Plunder and Fighting HG03_02 released

Plunder and Fighting HG03_02 released

The new version of this one has just been released with a full re-write of all the Arcs to build in the same new stuff from the others. The bystanders here act a little differently as they may join one side or the other, plus a few more differences as befits swashbuckling pirates, like a major injury meaning a shiny new hook or a wooden leg!

u/DinoHorrendous — 6 days ago
▲ 15 r/HG_AdventureSeries+1 crossposts

Schedule

The updates are going better than I had expected so I have updated the schedule to reflect that. I will get two more done in October and the last two in November.

I’m also going to be able to add another two Arcs when I do the update to The Wardens of History, bringing that up to 8.

Also, with Department U already in good shape and not due to release until 1st December, that has given me some space to work on Back to the Daylight, so I’ll start dropping more info about that over the next couple of weeks. I think it will need some solid testing, so I hope to get some of you interested in helping with that!

u/DinoHorrendous — 14 days ago

It’s all a bit Grimm

Yep, I’ve been messing about with plastic kits again! Department U of course doesn’t mention them by name, but you can align all the characters with options in the rules … if you wanted to.

u/DinoHorrendous — 19 days ago

Filling dead air

Well then, I note this sub has over 50 members now, so I feel bad that I don’t more to say, but I am plugging away at the updates, and I’ve told you all about those so there’s nothing new to talk about.

On the good news side, Protect and Survive is all done and ready for the final read through, probably after one more read of With Great Power. I think I’ve also done well at keeping the rest of them in sync so the only thing missing is the re-write of the Arcs, which means I should be able to get them done a bit quicker than I thought. I’ll see how Plunder and Fighting goes but I believe I can get them all done by the end of November. Oh and I’m going to add two new Arcs to The Wardens of History while I’m updating that one.

With Department U well ahead of track for its December release, this should mean I am likely to be able to start talking about Back to Daylight by December, if anyone fancies some Playtesting over the holidays. It’s going to be quite different, even compared to Call Security! so will definitely need some eyes on it.

Anyway, that’s all for now, hope everyone is doing well, whether you have time for some gaming or not.

reddit.com
u/DinoHorrendous — 20 days ago

Other changes

Working through all the core updates has driven some Edition specific changes, either because I’ve decided that the only optional rules I want are those dependent on specific types of terrain or a significant change to the way the game is played. In some cases that meant just dropping the optional things but for most I have folded them into the main rules. Here are some specifics:

Protect and Survive

Starting with a random assortment of weapons is now in the main rules.

Some incidents have additional Wandering Beasts.

I’ve also found that re-writing Arcs without the random incidents has fundamentally changed the story in a few of them, so I hope you like them.

Plunder and Fighting

Now has a table for things that happen to the crew during the voyage from their secret base.

Robbie the “cabin boy” still appears despite having removed the rescue random incidents.

There is the chance for a crew member to lose a body part as part of the new casualty system.

Reputation has changed to be more about their interactions with Bystanders.

Join the Posse

Bystanders might get involved.

One Arc now has different volunteers each incident.

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u/DinoHorrendous — 23 days ago

Next up

October 1st will see the release of the new Superhero edition, With Great Power …

It will also see the release of the big update to Protect and Survive.

Both include all the new core rules, the 10 single character scenarios, more characterisation, the increasing difficulty as you go from Arc 1 up, and the section for keeping your team and taking them into a new arc. If you have the new version of Call Security! or We Need Your Best Squad, I’d be very interested in what you think and whether you like the changes?

u/DinoHorrendous — 26 days ago

We Need Your Best Squad HG06_2 Released

The update is out now on Wargame Vault.

All the original Story Arcs have been re-written so that they no longer include randomly rolled scenarios, to make them completely focused on the narrative. There is also more use of objectives in scenarios, where you are locating things or investigating to find out information you need.

You will also find more involvement for the bystanders, where they are now uncovered from the markers like the adversaries, and are often under threat, making it more important that they leave the table, but your team can now encourage them to leave or even take actions to defend them.

