Showing posts with label Scenario. Show all posts
Showing posts with label Scenario. Show all posts

Wednesday, 14 December 2016

Wrapped for Trouble a free USEME Festive scenario

Hello USEME fans! 

The festive range at 15mm.co.uk is great fun and it expanded again this year with a fourth new code and as before that means a new USEME scenario adding to the stable of the Terminus Arc, Abominable Weather, Branch Face and Cold Thing. We present the forth themed winter scenario. Our last new content of the year and releases too.


Wrapped for Trouble - A scenario for two players or solo play. While the Malmute Mercenaries face their own troubles at the Hegemony station across its far side a new faction has entered the fray. Snowmen, Xmas Trees and Snow Monsters all try to prevent a horde of Psycho Presents from reaching their own rendezvous at the station! 



CLICK HERE to download the scenario from our dropbox account for free as a PDF to your computer or device. Its easy and great fun and will only need your of miniatures some dice and about half an hour of your time. Excellent! 


You can download all of the festive scenarios from this special link HERE if you are lacking any. 


You can find the Festive Range on its own page of our website HERE 


If you do not have a copy of USEME UM001 15mm Science Fiction you can get it on our website as a download HERE. 

Merry Christmas! 

GBS

Wednesday, 16 November 2016

Psycho Presents new to the 15mm Festive Range!

Its that time of the year again!  Our 15mm Festive Range is back to stay and with a new code too. We present SN04 Psycho Presents!  Yes, you read correctly.  Total madness.  So we have Evil Snowmen, Killer Xmas Trees and Snow Monsters too plus a sample bundle with saving too.  On top of this we collect here the three USEME free scenarios featuring our festive miniatures.  Enjoy by reading on and hitting the links and by going HERE too.  The range will be online all year from now on..but we will not mention it until November next time we promise!  



SN04 Psycho Presents
This code contains five different 15mm scale white metal miniatures. Our armed to the teeth animated wrapped presents suitable for any festive themed scenario or army. Each of them stands about 10mm tall and poses are pointing Sten Gun, holding Blunderbuss, Polearm, firing Sten Gun and Machine Pistol. You can choose a pack or choose the Value Blister (Psycho Present Sack) where you get 20 Random Mixed Presents with a 10% saving. All miniatures are supplied unpainted and without bases.  Some Assembly may be required with miniatures.  Go HERE.


SN2016 Seasonal Fun Sampler Pack – Save 10%  
This collection code gives you one of every pose in the 2016 SN Festive 15mm Range.  The pack contains five SN01 Evil Snowmen in five poses, three SN02 Killer Xmas Trees in three poses and two SN03 Abominable Snow Monsters in two different poses plus a sprue of Christmas hats and five different Psycho Presents too.  Unique and fun with a lot of uses from a festive themed army to a post apocalypse campaign, arctic warfare or even science fiction and more.  Supplied Unpainted and without Bases.  This collected code saves you 10% off single purchases.  Go HERE.


SN01 Evil Snowmen
This code contains five different 15mm scale white metal miniatures.  Our not so friendly snowmen suitable for any festive themed scenario or army.  Each of them stands about 10mm tall and poses are hat with hatchet, top hat and candy cane, wool hat and rifle, saucepan and scarf, severed head and knife. Supplied Unpainted and without Bases. OR  Evil Snowmen Horde this code contains twenty 15mm scale white metal miniatures taken from five different poses. The bumper value pack saves you 10% off list price! Go HERE.


SN02 Killer Xmas Trees 
This code contains five 15mm scale white metal miniatures in three poses.  From one side these approx 22mm tall trees are nice and friendly with sparkly baubles and paper bands adorning them but turn them around and horror they are all teeth and doom!  Unique and fun with a lot of uses from a festive themed army to a post apocalypse campaign and more these monsters will get your opponent's attention for sure. OR Killer Xmas Tree Forest this code contains ten 15mm scale white metal miniatures in three poses. Supplied Unpainted and without Bases.  The bumper value pack saves you 10% off list price! Go HERE.


