DEPARTMENTS

Wednesday, December 30, 2009

Gaming Resolutions For 2010

I tend to avoid resolutions as I am notoriously manic when it comes to gaming. My mood shifts with the winds and it is hard for me to keep on task and then when I do not keep my resolutions, I feel bad for not having completed them. But this year I have decided to try to change this trend and actually make Yoda proud and "finish what I begin".

I intend to keep the goals simple, but very specific. No waffling and allowing myself to worm out of things with vague plans that allow for broad interpretation. The list will be kept shot to allow for side projects and my budget, but here it is in no particular order...

2mm Land Ironclads
This will be easy as I already had a headstart on it in 2009. I not only intend to finish my Martian army for this but to get some battles in against the evil Europeans and Venususians that threaten my sacred red planet.

 I still need to develop a competetive army structure as I am not going with giant Land Ironclads as weapons of war for my decidedly Barsoomian/Sace 1889 Martians.

Start A New Role-Playing Campaign
This is not as specific as I might want, but RPGs are odd ducks in that they depend heavily on mood and the right group. I intend to get a game going either in an existing campaign world or possibly in a new world of my own creation. Perhaps I'll have a go at some OSR gaming but I'm still weighing the options that are out there.

Start my Oldest Daughter Gaming
She has shown an interest in the last year but we haven't really been able to get a good game going. We have some games in mind, both miniatures and RPG and I'll have to work at getting time set aside to make sure we give it afair run. She's 10 now and quite bright and I really would like to take advantage of that and encourage her creative juices, which she has ton of, through the wonders of gaming.

Let's see how this goes. A lot of my minis projects this last year have been chasing the everpresent "Ooo Shiney" beast that will never be caught. I've painted and built a lot, but with no particular focus. Nothing wrong with that, but it does leave me a bit right back where I started when it comes time to play something.

Wish me luck and I send you all my luck for your New Years gaming resolutions!

-Eli

Word Verification Wednesday - Tosab



Tosab (Iguanalisk)
No. App.: Solitary
Alignment: Neutral
Movement: 90' (30')
Armor Class: 7
Hit Dice: 3
Attacks: 3 (two fists and one bite)
Damage: 1d6 (fists) and 2d6 bite
Save: L3
Morale: 8
Hoard Class: II

Mutations: Extra Limbs, Epidermal Photosynthesis. Increased Balance, Prehsensile Tail.

Tosabs or Iguanalisks, as they are sometimes known, are man-sized mutant iguanas with a bulky build. They possess six limbs - two legs and four arms, with the lower set of more muscular arms doubling as legs when needed. The Tosab is not capable of walking on two legs but when sitting or in combat, it can use its secondary arms for grasping and striking.

Tosabs, like their original animal species, are vegetarians, but they have developed a particular taste for mutant and especially intelligent plants. These reptilian creatures will hunt and devour any mutant plant they can, going so far as to track mobile plants over long distances. Being intelligent to a degree they can be crafty and often ingenious in their methods, laying crude traps and defeating locks and obstacles put out to stop them. They are not normally hostile or dangerous to non-plant life unless they are attacked.

The reason for their particular diet seems to be the need to constantly replenish the mutant chlorophyll that it carries in its own body and uses to gather energy from the sun. Thusly, the Tosab does not acquire energy from the plant matter it consumes directly but through the biochemical compounds it can steal from them.

Sunday, December 27, 2009

15mm Wasteland Savages Conversions

A bit back, while discussing possible minis for post-apocalyptic settings, I mentioned that I had some 15mm Northeastern American Indians from Irregular that were sitting around collecting dust. It occured to me that there really wasn't much of a difference between these guys and the archetypical mohawked thug from movies like "Road Warrior" and "Doomsday".

It didn't take much, actually. I clipped off a lot of their feathers to make them look less obviously Native American though there is nothing saying that PA savages wouldn't adorn themselves with feathers. I also did a clip job on the hair in some cases - cutting off topknots and cutting into mohawks to make them look spikier or less kept. The weapons I kept the same except for the one without the shield, his pose was sneaky and I decided to go for the character look with him (note his costume shop skeleton pants).

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For shields I wanted to give them something obviously post-apocalyptic, so I cut a few traffic signs from card and cut on of the cast-on shields down to something more basic. The squiggly one looks better from a distance and less like giberish.

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I think they turned out nicely and convey a savage tribal vision of future humans. The pictures are not of finished figs by the way, but I was testing the new camera and figured I'd show some WIP of the almost finished figs. Still have some detailing and washes to do.

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Hope you enjoyed,

-Eli

Saturday, December 26, 2009

New Family Member!


So, as promised, the family and I went to pick out our new dog today. The girls worked all this last year proving that they were responsible enough for a dog and for the most part they did really well - as well as can be expected from a 6 and 10 year old. The dog we picked was a mellow, 6 year old,  mixed breed, medium-sized rescue dog. She's a lovely pet who came already leash trained and with manners to boot. She is just lively enough to be fun without being crazy.

