Showing posts with label Sci-Fi. Show all posts
Showing posts with label Sci-Fi. Show all posts

Monday, September 8, 2014

On the Paint Table: Space Pirates and Wasteland Vehicles

 I've been working on some projects this week.  My Ghost Legion Dogs (veterans) are about 75% finished.  They will all have white hair which is why they all have grey hair now.
 I'm also working on some Raiders (regular troopers) for the Ghost Legion based on Reaper N.O.V.A. troopers from their Chronoscope line.  The Ghost Legion are former mercenaries from the Star Guard mercenary company.  They operate more like a military unit that most other space pirates.

Finally here is a WIP shot of the painting I'm doing for the wasteland vehicles I have been working on my my Dystopia post apocalyptic ptoject.  Hopefully I'll have these guy finished and on the table soon.

Wastelanders: A field guide to the people outside the dome. A Savage Worlds supplement for Dystopia.

Copyright Nate Miller Photography
Wastelanders
A field guide to the people outside the dome.
Written for the Houston Dome Daily By: Jack “Rusty” Smith
(With supplemental Savage Worlds Role Playing Game information for Dystopia: Wastelands and Empires. By Nathan and Michelle Miller)

Ever since the shit hit the fan back in 2075 life for the folks outside the domes or walled townships has become progressively worse. You might think that everyone out here is some kind of bloodthirsty savage but you would be mostly wrong.... mostly. Fact is there are all types of people out here but there are a few types that are far more common. This here “field guide” is intended to give more civilized folks a heads up on who they might encounter out in the wilds as it were.

My name is Jack “Rusty” Smith and I'm from the Ozarks in what used to be known as the United States of America. These days my stomping grounds are one of the most lawless and backwoods places you can find which is pretty much how it was before everything went to Hell. Just more so now.

(In the Dystopia: Wastelands and Empires setting humans are the only race of heroes avaliable. Instead of using racial templates like many other settings the Players and Game Masters may choose a Lifestyle from the following list instead)

No one trust a Drifter.
Copyright Nate Miller Photography


Drifters: There are folks that just don't seem to belong anywhere or with anyone. Drifters are typically loners who move about a lot either lookin' for somethin' or runnin' from somethin'. Occasionally they team up with other drifters for mutual protection but they never run with a very large group. They might settle for a bit in one place or another but something always drives them back onto the road.

The thing about Drifters is that you can never tell what kind you are dealin' with. They tend to run the spectrum between devils and angels. You never know if they are going to come to your aid when times get tough or stick a knife in your back and take your things. They are however highly resourceful and usually able to take care of themselves.

  • Outsiders: Drifters are often mistrusted and misunderstood by others. Drifters suffer a -2 Charisma when dealing with non Drifters.
  • Acclimated: Drifters have to spend most of their time in the elements. Drifters get a +4 to resist all negative environmental effects. (heat, cold, pressure, ect.)
  • Penniless: Drifters have to travel light. Drifters start with half the starting funds of a regular hero and can not hold on to money or wealth.
  • Fighter: Drifters have to fight to survive often. Drifters start with a d6 in either Shooting or Fighting skills


Zealots: Religious fanatics have been around since the concept of gods and what not came about. However the fall of civilization as we know it put these folks into overdrive mode. All over the globe there were some folks who turned to the divine for answers to the shit storm that most of us were tossed into. It doesn't matter if they worship a god, or gods, or “Zortog the Very Shiny” their line of bullshit is always the same. We are all being punished by the great holy one for our numerous sins and these folks believe they have been “chosen” to do the punishin' on the rest of us.

Zealots are always dangerous to deal with. Every one of them is more than a bit “touched” and they absolutely do believe in their holy missions. They may come at you with a message of peace and love claimin' their dearest savior is the only path to salvation from the livin' hell but they absolutely will turn on you the moment if you question their truth. They are best avoided.

  • Pig Headed: Zealots believe their truth is the only one that matters. Zealots therefore begin with the Stubborn hindrance.
  • Aggressive: Zealots attack with everything they have in combat and therefore gain the Frenzy edge.
  • Inspired: Zealots are dangerous and violent but they can be very good at converting others to their faith. Zealots start with a d6 in the Persuasion skill.
  • Martyr: Zealots will willingly die if they believe their holy mission demands it. Zealots begin with the Death Wish hindrance.

