X-Wing Galactic Civil War Episode II: Dantooine

Welcome to the second instalment of our X-Wing Campaign! If you want to read the campaign rules, please go here! And to read part one, click here.

On Turn 2 of the Campaign, Rebel intelligence identify that Dantooine would make an excellent regional base of operations and move to secure the system. The Empire send forces to engage the Rebel fleet and stymie any sense of hope that a Rebel victory may inspire across the galaxy.

Galaxy Map at the start of Turn 2 Dantooine is on the extreme left of the board
Located in the Raioballo sector on the outer rim, Dantooine is a pleasant world of grasslands, rivers and lakes. It has a small population, mostly living in small communities. The world has no industry or advanced technology.

A Rebel Vessel approaches Dantooine
After victory went to the Empire in the first battle, the Imperials' Renown is 2, meaning they can field Pilots with Pilot Skill of 1 or 2 while the Rebels are still restricted to Pilots of Pilot Skill 1.

The Rebels are fielding 3 X-Wings and a U-Wing. In the opening skirmish neither the Rebel and Imperial player were aware of the improvements made to the X-Wings as a result of the Saw's Renegades set. Today's Rebel player is hoping to make the most of those changes!

X-Wing Build x 3
U-Wing Completes Rebel List

After their success in the opening battle, the Imperials are once again bringing a TIE Defender and two TIE Interceptors along with a lone TIE fighter, although this time they will call upon a TIE Bomber armed with missiles to complete their force.

Imperial List

First of all - apologies, we were so eager to get on with the game that we neglected to take pics of the set up and first two turns! We did realise in time to at least note down what happened...

Set Up. The Imperials set up in a row of five on the edge of their baseline (board edge) while the Rebels set up their three X-Wings and U-Wing in a row opposite, although in their case, at the edge of the range one set up space.

Turn 1: Both sides moved cautiously forward with no ships coming into firing range.

Turn 2: The U-Wing pushed forward and the TIEs hit it with everything they could, stripping it of shields! The Rebels targeted the TIE Defender, stripping its shields and inflicting 1 point of damage!

Photos capture the acton from Turn 3 onwards...

Turn 3: With the Rebels holding initiative and moving first, concern about X-Wings making Speed 1 manoeuvres to block resulted in the Imperials opting not to make K-Turns. The Rebel player quite brilliantly anticipated this and put 2 of his X-Wings on K-Turns to get behind the bulk of the Imperial line! The 2 Interceptors are out of arc this turn as is the Rebels' U-Wing...

Turn 3 Post-Movement: X-Wings get the jump on the Imperials!
The TIE Bomber launches a devastating attack as Cluster Missiles hammer the nearest X-Wing, stripping it of shields and inflicting heavy damage - the sacrifice of the integrated astromech is all that saves it from destruction! The Defender and TIE Fighter strip the shields of the X-Wing before them...

...but the Rebels destroy the TIE Defender! It's a huge setback for the Empire early on in proceedings!

The TIE Defender is obliterated!
End of Turn 3
Turn 4: The Empire strikes back! The Interceptors and TIE fighter perform K-Turns and, backed up by the TIE Bomber strip all shields from enemy fighters as well as destroying their astromechs! More importantly, an X-Wing is destroyed!

An X-Wing Rookie is Roasted!
The Rebels by comparison have a poor turn as an X-Wing and the U-Wing cannot fire. The X-Wings are unable to land any blows on their enemies.

End of Turn 4

Turn 5: The Rebels adjust their flight patterns to reposition.  The U-Wing inflicts damage on the TIE fighter.

End of Turn 5

Turn 6: A series of bumps work out in the Rebels' favour. The Empire inflicts no damage this turn - but the TIE bomber suffers a massive 5 hits while one X-Wing finishes off the TIE fighter from range!

Whoa! That got him!
End of Turn 6
Turn 7: The Imperials come around again. They desperately need to mete out some punishment this turn to get back into the game!

Imperials have good position - but so too do the Rebels!
But they can't land a single hit! The Rebels have no such problems however as one Interceptor takes two hits and the other is destoryed!

Scratch a TIE Interceptor!

Turn 8: The last TIE Interceptor bumps the U-Wing, triggering the anti-pursuit lasers! A hit is rolled and the Interceptor is vaporised! The TIE Bomber gets into range but fails again to land any damage! It, in turn suffers heavy returning fire and is destroyed!

Turn 8 Post Movement

"Outstanding Red Team, outstanding. I'll getcha a crate of beer for that one." 
The Rebels are victorious!



The Rebel flag flies over Dantooine on the galaxy map! Having scored their first success against the Empire, Mon Mothma issues an impassioned call for people across the galaxy to rise up against their Imperial oppressors! Various Rebel cells soon after rendezvous over the regional base of operations on Dantooine and for the first time the entire Rebel fleet is assembled!

The Galaxy Map at the end of Episode II
Can the Rebels build upon their success? Find out in Episode III - coming soon!


X-Wing Galactic Civil War Episode I: Ilum

War! In a stunning move, the fiendish Emperor Palpatine has all but eliminated the guardians of peace and justice in the galaxy, the Jedi Knights. 

The Old Republic has been replaced by the evil Galactic Empire. Several thousand solar systems have declared their allegiance to the Empire. Now, with the aid of his apprentice, Darth Vader, the Emperor seeks to bring the rest of the galaxy under his rule. 

