Sunday, 26 July 2020

Saga - Age of Magic: The Challenge (9)

The Undead Legions


The completed army: (L-R) Titan, Scourge, Warriors and Hearthguard and Warlord
And more of them: (L-R) Black knight (mounted and foot options), Scourge #2, Warriors

My long-waited fifth faction completed for Saga: Age of Magic is at last completed. This faction has gone through various iterations in  preparation since my original concepts, in particular the mounted Hearthguard.

 

I'd originally thought this would be a nice and easy faction to get on the table, as I already had the Revenant army. One play test sorted that out though - no way was an army largely made of the Mindless (despite being possible) likely to work at all well. The list I came up with was:

 

Necromancer (warlord)

Black knight (mounted)

1 x 4 Hearthguard (mounted)

2 x 11 Warriors (skeletons)

2 x 11 Warriors (skeletons, bow)

1 x 20 Mindless

 

To make this, and to allow for variations on a theme, and to add in some optional extras that looked nice, what I ended up putting together was:

 

Necromancer

Black Knight (foot and mounted)

2 x 4 Hearthguard (mounted)

24 x Warriors (skeletons with spear and shield)

24 x Warriors (skeletons with bow)

Titan (giant mummy)

Scourge (wyvern)

Scourge (skeletal dragon)

 

The mindless are Revenants which I already posted about a while ago. I'm not repeating that here.

 

The necromancer

The necromancer warlord is an old Reaper figure previously used for roleplaying that I repainted and rebased.

 

The black knight (on and off his horse)

The foot version of this is what I believe to be an old Asgard miniatures (remember them?) figure which I altered the helmet of long ago. I changed his weapon for a double-headed chain mace duplicating the one used by the mounted chap, made him a cloak from green stuff and added a big sword.

 

The mounted model is a Kings of War revenant figure and horse, with head, weapon, cloak and shield from a Fireforge plastic knight, made good with green stuff. The horse pose was slightly changed and I added some Black Cat miniatures skulls to the base. The shield design was made to mimic the one of the foot version using green stuff.

 

Both figures painted black and highlighted with lighter stages and metallics using Foundry paints.

 

Mounted skeletal Hearthguard

I originally bought the Kings of War mounted revenants with the intent of making them my hearthguard, but the figures didn't sit well alongside the others and even with some head swaps and other conversions I wasn't happy with them. It's interesting how my opinion has changed with time - when I first discussed these I seemed quite happy with the old plan! At Hammerhead earlier this year I came across a chap who was selling some painted mounted skeletons which I suspect are Games Workshop figures - though I have no idea. These looked right and were well priced so I bought them (sadly there were only seven). The eighth one of these is a Eureka figure. He's slightly different but not enough to worry.

 

All figures were completely rebased and repainted. Their weapons were removed and replaced with spears made from brass rod to which I attached some nice spear heads from the Warlord Erehwon skeletons (see below). Some careful drilling was required. Their shields are ones I bought loose from 1st Corps.

 

Skeleton bone colour was made by painting the figure white and washing with sepia. Once that was dry I highlighted carefully with Vallejo Iraquian Sand.

 

The shield designs are transfers, see below.


Skeleton warriors with spear and shield


Skeleton warriors with bows

 

A closer shot of two of the warriors

The bulk of the army comprises skeleton warriors, with spear and shield or archers. After looking around at different manufacturers I opted finally for Warlord Games' Erehwon skeletons, and bought two boxes of them. Now these are lovely figures. But whoever decided that they should be made up of so many different component parts that are so difficult to be assembled together should be put up against the wall. Why are the feet not part of the legs? These are an absolute pain to put together and difficult to repair when they break as well, and despite the fact that they do loo lovely, I would not recommend them to anyone and would never put myself through the pain of assembling them again.

 

Because the feet are a separate component that attaches to the legs, and I intended to base them normally, I alo had to add small pieces of sprue between the bottom of the feet and the base - so one extra part. I based them all on 25mm repair washers to give them a bit more weight and used milliput on each to ensure they were firmly held in place.

