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This Is Not A Test Campaign


Koyote

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46 minutes ago, Yarbicus said:

I want to play. ☹️

You are WELL past your time to move to Bellingham, Yarb. It's time to take the family to someplace better. Whatcom Community College would be lucky to have you!

The game was a blast!  Even though Bobby gunned down Beaucephus the first round, I had a chance to revive him with my Sawbones... until Asshat ganked him between the shoulder blades with his golden golf club. Snaky McLickersdottir (a Walpurgis-era razor rattler model) avenged him, killing Asshat, and spilling Asshat's caustic blood all over the nearby Putin. LOVED the campaign, LOVED the scenario, LOVED my opponents (and campaign organizer)!

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Yay Protectors of the Word (Tribals) ftw! It was a great game guys and well played to all involved. Once again a great scenario by @Koyote to keep the finale interesting and tense all the way to the end. Even though I pulled out the win in the end, the result was by no means certain with my warband being able to make a mad dash for the saucer on the final turn. This being my first "narrative campaign" with everyone I was very pleased to have done this well and had an excellent time playing with all of the warband leaders. The "OH !@#$%" moment for me was when Mr. S (Stalin) teleported into the middle of my warband on Turn 3 and ended up blasting my Representative, Gideon, in the back with a ray gun. Mr. S was then promptly gunned down in the ensuing turn. 

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Below is the scenario's introduction.

Over the centuries, Cyborg Hitler has plied alien science and dark sorcery to snatch away earth's most despicable despots in the minutes before their deaths, leaving in their place the corpses of vat grown duplicates. Once back at his secret base on the dark side of the moon, Cyborg Hitler and his lunar Nazi minions performed dark rites and upon each newly retrieved despot, which included an infusion of essence from inter-dimensional beings.  For most, the process rejuvenated their aged bodies and imbued them with superhuman vitality and a lifespan of many centuries.  For others, the biological changes were much more radical.

Prior to the Great Fall, Cyborg Hitler and his despots regularly traveled to Earth in order to root for the New England Patriots, play golf, and sow chaos among Earth's many nations.  After the Great Fall, they had to make do with the marginally less despicable pastime of hunting wastelanders for sport -the weak and defenseless are their favorite prey. 

During this last "hunting" expedition to Earth, their flying saucer malfunctioned and they were forced to land in post-apocalypse Seattle. At first, they were giddy as school girls to tour the blasted ruins of this once proud bastion of multiculturalism and liberalism, but their glee soon turned to horror when they realized that the Emerald City's current residents are well armed and in no mood for their sh**!

I didn’t post pics of the Despots on Ordo because I didn’t want to ruin the surprise.  Here they are in all their glory (infamy).


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Cyborg Hitler, Mao, and Stalin are made by Cobblestone Casting.  I believe that the model that I used for Stalin is supposed to be Mussolini or a generic Bond villain.  I transformed the model into Stalin by adding the cap,and using GS to sculpt a mustache and hair.  You can't see it from this angle, but he's holding a ray gun pistol behind his back.

Kim and Putin are sold by Brigade Games Miniatures.  

The Putin model was roughly the same height as other man-sized models.  The real Putin is only 5'6", so to 'cut the model down to size' I snipped off his boots, removed the top of each boot, and then reattached the feet to the bottom of the model's trouser legs.  Putin's left hand is pointing, so it was a simple conversion to put a pistol in it.  I could have rotated the hand, but I decided to leave it as is.  Putin is shootin' gangsta-style.

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‘Mega Nixon’ is a limited edition mini made by Valiant Miniatures.  

Cadet Bone Spur is another Brigade Games mini. It was originally armed with a Lucille bat, but I feel the model unworthy, so I re-equiped it.

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The flying saucer was made by Pegasus Hobbies.  There are some pretty cool Nazi flying saucer model kits out there, but they are either too large or too expensive for my purpose.  The Pegasus saucer hit that sweet spot for both size and cost.

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In that picture I may be lamenting the reliability of my leader's power armor, the murderous capabilities of Brendan's Tribals, or the tenuity of pacts made with Jim's Cannibals, you never know.

This was a joy to participate in. The amount of effort @Koyote put into this campaign was readily apparent in every scenario. Exemplary work, sir!

The Poor Fellow-Soldiers of Maximus and of the Order of St. Horowitz, or Knights Machina, lost out on all of that sweet despot tech to their despicable low-tech nemesi, which they totally would have used for the good of all wastelanders.

