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Made in gb
Fixture of Dakka






Glasgow, Scotland

@ shasolenzabi

I don't really use Crooked DIce's models. I have some of their astronauts which I count as hazmat suits, plus a few others, but generally I'd rather make my models myself. =P

I realised that I aught to update this, and so instead of sitting there finishing off more things, I'll leave the rest till when I next post.

The first half of the crucifixes (the ones without the folks strung up on them) seemed like they'd be easy enough to paint, so I powered through them between making the roads. I won't start on Legion specific terrain just yet as I have enough there for a small encampment which would involve a bit more time than the odd random bits I usually make. Which is to say that that stuff won't be seeing paint for a good while, or at least until I want a scenario that'd need it.



Another thing that I've been sitting on for months (in fact the day Vinni released them). I put off working on the pair as I didn't have glass domes for them. I'm still not satisfied with the one I have (its from a pill's packet), but I can't be bothered ordering in some proper ones yet. There's a second one painted in army colours that'll turn up here some time when I can poke myself to finish it (robots aren't used very often in games, so there's no real rush for me to finish it unless I run a scenario in a military facility or whatever).



I bought a bunch of armatures explicitly to use as mannequins ...then sort of forgot about that. Well here they are now I suppose. I'm guessing they'll be enough unless I start making a load more shops or can work out a game mechanic which involves models/zombies mistaking them for people.



Last is just a little twister that could be used as part of some random weather effects. I sort of bought this as I was in a shop with my friends and felt like I aught to buy something (the shop's sitting between two other model shops, but I don't think I've ever bought anything out of there as its all about roleplaying games). Given that IIRC its a D&D Air Elemental painted up brown.



The other things I was talking about there are the road sections I was working on plus a set of freeway signs (which so far are specific to Arizona mostly. ...I'll make other state signs at some point I guess). The roads are done, but short of their cats eyes; something I keep forgetting to add till I've painted them. The signs are just short of being based, but I can't be bothered with either of those things right now. I have a game on Tuesday which I'll need the roads and signs for, as with a road piece which'll serve as a turnoff. The radio tower's been sitting in a pretty much done state for months, though I've never used it in a game yet. To that end the game's objective will probably involve one side defending it, whilst the other moves into the put it out of action (be that through blowing up its supports, or hacking the computer at its base).

There's that then. If I have the time next week, and if my camera can cope with the lighting, I'll have a go at taking some pictures. Don't hold out on them being any good of course.

This message was edited 3 times. Last update was at 2014/10/09 19:55:58


 
   
Made in us
Rogue Inquisitor with Xenos Bodyguards





Eastern edge

I was wondering what rule supplements work best for post apocalyptia games?

"Your mumblings are awakening the sleeping Dragon, be wary when meddling the affairs of Dragons, for thou art tasty and go good with either ketchup or chocolate. "
Dragons fear nothing, if it acts up, we breath magic fire that turns them into marshmallow peeps. We leaguers only cry rivets!



 
   
Made in gb
Fixture of Dakka






Glasgow, Scotland

From 7Tv? Well I use the base rules along with the 7ombieTv expansion mainly. The base rules for vehicles and weapons, whilst the zombie rules provide the rest. Characters from 7ombieTv are beefier and have more skills than the regular 7Tv mooks, whilst not being on the Star level of power. 7ombieTv also has rules for scavenging, guns jamming and barricading, all things which fit the genre. I also use the Vlad's Army supplement for more of the same which the zombie rules offer. As well as the zombie rules the 7Th Voyage rules are helpful as they contain stats for monsters and animals as well as an expanded melee weapons set. On Location has rules for arid deserts and cold conditions, along with vehicles for those settings (though I tend to leave off using these apart from in specific scenarios or when I want to screw with players as they make the game a bit more complex). The other expansions all offer rules which could be helpful (IIRC the Heroes and Villains one has rules for Sawn-Off shotguns, but you could just make the stats up yourself), though I'd say that you could get away with just using the 7ombieTv ones (which are standalone) if you want to play a Post-Apocalyptic setting, just using Survivor on Survivor casts rather than the zombies.

So I use all of those rules as a basis, then on top of those start tweaking things a bit. Most cast members are based on the Survivors from 7ombieTv, for instance melee characters are Jocks with varying skills and additional weapons not usually available to them, or in the case of more militarized characters the various survivors from the military Vlad's Army casts. I tend to give cast members a limited supply of weapons at the start of a game (one in three should have a gun with a decent range in your average non military cast. Military casts could have a load of guns, but they wouldn't have the same numbers. Of course if you're statting up character using the typical rules a guy with a baseball bat could cost the same as one with a rifle, so the final ratings costs don't have to be exact), as throughout a table I spread various locations where they can scavenge. I use the base 7ombieTv for these, with the occasional one from Vlad's Army. In cases I'll have my own alternative list of items available to offer players in cases where items are a bit useless to them (ie where they pick up a goldclub when they're already carrying a fireaxe). These I give out at my own discretion, but I'm sure it wouldn't be difficult to make up a less arbitrary way of allocating them (they include things like slugs for shotguns rather than the buckshot they have by default, landmines, reflex scopes which only give the +1 to hit at distances under half range, etc).