 

Spears are made from 1mm brass rod in my usual way (hammer the end flat, trim with clippers, file to shape, cut spear to length). The shields are from 1st Corps. I do not like the shields that come with the Warlord figures. They're probably historically accurate proportions for Greek hoplite shields but they obscure the details of the figures because of their size. I suspect Harryhausen realised this as his skeleton warriors from Jason and the Argonauts and other classic films also have smaller shields - and this is the look I was going for. I realised after I'd bought them that these shields come in two types - one in a hoplon shape and one circular but with a central indent. If I'd known this when I bought them I would have bought two packets so as not to use this second design, although in the end it worked out fine.

 

The smaller shields meant that I had a bit of an issue finding sheild transfers that would fit, but after some trial and error I found that LBMS 1/72 hoplite designs fitted the hoplon shaped shield perfectly, and Xyston 15mm hoplite designs fitted into the indent of the other shield type. The transfers went on easily with the aid of some decal softener.

 

The shields were given the effect of age and verdigris using - very sparingly - Citadel technical paint Nihilakh Oxide. A brilliant paint with a name that is really difficult to remember, say and spell. I'll call it Verdigris. Despite their daft names, I'm incredibly impressed with Citadel technical paints. Highly recommended if you can remember what to ask for when you're in the shop.

 

Giant mummy - Titan

This figure was an old and very badly cast figure in my spares box that was looking very sorry for itself. Originally its fist was its raised right hand and in its left it wielded what appeared to be the forearm and claw of some kind of reptile which I suspect it was using as a sort of mace. I made him right handed, adding a more Egyptian style mace made from kebab stick and green stuff to his raised hand (so as to look more like he was taking the archetypal smiting pose of many a pharaoh) and removed the strange mace from his other hand, which I repaired with green stuff. To give the figure a sense of motion I added frayed bandages using strips of paper which I blended as best I could with the ones cast onto the figure. Painting hides many a sin here, but he turned out rather well in the end I think.

 

A pile of skulls, and a claw

The claw was repurposed as some sort of objective token or marker. I've no idea when I'll use it but it was a shame to throw it away. The pile of skulls was bought on impulse from Eureka miniatures. You never know when you will need a pile of skulls.

 

Scourge: wyvern

Another repurposed old role playing figure, repainted and rebased. I suspect this is a Reaper miniature. Very nice casting.


Scourge #2: Skeletal dragon 

I saw this chap online and had to buy him. A beautiful figure from Reaper miniatures.

 

The crypt

 The crypt (model originally from Debris of War) has actually been complete for some time but looking back at previous posts on this theme it seems I never posted a picture of it, so here it is.

 

Looking forward to playing some games now!


Friday, 5 June 2020

Saga: Age of Magic - The Challenge (8)

With all the extra available painting time during lockdown, it still surprises me how long it is taking to get this challenge done, but I'm glad to say that one more faction is now complete. After the Horde come the Masters of the Underearth.

Masters of the Underearth - the army

In my case, this list repurposes a lot of miscellaneous dwarf figures previously used for role playing. Clearly, I had far too many dwarves than anyone would ever need for that, but there you are. In fact, the last time I posted about this faction was - to my shame - just over a year ago. So definitely time to get them finished.

Here then are pictures of the units in the completed army, all ready for play.

C-in-C - front

C-in-C - rear

Some of you might recognise this fine fellow. He's the limited edition free figure that I received back in April 1988 with issue #100 of White Dwarf and represents the White Dwarf himself. I suppose that means he's been waiting to be painted for just over 32 years. Enough said about how long things sit around on the painting table. But that age considered, this really is an astonishingly good figure. Painted in a mix of Vallejo (for me, traditional) and Foundry (for me, new) paints. I am loving Foundry paint.

Sorcerer - front

Sorcerer - rear

The sorcerer is an old figure that just required a little touching up. He's actually supposed to be a gnome but I doubt if anyone will notice.

Gun dwarf #1 - front

Gun dwarf #1 - rear

I gave this West Wind dwarf a sniper's camouflaged cloak, although a blundebuss wouldn't be my choice of sniping weapon.  A particularly stylish figure which I like a lot.

Gun dwarf - front

Gun dwarf - rear

This berserker chap  - another West Wind figure, though converted to weild a pair of double barrelled pistols (scratchbuilt) - has his trousers painted in uniform, half blue of blue check, half red with yellow stripes. Because I wanted to challenge myself with this new Foundry paint. And yes, I actually impressed myself here. 

