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Found 51 results

  1. So I recently started doing some ( rather cheap ) commission work and at the same time had some limited access to DSLR camera for couple of hours, so I decided to take some quick pictures ( I suck at this ) and show here. Everything is painted with Vallejo colors, GW washes, cheap 12 euro chinese airbrush and old army painter brushes. My first finished piece, Maghariba guard. I attempted some NMM, chipping effects and pigments and I think it all came out rather nicely. Feel free to contact me if you need something painted. Since I am just starting with doing commision work, you can hire me really cheap :-) I've put 1/100 Stug for size and quality comparison ( only airbrush and some pin washing ). Ltd. ABH is work in progress for the same customer.
  2. Hey all, I have started a written battle report page for my local area. I am still fairly new to the game, less than a year, and very new to battle reports. hope you guys enjoy *I also have a Corregidor vs Tohaa up and a very tense Morat Aggresion vs Hassassin Bahram comin in soon
  3. So the problem with reptile series TAG's is that they don't look like a series, they have the widest range of chassis types in the game. Head or sensor cluster, internal or carried weapons, tail or no tail, operators legs in thighs or not, master arms or not they cover the full range. Now I've already made my Iguana by adding a tail and repeater antenna to a reposed lizard but my Corregidor also need a pair of Geckos. So I'm going to scratch build, I'm not a great sculptor but if I make some plastic templates jointed with wire I reckon I can manage a half decent job of building them up with green stuff so here is a start. The plan is to keep Gecko style legs with a Lizard type sensor cluster and a tail (theory being that the tail and sensor cluster were standard across the series, later series used higher speed gyros and didn't need the balance tail). I'll also stick with built in weaponry but go with forearm mounts like the salamander rather than firing through the palm. I'm attempting a running pose with the first (combi rifle) gecko.
  4. Stupid question for everyone... The basic nomad intruder comes with MSV2, but the sniper rifle variant comes with an x-visor. Neither one of them has NFB. I cannot find any rules that say they can't be used together, but the idea of wearing two visors at once just seems weird to me. Does the sniper rifle variant have both visors or is the MSV2 replaced? Do they have to pick one or the other to use at one time? Can both of their effects be combined at the same time?
  5. Hey guys, I am fairly new to the game (under six months or so) and have been playing Bakunin from the beginning. I feel like switching to Vanilla Nomad and will be entering a 200pt ITS tourny in a month. the missions should be antenna field, Supremacy and Quadrant control.... I believe. I honestly have no idea what 200 point vanilla should look like. I have been reading the forums, but have not played/created a list myself. I mean some glaring problems is that I'm not running any infiltration units (zeros, spek, or prowlers). also maybe i should trade some jags for aguiciles. but i figured assisted fire/reaction zong and smoke/Intruder are nasty combos and i wanted to run that. So if this list makes no sense tell me, this is my first vanilla. Nomads ────────────────────────────────────────────────── 10 INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle, 1 FastPanda / Pistol, Knife. (0.5 | 27) REAKTION ZOND HMG / Electric Pulse. (1 | 26) REAKTION ZOND HMG / Electric Pulse. (1 | 26) JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10) JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10) JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10) JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (0 | 10) INTRUDER HMG, Grenades / Pistol, CCW. (1.5 | 42) TOMCAT Engineer Combi Rifle + Light Flamethrower, D-Charges / Pistol, Knife. (0 | 22) DAKTARI Combi Rifle / Pistol, Knife. (0 | 14) ZONDBOT Electric Pulse. (0 | 3) 4 SWC | 200 Points Open in Infinity Army
  6. Quoted from the HSN3 Rulebook: (1) Special FIRETEAM, up to 1 Reverend Healer can join a Fireteam: Core of Reverend Moiras or a Fireteam: Haris of Reverend Custodiers. I can see this interpreted two ways: Only one Reverend Healer can join any team, of either type listed, and all other Healers must remain un-linked. Only one Reverend Healer can join each team, but the army can include a link of up to 4 Moiras+Healer as well as another link of up to 2 Custodiers+Healer. I left out Kusanagi because I'm confident in my grasp of her options for fireteams. This has a pretty big effect on my current/future list (it's built but unplayed until I find out if it's legal) because I want to avoid using the same model twice, I really like both Healer models, and I want/need two full fireteams since I run low Orders and everything in Bakunin (that I like) is slow. For reference, the list looks like this (simplified for ease of reading): Core Fireteam: Kusanagi, Moira HMG, Moira Hacker, Moira E/M LGL, Healer w/ Shotgun Harris Fireteam: Custodier w/ Shutgun (Upgraded Hacking), Custodier w/ Pitcher, Healer w/ MULTI Rifle Additional Models: Moderator w/ Pitcher, Moderator Notes: I built this list in a way that there are 3 options for LT choice that won't change SWC or Points cost, the main fireteam has an answer for basically every range band as well as some If you have any references for an official ruling please include that, but otherwise I'm just trying to get a general feel of how TO's might rule on the legality of this before I start putting it on the table.
