Wednesday 17 February 2016

Mantic Crazy Box 2015 - 2016

 (Sadly, it doesn't actually look like this.)

So, last year I (as I always do) ordered the Mantic Crazy box from their online shop. For those who are unaware, the Crazy Box is an annual offer made available by Mantic around the end of the year. More specifically it's a box full of random pits and pieces from all of their model ranges, all thrown together in a box at an impressively discounted cost.

Over the years I've gotten some good stuff from my Crazy Boxes, a mixture of Zombies, Warpath vehicles, Kings of War infantry, all sorts really. If you're an inveterate kitbasher and converter like I am it's a wonderful source of Bitz. This year they released two different versions of the offer, the Sci Fi and Uber versions, of which I bought the former.

Let's have a look at what I got shall we?

Loka Pieces



(Mariliths Griffon to Sauron's Elemental 4)

Firstly we have a selection of pieces from Mantic's Loka boardgame, a game I've never played but from what I've been told is essentially an elemental version of Chess that allows up to 4 players. I can't comment on the game itself but I can on the models, and on the fact that this small pile of obviously fantasy models is in the so-called "Sci Fi" crazy box. I'm assuming the game isn't selling well (when I checked Mantic's website earlier they had over 60 copies in stock) and they're trying to clear warehouse space. That's fair enough, but don't throw the models into an offer where they very much don't belong.

Well, with that little complaint out of the way, let's have a look at the models themselves. The selection of Loka pieces is composed of...
  • 1 Red King : Cut Price Sauron.
  • 1 Red Queen : A Marilith.
  • 1 Red Wizard : Jaffars cousin.
  • 1 Red Elemental : Fire, of course.
  • 1 Red Monster : It looks like some sort of mutant seahorse, I'm not entirely sure what it's meant to be.
  • 4 Red Pawns : Ral Partha era Orcs.
  • 1 Yellow King : Nega Sauron.
  • 1 Yellow Queen : An Angel of some sort.
  • 1 Yellow Wizard : Gandalf the Yellow.
  • 1 Yellow Elemental : Air Elemental.
  • 1 Yellow Monster : A somewhat scrawny Griffon.
  • 4 Yellow Pawns : Scimitar wielding soldiers with what look like feathered masks.
The quality on these pieces is...well...it's pretty poor. They're blatantly pieces for a low budget boardgame rather than wargaming models, so the sculpt and material qualities suffer as a result. I'll admit they're nice and chunky, so if nothing else they're certainly durable, and the models do have some character to them, but even so I can't see most people getting much use out of them.

Me and The Girl had a chat about these pieces, and in the end the only thing we could think to do with them would be to use them as statuary when building terrain. The hefty bases would actually be a benefit in this regard, with each having a plinth already built into the model. A bit of grey, a stone wash, maybe some work with a modelling knife to apply a some damage to them and bob's your uncle.

Mars Attacks Miniatures

(ACKACKACK! ACKACK!)

(ACK ACK? ACK!)

Now these are interesting. I've been aware of Mantic's Mars Attacks skirmish game since the Kickstarter was launched, though I personally decided against supporting it. Again much like Loka I'm not familiar with the rules so I'm going to restrict myself to critiquing the models. Our Martian contingent consists of the following...
  • 6 Martians with rayguns
  • 1 Martian with a heavy Raygun
  • 1 Martian with a pistol, probe, and labcoat.
  • 2 Martians with probes and pistols
  • 1 Martian Hell Crab
  • 1 Martian Death Dog
  • 6 Transparent Plastic Martians with rayguns
  • 1 Transparent Plastic Martian with heavy raygun
  • 1 Transparent Plastic Martian with a pistol, probe and labcoat.
  • 1 Transparent Plastic Martian with pistol and communicator
  • 2 Transparent Plastic Martians with probes and pistols
  • 1 Set of Mars Attacks AI Cards
  • 1 Plastic Blaine, included here as I couldn't decide where else to put him.
I've got to admit, I actually really like these little guys. The solid plastic models are nice and crisp, they've got a good selection of poses, and the monsters add a splash of variety to the tiny martian horde. The only problem is the transparent models, the plastic and mould quality of which is markedly worse than their solid plastic counterparts. Par for the course for what I assume to be novelty promotional miniatures. The best bit about these models however is not shown in the photograph, and it's truly wonderful. Each of the

Martians comes with a tiny plastic bubble helm that fits over their head, just like their Topps and film counterparts. Yes I know, it's a little touch, but it's absolutely perfect and pleases me immensely. The Blaine model is of the same quality, it's passable, and I continue to not know who he is or why Mantic include him in all their product lines.

As for what I'd use them for...I have absolutely no idea. I'm unlikely to give the game a go at any point, but I'm probably going to end up painting these little fellas purely for entertainment. I might throw them into a sillier game at some point, maybe Mutant Chronicles or somesuch, but for now they're going to sit in their box until painted, and then lurk on a shelf plotting the doom of all mankind.

Deadzone / Dreadball / Warpath

 (I'll dig a hole in yer' face!)

(You keep Brocas Helm out of this...) 

(Thunder, Thunder, THUNDER!)

(Sim Settlement 2422)

This is more like it. These are what make the Crazy Box worth purchasing and I'm pretty damn happy with these guys. The actual Sci Fi contents of the Crazy Box consists of the following models...
  • 4 Forge Fathers heavy infantry with rifles
  • 4 Forge Fathers heavy infantry with special weapons, I'm not sure entirely what they are though.
  • 2 Forge Fathers officers with pistols and either hammers or POINTING HANDS!
  • 2 Marauder Goblins with sniper rifles.
  • 2 Marauder Commandos with paired rifles.
  • 2 Jotunn Heavy Hailstorm Cannons
  • 1 Forge Fathers Star Player, the wonderfully named Gorim Ironstone.
  • 1 Asterian Star Player, Mellisandra
  • 2 Scenery Sprues
All of these models are of pretty decent quality. They have the usual Mantic issue of being made from sub-par materials and needing a bit of TLC in order to bring out the best in them, but they're all perfectly servicable. The Forge Fathers have oddly long arms, but that's an issue most model lines have when it comes to sculpting Dwarves, and the gunners for the Hailstorm Cannons look absolutely ridiculous, but then I doubt I'll be using them anyway. The pair of scenery sprues are a nice addition, as I always find myself lacking in railing, lights and other little nicknacks when I'm setting up a battlefield.

Almost all of these models are going to see some use, the Forge Fathers will likely get assembled, painted, and either used in the Deadzone or as a minor Xenos/Abhuman race in 40k roleplay.

Yes, I miss the Squats, deal with it.

Likewise the commandos and goblins will be added to my collection of Marauders, and the scenery sprues used for, well, making more scenery. I'm not sure about the Deadzone models, I've not played the game myself, though I've heard a lot of good things about it and may give it a whirl at some point.

Finally we've got the Hailstorm cannons, which I have definite plans for. I've got a third already, thanks to a previous Crazy Box, and when I get the chance all three are going to undergo some heavy conversion into a battery of Thunderfire Cannons for my Knights Vigilant. I may even mess around with the weapon mountings so I can swap out their cannons for quad heavy bolters or lascannons so I can field them as Rapiers. We shall see.

Conclusion

There we have it, not a bad little bundle for £25, though as I said I'm a little irritated by the presence of the Loka pieces in a "Sci Fi" box. Ah well. I'm sure I'll get plenty of use out of these models, and all in all I'm pleased with this years haul. Hopefully next years will be even better.

Until Next Time
Happy Gaming
Michael

Saturday 13 February 2016

Dark Heresy - Enemies Without : Review

(Open wide and say AAAAAAAAAAGH!)