The 7Tv rules are easy enough to twist into something that works decent enough for the setting. I aught to write up something a bit more solid than what I currently have at some point. The issue with that though is that I tend to write up rules on the fly for games and create way too many custom items and skills, so there'd probably be more in there than what's immediately useful. That and I tend to play games differently than I think the Crooked Dice guys intend. I mean I stick to the rules system where I can, but where I think things could turn out interesting I'll have things happen outside what should. "You fail an agility test when jumping over that fence. Oh well, you're now flat on your face". Where a survivor's at one side of a door and a zombie's on the other, "you hear a moaning coming from outside, do you open the door slowly or with force?" Player: slowly, I don't want it to detect me, "roll an agility test. Ah well you failed. You tentatively push the door open. Outside the zombies watch with interest as the door slowly opens. D3 zombies get an activation marker. Yeah you should have slammed that door into the zombie, would've knocked it on the ground" (yeah, I'm an ass). Its perhaps not the way that most are used to, but I consider the way I run games to be more casual than most, which can make things easier for those not used to the miniature gaming idea. That and 7Tv isn't quite so well playtested as other games, so certain situations can arise which don't make sense in a realistic context, so I having houserules can cover things there.

...Gak, I can go on a bit. Anyway, yeah use 7ombieTv if you want to play Post-Apocalyptic games. I'll eventually post a word document in my dropbox which has the rules I've came up with myself at some point ...when I A) have the time to write such a thing and B) can sort out something consistent.

Heh, but I'm writing this from the understanding that you're asking about which set of 7Tv rules work for the setting? They're my preferred system, but well, there's plenty of other ruleset out there. Lead Adventure has a thread all about the various ones that people use.
   
Made in us
Rogue Inquisitor with Xenos Bodyguards





Eastern edge

 Wyrmalla wrote:
From 7Tv? Well I use the base rules along with the 7ombieTv expansion mainly. The base rules for vehicles and weapons, whilst the zombie rules provide the rest. Characters from 7ombieTv are beefier and have more skills than the regular 7Tv mooks, whilst not being on the Star level of power. 7ombieTv also has rules for scavenging, guns jamming and barricading, all things which fit the genre. I also use the Vlad's Army supplement for more of the same which the zombie rules offer. As well as the zombie rules the 7Th Voyage rules are helpful as they contain stats for monsters and animals as well as an expanded melee weapons set. On Location has rules for arid deserts and cold conditions, along with vehicles for those settings (though I tend to leave off using these apart from in specific scenarios or when I want to screw with players as they make the game a bit more complex). The other expansions all offer rules which could be helpful (IIRC the Heroes and Villains one has rules for Sawn-Off shotguns, but you could just make the stats up yourself), though I'd say that you could get away with just using the 7ombieTv ones (which are standalone) if you want to play a Post-Apocalyptic setting, just using Survivor on Survivor casts rather than the zombies.

So I use all of those rules as a basis, then on top of those start tweaking things a bit. Most cast members are based on the Survivors from 7ombieTv, for instance melee characters are Jocks with varying skills and additional weapons not usually available to them, or in the case of more militarized characters the various survivors from the military Vlad's Army casts. I tend to give cast members a limited supply of weapons at the start of a game (one in three should have a gun with a decent range in your average non military cast. Military casts could have a load of guns, but they wouldn't have the same numbers. Of course if you're statting up character using the typical rules a guy with a baseball bat could cost the same as one with a rifle, so the final ratings costs don't have to be exact), as throughout a table I spread various locations where they can scavenge. I use the base 7ombieTv for these, with the occasional one from Vlad's Army. In cases I'll have my own alternative list of items available to offer players in cases where items are a bit useless to them (ie where they pick up a goldclub when they're already carrying a fireaxe). These I give out at my own discretion, but I'm sure it wouldn't be difficult to make up a less arbitrary way of allocating them (they include things like slugs for shotguns rather than the buckshot they have by default, landmines, reflex scopes which only give the +1 to hit at distances under half range, etc).

The 7Tv rules are easy enough to twist into something that works decent enough for the setting. I aught to write up something a bit more solid than what I currently have at some point. The issue with that though is that I tend to write up rules on the fly for games and create way too many custom items and skills, so there'd probably be more in there than what's immediately useful. That and I tend to play games differently than I think the Crooked Dice guys intend. I mean I stick to the rules system where I can, but where I think things could turn out interesting I'll have things happen outside what should. "You fail an agility test when jumping over that fence. Oh well, you're now flat on your face". Where a survivor's at one side of a door and a zombie's on the other, "you hear a moaning coming from outside, do you open the door slowly or with force?" Player: slowly, I don't want it to detect me, "roll an agility test. Ah well you failed. You tentatively push the door open. Outside the zombies watch with interest as the door slowly opens. D3 zombies get an activation marker. Yeah you should have slammed that door into the zombie, would've knocked it on the ground" (yeah, I'm an ass). Its perhaps not the way that most are used to, but I consider the way I run games to be more casual than most, which can make things easier for those not used to the miniature gaming idea. That and 7Tv isn't quite so well playtested as other games, so certain situations can arise which don't make sense in a realistic context, so I having houserules can cover things there.

...Gak, I can go on a bit. Anyway, yeah use 7ombieTv if you want to play Post-Apocalyptic games. I'll eventually post a word document in my dropbox which has the rules I've came up with myself at some point ...when I A) have the time to write such a thing and B) can sort out something consistent.

Heh, but I'm writing this from the understanding that you're asking about which set of 7Tv rules work for the setting? They're my preferred system, but well, there's plenty of other ruleset out there. Lead Adventure has a thread all about the various ones that people use.