  7. Greetings from the void comrades! Here is my first proper foray into painting Infinity miniatures, its still a WIP, but I was hoping to utilise some of the impressive talent and knowledge of this forum to help. I've finished (and I'm quite happy with) the reds. I think the leather grey is still a bit flat but I was going to layer up in a similar manner as the red only less edge highlighting. also need to finish the light sources but I'm okay experimenting on those for a bit. Things I need help with are the base, head and gun! I'm hoping some colour theorists would be able to help me choose a complimentary colour for the base, I quite like the official - but feel It can sometimes detract from the miniature. Non-colour theorists are quite welcome too of course! in terms of the gun, I want to keep it reasonably distinct from the main body of the mini, but probably black. How best to go about this, extreme edge grey highlights? Similar problem with the front of the helmet. Many thanks!
  8. Hello all, Just starting out with Infinity, some gaming models to see how I like the game. Painted a Nomad and Morat box set. The Nomads are pretty stock, but I went with a desert color for the Morats. Not sure about it. Thoughts?
  9. I'm Back in Infinity painting after 2 years brake. Here is something I've made some time ago, but hope you like it. Small "salamander" themed Shasvastii army. It was made simple TT for one of My friends. He is even less talented painter then me, and wanted something easy to copy. The army was made around of two centerpices: - First One is converted Speculo Killer. I wasn't fan of "lightsaber like" monofilament. First ide was some "power- whip" but melting metal edged blade was better suited for the volcanic theme of "salamander army". - "Zombie/Vampire Earthworm Jim" Cadmus. Hi Is another strong "personality" in this army. I think, that vampire idea suits well for his rules... And here are some "gruns"
  10. Hey everyone, as the title suggests, I started my infinity career not long ago with USAriada. I have about a dozen games under my belt and I love both Infinity and the US Rangers in space. However, I can't help but drool over some of the more high-tech options out there. That leads me to Nomads. But they are TONS different than ariadna, obviously. Especially USAriadna, which has lots of options, but all pretty straightfoward ones. Nomads is completely different in that regard as well. So below is my first attempt trying to put something together for 200 point vanilla nomads. Does this list seem like it would work? Have I shortchanged myself, made boneheaded inclusions, redundancies, etc? Any help is appreciated!! Nomads ────────────────────────────────────────────────── Group 1 9 0 0 INTERVENTOR Hacker Lieutenant (Hacking Device Plus) Combi Rifle / Pistol, Knife. (0.5 | 25) DAKTARI Combi Rifle / Pistol, Knife. (14) SPEKTR (Forward Observer) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (32) MORAN (Forward Observer) Combi Rifle, CrazyKoalas (2) / Pistol, Knife. (0.5 | 22) INTRUDER (X-Visor) MULTI Sniper Rifle / Pistol, CCW. (1.5 | 43) ZERO Boarding Shotgun, Antipersonnel Mines / Pistol, Knife. (17) JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (10) JAGUAR Chain Rifle, Smoke Grenades / Pistol, DA CCW. (10) REAKTION ZOND HMG / Electric Pulse. (1 | 26) 3.5 SWC | 199 Points Open with Army 5
  11. Just like the title says. I need help in figuring out a color scheme that is not used very often or not at all. If anyone has any ideas or suggestions please feel free to comment and explain. Your advice and schemes are very appreciated. Thank you in advance.
