Victorian City continues .... Part 2

I've finished commissioned board I've been working on.

The final three buildings have a gritty old town feel to them. This was and interesting project to work on because my client had a very specific budget and a need for general purpose terrain that would fit all the encounter locations. So I needed to find a way to make nice looking terrain with the time and materials I could allot to the project.

Overall I think they turned out well, using a template helped to save time as did the lack of doors and window frames. The client has been really happy with the building he's received so far and I think these will receive the same response.

In other news, I bought some "Brown Plastic Furniture" from thequatersource.com. My first impression of the kits was that they are really tiny looking. However, after placing them on a "normal" size base it becomes obvious that these are pretty close to the correct scale. I purchased the bedroom, bathroom, den and kitchen sets. On the site these are the cheapest things they sell. The quality is what you would expect from cheap chinese plastic. It's a hard plastic rather than the flexible rubber type so repainting them shouldn't be an issue. I'll probably use these in my western style buildings, since the scale is pretty close. 

For "overscale" buildings I think I'll need to stick with scratch-building my own stuff. Look for articles on building beds and tables in the future.

In the 1800's products like windows and furniture was made to a smaller scale than what we have today. I'm hoping to take my daughter to Greenfield Village this weekend, and get some inspiration for some new projects. In particular the working of the machine shops should give me some ideas for some Union buildings.

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In non-miniature news, BP may have started a chain of events that will bring about the end times if you believe this report. I don't know how much credit I give a site advertising "cheap" ipads. Regardless the whole thing is a terrible mess. Benzene is not to be messed with, as a designer I know many guys who've developed prostate cancer because of the widespread use of acetone and benzene as cleaners and adhesive removers.

And then there's this.

 

Hell Yeah!

Helldorado – The english rulebook is finally available for pre-order. Looking forward to picking this up as the quick start rules seem geared more towards someone who has played the game before. I really like the setting and the models and can't wait to see what the full ruleset is like.

I've made a bit of progress with my skull piles and bone walls. Simply priming them brown and a quick two color drybrush got them to an acceptable level. I think I need to wash them and paint some highlights on to bring it up to a standard to match the rest of the board however.

What is this?

Malifaux – Looks like Wyrd has started releasing wallpapers of some different versions of the Masters. I'm really a fan of the two versions of Seamus. The "hulked" out version reminds me of Hyde from the The League of Extraordinary Gentlemen. Wonder what's up with the headless Justice ... could she really be dead? And is it just me or does that Belle in the background look vaguely like Pandora or Perdita?

Off the painting table ....

Malifaux – Just finished up another Sonnia Crew. This one had an interesting red and purple color scheme which is a bit different than what I typically get requests for. I think they turned out pretty cool. The flame was interesting to paint as my client hates yellow so I had to vary my typical flame technique to skew more to an orange shade.

 

On the painting table ...

MERCS – So I didn't find out about MERCS until well after the game was released. Which is a bummer because the limited edition model that was released with the pre-orders is really cool. So feeling left out I decided to make my own. I started with Kabuki miniatures Bug Hunter and added some more MERCS flavor by cutting up a CCC leader and demo.

Replacing her Alien style gun with the gun from the CCC Demo was fairly easy. I than removed the head and torso from the CCC leader to add to the base. So far I'm pretty happy with the overall effect. 

To hell with it ...

Helldorado – The hell board is just about complete. I finished the waterfalls and did my pours of water effects. Now all that's left is to go in and add some small details. Painting the skull piles, adding ripples to the water and touching up some spots. I'm really happy with how this board has turned out especially since I didn't really have a plan when I started. 

Working in the Stockyard

MERCS – I've been working on building a dedicated MERCS table. Currently I'm feverishly working on building a massive amount of ISO shipping containers. My goal is to have at least ten of these built and painted for games of MERCS. 

What I like about these is the versatility they provide in setting up a table. They stack easily and can add a level of elevation that is consistent and simple. With MERCS using cards to measure it becomes tricky to use more complicated terrain as you can't get the card inside of buildings or around corners etc. 

