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Made in nl
[MOD]
Decrepit Dakkanaut






Cozy cockpit of an Imperial Knight

Love your take on the Reds and I like that you're taking them into a more professional direction, the simulation of Anchorage made it all very implausible to begin with.



Fatum Iustum Stultorum



Fiat justitia ruat caelum

 
   
Made in gb
Blood Angel Terminator with Lightning Claws





terra

The quality and creativity of this thread is mind blowing imo.
Almost made want to go and re buy those gaming gems.


 
   
Made in us
Decrepit Dakkanaut







Dude! That Gauss tank is going to be EPIC!

This message was edited 1 time. Last update was at 2014/01/19 14:28:31


"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

@ shasolenzabi

Yeah, I seen those in my flgs. By the time I wanted one though they'd already sold out, so I just went down the street my other flgs and bought the old Russian T-34 and KV-1s. =/

@ Bleh! Thanks for the comments. I hold no responsibility for people spending £15 on Steam rebuying any of the series or spending a day and a night installing all the mods.

Ave some mechanical thinagmagigers. =P

Mister Handy/Gutsys (Brother Vinni)

Spoiler:




Protectrons (Brother Vinni)

Hmn, I may add a logo to the front of the factory ones stating their owner's names – ACME or something across the chest. Don't question why a manufacturing robot has high powered lasers for hands. No, they aren't welding lasers, they're Wattz 1200 Killerators (which come with a free decapitated communist bobblehead with every buy) silly.

I'll get back to painting faction related stuff later this week. Need to go write up a scenario for a game of 7Tv on Tuesday. Working out how the Remnants, alongside robots (because I like using my latest painted stuff in games), would somehow interact with bunch of cultists toting about undead scarecrows is going to be a tiffy. Then again, I've been reading enough of Tharg's Future Shocks lately to hash out something silly (those damn commies thought they could take over a small farm for a base of operations, they just didn't count on it being inhabited already).


   
Made in nl
[MOD]
Decrepit Dakkanaut






Cozy cockpit of an Imperial Knight

I'd say those Protectrons have the lasers for pest control, aye?

Also, will there be a F.I.S.T.O. in the future?



Fatum Iustum Stultorum



Fiat justitia ruat caelum

 
   
Made in gb
Fixture of Dakka






Glasgow, Scotland

"I hear you even mentioning the word union"....

I suspect as this rate I'll wind up with an army of various Protectrons on par with the Clap-Traps DLC for Borderlands. ...F.I.S.T.O. ...Ah. Well I wouldn't put it past some of the guys I play with to take that as an invitation for one of their characters to make an agility roll against.

Nice blog of your's too mate. I'm attempting to comment on it, but my internet connection keeps booting me up the butt. No, I shant be dubbing it F.I.S.T.O. for the way its treating me right now.
   
Made in nl
[MOD]
Decrepit Dakkanaut






Cozy cockpit of an Imperial Knight

Hehe, maybe I'll toss in a F.I.S.T.O. when I get around to it.

Though I am really liking the look of your Pitt bots as well, you added a lens to the head?



Fatum Iustum Stultorum



Fiat justitia ruat caelum

 
   
Made in gb
Fixture of Dakka






Glasgow, Scotland

I added a lens, replaced the "hands" and added a cage to the back. I missed out the little ridges on the head though. =/

For use in 7TV, here's some draft rules for Radiation and Power Armour. Hopefully not too complex or broken. They aren't as long as they may seem btw, I've just added in notes and future suggestions to clarify things.

Radiation

Special Effects
Physical
Rad Resistance (x)
Rad Resistance (x)may be taken by those cast members with access to Physical special effects. This value may be increased by spending additional points in this effect.

Additionally it may be applied by various pieces of equipment or be inherent to a cast member's profile.

* A list of these will be created later, something similar to the equipment table in the base rules (ie Gas Masks would be “Basic”, Radiation suits would be “Military”, and Power Armour “Advanced”). Though there would be additional sub lists for upgrades beneath each main weapon/armour section, as would there be a “Skill Requirement” field for some items (ie a suit of Salvaged Power Armour would have a strength requirement of 5 due to the great strength needed to wear the armour without aid).

