Design a site like this with
Get started

Halo: ODST Fireteam Zion/ Flood in the Safari

The following is a retelling story based on my experience playing my second Fireteam game. I made some creative liberties on the backstory.

The Split of Team Zion

When the Flood started to encroach on New Mombasa just after the Covenant opened the gateway to the Ark, some scattering groups of UNSC soldiers were still active in the city. These groups were either Marines who were from the same squad or amalgamated from surviving members from different squads. Others however came from the ODST.

Team Zion was originally a  squad of five ODST’s who were deployed on New Mombasa to help disrupt the Covenants communication links. Unfortunately, one ODST was killed whilst falling from orbit. Another squad member lost his life when a Brute impaled him with a blade from a Brute Shot. The other two members of the squad went MIA.

This only left Marksman Lawrence as the last surviving squad member of Team Zion. He would later group up with other stray ODST’s and a Veteran Marine at New Mombasas Safari tourist attraction.

This team consisted of:

  • Private Lawrence. E, ODST marksman specialist who joined the UNSC before his homeworld, Labradorite II (named after a gemstone by which the planet looked similar to in appearance), was glassed by the Covenant. Whilst his military record lacks the greatness of the “heroic” kind, he nevertheless tries to maintain order and the objective in mind.
  • Sergeant “Whisky”
  • ONI operative [M•S]
  • ODST [422]

As they just became acquainted, if wary of the strangers before them, they’d be met by the oncoming Flood.

Now the strength of these men and women will be tested as a team. Lest they become part of the Flood as one…

Alone you will die

The team spilt off as they did their own tasks, rather than staying as a group in a single location. This had a benefit of each member using the best of their abilities and talents to take down their targets with a preffered weapon of choice. The downside was that the more distant they were, the harder it was to regroup.

Lawrence, a marksman specialist found out the hard way as he had several swarms pinning him down. Try as he might with a spray of SMG fire, the Flood came crashing down on his position. Several times he was on the brink of being overwhelmed by incoming fire, and in some cases near death situations.

What didn’t help the situation was the incoming bombardment of shots by a Flood driven Wraith. Which caused a nuasance to the team from positioning themselves on the top floor of the Safari building.

As if that wasn’t enough, a group of infected Marines were using a Warthog spraying machine gun bullets at lone wolf team members. Lawrence took the most damage from being in proximity to the thing.

A regroup was needed in order to concentrate on staying together as a team, or at least be split in teams of two.

The Flood showed no sign of mercy…

A bottle of whisky and an unlikely turn of events

Lawrence decided it would be better to regroup and find his team mates, alive or dead. Before going up the stairs, he saw Sergeant “Whisky” in the small room crouched at the corner. Despite seeing Lawrence before him, the Sergeant didn’t move a muscle. He either went crazy from it all or preparing himself for his last whisky to face the Flood.

Upstairs another squad member was on the top floor, dodging incoming fire from the Wraith like a game of dodgeball. Lawrence tried to help shoot the Wraith down, but the range was too short to make a dent in the thing. Instead he went to take down the Flood forms that were swarming upstairs.

He had help from a fellow ODST squad member and the one he met earlier with the Wraith. They grouped up and shot down the Flood monstrosities in the thinly tight belief that they might just live by the end of this battle. Soon enough, the stairs below were cleared and the Flood reorganised to make another wave assault in the area.

The team were somwhat together again as they prepared for the next wave of attacks. It was only when an ODST squad mate found a working Warthog, she beeped for Lawrence to take on the mounted machine gun. Now the battle just got interesting.

Fury of the Warthog and a rescue mission

ONI Operative [M•S] drove the Warthog like a seasoned rally driver as she expertly maneuvered the vehicle around the battlefield. Taking care not to overturn the vehicle and to ensure Lawrence can make the necessary payback load from the machine gun to spray down the enemy. They managed to decimate much of the Flood from the spores to the bulked brutes that would normally cause issue on foot.

Another ODST squad member took the reins of a Warthog, and together, both groups made fury upon the enemies of mankind. Shooting, ramming and driving over the corpses of Flood carcases in an effort to keep the momentum of this new revitalised defence. The first Wraith was destroyed, much to the hooting of the Warthogs horns at a fine kill.

