Showing posts with label WIP. Show all posts
Showing posts with label WIP. Show all posts

Saturday, November 28, 2009

Warehouse

I wanted a different type of building to break up the D.C. a bit. A challenge from one of the moderators' on the Post Apoc Wargame Forum got me to think of this one.

I'll be making a corrogated iron roof for this that will be able to lift off in the fashion of the other buildings.









There will be some stairs to come also, with a balcony looking over the inside of the warehouse. Also an outside platfrom on this side to. The truck will be a part of the building, fixed to the base. I'll leave the forklift rusted and still operable for some in-game impromtu fun.

Sunday, August 23, 2009

More Vehicles

Here is another pic of the Aryan Dropship with a mini for scale. Perhaps i should have done this a bit sooner because the doors aye a bit small. Should be easy to fix by cutting up the same part of the Lemun Russ turret and making double doors.

Another Aryan vehicle. I'm not sure wether this will be autonomous in my story or piloted at this point. It is one of the Infinity Drones, so i guess it'll be some sort of drone in my world.

Some Matchbox cars to use with the Buckeroo Gang. The GZG Ravagers just looked too baddass once i painted them up to Scavs. They are a bit out of scale. But if i keep the same scales with the same factions i don't think it'll get to me. :)
The first one is "The Bitch". A '69 Camero with extra armour and a mini gun.

An '80s SWAT vehicle that i think i'll add a .50cal to.

"Old Betsy", a typical gang member carrier and a place to haul thier scav and spoils of each confrontation.

I had to get one of these GZG 8 Wheeel APC's. I can echo everyones good reports on Jon's amazing delivery times. And i live in Australia! I think i'll put a mini-gun on this one and swap the .50cal to the SWAT vehicle. I'll use this 8 Wheeler to go with the New Eden Vault City Gene Troopers. The Gene Troopers will be somethin g like the Rouge Trooper of 2000 AD. But maybe i shouldn't speak too soon or i'll have another story change like i did with the GZG Ravagers. So it maybe prudent to get thigs painted before i designate any story to them.

Monday, August 17, 2009

Aryanriech Enclave Dropship

It's a GZG Mantis, but the slaved version. I managed to think up a way to make it Troop Carrier with the rectangular purfume bottle top and the left over pieces of a Leman Russ Tank for the hatches.



It has a bit of a Fallout 3 feel with its VToL functionality. And satisfies some of my Cyberpunk urges.



I think i still need to put together it's landing gear on the rear, if a can't think of another way around it.

Wednesday, August 12, 2009

Multi-Story Office Block

Doing projects for 15's is so satisfying. I had put off finishing this building to some painting, and overall the construction didn't take that long.

There were a couple of unplanned cuts to the thumb, but a drop of super glue closed them up nice and quickly.

This building is one of the more intact structures of DC 2150. I think on the hole i want my the city to be more of an abandoned place than a completely shell shocked ruins.

I'm yet to see how these different floors and rooms will come in handing when playing games in this enviroment. As i've previously mentioned holing up in rooms is a fairly good tactic if the Aryanriech or Super-Muntants are hell bent on eradicating every single person in your team.

Before i paint this multi-story and the three other buildings i'll make a couple more at least. Next on the list for terrain is a warehouse with parking lot and store front.

At some point i'll be needing something to base these buildings on. Some kind of MDF or plasticard should fit the bill. I'd prefer of course to find something cheap and that i don't need power tools to cut, seeing as i have none.

Monday, August 10, 2009

Scavengers & Greenstuff

So here are a few piccies of the changes i made to the other 8 GZG Ravagers. I found that what was hard in painting 15's well, were faces. So i greenstuffed some maskes and goggles on these guys to cover the shame of my fledgling painting.

I also buffed up the guns a bit by styling assault rifles, machine pistols and SMG's. This extra fire power will help the faction survive against some of the other nasties that will be crawling out of the wasteland.

Depending on how these guys turn out when i paint them, i may even go back and strip the first ravagers i did to uniform them all a bit.

I've done face masks and gun buffing before on 28's, but the goggles and magazines are a new endeavor. It all wasn't quite as hard as i expected, so i may be a bit more adventurous with my other factions.

Wednesday, July 29, 2009

Ruined Buildings

This is the start i've made for the buildings of DC 2150. I wanted to keep in line with the Blog title picture.
I'll be making most of the buildings with detachable levels and some rooms inside. They'll be places for players to hide and hole up. With the 5150 rule set, holing up inside a room is a very effective tactic, Players making an assult on the room will have to use grenades or flash bangs if they don't want to get slaughtered.
I used 4mm foam core or poster board which is very easy to cut out quickly. The window and door frames and achetroves seemed essential to give a realistic feel to the buildings. Stay tuned for more updates.

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.