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line 122: preg_match_all(): The /e modifier is no longer supported, use preg_replace_callback instead [phpBB Debug] PHP Warning: in file /includes/functions_reimg.php on line 124: array_unique() expects parameter 1 to be array, null given [phpBB Debug] PHP Warning: in file /includes/functions_reimg.php on line 126: Invalid argument supplied for foreach() [phpBB Debug] PHP Warning: in file /includes/functions_reimg.php on line 122: preg_match_all(): The /e modifier is no longer supported, use preg_replace_callback instead [phpBB Debug] PHP Warning: in file /includes/functions_reimg.php on line 124: array_unique() expects parameter 1 to be array, null given [phpBB Debug] PHP Warning: in file /includes/functions_reimg.php on line 126: Invalid argument supplied for foreach() WorldWorksGames • View topic - Future Noir: Blade Runner meets The Department
Post subject: Future Noir: Blade Runner meets The Department
Posted: 03-09-2013, 05:42 PM
COG Joined: 07-15-2007, 10:44 AM Posts: 150 Location: Germany
*** Note: This topic has already been created in other forums, so I'm pretty much just copying and pasting it all here.
*** Note: A thread detailing all my cardboard miniature projects can be found ***
Horse D!ck! You are the Blade... Blade Runner. - Gaff
Time for another cardboard project. After quite , I somehow got bit by the Blade Runner bug and decided to combine both projects. This meant completely scrapping the narrow-focused 40s Film Noir-approach with only the most basic scenery and going full-out for a glorious near-future city with buildings, vehicles, pedestrians and whatnot. All in cardboard, of course.
I decided early on that I would keep two things: The Pure black & white look and the Standees I already made. As for rules, I ordered a copy of , a game that pretty much is Blade Runner without stepping into intellectual property infringement territory (try saying that three times in a row); Replicants are Fabricants, it's not 2019 but rather the 2070s (I think), and the role of artificial beings is different: While Replicants are designed solely for off-world use in colonies and such, Fabricants are more like humanoid androids that threaten to replace all human workers because of their cheapness and reliability.
What I needed was an urban landscape with lots of buildings and vehicles for cover, as well as lots of Standees for simulating crowds of random people on the streets.
I had to decide between two different ground tile styles: The normal modern look from set as seen here:
And a more "noisy" look from with details like water puddles, parking spaces and weird "NO VTOL ZONE" markings. Because I knew I had to convert every single image manually to black & white, having all that detail meant that it would just show up as random shapes instead of anything recognizeable after desaturation. I ultimatively went for the future look because, you know... It's Blade Runner!
For buildings, I discovered (well, I knew the before, but never considered making them) WWG's excellent line of SwiftScenic structures, boxy buildings that are easy to cut and glue and that fold flat for storage. Never being one that is satisfied with the vanilla options, I heavily modified the files so I wouldn't be restricted to 6x6 inch buildings. Now I'm able to create structures that have walls of 3, 6 or 9 inches length, a big improvement when trying to achieve a non-uniform look.
In the middle of churning out SwiftScenic buildings I thought to myself "Gee, high office blocks sure look nice in a downtown setting, but what about actualy playing the game?!?" The problem with high buildings is that they block player's line of sights, it soon becomes awkward having to stand up and bend over the table to see the action. Moving figures in narrow alleyways also becomes next to impossible without bumping against the scenery. In the end, I limited myself to one-story buildings, just imagining that most of them are actually higher. If you have ever played X-Com, you will probably have "cut off" all uper levels as well when in BattleScape view.
Next stop: Vehicles. there aren't too many choices of slightly futuristic civilian vehicles available in paper, but again, World Works Games got what I need. Paper model designer Mel Ebbles created a nice range of paper vehicles for WWG, and I pretty much used everything that didn't look too militaristic. I also got hold of two cool paper model trucks from other sources. Again, everything had to be converted to black & white, which in the case of the Ebbles / WWG vehicles meant editing every detail like headlights, windshields, bumpers etc. seperately.
On a side note, doing everything in black & white meant I wouldn't have to worry about edging anything because white paper showing through could just be counted as further details or outlines. This fact helped speed up the build process.
The Standees where again made from the vast archive of suitable 28mm miniature photos I have assembled so far, with (among others) miniature images from Arkham Horror and collection re-purposed for my future noirish needs.
That sums up the basic project overview, In the coming days I will go into further detail concerning the buildings, vehicles and Standees.
Enjoy!