Only three times did the Warthog crash at an angle, and each time Lawrence and [M•S] would quickly turn it upright to get back into the fight. By the third crash they were wedged into a concrete wall near a second active Wraith, hitting Lawrence across some distance. He hit the ground hard which knocked him out for a couple of minutes until he regained consciousness. By the far end the ONI operative was being pinned by the Wraith’s burning payload.

Lawrence knew she wasn’t going to make it without some back up (or a distraction for the Wraith). So he came across towards her as she came across to him in a Flood infested battle zone. Luckily, [M•S] got out without being vaporised, and Lawrence covered her as they both regrouped back into the Safari building complex. From there, the final assault was about to commence…

Riders of the final wave

At this point it was a case of staying alive just long enough to destroy the Flood from taking over this strategic location. Whilst the second Warthog was going around the battlefield spraying machine gun fire, Lawrence and the ONI Operative needed to find a new Warthog or some restock of weapons. Then from a corner a damaged but fairly factional Ghost was found. [M•S] took reins of her new ride as she turned to go out into the battle zone. Or so Lawrence thought.

The ONI operative turned it around and got off, then directed Lawrence to take over and drive off. Surprised by this offer, he took the reins and drove off out of cover to face his doom. Though he was not alone as the second Warthog was still in combat taking on the horde. [M•S] found a second Ghost and followed Lawrence as they drove deep into the Flood to finish off the final wave of parasites for good.

Leaving on good terms

As the dust settled and the Flood had finally stopped, the team took a well earned break from the battle. Lawrence was new to this kind of Warfare against the Flood. Unlike the Covenant who were the greatest enemy that could potentially wipe out mankind in the fires of religious zealotory. The Flood represented a far greater threat as the never ending disease to the galaxy. How many live would it take to defeat such a thing?

His team knew this enemy from previous engagements, the looks on their faces solem, tortured and hardened by the horrors they’ve faced. Today was unlikely to be the last encounter of the Flood.

Then, one by one the team split apart to go forth into the hellish landscape of the war torn New Mombasa. No goodbyes, no hand shakes and no eye contact. They knew for too long now that such things wouldn’t be right. They had their duties to commit to by their commanders, or by their own initiative on a solo assigned operation.

Lawrence hoped this wasn’t the last he would meet them, hopefully alive after this invasion is over. He picks up his sniper rifle and his pistol, and walks off into the hazy heat of a burning civilisation into brink of total decimation.


I hope you have enjoyed this retelling of a Halo: ODST Firefight match. Interesting fact, despite playing Halo: ODST since 2010, I’ve never had the opportunity to play online until now! It was a blast to finally play one of my all time favourite video game with other video gamers in a team.

Whilst the story here had some creative changes to the names and narrative drive, the rest was what happend in my match experience. There was a genuine cooperation of teamwork when I joined in with another player. We didn’t use microphone headsets to communicate, instead, it was sort of like sign language or body language to communicate on what to do.

I really enjoyed this Firefight, had me going a bit emotional by the end when I realised I finally had the Halo online experience. I wrote down my teams names so I may be able to regroup with them again. Hopefully another story could happen soon?

Until next time,

34th Tribe

Warhammer Quest: Cursed City, initial thoughts from a Level 0 perspective

It seems like I’m behind on the hype craze for most releases by GW nowadays, to the point that I’m way behind on 9th Ed 40k and 3rd Ed AoS. But this isn’t a bad thing as I can pick and choose what I’d like based on products not hyped like it’s a life altering product.

One such purchase was Warhammer Quest: Cursed City. One of Games Workshops most infamous botched release from last year that caused a stir within the miniature hobby community. It’s still on sale today, however, you can forget that the expansions ever existed in the first place. Another classic GW decision to make a core board game have limited print run expansions.

My copy of Cursed City was a second hand product that included no miniatures, but the rest was sealed and new. Since I have a many alternative proxy miniatures in my collection, I could still play the board game with appropriate miniatures.

In fact, my copy of Cursed City only costed £20! Since purchasing the set the price has inflated to £25 at the same store, so I was pretty lucky to have considered getting Cursed City whilst I could grab it. The miniatures sold separately would well exceed the original price of a fresh boxed copy above £125+.

