Thursday, June 23, 2011

A hiking we will go!

2nd Month, Day 5
Cast: Mr. Whiteface (Rep 4 Star), Lynn (Rep 5 Grunt), Dotty (Rep ? Special)
Objective: Discover & leaving Whiteville (on foot = one full month) towards rural area.
Area: suburban parts of Whiteville
Special: This mission uses my Lazarus House Rules. I didn’t roll a „6“ this time.

Almost two weeks since they had seen military aircrafts, but no help had come and those zombies were still around. Whiteface wasn’t in a decisive mood, but something had to be done.
“What about Atlanta? There have to be refugee camps and our military wouldn’t let them big cities down, right?” he asked, trying to convince himself.
“Listen White…we’re talkin’ about thousands, no wait, make that millions of potential zeds and don’t get me started about military protection. I had enough of this in the last few weeks, remember?!”
“But…”
“No, you’ll get yourself and Dotty killed or worse! I kinda like both of you, but there’s no way I’m walking into a *BLEEP!*in’ deathtrap!” Lynn replied resolutely.
“So, what ARE we doing?” Whiteface asked cautiously.
“How about a trip to the countryside?”


Setup: It’s a standard 4’ x 4’ setup. Team Whiteface is placed in section 7 behind a house. The scenery is intended to recreate a suburban residential area of Whiteville, but there is a small food factory at the crossroad.
Three PEFs are present: REP 6 in section 3, REP 5 in section 4 and REP 4 in section 1.


Turn 1:
(1 / 2) All are active, but the PEFs move first.

One PEF moves from section 3 to section 2 and another one moves from section 4 to meet Team Whiteface in section 7.
The REP 5 PEF is resolved as three civilians (#1 REP4 Pistol, #2 REP 3 Pistol, #3 REP 2 SMG). This is good! I will try to recruit them for Team Whiteface.

Their leader talks to Lynn because she is the leader of my group. The situation gets out of hand and Lynn is knocked out with an unexpected punch. I hate this!
The last PEF moves from section 1 to section 2.

Now it’s Whiteface’s turn to activate. He fires a full burst into Civilian #1 and kills him. Civilian #2 decides to stay, but #3 retires into the trees.

3 shots generate 3 zeds.


Turn 2:
(2 / 2 / 5) A brief moment of shock.
"*BLEEP!*, can't we all just get along?"

"Lynn?"

"Lynn!!!"


Turn 3:
(6 / 4 / 2) The zombies act first, followed by Civilian #2.

The zombies move closer to the scene of the fight.

Civilian #2 fires at Whiteface but misses twice. Whiteface reacts and sends her Out of the Fight.
5 shots generate 3 zeds.


Turn 4:
(2 / 4) Zeds act first, then Team Whiteface.

Zombies start feasting on Civilian #2 (and will do so for one turn) and some zombies are moving closer. One of them charges Whiteface who holds his position and kills the zombie.
Whiteface activates and grabs Lynn to carry her away. They move along the front of the house.


Turn 5 – 6:
(2 / 2) (2 / 2) A moment of deep contemplation. What to do? Where to go?

"Lynn, don't you dare leaving us alone! We need you. Oh, *BLEEP!*".

"Daddy, your aren't supposed to say these bad words..."


Turn 7:
(1 / 2) All activate, zeds go first.

The zombies move and start feasting again (for two turns).

The Whiteface family carries Lynn around the house. They discover the REP 6 PEF on the road…and all of a sudden I realize something: Blimey, I did it again! I forgot to move the PEFs and I forgot to check for Recovery during the Encounter. Whatever, I’ll try to do everything right from now on.

The PEF is resolved as hostile NPCs. There are 4 more zombies. Great.


Turn 8:
(4 / 3) All activate, but my Team acts first.

Better late than never, Lynn checks for recovery and scores two successes. She’s back in action. Team Whiteface moves and fires single shots at the new zombie mob. Two zeds will now rest in peace.

The last PEF activates and moves into sight. This time I am lucky: it’s just a false alarm.

Finally some zeds move and some continue to feast.

2 shots generate 1 zed.