Welcome Serene to the Arndt family!

Thanks,

-Eli

Friday, December 25, 2009

Mutant Future Character - Cheeks The Velocihamster

My daughter, Anna,  has a very fun little pet, a hamster that she has named "Cheeks The Velocihamster". My kid's great even if she is a bit of a wacko sometimes and this hamster's name just goes to show. Anyhow, when I mentioned running Mutant Future (still pending), she said she'd play and wanted to make a mutant animal based after her hamster, so we did. We are still working out the stats, but the other day at work I drew a picture of my my version of her post-apocalyptic rodent.


Anna's got a bit of a thing for edgy characters, likes cars and punky style, and with a title like "The Velocihamster" it seemed only natural that our futuristic seed-muncher be a sort of road warrior. I think the picture came out alright. I'm no pro and it's definitely unfinished but I like to think it has a certain charm to it.

Enjoy,

-Eli

Mutant Menaces - Holiday Edition '09


In the spirit of the holidays I bring you a terrifying creature that conjures up a mockery of cherished Christmas characters for the far past of the Mutant Future. The picture was found on a crawl across the net looking for a messed up Rudolf, but I couldn't find an artist credit. Whoever they are they did a darned good job.

Ray Deer (Dolfs)
No. Enc.: Solitary
Alignment: Chaotic
Movement: 150' (50')
Armor Class: 5
Hit Dice: 3
Attacks: 1 (antler/hoof or death ray)
Damage: 1d8 (antler/hoof)/8d6(death ray)
Save: L5
Morale: 8
Hoard Class: None

Mutations: Energy Beam, Toxic Weapons (Radiation Field 8d6, 20ft radius), Bizarre Appareance (Deathly), Body Adjustment, Induce Mutation

The Mutant Future is full of strange, wonderous and horrific creatures. The Ray Deer is one of the latter and a most horrible creature indeed. The result of an irradiated and heavily mutated deer, the Ray Deer carries on an eternal existence of death and nuclear fallout which it spreads itself. The Ray Deer has the appearance of a dcomposing deer, moose, elk, or other deer with glowing eyes and a luminous aura that seems to pulse as it feeds and grows expecially bright at the tip of its nose when it emits it's deadly beam

The Ray Deer seems to have mutated into an almost contageous deathly state, a state that it is immune to itself. Living creatures around the Ray Deer wither and die as do plants and as they do, the Ray Deer feeds on the wasted remains. In truth, the Ray Deer can only feed on the irradiated remains of dead fallout victims. Seeking ever-increasing carnage, the Ray Deer moves from place to place withering crops, and destroying settlements all to slake its endless thirst for life nuclear fuel.

Those who come in contact with the Ray Deer are doomed to find themselves warped and mutated by the intense radiations and mutagenic energies coursing through its ever-rotting flesh. Those that survive their encounter will be forever changed, marked by these horrible creatures. The same energies that give the Ray Deer its lethal abilities also seem to keep it functioning, even if living might not be the proper term. When damaged, they seem to have the ability to call on reserves from this power to boost their combat abilities and even restore damage. But even the Ray Deer can be killed, but only with extreme effort.

Ray Deer usually fight with their horns and hoofs, or rely on their deadly field to keep attackers at bay, however if pressed they can focus the deadly radiation they produce into a "death ray" that emits from the end of their nose.


Thursday, December 24, 2009

Merry Christmas

Just a quick post to wish you all a Merry Christmas.

Whatever you get in your stocking, under the tree or wherever you gifts may appear, take a moment to consider who you are spending the holidays with or who's thinking of you during this time. Then go ahead and tear in and have fun.

Thanks to all of you for you continuing readership, support, and the friendships that have grown from the pages of this very blog. I know I will be thinking of you all.

Merry Christmas & Happy Holidays!

-Eli

Wednesday, December 23, 2009

Word Verification Wednesday - Dinga


Dinga
No. Enc.: 2d4 (2d10)
Alignment: Neutral
Movement: 120' (40')
Armor Class: 8
Hit Dice: 2
Attacks: 1
Damage: 3d6
Save: L4
Morale: 8
Hoard Class: None

In and around the broken down ruins of Sea Town (Seattle) there are numerous packs of wild dogs. Among these are the Dingas. Massive brutes mutated from domestic dogs to grotesque proportions of muscle. There is no such thing as a pure bred Dinga, each of them showing characteristics of various breeds. The only common aspect to them all is that they are swollen with layers of powerful muscle.


A Dinga pack uses its telepathic powers to communicate across the cluttered and dangerous expanses of the ruined sinking city and its suburbs. Stalking prey and running it to ground. These packs often take on prey well in excess of their size, brutalizing it with their strength and numbers. But strength and enhanced coordination are not the only talents of the Dinga.

