Category Archives: Miniatures

Giant Scorpion

Monster May(hem) continues with my latest submission: a Giant Scorpion (and some smaller, yet still quite large scorpions). from Reaper. These Bones miniatures are define what an “impulse buy” is to me. I had no need for either the huge scorpion or its little brothers, yet I bought them to “pad” an order to get free shipping, as I recall. I’ve had these for a few years now. Since I’m finding any excuse NOT to work on the big monster I have vowed to paint by month’s end, I painted these guys instead.

The good news is that even though I don’t really have a use in mind, much like Rrrraaaaaang, this beastie can be quite versatile.

Kip Kincaid and Sarah Litmus are beginning to regret exploring Planet X…
Perhaps Lara should have done more research on why it’s called “The Temple of Stingy-Sting-Sting.”
The wizard said hunting for spell components was quick and easy work. The wizard lied.
Epitaph: “Clean Head” McGee. Never backed down from a fight.

Matt from PMPainting just completed an amazing-looking Cthulhu model for his third submission of the month, and Harry painted a Warhammer High Elf Dragon, after painting a Wood Elf Dragon just last month. Now I literally have no more excuses not to tackle my own big fellah…but I’ll probably find one before long.

Check out all the other participants in Monster May(hem). Visit their sites and see what they’re up to!

Blogroll

Roger, aka Dick Garrison, from Rantings From Under the Wargames Table

Dave Stone from Wargames Terrain Workshop

Matt from PMPainting

Coyotepunc from Coyotepunc’s Creativity

Ken from Blue Moose Arts

Jeremy, aka Carrion Crow, from Carrion Crow’s Buffet

Harry from War Across the Ages

You can find links to all these blogs (and others) in the sidebar as well!

Happy Painting!

I Blame Roger!

And you should, too. Monster Month is now officially called Monster May(hem). BECAUSE OF HIM.

Moving on, this month’s challenge is shaping up quite well, with lots of submissions and more to come! I couldn’t be happier! Maybe I’ll turn this into an annual challenge, like Forgotten Heroes, the “rules” of which I eagerly await, Mr. Crow…

Check out the other sites that host submissions in the blogroll, below. Ken from Blue Moose Arts has done a stellar job on a classic Grenadier dragon, while the aforementioned Roger has begun sculpting a monster from an old Hammer film (and it looks awesome). Matt from PM Painting has completed a second submission…one strangely familiar to this challenge, back when it was just me and it was called Monster Month…and may even have a third for us by month’s end. I’m hoping to get two or three more done myself, but we’ll see just how much I can accomplish!

In other news, I was looking around my man cave of miniatures when I realized I have painted a lot of them in my day. Not all of them are worthy of a blog post, neither do I have much to say about some of them after they’re painted…but upon the suggestion of others I have started an Instagram account.

This is my first foray into social media, as until now I have had no reason whatsoever to care what other people have for lunch every day or any wish to reconnect with people I haven’t seen in 30 years (I still don’t). Some may see this as purely self-aggrandizing (sorry, that still annoys me), and maybe it is. Put simply, it’s a way to share my hobby with others quickly and with minimum effort, and to meet other painters and see what they’re up to.

Here is my Instagram account.

There are only about a dozen posts up there now, but I’ve already seen some very cool paintjobs, and I even discovered a new podcast I like a lot. It’s called Tale of the Manticore, and it’s a mashup between actual play Basic D&D and a dark fantasy novel. The guy who creates it decided he would write a story, make all the characters, and then let the dice determine everything. No one is safe, and it’s gotten pretty hairy already. Brings back a lot of memories of the fleeting nature of being a first-level character. I binged the first 6 episodes over the last 2 days. Check it out!

While you’re at it, check out all the other participants in Monster May(hem). Visit their sites and see what they’re up to!

Blogroll

Roger, aka Dick Garrison, from Rantings From Under the Wargames Table

Dave Stone from Wargames Terrain Workshop

Matt from PMPainting

Coyotepunc from Coyotepunc’s Creativity

Ken from Blue Moose Arts

Jeremy, aka Carrion Crow, from Carrion Crow’s Buffet

Harry from War Across the Ages

You can find links to all these blogs (and others) in the sidebar as well!

Beware the Owlbear!

The sounds of pursuit fill you with terror as you try to flee. You can hear the beast gaining on you. There’s no outrunning it! You look back in panic. The ground shakes and trees sway wildly as its enormous form crashes through the brush! It spies you, its prey…and it’s beak opens wide, giving forth a blood-curdling shriek of maddened rage:

“HOOOO! HOOOO!”

My second submission for Monster Month, a classic Dungeons and Dragons monster and one of my personal favorites: The Owlbear! The product of magical crossbreeding of an owl and a bear, this ill-tempered monstrosity attacks anything it sees on sight and fights to the death. It’s the bane of low-level adventuring parties everywhere!

This owlbear comes from Nolzur’s Marvelous Miniatures, which is a line I can’t say enough good things about. They’re inexpensive, digitally sculpted, and generally very good-looking, especially the monsters. I’m less jazzed about the personalities (character classes, etc.), but YMMV.

The miniature was easy to paint and practically highlighted itself. The texture of the feathers and fur takes washes and drybrushing quite easily. I think it took me about 2 hours or so, which is pretty fast for me.

I still have four projects I’d like to get to this month, but realistically it’s probably not going to happen…so I have to prioritize. There’s one big one I really want to complete because I’ve been staring at it forever!

Check out all the other participants in Monster Month. Visit their sites and see what they’re up to!

Blogroll

Roger, aka Dick Garrison, from Rantings From Under the Wargames Table

Dave Stone from Wargames Terrain Workshop

Matt from PMPainting

Coyotepunc from Coyotepunc’s Creativity

Ken from Blue Moose Arts

Jeremy, aka Carrion Crow, from Carrion Crow’s Buffet

Harry from War Across the Ages

You can find links to all these blogs (and others) in the sidebar as well!