The hastily assembled Rebel Alliance have declared their intention to fight to restore freedom to the galaxy. Over the ice world of Ilum, a small band of Rebels engage swarming Imperial TIE Fighters in a desperate bid to secure their first victory against the evil Empire...


Welcome to the first of what will be a great many campaign logs! If you want to familiarise yourself with the campaign rules, please have a look here.

On Turn 1 of the Campaign, the Empire moves to seize control of Ilum, a world which, due to its vast supply of kyber crystals, was one of (if not the) most sacred place to the Jedi. Realising the importance of the world, the Rebels send a fleet of ships to contest the world and begin the Galactic Civl War...

Ilum is located in the Unknown Regions of the galaxy (bottom left of the galaxy map).

Note that there are certain pilots associated with particular locations which may be unlocked as the campaign progresses, but this will not happen until later on...

The Galaxy Map
Planet Ilum
In this opening encounter, both sides will be fielding 100 point forces. Both sides start the campaign with Renown of 1, meaning they can only field pilots with a Pilot Skill of 1. Note that it is 1st Edition X-Wing Miniatures Game rules which are being in this campaign.

First up, the Rebels are bringing 2 A-Wings and 2 YT-1300s - a stock YT-1300 and customised YT-1300 - to contest Ilum. The Hotshot co-pilots on the YT-1300s ensure that the Imperials will not be using Focus tokens in this battle.
Rebel List Part 1
Rebel List Part 2
The Imperial list. They are bringing 3 TIE fighters, 2 TIE Interceptors and a TIE Defender to wipe out the Rebel scum...
Imperial List Part 1
Imperial List Part 2
Set up. The Imperials send their TIEs into battle in a tight formation. The Rebel force is split in two.

Set Up

All pictures that follow show the state of play at the end of a given turn.

Turn 1:

Both sides accelerate to attack speed but remain out of range. The Rebels hastily try to regroup, a YT-1300 and A-Wing having to navigate a treacherous grouping of asteroids over Ilum.

Turn 1
Turn 2:

The stock YT-1300 connects with an asteroid! There's no damage but it can't fire this turn! Worse still for the Rebels, neither too can the A-Wings which are out of arc. The customised YT-1300 inflicts a hit on one of the TIEs - but the return fire from the TIE swarm is devastating, stripping all shields and inflicting damage!

Turn 2
Turn 3:

The blue A-Wing swings around the TIE swarm - only for the swarm to perform a unified K-Turn and shoot it from behind! The A-Wing is blown apart while the Rebels still struggle to get into the fight!

They came from behind!

But the custom YT-1300 inflicts a critical hit on a TIE Interceptor - it must avoid hitting other ships or asteroids otherwise it will suffer more damage!

Turn 3
Turn 4:

As the A-Wing finally gets into position to fire, a TIE pilot wilfully - for position - causes a pile-up of squad-mates by barrel rolling to block those behind it. Crucially though, the green manoeuvres clear all of their stress. The stock YT-1300 annihilates a TIE fighter...

A TIE goes down in flames!

...but the TIE Interceptor and TIE Defender respond with a deadly volley which destroys the modified YT-1300!

Turn 4
Turn 5:

The A-Wing and remaining YT-1300 reposition as the swarm swings around again for another pass! A few shields are stripped but most volleys miss intended targets as the ships pull off complicated manoeuvres.

Turn 5
Turn 6:

The damaged TIE Interceptor makes a terrible misjudgement, hitting an asteroid! It takes automatic damage because of the effects of the critical damage card...

Intercepting an Asteroid!

...and rolls for damage for hitting the asteroid! A further hit destroys it!

Wipeout for the TIE Interceptor!

The TIEs and TIE Defender strafe the stock YT-1300, stripping more shields. The Rebels are unable to land damage on the (somewhat fortunate) TIEs which evade the incoming fire!

Turn 6
Turn 7:

The A-Wing surges forward but finds itself without a target as the closest TIE bumps it. The incoming Imperial fire takes the A-Wing and YT-1300 to the brink of destruction while the Imperials continue to evade the return fire from the YT-1300...
Turn 7

Turn 8:

TIEs bank across one another and both sides exchange fire once again - perhaps because of the heavy damage the Rebels have suffered, their shots once again go amiss! The Empire's pilots are more accurate and deadly - destroying the last two Rebel ships!

Moments from destruction before the end of Turn 8
The remaining YT-1300 is destroyed in a spectacular explosion!

The first battle of the Galactic Civil War sees the Empire emerge as victors! Their Renown increases to 2, allowing them to field ships with PS2 or lower next battle. The Rebels will still only be able to pilot ships with PS1.


Ilum has fallen to the Empire! Little do the pathetic band of Rebels realise, this world will one day become the site for Starkiller Base! But that's a tale for another time (and a later war)...

The Imperial flag is now flying over Ilum on the galaxy map!

Galaxy Map: End of Episode I

This was only the first skirmish in what will be a long and punishing campaign. Watch out for Episode II coming soon!

X-Wing Miniatures Game - Galactic Civil War Campaign Rules

X-Wing Miniatures Game
(c) Fantasy Flight Games


Introduction

After falling away from Fantasy Flight Games' X-Wing Miniatures Game for a few years, myself and a group of friends are looking to play on a semi-regular basis again - but we wanted to do something that would give our battles a little more depth than the one-off battles affairs we used to play. At the same time, we didn't want to do anything that required much book-keeping or would cause us headaches if we wanted to drop in and out of play as life's pressures dictated. Thus we put together the Galactic Civil War Campaign Rules. They are written with 1st Edition in mind but there's nothing I'm aware of that would prevent these rules being used by 2nd Edition players (feedback welcomed if this is not the case). I hope you enjoy them!

