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  1. Bremen-class Corvette The Bremen-class Corvette was the first European Union combat capital ship produced following the Pan-Eurasian War. The outdated Union navy had been bested and embarrassed by modern mercenary forces. Following the armistice at the end of the conflict, Union admirals demanded comparable vessels and the versatile Bremen was the first to make it from blueprint to production. She is designed to shield and protect larger ships from warheads, fighters and other nimble threats. Computer-assisted flak turrets cover multiple vectors and Bremen crews pride themselves on their accuracy and kill counts. She also packs something of a wallop – a triple barrelled cannon is placed on the foredeck. Shipsmiths added the almost oversized weapon to give the Bremen bite when engaging ships of similar size up to destroyer tonnage. Suffice to say, the ship exceeded original expectations. Not only was it a more than adequate escort ship, it was also suited to operate on the borders of known space and respond quickly to myriad threats, from pirate attacks to Wun’Tux raiders. Manufacturer: Rheinmetall Industries Role: Escort, picket duty, border patrol Length: 60m Crew: 41 Weaponry: 1 x STS-Cannon (triple-barrelled, deck mounted) 4 x Flak Turrets (computer-assisted) [*] Shields/Armour: Medium/Medium [*] FTL: Capable
  2. CV-17 Tiburon The Tiburon-class Corvette the capital ship workhorse of the Gnobo League. Similar to corvettes belonging to other races and groups, the Tiburon’s main role is to escort and protect larger ships. The Gnobo ship is remarkable in that it features zero point defence weaponry; it’s offensive capabilities centre around a pair of double-barrelled particle cannons. The ship typifies the gun-ho Gnobo tactical approach. There is no finesse in it’s electronic systems, it’s shields are strictly average. These are not features the shipwrights prioritise. Instead, reinforced bulkhead and integrated armour plates mean the Tiburon is built to take a beating. This means the Tiburon can go head-to-head with frigates and destroyers and come out the other side in one piece. It’s obvious vulnerability is to enemy fightercraft, so the Gnobo mercenary brigades usually field the ship with an escort of Gun Skiffs. This Tiburon-Skiff combination is the most affordable option to most people looking to buy Gnobo assistance; it is not uncommon to see these corvettes fighting against each other on behalf of their respective employers, such is their prevalence. Manufacturer: Various Gnobo Shipwrights Role: Ship-to-ship assault, escort Length: 46m Crew: 19 Weaponry: 2 x Particle Cannons (double-barrelled, turreted) Shields/Armour: Light/Heavy FTL: Capable
  3. On May 4th we startet a contest in our Star Wars LUG ImperiumderSteine.de asking for MOCs based on what we've seen from Episode VII so far. I never though I'd enter, I'm finishing college in three weeks and with assignments and hand-ins and all time was sparse. I couldn't stop thinking about it though and I wanted to prove that you need no Episode VII minifigures to do something cool. I also had to prove wrong some friends of mine that complained that I never do Star Wars creations I'd like to present a garrison of Episode VII stormtroopers rallying in front of the iconic banner of the First Order on some outpost in the snow: I'd like to thank Ryan / Eldeeem for the hexagon design he posted on flickr years ago that I used as a base for the banner. I hope you like it. Looking forward to your comments and criticism! Best Markus
  4. Hello, This is a MOC I made as a contest entry for a challenge our LUG had at a show to use only one colour. It's supposed to be the acropolis in Greece. : ) Micro Acropolis by Trent, on Flickr Micro Acropolis II by Trent, on Flickr
  5. 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.
  6. 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.