Turn 9:
(4 / 2) All activate, but Team Whiteface acts first again.

They jump over a hedge and confront the remaining zombies on the road. Two single shots barely manage to knock down to zombies.
The zeds activate an finish their feast. Both knocked down zeds regain feet.

2 shots fired generate 1 zed.


Turn 10:
(6 / 2) Only the undead will activate this turn.

Some zombies are shuffling around, but two of them charge Lynn and Whiteface. Whiteface will fire & melee, Lynn is just preparing for melee. The single shot misses the charging zombie.
Lynn kills her assailant in the first round of combat, but Whiteface has to go into round 2.
In the second round Lynn scores 0 successes (vs. 0) and Whiteface is now down to 1d6 vs. 1d6. I am pretty sure that my dice hate me!
In the third round Mr. Whiteface is forced to use his LUCKY attribute or suffer the consequences of losing a melee versus a zombie. He is kind of LUCKY and wins his melee.

1 shot generates 1 zombie. Yeah, right.


Turn 11:
(6 / 6) A moment of random nothingness.

"Hmm, we should be more careful. That was way too close for comfort..." 


Turn 12:
(2 / 4) All activate, but zeds go first.

Most zombies move around randomly, bouncing against walls, but one zed charges Lynn. Team Whiteface scores two fire & melee results on the Being Charged test, but only manage to achieve a meager Knock Down result.
Lynn, Dotty and Whiteface activate and decide to continue their move & fire tactics. Both score killing shots on their single target.

4 shots generate 1 zed.


Turn 13:
(4 / 4) A moment of puzzled hesitation.

“Did you see that, Daddy?!”

“The chicken?”

“Yes, can I have his costume?!”

“No Dotty, you definitely won’t take this chicken suit!”

“Awww, Daddy…”


Turn 14:
(2 / 1) All activate again, but this time Team Whiteface is acting first.

They do a fast move towards a small blue house in the Whitehair Retirement Homes area.
All the zeds move.


Turn 15:
(5 / 2) All activate and Team Whiteface is acting first again. I am on a winning street.

They enter the blue building to discover two zombies. After winning the zombie surprise Lynn knocks down her target and Whiteface kills the other zed. Almost every zombie on the board is outside of 24”, so this shooting shouldn’t have caused too much trouble.
All zombies move. One of them notices Civilian #3 between the trees and charges him, but he escapes from the board after a failed Being Charged test.
 2 shots generate 1 zombie.


Turn 16:
(4 / 3) All activate and Team Whiteface is acting first again.

Lynn finishes the knocked down zed while White is looting the other. He finds a pistol. Oh great, I could open a gun store.

All zeds move, but without a real motivation.
(notice photoshopped radiator in the background?)



Turn 17:
(1 / 4) All activate and this time the zombies go first.

All the zombies move. One of them arrives at a window, causing an In Sight test from Lynn. She fires but misses, because of her target being in cover.
Lynn moves and continues firing, but misses again. Whiteface searches the second zed and discovers another pistol. Great.

2 shots generate 0 zeds.


Turn 18:
(3 / 6) Only Team Whiteface is allowed to activate this turn.

Both leave the house and charge the zombie at the window. They kill him in the first round.


Turn 19:
(5 / 3) All, but Team Whiteface goes first.

Being in a zombie hunting mood, they run around the house to charge another roamer. The female zed is killed.
 The other zombies activate and move.


Turn 20:
(1 / 1) Hah! Time for a decision. I re-roll my Lazarus check and roll a “5”, so no, no Lazarus effects yet.


Turn 21:
(4 / 5) Only Team Whiteface activates.

They fast move across the road towards the brown apartment block.


Turn 22:
(1 / 4) All activate, zombies first.

The zombies move and with a little bit of luck all of them regain visual contact to Team-W during their move. This is surely going to boost their motivation.

Lynn, Dotty and Whiteface enter the derelict building. There are no inhabitants.


Turn 23:
(1 / 2) All activate, zombies first.

The small zombie horde is moving closer to the apartment block while Lynn is doing a quick search of the ground floor to discover 1 unit of luxury items.


