SST Online Articles

Galatea

Mongoose
I open this thread because I have written some things about SST that I feel are not suitable to S&P, mostly because they are rather short.
But I think it would be a sin not offer those to other people.
If others have nice small articles or workshop things they may post them here, too.
 
Newborn Baby Rippler:

What you need:
- One Blister Controll Bugs:
http://www.mongoosepublishing.com/miniature/detail.php?qsID=1073&qsSeries=
- 2 small plastic sticks for the wings

Construction Guide:
1. Cut apart the Control Bug as shown on he picture below.
Be careful you will need all the parts later (except the mouth claws).
Use a fine file to file the cutting edges round and organic.

2. Reassemlbe the parts as shown on the picture.
Use a fine file if parts don't fit. Cation teh torso must be turned, Head and abdomen must be attached on the small edges.
Two small plastic sticks (I use the rotor blades of a 1:720 Helicopter model) form the wings.

3. That's it, just paint it.

BabyRip1.JPG


BabyRip2.JPG


KerrBase.JPG



Next: Baby Warrior
 
Baby Warrior Bug:

What you need:
- 1 Blister Tyranid Gaunts
http://de.games-workshop.com/storefront/store.de?do=Individual&code=99120106004&orignav=10

from that:
-- 1 Gaunt Torso (will form body)
-- 4 Gaunt Scything Talons (will form legs)
-- 2 Hormagaunt Legs (will form jaws)
-- 2 Gaunt Small Claws

Construction Guide:
I think the picture below shows clearly what to do.
You should fill the gaps with modeling mass (espacially between the legs).

Babywarriorcon1.JPG


Painted it could look like that:

BabyWarrior1.JPG


Next: How to create a bughole terrain piece
 
Here comes the long awaited, often asked for Tutorial.

How to do a bug hole?

p.s. yes, my english is stretched to it's limits ^^


What you need:
- One Styroporform 'Bell' shape with a ~4" diameter
http://www.vbs-hobby.at/artikel/hobby/nosystem/productId/9779/categoryId/228/keywordId/568/produkt/styroporform_glocke_9cm.htm
- One 3" diameter Pasteboard (could be the back of a Memo Pad or a SST Package)
- Gas Flamer or at least a lighter
- Styropor glue (or photo glue)
- a not-burnable underground (Kitchen gumption board or something like that)

Construction Guide

1.1 So this is the Styropor form.
1.2 This is what we need for the first steps: Styropor form and handflamer.
1.3 Styropor untouched
1.4 Styropor after a short 'touch' with the hot flame. Be CAREFUL when doing this - the material will still shrink after you have taken away the flame and we don't wanna burn a hole in it by now.

1.JPG



2.1 We know that pic (ups in my credit).
Now go and threat the whole form with the flamer. Try to do a 'rocky' skin by melting 'canions' into it. You need to test a bit in order to get a feeling how the material reacts when you flame it.
2.2 Now after flamed the whole form it is time to burn an opening into it where your bugs can dig out.
CAUTION! Sometimes burning parts of styropor will drop down from the form (especially when you don't act careful). Be sure whatever lies below you is not burnable! It's a really bad idea to cover the desk with a newspaper here.
And again, be careful or your whole bughole will burn down.
2.3 The bughole with it's new open.
2.4 Now it is time to create the bottom. Take a paper card and cut out a circle that fits into the bottom of you hole.

2.JPG



3.1 Papercard fits into the bottom.
3.2 Spray the bughole by either doing this on the street (you should really lay under a newspaper if you don't want a white street for the next three weeks)
3.3 or sticking it on some other tool.
3.4 The sprayed bughole and the sprayed bottom.

3.JPG



4.1 Give the bottom it's basic color coat. It is important to paint in circles - believe it or not you will clearly see the effect later.
If you want to have a brown bughole take a dark brown, if you want volcanic rock take black.
4.2 Basepainted volcanic Bughole and basepainted bottom
4.3 Paint the bottom.
-Volcanic Bughole: Use white. Important! Add some water to the color to give it a transparent nature. Again paint in circles (paint torwards the centerpoint not from it, because at the end of your brushs movement you will have some high concentrated color freckles and that doesn't look good at the rim of the bottom) only in the center point you can add some color by dabbing.
-Earthy Bughole: Use black for the center. This time you need to drybrush the black. Simply draw a spiral from the centerpoint torwards the rim - this one is really easy.
4.4 The volcanic bughole after adding some yellow inks (in circles) an some orange ink (dabbing at the center only).

