Thursday, March 26, 2015

VIDEO: How to paint a 15mm Sci-FI Miniature

Hi everyone!

I have put together a video showing every step I take painting a 15mm HADES Ghost Team Sniper Operative.




I go over paint choices, brush choices and techniques.

 I hope you folks enjoy it and find it useful, please let me know if you have any feedback!

 The HADES Ghost Team Squad is available from http;//www.clearhorizonminiatures.com

Thanks!

Sunday, February 8, 2015

SpecOps first free supplement: Using Dropships/VTOLs.

I'm starting on the writing of the first free supplement for SpecOps - Using Dropships/VTOLs.



My biggest concern is that if one side has a VTOL/Dropship then the other side needs a way to take it down.
Now, soldiers (once they start to advance) can buy missile launchers, but I'm not sure that's going to be enough. I'm thinking that a more abstract system would work better. Something where the VTOLs can drop off the troops (or exfil them) but can only loiter for a turn or two before they risk being blow up (needing a new mission, and possibly handing the enemy a victory). This would introduce an element of how long do I let my VTOLs loiter before telling them to leave, a risk vs. reward which is always fun.

I'm also thinking if one side bought a VTOL, the other side would get the same number of points to spend on MANPADS, Off-table SAMs, their own VTOLs, interceptors, etc. Basically a separate point pool for both sides. The bigger the VTOL, the bigger the enemy response.

I would have different VTOLs to start based off what I sell: Aurora, Sparrowhawk, Raven, Condor.
What do you folks think? Any suggestions/ideas?

Thursday, February 5, 2015

My Gruntz Module, SpecOps is now available at Wargamevault.com!

Hi everyone!

The Gruntz Module i've been working on has now been released for $3.99 at wargamevault.com!

You can get it here: http://www.wargamevault.com/product/143154/SpecOps-A-Gruntz-Module

Here is a quick blurb about it:


SpecOps is a Gruntz Module that brings the exciting second-to-second action of Special Operations missions and campaigns to the tabletop.



NEW RULES: New rules for stealth operations, contact blips, hacking enemy soldiers and more!


NEW WEAPONS and EQUIPMENT: Specialist grenades, expanded weapon lists and more armor types to outfit your operatives. Hack enemy cybernetics with SLAM modules!


NEW MISSIONS: Eight new missions along with a branching campaign make running your games easy and interesting.


NEW TEAM TYPES: Choose from eight different types of teams with their own unique perkz each and further customize your troops with Species Traits to represent Aliens and Humans.


NEW OFF-BOARD RESOURCES: Light up your enemy with a UAV drone, or maybe an orbital strike with your new off-board resources.


NEW CAMPAIGN MODE: Advance your skills, build up your equipment stores and nurse your wounds with the new campaign mode that keeps your operatives from game to game.



The Gruntz Ver 1.1 rulebook is required for this module.

Tuesday, December 16, 2014

"Who's that? That's the Major."

The Major from Ghost in the Shell...

This is a miniature from the Rebel Minis Civilian Hunters pack (http://rebelminis.com/hunterspack.html)

I've been a big GITS kick recently and I noticed this miniature sitting on my painting table loose and I realized she made a perfect major!

I've attached her to one of my laser etched bases.





And from the show:



Any feedback is appreciated!

Saturday, December 6, 2014

New Weathering techniques using enamels and worn effects from AK interactive

I've been working on one of my Hell Diver Power Armor figures and I wanted to try some of the AK interactive weathering enamels that I got.

I painted the trooper black, then base coat of light grey on the armor plates. This represented the primer coat.

I then brushed on a thin layer of the AK interactive worn effects.

Once that dried I painted on the base green color I was after.

I then put a little bit of water all over the model and using a stiff brush and toothpick knocked off some of the paint.

Once all of that was dry I put on decals (using the micro-sol and micro-set) and using the Nato Armor Wash (AK interactive) and Earth Enamel Wash (AK interactive).

