Fallen Frontiers: A closer look at the new recruits

Dear commanders,

We announced three weeks ago four new characters for Fallen Frontiers: Hank, Jason Ramires, Kyra and Reaper. These and some others were available during the Fallen Frontiers Reboot Kickstarter, but now they can be found in Scale 75 web store. We get to the point and let´s have a look and see which benefits bring these heroes in the game.

HANK
The nickname of operator 323  could be “The Mountain”. We may find him a little bit overpriced, but in exchange we get a monster with 4 wounds, armor 3 and ignores damage by rolling 6+ (Colossal). He is also a good close combat fighter… he can even face a full platoon of Riff soldiers alone! Hank may not deal a lot of casualties each round, but he is the anvil where your enemies will crush.

 

Command is not the particular strength of Hank, but “Taunt” and “Engineer” are useful. “Taunt” is a reaction skill that can be played in a proper situation; for example protecting a precious troop that is holding an objective. Hank is real tough guy, and he is more than capable to remain untouched against most of the weapons in the game. On the other  hand “Engineer” is very handy in a Hero, since it is very easy to become obscured being close of friendly units and harvest krithium every turn. When we choose Hank some missions (“Assault to the Factory” or “Black Ops“) are not difficult to achieve, and our opponent´s plans will be compromised while he/her is trying to avoid that Hank reaches a krithium extractor.

JASON RAMIRES 
A man of action like just a few; who does not want a hero shooting a heavy weapon in the middle of the fray. If you love Terminator 2 then you know just what I mean, right? Well, Jason compensates his standard profile by wielding the excellent M22 minigun. This weapon has a great rate of fire and it is always a good choice for any army, but it is even better when it is safely protected among numerous troops. Moreover Jason has access to equipment, and in this case “Explosive Ammo“, “Piercing Ammo” or ” Thermal Vision” will greatly disappoint your opponent.

Like Hank, Jason is not a brilliant commander. However “Reckless” is a practical skill in a unit that shoots well, because it is easy to make casualties and get an extra command point every turn. “Inspiration” is another precious skill, and especially in armies with low Drill Level. Re-rolling morale checks allows you to deploy your troops in patrol or open formations, but getting the benefit of a close one.

REAPER
Probably nobody wants to meet this Harvester beast very close. The character of the Behemoths has a  profile focused in dealing as much damage as possible, and rapidly. He is a fast (MOV 7 UD) and resilient unit (4 wounds with Armor 1 and “Colossal“) with a crushing assault capability (Assault 3 and “Fighter” 2).

Unsurprisingly Reaper do not give orders, he just smash enemies. He do this really well, either shooting the “Reaper” (a close range multi rocket) or in close combat. Reaper performs three attacks of necrofist when charging; and because of his high assault factor and strength he usually does not miss when rolling to hit or wound. Only the better trained and armored units can survive his wrath… and not for long. And if this would not be enough to finish the task, Reaper can encourage other closer units that assault with “”Fury” .

KYRA
The first available mercenary, and probably the most conflictive in the whole known universe. Kyra is an interesting Hero option for any Ares, Riff or Sayx army. Her upgraded Ares soldier attributes are nice, but the best of this girl are her special abilities.

Elusive 1” allows her to operate independently with ease. This happen very often when the battle gets rough and many troops die or flee. Moreover she can avoid easily the dangerous selective attacks, like frag templates or some tactical cards that can affect protected heroes.

Decoy” is probably the main reason why many want to include Kyra in their armies. This is arguably one of the most powerful skills of the game, since it allows you tactical tricks in desperate situations. For example, we can redirect fire that targets one of our decimated units, keeping those troops alive. By switching targets,  our heavily armored unit in cover could receive shots directed against an advancing close combat specialist instead. Kyra´s tactical flexibility is huge, and players will appreciate using her skills soon… or they will learn to fear them.

 

This is all for now. We hope you like this entry, and give a proper use with your armies soon. Next month comes full of “heavy” new releases… so do not wait and play at home, or you will get accumulated work!