The Galaxy Map

Using the board from FFG's excellent Star Wars Rebellion boardgame, this map shows all of the key systems across the galaxy - and which factions control them. When the campaign begins, the hidden Rebel base is on Mon Calamari and the Empire's Death Star at Coruscant. The number of symbols on each location dictate the size of each game of the X-Wing Miniatures game to be fought (more below). 

The Galaxy Map
(c) Fantasy Flight Games (game board for Star Wars Rebellion)


Campaign Aim

The players are aiming to either destroy the enemy base or liberate/control the majority of the galaxy's systems, whichever happens first. At the start of the campaign, one faction requires to occupy 17 of the 33 systems to ensure victory.

Campaign Turns

During a Campaign Turn, one player picks a system to attack and both players then fight a battle of the X-Wing Miniatures Game as normal. The winner not only takes control of the system, but they also increase their faction's Renown in the process. Increasing Renown unlocks new Ships and Pilots for their faction to call upon in future battles - and brings the player closer to victory as their spies search for the enemy base! More on this later...

When starting the campaign, players flip a coin. The player who wins the coin toss has control of play for Turn One. The other player has control of play in Turn Two, before the first player has control again in Turn Three, with play alternating between players each Campaign Turn. No player ever gets two turns in a row.

Turn Sequence

The Turn Sequence is as follows: 

1. Choose a system to assault
2. Pick forces
3. Play a game of the X-Wing Miniatures Game
4. End Phase

1. Choose a System to Assault

The player in control of play picks any neutral system on the board to assault. Players may not attack systems which already belong to the enemy faction - the one exception being to launch attacks on the enemy base as detailed in the Renown section. Although armies of the Empire and Rebels clash on the ground, it is in the dominance of space, that systems are won and lost. 

While a game of X-Wing may not encompass the full scale of planetary assaults or even the huge fleets of ships engaged involved, for the purposes of the campaign, it does represent a microcosm of the overall battle - in that whoever wins the scenario takes control of the system and widens their Renown!

When picking a system to attack, the number of symbols on the selected system dictates the size of the battle. If there is a clear hexagonal symbol on the system being attacked, the attacking player can decide whether this symbol counts as one symbol or none (thereby influencing the size of the battle). Once this is determined, players can pick forces.

No. of Symbols     Size of Scenario (Points)

         0-1                          100
           2                           200
           3                           300

Note: It will be easier to play larger games once your Renown has risen a little. Depending upon the size of your collection it may be tricky to play a 300 point battle with only Pilot Skill 1 ships at your disposal!

Note: if players only have sufficient forces for 100 point battles then there is nothing to stop them from playing small encounters in every scenario for the duration of the campaign. The intent though is for there to be larger games both to mix up the scale of encounters and to allow more opportunity to use huge ships in some of the battles. We feel that this gives the campaign more variation and an epic sweep - but play with what you've got!

2. Pick Forces

Players pick their forces as normal with a the following minor but significant restrictions: 

- Only pilots with a Pilot Skill equal to or below their current Renown can be selected. Both factions start the Campaign with Renown of 1, meaning that only Ships with Pilot Skill of 1 may be selected on both sides for the opening battle. Factions need to conquer/free systems to increase their Renown, thereby unlocking more Pilots and Ships as they do so.

- Unique ships/characters etc are indeed unique. Once a unique Pilot or Ship is killed/destroyed, they are gone forever - or at least for the duration of the current campaign. You therefore cannot select them for future battles. They may be one with the Force but they can't directly help fight the Galactic Civl War any longer.

3. Play a Game of X-Wing Miniatures Game

Players may play a standard battle to the death or - at both players' agreement - play scenarios (or even campaigns, there's no reason why campaigns within this campaign can't be played!) from the X-Wing Miniatures Game and supplements. 

Whichever scenario is played, run it as usual with the following additional rule: 

"Get clear Wedge, you can't do any more good back there!"
Unique pilots/ships may flee the conflict at any point during a battle by exiting any board edge. This represents the ship taking the time to make the calculations for the jump to hyperspace to escape, or to return to the safety within the range of a nearby allied convoy of Star Destroyers. This gives players a chance at least to keep their unique ships and pilots available for future encounters. Even heroes don't hang around if it means it might get them killed!

Note that while unique pilots/ships which flee survive for the purposes of the campaign, for the purposes of victory conditions in any given scenario, they count as having been destroyed (as is usual when a ship exits the board).

Once the victory conditions are reached in a game, players may wish to play on until all unique ships have vacated the battlefield or simply call it there with all remaining named ships assumed to have escaped, whichever players mutually agreed beforehand.

Base Attack: If the faction is launching an assault upon the Death Star or the hidden Rebel base, a 300 point battle will be fought (or as large as players' model collections will allow). If the attacking faction wins such a battle, they destroy the enemy base and win the campaign! If the assault was unsuccessful, the base will be relocated (see below in End Phase).

4. End Phase

There are several things to be updated in the End Phase of any given turn:

Campaign Map: mark or reflect on your Star Wars Rebellion board which faction now controls the system just contested. If one faction controls/has liberated the majority of systems or if they have destroyed their enemy's base, they have won the campaign! Expect a medal ceremony! 

