Sunday, 30 June 2019

Modular Industrial Complex pt. 6 -3 new tiles

Having dug through my boxes of crap, and finding a random empty printer ink cartridge under the front passenger seat of my car it was high time to carry on with my project.


Here we have some lids, a golden bead and my little huts. They are made from cabinet mounts, I polyfilled in the holes and stuck cocktail straws in one of the holes. Card doorways. These huts are my answer to Quanset huts because I have been really struggling to make them using card. These are simple, cheap (pack of 20 for a pound or so), and look fine.


Yogurt pot, cable tidys for doors, green stuff and junk to make a pile of junk. Some random thing on top, it might have been from a pen?


Printer ink cartridge, cocktail straws, more greenstuff and bits. A broken light bulb.

Here they are all together. I will likely prime them tomorrow night.

Here are all six tiles together. I am pleased with how it is looking.


Behold my attempt to make Vietnam inspired dwellings for planets with non-developed colonies. I like the idea of people living off the grid in places like this. They are the cabinet mounts, one covered in poly-filla and scored to make it look like thatch. The other covered in green stuff, which might be expensive, but I am using the same stuff I bought 10 years ago to customise Star Wars miniatures.



Shipping containers. They look fine. They will do the job and cost the cost of the paint that went on them. Happy with them.

Thursday, 27 June 2019

6mm Colonial Marines: No sharp sticks though.

After debating and pausing the creation of more bases of infantry, I decided to say "screw it" and not bother waiting for magnetic coins. I don't really need them to store all of my units, and can actually rely on the magnetic attributes of surrounding stands to keep these ones in place.

As such, behold my colonial marines. Four stands of infantry and the APC. This will be enough for a small Horizon Wars army, and maybe for other rule sets, should I fancy it. I still have a number of these guys left over, waiting to be completed either the same way, or as a different faction. Or perhaps they are doomed to live on in my lead mountain. (Khurasan Miniatures)


Reinforcements for the New Charon Militia. I only had four infantry stands but now I have seven. That should be enough to keep me going for a long while, unless I get off my butt and give Laserstorm a go. (Ground Zero Games)


A few more mecha, probably to be used with the colonial marines if I get them to the table next week. I look forward to using these. They are probably my all time favourite mech. (Ground Zero Games)


Below we have our scientists. With these stands complete, I now have my objective markers to continue the New Charon campaign. I am looking forward to seeing what conclusions they come to about those ruins. (CinC)



Sunday, 16 June 2019

Modular Industrial Complex pt. 5

I seem to be really into getting projects done right now. The pre-activities-day rush of project completion is spurring me along.

Below you can see my shipping containers. 10x10x20mm of wood. Edges sanded down and painted. I will be adding more detail to them, but I am quite pleased to be fair.


I completed another section of the modular complex. It is funny because this was the section that began the whole thing, but I left it on top of the kitchen cabinets for ages. Now, though, it is looking good. I need to do a bit more in terms of dirtying it up though. 


A close up shot.

Saturday, 15 June 2019

Modular Industrial Complex pt. 4 - Acceptable for the table.

I had a productive evening weathering the crap out of the two industrial complex stands, along with some other random scatter terrain that have been lying around for years. Now there is still the possibility that I will black up the tops of the chimneys and experiment with all kinds of wet damage and dripping. Bur for now, they are good to be on the table.



These two pieces have been sitting under my bed for probably three years now, primed and ready to go. Classic me. They are meant to be damaged/unfinished areas in spaceports. 


Close up shots. Any constructive feedback welcome.


Edge of the Storm part 3: 983 Deon b.

Picking up this campaign again. Some time has passed. Sara is not on this mission while Ulrich and Corde have picked up a few other bodies just in case. To make it more solo friendly I have generated a simple AI, inspired by an AAR of Blood in Space over on ...

Here are the stats for the three heroes: 

Ulrich Nolan – Hero
Traits
C Tracker: +1D6 against target after the first time targeted by this character.
C Sharpshooter: +1D6 over 18”.
S Explorer: Discover hidden items with 4+.
Gear
Lenherr Rifle: -1D6 defense against this attack.
Survival Gear: +1D6 to pass environmental tests.


Corde Tane – Hero
Traits
C Veteran: +1D6 on combat.
L Inspiring: +1D6 on morale test.
S Tinkerer: Succeeds on a 4+ on repair rolls.
Gear
HySys 2212 Shotgun: +1D6 within 12”. No shot over 12”.


Lief Weyer – Hero
Traits
C Brawler: +1D6 on melee combat.
S Can be bribed: Roll 1D6 when in contact with an enemy leader. On a 6 he switches sides.
S Looter: +1D6 fistfuls of credits after encounter.
Gear
Nordarms Assault Rifle: +1D6 on ranged attacks


As the team approach within 8 inches of one of the event markers, it is flipped and something appears.


On the left, the goons, cannon fodder, hired guns. On the right, Lief Weyer, Corde Tane, Ulrich Nolan.

 Exploring habitable planets pre-colonization was a good gig. Identifying suitable settlement areas, rich mineral deposits, arable land, or dangerous zones is an invaluable service and many corporations and governments will willingly outsource this job to nameless, faceless, expendable nobodys. Ulrich Nolan and Corde Tane are such nobodys. Scans from orbit had shown activity in this area, and as such it needed to be investigated. It could have been anything from local fauna, other exploration teams, pirates lying low or even an illicit colonization attempt.


