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Viewing 1 - 6 out of 6 Blogs.


Partizan show game report
Posted On 05/26/2008 16:37:59
Well, Partizan was good fun.  We were not selling stuff just there to demo the game. 
 
We ran two games.  The first had two lads that played last year, and a newbie to the rules.  The second game was with 3 young boys of around 10 or 11 years old.  They had a great time. This is there story:
 
The scenario was almost straight out of John Carpenters Vampires. Two vehicles arrive at an old farm house. They have been tracking the suckheads for months and have finally found them.  They know that if they don't hit them now they will lose the nest again.  The only problem is the sun is setting.  Rob gave about 4 turns before the sun had fully set.  All the furniture was left out of the rooms until they entered.  As it was dark in the rooms they could only see a little way in to each room.
 
The team was lead by two FBI agents backed by four other guys with semi-auto rifles and pistols.  As they approached the house a vampire struck out from his freshly dug grave in the garden.  The FBI agents had already made for the porch.  The other guys backed away from the grave and pored fire into the vamp.  The vamp could not press home his attack as he could not leave the shadow of the house and enter direct sunlight. Shots ripped the vamp to peace's.  It fell a bullet taking its head off.
 
Rather than go straight through the front door one of the FBI agents clambered up on to the porch roof.  The other agent went through the front room window kicking down corrugated iron covering the window.  Emboldened by there first kill the group follows the agent on to the porch roof.  On the porch roof Gill knocked down the iron work on one of the bed room windows to find a vampire kid in the room.  The front of the house was in shadow so the vamp jumped out the window to confront the 4 at the window.  The combined fire blasted the child vampire to bits. 
(BTW we are using the Official rules amendment: No character may use more Manna at one time than then half his stability number.  Example a Stability of 6 means a character can use 3 manna per dice roll modification).
 
Down stirs the FBI agent who had gone in the front room window was set about by a two female vampires how promptly tore his throat open and began to feed on him.
 
The FBI agent who was first on the roof climbed up onto the main roof. At the edge of the roof he could lean over and see the attic window.  Feeling heroic and against all advice he decided to swing his legs down and smash thought through the attic window.  Rob decided this would need a 8+ to achieve.  He rolled a 9 and with 3 manna in hand was fine.  The agent dropped into the room, his touch went out as he hit the floor.  As he turned on his touch again I placed the clutter about the loft.  There in the middle of the loft was a large coffin.  Before the agent could react the master vampire leapt from his coffin and using "stop time" was able to get very close to the agent.  He put half a clip into vamp to little affect.
 
In the bedroom the 4 other guys were looking around the room.  Hearing movement outside the room they opened up firing laying down suppressive fire on the door and what ever was behind it.  Unfortunately they hit nothing and the door burst open reviling Rodrego the second most powerful vamp in the house. 
 
Back in the loft the master closed to close combat.  Our brave agent pumped round after round into the master at point blank range right into his face.  I rolled for the Master and got a 1!!! With the new rule limiting manna I just could not save the master.  The shots ripped through the masters spinal cord and he fell dead at the agents feet.  Rodrego sensing his masters death turned and fled.  Two of the vampires feeding on the FBI agent in the front room looked up screamed and fled.
 
So that was pretty much it.  A heroic agent had taken down the master with little trouble when in the last game only two of the 6 humans had survived by running to their truck and driving off.
 

Tags: Vampire Game Wargame Occult Zombie


Occult Wars – A Review (long)
Posted On 05/18/2008 06:57:30

Occult Wars – A Review
By SeattleGamer
I admit it . . . I’m a sucker for anything that will let me game zombies. I can’t honestly say what my fascination is with the little buggers. Perhaps it’s because they were (and remain) the ONLY horror construct which has ever cost me sleep.
Perhaps it’s because my girlfriend was so terrified after seeing Dawn of the Dead (the original) at a midnight movie theater all those years ago, that she insisted I sneak up to her room to check in her closet and under the bed. Who knows?
The point is, when I heard that a new set of miniatures rules were hitting the streets in August, and zombies were included, I knew I had to give them a shot. This review is a result of that purchase, and it’s presented in two parts. The first part will deal with the rules alone; how they look and read, how easy-to-understand and comprehensive and flexible they are, etc. The second part will be an after action report of my first game, putting the rules to the test to see how they actually play. With that said, let’s press on shall we?

