Sunday, 8 July 2012

Project Pandora - Grim Cargo. First Thoughts

Project Pandora is a Tactical board game by Mantic Games set in the bowels of a Space Ship. It comes with rules, dice, boards, counters, 10 Corporation Marines and 10 Veer-myn miniatures.




The rules look simple enough with some nice rules to keep the game interesting. As Mantic's Sci-Fi rules Warpath are aimed at Platoon level games I think that the Project Pandora rules could be easily tweaked for more smaller skirmish games. 

The Boards are nice looking and unlike the old GW Space Hulk are more versatile. There are no walls on them, doorways or jigsaw type locking lugs. I should imagine that you can easily expand the set by printing off renders and sticking them to boards.There are a few with grid patterns on them out there which will fit the rules.

The Mantic minis look good. The Corporation have some spare weapons so you can go for some specialists. They look to be true 28mm and scale up well with Combat Zone/EM4, Hasslefree and Heresy minis. For conversion nuts the arms are separate so it may be possible to use EM4 Combat Zone Trooper heavy weapons with them to make a more varied force. The Veer-myn look to scale well to GW Skaven. All the minis went together okay with minimal fuss.

When they are painted I plan a game or three. Further updates on Project Pandora when I have some games under my belt.

I have decided that the Veer-myn will be going rusty metal colours. That way they will fit my Vermen ( old Shockforce Gothrats and modified GW Skaven) force. The only decision is what colour to paint the Corporation Marines. As these guys wont be getting attached to my other forces I am thinking about painting them white. 



The one thing that this game is making me think is maybe its time to build my Starship game boards in a similar vein to my tunnel terrain, but more high tech. I am torn between shiny white corridors or the reality of what a vessel will look like...dirty and grungy. 

Notes on settlement size and Faction types..

Settlements vary in size from a handful of folks to a city. Typically I work to these figures - camps up to 20 bodies, Settlements/Farmsteads up to 30 bodies, Villages 30 to 200 bodies, Towns 201 to 500 bodies, Cities 501 to 5,000 bodies. Settlements larger than this do not exist on the world with one exception - Liberty City.

Anarchist
Anarchist gangs roam the wastes. They believe that the the apocalypse came to free mankind from its overlords. As such they go out of their way to destroy anything that may help mankind rebuild or anything that survives the old times. They are against any faction larger than a village. Anarchists vary in their degree of operation. Some such as the Manic Wasteland Preachers are happy to preach the virtues of Anarchy to anyone who will listen. Others such as the Wasteland Loonies will attack anything that resembles law and order. Some Anarchist bands (depending on their outlook and mood) may help locals defend themselves from predatory bandits or raiders.
Allies: None.
Enemies: Law Bringers, Civilization, Corporation, Cults, Raiders, Slavers, Syndicates, Vaults.

Bandit: 
Bandits live in the wastes and are parasitic preying on anyone weaker than themselves. They attack, steal and extort what they can. Bandits will only kill or severely injure their victims if pressed. They need their victims alive for killing them would cause them to starve. Bandits will fight other bandit gangs for turf. They will also protect their victims from raiders and mutant beasts as their victims are no use to them dead. Examples of Bandit gangs are the Glowing Coast Playboys, Liberty Rouges and the Razor Heads of the Neosov Wastes.
Allies: None
Enemies: Everyone.

Civilization: 
Civilization are places that have become organized for defense. These may be a handful of villages, a town or a city. A mark of civilization is that they are trying to rebuild and put in infrastructure such as roads. Some are controlled by a large gang. Some have a organized military force, police force or both. They have laws and taxes too. Civilizations vary greatly in their style and philosophies.
Examples of Civilizations are Liberty City, New Sodom City, Ahnk, Nu Moscow and the Sun and Moon.
Allies: Depends on the Civilization
Enemies: Anarchists, Depends on the Civilization.