SN03 Abominable Snow Monsters 
This code contains two 15mm scale white metal miniatures in two poses.  These are both one piece and come with a separate sprue of two Christmas Hats which may be mounted on the miniatures or left off. Abominable Snow Monsters approx 35mm tall these creatures are covered in fur and have sharp claws and even sharper teeth. Unique and fun with a lot of uses from a festive themed army to a post apocalypse campaign, arctic warfare or even science fiction and more these beasts will add some scare to your games.  OR  Abominable Snow Monster Gathering this code contains six 15mm scale white metal miniatures in two poses. Supplied Unpainted and without Bases. This bumper value pack saves you 10% off list price! Go HERE.

There are several free resources for USEME from previous winters using the Festive Range.  Three great scenarios.  Click on the links under each to download them from our Dropbox Account.  Each uses UM001 15mm Science Fiction for its rules.  All written by myself.


Cold Thing. Click HERE


Branch Face.  Click HERE


Abominable Weather.  Click HERE

We wish you the best of the season and we do plan to expand this range by another code each year as we have done in the last three years.  Crazy, odd and mad miniatures but they are fun and that matters to us.

Thanks for Reading,

GBS

Monday, 14 November 2016

Free USEME Scenario - Uplink 404

Today we give to all you 15mm science fiction wargamers out there a brand new free scenario for USEME.  Uplink 404 is a small scale mission between Corporate Ashigaru and Security Force Alpha all about a Maginot Turret.  A quick and fun scenario written by Thomas Hamilton.  You can see the USEME Range HERE in print (for the moment) and all as paid for PDF downloads too.  This scenario uses UM001 15mm Science Fiction.


Click HERE to download this fun and free one page scenario from our Dropbox account.  Enjoy!


If you like free scenarios for USEME a quick reminder that you can get the whole Terminus mini-campaign arc of scenarios from us.  Linked up and great fun and written by myself just click HERE to download it.

Thanks for Reading and well done Mr Hamilton!

GBS

Tuesday, 16 August 2016

Defending the Village scenario and battle report for AoMaS

Welcome to Andy Jefcoate's sixth article for Age of Might and Steel the 15mm fantasy wargame system.  This time Andy presents a two part scenario and battle report for the game called 'Defending the Village' using Goblinoid and Human armies.  You can find Age of Might and Steel (AoMaS) on our website HERE as a download and if you mised any of the previous articles in this series you can find them all easily in this search tag link HERE. We hope you enjoy and all comments or emails are most welcome. GBS


AoMaS Scenario - Defending the village

Having completed the HOB1 Human Starter Settlement set of 15mm buildings I was very keen to use it for a scenario and having also completed Goblin and Human armies I decided to have a Human force coming to the rescue of an outlying village as Goblin raiders move to attack.

The Scenario 
I decided to use all five buildings in the set together as one settlement and marked out an area 9" square in the exact middle of a 6' by 4' table. It's important to be clear on the boundaries of the village as I wanted it to count as rough terrain for movement purposes, count as a defensive position for a unit that charges or is charged while completely in the village (to represent house to house fighting), and it may also be critical to decide who wins the scenario. I used mdf tiles with paper printed to represent cobbles glued to it, but you could simply use a piece of paper or cloth cut to the appropriate size.

Other scenery wasn't important to the scenario goals so I decided to place a road from one short table edge to the other and passing through the middle of the village. I then used 2 hills and 2 areas of light woods with 1 hill and 1 area of light woods positioned by each player.This will be used purely to break up the table so you can use as much or as little terrain as you have available and you are happy with.

Each force will then deploy anywhere on opposite long table edges up to 6" on to the table.

The game was set for 6 turns with the Goblin raiders going first. You could set a higher number of turns but using only 6 means that neither army can delay and both players need to be decisive.

The Opposing Armies
The forces I used were set at a 400 points limit maximum which worked perfectly with the units I have, but the only limit to this is your figure collection and the size of playing surface available. As both forces would have to manoeuvre, no artillery pieces were taken by either army. The human force was a little bit light on points, mainly because the goblin force took 4 monsters whereas the humans only had 2 but as the monsters on the human force were both magical I felt that this evened out the points difference.