Enemies without is the second major expansion to the Dark Heresy 2nd Edition game line, dealing with the Ordo Xenos and their eponymous "Enemies Without". Without any further ado, lets delve into it shall we?

Overview :

The Ordo Xenos, or Alien Hunters, are the branch of the Imperial Inquisition that focus on the study and elimination of alien life. Whether Orks, Necrons, Tyranids or any of the myriad minor Xenos races that infest the galaxy, all fall within the remit of the Ordo Xenos and its inquisitors.

Just like Enemies Within this book contains a selection of additional homeworlds, backgrounds and roles as well as new weapons and equipment of both human and xenos origin. There's also a selection of new talents and, just like the previous book, a new investigation tool in the form of Explications.

The book also goes on to provide additional information with regards to the Xenos species that are known to roam the Askellon Sector, as well as a detailed examination of several worlds along with rules for creating characters native to them.

Fluff :

The fluff of the book remains at the high standard set by the Core Rulebook and Enemies Within, beginning with an overview of the history and duties of the Ordo Xenos in general, as well as a brief look at how the Inquisitors and Acolytes of the Ordo recruit their allies and go about their work. In addition to information on the Ordo itself there's also a section looking at the differences between its Puritan and Radical members and how their methods differ, with the famed Inquisitor Kryptman being used as an example of how an Inquisitor can fall from grace. This is followed by information specific to the Askellon Sector, the "Faceless Trade" in Xenos artifacts, those Alien races known to threaten the Askellon Sector, and several historical events linked to the Vaxi Atrocity mentioned in the previous book.

Chapter 3 (evocatively named "The Promise of Xenocide") goes into detail on 5 specific worlds, with my favourite being the Ork infested Feral world strongly implied to have once been a Knight World. Each world has a fair bit of information provided for it as well as a selection of adventure seeds and statistics for local threats. These sections are well written, evocative, and provide plenty of excellent adventure and world building ideas even if you've no interest in running a game set in the Askellon Sector itself.

The planetary information is followed by a detailed look at the Eldar of the Askellon Sector, with discrete sections being devoted to the Craftworld Eldar, Dark Eldar and Harlequins. I'm slightly saddened by the fact that there's nothing devoted to the Exodites, a faction of the Eldar that I'm a little bit in love with. Ah well, at least the book provided statistics for my favourite Aspect Path and their equipment. The Striking Scorpions. With regards to stats it's the Dark Eldar who seem to have been given the most love in this book, with rules being provided for the bulk of their tabletop units. I can understand why, whilst Craftworlders and Harlequins can be friend or foe (though naturally, you should never make the mistake of trusting them in any way) the Dark Eldar are excellent and terrifying antagonists. Though in the right circumstances a mission where the acolytes are forced to either work alongside or make a deal with the dark kin would not be beyond the realms of reason. Hmm... I'll put that on in the ideas folder...

[Girl's Note : No!]

Finally the chapter provides some role playing tips with regards to taking on the role of an Alien and how they'd interact with acolytes. I like this, it's all too easy to fall into "Rubber Forehead Aliens" territory when playing as a non-human, and being provided with a few tips and guidelines on how to properly portray them is no bad thing. Even the Orks, as simple as they may seem, have plenty of potential for complexity and interesting story ideas when utilised properly, though admittedly they're never going to be the focus of a game of social and political intrigue.

...Not that I wouldn't love to see someone try...

As I said the fluff remains well written and interesting. There's plenty in there for player and GM alike, and I'm increasingly fond of the Askellon Sector despite my insistence on only running games set in homebrew settings. Yeah I like to make life difficult for myself...

Crunch :

The second chapter of the book begins with a selection of additional character options in the form of new Homeworlds, Backgrounds and a single new Role. We begin with the rules for Death Worlds, Garden Worlds and Research stations, all of which are interesting options that seem a little more cohesive than those from the previous book, with none of the strange Homeworld Bonuses that I took exception to last time. These are followed by the Heretek, Imperial Navy and Rogue Trader Dynasty backgrounds, which again are solid in terms of both fluff and game mechanics. I have some minor issues with these, such as the fact that all Imperial Navy characters have Navigate (Stellar) as a skill, even if that would be very much inappropriate to their position aboard the ship. These quibbles are fairly minor though and easily house ruled away. Finally we have a new role, the Ace, used to represent elite pilots, vehicle experts, and beast riders, a role that I'm pleased to see added to those available.

This is followed by a brief section detailing some new options for Reinforcement Characters, in the form of the Callidus Assassin and a selection of Xenos the statistics for whom can be found either in this book or the Dark Heresy core rulebook. As we know I'm not a big fan of the concept of Reinforcement Characters so this section is of little interest to me, I did however find the rules of Polymorphine rather more interesting...

Next up is the equipment section, which begins with a selection of high tech pieces of Imperial gear including Digi Weapons, Graviton Grenades and Stasis Cages. The chapter then moves on to detail Xenos equipment, starting with items of Eldar and Dark Eldar manufacture, followed by Ork, Kroot and Necron weapons and wargear as well as a selection of weapons created by minor Xenos races and rules for Jokaero weapon modifications. I really like the fact that the Necron equipment is not named as such, instead being referred to as being derived from "Xenos Weapons Cache D-216-98" and with each weapon being given an Imperial designation isntead of its usual name. For example the Staff of Light is referred to as a Cascade Lance, the Gauss Flayer as an Ablative Projector, and the Tesla Carbine as a Resonance Arc. It's the little touches like this that really do please me.

Moving on, we come next to rules for Aircraft and aerial combat, as well as a selection of new vehicles including Arvus Lighters, Aquilla Landers and Sentinels. I wish the aerial combat rules had been in the core rulebook, but I suppose that introducing them at the same time as the Ace role makes sense.

Whilst Enemies Within had a selection of heretical and warp infused Artifacts for an unlucky band of acolytes to stumble across, Enemies Without provides the Gm with an assortment of Xenos derived relics. Like their Profane counterparts they are (with one exception) unique and powerful items, each of which could easily be adapted to whatever setting the GM favours whilst also being suitable to having entire adventures written with them as the focus.

Next we have a selection of new talents, ranging from the vehicle based Hot Shot Pilot and Push The Limit, to the xenos focussed Xenosavant and Field Vivisection. I particularly like the last of those, the talent in question allowing a character to make a WS (Medicae) test when making called shots against Xenos for which they they have taken the appropriate Forbidden Lore skill. I've already written up an alternate version of this for one of The Girl's characters, a medicae who's knowledge of the human form makes her especially lethal with her selection of surgical tools.

Finally we have the rules for Explications. These are, in essence, extended skill checks potentially taking place over weeks, months, or even years of game time. The rules are designed to allow a party to conduct research into the natures and weaknesses of the foes they face, with the party making skill checks at regular intervals and gaining temporary and permanent benefits as they make progress. The rules are simple but serviceable, and like the rules for Inquests from Enemies Within provide an excellent opportunity for the more knowledge based members of a party to really shine, with their contributions being potentially vital to the parties long term success. After all, the unassuming scholar is more likely to be respected by his fellow acolytes when his research allows the party to develop the deadly toxin that allows them to vanquish the horrific beast that's been stalking them through the abandoned Mechanicus research station.

Art :

There isn't a single piece of John Blanche art in the entire book. Oh happy day! When reviewing Enemies Within I mentioned that a fair bit of art from that book was sourced from previous fantasy Flight publications, and though there are still a few examples here and there it seems that almost all of the art for Enemies Without has been commissioned specifically for this book. I very much approve of that, and its great to see Fantasy Flight hiring new artists and encouraging them to produce new work for their books. There's a lot of talented folk out there who really deserve a lot more recognition than they get. As for the book itself the actual layout of the book remains excellent and all in all it remains a very attractive and well made sourcebook.