After a scenario you will now determine specific injuries to your characters and use experience points for gaining skills, and there are now details for continuing your team onto another Arc. I have also now added the option to fight a scenario with a single character when they were not available for the main incident.

There have been changes to align all the current series back to the same core rules, and a shuffling and modification of the Arcs so they steadily get more difficult as you go through the list.

u/DinoHorrendous — 28 days ago
▲ 17 r/HG_AdventureSeries+1 crossposts

The Wardens of History

Game 4 - Well at least now we know that the hirelings and the monsters are somehow connected. Fresh reports keep coming in, but we'll start looking for culprits while you deal with the problems.

The next incident is my first broken timeline and I felt like tabling some of my Copplestone Post Apocalypse figures. It’s out in a rocky area and this time there’s a giant humanoid to contend with. I’m also going to try out the currently optional rule that the Team don’t know who is actually an Adversary until they attack them!

Arrival - The Team arrive in 1983, but due to their problems last time it’s a very different 1983 to the one they were expecting. They can’t let that throw them off though, there’s been signs of a huge humanoid in the ruins of a once prosperous town, and they are also expecting at least some of the locals to start shooting at them any minute. The Warden is a little concerned that two of the security team, Beta and Delta, seem to have been thrown off by the nature of this timeline, but he’s got a strong team with Alpha and Bruiser to take the lead and Mags along in case of trouble.

Round 1 - Braced for anything in this desolate land, the team move slowly forward to flush out anyone around. Although the team were sure they could hear movement, nobody appeared.

Round 2 - The keep cautiously moving and undercover an innocent bystander, but before they can even ask her about the so called “giant” any doubt of its existence is banished as they can see it themselves! Bruiser gets a shot off and just manages to hit it while the rest try to make some sense of what they are seeing. Then there is chaos, the giant starts directly towards the team, the bystander runs out in front of it, and two adversaries pop up out of the ruins!

Round 3 - Beta shoots an adversary, Bruiser can’t shoot the giant for fear of hitting the bystander, so instead bellows at the woman who thankfully gets the message and runs off. The rest of the team are torn between the huge monstrosity and the bad guys with guns, but Alpha takes out an adversary with a single shot leaving Delta to wound the giant, and Sinjin to shoot at the giant but manage to miss it! The adversary wounded by Beta takes cover, and the giant seems confused by all the loud noises and the pain of being shot and does nothing, but in the mean time another bystander and another adversary appear.

Round 4 - Beta shoots the adversary again, both Bruiser and Sinjin hit the giant but it’s still standing! Then Alpha’s firearm jams and Delta tries to shoot the new adversary but misses! The two adversaries fire back and wound team members, while the giant decides he’s angry about these pains he keeps feeling and picks a fight with Bruiser and causing him a wound. The bystander they can see is heading away and is joined but another and then a third, though Alpha is sure that last one had a gun and threw it away.

Round 5 - The Warden shoots the giant and it finally succumbs to its wounds. Beta gets a fatal hit on his opponent. Alpha hurries over to pick up a weapon from an earlier downed adversary while Delta takes a shot at the other adversary and misses, but Bruiser manages to land a wound. With the giant lying there plain as day, Mags decides to try and go and convince the bystanders that there’s nothing weird about that!

The only adversary in sight is not put off by his wound and shoots Alpha again. The three bystanders are wandering all over the place. No other characters are sighted but the team figure there are probably more around somewhere and they’ll have to track them down.

Round 6 - Alpha is re-armed and shoots the guy who has been firing at him, the Delta makes up for missing with a headshot. Mags convinces the nearest bystander that they should leave and not breathe a word of this and is congratulating herself on her oratory when she realises that Beta has come running up behind her, maybe having some influence on the bystander’s decision? Bruiser and the Warden start hunting for other onlookers as one bystander heads straight for them but the other one, off in the distance just drops down dead! Still nobody else has shown up.

