Some Islamic Federation troopers from GZG.
I've gone for a desert colour scheme of brown and sandy yellow.
A sepia wash gave some texture to the figures and they've got white keffiyeh to keep the sun off.
Weapons are black with a dark grey drybrush.
They are distinctly plump when compared to more recent GZG releases or CMG figures. The Islamic Federation obviously feeds its troops very well. Or maybe they just don't get enough exercise.
A nice range of poses - as an older GZG pack, it includes officer and support weapons as well as riflemen.
Wednesday, 9 November 2011
Tuesday, 8 November 2011
SG15-X14 Crusty Heavy Infantry
I recently finished painting some of GZG's new Crusty Heavy infantry. I think these are my favourites out of all the power armoured figures that GZG produce. You get 3 excellent poses, I especially like the "advancing into battle" pose on the right.
Colour scheme was arrived at following discussions with Jon at GZG, something inspired by but not copied from District 9. A white spray undercoat was washed with Vallejo black ink, then carefully overpainted with Vallejo cold grey. A very heavy drybrush of Vallejo stonewall grey was followed by a top drybrush of Vallejo dead white. Detailing was added with Vallejo orange fire and Humbrol matt 33 black. Black areas received a Humbrol 32 dark grey highlight. Helmet lenses are Vallejo gloss black . A few last dabs of GW chainmail and Mithril silver completed them.
Colour scheme was arrived at following discussions with Jon at GZG, something inspired by but not copied from District 9. A white spray undercoat was washed with Vallejo black ink, then carefully overpainted with Vallejo cold grey. A very heavy drybrush of Vallejo stonewall grey was followed by a top drybrush of Vallejo dead white. Detailing was added with Vallejo orange fire and Humbrol matt 33 black. Black areas received a Humbrol 32 dark grey highlight. Helmet lenses are Vallejo gloss black . A few last dabs of GW chainmail and Mithril silver completed them.
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?
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.
Sunday, 6 November 2011
Robot week - day 7 V15-60A UAV Hoverdrones
For fast reconnaisance work capable of covering a wide area, nothing beats an aerial drone. They are also capable or responding quickly to sudden changes on the battlefield, closing rapidly to stop an enemy breakthrough or exploit a gap in the enemy’s lines.
These drones used by my NAC forces are multi-role units. They can perform reconnaisance operations but are also well armed to support ground forces. A large ducted fan provides lift with 3 rear-mounted engines giving forward momentum. Stub wings aid stability, and can give additional lift as speed increases. Hardpoints mounted in the wing roots provide fitting points for either 2 tri-barrel gun mounts or 4 anti-tank missile pods. A range of sensors are mounted on the front of the drone, some in a “look-down” position. These models are also fitted with a pair of searchlights. Though the drone itself has night-vision capabilities, the searchlights provide a useful means of illuminating targets for allied forces, and have proven useful in both military and civilian search-and-rescue operations. They can also be used to provide a direction indicator to ground troops in the same way as tracer fire.
Aerial drones do have some disadvantages. While their altitude helps them spot more targets, it also makes them a far more visible target, especially if they are using their searchlights. Unlike ground units, they cannot lie silently in ambush as the hum of their fans will give them away, as will the movement of vegetation from the fan backwash. With the range of robots that my NAC troops have available, they are able to make the most of each robot’s advantages whilst minimising their disadvantages.
My Tomorrow's War stats:
"Dumb 'Bots"
Tech Level 2
Troop Quality D8
Twin Tribarrel cannon:TL2, Hvy, EWS, AP:5/AT:2 (L) (This includes the +1 firepower bonus for EWS and +1 firepower bonus for the second tribarrel. Ignore 1 die of target's cover/armour. -1 to reaction tests).
Missile pods: TL2 ATGM, 4D (negates ERA, performs deck attack)
Saturday, 5 November 2011
Robot week - day 6 V15-22B MAWP(T)
Although tracked gunbots are an effective anti-personnel weapon, larger vehicles can present more of a challenge. The Mobile Autonomous Weapons Platform (Tracked) is a means of delivering heavier firepower to the front line without the expense of a manned armoured vehicle.
Carrying a light plasma cannon, it is capable of taking on light and medium armoured vehicles and is highly effective against infantry and powered armour. The large track unit gives a low centre of gravity and makes for a good fire platform.
