Wednesday, 1 January 2025

Happy New Year 2025 and hobby plans.

 Hello and Welcome Back, 

Happy New Year, I hope 2025 is a happy, healthy and prosperous year for you and yours. 

I didn't get a chance to do a hobby look back at 2024 yesterday. I did manage to get some good hobby in. Although my blogging has suffered somewhat thanks to many complications in my personal and work life limiting free time and brain space.


















I even managed to play some games, of 5 Parsecs from home.







As its the beginning of the new year I think I should do the usual hobby plans. 

1. I plan to revaluate my minis collection. I plan to move figures into types rather than split down into unique factions. Hopefully it will help create more storage space. Of course some factions cannot be put into a broader group. 

2. Post Apocalyptic figures will get a paint refresh to give them more of right look. Patches/repaired clothes, scars, rust etc. Maybe if I can add extra items to them such as packs, pouches if possible. 

3. One of the harder parts of my hobby is keeping focus and actually look like I am making progress. So I am going to try and keep a record of what has been done in tally form. 

4. My terrain collection is to be reviewed and reworked. 

5. Due to the piles of unpainted figures and terrain, I will not be buying any new figures or models this year (apart from outstanding kickstarters I have backed). 

6. Press on with my 5 Parsecs campaign.

One thing that effected my blogging is that I found myself finishing lots of models at the same time, as I have been working on different things in parallel. So lots of things needed recording. Writing fluff can take a fair bit of time, being dyslexic I have to write stuff and return days or weeks later to edit it (or I simply don't see what needs to be edited and I write nonsense). So things get parked. I don't like the 'I painted these' approach as I like to tell stories with my figures. 

Hobby wise, I have lots of ideas and plans for both Post Apocalyptic and Sci Fi genres. Hopefully I can make 2025 a productive year. 

Thanks for reading

Take care out there, and Happy New Year.

Sunday, 29 December 2024

Another Behemoth Immunocyte for Zone Raiders

 Hello and Welcome Back.

Now we return back to the artificial world of Matrioshka, in the post singularity setting of the Zone Raiders game. 

There are a many types of Immuncyte threats to the denizens of the Matrioshka world of Zone Raiders. The larger ones are known as behemoths. 

 

 This example of a Behemoth has been created in the form of a giant spider. No one knows who created it. Was it one of the post humans or was it created by the Matrioshka after the singularity event?  Armed with deadly powered mandibles, bladed legs and a heavy plasma cannon this ancient machine heeds the call of the other Immuncytes and joins the hunt to destroy all sentient life in the Matrioshka.

 


This model is a 40K Necron Spyder I got for Christmas a couple of years ago.  Necrons fit the descriptions of Immuncytes in the Zone Raiders fluff quite nicely. As many Immunocyte in the Matrioshka are aeons old I went for a rusty paint job.

 


I seem to have quite a force of Immucytes for Zone Raiders, maybe I should get a game in some time. Although I need more industrial looking space station terrain. I will also need to figure out just what to use as the dreaded Meta Demon....

Thanks for reading and take care out there.

Starport Scum 8

Hello and Welcome back, 

Time to visit the Wild Galaxy and take a peek at more examples of Starport scum. 

Briyce Lushian is a rebellious young lady who ran away from her old life to the frontier worlds.  Briyce hangs around the spaceport looking for work or adventure, while doing her best to steer clear of falling in with or foul of any of the space port gangs that may be operating here.

 

The figure is a classic Necromunda Esher juve that I picked up painted on ebay. The figure was reasonably painted so all I did was add some washes and high lights to make the detail pop. Some extra detailing work was added too. The figure was also rebased as the base was painted in the classic GW goblin green. 

I plan to use Briyce Lushian as a character in my 5Parsecs campaign.

TakA6 is an old CyberDan corporation Killstar Combat Android. This line has been long discontinued and there aren’t many Killstar Androids left in circulation. Most were destroyed in combat actions on distant worlds with the few survivors being taken for target practice use.

 

TakA6 became self aware after a high power electric jolt and a whack on the head. As the last remaining android in his unit he went AWOL, looking for a better life. The Android now offers his services across the starports of frontier space. His main concern is finding spare parts, although occasionally a scrap Killstar unit turns up in the starport junk dealers. TakA6 is looking for a good android repairer he can trust to repair him and maybe source or modify parts designed for other Cyberdan units. Although he will happily take parts from other sources, provided they work.