  7. Gnobo Gun Skiff by TenorPenny, on Flickr More available here. he S-91 is the most widely produced of the GnoboGun Skiffs; filling the operational role of fightercraft, assault shuttle and ground attack vehicle (amongst others). It’s distinctive profile – two horns meeting a central body – makes for an instantly recognisable silhouette. The shape isn’t only for show: these two ‘horns’ bracket the landing ramp, meaning armed Gnobo infantry can quickly exit the ship under cover from both sides. The Gnobo mercenary brigades are famously rugged and hard to break down. If their large ships and infantry form the structure, the S-91 is the glue that holds it all together. It’s first role is that of a fighter. It is big and unwieldy by the standards of humans; who tend to rely heavily on a mix of different fighter types. It tends to suffer when pitted against more agile opponents, but it’s thick hide and potent armament gives it a competitive edge. It’s ability to travel Faster-Than-Light also grants a tactical advantage; akin to that of the human strike fighter. It also serves as an armoured shuttle for VIPs and infantry; it’s reputation for difficult landings and extractions is legendary. The Gnobo homeworld is mountainous and perilous; their warriors train on the most hazardous terrain that other races might consider near vertical and impossible to traverse, nevermind fight on. S-91 pilots are disciplined enough to drop and collect their soldiers on such terrain. It’s final role is that of a ground attack craft. Accurate terrain assault is a relative breeze compared to the difficulty faced in deploying soldiers in hazardous atmospheric conditions. It’s armamentof fragmentation cannons and multi-warhead missiles means it can cause chaos across large swathes of enemy terrain, disrupting industry and troop formations alike. It’s thick armour hide means it can shrug off a certain amount of anti-aircraft fire, too. A standard S-91 mission might be to deploy troops strategically and then support them from the air, but it can be seen throughout Gnobo tactical deployment. Length: 17m Manufacturer: GNSW Role: Fightercraft, Shuttle, Ground Attack. Crew: 4 Weaponry: – 3 x Fragmentation Cannons (forward firing) – 2 x Warhead launchers Armour/Shields: Heavy/Medium
  8. Last March (2014) I tore down Brickville for several reasons. I then started Brick City which is roughly twice the scale of the previous city. Currently there are 54 baseplates (48 pictures above) and about 32,000 pieces. Hopefully this one lasts longer than three years! See more on Flickr: https://www.flickr.com/photos/brickville/with/14869472851/
  9. 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
  10. 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.
  11. 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.
  12. 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:
  13. 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.
  14. 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.
  15. Hello Everybody! About 2,5 years ago I created my last (classical) LEGO Architecture model. Inspired by the inclusion of my MetLife Building model in Mike Doyle's Beautiful LEGO 2, I finally executed another architecture MOC. For sure the great reference of Spencer_R was an inspiration as well. Here is my execution of Chicago's Lake Point Tower: Find more pictures on my flickr photostream and feel free to leave your comments! Thx & so long, Jens
  16. SVERDLOVSK '86 In 1986, the confrontation between the two superpowers reached its climax and turned into the third world war. Nuclear strike razed to the ground dozens of major cities on the continents turning them into a lifeless desert. Millions of tons of radioactive dust raised into the air by the powerful explosions that led to large-scale environmental disaster. The remnants of humanity were thrown back in the development for centuries, and leading a losing battle for survival. Spiral of evolution on Earth has completed its turn and start a new one ... One of the places where you can meet the survivors became Sverdlovsk. This city with a million people was once the main administrative, industrial and cultural center of the Urals. Perhaps being in the interior of the continent away from the object of the main attack saved it. SVERDLOVSK by vir-a-cocha, on Flickr A handful of survivors settled on the right bank of the dry river Iset in the former building of the circus. The unique design of the dome withstood the shock wave. A second preserved building is unfinished TV Tower maden from the heavy-duty concrete. It was not finished in time of peace, and construction stopped at around 219m. SVERDLOVSKby vir-a-cocha, on Flickr Now, it's just concrete structures buried under the dust . The right bank of the Iset River, between the streets of Kuybysheva, 8-go Marta and the Dekabristov, and all the buildings are made in the scale of 1:2000. (geotaged) SVERDLOVSK by vir-a-cocha, on Flickr Somewhere in another reality ... In 1986, a meeting of Gorbachev and Reagan in Reykjavik, which marked the beginning of a new foreign policy of the USSR. From this moment the relations between the countries have warmed. In Soviet Union Perestroika has began, then another serie of events occured during which the Soviet Union ceases to exist. Sverdlovsk in 1991, was renamed into Ekaterinburg. Circus, located on the corner of Kuibysheva Str and March 8 Str, continues to delight children and their parents. The famous TV tower was never completed. After 1989 began construction financing shortages, and it was frozen. In 90s the tower was a popular place for suicides, adventurers, climbers and BASE jumpers. After a series of resonant accidents access to it was closed. Video aerial view shows the beauty of the center of modern Ekaterinburg. youtu.be/PoWjtfDNAB0
