Showing posts with label Super-Mutants. Show all posts
Showing posts with label Super-Mutants. Show all posts

Wednesday, December 16, 2009

Super-Mutants



These were quite the pleasure to paint. If i wore a hat i'd take it off to GZG as they really show what can be done in 15mm.

So i've borrowed the concept of the Super-Mutants from the Fallout series of games. They are a great non/semi human faction to have before you start moving onto aliens.

These guys have no allies in the DC 2150 so they must be very resilient. Their Reaction chart will reflect and willingness to engage in hand to hand combat and a general superiority in that form of combat. They won't be the best of shots, but will use their SAW's to keep heads down as they get close.

To accommodate a bit more hand to hand in the THW rules i've had to make some changes to the rules. It's near suicide at the moment. :) Receiving Charge reaction will be toned down alot and i won't require the chargers to take Recieved Fire checks if they have passed the Wanting to Charge reaction on 2d6. Also, i'll be making Assault Rifles or larger bulky, which translates as 1 less d6 in combat. This last rule will also make SMG's and Carbines a actually option over Assault Rifles for some Factions.

Sunday, July 26, 2009

Comparison Shots!

I've always found these shots to be very helpful to me. They are as precious as gold when looking for prospective mini's to buy, or you're getting into a new scale.

From left to right there are; GZG Alien Mercs, GZG Ravagers x2, Eureka Sci-Fi Germans, Rebel Mini's Sahadeen, GZG Light EVA suits.


I'll be using the Alien Mercs as Super-Mutants. The Ravagers as resourceful Scavengers. The Sci-Fi Germans for Aryanriech Enclave. The Sahadeen as Raiders. And the Light EVA Suits for New Eden Enclave. You'll notice the Enclave troops have fully enclosed suits to prtect them from all sorts of enviromental hazards. The other factions how ever a re limited to areas in the setting of DC 2150 that are rad free if they are careful, or unless they have sufficient meds and luck to avoid rad sickness. The Super-Mutants are, of course, impervious to most enviromental factors.

Aryanriech Enclave


This Enclave will be one of the vault cities lying close to the highly contested Dead City. Seeded with propaganda before World War IV, this vault was an experiment by Dr. Winterbottom to preserve clean genetic stock in an irradiated war torn post apocalyptic world.

The occupants of the Enclave are far from the ideal Aryan stock envisioned. However, they are free from mutation and have adequate military and medical resources to remain so. Whether that is a good thing or not is yet to be seen.

Their main enemies are the Super-Mutants, created by The Master (Richard Grey). But the Aryan's will cleanse any other survivors existing untainted in pockets of civilisation untainted by radiation poison.

Aryanriech Enclave does engage in some trade with New Eden Enclave, swapping their military technology for New Eden’s superior medical supplies.

Aryanriech Enclave has some of the best military resources in the region and would dominate it, if it was not for their strict genetic policy that keeps their population low.

I'll be using the Eureka Sci-Fi Germans for this faction. They only come in 4 sculpts at the moment, but i've joined the 300 Club in hopes of getting more. Click on this link to join the 300 Club and we can have additional sculpts! These guys come in at 15mm from feet to eyes, and i love 'em. I hear some people are using them for pulp games to.

At the top of the post is one i prepared earlier. I have 2 squads of 8 all up. The rest of this squad should be done soon, and i'll be sure to give you an update.