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Book Review: A World of Dioramas (Per Olav Lund)

I’m in the middle of a couple of different projects at the moment and I thought it’d be nice to post something a little different, so here’s a book review.

In truth, this isn’t very topical as the book came out in about 2014. However, as we cater mostly to the Games Workshop community rather than the scale modelling community, I thought It’d be a nice opportunity to introduce the book to a wider audience.

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I have taken a couple of photos from the book for the purposes of illustration, both the Amazon and Canfora website fail to show any of the interior of the book, which is a shame as there’s so much more than just the cover. There is probably a good way to take photos of books - I have yet to find it, so bear with some of the photography.

I picked this book up at Salute a couple of years ago and here’s what I think of it.

Per Olav Lund is a Norwegian scale model maker who specialises in dioramas. like many, he takes significant inspiration from World War 2, but he also takes time to do post-war pieces as well in a style unrelated to conflict.

Firstly, Lund’s model making is exquisite, the scenes are beautifully detailed, beautifully painted and coloured just right to convey that cold, diffuse light that you get in Northern Europe. The first part of the book includes a short introduction to himself, before he starts talking about some of the techniques he used when making the diorama that forms the front cover of his book.

Rather than focus on the step by step construction of how he went through the building of the scene, he highlights certain bits that he finds interesting and explains how he does just those bits. These can include smashed windows, textured concrete (a bugbear of mine), woodwork, and later, brickwork, rust and violent seas.

What stands out for me is how he manages to convey different textures and the sense of age so well with his model making, and I think this is truest in this first, very domestic scene.

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Drama is not absent in his work, a later scene shows the struggle of a crew who are escaping from a beautifully painted wood framed monoplane that has ditched into the North sea. Again, he goes through some of the constructional detail of how he assembled and painted the piece, but leaves the donkey work for the reader to figure out.

I’ll include a few more scenes from the book, one is a somewhat ambiguous ‘peace in war’ scene and the other is a post war diorama depicting a quiet scene of suburban life.

There is more, particularly for the military modelers, but I’ve excluded these in favour of the peace time scenes that seem rarer and somehow more special for it.

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To sum up.

The dioramas in this book are (more or less) beautiful and you’ll find yourself coming back to the same pages again and again, just to look for more detail or to try to work out how something was done.

In that respect, the book is inspirational and it’s a lovely thing to come look through at the end of a day of hard hobbying. It's also nice that Lund uses paints, equipment and materials from all sorts of different suppliers, and isn’t tied into one brand, meaning that you get a better idea of what's out there.

However, it isn’t a recipe book, it does assume a certain level of skill or technique is in place already and aims to show what you can do over and above the basics.

So, would I recommend this book?

Yes, I think its excellent and it’s currently on Amazon for the not very princely sum of £16.

Amazon Link

ISBN: 978-91-976773-9-4

House Orlock: Blood & Chrome!

From the depths of the Sejanus underhive come the first of many Necromunda gangs. I won the painting race! [editors note, this surprises no-one]. I love all of the Necromunda gang designs, choosing one was a hell of a task. But there is something about the Orlocks, their down to earth approach, the biker gang stylings, the low-tech weapons. Thus my first gang just had to be the House of Iron:


The backstory for this band of ne'er-do-wells is that they are a legit Sons of Anarchy style biker gang holding territory for protection and doing some light gun-running and convoy-raiding on the side. Their legitimate front is the "Blood & Chrome Social Club" a dive bar attached to a mechanic's (see? Very Sons) from which the gang takes its name and launders the proceeds of its illegal activities. The Blood & Chrome relates to the bonds of blood "we're all family" and the chrome of the bikes. Those blood red loincloths are the mark by which the initiated members of the gang are marked. New members, juves and pledges wear undyed loincloths until they've proven themselves.


Heinrick "Steelfist" Eisen leads the Blood & Chrome. He might seem young compared to some of the others but by gods has he proven himself. During a raid on a caravan he had his arm torn off at the shoulder by a harpoon launcher accident. Not only did he continue the fight - cauterising his wound on the hot engine manifold of the truck they were attacking - but he also demanded the installation of a servitor prosthetic rather than waiting for a graft or a more sophisticated prosthetic. Better to accept crude than to sit out the gang war going on. This understandably drew the attention of the rest of the gang and when the former leader "Uncle" Harry Haearn died the election went to Eisen unanamously.

Eisen was the last miniature I painted for the gang. I wanted to get the look of the gang sortedbefore I embarked on it's "face". He's dressed in the black leather cut of the Blood & Chrome and the only red garment in the gang. I wanted him to be maximum "blood" in his colour scheme. The servo arm is clearly the star of his show. Chipped and scarred paintwork with the very Necromunda hazard stripes all over it and a lot of brown ink for an oily vibe. 


Our first champion is Janis Dzelzs. Janis is the Blood & Chrome's harpooner, on convoy raids he rides the pickup and is the one that spears the target truck and thus provides a stable platform for juves to scramble ontoit. He is a big bear of a man with a genial vibe that pairs well with hanging around the the new guys. Recently he got pinched by the Magistratum and had to be rescued from the chain gangs. He's not got around to getting new trousers yet.

Dear lord I love that harpoon launcher. Just look at it, there's a worm gear to slow down and torque up the winding engine, there's a chain drive winding the drum. The line is properly stowed on the conical clean release. It's gorgeous. The whole trousers thing was a total whim, I just fancied doing some bright pants and then thought of throwing some Orange is the New Black vibes in the gang for that criminal cred. 


The second champion is Garrick "Grizzly" Yster. "Grizzly" is the sturdy, right arm to Heinrick. Blazing shells from his twin pistols, Yster has a reputation for gleeful, intense violence.He makes an effective sergeant at arms and shows no signs of wanting to lead himself. Yet.

Garrick needed some details to lift him from the rest of the gang. I wanted him to be a champion to end up with the ability to shoot both dem gunz. So cue a Punisher-style skull on his shirt and some head tattoos to mark him out as a cut above. Love the facial hair on "Grizzly".


Ganger Fridrik Zeljezo, part of the autogun fire-support team and wearer of fine lumberjack shirts. The gangers aren't getting a huge amount of backstory. Their stories will be told on the field.

Zeljezo was the first model I painted for the Blood & Chrome so was the test bed for the scheme. I liked the idea of unifying the gang only by the black "cut"with the "B&C" mark on the back and their red loincloths. The rest of the model could then be as individual as I liked thus creating a lot of character and variation and looking as far from soldiers as I can get. Some gangs reward uniformity, Van Saar for instance, Orlocks look best - in my opinion - when they are a bit less uniform. 


Second in the autogun parade is Simon "8-ball" Planchar. Clearly nicknamed for his baldness, only blooded gang members can get away with calling him it.

8-Ballwas a conscious choice to get some skin tone variety into the Blood & Chrome. The sculpting seemed to be a little less Caucasian so I could get away with changing it up. I'll do a skin tones post one day but my range runs from Burnt Umber, up through Beige Brown, into the GW flesh tones. From these, with different wash options, near enoughany skin colour can be achieved. 


First in the "up-close-and-personal" brigade is Patrik Iarann with his combat shotgun. Patrik is more of a raver than most of the B&C who tend to be a metal crowd.

I have no idea why I went for the blue hair, it just seemed to fit! It's tough to see on the shirt but there is a subtle black check on the green.


Backing up Patrik is Hektor Sidero. Much like Patrik, Hektor revels in the close-range, fast twitch environment that shotguns excel in.

Hektor was an unexpected addition to the racial profile of the gang. While I was working on him I noticed that the sculpting could work as more of a Latino flavour. For this we start at Beige Brown and work up into the Caucasian flesh tones. 


Then we come to "Grizzly" Yster's support crew, starting with "Dapper" Pierre LeFer. Something of a dandy, Pierre comes in for gentle ribbing from the rest of the gang. Anyone outside the gang will find themselves looking at the business end of his knife if they try it.

Pierre is another one that I wasn't sure what happened to my brain while painting him. Anyone with that facial hair needed to be a dandy. I went for a pale toned top on him that needed... something. Before I knew it he was wearing a Nordic-style jumper. It shouldn't work, it really shouldn't, but it does...


And finally, also in the "stab 'em and scarper" squad is Aleksi Yerkat. Yerkat does any casing of targets the gang needs. Thus he prefers to go masked when in Colours. Means he's less likely to be recognised.

Aleksi is one of the few that you can get a clear view of one of the other gang recognition signals in the painting. The black jacket and blood red loincloth for sure, but I wanted a chrome element too. That came in with the skull belt buckles they all have. So very polished silver coming up!

Handily, the Necomunda plastics come with rather lovely bases that make it fairly straightforward to get them finished off. In this case just stippled layers of rust colours over black-washed metal, the obligatory hazard stripes and a couple of layers of very very thinned down baneblade brown for dust and dirt.

Obviously this is not all the gang will be, but it's all I could afford in the initial gang creds. You'll notice no juves yet, not sure if that's a mistake or not but we shall see! Looking forward to everyone being ready to launch into the campaign. Now it's on to paint some scenery for it!

TTFN.

Custom summary sheets for Kill Team

After a few games of Kill Team, I decided that life would be a lot quicker and easier if I had all the information I needed for my team on one piece of paper. All their weapons, stat lines, specialisms, tactics, faction special rules, everything.

Turns out it's very doable.

In today's post, I'm going to share the template document along with my own custom sheets for you to download and alter to suit your team. It's relatively basic - just a Word document - but hopefully it'll be of some use. It's certainly sped up my playing speed, as I haven't played this game enough to just remember everything. I'll also include pictures of my three Kill Teams, with a brief overview of their background.

Before I dive in, I must give thanks to Jeff. Whilst we were preparing to run a Kill Team campaign (sadly put off due to scheduling conflicts) he made a Word document formatted to replicate 6 of the generic team member cards you get in the game. It was this original template that I adapted to make my summary sheets.

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Limitations
The only major downside with these summary sheets is of course that if you're playing a campaign and are expanding your command roster, it's a lot more rigid compared to having an individual cards for each fighter.

First Team: Squad Elias


This blog serves as a testament to my enthusiasm for the Deathwatch, given the number of articles I've written about them. They're also the classic kill team (beyond perhaps some grizzled Imperial Guard veterans) so obviously I had to use them in this game, particularly given how long I spent painting them.

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Background
Each of the members of this team have their own stories, but the leader, Elias, has been a longstanding character of mine for... ye gods... well over a decade. This is arguably way more backstory than is suitable for this post, so skip this italicised section if you're not into that sort of thing.

During the Iriax Insurrection, the citizens of the Templars Viridian homeworld rose up against their overly-strict masters and – with the help of some Black Legionnaires only too keen to assist – kicked the Templars off their own homeworld. It was one of the most humiliating defeats in the Imperium’s history, and left the chapter at barely a third of its original strength. During the retreat from Iriax, Brother-Sergeant Elias of the 2nd company was accosted by a marine of the 1st, who told him that the Chapter Banner had just been taken by the enemy not half a kilometre away, and that an immediate assault might reclaim it.

