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The Crooked Hand Waaaagh! showcase, part 3 of 3

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The Crooked Hand Waaagh!
This week: the blue boyz on the left.
Image credit: Boris Altemeyer


This is the third and final installment of the late great Mr Sarton's orks, and this time, we're zooming in on the dodgy geezers of the army: the Deathskulls. If it's not nailed down, they'll nick it. If it is nailed down, they'll use a crowbar.

As with the Bad Moons of part one, or the Blood Axes of part two, you can expect extensive conversions and even more extensive weathering powder. The reason I've left the Deathskulls until last is because, while you're not going to see a masterclass in painting or sculpting, this force is a masterclass in theming your force. Perhaps more importantly, we're finishing here because the Deathskulls include Bunkah's Wrekkin' Krew, a unit that I think completely sums up Mark's approach to the hobby, and therefore forms a natural conclusion to this whole thing. It's not his best paint job, and it's not necessarily his single best conversion, but it is the most him.

To start, let's see this section of the army as a whole:

PSA: you don't have enough lascannons.
Image credit: Boris Altemeyer

These thieving gits resourceful lads are led by Tekkwotts the mek, whose kustom shokk attack gun is so big it needs a wheel.

When you're holding this model in your hands, the many wires sticking out of it really help bring it to life.

Yoinking your enemy's best gubbinz requires a healthy number of blowtorches.

This charming flatbed trukk allows the big unit of burnas to zoom about making everyone do da burny dance.

Whenever I look at this pile of looters, I can hear Mark laughing raucously while rolling a small avalanche of Strength 7 dice. Gits.

This orkskorsh, much like the flatbed trukk, offers a solid dakka platform for the lootas, assuming they aren't holed up in some ruins and howling with laughter while they wazz bullets at the enemy.


This unit is pretty much a potted history of gretchin miniatures.

Kustom trukk loosely modeled after a landing craft...

...complete with working ramp. The wood on the ramp is a nice touch.

Note the kustom air intake on the engine block.


I was once reduced to trying to punch this thing into submission with an Inquisitor's power fist. It went about as well as you might imagine.

Old skool killa kans, albeit with the inevitable added conversions. I like how the track unit looks, and the half-submerged horse skeleton on the base is a nice touch.

Note the wrecking ball. Also I'm pretty sure the kustom mega blasta on the leftmost kan is a lascannon off an old-school land raider. Speaking of which...

...looted old-school land raider.



As with all the elements of the army, Mark never stopped adding things. Most recently, he'd been working on a unit of nobs complete with a heavily converted character who I assume to be a dok (judging by the syringe).


I particularly like this nob with artificial lungs.

When I first saw the nob on the right I initially thought "huh, no conversions there... how unusual." Then I noticed the bionic legs and the mek's tools on his back. Also, good lord that's a big crowbar the 2nd nob from the left is holding.

Likewise, these guys have all been kustomised along the theme of itinerant tinkerers.


Right, that's quite enough nobbery for now. Back to looted things!

Is nothing sacred?


Now that right there is a fat air intake.



I absolutely love the trophy rack. The roof on the crew compartment is removable so you can choose whether you want it to be open-topped. Furthermore, the entire crew compartment is removable; I think Mark had a gun turret that was part of the original tank kit this was built on, but it looked too un-orky, so he never used it.

Having demonstrated great aptitude for looting anything made by humies, Mark's orks went one step further and looted something biological...

Lootie Fex!

This model was actually the cause of one of my first interactions with Mark back when he first moved to Oxford. I was working at the Games Workshop at the time, and he asked for a painting lesson since he'd never painted something big and organic before. He hadn't really done much if any layering at that point, and wasn't sure how to tackle the carnifex's flesh. I remember he was really happy with how it came out, and it proceeded to jump up and down on a good number of my toy soldiers over the following decade.


I love that the powered melee weapons get cables running to the power unit on the saddle.


Bunkah's Wrekkin' Krew

I said we'd finish on what I think is the most Mark unit in his collection, so here it is: a unit of 20 basic ork boys in a battle wagon. Simple enough... except it isn't. The unit has been built as a team of dudes who are equipped to dismantle and loot vehicles, and their ride takes that theme further.


Let's start off with the wagon. It had recently been given some repairs which Mark never got around to painting, so please ignore the occasional bit of white styrene.

It's got a grabby claw. For grabbing.

Note the spare burna on the side for cutting up wrecks.

Note the extra details he's added: a toolbox, tow cable, and an 'uge spanner.

Another view of the grabby krane.

Now for the mob. I won't go through all twenty of them in exhaustive detail, but there's some things worth highlighting.


The profusion of hooks, lump hammers, spanners, and drills speak for themselves. Of particular note is the scratch-built toolbox, and second from bottom left, the ork carrying the task lamp. Now, on to the other ten lads in this unit...


Again, some self-explanatory things like crowbars, blowtorches and so forth, but it's worth calling out the dude with the fuel drum and (one of my favourite touches) a siphoning tube tied around his waist.

Let's take a second to talk about the mob's leader Bunkah and his massive circular saw. Mark loved Bunkah, both for the kustom saw he'd built him, but also for his character. You see, Bunkah was a simple soul who enjoyed two things in life: his saw, and trying to remember his own name. Unarguably the stupidest ork in his own mob, the lads generally left him to his own devices and did most of the actual looting themselves.

Particularly stupid things Bunkah did include stepping through a door and becoming the only ork visible to a baneblade. Mark was giggling a bit when he moved Bunkah out. He'd play to character like that. "Bun... kah?" he said in a low, gravelly voice. When the baneblade's main gun went off and removed Bunkah from the field, Mark started laughing uncontrollably and just kept at it for... I don't remember how long. The fact that he found suicide by baneblade cannon that funny set me off. It's objectively not that amusing, but the whole thing seemed to have pleased Mark no end.

Bunkah became something of a running joke. If one of us didn't understand what the other was saying, we'd answer with "Bunkah?"

If one of us decided to do something even though we knew it was stupid, we'd say "Bunkah." The meaning was all in the tone. It was a very, very localised equivalent of "I am Groot," I suppose.

But there's one ork in the Wrekkin' Krew that's the Markiest of them all: the health and safety ork. He's the one in the picture with the high-vis jacket, the safety goggles, the pencil tucked behind his ear, and a clipboard that says "HSE" on it (that's the Health and Safety Executive, the UK government's agency for workplace health and safety). As an occupational hygienist, this model basically represented Mark on the table. He gave a crap about the well-being of his colleagues even when they didn't (and he worked in a steel plant where they really, really didn't sometimes). The image of an ork helpfully pointing out safety tips to his squadmates is frankly joyous.