  12. This is what happens when i get lost in the Army maker. Besides having a turn that lasts 30 minutes, this might actually be funny to see. No, I'm not going to go buy 8 boxes of morlocks, but I could see this list actually being difficult to fight. However its just a joke list, for funzies. Jurisdictional Command of Bakunin ────────────────────────────────────────────────── Group 1 0 10 10 MORLOCK Chain Rifle, Smoke Grenades / Assault Pistol, AP CCW. (8) MORLOCK Chain Rifle, Smoke Grenades / Assault Pistol, AP CCW. (8) MORLOCK Chain Rifle, Smoke Grenades / Assault Pistol, AP CCW. (8) MORLOCK Chain Rifle, Smoke Grenades / Assault Pistol, AP CCW. (8) MORLOCK Chain Rifle, Smoke Grenades / Assault Pistol, AP CCW. (8) MORLOCK Chain Rifle, Smoke Grenades / Assault Pistol, AP CCW. (8) MORLOCK Chain Rifle, Smoke Grenades / Assault Pistol, AP CCW. (8) MORLOCK Chain Rifle, Smoke Grenades / Assault Pistol, AP CCW. (8) MORLOCK Chain Rifle, Smoke Grenades / Assault Pistol, AP CCW. (8) MORLOCK Chain Rifle, Smoke Grenades / Assault Pistol, AP CCW. (8) Group 2 0 10 10 MORLOCK Chain Rifle, Smoke Grenades / Assault Pistol, AP CCW. (8) MORLOCK Chain Rifle, Smoke Grenades / Assault Pistol, AP CCW. (8) MORLOCK Chain Rifle, Smoke Grenades / Assault Pistol, AP CCW. (8) MORLOCK Chain Rifle, Smoke Grenades / Assault Pistol, AP CCW. (8) MORLOCK Chain Rifle, Smoke Grenades / Assault Pistol, AP CCW. (8) MORLOCK Chain Rifle, Smoke Grenades / Assault Pistol, AP CCW. (8) MORLOCK Chain Rifle, Smoke Grenades / Assault Pistol, AP CCW. (8) MORLOCK Chain Rifle, Smoke Grenades / Assault Pistol, AP CCW. (8) MORLOCK Chain Rifle, Smoke Grenades / Assault Pistol, AP CCW. (8) MORLOCK Chain Rifle, Smoke Grenades / Assault Pistol, AP CCW. (8) Group 3 0 10 10 MORLOCK Chain Rifle, Smoke Grenades / Assault Pistol, AP CCW. (8) MORLOCK Chain Rifle, Smoke Grenades / Assault Pistol, AP CCW. (8) MORLOCK Chain Rifle, Smoke Grenades / Assault Pistol, AP CCW. (8) MORLOCK Chain Rifle, Smoke Grenades / Assault Pistol, AP CCW. (8) MORLOCK Chain Rifle, Smoke Grenades / Assault Pistol, AP CCW. (8) MORLOCK Chain Rifle, Smoke Grenades / Assault Pistol, AP CCW. (8) MORLOCK Chain Rifle, Smoke Grenades / Assault Pistol, AP CCW. (8) MORLOCK Chain Rifle, Smoke Grenades / Assault Pistol, AP CCW. (8) MORLOCK Chain Rifle, Smoke Grenades / Assault Pistol, AP CCW. (8) MORLOCK Chain Rifle, Smoke Grenades / Assault Pistol, AP CCW. (8) Group 4 4 0 0 MODERATOR Paramedic (MediKit) Combi Rifle / Pistol, Electric Pulse. (11) MODERATOR Paramedic (MediKit) Combi Rifle / Pistol, Electric Pulse. (11) MODERATOR Hacker (Hacking Device) Combi Rifle / Pistol, Electric Pulse. (0.5 | 17) MODERATOR Paramedic (MediKit) Combi Rifle / Pistol, Electric Pulse. (11) 1 SWC | 299 Points Open with Army 5 Uhh oh, something happened, The moderator LT came off, I'm still seing him on my list, just not on the forum sheet here.
  13. Hi everyone. I`m doing kind of campaign for a local community about the phantom conflict. 1. Can anyone tell smth about that war? the only piece of background I`ve found tells, that there was a war that a very existance of Nomads and no more. may ba some timeline, key events\persons? 2. Have there been Nomad civil wars? Same question about other nations (except Ariadna). 3.What about Nomadish AI? The only example I can remember is П-Well, but iirc there were many of them.
  14. Honestly these guys were a rush job and theyre sloppy in lots of places but i felt like posting anyways. The base facing effects came out great. The models for these make great csu's because their rifle just has a whole more "this is what a breaker rifle looks like" look than anything else. Their nicknames are tyrone and chad.
