Showing posts with label Foundry Figures. Show all posts
Showing posts with label Foundry Figures. Show all posts

Tuesday, 16 April 2019

Wargames Foundry Victorian Ladies

I recently bought a blister pack of five 28mm scale Victorian Ladies from Wargames Foundry for two reasons. First the Victorian period coincides with the height of the Wild West period (1870-1885) so I can use them as townsfolk. Secondly, there was one figure that I wanted to use as the half-ghost, Emeline Holt, from Ghostbreakers:Spirits of Manhattan. You'll be able to see her on my WOIN blog very soon.
I have yet to name any of these figures. At the far left is a lady in green who is holding a rolled up poster or news sheet in her left hand. The lady in the lemon dress is one of two holding a fan.
The lady in the pink dress is the second lady holding a fan. Finally is the lady in the dark red dress.
These are really well sculpted and I'm pleased to add them to my Wild West collection as female figures are vastly outnumbered by male figures.

Tuesday, 4 September 2018

Strontium Dog - Durham Red & Middenface McNulty

Two of Johnny Alpha's closest Strontium Dog allies are Durham Red and Middenface McNulty and I'm showcasing both in this post. Durham Red is a mutant with a vampiric appearance who has collected many bounties, occasionally teaming up with Johnny Alpha or other Search/Destroy agents to complete a mission. She has spent time as partner to Frinton Fuzz and has seen action alongside Middenface McNulty and others. Her mutation is purely cosmetic, she possesses none of the mythical powers of the vampire or their disadvantages (an aversion to garlic, holy symbols or sunlight). Even so, she is still drawn to blood, though whether this is a physiological or psychological predilection is unknown. Her mutant powers include bloodlust, long lifespan, regenerative powers, super agility, super strength and superhuman senses.
I have two versions of Durham Red. The one at the far left was produced by Wargames Foundry and whilst it is both an excellent likeness of her and well sculpted,  I am not a big fan of crouching or kneeling figures. I'd have liked her a lot better if she was standing up, like the newly produced version by Warlord Games. This is an excellent sculpt and my favourite figure out of the new range of Strontium Dog 30mm scale figures. I've mentioned this before, but Durham Red is my favourite character from the 2000AD comic. There's just something about sexy-looking female vampires that I love.
Moving on, Archibald "Middenface" McNulty came to prominence as leader of the Tartan Terrors during the Mutie Uprising during the Second Mutant War in New Britain. He became a staunch ally of Johnny Alpha during that time and took part in some of the most important battles of the war, rising to the position of general. He is fiercely loyal to Johnny Alpha, and on finding out that Johnny was being kept trapped in a death-like coma by the alien Stone Wizards, McNulty offered up his own life to save his friend, though the sacrifice proved unnecessary when the Stone Wizards freed Johnny and let Middenface go.
Though experienced with a variety of weapons, McNulty prefers to fight up close and personal, favouring his fists and his hard, lumpy head. Infamous for his fondness of drink, Middenface is not always in control of his temper. Foes quail at his fearsome war cry, "Gi 'em laldy!"
Once again, I have two versions of Middenface by Warlord Games and Wargames Foundry. The smaller version, second from the right is the brand new Warlord Games version and yet again, I prefer it to the Wargames Foundry figure. The Foundry version is much taller but is more statically posed. There is nothing wrong with the sculpting of the figure, I just happen to prefer the smaller, more dynamically posed version.
The new Warlord Games versions of Durham Red and Middenface McNulty are available as part of a boxed set of five SD Agents priced at £20.00. The other figures in the box are Blubberlips, Kid Knee and Maeve the Many-Armed, who I'll be reviewing very soon.