That he put so much detail into a unit of basic troops is everything to me. As hobbyists we can get drawn into the idea that the more elite your miniature is, the more love you should give it. Mark took the opposite approach. For him, the magic of an army lay in bringing everyday details into the picture. Every model in your army is an opportunity to bring your force to life, so if you get a cool idea, then pursue that idea all the way down the rabbit hole. You'll end up with something unique. Something that's yours.

Something your friends will remember.

Hopefully one day Mark's kids will follow their dad into the hobby, and if they do, Bunkah, Tekkwotts, Cogz, Tufflukk and all the rest will be waiting for them. So much of Mark's personality is baked into these miniatures that I'm pretty sure they'll come to know him a little better. Hopefully you did too. Furthermore, I hope his army has inspired you in some way, whether it's to have a crack at a conversion you're scared of, or to keep painting, keep rolling dice, and keep enjoying this hobby.

And don't fear, this army isn't going into some forgotten box under the stairs while it waits for his kids. We're under strict instructions to make sure it sees the field, and I'll make damn sure it does. These boots is made for stomping, and stomping's what they'll do. WAAAAGH!

The Forms of The Beast. Genestealer Cult #9 - Patriarchs, Abberations and Familiars

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While the human-ish faces of the Cult are the Primus, the Magos and the other specialists, there is only one spider at the heart of this web. The originator of the horrifying infection that sparked the growth of the Cult. The Patriarch.

Yes, I know there are two of them, patience, I'll get to that...

The Patriarch was the original Genestealer to arrive in the area. In the case of the Starborn Souls it was curled, alone and hidden in the hold of a supply ship restocking Ortag Imperial Mineral Exploitation facilities. From this lithe purestrain, as time went on, grew the bloated, psychic monstrosity that is the Patriarch.


Given that I had established the colour scheme of the Genestealers time and again I did not need to put much thought into the Patriarch other than increasing the number of highlights. The main point of interest is the psychic glow. I wanted to emulate what the studio had done because it looked so characterful. I love the idea of this monster, more than capable of ripping you in two, being most dangerous because of its mind. To pull off the glow I just used several thin glazes of white mixed with a teeny bit of blue ink. I made sure to make each successive glaze cover less area so the glow seems to emanate rather than being constant. Finally I painted the eyes pure white to make for the intense light source.


I love the detail of it's back. So much better than just big smooth sheets. Oh, and the goo-ey mess it's holding in it's left hand. Yeah, that's a Cobalt Scion. Because reasons...


Now, about the whole two Patriarchs thing. To be honest, I painted this one because I had it. It seemed wasteful not to. I imagine it will almost never be used. The one time it would be is if the Patriarch died in a narrative campaign and another Genestealer was raised up. This would represent that younger Patriarch, different warlord traits and all that. Oh, and keeping up the whole "friends' armies in trophy piles" thing the ridiculous number of terminator heads festooning the base are painted as Crimson Fists, Cobalt Scions, Salamanders, Raven Guard, Space Wolves and my own Blood Angels and planned Imperial Fists.

But Patriarchs are not the only form of the beast I have painted this time, oh no. In addition to painting another 15 Purestrains (not pictured because seriously, you'd struggle to tell the two images apart from the previous squad. Go have a look here and assume you are looking at these...). I also finished off my "When good Hybrids go bad" squad:


By adding a box of Abberants I was able to make either a squad of 10 or a couple of smaller 5-"man" squads if I felt like it. Plus I got the excellent hypermorph with the best weapon in the squad. Literally a street sign ripped out of the ground. Well done sculptors, golf clap, wonderful work.

But that's not all! In addition to the Biggest Stealers, the Lumpiest Stealers and the just straight More Stealers, I also painted the Littlest Stealers, the Familiars:


I'd had these knocking around and so painted them at the same time as the other Purestrains because all the paint mixes would be the same. Included in these is the Biophagus' little buddy, the Alchemical familiar. Carrying a flask of SCIENCE that has been somewhat unwisely uncorked and wearing adorable personal protective goggles he is seriously the cutest Genestealer in the Cult.

With that I shall leave you. We have reached the dark heart of the Starborn Souls and there is light at the end of the tunnel. Rest assured there will be more soon. Until then...

TTFN

Cobalt Scions primaris captain conversion

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This week's post is about the captain I converted for my primaris marines: Martellus Lucullus of the Cobalt Scions' Third Company. I'll start with how I went about the converting and painting, then take a deep dive into the background for Lucullus and his chapter. Fair warning, it's... a seriously deep dive. I got excited.


How & why I dun the conversion

The posing on the primaris captain mini is vintage 40K, in that it's a bald man pointing and shouting with one foot perched on a rock. You can also build him pointing with a power sword instead, but that makes the pose of his gun look awkward. The pointing hand, at least, suggests he was holding his gun normally, and has briefly let go to do some Tactical Pointing.

Tactical pointing.
Image credit: Games Workshop

Wave dem weapons, bro.
Image credit: Games Workshop


Pointy baldy man was something I'd painted too many times, and gunny swordy wavy man didn't work for me as a pose. Also the big fat bling swinging between his legs seemed... impractical. It was time to do some conversion. Besides, it's nice to have a unique commander. To the cutting mat!

The first order of business was to remove the blingwang. Whilst I couldn't be arsed to do this on my aggressors, this be my shiny boss man. The solution? Clip and slice the bulk of it off, buff it out with the mould line removal tool, then add in some green stuff.

Green stuff was also my solution to the Posing Rock he was standing on. I clipped off the spike, glued him to the base, then sculpted a green stuff slope around the rock. Once the putty had cured, the scalpel and mould line remover were used to scrape it flush with the base rim.

Originally I was going to use the crested helm that comes in the kit, but in the end I came round to the idea of embracing MAXIMUM ROMAN as suggested by Lasgunpacker in his comment on my first five intercessors. This worked out well, since I also wanted a gladius-style sword to further emphasise the Cobalt Scions' ties to their Ultramarine primogenitors. The Ultramarines Upgrade Pack had both of these things, albeit on the wrong style of helmet. I chopped off the crest and pinned it to a spare intercessor helm.

The Ultramarines sword was attached to the bolt pistol arm from the Imperial Fists upgrade sprue, while the auto bolt rifle was taken from the intercessors kit. The positioning of the gun meant I had to remove the tassles on the crux terminatus, but oh well.

How green stuff is your valley?

It's always good to pose one's minis in a way that conveys something about their personality, and doubly so when you don't have a face to paint. I tried to imply a commander who stands at the back looking performatively majestic (and/or like he might kick off a rousing speech at any minute). That said I still wanted Lucullus to look like he was up for a fight if someone got close, so the sword's been placed in a semi-relaxed low guard rather than a "wave it in the air like you're in charge" kinda fashion.

Hopefully that's how it looks to other people!


