Showing posts with label Planet Wolfden. Show all posts
Showing posts with label Planet Wolfden. Show all posts

Saturday, 11 April 2015

Planet Wolfden - Skrappers reinforcements.

After my recent Gruntz game I dug  through some piles of figures donated to me and discovered more of the 15mm.co.uk Post Apoc Warriors. All they needed was a dry brush, some detail and a wash. As I was working on these figures I grabbed the rest of the force and rejigged it to make a Gruntz force. 

The whole Skappers army (to date).

The Skrappers live in the hulk of a derelict starship on Planet Wolfden. 

The Boss - denoted by pink hair and stripes on his shoulder pads. 


The Enforcers - the Boss' henchmen. The Enforcers have black stripes on their armor. Squad leader has additional yellow stripes. The boss and henchmen live in the Starship's command center, galley and crew quarters. 

The Red Mob live in the Engineering areas of the derelict starship. Due to the dark labyrinths of the engineering decks the Red Mob are great at close combat and ambushes. Their armor is marked with red stripes and they have a red patch on their arms. As with other gangs yellow stripes pick out the gangleader. They take their name and colors from the Engineering Decks which are coded Red. 

The Blue Mob live in the Cargo Hold areas of the derelict starship. Due to the open spaces of the holds the Blue Mob are better with ranged weapons. Their armor is marked with blue stripes and they have a blue patch on their arms. As with other Skrapper gangs yellow stripes pick out the leader. They take their name and colors from the Cargo Decks/Holds which are coded Blue.

Whilst the gangs are part of the same gang there is often friction between them and full on warfare often erupts on the derelict.  

The Skrappers can also be used for 15mm Post Apoc if I ever get to play it. They will also be handy for 15mm gangs of Fletcher's Cove. 

Sunday, 22 February 2015

Outpost Raid - Gruntz Batrep

Rules: Gruntz

Outpost Skivo lies near the boards of the Badlands and Hullscape on the world of Wolfden. Scouts from the Mads Tribals and the Scrappers of Hullscape spot each other casing out the Outpost. As both groups have different objectives within the outpost they decide to join forces. 

Outpost Skivo. The base is defended by the Wolfden Security Forces. Both sides have a points value of 190. The Security Forces are low grade (trained) and mostly armed with pistols but they do have a couple of vehicles which pull their points up. The Mads and Scrappers are higher quality and are armed with rifles. The Mads have body armor too. 

 The first squad (armed with pistols) are on sentry duty. All the Wolfden Security Forces figures are GZG Colonial Militia.

The Scrappers deploy. The Scrappers figures are 15mm.co.uk Post Apoc gangers

The Mads deploy. The Mads are 15mm.co.uk armed tribes men. Both sides plan on using the available cover to sneak up on the Outpost. 

The command post receives satellite warning of forces amassing to the north of the Outpost. Lt McKilla sounds the alarm and rushes out of the command post. 

The second squad grab their rifles and assemble outside the barracks. The gravcar (bottom left) starts up. 

The Mads objective is the water plant. 

The Scrappers are after the Outpost's Power Node which they want for providing power to one of the old derelict space wrecks that they live in. 

The Mads move out along the flank. 

The Scrappers also move out along their flank. 

The Grav car moves forward, a little too enthusiastically nearly throwing the gunner out of the back. I must get that base fixed. 

The second squad moves out to protect the water plant as Lt Mc Kenna rushes to reinforce the squad manning the barricades.

The first squad go to Overwatch. 




The combatants maneuver towards their objectives. In the distance the Wolfden APC starts up. 

The Mads hide behind the shrubs as they hear the grav car approach. The car swings around the shrubs catching some of the tribals in the open. 

The Scrappers rush the barricade. Living in the toxic rotting starship hulls does things to your mind. 
The first squad open fires on the advancing Scrappers. Their pistols drop three of the gangers. 

The Mads open fire at the grav car causing some damage. The machine gun and autocannon of the grav car returns fire missing the Tribes men. 

Realizing that they cannot clear the barricade the Scrappers slow their advance and open fire hitting two of the Enforcers. 

The APC autocannon opens fire at the Scrappers missing the gangers.

Lt McKilla moves forward beyond the safety of the barricade. 

Cooly the Lieutenant levels her pistol and moves a Scrapper into the next world. 

Upon seeing the deaths of their comrades the Scappers yell "Run Away!! RUN AWAY!!" and flee the Outpost.

The Mads cause more damage to the Grav Car. The Car's gunners continue to miss the tribes men. The Grav Car's driver slams the car into reverse in an attempt to get out of rifle range. 

The APC moves up to support the battered Grav Car. It's Autocannon turns a tribal into mush. 

The APC rumbles through the Mads' line crashing into one of them. 

The tribes man did little to slow the progress of the armored vehicle. 

The Mads fire at both vehicles missing. The APC swings back around while the Gravcar approaches cautiously. The Grav Car's guns get hits (finally) but fail to cause injury. The Mads become suppressed. 

