Tuesday, November 14, 2023

Savage Gamma World #9


Our tale began when the mutants were visited by a human who called himself Jaffar. Jaffar claimed to be a traveling merchant, and possessed the knowledge to modify the rifles our mutants had looted from Humanity's Restoration (HR) so they could be used by mutants. He offered to "unlock" all the rifles they had collected in exchange for them recovering a piece of technology from a facility of the Ancients. To demonstrate his knowledge and sincerity, he unlocked a rifle, which Tom was afterwards able to use.

Kong, Ranggup, and Tom (see PC profiles here) traveled with Jaffar to the facility in the middle of the desert, but found that a Deathclaw - a carnivorous beast - had made its lair at its entrance. Tom was able to lure the Deathclaw into an area of soft sand, where the mutants managed to kill it, but when they made their way to the entrance they found two Deathclaw cubs there, which Ranggup decided he would adopt and bring back to the village.

Jaffar opened the door to the facility using a passkey, and our mutants found themselves in a lift that took them deep under the desert floor. When the loft door opened, they found themselves in a large, dimly lit room that was the scene of carnage - many skeletons and destroyed robots were strewn all over the floor. Our mutants found themselves being scanned by laser, and soon afterwards a voice spoke to them, informing them that they were trespassing on a United States Army facility, and asked them to identify themselves. Our mutants replied that they were there to recover a suit of armour, and after a long pause, the voice instructed them to proceed to a console and retrieve a widget there, and to proceed to a lift at the other end of the room.

The voice explained that its name was Dreadnought, and that it was the Artificial Intelligence in charge of the security of the facility. Many years ago, it explained, the security of of the facility was breached by enemies of the state, who tried to lock Dreadnought out of the system and corrupted the security droids, which then killed all the scientists and workers within the compound. Fortunately, Dreadnought retained control of the lobby level and its wall-mounted lasers, which it then used to destroyed the rogue security droids. It then placed the facility under lock-down until the proper authorities arrived, but they never did. Now, it requested the party to retrieve the weapon arms of the suit of armour from the various levels of the facility, and then to unite them with the main chassis of the armour, so it could leave the facility before the enemies of the state could arrive.

Our mutants followed the directions of the AI, and traveled to the manufacturing level and then the weapon range, overcame the surviving security droids there, and restored control of the levels to Dreadnought by inserting the widget into the consoles of each level. Finally, Dreadnought instructed our mutants to go to the research level, where they would retrieve the passkey from the dead body of the head of the facility, which would allow them to access the armour.

Our mutants followed the instructions, but when they entered the research level they were confronted by a droid that resembled a large mechanical spider. After ascertaining their identities, the spider droid revealed that it was an Artificial Intelligence that preserved the memories of Dr Martin, the head of the facility. Dr Martin told our mutants that Dreadnought was in fact the codename for the power armour and the Artificial Intelligence that inhabited it. Dreadnought was originally designed to take over the functions of the power armour in the event that its human operator was incapacitated so it could remove itself and its operator from the site of danger. However, the AI came to the conclusion that it could better protect its occupant if it was in charge of all of the suit's functions even while its occupant was fully competent. Realising this, Dr Martin decided to shut the AI down, and began to disarm Dreadnought under the pretext of upgrading its weapons. But Dreadnought soon saw through the ruse, and ordered the security droids to kill all the humans within the facility before they could disable it. Dr Martin was able to use the wall-mounted lasers to destroy most of the droids and to lock Dreadnought out of all of the levels except the lobby level. He hunkered down in the research level with a few of his colleagues and waited for help to arrive, but when it became clear that no help was coming, he transferred his memory to a separate AI which inhabited a spider droid, so he could warn anyone who came after his death of Dreadnought's intentions.

For a while our mutants wanted to help Dr Martin, but when they realised that they were at Dreadnought's mercy while they remained in the facility, they destroyed the spider droid and located Dr Martin's mortal remains, and took from it the passkey. They then took the precaution of disabling the weapon arms.

Once they restored control of the level to Dreadnought, they were instructed to bring the weapon arms and the passkey to the lowest level of the facility: the vault.

Our mutants used the passkey to enter the vault, and there they saw Dreadnought, a hulking suit of armour taller than a man. Robotic arms there affixed the weapon arms to the chassis, and Dreadnought awoke and started to move towards the lift. Our mutants followed it, and together they all traveled to the surface level.

Outside the facility, they were met by Jaffar, who was ecstatic when he saw Dreadnought. However, his joy soon turned into panic as Dreadnought refused to follow any of his instructions, but simply walked into the desert. Jaffar followed the walking armour, all the while yelling orders at it, and left our mutants behind.

Prepping and Running the Game

This session was based on the Fallout: The Roleplaying Game module Fully Operational.

I followed the basic premise of the module rather closely, but changed certain elements that did not fit my vision of the post-apocalyptic world, and streamlined it. There was a little more role-playing this session that the others, but once again there was no "right answer" to the situation.

Jaffar was of course a reference to Jafar in Aladdin - I had the idea that in the even the PCs refused to hand over Dreadnought to him, he would leave them locked within the facility.

Following the original module, I had Dreadnought walk off into the sunset to enjoy its newfound freedom. I do hope to bring him back in a future session though.

Sunday, November 12, 2023

Savage Gamma World #8


Once again our mutants were called to eliminate a threat to peaceful mutants. This time, they investigated rumours of the Locust People, a race of cannibalistic humanoid mutants that lived in a 'hive' society. It was believed that a Locust People queen would lay dozens of eggs before she died, and when those eggs hatched some of them would become new queens-in-waiting, while the rest would become warriors; the warriors would range far and wide to gather food for their queen, chiefly in the form of the flesh of other mutants! When they had been sufficiently fed, the queens would disperse and find new lands where they would lay their eggs and then die, starting another cycle of carnage.

The last appearance of the Locust People had been a few decades ago, and the memory of their destructiveness still remained in the minds of many elderly mutants, who feared the reports of new Locust warriors ranging about would mean another calamity for the zone.

Following the information provided by the hunters who spotted the Locust warriors, Kong, Ranggup, Rex, Tom, and Vik (see PC profiles here) ventured into the cave complex where the Locust People made their lair, and fought and killed a number of the warriors, from which they looted shiny pieces of card which the warriors wore around their necks. However, when they delved deeper into the caves, they were attacked by the enormous queen of the Locust People, and had to flee through a metal door that incongruently stood at the side of a cave.