Painting

Lucullus was painted the same way as the other Cobalt Scions. I covered this in my post on the intercessors, but there have been some subtle amendments since then (to the blue, red & white), so for convenience's sake:

Blue:

  1. Spray the whole model Macragge Blue.
  2. Line in the crevices with Reaper's blue liner.
  3. Highlight with Calgar Blue.
  4. Edge highlight with Fenrisian Grey.
  5. Point highlight with a 50/50 Fenrisian/white mix.
  6. Go back over with thinned Macragge Blue. This conceals mistakes and softens up the transition from the base spray to the initial Calgar highlight.
  7. Add chips and dings with Calgar Blue
  8. Go over the top half of the chips and dings with Reaper's blue liner.
  9. Go into the middle of any particularly big chips and dings with Army Painter Gunmetal.

Red:

  1. Mephiston Red.
  2. Agrax Earthshade.
  3. Highlight Evil Sunz Scarlet.
  4. Edge Highlight Wild Rider Red.
  5. Point highlight with 3:2 mix of Wild Rider Red and a bone colour (I'm using Army Painter Skeleton Bone).
  6. Add chips and dings with Evil Sunz Scarlet.
  7. Go over the top half of the chips with Reaper's brown liner.
  8. Go into the middle of any particularly big chips and dings with Army Painter Gunmetal.

Black:

  1. Basecoat with... black.
  2. Overbrush with thinned Eshin Grey.
  3. Highlight with Eshin Grey.
  4. Edge highlight with Dawnstone.

Silver:

  1. Basecoat Army Painter Gunmetal (leadbelcher would do).
  2. Nuln Oil Gloss.
  3. Edge highlight with a light silver (I'm using the Army Painter bright silver)

Gold:

  1. Basecoat Army Painter Gunmetal (or mid-silver of your choice, e.g. Leadbelcher).
  2. Basecoat with Army Painter Greedy Gold (or gold of your choice).
  3. Reikland Fleshshade Gloss.
  4. Edge highlight with a 2:1 gold/bright silver mix. I used Army Painter's Greedy Gold and Shining Silver.

White:

  1. Basecoat with Corax White
  2. Recess shade with some thinned Dawnstone
  3. Line in the deepest recesses with thinned Eshin Grey or Reaper's grey liner.
  4. Highlight with White Scar (technically I'm using the Army Painter white, but... it's white. Same difference.)
  5. Add chips and dings to the white with White Scar/pure white.
  6. Go back over the top half of the chips and dings with Dawnstone.
  7. Add Army Painter Gunmetal to the centre of any particularly large chips.

At the end, Typhus Corrosion is applied around the boots and lower shins using the technique described in the post on the Aggressors.

Lucullus' cloak and backpack were painted as separate sub-assemblies. The cloak was primed with Wraithbone, which saved me a bunch of time when it came to getting the Mephiston Red basecoat on the cloak.

Little Red Purging Cloak.

I strayed a little from the standard red mix on the cloak, since Evil Sunz Scarlet and Wild Rider Red were just a bit too bright to use as anything other than highlights, and Agrax Earthshade was too imprecise for an area this big and smooth. As such, the vast majority of the red you see is Mephiston, with shading produced with a mix of Mephiston and Vallejo Charred Brown. The lighter reds only appear in the final highlights. The shadows in the photo look more intense than in reality, but that's the price I pay for having the light at an angle that didn't wash out the colour with reflections.

Speaking of red, one of the downsides of my original method for painting the 3rd Company knee pads was that my wife asked why they had M&Ms for knees.

It couldn't be unseen.

In an effort to avoid this hilarity with my warlord, I made the III look even more like Roman numerals, and then went cross-eyed painting a laurel wreath around it. I can't keep that up for the whole army, so the rest will probably switch from III to the squad's number, since the fact that it's red is sufficient to indicate which company they're from.

A final note on composition: since Lucullus is the captain of the Third, I was planning on keeping his crest as red, the company colour. Once I'd actually finished the mini, though, his bright red tabard was overpowering the rest of the mini. I needed to draw the eye back up to his face. To achieve this, I added the iconic white bands to the crest. This meant the tabard was no longer the brightest thing, and the lines on the crest seem to point the eye in the direction of the helmet. At least, that's the effect it has on me. The lesson I took home was this: hold the mini at arm's length, see where your eye is drawn, and ask yourself if the emphasis is right.


Origin
Le nouveau parfum. Pour l'homme bleu.

...By which I obviously mean that this post is moving on to my favourite bit: fluff! That's fluff, not fluffing. Being an astartes fluffer would be a truly pointless calling.

On a side note, fluff is one of the weirder bits of wargamer slang. The term carries a derisory note implying that it's ancillary to rules, but if it weren't for the fluff, wouldn't we all be playing chess? Unfortunately, 'background' is a whole extra syllable, and humans follow the path of least resistance.

Wait, what was this blog post about? Ah, yes.

Clears throat.

The Cobalt Scions are an all-primaris chapter created from Ultramarines gene stock. Initially they participated in the Indomitus Crusade, after which Guilliman tasked them with shoring up a region of the Segmentum Pacificus that, while relatively peaceful, wouldn't remain that way with so much of the Imperial war machine focussed on the Great Rift.

Founding
Guilliman's major concern about Cawl's artificially indoctrinated primaris marines was their lack of real combat experience, so he decided to form the Scions' senior leadership from veterans of the Ultramarines' 1st Company. A call for volunteers went out.

Encouraged by Calgar's survival of the Rubicon Primaris, Aelius Justarian and his squad stepped up. Their idea was that each of them would be a company captain, forming a group of officers who already knew and respected each other. Guilliman, Calgar and Captain Agemman accepted their proposal, and the ten brothers eagerly submitted themselves to the process, nodding confidently as the risks of the process were explained to them.

In their optimism they hoped they might all survive; the process was becoming less risky with time, but in reality, six brothers died. Sergeant Justarian was among them.

The four survivors had known it was possible some of their brothers might not survive the process. They had lost brothers in the past. Astartes are indoctrinated to process the grief when a brother falls in combat. If anything, it strengthens their resolve. But the survivors learned that losing a brother in combat and losing an uninjured brother to the operating table are two very different things. This new form of grief ate away at them.

The chaplains tried tending to the brothers' spiritual wounds, but old Cassius refused to let them languish in mourning. Success, he told them, is meaningless without adversity. Still despondent at the loss but obedient nonetheless, the four brothers prepared for their voyage across the galaxy to rendezvous with their new chapter in the Sol system. They sought guidance from Calgar, Agemman, and other senior Ultramarines while their new armour was forged. They spoke to political leaders and logisticians, shipmasters and tech-magi, trying to learn what they could, still lamenting the loss of wise Justarian and the others.

