier races actively work to undermine the UPF, so the UPF created another organization: Star Law. Star Law Rangers travel the galaxies looking for these agents in order to bring them to justice.

And that’s Star Frontiers in a nutshell. The published adventures assume your players will work for either the PGC or Star Law; but nothing says you have to stick to that. You can be pirates, privateers, salvage crews, planetary explorers or even military agents of the UPF. I’m pretty sure my group was a group of mercenaries, because it was the 80’s and I live in America and that was pretty much every movie of the Reagan era; but the game actively discourages this. The first adventure, Crash on Volturnus, effectively strips your characters of all their weapons and useful equipment right at the beginning, forcing them to survive on a hostile planet using their wits and diplomacy; a big departure for groups used to kicking in doors, killing everything in sight and looting the bodies.

There are a couple of big problems with the game. The system is a percentile-based system: roll under your attribute or skill and you’re successful; over and you fail. Pretty standard for TSR boxed games of the time, and still used by many games today. That being said, the system is sometimes a bit more complicated than it needs to be, especially where skills are concerned. Each character can picks a Primary Skill Area, such as Military or Science. Each one of these PSAs have a group of skills under their umbrella, each with a rating of 1-6. Each of these skills are improved individually and usually offer a 10% bonus per level of the skill. The problem is there are too many skills, so advancement takes a long time.

Combat is another matter. It takes forever because of clunky design, and if there’s one thing I can’t stand in games, both as a player and GM, it’s combat that drags on forever (J’accuse, 5E!). There are a ton of different weapons in Star Frontiers, each of which does a different type of damage (electrical, energy, sonic, projectile, etc.) There are an equal amount of defensive suits and screens, all of which are usually effective against only one type of damage. Having the right defense for the right attack is tedious and pretty much down to luck; but equipped properly, your characters can trade shots all day with little danger of dying. Even if not properly equipped, your characters can take a few shots before they have to worry, because most weapons that aren’t energy weapons do shitty damage.

Energy weapons and defensive screens use power tracked by Standard Energy Units (SEU). Tracking SEU use is a bit of a chore. In the case of weapons, the damage you inflict is directly proportionate to how many SEU you expend. For example, a standard laser pistol has a damage rating of 1d10 per SEU (max 10 SEU), and a standard ammo clip contains 20 SEU. That means you could get twenty 1d10 shots out of a clip, or you could burn the entire clip in two 10d10 shots before you’d need to reload.

Either way, you’re unlikely to kill your target. Most characters have an average of 60 hp (their Stamina score). The average d10 roll is a 5.5, rounded up to 6. I suppose it’s possible that a character could burn 10 SEU (10d10 damage) and get a result over 60, which would kill someone with 60 hp (assuming you hit), but it’s unlikely. It becomes even more unlikely when you factor in defensive screens and suits, which will reduce the damage even further. Why anyone would bother shooting a 1d10 shot is beyond me. Even at maximum damage (10) that’s not enough to be more than an irritation. If the target is wearing any kind of defense whatsoever, forget it. You’re just wasting ammo.

Both these issues are easily fixable with some house rules which I use. First, I cut down the number of skills. The military PSA as written, for example, contains a separate skill for each type of weapon, which is ridiculous. Is it safe to assume that military-trained characters know how to shoot all kinds of guns? Yeah. I’d say so. So let’s just group all those separate skills together and call it “firearms” skill. For combat, no more adjustable shots based on SEU use. Laser pistols, for example, do 5d10 damage and a clip contains 10 shots. That makes them more dangerous and more effective then they are in the rules. I use two types of defensive screens: energy and inertia, not an individual one for every conceivable type of attack. Inertia protects against projectiles and explosives, energy protects against electricity, energy and sonic attacks. Two screens, no more. Same with suits. One for energy, one for inertia. Mix and match as you like, but no more nonsense.

It should be noted that combat in Star Frontiers was probably not intended to be deadly. Like I said, it was marketed to a younger crowd. There are plenty of non-lethal weapons in the game: stunners, needler guns, and the iconic doze and tangler grenades, which render an opponent unconscious or immobile, respectively. The equipment lists are both futuristic and a bit dated…for example characters are often equipped with a chronocom, which is a wristwatch/ video communicator with a range of…wait for it…10 whole kilometers! It’s an amusing reminder of when the game was written, long before cell phones were commonplace or the internet even existed.

I’m not the only one who has a love of Star Frontiers, not by a long shot. There are two fanzines that are regularly published: The Star Frontiersman and Frontier Explorer, both of which have a ton of fan-generated content that’s worth looking at. Both of these zines used to be free, but now they’re available for sale at (sigh) DriveThru RPG. The original Star Frontiers rules are also available there in PDF and Print on Demand format.

Up next: a short coda to the Star Frontiers posts, as I discuss…the miniatures!!!!