Conclusion :

Much like the previous book Enemies Without is a solid supplement that brings plenty of new options to the table, providing players and GM alike with lots of new tools to play around. Again there are a handful of issues, but to be honest they're more due to me being picky than any real problems with the book, and it's well worth adding to your collection whether you're running a Xenos-centric campaign or not. Hopefully Enemies Beyond (which I've already ordered and should be getting my hands on this week) will be of the same level of quality, we shall see.

Until Next Time
Happy Gaming
Michael

Wednesday 10 February 2016

Deadzone Infestation : Beta Playtest


(Rats! They're at it again!)

So, Deadzone.

As those of you who've read my review (one of the first posts I wrote for this blog in fact) are aware, I'm quite the fan of the Deadzone tabletop wargame. Released a few years ago now by our friends at Mantic Games it's a small scale skirmish game, notable for having rules that balance mechanical simplicity and tactical complexity remarkably well, in addition to its use of "Cubes" for both the effects of terrain and the measurement of distances. I played a fair bit of it when I first got my hands on the boxed set and have made sure to pick up all the expansions as they've been released, though unfortunately I've not played as much as I'd have liked over the last 6-8 months. That's something that I aim to change this year, both due to my 40k Campaign (yes, it's STILL in progress) having made me appreciate a system that lets you set up, play, and pack up in less than an hour; and the upcoming release of Deadzone Infestation.

Deadzone Infestation is effectively Deadzone 2E, with a new boxed set being released alongside an updated rules set, new models, and more factions. I kickstarted the project shortly after it was announced and am very much looking forward to its release which, according to a recent Kickstarter update, should be some time in March. As a backer I've been getting regular updates with regards to the project, which have included beta versions of the rules and Strike Force lists. Yesterday (as of the time of writing) one of my friends and I got together with our Strike Forces to give the latest version of the beta rules a whirl, which leads to the point of this post, an overview of the updated rules and how they compare to the original version.

So, let's get down to business shall we?

What's Changed? :

What, indeed, has changed? Quite a bit! Though the core rules of the game have stayed the same with regards to dice pools, combat actions, and the use of Cubes for movement and range measurement, many of the other mechanics have been tweaked if not dramatically altered.

Firstly the entirety of the Command system has been dramatically reworked, with the Command stat having been entirely eliminated along with the Battle Cards and the Command action. They've been replaced with a massively simplified system in the form of a set of Command Dice and Faction/Commander specific command effects, it's a much simpler system but one that even after having played a handful of games I'm already quite pleased with. Basically at the start of each game turn both players roll 3 Command Dice (D6's), rolling additional dice if they still have an active Leader model with the Tactician special rule. These dice are put to one side, with the number rolled on each determining what that dice can be expended during the turn to do. A 1, for example, allows a second model to be activated immediately after one completes its activation. A 4 allows the model currently being activated to make a second Shoot action, even if they've already performed one this round which is an exception to the rule that a model may not perform the same action more than once in a turn. Most interestingly a 6 can be spent to perform a special action depending on the faction and commander leading the strike force, with the Enforcer Captain I was using allowing me to spend a 6 to re-roll any number of dice in a single Survive test. It's simple and elegant, trimming down what I thought of as one of the few needlessly fiddly parts of the original Deadzone rules.

You may have noticed that I mentioned model activations, now, in the old rules players alternated activating a set number of models depending on the highest Command stat amongst their models. it wasn't exactly an intuitive system, and I'm pleased to say that it's been entirely stripped out. Instead each turn the players alternate activating a single model, the only exceptions being if a 1 is used to allow them to activate two in a row or if one of the players has run out of models to activate. Turn order is also determined by model activation, with the player that runs out of models to activate first going first in the following turn. It's a major improvement to my mind, and it accentuates the fact that smaller, elite forces will have a few minor advantages in terms of training and personal initiative to make up for their lack of numbers.

On the subject of model activation the number of available actions has been trimmed down too, with certain effects and modifiers likewise having been removed. Aim, Command, Get Mean and Overwatch have all been removed entirely, while Blaze Away and Throw Grenade have been folded into the Shoot Action and Climb into the Move and Sprint actions. Again this is an example of the game being streamlined, with the ability to activate more models per turn partially negating the need for Overwatch, while Command and Get Mean are no longer used due to alterations to the game mechanics. The only action I really miss is Aim, as personally I'd like the option to give up an additional action in exchange for accuracy, especially when trying to bring down a particularly tough target.

I mentioned earlier that the Command system has been revamped, so have the Aggression and Damage mechanics. Aggression has been massively simplified, with the gradation from Suppressed to Enraged having been removed entirely in favour of models being either active or Pinned, with pinned models being placed on their side and requiring them to spend a short action on their next activation to stand up. It's a simplification in line with the rest of the rules modifications, but one that I'm not entirely sure about as personally I was a fan of the older rules and never regarded them as being particularly overcomplicated. I'll have to play a few more games where suppressing fire and the like are in play before I make up my mind on this one. Damage has been altered to be dependant on model Size, with the damage scored after both players have made their fight/shoot/survive rolls being compared to the models Size. If the damage equals their size then they are Injured, while if it exceeds their size they are instead destroyed. Injured models have Damage Counters equal to the amount of damage sustained placed next to them, and these count against their Size when determining the effects of future damaging hits. Nice and easy, and I like the fact that even if a model is an officer or an elite soldier they aren't arbitrarily more durable than their subordinates unless they're considerably better equipped. It also negates the need for special vehicle specific rules, making the mechanics for damage universal, definitely a good thing.

While I'm talking about the removal of the Battle Cards, this is probably a good point at which to mention that the games rules for Victory Conditions as well as those for determining game length have been revamped. Whereas previously the game ended when one Strike Force has been wiped out or when one player runs out of Battle Cards, now the game ends either when one side is wiped out or when one has managed to accrue a set number of Victory Points. Each mission has a set VP requirement in order to claim victory, with Victory Points being earned by removing enemy models (each of which has its own VP value, which increases if they're upgraded with better armaments, a nice touch), or by holding cubes with an Objective marker in which  grant the controlling player 1 or 2 VP's at the end of each turn in which they have only their own models in the square. I really do appreciate this, as the somewhat arbitrary game length was one of my few sources of frustration with the original games rules.

The last major change that I want to talk about is the increase in customisation options. Whereas previously all model stats were predetermined, with each having a stat card with all the essential information on, that's been thankfully replaced. Much as I appreciate stat cards in general, I really do prefer having access to a book with models statistics, with the cards being used as a quick reference sheet in the same manner as Malifaux and Warmachine/Hordes. The reason for this is that models no longer have completely predetermined and immutable statistics, instead each model type has a set of base stats that can then be modified by upgrading their equipment. For example instead of there being several different types of Enforcer with various support weapons, there is simply a set of stats for the "Enforcer Specialist" for whom you can then buy weapons from the Enforcers list of available equipment. I really do like this, I've always been a big fan of force customisation and one of my issues with Malifaux and Warmachine/Hordes is the inability to do so under their rules, though Malifaux's Upgrade cards have made that less of an issue.

The Playtest :

After spending a little time reading through the rules my friend and I set up the board and picked out a pair of 150pt Strike Forces. Now, it'd been quite some time since our last game when we played and we did make a few major mistakes during both games but I think we got a good handle on how the game now plays. Needless to say we both felt like a pair of absolute wallies when we remembered that a model can't take the same action more than once in a turn, shortly after a certain rebel scumbag had killed three Enforcers with repeated shots from her rifle...

