Who We Are

Based in Victoria BC, we are a mixed group of dice-rolling gamers. As a group we try to encourage all types of interactive games and hobbies as an expressive way to enjoy ourselves.

We do it for the fun of it.
Showing posts with label BRUTAL. Show all posts
Showing posts with label BRUTAL. Show all posts

Sunday, October 27, 2013

Game Paraphernalia Update


There's a fair-sized world on my floor at the moment.


Here are a couple more angles.  I add stuff along the way ;)
See if you can spot the differences!





I am also planning to update/spiff up my game counters a bit...


Best wishes.

Sunday, August 18, 2013

A tale of two tables: Spaceship vs. Castlelands

I wanted to do an experiment with insubstantial space goo and Kyoob; so I put together a spaceship out of terrain I had available.  Needless to say there are a lot of anachronisms and a lot of stand-ins.  But the layout is legitimate, and I like to think it just gives it a Druillet space-caravan kind of juxtaposition.  For now.  Spot the cat.


Below is a detail of the forward area of the ship.  Bottom is the air-lock, showing as closed.  To the left is the ship's cockpit, with a two-star chokepoint at the entrance.  Above would be crew quarters (I need some hi-tech bunks or something.  There's just a couple of potted plants right now).


Connecting the front and end of the ship is the corridor, serving as scrubber plant farm and protection from the dangerous engine.  The flat black tree thing represents a locked door: #70, which needs a model with 10 LOAD/UNLOAD to access.  This one has a capacity of ten stars; as does the hatch to engineering.  I've discovered it's important to allow access to an an epic map!


Below is the aft of the ship.  Engineering section distinguished by uncommon hazardous environment, as signed.


Here is the ship with its armoured shroud off.  I had some fun on this map playing the scenario below:

Cat feat.

Space marine ship docks with ghost ship: power off, life support down.  Squad of three bolter marines, one plasma cannon marine, all with 10 ATMO  + 10 PRESSURE go in.  They search and clear the forward area and determine the hatch to the rear of the ship is impassable.  Techmarine Kyoob comes aboard, will unfoul the hatch and fix the power and life support.

At that point Master Draeger and the Sarge come aboard (helmetless models are NOT allowed 10 ATMO/PRESSURE!) to inspect.  Right then some devious ectoplasmic space goo starts using its 100 WILL to take thrall of Kyoob in the corridor.  The goo now uses Kyoob to access the engineering controls and terminate the ship's life support.

Using Kyoob's advanced weapons the ectoplasmic goo can likely mulch the remaining tac marines if it cannot enthral them.  If Goo/Kyoob reaches the cockpit for'ard, he/they can unlock the two ships and leap into hyperspace.  Grand theft spaceship!

In other news, I needed a castle and surrounding lands to test some ghosts and haunted horse archers:



Below, the interior of the castle with keep.


Did a little more work on it, including tiny chair.  Go BC Shavers & Hobbies.


Mongols!  I'd better go and paint that cockatrice.




I hope you have enjoyed my views.
- C.

Thursday, June 20, 2013

Bash Yer Neighbor


I ran a BRUTAL scenario to help me work out how best to divide attacks, generally resolve weird crap and What To Expect.  This was in the form of a sports game.  No "Hearts and Minds" cards or powers were permitted (ie: no 100 WILL).  Purely pugilism.  Charles Coal, CL (Chaos Lawyer) officiating.  Each of my available 'teams' is accorded a Dude and three followers.

To decide who would go I rolled for "Instability" using some D6s, and Odkolek (top right zone) threw the first blow, how uncharaceristic of him!

Then it was the Star Wolf (bottom left zone) and her minion-hounds.


I rolled again to see which direction they would attack, with 1-2-3 being R and 4-5-6 being L.  They both attacked Mufon the Space Dwarf!  Guess he smells bad after all that time in deep space in that little ship...


The Star Wolf zorched two of Mufon's mallet-bots with eye bolts (5+5).  Then (see below) the #20s hit.  (I am omitting a lot of attacks which would simply be ineffective against Mufon and his followers because none of them have any normal wounds, only stars.)


Mufon dishes out four stars of damage.  My fateful decision was to divide this between the two attacking factions, taking out only followers.  What I probably should have done is focused on either the Star Wolf or Odkolek, which would kill them and nerf their faction completely.  Still gonna die though...  with five star wounds against!

Charles calls the survivors of the first round to the inner ring.  We roll for "Instability" again, and again the main aggressor is Odkolek.  Because it was fluffy I also threw in Kraak's team (top left zone).  Can only be patient to kill something for so long.


O. and K. choose their direction of attack.  They both attack the Star Wolf!


The Tek Arrows of Skinks, stellar-lupine eye bolts and Kraak's photon bombs dispense some killing.


We ended with a showdown.  The Star Wolf was doomed.  But her survival to use her three #20 attacks meant she could still rip out one opponent's throat before the bell.  I chose Odkolek, as they have shared a battlefield before.


And Kraak's faction of Void Reptiles is the winner!!  If that sword-brute is smart he'll just run away.

Kraak has performed exceptionally well lately, and I wouldn't mind pitching him against some ruffians in the Turok game yet-to-be.  Once I'm over this stupid cold.  'Til next time!

<HR!S

Wednesday, May 8, 2013

Ur-Wolves

Hi everyone, here is a game table update while I complete the story of my last game.

In the dimension that houses Teviotdale, certain areas are haunted by ur-wolves: dead or undead, wrathful hounds-of-the-wild that fiercely defend certain areas.