Part I – Nuts & Bolts
Introduction: Occult Wars is a set of rules that allow you to fight battles of good versus evil using tabletop miniatures. With a name like Occult Wars, you would expect to find vampires, werewolves and demons included, and you won’t be disappointed. These are included, and more.
The Cold, Hard Facts: Occult Wars, published by Stealthy Spider Publishing, was released in late August 2006 (just in time for my birthday)! Written by Tony Bartram and Rob Webster, they weigh in at 80 pages cover to cover. The rules are presented in two-column format, using a font that is easy on the eyes, and are liberally sprinkled with bits of artwork, tables and examples of play. They are available in printed, CD and pdf formats, for £14.99, £8.99 and £7.99 respectively. They have a web site where you can find out more about the rules, access downloads, check out the photo gallery, follow links of interest, and join their yahoo group. Their site is still under construction, so not all of the features are fully functioning just yet.
Check them out at www.occultwars.com.
I love electronic formats for my rulebooks, so I purchased the PDF download. With currency conversion, it came to $15.47 in US Dollars.

Content: For purposes of this review, I will divide the rulebook into three sections. The first is concerned with character creation, the second contains the actual rules for playing the game, and the last contains rules and tables for character advancement, and other reference materials.

A. Character Creation: There are 23 pages covering this aspect of the game. In clear and concise language, you are presented with 3-4 pages of instructions on how to create human, vampire, werewolf, demonic and angelic characters to form your group. There are also 1-2 pages of special rules to consider when playing “Reborn” (vampires and werewolves) and “Fallen” (demonic and angelic) characters. The rules also cover creation of a mixed group (so you can easily create a group that consists of a highly skilled human vampire hunter, a witch, a demon and a werewolf for instance). A group is anywhere from 2-10 characters, with 7 considered the norm. Also included in this section are 2 pages of rules for creating and using zombies. These are not player characters as such but will typically be handled by the game system itself (or a game master if you wish to use one). All characters regardless of type have certain elements in common. Primary Stats are Reaction, Courage, Shooting, Fighting and Intellect. Secondary Stats are Physical, Stability and Manna. These are all generated by rolling a d12 and consulting a table. The actual number rolled is not the value recorded; the table will tell you what your “bonus” is for that stat based on the roll. This is nice, because it means that a roll of a 4 (bonus +0 for a human) isn’t a HUGE drop down from somebody who rolled really high and got an 11 (bonus +1 for a human). Once the stats are done, depending on your character type you will proceed with the more interesting bits and really flesh them out. For humans this includes birth traits, abilities and job training. Vampires have age, quirks and vulnerabilities, along with dark gifts. Werewolves have quirks, vulnerabilities and dark gifts as well. Demons and angles have vulnerabilities and gifts (no quirks though). My beloved zombies have only traits to assign, but the list is quite comprehensive, and you can easily configure these critters to meet your legend(s) of choice. First Impressions: I was quite impressed with my initial read of this section. The rules are nicely laid out and well written (the occasional typo aside), and the authors make good use of tables. One of the things the authors promise (in the introduction) is that you can create your characters to “fit” whichever legends you prefer. They manage to do this in a very straightforward manner – by using traits, gifts and vulnerabilities that you assign as you wish. This approach is very flexible and easy to understand, without becoming overly complicated.

