Epic Battle Report: The Battle for Golgotha

 The Battle for Golgotha


Introduction: To celebrate the levelling up of my Youtube channel and my commitment to provide exciting Epic material, I was wracking my brain to think up something that would be a bit of a treat for the community. To my intense relief, fellow Epic blogger Caregadras (check out his amazing Epic blog, you won't be disappointed) made the suggestion that was a winner: reenact the Battle for Golgotha, the famous battle between Epic legends Andy Chambers and Jervis Johnson! I can't claim my miniatures and terrain* are at the same level as theirs, but hopefully you'll find my version a lot of fun too! 

*I love the fortifications I bought from Battlescene Designs, but I haven't built them into rock formations the way WD did for the Squat fortresses.

Changes: There are a few minor changes to the Ork forces: I didn't have Gobsmashas or Hop-Splat Guns so I swapped those out for Lungbustas, Gutrippas and Dreadnoughts (a mistake, the Orks ended up fielding 50 points more than they were entitled to). I also didn't own a Mekboy Gargant or Wartraks (I think that pretty much every hole in my Ork army was highlighted by this choice of forces!) so I proxied them with a Slasha Gargant and the Nobz Warbles with flags which are suitably different in look to the actual Nobz Warbikes I was fielding! You'll notice that I didn't have the cards for the leaders but I did have a note of their stats and rules so that was all good. The Squat force was no problem for me to field, I had plenty of miniatures to cover everything there. I've done my best to recreate the terrain, but admittedly it isn't an exact match! 

Anyway, here's the video - the write up follows below! I hope you enjoy both! Please consider liking, commenting and sharing my videos if you enjoy them - but most importantly, please subscribe to my Youtube Channel if you want to see more - I have plenty of added Epic goodness on the way!

Scenario: This is a head to head battle, with 45 Victory Points required to win.

Army Lists:

Orks: 


Squats:

Battlefield Overview and Deployment:

Deployment was as Andy and Jervis set up. From here on in though, the game was played as normal, meaning that if you're familiar with the original battle report, things diverge from this point onwards.

The Orks received the pictured Mekboyz cards. The Bionik Bitz and Super Power Armour were given to the group of 8 Goff Nobz, driving one insane and confining him to the Madboyz Mob! The Kustom Force Field and Glyph Inscriptions were applied to the Lungbustas, intended to make them durable against the Thunderers defending the fortress.

Turn 1:

Movement Phase:

First Fire Phase: 

The Orks have no First Fire so the Squats look to take full advantage! The Colossus uses its Gyrocopter to bring the mighty Doomsday Cannon to bear upon the Kult of Speed! 




The barrage deviates... 

Note: I realised after this was a mistake, the Gyrocopter effectively makes the Doomsday Cannon a direct barrage attack.

...but still picks off two Warbuggies - and a stand of Nobz Bikers! 


To add insult to injury, the Gyrocopter itself picks off another Buggy! 


Meanwhile, the Colossus fires all four of its missiles, tearing up the hill opposite...


...before impact...


...and after! Three Shokk Attack Guns gone and a Pulsa Rokkit!

Finally, the Colossus targets the Great Gargant with its battle cannon...

...landing four hits! Three power fields are knocked down, but as they flicker, one shot is a direct hit! Fortunately the head only suffers the lightest of damage!


Yarrik in the HQ Baneblade fires at the remaining Pulsa Rokkits on the hill...

...and destroys one!


The Warriors in the tower are out of range so cannot fire. Next up is the Grand Battery which has a direct line of sight to the remaining units on the hill!


Once again the hill is bombarded - and practically cleared of all foul Orks! 


The Goliath Mega-Cannon tries to pick off the last Shokk Attack Gun, but somehow misses! That said, the  punishment the Deathskulls have taken this turn has been severe! 


The Thunderers are last to First Fire, aiming for their only target - the Mekboy Gargant on the hill!


A whopping 5 hits strike the Gargant - but the Kustom Force Field doesn't flicker and the hits are rendered useless!

Squat dice in red, Orks in green
Close Combat Phase:

With things going badly and Squat bikes piling in on tanks and Goffs around the periphery of the woods, Ghazghkull - possibly panicking - calls upon the power of the Waaagh! to turn the table on the rampaging bikes! 

The melee that follows is vicious - but, despite having the advantage, the Orks somehow manage to come off slightly worse than the Squat bikers!


Advance Fire Phase:

Gyrocopters split their fire between the Mekboy Gargant and last Lungbusta - but miss both!


The Lungbusta returns fire at the Gyrocopters but also misses!


The fearsome Overlord Armoured Airship strafes the Kult of Speed and remaining Shokk Attack Gun on the hill...

But, despite the firepower at its disposal, it only manages to destroy a single Warbuggy!



The Great Gargant is next to fire - it targets the Baneblades with its Battlecannon Head, Ripper Fist and Gatling Cannon - while the Belly Gun fires a ball round! The Baneblades are peppered with shots - but their thick armour stands up to the hail of fire!


The ball round is launched at the Colossus - and doesn't deviate! 

The Colossus fails its roll - and is destroyed! Note: The Colossus may have survived had I been playing Net Epic as Praetorians have damage charts like Titans. They are far more brittle in 2nd Edition!


End Phase:

Overview at end of Turn One.


Squat Casualties (destroyed Colossus not shown):

Ork Casualties:

Turn 1 VPs:

Orks: 25 VPs

Squats: 20 VPs


Turn 2:

Movement Phase:

First Fire Phase:

Ghazghkull and his retinue target the Overlord Armoured Airship - but fail to bring it down!

A Baneblade fires at the Great Gargant but only succeeds in downing a single power field!

The Mekboy Gargant brings its weapons to bear on the formidable Land Train! 

It fires its ball round - and once again, it is dead on target!


The round tears through the engine - obliterating it! 


The second carriage in the train manages to make the save and its path of destruction is halted!

But the Mekboy Gargant has two Kustom Cannon to fire as well! It rolls a whopping 18 attack dice and decides to hit the three remaining carriages in its line of sight with 6 shots apiece!


The first carriage soaks up the shots - but the next two are torn apart by the heavy fire!


Another Baneblade fires as the Gargant, landing only a single hit! 


However, the power fields flicker and the shot hits! It deviates from the intended strike at the ammo, hitting the Scorcher Turret, obliterating it and starting a fire! The turret, meanwhile, spins off the side of the mammoth war machine...

...and lands in the middle of a nearby melee, splattering a squad of Deathskulls boyz!


The Overlord Armoured Airship takes aim at the rampaging Kult of Speed!


And annihilates the Bowelburnas! All other shots go astray though...