Round 7 - Mags orders Beta to sweep left and heads for the oncoming bystander for a quick chat, but he’s having none of and wants to argue, so Bruiser decides to get involved, which has the unexpected consequence that the fellow pulls out a gun! Luckily Alpha has been paying attention and shoots him, but this will not help them fix the timeline! The gunman doesn’t like his chances though and heads away from them all … but towards Beta! Delta spots movement but it’s another bystander and she’s just about to relax when she realises another adversary is behind them! Then a shout from Beta alerts the team to yet another, and hopefully final, adversary over on their left.

Round 8 - Beta shoots the new on the left as Bruiser takes out the once bystander now adversary from behind. The Warden shoots the one behind them, as does Delta, but Alpha’s recovered weapon also jams on him! The adversary at the rear desperately looks for cover, but can’t find any, the one on the left shoots back at Beta but misses, while the bystander seems to be trying to sneak away.

Round 9 - Two more shots into the hapless adversary at the rear sees her off. Two shots into the one on the left doesn’t. A long chat with Delta convinces the bystander to leave quietly. The remaining adversary decides to fight it out and shoots Beta again.

Round 10 - Beta finishes off the final adversary, and so the area is finally clear for the team to deal with the huge body.

Aftermath - “Well that was a bit hairy at a couple of points, but we all came through it, and it seems we did well enough to fix the timeline, so I am pleased with our performance and this time so are the top brass!”

u/DinoHorrendous — 29 days ago

Progress report

Happy to report that the update for We Need Your Best Squad is making good progress. Now that all the games will include a section on what happens to your team between Arcs, I’m making sure that the first Arc in each is quite straightforward and the level of complexity and difficulty of the Arcs increases as you go through them. This means I have switched the order and details of some of the Arcs a bit in Squad to achieve that and I’m just adding all the new incidents to the Arcs that had random ones before. As long as progress continues like this I hope to release it next weekend.

Then I’ll need to finish off With Great Power before starting on the update for Protect. Though in the mean time I have been messing around with Wardens a bit, continuing on Department U (hence the continued work on Dresden and Grimm characters though I stress the game only takes those as inspiration, I can’t actually use the characters of backgrounds in the rules), and some stuff for Grey For Now Games.

Hope everyone is doing well, I’d love to hear from you.

u/DinoHorrendous — 1 month ago

Playtesters?

Department U is now at a point where all the rules are drafted and so is the first Arc, so it is ready if anyone wants an early look at it. Due to be released in December.

As a reminder, this is urban fantasy, set in modern times, with your group of Fixers including a couple that have magic of psionic powers.

They will face different types of weirdness, but the first Arc is a cult breeding very dangerous beasts (Ravagers) that of course get out of control. In keeping with the “mini agnostic” theme of the series, the Ravagers can be anything you feel like, but there are two levels, the fast moving Juveniles and the slower but more deadly Adults.

The main difference to the other Editions is the stat UNK (Unknown) that determines how a Fixer handles the appearance of an Adversary, and whether they pick up a personality problem along the way.

It also has all the other changes currently being rolled into the earlier Editions.

Message me if you’d like the draft, including your email address if I don’t already have it.

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u/DinoHorrendous — 1 month ago

Department U

If you know who this is, that will give you a clue to the feel of the game that is the upcoming Urban Fantasy Edition.

u/DinoHorrendous — 1 month ago

Call Security! HG01_2 released

The first of the new round of updates has just been released. As a reminder:

All the original Story Arcs have been re-written so that they no longer include randomly rolled scenarios, to make them completely focused on the narrative. There is also more use of objectives in scenarios, where you are locating things or investigating to find out information you need.

You will also find more involvement for the bystanders, where they are now uncovered from the markers like the adversaries, and are often under threat, making it more important that they leave the table, but your team can now encourage them to leave or even take actions to defend them.

After a scenario you will now determine specific injuries to your characters and use experience points for gaining skills, and there are now details for continuing your team onto another Arc.I have also now added the option to fight a scenario with a single character when they were not available for the main incident.

Specifically in this addition I’ve added arresting, brought wandering robots into a few Incidents, and have done away with paying for things with reputation.