 As Lief Weyer approaches the ridge he stumbles across a friendly face.
"What are you doing out ahead here?" he asks.
"Just scouting ahead," comes the reply. Happy for an extra body Weyer calls over to Nolan to let him know what is happening.


 Ulrich Nolan crests the ridge and sees fields and buildings in the distance. This shouldn't be here. Deon b is an uninhabited planet and this place looks like it is more than just a pirate hideout.


 Corde Tane approaches another ridge and is ambushed by a few unknown gunmen. These armour-clad strangers might prove to be dangerous. Thank goodness for always being prepared.


 A fierce firefight ensues in which one of the armoured men dives for cover, as does Corde. Bullets fly, dust is kicked up. This exploration job might prove to be one of the more difficult ones.


 Ulrich unloads a few rounds at what looks like the leader, missing him miserably.


 Weyer opens fire on one of the enemy goons, killing him. One less problem to worry about.


 Popping his head up to get a good shot, Ulrich comes under more fire, takes a few hits and goes down bleeding heavily. Luckily he is able to stem the bleeding but is unable to continue the fight.


 More fierce firefighting. Tane and Weyer doing their level best to keep the gunmen pinned down. Their fellows advance on the settlement in an attempt to find out what is going on.


 While advancing towards the village another obstacle is found. This obstacle takes the form of a large, teethy, clawy beast. Definitely not one for the faint hearted! How is this going to impact things.


 Thundering towards the grunts the beast attacks. It takes many hits, bullets finding their way through it's thick hide, but they don't seem to have much impact. Slowing this monster only slightly.



 Corde manages to finally take down the leader, tearing his armoured torso to shreds with her shotgun.


 Unfortunately three more mysterious gunmen appear. These uniformed miscreants look like they are on the payroll of a much more organised institution. Who could they be?


 Weyer managed to keep the monster pinned, damaging the hide even further.


 One of Nolan's team goes down in a hail of claws and teeth. There is little left of him to send back home. Weyer starts to think of the letter that will need to be written.


 Grunt vs grunt. The last of the original gunmen is finally killed.


 Corde and her companion pin and kill the new imposters. Keeping up this hail of bullets isn't, however, sustainable. They need to move on and find out more about this settlement.


 Backing up, the remaining grunts keep firing on the beast.


 Finally, at long last, Weyer manages to take down the beast. It shrieks, hauntingly as it collapses. There might be something here. Something worth studying...or selling.


 The last two gunmen go down in a hail of bullets. Their aim was poor, so maybe their employer had cheaped out on their gear and training, even though they looked formidable.


Corde and Lief enter the village and are met by a solitary figure.
"Who are you, and why are you here?" asks Corde.
"And what the hell was that giant creature?" adds Lief.
"Come inside" is the only response they get.

I loved the random event generator. It made me have to think less and be less worried about being biased in any way. I have missed playing Starport Scum.

Thursday, 13 June 2019

New Mecha and some terrain

Finally finished these mecha. I went for a simple one colour paint job for them and actually I am very happy with them. They can match the Green Jackets for colour or I might be using them for another faction at some point. I can see them going along with the Coyotes also.




When you take a job to explore an uncharted world on the edge of human space and come across these crops. Does God build in straight lines? Or are there already people here? Call it in and turn the safety off.

Wednesday, 12 June 2019

Modular Industrial Complex pt. 3

Progress is being made on my modular complex. I am finding the danger stripes the most difficult thing, especially on the door. It is just at a tough angle. I might need to rethink how I paint and make these things now.


I just need to decide what sort of shades to paint onto the ground and then start weathering. I am looking forward to doing some proper weathering for once.

Wednesday, 5 June 2019

Modular Industrial Complex pt. 2

Having posted the first primed section, I thought it might be a good idea to post the next two before they are primed to give a better idea of the junk I used to make them.

A pen liberated from a Hilton hotel, two printer ink cartridges, straws, lids, letter beads. Bits I had lying around.



Tuesday, 4 June 2019

The Coyotes - Space Pirates

Finally finished with this faction, they now have some speedy vehicles to go along with their infantry. There are four figures per base, I think this hearkens back to my purchase of Laserstorm, a set of rules I have yet to put into use. I think it suggested that many figures per base, or something. Either way I haven't played it, and am now moving back to three figures per base. Cheaper that way and easier to paint.

The Coyotes - preying on colonists on the Fringe for years now. The vehicles are the British army Jackal and a Soviet BRDM with rockets (A22? Maybe?) I wanted fast looking all terrain vehicles without having to pay loads for sci fi specific miniatures. Both vehicles from Heroics and Ros.



Some civilian vehicles from Heroics and Ros. The Stalwarts are very nice and sci fi looking. The pick up looks generic and I think will be fine mixed in with other things. I can also put my irregular riders in the back when painted.


Monday, 3 June 2019

Scum for the Starport part 4

Finished my latest batch of characters last night. I am pretty much sold on the small washers for bases, although they aren't battle tested yet. They may as yet prove to be too unstable. They look pretty sexy though.

A group of colonists posing on a patch of crops. This crop has been designed to be growable in just about any place imaginable. It will keep you alive, long after the animals have died.

Sometimes you need the hired guns. One can scrape a living protecting those who can't protect themselves. Of course, if the money is good...it is not inconceivable that sides might be swapped...



Pack animals and travelers. There are those who lead nomadic lives, traveling from one colony to another, seeing the universe. Others can be found settling on a planet and leading a hermetic existence. Either way, one must be wary of such folk.

 And sometimes, you just meet plain old weirdos.



 ...or you bump into assassins.