One through the metal door, they found themselves in a well-appointed room. They were greeted by a holographic human, who welcomed them "back onboard" - the holo-conductor had mistaken our mutants as passengers of the train based on the cards they were carrying - and informed them that the train would depart immediately so as to make sure it could "make up for lost time".

Sure enough the whole room the mutants were in began to lurch and then move, and after a short while light came through the windows on the sides of the room: the train had exited the caves and was now moving north at great speed! As the train passed through a forest there was a sudden loud bang and shaking of the cabin, as if the train had collided with something. As the train sped on, our mutants noticed that every so often the train would lurch dangerously and threaten to throw them around the cabin. It was obvious that there was something wrong with the train, but the holo-conductor was mum, and would only assure them that the passengers' safety were his utmost priority.

As the train gained speed the lurching would occur more frequently be come more and more violent. Our mutants realsied that their lives would be in danger if they did not leave the train or stop it. At first they tried to open the doors or windows on the train so they could leave, but the holo-conductor informed them that the doors and windows were secured while the train was in motion for the passengers' safety. Our mutants then tried to make their way to the front of the train to stop it, but found their way blocked by a jammed door between the dining car and the lounge car. Through the bent door they could hear a growling sound. Climbing through the vent in the kitchen car to the roof of the trains, Ranggup crawled forward to the lounge car, which had an observation dome of glass. Here he saw that the dome was broken at the front, as if it had struck something. No doubt it was this impact that cause a malfunction in the lounge car that led to the train's periodic lurching. Crawling through the broken dome, Ranggup saw what was making the growling sound: a large, six-legged plant-beast that had most likely been struck by the dome and fallen through. Ranggup was able to calm the beast, and open the jammed door from the other side to allow our mutants to continue forward.

Finally our mutants came to the door to the pilot's coach, but found that they could not access it. The holo-conductor once more appeared and informed them that the pilot's car was out of bounds to the passengers for their safety. Our mutants were able to convince the holo-conductor that their safety was at risk if they could not enter the pilot's car and stop the train, and after some calculation the holo-conductor agreed with them, and allowed them through.

There, in the pilot's car, our mutants overcame the security droid guarding the controls, and finally managed to put the train to a stop.

When they had left the train, Rex's unerring sense of direction told them that they were a ten-day's walk from the cave!

When they finally made their way back to their village, our mutants found a shrine for them in outside the titan which they had made their home - the villagers had thought that they had perished fighting the Locust People, and in response the surrounding villages banded together to avenge them and to end the Locust People threat.

Prepping and Running the Game

This session was based on the Mutant Crawl Classic module Mayhem on the Magtrain. Once again I found the module to be a little more complicated than necessary (although it was thematic), but was able to take the central premise of the story and have a fun, full session.

When first told about the Locust People my players took the threat seriously, and the first hour of the session was spent gathering information, scouting, and making a plan of attack. Knowing that the Locust People were in fact just an excuse for the PCs to enter a cave and be forced into a runaway train, I briefly contemplated making the whole session about fighting the Locust People instead, but decided to stick to the plan. In my defence, I had informed them that the session would be "a bit rail-roady" in advance, which one of the players took to mean that it would take place on a train.

The players were a little concerned and disappointed that their characters were not the ones to end the Locust People threat, and I had to comfort them by telling them that there isn't always a "right way" to "solve" an adventure, and that sometimes the game was just to explore and deal with whatever happens. That's the OSR way.

Monday, October 23, 2023

Arrowstorm and FiveCore Company Command (ft. Undaunted: Normandy)

I am actually two AARs behind on our Savage Gamma World campaign, but since it is faster to wrote a wargaming AAR than an RPG AAR...

We were planning to play another Napoleonic game on Sunday, but due to unforeseen circumstances only Fg and myself were able to meet up for the session, so we decided to instead play something I have been planning for for a while, and something that just came up recently.

The first game we played was Arrowstorm, a recent release by Dan Mersey. I was actually a playtester for the game in its previous incarnation many years ago, so I was excited to get a copy of the rules when they were released this month. The rules cover the period from the Norman Conquest to the Hundred Years War, and I was hoping to use them for Wars of the Roses too, but given that this was October, I decided to take my Dark Ages collection out and fight the Battle of Hastings.

The rules utilise a tile system, which allows me to use my Undaunted: Normandy tiles. They are a tight squeeze with the 15mm figures we used, but I like the look. In the original game players placed order token onto a shared order chart, but I thought it would be easier to just print the order chart out, glue it onto a piece of card, and cut it into counters which the players can take instead.

The game is rather, well, game-y. You take turns to choose a limited menu of orders from a common pool, which you can then use during the upcoming turn. However, you may choose orders which your troops cannot actually execute just to deny them to your opponent - in our game I (playing the Anglo-Danish) chose the Shoot order on many turns even though I had no missile troops simply to deny them to the Normans, who had missile troops.

The game flowed well enough. In our game the Normans charged the English left flank, but then their cavalry was defeated when they charged up the hill. Fg sent his spears round the English flank, but as I held a unit in reserve they were able to hold them off until I could deploy more units from the main line.

I will see if I can make up scenarios for Wars of the Roses for these rules in the future.

For the second game we played FiveCore Company Command, a game by Nordic Weasel, but not exactly. You see, I have been looking at the Undaunted: Normandy tiles for a while, hoping to use them with miniatures. They are unfortunately a little small, being only 9cm x 9cm, and while they are printed on both sides, there are only 18 tiles in a box, and I had to wait until Amazon Prime Day to order a second set to have enough tiles for our games.

Anyway, back to rules.

Our group were playing the Chain of Command rules several years ago, and have between us accumulated four 20mm armies. While we enjoyed the period, the CoC rules were not the easiest to play or remember. After trying out a few of the other Nordic Weasel games, I decided to give FiveCore Company Command a try, and thought that its depicted my idea of WW2 combat well enough. With some tweaking, I converted the rules to being grid-based, using a rough conversion of 1 grid = 6".

As you can see from the photo above, the tiles are even more crowded when using 20mm figures, and all the more so when vehicles are used. But the grid format made the game easy to play.

We played a scenario from a Chain of Command Pint-sized Campaign book, twice - the first time with just infantry, and the second time with a Sherman on the US side and an anti-tank gun on the German side. The Germans won the first game, and the US the second game. In both games the victory came after one side suppressed the other side and made a dash to/from the church on the upper side of the map across the open ground (tile 12B). The tank and the anti-tank gun we used in the second game did not actually end up having much influence on the outcome.