Star Frontiers: Part 1

Back in the 80’s, during the heyday of roleplaying games, TSR Hobbies released a ton of RPGs in addition to Dungeons & Dragons: original properties like Gamma World, Top Secret, Boot Hill, and Gangbusters; and licensed games like Marvel Super Heroes, Indiana Jones, and Buck Rogers. These games were sold as boxed sets, just like the Basic and Expert D&D games. With the exception of Indiana Jones, the rest of these games were successful enough to warrant at least a second edition (some, like Gamma World and Gangbusters, would get more than that) in addition to a line of adventure modules and sourcebooks.

I never played Gamma World or Buck Rogers. I played Boot Hill, Gangbusters and Top Secret, and I enjoyed them all very much. I played Indiana Jones, and…well…let’s just say I played it. But my favorites, hands-down, were Marvel Super Heroes and Star Frontiers. I love MSH so much I still play it. In fact, I just ran Marvel Super Heroes in February for a group of Instagram friends over on my Discord server. I also planned on running Star Frontiers last year, but it never happened. The last time I played the game was a few years ago; but it wasn’t technically Star Frontiers. Like many of these 80’s TSR games, the system was a bit basic and we wanted more, so my friend converted it to GURPS. It was a lot of fun to revisit the setting, but we didn’t play for very long.

A couple of years ago, I heard a new version of Star Frontiers was in the works and I grew excited; at least until it turned out to be a racist, homophobic shit show of a game.

Here’s a summary, best as I can deliver it. Keep in mind, this is my opinion, and my knowledge, such as it is, may not be 100% accurate. If you really want to know, check the internet yourself.

TSR Hobbies, the original company that published Dungeons & Dragons, went out of business in 1997, and was acquired by Wizards of the Coast, the company that, until then, was most famous for publishing Magic: the Gathering. WotC was later acquired by Hasbro, and is a shitty company with a history of trying to fuck over creators, but that has no bearing on the rest of this story. It’s just me stating my opinion.

Anyway, back in 2011, Gary Gygax’s sons, Luke and Ernie Jr., along with another guy started a company called TSR Games in order to publish a new Top Secret game. Apparently, Luke and the other guy missed a trademark filing date in 2020, so Ernie Jr. filed for the TSR name and the two brothers cut ties with each other. It seems to be a bit acrimonious, as now there are two companies with the TSR name run by two brothers who apparently don’t much like each other. WotC doesn’t seem to like either of them, either.

While promoting his new company, Ernie did an interview where he made racist remarks about Native Americans, mocked Trans people and people who support them, and implied that being anti-racist is bad; and people who agreed with him should be very happy with “his” TSR. It got so bad that his brother Luke and a ton of well-known names in the hobby industry, like Jeff Dee and Skip Williams, officially cut ties with Ernie Jr. Larry Elmore even returned money Ernie had paid him for work he had done already.

Which brings us to Star Frontiers. Ernie Jr. decided he was going to revive Star Frontiers, and came up with a new game called Star Frontiers: New Genesis. A playtest doc for that game leaked and…well, shit. It wasn’t the Star Frontiers game of old, that’s for sure. There’s a lot of explicitly racist stuff in it, like how Humans are now split into sub-races, one of which is inherently superior to the other in every way. One of these sub-races is described as Nordic, and the other is described as Negro. Care to take a guess which one is said to be the superior race by racist asshole and known Caucasian Ernie Gygax, Jr.?

Wizards of the Coast has filed a lawsuit against Ernie’s TSR, not wanting to be associated with his bigotry and apparent assholishness. They want to make sure the game never gets published; and they claim they are the true owners of the Star Frontiers IP and the TSR logo, both of which they purchased when they bought the original TSR back in 1997.

My feelings on censorship are well-known. I think it sucks. I feel that Ernie Gygax, Jr. can say whatever shit he wants, and that includes racist, transphobic stuff. He can make games about it and publish them, and if people want to play them because they share his racist, transphobic, alt-right views, they can.

Unless, of course, WotC owns the trademarks. In which case, fuck Ernie Gygax, Jr.

Well, this was supposed to be a post about my love of the OLD, ORIGINAL, not intentionally racist Star Frontiers RPG, and I have veered off the mark. Guess I’ll make this a part 1 and talk about the game I actually like in the next post.

Imperial Assault: Bespin Gambit Part 2

Hi there. Remember my last post, where I said that this year, I would do this and that, etc., etc.? Well, just forget that, because I clearly have. My hobby output has been dismal thus far, and I’m tired of making plans I can’t possibly deliver upon.

I guess I’ll paint what I paint this year, and that’s about it.

So, here are the remaining expansions to the Bespin Gambit set for Imperial Assault, starting with some ISB (Imperial Security Bureau) Infiltrators.

These two similar-looking fellows are led by Agent Blaise, who is an ISB Interrogator who supposedly was assigned to Bespin to uncover rebel activity…

…namely, the rebel activity of one Lando Calrissian, Cloud City Administrator.

Lando’s colors are pretty bold, especially compared to how he looked in The Empire Strikes Back. I followed Sorastro’s tutorial for Lando and I love the results.