This post follows my recorded journey at Level 0 playing Warhammer Quest: Cursed City.

First game

I started by reading the rules for several days, absorbing all the rules in mind as well as watching several YouTube vids to help me see how it played out. From the guidelines I played my first game of Cursed City at Level 0 for the Hunt Journey. This mission is all about slaying champions in order to progress the quest tracker by 10. Fulfilling that with at least one survive hero was the requisite to win.

I won’t go into the details of the entire gaming session, but I’ll explain my initial thoughts from the game.

My first game of Cursed City testing out the rules and making some errors on my first go.
  • Once you get used to the rules and turn sequence it can be very fun and intense at times.
  • Enemy Hostile Spawning Can be an issue as it’s too far from the action.
  • Most of the Encounters are champion free units, making a level 0 game last 3+ hours in my gameplay.
  • Enemies don’t use range weapons, so you’ll probably just run away without consequences.
  • Gorslav is an ass, make sure you decimate the Zombies when he’s on the table.

Overall for my first game testing I thought it was fun and at times intense. When Gorslav is I play and Zombie Hostile groups are around, they can prove very intimidating despite appearing to be easy kills with only 2 wounds each. Oh, and the gravestone markers can be a nightmare if you don’t destroy them. Each one can Spawn zombies, and in my second game, it got messy…

Second game, the proper first journey

  • The game was much better this time around with a Cheat sheet on hand, all the rules simplified on three pages
  • Again, the game took way too long to finish as most of the Encounters didn’t have Champions.
  • I hate Zombies.
  • I really, really, really hate Gorslav
  • Nightfall came and basically spelt the doom for my party.

Here’s my problem. I think Level 0 is either me not playing it right and it’s taking me 3+ hours to slay 10 champions, or the game itself isn’t balanced for fresh playthtoughs? From what I’ve seen online I’m not the only one who’s experienced this same long drawn out gameplay, though others say it’s more yo do with enemy spawning that’s the issue.

On the spawning issue, a new Hostile Encounter is placed the furthest from any hero and placed near a Lychgate. He issue is it takes a heck of a long time for that unit to do anything to your group of heros for several turns. The way I’ve gone around it is by spawning a hostile group clockwise on the Lychgates, so say a unit of Hostilee is slain, and their initiative card has two dimonds corresponding with its combat track placement of being the second unit. I’d spawn them at the bottom right corner Lychgate, which is only a board or two away from my band of heros.

My primary issue though is the Champion spawning. So a deck of Hostile Encounter contains a total of 19 cards that are shuffled and placed down as a deck of cards. On each card is a table contents of different encounters based on your highest levels character. In this case all of my heros are Level 0.

For a Level 0 you’ll get 8 Hostile Encounters that contain a Champion, and 8 cards that don’t contain a Champion. From the Champions you get, if you slay them you’ll have a total of 8 Quest tracked steps, just short of 10 to win the game.

The problem is when put into practice you’ll be playing a lot of non-champion units. I played the Hunt Journey for 3 hours to only achive five slain Champions on my quest dial. In both my games I played up to ten turns and both times I only got to slay 5 targets.

If you played a level 1 and above, this drastically changes when the scale of Encounters is heavily more to slay compared to non viable units. Its like the rule writers on purposely made it a grind at Level 0 with a weird Hostile Encounter reinforcement rule. Whilst many would say that a challenge is a good thing and stay close to the rules and level up the way its written, I really don’t want to spend two days grinding on a mission that just doesn’t sit right with me.

I’d rather have a game contined within 2 hours that still challenges from the foes and events that take place, rather than a grind based rulset that forces me waste time on a long drawn out game. The challenge is already in the game as shown by the Nightfall space that can be lethal when units are Empowerd. On top of that some Hostile units can be pretty lethal in their own right like Gorslavs buried action, the Korsagi’s brutal output of attacks and defence and the Zombies unique ability to spawn new models by placing gravestones on a free space.

I’m going to try the other two journey missions to see how they go. However, if they are a grind too, then I’m just gong to play as a Level 1 team onwards. From my observation with the Encounter cards, Discovery cards and Explore cards, a Level 1 playthrough is much more balanced after calculating the chances of senario.

