15/07/2015 at 18:35 #27715
The first episode was played earlier this week, Clarke the bounty hunter pursues the nomad bank robbers across the desert.
The settlement of Prosperity. The Cormorant is getting ready to take off, as soon as the last of the nomads arrive.
Clarke takes out the first nomad.
“Negotiating” the customs and taxes with the local official.
Clarke creeps closer to the gates.
Clarke arrives at the gates, just a little too late. The Cormorant flies off, leaving the bounty hunter in the dust.
How will he get the minerals back now? Tune in next time!
The full AAR on the blog:
Thanks for looking!15/07/2015 at 19:39 #2771615/07/2015 at 23:20 #27731
I am actually making a high-rise out of another stick, but for 3mm.
not sure about that, but I’m sure the consumers end up a bit pokey 😉15/07/2015 at 23:43 #27732Ivan SorensenParticipant
This does a great job showcasing the opportunities 6mm provides you, that are much harder in the large scales.03/08/2015 at 20:26 #28580
The next episode of the Saga of Clarke is live!
Clarke goes to the Cooper space station in pursuit of the lost minerals stolen from the Unity bank
A nomad pirate getting close to the Unity security
Clarke starts tearing into the pirates
Creative problem solving, one of the many uses for explosives on the Fringe!
Another bloodbath, courtesy of our bounty hunter
Clarke eventually made it out alive, but is quickly drawn into another potentially life-threatening job..
A Full report and more pics on the blog:
Thanks for looking13/08/2015 at 13:47 #29188
The latest episode, episode 3 of the Saga of Clarke is live!
Clarke travels to the Deema collective to collect a shipment for Rik as a favor, but things gets out of hand quite quickly!
Clarke and Tycho, Rik’s contact, meet with the leaders of the collective.
A unknown truck crashes into the farm, scaring the already jumpy farmers of the collective.
Deciding it’s a setup, they start shooting!
Lots of fighting goes on all over, as cultists clash with collective workers. Clarke and Tycho tries to sneak by unnoticed..
..But a Lady with a chainsword takes down their truck, forcing them to continue on foot.
But eventually they are caught and knocked out, even though they put up a good fight.
The duo is locked in a shack, but they didn’t take Clarke’s augmented strength into consideration, and they try to escape once again!
Tycho is taken out again as he tries to cross the open ground, so Clarke starts to drag him to safety.
Our heroes are lucky, as they truck has been fixed enough to be usable again. He loads up his unconcious ally, and finds the deema seeds are still in the truck, lucky indeed!
Broken and shot up, the truck makes it as far as the fence. Clarke decides to try and break through..
The fence is busted, but the fire from the guards wreck the vehicle as well, the last bit will have to be on foot!
Clarke uses some of his last stimms and starts dragging Tycho towards the speeder. Using a rifle found in the truck, he dispatches the last guards!
Helping Tycho into the speeder, Clarke then sets the auto-pilot for the closest settlement with a doctor.
They make it out, but just barely! What will happen next time? What dangers will they face? Tune in for the next episode!
The full report, along with more pics are on the blog:
Thanks for looking!14/08/2015 at 19:55 #29241
Lady with a chainsword
Who is this crazy broad, and is she single?!
Oooooh do you think at any point you would do a cast list with model images/vehicles and stats?
😉15/08/2015 at 06:56 #29264
Love at first sight, eh? 😉
I sure could, I’ll post it here as soon as I put it together!16/08/2015 at 08:22 #29311
As promised, there is now a list over all characters/creatures that have appeared in the Saga of Clarke campaign so far:
Michael from Angel Barracks asked me about the stats for some of my characters and troops from my campaign.
Since I got similar requests elsewhere too, I thought I should make a post where I gather all the stats of the units that appear in my games, along with a pic for ease of identification.
Here we go!
Tr 6 (7)
Clarke is armed with a Gauss rifle, a pistol, some grenades and carries a combat knife for hand to hand combat.
His hardsuit armour is a keepsake from his time in the Unity military, and it comes loaded with stims, anti-shock drugs and the like. In game terms, it acts as a Stimpack, giving Clarke some additional staying power.
Tycho carries two man-stopper pistols and a boot-knife for last ditch defence.
Unity guards usually comes in patrols of 5, 1 leader with an assault rifle, and 4 troopers. Armaments for the troopers varies, but most patrols have one heavier support weapon like a SAW or a fusion rifle.
The MkII comes armed with a assaut rifle and this particular unit, known as Red also comes with a bad attitude due to a malfunctioning motivator chip.
Lowest ranking of the Nomads, the purple nomads typically come in groups of 5-8.