Other
Rad Level (x)
Certain locations, such as toxic waste piles, nuclear bombs, etc, give off radiation. The level of rads emitted varies between them, from a mild prickling on the skin, to full on barbecue. Designate the radiation level of an object. The immediate 2'' from its central point (or the edges of its largest piece for more sizeable models) are at the Rad Level marked as the “X”. For every 1'' after this point this value decreases by one, until no value remains.

As an example, a Nuclear Bomb sits unexploded in the wastes leaking toxic fluids. It has a Rad Level of 12. 5'' from its central mass this rad level would decrease to 11, 7'' it would be 10, and so on.

*Question, do these values seem too extreme or are they fine? They're there to make particularly dangerous sources of radiation be deadlier than smaller ones. At their current levels it could take a cast member two turns to reach said Nuclear Bomb (6'' move, double to 12'' if they run, but that's still two turns should they need to activate something, and another one as they run full pelt away from the location).

Should a model spend any point of their turn within an area marked with radiation then they must make an immediate defence test at their end of their turn, done with the following modifiers.

*Note for mathematicians: I haven't actually worked out the full range of values for this table. It needs work based on maximum rad resistance levels. The scale as it stands is based around the four levels, with 1 being you're average gas mask, 2 an environmental suit, 3 Power armour/ advanced radiation suits, and 4 Radiation resistant creatures like Super Mutants. So, at Rad Resistance (4) a Super Mutant would need to be in a Rad Level (16) area to suffer the full detrimental effects. 16 may but level 4 Rad Resistance represents a near immunity. 16'd be nuclear weapon going off (Fat Man's would create a similar, but temporary level).


Radiation Level > Effect on Cast Member's Defence
1x cast member's Rad Resistance Level > 0, no Defence test must be made
2x cast member's Rad Resistance Level > -1
3x cast member's Rad Resistance Level > -2
4x cast member's Rad Resistance Level> -3

(sorry, that bit was a table, so it may not have transfered right)

Should the cast member's Rad Resistance Level be double the area's Rad Level then they may ignore this test.

Should a model have no levels in Rad Resistance then use the “x” value of the areas's Rad Level for applying the effects on the Cast Member's Defence stat.

For example, a cast member with no Rad Resistance enters a level four rad area. They would be at a -4 for their defence test. However, if a cast member with a Rad Resistance level of 2 enters the same area then they would be at -1 to their defence.

*Rad Level is generated by various things. So it could be the aforementioned pieces of terrain, but also weapons (Fat Man, or perhaps weapons that generate a small amount of rads to the user when fired- like plasma weapons in 40k, they may kill the user if they aren't protected) and creatures (Glowing Ones, animals that have certain attacks). Terrain would form most of the permanent sources of radiation, with the other ones being temporary for the most part (Glowing ones would produce a constant small rad level, but could create a one turn high level rad explosion).

Plus a some of anti-radiation drugs purchasable to cast members (with the quantities being dependent on the category of the table they're in, ie at the “Basic” level a cast member could buy 1 Rad-X, at “Military” they could by 2, and at “Advanced” they could buy 3 (a cast member couldn't buy the same item twice or from different categories)).

Equipment
Rad-X
Single use. When used the cast member's Rad Resistance level is boosted by 1 point for two turns (three with the Slow Metabolism effect – to be written later).

RadAway
Single Use. When used the cast member may half the value (rounding down) of the negative effect upon their defence when making a defence check for being in an irradiated area. Should this value be reduced to 0 then no defence check is required to be made.

As in the above example, if a cast member with a Rad Resistance level of 2 enters the a level four rad area then they would be at -1 to their defence. Should they use some RadAway this value would be halved to -0.5, and so, rounding down, 0. As a result they would not have to make a defence test.