It's not every day that you get to charge Cyborg Hitler with a chainsword, only to be thwarted by the long reach of Mega Nixon.

Many thanks to @SigurdBC for catching my warband up on games.

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On 6/28/2018 at 3:43 PM, Scipiano said:

It's not every day that you get to charge Cyborg Hitler with a chainsword, only to be thwarted by the long reach of Mega Nixon.

 

I think this photo does a good job of depicting the scenario's (intentional) absurdness.  Near the end of the game, Cyborg Hitler was locked in melee with the two Renegade Reclaimers.  Mega Nixon stomped on over, attacked the Renegade Reclaimer's leader, and using the Tosser ability, picked up the power armored warrior and hurled him over the wrecked cars. The Tosser rule let's one hurl an opponent 3 inches, but due to his size, I ruled that Mega Nixon could toss an opponent d6+3 inches.

The yellow marker next to the Renegade Reclaimer's leader is a prone marker.

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  • 10 months later...

2019 TNT COOPERATIVE NARRATIVE CAMPAIGN - "The Dog Days of Summer"

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I don’t really have the time or energy this year for a full blown TNT campaign, so I’ve decided to do something more casual and on a smaller scale. I've organized a cooperative narrative campaign with 3 players from the Springtime in the Wastland campaign.  Rather than players controlling full warbands, each player will control 2-3 models that will collectively operate as if they belonged to the same warband and work toward the same final goal. I will create the scenarios and control the antagonists, whether they be rival warbands, wasteland beasties, or the terrain itself.

The story will pick up where the last one ended.  Cyborg Hitler, Mega Nixon, Mr. M, and some of the saucer's crew members  narrowly escaped the carnage swirling around their crashed saucer, and fled deep into Seattle’s blasted ruins.  Recognizing the threat posed by the Off-Worlders, the Renegade Reclaimers, Peace Keepers, and Tribals have declared a temporary truce and organized a posse to hunt down the Off-Worlders.

This map of post-apocalypse Seattle includes the sites and references to some of the events from from the previous campaign plus new areas of interest.

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I haven't figured out all the details yet, but these are my initial thoughts.

Each player will get 150 BS to hire and equip 3 fighters from the faction they played during the 'Springtime in the Wasteland ' campaign. Because of their faction specific rules, I'll need to tweak the Renegade Reclaimers some.

Player 1's group will consist of a Leader and 2 Rank-and-File fighters. Players 2 and 3 will each get to field 1 Elite, 1 Specialist, and 1 Rank-and-File fighter from their respective factions.  

The players will operate as a single warband.  When it's the posse's turn to activate, the players will decide among themselves which model tests for activation.  If the players can't come to a unanimous consensus, the player who controls the leader will decide.

To make things a bit more interesting, each faction will be given secret missions -some of which may interfere with the overall mission or the missions of the other factions.  The secret missions will be used to determine an overall winner.

The secret missions will be accomplished in different ways. The most common way will require the factions to collect info and items from terrain features or the bodies of fallen enemy by performing a 1 AP 'Scrounge' actions during the scenarios.  If a model scrounges within 6" and LOS of a model from another faction, the result will be known by all the players.  If not, then the scrounging player alone will learn the results.  Scavenging will produce a variety of results, such as weapons, equipment, trade goods (barter scrip), a clue/info vital to a mission, a terrain hazard, a hostile critter, or nothing at all.  

I am going to change the rules for how barter scrip is earned.  The Wasteland Deck will still have a part to play, but the posse will gain most of its barter scrip by scrounging during the scenarios.  By making this change, the players won't know if the player is attempting to achieve a secret mission objective or simply searching for weapons and trade goods.

I can see this rule devolving into factions hoarding barter scrip or situations where one player spends the whole game scrounging while the others do all the fighting.  To prevent the former and disincentive the latter, whenever trade goods are found, they must be handed over to the group to be divided evenly at the end of the mission.  Presumably, the group travels together to the market to barter trade goods, so concealing the transactions from the other factions is difficult.

More later....

 

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The first faction is SigurdBC's Tribals.  For them, I have created this background.

The Duwamish

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When the End War came to Seattle, the Magnolia neighborhood was a quiet, fairly affluent corner of the city, whose residents enjoyed their views of Elliot Bay, Bainbridge Island, and the Ballard Locks.  Located on a small peninsula, Magnolia’s most popular attraction was Discovery Park, 500 acres of forests, trails, beaches, and wide-open green spaces. .