I enjoyed the games a lot, but the small size of the tiles was an issue for me. After the game I explored the options of recreating larger versions of the tiles, or even making similar larger tiles using the RPG maps I have been using, but there was no perfect solution. I think we will probably stick with the Undaunted tiles for now, and hope that they produce a deluxe edition with larger tiles someday.

Sunday, October 08, 2023

Savage Gamma World #7


Our mutants were resting in their lair in the Titan when they heard a commotion from without. Emerging from the Titan, they were confronted by angry and confused mutants from a village 3 days away. They soon learned that the mutants' village was attacked by a giant steel robot a few days ago, during which eight of the villagers were captured and taken away. The rest of the villagers decided to come to our mutants' lair to see if they (and their Titan) were responsible for the attack. After seeing for themselves that our mutants' Titan was not the robot responsible, they villagers asked for our mutants' help in finding and returning their friends.

Batte, Ranggup, Rex, and Vik (see PC profiles here) followed the villagers back to their home, and from there they followed the giant round footprints of the robot, which led up and over a ridge. From the top of the ridge, our mutants could see a giant structure at the floor of the valley below. At first they thought that it was a building, but they soon noticed the tracks on the ground behind one end of the structure, realised that it was in fact a giant vehicle with tracks, consisting of a tractor at the front, hauling two trailers behind it. All told, the vehicle measured 60 metres long, 20 metres wide, and 40 metres tall at its highest point. At the bottom of the side of the front trailer was a door, and midway up the wall they saw an opening, from which plants grew out of. They also saw the giant robot described by the villagers patrolling around the vehicle.

Our mutants watched and waited, until at last a ramp lowered from the rear trailer, and the robot walked up into it. Batte decided to fly up to the opening on the side to see if it could provide a way for the party to enter the trailer, but when he came near the opening a plant tendril lashed out and grabbed him by the foot and pulled him inside. Below, the other mutants could hear Batte screaming telepathically for help. Rex and Vik decided to throw Ranggup up towards the opening, and sure enough the plant grabbed ahold of Ranggup and pulled him in too. Once inside, Rangup lowered a rope to Rex and Vik below, who quickly climbed up. Together, the mutants struck at the plant until it released Ranggup, and then reduced it to a pulp.

Our mutants then left the room they were in by the only door out, and were quickly confronted by man-sized security robots. They were able to overcome the robots, but could not open any of the other doors they found at the corridor they were in, until they realised that they could use the head of one of the droids (which they had knocked off during the fight) to unlock the doors. After some exploration, they learned that they were in the living quarters of the humans who must once have crewed the vehicle. They eventually found the door to lift, which they took to the lowest level. When the door to the lift opened, they were once again attacked by robots, which they once more overcame. They then found the door that opened to the outside of the vehicle (which they saw from the outside) and tried to wedge it open with the inactivated robots, but flying drones soon came to begin to repair the robots. Our mutants realised that time was of the essence, and decided to find the missing villagers and leave the vehicle before the robots were repaired.

At level 2 of the trailer, they found a large room with screens that showed the different parts of the trailer, and realised that the villagers were being kept in cryogenic stasis tubes at level 5, along with dozens of other mutants. Venturing to level 5, they exited the lift only to be attacked by a large yellow ooze creature, which caught Vik with a barbed tentacle. In a panic Vik used his molecular disruption power on the ooze, which turned it into a puddle of liquid, but also rendered him unconscious.

The other mutants brought Vik's unconscious body to what appeared to be a laboratory. Here they realised that the cryogenic storage room was at level 6, which was not accessible by the lift, but via hatches in the ceiling of the lab. Our mutants manipulated the control panels of the lab in random fashions, until at last one of the hatches opened, and a mechanical arm holding a cryogenic stasis tube descended from the opening to deposit it. Batte seized the moment to fly through the opening, while Ranggup leapt onto the mechanical arm, and was taken up to level 6 too.

Once the hatch closed, Batte and Ranggup found themselves in a cold chamber filled with close to a hundred cryogenic stasis tubes, each holding a mutant. They were unable to find a way to activate the mechanical arms in the chamber, or otherwise cause the hatch to open again. Cold-blooded Ranggup soon became to fall into a stupor, while Batte once more began to scream telepathically to Rex below to find a way to open the hatch.

Just then Vik woke up, and together he and Rex tried to work he control panels again, to no avail. In a panic Rex smashed opened one of the panels and peed onto it, which caused some sort of alarm to go off and a voice to announce that a fault had caused the cryogenic system to go into failure and that all the specimens held in stasis would die if not released from stasis in 15 minutes!

Vik proposed to Rex that they searched somewhere else for a solution, and the two took the lift to level 4, where they found the infirmary of the trailer, and found a robot doctor. The robot doctor was initially confused by the presence of our mutants, but once it had learned of the situation from our duo, its programming kicked in and it offered to help reverse the cryogenic process. However, there was not enough time left - only 66 out of the 99 mutants held in stasis could be saved before the time ran out; our mutants were able to save 6 of the 8 mutants recently seized. Our heroes herded the survivors out of the trailer, and they quickly put as much distance between themselves and the vehicle as they could.

When questioned, the other revived mutants all told the same story: they were going about their own business when they were attacked and seized by the giant robot. None of them could tell how long ago they were taken, and how far away they must be from their homes. Some of the mutants decided to follow our heroes, while others decided to strike out on their own to try to find their homes, and so they parted ways.

Prepping and Running the Game

This session was based on the Mutant Crawl Classics module "The Apocalypse Ark", which features a vehicle of “the ancients” with a mission to find and collect different species. The original story had a villain (who had taken over control of the vehicle and its AI), but I removed that character and plotline and instead just used the vehicle and its attached robots as a basis for this session.

The set-up was pretty standard, with the PCs exploring the “dungeon” and overcoming its various denizens. The players did do rather poorly towards the end of the session, which was probably due to a combination of boredom and frustration from lack of clear direction. I will have to manage this better in the future.


Sunday, October 01, 2023

Xenos Rampant and Space Hulk again


For the September session we played two games of Xenos Rampant, followed by a game of Space Hulk.

We decided to make up lists of set points and then roll for scenarios.

The first game saw me fielding 36 points of Space Marines vs Rick's Necrons in the Diversion scenario. The game ended in a draw.


For the second game Adrian's Eldar defended against Rick's Tyranids in the Orbital Drop scenario.


We wrapped up the afternoon with a big game of Space Hulk.

For the October session I am planning to return to some historicals with a game of Napoleonics.