Ah, thanks a bunch, it is cracking good info to work from as I have looked over the site and wanted to make more informed decisions as to which PDF's to pay for to download, or order the books, either way it helps, and I like on location as that can help with cold weather rules,,,,Weird War II Nazi zombies vs Russian defenders, etc. or just do alternate locales to show the effects that the Nuclear war had on other nations across the planet.

Heck, Mantic Martians could be the aliens from Mother ship Zeta scrounging for more "collections" as well as the play of what happened regarding survivors in other areas, I can rely on other rules for larger than squad skirmishes if things get to that, but 4-10 guys encountering another 4-10 guys, with or without a vehicle about etc, that is something the old 40k used to have, now the present editions are all about 500-3k points, or in Apocalypse's case 3k-beyond!

Seems also, I can use the ideas for my role play games for Dark Heresy.

"Your mumblings are awakening the sleeping Dragon, be wary when meddling the affairs of Dragons, for thou art tasty and go good with either ketchup or chocolate. "
Dragons fear nothing, if it acts up, we breath magic fire that turns them into marshmallow peeps. We leaguers only cry rivets!



 
   
Made in gb
Fixture of Dakka






Glasgow, Scotland

I've looked at those Martians, just a pity you can't by a handfull instead of a box. The ruins are on order though, as will the subsequent terrain sets when they're released. I was actually considering the Martians as stand ins for the New Vegas astronaut suit/Trauma Harness thing. That and knicking their ray guns. If I ever run a scenario in the Big MT then maybe I'll buy a set, though that's a tad unlikely (IIRC I do have the bits set aside somewhere for Lobotomites).

Huh, I never considered using the rules for 40K. Sort of like In the Emperor's Name maybe. Yeah, the rules can simulate anything really, its just a case of adding in the odd extra one to resemble something that's not entirely covered, or giving a model higher stats to account for power armour. 7Tv itself has rules for psychic powers (which are overpowered as hell), as does 7Th Voyage have a whole load of magic abilities and items. Hmn, that has got me thinking somewhat on that topic as I used to play In the Emperor's Name a lot and have since stopped playing 40K altogether. I may well look into that to drum up some interest in 7Tv.

Meanwhile I've been playing Mafia II. Ooh all the 50's buildings... I've almost completed it, but I may well keep it installed to use as reference material. Playing it I sort of consider that the way the city's built is better than how Fallout 3 handled DC in that there's less repetition in building design and layout. That said that's just due to Mafia II having a continuous area to explore, the whole place not being in ruins, and actually having a vehicle to cruise about the place with.

Bah, and those shots are crap. I might re-upload them with a white background. ¬¬
   
Made in us
Rogue Inquisitor with Xenos Bodyguards





Eastern edge

The pics of yours have a "deserty" feel with the floor and background.

I recall back in RT(1st ed) and 2nd ed WH40K when Psykers were indeed OP compared to now.

Hey there is a mafia vibe with at least 2 of the families running new vegas so that also fits.

Hmmmm, if human skulls were head swapped for Martians? they would work as the Trauma suits,,,,basically gun toting and shooting zombies.

lobotomites are another zombie type altogether.

"Your mumblings are awakening the sleeping Dragon, be wary when meddling the affairs of Dragons, for thou art tasty and go good with either ketchup or chocolate. "
Dragons fear nothing, if it acts up, we breath magic fire that turns them into marshmallow peeps. We leaguers only cry rivets!



 
   
Made in gb
Fixture of Dakka






Glasgow, Scotland

Yeah, but it looks like it really screws up the focus. The brown sheet's fine, but maybe if I changed the orange one to blue it'd fix that. That'd take effort though, so it'll be easier to just go back to the white ones for the moment.

Its pretty easy to have a pysker in 7Tv who can only be damaged if you first roll a 6+ then if you manage that a further 4+ (on top of having body armour and re-rolls). Of course that's only if you can hit them, which could be an issue given that you can have them fly, turn invisible or walk through walls. Ah, though that's down to the player's discretion and well, I doubt you'd be seeing such a bent character outside of certain scenarios (and I'd expect that there'd be some narrative way of dealing with them. Ie an anti-psychic pulse field machine which when activated nullifies the pysker's power's for a turn or something). Come to think of it I don't think I've used any psykers in a Fallout game yet, just regular 7Tv and I think in 7ombieTv too (I have the guidelines for using them written, but can't remember if I used them). They're rare in the series, so not something that would crop up regularly. I could see one turning up as a companion for a time in a campaign or in the odd scenario though (just to throw players who're used to games being like Mad Max with Rayguns and Robots).

Mafia 2's set during the late 40's/ early 50's. Its neat seeing all the period buildings, posters, vehicles, etc (the trucks from Fallout 3 are driving about everywhere. Bethesda evidently didn't even try redesigning that particular vehicle much). Particularly I've noticed that green postboxes are used for local post opposed to blue ones and picked up on the various specific speed limit signs (which means when I make some I'll place those signs in areas respective to where they aught to be). That and other little things which didn't come across in the Fallout games, nor could I be bothered to sift through period images to find out. =P

Trauma Harnesses I'd likely represent with a Metalnaut or Plaston profile. Give them the energy blast upgrade or a laser rifle and you're set. The former's beefier so typically can be used for things like Mr Gutsys (with some tweaking I mean, like having it float), whilst Plastons can simulate more run of the mill things like Protectrons. As for Lobomites I'd use maybe a 7ombieTv Ghoul statline (a regular survivor, but with a lower intelligence) and perhaps have a side rule that head shots don't do so much damage (head shots not actually being in the base rules, rather I'll occasionally say that if an aimed shot hits on a 6 it hits the guy in the head and either kills them outright or stuns them). Again its just a case of throwing together stat lines which seem appropriate for the particular game in question.
   
