Tuesday, December 14, 2010

DBA camp

I have decided to make up an Ancients army to be used for DBA and Rally Round the King from 2HW and here are some photos of the camp that I have made.  The group I play with use camps approx 4” x 4” so this was made with those dimensions in mind and is 3” x 4”, so slightly smaller.

DBA camp 1 

DBA camp 2

My minis have arrived so hopefully in the next week I will have photos of my army.

Sunday, November 28, 2010

More 15mm Sci-fi

Here are some more pictures of the 15mm sci-fi that I have been painting up.  The first are the figures that I will be using for Judge Dredd RPG (if I ever get to play it) or as a JD mini game using the 5150 rules from THW.





The following pictures are 15mm Felids from Khurasan miniatures.




The next are the 15mm Vespulids also from Khurasan.



I have also managed to finish painting up the Earth Force Home Guard and gun teams as well as the Sahadeen War Maidens and gun teams and will post pictures later.

Friday, November 12, 2010

At last, photos of my games table and 15mm Sahadeen

Well, at last my games table (from Monty Haul Gaming) has arrived and I have included some photos of it.  What a journey it has been to get it here.  It has taken 11 months, 2 sets of legs and some damage being repaired but finally the table is up and running.



Firstly, a quick review.  I think that the first thing that needs to be stated is that my wife, who has been against the table from the start absolutely LOVES it now, as she realises that she can have her scrap booking stuff in one half and I can have the other half.  This was my big draw card for the table, the way that I can have board games and some miniatures games set up while the table top is on is just the best.

The table is an 8 seater, so this works well when family are over for dinner etc, with 3 seats down each side and one at each end.  Each seat has a pull out draw  so that you can place character sheets etc on it and it has a nice little dice holder as well. 


As an aside, in the above photo you can my geo-hex in the table.  This is only the 2nd or 3rd time that it has made an appearance on a games table since I bought it 15yrs ago.  This is why I love the table, as it traps the geo-hex inside and I don’t have to worry about it falling of the table anymore.

There have been quite a few issues with the delivery of the table but I must say that Monty Haul have been fantastic to deal with.  The freight company, TNT, screwed up big time, TWICE, with the delivery of it.  The first was that they had managed to lose the second box that contained the legs and so I had to store it in my garage, on its side for the two weeks it took to get the legs.  They lied to my wife about them discussing it with me before delivery, that the legs weren’t there (I wasn’t at home when the table was delivered).  They couldn’t find the legs at all, even though it had 4 labels with my name and address on it.  Monty Haul, as I have said were great and between them and my wife, TNT kept on being hammered about the legs.  After 2 weeks, Monty Haul sent out a second set of legs, and then we were informed that 1/2 an hour after the 2nd legs were sent out that TNT found the legs, sitting in Brisbane and they hadn’t realised what the box looked like.

Secondly, even though they knew how heavy the table was, they came in understaffed and so to ease them carrying it, they unpacked the table (even though they weren’t supposed to), then proceeded to damage it in a number of different locations plus they threw away the internal crossbeam.  Again Monty Haul were great and they had a furniture restorer come out yesterday and touch up the scratches etc.

Any way here are some more shots of my table.  The miniatures on it are from Rebel miniatures and are 15mm sci-fi.  My last post was the painting of the Earth Force and I have now managed to get 2 10 man units plus HQ and support weapons painted for the Sahadeen.




Anyway, here are some more pictures with just some basic scenery.




(ignore the mess in background of the above photo :P )


Sunday, October 31, 2010

Rebel Miniatures Review

Apologies for not having posted anything for quite a while now but Uni and my last school prac has taken up most of my time.

  Yes, I have decided to venture in to the land of the 15mm mini.  It has taken over 20 years to go to this scale and I must admit that I wish I had done so earlier.

It was viewing the ranges from both Khurasan and Rebel Miniatures, that drove me over the edge.  So for about $200 AU I now have about 50 Earth force troops, about the same in Sahadeen troops from Rebel; Felids, Vespulid, Karkarine (Shark people) and Orca Assault warriors from Khurasan; Warhound of Sirius, crewmen and Guerrilla packs from RAFM and a whole lot of the Adventurers and Star soldiers range from 15mm.co.uk (These will be used as Judges for Judge Dredd).

The number of miniatures was well worth the dollar outlay and hopefully all will be used playing 5150/Traveller games with a mix of Judge Dredd/5150 as well.

Well I actually managed to get some time over the week to paint up a unit of 10 Rebel Miniatures Earth Force Marines.  These are from the Rebel Miniature range and I bought the 5150 Earth Force pack.  At $25 US and getting close to 50 miniatures included, I believe this to be excellent value, considering you get 2 different armies.   The detail on the minis is excellent with very little flash to clean up.  I have based them on 1/4” flat washers, which allows me to use magnetic sheets to line the case I am storing them in.  I liked the colour scheme on the site so just chose to paint them in similar colours.