The most curious ability of the Dinga is their phenomenal ability to mimic sounds. A mature Dinga is said to be able to accurately and flawlessly imitate up to 100 different sounds ranging from other creatures, to speech to even the sounds of machinery and natural phenomenon such as rain, wind, or the rumbling of the Earth. These sounds are passed on throughout packs from the time a Dinga pup begins to hunt. As new sounds are encountered by individuals, they are passed onto the other members of the pack. This makes packs identifiable based on their arsenal of noises. Unfortunately, the Dinga are not intelligent enough for true speech and so cannot use these noises for complex communication though some of the sounds can be used as calls to convey basic information within the pack.

Dinga packs dominate regular feral dog packs and often herd them into potential breeding pools, often breeding out local feral dogs only a few generations after their arrival in a region. There are rumors that occasionally, a Dinga will breed with just the right mutated dog and produce a specemin of superior ability. These Dinga are much more intelligent, possess further psychic abilities and often true sentience.

Mutations: Increased Physical Attribute (Strength), Increased Sense (Hearing), Increased Sense (Smell), Metaconcert, Special - Mimic Sound.

Tuesday, December 22, 2009

Speed Build

So in the office today, with things widning down for the holidays and the amount of work to do grinding to a bare minimum, I found myself looking for something to do. I had not cleaned out my bag and realized that I had some glue in there fro mthe last time I brought projects to work along with my tool kit. So, it was building time.

The project I decided on was to see what I could build out of a small cardboard box I had and the insulated heat sleeve from a espresso coffee cup. I cut this into its component sections so I had a good idea of what sorts of materials I had available.

About an hour's worth of cutting, mad glueing and a few funny looks from my coworkers and I ended up with a few modest, but servicible basic structures. They will need finishing of course, but that is for another day. I had got my craft on at work and it made the rest of the day a little more sane.




Take care,

-Eli


Santa Is Bringing Me A New Camera!

Never underestimate the power of a grandmother wanting to see her grandbabies. After being reminded that my camera had gone missing, my mother not only got a great deal on a new camera for us, but she is overnighting it to us to make sure it is there by Christmas morning. Now, it's not anything amazing, but it is a hundred times the camera we had and should allow me to start collecting family pics again as well as assisting in the illustration of my blog.

So, let's hear it for my awesome mother who comes to the rescue with a last minute save!

Huzzah mumaw!

-Eli

Monday, December 21, 2009

Reginald's Regiments of Renown

A smashing new publication over at Victoria's Boys In Red bring us the start of a new series of articles titled "Reginald's Regiments of Renown". RRR, is the creation of Mr Womack and will feature figures from his VSF collection and is presented in an ecyclopedic style similar to that found in the pages of the various Osprey books. The first installment features an example of the Victoria's Landing Foot, a martian Sepoy regiment drawn from the local population around a budding British colony on the Red Planet.

So, hop on over and learn about this regiment and while you are there check out some of J's other wonderful posts about his vision of Mars.

Enjoy,

-Eli

Saturday, December 19, 2009

Geeky Gamer Christmas Treats


Last year my wife and I got into the season by making little craftsy, gaming-related gifts for my buddies in my group. All of the guys and myself, got beaded key chains last year with the name of our group "The Rover Boys". Also I had one friend who said all he wanted was a "Ring, +5 Protection" got an add-on to his that had beeded in letters "+5 Protection". He was most happy with his new Keychain +5 Protection.

Jenn, my wife, has recently been given an embroidering machine and has been collecting quite the gathering of cool, punky, twisted, and odd patterns. Some of them are cool and we have found that there is a whole community out there doing cool patterns for those who want more than hearts, moons, kittens, etc. One of the sites is called "Urban Threads" and if you or someone in your life is into embroidery of the machine nature, they should check it out.

Anyhow, we found a pattern that we thought would express how we felt about our friends and was pure gaming geekery. The ornaments are simple two sides and then quickly sewn together, stuffed to make them a bit plush and then topped off with a loop of ribbon.

What do you think!




Thursday, December 17, 2009

2mm Tribal Martians for Land Ironclads


I finally had a chance to go through the contents of the army pack I ordered from Irregular Miniatures. Because there are no dedicated Martian figs in the Irregular line, I ordered an Earthly army that seemed like it would fit the feel of a Martian force. My original plan had been to do the army of a Martian city-state but the contents of the army were decidedly less organized so I decided to build a tribal coalition of wilder Martian nomads and such.

Everything in the pic, with the exception of the front cavalry block, came in the army pack and comprises a pretty decent size force. The infantry, beasts, and cav are mounted on 20x40mm bases with the artillery mounted on 20x30mm bases.

I won't go into too many details just yet. That can wait until they are painted, but this should be a fun project.