Crossbow dwarves

This unit of 12 crossbows are painted in the same colours of a mix of blue on blue checks and yellow stripes on red, with the occasional variation where they might have a cloak. The West Wind figures proved themselves beautiful to paint, with more detail on the casting revealed as each colour was applied. Very chunky for dwarves, though, especially alongside the short retro Citadel dwarf amongst them, front far right, who is possibly suffering from dwarf dwarfism (is that a thing?) Anyway, it all adds to the character of the unit.

Dwarves with heavy weapons

Multiple hearthguard with heavy weapons. Apart from one figure (front right), all these required was a little touching up and rebasing.

Dwarves with conventional weapons

And likewise, more hearthguard that required nothing more than a little touching up.

Mr Manticore

They don't need him to make up 8 points but Mr Manticore was a gorgeous old Reaper figure of mine that just deserved to be painted. And what a beautiful result. I may just have to adjust this list to include him now.

Mine entrances

And finally, the mine shafts turned out very well after a bit of work with the chains, painting and dry brushing. 

Overall, despite the time it has taken to get these done, I'm rather pleased with the end result. And hopefully after lockdown ends I'll be able to get them on the gaming table soon!

Wednesday, 3 June 2020

Trump's On A Plane - (2) The Episode

This companion post to Trump's On A Plane (1) - The Game In Pictures presents the rules adjustments for this episode which allow it to be played as a solo 7TV2 game. I've actually added a bit at the end suggesting how it could work for normal 7TV2 play as well - essentially, by adding appropriate Peril Cards, but that's a bonus.


Trump's On A Plane was conceived following one of those Facebook discussions you have after seeing a ridiculous film (in this case Air Force One) which, although ridiculous for many reasons, seemed particularly ridiculous to me in that the President of the US of A was an experienced combat veteran and all-action hero who might happily take on Shwarzenegger and Stalone singlehandedly. The invconvenient truth, I suspect, is that if President Trump that was stuck on a plane full of terrorists, things would be likely not to turn out quite the same.


Admittedly, though, I would LOVE to see the film: Trump's on a Plane. 


And so, ladies and gentlemen, please fasten your safety belts and hold onto your hair...


YOU WILL NEED

 

The 7TV2 Spy-Fi rules

Terrain representative of the interior of Air Force One (see diagram below).

Models representing the Terrorist and Heroic casts (details below)

Models to represent four Hostages and President Trump

6 Snake Tokens (numbered 1-6)

A model representing the President's Toupee

 

My model of Air Force One, ready for play to begin


THE CASTS

 

The Heroic Cast

Steed (Flamboyant Agent - Star - 10 ratings)

Emma Peel (Angel of Justice - Co-Star - 6 Ratings)


TOTAL (not that it particularly matters) 16 ratings

 

The Heroic cast, with Mr Trump and his Toupee, and the Hostages behind 


The Terrorists

Colonel Loco (Evil Mastermind - Star - 10 ratings)

Fraulein Helga Sauerkraut (Jackbooted Sadist - Co-Star - 6 ratings)

Enchilada, Quesadilla, Jalapeno, Taco & Basura: 5 x Desperados Fuertes (Thugs - Extras - 3 ratings each)

16 x Desperados Anónimos (Minions - Extras - 2 each/5 ratings per 3)

El Ninjo and La Otra (Ninjas - Extras - 4 ratings each)


TOTAL ( I said it didn't matter) 66 ratings

 

The Terrorist cast


The Hostages

Dr Wiley, Donald's Personal Physician (Doctor - Extra - 1 rating)

Major Hazzard, Air Force One Pilot (Technician - Extra - 1 rating)

Sheik Ratel Enrol (VIP - Extra - 0 ratings)

Horny Spaniels, Mr Trump's "Personal Secretary" (Bystander - Extra - 1 rating)


TOTAL: up to 3 additional ratings that can be added to the Heroic cast if they release the hostages.

 

Although there is a huge difference in ratings between the casts the fact that the Terrorists operate by automated mechanisms and that there are changes to their Star Qualities and Special Effects - combined with the not insignificant effects of snakes, toupees, and rampaging presidents mean that things are very much evened out. However, should they get a chance, the terrorists are tough in a fight because of sheer weight of numbers (helped by the Endless Subordinates rule).


