Return to the Undercity

Like many habitats in the 22nd Century, the Undercity is a sealed environment. However, unlike the strictly controlled and regulated life support systems in the domes of Luna-1 or Viking City on Mars, the Undercity is an example of a closed environment that has been allowed to run out of control, with no monitoring whatsoever to keep the various life forms and habitats in a stable condition. The dark caverns have become the epitome of ‘survival of the fittest’ – only the strongest, adaptable or most numerous creatures are capable of surviving for any length of time. Isolation from normal sunlight has also had a dramatic effect on most plant-life – few species have survived the burial of the cities. Only a few mutant species of trees and flowers have survived in isolated patches. However, many new species of fungus and mosses have become common, thriving in the decayed darkness of the streets and buildings.

Structures

There is a huge diversity of man-made structures to be found in the Undercity. When the cities were buried, homes, offices and factories were evacuated and left empty. Lack of maintenance eventually took its toll and many ancient and historic buildings have collapsed. However, some have been appropriated by Undercity dwellers who have adapted them to suit their needs. Some have been reinforced into fortresses; others have been torn to pieces and used to make new buildings.

The Concrete Sky: The great rockcrete dome that covers most of the Undercity is almost universally known, incorrectly, as ‘The Concrete Sky’. In many areas of New York, the enormous structure is so far above the ground that it is almost impossible to see, giving the impression the old city is cloaked in a particularly dark night. In other areas, the roof is only a few feet above the ground to form claustrophobic caverns that constantly drip with freezing condensation. Huge stalagmites and stalactites are beginning to form in some areas – great, teeth-like growths that block large areas of the Undercity. The concrete sky possesses terrific tensile strength as it has to support the entire Mega-City, but individual segments are actually quite brittle. Many tribes have developed the ability to tunnel through the rockcrete walls, instinctively ensuring that the stability of the structure as a whole is maintained. The concrete sky is reinforced with hundreds of plasti-steel girders, which makes it far tougher than regular rockcrete.

Philadelphian Tunnels: Philadelphia was only the second United States city to be buried beneath the Mega-City, and the designers chose to use a radically different method. Colossal vaulted chambers were built over many important buildings and every street was converted into a tunnel to form a massive labyrinth before millions of tons of rockcrete smothered the entire city. Philadelphia became a claustrophobic nightmare of a city, regularly flooded by the stinking, fetid waters of the old Delaware River and overflow from the Mega-City sewer system. The tunnel and chamber walls are rather stronger than the concrete sky that covers the rest of the Undercity but is little more than a thin covering of reinforced vaulting. The rockcrete that covers Philadelphia is considerably thicker than the most of the rest of the Undercity – in some places over a mile. Some tribes of the stunted Philadelphia trogs are nevertheless capable of excavating their own passageways through the thick walls. Some areas have become a twisting, confusing labyrinth of low burrows interconnecting with the ‘official’ tunnels.

Sewer Tunnels: Sandwiched between the Mega-City and the Undercity is the vast sewer network, a convoluted warren of interconnecting tunnels and vaulted chambers. Some have speculated that the sewer system can be used to reach all areas of the Mega-City, but only a perp with an extremely strong stomach would actually use the tunnels as a method of moving from one place to another. The design and layout of the tunnels themselves tend to vary enormously from ancient, brick built three-foot high passageways to enormous reinforced tunnels and chambers to futuristic, plasti-metal clad shafts. However, before long every tunnel begins to look the same – dark, claustrophobic and extremely smelly. There are further dangers to investigating the tunnels – it has developed its own micro-ecology of savage life forms, from the giant white gators to millions of huge, vicious rats. There is further danger – explosive methane gas, an unavoidable side effect of the decay of sewage. Many Mega-City companies make a profit mining this gas as a valuable resource but pockets tend to quickly build up in hard to reach places. If exposed to fire or an explosion (such as a gunshot) a gas pocket will detonate as if it were a hand bomb (see page 98 of the Judge Dredd Core Rulebook)  Sealed manholes are placed on City Bottom and beneath cityblocks at regular intervals to allow city maintenance teams access to the sewers – ordinary citizens must keep out of them at all times. Anyone found attempting to access the sewers without a valid permit will earn themselves a minimum of six months in the Iso Cubes should they be caught by the judges. Manhole covers are usually constructed from a durasteel alloy, firmly locked and sealed against any tampering.

