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Author Topic: Fallout: Heading East  (Read 217843 times)

Offline max

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Re: Fallout, Heading East
« Reply #105 on: January 14, 2014, 03:57:51 PM »
The centurion looks really cool!

Offline Constable Bertrand

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Re: Fallout, Heading East
« Reply #106 on: January 14, 2014, 08:14:53 PM »
Your collection is ... Growing.. evolving... Exploding, at an alarming rate!

The BOS and the centurian do look good. You pull of nice conversions and have a good eye for junk that you can use (stormies on dewbacks) :)

Keep it up.
Matt

Offline Wyrmalla

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Re: Fallout, Heading East
« Reply #107 on: January 15, 2014, 12:53:49 PM »
Aww, thanks guys. Shucks. :D

@ Constable Bertrand

Whilst I may think those dewbacks aren't of the best quality, I may have miffed a few guys at my club who apparently collect them (£15 is the lower asking price for them on ebay apparently). Whatever, I've used models that are worth more in conversions before. Its not like they'd be doing any good in a display cabinet somewhere. =P

Another WIP of the Centurion. I've added some more armour to him and a mantle to bring him more in line with the in game appearance (though of course I'm not wanting an exact replication of the design, not every Centurion dresses the same, especially given the looted nature of their armour).


Woah, this blog has reached a new level of excitement with this image! Yup, uh... chopped up kinder eggs. Besides being a psychopath that gets off on cutting up kids toys, I'm pushing myself to work on some terrain for that Jericho (a Ghoul settlement) scenario that I planned a few pages ago.


Ooh, they still smell like chocolate. ...Probably aught to wash them before I start painting them. ^^'

Would people prefer it if I carried on with the wide range of models, or if I tried for more focussed batches? Either way I'm slowly building up my miniature count. I mean I could just alternate between doing faction based stuff (or other related groups like terrain), then some miscellaneous pieces, so the variety would still be there. Plus I dunno, I could get away with ever so interesting thread titles like “Fallout: Heading East – Update: 对于郑董事长!, Chinese Remnants” (I can do that here right?). :)

I need to get around to painting more terrain actually. It'd be nice to stick together some more cinematic looking shots (or at least have a backdrop other than a white piece of card).

Hmn, I need to get in some more games too. I play 7Tv quite a bit, but in its base form mostly, not Fallout themed games. My regular opponent hasn't played any of the games, so though I have played one or two games with him with the theme, it isn't a common thing. It'd be nice to write up an in universe battle report (and help me establish the setting – ie events across on the Eastern side of the Colorado during the years leading up to the NCR's retreat from the region and the New Vegas stalemate).

Offline Wyrmalla

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Re: Fallout, Heading East
« Reply #108 on: January 15, 2014, 05:34:04 PM »
I was looking through the Art of Fallout 3 (which I really need to buy a physical copy of) in class there (it was a photoshop lesson, so extreme downtime). Anyway, besides being a nice insight into the game that could have been, there's an example of the original design for the Chinese Remnants. As a whole it looks quite a bit more tactical compared to the Mao suits they wound up with in the game, and a suitable compatriot of the American combat armour (ie it still looks somewhat like a Mao suit, though with more a stripped down combat armour appearance). So, inspired, I think that I'll base half my troops of of this style, and the others after the one seen in game (as full time properly equipped infantrymen and churned out conscripts respectively).



As an aside though; who's to say that it wasn't the US that was being invaded before the war? The only information that exists that America was winning the war and had invaded China is American sources (known for their propaganda). Ok, the US did have forces on Chinese soil (the Survivalist served there before the war), but who's to say that they weren't being pushed back from there and China was on the counter offensive? My point is, these remnants troops might not be necessarily the insurgent forces that the game puts across, but rather troops that were part of a larger vanguard? I wouldn't imagine that the US would be like that game Homefront, but China could have landed their army on the US mainland before the war, with the US retaliating with nukes as a result.