If an attack on a base was unsuccessful, the base should be moved to a neutral system to be contested at a later point in time. Note that moving the base into a neutral territory does not mean the system has been taken over by that faction; rather they have been forced into a hasty retreat and are looking to lie low in their new system after coming so close to losing the entire war. They will remain there - and the system will remain neutral - until such time as the enemy faction finds them to launch another base assault. If there are no neutral systems left, place the base on any system under the faction's control. 

Campaign Roster: Note down any unique pilots/ships that were killed/destroyed. As mentioned above, these may no longer be used for the rest of the campaign. Note that the crew/upgrades on unique ships can completely change from battle to battle. This is to save on bookkeeping, to keep builds unpredictable, and to reflect that factions will want to calibrate their ships in different ways for different conflicts.

Renown: Renown is a critical aspect of campaign play. It reflects the faction's current standing in the galaxy, which pilots they can attract to their cause, and the effectiveness and extent of their spy networks who are trying to find the Death Star plans or the location of the hidden Rebel base.

As mentioned above, both players start with a Renown of 1 and can only select ships with Pilot Skill equal to or less than their current Renown. After a battle has been fought, the winning side increases their Renown by 1, while the losing side's Renown remains at its previous level. This means that to unlock all of the Pilots, players need to raise their Renown to 10, winning 9 battles in the process!

Another aspect of Renown relates to the faction's strength in spying and subterfuge as their agents seek the destruction of the other's base of operations. Once Renown reaches 10, the faction has discovered the location of the enemy base and, on their next turn, may opt to attack it. The faction will keep discovering the new location of enemy bases for every 2 Renown thereafter, namely when Renown reaches, 12, 14, 16, 18 (because base systems can be lost due to a Factional Major Victory, it is possible to have Renown of 17 but not hold 17 systems).

And that's it! Fly casual - and have fun!


Advanced Rules:

Special Recruits

Each faction assigns 5 unique pilots to flavourful systems before the campaign starts. e.g. Luke on Tatooine, Chewie on Kashyyk, Lando on Bespin, etc. These territories are considered neutral until they have been contested.

These characters cannot be taken until they are unlocked, even if they would usually be unlocked by an increase in Renown. Once they are unlocked, they become available both as pilots and as crew as desired. It goes without saying that they may not feature in a single battle as both pilot and crew - and that the usual rules for unique characters being killed apply. 

The chance to unlock iconic characters becomes available when the faction's Renown raises to 3, 6, 9, 12 and 15; once this has been achieved, the faction may - in their next turn when they control play - launch an assault on relevant system and, if they win the battle, in addition to taking control of the system as usual, may add the unique character to their campaign roster. Note that such characters may be fielded in a future squadrons for battle even if this breaks the established rule of not being able to field anything with a pilot skill higher than current Renown. If they fail to win the battle, the character is permanently locked for the remainder of the campaign as systems cannot be contested a second time.

Example: Having reached Renown of 3 in a previous turn, the Rebel player manages to win the battle for Bespin and Lando becomes available to his forces for the remainder of the campaign. The Rebel player's Renown rises to 4 but even though Lando's pilot Skill is 7, he can be fielded in any future forces from hereon in (for as long as he survives that is). Remember that Lando can be selected as either pilot or crew in a given scenario.

Note that an enemy faction may attack a system which potentially unlocks a character for their foes at any time. If they lose the battle, their opponent will gain access to that character as normal so there's no obvious reason why they'd want to do so!

Faction Major Victory

If one faction wins three successive victories in turns in which they control play or wins three consecutive victories across a mixture of turns during which they and the enemy control play, they are considered to have won a famous victory over the other faction and are rewarded with a Faction Major Victory. To clarify, a faction receives no FMV for winning 3 battles only on 3 consecutive turns where the enemy controlled play. 

In the case of the Rebels, they encourage an uprising which sees Imperials thrown out of the nominated system, to become permanently neutral (it cannot be reclaimed). For the Empire, they can destroy a Rebel-held system with the Death Star - although it is treated as being permanently neutral. In both instances, the faction who won the Major Victory declares the target system and the effects are immediate, applied without any need to play a battle of X-Wing. Scum faction would apply the same success as the Rebels would, only they'd achieve it by hiring mercenary scum to drive the Empire/Rebels out of a system. Only systems which have been contested and won by the opposition may be targeted for an FML. Base systems may not be targeted. 

Once a FMV has been applied, the faction is considered to be back at 0 wins; they must win another 3 battles as set out above to enjoy another FMV reward.

Note: FMVs alter the number of systems required to end the campaign: remember that one side only has to control/liberate the majority of systems for a win. Keep an eye on this once you start overthrowing enemies or destroying worlds! If for any reason a faction does not want to take advantage of a FMV, they are not obliged to do so. If both factions finish the campaign with an equal number of systems, both fleets amass for one final climactic battle - play one final game for as many points as you choose! Winner takes all!

Unable to apply a FML? It may be the case that, in the early stages of the campaign in particular, one faction does not control any systems other than its home base which cannot be attacked. If so, note that the FML was lost and count the faction's status as being back at 0 wins as is usual. However, should the enemy faction subsequently win a FML result, their FML result is cancelled by the one that their opponent lost. Note that to prevent one side unfairly losing out, this is cumulative.

i.e. The Rebels start the campaign with 6 consecutive victories. The Empire has no systems so - on two occasions - the Rebels forfeit their chance to liberate an Imperial system. But then the Empire strikes back, winning an incredible 9 consecutive victories! Normally they would have won 3 FMLs but these are offset by those lost by the Rebels, meaning that the first two are lost with the Empire only able to apply the last the FML result.

