The Vault

Showing posts with label The Road Warrior. Show all posts
Showing posts with label The Road Warrior. Show all posts

Monday, May 11, 2009

The Road Warrior Speaks

Just letting you all know that I'm not dead. Well, not yet and definately not by a long stretch.


The thing is, that I've had some trouble finding new stuff to work on in regards to Wasteland Chronicles, and the whole of the post apocalypse genre in all. Basically, I like to game a whole lot more than just the Wasted west. 

So, for those who are still interested in all of these scribblings and what not, I've chosen to move over to a new webpage that I'm currently designing (well, It's as ready as can be right about now). And will therefore cease to use this here blog for quite some time.

I might reopen it at some point, but for now, I need to clearly state that any updates on my part will appear only on my new and shiny webpage.

The adress? Well, it's right here: http://sites.google.com/site/aresarsenal/

Hope to see you there and hope to see some bookmarks. Cheers! It has definately been a good run :)

... The Road Warrior he lives now, only in my memories...

Friday, February 06, 2009

The Road Warrior: Fast Forward Friday

Today's post will consist of two Youtube clips that I found on the internet which I found to be more than delightful:



Fan Trailer for Mad Max 2 - The Road Warrior
Beautifully recut trailer in my not so humble opinion. I really like how it sets the mood of the movie; a whole lot more than the old trailer ever did (which you can, incidently also find on youtube).

And then... there's this:
Mad Max Music Video, feat. Motörhead - Ace of Spades
And really, if that music video won't sell anyone over to all of the fun that is Post apocalyptic fiction, wargaming and movies, then I don't know what will.

And with that, I'm going to be off for the gameathon! Look forward to a whole host of pictures come monday!

Tuesday, February 03, 2009

The Road Warrior: More Wheels for the Wasteland!


One of the major car companies of the pre-Megadeath Northern States was the Pacific Motors Company; who had specialized in "cars for the average joe" as their slogan went. Among their more high profile cars were the model included above; The Cougar. It was a very spacious car, able to carry two adults and three children; had all the modern additions like A/C units, 8-track player, reclinable seats and electric windows.

Of course, post-Megadeath, what is left of these once proud cars are often nothing more but shambling husks. However, the Pacific Motor Company prided itself in building cars that would last for a lifetime, and those who have been properly maintained in the hundred years post-Megadeath are still very much road-worthy and the prized possession of any Scavenger worth his salt.

About the figure:
This particular model start its life as a no-brand 1:43 car that looked like this when I had finished tinkering with it:


It was painted a very deep red in order to make it as nondescript as possible, and still retain the look of a vehicle that has been driving the wasteland for too long. My initial plans were to include a gun of some sort, but I quickly came to the conclusion that I had too many cars bristling with guns that had that look - but almost no cars who were more civilian with that look. And here's the first of - hopefully - many Wasteland cars.

Oh, and I'm sorry about the rather poor picture quality and the late post; but I had a lot of stuff to attend to (including painting the vehicle) so the pictures had to suffer a litter in order to get todays post up.

Thanks for looking and stay tuned for tomorrows update!

Monday, February 02, 2009

Warriors of the Wasteland: BOB-400


"The Zentomax Corporation proudly present this years latest model of work-relieveing robots; the BOB-400! The BOB-400 series of work drones are perfect for finer detail jobs involving such areas as detail attention, craftmanship, inginuity and he's even good with kids! Enclosed are a pair of BOB-400, kitted out for work. Painted in "ATTENTION" orange, we have the BOB-400t model; with standard plasma torch arm, and an automatic schematic upload drive enabling him to construct to your absolute specifications using our Zentomax Tactical Computer Bank(TM) series of modular uploads. To the left we have a BOB-400n, painted in crisp "AIDGIVER" white and sporting the brand new Zentomax Multipurpose Utalitarian Medicalpackage, complete with syringes, up to five different pharmaceuticals and even a laser scalpel and automatic bandaid dispenser! It is the Zentomax Vision(TM) to have every single household in both Northern and Southern states to be equipped with their own personal BOB-400, and soon we will introduce a range that we call I-BOB, with complete customization options for your Robots needs! Call your local retailer today and find out about the I-BOB. When it's gotta be robotic, it's gotta be ZENTOMAX (TM)"
- Zentomax Corporation advertisment blurb, pre-megadeath

About the figures:
The figures themselves represent a couple of menial / civilian robots for Wasteland Chronicles. They are produced by Corvus Belli and are part of their Infinity line of figures. Although not shown in this picture, they come up to around the hip of a normal 28mm figure, making them perfect for a more menial working robot.
They were painted in a rough and ready fashion, with a thinned wash, some drybrushing this time and in stark colours to indicate their civilian use. 