B. Playing The Game: There are 24 pages of rules covering actual game play, and this includes a page devoted to pre-game and another to game end. The basic turn structure is divided into six phases. First, all players must determine the initiative this turn for each group they control (normally a d12 roll + group initiative bonus). Second, in initiative order, each group makes any tests required due to circumstances (Courage Tests for rattled characters for instance), and activates or moves any members of that group. Third, repeat the second phase for each group until all groups have taken their tests and had a chance to move. Note that characters can be placed in Interrupt mode, which allows them to stop an enemy character in mid-move so they may be targeted. After all activations and movement (and Interrupt shooting) has been performed, the fourth phase requires that all characters roll to determine their individual order for shooting this turn (a d6 or d12 + the character’s Reaction bonus). Ties are considered simultaneous fire. All shooting is then worked out in order. To hit an opponent you determine the range, roll a d12 for each shot you are firing (weapons have a Rate of Fire rating), and apply any modifiers to the result(s). If you equal or exceed your target number, you hit. To determine the nature of each hit you perform a Mortality Test. You guessed it, another d12 roll with modifiers applied. Depending on the roll, a character can be killed outright, seriously injured and out of action, only scratched and rattled, or unharmed. You read that right. There are no hit points to play around with here. This is a simulation of the “real” unreal world where a single shot from a well-aimed weapon can indeed kill an opponent if it hits him in just the right spot! Once shooting is over, close combat is performed in the fifth phase. This form of combat is simultaneous, with each player rolling a d12 and applying their modifiers. High result wins the round, inflicts a hit, and requires a Mortality Test be taken by the loser. As before, results include death, serious injury, rattled, and unharmed. The sixth and final phase is to check for game end (or sunrise) conditions if needed. Those are the basics. Without going into detail, I’ll let you know there are dozens of situational rules to cover a wide variety of other things, from going prone, movement within buildings, and using vehicles, to aiming, line of sight, cover, reloading, running out of ammo, and suppressive fire. First Impressions: I was amazed at just how much was addressed in so few pages. It’s rich in details, while not seeming to be overly complicated. My one worry is the time factor when it comes to rolling the initiative for every character individually before resolving shooting. That may bog the game down, however, there are rules for Group Shooting that allow a cluster of characters to act as one using their leader’s scores, so that may address this concern. Time will tell.

C. Survival, Advancement & Reference: There are 7 pages devoted to character advancement, and another 8 pages covering weapons and equipment tables. This is followed by 5 pages of blank Group Roster Sheets (one for each type of character), a one-page sample of pre-generated characters, and a two-page Quick Reference Sheet. Advancement is based on Manna, which is earned by characters throughout the game (survival, killing an enemy, accomplishing a mission, etc). Manna can be spent during a game to modify a die roll (one point of Manna for each pip adjusted), or saved and spent to acquire new abilities or traits. Some tables are limited to certain character types. There are a HUGE number of items to choose from (usually 20+ per table, and there are 6 tables). Weapons and equipment are obtained by checking for the availability of specific items. Your group is allowed a certain number of d12 rolls on up to 4 (of 12) tables before each game. If you equal or exceed the availability roll, you can acquire a d6 number of that item. If you fail, you come up empty handed. No money is required; the game assumes your group has the means to pay for the goods in question. The 12 tables include Close Combat, Projectile, Gun Shop, Assault Rifles, Support Weapons, Ammo, Armor, Electronics, Police Gear, Optics & Comms, Monster Hunting and Occult Gear. The Group Roster Sheets are nice to have and appear to be well laid out. The 2-page Quick Reference Sheet is a welcome addition and will likely get a LOT of use. There are enough tests and modifiers in this game that a QRS will prove itself quite handy, especially for those first few crucial games where perceived complexity and confusion can make or break a set of rules. First Impressions: Again, I was taken aback by just how much was crammed into this final section. The tables for character advancement are quite detailed, and the mechanism for finding and acquiring more weapons and equipment appears to be both elegant and nicely balanced. The big win here must be the QRS. I can’t tell you how many rule sets I have that don’t come with one of these, and it always surprises me. These are essential to all but the simplest of games, and I was delighted to find one included here. And that’s about it for my review of the rules. I’ve outlined 70 of the 80 pages. The remaining pages include the two covers, a credits page, an introduction and table of contents, several blank pages for taking notes, and a page of photos. But is this portion of the review over? Not quite. I have two more topics to tackle and I’m doing so here at the tail end. I know, I do tend to blather on a bit, so if you wish you can skip this last part and run out and buy a copy of these rules for yourself. But if you do, you’ll miss all of the things I didn’t like. Yes, it’s true, there were a few things I didn’t like. The review above is based on notes I took during my first read through of the rules. In general, my impression was quite favorable, and I outlined how I felt above as I tackled each section of the rules.
But I also made a few notes in red ink, and while writing this review they struck me as something I should address in one lump sum at the end of the review. So here they are:
Negative Impressions: Here are some quibbles I have with Occult Wars. The first three are related to format, the last two involve content and usage: 1 The pdf is not printer-friendly. The pages are all light gray, which means a lot more ink is needed to print these pages. I liked the layout in general and the columns and beams used as a page border, but I wish the bulk of the page had been white. 2 The examples are shown in a box with a dark mottled background, using white text. I found these difficult to read. A black background, or a solid color dark background would have worked better. 3 The font could have been a little larger. It appears that Papyrus 9 point was used, and while an attractive font, it’s a little on the small side. I suspect
that Tony and Rob (and their playtest gaming group) are all youngsters with eagle-eyed vision. But when they get to within spitting distance of 50, wearing corrective lenses to make up for mole vision, they will appreciate how much easier it is to read a nice 12-point font like this one. 4 The only obvious weakness that struck me during my first read through was a lack of pre-game set-up rules. Once I read the character creation rules and mentally crafted my first group, I was all set to dive into game play. I expected a page that explained how to choose a scenario, or at least some advice on table size or terrain placement, with perhaps a list of plot ideas to get a newcomer going. There was nothing like this anywhere. 5 A less obvious weakness was the table listings themselves. I didn’t notice this the first time through, but while writing this review and referring back to some of the tables, I noticed that items are not listed in any particular order. This is an inconvenience. You may jot down on your roster sheet that your character is Eagle-Eyed, but unless you ALSO note exactly what that does for you, the first time you wonder how to use that you will proceed to the Advanced Abilities Table and search for it. Its listed 18th out of 26 items on that table, and only 7 of them would come before it if the list had been alphabetical. It’s counter-intuitive when a list is not in some sort of order – and these tables would all benefit from a simple reorganization when the next edition is released. I said I had two more points to tackle and that was one of them, so that leaves the last point for, well . . . last.
Sex Sells: For those who are a bit put-off by the cover photo (and I confess to being one of them) and are concerned that the rules themselves may not be appropriate for younger audiences, let me put your mind at ease. The game is not about sex. The semi-racy photos on the front and back cover, and the additional page of photos at the back of the book are there to catch your eye, but that’s it. I even conducted a modest search of the text and found no “adult” language. It’s quite possible the game is not suitable for YOUR youngsters based on YOUR moral code. There are vampires and werewolves and zombies and demons and angels, any or all of which you may find offensive or inappropriate for your kids for one reason or another. That’s fine. But it won’t be because the rules are peppered with foul language or nude drawings!