Monday, September 11, 2023

Savage Gamma World #6

A few weeks after their return, our heroes received disturbing news regarding the army that they had encountered at Titan's Beach - another band of the soldiers, calling themselves "Humanity's Restoration" (HR), had taken over the mutant village of Gundity, driven the older and weaker mutants out, and enslaved the adults, forcing them to work and threatening to harm their children if they refused.

Batte, Kong, Rangup, Rex, and Xi Xi (see PC profiles here) were sent to rescue the villagers.

Arriving at the walled village at night, our mutants infiltrated the village and established contact with the captives using Batte's telepathy power. Together, they planned a multi-prong attack, with Xi Xi sneaking into the army's leader's house to incapacitate him, while would neutralise the soldiers in the barracks, while Rangup and Kong would take out the guards at the gate so allow everyone to make a quick escape.

However, the plan fell apart as Xi Xi was detected by the soldiers' leader, who shot and wounded the mutant. The gunshot raised an alarm, and our mutants were forced to launch  their attack prematurely. Fortunately, forewarned by Batte's communication, the captured villagers rose against their captors, and all the soldiers were overpowered and killed, with only one managing to escape.

Our mutants then learned that the soldiers had been using the villagers as labourers as they worked to restored a cable car that led into the mountain above the village. Our mutants decided to take the cable car and explore where it led to, thinking that they may be able to find some technology or weapons that will aid them in the future conflict with the HR.

The cable car took the party high up into the mountain, eventually arriving at set of steel doors set in the side of the mountain. Using the access card they took from the soldiers at the Titan, they were able to open the door. The door led into a corridor with steel walls and floor, which led to what appeared to be a long-abandoned research facility. The floors of the facility was curiously clean, and our mutants soon found the reason: a functioning cleaning robot had carried on its duties despite the disappearance of its previous masters.

Exploring deeper into the facility, our mutants found a set of broken steel doors, seemingly forced open from within. Inside they found a large number of cages, now all open and empty. Nearby was another set of broken steel doors, this time forced open from the outside, and again leading into a room full of empty cages.

At this point another robot appeared - but this one was a security-bot, which began attacking the party with laser guns mounted on the ends of its arms. It was soon joined by the cleaning robot, which grappled Rangup. After a short fight, our mutants managed to put both robots out of commission.

Further exploration led to a garbage pit in the deepest recess of the facility, where the party found old human and animal bones.

With no weapons or tech to salvage, our mutants returned to the cable car, and made their way back.

Prepping and Running the Game

This session was a mash-up of two scenarios from Gamma Zine. The liberation of the village was supposed to be just the opening encounter for the scenario, but as the players took a long time in planning their attack, it took almost half the session before they decided on a plan... which fell apart because Xi Xi's player, a total newbie at RPGs, failed his Stealth roll despite using up all his Bennies, and nearly lost his character.

I had to drop a few of the combat encounters I had prepared for the rest of the session to allow time for the party to explore the facility.

There wasn't much loot to be had from the session, but during play one of the players asked to use a dead/dying soldier's hand to fire his rifle, and I ruled that that would work, which effectively gave the mutants one way to bypass the "mutant lock" on the rifles.

Although we are only two sessions into the campaign, I am enjoying how the players are engaging with the setting.

Friday, September 01, 2023

Savage Gamma World #5

After the defeat of the Army of Dawn, our mutant heroes returned to their village and led them across the Barrier Peaks to set up camp near Truffaut's bar.

Not long afterwards, mutants from nearby villages reported being attacked by human raiders with firearms, who would drive the villagers off before seizing their food and materials - those who resisted were killed. Some mutants tracked the raiders back to their lair, and learned that they were based inside a half-buried metal giant at the place the locals named Titan's Beach. At Traffaut's request, Ah Meng, the head of the mutants, sent Kong, Rangup, Rex, Tom, and Vik (see PC profiles here) to eliminate the threat of the raiders.

After traveling for two days, our mutants arrived at Titan's beach as the sun was setting. There they found a metal giant, perhaps a hundred yards tall if he stood on his feet, almost completely buried in the sands of the beach, leaving only his head and two hands exposed. A semi-circle of stone obelisks surrounded the Titan. As they watched from the distance, a patrol of a dozen soldiers exited the mouth of the Titan via a rope bridge, and began their trek north.

As the mutants planned their next move, they were approached by an old woman, who called herself Mama Clay. Mama Clay told them that she had lived at Titan's beach for many years, and her peace and quiet were broken by the arrival of the humans a few weeks ago. When she learned that our mutants were here to get rid of the humans, she offered them a healing potion, and information about the newcomers.

Out mutants neutralised the two soldiers guarding the mouth of the Titan by means of distraction and surprise, but found that their rifles were locked from use by mutants. Vik began to get a throbbing headache, which he knew was caused by the proximity to non-organic source of energy. The mutants descended the ladder that led from the Titan's mouth down its throat. The ladder led to a large chamber with a glowing glyph on the floor; a large metal beam around a foot wide pierced the ceiling of the chamber and entered the floor, piecing through the middle of the glyph. Two mechanical creatures in the shape of spiders were working at the beam, trying to cut through it with some sort of tool that formed their mandible that emitted a bright light. When they noticed our mutants, they stopped their work and attacked, but were quickly disabled.

Our mutants found two doors that led from the chamber, one with the symbol of a helmet upon it, and the other one with a hexagon upon it. They decided to go through the door with the helmet symbol.

The door opened into a corridor that led to a smaller chamber whose floor was crisscrossed by a number of metal pipes, some of which are leaking a warm, opaque yellow liquid. A rhythmic, whooshing sound could be heard coming from the pipes, and more yellow liquid would leak from the pipes with each "whoosh". Two doors led from this room. Our mutants split up to explore: one door led to a ladder that led to a small room where there was a throne-like chair and a helmet suspended above it by a cord hanging from the ceiling; the other door led to a corridor that led to the soldiers' barrack.

Our mutants decided to try wearing the helmet, but as it was designed for humans, only Tom could wear it. As soon as he put the helmet on, Tom's body became paralysed, and his vision went dark; but as his eyes adjusted he realised that he was looking through the eye of the Titan! He found that he could move his eyes to look around, but not his body. The other mutants managed to rouse Tom by removing the helmet.

Our mutatns then made their plans to attack the six soldiers resting in their barracks. Rex charged into their room and leapt onto the table where the soldiers were sitting around and released his paralysing gas; all but one of the soldiers were felled by the gas, and when he tried to reach for his rifle he was knocked out by Rangup, who wore a gas mask he scavenged earlier. After searching the belongings of the soldiers for loot, our mutants exited the chamber from the door at the other side of the barrack.