TakA6 is a old Robogear figure that came with their line of terrain and quirky futuristic vehicle models. I have a few of these figures so a Killstar unit may be on the cards in future. TakA6 will probably turn up in a future 5 Parsecs crew or as a hireling. Maybe even turning up on Maddans world as an adventurer or a freelance.

Thanks for looking. Take care out there. 

Friday, 27 December 2024

More denziens of the Wastelands.

Hello and Welcome back, pull up a crate and let me tell you about more folk who live in the Wastelands. 

The Technomancer

The Technomancer is legendary across the Last City and wastelands beyond. He is a wizard with ancient technology. Want to get that old tablet working or robot activated? Need to find out what that gizmo you found in the ruins is? Then he is the man to visit. Beware his staff. While it is fitted with a jury rigged scanner to find ancient technology it is also equipped with an electrical shock weapon which stuns living things and machines alike. The staff has been very useful when a dormant warbot awakes and goes beserk. The Last City Authorities take a dim view on rampaging Warbots within the city limits.

The Technomancer is a based on a Frostgrave plastic wizard figure. The head came from a Necromunda Orlock sprue. The gun arm came another Necromunda Underhive figure. The shoulder pad and pouches were found in the depths of the bits box. His shock staff/scanner is a Frostgrave wizard arm with a modified staff. A bead makes up the power pack while the scanner dish is a 1/76 tank wheel. The power lines are plastic cord from a bead set.

I imagine the Technomancer living in a tower of scrap and junk. That is a possible future terrain project. 

The Scavenger

Scavenging is a way of life for most out in the wastelands. This figure is a Stargrave metal scavenger. I am planning on making the plastics up make general wasteland rabble as they have the right look. There also a few other metal scavengers in the paint queue. So expect to see more in the future.

 


A new Guardian

The Guardians are a faction that horde military technology and weapons, apparently to keep the surviving humanity “safe from repeating the mistakes of the past” (inspired by Fallout's Brotherhood of Steel). They wander around the wastelands, lead by old power armored units looking for dangerous weapons and equipment. Often taking such treasures by force. While they view themselves as humanity's' saviours, they are viewed as bullies by the denizens of the wastelands. Their equipment is varied as the power armor came from many different sources during Mattblackgods world end wars.

 


This new addition to my Guardian forces is a resin Stargrave power armored trooper. While nice figures I found it a bit too detailed to paint.

Warlord Byron

Warlord Byron is the leader of the settlement of Byronville in the Freepeoples Wastes. He parades around in a old power armored suit (many of his “subjects” would say throwing is weight around) and offers his town’s support to the Freepeoples Confederacy. 

 


Warlord Byron is a resin Stargrave Power Armored Pirate figure. Again a very detailed, very busy figure which I found a pain to paint.

 


Nak the big un.

Nak is a mutant, appearing large and hulking compared to other Wastelanders. His size makes him stand out. Despite his size and strength Nak is a gentle soul who shuns humanity and other mutants. Sadly, his size and strength also makes him a target. He lives alone in the wastes preferring solitude and befriends (cares for) injured animals.

 


Nak is a super mutant figure from a cheap 54mm Fallout figure set.

 


“Hey Nak, lets team up. Your muscle would be handy getting those heavier bits of salvage back. We will split it seventy thirty! That’s fair, right?” 


Thanks for looking, stay safe out there! 

Thursday, 26 December 2024

The Rustlords

 Hello and Welcome back, 

Time for a little Boxing Day reading for you back in the wastelands of Mattblackgods world. The holidays giving me a little bit of time to catch up on my blogging.

Twelve days march south from Last City lies the lands of King Arty and his Skrap knights protecting the loot rich Skrap lands they call home.

Note: During the orbital bombardment of Mattblackgod’s world the freighter Typhon tried to flee the world loaded up with refugees. The Typhon crashed in the region now known as the Skrap lands. For decades the Skrap knights have kept the scavengers from looting their turf.

 

In recent times a new threat has arisen in the Skraplands, another warlord has arisen wearing what appears to be home made power amour (possibly a repaired old power amour suit upgraded with lots of plate metal). This Warlord is known as Rustmord and he leads a warband called the Rustlords.

