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Koyote

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Everything posted by Koyote

  1. I converted one of the Lead Adventure Contaminated Seas models to serve as a Milita Gunsmith armed with a grenade launcher. The grenade launcher is one of my favorite weapons in the game. Not only is it a blast weapon, but it's one of the few weapons in the game that can deviate, so it's possible for the shot to 'miss' but still result in a 'hit'. Also, because you target a spot on the table rather than a model, you have a bit more flexibility when deciding where to place your shot. Here's a photo of the model from LA's site. The grenade launcher is a bit too large for the model, but I didn't have a better one in my bitz box, so I went with it
  2. Che (Mysterious Stranger -Haunted Gunfighter) and Chief Brody (Sheriff) Che is from the Americano Mercianorios pack made by Pulp Figures. I used GS to add sideburns and extend his mustache so that he has a glorious trucker stashe. His Lewis Gun is a counts-as assault rifle with the large caliber upgrade. Chief Brody is from Lead Adventure's Contaminated Seas model line.
  3. After the first two games of our TNT campaign, Captain Quint had enough experience points to purchase his first Warband Rank. I selected Personal Pet, which lets me add a Nuisance level creature to my warband. Pip is a feral mutant child (counts-as a Wild Mutant) adopted by Quint. And while Pip isn't the captain's pet, he's loyal to a fault and rarely leaves Quint's side. Captain Quint (Militant Leader) and Pip (Wild Mutant - pet) The model that I use to represent Pip is a Wyrd Miniatures' Outcast 'Stolen' mini. The model has a rifle slung over its right shoulder. The rifle is from a Reaper sprue and I used GS to make the rifle's strap. I gave Pip the creepy black eyes to indicate that he's a mutant. I don't recall where I got the fish. It's supposed to be a mutant Red Snapper, but I didn't add enough red to the orange, so instead it's a giant mutant gold fish. I've finished converting my Missionary and Regular. With both of its hands wrapped around a big book, arming the Lovecraft mini required a little extra creativity. In keeping with my post-apoc maritime/Cthulhu theme, I added a severed tentacle to the Regular's base. The tentacle's suckers were malformed, so I repaired them with GS.
  4. Here you go! Attached to this post is Scenario #3: Hell View. I'll supply the zombies. Springtime in the Wasteland #3.pdf
  5. Here are some of Fogou Models' shanties that I painted for an upcoming campaign scenario.
  6. That's two votes 'yes'. Anyone else?
  7. I finally got around to finishing this fellow. Spider (Wandering Mutant - Freelancer)
  8. Several players need make-up games and at least one person will be out next Tuesday, so I'm pressing the pause button on the campaign. Next week will be a make-up week. If your warband has played 4 games, you are welcome to show up with your warband and help other players catch up. I will be there next Tuesday with my terrain and a ringer warband. The Springtime in the Wasteland campaign will resume on Tuesday, April 24th. As the size of our warbands increase, the games take longer to resolve. One way we can address this is, at some point, to limit the warbands to one game per week and extend the campaign a few more weeks. At present, the campaign is scheduled to last 5 weeks plus a play-off game on the sixth week. This equates to 10 games + 1 bonus game for the top four players. If players wouldn't mind adding a couple of more weeks to the schedule, we could adopt the following schedule. Week 1 - games #1 and #2 Week 2 - games #3 and #4 Week 3 - games #5 and #-6 Week 4 - game #7 Week 5 - game #8 Week 6 - game #9 Week 7 - game #10 Week 8 - Final Brawl Thoughts?
  9. WARBAND COST At this point in the campaign each warband's individual Warband Cost starts to become increasingly important. The Fighting Between Uneven Warbands rules can be found on pages 154-155 of the TNT rulebook. If the difference between Warband Costs is 50 or greater, the warband with the lower cost is entitled to certain advantages. The rules for calculating Warband Cost are on p.153 of the TNT rulebook. Each model's BS Cost is its base/original cost plus the cost of all the equipment, armor, and weapons it carries. The cost includes items that the warband didn't pay for, such as weapons found via encounters from the Wasteland Deck. If you upgrade a weapon with the large caliber or masterwork options, the cost of the upgrade is added to model's BS Cost. Please note that when a model gains a wound, that model's armor increases in value. If you purchased the armor before gaining the wound, you don't have to pay any additional BS to 'upgrade' the armor, but the armor's new value becomes part of that model's BS Cost. Relics are also added to a model's BS Cost. Unlike other items, if a relic is in the warband's 'Unused Inventory' that relic's cost IS added to the warband's overall Warband Cost. The Hillfolk's base cost is 10. The Wolftooth Necklace is not a relic, but it does increase the a model's BS Cost by 10. A model's BS Cost is increased by 5 BS for each advance it received. If the advance was an increase to the wound or mettle stat, the model's BS Cost is increased by 10.
