This is my fourth and final street gang that I created for my JDMG campaign using figures that were originally designed for use with the old Games Workshop sci-fi skirmish game, Confrontation. These 28mm scale Citadel figures came with metal bodies and separate plastic arms and weapons. Of all of the gangs in my collection these are far and away the most colourful. I present to you, the Rainbow Raiders.
The flamboyant and charismatic leader of the Rainbow Raiders is "Rubber Johnny" Rainbow, shown at the far left of the two photos directly above and below. He is the son of a very rich businessman who went off the rails in his late teens and turned to a life of carousing and crime. If left unchecked he could grow into a major crime-lord. Currently, he is a Level:4 Punk Infantry Hero. He has five Talents and they are Luck of Grud (he gains 1 free re-roll per game), Voice of Command (allies within 12" of him gain +1 to all Will rolls), Dual Shooter (he adds +1 to damage when firing both guns, but no critical hits are allowed and he only rolls for 1 gun), Fixer (he may add one Mercenary worth up to 400 Credits to his gang at the start of a game whether his gang is outmatched or not) and Wealthy (he can double the amount he can spend on starting armour, equipment and/or weapons). He wears Pad Armour and is armed with a Handgun Pistol and a Spit Pistol. The message on his T-shirt reads "Cum and Get It" and his codpiece proclaims "Pure Sex." Yes, he is a dickhead but he is also a very dangerous opponent.
Second from the left is Bryk Redd, the gang's second-in-command. He is a Level:2 Punk Infantry Hero with three Talents - Brave (he may re-roll any failed Will to Fight test), Skilled and Deadly (He may re-roll 1 Melee Die in every round of close combat) and This is my Club (he gains +1 Melee Die when using his Club in close combat). He is armed with a Laser Pistol and a Club. He, and indeed all of the Rainbow Raiders, wears Pad Armour. All of the arms that came with the Confrontation figures were bare-skinned, so I either replaced them with plastic arms from a Warhammer 40,000 Imperial Guard set (as in this case) or made them out of Milliput. His Laser Pistol came from the Confrontation sprue of weapons, whilst his Club came from a boxed set of plastic Gangs of Mega City One street punks. I'll show the figures from that set in a later post.
The two gang members in the centre of this group have identical stats. They are Spuggy Spectrum and Limey Green, and are Level:1 Punk Infantry Heroes. They are armed with a Laser Pistol each and they both have the following two Talents - Brave (they may re-roll any failed Will to Fight test) and Accurate (may re-roll any Shooting attack that uses 1D).
Second from the right is Tru Blue, who is a Level:0 Punk Infantry Minion. He is armed with a Knife and a Laser Pistol.
At the far left is Terry Cotta. He is a Level:0 Juve Infantry Minion. He is armed with a Club and a Zip Gun Pistol. This figure was originally a Juve Scrawler produced by Citadel Miniatures for the old Games Workshop Judge Dredd Role-Playing Game. He got enlisted into the Rainbow Raiders as their newest recruit.
The four figures to the left of these two photos above and below have identical stats. They are from left to right, Forrest Green, Mellow Yellow, Pinky Pinkerton and Jaffer Orange. All are Level:0 Punk Infantry Minions. Each one is armed with a Handgun Pistol and a Long Rifle. I made the rifles out of Milliput and paper-clips as I wanted a futuristic looking Long Rifle and I had nothing appropriate in my bits box. I'm very pleased with how they came out.
The remaining two Rainbow Raiders at the far right are Royle Purple and Turk Turquoise. Both are Level:0 Juve Infantry Minions and they are also armed with a Handgun Pistol and a Long Rifle. I should note that Jaffer, Royle and Turk were part of a different Confrontation gang. They were originally bald-headed. I decided to make them part of the Rainbow Raiders and so I sculpted their huge hairstyles so they fit in with the others.
