Monday, July 30, 2018

Dreadful Things: Tricephalic Helltoad & Blindrage Ravager

A few more Reaper Bones kitbashes.  First up being the Tricephalic Helltoad, a three-headed version of the basic Toad Demon model.




A big model on a 60mm base as usual.
 


Then we have the Blindrage Ravager, a more minor modification of the Numenera Ravage Bear with tentacles instead of tusks.  I quite like it for the very alien feel to it.





Slightly smaller fig on a 45mm base.
 
 

 

Friday, July 20, 2018

Iron Kingdoms Intemperance Crusade: Grymkin Mad Caps & Cask Imps

Recently finished a more whimsical project, a unit of Grymkin Mad Caps & a trio of Cask Imps from Privateer Press' Hordes range.  Behold, the Iron Kingdoms Intemperance Crusade.  Their motto:  Have a drink on us!
 
 
These models are a mix of metal (for the Molotov chuckers and the body of the Boss) and resin (for the Cask Imps and most of the mobile distillery itself).  Pretty clean castings as usual for Privateer Press, although there were quite a few biggish pour spouts on the still and assembling it definitely requires some careful examination of the 3D rotation on their catalog gallery.

 
The small bases are the usual 30mm rounds, the Boss has a 50mm.

 
I love the concept ("drunken explosive pyromaniac louts") behind the models and the execution is well done, but I can also see why some Warmachine/Hordes/Iron Kingdom fans object to the Grymkin faction as a whole.  These models in particular look like they belong in Malifaux from Wyrd Games, not the Iron Kingdoms.  Painted with green skin, they'd be gremlin moonshiners, no question about it.

 
Mind you, Privateer has had plenty of other rather cartoony figs in the past, and they're also fond of seriously over-the-top weapons and armor so gritty realism isn't something they're known for.  Steampunk fantasy not realistic, who would have thought it?

 
I could see these figs coming in handy for other settings and game systems.  They'd make a neat roleplaying game encounter and are practically perfect for the old GURPS Goblins rules.  Would work okay in a variety of steamtech and VSF fantasy skirmish rules.  And of course they could become "counts as" models in Malifaux, where their base sizes make them fit especially well.

 
These models are up as a lot on ebay over here:
 

 

Monday, July 9, 2018

Rogue Stars Boromite Militia Crew


Continuing with the Rogue Stars posts, today we've got a crew of Boromite militia from the Gates of Antares range.  Like the earlier Boromite miner crew I did back here

http://brokenstarsburningships.blogspot.com/2018/04/i-got-yer-minerals-right-here-rogue.html

these figs all have the Mineral, Tough and Nonreactive traits to represent their alien silicon-based physiology.


The crew is intended to be mostly younger Boromites, the kind of hotheads that are quick to grab a shockrod and fight pirate raiders, hostile native fauna, and the clan over the next hill.  Their gear is pretty impressive but their skills are minimal at their age, although the gang's boss is a little more experienced and good at keeping enthusiasm high.


While not really great at more nuanced missions, they're pretty good in a fight and there are quite  a few of them.  They might easily show up anywhere despite being militia-themed, as their clan elders are likely to send them off on missions to distant worlds as punishment for youthful shenanigans or just to get some peace and quiet.


Their signature weapon is the shockrod, which combines a Zap Rifle and a Force Spear in the same weapon frame.  It's worth noting that the device only works in one mode at a time and takes an action to switch between the two, so if you've been blazing away with your Zap Rifle and now you want to (for example) stop a charge with your Long Force Spear you need to switch modes with an action before the enemy gets to you.  A model could probably bypass this requirement with Fast Draw, which has similar mechanical effects.  The shockrod is also a really good target for Disarm attacks and weapon damage results, so it's not all positives to have a two-in-one weapon here.


Note that the electrical damage from the Zap Rifles is very strong against robots and cyborgs, while simultaneously doing less damage to Boromites.  Friendly fire is less dangerous to this crew.  They also have a reach edge over most opponents and (if they can survive long enough to earn some XP) they can become  areal threat in melee pretty quickly.  That's especially true if you go with Brawlers as a tactical discipline.

