Wednesday, 17 September 2014

The Prang

Here are the Prang from that I tried using coffee grounds as basing material on last post. I worked the white armour up from grey, giving them a fair bit of depth... Although it doesn't show too well in these phone snaps. I think they look better from the back, and am planning to add some more leathery brown to a couple of them. 

Thanks for looking!

Friday, 5 September 2014

The 6 Month Mountain Reduction & Painting Challenge

I recently agreed to take part in the 6 month mountain reduction and painting challenge set by Chris, from Chris' miniature woes blog.
As I'm sure most readers know, Mountain in this case is nerd slang meaning pile of unpainted miniatures... Or "lead mountain" although that term is less than accurate in modern times.

There are a couple of caveats for me.. The main one being that my "mountain" is mostly back in Sydney awaiting sea-freight. It's unlikely I'll see it until next year. 
Do not fear though, I still have at least a hill of unpainted figures with me, not to mention an entire Vampire-level pledge of Reaper plastics still in the box. I'm a little bit on the fence about what to do with that lot though. Do I break scale? I fear what might happen.

So in the spirit of the challenge my first post is here (and on instagram), with a bold experiment in frugality and hobby science.

Coffee basing paste

I have used my old coffee grounds as ground cover in the past with reasonable success, although I just sprinkled it over wet PVA glue at the time.
As I have run out of texture gel for basing my figures and am trying to be frugal, I splurged £2 on a small bottle of glue from the newsagent and mixed it undiluted with dry coffee grounds until it became a thick paste. I enjoy good quality hobby products as much as the next nerd, but I love finding ways to build things for free, or in this case, out of literal garbage.

I applied it to the bases of some Space Templars and Prang that I've been keen to paint. Lovely figures sculpted by the talented Eli Arndt, and sold by ... But with quite thick cast bases. How will it work? Will I get some paint on a mini before Mik? Only time will tell.

Sunday, 31 August 2014

5 Parsecs- Boarded!

After the sad death of Dash and Jella's departure, the crew of the Rampart set about finding some new members. Jann Silman put them in touch with some old explorer associates of his. "Kilo", an ex-military war-bot bounty hunter and "Muscleman" a hulker adventurer with a background in enforcement. They arranged to meet on board the Rampart for a meet up and interview.

They are interrupted by 5 UNITY enforcers led by a power armoured special agent... Havok ensues. This was an enemy assault scenario. The enforcers had to attack the engineering computer (represented by a computer console model from Khurasan) to win.

The photo shows the use of "Fiery Dragon Starship tiles"I bought ages ago. There's a lot to like about the set, which I think was relatively inexpensive. I came up with some simple rules for opening doors and gridded movement:

  • Opening a door takes the place of either moving or firing.
  • 1 square= 1", moves may be made in any direction, but a figure may not make 2 consecutive diagonal moves.
  • If a crew member can get to a security station, they can lock all the doors. Locked doors will need to be broken in following the standard FiveCore door rules.

"Kilo" (By Thescene)
The fight went well. Once again, Toros' military assault carbine's 3 shock dice of SUPPRESSIVE FIRRRE!!! made it very difficult for the UNITY enforcers to get into the main hold. As a figure that has fired on its previous turn cannot use guard fire, this meant that careful repositioning of Kilo and Toros was required to keep the corridor covered. A scurry turn got the power armoured agent into a good position eventually, shrugging off 2 shots thanks to his protective suit, but Muscleman managed to charge him and smash him with his power claw. Mackie finished the battle with a dramatic charge with her brutal melee weapon (a big wrench) and sent the last enforcer flying!

When the smoke cleared, only Muscleman was injured. He sustained a wound that would force him to miss 6 turns. I decided to use my medkit to avoid this. A tricky decision, as I was saving it to prevent a death... But on the Fringe, 6 turns is a very long time. Muscleman lives up to his name, so I think it's better to have him around kicking heads than missing so many missions.
A sterling debut from two deadly new crew members. Mackie is now the only human on board, amongst an ever increasing number of dangerous alien and robot killers! With the Vespulids and UNITY now as enemies, it was time to get off Imhotep! 

"Muscleman" (By GZG, converted)
The starship tiles were interesting. I think the layout was a little dull, but it still threw up a lot of interesting choices thanks to the Scurry and Firefight turns that came up when they did.

If I use the tiles again for a scenario like this, I think random deployment (of both sides!) would better represent the chaos of a surprise hostile boarding. I'm thinking of the Firefly episode when the bounty hunter infiltrated the ship at night and the crew were all over the place.