Having to choose between saving the lives of his men or launching a suicidal assault into the midst of the enemy, Elias chose the former. The Chapter’s survival, he said, counted for more than the Chapter’s honour.

After the evacuation, Elias was summoned to Chapter Master Gaius Octavian’s hall on the chapter’s flagship and told, in no uncertain terms, that he could either go and retrieve the banner, or face exile. Elias tried to reassert his reasoning, of the importance of preserving what little geneseed was left, but Octavian – a famously proud and recently humiliated man – would have none of it. Elias, disgusted by Octavian’s arrogance, chose Exile.

Elias continued to do the Emperor’s work alone, coming to the rescue of isolated Guard garrisons, helping Arbites to crush gangland insurrections, and so on. It wasn’t long before his movements were being monitored by the Inquisition, and eventually, he was headhunted by Inquisitor Aerdon as a potential ally.

He was eventually invited back to the renamed, penitent and fleet-based Templars Errant by a Chapter Master who had since seen the error of his ways, but Elias had no interest in rejoining his brothers, fearing that his return might re-open old wounds the chapter needs to forget.

When Inquisitor Aerdon finally died, Elias continued to work with one of his proteges, Inquisitor Drake. Their work took them all the way from the Eastern Fringe to the Achernar Sector, but over time Elias found that Drake's approach - subtler and stealthier than Aerdon's - left him with few opportunities to get involved. Whilst the time he spent with Drake broadened his mind (perhaps more than is safe for an astartes) he eventually decided it would be best to return to something he had known over a century before: the Deathwatch.

Among his brother-marines in the Deathwatch, Elias is sometimes jokingly referred to as "the tealshield," in that he is a blackshield in all but name, refusing to discuss his past lest it provoke disagreement. After spending so much time among the inquiring minds of the Inquisition, Elias finds the company of hypno-indoctrinated astartes wearying. He keeps this to himself. From their perspective he is curt, and has little patience for any traditions he views as a waste of time or that revere the Emperor as a god. That said, he encourages the marines in his team to challenge his orders when they can see a better way forward, and does everything he can to safeguard them in particular, and Imperial citizens in general.

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Watch Sergeant Elias



Second Team: The Stohlbard Dragoons


Narratively linked to Elias is this team of Stohlbard Dragoons (effectively Tempestus Scions Inquisition Storm Troopers). These guys are the shipboard marines of Inquisitor Drake's ship, the Trojan, on which Elias lived for years. The people of Stohlbard are famed in the southeastern fringe of the galaxy for being psychologically resistant to the influence of Chaos, though whether this is purely a byproduct of their culture or indicative of some mild abhuman trait is a subject of debate among the magos biologis of the Mechanicum.

A point of some irritation to some Imperial servants is that the people of Stohlbard greet everything, even the things they care about deeply, with humour. This is taken as a sign that they do not treat situations with the gravity it deserves, although Inquisitor Drake holds that it allows them to endure things that more rigid, pompous minds might struggle with.

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Third Team: The Kabal of the Obsidian Rose


Khatryx the Pale might have the wit and guile to rise through the strata of Drukhari society, but she's far too busy enjoying herself. Where some might treat a realspace raid as something to be done quickly, grabbing as many slaves as possible before returning to Commorragh, Khatryx likes to meddle with colonies, sometimes for months, only returning to the Dark City when supplies are dangerously low. There she'll sell enough slaves to pay for a few weeks of revelry before plotting her next excursion.

Her lack of political ambition means that very few Drukhari have any interest in following her, but those that do are very much on her wavelength, and see her leadership as an opportunity to embrace life's thrills to the fullest.

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+ + +

And so there we are. If you choose to adapt these, I wish you good luck. We all know how much MS Word likes to explode when handling complex formatting...

Churchill Mk.VII in 1:35 Scale

For my birthday this year I was a lucky boy indeed. I got given a 1/35 scale Churchill Tank. This was a pleasant surprise. I’m no stranger to building and painting armour. My history of Imperial Guard armies and Bolt Action will attest to this. However, I’ve never done anything in this scale, and damn she’s a big ol’ bucket. The Churchill was not a small tank by any means. It was designed with a First World War type of combat in mind. It was slow and heavily armoured to keep pace with, and support, infantry advances. It was also made very, very long to cross trenches and other obstacles. It turned out to be a very good base for special modifications including the ‘Hobart's Funnies’ and a whole range of bridging and engineering vehicles. It was also sometimes equipped with a flame thrower, so imagine the lovechild of the Hellhound and Leman Russ demolisher. You get the idea.



This kit is from Tamiya and their build quality is second to none. This kit basically fell together with no fit issues or gaps. There was a few mould lines and injection pin marks, but nothing too serious. I’m still scared of brass etch detailing kits so this one was built out of the box.



Painting was very straight forward. It’s green! Well it’s four shades of green, all from the Vallejo Air range. Started with a light grey primer. Then Green Black into the crevices. Then a coat of Bronze Green, making sure that the transition from the primer to the Black Green showed through giving us the shading. Then it was gentle highlights with Light Green first then First Light (which is also green). The tracks was simply airbrush steel, airbrushed Rust. Then a solid coat of Nuln Oil.


Weathering is where it gets really fun. You can do as much or as little as you like, the important thing is to do your research first. I spent a long time looking for Churchill’s in Europe and in colour. Then used these to reference where the dirt and grime mostly ends up. One thing that seems to be a bit different to my wargaming modelling is the lack of paint chipping, at least on the Churchills in service. It doesn’t seem to suffer the same wear and tear.


I used these materials for the weathering process. Not shown is the static grass that got mixed into the mud.


First step was to do the water and rust streaks. I felt they needed to be the ‘lowest’ layer of the weathering as mud would get splattered over the top of it. This was done using very, very, very watered down white paint. One can get specialised water streak weathering liquids but I don’t have that and I’m cheap. So I used white paint. Then a few rusty streaks as well, done with Rust paint.


The dust was the next layer and this was mostly focused on the top half of the tank. This was done with dust coloured paint (I forget which now) thinned heavily with airbrush thinner rather than water as it dries a little differently and seems to pool better. Again one could use special weathering powders but as well as being cheap, I’m impatient and didn’t want to wait for them to be delivered.



Mud. This was the really fun stage. Using Vallejo Light Brown Splash Mud in various stages of thinning to recreate various different types of dried mud and Citadel Typhus Corrosion for wet mud. The splash mud was heavily thinned to create a dirty wash over most of the lower hull running gear. Slightly thinned Splash Mud was then stippled on in patches on the top. Neat Splash Mud was also stippled and dabbed on and pushed into the crevices. Typhus Corrosion was then mixed into the deep recesses, letting it blend with the splash mud to create fresher patches that haven’t dried yet. Referencing the photos, grass/mud clumps seem to get caught up in various parts of the running gear. To recreate this I mixed static grass into the Typhus/Splash blend that was still wet on the palate until it was a sticky mess. Normally getting static grass into your paint mix is a bit of a disaster, but here I invited the disaster. I think it worked pretty well once I had scooped into the appropriate places. Finally I used an older brush to flick paint at the model to give that fine splatter effect. I think I got more on me than I did on the tank, but oh well, I wash. To finish up, I dug out the oil paints to do some sooty/oily washes and stains on the engine deck.


Overall I’m pretty happy with my first large scale model. The build was smooth, the painting was neat, and the weathering was fun as always. The kit did actually come with some figures, and inspired by Mark’s previous post I’m planning on building a little diorama for the tank. I’m not planning on doing many large scale models like this so I’m going to put the effort into doing them properly.

Arise Brothers! Genestealer Cult #1 - neophytes

I'm not sure there's any more horrifying concept in the 40k universe than the Genestealer cult. Think about it, demons need a weakness in you to get in, to manipulate you. Mutation through chaos influence tends to be a reward or punishment for actually worshipping them. Capture and torture in the depths of Commorragh is at least against your will. No, the Genestealer cares nothing for that. A dark alleyway or the corridors of a ship, a noise from behind, glittering eyes... now you are the proud parent of a monster. A monster that you love, that your brain makes beautiful. Who you'd die to protect. Gods I love Genestealer Cults...


So it might be a bit of a surprise it's taken this long to make one... Well, not really, see here's how it went: The new neophytes and acolytes turn up in Deathwatch Overkill. I'm immediately in love. The boxes come out and they're just as good. But the army's a smidge thin, I'm not sure I want to be collecting guardsmen with funny foreheads. Now, though, oh now we have a new codex, stunning new models, a real depth to the army and my ambitions have shifted from RPG antagonist (I first painted some of these for one of Charlie's Deathwatch scenarios) to full blown army.


Given the industrial appearance of the models I always had it in my head that the army would be from a city-sized refinery and mineral processing plant. This is going to be run by House Ortag, which in my head is rapidly becoming my personal Weyland-Yutani, and thus have a "corporate colours" scheme. So I went for safety orange for the overalls, an industrial red for tools and weapons belonging to the corporation, and neutral grey for everything else. Stolen weapons would be military green and the webbing that went with it would be a nice military khaki.


Because people often ask for paint recipes and the like (and it really helps me to have this stuff written down), here's the broad strokes of painting my cult, it's been deliberately kept simple as I really, really didn't need another 7-stage red Blood Angel incident...:
  • Overalls: Jokero Orange/Fuegan Orange Wash/Jokero Orange.
  • Suits: Vallejo Neutral Grey/Black Wash/Vallejo Neutral Grey.
  • Red bits: Vallejo Primer Red/Primer Red + Vallejo Deck Tan.
  • Rubber boots and straps: Stormvermin Dinge/Black Wash
  • Military Weapons: Vallejo Cam Olive Green/Athonian Camoshade/Cam Olive Green + Deck Tan.
  • Webbing: Vallejo US Field Drab/Agrax Earthshade/US Field Drab + Deck Tan.
  • Random tabards/bandages: Vallejo Stone Grey/Agrax Earthshade/Vallejo Stone Grey + Deck Tan
  • Lenses: Either Thunderhawk Blue shaded with black wash or the same with a Black-Green Ink wash over the top for visors and screens. 
  • Skin: A spectrum from Genestealer Purple with Cadian Fleshtone added up to almost normal skin tone but with a tinge of purple in the wash.


It's probably worth mentioning that skin a bit more, see, in my head I see the cult's skintone shading from purple to human depending on how "genestealer-ey" they are. I.e. the closer in generation to a purestrain they are the more purple their skin. The 4th Generation neophytes are almost human. Oh, and a headcanon rewrite as no-one who knew anything about genetics and hereditary was involved in writing the genestealer lore... 4th Generations in my world are the first generation capable of procreating with each other rather than needing a human host, thus leading to the possibility of recessive genes leading to the purestrains being born. Nothing else makes sense GW... Ahem.


I want to pause here and take a moment to gush about the design work that's been done on these models. There'll be more of this in future episodes, I'm not sorry... Look at those backpacks, just look at 'em. They're made from lightweight tubular frames that equipment can be strapped to, the same frame supports both mining laser and seismic cannon. Even the heavy stubber is the same frame. Note to self: repaint that computer red, that was a bad idea leaving that grey. Now look at the mining laser pack, that's a spare battery and spare tips for the laser. So we know a story for how the weapon works, the focusing tips burn out frequently and need replacing. That's really good design work. Like I say, more unapologetic gushing in the future, count on it.


