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The Komondor-class Destroyer The Komondor-class Destroyer was one of the many military projects spawned to take advantage of the hike in European Union defence budgets following the disastrous Pan-Eurasian War. The ageing Bulk Cruiser required a modern, effective replacement. Sequential Defence Innovations (SDI) threw their hat in the ring in the form of the Komondor. The ship was presented as an ‘armoured destroyer’ and featured impressive defensive equipment, including overlapping armour plate and reinforced shields. It packed an array of conventional weaponry and modern command and control systems to boot. SDI, however, overspent on their budget and overran the fiscal controls placed on design briefs by the European Union. This made the ship very expensive a prospect; cost was the significant factor in the Union’s decision not to choose the ship as their first choice. Testing footage, ship specifications and other information had been leaked during the procurement process, though, and SDI found buyers through less official channels. The Gnoboare known to have bought at least one; the European Union found this out the hard way in a rather eye-opening border skirmish. SDI had fabricated and planted enough evidence of industrial espionage by Gnobo spies to escape punishment. A total of 20 were produced, mostly ending up in the hands of various Gnobo brigades, although – ironically – three found their way into the hands of the Free Brigades, an offshoot Union mercenary group. The ship excels in defence; it is ideally suited to holding the line against all but the largest capital ships. The layering of its armour plate and clever construction of bulkheads means it can keep on fighting even when under sustained fire. It packs adequate anti-fighter weaponry to hold off small-scale raids and attacks without fighter cover of its own. The ship’s flaws are revealed when its ability to attack are tested. It is one of the slowest modern capital ships; highly mobile opponents can flank, harass and otherwise escape its range too easily. This inflexibility is one reason the European Union opted for different designs, like the Bremen-class Corvette, instead.
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Hi everyone! I wanted to share with you one of my favorite MOCs as of late, "Mini Battle for the Batcave" (illustrations by flickr user Omar + Kazumi Ovalle). I actually finished this back in August but feel Omar's illustrations made it "pop" even more. I designed the model with playability in mind, so it has 10 play features including: 2 separable modules (Wayne Manor & Batcave), glow-in-the-dark stars, Batwing with working missiles, Joker truck with hidden guns, secret door to Batboat dock, Bruce Wayne, Batman transformation chamber, jail cell, Batwing landing pad, snap-on "Bat Ramp." Other fun details include the trophy room and Batsignal. My main sources of inspiration were the Tim Burton Batman movies and comics, with a little bit of influence from the Animated Series. The Joker ice cream truck is a nod to one featured in one of the original LEGO sets. This was a lot of fun make. If you have any suggestions or ideas, let me know. In particular, I'm interested in making more microscale Batman stuff. What characters and or vehicles would you like to see? This playset is on LEGO Ideas and is a collaborative project between myself and Ideas users, omarovalle (Illustrations) and mreilly44 (Toy Commercial Video) I would add more pictures, but I think my friend's video does the best job of showing the play features in action. The first 40 seconds, or so, is the toy commercial. Hope you enjoy it as much as we did filming it!
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Wun’Tux Bastion The Bastion is inferior to the Clanship in speed, armour and weaponry and costs 1.5 times the price to construct. On the surface, it is a poor choice of investment. And yet in recent times it has been at the centre of several Wun’Tux military victories. Wun’Tux BroodClans traditionally fought small-scale engagements with formations of their sturdy capital ships; they could only deploy Twinfangs from their largest, most valuable ships and saved such for large scale engagements (like their invasion of Illayko territory). Their fatal meeting with humankind changed all of that. In the beginning, the old tactics of the Wun’Tux were enough – early human explorers were unable to breach the armour of their opponents with fighter or capital-ship weaponry. As technology and tactics advanced, new options presented themselves with rockets, missiles and other explosives – including those fitted to fightercraft. The majority of Wun’Tux raiding parties operated without fighter cover of their own and found themselves extremely vulnerable to human squadrons, first and foremost Americans out of Highpoint. The Bastion was rushed into production by BroodClan Xylos. Xylos were one of the largest and most dangerous of the BroodClans but even they could not afford to have a carrier in every place at every moment. The Bastion was designed loosely around the frame of the Clanship but modernised and updated. The most important addition came to the craft’s aft; an external fighter rack. In the most simple sense, the Bastion allows cheap deployment of fightercraft to smaller engagements. It helped to level the playing field against human forces and beyond. More enterprising BroodClans found increasingly intelligent uses for the ship, e.g. when BroodClan Soulfront used the ships to successfully destroy USS Ranger in a coordinated ambush.