Pre-Atom War Building: Much to the horror and bemusement of the citizens of Mega-City One, the majority of the shops and houses found in the old cities consist of squat, boxlike buildings a mere two or three storeys tall. Once, these were sturdy homes and places of business but the decades buried beneath the City has left little more than shattered, worn out ruins. Over the years, time has taken its toll and many old buildings have collapsed into ruin, leaving nothing but a hollow shells or broken rubble. Some buildings have survived more or less intact – these have usually been taken as homes by some of the smaller tribes. Broken masonry and scavenged materials are often used to shore up collapsing or damaged buildings, making even serviceable abodes appear to be little more than piles of rubble. A typical low-level building has two storeys, plus a basement or cellar area. The ground floor is divided into four to six rooms including a kitchen and a living room; the first floor is usually subdivided into bedrooms. The basement area most often consists of a single, large area. However, the function of any occupied building has long since been forgotten. Houses in Philadelphia suffered an even stranger fate – many were smothered in rockcrete when the tunnels were built, leaving only a single façade with only the occasional accessible room.

Pre-Atom War Sky-Rise Tower: The majestic skyscrapers that once dominated the skylines of many cities in pre-Atom War America would be regarded as quaint, low level con-apts by the residents of the giant Mega-City. Even the tallest surviving building in the Undercity – the Chrysler Building in New York – is less than a quarter of the height of an average sized cityblock. Nevertheless, these structures are still regarded as valuable resources and their ownership is usually hotly contested by many of the Undercity factions. Even collapsed or ruined skyscrapers are regarded as a valuable commodity – bricks, girders and rubble are always needed to shore-up the slowly decaying habitats occupied by the Undercity dwellers. A typical sky-rise tower stands fifty storeys tall, although only the mighty New York dome is capable of housing such a large structure. Many tall buildings are cut off by the concrete sky, their top few storeys embedded in the great mass of rockcrete.

Troggie Hut: Most varieties of troggies have become adept at constructing themselves primitive shelters. As there are no natural weather patterns in the Undercity, these huts are generally used as protection against the other residents of the underworld and are therefore reasonably tough. Troggie huts usually consist of a single room, about ten feet square with walls made from salvaged junk or the remains of an ancient building, torn apart and reassembled in typical ramshackle troggie style.

Philadelphian Trog Roundhouse: The Philadelphian trogs are rather more sophisticated than their cousins that occupy other areas of the Undercity, constructing their own, individual style of buildings that, strangely, resembles an ancient Celtic roundhouse. Philadelphian trog roundhouses are large, circular buildings constructed using ancient methods but with more modern materials – salvaged metal and brick rather than wood and leather. As they are nomadic, the Philadelphian trogs ensure that their homes can be quickly dismantled to allow them to move with ease – this is typically to escape from the floods from the black water of the Delaware river that wash through their tunnel homes on a regular basis. Naturally, these temporary and prefabricated structures are rather more fragile than a permanent structure.

Flora

Isolated from natural sunlight, very few plants thrive in the Undercity. Most forms of vegetation have withered and died in the shadows, but, like their human and animal equivalents, a few mutant species have adapted to live without ultraviolet light and heat.

Fungus: Unlike most plant life, fungus thrives in the cold, damp darkness that forms most of the Undercity. Edible forms of fungus form a staple diet of many of the less aggressive species such as the great albino pigs known as hawgs, and many areas have been cultivated into huge ‘fungus farms’ by tribes of humans and the more docile troggies. Other forms of fungus are less beneficial. Some are deadly poisonous, bringing a slow and lingering death to any foolish enough to consume it. Other species bring decay, consuming and corrupting any substance that it can gain a foothold.

Moss: Moss is probably the most common plant to be found in the Undercity. Moss requires little water and can grow almost anywhere. It tends to cover vast areas of the desolate streets and buildings of the old cities. Unfortunately, this plant has very little nutritional value, although many species – such as the pathetic sub humes known as wretches – are forced to eke a miserable existence grazing on it. Another form of moss is far more valuable – the so-called ‘glowmoss’ is a mutant species of luminescent moss, often cultivated on walls and ceilings in order to provide dim lighting.

Mutant Vegetation: Many mutant plant species have appeared since the burial of New York, although, as yet, none have become particularly common. Most tend to be weak and feeble, capable of surviving in the darkness or in the toxin saturated slime of the Big Smelly. Others are more robust – a few trees have managed to survive, and clusters of pale grass exist in isolated places. Others have developed along more sinister lines, such as the deadly Boston Strangler Vine and the parasitic Hoxton Creeper.