Goblin Force
General (45pts), Magic User (50pts), Hero (35pts), Hero (35pts), Goblin Knights (9 stands of heavy foot = 27pts), Goblin Spearmen (10 stands of medium foot = 20pts), Goblin Archers (8 stands of archers = 12pts), Wolf Riders (10 stands of light cavalry = 20pts), Wolf Riders with bow (6 stands of mounted archers = 15pts), Trolls x3 (Monster = 35pts x 3 = 105pts), Manticore (35pts).
Total 399 points

Human Force
General (45pts), Magic User (50pts), Hero (35pts), Hero (35pts), 2 Handed Swordsmen (9 stands of heavy foot = 27pts), Templar Infantry (9 stands of heavy foot = 27pts), Halberdiers (10 stands of medium foot = 20pts), Handgunners (8 stands of archers = 12pts), Mounted Templar Knights (9 stands of heavy cavalry = 31.5pts), Pegasus (35pts), Griffon (35pts).
Total 352.5 points

This scenario would easily work with other armies. There is no reason why Elves or Dwarves wouldn't want to save a human village as they are their allies or you could also have an Orc or Goblin force trying to save their own village. There is an excellent set of Goblinoid buildings in the HOB2 Orc Starter Settlement that could be used instead. 

Victory Conditions
The objective is to have control of the village.

Major victory
- One force has completely destroyed the opponents units.
- One force has a unit completely within the village with no opposing units touching any part of the village. This will count as a major victory regardless of losses. 

Minor victory
- Both armies have units within or touching the village boundary. The winner is the army with the highest points value of stands completely within the village. This will count as a minor victory regardless of losses. 
- One army has a unit touching the village and their opponent doesn't. This will count as a minor victory regardless of losses.

Any other situation will count as a draw.  

END

With the scenario now in place I give you a battle report where my own playing out of the scenario is presented....


Battle Report
The General surveyed his forces. His infantry had marched hard to reach the village in time but his scouts had just come in to say that the Goblins were in sight. The villagers had barricaded themselves in their homes but it would be a close run thing as to who reached the village first. There was no time to rest his force so he gave the order for his units to assume their attack formations and advance at the double! He prayed for victory as he cantered his horse towards the unit of templar knights...


Turn 1
It was agreed that until the first unit made contact with the enemy no activation rolls would be needed.

Goblins - The Manticore was attached to the wolf riders, while 2 Trolls attached to the medium infantry and 1 Troll attached to the heavy infantry. The wolf riders and wolf riders with bows both moved to the left flank at top speed, with the latter in a march column in order to provide passing volleys. 2 heroes went with them. The archers and the magic user moved to the left of the village. The general then took the medium infantry straight towards the village with the heavy infantry moving to the right. 

Humans - The Pegasus joined the medium infantry to add to their speed while the Griffon joined the heavy infantry on the left flank. The Knights moved to the right to guard that flank with the general following up behind. The handgunners and magic user moved up to support them on their left. The medium infantry moved towards the village with a unit of heavy infantry on either side, the 2 handed swordsmen to the left and the templar infantry to the right. 1 hero went with the medium infantry while the other moved to their right with the templar infantry. 


Turn 2
Goblins - The medium infantry continued the rush towards the village but didn't quite reach it, while the heavy infantry continued their slower advance to the right. The archers and magic user also moved forwards to try to get in range. The wolf riders with bows rode around the edge of the woods with the aim of passing the handgunners on their flank next turn. Finally the wolf riders charged the knights. Although they are light cavalry charging heavy cavalry the attached Manticore gave them a magical attack and the fantasy races unique rules for goblins means that wolf riders get +1 to their dice roll in hand to hand combat. In the end both units lost 2 stands.

As the first units had made contact, it was now necessary to make activation rolls so it was important that units had leaders within their 12" command radius. 

Humans - The magic user cast a Shield spell on the handgunners that she was attached to meaning that enemy ranged attacks had a -1 modifier on their dice roll. Unfortunately the fear of the enemy bearing down on them caused the handgunners to then fail their activation roll but although they were disorganised, they remained in place. With the help of the Pegasus the medium infantry reached and entered the village, while the heavy infantry continued to move up to either side of them.   

Finally the heavy cavalry charged back at the wolf riders but due to a low roll the knights lost a stand while the wolf riders only lost 2 stands. 