Battle 1 - Rebel Victory

Enforcer Forces
  • 1 Enforcer Captain (34pts)
  • 3 Enforcers with Frag Grenades (66pts)
  • 1 Enforcer Specialist with Burst Laser (20pts)
  • 1 Enforcer Specialist with Sniper Rifle (28pts)
Total = 148pts

Rebs Forces
  • 1 Rebel Commander with Sniper Rifle (46pts)
  • 4 Rebel Troopers (28pts)
  • 2 Judwan Medics (24pts)
  • 1 Rebel Specialist with Sniper Rifle (23pts)
  • 1 Rebel Teraton (30pts)
Total = 151pts

You may have noticed that a certain somebodies Strike Force is over the points limit. Unfortunately he had a bit of a brain fart whilst working out the cost of his troops and we didn't realise until after the battle was over, which means I claim a moral victory...

This battle was brief and messy. As I mentioned earlier we made a bit of a mess of the rules with this one, and the game began with my Enforcer Sniper blowing the head off the Rebel Teraton, after which the Rebel Commander used a Command Dice to move into a better firing position and promptly gun down both of my specialists and my captain when she took 4 shoot actions in a single turn...oops! Already at a massive disadvantage I did my best to move forwards and force the Rebs into a short range firefight where my Enforcers better armour and mobility would give them the advantage. I was partially succesful due to a lucky Frag grenade blowing apart a cube full of Rebel Troopers and an excellently placed burst of Genling fire decapitating the Rebel Commmander, but in the end I was outnumbered too badly and was picked apart, my last remaining Enforcer using their jet pack to leap into melee with the Rebel Sniper where he was promptly dog piled.

Damnit.

Battle 2 - Rebel Victory

Enforcer Forces
  • 1 Enforcer Captain (34pts)
  • 3 Enforcers with Defender Shields (63pts)
  • 1 Enforcer Specialist with Burst Laser and AP Ammo (24pts)
  • 1 Enforcer Specialist with Sniper Rifle (28pts)
Total = 149pts

Rebs Forces
  • 1 Rebel Commander with Sniper Rifle and AP Ammo (50pts)
  • 2 Rebel Troopers (14pts)
  • 1 Rebel Yndij (12pts)
  • 2 Rebel Grogan with Onslaught Cannons (30pts)
  • 1 Rebel Strider with Polaris Cannon (40pts)
Total = 146pts

So... this one started badly as well. Due to us having rushed the terrain setup I ended up with bugger all cover, something that immediately became evident due to the death of my Sniper at the hands of the Rebel Commander, and my Enforcer Captain getting turned into a fine red mist by a Polaris Cannon blast. Not a good start. Going on the offensive I pushed my Enforcers forward, taking the tower that dominated the centre of the map and keeping my Burst Laser specialist in cover. While doing so I developed a very serious appreciation for my Defender Shields, which allowed my Enforcers to basically ignore the incoming fire from the rest of the Rebs as they cut their way through the Grogan, Troopers and Commander with the only loss being the Burst Laser specialist. At this point I was down to three Enforcers, whilst the Rebs had one trooper (who'd found an experimental weapon due to their scavenging abilities) and the Strider, the damnable Strider. With its heavy armour and good Survive stat the walker proved nearly impossible for me to damage, even stacking as many advantages such as high ground and clear fire as possible, and it eventually managed to pick apart all of my Enforcers once they'd hunted down the last of the Rebs. Another loss, another lesson learned (albeit one that I should already be familiar with from 40k and the like), don't forget your anti armour weapons!

Conclusion :

So, what do I think of the new Deadzone rules? Well, for the most part I find the changes to be very much positive, with the games small handful of more fiddly mechanics having been stripped down and streamlined without necessarily cutting down on game play complexity. The two of us agreed that we did like the number of potential effects generated by the Battle Cards, and that we missed having those options to play with, their removal didn't really impact the game too negatively. We're both big fans of being able to customise your forces, and the streamlining of the activation rules were met very positively, though again the removal of a few options such as Aim and Overwatch are one of the few cases where these rules have cut down on the players tactical options. Possibly our favourite change though was the removal of the games arbitrary turn limit in favour of more specific victory conditions.

Overall the new rules are an improvement, the game play remains fast, streamlined, and most of all FUN. That being, after all, the most important factor of any game. We enjoyed our games and will be having a few more sometime soon, possibly when we next meet up early before the rest of the DnD group turns up. I'm looking forward to seeing the final version of the rules in the next month or so, and needless to say once I get my grubby mitts on them I'll do a post to fill you all in on the quality of the final product.

I do have to admit, despite my response to the Dwarf Kings Quest kickstarter, I'm much more positive with regards to this one. Fingers crossed!

Until Next Time
Happy Gaming
Michael

Saturday 6 February 2016

One Shots : Mutant Chronicles 3rd Edition (Beta) - Straffar Gatan 39

(Something wicked this way comes...)

Well, it's time for another one shot. This one was played back in November (yes yes I know, blame Christmas, Fallout, Starcraft and Warframe) and unlike the adventures I've previously written up was actually run twice. Once for the bulk of my usual gaming group, then again for my girlfriend and previous blog contributor InfinityCircuit.

As you'd expect both parties went about their investigation in markedly divergent ways, both having a very different experience of the adventure as a result. Once I've provided an overview of the setting and mechanics I'll give an outline of the adventure followed by what each party got up to.

Keep in mind that this adventure was run using the Beta rules for Mutant Chronicles 3rd Edition, and since playing through it my kickstarted copy of the complete game has arrived (and will be the subject of an upcoming post). There are a fair few differences between the two mechanically which I will explore in my review of the game proper.

So, with no further ado, here we go...

Setting :

The setting of the Mutant Chronicles RPG (and by extension the Warzone miniature wargame) is a dystopian pseudo-postapocalyptic future where the human race has (for the most part) long since abandoned the polluted hell hole of Earth and spread out across the rest of the solar system. Due to the prevalence of terraforming technologies Mercury, Venus and Mars have all been rendered habitable by humankind (though in the case of mercury the sheer heat means most settlement is below the surface in vast systems of caverns and domed arcologies), whilst the outer planets and asteroid belt are littered with space stations, research facilities and the like.

The human race is no longer divided by race or nationality, instead the greatest powers in the setting are the Megacorporations, colossal mercantile institutions that superseded the nation states of old earth in the years before humanity fled its homeworld. The bulk of the human race are employees of these corporations, each of which has its own unique quirks, history and specialisations. Those that don't belong to one of the Megacorporations are almost universally, freelancers, members of one of the handful of smaller organisations that exist in their shadows, or unfortunates who have slipped through the cracks of the corporate system.