  15. Hey guys, it's been a while. Looks like my old thread was archived. I'm getting back into Infinity. I had only ever managed one game because the local community played on weekends or Fridays, neither of which work. One of the more active guys couldn't do Friday anymore so he started an additional night at an excellent store. Due to this I've been able to get a bunch of games in and have been reinvigorated in the painting front. Until someone tells me how to include images without uploading them to the forum here's the gallery on my website.
  16. Hello I just started recently and acquired the operation ice storm box set and choose to build on the nomads, I picked up the following extra minis: Lunokhod w 2 panda - Sin-Eater HMG - Zero Hacker - Gecko 2x Combi I ended up printing out the rule book and building a binder for it as well as printing out tokens and using epoxy circles on em to get me setup for games. I have had a few games and I am constantly learning new things, but is there any nomad specific tactics or tips that I should keep in mind? Not sure if I put together a solid team but I like these mini's and hopefully will just have fun with it. Any input is greatly appreciated, thank you.
  17. Hey folks! Another Wednesday, means another Infinity Battle Report from Miniwargaming. As always, still learning the game, so be gentle, but please comment and correct where appropriate. (Also, kind of excited I finally got the whole video in the post thing figured out. Thanks to all those who helped me!)
  18. Edited for double post
  19. This is some backstory I created for a painting log I will be starting shortly for my Nomad force. Let me know what you think. __________________________________________________________________________________________________________________________________________________________________ Outline of the Nomad 57th Marine Task Force as of March 12th, 2185 (Earth Calendar), PanOceanian Intelligence report. The Nomad nation’s troops are the undisputed master of fighting in zero gravity/void combat situations, owing to the fact that it is their home environment. However, that is a reputation that is hard earned, because the Nomads, more than any other nation of the Human Sphere, have its citizens under the threat of pirates, both independent and state-sponsored. Being a wholly space based nation; there are few people of the Nomad nation that do not have some kind of experience with the threat of piracy. As a result of this, the Nomads military forces have a strong emphasis on boarding and counter boarding operations in ship based combat. Corregidor has the heaviest emphasis on this, it of course being the military core of the Nomad forces and being home to those most likely to have to engage in a boarding action. However, there are plenty of other units from other parts of the Nomad military network that have important strengths in this type of combat environment. Which is important, because as any military force knows, there is no less forgiving a place than the void; working in such an environment is dangerous enough, fighting in one regularly requires a certain level of… what can only be called insanity. The more edges you can give yourself, the better. And if there are those insane enough to volunteer for such a task, then they are insane enough to just possibly accomplish these missions. The 57th Marine Assault Battalion (Established 2142) is one such unit, and it is among the best the Nomads have. The 57th is a combat force based out of a small quick reaction task group, not bound to any one of the three capital Nomad vessels, or even one of the countless outposts the Nomads run across the Human Sphere. They are barracked about a small fleet of rapid response spacecraft. The task forces vessels range from a the fleet’s flagship, the Heavy Cruiser NNF Warshawski, to a number of light cruisers, destroyers, and frigates. All of these vessels have heavily enhanced thrusters to allow them to outpace most other similar sized vessels in Human space (although they have met their match among many of the Combined Armies advanced space going vessels). Theirs is a response force built around the task of finding and retaking captured Nomad vessels, or boarding and capturing ships that have captured Nomad citizens aboard (a not uncommon occurrence in the world of corporate warfare), or are simply a hostile vessel/station that needs to be taken by force. For this reason the fleet possesses a larger than normal Interventors, and an advanced Arachne node (something that is very uncommon), allowing them to powerful access to local info and sensor nets in order to locate their target vessels. After all, space is an unbelievably huge, frequently EMPTY space, so the importance of being able to FIND a vessel amidst that emptiness cannot be overemphasized. Once the Task force has found its target vessel (or sometimes vessels), the fleet moves with all speed to overtake them. Once this is done, the 57th operates under one of two approaches: A) The fleet makes its intentions known, and demands the target vessel/vessels cut all power and surrender (this demand is the “public” method followed by the Task Force, such as when there are many witnesses to the events that are transpiring to risk the fallout the second method entails). The more common method followed upon overtaking the ship is to have the fleets Interventors attempt to override control the control of the opposing ship, in order to seize control of it without having to fight for