Corporation:
Corporations existed before the end. Only one survived the end The Kraptoidiots Corporation. One other Corporation has emerged since, The Risen Corporation. The Corps hate each other.
Corporations are trying to reform the world in a Corporate form with the workers at the bottom little more than slaves with little hope of elevating themselves beyond their station. The Corps own even their staff and operatives.
Allies: Possibly Civilizations depending on their viewpoint. Whoever is low enough to trade with them. Maybe Mercs.
Enemies: Other Corporations, Anarchists, Bandits, Anyone not from the Corporation. 





Courier: 
In a world were danger lurks beyond the settlement walls few people will travel. The Couriers are another faction that walks the wastes...or drives across them in heavily armoured vehicles. They provide a service of transporting small items, news and messages across the Wastelands. As a result Bandits and Raiders like to intercept them. You don't want word getting out that you have just attacked a settlement. You don't know who will turn up to spoil your party. There is another type of Courier that also transports people and larger packages too. 

Allies: Their employers
Enemies: whoever tries to stop them.

Cult: 
Cults come in many forms. There are cults involving most of the major Religions (usually in a much corrupted and twisted form), older belief practices and many other oddball ideas. They live in fortified “monasteries” and keep to themselves unless they are out to enlighten or kill the non believers. There are some Doomsday cults out there too, who believe that the end came for a reason and continue the slaughter. They hope to kill themselves when everyone else is dead.
Examples of cults are The Children of Goodness, Little Sisters of Mercy, Church of the Matt Black God, Followers of the Matt Black God, Cult of St Milla and the Cult of the Purple Helmet.
Allies: Vary depending on cult. Usually very rarely.
Enemies: Every one not of the Cult.

Farmstead:
Farmsteads usually exist within a few miles of villages, towns, cities and syndicate bases. They try to scratch a living off the land and trade what they can for other supplies they need or protection.
Allies: Hunters, Stalkers, Tribals, Civilization, Traders
Enemies: Raiders, Bandits, Corporations

Hunters:
Most Settlements have a hunter or three. These are specialists in hunting animals and in some cases humans for bounties. Hunters are welcome as they go beyond the barricades into the wastes and bring food back for the population.
Allies: Stalkers, Farmers, Civilizations, Traders.
Enemies: Bandits, Raiders, Corporations

Law Bringer:
The Law Bringers are odd factions. They are found in many settlements village sized and above keeping the peace. However they will walk the Wastes hunting famous wrong doers to make the wastes a safer place. In some places the "Long Walk" is considered as a retirement package for the Lawbringer. Lawbringers will often assist other Lawbringers from other settlements and the “Long Walkers” in capturing/killing wrongdoers. Examples are the Law Bringers of Glowing Coast and Liberty City.
Allies: Settlement they Serve. Possible alliance with other Lawbringer groups and retired Lawbringers doing the Long Walk.
Enemies: Bandits, Raiders, Anarchists, Slavers, Criminals in General.

Mercs: 
Fighting is a way of life in the Wastes so you may as well make some jack out it! Mercenaries can be found in many settlements. They carry out many functions were a extra bit of muscle is needed. Some Merc companies are the descendants of pre end military factions and maintain military colors, flags and kit. The downside of employing Mercs is that they may change sides if the pay or conditions is better.
Allies: Who they serve or who will pay the most.
Enemies: Who they are told to attack.

Militia: 
Militias are forces in Civilisation areas and raised from locals to defend their homes and resources. They are often poor in quality having lived behind the settlement’s walls most of their lives. Militia personnel often guard gates. They get one or two training days when they join and are left to do their jobs on a part time or on an as needed basis. Better defended places may have training days once or twice a year to keep their militias skills sharp.
Allies: The place they serve.
Enemies: Who they are told to attack, Raiders, Bandits.

