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Miniatures Adventure => Post-Apocalyptic Tales => Topic started by: nedius on October 17, 2016, 11:08:42 PM

Title: Fallout; Vault 26
Post by: nedius on October 17, 2016, 11:08:42 PM
Hi all,

I've been about this forum for... well, a while. This is because I've been working on my own Fallout 'Vault crawl' game. It is set in Vault 26 - a vault of my own imagination. It is located near Troy, Michigan, and was filled with adventurous types, but given strict instructions NEVER to leave the vault without the all clear. However, the vault technology was designed to fail - and fail quickly. Sections became exposed to the surface, and were sealed off, only to be later inhabited by all manner of wasteland wildlife. How long could the inhabitants, all outgoing and adventurous people, be kept locked up in their shrinking, collapsing, failing vault before they would ignore Vault Tec instructions and strike out on their own? The board I have created reflects this idea - a vault already heavy with corrosion.

It's kind of inspired by Warhammer Quest - there are map, loot and event cards to pick, each themed as a GECK deck. The stats are based on Fallout 3 - ish. You have gun skills and melee skills and so on. It works on a D10 system, and is still in very initial phases of testing.

I'm a very slow hobbyist, so this has been going for a few years. I'm an even slower painter, so my test mini's are mostly unpainted. However, I've reached a point in my rule writing where I really felt I needed to play some test games. And that is how I spent this evening, and is what I am reporting to you now!

The stage I am at are core-mechanics testing. So, the loot cards aren't done, mainly as I need to know the core game system works. I have my map tiles build (they are all plastic, '2D+', and magnetised), but there will need to be changes to the map cards - which I will explain later.

The first game was pretty quick. There is a random event mechanic, where in corridors and the like, a random event occurs only when you first enter the corridor, and even then only on the roll of a 1. That was my first change. There wasn't any random events, so I changed the rule so that you roll each turn, where ever you are. This worked well in the next game.

(http://img.photobucket.com/albums/v611/nedius/Fallout/20161017_203016_zpsx15dxkps.jpg)

As you can see, the map ended up being rather small - in fact, the objective of the Overseer's office was reached in only 4 board sections, after the map was split by a T-Junction. The room was filled with a single Brainbot and two radroaches - easily seen off by the group with little damage. This gave the second rule change - instead of encounters involving critters giving 'd10' creatures, it was swapped to D5+5. The final room was populated with 6 bloatflies (but as those aren't based yet, I used roaches for the models and didn't photograph it).

As the first map was so short (especially with a super simple objective of just 'get to the objective room'), I played two more games.

The first has no photos, as there were no random events (even rolling every turn), and only 3 tiles drawn - 2 corridors and a dead end. So, that ended then and there. Dead ends are a part of the game I wanted - You've found the wrong way in, and must go and look again elsewhere. This is to add to the exploring feel - you have to start again exploring from another point.

This I did, but will come back to again in a bit.

The third game was a bit more substantial, but it still felt a little... Spartan. I need to work on a way to get more regular encounters - fewer corridors and more rooms (which always have an event), perhaps. There were two main events. Getting to the first room - a bedroom - I rolled one unexpected event, filling an otherwise empty corridor section with flammable gas - this was ultimately no issue as I encountered no combat there. therefore, the first main event was in the bedroom, which was filled with 7 fire ants.

(http://img.photobucket.com/albums/v611/nedius/Fallout/20161017_210303_zps5rfq4hyt.jpg)

Despite their flame attacks, and an 'on fire' mechanism, the party of 4 vault dwellers never seemed in much danger. Their health dropped for around 20 points per character to around 17. Hardly a deadly danger. The damage mechanic may need work...

The next point was not an encounter, but a second living quarters - this time the Overseer's. This was another dead end room, and thus the end of a second mission due to 'wrong way'. This felt a bit much, so I changed the card so that the Overseer's quarters had a new exit to explore. I think that is better than there being 3 or 4 dead end rooms, and reduced that number to two (toilet block and collapsed corridor). It does mean some bedrooms are also corridors.... but then vault dwellers can't be choosers...

Anyway, change to map rules made, the objective room (the generator room), was reached. This was where the second main encounter was: a centaur leading 10 molerats! Objective rooms draw 2 Event cards, rather than one. I rolled D5 centaur, getting 1, and D5+5 molerats, getting 10.

(http://img.photobucket.com/albums/v611/nedius/Fallout/20161017_212717_zpsdvcrzmpj.jpg)

(http://img.photobucket.com/albums/v611/nedius/Fallout/20161017_212726_zpsncjvtfzs.jpg)

The molerats swarmed forwards, attacking the vault dwellers in melee. The Vault dweller's shooting was wild and inaccurate (most had a Small Guns skill of 30+, giving them a To Hit roll of 4 or less on a D10, 5 or less if they didn't move so could take an aimed shot - I ignored my VATs mechanic for this game). Event then, they were struggling to hit, and as my DMG mechanic is a fixed DMG rating for each hit, it meant killing bad guys is slow. Not sure how to fix that yet.

The Centaur hung back, spitting bile at a distance, and slowly adding damage to the Fighter character. The Molerats taking of 1 DMG point per hit were also taking a slow toll. With two HP each, the Hunter could kill them in a single shot, but the others (armed with pistols) got 2 shots, but each only did 1 DMG. The molerats were wounded, but the hunter couldn't hit them!

(http://img.photobucket.com/albums/v611/nedius/Fallout/20161017_213504_zpszbayjo4o.jpg)  

As the turns passed, I finally rolled a 1 for an unexpected event - and 6 Radroaches swarmed out a hole in the floor (I also realised I hadn't written rules for placing unexpected events).

(http://img.photobucket.com/albums/v611/nedius/Fallout/20161017_213826_zps5klma0n3.jpg)

After a lengthy battle, the roaches, molerats and finally the centaur were taken out. The fighter was down to only 2HP, but the whole encounter still never felt... truly dangerous. The Scientist even had a Stimpack he never needed to use.

So, A useful few test games. I learned:

 
I hope this test play report has been of some interest! Will try to report again some time.

Thanks!
Title: Re: Fallout; Vault 26
Post by: Achilles on October 18, 2016, 01:58:20 AM
This is great! :D Wonderful Vault Tiles and what a great theme.
Title: Re: Fallout; Vault 26
Post by: Lawful Evil on October 19, 2016, 08:23:41 AM
Looking good. I've been working on a similar set up, but this one takes you into the wasteland as well, randomising missions, objectives, enemies and loot. I'm using an MDF vault I picked up in a kickstarter a while back and those secret weapon caverns that are due next year.

Where are your roaches from?
Good idea with the centaurs, I never thought of combining multiple minis to make my own.
Title: Re: Fallout; Vault 26
Post by: nedius on October 19, 2016, 09:16:46 PM
The Centaur are made from a single Mantic zombie sprue, with plenty of bits left over for Super Mutant gib sacks.

Will see if I have any of the WIP shots.

The roaches are Fire Beetles from Otherworld miniatures. They aren't hugely roach-like, but are close and I got a lot in a sale.
Title: Re: Fallout; Vault 26
Post by: nedius on October 30, 2016, 03:03:34 PM
Centaur

Lawful Evil - here's a couple of shots of the centaur. I have 5 of them, but this one is based off a cool piece of concept art.

(http://img.photobucket.com/albums/v611/nedius/Fallout/a2559fa5-4323-4720-8956-c2e189c4c47d_zpspzuo2bf4.jpg)

(http://vignette3.wikia.nocookie.net/fallout/images/8/8f/CentaurCA2.jpg/revision/latest/scale-to-width-down/566?cb=20120221022141)

Not an exact copy, but you get the idea!
Title: Re: Fallout; Vault 26
Post by: nedius on October 30, 2016, 03:28:03 PM
Well, some 'in progress' shots today.

I mentioned in my mission report that my Bloatflies were being represented by roaches - I corrected that yesterday.

 (http://img.photobucket.com/albums/v611/nedius/Fallout/20161028_224109_zpsqohy3vbs.jpg)

These are the Armorcast ones. Now they are finished... I kind of wish I had clipped them off their built in stand, and pinned them at different angles. However, as gaming pieces, these fit together nicely, are more durable and store easily, so I may be being a bit ambitious.

I've also been working on a range of other bits - Raiders, Power Armour and so on. Will post some shots over the next few days, but here's something to start.

(http://img.photobucket.com/albums/v611/nedius/Fallout/6a262f28-bb6f-4cdf-9221-a03b1d6ccff4_zpsgwpvqwld.jpg)

(http://img.photobucket.com/albums/v611/nedius/Fallout/1fb180ad-c99a-4461-a6e8-f24fe62eca43_zpsighopcsy.jpg)

The raider is still WIP - the power armour guy is done. All my raiders and super mutants are still very much WIP. Am trying to get better at sculpting/plasticarding raider style armour.
Title: Re: Fallout; Vault 26
Post by: DoctorPete on October 30, 2016, 05:01:23 PM
This is a great project...and well done!  The vault tiles look the part.   :o
Title: Re: Fallout; Vault 26
Post by: Corporal Chaos on October 30, 2016, 11:24:09 PM
I'm impressed. Nice 👍
Title: Re: Fallout; Vault 26
Post by: Lawful Evil on October 31, 2016, 11:30:31 AM
That's fantastic, thanks for the close up. I have score of those Mantic zombies, so I'll be giving this a go soon. Never would have thought of that on my own.
Title: Re: Fallout; Vault 26
Post by: McMordain on October 31, 2016, 01:19:36 PM
Ahoy!

I like how does this look. Great work!

As for the objective rooms and dead ends coming up early, you could always rig the deck. Divide the map deck in two or three parts, put the dead ends and the objective room in one (or two) of these parts, shuffle them individually then pile them on each other. You put the one without the dead ends and objective on the top and you can be sure that your adventure doesn't end too early.
Title: Re: Fallout; Vault 26
Post by: nedius on October 31, 2016, 07:16:41 PM
That's fantastic, thanks for the close up. I have score of those Mantic zombies, so I'll be giving this a go soon. Never would have thought of that on my own.

(http://img.photobucket.com/albums/v611/nedius/Fallout/20140729_193459_zpsu34abjny.jpg)

This is an old pic, but you can see the other 4.

The 'tongues' are from a Malifaux model - a friend of mine gave me some spare heads/limbs that had lots of tentacles. They are not easy to find bits for, so you may wish to greenstuff them.
Title: Re: Fallout; Vault 26
Post by: Muzfish4 on October 31, 2016, 09:45:14 PM
This is a great thread!

May I ask who produces the bloatflies?
Title: Re: Fallout; Vault 26
Post by: Mason on October 31, 2016, 10:30:47 PM
I have no idea at all about Fallout, but I do like those conversions and kitbashes you have done for this so far.
 8) 8)

Title: Re: Fallout; Vault 26
Post by: Lawful Evil on November 01, 2016, 12:45:02 PM
Thanks for the extra pics, I reckon I'll be copying them 1:1. I have a greenstuff roller so I can make some of those tentacle tongues.
Title: Re: Fallout; Vault 26
Post by: DELTADOG on November 01, 2016, 02:31:53 PM
Really great work nedius! The Centaur are absolutly gorgeous and I have to copy them^^
Title: Re: Fallout; Vault 26
Post by: nedius on November 01, 2016, 03:58:19 PM
Muzfish4: They are from armorcast: http://www.armorcast.com/three-giant-mutant-flies (http://www.armorcast.com/three-giant-mutant-flies) . I got bitten by import fees, which jacked up the price hugely. I like the armorcast stuff - the Lance & Laser Post apoc range has some expensive but cool Fallout stuff (scorpions, brahmin & FO3 Yaoi Gui - even a HUGE centaur/slug thing). But the price, plus international postage, plus import duty makes them a big ask from the UK.


The Centaurs

Each one takes one sprue of 3 mantic zombies.

(http://www.manticgames.com/ImageCache/Products/712.1.600.600.FFFFFF.0.jpeg)

I used two torsos - One as the base, and a second for the upright 'true' torso (I imagined them like a weird, conjoined twin situation... One with it's head up the others... well, you know). You get seven arms to play with - They are all cut away and repositioned as required, and the head/foot they are grasping either removed or not left as a grizzly trophy. The hands also needed cutting off and repositioning in order to be flush with the ground. All these cuts are then re-sculpted with greenstuff or equivalent. It doesn't even need to be that neat, since they are supposed to be deformed monstrosities anyway! Oh, and there is a trailing spine option that can be used as well!

Wish I'd taken more WIP shots!
Title: Re: Fallout; Vault 26
Post by: nedius on November 02, 2016, 09:52:50 PM
If anyone wants more WIP shots of the centaurs, I found a whole bunch - just let me know and I'll post them.

Today I spent some time adding bases to some of my guys.

First is a Hasslefree miniature - I hoped for him to be a Raider boss, but he looks too far out of the theme I've gone for, so he'll be a more generic Merc NPC - probably a merc boss for some missions/events.

(http://img.photobucket.com/albums/v611/nedius/Fallout/20161102_212004_zpsz8yx5hic.jpg)

Next are two EM4 miniatures. The first thing I need to say about these guys is that they look so much better in the flesh compared to the pics on their website. I picked them up ate Salute earlier this year, and was very impressed with the quality for such a low price.

