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Necromunda - The Brotherhood of the Argent Spiral resurfaces!

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In the wake of all the World Eaters semi-monochomatic armor, I felt the need to break out some different colors. Right around the same time GW released the most recent wave of Genestealer Cult models which are all amazing - Though I have no intention of doing a full-on 40k army of 'em, I had to paint 'em, and what better way to justify a bunch of character models than by working them into a new Genestealer Cult gang for Necromunda?


Following Adepticon I'm planning on running a Necromunda campaign for a group of friends, and have been working up a number of miscellaneous bad guys, critters, monsters and mutants for use in special scenarios, and one of the 'storylines' I have planned is a cult uprising which the various players can attempt to stop (or align with, depending on how things play out). Should be fun!


Definitely went a little more colorful on these guys than recent projects, and varied somewhat from my usual 'three colors' idea. Blue and yellow always set off nicely against each other, while the red and white offer up a separate contrast (and the red sets off against the blue and yellow as well). Most of the red cloaks/coats will be getting a spiral motif (hence the cult name) in white/silver, which whould hopefully look pretty neat!

Still a ways to go, but they're well on the path!

Heresy Era World Eaters - Simply Dread-full

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With just a few short weeks remaining until Adepticon, I was getting rather antsy about the fact that the trio of dreadnoughts I'd ordered back in January had yet to arrive. They'd been stuck in customs hell for nearly two weeks but were finally deemed not to be a threat to national security and the box arrived looking as though it had spent some time on a 40k battlefield!


With some trepidation I opened the box and was relieved to find everything present and accounted for, with no obvious breakages. Bubble wrap to the rescue!


While I'd ordered up a fair few dreads (some for a few hobby buddies, some for prize support at Adepticon and some for myself) I only pulled and washed the trio immediately needed for the project. The updated kit is tremendous, several new tweaks to the main body and a set of heavy weapons matching the old school look were all much appreciated!


Once they were washed and dried, I got cracking getting 'em built - Went through and magnetized the right arms on all of them to allow for the full gamut of weapon options including a lascannon, missile launcher and conversion beamer! Can't wait to get some paint on 'em, though it's gonna be a challenge getting them primed as it's been well below freezing for the last several weeks here. Oof!


In other news I got cracking on a display board for the force, taking advantage of the sale Secret Weapon Miniatures has been running on their tablescape tiles. While I love the look, I am not convinced that the board is structurally sound enough to use as a carry board between tables, and am looking to mount the board on some MDF for added stability. We'll see how it goes!

Heresy Era World Eaters - Dreadnoughts complete!

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Huzzah! The last of the models for the Adepticon army are complete and ready to rampage across the battlefields! ...Or more likely be blown to smithereens in turn one, as is often the case with newly-painted models.


Ended up doing two of the dreads in white with blue trim, and one in the reversed scheme of the Warhounds, the earlier name of the legion prior to them reuniting with their primarch. Added in a little warhound symbol on his right breastplate as a nod to the earlier allegiance.


The right arms are magnetized to allow swaps between dual powerfists and the lascannon arrays. Really pleased with how they've turned out and can't wait to get 'em on the tables in just a few short weeks. Looking forward to Adepticon!

Heresy Era World Eaters - Ready for Adepticon!

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Coming in just under the wire, Kharn and the 8th Company are ready to deploy to the battlefields of the Schaumburg Sector!


Packed the army up and schlepped it over to the local GW shop for a family photo, and am quite happy with how the force turned out. Pretty infantry heavy, but you can't lop off limbs and take skulls without a whole mess of dudes toting chainaxes, now can you?


In other news, I've been beavering away on a display/carry board for the event. In years past I've been dinged on painting scores because I didn't have a display board, so it was time to recify the situation! I'd picked up a set of terrain tiles from Secret Weapon Miniatures but found that, while they looked cool, on their own they just weren't structurally sound enough to carry the models from place to place (they're very much just table-toppers). Got a buddy of mine who's got the woodworking tools and talents to build me a little hinged frame setup for 'em, and it's going to work a treat!