Sunday, 26 August 2018

Strontium Dog Scenario 01 - Introduction part 1

I've been promising you a Strontium Dog batrep for a while now and here it is. Because this is my first such batrep it is going to be very rules heavy as I explain everything that is going on. Future batreps will be much shorter and less wordy. Strontium Dog mainly uses special designed six-sided combat dice with Hit symbols (explosions) on three faces, Armour symbols (shields) on two faces and a Special symbol (2000AD logo) on one side. Occasionally, normal d6s are used. Models have six statistics - Move (the distance they can move in inches with one action), Shoot (the number of dice they roll when using a ranged weapon), Fight (the number of dice they roll when in close combat), Evade (the number of dice they roll to dodge an incoming attack), Resist (the number of dice they roll to stop or reduce the damage of an attack) and Cool (which determines how many actions the model can take in a turn or how well the model can avoid getting hit, injured, pinned or stunned). At times a model will have to take a stat test (for example an Evade test to dodge an attack) and if so the player rolls one dice per point of that stat the model has at the time. Unless otherwise stated, a stat test needs a Special result to succeed, in other words, at least one roll that shows the 2000AD logo.
Models can take two actions per turn, either two single actions or one double action. Single actions are Move, Snap Shot, Throw, Fight or Shake It Off. Double actions are Aimed Fire, Sprint, Charge, Jump/Climb, Set Overwatch or Hunker Down.
THE SET UP
The set up sequence has ten parts and I'll go through each one in turn.
1. Choose Leaders
I chose Johnny Alpha to lead Team Alpha who'd use the red tokens against Stix Brother #1 to lead the Stix Brothers and they'd use the black tokens. Leaders have to have a Cool stat of 4 or better. Johnny is Cool 5 and Stix is Cool 4.
2. Draw Armoury Cards
Each side draws six Armoury cards at random and may keep three of them. Johnny has a special skill called Well Equipped, which allows him to retain one extra card. The four cards that Johnny kept were Electronux, Medipack, No.3 Cartridge and No.4 Cartridge. The three cards that Stix #1 kept were Beam Polariser, Frag Bomb and Gas Bomb.
3. Determine Protagonists
To determine which side is the protagonist for the coming side both leaders roll 1d6 and the highest wins. The loser becomes the defender. Ties are re-rolled. I rolled 5 for Johnny and 2 for Stix, so Team Alpha would be the protagonists.
4. Generate Job
To determine what the protagonist wanted to achieve I rolled 1d6 twice on the Job Table on p.80 and got Gunfight followed by Takedown. Both sides would have 100,000 creds Collateral to spend if they wanted. No special rules applied. The game would end when 50% (or more) of a sides named models were down. All models taken down would be worth their bounty value to the other side.
5. Recruit Band
I decided to go with the recommended rule of having both sides with a limit of 50 Notoriety. Johnny has a Notoriety of 22. He chose Wulf Sternhammer with a Notoriety of 15 and Durham Red with a Notoriety of 13, bringing him up to 50 exactly. Stix Brother #1 has a Notoriety of 10, so he simply chose four more Stix Brothers to bring his total up to 50.
6. Roll For Encounter
Once the players know what job is being undertaken, it is time to work out how the two sides meet. The defender rolls 1d6 on the Encounter Table on p.81 and cross references it with the protagonist's job to determine the encounter. For the most part, the encounter defines how the models are placed on the table at the start of the game, but also details what extra resources that might be at hand, and particular tricks or strategies one side or the other can employ to gain the upper hand. The encounter I rolled for was Face Off - exchanging threats and insults, the two bands closed on each other determined to be the only ones to walk away.
Starting with their leaders, the two sides took turns deploying a model at least 9" away from the centre line running from the short side of the board to the other short side. The defender went first. The board I played on measured 36" by 24", which is smaller than the recommended 36" by 36" but it didn't make any difference to the outcome. Besides which, 3 feet square is just a recommendation and isn't mandatory. The terrain on the board consists of four of my Battle Systems Shanty Town buildings, one and a half Shanty Town gaming mats, three rock towers that I purchased from Warlord Games but I forget who actually produced them. The cacti, small lake and wrecked car are all from Wargames Terrain Workshop. The centre of the car denotes the centre of the gaming board.
Here are Durham Red, Johnny Alpha and Wulf Sternhammer lined up next to one of the three rock towers.
The Stix Brothers lined up in the main street of the settlement. I identified them as Stix Brothers #1, #2, #3, #4 and #5 from left to right. Neither side gained any extra Collateral for this encounter and no special rules applied. However, each side got a Chicanery tactic to play immediately after deployment and I'll go through them below. For Team Alpha it was Sneak and for the Stix Brothers it was Expecting Trouble.
7. Draw Chicanery Cards
Players are each dealt three Chicanery cards. These cards can be used as explained in their individual rules, or cards may be expended at other times for certain bonuses. The cards drawn for Team Alpha were Raargh!, Red Sneak Attack and Wrong-Footed. The cards drawn for the Stix Brothers were Adrenaline Surge, Firing Line and Stone Cold. The photo above shows part of the area of my dining room table in front of my gaming board. From left to right are my A4 note book (I took 8 pages of notes for this batrep!), the stat cards for Team Alpha, their 4 Armoury cards and their 3 Chicanery cards
Here's the other side of my dining room table. In the top left is a box containing all the black and red tokens needed for the game. In front of that is my personalised Vampifan Nerd Herd dice bag, a gift from Andy of Da Gobbo's Grotto fame (thanks, Andy!). It'll be used for placing the Action chips in so that I can draw them out without knowing which one I'll be drawing. Next in line is my extendable tape measure; every gamer should have one. The tokens numbered 1 to 5 are there to show which Stix Brother has activated in the turn. To the right of them is the Stix Brother stat card (only one because they're all identical). Below it are their 3 Armoury cards and 3 Chicanery cards and finally, at the far right is the rulebook.
8. Spend Collateral
Now that the players know about the coming fight, they may then spend Collateral to hire more models, giving them additional gear and other expenditures as described in the Collateral rules on p.79. and also in the relevant parts of the encounter description. The defending player spends any Collateral first, it being assumed that the protagonist will have done some basic scouting on the enemy before launching an attack. I wanted to keep things simple so neither side spent any Collateral.
9. Deploy Models
Scenery and models are placed on the tabletop as described in the encounter description. 
Before the game could start properly, both sides had a Chicanery tactic to play. For Team Alpha that was Sneak, which allowed them to move up to three models 1d6" closer, rolling for each model separately. Durham moved off to her right 4"; whilst Johnny moved forward and to his left 5", closely followed by Wulf who moved 4". Those were three good rolls.
The Chicanery tactic for the Stix Brothers was Expecting Trouble, which allowed them to activate one model for free, who could take two single actions or one double action before any Action chips were drawn. Stix Brother #3 moved his full 5" forward for his first single action.
Then he fired a Snap Shot at long range with his Custom Hand Blaster at Durham Red. She was 14" away from him and in the open. Long range for Hand Blasters is between 8" and 16" in this game. No modifiers applied to his Shoot stat of 3 so he rolled 3 combat dice looking for Hits. He scored 1 Hit. Durham got the chance to dodge it by rolling 3 combat dice for her Evade stat of 3, looking for any Special results. She succeeded with 1 Special result and negated the attack.
In addition, she had the option of moving 3" in any direction and could change her facing. She moved to cover beside the rock tower. Durham has the Gunfighter skill, which allows her to get a return Snap Shot off at the attacker providing that she not be Pinned (either already or by the incoming attack), have the attacker in her Front Fire arc and have a ranged weapon which can be used for a Snap Shot. She met all three criteria so she Snap Fired back with her twin Custom Hand Blasters. She gained a +1 bonus to her Shoot stat of 3 because she was firing two pistols at once.
Looking for Hits on the 4 combat dice she rolled, incredibly she managed to score 4 Hits. This equalled the Stix Brother's Cool stat, so he was automatically Pinned. He attempted to dodge the attack but only having an Evade stat of 1, he failed to get a Special result on the combat die. Next, Durham rolled 4 combat dice for the Power of her pistols to see how much damage she could do. Once again looking for Hits, she scored 3 of them. Stix Brother #3 had the chance to reduce their effectiveness by rolling combat dice equal to his Resist stat of 4. He gained  a +1 bonus, taking it up to 5 because Durham fired two pistols at once - a case of quantity over quality. Looking for Armour results he only scored 1, so Durham's damage score of 3 was reduced to 2. A result of 2 on the Injury Chart meant that he was seriously injured and he took two Injury markers. For the rest of the game, all of his stats would by reduced by one per Injury marker he sustained. Note that Injury markers can be removed by a Medipack or by taking the Hunker Down double action.
10. Start Playing
Count up the number of Action chips for each side and place them in a bag. The game turn starts by drawing Action chips, one at a time, from a bag. When a player gains an Action chip, they choose a model to activate and take actions with it, either two single actions or one double action. A player can select any one of their models on the table top who hasn't activated yet to use their Action chip. Leave their Action chip beside the model (I placed them on their character cards for Team Alpha or by the five numbered tokens for the Stix Brothers) after it has completed its actions to show it has activated this turn and can't activate again. When a Star chip is drawn (Star chips are used by models with a Cool stat of 4+, which was everyone in this scenario) there is a chance that it isn't left on the table top afterwards and instead gets returned to the bag. This leaves the model free to act again later in the turn and means that a Star chip is in the bag ready to come out again later in the turn. Star chips are good!
Once the chosen model has completed its activation from a Star chip, take a Cool test for the model by rolling one combat dice for each point of Cool the model has currently. If any of the dice roll a Special result, the Star chip is returned to the bag and the model may activate again later in the turn with another Action chip (an ordinary one or a Star chip). Theoretically a model could keep being activated indefinitely but even models with Cool 5 will eventually fail. Note that Star chips do not have to be used on models with a Cool of 4 or greater when they are drawn. This represents the leadership and confidence (or fear) by having a hardened bounty hunter or outlaw on the model's team. Clearly the chance of a model with a lower Cool passing the test to return the Star chip to the bag is lower, but it can happen.
Failing the Cool test to return a Star chip to the bag comes at a price, however. Not only is the Star chip left in place to indicate that the model cannot activate again this turn, but it also gains a Pinned marker to indicate its overextended and somewhat precarious status. When a model with a Pinned marker activates, roll a number of combat dice equal to the model's Cool stat to remove the Pinned marker. Any Special results rolled removes the Pinned marker with no further effect and is classed as a free action. If the roll is unsuccessful, the activating model must use a single Shake It Off action to remove the marker before doing anything else.
I placed three red Star chips for Team Alpha and five black Star chips for the Stix Brothers into my Nerd Herd bag. Turn 1 could now begin.

