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Autor Thema: Beyond the Gates of Antares  (Gelesen 10302 mal)

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Diomedes

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Beyond the Gates of Antares
« Antwort #45 am: 21. Januar 2013 - 13:08:15 »

Nach der Kicktraq Vorhersage wird es wohl etwas eng werden. Immerhin arbeiten sie im Moment mit dem Risiko, daĂź sie die Finanzierung nicht schaffen. Ob das wohl Auswirkungen auf den Figurenoutput fĂĽr den KS haben wird?
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AndréM

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« Antwort #46 am: 21. Januar 2013 - 16:23:20 »

Nope, und Kicktraq ist sehr mit Vorsicht zu genieĂźen.
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« Antwort #47 am: 22. Januar 2013 - 13:36:03 »

Today\'s update is all about the Isorian Shard and how they came to be:

THE ISORIAN SHARD  

In ages past the world of Isori stood at the forefront of human civilisation, renowned throughout all of Antarean space for its pioneering dimensional research, its vast fleets and its unrivalled prosperity. According to Isorian legend, the planet was amongst the first of Earth’s settlements, the first to be fully terraformed, and the first to establish its own colonies independently of Earth itself. Isori was hailed as a paradise where want and strife had been dispelled by the power of advanced science and rational government. Of the three great human civilisations of the Sixth Age the Isorian Senatex was the largest and most powerful, ever expanding its beneficent influence over the millions of human and alien worlds of Antarean space.

A prolonged series of inter-dimensional tremors wrought havoc with the wormhole nexus and brought the Sixth Age to a cataclysmic end. The gates that held human civilisation together collapsed and the soaring trans-dimensional towers of Antares toppled into the star’s photosphere. Following this unparalleled disruption to the fabric of space-time, none of the connecting wormholes survived intact, although some were to prove more heavily damaged than others. The Builders had foreseen such events, however, as they foresaw so much of what future ages would bring. Their great trans-dimensional machine slowly set about the work of rebuilding itself. Over the following centuries many wormholes were reconstructed and reconnected by the internal processes of Antares. Like a wounded creature the nexus slowly healed and the ancient gateways began to open once more. Those lying at the periphery of the quake were recovered relatively quickly. Some wormholes were re-routed so that distances between worlds were now significantly longer than before. However, not all the worlds of the Spill were recovered; many of the most densely populated worlds remain lost to this day, their gateways yet to emerge from the photosphere of Antares.

During this long period of isolation many human colonies failed altogether. Thousands of advanced civilisations declined to barbarism. Only in a very few places was the light of knowledge carried onwards. One such place was Isori, with the ample resources of the Isorian system behind it. The time of isolation cut Isori from all the other worlds of Antarean space, but it did not prove devastating to Isorian civilisation as it did to so many other worlds, human and alien alike. The Isorians merely pondered the universe as they now perceived it, and predicted a future where even the vast resources of Isori would be exhausted. None then knew whether the wormholes would ever reopen or when. The Isorians cast their eyes upon the galaxy about them and upon the nearest stars.

Several other solar systems lay within twenty-five light years of Isori’s sun Isor, though none were part of Antarean space. Only spacecraft travelling at near-light speeds could journey to these remote stars. Isorian exploratory drones had already investigated the closest two, revealing possible sources of raw materials and at least one rocky world that might one day be terraformed and settled. Because it took a spacecraft at least ten years to reach even the closest of these new worlds, and five years for any information to come back, no manned missions had ever been attempted. With the coming of isolation all that would change.

Applying their vast technical skills the Isorians began to improve space drives and discovered ways to increase the endurance of spacecraft and their crews. The flexible nature of space-fabric had long been understood, and the Isorian’s used their knowledge to build ships capable of reaching para-light speeds previously thought to be practically impossible. This reduced the time taken to reach the stars by almost half, and within a few decades the first colonies had been established within the Oblon and Tsates systems. Although these advances made it possible to travel to new planets, the Isorian colonies were still separated by a communications link of five years in the case of Oblon and nearly eight for Tsates. Only a constant armada of drone craft could hope to maintain either colony. Over hundreds of years these first Isorian colony worlds became established, though never fully independent, and the Isorians prepared to expand to even more distant stars in local space.