The Chronicles of Run Card Game: How to play

Hello,

We are in the last 24 hours of “The Chronicles of Run” kickstarter. We really recommend you to visit the page and back this amazing campaign… but first you may want to have a closer look at the card game.  Yes, we bring a detailed guide explaining how to play it!

COMPONENTS

In the “The Chronicles of Run” we will find different components such as tokens, cards and tiles. Cards and tiles have the following attributes:

SET UP

Each player (Order or Chaos) gets a deck with 11 characters and their runes. Then all zone tiles are placed randomly.

Both players draw a card from their decks. In this example the Order (Blue) player got a character with more Destiny (Aruh´Ka), so he/she has the “initiative” and the game begins.

ROUND 1

The Order player chooses one character among all, and he/she places the rune facing down in one tile at his/her choice. Chaos player replies by doing the same.

Now both players reveal the runes and they place the cards on the board. These characters have been summoned into the world of Run.

In this example Order placed Thenediel as defender (left slot) in “Nebutland´s forest”. Meanwhile Chaos deployed Jynz as attacker (right slot) in the black lands.

Now is when the skills are applied. Here Thenediel gets +4 Destiny, because she has been deployed as defender. Jynz gets the same bonus, but for being attacker. Then the Chaos player gets the “initiative” and another round begins.

ROUND 2

In this round players repeated the same procedure, but starting the Chaos player. After revealing their runes we can see the Chaos moved Thaal to the “Nebutland´s forest”, while Order placed Loreen as attacker in “Hell´s gate”.

Thaal´s skill is not useful here, but her Destiny 9 will be enough to defeat Thenediel and control the land at the end of the game. On the other hand, the Order can use Loreen´s “Lust”, attracting Jyzn at her zone. With this smart movement Chaos loses one land and Order will control the precious “Hell´s gate”. Jynz loses his bonus while being a defender, and he will be defeated by the succubus.

END

After nine rounds players have occupied all lands of Run, and they must resolve the challenges in each of them. At his point in both sides two characters must remain unused; in this case Thenediel and Aruh´ka of Chaos, but Broin and Keera of Order.

In this example Order wins in Kawanda (1), Gate of Hell (3), Cadmium Fortress (2) and Nest of Dragons (1), while Chaos controls Black Lands (1), The Crow (1), Verossus (2), Iron Dungeon (1) and Nebutland´s Forest (2). This result would be a tie (7-7)… however Bort (Rune of Pain) achieves an additional point when this character defeats his opponent. Thank to this the Chaos player gets an extra point and wins the game.

We hope you like this guide. Remember that you can download the full rules here:

THE CHRONICLES OF RUN CARD GAME RULES

 

If you want to get this game do not hesitate, you still have time to become a backer in KS and fight for the destiny of Run!

 

The Chronicles of Run boardgame

Hello friends,

We are back from SPIEL´18 (Essen), and after the “show” there are many projects running now in the studio. Remember that we are on the last week of a Kickstarter “The Chronicles of Run”, and precisely in that campaign, yesterday Scale 75 announced a very interesting update…

Yes dear friends, we have another game appearing on the horizon! As explained in the KS, it will be a small two player board game with cards an tokens, which is very different in comparison with Smog Riders or Fallen Frontiers. As soon as you read the rules, you will see that “The Chronicles of Run: Card Game” is an exciting strategic game, fast and easy to learn.

“The Chronicles of Run: Card Game” Rules Download

During the game, players will use heroes in a desperate contest for the lands of Run. At the end of the game the side (Order or Chaos) that gets control over more valuable territories will decide the fate of the world.

As you can see “The Chronicles of Run: Card Game” introduces us to the background of Run with an elegant and fun board game. And thanks to its great artwork and display it will be a nice acquisition for any game collection… all for just 10€!!

Now more than ever, the destiny of Run depends on you!

The Chronicles of Run: Live in Kickstarter!