Turn 24:
(6 / 5) A moment of innocent bliss.

“Three layers of velvety paper…can you believe it?”


Turn 25:
(1 / 4) All activate, zombies first.

All zombies move closer, but Team Whiteface escapes through the back door.


Turn 26:
(5 / 2) All activate, but hey! Team Whiteface is faster than a bunch of undead.

The three humans move across the backyard and try to stay out of sight while the zombies reach the front door.


Turn 27:
(5 / 6) This is what I needed. Only the Team activates.

They enter the meat company’s storage area to encounter a solitary zed. He is instantly killed, but who knows what foul creatures may have heard these shots.

2 shots generate 1 foul creature.


Turn 28:
(3 / 2) All activate, but Team Whiteface wins the activation.

Whiteface searches the dead zed to find another unit of luxury items.

The zeds inside the apartment block shuffle around.


Turn 29:
(1 / 4) All activate, but the zeds are allowed to act first.

The zombie mob exits the brown building into the backyard. One zed stops at the open door of the factory where he’s instantly met by two bursts of snap fire. He’s definitely dead, but…
Whiteface decides there is nothing more to gain. They do a fast move and exit the building and the table.
6 shots generate no zeds.



Comment: Well, this mission wasn’t a success for Lynn and yes, I rolled a “1” so her REP is going down to 4. She just isn’t the same person after that incident. This mission was a success for Whiteface, but he wasn’t able to increase his REP. The coming missions are going to be a lot harder.
All in all a pretty basic mission with no real surprises. I really would like to recruit someone for Team Whiteface or at least find someone to barter, but all I get is trouble. Lynn being reduced to REP 4 will probably create some problems, but at least she will let Whiteface lead the Team again. I'll have to do one more mission in Whiteville before I can change into a rural area...if I manage to find some food next mission (you may remember, I don't end a month until I have enough food for everyone

Stay out of trouble.
Whiteface

Tuesday, May 31, 2011

House Rule: Lazarus Timeline


The following house rule hasn't been important until now. My campaign has just entered month #2, so usually there is a chance for encountering ragers or smarties from now on. I've created this rule with the intention to add some uncertainty.  


The planes carrying the Lazarus Agent discharge their payload on Day 22. This house rule assumes that it takes some weeks or even months for Ragers to become a common sight and even longer for the first smart Zombies to become self-aware.

► No Ragers or smart Zombies appear on Day One or in any scenario in the first month of the zombie outbreak. Ignore all rules for Ragers, Smarties and Psychics until the following conditions are met:


Starting with the second month roll 1d6 before playing a scenario:

(1-5) There still aren’t a lot of Ragers around. I continue to use a modified NPC Type Table without Ragers to resolve PEFs.

(6) Ragers are now a common problem. From now on I will use an NPC Type Table including Ragers to resolve PEFs. Ragers may also be encountered when you enter a building or when the activation dice total is seven (see How Ragers appear).


Starting with the first scenario after Ragers have become widespread roll 2d6 before playing a scenario:

(not a double) If the result is not a double you still haven’t heard anything about Smart Zombies or Psychics.

(double) It is possible to encounter Smart Zombies from now on. Anytime a Zombie is generated roll 1d6. If the result is a "1" then it is a Smart Zombie (see How Smart Zombies Appear).

(double 6) It is possible to encounter Smart Zombies (see above) and Psychics from now on.


Recently I have thought about another addition to this rule: Everytime the main activation dice show a result of "double 1" the die roll above is repeated. This would probably create even more uncertainty. I am not sure about this...I guess I will decide this all in good time (month #2 started yesterday evening...).

Any comments?
Whiteface

Friday, March 11, 2011

Tastes like chickunnnh!

Day 23 
Cast: Mr. Whiteface (Rep 4 Star), Lynn (Rep 5 Grunt)
Objective: Search for food
Area: suburban inner city of Whiteville
Special 1: This mission will only count as a success if I gather enough food for this month. The normal victory conditions will only determine if this mission is a “failure” or “neither success nor failure”. I will use this rule from now on every time I have played the usual number of mission for month / area and not have enough food available. This replaces the Rep reduction due to starvation.
Special 2: Lynn hasn’t fully healed her leg injury yet. Her normal movement is reduced to 6” and she will only use 1d6 for Fast Moves.
  