  17. My first experiment with a microscale city themed build.
  18. Hi All, I haven't posted here for a while, but having just shown my latest endeavour at the Great Western Brick Show, I thought anyone who doesn't usually frequent Flickr might like to see the MOC. IMGP9984 by kaitain, on Flickr IMGP9966 by kaitain, on Flickr (Just some Christmas lights added to give a fantasy feel to the display). "Heroes of Heroica" is a 240x112 stud campaign map, featuring 16 different routes into the forest from the 8 beach landing points, 57 dungeon entrances (these lead to random Heroica dungeons) in the forested area alone, 3 multi floored "Dark Druid" towers, 9 villages where treasure can be sold and equipment/potions bought. A goblin fortress to sneak into, lots of different heroica monsters to fight, including new snakes, scorpions, and even Dragons. The entire build process is available on my Flickr photostream, and when I've sorted through the photos from the show, I'll upload those as well. The aim is for the game to be played co-operatively like any other RPG. The extra campaign rules are still a work in progress though. Regards Kaitain Edit: It should have been 16 routes off the beach, not 6
  19. 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
  20. Here's a Micropolis module I put together last year. Hope you guys like it!
  21. 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
  22. Summer House by TenorPenny, on Flickr A little experiment in parts usage and slanty roof work.
  23. This MOC was made for "Wild West Trains" Russian LEGO LUG contest. But I have not enough time to finish it to participate. However, Micro-Train! First look: Train. General view. And another. Station in Western style. Train himself. Tender. When does the coal in the tender, it is possible to saw some firewood))) Passenger car... For the carriage of passengers))) Rode the train across the river... "Our engine is flying forward!" (You know the Russian sequel?) Staged Exhibition option. Thank you for your attention! Your, Pikachu.
  24. Widowson-class Courier by TenorPenny, on Flickr Widowson-class Courier by TenorPenny, on Flickr Widowson-class Courier by TenorPenny, on Flickr A Dutch design, the Widowson space frame was constructed as a pleasurecraft, originally, marketed at the super-rich seeking something more stylish than a shuttle, and smaller than a yacht. The stock model is decidedly average in the performance stakes, slow to accelerate and of limited top speed. Desperate to elevate the appeal, the Dutch makers paid a fair sum of cash to have the Widowson placed into a modern action holo-vid, with astounding results. Sales skyrocketed, and soon unlicensed engine augments and upgrades were being released onto the market, with young rich kids and oligarchs paying large sums to have their Widowsons "overclocked". After upgrade, the ship could reach sublight speeds unheard of by other ships of it's class. Illegal racing circuits sprang up, with the racers pushing their ships closer and closer to the edge. Some pilots even died in their attempts to win, only adding to the mystique and attraction to Widowson circuits. Crew: 1-3. Armament: Stock: None. (After upgrades: wild variations.) Engines: Utrect 640-combination. (After market kits: variable.) Computer: Personal Data Engine, 2.3.
  25. Swiftsure-class Diplomatic Shuttle by TenorPenny, on Flickr Swiftsure-class Diplomatic Shuttle by TenorPenny, on Flickr Swiftsure-class Diplomatic Shuttle by TenorPenny, on Flickr Decked out white, the universal colour of peace and neutrality, the Swiftsure is used in times of war by the great Solar Navies to ferry important diplomats and personnel from place to place, with all organised military forces having agreed to never attack such a shuttle, on pain of court martial. Two ion engines make the shuttle as quick as it's namesake, whilst the roomy interior has room for a head of state and their entire retinue to travel in comfort and style. The Swiftsure's reputation has been tarnished just once, when the Italian Fascist League stole one, loaded it with explosives and managed to get close enough to the Earth defensive net to destroy half of the New Washington solar platform, with significant loss of life. Ever since, the Swiftsure computer cores have been upgraded to carry layers and layers of code, in order to confirm and double confirm identifies of the crew and people on board. Crew: 2 pilots, 1 comm-tech. Engines: 2 Rolls Royce 'Whirlwind' Nacelles. Weapons: *PROHIBITED* Computer Core: Hakumi Positronics X7
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