Dead Vegetation: Dead and decaying plants are by far the most common sight in most of the Undercity. The majority of the dark underworld was at one time rural fields and wastelands that were simply covered by the great rockcrete foundations of the Mega-City, leaving the unfortunate vegetation cut-off from vital life giving heat and light. Most of the Undercity is cluttered with dense mats of stinking mulch.

Fauna

Humanity is not the only species to make a home in the Undercity, although as always they regard themselves as the most important inhabitants. Many creatures and monsters endure life in the darkness. However, there are several other forms of creatures native to the Undercity.

Rats: Rats are by far the most common inhabitants of the Undercity – some have estimated that there are over a thousand rats for every human resident. The ruins of the Undercity make an ideal home for these tiny scavengers, with thousands of nooks and crannies where they can make nests and warrens. The rats’ prolific breeding rate ensure that the Undercity dwellers never go hungry – in fact, rat has become the staple diet of nearly every creature that calls the Undercity home. However, the rats are not merely defenceless victims. The creatures posses a high level of natural cunning, and occasionally ‘gang up’ on isolated individuals, gathering together in groups of dozens or even hundreds to form a deadly tide of squirming bodies. Usually, though, they will only prey on the weak and defenceless – babies and infants are their favourite target. Many a time an un-attentive Undercity mother will leave a cradle for a few moments only to find nothing but gnawed bones and a few pitiful scraps of flesh on her return. In some areas, the rats have grown to colossal proportions – some have spoken of savage monsters the size of large dogs, or ultra-intelligent, two headed monstrosities somehow guiding the others.

Gators: No one seems sure how alligators, usually only found wild in tropical areas, came to live in the sewers of many American cities, but their existence is undeniable. Although the larger specimens have emigrated to the cleaner waters found in the Mega-City sewer system, the old sewer networks beneath most of the old cities still harbour a healthy population of gators, and the swamp-like tunnels of Philadelphia make an ideal home for the fierce beasts. Naturally, the lethal, armour plated reptiles are greatly feared by humans and troggies alike.

Werewolves: Lycanthropy actually originated in the Undercity. No one knows the whole story, but a strange pool in central park was found to contain mutagenic bacteria that could transform a human into a savage, wolf-like hybrid. Before long, many areas of New York had become overrun with the terrifying, savage monsters. Fortunately, Judge Dredd was able to eliminate the mutagenic pool and most of the werewolves, but a few managed to escape. Although far less of a threat than in previous years, werewolves are terrible opponents. Many tribes will put a great deal of effort into wiping out a werewolf nest should they discover one. Werewolves kill anything that moves, but nothing can eat the flesh of a werewolf without risking transforming into a similar creature. However, at least one tribe – the savage Grid Iron Union – take advantage of this phenomenon. Gridiron grunts have been known to deliberately eat werewolf meat in order to spark the transmogrification, so that they can become the elite ‘dogfaces’, fearsome monsters that are loosened at rival tribes before a battle. The Undercity dwellers have never had access to the cure for lycanthropy, so the transformation is permanent.

State of the Mongoose 2013

We have been crazy, crazy busy over the past few months, and this State of the Mongoose is much delayed. For that I apologise – I was considering skipping it altogether, but I seem to get an email or Facebook message every other day asking for it. Always happy to oblige, this is going to be a somewhat cut-down State of the Mongoose, rather than the usual 10,000+ word epic, but it will at least give you all a sense of what we have been doing and where we are going.

 

2013 Review (Abbreviated Version)

We had a number of issues in 2013, the biggest of which was that our warehouse and casting facility in Ohio had developed a number of systemic problems that resisted solution over the years. The sheer weight of the Judge Dredd Kickstarter, though managed in the initial months, ended up breaking the processes in place completely. In the end, we were faced with the choice of pouring (more) money in to solve the problem, or closing the place down.

This decision was aided by a change in the way we went about producing miniatures. We had already reached an agreement with the good chaps at Amarillo Design Bureau to pass manufacturing and sale of the A Call to Arms: Star Fleet game and models on to them, leaving us with the design of the miniatures. This, added to a very similar arrangement with Warlord Games for the Judge Dredd range whereby we designed game and miniatures while they handle manufacture and distribution, meant the only miniatures line we had left to produce ourselves was the barely started Victory at Sea range – and that simply was not enough to justify keeping an entire warehouse open.