4.JPG



5.1 Don't forget to paint the inside of your bughole or you get a nasty white surprise.
5.2 Ink/drybrush the bughole.
-Earthy bughole: Ink it with a dark brown (add a bit water to the ink or it will become too dark and glossy). Use a more brightly brown to drybrush and after that a bone-like color on the highest spots.
-Volcanic Bughole: No need for an ink here. Use grey drybrush and after that white on the highest spots.
5.3 Add the bottom to the bughole. Do not use plastic or metal glues here!
Their acid components will eat away your bughole and that would be really sad. So you need a special styropor (or photo) glue.
5.4 Now it is completed! Just spray it with a protection coat and bring it to play.

5.JPG


p.s. Due to the chaotic nature of fire all bugholes will look different. Don't give up when yours burned down to its half, you can still create something nice from it.



Some pictures of painted bugholes:

Volcanic Bughole:
VolcanicBughole1a.JPG

VolcanicBughole1b.JPG

This thing burned down accidentally, so I decided to make it a tanker hole.

Earthy bughole:
Bughole2.JPG


Earthy Rippler bughole chimney:
-Bughole.JPG


Flat earthy bugholes:
Bughole3und4.JPG




Maybe I'll do an S&P Article with this, but I doubt my english is good enough.


Next: Probably 'How to do a color shift'
 
Your English is just fine :D . It's probably better than most of us "English" spellers...

Good work, by the way!
 
Allright, that has been posted on the SST-forums already, but I post it here to keep the list complete.



The idea of this came up when I played this CTF Scenario as a demo game (allright I didn't play it, but I watched).


SST Tactical Shooter Mod

Terrain:
Lethal Terrain: Contact with this terrain will kill a model instantly. Examples: Lava streams, acid lakes, bottomless holes.

Cover:
Models that are at least half invisible for the attacker count as being in cover and gain +2 Target and Kill.
Bunker Cover:
Models inside a bunker gain +3 Target and Kill.

Models used/weapon fire:
PAMI are used. Both teams get exactly the same equipment and models.
Each model acts separately, command distance is irrelevant.
It is possible to split fire (of individual models), but damage dice must be allocated before shooting. Damage dice can only be allocated to models within a weapon’s fire zone, it is not possible to create a 2nd fire zone.
If no secondary targets are declared before shooting, all shots will only wound the initial target model – even if it’s killed twice or more.

Reactions:
Only one reaction per model is allowed.
Reactions allowed are:
- Beat Feet (a move action, may use special movement if readied)
- Charge (a charge action)
- Shoot (a shoot action)
- Dodge (+1 to any saves for the rest of the enemies turn, a model with no dodge save gains a 6+ dodge save if it takes a dodge reaction)

Weapons:
Changing weapons needs a ready action.
Ammo/X. This trait represents how often a weapon can shoot (in action/reaction) before it’s going out of ammo, until the model pics up another ammo powerup.
Models can’t shoot during jump. They need both legs an the bottom (this rule was made because normal jump would negate almost any cover).

Models can carry a maximum number of one large weapon and one small weapon. A ready action may be used to grab a weapon and/or ammunition dropped by a fragged model.
A ready action may be used to grab a powerup.


-Small weapons:
Circular saw (CircSaw)
Type Infinite, changes CC-Value to 1D10, Pierc/1.
Changing to Chainsaw can be part of a Charge-Action/Reaction and does not need an extra ready action. Changing back to another gun needs ready though.

Shock Stick
Type Infinite, changes CC Value to Userx2, Pierc/1, Parry/1 and extends PointBlankRange to 3“.
Changing to Shock Stick can be part of a Charge-Action/Reaction and does not need an extra ready action. Changing back to another gun needs ready though.

Pistol:
Type Squad, Range 20“, Damage 1xD6, Ammo/30

-Large weapons:
Basic Gun (Morita):
Type Squad, Range 20“, Damage 2xD6, Auto, Ammo/20

Shotgun
Type Pack, Range 15“, Damage 3xD10, Ammo/10

Railgun
Type Pack (Ready), Range 60“, Damage 1xD10, Killshot, Accurate, Ammo/10
Special rules: Ignores the effects of any cover.