Rad-Purge (not its final name)
Single Use. When used the cast member may ignore the defence test required to be made for spending time in an irradiated area. On the following turn however they're agility, defence and strength are reduced by 1 and move by -2 for the rest of the game.

* This is meant to be an experimental drug, like the one Colonel Autumn uses in Fallout 3. It saves the cast member from extreme radiation, but wrecks their body in the process (well until they can receive proper medical attention after the game). Yes, a cast member could take one of these repeatedly (though only one is purchasable under the “Advanced” section, but they could loot others in game) and wind up with 1 in all their stats.

Power Armour

BrookM said he'd wanted to do this, so I'm sorry if I'm stepping on his toes a little. I suppose what I write could be used to give others ideas at least. My current intentions for their rules would be to provide “Power Armour Training” ( knicked the name from BrookM) as the base skill only available to those who have first taken the Military Training skill, before then allowing these cast members to buy a suit of power armour from a list. I haven't thought much on that requirement though, I'm just trying to think of a way to limit the number of users (though I suppose I could remove it and just leave it up to players).

Speial Effects
Knowledge
Power Armour Training
This effect may only be taken by those who have already chosen the Miltitary Training effect. Models with this effect may chose to equip themselves with one of the various types of Power Armour available to them under the “Advanced” section of the equipment table.

Example Power Armour types (sans ratings costs):

Advanced Power Armour (Enclave/ Vault Tec)
Effects: +1 Str,+2 Def, Body Armour, Rad Resistance (2) ~ 3 with suit and same type of helmet *, Weight Compensation
Pre-War Power Armour (T-45d/ T-51b)
Effects: +1 Str, +2 Def, - 1 Agl, Body Armour, Rad Resistance (2) ~ 3 with suit and same type of helmet*, Weight Compensation
Salvaged Power Armour **
Effects, +2 Def, - 2 Agl, Body Armour, Rad Resistance (2) ~ 3 with suit and same type of helmet* , Slow (May only be worn by cast members with a strength of 5 or higher), Weight Compensation

*This is in here for uniformity, assuming that a suit can't lock in a different type of helmet.
** Salvaged Power Armour wouldn't require Power Armour Training and would be under “Military”. I'm just sticking it in here completeness. It has Weight Compensation due to the wearer's great strength.

This is for the suits, helmets come separately. Models must wear the same type of helmet as their base suit. I may bunk in the helmets with the suits, but I'd rather allow or bareheaded models too.

Advanced Power Armour Helmet
Effect: +1 Per, Respirator*, Night Vision
Pre-War Power Armour Helmet
Effect: Respirator, Night Vision **
Salvaged Power Armour Helmet ***
Effects, -1 Per, Respirator *(may only be worn by cast members with a strength of 4 or higher)

* Respirator: Has the same effect as a gas mask in the base rules. I've created a separate effect for it as more than just gas masks confer the same effect.
**Night Vision's an optional rule that's tied in with some rules I wrote for 7ZTv
*** As it would be a bitch to move your head about in such a heavy helmet. This is assuming the user's not wearing the armour, thus the lower strength requirement. It may seem like crap, but its the only way to achieve a Rad Resistance (3) – other than through using drugs, etc – with the suit.

Special Effects
Psychical
Weight Compensation
A Cast Member may select this special effect if they have a strength of 5 or higher.
Cast members with this effect may equip themselves with weapons listed under the Heavy Weapons section. Due to the bulk of such weapons such cast members armed with a heavy weapon gain the “slow” effect, but ignores the Two Man Team and Move or Fire effects if it has them. * Note this is available to all cast members, not just those in power armour.

Additionally I'm intending to write up an upgrade system including things like Tesla (boost to energy weapons), Hardened (Higher Defence boost) or Advanced Servos (lessened agility negatives, or even a boost), with the Advanced types of armour allowing for a larger variety and number installed. However I'm not sure if people are really open to this added level of complexity. Personally like the additional level of depth, and it expands the roleplaying aspect of the game more, but whether that fits the theme of the base game I'm not sure.

