Showing posts with label Fluff. Show all posts
Showing posts with label Fluff. Show all posts

Tuesday, 20 May 2025

Wreckage News Bulletin #1

The all new news bulletin 

Residents and Visitors of Wreckage Station, Lord Valchiria has commissioned this news bulletin for your information. Please enjoy.

Defence systems now operational

Lord Valchiria is pleased to announce that the salvaged weapons systems from various wrecks in the debris cloud, are now operational after successful test firings. These will join the salvaged fighter ships in defence of the station.

Dead world finally named

The name of the Skeletal world that this station orbits has been lost to time. Lord Valchiria has named the world from his first impression of it when he discovered this system. From now going forward this world is to be known as "Corrosion".

Polite Notice

Residents are reminded not to call visiting Pirates "villainous murderous scum" (at least not to their faces) as the pirates either respond with extreme violence or go into extreme party mode, causing much mayhem and havoc. Residents are reminded that Pirates, Smugglers and the professional criminal entrepreneurs from across the Galaxy are the life blood of this station. We need them to keep us supplied and in business. Anyone killed from insulting Pirates will be treated as a suicide or as "Death by extreme stupidity" as decreed by station law. Any damage or mayhem caused by Pirates reacting to insults by extreme partying will receive a bill for the damages. Thank you for your attention. 

Not an Assassin

It has come to the ear of Lord Valchiria that there are rumours circulating that he is a trained assassin or that he keeps assassins on his staff. Valchiria rebutes these rumours saying that the death of his father and several Residents who do not have the station's best interests at heart are just unhappy coincidences. He went on to say that people need to take extra care with space craft filtration systems and using air locks. Laser shavers also need to come with much stronger warnings for use, after his late Father accidentally and brutally decapitated himself while shaving with one. 

Tengun 

Recently a crew of Freelancers operating in the station's dark zones ran into a band of Tengun convict Legionaries. These people have gained unauthorised access to the station and their presence here is of some concern, as the "empire" (as it likes to call itself) has a habit of occupying places by force. Tengun is a threat to us and all free peoples. They are also bitter enemies of many of the pirate clans, with whom we do business with (who also see them as ruthless competition). If you discover anyone with a Tengun accent or uniform please report them to the Station authorities or the Guard. 


Image of Tengun Legionaries captured by station security cams.

Reminder

All residents and Station visitors are reminded that trips to the surface of the world below (now known as Corrosion) is strictly forbidden. This world is possbily still contaminated by replicating GELFs, all vessels must be authorised by Lord Valchiria personally and must not land on the surface. Any vessels breaking this rule will be destroyed without question.

Dockside Resident Association 

On the way up socially? Want to live in a trendy upcoming area? Then come visit the Dockside Resident Association and see the fabulous selection of Habs available overlooking the space port. Come see us at our dockside offices for further details. 









Saturday, 10 December 2022

Zone Raiders - life in Megastrata 170622B on the post singularity Matrioshka

Hello and welcome back. 


I am getting my background fluff together for my Zone Raiders setting. Zone Raiders is a small skirmish game by Tony Xano that is set in a Matrioshka sphere in the post singularity. It is a high tech post apocalyptic setting on what is essentially a unimaginably sized space station. 


The Matrioshka sphere is a thinking machine powered by a Dyson sphere built around a sun (possibly our sun the background doesn’t specify!). It is constructed with many spheres built over each other, each split into uncountable continent sized Megastrata. 


The post humans built Matrioshia to develop a fully automated thinking machine that would enable them to join together as one consciousness in the Singularity. This took a long time and the post humans used humans as workers, companions and possibly pets. During the time taken to develop, construct and perfect the brain, the post humans entertained themselves by creating genetic constructs, sentient robots, machine animals and many new technologies. When the brain was complete the post humans vanished into the singularity leaving their creations and humans to survive in the Matrioshka alone.


Megastrata 170622B - is over 12,000Km x 12,000Km in size. The floor of the Megastrata is littered with all manner of dead machines, ancient 4d printers, pipes, ducts, vents, tanks, vats, cables, towers, domes, biodomes, toxic lakes, radiation pockets, ruins, rust deserts and more. What townships or city’s that exist in the Megastrata are hundreds of kilometres apart. The city zones are the only true safe spaces from the dangers of Matrioshka. Although the city zones have the other dangers usually associated with civilisation. Beneath the floor of the Megastrata there are many hundreds of levels filled with tunnels, pipes, ducts and travel tubes. Legends speak of old domes and storage bunkers deep below the ground of Megastrata 170622B. 


The Megastrata ceiling is some 10Km above the floor. Massive inverted towers hang like stalactites from the ceiling filled with artefacts of the ancients (the post humans) and possibly supplies. These towers are incredibly difficult to get at. Old disused mono rails hang from the ceiling. There are hundreds of levels above the ceiling reaching the upper edge of the Megastrata. No one knows what exactly is hidden in the levels above Megastrata 170622B. All of the outer bulkheads of the Megastrata are hyperdense and impenetrable although that doesn’t stop attempts to break into the neighbouring Megastrata.  


In addition to the many environmental hazards in the dark zones of Megastrata 170622B there are wild tribes of Morlocks, prowling Immunocytes looking to attack for anything sentient , sentry nodes, out of control ancient industrial machines, wild electrical discharges, unmapped Immunocyte nodes, nano-swarm leaks, strange plants, toxic fungi, strange creatures and technobeasts. 