This is what i've come up with so far:



I'll take more pictures soon, and i'm going to try and put together a cool "Scene" shot too.

What do you folks think?

Sunday, November 9, 2014

New city tiles from GameCraft Miniatures

New city tiles from GameCraft Miniatures! http://gcmini.mybigcommerce.com/

These tiles are awesome, 1' x 1' and with a really cool styling, perfect for city games.






Taskforce 414 exits a hovering Raven VTOL in New Berlin...


Expanding ECM/Fog of War in Gruntz...

So, there is already a great neural net system in gruntz, but I was thinking about ways to expand it and provide a bit of fog of war.

I'm thinking instead of units on a table each unit would be represented by a numbered token, and each army would get two dummy tokens.



Until a neural net roll is made you have to have LOS to a token to uncover it. Each unit can make a roll as an action, specialized units get bonuses. The rolls would be opposed, with a target number of 10.  The attacking (sensing) unit would have to beat 10 AND also beat the opponent.

The skill stat would govern these checks and there would be perks for improved or less ECM capabilities or stealth.

Some perk ideas:

Stealth
Noisy
Advanced Sensors
Jumpy
Etc...

The BOGINT perk would give an extra token.

Thoughts?

Saturday, November 8, 2014

Taskforce 414 making entry in a search for a HVT

Location: Vexron City, New Altran Colony
Time: 0840 Local Time

Taskforce 414 Operatives conduct building search for HVT.


Thursday, November 6, 2014

Wednesday, November 5, 2014

[WIP] Taskforce 414 Operatives...

Still have the heads and matte varnish to do... And then putting them on bases.

I'm going to put them on my laser cut acrylic bases, but haven't decided whether to have them on clear bases or painted bases.

What do you folks think of clear bases?


This is a painted version of the base i'll be using:





Monday, November 3, 2014

Infiltration...

The Aurora class shuttle transitioned through the field barrier of landing bay Baker-9 of the Deep Space Orbital Research Facility. Through skillful navigation and the advanced technical specifications of the Aurora the craft was able to land without setting off any alarms.

The nacelles angled downwards and the craft settled on the landing bay floor, the interior pressure equalized with the bay’s ambient pressure.  As the pressure equalized the ramp’s locking clamps disengaged and the ramp slowly folded down exposing a dark interior lit only by multi-colored status lights.

Without a sound a white pistol exposed itself from the interior, scanning the landing bay for any hostiles, it held its aim for a few moments before deciding that there was going to be no welcoming party.

The Operative slowly moved from the interior down the ramp with a super-natural grace. The red body suit offset by the back shoulder pads and accents. The mechanical spinal implant glistened with chrome as it flexed during the movement.

There was no mistaking the deadliness of this Operative and she had a job to do.

--

The Aurora Stealth VTOL is available for pre-order now and comes with an unreleased covert ops team.  Available at http://www.clearhorizonminiatures.com


WIP - Corporate Operative and Aurora Stealth Shuttle

I'm working on the corporate version of the new, upcoming VTOL, the Aurora:



I'm painting the agent in the same colors. I'd imagine this belongs to an executive, or possibly a corporate "cleaner"...

Feedback is welcome!

It is still available for pre-order here:  http://www.clearhorizonminiatures.com and it comes with an unreleased, free, covert operates pack. (normally $2.99)

Wednesday, October 22, 2014

WIP Hell Diver Covert Ops Team


WIP Hell Diver Covert Ops Team… a figure from the Omega pack and two from the Alpha Squad with Omega head swaps.  The CLIFFORD drone pictured in the middle with the optional twin-linked squad support weapon option.

I'll probably put one more figure with a SAW (from the Alpha Pack), and these will be my team for deploying from the upcoming Aurora.

I'm very happy how the head swaps are going so far.  My plan is for these to be painted mostly in blacks (with dark greys) which is one of the reason I wanted the exposed heads so I could add a bit of color.


