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Yes, thank you Mike 🙂
It’s making sense so far as I’ve had time to read, I’ll email you any typos or uncertainties that come up when I have had some more time to look over it!
If you need more eyeballs I’ll gladly volounteer mine 🙂
There should always be room for dinosaurs! I’m sure a wise man must have said that at some point 🙂
@thomaston: Yeah, I wanted to incorporate parts of the HG background without having to lock myself into that setting.
This way I can have my gears fighting stompier robots should I feel so inclined 🙂
@Thuseld: Cheers, it’s nice to have some mechs fighting again.
Yeah the Alliance was absurdly lucky with dicerolls, blowing up anything that they pointed at basically!
So now I managed to find some time to write this up as well:
The Udouu system is technically part of Unity, as all human settlements in explored space. But like many systems on the fringe it’s payed little attention by the core worlds. Add to that the fact that it’s an unsanctioned colony with no offical Unity presence, you can begin to understand how the sqaubbling of these single-system powers have escaped notice.
With fewer than a dozen inhabitable planets and moons, Udouu isn’t a poor system by any stretch, but it’s too far away for most of the mega corps to involve themselves.
This has led to there being a few local powers fighting with what would be considered obsolete tech, even from many fringers prespective. Without wide-spread access to Unity tech there is little fusion tech on Udouu prime, the largest habitable planet in the system. As you go down in size and importance, the technological resources available to the locals decrease as well.
Necessity being the mother of all invention, the inhabitants have managed to create surprisingly efficient combustion engines, able to run on virtually any fuel. The lack of advanced armor materials and shielding have caused their warmachines to emphasize speed and manuverability over heavy armor, leading to the almost universal use of small bipedal mecha.
These suits are straddling the line between armored suits and true mecha, allowing for pilots to be trained quickly as it’s operation is little different from using their own body.
On Udouu Prime, or just Prime (as the locals usually refer to it), there are two major factions:
The Northern Alliance and the Confederation of Southern states.
As the names indicate they hold roughly half of the planets single continent each, with a strip of uninhabitable desert and a great lake forming the natural boundry between the powers. The remainder of the planets landmass is spread out in small island chains dotted around the great sea.
The Alliance and the Confederation are in an almost constant conflict that sometimes blossoms into full-blown war, but for the most part there are little more than border skirmishes and raids followed by political condemnation and finally attempts at reaching a lasting peace that inevitably seems to break down. And so the wheel keeps turning.
A scout had failed to report in at a stretch of the border that was recently in dispute between the Alliance and the Confederation. The local Alliance commander was feeling the pressure, so he sent out the newly formed Red Cap squad and a sniper team to investigate:
Red Caps, distinguishable by their red heads and white shoulder stripe. The sniper can be seen sporting a orange fin on his head while the spotter has no distinguishing marks.
In the distance the Alliance pilots can see a pillar of smoke rising. It doesn’t bode well for their mission..
They all advance together, taking up whatever defensible positions they can.
The smoke is indeed coming from the downed scout mech! The sniper team spotter moves closer to try and see if the pilot made it. As he approaches, a voice comes over his local comms: “I have important information for Alliance command, you need to get me to them!”
Suddenly all of the Alliance mechs sensors go off, it’s an ambush!
The Confederate mechs must have been in low-power mode, waiting to spring the trap. A mech comes barreling out from behind some ruins, it’s rotary gun chewing chunks of armor out of the spotter’s mech!
With quick reflexes, the pilot of the Red Cap’s heavy mech pivots and fire his auto-cannon. The large shells strike the enemy mech head-on, blowing out the reactor and stopping it dead.
The spotter begins to drag the wounded mech to safety when he realizes that the pilot is stuck inside. They’ll have tools back at the hangar to cut him out of there, if he can only get that far!
Another of the Red Caps cause some damage as his bazooka shot cracks open a fair bit of the armor of a mech hiding in the ruins.
With his agressor out of reach, the wounded confederate pilot targets another of the squad, his shots messing up one of the leg actuators on his target.
Returning fire with limited success, the Red Cap squad member seeks shelter in some ruins as well.
Explosive shots blow sand and rock into the air as the last of the Red Caps narrowly avoids some bazooka fire from a mech speeding towards him.
