Running the Zombie Gauntlet

 

A few weeks ago a MT (a long time gaming buddy) and I decided to try out frequent LAF contributor AKULAs zombie apocalypse rules, AR:SE (available for free HERE). 

The rules are simple and provide for automated movement for the zombies, like computer game “bots”.  This appealed to the two of us because it meant that we could play semi-co-operatively if we wanted, which sums up the whole zombie apocalypse genre really.

 

 

Preamble

We decided that we would place as much non-ruined urban terrain as we could muster on a 6’ x 4’ table.  We then added 80 or so zombies (ten of which were based in two “hordes”), which covered the table sufficiently to give us a run for our money.  The amount of zombies placed was guesswork, as although we had previously read the rules (satisfyingly short at 2 xA4 pages), we didn’t really have a feel for how effective our heroes would be.  I would rather play a game of a heroic defeat than an easy victory so we erred on the side of more zombies rather than less.

To this we added two Witches and a possibility of spawned zombies spawning as Tanks.  The likely hood of Tanks showing up increased as the game went on.  Although I have a number of zombie “characters” available, we didn’t want to bog down our first game with too many specials, so we left it at Witches and Tanks.

We also specified that Spawned zombies emerged from the zombie horde closest to any survivors (I have dedicated zombie spawn point markers in the pipeline, but they were not available for this game).

A couple of quick notes about the terrain: my modern stuff is pretty crude but functional.  It was originally made under time constraints for use in Heroclix games, which is why the roofs are marked out with a grid.  That’s what the ugly looking white tile spacers are (I really should get around to painting them black).  Eventually I will get around to making some “proper” modern terrain, but as is often the way with these things, the stuff that I have is functional and so “proper” modern terrain never tends to get to the top of the to-do list.  Still, although lacking aesthetically, they buildings are durable and functional, so I wont make any more excuses for them.

Deployment and Table Set-Up

We set up our forces on the South East corner of the table and placed the car park, replete with potential getaway vehicles at the North West corner.  The Survivors were tasked with getting to a specific crashed vehicle in the middle of the battlefield to pick up the vital briefcase of scientists notes.  From there they have to get to the car park where they can hotwire some of the functional vehicles there to make their escape.

L to R: "Silent" Yoshi, Botan, Suzi

MT chose to chart the exploits of some Yakuza survivors.  L to R “Silent” Yoshi, Botan and Suzi.

L to R: Chris Redfield, Leon S. Kennedy, Ada Wong

In an unlikely alliance that could only brought on by impending, walking corpse filled Armageddon I chose to ally the Yakuza with the forces of the Racoon City Special Tactics and Rescue Service (STARS).  L to R: Chris Redfield, Leon S Kennedy and industrial espionage agent Ada Wong.

The view from the South

A shot of the battlefield from the South.  Note the car park in the top left.  That’s where our heroes are headed for.

The view from the North

A shot of the battlefield from the North.  Note  the zombie horde in the centre, just below the overturned yellow car.  Those guys occasionally move around and are lethal if they come into contact with survivors.  Primarily in our game, they were a mobile spawn point.
If you squint, you might be able to see one of the Witches.  It’s the figure with the square base at 9 o’clock to the overturned yellow car.  Witches react to disturbances nearby by shrieking.  This in turn causes shamblers within range of the sound to head toward the Witch.  This is a bad thing.

Northerly view including the Car Park

Another shot from the North, this time showing a little of the car park objective.

Aerial view from the ZTV news chopper

An aerial shot, taken by the ZTV news chopper.

Gameplay

Heading East

The Survivors start by heading north via the Eastern table edge.  The theory was that they should avoid the large concentration of slackjaws in the middle for as long as possible. The more noise that the Survivors make, the more active the living dead become.

Businesslike and professional rolling up of a flank

Leon brings up the rear while Botan beheads a walking corpse with his katana.  Chris gives covering fire as they head to the junction where they will proceed West towards the car which contains the briefcase.  So far so good.  “This is a snap for a international woman of mystery such as myself” thinks Ada as the survivors make short work of any zombies in their path.

The first casualty

As she rounds the corner Ada is attacked by a corpse that has been drawn by the gunfire.  In a surprising display of incompetence, Ada is caught flat footed, while the zed seems to be at the top of its game.  Ada has her throat ripped out in a gurgling spray of blood.  “NOOOO!” cries Leon.  “I never expected our flirtatious will-they, wont-they relationship from opposite sides of the track to end like this!”.

“At least she is properly dead.  She isn’t coming back from that”. Chris advises Leon using stilted, computer game-y dialogue.  Chris then riddles the offending zed with lead.