I’ve barely painted anything this year so far. I managed to finish running my year-long Lamentations of the Flame Princess game earlier this month, and just last weekend I got to talk to Roger on my Discord server again, but that’s about the extent of my hobbying. I’m definitely feeling the disconnect from the hobby community that my unplanned absence has caused, and hope to be able to contribute more soon.

Star Wars Imperial Assault: The Bespin Gambit

As 2022 draws to a close, I regard my hobby efforts this year with melancholy disappointment. All told, I painted 68 miniatures, and I’m unlikely to paint any more before midnight tonight. One thing I was hoping to paint this year was my full set of Star Wars” Imperial Assault: The Bespin Gambit. By “full set” I meant all the miniatures that come in the box, and all the ally and villain expansions released at the same time. Close, but no cigar. A few expansions will have to wait for a future post.

I did manage to do the core set, though, starting with these Bespin Wing Guard. I painted them all the way back in April, but held off on posting them (or any other Star Wars stuff) because I wanted to post the whole set together. Anyway, here they are.

Next: the Ugnaught Tinkerers.

I thought I knew what an Ugnaught looked like, but I had to check source material a bunch of times while painting these guys. Anyway, they have spoken.

Finally, the heroes: Murne Rin, Master of Intelligence.

Ilthorians are my favorite Star Wars race. “Hammerhead” was one of the first Kenner Star Wars figures I ever owned as a kid; and I made an Ilthorian Jedi for the Start Wars RPG back in the day. It was good to see them make a comeback in The Mandalorian.

And speaking of Jedi, here is the other hero from the set: Davith Elso, Codename “Hawkbat.”

Dumb code name. Cool miniature.

Lastly but not leastly, I did manage to paint one expansion, at least…and it’s a good one.

The Trandoshan, the myth, the legend… and the dude on the cover of the box…Bossk! Here he is with the Trandoshan Hunters from the original IA core box set. You’ll note that one is painted as Bossk, because it was before Bossk got his own miniature.

Bossk says: Happy New Year!

Up next, 2023 resolutions!

Season of Scenery 2022: Terok Nor

Today is July 4th; and here in America we celebrate our liberation from the tyranny of the evil British with day-long festivals of song and story (i.e. your drunk uncle reminding you that “There’s NOTHING more important than family” , somehow making family a five-syllable word, and yelling for Skynrd’s Freebird). These festivities almost always include copious amounts of barbecued meat, deviled eggs and potato salad; washed down with the alcoholic beverage of your choice (i.e. cheap beer). Since we are America, there’s a better than average chance of firearms being involved, too; and not necessarily in a good way (if there is such a thing).

Note: A quick look at the news, and guess what? Fucking predictable. (Fucking preventable, too; but this is supposed to be a happy post.)

But: this is not the way of things here at the palatial estate of The Angry Piper. Sure, there’s barbecued meat and drinking involved, but here, all I’m thinking about is the Season of Scenery, and what my plans are for it.

So, what am I doing for the Season of Scenery this year? I’m making my first non-wargaming plastic model kit in decades, and it’s a good one. From 1994: the AMT official Star Trek model of space station Terok Nor, a.k.a. Deep Space Nine!

I picked up this kit a couple of years back. The box is in sad shape, but it was never opened (as the stale waft of air I got when removing the shrink wrap can attest).

I opened it up, and it’s complete and in good shape. It even has this Star Trek Fan Club card in it. Wonder if I can still join?

Now, in the interest of full disclosure, this will be my second attempt at this kit. I first tried it way back in 1995 or so; but I didn’t get very far. I put together the ring pieces, but was distressed by the gaps between them. So, I did what any modeler worth his sack would do. I used putty.

Of course, back then, this is what I had for putty: Testors modeling putty, which, like most Testors products (with the notable exception of Dullcote) SUCKS DONKEY BALLS. This has the consistency of watery toothpaste; not putty. They actually still make this shit, believe it or not. Anyway, suffice it to say that I used a lot of this and not only failed to fill any gaps, I made my model look so bad, I never wanted to touch it again and I threw the entire fucking thing in the trash. What a waste, I know. Almost 30 years later, I’ve learned a thing or two about modeling and more important; I’ve learned how to fill a fucking gap with ACTUAL, REAL putty, not whatever this shit is. I think I got this.

Also, I seem to remember that “Skill Level 2” was bullshit. This is a more advanced kit that includes the option for LED lights, should you wish to add them. I think you need to add them while you’re building it, though…I’ll have to take a look.

Deep Space Nine is probably my favorite Star Trek series (although I waffle between TNG, TOS and DS9 depending on my mood). Sadly, July 1 marked the last day the series was available for streaming on Netflix here in the US (damn you, Paramount Plus!), so I can’t watch it any time I want to any more. I thought: what better time than now to take a second crack at this kit?

Of course, Dave the Gracious (that’s a new nickname for you, Dave) gives us TWO months for this challenge; and I’d like to think I can get this done with time to spare…so I have these as a backup project: Assets and Hazards for the Alien: Another Glorious Day in the Corps board game. You know, that same board game I was so excited about that I still haven’t played, despite painting all the miniatures?

