Showing posts with label The Scene. Show all posts
Showing posts with label The Scene. Show all posts

Friday, 24 October 2014

Veni Vidi Vici waterslide transfers

All my armoured vehicles are looking rather anonymous, lacking any sort of ID markings.  In order to correct this, I've been looking at various waterslide/dry-rub transfers (or decals if you prefer).  I do have a huge stock of old WWII markings and a few modern vehicles, but most of them look too.. well, too WWII really.  After perusing a range of web sites, I've settled on some Veni Vidi Vici transfers:

Swooping Eagles
I need logos which can be used on a large number of vehicles - this swooping Eagle is just the sort of thing I'm after for my Neo Colonial Commonwealth marines, reflecting how they'll swoop down from orbit onto their enemies.  (OK, so the counter-insurgency fighting they've been involved in on Charity and Gordon's Gamble has made the "swooping" part rather difficult but you get the idea!)

Wolves
I thought these wolves heads are different enough from the standard GW sort that I can use them without people going "Oh, Space Wolves!" when they see them!

Heraldic mythical beasts in 25mm, 15mm, 10mm
Nice heraldic beasts, and this time available in 3 different sizes!  I would have gone with these designs for my NCC marines but I'd have needed so many sheets and would have ended up with so many unused ones that I used the Eagles instead.

Hazard signage
How could I resist adding a set of biohazard/radiation/explosive/poison/electrocution/laser/low temp warning signs to my order?!


Lions and more
Detail of above
 I liked these Lion's heads and the rampant Lion is nice too.  I was very impressed with the service - I ordered Sunday evening, had an e-mail Monday lunchtime to say they were in the post, envelope arrived Tuesday morning - excellent!  All the transfers I've shown above are available in a range of colours but I've mainly gone for simpler designs in plain black so that they'll be easier to see on the vehicles.

So, how do they look on the models?

Claymore APC

Goanna scout car

Lancer APC

Lancer APC

Outrider scouts

Sabre MBT
I'm very pleased with them, now all I need to do is print some ID numbers onto the clear waterslide transfer paper I've bought - no-one had numbers in the font I wanted and because I want 3-part numbers, using ready-printed decals would have involved lots of individual numbers, trying to get them all lined up neatly.  Far easier to print my own - assuming it works!

I have used up a few of my old transfers too...

The Scene armoured boat
This small armoured river boat from The Scene has WWII German tank serial numbers, bow markings from a Hind-D gunship and a red triangle on the roof from a GW Space Marines transfer sheet.

Spartan/Phalanx Destroid / Longbow BattleMech
 My Spartan or Phalanx Destroid / Longbow BattleMech has a range of transfers from WWII German PzIII and an old GW Predator tank from the mid-1990s.  It still needs varnishing to hide the carrier film better!

All these transfers have been applied onto gloss Pledge/Future floor polish with some Humbrol Decalfix and a top coat of Pledge/Future to seal them in.

Sunday, 5 January 2014

The Scene US Special Forces

 I took a couple of photographs of my painted US Special Forces from The Scene.  Still a couple of extras to paint but I'm happy with these as a start.  I think I've probably posted some pictures of them before but they matched the Stoat gunners because of their DPM style camouflage.



Sunday, 24 February 2013

Size comparison pictures - GZG, CMG, The Scene, Rebel, 15mm.co.uk

 I was asked about how the size of the Kaamados Dominion figures from Critical Mass Games compare to other figures, so I thought I'd take some group photographs.  I thought I may as well add in a few figures from a range of manufacturers, so here goes!

Because I like fairly small bases, bear in mind that all the non-GZG figures have had their cast-on bases filed down and glued onto washers (or 1p pieces in the case of the larger figures), so their heights may differ depending upon how other people base their figures.  I've started to abbreviate the names towards the end, just comment on the post if you need any extra info on which packs any of the figures come from (and apologies for any errors that might have crept in).  Click on each if you want a larger view.

L-R: GZG OUDF trooper, CMG Vivipara, GZG NSL hardsuit, CMG Draco Aganath Maxima, GZG tech, CMG Agaamid, GZG UNSC light infantry, CMG Protolene Khanate Hunter command

L-R: The Scene battle android, CMG Vivipara, GZG NAC Marine, CMG Draco, 15mm.co.uk automata, CMG Agaamid, Rebel minis zombei hunter, The Scene zombie hunter

Next there are the power armoured figures on their own.

L-R: CMG Vivipara, GZG NSL Power Armour, CMG Draco, GZG NAC Power Armour (old), CMG ARC Fleet Augment, GZG NAC Power Armour (new), CMG Agaamid

L-R: NAC Power Armour (old), CMG Agaamid, GZG NAC Marine, CMG Vivipara, GZG Power Armour (new)
 Now the purely non power-armour figures:

L-R: The Scene battle android, CMG Protolene Khanate, GZG NAC Marine, 15mm.co.uk automata, GZG NSL hardsuit, Rebel Minis zombie hunter, GZG tech, The Scene zombie hunter, GZG Light UNSC, GZG OUDF trooper
Finally, a mix of GZG figures showing the variation in size within a single company.