Objective acquired

Botan is “in the zone” at this stage and advises a stealthy approach as he has heard the crying of a Witch up ahead.  “What are supposed to use now? Harsh language?” says Leon in a predictably action movie quote style as he holsters his pistol.  Silent Yoshi does not speak.

Botan ignores them both and chops up two more undead with  ninja like stealth before he pins a crawler to the ground as he retrieves the crucial briefcase from the crashed car.

The Plan

At this point viewers at home were treated to some expert commentary about the situation from back at the ZTV station, complete with a play analysis.  The circled vehicle is where the briefcase has been retrieved from and the green path is the direction that the survivors have chosen to take to get to the car park and getaway vehicle.

Turning Eastward again

Chris runs forward and clinically dispatches the Witch in their path before it can react.  He then provides cover as the remaining survivors head past the limo and towards the cinema.

The "Horde" in the foreground starts moving...

 A large zombie mob starts to stumble toward our heroes, forcing them to hurry away from it, perhaps a little rashly…

Zombies approach from all sides

 Despite gunning down a number of zeds as they closed, Suzi and Yoshi are forced into hand to hand.  Leon and Chris are unable to help as they keep the other closing ghouls at bay.

The death of Botan...

Botan bites off more than he can chew.  While he makes good account of himself in terms of eviscerated corpses, he is eventually dragged down to his doom…

...and the birth of a Tank!

With a series of bloody, squelchy sounds the thing that was Botan convulses.  With a roar, all of its hair falls out and tentacles sprout from its rapidly growing body. Witness the birth of a Tank.

(In game terms we had been using the AR:SE rules to determine if downed heroes would come back as zombies.  Ada hadn’t but Botan had.  We had also been incorporating a simple incrementing roll to determine when the next zombie to spawn would be a Tank.  As luck would have it, this happened when Botan shuffled off, so he was the one that came back as a Tank.  And all in front of a poster of the Governator.  “I’ll be back” indeed.  Hooray for narrative!”)

 

Decisive action required

 The Survivors have a small chance to re-kill the Botan Tank if they can get to it while it is transforming.  With that in mind the four remaining survivors attempt to circle the Tank and neutralise with extreme prejudice.  Suzi has to riskily dodge away from her close combat aggressors to help out with the tank, but a well timed cartwheel reminiscent of Xiaoyu in Tekken 3 gets her where she is needed most. 

Our heroes repeatedly plug the Tank and barely manage to re-dead it before it gets a chance to get up.  “If its dead, we can kill it!” cheers Chris, confusingly.

Car park bound

 Almost as if our heroes have overcome the main aggressor in the third act, the sun breaks through the clouds (or the camera flash was too close) giving the survivors the strength to run around the side of the cinema toward the car park and salvation.  Chris cheerfully riddles a few zeds that get too close en route.

Bus stop

The survivors jump over the car park wall and line up beside a bus.  Suzi, familiar with hotwiring her own school bus during the many Battle Royale school trips that she has been on suggests that she get the bus up and running.  Leon whimpers self pityingly about Ada.  Yoshi remains quiet.  “Holy $h1t! Its Michael Jackson!” says Chris and heads for the roof of the bus.

Chamone in peace... again

“THAT’S for “Earth Song!” hollers Chris as he empties a clip into the former Prince of Pop turned cannibalistic reanimated corpse.
“Its too late to look at he man in the mirror now sucker!”  says Chris in a failed attempt to deliver a pithy closing one liner.  Zombie MJ’s head explodes in a shower of gore.

Clang!

The bus shudders to life and Suzi floors the pedal, heading straight through the gates with a clang.

Vehicular extermination

Suzi expertly guides the bus over four zombies as the survivors drive off into to sunset.  Billie Jean plays to fade.

 

 

Conclusions

We had good fun with the scenario and rules.  We had a couple of minor rules decisions to make a call on during the game, but as we are both grown ups with a lot of hours gaming time clocked over the years, they were decided upon quickly.

I plan to make cards for each of the survivor miniatures that I use as quick reference for the weapons and abilities that they have.  Having played the game, I have more of a handle on how it works now and I will base the stats accordingly.  I plan to bring a very, very simple points system (as in each character is rated as 1, 2, 3, 4) so that James Bond type characters are distinguishable from some survivor with a two by four.

Next time I will incorporate some Hunters and Jockeys into the mix, along with a different scenario.

Sin Eater Rhino APC #1

Front and Top

Space Marines (and Chaos SMs) should always have a few Rhino APCs in my opinion.  Regardless of whatever is in vogue in terms of army selection for games, a mechanised column of Marines is just a cool image I think.