I've been thinking about coming up with a whole "space voyage" campaign turn that replaces a normal turn whenever you wish to change planets.

As it stands, leaving the planet (and getting the chance to elude enemies) is a simple choice that has no down-side. I'm thinking of a simple campaign turn with "space flight" tasks instead of planet-side ones, and a small chance to be boarded or otherwise get into trouble.

Finally, as requested, here is a photo of my station modules split apart and without all the clutter. 

By revolving them and obeying the "no double walls" rule, a huge variety of spaces can be had in a jiffy. 

The two lower modules were afterthoughts. The original plan was to only use 6 pieces (of 3 designs) to simulate cyberpunk office layouts. The empty walls were actually conceived as plate glass windows. 

I've been trying to decide wether to try my hand at laser etched MDF, or sculpted pieces in resin for a fancier batch. I'm leaning toward MDF, as I think I could get some great results with the use of acrylic pieces in the windows. 
I find MDF is extremely difficult to paint however, which is the only thing giving me pause. When I built my Mad Mecha Guy city buildings, spray paint just bounced right off. I had to hand-undercoat each one with decoupage primer in the end, which took ages and I don't want to do ever again.

Saturday, 30 August 2014

5 Parsecs continues

The Spaceport at game start.
Campaign turn 2.
After an uncomfortable beginning, Dash, Toros and Mackie all head into town looking for a Patron (Sending 3 crew members is an auto-success with this task).
Jella manages to get a good deal on an auto rifle at the markets, while T92 guards the ship again.

The explorer Jann Silman is holed up in his ship at the spaceport. He has an unmarked crate of goods he is unwilling to leave behind, but a group of Vespulid pirates bar the way.

I rolled 5 opponents, one a leader. They were Orange Aliens, with claws/fangs and hive mind talents... I chose my vespulid figures to represent them. This meant they were all armed with handguns, the leader with 2.

The delivery mission called for the crew to carry something to the other side of the board. As I wanted to use my interior modular scenery, I started my crew in one corner and rolled random module placement for the Vespulids by rolling a d4 for each one.

The crate would be represented by a crate model from GZG, and I ruled it could be carried 4" per turn (the speed a figure can carry a wounded comrade in the game) by one figure, or 6" per turn if carried by 2 cooperating figures. Dashing while carrying the crate is not permitted.

Final turns of the game
Dash and Jella grudgingly teamed up on point. A single Vespulid eluded their fire and tore Dash up in close combat. (+1 to brawl for claws is actually pretty deadly, especially when charging.) Before she could react, the alien followed up 2" and quickly dispatched Jella as well.

Mackie and Tommy 92 moved up with the crate, Tommy's shotgun making quick work of the blood splattered Vespulid. Toros used the suppressive fire mode of his assault carbine to send all the Vespulids on his flank scurrying for cover. 3 shock dice really lays down a withering hail of fire that usually results in at least a Flinch.

Another couple of Scurry turns got Mackie and T92 all the way to Bar Gyro unharmed. Toros plodded along covering their rear and laying down a lot of (Cyril Figgis-style) SUPPRESSIVE FIIIIIRRRE.

A final Fire Fight turn saw T92 flinch and dive behind some tables, leaving Mackie to crawl to the exit, pushing the crate along the floor. Success!

The butcher's bill
After rolling up a loot item and a trade item (Patron missions grant a trade item as a bonus) I rolled for Dash and Jella's injuries. Dash died and Jella suffered a career ending injury. Was it really internal bleeding, or was it remorse for never making up with Dash before he died saving her life? A sad end to an outlaw artist's tale.

Next episode, Toros' enemies, the UNITY enforcers will be attacking the crew. It's an Assault mission, which I think I'll do on board their ship, the Rampart. Exciting!

This game took place on a board only 18" square. The terrain is custom built using 6" MDF squares as bases, 6mm cork tile walls and cardboard panels for floor detail. It was originally going to be an office for cyberpunk-ish games, but watching the 2012 Dredd movie made me want to turn it into a Mega block. It's fairly generic, so works (possibly better) as a spaceport too.
I spent a lot of time planning it, going as far as to build a 3d prototype in Google sketchup to test out if revolving the modules would make an interesting enough variety of setups. As there are only 4 basic room types, each one only having 2 walls (for ease of moving figures) the build was very easy, cheap materials and straight cuts.
(Through my adventures in terrain building, I have decided that fully enclosed interior walls or too-high interior walls are the bane of 15mm gaming. If you cant easily see or get at the minis, it's no good.)