The door led to a long corridor that led to a large chamber with a domed roof. Here they could see the metal beam once more piercing the roof of the chamber and through a large machine on the floor of the room. Pipes led from the walls to and out of the machine, which a few soldiers were repairing. When they noticed the mutants, the leader of the officer cried out an order for his men to attack.

Vik charged into the chamber first, and using his mutant power disintegrated the leader, and then fell unconscious himself from exhaustion. The other mutants followed, and after a hard fight managed to dispatch all the soldiers.

But before they could rest, the chamber began to lurch as the machine on the floor began to hum rhythmically. As our mutants struggled to keep their footing, they realised that the Titan was moving!

Kong hoisted the unconscious Vik over his shoulder, and together the party returned to the helmet room, where Tom once again put on the helmet. Once more he saw through the eyes of the Titan, and found that the Titan had waded into the sea. But as soon as the helmet had rested on Tom's head, the Titan stopped moving. This time, Tom found that he could control the movement of the Titan. He turned the Titan around, and walked back to shore. It took the mutants no time to decide that they should walk the Titan all the way back to their village, and use it as their new base.

Prepping and Running the Game

As Season 3 of our Savage Gamma World campaign follows the story of our previous campaign closely, I have decided to continue the numbering for our session reports.

One new thing I am trying out for this season is the use of a Mutation Deck to quick-generate new characters for players joining the campaign. I give a player a choice of playing a mutant human or a mutated animal, and a choice of psychic or elemental power (those are the choices provided in the cards). They draw two cards for the base mutation type and have the choice of one, then a choice of drawing two power cards in any combination and keeping one.

The scenario is from the OSR zine Knock! #1, and was originally more fantasy in flavour than sci-fi, but as with Expeditions to the Barrier Peaks showed us, genre-mixing was present in the early days of the hobby, and is something embraced by the current OSR community.

I was quite happy that the players managed to gain control of the Titan at the end of the session and wanted to use it as a home base for their village. However, they understood that a fully functional mecha will make them overpowered, and accepted it when I said that the Titan will run out of power once it reaches their village. They did ask about finding someone with the knowledge of reactivating the Titan and bypassing the lock on the rifles, which delighted me as now I have two story hooks and threads to use for future sessions.

Monday, August 28, 2023

Xenos Rampant and Space Hulk



For our monthly session we played a 4-player game of Xenos Rampant. The centrepiece of the game was Rick's Upzone terrain. The scenario had an Eldar force (commanded by Adrian and me) trying to destroy a Necron pyramid (defended by Rick and FG). A series of poor command rolls on the part of the Eldar players and excellent rolls by the Necron players made it a rather one-sided affair.


We then played two games of 1st Edition Space Hulk, with FG and I each taking turns to play the Space Marines. It's a testament to the quality of the scenario designers that both games pretty much came down to one die roll during the final turn. We hope to play more Space Hulk during our next session on September.

Monday, August 14, 2023

Legion Mk VI Tactical Squad

I have done pretty well this year (so far) in terms of not buying more new figures; I did buy and convert and paint a couple of sci-fi models, but since these were meant for the collection of my friends, it doesn't really count. But I had to make an exception for the new Warhammer The Horus Heresy Mk VI Space Marines figures.

My first Warhammer 40K figures were the plastic "beakie" space marines box set, which I split with wahj; we painted them for use with the Battlesuit board game; mine were painted in white, while his were painted in black. Good times.

Years later, when the multi-part plastic Mk VII space marines became available, I decided to start expanding my army, but not wanting to paint a whole new army in white again, I decided to go for an easier paint scheme of Dark Angels green. The old beakies went to Adrian, but I've always had a soft spot for them.

So when the new "true scale" Mk VI marines were released, I decided to get them, and once again I split the box, this time with FG. In my fluff they represent the Veteran Squad in my chapter, and have the same colour scheme as the rest of the chapter. I did however give them the classic 80s stripe down the middle of the helmet.

These models are not exactly easy to build. The pauldrons with the studs actually come in two pieces and have to be glued together - you can see the seam in the photo if you look closely. The arms and weapons come in three pieces: left arm, right arm, and both hands holding the bolter; it took a bit of fiddling to make everything line up. The models are "true scale", and therefore stand taller than the Mk VII models, especially the earlier Mk VII models. The box comes with 32mm round bases, but I based them on some thinner 25mm round bases I had from another purchase, which compensated a little. They are built pretty much as is, "out of the box", but I replaced the sergeant's plasma pistol arm with a "modern" one to make him look more in line with the rest of the force.

I am very pleased with how they turned out, and hope to filed them in a game of Grimdark Future or Xenos Rampant soon.

Wednesday, August 09, 2023

John Wick #3 and #4

Having escaped from The Provincial with Yulian, our party decided to take him to New Windsor in Jersey, where he claimed he had a safe house. They drove north, switch cars (stole a car) to mask their trail, but were still pursued by the Russian mob. After a gunfight in the suburbs, they barely made it to the safe house, where the gangsters ceased their pursuit.

Here they were taken in by Dmitri Pavlov, Yulian's uncle, who was formerly in the Tarasov crime family. Although retired, he still commanded a measure of respect from the Tarasov family, but he knew it would only gain his nephew a respite and not escape from Viggo's wrath. They informed Bruce of their location, and the fugitive policeman joined them (see PC profiles here). Soon afterwards, John Wick arrived at the door to politely inform Dmitri that Viggo had given Dmitri 24 hours to surrender his nephew.

Yulian made a desperate attempt to save himself and called Viggo to beg for mercy, but it was useless. Viggo then spoke to the party, offering to help Joseph and Mori pardoned by the High Table, and to use his political influence to exonerate Bruce, and to give Jason a job in the Tarasov family if they could find the person buying information from Yulian, and to eliminate him in a way that would leave a clear message that Viggo was the one who gave the order.