 

Rustmord:

Rustmord is a GW Age of Sigmar figure that I got on a magazine a few years ago. It was laying about annoying me and due to it’s massive size compared to my 28mm figures, when I hit on the idea for an opposing faction to King Arty and the Rust knights. The hobby knife and clippers appeared. The figure was chopped and shaved to look more Post Apocalyptic. Various bits of battle damage was added while I was there. The helmet came from Anvil Industries and gave the figure a more sinister look. It was painted gold as a nod to the Mordred character in the 80s Sword and Sorcery film Excalibur.

The swords are from a 40k Grey Knights sprue I found cheap on evilbay. They fitted the size of this figure nicely. A space marine back pack and several pouches were salvaged from the depths of the bits box to modernize the figure. Some hoses were added from green stuff and the swords got powerlines made from the plastic cord you get in bead sets. The old modeller’s mantra of never throw anything out applies here. The figure was mounted on a much lower base as the one that came with the figure made it look too tall.

Paint wise I chose lots of lovely rust, hence the character’s name. I picked out some colours associated with royals to distingush Rustmord is the obvious leader of the Warband.


The Rustkight:

The Rustknight is another member of the Rustlords warband. He is thought to be the Rustlord’s second in command. The Rustknight also appears to wear a homemade suit of power armor. Unlike the rest of the warband, the Rustknight roams the Skraplands alone attacking random bands of scavengers and King Arty’s people alike. He has become a terror of the Skraplands and his name is whispered in Skrapalot to keep naughty children in line.

 

Like the Rustmord  figure, the Rustknight is also a  GW Age of Sigmar figure from the same magazine. It had similar conversion work to Rustmord. The shield arm presented some challenges in what to use as a shield that had the right post apocalyptic look. Digging through the pile I found an old 1/48 Land Rover kit. A door was looted from the kit and a bit of xps foam makes up the re-enforcing plate across where the glass would have sat. The door makes an ideal shield for the size of the figure.

Paint wise I stuck to pure rust colours. The Rustknight is ready to terrorize the wastelands.

 

A warband needs to be knocked up for this faction, I also need to add some bullet fodder to the Skrapknights too. The plan is to convert various knight figures, Stargrave Scavengers and possible some old void plastic junkers I have knocking about. There is be a focus on melee weapons keeping firearms to a minimum and plenty of bits of random repurposed items to give the figures that Post Apocalyptic wasteland look.  

Thanks for reading. Stay Safe out there.

Sunday, 22 December 2024

Merry Christmas

As I am not sure I will get a chance before the big day arrives, so let me wish you all, a Very Merry Christmas and a Happy New Year.

I hope Father Christmas brings you some nice goodies and you have a wonderful time. 

Catch you on the other side,

Stay safe and Merry Christmas 

Friday, 13 December 2024

Post Apocalyptic Wargames Forum news.

 Hello and Welcome back,

Come warm yourself by the fire. 

As some of my longer term readers may know I run the Post Apocalyptic Wargames forum. Some years ago the provider Zetaboards was bought out by Tapatalk. 

Tapatalk wasn't the best provider and over the years it has proven to be unstable and treats it's forum members with contempt. Recently the forum has become somewhat unusable as non paying users have been bombarded by aggressive advertising. This has caused a dramatic drop in traffic to the forum. It was killing it off so in order to survive I have moved the forum to a new provider. The new site is: 

https://postapocwargames.freeforums.net/

Sadly, Tapatalk won't provide a backup of the forum, it is a common treatment of other unhappy forum owners. Attempts to pull the data from the forum failed as the online scripts no longer work with the programs they are supposed to work with. 

So we are starting from scratch. The old forum will be kept as a libary. However if you like Post Apocalyptic Wargames, RPG's or tabletop games come visit us. We have a chance to build another cool forum. 

Thanks for reading. Hopefully I will catch you over there. 

Sunday, 10 November 2024

Five Parsecs from Home - Review

Hello and Welcome Back, 

Now I have a couple of games under my belt I thought I would cobble together a review of the 5 Parsecs rules.



5 Parsecs from home is a solo tabletop Science Fiction/Space Opera adventure game by Ivan Sorensen and published by Modiphius Entertainment. We are now at Version 3 which has grown and ironed out a few kinks.

You play a crew of a small star ship looking for work around frontier space getting into and hopefully out of trouble. The game is set in its own space opera background although the author actively encourages the players to use the rules in their own settings if they wish. If you check out various Facebook groups and discord channels you will find players applying the rules to the Star Wars, Star Trek, Firefly/Serenity, Alien, 40K, Necromunda (yeah I know its 40K) and Deadzone universes. Some players even use their own made up settings, myself included.

