Tuesday, 18 September 2018

LRXG Shuttle


Did a small drop ship or shuttle type thing to go with my LRXG marines in Xenos Rampant. It's resin. No idea where it came from. I picked it up last year at Reveille. Which reminds me, Reveille, our wargames show, is coming up again in November.



Drop Ship

Lt Armoured
Vehicle
Points

5

Attack

6+
Attack Value
6
Move

5+*
Defence Value
6
Shoot

6+
Shoot Value/Range
5+/18”
Courage

4+
Max Move
10”
Armour

5
Strength Points
6(1)

Special Rules: Transport, Special Insertion

Thursday, 13 September 2018

Biker Gang



Did some more bikers to make a decent-size biker gang. Haven't seen it yet, but istm this will be a good basis for a cast for 7TV Apocalypse.




Friday, 7 September 2018

Fungoids


Painted these Crooked Dice Fungoids. I really like the look, and as I'm not a fan of zombies, happy to use plant-based models for zombie-type post apoc games. I also painted these Creepers (and repainted my old ones to match the colour scheme) for a Triffid style game.

Have also statted them up below as a xenomorph type army for Xenos Rampant.




Hive Mound

Xeno
Greater Beast
Points

6

Attack

5+
Attack Value
3+
Move

6+
Defence Value
6
Shoot

-
Shoot Value/Range
-
Courage

3+
Max Move
10”
Armour

4
Strength Points
6 (1)
Special Rules: Leader, Ranger, Wild Charge, Mystical Armour (Regen) (2pts)


Creepers

Xeno
Greater Beast
Points

6

Attack

5+
Attack Value
3+
Move

6+
Defence Value
6
Shoot

-
Shoot Value/Range
-
Courage

3+
Max Move
10”
Armour

4
Strength Points
6(3)
Special Rules: Ranger, Wild Charge, Hive Mind, Special Insertion


Slitherers

Xeno
Greater Beast
Points

8

Attack

5+
Attack Value
3+
Move

6+
Defence Value
6
Shoot

-
Shoot Value/Range
-
Courage

3+
Max Move
10”
Armour

4
Strength Points
6 (3)
Special Rules: Ranger, Wild Charge, Invisibility (Camo) (3 pts), Hive Mind



Spitters

Xeno
Greater Beast
Points

8

Attack

5+
Attack Value
3+
Move

6+
Defence Value
6
Shoot

-
Shoot Value/Range
-
Courage

3+
Max Move
10”
Armour

4
Strength Points
6 (3)
Special Rules: Ranger, Wild Charge, Venomous (3 pts), Hive Mind


Xenos

Xeno
Lesser Beast
Points

3

Attack

5+
Attack Value
4+
Move

6+
Defence Value
6+
Shoot

-
Shoot Value/Range
-
Courage

4+
Max Move
12”
Armour

3
Strength Points
6 (6)

Special Rules: Ranger, Wild Charge, Fleet Footed, Hive Mind

Sunday, 2 September 2018

Xenos Rampant



Statted up a couple of Xenos Rampant forces. This is a fan expansion to the Lion/Dragon Rampant series. I didn't really have a lot of figures but I was happy to use my vehicles. I'm not really sure about the game, actually. Istm what feels ok when medieval crossbowmen face mounted knights doesn't necessarily feel as good when space marine types are facing grav tanks. Perhaps more scenery is required, or a bigger table with longer ranges. I played a simple fight to the death scenario, so maybe a more nuanced scenario might make for a better game.

I made my stunty-type force as expensive tanks and expensive elite foot as I don't have many models.


Stunty Inf

Elite
Infantry
Points

6

Attack

5+*
Attack Value
4+
Move

5+
Defence Value
4+
Shoot

5+*
Shoot Value/Range
4+/18”
Courage

3+
Max Move
6”
Armour

4
Strength Points
6 (6)
Special Rules: Back into the Fray, Ranger



Stunty Support

Elite
Infantry
Points

10

Attack

5+*
Attack Value
4+
Move

5+
Defence Value
4+
Shoot

5+*
Shoot Value/Range
3+/18”
Courage

3+
Max Move
6”
Armour

4
Strength Points
6 (3)
Special Rules: Back into the Fray, Ranger, Squad Support Weapon, Anti-Tank



Stunty Grav Tank

Hvy Armoured
Vehicle
Points

6

Attack

6+
Attack Value
6
Move

6+
Defence Value
5+
Shoot

6+*
Shoot Value/Range
4+/18”
Courage

3+
Max Move
8”
Armour

6
Strength Points
6 (1)
Special Rules: Anti-Tank, Fleet-Footed

  

Stunty Grav Tank

Hvy Armoured
Vehicle
Points

9

Attack

6+
Attack Value
6
Move

6+
Defence Value
5+
Shoot

6+*
Shoot Value/Range
3+/48”
Courage

3+
Max Move
8”
Armour

6
Strength Points
6 (1)
Special Rules: Anti-Tank, Fleet-Footed, Artillery Tank

  


My marines are a lighter, but much more mobile force, which will probably be more effective at grabbing objectives than standing and shooting.

Marines

Hvy Inf
Points

4

Attack

6+
Attack Value
5+
Move

5+
Defence Value
4+
Shoot

6+*
Shoot Value/Range
5+/18”
Courage

4+
Max Move
10”
Armour

3
Strength Points
12 (6)
Special Rules: Go to Ground
  

Marines Support

Hvy Inf
Points

6

Attack

6+
Attack Value
4+
Move

5+
Defence Value
4+
Shoot

6+*
Shoot Value/Range
5+/18”
Courage

4+
Max Move
10”
Armour

3
Strength Points
12 (6)
Special Rules: Go to Ground, Squad Support Weapons

  
APC

Lt Armoured
Vehicle
Points

4

Attack

6+
Attack Value
6
Move

5+*
Defence Value
6
Shoot

6+
Shoot Value/Range
5+/18”
Courage

4+
Max Move
10”
Armour

5
Strength Points
6(1)

Special Rules: Transport


Light Tank

Lt Armoured
Vehicle
Points

8

Attack

6+
Attack Value
6
Move

5+*
Defence Value
6
Shoot

6+
Shoot Value/Range
4+/36”
Courage

4+
Max Move
10”
Armour

5
Strength Points
6(1)

Special Rules: Artillery Tank, Anti-Tank