Nomad:
Nomads roam the wastes moving from place to place. They perform odd jobs, scavenge and trade. They are often looked down upon and mistrusted. However Nomads are also considered to be a good source of news and trade items.
Allies: None
Enemies: Lots

Peusdo Cult: 
Pesudo cults follow an ideal in a almost religious fashion. They are similar to cults in their structure and actions. Examples of this are the Guardians who take Technology and keep it for themselves in the name of protecting mankind from itself and the Mattblack Healers who are looking to educate and heal the Wastelanders in the hope that there will be a future.
Allies: Few
Enemies: Who ever opposes them.

Raider: 
Raiders are psychotic bands of maniacs who take what they want or need from whoever that may cross their paths. They do not think twice of killing their victims and delight in acts of extreme violence and depravity. Typical Raiders are the Outcasts and Autoskum gangs.
Allies: None.
Enemies: Everyone.

Scrap Wranglers: 
Scrap Wranglers roam the wastes in huge vehicles looking for scrap metals and wrecks. They cut up what they can then haul it to the nearest settlement or syndicate/corporation factory were they trade it. Scrap Wranglers also trade other items they may find in the ruins. Due to the nature of their job they often attract Bandits and Raiders. Some locals also take offense at the Scrap Wranglers stealing from their turf. Some Tribals see them as desecrating the hallowed places and take offense.
Allies: Some Stalkers. The syndicates, corporations and traders they deal with.
Enemies: Some Stalkers, Raiders, Bandits, other Scrap Wranglers, some local gangs and tribals.

Stalker:
Stalker is a nickname from the pre times. No one knows where it originated or why they should be called this. Stalkers are a independent faction and are seen as saviors of their communities. Many consider them as daredevils for the jobs they do. They venture beyond the settlements walls and scavenge the ruins for items to help their communities survive. Sometimes they bring back other old world treasures too. They always have a horrific story to share. Successful Stalkers have fame and fortune. However life is short for many. The places they wander into are filled with horrible mutants, bandits, raider and toxic poisons. Stalkers will also serve with Warbands made up of militia, Law men, Mercs and hunters tackling threats to their settlements.
Allies: The settlement they serve.
Enemies: Bandits, Raiders, some scrap wranglers, some tribals, slavers.

Slaver: 
Slavers wander the wastes raiding settlements for slaves. They take the captured slaves and trade them at settlements who take slaves.
Allies: Only those they trade with.
Enemies: Depends on the morals of who they meet and who slavers are trying to turn into slaves.

Syndicate:
Syndicates are made up of settlements who produce items or provide goods and services. In some areas it may be a trader, weapon/vehicle repairer and ammo manufacturer. Syndicates often have problems with corporations trying to take them over. Some syndicates use slaves while others pay for work. Syndicates often employ Mercenaries as a security force. Typical syndicates are the Wasteland Construction Company, Wasteland Travel and Laird.
Allies: Traders, who ever they trade with.
Enemies: Bandits, Raiders, Anarchists, corporations

Traders: 
Traders roam the wastelands trading items for profit. They trade with settlements, farms, syndicates, stalkers and scrap wranglers. For many places they are a life line. Traders often employ mercenaries. Examples: Trader Tommy.
Allies: Who ever they trade with
Enemies: Bandits, Raiders, Anarchists, Corporations

Tribals:
Tribals have returned to a low tech existence living off the land. Each tribe has it own unique look, beliefs and customs. Some have even developed their own languages. Tribals usually steer clear of the ruins and technology of the old world. They are forbidden or sacred places haunted by ghosts and demons.
Allies: Possible alliances with some Traders, Nomads and other tribals.
Enemies: Bandits, Raiders, Corporations, Some Stalkers and Scrap Wranglers.

Vaults: 
The Vaults where bunkers developed for the everyday folk to live in, for a price by the unscrupulous Vaultsys corporation. Although they are well equipped they do not have the facilities of the government SOS Bunkers. The majority of the 10,000 Vaults constructed were filled before the end days (99%). The Vaults were designed for 100 people to live in for centuries and could easily expand to take 150 bodies. Many have survived and remain hidden. They are places of isolated high tech groups who fear the outside world. The corporation that built the vaults have run many social and other experiments on many of the Vaults unknown to the inhabitants. It is thought that 25% of the Vaults have been destroyed during the Nuclear Assault. Another 20% have been lost to outside invasions by Bandits, Raiders, Corporations, other forces and systems failures. 25% have been lost to “failure” of the experiments the corporation ran.
Examples: Vault 99
Allies: Not Known.
Enemies: Bandits, Raiders, Corporations, Civilizations wishing to take the Vault in question, some Stalkers who may look to looting the Vault. 