The game only lasted one turn but seeing as it was such a long turn I'll cover it in its entirety in my next post in a few days time. Don't miss it!

Tuesday, 21 August 2018

Strontium Dog - Assorted Humans and Mutants 01

I finish my look at the new wave 1 figures for Warlord Games' Strontium Dog skirmish game as well as a few other figures that can be used in the game.
These three figures are sold as Goons by Warlord Games. Goons are classed as Minor Characters, basically unnamed mooks. Leaders can spend Collateral to call upon their allies for extra models during the Set Up at a cost of 50,000 Credits per roll on the tables. Goons are found on the Outlaws table - the scourge of honest folk, businesses, travellers and their fellow sentient beings wherever they crop up.
At the far left is a Goon armed with twin basic hand blasters. His colleague in the centre wields a single basic hand blaster. At the far right, this Goon is armed with a basic blaster rifle. These three figures are sold as a blister pack with no extras for just £8.00. As generic Goons, I do like them. Indeed, I could find a use for them in most sci-fi games, especially Judge Dredd or N.E.W.
Next up are a pair of Strontium Dogs who were produced by Wargames Foundry - Evans the Fist and the Torso from Tyneside. Both took a major part in the Mutant Uprising against the government in 2167 and were given the ranks of general. They are both allies of Johnny Alpha. Evans the Fist has an abnormally large and strong right arm which gives him a +1 to his Fight stat but -1 to his Shoot stat. Torso's mutation is no head - his facial features are located on his chest and he only has one eye. This gives him a +1 to his Resist stat but he is limited to a Front Facing fire arc due to his limited vision arc. Note that neither of these characters are listed in the Strontium Dog rulebook, but it is an easy matter to work out their stats. I'd class them as Minor Characters.
Second from the right is a Kreeler, a soldier and follower of Nelson Bunker Kreelman, the father of Johnny Alpha and a bigoted politician who drafted the anti-mutant laws and gained power on the back of bigotry. As a generic NPC he'd be classed as an Ally from the Military. He is armed with a basic stormer. This figure was produced by Wargames Foundry and is now out of production.
Finally is a mutant trader called Tombstone Toothbrush. He was a very minor character in the 2000AD comic. I forget which story he appeared in (it wasn't Strontium Dog) but I do remember he was drawn by Kevin O'Neill, so he may have appeared in a Nemesis the Warlock story. His mutations are purely cosmetic in game terms - an oversized head and three fingers per hand. I sculpted him in the 1990's. Note his trademark toothbrush stuck in the side of his hat.

Monday, 13 August 2018

Strontium Dog - Max Bubba and his Gang

Max Bubba was an outlaw who eluded capture by taking over a time portal and escaping to Norway in 793AD. There he hatched a mad plan to eliminate the Vikings as well as humanity in revenge for its treatment of mutants. He was thwarted by Johnny Alpha, who had been sent into the timeslip and made an alliance with a Viking known as Wulf Sternhammer. Bubba waited many years until Johnny and Wulf retired. He tracked them down to their humble shack and ambushed them. His men pinned out the Strontium Dogs to die from exposure, but was forced to gun down Wulf when he tore free of his bonds. Alpha faked his own death and, driven by vengeance, hunted down and executed Bubba and his four henchmen.
Warlord Games released figures of Max Bubba and his gang as part of The Good, The Bad and The Mutie starter boxed set and here they are -
I have two versions of Max Bubba. The one at the far left was produced by Wargames Foundry and as you can see, he's a good bit taller than the Warlord Games version standing next to him. Of the two, I prefer the Warlord Games version, mainly because his facial features are more indistinct and almost blurred, which closely matches the artwork of Max. Max's face looks like he's wearing a stocking over his head. Also, I like his Blazooga he's carrying.
The blue skinned mutant is Brute Mosely, whose mutations are his bestial-like head and blue skin. He is a minor character, as are the next three henchmen.
Third from the right is Impetigo Jones whose skin is badly diseased. He wears bandages covering most of his face to hide his deformity.
Second from the right is the mutant known only as Skull. He has skeletal-like features, which offer no advantages or disadvantages in game.
Finally, is Low-Down O'Phee, whose torso is much reduced in size, even though the rest of his body is perfectly proportioned.
The Warlord Games figures of Max and Brute came with separate arms and weapons, but the other figures are all one-piece castings. I like these figures a lot and rather conveniently they have a Notoriety rating of 40, the same as the combined total of Johnny, Wulf and Gronk. The Good, The Bad and The Mutie set features a scenario booklet that pits these two sides against one another in three different encounters. I'll certainly be giving them a try out.