When their new Mk.X armour was ready, they entered the Fortress of Hera and donned the unpainted suits for the first time. After so many decades as Ultramarines, it was a strange thing for them to see each other wearing unpainted armour. As they stood there exchanging uncertain glances, they were approached by Sinon, Captain of the Ninth and Master of Relics, who presented them with four master-crafted power swords in honour of their service with the Ultramarines. It was a welcome and tangible connection to their past.

On the journey to Sol, they occupied themselves by debating how they might go about organising their new chapter. Quintus Tarentian and Gaius Fabian favoured adhering strictly to the updated Codex Astartes, while Tiberius Drusus and Martellus Lucullus argued that it didn't map well onto purely primaris chapters.

Unable to agree on how far to stray from the wisdom of the Codex, they turned their attention to what they thought would be the less contentious question of naming the chapter. They soon learned that much rests in a name, and many names are unfit for purpose. Nothing sounded right. At one point, Tarentian confessed that after days of considering monikers for the new chapter, even the honoured name of the Ultramarines sounded foolish. "It is a pun!" he exclaimed, agast. "Or perhaps a declaration that we think ourselves above other chapters." The other three looked at him, appalled by this heresy.

"On the contrary, brother," Drusus replied, "I believe Ultramar to be a word from Ancient Terra describing an empire that stretches across an ocean. In this instance, the void is the ocean, the Five Hundred Worlds the empire. The suffix -ines must simply indicate that we are men of that great empire. Surely, therefore, the word Ultramar preceded the word Ultramarines? You're putting the artillery train before the tractor."

 "Let us pretend I said nothing," Tarentian said, clearly troubled.

It was Lucullus who spoke next. "If we should decide to break with some edicts of the Codex, it would seem all the more important to remember our point of origin. A new chapter has no history, but the Thirteenth Legion and all its successors have ten millennia of it. What if our heraldry echoes that? Our chapter symbol could be a cobalt fist, as if to show one of the Gauntlets of Ultramar."

"That is not a name, Martellus, that is a badge," Fabian said. The others laughed.

Never one to enjoy a joke at his expense, Lucullus doubled down. "It's the idea I'm driving at. Make a point of upholding our identity as scions of Ultramar."

"The Scions of Ultramar is quite the mouthful," Tarentian said.

"The Cobalt Scions," Drusus said. The four of them were silent for a moment. Tarentian, for whom everything now sounded wrong, opened his mouth to speak. Fabian cut him off. "I like it," Fabian said.

"As do I," Lucullus added.

Tarentian frowned, then shrugged. "I am pleased this task is done."

A chapter icon is born.

After much debate the four brothers also agreed on their roles. Someone with a willingness to embrace the unfamiliar would be needed to form a new chapter, and so Tiberius Drusus would serve as chapter master. It helped that he was the most learned among them. To keep Drusus grounded, the traditionally-minded Tarentian would assume command of the 1st company, and Fabian would take the 2nd. Martellus Lucullus, Drusus' fellow advocate for new ways, would helm the 3rd.

To find the other seven captains, they would have to screen Cawl's unnaturally trained creations to see if any among them had the wit for independent thought.

When the four brothers eventually reached the Sol system they found a fleet of unnamed ships waiting for them in Mars' crowded dockyards. Inside, a chapter of new marines slept in stasis. Neither ships nor men bore heraldry. Drusus and his brothers had understood the scale of the task ahead in theory, but found the reality somewhat daunting. They were veterans of combat, not leadership. Who were they to step into the shoes of their betters and start from the very beginning?

The four brothers toured the fleet and its crews. They went to see the stasis chambers, and the marines inside. An army of techpriests, artisans and servitors awaited Drusus' signal to begin.

Drusus wanted the chapter to wake up to some sense of heritage, so the artisans were set to work first, applying heraldry to empty racks of armour. Ships were named. The four brothers met with the fleet's human officers, many of whom were decorated volunteers from the Imperial Navy.

When all was prepared, Drusus gave authorisation to wake the chapter.

They soon learned that the indoctrinated marines had names from their previous lives, but all were uncertain how many of their memories were real, and how many implanted. They all thought they remembered lives in Ultramar, and so the four brothers found some common ground with them. Even so, the marines knew little of the modern Imperium. Some spoke of the secular Imperial Truth promulgated in the days of the Great Crusade. The four brothers realised that bringing these men into the 42nd Millennium would involve significant culture shock. Worse yet, they had been indoctrinated to fulfill a single role, rather than having the flexibility of a marine who had worked their way through the ranks.

In the short term, Drusus and the others would simply have to accept Cawl's inflexible progeny and work with them as best they could. The Cobalt Scions fleet began its maiden voyage out of Sol and towards the nearest prong of the Indomitus Crusade.

The Cobalt Scions in the Indomitus Crusade
Over the next century or so, the Scions slowly morphed in the direction the four brothers intended. While in transit between warzones, squads were trained in other methods of warfare. Hellblaster units learned to use bolt rifles, Intercessors learned how to move in gravis armour, and so on. Like many of the all-primaris chapters, they took higher casualties early on in the Crusade. After a century of constant warfare the chapter had been reduced to half its original strength, despite occasional reinforcements from the Unnumbered Sons and freshly awakened marines from Mars.

While the Crusade continued to spread out through the galaxy, it was decided that the time had come for the Scions to go to the world that had been assigned to them by Guilliman: Thonis.

A new homeworld
When it was designated as the Scions' homeworld, Thonis was far from any active warzones. Situated in the Eridani Sector of the Segmentum Pacificus, it was Guilliman's intent that the Scions would further strengthen a relatively stable part of the Imperium. Some whispered that it was further evidence of Guilliman ensuring the Ultramarines' ascendancy, particularly given the cultural ties the First Four had sought to maintain.

Either way, none could gainsay the Lord Commander of the Imperium, and so the Scions' fleet made for Thonis. Drusus and the others knew relatively little about Thonis beside some centuries-old information about its major exports and government, but it seemed reasonable to assume the locals would be grateful for the protection of an Astartes Chapter.

The Scions fleet returned to Mars first. While ship repairs got underway, Chapter Master Drusus met with Archmagos Felicita Morleio, the fabricator-general Cawl had assigned to the chapter. She had been tasked with designing and overseeing the construction of the Scions' fortress monastery, and then remaining with the chapter for the rest of her life, tending to the fortress' manufactorums and forges. She seemed at peace with the notion that she would get to create this one great structure and then be relegated to its maintenance. Drusus, however, was far less willing than Cawl to waste human resources. He suggested that if she showed aptitude for architectural design and understood siegecraft sufficiently, there was every chance she could embark upon an indefinite number of projects across Thonis and the wider Eridani sector as the Scions established themselves.

In that moment, he won Morleio's undivided loyalty.

Everything that would be needed for the fortress monastery, save the stone and rockrete itself, had already been loaded onto Morleio's kilometers-long fabrication ark. The fleet, now repaired, broke orbit and made for the Eridani Sector.