Interestingly, the even smaller than normal spaces worked fine due to the density of cover. FiveCore has a slightly unusual cover mechanic which allows a figure to "Hide" or "Peek" when entering cover or activating subsequently. Hiding figures cannot shoot or be shot at , while peeking figures can. Peeking figures are better off vs shock dice than one in the open, but otherwise quite vulnerable. Hidden figures are for the most part totally safe. I find this a really refreshing way to handle cover, but also really fun, as it adds an interesting decision to taking cover each time. My advice is the more terrain the better... Avoid just plunking down a few pieces if you want an interesting game!

House Rules
I have been using 6"+1d6" as a Bail distance instead of the stated 12". I like this for smaller game areas as it adds a small element of uncertainly when a figure runs away.  It's also the same as a Dash move, only involuntary.

That's all for today, keep your blaster handy... You never know what's around the corner on the Fringe!

Friday, 22 August 2014

5 Parsecs from home- Campaign start

I have been spending a lot of time messing around with rosters and QRS sheets convenient to use on my 13" laptop while playing 5 Parsecs. I don't have a printer you see. Unfortunately, in the heat of design, I accidentally deleted part of my original roster. Oops.

No matter, I'll write off the crew of the Patagonia as a test run. A story this crew heard in a bar... Which coincidentally is what I rolled for how they met. A cliche, but hey- If it's good enough for countless RPG campaign beginnings it's good enough for me.
I salvaged what I could, and rolled up what I couldn't remember. This time I used my own house rules to help generate the crew, as is suggested under "freeform characters" on page 23.
My method was to choose my set of 5 figures first. In this case, the free trader crew set from Khurasan (of course) which I have been dying to use for something for a long time.
I rolled all the human characters as normal (some of these were salvaged from my first crew, as I really liked Jella Hart, the outlaw country singer from a rich family. Archer fans will know why this is so funny) but selected "Orange class alien" and randomised between "Droid" and "warbot" for the mechanical member of the crew. I rolled 3 alien traits for Toros, and added "UNITY enforcers" as a group enemy, as Orange class aliens are hunted by the law.

Next, I simply gave each figure the weapon/weapons on the sculpt. Saves a lot of conversion headaches I would otherwise give myself. To "make up" for this, I also roll one drawback assigned to a random member of the group. (whoops, have not done this yet in the JPG)

And there's how it went down. A very eventful campaign turn and a short scuffle with the law. Feelings were hurt, jaws were hurt... Nobody made any money.
Just another day on the Fringe!

(Sadly, I got  phone call in the middle of extracting jpgs of my rosters and accidentally deleted them. That will teach me to do that. Just pics and brief write ups from now on I think.)

Thursday, 21 August 2014

FiveCore/Five parsecs from home cured my slump

Well, I made it back to the UK. I'm much happier and my adventures continue.

This week I took a chance on "Five Parsecs from home", a sci-fi campaign book for the FiveCore system. I say took a chance because I couldn't find much about the product on the internet, but it seemed ideally tailored to the sorts of game I have been looking for, basically forever.

(I bought the PDF versions of Five parsecs from home and FiveCore Skirmish Rules from Wargames Vault.)

Here were the selling points that grabbed me:

  • 5 figures per side average game
  • Narrative heavy campaign system
  • Fast playing, narrative based combat system (as opposed to simulation or math heavy)
  • Firefly-esque setting and scope
  • Sandboxy, but not a totally blank slate
  • Provision for solo play
Unbelievably, every one of these claims was completely accurate. The FiveCore rules are a separate (inexpensive) download but the campaign book is where the whole package really starts to shine. It has a lot of very sci-fi specific extra stuff that meshes seamlessly with the core rules. This is because almost all new rules introduced still follow the same basic (and dead simple) dice mechanic.
This one point makes it very easy to make up new rules, even on the fly if you want. 

The campaign system features a plethora of charts to generate characters and events. What I liked about them was that they provide enough detail to get your creativity fired up, but are not especially constrictive. The whole thing is designed to assist imaginative narrative.

The bottom line is that after reading the books, I immediately set to rolling up a Group and playing a game. An extremely rare occurrence!

I used my freshly rolled team against a simple gang for this first skirmish. I would definitely suggest using at least a couple of talents or special bits of gear on each side, even for your first game. Testing the game using bland identical figures will not reveal the richness of the system. It is not an exercise in power-gaming.