Happy Painting!

The Coming of…Rrrraaaaaang!!!!!

Beware! Despair! Rrrraaaaaang is upon us!!!  Rrrraaaaaang, Destroyer of Worlds! Rrrraaaaaang, Bringer of Doom! Rrrraaaaaang, Devourer of Civilizations! Rrrraaaaaang! Rrrraaaaaang! RRRRAAAAAANG!!!!!!!

A bit of background: when I was in college, I spent a fair amount of time in the Fine Arts building, as one of my best friends was an illustration major. One day, I noticed something odd affixed to a wall in the main lounge. It was an orange. Someone had drawn a mean face on the peel and stuck it on a hook. They put a small, open box below the orange. It contained several coins of varying denominations. This, proclaimed a nearby sign, was Rrrraaaaaang, and he was a fearful god. Only through donations could Rrrraaaaaang be appeased.

Well, Rrrraaaaaang remained on his hook throughout the entire school year, long past when he became a withered, hardened husk of an orange with a sunken, glaring face. I think the custodians must have had a sense of humor; either that or, like the art students, they feared Rrrraaaaaang’s wrath should his physical body be molested in any way. I think there may have been about $2.00 in coins in that box by the end of the year, which is pretty impressive, considering college students are notoriously poor, and many are not above stealing change to raid a vending machine. Even so, none dared to defile the offerings to Rrrraaaaaang and risk his displeasure.

Rrrraaaaaang did not return the next semester. He vanished into the ether, as gods often do. He offered no explanation to those of us he left behind. I firmly believe Rrrraaaaaang will return one day, to visit divine retribution upon us all.

Until that time, I bring you my version of the great and terrible Rrrraaaaaang. My Rrrraaaaaang is an early Reaper miniature, Conjunctivus, the eye beast. He is a versatile monster, able to bring death and destruction in a variety of game settings.

They said nothing could make the Galacteers and the Imperials put aside their hostilities…but both fear Rrrraaaaaang!
Foolish mortals! Now you face Rrrraaaaaang!
“By the Hoary Hosts of Hoggoth, Wong! My wards have failed! Rrrraaaaaang is upon us!
On Planet X, Biff Banning and Sheila Starr unwittingly awaken…Rrrraaaaaang!!!!

This miniature has been awaiting completion for years. In fact, I began composing a Rrrraaaaaang post in April of 2018, and he already had a basecoat on him back then. I’m glad he’s finally done, and I hope I can get to some other long-incomplete projects before the end of Monster Month.

Check out all the other participants in Monster Month. Dave Stone converted an awesome Kroot beast for Warhammer 40K, then did an amazing paint job on an Oriental Dragon he sculpted himself! That’s two submissions, one more than me so far, and I’m the guy HOSTING the challenge! Way to go, Dave! Coyotepunc completed a Reaper Frost Giant and it looks great! Matt painted a Dark Young of Shub-Niggurath named Tracy. (Really!) Carrion Crow plans on painting some miniatures sculpted by Dick Garrison himself, another participant! Visit everyone’s blog and see what they’re up to!

Blogroll

Roger, aka Dick Garrison, from Rantings From Under the Wargames Table

Dave Stone from Wargames Terrain Workshop

Matt from PMPainting

Coyotepunc from Coyotepunc’s Creativity

Ken from Blue Moose Arts

Jeremy, aka Carrion Crow, from Carrion Crow’s Buffet

Harry from War Across the Ages

You can find links to all these blogs (and others) in the sidebar as well!

Back to the painting table!

May is Monster Month (Again)!

For the past couple of years I’ve been trying to establish a loose routine with regards to my painting: I take part in Forgotten Heroes every June, try to clean up the “side-pile” every December, and occasionally, I host a painting challenge like Dwarvember, WizarDecember, or TerrainTime. This year I’ve decided to open up Monster Month to the world!

The “rules”, such as they are, are quite simple. Paint at least one monster in the month of May. The miniature can be any scale or from any genre or game system. The only restriction is that it has to be a MONSTER, not a humanoid. So don’t paint an orc or a zombie. Set your sights higher!

So what qualifies as a monster? Pretty much anything non-humanoid from classic Dungeons and Dragons. Dragons, Giants, Elementals…you name it. Nolzur’s Marvelous Miniatures and Reaper Bones have put out a lot of these miniatures at ridiculously affordable prices.

You’re by no means restricted to Fantasy miniatures, though. Got some Call of Cthulhu or Pulp creatures? Or how about that Tyranid Carnifex or that nightmarish Malifaux monster you’ve been putting off? Maybe a giant super-villain like Fin Fang Foom or Titano. If it’s a monster, it’s fair game!

If you want to take part, just drop me a comment here or email me at angrypiper@angrypiper.com. I’ll include your blog on the blogroll!

Happy painting!

“We Are The Borg.”

“Lower your shields and surrender your ships. We will add your biological and technological distinctiveness to our own. Your culture will adapt to service us. Resistance is futile.”

I bought these Modiphius Borg Collective miniatures at the end of last year, since the price was right at $24 for the set. You get 10 Borg drones, an even mix of male and female. A good amount of them are one-piece castings requiring no assembly (beyond basing), so that’s a plus. The ones that do require assembly are just as fiddly as ever to put together. Sigh.

Six of the models are duplicates (three male, three female), while the remaining four have different poses. Since one Borg drone is pretty much the same as any other (kinda the Borg raison d’etre), this lack of variety doesn’t really bother me much. Same goes for the “scenic” bases; they’re standard deck plates, which makes sense for the Borg as they’re constantly assimilating starships.

Painting them was ridiculously easy, although tedious. I used mostly Citadel paints: the skin (what little there is of it) was based in Rakarth Flesh, then washed with Agrax Earthshade. Then I applied a highlight of Flayed One Flesh and a final highlight of Pallid Wych Flesh. This is the same skin recipe I used for Solomon Grundy. He’s a pasty fellow, too.