SYNOPSIS

 

Somehow, Air Force One has been taken over in mid-flight by a determined gang of radical Mexican Pro-Free-Movement Fanatics who refer to themselves as Antimuralistas, led by Colonel Loco and his Neo-Nazi sidekick Helga Sauerkraut. These Terrorists have overcome most of the Security Service and White House Staff on board and taken hostages, including President Trump, who they have perhaps unwisely strapped into an explosive vest. If the demands of the Terrorists are not made by the deadline, in just over an hour's time, who knows what more trouble they will cause. But by a stroke of luck, Steed and Emma Peel (their mission to make sure Mr Trump left the UK) have managed to escape the terrorists and are currently hiding in a cramped space adjoining the forward hold of the plane containing Air Force One's communications equipment . From here they have managed to contact the White House who (to Vice-President Pence's considerable dismay) have decided to give them an hour to save the day rather than shoot down Air Force One immediately.

 

To succeed in this new mission, Steed and Emma must eliminate Colonel Loco before time runs out. Without their leader, the Terrorists will surely fail. Once this is achieved they will be able to communicate to the White House using the Colonel's radio, inform them that they have the situation under control, and ask them politely not to launch any anti-aircraft missiles.

 

Their task is hampered by other factors, though. In the confusion, Mr Trump's hairpiece has become dislodged and it is now blowing about in Air Force One's air conditioning system. As if it has a life of its own, the Toupee insists on getting in the way of the action.

 

And if that wasn't enough, due to an unfortunate baggage mix-up, there are a lot more snakes on the plane than usual, and it was perhaps inevitable that amongst all this terrorist action they would have got loose.

 

It is a bad hair day, and a race against time (and snakes)…

 

SOLO PLAY

 

7TV2 is not designed for solo play, so some changes have been made to this episode to make it both playable and challenging. Principal changes are:

- The Terrorist cast do not turn over Countdown Cards and do not use Plot Points. Their actions are entirely automated and take place after the end phase of each turn, according to an end of turn sequence set out below, before the Countdown Phase of the next turn begins.

- The Terrorist cast do not use Gadget Cards.

- The Heroic cast cast may not be Axed (but the Terrorists can).

- Objective Tokens are replaced by the four Hostages.

- The need for measuring distances is simplified for the Terrorists and Mr Trump.

- Star Qualities and Special Effects listed on Terrorist Profile Cards are not used but have been replaced by Special Rules.

 

To simplify things regarding the various armaments listed on some Profile Cards, I have assumed models to be armed with the weapons depicted on that model.

 

SET-UP

 

Plan of Air Force One, showing named Spaces


The layout of the table represents the interior of Air Force One, as shown in the plan above. The Air Force One model has been divided into various named rooms and sections of corridor, termed Spaces, for the purposes of deployment, determining random locations, and movement of the Terrorists and the President. This means that you only need measure distances for the Heroic Cast, weapon ranges, and to determine the effects of some cards. Stairwells count as part of the Space to which they connect by a doorway.

 

Select Gadget Cards for the Heroic Cast as usual.

 

Assemble a deck with 5 Countdown Cards in each Act.

 

Place a Snake Token in each of the following locations: Forward Cargo Hold, Forward Equipment Area, Middle Equipment Area, Rear Equipment Area, Rear Cargo Hold, Bulk Cargo.

 

Deploy models in the following start areas:

Level 1: Communications Equipment: Steed and Mrs Peel.

Level 2: Presidential Suite: 2 Minions, Horny Spaniels (Hostage); Fore Security Corridor: Jackbooted Sadist & 2 Minions; Medical Room: Dr Wiley (Hostage); Senior Staff Room: Thug & 2 Minions; Aft Conference Room: Evil Mastermind & 2 Thugs; Aft Staff Room: 3 Minions; Aft Security Room: Thug & 2 Minions; Crew Area: 3 Minions; Press Area: The Sheik (Hostage).

Level 3: Flight Deck: Thug & 2 Minions; Crew Lounge: Major Hazzard (Hostage).