First is just a straight up basing of a fun mini. I love the skull and shotgun look. Sorry it's a bit blurry...

(http://img.photobucket.com/albums/v611/nedius/Fallout/20161102_213126_zpshvhukybj.jpg)

Secondly, I was inspired by someone else who had built a FO4 flamer, so had to have a go myself. This guy had a flamer, but it was a bit old-school-40k. I am quite pleased with how it turned out. Was a fun build. I also added a greenstuff, press-moulded welding mask - but in classic crazed raider style, he's using it as a shoulder pad rather than have it mess his hair...

(http://img.photobucket.com/albums/v611/nedius/Fallout/20161102_212201_zpsfmibhya9.jpg)

(http://img.photobucket.com/albums/v611/nedius/Fallout/20161102_212139_zpso8k0okou.jpg)

Title: Re: Fallout; Vault 26
Post by: Hupp n at em on November 03, 2016, 01:26:32 AM
Wow, love those centaurs and that flamer conversion!  :-*
Title: Re: Fallout; Vault 26
Post by: Muzfish4 on November 03, 2016, 09:22:11 AM
Thanks for the info.

Will investigate postage options and see it it works for me - keep up the wonderful work!
Title: Re: Fallout; Vault 26
Post by: nedius on November 03, 2016, 09:27:47 PM
Just a confession first! Some of these pics are old, and are more the record of stuff I have done over time - I'm just not dropping all of these at once! So, I'm not a Deltadog level of work production! I just figured a drip feed gives people a reason to come back and get to see something new each day for a while.

Anyway, a dilemma now.

I bought some Reaper Bones Vermin Scorpions to represent generic Radscorpions. I have a Heresy miniatures Scorpion for a larger rad Scorpion, and am trying to find a 'giant' radscorpion to ues as a 'boss'. Recommendations appreciated!

(http://img.photobucket.com/albums/v611/nedius/Fallout/20161028_205312_zpsqoko42qj.jpg)

I trimmed the base of one away, and it looks decent enough on the base...

(http://img.photobucket.com/albums/v611/nedius/Fallout/20161028_205322_zpskrgrvbzr.jpg)

However... the dilemma. The scorpions are fine... ok... alright...

The plastic is toy store bargain bucket army figure quality - rubbery and flexible. The Reaper website says once painted, they are rugged, durable, and look like any other painted plastic. The reviews often seem to say otherwise - they don't take primer well, they get bent out of shape too easily. I could try basing and painting them all up, or even do one and see how it goes. But they are also a bit small... not too small, but a tiny bit small... but there aren't any others available at just slightly larger sizes...

So, I just don't know! I'm happy that they were about a quarter of the price of 10 metal Dust Scorpions, that I could get them in the UK without US international postage charges. I'm happy to have some rather than none. But do I bite the bullet and pay a hefty sum for metal ones (which will be harder to remove from bases), but will be a material I know will be good, or stick to what I have - serviceable but not ideal.

I can't decide if I'm being too perfectionist, especially over something that is, in essence, a game piece. So any experience with Reaper Bones, or alternative miniature suggestions, would be most welcome!
Title: Re: Fallout; Vault 26
Post by: eMills on November 03, 2016, 10:23:48 PM
Nice to see another Fallout thread, especially one with good miniatures.

As for the Bones dilemma, most people want to treat them the same as they do metal, resin, or HIPS models. They are none of those things, and so work completely differently to the others, at least at the start. Mold lines need to be cut off generally, and not filed. Once cut, you can file them using fine sandpaper or fine diamond files. Generally speaking, you don't need to prime them. Especially if you are using good hobby paint (GW, Reaper, P3, Vallejo). There are threads on Reaper's forum dedicated to working with the material. Don't discount it just yet.  :)

As to suggestions for a giant scorpion, Reaper actually has one in Bones here (https://www.reapermini.com/OnlineStore/Bones/latest/77337#detail/IG_4692_3).

There is also the one  from Megacon Games Myth (http://www.ebay.com/itm/MYTH-Stalkers-Scorpions-Captain-Pack-2-Plastic-Miniatures-MINT-Mercsminis-/231626866125?hash=item35ee097dcd:g:qH4AAOSwgQ9Vq123) line. Pictures of the actual figures here (https://farm3.staticflickr.com/2898/14336680711_0e51a5a82a_z.jpg).

You could find either of those on eBay or an UK discounter, I'm sure.

Hope that helps.

~Eric
Title: Re: Fallout; Vault 26
Post by: Argonor on November 04, 2016, 04:36:28 AM
Splendid project - I shall follow this with much interest!  :)
Title: Re: Fallout; Vault 26
Post by: nedius on November 06, 2016, 05:57:20 PM
Hi again,

Still going through the back log.

Did do a bit of greenstuffing on some Super Mutants, but still far too much to do before they are photogenic - or even going to be showing much WIP. Mostly just cleaning up gaps.

Anyway, here's one of my raiders - a melee version.

(http://img.photobucket.com/albums/v611/nedius/Fallout/bfeef0b9-69ff-4e0b-a434-ecf709bb4b4e_zps6bdhk9iz.jpg)

(http://img.photobucket.com/albums/v611/nedius/Fallout/6210502d-fe66-406a-ac67-810465653b52_zps0eqvhqhi.jpg)

He needs more work - some armour or some such. Not sure what yet. But I like the pose.
Title: Re: Fallout; Vault 26
Post by: clanmac on November 06, 2016, 06:08:02 PM
Love that flamethrower conversion - awesome.
Title: Re: Fallout; Vault 26
Post by: nedius on November 08, 2016, 07:57:50 PM
Some more raiders.

This first guy still needs the hair tufts. The headgear is inspired by FO3, and is one of my more ambitious sculpting attempts.

(http://img.photobucket.com/albums/v611/nedius/Fallout/20161028_230604_zps01sc10zw.jpg)

Second is a FO4 inspired piece of headgear.

(http://img.photobucket.com/albums/v611/nedius/Fallout/94c78b7a-a1d8-499f-aa12-042c5e3bad9c_zpsgquwuygp.jpg)

(http://img.photobucket.com/albums/v611/nedius/Fallout/5224033d-7127-452a-96d1-d96605c7e51c_zpsenqyxmpq.jpg)

The heavy head protection was a test run for what I hope to at some point replicate for a Raider in Power Armour.

Both of these guys still need work - a bit more fallout style armour.

I chose these two to show how I'm trying top mix the two styles - that of FO3 and FO4.

Title: Re: Fallout; Vault 26
Post by: Grumbledook on November 08, 2016, 08:01:58 PM
This is so good in so many ways! It looks like a really well thought out project (cue envy) and you're making a load of unique, and frankly great, characters.

The board is atmospheric and I'm looking forward to seeing the populace get a lock of paint.

Inspirational.
Title: Re: Fallout; Vault 26
Post by: nedius on November 08, 2016, 08:31:30 PM
Are the last set of raider pics all oddly proportioned?

Edit: lesson of today. Don't use Photobucket in-site editor. :-(
Title: Re: Fallout; Vault 26
Post by: W1LL0V3RL0RD on November 08, 2016, 09:03:50 PM
(http://img.photobucket.com/albums/v611/nedius/Fallout/20140729_193459_zpsu34abjny.jpg)

This is an old pic, but you can see the other 4.

The 'tongues' are from a Malifaux model - a friend of mine gave me some spare heads/limbs that had lots of tentacles. They are not easy to find bits for, so you may wish to greenstuff them.

Loving the work!

Quick question, I do believe that is a wanamingo at the back...where did the model come from? I've been looking all over for a proxy wanamingo model...
Title: Re: Fallout; Vault 26
Post by: nedius on November 08, 2016, 09:24:18 PM
It is a Wanamingo, indeed!

The original model is a D&D Otyugh. I got one from a UK ebay listing, but there are some USA ones - postage is a pain. If you just check 'otyugh' often enough you may luck out! Or try some D&D forums, see if there are any trade threads?

http://www.ebay.co.uk/itm/like/351783412147?lpid=122&chn=ps&adgroupid=13585920426&rlsatarget=pla-142405554786&adtype=pla&poi=&googleloc=1007101&device=c&campaignid=207297426&crdt=0 (http://www.ebay.co.uk/itm/like/351783412147?lpid=122&chn=ps&adgroupid=13585920426&rlsatarget=pla-142405554786&adtype=pla&poi=&googleloc=1007101&device=c&campaignid=207297426&crdt=0)

I lopped off the topmost arm, and the third leg, then covered the patches with Greenstuff and textured to match the rest of the model by literally stabbing at it with a large, soft bristled paint brush. It was surprisingly easy and effective.
Title: Re: Fallout; Vault 26
Post by: nedius on November 10, 2016, 08:30:57 PM
(http://img.photobucket.com/albums/v611/nedius/Fallout/20161028_230654_zpshvjm9tso.jpg)

This guy is likely to be my raider leader. There is a lot of armour and straps to sculpt on, but this is the current state.

I do need to get onto doing some painting. I'm just so much worse at it than I am at modelling - I always feel like I've ruined my models by painting them... And can't afford to pay someone else!
Title: Re: Fallout; Vault 26
Post by: Argonor on November 10, 2016, 10:28:21 PM
I do need to get onto doing some painting. I'm just so much worse at it than I am at modelling - I always feel like I've ruined my models by painting them... And can't afford to pay someone else!

Do some commission sculpting, then? I'm sure you could earn a buck or two that way.  :)
Title: Re: Fallout; Vault 26
Post by: nedius on November 12, 2016, 12:41:55 AM
I dont think I'm good enough yet. My only fully sculpted miniature was for Epic 40k. I need more practice before I'd feel like I could charge!

But thanks for the suggestion. You never know.
Title: Re: Fallout; Vault 26
Post by: Constable Bertrand on November 12, 2016, 05:36:50 AM
The WGF Indians do make very convincing raiders with gun arms  8)  8)  8)  8) Nice work!

Sweet dungeon crawl idea and execution so far Nedius, I dont know what it is about dungeon crawls but leveling up and developing a character background story while squishing small monsters is just so darn appealing.

Cheers
Matt
Title: Re: Fallout; Vault 26
Post by: W1LL0V3RL0RD on November 12, 2016, 08:08:39 AM
Thank you! I'm now following that listing, I think wanamingos will serve well as a deadly creature replacement in This is Not a test  :)
Title: Re: Fallout; Vault 26
Post by: nedius on November 12, 2016, 02:15:01 PM
RULES QUESTION

Hi all!

Something a bit different today.

I have a rules issue to work through.

When I started this game, I was far more into FO3 over FO4. That meant that the rules I wrote were more reflective of FO1-3 and the RPG style of character creation and points system.

 (http://img.photobucket.com/albums/v611/nedius/Fallout/character%20sheet%20BASIC_zpsjohnhyg9.jpg)

This is the basic character sheet - and even this is kind of complex. And yes, they are both male - but that is only as I couldn't find any nice little Vault-girl icons at the time they were made. I now have some, and the miniatures, so players can choose male or female versions of the four basic characters.

The FULL character sheet (or Vault Personnel Record) is more like this:

(http://img.photobucket.com/albums/v611/nedius/Fallout/character%20sheet_zpspyycwqom.jpg)

Anyway, as you can see, quite complex. This does have a certain appeal to me, but it was hard to keep all the data in my head in game.

Take, for example, skills such as Small Guns.

Current Option

Currently, this would be calculated as 3x your Agility score, with the option of adding it as one of three 'Tag Skills', adding an additional 15 skill points. So, a Character with Agility 5, who chose Small Guns as a Tag Skill, would end up with a starting Small Guns skill of 30 ( Agility 5 x 3 + 15 Tag Skill Points = 30 Small Guns Skill value). That would mean his roll to hit would be 4 or less on a D10 to hit (1-9 skill poits needs a 1, 10-19pts need 2s, and so on).

That has to be done for each of the 13 skills during character creation. Is that too much? Is giving skills points to be distributed between skills at leveling up (like in old RPGs) too paper based, and not streamlined enough for a board game?


Alternative Option 1

Another other option would be a direct link between SPECIAL values and dice rolls. An Agility of 5 would mean you'd need to roll 5 or less to hit with Small Guns (rifles and pistols) or to sneak. That, however, makes each character significantly better than with the method described above. It also means that after only a few levels up, if people chose to increase SPECIALS, they would be failing certain skills tests only 1/10 times.


Alternative Option 2

Make your initial 'To Hit' and other 'skills' related values a permanent score out of 10, based on SPECIALS, but then make them otherwise unaffected by SPECIAL increases (these will still give bonuses, and allow access to certain higher level Perks - like you need certain SPECIAL values to unlock perks in FO4).

Then, you must use Perks to raise your to hit rating, or skills value. A 'Commando' Perk would raise your To Hit Value by 1 and your DMG per hit by 1 when using automatic rifles, and so on.


So, what do you think?

Option 1: FO3 style Skills - Most detailed, most flexible, most arduous.

Option 2: Straight SPECIALS - very simple, possibly OP.