The major corporations and organisations are as follows...
  • Bauhaus : Disciplined, orderly and efficient, Bauhaus have a reputation for producing excellent quality goods at commensurately high prices. The dominant power amongst the tropical jungles of Venus they have their roots in the corporate entities of Germany, Russia and northern Europe. Ruled by a council of high born Elector Dukes they are a feudal corporation, though one that recognises talent and is more than willing to promote exceptional individuals into the ranks of the corporate nobility.
  • Capitol : Proudly proclaiming themselves to be the only democratic corporation (with all employees being shareholders, and their number of shares determining their number of votes) Capitol are the inheritors of the American Dream. The undisputed masters of the mass media their products are regarded as the baseline against which all others are measured, and due to their cosmopolitan nature their homeworld of Mars is a melting pot of corporate interests rivalled only by Luna City.
  • Imperial : The youngest and smallest of the Megacorporations, Imperial grew from the businesses and companies of the United Kingdom and Commonwealth. Lacking dominance over any of the inner planets they have aggressively colonised the Asteroid Belt and outer planets. Ruled by Her Imperial Serenity and the Imperial Parliament they are less a unified entity and more a collection of bickering clans who nevertheless stand united against any outside threat, and who's aggression and diversity make them a power to be reckoned with.
  • Mishima : A fusion of feudal japanese culture and the corporate Zaibatsu of the 21st century; the Mishima corporation is the most rigid and heirarchal of all the Megacorporations. The corporate samurai of Mishima oversee dozens of competing companies, known as Keiretsu, which constantly jockey for position and influence in the eyes of the Overlord and his family. Known for itsinsular nature, strong sense of familial honour, and insufferable politeness Mishima is nevertheless an industrial powerhouse, the corporations Mercury based factories supplying the markets of the solar system with all manner of cheap, readily available goods.
  • The Brothers : A young organisation but already an influential one, the Brothers are a charitable institution that run soup kitchens and hospitals for any in need, whether a corporate employee or not. With many of their members drawn from the fading religions of old earth they are a bastion of charity and faith in an increasingly dark world, their teachings of brotherhood and unity increasingly appealing to the disillusioned and disadvantaged despite the scorn of the Megacorporations. In the days to come the Brothers will have a very important role in determining the fate of the human race.
  • Luna PD : Founded originally by Capitol Luna PD are the only law enforcement organisation with jurisdiction over all of Luna. A truly inter-corporate enterprise it draws personnel, equipment and funding from all four of the Megacorporations and works along side their respective corporate security forces. Despite this semblance of unity Luna PD is underfunded, undermanned, and constantly subject to the conflicting designs of its corporate sponsors, leaving it an organisation riven with divisions and internal security issues.
  • Whitestar : Operating from hidden bunkers and fortified outposts in the Russian wastes, Whitestar are the de-facto rulers of Old Earth. Made up of those left behind after the corporate exodus, Whitestar have spent the centuries since battling for for survival in the radioactive, poisoned hell the Megacorporations made of their world. Since revealing themselves little over a century ago they have been blockaded by the corporations, the threat of a nuclear bombardment of Luna ensuring both their independence and their isolation.
The RPG provides rules and background information for three separate time periods, the information above being accurate for the earliest of these, the Dark Symmetry period during which Straffar Gattan 39 is set. I'll go into more information with regards to the others when I review the RPG proper, partially to save space, partially to avoid spoilers.

Overall the setting is a dystopian one with strong elements of cyberpunk to them. As the time periods progress this switches towards dieselpunk due to certain developments in the setting, with themes of horror and corruption becoming increasingly prevalent. Like I said I'll go into more detail when I get round to reviewing the 3rd Edition book but safe to say I'm a fan of the setting, having encountered it many years ago but never having had a chance to play due to its relative obscurity as well as the collapse of the publishing company.

Mechanics :

The third edition of Mutant Chronicles is based on the 2d20 system, which is also being used by the upcoming Infinity RPG also by Modiphius (not something I kickstarted, but something that I'm nonetheless looking forward to). The base mechanic revolves around the roll of a pair of D20's, both of which are compared to a target number set by the sum of the character in questions relevant Attribute and ranks in Skill Expertise for the appropriate skill. For each dice that rolls equal to or less than the target number a single success is scored. In some cases characters also have one or more ranks in Skill Expertise, which means if they roll equal to or less than that number on one of the D20's they score an additional success on the test. Tests have a set numerical difficulty starting at one, with tests requiring that many successes in order to be successful. Any successes in excess of this number generate points of Momentum, which can then be spent to gain additional benefits on skill tests such as increasing the damage of a ranged attack or reducing the time required for a skill test. Overall it's a nice simple system with the rules for momentum adding a welcome level of complexity and strategy.

For example if a character opens fire on a rival from another corporation they'll roll 2d20's and compare them to the sum of their Coordination stat and Firearms Expertise. If we say the character has a Coordination of 10, 2 ranks in Firearms Expertise and 2 ranks in Firearms Focus they need to roll a 12 or less on one or both dice in order to hit their target, with any rolls of a 1 or 2 scoring an additional degree of success. Assuming they roll a 15 and a 2 then they score 2 successes, one of which causes the attack to hit, the other generates a point of momentum that they can use to increase their damage, change the target location, or some other effect.

Speaking of combat, the 2d20 system focuses on combat being fast and cinematic, with the focus remaining on the player characters and the challenges they overcome with the rules being, in some ways, markedly different for PC's and their opponents. This isn't something I'm opposed to, decades of D&D and Pathfinder have made me glad of any rules system that speeds up combat, and the Mutant Chronicles does it well. Firstly there are no rolls for initiative, the PC's always go first and can choose in which order they do so, with some exceptions such as if they are ambushed. In their turn players may make a Chained or Standard action, one or more Free Actions, and a Response Action. These all do exactly what you'd expect, with chain actions being the only unusual choice. Specifically instead of a Standard Action PC's may perform a Chained Action followed by a Standard Action or two Chained Actions back to back, the consequence of this being that the difficulty of any tests performed as a Standard Action that turn have their difficulty increased by 1. Chained Actions allow PC's to aim, move, reload and otherwise manipulate the enviroment without having to give up any meaningful contributions to combat, which is nice.

Damage is locational for PC's and important villains, with most enemies instead having a single pool of wounds. Hit locations are generated using a separate D20 roll and each body part has its own pool of wounds. Damage is split into Light, Serious and Critical damage, with each type being more difficult to recover from than the last, and with PC's suffering increasingly severe penalties as they suffer more damage. Light damage is that applied to specific locations, it's easy to recover from and doesn't impact on the characters performance. Serious Wounds are suffered once a location that has run out of wounds takes further damage to that location, and finally Critical damage is suffered once a PC has run out of Serious wounds. Characters also have a pool of Mental Damage suffered from shock, fear and the like, like a simplified version of the Sanity score codified and made famous by the Call of Cthulhu RPG.

It's both more realistic than a lot of systems whilst simultaneously being easier to deal with, mostly due to NPC's using a far simpler system which takes a lot of the burden off the GM. Something I wholeheartedly approve of.

Next up are the rules for Dark Symmetry points, something I've already become inordinately fond of. Dark Symmetry points are placed into a pool that is used by the GM to...complicate things for the players. For example they can be used to add reinforcements to an encounter, allow NPC's to act before the players in combat, trigger environmental effects, and activate special abilities possessed by NPC's. The GM starts with a small pool of Dark Symmetry points, gaining more when the players critically fail skill checks, when they willingly fail skill checks (the GM gains fewer in the second case, making it a valid option for PC's), or when one of the players decides to roll an additional D20 when making a skill check which stacks with the two base dice. It's an interesting little risk vs reward mechanic and a wonderful tool for the GM to add tension to an adventure. The Dark Symmetry points are counterbalanced by Chronicle points, which are similar in nature to Fate Points from the various 40k roleplay systems. Players have a pool of Chronicle points which they can spend to take an additional action in combat, instantly recover 1 point of Mental damage and 1 Light Wound in all damaged locations, or to add an automatic 1 to a single skill check in addition to the dice being rolled.

Overall the mechanics are simple and easy to understand, but have plenty of depth to them. Hallmarks of a very solid system of rules, and something I very much approve of. There have been a number of alterations between the beta and the final edition of the rules, which I'll go into in my review thereof. For now though, let's move on to the adventure proper shall we?

Characters :

As I said earlier I ran this adventure twice, with a different group of players and PC's each time. Here are the two groups and the characters they selected. Unfortunately there wasn't really anything in the way of history or background provided for any of the characters, save for a short story based around Vance Ryder and briefly featuring Nix, Tsuyoshi and Vents. I think that Malifaux one shot spoiled me somewhat...oh well... here are the characters and some details regarding their capabilities.