By the time the Isorians have settled five solar systems they had built up a network of far-flung colonies separated by years of travel and communication time, but serviced by drone fleets moving constantly between then, connecting the Isorian worlds to each other and to Isori itself. It was only after almost a thousand years of real-space expansion in this way, that contact was re-established with Antares and the Isorians were able to reconnect with the wider universe of Antarean space. As more wormholes became functional, Isori found itself once more the leading light of a new human renaissance. The Isorians revisited many of the most populous and technically advanced worlds of the Sixth Age and found them abandoned or fallen to barbarism. Having carried the torch of human knowledge during the long darkness, the Isorians were able to rekindle the spark of civilisation wherever they found human survivors. The new civilisation spread rapidly thanks to the development of integrated machine intelligence –IMTel - by the Isori Senatexis as a means of conveying technology to the new Isorian colonies of local space. Other worlds that had preserved and even developed new knowledge were absorbed into the new civilisation, feeding the IMTel and further promoting the spread of technologies. As more and more worlds emerged into Antarean space, they were joined with the new Isorian led civilisation. The civilisation became known as the Concord of Humanity a union of independent IMTel Shards bound together by shared machine intelligence. And so the Seventh Age began, and the Concord spread throughout the worlds of the great Spill, until it encompassed half the human worlds of Antarean space.

Meanwhile back upon Isori a strange thing had happened. A drone ship exploring a new star system some twenty five light years from Isor had gone missing. Of course, it took nearly twenty five years for that information to be known, and by the time the Isorians knew what was happening their most distant colonies had been attacked and wiped out. The Isorians mobilised their fleets and so began the centuries long struggle between the Isori Senatex and the strange alien race of Tsan Kiri. Of the Tsan Kiri the Isorians knew nothing at first, except that the Tsan Kiri were a race at least as technically advanced as the Concord and in many ways more so. The two races strove for mastery not only in battle, but also in the technologies vital to both. Analytic probes released clouds of nanobots onto Tsan Kiri worlds to infiltrate alien machinery. Alien spore fields infected Isorian planets and gnawed their way into the IMTel data bases. Of course, those data bases were protected – incompatible data was rejected – just as the Tsan Kiri technology armed itself to repel the attempts of Isorian probes to subvert it. Battles ranged over the Isorian colonies, and as the fighting neared Isori itself the balance of power swung in favour of the defenders. The sheer distances of interstellar space meant that the Isorians were able to bring their forces to bear upon an enemy whose own lines of communication were stretched across more than twenty light years of space.

When the Isorians went over to the offensive the two civilisations had been at war for nearly two hundred years. In that time the Isorians had met their foes upon the battlefield innumerable times, had fought them in the depths of space, and had contested asteroids and the very stars themselves. They came to know their enemy very well. Unusually, the Tsan Kiri were a silicon-based life form, in appearance almost spider-like, though possessed of great intelligence and uncompromising ferocity. They had destroyed several near-neighbouring races before encountering the human colonies of Isori. Using near-light speed drives they had built an empire of a dozen or so star systems. Their homeworld lay almost forty light years from Isori – a huge distance over which to wage an interstellar war.

As the Isorians gained ascendancy upon the battlefield so to they began to overcome the resistance of the Tsan Kiri technology. Much of this alien technology was based upon a biomechanical principle that was inherently incompatible with human technology just as it was resistant to it. Ironically, it was the Tsan Kiri themselves who provided the Isorians with the means to infiltrate their technical base. The aliens had devised a silicon-carbon interface spore as a means of attacking the Isorian IMTel at source. At first this was successful and the machine intelligence of the Tsatean Shard was corrupted giving the Tsan Kiri access to all the knowledge of the IMTel. What the Tsan Kiri hadn’t appreciated was that IMTel, deprived of its layers of defence by the interface spore, rather than rejecting the influence of the Tsan Kiri technology very quickly merged with it. Unaware of what had happened spacecraft carried the modified IMTel from Tsate to Isori. Soon the new hybrid IMTel had spread into Antarean space itself and to the worlds of the Concord. This half-human half-alien IMTel brought many new wonders to the worlds it reached, and many other strange things beside, for the IMTel was as much a reflection of the living creatures who formed a part of it as it was machine.

