Tuesday, September 23, 2014
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.
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.
Labels:
clearhorizon miniatures,
hell divers,
power armor
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.
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.
Labels:
clearhorizon miniatures,
hell divers,
power armor
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?
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/
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.
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.
Saturday, August 2, 2014
Battle on New-Tokyo - a small scale Gruntz Skirmish game between the Hell Divers and Pale Riders (Ex-RUSK)
This game is a little different than what you'll normally see.
Each force had four figures and each figure operated independently. We built each figure using the Gruntz Specialist rules with a couple of guidelines for damage, sizes and armor etc.
We had a lot of fun. It turned into a very tactical game where neither of us were willing to push and flank as much as we should have. With only four figures it seems like any damage was very dangerous to the goal of accomplishing the mission.
It came down to putting the figures in the right places and hoping for luck. Much like real life.
Both forces were pretty equally matched. I want to do a game in the future that has asymmetrical forces to really push the boundaries of this ruleset.
It was about 100 points a side and took about an hour or so.
For activation we dealt a card from a normal card deck to each player for however many figures they had left.
Each player would then assign the cards so that the figures would activate from highest to lowest. We decided before hand which suits were in which order.
We would then announce the highest card we have and compare to the other player. Whoever had highest would activate their figure and so forth. This had a fun random and planned aspect to it that really added to the game.
We also ruled that grenades could be thrown at spots instead of just figures with normal to roll and scatter.
-
While Ghost and his Hell Divers (Big John, Athena, and Hack) would normally not be on edge if this was simply another shoddy Merc unit, the Pale Riders were actually a group of former RUSK operatives (and former was debatable) and were as well trained and equipped as their unit was. They had to go in light and hope that the element of surprise would work in their favor.
Each force had four figures and each figure operated independently. We built each figure using the Gruntz Specialist rules with a couple of guidelines for damage, sizes and armor etc.
We had a lot of fun. It turned into a very tactical game where neither of us were willing to push and flank as much as we should have. With only four figures it seems like any damage was very dangerous to the goal of accomplishing the mission.
It came down to putting the figures in the right places and hoping for luck. Much like real life.
Both forces were pretty equally matched. I want to do a game in the future that has asymmetrical forces to really push the boundaries of this ruleset.
It was about 100 points a side and took about an hour or so.
For activation we dealt a card from a normal card deck to each player for however many figures they had left.
Each player would then assign the cards so that the figures would activate from highest to lowest. We decided before hand which suits were in which order.
We would then announce the highest card we have and compare to the other player. Whoever had highest would activate their figure and so forth. This had a fun random and planned aspect to it that really added to the game.
We also ruled that grenades could be thrown at spots instead of just figures with normal to roll and scatter.
-
Ghost turned around to watch the
Sparrowhawk VTOL dust off and leave, skimming the top of the city roofs as it
disappeared into the horizon. The team had managed to infiltrate the city block
where the intel had indicated that the mercenary group “Pale Riders” had
arranged to pick up the three remaining containers with the reactive and
precursor agents for the Simplex 7 bio-weapon.
It had been determined that only
one of these containers would actually be required secure. The correct container would allow the intel
unit to discover not only the origin of this strain but to stop the Pale Riders
from creating the dangerous pathogen. The wrong containers would not only waste
time, but be worthless from an intel standpoint as well.
While Ghost and his Hell Divers (Big John, Athena, and Hack) would normally not be on edge if this was simply another shoddy Merc unit, the Pale Riders were actually a group of former RUSK operatives (and former was debatable) and were as well trained and equipped as their unit was. They had to go in light and hope that the element of surprise would work in their favor.
Ghost’s HUD lit up, they had
arrived at the target location…
Turn 1
Ghost surveys the area
and carefully walks up to the parked police car at the curb police car. He sees a shadow break cover and opens fire
on Jailbreak. The plasma bolts hit home and cause a severe
burns on Jailbreak’s right arm. (Hits causing two points of damage (two left)
Grim jumps to action as
soon as the sounds of gunfire become apparent and moves forward to the tree for
cover and to get into a position to cover the box containing the mission
objectives.
Blackjack nods to Grim
and silently fans out to cover more area and provide an overlapping field of
fire. To get a commanding view of the battlefield he moves to the second level
and goes prone
Jailbreak moves to the
buildings in front of him and takes cover behind the elevator with a clear view
of the box.
Big John runs forward to
cover closer to the box on the right side of the table.
Bang-o moves towards the
taxi for cover and opens fire at Big John. Big john is
hit but his armor takes the impact and Big John takes
no damage.
Hack runs up to the
planter and opens fire at Bang-o but misses.
Athena runs up to the
second level.
Turn 2
Ghost throws a grenade
near Jailbreak which catches Jailbreak in
the blast but causes no damage.