To go with these I've picked up a Zuzzy mat. These are really great if you don't have space to store a full size table. The mats are nicely detailed and fairly simple to paint. 

Magnets ... how the f@!# do they work?

Malifaux – Recently I began work on a new commission. The customer wanted modular magnetic bases, that could swap models from 40mm bases to 50mm and a set to swap 30mm models to 40mm. The idea being only having to assemble and paint one set of coryphee and two sets of spiders. The desire is for an industrial feel appropriate for the setting.

To begin I sorted through some potential components that would serve the purpose. I settled on industrial grating with field stone. The general feel is similar to some other sets of gothic/technology bases I've seen. After measuring and being sure the models could attach to a removable element of the base, I began construction. 

For the Coryphee I created a platform for the crouching one to stand on and a half globe for the pirouetting one to attache to. The half globe fits into a vent fan nicely. One of my goals for this project was to create bases that could be fully painted without the elements attached and still look good. 

The spiders were going to be an issue. I had to find and element that was sturdy enough to mount them to without them ripping off the base. After looking through my bits I remembered the Hirst Arts pipes. These are chunky enough to fit a magnet and sturdy enough to give plenty of mounting points. 

After completing the base work I began experimenting with magnets. I didn't want to just sink the magnets into the bases, as from past experience they do come lose over time. So I made a quick mold of the base and half filled it with resin. Than I put the magnet in and filled the mold. After a few tries I found the correct depth needed for the magnet to maintain attraction. Next I made a quick mold of the elements and repeated the process. TIP: Mark your magnets with a north and south side before you begin. I didn't do this with my first test and the pieces repelled instead of attracting. While my wife found this hilarious, it's a pain to try and figure out after the fact.

 

World Steam Expo

Memorial Day weekend I had the pleasure of running Malifaux demos both Saturday and Sunday. The event was lots of fun with plenty to see and do. There were several bands that I wasn't familiar with prior to the con, but they seemed pretty good for niche steampunk themed music. The costumes were pretty amazing and I'm sorry to say I forgot my camera when I was walking around the con so I don't have more pictures to share of the rest of the areas.

The vendor room was packed with interesting things. Lots of costumes and accessories, (gears, goggles, fancy hats and what not) I broke down and bought a top hat. However I refuse to pay for "welder's goggles" that have been modified. I'm going to make a pair of my own since the materials are incredibly cheap and I want mine to be Malifaux-themed.

Demos went amazingly well, I started 2 hours early on Saturday because the table was ready. As soon as I set up my demo tables and other gear, numerous people flocked to the tables to ask questions and learn more. Around 5 when the demos were scheduled to start we had a sudden influx of people, with numerous quick demos of the mechanics and an explanation of the game. Well over half of the people that received the "quick demo" came back later to either participate or watch a full game.

Sunday we went none stop from the time the room opened until it closed at 11:00pm. Luckily I had two guys there to help out. Both Trevor and Alan were super energetic and played tons of full demo games. Boiling the game down to a simple game of war with a twist was the easiest way I found to explain the mechanics to non-gamers (which we a had a ton of). It's an easy sell for people who have played Warhammer, Warmachine or another miniatures game in the past. Most of them loved the easy buy-in for a skirmish style game and thought the rules were a breath of fresh air.

Special thanks is in order for both RIW and Pandemonium (game stores in the area). Both stores provided coupons and information for their upcoming leagues. I'm hoping to see lots of new faces at both locations.

In other news, Pandemonium is starting their "Faction Wars" league Monday June 14th. Check the Wyrd forums for more info. And RIW has their Tuesday Tussels every Tuesday night (Malifaux has significantly out numbered the Warmachine players every week...No hate though). If you live in the Metro Detroit Area you should definately try to make it out to either location.