It took some hundred of years more for the Isorians to overcome the Tsan Kiri, whose homeworld they found incinerated and lifeless – abandoned by the last of the aliens as they fled from Isori’s resurgent armies. But by now the Isorians carried new technologies that combined the best of both civilisations. Isorian troops were protected by phase armour and their bodies encased in bio-silicon interface suits. If the Isorians presented something of an alien appearance that was not perhaps surprising – for the nanobot clouds of the hybrid IMTel filled the air, flowed in the water, and pulsed through the living tissue of Isorians and all the worlds touched by the new IMTel.

As the new hybrid IMTel spread wider it encountered other planetary IMTel increasingly remote from the original source of Isori. These distant worlds of the Concord had evolved sufficient differences to the Isorians that their IMTel proved incompatible. It wasn’t that this created any antipathy, simply that the two vast integrated intelligences no longer recognised each other – they were no longer integrated. They had become incompatible. The Isorian IMTel and Concord now formed two separate civilisations that shared a common ancestry, but which were unable to interface. Their populations, driven and moulded by integrated machine societies, neither recognised this as a problem nor considered it a problem they could address. They simply divided. They had become, through no human will or intent, incompatible. The worlds that were host to the Isorian IMTel now formed a part of a new and separate entity: the Isorian Shard.

So now you know!
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AndréM

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« Antwort #48 am: 24. Januar 2013 - 00:40:46 »

Das fertige Modell dass jetzt in die Produktion geht:



Und die neuen Q&A-Videos

Volume 2
http://vimeo.com/58037447

Volume 3
http://vimeo.com/58039557
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> I like Tabletoppers with a stiff upper lip but not a broom up their arse!

> Dublin Mud is a mix of Baily\'s and Guiness... and should not be used to paint ships!

AndréM

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« Antwort #49 am: 25. Januar 2013 - 02:35:56 »

Hi everyone

We\'re moving into the crucial second half of our Kickstarter and as you\'d expect we\'ve been busy trying to make sure that we can hit our target buy focusing on the big items you\'ve all said you wanted. Well, I think we\'ve got that sorted and the our remaining days should be full to the brim with great content updates. A number of people in the forums wanted to know more about what we\'re working on, so here\'s a handy list:

    -Developing a WarDrone(or two) in front of your very eyes
    -Golem\'s painting process whilst they use their awesome skills on our Hansa miniature (and others!)
    -Boromites Green(s)
    -CoCom Green
    -Freebooters (soon to be renamed Freeborn) Concept Art
    -Algoryn Concept Art
    -Isorian Concept Art
    -NuHu Concept Art
    -CoCom Concept Art
    -Example armies for each faction
    -Faction Icons
    -Real-time Dynamic Gaming Universe - graphical representation of how this will work, with a video explaining it to boot!
    -Club real-time incentive program - oooh you\'ll like this we think!
    -Outline Rulebook - this has taken a little longer than we wanted as Rick has been pulled around doing all kinds of PR activities. We\'re still on track for our original target of the early Feb - Some backers are playing GoA games using the information we\'ve already released!
    -Stores - we\'re rolling out a couple of new store reward tiers and will be reaching out to stores directly. If you want to support your local stores by buying your Kickstarter rewards through them, you can! If you are a store and are not on Warlords list, get in touch (Details on our website).
    -We even have a collaboration miniature to announce in the near future! (fingers crossed!)
    -More greens!

What I can\'t tell you right now is exactly when these things will come through. Like with any creative endeavour things change all the time, sometimes you need a little extra time to tweak and sometimes you even have to go back to the drawing board - we\'ve had a couple of them already! - but come through they will, and more besides.

Thanks for sticking with us so far, the next part should be fun :)

Rik

To keep you going until tomorrow, here\'s volume 4 of the Q&A we did:
http://vimeo.com/58041012
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Sir Leon

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« Antwort #50 am: 25. Januar 2013 - 08:06:59 »

Mal eine ganz simple Frage... Wenn ich mir da jetzt dieses Set fĂĽr 65 GBP holen wollen wĂĽrde, mit dem ich mir ja eine Streitmacht von einer Fraktion aussuchen kann, woher weiĂź ich denn, welche Fraktion - Namen stehen da ja schon - genau wie aussieht? ErschlieĂźt sich mir da irgendwie absolut nicht... :huh:
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AndréM

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« Antwort #51 am: 25. Januar 2013 - 11:29:36 »

Das kommt in den folgenden Wochen. Achtung, im 65er Deal ist nur das digitale Regelbuch dabei. Du musst das Harcover dann noch fĂĽr 25 Pfund als Add-On hinzufĂĽgen, wenn du es willst.
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> I like Tabletoppers with a stiff upper lip but not a broom up their arse!