control of each vital part of the ships systems in person. This is typically only successful when dealing with pirate vessels; as such vessels are rarely defended by high level network defenses. If this is not successful, or cannot be attempted with a reasonable chance of success (a common problem when attempting to board a vessel of one of the major Human Sphere powers), the task force moves to disable the ships thrusters. This is not easy to do, and is even harder when attempted on a captured Nomad vessel, as the Task force will be attempting to take the ship as intact as possible. However, once that is done, the bloodiest part of the job begins. In order to board a hostile vessel, current technologies and construction methods allow for three different ways to board a hostile vessel: Dock with one of the ships docking stations (only done when absolutely EVERY other option cannot be done (which is all but unheard of), landing a combat force in a vessels docking bay (which is hard to do as these are easily sealed, which is another reason Interventor teams work hard to gain control of ship systems), and last, and more favored option of the 57th, and most other Nomad task forces of similar purpose: move an assault shuttle to a point on the vessels skin, and use one of several different devices (Explosive charges, drills, etc.) to breach the ship hull to create an opening that can be hard to react to and contain for a hostile defending force. This will expose the section breached to vacuum, which is considered a plus for the Nomad troops, as this can disorient or even kill any defending troops. All these methods are unbelievably dangerous, for the simple fact that until the boarding parties can get out their vessels and begin making headway into the hostile ship, they are quite literally fish in a barrel for an organized defense. Whatever vessel is used to accomplish the boarding is bound to be cramped, doubly so for all the armored bodies contained within it. If they cannot get out of their shuttles before the enemy can catch them, the odds of any trooper getting out alive are near zero. For this reason, and for the reality that ships are cramped, fairly two dimensional environments in most cases, ­the best chance for any assault is for the troops within to be heavily armored, as mobility is not as useful a defense in an environment where there can be little to no place to dodge to. For this reason the first troops to exit a shuttle are either troops in Mobile Brigada power armor, Riot Grrrl squads, or Gecko Tag units. All these units have the level of protection and firepower to be the first to breach a hostile vessel and establish a beachhead for their less armored comrades to move in. The bulk of the troops deployed in any operation will be a mix of Corregidor Wildcats and Tomcats (which will often breach the hull in independent points from the main boarding actions via D-Charges and EVA packs). Intruders and other infiltrator troops move in after the initial boarding assault to begin infiltrating deeper into the ship and seizing core sections. Other units deployed with the 57th will be Squads of Alguaciles (in void suits) to hold captured points within ships, Reverend Moira’s (for both their lethality in close confines, and their expertise in AI, a massive asset when trying to override control of the hostile ship), Morlock Gruppe’s (as shock troops they excel in these operations), direct Interventor support, and, if the ships layout allows it, the deployment of the 57th’s heavier Tags, the Nomad Iguana’s and Lizard units. These units are too large to fit into most Human vessels common passages, but they are excellent at taking a hostile shuttle bay or space stations. Heavier Nomad remotes are often used as well, but they have the same problem as the heavy tags, being too large to fit into most part of the ships, but those that can be used always are, as the sacrificing a remote rather than a soldier is always the preferred choice. Combined with the firepower and sensors such units can carry, they are used whenever they are available. Focused on missions of this kind, and with the task forces organization and skillsets, they also serve as shock troops in dense urban environments or industrial sectors planetside. As they are trained in high speed/close confine assaults, they often form the first waves of such attacks. Such missions are often based around the recovery of under threat Nomad contract missions (where Nomad personnel are contracted out to outside corporations), but on offensive missions against hostile forces they excel just as well, if not better, as they do not have to worry about working to save civilian lines to such a harsh degree. The 57th is also known to be one of the larger task forces called in by the Black Hand to deal with uncomfortable or volatile situations that cannot be accomplished by small teams. One such situation followed the abduction of a Nomad Corporate Contract mission. Following is a summary of those events, which would come to be known as the Yu Jing/Nomad Counter Pirate Operation of October 2179. Or as Nomad high command appears to refer to, “the knee-slap incident”. Note: The information of the incident was leaked by an unknown source to Panoceania Intelligence shortly after the O-12 events that are referenced. All sensitive information was wiped before its leak, but the bulk of the information was left intact. _____________________________________________________________________________________ NOTE THIS INFORMATION IS CLASSIFIED TOP SECRET. ANY LEAK OF THIS INFORMATION WILL RESULT IN IMMEDIATE TERMINATION. The technical mission of the Nomad based network tech corporation Event Horizon Industries (Numbering 157 Personnel, with a three man Intruder team, Lt. -REDACTED- , Lt. -REDACTED- , Captain -REDACTED- , infiltrated in to provide on-site security), contracted to the Yu Jing corporation AMD (Advanced Materials Development) Inc., established 2 Earth years before, to upgrade the network defenses and hardware of a research station on Svalarheima’s lower equator, in Yu Jing territory. The team, headed by Dr.