P.S.: Things I learned from this project: Future motorists apparently need to be reminded every 10 meters that they are in a NO VTOL ZONE.
A table full of TLX tiles
SwiftScenic Buildings
Standees examples
Future additions will be featured in the following placeholder posts.
Last edited by Cherno on 03-10-2013, 07:00 AM, edited 1 time in total.
Post subject: Re: Future Noir: Blade Runner meets The Department
Posted: 03-09-2013, 05:44 PM
COG Joined: 07-15-2007, 10:44 AM Posts: 150 Location: Germany
Update: Vehicles
DMC Northstar / HL-300 from
A big hover limousine, perfect for the future corporate executive!
Taxi Variant
Grimy and with hose-down artificial synth-leather interior, but at least thh cab driver sits behind armoured glass
Veloce Brio, tomorrow's commuter! from
A nice little model. This is what most commuters would prefer, an affordable vehicle that fits in all spots.
Interceptor (a.k.a. Not-Spinner ) from
Also available in unmarked variants for more subtle police work.
Large Truck from
This thing is huge! It also looks simple but was actually not that easy to build. Water and chemical/oil tanks are available as well.
SGS-27 Mehari Small Truck
I had to re-do the complete upper parts because they were painted in a desert camouflage theme I really didn't like, that's why it looks too clean now. Still a cool model.
Samsara Medium Wheeled Utility Vehicle
This is one huge vehicle! I printed it at 75% and it's still a monster, but a very cool and detailed model. It was fairly easy to build, the hydraulic arm was fiddly though. The model comes with multiple options and add-ons for different roles, such as missile launchers, communication arrays etc. I chose a construction yard theme but didn't add the optional support pillars and I put a magnet into the arm so that it can be turned and removed.
Post subject: Re: Future Noir: Blade Runner meets The Department
Posted: 03-09-2013, 05:45 PM
COG Joined: 07-15-2007, 10:44 AM Posts: 150 Location: Germany
Update: Standees
So here are a couple of the Standees I created. Most were just converted from stuff I already had. Thanks to all who made their images available to me, much appreciated!
Characters have their last names on their bases, while support NPCs have different symbols to better see who they are from a distance: A police star for state police, riot helmet for riot officers and a chemistry glass (?) for the lab technician. The minor and major suspects all have a question mark on their bases but I haven't built any yet There's also three rioters with a flame symbol. They are used in one particular scenario in which a mob protests outside a manufacturing plant and generates rioters.
The Fuzz! Most have names taken directly from crime films. Bonus points if you can recognize them
Support NPCs
Rioters
Suspects, actually some kind of hardened street gang or criminal posse
Post subject: Re: Future Noir: Blade Runner meets The Department
Posted: 03-09-2013, 05:46 PM
COG Joined: 07-15-2007, 10:44 AM Posts: 150 Location: Germany
"If you want something done, do it yourself." - Unknown
After desperately searching for sci-fi street props, I resorted to make my own. These are the first papercraft models I ever made, but luckily I already had some experience in 3d modeling so this wasn't too difficult. I'm still no artist though, so texturing is always a problem. Having everything in b&w certainly helps
Bus Stop Shelter
This is actually from WWG's Street Props set. I just added two custom posters, bonus points to you if you can make out the homages, at least the one visible here should be obvious to all cyberpunk fans
Street light
I'm very happy how this turned out, with nice gritty textures and the warning stripes that every sci-fi scenario seems to have in abundance!
The design is also pretty ingenious (shameless self promotion here), it breaks down into three parts for easy storage, and most importantly, a small magnet can be inserted (and removed too) that slied through the pillar to the base, this way the whole streetlight can be attached to another magnet which is inserted into the ground tile. Should someone bump into the prop during play it will not fall over and in fact the tile with attached prop can be tilted 90 degrees sideways without coming off. Maybe I'll detail this system further in the future.
Fast Food Vendor & Garbage pile
I took some inspiration from the asia food vendor from Bladerunner when designing this, but it came out generic enough that it can be used in modern scenarios as well. It needs texturing of course, and I plan to add a big chinese dragon sign on top.
The garbage piles are my favourite prop, it helps clutter up the scenery and they look great in alleyways or just besides a building.
Billboard & Power Converter
The billboard is meant to have a concrete or metal base and a big holographic projection with a possibly animated advertising. Works great as cover!
The Power Converter is just something I made up, I wanted to have an interesting looking mdeisum sized structure. It could be anything really.
