Sunday, 31 July 2011
Sunday, 17 July 2011
Primeval Abyssian - Tolathian Kits Masters
Well, here is the first wave of Tolathian sculpt's. About 99% done by now, a few bits need to be cleaned up and a few rough spots need to be fixed, but otherwise what you see is what you get. Hope you like them!
Tolathian Cyclone Master
As the name suggests, it has alot of physical power as well as being the leader of Tolathian armies. The Cyclone Master can control and create the winds around the area it stands, generating powerful cyclones and hurricanes to crush the enemy or use its ability to litterally change the landscape around it to protect its troops or make the terrain more strategically superior to better chances of victory or survival against enemies.
Tolathian Wisps :
Wisps make up the bulk of Tolathian armies. They are tough as nails and can shoot bolts of lightning from their Electron-Talons. They are reliable, heavy-hitting yet slow moving.
Tolathian Enhanced Ones
When enemies need to be cleared in mass numbers, The Veteran Wisps otherwise known as Enhanced ones are used. Like Wisps, they can shoot lightning except that the lightning they shoot can bounce off enemies destroying whole squads at a time. Enhanced Ones are equipped with Quake Rifles and Fiberoptic Talons.
Tolathian Mammatus
The Mammatus are hulking, brutal genetically-engineered Tolathians that have been made specifically for stormforming a planet. However, once a planet has been stormformed to fit Tolathian living-requirements it can use its stormforming capability to brutal effect on the enemy, wiping them out in a litteral storm of particle reconstruction.
NOTE : All these kits will be available in high-quality plastic.
NOTE : All these kits will be available in high-quality plastic.
Thursday, 14 July 2011
Primeval Abyssian - Introducing the Cascadians !
The Cascadians
From the Vortex worlds comes a new threat to the enemies of the Ether, the servants of Time itself - the Cascadians. Only recently appearing from planets that have seemingly appeared out of nowhere - the Cascadians launch assaults on the corrupt races such as the masters of unlife and Ylataran Nexus. These new defenders of the Ether are merciless, ruthless and have nothing but contempt for those that may corrupt the Etherium - past, present and future.
In the Ether - time runs differently for the Vortex of Time itself is as sentient and alive as any of the species of the Ether. The vortex itself is much like a river with time flowing in all directions; to an outsider this anomoly would cause confusion at the least, and complete insanity at most. The Vortex at some unknown point decided it needed agents to ensure the chrono-stability of the Ether and stabilise and fix itself or ensure events came out in it's favour - as the Vortex does surely have a sense of self-preservation.
In the beginning The Vortex ensured events would occur that would allow the genesis of a new Ether-species, the Cascadians. This species would evolve to be directly connected and tapped into the energies of the Vortex itself giving them a mastery of Time and allowing them to be free-agents of the Vortex. The Vortex designed a world out of the chrono-energies and this world was such that it would allow the co-existence of millions of different and unique time-lines that could exist in a perfect harmony. As such where one Cascadian was born, millions followed. Every Cascadian was simply the same entity co-existing as millions of seperate time-lines across the convuluted dimensions of the homeworld. After these events transpired they were perfectly designed beyond even the Vortex's own expectations; the scalpel precision of their minds, bodies, culture and civilization made them both perfect agents and perfect soldiers of Time.
As events transpired against Time itself, the Vortex would use it's ability of co-existence further to allow the homeworld to exist across time and space in dimensional-bubbles, this meant that dozens of Cascadia's existed at vital points in space and time, appearing when needed to perform duties to preserve the Time-lines. At current, it is thought that fifty or so Cascadias exist across the Etherium - many right near hot-spots of anti-chrono areas such as the anti-matter worlds of the 3rd Masters Of Unlife systium and the Nexus worlds of Orbilite. To the other protectors of the Ether - these worlds have become known as the Guardian Worlds and many races such as the Tolathians and Iaethlein who see the importance of such a race have gladly allied themselves with the Cascadians to ensure chrono-stability.
Procreation for the Cascadians was an advanced process that followed in the homeworld's system of birthing. The Cascadians were allowed a new time-line to be born from the Cascadian template, each time-line co-existing in perfect harmony due to their inner-biology formed from the energies of the time vortex itself. To allow the co-existence, the Vortex created the flesh and sinew of the Cascadians from a chrono-material that acts as a living time-bubble, effectively shielding each other against the effect of them living beside each other.
Cascadians have thin, wirey and tall bodies - a common appearance to Etherium races. One of the most unique features of their bodies are that they have three eyes on the rounded head - each one seeing a different time-stream. The top eye see's the present, the bottom left see's the past and the bottom right see's the future. This special temporal-sight allows the individual Cascadian to survive, however - since they are all effectively living time-bubbles, they cannot see how events can pertain together as they cannot communicate with each other effectively - this can cloud the possibilities, and can make for their greatest weakness.
From the Vortex worlds comes a new threat to the enemies of the Ether, the servants of Time itself - the Cascadians. Only recently appearing from planets that have seemingly appeared out of nowhere - the Cascadians launch assaults on the corrupt races such as the masters of unlife and Ylataran Nexus. These new defenders of the Ether are merciless, ruthless and have nothing but contempt for those that may corrupt the Etherium - past, present and future.
In the Ether - time runs differently for the Vortex of Time itself is as sentient and alive as any of the species of the Ether. The vortex itself is much like a river with time flowing in all directions; to an outsider this anomoly would cause confusion at the least, and complete insanity at most. The Vortex at some unknown point decided it needed agents to ensure the chrono-stability of the Ether and stabilise and fix itself or ensure events came out in it's favour - as the Vortex does surely have a sense of self-preservation.