Discovery Park wasn’t always such a welcoming space. During the first three-quarters of the 20th Century, the land that would become Discovery Park was the military base, Fort Lawton.  Originally built as an artillery battery intended to defend Seattle from naval attack, in later years the fort served as a base of operations for a regiment of America’s Buffalo soldiers, a POW camp, a major embarkation point for soldiers and materials headed to war in the Pacific Theater, and finally as radar surveillance and air defense missile base.

Magnolia’s distance from ground zero, Seattle’s hilly geography, and the direction of the prevailing winds, spared the little peninsula from the worst of the destruction and fallout caused by the low yield nuclear bomblet that vaporized most of Lake Washington.  When the rain of destruction ended, Magnolia’s survivors quickly realized that they were on their own.  Fearful of follow up attacks, the survivors unsealed Fort Lawton’s centuries old underground bunkers and fortified casemates and made these dark, secure places their new homes.

Unlike the powerful and numerous Salish tribes to the north, the people who would eventually call themselves ‘the Duwamish’ did not descend from the region’s original native peoples.  Their ancestors were overwhelmingly of European descent.  Nevertheless, rather than model their post-End War civilization on the willful ignorance and avarice of pre-End War America and Europe, they elected to live, more or less, in harmony with what was left of the natural world.

Isolationists from the beginning and fearful of the many plagues brought about by “the Enemy’s” use of biological weapons, Magnolia’s survivors banded together and spent the first few decades after the End War, mercilessly killing any outsider who set foot on their small peninsula, and using the skulls of their victims to mark the boundaries of their territory.  It is from these years of bloodshed and violence that the myth of the wild men of Mad-Nolia was born.  Today, only the very desperate or very foolhardy will knowingly venture into the territory of the Wild Men.

Despite having access to clean wells and wide swaths of relatively unpolluted green areas, life on the peninsula isn’t easy.  Even before the End War, the soil was not well suited to farming, and the Duwamish do not keep livestock, nor is there any large, wild game to be found on the peninsula. Nevertheless, between their gardens of stunted crops, the Pacific Northwest’s ubiquitous black berry bushes, harvesting seaweed and shell fish from their northern beaches, and trapping rodents, sea birds, and peculiar species of phosphorescent rabbit that the Duwamish call green-hoppers, the Duwamish have managed to survive and prosper in relative isolation. 

 

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The second player faction of the campaign is the Peacekeepers.  For them, I have created this background.

Precinct 13
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The day the bombs fell was slated to be the grand opening of Seattle’s newest and most technologically advanced multi-purpose police station, Precinct 13.  Built a good distance away from the city’s core and on high ground, with a good view of the surrounding city in three directions, Precinct 13 was also designed to serve as the headquarters and communication hub of Seattle’s Office of Emergency Management. Due to its planned role in future natural and man-made disasters, Precinct 13 was built to withstand earthquakes, wild fires, hurricane winds, and light weapons.  Its elevation above sea level safeguarded it against flood and tsunami events.  The structure housed an armory, limited food stores, and state-of-the-art air and water filtration systems.  Radiation shielding was built into its reinforced walls, to protect its occupant from the effects of a dirty bomb.

What Precinct 13 wasn’t designed to protect against were the low yield, tactical nuclear weapons and conventional munitions that targeted Seattle during the End War, so when the bombs stopped falling, all that remained of the multi-story Precinct 13 building was its ground floor and its underground bunker, armory, and storage vaults.

In the days and weeks that followed Seattle’s destruction, Precinct 13’s surviving officers did their best to restore order and lend aid to Seattle’s survivors, but the scale of the destruction was too great and their man power and resources were too few.  Eventually, Precinct 13’s commander directed her remaining officers to bring their surviving family members into the station and ordered that the doors and storm shutters be sealed.

Three months later, with their food stores running low, Precinct 13’s eleven surviving officers and their families had no choice but to unseal the doors and send out scouting and foraging parties.  The world they found was both better and worse than they expected.  Conventional, nuclear, and biological weapons had rapidly depopulated city, leaving behind enough food stores to feed Precinct 13’s families, for years, but the city was in ruins.  Clean water was in short supply, as were pharmaceuticals, and petrochemical fuel.  Fearless packs of wild dogs and swarms of enormous rats that had become accustomed to feeding on human carrion, roamed the broken streets and infested most every structure.  Life wouldn’t be easy for the surviving officers and their families, but thanks to Precinct 13’s reinforced walls, armory, and functioning air and water purifiers, the officers and their families would survive.