The Rainbow Raiders will be tough opposition for my Judges. They have a Credits score of 1,020 and can add a single Mercenary with a value up to 400 credits to their gang. It looks like I'll need my full team of Judges to take them out. However, the gang does lack any heavy weaponry and that could prove telling in a fight against the Judges.
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Showing posts with label Confrontation. Show all posts
Showing posts with label Confrontation. Show all posts
Thursday, 15 December 2016
Monday, 12 December 2016
JDMG MC1 Perps - Scabies Street Gang
I have another Mega City One street gang to show you that is mainly based on 28mm scale Citadel figures from the old Games Workshop sci-fi skirmish game, Confrontation, the forerunner for Necromunda. The Scabies street gang hide in the shadows and hang out in the slums and the Undercity. Essentially, they are scavengers, preying on the weak and unwary.
At the far left of the photos directly above and below is the leader of the Scabies gang, Scab Scabie. He was originally produced by Grenadier Miniatures but is now being sold by EM4 as part of their Future Skirmish Scavengers range. He and all of the Scabies wear Respirators. He is also equipped with Leather Armour, a Double-Barrelled Stump Gun Rifle and a Sword. The Scabies gang favour Stump Guns but Scab excels in close combat and is deadly with his sword, which is slung across his back. He is a Level:2 Punk Infantry Hero with three Talents - Luck of Grud (gives him one free re-roll per game), Voice of Command (all allies within 12" of him gain +1 to all Will rolls) and Skilled and Deadly (he can re-roll one of his Melee Dice in close combat). His straw hat makes him instantly identifiable.
The gang's heavy weapons specialist, Squama, is next in line. Squama also wears Leather Armour. He is armed with a Grenade Launcher. JDMG does not have stats for a Grenade Launcher so I used the stats for a Hand Bomb but doubled the range to 20" and doubled the price to 60 credits. He is a Level:1 Punk Infantry Hero with two Talents taken from the Blood on the Streets supplement - On Their Knees (every Infantry model hit by his Grenade Launcher must pass a Will test or suffer Knockdown) and Maximum Firepower (Add 1" to the Explosive distance, i.e. Grenades now have Explosive:3). His Grenade Launcher came from the Wargames Foundry Street Violence range. For him and the following five gang members, I sculpted their arms out of Milliput.
Moving on, are Scurf and Scatty. Each one is armed with two Sawed-Off Stump Guns and both are unarmoured. I made them both Level:1 Punk Infantry Heroes with identical Talents, namely, Brave (allows them to re-roll any failed Will to Fight test) and appropriately enough, Dual Shooter (they add +1 to damage when firing both guns, but no critical hits are allowed and they only roll for 1 gun). Their Sawed-Off Stump Guns came from the weapon sprues you got with the Confrontation figures.
The last three Scabies are from left to right, Flaky, Crusty and Branny. All three are armed with Stump Gun Rifles and are unarmoured. They are all Level:0 Punk Infantry Minions. They are nothing more than cannon fodder but they help bolster the gang's numbers. Their Stump Guns were made by Hero Miniatures who went out of business many years ago.
The Scabies gang has a Credits rating of 700, making them quite a powerful gang. In my JDMG campaign I'll be pitting Street Judges Crowe, Moore and Webb along with Med Judge Nash against them for their debut adventure. They have a combined Credits rating of 600. Look out for this batrep in early 2017.
At the far left of the photos directly above and below is the leader of the Scabies gang, Scab Scabie. He was originally produced by Grenadier Miniatures but is now being sold by EM4 as part of their Future Skirmish Scavengers range. He and all of the Scabies wear Respirators. He is also equipped with Leather Armour, a Double-Barrelled Stump Gun Rifle and a Sword. The Scabies gang favour Stump Guns but Scab excels in close combat and is deadly with his sword, which is slung across his back. He is a Level:2 Punk Infantry Hero with three Talents - Luck of Grud (gives him one free re-roll per game), Voice of Command (all allies within 12" of him gain +1 to all Will rolls) and Skilled and Deadly (he can re-roll one of his Melee Dice in close combat). His straw hat makes him instantly identifiable.