Thursday, 9 August 2018

Strontium Dog - Wulf Sternhammer & Gronk

Johnny Alpha's partner for much of his career, Wulf Sternhammer was a Viking warrior brought to the future during one of Johnny's forays through time to hunt down the outlaw, Max Bubba. Wulf's loyalty to Johnny was unshakeable, as was his fondness for cracking skulls with his favourite weapon - a huge hammer he called "der Happy Stick." Here, I present three versions of Wulf, made by various companies.
At the far left is the Wargames Foundry version of Wulf. This is a cracking good sculpt of Wulf and he is dynamically sculpted in an advancing pose as he swings his hammer. When I reviewed the Stix Brothers and Johnny Alpha in my two previous posts I stated that the Wargames Foundry versions of them were my favourite sculpts of those characters. In this case, whilst I do like this sculpt a lot, I actually prefer the figure in the centre of the group, who was produced for the Indyclix game. It does same that both figures were sculpted by the same person, Shane Hoyle. What I particularly like about this figure is the way his face has been sculpted. His stern expression is beautifully realised.
At the far right is the official Wulf figure produced for Warlord Games' Strontium Dog game. Reading comments about this particular figure there has been a lot of negativity regarding the sculpting of him. The posing of his right arm is what displeases most critics, and having seen the figure in the flesh, I have to agree. The way the arm is attached to the body looks wrong. It is such a shame because the rest of him is nicely sculpted, although his hammer is a lot smaller than the Foundry and Indyclix versions. I doubt very much if I'll be using this particular figure in any of my games. He really sucks!
Occasional companion to Johnny and Wulf was the strange alien known as the Gronk. Though prone to fear-induced but non-fatal heart attacks, the meek Gronk nevertheless proved a useful ally. Able to digest metal and lick his way through steel bars, he rescued Johnny and Wulf from tight spots on occasion, but it was his medical skills that saw him become a useful member of Alpha's band of allies.
At the far left is the Wargames Foundry version of the Gronk. He is a lot larger than the Warlord Games version and so I've named him Big Gronk - a relative of my other Gronk. Warlord Games produce two versions of the Gronk, one on foot and one on the back of a skimmer. The one on foot, carrying his medical bag, is my favourite version. The size looks right and having him with his medical bag is an excellent choice. The Gronk is next to useless in combat but his medical skills makes him worthy of inclusion in a game. At the far right is Wulf and Gronk riding on a skimmer. Rather nicely, the Gronk is leaning to one side to see past Wulf. He doesn't look very happy! This skimmer is much longer than the single-seater version that Johnny rides. It is primarily a resin sculpt with a few metal parts - Wulf's upper body, his arms and handlebars and the Gronk's upper body.

Monday, 6 August 2018

Strontium Dog - Johnny Alpha

The Strontium Dogs storyline focuses on Johnny Alpha, whose mutated eyes allow him to see through walls and read minds. He is responsible for such legendary achievements as destroying the Wolrog homeworld, leading the mutant uprising on Earth, and bringing Adolf Hitler to the future to face trial. His legendary career and his assistance to mutants in trouble - such as donating a large sum of money to the Milton Keynes ghetto in "Mutie's Luck" - have made him an icon to Earth's mutants. He is a highly skilled and dangerous fighter.
A dogged bounty hunter, Johnny never gives up in the pursuit of his quarry. While he does work for money, he possesses a conscience and will often take a job, forego payment or sometimes drop a job entirely: in "The Doc Quince Case", he immediately relented and rescued a man he'd hunted down, and in "The Slavers of Drule" he took an assignment to track down a group of slavers because he felt it was the right thing to do. He also can be extremely vengeful when angered, as shown by his actions towards Nelson Kreelman and Max Bubba.
He is the son of Nelson Bunker Kreelman, a bigoted politician who drafted the anti-mutant laws and gained power on the back of bigotry. Despised, abused and hidden away by his father, Johnny escaped at a young age and joined the Mutant Army, becoming one of its key leaders by age 17 and playing a major part in the mutant uprising of 2167. He never revealed the identity of his father, changing his name from Kreelman to Alpha.
In this post I'm taking a look at the six different figures I have of Johnny, produced by various companies.
Starting at the left are two versions of Johnny produced by Wargames Foundry. The figure at the far left was one of the the first figures that Foundry made based on characters from the 2000AD comic, and he is my favourite version of Johnny. The figure second from the left is too tall, too static and the face is off. He's my least favourite version of Johnny. Crouching down is the Indyclix version of Johnny. He is the most chunky of the figures but he is nicely posed and sculpted. I prefer standing figures to crouching or kneeling figures so it is unlikely I'll use this figure very often.
The other three figures were all produced by Warlord Games specifically for their Strontium Dog skirmish game. I do like the version of Johnny holding his pair of pistols a lot, and he's my second favourite sculpt. You'll notice that the Warlord Games figures are slightly smaller in size to the others and are more realistically proportioned. Moving on, is a special edition figure of Johnny with his Electronux and rather unusually, without his helmet. This figure can only be acquired if you buy the Strontium Dog rulebook (priced at £20) or the Strontium Dog Collection 1 bundle for £120. I do like this figure. Finally, is Johnny riding a skimmer (also known as a hover sled or hov-bike). His face is obscured by a pair of goggles and a scarf covering his mouth and nose. This is a wonderful figure made of resin with a few metal parts (upper body and handlebars). I like the dust cloud effect, showing it is moving at speed. I might not use this figure very often but I'm happy to have it in my collection.
Do I really need six versions of Johnny Alpha? Of course not! But I'm such a 2000AD fanboy that I had to have them all, and it's not as if they were all released at the same time. When I use Johnny in a game I'll most likely mix up which figure to take depending upon circumstances but for the most part it'll be a toss up between the original Foundry figure or the two-guns Warlord Games figure.

Thursday, 2 August 2018

Strontium Dog - the Stix Brothers

With Warlord Games having just released the new Strontium Dog sci-fi skirmish game last month, I plan on showing you my collection of figures for this game. Obviously, most of them will be the new figures produced by Warlord Games but two other companies made Strontium Dog figures as well and they were the Heroclix Indyclix offshoot and Wargames Foundry. This post will show figures from all three companies so you can compare how they match up. You'd probably expect me to start off with a look at the Johnny Alpha figures. After all, he is the main hero of the Strontium Dog stories but I haven't quite finished painting Johnny on his Gravbike. Instead, I'm showcasing the infamous Stix Brothers - a family of mutant Search/Destroy Agents who were more of a hindrance than a help to Johnny, even though they were all Strontium Dogs, the derogatory term given to all Search/Destroy Agents by pure-strain humans. Bounty hunting was one of the few jobs that were open to mutant-kind following a devastating nuclear war that mutated many humans, thus rendering them as second class citizens, pitied by some but hated by many.
At the far left are a pair of Stix brothers produced by Wargames Foundry. They have quite a chunky feel to them and are about 35mm tall. I really like them, mainly because of their facial expressions which capture the comic book look of them perfectly. Next in line is the one and only Indyclix sculpt of a Stix Brother, and he is such a close match to the two Foundry figures that I suspect the same person might have sculpted all three.
Then we come to the three newest Stix Brothers, who are sold as a set of three by Warlord Games. These are slightly smaller than the other three - about 32mm tall, and are more realistically proportioned. I did find that their facial features were not as well defined as the previous three but other than that I can't really criticise them. Their poses are very static but that kind of reflects their nature. Indeed, in the Strontium Dog rulebook, one of their skills is Purposeful - they cannot choose Charge or Sprint double actions.
For those of you unfamiliar with the Stix Brothers, you may be wondering how many of them are there? The answer is, no one knows. The info given in the rulebook about them reads thus - The Stix Brothers come from an unknown number of apparently identical mutants, all of whom are contracted to the Search/Destroy agency. They are, on the whole, utterly mercenary and without scruples - ice-hearted killers who affect the look of gunfighters from the Old West, with an unflinching and laconic demeanour to match. Nobody is sure how many Stixes there are. There seem to be an endless supply to take up the family feud and cause trouble across the galaxy. On the planet Freedonia there is a town called Stixville full of Stixes, including Stix women and children.
So, if I wanted to, I could field all six of these figures on a side in the Strontium Dog game. In my upcoming batrep I plan on fielding five of them against Johnny Alpha, Wulf Sternhammer and Durham Red. It should be fun!
The Stix Brothers boxed set of three figures, 1 character card (they all have identical stats so you only need one card for them, irrespective of how many you plan on using), 2 Armoury cards (Frag Bomb and Gas Bomb) and 1 Chicanery card (Stone Cold) are available for the price of £15.00 from the Warlord Games webstore.