The Borg “uniform” was based in Vallejo Heavy Charcoal, drybrushed with Citadel Celestra Grey. washed with Citadel Nuln Oil, then given a final highlight of Citadel Longbeard Grey. The metal bits were based in Vallejo Gunmetal Grey and highighted with Citadel Mithril Silver.

Between composing this post and actually publishing it, I acquired another box of Borg (part of a two-box deal with the Next Generation-era away team). I didn’t plan it, but I guess having more Borg isn’t a bad thing, as every time they assimilate someone, they make a new Borg.

Since the price was also right ($18.97), I bought the Star Trek Iconic Villains set, too (I wouldn’t have bought it, otherwise). I’ll eventually get around to painting that set, but it’s a pretty low priority. I mention it here because three of the iconic villains are Lore, Locutus of Borg and the Borg Queen, who actually does have a scenic base other than a deck plate, complete with snaking cables and power conduits. Since I can’t see using either Locutus or the Queen without some standard Borg drones (and since I painted them at the same time as this set) I included them here, along with Lore.

Locutus and the One Who is Many.

These make up the entirety of the miniatures I have painted thus far in 2020, which is a pitiful output, considering current circumstances are pretty much confining me to my home. I have been wholly preoccupied with The Witcher 3 and running my Star Trek Adventures campaign (game tonight! woohoo!), and thus my painting has suffered.

BUT: Around the corner is May, which has traditionally been “Monster Month” over here at Dead Dick’s Tavern. This year I think I’ll open it up as a painting challenge to any and all who want to participate. More on that soon.

For this year, I decided to “reset the clock” on the Insanity Pile, that way it will give me a more accurate account at the end of the year.

Insanity Pile Progress

Miniatures Purchased in 2020: 20

Miniatures Painted in 2020: 23

Total +3

Tug of War: A Fantastic Worlds Star Trek AAR

Captain’s Log Supplemental: We have escaped the Klingon prison and regrouped in the jungles of Hubbard’s World. Mr. Scott has beamed down a security team to assist us. We managed to retrieve our tricorders and have set off in pursuit of the source of the strange energy that seems to be the cause of the unchecked, sentient plant life here on the the planet. Being above ground again should feel good, but the oppressive humidity hasn’t gone anywhere and once more, it’s difficult to breathe. None of us, except perhaps Mr. Sulu, will be sad to leave this place.

The air shimmered as three humanoid forms began to take shape. A moment later, Lt. Hikaru Sulu and two Starfleet security officers stood in the clearing. They glanced around for a moment before Sulu approached the Captain.

“Security team reporting, sir,” Sulu said.

Kirk grinned. “Nice to see you, Mr. Sulu.”

“Nice to be seen, Captain.”

“Glad you could join us. Although I was expecting Mr. Chekov.”

“I pulled rank on him, sir,” said Sulu. “Sentient plants. I wasn’t about to miss that. Hope you don’t mind, sir.”

“Not at all. Your knowledge of botany could come in handy. It’s a…rather unique…place.”

McCoy grinned at Sulu. “Glad to have you along. At least now we won’t have to hear about how the Russians invented plants.”

“Now that we are all present,” said Spock, “I recommend we proceed with haste to the site of the tricorder readings. The Klingons are certainly not waiting.”

“Agreed,” said Kirk. “Fan out, everyone, and watch for threats. Spock, take point. We’ll follow you.”

A few minutes later, they followed Spock into another underground cavern. They could hear the echoes of raised voices arguing in Klingon. Kirk motioned for the team to take up positions silently and crept forward, accompanied by Spock and McCoy. In the midst of the cavern was a strange machine pulsing with visible energy. The Klingons kept a healthy distance from it, but it was clear it was the focus of their attention.

“That machine is the source of the energy, Captain,” said Spock. “It is almost certainly extraterrestrial in origin; nothing like it has been observed on this world.”

“Jim, look!” McCoy pointed. Guarded closely by a pair of brutish Klingons was a bedraggled and exhausted-looking Dr. Hubbard. A Klingon with the unmistakable aura of authority barked an order and Hubbard began working feverishly with his tricorder. Whatever he attempted must have failed, as a moment later, the Klingon captain swore loudly. He whirled on Hubbard and the scientist quailed.

“Looks like they’re trying to beam that doohickey out of here,” said McCoy. “Hubbard is probably being forced to help.”

“Agreed, Captain,” said Spock. “However, removing the doohickey would ensure the catastrophic destruction of this planet’s ecosystem. It is therefore imperative that the Klingons not succeed at their endeavor.”

Whatever reply Kirk was about to make was cut off as the ground began to tremble violently. “All right,” Kirk said when it subsided, “it seems time is against us. Rescue the doctor if possible, but make sure the Klingons don’t get what they’re after. Let’s go.”

Scenario: It’s the final showdown with the Klingons over the alien technology responsible for the plant life on Hubbard’s World. The Klingons are trying to beam the machine off-world, but they need Dr. Hubbard’s help to do that. The Enterprise crew is trying to stop them and rescue Dr. Hubbard. Meanwhile, the strange alien machine is protecting itself…it doesn’t want to go anywhere!

Victory Conditions: The Klingons win if they succeed at beaming the machine off-world, or if both Kirk and Spock are KO’ed at the same time. The Enterprise crew wins if they manage to KO both the Klingon Captain and the Klingon Lieutenant before the machine is beamed off-world. Should this occur, the remaining Klingons surrender.

Forces: The Klingons have a Klingon Captain (Grade 3), a Klingon Lieutenant (Grade 2), and four Klingon Warriors (Grade 1). The Captain also has two more Klingon Warriors in reserve, not deployed at the start of the game. Starfleet has Captain Kirk (Grade 3), Mr. Spock (Grade 2), Dr. McCoy (Grade 2), Mr Sulu (Grade 1), and two Security Officers (Grade 1). The two teams deploy on opposite table corners, with the alien machine smack in the middle.