The gang's heavy weapons specialist, Squama, is next in line. Squama also wears Leather Armour. He is armed with a Grenade Launcher. JDMG does not have stats for a Grenade Launcher so I used the stats for a Hand Bomb but doubled the range to 20" and doubled the price to 60 credits. He is a Level:1 Punk Infantry Hero with two Talents taken from the Blood on the Streets supplement - On Their Knees (every Infantry model hit by his Grenade Launcher must pass a Will test or suffer Knockdown) and Maximum Firepower (Add 1" to the Explosive distance, i.e. Grenades now have Explosive:3). His Grenade Launcher came from the Wargames Foundry Street Violence range. For him and the following five gang members, I sculpted their arms out of Milliput.
Moving on, are Scurf and Scatty. Each one is armed with two Sawed-Off Stump Guns and both are unarmoured. I made them both Level:1 Punk Infantry Heroes with identical Talents, namely, Brave (allows them to re-roll any failed Will to Fight test) and appropriately enough, Dual Shooter (they add +1 to damage when firing both guns, but no critical hits are allowed and they only roll for 1 gun). Their Sawed-Off Stump Guns came from the weapon sprues you got with the Confrontation figures.
The last three Scabies are from left to right, Flaky, Crusty and Branny. All three are armed with Stump Gun Rifles and are unarmoured. They are all Level:0 Punk Infantry Minions. They are nothing more than cannon fodder but they help bolster the gang's numbers. Their Stump Guns were made by Hero Miniatures who went out of business many years ago.
The Scabies gang has a Credits rating of 700, making them quite a powerful gang. In my JDMG campaign I'll be pitting Street Judges Crowe, Moore and Webb along with Med Judge Nash against them for their debut adventure. They have a combined Credits rating of 600. Look out for this batrep in early 2017.
Labels:
2000AD,
Citadel,
Confrontation,
EM4,
Games Workshop,
Gangers,
Grenadier Miniatures,
Judge Dredd
Thursday, 8 December 2016
JDMG MC1 Perps - Bad Bones and Barko Brothers Street Gangs
Over the next few posts I'll be looking at some of the perps who'll be appearing in my Judge Dredd Miniatures Game campaign. Some are individuals and some are street gangs. Perps come in all forms, shapes and sizes. They can be alien, ape, human, robot, supernatural or whatever you want them to be. For a campaign of the length I'm envisaging, I'll need lots of perps and lots of variety. Fortunately, I have these in abundance. Remember, I've been collecting figures since the late 1970's and I always preferred science fiction gaming to fantasy gaming so I really am spoiled for choice. The two official producers of figures for JDMG, Mongoose Publishing and Warlord Games, made a small selection of perp figures and perp gangs. I have them all but I also have many other miniatures that fit in just as perfectly.
Games Workshop's Necromunda skirmish game is a great source for Mega City One perps. Any of their under-hive gangs would make good choices as perp gangs and I plan on using most of them in my campaign. What many of you may not know is that Necromunda was spun off from a previous attempt of Games Workshop to popularize a set of rules for low-key skirmish battles in a hive world setting. White Dwarf magazine published such a rule-set between autumn and winter 1990–91 dubbing it Confrontation. It was set on the hive world of Necromunda but made no reference to houses and such, instead concentrating itself on the various types of gangs: clan warriors from the spires, brat 'poseurs' from the upper levels who went 'down' to experience the thrills of lowlife, under-city mutants, diseased scavengers from the toxic wastes and the Adeptus Arbites ever-ready to deal swift and summary "Judge Dredd"-like justice. It all sounds very much like Mega City One, doesn't it? Here are two of my current MC1 street gangs based on 28mm scale figures from the Confrontation game - the Bad Bones gang and the Barko Brothers gang.