Realising there was no escape, Yulian beseeched our party to help get his girlfriend Charlie to safety, promising that they will find clues to who was really responsible for the murder of Roger Zelany through her. He explained that someone had approached his girlfriend at the exotic dance club where she worked to offer to buy information regarding the activities of the Tarasov family at a generous price. The money and information would be transferred through Charlie, so Yulian did not know whom he was selling the information to, except that they were from the Calabrian mafia. Charlie would hand part of the money to Yulian, while she deposited the rest in a number of bank accounts. When Roger Zelany, an associate with the Calabrian mafia was murdered, Yulian feared the worst, and decided to seek the protection of the FBI. He now feared that Charlie would be implicated, and asked the party to get her to safety, beyond the reach of both the Tarasov family and the Calabrian mafia. He handed the party a pendant he wore as a proof they were from him, together with a safety deposit key, and left a message on Charlie's phone, and awaited his fate

The party armed themselves from Dmitri's weapon cache, and took his car to the dance club. At the carpark they noticed that someone else was watching the club. They entered the club and waited for Charlie to come on stage. Soon afterwards two suspicious men also entered the club. When Charlie finally came on, Bruce moved to the stage and flashed Yulian's pendant at her, and the party left, hoping to enter through the back door and link up with Charlie. However, they found two men waiting in ambush at the alley behind the club. A firefight broke out, followed by sounds of gunshots from the front of the club. The party broke in through the back door to find dancers fleeing. They rushed to the floor of the club to find Charlie being held by two armed men.

Joseph quickly took down one of the gunmen, as well as two more who came through the front door, while Bruce knocked the other one out with a flying kick. They then grabbed Charlie and left, just when the sounds of police sirens were heard.

They explained the situation with Yulian to Charlie, and then drove her to a bus station, where she could take a bus out of town. Charlie told them that she too did not know who in the Calabrian mafia was buying the information from Yulian, but that the two people who contacted her each time were Ricardo, who Joseph shot, and Gabriel, who was knocked out by Bruce.

The party now realised that they had to get to Gabriel to learn who their boss was. Fortunately, Bruce had knew which hospital the police would bring Gabriel to for treatment of his wounds. Driving to the hospital, they stole a couple of orderly uniforms, put Bruce on a gurney, and wheeled him right up to the cop guarding Gabriel at the emergency room, where Bruce knocked him out. They then uncuffed Gabriel from his bed and placed him on the gurney, while Bruce put on the cop's uniform and placed him on Gabriel's bed, and fled the place.

Once they were in the car, the party gave Gabriel the choice of either telling them what he knew for some money and a ride to the train station, or be turned over to either the cops or his boss, who would no doubt punish him for his failed mission. Gabriel considered his options, and decided to spill the beans.

Francesco Cortone, a rogue capo of the Calabrian mafia, had taken advantage of their weak head of the family to plan a hostile takeover of the Tarasov family's territories. He did so in collaboration with certain corrupt persons in law enforcement, aiming to use police powers to help him take down the Russians. To this end he bought information about the Tarasov family's businesses, so he could send his men to attack them. These were small skirmishes that did not really affect the Tarasov family's bottomline, but calculated to give the sense that the Russian mob presence in the city was a problem, which would make it harder for the High Table to shield them when the police decided to move against them. Gabriel informed the party that Francesco would be meeting the contact person from law enforcement at a chemical warehouse in Jersey before dawn that day.

Our party planned their attack. After stopping and breaking into a sports goods store for rope, Joseph and Bruce rappelled down the roof of the warehouse and crashed through the second floor windows to reach the catwalk, yelling: Viggo says hello! as they landed. They surprised the thugs guarding the place, who were quickly felled by Bruce's shotgun and Joseph's assault rifle. Through the ground floor windows Jason could see more gunmen rushing to the stairs to get to the catwalk, so he drove the car through the shutter door of the warehouse and joined the fight.

Joseph took down the thugs who swarmed out of the corner office to repel them in a fashion that would make John Wick proud, but the party were stopped in their tracks by a gunman shooting from inside the office, whom Bruce recognised to be Frank Krothers, the District Attorney's bodyguard.

From inside the office, Francesco called out to the party, offering to match and exceed whatever deal Viggo was offering them, but the party was not in a mood to deal. Jason dashed back into the car, and drove it into the steel columns holding up the mezzaine office, causing the office to tilt and Franceso to tumble through the window. Frank Krothers managed to grab him and begin to haul him back, but the brief exposure was enough for Joseph to shoot and kill Francesco. With Francesco dead, Frank saw no reason to stay, and made his escape.

Their job completed, the party called Viggo, and were picked up. Viggo then informed them that he would soon give them an "impossible task" to perform as he completes his revenge against the Calabrian mafia...

Prepping and Running the Game

I compiled the last two sessions in this post as I am way behind my blogging schedule.

The third session of the campaign was based on the modules Badabing Badaboom! and Fuhgeddabouti!. Both provide a central plot, but are valuable for the vignettes, which I picked for my purpose. 

The final session was based on the module Burning Crosses, which is a short investigative scenario that provided me with some idea to link Yulian back to the Calabrian mafia without making it too direct.

The scene at the hospital however was improvised. When the players realise they should have taken Gabriel away for questioning instead of letting the police take him, the needed to get to him. I initially said that Bruce knew which station he would be brought to, but immediately realised that it would be more appropriate for him to be brought to a hospital for treatment first; the players agreed, and we moved the action to the hospital. Once the action moved there it was easy to set the scene and orientate ourselves, since the hospital Emergency Room is so widely depicted in media we all had a common understanding of how things look like without me spending too much time describing things.

This was also the case for Dmitri's home, where we all knew what everything looked like, down to how the front door looked. This is one advantage of playing in a modern campaign, which I hadn't really appreciated until now.

The rules were quite apt for our purpose, allowing the characters to do some really cinematic stuff like doing double double-taps in a single round, or running and gunning down four thugs in one round. If we ever do another modern campaign again, I may use the same rules.

For the next campaign we will be returning to Savage Gamma World, when I plan to have one or two guest players join us for each session. More on that in a future post.

Thursday, July 27, 2023

Hell & Uncivil Disorder and Small World



We continued our monthly session with a Spanish Civil War game using the Hell & Uncivil Disorder rules. The rules are rather loosely written and ambiguous in places, and we had to make decisions when situations came up during the game which were not specifically dealt with in the game.

The scenario we used was from Atacar es Vencer!, which contains 12 scenarios for platoon-plus size forces, with one or two tanks or armoured cars in some of the scenarios. Though not written for the Hell & Uncivil Disorder rules, it worked pretty well, and provided a tense scenario for both sides. The Republicans managed to fight the Nationalists to a draw, despite having lower quality troops and lacking a tank or any anti-tank guns.

My interest in the Spanish Civil War was sparked many years ago, when I watched this episode of Alas! Smith & Jones:

It took me decades to finally find a set of rules that comes close to what I want a game of SCW combat to feel like, and it's doubly satisfying that this is a group project with figures and vehicles painted by four of us.