Dear friends,

We are pleased to announce a new kickstarter campaign: The Chronicles of Run.

This is a crowdfunding campaign mainly focused in 1:12 fantasy busts, but there are also painting guides (books), 75mm and 35mm figures available.

As you can see the models of this new catalog are highly detailed and unique, but there is also a fantastic background that describes the history of each character in the world of Run.  No matter if you are a painter or a board game player, these figures are an wonderful acquisition for any collection.

The campaign was funded in just 3 hours!, and it is  receiving a strong support from backers worldwide. Some stretch goals has been unlocked already, and many more surprises are coming. This is your chance to join and being part of the legends of Run.

Come and fulfill your destiny!

Fallen Frontiers Faction Focus: Harvesters

Hail commanders,

It is time to end the review of the four factions of Fallen Frontiers.  Last but not least, the most mysterious and dreaded of all : the Harvesters.

A terrible foe
Very little is known about the cyborg race classified as Harvesters. The first encounter of humanity with these beings date from the Beta Tharken 17 tragic event, where contact with a full colony and its supporting fleet was lost. In a few hours all members of the expedition were assimilated, and no witness survived to warn about the threat.

The loss of Tharken was just the beginning, a simple skirmish compared to what happened afterwards… the siege of Terra. This started a few months later, with a scale and violence that totally overwhelmed the human defense forces.

When communications with Earth ceased, the colonies and terran fleets were suddenly isolated and abandoned to their fate. This triggered a state of emergency in the Ares Condominium and the Sayx Enterprises pacification fleets patrolling the borders, and all of them took full independence from the Central Government council of Earth.

Meanwhile in Earth a desperate campaign was in march, a conflict where humanity not only faced one of the worse menaces ever known, but its own survival. Hordes of necroslaves and warriors arrived in great numbers from Harvesters ships that easily opened some breaches through the terran orbital defenses and the local fleet. Earth itself become a nightmarish battlefield where the only options were to endure or being assimilated.

 

The dead troopers
Harvesters don´t have an army, or at least not a conventional one. There is no Harvester society, since every individual of this race is virtually a minion under the control of the Cybermasters. However even these few “privileged” ones can´t be considered free,  but merely executors of a greater entity´s will.

Harvesters don´t have an specific physiognomy, because any of their victims join and shape the dreaded legion. The bodies of the dead corpses, frequently slaughtered and deteriorated, are recycled to create cyborgs by using an advanced and esoteric technology. That makes of any individual of other races, from a child to an adult or a monstrous animal, a potential lethal slave at Harvester´s service.

Harvester tactics
Harvesters are probably the most “unique” army of Fallen Frontiers universe. And by this we don´t talk about their advanced weaponry or fearless troops, but their efficient system to assimilate enemies and increase their own ranks. If an enemy commander does not prevent this, he/her will discover in fear how their own casualties rise again to fight at enemy´s side. An unfair warfare that usually turns the balance for the Harvesters.

A Harvester army is not characterized for the range of their weapons or brutal close combats, but the ability to recover from suffered casualties and dealing chaos and confusion through the enemies. The standard weapons of Harvester troops have the SUPRESSION or ABDUCTION skills, which areboth very effective in order to crush the opponent´s will of fight (either by taking several morale tests or suffering the assimilation of casualties). Needless to say that tactical cards like Terror tactics of Assimilation are great options to enhance this particular characteristic of the army.

Morale is another of the strongest points of Harvesters. By deploying Heroes with Cybermaster in the adequate places we can form a Fearless horde that automatically passes morale checks. However we must be careful and protect these units from sneaky shooters and unwanted charges, or they could die and let our troops in a vulnerable position,  in particular for Necroslaves (see Exhaustion skill).

Talking about Necroslaves, we would like to get this unit closer to the enemy as soon as possible in order to get the benefits of our ABDUCTION weapons. To achieve this, it might be useful to get cheap tactical cards like Forced March or Brisk Pace, or even perform a Quantum Leap, in a way that enemy casualties are kept in range to be assimilated.