Made in gb
Fixture of Dakka






Glasgow, Scotland

Well following on from my last update, here's the stuff that I said I'd work through. Oh, and I re-uploaded the images from the previous one as the colours just weren't doing it for me (yeah, I'm that OCD over a casual thread like this apparently). =P

I suppose the big thing would be finally posting this radio tower. Damn, I've had this since the start of summer break. Its by Fenris Games, bar having added a bunch more aerials and other doodas as well as raising the base up a little. What pushed me was writing it into a scenario for a game I'm running on Tuesday (though I fully expect at least some of it to break off in transit. Hmn, maybe I should store it in a wine bottle case). There's a set of mesh fences that go along with it too, some of which are framing it in this image (I've had those done for a while no actually. In those camera phone images of an earlier game which I posted they can be seen surrounding the ruined factory).



Then there's a further pair of 12'' road sections to go along with the first two (in this case sans cat's eyes as I forgot. I'll add those when I make the next batch). That gives me enough to run across the length of a board as a freeway, though in future I'll make enough to act as some city streets (in the games they use the same models for every road, though I'll try and make some city/freeway specific ones as extras). In this case the bottom section has a manhole cover by Fenris Games btw as well as a few loose beer bottles by Meng Model (probably too small too see, but if you zoom in on the bottom road section there's one sitting on top of the sheet of newspaper on the far left).



Along with those I've put together a set of signs. I'll add to these in future, again for city streets, but probably also with some non Van-Buren/Arizona specific ones. Yeah, the lettering could be tidier, ah, though that'll be another case of using blunt paint brushes at 4AM in the morning... These're just plasticard mounted on balsa wood, though I have a set of Tamiya sign posts which I totally forgot about which'll probably rear their heads in future.





Whilst searching for some cacti (I'm intending to have a bunch of flora in order fill in tables which aren't set in populated areas) I came across some Babylon's Burning Robed Cultists. I could have painted them brown, in line with the canon depiction of regular Children, but I felt that was too similar to the original models. Rather I went for the purple robes that're synonymous with the Children of Cathedral. I'll have these involved in a game on Tuesday where they're defending a radio tower broadcasting propaganda into the wastes decades after the Unity's destruction. The attackers will be just a band of concerned locals that don't take too kindly to their favorite radio stations being drowned out by religious babble (though whether they were counting on the Children snatching up some of their number during games to be taken away to be indoctrinated ...or worse, or them having a few F.E.V. infused friends from The Master's old army is unlikely).




Ah, and some rubbish bins, again courtesy of Fenris Games. Just another wee detail that adds a bit more depth to tables. Eugh, I watch 40K gamers play over tables with sparse and illogical city streets and cringe. Heh, I think I'm making a name for myself at my club for spending way too much time setting up tables which have a lot of crap on them that's useless tactically, but sure does look purdy (if you find a post-apocalyptic hell hole pleasant).



Well there's that lot then. That's cleared up most of the half finished stuff about my table (that I can see, eugh, I need to tidy away all the crap about it again). Next then I'd like to place an order for some cacti as I mentioned, though I doubt that'll turn up for a good while. So rather than that its really just a case of sifting about through what I already have to see what turns up. I mean there's plenty of projects which I started then were bunged away into a bag somewhere, but well, I'd need to drum up interest in them again to make a start. Meh, I'll find something, just hopefully not more actual miniatures as I think I can make do with what I have for the moment. Anyhow, toodles.

This message was edited 2 times. Last update was at 2014/10/12 18:53:33


 
   
Made in gb
Gargantuan Great Squiggoth





Not where I should be

All looks brilliant. Tower looks brilliant. Road looks great. Signs look spot on. Bins are awesome, Wish I knew about them before, just had to make me own. So yet again all looks fantastic.




 
   
Made in us
Rogue Inquisitor with Xenos Bodyguards





Eastern edge

Good break down of what works for what setting and minis,

Tower and signs are all nice and old looking.

Hmmm, religious types with guns...............Yikes!

"Your mumblings are awakening the sleeping Dragon, be wary when meddling the affairs of Dragons, for thou art tasty and go good with either ketchup or chocolate. "
Dragons fear nothing, if it acts up, we breath magic fire that turns them into marshmallow peeps. We leaguers only cry rivets!



 
   
Made in gb
Fixture of Dakka






Glasgow, Scotland

^^ Shucks guys.

Bleh, I'm too tired to do much productive tonight. I've at least packed all the terrain for tomorrow night's game though (yet to write the cast profiles yet). When throwing out the stuff which I won't be using the set of mailboxes I made a while ago cropped up. I wasn't happy with them as they were originally so I thought I'd give them a quick repaint. These are based on schemes which were used briefly in the 50s between the Army olive drab and traditional blue colours. Ah, despite the ones in the Fallout series being blue I wanted something a bit more interesting (heh, and patriotic). At least the paintjob's a bit better than what they had before.



For reference the old scheme (they looked pretty crap to me with that graffiti):


Right, yeah that's it. Back to your corners now. =P

This message was edited 1 time. Last update was at 2014/10/13 19:18:46


 
   
Made in us
Rogue Inquisitor with Xenos Bodyguards





Eastern edge

Postal boxes, also needed in the fallout world!