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The B-20 Bearcat The X-33 Scimitaris an excellent dogfighter and interceptor; it serves with distinction throughout the US military. It lacked the ability to do damage to so-called ‘hard’ targets, such as capital ships and armoured structures. Tomcat-class Strike Fighters could carry a variety of warheads but were expensive and frequently unavailable. USEF engineers at Highpoint were tasked with plugging this capability gap. The designers created a purpose-built vessel; essentially two high capacity warhead launchers with a fighter-scale ship constructed around them. The resulting ship was as carrier-dependent as the Scimitar – and significantly less agile. Its increased bulk meant carriers could hold only three B-20s for every four Scimitars; a significant trade-off. And yet the ability to inflict such damage without putting carrier ships at risk was a seductive one to the new tactical thinking coming out of Highpoint. The project chairman, Vice Admiral Devonbrooke, took the first squadron on operation as soon as they were ready. Her flagship – the USS Ulysses S. Grant – was leading a small strike force deep behind Wun’Tux lines. Intelligence reports hinted towards a durillium mine on an old Illayko colony; a facility hardened against capital ship assault. Devonbrooke didn’t have the requisite force to overpower the defences and – even if she did – bringing one to bear make her plan obvious and allow the Wun’Tux time to prepare. The obvious answer was the B-20; the Grant’s compliment could slip by the anti-capital ship defences and neutralise the facility. The strategy was full of risk, however. The B-20s might not perform as in simulations. And even if they did, Devonbrooke knew she would have to deploy most of her fighter cover to escort them in. It would leave her carrier force in peril. Six Scimitars of the 466th Diamondbacks volunteered to fly cover for the carriers. Even with his knowledge, Devonbrooke struggled with the decision for a day and a half. In the end her Highpoint training won through; the B-20s were prepped. The Vice Admiral’s main force – with it’s scant fighter cover – proved too tempting for the Wun’Tux garrison. They launched the majority of their forces to engage, leaving a gap the B-20 strike force quickly exploited. By the time the reptiles realised what was happening it was too late – they had left only a handful of Twinfangs to protect their mining complex which were quickly wiped out by the human escort fighters and the forces they tried to bring back from their assault on the carriers were cut down as they tried to disengage. The B20s were able to deploy their ordinance with high accuracy, destroying the defences and evacuation equipment in one bombing run. With nothing left to defend and frightened by the potency of the new human ships, the Wun’Tux Clanships beat a hasty retreat. By this point, however, the main force was in no state to pursue. The USS Ulysses S. Grant was almost critically damaged, half of the Diamondbacks had been lost. And yet the day was won. The USS Gettysburg was able to approach, deploy marines to eliminate remaining Wun’Tux and rescue the facility’s slave labourers. The operation was a PR coup, an edited battle report was broadcast to human populations throughout the galaxy. The B-20 was made the star of the show but their pilots (from the 202nd Bearcats) dedicated the victory to the Diamondbacks. Nevertheless, the B-20’s nickname became shrined in legend; The Bearcat.