> Dublin Mud is a mix of Baily\'s and Guiness... and should not be used to paint ships!

Soldat Ryan

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« Antwort #52 am: 25. Januar 2013 - 14:29:28 »

Zitat von: \'AndréM\',\'index.php?page=Thread&postID=128823#post128823
Nope, und Kicktraq ist sehr mit Vorsicht zu genieĂźen.
Naja, bei verbleibenden ca. 35 Tagen und erst 94K von 300K? Ich glaube, dass es wirklich eng wird. Der KS ist sehr hoch angesetzt gewesen...
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AndréM

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« Antwort #53 am: 25. Januar 2013 - 14:42:59 »

300K sind eher realistisch angesetzt. die anderen Kickstarter wussten, dass sie mit 20K keinen Staat machen konnten, haben aber der Psychologie wegen diesen Wert gewählt. Auch bei den anderen KS wäre 200-300.000 realistischer gewesen.

Da aber GoA einen deutlich anderen Ansatz hat, kann man da weniger auf die Miniaturensammler setzen und muĂź mit realistischeren Zahlen agieren.

Der KS ist bewußt auf zwei Monate angelegt. Da die Mitarbeit der Community wichtig ist, ist der erste Monat für die Vorarbeit und der zweite für den eigentlichen KS-Prozess angedacht. Jetzt, da die Community sich in vielen Bereichen abgesprochen hat, können sie Greens, Vorabs, etc. erstellen und zeigen. Von daher ist fast 1/3 der Summe sogar gar nicht mal so schlecht, ich hatte da weniger erwartet, da die Vorarbeit doch etwas trockener ist.
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> I like Tabletoppers with a stiff upper lip but not a broom up their arse!

> Dublin Mud is a mix of Baily\'s and Guiness... and should not be used to paint ships!

Soldat Ryan

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« Antwort #54 am: 25. Januar 2013 - 22:30:34 »

Aha, da habe ich etwas gelernt. Ich setze also meinen KS unrealistsich hoch an und korrigiere meine Erwartung, wenn es schlecht läuft.. Aber mal im Ernst: Ich glaube eher, dass hier etwas zu hoher Anspruch und Überschätzung das Problem sind. ABer wir können ja alle auf der Tactica Mr. Priestley fragen. Gutes Beispiel für einen sensationellen KS war ja Zombicide. ca 10-50K angesetzt und ca. 700K gemacht...
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AndréM

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« Antwort #55 am: 25. Januar 2013 - 23:25:13 »

Sorry, aber hast du eine Ahnung wie hoch die Produktionskosten für Spielekomponenten sind? Da kommst du schnell in einen 6-7stelligen Bereich je nachdem wie umfangreich es ausfällt. Bei Spielen wie Dust reden wir hier schon von einer guten Millionen nur für eine Fraktion.

Und nochmal: Die anderen KS hätten mit ihrem Goal NICHT finanziert werden können. Das wäre maximal das Spielbrett und die Verpackung geworden. Auch die anderen KS brauchten mindestens 200.000+ um überhaupt daran denken zu können in die Fabrikation zu gehen. Zombicide mit allen Extras hat auf jeden Fall ca 400.000 gebraucht, d.h. wären sie nur bei 200.000 gelandet hätten sie zwar den KS geschafft, aber trotzdem nicht produzieren können. In der Hinsicht ist es schon etwas riskant ein Ziel anzugeben, dass nicht mit den eigentlichen Produktionskosten identisch ist. Psychologisch ist so ein geringes Goal natürlich besser, aber trotzdem riskant.

Da ist DSC deutlich realistischer und gibt ganz ehrlich an, was der Spas wirklich kostet. Nach meiner Kalkulation dĂĽrften sie wie selber schon von ihnen geschrieben die ersten zwei Fraktionen, das Buch und die Plastik-Drohnen finanzieren können, incl. der Serverinfrastruktur fĂĽr den Online-Teil des Systems. Und dann haben sie noch ausreichend um vernĂĽnftig weitermachen zu können. Es wird bei 300.000 Pfund kein gigantischer Start werden, aber immerhin ein vernĂĽnftiger.  