The bases are temporary and will eventually have my laser etched hex bases attached.


Sunday, September 14, 2014

Zeta Squad (Hell Diver Power Armor) - Conversion Finished

Ok... here is for the "black challenge." These pics will also be for the release of the Zeta Squad on Tuesday  I'd love to hear any feedback you folks have!


Airbrush used to build up grey highlights, then I used a regular brush to paint on the hard highlights. Head snipped from my Omega Squad (it fits without issue) and then a couple of decals.







Friday, September 12, 2014

WIP: Hell Divers Power Armor Conversion - Omega Squad head and rifle

Working on my Taskforce 414 Power Armor conversion using a head from the Omega Squad and one of the extra rifles.

I used the airbrush to build up the highlights and then painted them on.

Sorry for the blurry photos!

What do you folks think?





I need to repaint the head and add some decals and more highlighting.

Wednesday, September 3, 2014

Hell Diver Power Armor - The Zeta Squad - Taskforce 414

Coming Soon, the Hell Diver's Power Armor - Zeta Squad!

This suit is painted in the colors of Taskforce 414 - reknown for their skill and shock tactics even among the elite Hell Divers.







The Power Armor Zeta Squad comes with six unique leg poses, six separate heads and torsos, multiple arm options and three heavy back-mounted weapons.

I think i've finally settled on a theme for my personal force.  I need to paint up the rest of the squad and then i'll be painting up the other miniatures in the range in this scheme, with the "414" motif... thoughts?

Wednesday, August 20, 2014

ClearHorizon Miniatures goes to Strategicon!

Only 10 days to go! ClearHorizon Miniatures will be at Gateway 2014 at the Hilton LAX!  This Labor Day Weekend, Aug 29 - Sep 1!  We'll have two tables set up in the main hallway.  We'll be carrying our entire line plus several brand new releases!

We'll also have the printed Gruntz Rulebook for sale at a discounted price and our entire range will be 10% off.

Our second table will have multiple gaming boards setup just for 15mm Gruntz Gaming!  It's free to check out the dealer area and our tables, so come on by!

For more information:
http://www.clearhorizonminiatures.com
http://strategicon.net/

Monday, August 4, 2014

Gruntz - Rules for Car Chases

Hi everyone,

To build upon the last AAR here is a new set of rules for Car Chases in Gruntz... any feedback is appreciated!

This is what i've come up with so far:

Rules for Car chases

16” x 24” board

The board should have a clear roadway from the front to the back.

Each player rolls 2d6 and adds the highest skill (or commander’s skill). The highest roll can choose to deploy first or second.  Whoever deploys first also has the first activation.

The attacker is placed in the back 12” and the defender (one being chased) is placed in the front 12”.

At start of each turn:
1) Each vehicle writes down its move (for example 3” left, 1” back”)
2) The tile from rear is removed and new tiles placed up front.  All terrain moves 6” towards the back.
3) A card is dealt to each player for each unit.  The player then assigns the cards to their units.  The players reveal their highest cards and then activate their units in that order continuing until no units are left to activate.   (Aces are high, suit order (highest to lowest) is: Spades, Clubs, Diamonds, Hearts)

Each activation vehicle can moves 6” left or right and up to 2” front or back.

All shooting is at a -3 plus additional modifiers

If a vehicle is on a tile that is removed it is removed from play.

If a vehicle moves into a terrain piece the driver rolls a skill check vs 11.  If they fail the check they take a 7 damage hit.  If they succeed the vehicle moves 1” to either side of the terrain and stops.  If they can’t move 1” to either side it stops 1” behind the terrain.

Any engine critical and the vehicle is out of the game.

At the end of each turn:

1) Each player alternates rolling a 1d6 for each 4” section on the front tile.  On a 2-3 place an approx. 1” piece of terrain. On a 4-5 place an approx. 2” piece of terrain. On a 6 place a building or other large terrain piece approx. 4”. Place the terrain on the leading edge of the tile.