The majority carries carbines, well suited to the confined space on their ships. Leaders sometimes carry a pulse rifle, and most groups contain either a bodyguard with a deadly close combat weapon and the Brawler trait or a Vanguard suit and a plasma rifle or rocket launcher.
The more elite units known as the Gilded Nomads are veterans, better trained and equipped than their comrades. Operating in teams of 5, they usually have at least 2 gauss rifles and a plasma rifle or rocket launcher. Some come clad in the havoc suits, a hard suit with thrusters that can be used both in space and as a jump jet in gravity wells.
A mix of farmers, would-be revolutionaries and stoners, the workers of the collective is usually carrying whatever third-rate gear they can get ahold of. rifles, both automatic and the hunting kind is common, but every now and then they have some launchers and a grenade or two. Due to the irregular status of the collective, there is no common size of their squads, the mob just forms with whoever’s around.
Making up the majority of the cult, these foot-soldiers are mostly unarmored and unskilled, but make up for it with bloodthirst and enthusiasm. Organized into units of 5 or 6 cultists, 1 member sometimes carries a SAW ir incinerator, while the rest have assault rifles.
The sword maidens are devout women who follow the cults dark deity. Armed only with a huge chainsword and their faith, they charge the enemy relentlessly. A unit consists of 3-5 maidens, led by a first sister.
The most devout men turn into the chosen, cultists that expose themselves to the radiation of space, the domain of their deity.The chosen carry pistols and some form of close combat weapon, more often than not a mutation like a bladed arm, huge claw or such.
The Bullfrog is a common sight on fringe worlds, a hardy pickup that is easily converted into handling a number of jobs. Bandits and other unsavoury elements often make them into technicals.
Made for heavy construction and hauling, these trucks are sturdy beast, though a bit slow.
These small trucks can be fitted for a variety of jobs, both in transport and industry/agriculture. Build for practicality rather than comfort, they are surprisingly often fitted as small public transports.
Unity uses a lot of different vehicles for transporting their troops and assets around the fringe, but on of the most common is the Breacher Mk1. This apc is armed with a heavy machinegun to discourage stupidity among the populations it patrols.
While it’s never actually used for combat as it’s unarmed, I felt the Red Death still deserved an entry, as it is the main form of transport for Clarke, at least until he can get a new ship.
Other characters/creatures of intrest:
Rik is the traveling bar’s owner, and he knows a lot about most things. In his travels, and thanks to his job, he hears things. Things that might be interesting to people like Clarke.
The man is always found in the company of Rik, most of the time with a drink in his hand. Nobody really knows who he is, or what he does. No-one exept Rik that is, and he won’t tell you.
“Each man’s business is his own.” He’ll tell you.
Some suspect it’s the old timer that keeps the bar-owner one step ahead of the law, but the fringe is full of rumors..
This post will be updated as more characters and creatures come along in the campaign.18/08/2015 at 20:22 #29513
The 4th episode of the Saga of Clarke is now up on the blog:
Tasked with guarding a VIP across Churchill 7, Clarke and Tycho is soon in the thick of it again!
The last stretch of the journey.
Ambush! The Blood Cult has found out about the VIP!
The Unity guards move quickly to supress them.
While Clarke and Tycho finish a few of them off!
Another group of cultists jump out of one of the trucks, wrecking the apc!
The VIP is revealed; A Saurian called Tai!
The fight goes back and forth until Unity troops take down a number of cultists in a coordinated attack.
More backup arrives, the Blood Cult means business!
Most of the Unity guards go down in a single ferocious attack, when a cultist with a machinegun starts firing.
Tycho and Tai finishes off the last sword maiden.
After almost falling to a cultists shot, Clarke repays the favor several times over, neutralizing 4 cultists in one go!
Tycho is jumped by the last group of cultists, known as the Chosen.
Tai is involved in a fierce brawl, but he comes out as the winner!
Mopping up the last of the chosen, Clarke supports the hobbling Tycho.
Having taken care of the last of their ambushers, the group take a quick breather before heading into town. Tai has a job for Clarke and Tycho if theyäre interested..
What is the job? Will the heroes ever escape from the clutches of the mad cult? Tune in next time to find out!
The full story, along with more pics is on the blog:
Thanks for looking!18/08/2015 at 20:42 #2951519/08/2015 at 13:34 #29550
Great to hear it, love to hear more about the going’s on at Kometenmelodie!19/08/2015 at 16:17 #29562
Another cracker there Alexander. Thanks for updating!19/08/2015 at 23:21 #29584
Thank you Earther! I’m trying to decide on the direction of the next few episodes, but I’ll update you all as soon as I know!26/08/2015 at 09:50 #29916
Episode 5 of the Saga of Clarke is now live!
