I made these things as part of a Xenos Rampant force, and also to go with a 7TV post apoc type game. Not really sure how to stat them for Xenos Rampant as they don't really fit any of the existing troop classes. They're mostly made of pistachio shells, little balls, and hot glue.
Monday, 24 September 2018
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)
|
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
|
5+
|
Move
|
5+
|
Defence Value
|
4+
|
Shoot
|
6+*
|
Shoot Value/Range
|
4+/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
Subscribe to:
Posts (Atom)