Amazons are always difficult tribes to deal with.
Copyright Nate Miller Photography

Tribals: Back in the day when things were less shitty these folks would have been hippie environmentalist types. Shunnin' most technology that doesn't involve killin' folks that trespass on their lands and livin' off the land is the way they like things. Tribal types usually avoid civilized folks as often as possible and prefer to live in loose bands close to nature. Some tribal types are more dangerous than others. Most just want to avoid civilization but some of them want to burn what is left of it down. A few of the more aggressive types have been rumored to engage in cannibalism.

Tribal types are hard to get along with. They don't trust outsiders although the friendlier ones will trade with others from time to time. If you end up on their land without their permission even the most friendly group may just as soon kill you as talk to you. If you see them in more civilized areas with more weapons than trade goods it might be a good time to run or at least gather up the local militia.
  • Backwards: Tribals rarely handle technology and don't understand how to repair it. Tribal characters start with the All Thumbs hindrance.
  • Live off the Land: Tribals are experts and living off the natural world. Tribal characters start with a d6 in the Survival skill.
  • Acclimated: Tribals live among the natural elements. Tribal characters receive a +4 to resist all negative environmental effects. (heat, cold, pressure, ect.)
  • Occhlophobia: Tribals live in very small communities with only a few family groups. Tribal characters suffer from Phobia of crowds as a Major hindrance.

Mystics are weirdos but they know how to patch you up.
Copyright Nate Miller Photography

Mystics: These weirdos are like Tribals without a tribe. They have pretty much the same outlook on life but prefer to live a bit closer to some form of civilization. Sometimes they are pretty handy to have around because they usually have a good knowledge of folk medicines and they usually know what local tribals consider to be their territory. Most aren't dangerous in the regular sense being that they tend to be pacifist but if you piss one off or threaten one you need to keep in mind that their knowledge of folk medicines comes with a knowledge of natural poisons.

Mystics are loaners and hermits. Most of them like a variety of pets and some of them are quite talented at handlin' all kinds of critters. Mystics always believe in some kind of spiritual world. Many worship “Gaia” or some other earth spirit or spirits. They are also almost always weird for the sake of being weird whether it is their schtick or just that fact that most are simply crazy.

  • Hippie: Mystics are peaceful people not easily provoked to violence. Mystic characters start with Pacifist as a Minor hindrance.
  • Folk Healer: Mystics are knowledge about a number of folk remedies. Mystic characters start with a d6 in the Healing skill.
  • Weirdo: Mystics are really strange individuals who often profess believe in spirits, ghost, faeries, and the like. Mystics start with Delusional as a Minor hindrance
  • Herbalist: Mystics are highly familiar with flora of all kinds. Mystics start with a d6 in the Knowledge: Plants skill.

The only thing more dangerous than a Nomad is a Nomad that is out of fuel.
Copyright Nate Miller Photography

Nomads: Some people were born with fuel pumping through their veins instead of blood like the rest of us. Nomads are those types of folks. They love vehicles and they hate to stay in one place too long. Nomads always travel in gangs and their vehicles are usually rigged with weapons and makeshift armor. Most Nomad gangs are opportunistic raiders but some of them operate like traveling merchants or circus performers. Most settlements are leery of Nomad gangs but they will usually tolerate them for a short time so long as they behave themselves. Some Nomad groups have permanent bases and regular routs but other groups just drift from place to place.

Nomads always find a way to live it up even in the wastelands. They are rowdy daredevils by nature who love to drink and fight. Most are dangerous most of the time and some are dangerous all of the time. They are all excellent drivers and usually pretty good gear heads as well.

  • Distrusted: Nomads are considered very dangerous by others. Nomad characters start with the Outsiders hindrance.
  • Road Warriors: Nomads spend most of their time on the road behind the wheel of a vehicle or motorcycle. Nomad characters start with a d6 in the Driving skill.
  • Hold my Beer: Nomads frequently engage in dangerous and reckless activities to impress other members of their gang which often gets them killed. Nomad character start with the Death Wish hindrance.
  • Party Animal: Nomads like to party like it really is the end of the world. Nomad characters receive a +2 bonus to resist the negative effects of alcohol or drugs.