Ended up adding a little of my own ham-fisted woodworking to create a brace to lock it in an open position with a couple dowel rods and a strip of wood, as I was worried a little bit about it accidentally folding up while moving it about. It's solid as a rock with that addition, and I'm really quite pleased with the end result! I'm scheming on trying to add a little three-dimensionality to it with some magnetized buildings, but I'm not sure I'll be able to pull it off in time for the show. If not, it'll have to do as is - We'll see how it goes!

Necromunda - Ambots painted!

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Just a quick hit today - After the flurry of World Eaters and Genestealer Cult, it was time to do something small and colorful. Ambots it is!


As soon as I saw the reveal for these I knew I had to get my mitts on 'em, and I'm glad to say the kit did not disappoint! They are chock full of cool little details and were an absolute blast to paint up.


Decided to do a reversed paint scheme on the pair, one in yellow/red and one in red/yellow. Pretty jazzed with how they turned out, and am quite looking forward to doing another pair. Two is good, that means four is better, right?


Necromunda - Count DeMonet's Guilder Caravan and Traveling Show ready for Adepticon!

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Last finishing touches complete for the Adepticon trip! I gave the event packet a closer read-through and realized my assumptions were a little off for the Necromunda event, and as such I had some extra credits to spend on building out Count DeMonet's Guilder Caravan and Traveling Show. Figured I ought to snap a few pics before they got packed away in the case...


The whole crew ready to made a trip to the Underhive! Really jazzed with how they turned out - While they may not be super effective, they definitely have a ton of character! Played a few more games locally with them to get a better handle on the rules and work out any kinks in the crew list that needed addressing before the event.


Dug up the prior incarnation's cargo skiff/flying carpet and rebased it to act as a gang relic/objective marker should the scenario call for it. Count DeMonet had a few equipment tweaks and now carries a hot-hot laspistol and a stiletto sword cunningly disguised within his walking cane!


Of the two champions, Dr. Whirlygig was pretty much spot-on and has been a stand-out in every scenario he's taken part in. Some combat drugs coupled with the Count's Overseer skill and he's a cavalcade of pain! I did have to build and speed paint a replacement Mr. Hand, as his previous incarnation was carrying way too much superfluous weaponry. The addition of the Mono-sight and a clip harness should keep him well out of harm's way while still blasting opponents with wild abandon.


The husband and wife team of Harry the Hump and Minka the Ninker don't get much glory on the table but they consistently survive the encounters and keep the pressure on their opponents while the more flashy members of the team do the dirty work.


Two new gunslingers were added to the roster each bringing some short ranged but powerful weapons. Biceps McSixpack is a danger to himself and others with his plasma pistol, while Frellin' Tom's hand flamer packs a big template in a small pistol!


Another addition to the crew is the Squat adventurer Stump Chunkman, whose bolter always seems to run out of ammo on the very first pull of the trigger. Luckily he's no slouch with a mallet! The ratskin scout Eats Bad Fungus is a perennial favorite, sneaking up along the sides before blasting away with his shotgun or stealthily skewering sentries as the situation calls for.


Last but not least is Brother Hameln and his bomb rats. Not once has his furry little ordnance managed to do anything but be comic relief, however I just can't help but take him in the list!

Really looking forward to the event at Adepticon, and can't wait to see what other wild and wonderful crews will be taking part!

Heresy Era World Eaters - The Angriest of Rons

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I managed to survive Adepticon and had an absolute blast! Tons of work piled up while I was away however and I haven't had time to upload all the thoughts and pictures from the event. That doesn't mean I haven't gotten any hobby time in though! One of the things I'd picked up in the dealer room while out in Chicago was the primarch of the World Eaters, Angron! I couldn't wait to get stuck in with him, and I had a blast painting him up!









 
 
 In looking at the pictures one always finds things to improve. At this blown-up scale the freehand work is pretty ropy, I'm thinking I need to go back over them with some weathering to cover some of the more egregious sloppy bits and give them a bit more hammered and beaten look, but overall I'm quite pleased with how this mentalist turned out!

Hoping to get a post-adepticon pic dump up soon, turns out I took over 200 pictures so it's taking a bit to go through 'em!