L-R (all GZG): NSL Power Armour, NAC PA (old) NAC PA (new), NAC Marine, NSL hardsuit, OUDF trooper, tech, Light UNSC
In conclusion, I think you'll probably agree that all the companies that I have featured today mix together very well.  The CMG powered armour towers over normal troops in a suitably intimidatory fashion but doesn't look out of place.  The rest all seem to be within the normal range of height variation you'd expect within a population and hey - this is science fiction!  Low or high gravity worlds will no doubt affect people's height and build, providing a good excuse for anyone who appears to be outside the norm.

Sunday, 21 October 2012

Skips

 I'm very pleased with these skips from The Scene.  A good price, arrived quickly, nicely cast in a good resin.  The rubble filled filled ones needed a bit of cleaning up, small bobbles of resin where tiny bubbles had been left when the moulds were made but I can't see how you'd make a mould from such a rough texture without them.  Although I cleaned them off it probably wouldn't have made much difference if I'd left them there, the bobble were so small.  There was also the occasional bubble in the resin but a dab of PVA and a sprinkle of sand soon cleared that up.

Small rubble and scrap metal
I particularly like the scrap metal skip.  There's all sorts in there, bits from a Sherman tank suspension, corrugated iron, cogs and other bits.

Medium and large rubble
I gave the skips a good scrub with a toothbrush and some washing up liquid before undercoating them with Vallejo primer.  Top colour is GW sunburst yellow with a Vallejo sepia wash.  Rust has been applied using Inscribe acrylic burnt umber with burnt sienna highlights followed by a rub with an HB pencil on the edges where the paint/rust has been worn away.

"Bloomin' kids!  Gerroutta them skips!"
They're a nice size, light weight, quick and simple to paint and are a useful addition to my collection of scatter scenery.  I bought the bargain bag of 7 skips which I think came to about £4.40 which I think is excellent value for money.  (The skip full of general waste seems to have become separated from its fellow rubbish receptacles so unfortunately it doesn't feature in today's article!)

Saturday, 12 May 2012

Combat Cyborgs


Combat cyborgs are a smaller and less extreme form of militarised cyborg.  While an Assault Cyborg towers over a normal human and is considerably more bulky, a Combat Cyborg is little different in terms of build and height to a human wearing full body armour.  Although these smaller cyborgs do not carry as much armour as their larger companions, they are still far tougher than a normal human, and with built in medical systems they are capable of surviving injuries that would incapacitate anyone else.


 Although physically smaller and less overpowering than the big Assault Cyborgs, Combat Cyborgs have the potential to be just as problematic politically.  Though their general deployment is not as difficult, their smaller size lends them to a covert role that can have major political ramifications.  Rumours of Cyborg "kill squads" being released behind enemy lines have the potential to bring any military force using them into disrepute.  Lightweight Cyborg support units operating in a warzone with their unaugmented counterparts are generally considered acceptable; undercover assassination units operating in civilian areas with the potential for huge collateral damage is another matter altogether.


My Combat Cyborgs will be analogous to a human in light powered armour.
They will generally be of high quality and high morale.  Although it doesn't always follow that more money equals better quality, cybernetic troops are so specialised that in this case it is true.  Cyborgs naturally tend to feel superior to normal troops and are aware that they can take significantly more punishment.  They will also tend to be confident in their own abilities and weapon systems.


Tomorrow's War stats:

Confidence: High
Supply Quality Level: Normal to High (varies depending upon mission)
Overall Tech Level: 2
On Grid? Yes
Body Armour: Tech Level 2 integral hard body shell (1D) (2D with skeletal augmentation - see below)
Troop Quality/Morale: D10/D10

Weapons:
Medium advanced ballistic support weapon: TL2 ABW, Med, AP:3 (stats already include +1D firepower for advanced ballistic weapon.  Will also add +1 to die roll when rolling on vehicle damage table)

Unit Attributes:
Advanced Sensors (+1 Die shift when trying to spot enemy units, double optimum range for spotting (becomes 20"), night vision system)
Hard to Kill (Roll D6 when unit takes casualty; 5+ they are uninjured, do not count as a casualty for morale. 1-4 treated as a normal casualty.  Survival roll cannot be made against any weapon with unmodified firepower of 3D+)
Old School (Will not become pinned or lose confidence if the grid goes down)
Physical Augmentation: Active Trauma Treatment Nanites (allows advanced first aid check even if no-one present to administer aid)
Physical Augmentation: Skeletal Augmentation (+1D armour)

Optional extras:
Some Cyborgs have retractable blades or other weapons built in to their bodies, these will count as Natural Weapons, giving a bonus die in close combat.