Other Potential Advanced Rules 

You can certainly add rules for experience and keeping track of upgrades to ships but we felt that had the potential to unbalance the game and bog us down in bookkeeping - at least this way scenarios should be easy to jump in and out of and be finely balanced; one side may have access to many more pilots but a swarm of basic fighters has as much chance as two experienced and upgraded freighters of winning a battle! 

A problem we've found in other gaming systems' campaigns is that experience bonuses / other rewards for success is that one side inevitably ends up overpowered and before long the fun falls out of the campaign as the outcome becomes inevitable. We did kick about a few ideas about awarding experience but nothing we came up with addressed this issue - but feel free to apply your own experience rules if you have them!

These rules rarely refer to the Scum faction because we wanted to play with classic Rebels v Imperials but it makes no difference to playing the campaign if Scum replaces either the Rebels or Imperials.

There's the potential for having all 3 factions fighting for dominance of the galaxy but we'll maybe have a think about that for another time... 

Coming soon... Campaign log for the Galactic Civil War!






The Random Film Review: Mandy

Mandy


Director: Panos Cosmatos
Cast: Nicholas Cage, Angela Riseborough, Linus Roache
Released: 2018

Nicholas Cage encounters cults, drugs and horror - madness ensues.

The Good:
Strong images with a trippy feel, unique type of horror
Gloriously insane
Cage does his full-on mad routine drenched in blood for a sizeable portion of the film, good if you can go along with it
The bikers reminded me of the Cenobites from Hellraiser (as a Clive Barker fan, this can never be a bad thing) 

The Bad:
I felt little connection with Nicholas Cage's character who was fairly impenetrable although enjoyed , Cage does his full-on mad routine drenched in blood for a sizeable portion of the film, bad if you can't go along with it
Story makes little sense but it feels like a demented fairy tale so it doesn't matter

And The Verdict:
Hallucinogenic, trippy, gory with interesting imagery but could have been even better with more empathetic characters - "You've got red on you" from Shaun of the Dead sums up the whole film very well!  7/10

The Random Film Review - Alien

Alien


Director: Ridley Scott
Cast: Sigourney Weaver, Tom Skerrit, John Hurt
Released: 1979

A group of space truckers find their lives are under threat after encountering a menacing alien.

The Good:
Wonderful, believable performances from an excellent ensemble cast
Production design is jaw-dropping
H.R.Geiger's alien design is exquisite
The direction is wonderful
The effects still stand up very well for a film now 40 years old

The Bad:
There is a little too much meaningless technobabble but this is the most minor gripe (like Lambert, "I like griping")

And The Verdict:
Many fellow fans prefer the sequel but this for me is the best instalment of what would become a franchise of ever-diminishing returns - a true classic of science fiction and horror, highly recommended if you haven't seen it! 9/10

Note: I watched the 2003 Director's Cut which has additional scenes yet has a slightly shorter running time. Both versions are classics but I do prefer the slightly improved pace of the Director's Cut.

The Random Film Review: Paths Of Glory

Paths Of Glory



Director: Stanley Kubrick
Cast: Michael Douglas, Ralph Meeker, Adolphe Menjou
Released: 1957

Three soldiers are put on trial for cowardice after refusing to fight in a suicidal attack

The Good:
Kirk Douglas is on top form and you are rooting for him all the way
Immersive tracking shots through the trenches and the assault through no man's land that put you right in the action (a widely-known Kubrick trademark)
Believable characters which makes it all the harder to watch
Based on true events, it exposes the callousness of military officers in World War 1
Nice to see Joe Turkel as a young man (I only knew him from The Shining and Blade Runner)

The Bad:
None

And The Verdict:
The tone was darker and the film a harder watch than I had anticipated for a relatively old war film. Definitely a classic in the genre and stands up well despite the passage of time since its release. With it being Kubrick though, I shouldn't have been so surprised! 9/10

The Random Film Review: Christopher Robin

Christopher Robin

Director: Marc Foster
Cast: Ewan McGregor, Hayley Attwell, Bronte Carmichael 
Released: 2018

A middle-aged man is stalked by his childhood toys. Witchcraft is not involved.

The Good:
Innocent and enchanting - refreshing to see when so many "children's films" are now 12 certificates
Ewan McGregor does well in convincing the audience that the characters are real and holding the whole film together
The animated creatures were beautifully realised and I even liked Eeyore for the first time ever!
Classic, timeless quality

The Bad:
Central character story was reminiscent of Mr Banks' character arc in Mary Poppins
The characters were all a little terribly British for my personal tastes
PG certificate was baffling! It should have been a U

And The Verdict:
Enjoyable fare, good family fun. 8/10


Judge Dredd: Sector 1 Session #3

Training Day Part 3

Introduction

These session logs record gaming sessions using the EN Publishing's Judge Dredd: Tabletop Adventure Game. The four stars of the story (the Player Characters or PCs) are (left to right) Judges Weaver, Click, Brody and Simmons. Brody is a Med-Judge while the others are Street Judges.
Dredd (2012) image copyright DNA Films/IM Global/Reliance Entertainment
This opening storyline - Training Day - is an adventure I have put together which weaves together several of the missions from both the rulebook and first supplement, all under the overall storyline of the new Cadets undergoing their final assessment to, hopefully, earn their full badges! Warning: spoilers follow if you intend playing any of the scenarios from the published material! Fellow GMs wishing a copy of the Training Day adventure can email me at thebissler@gmail.com and I will happily send over the PDF! You will, of course, require to own copies of those books to run the full adventure!