Third game, Journey 2

I’m beginning to think this is either me doing something wrong in order to make the game slower, the design of the game is intentionally grinding for a game that lasts 6 hours just to level up heros and decrease one or two point fron either Fear or Influence (which one will go up regardless and more by Crisis fail), or this is actually a really badly thought out game that tries to be like Dark Souls without the charm.

I want to belive that it’s the former case, but I’ve read the rules right and rechecked them over and over. I’ve even watched several playthroughs on YouTube to see how it’s done. The criticism for Cursed City appears to be a case of grind.

If people say it gets better once I level up my Hero’s (for how long though until I finally get to level 1 for all???) then I hope it’s true. I’m starting to consider other creative ideas if this game is becoming nothing but grind for the sake of grind. The game is fun for sure once it gets going, and I really like aspects of the game for its environmental situations and difficulty in making hard decisions on the journey.

But the long drawn out gameplay is an issue for me.

Until next time,

34th Tribe

Unofficial Fallout Wasteland Warfare Map Campaign

If you’ve not been following me on Instagram and over on Modiphius Forums, I’ve recently released my ambitious fan made project for Fallout Wasteland Warfare, Map Campaigns. The project is a map campaign rulset designed to let you play in a world space where your gang travel the Wasteland taking on missions, encountering enemy factions, coming across different scenarios on the journey and grow a faction reputation.

Right now version V1.0T is up on the Modiphius Forums, which is where I share updates on the current progress with my fan projects. I used to make F:WW fan made rules on this blog until I joined the Modiphius Forums as a new place to post that sort of content to a wider audience within the community.

V1.0T is basically a Version 1 Test rulset which lays out the basics of what my fan made rulset aims to expand and evolve from. Totaling to 11 pages, the PDF covers the basics on how the system plays into a F:WW campaign.

Believe it or not, this fan project has been in the works for over a year. The document itself is about a few months in the works, but the idea and trial of making it came from making a map for Fallout 4 as a simple grid map on Word doc. I scrapped that idea and went on to create the faction list project, which took some time to research information in gaming guide books for F3 and F:NV. Then edit and create a PDF document for each faction as a source for list building.

Admittedly, I’ve only covered four or five factions to date, one or two having two lists for East and West Coast settings. However, this was useful way of understanding how to edit and create PDF docs.

Then came Wasteland Encounters, a similar way to how random encounters work in Fallout 3, I wanted something like that on the tabletop. So I picked 20 types of encounters from the Fallout 3 gaming guide book and create 20 non setting specific encounters that anyone can use.

A user on the Modiphius Forums did a similar thing based on Fallout 3, and posted it before I came on the Forums. However, we both came about this inspiration from a different angle. The user went about it with a bigger emphasis on the RPG mechanics, whilst I went for a mixture of RPG, card Creature/Danger card draw and unique mini battle scenarios. The Wasteland Encounters would actually be used as part of a mechsnic in my latest fan made rules as one of three dice roll outcomes.

Which finally leads us to now, with this fan made project which is essentially everything I’ve learnt so far made into a ruleset that any F:WW player can use for solo or group campaigns. V1.0T is my initial testing version for anyone to use and play.

The rules aren’t set in stone, as I hope this version will be used by the community as a playtesting version. I hope based on the a very strong reception of likes on my Instagram announcement post, that F:WW players have downloaded the rules and testing them out.

I would very much like to recive as much feedback as possible on how V1.0T was like. With enough feedback and data I can make V1.0T into V1.0, the first and contined version for which I can build subsequent updates on.

This is all for free for anyone who want to play a meaningful journey of their own narrative in the Wasteland playing F:WW. As much as I like making these things for free to the community, I can’t just do it out of giving if the support and lack of feedback makes me demotivated into working on it.

With your help, I can use my time to dedicate more effort into making this fan project an ongoing and useful resource for hobbyists and Fallout Wasteland Warfare fans.

Below, is the Map Campaign fan project V1.0T for you to download and test out on your tabletop.

