Another flea market find. I couldn't ID the mini but nonetheless, it was a very joyful experience to paint.
2020-12-11
Unknown sandy boi
2020-12-06
2020-11-26
2020-09-22
Follies in 15mm scifi
After spending a full year and a half painting things primarily to sell on ebay, I inevitably got a little burned out of the hobby.
To get my mojo back I ruffled through my unpainted pile of shame to find something to have fun with, what I found was some old 15mm.co.uk (now alternative-armies.com) minis that I bought a couple of years ago when I trying out some fallout new vegas 15mm project.
This was the first lad I painted, I named it Bob.
2020-07-13
#turnip28
I hopped on the Instagram bandwagon of creepy Napoleonic root vegetables miniature craze which gave me a reason to pick up greenstuff again and a way to recycle some victrix Old Guard I had lying around.
I gotta admit, that I'm not running on a lot of creative juices so you won't find any deep lore™ here, just me having fun pushing putty around and speed painting this to try to emulate the blanchitsu look.
2020-06-14
Apocalypse Quartet Scenario: The Hidden Camp
You wrangle the location of the scout's camp. It's not far, and the knowledge that the camp holds some artifacts from the city makes an attack on it worthwhile.
Hidden on the forest in the outskirts of the factory district, a small camp lies on the ruins of a now abandoned military outpost.
2020-05-27
Apocalypse Quartet Scenario: The Suburbs
The suburbs are quiet, very few were here when the alarms screamed, and very few bothered to come home when they should. No survivors back then, but bandits are not unknown to this place.
Zombie movement: Before the end of the player’s turn every zombie moves
one square towards a character if it has line of sight, otherwise they
stand still.
Zombie attack: If adjacent to a character, the zombie will attack with a Tier 1, Damage 1 attack at the end of the player turn. If adjacent to more than one character, the attack is randomly selected.
Zombies cannot be injured, only downed.
Zombie attack: If adjacent to a character, the zombie will attack with a Tier 1, Damage 1 attack at the end of the player turn. If adjacent to more than one character, the attack is randomly selected.
Zombies cannot be injured, only downed.
Bandit movement: Doesn't move.
Bandit attack: Ignoring it's own building walls, if the bandit has Line of Sight to a character then it will attack with a Tier 2 Damage 2 SR/LR.
Once injured, the bandit drops a rifle (Bandit's Rifle) which can be picked up and secured as normal loot.
End of the game achievements :
If secured, Bandit's Rifle can be equipped like a normal weapon (Long Range: Damage 2; Scrappiness 1)2020-05-25
Warhammer Underworlds: Hrothgorn's Mantrappers
Last warband painted. As usual, I tend to get a little impatient when near the finishing line, and while acceptable, these miniatures deserve a better paint job imo.
2020-05-17
Apocalypse Quartet Scenario: The Lone Farm
The small homestead used to be home of the Henderson Family, now a pile of walking corpses, the couple and the five boys still roam the familiar barn where good equipment may yet to be found.
Zombie movement: Before the end of the player’s turn every zombie moves one square towards a character if it has line of sight, otherwise they stand still.
Zombie attack: If adjacent to a character, the zombie will attack with a Tier 1, Damage 1 attack at the end of the player turn. If adjacent to more than one character, the attack is randomly selected.
Old Henderson however still walks around with his trusty Axe, dealing a Tier 1, Damage 2 attack.
Once downed, Old Henderson will drop it’s axe which can be picked up and secured as normal loot.
Upon losing its axe, Old Henderson can only attack at a Tier 1, Damage 1
Zombies cannot be injured, only downed.
Zombie attack: If adjacent to a character, the zombie will attack with a Tier 1, Damage 1 attack at the end of the player turn. If adjacent to more than one character, the attack is randomly selected.
Old Henderson however still walks around with his trusty Axe, dealing a Tier 1, Damage 2 attack.
Once downed, Old Henderson will drop it’s axe which can be picked up and secured as normal loot.
Upon losing its axe, Old Henderson can only attack at a Tier 1, Damage 1
Zombies cannot be injured, only downed.
End of the game achievements :
If secured, Old Henderson’s Axe can be equipped like a normal weapon (Melee: Damage 2; Scrappiness1)
Map without zombies or loot boxes |
2020-05-13
Apocalypse Quartet: Released
The first release of my tiny miniature game core rules is now here, I'll be releasing some scenarios in the upcoming weeks.
2020-05-06
Apocalypse Quartet: Test Scenario Battle Report - Old man Henderson's Farm
The Quartet:
Leader Boris - Gunslinger, Scavenger
Hazmat - Bodyguard
Green Dude - Scavenger
Grey Dude - Doctor
Blurb:
The small homestead used to be the workplace of the Henderson Family, now a pile of walking corpses, the couple and the 4 boys still roam the familiar red barn where equipment was stored.