I’ve also swept through and made sure the various tables are more common across all Editions.

u/DinoHorrendous — 1 month ago

The Solo Mechanics

It’s been a couple of months since I talked about the mechanics and we have many more people now, some who may not even have a copy of any of the games, plus the updates are coming soon with some tweaks, so I think it’s worth going through it again.

The key idea behind the Adventure Series is that I wanted it to be “truly solo”. You control a team of characters that you can actually get invested in, hoping they survive and pick up skills, cursing when they take injuries that may hamper them with niggling problems, and being mortified when one actually dies. You don’t feel that way about the adversaries, you don’t think about what they are going to do, you just hope it goes badly for them.

This starts with the principle that many refer to as “I go then you go”. Firstly I didn’t want you to have to remember which figures have acted and which haven’t, so every Round always starts with all of you characters acting. This also allows you to operate them as a team, so for example each character can decide who to shoot at after they see what their team mate did, allowing them to gang up on a stubborn target that just won’t die.

This then leads nicely into the idea that every other character on the table is “reacting” to what the team has done, all driven by simple 1D10 tables. I have had it said that sometimes what an adversary figure does seems “wrong”, but how can it be? You don’t know what they are thinking, and in fact you don’t care, you care about your team!

Which brings me to other major point about “true solo”, what do you gain playing against another real player? Surprise. So we need to bring the element of surprise to the table. This is primarily achieved through setting the table up with Markers rather than figures. Until a team member gets sight on a marker you don’t know what’s there, if anything. Indeed in the updated versions you won’t even know if it’s an adversary, a bystander, the special character you were looking for, or indeed in some genres a monster that has just wandered onto the battlefield! Oh and the markers might move and turn up behind you, or you may need to locate something and find an additional adversary lying in wait, so don’t think it’s a cakewalk.

Also, the Arcs themselves now build a story with little twists and turns. Bystanders might get in your way, or might need protecting, or just being told to get the heck out of there. You might need to investigate something, find something, get somewhere. The result of one battle can have an impact on the next. Meanwhile the number and quality of the adversaries is ramping up, as each game builds towards the finale!

The third point is the action. I know some people want really “crunchy” combat where you roll to hit, roll to see if it gets past armour, roll again to see if the target got hurt. I don’t. I want to roll once and be told what happened. I want there to be fun things that happen, like a jammed gun, an unexpected good shot, a dropped sword, a shot hitting the tree, but without rolling loads of dice. I want things to “happen”, so the system is loaded towards that and I make no apologies for it.

I designed these games because what I was seeing available just didn’t quite fit what I felt a solo game needed. I can’t promise these will fit what you think, but I’m open to thoughts and I am committed to keeping on building this series, as you’ll see if you scroll back through these posts.

All the best, Dean

reddit.com
u/DinoHorrendous — 1 month ago
▲ 49 r/u_DinoHorrendous+3 crossposts

Swashbuckling Pirates

Game 12 - Now it’s personal

An opportunity presents itself for the Barracudas to strike back at their rivals as their ship is in the harbour with a skeleton crew on board. Time to go and do some damage! 

The Captain leads Zeb, Harry, and Nutter onboard from the dock, while Salty Bob and Big-boy grab a rowboat and sneak on at the other side.

Round 1 - Zeb hops up onto a stack of crates to get a good look around, immediately spotting four of the other crew, including their First Mate. As they seem to be coming from both ends of the ship, the Barracudas also split up. Harry is the first to fire, hitting one of the other crew and this starts the mayhem as three of the scurvy dogs fire back and all hit their targets! Plus another one of them appears. 

Round 2 - Harry charges at the one who has just appeared but takes a smack from his musket for his troubles. Big-boy goes up and over some barrels catching his opponent off guard and disarming him, but finding two more buccaneers behind there too. Nutter decides that being shot isn’t much fun and takes cover. Salty Bob heads for the guy who shot him, while the Captain and  Zeb both fire at the First Mate and miss!