The Crew of the Problem Child aka Loop's Heros

The game is figure agnostic so you can happily raid your collection and dust off old figures, allowing you mixing and matching them together. There is nothing stopping you playing with paper chits for the figures should you wish.

While the game is solo, you could have someone play your opponents and there are notes for allowing players to play co-operatively either with one crew or a crew each.

Ever since getting my grubby mitts on the rulebook a couple of years ago I have been dying to give them a spin. My first impressions was that it was a nice rule book, but as it’s a solo set the amount of tables looked a bit daunting. However the tables follow each other logically and once you have used them that fear will melt away.  One nice aspect to the rules is that the Author encourages players to change or ditch rules to suit themselves. It is refreshing to see.

The first step is crew creation. You have a choice between a all human crew (for those of you wanting a Firefly style adventure) or a crew that is a mixture of races. If you are playing a different setting you can always substitute the closest alien to those in the Unity Universe.


A typical crew size is 6, although you can go larger or smaller with the crew if you wish. You roll on the various tables which gives you the stat lines for the Captain & Crew. They will also give you background to the characters and gives character motivations. The dice decide everything, all you have to do is come up with their names. You also get to roll what motivates and binds the crew and with a little creative thinking you can draft a story about how they met.

You will also roll crew equipment and weapons, which is up to the Captain to dole out each mission. This also allows for characters to be given the right kit and weapons as the campaign progresses.

After this you get to create the crew’s ship and how much your captain owes on it. All you have to do is name the hulk of junk you are flying about in.

Then you get into the meat and gravy. Each game is called a Campaign Turn. You get to choose what the end of the campaign should be (so many games played, target events, character development milestones) and you also choose what mode to play the campaign in. I am currently playing Normal but there is easy and a few harder modes which increase the enemies you will face among other things. I would keep those modes for a more seasoned crew as it can get a little exciting on Normal mode with a crew starting out in the adventure business.

Your captain has to pay the crew (they will strike!), pay off the debt on the ship (or it may be repossessed), dole out equipment and jobs. The main pregame jobs are (but is not exhaustive) is to find a job patron, trade, distract rivals (these will mount up as the campaign progresses) or hunt rivals down.

You then create the game from the job offer which says what, who, when, where, payment, bonuses, battlefield conditions, enemy numbers, equipment, specialists and their disposition.  The disposition describes how your enemy deploys and its approach to you being there.

Now all you need to do is tie it all together so the mission fits a story. I must admit I find this step fun but it can be a challenge trying to figure out. Then again you can always spend a Story point from your bank which will allow you to reroll a mission or enemy. Another option is to make up a scenario if it fits the story better or to use an enemy that fits better.

Off you go and good luck on your mission. The game is aimed at 28 to 32mm figures and a typical battlefield size is 3 x 3 foot although with smaller crews you might want to use a 2 x 2 foot board. The rules can be used with 15mm figures if you use cm rather than inches. There is also advice on how to populate your table with terrain. I tend to ignore that bit as I am lucky to have piles of terrain and I love a densely covered table, just to create headaches for everyone.

Then there is the after battle section where you get paid, figure out what has happened to your injured crew members, calculate experience and improve your characters. You can also go out trading for new kit or upgrade your ship. I think you can also recruit new crew members here. You also figure out if your opponent becomes a rival or if the planet is about to be invaded by Unity. I ignore this roll as I am using my own setting with many different factions.

Then you are back to the generation of the next turn.

The combat rules are D6 based pretty easy to learn and games seem to take 30 to 60 minutes to play. A player can burn through a few campaign turns in a evening. Or gamers like myself who find free time limited can work out a mission one day, set the table up on another and play the next day (or in my case a few weeks later).

One of the joys of 5 Parsecs is the additional rules available in the Trailblazers tool kit (which also has Ship and colony name generators and an introductory campaign), Freelancers Handbook, Fixers guidebook and Bug hunt (one for Aliens and Starship Troopers movies lovers) which all expand the game and the Unity universe (these four titles are available in the Five Parsecs Compendium). There is also plenty of player homebrew rules available online in various Face book groups.




So far I am really enjoying playing the rules and think it could be changed easily for many other Sci Fi game settings. Now all I need is for Ivan Sorensen & Modiphius Entertainment to give the Post Apocalyptic 5 Clicks from the Zone rules the same treatment….pretty pleeeaaassssseeee!