The game went splendidly. My group attempted to blow up a parked vehicle and escape into the woods. After 13 turns, 2 of team had bailed (run away) two were down on the ground from gunfire and a brawl respectively, and the last man (alien) standing detonated the vehicle's fuel tank with some well placed rifle fire.
Both downed team members recovered, although one will have to skip the next 2 battles and has a permanent limp, and the other has suffered mental scarring.

I will close this quick post with a bombshell. I've found my system. 
I have no regrets about the last 4 years of buying, reading and testing rulesets (e.g Multiple Ganesha games, most THW, Pulp Alley, iTen, FUBAR, Savage Worlds et al) which have all had some really cool points... But the FiveCore Skirmish Narrative campaign combo has rendered all of them second-place in one play through. (at least as far as solo small-scale sci-fi narrative skirmish gaming is concerned).

Thank you Ivan Sorensen for writing such a great set!

Saturday, 3 May 2014

Third Shivan

Here is another Shivan figure from Blue Moon, joining the two I painted a while ago. The rifle was very thin and musket-like, so I built up one more to my liking from plastic card.
Lots of movement in these sculpts, I've grown to appreciate them more and more.

Thursday, 17 April 2014

Pack-Away terrain

Here is a little project I whipped up as my travel kit for my upcoming move back to the UK.
I saw some infinity terrain built similarly, and liked the idea of terrain that stored other terrain inside itself. This kit packs everything pictured into an 11x3.5" space when put away.

Sunday, 13 April 2014

Centalon 2

Sculpted on a cyber eye, went crazy on the OSL. This is a divisive range, but I'm having fun painting it!

Thursday, 10 April 2014


From Very unusual mini. Wasn't sure how it would turn out, as some of the detail was a bit wonky... But I'm really pleased with the final result. Mounted on a 25mm base that I cut a big piece out of and sunk the model into, due to the excessive thickness of the integral base. I have another with a shield and hand weapon that I'm now very much looking forward to painting.

Bunny Raider

The penultimate figure in this set, has a toy bunny on his belt. Now that's detail!

Wednesday, 9 April 2014

Raiders of the End Times

3 figures in the Khurasan post-apoc range. This burst of activity saw the whole collection finally painted. Every one a spectacular sculpt with tons of detail and character.


PS-I painted the other pack of raiders a very long time ago here

Tuesday, 8 April 2014

Zin envoy

This post is for Allison. I think you outdid me on this one! Pretty badly lit photo, but you get the idea. And nice figure, Gavin! :)

Saturday, 5 April 2014

Loud Ninja Space Raptor

I've been painting a lot, but still not really blogging. Instagram has basically replaced it for me I think. However, a bag of kickstarted space raptors arrived last week, and I used my last base to see how one paints up. Very nicely! Tons of detail, but defined enough that its pretty easy to get a brush on. Well done, LNG!

Tuesday, 25 February 2014


Crummy iPhone photo of the Vespulids I painted recently. Lovely Khurasan minis, actually easier to paint than I anticipated!

Thursday, 20 February 2014

Crashed Cruiser

Here is what I did with that spare Tron Grid Limo from the last post.  A crashed police cruiser. Something I imagine would be fairly common in an anarchic cyberpunk city. It sure was in our old RPG sessions of Cyberpunk/Shadowrun, where any use of vehicles quickly turned into a scene from the Blues Brothers.

Once again, pics cribbed from Instagram. I apologize for the lousy image quality. But to paraphrase a great sequel:

Man calls down into pit:
"Boys, I got good news and bad news, what do you want first?"

 "The bad news?"

"There's nothing to post but stuff from the instagram backlog."

           "Uh.. So what's the good news?"


(Shovel-full of instagram photos thrown in face)

Thanks for looking! 
Reap the whirlwind

Thursday, 6 February 2014

Hotwheels Repainted for 15mm Sci Fi

I picked all these up at the supermarket here and there. Hotwheels scale OK with 15mm figures, but are a little on the large side if you stop to think about it. As I'm mainly intending these as city cover terrain it didn't bother me too much. I do intend to order some resin hover cars from Khurasan and when I get back to England later in the year.
All I did with these was glue the axles then undercoat with a large brush and old Citadel Codex Grey. Then it was just painting and highlighting as normal, then using washes painted into the cracks (not over the whole model) to weather.

Racing truck, just repainted

Fire Engine with ladder removed

Racer with stowage glued on

VW Van with surfboards snipped off, replaced with rockets

Thanks for looking!

