The madness continues. Today’s installment covers converting characters from Star Frontiers into models for Mutants and Death Ray Guns, and vice versa. I give you Dralasites and Death Ray Guns:
There is a ton of great Star Frontiers info here.
And Fight On! magazine published (in issue #11) a cool little article translating dralasites into 3d6-in-order D&D. It’s “Ducks, Dragonewts, & Draala” by Jason Vasché & Cal. You can find it here.
Time to dust off those Vrusk and Yazirian figs you’ve got squirreled away.
My mission to stat everything on my shelf for everything on my shelf continues:
It also contributes to this post about Zhodani Commandos.
These two are a little too good together. I say that because they’re practically the same film.
They’re close to the same length.
Their palettes are similar.
Both were released by New World Pictures. Warlords was filmed in New Zealand. Def-Con was filmed in Nova Scotia. ‘Nuff said.
They both have a similar “rules have changed” line delivered by a criminal pseudo-soldier to a captive woman.
The images on both of the above posters are only vaguely relevant to the content of the films they advertise. For example, there are no androids in Warlords and there are no skeletal astronauts in Def-Con. Would there were in both cases!
Don’t get me wrong though. If you’re up for a double-shot of early ’80s (Warlords is ’82, Def-Con is ’85) high-Cold War post-apoc despotic barbarism, then queue ’em up.
In Goodman Games’ upcoming piece of wonder and glory — Mutant Crawl Classics — you play, that’s right, wasteland wanderers!
So, informed by the article “Zhodani Military Organization” (JTAS 11, pg. 26), I did this:
That’s 575 points in Mutants and Death Ray Guns.
I pulled their names from here.
I pared back the guys listed above. Going full bore puts them over 700 points. I wanted to give them all of the following:
Combat: 3 (given they’re special operations forces) [See Consular Guard here.];
Teleport [from Song of Gold and Darkness];
Battle Dress (Powered Armour and Danger Sense) [Traveller Book 1, pg. 42];
PGMP-13 (see stats below) [Traveller Book 4, pg. 37];
Grav Belt (Flying) [Traveller Book 3, pg. 23]; and
Psi-Double Autoinjector (Drug: Psionicilline) [Traveller Book 3, pg. 45].
I’d also like to add the other half of the Group, led by Assisstant Group Leader Baronet Detspreflatl (as a Q: 3+, C: 4 Champion, pulling the Combat bonus off the Baron above). Hm, I might have to get two or three handfuls of these figs.
And here’s that PGMP I was talking about:
PGMP-13 Range: Long Combat: User’s +3 Multiple: Yes Cost: 13 pts
Weapon notes: The PGMP-13 can only be fired while wearing Battle Dress (Powered Armour). A model so equipped cannot fire after moving during its Activation, but it can fire and then move.
OK, I think I’ve got those Corsairs out of my system. For now.
That’s right. Beam this up Scotty!
Been thinking about why I love these guys (scroll down, you’ll see ’em) so much:
And I finally figured it out.
I’ve spent so much time (so much time) over the years (years!) pining away for a high-quality set of bona fide 28mm Traveller Zhodani commandos in combat armour (Seriously, I even emailed Far Future about licensing them.) that these figs slipped through my sensor grid. For a few hours. Then it hit me.
They’re perfect for Zhodani commandos in battle dress.
I guess those aren’t Laser Rifles after all; I’ll have to stat me up some PGMPs.
Thank you Reaper.
So, for the two or three of you on Earth, and the dozens cloaked in orbit (You know who you are.) who don’t know Reaper just launched their Bones III KS, they did. Go. Here. NOW! Bask in the rad-powered glow.
The awesome $10 Add-on at the $340K mark, somewhere around an hour-and-a-half in (crazy right?), was these guys:
That was about an hour-and-a-half ago.
They’re so damn cool — though I’ll clip off those bayonets — I statted them for Mutants and Death Ray Guns.
That’s 450 points of badass.
There seems …
to be …
a pattern here.
[The above awesome brought to you by Nextwave (top), The Simpsons (middle) and Space Riders (bottom).]
The Mind Menace for Mutants and Death Ray Guns:
Now Thundarr too must learn!
The Mind Menace for The Savage Afterworld’s World of Thundarr (scroll down a bit; the download link is on the right hand side):
10th Level Sorcerer
STR: 10 — INT: 15
DEX: 10 — WIL: 20
CON: 15 — CHA: 10
HPs: 50 — AC: 5
Mutations: Energy Retaining Cell Structure
Spells: 1st Lvl x 3; 2nd Lvl x 3; 3rd Lvl x 3; 4th Lvl x 3; 5th Lvl x 2
After teleporting back from orbit — Wherever that is! — Mindok reinstalled his disembodied brain back into his hover-helm. He doesn’t bother with the purple robe anymore since the cat’s out of the bag concerning him being nothing but a glowing green brain. He’s made some modifications to the hover-helm and suped-up his tracked, submersible war machine. As soon as he recruits a new general to lead his minions in battle he’ll set about seeking revenge on Thundarr & Co. for thwarting his plans of conquest.
[N.B.: Once it comes out — later this year apparently — I’ll be rewriting Mindok for Dungeon and Mutant Crawl Classics. I’ve got big plans for my boy here. Big plans!]