In the beginning The Vortex ensured events would occur that would allow the genesis of a new Ether-species, the Cascadians. This species would evolve to be directly connected and tapped into the energies of the Vortex itself giving them a mastery of Time and allowing them to be free-agents of the Vortex. The Vortex designed a world out of the chrono-energies and this world was such that it would allow the co-existence of millions of different and unique time-lines that could exist in a perfect harmony. As such where one Cascadian was born, millions followed. Every Cascadian was simply the same entity co-existing as millions of seperate time-lines across the convuluted dimensions of the homeworld. After these events transpired they were perfectly designed beyond even the Vortex's own expectations; the scalpel precision of their minds, bodies, culture and civilization made them both perfect agents and perfect soldiers of Time.
As events transpired against Time itself, the Vortex would use it's ability of co-existence further to allow the homeworld to exist across time and space in dimensional-bubbles, this meant that dozens of Cascadia's existed at vital points in space and time, appearing when needed to perform duties to preserve the Time-lines. At current, it is thought that fifty or so Cascadias exist across the Etherium - many right near hot-spots of anti-chrono areas such as the anti-matter worlds of the 3rd Masters Of Unlife systium and the Nexus worlds of Orbilite. To the other protectors of the Ether - these worlds have become known as the Guardian Worlds and many races such as the Tolathians and Iaethlein who see the importance of such a race have gladly allied themselves with the Cascadians to ensure chrono-stability.
Procreation for the Cascadians was an advanced process that followed in the homeworld's system of birthing. The Cascadians were allowed a new time-line to be born from the Cascadian template, each time-line co-existing in perfect harmony due to their inner-biology formed from the energies of the time vortex itself. To allow the co-existence, the Vortex created the flesh and sinew of the Cascadians from a chrono-material that acts as a living time-bubble, effectively shielding each other against the effect of them living beside each other.
Cascadians have thin, wirey and tall bodies - a common appearance to Etherium races. One of the most unique features of their bodies are that they have three eyes on the rounded head - each one seeing a different time-stream. The top eye see's the present, the bottom left see's the past and the bottom right see's the future. This special temporal-sight allows the individual Cascadian to survive, however - since they are all effectively living time-bubbles, they cannot see how events can pertain together as they cannot communicate with each other effectively - this can cloud the possibilities, and can make for their greatest weakness.
Thursday, 7 July 2011
Primeval Abyssian - What are the Rules like ?
So heres something I havent properly covered yet with Primeval Abyssian. The Rules!
The rules-system is still a work in progress, but as soon as I complete the Alpha-rules, I will post them online along with the first two WIP army-lists. The rules for this game are aimed to be as simplistic as possible - while still giving players a lot of choice and allowing for a diversity of tactics and strategies.
Commanders play a prominent role in the games - and your Commander becomes the "core" of your force. Commanders have a variety of specialised rules, including once-per-game special-moves, powerful special weapons and the ability to build barricades. I am also toying with the idea of having different levels of Commanders, with level 2 and 3 Commanders being able to build more than just simple barricades - but also allow the manufacturing of factories to build vehicles, drones and infantry.
There are a selection of "optional rules", and these are related to the different types of planets you may want to play on - and include a variety of extra-dimensional weather and planetary effects which add elements of danger to games. Terrain is VERY important in the game. You will not want to be too close to the enemy if you are in the open, and the game encourages you to use cover.
This will not be a game for everyone - of course when it comes to writing rules the only thing you can really do is write the kind of game-system you want yourself and hope others will appreciate it too. It's simplicity may be a put-off to people who love the complexity of games like 40k, but if you want something fun and simple with a huge focus on tactics and strategy that offers lots of choice - then this maybe the system for you.
The rules-system is still a work in progress, but as soon as I complete the Alpha-rules, I will post them online along with the first two WIP army-lists. The rules for this game are aimed to be as simplistic as possible - while still giving players a lot of choice and allowing for a diversity of tactics and strategies.
Commanders play a prominent role in the games - and your Commander becomes the "core" of your force. Commanders have a variety of specialised rules, including once-per-game special-moves, powerful special weapons and the ability to build barricades. I am also toying with the idea of having different levels of Commanders, with level 2 and 3 Commanders being able to build more than just simple barricades - but also allow the manufacturing of factories to build vehicles, drones and infantry.
There are a selection of "optional rules", and these are related to the different types of planets you may want to play on - and include a variety of extra-dimensional weather and planetary effects which add elements of danger to games. Terrain is VERY important in the game. You will not want to be too close to the enemy if you are in the open, and the game encourages you to use cover.
This will not be a game for everyone - of course when it comes to writing rules the only thing you can really do is write the kind of game-system you want yourself and hope others will appreciate it too. It's simplicity may be a put-off to people who love the complexity of games like 40k, but if you want something fun and simple with a huge focus on tactics and strategy that offers lots of choice - then this maybe the system for you.
Friday, 1 July 2011
Red Box Game's Infernal Horrors!
Red Box Games are releasing two "Infernal Horrors" it seems. The sculpts look absolutely breathtaking - awesome sillohettes, forms and shapes to them. They make the perfect Shoggoths - and I was waiting for someone to do some good Stand-in Shoggoths like this. Theres been many Shoggoth miniatures - but none of them truly captured the chaotic and amorphous designs in a way I imagined Shoggies to look until now.
Pretty awesome eh? I asked the guy if he'd make more of them, as if he did - I'd certainly buy the whole lot and make a Shoggoth army from them. Perfect for playing out the pre-human war between the Shoggoths and their Elder Thing creators! And I may even use them as a "Counts as" Barghesi army for warhammer 40,000 using Grey Knight Paladin rules (Shoggoths are what I imagined Barghesi to look like, personally).
Either way, if you want some really good Shoggoths - you won't find any better than these. I'm not quite sure when these will be released, but heres a link to the Red Box website : http://red-box-games.com/
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