Take care,

-Eli


Wednesday, December 16, 2009

Word Verification Wednesday - Quider


Will over at Green Skeleton Gaming Guild and I have been tossing back and forth Word Verification Challenges where we design creatures for words we come across on various word verification requests around the internet. This has been a lot of fun and recently, in a bit of email back and forth, he and I decided to make it a regular thing.

We call it Word Verification Wednesday and it will take the form each of us posting a new Mutant Future creature, based on a word verification word we've encountered, every Wednesday. So, without further delay, here is my first offering for Word Verification Wednesday...


Quider
No. Enc.: Solitary
Alignment: Chaotic
Movement: 100' (40')
Armor Class: 9
Hit Dice: 1
Attacks: 1 (bite or claw)
Damage: 1d6
Save: L2
Morale: 5
Hoard Class: II

Quiders are considering prey by many denizens of the aftermath. They are diminutive and stand only a mere 2-3 ft in height with a bipedal stance. Though sporting what appear to be formidable weapons, these cowardly creatures are loath to even try to use them preferring the safety of a deep dark hole to a confrontation. If not for their insatiable appetite it is likely that these beasts would never poke their heads out. The truth of the matter is that a Quider must spend a good 12 hours a day constantly feeding to sustain itself and its one, singularly unique ability.


A strange mutation of the Quider allows it to transmute mineral contents of the foods and materials it consumes into precious stones. This is accomplished through some strange internal metabolic process that can transform even the most common materials into valuable stones. At any time a Quider is likely to have 1d6 valuable stones or gems inside of its stomach.

Mutations: Increased Caloric Intake x 4, Special - Internal Synthesis.

Friday, December 11, 2009

[Elf Bait #3] It's The Little Things Part 1
What's on The Menu

If you haven't figured it out by now, I like to add a lot of color and background to the things I do. Admitedly this sometimes stalls out or even bogs down the actual point or process, but this is a rarity and so I continue to do things this way. One thing I have found that really adds character to any region in a game world is the food that they eat. Food is such an integral part of any culture and the style, ingrediants and even the way in which it is served speaks volumes about the people who make it.

As an example of this, I offer a brief bit reposted from my Homeland blog for the campaign of the same name. It characterizes the food to be found in the central area of the campaign known as the Shire of Vale found in the Valley of Baryn.

Food is an important part of the human culture of Vale. Rustic and earthy folk, the men and women of the valley have discovered a number of delicacies among the native flora and fauna. most meals include a mixture of vegetables, fruits, nuts and usually one or two meat dishes but there are several noteworthy dishes besides the common steak or mutton chop.
One of these is the poaching of birds of all sorts. The Haelic folk of the Vale seem to have an affinity for the slow-cooking of all manner of avian life from small song birds as appetizers to larger foul. Such dishes are often served with sauces mixed from cream and berries or jelly glazes.
Boar meat is one of the most common of the wild meats served. The native species of boars range in flavor from the musky, gamey flesh of the Razortusk to the spicey, almost peppery meat of the Blunt-Tusked Cliff Boar. Boar meat is often served with a minimum of seasonings, the flavor of the meat allowed to express itself. Sides are offered along with the boar and usually take the form of complimentary nuts and vegetables, often roots and tubors.
Along the rivers, many types of fish are served. Among them are several forms of dangerous, predatory gars and pike, the sort that take challenge to catch, but the rarest and most dangerous is the Bull Eel - a seven foot long eel noted for the horn-like growths above its eyes. Bull Eel is served boiled and whole, all its organs intact and a single eel can feed an entire family.
Mushroom Pie is a favorite baked good, the forest of the valley offering several varieties of hearty, meaty fungus that bake into fragrent, juicy pastries and pies. Often, the mushrooms are mixed with other vegetables and sometimes grains and carried as provisions. One variety of mushroom called the Hearthstool is as big as a serving platter and is sometimes roasted whole or breaded and fried as a food to be enjoyed at social functions.
A special kind of honey is obtained from the Reaper Wasps of the deep forests and it's red-hued sweetness is prized both for its flavor and its reputation as a love potion. Obtaining this honey is dangerous as the solitary Reaper Wasps protect their nests and clutches of eggs with suicidal zeal.
In the South, in Bethalport and the surounding villages, many kinds of seafood are to be had. From Saber Muscles and Shallow Loach Fish, the variety there is great. Cove Octopi are often cultivated in tidal pens and harvested at about a year old when their heads measure the size of a large dog. Cape Perch and Sea Harps (a golden-colored seal) are hunted through the traditional means of harpooning as the struggle these beasts go through in being netted poisons the meat.
Much prized among the Brinefolk are the sholes of Moon Tarpin that gather in the Autumn months under the harvest moon. At this time the tarpin are lulled into a sort of languid stupor as they get their bearings for their upcoming migration to the mosre southerly waters. Huge hauls of Moon Tarpin are brought in by the Portlock fishing fleets during these months, often requiring the recruiting of extra hands to take full advantage. During this time though a special hazard also visits the coastal waters off Vale - the Abyss Shark.
Abyss Sharks are so-called for the fact that their black bodies absorb light, making them nearly impossible to spot in the nighttime waters. Many fishermen have found themselve the victim of a nearby Abyss Shark simply because the predator was unseeable in the hazey night. During the gathering of the Moon Tarpin, these sharks are at their most agressive, using the abundance of easy prey to stock up on food so that they may begin their bi-annual mating duels. Finding oneself in the midst of a pair of duelling Abyss sharks is the sort of thing that rare survivors care little to speak of.
There are more delicacies in the land of Vale, but space does not allow a full disclosure, but the variety and ingenious use of the valley's abundance never ceases to amaze visitors to this rustic land.
As you can see, the few paragraphs above tell us a lot about the people oof Vale. They are social eaters who take their food from the world around them. They eat hearty and take time to make the best of what they have.