Turn 3
Goblins - On the right flank the heavy infantry failed their activation roll despite the general being in range but remained in place disorganised, while the medium infantry moved into the village.The archers and magic user also moved up to get into firing range.

The wolf riders with bows passed between the knights and handgunners who received their passing volley. Due to the shield spell the handgunners only lost a stand though. The wolf riders attacked the knights again. Due to the Manticore's magic attack and a good dice roll the wolf riders only lost a stand but the knights lost 3 stands.

Humans - The magic user recast the Shield spell on the handgunners, while the unit wheeled round to face the wolf riders with bows on their flank but failed to down any with their shooting. The 2 handed swordsmen on the left flank continued to advance and the medium infantry reached the middle of the village despite the reduced movement it caused.

The templar heavy infantry charged the goblin archers and just managed to reach them. The defensive fire didn't cause any damage but in hand to hand combat the heavy infantry lost a stand while the archers were lucky to only lose 2 stands.  The cavalry combat continued on the right flank. Despite their heavy losses a herculean effort from the knights meant that they only lost a stand whereas the wolf riders lost 3 stands. Although the goblins still had the Manticore, only 2 stands of knights and 2 stands of wolf riders remained.


Turn 4
Goblins - The wolf riders with bows continued to move around the handgunners. Although they finished their move in range the handgunner's defensive fire failed to cause any hits while the goblin's shooting downed 2 more stands of the humans.

The medium infantry charged the human medium infantry in the centre of the village. The humans were halberdiers so were treated as having polearms which reduced the effect of the goblin attack and as both units were within the village it was agreed that the modifiers for a defensive position would cancel out. The result was that the goblins lost 2 stands and the humans lost 4 stands.

The magic user was attached to the goblin archers and cast True Flight to boost their shooting but they failed their activation roll and retreated disorganised so could not fire. 

The heavy infantry moved forward again to try to counter the 2 handed swordsmen but their failure to move last turn meant that they were still a fair distance away. The combat continued between the wolf riders and the knights. The goblins wiped out the remaining knights but lost 2 stands themselves so were also destroyed. Only the Manticore was left standing facing the human general who luckily hadn't attached himself to the combat.

Humans - The general moved back behind the rapidly reducing handgunners for defence and the magic user cast Shield on them again. The Shield meant that the goblins defensive fire didn't cause any damage before the handgunners fired back at the wolf riders with bows downing 2 stands.

The Templar heavy infantry moved towards the goblin archers whose defensive fire didn't do any damage. A disaster occurred in the village where the human medium infantry attacked the goblin medium infantry losing a stand themselves but doing no damage to the goblins at all!

Finally the 2 handed swordsmen charged the goblin heavy infantry. They made up for their comrades in the village by losing 1 stand themselves but removing 4 stands of goblins.


Turn 5
Goblins - The Manticore moved to join the wolf riders with bows along with a mounted goblin hero.
The magic user cast Fright on the goblin archers meaning that if the human heavy infantry charged them they wouldn't get a charge bonus. 

The goblin heavy infantry planned to charge back at the 2 handed swordsmen but failed their activation roll retreating back towards their general disorganised.  The medium infantry again attacked the human medium infantry in the village with the goblins losing 2 stands but the humans losing 3 stands. The wolf riders with bows continued to move around the flank of the hangunners and their passing volley took down another 2 stands of humans. The goblin archers fired at the templar heavy infantry bearing down on them and removed a stand of them.

Humans - The general remained behind the handgunners and the magic user continued with her Shield spell.

The 2 handed swordsmen charged the flank of the goblin medium infantry in the village losing a stand but removing 2 stands of goblins. The medium infantry then also fought the goblin medium infantry but lost 2 stands for the cost of only 1 stand of goblins. This wiped the humans out leaving just the Pegasus.

The templar heavy infantry charged the goblin archers. No stands were lost from the defensive fire and in combat despite the Fright spell the humans only lost a stand but destroyed 4 stands of goblins. 
The handgunners wheeled round to track the wolf riders with bows but their shooting didn't do any damage.


Turn 6 
As the scenario was set for 6 turns this was the last turn but due to the high losses on both sides it looked as though it would be decisive.