Option 3: Fixed initial Skills value, based on initial SPECIAL, then Perks.




Title: Re: Fallout; Vault 26
Post by: Mr. Peabody on November 13, 2016, 04:22:34 AM
I like your first option, but then again I like old school RPG's more than board games...

If it's a board game that folks play once in a while, then you gotta go simple. But if it's a game featuring persistent characters that explore and run missions, then something more granular can be rewarding.

Title: Re: Fallout; Vault 26
Post by: nedius on November 13, 2016, 11:05:51 PM
Option 2 is probably too simple.

So it is between FO3 Skills or FO4 Perks. Will have to do a fair few test campaigns to work out which works.

Anyway, been working on my GECK Cards, rather than model tonight.

Here are some of the ones I've been working on tonight.

A big change is that I've moved from working on individual image files to a MS Publisher template. It makes editing them FAR quicker, but there are some font changes from my older cards.

(http://img.photobucket.com/albums/v611/nedius/Fallout/Loot%20Card%20set%201_zpsvluevl8z.jpg)

Title: Re: Fallout; Vault 26
Post by: Mr. Peabody on November 14, 2016, 01:15:43 AM
Sexy as hell!  :-* :-* :-*
Title: Re: Fallout; Vault 26
Post by: Constable Bertrand on November 14, 2016, 06:35:20 AM
 :-*  :-*  :-*

Love the detail on those cards, its going to be one comprehensive rule system when finished mate.

Cheers
Matt
Title: Re: Fallout; Vault 26
Post by: DELTADOG on November 14, 2016, 01:42:16 PM
Hi nedius

As some one who struggles with the same project around about some time now here my expierences so far:

Fallout is like a evil mermaid. It allures you with all this items, creatures, charactervalues, fluff and so on, but if you succumb to its pretty evil voice and goes to deep in this, it will eat you in your shoes! Fallout IS a PC Game and there many stuff can be handled behind the scenes by the Game automatically. I found my salvation in the consequent reduction of all the shiny pling pling around down to the coreroots what fallout meants to me. Like a bit to extract the flavour without eating the whole buffet.

In my part it was: Characterdevelopment, Looting, V.A.T.S.Combatsystem and Retrofuture-PostApoc Fluff.

First at all: Cool Gaming environment: CHECK! You got a very nice Board.

2. Characterdevelopment:
I went to a custom combatdice System, to put the differences of the different weapons in specific Dices. Game Feeling like in the PC game, but No Brainer while gaming. I broke with the more complex FO3 System and wrote my Game more to the FO4 System. I mainly work with 2 Standard Dices white one and black one. The overall mechanic is far a bit like in the old Space Crusade with the white and red Dice. The Basic S.P.E.C.I.A.L Attributs give less powerfull white Dice. Skills like Lockpick, Black Widow, Small Arms etc. give Black dice and or. Special Rules that are marked on the Card. Reroll of a Diceroll for example. That works pretty good and brings in that Fallout flavour without interrupting the Gameflow.
If you prefer to go with Numbered Dice, I would advice you to keep at the Precentage System Fallout has on its own. that much less complicated in the end as this artificial downgrading of high values down to a D10 Roll.

3. Combat:
I go with a VATS like Combatsystem. I devide the model in different targetzones (Head, Chest, legs and arms) The Combatzones are marked on the Charactercards and Monstercards and reflect the physical specialty of each creature (Radroach hard to hit in the Head for example). While keeping the Combat-Diceroll itself simple it brings in tactical finess and a lot of Fallout feeling without the interuption of the Gameflow.

4. Looting
Hell this is really not the funpart: I had serious trouble to reduce the Equipment, weapons Armors etc. to a reasonable amount. The make the decisions With you keep and which you throw out out is the most complex and has a major impact on the look and feel of the whole Game.

Hope that was a little help, maybe not^^

Cheers Delta
Title: Re: Fallout; Vault 26
Post by: nedius on November 14, 2016, 09:39:46 PM
BIG Post Warning!


Hey Delta, your input will always be welcome! You know I'm a great fan of your work! :-)

Anyway, I'll try and respond.

1. Board: Thanks! I'd love to be able to do the cool graphics stuff you did with your board. My own 'card' options are very sub-par in comparison! So, the 2D+ plastic stuff was a way to differentiate my board from other's I've seen!

2. Character Development:
I was a big fan of Space Crusade, back in the day! Hero Quest and the various other version of such games as well. I can see that Space Crusade would be a great fit for a board game version. This version is more inspired by Warhammer Quest - Map, Event and Loot cards, as well as vaguely similar game mechanics.

I have left the percentage idea in as an optional rule. Here's the page:

(http://img.photobucket.com/albums/v611/nedius/Fallout/Fallout%20Vault%2026%20pg8_9_zpstji9b98j.jpg)


As you can see, any given skill is converted in to a 'less than or equal to roll'. It's a fairly simple inversion, and won't change much in mission. It can be modified - small target reduces required roll by 1, large target increases it, taking an aimed shot (no moving or other activations). I guess I was wondering if it would be easier to reduce this by a factor of 10, and just use the relevant SPECIAL.  But as all this can be done between missions, and will happen rarely (only when characters level up would it change).

This keeps in-game rolls simple. There is just one dice to roll per test, rather than a percentage. When there are some weapons with multiple shots (Miniguns get up to 10), it keeps the dice rolls easy.

The question of development is trickier. I was going to give 10 skill points per level up. This could be spent on which ever skills you wanted. But, after each skill has been raised to a 10s number, then each level up will just be all on one skill to get it up to next 'rank'. That being the case, I may as well just use Perks which increase required 'less than or equal to roll' by one per rank of the Perk, like the Commando perk does in FO4. And them I'm really back to it just being an 'out of ten' value that could be calculated based on your starting SPECIALS...

3. Combat:

Combat works by rolling to Hit on the table above based on weapon skill. If you hit, you automatically do the fixed damage each shot does, unless you roll a natural 1, which always hits and is classed as a Critical Hit (double DMG). A 10mm Pistol does 1 DMG, and Hunting Rifle does 2 DMG, etc. However, what changes is the number of Attacks Per Phase, or APP. The Tire iron in the loot cards above has an APP of two, so you can make two attacks per turn.

Damage Resistance offers a 'Armour Save', where rolling less than or equal to (>=) your DMG Res. will stop any DMG from that hit, but you can't resist DMG that is over double your DMG Res. 

If you make no other moves of activations, you can make an Aimed Attack, which increases the score you need to roll >= by 1.

So, a Character with a Small Guns skill of 35 would need to roll >= 4, or >=5 on an aimed shot. A VATs attach can be made by expending an Action Point (these let you make special or additional activations per turn, but you get a fixed number per mission based on your Agility). Not only do you get to make an Aimed Shot,  but you can target a body part. A VATs show will Critical Hit on a 1 or 2, and will 'cripple' the bodypart hit, causing the NPC to suffer a negative modifier of some kind (such as reduced movement, Melee DMG, or To Hit rolls).

In my test game, I found that this makes a party of 4 characters rather powerful. Between the team of four characters, there were over 20 VATs attacks available. Statistically, that's 4 critical VATs hits per mission - quite enough to all but incapacitate even Boss Creatures. NPCs can't use VATs - although some have Special Attacks than can cause crippling effects (Mire Lurk Kings can cripple heads).

I am quite, but not entirely, happy with the system. What it lacks is randomness. If a bad guy has 6 HPs, I know I have to hit him 3 times with a weapon that has DMG 2. Sure, a Critical might reduce that to 2 hits, but it is still largely predictable. If you need >=4 to hit, then with aimed shots you can reliably predict it will take 6 turns to kill the bad guy. That predictability removes some of the chaos and excitement...

Going back to Warhammer Quest, their Damage mechanic was to roll a D6, add your strength, subtract their armour value, and that was how many wounds they took. A roll of 6 would often kill a bad guy outright, where as a 1 would often do no damage at all. This added a layer of excitement. Yes, you had hit, but would you make a clean kill, simply injure it, or fail to wound? You couldn't predict it, unless the bad guy was so weak it was dead as long as you hit at all. My versions lacks that.

I could edit it in easy enough. Roll D10 to hit; if successful, roll D10 + DMG - target's DMG Res.

I'd need to up the NPC's DMG Res. scores (most are 0, like in the games), and reduce the APPs of many weapons, adjust DMG as appropriate. Alternatively, I could set DMG to be a variety of different Dice - D3, D4, D6, D8 etc. But I had hoped to stick to just D10s. Either way would add some unpredictability and excitement, but at the cost of making it less streamlined.

Much play testing needed! Need to get the set in better shape first!

4. Looting:

This one is tough. Coming up with ideas for loot is easy enough. Most stuff is simplified. All food stuffs count as 'Wasteland Food', so no need to track which specific sort it is. Some foods might offer a bonus (Nuka-Cola gives you a cap as well as +1HP, for example). Armour is either 'body' or 'helmet'. Some items are useless, but add a bit of character - holotapes with a mini-story but no other use. Others give an in mission advantage (a key, or password that can help unlock things).

Loot is usually found inside containers - lockers, desks, crates, etc. Such containers can be searched using an Activation.

The issue I have is with actual 'Looting'.

I cannot find a way that I'm happy with in terms of Looting NPCs. It's such a prominent feature of the game - kill the bad guy, get the better gun. I don't want to lose that. But I can't find an efficient way to do it.

I thought of going full Warhammer Quest - Get rid of earning XP, and you buy levels with Caps. You kill something, you get a fixed Caps value for doing so, and 1 Loot card per Encounter event. But many loot cards are junk, food, or other mundane items. Exciting items are rare.

Or, I could try having NPCs have fixed Loot. If you kill one, you can choose to take the loot or not. If not, it is lost. Or maybe you have to test your Luck to see if the Loot is there. But fixed Loot isn't very interesting. Kill and NPC, get the XP, roll to see if you find the Loot item listed on their profile.

Or I could have 'Raider Loot' or 'Ghoul Loot' tables, etc - but that is getting a bit overly RPG and rather deeper than is efficient in a board game. 



Anyway, sorry for the ramble! For those of you who took the trouble to read, thanks! I hope it gave an insight into my design process.
Title: Re: Fallout; Vault 26
Post by: nedius on November 18, 2016, 10:51:29 PM
Ok, after some gaming design blurb, back to the interesting stuff - models!

Here's the majority of my furniture collection. There are many more to add - reactors, lockers, drawer units etc. And many of these are stand in pieces until I can get something better.  But for the moment, they will work well as gaming pieces. Most are built by me, especially the tables/desks, and the overly small lockers... The beds, drinks machines

(http://img.photobucket.com/albums/v611/nedius/Fallout/20161118_215823_zpsi89ke1ax.jpg)

This is the base coat, onto which I hoped to do something - but am now not sure what. They are all WIP I guess.

In game terms, there are two purposes for furniture - to offer cover to different NPCs and the players, and to act as containers. Desks, cupboards, lockers etc all contain a GECK Loot Card.

My issue is I can't entirely decide how to, or whether to, indicate difference through colour. I've tried painting over the base coat with only one successful test so far. Many other's need it - what will be my Sunset Sas machine and the Nuka Cola machine. But I'm not sure whether or not to bother with desks...

Anyway, here we go. Gratuitous furniture shots!

(http://img.photobucket.com/albums/v611/nedius/Fallout/20161118_220052_zps6fam2vpf.jpg)

(http://img.photobucket.com/albums/v611/nedius/Fallout/20161118_220738_zps553qfeja.jpg)

(http://img.photobucket.com/albums/v611/nedius/Fallout/20161118_220711_zpssohlvdpu.jpg)

(http://img.photobucket.com/albums/v611/nedius/Fallout/20161118_220627_zps4wbshfr9.jpg)

This is one of my attempts at painting over the rusty base coat - a 'Vim' machine, and very much a test ahead of the Nuka Cola machine you can see in the first image.

(http://img.photobucket.com/albums/v611/nedius/Fallout/furniture%20vim%20machine_zps9du74ap0.jpg)

Includes my first freehand attempt. Not bad, but much to work on:

(http://img.photobucket.com/albums/v611/nedius/Fallout/20161118_220606_zpshzkbll5q.jpg)

It came out better than the big bin. the green paint really doesn't show up enough... But not sure I dare have another go!

(http://img.photobucket.com/albums/v611/nedius/Fallout/20161118_220649_zpsdxc3estl.jpg)
Title: Re: Fallout; Vault 26
Post by: DELTADOG on November 18, 2016, 11:11:06 PM
Very nice weathering on the stuff. The furniture will create a very good look together with the floortiles!
Title: Re: Fallout; Vault 26
Post by: nedius on November 20, 2016, 08:41:29 PM
Little update. Grabbed a brief bit of painting time whilst my little one was asleep.

(http://img.photobucket.com/albums/v611/nedius/Fallout/20161120_203132_zpsjwfs85pn.jpg)

These are two vault beds, which I am sure regulars from this forum will recognise! I painted the bedding today. I think I prefer the brown bedding - and will likely use that on the third bed I have, once I've finished modelling a skeleton onto it!