Thanks for reading and go give 5 Parsecs from home a whirl. It’s a blast.

 

 

 

 

 

Monday, 28 October 2024

Loops Heros Campaign pt 3 - the Iron Ladies

Welcome to the third installment of my 5 parsecs campaign. 

As usual, Captain Loops pays the crew and doles out jobs from his bed in the sick bay. 

Lem spends a couple of credits on parts to fix the battle visor found in the last campaign turn and succeds (allowing any 1s to be rerolled). 

T Bone and Shorty go out to look for some jobs. Joey is sent out try to distract anyone who might be tracking the crew down.

Twelvetree of the DCS corporation has a job with +2 Credits danger pay but it has to be done now. It's a hot job which increases the chance of getting a rival. There are no conditions to the job and private transport is available.

The Dockside association (a private organisation operating in the habitation zone built in what was appears to be Hangar) is also offering a job, with +1 Credit danger pay. It has to be this campaign turn or the next campaign turn. There are no benefits or conditions to the job. There is a hazard for this mission that 1 enemy is a VIP (+1 Toughness and combat of 2). 

While out looking for jobs, Shorty gets a tip off from a contact....this is the first quest mission for the crew.

There is a Brittannia criminal gang operating in Wreckage and the station authorities don't have the muscle to deal with them. Due to Wreckage Station being the size of a moon, it is easy to lose a army in a single sector. The criminal gang is known as the Iron Ladies, and they have managed to get a remote airlock operational. This could be how the Brittannia grunts encountered in the previous campaign turn, got in. 

The station authorities are concerned that the gang may be involved in smuggling, trickling information and possibly try to disrupt the station's economy. There is also concern that in the event of an invasion the gang may possibly carry out a little espionage. 

Wreckage Station is independent and lies in a forgtten (dark) system. It embodies the freedom that the crew desire. As many of the crew have had bad experiences from life in Brittannian colonies and love freedom, they feel that this gang is a danger to Wreckage's independence. Stopping the Brittannians feels like a good quest mission for the crew.

There is an AI controlling the airlock located in a next sector to the airlock. It is old bead type and disabling it will require just pulling the AI chip from the socket. Due to the age of the AI and it's encryption it cannot be bypassed or replaced. Removing it will disable that airlock permanently. 

As Captain Loops and Maya are out this turn it will be just the lads. Maya gives Joey her colony rifle to give him better range. 

After travelling down the station's core, the crew heads to the sector with the control panel. Like the crew's first mission, this sector is filled with steam vents causing visibility to be limited. That may work in thier favor (I hope). There is also something shiny worth 4 credits just over the other side of the Iron Ladies barricades. With the steam the crew might miss it unless they are close to it.

There are five Iron Ladies gang goons guarding the control panel. They are armed with scrap pistols and blades, including the leader. There is one Ganger armed with a shotgun. 

"Ready, guys? T Bone you grab the AI chip, the rest of us will cover you. The control panel is just ahead" Lem takes the lead in this fight.

 "Just us boys eh!" Joey grins as they prepare to move forward "The boys from the Problem Child!" he exclaims exictedly like they are some kind of special group. Eye rolls is the response from the three other team members. 

The feild of battle. 

The Iron Ladies are guarding the Airlock control panel.

Under the cover of the steam clouds the crew creep forwards. Joey climbs onto a shipping container trying to get a height advantage.

Spotting the Iron Ladies through the steam, Joey and Shorty open fire missing thier targets and alerting the Iron Ladies to thier presence. 


"Come out, little pigs!" the Iron Lady leader calls as she advances forwards trying to find a target in the swirling steam clouds. Meanwhile over the other side, Joey finds himself in the crosshairs of the shotgun wielding Ganger. The blast hits him without wounding him. It stuns him and pushes him backwards off the container without causing a further wound.

"You alright?" Shorty shouts.

"Yeah, I landed on my head!" Joey grunts back grimacing. 

Lem creeps forward in cover spotting the Gang leader in cover behind a pipe stack.

He takes aim and fires his hand laser, stunning the leader. 

T Bone finds some nice cover and lets rip with his plasma rifle at the Iron Ladies in cover missing them. A chorus of swearing and cat call come from behind then barricade.