Flamer
Type Squad, Range 10“, Damage D10+2, Flame, LZ (Stream/6”), Ammo/8
Special rules: Ignores the effects of any cover.

Grenade Launcher
Type Pack (Ready), Range 40“, Damage 2xD6, LZ(3“), Ammo/6

Missile Launcher
Type Pack (Ready), Range 60“, Damage 2D10, LZ(3“), Piercing/2, Accurate, Ammo/2

Heavy Machinegun
Type Squad, Range 30”, Damage 4D6+1, Piercing/1, Auto, Ammo/30
Special rules: The heavy MG must be deployed before shooting (like a micro support platform) by using a ready action. It has an infinite number of shooting reactions per (opponent) turn and a reaction radius up to 20”.


CTF Rules:
Grabbing the flag needs a ready action.
A model carrying the flag cannot jump anymore, though it can act normally (react) otherwise.
The flag can be passed to a friendly model by both models taking a ready action.
The flag can always be simply dropped. Dropping the flag needs no action.
If the Flag Carrier dies by a failed armor save the flag is dropped where the model died.
If the Flag Carrier gets fragged by a Kill Result the flag scatters D6“ in a random direction and is dropped there.
If the flag scatters into lethal terrain or the Flag Carrier flinches into lethal terrain and the flag gets destroyed that way (i.e. if it falls in a lava stream) it is removed and placed at the centre (flag) point again.

Scenarios:


1. Deathmatch
Briefing:
This one is really easy. The enemy’s activities must be stopped. Kill anything you see.

Map Description:
The map measures 6x4ft. Deployment zones are 6” from the short table edge.
Use as much terrain as you can find. The more the better. Best are ruins with multiple levels, bridges and inside/outside parts. Use a lot of lethal terrain if you want it really funny.

Victory Conditions:
The player that kills all enemy models first wins. The game lasts for a maximum duration of 10 turns - at the end of turn 10 the player with the most surviving models wins.

Scenario special rules:
-

Team Equipment:
It will get close and deadly though some sort of fire support isn’t bad at all.

8 Troopers:
One Team Leader (Sergeant stats) with Morita and Shock Stick. Has the heroic trait ‘fast mover’.
One Trooper with Shotgun and CircSaw.
One Trooper with Railgun and Pistol.
Five Troopers with Morita and CircSaw.


2. Assassination
Briefing:
An important enemy Leader has been detected in the area. Move out and kill him as these spineless worms are only fighting for the fear of their leader. His death will crush their morale and assure your victory.

Map Description:
The map measures 6x4ft. Deployment zones are 6” from the short table edge.
Use as much terrain as you can find. The more the better. Best are ruins with multiple levels, bridges and inside/outside parts. Use a lot of lethal terrain if you want it really funny.

Victory Conditions:
The player that kills the enemy team leader first wins. The game lasts until this goal has been achived.

Scenario special rules:
-

Team Equipment:
Snipers have been deployed but probably the job needs to be done by your grunts.

10 Troopers:
One Team Leader (Sergeant stats) with Morita and Shock Stick. Has the heroic traits ‘fast mover’ and ‘jumpball player’.
One Trooper with Shotgun and CircSaw.
Two Trooper with Railgun and Pistol.
Six Troopers with Morita and Pistol.


3. Tactical Advantage
Briefing:
You have been fighting in this area for a long time now, but victory is near. You just need to hold those energy relays to knock of the enemy’s air defense. The rest will be done by your bombers. If you fail they will be screwed and you too.

Map Description:
The map measures 6x4ft. Deployment zones are 6” from the short table edge.
Use as much terrain as you can find. The more the better. Best are ruins with multiple levels.
There are 6 Energy relays (Flag Points) scattered all over the map and one in the middle. This time flags can’t be carried away, but conquered by using a ready action.

Victory Conditions:
The game lasts for 10 turns. The player that holds the most flag points when the game ends is the victor.

Scenario special rules:
-

Team Equipment:
You will be fighting at close quarters, and defending strategic points. No need for artillery, but a sniper can prove very useful.