Techs aren't always good in a fight but they can fix almost anything.
Copyright Nate Miller Photography

Techs: Without these folks life outside the domes and walled cities would be even harder. Techs are experts at repairin' damaged technology and re-inventin' old technology for new purposes. Some are very specialized experts but others are more “Jack of all Trades” types. Good Techs are in high demand almost everywhere except tribal lands and their services rarely come cheap.

Most Techs are a good deal sharper than the average wastelander especially those who specialized in electronics and computer technology although finding a genius mechanic isn't at all unheard of. Personality wise they run the spectrum but most are good at haggling a proper price for their skills.

  • Over Thinker: Techs are cautious by nature and prefer to test and re-test repairs and inventions before feeling confident in them. Tech characters start with Cautious as a hindrance.
  • Sharp as a Tack: Techs are smarter than the average wastelander due to their specific training. Tech characters start with a d6 in the Smarts attribute.
  • Gear Head: Techs spend most of their time fixing up lost technology in the wastelands. Tech characters start with a d6 in the Repair skill.
  • Tribal Enmity: Tribals do not trust Techs because they deal with and repair technology. Tech characters suffer a -4 Charisma penalty when interacting with Tribal characters and NPCs.
  • Book Smart: Techs have to study technology to learn how to repair it. Tech characters start out with a d6 in the Knowledge Lost Technology skill.
  • Techno Babble: Techs find it difficult to communicate with others who lack their specific vocabulary. Techs suffer a -2 to Charisma when dealing with non Tech characters and NPCs

Militia members are the protectors of the wastelands when they aren't pushing you around.
Copyright Nate Miller Photography

Militia: Any decent sized town or settlement not large enough to have it's own private security company must rely on citizen militias. Most are organized by whatever passes for the local law and they vary in size dependin' on the population of the town. A few towns require every able body citizen who live their to be armed and equipped as militia but this is not always the case. Militia also vary highly in quality of equipment, organization, and training but they are almost never as well trained or equipped as private security companies.

Militia members tend to be more brave in the local watering hole than on the battlefield but most of them will fight when there is trouble on their door step. Most members are just regular citizens with a sense of civic duty but a few are just jerks who just like to push the locals around. In towns where the local law dog is a bully the entire militia tends to act more like a gang than a group of protectors.

  • Home Town Hero: Militia members have usually grown up in their town and or the surrounding area. Militia characters start with a d6 in the Local Knowledge skill.
  • Oath of Service: Militia members are required to promise to protect the local population and properties in a specific area. Militia characters start with Vow as a Minor hindrance.
  • Guard Duty: Militia members spend a lot of time guarding the boundaries of their local area and they quickly learn to spot dangers. Militia characters start with a d6 in the Notice skill.
  • Nomad Enmity: Militia members and Nomads don't get along. Militia members uphold the law and Nomads have no care for the law. Militia characters suffer a -4 Charisma penalty when interacting with Nomad characters and NPCs.

Tourist.  A danger to themselves and everyone around them.
Copyright Nate Miller Photography

Tourist: That would be you. If you ever venture outside the cozy confines of civilization that is. That's what most wastelanders call regular folks from the domes and walled cities. Believe it or not sometimes regular folks like you find themselves out here among us unfortunates. Most times it is because you got on the bad side of some corp or politician in your lovely home dome and you're fleeing from their professional enforcers. Sometimes you get the crazy idea that you are gonna find some grand adventure out here or even worse you believe you are on a mission to save us all from ourselves. Whatever the reason you almost always end up hightailing it back home in short order if you don't end up getting yourself killed first.

The best Tourist are insufferably arrogant useless whiners. The worst believe us savages need to be shown the proper way to live like civilized folks. Even Tourist who claim to have grown up in the poorest neighborhoods are never even remotely ready for the wastelands. You can't go on the dole in the wastelands. No one will provide for you or protect you. If you can't live by your own means you won't make it out here.