Well, that's it for Elf Bait today. I do hope you have enjoyed reading it and, as usual, I welcome feedback, comments, and/or suggestions. Feel free to use anythign you see here and all I ask is that if you do, you give credit and if you feel like it, let me know what you did with it.

Take care!

-Eli
 

Justifiers - Indy RPG Goodness




Back in high school we found and played, quite vigorously, an indepednently produced game called Justifiers. Justifiers was a sci fi game that took place in a corporate dominated universe where the players took on the roles of living property (more on this in a moment) tasked with exploring and "justifying" alien worlds for conquest and exploitation by the corporporations they belonged to. The characters each had a "buy back" that was a dollar amount determined by their skills, attributes, and powers/gear that they had to pay off before they could be free citizens.

In the core game, you played one of four races -

Humans - human characters tended to be those working off some sort of binding contract or sentence bought off by the corporation.

Heavy gravity humans - stunted dwarf-like humans genetically engineered for use on planets with substantially higher than Earth gravity. Being genetically engineered, these guys owed their lives and therefore money, to the corporation.

Altered humans - genetic supersoldiers that couldn't blend into normal society. They were pretty much in the pocket of the corporations who gave them a place.

Betas - totally vat-grown life forms combining human and animal DNA into a humanoid being with the mind of a man and the abilities of an animals. Betas had the biggest buy back as they were totally a product of their corporations.

There were plenty of detailed planets to get you started as well as some premade adventures. Books on cybernetics, aboriginal life and the military rounded out the game. A later suppliment introduced the concept of hybrids and alien betas. Hybrids came in two forms - near-human Gammas (beta/human hybrids) and Mutants - funky beta/beta crossbreeds (dog/cat, lizard/horse, etc). Alien betas took the form of experimental betas developed from alien animals, including an couple of really wierd ones such as a silicon life form and a plant.

This was a game heavy on setting and crunch that gave the players a solid ideao f the universe they were in and what they could do without hemming them into a single course or mode. In our own games were dealt with corporate intrigue, general exploration, crisis, betrayal, the whole nine yards. Justification missions were lots of fun to run and allowed me to create lots of interesting alien creatures and environments. The characters on these missions were slingshot across the cosmos with their only hope of return being their ability to pacify a safe base for themselves and the assembly of the return transport gate.

There were lots of quirks and interesting points to this game and it really si too bad it's out of production. I really wish it was available as a PDF for those who would like to play it, but I don't know what became of Starchilde Publications. Starchilde also has a Kaiju game, a superhero game and another scifi setting that was all about an alien invasion of earth who's name escapes me.

Hope you enjoyed reading about it,

-Eli

Thursday, December 10, 2009

Mutant Menaces - Yapping Doom!


Chupaguagua (Choops)
No. Enc.: 2d6 (4d10)
Alignment: Chaotic
Movement: 120' (40')
Armor Class: 9
Hit Dice: 1
Attacks: 1
Damage: By weapon
Save: L2
Morale: 5
Hoard Class: IV

Chupaguaguas or Choops as they are more commonly called are the mutant descendants of the of the rampantly popular tiny toy dogs that spread far and wide before the fall. They have become living embodiments of their pre-apocalyptic attitudes roving in yapping packs.

Choops stands about  2ft in height with gangly but muscled builds. They have mostly hairless, sickly colored skin with wide, glowing eyes that allow them to see in the dark. A nearly ratial hyperness pervades the entire species and it seem nearly impossible for a choop to remain still. Choops feed on blood and are known to suck it from still living victims, feeding it packs and overpowering their victims. The strangest characteristic of choops seems to be the fact that they give off an odor like fresh from the oven chocolate chip cookies.