Just making y'all think a little.  ;)

Offline Wyrmalla

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Re: Fallout, Heading East
« Reply #109 on: January 16, 2014, 10:47:12 AM »
Following on from my last post, I had a go at a Chinese soldier in combat gear.



He's another Wargames Factory Russian with a Statuesque Miniatures AK, and Maxi Mini backpack. I rather like the look, and personally kind of think that the troopers in Fallout 3 would have looked better dressed like that (the Maoist suit suites conscripts, rear echelon troops more, like the Merc Grunt outfit's worn by the NCR/US army).

My internet connection's really iffy right now, so I'm hazarding against larger posts until its a bit more stable. =/



Offline Mr. Peabody

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Re: Fallout, Heading East
« Reply #110 on: January 16, 2014, 04:47:52 PM »
Really enjoying this thread! :-*
Have I mentioned that already, or have I been silently munching popcorn for pages and just soaking it all up... 8)
Television is rather a frightening business. But I get all the relaxation I want from my collection of model soldiers. P. Cushing
Peabody Here!

Offline eMills

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Re: Fallout, Heading East
« Reply #111 on: January 16, 2014, 09:27:20 PM »
I was looking through the Art of Fallout 3 (which I really need to buy a physical copy of)
...
Loving the updates.  Giving the Remnants a more varied look helps the world feel lived in.  It's one of the things that I dislike about the video games.  The sameness is off-putting to me.

That Flickr set is awesome.  The physical book is not nearly as good, so I wouldn't kill myself trying to obtain one if I were you.

~Eric

Offline Wyrmalla

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Re: Fallout, Heading East
« Reply #112 on: January 17, 2014, 08:17:51 PM »
@  Mr. Peabody
Ack, so the ninjas are coming out of the woodwork to pass judgement on me! Judge away, you'll never find out where the gold is stashed.

Dirty Frank mode off

...By which I mean; tah, comment away, I'll be blithering in any ase (possibly even in spite of the replies I receive I think). :D

@eMills

Yes, well I do dislike things looking the same in general (I have a Warhammer 40,000 True Scale Chaos Space Marines army in which every single model's covered in about 70% greenstuff). In the games themselves I modded in my own levelled lists to spawn alternative sets of armour and addons just for the variety. I suppose with games time constraints prevent that kind of thing for the developers, but third parties can do it much easier, as do I personally enjoy just tarting up my toy soldiers to make them look a bit more interesting.

I would like to buy a copy of the actual book regardless. I'm a bit of a swat for reading up on what could have been with games, as do I just like seeing the design process in general. With concept art you can get a lot of ideas, and I suppose discover the artist's original intent compared to what was actually implemented. I'd love to buy the same artist's concept for his work on the Elder Scrolls games too (its the reason why I bought the guides), as he had a great style. ...But I digress. Model talk time.  ;)

Thanks for the replies guys. The support's always nice (the throwing of rotten vegetables not so much).

I'd meant to get a little painting today, but after a cuffuffle had to go out and try and find a new camera instead. Despite that, I'll show you some WIPs instead. Sorry about that. =/

The Red Menace had taken over my painting time, so I bring to small units of Chinese Remnants.

Chinese Conscripts (sans Ushanka)



Chinese Infantrymen(I need to tidy these up a little. The goggles are a bit wonky. I'm terrible at sculpting in batches)


Ack, sorry I didn't take this shot so swell. Point though, I've started a modular trench system. I'll be putting this aside untill later though as I have other terrain pieces that I could more immediately use *cough shanties.


I have a game of 7Tv coming up, but I'm short of a few robots. Here's a WIP of a mechanoid with the Energy Blast upgrade, or a Factory Protectron (from the Pitt expansion).


Let's see if I can manage to have much of this stuf painted for tomorrow. ...That and if my internet connection holds up (according to British Telecom's complaint's desk my issue was supposed to be fixed 48 days ago...).

Offline SerialMoM

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Re: Fallout, Heading East
« Reply #113 on: January 18, 2014, 08:32:53 AM »
I really love your thread and I envy the speed of your progress.