Oh, wait…that doesn’t actually narrow it down, does it?

Anyway, next time will be a full rant. I promise.

Character Studies: Rhin Valim (Star Trek Adventures) Part 2

The backstory for Lieutenant Junior Grade Rhin Valim, Starfleet Security Division can be found here. What follows is an explanation of his Attributes and Disciplines, his Talents, Values and Focuses: all the things that come into play quite a lot in Star Trek Adventures. Rather than get into the nitty-gritty of how these things work mechanically, I’ll just give a broad description of each and how it relates to his character; in other words, why I chose them and why I think they makes sense for this character.

Attributes and Disciplines

Attributes have a score range of 7-12, while Disciplines have a range of 1-5. Rhin Valim’s highest Attribute is Fitness at 12 (he’s in spectacular shape), and his highest Discipline is Security at 5 (not surprising, he’s been fighting all his life). His second highest Attribute is Daring at 11 (He’s used to taking risks) and his next highest Discipline is Engineering at 3 (he’s more than competent). His remaining Attributes (Control, Insight, Presence and Reason) and Disciplines (Command, Conn, Science and Medicine) are fairly average.

Attributes and Disciplines are used in combination with each other to attempt tasks. Rhin is a very physical character with a good knowledge of both combat and engineering.

Focuses

These are the things Rhin is really good at: his particular set of skills, if you like. He has a better chance of succeeding at these tasks and of achieving better results than most people. Rhin’s focuses are: Small Unit Tactics, Infiltration, Espionage, Hand to Hand Combat, Hand Phasers and Hazard Awareness. All of these focuses fit a character who grew to adulthood in the Bajoran resistance and spent most of his life waging guerilla warfare.

Talents

These are traits that give Rhin bonuses in certain situations. Once again, these are primarily a result of his work in the Bajoran resistance.

Constantly Watching: Rhin is very good at seeing threats. He’s pretty tough to ambush or blindside.

Pack Tactics: Rhin knows how to pile on when he needs to. Other characters benefit more than they normally would if Rhin assists them during combat.

Crisis Management: He can give commands in combat situations, even if he isn’t in command. This isn’t “official” command status; it’s just that he is the kind of guy who people listen to when things go south.

Fire at Will: Usually, it’s difficult to fire with accuracy the more times you shoot, but Rhin doesn’t suffer from that. Rhin is used to laying down fire.

Values

Finally, these are the things that Rhin thinks are important: his ideals and aspirations. In game terms, you can invoke (or challenge) a value in order to gain big bonuses; so when your values come into play, it’s a big deal.

For example: one of Captain Kirk’s values is “I don’t believe in a no-win situation.” People familiar with Kirk would agree he’s not the kind of guy who gives up, even in the face of overwhelming odds. When faced with a seemingly no-win situation, Kirk’s player could invoke this value to get a big bonus on his intended action. It also tells us a bit about Captain Kirk, so anyone could use this value to guide their roleplay of the character.

Rhin Valim’s values are:

Resistance Fighter: The Bajoran resistance was hardly a well-equipped force. Rhin is used to making do with whatever is available, working with what you have, not with what you wish you had. It’s great to have the right tool for the job, but sometimes you need to use a rock because you don’t have a hammer. Starfleet has all the hammers anyone could ever need. Rhin’s still not used to that.

“Put faith in yourself. It’s the only thing worth believing in.” Rhin doesn’t put faith in a higher power or the promises of politicians, because he’s seen what those amount to: nothing. If you don’t do it yourself, it won’t get done. Don’t trust anyone or anything to act in your best interests. Only you can do that.

“No one gets left behind.” This one is pretty self-explanatory. Rhin will go out of his way and risk life and limb for his fellow soldiers, even if he doesn’t particularly like them. As much as possible, the wounded get evacuated, bodies get recovered and identified, and most of all, prisoners get rescued. Otherwise, what are you really fighting for?

“Improvise. Overcome. Adapt. Or die.” Again, pretty self-explanatory. Don’t stick to a plan if it isn’t working. There’s nothing noble about getting killed because you were too stupid to zig when someone commanded you to zag. This value is probably why Rhin hasn’t advanced much in rank; he’s not afraid to buck the chain of command if it means saving lives, including his own.

As stated above, you can also challenge a value if it’s dramatically appropriate, and if successful, you can get big results just as if you had invoked it. For example, let’s say Rhin was in a situation where he was faced with trusting someone he didn’t know. Normally, because of his “put faith in yourself” value, he wouldn’t be able to do that easily, and he’d have to fend for himself. But what if I challenge it instead of invoking it? Rhin takes the chance and gets the bonus, but then I would have to cross out that value and choose a new one. People change.

