Sunday, 10 August 2014

Nuclear Renaissance starter gang 2. Road Warriors.


Here is my second starter gang for Nuclear Renaissance, a posse of loosely affiliated lawmen and mercenary adventurers known as 'The Road Warriors'.

First up is the Road Judge and his 'V8 Pursuit' car, this started out life as a 1:43 James Bond, diamonds are forever, Ford Mustang; a 1973 Mach 1 to be precise (stock photo shown below) this die cast came attached to a base shaped like a section of pavement, the reasons for this soon became apparent, it was a very fragile little car, definitely a display piece and never strong enough to be a real 'toy'.

I decided on a homage to the 'MFP' police cars of the first mad max film, as the shape of the mustang was broadly similar enough to the ford falcons used in the film; there are some obvious differences, the mustang lacks the rear doors and is a lot more svelte and 'coke bottle' than the stubby XA's and XB's of the movies...
Here's a couple of shots of 'Big Bopper'. Roop and Charlie's car that gets thoroughly trashed during the films opening sequence.

The mustang received mesh side windows, a front air dam made from a piece of imperial guard dozer blade smoothed out with greenstuff, a long range fuel tank (another IG bit) mounted in place of the rear window, larger exhausts and a roof bar with lights made from fuses and a siren.

I went for a simplified version of big bopper and March hare's paint scheme, albeit a lot more worn and dirty; the yellow was a sod to paint, using averland sunset as a base with bad moon yellow on top. 
I really wished I'd gone for a copy of the films famous black car about half way through the umpteenth coat of yellow!
 I also renamed my fictional police force from the MFP (main force patrol) to the MRP (main road patrol)

When it came to painting Road Judge i decided against copying the black leather uniforms of Mad Max's police, and went for a brighter, more cartoonish look, trying to evoke both 2000AD and the flashy Op's of dark future. Yellow armour and gauntlets tie him in to his car, with a helmet stripe to reinforce the point.

Next up is the post apocalyptic Englishman seen in an earlier post, the rather overblown background dicarded and boiled down to a bare name 'The Limey' driving his heavily modified Morris Minor Hot Rod 'Diana'.

Diana started out as a corgi Morris, as seen below, part of a Kellogg's promotion in the late 80's or early nineties.

I fitted larger wheels and a supercharged engine block, plus armoured panels (track guards) exhausts and stowage.

Together I think these two make quite an amusing post apocalyptic caricature.

Last up is Stobart the courier and his 7.5t truck 'Roadrunner'.
In my opinion EM4's Thug miniature really looks the part as a stereotypical sweaty lorry driver (although possibly more of a Brit HGV driver than an American trucker) 

I didn't take a before photo of the truck, suffice to say its on a much smaller scale than the rest, and was originally meant to be an articulated truck cab, with a bit of imagination though, it can pass as a light '7.5'ton truck.

The dozer blade, exhausts and rear deck were built from yet more leftovers from the ever useful imperial guard vehicle accessory and chimera sprues, the rear wheels were removed and larger wheels were doubled up in their place; Ben Hur style wheelhub spikes and various junk representing the armour and blast shielding were made from various bits of sprue and rubbish.
My favourite little touch is the roof vent, cut off a matchbox scale VW.

So that's the foundation for gang number two for Nuclear Renaissance, it comes in a little short points wise compared with the sons of Simius, but that just gives me more room to grow! At the bottom of the post is my gang roster.... 

Soon I'll have more terrain to post up and hopefully at some point in the not too distant future a battle report, we have had a couple of games already but not bothered to take any photos due to some horribly crude terrain proxies i.e. Beers cans and fag packets!

We had a good laugh, the game was very easy to pick up although I don't think we were using the full depth of the rules, house rules and friendly compromises were the order of the day.
Both matches ended up lasting about 45mins to an hour with both ending as victories for the road warriors, the first a whitewash, the second a much more close run thing as my friend got to grips with his characters and the gist of the game. There were plenty of cool cinematic moments....and several WTF moments as well!

For example....With a heavy truck bearing down on him, and nowhere to hide, Limey made an incredibly lucky pistol shot, killing the driver behind the wheel and causing the truck to flip out, missing him by a centimetre and hitting terrain instead, destroying the truck and killing the unfortunate passenger Krump.....

By contrast, by dint of some appallingly bad dice rolls, Krump spent both games firing off his powerful shotgun at anything within range without managing to do anything more than dish out the odd shock token and repeatedly jam his gun.

I might have to do a little bit of rebalancing of the lists, roadrunner seems a little too all powerful at the moment, I might downgrade the armour to make him a little more vulnerable to small arms fire. 
Road judge is also a very dangerous character being able to use the speed of his car and his powerful long ranged rifle to make reliable kills on the first turn, which can be a bit of a downer for the other player. The marauders are very focused on getting into ramming range and melee as quickly as possible and some longer ranged firepower might help even things up.