  • Babe in the Woods: Tourist spend most of their life in the protected confines of domed or walled cities and have no idea what life if like in the wastelands. Tourist characters start with the Clueless hindrance.
  • Life of Luxury: Tourist usually have a lot more E-script than wastlanders and since their equipment is newer than most wasteland equipment it can bring double it's value in trade. Tourist characters start with the Rich edge.
  • Sheltered: Tourist grow up in climate controlled environments thus they easily become uncomfortable in the wastelands. Tourist characters suffer from a -4 penalty to resist all negative environmental effects (heat, cold, pressure, ect.)
  • Educated: Tourist spent at least 12-16 or more years of their life in schools learning a variety of subjects. Tourist start with a d6 in any two specific Knowledge skills that do not have to do with the wastelands.


Scavengers can get you almost anything with enough time and money.
Copyright Nate Miller Photography

Scavengers: A lot of people died after things went south. Whole communities either died off from disease or nuclear fallout or some kind of civil strife. Those who could fled to the walled cities and domes as fast as they could. As such there is a lot of unclaimed property out there that isn't doing anyone any good. Scavengers are the prospectors of the wastelands. Always on the search for caches of lost technology or just some useful junk. Scavengers frequently operate in small groups and they very jealously guard their “finds”. Scavengers most frequently deal with techs unless they are lucky enough to find the occasional bit of perfectly workin' technology in which case they usually sell to the highest bidder.

Scavengers are secretive types who rarely trust anyone outside their own crew. In fact it is said they rarely trust anyone in their crews either. They are usually good at spottin' useful items and knowin' what they can get in trade or E-script for it. Most Scavengers are content to poke around the ruins of the past for useful stuff but a few are quite happy to scavenge technology from your still twitchin' corpse.

  • Useful Items: Scavengers usually have a number of small useful items on their persons and they are very resourceful in the way they use them. Scavenger characters start with the McGiver edge.
  • Enforcer Enmity: Scavengers frequently scavenge their lost technology from corporate or government controlled projects and facilities in the wastelands. As such they don't get along well with Enforcers. Scavenger characters suffer a -4 Charisma penalty when interacting with Enforcer characters and NPCs.
  • Tribal Enmity: Some of the best lost technology caches are frequently on Tribal lands and Tribals do not look kindly on trespassers. Scavenger characters suffer a -4 Charisma penalty when interacting with Tribal characters and NPCs.
  • Burglar: A lot of lost technology caches are secured in locked vaults and facilities so Scavengers must learn to bypass these security measures. Scavenger characters start with a d6 in the Lockpicking skill.
  • Good Eye: Scavengers spend a lot of time combing through junk piles or searching overgrown areas for lost technology. Scavenger characters start with a d6 in the Notice skill.
  • Dangerous Prospects: Scavengers are very careless when they are searching for lost technology caches therefore they will often snoop around areas they don't belong. Scavenger characters suffer from the Curious hindrance.
  • Like a Ghost: Scavengers frequently have to sneak into guarded areas to recover lost technology. Scavenger characters start with a d6 in the Stealth skill.
  • Finders Keepers: Lost Technology is extremely valuable in the wastelands. Scavengers guard their finds jealously. Scavenger characters suffer from Greed as a Minor hindrance.

Enforcers: For a number of usually stupid reasons sometimes the high and mighty decide that they need to exert some kind of influence over the World's unfortunates. Usually they choose professional killers for this purpose because they usually want some resource we have discovered or to find some lost and important Tourist. Enforcers are professional private security contractors that work for the governments and corporations of the domed or walled cities. They are well equipped, highly trained, and utterly devoted to their contracts. They are most commonly found in the wastelands escortin' trade convoys or diplomats, lookin' for criminals or lost Tourists, or indiscriminately drivin' wastelanders off some bit of land someone important decided they needed.

Enforcers are not necessary cold and heartless. Some are devoted husbands, wives, mothers, and fathers or otherwise decent folks. When they are in civilization that is. Outside they are brutally efficient killers. They are conditioned to believe wastelanders are the greatest threat to civilization and that they are the thin blue/green/urban cammo, line that protects all that they love from sub human monsters. You really can't blame them but you can't trust them to do anything other that kill you without losin' sleep over it if they believe their mission dictates it.