Wednesday, 10 January 2018

Hondo City Judges 01

Up until now I have only showed you the Judges from Mega City One. Every large nation on Earth has their own forces of Judges and I do own a lot of them. My two largest forces after the MC1 Judges are those belonging to the East Meg and Brit City. They will be appearing in future posts as I still haven't finished painting all of them. However, I can show you my fourth largest judicial force and they are the Judges of Hondo City. Covering most of Japan, Hondo City is one of the most technologically advanced Mega-Cities on the planet, and it has Judges to match. Constantly battling corruption from within from Yakuza infiltrators, Hondo City Judges are exceptional law-keepers.
I start with two versions of Judge Inspector Aiko Inaba. The one at the far left was produced by Wargames Foundry and the one next to her, by Warlord Games. A female Judge from a city that ignores women, Aiko Inaba has proved herself the equal of any other in Hondo City. Recently accepted into the ranks as Judge-Inspector, Inaba has already hit the Yakuza crime syndicates hard, and has travelled to Mega City One to hunt down international contacts. She has worked with Judge Dredd both at home and abroad. In the Judge Dredd Miniatures Game she is a Level:4 Infantry Hero with the following Talents - Academy Star, Agile, Black Belt Martial Artist, Head-breaking, Martial Artist, Parry and Skilled and Deadly. Note that Hondo City Judges get the Martial Artist and Skilled and Deadly Talents for free. The Foundry version of her is armed with a Katana and a Tendo Stave, which resembles Nunchakus, whilst the Warlord Games version is armed with a Laser-Shuriken Launcher and a Tendo stave. She costs 260 Credits to hire.
At the right are two standard Hondo City Judges, both produced by Warlord Games. The one at the far right has been converted as I gently twisted his arms at the elbows into new positions. They are armed with a Laser-Shuriken Launcher and Tendo Stave. The Laser-Shuriken Launcher is a nasty weapon with the following stats - Range 12", Shooting Dice 3D, Damage 1, AP-5 and the Blast Special Rule. These are Level:1 Infantry Heroes and they cost 175 Credits to hire.
Unfortunately none of these figures are available for sale as they are all out of production. I do hope the Warlord Games versions reappear when they relaunch their 2000 AD figures range.

Saturday, 6 January 2018

MC1 Assorted Judges 01

It has been a while since I posted anything for the Judge Dredd Miniatures Game but that does not mean I have forgotten about it. A new batrep will be coming soon as I continue my campaign. I'm looking forward to using my new Battle Systems Sci-fi Terrain sets to recreate parts of Mega City One. In addition, I have been collecting some new figures for the game and painting more of my current collection of figures. In this post I want to showcase an assortment of MC1 Judges that I have acquired this past year. What they all have in common is that they are limited edition figures and I feel very lucky to own them all.
At the far left is Judge Harry Heston, an ape Judge who was part of an experiment wherein the Justice Department was looking for more diversity with its Street Judges. The project was short-lived and never really took off. Heston is an intelligent gorilla who only appeared very briefly in the comic series. The figure is a very limited edition casting sculpted by Dave Stone of Wargames Terrain Workshop. Dave very kindly gifted me this figure. The figure came with a choice of two right hands - one holding a Lawgiver Mk.2 Pistol, and the other a long Day-stick. I opted for the Lawgiver because he can do more damage with that than a Day-stick. I have to say, this is one of Dave's finest sculpts.
Next in line is Judge Dredd 04 by Wargames Foundry. Yes, this is the fourth version of Dredd that they made, and whilst not the best, he's not the worst either. Just before Foundry ceased production of their entire range of 2000AD figures they added a couple of new figures to the range. This version of Dredd was one of them and a rather spiffy Don Uggie Apelino was the other. I bought them both a couple of days before their sale ended, thus giving me their complete range of 2000AD figures. I will be using this figure as a generic Street Judge in my JDMG campaign. Note that he is armed with the Mk.1 Lawgiver Pistol. He is a good sculpt but his shoulder pads are far too big! Compare them to the next two figures who are more accurately portrayed.
The Judge with the Scattergun was produced by Warlord Games, available only if you bought the JDMG rulebook and Blood on the Streets supplement together. Also in this deal was a limited edition female ganger. When this offer was made I already had both books, so I figured I'd never get either figure. But, fortunately for me, the two figures came up for sale on eBay and I successfully bid for them. I can't tell you how delighted I was to scoop them. It is nice to have a Street Judge armed with something different to a Lawgiver Pistol, although he still has his Lawgiver in his boot holster.
Last in line is another rare figure. This one was produced by Mantic Games as a Kickstarter exclusive referee for their Dreadball game. Once again, I acquired mine from eBay but this time with the "Buy Now" option. He only cost me £3.50, which was an absolute bargain. Because he is so small and slim I have converted him into a Rookie Judge. He is, in fact, my only Rookie Judge. You can identify a Rookie Judge by his chest badge, which is cut in half down the middle. Oddly enough, in JDMG, the stats for a Cadet Judge and a Rookie Judge are identical. Whilst Warlord Games did produce figures for Cadet Judges they ignored Rookie Judges. I simply took a craft knife to the chest badge of this figure and cut it in half to convert the figure into a proper Rookie Judge.
All in all, these are great additions to my growing force of Mega City One Judges.

