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Author Topic: UVS: Salvage and Survival - Leaper 14/01/2024  (Read 12474 times)

Offline Ultravanillasmurf

  • Galactic Brain
  • Posts: 9340
    • Ultravanillasmurf
Re: UVS: Salvage and Survival - Corporation Forces 28/11/2020.
« Reply #30 on: November 30, 2020, 10:50:53 PM »
Thanks.

I am painting up another six (a Leader with assault rifle and five Rookies with assault rifles).

Offline Ultravanillasmurf

  • Galactic Brain
  • Posts: 9340
    • Ultravanillasmurf
Re: UVS: Salvage and Survival - Corporation Squad 22/12/2020.
« Reply #31 on: December 22, 2020, 05:40:01 PM »
A standard Corporation Exploration Team comprises a Squad Leader, a Hardened Second in Command (often with a Grenade Launcher or LMG) and  five riflemen.

Built using Empress Ultramodern US Marines and US Marine Gasmask heads.





The HMMWV is also by Empress.




Offline Ultravanillasmurf

  • Galactic Brain
  • Posts: 9340
    • Ultravanillasmurf
Re: UVS: Salvage and Survival - Zombies 09/01/2021.
« Reply #32 on: January 09, 2021, 12:44:28 PM »
Vladimir chooses the wrong moment to have to change magazines.


Studio Miniatures brought out box sets of plastic modern Zombies quite a while ago.
I bought a couple of bargain bundles (sixty figures) and they have turned up occasionally here.

I found a sprue while looking for some Frostgrave sprues and decided I really should have some assembled and based for Zona Alfa.





Offline Spinal Tap

  • Mad Scientist
  • Posts: 982
Re: UVS: Salvage and Survival - Zombies 09/01/2021.
« Reply #33 on: January 10, 2021, 06:30:14 AM »
Those zombies really fit the feel of the zone.
I'm still very impressed with the Corporate Exploration Team up there; still on my mind to copy you're exactly at some point

Offline commissarmoody

  • Galactic Brain
  • Posts: 8669
    • Moodys Adventures
Re: UVS: Salvage and Survival - Zombies 09/01/2021.
« Reply #34 on: January 10, 2021, 07:48:06 AM »
They look pretty good next to the empress mins.
"Peace" is that brief, glorious moment in history when everybody stands around reloading.

- Anonymous

Offline Ultravanillasmurf

  • Galactic Brain
  • Posts: 9340
    • Ultravanillasmurf
Re: UVS: Salvage and Survival - A tin shed 10/01/2021.
« Reply #35 on: January 10, 2021, 10:55:18 PM »
Thanks.

A Corporate Exploration Team investigate a shed in The Zone.

Somewhere under the corrugated iron (Slaters) is a 4-Ground large shed bought many years ago.



A rubbish bag, mattress and a tyre adorn the roof.

« Last Edit: January 10, 2021, 10:57:02 PM by Ultravanillasmurf »

Offline clanmac

  • Mad Scientist
  • Posts: 733
  • Danger - Stupid and Industrious
    • Clan Mac's Post Apocalyptia
Re: UVS: Salvage and Survival - A tin shed 10/01/2021.
« Reply #36 on: January 11, 2021, 09:34:12 PM »
Very nicely done.
Mac

It's not big, or clever, but let's do it anyway

https://www.facebook.com/Junkt0wn/

Offline Mr. White

  • Mastermind
  • Posts: 1415
    • Wyrd Stones and Tackle Zones
Re: UVS: Salvage and Survival - A tin shed 10/01/2021.
« Reply #37 on: January 11, 2021, 09:46:11 PM »
I love the use of the greys and browns on the zombies. A few subdued but earthy look. I dig it alot.

Offline Ultravanillasmurf

  • Galactic Brain
  • Posts: 9340
    • Ultravanillasmurf
Re: UVS: Salvage and Survival - A tin shed 10/01/2021.
« Reply #38 on: January 14, 2021, 06:46:05 PM »
Thanks.
I love the use of the greys and browns on the zombies. A few subdued but earthy look. I dig it alot.
I was watching an episode of TWD a while back (zomb-tober-sort-of-part-one)and realised the zombies were all one colour with only the occasional hint of colour (I think it was about six years into the timeline).
https://ultravanillasmurf.blogspot.com/search/label/Zombtober

Offline Ultravanillasmurf

  • Galactic Brain
  • Posts: 9340
    • Ultravanillasmurf
Re: UVS: Salvage and Survival - Points Of Interest 20/03/2021.
« Reply #39 on: March 20, 2021, 04:11:51 PM »
Zona Alfa is a really useful system and is usable beyond The Zone.