Special Rules:

Countdown: There are no encounter markers in this scenario; rather an event deck randomly determines what occurs at the beginning of each round. Three of the cards in the deck represent a Klingon transporter lock; once the third such card is in play, the machine is beamed off-planet at the start of the next round and the Klingons win. If Dr. Hubbard is rescued before the Klingons achieve the third transporter lock, Starfleet wins.

Dr. Hubbard: Dr. Hubbard is crucial to this scenario. The Klingons are holding Dr. Hubbard hostage and forcing him to work for them, as their transporter technology isn’t as good as Starfleet’s. As long as there is a Klingon model within 2″ of Dr. Hubbard, he is captive. If that ever changes, Dr. Hubbard makes a run for it. He can’t sprint of fight, but he will move towards the nearest Starfleet model at his full move. He is recaptured if a Klingon moves within 2″ again. He is automatically rescued if a Starfleet model moves within 2″ of him and there are no Klingons within 2″.

Dr. Hubbard is scared, but he’s still a Starfleet officer and he doesn’t want the Klingons to succeed. Two of the cards in the deck represent intentional miscalculations designed to give the Enterprise crew more time to stop the Klingons. If one of these cards is drawn, shuffle a transporter lock card back into the event deck.

Dr. Hubbard cannot be the target of an attack, nor is he affected by any events in the Event Deck.

The Alien Machine: The machine cannot be attacked or destroyed. The Klingons want it too badly, and Strafleet would never risk damaging the planet.

Turn 1: The Klingons get the first turn. Before they act, an event is drawn from the deck: Dr. Hubbard manages to get a transporter lock on the alien machine! Not off to a good start for Starfleet! The rest of the turn is taken up by movement. The Klingons move towards the machine, maintaining cover for the most part, while the Enterprise crew splits up, attempting to flank the Klingons. One Klingon soldier tries to shoot Ensign S’lyr, the Vulcan security officer, but he misses.

Turn 2: The Klingons retain initiative. The event deck draw is a cave-in! The Klingon player nominates an enemy model-in this case, he decides to stick with the Vulcan security officer, Ensign S’lyr. She fails her Dodge test and is buried under a ton of cascading rock! Oh, the humanity (Vulcanity?)!

Now, sadly, as I write this, I have discovered that my iPhone’s voice memos, which I use to record these little game sessions for later transcription, just decided to NOT FUCKING WORK. So, apologies to all. I am winging the rest of this, because my FUCKING iPhone FUCKED ME. So, no turn-by-turn anymore. I’ll just give the general results as I recall them. Above: Kirk kills a Klingon soldier. I forget the context.

At some point, the Klingon Captain made use of his “Meet My Minions” ability, which allows him to instantly “summon” two low-grade henchmen to his person. These Klingons were the models not deployed at the start of the game.

Captain Kirk promptly shot one of them after shooting the Klingon above. He spent Hero Points to do it. The Klingon Captain shoots Kirk, and uses his own Hero Points to activate his Deadly Accuracy ability. This increases the strength of his disruptor enough to cause 2 wounds instead of one. Ouch!

Spock shot the Klingon Captain and managed to KO him. I forget how. I think Kirk might have shot him first. But I forget.

Meanwhile, the Klingon Lieutenant snuck around the rock, trying to flank Sulu. Some Klingon shot and killed the Andorian security officer, Ensign Vendax.

Not sure of the Turn here (FUCK YOU, iPhone!), but the Klingon Lieutenant charged Sulu and put him down hard. I made the Klingons beasts in melee, as they should be. Sulu’s no slouch, but he got charged from behind.

It looks bad for Starfleet, but the event deck draw is an energy burst from the machine that knocks down anyone who fails a Dodge test. Everyone above who is on their ass, except for Sulu and the Klingon Captain, who are both Ko’ed, got knocked over by the burst.

This gave Starfleet some breathing room. McCoy shot the Klingon Captain, who had revived but wasn’t able to stand up in time. He KO’ed him again. Kirk shot the Klingon Lieutenant, KO’ing him, too. With their leadership decimated, the remaining Klingons surrendered!

Victory for Starfleet!

R.I.P. to the fallen Starfleet security officers of the Hubbard’s World campaign. L-R: Ensign Gatwick, Ensign Heathrow, Ensign Stansted, Ensign S’lyr, Ensign Vendax.

Cue the bagpipes, Mr. Scott.

Analysis: This short campaign was a lot of fun. I’m happy with the changes I made to the Fantastic Worlds rules, as they only served to speed play by eliminating some of the bookkeeping. If I had opted to track wound locations and effects, the games would have undoubtedly been longer, but I’m not sure anything would have been gained by it.

To be honest, Starfleet was on a losing streak and I didn’t think they would pull it off. I do know there was an event in the deck that could have made things more interesting: the machine would have animated some of the Deathspitter plants, which would have been another obstacle for both players to deal with. The luck of the draw was with the players, however, and that particular card never appeared.

Starfleet tried to get close enough to the Klingon guarding Dr. Hubbard in the hopes of shooting him and freeing the doctor, but he was deployed too far away.

On a personal note, I am really annoyed with Apple, as my voice memos recorded, but can’t be played back. A quick visit to the Apple forums shows that I’m not the only person to experience this, and Apple doesn’t seem to have a solution beyond “upgrade to the latest iPhone.” Bullshit. From now on I’ll use a digital recorder, circa 1999. At least it will do what it’s supposed to.