And for something new; here are their stats in regards to Wasteland Chronicles:

BOB-400n (Nurse)
Equipment: Medical Aid Dispenser, Mellow Out Dispenser

BOB-400t (Torch)
Equipment: Armour Plating (+1), Plasma Torch

In other news:
Work is pacing along with Wasteland Chronicles. I've rounded up a couple of playtesters through a forum post on The Miniatures Page and also over on the Post Apocalypse Wargames (which I fully recommend for discussing anything post apocalyptic) and I'm currently getting it all spruced up. I should still be able to reach my goal of releasing it early spring (March 1, to be exact) but it all depends on bits and pieces falling together (and real-life not intruding). 

So, if you're interested in playtesting the game, then give me a shout! Either by email (phoenikuz@gmail.com) or through the comments on this here blog. 

Right, that's it for today's update. See you all tomorrow for more post-apocalyptic mayhem! 

Monday, January 26, 2009

Warriors of the Wasteland: Bunch o' Savages

I just recently finished up a small band of savages to add to my forces. Enclosed, along the pwetty pictures, is a small amount of background story for the gang, as well as their hideout in our, up and coming, narrative/map-based campaigngame.




Doc Hoodoo and his Misfits
Doc Hoodoo is a known mindblaster who for a long time had operated out of the "Tyler Turnpike", very near the glow crater. Rumour would have it that he was born not too far from the glow and this is supposedly how he gained his impressive psychic powers. He has not been a known character in the wasteland for very long, but the rumours of his powers extend are starting to preceed him and are making Don Machino of San Jerico rather nervous. The Misfits consists of those who have been thrown out of San Jerico for being just too strung out for that den of bandits and gangsters. The Tyler Turnpike is a very small conclave of mutants, down-on-their-luck scavengers and other outcasts of the greater Wasteland. Up until now, they have done little but engaged in very small raiding parties; but if the rumours of Doc Hoodoo are true, it is whispered that he will start a siege of San Jerico any time soon...
About the Figures:
The figures are mainly, well, a misfit of whatever Games Workshop figures I had lying around at the time, being on a small budget for the moment. 

They were painted in my usual wasteland style, with little to no highlights and heavy on the Devlan Mud wash from Games Workshop. I've got a whole slew of GW converts currently on the work bench and will attempt to update this blog as much as possible.

In other News:
Wasteland Chronicles is chugging along at a great pace. So far all the rules are done and I'm working on the layout part of the project. In addition, there's going to be a simple scenario generator, around 20 different beasts and roughly 10 archetypes for your gaming enjoyment. Also, as can probably be read in the above, we're engaging in a campaign version of Wasteland Chronicles and thus, rules are also being developed for a campaign expansion to the basic rules.

And finally: 
Last year I started this thread over on The Miniatures Page, regarding wether or not it would be bad form for me to start reviewing other games out there that could be used for gaming the post apocalypse. The discussion was heated but died out (naturally, it's over a month old by now) but I've finally come to a conclusion: I will review games, especially if they have some merit for gaming the Post Apocalypse

So there it is. It might be in bad form to some, but I'm pretty sure that I'll be able to stay as objective as the next man when it comes to reviewing other peoples games. And I'll even attempt to take a look at as many rule sets as possible (being a rule-junkie and all). Thus, I should be able to have my very first review up by Friday (possibly Thursday) of Combat Zone!

So stay tuned for another update tomorrow where a couple of Slagger Beasts are going to make their appearence right here on this blog, and for the review on Friday. Cheers!

Monday, January 05, 2009

Wasteland Chronicles: The Fernando 500 "Roadster"!

Hot off the painting table, here's just a tiny teaser of what I'm currently working on (apart from writing on Wasteland Chronicles) - The Fernando 500 "Roadster".


This particular model of the Fernando 500 has had several in the field upgrades by its owner; most notably the various bags and pouces needed for extended use in the field, suiting it's new role as a long range recon bike. It has been pressed into service by the Fort Baxtor Wasteland Expeditionary Force and serves alongside the 3rd Long Range Wasteland Patrol in their ongoing attempt to map and reestablish communication following their emergence from the underground facilities.

