This blog has moved and is now here :

http://zepsilete.blogspot.com/

Goto Golgo (2)

(French version here)

The first part of this crazy expedition can be seen here.

In another part of the island, strange creatures.

golgo20

Meanwhile the three uncles are now trying to get to a car. Though Mo kills an ennemy at last with his sub machine gun, the game is a failure and Ho is bitten by two water serpents lurking in a rice field.

golgo21

On the other table Cthulhu has won the game and tries to open the space shuttle.

golgo22

Still searching for clues the Chinese are now looking for a witness who retired in a buddhist temple. But three other groups are coming there too.

golgo23

Today Greg, the famous Gloranthan Army general is playing Cthulhu. Here Ho passes his mental test and survives the viewing of the Great Old One ! Meanwhile, the skeletons turn into dust by just seing it !

golgo24

Unfortunately there are also Deep Ones. Poor Mo…

golgo25

Ho fights Kid Robert and a ninja and ridicules himself.

golgo26

And finally Qi stands alone against the divinity and ends up smashed onto a wall by a tentacle.

golgo27

The Great Old One harvests one more victory and can now locate Kirk’s shuttle.

Meanwhile, in another location on the island.

golgo28

Having been unable to locate the shuttle the Chinese take part in a big hunt of the Banana Tyrant. Its lair is full of precious gems…

golgo29

….and also of poisonous things.

golgo30

Nothing that can stand in front of Uncle Ho’s chains ! Other hunters are less lucky.

golgo31

Finally all three Chinese survive the hunt but the Fist of Golgo (?) is too fast and runs away with a full bag of diamonds.

Meanwhile in a wild place on the Babana Island, the Deep Ones face Red and Green Zorgls near captain Kirk’s shuttle !

golgo33

golgo34

Finally Cthulhu did not win the shuttle and went back to R’lyeh to have a short sleep.

And the Chinese won the Golgo Painting Demon, a splendid (though japanese) plastic sword that will be displayed above the Ancestors Altar of the Black Lotus Society.

Goto Golgo (1)

(French version available here)

Here is an account of the expedition of the Black Lotus Society on the Golgo Island. It was a campaign organized by the Golgo team near Paris.

First we play a game to learn the rues. A very fast one : Uncle Ho is knocked out by the Fist of Golgo.

golgo1

Uncle Qi is stabbed to death by the awful masked japanese bandits.

golgo2

Having vainly tried to make hist tommy gun work (chinese copy) uncle Mo falls also victim of the Fist.

golgo3

We could choose three units, each one being either one hero or a group of henchmen. Most of the players had only three heroes. Three minis for the whole day !

The training period is now over. Having grasped the rules (very pleasant, simple, and free), I can now show them what the Chinese can do !

We are still in China. A man (sitting in a rickshaw) owns precious information about a mysterious crash that happened on Golgo Island. We have to interrogate him.

golgo4

Uncle Ho falls victim of Kirk Hasslehöffner ray gun.

golgo5

Uncle Ho is overwhelmed by masked killers in the backyard.

golgo6

Uncle Qi too is victim of Hasslehöffner’s gun.

golgo7

At this point I make out one of the big truth of Golgo. To gain victory you have to throw ninjas at your ennemy’s face. Even if this does not give you victory, at least you irritate him !

I tune my uncles’ profiles.

  • Uncle Ho is still a furious fighter waving deadly chains, and master of the kick of the three celestial harmonies.
  • Uncle Mo is a helpless opium smoker, slow and without any close combat attack. To be able to shoot he must first emerge from his slumber and then make his crap SMG work. On a 6 it falls into pieces.
  • Uncle Qi is the head of the group, old, wise and slow, good kung fu fighter (in a slow and energy saving way). He has the twist (4k4), the special attack that allows him to twist the scenario and throw the ninjas (or whatever) into his opponents.

All this comes from the WarEngine character generation rules, with just a little bit of Golgo. I already knew WarEngine was a fast paced skirmish rule for modern or scifi. Now I am convinced by its Pulp potential. Golgo further adds the “twist” to change the games into something both completely funny and very challenging.

Meanwhile, in another sector of the island…

golgo8

This one was also generated by the WarEngine hero generation rules !

Now the three uncles arrive on the island. In this jungle there is a secret map that could be of interest. But we have to find it before the three others do !

golgo9

The eve of the jungle.

golgo10

It’s full of dangers !

golgo11

Uncle Qi wets his robes.

golgo13

A few of the ennemies. This one is Robert Leclerc.

golgo14

And heavily armed skeletons.

golgo15

After an eventful exploration, Robert Leclerc discovers the map and flees. Ho tries to intercept him and is shot.

golgo16

To be continued soon on your screens. Here.

Zombies in Brottes

This report was sent to me by my e-friend Daniel Baltzinger to put it on the web. It is the report of a zombie game played in Brottes/Chaumont, a small but very good french convention (I could not make it this year so could not take part in this game). Since I translated the report from French Daniel can’t be taken responsible for the language mistakes. The rules played are All Things Zombie.

Synopsis : the group is out of gas. They have to cross the table to the gas station, put the pump in working order, fill a jerry can and come back to the car. The one carrying the jerry can will not be able to fast move.

The group :

Pepe, star rep 5. ARifle – Crackshot

Huggy, grunt rep 4. Pistol – Transporter (Beige suit)

Bob, grunt rep 4. Pistol – Wuss (Blue suit)

The group have high reputations, but weapons and attributes are less than average !