Point: These rules aren't playtested, nor complete. =P

And, just to give tidbit for those who aren't into the rules talk, I found one of my old Imperial Guard APCs (it has a removal rear hatch that turns it into a Griffon Mortar Carrier too). It needs a repaint, but my NCR Heavy Troopers (yeah, because a strike team of them wouldn't be totally OP) or American Remnants could use it maybe.
   
Made in nl
[MOD]
Decrepit Dakkanaut






Cozy cockpit of an Imperial Knight

 Wyrmalla wrote:
Power Armour

BrookM said he'd wanted to do this, so I'm sorry if I'm stepping on his toes a little. I suppose what I write could be used to give others ideas at least. My current intentions for their rules would be to provide “Power Armour Training” ( knicked the name from BrookM) as the base skill only available to those who have first taken the Military Training skill, before then allowing these cast members to buy a suit of power armour from a list. I haven't thought much on that requirement though, I'm just trying to think of a way to limit the number of users (though I suppose I could remove it and just leave it up to players).
Pfffff, I dance like gak, stomp away. I don't care, as long as working rules are there, I'm happy!

Liking the variety in power armour and yeah, it makes sense to only allow characters with Military Training to also have access to Power Armour Training. Also liking the salvaged power armour requirements, this does suitably limit its application and would stop people from giving to it every model in a cast. I think I will personally replace the Night Vision rules with some special equipment rules found in On Location, they got an entry for that there IIRC. Must investigate. Weight Compensation is also a nice tweak, yay miniguns!

I like the concept for radiation, I'm going to give it another read or two to let it wholly sink in (I'm a bit slow on wholly understanding rules! ), but so far it does look neat and adds a nice bit of extra hazard to the games. I guess this means the Fat Man should be statted soon!



Fatum Iustum Stultorum



Fiat justitia ruat caelum

 
   
Made in gb
Fixture of Dakka






Glasgow, Scotland

How would these suit for Enclave Troopers in Advanced Combat Armour?



I'd love to have a hard copy of On Location, but it'll be a while before I can make it to a show to buy one. I guess I'll need to bother my friend to lend me a loan of his (and in no way copy down the rules I like into a document). ^^

I'll write up an upgrade list for the power armour at some point, if purely for other's interests (I'd like to make these rules more solid before I actually play with them). Six-ish seems like a decent number without complicating things much. I am finding it a bit of a bother writing up rules for 7Tv without straying too far into RPG levels of complexity though. As I'm writing them now though I'm thinking that I'll throw out the existing cast lists entirely and write up custom ones, as the current pre defined characters make my equipment table ideas a little difficult to implement. We'll see. =P
   
Made in nl
[MOD]
Decrepit Dakkanaut






Cozy cockpit of an Imperial Knight

Aside from the heads, to which I'd probably add a gasmask filter or something (Maybe even swap the heads for something completely different from Pig Iron), they do look suitably high-tech enough to accompany their power armoured brethren in battle. Weapons look maybe a bit odd (It's obvious that the MP/Stg44 was used as a base for this design), but beggars can't be choosers.

Also, why wait for a show when you can just order it from their site?



Fatum Iustum Stultorum



Fiat justitia ruat caelum

 
   
Made in gb
Fixture of Dakka






Glasgow, Scotland

Because I'm too tired at this second to bother my butt filling out order forms of course.

I like their design as they are. Pig Iron's heads are overused in modelling projects I guess. Their techy look fits in with the existing combat armour designs, whereas its simplicity and that large visor fits them with with the Enclave aesthetic I suppose. I'm just wanting troops that look obviously different from those that I'm currently using for my Brotherhood Knights.
   
Made in us
Regular Dakkanaut





California

Man, this thread is so inspiring me to work on my Fallout minis some more. I only had a couple, but you have so many great ideas on bases for more than that. But I'm already working on two projects at once...

I'm loving what you've done so far, I can't wait to see some ghouls! (Gotta have ghouls.)
   