There will be future posts with more detail of Megastrata 170622B. Stay tuned.


Thanks for reading.


Stay safe out there.

Saturday, 5 August 2017

Matt Black City Report day 9 - Supplies


Journal of Senior Mag Stevo.
Date 30060117

Day 9: Supplies

It has been eight days since we set off from Utopia and things were starting to look grim. Black kept talking about eating his boots and socks. Again I stopped him on health grounds, especially his socks. Monk claims they are a evolved life form of their own and highly toxic.

Things changed for the better today when Utopia contacted us and advised us to switch on the Shuttle's transponder.

Half an hour later two supply pods crashed onto the roof top. There was a third pod but the navigation system failed and it was lost near the mountains.

The supply pods are modified long range guided missiles with the warhead removed and a extended fuselage to take the cargo and extra fuel cells to extend the range.

We now have a extra solar still, solar panels, emergency lights, a small medi bot, survival kits, water canteens, anti radiation and toxins kits, extra munitions for our pistols, survival shelters, a solar heater, cooking kit, a data chip and about 2 weeks worth of food.

Sadly the missing pod contained perimeter sensors, spybot drones, a sentry gun with 2000 rounds, four assault rifles, 1000 rounds of ammo, more pistol ammo and frag grenades. Looks like we will have to rely on our side arms and basic Magistrate street kit. I hope the lost pod isn't found, that kit could set a gang up. Unlike our pistols the assault rifles do not have a DNA switch in them to prevent illegal use.

We got busy setting up and stowing the kit (after turning the transponder off!). Then we stripped the pods for parts. The engines maybe tradeable. The remaining fuel cells have been stored. Batteries and air vein charging systems have been jury rigged so we now have emergancy lighting on the top three floors.

Looking at this from another angle, I guess we may be alone here for at least another two weeks.

Examining the data chip on the Shuttle's reader it is filled with all manner of survival data, information on most of the world's factions known to us, Trog & Grot biology and as much information on the layout of this city and surrounding lands as Utopia could find in it's data banks. Both Monk and Warren are itching to study the data.

There is a new radio broadcast from the ruins. This is on the old public transmission bands and is unencrypted. Kraptoidiots have now set up a station advertising their awful products broken up by a babbling idiot playing the same three awful ear worm tunes. Much of the old personal tech found in the ruins (usually on human remains) will be able to pick up the broadcasts once recharged. I think K2I hope to have quite a audience.

Black and Warren think we should storm the site and take out the station just for the musical content alone. I suspect after a short while the gangs here may be doing that for us!

Thursday, 20 July 2017

Matt Black City Report 5. Orders!



Journal of Senior Mag Stevo.
Date 26060117

Day 5: Orders!!

Finally high command has gotten back to us. Our orders have changed. We are to stay here in the city, dig in, gather intel and report.  Renforcements are on their way and should arrive in the next few days.

We are not to engage the Trogz or the other factions here unless in defence. Where possible we have to find possible allies. The tomb is to remain unmolested and intact.

I suspect that like us UHC are wondering just what is going on here and what the Matt Black Trog's plans are.

The good news is that the riots have stopped in Utopia City. The PSI divison came up with some gadgets that jammed the PSI signal. These have been placed across the city. Although they have a side effect of giving people headaches if the get too close to the PSI jammers. At least the city is safe.

The others are not happy that we have to remain here. But that is our orders. I have advised Utopia about our current supply status. I hope we get a resupply soon.

Looks like we are here to stay for a long time.

Saturday, 30 January 2016

Civilisation - A Blood & Fire faction.

Civilisation is the nearest thing the post apocalyptic world has to a city state. The state is based in around 5 freshwater lakes, which are possibly the only remaining freshwater lakes in the world. It may be the only green place left in the world. Civilisation is protected by the high mountain range the lakes are located in. The passes into the mountains are blockaded and guarded to stop raiders. The steep mountain sides are linked by the Great Wall, a protective wall of strap and rubble.

Water is taken from the lakes to irrigate the soil which grows the crops used for food and fuel production.

There is several settlements of varying size within the state each fortified by piles of dirt and salvaged scrap. Each settlement has a mechanic/fixer, medic and armourer businesses that deal with keeping things running. The larger settlements (Sanctuary & Sun City) have several of such businesses.

Unfortunately with civilisation comes a darker side, the crime. Civilisation is plagued by petty theft, various organised crime gangs and roaming gangs of road crazies. The authorities have trouble containing these elements. Many gangs roam beyond the great wall looking for salvage and adventure. The gangs of Civilisation have better armed and equipped vehicles than the clans of the wastelands. This leads to them having the advantage but also becoming targets for the Clans.

Civilisation is protected by a roaming police force which runs about in old police cruisers. They are backed up by an elite force of heavily armed Interceptors which are built by the state. The Interceptors often go beyond the state's walls and patrol up to 50 miles away. They often go up against roaming wasteland gangs. The interceptors arsenal of machine guns, grenade launchers and autocannons are often more than a match for the roaming psychopaths in the wastes.