"Your mumblings are awakening the sleeping Dragon, be wary when meddling the affairs of Dragons, for thou art tasty and go good with either ketchup or chocolate. "
Dragons fear nothing, if it acts up, we breath magic fire that turns them into marshmallow peeps. We leaguers only cry rivets!



 
   
Made in gb
Fixture of Dakka






Glasgow, Scotland

Well I ran a game last night and yup, for once remembered to take some pictures. The combatants involved were a remnant of the Children of the Cathedral backed up by a pair of Super Mutants and a Centaur, facing off against some concerned locals (Raiders/ Slavers). The objective was for the Attackers (Raiders/Slavers) to seize a pair of secondary supply caches (water and a tarp covered crate which totally wasn't full of radscorpions) along with disabling the main radio tower which the Children were spreading their propaganda (and drowning out the local radio stations).

Anyhow, here's how the board was laid out. The Attackers started on the left where a ruined factory was located and with a brief no mans land formed by a freeway. The Defenders meanwhile were on the right where there was plenty of cover from the various shacks and ruined offices.





And well, a shot from where I wound up sitting for most of the game for some reason. Ah, as a result of that I didn't manage many pictures from the other side of the table where the Raiders are unfortunately.



The Slavers ran full pelt through the factory's ruins, across the freeway and hunkered in by the enclosing fence. They didn't actually go prone though, so the cultist on one of the shack's roofs took a potshot at one of their number, but it went wide. Elsewhere the Super Mutants set up in some ruins where there was plenty of cover. As the Raiders broke into a run across the freeway one of their dogs was turned to paste by the home made anti-material rifle one of the Super Mutant's was carrying.









Uh, that's the only actual picture I have of the far side of the table unfortunately. =/

From the fence the Slavers run around a set of ruins and push up against the outlying shack's fences.



The cultists no longer being able to take a bead on them from the roofs have their cronies on the grounds shimmy on around the corner. One with a longsword comes in from the left as a Centaur takes the right. Battering your buttstock up against those isn't exactly a fair fight and by the following turn three of the five Slavers were downed. The remaining one was the group's medic, but given he was surrounded the player left him for dead and instead had the other Slaver which she'd set up in a wrecked army truck take an aimed shot against the Cultist with the Longsword, blowing his brain's out, but leaving the rest of the cultists still standing.



By that point it was quarter to ten and I had to pack up (it was turn five or something by then any, so there was only one more left). Overall it was called a draw. The secondary objective which the Slavers were going for was pretty well defended. One the right though both of the Super Mutants had managed to have an Auto-Axe rammed into their backs as the remaining dogs went a bit feral and munched on their fronts. Two of the raiders were at the foot of the Radio Tower by that point and there wasn't much the Children could do about them, at least not quick enough for them to be capable of attempting to take out the tower next turn. I let the Raider player roll to see if they could overrule the tower's signal and she managed it. Given another turn more casualties would've happened, though I couldn't say there'd be enough to skew the odds enough to push victory closer to one particular side.

Well there's that then. I did have some more shots of the far side of the table, but they weren't the best and I deleted them before I realised there was any other. No matter though, my flowery language was an amazing substitute right? In any case my camera held up better than I thought it did, so there's a basis now for the next time I run a game.

I keep forgetting to put in an order for cacti, but it was annoying me that I didn't have any bits of flora to tart up things with there. ...Ah, I'll buy them right after I've picked up some Uni coursebooks. :(
   
Made in gb
Mastering Non-Metallic Metal







Good job on the radio tower, looks great.

The road looks very good. Realistic with the dirt and rubbish. Nice. and I should know, I've been busy judging roads.

Good work on the signs. Great way to add realism to a scene. As are the bins.

Crazy cult people look the part.

And all come together to make a great looking table.

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Made in us
Rogue Inquisitor with Xenos Bodyguards





Eastern edge

The town really came together! nice report!

"Your mumblings are awakening the sleeping Dragon, be wary when meddling the affairs of Dragons, for thou art tasty and go good with either ketchup or chocolate. "
Dragons fear nothing, if it acts up, we breath magic fire that turns them into marshmallow peeps. We leaguers only cry rivets!



 
   
Made in gb
Gargantuan Great Squiggoth





Not where I should be

Town looks awesome bud, all together looks brilliant.




 
   
Made in gb
Fixture of Dakka






Glasgow, Scotland

The players wanted me to run another game for this week coming, but unfortunately I didn't want to commit due to not knowing what my uni work would be like. However having games on a bi-weekly basis does give me the time to make some more terrain in the interim. Again that reminds me to order those bloody cacti. I have the Mars Attacks terrain sitting there to build which should give me more ruins to work with. I'd like to maybe add carpets and wallpaper to those, but I'll have to see how much effort that'd require. Still I'll find something to do in the time I have. Game wise I like to keep showing off different things to players, so maybe the one one I run will involve robots. Hmn... Ooh! How about some big game hunting? A patrol of BoS Paladins facing off against the local fauna (and where necessary repairing busted up robots as sort of checkpoints to deal with the harder beasties as they progress). Yeah, that sounds decent, and it'll at least allow me to use the animals I have in a capacity other than "oh look, you open the rucksack you thought had a gun in it and yet another radscropion leaps out". Ah, let's just have the setting be a ruined industrial estate if I'm going to be working on buildings, though I aught to make more roads to suit city streets come to think of it.

Anyway, as ever the comments are appreciated, and if anything I can get off on all the praise and orkmoticons.
   
Made in de
Fresh-Faced Inquisitorial Acolyte





Mellrichstadt, Germany

Great table! Very impressive!