Yesterday had been rather strange. After all those quiet days before Mr. Whiteface had at first been unable to put a finger on it. It was Lynn who eventually noticed the difference.
“Contrails!”
“What?” Whiteface asked with a puzzled look on his face.
“There…contrails.” she repeated while pointing at the sky.

And she had been right. Later that day they had seen military aircrafts flying in almost every direction.
"This one’s heading to Atlanta, I think.” Lynn said, continuing what had been their guessing game for the last three hours.
“Yeah, by now they must have covered every major urban area up to Mayhem City…” Whiteface answered and quietly added “…and it’s about time they are doing something.”
“Daddy, are they comin’ to save us?” Little Dotty asked.
“Yep Dotty, I should think so. We just have to find some food for the next few days.”

 
Setup: It’s a standard 4’ x 4’ setup. Whiteface and Lynn are placed in section 7 at the table edge next to the bank building, while Dotty has been left in a hide-out nearby. The scenery is intended to recreate the inner city of suburban Whiteville.
Three PEFs have been placed on the board. One Rep 5 and one Rep 2 in section 2 (next to the super market and behind the yellow H2 at the gas station) and one Rep 1 in section 5 (behind the white Ford Transit).
The following buildings are on the board:
- a super market in section 1
- a gas station in section 2 / 3
- a police station in section 4
- a bank building (well, technically a train station…) in section 7
- a church in section 9
 
 
Turn 1: 
(4 / 4) No one activates, while Team Whiteface is scanning their surroundings.

Turn 2:
(2 / 3) The Rep 5 PEF moves from section 2 to section 5 and stops behind the white van.
 
Team Whiteface moves towards and along the bank building.

Turn 3:
(4 / 5) The Rep 5 PeF moves from section 5 to section 8. It’s now in sight and in cover behind a car. The PEF is resolved to be three hostile humans. I continue to meet well equipped enemies. This time they are Army soldiers – the real thing, not National Guard. All are Rep 4, Protected and armed with Assault Rifles. I think Team Whiteface is in for some guano deep diving, I guess.

Team Whiteface wins the Encounter Awareness test by one success and will now execute an In Sight test with 1d6. Both will Snap Fire a burst at the marauding soldiers.
Lynn snap fires three shots at #S1 and scores one hit. Leading Soldier #S1 is stunned (Protected).
Whiteface snap fires three shots at #S2, scores no hit and is out of ammo. Oh, bugger!

The soldiers are in for a Received Fire / Man Down test now. #S2 retires and moves towards the church behind him while #S3 ducks back behind the car.

Now Team Whiteface activates:
Lynn fires another burst at soldier #S1 who’s already lying on the ground and scores another stun on him.
Whiteface calmly reloads his Assault Rifle.

9 Shots generate 2 zeds.


Turn 4 – 5: 
(1 / z:5 / s:1) and (3 / 3 / 3) There is a brief moment of hesitation.

Turn 6:
(3 / 1 / 2) Team Whiteface activates.
Lynn fires a burst at the only viable target - #S1 on the ground – but misses with every shot.
Whiteface joins in and scores two hits on #S1. Two OOF are reduced to 2 stunned due to protection. Drokk it!

#S3 could see the target, so he tests for Received Fire and pops out of cover to return fire.
After a moment of irritation I had Team Whiteface checking for In Sight. Both pass 2d6.
Lynn fires a burst at #S3, but misses and is out of ammo.
Whiteface fires a burst at #S3 and scores one hit. #S3 passes 0d6 on his Recover From Knockdown test and is now obviously dead.

Now it’s the soldier’s turn to activate:
#S1 recovers from stun, while #S2 is hunkering down at the door of the small church.

Finally both zeds move.

12 shots have been fired and 4 zeds are created.

 
Turn 7:
(1 / 5 / 2) Soldier #S1 fast moves towards soldier #S2, who does – after succeeding in a Rally test – carry on.