Locations within Civilisation:

Sanctuary:

Sanctuary city is the capitol. It is a ramshackle city of about 10,000 souls. It is home to the Halls of Justice where the police and interceptors are kept, repaired and maintained. The ruler of civilisation President Smeeg holds court in Sanctuary towers.

The bunker of the Nu Life Corporation lies within the city walls. The corporation exists to improve the lives of civilisation whilst there leading scientist Dr X is working to try to reverse the damage to the world. Nu Life trades H20 diffusers with people beyond the walls of Civilisation which is of concern to Smeeg who thinks the scum may use the diffusers to become strong.


Sun City:

Sun City is Civilisation's second city with a population of about 5000. It is the location of the State's refinery. Plant matter is used to make fuel which powers the vehicles Civilisation uses. Fuel and oil thefts are common place and the police force and milita are kept busy trying to contain the crime.

Population:

The township of Population (pop 1540) is at one end of the infamous Anarchy Road. Population is the site of the State's munitions and armourer factories. Population is the only township where human waste and the corpses aren't used as fertilizer on the fields. These are used in munitions and explosives manufacture instead. Old world weapons are brought here and refurbished/repaired before being put to use on the Interceptors.

Motortown:

Motortown (pop 1200) is located in what was an old world car factory. There are new parts for thousands of vehicles. Some of these used for trade but mainly they are used for the production of the Interceptor cars.

There is thriving black market in new car parts and a style of armoured buggy nicknamed “the Renegade” is produced in sheds and caves across civilisation. They are often used by the criminal gangs within Civilisation and can also be found in gangs far beyond the walls of civilisation.

The police often confiscate any renegades that they find and make use of them as support vehicles. Some official state sanctioned gangs are also given the renegades and the cars are often used to escort goods convoys between the townships.

Anarchy:

Anarchy (pop 300) is a dirty slum of a town and is regarded as a hive of villainy. It lies upon the infamous Anarchy Road that runs across the state. The road is plagued by criminal gangs. The township is regarded as the centre of the black market trade in vehicle parts, weapons and food.

Dust:

Dust got it's name from the dusty desert plains it is built upon. Dust (pop 150) is a small town centred in amongst the muck farms. The land here is too poor to grow crops. Instead the farmers develop rich soil which is sold to better farms across the state. Some of the over worked richer soil is brought back to the farms in the hope to make better soil.

Dust is known as Civilisation's graveyard. The dead from across the state are brought to the muck farms around Dust. The corpses and other garbage is fed into what was wood chippers. The blood, flesh and bone sprays over the dead earth in an attempt to enrich the poor quality soil.

DrX spends a lot of time around Dust trying to find new ways to improve the soil quality.

Other Factions:

Dead Eye Gang – a criminal gang operating out of Anarchy.

Screw Jockeys – a roaming nomadic biker gang involved in various crimes. The often operate on the Anarchy Road.

Stalkers – no one knows where the term came from but Stalkers go out into the wastes looking for buried ruins. They return with whatever salvage the can find. The Stalkers often operate off road vehicles & trucks in military colours. Some Stalker convoys have the odd Renegade escort buggy. Despite their appearance and the time spent out in the wastes the Stalker teams are still considered vital to Civilisation's survival. Many Stalkers prefer to live in remote camps a few miles beyond the great wall claiming that they feel at odds with civilisation. As far a Smeeg is concerned he is happy to have these weirdos live outside and the camps do add an extra element of security to the state.

Milita:
All young folks above 16 years spend 2 years service in the Milita. The Milita guard the walls and gates across the state. There is a hardcore of permanent full time officers in the Milita. Most citizens must go for two weeks active service/training per year within the Milita. This allows Civilisation to have a on hand army should a horde sweep in from the wastelands.




Sunday, 27 July 2014

After the end

Here is the start of the background fluff for my new modern post apoc setting. 

I found a pack of exercise books and pens when I was working through some ruins. I thought I would record what happened so those that follow know. That is assuming that those follow can actually read this. Hopefully these books wont end up as fire fuel or with some wastelander wiping his backside on them. 

Everyone thought that the end of the world would come from one of the many wars between . However it was just a ordinary day when they noticed a whole field of space rocks right in the Earth's path only a couple of days away. Earlier in the year two asteroids out in space collided destroying each other. Apparently the debris had drifted right into our path. 

Hundreds of thousands of space rocks sat in a dense field right in front of us. They told us not to worry as they where all small enough to be burnt up in the atmosphere. It would just give us a couple of spectacular light shows. They got it wrong. Very wrong. It caught us unawares. 

The giant flaming rocks smashed into the planet. Some exploded in the upper atmosphere not causing much damage. The majority exploded below the altitude airlines fly at. The air pressure from the exploding rocks wiped out anything below them. Each explosion emitted a thermal radiation burst causing fires and third degree burns. Firestorms raged across the surface of our world. Huge rocks from the  fragmented asteroids and fell to earth causing craters, destroying buildings and starting yet more fires. 

The rocks also smashed many satellites and the space station out of the sky adding further destruction on the world below. 

Some of the space rocks made it to the world's surface intact causing massive damage. Craters hundreds of meters wide and buildings for many miles flattened. The thermal radiation caused fires for many more. Thankfully only one of those hit the UK but other parts of the world where not so lucky. 

