The R2-D2 model came off a McDondald’s Fatty Meal toy. Can’t remember who made the humanoid robot, it has been kicking around for years, I think it may be a Rackham model.
I have a few uses for these models, mainly for my robotic Steam Wars army, but also for use in Rogue Stars.
These are another example of a super quick paint job with a healthy splattering of Army Painter Ink over the top.
Small, cute, hard target.
A couple of colours and then an ink wash. Done.
Free sample models are great, especially when I eventually find a use for one. This Dreamforge Games alien chap was holding a lead with some sort of beastie on the other end. As one of my exotic Rogue Stars crews was expanding, this model would be ideal.
I removed the lead and replaced it with a gun.
I may well remove the whip and replace that with a sword of some sort.
Getting into Rogue Stars has allowed me to dig up some old models from the Loft Full Of Lead that don’t get to come out very often. One such model for an alien crew was this Zykhee Soulless. I rebased it and gave it an ink wash as it was painted years ago and looked a bit dated.
Rogue Stars is a great opportunity to use some whacky old models.
The Golum were a range that never quite made it out in time before FASA and the Vor The Maelstrom game ceased to be. Luckily I was able to get a few of these Golum prototype models, a few of which have been painted up for use in various sci-fi games.
In my latest Rogue Stars crew, I decided to do a non-human line up so I could try out various skills and abilities. This Golum was basically a heavily armoured trooper with some built in weapons.
Using my really old Space Hulk corridors, we set up a game of Rogue Stars Hulk to explore with a couple of plucky bands of adventurers. As one might expect, in the act of exploring rooms, we uncovered more than a few hostile Genestealers.
The old Space Hulk floorplans have not been out of their box for a very long time, but as they include some of the expansions from Deathwing and Genestealer with even more large room sections, it lends itself very nicely to the Rogue Stars scenarios and game mechanics.
Mr Steinbergs shed saw our first go at Rogue Stars last night. After a long build up with plenty of online hype and expectation, the rule book was released just before Christmas and I was delighted to get my hands on it. This was soon tempered by the first blog reviews that I saw as they were not particularly favourable. Several gamers were complaining about the number of counters in play and the large number of modifier tables. Undeterred, we selected a small group of models and played out a simple kill everything scenario to try out the rules. We were both quite cautious with our initial stab at creating model profiles, we steered away from any Psykers and kept the weapon and skill selection quite basic.
Although there are a lot of tables and there a lot of counters, I like the fact that each model in the small faction is a unique character model and can be equipped in any way. As we created a character sheet for each of our models, we kept all of the counters off the battlefield and on the character sheets. Each model can build up a lot of Pin, Stress and Wound counters so keeping them away from the models on the table is definitely the best way to go.
Once we had been through the ranged combat and melee combat mechanics a couple of times, it got quicker and quicker and as with any new game system, the rules begin to become easier to recall and implement. There are still some rules we were probably not enforcing every time, but another read of the rules now we have the first game under our belts should clear up a few things.
Luckily, I like playing with spreadsheets, so I am going to work on a concise character sheet that should fit two to an A4 page and show most of the specific model attributes and have space for all the status counters. We are planning round two next week. I wonder what fun models I can find in the Loft Full Of Lead?