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> I like Tabletoppers with a stiff upper lip but not a broom up their arse!

> Dublin Mud is a mix of Baily\'s and Guiness... and should not be used to paint ships!

AndréM

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« Antwort #56 am: 26. Januar 2013 - 17:30:52 »

Fraktionssymbole

The feedback on our Freeborn concepts was incredible! Thank you!

Today\'s update is more artwork in the form of faction icons. One of the big things you guys have been talking to us about is having an identity with the factions, so we\'ve worked up some icons that will go with the concepts and backgrounds of each faction and should help to give you more flavour for each. Thank you to those of you that contributed to the Isorian request for ideas on the forums - you\'ll see some of your ideas captured within the icon :)

Quick note: As mentioned previously, the Determinate is a multi-faceted faction and the Algoryn are our first range of Determinate miniatures. Ultimately the Determinate will have many icons representing each of their divisions and the one below specifically represents the Algoryn.


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> Dublin Mud is a mix of Baily\'s and Guiness... and should not be used to paint ships!

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« Antwort #57 am: 27. Januar 2013 - 22:34:48 »

Q&A Volume 5 - Custom Army, Females and more


Hey everyone, hope your weekend is going well so far!

Double update today as Ed so kindly asked :)

First up, more Q&A from the forums:

http://vimeo.com/58291413
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> Dublin Mud is a mix of Baily\'s and Guiness... and should not be used to paint ships!

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« Antwort #58 am: 27. Januar 2013 - 23:17:42 »

Hi again!

A number of you have been asking for example faction forces, so here goes:
EXAMPLE FORCES

The following examples are selected to a total value of 240 credits and illustrate a possible combination of forces for the Concord, Isorian Shard, Algoryn Prosperate, Boromites, and Freeborn. To each of these we would add 20 WarDrones, and Hansa Nairoba as the forces overall leader.

CONCORD

The Concord Combined Command – or CoCom – has at its disposal a highly trained force of elite troops. As elite troops 240 credits stretches to a complete squad of ten CoCom troopers– although this could be divided for tactical purposes into smaller squads for deployment.

CoCom Squad

    1 CoCom Commander = 30
    6 CoCom Troopers with Plasma Carbines = 120
    2 CoCom Trooper with Plasma Cannon = 60
    1 CoCom Trooper with X-Launcher = 30
    = 240

Alternatively, a CoCom force could consist entirely of Mercenaries hired from the Freeborn, or a mixture of CoCom troopers, Mercenaries, and some physically distinctive pans of the Corcord such as the Boromites. Here is an example of such a force. It comprises three separate squads of CoCom, Boromite and Freeborn Mercenaries led by a NuHu Contact team Leader.

    1 NuHu Contact Team Leader = 30
    2 CoCom Troopers with Plasma Carbines = 40
    1 CoCom Trooper with Plasma Cannon = 30
    1 Boro Engineer = 20
    2 Boromite Miners with Mass Compactors = 20
    1 Boromite Miner with Frag Borer = 10
    3 Freeborn Troopers with Plug Carbines = 60
    1 Freeborn Trooper with Fractal Cannon = 30
    = 240

ISORIAN SHARD

The military of the Isorian Shard operates in the same way as the Concord, with a core of elite troops and the option of mixing in other pans or mercenary Freeborn. They are elite fighters and this squad could easily be deployed as two very effective units.

Isorian Squad

    1 Isorian Battle Leader = 30
    6 Isorian Troopers with Plasma Carbines = 120
    2 Isorian Troopers with Fractal Cannon = 60
    1 Isorian Trooper with X-Launcher = 30
    = 240

An Isorian force could consist entirely of Mercenaries hired from the Freeborn, or a mixture of CoCom troopers, Mercenaries, and some physically distinctive pans of the Concord such as the Boromites. Here is an example of such a force. It comprises three separate squads of CoCom, Boromite and Freeborn Mercenaries led by a NuHu Ambassador.