There was a few asteroids that fell in a glancing blow to the earth. The tails burning everything under them. When they finally hit the earth they cut a path into the earth cutting new gorges. Deep horrible scars in the earth. New hills were formed and places got buried by the displaced earth.

During the three days of bombardment some rocks hit the seas causing tsunamis, flooding many areas and causing yet more destruction. Here in the UK places like Liverpool and Glasgow got smashed by massive waves. I dread to think how many folks died in their hidey holes by water flooding. At least the flooding put some of the fires out. Well you have to find the positive in these things right?

For weeks many earth quakes and tremors rocked the world shaking some of the surviving ruins down. Landslides crushed yet more places. A few volcanoes also kick started into action spewing lava and ash. Some Professor I once met said that Iceland is now nearly twice its original size. He also told me that he estimated that three thousand asteroid strikes hit the UK alone. 

Here in the UK survivors started to emerge after a week or two, usually when their supplies ran out. We staggered  into the remains of our shattered world. We saw things in those ruins that we should have never seen. Things that haunt our nightmares still. 

The clever ones headed out of the towns and cities for fear of diseases spread from the rotting dead bodies. Some surviving villages, settlements and farms accepted the refugees with some resentment. In other places all out battle started over the buildings. 

The remains of the UK government started weak radio transmissions telling survivors that the UK will be evacuated from the South East. Many made the dangerous journey south back then. I guess less than half of them made it there. 

They where not the only radio transmissions. A radio beacon was transmitted from a army base in Edinburgh hoping to attract more survivors and evacuation by the surviving government. The beacon went silent after nine months. A wanderer from the area told me that a war had started with local gangs surviving in the ruins of Edinburgh. It seems the commander made a few bad decisions and the gangs overran the base. Only a few from the base escaped the city. 

Winter hit and it was harsh. Much harsher than we had even seen before. It lasted for over eighteen months. Eighteen months of ice and snow. Except the snow was dirty grey with ash. Many froze or starved to death. Things where not much better in the government evacuation camps although they got limited food and supplies from the government. Those holed up beyond the city ruins where forced to return to salvage supplies. 

Eventually the long winter ended and the light returned. The skies became blue again. As the temperature increased the corpses thawed too and began to rot. The dead came to claim the living with the spread of diseases. Folks in the ruins got sick and many died. It was a rough time for the human race. But it was not all not bad.  Here in the UK a new radio transmission started. It transmitted after dark and gave information to survivors on how to survive. Useful stuff and I know many would have not survived without this information. No one knows where the transmissions come from but many of us regard  them as our savours. To this day the transmissions continue.  

During this time the remains of the UK government formed a new government under a surviving member of the Royal Family. It was renamed New Albion although many know it by the nickname of “the State”. New Albion kept all those who had hoped for safe evacuation as prisoners. Those fit enough where pressed into military service. The rest were forced into farming and rebuilding. Their radio transmissions became a invite to a better life by joining New Albion. Food, water, medicine and work awaited. Word spread that this was a lie as a few prisoners had escaped and even today people escape the state. 

New Albion took control of the London ruins as far as the M25 corridor and as far as the south coast. They also control as far east as the ruins of Reading. Windsor is now the seat of the “King” and the remaining social elite live in “luxury” in Eaton. Everyone else in New Albion is little better than a slave. The State has limited access to tanks and even helicopters. That is how they protect the parasitic elite of New Albion. Personally I think it is sad that we have a chance to rebuild society from new and we go ahead and repeat the mistakes of the past.

Now you would think we had suffered enough but no. There was more to come. The sea levels started to rise after the long winter ended. They have risen by nearly 9 meters causing much flooding. In  many places many survivors had to flee inland. The center of New London flooded and these districts are now known as “New Venice”. 

Here we are, five years after the end. Life is still tough but it is getting a little easier. The only animals left are rats (which are getting very large), crows, ravens and packs of wild dogs. There is claims of big cats and monkeys out in the wastes too. A few settlements have also managed to keep animals for work purposes. All the easy salvage is gone and many of us are now having to dig for loot. Good stuff still turns up in the ruins. We are turning a corner, mankind may just pull through this. 

Doc Cosmic
Box Fort
Liverpool Ruins

Monday, 30 December 2013

What miniatures for the Great Lakes Factions?



My mind has all been a flutter for what figures to use for the Great Lakes forces in my new Post Apoc setting. I have been tempted by the Ramshackle Iron Brothers minis for the army of Great Lakes. Sadly funds will be short this year so 2014 is looking to be another Frugal year. 

In the figure pile I have a mix of WW2 to modern figures in the collection awaiting painting. Mainly USA and British. So I will be converting away I expect. 

After digging through the minis piles there may be other options available to me. I have come up the following military style figures to use for great lakes: 

1:- Mix of WW2 to Modern figures (American & British) with some converting. I have a handful of Warzone plastic Imperial Trenchers which will do for elite forces. This will give a Fallout NV NCR style force with a ramshackle look to them (mix of equipment & kit). This would make a pretty decent sized force.

2:- GW 40k IG. Mix the plastic Cadains & Catchains I have unpainted. Add some SM Scouts for elite forces. The downside of this is that this force would be a little too high tech looking in feel for what I want.

3:- GW 40 Tallarns:- I have a handful of Tallarns in the pile. They make great wasteland looking warriors. They are a bit limited in numbers to make a full force (cash flow is not at the minute). Although they could make a good scout or long range wasteland squad for another force.

