Showing posts with label Hardwired. Show all posts
Showing posts with label Hardwired. Show all posts

25 May 2021

Cyberpunk Psychic and Christmas Sniper

 For Hardwired you only need 4 agents on a team. I've decided that if some of my agents die, I have to paint up a new one. This psyker model is from Endure the Stars (that I scored for cheap and flipped to make it free). It's a pretty cool model, decided to go for bright cyberpunk colors. 

The base is a first for me, it's made with a greenstuff world rolling pin on 1mm xps foam, glue to 1 mm renedra base. 






Over on the Discord server there's a lot of cool people. For Christmas we had a miniature secret santa. Members made a wish list for settings, then got a random member to make a wish come true. I made the below miniature for a guy wanting something scifi. 

It's a kit bash. The body is a Gate of Antares concord model, the head is a resin bit from Anvil Industry. The augmetic arm and gun is from a GW necron. Added a drone from a GW mechanicus head with some twisted wires. The pointing finger is from Mantic GCPS. 

I really like the look on this guy, kindda envious and might build him again. 





A final word

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17 May 2021

Let's Play: Hardwired - Scientist Capture / Extraction

 In this game of Hardwired my agetns are send into a jungle to capture and extract a valuable scientist. H-sec is already swarming the area and they will have to work quickly to get it done. 

Recorded a full Let's Play and put it on Youtube.


Here's a bunch of photos from the terrain setup. Used my home made aquarium plant jungle and a 4ground control center I once bought on a sale from Northstar.







A final word

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10 May 2021

Let's Play: Hardwired - Junk Yard Clearout

 Had a couple of Hardwired games, solo on the twitch. An elegant little system and with a bit of planned out terrain you can easily play to games in a single night. 

For the first game my agents are moving into a junkyard trying to clear out some people living there, the space need using for something else. 

Wanted to play on my dessert map, but have to build some more sand terrain, fitting the mat. 

Unfortuantely Patrick Todoroff has been hit with some annoying legal trouble and has to rename the game system to something else. So we'll see what comes of that. 





A final word

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11 December 2020

Let's Play: Hardwired - Radar Station Data Exfiltration

Took my Hardwired agents into the badlands. An old military outpost has been hit by a chemical attack and abandoned. The agents have been hired to get into the area, exfiltrate some sensitive data and avoid getting shot to pieces.  


Setup
Used some different pieces form the collection, to build a small military base.



Let's play
Here's a video with the game, roughly an hour. Hardwired is such a nice quick game to play. Perfect for one or two games in an evening, easy to make up scenarios for it. 








18 November 2020

Corp Security stage 2

After painting up my first batch of security forces for use in cyberpunk games - mostly thinking of Hardwired for these guys - I found a missing model. So I decided to paint him up, and with that guy I found some more models to paint up. Some of the missing Mazon Labs soldiers from Star Saga. So could as well paint those at the same time. 

So in the end I had 14 stage 2 security troopers more than before. More than enough. But I've also completed that part of the Star Saga core box. So that's cool. 

A single stage 1 trooper, regular security. This was the missing guy. But then I also found this robot with big guns and shields. He looks like a cool entry bot. He'll walk in front, entering buildings and taking all the fire. 



Next up was some more regular marines. Had only painted a few of these for use in Deadzone. Fairly simple models to paint, I like the scale - big and easy. So when they're all the same uniforms and only in three different poses - then only way to make difference is with skin colors. So been using lots of nuances here.


Last is the remaining rangers from Star Saga. Cool elite troopers. Also comes with three flamethrowers - so you know when these are deployed things are bad. Made for cleaning of research stations. But in the Hardwired expansion there's rules for teardrop template weapons.


And my completed Stage 1 and Stage 2 security foce - getting rather big. From lightly armored security troopers to fully armored rangers and big robots. And I even still have a tank and too hover police cars to paint up for them.


12 November 2020

Hardwired: How To Play

I've made a short 'how to play' video for Hardwired: Cyberpunk Skirmish Gaming. In the video, I quickly go over the core mechanics of the game covering: 

  • Agent types
  • Dice pools
  • Using skills and abilities
  • Shooting and cover
Very quick basics video, but my be of use to some people. I really enjoy playing Hardwired, the games are quick and easy to setup. So it's a great little solo game. 

