3D Printed Chemical tanks (reprise)

I was asked to re-photograph the Chemical tanks with something to give an indication of scale, so as it was not raining today I decided to take the oppertunity to grab a new Primaris Marines as well as a 1995 vintage Necromunda figure to give them some sense of scale.

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Cheers,

 

Pete.

From the Shed: Sci Fi chemical/ goo tanks

More bits from thinigverse that I have printed off and painted up. Should be fun for 40k themed games. I’m sure I can make up a Nurgle themed narrative campaign out of them too. The red one will do if anyone runs a Corpse Grinder Cult gang in the next Necromunda campaign too.

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Cheers,

Pete.

From the Shed: Chaos Cultists.

I love these little models- painted up 30 of them now. Great fillers as horde type cannon fodder for either my Death Guard army or to be worked into a Necromunda campaign.

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I went for a mix of colours, keeping them fairly bright too, green, blue and a pink/ purple mix.

If you are interested… here is where I take my photos. It is a nicely waethered bit of stone by my back door (yes I need to tidy it up a bit).

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Post will be a bit sporadic going forward. Nicola and I have come down with a mild case of Covid-19. Nothing too serious but it is surprisingly debilitating.

Cheers,

Pete.

From the printer- sci fi terrain.

Firstly I hope everyone is dstaying safe and well in these lock down times.

I’ve been using my time to do a bit of 3 D printing. and getting them prepped for paint. This just consists of a quick clean up and a few coats of Mr. Surfacer paint.

First up are a selection of vats and tanks.

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Then with have some tank traps and an ammo cache that I’ll probably use for Zone Alfa.

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Definately for Zone Alfa is this sign from Pripyat seen here un prepped.

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Finally I printed off this Nuked city marker- no real use for it yet but I’m sure it will appear in a megagage at some point. Players always seem to love flinging nukes about in them….

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Cheers,

 

Pete.

Necromunda Campaign Round up.

I’ve been very remiss (black dog issues) with posting up my Necromunda campaign so I’ll do a post with a thumbnail sketch of each game and a few pics to catch up but I’ll do a big post on the last game which we are all planning to finish off the campaign with.

Necromunda Campaign 2: Game 4

Games Workshop have just released another supplement to Necromunda bringing in hazardous environments to the game, as well as some other thing. This was eagerly awaited by us all and the new rules are to be added in.

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The scenario that was chosen to try and force a crossing along a narrow bridge. Between the weather and the lights going out in the underhive James, playing his Delaque, and I struggled to make much of an impact against each other so we were both happy calling it a no score draw.

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Necromunda Campaign 2: Game 5

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This game saw Van Saar on Van Saar violence as Marcus and I fought over the possession of some lost loot whilst trying to avoid three large chasms in the floor. Again random environment effects were in play with a large body of water draining through the hive, I managed to avoid most of it but Marcus suffered quite badly due to it giving me the win.

Necromunda Campaign 2: Game 6

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This cycle saw me as the arbitrator – I game up with a fungus hunting scenario* where they were being used as ingredients for drugs. Everyone seemed to enjoy it.

*See the bottom of the post for the scenario.

Part of my role as Arbitrator was to field any challenge matches as such I went up against James and his Delaque on the more restricted board. It was the first game in which I fielded an Ambot- it worked a treat as it kept half of James’ gangers on the run or engaged; either way away from the loot crates. So I got the win.

Necromunda Campaign 2: Game 7

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The roster for the campaign changed as Scott had to drop out, Richard stepped up to fill in with a Venators gang. I ended up fighting Richard in my own scenario which was good fun. As he had a starting gang I was massively more points than him so to balance things James joined forces with him his Delaques. Another fun game and a win, also one that gave me a better insight in how to write Necromunda scenarios.

Necromunda Campaign 2: Game 8

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This cycle Niall had come up with a great scenario to fight past carnivorous plants that a gang was using to guard its drug stash. My gang with 2 Ambots this time, the winning streak I was on had been proving very profitable, took on Richard’s Venators again. Sadly for him my gang had got too powerful and he had to concede. To be fair to him he fought hard and the carnivorous plants did more damage to him than I did. Marcus and J were playing the same game at the same time on a different board, Marcus brought along some cider which made the whole evening very civilised.