Arrival in Thonis
The Imperial governor on Thonis had been told decades ago that a chapter called the Cobalt Scions were coming to live on the planet. That was it. No details, no instructions to make particular preparations. Simply that they were coming.

When a fleet of Astartes ships arrived claiming to be the Cobalt Scions, no one had any reason to doubt them.

The fleet moved straight through the Eridani sector and on to the Hasmides system in the neighbouring Achernar sector. There had been some civil unrest; bombings and the like. It was assumed the Scions intended to terrify the populace into compliance.

In reality, the individuals aboard the Astartes fleet had created the uprising. They were not the Cobalt Scions at all. They were the Word Bearers, six hundred of them, acting on the orders of Khairon. If Guilliman's sons were coming, the Word Bearers were keen to preemptively tarnish their good name and make it clear the Scions' very arrival would only bring suffering.

Hasmides offered little challenge to them.

A thousand light years away, the Scions' fleet approached in blissful ignorance.

With Hasmides' government and infrastructure in tatters, the Word Bearers returned to their ships to prepare their next blow. The Scions might not have been there to prevent the atrocity, but the wider Imperium did not leave it unpunished. As the Word Bearers fleet made all speed for the Hasmides system's Mandeville point so as to escape into the warp, they were intercepted by the full might of Battlefleet Achernar.

The ensuing battle cost both fleets dearly, but ultimately the Word Bearers' fleet was so badly damaged that, while most of their Astartes survived, their ability to prosecute a full naval engagement was, for a time at least, nullified.

Side note: Jon and I actually fought this battle as the climax of the latest BFG campaign I ran for him, and while the battle went well for Jon, his flagship got boarded by the Word Bearer's flagship. This in turn spawned a somewhat bracing Inquisitor scenario in which our Inq28 players had to try and capture a ----ing space marine for interrogation during the boarding action. Said players were appropriately traumatised by the experience.


Broadcasting false Cobalt Scions transponder signals, the Word Bearers battle barge Monarchia rams Battlefleet Achernar's flagship Dammerung during the Battle of Hasmides. The Word Bearers strike cruiser Morningstar can also be seen maneuvering to board the stricken battleship on its starboard flank.


Ironically the Navy's victory at Hasmides was politically bad for the Cobalt Scions. Not only had their impending arrival attracted dangerous foes to a peaceful place, it wasn't even the Scions who saw them off. Furthermore Thonis' incumbent planetary governor, Lord Aderbal, was well regarded by his subjects. There was little appetite for change.

When the true Cobalt Scions fleet approached Thonis, they were bombarded with security questions, and requests that they remain at a distance until their identity could be verified. It was hardly the welcome the Scions had hoped for. Eventually, Thonis' modest orbital platforms cancelled their firing solutions and stood down. A lone Overlord-class gunship bore the first delegation of Cobalt Scions down to the verdant surface of their new homeworld.

Chapter Master Drusus expected Aderbal to unquestionably accept the Scions' clear right to rule the system. Drusus informed him that there would be a brief transition phase followed by significant reforms in which Aderbal's official title would change from Planetary Governor to Locutor of the Senate: a position Drusus assured him would be very important in the new regime.

Given the choice between no power and some power, Aderbal was forced to accept Drusus' offer.

In his address during the ceremony in which the Sceptre of Heracleion, symbol of the capital, was to pass from Governor Aderbal to Dictator Drusus, the governor's wording carefully managed to remain obedient while subtly emphasising Drusus' status as a newcomer to an old world with a well-established culture.

The address set the tone for the months to come. The Scions were too terrifying for anyone to risk obvious dissent, but any request made to the government by an Astartes would mysteriously require more paperwork and bureaucracy than the same request made by a native official. If asked for an explanation, people would claim they were taking extra care that they did a good job, or would say they had heard Guilliman's sons encouraged detailed paperwork. The Scions came to be seen as a source of problems by the general populace. With no experience of nuanced public relations, Drusus and his captains were at a loss as to how to win their people over. They went on speaking tours, endeavouring to rouse the public with stilted recollections of their great victories in the Indomitus Crusade, but received only polite applause. They made suggestions to improve the efficiency of institutions, but were told said suggestions would reduce productivity even when it seemed clear this was not the case.

During those first few months, some of the Scions grew restive. They felt the battles they had fought deserved the respect of any Imperial citizen, and talk grew of taking a harsher line with the recalcitrant public. Tarentian in particular advocated for a more direct approach.

Lucullus disagreed. He argued that the harder they pushed, the harder the people would resist. Some would fall into line, of course, but there would also be dissent and perhaps even the fomenting of heresy.

Drusus, politically inexperienced, was indecisive as to whose approach he would implement, and changed his mind regularly. This in turn created a rift between him and Captain Fabian, who proclaimed that he didn't care which side Drusus took, only that he committed to a course of action. Fabian went to far as to suggest that if Drusus couldn't make such decisions, Fabian was happy to take his place. Fabian's insubordination outraged Tarentian, Lucullus, and the other captains. The argument served a purpose, at least. Drusus was at last moved to choose. He took Lucullus' cautious approach.

The construction of the Fortress of Syrnum
While the Scions struggled with the political landscape, Archmagos Morleio worked on her designs for the fortress-monastery. It was to be built in the hills above Heracleion, and would require surprisingly few homes to be demolished. Strangely, the news that five hundred families were to be given the honour of having their homes bulldozed for the fortress monastery wasn't met with the sort of gratitude the Scions expected. Citizens of Ultramar, the Scions reflected bitterly, would have been proud to give their land for such a purpose.

Morleio estimated the project would take three years before it would be usable, and more than that before it would reach its full potential. Work began to prepare the Syrnum hills as Morleio and Drusus spent many long days drawing up plans.

Yep, this was definitely necessary.
Image credit: a combination of PlanetMaker and Photoshop.

Expanding the docks
Work also began on enlarging Thonis' modest orbitals. In time, they would need to serve a full fleet of warships in addition to providing efficient trade berths. Where the Scions had failed to gain any political capital thus far, the trade-focussed Thonicians were keen on the idea of increased docking facilities and reduced piracy. Sensing an opportunity, Drusus made a series of speeches promising that within fifty years, Thonis would enjoy the protection and commerce of vast orbital facilities. Finally, the Scions had said something popular.

Naturally this meant the native politicians, still angry at their reduced autonomy, argued for increased influence in the design of the orbitals to ensure the opportunities for trade were maximised.

Political reforms
The nobles' request for greater influence was an overt challenge to Drusus' competence in terms of trade, and public perception was very much that a space marine couldn't possibly have the same expertise as the great trading houses of Thonis.

In a move that shocked the Thonician nobility, Drusus responded to their challenge with his first sign of political deftness.