I want to do another FW Star Trek campaign soon, perhaps using the TNG crew. I have an idea already…

Captured! A Fantastic Worlds Star Trek AAR

Captain’s Log Supplemental: Commander Spock, Dr. McCoy and I have been captured by Klingons and taken to an unknown location. It appears we are in a subterranean cave the Klingons have modified for use as a base of operations. At least we are out of the oppressive heat and humidity of the jungle. They’ve taken our phasers, tricorders and communicators and left us here. Every once in a while, one of them comes by to laugh at us, but for the most part we are left alone. Their arrogance can benefit us. They think we’re helpless. Attempting escape is our first duty. We won’t discover the fate of the science team or the Klingons’ plans by sitting here.

“Klingons sure like their caves dark,” said McCoy. “I can’t see my hand in front of my face.”

“As your hands are presently bound behind your back,” said Spock, “you would be unable to see your hand in any event.”

“The Klingons must want this…strange energy source…very badly,” said Kirk. “Otherwise why risk breaking the Organian Treaty?”

“Klingons aren’t the sharpest tools in the galactic shed, Jim,” McCoy scoffed. “They probably haven’t thought this through very well.”

“Neither are they fools, Doctor,” said Spock. “The energy source seems to have a profound effect on vegetable life, causing exponential growth.”

“That much is obvious, Spock,” McCoy snapped. “You think they’re doing this out of some desire to take up gardening?”

“On the contrary, Doctor, I believe the Klingons are considering harnessing this energy for military purposes. Consider the effect on populated worlds should it be introduced. Plant life would grow unchecked, soon taking over the entire planet.”

“Mother Nature run amok!” Kirk exclaimed. “That has to be it, Spock!”

“It is the most logical of my several working theories, Captain.”

“Well,” said Kirk, “one thing’s for sure. We can’t do much sitting here in this cave. We need to get to the source of that energy and find out what happened to the science team.. We must stop the Klingons!”

“How can we find the source?” McCoy said. “They took our tricorders. They took everything.”

“The tricorders should contain all the data we collected prior to our capture,” Spock said. “If we can recover them, we should be able to find the source.”

“Getting our communicators back would be nice, too,” said Kirk. “We could contact the ship, have Scotty beam down some reinforcements. But first we need to get out of these bonds.”

“How do you suggest we do that, Jim?” asked McCoy. “I’m a doctor, not an escape artist.”

Spock casually dropped his restraints on the floor. “If you will permit me, Doctor, I believe I can soon have you both free.”

McCoy stared at the Vulcan in shock. “Are you telling us you’ve been free this whole time?”

“No, Doctor,” said Spock. “I slipped my bonds 38 seconds ago. I merely thought it prudent to formulate a logical plan of action before we proceed.”

Kirk cut off what was certain to be a loud oath from McCoy. “Gentlemen, I suggest we act quickly, and silently. Our main priority is to locate our gear. We won’t get far without weapons.”

Scenario: The Enterprise crew has been captured by the Klingons and are being held in a cave below ground. They must escape and continue their search for the mysterious energy, and for Dr. Hubbard.

Victory Conditions: In order to win, the Enterprise crew must find their equipment and escape the board via one of two board edges chosen by the Klingon player as escape routes. The Klingons must prevent at least one of the Enterprise crew from escaping in order to win.

Forces: The Enterprise player has Captain Kirk (Grade 3), Mr. Spock (Grade 2) and Dr. McCoy (Grade 2). They begin play in the center of the board. The Klingon player begins with 4 Klingon guards (Grade 1). He also has a Klingon Lieutenant (Grade 2), who is not deployed at the start of the game. The guards are placed at least 10″ away from the Enterprise crew, and at least 6″ away from each other. They begin on guard duty (see below).

Special Rules:

Guard Duty: The rules for guard duty are in effect for this scenario. I won’t reproduce them here: just understand that the Klingons act like guards (which they are) until the alarm is raised. Once the alarm is raised, they act normally, and the Klingon Lieutenant is deployed immediately.

Darkness: The cave is dark and the Klingons didn’t bring much light. This limits visibility to 8″.

Stealth Takedown: If an Enterprise crewman can engage a Klingon guard in melee and defeat him in one round, then he does so silently and does not alert any other guards. He can then take the Klingon’s weapon. If he fails, the alarm is raised automatically. In addition, if melee occurs within spotting distance of a guard, the guard gets +1 to his roll to spot the attacker.

Initial setup.

The Enterprise crew must exit the board by either the right edge or the bottom edge in order to escape.

Turn 1: The Enterprise crew gets initiative. Kirk activates an encounter marker but it turns out to be nothing. McCoy triggers a restless guard, who activates out of sequence but fails to spot the doctor sneaking around in the darkness. Spock activates an encounter marker and startles a cave-dwelling critter, which makes a noise loud enough to alert the guard nearby. Unfortunately for him, the guard fails his brains test and doesn’t bother investigating the sound, so he doesn’t see Mr. Spock at all, despite being only 6″ away from him. The remaining Klingons all move around, but fail to spot any of the Enterprise crew.

Kancho!

Turn 2: Spock activates first and stealthily moves towards the closest Klingon guard. He applies the Vulcan nerve pinch and the Klingon goes down silently. Spock helps himself to the Klingon’s disruptor. (Game mechanics: Spock and the Klingon both have “Dirty Tricks”; Spock wins and gets an extra d10, which represents his nerve pinch. He handily defeats the Klingon in melee.)

I see nothing.

Despite being within spotting distance and despite Spock engaging in melee, one of the Klingons fails to spot Spock and turns away. Nothing to see here. McCoy activates another encounter marker, but it’s nothing. The remaining Klingons move. (It’s around now that we realized we’ve been playing guard duty rules wrong; that until the alarm is raised only ONE guard is supposed to move each turn. The others can change facing, but that’s about it. We decide to play it correctly from this point on.) Kirk activates and moves closer to the action, but doesn’t really do anything substantive.

Some folks wouldn’t think to use a giant penis as a weapon. Kirk isn’t one of those folks.