Front 3/4 View

My Sin Eaters ended up with three Rhinos, the first of which is here.  This Rhino was usually used to transport a Squad of Plague Marines.  This was the second Rhino that I assembled and subsequently become known as the “jacuzzi rhino”. 

Front View

While I still like the first Rhino that I put together (photos to follow eventually) it was pretty austere by the standards of most Chaos vehicles.  Although I deliberately played down much of the more baroque aesthetic that tends to be ladled all over most Chaos armies that I have ever seen, I did get a little carried away with this vehicle in particular. 

Port Side View

In fact as the army went on everything got more baroque really.  Still, I dont think that it looks as silly as the myriad of vulgarly overburdened Chaos armies out there.  Many are so covered in spikes and skulls and impaled bodies etc that the shapes of the models get so indistinct as to ruin the entire look.  IMO, naturally.

Rear View

The concept for this vehicle is silly but sort of fun: Nurgle is synonymous with corruption, illness, rot and bodily fluids and so I decided to make the tank look like it is filled with snot. A very adult approach I am sure you will agree.

Starboard Side View

When putting together an army for whatever reason it is important to have a few centrepieces.  Personally for armies I think that usually the most important thing is a sense of uniformity in the colour scheme.  That can lead potentially too uniform / potentially bland overall look and so it is important to have a few things that draw the eye.  While the conversion of this Rhino was not particularly difficult to do it has over the years probably been the one thing that most observers point out in the army.

Top Down Front View

Top Down Rear View (note the Nurgling swimming with the marine)

Sin Eater Possessed: Squad Nemesis

 

A few figures that I am quite fond of to start 2010.

Squad Nemesis was assembled and painted up for use as a Possessed unit in my Sin Eater Chaos Space Marine force back in 2000.

Squad Nemesis Possessed Marines

GW didn’t make possessed Chaos Space Marine figures at the time (although a lot of their original Chaos Renegade marines from the 80s were very suitable.  I also painted up a unit of those guys for the Sin Eaters, of which there will be photos at a later date) although the Chaos Mutation sprue came out around then.  Subsequently GW made specific metal possessed marines who looked a little like the Mordheim possessed if I remember correctly.

Anyway, I wasn’t that keen on the possessed figures that I had seen up to that point: they were usually predictably heavy on the tentacles and bat wings etc and low on interest factor (to me at least).  With that in mind when I got around to making my own I tried to steer a little to the left of the usual fare.  Unsurprisingly I used Resident Evil as an inspiration and starting point.

Bloated with Dark Energies. WooOOOoo.

I prefer “science” zombies to “magic” zombies and I have liked the Tyrant style super-zombies from Resident Evil since I first saw them.  Therefore they were a big influence on what I wanted my Possessed to look like. 

Although trying to avoid the idea of magic-y things in the context of an army that supposedly represents worshippers of Dark Gods who receive direct aid from their patrons might sound perverse, I did have a few reasons to do so.  Mainly, the urge to have something slightly different from what I had seen already was one.  This was also influenced by the background of the Chaos Space marines from that era.

Corrupted Beyond Recognition

Before then the Chaos Space Marines were regularly portrayed as mindless devotees to their own cults.  A couple of things about this make them less interesting to me: firstly that I don’t like religion and in particular mindless people with a lot of “faith” and secondly the idea of Chaos Marines who are already completely under the thumb of their patron suggests weakness. 

Part of the suggested background for the Chaos Marines at this time was that the different Legions were actually more in a marriage of convenience with their patrons and that the Marines therefore had their own agenda and goals.  This interested me a lot more that another bunch of frothing jihad types.

Raaargh!

So Squad Nemesis was intended to be a group of (relatively) sane Chaos Marines who use pseudo-scientific means to either augment themselves with physical mutations on a temporary basis or use the pseudo-science to temporarily become a host for whatever daemonic energies were doing the rounds.  So I went with a look that involved a lot of cables coming out of the marines backpacks into their bloated and deformed bodies: a little more science than magic.  I think it worked and of the units in my Sin Eater force Squad Nemesis is one of my favourites.

The parts used were Ork arms, zombie heads and guitar strings.  The guitar strings didn’t keep their shape as well as I hoped which meant that they had to be kinked into shape rather than curved.  I would have rather that they were curved but I got over it.

Happy New Year and all that jazz!

Sin Eaters Brother Chaplain Bakul

 

Not very Xmas-y, but what can you do?