Wednesday, 20 December 2017

Foundry Zombie Gunfighters

This post concludes my reviews of the 28mm scale Weird West zombies I painted last month. This time the spotlight falls on seven zombie gunfighters produced by Wargames Foundry as part of their Old West range. I must admit that I bought this set many years ago but never got round to painting them, which, for me, is a shameful admission. The "kick up the pants" I needed came when I saw Simon/BlaxKleric painting his set of them as part of his Zomtober project a couple of months ago. Seeing his work spurred me on to painting my set and here they are. Simon, many thanks, mate!
At the far left, this zombie gunfighter has a nasty wound in his left arm and most of the flesh has been stripped from his lower left leg although his foot is intact. As Simon pointed out, he does sport a very impressive moustache!
Simon mentioned in his post that the next zombie in line bears a striking resemblance to "Wild Bill" Hickock and he's right. We have both painted him in identical colours but Simon's looks wetter than mine, due to his insistence on gloss varnishing his figures. No comment! "Wild Bill" appears to have been bitten in the left cheek and left elbow and he has a massive gunshot wound in his back.
Moving on, we have a one-armed cowboy. His arm wound is particularly impressive. A piece of bone protrudes from the flesh of his upper arm. He has also had a lump of flesh chewed from his right cheek. Note the hole in his hat from front to back, showing he had a lucky escape from someone's gunshot!
At the far left is a zombie gunfighter in a similar pose to the one at the far left. He, too, has suffered a serious left arm wound.
The figure at the far left is not listed or shown on Foundry's webstore but I received him anyway, and so did Simon. If he is a freebie, he is very welcome. He has been badly wounded in both arms but it looks like his left arm wound is not as serious because he can still aim his pistol with it. His right arm hangs uselessly by his side.
In the centre is a US Cavalry trooper armed with his .45 Springfield carbine. Around his belt is a holstered pistol and a knife in a sheath. There is a bullet hole in his left chest and a massive exit wound in his back. His back wound looks like it has been worsened by being gnawed upon, which is certainly a possibility with flesh-eating zombies around.
Last in line is an old timer armed with a double-barrelled shotgun. Some miscreant has gone and stolen his boots, although in his current undead state I doubt if he cares. He has a cut to his lower right arm and from the fresh blood around his mouth, it would appear he has been feasting recently.
It may seem odd to see zombies wielding guns but in the Weird Wild West they are a common occurrence. Certainly, there are rules for zombie gunfighters in THW's High Moon and in Dracula's America. These are superb sculpts, so full of character. Note that they are true 28mm scale, which may make them appear small when mixed with heroic scaled figures from other ranges. This does not bother me in the least as I'll happily mix and match figures regardless of their size, but I mention it in case it matters to you. This is set OW010 Zombie Gunfighters and they currently retail for £12.00 from the Foundry webstore. I'd be interested to know if you still get the freebie figure with them.

Sunday, 11 June 2017

Forgotten Heroes 2017 Update 01

Following on from my intro to the 2017 Forgotten Heroes challenge (see here - Forgotten Heroes Challenge 2017 - Intro), here is an update of my work so far. As I said before, I was originally just going to make the two human heroes, Melissa Ravenflame and Jackson T. Kalliber from The Bug Hunters series. The good news is that I have sculpted both figures and they are undergoing paintwork right now. Both have come out really well, but I'm particularly impressed with my figure of Melissa.
I was lucky enough to find the parts needed to convert an old Citadel Paranoia robot into B-Con. He was an easy conversion to do, and he's also being painted right now. I am not going to show these three just yet. I want to wait until all six figures are completed.
I had no intention of making the other three robots, OTISS, X and Big Red for this challenge. I thought it would be too much work, especially making Big Red, who is huge. However, things soon changed and when I realised that OTISS and X looked a lot like RoJaws and Hammerstein from 2000 AD comic's ABC Warriors and Robusters series I knew I could make them as well. Wargames Foundry make excellent figures of RoJaws and Hammerstein. How hard could it be to convert them? So I ordered them last week and they arrived two days later.
I had to add a bit of Milliput to the base of Hammerstein as he kept falling over, due to his centre of balance being off kilter. So, now all I had to do was find a suitable figure for Big Red. I did not have high hopes, but anyway, I decided to check out toy robots on Amazon UK... and found the perfect robot for Big Red. This big fellow is Baymax from the Disney animated film of 2012 - Big Hero 6. He is a posable action figure, but he'll be a lot less posable after I've finished with him. As always, Amazon were very quick to post him to me.
Size-wise he's just about perfect, although I will be lengthening his legs. As soon as I saw the figure, I knew I could work with him and make, what I thought would be a very difficult challenge, a much easier task. Yes, there is a lot of work to do on him, but I have the basis of his figure all ready to go. Most of the hard work has already been done for me. I just have to add some detail to him. Hah! That's all!
The first thing I had to do was remove certain body parts from the three figures. RoJaws had his arms and head cut off. Hammerstein lost his head and right arm. I had to saw them off. I've drilled and pinned a paper clip into his shoulder so that I can sculpt his new arm around it.
Baymax has had his head and shoulder pads removed - they just clipped off quite easily. I sawed off the mounts on his back for his wings. His wings came separately but were never going to be used by me.
Now I can get to work on them with my Milliput and hopefully get them finished by the end of June. I'm pretty confident I'll meet the deadline. I don't usually do work in progress posts but I especially wanted to do this one, just to show you how Big Red was going to evolve. Next time you see him he'll be looking a lot different.

Monday, 1 May 2017

Goths and Rockers

I was going to split this review into two posts but I have so much I want to show you this month that I decided to give you two reviews for the price of one. Besides which, they are complimentary. I recently finished painting a bunch of contemporary figures, including these two gangs of Goths and Rockers.
This group of Goth gangers were produced by Slow Death Games, a relatively new company who made these and a few other gangs for their skirmish game, Wild in the Streets. These figures consist of a set of six 35mm scale figures - five females and one male, called Dave, who is the gang leader. I have not named the female Goth gangers yet but I will.
The figure at the far right is called Claudia and she is the leader of the Murder Cult Girls. She looks so much like a Goth that I decided to make her part of Dave's gang. When I bought these figures they were on sale and you could buy the leaders separately. Now, however, you have to buy the gangs as a group, usually consisting of four figures. The Goth gang is the largest available to date with six figures. They cost $35.00 for all six. The other gangs cost $25.00 each. I realise that some people will bemoan the fact that they are 35mm scale (scale creep strikes again!) but as I keep on saying, this is not something that ever bothers me. I actually like having figures of varying heights, as it reflects real life more accurately. The Goths are not well armed - they have one baseball bat and one knife between the seven.
Next up are the leather-clad Rockers, who also favour black clothing. At the far left is the gang leader, currently unnamed, and armed with a machine pistol. This figure was produced by Spectre Miniatures as Criminal Element Commander Alfa. He costs £2.99 but I got this figure as a present from fellow Blogger, Clint, when he saw it a wargaming convention. I am very grateful to Clint for his generosity. The figure fits in so well with the rest of the gang that I just had to make him the gang leader.
The other five figures are produced by Wargames Foundry as part of their Casting Room Miniatures Street Fighters range - SV510 Leather Gals and Boys. As with the Goths, they are short on weapons, with just a baseball bat, a short length of chain and Big Ass Pistol - a .50 calibre Desert Eagle, which the pale-looking woman is trying to hide behind her back. This set of five figures costs £12.00.
Both gangs are very usable in a lot of contemporary or near future games.

