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Doll houses in space

Discussion in 'Scenery' started by aphexblue, Nov 30, 2017.

  1. aphexblue

    aphexblue Well-Known Member

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    It is warmill, well spotted. Dome for added Haqqness. The mat is a deepcut one.
     
    #81 aphexblue, Nov 6, 2020
    Last edited: Nov 7, 2020
  2. aphexblue

    aphexblue Well-Known Member

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    Really nice kit. I will need to block the windows with mesh
     
    #82 aphexblue, Nov 6, 2020
    Last edited: Nov 6, 2020
  3. Mob of Blondes

    Mob of Blondes Well-Known Member

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    Maybe someone can find the info in the fluff, or even the RPG books, but for artificial gravity and a working ecosystem to make the thing have some options of being selfsuficient (not easy, read Schismatrix), solutions like O'Neill cylinder or bigger Ringworld would make a lot of sense as Nomad ship shape, or for static bases handled by them. Or at least one of the proposed ways to get there would:
    [​IMG]
    The things end being so big that you can have buildings (and small airplanes).
     
    jherazob and aphexblue like this.
  4. Biomckill

    Biomckill Well-Known Member

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    Good point. Yes, there is something in the fluff about gigantic spaceships, which of course should be rotating to generate gravity and be really big so they can contain a viable ecosystem. So in the end they are so big that they are in fact small worlds, let’s say that rounded the other way. We could make a table with a baseball field...

    However, a thing so big as a O’neill cyclinder would be incredible expensive to move around. Most of the solutions above are for orbital colonies (the original O’neill concept; I still have a copy of one of his books), not ships. And the fluff mentions gigantic ships. Anyway, this serves as reality anchor for a Nomad table that looks like a planet.

    Still, the fluff contains also some info about temporal settlements for 0-g construction projects and so. I am thinking here of something like hollowed asteroids or ships with big cargo holds (if somebody has seen or been inside the hangar of an aircraft carrier will understand). Really BIG cargo holds, where you could have something like containers in the sides of the hold as living quarters and some in the middle used as bars, small shops and so. I would love to be talented enough to draw it, though it is clear in my head.

    So the Haqquislam have arabic-like buildings; the Yu Jing have japanese and chinese-like buildings. The Pan-O have nice, advanced buildings. Aleph neat, clean lines looking high tech.

    What the poor Nomads have? Corregidor should have plenty of spanish lettering around. Bakunin and Tunguska russian lettering in cyrillics, I suppose. What else?
     
  5. aphexblue

    aphexblue Well-Known Member

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    20201107_123610.jpg 20201107_123634.jpg Windows now with mesh security.
     
    #85 aphexblue, Nov 7, 2020
    Last edited: Nov 7, 2020
  6. aphexblue

    aphexblue Well-Known Member

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    Adding ladders to my Antenocities buildings to make getting around much easier. A lot of these buildings have lifts, which if you haven't discussed with your opponent how you are playing them, can be a bit awkward at an ITS event. Now you can vault through windows without penalty it makes getting to different floors a lot easier. 20201110_163954.jpg 20201110_164012.jpg 20201110_164026.jpg 20201110_164041.jpg 20201110_164109.jpg
     
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  7. aphexblue

    aphexblue Well-Known Member

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    Finished my brothers Haqq table. The scatter needs work, but he can take care of that. I have some weathering powders coming, but I couldn't wait.
    20201119_124054.jpg 20201119_124110.jpg 20201119_124121.jpg 20201119_124138.jpg 20201119_124149.jpg
     
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  8. aphexblue

    aphexblue Well-Known Member

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  9. aphexblue

    aphexblue Well-Known Member

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    Holy Justice. Or what to do with your third Joan. 20201229_150311.jpg 20201229_150254.jpg
     
  10. evilmonkey

    evilmonkey That man over there

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    Now that’s a sharp idea for using extra character miniatures. I did something like that for Warmachine back in the day.
     
    Xeurian likes this.
  11. aphexblue

    aphexblue Well-Known Member

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    Play testing my Nomad table. Still lots to do on this one, but it plays well. Some of the buildings had batteries for their lights.

    20211024_192401.jpg 20211024_201904.jpg 20211024_201914.jpg 20211024_201923.jpg 20211024_202010.jpg 20211024_202050.jpg 20211024_210849.jpg 20211024_210907.jpg 20211024_210916.jpg 20211024_210930.jpg
     
    #91 aphexblue, Nov 2, 2021
    Last edited: Nov 2, 2021
  12. chromedog

    chromedog Less than significant minion

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    Elevators/lifts and hoists were one thing I missed in N4 from N2/N3.
    I literally had to explain to more than a few people about them in those editions, since they didn't bother reading far enough into the rules to find them.
     