Not that this did not create problems. The first and most powerful impact was upon the two Kickstarters we had run just a little earlier, for Judge Dredd and Rogue Trooper. Moving to third parties for manufacture meant an increase in production costs that blew past the ‘buffer’ zone we had factored in for issues and emergencies, which in turn had an impact on the rest of the company as a proportion of the Kickstarter production now had to be funded from other areas.

Added to that, we had to include the truly monumental task of shipping the manufacture of a large and growing range of Dredd models from the US to the UK – in this, I cannot thank the chaps at Warlord enough, who went way beyond the call of duty to get everything ready as quickly as possible, under conditions and deadlines that were less than ideal.

All of this meant heavy delays on the Kickstarters, especially on Rogue Trooper. We apologise profusely to the backers for that – we did not foresee the circumstances that arose within production after the Kickstarters were complete, and it has taken us quite some time to get everything back under control. We are now just about there, with a great deal of Dredd models flowing out of Warlord’s production facility (as I type, another batch has just arrived), and Rogue Trooper now beginning to follow.

Then there were our RPGs, Traveller and Legend. Without a permanent base in the US, full distribution became more difficult and, for a while, we pulled out of general distribution altogether. That is why, in the US especially, you may have seen less of our books in your local stores of late.

However, we are working with another third party who already have an extensive distribution network set up, and hope to have some good news for you in the next couple of months or so.

With a concentration on design rather than production and, for a few months, digital rather than printed books, we were able to make a great many changes within Mongoose and the way we do things. Sadly, this meant the loss of some staff as our requirements for administration disappeared almost overnight (it seemed), and I made the decision to come back fully into game development, rather than just maintaining oversight of it.

As a company, we are now lean, mean and hungry – it feels like a return to the ‘old’ days!

Anyway, that was 2013. You will all now be wanting to know what is happening in 2014 for your favourite games…

 

Traveller

Here at Mongoose, we have a real passion for Traveller. In our regular office games, we normally take pains to play games from other publishers but since Traveller was released, this has been exceedingly difficult as it often gets the vote for a new campaign!

Regrettably, the issues with the US operations did divert our attention away from Traveller a little, but we are just going through a round of commissions for new title, and I made the decision to weigh in with a new book myself, the first RPG book I have designed from start to finish for a good few years – and I am rather enjoying it!

There are actually all sorts of exciting things happening in the wider Traveller universe, but we’ll be letting Mr Miller make those announcements as they become ready. For our part, you can expect to see the following this year and early next, but we are still in the process of commissioning so expect a few surprises along the way!

Alien Modules: Droyne is still in the process of being written, so don’t panic – it has not been forgotten! While we have not yet commissioned Hivers or K’kree, we have a fairly definite plan of how to handle/portray the latter and we are going to make the herbivores seriously cool to play…

Minor Alien Modules: Suerrat is being written right now and while others have not been commissioned yet, we are always on the look out to expand this PDF series. Once we get a few in our pocket, it is likely we will release a printed compilation.

Mercenary Second Edition: About two-thirds written thus far, this is a complete re-write of the previous book. I was never really happy with the first edition and the general consensus from Traveller fans is that it is the weakest of the core books. The new edition is going to change that, with a more focussed approach to mercenaries and mercenary campaigns, rather than a general ‘military’ supplement. We have been previewing this on Planet Mongoose, so please dive in and make comments!

Space Stations: Though we skipped the numbering on this supplement with subsequent releases, we have not forgotten it! Space Stations is going through final design and layout right now, and will be appearing first as a PDF release later in April or May.

Citizen/Scholar: Likely not the final title of this book, but towards the bottom end of the year citizens and scholars will finally get their career book. It has taken us a while to get to them, but we believe we have finally got a premise for players to get the most out of these characters.

Pirates: A cross between a campaign and career book, this does for pirates what Mercenary Second edition will do for mercs – allow players to create pirate characters (or go pirate with existing characters) and give the referee enough tools to run an extended campaign quickly and easily.

Wild West: We have for some time been looking at ways to expand Traveller to other eras and settings. We experimented with the PDF-only release of Cowboys vs. Xenomorphs, and have finally commissioned a full Wild West book. Expect to see familiar Traveller character creation, patrons and ‘trading’ rules, all adapted for exploring the frontier…

Steampunk/Mechs/Bioshock/Darkest Africa: As you may have worked out, this one has not got a name yet, but writing has already started on a Steampunk-style setting for Traveller, with a few other added components for good measure. We’ll be previewing this one throughout the year.