A belated Adepticon Overview

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Real Life(tm) has been rather hectic of late, and I'm just getting around to posting up the pics and thoughts from Adepticon. Took a while to go through the 200+ pictures I took and discard the 100+ that were blurry junk (I really need to bring a monopod to the shows). In any case, brace yourself for pictures - I'll be putting up some of the better ones here, the link to the full gallery is below!

Day 1 - Horus Heresy, Zone Mortalis games!


Sadly, I was so excited to be playing and had such a good time that I neglected to even take any pictures of the first two ZM games I played on Thursday. Suffice it to say they were rather epic! The third game however I remembered to snap some pics as the World Eaters rampaged their way through a bunch of really awesome Squats!


The guys that put on the Heresy campaign events at Adepticon and Nova are absolutely top notch, and always provide some awesome swag. This year was a set of custom dice with the various armor marks as the facings. So cool!


I was honored to be awarded best painted in the ZM event and was blown away by the super cool medal!

Day 2 - Great Crusade Era, Purge the Xenos!


The first of two games in the Great Crusade era setting saw the World Eaters facing off against the Ork hordes. As the greenskins raced across the table to get into combat, the legion dreadclaws began falling from the skies.


Utter carnage ensued, with sweeping casualties across both sides of the table. When the dust cleared the Orks held the field, but only just...


The second game was against the forces of the perfidious Eldar, and the World Eaters felt supremely confident that they would annihilate the pointy-eared gits.


However, perfidy in fact ensued and the Eldar first strike was murderous to the point of absurdity with the World Eaters being washed off the table in a hail of star- and d-cannon fire. Holy cow are 7th ed. Eldar nasty! Was a great game nonetheless, and simply cemented the Eldar as a hated foe for the Legions!

Day 3 - Necromunda!


On Saturday I was rather excited to participate in a Necromunda event that I was initially a bit apprehensive about (it being listed as a 'tournament', not my usual cup of tea), but all fears were assuaged once I met the players and the organizer ran through the rules of the day. Each table had its own special scenario, all of which were rather entertaining. The first game had some spooky events happening and the gangers had to pass cool checks to avoid panicking.


The second game was set in the ash wastes where the Guilders were ambushed by a group of Orlocks. It went poorly for the forces of Count DeMonet, but thematically he used them to save his own corpulent hide as he made his escape!


The third game took place in a railyard with a group of Goliaths looking to raid the caravan, but Mr. Hand's terrifying marksmanship and Brother Hameln's fuzzy army of bomb rats held the slabheads at bay long enough for Count DeMonet to sleaze his way to another day.


I was quite honored to be presented a second best painted award for Count DeMonet's Guilder Caravan and Traveling Show, and am definitely planning on incorporating aspects of the tournament to the upcoming Necromunda campaign I'll be running locally!

There are dozens and dozens of further pictures from the event HERE including a bunch of shots from the armies on parade area which were spectacular this year!All in all it was a fantastic trip, especially knowing I'm not going to be able to attend NOVA this year due to a scheduling conflict. Boo!

Necromunda - Downhive Dispatch #1

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Over the last month or so I've been beavering away at setting up a Necromunda campaign for a group of local gamers and it came to fruition in the first session of "Down and Out in Dust Falls". Ended up having 7 attendees and for the most part it went smoothly and everyone had a good time! I figured I'd do a little overview via the...

Downhive Dispatch - Vol. I, Issue I

Violence Erupts in Dust Falls!


The fragile peace between the great houses was shattered recently, as simmering tensions finally came to a head. Gangs representing five of the six houses were reported to be engaging in open warfare in the environs around the Abyss, with the notable exception of the scions of House Delaque. Sources suggest that while the rest of the houses aggressions are overt, it is folly to assume the Delaques were not also scheming behind the scenes.


Early in the month The 2nd Shift Linemen of House Van Saar and the Muses of Boom of House Escher faced off in the industrial wastelands and the Van Saar subsequently lodged an OSHA violation complaint about the lack of hand railings following the unfortunate injuries suffered by several of their number falling from various bridges and ledges.


The Arc Welders Local 419 of House Orlock were ambushed by the Dead Dragons of House Goliath, though the stalwart Orlocks managed to fend them off handily.


