New STALKER and Freedom troopers

More on the ZP/STALKER front: a new converted Eureka fig and some old Freedom troopers.

Took a bit more time with this latest STALKER, varying the paint scheme slightly, trying to capture the plastic orange look of those AK mags. I think he came out alright. I have plenty more in my STALKER-related bits box.

You can see him facing down some feral hounds on his own or with some comrades playing Hide-N-Seek with a group of Shufflers.

Next up are some Freedom troopers, converted from The Assault Group’s excellent Modern Russians range. Just add Pig Iron heads and you’re good. I did these a while back – before Lead Adventure put out their excellent Post-Apoc line. I made a set for Clear Sky and Duty. I’ll take pictures of them soon-ish. I think they get the job done. (This reminds me I could use a couple more TAG packs to create Monolith troops)

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Finishing my next novel will be the priority for the next month or so, which means Tuesday night Game Night is board games for a while. (Zombicide anyone?) But I picked up a copy of GW’s Gorechosen online for cheap and should be able to get in some painting time, if only to keep my sanity while I hammer out the final chapters of this draft.  Here’s hoping.

Thanks for looking. Have a great week.

Zona Perestrelki: Test run 1

Play-testing the next iteration of “Cleared to Engage”, Matt, Derek and I ventured into the Zone last night. A bio-tech firm contracted a team of private military to escort a researcher to several sites in the village of Timanza, five klicks inside the Cordon. A crew of Bandits heard the news through the grapevine and figured there must be something worth having there, and so set off to stop them and get it for themselves. (whatever it is, it must be worth big bucks. Otherwise, why pay mercs to babysit an egghead?)

In the new version of CTE, weapon lethality is offset by lower weapon damage and more frequent Will checks in Combat. We’re undecided on the adjustments, still testing and tweaking, but it made for a quick, fun game. The Bandits took some hits early on, but rallied to drive the Merc Team back with their tail between their legs, dragging their dead and wounded with them.

There are more Zone excursions scheduled and some of the new modern Russians from Empress on the way, so expect to hear and see more Zone Firefights in the near future.

Until then, here are some pictures from the game.

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Impudent Mortal’s Starter Ruins set with debris and some 3D printed Fuel Tanks. Nice, inexpensive way to generate a post-apocalyptic battlefield. 
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Merc Team and Scientist from Lead Adventure Miniatures. 
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This guy earned his pay, taking out 4 Bandits before getting gunned down by the Bandit Boss. 
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The best STALKER style figs out there. 
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More LA figs with Mantic bits in the foreground. 
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Bandits by Empress Miniatures 
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Laying down covering fire. 
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Holed up in one of the designated buildings. 
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Paradise Lost. Post-Apocalypse Found. 

Wasteland Patrol #3: Cleaning Day

Some photos from last Tues’ Game Night. Sorry I didn’t get these posted sooner: camera cable port broke, so it took a few days to get a card reader from Amazon.

Anyway… the intrepid Wasteland Lawmen were at it again, with the help of Dog Boy and a Gun-for-Hire named Lucius. A water trader brought word a small group of Neo-Soviets had taken over a factory complex north-east of Jacob’s Cross. Can’t have godless, commie fanatics encroaching on your turf. Let ’em rest for a day, they’ll pull a Ukraine and take over the whole area.

Photos:

The Pushinko Factory Complex
The Pushinko Factory Complex
Another view
Another view

NEO-SOVS

SST Officer with Bomb Dogs
Love this fig
Love this fig
Old VOR Neo-Sov Rad-troopers with Chem Grunt
Old VOR Neo-Sov Rad-troopers with Chem Grunt

LAWMEN

Lawmen by the garage
Lawmen by the garage
Dog Boy and pals by the Admin Building
Dog Boy and pals by the Admin Building
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Some folks say Lucius resembles like a legendary dragon fighter, but who knows?

TURN 1

TURN 1: Commissar send bomb dogs around the right
TURN 1: Commissar send bomb dogs around the right
One Deputy runs to the roof of the Admin Building
One Deputy runs to the roof of the Admin Building
While the Marshal and second Deputy advance cautiously up the main street.
While the Marshal and second Deputy advance cautiously up the main street.

TURN 2

Meanwhile, Dog Boy and pals encounter Neo-Sov Bomb dogs.
Meanwhile, Dog Boy and pals encounter Neo-Sov Bomb dogs.
Lucius creeps through the gas tanks to flank the large mutant
Lucius creeps through the gas tanks to flank the large mutant
Uh-oh
Uh-oh
Comrade Commissar orders troopers forward!
Comrade Commissar orders troopers forward!
When facing the enemy is better than facing your officers
When facing the enemy is better than facing your officers

TURN 3

Vicious exchanges of fire all over the board result in most of the Neo-Sov troopers giving their lives for the Motherland. Only bright spot was the Chem-Grunt – literally.

Earning his roubles!
Earning his roubles!

The sun set on the graves of both of Dog Boy’s canines and one deputy, but the factory complex was secure.

***
Very fast game. The lawmen and co. gunned down everything in sight. That roof top perch helped quite a bit. The Neo-Sovs only purpose in their brief miserable lives seemed to be to catch bullets. Seeing his men fall, the Commissar hastily ‘advanced to the rear’, dreading his report to the Politbureau.

Silo57 Crew

Another crew for our Post-Apoc campaign. Here is Matt’s Scientific Enclave

SILO 57

A small band of scientists, security and support staff survived the apocalypse in an underground bunker complex that was part of America’s intercontinental missile defense system. The Silo57 team is dedicated to restoring some shred of civilization to the world.