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Here is my last creation, a town in microscale. There are not advanced techniques but I've enjoyed building this. Microtown by FonsoSac, en Flickr Microtown by FonsoSac, en Flickr Microtown by FonsoSac, en Flickr Microtown by FonsoSac, en Flickr
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The Half Nova The Half Nova is a combat dropship utilised by The Long Draw Mercenary Company. It is named after the most risky bluff in a Gurdergengame of chance. The Half Nova is a strategy involves convincing one’s opponent that your hidden tokens match the visible tokens at the centre of the table to make a ‘Full’ Nova – when they do no such thing. A very high stakes Half Nova hand won the ship’s captain, Yllo, requisite funds to buy the ship and he named it in the hand’s honour. Yllo is a rare type of Gurdergen; a proverbial ‘adrenaline junkie’ (though his race lack the ability to produce the substance), he thrives on adventure over commerce. This risk-happy behaviour first presented in his gambling which went on to finance his education as a pilot and finally his pride and joy: The Half Nova. The ship is base to mercenaries of diverse origins; humans, Gnoboand Illayko. Yllo is known to take his ship into very hazardous conditions and his band of mercenaries are paid well for the danger they face, meaning the Long Draw attracts high quality and highly unstable individuals. The ship isn’t heavily armed; its main weapon the combination of speed and the reckless endeavour of its Captain. Its straight line speed is unrivalled by all but the fastest fightercraft and its suite of ECM and other countermeasures can ward off quick-moving agressors. It also features armoured airlocks for quick and safe infantry deployment and extraction. The Half Nova has its own landing pad on the Seven-Seven Gambling Rig on the Gurdergen homeworld; when not on mission the crew can usually be found there, spending their (very) hard earned currency.
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Container Transport The Gurdergen are a race primarily concerned with trade and commerce. This container transport is one of their most common craft and can be seen in friendly ports throughout the galaxy. Its most recognisable feature are the four underslung cargo attachments which augment the internal cargo capacity. Various types of containers can be attached here via magnetic means; hazardous materials in particular are favourite candidates for external carrying as they can be easily jettisoned in case of contamination. The ship is unarmed and slow; it requires escort to keep it safe. The high volume of cargo capacity makes it an attractive target to pirates and other economic raiders.
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Dau III Dau is a five planet star system situated on the ‘east’ edge of human space. The third planet was discovered and developed by Blackmane Industries, mainly due to the rich veins of gold ore discovered close to its surface. Aside from being a precious metal, gold remains a useful element in electronics and power regulation. Eager to keep the place a secret, Blackmane kept the discovered world a secret until they had fully deployed resource gathering equipment on the length and breadth of the major ore deposits. Although this contravened several corporate laws and led to million dollar-pound fines, the cost to the company’s monetary reserves and reputation was far offset by the cash boost from Dau III.
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Someone in my LUG asked me to try Urbino - so here it is - dedicated to all Italianos who are on Eurobricks. Ciau!
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Dronta VIII A small jungle world on the Wun’Tux border, Dronta VIII was home to the biggest galactic slave market through the Second Age. The only races aware of its existence were those interested in doing productive business; external threats were considered unlikely. The responsibility for security was given to a Wun’Tux BroodClan of low standing – akin to latrine duty. It was a surprise to everyone, then, when a United States Expeditionary Force (USEF) Task Force jumped into the system and began an assault on the fleet in orbit. This battle was swift and one sided; American fightercraftmade short work of the picket ships and forced the remaining vessels – whose crews were mostly planetside shopping for slaves – to flee. A joint Ranger and Marine force made landfall at the slave market proper and engaged the shell shocked Wun’Tux warriors and various market customers with uncontested orbital support. This battle was almost as one-sided as the naval engagement and soon the market lay in ruins, the slaves freed from their pens. Dronta VIII is seen as both a military and PR victory for the US. Several hundred humans were freed alongside many other aliens. It helped to solidify support for the colonies at home and garner a little favour from alien races abroad. Following this incident, the market administrators became paranoid about security. They went on to host the further markets aboard large, mobile starships with the ability to evade detection. In this sense, Dronta VIII was the last of the static slave markets. The world is now home only to flora and fauna; the old buildings and slave pens overgrown but not forgotten.