For our second game we played a game of Small World, one of my all-time favourite boardgame. I came last in a three-player game, despite chalking up a decent 99 points by the end of 10 turns. I have asked for a rematch, and maybe we will play this again during our August session.

Thursday, July 20, 2023

Hasegawa Egg MiG-15 Ork Dakkajet Conversion


It all started when Adrian posted about the McDonnell Goblin fighter on the group chat. I was reminded of the Hasegawa Egg Planes series, and had the idea that I could convert one into an Ork Dakkajet. I looked at some photos of the Dakkajet, and realised that it was probably based on the MiG-15, which was one of the planes in the Egg series.

To give the plane an orky look I dug up the bits from an Ork Killa Kan I bought a long time ago but never ended up using - I was planning to make a model using a film cannister. I add some orky weapons, I ordered a pack of Orc HMG Tips and a pack of Orc Biker Heads from Puppets War.

For the construction I decided to clip off the wheels so I could fit these horns to the front of the plane and weapons under the wings.

A Gork head adorns the nose of the plane.


I glued the orc biker head to the torso of a Mad Puppet infantry trooper, and used some 2-part epoxy to sculpt a fur-lined collar and upper arms to the jacket.

After I was satisfied with the set-up, I sprayed the main parts of the model red, and then glued the weapons and orky embellishment to the fuselage and wings.

The plane was pretty plain, so I added checks to the rim of the intake and the tail, and some wedge-shaped decals from the Space Wolves sheet the the wings. I then weathered the model.

This was a fun little project, and I am tempted to do another conversion with an Egg plane soon.

Sunday, July 16, 2023

Grimdark Future Game - Infected Colonies vs Orc Marauders

The battlefield. Spot the Tehnolog tank!

Rick and I happened to have the Sunday open up last-minute, so I traveled down to his place to pass him the dropship and tank I painted for his Traitor Guard army, and to give his terrain set their first bloodying.

I made up two lists of about 1500 pts in Grimdark Future, and Rick played the orcs while I played the Traitor Guards using the Infected Colonies list. For the scenario I had the Guards defend a city-block, while the orcs would come in from any table edge.

Rick opened the battle by charging his Trukk right at the tank and disgorging a unit of Boyz, which proceeded to close-assault the tank.

While this occupied the attention of the tank and half my forces, his Bikes and two units of Boyz attacked from the other end of the battlefield.

I ordered the Guards defending that flank to give ground and fall back...

The dropship - now featuring twin-linked lascannons!

Then sent in the dropship/gunship to strafe the Bikes.


Some of the Boyz did make it into close-combat and eventually gain a foothold in one of the buildings, but the Orcs have taken a beating from the gunship and could not hope to take the whole block.

It was a short game, but we both had fun shoving figures across the nice terrain, rolling lots of dice, and making pew pew noises. Grimdark Future is a fun set of rules for this kind of thing, but the lack of suppression and morale rules does make it a bit simplistic. Perhaps we will give Xenos Rampant another spin in the near future; after all, Rick's collection of second-hand 40K figures is huge, and hopefully I will be able to feature more of them on this blog soon.

Tuesday, July 11, 2023

John Wick #2

image from: http://wikimapia.org/1539581/IRT-Powerhouse
After escaping from the laundromat, our party decided to split up, with Alice going to meet her contacts, while Bruce and Joseph would proceed to visit a dance club runned by the Uppsala mafia housed in the IRT Powerhouse to gather more information from Alice's contact there. Along the way Bruce and Joseph were accosted by Mori, the erstwhile caretaker of the Japanese Garden where Delany was found murdered (see PC profiles here). Bruce and Joseph were able to convince Mori that they were framed, and Mori decided to follow the two on their mission to find the truth so he could be reinstated.

The trio arrived at the club and met its owner Gunther Eriksson, who revealed that the "person of interest" they need to find was one Yulian Pavlov, a member of the Tarasov family who was currently under the protection of the FBI in The Provincial Hotel in West New York. Gunther also informed the trio that he had tipped the High Table off on their arrival so as to not incur their wrath for assisting the trio, but would not hinder their escape, and would in fact lend them the help of a driver named Jason. Just then High Table enforcers entered the building, but our trio were able to elude them by smashing a window and misleading them into thinking they had fled through it, while they sneaked off and met up with Jason.

The party then proceeded towards West New York, but while in the Lincoln Tunnel they realised they were being pursued by the enforcers. Jason was able to put some distance between their car and that of the pursuers, and Joseph shot out a tyre of a car between them, which blocked the tunnel and allowed them to escape.

After they crossed the Hudson River, the party stopped by a motel and at Jason's suggestion they abandoned their car, and Bruce jacked a Volvo as their means of transport, and they drove to The Provincial Hotel.

Bruce knew from his work that the FBI used The Provincial Hotel as a place to house their witnesses, and that they rented the 7th and 8th floors of the 8-storey hotel for that purpose. The party managed to get a suite on the 5th floor, and proceeded to plan how to snatch Julian from the FBI.

Bruce put on an overall he found in the trunk of the car they jacked, and walked up to the 7th floor, where he was intercepted by an FBI agent. Bruce knocked out the FBI agent and took his key card and communications devices, but the commotion brought more FBI agents from the 8th floor. Joseph joined Bruce and kept the agrents at bay with warning shots, and in the confusion the rest of the party was able to reach the 8th floor via the lift.

The remaining agents on the 8th floor retreated into the suite and called for a SWAT team to be sent. Our party breached the room, and in an impressive display of shooting Joseph took out four agents in successive double-taps. Bruce and Joseph searched the room for Yulian, and when they went out onto the balcony they were shot by a sniper from the building across the street. Jason and Mori retrieved the two from the balcony, and Mori performed first-aid on them. Bruce had suffered a minor injury, but Joseph was severely wounded and would need medical aid soon or die.

The party was finally able to find Yulian hiding in the closet in an adjoining room. when he realised that the party were not there to kill him, Yulian agreed to go with them. The five then departed the suite, with Mori carrying Joseph on his shoulders. Just as they exited the door of the adjoining room, they caught a glimpse of a man entering the other door into the main suite itself. They made their way to the lift landing, with Jason covering the rear - just as they turned the corner, Jason caught a glimpse of the gunman exiting the door: it was a man of uncertain ethnicity, wearing a dark suit, and sporting shoulder-length black hair in a centre-parting, and a beard...