If you don’t have a lot of miniatures you can use substitute items to represent any Enemy Encounter or Boss Encounters. All you need is the enemy stat cards.

If you need a reference sheet on what you need to do when playing map campaigns, you can download this useful PDF sheet to see how each turn works.

Finally, here’s how the campaign map I’ve made for my Fallout New Vegas campaign looks with a few edits to use with the rules.

If you want to send me your feedback on what you like and want the rules to be improved on, you can either send me your feedback in the comment section below, or send me it at the Modiphius Forums website in the Fallout Wasteland Warfare page on the post “Map Campaign Thread”.

Thank you for reading this post, and I hope you’ll enjoy testing out the rules in your games of Fallout Wasteland Warfare!

Until next time,

34th Tribe

Fallout Wasteland Warfare Campaign: The Battle of Nelson part 1 & 2

The Battle of Nelson is set several months before the main event of Fallout: New Vegas, when the New California Republic was still in control of one of its three camps along the Colorado River. Camp Nelson is the middle of the three camps, made as a fort defense to keep the Legion back from counter attacking Hoover Dam.

However, in the video game, we find out that the Legion had taken over Camp Nelson. Deadsea, a Recruit Decanus, is in charge of the Legion occupation of this site. This is one of two great advances that Caesar’s Legion has made to expand closer into NCR territory, the other being the decimation of Camp Searchlight by nuclear exposure.

In this alternative timeline universe of Fallout: New Vegas, the campaign is set a few years after the Bonnie Springs Settlement mode Series. It follows the perspective of the Legion as they dare to invade Camp Nelson by the cunning plans of Centurion Lindvm. Spliting his forces in half by two groups of 40 Legionaries, Lindvm leads the southern pincer whilst Recruit Decanus Deadsea leads the northern pincer.

First, the Legion scatters in groups of tent squads to obscure their true strength from the NCR. From these scattered groups encounters emerage, and many will likely perish.

Centurion Lindvm hopes his gamble pays off with enough Legionaries alive to regroup at the checkpoint to initiate the counter attack of the southern half. If he fails to arrive on time for the assault on Camp Nelson, then Deadsea himself will lead the attack with only 39 Legionaries in his command.

Game 1: Encounter

A Tent squad of the southern pincer group came into conflict with the NCR Patrol squad. A fierce battle began as both sides fought to decimate the other. The battle was a stalemate as neither side could gain the majority.

The victor of this battle came by third party intrusion as a swarm of Cazadors swooped in to kill all parties of the engagement. The battlefield was in fact a Cazador nest site from the shade of boulders.

The battle ended in a bloody draw as neither Legion nor NCR forces lived to tell the tale.

Game 2: Trader

Some miles away from the first engagement of skirmish combat, an NCR Patrol led by NCR Patrol Ranger Mathew was escorting a trader on route to a safe settlement. The Trader and his Brahmin looked innocent enough from appearance as a traveling salesmen. Though in truth this is a cover for an NCR package delivery of supply’s to the Ranger Station.

Today proved why such protection and misdirection was needed, as a Caesar’s Legion Tent squad ambushed the NCR Patrol. To the Legions perspective, this trader was an ally to the NCR, so all must be made an example of to the God of Mars.

The battle was an intense and frantic skirmish, time was ticking as the trader and his Brahmin were escaping to safety with NCR covering fire to distract the Legionaries. Just before the trader could escape to safety, he was assassinated by a Decanus’ Machete Gladius to the back.

Victory would be a brief one for the Legion as the Brahmin managed to escape from the battle. There was no point in chasing the beast now. Despite not plundering the loot from the traders goods they at least killed the trader.

In the perspective of the NCR, this was a bitter defeat as the trader was actually a trained technician who was going to set up a new communication hub at the Ranger Station. This would have improved sending and receiving messages to nearby NCR outposts. However, at least the package survived the battle intact, but setting it up will likely take days once a new technician arrives.

The Legion would embrace this battle as a minor victory, whilst Recruit Decanus Titus make a fine kill in slaying the trader, it was a missed opportunity to recover the goods from the Brahmin. They didn’t know that this simple trader escorting ambush would’ve been far greater a target if they knew the full story…

End of part 1 of 3

Update and Zaku II

You will have noticed that I’ve been absent on this blog for over a month now. Simply put I’ve started posting content over on the Modiphius Forums, which has been fun and much more engaging to post F:WW fan content. Though what does that mean for the blog?