Tags: Occult Game Review Zombies Vampires Wargames


About the rules
Posted On 05/18/2008 06:52:01

About the rules

Occult Wars is a set of rules that allow you to fight battles of good versus evil. You can recreate many of your favourite horror characters portrayed in books, film and TV. Be they blade wielding day walkers, or Muffy slaying vampires with the aid of her crew. If you wish, you can even choose to fight on the side of darkness; have your own werewolf clan or vampire coven. Be a warlock or witch. You choose the legends and background to Occult Wars. If your vampires laugh at crosses and silver then make them that way. If a silver bullet should send them back to hell then build that in to your background. The choice of what traits and vulnerabilities your characters have is up to you. These rules are designed for flexibility and will not tie you to one person’s view of what a monster should be like.

 

Build your group and watch them develop from game to game or weep as your  tenderly nurtured characters die in the maw of some unspeakable monster. Learn the dark arts and become a master of the occult.

 

Occult Wars is a tabletop skirmish game for 2 or more players using from 2 to 50 figures per side. Use realistic tactics to take on vampires, werewolves, zombies angels & demons. It is an easy to learn system that enables you to turn your favourite horror films or role-playing games into tabletop battles. The simple step by step instructions will allow you to create groups of slayers or monsters that grow in power from game to game. All the skills, equipment & weapons your group will need are listed. Simply create your characters, collect your gear & head on into the Occult Wars.

Tags: Wargames Rules Game Occult Vampire Zombie


Zombie war
Posted On 05/12/2008 09:41:04

Last Tuesday we had a zombie game as part of an on going zombie campaign using Occult Wars. There are now a large number of players joined in to a group of 18 characters. Rob our leader has decided an attack should be made against another group within the city. So to that end all 18 members of the group piled in to a large van and a winnebago and set off for the assault.