  • Firearms Training: Enforcers receive extensive firearms training for their profession. Enforcers characters start with a d6 in the Shooting skill.
  • Hand to Hand Training: Enforcers receive extensive training in hand to hand combat for their profession. Enforcer characters start with a d6 in the Fighting skill.
  • Contracted: Enforcers are under contracts from either a government or corporation. Enforcer characters start with Vow as a minor hindrance.
  • Militia Enmity: Enforcers are frequently put in positions that put them violent at odds with the citizens of the wastelands and their Militia protectors. Enforcer characters suffer a -4 Charisma penalty when interacting with Militia characters and NPCs.

Trackers: Bounty hunters are sometimes employed by powerful people to track down wanted individuals when larger forces are unavailable or inappropriate. Trackers usually work alone or in small teams to hunt their quarry. Well armed and equipped for wastelanders Trackers are formidable combatants although they will usually employ more subtle techniques than Enforcers when trackin' their targets. For their own safety Trackers usually do their best to stay on the good side of local authorities and minimize collateral damage. It is considered unprofessional to inconvenience innocent bystanders among the members of their profession.

Trackers are usually a combination of skilled fighter, sharp investigator, and cautious negotiator. If they are smart they do everything they can to get the drop on their targets to minimize casualties especially if the target is preferred alive by their employers. Some however are little more than hired hit men.

  • Bloodhound: Trackers have to be adept at tracking fugitives over a variety of terrain. Tracker characters start with a d6 in the Tracking skill.
  • Tribal Enmity: Trackers frequently have to track fugitives who trespass onto Tribal lands which causes Tribals to distrust them. Trackers suffer from a -4 Charisma penalty when interacting with Tribal characters and NPCs.
  • Man About the Wastlands: Trackers are experts at gathering knowledge about their targets off the street. Trackers start with a d6 in the Streetwise skill.
  • Nomad Enmity: Nomads make a lot of enemies in the wastelands and they are frequently on the bad side of powerful and wealthy individuals and organizations. Nomads are typically distrustful of Trackers. Trackers characters suffer a -4 Charisma penalty when interacting with Nomad characters and NPCs

Well that about covers the most interestin' types you might run into round these parts. The wastelands ain't no place to be for proper city folks so it's best you just take my word for it. Now thanks to this article and a fat transfer of E-script I'll be livin' it up in the Houston Dome! God Bless.

Note: I hope to make this available as a PDF soon.



This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com.Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.”





Tuesday, September 2, 2014

Dystopia: More Wasteland Vehicles from the "Cars" Movie.

 Got another "Cars" movie car kitbashed today for my post apocalyptic project.  I added a crazy ram thing to the front and a massive autocannon.  I also added some stowage.  I intend to call this one "Longhorn".

Here are a couple of dune buggies from the "Cars Radiator Springs 500 1/2" collection.  I hope to pick up the other four off road models in this collection but I am taking my time since these things cost 6 dollars each.  I plan to add a lot of stowage to these guys but they are already more suited for the post apocalypse than the regular vehicles.

Monday, September 1, 2014

Dystopia: Wasteland Vehicles WIPs

 I got some progress made of  my "Cars" wasteland vehicles.  I've got two of them built up and I working on the third one.
I'm really happy with the way they are turning out. Hopefully I will have enough of these in a few weeks to do a debut game for my new setting.

Sunday, August 31, 2014

Dystopia: Wastlands and Empires "Sweet Rides!"

I picked up some Pixar "Cars" movie cars today for my post apocalyptic project.  I considered some more regular die cast cars for the project but that would mean using either 1:43 scale or 1:64 scale which are too big and too small respectively.  The "Cars" toys seem to be right in the middle of those scales and they look pretty good next to 28mm miniatures.  Price wise they are not too bad.  They run 3-6 dollars each which is reasonable.  O course I plan to go all kinds of Mad Max on these things and add armored plates and weapons as well as bits to stowage to make them look appropriate for the desolate wastelands of the near future.    