Having just teamed up with Tai, the Saurian psion they escorted to town last episode, the fledgeling crew are now in the market for a ship to take them to another planet where Tai has a job for them.
Where do you go when you need a ship? A space port, naturally!
The entrance to the spaceport is seen here in the foreground(big domed building)
Like anything undertaken by Clarke & Co, nothing is ever easy. We join our heroes as they are taking cover amongst some small habitation units, having just spotted the dreaded Blood Cult! How did they find them so fast?
Clarke decides on speed over subtlety, and throws a grenade into the midst of the cultists. A good throw, but one he might come to regret..
Before long, the three companions have all but decimated the small cell of cultists. Familiar shouts are heard from the south..
.. It’s nomad pirates! Having an axe to grind with Clarke over his earlier interferance, no doubt!
Not only that, but soon some more cultists show up, intent on bloody revenge, and capturing Tai for their sinister purposes!
The crew is caught between two enemies wishing them harm, but they fight on, inching closer to their destination. Luckily for them, the cultists and the nomads seem to have little love lost between them, and they fight eachother almost as much as the heroes themselves!
Having detected the unautorized use of class III explosives within city limits, the Unity guards show up to arrest the perpetrators. Clarke might come to regret his expediency in dealing with the cultists..
Using shock grenades to try and neutralize the closest threat, the guardsmen force Tycho to the ground, blinded and disoriented by the blasts. But the rookie of the team manages to fumble his shot, and two Unity guardsmen become the target of their own shock grenade!
Spaceport almost within sight, Clarke runs the gauntlet to get into a position to cover his team. His expert training saves him from any harm as bullets zip past him.
Another group of pirates show up from the north, called in to finish off our heroes, but they only just arrive in the city block when the bloodthristy cultists set upon them! Taking out their rage and frustration on the closest thing at hand, more than half the pirates are lost to the vicious assault by the cult!
A pirate tries to sneak up on Tycho, but is rewarded with a bullet to the back of the head as the smuggler deftly dodges his attack and shoots him as he passes.
Things are getting out of hand, so another Unity peacekeeper squad shows up to end the fighting and arrest or kill the lawbreakers.
Cultists and Nomads alike fall to the expert shots from the patrol of peacekeepers, one lucky bullet even downs Tycho! Things are starting to look grim.
As the Unity guards start coordinating their attacks, Tai falls to their relentless attacks as well. Now there’s little chance of getting out for our heroes, unless Clarke can drag both companions to safety..
After a valiant attempt, and a few knocked out guardsmen, Clarke finally decides to surrender and take his chances with the local guard captain. They were only defending themselves after all, and Clarke being a former Unity Ranger might count for something.
As they are escorted to the captain’s office in the spaceport, Clarke spots something as they walk by a view-slit. Could it be?
It is! The Cormorant is docked at the port, probably picking up the nomads that got away from the Unity sweep. A plan forming, Clarke smiles.
Now they only need to convince the captain of the guard to let them go..
What will happen at the captains office? How will our heroes fare? And just how did all their enemies find them so quickly?
Answers to some of these questions can be found in the next episode, so tun in next time!
The blog, as always, has the full report with the proper story and more pics:
Thanks for looking!26/08/2015 at 09:57 #29917
Awesomesauce!26/08/2015 at 10:07 #29918
Still do need to use my stick of smell to make a shuttle.
You will have to tell me the manufacturer and make of vessel so I can adopt it and spread the fiction!
I think Clarke needs to retire somewhere on the very edge of known space, in a hole.26/08/2015 at 11:06 #29920
Thanks Earther 🙂
Michael, I’ll get back to you on the make/model of the Cormorant, but I can tell you it’s a light patrol and attack craft.
I have plans to make more spacecraft, but I’ve yet to find any good pieces to make the fuselage.
If Clarke makes it through all the adventures in one piece, he’ll surely find a safe-ish place to settle down! 🙂05/09/2015 at 09:42 #30549
Episode 6 of the Saga of Clarke is now live!
Last time our heroes found themselves in a running gunbattle through a sector of a big city, aiming for the starport to get off world. Facing down Nomad pirates, crazy cultists of the Blood Cult and the long arm of the law, Unity’s peacekeepers.
After a hectic fight, the crew had to surrender to the Unity guards, since both Tycho and Tai had been injured.
Now they were off to see the guard captain, to explain themselves:
Clarke meets with the captain, trying to convince him that they were not in the wrong, they were only defending themselves!
The captain eventually relents, and Clarke along with his companions are set free! They quickly make for the port’s landing pad, where Clarke had spotted a familiar ship coming into the port.