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A table scrap turned into this. Maybe there'll exist a story some day. But for now, it's a tracked cannon staring forlornly out to sea. I do like to... by TenorPenny, on Flickr I do like to... by TenorPenny, on Flickr
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Location: G04 - Fractor V Tags: Building, Vehicle While scouting out Fractor V, an Octan explorer came upon a tiny, yet highly advanced, alien civilization. He was going to get a closer look at some of the buildings when he noticed several hostile looking spaceships coming right towards him! Deciding a closer look could wait, he turned heel and ran. Lots more pictures on Brickbuilt: Link Thanks for looking, C&C appreciated
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The LCS-08 The LCS-08 (aka The Washington-class) is a newer Americancapital ship brought into service following the tactical and technological advances of the Forth Age. LCS stands for Littoral Combat Ship – a term originally applied to small vessels able to operate closer to shore than most naval assets – denotes the ship’s ability to manoeuvre effectively in vacuum as well as atmosphere. The Washington is neither as agile as the Ankuror as sturdy as the Bremen; it occupies the ground between these two extremes. It fulfils a variety of roles within the USEF; anything from independent patrols to participating in larger fleet actions alongside Strike Carriers and the like. It is also used to transport VIPs and other assets through the lawless Rim territories – the firepower at its disposal is usually enough to discourage most pirates and raiders and it is quick enough to flee more powerful threats. The ships firepower consists of two ‘Starsnipe’ flak turrets, a medium-range photonic cannon and a rear mounted warhead launcher. The latter is unusual for the ship’s size – it gives the vessel the ability to engage targets at longer ranges and hidden from line of sight. The downside of the launcher is the limited ammunition; when it is out of missiles it becomes quite useless. This renders it unsuitable for prolonged engagements. It is these missiles which tend to give the Washington the edge against their most common foe – the Wun’Tux Clanship. The thick armour of the latter can be difficult to penertrate with photonic cannons; LCS-08s deployed on anti-Wun’Tux operations are equipped with ‘Havok’ armour piercing missiles to balance the scales. LCS-02s (prototype precursors to the 08) took part in the USEF Fleet Action at Dronta VIII, spearheading the attack on Wun’Tux ships guarding the slave market. They were subsequently able to achieve suborbital altitudes and launch accurate against Wun’Tux armour and fortifications. In more recent times, the Washington-class has been deployed alongside Taft-class Strike Carriers in extended operations in Wun’Tux territory. Typically the ships are outfitted with longer-ranged, ‘stand off’ missiles and able to discourage or soften up Wun’Tux targets before engaging. In worse case scenarios (e.g. a larger enemy presence than predicted) this stand-off capability can give USEF forces breathing room in which to retreat. Engineers at Highpoint have successfully modified the base design into distinct combat variants. The LCS-ASW (aka the ‘Rhode Island’ class) is perhaps the most popular. This version swaps the warhead launcher for a launchpad capable of carrying, arming and repairing a shuttle-scale ship. This is most commonly a Vaquero-class gunship; a well armed craft bristling with sensors. This ASW (anti-stealth warfare) variant is designed to detect and defend against stealthy foes; the main ones being the Hirudin. The gunship is able to act as spotter for the LCS but is also more than capable of engaging common interlopers (like Blackfins) independently.
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Early Warning Observation Outposts were constructed in response to the ever-expanding reach of Wun’Tux raiding parties. The stations are constructed in a modular style; the hub of the outpost contains an advanced sensor suite and the command and control aspects. The three ‘spoke’ modules contain living quarters and cargo storage. These modular components can be switched out in times of need – EWO Outposts can support hospital modules, ship maintenance and extra defensive measures.