So how are they in game? Well, Charlie and I had a trial game recently with the new codex and what models we had between us and it was awesome. They play like nothing else in the 40k universe. Their rules make it feel like the battlefield is theirs, that your opponents are trespassing upon your turf. With psychic summoned reinforcements coming on from all over, rigging vehicles to blow when damaged and the like. They feel like a proper insurgent army, and the improvised nature of a lot of their weapons lean in to that impression. It's for that reason that I chose a Cult of the Four Armed Emperor as that enhances their existing character rather than making them weirdly and inexplicably better for no cost (looking at you Twisted Helix).


Those of you who can maths real good-like will have noted that there are 38 of these chaps which is, at best, a weird number to have. That's because there's another 12 neophytes on my painting station with which I'm doing something a liiiiittle different. But that's a story for another time. The next models you see from this army will be the acolytes. I promised myself that if I was a good boy and painted all my troop types I could have yummy character dessert so I have been churning through the bulk of the cult like a mad thing.


Now, one last thing, I've been saying "the cult" a lot. That's because I've not yet settled on the right name for these guys yet! Lots of the good ones are taken by questionable real world actors (no Shining Path, Golden Dawn, Heaven's Gate, see where I'm going here?). So I'm casting out to the internet. What would you call a Genestealer Cult? Answers on a postcard, then copy that postcard into the comments and tear up the postcard. Why do you even have a postcard? It's 2019 for heaven's sake.

Until next time lovely people...

TTFN

A face only a mother could love. Genestealer Cult #2 - Acolytes

Last time we prowled around the surface levels of the House Ortag Refinery and Mineral Exploitation Plant. There we met some people with funny looking heads but nothing too weird... but now we're in the sub levels and things are getting... claw-ey...


Yup, they're back and this time they brought grandpa... the Acolytes are the earlier generations of the cult, still more genestealer than person and more bestial in mind. They thus favour the close up rough and tumble over more considered shooting.


Like all the rest of the Star-born Souls (hey, check it out! I named them!) these acolytes are dressed in the jury-rigged remains of the pressure suits and coveralls that the neophytes wear. So other than the skin colour, all other painting details remain the same... in which case, let's talk skin! This is another step down on the purple train towards genestealer. They start from pure genestealer purple and are highlighted up with Cadian Fleshtone. All the chitinous bits are a purpley black. I wanted to step off pure black as I thought it would be a bit too stark.


The leaders (and presumably one best friend per squad) get these nice roughspun robes to wear. Like with the tabards on the neophytes I didn't want to introduce another colour into the pallete and the home-spun look works for the lower ranking folks. I want to save the opulance for the Magus and the like. Doubtless if I do an Iconward they'll have fancy robes to distinguish them from the other Acolytes. To push the "rough fabric" look on perfectly smooth plastic is tough but tiny stripes crosshatching across them give that woven feel. Both leaders got hand flamers mostly just... because really. It was a way of marking them out and rare pressies go to important people.


Each squad also gets one explosive obsessed nutter helping make things go boom in the night. These are the demo charges that you can have quite a lot of in an acolyte squad. I decided one each would be quite enough.


No such restraint with the huge gribbly power tools though! I wanted one of each in the army and a rock drill in both squads as they are character/monster/tank killing horrorshows. They can just keep grinding in and tearing more and more wounds off as they go. As with all the other repurposed tools they're painted in House Ortag red with the occasional safety markings in ubiquitous hazard stripe.

And there you are, 20 acolytes done and dusted for the Star-born Souls (it's really growing on me). Only 12 more neophytes (which are half done on my painting station) and the core of the cult is complete. Only random fun stuff to paint from there on in! Till then

TTFN

Sons of Betrayal (Necromunda Cult)


So, it was my turn to do a post, which is why it's late. In fairness, it wasn’t my fault: Malal made me put it off.

In short, this is my gang for the upcoming Necromunda campaign that we will run as soon as everyone finishes their gang.



A quick note about the models: I used the cultist models that were originally released in the Dork Vengeance box set back in 2012.
 (Yeah, I’m only just painting models I bought seven years ago. My pile of shame is a terrible thing to behold.)

Anyway, the truly great thing about the models is that due to their excellent sculpts, they kind of write their own backstory for you, which is handy when you’re dealing with a small unit game like Necromunda as back story for these characters helps bring them to life. 

Most of the models are stock, with a couple of head swaps from the Empire flagellants kit. The Psyker is from the Blackstone Fortress game. In general, I really like these models. The sculpts and the poses are excellent and the details bring out bits of the character of the models. 




The basic shtick of the cult (The Sons of Betrayal) is that the leaders (Ex Imperial Guard, hence the swanky robes) escaped from service with the (noble?) intention of turning Chaos against itself by worshiping the minor Chaos deity Malal - A Chaos God who hates Chaos. 

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Cult Leader

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Cult Psyker

These two then sought those locals who had managed to ruin their own (or other's) lives through acts of violence, carelessness and addiction and persuade them that is was the work of Malal and that they weren’t to blame really. If they gave service to Malal they would be rewarded.

I painted the cultists in a non-uniform manner – I wanted them to look like a ragtag collection of people from different backgrounds (still wearing the work clothes they ran away or get sacked in) rather than a unified force. To pull them all together, I used the black and white split colours of Malal on their surplices.


The sort of person who ruins their life and then blames someone else for it is the sort of person who is probably quite happy to perpetrate hideous crime for a possible reward from a dark God.
For a bit of fun, I’ve decided to include a little bit of flavour on how some of these cultists ruined their lives and ended up running with the cult.

Quick note of explanation: We intend to run our Necromunda campaign in hive Sejanus - capital city of a sub-sector of the Imperium that we've been using as a setting for Inquisitor RPGs for years. This sub-sector runs on relatively sensible rules and is a little less overwrought than the general 40K fluff. So some of the concepts in this may seem more 'mundane' than the usual GW canon. 



Left: Crane driver for the city’s main dock. Long term alcoholic. Dropped a container on a Munitorum official and was instantly dismissed. Now can’t hold work due to his addiction.

Right: EC&I supervisor for city’s main dock. Failed to plan routine work properly and killed three of his work gang in a high voltage flashover.




Centre: Worked as a mechanic on Maglev system. Killed colleague in an argument about a minor gambling debt.

Right: Worked as system sub-controller on Maglev. Became addicted to opiates when his implants began to hurt and caused a derailment when high. Ran prior to investigation. spent three months carrying out violent muggings for drug money prior to joining the cult.




Left: Cult enforcer. Worked in HR for Administratum. Murdered several people in his Hab block in order to get better accommodation. On the run from the Magistratum.

Right: Worked in one of Pigtown's many slaughterhouses. Hacked a supervisor and manager to death with a meat cleaver. Reason unknown. Now runs cult’s annual barbecue.

(In terms of painting, the Butcher has blood spatter on his white overalls, and I chose the colour of the gloves to resemble something fairly ‘clinical’)




Left: Kicked out of Magistratum for taking bribes and running a protection racket.

Right. Imperial Guard deserter. Escaped transport to penal legion for attempting to frag an officer. 


And that’s my gang for Necromunda. Don’t have any sympathy for them, they’re all quite hideous people.

Ministry's going to London's MCM ComicCon!

Thanks to the inestimable Gideon of dicebard.com, we're going to MCM ComicCon in London this weekend to help him sell pretty polyhedral dice, and spread the word about our roleplaying game whilst we're at it. To paraphrase renowned bad boy Martin Lawrence, poop just got actual.

Jeff revealed that we'd developed a Weird War II RPG back in October. The TLDR is this: it's 1941, and you play a government agent with strange abilities tasked with policing Britain's shadow society of supernatural people and creatures. Occupational hazards include sporadic fisticuffs with Himmler's Thule Society.


Both Jeff and myself will be manning the Dicebard booth from Friday through to Sunday, so if you're going, you're very welcome to drop by and say hi! As per Dicebard's usual dapper vibe, Jeff and I will be shedding our usual stoner-hobo derelicte threads for waistcoats and other toffery, so that in itself is bloody weird.

The current state of the game is that it's still freely available at www.twobeardgames.com, and that we're slowly building a community, such that it has a chance of succeeding when we launch a crowdfunding campaign to hire illustrators and graphic designers to do the proper sexy version. The ruleset itself is already good to go. If you'd like an ultra-mini in-person demo, or just a natter about the game, drop by the Dicebard booth! Of course, if you'd just like to grab yourself some pretty D10s and other polyhedrals then I guess that's fine.

Of course, the other thing you'll be able to check out at the Dicebard stand will be the dice-related elements of Jeff's leatherwork. He's been stuff ready for this weekend, and pinged this to our group chat the other night:


Why yes, those are some sexy handmade, hand-decorated dice cups. Jeff is putting out some delicious work these days. If you're leather-curious, his Instagram is here, and he can be hired to make whatever you want at scarisbrickcrafts.com.

Where to find the Dicebard booth?
We'll know the location of our booth once we set up on Friday, so we'll tweet that from @TwoBeardRPGs.

If you're going, hopefully we'll see you there?

Genetic traitors. Genestealer Cults #3 - Human Neophytes

I talked in the first episode of this series about the existential horror of the Genestealer Cult. The loss of free will and the corruption of the love for one's children. Well, I think there should be another layer of horror added in. The fact that humans make stupid, stupid choices and there will always be some who will willingly drink the Kool-Aid so to speak.


When I was first thinking about GSC models, it was mostly for roleplay purposes. So I'd decided to have some brood brother type human allies along for the ride so as to increase the amount of genestealer in the cult gradually. The more I thought about it though, the stronger the desire to have some actual willing humans among the cult. They might be there because they are anti-imperial and the stealer cult gives them the best chance of sticking it to the man; or because they have convinced themselves that the stealers are some next step in mankind's evolution; or just because they're suicidal and want to go out in a blaze of glory. Once there then there can be some hypnotic indoctrination and so on, but honestly? I find it way scarier to acknowledge that there will always be a tiny percentage of the human populace that happily sign up to the monsters. We see it all the time in the real world.


The other advantage was I could stick a bit more gender diversity in there. When the original GSC boxes were made GW hadn't had it's common sense moment and started including women. You look at the later kits and there's several, GW having been dragged kicking and screaming into the 20th century (date deliberate...). Having seen Charlie use them before, I knew that Statuesque Miniatures did some lovely female heads for conversions. Their "heroic narrow" scale works best on the GSC neophyte bodies. All I did for other conversion work was slim down any exposed forearms taking away the visibly bulky musculature that doesn't come as easy on female bodies (unless you're actually a bodybuilder of course). This gave me a small, but noticeable faction within the army and gave me a happy.


Of course, I wanted some human looking dudes as well, and as luck would have it was collecting Orlocks for Necromunda. These heads look perfect as the sort of roughneck oil drillers and so on. You have to cut the necks on both sets of heads and use the collars from the original GSC heads to fit them. This is of course trickier on the metal female heads, but the plastic Orlocks just bond together perfectly with a little plastic glue.