Remember you can hear Patrick Todoroff (the author) talk about Hardwired and design philosophy in this podcast. 

Enjoy. 




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6 November 2020

Let's Play: Hardwired - Expedited Delivery

 First time playing some Hardwired on the stream. Recorded live and uploaded to Youtube. The Let's Play is also embedded below. In this scenario the four agents Brick, Gator, Conduit and Spotless are going into a market to deliver some stolen data. The contact is a member of the Purple Hands gang. 

Setup

Took out a bunch of terrain from the collection and tried building a buzzing neon lighted market place. All my cyberpunk terrain stuff is collected here





Let's Play
Here's the gameplay video showing the game.


2 October 2020

Garage Talks - Patrick Todoroff

 



We need blogposts for everything! And I haven't actually made a post about the excellent talk with Patrick Todoroff. The author of Zona Alfa, Nightwatch and Hardwired have been on the Discord for at chat about his stuff. 

It was super cool and kicked off our series of podcasts. 

So go check it out in the podcast hub or listen to it right here. 



20 July 2020

Corp Sec Stage 3

Hardwired: Cyberpunk Skirmish game need three different tiers of enemies. Those can be both humans and robots. The tier 3 enemies are the last you'll encounter, they're deadly and super hard to kill.

I've already made myself some Stage 1 and Stage 2 troops, looking like security guards and something near swat level in gear.

For my Stage 3 guys, I've moved away from the blue and into black and grey colors. These are military, black ops, last resort kind of troops. 

Robots
I love these tripod bots from Warlord Games - especially since they were £1 pr model during a sale. The one bot is done without any conversion work, it's straight out the box. Huge claw and big gun. I figure this is an entry bot. This thing will blast and wreck its way into armored vehicles or buildings.

The other bot has a 40k assault cannon added and a smaller claw. This is for pure crowd 'control' - take out a riot with a single robot. 




Sedition Wars infantry
Bought sedition wars in an auction years ago. Sold off most of the stuff, but kept some of the models. So to try and paint some of them up, I picked one of each. A grenade launcher, light machine gun and a regular rifle trooper.

Neat little models, easy to paint, a bit smaller than many of the 32mm-ish scifi models out there. 




Human Interface - walker gun drones
These cannons are just cool. Auto cannons with legs, from Human Interfacce. I figure these tier 3 enemies release all manner of evil when inserting into an area. Robot and drones blasting everything apart with excessive use of force - to not risk the highly trained humans. 




Family photo
Here's the totalt tier 3 black ops insertion team, complete with wheels and flier. All painted in the same style as my Deadzone GCPS troopers. Not a lage as the tier 1 and 2 force - but much deadlier.

With the grey, dark grey, black and red - these guys look that evil corporate clean up crew.


14 June 2020

Terrain: The Sprawl 1

There's no battle report, after action report or anything else with this post. It's quite simply photos from a test setup when I was about to start Reality's Edge. Quickly build a ton of pieces to upgrade my modern collection to a cyberpunk collection. I'm very pleased with the different setups I'm able to make.

Lots more pieces will be added over time and all projects will have step-by-step blogs on the Cyberpunk Terrain hub.










28 May 2020

Hardwired: Seraph Protocol

For my first game of Hardwired I decided to just go for the introduction scenario in the main rulebook. 

Mission
A transport ship have been shot down and scientist need to be extracted from the zone. The scientist is protected by two security troops and has a killswitch implanted. Get to the VIP, disable the switch, exfiltrate the VIP from site. 

Setup
I setup a bunch of different stuff from my terrain collection to build an industrial zone. Besides a few MDF shipping containers most of the stuff is scratch build or upgraded toys. Made sure there would be plenty of cover for myself and the enemy troops. 

Most of the stuff will be covered in either the modern or industrial terrain pages. 




The Team
Strike Team Alfa is made up with four models from Human Interface. I just picked some cool ones. If one dies during the mission, he'll be retired as a model for now - it's a great excuse to paint up another model for the game. 

From left to right it's Spotless (medic), Brick (heavy shooter), Gator (shotgun), Conduit (hacker). 


The VIP is a nasty piece of work, doing highly illegal body modifications. He's been taken captive by hostile security. My agents are hired from a corporation that need a man with these shady skills, so he has to get out alive. He's protected by d6 rent-a-cops.