Goblins - The general moved towards the village and the magic user cast Inspire on the archers to bost their activation score as they were now below 50% strength.  The archers failed their activation roll despite the magic users efforts with the roll of a 1 and then routed with a second roll of 1! The heavy infantry moved towards the village to contest ownership but couldn't quite reach it. 

The medium infantry continued to fight the 2 handed swordsmen but only removed a stand of humans compared to losing 2 themselves. As this left only the goblin command stand then the unit was treated as destroyed despite the Troll that was still attached. Had there been a further turn the Troll could then attach to another goblin unit.

The wolf riders with bows left the 3 remaining stands of handgunners alone and also moved towards the village. Being light cavalry they had enough movement to reach it but couldn't charge the human infantry as they are mounted archers. They attempted a volley against the 2 handed swordsmen but didn't do any damage. 

Humans - The general moved towards the village and the magic user cast Inspire on the handgunners to boost their activation roll as they were also below 50% strength. The 2 handed swordsmen wheeled into the village facing the goblin table edge.  The templar heavy infantry then wheeled around the edge of the village putting them on the goblin side of it.

Finally the remaining handgunners moved as fast as they could towards the sanctuary of the village.


Result
This was a minor victory to the human force. Both armies had units within or touching the village but the human heavy infantry had more than half of the unit's stands within the village whereas the wolf riders with bows were only touching the edge.

Conclusions
Although it was a minor victory for the humans this battle could have gone to either force. The goblins were unlucky with the number of failed activation rolls especially with the heavy infantry failing to move at an important time. Then when the same unit lost 4 stands against the 2 handed swordsmen this was probably what won the game for the humans.

The goblin wolf riders performed well against the human heavy cavalry and the wolf riders with bows showed how they could be a very useful unit for breaking up an enemy line and disrupting their plans. 

It would have been interesting to carry the game on to see who was left standing. 

The human heavy infantry units were both down to 6 stands each although the 2 handed swordsmen had a Griffon attached and the templar infantry had the Pegasus. The handgunners were no longer effective being only 3 stands.

The goblin heavy infantry despite only having 5 stands left now had 3 trolls attached so was the strongest unit left on the table (as long as they could get some decent dice rolls!). The wolf riders with bows were behind the human lines and although they had 4 stands left the also had the Manticore and a hero attached. 

The General and his standard bearer sat on their tired horses at the edge of the village. The Goblin heavy infantry and lumbering Trolls had just disappeared from view and he knew from experience that the few remaining Wolf Riders would soon follow. The Goblins hadn't had much time to do damage to the houses or hurt the villagers who were bringing food and water to his battered troops. It had been a costly victory with around two thirds of his men being lost and it was impossible to pursue the remaining Goblins. All he could do was fortify the village as much as he could and await reinforcements. 

Thank you for reading.

Andy

Thursday, 9 June 2016

Three new free USEME sci-fi scenarios by Vic Dobson!


All of us at 15mm.co.uk are delighted to present to you three new free scenarios written by veteran wargamer Vic Dobson for the USEME rules system.  Ideal for use with UM001 USEME 15mm Science Fiction the first title in the series (you can get this and the other USEME titles as paid for downloads as well from HERE) these three scenarios are based around Vic's collection of miniatures taken from the HOF range, the SHM range and the Loud Ninja Games range of figures.  Click on the links to visit these ranges and the rules system.

There are near a dozen titles in the USEME range of wargame rules covering many genres.

 
Download the three scenarios from our dropbox account in a zip file by clicking on this link HERE. Each of the scenarios presents a different challenge and level of complexity and playing time. Here is a quick run down of each of them.


Scenario One – Recon Run
Recon Run is a two player game of USE ME. In this small game two reconnaissance teams encounter one another and battle to gain information whilst denying it to the enemy!


Scenario Two – The One that Got Away
The One that got Away is a four player game of USE ME. In this small game, as the local gang boss meets with a dangerous but useful hireling, and the local authorities seek to arrest  both, whilst some bounty-hunters plan to gain their reward, and new arrivals add complications to all sides …


Scenario Three – The Raid
The Raids a two player game of USE ME. In this small game a small but elite Chuhuac special operations’ strike team endeavours to destroy a shield regulator defended by the local planetary security teams.