Brother Chaplain Bakul of the Sin Eaters

Brother Chaplain Bakul of the Sin Eaters (note the eeevil Rosarius)

According to the 40K fluff, all of the original Chaos Marine Legions bumped off their Chaplains during the Horus Heresy.  The Word Bearers held onto their guys (they became Dark Apostles if memory serves.  Big into their false idols those Word Bearer scamps). While I understand that GW wanted to give the Chaos Marines their own identity and feel, I do think that the idea of a eeevil Chaplains of the Dark Powers leading Space Marines into battle is potentially fun.  With that in mind I put this guy together on a whim in 2001 or so.

Likes his skulls does Brother Bakul

Lots of Skulls on the Shoulder Pad and the Backpack Nozzles

Brother Chaplain Bakul is entirely plastic and is covered in enough skulls to make a rocker blush.  It reinforces the Chaplain skull motif I suppose, although spiky skulls are perhaps my least favourite element of GW Chaos stuff.

Yet More Skulls on the Shoulder Pad and on his eeevil Crozius Arcanum

I don’t like the way that GW have canonised the colour schemes for Chaplains (black), Librarians (blue), Techmarines (red), Apothecaries (white) etc.  I think that the additional colours can ruin a palette and are often unnecessary. 

 Additionally, GW policy seems to be to cover the relevant miniature in that colour when perhaps just a little of it would suffice (for a good example check out the jarringly blue Librarian that features with the Blood Angel Terminators in 3rd Ed Space Hulk.  It ruins the effect in my opinion.  And don’t get me started on the Blood Angel yellow helmet=Assault, blue helmet=Devastator thing.  Ugh). 

The Chaplain is the least offensive of the marine specialists in that regard as adding some black to a scheme isn’t as disruptive as adding an actual colour to it.  Still, when I added a Chaplain to the Sin Eaters I wanted to use the minimum amount of black to make him stand out a bit without ruining the army uniformity.  I think that it worked fine.  Not brilliant, but not awful in my opinion.

“Bakul” apparently means “sweet smelling”.  Ho, ho, ho etc.

Iacon Guardian Squad Nephtys

Old GW metals

Two Iaconian Guardians

The Iacon Craftworld was the last 40K army that I painted, and it broke my heart 😉

A bit of an aside here, bear with me:

The first army that I painted for 40k back in my teens was Eldar.  I have always been more interested in the creative side of the hobby than the gaming (although I love that too) and as such always chose what forces to play based on one of two things: either they were the figures that looked the nicest to me (Eldar) or that I thought that I could have a lot of fun with them as a modelling project (Sin Eaters).

Squad Nephtys Guardians

Squad Nephtys Guardians

I played a lot of games with the Sin Eaters and they were pretty well regarded aesthetically.  That meant that when I finally got around to doing another Eldar army that I wanted to do “a good job” on them.

The Sin Eaters each took a very long time to paint and although it may not look like it, the Iacon guys possibly took even longer.  Painting that gold took ages and it doesnt even show.  Oh well.  They still look good I think, they just dont really look as good as they should considering the time spent on them.

This army was a turning point for me when I decided that the painting methods that I was using were too time consuming and that I needed to rationalise the process more.  That principle has continued up until the present day.

Nephtys Gunner and Guardian

Nephtys Gunner and Guardian

There is a vaguely Egyptian theme running through the force (it isnt really that visible other than colour choice in Squad Nephtys) that should hopefully be more apparent in some of the other units.

Hephtys Gunner and Star Cannon Grav Platform

Nephtys Gunner and Star Cannon Grav Platform

The hand painted symbol on the cannon fairing is repeated on the right shoulder plate of each squad member.  Although the plates used varied from squad to squad, that variable glyph motif continued through the whole force.

Nurglings

Nurglings

Nurgling Swarm

Nurglings featured in my Sin Eater Chaos Space Marine army from day one.  For some reason which I cant put my finger on I have liked (if that is the right word) them since I first read about them in 1989.  Its probably the fart and other biological function jokes.

Tide of Decay

Tide of Decay

I spent way more time painting these than they really required.  I like them though.   They variety and character in the figures made them painting them more entertaining than it would normally be.  They were originally based on large GW titan bases, in preference to the horrible square WHFB bases that they were supplied with.  Once the large, circular 40k base was released I rebased them (and turned four bases into eight in the process).  Go me.

Sin Eater Chaos Dreadnought – Brother Tankorr

Brother Tankorr

Brother Tankorr

As early playtesting went on using my Sin Eaters (way back in 1999) it looked like getting a second Dreadnought on the table would be fun.  While Brother Rhinox was made more or less exclusively from the basic metal chaos Dreadnought kit, Tankorr was made from a metal Imperial Dreadnought, albeit an Imperial Dreadnought with loads of spiky death metal type junk stuck on.  Examples above include the spiky panels on the main housing and the tombstone-for-a-face.