Goff Nobz fire at the exposed Guildmaster and lead Gyrocopter...


Destroying both!

Mole Mortars activate...


...and target the last of the Shokk Attack Guns!


Killing him!


Nobz target a Baneblade - but it stands up to the punishment!

The remainder of the Mole Mortars try to clear the distant hill of Deathskulls - but miss their targets!


The Great Gargant activates and targets the two closest Baneblades with a combination of Gatling Gun, Ripper Fist and its Battle Cannon Head.


One survives the onslaught - but the other is torn apart!


The Goliath Mega-Cannon launches a volley... 


...at the distant hilltop...


...and more Deathskulls perish under the heavy ordnance!


Nobz Warbikes train their weapons at the lone Gyrocopter...

...and take it down! The objective is secured!


The Ork Dreadnought tries but fails to bring down the attacking Biker.


Thudd Guns aim for the Deathskulls Nobz...


...and another two stands fall under their fire!


A Lungbusta unsuccessfully shoots at its attackers.


Yarrik's Baneblade targets the Great Gargant...


...but, though a shot passes through the flickering power fields, the Gargant's armour stands up to the hit!

Thunderers hammer at the Mekboy Gargant...


...and two shots get through the fields - but, crucially, fail to deal any damage! 


Close Combat Phase:

Wildboyz attack Squat Trikes...

...but come off badly!


Bikes and Goffs go toe to toe...


...and the bikes are butchered!


Berserkers find themselves surrounded by swarming Goffs...

...but they tear them apart!


The last of the Squat bikes engages the Deathskulls. Both the Bikers and the Deathskulls are close to breaking...


...and both sides suffer casualties!


Advance Phase:

Trikes try to penetrate the Mekboy Gargant force fields - but fail!

End Phase:

The Mekboy Gargant is not damaged by the field - but only just!


The Great Gargant brings the fire under control while Deathskulls are broken - and the Boyz fail their Morale Check and are forced on to Fall Back orders!


But so too are the Squat Trikes!


Battlefield Overview:

Squat Casualties (destroyed Colossus & Land Train not shown):

Land Train: 6 VPs
Colossus: 5 VPs 
Guild Biker Force: 8 VPs 


Ork Casualties:

Deathskull Clan: 10 VPs

Turn 2 VPs:

Orks: 39 VPs

Squats: 30 VPs

Turn 3:

Movement Phase:

First Fire Phase:

Mole Mortars target the Warbuggies and Nobz Warbikers on the hill...

...and they pick off one of each! Sensing the writing is on the wall, the Nobz Bikers retaliate, targeting the closest Baneblade...

...and destroy it, breaking the Company!

The Overlord Armoured Airship targets Ghazkhull's crew...


...and thin their ranks, but by fewer than expected!


Ghazghkull responds by targeting Yarrick himself - but the legendary leader's tank stands up to the incoming shots!


Left exposed, and about to suffer the wrath of the Great Gargant, Yarrick issues one final order of defiance - to target the lumbering war machine. With four Power Fields still active, it seems like a useless gesture...

...but the power fields flicker - and the shot punches through the hull and hits the magazine, inflicting maximum damage and starting three fires! An immediate roll is made on the fire table and with four fires already burning, it does not look good for the Great Gargant! Internal explosions tear through the Gargant and reduce it to a burning pile of molten slag! Even Yarrick is stunned by the dramatic turn of events - little wonder that Orks across the battlefield shudder with shock and dismay!


The Mekboy Gargant brings its Kustom Cannon to bear on the Grand Battery - this time it can unleash 12 shots! 



It tears through the company, obliterating Mole Mortars left, right and centre!


With the Orks having no more activations to make, Yarrick acts as spotter for both the Goliath Mega-Cannon and Thudd Guns - but both barrages go astray!






Squat Warriors fire at foes in front - and behind!


And pick off a few more enemies!

The still intact Mortar Car has a direct line of sight on the Scorcher tanks...



...and destroys them!


Close Combat Phase:

The Wildboyz take on the Guild Master...

...and are easily defeated!


While a Wartrak engages a Mole Mortar...


...easily overcoming it!


Advance Phase:

The Gyrocopters target the Wartraks...

...and destroy another two! This is the last action of the Turn!


Battlefield Overview:


End Phase:

The Mekboy Gargant is not damaged by the field - but - again - only just!

The Kult of Speed is broken - and the Wartraks fail their Morale Check and are forced on to Fall Back orders! Deathskulls rally, but the Trikes fail their Morale Check again!

Squat Casualties (destroyed Colossus & Land Train not shown):

Land Train: 6 VPs
Colossus: 5 VPs 
Baneblade Company: 5 Vps
Guild Biker Force: 8 VPs 
+ 4 Objectives: 20 VPs

Ork Casualties:

Deathskull Clan: 10 VPs
Kult of Speed: 6 VPs
Great Gargant: 9 VPs
+ 4 Objectives: 20 VPs


Turn 3 VPs:

Orks: 44 VPs

Squats: 45 VPs

Squats win by 1 Victory Point!


Closing Reflections:

Wow! What a battle - and unbelievable that the Orks lost out by a single point! Given that Yarrick's Baneblade pulled off a wonder shot, the Orks can feel especially hard done by! It was funny seeing the Colossus going out to the ball round from the Ork Gutbuster as this was exactly how it played out in the original White Dwarf battle report. The second ball round trashing most of the Land Train was another big moment for the Orks, and it felt like the momentum had swung their way...but it was not to be! The weapon being blown clean off the Gargant was another fun moment, one of the nice details that's built into the Epic system that occasionally delivers a surprise and a few laughs! As you'll have noticed, I had to proxy the Mekboy Gargant with a Slasha, so I hadn't used the Mekboy Gargant before - on this evidence I may again in the future! The invulnerable shield (which can overheat) proved to be a real boon as did the two Kustom Cannon I tooled it up with (I didn't see any use for the close assault weapon), although the dice rolls were very kind when rolling the number of attack dice for those guns! It could have just as easily misfired, causing damage! One of the Epic community has pointed out that the Mekboy Gargant does not have a Gutbuster weapon, so unfortunately that was a schoolboy error on my part that it was treated as having one here (I thought all Gargants had them). It was a lot of fun replicating this classic battle and I hope you enjoyed reading up about it!

My Patreon is now live, so if you want to see what happened when I replayed this battle with 7,000 points and allowed free deployment, please consider backing me! I hope to make it well worth your while! This will be posted up on my Patreon within a week from now.