Sadly, I never got to play this character. Maybe one day I will. I think he could be interesting, as he clearly lacks the mindset for Starfleet; but could be an asset to the right crew. He’s a lot like Major Kira Nerys at the beginning of Deep Space Nine, only Kira had her faith in the Prophets to guide her decisions. Rhin doesn’t. It would be fun to see how he reacts to serving alongside someone similar.

Forgotten Heroes 2022: The Hypno-Hustler!

A couple of years back, Bill Maher had a segment on his show called “I don’t know it for a fact; I just know it’s true.” He would say amusing things like “I don’t know for a fact that Justin Trudeau moonlights as a tantric yoga instructor; I just know it’s true.” See? That’s a joke, because Justin Trudeau is a good-looking youngish guy who probably gets laid a lot; but he’s also the Prime Minister of Canada.

I don’t know for a fact that Jeremy, a.k.a. Carrion Crow, sounds exactly like Lenny Mclean, a.k.a. Barry the Baptist from Lock, Stock and Two Smoking Barrels; I just know it’s true. That’s a joke, too, because lest there be any confusion, I’ve never actually heard Carrion Crow speak. Still, I find it amusing to imagine him saying things like “If you don’t wanna be countin’ the fingers you ‘aven’t got, I suggest you get those guns! Quick!”

I don’t know for a fact that Forgotten Heroes is the greatest painting challenge in the history of painting challenges, I just know it’s true; because this year it gave me the opportunity to create one of my favorite all-time villains: the Hypno-Hustler!

From Wikipedia: Antoine Desloin is the lead singer of the Mercy Killers, going by the name of Hypno-Hustler. He and his band were scheduled to perform at a nightclub called “Beyond Forever”. When the club’s manager catches Hypno-Hustler robbing his safe, Hypno-Hustler used his hypnotic equipment on the manager. When it came time to perform, Hypno-Hustler and his band used their hypnotizing equipment on the audience in a plan to rob them as well. Peter Parker was at the club at the time and changed into Spider-Man. During the fight, Spider-Man discovered that Hypno-Hustler’s headphones protected him from his own hypnotic music. Spider-Man managed to remove them from Hypno-Hustler causing him to become a victim of his own hypnosis. When the audience was free of the hypnosis, Hypno-Hustler and his Mercy Killers were webbed up and left for the police.

So: Hypno-Hustler can hypnotize people with his music; but, failing that, he can resort to the toe-spikes and knockout gas he has hidden in his big platform heels. He also plays the guitar.

Hypno-Hustler made his debut in November, 1978 in Peter Parker, the Spectacular Spider-Man #24; and then promptly vanished from comics for 24 years, until Spider-Man: Tangled Web #16 (released in November of 2002). He was created by the great Bill Mantlo; who sadly has been dealing with long-term injuries from a hit-and-run accident in the early 90’s. Bill Mantlo worked on a ton of incredible comics in the 60’s, 70’s and 80’s, and created some great characters; like Cloak and Dagger, Jack of Hearts, Rom: Spaceknight and (most famous nowadays) Rocket Raccoon; the royalties of which allowed him to finally leave the nursing facility he’d been living in for 25 years and return to home care.

Before we dive in to the miniature conversion process, please feel free to get in the mood with this sketch from Key and Peele, which still cracks me up every time I watch it.

To make Hypno-Hustler, I used this DC Hypertime Booster Gold Heroclix miniature as the base. I trimmed him off his flight disc, but kept the plastic under his feet to give him some height afforded by his KISS-esque boots.

From there it wasn’t too hard to add green stuff and Magic Sculpt to make his afro, chest speaker/amp, belt and shoulder trim. I also added his headphones and tried to define his goggles a bit. Then I gave him a microphone so he wasn’t empty-handed.

But something was conspicuously absent (and no, it wasn’t the Mercy Killers). Hypno-Hustler needed a guitar, and, not surprisingly, Booster Gold didn’t come with one. I looked for a suitable guitar I could cannibalize amongst my many miniatures and bitz. No luck.

My next step was to find a 28mm scale guitar bit somewhere else. I looked at silver charms (for charm bracelets), and found something perfect, except that it was just too big enough to look wrong. I finally looked for manufacturers that make musical instrument conversion bits. I thought for sure Reaper did, but nope. All Fantasy themed instruments, no electric guitars. Eventually, PaulCollins at The Miniatures Page pointed me to two British companies: Spellcrow and Zealot miniatures, respectively.

Although available in the USA through Amazon and Noble Knight, the Spellcrow guitars are a bit too Slaanesh Noise Marine for me (and certainly for the Hypno-Hustler). They weren’t the right shape, either.

In contrast, the Zealot miniatures guitars were awesome. Just what I needed. Unfortunately, they are only available from the company in the UK, and I’m not going to pay that much shipping for one little guitar sprue.

Which means I had to make my own. I know it sucks, but it’s for the Hypno-Hustler; so who cares? I put it on his back, anyway. I was going to sculpt the guitar strap, but it would clutter up the front of the miniature if I did, so I left it out.