Although I have also made some progress I would like to be much faster in my project..
Please help me with my Fallout rules, picture heavy!!
leadadventureforum.com/index.php?topic=47609.0


Offline Wyrmalla

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Re: Fallout, Heading East
« Reply #114 on: January 19, 2014, 03:45:47 PM »
 :D Just work on small units at a time and use lots of big blocks of colour and ink. ...Having next to no quality control too helps.

Chinese Remnants
Commissar (Statuesque Miniatures)


What the hey? Something to add a bit more character to the faction. Perhaps she was originally an army Commissar sent in with the insurgents (assuming that China's based off of itself from the 50s before Commissars were phased out of the military). It could be that she was some propagandist, adopting the title after the war as it suited her duties (ie during the insurgency she was spreading pro-Chinese propaganda, with the introverted post war nature of the Remnants she's taken the role of a morale officer up). Something or other that may be decided should I play some scenarios with her.

The miniature's a Vespera Venko from Statureque Miniatures, with her left arm swapped out with one of the sword wielding ones from the Perry Civil War cavalry set. As a plus I can use her in other games as a regular human given that none of her ghoulish skin is showing, whilst there's a bit of a faceless sign of authority about her that's in no way a massive cliché. ^^'

Conscripts (Wargames Factory Russians)



Chinese troops based off of their appearance in Fallout 3. In games of 7Tv these would be Security Guards, based on their lower level of training compared to regular troops. I'll have another ten done at some point to bring me in line with the other factions I have in terms of numbers, though I'll leave that to a later post bunked in with their armoured support probably.

The People's Republic maintained a large military before the war. By the 21st century it had become one of the foremost in the world (and no doubt the largest). In the years preceding the Great War China would be involved in almost a decade of warfare against the United States. Whilst the US equipped the majority of its mainstream units with at least a suit of combat armour and assault rifle (even these were out of service for the more advanced laser rifles bar in national guard units), China did not have the resources to outfit its own forces to the same level. Their conscripts were sent to fight with not but a rugged Norinco combat rifle and mass produced jumpsuit to fight the foreign aggressors. Despite this China's military was on par with their US counterpart, with its troops no doubt just as determined to fight for their motherland.

*Ok that was mostly speculation. Operation Anchorage (which is canonically questionable) depicts the Chinese Army as being made up of conscripted and ill equipped soldiers. I call bullgak on that, rather I would think that yes, with the war continuing on for years there would be a decline in standards as the military did what it could to press a gun into the hands of anyone willing. The earlier Fallout games state that the Chinese were on a comparable technological level as the Americans in most areas (ie whilst the US were ahead on power armour, they were behind the Chinese on stealth technology), and so I would imagine that the Chinese were quite capable of fielding troops suited in Combat Armour and trained to a high standard.

* Also, nuts. Probably not noticeable to most, but I forgot to give these guys bakalite mags on their Ak-74s. That, or these are actually those Colt AK rip-offs from the first two games. =P

Infantrymen (Wargames Factory Russians)


Which brings me onto these guys. A closer representation of China's army compared to its modern self, rather than as how Fallout 3 portrayed them (ie like the Red Army was during the early to mid part of the 20th century). The American army seemed to have progressed and yet China's was shown to be ill equipped in as much as they were represented in the game. Operation Anchorage was intentionally biased as hell (in that it was a jingoistic training simulation created by an overly patriotic and unhinged General), so one could think that the actual People's Liberation Army was a lot more competent than it was shown in that DLC. My point; here's some more techy looking PLA troopers.

In 7Tv these are Soldiers with SMGs (that game needs an Assault rifle weapon). I'll be making another five at some point, but ...I can't be bothered greenstuffing any more up at the moment. It probably isn't noticeable, but the marksman has a modified helmet with optics included (though as they're pressed up against the scope they aren't too obvious), just to show that they're a bit techier than they may appear.