The First Mate fires back at Captain Bart but also misses. The one Big-boy hurt just stays out of the way while his two mates fire, one of them knocking Big-boy over. Despite the fact he got the better of the fight with Harry, that lily-livered scoundrel withdraws but Harry is left facing the one he shot instead, which he does better against and wounds again. Meanwhile another buccaneer appears down the other end.

Round 3 - Have the Barracudas bitten off more than they can chew? Salty Bob gets a cut at his opponent but finds there are two of them. The Captain and Zeb go for the First Mate and his pal. Big-boy scuttles behind the barrels. Finally some good fortunate though as Harry and Nutter double-team the poor fool in front of them and they cut him down.

Salty Bob gets lucky too as the guy he wounded leaps overboard and the other one fires at him but misses. Then there’s another splash as the one who had fought Harry also heads over the side, although yet another buccaneer appears down that end now. Zeb takes a musket ball while the First Mate and the Captain start to duel, with neither getting the upper hand yet. Big-boy meanwhile hears the heavy footfalls of three of the dogs heading his way! 

Round 4 - Harry goes straight for the new foe and kills him outright, leaving Nutter free to head towards the trio looking for Big-boy. Big-boy sees help coming so clambers up the barrels and leaps down on the rear-most buccaneer, knocking him flying! Sadly Salty Bob meanwhile has been bested by his remaining opponent and is out of the fight. The opposite happens with Zeb and his opponent is out, while the Captain draws first blood on the rival Mate.

The First Mate bravely fights on, but takes another cut for his troubles, while Salty Bob’s nemesis heads for Zeb. Big-boys floored opponent scrambles up and gets the nearest mast between the two of them while one of the other guys chasing Big-boy seems surprised to find there is nobody behind the pile of barrels, while the third has been distracted by Nutter and turns to fight him instead, with neither getting the upper hand. 

Round 5 - Harry gets the guy by the mast, Nutter gets the better of his opponent, the Captain wounds the First Mate again. Zeb and Big-boy though both attack only to find they end up getting cut. All five scuffles continue as the buccaneers refuse to give in, resulting in the First Mate succumbing to wounds, Nutter cutting his opponent down, Zeb winning a round, but Bigboy and Harry losing. 

Round 6 - It’s five against three now and as the Captain goes to help Zeb, Zeb lands another wound on his opponent. Nutter and then Big-boy both cut that opponent, who ends up disarmed. Though unfortunately Harry gets cut down!  Zeb’s opponent fights back, but takes a third wound. The guy fighting Big-boy and Nutter is cut down though which leaves the one that took out Harry weighing his options. 

Round 7 - Zeb finally finishes off his opponent before the Captain can help. Nutter and Big-boy attack the last remaining buccaneer, both winning and he goes down too. It’s over. 

Aftermath - Harry is hurt and will need to recover, but Salty Bob is up and about quickly. 

u/DinoHorrendous — 1 month ago
▲ 32 r/HG_AdventureSeries+1 crossposts

It’s a hobby, don’t make it a chore!

Over on the The Lead Adventure Forum (or LAF as it’s known there) is a conversation about painting fatigue after doing a large number of figures in a short space of time, and I’ve seen that being talked about quite a bit, especially by long timers in the hobby.

For me I know that I’m used to pushing myself hard to meet deadlines, so the first thing I promised myself when I retired was that I would not just turn HG into “work” and that I wouldn’t self-impose deadlines. Saying that though, I do still occasionally sit at my painting area and decide I’m not in the mood, so I thought it worth talking that through here, and would love to hear what you think.

For me the most important thing is to give my self permission not to paint! It sounds daft, but it’s something we often forget. So what if you haven’t painted anything for weeks? Is the world going to end? Nope! So it’s okay, don’t sweat it.

If the problem is that then you don’t know what else to do with yourself, remember the hobby is many things. Just planning out a project can be a lot of fun in itself, thinking about the setting, gathering minis, making terrain, rolling up characters, are all fun things to do and are different to painting. Once you get that far, if that hasn’t got you in the mood to paint some figures, well again the world isn’t going to end if you play with unpainted figures! Just dive in and play.