 

President Trump and both Ninjas start the game in randomly determined locations. Identify one for each and place them there - see Random Locations below.

 

Finally, place the Toupee in a Random Location.

 

AND… ACTION!

 

There is no initiative roll.

 

SPECIAL RULES

 

Movement: Movement for the Heroic cast is measured normally. Deduct 2" from the total move distance for any door or hatchway passed through, and deduct 4" when moving up or down stairs. If you have insufficient move distance to clear any such feature, that move action stops immediately before that feature. Models may not charge through doors, hatches or stairs.

 

End of Turn Sequence: At the end of each Turn, after the End Phase, go through the following sequence before the next turn's Countdown Phase begins:

1. Terrorists Fight. From left to right, each Terrorist in fight range of a model of the Heroic cast that has one or more statuses rolls a die. On a 1-3 one status is removed. If that model is then able to make a fight attack it does so.

2. Terrorists Shoot. Going from left to right again, each Terrorist that did not make a fight attack may now make a shoot attack at the nearest enemy of which they are Aware. A Terrorist is Aware of any enemy if at any point during the previous turn that enemy used a firearm or was shot at, or is in line of sight of the Terrorist's current location. Terrorists will never shoot at a target that is in fight range of another Terrorist. 

3. Terrorists Move. Going from left to right again, roll a die for each Terrorist that has not yet acted and determine what they do from the table below. A Terrorist is Aware of any enemy if at any point during the previous turn that enemy used a firearm, or was shot at, or was in line of sight of the Terrorist's current location. If an explosion occurred in any location, Terrorists consider this to be the location of an enemy this turn.

A Terrorist that has fallen over and is not Stunned always uses the first of their move actions to stand up.

SCORE

AWARE

UNAWARE

1

Remove one status. If this model has no statuses, move up to 2 Spaces toward  the nearest enemy of which they are aware

Remove one status. If this model has no statuses, move to 1 adjacent connected Space

2

Remove one status. Move 1 Space toward the nearest enemy of which they are aware

Remove one status. If this model has no statuses, move to 1 adjacent connected Space

3

Move 1 Space toward the nearest enemy of which they are aware

Move to 1 adjacent connected Space

4

Stay put

Stay put

5

Remove one status.

Remove one status.

6

Move 1 space toward the nearest friendly star or co-star

Stay put

Terrorists will never move into locations containing a Snake Token. If there is more than one choice of Space available for them to move into, a model will choose to move into a space it has not occupied this turn. Otherwise determine which location to move to by rolling a die. 

If a Terrorist ends its move in the same space as an enemy model, it is considered to have charged into melee (regardless of any other rules) and makes an immediate fight attack.

4. Snakes Alive! Roll a die:

SCORE

 

1

No change

2,3

1 snake token is relocated

4,5

2 snake tokens are relocated

6

3 snake tokens are relocated

When a snake token is relocated, first determine which numbered token by rolling a die and then identify a Random Location to which it is immediately moved.  One model in that location is immediately subject to an attack (+8, -1 Health).

Note it is possible that a snake token that has just moved will then be immediately moved (and may attack) again.

5. Hair Today, Gone Tomorrow. Roll a die.

SCORE

 

1

Put the Toupee Back in the Box! The Toupee returns to, or remains on, Trump's head

2-4

The Toupee is relocated

5,6

The Toupee blows around in the air conditioning. All models in the same Space must pass a Body test or are knocked down. Then, the Toupee is relocated

When the Toupee is relocated, determine a Random Location to which it is immediately moved. As the Toupee blows around in the air conditioning, all models in that new Space must pass a Body test or are knocked down.

6. Trump Moves. Roll a die and move Trump that many Spaces, remembering which Spaces he moves through (including the Space he starts in). Trump's movement is never blocked by any other model, Snake Token or the Toupee. If Trump enters a space containing the Toupee, he picks it up and puts it on his head, rendering it ineffective. Roll to see which Space Trump moves to each time he moves. Trump will only move back into the Space he has just moved from if there is no other choice available.

7. Trump Acts. Roll a die.

SCORE

 

1

Chlorofluorochlorohydroxyoxymoron. Trump takes a moment to inject himself with something, possibly bleach. He falls to the floor in a stupor and has no effect on anyone else this round.