When people began to return to parts of the city, they brought with them the violence, strife, and struggle that has plagued mankind since time immemorial.  Dismayed but not surprised by the surviving Seattleites willingness to kill, rape, and rob one another, the officers recognized the depravity as an opportunity to ply their trade and perhaps do a bit of good.  It was from this chaos and turmoil that Precinct 13’s officers and their decedents remade their future, as Peacekeepers.

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The third player faction of the campaign is the Renegade Reclaimers.  It's a bit longer than I had originally planned, but it covers the backstory of both the Preservers and Renegade Reclaimers, so the length seems appropriate.  And since this story is not a commercial product, I did away with Horowitz and used the saint's true name. 😉

The Knights Machina
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The Preservation Movement came to Seattle in rough-spun cassocks and mounted on two ill-tempered donkeys.  Brothers Francis and Gerard were monks of the Order of Saint Leibowitz.  They had made the 850-mile journey from Diocese of Salt Lake to Seattle to plant the seeds of the Preservation Movement and recover the lost wonders created by the Pre-Fall tech giants that once called Western Washington home.

The Leibowitzians’ hopes of recovering artifacts from Microsoft’s headquarters were shattered when the two monks arrived at the edge of a series of massive overlapping craters where the 8 million square foot campus once stood.  Recovered security footage from nearby facilities later revealed that ‘The Enemy’ had targeted Microsoft’s Redmond campus with successive waves of conventional and incendiary munitions.  Some members of the Order speculate that ‘The Enemy’ razed Microsoft because it feared its technological might, while others posit that Windows’ endless updates and its universally hated blue screen of death were to blame. 

Undaunted by this early setback, the pair of monks forged ahead.  Equipped with only a plasma rifle (Brother Francis was an expert marksman) and a data pad containing the Order’s tenets and terabytes of information describing the function, maintenance, and repair of many of the Last Americans’ technological wonders, the Leibowitzian monks would eventually establish two Preserver enclaves west of the Cascade Mountains.  The first enclave was created on the site of the Nintendo campus (later shortened to the “Tendo Campus”).  Twelve years later, Brother Francis led a well-armed expedition across the blasted basin of Lake Washington and into the ruins of Seattle where he established a second Preserver enclave in the miraculously intact, cathedral-like Suzzallo Library, located on the grounds of the University of Washington.

Brothers Francis and Gerard continued their good work many years, before dying of natural causes in their late fifties (truly old in Post-Fall America).  After their passing a rift developed between the two Preserver enclaves.  Some lay the blame for the rift at the feet of the enclaves’ founders, who were notorious for their incessant bickering with one another.  Others say that the enmity was sparked by the dispute over who would assume leadership of the University enclave after the passing of brother Francis.  Regardless of its source, the animosity between the Preserver groups deepened with every passing year, until the two camps found themselves on the brink of war. 

The end of the University enclave came as its members were preparing to celebrate the 90th anniversary of the enclave’s founding.  Betrayed from within by an indentured laborer who disabled the compound’s early warning sensor perimeter, the University enclave was infiltrated in the dead of night by a Tendo strike force. The ensuing battle was entirely one sided.  The Tendo Reclaimers secured the Suzzallo armory and eliminated most of the University’s leadership before the University's Reclaimers fired their first shot.

Nineteen University Reclaimers, savants, and servants, led by Reclaimer Captain Maximus, used a secret tunnel and sally point to escape the compound, but not before Maximus himself set the timer on the University’s doomsday device.  When triggered, five lead lined cannisters connected to the compound’s ventilation system flooded Suzzallo and the adjoining buildings with poisonous radiological gas, killing everyone inside the compound and irradiating the buildings and their contents, thus forever denying the Tendo enclave the use of the University’s armory and technological artifacts.

Fearful that the gas may spread beyond University compound, Maximus and his followers fled in the direction of prevailing wind, only stopping when they reached the cliffs overlooking the Salish Sea. 

Labeled ‘renegades’ by the sole remaining Preserver enclave west of the Cascades, Maximus knew that the survival of his Renegade Reclaimers depended upon prioritizing security and the martial arts over the Preserver’s precepts of scholarship, science, and preserving the great works of the Pre-Fall world.  With this in mind, Maximus modeled the Renegade Reclaimers new enclave after feudal kingdoms of the far distant past.  Maximus assumed the mantle of the enclave’s lord and his remaining Reclaimers would be his knights and bannermen.  The enclaves' savants and indentured laborers would be the kingdom’s peasant class, who in exchange for their lord’s protection, would give Maximus and his knights homage, labor, and a share of the food they harvested or foraged.  And thus, the Knights Machina were formed.