Made in gb
Fixture of Dakka






Glasgow, Scotland

When I get around to them I'll add a ghoul NCR Cavalryman just for you facekickery.
   
Made in nl
[MOD]
Decrepit Dakkanaut






Cozy cockpit of an Imperial Knight

 Wyrmalla wrote:
Because I'm too tired at this second to bother my butt filling out order forms of course.

I like their design as they are. Pig Iron's heads are overused in modelling projects I guess. Their techy look fits in with the existing combat armour designs, whereas its simplicity and that large visor fits them with with the Enclave aesthetic I suppose. I'm just wanting troops that look obviously different from those that I'm currently using for my Brotherhood Knights.
Hehe, well should you ever also need the Heroes Guide in physical form, lemme know, I still have the coupons for it.

And agreed on Pig Iron, I love the designs, but the whole anti-Cadian movement going on here has more or less taken away the glitz and glam of Pig Iron.

I'm still looking into suitable combat armour models myself, while I like the idea of basic G.I. stuff with body armour, I am also quite fond of the old F1 design:






Fatum Iustum Stultorum



Fiat justitia ruat caelum

 
   
Made in us
Regular Dakkanaut





California

 Wyrmalla wrote:
When I get around to them I'll add a ghoul NCR Cavalryman just for you facekickery.


Yesssss.

This message was edited 1 time. Last update was at 2014/01/20 21:30:22


 
   
Made in nl
[MOD]
Decrepit Dakkanaut






Cozy cockpit of an Imperial Knight

What's this I saw of you snatching up an early (mis)cast of the Deathclaw? You lucky bugger you!



Fatum Iustum Stultorum



Fiat justitia ruat caelum

 
   
Made in gb
Fixture of Dakka






Glasgow, Scotland

I'm not too into the programme guides. Others in my gaming group have a few of them, but I find that I prefer writing up my own rules and characters instead of using defined ones. Still, they do provide decent ideas. I'll wait till one of the Crooked Dice guys get back to me about buying up hard copies of their other books, or failing that buy up their full collection at the next show I make it to.

That particular design of combat armour's a bit iffy a look to find anything new for. However some *not Aliens Colonial Marines could work, Personally I'd just sculpt up some, or buy in models that looked similar and just said that they're a different variant of the armour (minding that the suits seen in game are mostly the newer ones, and that there would be loads more dated ones, or those used by foreign nations, private companies, etc. It being the post apocalypse people aren't going to be too picky about what they wear). I'll consider sculpting up a mercenary in the classic combat armour maybe, but I'm a little swamped with half finished projects as it is. =)

 BrookM wrote:
What's this I saw of you snatching up an early (mis)cast of the Deathclaw? You lucky bugger you!


And the last one he had too!

*Though I may send him another PM asking him if he has any miscast young Deathclaws or eggs as well. Keep your eyes peeled. ^^

Bleh, updates incoming. I've been helping set up a friend's minecraft server, so doing fun stuff like playing with toy soldiers wasn't happening. I've since lost all my friends and now live alone in a shack, so between hunting game I'll see what I can do about painting up some thingies.
   
Made in us
Rogue Inquisitor with Xenos Bodyguards





Eastern edge

So many potential sources of minis, or if you can afford to, have brother Vinni custom sculpt what you want.

"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 nl
[MOD]
Decrepit Dakkanaut






Cozy cockpit of an Imperial Knight

 Wyrmalla wrote:
I'm not too into the programme guides. Others in my gaming group have a few of them, but I find that I prefer writing up my own rules and characters instead of using defined ones. Still, they do provide decent ideas. I'll wait till one of the Crooked Dice guys get back to me about buying up hard copies of their other books, or failing that buy up their full collection at the next show I make it to.