Drudd's Gang
Theme:  Militia
Tactical Discipline:  Brawlers is probably the most flavorful option, although Hard To Kill is also a good choice


Drudd
Gang Leader
52 XP

Traits:
Leadership 1
Mineral
Nonreactive
Tough 1
Veteran
Weapons Master 1

Gear:
Force Spear
Zap Rifle
Force Shield
Night Visor


Glund, Flund, Rund, and Mak
Stooges
48 XP each

Traits:
Mineral
Nonreactive
Tough 1

Gear:
Force Spear
Zap Rifle
Force Shield
Night Visor


This crew is currently up on ebay over here as a fixed-price listing:

http://www.ebay.com/itm/273364570722?ssPageName=STRK:MESELX:IT&_trksid=p3984.m1555.l2649



Sunday, July 8, 2018

Rogue Stars Algoryn Mercenary Team & VIP

 
Another Rogue Stars team put together out of Warlord Games' Gates of Antares minis, this time using the Algoryn Special Division Commander Ess Ma Rahq and her bodyguards.  I'll be using the four grunts as a mercenary fireteam and the character as a VIP scenario special. 

 
These troopers are all Algoryn, an obscure but highly militaristic Outer Rim race noted for providing small forces of well trained and uncommonly reliable soldiers to anyone with the money to pay them.  Most of their earnings are claimed by their world government, where the funds are used to endlessly improve the already-impressive planetary defenses.  Whether they're paranoid or just very well-prepared, the Algoryn home system is one of the most heavily fortified regions in the Rim.  

 
Theme for the crew is Mercenary, of course.  Probably using the Opportunists doctrine to synergize with their excellent reaction capability.  The goal is to build a team that can effectively punish their enemies for every failed action attempt.

 
The lass playing with her commo earpiece is the team leader, while the pointing gent has had some scout training.  The other two grunts are just your basic riflemen.
 
 
Ensa Do Rem
Team Leader
54 XP
 
Traits:
Difficult Target 1
Marksman 1
Martial Arts 3
Reactive
Veteran
 
Gear:
Laser Rifle
Light Combat Dress
 
Oto Fel Rosk
Point Man
50 XP
 
Traits:
Difficult Target 1
Marksman 1
Martial Arts 3
Reactive
Veteran
 
Gear:
Laser Rifle
Light Combat Dress
 
Fen Den Sen
Rifleman
48 XP
 
Traits:
Difficult Target 1
Marksman 1
Martial Arts 3
Reactive
Veteran
 
Fen Den Osco
Other Rifleman
48 XP
 
Traits:
Difficult Target 1
Marksman 1
Martial Arts 3
Reactive
Veteran


They're fairly lightly equipped but well-trained and especially good at playing a reactive game.  Primary shortcomings are a relative lack of durability and non-combat skills, and they could also benefit from some movement boosts (Fast, or jump packs most likely).  Their shooting game is solid and their excellent martial arts training makes them quite dangerous in melee.

Saturday, July 7, 2018

Rogue Stars ExoTech Security Revisited: Meet the New Boss!

Back in January I did a post about a Rogue Stars crew based around a slightly shady corporate "security" team from a firm called ExoTech, which you can read here: 

http://brokenstarsburningships.blogspot.com/2018/01/rogue-stars-science-fiction-skirmish.html


I've finally gotten around to expanding the team with a new model, this one a psionic mission specialist from the company's Executive caste.  He's pretty expensive and effectively replaces "Killer" in the starting team roster.  It would be unusual to have both an Exec and an IO Spec in the same team anyway, although a VERY successful team (with at least 70XP earned) might see both working together.  Functionally he's much less dangerous in a straight fight than she is, but he's also got a very versatile mix of psionic trickery up his sleeve.  His three bodyguards still have plenty of muscle to bring to the table, so not too much to worry about there.


Niels Handruson EX-0201 ("Don't Call Me Boss")
Executive, Special Talents Division
70 XP

Traits:
Difficult Target 2
Leadership 1
Light Worlder
Psionic
Psionic Master 1
Veteran

Powers:
Healing
Precognition
Teleportation

Gear:
Molecular Slugthrower
Neurowhip (the biomech tentacles on his armor - very good at stopping a charge)
Light Combat Dress


The rest of the crew, including the alternate "Killer" option.  Slightly altered from the original post, since Niels takes over the leadership role.