Group 1 (The Usual Suspects)
  • Vance Ryder : A Luna PD detective of Capitol descent, Vance is a well rounded character with a particular emphasis on close range combat and information gathering.
  • Tsuyoshi : A Mishiman freelancer who, according to the short story, has ties to the Yajuza. An excellent shot with his shotgun and deadly close combatant with his knife.
  • Nix : An Imperial freelancer and sniper. The most heavily armed of the available characters he carries a powerful assault rifle and has excellent senses.
  • Vents : A Luna PD rookie hailing from Bauhaus. Vents has the greatest variety of skills in the party, excelling in mechanics and medical training as well as being a competent marksman and thief.
Group 2 (The Dynamic Duo)
  • Arseni (Infinity Circuit) : A Bauhausian freelancer and tech contractor. Arseni is fast, agile, and deadly with a knife as well as being skilled at tinkering with machinery.
  • "Angel" Kramer (The Girl) : A Luna PD Medic hailing from Capitol, Angel is unsurprisingly a skilled physician. She's also a competent shot as well as particularly observant and strong willed.
Adventure :

Both parties were introduced to the adventure in the same way, being informed by their superior that they were being dispatched to investigate a disturbance at the Straffar Gattan 39 apartment block. Here's what they knew at the start of the adventure...
  • The team have been sent to investigate an incident at Straffar Gatan 39, a rundown tenement in the Nines. A particularly unpleasant district of Luna Cities Perimeter region.
  • Dispatch has received multiple calls from residents reporting screaming on the third floor. Dispatch tends to ignore similar calls and they usually go unanswered, but after the sixth call a Patrol unit was dispatched.
  • The Patrol unit found three apartments with their doors wide open and no sign of a struggle or theft. They did however find blood stains in various rooms. They checked in with the other residents all of whom claimed to have heard and seen nothing save for the screaming. The Patrol unit was them called to answer a high priority call in a nearby neighbourhood.
  • Luna PD Criminal Intelligence suspects that Sandrine Petersen, the missing daughter of a senior Imperial executive may be hiding out in the building. It's in the best interests of the PC's careers that she be found alive and well.
  • The neighbourhood around the tenement is controlled by the Croaks, a nasty street gang with a reputation for violence and no fear of Luna PD.
  • The tenement is scheduled for demolition by Bauhaus to make way for a new freight line. Most of the inhabitants have already left but some sill remain despite half of the building already having been torn down, leaving it listing over the future railway route.

Both parties began the adventure by disembarking from their patrol cruisers into the rain swept night of Luna City. Behind them shone the lights of the city, and ahead loomed the teetering, ragged shape of Straffar Gatan 39, the only signs of life being flickering lights in a handful of grimy, barred windows. Tightening their coats against the cold and making sure their equipment and firearms are close to hand, the parties pushed open the rickety front doors and stepped inside. Lit only by a handful of dirty, flickering bulbs the interior of the tenement looked, if anything, worse than the outside. The carpets underfoot were patchy and sticky, the plaster on the walls peeling away in dirty chunks, and thick clusters of slick black cabling hung from the ceiling and walls....

From here I'll alternate between the parties. The adventure as a whole is split into three sections so I'll do each in turn for each group...

Oh, also I do have a minor gripe. The adventure refers to the tenements First, Second and Third floors, with the first being at ground level. As any Englishman can tell you that's incorrect, and they should be referred to as the Ground, First and Second floors respectively. Yes, I'm THAT picky.

Part 1 : The Usual Suspects

The Usual Suspects began their investigation by paying a visit to the apartment superintendent, Lucius Diatorro; though the corpulent man clad in sweat stained clothes that opened the door only did so after they'd spent some time hammering at its cracked wooden surface. After letting them in he proved unhelpful, save for providing them with a copy of the tenements master keys. Under questioning he admitted to having heard the screaming, and eventually having put a call through to Luna PD after it went on for some time. That said he didn't seem particularly worried, being more concerned with the cheap Capitolian beer he was drinking and the unnecessarily cruel prank show, "The Giant Eye", that he was watching on an over sized television surrounded by a dozen blank monitors. Taking the keys the party moved upstairs, after briefly checking each of the three other apartments on the ground floor and finding them empty. There had been two more on each floor but the partial demolition of the building had left two as doors and dangerously unsteady ledges hanging in the void over the future Bauhaus freight line.

Continuing with their systematic approach the party knocked on the door of one 'Abigal Baxter', and were promptly welcomed into her apartment. Miss Baxter turned out to be a pleasant surprise, a friendly and genuinely helpful old woman who had lived in the tenement for many years. A retired teacher her apartment was a welcome change from the rest of the building, being scrupulously clean and tidy with the television displaying interviews and documentaries focused on the Brothers and their charitable works. The only causes for concern being the bowls piled with rotten food on the kitchen floor and the pack of non existent cats she would periodically pet and address during the conversation. Aside from a few sweetly flirtatious comments aimed at her gentlemen callers she informed the party that she had heard the screaming and made several calls to Luna PD, though she had been too afraid to investigate herself. When asked about the other inhabitants of Straffar Gatan 39 she made her dislike of Lucius very clear, also mentioning that Clarence Beek (one of a married couple living upstairs) helps regularly with her post and deliveries. She also mentioned the other inhabitant of the floor, a man of obvious wealth who's presence in the tenement she finds rather strange, mentioning that she thinks there is something...wrong, about the man. Finishing their cups of tea the party excused themselves and Abigail saw them to the door, closing it behind them with the metallic clatter of numerous bolts, chains and locks.

It was only through chance that Tsuyoshi overheard the sounds of movement and quickly cut off laughter from downstairs, punctuated by the hollow slam of a closing door. Heading downstairs Vance and Nix made their way quietly from apartment to apartment, stopping at 104 from inside which they could hear voice and the crackling hiss of a television set. A few moments of listening at the door made the identity of the rooms inhabitants clear, Croaks, settling into an abandoned apartment to lay low and indulge in their assorted addictions. The Croaks plans were cut short by Vance Ryder kicking the door open with his pistol in hand whilst shouting "oink oink motherfuckers" in response to one of their comments about "the pigs." Understandably the Croaks panicked, drawing their own weapons and opening fire. In the ensuing firefight all four were killed, as were the second band that emerged from 103 halfway through the gun battle. A more thorough investigation of the two apartments revealed that the bars in 103 had been crudely removed, allowing easy access into and out of the tenement, whilst rummaging through the detritus in 104 turned up all manner of discarded narcotic paraphernalia as well as a small stash of drugs and several tightly wound wads of cash.

Taking a moment to secure the evidence and reload their weapons the investigators moved on...

Part 1 : The Dynamic Duo

Angel and Arseni cut straight to the chase, making their way immediately from the tenements lobby up to the third floor where they found three apartments with their doors wide open and police tape stretched across the frames. Stepping inside the pair began their investigation, putting their medical and technical training to good use as Angel examined the blood stains left on the carpet and Arseni the strange rubbery piping connected to the active television sets. According to Angel the blood stains in each apartment looked to be caused by sudden and severe nose bleeds, due to both its colouration and the spatter patterns. In all three cases the blood stains were heaviest in one place in the apartment, from where a trail of spatters led to the exit of each before disappearing after reaching the corridor linking the three. In the meantime Arseni examined the televisions and the cables connected to them, discovering that the cables weren't supplying power or any sort of identifiable signal to the sets.

Further examining the apartments they uncovered a little more information about the inhabitants, learning their names from the name plates on the doors. The Beeks seemed to have been a normal married couple working in Luna city proper, there was nothing unusual in the apartment and the two appeared to have been putting away their shopping before suffering from synchronised nose bleeds and making their way out of the apartment. The apartment belonging to one Konrad Van Saar immediately stood out due to the heavy duty handgun lying in parts on the table, surrounded by cleaning tools and spare ammunition. Investigation of the bedroom located a small hidden cache containing an armoured shoulder pad, some spare ammunition, and other miscellaneous items indicating a career as a professional freelancer. The third inhabited apartment (which lacked a name plate) seemed to belong to a young woman, the closets containing a mixture of street clothing and more expensive clubbing attire. The carpet squelched underfoot as they entered, an overflowing bathtub being the cause which Angel switched off. Additionally lying on the table was a note signed by "Abigail", claiming to have enjoyed a recent chat and that the apartments inhabitant should visit again sometime soon.