2

Top Trumps. Donald suddenly calms down, and declares the Terrorists to be great people, real great people. The confusion this causes the Terrorists until they realise this is about as true as Trump having the physique of a perfect 40-year man means that members of the Terrorist cast in all Spaces through which Trump has moved this turn may not move or strike and do not block movement through these Spaces during the next Turn.

3

Fake News. Donald decides that now is a good time to Tweet an inappropriate message on his mobile phone. If during his movement Trump has moved through any Space containing a member of the Heroic Cast, the Terrorist cast become aware of them in the same way as if they had shot a firearm this turn.

4

Trump Trumps. Donald squeezes his face in desperation and violently breaks wind. All models all spaces through which Trump has passed (wind) that fail a Spirit test gain the Stunned status.

5

Trump Card.  Donald declares that he is building a wall and the Terrorists are going to pay for it. All models in all spaces that Trump has moved through this turn may not make move actions in the following Turn.

6

Nellie the Elephant (Trumpety-Trump Rampage!). Overwhelmed by stress, Trump goes wild. Terrified that his explosive vest is going to detonate at any moment, he moves again. Roll a die and move Trump's model that many times, and then roll again on this table. He may do this multiple times.

8. Trump Overpowers. All models in the Space in which Trump finishes his movement now receive the Weakened status because of his overpowering aftershave.

9. Endless Subordinates. If Colonel Loco's model is still on the table, randomly determine one Minion model that has been removed from play. This model is immediately placed in an area of your choice adjacent (but not necessarily connected) to an area occupied by a model of the Heroic cast.

 

Blocking: All models of the Terrorist cast that are not Stunned, Captured, Dominated or knocked over, and which are not confused by Fake News (see above) block the movement of opposing models through that same Space.

 

Snakes on a Plane! A model that enters a Space containing a Snake Token first completes that movement action, which must end in that Space. That model is then subject to one attack (+8, -1 Health) for each Snake Token in that space. Snake Tokens can be attacked by models in the same space (Defence 8, 1 Health). Snake tokens that are removed from the game can return if their numbered Snake Token is relocated. Models in a space occupied by a Snake Token always count disadvantaged and may not make shoot attacks.

 

Make America Hirsute Again: Models in a space occupied by the Toupee always count disadvantaged and may not make shoot attacks. Models in a space containing the Toupee that attempt to make a Move Action must first pass a Body Test, or else they fall over instead. If the Toupee ends up in the same space as Trump, he picks it up and puts it back on his head. When the Toupee is on Trump's head, its model has no effect and it is temporarily removed from the table. The Toupee may be attacked with a fight attack (Defence 6, 1 point of Health) and if defeated it immediately returns to the President's head.

 

Star Qualities and Special Effects: Replace those of members of the Terrorist cast with the following:

Insane Confidence. All models in the Terrorist cast count their Spirit at +1 until their cast is axed, when this counts as -1 instead.

Brutal Task Master. All models in the same area as the Jackbooted Sadist gain +1 to their strike rolls.

Hard: Roll 1d6 if the Jackbooted Sadist receives the Stunned or Weakened status and ignore the result on a 4+.

Follow Up: If, after a Thug makes a fight attack, the opposing model is removed, the Thug may immediately make a second fight attack against any other oppposing model in the same space.

Aware: This model never counts as being attacked in the rear.

Fight Back: Once per turn, after this model has been the subject of a fight attack, it makes a fight attack against that attacking model if that model is in range.

Hide: This model may only be subject to shoot attacks from an adjacent space.

Spy: This model may not be attacked by a shoot attack during the first turn of the game.

 

Hostages: If a member of the Heroic cast is in the same space as a Hostage during their Action Phase, the Hostage model is released automatically and immediately joins the Heroic cast. Each time a Hostage is released, the Heroic cast gains 2 plot points.

 

Trump: Trump never attacks, nor can he ever be attacked. However, any model that enters the same space as Trump immediately gains the Weakened status because of his overpowering aftershave.

