Wednesday, May 27, 2015

Making Mine Scenery Part XIV


It's been a while since I've really gotten stuck into doing some work on my mines. Over the last couple of weeks our beloved pitbull, Ian Mackaynine, has had 3 surgeries. He had a growth removed from his leg, but then he tore out one of his sutures running around the house. For surgery number two they tried a less invasive way of sealing it back up with these weird piercings and a web of sutures that needed to be tighten daily at the vet's office. His leg was just too muscular for any of that nonsense and that surgery completely failed to hold his skin together. Yesterday, they did a whole bunch of cutting and stitching to loosen up his skin and get it all back together. His hind leg was described by one friend as "Frankenbutt" and that pretty much nails what it looks like right now. He's a tough little guy so he's doing okay but I've had to be the dog nanny to keep him on the mend. Honestly, I'd be devastated if I couldn't be there for him so I don't want to make that sound like I begrudge it.

My best friend and Ikea lamp impersonator: Ian Mackaynine.
(His "Frankenbutt" is on the other side. You don't want to see it.)

There have been periods here and there where he's been heavily sedated and I'm just hanging out with him, keeping an eye on him. When I can I've taken a deep breath here and there to clear my head. I decided to put myself back into some scenery because it always relaxes me. Which it just so happens that right before this string of surgeries and endless vet visits a care package arrived from Horizon 3D containing a myriad of bitz. The ones I had an immediate plan for were their rivet strips and hex sheets. I had been planning on using plastruct I-beams and window screen to shore up sections of crumbling rock wall and create some added visual interest, but then these bitz arrived on my doorstep.

A scrap of hex sheet and a rivet strip from Horizon 3D.

The hex sheets come in approximately 2"x4" lengths, perfect for my mines. The rivet strips are just over 8" long. These bitz are printed right off of a 3D printer so they don't have the smooth finish. Don't expect them to have the polish of resin or the ultra-professional grade 3D printers used to run off the print prototypes we use for our miniature line. However, for these sort of terrain applications they look great and are pretty easy to work with. It should be noted that the hex sheets don't have much flex before they crack. Don't expect to wrap them around toilet tubes or anything like that, but as fencing or flooring it adds a top notch layer of detail.


Here I took a couple sections of hex sheet and framed it in with some rivet strips keeping it roughly 4" long.


I roughly put the missing section of fence where there might be water leaking through the crack. It's also where equipment might be navigating the turn and hitting the rusty grating. It just felt like the right spot for a little bit of extra support or protection from falling debris.


I decided to prime and paint it to see how it would look painted up but I was out of Chaos Black Primer. I knew it was going to be rusty so I shrugged my shoulders, grabbed the open can of Mephiston Red I had, and gave it a quick spray on a pizza box (the pizza was delicious).


The red fence was given a hasty drybrush of Citadel Warplock Bronze leaving some Citadel Mephiston Red exposed.


Then I gave it an even hastier drybrush of Citadel Leadbelcher.


Finally I gaven it several stippled applications of Citadel Ryza Rust focusing on the bottom and around the gap in the fence.


Next I wanted to glue it in place. CA glue/superglue would eat into the foam so I used wood glue. I put my pots of paint on it to help press it to the foam wall.


After the wood glue dried it was visible at the bottom of the fencing so I stained it brown with some Citadel Agrax Earthshade. When it dried I used some Forgeworld Aged Rust and Light Rust weathering powders.


Finally here is the completed piece - my first "T" section. I think the Horizon 3D bitz definitely add a little pizzaz with half the work of what I would normally go through hand gluing rivets and trying to glue plastruct to floppy screen. I hear if you type BROKENCONTRACT as your discount code Horizon 3D will give you 10% off. Go check out the site and give it a try. :)

Thanks for reading and check out the other parts of the series!
-Nick

Making Mine Scenery Part I
Making Mine Scenery Part II
Making Mine Scenery Part III
Making Mine Scenery Part IV
Making Mine Scenery Part V
Making Mine Scenery Part VI
Making Mine Scenery Part VII
Making Mine Scenery Part VIII
Making Mine Scenery Part IX
Making Mine Scenery Part X

Saturday, May 23, 2015

Dual Wielding, Stumbling, and All Manner of Fumbles

In a constant effort to improve game play in Broken Contract I've looked at notes from playtesting and decided to make some changes that I think will make for a more enjoyable gaming experience. This is the first batch of suggested changes to the current Beta rules with their design explanations. A couple of other changes and some bits of errata will follow soon.

All of these need to be further tested in game play to see if they produce the desired results so please try them in your games at home and report back with your experiences. Thanks to @Robh and his gaming group for all of their feedback.