Heavy reliance on science makes this team focused on recovering any and all technology-related artifacts. Employing drones, robots, cyborgs, Silo 57 members are well-equipped if not well trained. What they lack in experience they make up in technological know-how and firepower.

Full Silo 57 Crew
Full Silo 57 Crew
Lead Researcher and Chore-Bot
Lead Researcher and Chore-Bot
Security with Mobile Tesla Cannon
Security with Mobile Tesla Cannon
Interns in Haz-Mat Suits
Interns in Haz-Mat Suits
Mil-borgs 3 and 7
Mil-borgs 3 and 7

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We’ll have one more trial game so Derek and Matt can familiarize themselves with their forces. Pictures of hostiles coming.

Have a great day.

Wasteland Nomads

In preparation for our upcoming post-apocalyptic mini-campaign, I present Derek’s crew of Wasteland nomads.

“Nomads” is the catch-all term for the strange assortment of scroungers, scavengers and survivors who live in the desolate stretches of post-apocalyptic wilderness. For various reasons, these individuals refuse to join one of the many groups of savage bandits that pick at the carcass of the dead world, preferring the company of other like-minded outcasts or the vast solitude of the empty, irradiated landscape.

Mutants, freaks, strange beasts, even odd individuals reputed to possess paranormal abilities, nomads tend to be neutral in the nasty skirmishes that flare among survivors. This is not to say they are cowardly; nomads are skilled, hardened fighters who will band together when faced with a common danger. What they lack in equipment, the nomads more than make up for with deadly skills and powerful abilities honed by day-to-day struggles in the merciless aftermath.

Matt’s Silo57 Scientists are nearly finished. I’ll post pix as soon as.

Full Nomad crew led by a Fire Shaman.
Full Nomad crew led by a Fire Shaman.
The big boys
The big boys
Shaman and Jackal-beasts
Shaman and Jackal-beasts
Tracker
Tracker
Stalker
Stalker
Hunter
Hunter
Frik and Frak
Frik and Frak

Junction Box Bunker no. 3

Gaming schedule is getting back on track next week. Here’s one of the new terrain pieces for the upcoming mini-campaign. Even if you don’t add detailing from your bitz box, Home Depot is an excellent source for inexpensive, interesting structures. A little spray paint, some drybrushing, and you’re good.

Electrical gangbox and bitz.
Electrical gangbox and bitz.
Add some plastic bulkhead doors from the Sedition wars set.
Add some plastic bulkhead doors from the Sedition wars set.

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Modified TAG soldier goes full-auto on old VOR NeoSov mutant.
Modified TAG soldier goes full-auto on old VOR NeoSov mutant.

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Upper walkway is two plastic .22 bullet holders supported by plastic girders
Upper walkway is two plastic .22 bullet holders supported by plastic girders
Wish that gun emplacement worked.
Wish that gun emplacement worked.
Hannibal at the gate!
Hannibal at the gate!

Wasteland Patrol, Pt 2.

Life any day in the post-apocalypse is pretty much the definition of ‘close call’

Save the drama for your mama and get up.
Save the drama for your mama and get up.

Saved by Erik the Red and Algernon from becoming Rager Chow, our intrepid Wasteland Lawmen live to fight another day. They stumble to their feet, bind their wounds, do an ammo count, check their drawers and start scrounging the battlefield. Anything remotely of use is gone, except for a hand-drawn map in one of the dead raider’s pockets. Appears to detail the whereabouts of a nearby encampment. Hmmm…

Using the last of their caps, they hire a local guide and mercenary only known as ‘Dog Boy”. Fortunately for them, he knows the area very well and not only agrees to lead, them, but offers to pull a trigger alongside them for half whatever salvage they turn up. Recalling their recent humiliation, the bruised lawmen agree.

Dog-Boy and his faithful hounds,  Big, and Mac
Dog-Boy and his faithful hounds, Big, and Mac
Camp Bandit. Abandoned ruins and underground passage promise even more salvage.
Camp Bandit. Abandoned ruins and underground passage promise even more salvage.

Working together, the lawmen and Dog Boy investigate the ruined house. More survivors? Nope. ZEDS!

House O' Zeds
House O’ Zeds
Aim for the head.
Aim for the head.
Covering fire.
Covering fire.
Dog-Boy, Big, Mac, and the Marshall hit them on the flank.
Dog-Boy, Big, Mac, and the Marshall hit them on the flank.

Well-aimed shots quickly dispatch the rotters. However, the gunfire draws a mutant out of the woods.

Thog no like loud noise!
Thog no like loud noise!

After taking down the Zeds, the lawmen are regaining their courage. A few judicious three-round bursts puts the mutie down for good. Now onto the bandit camp. Except one of the deputies develops a bad case of Pack Rat Fever.

It's right over there.
It’s right over there.
Finders keepers...
Finders keepers…

The bandit cache in sight, the lawmen make a plan.

Did you really think it would be unguarded?
Did you really think it would be unguarded?

The gun battle goes Hollywood. A bandit goes down, the Marshall gets wounded, and a bandit tries to be all sneaky devious in the woods. But Deputy Brenner denies and deprives!

The deputy's detour turns out to be a good thing.
The deputy’s detour turns out to be a good thing.

With the Marshall and Deputy Eli fixing the bandit’s attention, Dog Boy and his faithful hounds slip up the right flank.

Blind side 'em!
Blind side ’em!

Well deserved fruits of victory. Just in time too.

Time to rest and refit
Time to rest and refit

All in all, a good straight up brawl. The Lawmen are ready for their next mission.