Our two vehicles entered the city block from sperate entry points. We had decided to make it a snatch a grad raid as we knew most of the other group of survivors (from now on called the "bad guys") had legged it. We knew there was at least two bad guys hidden in the city block. The bad guys had barricaded most of the block but there was still access though a few streets.
Lucky for us as we drove in the noise of the engines meant we rolled that a survivor (none player character) had been spotted so one of my guys jumped from the van to find a rather pathetic staving young woman (I rolled up very poor stats) who wanted to join up with my team.
The van travelled a little further and stopped outside a store. My guy and the new survivor ran to catch up. I don't really know what was happening on the other side of the block with the winnebago.
About 10 men jumped out of your van and started to check out the store by looking though the windows. The store was locked and the noise we made attracted 4 zombies trapped in the store who stared to move towards the plate glass windows. My two men and the new recruit checkout an ally down the side of the store and found a single zombie. All three of my people panicked and ran for the van. One of Bobs guys simply took aim at the zombie with his crossbow and put a bolt straight though its head. The rest of Bobs team stood back from the shop window and opened up with there rifles blasting away at the zombies within. They had short work of the mobile dead and we all set to work clearing the store of supplies. My chaps had now recovered and went to check over a nearby barricade. I could not believe my luck. A second survivor was scrambling over the barricade having been attracted by all the noise.
It was decided that we should check upstairs but with all the noise we were making any dormant zombies would be ready for us. So Rob backed the van up to the store and we got the new young woman we had found to climb up on the van and look through the upper store window. Bobs group moved up the stairs and waited for the signal to burst into the room. The young woman peered through the window whilst standing on the roof of the van. She could make out zombies standing by the door. She tapped on the window and they started to amble over towards her. The signal was passed to Bobs team and they burst through the door shooting the zombies in the back off the head before they could react.

Once all the loot was loaded into the van we heard a voice from across the street. One of the bad guys had decided to come out of hiding and surrender to us.

The other group across the block in the winnebago had a somewhat similar time and found another bad guy hidden in a store. After a tense time deciding if the two bad guys should be shot or not (someone asked how much meat a human body could provide) Rob persuaded the others in the group to except them. And so ends a very fun game.

Tony

occultwars.com

Tags: Zombies War Games Horror 40k Occult


Zombie game a short run through
Posted On 04/18/2008 10:14:57
The sad news is I forgot to take a camera, doh. 
 
Let me set the scene.  This is part way though a zombie campaign set in a fictional city.  The world has succumbed to a zombie apocalypse. 12 groups of survivors have gone into the city to try and clear out area's and set up safe havens. 
 
There were five teams involved in this game.  We had all agreed to meet up where 3 of the groups had banded together and fortified some building.  My group was the remnants of 3 other teams that were down to just 1 survivor each; plus another group of 3 survivors under  another player.  There were also 3 teams in fortified building across the city block.
 
We started the game enter in the corner of the city table and instantly spotted a hord of 6 zombies blocking our intended route.  We took a side street to avoid the zombies but as my three character were carrying so much gear we were unable to run.  The other players group with me ran ahead and disappeared from view.  My little band found a building occupied by a group of survivors.  A young woman waved to us from a window and lowered a rope.  Unfortunately none of my guys could make it up the rope as we were so laden with supplies (I kept rolling 1's and 2's).  So we decided to tie our packs to the rope and let them be pulled up.  We kept looking over our collective shoulders at the zombies coming down the ally towards us as the packs were tied on.
 
Further into the table one of the fortified building was under sedge by zombies and some attempts were made to sally out and clear them.  The clearing teams were aided by crossbows and composite bows taken from a sports store shooting from above.  The operation was going well until one character decided to investigate a building by kicking in the back door.  He found a hand full of zombies and ended up in trouble.  He had to open up with his rifle.  As many will know zombies are attracted to sound.  So almost every zombie on the table started moving towards the gunfire. This worked fine for my little group as we had moved away from the ally and once out of site of the zombies the sound of shooting drew them off.  This gave us the chance to slip away and make it to the fortified buildings front door.  
The game ended with most of the zombies being cleared from the fronts of the buildings and all teams safely inside. 
 

Tags: Zombies Zombie Games Wargame


Zombies tonight
Posted On 04/15/2008 12:59:14
Off to the club tonight. It should be fun as we are play testing the zombie campaign game for the suppliment. Its my first proper game as a player not just running games.

We also started making the terrain for the new round of cons this year.  We have got the first parts of a 4 foot by 4 foot table done.

Tags: Wargames Club Zombies





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