Dual Wielding

Certain weapons will now be marked as Dual Wielding, such as the Knife and Rock Hammer, While carrying two Dual Wielding weapons In Hand a Character can Strike with each for a single action. Each Strike should be rolled separately, in the order the Character wishes to Strike in case of a Fumble. So if Ari Gaylen is equipped with a Rock Hammer and Knife, for a single Strike she can attack with the Rock Hammer, resolving the complete Strike attempt, before attacking with the Knife, resolving that complete Strike attempt. A Character who is not Dual Wielding wishing to Parry or Dodge a Dual Wielding Strike must choose which weapon they wish to Parry or Dodge when they Interrupt.

Design theory: Currently Two-Handed weapons are just better "in game" and there is little advantage to possessing 2 smaller weapons. Combats between Characters with these less advantageous weapons can drag out for several turns. Dual Wielding makes combats more decisive. 

Stumble

There are a variety of Actions and Interruptions that can result in a Stumble, the most common being rolling a natural 1 when performing a Rush! or Flee! If a Stumble occurs, the Character continues forward D3” and loses an additional 1AP for the move as they struggle to maintain their balance.  If the Character has no AP to spend on staying upright make an Agility check. If they succeed they manage to stay standing. If they fail place the model Prone.
Design theory: Currently it is believed that Stumbles happen too often and they slow down game play as Characters roll around on the ground. This change is meant to reduce the negative effects of Stumble without removing it completely as it is highly cinematic.


Ahhhhhh!, Fumble, and Malfunction

Combat is not without its risks. Guns jam, axe handles break, and grenades sometimes slip out of hand and land at a Character’s feet. Combat isn’t always a series of mishaps, sometimes things go even more successfully than you hoped, but when a Character rolls a natural 1 when checking against their Shoot or Melee stat it can have potentially disastrous results. Roll on the following charts depending on the type of weapon a Character is using.  
Ahhhhhh!: If a Character rolls a natural 1 while Toss Grenade they either have a dud, a terrible toss, or a grenade at their feet. Roll a D6: 1 Oh No! The Grenade has dropped at the Character’s feet. Resolve the Grenade against the Tossing Character. 2-3 Slippery Fingers. The Grenade travels D6” in a random direction from the Tossing Character. Resolve damage if it affects any Characters where it lands. 4-6 Dud! Nothing happens.
Fumble: If a Character rolls a natural 1 while checking against the Melee stat while using a Hand to Hand Weapon they have Fumbled. Roll a D6: 1 Weapon Broken. The Character has done irreparable damage to the weapon they are wielding. Discard it from their equipment. 2 Weapon Dropped. This weapon may not be used until it has been Picked Up again. Place a Weapon marker next to the base of the Character. 3 Off Balance. The Character loses an Action Point as they attempt to recover. If they have no AP available they must make a Successful Agility check or Go Prone. 4-6 Nothing happens.
Malfunction: If a Character rolls a natural 1 while Shooting a Pistol or Rifle it has Malfunctioned. Roll a D6: 1 Weapon Broken. The weapon is no longer functional. Discarded it from the Character’s equipment. It is truly a lost cause. 2 Out of Ammo. The Weapon may not be fired again unless they have the proper Ammon and perform a Reload Action for 1AP. 3 Weapon Jammed. This weapon may not be fired until the Character Clears Jam. 4-6 Nothing happens.
Design theory: All 3 "Critical Failures" happen frequently, even with Re-Rolls. Adjusting the respective tables to reduce the frequency of catastrophic results is meant to temper the negative effects of these "Critical Failures".

Weapons and Equipment

Fist 
Weapon or no weapon, anyone with their arms intact can throw a fist. A Character using their fist simply must use their own Strength stat to Wound when making a Strike. If the Character Fumbles their Strike and rolls the Weapon Dropped result treat it as if they rolled the Off Balance result instead. If the Character suffers a Weapon Broken result they sustain a Wound.

Strength: As user
Special Rules: Dual Wield

Shock Fist
Shock Fists are heavy electrified gauntlets designed for the large builds of Gen-Mods. They strike with the weight of the glove and the force of the Gen-Mod behind it while simultaneously delivering a charge like a shock baton. A Prod Gen-Mod can charge headlong into a press of Breakers leaving a trail of convulsing bodies to be restrained by their unmodified co-workers. If the Character using a Shock Fist Fumbles their Strike and rolls the Weapon Dropped result treat it as if they rolled the Off Balance result instead.

Strength: 3
Special Rules: Dual Wield, Heavy, Shock
There you have it. Give them a try and let me know what you think.
-Nick