Game Engine turn rules:
1 - If not downed, every zombie moves towards a character if it has line of sight, otherwise they stand still.
2 - If the zombie didn’t move and is adjacent to a character, the zombie will attack with a Tier 1, Damage 1 attack at the end of the player turn. If adjacent to more than one, the attack is randomly selected. If the zombie moved, then the zombie attacks with two dice and the player chooses the best outcome.
3 - Old Henderson still walks around with his trusty Axe, dealing a Tier 1, Damage 2 attack.
4 - Once downed, Old Brady will drop it’s axe which can be picked up and secured as a normal item.
5 - Upon losing its axe, Old Brady can only attack at a Tier 1, Damage 1
6 - Zombies cannot be injured, only downed.
End of the game achievements :
If secured, Old Brady’s Axe can be equipped like a normal weapon.
So this is my setup, I pitted my cube bois vs some WIP beastgrave ghouls
TURN 1 - moved my grey dude behind cover and boris into a shooting position
Successful attack with two dice (gunslinger)
Hazmat moved next to grey dude and green dude into the bushes in front of the house.
TURN 2 - Boris shot (and pushed) the zombie in front of him and green dude danced the macarena and was able to secure the first piece of loot.
Hazmat shot the zombie in front of it in order to push him further away from the building entrance.
Zombies see boris, Zombies attack Boris, and he gets pushed back.
TURN 3/TURN 4 - Grey dude shoots the zombie in front of him and clears the entrance of the farm and snatches a lootbox. Hazmat goes gun-ho inside the farm. Boris shoots Old man Henderson.
Green dude shoots the zombie in front of it and goes inside.
Green dude gets attacked by the zombie into an injured state.
Grey dude gets downed
Old Man Henderson drops his axe (he dropped it on turn 3, but I forgot to place the token on the board)
TURN 5 - Hazmat suit runs outside, Grey dude stands up and snatches the lootbox, Boris helps green dude get up, and the Green dude grabs the axe and sprints towards the exit.
TURN 6 - Boris keeps zombies away from the entrance, while the rest of the boys run from the zombie and try to secure 3 more loot boxes.
Grey dude has a weapon malfunction and goes down
TURN 7 - Green dude jumps into action into the zombie infested house, Boris goes with him guns blazing. downing a zombie. Green dude gets pushed into a lootbox.
TURN 8 - Lots of running away, Green dude was downed and Hazmat was able to get away with yet another loot box.
Loot secured: Old Henderson's Axe + 4 loot boxes
Loot Rolls: 6, 6, 8, 11
Rerolled: the 8 into a 6 (Boris job) and a 6 into a 9 (Green dude's job)
2020-05-02
Apocalypse Quartet, design notes #3 - Done is better than perfect + some photos
4 months ago I started taking this project seriously and these past two weeks I noticed that I was getting into the habit of endlessly tweak minor problems (by adding mechanics on top of more mechanics) and not a lot of finishing. So I took an executive action of purging gimmicks that were impeding the completion of the basic rules.
From the 7 main goals I stated on my first post:
A simple scenario, dots are cover, checkers is the inside of a house and the arrows are the entry points of said house.
From the 7 main goals I stated on my first post:
- Grid based - Still keeping it
- Tiny footprint - Probably the biggest incentive I had to make this, so this is a keeper
- Progression system focused, with small campaigns of interlinked missions - Less progression, more missions
- Loot focused. - Loot is half the character progression I have now.
- Keep the weapons profiles to a minimum. - Unless acquired by specific events (the other half of character progression), these are still pretty bare bones.
- Base building. - This got thrown out the window
- Generic characters - Still keeping it
- This was supposed to be a two player game with environmental dangers, but due to the small footprint of the game, the downed mechanic meant that splitting your forces was a terrible idea against a lucky/cunning opponent. So I got rid of the human element and now AQ is a solo game
- Permanent injuries. I envisioned the idea of characters getting traits based on past battles and things like that, but this was just a huge hassle and meant a lot of tracking on the game.
- XP gained at the end of the game. Again, a lot of unnecessary tracking during the game, now skill progression can be attained by completing certain scenario objectives.
A simple scenario, dots are cover, checkers is the inside of a house and the arrows are the entry points of said house.
Game 1: No loot, no hazards, just a death match. Nothing interesting happened, including fun. |
Game 3: Split both my forces into two, got some unlucky rolls and got a full half of the Esher's gang unable to get up for half of the game. |
Game 4: Blue things are roaming zombies |
End of the Game, got a lot of things secured, but I mostly tried to not engage with anything other than the zombies. This was the most fun play though of them all |
2020-04-20
2020-04-12
Some scaly bois
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