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Post by Owen Cooper on Jan 19, 2010 20:48:13 GMT
Now why would I be making things like this?
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Post by monkeyboy on Jan 20, 2010 11:15:56 GMT
Dark Future ?
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Post by Scott on Jan 20, 2010 11:42:56 GMT
Personally Owen I think it's about time you resurrected Axles & Alloys!!
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Post by ASH on Jan 20, 2010 14:34:23 GMT
Very nice Owen, I still have that Clio you did for me years ago.
Are you up for taking commissions for one or two more ?
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Post by Owen Cooper on Jan 20, 2010 17:47:32 GMT
Well, I'm trying to churn out about 8-12 of them in time for Alumwell - DaveO and myself plan to run participation (yes!) games under the Stourbridge banner (yes!) of "Axles and Alloys II - Dork Future".
You can see the draft of the new version on Friday all being well when we give it it's first running.
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Post by Owen Cooper on Jan 21, 2010 18:19:54 GMT
OK here are the changes to the new ruleset (which I might subtitle 'Axles of Evil' instead of 'Dork Future') - Turning is totally different. You only plot your speed now and cars move in order of speed, highest to lowest with the option to defer your move until later if you are faster than other people. During your move you may make 2 (3 for Light vehicles) rotations of up to 45 degrees, at the start of move, end of move, or halfway. You decide when and if to turn when it is your turn to move. - Firing is at any point during anyone's move and each car can fire once per turn (I may change this to firing after a move has been completed but I want to see how the first approach works first). In effect you interrupt moves in order to open fire. - Optional skidding rule. After each rotation, but before moving on from it, you roll d6 to see if you skid. Skids are a random move directly sideways, it being assumed that your real path was sliding away from the path you traced with the tape measure. Skid distance is calculated by a roll of 2d6 with the result interpreted according to your speed. Double one is a flip and destroyed car, Double six does the skid and suffers the old "random scatter" Loss of Control effect. - Jumps have been added. Inexplicably missing from all previous versions. - Also inexplicably missing - head-ons are far worse than other rams or collisions. - Race formats. Races have a lap truce whereby you can't fire until you've completed a lap, then the gloves are off. Rules for normal racing, banger racing (last car rolling), figure eight and suicide racing whereby half the pack race clockwise, half the pack race anti-clockwise. Based on a real race format in US banger racing! - All dropped weapons are now 3" x 1.5". Much bigger than before - Stealing from Mechwarriorclix there are environmental conditions - downpours, radiation, night, racing/fighting on an artillery firing range etc. - Experience point system. - Flamethrowers have to have a "tank" system that destroys the car if hit, essentially giving their users a big drawback, also Automatic Fire Extinguisher systems can be taken to reduce the effects of fires - Democratic system whereby 50/50 judgement calls as to whether it's in range or not go to a vote including any spectators. If you aren't sure whether that really was a head-on see if your peers will go easy on you. - Lots of stuff written down that wasn't before I'm really excited and enthusiastic about it, I think it could be a really good game. Doing some Google searches I notice that people still play the game and still refer to post-apoc-cars-with-guns as being "Axles and Alloys".
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Post by Owen Cooper on Jan 21, 2010 22:05:09 GMT
We continue... What passes for a sensible family estate car in the future dystopia of post-apocalypse New Tipton. I had to clad the back in Orky-style armour plates as it is such a sensible family estate car that it has two dogs moulded into the boot and I couldn't get the razor saw in to cut them out! A Matchbox Oldsmobile Vista Cruiser with a Space Marine boltgun and some "distressing" with the saw and pin vice. This time around I've started spraying the things matt black before painting and adding some rough high-lighting in pure white after all the desert dust has been drybrushed on. Owen
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Post by Scott on Jan 22, 2010 12:32:49 GMT
I really like the estate coversion Owen. A shame you couldn't get into the back to do a bit of coversion work on the dogs, but plasticard conquers all!
Any chance of doing the New Tipton Police Department!?
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Post by Owen Cooper on Jan 22, 2010 12:40:03 GMT
Not plasticard but good old fashioned thin card - in the interests of recycling it's the backing card the cars come on! Looks good when folded as the crease mark looks a bit like a rough seam weld and very easy to realistically distress.
The NTPD might come about, Matchbox have a couple of good US police cars in their range at the moment, both modern and 70s.
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Post by Owen Cooper on Jan 25, 2010 21:12:41 GMT
Toy car converting enthusiasts rejoice! There is now a blog dedicated to the might that is Axles and Alloys II - Dork Future - The Axles of Evil and furthermore a downloadable playtest version, all PDF'ed up "for her pleasure". axlesalloys2.blogspot.com/
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Post by DaveO on Jan 26, 2010 20:58:19 GMT
Absolutely magic ;D I'll see if Minime will put a link in from the club website.
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Post by Flashman on Jan 28, 2010 23:36:19 GMT
Are they the same size as Hot Wheels? as I have developed a sudden influx of toy cars in my house.
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Post by Owen Cooper on Jan 29, 2010 7:42:20 GMT
Steve, Yes the just-under-3", "fit the box" size. Matchbox, Hot Wheels, Majorette etc. the cars that retail for about £1 in blister packaging. Roughly (very roughly) 20mm scale. This sort of thing
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Post by Owen Cooper on Feb 1, 2010 22:03:45 GMT
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