Most notably, there's an onboard computer for logging the movement of the bike, alongside with a highly advanced GPS(r) module and a portable music player, able to store up to 80 songs! The wide tyres makes it well equipped for tackling most of the wasted landscape. Able to cruise at a maximum speed of 200km/h under optimal conditions makes it equally suited for high speed pursuit, or retreat.


The model itself was a Games Workshop Space Marine Scout Bike, modified with various plastic bits I had lying about, painted very fast with a lotof block painting and then covered in the Devlan Mud wash from Games Workshop.

Currently, I'm working on the rider for this bike - as well as the rest of the 3rd Long Range Wasteland Patrol including their own Mobile HQ. Stay tuned!

(Oh, and merry christmas and happy new years to you all!)

Saturday, December 20, 2008

The Road Warrior: Why is it that...

... I always update this blog, come December? Perhaps because of all the jollyment of the season and the general need to ease down into a slightly different gear?

Oh well - I'll attempt (and where have we heard that before? ;)) to update this blog a bit more regulary in the coming year. Seeing as there's a surge of interest in Post Apocalyptic gaming, and with my own ruleset just around the corner.

Thus, as a treat, I present to you:

The Fall of Two Angels!


The second Wasteland Chronicles playtest session with pictures!

So, once again I and my companions found the time to give Wasteland Chronicles another whirl, and what a whirl it turned out to be.

This time, I had finished the "Archetype Generation" rules, which we used to create a couple of heroes - one each, who we rolled their stats for. This worked out okay-ish, but some tinkering is still required for it to work.

We found that shooting wasn't worth much, and that a certain rule - allowing a player to group up any of his units free of charge was a bit overpowering in the end. But other than that, everybody still had a good time - good and likeminded players definately help in that respect :)

And now, unto - the pictures!

Initial Setup

The village of Two Angels, one bright sunny morning. The morning shift was about to be replaced when suddenly they spotted movement along the road, and ruffling in the bushes. They had been expecting a trade caravan coming in, and having gathered all of their wares in the city centre were to be easy pickings for these would be ruffians. Could they hold out until the trade caravan appeared?

The Stalwart Defenders of Two Angels




Big Sven and Company


Lore Note: This was prior to Big Svens rise to fame as the mayor of Dust Falls, in his early raiding years. What actually transpired for him to leave his ways of looting and plundering has never been clarified as Big Sven refuses to talk about his "early years"

Greaseball's Raiders!



Storming the gates!




Game Technical Note: Here we see the effects of the ill-fated rule about grouping. Thorbjørns raiders could simply swarm all over the place and kill as they pleased, with very little in the way of reactions for any other players (mainly due to LOS and atrocious hit chances). Options that we discussed afterwards were to have a special Leader skill, or perhaps only something that allows smaller groups. Again, still tinkering.

The gangs start to turn on each other, seeing that the defenders of Two Angels have perished


Scenario Note: As always with three way games - once the original defender has been taken care of, the others will instantly turn on each other. Of course, being both raiders and with a high interest in the loot and low interest in sharing with two many; who could really blame them?

There weren't a whole lot of pictures taken during this fight. We followed it up afterwards with a simple snatch and grab game immediately afterwards, where we continued to test the rules. We found that it was a bit too heavy on the die-rolls, and I'm currently considering ways to improve this. Other than that, we all agreed that Wasteland Chronicles definately has potential and I'm already working on streamlining it for it's next outing. Stay tuned for updates!

Oh and there are other photos located here, for those who are interested: click here

Cheers all!

Saturday, December 01, 2007

The Road Warrior: It is here! It is finally here!

The new version is finally complete! And it can be downloaded from the link below:

Road Warriors V. 1.0!
(Just right click the link and select "Save As")

That's right, I finally completed all of the text in the main document. An updated layout is well underway, with snazzy pictures and definately something that's going to chew up your printer something fierce! So I figured, why not just upload this preliminary printer-friendly version for all those who are interested in playing gang skirmishes in the wasteland!

In other news
Well, other projects have slowly resurfaced, and some of those corresponds directly to this project. The proposed idea, by yours truly, about adding gang traits to the Road Warriors mod was vetoed by myself - and play balance. See, it's fine and dandy if every player picks a Gang Trait, but doesn't allow for the same kind of freeform gang creation as the normal rules.