Blackjack moves forward
firing at Athena but misses.
Jailbreak aims and fires
at Ghost causing a critical hit and two
points of damage.
Big John shoots at Bang-o taking careful aim and shoots through the
taxi causing one point of damage.
Athena aims and opens
fire on Blackjack but misses.
Hack aims and opens fire
at Bang-O causing one point of damage.
Bang-o shoots back at Big John and causes a staggering three points of
damage
Turn 3
Ghost aims and fires at Jailbreak causing a critical hit taking him down.
Blackjack, laying prone, aims
and fires at Athena causing three points of
damage
Big John aims and shoots
at Bang-O but misses.
Jailbreak’s armor
activates the auto-heal sequence pumping him full of fast acting drugs starting
his heart and
breathing again. It’s most
likely he won’t survive much longer than the battle but he manages to get to
his feet again.
Athena aims and opens
fire at Blackjack but misses
Hack aims and fires at Bang-o but misses
Bang-o aims and shoots at
Hack but really misses
Grim moves up to steal
Blackjack’s kill and shoots at Athena. Athena is
hit square in the chest and goes down as her suit’s auto-med starts the process
to try and save her.
Turn 4
Jailbreak aims down the
sights and fires on Ghost, taking him down.
Ghost’s suit patches him
up and he stands back up behind cover.
Blackjack steps out of
cover and shoots at Hack, causing a massive
wound and four points of damage,
which causes Hack to
go down.
Big John sprints to the
rightmost box and starts trying to open it.
He successfully opens it but it has the precursor agent not the deadly
reactive agent.
Bang-O moves into the
open and fires on Big John causing a point
of damage and Big John goes down.
Jailbreak opens fire on
the recently recovered Ghost but Ghost’s armor takes the impact causing no damage.
Hack and Athena’s suits can only do so much and they
succumb to the massive amount of trauma.
Ghost and Big John, now outnumbered and with little hope of
successfully capturing the reactive agent exfil the area to the waiting Raven
at the LZ.
Before Ghost boards the
Raven he radios to the Orbiting Stealth Cruiser a coded message and moments
later an orbital kinetic weapon launches and takes out a two-block radius,
including the boxes and Pale Riders Merc team.
Not exactly the most covert of options and now they'll be unable to determine the origin of the bio-weapon but it was a last resort since the Simplex 7 could easily kill millions.
Not exactly the most covert of options and now they'll be unable to determine the origin of the bio-weapon but it was a last resort since the Simplex 7 could easily kill millions.
The Pale Rider’s bodies
were never found.
To be continued...
Thursday, July 31, 2014
Last Day for the Kickstarter!
Last Day for the Kickstarter! We're at 205% of our goal and this is your last day to get a great deal on two new armies! Check out these great WIP (many about 70% done) pictures of the Hura Technocracy and Epsilon Squads including heavy weapons and mechs!
Here is a bunch of WIP pictures of various sculpts. Remember, many of these will be refined in the coming weeks as well and are missing arms or hands or other details. The heads have just been placed on to give an idea of what it looks like.
Pledge Today!
https://www.kickstarter.com/projects/2027302274/exoskeleton-assault-squad-and-hura-technocracy-15m/
Here is a bunch of WIP pictures of various sculpts. Remember, many of these will be refined in the coming weeks as well and are missing arms or hands or other details. The heads have just been placed on to give an idea of what it looks like.
Pledge Today!
https://www.kickstarter.com/projects/2027302274/exoskeleton-assault-squad-and-hura-technocracy-15m/
Tuesday, July 29, 2014
ClearHorizon Miniatures 15mm Sci-Fi Kickstarter - Last 48 Hours!
With all the Stretch Goals unlocked and funding at 192% we enter the last 48 hours for the ClearHorizon Miniatures 15mm Sci-Fi Miniatures Kickstarter!
Check out the pledge and add-on options, which include base squads (with command special character sprues), heavy weapon squads and assault mechs!
Pledge today to support a great new range and to get a great deal on a new army!
https://www.kickstarter.com/projects/2027302274/exoskeleton-assault-squad-and-hura-technocracy-15m/
Check out the pledge and add-on options, which include base squads (with command special character sprues), heavy weapon squads and assault mechs!
Pledge today to support a great new range and to get a great deal on a new army!
https://www.kickstarter.com/projects/2027302274/exoskeleton-assault-squad-and-hura-technocracy-15m/
Friday, July 25, 2014
Kickstarter News - A week to go and new mech WIP pics!
Here are the newest pics of the WIP Epsilon Heavy Mech:
Just a week to go!
https://www.kickstarter.com/projects/2027302274/exoskeleton-assault-squad-and-hura-technocracy-15m
Just a week to go!
https://www.kickstarter.com/projects/2027302274/exoskeleton-assault-squad-and-hura-technocracy-15m
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