 As the Mads are distracted by the vehicles the second squad move up unnoticed.

 The Enforcer's weapons drop two of the Mads. 

The APC swings back around. 

The APC's weapon causes another hit but with no injuries. However the Mads have had enough and go into "Condition Brown" causing them to flee. 

The Grav Car follows up it's weapons cutting down another tribal. "Oh you can hit something now!" McKilla sneers into her communicator. 

The Second Squad also follow killing another fleeing tribes man. The remaining Mads make it off the field of battle. 

Thoughts: 

Gruntz plays really well and feels quite intuitive. I found the rules easy to learn and the rule book has flow charts to help the understanding of how the game mechanics work. I can see me using these rules again. 

I would split the teams to the sizes recommended in the rules. As I have 10 man squads (simply because that's the amount of figures I have), I will look to split them into a 6 man squad and a 4 man squad. The smaller squad will have higher stats. Or it will until I build the forces up more. 

The vehicle crews need to be higher quality too as they had trouble hitting anything.  Each of the gangs could do with a leader too. 




Thursday, 14 August 2014

15mm Freetrader Crew (GZG)

Every sci fi game needs a not Firefly Freetrader crew for shenanigans and getting into to trouble with the law. I have the very nice Heresy Miniatures figures for 28mm. Naturally I wanted a Free Trader Crew for my 15mm stuff. Ground Zero Games makes a nice Not Firefly Crew & passengers in 15mm. I added a robot from 15mm.co.uk as I feel that every ship needs a robot even if its just to kick or for target practice. 

The Crew: 


L-R: A pilot, 2IC, robot, Engineer (Back), Captain, Dogsbody and Mercenary Muscle. 

The Passengers:
 L-R: Cooky Girl who helps on missions (possible PSIer), The Doctor (Cooky Girl's Brother), A Hostess and a Preacher man. 

This is two sets and there is two of the Captain, 2IC and Muscle figures in various poses. I have added the guys to my 24th Browncoats Mercenaries. 



15mm Mercenary Herman Heavy Tank.

I have been working on a Mercenary Heavy Grav Tank for my 15mm stuff. The Herman Heavy Grav Tank an older (outdated) tank which houses a early plasma cannon. Older kit such as this often find itself in service in the outer rim colonies. 

A good old fashioned machine gun is fitted to the turret and another in the front hull for anti personnel use. 

This tank started life as a 1/72 Sherman Firelfy Tank kit sent to me by my mate Jay over on Twitter (@souljacker1974). As soon as I seen it I knew what I wanted to do, build a 15mm grav tank from it. 

The tracks and wheels where dumped and a new bottom was made from plastic card. The grav units are made from old disposable razor handles. The extra armor plates are plastic rhinestones. The plasma cannon is made from beads which I glued onto the trimmed gun from the kit. The bits box yielded a old rocket launcher from a ancient GW Dark Future Car. I still have my Dark Future set. One day I will give that game a spin again. 

The razor handles are hollow and they needed something to tidy them up. Larger Rhinestones did the job nicely. I have just spotted some filling that needs tiding. Grrrrr

I used a couple of clear bases under the grav units to give the tank a bit of a lift. 

In all this was a fun build and I learnt a lot. I will be making more in the future. 

Sunday, 20 July 2014

Introducing Skoota

So you find yourself on Planet Wolfden and you need to hire a getaway driver for the job you and your crew are planning to pull? Then you need to speak to the best...you need to speak to Skoota!

Skoota can drive any ground hugging vehicle every made and he can drive it well. Of course he will also do honest work too but charges less. Skoota is rumoured to be a ex stunt driver from some circus and ended up on Wolfden after a argument over his fee.

Skoota is my first attempt at a character figure in 15mm. The mini is a Ion Age Malig Mech Pilot. 

Meet the Meatheads.

Another gang for Planet Wolfden. Introducing the Meatheads. 



The Meatheads are a gang that live in one of the many dead starship hulks that litter the Hullscape region of planet Wolfden. The Meatheads like to bulk up watching body building holovids. Their weapons and primitive armour are made from scraps from the starship hulk they inhabit. 

This gang like to raid other Hullscape gangs, Corporation bases and the Space Port. One thing they consider a hobby is to go head to head with the Rogues gang when ever they can. The Meatheads keep a bunch of bikes which they like to use in these raids. 




The figures and bikes are by The Scene Miniatures from the Wasteland Warriors range. 

I left the armament off most of the bikes as I don't like big guns on two wheelers. I put ammo boxes over the holes. As a biker the big side mounted guns offend my eye and sensibilities. The guns are outside the weight triangle which would make it handle akin to a fully loaded shopping trolley with a stuck wheel. Firing the guns would make the bike lose control and probably crash. So they are in the spares pile. 

These figures would make great Space Orks should someone fancy doing Gorkamorka in 15mm. Hmmm a future project me thinks!