Angel, while examining the bathroom of the young woman's apartment she caught a glimpse of something in the mirror. Peering into it she saw a young woman's face, her features twisted with fear and horror, silently screaming for a moment before being pressed forcefully against the glass. The visions eyes were wide and staring, and their nose broke on impact with the other side of the glass, a moment later the mirror shattered into the sink leaving nothing but an empty frame. Shaken but undeterred she didn't mention it to Arseni, the two instead making their way down to the next floor whilst theorising that the disappearance of the apartment dwellers was due to some sort of subliminal message broadcast by the televisions. On noting the name "Abigail Baxter" on an apartment door they knocked, and received the same greeting as the Usual Suspects. On asking about the note Abigail smiled, sharing her theory that the young woman upstairs had run away to be with someone special, noting that "Young love is so precious, don't you think?"

Thanking the old woman for her time, the investigators stepped out of the door...

Part 2 : The Usual Suspects

Systematic as always (always go left, always), the party continued their investigation of the tenements second floor. Having already visited Abigail's apartment they checked out the others in turn, finding all but one of them either empty or damaged beyond repair due to Bahaus demolitions. The one exception being the apartment belonging to one "Von Holle", which though interesting didn't provide any new leads. On unlocking the door it opened to reveal an almost empty room, save for a television, a single light bulb, and a damaged wooden chair. More worrying than the lack of furniture (in any of the apartments rooms) was the fact that every surface, from floor to ceiling, had been painted in blank white including the inside surfaces of the windows. If nothing else, the apartment gave the impression of an individual with something very much wrong with them. Locking the door behind them, the party moved up to the third floor and the scene of the crime.

The Usual Suspects investigation of the three abandoned apartments was, for the most part, identical to that of the Dynamic Duo. The only difference being the investigators... unnatural experiences. While searching through the woman's cupboards it was Vance who experienced the same vision as Angel, save in the wardrobe mirror. Unlike Angel he was shaken by it, suffering multiple points of Mental Damage. Likewise whilst standing guard Nix found his attention drawn to the television set, where instead of the Giant Eye that had been blaring since their arrival, he saw static frosted clips of the party and their movements through the building. More worrying than that were the shadowy figures that seemed to be stalking them, never quite clearly depicted on the screen, but with bodies that hinted at unnaturally long limbs and jerky, marionette like movements. Just like the Dynamic Duo the Usual Suspects found Konrad Van Saar's stash, and helped themselves to his pistol and ammunition.

After having finished investigating the apartments, and having found Abigail's note on the table they decided to return to the second floor and ask the old woman about her visitor. Again she met them at the door, invited them inside, and turned away towards the kitchenette...revealing the mess of blackened flesh, ragged skin, and bare bone that made up her back. With each step made by the elderly woman the carpet hissed, crisped and blackened, while the flowers on the wallpaper seemed to rot and decay with every moment they were observed. Most chillingly Abigail seemed utterly oblivious to the changes to her apartment and her self. Offering tea and answering their questions about her visitor in the same way as she had for the Dynamic Duo, though her voice seemed harsher and more strained than it had before. After a few brief, tense questions the party made their excuses and left, with all but Tsuyoshi having suffered multiple Mental Damage points, with Vance reaching the point where he was somewhat Overwhelmed and was forced to spend a Chronicle Point to recover his wits.

Having investigated the first three floors of the tenement the investigators found themselves with only one way to go, upwards...

Part 2 : The Dynamic Duo

Leaving Abigail's apartment Angel and Arseni almost immediately noticed an unnatural smell in the air, akin to burnt metal and melting plastic. After briefly looking around for any evidence of a fire (and not finding any) they decided to head downstairs and look around, their theories expanding into considering the possibility of some sort of hallucinogen having been introduced into the tenements air vents via the strange, rubbery pipes. On reaching the ground floor they first visited the apartment of the tenement supervisor, Lucius Diatorro. After pounding on the door until they were admitted he gave them a copy of the apartment keys before, as he had in the case of the usual Suspects, returning to his seat in front of the Giant Eye. During this visit however the screens around the television were not blank, instead showing glimpses of the rest of the tenements rooms and corridors. Worryingly each screen showed the pair of investigators, and like the Usual Suspects they were being stalked by malformed and shadowy figures who the two had never laid eyes on. On being asked about the monitors the fat supervisor gave the two an odd look, claiming that the monitors were off and hadn't worked since before he'd taken over as supervisor. At Diatorro's shrugged approval Arseni took a look at the monitors, finding them linking into the omnipresent rubbery cables. Leaving the apartment the two went searching for the cameras that had recorded their movements, finding nothing save for mould, rotten plaster, and more of the glistening cabling.

Heading back upstairs, keys in hand, the two finished checking all the apartments on the second floor. Like the other party they found Von Holle's room to be rather... unusual, and on leaving decided to try to keep heading upwards. Passing the empty apartments they heard the sound of televisions blaring, despite the fact that Arseni had turned them off and unplugged them. Ignoring the noise they attempted to head up to the 4th floor, but upon encountering a thick nest of crackling, sparking cables barring their path they decided not to risk electrocution and paused to consider their options, despite Arseni considering pulling up the underlay to insulate himself. It was at this point that they decided to try following the cables, with Arseni hauling clumps out of the ceiling in showers of rotten plaster. Unfortunately this approach didn't lead anywhere, with the cables being so tangled and omnipresent that trying to follow them proved an utterly futile task. Giving up on trying to track the cables, Angel and Arseni paused to consider their next course of action. After some deliberation they decided to head downstairs and speak to Diatorro again.

On reaching the ground floor they noticed an acrid fog rising from the floor that swirled around their knees and ankles as they approached the supervisors room. As they were about to knock however there was the sound of running feet behind them and the door to apartment 103 slammed open. Out of it came a terrified looking youth, who attempted to run past the two for the exit before being tackled to the ground by Arseni. Upon being interrogated he confessed to being a member of the Croaks, and to have been running from...something in the apartment he'd fled. He'd come to meet the rest of the gang to hang out, only to discover something that made him flee in a blind panic. Letting him go the two approached the apartment and pushed open the door. The room inside was a mess, the walls riddled with bullet holes, the furniture torn to shreds. The bodies of several gangers were scattered about the place and a lone humanoid figure stood facing away from the investigators. The two shone their torches into the dark room, Arseni calling out a challenge, in response to which the figure turned, revealing itself to be a human being laced from head to toe with thick, bulging black cables that throbbed and pulsed beneath its paper like skin. Twin flares of white static shone in its eyes and a single, thick cable tethered the back of its skull to the ceiling. Hissing and crackling it advanced on the two, lashing out with claw like hands and lengths of crackling wires whilst, behind it, cables began to descend from the ceiling towards the scattered corpses.

Arseni and Angel retreated from the room, blazing away with their sidearms as the two approached to seemingly no effect. It was only when Angel landed a lucky shot on the cableconnecting one of the twisted marionettes to the ceiling, causing it to collapse bonelessly to the ground, that they realised what they needed to do. Drawing his knife Arseni went at the cables, Angel providing him with covering fire, and after short but vicious fight the two managed to cut down all the marionettes. It was at this point that the two made a very sensible decision, one rarely made by most RPG characters. They decided to get the hell out of there... unfortunately on approaching the door they found thick cabling similar to that which had sealed the way to the fourth floor barring their path. On checking out apartments 102, 103 and 104 they discovered that the windows of those rooms were likewise sealed shut, and that the thick fog was growing in density and stench.