Anyway, enough of my rambles and here are the photos.  Apologies for the average quality of them but I was rushed as I was taking them between writing lesson plans.





Sunday, September 12, 2010

40K objective markers

Here are some pictures of the objective markers that I have built using Hirst Arts moulds.

All of the markers

all of them

Ammo dump

ammo 1

ammo 2

Escape pod

escape pod 1

escape pod 2


missile 2

missiles 1

Radar Dish

radar 1

radar 2



statue 2

Saturday, September 11, 2010

My first attempt at a comic

This is based on the super hero battle report in my last post.

Saturday, September 4, 2010

Sunday, August 15, 2010

Supers play-test THW-style

Today I finally managed to get my first play-test of my super hero rules using the THW format.  From a rules point of view it was a good test run as it allowed me to see what worked and what didn’t of the rules I have so far.  The following is the bat-rep of the game.  It will eventually allow for building heroes from scratch or using templates.

Normal movement is 6 inches. 

Thwack! table = melee table, ZAP! table = ranged table, AARRGGH! table = combat damage table

The heroes:

Accelerator: Speedsta type build

Rep 5       Power 4

Super-speed x 3


Energy blast: Scatter

Brute Force: Brick type build

Rep 4      Power 5

Super-strength x 4

Knock-back resistance

Hand to hand

The villains:

Having rolled on the villain table, the baddy was going to be a blaster build

Amps: blaster type build (quote: It not the voltage that kills but the Amps)

rep 5     power 5

Energy blast: standard


                    force field

Henchman: Rep 4

These powers for the above aren’t points costed or balanced yet so I just chose some, regardless of build.

Rolling for henchmen, 11 henchmen were initially rolled up but I decided that 3 would count as ranged so each ranged henchman counts as 2 when determining numbers so I started with 5 melee and 3 ranged.  These were then randomly placed on the board.  I then rolled to determine any police present and a detective and an officer were present and again randomly placed on the board but played not part in the game.  I am trying to get the feel of any superhero comic or cartoon and police always seem to be present but seem to just duck for cover and hope that they don’t get caught up in the fight.  What this means for the game is that if police are present, they don’t partake in the game unless commanded by a super and grouped with them (at this point anyway).


First turn 6, 3 (Supers, baddies)

No activity for the supers.

As the supers have not yet activated and made their presence know, I had the henchmen move in random directions.  I am waiting to see how the new 5150 book will handle random movement for NPCs, so this time they just moved in the direction of a scatter die.  They have obviously been tasked with getting the garbage truck before it starts it’s daily collections, as 5 of the henchman move towards it.

The vehicles move around the streets 8 inches in there direction they are travelling in.

The photos below are at then of turn 1.




Turn 2  (3,2)

Accelerator moves first and will attempt to use his super-speed which will allow him to increase his fast move if successful.  He first passes his Power roll 2d6 so his super speed kicks in then he is also successful on his fast move (again passing 2d6).  This allows him to double his movement and get extra distance from his powers so ends up being able to move 24 inches.  So he moves from the right hand side of the board and moves to the left.  As he comes around the bus, he now is in sight of one of the henchmen.  The henchmen makes his insight check, passes 1d6 but not having a ranged weapon can only halt.

Accelerator, starts to spin his arms in faster and faster circular motions (passing his power roll 2d6), causing funnels of air to strike at the henchman.  This attack uses the shotgun rules and so the best three attack rolls are a 5, 4, & 3 and only one 1 is rolled still has ‘ammo’.  Comparing the results on the ZAP! table, this means that he is hit.  When a henchman is successfully hit either by a ranged or melee attack, they are automatically OOE (Out of episode).  When someone is hit, there is a chance that they will be knocked back.  In the case of shooting this is directly away from the shooter.  In this case the henchman is on the board edge and so can not be knocked back.

Brute Force moves towards the phone box in front of him and attempts to pick it up.  Supers need super-strength to be able to pick up large or bulky items and this booth fits that category.  Brute passes his Power roll 2d6 and picks up the booth and aims it at the henchman nearest him in front of the subway stairs.


He then makes a ranged attack with a –1 rep and is successful on the ZAP! table, even though henchmen are automatically OOE if successfully hit, I rolled on the AARRGGH! table to find out how far he was knocked back.  In this case the henchman flies back 2 inches.


Henchman 2 attempts to fast move so he can charge Brute Force, passes 2d6 so can move up to 12 inches.  He then passes his wanting to charge test 1d6 so continues in.  Brute Force then chooses to stand and melee is entered.  The henchmen has a total of 4d and Brute has 7d (rep 4 + 1 for higher impact + 2 for Hand to hand power, which was passed 2d6).  Brute manages to win by 1 success and the henchman is OOE and is knocked back 4 inches backwards.