Acknowledgements: A huge thanks to Dan Burgess for keeping me right on "Undersked" terminology on the 2000AD Tat & Chat Facebook Group - this was much appreciated! A massive thank you to Ian  "Anorak" Hollingsworth who also helped me out on this and a number of previous occasions with Dredd lore (even though I have read all of the Complete Case Files, I bow to his encyclopaedic knowledge of all things Dredd). You are a gentleman and a scholar sir!

Previously In Sector 1

The four Cadet Judges have are undergoing their final assessment to become Judges under the watchful eye of Judge Brennan. They have concluded their first investigation, that being into the theft of "Numunce" - arresting the main suspect, Mick Bricklington. Several of the cadets have been badly wounded, but their twelve hour assessment has only passed the halfway point. Having had a chance for a breather and a hottie courtesy of Eddie Seven, the Cadets have taken a call for aid for an ambulance which is under attack...

Date: Saturday, April 11 2099, 1251 hours.

Frankenstein 2

Sirens blaring, as the Cadets speed along the Fiona Bruce Mega-Way, Brennan receives a crackling message from Central.


Judges on Lawmasters by Brian Bolland
Copyright Rebellion 2000AD Ltd
"Judge Brennan, be advised, cadet Simmons is in a critical but stable condition. Unfit to return to duty today."

"Roger that," Brennan says. "Advise Principal Griffin that Simmons'll need to resit his final assessment. Keep me posted if his condition changes."

The rookies exchange glances of concern for their fellow cadet but do not have time to worry; up ahead they spot the parked ambulance which is being raided by two armed gunmen, both of whom are dragging bagged body parts - intended for those in medical need - from the vehicle. A medic lies dead on the ground, grey red matter spilling from his head on to the plascrete.

"Give it up creeps or you'll be making personal donations," Weaver roars as they close in on the ambulance, sirens blaring. 

A former student in Citizen Manipulation at the Academy of Law, Weaver's voice carries a steely authority which causes the perps to instantly freeze and drop their weapons. In moments, the three cadets are upon the perps, have them cuffed and under questioning. They call in a Pat Wagon and Med Wagon to pick up the perps and the parts respectively. Brennan follows up and nods with satisfaction at the efficiency of his rookies.

"Not bad," he says.

While Brody tries in vain to resuscitate the ambulance driver, Click calls upon his knowledge of the law to sentence the perps to thirty years in the Iso-Cubes for organ legging. He explains to the perps that their sentence can be extended by a further five years for obstruction of justice if they don't talk. After some resistance and further barking from Weaver, one of the perps finally agrees to cooperate.

"Sir, they say they're working for a black market surgeon going by the name of Frank N.Stein," Weaver explains. "This perp'll take us to his hideout under the Jimmy Nisbet Undersked."

"Lead on rookie," Brennan nods.

Minutes later, the team pull up at the Underzoom and the perp leads them to a door hidden in the dark shadows at the side of the tunnel. With Weaver at his back, the perp goes through a long and elaborate sequence of knocks to the metal doorway. There is a brief pause before the cadets hear the clacking of locks and the door opens the merest of fractions. 

"Knock knock," Brody says, kicking the door wide open and drawing a startled yelp from the guard behind it. 

Click storms inside and rams his daystick into the guard's mouth. The perp gags as he chokes on a mixture of blood, daystick and broken teeth. 

"...and good night," Click says, withdrawing the baton. With a quick flick of the wrist, the blood and bone splash from Click's daystick, spattering the perp's face and clothes. Not knowing what hit him, the guard crumples to the ground in the foetal position and blubbers.

Frankenstein 2 by Mike McMahon
Copyright Rebellion 2000AD Ltd
With Weaver and Brennan moping up the perps behind them, the duo of Brody and Click storm through the premises, taking down perps with baton and gun. Finally, they find Frank N.Stein in a makeshift - and unpleasantly filthy - operating theatre where he has just finished performing a liver transplant and - alerted by the shouting and screaming - has a spit gun at the ready! In an attempt to blind the Judges, he turns the blazing surgery lights at them and opens fire! He hits and wounds Click - but a retaliatory shot disarms him! Stein now apprehended, Brody checks her fellow Cadet's injury. 

"Just a minor flesh wound," she tells her fellow rookie. "Might have been worse were it not for our anti-dazzle visors. It's just like Griffin taught us at the Academy - 'your equipment could be the difference between life and death'."

"I seem to recall you were amused by some sort of innuendo when he said that," Click says.

"A sense of humour can't hurt in our calling," Brody replies defensively. "It'd all be so bleak otherwise."

"It's behaviour unbefitting a Judge. Childish things belong in childhood. We're not children now - we're Judges."

"I'll be the Judge of that," Brennan cracks, unable to resist his own joke, much to Click's unspoken irritation.   

A search of the makeshift theatre reveals that - along with countless body parts - there is a rack of human skins in a huge freezer unit. Faced with a long stretch in the 'Cubes, Stein confesses that he has been provided with a number of 'fresh Juves' by Vito O'Brien's gang; the team remember that this is the same creep whose mobsters wiped out Bricklington's gang at the Mike Pence Block earlier on the day. Following their lead, another team of rookies had raided his hideout but shutdown the site without any sign of O'Brien himself. Weaver is keen to nail O'Brien, but when he puts Stein under pressure to contact O'Brien, there is no reply.