This has meant that I've now split up the project and I'm going to focus on creating a - uhm - sub-mod I guess, for Road Warriors called: Road Warriors: City Limits.

The Idea for City Limits is to write up some of the fluff I posted earlier, add the gangs that I was going to create by the Gang Traits; thereby giving them even more colour than they would have gotten if they had stayed as gang traits. And finally, for a dash of variety, there's going to be new scenarios in the rules as well.

In essence, then it's a setting-booklet for the Road Warriors mod.

That's all for now, till next update:
Cheers, and happy gaming!
/Torben

Thursday, November 29, 2007

The Road Warrior: The first PAPA has been converted and painted!

This is going to be a very short update in which I will show off my newest paintjob; the PAPA (Post Apocalypse Power Amour). And I also managed to take a few snap shots of some of my favourite Veterans of the MegaDeath/Partisans/Scavengers from Copplestone figures as well. I might just have to purchase another pack and paint them in more desert friendly fatigues than these. Anyway, pictures for your enjoyment:


First off, here's the gang of Scavengers from Copplestone Castings. I really, really like these figures. Together with Kevin White, Coppleston really aces as one of my favourite sculptors out there. A sad shame that he's slowly neglecting the Future Wars range in favour of his WW1 projects.

The PAPA!
This little critter started life as one of the new style Tau Stealthsuits from Games Workshop, and was heavily modified by various bits from my scrapheap.


The prominent features is the bolted on, and very crude, massive blade attached to the left arm; the "targeting computer" added on the chaingun on the right arm; a gastank on the backpack and finally the Riot shield on the other side of the backpack. I hope that the idea of this Veteran of the MegaDeath is prominent through the various bits the pilot has bolted on to his machine.


It even gave me the idea of creating some sort of 'Desert Rat' unit for use in more normal games of No Limits or perhaps Fast and Dirty. Or perhaps just as a lost company of T'au units, short on supplies and with no way to retreat.


The armor itself is plastered with small scrapes and various slogans that the pilot has painted on. I had considered adding some sort of tribal warpaint to the machine, but I figured that since it wasn't that heavily converted that it'd be better to just give a sense of an old vet who has spent too much time on his own out in the Wastelands.


Progress Report from the Desk of The Road Warrior
Progress is definately going someplaces here. Last night I took one long haul of the updating process, smoothing many of the quirks along the way and in general the ruleset went from 27 pages to 35 pages. And I'm still not entirely done yet.

Version 1.0 is going to have a whole lot of layout added, making it a whole lot easier to refer to during the game, and some of the new stuff added will have a tremendous impact on the campaign game. Thus, here are what has been changed and will be changed:

Vehicle Rules
The vehicle rules have gotten a long due overhaul, clearing up some errors and should hopefully be a whole lot more clear now. There's even going to be further additional modules because of this (most prominently I've had plans for making a new version of the Car Wars/Axle & Alloys/Dark Future-genre).

Pre and Post Game Phases
The actual campaign modules have now also gotten an overhaul. This means that there should be less confusion as to when things are done, what you can do and so on during the various stages of a campaign. This has also meant an overhaul of the following:

Income and Territories
I've finally put an old dog to rest, so to say, in that I've scrapped the old table that showed how many caps you earned if you were X gangers. Now instead, each ganger - including mercenaries - will have a fixed upkeep. Normal humans will now have an upkeep of 5 caps to be paid at the end of the game; vehicles will cost 1 cap per Space to represent general maintenance, and the various mercenaries will have varying upkeeps, depending on their skills.

Once this is paid for, then the leftover Caps can be used to purchase new equipment for the gang; and this has also been changed as well!

Going to Bartertown
Now gangers will be able to go and look for items within a specific area. Mostly this will be: Ranged Weapons, Close Combat Weapons, Vehicles, Equipment, Vehicle Equipment and Random Events. The Random Events part are added to provide some flavour to the campaign and can either give you access to Drugs, partake in gambling or a possible case of the stomach flu. The idea behind all of this is that you assign a unit, who wasn't taken out during the game, and sent him to one of the tables, allowing him to roll a single roll on the various trade charts. The leader will have 1d3 rolls on any number of tables of his choice.