Necromunda Campaign 2: Game 9

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My penultimate game of the campaign was to be against Simon and his gang of Genestealer cultists. We were to investigate a dark corner of the hive in Joe’s scenario to try and locate an on the run escaped Ork. I was hoping to simply blast him when he revealed himself but Simon put his men in a better position than I for when the Ork was revealed. I had a cunning plan involving my flamer but I played it a turn too early and it wasn’t as effective as it should have been. A rare loss for my usual firepower heavy approach.

Looking forward to the final game now.

Cheers,

 

Pete.

 

*My scenario:

No low hanging fruit in the Underhive….

Introduction:

An Escher gang has been pushing a new drug throughout the hive and the noble houses are not happy as production in the factorium levels is dropping to the point that quotas may not be met. The drug is made from a fungus Psilocybinus that grows on the undersides of high walkways by the hive walls. There has been speculation by Necromundan scholars that the fungus has beewn brought in by the last storm, other look to a more malign xenos influence. The noble houses have been buying up any collected fungus to stop it being processed into the drug whilst the Escher gangs pay handsomely for it too. Gangs have been trying to collect as much as possible before deciding who to sell it to….

Set up:

Gangs start with 6 random gangers, the rest enter as reinforcements as usual. After picking table edges, the player with priority nominates a point on their edge- starting gangers must be placed within 8 inches of this point. Their opponent then does the same.

The howling winds Badzone event starts in play: at the end of a turn roll a D6 it will stop/ start on a roll of 5 or 6. No other environment or event card is used.

Objective:

Collect as many fungal spores from walkways as possible. When a ganger is at least 4 inches off the table surface they may make a basic action to look for fungus. On a 5+ on a D6 they have found some (a failed result means that the figure will have to move at least 6” before trying again), for every 2” above 4” the die roll gets easier by one. There is no limit as to how much a ganger may carry. If the fighter goes out of action all spores are lost.

Ending the game:

Game lasts for 6 turns. The gang that has collected the most spores is deemed the winner.

Experience:

All fighters who take part in the battle get 1 xp. All fighters who end the game in possession of at least 1 spore gain 1 xp. Xp for kills is earned as normal.

Reputation:

The Winning gang gains 1 REP, If this is the first battle between each gang then both gangs gain 1 REP. If a gang bottles the lose 1 REP. If a gang collects more than 6 spores in total they gain 1 REP.

Reward:

Each spore is worth D6 credits. After the battle each gang must decide if they are going to sell them to the Escher gangs or the Noble houses.

If the gang chooses to sell to Escher any Needle Weapons or Choke grenades bought at the Trading Post (assuming a high enough roll has been made) cost 5 credits less or halve the number of spores collected to get 1 drug of that rarity for free.

If the gang sells the spores to the Noble Houses when rolling for income from territories add one to all dice rolls. The authorities look they other way on the criminal activities of the gang for a short while… quidus pro quous….

From the Shed: Old School Orlock (Necromunda).

I wanted to add an Ammo Jack (a special hanger on used in campaign games of Necromunda) to my roster and given that they can be equipped with a Bolter I thought it would be nice to use an old 90’s figure for the purpose.

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I bought one from ebay and gave him a quick paint job. I’m rather happy with how he turned out (the club lighting was less than flattering) I’ll re photograph him outside when it stops raining.

 

Cheers,

 

Pete.

From the shed: Old- School sci- fi figures.

Recently I treated myself to some figures from my favourite range of old figures: the 1990s vintage Copplestone designed ‘Future Skirmish’ now sold by Moonraker.Back in my teens they got used when I used to run RPG sessions of Cyberpunk 2020*; I always loved their ragged post Apocalypse look.

Here they are painted:

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The figure on the left is more modern: a Casting Room cultist with a weapon swap that I have done to use as a medic/ Rougue Doc (he is painted red and white with a Plague Doctor mask so works for me) in Necromunda.

I’ll add them into Necromunda as hired guns or use them in other Sci- Fi games that come along.

 

A nice trip down memory lane….

 

Cheers,

 

Pete.

* Which will return as a tabletop RPG to tie into the release of the Cyberpunk 2077 computer game.