Sweat shop

I'm not sure how those kids in the Nike factory do it. Over the weekend I learned how to use an embroidery machine. My mom is as obsessed with craft stuff as I am with games, so after my sister and I moved out our rooms were converted into something of a sweat shop. Being an old farmhouse there's no AC so the rooms upstairs tend to get a bit warm. (Ok maybe sweltering is more appropriate).

A friend of mine is getting married at the end of the month so I wanted to make a unique gift rather than just give a card with a check. We've been in the same fantasy football league since 2003, so I though I'd make a his and hers matching jersey with their wedding date as the numbers. Seems easy enough, right?

Well my mom decided that instead of her doing the embroidery it would be "beneficial" for me to learn to use the machine. Overall it's a fairly easy process, there's a computer program that you use to convert the art files to embroidery files and then the machine stitches them. Of course it's not really that simple as you need to hoop and measure and watch the machine so it doesn't snag something etc. That said I became intimately familiar with a seam ripper.

The applique process is also pretty time consuming. You first stitch a guide than put the material on and it stitches it down. Next you have to  take tiny scissors and trim the material down to the stitches. You then put it back on the machine and it does the satin stich to finish it off. Once that all done there are a ton of lose threads that need to be trimmed.

The jerseys turned out great and I'm hoping they'll really like them. I mean who wouldn't like matching team jerseys?

In addition to that project I also worked on a custom hockey jersey for Weird Sketch from Wyrd Miniatures. We met at Adepticon and he really liked my "Seamus" jersey and asked me to create a "Teddy" version for him. The jersey looks great as I found a company that sells blank NHL jerseys that are the same as what they wear on the ice. The jersey is almost complete I just need to finish the logo on the front.

Review – Call of Cthulhu Card Game

Recently I had a chance to sit down and give the Call of Cthulhu Card Game a test drive (well not really a test drive since I own it, just got around to reading the rules and playing it). This is a Fantasy Flight game so of course there's some cool cardboard bits and some amazing plastic statues. The core game comes with everything you need to play and try out the various combinations of the seven factions.

Opening the box we find:

155 Customizable Deck Cards (split between each of the seven factions)

10 Story Cards

24 double sided Story markers (One side for wounds and the other side for success)

6 Plastic Cthulhu Domain Markers

1 Game Board

1 Rulebook

The rulebook seems to be a bit daunting at first but once you get through the 12 pages of rules it becomes easier to just explain how things work to another play. Each player choses two of the factions to build a deck, some combinations work better than others as a player can't have evil and heroic characters in play at the same time. I really liked pairing cthulhu with the syndicate, but any combination can work well. You start the game with 8 cards and play three of them as resources, each turn you can then play another resource. The system is similar to mana in magic, but rather than counting on drawing a specific card you can play any card as a resource. This leads to some hard decisions, as once a card is played as a resource you can't use it for anything else. After playing your resource you drain it by placing the nifty statue on the cards. The odd thing here is regardless of how many cards are under the domain you can only drain it once. For example I want to play a green card that costs 2, but my only green resource is on the domain in which I have 5 resources (cards), if I drain it I don't get to do anything with those left over resources. I like this as it forces you to plan ahead as well as the fact that some cards give an additional effect if you overpay for them.

After you've played your characters and whatnot you move into the story portion of the game. In order to win you must collect three story cards. During a players turn they can dedicate characters to a story and your opponent than can respond by doing the same. Each story goes through several phases and a player wins the phase by having more cards with the appropriate symbol on it for a phase. If you get to the final phase without your characters going crazy or dying you gain a token for the story. Once you have 5 tokens on a story you win it and have the option of triggering the event on the story card. Your opponent than gets their turn and does the same the response mechanic is interesting as it's hard to judge what you opponent will do because if they don't contest you, you'll gain two tokens, but if you totally dedicate yourself they can do the same.

I really like the game, my only real gripe is that it only works for two players, trying to modify it for multiplayer games would be a nightmare, so the amount of play it will see is fairly limited. The game does play fast enough to act as a filler between larger games so that's a bonus. The fact that it's a living card game is also cool as you know exactly what you get when you buy the game and/or expansion packs. The downside is even though it is a "living" card game some of the earlier release are very difficult to find and there isn't a concrete date set for reprints.

After doing some research it appears that there is a "official" format for events and deck building which limits you to three of any card. The sets only come with one of any card so to play competitively you'd need to buy three of any core set or expansion. That said I've never seen the game played competitively anywhere and don't find myself drawn to that aspect.

To some it up, this is a good game to bust out with a friend and have some fun. It's fairly quick to learn, yet has a depth of tactics to make it a challenging game. The components are great, the art has a pulp feel and it fits into the mythos without taking several hours to set up and play.

 

 

On the painting table ...

Malifaux – Ah summer, the joys of yard work and weekend events. Which means less time for hobby stuff. So while I have several projects to share/complete it may be a bit longer than usual between posts but never fear, there's stuff worth looking at.

I just started painting a Sonnia crew to go along with the Ortegas that I posted last month for a client. He requested a red an purple scheme for the models so they stand out on the table. So far I've got them assembled, based and the colors roughly blocked in. They're still in need of some serious shading and highlighting, but the basic color is there.

Just plain silly...

Malifaux – This week I decided to break out my Kirai crew, rather than run my standard list I decided to try something silly. I took part in a three player game on my "Hell" table facing both a 35-stone Sonnia and a 35-stone Vonschill list. We deployed in 8"x6" rectangles equally spaced in a triangle.

Here's the list I ran:

Kirai (6 Stone Pool)
Killjoy
Spirit of Lost Love
5 Seishin
Necropunk
Nurse

My idea was to turn Killjoy into a spirit and heal him up with the nurse, than do the same to the nurse and have that nightmare running around the table. I drew the cards to pull it off in my opening hand, however I got overzealous with trying to scare Von Schill back down the water fall, with the necropunk that was in his face turn one. Rather than run away from the thing like I anticipated my opponent doing, he stood his ground and killed it. With Slow to Die I summoned Killjoy, and attempted to run through his crew. Some bad flips on my part limited the destruction and the Nurse and SoLL were to far away to save the big guy.

On the other side of the table I sent Kirai and the Seishin to deal with Sonnia. An amazing turn one saw a Shikome and Ikiryo summoned right in the middle of his crew. The Shikome forced Sonnia to burn through all her stones preventing damage and then the last to not run away when she activated the next turn.  The Shikome died in the following turn, and Sonnia put up Inferno. A healed up Kirai burned through her final Seishin to summon a Shikome which proceeded to kill Sonnia and her explosion wiped out her crew.

The list has some potential to be pretty ridiculous, but I think I burned through my spirits far to quickly and didn't get Kirai anywhere near the action to gain more Seishin. We called the game turn four as it was getting late and I only had the Lost Love, Nurse and Kirai with 1 wound left, on the opposite side of the table from Vonschill, 2 Librarians, and some wounded Friekorps. I think I could have potentially come back given the right draw, but I didn't see a single crow in that last turn and was unable to pull off any of the spells I needed.

Apartment 13 ...

Earlier this week, I had a chance to play a special scenario of MERCS using some home brew rules. The game was really fun and we had a chance to try out maverickman's foam apartment building. 

The terrain piece covers a 2'x2' area and each floor consists of four separate tiles. For our game we started on the roof and had to fight our way out of the building. 

We used the zombie stats that I posted up earlier this month and each chose a five man team. The apartment building was populated with about 40 zombies. Each player randomly chose one member of their team to start. Each round a new MERC would appear at one of the entrance points. The player with the fewest MERCs on the table randomly chooses a new team member to join the fight. In the event of a tie for fewest MERCs, we rolled off the determine who got a new team member. 

The zombies would move one card length towards the source of noise anytime a shot was fired (silent weapons don't trigger a move ie flamer). After all the MERCs activate the zombies move toward any MERC in LOS, attacking if they get within a base. We also determined the zombies moved at the same time, otherwise overwatch wipes them out to quickly. 

The game was a ton of fun and I look forward to trying something similar again. During the first turn all the MERCS were wiped out and became zombies. The next turn our team members were better equipped to handle the horde, but still had a tough time clearing the floor.

Off the painting table ...

Malifaux – Just finished up another Ortega crew for a client. This was my first time painting the Grandma Ortega model and I'm pretty happy with the results. You can see the full crew in the gallery.

Get to the Chopper

To go along with the MERCS/Zombies expansion I've been tinkering with, I decided that there should probably be some scenarios. As much fun as it is tromping a horde of zombies across the board, eventually it's going to get old. So to keep it fresh and fun I've developed some scenarios to accompany the rules.

The first set of scenarios is geared towards having one player control the zombies per the Zombie Master rules. These could be linked together as a mini campaign or just played as one of games.

Scenario 1: Patient Zero

A disenfranchised group of scientists has created a virus which is geared to bringing the Megacons to their knees. In order to develop a vaccination the original carrier must be captured.

Set-up: The table should be set up with several one and two story structures as well as some barrels, shipping containers or other industrial terrain. Each MERCS player sets up on a board edge. The zombie player sets up anywhere 2 card lengths from the board edge.

Mission Goal: After set-up the zombie player notes one zombie to be "Patient Zero." The MERCS player must capture "Patient Zero" by reducing it to 0 Blood while in melee. The zombie player wins if Patient Zero avoids capture or all the MERCS are killed.

Game Length: The game lasts for 6 Turns.

 

Scenario 2: Secure the Lab

Intel has revealed the location of the lab in which the virus was created. The lab must be secured to further research and development.

Set-up: The table should be set up with several one and two story structures as well as some barrels, shipping containers or other industrial terrain. There should be a structure in the center of the table. Each MERCS player sets up on a board edge. The zombie player sets up within 2 card lengths of the central structure.

Mission Goal: The MERCS must capture and secure the lab. At the end of the game if the MERCS player controls the lab (not zombies within the structure) they win. The zombie player wins if there are any zombies still in the lab at the end of turn 6

Game Length: The game lasts for 6 Turns.

 

Scenario 2: EVAC

After securing the needed information, it's time to get out of dodge. 

Set-up: The table should be set up with several one and two story structures as well as some barrels, shipping containers or other industrial terrain. There should be a structure in the center of the table. Each MERCS player sets up within 1 card length of the central structure. The zombie player sets up anywhere on the board at least 1 card length away from the central structure.

Special: Zombies killed respawn on one of the board edges adjacent to the EVAC site.

Mission Goal: The MERCS must get to the chopper. Nominate a 1 card x 1 card section on the board edge or place an appropriate vehicle on the board edge. The MERC player must get his team to the EVAC site or be left to the horde.

Game Length: The game lasts for 6 Turns.

The Rage Sets in ... (A fan-based zombie expansion)

MERCS – So I've been reading Patient Zero and am really enjoying the book. Basically it involves a secret government agency trying to stop a terrorist plot to release a bio-engineered zombie plague on the world. Reading it got me to thinking about zombies in games and if there was anything that came close to recreating the feeling of the book. Unfortunately there's not really a game that caught my interest that does this in the way I want. There are plenty of good Weird War II games around and you can find zombies in just about every game system, but none of them have that 28 Days Later raging zombie which create a better challenge.

Couple that with the fact that I recently got a great deal on some fantastic zombies from studiominiatures.com as well as some neat modern zombies from the Chronoscope range, I really want a fun game to use them in. 

After thinking about it and trying a few different things, I decided to modify the rules for an existing game to make what I wanted to do work. I chose to go with MERCS because I find the system to be fun and some of the mechanics can be used to represent zombies being shot up but not yet dead.

Using a variation on the Black Ops theme of the FCC I developed two different ways to incorporate zombies into your games of MERCS. The first is to use them as a team vs. another player, and the second is to add a random element to your game.

Zombie Master

Using this variation the zombie player picks (5) zombies for each MERC on their opponent's team. You can only ever have (5) of any type of zombie except Zombie Walkers which are unlimited. The game is played as normal with the zombies having access to their Personal Abilities.

Notes:

• Zombies can never Overwatch

• Zombies can not Snap to Cover

Not "Dead" Yet – When a zombie loses it's last wound roll a D10 on a 7+ it remains with 1 Blood

• MERCS killed by a zombie return to the game as a Zombie Walker

Zombie Apocalypse

Using this variation the zombies are uncontrolled and lose access to their personal abilities. For every MERC on the table include 2-5 zombies. Zombies roll for initiative just like players. Players alternate activating zombies. Zombies must move towards the closest non-zombie model in LOS, if no model is in LOS roll a D10 and move the zombie in the direction of the tip of the dice.

Notes:

• Everytime a shot is fired move all zombies 1 card towards the shooter

• MERCS killed by a zombie return to the game as a Zombie Walker 

• Not "Dead" Yet – When a zombie loses it's last wound roll a D10 on a 7+ it remains with 1 Blood

I mocked up some card for the variations on zombies that I could think of and they are available here.

merczombie.gif

 

This is in no way endorsed by the makers of MERCS and should be viewed as a parody. MERCS and the MERCS logo are trademarks or registered trademarks of their respective owner.

Interview – Brian Shotton, MERCS Miniatures

I recently had the opportunity to interview Brian Shotton of MERCS Miniatures. In the interview we discuss the future of MERCS and a little bit of how the game came to be, and get some background from the creator. To learn more about the game visit mercsminis.com

 

TE: Could you give a little background about your company, and a little bit of your "gamer cred"?

 

BS: MERCS started as a minis company. Keith and Tom started making minis just to see if they could. People loved them. They won some TGN awards; next thing you know people are clamoring for more: more minis, more background, and a game. Keith and I knew each other from our day jobs; he knew I played all kinds of games. He asked if I would write some background for the website, and if I thought I could design a game.

I obliged. A couple months later, I invited Keith and Tom over to play MERCS. Everyone had a ball.

Keith is relatively new to gaming. I, on the other hand, have been playing games for more than two decades now. I cut my teeth on AD&D, early GW fantasy, old SSI wargames. Moved to 1st edition Space Hulk, Mordheim, Puerto Rico, Advanced Squad Leader, Fortress America, Shogun (Samurai Swords), Tigris and Euphrates.

TE: MERCS is a true skirmish game with only 5 models per side, why did you chose to limit the factions in this manner? 

BS: We wanted to make the game cheap to get into for one. However, with only five models the stakes are pretty high. I liked the tension only five figs. It was also the average number of people in a fireteam when I was in the army.

TE: For those who don't know the story behind the game could you briefly summarize the backstory?

BS: MERCS is our world; it is Earth circa 2170. Corporations have merged with nations to create giant mega-conglomerates, or what we term as MegaCons. These MegaCons have elite trained security forces called MERCS. MERCS do all kinds of jobs, some on the record some not.

TE: With a limited number of models needed to play how do you envision the game growing? Will there be new models for the existing teams or will you be releasing sets of new factions that don't mix with the existing factions?

BS: All of the above. I can't wait for people to see what we have in store for them. Each MegaCon can have multiple MERCS groups. The FCC has a potential of twelve distinct houses. It is our intention to continuously add to the existing MERCS groups, both with regular team members and special limited edition one-offs.

And the MERCS world is a living world, MegaCons can rise and fall . . .

TE: The models for this game are really great sculpts, could you give a bit of background on how you developed the concept?

BS: Thanks! We are very proud of them as well. The process has evolved a bit, but this is the method that we have found to work well:

Once we have determined where a faction is from in the world and their general play style, it goes into the game test phase. Brian, Kenny and eventually the beta team test play and tweak until they function properly and are balanced. During this time, there may be sketches and concepts roughed up. Nothing is super concrete yet though.

After testing is complete we move into the visual concept. At this point I have a list of each characters stats, such as the weapons they wield or equipment they may have, their armor value, movement speed, etc. It’s most important to be faithful to their in game stats, but other elements like their nationality, location in the world, and cultural history can be referenced as well.

I begin by designing a base armor model. Since all the soldiers are humanoid, I differentiate them mainly by their armor and weapons. Important things to consider are their general silhouette (and how this contrasts against the other factions), form and functionality of the armor, color palette, etc. During this time we also talk about poses we like. I do lots and lots of thumbnails of interesting poses. There's a great deal of trail and error involved. Sometime we'll shoot photos of ourselves in crazy poses and I'll draw from them.

Once the armor is designed, the final characters are rendered, with any variations on the armor made to models that need it. I do spot illustrations to show different angles, and design the weapons at this time as well. Then it's all emailed to one our great sculptors!

TE: In the demo games I've seen (and played in) the Kemvar faction seems to be really strong, have you had any complaints about the power level of the different factions?

BS: KemVar isn't stronger or weaker than any other faction. It simply is a very good faction for beginners to play as their Active Camouflage softens mistakes that beginners often make. As players start to figure out MERCS and their own MegaCon's strengths, the edge KemVar appears to have vanishes rapidly.

TE: Do you have plans for releasing mission packs in the future? The missions in the book are fairly robust but gamers always want more options.

BS: Do we ever. We have plans for a pretty large campaign that will be published and tied into the MERCS world in a number of ways.

I am writing the second MERCS book as you read this. It will have many thing in it (new faction portfolios, additional rules, etc.), but it will be in large part a campaign book. This will tie directly into the fiction that Jennifer Sims is writing now as well (she wrote the short story in the MERCS Game Rules). The fiction, in turn, feeds back into the next campaign book, and back and forth we go. In addition, we'll have side-scenarios in a couple gaming magazines throughout the year that tie back into what people have read and done.

It is ambitious, and I hope we can pull it off. The entire campaign is planned out. It actually feed back into my answer for the fourth questions a little.

TE: Digging through your forums I found some pictures of a melee orientated faction, could you give some details on how they'll play?

BS: sefadu! Yes, they are very exciting. I love their look and their play style. They are very cool looking, fast, and play very fun to play. I can't give many details out, but they rely on their Leader more than other MERCS groups. If he is successful, his team has a easier time hitting targets. THey have a lot of tricks but are still easy to use. I think people will really dig them.

TE: What games have you or are you currently playing?

BS: I have played too numerous games to mention, but I am currently playing K2, Notre Dame, Tichu, Here I Stand, Dominant Species, and 7 Wonders. And a couple games of my own design. 

TE: What are the next Megacons up for release? Should we expect them at GenCon?

BS: sefadu and Keizai Waza are the next two factions. Unless something goes horribly wrong with the sculpts or casting they should both be available at GENCON. After that it is Texico and Ios. Texico is almost ready to launch to my beta players now. Ios is in the early stages of Alpha currently.

TE: In the story from the book, KemVar repulsor tags can target buildings, is it to game breaking for them to be able to do so in game?

BS: Yeah, the same with shooting your own guys. It is one of those things that just doesn't work in a game without really complicating the game to such a degree that we lose a good portion of the audience. Creating a list of what it can and can't stick to is not something I wanted to do. I realized in beta testing them that there would always have to be a line drawn somewhere, so why not draw it in such a way that the rule is easy to remember and follow.

TE: You recently announced several accessories that will be available soon, do you have any other details?

BS: Sure. We are very excited to be working with Battle Foam and Gale Force Nine.

Gale Force Nine will be producing counters for MERCS and printing our maps that we have at shows. Everyone always wants the maps and they are something we have tried to manufacture for quite some time. John came over to our booth at GAMA Trade Show and told us he could do the maps if we wanted to try.