Rather than have a "human squad" I divvied up the humans among squads 1-4 of the 5 neophyte units in the army. I like how because of the pressure suits and matching colours and basing they just blend in. Doesn't matter that there's hair, they're all part of the horde. Oh, and while we're talking squads...


This tip is so simple it barely counts as one but with an army like this, you tend not to want squad markings. So how do you quickly and easily sort them for deployment and disambiguate squads that might have gotten excitable and moshed together in assault? Well, number the squads on the bases. Everyone in squad 1 gets a 1 and so on. Like I say, probably teaching to suck eggs, but every idea is new to someone!

With these painted every troop unit I've planned for the army is done, 70 loyal servants ready to lay down their lives for the cause. Now I have the joy that everything else in the army will be fun stuff. Characters, weird squads, vehicles, yay! I shall shuffle off rubbing my claws... ahem, hands... in glee and figure what next to paint. Till then

TTFN

Basecoats: brush, airbrush or spray can?



I’m about to embark upon a detachment of Ultrasmurfs, or at least Ultrasmurf successors, and the first logistical question was this: should I do the Macragge Blue basecoat with a brush, an airbrush, or a spray can? There are arguments for all three options, and as with all hobby quandaries, everyone must answer the question for themselves. Here’s my breakdown of the options, but let me know in the comments if you think I’m talking right out of my proverbial:

With a brush
A very large brush loaded with watered down paint will cover a model inside of about 30 seconds, but will need three or more coats for an even finish, depending on the colour. Your palette technique and brush loading also has to be on point (since it would be easy to overload the mini with paint) so this technique isn’t great for beginners.

Faffyness: 4/5
Quality: 4/5

With an airbrush
In my ignorance I thought this might save me time over a brush, but after talking to several airbrushing friends and after actually airbrushing a test mini, it turns out that actually what you’re getting is maximal quality but also maximal faff. Someone very practised in the use of their airbrush would undoubtedly reduce this faff time significantly, since they’ll be quick and efficient at getting the right paint consistency and so on, but this technique took longer than the other options by a wide margin. Two coats of Macragge Blue were still significantly darker over a black primer than the spray can, to the extent that it looked like Kantor Blue. That said, the texture was silky smooth, and after some more coats this would clearly produce the best finish.

Faffyness: 5/5
Quality: 5/5

With a spray can
So here you’re getting a strong colour over a black primer in almost no time whatsoever. The downside? You’ll get way more texture on the model, resulting in a vibrant but sub-optimal finish. I am an extremely lazy man, however, and am willing to skip my least favourite stage (basecoating) if it means a mildly less pleasing result. Your mileage on the texture thing may vary; see below for the results on a finished miniature.

Faffyness: 1/5
Quality: 3/5

Other considerations
There are other metrics to consider. First is expense. Spray cans are definitely the most expensive option unless you don’t already own an airbrush, in which case it’ll take a long time for that investment to pay itself back vs. individual spray cans. Secondly is the environmental impact, in which case spray cans are unarguably the worst, and the least efficient. At least where I live we can recycle aerosol cans? Still, not ideal.

Spray can test model: the results
As usual, laziness won out in the end. I decided to just use the damn spray can for my new primaris astartes detachment. They’re going to be Ultramarines successors (so that I can write my own background and characters) but for the test model I decided to paint an actual Ultramarines sergeant who’s been assigned to the successor chapter as an advisor, since they’re all new and innocent about the ways of the 41st Millennium. Here he is:





That blue is the blue spray can over a chaos black primer, followed by a single thin coat of Macragge Blue to help get a satin finish in line with the other surfaces on the mini. The highlights and shading were applied with the standard Ultramarines colours (basecoat Macragge Blue, line-in shade of Nuln Oil, highlight Calgar Blue, edge highlight with Fenrisian Grey).

It’s not my best paint job ever, but it’s certainly not my worst either. For comedy value, I feel it’s important to compare this guy to one of the first space marines I ever painted.



It seems fair to suggest that my painting ability and Games Workshop’s miniatures have both improved somewhat since the 90s.

The Smart, The Brave & The Lumpy. Genestealer Cults #4 - Magos, Primus & Abominations

With the core of the cult now laid down we can start to work on the weirder elements of the cult. There's purestrains on my workbench at the moment but first we have what happens when that pure strain goes very right and very wrong...

Here we're starting to see where the colour scheme starts to fragment. The abominations are clearly of the Ortag facility, as is the Primus although he has some flourishes that mark him out. But it is the Magus that deviates the most so we'll start with him.

This is the first of a pair of Magi? Maguses? Maguseees? Meh, this is the first of two that I'm going to have in the army. His sister will be along shortly. I wanted the nice purple robes, first for tradition's sake, and second for emulating the skin tone of the Broodlord. It is his ritual connection to the father of the cult. In order to tie him to the rest of the Starborn Souls, I used the same neutral grey for the adapted pressure suit and there's a little orange peeking out at the neck, as though he is wearing the same fatigues under his robes that everyone else is. In addition I painted the lining of the robes and the stoles as the House Ortag Red that you see on the mining equipment and some of the tabards.

I think this does enough to bind him along with the rest so I could bling up the rest a bit. I went for brass rather than gold as I figured they'd have access to cast-able brass more easily. Rubies complemented the purple and also gave a visual flow to the red of the lining across the entire model. Finally I went for nice leather "officer" holsters and suchlike rather than the Khaki webbing of the rest of the cult. That, plus a little extra effort on the skin is all that separates him from the rest in terms of method.


In the Genestealer Cults, the Maguses arises from the 4th Generation and are the spiritual leaders and psychic might of the cult. The Primus, by contrast, arises from the 3rd Generation and is the military leader. They have a gift for strategy and close quarters violence. In this case I didn't want him standing out too much. We don't want to attract snipers after all. So he got normal fatigues and pressure suit, augmented with a nice black leather storm coat. Much battered and probably looted from a commissar shot by the deserting Brood Brothers (oh yes, they're coming too). I tried to make the toxin injector claw look like it slid onto his normal claw rather than looking like a prosthetic.

It was the other weapons that gave me pause. A needle pistol is not a military weapon so I didn't want to make it look green and functional like the rest of the cult. I figured nicked or donated from a private owner so thought about the kind of collector that might own one of these. Shiny and ostentatious were what came to mind. Hence the super-bright nickel-plated finish on the needle pistol.


The bonesword was even more of a puzzle. I dislike the tyranid weapons in the cult range and have avoided them, but here it is. Re-reading the codex, it seems the partriarch shapes such things from a spawning pool that develops over the cults life. I figure the Broodlord is using the dead to make a genetic soup aping it's half forgotten masters. From this soup it births familiars to go out with its agents and shapes weapons for it's favoured charges. Thus it only made sense to paint it as though it was the same colour as the chitin of the genestealers: A purplish black. Into this I painted venom sacks in green with capillary lines extending from them to draw the poison along the length of the blade. Finally, the cult take the raw, chitin blade and set the tang into brass fittings to hold it.

I might be thinking too much about this stuff...

Now the Magus and the Primus might be seen as the bloodline getting it very, very right. The Abominations are what happens if it goes very, very wrong. These creatures are what happens when a purestrain goes wrong in the womb. Maybe the Biophagus (soon, oh yes, soon) has been playing and ballsed it up. Maybe the parents weren't compatible. Whatever the reason, the result is a lumpen monstrosity of terrible strength not the lithe, xenomorph, killing machine. These are no less dangerous but in a different way. Their parents still love them, but for the good of the cult and its secrecy they are kept shackled away. They do simple, hard work for the cult deep in the mines and are treated with love even if their savage minds can barely comprehend it.

These models are from the Deathwatch Overkill box plus a random one I grabbed from a bits site to make a round, legal five. Painting wise, they're not much different to the Acolytes, same skin tone (maybe a little purpler), same chitin. The only thing I added was some stains and muck to what remains of the fatigue trousers as I just couldn't see the Abominations being all that concerned with hygiene. I also painted the heavy mining tools as corroded and patina'd for the same reason. I'm planning another five of these brutes and their big brother the Abominant as I've got 30 purestrains so having another 10 whoopsadasies seems about right. Especially with the impending Biophagus.

That's all for this edition of "dear god Jeff has gotten xenos-enthusiastic fast". More soon! Until then...

TTFN

If you go down to the woods today...

... you're in for a big surprise. Maisey has actually painted something gaming related.

I'm not sure if that's how the song goes, but that's the relevant version. I have been off the radar a bit lately. Partly I've been distracted by the scale modelling thing, which I've mostly kept it off the blog unless it's something special or relevant. I've also been distracted by Life (TM), turns out buying a house is not conducive to a steady hobby output. Anyway, Em and I are safely in to our new home and I've finally unpacked enough of the hobby stuff to be able to sit down and paint something.


Back in December I painted a Blood Ravens kill team. I've now finished painting the rest of the box of Intercessor Marines, as well as a slightly converted Lieutenant model. I've not sat down and thought about naming these guys yet, although I've been referring to the LT as Lieutenant Dan during the painting process. Not very grimdark that name. I'll think of something better, unless anyone has any suggestions?


The conversion, if you can call it that was a very simple one. Take one Lieutenant from the Dark Imperium. Throw away the head. Replace with one of the heads from the Intercessor box. Cut away the helmet from his hip. Add modelling putty. Hide mess made with the modelling putty by adding a second bolt pistol holder and calling it part of his 'character'.
I've not changed anything from the previous post in terms of painting and basing. I could just link back to the previous blog, but I'll save you the wear and tear on that old mouse button and just copy and paste it here.
 Quoth the Raven "The main red armour is Mephiston Red, Nuln oil recess shade, Evil Sunz Scarlet, and Wild Rider Red. No fancy blending, just trying to keep it smooth and neat. The black was Abbadon Black and Eshin Grey. Metal was Leadbeltcher, Nuln Oil, and Ironbreaker. Bone is Ushabi Bone, Agrax Earthshade, and Screaming Skull. That was pretty much it. The squad and chapter markings are decals from Chapter Customizer. These where applied using the same method I use on scale models. A layer of gloss, Micro-set, the decal, Micro Sol, another layer of gloss, then a layer of matte varnish. All with lots of drying time in between each stage."
Then the bird said "The basing is where I made a higher than normal amount of effort, by my normally lazy standards. I went for a forest floor basing scheme stolen from Em's Wood Elves. It turned out to be easier than I imagined, once I got over myself and stopped worrying about the placement of every single leaf. The bases where sanded, sealed, and painted brown. I then stuck some bits of stick from the garden on a couple of them. A couple also had a hole drilled through the base and some more upright type plants added. I think these are from a Hornby trains scenics pack (You'll have to ask Em, she's in charge of the scenery stuff). Next I made up a mix of a couple of different static grasses, some moss type stuff (also from the garden), dill & oregano stolen from the spice rack, green tea lifted from a tea bag, the ivy came from Army Painter, and a few big brown leaves from a bag I found on the scenery shelf (again, not a clue where they came from now). I spread down a decent layer of PVA and literally threw the mix at it. Then sealed it all down with PVA. I did deliberately have some that was either ivy or dead leaf heavy for variety, but I was really surprised just how easy it to get some interesting looking bases without too much special or expensive stuff."
As said in the previous post I'm just seeing where my butterfly brain takes me with this little project. So far it's caused me to order some Hellblasters, because they seem to be dead shooty, to quoth the Ork.
And my soul from out that shadow that lies floating on the floor
            Shall be lifted—nevermore!