Turn 3: The Klingons gain initiative. One of them moves towards Kirk, but he fails to see the Captain. Kirk activates an encounter marker: “I got a rock.” He finds a heavy, interestingly-shaped rock that he can use as a weapon (functions as a club).

Kirk wastes no time, immediately taking a Heroic Action and charging the closest Klingon from behind. He brains the Klingon into unconsciousness and takes the Klingon’s disruptor. (He also inexplicably holds onto the rock.) That’s two guards down, and the remaining Klingons are none the wiser. Spock and McCoy both move off towards other encounters. The remaining Klingons change facing.

Turn 4: The Klingons activate and one returns to his original position. Kirk activates an encounter: reinforcements! Two Klingon guards enter via a table edge that is not an escape route. They’re loud and obnoxious, which makes it harder for the Klingons to spot any of the Enterprise crew this turn. The downside is they’re here to stay!

Turns out those GW artillery dice are still useful.

Spock triggers another restless guard, who moves in a random direction. He walks right between Spock and McCoy, but doesn’t see either one of them. (These guards are bad at guarding.) McCoy ignores the guard and activates an encounter marker. It’s the crew’s gear: communicators, phasers and tricorders! Now that the Enterprise crew has secured their gear, they can move off the board! McCoy and Spock are relatively close to the right edge, but Kirk is still pretty far away…The other Klingons change facing, etc. No one spots any of the Enterprise crew.

Turn 5: The Klingons activate and one immediately spots Mr. Spock. He sounds the alarm and fires at Spock, hitting the Vulcan and inflicting 1 wound!

Behold! I walked through this wall!

The Klingon lieutenant is deployed immediately, from a board edge that is not an escape route. Spock returns fire on the Klingon guard, killing him. The lieutenant charges into combat with Spock. Klingons fight better in melee than with guns, but not this time. Spock wins, inflicting one wound on the Klingon lieutenant!

McCoy adds injury to injury, firing into the melee with his newly-recovered phaser. He hits the Klingon lieutenant and puts him down for good!

The closest Klingon to Kirk charges him from behind, but it doesn’t go well for him. Kirk swings his big, manly rock with abandon, clubbing the Klingon to the ground.

Kirk sprints towards the right side of the board, spending two Hero Points to gets some extra movement.

Turn 6: The Enterprise crew makes a run for it. They can all reach the edge of the board, but can’t exit until next turn. The Klingons pursue, but fail to catch them.

Turn 7: The Enterprise crew gets initiative and escapes! Victory for Starfleet!

Once he realized they were not being pursued, Kirk slowed to a halt. “Now we can contact Scotty. We could use some reinforcements. We have to find Dr. Hubbard and stop whatever it is the Klingons are doing here.”

McCoy stared at the rock in Kirk’s hand. “You know, that thing looks like just about the biggest-“

“That’s enough, Bones,” said Kirk.

“I concur, Doctor,” said Spock. “It certainly bears a remarkable resemblance to a-“

“Yes, yes, Spock,” snapped Kirk, impatiently.

“Look, Jim,” said McCoy, “I’m a doctor. I’ve seen a million of ’em in my day. That one’s definitely noteworthy.”

“Whatever! It served its purpose!” yelled Kirk.

“Right,” said McCoy. “Can’t argue with that. But Jim… why are you still holding it?”

Spock raised an eyebrow.

Kirk tossed the rock aside and flipped open his communicator. “Kirk to Enterprise…come in, Scotty.”

Analysis: We played this scenario a couple of times. This was the most fun. (The first time we played, the Enterprise crew found their gear on the first encounter marker and it quickly degenerated into a firefight with no stealth at all. Boring.) It played very quickly, only about 25 minutes or so.

When creating the encounter markers for this scenario, I just had to include the infamous phallic rock from the classic episode “What are Little Girls Made Of?” Watching that scene really makes you wonder if the props department was deliberately fucking with the network, or if maybe Gene Roddenberry was. How could anyone see that and just see a rock? It had to be deliberate.

This was my first time playing a scenario with the guard duty rules in the 2nd edition. I was struck by just how difficult it is for guards to spot the heroes, even when they’re standing right in front of their faces. At least, it turned out that way the second time.

Coming soon, the final chapter, as Kirk and the crew of the Enterprise face off against the Klingon Captain and his men for control of the strange energy of Hubbard’s World! Watch for “Tug of War!”

2019 Resolutions Revisited

With the dawn of a new year, it’s time to look back on my 2019 resolutions to see how many of them I actually did and how many of them I failed. It’s also time to make some new ones for 2020, but that’s going to wait for another post.

Best. Game. Ever.

Last year I listed my top 5 games that I wanted to play. They were: Gaslands (nope), Star Trek Adventures (yep), Legends of the Old West (nope), Dungeon Saga (nope) and Super Mission Force (nope). This is truly abysmal. This year I bought the second edition of Gaslands without ever having played a game of the first edition, which I have owned since its publication. Also, despite painting the entire Dungeon Saga board game, I haven’t played one game of it. Most surprising is that I didn’t play any games of Super Mission Force all year, despite getting the 2nd edition and despite the fact that I LOVE the game!

I DID manage to run two games for Star Trek Adventures for some old friends; one using the Original Series bridge crew and one using the Next Generation crew. I really like the game, but so far my attempts at starting up a campaign have come to nothing.

Grenadier Dwarves, Army of the Gold Mountain

Moving on to projects I wanted to complete in 2019, I wanted to paint more old-school miniatures, which I did. I wanted to write a game of my own; I am happy to report I have at least made a start at that. I wanted to start a gaming club (perhaps my loftiest goal), which I did not meet (or even try to start). I wanted to paint a new army or complete an entirely new gaming project, which I think I did, although “complete” may not be accurate (see below). Lastly, I wanted to paint my Star Trek miniatures, which I certainly did.