I plan to make the blog still as it was and will be for the foreseeable future as I continue to post wargaming hobby content. Though I will unfortunately not be posting fan projects like the Themstic lists, Wasteland Events and etc. However, you can find those and new content posted on the Modiphius Forums to download as PDF supplements. Which I’d say is way more convenient than scrolling through a blog page lol.

Taking a month off has given me time to think about what I should do with the blog, and how best to continue it. I personally believe that the campaign narrative series approach is the best way forward, I had tons of fun with the Bonnie Springs Settlement mode as a gaming and narrative solo experience. So I aim to continue in that direction as my main focus for content, maybe several shorter events and one or two major campaigns a year.

I’d also like to post wargamimg content on discussion topics or a series of posts on a subject as journey of sorts. I don’t express my opinions or ideas on Instagram, wheres on a blog I think it would be a good thing to try out.

With that done, onto the Zaku II Gundam kit.

Last week I got myself a Zaku II model kit as part of a project to create a realistic 1/144 scale mecha. Using scoring techniques, engraving, edge highlighting, damage effects and more to create a Sons of Horus themed Zaku II. The Horus Heresy meets the Principality of Zeon.

Whilst my intent was to scribe lining the model, that went pretty bad. So I went for battle damage to amend my terrible attempt at making panel lining cuts. I think scribing is beyond my ability, though it takes practice to get the right look to be fair.

The Zaku II wasn’t a big hit on Instagram, though it wasn’t for people’s attention, rather it was for my own choice to do what I wanted to do. I’m impressed with the final outcome of this project, and I hope to do more Gundam projects this year (since I seem to only do one every year).

That’s all for today. Thank you for reading this post and hopefully I’ll be back soon with another hobby post.

Until next time,

-34th Tribe

Thematic list of the Mojave Wasteland: NCR and Caesar’s Legion

Welcome back to another Fallout Wasteland Warfare Thematic list post, or should I say a new and reworked way?

Rather than just posting suggestion list formations in many parts, I’ve gone back over my notes, made some alterations and improved on what I had planned out to create faction based PDF format. Designed for both lore enthusiasts wanting to build a gang with lore appropriate gear, and for those who want simple straight forward suggestion of what can be taken for the faction.

Have you ever wanted to build a gang of Frumentarii spies who are infiltrating into NCR territory? Or maybe you want to include allied tribes into your gang? I’ve included some creative liberties to give these thematic lists a variety of uses depending on the setting and situation a player might want to use such units for. These supplemental rules will give you not only models that are already playable in the official wargame, but also new substitution units that you can play with some modification.

Below is a Q&A section on how the PDF work and what you need to know before using it in your games.

How do I use this?

The PDF will explain what a Thematic List is and how to use it. It’s essentially split in to two sections:

1) A faction list of units with options that can be taken, designed to let anyone play lore friendly gangs on the tabletop. So no T-60 power armoured Centurion! I’ve left the points our from the faction list as they tend to change from errata updates.

2) Thematic lists designed for quick and convinent lore friendly gang army roster that can be taken as written, or include extra weapons, perks and Leader cards. However, if you choose to play one of these pre made gangs you cannot increase the unit numbers or add new units.

What if I want to include items not listed as an option for a unit in the faction list?

You may choose to include items not on the list, though the list is recommended to follow if your a lore enthusiast. I’ve based the faction list from sources including the Fallout New Vegas statergy guide book, the video game and Fallout Wasteland Warfare default AI cards.

If your playing 1vAI games, you can customise how you wish with equipping your gang. You can do so anyway against an opponent in games of Fallout Wasteland Warfare, as the official rules by Modiphius are much more open for customisation.

These PDF rules are designed for lore enthusiast who want to truly play wargames as close to Fallout New Vegas setting.

You can however pick any Perk and Leader cards for your gang to customise to your play style.

Why are the Thematic lists cap costed?

I mentioned earlier about errata cap cost changes for the game changing, though when it came to these lists, I wanted to give them a cap cost since they’re specific curated list that’s static (but you may add additional options to your play style).