The game :

Going to the gas station is pretty easy. They reach the pumps in 4 turns. The group stays together and the zombies move only every two turns. Pepe is very successfull with his Assault Rifle and disposes of eight zombies all by himself in three turns. A Z coming out of a building charges Huggy in the street.

The pistol does not stop it, but Huggy wins the close combat with his two dice, since he had not been surprised. With a Rep of 4, he easily dispatches the undead, shooting (pop goes the weasel). Good beginning of game. Half the objective is fulfilled without major difficulties.

The group divides in two. Pepe stays covering while Bob and Huggy rush to set the pumps going. From this moment problems start. A Rep of 4 is very good unless one roll only 5s ! The two companions advance very slowly to the gas station shop. Fortunately Pepe is watching and goes on with the slaughtering. Far or close, zombies fall one after the other. The problem is they are now arriving from all directions and it is very hard to watch in front and behind at the same time !

They finally reach the shop. Huggy goes alone to open the door and put the pump in motion. (Being “Wuss” Bob has better avoid close combat.)

The door opens and 4 zombies rush to the unlucky Huggy. He is surprized, has only one combat die but nevertheless resists the first charge. He even dispatches an undead !!! What a feat !!! Huggy must now disengage and Bob shoot from behind. But none of these actions can be done since a 6 is rolled ! Pepe can’t even come to the rescue !

New 3-to-1 fight, and new victory of Huggy ! He wins but can’t get rid of any Z. Bob stays watching the scene without intervening. Now is time to win because luck will not go on forever. This time a 5 is rolled ! Catastrophe ! Shooting has attracted a new zombie who charges Huggy at once. New 4-to-1 fight and this time, defeat. Huggy is “out of fight”.

Pepe is coming as fast as possible, dispatches a Z, knocks two others out. Luck is back a little since the zombies will not move for two turns ! Doing good team work, Pepe knocks the Zs down and Bob dispatches them. It is time to look after the poor Huggy. Unfortunately he is wounded and can’t walk. They’ll have to carry him.

The mission is a failure. They can’t come back to the car carrying a wounded and a cumbersome jerrycan. Pepe decides to carry Huggy to a safe place and leave the car where it is.

Huggy gets out of this with a few bites but does not turn into a zombie. The group still has to pick up their car. But his is another story !

Pepe, Assault Rifle Crack.

Zs are from Copplestone, Cold Wars and Mega Minis. Living humans from Copplestone and Foundry.

Z campaign – episode 3

This is the third game of my solo Zombie campaign. The rules played are All things Zombie. This is two years after the first outbreak. Human groups are trying to survive.

The first two games can be found here and here, but only in French. They did not go too well. In fact, Nick is the only survivor, and he is not even part of the orginal group (Geena’s group). He was lost by his military companions and found by Geena in episode 1, before Geena’s group was slaughtered in episode 2.

Episode 3 is time to start a new group.

Nick is hiding alone in the late Geena’s group refuge, but has been a little too noisy a few days ago and a host of zombies are now besieging him. There is no way he can escape. Nick is only Rep 3.

But the agitation has brought a new group’s attention. They decide to come to the rescue. Here are the heroes.

In front, Don, star, leader, Stone Cold, carrying the mystery case. Behind, from left to right, Chuck, Rep 5, Runt, Frankie, Rep 3, Wuss, and Vicky, Rep 5, Poser. I was very lucky with this group. Three Rep 5 guys !

The group deploys. Vicky climbs on the trailer roof (unopposed task). She will have to cover her friends from here.

First turn : the group fires at will (except Frankie who was forbidden to fire by Don). 6 zombies hit ground.


New zombies have been attracted by gunfire. Vicky spots two and puts them down (Only by reaction – the group doesn’t activate for two turns).

From his balcony, Nick the fool also fires a full clip but misses everything. Not only has he wasted a clip but the noise has attracted a new monster. It will not be the last !

On the right, Frankie is charged from behind by an unspotted zed. He is totally surprised and the monster puts him down, trying to eat a chunk of him. (He completely fumbled his suprise check).

Don reacts too late to save his friend (the Z win the activation next turn). He goes behind the zombie and despatches it together with his former friend. (Rep 3 are really short lived in ATZ).

Meanwhile, Chuck unloads his two shotgun barrels again in the zed group, but is attacked by a zombie. He pushes it to the ground with his axe but misses the skull. Another one pops up right behind, the first one gets up again. both charge.

Chuck panicks (double 6 !) and runs away, fast moving and leaving the area before Don has a chance to convince him to stay.

But all in all things are not going so bad. Don finishes cleaning up the courtyard. Even Nick succeeds in putting some monsters down.

Now Nick can put the ladder on, climb down and start to run.

Don is everywhere.

Zombie numbers are starting to decrease. Instead of saving Nick, the objective is now to secure the area and explore the buildings.

The sniper on a commanding place is invaluable, but sometimes this is not enough.

Charged from behind Nick (who had not been activated for several turns) sees the danger in time but runs away in panick.

At last the last Zed is down. 41 have been dispatched in total !

There are two fighters left. Just enough time to explore the buildings before trying to keep up with Chuck and Nick.

I ruled that the area being the refuge of a group, all buildings would be empty except for the refuge who would have +1 for everything.

They find a pistol and a car in working order.

They also pick up Frankie’s Assault Rifle and clips.

And the team finds Chuck and Nick afterwards ! Time to take a group photo with the new car !

I am very happy. This is my first game of ATZ, solo or multi player that went well !!!


Categories