-REDACTED- (PHD. applied Network design), was contracted out for 3 months of work, with housing provided and salary pay upon completion of the upgrades, with the option of contract renewal if results were satisfactory. However, Nomad intelligence had been receiving information that Yu Jing high command was beginning a series of direct operations to attempt to seize information and/or personnel with expertise on Nomad Network systems (something they had been attempting since the nation had become problem for the Yu Jing nation). As Dr. -REDACTED- was one such expert, when he was sent out on the contract mission, he was among the many experts who were kept under a very harsh watch. Nomad Intelligence proved to be right on this occasion, and with the forewarning that provided, when the facility was attacked by “pirate” forces, counteraction plans had already been established. In reality, the facility was attacked by a Yu Jing task force (intelligence has hinted that the whole contract mission, perhaps the whole corporation, was likely a set up for this event by Yu Jing intelligence forces). The facility was heavily damaged in the ensuing gun-battle. The corporate security forces held out for only a short time against the heavily armed Yu Jing assault troops. The Intruder team integrated with the technical mission managed to get out scrambled SOS to Nomad command, and delayed the Yu Jing forces for a short time before being killed in action (All were honored posthumously). Following the last hold-out action, the Nomad personnel were taken prisoner (Approx. 132 Personnel abducted, following casualties in the assault), including Dr. -REDACTED-. The assault concluded, the facility was laced with explosives, and the Yu Jing forces left quickly, detonating the charges in the facility, destroying all evidence and any surviving personnel (Nomad and AMD inc). The vessel they had in orbit was a high speed vessel with a stealth system to hide it from system sensor nets (Naval Intelligence is working to determine the methods the ship remained in stealth and counters to it). When the 57th arrived in the sector a day later (under the guise of escorting a Nomad supply run to a Nomad orbital facility, according to our records of their entry into Svalarheima space), having been the closest unit with the clearance to deal with the situation, they had no way of finding the hostile vessel, much less knowing which vessel it was to begin with all the local stellar traffic around the local jump gate. Assuming that hostile vessel would be moving either out of system or towards a rendezvous with another vessel, the Nomad forces. However, the Yu Jing had not counted on such a rapid response (the Yu Jing planetary security forces were still in the middle of investigating the site of the attack upon the 57th’s arrival), and were not prepared for an experienced task force which had both high-level hackers to dig through the local net for information, or for experienced ship crews who knew how to look for unusual ship designs and behavior. Even with such expertise, however, it was still a tall order to find the vessel that could have been behind the attack. The fleet split apart, shadowing suspect vessels, and after eleven E-days of looking, came across a vessel on course towards the Yu Jing capital world, that had met with another vessel at deep space waystation midway between Svalarheima and Shentang, which had met another vessel before that, which had itself come from Svalarheima a day after the attack, after making a run to an apparently nonexistent deep space mining facility. Deciding the coincidences and evidence were too great to run the risk of losing Dr. -REDACTED-, the task force regrouped and moved on the ship while it was in transit between Jump gates. While in a sensor dead-zone, the fleet moved in and began the task of disabling the vessel. Deciding surprise would be a necessity in the event that they were correct would be worth potentially assaulting a civilian vessel without warning, their opening actions were aggressive and without warning. Their suspicions were correct, however, and with a combination of Interventor hacking attacks and careful destruction of the hostile vessel’s main thrusters, the ship was crippled, and left in a position to be boarded. The boarding action was bloody, with the assaulting troops suffering 67% casualties. This was due to the Yu Jing forces aboard being among the elite of the nations forces (a number of Dac Tao and even Imperial agents were killed in the assault), and their quick responses, high discipline, heavily armored troops, and expertise in close combat situations led to extremely high casualties among the assaulting Nomad forces. Through hard fighting, the ship was eventually taken mostly intact. The Yu Jing operatives attempted to overload the ships reactors, but the task forces Interventors hacked the reactors control systems, preventing