The Points of Interest rules (soon to be included in the Kontraband expansion) add a suitable degree of randomness suitable for solo (as well as co-operative) play.

The Points Of Interest need some kind of "point" to be interested in. For Zona Alfa I have 40mm bases with a plastic drum and a techno-case - all with glowing contents.

However for my more "Now" apocalypse, I wanted something a bit more subtle.

These are Debris of War, Crooked Dice and Tamiya fuel drums on 25mm diameter Renedra bases.


Warlord German Turret numbers in white indicate  they are more than just scatter terrain (POI events are drawn randomly from a deck - so in this case the numbers are not significant).


This US Marine is going to have an eventful turn.

Points of Interest should (of course) be more than six inches apart.


Someone drew the "Sniper!" card.

Offline Ultravanillasmurf

  • Galactic Brain
  • Posts: 9340
    • Ultravanillasmurf
Re: UVS: Salvage and Survival - More Points Of Interest 23/03/2021.
« Reply #40 on: March 23, 2021, 06:18:58 PM »
Here is one of my original Point of Interest markers, specifically for Zona Alfa.



Offline Chimpfoot

  • Mad Scientist
  • Posts: 562
  • Life is a daring adventure or nothing at all
    • chimpfoots tavern
Re: UVS: Salvage and Survival - More Points Of Interest 23/03/2021.
« Reply #41 on: March 23, 2021, 07:16:22 PM »
Lovely work on the terrain 👍🏼
chimpfoots-tavern.blogspot.com

Offline Ultravanillasmurf

  • Galactic Brain
  • Posts: 9340
    • Ultravanillasmurf
Re: UVS: Salvage and Survival - Minions 28/03/2021.
« Reply #42 on: March 28, 2021, 08:31:38 AM »
Boris was in full flow about his last venture into The Zone...
Quote

So we were investigating activity around  Staryy Zavodskoy Rayon. There had been reports of mysterious trucks moving around and lights in the abandoned factories.

It was nearly dusk as we hid from a convoy of heavy 4x4 trucks, and as it got dark we saw lights in one of the factories.

Not torches, but big industrial lights that lit the surroundings. There was lots of noise within the buildings.

We could not get close as there were loads of guards around the factory.

We pulled back, but in the morning it was quiet. We ventured into the factory and it was empty.

No idea who they were, or what they were doing

As discoveries are made in The Zone, corporations, criminal enterprises and states are sending in forces to retrieve artefacts, test equipment and manufacture items under exotic conditions.

They have to be protected, and cheap, expendable minions are considered an economic way to provide that protection.

Generally armed with sub machine guns, they discourage humans and non-humans from paying too much attention. Where the threat is considered higher, they may be issued with heavier weapons.



Both are Crooked Dice Minions with SMGs and the SAS Gasmask heads.

And sorry for anyone expecting little yellow critters with a banana fetish.

Offline Ultravanillasmurf

  • Galactic Brain
  • Posts: 9340
    • Ultravanillasmurf
Re: UVS: Salvage and Survival - Entering The Zone 08/08/2021.
« Reply #43 on: August 08, 2021, 05:54:17 PM »
The Sarissa Compound Wall set is usable in many different settings, such as The Zone.

A patrol departs from a base camp in a Tigr.

Empress Tigr, and Russian and Universal Soldiers for scale.

Quote
So we were investigating activity around  Staryy Zavodskoy Rayon. There had been reports of mysterious trucks moving around and lights in the abandoned factories.

It was nearly dusk as we hid from a convoy of heavy 4x4 trucks, and as it got dark we saw lights in one of the factories.

The gateway is big enough for a Crooked Dice Tortuga truck (but only without the hard top).

Offline Bullshott

  • Scatterbrained Genius
  • Posts: 2881
  • I need a bigger hammer
    • http://www.flickr.com/photos/27772452@N07/sets/
Re: UVS: Salvage and Survival - Entering The Zone 08/08/2021.
« Reply #44 on: August 10, 2021, 09:32:39 AM »
This project is coming along nicely. I'm looking forward to seeing a lot more.

Watch out for having too many rookies in your team. They can be a liability if you are using Zona Alfa rules. Although lots of rookies give you a large number of 'boots on the ground', their single action per activation means their leader will constantly be having to keep an eye on them and 'donate' some of his actions to them using the Leader skill. Also, this limits you on having figures with useful skills like Medic and Scrounger, which only more experienced team members can have.  A group with a good balance of veterans, hardened and rookies plays best. My preference is a minimum of rookies, or even none!
« Last Edit: May 21, 2023, 10:09:31 PM by Bullshott »
Sir Henry Bullshott, Keeper of Ancient Knowledge

 

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