The Steelhead Power Company of House Goliath skirmished with Meticulosa Nomen of House Cawdor in the tunnels beneath the main levels of the encampents, with brutal casualties on both sides.


Later in the cycle further clashes occurred, with the Steelhead Power Company emerging victorious over the Arc Welders Local 419 in the industrial zones.


The Muses of Boom and the 2nd Shift Linemen once again skirmished in the underways below a liquid nitrogen storage facility, an area fraught with danger but lucrative rewards, marking the beginning a long-term feud between the two Houses.


The Light of the Emperor's Benediction, a splinter sect of House Cawdor, ambushed their fellow house gang Meticulosa Nomen but didn't manage to pin down their erstwhile foes, and instead snatched defeat from the jaws of victory.


As the cycle drew to a close, the balance of power remained fairly stable with no one House gaining significant territory increases or losses. House Goliath and House Cawdor as a whole maintain a strong grip on the area due to the increased number of gangs operating on their behalf, but interniceine skirmishing prevented either House from capitalizing on the fact...

All in all it was a successful initial meetup and we're going to be changing a few things to help it flow even smoother for next month's session!

Necromunda - Pit Slaves and Bull Gorg

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Full speed ahead on Necromunda these days, and the next project on the painting desk recently were a mess of Pit Slaves intended for use in the THUNDERCUBE!!!, a special event that will be taking place in the next session of out Down and Out in Dust Falls campaign. Each gang will sponsor a gladiator, winning credits and reputation for their exploits in the arena. The intention is to run a bracket with the top two going into the final against the notoriously deadly pit champion, Bull Gorg!


First up, the full line-up! The fighters were all bodged together from various kits, notably the Bloodreavers for the bodies, mixed with various Ork, Genestealer Cult, Dark Eldar and Necromunda bits for the weapons and gear.


There are eight players in the campaign, each of whom has a specific pin color associated with them on the campaign map, which was replicated on the various fighters.


They're all armed reasonably similarly, with an autopistol and some sort of horrible rending/chopping/tearing weapon. Carnage ahoy!

  

Bull Gorg is one of my oldest remaining models, I'd built him for use in my original Necromunda campaigns back in the mid-90's. Made from an old metal fantasy ogre, a couple huge chainswords from the 54mm Inquisitor range and some odds and ends he is a beast of a model.

From a narrative standpoint, following the events of the THUNDERCUBE!!!, Bull Gorg will lead an uprising and will subsequently rampage around the map causing a ruckus until they either make it off the map or are stopped by the various player's gangs. Should be a good time!

Necromunda - PT Barnacle's Carnival of Chaos

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Continuing the trend of painting up antagonists to menace my players with in the Down in Out in Dust Falls campaign, time to raise the curtain on PT Barnacle's Carnival of Chaos! These are super old models that have been knocking around in the Closet of Doom for literally decades. Originally a gang from Mordheim, with the addition of a few ratty ranged weapons, they're ready to hit the underways and bring joy (and jaundice) to the inhabitants of Dust Falls...


One of several heralds of the ever-increasing power of Karloth Valois, the carnival will travel around the underhive, shedding plague zombies and disease in their wake until they are confronted and destroyed by the players.


PT Barnacle, Yorrick the Jester, and Hamlitt the Plaguebearer (with Yorrick's original head).


Buboe, Canker, Hangnail and Pustule, the four Helot Cultists of the gang.


Lump and Bump, the two Disciples, and Burble, Bubble, and Spit, the trio of Nurglings round out the group. I'm using the Chaos Cult rules for the group, with a few liberties taken here and there for narrative purposes.

Next up, a whole passel of plague zombies!

Necromunda - Downhive Dispatch #2

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Got the group of players together over the past weekend for another rumble in the underhive, prompting another release of the...

Downhive Dispatch Vol. 1, Issue #2

After a brief cease-fire, clashes between the houses once again erupted in the Dust Falls area!