"Only natural given that he's top of Sector One's most wanted today," Brennan advises the frustrated rookie. "He'll be off-grid for a while after this morning's events. You can't win 'em all, son." 

"We do know that Stein used to work for a Bud Yetale at the David Guest Nu Yu Hospital in Matt Damon," Brody explains after calling up Stein's perp sheet. "And guess what? That high-class joint specialises in a miracle procedure that rejuvenates the skin. It's all the rage with the crocks, those oldsters are handing over fortunes to look young again. Med and Tech Divisions have been wanting to analyse the treatment for use in healing therapies but Justice Department has been tied up by legal red tape by Guest's lawyers. What's the betting that Juve skin is the mystery ingredient and that's the reason they don't want Justice Department breaking down their formula? Tell me I'm wrong Stein?"

"We call 'em 'deathcials'," Stein forlornly admits.

Satisfied with Stein's confession, the team sentence him accordingly sentenced and head over to the Matt Damon Block.

David Guest Nu Yu Hospital

Upon arrival at the hospital in Matt Damon Block, Brody marches up to the main desk and a nervous receptionist.

"Ah, J-Judge...oh, Cadet...how can I help you?"

"I'm here for the same reason all these crocks are," she says, gesturing to the clinic which is packed with septuagenarians, octogenarians, nonagenarians and others closer to the grave still. "I'd like a deathcial."

"Err, you're too young for a- I mean, a 'deathcial', what's that?"

"Let's not play games. Get Bud Yetale down here right now," Brody orders.

Some of the crocks start shuffling their way to the exits, but the other rookies bar the way and start sentencing the grizzled grandfathers and grannies as accessories to murder.

"What's the meaning of this?" the manager, Bud Yetale demands as he enters the reception area. "This is a highly-respected Hospital! How dare you harass my clients!"

Bud Yetale

"Thirty five dead in a hideout under the Jimmy Nisbet Undersked do more than dare it - they demand it," Click replies. "Thirty five dead for cosmetic surgery - 'deathcials' - to keep these broken down old crocks looking youthful! Stein, an ex-employee of yours say he's supplying you with Juve skins." 

"I provide a high-class service to high-class citizens who like to look classy," Yetale says, his chest puffed up with self-importance. "I make no apologies for putting their interests before those of some deadbeat illegal immigrants invading our fine Mega-City, no doubt rapists and murderers all. Death's too good for that filth!"

"Meathead! You're doing life!" Click shouts, jabbing his daystick at the disbelieving manager.

"W-wait! This is an abuse of power! You'll be hearing from Chief Judge Goodman about this, mark my words you - hah - rookies! You don't even have the authority!"

"They do today," Brennan disagrees. "You can write to the Chief Judge from the comfort of your Iso-Cube creep!"

The cadets find themselves caught up in the administration of sentencing as the whole hospital is put into lockdown and all complicit patients rounded up and sentenced. When they finally send off the last crock crooks to the Iso-Cubes, a robot enters the hospital and approaches them.

"Good afternoon Judges," it addresses them. "My master, the great and illustrious Charles Faster Kane, requests several minutes of your time. Please accompany me to his offices."

"Charles Faster Kane? CFK?" Weaver asks. "Isn't that the creep rumoured to be running for Mayor?"

"Yeah, and we need to sit and listen to what he has to say," Brennan grunts, following the robot as it exits the surgery. "Word from up top is that we treat this creep with kid gloves. Voting for Mayor is virtually meaningless but it's one of the few democratic decisions the citizens of this city still have. Maintain the illusion that what the citizens want or think is important and we keep a lid on what could be a powder keg of anger ready to erupt all over the city. No 59(c)'s* in here, no sentencing unless I say so, got it?"

[*59(c) aka Crime Blitz: Judges have the legal right to enter a citizen's home and search for incriminating evidence.]

"Who up top? Sector Chief?" Weaver asks.

"No, up top. You know, top, top?"

"Chief Judge Goodman?" Click asks.

"Took a while but we got there," Brennan replies sarcastically. "Glad I can still say with confidence that the Academy of Law doesn't make dumb Judges."

The team are led to the elevators and the robot picks the penthouse as their destination. It starts humming along to the muzak tunelessly, the high-pitched drone emanating from its voice box not unlike the sound of fingernails down a blackboard.

"Don't do that," Weaver orders. 

"Don't like robots?" Brody asks. "They keep this Mega-City One running. Without them the city would be in chaos."

"Like's got nothing to do with it," Weaver answers. "Don't trust 'em. It'll all end in tears, mark my words."

Charles Faster Kane

The robot leads the team from the elevators and into offices which have huge depictions of Charles Faster Kane and his name emblazoned on the screens in ten feet print. 

"Anyone remember who we're here to see?" Brody asks.

"Ah Judges! Welcome to my modest theatre. Please, be seated.

The robot leads them into a large auditorium and asks them to sit in the front row. Weaver ignores the robot's repeated requests to be seated. After a whispered threat to tear the robot's circuits out, the robot finally falls silent and steps back into the shadows.

The room is suddenly filled with show music and bright lighting and the wall behind the stage slides open to reveal a huge luxurious apartment adorned with valuable art and sculptures, dozens of robot servants and a party of fifty or so scantily-clad citizens out in the plastiglass sky pool which looks out across the vista of Sector One. 