Why aren’t there Leader and Perk cards included?

In both sections I’ve left them out for you to choose how you want to customise the way your gang plays. I had originally intended to include these cards based on how each faction functions in battle. However, it would limit the creativity and uniqness of players choice to choose how to play their gang.

You may choose to make your NCR gang prioritise stealth approach using range awareness limitation or longer movement range. Alternatively, your gang are Veteran soldiers with years of refining and disciplining as soldiers, maybe improved shooting and cover perks would suit your style.

Whilst it’s not mentioned on the PDF, you can choose whatever perks and Leader cards you like, though you may want to discuss this with an opponent if your both using the faction PDF.

Is the PDF official?

No, it is a free fan made supplement to be used and shared with the Fallout Wasteland Warfare community. The PDf are not endorsed nor officially supported by Modiphius Entertainment and Bethesda Games Studios.

Can I use these in a Campaign and Settlement Mode?

Yes, unless it’s a group gaming session you’ll need to ask the organiser if they’ll allow it in their campagin.

Where can I download the Thematic list PDF?

You can download them here on this page, for NCR and Legion copies. Other factions will recive their own versions in future.

With that, I’m off to take a break after days of making these PDF supplements in my spare time. More will come very soon, so keep a loom out on my blog for new updates.

Until next time,

-34th Tribe

The Battle of Molech, an Epic 30k project

Whilst many hobbyists will be getting stuck into the Horus Heresy 2.0 releases, along with a mainline support from Games Workshop moving forwards, why wouldn’t I take part in what’s been a dream of mine for so long? To finally collect, paint and build HH armies of my choice without having to deal with resin kits and slightly lowered prices for plastic updated kits?

Simply put, 28mm ain’t gonna work for me. The Horus Heresy is a huge investment to consider, and in my point of view 28mm would be far better if I did it as a skirmish force or specialist squad on display. If I really wanted to go down the route of collecting a Horus Heresy army that 1) doesn’t take too much room to collect and display and 2) is at a decent price, then the only way is to go down the 6mm scale.

Last year I had a fairly small gathering of Imperial Knight collection for my Battle of Molech inspired collection. This was before I decided to move away from buying GW kits from independent retailers. At the time, I hadn’t really considered Epic was a viable choice since I forgot it existed, and where to even buy miniatures at that scale since GW long since abandoned that gaming system.

Luckily for me, a place called Etsy was my gateway into buying Epic miniatures. I’d purchased a set of three Sicaran Battle Tanks as my first dive into 6mm scale miniatures. This would soon be followed by my recent purchase of second hand Epic Space Marines (60 in total).

Since I’d set my sights on the Battle of Molech with all available lore material on hand, I knew where to go with my project.

Below is a gallery of my current collection featuring the Death Guard, Vassal Knight House Malus of Legio Interfector and Imperial loyalist units.

A Tactical squad of Death Guard Legionaries
The armoured might of two Sicaran Battle Tanks and Knights of the Vassal House Malus.
The Imperial defence of the destructive weapons that are on par with the traitors.
Primarch Mortarion of the Death Guard Legion.
The Epic 30k shelf space on display, note the scale comparison of the Gundams, Sister of Silence and unofficial Halo miniatures in scale.

Right now the Death Guard are my primary focus for the project. Judging by my progress I think I should be done with the basics very soon.

Anyone into Epic 40k/30k? Are you into creating Company sized force or an entire apocalypse Chapter force? Do you play Epic with mates or at an established gaming club? I’m interested to know how Epic 40k is going on today. 🙂

Until next time,

-34th Tribe

Wasteland Encounters senarios

Do you sometimes wish your games of Fallout Wasteland Warfare had a twist in a campaign tree? An in-between mini story that creates a challange or an added reward for the journey ahead?

Let me introduce: Wasteland Encounters.

A fan made project inspired by Fallout 3 random encounters (the basis of this event set as I took inspiration from the game and turned a few of them into tabletop rules!) Wasteland Encounters is designed to make Settlement mode and campaign tree games extra fun. What if after your first battle you come across a rare and powerful Alien Blaster to keep? Or maybe you come across a band of cannibal settlers who give you some mysterious meat?