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The Kaiserin-class Light Cruiser The Kaiserin-class Light Cruiser is one of the modern European Union ships designed to update their ageing Navy. Design and production fell to the same shipbuilders responsible for the Bremen-class; the two ships are similar in quality but different in intent. Capital ships are useful and often fundamental tactical assets in modern stellar warfare. But even advanced, modern ships are held back by an old fashioned opponent – supply lines. The larger a capital ship is, the more logistical support it needs to operate. Within the human Core Systems this is an easy feat – the structures and support is already in place. The Rimward Territories contains none of this; most colonies are still developing and supplies are at a premium. Larger capital ships have no choice but to resupply at the Rim’s few industrialised and obvious ports. This creates a ‘trail’ in their wake (eliminating any sense of subtlety or surprise) and limits their range. Smaller capital ships have smaller requirements for supply – they are able to do so away from the main spaceports and the prying eyes often present. The Kaiserin was designed to strike a balance between low profile and high potency. The thin profile of the ship is intentional. In battle the ship can turn to face enemies and present a smaller target whilst being able to target a significant proportion of its weaponry. Furthermore, this thinness presents an odd sensor profile – older systems often misake the ship for something half the size if not looking closely. The latter quality is especially useful if the ship is operating alone in non-friendly territory. The Kaiserin is designed to operate in two main roles. Firstly, as a flag and command ship for groups of corvettes and destroyers in traditional stellar combat. The vessel is equipped with the communication equipment to coordinate a significant force and is fast enough to keep up with a cruising corvette. Its second function is that of a ‘lone wolf’; embarking on long-range patrols and engaging unfriendly contacts. These missions were traditionally assigned to smaller vessels but the introduction of the Wun’Tux changed everything. A patrol boat or corvette would be no match for a Wun’Tux Clanship; the Union needed something that could meet one and survive. The Cassard-class is of similar size and displacement. In theory, the older ship is more powerful – her large guns and missile systems can cause huge amounts of damage. However, as demonstrated at the end of the Pan-Eurasian War, the Cassard was outmoded and easily beaten by modern starfighters. Several Cassards were also present at Tordov V. Theoretically they were very suitable participants at this battle – Wun’Tux ships attacked head on and lacked manoeuvrability to evade fire. The groups of Cassards started well, deploying barrages of missiles and heavy fire at the ongoing forces. Once the missiles ran out, however, the Wun’Tux committed more and more of their forces. The guns alone were not accurate or powerful enough to half the Wun’Tux advance and the Cassard’s armour buckled under return fire; only 15% defending Tordov V escaped. The Kaiserin’s designers aimed to address these shortcomings. The armoured exterior and modular substructure have the ship greater resilience under fire. The Kaiserin’s weaponry is not ammunition dependent; unlike the Cassard’s missile launchers. Plasma weaponry and autocannons make for a potent medium to short range combatant. The first five, including EUS Kaiserin, were pressed into service towards the end of the disastrous Oroso conflict. They served alongside the strike fighters of Grendel Squadron to drive back an Oroso counter-offensive and put an end to the conflict; they were vastly superior to the few Cassards left serving on the front line and these old ships were soon sent to serve ignominiously with the Border Fleet. Ships of this class are predominantly assigned long range patrols along the Wun’Tux border. They are well equipped to engage lone Clanships; they can use their difficult to hit profile and turreted weapons to good effect. They are under orders to avoid larger forces, though, and exercise operational caution. A number have incidentally been involved with the USEF – either coming to the aid of an American warship or vice versa. This arrangement is a welcome example of thawing frostiness between human factions but remains strictly informal. Length: 90m Crew: 84 Role: Long range patrol, flotilla command Weaponry: 2 x Plasma Cannon Turrets (port and starboard) 1 x dual autocannon turret (keel mounted) 2 x heavy autocannons (deck mounted) 4 x ‘Starsnipe’ flak cannons Shields/Armour: Medium/Medium Special Features: Thin Profile. Modular Construction.