   
Made in us
Decrepit Dakkanaut







sOMEDAY...I'll get my Fallout table done. But damn man...this is absolutely fantastic!

"dave you are the definition of old school..." -Viktor Von Domm My P&M Blog :
It's great how just adding a little iconography, and rivets of course, can make something look distinctly 40K-adamsouza
"Ah yes, the sound of riveting.....Swear word after swear word and the clinking of thrown tools" "Nope. It sucks do it again..."- mxwllmdr
"It puts together more terrain, or else it gets the hose again...-dangledorf2.0
"This is the Imperium, there is no peace, there are only rivets" -Vitruvian XVII
"I think rivets are the perfect solution to almost every problem"- Rawson
More buildings for the Building God! -Shasolenzabi
 
   
Made in gb
Fixture of Dakka






Glasgow, Scotland

So as to not be too tardy with these updates, here's a picture of where I am with the first of my ruins based off of the Mars Attacks! terrain sets.




One box comes with three bags with identical ruins bits, plus an extra one with bits of street clutter. From those three I managed to make two A4 sized ruins (with interior walls. I could have managed a third, but didn't want the insides being too empty). It looks like Mantic Games sort of had the intention for that box to either be used as randomly placed sections loose about a board, or for A5 sized buildings, judging by the promotional material available. There isn't quite enough bits there if you want to do something larger like in my case, but its not too difficult to work around this. Overall the sets are nice enough for what they are, though I would have seriously appreciated having a way to cover up all the clip holes (the set's meant to be able to be stuck together without glue) other than spending a while filling them with clay.

So there's that. Like I said, the brick ruins are by Mantic Games as part of their Mars Attacks! Kickstarter (I'll probably pick up another ruins set and mix it in with the intact set when that comes out). The office chair, filing cabinet, water barrel and wall terminal are by Ainsty Castings. Oh and there's some cacti about this one. Those are by Pegasus Hobbies, and damn, what a bitch to buy here the UK (I tried registering on their site, but only US residences were available, which put an end to that. I wound up finding the last two boxes on Amazon). They'll do the trick as far as cluttering up terrain goes though.

I'll have to hold off putting together the second one as I'm out of loose bricks. ...Pegasus sells more of those, but yup, I couldn't find the particular ones I'm looking for from a UK supplier (the big ones sure, not the little ones though). Meh, whatever, I still need to make some more roads, so another building's not high on my priority list. There's that building anyway. I doubt it'll be changed much, bar painting it, before its posted next, other than adding loose bits of paper, maybe a poster in the office, and a few clear bottles which I don't want to get paint on too much. That'll be a while away I suppose, ah, in which case no holding out on my actually making any progress for a couple of days. =P

This message was edited 1 time. Last update was at 2014/10/26 19:36:06


 
   
Made in gb
Veteran Inquisitorial Tyranid Xenokiller





Cymru

Cool use of Mars attacks ruins wyrmalla, any chance of close ups on the filling work you did on the plug holes?

My P&M Shenanigans (40k mostly atm)

Diary of a Inquisitor (Other Sci fi in 40k fluff and Pics)
 
   
Made in gb
Gargantuan Great Squiggoth





Not where I should be

Looks great actually. Good for game play, and good on scale. Nice work as always bud.




 
   
Made in th
Pyromaniac Hellhound Pilot






What happened to The Children of the Cathedral after the fall of The Master? did the newly founded New California Republic suppress them? or who did the Children fight against after the destruction of the Cathedral?



http://www.dakkadakka.com/dakkaforum/posts/list/408342.page 
   
Made in us
Rogue Inquisitor with Xenos Bodyguards





Eastern edge

Ruins looking good, big and good!

@Lone Cat Look up Shoddycast on Youtube, they have done several games lore series, and Fallout is one of the lores, they also just started a 2nd season for Fallout!

Helpful link to the main list as they also worked on Elder Scrolls and Dragon Age as well.
https://www.youtube.com/user/ShoddyCast/videos

This message was edited 1 time. Last update was at 2014/10/29 15:47:02


"Your mumblings are awakening the sleeping Dragon, be wary when meddling the affairs of Dragons, for thou art tasty and go good with either ketchup or chocolate. "
Dragons fear nothing, if it acts up, we breath magic fire that turns them into marshmallow peeps. We leaguers only cry rivets!



 
   
Made in gb
Ultramarine Librarian with Freaky Familiar





Shoddycast are bloody brilliant.
   
Made in nl
[MOD]
Decrepit Dakkanaut






Cozy cockpit of an Imperial Knight

Just wanted to say, still lurking, still leaching on for inspiration and motivation, also wanted to say thanks for all of that! Had my first official Halloween game of the year yesterday using dumbed down 7ombieTV rules, we had a blast.



Fatum Iustum Stultorum



Fiat justitia ruat caelum

 
   
Made in gb
Fixture of Dakka






Glasgow, Scotland

I need to update this thing more often. Every time I want to post something though I stop myself through not having any pictures however.