I’ve also noticed that I often don’t feel like playing, but as soon as I start I wonder what was stopping me as I always end up having fun. An average game, even with me documenting it as I go, is usually less than a few hours, and that time flys by once I get going. Again my personal advice, don’t make a meal of it, the terrain doesn’t have to be perfect, it’s the playing that is important. Get rolling a few dice and everything else fades away.

So that’s what I think, but not everyone (or indeed anyone?) is like me, so how does it work for you?

reddit.com
u/DinoHorrendous — 2 months ago

Roster

With the changes for skills and injuries, I don’t think the one line roster is going to work anymore.

Here’s my suggestion for what I’ll put in the books going forwards.

Anything to add?

u/DinoHorrendous — 2 months ago

Call Security - Game 7

As I was rewriting this I got the hankering to get another game on the table. I also went back and calculated the Injuries and Skills from the previous six, which was fun.

Game 7 - Escape into the tunnels

With patrols closing in, the Team needs to find ways to break through, so they regroup near a maintenance area and then split up again with a plan to escape through access corridors.

Bradbury and five others are taking the more difficult route, passing through the maintenance section and disappearing into the access corridors that go all through the station, so that the intruders cannot find them again. He knows there will be intruders here but the plan is to cut through and lead any pursuit away from the others.

Round 1 - It’s quiet … too quiet! Bradbury motions forward McDevitt and Tubb to watch the sides as the rest of them cautiously enter the area. However, the intruders were waiting and without warning, five of them appeared.

Round 2 - The team open up and every intruder gets hit, but Banks is the first to hear the ominous fizzling noise as his weapon loses power.  It evens out as one of the intruders has the same problem, and with another one choosing to seek shelter instead of firing, only three shoot back, but all hit. This also brings out of hiding the rest of the intruders, so it’s now just down to a huge firefight!

Round 3 - The team starts concentrating their fire, trying to decrease the amount of fire coming back. They kill one and wound a couple more again, which sends one of them scurrying away, and again only three fire back as the one without a working gun is charging at them and blocking one shooter.

Round 4 - It takes three of the team to kill the charging intruder, then two more finish off the one behind that one. Banks takes a risk and engages in hand-to-hand combat but is immediately incapacitated which means a team mate is going to have to help him get away! This time only two shots come back though as one intruder decides to seek cover and other is again blocked by one of their own. All the team members are now wounded and to make matters worse intruder reinforcements are starting to turn up at the entry point!

Round 5 - McDevitt heads for the unfortunate Banks, firing as she goes. Bradbury and then Campbell shoot the one right behind them and Campbell thankfully get a kill shot, so there are still two team members left to start putting holes in one ahead of them. Two intruders fire back again as the one cowering behind cover keeps doing that and the one who is blocked still can’t get a clear shot. With another intruder behind them though, the team has got to start moving! 

Round 6 - Abandoning their position by the entry point, Bradbury helps McDevitt take out the intruder standing over Banks, while the other three make a dash to take up positions in whatever cover they can find towards their exit point. The tactic pays off as only one intruder lands a hit, another misses the running target, one ducks for cover, and then one who just arrived leaves again, although they are replaced immediately by another.

Round 7 - McDevitt grabs up Banks and they head for the tunnel while the rest lay down covering fire as they start in that direction too. Another Adversary is killed and one wounded but that’s not stopping them as all three fire back and the team are getting desperately close to having more of them incapacitated! 

Round 8 - As McDevitt keeps going with Banks, Tubb and Campbell seek shelter down the tunnel, leaving Bradbury and Clarke to try and keep the remaining four intruders at bay. It is enough to make another intruder leg it, but there’s still enough return fire to wound them both again!

Round 9 - Clarke gets clear, McDevitt gets Banks into the tunnel and Bradbury has to just get behind cover and out of sight until he can get away too, but thankfully none of the intruders can get him in sight. 