They Come At Night... Mostly. Genestealer Cult #5 - Purestrains

For the most part, the Genestealer Cult is existentially horrifying. The loss of identity, the glad subordination of free will. But lurking at its heart is something much, much more straightforwardly horrific. Entities that are utterly, inimically alien, yet nonetheless born to human mothers. Yes folks, we've proceeded through the generations and have finally emerged, hissing and coiled, at the Purestrain Genestealers.


I really wanted my Purestrains to have a good sense of motion and energy. The kit on it's own in quantity can be a little bit samey. Thankfully there exist some other sculpts of Genestealers out there, the Space Hulk set. Even more thankfully Maisey was looking to divest himself of his copy so I didn't have make the agonising choice of modelling my own Space Hulk set for the battlefield. Thanks Maisey!

Mixing in the Space Hulk set and the slightly different two from the Deathwatch Overkill box gave me both 30 Purestrains (second half coming soon) but more importantly a series of variations among those Purestrains. I like the notion that rather than being cookie cutter 'stealers stamped out by the hive fleet, these are the product of 4 generations of breeding. There is a real chance that some variation can creep in among that many pairings so I'm delighted by the results.


However, there was one wrinkle with using the Space Hulk models. Terminators. Lots of Terminators. On the Sin of Damnation this makes a ton of sense. Terminators are everywhere on that thing. When fighting Orks... seems a bit weird. The occasional Space Marine helmet? That's fine, it's possible that killing a Deathwatch Kill Team was the triggering stressor that brought this cult out from the shadows. That they could kill a minimum of 8 Terminators (once bases are also brought in)? Seems a bit of a stretch. Why on earth would that many Terminators be in a civilian facility?


Fortunately, I had a bunch of spare rending claws from the Hybrid Metamorphs half of the Acolyte boxes. I'm not planning on this cult being near a Hive Fleet so I don't want the Tyranid stuff in the cult. This meant I had a bunch of donor claws, so rather than carving the terminator heads into inexplicable rocks; I just whipped the claw off at the wrist and replaced it. There is a small difference in size but once painted it's hardly noticeable and muuuch better than a splash of colour drawing attention to the Terminator helmet.


With all the alterations complete I could proceed to painting. I'd already laid down a lot of the colour scheme on the rest of the cult: Purple skin; purplish-black carapace; blood red tongue. This meant all I had to do was figure out exact shades and get to it. I wanted the 'stealers to be the darkest purple skin in the cult so there's barely any skintone mixed in with the purple. I remember a really old piece of lore from the time when tyranids had three models. This was that Tyranids had strongly red-shifted vision which is why the warriors used to be bright red - to be seen, not because reprographics was terrible in the 80's and worked with strong tones, oh no. It also meant that they'd struggle to see things in the blue-purple end of the visible spectrum. Hence their stealth troops were in that end of the spectrum.


I will say that oh gods Purestrains take a lot of painting. Tons harder than the rest of the cult. Not least because I've volunteered myself for more basing work by using the Space Hulk models. I decided to minimise the architecture to look like a dilapidated  manufactory. I figure the Purestrains and their Broodlord great-great-great-great grandfather live in the deepest and worst elements of the Ortag facility. I used a bunch of different Ammo rust paints to get the rusty metal and tried wherever possible to give them concrete bases to tie them better to the wasteland basing scheme.

I'm really happy with the final result. The variety of height, pose, and form pleases me no end. The black carapace pings my obvious Aliens obsession and the deep purple skin looks like something that could actually hide in the shadows. They are a sod to paint though so expect there to be a little while before the other half of the Purestrains get painted. Rest assured, there's a ton more cult coming. I'm not over this motivational spurt just yet! Until then

TTFN

Necromunda Gang: the Stitchers


Finally, I can post the reason I've been quiet for a while: I've been working on a Necromunda gang. Looking back through the blog, the last time I posted finished models (beyond a single Ultramarine test model) was five Empire outriders back at the start of March, and they were quick and dirty. A Necromunda gang, though? This seemed like a good opportunity to try and apply more than my usual amount of love to a project.

I had two main objectives:
  1. Paint to a high enough standard that I don't regret my laziness three minutes after finishing.
  2. Make it feel earthy and grounded but with intense splashes of colour, a bit like the aesthetics of Fallout 4.
For once I feel pretty good about hitting those goals. They aren't flawless, but they're good enough for me. As a result I got overexcited and have written a long, in-depth post geeking out about paintjobs, characters and the gang's history. Seriously, it's chunky. If that's what you're into, read on.


The Stitchers' Story

By all means skip this section if you're just here for pretty pictures of models, but this here is the backstory for the gang. We're setting our Necromunda campaign in... not Necromunda. Heresy, I know. Instead, we're tying it into what we increasingly refer to as the Beardiverse; our gaming group's own little corner of the 40K mythos set in the Achernar Sector. Specifically, we'll be fighting our turf wars in the Sejanus underhive. Maximum creative freedom! Also, I have to confess, the Gang Houses lore never really connected with me, even if the lore of Necromunda as a whole is thoroughly delicious. Right, preamble over. Begin!

As their name implies, the Stitchers used to be indentured labourers in a textiles manufactorum. Some were there as an alternative to prison, some were debtors, and others had been offloaded into the job as children by uncaring or desperate parents. They were looking at a life of twelve hour shifts, unsafe conditions, corpse starch rations, and vermin-riddled sleeping quarters. The only escape from the grinding monotony was the threat of something even worse: being retired, pensionless, for the crime of being too old or infirm to work fast enough.

One of the older labourers, a convict by the name of Cassius Hurn, decided that literally anything would be better than life in the manufactorum. One by one, he recruited others into a risky plot. One night, as the shifts were swapping over, thirty of the labourers turned on the overseers and overpowered them, then fled to the underhive before the Magistratum arrived. Six of them died in the escape, but the survivors were free.

With the money they'd stolen from the corpses of their overseers, they bought provisions from guilders and ventured deeper and deeper into the city, past the Greenvale Stackmare and down into the Clanks. Eventually they came to the edge of the city's skin. There, they found an aperture out into the open air, albeit on the side of a sheer concrete drop into the urban sprawl below. They built a cantilevered shanty jutting out over the drop, using the sunlight to grow a precious few vegetables. The escapees kept reassuring each other that being free made it all worth it. They named their new settlement Hurn's Lookout, and felt terribly proud of their hanging garden.

Then came the first proper storm.

Suspended high up and exposed, much of the shanty was blown away, taking most of the crops with it. The survivors were stunned by the loss, and ashamed at their ignorance at just how fierce a storm could be; many had never experienced weather before.

Cassius set about devising a new strategy. There was no point exchanging one life of suffering for another; they'd have to take what they wanted if things were going to improve.

Together with the toughest and sneakiest of the bunch - none of whom really qualified as tough by Underhive standards - Cassius ventured out into the Underhive and spent time observing what territory was claimed by which gangs. Once they had a rough idea of the borders, they then set about mobbing small groups of gang enforcers patrolling their borders, leaving no survivors and stealing their gear. When the bodies were found by their gangmates, the neighbouring gang was almost always held responsible, kicking off a series of turf wars that weakened all the gangs in the area. All the while, Cassius' survivors accrued gear and kept a low profile.

The first time a gang tried to move in and claim the sturdily rebuilt Lookout, having heard there was food being grown there, the raiding party of Carrion Children were gunned down by a surprisingly well-equipped militia of textile labourers. It was at this point that Cassius decided they were strong enough to make their presence known. He and a few of the less squeamish labourers stitched shut their dead opponents' eyes and mouths, then strung them up just beyond the Lookout as a warning. When they repelled the Carrion Children's reprisal, word got around fast: the Lookout was Stichers' territory.

When the Carrion Children mysteriously disappeared (definitely nothing to do with a daemonic possession and a mild Inquisitorial purge) the Stitchers annexed their territory, and started making plans for their next big step. Their brutal reputation also attracted the first underhiver to approach and ask to join: Pearly Zo. She turned up with nothing but her clothes, a bloodied sportsclub, and a toothy grin. She was clearly an unpleasant individual, and Cassius realised if there were people like this who wanted to fight for the Stitchers, it meant he wouldn't have to risk the lives of those he cared about.

He'd ended up committing murder, mutilating bodies and recruiting psychotic teenagers to use as meat shields, and it all began because his younger self stole a yellow citrus.




Characters


Cassius Hurn, leader


As per the background above we know he's a reasonable strategist, but time will tell if he's an effective field tactitian. He's determined to safeguard the rest of the gang and doesn't care even slightly about people outside his crew. He's not a great conversationalist, and he doesn't have much in the way of charisma. He's the sort of person who prefers to lead from the back while his lieutenants do all that morale stuff. That said, he's a big guy who's perfectly willing to do the dirty work with his trusty machete.

Jerra "Rain" Vega, champion

Jerra is in some ways the gang's de facto leader. Her tough facade does little to conceal the affection she has for her fellow factory survivors, which she mostly expresses via the medium of banter. Threatening her friends tends to prompt a long, uncontrolled burst of heavy stubber rounds, hence her nickname. She is also renowned as possibly the worst cook in the underhive, and is never allowed anywhere near the kitchens or, indeed, the Lookout's vegetable plots.

Lisbet "Tinker" Enveri, champion

Lisbet was a technician in the factory, and has an enthusiasm for figuring out how things work. She built the original shanty, and feels responsible for its failure and the hunger that followed. She also built its much sturdier replacement, even down to machining the rods that were drilled into the concrete to attach the support struts. It's fair to say she's not good at trusting other people to do a good job, but mercifully she's either eating, sleeping, or working hard. It's thanks to her that Lookout now has a functioning generator, water cyclers, lumens, and other luxuries.

When the Stitchers managed to intercept another gang's illegal weapons shipment, the plasma gun within was given to her to figure out what it was, and how it worked. She's completely fascinated by it, despite the time a near-overheat left her without eyebrows for a month.

As a side note, this model is the first Necromunda model that, as a teenager, I was desperate to get my hands on and paint. Dunno why, I just really liked it. Only took me twenty years to get to it, but hey, at least that gave me time to learn what highlights are.

Kohl, ganger

Opinion is divided among the Stitchers as to whether the makeup used by Kohl makes him look scarier (as he claims) or like a thirty-something man acting like a teenager (as some of the others claim). Either way, he's generally happiest when on sentry duty telling anyone approaching Lookout to truck off. It makes him feel so much more powerful than when he was manning the gigaloom in the manufactorum.

Soap, ganger

The worst thing about life in the underhive, apparently, is the filth. It's impossible to get clean, and yet that doesn't stop Soap from trying. It's a hard life, being a clean freak in Sejanus. Literally any credits he doesn't need for ammo or food goes on toiletries, much to the amusement of everyone else. Ironically, his favourite gun (the shotgun) is the one most likely to give him gory splashback.