Knowing full well that they were in over their heads the two decided to pay another visit to the supervisor and see what he knew about the gangers, as well as if he knew of any other way out of the building...

Part 3 : The Usual Suspects

Now, we come to the grand finale. Having worked their way through the rest of the building the Usual Suspects headed into the stairwell, finding in their path a parted curtain of crackling, sparking cables. Climbing past they made their way to the fourth floor of the tenement, emerging into a single open space, the walls that had partitioned that floor into multiple apartments having been mostly torn down. All around them writhing, glistening cables hung from the ceiling along with crackling bulbs and sparking clusters of bare wiring. The side of the building that had been torn down by Bauhaus left part of the chamber open to the night air, the light of Luna city twinkling in the darkness beyond the gaping chasm. On the far side of the room the cables converged into a heaving mass of flesh and machinery, surrounded by a crackling aura of dark power. What drew most of their attention however was the cable wrapped figure stood in the centre of the shadow filled space, a humanoid shape pierced through the legs, torso and wrists by the pulsing cables. Drawing their weapons the investigators approached, only for the figures eyes to snap open as it let out a wail of terrifying misery. Bony claws erupted from its arms and hands as it took a step towards them, haltingly at first, then with predatory grace even as a still disturbingly human voice called out to them...

"Help me! Where am I? Why can't I see? I don't want to die!"

With a wet, ripping noise it tore itself free of the cabling attaching it to the ceiling, and with a faint hiss the lights went out. Spreading out and flicking on their torches the party swept the room for the creature, spotting it as it approached Tsuyoshi across the ceiling. Unloading a volley of bullets into the creature they blasted it free, Nix's assault rifle tearing most of an arm off as well as chunks of flesh and cabling due to his use of all of his ammunition as well as spending Chronicle Points for increased damage and accuracy. As the creature hissed in rage a whipping nest of cables tore out of the floor and slammed into Nix, punching through his thighs and feet to hold him in place as the creature scuttled towards him. Despite keeping up their barrage the rest of the investigators couldn't do enough damage to stop it from reaching the frantically reloading Nix and tearing his head from his shoulders. Scattering the party kept firing, the creature going after Vents next.

Fortunately for him Nix had badly hurt the creature, and before it could do more than open vicious gashes along his torso and arm a final barrage of large calibre rounds from Tsuyoshi and Vance punched it to the floor. The investigators didn't stop firing until what was left on the floor was nothing but an unrecognisable mess.

As its corpse twitched its last, and as the party reloaded, a sudden wind sprung up and sickly green electricity danced over the cables. The mess of flesh and machinery on the far side of the room began to spark and flare, finally exploding in a storm of emerald fire and roaring wind. Most of the party managed to grab onto something and keep their footing, all but Vance who was hurled out of the side of the building and into space, only barely managing to slow his fall by grabbing hold of rebar and masonry on the way to the ground. Whilst Vance nursed his torn hands and broken shin the rest of the party fled the burning building onto the roof of another nearby tenement, and as they looked out across Luna, a sense of dread gripped each of them.

Flames burnt in the distance, engulfing whole districts. The wail of sirens and screaming of panicked crowds was carried to their ears by the cold wind, and as they watched the lights of the city began to go out block by block...

The Dark Symmetry had been unleashed, and The Fall had begun.

Part 3 : The Dynamic Duo

Whilst Angel busied herself examining the bodies and attempting (in vain) to contact Luna PD, Arseni let himself into Diatorro's apartment using the keys when his repeated pounding on the door was ignored. What he found inside was... unpleasant. The supervisor remained in his chair, but now the black cabling had emerged from his television, floor and ceiling to pierce through his eyes, mouth, throat and arms. His skin pulsed and crawled, his fingers twitching and spasming in time with the throbbing of the cables, thick black fluid dripping from the corners of his mouth and eyes. Approaching him Arseni attempted to pull some of the cables free...only for the Supervisors twitching body to explode in a torrent of sickly black gore. As the putrid mess ran down the walls the two felt the building groan and shudder, a low rumble that could only be described as "angry" emitting from high above them.

Arseni left the apartment, briefly explaining to Angel that the supervisor was...indisposed, before the two decided their only possible course of action would be to try to head back upstairs again. This time they found that the curtain of cables had parted, and they emerged into the fourth floor finding it identical to how it had appeared to the Usual Suspects. Likewise they encountered the twitching, cable wrapped body, and likewise the lights cut out as it approached them. Instead of searching for the creature however the two's attention was caught by the machine, and keeping their guard up they approached it. On getting closer they realised it was a horrible amalgamation of flesh, machinery, and pulsing cables that they could only guess the function of. Now, as written the machine was meant to be invulnerable, but knowing the two wouldn't be able to beat the Castigator in a fair fight (that being the creatures name) I allowed them to make Mechanics and Treatment checks to try to work out what it was and where any weak points might have been.

Burning some of their last Chronicle Points they realised that it was a transmitter of sorts (though said realisation also caused a pair of Mental Trauma checks, which the two passed as they had every single one so far), and that it could be crippled if damaged in the right places. This realisation wasn't enough to save Arseni, as the Castigator dropped from the ceiling behind him and tore his arm off. Thanks to the injuries sustained in the fight with the Marionettes he was just badly hurt enough for the attack to kill him, leaving Angel frantically blasting away at the machine with her pistol. Letting out a noise that could only be a sadistic chuckle, the creature turned its attention to her and charged, at which point Angel spent her last Chronicle point and made an excellent Acrobatics test (specifically a dodge) which hurled her out of its path and allowed the Castigator to slam into the machine, exacerbating the damage she'd already done. it was just enough. with a flash of sickly light and a thunderous detonation the device exploded, tearing apart both the Castigator and Angel as the top of the building was engulfed in fire. Though the Fall was inevitable, the two had managed to limit the damage caused at least to this section of Luna City, denying the Dark Symmetry at least one of its many footholds.

A costly victory, but a victory nonetheless.

Conclusion :

So, that was fun.

Both parties enjoyed the adventure, and I had a lot of fun running it. Despite going about their goals in different wants both managed to complete the adventure, and 50% of the player characters survived! That's a win in my book.The rules were solid, the adventure itself was enjoyable, and all in all it was a good first experience of the Mutant Chronicles universe and RPG. The only real issues came from the Dynamic Duo who had a few criticisms, as they often do. I don't mean that in any sort of negative way either, the two are very good at picking up on things when dealing with both crunch and fluff that may need tinkering with. It's one of the reasons I keep them both around.

Firstly both thought that the adventure itself was somewhat predictable, though personally I put that down to the pair of them reading/watching far too many horror films and stories. I found it an excellent mixture of investigation and horror, with plenty of opportunities for all the sample characters to shine in their own particular ways. I honestly think it's one of the best sample adventures I've ever run, hat off to Modiphius for that one!

Secondly they agreed that the GM gaining Dark Symmetry points due to the players failing on skill checks is a little unfair, it's effectively punishing failure and then making said failures more likely. I see their point and personally have no issue with house ruling that particular quibble, though they had no problems with DSP being gained due to player choices. Something that I did mention potentially doing is making up for the removal of DSP gain from failed skill checks by introducing a system similar to the Aspects used in the Dresden Files RPG. Both thought this to be a good idea, so watch this space for some potential house rules!

Overall, as I said, reception was very positive from me and my players. It's a solid system and I'm a fan of the setting. When I get the chance (in other words once I've caught up and done a few other pending posts) I'll do a review of the full game.

Until Next Time (I swear it'll be in less than two months)
Happy Gaming
Michael