Wednesday, 5 February 2014

LED lit Police Cruiser

Over the last few months I have been teaching myself how to mod old Gameboys. I am now capable of basic soldering, and have a bunch of LED's, switches and batteries lying around... Hmmm.

Taking a look at my bits box, I retrieved one of two die-cast "Grid Limo" toys from the latest Tron movie. I think I got them in Poundland last year for a pound each.

Luckily, these toys are held together with screws, not rivets. this means they can be taken apart and reassembled easily.

Crude wiring

A little bit of fiddling around and I managed to get an LED poking out of the center of the underside. The switch went in a wheel-hole and the battery in the main body. I used insulating tape to make double sure I didn't get a short from the car body, and screwed it all back together.

All finished!
After all that was finished and the light was working, I painted the outside. Plain black and white looked really boring, so some weathering was done with brown wash painted judiciously on around the seams. This still want enough for my liking, so I tried some sponge-chipping. This is a popular technique where you use a sponge (I used a piece of clump foliage, as I haven't bought a blister pack since 1998) to dab on irregular patterns of paint. Kept it fairly minimal and on the edges of the vehicle where I imagined it might get the most wear. Overdoing it would have ruined the working cop look I was after.

The P7 is freehand. It's not as precise looking a s a decal, but I don't enjoy messing about with decals and the price was right. You also can't run out of freehand if you need to do another one.

Total cost was One Pound for the toy, another 2 pounds for the LED assembly I cannibalized (from Ikea) an hour or so soldering and messing around with the internals, about an hour of painting.

PS-The two police on the roof are of course, 15mm figures from Khurasan.

Thanks for looking!

Tuesday, 4 February 2014

The Restaurant that just won't quit

Mostly painted up now, I just have the sign to sort out and a new front door (not happy with the one pictured) and she'll be done at last. 

You may have noticed I've hacked the corners off the pavement. This was inspired by Mr. Harold's basing recently and it makes a huge difference in terms of "SF-ness. I spent an afternoon laboriously chopping the corners off my whole city collection, but it was well worth it.

So much work has been done on the city blocks, that I'm looking forward to wrapping it up and getting some figures started.

Thursday, 30 January 2014

More work on the Restaurant

Yes, I ended up adding extra parts instead of beginning to paint it.
The front door of the restaurant was looking a little plain, and not very faux-oriental. So I built up the entrance with some more cut-up cardboard.
While waiting for that to dry, some more relief detail on the walls didn't seem like a bad idea, so more foam sheet was sliced to oblige.
Once that was on, the roof looked a bit big and flat, so a bunch of off-cuts became a landing pad. It didn't look very functional so it got some stairs. Then it looked inaccessible, so I built a roof stairwell. Then a pathway.

One interesting thing: When making to roof for the stairwell, I didn't have any card to hand of the thickness I wanted. I did have a little piece of styrene sheet though. Thinking a clean bend would look better than a seam, I tried to fold it around my steel ruler. It cracked.
After a think, I cut another piece.Went over to the hob/stove/cooktop (depending on where you live) and wrapped one end of the steel ruler in a tea towel to protect my hand, then heated the end over the flame. I then pushed the hot end of the steel ruler against where I wanted the bend to go and carefully applied pressure. It worked very well, and I'm now considering the many possibilities of formed styrene sheet to use alongside foam and card.

More soon!

Wednesday, 29 January 2014

Scratch Building

This is what I did last night. Its is an example of what can be achieved with the following materials:

Art board (thick card)
Foam Sheet (Like what's in the middle of foam core board. From the art store.)
X-acto Knife (with fresh blade)
Steel straightedge
Cutting mat
Tacky glue.

The concept is a Chinese restaurant or tea house. This is because I love John Woo movies. It is a single-storey building with a flat roof, multiple entry/exit points and plenty of space to move figures about. The model is built on one of my handmade "pavement" tiles for placement on a large road surface mat.

Tacky glue was used because it dries faster. You could use PVA just as well, but you might have to pin or clamp the walls while it dries.

There is nothing difficult here, just a lot of straight cuts. There was also no real plan when I started, it just developed as it was put together. Sure it took an evening to make, but I look at that as an evening of entertainment in front of the TV rather than a chore. It was also very very cheap.

Planned next is some extra detail here and there, including the kitchen piece from Khurasan's Noodle shop model and some low cover on the roof to make it a bit more interesting. Because Foam board has been used for the walls, it will be easy to scribe in some detail as well.