4:- Combat Zone Plastics:- I have 10 plastic CZ warriors still on the Sprue and a pile painted unused from my CZ days. Head & weapon swaps with Warlord WW2 to make infantry. They would then have body armor that doesn't look too high tech. Maybe use the gangers (I have 15 of them unpainted) like Themightyflip over on the Post Apoc Wargames form has with old Necromunda figures, as a Milita force. Again weapon & head swaps would make them look the part. Maybe use the WZ Trenchers as the elite force. I would need a distinctive look to make the army look uniform but rag tag.

5:- Mix the ideas in 4 and 3. 

I was thinking of adding a large patch to the shoulders of the figures in maybe blue or another color (Great Lakes will use white and blue in the flag). 

Then again a faction with the industrial capacity to produce ammunition and limited amounts of firearms would be able to produce uniforms. Or at least dye old uniforms to make a uniform looking force. Brown would be a good choice or perhaps grey? Black has a certain intimidation factor.

The other option is to go for a bright color. Modern forces go for camouflage and drab colors to protect the soldiers. However bright colors are easy to make as uniforms from Napoleonic and earlier eras prove. Would a Wasteland force fighting tribals and scavengers need camo? Bright colors would have a certain psychological advantage. 

What do you think? All ideas welcome. 

Sunday, 8 December 2013

Republic of Mad Dan Vs Great Lakes Background.


 
*T-Graph Transmission from Outpost 45 to Great Lakes City Command*
++ Scouts have returned from the mountains to the North. They have finally found a pass through the mountains. Initial recon shows evidence of winter survival shelters. Please advise++
*T-Graph Transmission from Great Lakes City Command to Outpost 45*
++Permission granted to scout out the pass and the report inital findings of lands on the other side of the mountains. This is a priority order++

2 weeks later....

*T-Graph Transmission from Outpost 45 to Great Lakes City Command*
++ Scouts have returned. It has taken three days to traverse the pass. The pass is hard going and will be difficult on anything but foot. There is evidence of Survival shelters all along the pass. Possibly used by local hunters. No sightings or recent evidence of Human population. Lots of interesting animals in the mountains which could be exploited for game hunting. There appears to be desolate wastelands beyond the mountains. Old vehicle tracks have been found so there is possible Human occupation. In the three days in the Wastelands no Human contact has been made. There are many dangerous beasts in these lands. On returning through the pass the Scouts have reported that there will be difficulties in fitting a T-Graph route through the mountains. End of Report++
*T-Graph Transmission from Great Lakes City Command to Outpost 45*
++Convoy will be dispatched to Outpost 45. Convoy ETA with Outpost 45 - 3 weeks. Outpost 45 will provide the Scouts to cross the Mountains. The mission is to settle the new lands before the winter hits.++
*T-Graph Transmission from Outpost 45 to Great Lakes City Command*
++Commander Ponga of Outpost 45 advises that the expedition into the new lands be delayed until the following spring. It is too late in the year and the passes will be closed soon. The new outpost will be isolated until spring++
*T-Graph Transmission from Great Lakes City Command to Outpost 45*
+Negative. The expedition is to go ahead. The new outpost will have to endure until the Spring. Adequate provisions will be supplied+

3 Weeks Later...

 
*T-Graph Transmission from Outpost 45 to Great Lakes City Command*
++The expedition convoy has arrived safely at Outpost 45. They will be traversing the mountains in the morning.++

1 week later

*T-Graph Transmission from Outpost 45 to Great Lakes City Command*
++Some of the Scouts have returned, the others have remained with the Expedition. The Scouts have reported that the Expedition has arrived at a suitable site and construction of Outpost 112 has begun. Lt Meers has command. The Scouts report some attacks by wild mutant beasts but nothing that couldn't be dealt with.++

2 Weeks later....

*T-Graph Transmission from Outpost 45 to Great Lakes City Command*
++Laying of the T-Graph cables has been delayed as winter has hit the mountains. The pass cannot be traversed. 2 engineers where lost in the blizzard conditions. They are assumed to be dead. Outpost 112 is completely cut off. We wish them good luck++
Lt Meers Log - Outpost 112
The Scouts have returned the pass is closed. We are isolated from Great Lakes City. Here, alone in these Wastes. Our supplies should last if we are careful. There is plenty of (hostile) wildlife here. We can add to our provisions by hunting. We have scouted locally and found some resources. There is some evidence of humans here but there has still been no contact.

1 week later.

Lt Meers Log - Outpost 112
The temperature is dropping here. It is getting colder by the day. Several of our long range scouts have not yet returned. The other scouts have reported several large beasts hunting them. It is possible that they have fell. We are sending patrols out to try to find them.

3 days later.

 
Lt Meers Log - Outpost 112
Several of the missing scout's remains have been found. It looks like something has eaten them. I have put the men on full alert in case this beast comes here. Hopefully our defences and numbers will keep the beast at bay.
2 days later
Lt Meers Log - Outpost 112
The last scout has returned. He was delirious with dehydration. He claims that he saw a smoke column far to the north but couldn't get close. A pack of wild dogs attacked him and he was forced to return. We will be sending a emissary with some provisions and armed guards to try to make contact. It may just be a hunters settlement. In our isolation I hope that these people will be friendly. Hostile locals will make our mission a lot more difficult.