The idea behind this was to retain some of the randomness from Necromunda, but without making it all too random. Even though this is Post Apocalypse, then nothing's to say that you won't be able to be on the lookout for something specific. Or that some traders might start specializing in specific areas of merchandice. Also, it means that a lot of new equipment can be added to the campaign as well.

In conclusion:
I'm hoping that Road Warriors ver 1.0 will be out within two weeks, as an early Christmas Present. I'm working at double time because the good folks down at Avalon are wanting to start up a campaign, and I want to play the new and improved version rather than the old version.

Random Ideas
The idea also stuck to me, because I just bought Kelly's Heroes that Road Warriors could actually work for a similar campaign module, set during the Second World War. Of course, this is just idle musing right now from an overworked brain.

Happy Gaming!
/Torben

Friday, November 23, 2007

The Road Warrior: Another Update!

And this time, it even has pictures!

First off, I'd just like to say it's good to be back in business; and it's really great to be back in the Wasteland! Today I went on a shopping spree, buying various bits and ends for conversion jobs of vehicles and some new terrain to boot! Pictures, I hope, will be up by tomorrow or at the very least by the weekend.

I'm planning a small "How-To" article on how to transform your average 1:43 diecast car into a fearsome machine of destruction (as well as a couple of notes on how it would work in the Road Warriors supplement). So stay tuned for the article!



Furthermore, I've spent the better half of the day clearing up issues with the Road Warrior mod. A lot of corrections have been entered into this version, but I am making good progress on it. It shouldn't be long before I'm all done with Version 1.0 - but all in good time.



Oh, and I've finally worked my way around a "Let's just buy a gang and get it on" type of pickup games; which has - to some extend, inspired me into creating a more universal "Small Skirmish" Mod for No Limit. Which is probably fuelled by my recent victory in Call of Duty 4; a class game that!



And finally, I've had a good think over what to do about the specific gangs and I'm slowly settling on the Gang Trait idea for now. The idea is that each Gang would gain access to a benefit, as a whole, at the expense of something else. Work is still underway, and I've got a few kinks to work out.



Todays pictures are of some of the Old Crow vehicles that I purchased a looong time ago. The pictures were taken by a good friend of mine for a small article he was writing on his danish wargaming site.
They are, from top to bottom; a Provider Transport, a Rebel Light Transport, a Gecko Scout (Hatchback) and a Gecko Scout (Stationcar).
All of them very fine models, and a dream to paint up as well!

Cheers!
/Torben

Thursday, November 22, 2007

The Road Warrior: A long time in the Running!

Hi all!

Sooo... It's almost a year since the last update. And why is that exactly? To be frank, lack of interest on my part for a shortwhile, followed by dabblings in other areas, eras, scales and what have you. But I've never forgotten my true love and now I'm back to give it a shot once more.

Thus, it's time to get Road Warriors up to speed and into the big version One point oh! And to this I might require some help from all of those who have actually played the thing. As I'm looking at it now, almost a year later, I realize a whole lot of faults, flaws and general errata needed.

I'm also in the process of debating whether or not to include new gangs and what not, or simply devise some other method for creating your very own gangs - after all, I genereally like to have a lot of free-form in my games anyway :)

The following is what I'm expecting to do with the new version:
- Clean up the language (long overdue)
- Provide for a better layout; one that allows for easy browsing when gaming
- Create a couple of new vehicles for the game (notably tanks!)
- Create a couple of new Mercenaries to add a little spice to your gangs
- Clean up the scenarios.
- Devise a "Let's just grab some random points and make a game of it!" rules for quick pick up and play games.

However, and this is where my call to arms comes in, I am still contemplating whether or not to include some sample specific gangs; like Mutants, Lawmen, Scavengers and what have you - each of them with their own special rules. And possibly some new Territories, some new Trading Posts to visit and so on.

What are you, the players, ideas on this? Is it okay as it stands or does it really need armylists? I have been contemplating creating a setting world which will replace the normal and freeform gang rules (working title: Warriors of the Wasteland) and thereby circumvent this. But I keep on being undecided.

Post your thoughts or comments on this blog or shoot me an email for any other ideas that I have completely overlooked.

I promise to actually update this blog in the new year, hoping to add more details to my future post-apocalypse gaming; which I will dedicate the year 2008 for!

Happy gaming!

Saturday, December 23, 2006

The Road Warrior: Merry Christmas

First off, Merry Christmas to one and all!