Round 10 - They made it! The team get clear while the intruders hesitate to follow them into the tunnel. 

Outcome - That was close! Banks took a head injury and was lucky it was only minor. However, it is noticeable, since her selfless act getting Banks to safety, that McDevitt has improved resilience.

u/DinoHorrendous — 2 months ago

Updates Schedule

Wow, with all the new tables and re-writing the original Arcs to remove the Random Incidents but add in Incidents that make use of the new rules, Call Security! has gone from 83 pages to 95. That includes the QRS now being 4 sides.

The few poll responses so far are all for We Need Your Best Squad, so I’ll start working on that next.

Once those two are done, and I’ve polished With Great Power for its release, I’ll be able to be confident that all the new tables work and I can start releasing the updates, so expect at least those two in September.

October will see the release of With Great Power and probably a couple more updates.

November will probably be busy with Department U but I still expect to finish updating all the way up to Wardens before the end of the year, probably with Guild last as it will need the most work and I want to make sure it works alongside Back to Daylight.

This means that by the end of 2026, all nine of the Adventure Series will be aligned with all the same set of Core Rules again, allowing me to do new Arcs early next year alongside the final three Editions.

However, this means vey little new things to talk about between now and the end of the year so probably all you’re going to hear from me on here for awhile is game reports and release announcements. While I try to play at least one game a week, that may get pushed by projects I’m helping a different company with, which I won’t talk about here. So, while I may not post very often, I promise I’m still checking in and happy to answer questions, and would love to see your stuff helping fill the void.

Cheers, Dean

u/DinoHorrendous — 2 months ago

Updates - which one next?

As a reminder, the first seven Editions are currently undergoing a major update:

All the original Story Arcs have been re-written so that they no longer include randomly rolled scenarios to make them completely focused on the narrative. There is also more use of objectives in scenarios, where you are locating things or investigating to find out information you need.

Increased focus on bystanders, where they are uncovered from the markers like the adversaries. They are now often under threat, making it more important that they leave the table, but your team can now encourage them to leave or decide to defend them.

After a scenario you will now determine specific injuries to your characters and use experience points for gaining skills, and there are now details for continuing your team onto another Arc.

I have also now added the option to fight a scenario with a single character when they were not available for the main incident.

I’m busy re-writing the Arcs in Call Security! and building all this in is making it feel substantially different, and I don’t think I need to wait and release them all at once, I’d rather start getting them out as soon as each one is ready.

So as there are now 40 members to this sub I thought I’d ask, is there any Edition you’d like to see updated sooner rather than later, for me to do after I finish Call Security?

If there’s no preference they’ll be in the order they were released.

View Poll

reddit.com
u/DinoHorrendous — 2 months ago

With Great Power - Team and Adversaries

Imagine a world where a small percentage of the population have started to develop extraordinary powers. There is no single cause, but it does seem to be on the rise. In such a world the rest of the population might well view such individuals with distrust, never sure what they might use those powers for. 

Now think about a few of these individuals who feel like they ought to be doing something “useful” with their new found abilities, but know they are not powerful to the point where they can take on all comers on their own. They see the dangers around them and are determined to help those unable to defend themselves, but know they can’t do it alone so some of them get together and start to patrol their local neighbourhood, they protect the innocent bystanders while they deal with the troublemakers, even when it starts to feel like maybe they are getting out of their depth. These are their stories.

This Edition is next in the Adventure series and now has a full draft, so will release on plan in early October, hence me pushing ahead to painting figures and terrain for the cover art.

Here are the relevant tables from the rules.

The superhero team aren’t supposed to incredibly powerful, just with a simple power or maybe a combo, which is why they have to band together to fight crime. Unlike previous Arcs, there is no leader but there are three original founding members of the team who might be a little more powerful than the seven newer members.

My team are all from Crossover Miniatures (via Pendraken in the UK), and I created one set of kitbashed Wargames Atlantic Cannon Fodder to cover all four types of hired human Adversaries.

u/DinoHorrendous — 2 months ago