Artema K-777 ("Killer")
IO Spec
70 XP

Traits:
Ambidexterity
Difficult Target 2 (3 with Stealth Suit)
Marksman 1
Stealth 2 (3 with Stealth Suit)

Gear:
2 x Alpha Class Needlers
Stealth Suit
Disentangler
Electromag Shackles


Jaro D-91295 ("The Old Boss")
Security Trooper
45 XP

Traits:
Marksman 1
Perceptive 1
Tech 1
Weapon Master 1

Gear:
Molecular Slugthrower
Powered Gauntlet
Combat Dress


Dev TX-0038 ("Tex")
Security Trooper
42 XP

Traits:
Marksman 1
Weapon Master 2

Gear:
Molecular Slugthrower
Powered Gauntlet
Combat Dress


Ondin MX-723 ("Doc")
Security Trooper
43 XP

Traits:
Marksman 1
Medic 1
Weapon Master 1

Gear:
Molecular Slugthrower
Powered Gauntlet
Combat Dress

Monday, April 16, 2018

I Got Yer Minerals Right Here: Rogue Stars Miner Crew

Haven't shown off a Rogue stars crew in a while, so here's another one.  Once again derived from Warlord Games' Gates of Antares range, specifically the Boromite and (for the little guy) Isorian factions.
 

Theme here is an alien mining crew, all of whom are silicoid life forms, ie they all have the Mineral trait in Rogue stars.

 
Tactical Discipline would probably be Hard To Kill, although On The Double might also work.  The crew's almost pure melee to start, so mobility and durability are a priority.


The little guy on the left is Quilk, a psionic alien that the rest of the crew treat more like a pet than a person.  Quilk's a lazy type and doesn't mind, since it rarely has to do any real work to stay comfortable.  Same mentality as your average cat, really.  Mechanically, it has no hit locations besides torso (which takes limb hits) and head and can't use equipment.  Traits are as follows:

Claws
Diminutive
Mineral
Nonreactive
Psionic (Healing, Levitation)
Tough 1
30 XP

 
The Boromite miners are a gruff lot with some pretty good equipment, although very lightly armed.  All of them are competent techs, pretty good in melee, and quite tough, but they aren't fast and their shooting game is lousy.

 
Hund is the gent fiddling with the drone on the left of the images.  Traits and gear:
 
Mineral
Nonreactive
Tech 2
Tough 2
Weapon Master 2
Exoskeleton (half cost for being a Miner crew)
Force Shield
Monowire Blade (really a scifi Swiss army tool he's got tucked away, but serviceable in a fight)
55 XP
 
Munt carries the big salvage claw tool, which has a built-in plasma cutter.
 
Mineral
Nonreactive
Tech 1
Tough 3
Weapon Master 3
Exoskeleton
Force Shield
Flamer Pistol (the built-in plasma torch)
Fixed Vibrobayonet (the salvage claw - stats are close enough)
57 XP
 
Brod is the smart one, and is either scanning for ore deposits in the area or checking Facebook on his multicomp.
 
Mineral
Nonreactive
Tech 3
Tough 2
Weapon Master 2
Exoskeleton
Force Shield
Monowire Scourge (really just a weighted length of monowire cable coiled up in one of his pouches - he got the idea from a David Drake novel, no doubt)
58 XP
 
 
Pretty big chunky figures, Quilk excepted.


Sunday, April 8, 2018

Stargrunt Phalon Mercenary Showcase

Quick post showcasing Ground Zero Games' 15mm Phalon miniatures, painted up here as an alien mercenary platoon with a pair of UNSC liaisons to keep an eye on them.  Phalons make great allies but it's best not to drop your guard around them since they've got a cultural bias toward "renegotiating" agreements (often at gunpoint) the moment they see an advantage in doing so. 


GZG only makes a single pack of these figs, although they do have pretty good variety with a five different poses including leader and trooper with pulsers and three different support weapons.  Hopefully they get an expansion some day, adding more poses of grunts and command figs as well as commo specialists, crew-served guns, and some power armor with their signature biotech look.

 

While Stargrunt never did see the "Bugs Don't Surf" expansion come out, there are playtest rules for the Phalons over here, which I'll vouch for as being quite playable and good at reflecting their canonical racial traits and equipment from Full Thrust Fleet Book 2: