Do you miss or want to learn more about games that have just faded away or Died? The Dead Games Guild is where they have gone. Here you can read what other gamers are doing and get information on the games. Feel free to read and post.

Friday, December 21, 2012

I'm Back

I'm back and ready to get this blog going again.

Tuesday, December 6, 2011

Frank Chadwick's Space 1889

Space: 1889 is a Victorian Sci-Fi role playing game created by Frank Chadwick and originally published by GDW from 1988 to 1991 and later reprinted by Heliograph Inc. in 2000 and 2001.

Space: 1889 is a Victorian Sci-Fi role playing game created by Frank Chadwick and originally published by GDW from 1988 to 1991 and later reprinted by Heliograph Inc. in 2000 and 2001.
The game presented an alternate history in which certain discredited Victorian scientific theories were instead provable and have led to the existence of new technologies. In the setting,Thomas Edison invented an "ether driven propeller" which could fly ships through the "luminiferous aether" (the universal medium that permeates space, based on a now outdated scientific theory), and traveled to Mars in 1870 accompanied by Scottish solder Jack Armstrong, where they discovered that the planet was inhabited. By the time of the game's setting in 1889, the great powers have used Edison’s invention to extend their colonies and interests to the inner planets of the solar system. Venus and Mars have been colonised by Great Britain, Germany, France, Russia, Belgium (Mars only), and Italy (Venus only), whilst Japan and the USA maintain economic and scientific enclaves on Mars. There are no colonies or bases on the Moon. Only Great Britain maintains a (scientific) base on Mercury.
The inner planets reflect an evolutionary progression, the planets nearest to the sun being younger than those farther out. All planets have life, and most bear native sentient species. Mercury is primeval, tide locked and possesses only rudimentary lifeforms. Venus is a vast swamp world dominated by hulking reptiles and lizard men. The Moon is an airless dead world, but with mysteries hidden deep beneath the surface. Mars is an ancient desert planet in decline, divided into warring decadent city-states clinging to a failing system of canals. Vulcan has died and become the asterod belt. Due to limitations in technology the outer worlds remain unreachable and unexplored. There are also hints that some worlds may have terrain hidden beneath their surface.
One of the treasures that spurred the Europeans to Mars was "liftwood": a rare cultivated plant with anti-gravity properties that allowed for the construction of giant floating ships. While the Earthers used Martian sky galleons at first, they later constructed their own armored, steam powered flyers.
Since wireless was not invented yet in 1889, communication between Earth and Mars is handled by orbital heliograph stations. The game contains much more detail on the flora, fauna, and peoples of the planets. The majority of the published material is centred on Mars.

These are the book and rules used to play Space 1889.

·                    Space: 1889 by Frank Chadwick. The core rulebook for the role-playing game.

·                    Tales from the Ether (ed) Frank Chadwick and Loren Wiseman. Five adventures set on the planets and the British orbital heliograph station.

·                    More Tales from the Ether (ed) Frank Chadwick and Loren Wiseman. More short adventures on Mars and Venus.

·                    Beastmen of Mars by Lester Smith. A campaign dealing with debased Martians, liftwood, and some mysteries of the planets.

·                    Canal Priests of Mars by Marcus Rowland. A campaign that begins on the Earth, includes a voyage by ether liner to Mars, and concludes with a twist ending. The published version cut about a third of the author’s manuscript; Heliograph finally published the complete adventure as a PDF in July 2009, with a printed version to follow in August 2009. The Complete Canal Priests of Mars restores all of the original text and has new illustrations throughout.

·                    Steppelords of Mars by John Theisen. Source book on Hill Martian tribes.

·                    Caravans of Mars by Ed Andrews. Source book on Martian caravans and merchants.

·                    Cloud Captains of Mars by Frank Chadwick. Details on the sky pirates and privateers of Mars.

·                    Conklin’s Atlas and Handy Manual of the Worlds by Frank Chadwick. A gazetteer to the planets, including maps and information on Earth.

·                    Soldier’s Companion by Frank Chadwick. Rules for colonial ground warfare using miniatures, including detailed army lists, as well as rules for tripods and land juggernauts.
Photo as soon as I get the book
·                    Ironclads and Ether Flyers by Frank Chadwick. Rules for surface naval combat, including detailed information about Earth’s navies and flyers. The rules are a simplified version of Sky Galleons of Mars (see below).
Photo as soon as I get the book
·                    The Liftwood conspiracy (published under license by 3W) Scenario involving liftwood poaching, and the bestial High Martians.
Photo as soon as I get the book
·                    GDW's house magazine (Challenge) also contained material for the game.
Photo as soon as I get the book
·                    Heliograph's magazine Transactions of the Royal Martian Geographical Society provided additional game material.
Photo as soon as I get the book
·                    Space 1889: Red Sands A Savage Worlds Plot Point Campaign to be published by Pinnacle Entertainment Group as a full-color hardback. The campaign "pits a desperate band of heroes against the Inner Circle of the Brotherhood of Luxor. The Brotherhood, led by the mysterious Kronos, King of the Titans, plots to bring about the end of all worlds." The expected release date is October, 2010, with a Gen Con debut in August

Space 1889 & Beyond - a new, fully licensed series of eBooks, will be launched in June 2011, from Untreed Reads Publishing. This new series will be spearheaded by Andy Frankham-Allen, who wrote for the short lived audio drama series produced by Noise Monster Productions in 2005/6.

Text  from wikapedia

Gorkamorka part2

Games Workshop had produced models for Gorkamorka. But knowing the gamer as we do there were fighting mashines that had to be build, so starting with GWs kits to the dreams of those gamers here's what was to be had and to be built.

Now for the imagination of gamers


OK It's not 15mm or less but it is a dead Game

Gorkamorka is a tabletop miniatures wargame set on the desert and
dust storm world of Angelis. It is an inhospitable realm where
even the tough Orks must struggle to survive.
Angelis was being surveyed by the Imperial vessel Eternal Vigilance when an Ork Space Hulk crashed into it, creating a massive canyon named by the Orks "Da Skid", and irradiating the landscape of the surrounding area, including the base station of the Imperial survey team who had been investigating the planet's complex of pyramid structures.

The surviving Orks set about building a new ship, to leave the planet and rejoin their Waaagh! But rivalries broke out over which Ork god the ship resembled, and the construction  slowed dramatically as the tribes fought over resources and territory. In the fighting the vessel was destroyed. Eventualy the tribes band together and name the vessel "Gorkamorka", this meant that it could look like Both of the Ork gods, Gork or Mork.

Players design Ork mobs madeup of a small number of warriors and their vehicles. The game uses a unique system of movement for trucks, wartraks and bikes to find materials for Gorkamorka as well as structures and Battle with rival mobs. The game allows you to build up your mobs similar to Necromunda but has a  more humorous feel to it. An expansion was produced, Digganob, which added more factions to the mix including Rebel Grots (Gretchins demanding equal rights to those of the Orks) Muties (mutant riders) and Diggas (Ork-obsessed humans), along with additional scenarios and special characters.

Here is my Grot Team

Land Ship

Land Skiff

Wind Surfer

The inspiration for my models from the Gorkamorka book

There will be a look at the kits that were available next.

Monday, December 5, 2011

Painting Epic Eldar pt1

 Howling Banshees a step by step

I'll start of with the hardest figure in the Epic Eldar group. Set back because this is so easy.

Step 1:
Base and prime.

Step 2:
Wash with Citadel Devlan Mud.

Step 3:
Now I take my basic color and by useing a small brush I place a small dot of color on the raised areas of the figure leaving the wash showing between dots. The hair just happens to be the same color.

Step 4:
I now take a mix of the orange with yellow, 1 to 3mix and paint a small line across the top of the hair and last I take yellow and highlight.

Step 5:
And last I paint the mask, gun and blue skirt just useing the paint dot style.

Using the style of painting I was able to paint 4 stands in 4.5 min.

Why play In the Epic 40,000 universe

Epic is a tabletop wargame set in the fictional Warhammer 40K universe where most Humans live in an age of darkness and ignorance, praying to their God Emperor, while Inquisitors hunt down any who deviate from his righteousness. The Orks are barbaric savages who live for nothing more than war and conquest. The Eldar are an ancient race fallen from greatness, and few in number. Chaos are nightmares given substance as they warp into the material universe. Tyranids are 'The Great Devourer' that assimilates all in its path.

Warhammer 40,000 involves small battles between forces of a few squads of troops and two or three vehicles, Epic 40K features battles between armies consisting of dozens of tanks and hundreds of soldiers. Due to the comparatively larger size of the battles, Epic miniatures are smaller with a typical human being represented with a 6mm/10mm high figure, as opposed to the 25 and 28 mm minis used in Warhammer 40,000.

Plastic and metal Epic miniatures are available through the Games Workshop specialty games section of Games Workshop’s online store. An additional lineup of resin models is available via GW’s Forge World subsidiary.

Now this is an army

I will be posting pictures, painting step by step as well as links to get alternate minis.

Sunday, December 4, 2011

Painting 15's a step by step Tutorial

 This is a step by step tutorial on painting 15mm figures. This style of painting is fast and easy and anyone can learn it.

Illustration (adapted) from the Space: 1889 rule book.

Step 1:
I Start out by cleaning and baseing the figure and then prime. I then paint the base flesh tone.

Step 2:
Now I do a wash of  Citadel Devlan Mud.

Step 3:
Now paint the base flesh tone on again. this will give a layered look.

Step 4:
 Take the base flesh tone and add white at a 2 to 1 mix. now paint this mixture on the highlighted areas. You can find the highlights by holding the miniature under a light.

Step 5:
Now that you have used this style on the flesh areas you can use it to paint the clothing and other item your miniature has. If you need any help, just ask away in the comments.

Miniature by