Enjoy!

Thanks for Reading,

GBS

Tuesday, 15 December 2015

Abominable Weather a free Scenario for USEME

Hello USEME fans!

The festive range is back online until early January and that means a new USEME scenario adding to the stable of the Terminus Arc, Branch Face and Cold Thing.  We present the third themed winter scenario.

Abominable Weather -  A scenario for two players or solo play.  Can a back up team of Malamut Mercenaries make it across the snow plain to the Hegemony Station following their buddies while a group of invincible bobble hat sporting Snow Monsters try to eat them?

CLICK HERE to download the scenario from our dropbox account for free as a PDF to your computer or device.  Its easy and great fun and will only need a handful of miniatures some dice and about half an hour of your time.  Excellent!




You can find the festive range on our Deals and Offers page until early January 2016.  You can find the whole USEME System on its own page.  We used UM001 USEME 15mm Science Fiction for this scenario.  You can also find it as a paid for download on our blog HERE for 5.00USD.


Merry Christmas!

GBS

Friday, 27 February 2015

Concepting and Developing the Ikwen

On the 4th of March 2015 the latest expansion to the growing and respected Loud Ninja Games miniatures line will be released.  Eli Arndt has earned himself a reputation as a great guy, a keen hobbyist and a deliverer upon promises made.  If you missed the first look posting on the Ikwen then go back one post and have a look.  Otherwise you can read on to learn about the concepts and ideas behind the Ikwen that have taken them from the mind to the page to the hand and to the mold.  So here is a link to the Loud Ninja Games page on 15mm.co.uk and from here it will be in Eli's own words:


Over a generation ago, the planet Kwiell was set upon by aliens bent on exploiting the natural resources of the planet. The planet’s native population, the Ikwen, found themselves suddenly enslaved and their society rocked as they were enslaved, put to work and in many cases hunted and killed.  The Ikwen have spent decades in frustrated servitude to these invading overlords, hedging on their beliefs and their close-knit kinship ties to get them through. It was only when the invaders sought to remove their spiritual identities that they found the courage to rise up and go to war.

The conflict began as acts of sabotage, ambushes and in some cases organized resistance but as time went on it grew into a very real, very active militia war. Weapons were procured through theft or the trade of the very resources they had been robbed of. Groups of soldiers took to the wilderness, the highlands and steppes where they enlisted the locals there into their fight. Ancient desert fortresses and settlements were once more turned into homes for fighters and their families. Ancient warrior traditions and less-spoken of factions found a renewed place in the world.

The Ikwen are one side of an asymmetric war against a higher tech, invading enemy. They fight in a less organized, militia style, utilizing acquired weapons, not of their of own manufacture.  While we see them as very much freedom-fighting indigenous life forms, use them as alien invaders, allies, mercenaries or even lower tech indigenous forces for more organized warfare.


Designing the Ikwen, I have always had an image of their conflict in my mind, even if I have never quite assigned an enemy to them (this has become part of their appeal). In their back story they are an exploited indigenous people, rising up to fight for their home world. Part of exploring this back story has been trying to visualize what this world and their conflict might look like. To this end, I have been working with my concept artist, Todd Ulrich, to do some art that depicts their fight.

In the above picture we see several Ikwen moving through the rocky terrain of their home world. In the foreground three militia fighters move cautiously passed a long-downed flyer of alien origin. The foremost fighter packs with him a case containing extra ammunition. His companions can be see carrying Huli blades and assault rifles purchased from arms dealers, likely with valuable natural resources.  In the background, the other Ikwen are engaging an overhead enemy. The rocket launcher, hunkered down behind a half buried industrial rig is firing off his first rocket. After that, he can eject the spent canister from the disposable frame, dropping the second canister into place. ready to fire.  I hope that you enjoy this art from Todd Ulrich. As the Ikwen miniatures progress, I hope to have some more art done. 