10 Troopers:
One Team Leader (Sergeant stats) with Morita and Shock Stick. Has the heroic trait ‘fast mover’.
One Trooper with Shotgun and Pistol.
One Trooper with Flamer and CricSaw.
Five Troopers with Morita and Pistol.
Two Troopers with Railgun and Pistol.


4. Under Siege
Briefing:
Both sides have digged deep in this war. Now you have been chosen to finally end the fight – the one way or the other. Destroy the enemy’s structures and kill all his troopers.

Map Description:
The map measures 6x4ft. Deployment zones are from the short table edge up to 12” to the center line.
Use a decent amount of terrain (best are high ruins with multiple levels) but don’t cluster the entire map with it. Leave about 50% of the table terrain-free.

Victory Conditions:
The game lasts for 10 turns. The Player that gains most VP wins the game.
Destroying a structure: 5 VP
Killing an enemy trooper: 1VP
Killing the enemy’s Team Leader: 2VP

Scenario special rules:
-

Team Equipment:
This time you will see a lot of really big guns.

19 Troopers:
-Attack:
One Team Leader (Sergeant stats) with Morita and Shock Stick. Has the heroic trait ‘fast mover’.
Two Troopers with Flamer and CircSaws.
Ten Troopers with Morita and Pistols.
-Defence:
Two Troopers with Heavy MG and Pistol.
-Fire Support:
Two Troopers with Grenade Launcher and Pistol.
One Trooper with Missile Launcher and Pistol.
One Trooper with Railgun and Pistol.

One Ammo Depot
Three Bunkers


5. Meltdown
Briefing:
One of your agents died when he was trying to bring secret information about the enemies forces in the this sector to you. His dead body was located in the ruins of this city and now you have been choose to get there and grab that information he carried.
Unfortunately the enemy is already on his way.
Oh, and by a note, the City is under heavy nuclear bombardment. Good luck.

Map Description:
The map measures 6x4ft. Deployment zones are 6” from the short table edge.
Use as much terrain as you can find. The more the better. Best are ruins with multiple levels.
The secret information (Flag) is placed in the middle of the map inside a ruin.

Victory Conditions:
The player that gets the secret information beyond his table edge is the victor.

Scenario special rules:
At the beginning of each player’s turn roll a scatter die and 6D6.
Place an atomic Ajax warhead there with the centre exactly on the scatter point.

Team Equipment:
This will get close and dirty, so there is no need for a heavy punch.

8 Troopers:
One Team Leader (Sergeant stats) with Morita and Shock Stick. Has the heroic trait ‘fast mover’.
One Trooper with Pistol and Shotgun.
One Trooper with Pistol and Flamer.
Five Troopers with Pistol and Morita.


6. The Beast’s Lair
Briefing:
An agent trying to bring you vital information has been ripped by alien beasts and pulled into their nest. Now you have to go there and get it out.
Oh and the enemy is on the way to get them back, too.

Map Description:
The map measures 6x4ft. Deployment zones are 6” from the short table edge.
Use a decent amount of terrain, most should be rocks, small hills or acid lakes.
The flag is deployed in the middle of the table and may be grabbed by using a ready action.
Place one King Tanker in the middle of the map, sitting right on the flag.
Add some eggs to represent the alien nest.

Victory Conditions:
The game lasts until one player has moved to flag beyond his table edge or all troopers (of both sides) are dead.

Scenario special rules:
There are three separate turns: Player A, Player B, Bugs.
The King Tanker can’t be destroyed. Each wound it takes instead reduces his actions during the next bug’s turn by one. It will always attack the nearest target but won’t move more than 12” away from the flag point.
Roll 2D6 at the beginning of each bug turn. For each roll of 4+ place one Warrior bugs in the middle of the map. Player models can react to hatching bugs before they take their actions.
The Warriors will always head for the nearest target and try to rip it apart.

Team Equipment:
There will be a lot of tough aliens, so you packed some big guns and a bunch parry weapons.

10 Troopers:
One Team Leader (Sergeant stats) with Morita and Shock Stick. Has the heroic trait ‘fast mover’.
Two Troopers with Shotgun and Pistol.
Two Troopers with Flamer and CircSaw.
Four Troopers with Morita and Shock Stick.
Two Troopers with Railgun and Pistol.
 
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