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Based off of "Perimeter", an RTS by Russian developer studio K-D Lab, Frame is a mobile city created to traverse the treacherous and ever-changing bubble worlds of Psychosphere. The city itself is but a tiny part of the Frame which also houses machinery to maintain base when on-world, as well as mystical Spiral, a device that allows inter-dimensional travel. Here are separate pictures of the city and the structures built around it: The City The Core The Core is a vital part of the base built around the Frame. It accumulates and transfers energy, collected from the world's surface, to the Frame. It also powers the structures that are not directly connected to the Frame when they are built within the colored zone around the Core. The Lab This is one of the laboratories that a player must build in order to access new units within the game. This particular one allows access for laser tech-based units. And here is a reference image, an in-game screenshot of the Frame and four Cores:
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TB-55The TB-55 by TenorPenny, on Flickr The TB-55 by TenorPenny, on Flickr The TB-55 by TenorPenny, on Flickr Sometimes old ideas are the best. The Russian TB-55 is a low tech weapon of brute force; a slow moving and heavily armoured gunship capable of devastating damage from its twin warhead launchers. The ’55 has outlasted many technologically superior ships and remains a potent force in the European Union navy. The ship is a giant compared to most starfighters; it has the lumbering pace of a giant to match. Even when it reaches top speed the ship is difficult to manovere and an easy target for interceptors and flak fire. And yet between the thick armour and its sheer potential for damage the ship well liked and well used. The design has barely changed since the Pan-Eurasian War in which it was used to siege and destroy Coalition fortifications and armour – one of the many reasons the Coalition chose to oppose the Union with hit and run style tactics over a slugging match. The post-War threats to the Union came in the form of alien species. Although the Oroso were able to avoid and isolate squadrons of TB-55s before they could do damage, the ship was found to be extremely effective against the Wun’Tux. Their durillium armour was very resilient against energy weapons but weak against explosives – the TB-55 was able to field an inordinate amount of such weaponry per ship; just three of them were capable of destroying one Clanship in two bombing runs. The vessel is decidedly old fashioned in design. A lack of automation means the ship requires three crew just to get off the ground. Outmoded sensors and electronics means it can be ‘spoofed’ by cutting edge jamming or stealth techniques. On the other hand, the ship is rugged and easy to maintain- it has few specialist components and repairs can be affected with salvaged equipment. This allows the ship great durability in the field. The European Union lost precious ships, personell and resources at Tordov V. The late Admiral Golovko’s successor- Vice Admiral Reyneso – favoured a less gun-ho tactical approach. She deployed wings of TB-55s to repel subsequent Wun’Tux incursions, successively blunting further offensives and giving the Union time to reorganise. TB-55 losses are common; the ship is big enough to be hit by flak fire and slow enough to be vulnerable to enemy interceptors. It has seen most success when deployed only once enemy fighter forces are engaged. The Russian 4th Bomber Wing (nicknamed the ‘Red Foxes’) worked alongside Grendel Squadron in the months following Tordov V using this exact tactic; the fighters would engage Wun’Tux fighter cover and allow the TB-55s to operate more freely. The Red Foxes chalked up an average of 1.5 Clanships per sortie.
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Microscale Tree Mini-tutorial This is a short tutorial showcasing a technique for building microscale trees. This technique was used to build most of the trees in my MOC Avalonian Countryside. The pieces needed are shown above. The centerpiece of the tree is the 6 stemmed plant piece (19119) which is essential for the design. The rest of the pieces are pretty standard, and some can be exchanged for other pieces. As seen on the 1x2 plate in the lower right, the plates need to have a little hole in the center column, as this will be attached to the stems. I believe the hole is pretty standard in pieces nowadays, but not sure for older pieces. First we put together the trunk. Nothing strange here, just attach the 1x1 round bricks to the telescope and put the plant piece on top. For the canopy we construct little building blocks that we will then hang on the stalks. These building blocks are easily constructed from 1x2 plates and a 2x2 plate as shown in the top right. We need three of these. We then proceed to hang these on the tree. They should hang on the 3 lower stems that are more horizontal. After hanging each part we will then secure it by attaching another 1x2 plate directly to the stem. This is done by inserting the stem into the little hole on the center column at the bottom of the plate. Our tree should now look as on the left. The next step is to add 1x2 plates to the top of the tree. These are again attached directly to the stems. I find they look best if placed in a kind of windmill pattern as shown in the center picture. We now have our completed tree as shown on the right. If all our trees look exactly the same, it won't look natural. So let's look at some modifications that can be made to break the pattern. Some of these modifications can also help if you are short on certain parts, or want to use colors that doesn't have certain elements. First some variations of the trunk. Instead of the standard telescope trunk, we could use technic connectors. It gives a thicker, straighter trunk, but is a bit more complicated to connect to your build. Another option is to use a regular bar, which gives a very thin trunk. We can also just use straight up 1x1 round bricks, and possibly mix in some 1x1 round plates in the mix. This works well if we want to do a tree with shifting colors, like a birch or similar. There are also endless possibilities to modify the canopy. Instead of building an anchor shape from 1x2 plates we can more round plates as in the top left. For colors like olive green we can't use a 2x2 round plate, but can instead use a 3x4 leaf element. The leaf is then hung from the top right hole of the leaf element. We can also just alter the orientation of the regular design, as shown in the bottom left, where we have put the anchor shape on the right side. It is a very small change, but still helps break the pattern. Also just want to point out that the 6 stem piece does come in different colors, so if you are building a canopy in dark orange, you may want to use a 6 stem piece in dark orange as well, as the green can sometimes be seen through the canopy. Some examples of what the finished trees may look like. There are lots of other ways to build trees like this, so just go ahead and try different things. If you lack a piece for something, just try replacing it with something else. It might just end up even better :) Happy building!