Thursday, 5 July 2012

Background fluff - flavor for the Post Apoc

The world is a dangerous place of ruins and contaminated wastelands filled with rubble and dust. Dangerous mutated creatures live in these places. Nature has begun healing the damage allowing small parts of the world to become habitual again. In some places forests have returned to the world but they are dark mutant haunted places. Even the trees are twisted mutations of what they used to be.

Humanity lives in small fortified settlements to keep the creatures and raiders out. The type of barricades used range from the giant concrete walls of the bunker cities to massive rubble ramparts of major settlements to the ramshackle barricades of scrap that form the defenses of the temporary campsites.

There are many settlements out there. There are Towns and cities some with a uniformed security force, small villages guarded by gangs, descendants of the personnel of military bunkers, Cultist temples, Farmers, Psikers, mutants and more. Each settlement, town and city has its own unique character engraved upon it by its denizens. It is unlikely you find two remotely similar.

Few people head out into the Wastelands. Those that do ensure they have a decent set of wheels to stay out of harms way. Many settlements set up fortified outposts to act as rest stops in between settlements placed so that a crippled vehicle or poor foot slogger can reach them by nightfall. You don't want to be caught out in the wastes after dark.

Stalkers operate from the settlements bringing back old tech and items to help the settlement’s survival. These brave souls creep around the old ruins and wreckage taking on terrible monsters, cannibals, risking radiation and other toxins to find these ancient treasures. Some whisper that the Stalkers actually hunt the worst of these mutants and cannibal gangs.

Traders wander from place to place in well armed convoys trading their wares to make a profit. They bring news and supplies under the watchful eyes of their mercenary guards. Often Couriers will travel with Merchants to deliver messages in person to people.

Bandits live in hidden bases in the wastes. They prey on Stalkers, Traders and the Settlements. Bandits take what they want by force. Bandits rely on fear and will seldom kill or severely injure. They fully understand they Predator - Prey relationship. If they kill those weaker than themselves then pretty soon they will have no one to prey upon. Due to this understanding Bandits will often help their “prey” settlements when dealing with problems caused by mutant monsters, cannibal gangs and Anarchists.

Warbands wander from their settlements to raid others for vital supplies or to take out bandits. Warbands raiding each others settlements is considered a sport in some places and hostages are treated like VIP guests.

In the Wastes many Anarchistic bands exist. They believe that Anarchy and chaos is the true state, the end was a sign of mankind's errors and try to stop it happening again. Be it destroying old world tech, old world land marks or newly built structures. Many will fight any rising organized force or faction preventing the world from reorganizing.

Out in the Wastes there are other factions still to emerge from their bunkers and hidey holes. Who knows what they will bring to the Wastelands?

History of MBW -Pt2 - Dark Night!

High above Matt Black’s world a satellite watched the planets surface. The satellite was left by the Federation after “after” sterilizing the world of the horrific viruses the warring factions had unleashed on each other. The satellite’s function was to watch the world and look for the tell tale power signatures of space vehicles leaving the planet. The satellite has been equipped with a arsenal of powerful nuclear warheads to cripple and destroy such vessels attempting to leave the planet.

On the edge of the system a fragment of metal moves at incredibly high speeds. It is not more than 20mm across. A fragment from a space vessel from who knows where? Who knows when it started it’s journey? Over the years it speeds past the asteroid fields, warning satellites, automated gun and missile stations and past the mine fields.

The Satellite takes a impact and the metal fragment ends its long, possible interstellar journey inside the satellite. The satellite is damaged and auto repairs. Calibration tables for the sensors are lost. The back ups are too. The satellite loads factory defaults.