Drusus declared that if the native politicians wanted a say in the Scions' construction projects, then apparently they had accepted the chapter was here to stay. It followed, therefore, they were ready for the political reforms Drusus had promised.

A senate was formed from the heads of the fifty most influential noble families. The senate's role would be to advise the Scions as to how they should proceed in matters of commerce and governance. One senator would be first among equals, and would present the senate's suggestions to the Dictator. This individual would be known as the Locutor, a position that would initially be taken by Lord Aderbal. Upon his death or dismissal, another senator would be elected by their peers to take his position.

The reforms went further still. Ten commoners would be chosen to represent the labourers. These ten Tribunes were to keep the Dictator and Senate informed of how their legislation was being received by the commoners. More importantly, if all ten Tribunes agreed, they had the power to veto new legislation. The veto could only be overruled by the dictator, or in the absence of the Dictator, by one of the chapter's lieutenants, all of whom held the honorific of Praetor.

Being a Praetor incorporated two main duties beyond an Astartes Lieutenant's combat role. One was to act as a diplomat or ambassador for their captain when on campaign, and the other, as intimated above, was to arbitrate on disagreements between the Senate and the Tribunate when at home. In this way, lieutenants gained extensive political experience in preparation for becoming a captain.

Captains, in turn, held the honorific of Consul. Being a Consul meant having the Dictator's blessing to instigate reforms of a planet's government if it was militarily advantageous to do so, up to and including its annexation. The wording of this rule was vague enough that neighbouring planetary governors began to issue complaints to the Adeptus Terra. Guilliman's sons were laying the illegal foundations of their own empire, the governors said. Months later, Guilliman provided a curt response: "Then do not give my sons cause to annex your planet."

This further stoked speculation that the Lord Commander took issue with the modern Imperium, but as yet no one was willing to risk secession.

While the heavy-handed reforms were obviously taking power from the ruling class and handing it to the Cobalt Scions, the nobles also realised that they were now competing with each other for places in the Senate. This broke their unity and revealed their selfishness for all to see, and the mere existence of the Tribunate empowered the bulk of the population far more than the previous regime, even if this was representation in name only.

Tiberius Drusus finally had the political situation working to his advantage.

Initial engagements on the tabletop included this comedy before and after situation.


Initial Engagements
The Scions soon learned of the Hasmides atrocity, but were reliant on the Inquisition for further intelligence as to where the Word Bearers might strike next.

In the interim, they had two priorities: rebuilding the chapter, and dealing with any lesser threats in their immediate area. Neighbouring systems, particularly those bordering the Scyrian Expanse, were suffering from frequent greenskin raids. The Scions set about crushing these lesser orkish warbands with relative ease, and cleared out several remote human pirate strongholds, all of which was well received by the Eridani Sector's border colonies, but was of little relevance to the people of Thonis.

As for rebuilding the chapter, the Scions embarked on a major recruitment drive in Thonis. They asked for volunteers only, but the financial support they offered volunteers' families meant that a noticeable percentage of the adolescent aspirants clearly had no desire to be there.

Despite these issues, the Scions soon had a good number of scouts in training, and with at least half the chapter stationed at Thonis at any given moment there were always plenty of instructors available. A major difficulty, of course, was that most of the instructors had never been scouts themselves. Many of the initial recruits were pushed too hard, or were simply not trained effectively, and it took some time before the first generation of aspirants - those that survived - started to make good progress.

Chapter organisation
The Cobalt Scions follow the Codex to an extent. They argue that it follows the codex in spirit, just not in detail. The 10th Company is the scout company. When a scout becomes capable enough to fulfill a different battlefield role, they are moved to the appropriate reserve company. They will then move from one reserve company to the other, slowly mastering different roles, until they are competent in all of them, at which point they are ready for promotion to a battle line company. If they can survive for long enough, they will eventually be honoured with a place in the 1st Company.


  • 1st Company: the veterans. Squads from this company are often attached to other forces to share their experience and aid with further training for their brothers.
  • 2nd-5th Companies: the battle line companies. All members are expected to know how to operate as intercessors, vehicle crew, hellblasters, aggressors, inceptors, or in Phobos armour. The company captain decides on the mixture of 5 and 10 man squads.
  • 6th (Reserve) Company: 100 intercessors
  • 7th (Reserve) Company: ~50 intercessors and ~50 marines adept with gravis plate (inceptors and aggressors).
  • 8th (Reserve) Company: ~50 hellblasters and ~50 marines with the skill to operate a vehicle.
  • 9th (Reserve) Company: 100 marines used to operating in Phobos armour in various roles.
  • 10th (Scout) Company: scouts. Numbers vary. Usually several hundred.


At last, a viable patrol detachment! And it's only taken four... no, five months. Jeff painted about 3000 points of Genestealer Cultists in that time, and I've done nine marines. Well the joke's on you Jeff, because the slower you paint, the more cost-effective the hobby is. So nurr.


Martellus Lucullus, Captain of the 3rd Company
Martellus was born to the wealthy Luculli family of Nova Thulium in the Macragge system. While his elder siblings could look forward to inheriting various farming estates, assuming they demonstrated the aptitude for it, young Martellus was always getting into fights, and tarnishing his family's name with unruly behaviour. Eventually his parents suggested that if violence was all he wanted, he could perhaps join the Ultramarines and repair the damage he'd done to the family's reputation.

Martellus could tell his parents didn't want him to go, they just wanted him to start behaving himself, so he called their bluff. The very next day, he added his name to the aspirant slate in his scholam. His parents, who had never shown any interest in military affairs, were horrified. In Martellus' young mind this seemed like a victory.

Whilst Martellus would never regret what he became, and took great pride in making it through selection, he did regret the hurt it caused his family. At the same time, it frustrated him that other families in Ultramar boasted for generations if one of their relatives had been accepted into the Adeptus Astartes.

Over the coming decades, Martellus Lucullus would gain (and lose) a great many brothers. He marveled that he should happen to be alive when the primarch was returned to them, and horrified by the damage visited upon Ultramar by the Plague Wars of Mortarion. He moved through the ranks, eventually joining the veterans of Captain Agemman's First Company.

Few ever survive long enough to wear terminator plate, but even that wasn't enough to satisfy Lucullus. In his desire to become a legend of the chapter - something hard to do in a room full of legends - he had dedicated himself to mastering every weapon in the Ultramarines' arsenal. This flexibility and devotion was one of the things that had earned him his place in the First, but eventually he accepted that to be a true legend, being a warrior was not enough. He needed to become an officer. It was Lucullus, therefore, who suggested to his Sergeant, Justarian, that the squad should volunteer to help found the Cobalt Scions. It was, after all, a cunning way of jumping himself ahead of the competition to become a captain, even if that meant swallowing the bitter pill of leaving his Ultramarines livery behind.

