Sunday, 4 October 2015
Thursday, 1 October 2015
Friday, 4 September 2015
I finished the subterranean worm I've been working on. No idea how we will fit it in (random encounter?) I blame watching Tremors too many times!
There's also another WiP picture from the paint tray...I'm definitely making progress!
Thursday, 3 September 2015
Tuesday, 1 September 2015
I decided to have a short break from painting Northern Nomads, so had a go at some oddments from the AtR world.
Here we have a member of a London Engineers Guild security team (whistles innocently at any accusations of plaigerising Mr Reeve) and an officer from the Neu-Hansa trade caravans...
Monday, 31 August 2015
I've not finished painting the other tray full of nomads yet, but on Saturday Seb kindly helped me get a pile of figures preped and based, so I am cracking on with doing the weapons and shields... The figures on the left all await GSing (mainly straps on muskets and holsters) while on the right they are all done. I have also taken some more pics of the archeotechologist as a couple of folks were asking about him...
Saturday, 29 August 2015
Wednesday, 26 August 2015
|From L: A scav/archeotechologist, nomad warrior, Carn Ikea Torsson, a selection of pack mules and part of a hunting dog. The building in the background will be the 'traders hut' in the display game... Yes, it does have a sofa and a washing machine outside it. No... I don't know why either!|
|From L; Hunting dogs, light cannon 1 (Warlord Frame gun), light cannon 2 (Boot Hill 'come take it' gun), 2 part-converted Warlord gun crew (ECW Scots -> Northern Nomads) & a part built cart as scatter for the village in the display game.|
The gun crewman hunched over will be getting a slung shield and will have some GSing done on his coat. The chap leaning forward with the fuse needs some work done on his trousers, and may well get a belt...
|Assorted part painted Northern Nomads|
(Note: angry northern lady!)
|More assorted part painted nomads....|
|Close-up of Carn Ikea Torsson, my commander for the display game|
(Ancestral shotgun for the win!)
Tuesday, 25 August 2015
"I found myself invited to a banquet of one of the savage northmen's petty chieftains, a man called Carn Bjorn, of Clan Drakkar. The banquet was held in the Carn's feasting yurt - a massive tent, formed from the hides of 36 mammoths, set at the heart of a sea of tents, yurts and the wheeled sheds the nomads call 'Kampacans'. The feasting yurt had a great bench set across the far wall, and three massive fires in the centre. To one side, food was being served on rough tressel tables - hunks of reindeer and mammoth, flat breads and dried fruits. On the other side the band were getting ready for the nights merriment, tuning guitars, checking drum skins and polishing flutes.
The guitarists started shredding heavy rifts, whilst the drums pounded and the pipes wailed. There lead singer began a most extraordinary song, practically growling out his words in a savage frenzy. The effect was mesmerising. The crowd in the tent went wild, violently shaking their heads in time to the music, causing their long hair and beards to swish rythmically. I had heard tales that the certain sects, the metallurgists, of the ancients had once practiced such music and dance as part of their rituals for controlling iron and steel... ''
The Highland Spring Water Cartel are providing support to the City of Manchester's forces. The nomad marauders activities are bad for business and the Highland Spring have been busy putting together a coalition to head them off. In practice this means that Manchester is doing a lot of the heavy lifting, but the Highland Spring have been making their presence known, to let the minor factions know that Manchester can't take all the credit, if nothing else.
|A Highland Spring NCO and banner bearer|
|The full Highland Spring contingent|
|The only real conversion I've had to so far; he now has an FN MINIMI.|
Sunday, 23 August 2015
Of course, plenty of post apocalyptic fiction takes place in radically different settings, and ATR is designed to allow you to mix and match your favourite setting elements to your satisfaction.
These will be produced after the main rules are done, initially as separate documents, but will be eventually incorporated into the main rules. Speaking of which, I've spent a lot of time on trains with my fancy new laptop recently, and the rules are evolving quickly.
Other 'minor' setting elements I'm thinking of adding are:
- More options for very primitive factions and visionary re-inventor types
- Rules for heroes - i.e. adding unique characters to the game
- Archaeotech - rules for randomly generating future weapons, that may easily backfire on your forces.