  13. Wikkid Devil

    Wikkid Devil Well-Known Member

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    Having never played earlier editions, how do they work? I made the mistake of asking a certain YouTuber on one of his battle reports and got a snarky unhelpful response.
     
  14. chromedog

    chromedog Less than significant minion

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    In N2, it was sort of covered under the blanket common short skill of "open/close" (think of it as the "interact with" hotkey, if it was a videogame).

    Open/Close: A Short Skill that allows opening or closing of
    doors or windows and manipulating other mobile elements
    of scenery on the game table.

    In N3, Elevators (1 25mm base) and Hoists (larger, cargo plus* lifts - could take up to S8 TAGs). Used the "Activate" common short skill to interact with. Under scenery structures in the rules.

    Lifts allow troopers to change the level in a Scenery Building or structure faster than using the stairways.
    There are two different types of Lifts: Elevators and Hoists, possessing a different Capacity Trait (see Scenery Item Profiles Chart, page 170).
    Depending on the Type of Elevator, these Scenery Items must be represented by a Elevator Marker, a Hoist Template or with a scenery piece of the same diameter. Players must
    place the Marker, Template or scenery item on each level of the Scenery Building.
    EFFECTS
    »»To activate a Lift it is necessary that a trooper be in base contact or inside the Lift and declare the Activation Common Skill. The player must specify which level he wants the Lift to reach when declaring Activation.
    »»Everything inside a Lift will appear in the level declared by the player, at the end of the Order, in its Conclusion, after the Guts Rolls, if they were necessary.
    »»If both players declare Activation in the same Order, but specifying different levels, then the Elevator will be blocked and will not move in that Order.
    »»A Lift is always available. If there are any troopers or items inside the Lift on the same level the player has declared he wants the Lift to reach, then they are placed outside the Lift with their base in contact at the end of that Order,
    in its Conclusion.
    »»Unless the scenario rules indicate otherwise, Access points on Lifts are always open.

    *Cargo Plus. This transport has an upgraded cargo capacity.
    Five configurations are available with this Capacity:
    »»6 troopers with S 1 or S 2.
    »»2 troopers with S 3 or S 5.
    »»1 trooper with S 3 or S 5 + 2 troopers with S 1 or S 2.
    »»1 trooper with S 4 or S 6 or S 7 + 1 trooper with
    S 1 or S 2.
    »»1 trooper with S 8.

    But in my experience, few were the players who bothered to read much of that entire section (scenery structures and the rules for damaging them, destroying them, etc).
     
  15. Wikkid Devil

    Wikkid Devil Well-Known Member

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    Thanks for a thorough answer!
     
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  16. aphexblue

    aphexblue Well-Known Member

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    To simplify we normally play, if you start at the bottom of the lift, 1 full order will put you at the floor of your choice at the end of the order (preventing AROs at the top)
     
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  17. aphexblue

    aphexblue Well-Known Member

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    Painted up a toy space ship that my brother found on sale. Paintjob is nothing special, but the light i found fit perfectly and works great. I have made a shade for it to not be so bright.

    20211107_161740.jpg 20211107_160737.jpg 20211107_160755.jpg 20211107_160812.jpg 20211107_160835.jpg 20211107_160852.jpg IMG-20211107-WA0005.jpeg
    20211106_142319.jpg
     
    #97 aphexblue, Dec 8, 2021
    Last edited: Dec 8, 2021
  18. Ben Kenobi

    Ben Kenobi Well-Known Member

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    Thanks for sharing, now I have a better idea what I will do with my neptune
     
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  19. aphexblue

    aphexblue Well-Known Member

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    Another idea stolen from my brother Andy. Night light that will live on my nomad table. Super easy to do. Wanted the base to be hidden within my larger building, but that would interfere with the controls I think, so ended up as a water tower/plant area.
    20211227_114542.jpg 20211227_114453.jpg 20211227_114702.jpg 20211227_114617.jpg 20211227_114638.jpg
     
  20. aphexblue

    aphexblue Well-Known Member

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    Comes with a controller so you can pick the colour or effect, fade, flash etc. 3 AAA batteries or USB port. 20211227_120835.jpg
     
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