The figures for the gangs in Confrontation usually consisted of a leader, who was a one-piece metal casting, and three metal gangers who came with a sprue of separate plastic arms and weapons. At the far left is the leader of the Bad Bones gang - Cranford Cranium. He is a Level:2 Punk Infantry Hero, equipped with Pad Armour and a Double-Barrelled Stump Gun. A Stump Gun is what we know as a Shotgun. I gave him three Talents - Brave, which allows him to re-roll all Will to Fight rolls, and Drokk the Law, which is used to inspire his gang. Any allies within 15" of him may re-roll any failed Will roll to resist arrest. Finally, I gave him Medic, which allows him to heal one Injury characteristic after a fight.
Next in line is the gang's sniper, Phil Fibula. He is a Level:1 Punk Infantry Hero and is equipped with Leather Armour and a Long Rifle with Scope-sight. His rifle came from the Wargames Foundry Street Violence range. His two talents are Accurate, which allows him to re-roll any Shoot attack that uses 1 Dice and Crackshot which gives him a -1 bonus to any firearm's AP score.
Completing the gang are Tim Tibia, Stewart Sternum and Roddy Radius. Tim and Roddy are the same figure but with different arms and weapons. All three are Level:0 Punk Infantry Minions. Tim is equipped with Leather Armour and a Stump Gun. I sculpted his Stump Gun and it resembles a Franchi SPAS12 Shotgun. Roddy and Stewart also wear Leather Armour and carry a Hand Gun Pistol each. With a combined Credits rating of 330 a couple of level:1 Judges should be able to take them out. Oddly enough, I have never used them in a game, so I'm looking forward to using them in my JDMG campaign.
The Barko Brothers gang appears in the JDMG rulebook as the gang to be used for your first try out of the rules (see pages 18 and 19). I'll be replacing Judge Mackey with my own Judge Scott for my very first JDMG batrep. Look out for it in early January 2017. The rulebook suggest using four gang members for the Barko Brothers but I'll be using all five of my figures in my game. Seeing as they have a Credits rating of 215 and Judge Scott at Level:1 has a Credits rating of 150 the odds do favour the perps. The Credits rating is a device used to create equal forces in a game but it is not something I'll be sticking rigidly to. I don't go along with the philosophy that both sides in a fight should be equally matched. When does that ever happen in real life?
At the far left is the leader and eldest brother of the gang - Rex Barko. He is a Level:1 Punk Infantry Hero and is armed with two Sawed Off Stump Guns. He and his brothers are unarmoured. He has the same two Talents as Cranford Cranium, Brave and Drokk the Law. Moving right, is Butch Barko. He and his younger brothers are all Level:0 Punk Infantry Minions. Butch is armed with a Stump Gun and a Knife. In the centre of the group is Bob Barko. His figure is identical to Butch but with different arms and weapons. He is armed with a Handgun Pistol. Second from the right is Bailey Barko and he is also armed with a Handgun Pistol. Finally, at far right is the youngest brother, Benji Barko. He is armed with an Antique Pistol and a Knife. In actual fact the figure is holding a Crossbow Pistol, but I upgraded it to an Antique Pistol for this scenario. The Barko Brothers are members of the Howlin' Wolves street gang from Chester Burnett Block. The fact that the figures have been sculpted with wolf-skin head dresses made them perfect candidates for use as Howlin' Wolves gang members.
Games Workshop's Necromunda skirmish game is a great source for Mega City One perps. Any of their under-hive gangs would make good choices as perp gangs and I plan on using most of them in my campaign. What many of you may not know is that Necromunda was spun off from a previous attempt of Games Workshop to popularize a set of rules for low-key skirmish battles in a hive world setting. White Dwarf magazine published such a rule-set between autumn and winter 1990–91 dubbing it Confrontation. It was set on the hive world of Necromunda but made no reference to houses and such, instead concentrating itself on the various types of gangs: clan warriors from the spires, brat 'poseurs' from the upper levels who went 'down' to experience the thrills of lowlife, under-city mutants, diseased scavengers from the toxic wastes and the Adeptus Arbites ever-ready to deal swift and summary "Judge Dredd"-like justice. It all sounds very much like Mega City One, doesn't it? Here are two of my current MC1 street gangs based on 28mm scale figures from the Confrontation game - the Bad Bones gang and the Barko Brothers gang.