But let us no fool ourselves, leading a Harvester task force in not an easy task, since one of their weaknesses is the command points generation. Their heroes do not usually contribute with too much Command, so it is critical to manage it carefully or eventually play cards like Logistics or Scavenge.

Conclussions
Harvester is the most different faction of the game, both for background and mechanics. This is probably an army more recommended for veterans, because here it is very important the correct use of command points and the skills available. Much of the Harvesters performance in battle depends on their powerful skills, wearing down the enemy and breaking their morale.

Harvester´s units are very different than those of other factions, which makes them more difficult to be learnt and understood by novel players. This unawareness in the enemy produces paranoia and doubts that can be easily exploited by Harvester´s players, leading them to victory.

If you are that kind of player that enjoys commanding a fearless legion and spreading terror and desperation through the battlefield, then Harvesters are probably your best choice. There not many scenarios worse than facing an army of merciless automatons, who are capable of enslaving their enemies. So… why should be prolong the inevitable and not embrace their cause?

Do you want to receive news from Scale Games and keep track of our publications? Then we invite you to subscribe our newsletter!

Reaper

Reaper

Scale Games new releases: October´18

Banner Fallen Frontiers 2ND EDITION

Dear friends,

It is time to welcome October, and with it we also bring hot news from Scale Games

First of all, you should mark next 25th in you calendar. Yes, because that is the date for the official release of Fallen Frontiers 2nd Edition, which will take place during SPIEL´18 (Essen). Scale Games will present the game in the venue and you are invited to visit us and play some demonstrations with our staff. Remember, meet us at Hall 6, in booth B6I-111.

Second point,  four new characters are going to be released this month:
Hank (Ares Condominium)
Jason Ramires (Sayx Enterprises)
Reaper (Harversters)
Kira (The Damned)

These reinforcements are just the vanguard of more future waves of releases, but we are sure they will storm the battlefields and allow new nice tricks to play our armies. These models will be available for sale in Essen, but also in Scale 75´s website store.

Finally, but not less important, the “goddies”… The new 2nd Edition rulebook plus all tactical and mission cards are available in the Community section. You can download them for free and start playing Fallen Frontiers at home. You have the models, we put the rules and.. let the battle begin!!

 

Fallen Frontiers Faction Focus: Sayx

Dear commanders,

Today we come back and review another factions of Fallen Frontiers. After Ares Condominum and the Riff Empire, it is time for the most “human” army: Sayx Enterprises.

Endless Ambition
Sayx corporation´s birth and development is linked to the expansion of humanity into the stars.  As one of the great human organisations, its fast growth was motivated by the need for military forces and logistics to colonize new star systems. Its absorption into INCRECOM years later, far from making it disappear, made the company prosper even further. The giant hive ships that characterize Sayx were developed in this era.

Seen from our cultural perspective, the Sayx  society is ruthless and implacable. Only strength and cunning will allow someone to stand out in this sternly controlled society, where even the most exceptional individuals are just pawns of a macro corporation hungry for expanding its profits.

After the Magellan disaster, INCRECOM entrusted the thick of its military power to Sayx and as expected, their performance was efficient and unceremonious. These troops from the new corporation army were the ones that in fact, after the contemptible Kellion Prime genocide, originated the conflict with the Riff race.  Their subsequent defeat during the alien counteroffensive, far from intimidating them,  was interpreted by their leaders as a much needed purge to improve the overall army´s performance. Bets were off, and Sayx wasn´t about to waste an opportunity to profit at the expense of an unlimited war.

 

The Colonial troopers
During their gestation period, each Sayx individual is subjected to an intense genetic manipulation program by the corporation, aimed to guarantee a controlled evolution to improve the human race. In spite of this strict genetic control, the Sayx are still the closest to what we would understand as humans.

From among the long lists of Sayx pawns, some fortunate souls are selected to be part of the military operation. The new recruits become superior in the social hierarchy, and are submitted to an extremely hard training to prepare them for their destinies in the front, where they will become rough veterans, the vanguard of the troops that guarantee the safety and control of the INCRECOM colonies.