Anya & Rynne "Trouble" Thallot, gangers

It was Rynne who convinced her older, taller and and more creatively violent sister Anya to get involved in Cassius' plan to murder the overseers. Sold to the manufactorum as children by a starving mother who couldn't look after them, they've never known anything other than constant labour and figured "how much worse could it be?"

Rynne is terrified by firefights, but wants to show big sis that she can make herself useful. She's usually told to stay back and protect the Lookout, but is curious to see more of the underhive. Others in the gang think Anya is being overly protective, which makes Rynne all the more keen on exploring, and Anya all the more worried about her troublesome little sister. The trouble is, Rynne's a good shot, and it's only a matter of time before the others start taking her on raids.

As a side note on the painting, I attempted to tie these two characters together visually by giving them the same blue streaks in their hair, and the same complexion. Also I'm pretty sure I went cross-eyed painting Anya's fishnets, but hey ho, I tried painting opaque stockings and they just didn't look right at all.

Terika Weaver, ganger

What's that? A model with a pulse rifle and an outfit seemingly referencing aliens, and a gang that used to be textiles workers? I had to call her Weaver.

Anyway... character. Like Cassius, Terika is so determined to protect the people back at Lookout that she'll cross any line in their defence, and is one of the Stitchers who's quite happy to decorate their territory with grisly trophies and totems. It's a rat-eat-rat world, and she doesn't want her friends to get nibbled. She's also an outspoken defender of Kohl's makeup choices. She also has the bizarre idea that the Stitchers should try and figure out 'moves' as a team, like how she imagines real soldiers do, but since she like the rest of the gang has no training or experience in that area, this remains conceptual at best.

Old Dewan, ganger
The only Stitcher older than Cassius, Dewan was once an enforcer for an uphive crime family before his incarceration for the only crime the Magistratum could pin on him: loitering.

Since escaping to the underhive, he's discovered his creative side. What with building materials being the one thing the underhive has in abundance, Dewan loves decorating Lookout with scrap-sculptures, be they elaborate pig-iron lumen chandeliers or using lengths of rebar to make giant cross-hatched illustrations on the walls.

Of course, when it's time to enforce Stitcher territory, he's happy to fall back on old habits and gut fools like a grox. Killing, he says, should always have a personal touch. Hailing back to his old-school crime family roots, he always likes to apologise to people before visiting terminal violence on them.

Domas "Sour Dom" Renfall, ganger

Not everyone feels like leaving the manufactorum was a good idea, and Sour Dom is one of those people. He's become a good shot by necessity, but he's angry with Cassius for convincing him to become a wanted man. Freedom, he grumbles, ain't all it's cracked up to be. If he had somewhere else to go, he'd go, but everyone he knows is in the gang. The other Stitchers say he's a dependable guy when you get past his blunt fatalism.

Blaze, juve

It's been suggested on more than one occasion that Blaze would benefit from firing short, controlled bursts. That would require Blaze to not panic every time she ends up in a firefight. Whenever someone suggests she get a single-shot gun, though, she clings onto her autopistol like it's her baby. "I like the way it makes people duck," she says. "If only those people ever got hit," says everyone else.

For all her incompetence in a fight, though, she's useful in the underhive. Even though she's young, she's second only to Lisbet when it comes to figuring out how things work, and she's an excellent scout... so long as she doesn't get into a fight.

Pearly Zo, juve

Zo is your classic underhiver: psychotic, sadistic, and loves any kind of music as long as it's speedpound. This might just be because she's young and heartless, or it might be the ultraviolent world she's grown up in. Either way, she thinks that the Stitchers' signature move of sowing dead people shut is the best thing she's ever heard of, and she idolises them for their cunning and brutality. She doesn't really fit in socially with most of the gang, but she doesn't seem to care, presumably because she's at a stage in her life where feeling like no-one really understands you is de rigueur.

As the only current non-ex-factory worker, I wanted her to look somewhat different to the rest of the gang while also having just enough similarities to tie together. In classic punk fashion, I tried to get as many different colours in there as possible - far more than I'd usually put on a model. But hey, it's punk, it doesn't have to be tasteful or restrained.

Conversion note: sculpting the pistol holster
The original model didn't have a gun at all, which simply wouldn't do for Necromunda. As such, I sculpted the holster (hence including another angle of it in the picture).

First I drilled a few holes into her thigh and glued paper clip studs in to form anchor points for a green stuff armature, then pushed another paper clip rod into the armature to form the basis of the pistol grip. Once that was cured I sculpted on the thigh strap and the surface detail, plus I thickened out the grip. Once that was cured, I added the surface detail on the grip, and the button on the holster.

I remember as a teenager the first thing I ever tried to sculpt was a holster. "How hard can it be, it's basically a rectangle?" my teenage self thought. Sweet summer child... I gave up on that first attempt. Funnily enough, of all the little conversions and bits of sculpting I've since done, none of them were a holster. I now feel weirdly complete.


Choosing the models
& paint scheme

The new Necromunda plastics are beautiful models, and in sweet sweet plastic no less, but I wanted a less uniform group of underhivers. I also wanted a more mixed-gender warband, and luckily had some unused boxes of classic Orlocks and Eschers. On their own that still would've been too uniform, and I wasn't that taken with either of the leaders in those kits, so I plundered the ever-reliable Hasslefree Miniatures range.

Choosing an accent colour came down to a relatively inane line of reasoning: I want a bright colour, and there isn't much yellow in my cabinet. Plus that'll work with brown leather, denim, and other colours I want to slap on these underhive survivors. As is often the case, the painting stage created new facets of background; in this case I decided that all the guns with yellow casing were part of an intercepted illegal weapons shipment being imported by another gang.

Since hive cities are probably melting pots with people arriving on spaceships, a variety of skin tones seemed appropriate, and gave me a chance to experiment. On the subject of experiments, the denim effect was achieved by mixing up a grey-blue basecoat, then carefully drybrushing over the top with a much lighter grey (Army Painter Ash Grey, to be precise). A conventional highlight would've looked too smooth to look like denim, I reasoned. I was in two minds about using this; I associate denim with very modern looks, but ultimately it just fit the tone of the models so well, so, pfffft, I ran with it.

I generally used blue as an accent colour because, well, it goes nicely with yellow and contrasts with the less frequent splashes of pinky-purple. This is probably the biggest variety of colours on any single project I've done, particularly given the hit of rusty orange on some of the bases.

Speaking of bases, I wanted to reflect the Stitchers' status as wasteland survivors. That meant uneven ground (i.e. lumps of green stuff), rusty scrap metal, and a variety of textures from chunks of rubble, through model railway ballast down to the fine texture of Citadel Astrogranite.

The metals were extremely simple to paint; a coat of Army Painter Gunmetal, then Agrax Earthshade, then Nuln Oil Gloss, then a sparing edge highlight of silver on the extremities. To be honest, the Nuln Oil Gloss does most of the highlighting work on its own.

If there's any other bits of the painting you're curious about, drop a query in the comments.

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You can't have a criminal record if you've never been caught.

Rules & starting roster

Obviously I can't afford to start out with all 12 minis in my crew, so Rynne, old Dewan and Kohl are on base defence until I get more creds in my pocket.

These guys are using the House Escher rules, since a number of the models have lasguns. To be fair, the combination of hit and run attacks with a willingness to have a standup fight when it's called for make Escher a reasonable fit.

Closing thoughts

Ye gods that was lengthy. Writing it helped me figure a bunch of detail out, though, so even if you didn't read all the way down to here it's been useful to me. If you did read all the way down here, though, I hope it's been amusing. Feel free to make some sort of baffling reference to a movie you think has thematic ties to the Underhive, and why. I'll kick you off for free with Demolition Man and the rat burgers

Modular Sector Mechanicus: now with paint


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What's that, Skip? You can stick blue and orange carrier bags over your lights to jazz up the ambience? Crikey.

Back in February I finished building a hefty pile of Sector Mechanicus scenery with Tom's help. Now with Drew's assistance it has been painted. At last, the Beard Bunker is equipped for some industrial shenanigans. I can't wait to play Necromunda, Kill Team, Deathwatch and 40K all over it.

Basic grungy metal paint recipe
Given the essentially infinite amount of detail on these kits, I've kept things basic for now. Perhaps, when more of the scenery backlog is clear, I'll go back and add more colours, as well as the underhanging cables and the walkway rails. For now, though, here are the paltry stages to get a sort of catch-all filthy metal:

  1. Spray black.
  2. Stipple patches of a mid-brown (all thanks to Drew for her skill at brown splodging).
  3. Drybrush Army Painter Gunmetal (I'm sure Leadbelcher would do).
  4. Edge drybrush Necron Compound.

It's still modular!
I'm really not over the flexibility of these Sector Mechanicus kits. Setting up the board is a lot quicker if you glue it all together, but given the number of skirmish games we play, modularity is a beautiful thing. The floor supports and the floor clips can all be pulled in and out and stay in place quite happily, even after painting. Likewise, ladders will go in anywhere you want.



To give a sense of the near-bewildering array of layout possibilities, here's three mundane examples of how the tanks can be integrated into exhausts and pipe networks:


I often find the temptation is to build tall with this stuff, although of course this minimises its board coverage. Luckily I have plenty of other scenery for that; I'd rather have something that looks cool and sits together than a weird Gaussian field of LOS-blocking competitive perfection.



Review: Versatile Terrain's name plates



For today's niche* within a niche** within a niche*** within a niche**** I'll be reviewing the custom 3D-printed name plates I got from Versatile Terrain for the Necromunda gang I posted earlier this month.

In case you haven't heard of Versatile Terrain, they (or rather, he... pretty sure it's a one man band) prints off customised name plates for all the common base shapes and sizes. You submit your list of names, he prints them with a sexy 3d printer, then posts them to you.

I was keen to pick some up (a) because I think they look cool, and (b) because they can optionally have 90 degree vision arcs notched in them, which is ideal for Necromunda. For clarity, I'll keep this review as short as possible, so let's get to it.


The Good

  • The website offers a wide range of base sizes, fonts, and plate styles. Despite this, I just went for the standard font and style, mostly because I think it suits my gang best.
  • Preparation was extremely easy. After testing on one of the plates, I established the resin doesn't have the Forge World problem of having mould releasing chemicals that need to be scrubbed off, which presumably is because there is no mould when 3D printing. Painting was also extremely easy - I'll cover that after the review.
  • They turned up in the time frame the website said, which was 2-3 weeks (the website mentioned a backlog, so I guess sometimes it's faster? I was happy to wait.
  • More subjectively, I'm happy with how they look, and it means my opponent can refer to my gangers by name rather than "the one with the yellow tank top" or whatever.


The Bad
The 90 degree notches aren't perfect; they're actually a little narrow. See the image below. Not the end of the world, and they still provide the benefit of making it very clear which way the model is facing (which, depending on  the pose, can sometimes be a little ambiguous). Beyond that, I have no complaints.