Monday, 24 April 2017

7TV2e Foundry Film Crew

The last time I posted anything about 7TV2e was to review the Crooked Dice cameraman and television (see here - http://vampifansworldoftheundead.blogspot.co.uk/2016/07/7tv2e-cameraman-and-tv.html ). Both myself and a few others suggested it would be nice to see figures of other TV crew members. When I saw that Wargames Foundry had the following Film Crew set for sale on their website, I knew I had to buy them.
These are just perfect to use with the 7TV2e game. At the far left is the director. In such a male dominated profession, it is very unusual to see a female director. She is a nicely posed figure.
I deliberately painted the T-shirt of the guy standing next to the director with an orange and white colour scheme featuring the 7TV logo. He could fill numerous roles - a composer, director of photography, gofer, lighting director, producer, sound engineer, special effects guy, stunt co-ordinator, etc. It's a long list and he is so generic he could fill almost any role in the film and TV industry.
The next three figures are all wearing flak vests, suggesting they are filming in a war zone or somewhere where danger is present. In the centre of the group is the attractive female reporter, making sure her hair isn't out of place.
Second from the right is the cameraman and he's operating a hand-held camera, so he can get right in close to the action and track it whilst on the move.
Finally, is the sound engineer, holding his large boom microphone above his head. It is no surprise that his arms are so muscular.
These are delightfully sculpted figures. It would be interesting to see stats for them to use in 7TV2e in much the same way as Crooked Dice Games did for their cameraman.
You can find this set on the Foundry webstore as part of their Casting Room Miniatures Street Violence range. They cost £12.00 for the set of five figures and here's the link to them - https://www.castingroomminiatures.com/collections/street-fighters/products/street-fighters-tv-crew
I'm going to be reviewing some more of my contemporary figures over the next couple of weeks, but my JDMG campaign has not been forgotten and I am prepping the next scenario right now.

Thursday, 6 April 2017

JDMG MC1 Citi-Def Soldiers 01

The typical view of the Citi-Def soldier is of a man who barely knows one end of a Spit Gun from the other and, pumped up on action vids on the Tri-D, attempts to live out his fantasies by joining the only military option open to citizens. In many cases this is remarkably accurate and the Citi-Def is a source of constant worry to the Justice Department, for allowing citizens legal access to weaponry surely courts disaster. A force of Citi-Def soldiers will not be the most competent in Mega City One, but they do have access to armour and heavy weapons that can make them very scary - as much to one another as any enemy!
In this post, I'm going to review the first of my numerous Citi-Def forces, a small unit containing just four figures but who are one of each of the four types available to a typical Citi-Def squad. Citi-Def soldiers always belong to one particular city block and are often fanatically loyal to that block. This squad that I'm showing here belong to the Danny Glover Block in Sector 13, the location of my Judge Dredd Miniatures Game campaign.
At the far left is Shane Miller, a Citi-Def Officer. The Citi-Def Officer is different from the soldiers he commands. He is not a weekend warrior living out his action-hero dreams but a career soldier dedicated to the protection of the city. It is his responsibility, as a guardian of Mega City One, to ensure his fellow citizens do not suffer invasion as they have in the past. In all likelihood, it is the Citi-Def Officer who has organised the latest block war, simply to provide real world training for his men! This figure was produced by Mongoose Publishing, as were the Med-tech and the Soldier, but they were discontinued when Warlord Games took over production of the range. Warlord Games redesigned them and increased the range from three figures to eleven. Shane Miller is a Level:3 Infantry Hero armed with a Spit Pistol and Hand Bombs and wearing a Shell Jacket. He has two Talents (Agile and Quick Dodge) and two Special Rules. Rallying Cry - so long as he remains on the table and is still alive, all failed Will to Fight checks for all friendly models may be re-rolled. True Leader - any friendly model within 15" and in line of sight of him may use his Will score instead of their own for any Will check, including resist Arrest checks. He costs 175 Credits.
Standing next to Miller is Matt Kramon, a Citi-Def Soldier. Citi-Def Soldiers sign up for one of three reasons; either they are bored from their long days of unemployment, have a deep patriotic sense to defend Mega City One, or have watched far too many action-vids. They are all, however, crazy once a Spit Gun gets put in their hands. Kramon is a Level:1 Infantry Hero equipped with a Spit Gun Rifle and a Shell Jacket. He has two Talents - Aim and Suppressing Fire and one Special Rule - Trigger Happy. Whenever a Citi-Def Soldier takes a Shoot action, he must make a Will check. If this is failed, his next action must also be a Shoot action unless an enemy engages him in Close Combat before this action can be taken. If no enemy model is in sight, he will attack the closest target, be it friend, foe or innocent bystander. He costs 150 Credits.
Second from the right is Ramsey Van Horn, a Jaeger Squad Commando. Not all Citi-Def units have a Jaeger squad, but those who do include such men in their ranks are often considered to be elite forces (elite being a relative term...). Each member of the Jaeger squad is a full time Citi-Def Soldier who has dedicated himself to protecting his block against all enemies. Training hard in infiltration skills and the disruption of communications, the Jaeger squad is as close to a true commando unit as any Citi-Def is likely to get. This particular figure is made by Wargames Foundry as part of their 2000AD range. Van Horn is a Level:2 Infantry Hero armed with a Spit Gun Rifle and Knife and equipped with a Respirator, Shell Jacket and Sucker Gun. He has four Talents - Infiltrator, Silent Action, Silent Killer and Stealthy. He also has two Special Rules. First is Going Commando - using a combination of Sucker Guns, rappelling lines and para-gliders, the Jaeger Squad Commando can appear anywhere unexpected. The Commando gains a Sucker Gun, allowing him to drop down a sheer surface up to 12" with a single Special action. Secondly, is Silent but Violent, which grants him the Stealthy Talent for free. He costs 245 Credits.
Finally, is Dan Moxness, a Citi-Def Med-tech. Medical technicians who join Citi-Def units are never short of work, patching up patients and performing emergency surgery - usually on unintentionally self-inflicted wounds. They quickly learn to avoid the most trigger happy soldiers, but often take breathtaking risks when one of their unit goes down. Moxness is a Level:1 Infantry Hero armed with a Handgun Pistol and is equipped with Pad Armour and a Medi-Kit. His two talents are appropriately, First Aid and Medic. He has one Special Rule - Lifesaver. The Med-tech is always assumed to have taken one extra Special action on its last turn when using a Medi-Kit (so he will always count as having taken at least one). He costs 105 Credits.
By no means can these be considered a major threat, although they are all classed as Heroes, which does increase their survival odds. In future posts I'll showcase much larger Citi-Def forces who are much more likely to appear in a Block War scenario.