Marine directing Cyborg troops
I've painted the cyborgs in my usual brown with black wash, grey & green drybrush camo so that they match my NAC Marines & their associated vehicles.  They've all been mounted on washers to match my other figures.

Red Cyborg
 Having opted for 2 squads of 4, I have a couple of cyborgs left over.  One is red, a tribute to the old Palladium Rifts Red Borgs.  This could end up as the main protagonist in a game, an elite enforcer leading a group of lesser troops in some nefarious purpose.

Blue Cyborg
On the other hand, my blue cyborg is likely to end up supporting some security forces, perhaps on an isolated backwater world where law enforcement will need some extra muscle.

Sunday, 6 May 2012

Zombie Hunters

Some more figures from The Scene, 3 male zombie hunters/survivalists.

Left to right: ZH006, ZH002, ZH004
 Loads of detail, though the similarity of the basic figure is obvious when they're all standing together.  Still, when mixed in amongst plenty of other civilians they'll be fine.


Now I just need to paint some more zombies for them to hunt!

Size comparison between The Scene figure and GZG armed civilian

Tuesday, 1 May 2012

The Scene survivalists

Today we have 3 ladies courtesy of The Scene's survivalist/zombie hunter range.

You don't want to mess with this bunch of ladies!

 From the left we have ZH005 (kneeling with rocket launcher), ZH003 (kneeling with pistols) and ZH001 (standing with pistol).  They've had their bases filed very thin and been glued to washers to match my other figures.  Paints are mainly a mix of Vallejo and GW.

5 pistols and a LAW between them!

 Excellent figures, lots of detail, no flash, only very faint mould lines to clean up.  Pistols are perhaps a little on the large side but perhaps they're using Colt 45 longslides!

Size comparison - GZG on left, The Scene on right.

As you can see, they are a close size match with GZG figures so will mix in well with all my GZG colonists/civilians.

Monday, 7 November 2011

Assault Cyborgs

I recently acquired a pack of Heavy Battle Androids (HAD001) from "The Scene".  I've had my eye on these figures for several months as I thought they'd be ideal for use as huge cyborg assault troops (inspiration from the full conversion 'borgs in my days playing Rifts).  They tower nicely over my standard NAC infantry.

In these days of cloned limb and organ replacements, cybernetics are rarely used for essential medical purposes except on low-tech worlds. Cloned tissue has many advantages over bionics, and bone reinforcement tends to be the only non-natural enhancement (and even in this case,  organic constructs are frequently used, blending with the body). Military applications on the other hand have been developed and refined over the decades, utilising super-tough materials with high damage  resistance to enhance the normal human.  The first true combat cyborgs tended to be mercenary troopers.  No government wanted to be seen to encourage the creation of such biomechanical hybrids, but independent operatives were determined to make the most of the enhancements available, increasing their survivability.  The financial cost can be high, and most effectively take on a "full body mortgage", with very high interest rates meaning that they will rarely manage to pay off the full cost.  Of course, this high interest rates mean that by the time a  cyborg is killed, they have more than paid off the initial cost of the surgery, leaving their lender well in profit.


A full conversion is generally seen as an extreme "no return" option; due to the mentality of those involved it is presumed that the cyborg will be killed in action before reaching an age where it might want to revert to a normal human body.  The moral ambiguity of paying to convert someone into such a single-purpose killing machine is politically problematical, so several governments still refuse to develop their own cybernetic assault units, relying upon powered armour instead.  Of course, they are generally happy to employ "enhanced contractors" if the circumstances require it, a one-off mission payment is easier to justify than continuous employment.  Some militaries do have retained mercenaries operating on long-term contracts, but these tend to be stationed off-world and out of sight of the general public.  Given the lengths to which they have adapted themselves  for a pure combat role, most cyborgs are unwilling to be tied down to one employer; their urge to fight means they move frequently to ensure they always have the opportunity to exercise their fighting prowess.


Cyborgs have a number of advantages over pure robotic units.  Their bipedal nature gives outstanding performance in tough terrain, especially with the ability to use hands to assist with climbing  obstacles.  Grav or hover robots have greater mobility, but lack the ability that a ground-bound cyborg has to take cover or camouflage itself.  The greatest advantage for a cyborg is its human brain.  Making  split-second decisions in previously unexpected situations, identifying and prioritising threats, dealing with non-combat or off-mission
circumstances, all of these can be dealt with quickly and easily by a  cyborg.  A computer can be programmed to respond to many types of situation more quickly than a human brain, but there is always the
possibility of something arising which the programmers had not anticipated.  A Cyborg also has flexibility; can a tracked robotic gun mount assist in humanitarian operations such as food distribution or casualty recovery from collapsed buildings?