Charles Faster Kane's sky pool
"Nice apartment, isn't it?" Weaver says.

"Just look at those citizens. It's like they're gripped by some kind of fit of anarchic clothlessness. It's verging on public indecency," Click mutters distastefully. "They should all get six months for that."

"Not now," Brennan grunts.

A troupe of dancing girls pour into the auditorium and suddenly break into chorus, and perform a full song and dance routine to the bemused rookies.

C! Charles! 
F! Faster! 
K! Kane! 
He's Charles Faster Kane
Don't vote for more of the same 
He's a man on top of his game
Matt Damon's international man of fame
Don't listen to the competition's policies lame
C! 
F! 
C, F K!
He's Charles Faster Kane!

The dancing girls suddenly form a huddle and scream excitedly; appearing from their midst is Charles Faster Kane himself. The girls merrily cancan off-stage as he takes his place a podium which is sliding up out of the platform.

A spotlight is trained upon him, revealing him to be clad in his standard tuxedo attire, teeth sparkling as he greets the group with a wide smile and addresses them with a deep, theatrical bluster.
Charles Faster Kane

"Good to see new cadets, Judge Brennan! This city needs more young blood! More Judges! Finer than the most opulent of wines, we need the lifeblood of the fine upstanding men - and women! - of the Justice Department! Without the Judges, we would never have survived the dark days! Never risen up out of the ashes of the radioactive hell that was the Atomic Wars. Chaos. Anarchy. Despair! Thank grud that you are here to protect us! You are like a shining beacon guiding us through the fog of midnight! And here we are - Mega-City One! Biggest, grandest, richest, and best! - of all the Mega-Cities! But make no mistake - this is no utopia we live in. We are besmirched by that most persistent of humanity's stains - crime! Even here, oh yes, even here in this magnificent block-"

"Err, I'm sorry, we're on a tight schedule here, so if you could you get to the point?" Weaver interrupts.

Charles Faster Kane pauses for a moment in puzzlement, before his expression eventually changes to one of displeasure. 

"Is this how the Academy of Law teaches our Cadets to conduct themselves, Judge Brennan?" he asks. "I am getting to the point cadet! Perhaps if you could still your tongue for the merest of moments and allow me to finish my oratory, I will indeed get to the point! Now I've lost my place. Rewind the autocue. Ah yes, 'most persistent of humanity's stains - crime,' Yes, I'll pick up after there... 

"Even here, oh yes, even here in this magnificent block which I metaphorically built up from city bottom with my own blood, sweat and tears, even here there has been a surge in rampant criminality. And when I discovered that you were raiding such a reputable and well-regarded establishment as the David Guest Nu Yu Hospital, I said to myself, 'Charles Faster Kane, you can't just stand idly by and do nothing'. Which logically means I have to do something. And something I did! I seized the initiative and ordered new security robots to patrol the block! I only hope it will prove sufficient to bolt the doors against the rising tide of criminality, criminality in which we will all drown if we do not plumb the depths of our humanity! So I thank you! And grud-speed young cadets! May you burn brightly! Judge Brennan, if you would pass that part about the security droids on to the Sector Chief, I, Charles Faster Kane, probable Mayor of Mega- City One in 2100, would consider it a mighty boon indeed!"

Brennan grunts something to the affirmative at which point the backdrop reopens and CFK drifts backwards (probably on a mini-pedway) into his apartment. The backdrop closes again and the lighting returns to normal.

"Let's out the hell outta this gruddamn place," Brennan snarls, storming off. 

"Quite the show," Weaver says.

"Yeah," Brody says. "Did you hear the surprise in his voice when he looked at me and mentioned the women of Justice Department? What difference does it make? Men, women; we're all Judges. What a scumbag."

As usual, as soon as the cadets return to their bikes, more radio calls cackle through their bikes.


"Incident: Futsie* cannibal eating self at Twin Pine Mall, Michael J.Fox Block. Judges required to apprehend citizen for incarceration in the Psycho-Cubes."

[*Futsie: Victim of Future Shock Syndrome. A condition where citizens were overwhelmed by the pressures of living in the overpopulated future city and run amok, usually with violent consequences for fellow citizens. Always sent to the Psycho-Cubes which are colloquially known as the 'Kook Cubes']

"Incident: Multiple vehicle collision on Easy Rider Slipway, vicinity of Dennis Hopper Block."

"Hopper's closer," Weaver states, calling once again upon his local knowledge. "We'll take it."

The cadets put the foot down and head for Hopper...

To be continued...

NEXT PROG: DROKK THE BLOCK!


Session Supplementary

I've probably made this session sound a little better than it was; unfortunately I was tired and my energy wasn't right for the session. Sometimes these thing happen but I also let myself down a little in the preparation. I'm determined to put on a better show next time! Must do better!

More next week!

Updated Sector 1 Map


1) Grand Hall of justice
2) Statue of Judgement
4) Movie Special Effects Museum
5) Nu Face Clinic
6) Flavulike Research Facility
7) Eddie Seven's Hottie House
8) Dan's Van Hire
9) Mike Pence Block
10) O'Brien's Synthi-Olive Oil Co
12) Matt Damon Block
21) Jimmy Lisbet Undersked

 








Strontium Dog Miniatures Game - Mutant Army Generals

Mutant Army Generals Strontium Dog Mutant Generals Image (c) Warlord Games Along with the Kreelers, one of the last sets that was released f...