Monday, 4 June 2012

Samaritan Lancer

Well I failed on my blog-a-day hopes while the Kickstarter was running - I was just too busy yesterday to find the time. I'm determined to get as many posts on here as possible in the next few weeks though.

Things are still going incredibly well in the campaign, and we are closing in on the $140K stretch goal that will see Baker Zosa back in the game. I was really sorry to see him cut in the first place - but we only had room for three characters, Captain Kara Back was a must - as was having a medic when there are Strain infections to deal with - so we had to have Morgan Vade. Then it came down to a choice between Barker and Operator Akosha Nama - Sniper rifle vs Fusion Cannon... We decided to go with precision instead of brute force, but it was a hard call.

I'm delighted to see he's nearly back in the game though - hopefully we can reach that stretch goal and confirm it soon!

One of the new miniatures that is going in the game in one of the Elite Samaritan troopers -

Samaritan Lancer.


An interlaced electron beam acts as a guidance system for the plume of superhot plasma fired by the Azriel class fusion lance. The highly intense beam of energy is the equivalent of a controlled solar flare, capable of burning holes through Meridian class hull-plating.

Designed as a man portable, close combat, anti-materiel weapon platform the Azriel is deployed with a Technician class Samaritan specialist designated as Lancer. Serving dual purposes as a breach expert and an anti-personnel sweeper, the Samaritan Lancer is ideal for on point for incursions into hostile facilities and hard point extraction missions.

Here are pictures of the painted miniature -



Cheers!

mike

Saturday, 2 June 2012

Sedition Wars Gameplay



We have just released a short game-play video for Sedition Wars: Battle for Alabaster. It just runs through a few of the core concepts - hope you like it.

cheers!

mike

Friday, 1 June 2012

Stalker

Just a short post today - it's so hard to find the time for anything longer right now!

Here's a quick look at one of the Phase 2 Strain that come in the game (yes, there will be other types in the future...) - The Stalker.

Here's a little descriptive piece from the book -


A living host exposed to Strain forced evolution and mutation. The stalker is faster and more determined than phase 1 Revenants. The stalker manifests a lethal mono-molecular talon and enhanced mobility. A prehensile tendril acts as vector for Strain infection. 


The original concept is by Roberto Cirillo - 






And finally, the painted version -






cheers!


mike

Thursday, 31 May 2012

Designer's notes

Today's post is a guest blog by the game designer of Sedition Wars: Battle for Alabaster - Rob Baxter. I first started working with Rob while I was at Privateer Press, and it was immediately obvious he was one of those frighteningly creative people who can take a seed of an idea and grow it into something amazing. We stayed in touch after PP and started kicking around ideas and thoughts about miniatures and games. - One conversation lead to another, and well - I'll let Rob take over -

---------------


When Mike asked me to start work on building a setting for his miniatures, the aim was to craft a broad and expansive cosmos. We focused on all the big things we love about science fiction, so we had a lot of clay to sculpt with. The important part was to focus on a setting that allowed for a galactic expanse, yet aim us at an area of play where the battles and struggles had obvious “big picture” implications. Thus the Edge was born, parsecs away from the galactic core, patrolled by the Vanguard, regulated by the SolCom.

At the beginning, Sedition Wars was a miniatures line and definitely *cough* not a game yet. My part was to build out enough background to support some cool bits of fluff, give the miniatures some ground for the imagination to run wild, and scaffold a potential springboard for something bigger.

As I wrote to support the setting, discussions with Mike went deeper. Characters grew attitudes, and started to become people we wanted to get to know better. We wanted to see them in action, watch them take on danger head first. We wanted to watch them grow and see where they lead us.

Sedition Wars is a setting defined by the people who dwell there, and the trials they have to face. The Outbreak that you experience in this game is a beginning to a vast tale, a massive universe of potential that we’ve only just begun to explore ourselves. As a creator, it's an incredible thrill to realize the terrain you have the opportunity to unveil. With the clear themes of the Sedition Wars universe, we discovered elements in the setting that gave us a roadmap. The setting jumped to life and now we have an epic in the making, spanning spiral arms and galactic drifts.