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My mutant cultist warband will serve as one of the main antagonists in the campaign. I don't have enough rank-and-file cultist models painted for what I have planned, so I've assembled two more.

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As part of my effort to break up all the grey on my TNT board, I'm going to add Western Washington's ubiquitous Himalayan blackberry bushes to my collection of TNT terrain.  Classified here in Washington as a noxious weed, this fast growing, thorny shrub is not native to our region.  If left uncontrolled it creates impenetrable thickets of thorny vines that out-competes all native understory vegetation.  Its berries are tasty, but because its very hard to kill and spreads quickly, it's essentially the cockroach of plant world. If any shrub is going to survive the apocalypse, it will be the Himalayan blackberry.

My tabletop version of these bushes are easy to make, and since I'm not making them from flock or moss, they are very durable and won't shed little bits everywhere.

The scour pads are roughly an inch thick, so to make the bush pictured below I cut one pad in half and stacked the two pieces on top of one another. By pressing them together and and twisting the two halves in different directions, the bristles will interlock well enough that you can use a pair of scissors shape the bush.  Once satisfied with the shape, you can pull the two pieces apart, apply a generous amount of white glue to the bottom of the top half and then put them back together again, using the same twisting technique.

I mounted the bush on a styrene base and used white glue and Woodland Scenic's medium ballast to added texture to the base.  Once dry I primered it with Army Painter's Leather Brown spray primer and then painted the bush green using inexpensive acrylic paints that I buy in 8 ounce bottles from a local craft store.  I started with a dark green.  Once that was dry, I brushed on areas of lighter green to add a bit of highlighting.  

I painted the base and added tufts to match the my existing TNT terrain and models.

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I have eleven more ready for texture and paint.

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I've made a few more changes to the map.  

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One of the changes is Devil's Shoal.

In my mind, you can't have Innsmouth without a Devil's Reef Shoal.  As luck would have it, there is an underwater shoal in the area depicted on the map.  In the early 1900s the 100 foot high Denny Hill dominated the north end of what was at the time, Seattle's business district.  It is described as taking up the area of 60 city blocks.  Property owners wanted to extend 1st and 2nd avenues northward and make more land available for business.  So, between 1908 and 1932 two Denny Regrade projects used sluicing, power shovels, and conveyors to remove the hill and flatten the land that would eventually become the Belltown neighborhood.  All of that dirt and rock was loaded onto "self-tipping" barges and dumped into Elliot Bay.  Eventually the giant mound of relocated earth formed a massive shoal.  When the shoal had risen to the point where it damaged a passing ship, dredgers were used to flatten the shoal's high points.

In my version of post-apocalypse Seattle, the massive shoal has mysteriously risen to the point where it breaches the bay's surface during low tide.  On nights of the full moon, strange creatures can be glimpsed on the shoal, cavorting about, hooting and hollering at the night sky.

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I've started work on the various critters the players will encounter during the campaign.

This first batch are Rad Dogs.  Before you ask, no these are not dogs from the 1980s. Instead, they are packs of wild dogs who, in desperation, have fed on the flesh of Rad Zombies and have become afflicted, to a limited degree, by the Rad Zombies' radiation sickness.   Like Rad Zombies, over time a Rad Dogs flesh will begin to rot and sluff off, but unlike their once human counter-parts, Rad Dogs retain much of their former intelligence and vitality.  Eventually their interest in breeding, grooming, and other social behavior completely disappears and is replaced by an all encompassing hunger.

These models are Dread Wolves minis from the Old West skirmish game, The Curse of the Dead Man's Hand. I have many more critters and human antagonists to paint, so I employed some very basic techniques on these models.  The next batch of 6 Rad Dogs will include some color variation.

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I've added another critter to my menagerie of 'Rad' creatures.  Apparently, wild dogs are not the only predators who, if desperate enough, will feast upon the flesh of Rad Zombies.

This model is another mini from the Old West skirmish game, The Curse of the Dead Man's Hand.

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I've painted more unpleasantness for the campaign.  These ugly critters will serve as some form of mutant tick.  With a body mass two to three times that of a grown man, lord knows what sort of creatures these enormous ticks find in the wastes to regularly feed upon (maybe they too are part of the Rad Zombie food chain), but if a wastelander comes blundering by, they have no compunction about adding some variety to their diet.