Of course when Justarian and the others died, Lucullus' grief was heavily coloured by guilt. But for his ambition, they might have lived on. No matter how much he knew they had accepted the risks, he swore he would never again allow his own ambition to lead others into danger.

After a century of leading marines in battle, Lucullus' demeanour is almost entirely alien to the boy he once was. The mistakes of the past have made him cautious, slow to anger, and patient. In conversation he will always seek to learn everyone else's opinion before revealing his own. He earns the loyalty of his brothers by valuing their counsel. On the rare occasions he has attended the senate, he speaks pragmatically and with no obvious bias, infuriating senators with his intractability. He is known for having a strict moral code and arguing against any wayward behaviour, whilst self-deprecatingly acknowledging that he says this from the position of one whose mistakes have cost him.

His inflexibility lands him in trouble on occasion, as does his lack of initiative. By default he prefers to adopt a defensive strategy then counterattacking as soon as he sees a weakness in the enemy's assault. This is an approach he takes both militarily and socially, and does so with such regularity that he is considered predictable by those who know him.

For all his talk of service and virtue, Lucullus remains obsessed with his legacy and how he will be remembered. This leads some to see him as vain, a perception not helped by his willingness to be sculpted, painted, interviewed, profiled, or written about. It is hoped, therefore, that he will not be tempted to abuse his power as Consul to annex Imperial worlds for the glory of his chapter. His admirers deny this possibility, pointing to his strict moral code, but his detractors observe that with limited room for promotion in a chapter, he would gain plenty of reputation if he were to pay unwelcome homage to the Five Hundred Worlds.

Given how recently the Cobalt Scions entered the Eridani Sector, it is as yet too early to tell whether Lucullus will cleave to either of those extremes.


Here endeth the wall-o-text

What the organic fudge just happened? When I started writing this post, I genuinely believed it'd be quick and dirty. Look, I done converted a captain. And painted him. He's a cautious, moralising egotist. Any questions?

Turns out that to give you the incredibly short version, I had to figure out the incredibly long version. It was like tugging at a loose thread on a very big carpet. The carpet, in this case, being the very long list of things I hadn't and arguably didn't needto figure out about the Cobalt Scions. And then I thought... someone might enjoy the long version? Maybe? Honestly if anyone's made it this far reading my hobby nonsense then thanks. Hopefully you enjoyed it.

Leaders of the Pack. Genestealer Cult #10 - Magos, Abominant and Iconward.

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It has been noted that I have something of a completionist impulse... the fact that I nearly own all of the available figures for the Genestealer Cult range maaaay have led to buying some more (and will almost certainly lead to me getting a Locus and a Kelermorph at some point) and among them was the technically unnecessary but oh-so-pretty new Magos:



I mean just look at her. She's incredible. How could I not? But now I have two Magi. Magoses. Magos'.... I have two. So it's time for some Lore. My two Mag... the pair of Magos I have in my army are twins. Both born to an unsanctioned psyker caught up in the cult. The pair whispered in her mind as they grew within her and learned all she could teach them through gestation. Though she did not survive the birth - the twins were hungry and her psychic essence was too near and too strong - she had instilled in them a preturnatural knowledge. Old before their years the pair were destined for greatness. Of the two, Salome is by far the stronger. Her brother Estrus is a gifted psyker but for whatever reason it was Salome who rose to be the spiritual leader of the Starborn Souls. She carries her mother's skull to keep her close and the fell light of the Patriarch's intellect fills her eyes as she casts.


Painting-wise I needed to give this a lot of thought. She's actually a really complex sculpt, layers of overlapping clothing mean you have to figure out what belongs to what. I also had to figure out how to differentiate those layers without adding too many colours. I'd already established the purple robes on her brother so the outer skirt made sense to do that. The predominant colour would therefore be purple and the grey/red suit. The underdress looked so little-black-dress that I just ended up going for it. Prevented adding another colour and made for nice shadows. On a whim - and because she already looks badass striding forward like that - I thought I would use the same glow as the Patriarch. This is done in exactly the same way, glazes of light blue and pure white eyes. Looks like she means business.


Just as Salome is the spiritual centre of the cult, the charming gentleman above is the visual centre. The Iconward carries the banner of the Starborn Souls, allegedly the swaddling clothes that the Patriarch was dressed in when it arrived with the First Family. Now branded with his psychic essence - or careful melta-torch work if you are cynical - the shroud bears a miraculous image of the Patriarch handing down the Seed of the Starborn to it's children. The Cult fight all the harder in it's presence. I did a few minor tweaks to this model. Most notably fixing the ridiculously vast finial at the top for something a smidge more restrained. I don't have any icon bearers in the army so this one being a bit more restrained will be fine, it'll still stand out.


The final member of the leadership team is by far the lumpiest. This big boy is the Abominant. Leader of the Abberants and technically - because of the little dude at his side - capable of leading parties of the Starborn Souls into battle. Borrowing the Patriarch's insights he can make a reasonable go of generalship, even if his most rousing speech is "rawwwwgh". I adore this model. From the dungarees, to the spavined little extra arm to the wonderful back detail. He's incredible. He is also a nightmare to photograph so I'm a little miffed that I couldn't get better shots than this, but celery bruv, cel-er-ey. Believe it or not, with these models finished I am just three models away from finishing the army. But they are rather large models. Goliath type vehicle models. Coming to a blog near you soon. Until then...

TTFN

Heavy Metal. Genestealer Cult #11 - Goliaths and Rockgrinder

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One of things I love about playing as a Genestealer Cult is the insurgent feel. You aren't using too many military things, you're bodging together weapons and turning tools into instruments of destruction. Well, there isn't any bodged together instrument of destruction more destructive than this bad boy. Behold the Rockgrinder and despair!


Now that is a Goliath Rockgrinder. The one that you get in the kit is a bit... Well it's silly if I'm honest. It's just a big dozer blade with spinny saw blades serving no discernible purpose. I know they did the best they could with the limitations of space on the sprue but... I didn't like it. Wasn't going to include one in the army despite how funny running over someone with effectively a woodchipper on steroids would be. Until I remembered: I had a Hades breaching drill knocking around. Aeons ago I bought a Hades from Forgeworld and the one they sent me had two left tracks. Instead of sending me the right track they just sent another. This meant I've had a spare boring head in the "useful one day" box for years. THIS WAS THE PROJECT IT HAD BEEN WAITING FOR.

To disguise the fact that there wasn't any further machinery in there I glued a stack of the Drilldozer saw blades into the back of the boring head. It now looks like the rubble is further processed before being passed on to the back of the machine. While we're looking in glorious close up I should probably mention that the paint effect on the Rockgrinder is formed from layers of weathering pigment over dark steel. The dry pigments are fixed with Ammo Pigment Fixer, basically enamel medium. A bit like Lahmian medium, the thing that makes paint paint rather than a pile of coloured dust. Helps to prevent it rubbing off while leaving the wonderfully dusty vibe intact.