1 Week Later - The Mound - The Warlord's Shack....

"Boss, there is a man at the gate with a couple of guards!" Dragon exclaimed.
Warlord Mad Dan looked up. "Tell him we have one!" Dragon grinned.
"He claims he is here as a ally. He is from some place called Great Lakes. He wants to be friends. Tinker has a bead on him"
"Never heard of it. Bring him into the main hall. Tell the boys to be ready in case his friends decide to get playful." Mad Dan ordered and then returned to shaving his head with a combat knife.
Later that day - The Main Hall - The Mound...
Warlord Mad Dan settled into a old armchair fitted to the roof of a truck cab that made up the far wall. He looked at the man standing before him. He appeared calm despite the Warlord's warriors lining the walls.
"Well?" the Warlord growled. He was feeling hospitable today.
"I am here as emissary of the City of Great Lakes. I came from our new Outpost on the edge of your lands. We seek to trade and be friends."
"City? As in civilisation?" the Warlord asked.
"Oh yes. Civilisation. We have come back from the ashes. The have industry, bankers, politicians and more. The very sign of civilisation. We sir will bring you with us"
"Bankers? Politicians?" The Warlord Growled. "My Granpappy told me that Bankers and Politicians where the cause of the fall. It angered the Matt Black God and he rained death upon the ancients!"
"Nonsense sir!" Seeing he was losing him the emissary reached into his pouch. Several warriors reached for their weapons. The Emissary passed a tin to the Warlord.
"What is it?" he asked suspiciously.
"Why its Spam sir!" the Emissary exclaimed with pride his chest inflating.  
"Spam? SPAM?" the Warlord roared. He nodded to a figure in the shadows. Dragon stepped into the light and a blade flashed cleaving the Emissaries' head from his shoulders. The Emissaries' body dropped to the floor. Quickly the guards where overpowered and disarmed.
"I hate bloody spammers!" the Warlord growled to the amusement of the assembled warriors. "Some one get rid of that!" he ordered pointing at the body.
"Rych,come here. Return that head to this Outpost. Deliver it with a message from me!" Rych picked the head up and stared into its eyes.
"Cor he has real beady eyes don't he boss?" he laughed carrying it out of the hall by the hair.
"Tinker - get them prisoners to work. We need to have new Outhouses built seeing as Harvey blew them up! If you prisoners work hard you will be released one day. Annoy me and you will be dancing in the mutant pits. They don't get to eat often"
"Harvey - go find some vicious Rad Roaches...we need new ones seeing as you cooked them!"

1 Week Later...

Lt Meers Log - Outpost 112
A man arrived today asking to see the Boss. I guessed he was talking about me. The man looked wild and dressed in animal furs. Still at least he was warm. He delivered to me the head of our Emissary, poor Sully. The man claimed his name was Rych and his Boss (a Warlord Mad Dan) has a message. Great Lakes are to leave these lands or we are dead. I told the man of our predicament. He laughed and said "then you are dead". I tried to arrest this Rych character. He claims his Warlord has the two guards. If he doesn't return they are dead. I cannot allow this. I let Rych go telling him that I would like to parley with his Boss. He just cackled insanely.
With this new information I have put the Outpost on high alert. Double Guard and patrols. I wish we could get a message to Great Lakes, but the Scouts tell me that there is no way through the pass.
 
 
 

Thursday, 22 August 2013

Sprue Cutters Union #5:- My Philosophy




This weeks Sprue Cutters No5 is to talk about our philosophy when it comes to model making. 

So what is my model making philosophy? I have read about the other Sprue Cutters philosophies here: 

The Combat Workshop
Kermit’s Bench
Martin’s Scale Models
Havoc Models
Yet Another Plastic Modeller
David Knights Weblog


I can see the passion in accurate historical model making. The research and attention to detail. I have to admit that I went through a period of being like that myself when I made historical dioramas & kits. 

However I have always considered this my hobby and didn't care too much when people has things like the wrong markings on a vehicle or uniform. This is there hobby too and they do what makes them happy. I do get a bit irked at obvious things like modern uniforms or kit turning up in a WW2 setting. I have even got wound up at hollywood for the wrong vehicles or vehicle chassis in some WW2 movies. But Historical is Historical it has factual details. However if its a Historical fantasy then I wouldn't care. 

These days my philosophy is one of anything goes. I mainly make Science Fiction/Fantasy models these days any I tend to make or do what makes me happy. Creativity is the key and historical just doesn't allow my imagination to run riot.  

I have been making models for a long time and I am still learning. My skills are still developing. I do not consider myself to be above the advice of others and I am always open to constructive criticism. 

The other thing I tend to do is encourage others in their model making. Even if its just a kind word. If I can give advice or constructive criticism I will, assuming they want it. Just because some one has made a model that isn't very good by my standards, its theirs and their effort. We were all like that during our first steps into model making or miniature painting. Being negative wont help any one. Nor is it my place to judge what they make or how they make it. With time their skills will improve. Like many hobbies it needs new blood to help keep it alive. More people building models, collecting miniatures and tabletop gaming the better for all. This has been one of the main philosophies behind the Post Apocalyptic Wargames Forum of which I am the owner/head moderator. 