The models are Hell Mites, made by Heresy Miniatures.  It is my impression that Heresy Miniatures is a fairly small operation, but they have a lot of fun sculpts and they've always given me excellent customer service, so they have my recommendation.
 
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I want to start the campaign in June, but I still have quite a few models in need of paint.  To prepare for campaign's first scenario, I need to paint 6 more Rad Dogs and 3 'special' Rad Zombies.  The overall aim of the campaign is to hunt down and kill the Off Worlders (space Nazis), so added to my painting queue are 9 Nazi minis made by Pulp Figures and a few other assorted bad guys.

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  • 3 weeks later...

More bad guys for my Dog Days of Summer TNT narrative campaign.   I have another 9 or so Space Nazi models lined up on my paint bench, waiting for paint.

The first are three are crewmen who fell victim to rad zombies and were abandoned by their fellows.  

These minis are German Zombie Bombs from West Wind Productions' Secrets of the Third Reich model line.  Like most of West Wind's stuff, they were poorly cast, but I bought them at a deep discount from a seller of eBay, so I can't complain too much.

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These next two are members of Cyborg Hitler's elite bodyguard.   

These minis are Scouring Gestapo Guards from Pulp Figures' Weird Menace model line.  These wonderful sculpts are well cast and their simple, cartoony features were pleasure to paint.  Pulp Figures is one of my favorite manufacturers.

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Whats crazy about Pulp Figures is its fixed US prices and how much it charges for shipping.  The company is located in British Columbia, the province directly above my home state, Washington.  Nevertheless, if I order directly from Pulp Figures they will charge me $18.40 US to ship each pack of 4-5 minis -no combined shipping.  Crazy.  Each figure pack costs a fixed $17 US, so shipped, each set of 4-5 minis costs $35.40.

Rather than pay $70 for two packs of 4-5 minis (GW prices), I ordered the same minis from North Star Military Figures in the UK.  Including VAT and shipping, I purchased both packs for $30 in total.

Why order from the actual manufacturer that is 225 miles away when I can get the same models at half price from a retailer that is 4,621 miles away?  1534797214.5963-smiley.gif

Oh, and thank you Brexiteers.  I continue to appreciate the favorable exchange rate.  The pound dropped a bit lower than it is right now in 2017 and 2018, but according to the chart I Googled, before those dates it hasn't been this low since 1985. 1534797200.2283-smiley.gif

 

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23 hours ago, Koyote said:

"Whats crazy about Pulp Figures is its fixed US prices and how much it charges for shipping.  The company is located in British Columbia, the province directly above my home state, Washington.  Nevertheless, if I order directly from Pulp Figures they will charge me $18.40 US to ship each pack of 4-5 minis -no combined shipping.  Crazy.  Each figure pack costs a fixed $17 US, so shipped, each set of 4-5 minis costs $35.40."

I always just wait to order my Pulp Figure models from them when I go to the Enfilade Convention in Olympia every Memorial Day Weekend. They always have a table there and they often give a discount for multiple blister orders...No shipping costs added.

 

 

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I've finished another two members of Cyborg Hitler's bodyguard.  Below is a group pic of the four completed models.

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Below is a WIP shot of some more "very fine people": the saucer's Master-at-Arms, the commander of Cyborg Hitler's bodyguard, the saucer's surgeon, and a crewman with a heavy weapon.

u4rC04.jpg

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Very nice. They look ready to bash-in some mutant cultists and space Nazi skulls (none of whom will be "very fine people".)

I have all the critters painted for the first scenario, so he next step is to set a date where we can all get together an play.

 

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8 hours ago, SigurdBC said:

Are folks preferable to playing in the evenings or late mornings/afternoons since that'll affect what I suggest as an available date for kicking this bad boy off? 

Weekends work best for me, but I can probably swing an occasional Tuesday night.

 

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I've finished the last of the Post-Apoc, Pulp Space Nazis.  I have one or two more ideas that I'm tinkering around with, but for now this is it for the Space Nazis.

The first is the saucer's sinister Master-at-Arms armed with his death ray, Eva.  Next is the saucer's surgeon and chief science officer, accompanied by his robotic assistant, Lil' Adolf.  Last is the mysterious, commander of Cyborg Hitler's bodyguard -a powerful psyker who likes pina coladas, getting caught in the rain, and crushing ribcages with his massive mechanical fist.

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