Then it happens. Several large power signatures on the surface that exceed the threshold levels. Weapons arm and launch. New fire falls from the skies onto the surface of Matt Black’s world.

The sensors in their newly re-calibrated state picked up not space craft signatures but the signatures of several small reactors powering some of the SOS bunkers and vaults that survived below.

One Missile scored a direct hit on the Aryanriche bunker city destroying the bunker and the mutants that had overrun it. Kaiser Basher may have applauded if two warheads hadn't crashed into the Castle his people had fled to.

Brittannia Bunker City took three hits wiping the city from the face of the map.

The planets biggest threat - the Enclave took hits to the main city, a captured Mil Bunker and a allied Vault. The new nation was destroyed and returned to the wastelands from where it sprang.

The Guardians home of Titans Ark took two hits destroying it. The Vault that spawned the Sun and Moon was destroyed along with the city along side it. Warheads also fell in the fledgling state of Neo Soviet.

The face of the world had changed. Darkness covered the skies in many places. butt his time it was only for weeks rather than years. The harsh Nuclear Winter didnt follow although crops did fail in many places and new generations of Bandits and Raiders were born. In some places Cannibalism is on the rise.

With Aryanriche gone many factions could relax, especially those containing mutants. The Wastelands around the area became more contaminated and was renamed “ Hated Wastes”. The Kaisers legacy lives on as his bands of Skin Heads still roam the world trying to force it to conform. How long these bands will last without their support networks is anyones guess. Those that escaped the Kaiser's realm when the Bunker fell formed their own village on the borders of the Confederacy Wastes and utilised what high tech stuff they brought with them.

Brittannia SOS Bunker and city was vaporized. It could no longer assert its threats to the communities of the Brittannia wastes. The Gangs of the Nu London Ruins and the Skrap Knights in their fortresses can relax a little. Although the city was gone a few of Brittannia’s old Warriors beyond the cities walls now serve other communities or work as bandits or mercenaries. Black Daggars Company stayed in the lush Fair Fields and kept protecting the farmers their. Lord Black Daggar hires his Company out as Mercenaries as needed.

With the Enclave gone their lands fell back under the control of the Scavengers and mutants they drove out of their lands. New Eden (or not so New Eden) is now more contaminated and the Ash Lands and Deserts are now slowly encroaching on the now dead country. All is not lost though. In a few places a handful of survivors look to rebuild. The question is what will they build.

The Guardians lost the military bunker they called home along with the founding chapter. With the bunker they lost a lot of military might and old world tech. The faction is no longer able to field Power Amour or old world tech. The survivors and patrols regrouped. The faction now much weaker split into a two new “chapters” and headed out into the Wastes looking for new homes. They are determined to continue the Guardians work of reclaiming old world tech for themselves.

Although the Sun and Moon lost their home city and bunker they where lucky that they survived with minimal casualties. The faction are moving and rebuilding in a new location closer to the Mojo Wastes. The Trog Mercenaries proved useful in the search and rescue missions as they are Radiation resistant. The Sun and Moon’s growth and expansion is slowed for now.

The Neo Soviet state suffered the loss of it’s SOS bunker. However their Capitol Town is far away from the bunker and the State only suffered minor losses. Mattblackograd (the Capitol) only suffered loss of power as the Bunker provided it. The Bunker’s loss has stopped the military machine and the State is reliant on the weapons and kit it already has.



Liberty City and Nu Sodom City are the only cities that remain. Nu Sodom is small (pop 5000) and is not the type of place you would like to visit. Liberty City (pop 10,500) still stands and is the largest area of population on the world. Even they struggle to keep law and order beyond the city`s walls and farmlands.