Monday, 26 December 2016

JDMG MC1 Perps - The Angel Gang

Probably the most infamous of the street gangs seen in the Judge Dredd series are the Angel Gang, who made their first appearance in Prog #160 (published in April 1980) when Judge Dredd was involved in the Judge Child Quest in the year 2102. Although four of them were killed in that story, (Fink did not appear in this story) three of them, Pa, Junior and Mean Machine were resurrected. To date, Mean Machine has fought Dredd more times than any other perp, such is his popularity with the strip's readers and writers.
Originally based in the Texas City Badlands, the Angel Gang were the terror of muties and norms alike, raiding settlements for fun and profit. Their exploits are legendary and it has taken the skills of Judge Dredd himself (more than once) to put an end to their reign of terror. Whether in the wilderness of the Cursed Earth or in Mega City One itself, the Angel Gang are downright the nastiest, orneriest and most sadistic family you are likely to find.
All of these 32mm scale figures shown below were produced by Wargames Foundry and are still available. From left to right are Pa Angel, Link Angel, Junior Angel, two Mean Machine Angels and Fink Angel with Ratty.
Hailing from Texas City, Elmer Angel (or "Pa" to his boys) was the leader of the infamous Angel Gang. He married and brought up four sons to form his criminal family, although his wife died while giving birth to the last Angel, Junior. He is the inventor of the "Pa Angel Mark One Super-Scream Torture Machine" - a unique torture device. He was ultimately captured by Dredd and confined in Iso-Block 666. In JDMG Pa is a Level:5 Punk Infantry Hero armed with a Handgun Pistol and Knife. He wears Leather Armour and has the following Talents - Brave, Close Combat Shooter, Crackshot, Drokk the Law, Fixer and Voice of Command. He is worth 205 Credits.
Link, the second eldest son, is fiercely loyal to his family. Though often eclipsed by the abilities, reputations and exploits of his brothers, Link is a solid member of the Angel Gang and can always be relied upon to continue the solid traditions of cruelty and brutal efficiency his Pa raised him to respect. Such are his rages and appetite for destruction that Pa is often forced to chain Link up to a pole outside the family home. He was killed in 2102 in an explosion accidentally caused by Mean Angel during the Judge Child quest. In JDMG Link is a Level:3 Punk Infantry Hero armed with a Handgun Pistol, Hand Bombs, Knife and Stump Gun Rifle. He wears Leather Armour and has the following Talents - Accurate, Below the Belt, Crackshot, Deadly Strike and Dirty Fighting. He is worth 195 Credits.
Junior is the youngest of the Angel Gang and some reckon, his Pa's favourite. Of all the Angels, it is Junior who tries to follow closely in his Pa's footsteps and he is ever eager to torture or maim any innocent who crosses his path. His Pa always looks on in fond glee, happy he has raised a near mirror image of his earlier self.  He was ultimately captured by Dredd and confined in Iso-Block 666. In JDMG Junior is a Level:2 Punk Infantry Hero armed with two Handgun Pistols, Hand Bombs and a Knife. He does not wear Armour and has the following Talents - Dual Shooter, Dual Pistol Master and Luck of Grud. He is worth 165 Credits.
I have two figures for Mean Machine Angel - one before he met Judge Dredd and one where he lost his left arm after unsuccessfully trying to ambush Dredd during the Judge Child Quest. As a boy, Mean was not bad at all, and he developed a love of flowers, birds and all the cute creatures found in the Badlands. Even when Link killed his pet rabbit, Mean could not find it in himself to hate anyone or anything, something which caused his Pa no end of consternation! In the end, Pa took his gang to Texas City to kidnap a doctor who performed radical surgery upon Mean in order to to make him the baddest, orneriest Angel of the whole family. His work was an unqualified success. Given an armoured body, a cybernetic claw and a "mood" dial, Mean was to forever be kept in a constant state of anger and aggression. He was ultimately killed in 2134-2135 while heroically assisting an uprising by slaves in the Cursed Earth, although it has been suggested that he may once again revive.
In JDMG Mean Machine is a Level:6 Punk Infantry Hero armed with a Cybernetic Claw, Handgun Pistol and Knife. He has Cyber Armour and has the following Talents - Below the Belt, Brave, Careless Charge, Deadly Strike, Dirty Fighting and Just Plain Lethal. Note, he appears to be missing a Talent as he only has 6 and he should have 7 for being at Level:6. I'll probably add an extra one to him when I do his Character Record Sheet. He is worth 325 Credits. His "mood" dial has four official settings - on 1 he is Surly, on 2 he is Mean, on 3 he is Vicious and on 4 he is Brutal. These settings affect his stats in different ways. If he is on 1 or 2 he may perform any action but on a 3+ he may only perform Move or Melee actions. If Mean suffers a Hit while on 4 or a Critical Hit any other time roll a die. On a 6+ he gets locked onto 4.5 and he'll stay there for the rest of the game. When mean is on 4.5, he is in an unstoppable rage, almost oblivious to his surroundings. On the start of each turn, roll a die. On a 1-3, the Angel Gang player's opponent will choose Mean's actions and move him, as he goes completely out of control. When Mean is on 4.5 he will automatically pass any Will to Fight checks. Mean starts each game on setting 1, but he, or another Angel gang member in base to base contact with him, can spend a Special Action to change his setting.
Fink is the eldest son of Pa Angel and probably the most intelligent by far. He wandered the Cursed Earth where he learnt his incredible skill with poisons, which allowed him to prey on any unfortunate he met on his travels. Despite his natural resilience, he soon succumbed to the constant background radiation of the wasteland and slowly transformed into a terrifying mutant - a downright Fink! Fink and Ratty were killed by Judge Dredd in the year 2104. In JDMG Fink is a Level:8 Punk Infantry Hero armed with a Pizzen Stick and Ratty. He wears no Armour and has the following Talents - Below the Belt, Deadly Strike, Dirty Fighting, Infiltrator, Just Plain Lethal, Martial Artist, Silent Action, Silent Killer and Stealthy. He is worth 285 Credits. Ratty, his pet mutant rat, grants him a +1D bonus to his Melee Dice. His Pizzen Stick is both a melee and ranged weapon with Range 12", 1D Shooting Dice, AP -1 and Damage D5.
It is doubtful if I'll use any of these characters in my JDMG campaign, but like the Dark Judges, they are such an integral part of Judge Dredd's history that any serious fan will want them in his collection.