Team Whiteface activates and moves backwards along the bank building. Lynn reloads her Assault Rifle and Whiteface knocks down a wandering zombie with some burst fire.

3 shots fired generate 1 zed.


Turn 8:
(3 / 3 / 3) A moment of blissful silence.
 
Turn 9:
(2 / 6 / 5) Only Team Whiteface activates. Both manage to kill a zombie with a single shot.

2 shots fired generate 1 zed.


Turn 10:
(3 / 6 / 1) Team Whiteface activates and carries on to fire single shots at the zombies, but don’t hit anything.

The soldiers are doing the same, with the same result.

4 shots fired generate 1 zed.

Turn 11:
(3 / 1 / 2) Team Whiteface charges the zombie mob with a Fast Move.
Lynn kills the knocked down zed.
Whiteface, after 6 rounds of melee, eventually kills the zed.

The soldiers activate. I decide to roll a dice for a random decision. They had met unexpected resistance, there were zeds around, but they were still a force to be reckoned with. It was 1 – 3 = leave table, 4 – 6 = hunt down Team W. and after rolling a “3 “ they made a Fast Move toward the closest table edge.

The zeds and the remaining PEFs activate. Three zeds start to feast on the soldier’s corpse and will continue to do so until turn 16. Two zeds move towards Whiteface and one zed charges him but is killed without hesitation.

The Rep 2 PEF doesn’t move, but the Rep 1 PEF moves into section 5 in position to be resolved. They are hostile NPCs. 2 Zombies appear at the white van. Team Whiteface wins the Encounter Awareness test and is allowed to snap fire at the new zombies. Both fire single shots, but miss.

2 shots fired generate 0 zeds.

Turn 12:
(1 / 3 / 4) The soldiers leave the table.
The zombie horde moves, some feast and one charges Mr. Whiteface. The charger is killed, but not easily.

Team Whiteface runs towards the police station.
 
 
Turn 13 – 14:
(2 / 5) - (4 / 1) Team Whiteface enters the ground floor of the police station to find it vacant. The search in the following turn results in one unit of fuel. Great, am I supposed to drink gasoline?
In the outside world most of the zombies are feasting and the last PEF doesn’t move.


Turn 15 – 16:
(4 / 6) – (3 / 2 / 5) Team Whiteface walks to the upper floor to discover a dazed survivor. It’s just one guy (Rep 3 civilian, Shotgun), but he decides to stay and interact. They have some small talk and decide to co-exist. I am a little bit disappointed about this result. I had hoped for recruiting or bartering. In turn 16 I search the upper floor – well, actually there’s nothing this guy can do about it – to find a Pistol. I am going to need a shopping cart pretty soon. It’s the last turn of zombie feasting.


Turn 17:
(1 / 2) Team Whiteface moves downstairs, after the undead horde has randomly shuffled around the board.


Turn 18:
(4 / 5) Team Whiteface leaves the police station through the front door. The last PEF is In Sight and resolves to be a false alarm. So far, so good.


Turn 19 – 21:
(3 / 5) – (1 / 6) – (2 / 5) Lynn and Whiteface do some Fast Moves across the parking lot and stop at the entrance of the super market.

Turn 22 - 23:
(3 / 4) – (5 / 1) The zombies activate and aimlessly hop around. Only one zed has spotted Team W. yet.

Team Whiteface enters the super market. They discover three male survivors. All are Rep 4 and armed with BAP, Machine Pistol and Shotgun. This could get ugly and indeed, Team W. has a “run in”.
The survivors order our team to “get the hell out of here!”, but without being that polite.

Lynn and Whiteface leave the building in the next turn and the zombies move some more.

Turn 24 – 26:
(4 / 3) – (2 / 5) – (4 / 2) Whiteface is frustrated. No food and still a lot of zeds close by. One of those brainless stiffs is still following them on their way to the gas station.


Turn 27 – 28:
(2 / 6) – (5 / 2) They enter the gas station to find a single male survivor (Rep 4)with a shotgun. It’s not a “run in” but just some useless small talk. They leave the gas station in turn 28 to see the zombies moving around.

