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Author Topic: Constable's Fallout/SSS Project - *NEW Church and Cottage p24  (Read 107332 times)

Offline Mason

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Re: Constable's Fallout/SSS Project - *Mad Max WIP continues p18
« Reply #270 on: 09 August 2015, 06:01:39 AM »
Looking very promising, mate.
 8) 8)

Those Pixar cars have certainly worked out really well for you.
 :D


Offline Constable Bertrand

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Re: Constable's Fallout/SSS Project - *Mad Max WIP continues p18
« Reply #271 on: 09 August 2015, 06:14:19 AM »
Oh ta, some don't work, but others do. Some are too cartoony, and some have too strong faces, but thankfully apocalyptic vehicles can have armour plate ;)

While a lot of my kits are 1:48 it's hard to find civilian cars in that range. The model of yesteryear and lledo are of a certain vintage that doesn't really work for me. The 1:56 ish cars work good for table space too. So I hope they work with my larger 1:48 kits on the table together.

Your forest wreck is in there too Paul if you spotted it :)

Cheers
Matt.

Offline Vladimir Raukov

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Re: Constable's Fallout/SSS Project - *Mad Max WIP continues p18
« Reply #272 on: 09 August 2015, 06:39:51 AM »
Nice work on the rust. Can't wait to use them as emergency barricades that explode occasionally.

Offline Furt

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Re: Constable's Fallout/SSS Project - *Mad Max WIP continues p18
« Reply #273 on: 09 August 2015, 07:07:40 AM »
Just caught up with this all Matt - awesome stuff!! Loving the vehicles mate, really excellent.

The most important question is though, how are WE going to use those vehicles in your game?
“A prisoner of war is a man who tries to kill you and fails, and then asks you not to kill him.”

http://adventuresinlead.blogspot.com/


Offline Constable Bertrand

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Re: Constable's Fallout/SSS Project - *Mad Max WIP continues p18
« Reply #274 on: 09 August 2015, 11:44:56 AM »
Well according to Pete, blow them up! Hahaha. Think they can be gladiatoral hand weapons? ;) lol lol lol

Pulp alley has vehicle rules.. if people want to jump in and crash them ;)

Offline Furt

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Re: Constable's Fallout/SSS Project - *Mad Max WIP continues p18
« Reply #275 on: 09 August 2015, 11:54:39 AM »
Pulp alley has vehicle rules.. if people want to jump in and crash them ;)

Oh yes...  ;D

Offline Mason

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Re: Constable's Fallout/SSS Project - *Mad Max WIP continues p18
« Reply #276 on: 09 August 2015, 11:59:24 AM »
Your forest wreck is in there too Paul if you spotted it :)

 :D :D :D


Offline Constable Bertrand

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Re: Constable's Fallout/SSS Project - *Mad Max WIP continues p18
« Reply #277 on: 09 August 2015, 12:13:13 PM »
Oh yes...  ;D

It should be fun ;) the nice things I can see from the rules is that most of the car combat is hand guns, clambering on moving cars, skidding and crashing. With a little armour, or turrets or spike droplets. Very much mad max style. 8)

Not that I've played them yet, or on a small windy skirmish table. I think 'road' scenarios would be possible in between skirmishes.

:D :D :D

:D

You have some nice seedpod leaves /herbs which would be ideal to add to the base. Hint hint.

Would Pablos multi genre OW yellow base for the ground be best? Or a Russian Forrest Brown?

Cheers
Matt.

Offline Vladimir Raukov

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Re: Constable's Fallout/SSS Project - *Mad Max WIP continues p18
« Reply #278 on: 09 August 2015, 02:01:06 PM »
Well according to Pete, blow them up! Hahaha. Think they can be gladiatoral hand weapons? ;) lol lol lol

Pulp alley has vehicle rules.. if people want to jump in and crash them ;)

Well if every shot that misses a target hits the car, any roll below a four could result in a boom! Instant health check for the poor sucker behind the car.

Offline kidterminal

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Re: Constable's Fallout/SSS Project - *Mad Max WIP continues p18
« Reply #279 on: 09 August 2015, 03:10:55 PM »
That's a great rust effect.

Offline Mason

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Re: Constable's Fallout/SSS Project - *Mad Max WIP continues p18
« Reply #280 on: 09 August 2015, 03:21:39 PM »
You have some nice seedpod leaves /herbs which would be ideal to add to the base. Hint hint.

Would Pablos multi genre OW yellow base for the ground be best? Or a Russian Forrest Brown?

I am doing everything with a kind of sand coloured base these days (well, it IS sand... ::)), so that would probably be best.
Thank you, sir.
 :D :D


Offline 6milPhil

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Re: Constable's Fallout/SSS Project - *Mad Max WIP continues p18
« Reply #281 on: 09 August 2015, 05:17:57 PM »
That's all looking grand.

Offline Constable Bertrand

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Re: Constable's Fallout/SSS Project - *Mad Max WIP continues p18
« Reply #282 on: 09 August 2015, 10:29:20 PM »
Thanks Phil and KidT.

Well if every shot that misses a target hits the car, any roll below a four could result in a boom! Instant health check for the poor sucker behind the car.

Ok, especially in circumstances where people are taking cover behind them. We do t want magic bullets eliminating all the cars in the first turn ;)

Perhaps they take wounds too if hit. Each type of car in PA have health levels. As they get shot at, they go down, then boom.

I am doing everything with a kind of sand coloured base these days (well, it IS sand... ::)), so that would probably be best.
Thank you, sir.
 :D :D

I thought you may want your universal colour, it's good to confirm though before the paint gets slapped about ;)

Cheers
Matt.

Offline OSHIROmodels

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Re: Constable's Fallout/SSS Project - *Mad Max WIP continues p18
« Reply #283 on: 09 August 2015, 10:48:50 PM »
They're looking really good mate  8)

cheers

James

Offline Constable Bertrand

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Re: Constable's Fallout/SSS Project - *Mad Max WIP continues p18
« Reply #284 on: 09 August 2015, 10:56:29 PM »
Thanks Jimmy!

Did I mention I hate painting yellow? My GW pots are like painting with poster paint as a child...  >:(

 

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