  

After remaining hidden the previous session, the Delaque gang known as The Strangers made themselves known in a tunnel skirmish against the Escher gang the Militia of Eth Ridge. (Unfortunately, this being a learn-to-play game between the new Delaque player and myself, I sadly didn't get any pics of the other games being played during this round). The initial whiff of things to come appeared on the various tables in the form of a single plague zombie wandering about causing trouble. The players scoffed at their antics until it came time to try and put them down - In the house rules for the Plague Zombies, they ignore Pinning, Flesh Wounds and Serious Injury results from shooting attacks and are only removed with an Out of Action result (headshots). In hand to hand, they similarly ignore flesh wounds, but are removed on a Serious Injury or Out of Action result. In the end single zombies didn't prove to be much of a threat to the players, but they began to realize the danger larger groups might pose in future sessions!

 

Week four saw the Strangers in a Stand Off against the Arc Welder's Local 419 for the salvage rights to a Collapsed Dome, with the Orlocks taking the field and subsequently setting off a minor collapse when attempting to work the territory for riches.

 

A Border Dispute between the technologically savvy 2nd Shift Linemen and the less sophisticated but far more numerous Light of the Emperor's Benediction ended with the Van Saars securing the services of the Rogue Doc previously employed by the Cawdor. Rumors persist that threats of power outages were sufficient to convince the Doc to change loyalties. Further rumors suggest that the Van Saar gang subsequently sold off one of their juves to the religious fanatics. Whether this was a craven deal for credits or a long-term ploy to embed an informant into the scrofulous group remains to be seen.

 

The other Cawdor gang Meticulosa Nomen engaged in a Tunnel Skirmish with the Escher Cult of Woe, with the Emperor-botherers pulling off a win in the dank tunnels. No territory was exchanged in the scuffle, with both groups battered and bloodied afterwards. The corpse pits shepherded by the Cawdor were rapidly filling as several gangers and juves met their untimely end in this cycle!

 

Rumors abounded of a massive beast making its lair in one of the Old Ruins and several gangs banded together to hunt the creature. The 2nd Shift Linemen had noted several power outages where the creature appeared to be boring through solid metal and rock, severing cable runs and causing rolling blackouts. The two house Cawdor Gangs also arrived for the hunt, as their solemn duty to purge the underhive of the foul beast!

 

To the distress of the gangs involved, the disturbance also appeared to have stirred up more plague zombies, and four of the foul shamblers were spotted in the area. One of the Meticulosa Nomen's freshly-inducted juves was assaulted by one of the zombies, and in a show of fraternity, the crossbow-wielding member of the Light of the Emperor's Benediction selflessly fired a krak grenade into the melee to save their erstwhile ally. However, the shooter's aim was less true than their loyalty to the Emperor, and poor Novice Aleph the 2nd was blasted to giblets. Calls of duplicity and perfidy were shouted and the teamwork between the gangs began to break down...

 

As the groups nervously approached the fifth potential locations, there was a rumble of splintering stone and steel as the towering beast heaved itself up to street level. A massive Ambull roared its irritation at the disturbance and launched itself into the surrounding hunters, swatting several aside with sweeps of its massive claws!

 

The three gangs moved in, pumping round after round into the monstrosity, with it shrugging off the majority of the damage. Luckily, the Van Saar rad-phage weaponry managed to weaken the beast and after a running gunfight they finally managed to bring it crashing to the pavement. The records suggest the creature isn't native to Necromunda, so where had the Ambull come from? Was it mere coincidence that the zombie infestation also appeared to be further entrenched in the area? It remains to be seen - Stay tuned for the next issue!

All in all it was a very fun weekend, unfortunately we were down a couple players due to scheduling conflicts. We're all looking forward to the session next month, which is scheduled to be Carnivale! Numerous events pitting the gangs against one another in contests of skill, speed and acumen, plus the unveiling of the THUNDERCUBE!!! await the players - Gonna be a good time!


Necromunda - The Redeemer's Crusade

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Next up on deck is another batch of antagonists for the Dust Falls campaign, in the form of the Redeemer's Crusade!


The recent news of a Plague Zombie infestation has led the legendary incendiary himself, Klovis the Redeemer to the outskirts of Dust Falls, where he is gathering his forces in preparation to put the whole area to the torch for crimes against the Emperor. For not only are the Plague Zombies a menace that must be destroyed, anywhere so foul as to attract them in the first place will likely need a good purging!


