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About this project
Take on the role of an elite Machinist and drive your Wreckers in full metal, robot on robot combat! Control the Nodes or annihilate their Wreckers to deal life-threatening Feedback damage to your rival; either way only one Machinist will walk away victorious.
To demonstrate that we can take the process from end-to-end, the 3 miniatures below are production-ready miniatures, all in metal, which have been professionally painted by the incredibly talented Seb Lavigne of DARK IRON STUDIO
And here we have the 11 models that we have had sculpted to date by Romeo Salbatecu and Ben Wolsey-Charles:
In case you are wondering how large these are, we have created a handy reference guide to a selection of Large, Medium and Small Wreckers.
There are no prizes for guessing what size the Huge models will be... they're going to be HUUUUUUUGE!!!!!
Our Core Pledge offers everything you need to become a Machinist and enter the exciting world of The Third Law...
The Third Law is a 28mm "heroic" scale skirmish game set in a dark near future. Rival programmers (Machinists) compete against each other in arena combat using teams of robots (Wreckers).
The objective of the game is to knock out the rival Machinist before they knock you out. Machinists are effectively you; they are hard-wired into the interface to allow them to better control their Wreckers. Being hard-wired in means that they suffer Feedback damage and there are two ways of doing this.
1) Smashing up one of their Wreckers. When a Wrecker takes too much damage on the battlefield it becomes trashed. The controlling Machinist suffers Feedback from this whilst the Pit Crew haul the Wrecker off and set about repairing it.
2) Controlling Nodes on the battlefield. There are several Nodes on each battlefield, and controlling an active one at the end of a turn will cause Feedback to the rival Machinist. However the Nodes aren't always active. The good news is that they follow a series of logic rules, allowing you to plan your in-game strategy.
Customise your team to your own individual play style, balancing resource generation of speed, aggression and defence. Then enter the battlefield and compete against your rivals as you seek fame and glory.
With army selection, multiple Machinists for each Faction, upgrades for both Machinists and Wreckers and different scenarios, the replay factor of The Third Law is truly limitless.
For more details about each of the 4 initial factions:
CLICK HERE for The Carbon Combine
CLICK HERE for The Full Metal Dragons
CLICK HERE for Liberty Division
CLICK HERE for The Ridden
By Froggy the Great
I have recently been playing a solo / cooperative miniatures game by Nordic Weasel: Five Parsecs Bug Hunt. To that end, I needed Aliens after the inspiration of the Half Life games, Starship Troopers, and the Aliens movies. All parts are from various Bones figures.
"Anything worth overdoing", right?
(I may have posted one or two of these before -- if that is the case please accept my apologies.)
Our campaign is geared towards producing two opposing factions for the initial launch of the game. The Lords faction fight for mineral resources which sustain their immortality; the Omrath faction fight to protect lands deemed sacred in a religious war. We have designed 5 boxed sets for each factions. If you are seeking to play the game, and not just collect the miniatures, it is recommended to buy all 5 boxed sets for one of the factions. The reward structure is setup so that backers can spend in $50 increments, since all boxed sets have been designed to retail for $50 each. Below are the specifications for each boxed set, across the 2 starter factions:
The last of my MLK weekend binge.
Mega Miniatures made some great set-dressing minis, including a donkey-drawn two-wheeled cart. I painted the cart and donkey long ago, but the driver and his pile of ph4t l3wtz is a separate piece which I never really needed. With my upcoming Eberron campaign, I plan to encourage the players to take henchmen and hirelings, so this cart-of-ill-gotten-gains is likely to make an appearance.
For some reason, in the last campaign all the hired crew for the party's airship was named "Diego." So it's likely that even if I introduce him as Bill or Billy or Mack or Buddy, the players will start referring to him as Diego, too. I might as well get used to it.
Anyway, I need to take photos of the cart, since I apparently never posted it here, but it's still in a box from the move. So for now, here's just the driver, sitting on his booty.
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