Mutations: Fragrance Development, Increased Smell, Increased Hearing, Night Vision, Hollow Fangs

[Art by Mike Dashow]

Inspiring Artwork - Mike Dashow


While I was trolling the internet for inspiring artwork to illustrate my RPG creations, I came across the blog of Mike Dashow called Walrus Droppings. His artwork has an interesting combination of classic animation style and edgy character. Hi environments are evocative and his characters full of presence and personality. I hope he doesn't mind me using the occasional piece of his artowrk to highlight an encounter or creature in one of my games.

Check out his blog and take a look,

-Eli

Post-Apocalyptic Update



The pic above shows a repaint of a Wizkids Mechwarrior vehicle. I think it's a Mobile HQ vehicle or something. Anyhow, I liked the Airstream Trailer shape to it and thought it would make the perfect vehicle for crawling through the wastelands or for use in sci fi games as a sort of workers transport. I can see it carrying crews of miners from a colony out ot a work site.

This one is painted in red with all sorts of scuffing and shipping to show it iss weathered and used. There is a centerline cockpit out front and a drop ramp in the back. The boxes along the side look like a bank of regulators that workers could plug into for life support over extended periods. All in all I like it and even named it. This one has been given a nickname, "Ladybug". The figures standing next to it are 15mm UK Mercenary minis.

Take care,

-Eli

Latest Martian Settlement WIP



So, after seeing my WIP pics of the earlier Martian settlements, Rob over at ArmChairGeneral asked me if I would do one (or more) for him. As I was wanting to keep building, I figured why not.

Up until then, all my pieces had been built on pretty linear flat rocks, so I decided to make this one a little more three-dimensional. I also wanted to build somethign bigger than I had so far. Taking a large tear-off of cork tile I then layered up several more pieces near the center of the piece. This came me a central hill jutting up from the city below.

The picture to the right depicts the city in the early layout. It shows the cluster of larger, metropolitan buildings at the top of the city, including what has become a characteristic of my Martians settlements - the tower spire. Below the hill, in the foreground is a rather haphazard cluster of buildings that will make up the lower class section of the city.

The picture below shows the city about 90% through the construction process. You can see the walls and towers in place, showing that this city may have once been fortified all around, but having since let the defenses give way to more living space. To the far left of the pic you will see a large temple structure with a massive dome that marks this city as one of particular importance to Martian religion. It sit atop a raised rocky outcropping of its own and the structure crowds to make use of every inch of space atop that rock. You can see the more haphazard commoner street to the right. Some of the roof tops of the larger buildings have penthouses or patio structures on them.



I still have to figure out how to paint this one. Once again I got carried away with construction and created some terribly tight spaces to try to get a brush into. I really need to paint the buildings then glue them in.

Enjoy,

-Eli

Wednesday, December 9, 2009

2mm Irregular Arrivals



My gaming buddy Iken and I have been gearing up to make a serious go at Land Ironclads and in doing so we place a big order for 2mm troops from Irregular Miniatures. In all, we ordered three army packs, a supply pack, and a few odds and ends planes, elephants and such.

I will note that while I like doing business with Nic at Eureka, I really couldn't justify ordering the Irregular stuff from him. The cost for the figs, even after exchange rate, come to about 15% more and Irregular only charged us 10% shipping instead of the regular 15% that both they and Eureka charge (because the order was only 2mm stuff). They shipped the order on the 1st and it got here today on the 9th. Fast shipping across the pond.

Only the elephants and one of the army packs is mine but I'm only building one force and Iken is building two. We will be sharing the supply pack but I'm not sure if we are just doing generic supply bases or if we are going to divy them out to specific armies. I haven't been able ot handle the minis yet as they were shipped to his house, but I must admit that I may have ordered the wrong army but I am sure it'll get used nonetheless.

I ordered the Afghan Army pack as I thought it would have a different feel to it than the various European army packs, but it looks, at least from the glimpse in the picture, like the mix of figures may be a bit TOO different. I'll reserve final judgement but I may end up having to make a Martian tribal coalition instead of a citystate army. Iken is planning to front me some of his cav as his alien army he is making doesn't use them. The elphants are going to be converted into Martian beasts but more on that later. I am going to be doing some of the most microscale conversions I've ever done to try to get my 2mm to look like a VSF Martian army ala Space 1889/John Carter.

Stay tuned for more updates!

-Eli

Tuesday, December 8, 2009

More Martian Settlements


this could be arranged along canals as narrow, canal-side settlements. The picture to the left gives you a look at the simple but effectivestreet orien
The Martian settlements project has been highly experimental but incredibly fun. I have been trying to find more and interesting ways to do them. This is one of those.

What you see is a table edge section of city with a fortifiefied city gate, towers and wall. This would be perfect to set up at the of the table so there is a bit of local color without having it be center stage. This is also the first piece that I tried using accent colors on, giving several of the buildings a crimson stripe as well as the towers and gate.