And here he is, ready to funk up the place: The Hypno-Hustler! Painting him was pretty easy, as Hypno-Hustler has a limited color palette: white with purple acoutrements. I listened to a lot of Earth, Wind and Fire and Parliament-Funkadelic while I did.

I’m least happy with his base. I didn’t know what to do, so I just painted it like a spotlight. I considered adding glitter to it; but as anyone who’s ever been to a strip club knows (so I hear), glitter gets everywhere.

With Spider-man’s greatest (I said greatest, damn you!) nemesis now complete, I have no excuse not to break out the Super Mission Force any longer. It’s been way too long!

Thanks as always to Carrion Crow for hosting Forgotten Heroes. He did a member of Spidey’s Rogues Gallery himself this year: The Spot! Go check it out, along with a link to everyone else’s fun contributions!

Make Mine Forgotten Heroes!

The Pawn: Part 7

At the ops station, Commander Riker leaned on one leg, rested his elbow on his knee, and gazed at the main viewer. Enterprise had followed the quantum drive signatures to a dense asteroid field, the remains of a planetary collision eons ago. “Great,” he said. “If the Romulans are in there, we’ll never find them.”

Data glanced over his shoulder. “Not necessarily, Commander. I believe I may have a method. Are you familiar with Newton’s Third Law of Motion?”

Riker straightened uncomfortably. “It’s…uh…been a while since my academy physics classes.”

“I see.” Data frowned. He didn’t, really, He could never understand why humans thought answering a question with irrelevant information was a valid answer; but he recognized Riker’s response was meant as a negative. He continued: “Put simply, every object in space exerts gravity on every other object. I propose that we could find the cloaked vessel by tracing the patterns of gravimetric force and finding the void where the ship should be, based on the force it exerts on the other surrounding objects; namely, the asteroids.”

“If that works, why aren’t we using that method to find cloaked ships all the time?” asked Riker.

“It would not work in open space, Commander; the distances between objects and the miniscule forces exerted would make measurement functionally impossible. However, this is a unique situation. The cloaked vessel has taken refuge in the asteroid field, no doubt for the extra camouflage it offers; however such close proximity to other bodies may, paradoxically, make it easier to trace the gravimetric force patterns and pinpoint the vessel’s location.”

“That’s still a staggering number of variables to account for, Data,” said Picard, joining them. “Is the Enterprise computer even capable of that many calculations?”

“I believe so, sir; if I interface my positronic matrix to assist with the calculations.”

“Make it so,” said Picard.

Enterprise glided silently through the asteroid field, trusting in its navigational deflectors to keep the massive rocks at bay. The bridge was quiet, all eyes on Data; who sat at the operations console staring straight ahead, unblinking. Although it seemed like hours, only about ten minutes passed before the android spoke. “I believe I have located the ship, Captain.”

The viewscreen focused on an unremarkable asteroid, one among millions. “I believe the cloaked vessel is maintaining a position within 5000 km of this asteroid, sir; but I cannot be more specific than that.”

“He could hide there forever,” said Riker. “All he has to do is stay cloaked.”

“Indeed,” Picard sighed. “Suggestions?”

From the tactical station, Dresa spoke up. “Captain, I believe I have a way to reveal the Romulan vessel, but we must act quickly.”

“Explain,” said Picard.

“There’s no time,” said Dresa. “It has to be now, or we’ll lose our chance.”

Picard looked at Worf and nodded. “Proceed, Commander Dresa.”

Worf stepped back from tactical, and Dresa took his place. She glanced at the controls for a moment, then tapped a few buttons in rapid sequence. Before anyone could react, Enterprise fired at salvo of photon torpedoes at the asteroid, blowing it into chunks of space dust.

Worf sprang forward and flung Dresa away from the console as Riker shot to his feet and whirled around. “What the hell do you think you’re doing?!”

The Klingon woman said nothing, but gestured to the viewscreen, where the unmistakable outline of a Romulan Scout Vessel was flickering in and out of visibility as thousands of asteroid fragments impacted the vessel’s hull. After a moment, the cloak failed completely.

“Report!” ordered Picard.

“Captain,” said Data, “the Romulan vessel’s shields were dowin order n to engage the cloak. I am reading multiple impacts across all decks, resulting in severe damage to the Romulan ship. It is currently unable to raise shields or employ it’s cloaking device.”

“Good,” said Dresa. “They should be willing to talk now.”

Picard stared at her. “Mr. Worf. Get her the hell off my bridge.”

Worf, seething, barely gestured towards the turbolift. “Move,” he said. After a moment, Dresa complied, casting a final look at the viewscreen, where the Romulan vessel began sporadically venting plasma.

“Captain, the Romulan vessel is hailing us,” said Data.

“On screen.” On the main viewer, the image of the damaged ship was replaced by the face of an angry-looking Romulan.

“My name is Captain Jean-Luc Picard of the Federation starship Enterprise,” said Picard.

“I know who you are!” spat the Romulan. “You dare attack a vessel of the Romulan Star Empire? This is an act of war!”

“To whom am I speaking?”

“Sub-commander Mirak!” sputtered the Romulan.