The dresser is my own. A simple attempt at 'game piece' standard Vault furniture. Since this seeing what others have done in resin, I've decided to focus my time on building and converting miniatures, painting and writing the core rules. Where I can, the furniture will be purchased - so do let me know if you are able to offer such items, or know of good sources!

I need a safe, for example. Oh, and am always on the look out for good, up-to-date miniature suggestions. 
Title: Re: Fallout; Vault 26
Post by: Anpu on November 20, 2016, 09:35:40 PM
Love this thread :)
Title: Re: Fallout; Vault 26
Post by: nedius on November 23, 2016, 10:30:45 PM
A bit of painting this evening, after the family had been put to bed!

(http://img.photobucket.com/albums/v611/nedius/Fallout/20161123_221105_zps8go6wyms.jpg)

I started by brightening up the Vim machine - it was a bit dull and lifeless. So, a few more highlights, another coat of red, a bit more light grey on the 'Vim', a little extra weathering. But, you've seen that so, I didn't take many more shots.

I also added some military green to the two ammo crates. Not entirely sure what I'll use them for. Markers maybe, or a specialist container.

The big task was the Sunset Sarsaparilla machine. That was surprisingly fun for a guy who's usual attitude to painting is "AAAAAAAAHHHH!!! NOOOOOOOOONONONONONO!!!"

(http://img.photobucket.com/albums/v611/nedius/Fallout/20161123_221036_zpsjqbd85tt.jpg)

(http://img.photobucket.com/albums/v611/nedius/Fallout/20161123_221012_zpslwfm3ig6.jpg)

There is some neatening up to do, but the is as much as I could stomach this eve, and even then, it is just a gaming piece! Was quite pleased with the freehand logo. It's probably the most ambitious bit of freehanding I've ever tried. The barrel is a bit naff... but not sure I'm good enough yet to do better!
Title: Re: Fallout; Vault 26
Post by: Michi on November 23, 2016, 11:15:27 PM
The vending machines are really good. Great stuff!  :o
Title: Re: Fallout; Vault 26
Post by: Muzfish4 on November 24, 2016, 12:39:09 AM
The vending machines are really good. Great stuff!  :o

I concur - they look marvellous.

Great work on the Sunset logo!
Title: Re: Fallout; Vault 26
Post by: nedius on November 27, 2016, 10:51:55 PM
Another painting WIP.

This is not my build, but one of the ones I was able to get my hands on thanks to the efforts of others in this community! My thanks to them!

The paint job is mostly done. There is only the Nuka Cola logo to freehand onto the red glass screen, which will then need weathering (it's far too clean atm), and some bits to go over in metal again. Hopefully the finished article will be ready soon!

(http://img.photobucket.com/albums/v611/nedius/Fallout/20161127_222409_zpsnrjesymc.jpg)

(http://img.photobucket.com/albums/v611/nedius/Fallout/20161127_222343_zpsuzwqka0x.jpg)
Title: Re: Fallout; Vault 26
Post by: nedius on November 29, 2016, 10:19:46 PM
Well, the Cola machine is all but done.

I'm quite happy with it, although the 'Nuka' didn't come out right. Still, it's fine for a gaming piece.

(http://img.photobucket.com/albums/v611/nedius/Fallout/20161129_080251_zpsl4vwjryn.jpg)

However, I've started work on the more daunting part of the next hobby job - painting living things... at which I'm not very good.

Here's my work station at the moment!

(http://img.photobucket.com/albums/v611/nedius/Fallout/20161128_215716_zpsbaqkeekh.jpg)

I've got molerats, dogs, rats and the less organic radioactive barrels on the go. My wife thinks the molerats look freaky, which is amusing!

Anyway, they have been my first focus. I've tried three different ideas, all based off a basic, ruddy skin tone:

(http://img.photobucket.com/albums/v611/nedius/Fallout/20161128_220534_zpslqy3bt1g.jpg)

(http://img.photobucket.com/albums/v611/nedius/Fallout/20161129_080228_zps2x25c8aa.jpg)

The first is a paler skin tone over the top of the undercoat followed by a watered down red wash, the second is a neat flesh wash, and the third a neat red wash. All three still need detailing. I really hated the lighter one as I was painting it. It looked messy and awful. Now it has dried, I think it is probably the better scheme to go for. The darker one might be better for a Glowing Molerat, something to contrast more against the green glow...
Title: Re: Fallout; Vault 26
Post by: beefcake on November 30, 2016, 10:09:56 AM
Nice work. Keep it up. Those are perfect for molerats. Does hasslefree still sell them or did they sell the molds?
Title: Re: Fallout; Vault 26
Post by: DELTADOG on November 30, 2016, 10:43:56 AM
Very good paintjobs!

BTW: My little secret on the vending machines :-)

(http://www.deltadog.de/webpics/GWFW/Automatenschild.jpg)

Two ways to make it. The semi nice one: printing on paper and seal it with Mod Podge.

Or the crazy one with better results:
Paint the Background of the slot on the machine white and print the Picture on an sheet of Overheadfilm. The size fits perfect in the slot ;-)

(http://www.deltadog.de/webpics/GWFW/FOBG_HQFScreen183.jpg)
Title: Re: Fallout; Vault 26
Post by: nedius on November 30, 2016, 08:03:46 PM
Nice idea :-)

I am happy enough with it as it is. It is supposed to be a gaming piece, so perfect close painting inspection isnt required. This is the only one I need, so dont think I'll use your tip for this one. However... it will be added to a bank of things I may use later! Would be a good way of doing computer screens...

The other thing is that painting is the part of the hobby I am least confident with. Challenging myself a little is a way to address that.



Title: Re: Fallout; Vault 26
Post by: Gargobot on November 30, 2016, 09:10:47 PM
Really cool project you got going here.
Finally another person who isn't both a genius modeller as well as a gifted painter. Although I think you're being a bit harsh with yourself on the painting side of things.
I've yet to see a piece in your collection I wouldn't love to call my own instead.  :)
Title: Re: Fallout; Vault 26
Post by: nedius on November 30, 2016, 10:34:30 PM
You flatter, but I am only a good modeller - you'll have to check out Messyart and Deltadog for genius modellers. I'm doing my best to catch them up! Until I've scratch sculpted something, I'm happy with 'good'. :-)

Anyway, painting again this eve. I've finished my mole rats to a standard I am happy with. Well, most of them anyway. The glowing mole rat isn't what i hoped, and I need WAY more practice before I dare attempt a Glowing One.

(http://img.photobucket.com/albums/v611/nedius/Fallout/20161130_222355_zpswk4wsk8q.jpg)

(http://img.photobucket.com/albums/v611/nedius/Fallout/20161130_222428_zpspjyobdv3.jpg)

The close up of four is to dhow the four different skin tones I went for. Didn't dare do a close up of the glowing one...  although none are as pale as they are in FO4, I ended up liking the variety of shades. It will be useful if I need an 'alpha' or some other varient and I can just point to the one with a certain shade. The one on the far left is closest to the base coat. I may go over him in another colour, but for now he's fine.
Title: Re: Fallout; Vault 26
Post by: nedius on November 30, 2016, 10:43:19 PM
Nice work. Keep it up. Those are perfect for molerats. Does hasslefree still sell them or did they sell the molds?

They do still sell them. I added a very thin layer of greenstuff over their heads and backs, to sculpt the eyes and ears into, and add a little texture.

I want to do something similar with the giant mawes, turn them into mutant hounds. I csnt find any 'super dogs' out there...
Title: Re: Fallout; Vault 26
Post by: Manchu on November 30, 2016, 10:47:21 PM
The Puppets War barghests could be a good start:

https://puppetswar.eu/product.php?id_product=259
Title: Re: Fallout; Vault 26
Post by: nedius on December 01, 2016, 09:36:53 PM
The Puppets War barghests could be a good start:

https://puppetswar.eu/product.php?id_product=259

I've seen them before, but all I saw was Elder Scroll durzogs without the tusks... but if I greenstuffed the second pair of eyes out... They would work rather nicely! Thanks!
Title: Re: Fallout; Vault 26
Post by: DELTADOG on December 02, 2016, 09:54:18 AM
I use the Malifaux Neverborn Corrupted hounds. VERY GOOD Miniatures for this Purpose!

(https://3.bp.blogspot.com/-9UhYlulPzgE/Vwvg12eEJSI/AAAAAAAA4R0/Km4_tZeK5dU0jS4buA6EamTF6_D4N91Kg/s640/Wyrd%2BGames%2B-%2BCorrupted%2BHounds.jpe)
Title: Re: Fallout; Vault 26
Post by: sean_68333 on December 02, 2016, 05:47:43 PM
There is so much great stuff in this thread, I don't know where to begin...

Thanks for sharing.
Title: Re: Fallout; Vault 26
Post by: Mason on December 02, 2016, 06:07:07 PM
Wonderful additions to the projects.
Gotta love them piggies!
 :-* :-*

Title: Re: Fallout; Vault 26
Post by: nedius on December 04, 2016, 09:23:17 PM
WIP shot today.

Barrels and rats. Both are GW bits repurposed to Fallout

(http://img.photobucket.com/albums/v611/nedius/Fallout/20161204_205608_zpsj5nko2by.jpg)


The barrels need their radioqctive logos, and will be hazards in the game. Every time you pass adjacent to a barrel, you take a RAD. Gain enough and your character suffers detrimental effects.

The rats are just another low level encounter critter. I am tempted to make them stupidly dangerous as a homage to the Rats in Warhammer Quest, who always seemed more dangerous than even miniotaurs...
Title: Re: Fallout; Vault 26
Post by: nedius on December 18, 2016, 07:31:00 PM
Brief update.

Been manic at work - so very, very busy and not much modelling time. However, I did spend some time yesterday cutting out some decorations for my bases!

They are tiny - some as small as 4mm by 3mm. But they will be stuck onto bases to tie the models to my tile set and the fallout universe.

(http://img.photobucket.com/albums/v611/nedius/Fallout/20161218_124454_zpssgswizgn.jpg)
Title: Re: Fallout; Vault 26
Post by: Argonor on December 18, 2016, 07:34:27 PM
Dedicated, all right...  :)
Title: Re: Fallout; Vault 26
Post by: Anpu on December 18, 2016, 07:50:05 PM
Brief update.

Been manic at work - so very, very busy and not much modelling time. However, I did spend some time yesterday cutting out some decorations for my bases!

They are tiny - some as small as 4mm by 3mm. But they will be stuck onto bases to tie the models to my tile set and the fallout universe.

(http://img.photobucket.com/albums/v611/nedius/Fallout/20161218_124454_zpssgswizgn.jpg)
Nice!
 :D
Title: Re: Fallout; Vault 26
Post by: DELTADOG on December 18, 2016, 10:30:09 PM
You know how to weather them :-)
Title: Re: Fallout; Vault 26
Post by: Manchu on December 19, 2016, 03:55:23 AM
I like the RAD count mechanic. Rats looks neat but maybe a coat of TAP dark tone for some more definition and grimeyness?
Title: Re: Fallout; Vault 26
Post by: nedius on December 19, 2016, 11:41:46 PM
You know how to weather them :-)

Inhave seen some rather good tutorials... ;-p
Title: Re: Fallout; Vault 26
Post by: nedius on December 19, 2016, 11:54:49 PM
Here are some shots of the paper in use.

I think I used too strong a wash, which has in most cases totally hidden the detail. I need to use it more watered down. Yes, it looks very dirty and degraded, but you lose a lot of the detail.

Thoughts?

(http://img.photobucket.com/albums/v611/nedius/Fallout/20161219_234713_zps9fvndc7h.jpg)

(http://img.photobucket.com/albums/v611/nedius/Fallout/20161219_234644_zpsqupp7lng.jpg)

(http://img.photobucket.com/albums/v611/nedius/Fallout/20161219_234618_zpsn8isdib5.jpg)
Title: Re: Fallout; Vault 26
Post by: Malebolgia on December 20, 2016, 07:33:09 AM
I think they are perfect this way. After all, they are base decorations and you don't want to have them draw attention. You still want the eye drawn to the miniature. So washing them so they become less spiffy and more part of the base and more muted is an excellent choice IMO 8)
Title: Re: Fallout; Vault 26
Post by: Michi on December 20, 2016, 07:41:44 AM
I think they are perfect this way. After all, they are base decorations and you don't want to have them draw attention. You still want the eye drawn to the miniature. So washing them so they become less spiffy and more part of the base and more muted is an excellent choice IMO 8)

Exactly that!!!
Title: Re: Fallout; Vault 26
Post by: Argonor on December 20, 2016, 01:41:35 PM
Looks fine to me, but of course you should do it however rocks your boat  :)
Title: Re: Fallout; Vault 26
Post by: DELTADOG on December 20, 2016, 06:01:11 PM
Here are some shots of the paper in use.

I think I used too strong a wash, which has in most cases totally hidden the detail. I need to use it more watered down. Yes, it looks very dirty and degraded, but you lose a lot of the detail.

Thoughts?