Tuesday, August 26, 2014

Dystopia: Wastelands and Empires a possible project for 2015

I'm thinking about starting up a new Post Apocalyptic project for 2015 called "Dystopia: Wastelands and Empires".  Like my Solar Empires project I plan to use this setting for both miniature games and roleplaying.  Also like that setting the focus will be primarily human.  I already have a number of miniatures suitable for the setting in my collection but I'm sure I will buy more as the project progresses.

Setting Summery:  At the end of the 21st century an already collapsing society tipped over the verge after a brief nuclear exchange between the New Soviet Union and the North American Republic.  This nuclear war, though small in scale, ruined much of the Earth's already damaged echo system and caused major changes in terms of political power.  After several chaotic years most nations ceased to exist and instead larger metropolitan areas formed independent city states creating large domed structures to keep out pollution and radiation.  Life for citizens of the domed cities was fairly pleasant although tightly controlled by government and corporate forces.  Life outside the domes was anything but pleasant.  In the places that human life could still be sustained anarchy reigned.  Most survivors banded together to create tribes or gangs for mutual protection.  A few un-domed city states cropped up but they were far less sophisticated than their richer counterparts but most of the tribes lived a nomadic scavenging what they could off the bones of the past and constantly fighting others for their very survival.  Life continues the same to this day in the year 2142.
 

Wednesday, August 20, 2014

A new Solar Empires Project.

 I'm working on a new Solar Empires blog that will serve as a source book for the setting.  In addition to setting background information I will also be including No Limits army list and Savage Worlds stats for the forces and vehicles for the setting.

 I've got the blog up but I'm not yet ready to promote it.  I want to get a lot more content up on the page before I start promoting the page.  The entire site will be organized by using the page feature of Blogger to create index pages that will like individual blog post under that topic.
 There will be a page for Forces of the Solar Empires which will list every individual force we are working on then link content relevant to those forces as I publish it.  In this way it will be a living source book.  I am doing this not only to keep things straight for myself my players but also because there has been enough interest in the setting that anyone who might be interested can use that information for their own games.  
 I've started by photographing the various vehicles we have assembled for the various armies and I have begun posting background information and stats for them.  We are also working on some original artwork to illustrate the setting background information.

 Unlike a lot of current 28mm science fiction settings many of the vehicles and mecha in Solar Empires are used by multiple factions.  In this way the setting is much more like the Classic Battletech setting and different from the Warhammer 40,000 setting where even different Imperial forces use different vehicles and equipment.  Some types of equipment may be used only by one faction but quite a bit of it is used by several operators.  Each equipment, mecha, and vehicle entry will have an allowed operators list so that any force on that list may use the equipment in question.
 One thing I want to point out is that nearly all of the hobby related Solar Empires content will remain on this blog.  Any time we scratch build something or make terrain for the setting or paint something I want to publish that content will still go up on this blog.  The new blog will just be for setting specific information.  
Also we will be keeping up the System News Network blog for In character news related game reports and other news related content.
It seems a little odd to have so many blogs dealing with Solar Empires content but I think this is the best way to handle all the content we are generating for the setting.
We have been working now for several years to make Solar Empires a fully realized hard science fiction setting and we have generated a lot of content but we also realize not everyone who comes to this blog wants to read post after post about the various details of the setting.  They just want to see game reports and hobby related content.  That is why we are organizing things this way.

Monday, August 18, 2014

The Start of a Jovian Empire Household Army

I've started putting together a Jovian Household Army for my Solar Empires Setting.  The bulk of the Jovian military forces are made up of the various Household Armies each of which are commanded by powerful Jovian Nobles to protect the Empire and their own holdings.

I've constructed this squad of troopers to represent typical Household Footmen.  I used Wargames Factory Shock Troopers for the base figures then augmented them with Neo Brit Trencher Heads from Maxmini.  I also used Trencher backpacks and Comm Backpacks from Secret Weapon Miniatures.  They are based on 1/8x1 inch steel washers.  I'm pretty happy with the way they turned out.

The small mechs are a pair of Jovian Battlesuits usually piloted by lesser Jovian Knights.  They are M.A.R.S. HEROES toy robots I picked up at Dollar General.  The same brand I have made all my other battlesuits out of.  These however are sold individually.  