Future plans for this and other pieces like it include additional table edge sections or possibly modulare city interior pieces that will allow me to create cities of various sizes. Another thought is that pieces like this could be used along canals. The picture to the left show the orientation including a curious back alley.

Hope you like!

-Eli

Mutant Menaces - Pardon Me Mr. Squid

Ambassador Squid

No. Enc. Solitary
Alignment : Lawful
Movement : Fly 200’ (60’)
Armor Class : 8
Hit Dice : 3
Attacks : None
Damage : None
Save : L8
Morale : 5
Hoard Class : None or XI for "Major Domo"

The strange creature known as the ambassador squid may or may not be a mutant at all but its striking resemblance to a terrestrial cephalopod does suggest that it most likely is. Whatever it is, the ambassador squid is an oddly noble creature that seems to have little purpose in life other than to assist others.

Flitting about with an innate flight power, these squids go from place to place offering their intellect and interpersonal skills to those in need. Whether it be peace negotiations, trade agreements, or determining the lot due to a band of mercenaries, the ambassador squid is your “thing”. Using a soft-spoken, soothing telepathic voice, these creatures can calculate the variables of the given circumstances of any agreement or situation, finding the best solution for all parties. Though not a bag of combat tricks or attack powers, in the harsh, brutal land these sorts of skills are rare and useful for the survival of struggling communities.

In some cases ambassador squids have found their way into positions of permanent employment, gaining a roof over their head, a place in the world and remuneration in exchange for their abilities. More often than not, these individuals take on a role such as that of a Major Domo or Prime Minister.

Mutations: Flight, Telephathic Communication, Universal Translator, Empathy.

Monday, December 7, 2009

Wasteland Robots

One of the projects I've been working on involves converting Wizkids Mechwarrior mechs into robots for 15mm post-apocalyptic gaming. Most of these have required very little work except for a few touch-ups to the paint and some weathering to expose bare metal from under the paint. I didn't do a lot of rusting or anything on these because I want them to have that weathered future look and to me the future means shiny metal that doesn't rust (well sometimes anyway). Two of the robots I did represent renegade Russian combat robots and are known as "Red Bots" both for their color and their origin. The pics below are crappy WIP pics taken with my camera phone.






There ya go. The Red Bots now have a nasty green optice in the middle of that dark void in the front of their heads. For the two yellow industrial robots on the right of the bottom pic, I turned the torsos around on the body, flipped the arms and painted the glass cockpit as a metal power source or something on the back. The original back parts of the robot, make a pretty cool head in my opnion. As for the robot on the left, I removed the original cockpit for the mech that was located at the crotch area. It looked dumb and the robot looks better without na obvious head or cockpit. The white and read one is a power loader sort of deal that I wanted to give a space age look.

Enjoy!

-Eli

Sunday, December 6, 2009

Other Blogs By Me

While patrolling through my blogger settings I came across a few earlier attempts at blogging that I had done. These were attempts at using blogs for world building for D&D, an experiment that proved useful to a degree but that utlimately ended up giving way to the use of Wikis instead.

The first of these is my Homeland blog. This was the creation space for my first original D&D campaign world since high school. Up until then I had played in the same campaign setting that had been growing, rather organically, until about five years ago when I decided I wanted to run a new setting. Homeland was an attempt to create a campaign with its roots in a rustic setting from which adventure could grow.

The second is just a beginning but it does details some of the races I intended to use for a campaign setting that took place in Ravania, a land that had previously existed on the edge of my original campaign setting from the high school days. This expansion of a part of the world was modernized, updated and fleshed out with my newer creative stylings.

Give them a look and feel free to comment on the various posts. I've kept them mostly private up until now, but would love to hear what folks think.

Take care,

-Eli

Saturday, December 5, 2009

Board Game of Intense Epic Goodness - Stronghold


I have had a chance to play this game twice now, one in a two-player game and the second in a four-player game. I am happy (and surprised) to say that it plays well in both modes.

For those who are not familiar with the game, it is a game that is not so much the simulation of a siege but the story of a siege in a fantasy realm. The players are playing not to prevent or complete the siege so much as they are to make a good story of it. Victory points shift from Attacker to Defender as the game plays on and each side has the option for additional victory points for completing certain key events in the tale such as breaking down two wall sections, sacrificing so many goblins, or for keeping the standard flying over the keep.

One thing I really love about this game is the main dynamic with it's very Newtonian concept that every action the Attacker takes results in time for the Defender to use toward actions. There are some interesting balancing elements to all of this letting the Attacker budget time by allocating his better troops to accomplishing tasks in less time and thus granting less time for the Defender to act. Also, while the Attacker's actions tend to take effect immediately, the Defender has to work up to results in various "workshops". Everything in this game comes down to time and timing.