I'm now taking some time off the blog to see to my family, but rest assured in the fact that I and this blog shall return in the new year with a lot of cool new ideas for Post Apocalyptic wargaming.

I can only say that there's going to be a few reviews, more battle reports from our Road To Avalon campaign, more gang features, more Bartertown features oh and reviews of a whole lot of things (Look out for an Old Crow special early January!).

However, in the spirit of the season, I part for the Holidays with a little gift for all of you out there reading this blog:

Soldiers of the Megadeath.
Which can be downloaded from here.

SOTM is a very light game of big battles. It was intended to lure the Flames of War crowd into start trying to play something new, and to give me a couple of easily modifiable 6mm big battle rules the way that I like them.

Shout out for ideas goes to: eM-4 for their Combat Zone rules, Matakishi for his Alien Invasion rules and any 6mm game out there for giving me the ideas to create a company level game.

Cheers all, and Merry Christmas!

Wednesday, December 20, 2006

The Road Warrior: Small update

Although I promised to keep the updates down for today, I just can't seem to help myself writing stuff for this blog. Therefore, I've got a couple of pictures to show of the game I mentioned between a gang of Scavengers against my Renegade Vaulties. Photo credit goes out to Henrik, and he did a smashing job! But see for yourself:

Desert Rattlers on the prowl
Here we have my gang, made up of some Delaque gangers from Games Workshop excellent game Necromunda (which prompts an article at some point). They hired a Mercenary for this fight, but it did them no good - the Friendly Doc's joint got sabotaged by the evil meddling Office Block 88 Scavengers! I promise a feature on the Office Block 88 Scavengers as soon as pictures are taken - suffice to say, the figures are from the most excellent near future range from eM-4 Miniatures.

Scavengers hiding out for an opputine moment to strike
Two Scavengers from the Office Block 88 are hiding out in the ruins and waiting for my Vaulties to venture out in the killing field.

The Leader; Two-Gun King Python and Cottonmouth slowly sneaking out from the ruins
Most of the gang moving out
Here you have the rest of my current gang. Of course, being a complete nutter that I am, I can't help but to create even more gangs! Watch this space for future gangs!

In other news, I sent off the pictures for Chris so that the dedicated hosting area for Roadwarriors Oh-Nine should go live at any moment. This prompts the first official launch of Oh-Nine which is the current version of Road Warriors available for download on the web.
The current version available is the old Oh-Eight version, which is basically less prooftested and, as far as I recall, should be without the vehicle rules and has some other flaws. But don't worry, I'll make sure you won't miss out on the release of the Oh-Nine.

But work has already begun on the Big One-Oh! I'm currently working with Bjarne on ideas for the layout, scrouning the web for pictures and compiling all the ideas garned from the games down in Avalon. It won't be signifigant changes, only to add more flavour to the rules. And then there's that Super-Science-World-War-II Mod as well (Title pending).
Seems like I've got next years work cut out for me.

In addition, I've now opened up the comment section for everybody! Be sure to leave a comment on the articles if they were useful to you, it makes it all the more worthwhile creating and writing this stuff :)

Happy Gaming!

The Road Warrior: Road Warriors or City Limits?

Today, following our first game with the new Oh-Nine rules of Road Warriors, there were slight mumbles around the club. People were starting to talk about whether or not 'Road Warriors' was that much of a title - especially since I found out, and pointed out to the others, that 'Road Warriors' was a name already used by others.

So now the talk is on; should it be renamed City Limits for the Big-One-Oh, or should it remain as Road Warriors?

Personally, I'm inclined to rename it as City Limits, because it somewhat fits my idea of the background for the game (which I will scetch out ASAP) and that it also shows it's No Limits heritage in the title. Which could be expanded upon for future MOD's that I might conjures up (Already working on a WW2 version - if it takes off, it'll recieve a small section on it's own right here).

In other news, I finally got around to restyle my blog and finally got around to write a whole lot; at least a whole lot more than I did with my first blog (which has now been erased - no need to look for it).

And hopefully, there should be some pictures to share of a recent game any day now. In addition Chris over at Wargames Unlimited has promised to dedicate a section of the No Limits website for my MOD all by itself! This will be the future place to download the Oh-Nine version, as well as the future Big-One-Oh which should feature layout, improved grammar, new stuff and a whole lot more. It's expected that I'll compile around 6 months from now, although this may change at the whims of Real Life.