Your mileage may vary, but visually I'd kind of like it if you got a blank back plate to go around the rest of the base rim so that the whole thing was a consistent width, but that's just the obsessive perfectionist in me talking. If you're curious about the thickness, here's another top down view:



The Price
As you'd expect, the price scales with base size and plate length. For 25mm bases I was looking at about £2.00 a base, so I spent about £25 to get my whole gang done. That's an expense which I'm happy to swallow for a skirmish game where I'm painting such a limited number of minis. And obviously, you wouldn't get nameplates for every Intercessor in your marines army, right? RIGHT?

No I am not going to name every single marine in my upcoming primaris project. It's fine. Everything's fine.

Painting
This was unbelievably simple. I sprayed the plates as they came, so that I could hold onto the stands while painting them, then cut the stands off when the painting was over and it was time to superglue them onto the bases. The recipe I used was very simple:

1. Basecoat Army Painter gunmetal (GW Leadbelcher would do)
2. Shade with Agrax Earthshade
3. Nuln Oil Gloss
4. Pick out the names in a light silver just to help them stand out.

You could definitely do more with rust and all sorts, but I didn't want them to distract from the actual models too much. If anyone reading this has used these bad boys on their own models, drop a URL in the comments section. I'm curious to see how you painted them.




* Name plates for tiny dudes.
** Necromunda.
*** GW/Games Workshop/Gee-Dubz' games.
**** Tabletop wargames.

Walls Matter Too, MmmKay?

Greetings! It's getting closer, I can aaaalmost taste it. The kickoff event for our Necromunda campaign is now a week away. As a result I have put aside my xenos bretheren and knuckled down to getting some scenic elements done and ho boy! They are pretty...

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the scenary contents of one box of Necromunda
There are several schools of thought on terrain in wargames. At one extreme end are the people who see the game as naught but a tactical challenge and are just as happy with a box being a building and a circle of paper with "wood" written on it. It will not surprise regular readers to discover that I - in common with most, if not all, of the bunker dwellers - sit firmly in the opposite camp. So far in the opposite camp that I'm nearly in the next field. I believe that terrain should help tell the story, enhance the aesthetic appeal of models put on it, and inspire scenarios. Mercifully the plastic stuff does that very well in Necromunda.


The most basic elements are the bulkheads dividing larger rooms into dinky ones for scenario purposes. Even these are gorgeous. You get two different designs (top and bottom) of wall and they're so lovely I'm seriously considering getting another box of them. Let's talk colours here as there's not much more to say on these otherwise: All the terrain I'm painting with an "industrial" vibe is getting the same treatment. This matches the genestealer cult I'm painting so that it looks like they belong on the table in 40k. Made sense to carry that on with the Necromunda stuff. The painting starts with a basecoat of Ammo Old Rust. Over this is lightly drybrushed Army Painter Gun Metal then a healthy slosh of black wash. Once all this has dried nicely I pick out the panels in Vallejo Primer Red and the doors and other notable features in Vallejo Neutral Grey. Finally details get picked out and the whole thing passes on to weathering.


Ye gods those doors are cool. Just look at the mechanisms on the "inside" of each. Cracking work GW studio. These are a nice canvas to talk about the weathering. It is this that lifts the piece from toy-like cartoon colours into a living, breathing piece of terrain. It's also dead easy in this case. Once all the acrylics are dry (and I mean really dry) I take a selection of Ammo enamel weathering paints and go to town adding little dots of them all over and lines of them under protrubences in the walls. In this case we're looking at mostly Streaking Grime, Winter Streaking Grime, Rust Streaks and Slimy Grime anywhere where water might have gotten involved. Once these harsh dots and streaks are on I blend them with odorless turps and a clean brush. Dragging down to create the rivulets and streaks on the walls.


I actually did a bit of a step by step thing on this in my old blog (four years ago somehow) and this photo does a good job of showing how the harsh streaks become subtle, lovely muck. This works because the solvents that disolve acrylic and enamel/oil paints are different, so you can slap enamels over acrylics and be confident that nothing you do to them will affect the paint beneath. You can completely remove them if you want and start again. The only downside is drying time (days) and sometimes a slightly greasy feel to the figure. Oh and they're in no way non-toxic. It is a surprisingly fast technique once you get the hang of it and creates cracking effects for near zero effort.

Joining the bulkheads are bits of wall and door that gangers have torn off and use as makeshift barricades. These got the exact same treatment as the bulkheads except for an additional weathering step. An additional one? In addition to all the rest? Seriously? Yup, these ones needed to be rustier, so I busted out my Abteilung oils (light rust and dark rust), squeezed a teeny bit on some card to soak up the excess oil and went to town dotting blobs of oil paint everywhere the rust would have started. Then the same performance with odourless turps. Looks bang tidy if I say so myself.

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Fridrik Zeljezo & "Grizzly" Yster take cover for scale purposes
They're the perfect height for barricades and their improvised nature from stuff that is already in the scenary around them pleases me greatly. It's what I'm talking about when I say "tells a story". These look looted from the immediate area. Most barricade models look like you've trucked in a random selection of materials from miles away to be your special barricade construction fabric. Or something.


Now. Some of these pieces are very rarely used. Like a little Ecclesiarchy shrine. So why oh why oh why did I lavish so very much attention on this? Because it tells a story, that's why. I figured "this is important, thus should look expensive", hence the woodgrain. I also figured "underhivers, not exactly traditional worshippers"... This led me to a sort of "Imperial Santeria" look. Blending traditional Ecclesiarchal imagery with more shamanic vibes. There's voodoo veves on there, splashes of offering blood, all sorts. Ridiculous level of effort for something that will be rarely used! Stupid Deadpool! Worth it!


Proving I don't learn from pattern recognition are these terminals. I just had to go and paint readouts on the glass and even "crack" one with black and white paints .Yup. Cool though...


The last member in the trio of "overly painted counters" is the beast lair marker. Did three layers of feathered greens and greys (can't remember which) to make a nice transition from pallid underside to dark spines. It's covered in puckers that are not tentacle suckers for some reason. So I turned these into open sores showing what happens to sea monsters living in the Sump Sea.


Finally we have what I think are the best designed element of the sprue. These ammo boxes are reversible. They contain either a selection of ammo or a pair of heavy handguns. Flip them over though and they're empty. You can even drop the booby traps in there. Once the lid is on you can't tell which is which. This just writes the scenario itself. Fighting to get to a precious crate only to discover it's empty or worse, full of claymore mine...

And there we have it! I'm not done, not by a long chalk, I'm currently working on several sets of TT Combat Necromunda walls to fill in the rest of the board too! More on that when I get in. Until then, what do people think? Like the look of the enamels? Use them yourselves? Inspired to have a go yourself?

TTFN

TT Combat Industrial Hive Terrain Review

Greetings all you hive scum and curious uphivers! Come to admire the architecture have you? Because you should, it's a bit pretty...


As we're a little bit immersion obsessive here in the bunker we wanted our Necromunda Zone Mortalis experience to be just that little bit "extra" compared to the bare tiles. Don't get me wrong, the tiles are lovely and some of my favourite floorplans that GW has ever put out there. But there's something unintuitive about a 2D black shape blocking line of sight. We needed something more, something that told stories, something with a third dimension...

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Shop at: https://ttcombat.com/collections/industrial-hive
I looked around a lot of different shops offerings and eventually fell for TT Combat's varied range of walls and corner columns. I liked the fact that it wasn't all "just wall" and had that "functional architecture" vibe that I feel the underhive needs. The pieces are all laser cut from MDF and greyboard (thick, matt cardboard) and thus come with that burnt sawdust smell that people either love or hate. Separating the pieces from the sprue is fairly simple with a sharp blade and a razor saw and the glue up is for the most part straightforward (more on that later). The instructions are nice and clear and frankly the parts are fairly intuitive. As with all MDF, it is thirsty as all get out when you first put paint on it so I would recommend either sealing it with a very thin coat of pva or using sprayed/airbrushed primer as the first coat.


And here are the results! I followed the same scheme as I did in my previous Necromunda walls post so no need to go in to too many details. What does need to be talked about is what you need to do to make mdf work for you. Sadly, 2D surface etching does not come close to fully 3D cast scenery, it's just a fact. So you have to get creative with shading and weathering effects to make the pieces feel more 3D than they are.


These girders are an excellent example, they don't really cross, it's just a line etched in. However, by shading either side of the line onto the girder "beneath" you can fool the eye into thinking that there is more going on than there is. A word of warning on these pieces, unless you have an airbrush, paint the middle sandwiched parts (with the round holes) before you glue it together. It was borderline impossible with a paintbrush.


Here we can see the "etch doesn't match moulds" effect in full force, the door is the weakest element of the kit. I wish I'd picked up one of their resin door sets and just done away with the wooden door entirely. I think I did enough to make it work and it looks fine from a couple of feet away which is all you really need in terrain but yeah, 'tis a regret.


And that regret is brought into sharper relief by just how good the resin vents look. They elevate the mdf pieces an incredible amount. This little bit of real shape and depth faking more into the etching. Great add-on, highly recommended.


Another nice element is that not all of the terrain blocks line of sight so you can have significant effects on gameplay by choice of scenery. In this case the ducts block movement but gangers can blast away through the gaps. Very cool.


Along with the long walls comes a range of short ones. These have a "display" end that allows them to jut out into the corridor without looking silly. You'll have noticed that I added a lot of transfers with numbers, warning labels, symbols to guide maintenance, all sorts. These really elevated the story of the walls and helped them feel busy and real. Another help was the ever present Imperial posters. All found online, printed, cut out and then glued into place with thinned PVA. Another layer of PVA on top seals the paper and helps it conform to irregular surfaces. Plus if you aren't too careful with this stage it looks like paste from the people who put them up. Once dry the posters got the same weathering as the walls to bind the pieces together and prevent the paper being "Daz white" and unbelievable.


Sadly, it isn't all great, these pipes (and to a lesser extent the next ones) are not good at all. I don't know if it was my fumble-fingered folding and rolling but it seemed impossible to get a clean roll without serious practise. As it was I just painted them battered and covered some crimes with posters.


In a similar vein, these are oooookay.... but not great. Were I making them again I'd just get some appropriate sized dowel or plastic tube and use that in place of the rolled greyboard. They looked ok once painted in UK legal colours for gas pipes though. Well, actually they looked terrible right up until the moment that the transfers, posters and weathering hit. Then they looked just fine. Nice lesson, it's all about the details.


The finished effect is simply fantastic. Clear line of sight determination. More immersion. Better storytelling. Highly recommended. Then you add models...


...and it gets even better. Rest assured there will be more of this coming. I'm hooked now and need some walls with ducts, collapsed walls, walls with different patterns, walls with lights,walls with...

Until then my friends,


TTFN

Shhhh... This is a Library

Over the last month and a bit Jeff and Charlie seemed to have produced a small hive's worth of scenery, gangs, and stealer cults. I've been a little more focused with my paint brush. I've finished exactly one miniature. Tt's a pretty one however, and I'm actually impressed with it myself. I think I've done a pretty good job of it. I even pushed the boat out with some techniques I don't normally use. I've attempted to wet blend the force sword to make it stand out and look a little special. Other than that there isn't anything special, just done neatly (I hope). I'm not going to bore you with lots of words. I'll just get straight to the pretty pictures.
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I'm ready for my close up
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This is my zappy hand.