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A selection of scenes and hangars for the presentation of tiny little space vehicles. Blue Bay by TenorPenny, on Flickr Blue Bay by TenorPenny, on Flickr Dock 7 by TenorPenny, on Flickr Dock 7 by TenorPenny, on Flickr
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Someone recently asked me about whether my micro stuff is set in a universe, preset or otherwise. So I decided to bore you all with a topic about it..! [sorry. Part One Follows..] Précis Humankind (known as Earthlings to the other species of the Galaxy, mostly a derisory label) had colonised the Sol System by 2110. It was only then that breakthroughs were made with their faster-than-light systems, allowing them to progress and expand outwards from Sol. But humankind remained fractured by old divides and hatred, countries and nations. By 2195 there were several local colonies, American, British, European, Russian and a smattering of ground broken by smaller governments. Meanwhile, mega-corporations were quick to expand into the resource exploitation and manipulation made possible by so much new ground. Space became crowded around the human homeworld. Safe and secure and very bureaucratic. Humankind kept mostly cordial relationships with several alien cultures and organisations, remaining mostly neutral as they put toes into the waters of interstellar politics. FTL drives were invented with longer ranges, less restrictions. And human pioneers expanded ever outwards, into what was known as the Galactic Rim. Far away from the crowded, developed Core Worlds, many humans found their fortunes and opportunities farflung from Earth. The old Sol governments expanded cautiously, sensing the security risks involved. Individuals and smaller groups were joined by the resource and opportunity hungry Mega-corporations in setting up outposts and operations away from the stifling Core. Humans were less neutral out on the Rim, forced into conflict and alliances with new and dangerous species. Ship classes: -Fighters: The smallest fighters need one pilot and are equipped with cannons or forward firing missiles. They have no FTL capability of their own, so are used to protect static targets or need a large carrier craft to be deployed from. Pilots are easy to train and often quite disposable. Examples below: The Keepsake-class Fighter by TenorPenny, on Flickr F-12 'Swingwing' by TenorPenny, on Flickr FB-22 'Scimitar' by TenorPenny, on Flickr -Heavy Fighters/Couriers Capable of FTL travel, with more precious crew and usually armed with better weapons, this class of ship is less disposable and more adaptable to situations. Usually found in the possession of individuals or smaller groups. F41 'Cougar' by TenorPenny, on Flickr Skylark-class Courier by TenorPenny, on Flickr Widowson-class Courier by TenorPenny, on Flickr The Voidsbane by TenorPenny, on Flickr NV-2 [A reboot] by TenorPenny, on Flickr Gen-7 (landed) by TenorPenny, on Flickr AS-27 Escort Shuttle by TenorPenny, on Flickr Corvettes: The smallest class of ship able to equip weapons and armour of capital ship scale. Usually armed with turrets and crewed by many as opposed to a few, Corvettes are used as picket vessels and armed escorts to larger ships designed to transport goods and troops. Clan Gunship by TenorPenny, on Flickr The Blackjack by TenorPenny, on Flickr Tigerhound-class Corvette by TenorPenny, on Flickr The Red Wench by TenorPenny, on Flickr BB-22 Corvette by TenorPenny, on Flickr
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Summer House by TenorPenny, on Flickr A little experiment in parts usage and slanty roof work.