Thats the Reason why i use Instant Coffee for the weathering instead of Washes. The Grade of the Colortone is much better controlable with coffee and the coffee tends to color the Paperfibers directly without covering the onprinted Details.
Title: Re: Fallout; Vault 26
Post by: nedius on December 21, 2016, 07:25:01 PM
Someone mentioned the Rats... sorry am on my mobile and it's a pain to scroll through.

The last time they were in a pic they were still WIP. So, here is an update. The other 5 are already done and packed away!

(http://img.photobucket.com/albums/v611/nedius/Fallout/20161221_191308_zpsji72xpq4.jpg)

Anyway, am well into my next WIP - radhounds, wild dogs or mongrels or whatever they are called!

(http://img.photobucket.com/albums/v611/nedius/Fallout/20161221_191335_zpsaal2g8io.jpg)

The black ones are all but done. Well, technically. I may do more tonthe wounds and they need varnishing. The brown ones need n after-wash touch up, and the grey ones at the back need lots more work.
Title: Re: Fallout; Vault 26
Post by: Argonor on December 21, 2016, 07:53:10 PM
Always good to see some wildlife!  :)
Title: Re: Fallout; Vault 26
Post by: nedius on December 22, 2016, 10:39:48 AM
Finished off the grey dogs!

(http://img.photobucket.com/albums/v611/nedius/Fallout/20161221_232650_zpsyws6sgfb.jpg)

And, as an added bonus, I had some time to do some test humans!

(http://img.photobucket.com/albums/v611/nedius/Fallout/20161221_233038_zpskcrvloq8.jpg)

I haven't painted a human in years... so these were a good test. They are generic hostages that are can be ued as either mission objectives, or random encounters. The stood up one will be used for an event where a slave with an explosive collar chases after the characters until they either release her, kill her, or accidentally blow her up...

The blue trousers on that woman are also a vault suit test. It seems ok.

Oh, and there are male hostages too - I just haven't based those yet. My Super Mutants will be equal opportunit canibals. 

Title: Re: Fallout; Vault 26
Post by: nedius on December 22, 2016, 06:08:00 PM
hmm... looking at the pics on a larger screen is odd! They don't look anywhere near as grainy in the flesh. I even watered down the paint... it is a bit old, maybe I need some new stuff. Oh well! Something to get after xmas!
Title: Re: Fallout; Vault 26
Post by: DELTADOG on December 22, 2016, 06:53:10 PM
Thats not the paint, its the primer!
Title: Re: Fallout; Vault 26
Post by: nedius on December 23, 2016, 12:07:25 AM
Hmmm... could be. Was spray primed in somewhat cold weather
Title: Re: Fallout; Vault 26
Post by: Argonor on December 23, 2016, 05:56:18 PM
Hmmm... could be. Was spray primed in somewhat cold weather

Could be very low humidity. I have experienced a similar effect in very hot weather (the paint kinda dried before hitting the minis, resulting in a very coarse surface).
Title: Re: Fallout; Vault 26
Post by: nedius on December 23, 2016, 11:09:00 PM
It was cold, and probably a bit damp. But I can't spray indoors, so have to grab what opportunities I can get, unfortunately.

Anyway, hope to have more pics for you all in the new year! Will be busy over Christmas, and may be briefly distracted by Blood Bowl.

Hmm... now, a fallout version of that... Super Mutants for Orks, Vault Dwellers for Humans... Not sure what I'd do for Skaven!
Title: Re: Fallout; Vault 26
Post by: Hupp n at em on December 28, 2016, 04:44:53 AM
Woah, where are the beds and vending machines from?? Did you scratchbuild all those desks and cabinets?!?  :o :o  Mighty impressed over here!  :-*
Title: Re: Fallout; Vault 26
Post by: Zombie Ste on December 28, 2016, 08:15:54 AM
Woah, where are the beds and vending machines from?? Did you scratchbuild all those desks and cabinets?!?  :o :o  Mighty impressed over here!  :-*
Seconded,  also are those dogs the zombicide ones or were they acquired from elsewhere, might have to add those to my own personal zpoc
Title: Re: Fallout; Vault 26
Post by: nedius on December 28, 2016, 09:46:28 PM
Woah, where are the beds and vending machines from?? Did you scratchbuild all those desks and cabinets?!?  :o :o  Mighty impressed over here!  :-*

They were kindly provided by this forum's very own Deltadog!

The desks are scratch builds, as are most of the cabinets. But there are a mix of others in there.
Title: Re: Fallout; Vault 26
Post by: nedius on December 28, 2016, 09:52:07 PM
Seconded,  also are those dogs the zombicide ones or were they acquired from elsewhere, might have to add those to my own personal zpoc

They were by Tengu Models. I don't know if they are still trading.
Title: Re: Fallout; Vault 26
Post by: nedius on January 01, 2017, 09:08:23 AM
Some wip to end out 2016 (though I'm writing this in 2017...).   Been working on some new bases ahead of building some miniatures that wont fit in a single square. I also need a bunch more single bases for my giant ants, radroaches and robots. Oh, and I will also need some 2x2 bases, I think. Some models, like sentry bots, giant radscorpions and so on just dont easily fit on a 1" square base, or even a 2x1" base!

(http://img.photobucket.com/albums/v611/nedius/Fallout/20161230_124919_zpss5p8csex.jpg)

(http://img.photobucket.com/albums/v611/nedius/Fallout/20161230_130302_zpsy3jwejvg.jpg)

I find, for reasons I don't entirely understand, that when using my electric hobbt drill, the styrene melts very badly unless I wrap it in marling tape. Then it melts only slightly. I could do with a hand drill, but it takes so much longer. So, masking tape lets me both drill several strips at the same time, and reduces melting.

I end up with...

(http://img.photobucket.com/albums/v611/nedius/Fallout/20161230_144244_zpsfhxrnhur.jpg)

Around 55 basing pannels. Vault floor grating, based loosely on a texture I found in fallout 3. They represent a vault that was designed to be poorly built and needed high levels of maintenance and repair - despite having limited skilled technicians and almost no resources. This is part of the background to the game, and helps set the scene for groups of adventerous vault dwellers being sent to retrieve materials for the vault in order to maintain it. It also allows for the more rough, hand made apperance I get building my bases this way.

Still, they turn out ok - especially once painted and littered with debris!

(http://img.photobucket.com/albums/v611/nedius/Fallout/20161231_141926_zpse2tlkth4.jpg)

5 will be for some brahmin I will convert from some cheap shop toys, the other are for a secret project that will be test my ability to sculpt... I've done lots of resculpting parts of a model, or adding buts here and there, but have only scratch sculpted a single figure before (a 6mm biotitan). This will be a squad of 5 featuring some extensive scratch scuplts. Daunting, but a interesting challenge for 2017! Now... just need to learn how to do armatures....
Title: Re: Fallout; Vault 26
Post by: nedius on January 02, 2017, 10:20:29 PM
After lots of base building, I took some time to catch up on some painting.

(http://img.photobucket.com/albums/v611/nedius/Fallout/20170102_212852_zpsepfbvolo.jpg)

These are my player characters. There are 4 'standard' characters - I think I posted a pic a while back. There is a Hunter, Explorer, Fighter and Scientist. Eventually, I'll have male and female versions of each - no difference in game, I just liked the thought of having the choice for each.

On that note, I need to make a shout out to Crooked Dice miniatures. Not only do their miniatures make up 50% of these models, I'll be adding two more of their range to the characters, and a figure to represent the 'overseer' (the GM). I mistakenly thought I'd not recieved a package from them - their customer service in sorting out the issue was top notch - and I have to admit the fault proved to be my own! I had the package all along - even though I have no memory of getting it! Anyway, a huge thanks to Crooked Dice!

I have a fair few Hassle Free figures as well - I can recommend those as well!

Anyway - the characters. The Scientist has had the least work - just some pouches and a weapon added to make him look slightly more 'outdoors'. The two females (a Hunter and Explorer) just needed minor resultping on the torso to make their clothes more of a jumpsuit.

The male Hunter had some far more extensive work. Well - ish. He was holding a small submachine gun. That was mostly cut away and rebuilt as a hunting rifle (fallout 3 style). The male Fighter had a fair amount of work too - leather strapping and padding added with greenstuff. His trucheon has been cut and reshaped into a lead pipe.

They aren't quite finished. I'd like to weather and dirty them up - add some debris to the bases.

With these, I can play some games with some decent looking player models. And they can be the start of a vault dweller band for skirmish games too.
Title: Re: Fallout; Vault 26
Post by: uti long smile on January 02, 2017, 11:54:24 PM
They look great!
Title: Re: Fallout; Vault 26
Post by: DELTADOG on January 02, 2017, 11:56:09 PM
Great Vaultdwellers. I like the scientist a lot!
Title: Re: Fallout; Vault 26
Post by: Anpu on January 03, 2017, 06:43:51 AM
Looking great!
Title: Re: Fallout; Vault 26
Post by: nedius on January 11, 2017, 09:14:29 PM
Got this a week or two ago!

(http://img.photobucket.com/albums/v611/nedius/Fallout/20170102_223323_zpsymfdwhdo.jpg)

Figured I would give a review of this stuff I got from Deltadog here on the forums.

Well... the stuff is great. Really good quality stuff. The resin is a good quality, the moulds are clearly good and there are little or no bubbles, breaks etc. The detail is excellent, and very much invokes the fallout style (which is why I got them!).

His self sculpted stuff is a little rougher than the 3d print casts, but certainly are still very good quality (I have two figures to build - will get pics once done), and I am very satisfied with them. They do make my brother Vinni power armours look rather small in comparison, but I think that is due to the different scale of armour as portreyed in FO4.

Anyway, I would definately recommend his stuff for anyone wanting to do some retro post apoalyptic interior decorating! Am looking forward to getting all this painted and onto my board! Just need to milder weather for undercoating...

Title: Re: Fallout; Vault 26
Post by: nedius on January 11, 2017, 09:25:01 PM
And another pic - a WIP of my own.

(http://img.photobucket.com/albums/v611/nedius/Fallout/20170106_214654_zpstzxqzjya.jpg)

The female will be my alternative wasteland fighter figure, and is the one I ordered from Crooked Dice.

The other two models are my super mutants.

The 1st is a basic super mutant, armed with a 'pipe' assault rifle. It's a kit bash of Mantic Plague and Prodos Necomutant parts. The Plague torso is larger than that of the necromutant, but the necromutant legs are larger... put them together and I have something unique and larger than either and who, with some clever basing, stands a good head taller than a human. I dont knkw whether to armour him.  My experiments with greenstuff and plasticard weren't hugely good.

The second is the free Slaughter Priest they gave away with White Dwarf a few months back. I had no use for a slaughter priest, but a super mutant warlord/overlord? That I could do with. This is still only half done. The armour has been cut plain and needs resulpting, and a lot of greenstuff work done here and there. He will be my melee variant. The weapon will either be unique, or a count as super sledge, or just built into his profile to have a high melee attack.

The ranged version will also be from a slaughter priest - armed with a gattling laser (from Deltadog). May wait a bit on that till I learn to sculpt armour. Anyone know any good tutorials...?
Title: Re: Fallout; Vault 26
Post by: Manchu on January 11, 2017, 09:39:07 PM
Your mutants look great! I am really looking forward to see how you paint up the alt wastelander. What a great sculpt!
Title: Re: Fallout; Vault 26
Post by: nedius on January 15, 2017, 07:39:23 AM
Ok, I need some help.

I'm quite pleased with my mutant overlord... However, I've done everything I was going to, but he just doesn't feel finished...

(http://img.photobucket.com/albums/v611/nedius/Fallout/20170114_211422_zps591zqfu5.jpg)

So, what is missing? What would you do to complete it?

Here are some angle shots.

(http://img.photobucket.com/albums/v611/nedius/Fallout/20170114_211326_zpshq81ixpf.jpg)  (http://img.photobucket.com/albums/v611/nedius/Fallout/20170114_211304_zpshwdynigv.jpg)

Title: Re: Fallout; Vault 26
Post by: Anpu on January 15, 2017, 08:58:21 AM
Sweet!
Title: Re: Fallout; Vault 26
Post by: Zombie Ste on January 15, 2017, 09:29:31 AM
Great looking mini, only thing I can think to improve (& I feel like a total snob for saying it needs improving in any way! ) would be maybe a shoulder guard/pad on the naked arm. That might help balance his silhouette out a little more as well as add some extra bulk. Of course being careful not to hide his face. Maybe a half car tire or some 'Orky' plates
All in all though a really nice looking mini! Loving the engine block flail :-* I like the cut of your jib good sir!
Now given your master's degree in kit bashing could you recommend me parts for a toxic avenger miniature I want to build but have been drawing blanks on for quite some time
Title: Re: Fallout; Vault 26
Post by: clanmac on January 15, 2017, 10:06:29 AM
That's just awesome. Not sure it does need any further improvement but if you had to, I'm with  Zombie Ste, another shoulder pad.

Brilliant concept, wonderfully executed.
Title: Re: Fallout; Vault 26
Post by: nedius on January 15, 2017, 10:28:58 PM
Whilst I consider my Overlord options, I've taken the chance to get a bit more painting done.