 

Random Locations: Occasionally, you will need to identify a random location on Air Force One. To do this, roll one red die and one of a different colour, and cross-refer to the following table:

 

 

RED:

 

 

 

 

 

 

 

1

2

3

4

5

6

WHITE:

1

Landing Gear*

Flight Deck

Crew Lounge

Comms Centre

Presidential Suite

Presidential Toilet

 

2

Office

Main Entrance

Medical Room

Security Corridor

Galley

Senior Staff Room

 

3

Senior Staff Room Corridor

Forward Conference Room

Rear Conference Room

Conference Room Corridor

Forward Staff Room

Rear Staff Room

 

4

Staff Room Corridor

Starboard Guest Area

Port Guest Area

Starboard Security Area

Port Security Area

Press Area

 

5

Crew Area

Starboard Toilet

Port Toilet

Rear Door Area

Service Compartment

Forward Cargo Hold

 

6

Forward Equipment Area

Middle Equipment Area

Rear Equipment Area

Rear Cargo Hold

Bulk Cargo

Special**

 

*In the unfortunate event that a model ends up amongst the Landing Gear, it is frozen and removed from the game. If the Toupee ends up here, it simply returns to the President's head. A Snake Token that ends up here can return into play again if that numbered token is relocated.

**The location containing the largest number of models of both casts.

 

VICTORY POINTS

 

If there are no models of the Heroic cast on table at the end of the game, all is lost. Otherwise, calculate the score for the Heroic cast only as follows:

 

+1 if the Terrorist cast is axed

+1 for each point of Health of each Heroic Star or Co-Star on the table at the end of the game

-1 for each point of Health of each Terrorist Star or Co-Star on table at the end of the game

+1 for each Hostage that was released and whose model is on the table at the end of the episode

-1 for each Hostage whose model is not on the table at the end of the game

If the result so far is +1 or more, apply the following bonuses:

BONUS +1 if Colonel Loco is not on the table at the end of the game

BONUS +1 if Horny Spaniels is on the table at the end of the episode

BONUS +1 if the Sheik is on the table at the end of the episode

BONUS +1 if President Trump has his hairpiece on his head at the end of the game.


Result

Donald says "I'm recommending a complete shutdown on Terrorists entering Air Force One from now on."

+7 or more - resounding success. The day is saved. The world rejoices. The terrorists surrender. No missiles are fired, Air Force One remains intact, and President Trump gives all the surviving heroes nice shiny medals.

+2 to +6 - success. The terrorists are defeated and Air Force One and the President has been saved, even if some of the hostages were lost.

 

Or:

"With regret," announces President Pence, "The US Government refuses to negotiate with terrorists".

-3 to +1 - Too little, too late. Despite their bravest efforts, the heroes failed, and Air Force One was shot down with the loss of all aboard. Those heroes whose remains could be recovered from the wreckage receive a burial with full military honours.

-4 or less - The mission is a total failure. The outcome is the same as above but without any honours.

 

DIRECTOR'S CUT

 

Using a Different Heroic Cast: There is no reason at all why a different Heroic cast should not be used in this episode. Try playing it out with the Heroes of your choice and let me know the results!


Two Players: Changing this to a conventional two-player game of 7TV2 isn't hard at all. Make the follwing changes to the above:

- Lose the solo special rules

- Lose the Terrorist cast. The game is played using two casts of your own choice. Given the small effective table size, I'd recommend not more than 25 points a side.

- Spaces in Air Force One are only used for determining random locations as required for Snake Tokens, Trump, and the Toupee, and to identify deployment areas (see below).

- Instead of using the hostages, each player places two objectives and a fifth (perhaps a MaGuffin) is placed in the centre of the main floor area (in the conference room). 

- One cast deploys in Rear Door Area and Bulk Cargo, and the other in Presidential Suite and Flight Deck

Use the Peril Cards below: Snakes on a Plane, They're About to Blow! and Bad Hair Day. In this case, the Toupee belongs to the President and unless you agree otherwise with your opponent, the additional victory points indicated on the Peril Card do not apply. They're About To Blow! removes the effects of Steps 7 and 8 of the above end of turn sequence, so you might like to add them in as well, but I'd suggest that the greater control of the President's movement and the risk of Air Force One blowing up at any point probably Trumps this (pun intended). 


Peril Card - Snakes on a Plane


Peril Card - They're About To Blow!

Peril Card - Bad Hair Day