Enough for now, ideas are brewing and must be written down - till then;

Happy Gaming!

The Road Warrior: About This Blog

Or "What the hell does the title mean?"

Well, as the last post stated, then this Blog is primarily about Our Road Warriors campaign in Avalon (http://www.avalon.dk) where we're just gearing up for a campaign to test the Road Warriors Mod and see if there should be made any changes for the final 1.0 Version. We're even debating wether the mod should be renamed into "City Limits" to show the games heritage to No Limits. But for now, it's split down the middle, although I'm starting to rather like that name.

Anyway, enough about this - that'll be a post unto itself. You see, this post is to explain the posts on this blog, or rather, what each post is all about. To this end, I've divided all of the future posts into the following sections:

The Road Warrior - This section covers my own personal rants, musings and what not. This section will have fresh articles whenever I have something personal to say; something nice to say and, hopefully not too often, something to rant about. This section also covers the general history of the blog and might venture into other areas not associated with PA.

Warriors of the Wasteland - This section will cover all aspects of gang creation as well as gang ideas and possible highlights and spotlights on gangs from around the world. Each article will have a short backstory of the given gang, some future ideas, some pictures, and if they become notorious enough then it will also feature those gangers who have crawled their way from the Newb bottom to the Legendary Top.

Bartertown - This section will cover any new ideas which will, eventually, be implemented into a new version of the rules. This section will cover all those purchasing options that I completely missed in the current version of the Mod, and will allow for players to utilize these new ideas before they're put into the final version. Some items will, of course, be up for international playtesting before they are implemented into Road Warriors.

Whiteline Nightmares - This section is reserved for those players who want a little more bite out of their games. The idea is to cover the options for setting up a narrative campaign, with a GM who launches new and weird scenarios and ideas to the campaign - akin to the Arbitrator campaign system mentioned in Necromunda: Outlanders. This section will be full of GM tools such as Zombies, Road Blocks, Law & Order and a whole lot more.

The Day After - My vision for this section is to invent some sort of "official" fluff for Road Warriors. Although, I will never enforce any such use of fluff on any game out there but it is always nice to have some sort of framework to expand on. It's an entirely optional setting, but it might add a lot of flavor to your games - or help you create your own setting.

Land Scraping - A very basic article, explaining the various types of terrain out there and possible rules for the bits and pieces of terrain that I, the companies or others conjure up. It will also serve as a tutorial to add that Post Apocalyptic feeling to your gameboard.

Vault Dwellers Delight - A complete review section of all things Post Apocalyptic. Ranging from games, to books, to films and even possible choices for soundtracks or simply just music with some sort of post apocalypse feel; it's all gonna be reviewed here. Suggestions are more than welcome for reviews. Already I have a huge line up of EM4's figures as well as Urban Mammoth Figures planned for review.

Road to Avalon - And finally, this section will cover our weekly games down in Avalon. Here I'll post news from the games, gangs and the general going ons for our campaign. The section will be further broken down into various new areas such as "Battle Reports", "Avalon Weekly" a small newspaper for the campaign and whatever strikes the campaigns fancy.

So, with this lengthy introduction I hope you feel safe to check out the blog, and hopefully bookmark it for future use. As soon as I've figured out the whole labels thing, then I'll have everything properly archived on this blog for easy reference.

In addition, it's my hope to have this blog updated at least once per week, and if the tough gets going then my plans are for it to be daily updated, all subject to the whims of real life.

Happy Gaming!

Tuesday, December 19, 2006

The Road Warrior...

...He Lives now, only in my memories

And thus, I would like to start out this new blog, dedicated to Post Apocalypse Wargaming of all kinds.

Primarily the focus for this blog will be to tell tall tales of our on going campaign of "Road Warriors", a modification to the No Limits rules. But this doesn't mean that it'll be the sole purpose of this blog.

For a long time I've looked around the web for Post Apocalypse gaming sites, and I've found that although there were a lot of good ones, most of them weren't regulary updated, and some of them promoted only a single game of their choice.
This blog will be updated once a week at the very least, roughly on tuesdays with a lot of new ideas for Post Apocalypse gaming, some fiction, hopefully pictures and then reviews of figures as well as games.

So, I hope you'll tag along on the whiteline nightmare of a possible future with the whole world down the drains.

Regards
/Torben aka. Phoenikuz