In Articulo Mortis: Another new setting, this one is slightly more traditional in that it is set among the stars and uses many of the ‘standard’ Traveller tropes. However, it does have an awful lot of zombies in it, plenty of dead worlds and a bunch of religious nutters who currently hold the balance of power over many systems. The players will be stuck between all three. We were planning for this to be a release fairly early this year, but the new Mercenary has grabbed my attention for now. Hope to get back to this very soon, as I think it will be a cracker.

2300AD: We are starting to ramp up proper support on this line, with Ships of the French Arm in art and layout right now, with more French Arm material already being written – and then we will be taking a trip to the Chinese Arm! We have also recently commissioned a brand new re-visiting of Bayern, so long-term 2300AD fans will be keeping an eye out for that.

Epic Campaigns: Albeit slower than originally planned, the Pirates of Drinax (by Gareth Hanrahan, for my money one of the best campaigns written for any RPG, ever – and it is free to download!) continues and we are already looking at the next epic campaign, a possible prequel to Secrets of the Ancients. We are also looking at a campaign, released in quarterly episodes, designed specifically for conventions and demo teams. More news on that a little later this year. Finally, to join the Adventure books, and very much in the style of Beltstrike, we have a campaign based around the recently released Rescue Ops Special Supplement, so if you ever fancied playing a Thunderbirds-style set of games, we will have you covered!

We have oodles more in the pipeline for Traveller (I have not even mentioned the Caribbean Pirates setting book…) so sit back, and enjoy your travels among the stars.

Here is to many, many more years of Traveller-goodness!

 

Judge Dredd

Given how many years the comic strip has been going, we have enough source material for new models and ways of playing the Judge Dredd miniatures game for eternity! We still need to polish off deliveries for the Kickstarter backers (the end is in sight though – with the packages going out this month, we will just have the ABC Warriors, biker gangs, Judda and Nero/Assassinator Droids to do for the full sets), and we need to get the vehicles into proper, full production. The latter include the Manta Prowl Tank, which will finally go on general release this Summer, the Pat Wagon (and its variants), Banshee Interceptor, ground car and Mopad (complete with open-top swimming pool!). We also need to gather some more regular sculptors together for the range, as our current sculptors are now splitting their time between Dredd and Rogue Trooper.

That said, we have managed to squeeze in the odd new model and already sculpted and hitting the moulds, among other things, are the Long Walk Judge, Acc-Div Judge, Cadet on a Lawmaster and a new Combat Droid. For full sets, aside from the Kickstarter models listed above, expect to see this year a full Brit-Cit force, Hondo City Judges and, a personal wish of mine, Crocks/Eldsters, ready to teach the young punks of their block a good lesson!

We are also continuing to work on famous characters from the comic strip (all of which will be useable in your games, as usual), such as PJ Maybe, Call-Me-Kenneth, Red Razors, Treasure Steel, Devlin Waugh and many others!

Rogue Trooper has taken the brunt of the delays involved in closing down our US operations, but we have finally started working properly on the models. Already done (and just going through a few tweaks as I type) are the three new Rogues, which should be shipping out to backers in just a few weeks. Work has already started on the Nort and Souther squads, and we look to be on course to tie up the Kickstarter range by Autumn.

 

Legend

Traveller has sucked a great deal of our RPG design time away from Legend, but we are striving to bring continual new releases to the many, many fans this game has. Recently we released a new ‘magic book’ in the form of Elementalism, and this is a line I would like to see greatly extended, with GMs and players using the ‘plug and play’ mature of these books to introduce variant magic systems into their game.

We also re-released the Dark Elf setting of Sheoloth for Legend, and made it a much grimmer and darker place than before (as a city, it is thoroughly nasty…). Darren Pearce has already written the first Cults book for this setting, and he is beavering away on more supplements right now.

Deus Vult is another setting close to my heart, and the new ‘digest’ format fits it perfectly. It has had a veritable salvo of adventures added to it, and you can expect to see not only a full sourcebook on the city of Rouen this year (likely around June), but also a new direction to take campaigns, with the Witch Hunter Training Guide…

Paranoia

We have been saying for a while now that Paranoia is on a temporary rest and that something big and new and exciting is about to appear. We are currently running a few months behind on this, our apologies, but we are carefully getting all the right people and components into position.