Turn 29:
(4 / 1) The zombies activate and move. The following zombie is closing in, two more zombies now have a LOS to the Team.

Whiteface charges the Zed and manages – after using his LUCKY attribute – to kill the moving corpse.

Turn 30 - 34:
(6 / 1), (2 / 4), (1 / 3), (6 / 5) and (1 / 6)
Team Whiteface needs several turns to reach the mangled remains of the dead soldier. The zombies are following them most of the time. Everyone’s still hungry.
 
Turn 35:
(3 / 5) Lynn and Whiteface start to loot the corpse. They find an Assault Rifle, a Kevlar Vest and 1 unit of Luxury Items. Mr. Whiteface is now carrying so many things in his sports bag that he isn’t able to Fast Move anymore.

 

Turn 36 – 37:
(5 / 3) – (6 / 2) They slowly walk over to the bank building while the zeds are getting closer.


Turn 38:
(4 / 3) I made a mistake and let the zeds activate first, but anyway, everyone is active this turn.
The zombies move closer. One zed charges Lynn. Both Teammates react with a well aimed single shot and mange to entirely miss their target. They kill him in melee instead.

Lynn and Whiteface activate, charge the next zombie and kill him as well.

2 shots generate 0 zeds.


Turn 39:
(5 / 5) For a moment Lynn appears irritated.

“White?”

“Yeah?”

“You know, three weeks ago, back when I left my home..?”

“Yeah, what about it?”


Turn 40:
(6 / 6) Double! Random event. 

“I think I left the keys in the ignition!”

“Oh, bummer!”


Turn 41:
(5 / 4) And I did it again. Wrong order of activation. Must have been too late in the evening.
The zeds move closer, one of them charges.
Lynn misses her single shot, but both kill the charging zed in close combat.

They activate and kill another zed in melee as well.


Turn 42 – 44:
(3 / 5) – (2 / 2) – (5 / 4) They move into position, catch some breath and charge the last zed. Kill!

Turn 45 – 46:
(4 / 1) – (2 / 6) They move into position at the bank entrance. After a short discussion whether moving into a bank with that much armament is a wise move they rush inside.

“Everybody hands up, this is a…Oh, crap!”

They discover three zombies and lose the zombie surprise test. Whiteface will melee two of them, leaving one for Lynn. Remember, Whiteface already used his LUCKY attribute.
Round 1: Whiteface and his two zeds survive, Lynn kill her zed instantly and will now fight one of Whiteface’s assailants.
Round 2: Lynn and her zed survive, Whiteface kills his opponent and will now assist his teammate.
Round 3: Lynn and her zed are equal, but Whiteface finishes the foul creature (the zombie, not Lynn!).


Turn 47:
(4 / 1) It’s time to loot the zeds. They find a knife and…listen up...two units of food. This far into month one my protagonists are not too picky about their food. They really found enough food to take them into the second month of the campaign.


Turn 49 – 50:
Team Whiteface exits the building without checking the upper floor. They leave the table in turn 50.



Comment: Lynn recovers her injured leg, but there are no Rep increases this time. Technically Lynn continues to be the leader of the pack…err, duo.
I didn't really expect to find food in this mission anymore, especially not on zombies. When I failed that zombie surprise test I really thought that at least one member of Team Whiteface would go FUBAR. But no, everything is ok for the moment.
I made one change before starting this mission: Mr. Whiteface lost his "Stealthy"attribute (Nuts!) which he hadn't used anyway and which seemed pretty dumb since I included Encounter Awareness tests into my games. He receive "Stone Cold" instead. The additional die may be useless for a Star, but he will receive a bonus for Draw Down situations. "Stone Cold" sounds like a good choice for someone who had to shoot his infected wife in a derelict mobile home.
Now Team Whiteface enters the second month of the z-apocalypse, but with renewed hope. Apparently the military has found a solution!
Note: This software has really been wrecking up this batrep. Relocating and removing parts of the text or pictures, not letting me change the Font size for turn 30-34 and leaving a lot of blank space behind this batrep. So, if you notice anything strange, blame it on the software and leave a comment.