He takes careful aim with his own rifle and sends a stream of penetrator rounds through both the legs and cockpit of the offending mech, bringing it down!
Feeling lucky, he then takes aim at the already damaged mech hiding in the ruins. Most of the shots ricochet harmlessly off the ruins, but some find their mark and the mech topples over, defeated.
Seeking to stop the enemy from recovering their downed pilot, one of the few remaining Confederate pilots charge towards the Alliance line. Hitting a scout mech is hard given their size and made no easier by having to dodge incoming fire. As he dodges and weaves, the Alliance sniper adds his deadly precision fire to the barrage, bringing the mech to permanent stop.
With little opposition left, the Red Cap heavy moves forward, his auto cannon stitching a pattern into the ruins as well as the mech trying to hug it for cover.
Hoping to take down the enemy heavy, the mech zooms between cover, laying down a hail of fire. The bullets rip through the tracks on one of the Red Cap mech’s leg, shredding them!
Finally the last Confederate mech reveals itself! As it charges out of it’s hiding place, the pilot opens up with both cannon and rockets, blasting most of the armor off of the unsuspecting Red Cap mech!
Eager to help his squad-mate, the bazooka-wielding mech sends a explosive shot right at the Confederate heavy, almost blowing it’s arm off!
The heavy mech disengages from the remaining Confederate light mech to support his squad and fires a few shots into the leg actuators of the heavy mech.
Realizing that they cant stop the scout’s pilot from being rescued, the Confederate commanders give the order to pull back, they have lost enough good pilots today!
Both remaining mechs fire suppresive fire and deploy smoke grenades to cover their retreat. Alliance command orders their pilots to bring back the scout pilot, pursuit is not a priority.
A slightly better picture of the mechs of Red Cap squad. You might be seeing more of these guys in the future!
That was an overwhelming victory for the Alliance, the dice really wasn’t with the Confederate pilots!
I hope you have enjoyed this little report, I have a few ideas for future scenarios and there might even be some RPG-lite campaign focused around the members of Red Cap squad coming up!
Thanks for checking it out 🙂
They are fearsome-looking those 🙂
Lots of things happening it seems, I like the sound of that!
After a long while of no gaming at all, I have managed to play some HW today 🙂
I have a report waiting to be written up, but in the mean time I thought I might share the recently finished Red-Cap squad:
I have yet to name them individually, but that’s next on the to-do as they might feature in some lite-rpg games I’m considering ATM 🙂
- This reply was modified 10 months, 4 weeks ago by Alexander Wasberg. Reason: Messed up the img links
Lovely to see more action again, a real tense fight too!
Yeah, they are big but beautiful 🙂
Haha, that would be some sight, but I am tinkering to be able to play hexless at that size and probably some ground combat as well as space..
I’d love a look at it, my ever-growing pile of converge gundams would fit your rules a treat I think! 🙂
It sounds like the rules work pretty good and that was one heroic Ball pilot!
It sounds like you have it well in hand 🙂
The 1.5-2″ range is a good size, you can fit a lot of detail without it looking too busy.07/04/2019 at 07:05 in reply to: The Unnamed Legion (3mm scale Epic Armageddon "Heresy" Proxies) #112160
They are looking fantastic, simply gorgeous 🙂
I’d love to see some photos of your setup as this progresses 🙂 I have started amassing a bunch of 1/144 scale HG kits to use for gaming as well.. I don’t know how many will actually fit on a gaming table, but I intend to try at some point 🙂
How are the rules coming along?
Sorry for being late to the party 😉
Definitely torso-mounted cockpits for me, not only because I’m a fan of Gundam, but they make more sense regardless of the size of the machine.
The JC minis are quite good, but I bet you could make something even neater 🙂
What size where you thinking of going, more macross/gundam around 20m mark I’m guessing if you intend to make some 1/600 scale ones?
The new building looks grand, shame about it losing the tower but I like the new look regarless!
This looks great, the slightly different take on PA is fun and refreshing 🙂
Looks very nice, keep it going mike 🙂
Looking great, the forge and blacksmith are particularly eye-catching!
Very nice, cool idea!
Game over man!
Nice idea, hope to see it on your table soon!
Re-posing them took some work but it paid off I think!
More stompyness to follow..
Thanks Thomaston, I am quite pleased with the altered poses. The next step will likely be building some custom weapons and armor mods for another set of suits.