Please continue to be patient, I promise it will be worth it. This is going to be a good ‘un…

 

Victory at Sea

We have some big, big plans for Victory at Sea, but are also very much aware we are in a chicken and egg situation with the line in many ways. Everyone knows about the Victory at Sea 2.0 rulebook that is currently in development, and everybody tells us they want to see both that and a large range of models released before they start taking it to heart.

We can appreciate that. We’re gamers too.

First the rulebook. The core rules are all done. A decent majority of the fleet lists are complete. Playtesting has been going on, continuously, every week, for more than two years now. Our Official Naval Boffins have been scrutinising every word for historical accuracy. We have even started laying the book out.

And it currently looks like it will be a 400+ page tome. Hardback, full colour throughout, something you would be happy to have on your coffee table as much as your gaming table.

As things stand, we have not made the final decision yet as to whether it will be kept in one volume or, indeed, whether we will publish it or if it will pass to another company, perhaps with the ship models too. All rather academic anyway, as the book still ain’t finished. We need to fill out the fleet lists (and playtest the new entries), add more historical background material, and add way more scenarios.

As we have been telling everyone at shows, this book will be done when it is ready!

The new range of 1/1800 scale ship models we have been releasing, on the other hand, is going strong on the design front – we now have more than 150 different ships modelled in 3D, just waiting for rapid prototyping and production.

Up to now, we have been trickling these models out, and they have only been available at shows or via our own web site’s mail order. At some point, we are going to throw the switch on this range and put it into full distribution – but, of course, we cannot do that until the rulebook is ready and, well, I think you see the problem.

So, the good news is that Victory at Sea is coming on very nicely. The bad news is that we don’t have a schedule set yet. Expect to see more solid news for this line in a few months.

Oh, there is one more thing – Mr David Manley (all you nautical coves should already know this gentleman!) sent us his rules for Ironclads, a set of Victory at Sea-based rules for the American Civil War and related eras. We have found time to update these rules to 2.0 spec, and have started laying out and playtesting this book as well. It may only be a PDF release (again, no decision made there yet), but there is a rumour going round the office that Sandrine has already designed a 1/600 scale Monitor and Virginia…

 

New Games

As a company, I am rather taken with the idea of Mongoose dropping much of the sales and manufacturing it has done in the past (a hard truth is that neither have been our strengths), and concentrating on design, be it miniatures or games (they may or may not be to your own tastes, but we rarely get complaints about the actual games we do – doing good games is very much our strength). Recently, we have been working hard at raising the bar in the rulebooks we produce both in terms of graphical quality (we would quite happily stand the new Judge Dredd rulebook alongside anything else in the market at the moment) and games design (some of the new Traveller books in the works really are very, very good).

This is all in the early stages at the moment, and we still have to gauge how our working relationships with Amarillo Design Bureau (Star Fleet) and Warlord (Dredd) develop. It is possible that we will get to the end of 2014 and discover this is not the road for the future. But, as things stand, things are looking optimistic. We keep an open mind.

To this end, we have been reaching out to several manufacturers with the line ‘hey, you do great stuff – let us do a game for you.’ Again, the response thus far has been positive and we hope to make some agreements over the next few months that we hope will get many of you excited (we certainly are!). Some of these projects may seem a little leftfield for us, such as games rooted solidly in the historical sector – but many of these games are things we have been dying to do over the years; Mongoose just never seemed to have time to attend to their manufacture and, in any case, we tended to shy away from them because Company X had already started producing a range of models we thought were first class anyway.

This method sees the best of both worlds, with us getting to play with other people’s models while getting to write books about them.

I might fairly describe that as heaven, but you might think me rather strange.

We have also taken on some miniatures 3D design work for other manufacturers, starting with a few new designs for 15mm Hammers Slammers, allowing our 3D Designer (Sandrine) to stretch her legs on more than just robots for Dredd and battleships for Victory at Sea.

 

2014 and Beyond

2013 was a fairly rough year for us in more ways than one but, as a wise man once said, what is important to remember the most is that we are still here! Not being a manufacturer proper is a fundamental shift for us but, at the same time, Mongoose has reinvented itself over the years as the market shifts and changes, and I would hope we can continue to keep up.

Personally, I am looking forward to getting our teeth into lines both old and new, and producing the best games we have released yet.

Exciting times are ahead.