That particular design of combat armour's a bit iffy a look to find anything new for. However some *not Aliens Colonial Marines could work, Personally I'd just sculpt up some, or buy in models that looked similar and just said that they're a different variant of the armour (minding that the suits seen in game are mostly the newer ones, and that there would be loads more dated ones, or those used by foreign nations, private companies, etc. It being the post apocalypse people aren't going to be too picky about what they wear). I'll consider sculpting up a mercenary in the classic combat armour maybe, but I'm a little swamped with half finished projects as it is. =)
I like the programme guides as sources of ideas myself, I got the United Radionics one yesterday and it wasn't that far off from what I had in mind for my own evil corporation, only less comical and monster of the week and more grounded into the current evil American corporations bent on raping us all. But yeah, sometimes there's some interesting stuff to be found in there in form of equipment or interesting event cards. I'm actually tempted to have a few men in sharp suits walking around now.

I thought of Colonial Marines and while they would suit the setting, I didn't go along with Prodos' KS because it was all a bit too iffy for me, especially when they showed off action figures.



Fatum Iustum Stultorum



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Made in gb
Fixture of Dakka






Glasgow, Scotland

@ shasolenzabi

Phew, £100 for a single model. Sticking to making your own stuff is probably a bit more sane. (That's a third of what I've spent this month on minis...).

@ BrookM

We'll have to see how much cash I have for the next show. Last year I'd dropped 40k and was looking purely for stuff for 7Tv (which resulted in me spending all my cash at Ainsty Casting's stall). This year I'm in the torturious position of obsessing over Post Apocalyptic miniatures. Which is to say that Scotland's Carronade show is seething with suitable models for that. I'll pick up the main Crooked Dice books and extras I want (On Location, Summer Special, 7th Voyage, and all of the new expansions if they're out), but I feel like I may need to start putting money aside now instead of my usual £300. *gulp. ...My post in the "Wait I spent how much!?" thread that month may be a little gut clenching on behalf of my wallet.

I was thinking more the Copplestone Casting or Hasslefree ones. I'm not one of Kickstarters (I want my minis now, not next year), so I haven't looked much at those. The combat armour from the first games looks a little like the Aliens ones, whereas those from Fallout 3 are supposed to look like "WWII era futuristic G.I." (which that said I have 20 Wargames Factory GIs unbuilt, so maybe I'll make some mercenaries or something. I went for the Hasslefree White Ops troopers for my BoS instead as I wanted guys in more futuristic looking armour instead of the less advanced Fallout 3 suits).
   
Made in nl
[MOD]
Decrepit Dakkanaut






Cozy cockpit of an Imperial Knight

Hell, if you're interested in the hero and villain programma guides, I can hook you up, least I can do after having seen the light.

Looking at the White Ops troopers, they do have a nice feel to them and their assault rifles certainly look like they have enough parts that can be painted up as wood, turning them into nice AK-112 variants or plain old Chinese AR's. I might press those into service as I don't know, guys who wear combat armour around the wasteland. Maybe guards of a town or outpost of sorts, or even mercs hired by Crimson Caravan to do the shooting once the Motorheads pop up. Would solve my caravan guard problem in one fell swoop, not to mention giving the Whites some more well-deserved money.



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Fiat justitia ruat caelum

 
   
Made in gb
Fixture of Dakka






Glasgow, Scotland

Just pm me your email and I'll send you the For Ghouls and Colleges and the Menagerie ones if you don't have them. Personally I hate reading soft copies of things when I could have them in dead tree format though (thus my harassment of the Crooked Dice guys for print copies of their books).

These guys? Damn that's a horrible photograph.



I use them as Knights in Advanced Combat Armour Mk1, so may want to give them a few head swaps for say some of the West Wind ones to break up that style a little.
   
Made in nl
[MOD]
Decrepit Dakkanaut






Cozy cockpit of an Imperial Knight

Hehe, I already have the both of those, but thanks! With 7ombieTV in particular, I buy both the PDF and the dead tree format version, as I'm way too impatient to wait for the book to arrive.

Plus, I like having digital copies around, as the binding of their non-hard cover books is well, gakky most of the time.

And yeah, those guys, I'm thinking of using them as guards myself, they have a nice look and feel to them, especially with their armour painted in a nice dark green.