Sayx tactics
The Sayx corporation has designed and created an army with the best technology available to humanity. This military body was created to face the challenge of fighting in any battlefield, anywhere in the galaxy. This is the reason why Sayx troops have exceptional logistics and mobility, ensuring a quick and effective response against any threat.

In spite of the genetic improvements, the Sayx soldier alone cannot compete with the strenght and adaptability of the other enemy races (Operators, Riff and Harvesters). In a group however, they act as a powerful and ruthless war machine.  Any Sayx battle force is capable of  displaying impressive fire power on the battlefield, but their commanders know that tactics and subterfuge are essential for victory.

At game level, Sayx troops are overall less resistant than other races and they depend on coordination and a good use of strategy cards to prevail. For that matter, Sayx Heroes are unique because they have more command and very good support skills at their disposal. Ordinarily, the Sayx have a greater number of  tactical cards and greater access to resources than other factions (the clearest example of this is their specific card Orders received), giving the player a greater number of combinations and responses.

Because the Sayx have more command and resources, cards like Sabotage or Aerial Attack become very useful tools to punish the enemy. Even if the enemy has reaction cards, they will usually see themselves in the dilemma of choosing between spending those resources to avoid the effects or being able to effectively act with their troops.

The Sayx armory is a reflection of their concept of warfare, based on mobility and war of attrition.  Many of their troops have access to SMG type weapons (which allow them to shoot before movement actions), making them ideal for furtive attack and retreat actions. Furthermore, the Sayx commanders may take under their command excellent elite units such as the fast and lethal Nightstalkers, with their camouflage technology or the heavy Vulcan, capable of easily smashing any fortified position with their artillery.  The latter benefit greatly from cards like Concentrated Fire or Hollow point ammo, while the former will be even more lethal with Fury and/or  Adrenaline rush.

Conclusion

Sayx Enterprises offers players a very different Fallen Frontiers experience. Command and resource superiority allows commanders to execute many actions per turn, so it will probably be the preferred faction for those who enjoy making tactical card combinations.

In addition to this, the perceived weakness of the standard Sayx soldier may backfire on an enemy commander that underestimates them because, with the right tactics, even a small unit of these troops can become very annoying to the opponent while fulfilling the objectives of a mission.

INCRECOM´s cause is probably not the most clean or idealistic of all the factions, but many have enlisted their ranks lured by the resources they offer and the good pay they promise. As they enjoy reminding recruits in Sayx academies:…”Hell is full of brave soldiers who followed the wrong master”.

Event: Scale Games at Freak Wars 2018

Dear friends,

We are back from Freak Wars. The venue was awesome, and our team enjoyed a great weekend of hobby in the company of our visitors. Continue reading

Fallen Frontiers Faction Focus: Riff

Dear commanders,

Today we continue with a series of articles dedicated to analyzing the different factions of Fallen Frontiers. After the stoic soldiers of the Ares Condominium it is time for an army consumed by vengeance: the Riff Empire

An Elder race
The origins of Riffs date from an age much older than the dawn of mankind. During that period their culture flourished and controlled unmatched vast regions of another galaxy. However, even that powerful empire collapsed, and it had to be rebuilt as a new society free of the old mistakes. During a time this worked, but that dream vanished when they got into the path of the terran colonial vanguard. The news of the genocide arrived soon to other Riff worlds, and that was the spark that this proud and martial race just needed to recover its warmonger traditions.

Commanded by vengeful general, survivors of the massacre, the Riff counterattack was brutal and relentless, recovering critical systems after a campaign of major victories. But, at some point, the strong sense of honor of these aliens allowed an armistice. Despite the short-lived period of peace, the fragility of the truce was clear, and both sides know that the next war is getting close.