So to sum up my philosophies are: 

  1. Anything goes. Creativity and imagination are the key. 
  2. Its everyone’s unique hobby and they do it for pleasure. Its not my place to detract from that. 
  3. Always be open to advice and criticism from others. 
  4. To encourage and help others in the hobby with a kind word, advice and constructive criticism. 

Sunday, 4 August 2013

Asylum City Campagin & Background to the world.

Here is some background to a campaign I am running. It gives some more details to the world at +100 years....


With Utopia city evacuating various parts of the Brittannia wastelands things changed. Some survivors from Brittannia bunker city made their way to the colony under the command of Lord Blackdaggar. Blackdaggar renamed the colony as New Albion and they continue to thrive trading fresh food with the Brittannia Corporation (founded by Britannia survivors) in Utopia City. New Albion makes a fair profit as fresh food sells for a premium in Utopia.  

Three other groups of Brittannia survivors made their way into the wastes. One headed North and formed Nu-Caledonia on the borders of Pictsie land. Another headed into the Nukadonia mountains and have not been heard from since. The last fled across the wastes over a thousand miles to Liberty City. 

Meanwhile the Mutie Men vanished. No one knows where. 

The mutants in Mutantchester angry at Utopia for not taking them lashed out at the mixed normal/mutant community at Trashford. The humans are kept as slaves. It did not stop there. The mutants joined forces with Milton Hole to the south and have a small kingdom. 

They attacked Vali’s fortress and where pushed back. However Analfield fell and is now a mutant outpost in the boneyard. Gladys town still exists but is under constant attack from the mutants. Mutants also use the Mutie Man camp of Noggsie as a outpost. 

Skraptown lost the Skrap wastes and depressing ruins to the mutants. Skrap town is a fraction of its size in a small fort which is run by a man called Skull. The mutants also hold the Iron Tower Boneyard to the north. 

The Pictises and Nu Caledonia  have pushed the mutants back out of their lands despite their allies the Blue Skull Trogs mysteriously vanishing before the mutant uprising. 

The mutants have split the Sunfall coasts and Nukadoina from the Keininnie Mountains. The town of Laird, Copperhead and the Secret Vally have proved too strong for the mutant hordes. Doom Vally was attacked as the stabilised mutants there (the Vermen & Smoggers) are not regarded as true mutants. Since pushing the mutant hordes out of Doom Vally the Vermen & Smoggers have formed an alliance with Laird and Copper head. 

Vali’s Fortress has grown in size from Brittannia refugees and further refugees from the mutant war. The fortress now has a small fortified town surrounding it. This incorporates an old pre war mental hospital (itself a fortress) and the town has become known as Asylum City in the surrounding wastes.

Asylum city has a problem. No supply chains to Laird, Copperhead and the Secret Vally. No new weapons or machines. The ruler (Princess Vali) feels that they are poorly equipped should the mutants strike back. She has put up hansom rewards for Stalkers and Scavengers to bring her weapons.  

Her right hand man Sham is currently in the wastes on a secret mission to secure weapons and new allies. 

Meanwhile in a bar in Asylum City a old map finds its way into the hands of some Stalkers. The seller assures them that this map is one of Sham’s and has places where some good loot is to be found. 

The lead Stalker, a guy called Tonker gathers some goons and they head out for riches and loot. 

Saturday, 16 March 2013

Designing my Mega City

I have been getting inspired by 2000AD's Mega City One. I like the whole futuristic city thing (with a mix for serious, amusing and pulp like storylines) with a post Apocalypitc world beyond the walls.

The setting already mixes much of my mini collection. It be good to get a chance for many of my gangs a chance to clash. Mighty Flip's background on the Post Apoc wargames forum is pretty similar to what I have in mind, mixing in elements of inspiration from 2000AD, Borderlands and Fallout.

Long ago I drafted out a mega city but here is my dilemmas.

Do I make it on MBW as a new entity? The problems with that is the history not to mention the orbital nuke stations. The MC would have issues with the SOS bunkers and the Nuke Stations would have hit the city hard during the second Nuke bombardment that wiped out the Bunker Cities. Would the Nuke missile screen still work? If such a city survived wouldn't it keep transmitting a SOS to the galaxy to highlight the atrocities that happened and to get aid?

I could grow Liberty city but it would have take in lots of Wastelanders and then grow exponentially for 300 years to reach MC1 size. By then much of the wastes, ruins and salvage will be gone. The toxicity levels will have dropped and the world would be healing.

Another idea would be to slip it into my Wild Galaxy setting as a war torn over populated world possibly a transport hub for the Edge systems. This would allow me to add embassies from various space nations and a Space Port. Such a worlds wastelands would also be a great place for Space Pirates to hide out.

I could do a modified MC1 on Earth or maybe copy some of Flip's setting ideas so it's after world war 4.

The most work would be to re-write MBG world as a setting around a surviving Mega City.

Ideas and thoughts on these ideas would be appreciated. I also hope Flip doesn't mind me using his setting as inspiration.

Monday, 22 October 2012

The Alliance - 15mm


The Alliance was formed from three space nations. New China, The Galactic States of America and the United Anglo States (China, USA and a mix of British & Canadian colonies). As the Nu Terran empire asserted itself it launched massive attacks on all the newly formed space nations. Deadly planetary bombardments left the worlds Nu London, Beijing and Manhattan as radioactive contaminated ruins. Washington, Manchester and Glasgow narrowly escaped from light bombardments as their brave fleets performed desperate suicide runs on the Nu Terra battleships.