One technical note: I realised after the battle and reviewing the pictures that when I photographed the table at night, there was so much green and yellow on the table that it gave off a strange, almost sickly-looking light. I've noted this for the future, so you shouldn't see this happen again - and it won't happen in the 7K battle report.

Still want more? I've posted a "Director's Commentary" version of the video as well if you want to listen to my ramblings! Enjoy!














Epic Announcement!

 Epic Blog and Youtube Channel Announcement!


Hi all! I know that there are a lot of fans who come to this page for the Epic material, so I thought that I'd put up a post to formalise a video that's going on to my Youtube channel - and it will herald a significant ramping up of Epic videos on my channel there! I'm excited to share this news with you!

Firstly, I'd like to ask for your support by asking you to like, comment and share my videos, but most importantly, please subscribe to my Youtube Channel as this will be a massive help in ensuring that I can deliver what I'm about to promise... 

So without further ado, here's the video (summarised details follow below):

I want to shape the content YOU want, so please comment on this video on Youtube to let me know the things you'd like to see - and I will try to accommodate as many of your requests as possible in the coming months!

To recap then, here's what you can expect from my channel each month:

Open Channel (All Channel Subscribers, Free Content):

1 Epic Battle Report (up to 4,000 points)

2 Epic Chats - talking all things Epic, but likely with a focus on Army Lists and general tactics

2 RPG Chats - player and GM tips for running games and campaigns of Star Wars D6, Judge Dredd and Alien

Q&A Session - broadcast 4 weeks after it has been released to Video Exclusive Patrons.

Sneak Peek Patrons:

Patrons get to see all of the above content 2 weeks before it is released on the Open Channel. Sneak Peek Patrons can ask questions for the Q&A sessions. Q&A Sessions are released 2 weeks after they have been broadcast to Patrons on the next Tier up, but still another 2 weeks before broadcast on the Open Channel. Sneak Peek Patrons actively help me to keep the Youtube Channel and this blog advert free!

Epic Video Exclusives + Q&A Patrons:

Patrons get the Sneak Peek benefits plus the following exclusive content (essentially gaining access to all content with the exception of private commissions):

1 Epic Battle Report (7,000 points) - forces, terrain, and scenario type will be dictated by Patron votes. 

1 Campaign Epic Battle Report - same as normal battle report but with world map showing armies moving and engaging one another and then the same again at the end of the report to update the campaign roster. 

1 Epic Tactics Video - already planned are videos dealing with every unit in every Net Epic Gold army! I will also take direction from Patrons in terms of content for these videos - I want to accommodate the conversations you want to hear!

1st look at Q&A Video - I respond to Patrons' questions directly! 

None of the above will be shared on my Youtube Channel with the exception of the Q&A Video - which will be released to Sneak Peek Patrons 2 weeks after broadcast to Patrons on this Tier, and then released on to the general channel a further 2 weeks after that. I will field questions on the Q&A from Patrons on this Tier as well as Sneak Peek Patrons. As well as helping me keep my channel and blog advert free, Epic Video Exclusives Patrons are directly funding unique material that wouldn't otherwise be made! 

Epic Fanatic!:

You, as Patron, commission your own bespoke Epic video! You get to pick the forces, terrain and scenario of your choice! Essentially amounting to you producing your own Epic blockbuster, this is an exclusive which will be shared with no one else!


And that's it! Whether you support me by subscribing to the channel or back me on Patreon, any support you can offer is very much appreciated - thank you so much! Now, I need to get to work...

GM For Hire: Judge Dredd

GM For Hire: Judge Dredd 


Contact Me: 

Email: thebissler@gmail.com
Facebook: GM for Hire  
Twitter: @thebissler

Update: Since I originally posted this blog entry, two groups have asked me to run a Judge Dredd campaign for them! As a result, I can now offer to run this completely home-brew campaign for the cost of £10 per player for a 3 hour session. 

Introduction: In 1987, I picked up a copy of 2000AD (Prog 510). I knew nothing about it, but was instantly hooked by this comic which took me to a variety of grim and violent futures! It wasn't long before I was buying Titan Book collections and attending signing sessions at comic shops across Glasgow! That 2000AD fandom has carried on throughout my life (as the numerous Strontium Dog Miniatures Game articles on this blog will evidence), as has my love for Judge Dredd and Mega-City One - and no wonder! It is an incredibly rich environment which can deliver a whole range of stories, comic to tragic, from the personal to the epic! As I embark on my own adventure of becoming a GM for hire, I'm looking forward to sharing that love for Mega-City One's mean streets with new players online! This post sets out some of the options to give prospective players an idea of what they can play and an idea of what to expect.

First of all, here's me chatting about this service, but please read on if you want to know more!


The System: I'm happy to run Judge Dredd using either the recent system by EN Publishing or Games Workshop's system. I feel that the GW system is slightly simpler and more intuitive, but I'd be delighted to to run either!

The Action: The action is centred in the Judges'/Perps' own patch in Sector One, but occasional visits to the Cursed Earth, other Mega-Cities and even space are possible! As you'd expect, Judges will have access to the Lawgiver and Lawmaster and other Justice Department backup (Sector House resources allowing). Judges should expect to have to deal with the lowliest of crimes such as littering and jaywalking, all the way up to mass-murder! The city is packed with bored, half-mad citizens who often distract themselves from the crushing tedium of life in Mega-City One with the latest crazies, or worse still, fall into a life of crime! Very much mirroring the strip which had a lot of Dredd tales that only ran for a few episodes, but then a number of notable mega-epics, players should expect some cases to be low-level affairs, dealing with petty criminals, but others will be far more epic in their sweep! While perp player characters will start with far fewer resources and will have to find ways to get their hands on powerful hardware, they will often find themselves at the centre of some of the epic catastrophes which have struck Mega-City One throughout the years! My central aim is to deliver the gritty tone of the Dredd 2012, but with more of the madness - and certainly the Mega-City One - of the comics, but this can be tweaked to best suit your group's needs.

My collection of Case Files! I also own the Judge Anderson and a few other Dredd books, including Origins and Day of Chaos

The Platform: Discord will be used for chat, text and images, while Roll20 will be the platform for maps and tokens to resolve combat. Note that there may be occasions where the action is resolved in the theatre of the mind, but, in general terms, I prefer to provide players with map environments in order that the action is clear and easy to understand. Music, including the Dredd 2012 soundtrack will be available to players to listen to along with other handpicked tracks from my music collection which have a similar electronic and/or guitar futuristic feel to compliment that soundtrack (can be switched off if desired).

Characters: Players have the option to play as Judges or perps. As Judges, they can be Street Judges, or take a more specialised career as Med, Tek or Psi Division*. Perps can literally be anything the player can imagine!

*Note: The Games Workshop made taking a specialist Judge difficult, but, so that specialising is easy if a player wants to go down one of those routes, I have a workaround for this to ensure players can take the type of Judge they want (assuming players would prefer to use that system over EN Publishing's system).

Game Options: Due to the heavy lifting that has to be done by a GM to run Judge Dredd - most notably in creating Perp Sheets that the Judges will almost certainly request from MAC - I am regrettably unable to offer JD at a Casual Play level. I'm excited at the prospect of creating an immersive Mega-City One experience, so this is a challenge I relish rather than fear!

Campaign Play: My Order Out Of The Chaos Campaign is fully written, realised and ready to run! Set in the immediate aftermath of Judge Cal's demise, the players take on the role of new Judges being flown into Sector One as backup - but quickly find themselves embroiled in utter chaos! With each session unfolding in real time in Mega-City One, the campaign follows the Judges' baptism of fire as they fight to bring furious citizens under control in a ferocious 21-30 hours* on the streets! Incorporating elements of action, investigation and humour, this is a campaign designed to provide a challenge to both the Judges' brawn and brains!

*Depending on many elements, the campaign is expected to take 7 - 10 sessions to run and therefore 21-30 hours in game time. 

Please check out these videos for more information on the Order Out of Chaos Campaign and details of rates to book sessions follow below...

Campaign Trailer outlining the premise and introducing the Sector House staff...


And take a tour of your patch in Sector One...

Rates:

£10 per player to participate in a session. Service Charges are to provide a three hour session, and all associated preparation and writing, with charges on a per-player basis with groups consisting of a minimum of 3 players. Payment of a session via Paypal is required before the next session is played. 

Taste & Try Guarantee: If players do not enjoy themselves in the first session and do not wish to continue playing, that session is free - otherwise, payment for the first and subsequent sessions is expected. 

Immortalise Option: For an additional £2.50 per player on top of the chosen Tier pledge, a full write up of your session will feature on my blog along with a PDF copy for each player. See Green Vipers posts on this blog for examples of what you can expect.




GM For Hire: Star Wars

 GM For Hire: Star Wars D6


Contact Me: 

Email: thebissler@gmail.com
Facebook: GM for Hire  
Twitter: @thebissler

Introduction: When I was taken to see the original Star Wars film in the cinema at the age of two, I was so amazed that I got out of the seat and toddled down to the front of the cinema where I sat completely entranced for two hours! Soon after, I had a collection of the Star Wars figures and a copy of John Williams' double LP score which I'd listen to as I played with my figures. And so a love of storytelling and science fiction began. Forty three years later, I still love visiting a galaxy far, far away as I run Star Wars adventures using West End Games' D6 system. As I embark on my own adventure of becoming a GM for hire, I'm looking forward to sharing that love with new players online. This post sets out some of the options to give prospective players an idea of what they can play and an idea of what to expect.

First of all, here's me chatting about this service, but please read on if you want to know more!


The iconic film poster where my love of all things Star Wars began. West End Games used the same image for the cover of the 1st edition of their roleplaying game.

The System: I'm using the Star Wars REUP system which is the fan version of 2nd Edition Star Wars by West End Games. The reason I love this system is that it is simple to learn, yet can offer crunch should the GM require it (though my preference to to keep things as simple as possible). 

The Setting: The Star Wars galaxy. Expect to visit planets, some familiar, some less so from the Star Wars universe with extreme climates and full of exotic aliens and strange creatures! My preferred setting is the Galactic Civil War as this is the period that most of the published game materials are designed for. 

Please note that, for the purposes of home-brew games, I only consider the films as cannon. I do use Wookieepedia as a tool for designing my universe so I do try to avoid anything which clashes with anything in the EU, but some dramatic licence may be used from time to time. Some published adventures may also have elements which have been altered since Disney jettisoned the EU (which West End Games began with their game and supplements). 

The Action: This can range from personal one on one gunfights up to major battles! Star Wars routinely sees Player Characters wielding blasters and lightsabers, battling on foot or in walkers or speeders, and piloting fighters and freighters into battle - even occasionally involving capital sized ships - should be expected also!

The Platform: Discord will be used for voice chat and to add text/pictures while Roll20 will be used for maps and tokens. I own all of John Williams' scores for Episodes IV-VI as well as some select tracks from Episodes I-III and curate a playlist of tracks for each adventure to set the appropriate mood! Please have a look at my Green Vipers posts which show examples of "Music Cues", giving an idea of how I select tracks to best fit the mood of the adventure. Finally, every adventure (though not necessarily every session) will have an opening scroll which, in campaign mode, can be tailored to mention particular group members, their ships and settings. You can click on this text to view all of the existing examples of opening scrolls on my YouTube channel.

Characters: The Star Wars REUP system has 26 character templates, including the following:

Bounty Hunter
Brash Pilot
Gambler
Minor Jedi*
Smuggler
Tongue-Tied Engineer

*Note: To keep play balanced, I don't recommend there being any more than one Jedi character in the party. Also, Jedi characters should expect to gain their powers extremely slowly, literally over a period of months, if not years. Becoming a Jedi is not a quick and easy path.

These are just a sample, and, if you don't like any of those in the REUP book, there are literally dozens of other options available from other supplements! In addition, if Campaign Play is desired, I will happily guide players through the process of designing a character from the ground up! The character YOU want is what will be delivered!

Game Options: I am delighted to offer Star Wars at all three tiers, meaning that prospective players can opt to play Casual, Campaign or Unique Campaign play. More on each follows:-

Casual Play: Casual play offers the running of classic adventures by West End Games. There are too many to list, but the following adventures are among those available to run:

Tatooine Manhunt
Strike Force Shantipole
Battle for the Golden Sun
Starfall
Scavenger Hunt
Riders on the Maelstrom
Crisis on Cloud City
Black Ice

If there is another adventure players would like me to run, please do not hesitate to contact me as I am able to run most, if not all of the adventures! 

Campaign Play: The published adventures are "one shot" in nature, unconnected stories which are fun in their own right, but if you're looking for a deeper experience, then campaign play might be for you!

During "Session Zero" character creation, players will be encouraged to come up with backstories to provide me with potential storyline hooks to thread into the campaign. Once the sessions get underway, the team will be provided with a home base where they will meet a group of allies who will be recurring characters in the campaign. A PDF of this will also be provided. Recurring villains should also be expected, and the aim will be to provide a series of adventures which tell a bigger story. This does not mean that the one-shot adventures will not be used, but they will be incorporated into the tapestry of a wider tale. There are some adventures too which have been partially sketched out in some of the campaign packs that I will adapt and expand upon to fully realise for play. A good example of this is The Long Shot campaign which, with the exception of Trials of the Godking which already existed as a full adventure, has now been fully realised for play. Campaigns which are currently available for play are as follows:-

The Long Shot (from the Classic Campaigns supplement): Rebel Campaign
The Minos Cluster (from Galaxy Guide 6): Trader Campaign
Elrood Campaign (from Operation: Elrood and The Planets Collection): Rebel Campaign
The Darkstryder Campaign (from the starter set and all three supplements): New Republic Campaign

Note: The Minos Cluster and Elrood Sectors are adjacent, meaning that one campaign can easily flow into another.

Further details about any of the above can be provided for interested parties, please do not hesitate to enquire!

Unique Campaign Play: Unique campaign play means me writing a campaign for your team of players and that it will be designed with all of your needs and wants catered for! You want to play as Imperial Agents trying to infiltrate Rebels, no problem! Stormtroopers in the 501st, sent for missions across the galaxy, you got it! Or maybe a team of bounty hunters, pursuing the galaxy's most desperate and despised? If you can dream it, I can't see a problem accommodating it! 

For the really adventurous, I do have a complete 50 episode campaign called Rise of the Rebellion which charts a Rebel group's exploits running from 5BBY to 0BBY (5 years before A New Hope right up until just before the events of Rogue One). The campaign has been fully play tested with a group of 7 regular players already. 

Plot Armour: I am pleased to be able to offer Plot Armour to be set "on" or "off". This means that adventures can occur within the established timeline of the films, dovetailing, but not changing anything established in canon, or, alternatively, the characters can take on the likes of Jabba or even Vader and the Emperor in their own alternate version of the saga! 

Rates: 

Service Charges are for a three hour session, and all associated preparation and writing, with charges on a per-player basis with groups consisting of 6 players.

 

Tier One: Casual Play. £7.50 per session running pre-published adventures.

Tier Two: Campaign Play. £10 per session running a mixture of pre-published and home-brew adventures with play tailored to the specific characters in the group. An introductory post will be put up on this blog and players will be provided with a PDF of the same document.

Tier Three: Unique Campaign Play. £15 per session running home-brew adventures only, tailored to your group's needs and wants for the campaign.


Immortalise Option: For an additional £2.50 per player on top of the chosen Tier pledge, a full write up of your session will feature on my blog along with a PDF copy for each player. See Green Vipers posts on this blog for examples of what you can expect.

Rules: For anyone not familiar with the system, here's a few quick basics: all attributes and skills under the attributes have a dice code, e.g. 3D, 4D which simply indicates how many six sided dice the player rolls, the totals of which are added together when rolled. Some dice codes have +1 or +2 after them, e.g. 4D+2, which would mean that you roll 4 six sided dice, add them up and add 2 to the result. Note: Roll20 automatically tallies the dice rolls so you don't have to worry about the arithmetic!

When asked to make a skill or attribute roll, the GM will set a difficulty for it. If the roll equals or exceeds the difficulty, the character has passed the test, while, if it is lower, they fail. The difficulties are as follows:

Very Easy: 1-5, Easy: 6-10, Moderate: 11-15, Difficult: 16-20, Very Difficult 21-30, Heroic 31+ 

When rolling the dice for any skill check, you have a single "Fate" dice which adds extra excitement to proceedings: roll a 6 and the dice "explodes", allowing you to roll another dice to add to your result - if another 6 is rolled, the dice explodes again and will keep rolling until a player fails to roll a 6! A roll of a 1 means that you will either be asked to subtract the 1 and the highest result from the total or, alternatively, the GM will tell you that a complication has happened and something interesting and unexpected happens!

You gain Character Points at the end of an adventure and can spend these either to increase your skills or can use them in-game to boost rolls if desired. Force Points also allow players to double all of their skills for one turn!

If all of the above seems straightforward enough, you shouldn't have any problem entering a galaxy far, far away! Join me! With our combined strength, we can end this destructive conflict and bring order to the galaxy!


GM For Hire: An Introduction

 Game Master For Hire:


Contact Me: 

Email: thebissler@gmail.com
Facebook: GM for Hire  
Twitter: @thebissler

Introduction:

For those unfamiliar with this blog, my name is Gordon Bissell. I'm a Game Master, role-player and wargamer from Glasgow, Scotland, who has a particular interest in science fiction. I have 33 years experience of GMing roleplaying games, going back to 1987 when, at the age of 12, I discovered Games Workshop's Judge Dredd: The Roleplaying Game. A huge 2000AD fan, I was instantly hooked and a lifelong love of roleplaying ensued! As well as GW's Judge Dredd, I have run the following games: Star Wars (West End Games' D6 system), Cyberpunk 2020, Warhammer Fantasy Roleplay, and EN Publishing's Judge Dredd game. On the other side of the GM screen, I've also played Star Wars D6, Paranoia, GURPs, AD&D, GW Judge Dredd, Warhammer Fantasy Roleplay, Star Trek and, most recently, Alien. 

I've always loved GMing and have run more home-brewed more games than pre-published adventures. I have run a Star Wars Campaign which was entirely written as a home-brew and designed for my group of players which ran for over 50 sessions - so I'm able to deliver a deeper gaming experience if players are looking for something more than just casual play! I like to encourage players to think about what their characters are up to in downtime in between adventures (some of the best adventures I've run have arisen out of such details), but, equally, I do not insist upon this; casual play is equally valid!

Available Games:

I am currently available to run West End Games' Star Wars D6, Judge Dredd (either by Games Workshop or EN Publishing, whichever is desired by the group) or Alien by Free League Publishing. More information about what I'm offering on each system follows further down this article. More expansive descriptions of what is available will follow on posts dedicated to each setting.

Sessions: 

Sessions will be run on Roll20 for maps and tokens, with either Discord or Google Hangouts used for voice chat (whichever is preferred by the group). My preference is to use maps where possible, but there may be occasions where the action unfolds in the "theatre of the mind".

A session will last 3 hours and ideally will be run on a weeknight (Mon-Fri) 7pm - 10pm or 8pm - 11pm GMT. Weekends really would only be the only times where I could offer more flexibility on time-scheduling (which may be necessary if group members are playing in different parts of the world).

Group Size:

Games will be run for a group of 6 players. Costings (found further down this post) are based upon this being the number of players in any given session. 