Henchman 3 attempts to fast move towards Brute but only passes 1d6 so only moves 9 inches and due to the fast move manages to miss his pistol shot.  Brute chooses to pass 2d6 on his received fire test but as he has no ranged attack he can do nothing.  Henchman 4 moves towards Brute 9 inches. 

The other three henchmen persuade the garbage truck collector to get out of the truck and disappear in a hurry.  Which he promptly does and one of the henchmen get in.

Due to the combat around Accelerator, the vehicles near him don’t move and hope that they don’t go down as collateral damage.



Turn 3 (1,4)

Henchman 8 drives the truck around, while Henchmen 6 & 7 normal move towards Brute.  Henchman 3 stands still and takes a shot at Brute Force.  A 5 is rolled and Brute is hit and then rolling on the AARRGGH! table, the result is over the impact of the pistol, so Brute takes no damage and 1inch knock back.  At this point his knock back resistance kicks in (passing 1d6 then 2d6 for his Power roll) so does not move back at all.

Henchman 4 passes his fast move 0d6 so moves 6 inches towards Brute.

The Accelerator passes his Power roll 2d6 so his super speed is ready when he fast moves.  He also passes his power roll for his clinging ability and then passes his fast move roll 2d6 and manages to move up to 27 inches.  He speeds up the side of the building and when his vertical distance is added to his horizontal movement, he stops in the middle of the roof.

Brute elects to charge Henchman 4 who then bravely holds his ground (passes 2d6 and has no range weapon).  Again Brute has 7d while the henchman has 4d.  Somehow the henchman manages to evade Brute’s attacks and the combat is a draw.

The vehicles continue to move.


Turn 4 (5,5)

No henchmen activate and due to the doubles, d3 more can arrive.  Having received the message that the truck had been ‘acquired’, Amps arrives with 1 ranged henchman and moves on from the table edge but is only able to move 9 inches as he passes his fast move test 1d6, while the new henchman passes 0d6 so no extra movement.

The Accelerator wants to move off the roof but due to walking through oil on the roof, his clinging ability may be compromised so stays where he is. This was the result of a pass 0d6 Power roll.

Vehicles continue to move.


Turn 5 (5,4)

Brute Force cannot activate so again Accelerator attempts to move off the roof.  This time he passes 2d6 for all required tests and can move up to 22 inches.  He chooses to pass his wanting to charge roll 2d6 and makes contact in the rear with the henchman fighting Brute.  This then causes him to run away as he is charged in the rear and only passes 1d6.  He is then removed from the board as he remember the rhyme – He who runs away, doesn’t get a great big fist in the face.

Amps moves up 6 inches and lets loose with a scattering stream of electricity into both Brute and Accelerator.  This results in missing the Accelerator and a hit on Brute, that only results in his hair standing up and him being knocked back one inch.

Henchman 6 moves towards the Pawn shop as per Amps directions and takes a shot at the Accelerator.  This results in no damage but knocking him back 6 inches into the wall he is standing in front of.  When a character is knocked into a wall for example, they have to make another roll on the recovery table but results in only a slight winding and no further effect.

Henchman 6 fast moves 9 inches towards the heroes  getting ready to charge next turn.  The remaining henchmen moves towards the pawn shop taking pot shots at the Accelerator that all miss.  The garbage truck is driven closer to the pawn shop.


Turn 6 (1,4)

Amps fast moves towards the pawn shop and enters through the door.  Henchman 3 stands in front of the door, shots and misses while the other pistol bearing henchmen also enter.  Henchman 4 charges at the Accelerator and he chooses to stand and shoot.  With 3 hits this knocks the henchman back an inch and goes OOE.

The garbage truck moves in front of the pawn shop.

The Accelerator fast moves to the other side of the Pawn shop while Brute moves up to the truck and attempts to pick it up.  Rolling on the Strength test table, muscles straining he lifts up the truck and throws it into the empty lot across from the pawn shop.  The henchman inside goes OOE as a result.


Turn 7 (6,1)

The henchman standing out side the shop, takes a shot at Brute Force, hits but no damage or knock back results (again because of Brute’s resistance) then moves inside the shop.  Amps looks around the shop (manages to roll the ‘1’ that is required to to find the item) and directs the closest henchman to pick it up.  AS he does this he blasts the back wall apart (no roll, just thought it was cinematic) and normal move out of the building.


Turn 8 (2,4)

All the baddies fast move of the board with their prize.

Brute, not realising they have gone, smashes his way through the front wall, not using the door and enters the shop.  Accelerator fast moves around to the back of the shop and realises they have left.


This is the end of the episode.  I was happy with the way it went, still some rough edges and probably needs a lot more testing but at least the testing is under way.