Designing this game, and the campaign within, is just an extension of that universe. In Battle for Alabaster we wanted to craft the foundation of a narrative that will continue. The birth of the Strain is also the birth of our universe as a continuum for play. We want to use a story to anchor the game in a way we find compelling. The Strain Outbreak provides the foothold on the vast universe of Sedition Wars. As the conflict continues to unfold you’ll get to know the Galaxy and the Edge better, and see knew threats and factions arise.

What it comes down to though is that we're just huge fans of science fiction. And there are so many obvious influences to draw from. You'll recognize them when you see them. And as the story unfolds, there will be new opportunities for gameplay, new factions, and new battles to fight.

The Setting of Sedition Wars is our homage to all the things we love about the genre, and we hope to shape a unique place to explore. The Edge is a place of endless strife, where unexplored alien worlds harbor ancient threats, revolutions catch hold, experiments run amok, and law is tenuous and uncertain. As the setting grows so will the terrain, and as the map unfolds, the story will as well. We hope you’ll travel with us on this journey to discover what lies amidst the stars and between them. Welcome to Sedition Wars. Welcome to the Edge.

Rob Baxter
Vancouver 2012



Wednesday, 30 May 2012

Phase 1

I've shown some of the new Vanguard troopers, so it's time for some Strain love now! (that just sounds wrong.)

Here are the concepts for the Phase 1 Nerco-form Revenants. There will be more Phase 1 variants in the future that aren't based on necrotic hosts, but for now you'll have to make do with Space Zombies!


Here's a brief excerpt from the rule book about them -

A necrotic host acts as primary incubator and delivery vehicle for the Strain infection. Extremely dangerous in confined conditions, mobs of these creatures can overcome even the most disciplined trooper. Prehensile tendrils with injector barbs act as a delivery vehicle for infection. Rapid incubation results in 100% conversion rate of dead or dying infected. Any corpse found in the battlefield can become one of these in an instant.

Here are the miniatures - there are two variants going in the game at the moment - but we are closing in on the $100K stretch goal, and if that's hit, the third variant will go in there too (it's the one in the middle). You get 14 Phase 1 Nerco-forms in the game.



cheers!

mike

Tuesday, 29 May 2012

Outbreak!

Today's post is a fiction piece by Rob Baxter - it explains a little about how the outbreak in Alabaster Station took place.

Enjoy!

-------------------------------------------------------------------

Signal Station Zero Sierra Gamma

Priority Report: Solcom Science Division Oversight

Co-ordinates: [classified data encrypted for eyes only view]

Transcription of Outbreak event Adamant Hexagon Seven – Tightcast received 17 minutes ago
Alabaster SSD, Code Quietus.

Transmission sent by Senior Science Advisor Miolr Depetrus [Deceased]

[Transcription Begins]