Plus, here's a WIP of the turret from the Remnant's KV-1 tank. I'm attempting to make the vehicle appear as though its been upgraded to keep it in line with more modern vehicles (like what the Israelis did with their Shermans, etc). To that end its armed the vehicle with a Gauss Cannon, or at least a Chinese version of it (though I doubt that'd help it out much coming up against power armoured troopers or later tank models. But, that wouldn't make that cannon any less dangerous, it just means its a bit of a glass one).


Aside from the Remnants (which I'd meant to upload yesterday, but my internet diede, so hence the wordiness), I've put together a few robots for a game of 7Tv I have planned for Tuesday. I'll also be using some of the models I made for the Remnants in that game too (perhaps not the overly Ghoulish ones). ...Its just trying to think up a scenario where said Chinese soldiers, backed up by robots, would be fighting a group of cultists and animated scarecrows. Guess it'll have to be an episode of the Twilight Zone. ^^

Wastelanders
Mister Handy/Gutsys (Brother Vinni)

...These look like the Telly Tubbies (well retro-fututurist alt universe ones). That or those multi coloured Daleks.

Protectrons (Brother Vinni)

Hmn, I may add a logo to the front of the factory ones stating their owner's names – ACME or something across the chest. The older ones at the back could do with a touch up too (that star needs to be redone).  Is it just me, or does the orange one look confused?


Offline Constable Bertrand

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Re: Fallout, Heading East
« Reply #115 on: January 19, 2014, 07:21:10 PM »
What an output!

He does look a little dazed. lol lol

The tank could be converted to a grav tank, does fallout have them? It may make it look more futuristic..

Cheers
Matt

Offline emperorpenguin

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Re: Fallout, Heading East
« Reply #116 on: January 19, 2014, 11:01:33 PM »
The tank could be converted to a grav tank, does fallout have them? It may make it look more futuristic..

Cheers
Matt

No such beasts in the Fallout lore, good ol' tracked tanks only.

The Chinese combat armour guys turned out really well! Also love your Factory Protectron, top stuff
My Fallout Project leadadventureforum.com/index.php?topic=35048.0

Offline Papa Spanky

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Re: Fallout, Heading East
« Reply #117 on: January 19, 2014, 11:35:17 PM »
the orange looks like hes daydreaming  o_o

The progress is amazing, everytime I view this thread I want to play one of the Fallout games again.

Offline Dobbie71064

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Re: Fallout, Heading East
« Reply #118 on: January 20, 2014, 07:24:54 AM »
Fantastic stuff!! I love seeing your collection grow!

Cant see what you have instore terrain wise as well!

Offline Wyrmalla

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Re: Fallout, Heading East
« Reply #119 on: January 20, 2014, 09:09:45 AM »
Yeah, I don't recall there being any grav vehicles in any of the games, but they may exist. Floating robots are a thing mind, so it wouldn't be hard to consider some country producing a grav tank. Come to think of it in the Fallout 3 concept art book there's a floating street cleaner, so let's assume that they applied that technology to military purposes before municiple. ;)

For use in 7TV, here's some draft rules for Radiation and Power Armour. Hopefully not too complex or broken. They aren't as long as they may seem btw, I've just added in notes and future suggestions to clarify things.

Radiation

Special Effects
Physical
Rad Resistance (x)
Rad Resistance (x)may be taken by those cast members with access to Physical special effects. This value may be increased by spending additional points in this effect.

Additionally it may be applied by various pieces of equipment or be inherent to a cast member's profile.

* A list of these will be created later, something similar to the equipment table in the base rules (ie Gas Masks would be “Basic”, Radiation suits would be “Military”, and Power Armour “Advanced”). Though there would be additional sub lists for upgrades beneath each main weapon/armour section, as would there be a “Skill Requirement” field for some items (ie a suit of Salvaged Power Armour would have a strength requirement of 5 due to the great strength needed to wear the armour without aid).