Time's been short for models lately given a bit of a headache with some coursework (which can be summarised as "you might have deadlines, but I do". However things are moving along slowly. I don't have anything in a finished state yet (cue everyone quitting reading), but its getting there. Hmn, actually lemme think up a list of what's being worked on at the moment:

* The Mars Attacks! Ruin, which is like 60% done on the painting front
* A load of Cacti patches, which need to be base coated
* A second Robobrain, this time in army colours, like 40% painted
* A stall selling Bloatfly meat, 80% there with the painting I think, though its been in that state for months
* Frag Mines. Remember those? I have eight of the things basecoated
* A safe, just sitting loose, that's basecoated too
* A mercenary type wearing Leather Armour and a gas mask, and carrying a Tommy Gun, again basecoated
* And an M3 Halftrack which I did basecoat, but now I'm thinking about giving it a tarpaulin

See, stuff happened. ...Right? So I am working on things, but its just easier to put things together and stick on the primary colours most of the time instead of actually finishing anything. I have like two weeks to have some interesting stuff sorted out, so I need to have at least some new bits completed (the terrain typically). Let's say, being conservative, that I'll try and post some of the above by the start of the week (its not like a few landmines and a safe take spectacularly long to paint).

@ JoeRugby

Sorry for not responding to you sooner (actually that goes for all of you). I'll remember to take pictures of the plug fillers on the other building that I have when I post something up next. Really though all I did was carry on the existing brick pattern with a bit of clay over the holes. For the moment I guess you could just zoom in on the existing WIP images of the ruin I already posted.

@ Camkierhi

Have you always been blue?

@ Lone Cat

Don't quote me on this but I think there was supposed to be a character in either Fallout 2 or Van Buren (most likely the former given the time distance) that was supposed to be an ex member. Remember that mostly it was the upper echelons of the Children who were aware of what they really were. The day to day grunts thought they were just part of any other religious organisation. So it could've came to a shock to them to find out what the Master's plans were. I'd assume that such members dispersed into the wasteland and in cases joined up with the Followers of the Apocalypse (IIRC they themselves were made up of former members of the Children who wanted to help people, but didn't want to be pushing religion on them). The NCR wasn't a thing back then, so there was no actual authority to stamp out on the more fanatical elements bar just regular wastelanders. To the end such people could have very well just trotted off and did what they liked. However without the Master and the group's leaders they wouldn't have had a focus, so most would've died out. By the time of New Vegas I'd doubt there were any Children left, but a holdout group is still always a possibility, either publicly showing their beliefs, or being more clandestine about it (start telling the locals that they all should be Super Mutants and see what happens though. Even Super Mutants themselves, at least from the first batch, probably wouldn't be too happy about hearing about someone wanting to start up the Unity again, as that idea petered out amongst their kind without the Master's drive through accepting how much hardship would occur from that ...not least through the lack of actually having a meaningful way to make new Super Mutants through a lack of F.E.V.).

@ BrookM

Dumbed down 7ombieTv rules? Heh, I thought they were bare bones as they were. How did you handle zombie movement? I've taken to having it on a D6 rather than a 6'' for everyone (the increased time for the zombies to reach the survivors leading to more of them being put down I tend to alleviate by having D6 zombies come on the board each turn too). Did you take over the zombie role or give that to a player? It'd be good for a player to have them, but I find their movement to be a bit too passive until they start getting closer. That and the number of zombies they have to control (unless you split them up between a number of people) is a bit overwhelming. I take it you just gave every player a single survivor model in that case like you've mentioned before? So what, no Humvees with .50 cals then? Boo hiss!

All right, now time to make some phonecalls. ¬¬
   
Made in nl
[MOD]
Decrepit Dakkanaut






Cozy cockpit of an Imperial Knight

 Wyrmalla wrote:
@ BrookM

Dumbed down 7ombieTv rules? Heh, I thought they were bare bones as they were. How did you handle zombie movement? I've taken to having it on a D6 rather than a 6'' for everyone (the increased time for the zombies to reach the survivors leading to more of them being put down I tend to alleviate by having D6 zombies come on the board each turn too). Did you take over the zombie role or give that to a player? It'd be good for a player to have them, but I find their movement to be a bit too passive until they start getting closer. That and the number of zombies they have to control (unless you split them up between a number of people) is a bit overwhelming. I take it you just gave every player a single survivor model in that case like you've mentioned before? So what, no Humvees with .50 cals then? Boo hiss!
Aye, it was a narrative thing more than anything I suppose. Also, we did away with activation markers, because the last thing I wanted was them fighting over who got to activate that turn. They all had a free hand in creating their own heroic character, so we had a Joker with assault rifle (uses semi-auto rules), a postal dude with two SMG's, a granny with a crossbow and limited supply of explosives and a NPC medic with pistol who was there to provide them with quick healing, though they never really needed it to begin with.

I was in control of the zombies, allowing the players to fully focus on what to do with their heroes. Zombie movement was a steady 4" and the first few turns they spawned in waves of D6 strong from each corner, after that nothing for a while, then I rolled up 2D6 and 3D6 strong mobs, which led to a lovely swarm of undead swamping the house. At turn twenty things were looking dire..



So to give them a better fighting chance I gave them all a random scavenger card, giving them a shotgun, lawnmower and katana, which led to them seriously hulking out and winning!

Next year we'll move on to include more stuff like vehicles, supply runs and other cheeky shenanigans.



Fatum Iustum Stultorum



Fiat justitia ruat caelum

 
   
Made in gb
Fixture of Dakka






Glasgow, Scotland

@ BrookM

Yeah I sure find playing to the rules to be a bother with that game. I want the players to win, but you don't want it to be too easy for them. I can imagine running a game which didn't have me doing things like you did, ie spawning zombie mobs and giving the players free loot, but I don't think the game is robust enough that such a game wouldn't go off without a hitch. I mean I create house rules for it because there's things which don't make sense or the writers didn't consider ("hey guys, we're in a room full of dead zombies, but I know some of them'll reanimate. Uh, maybe we should spend a turn whilst there's some respite cutting these one's heads off?").