Zero Session:

To ensure that all players are comfortable, a Zero Session will be run with all prospective players, free of charge. During this session, all introductions will be made, character sheets created, and we will have discussions about expectations and try to nail down the specific experience everyone is looking for. It'll be my job to deliver the game everyone is looking for in Session One - and for as long as desired! If the group cannot reach a consensus, then there is no obligation to proceed any further. Assuming that everyone gets along well and is willing to play the game...

Session One:

With the groundwork having been completed in the Zero Session, Session one will jump straight into the action! Whether that action is in a galaxy far, far away, in Mega-City One, or even a space station in the outer rim in Alien, Session One will be a taster of what players can expect on a regular basis. If players do not enjoy the experience, they may drop out at this point, without charge, no harm, no foul. However, the fee is anticipated and very much welcomed for Session One players who do enjoy the experience and wish to continue playing!

Casual Play or Campaign Play: 

Players can opt to request sessions on an ad hoc basis, when I will host as and when required (subject to availability). Such an arrangement will mean that only casual play - adventures which only last a few sessions - can be accommodated. 

Alternatively, if players want to play a campaign, I can create a campaign which will run for a desired number of sessions which will be run on a schedule agreed by all players. To provide the immersive feel of a campaign, weekly play is recommended, but the scheduling will be determined by the group (subject to my own availability). In a campaign, players can expect to meet recurring NPCs, both allies who set them missions (such as a General on the Rebel Base or a Sector Chief and associated personnel in Judge Dredd) and enemies who will make their lives as difficult as possible! My campaign style is to run a series of individual adventures which weave together to tell a larger, hopefully epic, tale. I also like to delve into character backgrounds where possible to give some added depth to the adventures.

Whether in Casual or Campaign Play, there may be times when members have to miss or reschedule sessions due to life commitments which I will try to accommodate as much as possible, but if there is a player who is regularly finding it difficult to make sessions, then it is possible they may be asked to leave the group and allow another player to join. None of the above is set in stone however, I will be as flexible as I possibly can with a group's requirements - life does get in the way sometimes, it's to be expected! 

More information on the differences between both will be further detailed in separate posts on this blog.

What You Can Expect From Me:

A friendly, approachable GM who always tries to accommodate players where at all possible. My priority is to ensure everyone is having fun around the virtual table! I am always open to feedback if there are areas where players think I can improve. I'm also open to adapting play to be more focussed on action or roleplaying if there is a feeling of there being too much emphasis on one and not enough of the other! I recommend reading some of the Green Vipers posts on this blog to get a sense of what type of game I run for Star Wars. I'd be aiming to strike a similar balance between roleplaying and action when running Judge Dredd or Alien.

Options:

Star Wars West End Games D6 System: Rebellion era, Rebel Forces (Tiers 1-3 available)

Judge Dredd EN Publishing / Games Workshop, whichever system preferred: 2099 onwards (Tiers 2-3 available)

Alien: Free League Publishing (Tier 3 only)


Services Charges are for a three hour session, based on a per-player basis with groups consisting of 6 players:

 

Tier One: Casual Play. £7.50 per session running pre-published adventures.

Tier Two: Campaign Play. £10 per session running a mixture of pre-published and home-brew adventures with play tailored to the specific characters in the group. An introductory post will be put up on this blog and players will be provided with a PDF of the same document.

Tier Three: Unique Campaign Play. £15 per session running home-brew adventures only, tailored to your group's needs and wants for the campaign.


Immortalise Option: For an additional £2.50 per player on top of the chosen Tier pledge, a full write up of your session will feature on my blog along with a PDF copy for each player. See Green Vipers posts on this blog for examples of what you can expect.


Settings: A brief synopsis of what is on offer for each system follows, but individual posts detailing more information about I can run for each system will follow in due course on this blog.


Star Wars: I have a whole host of adventures and campaign settings I can offer here! For casual play, I have all of West End Games published adventures and can run any requested! On the campaigns front, I can easily run the Long Shot Campaign as I've done so recently as recorded on this blog, but there's also the Darkstryder Campaign or the Minos Cluster Campaign. The first two are Rebel Campaigns, while the latter focusses on a group of traders/smugglers struggling to make their way in the galaxy. With the current popularity of The Mandalorian series, I'd be willing to go to work on a "scum" campaign, though this would be fall under the home-brew campaign category.

In terms of the setting, expect to encounter strange creatures and bizarre aliens, travel to far-flung corners of the galaxy, visiting iconic worlds with extreme climates - and getting to pilot all of the iconic ships you know and love! Oh, and the action can range from personal one on one gunfights up to major battles - just like the films!

I'm most comfortable running adventures set during the Galactic Civil War, but have run a campaign which covered the period 5BBY right up to the events featured in Rogue One. Please note that I only count the films as cannon, so there may be elements in the games which contradict events in Star Wars Rebels and other expanded universe media. There is an option also to switch plot armour on or off, depending if the PCs wish to dovetail with the events of the films or if they fancy changing the whole story and taking on Vader and the might of the Empire themselves!


Star Wara RPG Books 


Judge Dredd: My love of Judge Dredd doesn't go back quite as far as my fandom of Star Wars, but, as mentioned in the introduction, I've been a fan for well over three decades! I can run any setting covered by The Complete Case Files, but I'm most familiar with the early years of Judge Dredd, from 2099 up to Necropolis.

Players will have the choice of playing Judges or Perps - or, for the ultimate experience, alternate between both, some weeks playing as Judges trying to take down the perps, others trying to build a criminal empire right under the Judges' noses!

If, playing as one faction or the other, most of the action will take place in Sector 1, but, as with the strip, the players can expect forays into the Cursed Earth and beyond! As with Star Wars, plot armour can be turned on or off - as Judges, the players can take Dread's place in some of his most famous adventures - or as perps try to kill him! In the case of playing both factions, the action will be set in different sectors (to avoid the players finding themselves in the strange situation of building a criminal empire with perp PCs that their Judge PCs are actively trying to tear down).


My collection of Complete Case Files (I do own more Dredd and Anderson books!)

Alien: Enter a dangerous, uncaring galaxy full of slimy, deadly creatures - and that's just the company that employs you! Whether you want to part of a team of frontier colonists, travel the galaxy as space truckers, join the colonial marines or help the company expand across the galaxy, I'm confident that I can create a campaign for you! 


Testimonials: There are currently four testimonials that I have here, but please watch this space, I will add more soon! 


Brian R.: Gordon is an exceptional GM, Not only is he well-versed in many systems, but his ability as a storyteller is outstanding. I have been a player in many of his games from Cyberpunk 2020 to Warhammer Fantasy Role-play. Each time he found creative and fun ways to keep his players interested and engaged. I have always greatly enjoyed participating in games run by Gordon and hope to do so again in the future.