The Ikwen range is designed to represent one side of a conflict against an undetermined foe, making them ideal opposition force for any range of miniatures as they are not designed to fight any specific force. This is not special, in itself, but what makes their weapon design tough as a militia force is that they have no pre-made world from which they would have sourced their irregular arsenal. When considering how to arm them, the decision was made to give the Ikwen weapons that were analogous to the weapons seen in terrestrial militia forces, but not human weapons. A balance between form and function had to be reached and with the help of artist Todd Ulrich, I think we did just that.


Todd took my notes and together we came up with what you see above. With the exception of the blades (Huli) the other weapons are very much cousins to weapons we know. Assault rifles, sub-machine guns, shotguns, and the rest of the cast are here. All familiar, but looking like they were made in a factory far away. This will allow them to fight any force of miniatures enemies and not have to worry about having weapons that are too human or too alien.

In a lot of ways the weapons were picked based on how they would look in the hands of miniatures. I can see Ikwen swinging around their Huli or lugging around the suitcase-like reloads of their rocket launchers while they scurry around, snapping off shots with their rugged assault weapons, all in a desperate play to fight whoever players pit them against.





The Ikwen do not wear conventional clothing because they really have no biological or societal imperative to do so. Having evolved in the environment in which they exist, unlike humans who evolved in warmer climates and then left that behind, the Ikwen are already protected from their environment by then nature of their bodies which include a small degree of natural body armour (e.g.thick, knobby skin). They have no external genitals either, so no reproductive parts to keep safe. They do wear religious clothing in the form of the breach cloth Zkoot. Another element that keeps them from covering up too much is that they breath through slits in their abdomen that are concealed under the scale there. As for body armor, it comes down to availability, the same sort of availability that limits the amount of body armor seen in current day Earthly militia/rebel/insurgent/freedom fighters. We see very few examples where such groups are equipped beyond the basics of war - a gun and some ammo.

Zkoot. My background in gaming starts as an RPG guy and this has stuck with me all along. I usually end up on the GM side of things and as such world building, character developing and background fluff are sort of second nature to me. This comes out in my miniatures projects as well whether it is my own gaming or designing stuff for release by LNG.

When developing the Ikwen, it was important form to manifest some sort of cultural elements in their designs. One of the easiest ways to do this in miniatures is through distinctive articles of clothing. In the Ikwen this came out as a sort of ceremonial cloth worn around the waist called a "Zkoot". 


Every Ikwen receives a Zkoot at birth. It is the first and last thing they will ever wear. The Zkoot is tied into their belief system and the Ikwen believe that they record the events of their life to be proclaimed when they enter the afterlife and join their ancestors. To die without a Zkoot is to be denied the afterlife. 

Zkoot are worn tied around the waist in a way that allows a wide panel to hang between the legs. This panel displays patterns and symbols that identify the family ties, community and even nationality of the Ikwen wearing it. The Zkoot is worn at all times except when being washed or repaired and even then certain rituals must be upheld in the way it is maintained including restrictions on materials, folding and storage. Holy men among the Ikwen do not wear the Zkoot around their waist. Instead they wear their sacred cloth draped over their head and shoulders, shrouding their faces. In this way, interaction with the holy men is not with them but directly with the lineage displayed on the Zkoot and thus the ancestral line of the Ikwen.

Because of the connection with the afterlife, the absence or loss of a Zkoot is a serious crisis for Ikwen. Those born outside of traditional family bonds or who are orphaned often have no Zkoot and live marginalized lives. Those without Zkoot or "Hadzakoot" are often looked on as untrustworthy, false, even corrupted as they are seen to have no accountability. It is no surprise that Hadzakoot are often involved in criminal dealings and other undesirable lines of work. It is possible for a Hadzakoot to acquire a Zkoot in some cases such as adoption, special religious rituals and high-level political decree. It is considered an incredibly solemn and selfless act to bequeath one's own Zkoot to another Ikwen and thus surrender ones chances at an afterlife.

Ki-Ki-Zkoot. There are few instances where the Zkoot plays directly into the actions of Ikwen as in the case of the Ki-Ki-Zkoot, a sect of fanatic warriors. Ki-Ki-Zkoot have always existed among the Ikwen but have always risen in numbers during times of great conflict when there is a need for those who are willing to do the things that would shame their lineage.  Ki-Ki-Zkoot surrender their sacred cloths in a ceremony in which they pass them on to an unfortunate soul, bringing them into their families to replace them. While this frees the fanatic of his obligations to his ancestors, it also indentures the recipient of the Zkoot to the great responsibility of not only fulfilling his obligation to his new family but also honoring the warrior who's place he has taken. The recipients known as Yotzkoot often go on to be civic leaders, frequently rising as priests, teachers, or other mentors to their communities. 