It doesn’t take long before a party of returning nomads show up in the port as well. There might be another fight for our heroes, before they even get to the ship!
In a flash, Tai engages the pirates, his powers propelling him faster than his allies. Clarke and Tycho try to make their way into flanking positions as Tai tears into the enemy. The must be stopped, or the ship might have time to take off without them!
The call of the ailing nomads was caught up by more than just the pilot of the ship, and a second, larger group of nomads arrive shortly thereafter!
Swinging in to action, Clarke expertly takes down a number of the new arrivals, just as the Unity peacekeepers come to investigate the commotion.
Using shock grenades before going in to apprehend the nomads, Unity troops start arresting the pirates for violating the ban on firefights inside the port proper. Clarke and his crew will be next..
But the blast doors start opening, and they rush out, managing to board the Cormorant just before she takes off!
They are now on the ship, next they need to take control of it before it reaches the rest of the nomad fleet..
Tycho realizes he knows the ship type, A Sanada Heavy Industries Stalker-class ship. He rushes for a door at the back of the cargo hold. It opens, revealing two surprised crew at some consoles. Tycho quickly opens fire, downing one and forcing the other to seek cover.
With some help from Clarke, they dispatch the second crewman. Tycho had remembered correctly, this was the engine console! Pushing a few buttons, he turns off the engines and use the manuvering thrusters to slow the ship.
Tai thinks he heard something coming from the left door, and he goes to investigate. In this secondary cargo hold he spots a lone nomad creeping through the aisles. Reaching into himself, Tai brings some of his psi powers to enhance his melee prowess before slamming into the pirate.
As the pirate falls, the proximity switch opens the door into the next area. It’s full of pirates, ready to attack! Clarke and Tycho runs into the space, too late to save the saurian from the onslaught of bullets. Tai goes down, knocked out!
A furious battle breaks out, nomads fall as they charge into the space, but two of them reach Tycho! Fighting quite literally with his back against a wall, he manages to see them both off!
At the same time, Clarke is almost taken out as a plasma bolt slags some of his armour, giving him some nasty burns! The suits medical systems manages to keep him conscious though, and before long he and Tycho returns fire, killing the security chief that fired the plasma shot.
The personal guard (and pilots) of the craft’s commander join the fray, but they are both shot down by some great teamwork from out heroes!
The single most deadly combatant on the ship, the nomad commander finally steps off the bridge to deal with the intruders.
Shots are traded between the commander and Clarke, but eventually the bounty hunter gambles it all, and takes down the commander!
Some time later, after a soak in the ships stasis/medical unit, Tai is restored enough to meet up with the rest of the group.
They now have a ship and their destination, a planet known as T-77/4 in the Unity logs, is within a few days travel at current speed.
But what are they going there for?
Tai makes a starteling revalation, sharing a vision of a grim future that can still be stopped, as long as the heroes can get to a certain alien artefact before the Blood Cult finds it!
What will happen of T-77/4? Can the grim future really be avoided?
Join us next time to find out!
The full report, with more pics and complete narrative can be found on the blog:
Thanks for looking!06/09/2015 at 18:29 #30613MikeKeymaster06/09/2015 at 19:44 #30615
Thanks Editor Mike!
That’s strange, I’ve tried IE,Firefox and Chrome to be sure, but I see the pics in all of them!06/09/2015 at 19:57 #3061606/09/2015 at 23:30 #30624
It is odd, especially since I have used the same one for all my posts on the blog as well as TWW!07/09/2015 at 12:49 #30644irishserbParticipant
Well, I’m a little late to the show, but this is awesome. Thanks for sharing your games.07/09/2015 at 23:24 #30681
Thank you for the kind words Irishserb!27/09/2015 at 09:57 #31671
Episode 7 is now live!
After capturing the Cormorant from the Nomads that previously commanded it, our heroes can now finally make it to the planet known as T77/4 to stop the nefarious plans of the Blood Cult!
But as soon as they get close they realize the have a problem: Most of the planet is covered in wast swathes of local plantlife and Tai’s visions doesn’t provide much more than a general area.
Our heroes have another problem as well: It seems the planet isn’t as sparesly populated as it first seemed. One of the Fringe’s great powers, the Union, have several bases ranging from small outposts to full-blown lab complexes.
So they set down in the general area indicated by the psion.
They soon come upon one of the small outposts of the Union. Clarke has an idea..
“If we can get access to their data banks, we might be able to narrow down the location” he proclaimed in a whisper, as to not be heard by the guards filing out for one last patrol.