Please see comments below for more testimonials from Robert M, Craig M and Tom W (aka One Man Banned).





   

Star Wars D6: Green Vipers Episode X (Part I)

Episode X: Scavenger Hunt (Part I)

Introduction:

The Green Vipers campaign continues with this classic adventure by West End Games. This is the first time I've run one of the full standalone adventure supplements for my group and it will, by no means, be the last! I plan on running most, if not all, of those that were published! As usual, I own none of the images which were mostly sourced from google images. Please note that this is an advert free, not for profit blog. 
Additionally, please visit The Rancor Pit. The support shown to me by fellow GMs and players there has been wonderful - thanks again to all of you who are still following these adventures!


The New Viper:

Music Cue: Rebel Briefing
The Green Vipers are called to the Command Bridge on Nowhere where they find General Lens Reekeene and Santhou. Captain Hannah is also there and still seems to be running Nowhere's command deck in the aftermath of the battle of Lorimax.

Lens: Thank you for joining us, Vipers. We've got another mission for you, but first I'm sorry to say there's going to be some more changes to your squad. Commander Hannah, if you would?

Hannah: Thank you General. After our success at Lorimax, the General has asked me to command Nowhere on a more permanent basis. This means that I'll be key in not only day to day operational duties, but also planning future campaigns for this ship and coordinating Roughnecks operations alongside the General. That being the case, I'll no longer be able to lead you on missions. Now, the reluctance of members of this unit to step up to the plate in terms of leadership is well-established. That leaves me with no option but to put in charge the only member who has consistently made the case that things would be better if they were running things.

Captain Hannah

Kaleban: Huh! Who would that be?

Hannah: C4-S0, will you accept the position of Captain of the Green Vipers!

C4-S0: Goodness, gracious me! Yes, of course, it makes sense! And, if you don't mind me saying so, it's not before time!

C4-S0

Tala: What? You were threatening to dismantle him last mission and now you're putting him in charge?

Tala Nor

Hannah: I'm sure he'll perform quite admirably. 

C4-S0: Yes, that's enough from you mistress Tala. I'll not stand for dissent!

Tala: And what about you? You couldn't stand Hannah until now!

C4-S0: That's Commander Hannah to you! Admittedly, we have had differences of opinion, but that's all behind us now. Thank you Commander for this great honour!

Corr: Ah cannae believe yer puttin' this bucket of bolts in charge!

Lens: That's enough from you, Alden! Perhaps if you hadn't all shirked the burden of responsibility you wouldn't find yourselves in this situation!

C4-S0: Yes, pipe down or I'll have you thrown in the brig for your insolence!

Hannah: You'll be perhaps happier to hear that I've arranged for R3-FU to be given a full upgrade. He has full functionality now...

R3 beeps happily at this.

R3-FU

Lens: Obviously, we can't have you short-handed so you'll need a replacement.

Hannah: Indeed, I have one more parting gift for you! Please welcome my replacement, Beelam Bastrilla!

The bridge doors roll aside...

Beelam Bastrilla

The Ewok chirps enthusiastically as it joins the Green Vipers. His squad members stare at him in disbelief.

Kaleban: So much for not being 'short-handed'! You promised us a replacement, not a mascot...

Kaleban Maars

Hannah: Don't everyone thank me at once! 

Hannah smirks maliciously. Worn down by the Vipers' constant sniping at his leadership, he enjoys his moment of petty revenge, before explaining that he has a new mission for them, one which will require them to use the Imperial Shuttle they stole from Callonia...

Elusive Prey:


During a hyperspace jump on the shuttle, the team watch a fuzzy holographic communication received from Dankayo base:

As the image fades, the Vipers chat to each other. C4-S0 is 1st Rebel, Corr 2nd Rebel, Kaleban 3rd Rebel, Tala 4th Rebel,  Bots 5th Rebel and Beelam (interpreted by C4-S0) is the 6th Rebel.


Music Cue; The Sith Spacecraft and the Droid Battle


As they approach the Elusive, Corr takes the comms as the ship contacts them. As Beelam jumps on the shuttle's chairs and Bots struggles to grab him, Corr tells them that they have picked up a Rebel prisoner, a savage creature and they wish to dock with their ship. As they are granted access, Corr guides the ship in alongside the Elusive and he locks the Proton Torpedo Tube on to the Elusive.

Comms Officer: Ah, shuttle Bonderium, it looks as though you've locked a Proton Torpedo Tube has come unlocked and is...ah...sort of pointing our way. Would you mind shutting that down?

Corr: Aye, like I said, we've got problems here! Grab that wee nyaff, would ye, Bots?

In the next moment, Corr launches the Proton Torpedo and Kaleban opens fire with the laser cannon while Tala raises shields. Bots scoops up Beelam who he straps into one of the passenger seats at the rear of the shuttle. The shuttle shudders as the Elusive returns fire and both ships trade more fire, with Tala aiding Kaleban in blasting at the ship as Corr performs strafing runs. Then, as quickly as the battle began, it ends - with the Elusive making the jump to hyperspace. 

Kaleban: I don't think we can trace a ship through hyperspace!

C4-S0: R3, quickly, plot all known routes through hyperspace based on their last known trajectory!

R3 interfaces with the ship's computer and begins frantically trying to calculate the various trajectories. As he does so, a needle shaped ship drops out of hyperspace and starts using a tractor beam to scoop up the Elusive's garbage. Moments later, a doughnut shaped ship also drops out of hyperspace and also starts scooping up the garbage - while attacking both the needle-shaped ship and the shuttle! Corr directs the shuttle away from the battle as the needle-shaped ship uses tractor beams to protect itself from the larger ship's assault! The doughnut shaped ship then makes a jump away...

Music Cue: The Little People Work
R3 picks up a transmission that indicates that the smaller ship seems to know where the Imperial ship went. After a brief conversation on the comms, the needle-shaped ship agrees to allow the Rebels to dock to negotiate a trade. They are led through on to the ship whose corridors are overflowing with bric a brac until they are brought before King Ebareebaveebeedee. The King and his people are Squibs and he is keen to trade with them. The Vipers offer him the shuttle, but it is only when his advisor, Spilfer, whispers in his ear, that the King offers the team a fresh bargain.

Ebareebaveebeedee: You bring us quest object from System of Paradise, we give you place-numbers to catch BigShip. Spilfer will join you to lead you to the quest object! All pals together now!

King Ebareebaveebeedee

The Vipers are reluctant, but the King will not be shifted. They take Spilfer and a "gift of bargain-closing", a chef droid called L9-G8.