Assault cyborgs generally incorporate a heavily armoured exoskeleton. Within this, some have entirely robotic limbs, while others retain a limited amount of biological material, albeit with enhanced musculature  and reinforced bone structure.  The most extreme cyborgs have lost all but their brain, with the functions of other internal organs being replicated by synthetic replacements.  Most cyborgs stop short of this,  retaining their torso at the very least - but with internal strengthening to protect the fragile organic contents.  Cyborgs tend to be fairly uniform in appearance.  Though they varied considerably when they first appeared on the battlefield, years of combat experience mean that certain body forms and equipment load-outs have become the norm.  Built-in weaponry tend to be confined to close combat equipment such as retractable blades.  Ranged weaponry usually takes the form of oversized rifle-type systems.  These can be plugged into interface ports on the cyborg to relay targeting information as required and most cyborgs have lockable grips than ensure they won't drop their primary weapon.  They have the advantage that when the fighting is over, damaged weapons can be discarded and replaced immediately, it also gives the cyborg two manipulative hands with which to carry out everyday tasks like opening doors, moving crates etc.

Some cyborgs like to polish their body shells to emphasize their armoured appearance, but most will adopt suitable camouflage schemes for the environment in which they will be operating.  Some military contracts include the requirement for the cyborgs to be finished in an approved colour scheme to match regular combat units.  Experience has shown that this helps reduce so-called "friendly fire" incidents and can avoid confusion over identification where the physical appearance of a unit might not match its IFF transponder.  On the modern battlefield, even a fraction of a second could be the difference between the success or failure of a mission.

My Tomorrow's War stats:

At first glance these may seem too tough, but they're not much different to power armoured troopers - it's just that most of the special attributes I've given the Cyborgs come as standard with powered armour.

Confidence: High
Supply Quality Level: Normal to High (varies depending upon mission)
Overall Tech Level: 2
On Grid? Yes
Body Armour: Tech Level 2 Integral hard body shell (2D) (3D with skeletal augmentation - see below)
Troop Quality/Morale: D10/D10

Weapons:
Medium advanced ballistic support weapon: TL2 ABW, Med, AP:3 (stats already include +1D firepower for advanced ballistic weapon.  Will also add +1 to die roll when rolling on vehicle damage table)

Unit Attributes:
Advanced Sensors (+1 Die shift when trying to spot enemy units, double optimum range for spotting (becomes 20"), night vision system)
Hard to Kill (Roll D6 when unit takes casualty; 4+ they are uninjured, do not count as a casualty for morale. 1-3 treated as a normal casualty.  Survival roll cannot be made against any weapon with unmodified firepower of 3D+)
Old School (WIll not become pinned or lose confidence if the grid goes down)
Physical Augmentation: Active Trauma Treatment Nanites (allows advanced first aid check even if no-one present to administer aid)
Physical Augmentation: Skeletal Augmentation (+1D armour)

Otional extras:
In some situations, an Assault Cyborg may be Despised (-1 die roll modifier when interacting with local poulation ie. dispersing mobs etc.).  This will usually occur when they are operating on "civilised" worlds.  Backwater colonies are more understanding of cybernetic enhancements etc.
If used in circumstances such as riot suppression against civilians, Assault Cyrborgs can be considered Intimidating.
Some Cyborgs have retractable blades or other weapons built in to their bodies, these will count as Natural Weapons, giving a bonus die in close combat.

Tuesday, 25 October 2011

Special Forces team

One of my most recent orders was placed during the sale at "The Scene".  I acquired a small patrol boat, a special forces team, a couple of packs of battle robots, some zombie hunters/survivalists, and some agents from the authorities.  I also tried a few of the miscellaneous items, some hatches to add to my buildings and a couple of packs each of ammo boxes and missile cases.


I was impressed by the speed with which the order arrived, despite a warning on the web site that it might take some time because of the backlog.  The models are very nice, plenty of detail and full of character.  I've got a backlog of other GZG, Rebel, CMG and 15mm.co.uk models to paint, but I couldn't resist making a start on a few of the new arrivals.


The US Special Forces are coming along nicely, here are the first 4 nearly finished (SF04, SF01, SF07, SF02, plus SF05 didn't quite make it into the photograph).


The patrol boat (B001) was very easy to clean up and put together, just an evening's work to paint.  I'm thinking that some of GZG's seated NAC marines might go nicely with this kit, and one of the standing gunners will fit behind the machine gun (though he might need a small box to stand on to reach the right height).  It's already taken part in one battle, but sadly the enemy never approached the river closely enough for me to use it!


My heavy battle androids (HAD001) are almost finished too, they're going to be special assault cyborg troops for one of my armies.  I have already got some Tomorrow's War stats worked out for them.