For games like this, I like to roll for random deployment edge. My team was coming into the area from the container yard, lots of very heavy cover to stay hidden behind, while moving towards the objective. 


To make good speed every action is poured in to moving towards the objective. Get to the VIP and disable the implant, before there's too many h-sec troops to avoid. The splicer Conduit is fast and run ahead.


Led by Conduit, two other agents Spotless and Gator advance on the flier as well The two security troopers who survived the crash are quickly dealt with and Conduit is able to disable the kill switch on the VIP. 

The first couple of turn are over and h-sec start pouring into the combat zone. The first d6 troopers is not much of a challenge, with all the cover around and only one actino - it'll take them time to get into a firing position.


Rolling for random entry points can be good and bad for my crew. For the first two turns, I'm lucky that the h-sec is deployed on the flanks and not on the route I've chosen for the extraction. Twice the enemies arrive on the wrong side of the downed flier - which is hiding three of my troopers. 


While the team is moving on to the flier, the brute of the group - Brick, is staying behind. He's armed with a heavy weapon, firing a small template. It also makes him slower than the rest of the team, setting him back 1" for every movement action. His job is to provide covering fire for the rest of the team. 


Objective clear and the VIP is ready for extraction. Sawbones Spotless will is better at moving fast, and he'll be moving with the objective towards the clearest board edge. Gator and Conduit will stay back and start taking out the h-sec troopers entering the area - and there's starting to be a lot. 


With his shotgun, Gator moves down toward three d6 h-sec troopers. The fence and truck have forced the troops into a tight formation. Always try to play your AI enemies smart, and with these guys entry point this was the best way forward. With only one action, they wouldn't offer any thread, if not takign a chance. 

Gator takes out a few with his shotgun. 

There's relatively bad cover on the way to the extraction. A few h-sec have entered the area behind the silos. So the scientist and Spotless are forced to hug the bad cover of a bus stop and chain link fence. 


After having blasted away with the shotgun, only one h-sec trooper is left on the right flank. This security is left without any actions, as Conduit blasted off a flashbang earlier - and Conduit can then pick him off with a shot from his SMG. 


Now the more dangerous enemy troopers start entering the board d8 h-sec with two action points. Definitely bringing up the danger in the area. Swarming towards the downed flier, it'll only take them a few turns to get around it.


A tier 2 enemy trooper near the bus stop, super close range to Spotless, who's lucky to not get badly wounded from his fire. 


Spotless is quick to return fire and brings down the enemy trooper standing in the way of exfiltration. The VIP is able to exit the table - and the game is technically won. But for the added action I want all my guys to make it out. 

If some of them should die, it'll be a good reason to paint up even more guys. 


As Brick has not had any good clear shots for a few rounds, he's started to make his way towards the extraction point, slow going for the heavily armed agent. As it's clear the enemies are starting to look like a swarm, that'll be a lot of shots to shrug off in no time.


Hardwired is a quick and deadly game, as this is only the end of turn 4 and a huge amount of d8 h-sec enter the board. And this time the enemies enter right in front of my team, who's trying to extract. The mission just turned very deadly. 

And this is where the mechanics of Hardwired really come into play. My agents will not be able to get out with their free move action - so they need to roll a success for another move action. But Brick will not be able to get out this turn no matter what. 

So what to choose? Use an action to get off a shot? Or be certain to get out and not shot to pieces. 

Sawbones who's good a support rolls a good buff on Brick and drops an EMP that take out a robot. Conduit the splicer is able to hack and take over another robot. Then then move out of the area. Gator has a lot longer to move and use his actions to get out. 


And it comes right down to the wire. In the end Brick is only just making it out alive. He failed a couple of the rolls for movement. Had he failed just one more roll, he would have been blown to pieces. But in the end he makes it out, wounded - but alive. A huge succes. 5 rounds of combat the mission took. 


Aftermath
I really like how the system in Hardwired works. The dice mechanics are easy to remember and there's a real sense of impending loss. If you're not in a good position you will loose to the d10 troopers. Glad I made it out in time. 

I'm looking forward to playing more Hardwired and starting using the rules for sentry guns and surveillance towers.