Are you prepared?
Whiteface














Wednesday, January 26, 2011

Commercial Break: Buy more cars! Now!

The fast & the feasting
Comment: I have been asked to tell more details about my 1:43 cars. Without further delay I will now present my whole carpark:


Lynn presents three Humvees. I bought them in a German online shop. They were listed commercial models, but have a"Motor Max" sign at the bottom.

In the next picture we see the late Mrs. Whiteface with two '99 Ford Crown Victoria. Both vehicle kits are from "Welly", have a pull-back motor and require minor work to glue some parts together (I think all my Welly models are multiple parts vehicle kits). I bought them at a German online shop too.
If you happen to live in the USA and are not on a budget I would suggest to take a look at Policecarmodels. They have a great variety of...errr...police car models.

A series of pick-up trucks is presented by my loyal assistant Igor-Bob. The white Ford F-250 is from "New Ray" and comes together with a trailer and a Honda Sportrax 400 E quad. Great Model! The next pick-up is a metallic blue Ford F-150 XLT from "Yat Ming". I have bought both models on Ebay. The last one is a light blue '48 Ford F1 from "Yat Ming" purchased at a German online store.


The next three convertibles are from "New Ray" and have been bought at Ebay. They may be old, but they're kept in perfect condition by my favourite mechanic, Mr. Grease. It's a silver '66 Pontiac GTO, a dark blue '59 Chrysler 300E and a black '66 Oldsmobile 4-4-2.


Be careful when checking those SUVs. There may be someone in there. It's a red Ford Explorer from "Welly" and a metallic green Toyota Land Cruiser VX.R from "Yat Ming". Both are from a German online shop.



More SUVs are brought to you by the Whiteface Family. There is a yellow Hummer H2 from "Cararama". Didn't paint a big "3" on it's doors, yet. The other is a silver '08 Ford Escape from "Motor Max". Both purchased at an online store.



Here we see Lynn with a white Ford Transit, again from an online shop. I think it's a "Cararama" model. The other car is a silver "Welly" Mercedes C-Class from a local flea market. 

 
Be honest, there aren't just American cars or German imports in US towns. The must be some asian cars around. My shooping spree included three Japanese modelcars from "Welly": a white Honda Integra Type-R, a red Toyota Celica and a blue '02 Subaru Impreza WRX with golden wheel rims.
I had a gluing mishap while finishing the Subaru. Now it's windows look like a passenger had a sneezing accident. A serious sneezing accident.



Now we buy American cars again. Presented by my...err...well, by something. Purchased at an online shop, a black Chrysler 300C HEMI from "Motor Max".
 

These zombie couple really loves their cars. They have a dark blue '05 Dodge Magnum RT from "Motor Max" and a red '03 Dodge Viper SRT-10 convertible from "Welly". Both bought at an online shop too.


We needs more power!!! The Whitefaces and Lynn have decided for horse power. Mr. Whiteface snatched a blue ' 68 Ford Shelby GT-500KR from "Yat Ming" (Ebay), Mrs. Whiteface borrowed a red '04 Ford GT from "Motor Max" and Lynn outright stole a red '99 Ford Mustang from "Welly".

'68 Ford Shelby. Even a pile of ten thousand iPhones, iPads and other electronic junk doesn't have that much built-in coolness. 


Finally an import car again. A white Porsche 911 (997) Carrera S from "Welly" (online shop). It is not the car that I had intended to add to my collection - a silver 911 (997) Turbo - but it was a less expensive alternative.
Just in case you are wondering: this miniature, let's call him Mr. Ghost, isn't finished yet. I am still fighting to add some highlights to the straps around his chest and the weapons haven't been painted at all. All the details kill me, but nevertheless he's on a good way to become the best painted miniature I've ever done.



Final comment: If everything had been going according to my plans (financially) I would have purchased some 1:43 trucks from "New Ray" this month. Not pick-ups, but the real thing. Anyway, sooner or later I will add some big trucks to my collection...and maybe, just maybe if I am in a money wasting mood I will have to get these Luxury Die Cast models as well.

By the way, does anyone know where to get a 1:43 Abrams Tank?
Whiteface