Friday, 30 October 2026
Ratling Snipers
Tuesday, 4 March 2025
Who’s a Good (Robo) Boy?
Yet another freebie model courtesy of Miniature Wargames Magazine, a Robo Mastiff from the Wild West Exodus range. This has been sitting around so long I’d forgotten about it, but it was the perfect quick break from Empire Demigryphs.
Assembly was easy, no instructions needed, but the sprue was in a pretty horrible orange plastic, which took a few coats of paint to hide. There’s a reason most manufacturers use a simple grey.
Straightforward paint job. Liberal washes and some sponge chipping to give it a worn look.
I’m sure I can find a good use for him.
Friday, 18 October 2024
Make it Dirty! (Scatter terrain)
Looking at the photos I took of my 40k game, I concluded that some of scenery pieces just looked too neat. Some muck was needed urgently!
Cue weathering being added with a mix of washes, dry brushing, and torn up sponge.
Much better!
The barrels got a liberal wash of Agrax Earthshade, then Rhinox hide applied with a torn up washing up sponge. The crates are VJ Luftwaffe Camo Green, Athenian Camoshade, then very light drybrush of Elysian Green, before having some chain mail applied with a sponge on corners and wherever they might get bashed.
The container got a subtle application of Earthshade to recesses - bolts, hinges, joints etc - which was immediately wiped down with a sponge; always going the same direction so that any shade that remained looked like streaks. The floor and ceiling inside was painted with Black Templar contrast.
Monday, 10 January 2022
Maxim Bang
After spending what turned out to be weeks painting a unit of White Wolves, I fancied something simpler and quicker. A painting sorbet if you will.
My thought alighted on this chap. One of the original Squats, a Rogue Trader Space Dwarf. This one went by the name of 'Maxim Bang' in the adverts as I recall.
He was already undercoated, so I could get started immediately, and he was done in an evening.
A fun model to paint, and a pleasing result.
Sunday, 22 September 2019
A post for Blacksmith!
I've been terribly remiss in not replying; so, just for him and anyone else interested, they are from Games Workshop's old Dark Future range. I used to love the game and had quite a few foot warriors for it, which I've supplemented with a few careful ebay buys (they sometimes turn up for stupid money as well though).
Scale-wise they are a bit of an oddity. Smaller than 'true' 25mm, but slightly bigger than 20mm/1/72.
Here's one compared with an airfix model and Hasslefree's Grant, for comparison.
And here's a few more that were painted up for the last game.
Terrain is mostly printed card (wish my printer was better!) from various sources including:
https://www.wargamevault.com/product/167915/SciFi-Style-Buildings?filters=0_40209_40014_0
http://www.toposolitario.es/workshop/index_scenery.html
http://www.germy.co.uk/paper25mm.html
Sunday, 1 September 2019
Five Parsecs Campaign Turn 10 - High Noon!
Reece traded, gaining 2 basic supplies. Mila trained, gaining +1XP. Nat explored, gaining +2 XP. Kari sought to track down the raiders that had ambushed the crew, but with no luck.
Despite having a pile of quest clues, I didn't roll up a quest mission this turn. Instead playing out an opportunity mission.
Word had got to the crew that a Press Gang had been raiding farming settlements in the badlands, taking the able bodied to work in mines and factories. A tip off had them raiding a small, one street settlement next, and the crew would be waiting for them.
With Noah still in sick bay, deciphering the cult records, and Anul still absent, it was down to a reduced team to deal with the problem. With both sides having the same numbers, Reece was hoping that being better armed, they could intimidate them into backing off.
I was interested to see if starting the two sides within pistol shot would even the odds given the crew's effectiveness at range. They also needed to try to avoid using explosive weapons and causing property damage! The Press Gang had five members, including a leader with 2 hits, and a heavy with a shotgun.
Yep, time for High Noon, Five Parsecs style!
I used a similar system to the previous negotiation, drawing cards to see what would happen as the two parties faced off, and who would draw first.
Turn 1
Not an auspicious start for the crew, who only rolled up two fast actions, going to Jak and Kari. In a break with the normal turn order, the Press Gang leader drew and fired first, hitting Reece but not causing a wound.
Kari took cover behind a building corner, and Jak behind a green dune buggy. Kari scored two hits on the gang member in the long duster coat, causing no wounds, but receiving a 'stun' in return! Jak's shots at the shotgun wielding ganger missed, but in response the target unloaded his shotgun back in Jak's direction, causing a second stun on the crew, followed up (in the enemy part of the turn) by taking a wound off him as the ganger took cover behind another buggy!
One ganger then dashed down an alley to flank the crew while the other took cover with his shotgun armed colleague, firing at Kari to no effect. The long coated ganger took cover behind a building corner, firing ineffectively at Reece.