Other
Rad Level (x)
Certain locations, such as toxic waste piles, nuclear bombs, etc, give off radiation. The level of rads emitted varies between them, from a mild prickling on the skin, to full on barbecue. Designate the radiation level of an object. The immediate 2'' from its central point (or the edges of its largest piece for more sizeable models) are at the Rad Level marked as the “X”. For every 1'' after this point this value decreases by one, until no value remains.

As an example, a Nuclear Bomb sits unexploded in the wastes leaking toxic fluids. It has a Rad Level of 12. 5'' from its central mass this rad level would decrease to 11, 7'' it would be 10, and so on.

*Question, do these values seem too extreme or are they fine? They're there to make particularly dangerous sources of radiation be deadlier than smaller ones. At their current levels it could take a cast member two turns to reach said Nuclear Bomb (6'' move, double to 12'' if they run, but that's still two turns should they need to activate something, and another one as they run full pelt away from the location).

Should a model spend any point of their turn within an area marked with radiation then they must make an immediate defence test at their end of their turn, done with the following modifiers.

*Note for mathematicians: I haven't actually worked out the full range of values for this table. It needs work based on maximum rad resistance levels. The scale as it stands is based around the four levels, with 1 being you're average gas mask, 2 an environmental suit, 3 Power armour/ advanced radiation suits, and 4 Radiation resistant creatures like Super Mutants. So, at Rad Resistance (4) a Super Mutant would need to be in a Rad Level (16) area to suffer the full detrimental effects. 16 may but level 4 Rad Resistance represents a near immunity. 16'd be nuclear weapon going off (Fat Man's would create a similar, but temporary level).


Radiation Level >                                                     Effect on Cast Member's Defence
1x cast member's Rad Resistance Level >   0, no Defence test must be made
2x cast member's Rad Resistance Level >   -1
3x cast member's Rad Resistance Level >   -2
4x cast member's Rad Resistance Level>    -3

(that's meant to be a table, but I can't be sodden with the html right now)

Should the cast member's Rad Resistance Level be double the area's Rad Level then they may ignore this test.

Should a model have no levels in Rad Resistance then use the “x” value of the areas's Rad Level for applying the effects on the Cast Member's Defence stat.

For example, a cast member with no Rad Resistance enters a level four rad area. They would be at a -4 for their defence test. However, if a cast member with a Rad Resistance level of 2 enters the same area then they would be at -1 to their defence.

*Rad Level is generated by various things. So it could be the aforementioned pieces of terrain, but also weapons (Fat Man, or perhaps weapons that generate a small amount of rads to the user when fired- like plasma weapons in 40k, they may kill the user if they aren't protected) and creatures (Glowing Ones, animals that have certain attacks). Terrain would form most of the permanent sources of radiation, with the other ones being temporary for the most part (Glowing ones would produce a constant small rad level, but could create a one turn high level rad explosion).

Plus a some of anti-radiation drugs purchasable to cast members (with the quantities being dependent on the category of the table they're in, ie at the “Basic” level a cast member could buy 1 Rad-X, at “Military” they could by 2, and at “Advanced” they could buy 3 (a cast member couldn't buy the same item twice or from different categories)).

Equipment
Rad-X
Single use. When used the cast member's Rad Resistance level is boosted by 1 point for two turns (three with the Slow Metabolism effect – to be written later).

RadAway
Single Use. When used the cast member may half the value (rounding down) of the negative effect upon their defence when making a defence check for being in an irradiated area. Should this value be reduced to 0 then no defence check is required to be made.

As in the above example, if a cast member with a Rad Resistance level of 2 enters the a level four rad area then they would be at -1 to their defence. Should they use some RadAway this value would be halved to -0.5, and so, rounding down, 0. As a result they would not have to make a defence test.

Rad-Purge (not its final name)
Single Use. When used the cast member may ignore the defence test required to be made for spending time in an irradiated area. On the following turn however they're agility, defence and strength are reduced by 1 and move by  -2 for the rest of the game.