Where have I been? Uh, here. ...I just sort of forgot to post in this thread rather than just uploading images. =P

I've decided to put together a smattering of more military themed terrain. I remembered that there was a set of airfield style huts on Amazon which looked useful, so actually got around to picking up those (which are on order, hopefully to arrive before next Saturday). That led me to putting together a guard tower based off of the in game one (a WIP of its below, but its being painted right now), which then made me search about through what I already had for other military themed stuff.

Ah, but I'm getting ahead of myself. First here's the two non military related bits that I put together before all that happened.

A Leather Clad Mercenary. She's based on some pulpy WWII Americans set. I removed the permed hairdo and camera, and replaced them with a gas mask (from Statuesque Miniatures), Tommy Gun, and some other bits. I'm always needing more generic types, and well, I don't think I have a woman in Leather Armour yet.



Then there's a safe. Yup. An objective marker or just a bit of loose tat.



So, moving on. As an indication of where this thing was at a few days ago, here's a WIP shot of the guard tower I put together.Since then I've built up the sand bags, based it, and added a few bits and bobs to clutter it up. The thing's made mostly from lengths of balsa wood, a sheet of plasticard and some corrugated strips, making it come in at about £5 to make. The roof's removable too, though as is the space beneath accessible as well, meaning that I can just bet that someone's going to stick a model under there and then have to lift the whole piece up and shake it to get the thing out.



Along with that there's some bits of general clutter. First I suppose is a sign for the site. Its based on a bit I have from an Artizan building (which from the looks of things was a show piece or something as it has the company's contact details printed into it). I was going to sculpt on the name of the base onto it, but felt that that'd limit its use, so just went for a generic star instead.



Remember these? Course you don't. A set of Frag Mines for general player bothering. They'll either be deployable by players, or be set up on the table as traps. I could have made them more noticeable (and dread having to find these things at the end of a game), but well, I'm a git and find it funner for players to unwittingly waltz their models over them. =P



Onto some wrecked vehicles. Well, maybe not quite so wrecked, but I rarely use drivable ones at all. Anyway, an M3 Halftack presumably taken from a museum or private collection (like hell the National Guard would still be keeping any of these, if they even bothered sailing them back from abroad). I enclosed it so as it can be used by players as well as just sitting looking pretty. Ah, its a Corgi model with just the minor addition of a tarp at the back and removing the ditch crosser thing at the front and replacing it with more of a dozer blade thing (be it a pre-war addition or a post-war one, who knows).




What 50's military base would be complete without a Willys Jeep? Ok probably a fair few as they were being replaced with M151s and M422s. Meh, I have a few of these to hand, so its easier to use them than converting up one which'd fit the chunky Fallout aesthetic (not that the devs don't use real world vehicles in their games of course).



And last is a German WWII bike ...because for some reason model companies just love making German stuff. Like the jeep I have a few of these, so see no reason not to use them (it isn't painted up in US colours obviously, so really its just a bike).



To finish off, an artillery piece and some unexploded shells. The gun's from some sci-fi Roman range, but I don't know where the shells came from (they're plaster, so obviously were made from a cast at home). I'd prefer a Vietnam era field gun, but well like I said models companies have a thing for German bits.




And that's that. Right now I have the watch tower and the cacti patches being painted. I keep forgetting about it, but the Mars Attacks! ruin is also pretty far along in painting as well. I'm behind on my coursework though (friggin toys), so no promises on having any of this done soonish. I'd like to have the tower in a playable state by Tuesday though, and hopefully the rest for Saturday (I still need to confirm that everyone's turning up for the games I have planned then however, so that may not go through). So there's your filler for this week, if things go to plan I'd love to take some pictures on Saturday.

At the moment I have two to three scenarios planned for it depending on time, one involving a brahmin caravan out on a higway in the desert being attacked by raiders (who'd show up once the caravan reaches the halfway point on the board, hurtling about in buggies. Before that I'd throw up some encounters with the local wildlife). The second involving the same caravan mercenaries from the first scenario raiding a military base filled with robots (if those Dust Tactics huts turn up on time, otherwise I'll be using Renedra tents). There's eight hours to run the games in, but I'll have to judge how long a single one runs on Tuesday. If there's the time I'd like to have a third scenario slotted in between the other two which has the Brotherhood of Steel attacking the Raider's base located in a ruined industrial zone, involving a ton of dogs and some heavier gear for the Brotherhood. If I had all the time in the world there's other scenarios that I'd like to run, but I'd rather have things finished before we run out of time, which on regular gaming nights rarely happens. I'm still sort of iffy too about who will control what. With the BoS scenario that'd make things easier, but if its only the first two that means that you'd have half the players controlling the same side throughout, whilst the other's force would be changing between games (not so much a problem if there's three scenarios as both sides would control the same force for two scenarios, then the third'd have them with a different force). Meh, it'll work out, and well, at least hopefully I'll be able to throw up a load of images here if things go to plan. =P
   
Made in nl
[MOD]
Decrepit Dakkanaut






Cozy cockpit of an Imperial Knight

Warlord has a few small calibre field guns:

http://store.warlordgames.com/collections/usa/products/us-army-m2a1-105mm-howitzer

http://store.warlordgames.com/collections/usa/products/us-army-75mm-pack-howitzer



Fatum Iustum Stultorum



Fiat justitia ruat caelum

 
   
 
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