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Full frontal Sorcery

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A little cheeky behind

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Force Sword and Freeahand
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The wet blended sword. I looked carefully at how it had been done by the studio and tried to replicate that.

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A little freehand nameplate, so he knows which armour is his.

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More of the pretty forest basing.

The Blood Ravens project has been ticking along slowly in the background. Just doing a bit here and there. I've got some Hellblasters ready to go, however I might have been distracted by everyone else's Necromunda gang and decided to get involved. That's going to need a speedier paint job if I'm going to catch them all up.

Maisey

Slaughter in Sejanus - Necromunda Campaign Update!

Once upon a time, in a hive called Sejanus in the Cetus Sub, there was a gang called The Carrion Children. They were big, they were scary and they wore weird doll faces so everyone stayed the hell away. Then the Inquisition came in and smashed them because they were ever so slightly a nascent chaos cult too... And thus the events of the Beard Bunker Inquisitor campaign set the scene for the Beard Bunker Necromunda campaign: With the Carrion Children gone for good, there was something of a power vacuum in the depths of the Sejanus underhive and a bunch of gangs went scouting for territory and treasure. They mostly found each other. 



Yep! It was the first weekend campaign event of our Necromunda campaign and dear gods did the blood flow! We are playing a dominion campaign and so this was the first phase of territory acquisition. Because we're all newbies at this modern Necromunda lark we kept things simple. A series of Zone Mortalis Tunnel Fights as our gangs explored old Carrion Children territory.



For anyone who is interested, we're using YakTribe's excellent Necromunda resources to track the campaign and gangs and so you can head over and follow the violence here. We've tried to remember to do little write ups of the battles as they happened so much of the narrative is over there. But to get everyone's voices heard and introduce some gangs that haven't been in the blog yet I asked everyone to choose their favourite fighter and do a little write up of how they've got on. So without further ado I pass you to the leader of the Stitchers, Meester Brassley:



Charlie: Lisbet 'Tinker' Enveri [Stitchers (Escher)]
Lisbet's backstory is available with the rest of the Stitchers here, but the short version is that she's the gang's engineer/gunsmith/technical support, and loves figuring out how stuff works. She's very industrious, but dreadful at passing jobs on to other people.

The classic mini I used for her is an old favourite of mine that I never had a chance to paint before, and I was excited to get her out on the table. How did she fair? Comically, that's how.

First game: fired her gun once, gave someone a fleshwound, and ran out of ammo. Then got shot BY THE PERSON SHE HIT and had to crawl her way to safety. An ignominious first game. It's actually RATHER HARD to hit someone with a plasma gun and NOT take them out of action.

Next game: fired her gun once, gave someone a fleshwound, and ran out of ammo. Hid.

Next game: fired her gun twice, missed, then dealt a fleshwound and ran out of ammo. Enemy then ran away when some other Stitchers jobbed their leader.

Next game: Went on a long flank march. Rest of my gang got set on fire. Never fired her gun, so hey, at long last, she didn't run out of ammo!

If there is any justice in this world, someone is going to get hit with a proper salvo of bright blue plasma, I'll manage not to roll an ammo check, and everything will be amazing. For now it's been merely hilarious, so I have no regrets.


Andy: Cayla, just Cayla [Cathartids (Cawdor)]

There's almost nothing know about Cayla's background, and she is very intent on keeping it that way. Not unusual in the Cathartids, a place where the down and out wash up and those who are truly desparate find some kind of reason to keep going. There's a deep rage running through Cayla, and those spending any time with her can feel it simmering away just under the surface.  No one in the gang, not even Dalvor (cult leader) has felt able to broach the subject of just what is driving Cayla.

However, when it comes to gang action, that very same rage is what makes her such a formidable weapon.  She is rarely found anywhere but right behind Dalvor, driving forward into the thick of the action where her sawn-off shotgun is used to devestating effect.  She also seems to have no qualms about finishing off any ganger that happens to be unlucky enough to be seriously injured as she is passing them.


Model wise, a standard Cawdor body, with an old Glade Guard (Wood Elves) head for a more feminine look.  As there's no sawn-off shotgun in the standard box, I cut up one of the pole-arm weapons I wasn't going to use, and added another barrel to make it look more like a double-barrel shotgun.  She also carries an improvised axe made of a circular-saw blade on a stick.


Games wise, she's fought in two scraps so far, in both she formed part of the grouping that ran forward with Dalvor to get into the thick of things.  In the first she knocked down one of the Van Saar that Dalvor finished off with a Coup de Grace, and the very next turn was able to administer the coup de grace after Dalvor knocked down their Champion.  In the second game she again ended up acting in support of Dalvor, putting some heretical juve from a rival Cawdor gang out of his deluded misery.


Emma: Cliff 'Painkiller' Berg [Free Aegis Security Solutions (Van Saar)]
Cliff is the gangs main source of illicit substances.  Whatever is up with you, Cliff has a pill for it. Uppers, downers, laughers, frowners. He's also a pretty chill, mellow dude compared to the rest of Aegis Security (probably because he's on something 98% of the time). Cliff loves pills almost as much as he loves his lasgun, Polly. 

Like all of Aesgis, he's a gun nut, able to shoot a hive rat between the eyes at 100 paces.   Since Aegis Security Solutions abandoned their posts working security for a uphive family (swiping all their expensive gear in the process) Cliff has been popping more pills than usual to escape the exceptionally dire surroundings of their new underhive ‘home’.
 

In the gang’s first attempts to push into new territory, Cliff put on a pretty solid performance, hitting a few enemy gangers but sadly, no scalps just yet. He also managed to keep his head down enough to avoid getting any serious injuries.  Cliff is currently in the dog house however, as during their most recent clash with Blood and Chrome, Cliff (usually such a good shot) somehow cocked up an easy mark against a B&C ganger laying into Reuben Monroe (the gang's Suppression Laser specialist). Cliff ended up shooting his mate in the back and sent him sprawling into a wall, much to the surprise and delight of the B&C ganger. 

Perhaps he was still shaken up from the loss the night before of Aegis leader, Atticus Rodgers, during a brutal encounter with the Stitchers? Or perhaps it was the particularly potent drug cocktail he'd consumed that morning.  Either way Cliff needs to make it up to his fellow gangers pronto. Luckily there was no lasting damage, but as new leader Alexander reminded Cliff in no uncertain terms, A.S.S. guys need to have each other's backs, not shoot each other in the spine.


Mark: Ginge [Sons of Betrayal (Chaos Cult)]

It's hard to tell where it all went wrong for Ginge. 


Certainly, as the foul energies of the warp coursed through him; distorting and bloating his body and shattering his mind; Ginge had good reason to reflect on his mistakes. 


His first mistake may have been trying to extort money from a business under Arbites surveillance. This little Peccadillo certainly brought him the unwelcome attention of his superior in the Magistratum. The subsequent disciplinary procedure might have gone better if Ginge hadn't taken the opportunity to put a 4" knife wound into the officer's abdomen, rob him and the station cash box and go on the run in Boxtown. 


Agreeing to join a shady group he knew nothing about for food, shelter and the promise of eternal life and infinite power might also have been a poor decision. Having three ribs broken by a shotgun blast from an Emperor bothering fanatic on his first run out was less of a choice and more of an accident. 

Arguably his worst and most final mistake may have been agreeing to limp into the chalk octogram when the cult Boss wasn't there and creepy Nekoda's eyes were doing that blacklight flickering thing. 


Ginge doesn't really consider anything he does as a mistake anymore. Certainly, there are times when pain, hunger, confusion and the flickering lightning periods of sentience come together and Ginge remembers for a painful moment. 


But those periods don't last, leaving Ginge free to struggling against his chains, writhe in pain or chew on his favourite tentacle. It doesn't seem to matter though - a newer, better tentacle always grows back.


Ginge has not been the most effective member of my gang. In fact, he only turned up to one fight, where he achieved nothing more than getting shot. I think Ginge's progression through the gang: Turn up, get shot, get turned into a spawn. Is a little microcosm of the joy that worshipping Malal can bring to you.    


And remember kids, when you're running with the order, you're only running out of time

Drew: Eliminek [The Hangmen (Cawdor)]
Eliminek is not the most vicious member of the Hangmen, but he certainly derives the most joy from his work.

Most members of the order (order, not gang) are devout in their worship of Him on Terra, truly believing the sinners of Hive Sejanus can find redemption at the end of a length of rope. Eliminek on the other hand is simply there for the love of the kill.

Eliminek was a violent, small time drug dealer in his previous life and his rivals, customers,  often met a bloody end.

He came to know the Hangmen after they crashed into the nightclub (and former church) that he operated in. After burning his associates, they offered Eliminek a chance at salvation. Be hung by the neck. Face the Emperor's judgement, and if you are worthy, you will be revived. Eliminek saw his chance to escape a flamer to the face, and accepted.

Upon his successful revival he was welcomed into the order as a brother and given his new name. Whilst he has no great love of the emperor, he does take enormous pleasure is justifying his blood lust as a holy crusade.

Eliminek is mostly a standard GW cawdor model, the only difference being the head which is an Anvil hooded male cultist.

Eliminek is armed with a reclaimed autogun, but causes the most damage when hurling around one of his many incendiary charges. He has taken part in four fights with other gangs filthy heretics, winning two. In both winning fights he was able to steal a Coup de Grace from the champion he was following. In the first he managed to knock out the leader of a band of heretical cultist. the second resulted in death of a Blood and Chrome gang member, who's body he gleefully strung up in victory.



Jeff: Garrick "Grizzly" Yster [The Blood & Chrome (Orlock)]
Alas, poor Garrick. His backstory can be found here but for the edited highlights: "Grizzly" was Heinrick's strong right arm. A seasoned champion and contented lieutenant. Or at least he was, right up until the moment that the Hangmen killed him. 

It was an especially brutal fight. Both Garrick and a young ganger called Hektor Sidero were greviously wounded and desperate for a doctor. With our leader down we only had one slot to get a man to the doctor. Leaving Hektor to his grieving friends Janis threw Garrick into the truck and got him to the medicae. Looking at him the medicae quoted an unbelievable 110 creds to get Garrick back on his feet. Left with little choice, Janis paid up. Then... Garrick. Dies. Anyway. Bled out on the operating table. To add insult to considerable injury, the territory we had just lost out on claiming? The Rogue Doc. Seriously.

As it turned out Hektor was just in a coma and woke up (rolled a double 6 on the settlement recruitment) and hammered on the inside of the corpse disposal unit before he could be turned into Hive Guys burgers. Suffice to say, we've got beef with the Hangmen. Oh, and that doctor... although rumour has it he's run off and hidden in Stitcher territory. Pour one out for Grizzly friends, pour one out...

And that's it! All our favourites and their stories. We are loving this and you'd better believe there'll be the next round of territory claiming in September. Bring. It. On.

Until then

TTFN
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