* This is meant to be an experimental drug, like the one Colonel Autumn uses in Fallout 3. It saves the cast member from extreme radiation, but wrecks their body in the process (well until they can receive proper medical attention after the game). Yes, a cast member could take one of these repeatedly (though only one is purchasable under the “Advanced” section, but they could loot others in game) and wind up with 1 in all their stats. ;)

Power Armour

I've also brainstormed some Power Armour rules. My current intentions for their rules would be to provide “Power Armour Training” as the base skill only available to those who have first taken the Military Training skill, before then allowing these cast members to buy a suit of power armour from a list. I haven't thought much on that requirement though, I'm just trying to think of a way to limit the number of users (though I suppose I could remove it and just leave it up to players).

Speial Effects
Knowledge
Power Armour Training
This effect may only be taken by those who have already chosen the Miltitary Training effect. Models with this effect may chose to equip themselves with one of the various types of Power Armour available to them under the “Advanced” section of the equipment table.

Example Power Armour types (sans ratings costs):

Advanced Power Armour (Enclave/ Vault Tec)
Effects: +1 Str,+2 Def, Body Armour, Rad Resistance (2) ~ 3 with suit and same type of helmet *, Weight Compensation
Pre-War Power Armour (T-45d/ T-51b)
Effects: +1 Str, +2 Def, - 1 Agl, Body Armour, Rad Resistance (2) ~ 3 with suit and same type of   helmet*, Weight Compensation
Salvaged Power Armour **
Effects, +2 Def, - 2 Agl, Body Armour, Rad Resistance (2) ~ 3 with suit and same type of helmet* , Slow (May only be worn by cast members with a strength of 5 or higher),  Weight Compensation

*This is in here for uniformity, assuming that a suit can't lock in a different type of helmet.
** Salvaged Power Armour wouldn't require Power Armour Training and would be under “Military”. I'm just sticking it in here completeness. It has Weight Compensation due to the wearer's great strength.

This is for the suits, helmets come separately. Models must wear the same type of helmet as their base suit. I may bunk in the helmets with the suits, but I'd rather allow or bareheaded models too.

Advanced Power Armour Helmet
Effect: +1 Per, Respirator*, Night Vision
Pre-War Power Armour Helmet
Effect: Respirator, Night Vision **
Salvaged Power Armour Helmet ***
Effects, -1 Per, Respirator *(may only be worn by cast members with a strength of 4 or higher)

* Respirator: Has the same effect as a gas mask in the base rules. I've created a separate effect for it as more than just gas masks confer the same effect.
**Night Vision's an optional rule that's tied in with some rules I wrote for 7ZTv
*** As it would be a bitch to move your head about in such a heavy helmet. This is assuming the user's not wearing the armour, thus the lower strength requirement. It may seem like crap, but its the only way to achieve a Rad Resistance (3) – other than through using drugs, etc – with the suit.

Special Effects
Psychical
Weight Compensation
A Cast Member may select this special effect if they have a strength of 5 or higher.
Cast members with this effect may equip themselves with weapons listed under the Heavy Weapons section. Due to the bulk of such weapons such cast members armed with a heavy weapon gain the “slow” effect, but ignores the Two Man Team and Move or Fire effects if it has them. * Note this is available to all cast members, not just those in power armour.

Additionally I'm intending to write up an upgrade system including things like Tesla (boost to energy weapons), Hardened (Higher Defence boost) or Advanced Servos (lessened agility negatives, or even a boost), with the Advanced types of armour allowing for a larger variety and number installed. However I'm not sure if people are really open to this added level of complexity. Personally like the additional level of depth, and it expands the roleplaying aspect of the game more, but whether that fits the theme of the base game I'm not sure.

Point: These rules aren't playtested, nor complete. =P

And, just to give tidbit for those who aren't into the rules talk, I found one of my old Imperial Guard  APCs (it has a removal rear hatch that turns it into a Griffon Mortar Carrier too). It needs a repaint, but my NCR Heavy Troopers (yeah, because a strike team of them wouldn't be totally OP) or American Remnants could use it maybe.


 

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