The Redeemer and Malakev are always in the forefront of the action! These models have been gathering dust for years, it was really nice to bring them out of retirement, clean them up and bring them up to date! Similarly, the rest of the models below had been sitting in bags in the Closet of Doom for years. Originally the following models were all part of my buddy Dave's Redemptionists, and were all a bit worse for wear having been just sort of tumbled together in a ziploc bag. I broke them all off their old bases and gave 'em a dip in Simple Green to take them down to bare metal.


As these models were all used to great effect against me over the years, I knew right away that I wanted to recreate his paint scheme as an homage to absent companions. His leader with a meltagun was feared above all others back in the day. He also ran a variant of Arch-redemptor Kyrinov in special scenarios. 


You can't go wrong with a couple death cultists! In the new version of the game the group is using the Cawdor gang rules for now - I'm running them as the two champions of the gang, armed with stiletto knives/swords and throwing knives, and Dodge.


A couple of the more fervent followers, bearing holy icons (that in-game have no particular effect).


A trio of close combat lunatics, these three used to rove in a pack and gang up on anyone unfortunate enough to be cornered by them.


The last three models provide a bit of mid-tier shooting, with a pair of shotguns and an autogun. I realized at the end that there's a woeful lack of flame weaponry here, just the single exterminator pack and the Redeemer's holy eviscerator. I'll have to trawl the web for a couple additional models to address that concern!

All in all a fun project modernizing an old group of models, albeit a somewhat bittersweet one. It was good to reminisce about old times with Dave while I was trying to recreate his paint scheme on his old gang, and it feels like a good way to honor his memory. Miss ya, buddy.


On a lighter note, you can't have a post about the Klovis without humming along to the Battle Hymn of the Redeemer!

Necromunda - House Cawdor Ambot

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The Necromunda goodness continues! One of the House Cawdor players in the campaign had made a tidy pile of credits and was looking for something to spend it on. Enter the consecrated Ambot, guaranteed 99.9% holy!

  

Didn't want to just paint it up in the gang colors and call it good, so a bit of kitbashing was required! Added in a few candles, nooses, rats and whatnot as per the House Cawdor aesthetic, and swapped out the fist meltas with some of the polearm combi-weapons. For the purposes of gameplay they behave as normal meltas, though to keep things simple.

 

All in all I was pretty happy with how it turned out, it's hard to go wrong with a blue and yellow paint scheme which sets off nicely against the earlier two. It's also a decent brute to add to the force as the other Cawdor player is planning on building a Stig-Shambler - We'll have to do s beast-on-bot combat between the two gangs at some point!

Necromunda - Ash Wastes Nomads

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With the initial Necromunda campaign well underway, I've been giving some further thought to the next one. Where the Dust Falls campaign is set about halfway up the hive, not too far below The Wall, the upcoming one will be set all the way down at ground level, at the Sump and near one of the outer walls. As part of the setting I'm intending to include a bit of territory outside the hive representing a portion of the exterior ash wastes, and that gave me an excuse to build some Ash Waste Nomads!


I had picked up a number of tallarn-esque torsos from Reptilian Overlords ( https://www.reptilian-overlords.com/ ) and was super pleased with the quality of the bits. I knew that I wanted to mix them with the Genestealer Cult bits mostly because motorbikes, and was really pleased with how well they went together with just a little greenstuff here and there to fill some gaps and de-cult-ify the models a touch.

 

One of the things I loved about the old Necromunda tules were all of the add-ons folks had done in the various magazines, including rules for vehicles in the Ash Wastes. As I was using the Jackals to make bikes, it only made sense to carry on and put together a Ridgerunner. Bodged a harpoon from the Orlock gang set which I think helps sell the aesthetic!

 

Figured since I was doing a Ridgerunner it only made sense to include a Goliath as well. Just a basic crew swap on this one, the cannon and gunner are separate to facilitate painting, and to allow it to be used as a more generic vehicle in scenarios as well.