Gang 2 road warriors - convoy

Road Judge (hero) - 30
Driver - 7
Fighter - 10
Lucky - 20
Marksman - 6
Skilled - 20
Rifle - 90
Large weapon - 10
Total - 193

V8 Pursuit (buggy) - 20
Supercharger - 25
Race tuned - 15
Total - 60

Limey (soldier) - 20
Action man - 12
Driver - 6
Fighter - 8
Marksman - 4
Dodge - 10
Pistol - 70
x1 grenade - 10
Total - 140

Diana (buggy) - 20
Supercharger - 25
Reinforced armour - 10
Total - 55

Stobart (driver) - 15
Driver - free
Rammer - 5
Strong - 4
Mechanic - 5
Knife - 5
Total - 34

Roadrunner 7.5t (truck) - 30
Extra armour - 30
Plough - 15
Blast shielding - 15
Total - 90

Judge & pursuit - 253
Limey & Diana - 195
Stobart & roadrunner - 124
Total - 582




Tuesday, 1 July 2014

Needs Must

I was hoping that my next post would be more nuclear renaissance stuff, my second gang has been painted, but some rather tight financial circumstances mean my unfinished armoured engineers guard army, my daemon hunters inquisitor and buddies and some other assorted bits have gone up on eBay.
If things get much tighter my hive militia / orlocks may be going on as well.


Items ending on Friday and Saturday evening.... Shameless plug over...normal service scheduled to resume soon.

Sunday, 18 May 2014

Nuclear Renaissance - Marauders 600pt Starter gang, the 'Sons of Simius'

Here is my first completed gang for Nuclear Renaissance, a savage band of depraved marauders that go by the name of the 'Sons of Simius'

This gang was put together as a gift for a friend and I'm really chuffed with how they turned out, especially the vehicles. Painting each mini as an individual rather than a uniform squad or army was refreshing and helped to keep my interest up.

This is Simius, the gangs fearsome leader and his wasteland steed; Cheryl the saab 93.
 As with all the miniatures Simius is from em4 miniature's 'savages' range and were it not for the long hair and the fact he's kept his trousers on, he could easily pass for the road warriors 'lord humongous'.

The saab 93 started out like this, unfortunately I didn't take a proper 'before' shot.


And ended up a little more 'used'! 


The speakers and subwoofers bolted to the roof and poking through the rear hatch were made from several old pairs of mobile phone earphones and other various electronic bits and pieces to serve as amps and crossovers.

Not just for show they also have an in game effect as the 'sound system' upgrade, which in turn boosts the range of the inspirational 'bard' skill.

In game This car has the 'turbo' and 'race tuned' upgrades and although saabs of this era are generally turbocharged to begin with, I wanted to do something to represent the car being tuned up, so I also added a front mount intercooler.

Next up is 'Wibber' and his truck 'Redneck'. 

Redneck started out as a corgi classic renault, not the most promising base for a mad max machine you might think, but this truck is perhaps my favourite of the six vehicles I've built so far for this project. The idea was to end up with a real ramshackle 'outback' style vintage truck.

The rear wheels were removed and doubled up on the front, and a wider set of wheels were doubled up at the rear along with some homemade rear arches.


An old chimera dozer blade mount was turned into a pick up bed, and the engine block (Lascannon power cell) and blower scoop were added along with smoke belching exhaust pipes and a feed pipe leading to nitrous oxide bottles mounted on the rear of the cab. 

The ram bars are various swords and blade from plastic guardsmen and a cut down piece of sprue.


Last up is the gangs heavy vehicle 'knock knock' together with driver Ziggy and Simius's right hand man; Krump the Ape'prentice.

Ziggy is the slightly flamboyant fellow armed with a sword and Krump (definitely inspired by beyond thunderdome bad dude 'ironbar') is entrusted with a deadly double barrelled shotgun.

'Knock Knock' stared out as a an old corgi bread van (a Bedford?) like this one, though sadly not with the lucozade markings which I might have tried to keep somehow.

The van was heavily knocked about, dented and bullet holed, the plough was made from chimera track guards mounted on hunter killer missile rails. 

Other leftover chimera parts (my best friend in this project) became armour panels and firing ports and a whole mess of stowage was added to the roof.

So that's the first 'starter gang' complete. Next up the 'good guys'
At 600 points (the rule books sample gangs are 650) theres room to expand the crew with a new member or two without slowing gameplay down too much.

For anyone that's interested below is the gang roster for the sons....

Gang 1 - Marauders 'Sons of Simius'

Simius the invincible (hero) - 30
Bard - 15
Driver - 7
Fighter - 10
Mechanic - 15
Strong - 6
Skilled - 20
Pistol - 70
Large weapon (punch dagger) - 10
x1 hand grenade - 10
Total - 193

'Cheryl' (buggy) - 20 (driven by Simius) 
Race tuned - 15
Turbo - 15
Safety features - 10
Sound system - 10
Total - 70 

Wibber (goon) - 10
Driver - 5
Rammer - 5
Fighter - 6
Large weapon (chain) - 10
Total - 36

Redneck (Truck) - 30
Ram bars - 15
Nitro x2 - 20
Supercharger - 25
Total - 70

Ziggy (driver) - 15
Driver - free
Fighter - 6
Sword - 5
Total - 26

'Knock Knock' (truck) - 30 (driven by ziggy)
Extra armour - 30
Plough - 15
Total - 75

Ape'prentice Krump (soldier) - 20
Marksman - 4
Fighter - 8
Strong - 5
Shotgun - 80
Knife- 5
Total - 122

Simius and Cheryl - 263
Wibber and redneck - 106
Krump, ziggy and knock knock - 223

Total - 592