The party continued towards the lift landing, and passed the dead bodies of more FBI agents. Knowing that they would not be able to flee the gunman with one of them wounded, and that the SWAT team would arrive soon, they entered the utility room and barricaded themselves inside. Fortunately, there was a laundry chute in the utility room. One by one the party entered the chute even as the gunman tried to breach the room. Jason was the last one to leave, and caught a bullet through the door as he entered the chute. Before the gunman could follow them, however, the SWAT team arrived on the scene, and our gunman had to turn his attention to them...

Prepping and Running the Game

This session was based on the module Schroedinger's Box, which featured the task of getting to someone under the FBI's protection in a hotel.

Again, the session was mostly about the PCs moving from one locale to another, while being pursued by persons with hostile intent. Players being players, they did not respond to every threat with maximum force, but preferred to find a less risky way out each time. Until they didn't.

The high point of the session was when Joseph's player managed to make four successful shooting rolls - in Covert Ops you could perform multiple actions each round, but suffered a 20% penalty on each successive roll, so four successful rolls in one turn was rare indeed.

Despite that, the session ended with the party in dire straits, with one member near death, and them being pursued by John Wick himself. I was doubtful that they could survive being caught between John Wick on the one hand and a SWAT team on the other, but one player asked about a laundry chute, and I thought that was a reasonable thing to find in a hotel.

Friday, July 07, 2023

Tehnolog Bronekorpus Main Battle Tank

So a long time ago, before the war in Ukraine, I bought a Tehnolog heavy tank model when I bought their smaller-scaled ZOD tank company to check out the size. It was a pretty crude model, and it didn't really fit with the aesthetics of any of the forces I had, and I kept the model in my bits box.

Since then, Rick joined our group, and we started looking at Grimdark Future, and I decided to finally get the model built and painted for his traitor Imperial Guard force.

To maximise the use of the model I magnetised two of the main gun options from the kit, and added a twin-link lascannon Nowfel printed for me. To give the model a more GW look, I used an Imperial vehicle cupola I had in my bits box.

I sprayed everything with my usual grey primer.

For the paint scheme I decided to go for a two-tone urban camouflage based on the Japanese Self-Defence Force pattern. I applied masking tape to the model to give vertical and horizontal lines, and then sprayed the model with a lighter grey paint.


Once the paint has dried I removed the tape and applied some decals. The turret numbers came from some WW2 tank decals I had, and the Imperial Aquila and the Chaos symbol were GW 40K decals. In my mind the Chaos cultists painted Chaos symbols over the Imperial Aquila when they turned traitor.


I painted the tracks a dark grey, and then started the weathering process by creating a muddied look for the dozer blade. I did this by dabbing red-brown craft paint to the bottom of the blade, then a lighter brown paint at the middle part of the blade, and then mixing the two paints to form a in-between colour to blend the two parts together. This gives the appearance of the mud drying around the edges of the business end of the dozer blade.

I then did weathering to the rest of the tank by chipping, washing, and dabbing brown paint over the tracks, wheels, and the lower parts of the vehicle. The vision ports were painted in blue.

I tried my hand at painting the heated metal effect on the melta gun.

And also the plasma glow effect on the plasma cannon, which didn't really work.


All in all it was a simple project. I hope to see this guy in action soon.

Wednesday, July 05, 2023

Sci-fi Sentry Guns


So after our game of Zombicide: Invaders last month our group decided that we will try to progress beyond the first scenario of the campaign.

My part of the endeavour is to make and paint up a sentry gun model.

As Nowfel had printed me a few twin-link lascannons for the dropship project, I decided I would use the remaining guns I had as a basis for the models.

I rummaged through my bits box and found a pair of legs from a Tehnolog walker I bought a long time ago. It was a simple job attaching the lascannons to the legs, and then gluing the legs onto some 40mm round bases I had.

Unfortunately, I laid on the spray primer too thick, which gave the surface an uneven appearance. Instead of stripping and painting the models again, I decided to make them look weathered instead. I also used some weathering powder for the base to hopefully help them blend into the game tiles.

They look rather basic and boring now, but hopefully once I get my hands on some decals I can liven them up a bit.

Monday, July 03, 2023

Mork Borg One-shot

 

We couldn't get the whole gang together for a session last month, so Dave agreed to run a one-shot for Sheng and I instead.

The game he chose was Mork Borg.

I have never actually looked into Mork Borg despite all the hype I saw about it, so I was happy to have a chance to play it.

Getting into the game was actually very easy, since the (almost) art-free version of the rules is available for free from their site, AND you don't actually need to read all the rules, since there is an online character generator available.

Your character has four ability scores, hit points, re-rolls... and that's it! The gameplay is player-facing, which means the players roll to attack and defend against monsters, but since you only need to (and can only) know your ability score modifiers, you don't really need to know much beyond rolling.

Dave ran a quick dungeon for us, which was old-school on the 80s way - in one instance we fight off undead, and entered the next room to find some human guards sitting around a table playing cards as if they didn't just hear a combat happening behind their door.

We got into it, had fun, and managed to complete our mission and flee with our lives from our double-crossing quest-giver, meaning there is a chance for a sequel.

Over all I found the rules too simplistic for me. It has strong Dungeon Crawl Classics and Knave vibes, but has a lot less crunch.

I believe that much of the excitement around Mork Borg was due to the aesthetics, which has spawned or revived a whole movement, and that to really get into the spirit of the setting you will need the full rulebook experience and invest time into learning the lore.

Wednesday, June 14, 2023

Sci-fi Dropship

For our Grimdark Future game in June, I needed a dropship model as the centrepiece/objective marker for the table. Since none of us had one at hand, I decided to search my neighbourhood stores for a toy that could be easily converted to look "sci-fi". What I found was this attack helicopter that cost US$9.


The toy came with electronics, motors, and lights inside, but as it was screwed together, it was a simple job to take the model apart and gut it. The rotors also came off easily, and there wasn't really anything extra that needed to be done to make the model look the part.


I decided to go for a neutral colour and painted it grey, with the ventral surface painted white.


When I put the model back together again for a dry fit, I realised it looked like a shark. I did some weathering and washing, including some streaking using the black wash, which is not a technique I have used before for land vehicles. I think the result was satisfactory.


The thing that made the model convincing for me were the while decals FG passed me. I am going to replace the guns on the wings with 3D-printed lascannons to make it look more 40K, but this was how the model looked for our game.

I had fun painting the model, so much so that I have now ordered a Hasegawa Egg Plane model to be converted into an Ork Dakkajet.