TOS Era Landing Party
Enterprise-D Bridge Crew

In fact, Star Trek gaming turned out to be my big project for 2019. I have painted 46 Modiphius Trek miniatures alone. That doesn’t count all the Trek Heroclix I have REpainted. As of now, I have close to 60 Star Trek miniatures painted and ready to go, whereas I had exactly zero in 2018. Not too shabby. And I’m not done: I have two more Modiphius sets coming up soon, and a dozen or so ‘clix to repaint to supplement my forces. Considering how much I’m loving the Fantastic Worlds Star Trek stuff, I don’t see myself stopping soon.

Forgotten Heroes 2019
Forgotten Heroes 2019
Terrain Time 2019

Finally, I wanted to take part in and/or possibly host a challenge, and I did both. I contributed to Forgotten Heroes again this year with Zangief and La Bandera; and I hosted the first ever Terrain Time here at Dead Dick’s Tavern, which allowed me to see some truly inspiring work from everyone who built something for the challenge.

So, all in all, it was a pretty productive hobby year, despite not having much in the way of actual gaming to report. Hopefully that will change in 2020!

Hubbard’s World: Race to the Source: A Fantastic Worlds Star Trek AAR

Captain’s Log Supplemental: We have determined the science team entered the jungle to investigate an unknown energy source; one that seems responsible for the sentient, animate plant life we have discovered here on Hubbard’s World. This planet is fraught with danger; we have already lost Ensign Gatwick, and we discovered the body of Ensign Jorgensen, a botanist assigned to Dr. Hubbard’s science team. Further, a Klingon spy managed to escape the camp before we could stop him. What he was doing here is unknown, however it’s a good bet the communications array fell victim to Klingon sabotage, and that the Klingons now know everything we do. We are going into the jungle to find the source of the strange energy and to discover the fate of our missing scientists.

The humidity was oppressive and brutal. Even Spock was showing signs of exertion. All around them, the flora of Hubbard’s World seemed an impenetrable, dark curtain; eerily silent, with none of the insect or animal sounds common to jungles on planets everywhere. Still, Captain James T. Kirk felt as though they were being watched.

Dr. McCoy wiped his forehead with his sleeve. “Are we there yet?”

Spock consulted his tricorder. “I assume you are speaking rhetorically, Doctor. Scans indicate we are still some distance from the source of the energy readings.”

“Your Vulcan physiology may be used to this kind of heat, Spock,” said McCoy, irritably, “but we humans aren’t meant to live like this, breathing soup.”

“Although my planet’s temperatures average several degrees higher than the current temperature here on Hubbard’s World,” Spock replied,”Vulcan is an arid, desert planet with far less atmospheric carbon dioxide. We would all breathe more comfortably there.”

McCoy smirked. “So, you’re saying it’s not the heat, it’s–“

“Finish that sentence at your own risk, Bones,” said Kirk. “What else is that tricorder telling you, Spock?”

“It is presently informing me that we are not alone, Captain.”

At that moment, a disruptor blast incinerated a nearby tree. The three men quickly took cover.

Kirk scowled and drew his phaser. “Klingons!”

Scenario: The crew of the Enterprise, in search of the missing science team, is making their way through the inhospitable jungle to the source of the strange energy readings that seems to be affecting the plant life on Hubbard’s World. The Klingons are doing the same.

Victory Conditions: The teams are searching for clues to find the source of the energy. This is represented by a series of 3 encounter markers. The first team to discover the path to the energy source by finding the last clue may nominate a point within 6″ of the model that discovered it. The first team to move all their models off the board from this point wins.

Special Rules

Dense Foliage: The jungle is dense and difficult to move through. Speeed is halved, and models must pass a Brawn test every round to avoid becoming entangled.

It’s not the heat, it’s the humidity: The jungle is oppressive; all models have a penalty of -1 to their Brawn and Melee scores for the scenario. (In addition, any miniature who utters the name of this rule aloud is immediately attacked by his own teammates.)

Ambush!: Because the Klingon player won the last scenario and the spy escaped, the Klingons have been forewarned and have had time to set up ambushes in the jungle. The Klingon player may replace up to 2 encounter cards with ambush cards. When activated by a Starfleet model, place a Klingon model 6″ behind the model that activated the encounter. This model attacks immediately and counts as Gettin’ the Drop on the Starfleet model. The model will activate normally on the next turn. If this encounter is activated by a Klingon model, it counts as no effect. Shuffle the card back into the deck.

Forces: The Enterprise crew is down a man, as Ensign Gatwick fell victim to the dangerous plant-beings of Hubbard’s World last scenario. As a result, only Kirk, Spock, McCoy and Ensign Heathrow are available for this scenario. The Klingons consist of Korgal, a Klingon lieutenant, and four Klingon warriors, plus any that are activated by ambush encounters.

Turn 1: The Enterprise crew gets initiative. Spock activates first and moves to within 3″ of an an encounter marker. Being Observant, he can activate it from there. The card drawn is “What are you doing here?” A friendly Grade 1 model is lost in the jungle, and immediately joins the team. Ensign Stansted, a security officer, somehow got separated from the team. He’s back now! Korgal, the Klingon lieutenant activates, moving towards a nearby encounter marker, but not close enough to activate it.

Dr. McCoy heads off towards another marker. Like Spock, he’s Observant, and soon discovers a clue! Tricorder readings indicate that the energy signature is strongest in this direction. (This is the first of three clues needed to discover the path to the source.)

The rest of the turn (out of sequence) has the remaining Klingons moving into the jungle towards encounter markers, getting closer to the Enterprise crew. Kirk uses his Voice of Command twice, first to allow Ensign Heathrow to move (he promptly gets entangled in the jungle), then to make Ensign Stansted move. Finally, Kirk moves. No one can activate any more encounter markers, and no one else gets entangled.