“We regret the damage caused to your vessel, Sub-commander Mirak; and will certainly assist in any way we can,” said Picard. “Although you have no cause to believe me, it was accidental. We have been tracking a saboteur responsible for the destruction of a Klingon vessel. The trail led us here.”

“You’re right. I don’t believe you,” said Mirak. “I find it strange that the Federation should concern itself so deeply with Klingon affairs.”

“The Klingons are our allies, Sub-commander. Perhaps you can explain your own presence here in the Neutral Zone?”

“We were dispatched to investigate reports of a rogue Federation starship–your starship– crossing the Neutral Zone,” said Mirak. “Your presence here and your unprovoked attack is a clear violation of the treaty. As you can see, there is no saboteur here. Therefore, you should leave. Now.”

Picard turned and gestured to Lieutenant Bailey, who had taken Worf’s place at tactical. She muted communications. He turned a questioning look to Counselor Troi.

She shrugged. “I don’t need to tell you he’s angry, Captain. Very angry, most likely at being discovered. He’s vulnerable and he knows it.”

Picard nodded and signaled communications should resume. “What I find odd, Sub-commander, is that we crossed the Neutral Zone less than one hour ago, and yet here you are, far closer to the Federation side of the border than you should be able to reach in that amount of time. Unless, of course, you were already here in the Zone, or perhaps even in Federation space. That would, as you say, be in clear violation of the treaty. Perhaps we should discuss this matter further in an environment that is less hazardous.”

“There is nothing to discuss. I have already told you we had nothing to do with the destruction of the Mok’tagh.”

Picard exchanged a glance with Riker before replying. “I do not recall giving you the name of the Klingon ship that was destroyed, Sub-commander Mirak.”

“Sir,” Data warned, “I am detecting two Romulan Warbirds crossing the border to the Neutral Zone from Romulan space, headed in this direction at maximum warp. They will be within weapons range in seventeen minutes, four seconds.”

“I think this conversation is over, Captain Picard,” Mirak said with a triumphant smile. “I suggest you take my advice and leave while you still can. I will not advise you again.”

“Your vessel is severely damaged, Sub-commander. Since you have no shields,” said Picard. “we could easily transport you and every one of your crew to Enterprise, where we will ensure your comfort and safety while we continue our discussion.”

“You wouldn’t dare,” said Mirak, uncertain.

Picard let the question linger a moment. “No,” he said. “As a show of good faith, and to prove the damage to your vessel was indeed an accident, we will let things stand as they are; for now. But you have told me all I need to know, Mirak; and the Klingons will be most interested in what I have learned.”

Some Klingons, perhaps.” Mirak smiled. The viewscreen went blank as the Romulan Sub-commander cut communication.

“What the hell is that supposed to mean?” asked Riker.

Picard frowned. “I have a feeling we have been led on a snipe hunt, Number One. Ensign McKnight, set course for Varuna three. warp seven.”

Finally! I got to play a game! Unfortunately, it wasn’t very exciting, and recording it fully here wouldn’t do much; but it was a scenario where the outcome would shape the coming story, so a review is in order.

This scenario was simple. Can the USS Enterprise-D find the cloaked Romulan vessel in the asteroid field before it can slip away?

I have a bunch of Heroclix and Deep Cuts Star Trek ships I’ve been dying to use, so I decided to use Star Trek: Attack Wing as my rules set (mainly because I sold my A Call to Arms: Starfleet rules long ago, and I don’t really own any other space combat rules other than War Rocket, which isn’t suitable). I encountered a problem quickly: Attack Wing is by nature a combat simulation and has almost no rules that aren’t combat rules. That will be fine later on in the story if the Enterprise needs to slug it out with some other ships (fingers crossed), but for now, all I needed was some way to play cat-and-mouse with the Romulan vessel.

Not knowing how your opponent will move and what actions he will take is a big part of the challenge of Attack Wing. Since I was playing both sides, how could I work around this? The answer was random movement for the Romulans, to be determined after Enterprise moved each turn. I copied all the allowable movement options for a Romulan Scout ship and assigned them a number, then rolled a die to see what they would do. The Romulans would obviously not fly into an asteroid or the Enterprise herself; but otherwise their movement was determined by a roll on a random table.

In Star Trek: Attack Wing, cloaked ships are given an extra 4 Defense dice while cloaked to represent how hard it is to target them. The Romulan scout ship normally has a Agility of 3, so adding the cloaking device brings it to 7 Defense dice. Not too shabby.

The USS Enterprise-D has an Attack value of 4. I decided Data’s clever idea would give an additional +1, for a total of 5. This represents the Enterprise’s ability to scan for the cloaked vessel.

Each turn, after movement was determined, I would check the range between the ships. Assuming the ships were within firing range, I would make a scanning (attack) roll for the Enterprise-D, resisted by the Romulan defense. If the ships were ever not in range of each other, that counted as a win for the Romulan side. The first side to win three rounds would win the scenario; meaning if Enterprise wins, they detect the Romulan vessel, and if the Romulans win, they manage to slip away and avoid detection.