the meltdown. Of the 132 Nomad Personnel taken prisoner, only 27 survived the whole operation, as the Yu Jing forces began terminating their prisoners upon the start of the boarding actions, unwilling to leave witnesses of what had happened. Dr -REDACTED- did survive, but suffered severe mental trauma as a result of Yu Jing agents attempts to force access to his cube while in transit. A few prisoners were taken during the operation, all ship crew, and they were left to man the ship following the withdrawal of the Nomad forces. They were given no explanation as to why they were not taken prisoner. What little information that survived when the ships datacenters were wiped during the attack was downloaded and small amounts of physical evidence were taken from several high ranking enemy casualties, and then the Nomad forces departed to rendezvous with Bakunin, requiring its advanced medical facilities to deal with all the task forces wounded. The Yu Jing vessel eventually rendezvoused with next vessel in the operations plan, which towed it the remainder of the trip to Shentang. Upon arrival at the a military docking station, Yu Jing intelligence forces began their process of figuring out what had happened, recovering what little they could from hidden data storage devices hidden across the ship. It was during this time that, when the ships reactors were put into standby to check for sabotage that the program hidden in the ships systems by the Nomad Interventors began overloading the reactors while shutting down all the safety systems. The resulting explosion destroyed the vessel and most of the orbital station, along with enormous loss of life. The source of the operations file name (both of them) is that during the next O-12 international conference, the Nomad delegate made an impassioned speech before the representatives of all the Human Sphere praising the Yu Jing military forces and intelligence agencies for their aid in the retrieval of Nomad citizens from the pirate attack on the Svalarheima facility, and the Nomad nations enormous respect for the fact that the Yu Jing forces worked so smoothly and professionally with Nomad forces in the rescue operation that took place, making no demands or terms for their assistance. The delegate then presented the Yu Jing delegate with the seal of a Crane level Imperial Agent, one who fell during the boarding action and whose seal had been lost in the chaos, and been found by a Nomad soldier in the calm after the assault. With this symbol of respect and appreciation presented, and the Nomad nation’s enormous regret at hearing the loss the of the Yu Jing taskforce that had assisted in the rescue in a reactor meltdown shortly after arriving at the Yu Jing homeworld, the Nomad delegate promised the whole of O-12 and his fellow Representatives that these events would lead to a new relationship the Yu Jing and Nomad nations.
  20. I find it curious that the faction that supposedly dominates infowar has no unit with the option of a Defensive Hacking Device. That would create an awesome triple hacking list with a Hacking Device Plus, Assault Hacking Device, and a Defensive Hacking device. Seems highly fluffy to me. Any ideas on why?
  21. I'm looking for some assistance from other fluff-ologists out there. What Nomad organizations (not military units) have been referenced in the background besides the obvious: Black HandDragnetObservanceI'm sure that there are others that are hidden away in the text that I've missed...
  22. Old topic got archived, some newly painted stuff and some repainted after constructive criticism that I really appreciated :-) On second picture you can see I lost one of the Bolts bag they carry on their belt so I replaced it with some 40k bitz that fit perfect. I also posted a picture of some wip conversion of Spitfire Akal made from Spitfire Bolt and Icestorm Akal backpack and Kaeltar girl conversion with Hatail Spec Ops head which will get coat extension to become Clipso with boarding shotgun probably. Also, a link for my Joan I paid to be done by new studio here in Serbia > If you are interested in getting your stuff painted by them you can message them on cmon or pm me and I will give you details on how to contact them. They are rather cheap for that quality IMO. This Joan was done 100% with brush.
  23. Not sure this is the best place for this thread but its the only one I've found thus far that could fit. I'm looking to get away from the walker aspect of Remote Zonds and try for a couple of them hovering. I've Googled and searched here on the forums for something like that and so far nothing. I was hoping someone could link or direct me to an idea besides simply not using the legs and sticking the body on a clear peg. I can't be the only one who's wanted to do this to any remote. I have 2 ideas but am not fond of them yet and want to see what was already out there to inspire me. All comments and ideas appreciated. Thank you
  24. Having trouble figuring out some rules. The Stempler Zond has forward observer but no Flash Pulse. The Transductor Zond has no Forward Observer but has a Flash Pulse. My question is this: Can a Transductor Zond use its Flash pulse to give enemy units the Targeted Status despite not being a Forward Observer?
  25. I've added the Chimera to a list I'm playing around with and Army V it's counting the Chimera and her pups as four models for group purposes. Is this correct and I've been confused up until now, or do G:Synched models only count as one, like I thought.