Tankorrs huge and ludicrous close combat arm.

Tankorrs huge and ludicrous close combat arm.

Tankorrs arms were made from spares from the kit that was used to make Rhinox.  The left arm above had an Ork Choppa and two Necromunda Pit Slave weapon arms attached.  I also added another pit slave chainsaw bit to the front of the body on that side for good measure. 

In the above shot you can make out bits where some of the many spikes attached to the figure used to be attached, only to have broken off at various points over the years.  The lesson here is simply not to bother sticking those things on in the first place.  If Tankorr gets away with it it is simply because of the zombie-like, dilapidated look.

Rear view.

Rear view.

Plasma Cannon

Plasma Cannon

I like the combi-bolter mounted on Tankorrs shoulder for some reason that I cant put my finger on.   I also like the silly zombie hands bursting out of the ground, “Thriller” style.

Sin Eater Terminator Lord Zarak

Lord Zarak

Lord Zarak

Lord Zarak is pretty ridiculous looking really, but I like him all the same.  I had had a chaos terminator captain figure for a while but hadnt got around to painting him.  He was an older figure than those used in Squad Romero and was a little more slight.  I wanted to give him something that would make him stand out dramatically from the other Terminators, but didnt know what.

It dawned on me to use parts of the whip arm thing (cant remember what it is called) from the parts left over  from the Brother Rhinox kit to make the inner “thumbs” of his scorpion-like Lightning Claws.  The larger, totally OTT parts of the claws are made from bits of a plastic dozer blade from some Imperial tank bit or another.

3/4 view showing some arm detail.

3/4 view showing some arm detail.

The piping coming hanging below his arms is a bit crude but whatever.  It was simply made from bent paper clip.  The Nurgle logo on the shoulder was made from bits of styrene rod and strip.  The trophy pole is a bit taller than the poles on Squad Romero which helps to identify Zarak as the boss while simultaneously making him that much more ridiculous looking.

His name comes from the binary bonded nebulan partner of the Transformer Scorponok.  Scorponok himself invariably has big scorpion claws for hands in all of his iterations, so obviously that is where that comes from.  The original G1 Scorponok also had a sunglasses type look that I crudely emulated with a green stuff “visor” over Zaraks eyes.

I painted Zarak about a year or so after I painted the other Sin Eater terminators.  By then the painting method I was using to get the base colours was slightly different.  In the context of the grubby look that I was looking for it doesnt really make much difference.  I have always found that when painting a large number of miniatures with the same scheme that the style changes as I progress, usually in an effort to speed the process up.

Sin Eater Chaos Dreadnought – Brother Rhinox

 

Sin Eater Dreadhought: Brother Rhinox

Sin Eater Dreadnought: Brother Rhinox

Like many geeks, I like robots and power suits.  Dreadnoughts and Titans  have always been a big 40k draw for me.  As a result one of the earliest miniatures that I painted for my Sin Eaters Chaos Space Marine Nurgle army was Rhinox.

Portside Power Claw

Power Claw

Rear Shot. Just greasy looking metal really.

Rear Shot. Just greasy looking metal really.

Twin-Linked Lascannon

Twin-Linked Lascannon

There was only one weapon fit appropriate for a Dreadnought in those days: Twin Lascannon & Power Fist/Claw (I have no idea what, if anything makes Dreadnoughts competitive in the current 40k tournament climate, nor do I wish to know).  There wasnt a twin-lascannon model available for Chaos Dreads then so I chopped up the twin-autocannon in the box and replaced it with two weapons cut from a Space Crusade dreadnought (I think). 

Possibly I should have added more detail to the muzzles of the cannon while I was adding the trim that had been removed when cutting the autocannon off.  On the other hand it does give the gun a pretty primitive and brutal look that is very suitable.

Other than the Lascannon arm the figure is unconverted apart from the added scuffs and dents etc.

Mines, Bombs and Boobytraps

"Achtung! Minen!"

"Achtung! Minen!"

 I am in the process of assembling a lot of smaller pieces of characterful terrain to give my tabletop gaming a little more visual interest and to function as encounter markers, scenario objectives etc.  Trixie and the Zombie Crows are other parts of the same project.  

Unexploded Bombs

Unexploded Bombs

With that in mind I picked up the limited editon box of Mines, Bombs and Boobytraps that GW released in conjunction with their Planetstrike promotion this summmer.  I have very little interest in ever playing Planetstrike but this little set was too cool to pass up. 

Mines

Mines

 I got the lot (22 pieces) painted up over the course of an evening in front of the TV.  They provide interest on the table and look good I think.

Boobytraps: note the concealed grenades

Boobytraps: note the concealed grenades