(http://img.photobucket.com/albums/v611/nedius/Fallout/20170114_233544_zpsuzu42xrt.jpg)

My bloatflies and centaurs.

The bloatflies have a mix of grey and brown to be the normal flies, and one will be heavily washed to leave it black, and another given a wash of bright green to be a glowing bloatfly.

The centaurs will have a blood drenched injury look - something to make look suitably disgusting!
Title: Re: Fallout; Vault 26
Post by: beefcake on January 16, 2017, 12:33:36 AM
The overlord is awesome. How about a decorate sack of human body parts, goggles on his head, maybe a ranged weapon holstered?
Title: Re: Fallout; Vault 26
Post by: nedius on January 16, 2017, 10:13:28 PM
These are almost done... Just need to add some matt varnish to some bits to tone down the shine.

(http://img.photobucket.com/albums/v611/nedius/Fallout/20170115_221852_zpsmovz4l59.jpg)

(http://img.photobucket.com/albums/v611/nedius/Fallout/20170115_221934_zpsabtclev8.jpg)
Title: Re: Fallout; Vault 26
Post by: nedius on February 05, 2017, 09:01:49 PM
(http://img.photobucket.com/albums/v611/nedius/Fallout/20170205_202524_zpsnmrpqjkf.jpg)

Well, here is reply 100 for the thread! I had hoped to save it for something spectacar, but that plan has proven to be a slower process, so will hold onto the suprise!

Anyway, here is my Super Mutant Overlord.

I can't put my finger on it, but I'm not happy with it. That said, I rarely am with my painting.

The armour is inspired by the FO4 mutant armour, so greenish. I went more green as it originally was more rust orange, which blended in with the vault furniture and floor tiles too much. This now blends in with skin tone a bit much, but then that is the way it is in FO4... so am a bit stuck. I still have lots of finishing and detailing to do, so maybe it will come together a bit more via that process.

I have lots more stuff that is wip and more pics to take and share, so there should be some more updates soon.
Title: Re: Fallout; Vault 26
Post by: Ragnar on February 05, 2017, 09:23:41 PM
Great project!  I like the conversions.
Title: Re: Fallout; Vault 26
Post by: Muzfish4 on February 06, 2017, 12:00:49 AM
I like him.

Just as a suggestion, if you're looking to add a bit more maybe some light metal stippling on the engine block and chain to show where the rust has flaked off with recent usage?
Title: Re: Fallout; Vault 26
Post by: nedius on February 06, 2017, 12:45:27 PM
A good idea. I tried to, but it is a bit too subtle and will need going over.

Oh, and some more news! Well, a review, really.

(http://img.photobucket.com/albums/v611/nedius/Fallout/20170205_075938_zpsowca4od7.jpg)

These are some of my more recent aqusitions (not the table - that is my own work).

Of particular note are the computer stack and monitor, some of DELTADOG's test models for his up-coming terrain range.

They are both exceptional models. The quality is fantastic - crisp, clean and clear details. The resin is clearly high quality and they look amazing. They were lots of fun to paint up.

Their size is a tiny bit big for true scale, but not overly, and a reduction in size would compromise the detail so I agree with Delta's decision to make them fit both the smaller true scale and the increasing number of heroic/32-35mm scale post apoc figures/ranges.

I will watch for the rest of Deltadog's range with interest, and can't recommend his work enough!
Title: Re: Fallout; Vault 26
Post by: nedius on February 07, 2017, 01:10:30 PM
(http://img.photobucket.com/albums/v611/nedius/Fallout/20170206_224200_zps36eumkcz.jpg)

WIP wanamingo!
Title: Re: Fallout; Vault 26
Post by: nedius on February 07, 2017, 10:40:05 PM
A little more WIP Wanamingo.

Think I may just add some base debris. Maybe dull down the claws.

(http://img.photobucket.com/albums/v611/nedius/Fallout/20170207_223637_zpsjjkqrrcm.jpg)
Title: Re: Fallout; Vault 26
Post by: Dr Mathias on February 08, 2017, 04:02:31 AM
That's not a creature I'd like to meet in a dark alley.

If you dull the claws, I'd suggest brightening up the teeth a bit, as they approach the 'gumline'.

Looks good :)
Title: Re: Fallout; Vault 26
Post by: DELTADOG on February 08, 2017, 10:50:58 AM
What a grin^^

The whole paintjob is nice, but make the Miniature looks a bit flat imo. Maybe a bit of a lighter Color at the belly and a little bit darker on the top, like its at the Deathclaws, would bring a bit more life to it imo. Aside this it REALLY needs some Hotglue-Drops at the corner of the mouth to show how its watering its mouth in the expectation having a nice meal in front of it^^
Title: Re: Fallout; Vault 26
Post by: nedius on February 25, 2017, 08:51:20 PM
(http://img.photobucket.com/albums/v611/nedius/Fallout/20170225_140934_zpsppo8yqni.jpg)

Well, my Vault Dwellers are almost complete. I took these whilst waiting for a layer of matt varnish to dry, so there is a little bit of a shine to them, but they are more or less done. A couple of touch-ups required before the final coat of varnish needed here and there, but for the moment I'm happy enough with them. They're a decent table-top standard (which is about as good as I do on humans...), and will work fine for my little board game. That said, I may add a bit of dirt, weathering or extra highlights before the final coat... I don't know. They look fine in front of me, but the pics all seem to look a lot flatter and less interesting.

Anyway, let me introduce/reintorduce you.

(http://img.photobucket.com/albums/v611/nedius/Fallout/20170225_141103_zps8s6rpwxx.jpg)

My Scientists. The female is from Crooked Dice, and the male is, I guess, an OOP model from a company called Warm Acre, who's website is down and I guess out. They were fun to paint, as I'm rubbish at painting white but was happy enough with how they turned out. Their base debris includes a FO3 Big Book of Science and an advert for Stimpaks. Of all the models, they are the least diverse, being almost mirror images of each other.

(http://img.photobucket.com/albums/v611/nedius/Fallout/20170225_140634_zpsoe1qmord.jpg)

My Hunters. In the game, they come armed with, surprise, hunting rifles. They are the heavy hitters. One shot, but it will kill most low-level enemies in a single shot. Their bases include a FO3 Wasteland Survival Guide, and a Guns & Bullets. Their rules are identical, but in model terms, the male is a little more outgoing - a more rugged weapon for bashing the odd enemy who gets too close, converted from the model's original SMG - whereas the female is more of a sniper, hanging back and offering fire support from afar.

(http://img.photobucket.com/albums/v611/nedius/Fallout/20170225_140712_zpsxrkhgljq.jpg)

The Explorers. They are the sort of leaders of the game party. They have the highest Perception, and so the Characters best suited to open up new board sections (in the event of an encounter being revealed, the Character who explored and the Overseer dice off, adding Perception scores. The winner gets to go first on the next turn). Their pistols give them multiple shots. They are unlikely to take down a single human in a turn, but they can pick off multiple weaker enemies or finish off those already wounded. There isn't much difference in the characterisation in my head - the man is more pointing the way, the woman more standing ready to tackle whatever is just around the corner.

(http://img.photobucket.com/albums/v611/nedius/Fallout/20170225_140801_zpswvwofxec.jpg)

The Wasteland Fighters are the two models where I feel there is a big difference in the models/characterisation. The male is Melee Weapons, the female Unarmed.  She does have a knife, and grenades, but I still mostly imagine her punching badguys into unconsciousness. Each has a copy of Grognak on their base, but the female also has a Vault Tec Martial Arts poster I found on Deviant Art by MattThe Kid. Apparently, I neglected to print any Pugilism Illustrated... Both are the most converted models as well. The Male had a truncheon turned into a lead pipe, and both had leather armour added to their vault suits.

(http://img.photobucket.com/albums/v611/nedius/Fallout/20170225_141010_zpslfm3hbpu.jpg)

My final two models are both Special Characters. The first is yet to be named... Vault Captain, Vault Girl, something like that. She is my equivalent of the Mysterious Stranger or Miss Fortune. She will be accessed via a Perk, the rules of which are still to be finalised. The WIP rules are that a Character can choose one per game to test against their Luck - if successful, Vault Girl (or whatever her name ends up being) will turn up and use her SMG to attack a single enemy nominated by the Player. She will remain in play until that enemy is dead, or she is herself reduced to 0 wounds (where she will mysteriously vanish a moment before the killing blow landed).

The second character is a representation of the Overseer (Games Master). The Character may not ever appear in a game, unless I come up with some quests where an Overseer is part of the final objective.



Anyway, that's my Vault crew. I figure 10 is a good number. I can use them as a gang for skirmish games if I get the chance. Have always fancied giving This Is Not A Test a go, or Fallout Warfare, or they could even be some Van Saar from Necromunda at a pinch. Next up will be either some modelling, or finishing off painting some Brother Vinni power armoured guys. Or maybe some more test games. I'm feeling indecisive.
Title: Re: Fallout; Vault 26
Post by: nedius on February 26, 2017, 11:12:36 PM
(http://img.photobucket.com/albums/v611/nedius/Fallout/20170226_225546_zpsiesgsxix.jpg)

I'm not sure who these guys are... they were at first supposed to be my Characters, for when they had advanced to get Power Armour. At least, FO3 Power Armour... In my own head, I have differentiated the two armour styles. I tell myself that these are earlier versions of Power Armour - little more than Combat Armour with limited, built in strength enhancement. The style seen in FO4 is of a more advanced nature - more like a bipedal combat vehicle with the occupant as a pilot - explaining the increased size and capabilities.

Anyway, from left to right, there is the Fighter, the Scientist, Explorer and Hunter.

The Fighter is armed with a converted Laser Pistol and FO3 style Power Fist, to go with the FO3 style armour style which you can see in the shots below:

(http://img.photobucket.com/albums/v611/nedius/Fallout/20170226_225500_zpsgw6obefv.jpg)

(http://img.photobucket.com/albums/v611/nedius/Fallout/20170226_225659_zpsp8ek5z4x.jpg)


Next to him is the Scientist, represented by the Energy Weapon. This is the only one of the three with no conversion.

Next, the Explorer is armed with a 'Chinese Assault Rifle' - or at least some form of pre-war assault rifle. The arms are Apocalypse Survivor arms, greenstuffed to still look like power armour. The Hunter has transitioned on from rifles into a Big Guns heavy, to continue his in-game role as the 'power' ranged attack. He has had only a simple head swap, just something to add a bit of variety to the group.

(http://img.photobucket.com/albums/v611/nedius/Fallout/20170226_225521_zpsj0zo23fa.jpg)


I have one more to build and paint, but I'm not sure with what. I may just do another generic Laser Rifle one, and turn this into a BoS squad.

I also have some of Deltadog's large FO4 style armours to build. I guess they would represent special characters!

Anyway, if you have an idea for what I should do with my last Brother Vinni Power Armour - please let me know!
Title: Re: Fallout; Vault 26
Post by: Ultravanillasmurf on February 27, 2017, 11:46:48 AM
They are very good.

What is the basis of the armoured figures at the end?
Title: Re: Fallout; Vault 26
Post by: nedius on February 27, 2017, 02:55:35 PM
They are all from Brother Vinni's Nuclear Sandlot range :

http://www.brother-vinni.com/shop.htm#!/Nuclear-sandlot/c/5965003/offset=0&sort=normal (http://www.brother-vinni.com/shop.htm#!/Nuclear-sandlot/c/5965003/offset=0&sort=normal)
Title: Re: Fallout; Vault 26
Post by: zizi666 on February 28, 2017, 07:39:00 AM
Great conversions.
Really love that power fist. Very inspiring  :)
Title: Re: Fallout; Vault 26
Post by: nedius on March 03, 2017, 03:56:36 PM
(http://img.photobucket.com/albums/v611/nedius/Fallout/20170302_224642_zps5ktpuxmw.jpg)

I decided with this piece to keep the painting and modelling simple. The miniature is by Messyart here on LA, but this was his first go at the Deathclaw - I know he's improved on the model since, and others have produced other versions which mean that this variant is now somewhat dated, and I think there are more dynamic, more detailed versions out there.

However, I havn't got myself any of those improved or updated models yet, so until I do I painted this up as just gaming quality. It has some colour, and won't look too awful on a table, if you squint. 

I'm closing in on having painted all the various models I have currently built - a load of Brother Vinni ghouls and some kit-bashed brainbots to go! Then I guess I get to do some more modelling!

Title: Re: Fallout; Vault 26
Post by: nedius on March 03, 2017, 08:10:24 PM
(http://img.photobucket.com/albums/v611/nedius/Fallout/IMG_20170303_200226_zpstjgl7prb.jpg)

Ok... was all ready to paint and looked at what arrived in the post!!

Am really excited by these! Unfortunately, one item is missing (a double databank), but I've been in touch with Crooked Dice and their customer service has previously been top-notch, so I have no doubt that the matter will be sorted soon. Given I know this lot sold out in no time flat, I can easily understand an accidental omission in what must have been a rush of orders!

Anyway... no build instructions, so off to do some jigsaw puzzling!
Title: Re: Fallout; Vault 26
Post by: uti long smile on March 03, 2017, 08:21:50 PM
(http://img.photobucket.com/albums/v611/nedius/IMG_20170303_200226_zpstjgl7prb.jpg)

Ok... was all ready to paint and looked at what arrived in the post!!