The figures for the gangs in Confrontation usually consisted of a leader, who was a one-piece metal casting, and three metal gangers who came with a sprue of separate plastic arms and weapons. At the far left is the leader of the Bad Bones gang - Cranford Cranium. He is a Level:2 Punk Infantry Hero, equipped with Pad Armour and a Double-Barrelled Stump Gun. A Stump Gun is what we know as a Shotgun. I gave him three Talents - Brave, which allows him to re-roll all Will to Fight rolls, and Drokk the Law, which is used to inspire his gang. Any allies within 15" of him may re-roll any failed Will roll to resist arrest. Finally, I gave him Medic, which allows him to heal one Injury characteristic after a fight.
Next in line is the gang's sniper, Phil Fibula. He is a Level:1 Punk Infantry Hero and is equipped with Leather Armour and a Long Rifle with Scope-sight. His rifle came from the Wargames Foundry Street Violence range. His two talents are Accurate, which allows him to re-roll any Shoot attack that uses 1 Dice and Crackshot which gives him a -1 bonus to any firearm's AP score.
Completing the gang are Tim Tibia, Stewart Sternum and Roddy Radius. Tim and Roddy are the same figure but with different arms and weapons. All three are Level:0 Punk Infantry Minions. Tim is equipped with Leather Armour and a Stump Gun. I sculpted his Stump Gun and it resembles a Franchi SPAS12 Shotgun. Roddy and Stewart also wear Leather Armour and carry a Hand Gun Pistol each. With a combined Credits rating of 330 a couple of level:1 Judges should be able to take them out. Oddly enough, I have never used them in a game, so I'm looking forward to using them in my JDMG campaign.
The Barko Brothers gang appears in the JDMG rulebook as the gang to be used for your first try out of the rules (see pages 18 and 19). I'll be replacing Judge Mackey with my own Judge Scott for my very first JDMG batrep. Look out for it in early January 2017. The rulebook suggest using four gang members for the Barko Brothers but I'll be using all five of my figures in my game. Seeing as they have a Credits rating of 215 and Judge Scott at Level:1 has a Credits rating of 150 the odds do favour the perps. The Credits rating is a device used to create equal forces in a game but it is not something I'll be sticking rigidly to. I don't go along with the philosophy that both sides in a fight should be equally matched. When does that ever happen in real life?
At the far left is the leader and eldest brother of the gang - Rex Barko. He is a Level:1 Punk Infantry Hero and is armed with two Sawed Off Stump Guns. He and his brothers are unarmoured. He has the same two Talents as Cranford Cranium, Brave and Drokk the Law. Moving right, is Butch Barko. He and his younger brothers are all Level:0 Punk Infantry Minions. Butch is armed with a Stump Gun and a Knife. In the centre of the group is Bob Barko. His figure is identical to Butch but with different arms and weapons. He is armed with a Handgun Pistol. Second from the right is Bailey Barko and he is also armed with a Handgun Pistol. Finally, at far right is the youngest brother, Benji Barko. He is armed with an Antique Pistol and a Knife. In actual fact the figure is holding a Crossbow Pistol, but I upgraded it to an Antique Pistol for this scenario. The Barko Brothers are members of the Howlin' Wolves street gang from Chester Burnett Block. The fact that the figures have been sculpted with wolf-skin head dresses made them perfect candidates for use as Howlin' Wolves gang members.
Labels:
2000AD,
Confrontation,
Games Workshop,
Gangers,
Judge Dredd
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