Mila and Nat both took cover behind the same buggy as Jak, firing on, but missing, 'Shotgun' (although Nat got a 'stun' result). Reece ran down the alley past Kari, planning to use his jump belt next turn.
Turn 2
A better start as the crew roll up four quick actions - only Reece didn't get one.
Jak swiftly took out shotgun, causing Mask to run for it.
Kari moved up to the buggy that shotgun had been hiding behind and managed to put a wound on the Boss. Nat and Kari tried to follow up but unsuccessfully. The Boss then moved up to take Shotgun's former position and fired at Kari; no hit but he did cause another stun. Brown Coat then fired on Kari from across the street, not hitting, but causing a third stun, forcing Kari to 'bug out'. She rolled high for movement and ran!
Reece used his jump belt to get on top of the building above the Boss, but couldn't cause a wound.
Turn 3
Two quick actions went to Jak and Nat. Jak charged over to the boss and beat him down in a brawl using the suppression maul.
Conclusions and Aftermath
A short, brutal, fast moving but really fun game! Keeping everything at close range meant the action was pretty fast and furious (the rules for return fire and stuns helped) and we had more brawls than usual - even with higher Combat Skill it's a bit of a lottery how it will turn out!
Kari is not going to cope well with having run, only for Jak to mop pretty much everything else up!
The grateful townsfolk contributed three credits and seven alien relics (who knows where they came from!).
Jak's wound turned out not to be serious, with no long term effects or time in sick bay needed.
Reece +3 XP )levelled up combat and gained a veteran rank)
Nat +3 XP
Kari +3 XP
Jak +5 XP (levelled up combat)
Mila +3 XP (gained a veteran rank)
Reece gained another +2 XP from reflecting on his adventures so far, and another one because of the local food!
Sunday, 23 June 2019
Five Parsecs Campaign Turn 9 - Office work
Reece, Noah and Kari all spent time training. Reece and Noah levelled up their combat skill, and Kari her reactions.
Mila, Jak and Nat all went trading. Only Nat found anything worthwhile, some good quality food and booze.
After a degree of 'persuasion', the prisoner gave up the info that the church had stashed records of its activities on this planet in a non-descript office masquerading as a haulage firm. Unfortunately he also revealed that if it was believed compromised, a specialist team would be sent in to 'sanitise' the site. The race was on...
This mission would see the crew (minus Anul, wherever he's gone) take on a black-ops squad of four (including a leader) in a race to secure the cult's records. The Crew had the numbers, but this time would be facing a more tactical enemy, well armed, with higher combat skill and body armour.
The Ops Team 1 moved up amongst the crates. The team leader and trooper both opened up on Reece. Despite being in cover Reece took two wounds, reducing him to one hit point! (+2 on Combat Skill really hurts when the opposition have it!).
Turn 3
Three quick actions this time, given to Jak, Reece and Kari. Kari moved up to the parapet but couldn't quite draw a bead on the enemy leader. Jak took up position behind a truck and fired off a burst at him, but failed to hit. Reece did better, moving out of site of the trooper and taking a wound off the enemy leader, but was still in a highly precarious position, overlooked by the sniper team. Fortunately they didn't have their sites calibrated yet and both managed to miss him!
Reece, in a bold but risky move, used his jump belt again to land on the container right about the ops team leader, but his neither his handgun, nor Mila's rifle could penetrate his military grade body armour.
Turn 7
Using one of the 3 fast actions rolled up, Kari managed to catch up with the action. Getting around the flank of the enemy leader, she took him out with a quick, but well aimed burst.
Jak and Reece caught the remaining trooper in a crossfire. Although they didn't manage to land any telling shots on him, it was enough to make him drop back behind the next container - clearing the way for Mila whi, after briefly checking Noah was still breathing, charged into the office to look for information on her sister.
Aftermath
Well, that was tougher! With a D6 based system, +2 on combat skill has quite an impact, cover becomes a lot less useful for one thing. A combination of Kari's shooting and having multiple hit points kept the crew in the game, but it was looking quite tricksy for a bit there
Loot - colonist rations
Noah - Minor injuries, 1 turn in sick bay, no long term effects
Jak - School of hard knocks, +1 XP
Reece - no long term effects
XP
Reece + 3
Nat + 3 (levelled up reactions) +1 vet rank
Jak +3
Kari +5 (first to inflict a casualty and enemy leader) levelled up combat skill up one vet rank, gained a skill.
Mila +3
Noah + 4 (+1 for becoming a casualty)
Campaign Event - Alien merchant -5 credits, gain Grav Flinger
Character Event - Jak is injured while working on the ship and must spend a turn in the sick bay
Used med supplies to get Jak and Noah out of sick bay











