Once they have shed their Zkoot, these fanatics are unfettered by societies rules and expectations. They are now ready to fight an unrestricted battle and it is expected that they will do anything and everything to win short of suicide. While sacrifice and extremes are the stock and trade of these fanatics, to waste their lives and the opportunity needlessly is still looked on as taboo. Ki-Ki-Zkoot are often scarred and marked, showing their savagery in open displays. They often carry multiple weapons, including melee weapons.

Mugoda. Every society has it's rebels and those who buck convention. Among the Ikwen, these are the Mugoda or "Shadowy Ones". These Ikwen live by a different set of rules within  proper Ikwen society. They are a sort of under-society that exists to function where a society needs them to - breaking rules, while adhering to their own. In many ways the Mugoda are the organized crime syndicates of this alien culture. 

Like the Ki-Ki-Zkoot they exist to do things that polite Ikwen society does not look fondly upon. Unlike the warrior fanatics, these Ikwen have not surrendered their Zkoot but instead wear theirs proudly and garishly, attaching charms and trinkets, trophies and other embellishment to what is normally a very modest attire. They also pierce their skin with obvious signs of wealth and wear jewelry. To the Mougoda, it's best to live life well because the afterlife is not going to be pleasant. Mugoda afterlife is an eternity of low service and drudgery. It is also worth noting that dealing with Mugoda is allowed by common Ikwen belief as the layer of detachment absolves one of any real guilt. 

The Mugoda figure prominently in the Ikwen's fight as their underworld enterprise allows them access to materials and resources not available to those among regular society. This has allowed them to stockpile weapons and armor, fighting with gear that is often far more sophisticated than the rest of the Ikwen militias. In this way, these criminal syndicates provide a much needed backbone to regular militia, though often at a cost.





The Miniatures. At the end of this process we have the miniatures sculpted by Roderick Campbell. We hope you like them as much as we go.

Thanks for Reading.

Eli

Tuesday, 16 December 2014

Branch Face a free scenario for USEME


Hello USEME fans!

What a hoot we had last week with the free USEME micro scenario Cold Thing with hundreds of you checking out the Malamute Mercenaries and their struggle with the snow made men.  You can see and download this scenario HERE if you missed it.  So this week its the second of the linked scenarios and this time its Killer Xmas Trees in a lobby no one will forget.

Branch Face - A scenario for two players or solo play.  Out of the frying pan and into the...forest.  A diminished group of Malamute Mercenaries find themselves inside the AH Station in a lobby filled with trees...trees that have teeth and will bite back! 

CLICK HERE to download the scenario from our dropbox account for free as a PDF to your computer or device.  Its easy and great fun and will only need a handful of miniatures some dice and about half an hour of your time.  Excellent!


You can find the festive range on our Deals and Offers page until early January 2015.  You can find the whole USEME System on its own page.  We used UM001 USEME 15mm Science Fiction for this scenario.

Merry Christmas!

GBS

Thursday, 11 December 2014

Cold Thing a free Scenario for USEME


Hello USEME fans!

Following up on the re-release of the Terminus micro scenarios for USEME and also the bringing back of the festive range Evil Snowmen and the new Killer Xmas Trees we present the first of two winter themed scenarios.

Cold Thing - A scenario for two players or solo play.  Can a group of Malamut Mercenaries make it across the snow plain to the Hegemony Station before snow made men claw them to the ground and make the mercs...like them....

CLICK HERE to download the scenario from our dropbox account for free as a PDF to your computer or device.  Its easy and great fun and will only need a handful of miniatures some dice and about half an hour of your time.  Excellent!


You can find the festive range on our Deals and Offers page until early January 2015.  You can find the whole USEME System on its own page.  We used UM001 USEME 15mm Science Fiction for this scenario.

Merry Christmas!

GBS