I would like to figure some sort of transport ship for each side as well, mostly to serve as scenario pieces and objectives.
Cheers, It’s a set of fickle mistresses, drive and inspiration. But it’s a lot of fun and another excuse to play with mechs, so I’ll take it 🙂
I’m back to the glorious machines of destruction that are mecha:
For a couple of weeks I managed to do little at all in terms of hobby. After building a few Gundam model kits and watching a bunch of anime, I was inspired to revisit anime-style mecha gaming.
I got a few sets of power armor from GZG during salute and I realized that they could fit the bill.
The first faction:
I decided to cut the bases off the models and re-pose them a bit to make them feel more dynamic.
The second faction:
I have yet to decide on the exact details of the setting, but I’ll get to that in a future post.
Horizon Wars is the most likely candidate for playing these games, with some house rules to tweak the feeling appropriately.
I hope to have some terrain ready in a few days, and perhaps a quick background for the setting.
Thanks for looking!
Proper dangerous looking types those. They really look great!
They look good enough I think, some creative licence is often warranted. Shame about no throat sacks though 🙂
A good looking force and a great series to base it on. Do you have a good lead on minis for the locals? KTF Leej 🙂
I like it, modular tiles are quite useful.
I second the 2.5D, full walls are good-looking, but get in the way of actual play too much.
I think that piece you showed would make a good cobbled road or square if the edges slope a bit 🙂
Swarm of tendrils/tentacles from some unholy beast worshipped by crazed cultists? Lost egg has the right of it 🙂
A bloody fight, sure to be rekindled when the reinforcements arrive. Or when one side gets desperate enough to try again..
Nice write-up, lucky you with a real human opponent for once 🙂
Nice! Now there is more fantasy goodness to keep an eye out for.
I like the AA minis, are those houses from them as well?
Smart move using both 6 and 15mm mechs to keep them looking uniform 🙂
Nice paintjobs all around, I’m sure the highlighted infantry will stand out.
So when do we see these guys in action?
Very impressive work on the mosque as well as the board, it really looks flawless like Oldben1 said!
I’m eager to see what comes next 🙂
The FAC look particularly striking.
I would think that most “common adventuring gear” like torches and such can be assumed to be in the heroes possession, with special items or equipment being procured from a trader.
I agree with both cmnash and Mike in this regard, I like the idea of being able to have some important consumables and specialized equipment to help tip the scales. While the original Conan tales feature very few magical items, it’s not as uncommon in other S&S tales, so making accomodations for such items in the expanded rules might still be a good idea. I know that I personally would benefit from their inclusion and think it would be welcomed by others as well, but if it doesn’t fit with your vision I get that too 🙂
Perhaps loot/coin can apply, aside from tangible assets like potions and gear, to gaining advantages for the next encounter?
I think this sounds like a good way to deal with loot. While finding items is grand, most bandits or other villains will have precious gems and/or coin too. Being able to buy some items or offer riches for advantage gives you a few options to enrich your game without going full RPG.
At the same time, I agree with Slorm’s sentiment. Keeping the money abstract helps by offering you choice while the game’s focus is on the important part, the adventures and heroes, not counting how many gold coins you need for upkeep, items etc. Leave that sort of dull task to the merchants and bean-counters, while our heroes focus on aquiring and spending said gold! 😉
- This reply was modified 1 year, 7 months ago by Alexander Wasberg. Reason: format error
A +4 bonus should definitely be the maximum, given that it’s more or less worth the same as an extra dice. I don’t know how much different equipment Burning sands really need, but being used to the tomes of arms and armor from D&D and other such sources, I personally don’t mind at all!
It’s a elegant solution, I’ll give it a try next game I run!
That is an impressive mat, I heartily approve.
Now get some brawny warriors bashing bugs! 🙂
Well Michael, we are waiting on some mysterious things from across the great western sea, what exactly you will see pretty soon if the mail man co-operates 🙂
cmnash: Mike is right, it is GF 9’s toxic pools. I got a few different sets of ready-made terrain from my FLGS a few years back, so it get’s to feature from time to time.
As to the disposition of the tribal hunters, it’s anyone’s guess. They are not the most trusting of people after all, but Emerik is no ordinary man either.. 😉