Thanks for looking!

Tuesday, 28 January 2014

3 floor MMG Building

Here are some shots of my recent work on 15mm buildings from Mad Mecha Guy. They are MDF and come complete with interior walls.

I liked the buildings, but for me they needed a lot of extra work. I based this one on a rectangle of MDF which I carved sidewalk panels into using a craft knife and straightedge. The idea is I arrange my city terrain on top of my Zuzzy "broken blacktop" mat so I don't need individual road pieces. this allows the flexibility to create layout of any shape without unsightly seams.

The open windows were the first eyesore. After the painting was done, I glued in foil covered card to try to make the finished piece look more like a city building than semi-built structure. Next, I pulled out all the interior walls. The spaces they created were too small and fiddly for gaming IMO. I split each of my buildings into 2 or less distinct areas and put in some semi-obstructing simple walls instead.

I added some random foam shapes and other bits and bobs to the exterior to try to make it less boxy. I also used a discarded interior wall to make the sign-y thing on the front.
I printed out a bunch of tiny posters and placards to look more lived-in.

Top floor detail... Wallpaper!

Finally, I used clump foliage to try to break up the great grey expanses with planters.

Overall, I like the buildings and they were a great price. No complaints. When I bought them I had the vague idea of using them for both modern and Sci-fi... This was a big mistake on my part. By trying to paint them to work in both situations, I came up with something that I found really dreary. To be honest I still think they are too much on the 'boxy' side, but maybe I can keep gluing bits on until I'm happy. More to come, I've got more of these than will fit on a 2x2 all done.

Friday, 24 January 2014

Khurasan Helmeted Resistance and cheap buildings

Here is some recent work I did for Jon from Khurasan miniatures, who is an amazing fellow.

He asked if I could try a military scheme on these minis, and very generously sent me a pack. As they are armed with "pulse rifles" that look a lot like AK47's, I decided to use them as fodder troops alongside my Armies Army Rusks. This made the color scheme simple... Russian green armor/webbing, black fatigues.

The painting went extremely fast. I think the whole lot took about an hour.
 I undercoated in light grey, painted the green and flesh areas, then washed the whole mini in Army painter strong tone.
Once dry, I highlighted the green and flesh areas, then painted the fatigues and weapons black.
Once the black dried I did 2 highlight passes of dark grey and light grey, and dabbed some chainmail onto the gun's metal bits.

I have had the unhelmeted versions sitting in my drawer for a long time, to paint as wasteland homesteaders. It will be interesting to get them looking different to these with color alone.

"What's that terrain in the background though Spacejacker?" I hear you cry. Its was an experiment using cardboard boxes from the craft store as buildings. Very quick and easy, and best of all cheap... They cost about $1 each not counting the bits I stuck on.

Thanks for looking!

Wednesday, 22 January 2014

Black Undercoat Technique Tutorial

Slightly converted wasteland bikers from TheScene
Welcome to another recycled-from-instagram tutorial!

These were some Rough Rider models from TheScene that I wanted to paint up for Post-apoc gaming. I left off the cannons that are supplied with the models and squished blobs of putty to make stowage covering the holes. I also sculpted a hockey mask for the leader, who I pinned to the 25mm slotta base doing a wheelie.

I was going for a really dirty look, so these guys were a lot of fun to paint, as I could be quite messy. Here are the photos I took while working them up:

I painted on all the base colors first, then did a Vallejo Umber Wash over the bike, and picked out the faces with flesh wash, and a little extra shading with Citadel Nuln oil wash on the weapons etc. Some highlights after that completed the work.

I see now that I've left out a good deal of what else I did, but they were so fast to paint I forgot to take any pictures after the rust was dry. The toughest part was probably freehanding the decorations onto the bike front-plates.

Thanks for looking!

Fast Wash Painting 15mm Tutorial

I don't do a lot of tutorials because they are basically a pain to photograph. Sorry about that. To make some small amends, here is a tutorial I bashed out via Instagram as a series of posts that I have collated here for you today. 
The photos suck, but one of the reasons I like Instagram is that I can take bad photos and not feel like I should tidy them up in photoshop, resize them , upload them to picasa, then write a post.

The figures are 15mm scale mutants from Khurasan's wonderful Post Apocalypse range.

The finished product

One last guy.

I didn't take a pic of step 4, which was basically a couple more highlights with lightened base colors, then doing the bases with drybrushing and scenic tufts... You know the drill.

Thanks for looking!