Spilfer


L9-G8

Strangers in Paradise:


Music Cue: Han Solo Returns (At the Court of Jabba the Hutt)
On arrival in the Paradise System, the team find that the junkyard at the centre of the system is heavily blockaded by a series of the doughnut-shaped ships which they now know are Ugorian ships, hated enemies of the Squibs. After the Ugorian Customs Officers bring the team on board their ship - which is even more rammed full of garbage than even the Squib ship - they agree to pay the relevant taxes to grant them access to the system. It becomes clear to the team that Paradise System is a place of almost religious significance to the Ugors. They are forced to relinquish their weapons, but Bots manages to conceal his hold-out blaster and Kaleban a boot knife, while Beelam manages to bluff the Ugors that his spear is a walking stick. Tala tries no deception; she always has her claws if they get into a fight.

Ugorians

Just as they are about to return to the shuttle, Spilfer enters the Ugorian ship, causing uproar! The Ugorians believe he is a sacrifice to be served up to them on a platter - it is only when the Vipers pay a hefty fine for Spilfer's desecration of their ship that he is released and they are allowed to proceed into the sprawling floating junkyard of Paradise.

As they depart the Ugor ship, the Vipers try to interrogate and intimidate Spilfer into telling them what the quest object is and if it is a danger to them. Spilfer insists that it isn't, but still refuses to provide any further details. Having noticed that a strange black assault ship is tailing them, Corr takes evasive manoeuvres as they enter the thick debris field. Identifying a huge hollow cylinder floating in the garbage, Corr guides the shuttle in and powers it down until their pursuers pass them by and disappear into the distance. He glances inquisitively to Spilfer.

Corr: Where tae now, wee man?

Spifler: Dead ahead. Not far now...

That's No Moon...

Music Cue: Inner City

The Squib directs them into a section of the junkyard which is heavily patrolled by Ugorian vessels which they manage to slip past, and they find a huge honeycomb chunk of garbage - perhaps a huge section of an Imperial Star Destroyer - floating in the centre of the field. Rings of garbage drift in orbit around it, but what it oddly the huge piece of wreckage at the centre is completely still. As Spilfer identifies the body as the location they are looking for, the team stare out of the viewport, looking for places to land. While most only notice a bare wall where they can land, Beelam and Tala spot a disposal chute as another potential landing spot - but Tala identifies an emergency airlock as the most hidden of landing positions. Corr takes the ship in and successfully docks with the gargantuan chunk of wreckage.


Bots: Droids will slow us. Better stay here.


Bots Vridak


C4-S0: Yes. I shall oversee the mission from here. Keep me informed so I can best advise how to proceed. R3 and L9 will remain here with me.


The humanoids members of the Vipers - Kaleban, Corr, Tala, Bots, and Beelam - proceed inside the wreck and navigate their way through wreckage-strewn corridors. With Beelam rushing onward ahead of them, they proceed through what was once a high-level clearance command centre before discovering sleeping quarters which are filled with battered and broken pieces of what looks like specialised medical equipment. 


Music Cue: The Magic Tree

Corr begins to feel uneasy...it's as if there is an unpleasant stench in the air, an evil presence...


Corr Alden


Beelam chirps excitedly as he discovers another door at the far end of the quarters. Kaleban overrides the door security and suddenly, as the door opens, they are pummelled by debris and they see the gleam of a black helmet and a black cloak billowing in the wind.  



Beelam is first to act, and charges with his spear, disappearing into the darkness under the cloak while Bots shoot with his hold-out blaster...fortunately, they discover that the cloak and helmet are on a stand - and that Darth Vader is not here!


With Corr's help, Tala decides to search the room. They discover a device and a box which Corr is very interested in.



As he opens the box, Corr takes a sharp intake of breath. A lightsaber lies inside. 



Concerned that it may be Vader's, he hesitates to so much as touch it. Sensing Beelam's curiosity to inspect the weapon, however, Corr reaches in and picks it up before the Ewok can act. Activating the lightsaber, a blue blade of pure energy ignites with a deep hum, and suddenly everything goes black around him. 


He can see no sign of his friends - or anything else for that matter. Suddenly four lightsabers - two blue and two green - ignite out of the darkness. They start spinning with an incredible speed, transforming turning the air around Corr into a terrifying, chaotic riot of colour and sound.


General Grievous: Your lightsaber will make a fine addition to my collection.


General Grevious

Grievous swings his lightsabers at Corr, and the whole world spins on its head. He finds himself a child once again, back in the Jedi Temple beside his friend and fellow youngling Sors Bandeam.


Corr: Sometimes I think we’ll never become Jedi.


Sors: I know that feeling, but I think you’ll make it, Corr! 


Suddenly an energy field separates Corr from Sors who suddenly turns around as Anakin Skywalker enters the room.


Sors: Master Skywalker, there are too many of them! What are we going to do?


Sors Bandeam

Corr tries to scream a warning to Sors but is unable to make any sound. He hears Obi-Wan's voice in his head, and shares his shock.


Obi-Wan: I have seen a security hologram of him…killing younglings.



Anakin ignites his lightsaber which suddenly transforms from blue to scarlet - as do Corr's surroundings. Sors has disappeared. Corr feels searing heat and finds himself standing on a mound of ash on the edge of a lava flow. A lightsaber - the same one he picked up moments earlier - is in his hand. As Anakin leaps at him, he swings his lightsaber and dismembers Anakin. Again, he hears Obi-Wan's words as though he is speaking them himself. The sense of loss and despair Corr feels is overwhelming.


Obi-Wan: You were the Chosen One! It was said you would destroy the Sith, not join them! Bring balance to the force, not leave it in darkness!



Anakin: I hate you!



Suddenly Corr is a child again, emerging from the cargo hold on the Centurion. Jaden Jericho sits him down at the holochess table.


Jericho: I don’t usually treat stowaways this kindly, but you want a game kid?


Jaden Jericho

Jericho's cloak turns to black and he transforms into Darth Vader. His lightsaber ignites once again as he approaches Corr.


Vader: Now I am the master.



Obi-Wan: Only a master of evil, Darth. You can't win. If you strike me down, I shall become more powerful than you can possibly imagine.



As Vader swings the blade, Corr is vaguely aware of a distant scream, that of a young man - but the overwhelming sensation is one of peace and serenity. Once again, all turns to black. The voices he heard in his mind are fading, barely more than whispers...


Vader: The force is strong in this one.


Obi-Wan: Corr, these are your first steps…


And then he is back with his friends, brandishing the lightsaber, aware that it belonged to Obi-Wan Kenobi - and that they are in Vader's quarters on the ruined remnants of what was once the Death Star.

To be continued...
 




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...