Other pressures on these nations came from the Neo Soviet Peoples Federation, Europa and a mixed bag of homegrown terrorists. In this time of need they formed the Alliance which has since become a federated state with its capitol at Hong. The Alliance became the superpower in the Galaxy controlling over 90 systems. They forced Nu Terra and its other enemies to peaceful negations. Despite the "peace" between the major powers it doesn't stop frontier skirmishes between them.  

The Alliance has influence in the outer worlds and trys to play big brother whenever they can causing much mistrust and hatred of the Alliance. 

Two squads of infantry 

Heavily armoured infantry with grav packs. 


Power Armoured Alliance troops. 

Sunday, 30 September 2012

Wild Galaxy....setting & fluff

Its not all Post Apocalyptic madness here. I do like a bit of Sci-Fi fun too. You cant beat a few space ship battles or scraps over some remote station with pirates. 

Over the years I put together my own setting as I love to create my own factions. It is inspired by the Firefly/Serenity TV series/Movie but there is also salutes to the Freelancer computer game, Borderlands Computer game, Starship troopers, Alien(s), Red Dwarf and the Fullthrust/Stargrunt universe. There is some inspiration from the feel of the old 40K Rouge Trader universe too. 

I tend to steer clear from alien races other than bugs but I have included some Space Dwarves and Ratmen in my setting. I like the whole the bad guys are humans thing. Who knows as I get inspired I may add some one day. 

Enough of my rambling and on too the background fluff. I hope you enjoy it. 


Humanity ventured into space and made a glistening empire with Earth as its centre. Many worlds were terraformed and at the height of humanities empire there was an estimated 200,000 settled worlds and colonies. There were millions of space stations and asteroid stations through out the Galaxy. 

Eventually Earth was renamed Terra and it's solar system was the most populated in the galaxy. Earth’s satellite was renamed Luna and became a massive place for Earth’s scientific communities to work and operate. Mercury had a special mining operation on it, Venus and Mars had been Terraformed. Mars became a massive military base for the empire. Venus was a sprawling mass of jungles and used as a holiday resort by those living in the Terra system. Mars’ moons, Titan, Pluto, Charon and many more places in the Solar system had thriving bases on them. Every planet had a string of space stations. Hundreds of  mining operations ran in the asteroid belt and Oort cloud.

When the empire had reached 500 years old a terrible incident happened. Terra simply exploded. No one knows how or why. Some claim an alien attack or some experiment that went wrong caused the event. There are some claims that a GELF (Genetically Engineered Life Form) revenge attack caused the loss of Terra. 

The Terra system was devastated as each planet was subjected to meteor and storms which caused a great deal of devastation. Mars and Venus were worst damaged. Several space stations where destroyed and many more left as wrecks drifting in space. 

Earth was the glue which held the Terra empire together and it unravelled as many wars started as quests for power and control began. This lead to great destruction and countless billions lost their lives in the wars.

Today 150 Terra years on the galaxy is a wild and dangerous place filled with many small empires and many thousands of independent worlds and systems. In many places Corporations flourish without governing forces to interfere in their operations. They break deals and wage war on pirates, independent worlds and each other. Corporations like to asset strip worlds and are mistrusted. 

Near the edge of Human Space there is a much higher density of independent worlds, bases and moons. Worlds and stations range from tribal savagery through to high tech glittering gems of civilization. There are many places were no one rules and many smaller factions scratch a living scavenging and salvaging. Since the empire's collapse Piracy is a very real danger. 

As humanity expands into the Galaxy a new danger is present (or possibly an older one) as it is beginning to encroach on a part of the Galaxy known as GELF Space. GELFkind fled here after the GELF wars some 300 years ago. Many GELFs still carry a hatred of Humanity. 

Many worlds and stations through out the Galaxy were left in a state of devastation by the wars. Venus and Mars lie in ruins and are haunted by gangs of scavengers. A new Asteroid belt exists in Terra’s orbit, haunted by scavengers, treasure hunters and pirates. Luna was battered by Terra’s destruction and without a world to anchor too it drifted out of the Solar system and its position is currently unknown. The other asteroid belt and Oort cloud is currently controlled by pirates. Terra’s other bases have recovered slowly and live in constant conflict with each other for resources.

As the solar system of Mankind’s homeworld is now a solar bad lands littered with Pirates, scavengers and renegades the remains of the Terra Empire retreated to the worlds of Alpha Centauri system. They reformed the empire from the old one. 

The Nu Terra Empire is one of the largest in the Galaxy today but is only a fraction of its original size. It rules some 40 systems close to the Terra System and makes it presence felt in many more near its borders. Despite all this they have real problems trying to inflict any sort of law and order on what was the Terra System. However they keep doggedly trying to keep control of the home system. 

The Nu Terra Empire are looking for Earth’s lost satellite Luna and answers to what happened to Terra. They are also looking for a weapon or technology to give them the edge over other worlds so they can rise again to rule the Galaxy. 

Nu Terran Warriors wear light green or blue uniforms. Navy and Marines wear light grey. Vessels car painted in a white livery with a blue dot insignia.