Turn 2: The Enterprise crew retains initiative. McCoy moves and activates an encounter: it’s an ambush! A Klingon soldier appears behind McCoy and immediately fires, but McCoy manages to dodge aside. Ensign Heathrow fires at the Klingon lieutenant, inflicting one wound!

One of the Klingons meets one of the more dangerous plants on Hubbard’s World: a Deathspitter, so named for its ability to spit death. It immediately does so, dissolving the screaming Klingon into a puddle of goo with its caustic digestive juices.

Kirk uses Voice of Command to command Ensign Stansted to act; he triggers another ambush, this time with fatal consequences. The dirty Klingon shoots him right in the back, and Ensign Stansted’s brief tenure with the landing party comes to an end! Another Klingon finds the second clue: More tricorder readings indicate the energy is this way!

Kirk activates and shoots the Klingon that took a backshot at McCoy, vaporizing him instantly. Spock moves, but doesn’t do much else. Finally, two Klingons team up to take down the Deathspitter, as neither one wants to end up like their friend.

Turn 3: The Klingons gain initiative. Korgal moves towards cover and fires at Ensign Heathrow, killing him! Sadly, that accounts for all the Starfleet security officers in the landing party. Spock stumbles into some quicksand and begins to sink. He’ll have to pass a Brawn test to get out on his own, because the only person close enough to assist him is a Klingon soldier! He shoots Spock instead, causing one wound! McCoy and a Klingon soldier exchange fire, but neither one hits the other.

Captain Kirk sprints towards Korgal, trusting in good old-fashioned brawling to get the job done. He takes a Heroic Action to charge the lieutenant, but it doesn’t go well for him. Kirk falls victim to the Klingon’s Dirty Tricks, which gives Korgal an extra die to roll in Melee. Kirk is bested this round and takes a wound!

Turn 4: The Klingons get initiative, and Korgal must act first. He’s locked in melee with Kirk, so it’s 23rd century fisticuffs right out of the gate. Kirk rolls two 10’s, which not only beats the Klingon’s roll, it increases the strength of the attack by 4! The Klingon lieutenant falls below the double hand chop of Captain Kirk! Then, Kirk acts, firing at the Klingon who is facing down McCoy. He rolls yet another natural 10, increasing the attack strength and vaporizing the Klingon soldier! (That’s why he’s the Captain.)

Spock passes his Brawn test easily and extricates himself from the quicksand, but the Klingon fires at him again, causing another wound. Spock is KO’ed! McCoy finds nothing of interest when he finally gets close to an encounter marker.

Another Klingon blunders into another Deathspitter, with similar results as last time. The Klingon’s Wilhelm scream quickly turns into more of a gurgle as his whole body is reduced to essential salts and amino acids. The final Klingon sprints towards the center of the board, where one of the last two encounter markers is located. Could it be the last clue?

Turn 5: Spock fails his Will test to recover, so he’s still out cold. The Klingons get initiative. The one who moved last takes cover and shoots at Captain Kirk, causing a wound. Kirk only has 1 wound left! Kirk returns fire and kills the Klingon. The sole remaining Klingon fires at the Deathspitter, rolling exceedingly well. Well enough to kill it, in fact. Then he continues his movement towards the encounter marker in the bottom corner of the board. Dr. McCoy moves towards Kirk to administer medical aid, but doesn’t get close enough.

Turn 6: Spock once again fails to pass his Will test and remains unconscious. The Klingon gets initiative again, after a truly abysmal roll by Starfleet. He moves closer to the encounter marker in the corner, betting all his chips on it being the last clue. Captain Kirk activates the encounter marker in the center. It turns out to be nothing, which means the Klingon is going to discover the last clue and likely win the scenario, unless he is stopped! McCoy moves closer to Kirk, but that’s about all he can do…

Turn 7: Spock remains unconscious! The Enterprise crew (what’s left of it, anyway) gains initiative. Kirk uses Voice of Command to order McCoy to fire on the Klingon. Despite rolling a natural 10, McCoy misses! (The Klingon rolled a 10 on his Dodge, which resulted in a tie.) The Klingon can’t reach the encounter marker, so he fires at Kirk. He hits! Kirk goes down!

Turn 7: Spock fails his Will test AGAIN. Kirk fails his Quick Recovery test. Both remain unconscious. On the last turn, it’s just Dr. McCoy and the last Klingon. McCoy takes his (thematically appropriate) action to revive Kirk, but the Klingon has more than enough time to discover the final clue and make his escape.

Victory to the Klingons!

The hiss of a hypospray preceded Kirk’s return to consciousness by several seconds. His eyes fluttered open. Instantly alert, he tried to stand, only to be firmly pushed prone.

“Easy, Jim,” McCoy said. “You’re not there yet.”

“Bones!” Kirk sat up anyway, ignoring his doctor. “The Klingons-“

“Got away,” McCoy said. “With Spock.”

“We have to go after him!”

“How convenient for you,” said a sneering voice. “for here he is.” Korgal and several Klingons surrounded the pair, disruptors drawn. Two of them held Spock between them. The Vulcan was bound and unconscious.

“Take them,” ordered Korgal.

Analysis: This was a dramatic game! The final clue was the last encounter marker activated, so the encounter deck was fully exhausted. It didn’t go very well for Starfleet; despite having better quality forces, they were just outnumbered. The Klingon ambushes really gave them an advantage, both with the free attacks and additional forces.

Although we were pretty good about making the recovery rolls for Spock, we forgot all about Korgal. As a Grade 2 model, he was entitled to recovery rolls too. Also, I’m pretty sure we forgot to roll for entanglements due to Dense Foliage most of the time.

The next scenario was supposed to be the last of the campaign, but in true Fantastic Worlds/.45 Adventure fashion, we need to play a “Captured” scenario first, as all the heroes have been taken prisoner.

Check back soon for “Captured!” (I couldn’t think of another title.)