The MERCS Battle Foam bag is going to blow people away. Keith and I are pretty creative guys and when Romeo asked what we wanted to do, we told him. I can't give details yet, but MERCS was designed around the philosophy that a players didn't need to own a small moving van to play our game. We have never been a fan of gaming luggage; the bigger the more we hated it. I think our bag will fit our philosophy very well and introduce something very cool and very different in gaming carrying cases.

We are also very close to doing faction specific dice and retail group packaging. Things are very exciting.

 

On the painting table ...

Malifaux – I started a new commission this week. This time around I'm working on a full Ortega family. This includes the box set and Abuela. 

My client had a very lose idea of what he wanted:

"I want the Ortega clan to look like an actual Hispanic family. So darker skin tones, black or very dark brown hair. For the clothing, please use colors and styles that are realistic for the time and Wild West motif. No wild colors or unrealistic color choices like neon pink for the men's clothing. Purple is my favorite color, but that doesn't really seem to be a realistic color choice for the Ortegas, other than Perdita. I also really like red and blue. I do NOT like yellow. So please use yellow very very sparingly or not at all." 

Following these parameters I began blocking in the basic colors. For the guys I decided to go with blue jeans and brown coats. This is a pretty standard look for the Ortegas and fits with the time period. Painting "hispanic" flesh is a bit trickier and will require some mixing to get the right flesh tone. To tie the models together I decided to use a purple. Perdita is going to be painted up to match the drawing on the box, the guys will have purple patches on their coats and Abuela will have purple tied into the overall pattern on her wrap.

To start I primed the models black and used GW foundation paint to block in the colors. Using the foundation flesh color covers the black in one thin coat and gives a solid base to create the darker flesh color. I washed this with a sepia to begin to develop the overall tone I want. After blocking in the other colors a quickly applied a wash to match the base color.

This time around to do the jeans I'm experimenting with a technique that is similar to watercolor. I started based the model with my highlight color and am applying washes the slowly build up the color. So far it seems to be working really well and is giving a nice look to the model. 

FINISH HIM!

While I don't play a ton of video games there are a few that I follow pretty closely. I've been a huge fan of Mortal Kombat since the first game came to arcades. I fondly remember waiting my turn at Tilt to have a chance at playing the game. Of course the waiting tended to be more enjoyable for someone like myself who was terrible at the game and promptly got beat down by the "king of the arcade," but the memories are still great. 

I remember picking up the home versions for Genesis and having a blast with those games. When four came out for the playstation I was a little bummed. The changes in the game made it less fun in my opinion. The later versions for the Playstation 2 brought back some on the fun for me and I really liked all the mini games like puzzle fighter. Each new version added more stuff and soon the series was bogged down by it. Having different styles was cool and chaining combos between them was fun, but something just didn't feel right.

A few years ago they released Mortal Kombat vs. DC, which was supposed to be similar to Marvel vs Capcom mashing up super heros with the video game characters. While the game was fun, and introduced some cool mechanics like smashing through walls and arial combat, it didn't really feel like Mortal Kombat. Really you could have shoehorned any characters into the game and had a decent time with it.

Now in 2011, Mortal Kombat is back and has cut out all the extra nonsense to go back to it's roots. A 2D fighting game that has tons of gore and crazy moves. After picking the game up last week and playing through about half of the story mode I 'm really impressed. I liked the Konquest mode from previous versions, so having a story that makes sense in a fighting game is a lot of fun for me.

Going online and getting beat down in king of the hill matches is just like wasting quarters at the arcade. The nice thing about this is you can heckle and interact with the avatars of other players while waiting your turn.

There are also a bunch of hidden items, unlockables and other easter eggs that will eat tons of time trying to find them all. The challenge mode is pretty difficult, but mastering it will only improve your skill level.

If you were ever of a fan of the series this is the perfect spot to jump back in spill some blood.