I'm not sure when I am going to get around to painting this force.  Right now I'm working on Pirates but I hope to get them on the table soon.

Monday, August 4, 2014

Scrap Dog Raiders Finished!

I finished up the first squad of Scrap Dog raiders today.  I'm really happy with the way they turned out.  The bases are similar to my Bloodborn pirates which is good because I play to combine my pirate crews together to make a bigger army for larger games.
I've got another 14 of these guys to paint and a light mech for the force as well so I better get on it.  I also created a No Limits army list this week for my pirate forces so hopefully we will see a pirate army in the field soon.    

Friday, August 1, 2014

Scrap Dog Raiders almost finished.

Just wanted to post these guys again.  I'm almost finished with this squad.  Just basing and a few details to go.

Thursday, July 31, 2014

Scrap Dogs on the paint table.


I've got the Scrap Dogs on the paint table today and they are coming along fairly well.  I decided to use quite a bit a drybrushing on their clothing and equipment along with a dark wash which I think is giving them a dark and gritty feel.  The wash is a little shiny at the moment but I plan to coat these guys with Testors Dulcote so I'm sure that won't be a problem on the finished minis.  I've still got to highlight the skin tones as well as add metallics, final details, and bases but these guys are going quickly so I might have all 20 done pretty quickly.

Wednesday, July 30, 2014

More Scrap Dogs with bases.

I'm working on some more pirates for my Solar Empires setting.  These are more of the Scrap Dogs pirate band which I have shown before.  They are of course made from Warhammer 40k Chaos Cultist.  I've tried to convert them quite a bit because there are only five poses to work withe.
I thought I would show the way I am doing the bases.  Just some random scraps of granny grating and zip ties and other odds and ends to give the impression of a scrap pile.  This was a simple and cheap solution to doing bases for these guys that I thought would look good for them.  The bases are similar to what I have done for my other pirate band "The Blood Born" but I plan to make these even more heavily rusted when I paint them up.
I now have 20 Scrap Dog raiders which I plan to use as the core of this small force.  I plan to add some scouts and some heavier miss matched veterans as well and light vehicles and a few mechs.  

Monday, July 28, 2014

Battletech Total Chaos Campaign: Payback

 Our local Battletech group started playing the Total Chaos campaign a couple of weeks ago.  The campaign is set during the Jihad era and we played the 2nd track tonight called Payback.  This encounter is set on the Planet Styk in the Capellan Confederation on the 18th of December 3067.

 The players main objectives were to destroy the communications array and destroy a research building.  There was also an enemy unit of Capellans that for whatever reason that they would win more money for if they did not damage or destroy them.  The first shot of the game destroyed the com station.
 
 By the third turn of the game they research building had been destroyed but the defenders had pummeled the player's Dire Wolf (Daishi).

With all their objectives met the players decided to withdraw from the board and try to save their mechs from serious damage.  Unfortunately for the Dire Wolf the defender concentrated their fire and destroyed the 100 ton Clan Mech when they caused an ammo explosion.

Although they completed their primary objectives and one of their secondary objectives the Dire Wolf was a very costly loss and they do not yet have the supply points to replace the mech and it's lost pilot.

Thursday, July 24, 2014

Leviathan Wakes

So after a lot of people who are have been following my Solar Empires setting and in particularly my Station 42 War conflict recommended I read this book because of the similarities to our setting I finally picked up a copy and did just that.  I have to say the similarities are pretty interesting.  Almost exactly the same general approach exist between the "Expanse" setting and our setting.  I think the setting is even more thought out than our setting but I would hope so since we are not a pair of professional writers and we are just working on our setting for gaming in on our spare time.  In many ways I almost wish this setting had come out before we started our project.  I could have been very happy setting my own adventures in the Expanse but I'm also happy with the setting we have developed.  

I thought the story was a really good one too.  Pretty interesting concepts.  Just enough science fiction and not too wrapped up in techno babble or pseudo science.  Mostly an interesting human story with some unexpected twist and character development.  I liked it quite a bit and I plan to read the other books in the series.