Am really excited by these! Unfortunately, one item is missing (a double databank), but I've been in touch with Crooked Dice and their customer service has previously been top-notch, so I have no doubt that the matter will be sorted soon. Given I know this lot sold out in no time flat, I can easily understand an accidental omission in what must have been a rush of orders!

Anyway... no build instructions, so off to do some jigsaw puzzling!

Sorry on missing that item out. Found one down the back of the shelf this morning, which I suspect was yours! Will send it out Monday. As regard to instructions, Gary from Figurebitz did do a PDF of images. I'll see if he has hosted that anywhere, if not I will try and knock something up next week. And thanks again for the order!
Title: Re: Fallout; Vault 26
Post by: nedius on March 03, 2017, 08:24:02 PM
Ha! Was literally here to edit my post to say you had already replied and  the matter was sorted!

Once again all, I cannot recommed highly enough the quality of the service, products or price of Crooked Dice!!
Title: Re: Fallout; Vault 26
Post by: nedius on March 03, 2017, 09:03:48 PM
Ok - first one done!

(http://img.photobucket.com/albums/v611/nedius/Fallout/IMG_20170303_205606_edit_1488574580381_zpscs2icovj.jpg)

Not too tricky a puzzle. Am considering using greenstuff to gap fill, perhaps... but nit sure it is needed for a gaming terrain piece.

First impressions are that, for £1, this is an absolute bargain. Painted up, i think it will look fantastic. Add a few 2 details to blank pannels - rivets or cabling... and it will look pretty cool. Or, just left as is, a quick and simple gaming terrain piece for a great price.

So far very happy!


(Edit)

And done!

(http://img.photobucket.com/albums/v611/nedius/Fallout/IMG_20170303_222503_edit_1488579937145_zpsqgo7j819.jpg)

The cooling plant on the right proved a bit fiddly. I may get a second one and try to do some interesting things with water effects during the build process... but it was never the less lots of fun.

Overall, am very pleased. Can't wait to have a go at painting them and getting them into a game!

Title: Re: Fallout; Vault 26
Post by: Ultravanillasmurf on March 04, 2017, 01:10:02 PM
Nice.

Are the cooling pipes solid or tubes?
Title: Re: Fallout; Vault 26
Post by: nedius on March 04, 2017, 02:36:00 PM
Nice.

Are the cooling pipes solid or tubes?

Pipes - so plenty of opportunity to do one with coloured water effects!
Title: Re: Fallout; Vault 26
Post by: Ultravanillasmurf on March 04, 2017, 10:18:51 PM
Pipes - so plenty of opportunity to do one with coloured water effects!
Cool.

Plus you can put critters in them...
Title: Re: Fallout; Vault 26
Post by: nedius on March 04, 2017, 10:24:37 PM
They would have to be small... the pipes are brobably less thsn 1cm in internal diamater. That would work with the computer screen though, with the addition of a bit of clear plastic and a shelf...

Interesting idea though!
Title: Re: Fallout; Vault 26
Post by: Ultravanillasmurf on March 05, 2017, 08:45:55 AM
I was thinking: brains; brains with tentacles or legs (half life?); Crooked Dice's little crab things etc.

Is there prize for the first e-ink or mobile 'phone screen added to one of them?
Title: Re: Fallout; Vault 26
Post by: nedius on March 05, 2017, 09:45:45 PM
I was thinking: brains; brains with tentacles or legs (half life?); Crooked Dice's little crab things etc.

Is there prize for the first e-ink or mobile 'phone screen added to one of them?

Not sure I get what you mean by the latter comment!

Brains would fit - but the conchkin wouldn't. The tubes are too narrow.
Title: Re: Fallout; Vault 26
Post by: uti long smile on March 05, 2017, 10:25:58 PM
 Very nicely done! Glad you like them.
Title: Re: Fallout; Vault 26
Post by: Gun bunny on March 06, 2017, 09:56:02 AM
 :o :o :o that is outstanding stuff
Title: Re: Fallout; Vault 26
Post by: nedius on March 06, 2017, 04:26:59 PM
For the sake on interest, I thought I would offer a comparison shot.

Here are Crooked Dice's (Figurebitz) Computer console and Deltadog's computer console, side by side.

(http://img.photobucket.com/albums/v611/nedius/Fallout/IMG_20170305_230031_zpspmo8vp8q.jpg)

I think that they are a good comparison. Obviously, the £1 lasercut mdf console lacks the detail of the resin model. However, at a pound they are not to be dismissed lightly! I think it will be very interesting to compare again, once the paint has dried - I think they will come together nicely with a cohesive colour scheme.



In other news, the building of terrain got me into that again, so here is something that has been on my to do list for ages. Deltadog provided me with a couple of his vault generators. Although he did send the tower for the top, it is a solid resin piece, and I wanted something more detailed and, well, hollow! The electrodes are from a floor transition bar - I had loads left over after a DIY project and this seemed a good way to get rid of a few!

(http://img.photobucket.com/albums/v611/nedius/Fallout/IMG_20170305_225927_zpsed54vcww.jpg)
Title: Re: Fallout; Vault 26
Post by: nedius on March 19, 2017, 09:10:32 PM
I have had little to no hobby time of late, so there's not a lot to update.

I've added some layers of matt varnish to model's I've already shown, so little interest in that. However, I have managed to do an hour or so of building today.

First, the wandering double tape machine!

(http://img.photobucket.com/albums/v611/nedius/Fallout/IMG_20170318_213807_edit_1489873101249_zpsqypkv7zd.jpg)

As with the other products from Crooked Dice and Figurebitz, it proved easy to build, even without instructions. I've not yet had any time to add any card panels to give it a bit more detail, but hopefully I'll be able to do something about that this week, or next weekend.

Next, I've got some updates on the stuff I got from Deltadog.

(http://img.photobucket.com/albums/v611/nedius/Fallout/IMG_20170319_190114_edit_1489950147880_zpso3raaffr.jpg)

The bed on the right has had the turned over corner of the blanket removed and re-sculpted to appear all flat. Added on top is a skeleton. The fallout universe seems full of beds occupied by skeletons, so I felt I needed one too. As with the skeletons in game, I tried to add a bit of a story behind the skeleton - something appropriately macabre. The pistol still gripped in its skeletal fingers and the  hole in the temple implies that the trauma of nuclear war proved too much for this unfortunate person.

I did think for a while as to whether I wanted something as dark as implied suicide in the game. Ultimately, I took my lead from the games themselves. There are moments in the game where you come across holotapes or stories told in the objects surrounding long decayed remains that are dark, moving, and at some points quite upsetting. For all the fun I want to have in this game, I felt I needed a visual reminder that this is still a tragic setting, where many, many people have come to terrible ends. I have two other beds, so if I ever feel that this is not appropriate, I have enough alternative furniture to leave it off the board.

The central console shows what I have done to the back of both. The model has a plain back, which is in contrast to the very detailed front. To balance it out, I wanted some rear panelling. So, a vent an access panel has been added to the back of each console, meaning it will just look a bit nicer on the tabletop.

The final picture is a simple head swap.

(http://img.photobucket.com/albums/v611/nedius/Fallout/IMG_20170319_190400_edit_1489950253374_zps2muhmly8.jpg)

This is the Crooked Dice Ms Lovely Day, with a Brother Vinni post apocalyptic head. Just something to add a little variation and to make her a little more my own.



Title: Re: Fallout; Vault 26
Post by: nedius on April 08, 2017, 11:05:26 PM
(http://img.photobucket.com/albums/v611/nedius/Fallout/20170408_230108_zpsws1sosxm.jpg)

A wip. A hasslefree model with a headswap and the addition of watch bits!
Title: Re: Fallout; Vault 26
Post by: zizi666 on April 09, 2017, 04:47:09 AM
very effective !
 8)
Title: Re: Fallout; Vault 26
Post by: Ultravanillasmurf on April 09, 2017, 08:29:18 AM
Very nice.
Title: Re: Fallout; Vault 26
Post by: nedius on April 13, 2017, 11:02:15 PM
Finally settled on a colour scheme for the vault furniture. These are all still WIP, and need additional weathering and detailing. I'll be sticking papers and other debris on tables and desks, posters and signs on the upright furniture and generators. So, lots left to do, and a big batch to work through. But still, shows some progress!

(http://img.photobucket.com/albums/v611/nedius/Fallout/IMG_20170413_224941_zpsywjxcqiv.jpg)

(http://img.photobucket.com/albums/v611/nedius/Fallout/IMG_20170413_225036_edit_1492120297133_zps0ketv8hs.jpg)

(http://img.photobucket.com/albums/v611/nedius/Fallout/IMG_20170413_225312_edit_1492120463177_zpshh7qd0l8.jpg)
Title: Re: Fallout; Vault 26
Post by: Alder Von Well on April 14, 2017, 12:29:17 AM
Very cool looking furniture.  :)
Title: Re: Fallout; Vault 26
Post by: DELTADOG on April 14, 2017, 09:20:17 AM
That looks sooooooo good!

So bad I´m not able to build on my vault atm. To look on this here bring up the wish to do so!
Title: Re: Fallout; Vault 26
Post by: Ultravanillasmurf on April 14, 2017, 09:40:02 AM
They look really good, well done.
Title: Re: Fallout; Vault 26
Post by: joekano on April 14, 2017, 05:11:10 PM
That looks perfect for Fallout!
Title: Re: Fallout; Vault 26
Post by: Mason on April 14, 2017, 09:02:42 PM
Wonderful weathering on a lovely collection of 'bits'.
 :-* :-* :-*
Title: Re: Fallout; Vault 26
Post by: nedius on April 14, 2017, 09:24:05 PM
Wonderful weathering on a lovely collection of 'bits'*.
 :-* :-* :-*

*I would love to see a breakdown of where they are all from, there looks like some really useful stuff in amongst that lot.
 :D

Of the lot you saw in the picture, all but one are either my own or bits done by Deltadog, who was kind enough to provide me with casts of some of his own work. In essence - if it looks wonderfully intricate and detailed, that would be Delta's. If it's plain and a bit more simple, then that would be mine. Delta has made me hold myself to a higher standard, so I've not yet tried to build something as intricate as his own. My first attempt will likely be a FO4 inspired safe. At some point!

I was going to 'copy' Delta's stuff, and make my own versions - look at his pics and build my own stuff from plasticard. Most of my stuff was made before I saw Delta's, and he forced me to up the standard I would accept (for which I am grateful!). I decided that I would instead support him by using and promoting the quality of his workmanship through here. I know he plans to set up his own shop at some point, and is working on commission for others (TNT, I believe). Anything I can do, however minimal, to promote him and his work is a tiny gesture for the things he has shared with me and the inspiration he has given, and I hope will encourage others to seek out his products when they are ready.

Anyway - From Deltadog, you can see the 3 beds (one converted by me), the vault generator bodies (he has complete versions, I wanted to do my own bits for those), the nearest vault dresser and the Vault tape machines.

The desks and tables are my own plasticard builds. There is the vault dresser I made for myself way at the back, and was the most eye-opening in terms of showing me what I should be aiming for. Nothing in the build Deltadog did was beyond my capabilities - I just hadn't held myself to his standard prior to seeing it in the flesh. What he can now achieve with 3D printing IS beyond what I can do (see the computer rack near the bottom of pg 7 of this thread, reply #103 I believe). So I eagerly await his releases for TNT and his own future endeavours!

There is a final set of lockers in the back, left of centre, taller than the rest. That was bought at Salute, along with a few arcade machines but for the life of me I don't remember the company.
Title: Re: Fallout; Vault 26
Post by: DELTADOG on April 14, 2017, 09:44:52 PM
Holy moly I begine to blush^^

Good to hear the little exchange of expertise had brought up some fruits according to your motivation. :-)

And really thx for the promotion for my stuff here, but I have to say that it is at hold atm while I´m still to packed with recent comissionworks.
Title: Re: Fallout; Vault 26
Post by: nedius on April 14, 2017, 09:52:03 PM
Holy moly I begine to blush^^

Good to hear the little exchange of expertise had brought up some fruits according to your motivation. :-)

And really thx for the promotion for my stuff here, but I have to say that it is at hold atm while I´m still to packed with recent comissionworks.

I know... but some day... far from now, perhaps, when you do open a store and can actually sell your own creations, I will be happy to have helped establish your reputation in some small way!
Title: Re: Fallout; Vault 26
Post by: Mason on April 14, 2017, 11:24:44 PM
Thank you for that rather comprehensive reply, it is much appreciated.
 :)

I shall certainly be keeping an eye out for DELTADOG's work when it hits the shelf as I am slowly stockpiling stuff for interiors for a future project and the things I see here are very much the kind of thing that I am looking for.
 8) 8)

Title: Re: Fallout; Vault 26
Post by: Ragnar on April 16, 2017, 12:53:50 AM
More great stuff. 
Title: Re: Fallout; Vault 26
Post by: has.been on April 16, 2017, 07:47:21 AM
I am loving this stuff, very effective. Keep on sending pictures, and a +1 to buying from Delta Dog (when possible).
Title: Re: Fallout; Vault 26
Post by: nedius on April 19, 2017, 10:22:57 PM
Been adding some debris to the furniture!