What little Law and Order in the wasted world is now lost. What hold humanity had on the world is gone. In what was the “civilized” lands the out lying villages are building high barricades to keep the wastelands out. The Guardians, Sun and Moon and Neo Soviets are weakened and could fall to Raiders or Bandits. Thats if the internal factions don't rip them apart first. New contamination falls onto the world poisoning it further. Who knows what new monsters the Wastes will spawn? Stalkers roam into these new contaminated places looking for new items to take back and trade. Who knows what they may bring back? As for the Satellite, it floats high above its arsenals depleted. I wonder if there are more of these Satellites in orbit?

History of Mattblackgod's world Pt1


Matt Black’s world was like any other – until the death of its discoverer and namesake. When Matt Black died various factions mourned (they thoughtfully kept him alive on machines for 200 years!). Soon a bizarre cult formed and gained popularity. The cult of the Matt Black God soon became prominent on the world.

The cult waged war on anyone who they thought sullied the visions of the planets discoverer and ruler. Acts of petty terrorism were also committed in Matt Black's name. Pretty soon other factions where drawn into the conflict.  All out war raged across the planet with over 100 factions attacking each other. The Government could not contain the conflicts and its police and military force often got attacked by the people they were protecting. It was a time of paranoia, chaos and anarchy. 

The ruling government set up the production of SOS bunkers. Huge sealed underground facilities. Here a small army of citizens (200+) could live. There were enough supplies for them to live for a very long time. There were military grade weapons, munitions, equipment and vehicles for a small army stored in each bunker. In addition to this there were cyro chambers, manufacturing facilities and stores of raw materials. The government managed to build 200 of these bunkers.

The government where not the only ones building bunkers. Many factions where building underground facilities. The majority of these where laboratories for creating the latest high tech Weapons. 

Meanwhile above ground the war raged on. Each faction deploying all manner of weapons. The world was filled with toxins from the weapons and living up top was getting pretty harsh. War droids and GELFs (Genetically Engineered Life Forms) where also deployed during the hostilites. Out in space a fleet arrived to evacuate the planet. The government put its plans to fill the bunkers on hold.

At this time only eight bunkers where fully populated. A further ten had only skeleton crews manning them. The rest where running on automatic systems waiting to be populated. Then two things happened. One faction embroiled in the war launched a biological attack. A plague that rotted people and made them flesh hungry monsters. Another faction responded by launching a rage virus attack. This virus filled people with uncontrollable rage and bloodlust. Quickly whole populations where wiped out or turned into monsters.

The Federation fleet was shocked by what was happening on the planet below. It was decided that they could not risk these viruses getting off the world. They where ordered to "Nuke the planet from orbit" to kill the monsters roaming the surface – it was the only way to be sure.

The Nukes rained down on the planet bathing the world in a fire storm. Extra missiles where dropped onto the infected zones and anywhere a space craft could launch from. Matt Black's world was left a mess of toxins and radioactivity. As the fleet left it deployed several automated satellites in orbit programmed to destroy anything leaving the planet. The system was then heavily mined and more automated weapons stations deployed. It was ruled as a danger zone and entry into it was forbidden!

In addition to their problems the denizens of Matt Black's world had to suffer the after effects of the strikes. Tidal waves, earthquakes, volcanic eruptions and years without light.

75 years after the event the world of the Mattblackgod is unrecognisable. Once proud cities stand crumbling ruins, vast tracts of land are reduced to wastelands, massive craters pock the landscapes and toxins bubble to the surface of the planet.

Humanity is still struggling to survive here. Some of the SOS bunkers emerged and  founded cities. Smaller cities exist too and there are lots of settlements in the wastelands. Life is hard. Radiation Pockets, Toxins, Chemical Storms, Warbands, Crazies, raiders, slavers, mutant creatures and the occasional Cannibal are constant problems.

Mutation is commonplace on the world and there are new races – although recently it seems that there are some new stable mutations out in the wastes. You might think some one was making them (the folks on world have forgotten that at least two of the races exist in the galaxy beyond the world). 

Welcome to the world of the Mattblackgod. Where desperation is common place and men kill for a loaf of bread or a bottle of clean water. Where food, ammunition, fuel and clean water are real riches. Where Death awaits…..

