War in a meat grinder, and here is the meat. The future is a dark place, and far from the utopia often dreamt by intellectuals and free thinkers. Humanity took bold ambition to the stars, but stowed away in their hearts was the 'human condition', waiting to re-emerge.
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Advancing through clouds of poisonous gas, these soldiers sweep all life before them. The chemical and biological weapons they use burn the skin and lungs, leaving their victims coughing up blood and clawing out their own eyes! Most of their work is simple 'clean up', shooting those dying on the ground, and is seen by them as an act of mercy (In fact their colloquial name is the 'mercy corps.').
Necrogen Arbiter Range. .
Example Background: Necrogen (Necrosis-Regeneration) Pharmaceutical, head-quartered on the banks of the river Nox, is the major power in the western Federation. The government a mere shadow puppet to their corporate masters. The President of the Federation is also the Chairman of the board on Necrogen, and honorary title for CEOs who retire.
The Arbiters are part of Necrogen's insurance subsidiary, and settle medical claims, but also deal with security. Necrogen uses a lot of AI automated defences that utilize biological and chemical agents. Most are designed to disable and disperse protesters and rights activists, though border security uses lethal pathogens. The AI is temperamental and prone to aggressive defence. Many 'accidents' have resulted in substantial loss of life.
Invading forces are quickly repelled, as the agents can eat into suits to allow other vectors to infect the host. Most of the eastern hinterland of the river Nox is barren wasteland.
Dressed in sanctioned Hazmat suits, the Arbiters clean up all incidents, and triage those with cover, and provide mercy services for those without. They excel in bio/ chem warfare.
Arbiters are organised into Platoons of 4 squads, with each squad made up of 8 Arbiters divided into 2 fire-teams (of 4 men each). Command is centralised, so there are no 'officers' on the ground.
Parts: 3 per soldier (1 head, 1 body, 1 gun (with hands) on each sprue)
Variants: 4 body types with matching gun, all heads are the same.
Random sprues: Necrogen Arbiters are picked at random. We'll try to even out the mix, but you may end up with more of one than the other.
Base: 25mm round plastic base (per soldier)
Feedback: TFM Forum
The powerful armies of Eastern Empire, led by Tsar Ivan, outnumber all the other armies combined. Sheer mass of numbers with basic, hardy, weapons overwhelm their enemies as they conquer surrounding lands for their resources.
This was thought to be a weakness and officers were often targeted by enemies, only to see another soldier pick is up and assume command. If you finish the battle with the sword in your hand, you keep possession of it, and remain in command. It's the quickest way to become 'noble'. If a Greatcoat surrenders they symbolically snap the blade of their sword, effectively renouncing their nobility and rights of leadership. However this is unlikely, as any leader who suggests surrender is usually killed (beaten with rifle butts) and their sword taken...
Imperial Greatcoats Range. .
Background: Wearing their distinctive 'bear skins' (tall hats covered in bear fur) and Imperial eagles on their chest, they are easy to identify. Unlike other armies which try to conceal their command, the Greatcoat officers carry a sword blessed by the Iron Tsar himself. He who wields the sword commands all bound to the sword. The bound units are inscribed into the sword's blade.
Greatcoats are organised into Platoons lead by a Lieutenant. Each platoon is made up of 4 squads, with each squad consisting of 10 Greatcoats divided into two 5 man fire-teams.
Variants: 4 body types, 3 head variants.
Parts: 5 (1 head, 1 body, 2 arms, and 1 gun per figure)
Base: 25mm round plastic base
Alpha fire-team (4 random Greatcoats and Greatcoat Sergeant)
Beta fire-team (5 random Greatcoats)
Random mix: we'll try to even out the mix, but you may end up with more of one than the other.
Feedback: TFM Forum
A joint expeditionary force of the Southern Federation, providing security to colonists resettling the wastelands. The bleak, fractured, landscape is roasted during the midday sun, and plunges to freezing temperatures at night. The surface is a rad-zone, and most colony work is underground, digging tunnels and setting up environmental systems. The terrain is difficult, but it does have some military benefit. The harsh rocky terrain resists missiles and artillery bombardments, and the deep crevasses and broken saw tooth formations make land vehicles all but impossible to use.
Colonial Troops Range. . . .
The dead raise. The gas weapons used by the Necrogen include potent virus weapons that can reanimate the dead. This gives rise to 'zombies' within the Greatcoat and Colonial Troops ranks. Zombies are frenzied killing machines devoid off fear or conscience, and relentless in sating their hunger for brains. Necrogen see this as an excellent tactic to break the morale of their enemies, and save the lives of their own men.
Zombies. . . . .
The northern most peoples live great cities hewn from the living ice. These experts in Arctic warfare raid the warmer south-lands for goods and resources. They are all mounted as the snow is deep, and they move fast.
Thermal energy is all important to survive in the barren snow-scape, great spikes burrow deep into the planet, drawing up power to the great cities of ice.
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