(http://img.photobucket.com/albums/v611/nedius/IMG_20170419_212755_zpsgpvavi91.jpg)

And some small decorative details to some of the larger furniture.

(http://img.photobucket.com/albums/v611/nedius/Fallout/IMG_20170419_213529_zpsg4l217fh.jpg)
Title: Re: Fallout; Vault 26
Post by: Dr Mathias on April 20, 2017, 02:47:10 AM
Very evocative. Looks very long-neglected. I like the color scheme you ended up with too.
Title: Re: Fallout; Vault 26
Post by: beefcake on April 20, 2017, 03:09:14 AM
Great painting on those. Well done.
Title: Re: Fallout; Vault 26
Post by: Gargobot on April 20, 2017, 05:47:23 PM
When you have neglected your own Fallout project for as long as I have, coming to these forums and logs such as yours in particular really hurts... in a good way!
I can actually feel myself becoming a masochist. In fact I'm already looking forward to the next time. ;)
Title: Re: Fallout; Vault 26
Post by: zizi666 on April 21, 2017, 10:45:10 AM
 :o :o :o
Title: Re: Fallout; Vault 26
Post by: Dr. Zombie on April 21, 2017, 11:40:03 AM
This is past awesome and waay into outstanding.

Title: Re: Fallout; Vault 26
Post by: nedius on April 23, 2017, 08:57:49 AM
Friday evening, I played a test game of my vault crawl with a friend from the 2D6 Lodge wargame club in Cambridge. That evening, I got home to the news of the upcoming Fallout Wasteland Warfare game! It will be interesting to see how my vault rules will be impacted. Will I end up making my game a dungeon crawl 'mod' for the new game, or continuing to forge my own path?

What ever happens, my purchasing of new 'not-fallout' miniatures is on hold. Ish. I may still pick up some toys that fit the universe, or my fan-made part of it, but are unlikely to appear in officialy releases.  I hope the new models won't be too pricey - more in line with the prices of Prodos' AVP range, where £12-£15 will get you a 5 man squad, than Games Workshop, where £12-£15 will get you a sigle figure. Time will tell!

Anyway, here is a report from the vault crawl!

My Kingdom for a Skills Book

The Wasteland fighter and Explorer set off into the exposed upper levels of Vault 26, leaving the relative safety of the still-secure deeper levels. Their task was to retrieve a text the Overseer had decided contained vital information for the ongoing safety of the vault, and last known to have been stored in this sector.

Mere moments into their exploration, the Vault dwellers stepped into a decaying bed chamber, only to find it had been selected as the base for 5 Super Mutants, probably attempting to find a way to access the lower vaults to locate potential 'recruits' to their ranks...

(http://img.photobucket.com/albums/v611/nedius/Fallout/20170421_195959_zpslpr0uacv.jpg)

The vault dwellers spotted the Mutants first, and fired, wounding one of the Bruisers, who rushed forwards to attack, whilst the grunts took cover and began taking shots when a line of sight could be drawn.

The battle was long and tough, with the Vault dwellers taking lots of damage. The Super Mutants focused their attention on the Explorer, who ended up needing to use his stim pack to regain some health. Eventually, the mutants were destroyed,and the exploration could continue.

It seemed this location had once been a maintenace sector for the vault's generators. The bedroom backed directly onto a generator room, inplting the bedroom must have belonged to the technicans maintaining the power.

(http://img.photobucket.com/albums/v611/nedius/Fallout/20170421_203545_zpshpetjzqg.jpg)

The generator room was occupied by 3 feral ghoyls and a roamer, who were also caught unawares, the high Perception of the explorer spotting the first. However, both vault dwellers missed their shots, and soon found themselves in combat.

The Explorer was very nearly taken out during this exchange, having gotten himself cornered between a locker and a generator, but the Ghouls were eventually killed. A happy find of some pureifed water in a locked cupboard restored some health. The exit to the room was also locked, and as the dwellers attempted to unlock it, part of the ceiling collapsed, causing two radioactive waste barrels to tumble into the chamber. Fortunately, both missed the dwellers. Unlocking the door, they were able to continue.

(http://img.photobucket.com/albums/v611/nedius/Fallout/20170421_205240_zps6mkrxtia.jpg)

After passing along a long corridor, a T junction was reached. Taking the left hand turn first, the dwellers found the maintenance workshop, which was a very busy room. Not only had the room become flooded, but 9 bloatflies buzzed around the remains of a malfunctioning Eyebot. This time, the bloatflies spotted the dwellers first, but a barrage of thier living ammunition caused only a single wound to the Fighter. Nevertbe less, this left her dangerously low on hit points. In retaliation, she accurately threw a grenade into their midst, taking 5 out!

(http://img.photobucket.com/albums/v611/nedius/Fallout/20170421_210451_zpsawgnpga9.jpg)

This seemed to enrage the bloatflies, who suddenly became deadly accurate, shotting off the last few HPs of the fighter, who died, having no more stims or food to keep her going.

(http://img.photobucket.com/albums/v611/nedius/Fallout/20170421_210605_zpskvkihoao.jpg)

The explorer was then able to finish off the last of the bloatflies. Finding only a toilet beyond the maintenance room, he returned down the other corridor, finding a final chamber. In a desk within the room, he found the Skills Book he was looking for, and was no able to return to the Vault-Tec guarentted saftey of the lower levels.


Thoughts

Well, as with any test game, lots of things came up.

How do you add objects if they are spawned as an unexpected event? Does the Overseer freely place them, or is their some randomisation?

The old damage system is very balanced at 2 vault dwellers per mission. But it was slow, and this confirmed the need for change.

Can players be locked in combat? Should all guns be able to shoot in combat, or should their be a minimum range for some weapons?  The explorer is way too bad at combat if shooting isn't an option.

If you are 'locked' in combat, can you escape with an agility test?

How exactly will radiation damage work?


So, plenty to think about. The game attracted a lot of interest around the club, and the feedback was "I would definately play this again and build a character over a few missions."

So, lots to go away and think about!
Title: Re: Fallout; Vault 26
Post by: Gun bunny on April 24, 2017, 05:06:34 AM
 :o damn your stuff's good...   :o
Title: Re: Fallout; Vault 26
Post by: Duke Donald on April 24, 2017, 07:07:14 AM
I'd play that too! That looks really fun.
Title: Re: Fallout; Vault 26
Post by: nedius on April 29, 2017, 12:19:15 PM
This is going to be more of a thought stream than anything else, but here goes.

The announcement of the new Fallout; Wasteland Warfare game and miniature range has thrown a significant wrench in all I was planning to do with this game, and what I could or should do moving forwards.

It has thrown my whole existing board, and most of my furniture (but not all) into question. Many of my miniatures are now going to be at best out-dated, and at worst, invalidated.

The new miniature range is going to be on a 30mm base - my whole board and bases are based on a 25mm base. That's a lot of 'base' to consider. The new models are likely to either not fit or be unstable on the smaller 25mm size. 30mm bases only 'kind of' fit on my board once grouped. So, do I think of models that will be on too small bases or scrap my whole board and start again with 30mm squares  instead of 25mm? That's a long job, and a lot of styrene to cut and drill, and a lot of money and work already done wasted.

And what if they make a modular vault set? It would be most useful if my vault matches the square size of theirs, even if I class mine as industrial/maintenance tiles as opposed to official vault sections.

So... do I stick with my board? Start a new one at a 30mm square size?

My furniture is mostly built to fit 25mm base / 28mm scale as well. It will look a bit small next to 32mm figures. At least that won't take long to replace.

So, lots of excitement mixed with lots of concerns. And not much I can do about it until either I see what is going to be in preorders or the actual release in November...
Title: Re: Fallout; Vault 26
Post by: DELTADOG on April 29, 2017, 02:00:25 PM
SSSSTTTTOOOPPPPPPP!!!!

The Miniatures are NOT casted with the bases, but have to be attached on them. So you can use a Base which ever you want!

Second, the Miniatures will be casted in Resin. They are light weight and the Size of the Base will not really effect their stability in standing on the Floorplan. Especially while your floorplans are flat like a pancake. My Power Armor Miniatures I´m using in my Vaultgame standing on 25mm Roundbases btw. and had never a problem to stand around properly!

Third, The Scale of the Miniatures is 32mm from the Hip to the Eyes. That Scale is really almost common in any available "28mm" System nowadays. Even the Brother Vinnie Miniatures we are using so far are scaled in around 30,5-31mm in this borders, so the Miniatures will fit fine to all existing stuff. So nothing has to be used to thrown away or being changed. The pure Opposite, You can now choose from a fantastic new range of Miniatures to fit the Vault perfectly!
Title: Re: Fallout; Vault 26
Post by: nedius on April 29, 2017, 05:11:19 PM
I know they are not casted that way, or had assuned as such.

However, miniatures designed for 30mm bases often dont fit properly on 25mm bases. I know yours do (I have some pics to show of them built), but it doesn't mean all will.

The size is a little less of a worry - hopefuly that will be ok.

Really, the main question is whether I redo my entire vault bases. Got a lot of thinking on it to do.
Title: Re: Fallout; Vault 26
Post by: nedius on April 29, 2017, 08:34:14 PM
(http://img.photobucket.com/albums/v611/nedius/Fallout/IMG_20170429_202334_edit_1493494018247_zpscz87ghiv.jpg)

Big minis - small bases.

And another Super Mutant conversion in the works. Well... I should finish it before the rest get released!
Title: Re: Fallout; Vault 26
Post by: nedius on May 14, 2017, 02:56:19 PM
I finally got round to painting the Figurebits MDF terrain I got from Crooked Dice.

The first image has a resin piece in the centre, as a point of comparison.

(http://img.photobucket.com/albums/v611/nedius/Fallout/20170514_101929_zpslflq6qah.jpg)

(http://img.photobucket.com/albums/v611/nedius/Fallout/20170514_102006_zpsgzeblkax.jpg)

I'm pretty happy with how they turned out. The coloured lights are a bit flat, and I may go back an do more to them. Not sure though, since these are supposed to be quick and simple terrain pieces, and I think as game terrain they'll look fine. I think they look fine next to the resin piece - especially the tape machines and generator. The computer terminal does seem a little more basic beside it's resin counterpart, but I don't think that will be a big issue in-game.

All in all, very pleased! I would recommend them!
Title: Re: Fallout; Vault 26
Post by: uti long smile on May 14, 2017, 07:59:33 PM
They look great! Thanks for recommending them :)
Title: Re: Fallout; Vault 26
Post by: zizi666 on May 14, 2017, 10:01:26 PM
Indeed. That derelict look is spot on.
I'm working on a set of those too, and was thinking of painting them as run of the mill standard equipment, but seeing these makes me wonder if I shouldn't just go for less vibrant colours...
Title: Re: Fallout; Vault 26
Post by: Ultravanillasmurf on May 15, 2017, 08:21:08 AM
That Figurebitz/Crooked Dice stuff looks good.

You have inspired me to move some to the next project on my list.

Now I there was a Super Villain lair to it to o in (hint, hint).
Title: Re: Fallout; Vault 26
Post by: nedius on May 15, 2017, 08:23:31 AM
They look great! Thanks for recommending them :)

Happy to do so!

For the rock-bottom price tag, simple build, and simple but effective design make these an excellent product for gaming. Very pleased with them.
Title: Re: Fallout; Vault 26
Post by: zizi666 on May 15, 2017, 09:34:46 AM
That Figurebitz/Crooked Dice stuff looks good.

You have inspired me to move some to the next project on my list.

Now I there was a Super Villain lair to it to o in (hint, hint).

like this perhaps :
(http://s1212.photobucket.com/albums/cc447/BoobooTheDude/Structures/Modularlair.jpg)

It's paper a model, but you could Always use it as a blueprint for a scratchbuild...

http://www.wargamevault.com/product/98584/Modular-Lair (http://www.wargamevault.com/product/98584/Modular-Lair)
Title: Re: Fallout; Vault 26
Post by: nedius on May 15, 2017, 10:41:19 AM
I'm still using mine... already posted this pic, but it's what I use for my 'lair'!

It's a lot easier to store than my 3d space hulk board - that takes up 2 huge plastic tubs.
Title: Re: Fallout; Vault 26
Post by: nedius on July 08, 2017, 09:24:16 PM
Hi all,

The pics on this thread are now rather spoiled...

Anyone got a recommendation for a new image hosting option? Thanks!
Title: Re: Fallout; Vault 26
Post by: FramFramson on July 08, 2017, 09:28:13 PM
imgur is my go-to.
Title: Re: Fallout; Vault 26
Post by: zizi666 on July 09, 2017, 06:10:08 AM
or flickr.
Title: Re: Fallout; Vault 26
Post by: Hupp n at em on July 10, 2017, 07:52:47 PM
imgur is my go-to.

Same, never had any issues.  And I can't see them having problems with volume, it is after all the image hosting site of choice for reddit, the 8th most visited site in the US...