This thing still recording? Good… air is getting stale in here. Okay, where the hell was I? Oh, yeah. Outbreak.
I had cautioned the med team against trying to revive the tissue sample. There had been something strange about it. Smart gels couldn’t stain it – we couldn’t retrieve anything out of the cellular wall aside from what appeared to be viral remnants and fungal spores. We argued for a simulation instead of messing with the actual cellular material. Director Chamf was all for trying to get vital replication off the remains.
Once he said go, you could see the med techs drooling at the prospect.
I could have warned them I think. I should have known. I had seen weaponized nanotech before. Utility mists, combat vectors, any number of smart toxins and metabolic Trojans. This, whatever it was, it was tenacious, and semi viral. I realize now that the tissue from the prime specimen wasn’t muscle or brain matter seeded with fungal spore. It was technology.
The med team thought the viral component on the cellular wall was a rogue protein. Some thought it was a prion. Definitely not a prion – this is some type of black magic precursor xeno-tech. Cunning, wily, every angstrom dense with information. It’s memory, a method of storing sensitive and vital information. Whatever was embedded in the cell walls of the specimen, when it interfaced with our med systems, it went haywire.
In picoseconds it had hijacked the assemblers and the medical splice routines.
The data bridge between the sample and the core systems should not have been that easy to compromise. We had a quantum encrypted data bridge, but data barriers had melted under some external code attack, inserted precisely at the moment of the test.
That’s when I knew we had a mole inside. I hope whoever they are, they got stuck out there, and they’re paying for it now.
Once through the data barriers up into the actual replicator interface, the stuff really started to sing. The sample started writing to the tech and reverse engineering systems, replicating with the medical nano handles.
Sheol, the biomed AI, couldn’t compensate and tried to flush the vat with containment protocols. No luck there. She screamed for about four seconds while her data boiled away under the pressure of the attack on the medical containment systems.
The sample had replicated using whatever nanotech we had in the tank. Once it hijacked the med system it converted the mass of sample tissue, the med container, replicator vat, and all of the bio-medium into a viable cloud of spore. Fifteen seconds after compromise it flowered out of the bio medium in an explosion of tissue and tendrils. I swear I could see a face looking at me, in the middle of that mass.
Desperate, I managed to get through the containment doors and out of the lab before the Director pressed the red button and scorched the room. Everyone in the lab dead – Friends, people I couldn’t stand, people I had just met. He knew I think, he was just too calm about it, like he had expected it. I think he had seen it before.
Still, it was too late. We’d already tried to scorch the thing. We probably could have contained the spore if he hadn’t given it fertile new ground to germinate in. There had been forty-five people in that section of the lab.
The nano-spore birthed the first necroform manifestation seven seconds after the Director plasma blasted the room. This medtech named Gillus, his face was mostly vaporized. The spore hijacked whatever viable cellular mechanisms he had left. Reanimate biomass convulsing under the puppet strings of an impromptu nervous system.
The scanners in the room recorded everything. It’s the only way I know how it works. Just sheer luck, but watching it go to work turning a former human into a necroform, it was impressive.
The others in the room, the ones with enough meat on their bones animate enough to shamble or move, reanimated. The rest, too messed up to be useful or motile, bio-converted into more spore. Utility mist like behavior, it moved – not flowed, not drifted, not wafted – but moved to digest the seals of the door.
Less than a minute after the introduction of the med systems to the tissue sample, and the outbreak was in full swing.
The nano-spore ate through the remaining containment systems voraciously. Force field and static containment failed almost immediately. The crew Director Chamf had scorched came for him through the lab bulkhead, tearing through the armored glass and metal in a frenzy. He screamed for what felt like hours when the Necroforms got him. I watch him every now and then on the security cameras. He’s been mutated into some sort of dog-thing; his med tag is still hanging from what’s left of his uniform. He deserves worse.
I worked quickly in getting most of the remaining techs and bioengineers out. But a lot of them had already been exposed to enough spore to become infected. Some of the security staff listened to me – we contained the outbreak temporarily with force barriers, negative air pressure, and a lot of luck. But eventually the spore reached intention density, and was able to make informed distributed decisions. This is not a rogue vector… it moves with purpose. Smart enough to figure out how to get through the cracks.
Infection in the facility was rampant less than 20 minutes after the outbreak event. New life forms were sprouting from the dead, dying, or infected shortly after that.
They’re prowling the halls now. Security is mostly gone although I hear the cannons from the automated security system fire every once in a while. Survivors? Who the hell knows?
I figure it’s only a matter of time before I’m either dead or one of the things out there.
I’m tight casting this data packet through the facility secure distress transponder. You’ll see that most of the information and telemetry has some very strong profiles on the creature’s capabilities. Hopefully someone will receive this distress call before the lifeform or nano-eco system or hive mind or whatever it is can get out of the facility.
Infection is reversible, but it requires some sturdy auto-doc systems. That’s how I’ve purged myself and the survivors I’ve gathered. Once the spore has started tissue conversion and manifesting biomechanical systems, there’s no way to reverse the conversion process. If you get converted, I think it overwrites whatever nervous system you have, and replaces any core persona with something different.
I can hear them through the security feeds. Some of them are obviously feral, animalistic. Roars, screams, hisses and whistles – Nonsense mostly. But the tall ones, the armored ones. They look an awful lot like the original specimen. Those ones…
They’re obviously communicating. Strategizing.
Figuring things out.

[Transcription ends]



Monday, 28 May 2012

Samaritan Grenadier

This is a brief follow-on post for yesterdays entry about the new Samaritan troopers. Here's a another variant that comes in the game, the Grenadier.

Trained in the use of the Bouncer MPGL, the Samaritan Grenadier is ideally deployed in tough protracted battles against masses of hostile forces. A Samaritan with an MPGL acts as support during assaults, and as an area of denial specialist in defensive operations






Cheers!


mike