Hopefully the next post I make will contain some lead candy.
Friday, 21 August 2015
Just to say that I have made a start...
Currently on the table are:
3x 'nobles' (heavy infantry)
1x standard bearer
2x gun crew
1x animal handler
3x captives (will become objective markers)
Saturday, 15 August 2015
6 man veteran retinue with armour, mixed muskets, blunderbuss, muzzle loading pistols and improved melee weapons
A standard bearer
2 animal handlers (and 4 hounds)
15 man experienced warriors with armour, mixed muskets, muzzle loading pistols and improved melee weapons
Each 10-12 warriors. 2 will be average quality, 2 will be experienced. All will have mixed muskets, blunderbuss, muzzle loading pistols and improved melee weapons
1 will have a howdah with 3 warriors armed with muskets and pole arms. The other will have a ultra light cannon mounted in the howdah, and the 2 crew will be armed with pole arms.
I'm going to be a busy boy!
Friday, 14 August 2015
Availability of ammunition, or the ability to manufacture it reliably is obviously something that will shape the armies and combat doctrines of your faction. All That Remains being a post-apocalyptic game, reliable supplies of ammunition may be hard to come by.
|Unless you're playing in The Walking Dead universe where everyone is apparently resupplied by the USAF on a nightly basis...|
Whenever a unit which includes one or more non-primitive firearms fires it's weapons, it rolls an ammo dice, which with a roll of a one indicated that that unit has run out of ammo - for it's modern weapons.
Units can be resupplied with logistics points, which are purchased during your force selection, and are spent to resupply your troops. If you run out of logistics points, your squads will start to run out of ammunition.
It should be noted that costs for logistics points "ramp up", i.e. the first one will cost X, the next will cost 2X the next 4X and so on, so eventually buying another logistics point will become uneconomical, where that point is, is up to you.
That's all there is to it really.
I haven't put that much work into it yet, but I'm currently leaning towards not changing the cost dependent on setting level, the cost of guns themselves should be enough to incentivise or deincentives their use.
Thursday, 13 August 2015
Depopulation bombs are one type of apocalypse you can consider. For whatever reason the population of earth has been reduced, suddenly and drastically. Pandemics, environmental collapse or a global economic meltdown are all good examples of this kind of apocalypse.
Nuclear war - the big one. This setting adds cards to the FoW deck that can render terrain pieces suddenly unusable as pockets of fallout are found lingering to poison the unwary. New items such as Geiger counters and HAZMAT gear can be bought to protect your troops from its effects. Background radiation fluctuates wildly, potentially blocking radio messages to your support assets and troops.
A super volcano or small asteroid may have hit your world, plunging it into a deep winter. Blizzards may spring up without warning slowing, but concealing troop movements, or disappear just as suddenly, leaving your units exposed.
And lastly, everybody's favourite, Zombies! Now you might think that this would result in a very different game. And you'd be right. And wrong. Remember how in The Walking Dead zombies sort of became a secondary threat? It's a bit like that. The zombies of this world have started to decay and recede as survivors bind together to create new societies. And of course forgetting that they were almost wiped out, begin the time honoured tradition of competing with each other for dominance.
These are the three I've put thought into so far, I'll probably post a thread over at the Post-Apocalyptic Wargames Forum (check 'em out) to brainstorm more.
|Ha! No but seriously, G.R.R.M's lawyers would metaphorically eat us. Then G.R.R.M. would actually eat us...|
In both these cases, it should be remembered that ATR is designed to be a post apocalyptic ruleset. Thus machine factions and alien armies are better dealt with in this light. For machine factions, perhaps view as just yet another powerful group in the wasteland, like the various robotic factions of Darwin's World. For aliens, consider a scenario more like Armageddon Empires. Earth there was fairly ancillary, merely a planet caught in the crossfire of an interplanetary war. Once the front moved on, the stragglers and deserters of the two alien empires were no more impressive than the angry humans set on reclaiming their planet.
Hopefully, this has given you an overview on how you will be able to inform your games of All That Remains through your world building. In my next post I'll talk about the variable technology level and the plug and play elements.