Wednesday, 20 February 2019

Hammer of the Gods

I'm on a clerical theme at the moment, it seems. Hot (well, hot for this blog - 'lukewarm' is perhaps a more fair description) on the heels of introducing a chaplain career option for Aliens & Asteroids, I found myself painting a cleric miniature.
The model in question is from The Adventuring Party, an expansion for Martin Wallace's Wildlands. We (Osprey Games) published the core game towards the end of last year, and I've had my eye on some of the miniatures for a while - there's a few I'm keen to paint up, but this is the first one I've got to the table. As part of an office challenge, the Games team divvied up the figures from the expansion with each of us receiving one to paint. I think I'm the first to finish, so I win in that regard, even if the other paintjobs are better!

The miniatures come with an integral base, so the first thing I did was slice that away and re-mount it on a metal base. With board game plastic (or resin, for that matter), the weight does bother me - I like a bit more heft. The figures are also supplied with a black wash to pick out details - this is easily painted over, however, so I didn't bother stripping it or anything.

At this point, I took leave of my senses and gave it a black undercoat. I hate black undercoats, and find it hard to make out the details I'm trying to paint. I've been using a brown undercoat for a while now - I have no idea why I reverted for this one model. It's not been THAT long since I painted anything...

For the paintjob, I took inspiration from one of my favourite cleric illustrations - this Priest of Groetus from the Pathfinder RPG. Incidentally, it's painted by Kate Burmak who has done so much great stuff for Frostgrave (check out her gallery!). The blue and grey also fits nicely with the figures I'm fielding for Rangers of Shadow Deep (found here), and the model is a much better fit for the Arcanist I'm fielding than the figure I'm currently using.
It was a quick and simple paintjob, really - I've pretty much got the blues and greys down at this point (I should probably consider starting an ACW project...). The belts were a little fussy, but that's because I'm really not great at painting belts - they took a few tries before I got them right! All told, I had it finished in a few hours.

All told, I'm really quite happy with how it all came out!

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Disclaimer: All links to third-party sites are solely for the purposes of sourcing the products I have discussed, if anyone is so inclined. I have simply linked to the original manufacturer or the source I used (but feel free to shop around!) and make no money from people clicking through.

Wednesday, 6 February 2019

Aliens & Asteroids: DSF Chaplain Corps

I've been out of the abbey two days, I've beaten a lawman senseless, I've fallen in with criminals. I watched the captain shoot the man I swore to protect. And I'm not even sure if I think he was wrong...
– Shepherd Book
I've been intrigued by alien-light SF recently – Aliens, The Expanse, Outland and so on – the kind of grimy, industrial SF that looks like humanity is well out of its league. It's got a rough-edged appeal that I find lacking in most incarnations of Star Wars or Trek (there are some exceptions, typically when the focus is on the grimy underbelly of the settings).

It's had me looking at a number of cool RPGs, and one to which I've really taken a fancy is Brian Fitzpatrick's Aliens & Asteroids. A PWYW quick-start is available from DriveThruRPG here, and the full rulebook here. To sum it up briefly (doing it something of a disservice), it's a military-focused game with PCs all coming from Humanity's Dominion Space Forces (DSF) – though that's really easy to change if you prefer, say, a more exploration- or crime-driven game. It's got me thinking, so this might be the first of a few pieces outlining some ideas for tweaking the game to suit my own vision.

The DSF offers several career paths – grunt, commander, medic, scientist, etc. – already, but a post on the official Facebook group got me thinking about a military unit that could really bring something a bit different to the table: chaplains. There's a strong thread of counselors and preachers in SF series – TNG's Deanna Troi, Firefly's Shepherd Book, Captain Martens from The Expanse – and in a setting where alien horrors are in addition to the isolation and fingertip survival of life at the fringes of space, they'd be a much-valued addition to a crew.
DSF Chaplain Corps
A member of the DSF's Chaplain Corps is a commissioned military officer as well as an officiant or minister representing a religion, faith group, or philosophy. Their primary focus is on troop welfare and the provision of counseling and moral support to DSF personnel, but they may also find themselves tasked to act as advisors and negotiators when the DSF (or other Dominion agencies) encounters religious groups or similar organizations.

Profession: Chaplain
Prime Attribute: Education
Traits: Counseling, Leadership, Meditation, Psychology, Religion
The chaplain can fit into most stories with this kind of varied role. Accompanying DSF teams on particularly long or taxing operations is a natural fit, where they can use their counseling and morale role to maintain operational effectiveness. They can adopt an investigatory role, especially where fringe religions, alien fetishists, or apocalyptic cults may be involved.

Their trait options border both those of the existing Commander and Medic, without rendering either one of the other redundant. It also lends itself to a varied character – while Education is the default Prime Attribute (i.e. the one that will see most use) due to Counseling and Religion being the 'default' traits, Presence could be subbed in if the chaplain wants to focus on a negotiation or liaison role (or just be a bit more 'fire and brimstone').

There's just one more thing... something that I'd offer as an option because it won't be for every player or Referee:
Non-Combatant: The chaplain does not bear arms and has dedicated more time to non-military pursuits – select a second Trait from those available to the profession. Combat experience has been neglected, however – attack actions are made at a Disadvantage (unless other traits or situational factors apply) and hitting an opponent with an attack action (whether or not it causes damage) counts as a triggering situation for the chaplain, who must make a Save vs. Morale.
This is a pretty hefty disadvantage in a military-themed game, but I do think it's an important element to attempt to reflect – military chaplains tend to be unarmed non-combatants (there are some historical cases to the contrary), but then they never had to face the possibility of encountering alien monstrosities. Some Referees might deem the Disadvantage to attack actions sufficient and drop the Save vs. Morale element (though it seems like that's the perfect use for that mechanic!) or might rule that it only applies when facing humans (aliens being fair game). Another option might be to waive it for non-lethal options such as fist-fighting (as I almost certainly would), batons, and/or stun guns.

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Disclaimer: All links to third-party sites are solely for the purposes of sourcing the products I have discussed, if anyone is so inclined. I have simply linked to the original manufacturer or the source I used (but feel free to shop around!) and make no money from people clicking through.