Monday, April 7, 2014

The Scrap Dogs! A space pirate band for Solar Empires

I've got about 20 of these Games Workshop Chaos Cultuist for Warhammer 40,000 which I picked up to used as a pirate band.  The only problem is that they only come in five poses so I'm doing some conversion to add some variety.
These guys will be called "The Scrap Dogs" and will be from the Asteroid Belt.  I've got a mech I'm working on for them as well.  I'm trying to make them look like scavengers which I think the cultist are pretty suited for.  The only problem is that I got the first group together and base coated before I figured out what I am doing with them and I intend to add some scrap piles to their bases.  I think I can just work around the painted ones and either hand paint the junk piles on their bases or hit them with another coat of spray paint.

Sunday, April 6, 2014

ESF Strike Force Finished!

I finished up this Earth Security Force Strike Force today.  I know it's small but I don't yet have all the models for this force and as it stands I think this is still over a 1000 point No Limits force.  I'm pretty happy with the way it is turning out so far.  The drones were a pain to get right.  I scratch built their stands then had to epoxy them to them.  It was hard getting the epoxy to set fast enough.  
Next up I plan to add a squad of robotic troopers.  I'll probably go with 6-8 robots for the squad.

Sunday, March 30, 2014

Closeup of Ghost Troopers and Wraith Battlesuit WIP: Solar Empires


I'm working on more stuff for my Earth Security Force.  This is a Wraith battlesuit.  It is made from a M.A.R.S. robot toy and is almost five inches tall.  The base is actually some kind of stop plate to keep doorknobs from breaking holes in drywall.  I picked it up at Lowels for two and a half dollars and it is takes paint just fine.  It's solid plastic and looks just like a large model base from GW when painted black.  They also had a larger diameter one that would be good for a larger mecha model.  

Here is a close up shot of one of the Ghost squads.  I'm only adding it here because I got a few request for a larger shot.

Earth Security Force Ghost Troopers

Probably the most feared unit in the entire Solar System the "Ghost Troopers" of the Earth Security Force are highly skilled special operations jump troopers and the only living members of the ESF.  Like everything else associated with the Earth the origins of the Ghost Troopers is a highly guarded secret.  Some speculate that they are all clones or highly advanced androids and it is almost certain that they are cybernetically and or genetically enhanced.  Each trooper wears a holographic suit and a helmet armed with a pair of mandible blasters for close combat.  Regular troopers carry a light rail gun and each squad is supported by a trooper armed with an advanced scatter laser.  Each trooper is also equipped with a jet pack and are trained to be experts in their use.

Saturday, March 29, 2014

Solar Empires Blog Planned!

We've decided with a bit of reluctance to create a blog for our Solar Empires projects.  In the past I have tried different blogs for specific games and it hasn't really worked out very well.  Also I've asked for feedback on the subject and a lot of people have said they feel I should keep all content on this blog.  I know that makes sense from a certain point of view but I think We have good enough reasons to make a setting specific blog.
What we are looking at doing is making a kind of living blog for the setting.  More of a fluff resource.  The main page will be presented as a kind of System News site while I will have tabs detailing several locations and governments as well as other aspects about the setting.  It is likely that the Solar Empire specific game reports will move to that blog or at least news stories about them as well as other details about the blog.  Chances are RPG reports will remain on this site with news stories about them on the living blog while the wargame reports will likely exist on that site in basically the same form.  I may include galleries of images and the out of character game synopses on this site like the notes I post at the end of every report but more extensive.
Pretty much all of the production stuff for Solar Empires will remain on this blog.  All the; conversion and scratch building, painting and terrain, and planning about the site will remain here.
I am somewhat worried that we won't be able to maintain both blogs very well and that we will end up bringing all the content back to this site but we think this will be the best way to organize the content.
Anyway we will see if this works out.

Wednesday, March 26, 2014

Earth Security Force: Ghost Troopers

I've been working on a small Earth Security Force army this week for my Solar Empires setting.  The Earth Security Force consist of mostly drones and robotic troops but there are a few "human" troopers called Ghost.  Ghost are elite jump troopers who wear holographic armor that helps them blend into their background.

I made these troops from old Dark Eldar models from Warhammer 40,000.  I cut down their "spikey bits" and added some heads from Pig Iron Productions as well as jump packs I scratch built from small zip ties.