Ur-wolves are in a manner of speaking an area effect.  One D10 of ur-wolves will manifest in each diagonal board square as in a checkerboard pattern.


This is only normally represented on the table when wolves appear in response to a player entering the square (the trigger for manifestation).  Unless you happen to have a lot of models.  Each wolf is worth 6/^^^.  That can be 60/^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ coming atcha!

Odkolek has managed to clear one square.  The wolves, beaten, count as being driven back, and vanish.  If you can't destroy them outright...



So long as the square is occupied by the victor/destroyer or a member of their faction, no wolves shall return...

thanks for reading...

Saturday, April 6, 2013

Turok Testbed


A blocky red space capsule touches down, and Mufon the Red Space Dwarf barges out.


"Alright, sir, my name is Mr. Reasonable, and this here is a matter/antimatter carbine: Please come this way for hunt registration and qualification."  100 WILL plus 100 RESIST means that Wolframite Mr. Reasonable will prevail against Mufon's 100 WILL... eventually.


"Good afternoon, ladies and gentlemen and welcome to the Teviot Defunct Area Hangar, and for our newcomers, my name is Chris and I am here trying to explain to these two cats why I can't sell them both air protection pieces for the price of one because 'the two of them are a faction.'


"The environments you are about to enter to hunt in are extremely dangerous.  The first hazard is poisonous gases produced by the ground.  You will need to purchase air protection pieces for the price of ten credits per model, with no exceptions; unless you are already equipped with 10 ATMOSPHERE or a durable equivalent.  I emphasize, the price is ten credits per model."  The cats look confused and outraged and, spluttering, prepare their counter-argument.  "The second, or some might say primary hazard of this hunt run, besides ur-wolves, of course, is Egyptian Death Hippo...


"That sounds like some mighty good gaeme, laddie!"
Swimming Eagle sighs.  "It's really not as fun as you might think.  Egyptian Death Hippo will f#@ing kill anyone sir, in all due deference.  My best advice is to not provoke him.  Have a good hunt and remember to hunt sustainably.  If you live."

Friday, March 15, 2013

Refugees

Hi everyone.  These are a couple of images of my game space and the things I'm trying out.

These people are refugees from the universe of Elric the Necromancer.  They have come to Teviotdale by tesseract to seek asylum.  Swimming Eagle is accompanied by two Teviot Peacekeeper droids and a Marine with a matter/antimatter carbine.  Slash'i lurks at the edge of things...


"This way, ladies.  You belong far from such evil."


'til next time.
<HRIS

Monday, February 25, 2013

Cash Clowns in Teviotdale

The Cash Clowns strolled into Teviot holdings today, hunting a sy-critter and chasing any other mischief they can.


A detachment of local thugs is pacified.  The electronic eyes of Hound gun droids pierce the muggy morning air.  Local warlord Odkolek sees eye-to-eye with Captain Radius.

"Eh, we are, how you say it, paid local thugs.  We get these lands, for contribute our thread to the fabric of Teviot territory that deflects unfavorable levels of tourism."


The dreaded warrior lord, Lord Blackwurm guards the passage West, sworn to stop any from passing.  The Cult of the Black Gate must not begin again!


Ric and I use 100 WILL to join our factions and create an elite unit that shares a turn.  This group takes on Blackwurm and overcomes him.  In the silence after the great clash, something is heard growling nearby...


A Demon caught and trapped between worlds.  The Gate stands in the forest, the Demon lashing out where he is stuck halfway across the portal, stealing souls as he can.  The Black Gate needed be destroyed twice, before it retreated into the chilly forest air, to latency...  The victors breathe a gasp of relief as the evil fades.

And the way is clear.  The Cash Clowns carry on through the level.

Later we played a game on my Cave Board and three heavily armed Cash Clown soldiers fought in a pit-cave and recovered an obscure jewel of power: the Shard of Weakness...

This they mounted on a giant robot.


The robots clashed in cyberspace as well as physically; the Teviot Guardian's countermeasures and the power of the stolen Shard meet halfway, locking the two robots' weapons systems up for several successive turns.  After a gentle-bot's mutual agreement to forgo the nullifying systems, the Guardian was taken down by IKE's heavy blast fire, unable to hit the Shard with its lethal antimatter weapon.

Thanks to Ric

Friday, February 1, 2013

New Planet Claimed

 Moved into my new digs.  I have a den now, with a nice big table!


Naturally I immediately constructed a small world.


It's worth deploying TDA troops to sacred sites.  You never
know what or whom some idiot might be invoking there!

Wednesday, January 2, 2013

Visions of Sudden Death

Game 1

Happened earlier

*

"I say, Herbert, why are we encamped adjacent to this
awfully modern building... It's just awful!"


 "My lords wished to view the toxic sunrise from the best vantage point."
"Ah yes, the toxic sunrise is smashing this time of year, you know."


A creature of the industrial swamp, Slash'i emerges in bitterness...


Rolling for first turn.

"I say, Jenkins, who's this coming our way?"
"By George, he does look peaky.  Look at the state of him-"


 "Hrrrrm.  Shh- "
"Look here, what is your business?"


I'm here to kill you into little bits.

Slash'i fails his TAC roll.  And their Lordships fail at WILL.

"Look here, old son, why don't you push off!!"


 "I've a good mind to prang the bounder, Jenkins."

"Better prang away, old boy."


"By George, that did it.  He's off now!"
"Well done, well done sirs..."


That's one way to end up at -1...
cheers, Chris