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Here's a Micropolis module I put together last year. Hope you guys like it!
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This is my Microscale World behind glass. I always build my MOCs so that you have to study it for a while. It can be whatever you want it to be. Use your imagineation! I did! I took me ~2 weeks to finish. I really have to buy a new camera tho... If you liked this MOC, check out my other ones! * Instagram * Flickr * Reddit
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Amani Nocosta The Amani have no organised military, no true warships. Their vessels are built to protect the families who serve upon them. The Nocosta is the smallest known Amani vessel and serves as a scout, shuttle and deep space mining platform. It is built to stand up to the rigours of such a dangerous industry: heavy armour plates and strong heat shielding. The fusion cannons above and below the cockpit are primarily used to break up deposits of valuable minerals. However, the galaxy is full of hazards both natural and sentient. The Nocosta also serves at the first line of defence of any Amani caravan. It is manoeuvrable enough to trouble opposition fighters and sturdy enough to go toe-to-toe with the smaller grade of capital ship. It’s flexibility is, however, also it’s weakness. The ship suffers against masses of nimble fighters. It is often not quite fast enough to evade the heavy weapons of larger ships. However, the crews of the Nocosta fight for not a cause or a faction but for their lives. They are hard targets to attack and many a pirate has learnt this the hard way. Manufacturer: Amani Forgeworks Role: Scout, shuttle, mining vessel. Length: 22m Crew: 3. Passengers: 10 Weaponry: 2 x fusion cannons Shields/Armour: Medium/Heavy FTL: Capable.
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Blackfin The Blackfin is the first ‘crew-lite’ ship put into service by the Hirudin. Named after a ferocious carnivore of the Hirudin homeworld which was for hundreds of years the apex predator; until the Hirudin gained their powers of manipulation and brought it under their control. The Blackfin is designed to be swift and deadly; able to operate independently and mostly undetected until it decides to reveal itself. This stealth is achieved via technology and tactics; clever ECM and sensor-ghost shadows forming the cornerstone of ship systems. The subset of Trinaxenslaved by the Hirudin are viewed as cowardly thralls by their masters; it’s true that they have little stomach for battle and will flee at the first hint of defeat. The Blackfin is unique in that it features a collective of Hirudin – usually 4 or 5 individuals – as it’s captain. They control ship systems centrally via an advanced neuro-techno interface; any manual labour is performed by on-board drones. These robots require no life support, meaning the ship can prioritise other systems. Blackfins are the smaller end of capital-scale, technically, but operate more like their namesakes than naval assets. Sometimes they stalk prey alone from the safety of their sensor-shadows. Sometimes they work in packs to track and trap convoys of precious cargo. The mere threat of Blackfin attack is enough to make a seasoned merchant panic; the ship’s name is spoken with hushed tones. Hirudin – like the Wun’Tux – have no formal peace treaties with any species. They are known to probe and test at the border shared with the European Union colony worlds. The Blackfins avoid formal combat and instead sneak around, engaging isolated ships when conditions favour them. The axillary pre-War warships of the Union lack sufficiently clever and advanced sensors and fire control to hit the Blackfin very easily and several of the Cassardclass have been crippled in such an engagement. The newer Union ships have turned the tide against these insidious invaders, using advanced fire control and detection to track and outfox the Hirudin. The ship’s flaws are not difficult to discern; her weaponry is potent, but short range and unsuitable for prolonged engagements. Aside from it’s ECM and stealth abilities, it has little protection from fightercraft. What armour it has is angled to deflect enemy sensors and integrity suffers accordingly. Additionally, due to their insistence on ‘seeing’ space, the Hirudin ship masters’ bridge is visible on the surface of the vessel. It is made of a transparent metal alloy but remains vulnerable. “Smash the fish bowl, win a prize,” is a Union Navy jape frequently used.