Info Terminal
As seen on various Shadowrun rulebook (2nd and 4th edition I think), this is supposed to be a small computer terminal or ATM machine mounted to a central column with a small roof for protection from the acid rain. More terminals can be mounted if desired. It could also be a telephone/vidphone, but I have some dedicated phone booths in the works. Still needs texturing
Another small update
I textured some props and modified the Diner, it now has the White Dragon neon sign above it from Blade Runner. I also coloured the bases of my Standees blue for cops and red for suspects. This should help quickly identifying figures on crowded tables.
Another advertising billboard, the image comes from the cover of Cyberpunk 2020's chromebook one. The telephone booths are from WWG.
My textured terminal, I'm pretty happy how the computer looks
A small kiosk, from WWG's Mayhem Services set.
The White Dragon Diner, the structure is pillshaped and has a small roof of corrugated sheet metal and a big neon sign on top. Inside, I glued a "noirified" photo of a bar to the backwall and put a Standee of a chinese chef in there, it amlost looks like in one of those fold-up books, or a theatre stage with 2d props.
Now for something different, I mentioned that I use neodynium magnets to hold props in place, here's how it works.
I drill holes to the underside of the tiles in all places where I want "anchor points". I insert the round magnets (they can be removed) into the holes.
Most props have either magnets inside or small pieces of metal on their undersides. The streetlights and terminals can be disassembled into three parts. A magnet can be inserted that will slide through the pillar. When everything is assembled again, the magnet can't fall out.
The prop just snaps to the anchor point and will stay upright in place even when bumped against.
As you can see, magnets are very useful for basically everything that should be removeable after or even during play. So far I have only seen it used with lager model's weapons (Warjacks in particular), but the possibilities are endless and the magnets are cheap enough that they can be used en masse... Depending on size, or course
Here's another, older project that I used a lot of magnets in (it's now in possession of Vampifan).
I hope you enjoy reading this and maybe I can inspire some fellow hobbyists to try something like this too. I'd certainly liked to be surprised by what others will do with thosestrange little metallic things!
Post subject: Re: Future Noir: Blade Runner meets The Department
Posted: 03-09-2013, 05:50 PM
COG Joined: 07-15-2007, 10:44 AM Posts: 150 Location: Germany
Had another two games yesterday night. Two straight combat missions which ended our campaign successfully and left the mastermind behind the Fabricant Bombs dead in his underground compound.
Since I didn't want to build a ton of scenery for the indoor missions, I just made some floorplans and had them printed.
Raiding a synth-skin lab, trying to neutralize all suspects before they could destroy and evidence.
My personal highlight: Private Lebrowski forgot that all suspects could potentially be walking bombs and blow up if shot when he emptied his shotgun in a suspect at point-blank range... Of course it was a bomb and the explosion promptly K.O.ed him lol
The "" straight from Butch Cassidy & The Sundance Kid... We tripped the alarm in the first turn and just when we tried to get out of the compound after eliminating the main suspect no less than 21 guards with Assault Rifles rushed from outside... While we were caught in the center elevator. We barely managed to escape. Epic!
Post subject: Re: Future Noir: Blade Runner meets The Department
Posted: 03-11-2013, 06:02 AM
Gear Head Joined: 04-01-2010, 04:34 AM Posts: 683
wow, man. Just wow! The black and white is very startling and effective. Your created models are well thought out, and very cool. Nice job man! Thanks for posting!
Post subject: Re: Future Noir: Blade Runner meets The Department
Posted: 03-11-2013, 04:19 PM
COG Joined: 07-15-2007, 10:44 AM Posts: 150 Location: Germany
Thank you!
Now that I'm looking back at this project, tt was really a ton of work not only building all models, but also spending weeks in photoshop converting the standee images and paper model textures, not to mention having to dissect every single street tile into it's components (asphalt/pavement/sewer grate/road sign/etc.) and editing each one seperately. I also turned those NO VTOL ZONE marking 180 degrees so now they face the right driving direction (or maybe the Streets of Titan are actually the Streets of London? ).
Another thing was learning to use paper modelling software and doing some proper texturing for the first time in my life, I'm sure I will be able to make good use of the skills acquired
As for the rules, It's a little sad that The Department isn't very well-known, the idea behind it is quite fresh and I certainly know of no other game that features this combination of themes. Plus, cyberpunk games are few and far between!
Last edited by Cherno on 03-11-2013, 05:15 PM, edited 1 time in total.
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