Fatum Iustum Stultorum



Fiat justitia ruat caelum

 
   
Made in gb
Fixture of Dakka






Glasgow, Scotland

Caesar's Legion
Centurion(Artizan Spartan Javelinmen)


A suitable leader for my Legionaires? Phallacus of Two Suns, leader of this particular segment of the Legion operating in what was the Southwest Commonwealth. He carries an old Soviet PPSh-41 SMG, alongside what appears to be an American Civil War era officer's sword (a reproduction, or perhaps taken from a sword collection), signs of affluence within the Legion, and both suitably taken from fallen foes.

The model's mainly the original Artizan mini, with just the addition of the T-45d helmet and pauldron, amongst some other little bits and a bit of greenstuff. Hopefully he has the appearance of an officer, enough to make him stand out from my regular legionaires. I could do with a few more character models for the faction, but that's for a later date. A Frumentarii assassin would be nice, as would some heavily armoured veterans armed with advanced weaponry like Thermic Lances, Super Sledges and shishkabobs provide me with the third line of offence that I'm missing (Recruits, Veterans, Heavies).

Legion Slavers (Crooked Dice Simian Minions with West Wind/Maxi Mini heads)


In part bought because I spent £4 on the train ticket to the shop that sold them and I couldn't find much else to buy. I suppose these work well as Legion specific slavers, as well, what else could they have been? They're a little scenario specific perhaps, though I suppose I could have them trailing alongside the main force to swoop in and pick up some captures.

Legion Equos(Bolt Action Humber Scout Car)


A small scout unit in use by the Legion. Perhaps sequestered by the Slavers for use in their duties? The Legion seem to be receiving a bit of British gear of late. I suppose those pre-war armouries must include a bit of mothballed British kit.

Those teeth seem to be a common theme with my legion vehicles. Originally I just stuck them on the Greyhound to look cool, as it was going to be a raider vehicle. Now I think they represent this particular group of Legionaire's regarding their vehicle more as riding beasts than vehicles. Perhaps they're straying a bit from the tenants that Caesar lead down and beginning to return to such tribal notions, or at least they respect their vehicles enough to make them look like animals. Something like that, I just like painting those teeth.

And I'm making another Circle of Steel agent. I bought this model for the gun it came with, and thought it too tall for use. After cutting apart her limbs it seems to fit now. It still needs work though. Damn those feet are huge.



Next up I think I'll be working on a few command units for the NCR. I bought the Chindit HQ blister by Bolt Action that includes a pair of officers, medic and a radio man. At the moment I'm not too happy with the existing officers I have, and think that I could be doing with more leaders anyway considering I now have a platoon of the regular troopers. That jeep in the above picture's going to act as their ride.

This message was edited 3 times. Last update was at 2014/01/26 00:35:43


 
   
Made in gb
Joined the Military for Authentic Experience





On an Express Elevator to Hell!!

This thread is just too cool for words.. Keep them coming!

Epic 30K&40K! A new players guide, contributors welcome https://www.dakkadakka.com/dakkaforum/posts/list/751316.page
Small but perfectly formed! A Great Crusade Epic 6mm project: https://www.dakkadakka.com/dakkaforum/posts/list/694411.page

 
   
Made in us
Regular Dakkanaut





California

Excellent work, I love this thread. What is that Circle of Steel lady based on? Even if she is tall, that's a nice design. Cool head, too.

Good call on the Chindits, they'd make some good Rangers, I think. (Out of their armor, of course.)
   
Made in us
Rogue Inquisitor with Xenos Bodyguards





Eastern edge

Oh wow, so custom sculpt by a pro is not cheap! ( i was going to investigate that further, 170USD if I did that!)

Yeah better to converts if the skills are there an already existing mini for cheaper.

"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 nl
[MOD]
Decrepit Dakkanaut






Cozy cockpit of an Imperial Knight

Nice shinies all round once more, great inspiration!

Will be interesting to see what you do with the Chindits, love those models a lot.