The assault by the Problem Child's crew fire up the Iron Ladies with renewed effort (which means a random gang member gets to have a second activation at the end of the turn)

Lem continues to creep forwards in cover to try catch the Gang Leader in the open. 

Spotting her, he fires his hand laser again killing the leader.  

The Iron Ladies behind the barricade can now see Lem through the swirling steam mists. Screaming with vengence they fire thier scrap pistols at Lem. A single shot hits him and taking him out of the fight. 

The Crew and remaining Iron Ladies exchange fire, missing each other and just wasting ammo.

Joey fires wildly missing his target and charges forward. 

On seeing Joey closing the shotgunner screams in fury and charges forward to engage him in close combat. 

The Iron Lady lands a blow putting Joey out of the fight. 

Sensing the tide of battle turning, the rest of the Iron Ladies, leap the barricade and charge forwards to engage the remaining crew members.

Seeing the gangers approaching Shorty fires his Needle Rifle at the advancing figures in the mist, causing a hit but not wounding the Ganger. On becoming stunned she flees away to a safer distance.

The stunned Ganger feels the need to renew her effort, shakes off her suppression and charges back into the action. Meanwhile, T Bone takes the shotgunner out of the battle with his Plasma rifle (the steam from the vents prevented the security cameras from capturing this). 

Game event, the remaining gang members are losing heart in the fight and it won't be much longer until they flee the fight. 

Shorty gets into a hand scrap with the Iron Lady and to her surprise holds his own.

Meanwhile another Ganger moves towards T Bone, hoping the container gives her enough cover to engage him in close combat.

Multiple plasma bolts from T Bone's plasma rifle slam into the ganger, blowing her to bits. "Damn!" T Bone exclaims in shock.

Another ganger pushes herself to renew her efforts and leaps off the plasma housing to attack Shorty. The second attacker overwhelms Shorty, taking him out of the fight. 

Seeing thier leader killed and another gang mate blown to bits the two remaining Iron Ladies decide that they have had enough and flee the battle. 

T Bone makes it to the control panel to disable it, pulling the AI chip and dropping it into his pack. Despite the victory the Crew have taken heavy injuries in this fight. 


Post Battle:

The crew have gained the A&I chip. T Bone hopes to break its programming at some future point as it could be used in a beadbot. If Lem survives, he might be able to help as he has the Hacker skill. 

The Iron Ladies on having thier smuggling plans foiled are now Rivals of the crew. This will make future campaign turns more interesting. 

It turns out that this quest mission is a dead end as there is little information about Brittannia's interests in Wreckage Station. 

The crew gain 5 credits for this mission, donated straight into the ship's account from a unknown source. This event has gained some speculation that perhaps this is a reward from Wreckage's leadership. That takes the crew coffers upto 16 credits.

1 Shot of the drug Still was found on the battlefield and the crew also came across a Neural Optimisation Implant (character cannot be stunned). 

Lem makes a miraculous escape from the battle and is ready for the next fight. Sadly he has managed to lose all his kit and weapons (and his wallet!) during his escape. But he has gained a luck point. It seems Lem is being smiled upon. 

Shorty survives the fight with only minor bruising and will be able to take part in the next mission. Sadly Shorty's snooper bot got damaged and will need repair. Who knows how much that will cost? 

Joey was carried in by T-Bone, with a crippling wound. Captain Loops spends 2 creds getting Joey some surgical help and Joey should make a full recovery after one campaign turn in the Problem Child's sick bay. That takes the crew coffers down to 14 credits. 

The crew's actions has made them a freind amongst the locals (I am going to use the contact as a station offical) and gains them a story point. 

Lem reflects on his adventures so far, gaining another experience pointpoint then spends 7xp to upgrade his Combat skill, hopefully it will make him more useful in the next fight. Captain Loops gives Lem 3 credits to buy a replacement weapon and he picks up a Needle rifle from a pirate crew in the next docking bay (Wreckage Station sees a lot of criminals coming here to trade or fence goods as it is off the official radars of the Galactic powers). The crew coffers are down to 11 credits. Not a bad amount for a crew with no debts.

Next campaign turn will see most of the crew back in action apart from Joey who will be in the sick bay. 

This was a close fought fight. I did remember this time, to use the battlefield events chart which makes the game more interesting. The renewed effort event really helped the Iron Ladies stay in the fight & do some damage. I was thankful that in next event they lost heart in the fight as T Bone would have to take on two gangers and I don't think he was that lucky.

Thanks for reading.