The MAWP(T) is capable of carrying a range of alternative weapons mounts. While anti-armour missile pods and tribarrel guns are the usual options, other systems can also be substituted.
Air defence missiles are not usually fired on the move, but using the track unit from a MAWP(T) makes it much easier to position them without the need for a larger transport vehicle.
A Heavy autocannon is more usually seen on a fixed groundmount, but this can also benefit from the ability to change firing positions quickly and easily during a battle.
My Tomorrow's War stats:
I will be treating this as a light vehicle under AI control rather than an infantry unit type robot.
Name: MAWP(T)
Tech Level: 2
Class: L
Type: T
Firepower*: Plasma gun - TL2, Med EWS, AP:4 / AT:3 (L), ignore up to 2 dice of target's cover/armour, slow firing (-1 to reaction tests after the first each turn)
Front armour: (TL2) 3D8
Side armour: (TL2) 2D8
Rear armour: (TL2) 2D6
Deck armour: (TL2) 2D6
Crew: AI (see below)
Attributes/Notes:
Artificial Intelligence (Troop Quality 8, Morale D12, follows same basic rules as a Smart 'Bot)
Advanced sensors (+1 die shift to spot enemy units, double optimum range for spotting, has night vision)
Hardened (+1 die defence against mines, artillery & IEDs)
Countermeasures (+1 die defence against ATGM attacks)
*This is for the standard Plasma-gun equipped version. Because they are more commonly found as fixed groundmount units, the missile or autocannon weapons carriers have the "Fire-or-move" attribute. Missiles make the battlefield a Medium air-defence environment. The autocannon has the following stats: Light autocannon (TL2 AP:4 / AT:2(L). Because of its non-standard fitting, the autocannon is mounted in a "slow turret" (-1 to all reaction tests after the first in a turn).
Friday, 4 November 2011
Robot week - day 5 V15-68A GunBots (tracked)
For heavier combat situations, my NAC Marines can deploy these tracked gun-drones. Armed with twin gauss machine-guns, they can lay down heavy fire. The tracked chassis gives reasonable mobility over most terrain. They're very similar to the spider drones, but the lower centre of gravity on these tracked robots means that they're less likely to be knocked over by the concussion from near-miss weapon strikes. Spider drones are more flexible in an urban environment with lots of hard-edged landscaping and steps, but for general combat duties the tracked drones work just fine.
I love these robots! The only disappointing thing is that the mould must have been slightly mis-aligned. The gauss guns are so small that if you tried to clean the mould lines off completely, you'd end up with weapon barrels so thin that they'd droop under their own weight. Luckily it isn't too noticeable when they're painted and I'm very pleased with the end result.
My Tomorrow's War stats:
"Dumb 'Bot"
Tech Level 2
Troop Quality D8
Gauss machine guns: TL2, GWS, AP:3/AT:1 (L) (As a TL2 Gauss support weapon, stats include firepower bonus for gauss weapon system. Will also ignore 1 die of target cover or armour).
Thursday, 3 November 2011
Robot week - day 4, SG15-V13 Work Bots
GZG’s workbots can provide a useful set of helping hands for colonists and civilians wherever they may be.
I believe the smaller robot is quite good with plants (for those who haven't seen it, take a look at the film "Silent Running"). It's a bit clumsy at times and walks with a bit of a waddle, but it's a hard worker.
An excellent little group of robots from GZG, you get 2 of each type in the pack. I haven't shown the other 2 duplicates here as they're still part way through painting.
The other figures are GZG technicians/crew for scale, from pack SG15-V04.
These “R2” styled droids are best suited to work indoors and in urban areas. One of these is a military surplus unit as shown by its dull green colour scheme. The other is in a more normal cilvilian colour scheme. They are mainly used in techical work.
Tracked work-bots can perform all sorts of tasks, and their motive type makes them one of the best suited for outdoor work as they can cover a wide area over rough terrain at good speed. They’re also very durable. As you can see here, one of these droids is very old, rusty & battered but is still going strong.
An excellent little group of robots from GZG, you get 2 of each type in the pack. I haven't shown the other 2 duplicates here as they're still part way through painting.
The other figures are GZG technicians/crew for scale, from pack SG15-V04.
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