Fatum Iustum Stultorum



Fiat justitia ruat caelum

 
   
Made in gb
Fixture of Dakka






Glasgow, Scotland

@ facekickery

The Circle of Steel are the hard-liners within the Brotherhood. They act as enforcers of the Codex, hunting down any individuals or Chapters that break or stray from the tenants. Christine in New Vegas was one their agents, tracking down Elijah for his desertion (the whole destroying the NCR thing wasn't a problem to the Circle, though Christine objected to it morally). The Fallout 3 faction of the Brotherhood would probably be receiving a visitor from them at some point, as its not about how much power or longevity a Chapter holds, they care only about whether they're upholding the Codex. * I wrote a post of them earlier alongside the first Operative I posted.

A scenario involving them could be one of their agents fighting against a wasteland township. The settlers wouldn't know that one of them was in fact a high ranking Brotherhood deserted (the Circle doesn't have enough members to charge every single deserter), though maybe the agent wouldn't know their target's exact profile either. Another scenario could just be an agent fighting against a group of Brotherhood Knights, though I'd have to stat up her to be pretty deadly against armoured targets (thus why I suppose they're wearing stealth armour like the *not UAF suit that Christine wore).

The Chindits are to be the leaders for my regular infantry, just not wearing armour. The NCR uniform's essentially just the WWII American one with some alterations, so I feel like I can get away with using similar uniforms from that era (that and who's to say that the NCR has a wholly standardised uniform?).

@ shasolenzabi

Yeah, which begs the question of what guy had the money to spend on commissioning the whole Nuclear Sandlot range? They've obviously gone the cheaper route and allowed for the models to go to commercial production, but still, that's a lot of moolah! Let's just see how little Messyart charges for his (and bonus; no dealing with the crummy Russian postal service! ).

I'll see about posting the NCR stuff tonight. They're still in varying amounts of paintedness...ness. That and I need to find a top hatch for the Heavy Infantry's APC (though I'll probably just stick on a new one from a Chimera kit).

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New Californian Republic
Armoured Personnel Carrier(Games Workshop Chimera)


This is one of the Chimeras that I used for my sapper themed Imperial Guard Army. Most of the model's plasticard, with the rear cab and tracks being from a Games Workshop Chimera. I gave it a bit of a touch up as I'd rather not strip it.

In games I'd use it as a transport for Heavy Troopers. Its pretty big compared to the rest of my vehicles (despite being smaller than the original Chimera kit, its still 1/3rd larger than a 1/48 Sherman), so I'm thinking that the scale's to carry large suits of power armour as opposed to regular troops. There's an NCR flag by the front door painted over an old US star, though its obscured by dirt, as is there a little decal at the rear to represent some sort of Cavalry division. I'm thinking that this is a locally made NCR APC as opposed to a pre-war one like the vehicles used by the Brotherhood.

Heavy Trooper (Brother Vinni)


Because with an escalation in the size of my forces one of these guys was inevitable. The body's a Brother Vinni T-45d suit, with the head being from Maxi Mini and arms from a Dust Tactics German. In future I'd like to make another three or four of these for use in large scenarios (perhaps alongside NCR special forces or just the regular infantry), as are they just interesting models to make. To differentiate this guy from the Brotherhood ones I opted for a different style of head, though I'd maybe opt for something more resembling this image. But I'll wait till after Messyart finishes off his heavy weapons probably- assault rifles are a bit bitty. ^^

The Chindits will come later, studying to be done. =P

Anyone source me a set of M16/AR15 style rifles with attachments? I'm looking for ones to represent a marksman rifle style rifle with ACOG scopes and other crap. Maxi Mini sells some, but I think they're scaled to fit Imperial Guard like their AKs, and so'd be too large. Its a future aim to put together a unit of NCR Special Forces from the Beyond Boulder Dome mod (though not as ghouls, or at least not wholly).

This message was edited 6 times. Last update was at 2014/01/26 21:25:10


 
   
 
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