    1 NuHu Ambassador = 30
    2 Isorian Troopers with Plasma Carbines = 40
    1 Isorian Trooper with Fractal Cannon = 30
    1 Boro Overseer with Chain Lash = 20
    2 Boromite Miners with Mass Compactors = 20
    1 Boromite Miner with Core Charge = 10
    3 Freeborn Troopers with Plug Carbines = 60
    1 Freeborn Trooper with Fractal Cannon = 30
    = 240

ALGORYN PROSPERATE

The Algoryn are just one distinctive species of pans – they have established colonies and control a number of worlds forming the Algoryn Prosperate. Their forces are well trained and equipped. Here is a typical Algoryn squad:

Algoryn Squad

    1 Prosperate Captain = 30
    6 Algoryn Troopers with Plug Carbines = 120
    1 Algoryn Troopers with Plasma Cannon = 30
    3 Algoryn Troopers with Plasma Pistols + Grenades = 60
    = 240

Alternately, an Algoryn force could include a mix of Freeborn mercenaries and Algoryn, and it could also include Boromites from the Asteroid colonies on some of the Prosperate’s outlying worlds. Here’s what that might look like.

    1 Prosperate Captain = 30
    2 Algoryn Troopers with Plug Carbines = 40
    1 Algoryn Trooper with Fractal Cannon = 30
    1 Boro Overseer with Compression Carbine = 20
    2 Boromite Miners with Mass Compactors = 20
    1 Boromite Miners with Core Charges = 10
    3 Freeborn Troopers with Plug Carbines = 60
    1 Freeborn Trooper with Fractal Cannon = 30
    = 240

FREEBORN

Freeborn forces belonging to one of the great houses – or Vardo – form a fighting army in their own right, able to go into battle on behalf of their Vardo. But the Freeborn also hire their troops out to anyone willing to pay for them. Indeed – one of the chief commodities traded by the Freeborn is its own military. Here is what a typical Freeborn mercenary squad might look like.

Freeborn Mercenary Squad

    1 Freeborn Captain = 30
    6 Freeborn Troopers with Plug Carbines = 120
    1 Freeborn Trooper with Fractal Cannon = 30
    3 Freeborn Troopers with Plasma Pistols + Grenades=  60
    = 240

Alternatively, here is a 120 credit force that could be added to the Boromite WarGang – there are many Boromites amongst the Freeborn, some operating mining and construction projects on behalf of their Vardo.

    1 Freeborn Captain = 30
    3 Freeborn Troopers with Plug Carbines = 60
    1 Freeborn Trooper with Fractal Cannon = 30
    = 120

CONCORD, ISORIAN, FREEBORN OR DETERMINATE BOROMITE WARGANG

The Boromites spread throughout the Spill long before the Seventh Age, and can be found mining the asteroids of systems throughout space. As such there are Boromites in different armed forces – even amongst the Freeborn – and here is one possible make up for a Boromite Wargang. This comes to 120 credits, and could be doubled if you are really fond of Boromites, or mixed with another 120 credits of another faction to make a mixed force.

Boromite Wargang

    1 Boro Overseer with plasma pistol and chain lash = 20
    6 Boromite Miners with Mass Compactors = 60
    3 Boromite Miners with Core Charges = 30
    1 Boromite Miner with Frag Borer = 10
    = 120
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> I like Tabletoppers with a stiff upper lip but not a broom up their arse!

> Dublin Mud is a mix of Baily\'s and Guiness... and should not be used to paint ships!

AndréM

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« Antwort #59 am: 28. Januar 2013 - 23:29:19 »

WARDRONES!!! - part 1 by Kevin White

Hi brilliant backers! Thank you very much for being a part of this, we\'re constantly humbled by the shear amount of creativity within the forums and the support you guys are giving us, we\'ll make it yet!

Today\'s update is the one you\'ve been waiting for - Kev has started on our WarDrone model! We\'ll be modelling a number of WarDrones as we refine towards our plastic version. The others will be used for faction specific WarDrones or specific function WarDrones like the Hunter or Targetter WarDrone. This is stage 1, and just like Hansa, Kev will be taking us through his creative thought process as he builds it(him?).

Talk soon!

Rik

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> I like Tabletoppers with a stiff upper lip but not a broom up their arse!

> Dublin Mud is a mix of Baily\'s and Guiness... and should not be used to paint ships!