Ultimately the winner of this game is not determined by whether the attacker is able to take the castle or not but by which side fought the better fight of it. Time is against the Attacker, but he does not want to rush in and crush the walls and miss out on making his story better. The Defender really scores his points by holding the Attacker off and ultimately wins by keeping the Attacker at bay long enough that really the gap in points cannot be closed by the final bonus points scored when the Attacker makes his way through the wall and into the interior of the castle.

I really love this game. In fact it was two weeks between my first and second game and I was very much feeling anxious to try it out again.

Replay on this game is huge as the Attacker get different siege assets available to him every time based on the draw of cards. This then changes the strategies of the game. Even more, this game plays just as well two player as it does with 3+. Even the side of the board you control as the Attacker or Defender in a four player game will change the way the game plays for you. Once again, replay is big on this game.

My only caution with this game is it is not quick. This game will make you think, plot, plan and strategize and you had best be prepared to invest several hours to it. Our first four player game, with all players having played the game before ran for about 4 hours. There were breaks in there for restroom and chat, but it made for a good epic game. Another thing to be careful of is that this game has a set turn limit but is often decided well before that limit is reached. Not a game to play with people who are afraid to concede.

Anyhow, give it a play and enjoy!


-Eli

[For more information, reviews, and images of games boards, games in play, and game components check out the listing at Board Game Geek here - http://www.boardgamegeek.com/boardgame/45986.]

Martian Settlements For Land Ironclads/Aeronef

Sooooo,

It seems that I have been away from miniatures for a bit. Not true.

Since losing my digital camera, as lame as it was, I have been a bit gunshy about trying to post on miniatures projects because I coul;dn't seem to get any good pics. I have since had some luck taking decent WIP pics with my camera phone, so I thought I'd start to post some stuff that I've been working on.



The first thing I'd like to share is a WIP of some town/city terrain I have been doing for use with Wessex Games' Land Ironclads and Aeronef games. The general scale of these games is 1/1200 or thereabouts though the infantry figures used are generally 2mm which is more like 1/900 but any smaller an they may as well be cardboard counters. So, I took some scrap balsa, some cork tile and got to work.

These are actually quite simple to make. Tear off an area of tile to form the roacky outcropping upon which the Martians have built thei settlements. The cut various sized bits of balsa and get to work laying out your settlement plan. I decided to keep them relatively simple and work mainly with simple rectangles for the most part. The three that are pictured above were the first three I did and show a modest township as well as a two smaller locales that might work well for some sorts of monasteries, villas, etc.




After they are aseembled, they are sprayed black and then painted with a combination of rusty red earth tones for the ground, an off-white color for the buildings and simple black for the doors and windows. I thought about painting the doorways another color but really it just blurred the details and at this scale, I just needed the hint of door and windows. In some places, where hte balsa didn't cut right and left some rough edges, I painted the pieces like ruined buildings showing a mix of the white-wash and natural red Martian mud.





In a future post, I'll show off some additional work I've been doing with this project, but I hope you like the results so far.

Thanks,

-Eli

Wednesday, December 2, 2009

Mutant Menaces - Word Verification Challenge

The other day, I challaneged Bill over at Green Skeleton Gaming Guild to create a monster for Mutant Future using the next blog comment word verification word he got. The idea was that we would each do one. Well, my word was impossible, and even Bill conceded that point, but he came up with these cool fellows the Untar. Personally I think he cheated, because that word is just too perfect for a Mutant Future creature.

Anyhow, I have since received another blog comment word verification word and here is the beastie I came came up with...



Rovenc (Giant Elephant Rat )

No. Enc. 1d4 (usually solitary)
Alignment : Neutral
Movement : 100' (30')
Armor Class : 8
Hit Dice : 8
Attacks : 2 or 1
Damage : 2 claws 2d6 or bite
Save : L6
Morale : 7 (10 if more than one)
Hoard Class : III

Rovenc are huge mutated rats that have leanred to make their livings eating anythign that they come in contact with. Plant or animal, it matters little to these great beasts whether their prey is living or dead as long as it will fit in their mouth. Usually solitary rovenc only come together to mate, forming small harems of a single male and up to three females. During these mating times they are very hostile and agressive and seldom back down from a fight. Alone, the rovenc is less bold and may often turn and leave than bother with a brawl.

The primary attack of these creatures is their massive forepaws followed by their viscious, tuck-like front teeth. These teeth are used for display, dueling among males and for digging up roots, tubors and burrowing prey animals. Another notable attack employed by these mutants is horrendous belching bellow that they can resonate through the inflatable sacks on their noses. It is quite possible for a rovenc to completely floor an enemy, stunning them into a deafened stupor, with only a single sounding of thier nasal trumpet.

Mutations: Gigantism (+2), Shriek, Visual Impairment

[The picture was found on the internet while I was searching for inspiration on the Word Verification Challenge. I saw it and it screamed Rovenc. The word was close to "rodent". I am not sure who did the pic, but all the credit goes to them, not me.]
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