How dose this work in your games of FWW? Unlike the event cards you play in games where you flip over a token, Wasteland Encounters are played after your previous game and before your next game (I call these major battles for simplicity of explaining the terms of game types). In Settlement mode you do this after you finish your Settlement phase and before you go on to your next battle.

You then roll to see whether or not you activate an Event or not (If not then you preceed to the next major battle), if you rolll an Event, you then roll a D20 to see what it is.

When Sub battle locations are mentioned, it means you’ll be playing on a table board half the size of your current table board size. This will act as a mini location as you journey onto your next major battle.

What will you need to use Wasteland Events?

In order to play, all you’ll need is the following:

  • A Wasteland deck including item cards, creatures cards, stranger cards and event cards.
  • Enemy unit and AI cards, you may replace an enemy faction to one that fits the theme of your Fallout location. You’ll need Survivors, Supermutants, Raiders, Creatures and Robots cards with their default equipment.
  • A D4/D6 and D20.

Here’s the download link to the PDF:

You’ll notice that the event roll mentions ‘set 1’, this is so that I can make 20 events per set (that’s why you need a D20!). If its popular, I’ll plan to make more sets very soon, possibly themed sets like The Pitt, The Commonwealth, New Vegas, The Capital Wasteland and even mentioned places like Arizona or undiscovered locations like Texas.

Right now though, I’m interested to see how the community feels about this event set. If it’s popular I’ll get to work on more! If less so then at least there’s something for your narrative gaming!

Until next time,

-34th Tribe

Note: this is a fan made project and is not an official PDF. It is not endorsed nor sponsored by Modiphius Entertainment nor the IP owners at Bethesda Games Studio and Microsoft. No profit was made on this PDF and is soley for sharing with the Fallout Wasteland Warfare community.

Unique fan made character unit cards for Fallout Wasteland Warfare

If you’ve been following my Instagram stuff for awhile now, then you’ll know about my side project on making unique character cards based on kitbashed and alternative painting scheme. Like evey project I announce it, and then it gets delayed or put aside for several months. Well now the time has come to give you, the FWW community, the chance to print and play two unique fan made rules!

To keep things simple (because editing these cards wasn’t easy) I’ve done two leader characters including: one Minutemen Sergeant and a fan made unit card for Burnt Guy, based on the popular Fallout: New Vegas character in a YouTube mod series by Wilbugur.

I won’t be doing regular updates on these cards, so don’t expect a sudden alteration to the stats. These are merely for narrative purposes on the tabletop. But with enough feedback I’ll fix what I can. 🙂

Want to play more fan made unit cards? Let me know I the comment section and I’ll get back into creating more. I don’t take commission nor requests, so long as my content doesn’t conflict with Modiphius Entertainments existing unit cards, then all (might) be well.

Download here:

Until next time,

-34th Tribe

Unofficial Halo Reach miniatures part 1

If you’ve ever played Halo: Reach on either the Xbox 360 or MCC, you’ll be familiar with Noble Team. On the surface they may seem one dimensional as characters with very little screen time for development in the game, however, it’s only when you play a second time that you notice a far more compelling group of individuals.

After finishing off my Alpha Nine ODST squad, I took some time off to focus on other projects. A good thing in hindsight as a week ago I’d found some interesting new miniatures in the store.

Specifically Reach miniatures of Carter and Emile.

When I got these a few days later and checked the sculpts for quality checks, pff, I couldn’t belive just how detailed they were. I thought the 3d printed ODST miniatures were top notch work, but the Spartan miniatures was a step above. Hardly any visible print ridge lines or mould support holes. What’s more the miniatures were nearly 100% near look alike to the characters right down to the details!

As you can see, the wonders of 3d printing in form of two Spartans. It still draws my attention whenever I check my miniature shelf at the sheer details. I knew it was worth grabbing them!

As for the rest of Noble Team only Jun is up for sale currently. Though hopefully in time the rest will be on sale soon, by then I’ll have all of Noble team on display along with Alpha Nine.

I’ll be sure to show more unofficial Halo miniatures very soon. Until next time,

-34th Tribe