Sunday, 1 July 2012

The Transporter

Out in the Wastelands you need a HUGE rig to haul goods, people or loot about. It helps if they have a decent ability to cross rough terrain too. 









Loads of room for a gang to hang out! 




This beast is so large it can even carry other vehicles!! 




Or a couple of large containers looted from some bunker or other! 


This started as a 1/24 Rommel Rod kit. As it was way too large I hacked it to make a rig for my wastelands. The cab, cab door and flatbed is scrap plastic card (recycled plastic voucher cards). The gun and cab window are resin items by Ramshackle Games. The frame is sprue the kit came on. Add a liberal sprinkling of bits from the bits box and its done. The rest of the bits on the model are from the kit. 

Scrap Wranglers

The Scrap Wranglers are a mobile version of the Stalkers who operate out of Liberty City. They use vehicles to push deeper into the ruins and strip what they can including scrap metal. Then they return before dark (even in a hefty vehicle you don't want to spend the night in  the ruins or wastelands) to the safety of their compounds. The Scrap is kept in a huge junk year in Liberty City and traded for other items the gang needs. 


Meet Vikki Scrapper...




Vikki likes long walks in the ruins and shooting mutants in the head. She says her ideal man is one armed to the teeth! 


This mini was a ebay scrapper (fitting that she joined this gang!)...she was missing a head and an arm. It started life as a Necromunda Esher. I fixed with a random plastic arm and a head from Iron Pig. 


Meet the rest of the gang (L-R)

Fuzz - who rides shot gun (left in old Police kit), Crazy Dave who gets to cut the scrap up with the chainsaw and Lefty who covers the gang with the LMG when they are "on the rob!". Fuzz and Crazy Dave are Kallistra figures and Lefty is EM4 Combat Zone ganger with the Heavy Weapons Torso and LMG. Cut up toy car tyres make up his shoulder pads.

The Scrap Wranglers Ride!!


What are the Scrap Wranglers without a vehicle to haul the loot about in?? 






This started life as a 1/35 M113 APC kit. I added wheels and all manner of junk from the bits box. Racks where added and the top hatch modified to fit without the weapons cupola. The repair plate on the side is a resin item by Ramshackle Games. 

Mellow Yellow - Combat Car!

Gunfire breaks out some where near the city. A freelancer jumps into his vehicle and screams through the city gates to re-enforce the Mercs and Watch! This is that Vehicle!!!





This started life as a Tesco toy car. Some guns where added and a decent (?) paintjob applied. The wheels have been superglued or this thing will be rolling everywhere during a game! Easy and cheap! Who says this wargaming lark has to be expensive?? 

Black Thunder - a Raider Technical.

The Raiders have a new toy. This technical slowly pulls into position and pounds the defences with its autocannon. It has become feared in Wastelands. Who knows where those devils found such a weapon?! 





It was a cheap 4x4 toy with the roof cut off. A floor plate was added to the rear and scrap armour made from greenstuff putty was added. A bits box delve provided the other bits n bobs. The weapon was a assault rifle from a cheap action figure. I trimmed the grip and stock and added a handle for the gun. The mounting frame is old plastic sprue and the Drive is a EM4 Combat Zone Plastic Ganger. In total this model cost me £2 for all the bits including the toy car. 


I intend this monster to be used in a planned future campaign and it will be the mission objective in one mission.

Blue Thunder - Ramshackle Trike






Blue thunder is a technical. A smaller enclosed engine was fitted and a mount for a SAW added. They gangs did want to have something with more power but it made the trike spin out of control everytime the weapon was fired. 


The trike is modified Ramshackle one. It has double wheels added to the back and the engine was left off to make a firing platform. The SAW post is a Q-Tip/Cottonbud stem and the brackets are greenstuff. The SAW was on a 1/43 tank. It likes its new home much better! The lamps are made from plastic covers for screws filled in with putty. Bed rolls and packs are from the bits box of doom!