 

And then of course things got weird. Got a bit of a wild hair to do some further vehicles and looking over the rules got me thinking it would be fun to do examples from all the various motive types (bike, wheeled, walker, tracked, skimmer and crawler), so next up is what I'm dubbing a Formicidae Ashwalker, a six-legged flatbed hauler. Using bits from an old Robogear Spider, a Sentinel, and some other miscellaneous bits from the vehicle bitsboxes, I'm quite pleased with how it turned out!


I'm still debating what color scheme to go with for the Nomads, whether to do them up in drab greys, tans, and browns so they blend in with the dunes, or in bright hazard orange and yellow, to reflect them wanting to be high-viz for rescue in case of storms, ash-slides and whatnot. In the meantime I got stuck in painting the cargo piles - I tried my hand at making some tarps to partially cover the loot using some kleenex dipped in a mix of PVA glue and water, then sort of laid over and mooshed into place to dry. I have to say I'm quite happy with the result, and will definitely be doing more of them in the future!

All in all a fun start to a new project! As with most of the Necromunda stuff they're small self-contained groups, though this one is looking to be a little bigger than the usual 10-15 models a gang includes. In the future I'm going to build out further generic vehicles for various gangs to use in some of the scenarios bubbling away in the back of my mind...

Necromunda - The Caller and the Rise of the Kuloq

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The Hive Spirits are restless! Planning out some of the narrative for the next Necromunda campaign and one of the main villains will be The Caller and his Ratskin Renegades! I actually never played or painted Ratskins in the old edition (it being the favored gang of a couple others in our group at the time), so it's been rather fun painting old models that I'd never owned nor painted before.


I'd picked up an assortment of Ratskins from ebay which ended up skewing pretty far into the Braves side of the spectrum, an issue that I'll need to remedy via a few more judicious purchases soon, but overall it's a decent start for the group. A leader, a shaman, 3 warriors (counting Eats Bad Fungus whom I forgot to detach from the guilder gang before photographing), 4 braves and good ol' Brakkar the Avenger, just for a little extra punch. I need three more warriors to field the half-and-half mix of basic Gangers and Juves/Champions/Leaders/etc. that the new system enforces (and to be honest I think is a good rule).


I figured I needed a proper villain for the campaign and The Caller will be leading a rag-tag mix of Ratskins and Scavvies! This was a model that never appeared in our 1st ed. days, so it was doubly exciting to get the change to build and paint it. As a sculpt it's a bit ropey comparatively speaking, but it certainly is evocative, and I really dig that they provide a mounted and dismounted model.

There's been some reference to Ratskins in the 2nd edition but no direct mention of them being a playable force as yet, however the rules are similar enough that I'll be working up some conversion rules for them that hopefully will prove reasonably balanced in the new system!

Necromunda - When is a Goliath truck not a Goliath truck?

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...When It only occurred to me after the fact that it would have been a better visual pun to have used a Goliath for my Goliaths! So, I went with one of the new Speed Freek models as a basis instead!


Fairly straightforward, a bit of a chop and greenstuffing on the driver to make one corpulent Goliath. It more or less works if only because most of the lower body is obscured and seated - The Goliath models are big, but not quiiiiite Ork sized, and the physiology difference meant I had to carve and sculpt a new neck. Added on a carved out chest plate and he more or less works! Will have to investigate some of the other Speed Freek kits to see if there's further opportunity for another Goliath vehicle!


Another pass of the water, pva glue and tissue paper to make a tarp to cover up the box o' squigs (that couldn't easily be otherwise removed), and a grenade launcher-toting heavy on the back to give it a little punch! After photographing it and looking over the pics, I figure I need to scrape down some of the more egregious orky iconography before priming it, but the spikes sort of fit the Goliath aesthetic. Overall I'm pretty happy with how it worked! The plan is to do a vehicle or two for each of the six house gangs (and a couple others) for use in the next Necromunda campaign...

Necromunda - From the depths of the Underhive...

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Between a mix of Real Life(tm), login issues with my webhosting company and general ineptitude I've once again let the blog lay fallow for far too long. That's not to say there hasn't been a ton of hobby progress, but I've not had much luck uploading pics to my web galleries of late. Luckily, that's now been resolved and a flood of new images are ready to be posted! Brace yourself for bandwidth!