The fists of the Imperium
Very little time needed the Riff race to recover their military way of life. The new wave that invaded our galaxy is mainly composed by soldiers, which is in fact a fearsome and efficient army with huge amounts of troops and resources. If this was not enough, the Riff physiognomy is well known for its adaptability, making them as the biggest threat for mankind ever found.

Riff battle forces and their commanders are an example of their exceptional racial attributes, in such a way that they are exceptionally versatile and functional in combat, but efficient above all. This explains that a bare hand Riff warrior can face even the mighty Ares operators, while their officers do not envy any of the best generals from the most brilliant Sayx academy.

Riff tactics
Riff Empire has a wide range of troops, capable of performing different roles, like the accurate raids by elite Ares soldiers or a crushing attack made with unending waves of corporate conscripts. Thus, even the most basic grunt, the fierce berserkers or the heavy hulks, all of them serve as one piece of the intractable Riff war machine.

Riffs might not have a technology as advanced as Condominium, but their armies use weapons with greater caliber than the human standard. The Krag´ka rifle or the Moo´ka heavy pistol are dreaded firearms, because even the most resilient power-armors cannot give full protection against a short ranged shot. A few squads of Riff soldiers can deploy a dangerous line of fire, without investing to much resources or command. However they are not hardened troops and we must take care of morale, so it would be good to lead them with Commander Heroes, or by choosing the Inspiring Speech tactical card.

If we prefer deploying veterans, then storm troopers are our natural choice. Since they are better trained and equipped they can win even in the hardest combats, but they really become a truly hard to kill unit when boosted with tactics like Concentration or Dodge.

 

Another iconic Riff unit is the berserker, close combat specialists that spread chaos and destruction. We can use Sprint or Infiltration in order to help them to charge, while Hit and Run is very handy to let them lock in assault as many enemies as possible.

Player will find different playing styles by using the Riff Heroes, since they can recruit inspiring leaders like Draxx or a trueborn slaughter. If you do not know what I am talking about, then just wait and watch Sihlas in action, with or without using Hit.

Conclusions
The Riffs are one of the pillars of Fallen Frontiers. They are not only one of the icons of this universe, but the most polyvalent battle force. Collecting this army is as fun as playing it. The different look of their troops is also implemented in the different ways they fight in battle. Even when belonging to same side, it is easy to find two different Riff armies.

As a summary, the Riff Empire is the versatile option, and the most inventive players will enjoy trying all its variants. If this was not enough, who does not like the idea of giving retribution through the galaxy? Yes fellow commander… vengeance will be ours!

Krull Baal

Event: Ludo Ergo Sum and Freak Wars venues

Hello friends,

Scale 75 is back to work from holidays, and the studio is full of activity with new and exciting projects. Furthermore September bring us important dates, the two local game conventions : Ludo Ergo Sum (LES) and Freak Wars.

Ludo Ergo Sum (7-9th September) 
This is the 11th edition of LES, a popular board game convention that takes place in the  Centro Deportivo Municipal of Aluche (Madrid). Several publishers from the whole country come every year to show their new releases, and it is a great show with many organized activities (tournaments, prototype testing, talks and RPG).

Scale 75 is going to participate this year, by playing demos of “The Smog Riders: Dimensions of Madness”. If you want to try this exciting game, you can visit us next Saturday evening (Board D16) or Sunday morning (D19). We will be happy to introduce you to the secrets of the Steam City.

Freak Wars (15-16th September) 
Do you like wargames? If your answer is yes, then do not miss this chance and come to Freak Wars. Being one of the few events dedicated to wargames in Spain, Freak Wars has become an essential date for fans of gaming and models. Scale 75 will be present at the event, like some of the most important companies of the sector, but this time it is also the main sponsor.

If you are that weekend in Madrid, that is a great opportunity to play our games in best scenario and company. Moreover, Freak Wars is going to hold the first official presentation of Fallen Frontiers 2nd Edition. You can have tons of fun and be part of history at the same time.

That is all for now. We just want to invite you to the show… and we expect to meet you at the other side of the board!.

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