Well, you can see how it ultimately went. Enterprise basically chased the Romulans around an asteroid for four turns. Not even worth the setup! Even with two fewer dice, the Enterprise managed to detect the Romulan ship 3-1, with the Romulans only scoring one round. Pretty bad rolling for the Romulans, considering the advantage they had! There wasn’t any combat this time around; but you never know what can happen. I might have to break out the Attack Wing rules in earnest soon…but anyway, here’s an excuse to show off my painted Enterprise-D. (That’s a factory job on the Romulan Heroclix ship.)

Meanwhile, what’s happening on Varuna three? We’ll find out Barclay’s fate in the next AAR, which will definitely be more detailed as it will be a return to Fantastic Worlds Trek skirmishing!

Character Studies: Rhin Valim (Star Trek Adventures) Part 1

This is a character I created for an online game of Star Trek Adventures. The game never ended up happening; but I thought I’d share him here anyway. In this first post, I’ll detail the character’s back story. In the next post, I’ll discuss a bit about his Atributes, Disciplines, Talents, Values and Focuses; all of which play an important part in Star Trek Adventures.

Rhin Valim

Rhin Valim was born to artisan parents in Kendra Province on Bajor. His mother was a potter, his father a landscape architect. Perhaps Rhin Valim could have been talented in one or the other, but he never got the chance. When he was four, the Cardassians came to Bajor. Once your planet is occupied and your family is sent to a labor camp, pottery and flowers seem a lot less important.

Unlike most Bajorans, Rhin Valim is not a man of faith. He believes the Prophets, if they even exist, stopped caring about Bajor long ago. For his part, Rhin stopped caring about the Prophets when he was ten. By then, he was an orphan; and not a single prayer or appeal to the Prophets had ever done him or anyone else he knew any good. Now that their supposed “Emissary” is a Starfleet Commander in charge of a former Cardassian labor camp/mining station, he can’t understand why no other Bajorans can see the absurdity of their entire religion. The Prophets never did a damn thing for Bajor, certainly not in recent history.

Who actually did something for Bajor? He did. Rhin Valim, and those like him in the Bajoran Resistance. The Resistance is who liberated Bajor, one dead Cardassian at a time; not the Vedeks, or the Kai, or the Prophets. At least some of the Vedeks were Resistance fighters. The Prophets were nowhere to be found.

Once the Cardassians withdrew, Rhin was dismayed to see the various factions of the provisional government quickly degenerate into a disorganized mess, praising the Prophets for their liberation while securing their own power bases. If it weren’t for the Federation, the Cardassians never would have left; and Rhin would still be avenging every Bajoran who was beaten, abused, murdered or worked to death in a filthy camp by a Cardassian overseer. Rhin long ago lost count of how many Cardassians he has personally killed.

It’s a large number, and he doesn’t regret a single one.

Like all Bajorans who weren’t collaborators, Rhin is grateful for the Federation’s help in ending the occupation. But he knows the Federation had a vested interest in keeping the Cardassians off of Bajor; and since the discovery of the wormhole, that determination seems to have increased. Rhin Valim joined Starfleet because he couldn’t stomach working for the Bajoran Provisional Government, not out of love for Starfleet. For now, Starfleet’s interests align with his; but he is no career soldier. He has no interest in rising through the ranks, and little use for exploration and discovery when his home world is still very much under Cardassian threat.

Because of the skills he learned in the D’arana Resistance Cell, Rhin Valim was best suited to Security Division. Rhin already knew how to fire a phaser and check an ID; and he knew how to hit someone and make it hurt. His instructors at the Academy were impressed.

Unbeknownst to them, though, he also knew how to defeat security systems, jury-rig explosives, extract information from those unwilling to impart it, plan and execute an ambush so that not a single target got out alive, blend into the surrounding terrain and/or population to escape detection, sabotage a power generator, blackmail an asset, infiltrate a high-security outpost, and silently and effectively murder a Cardassian Gul in his bed while his wife slept peacefully beside him.

Skills not taught at Starfleet Academy, but learned at great cost in the Bajoran Resistance.

Rhin Valim is a quiet man with few friends, not because he is difficult to get along with; but because he is extremely focused on survival, even now. He knows how quickly things can change for the worse. Although not obvious, he constantly scans his environment for threats and takes the measure of his companions early and often, taking nothing for granted, not even food and basic necessities, things that should not be a concern for a member of Starfleet. At Lieutenant Jr. Grade, he is a low-ranking officer; but despite this he likely has a better understanding of the capabilities of the individuals on his team than they have of themselves. Rhin’s opinions on the Prophets of Bajor are not popular among his own people and he does not go out of his way to share them; but neither does he wear the traditional earring symbolic of the Bajoran faith. Likewise, despite the inclusivity that Starfleet tries to instill in its recruits, Rhin Valim hates Cardassians. All Cardassians, without exception.

He tries to keep that to himself, too.