 

First up, as a follow on from the last post (back in June? Really? Yeesh.) are the completed pics of the Goliath truck and some reinforcements for the muscle-bound galoots.


Really digging the FW weapon upgrade kits, most of the Newcromunda models don't lend themselves well to easy kitbashing as most of the arms have bespoke connection points meaning unless you're a fair hand with a sculpting tool you are gonna have a rough time. The FW kits go a long way to providing all the alternate options not available on the plastic sprues!

 

Along with the Goliath truck, I figured the insectile walkers would be ideal for the Van Saar gang and as such they got the same hazard yellow scheme as the associated gangers. Hard to go wrong with Caterpillar/JCB yellow on working vehicles!

 

These walkers were designed to carry the loot piles made a while back, and I'm really happy with how the green/blue/red of the cargo adds to the overall look of the vehilces!

 

If one is good, two is better, right? The intent is to do two or three vehicles for each gang to allow for some vehicle based scenarios in the upcoming campaign.

Speaking of, the Down and Out in Dust Falls campaign wrapped up this past weekend, and I realize I haven't uploaded the pics from the previous session either. Got a ton of game pics inbound for the next post!


Necromunda - The Council of Crows, Tzeentch Chaos Cult built!

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I'm still going through the literal hundreds of pictures from the last couple Down and Out in Dust Falls sessions, hope to get them uploaded this weekend. That said, I've also been beavering away on a new gang for the upcoming Sump City Showdown campaign - A chaos cult, the Council of Crows!


As soon as I saw the Corvus Cabal for Warcry, I knew that I had to have 'em and turn them into a Necromunda gang - There was no choice, really! I'd pulled out a mess of Escher bits which seemed to be ideal as they also have a bit of a feathers and birds motif going on. Turns out they worked well together!

 

Started off by turning the winged guy into a Demagogue with a flamer. In game I'm going to be angling for a grapnel launcher and a drop rig to allow him to 'fly', and added in a couple champions with a double handed axe/hand flamer and a heavy stubber, respectively.

 

A trio of cultists with laspistols and axes, keeps them cheap and cheerful - Close combat is a little rough in Necromunda, so it's worthwhile to have a bunch of guys kitted out that way so hopefully at least one or two of 'em will make it into contact.

 

A couple guys with autopistols and one with a shotgun round out the initial nine members of the crew (as befitting a Tzeentch-themed cult). Overall these are mostly just simple weapon swaps as far as conversions go, though now that I understand how the Corvus Cabal models go together, I'm planning on doing some further conversions to create some guys with lasguns, autoguns and the like. Should be fun!

Really looking forward to getting some paint on these guys!


Necromunda - Council of Crows complete!

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Praise be unto the changer of the ways, the Council of Crows are ready for the upcoming Sump City Showdown campaign!


First off, gotta have the family photo! I ended up picking up a second box of the Corvus Cabal to make a few more gangers - While the predominantly pistol-and-axe guys looked great, a gang just needs a few members toting las- and autoguns! Also a couple special characters were added...


Leading the flock is Lord Macrorynchos, armed with his trusty flamer. I'm sure that at no time will he accidentally catch his wings on fire and plummet to his death...


Next in the hierarchy of the cult are two champions and a witch. Cadfan the Hidden Claw infiltrates onto the battlefield, carrying his trusty heavy stubber with him. Engelram is a pyromaniac like his lord, bearing a hand flamer and toting the cult icon. The cult's witch is known as The Korbinian and even among the deranged cultists he's seen as a bit of an odd duck. Well, raven.


The bulk of the cult is comprised of Helot Cultists, with Fichra, Velasco, Beltran, Korbl, and Merla acting as the firing line armed with a selection of rifles.


Hraban, Ravenna, Bertok, Hrokr, and Hrafn are all armed with various close combat weapons and refer to themselves the cult's Claws.


Magnon the Large provides some much-needed muscle to the cult, and also has possibly the worst pun name of any of my gangs to date. With all of the others being some raven or blackbird derivative name, I needed a real groaner. You see he's a Crow, Magnon.

...I'll see myself out.
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