  10. In keeping with my warband's post-apoc fishermen theme, I've armed two of my militamen with nets. The current rules for nets create more questions than they answer, so I sent and email to TNT's author, Joey McQuire, asking him for some clarifications. Below are his answers. Q. Does the Carrying Capacity rule (see p.46 of TNT rulebook) apply to nets? A. No. Since nets are fairly low-powered, treat them as grenades. A model needn’t have a net ‘in hand’ in order to use it. Q. May a model carry multiple nets? A. Yes. Q. If a model is hit with a net but that model has not yet had a chance to make its strength test in order free itself, is that model treated as being ensnared (i.e. it cannot take any actions except for psychic powers)? A. Yes. If a model is hit by a net it is treated as ‘ensnared’ until that model passes a strength test. Q. What happens if an ‘ensnared’ model fails a morale test or is otherwise compelled to move (e.g. a failed graze test)? A. Being ensnared overrules any involuntarily movement (Grazed tests, etc.). Q. Does an ensnared model suffer a melee penalty? A. The ‘ensnared’ model’s melee stat is zero, but it is still allowed to roll a d10. Q. The rule states that "[o]nce a net has been used to ensnare an opponent it is useless for the rest of the battle." Exactly what does this mean? A. A net can be used once per battle, but it may be recovered after the battle so long as it didn’t hit its target. If a thrown net successfully hits (ensnares) a model, it may not be recovered.
  11. Sherbert, watch out for Mee-Maw's First Born. He's a dead-eye shot and nigh unkillable. On paper he nothing special (starting stats and very little equipment), but in battle the little bastard has the luck of the devil. You'll soon understand the clip art.
  12. Oops. It should read: Wolf Tooth Necklace –An enterprising member of the winning warband has extracted a dozen of the slain wastewolves’ massive canines and strung them together to make a crude, but fearsome looking necklace. When equipped, the Wolf Tooth Necklace gives the wearer the Confident skill. If the model already has the Confident skill, it gains no benefit from the necklace. The necklace may be sold for 10 BS.
  13. CORRECTION: The experience point award for models that participated in Scenario #1: Chitinous Rustler, is two points per model, not one point per model. As such, please add one experience point to each model that participated in the scenario. If you need an rolls for advances, please feel free to PM me and I will get back to you ASAP.
  14. Here you go! Attached to this post is Scenario #2: The Howling. I will supply the wastewolves, but if anyone has the Zombicide Black Plague Wolfz models, please bring them. This time I promise to bring hard copies with me on Tuesday. Springtime in the Wasteland #2.docx
  15. If anyone wishes to run a second warband, they are welcome to do so. The second warband would be eligible to earn the same benefits from the scenarios as the first warband.
  16. The 'capped' warband gains (and loses) nothing. The capped warband operates thereafter as if the game never happened. This situation is described in the campaign rules that I posted in this thread on February 27th.
  17. Players who haven’t had a chance to play the weekly scenario are permitted to do so, even if this means that another player plays the weekly scenario twice. Players can recruit only 1 Hillfolk from this scenario, so if a Warband recruited a Hillfolk the first time around, it would disregard the Hillfolk rescue rules the second time around. Kevin didn’t recruit his Hillfolk the first time around. As such, if he elected to play the scenario again, he’d get another shot at recruiting the Hillfolk.
  18. Tuesday nights are TNT Campaign game nights, but that doesn't mean you cannot play campaign games at different times and locations. In fact, because our individual work schedules vary and Dark Tower closes at 10 pm (boooo!), I strongly encourage players to set up games at other times and places. If you don't have each other's contact info, you can schedule games via PM or by posting in this thread. For your convenience, below is a list of players and their factions. Fix - Brad (Preservers) JMGraham - Jim (Mutant Cannibals) Kalahanarama - Bobby (Peacekeepers) Koyote - Shawn (Settlers) Munkie - Kevin (Peacekeepers) dropped out Scipiano -Jake (Renegade Reclaimers) Sherbert - Sherbert (Mutant Cannibals) SigurdBC - Brendan (Tribals) Sounder - Christian (Caravanners) Wiccus - Joey (Raiders)
  19. RULES CLARIFICATION: The Hillfolk's base BS Cost is 10. Please note that you are not required to pay this value in order to recruit the HIllfolk. Instead, it is used to calculate your warband's overall Warband Cost (see End of Game Sequence p.144-145, Determining Warband Cost p.153, and Fighting Between Uneven Warbands p.154).
  20. Yes. See p.101 of the Wasteland Companion.
  21. Tomorrow, I'll be at Dark Tower shortly after 5:00. One can play 2 games of TNT in 3-4 hours, but it'll be tight -especially when you add the in post scenario campaign phase. With 3 or 4 games occurring, more or less simultaneously, terrain and table space may also be an issue. I recommend that you show up as early as possible and to please arrive with your warband rosters completed (or at least mostly completed). Oh, and word around the wasteland water cooler is that there are at least two clans of mutant cannibals stalking ruins of Old Seattle, so keep your wits about you.
  22. I'll be at Dark Tower shortly after 5:00. One can play 2 games of TNT in 3-4 hours, but it'll be tight -especially when you add the in post scenario campaign phase. With 3 or 4 games occurring, more or less simultaneously, terrain and table space may also be an issue. I recommend that TNT players show up as early as possible and to please arrive with your warband rosters completed (or at least mostly completed). Oh, and word around the wasteland water cooler is that there are at least two clans of mutant cannibals stalking ruins of Old Seattle, so keep your wits about you.
  23. TNT Players, don't forget to bring a deck of cards with you tomorrow night. The Wasteland Deck (how your warband determines income) is a standard deck of playing cards. I use a deck of post-apoc themed cards, but really any standard deck of cards will do, so long as the deck includes two jokers.
  24. Ok, sounds good. PM me your email address and I'll send you a link to the TNT folder. Players are permitted to play as many make-up games as they need to become current. You can play make-up games against a 'capped warband'. If you do so, the capped player receives zero xps, income, or injuries from the game. For campaign purposes, the 'capped warband' operates as if the game never happened.
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