Said and done, the crew starts moving towards the outpost as the sun quickly sets, making the scene pitch black exept for the faint glow-strips of the base.
Tai and Clarke both start searching the data terminals, when they hear gunfire! Tycho has been spotted, and bullets start flying!
Having found what they needed, the bounty hunter starts to make his exit, only to be pinned down inside the gates!
Tai summons his powers, charging through the gates and engages the troopers. One is knocked back and the other one is knocked out!
Tycho makes a few lucky shots across the base perimiter and hits the second patrol.
By now the last group of Union soldiers step out of their billets, armed and ready! One charges the pinned bounty hunter, but Clarke turns and fights him off!
Tycho is startled by their sudden appearance, but manages to supress one before diving for cover himself. Clarke now has a chance to try out his new plasma rifle for the first time, and molten plasma consumes both his targets!
Tai summons his power and tries to make a quick dash to join his comrades, but he it hit by a lucky shot from the only un-pinned Union soldier!
The bounty hunter is quickly by his side to render aid, blowing up the offending trooper and then hobbles along with Tai.
Progress is slow but steady. Tycho manages to dodge out of the way as the fire-vines start burning and takes down his opponent on the other side of the fence. Clarke and Tai can be seen leaving the shot just behind the smuggler.
Taking the long way back to the ship to shake of any would-be pursuers, the trio reach the Cormorant.
Clarke shares both the data and his plan to take out the alien artefact and after some debating, a plan is formed.
The site seems to be a set of alien ruins, a few klicks away. The crew starts preparing for the big showdown they know will come…
What will happen at the ruins? Will they be able to foil the schemes of the sinister Blood Cult and what exactly is the artefact?
Tune in next time to find out!
For more pics and the full story, visit the blog:
Thanks for reading!28/09/2015 at 16:42 #3173728/09/2015 at 23:05 #31753
Thanks, nice to hear that I wasn’t the only one who thought the alien thing worked 🙂
I think the noticeboard was just big enough to for my needs. It’s a 2″x 3″ (60×90 cm) board.29/09/2015 at 02:38 #31758NoelParticipant
Fantastic terrain and reports. Really enjoyed them.17/11/2015 at 09:13 #34559
The final part of the current story arc is completed!
The battle over the stone:
The battlefield, the ruins guarded by Union troopers. In the middle of them, the alien artefact.
The initial advance by Clarke & Co is going well..
..But on the opposite side the Blood Cult attack, causing confusion and injury in the Union ranks!
The battle rages on, neither side will give any ground, and before long the casualties start piling up. Clarke and his companions are spared any real damage however.
Eventually, both cultist and Union reniforcements arrive, putting our heroes in a bad spot. they need to get to the artefact now, or all might be lost!
Clarke manages to pin a few of the troopers in their way, but before he can do more than put a crack in the stone, Tai charges with furious speed, powered by his psionic powers. The heavy blow is enough to shatter the stone, but the alien horror linked to it causes it to explode, killing Tai!
A daring assault is launched by the cultists, just as their prize blows to bits. Their anger is quickly turned on the troopers in front of them.
Their companion dead and the mission completed, Tycho and Clarke start to fall back, but not before taking out the majority of the fresh troops come to reinforce their Union brothers and sisters.
The scene as Clarke and Tycho leave the site, heading for the Cormorant for some well deserved R&R. Then onwards, to new adventures!
The full report with epilogue is on the blog:
Thanks to all of you who have read and commented on the Saga of Clarke so far!17/11/2015 at 09:28 #34560MikeKeymaster17/11/2015 at 13:36 #34578Just JackParticipant
Fantastic! I’m not much of a sci-fi gamer, but I can appreciate a great set of fights in a cool campaign! Thanks for posting, and I look forward to seeing what else Clarke and Tycho (maybe Tai, too?) get into.
Jack17/11/2015 at 14:16 #34579
Let us hope the network commission a second series!
This. Don’t let Clarke and co suffer a ‘Firefly’!18/11/2015 at 08:17 #34616
Thanks for all the kind words guys!
Seeing as the “Saga of Clarke” have been one of the most appreciated set of posts I’ve made, there is a high likelyhood they will return in some form during next year..15/12/2015 at 21:28 #35688ThuseldParticipant
I have only just now noticed the Cormorrant is made from a deodorant and some bottle caps. How did you attach the bottle caps to the deodorant though? I love your blog. It is what swung me over to 6mm.05/01/2016 at 08:54 #36241
Sorry for the late reply, I just got back from overseas!
The bottlecaps are kept in place by a few pieces of floral wire that I drilled some holes for on both sides and then glued in place, simple as that.
Glad you like the blog, I have started making plans for 2016 😉
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