Talking about painting, I wanted to continue the Ortag Imperial scheme that I had established with the Ridgerunners and Sentinels. Namely, Vallejo Primer Red with a bunch of yellow safety rails. Combined with the crews being in the same standard colours as the rest of the army it's resulted in a delightfully coherent look for the whole thing. Especially when combined with scenery in the same industrial colours (more of that soon).


I'm really glad the studio made this back section. Combined with raising the suspension on the Rockgrinder (had to, there wasn't enough clearance for the Hades otherwise) it really makes the Rockgrinder look like a bigger version of the same basic chassis. Too many of the variant vehicles look too much like the original version. This was brilliantly done. Plus the tarp is great.


Speaking of the basic chassis... here they are. A pair of Goliath trucks ready to zoom around and carry my nastiest combat troops in close and personal. Hopefully you can see what I mean about a similar but different model.


Now, a word about armaments. This photo shows the classic form the Goliath is supposed to take in the codex. Two armour-piercing military cannons fixed to a civilian vehicle. We at the beard bunker think this is a smidge silly in an army that uses mining lasers and seismic generators as weapons. But I wanted the option to be codex legal so... here they are. But, with the aid of SCIENCE (magnets) we can do so much more...


I can swap out the autocannons for the manipulator arm, which is then magnetised to take all three of the Rockgrinder heavy weapon options. If my opponent is ok with it I'd much rather use the more characterful Genestealer Cult weapons. But if not I can just drop the autocannons back in and get 4 S7 shots a turn for some reason. But wait! As you might have noticed the crew are gone too which means, there's more:


I realised that having the mounting point magnetised meant I could make pure civilian versions
of these vehicles. For use in scenarios or just as terrain I can have them with no Genestealer crew, no weapons. Just a truck with a manipulator arm. Doesn't it look cool? I'm so happy with how this turned out.


Just like the Ridgerunners, a big part of the civilian look is the sheer number of random decals giving warning labels or instructions to the crew on how to use the vehicle. I mean, look at those fire extinguishers, without the label they wouldn't be half as awesome. If you look at some of the other shots these are everywhere. I'm especially fond of the fake Prometheum company logo on the fuel tanks. These are all - with the exception of the numbers - from various scale model kits I've bought over the years. It's really worth taking a look at the military modelling world from time to time and seeing what we can pinch for our bit of the hobby.

And unbelievably. That is it. I've painted all that I planned for this army, you can see all the articles here. The workometer is all green. It has taken a little under a year to get everything painted (nearly 3k) and I put a lot of that down to just how inspirational this range is. That and I made a bargain with Satan on a crossroads in Georgia a while back. I'm probably not done with 'Stealercult: With the Kelermorph finally coming out I'll probably get him and the Locus to act as Necromunda gang leaders and for completionist purposes. I'll probably pick up a Tectonic Fragdrill for much the same reasons. Oh, and there's a Brood Brothers contingent in my mind's eye that will definitely get done at some point. But I think I need to stop for a bit. Burnout would be sad at this point and I'm ready for the next project.

There will definately be a whole army photoshoot at some point so I can squee with glee at the sight of the whole entire Cult out on a table but that will require me being in Oxford and having time. What will that project be? Well, I'll keep it close to the vest for now but rest assured: I am not done with being bad guys or cults yet. Not by a long chalk... For now though, some quick wins, a kill team project, some more Necromunda and the like. Until then lovely people...

TTFN.

Brain Juice & The Mojo Meter

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//Authors Edit: This was going to be a quick 'Hi, I've not posted in a little while. It turned into something else. Please keep reading and share your thoughts on the subject. 

Sexy Marines are Sexy

I’ve been making slow progress with my hobby stash as of late. I’ve been thinking about it and there are many reasons:

a) Firstly, No Mojo: You have to be in the mood to paint and play. If the drive isn’t there, then it isn’t there. Forcing yourself to do something that is supposed to be your relaxing hobby makes it neither relaxing, or a hobby. I’ve been finding more and more of late that I’ve been treating my hobby more as a chore. Creating TO DO lists and telling myself I need to finish X,Y, or Z before I can start something new. Whilst there is merit in making sure you actually finish stuff, it needs to be because you want to see that model completed and on the board doing what it’s supposed to: be a fun gaming piece. You shouldn’t be finishing stuff for the sake of finishing things. I’ve been very bad by telling myself ‘NO! You can’t get a Mutalith Vortex Beast because you haven’t finished that Ork side project yet.’ Am I currently excited by Orks? No. Do I need to have them done? No. Are they best kept safe and sound until you are excited by Orks again? Absolutely. Would the Mutalith be a fun addition to what has become your main 40K army? Yes. So why am I pressuring myself to do something that I’m not excited by and suppressing what I am excited by? Well, see point ‘f’ below.

b) A Health Thing: Ok, so I’ve been having a shoulder thing for a while now. It’s a combo of several injuries picked up whilst cycling and exacerbated by playing bass guitar lots for the last 20 years. It only effects my left shoulder/arm. It does however make holding a model steady for long periods difficult as it causes shaking, numbness, and twitching in my arm/hand. I am currently seeking professional help for it from a physio. It’s still early days but we’ll see how this goes. It does mean that I’ve not been able to put in the hours as I used to. This also drains the painting mojo as I can’t paint as well as I want or for as long as I want.

c) Not Keeping up with the releases: I can squarely blame both time and Gdubs for this one. I’ve totally not been keeping up with the FAQ releases, with the Chapter Approved suppliments, and the various expansions because there have been so many of them. For example, my Thousand Sons collection, if going by the Codex, comes to a stately 2345 points. Going by the latest points values released in Chapter Approved they come in at a still respectable 2051 points. That’s a 293 points difference which is huge. Charlie and I recently played a simple 1000 point game, where I had a handicap of just over 100 points without knowing it. Along with minor rules changes and the new rules for bolters that I wasn’t aware of, it meant that game against Charlie left me feeling that my list and my playing were inadequate until we realised the reason for the discrepancy. If you don’t pay attention to every little release in White Dwarf, or are unwilling to pay up for the supplements, it leaves you really lagging behind and can leave you with the feeling of ‘why bother’ when you are simply being outclassed each time without knowing why. I do however understand and approve of the adjustments. It keeps the game balanced whilst allowing for updates and new things to be introduced. It is a living rule set and I’ve not been treating it as such. Which I admit this is my fault, I will state, however, that if you are going to update the point values every year, make them a free PDF and don’t punish those without deep enough pockets to pay the annual update tax (or those of us who just weren’t paying attention).

d) Work: Yeah, we all have real world lives out there. Mine just happens to be weird shift work so I’m not around at normal times and as such, my social and gaming life suffers. Plus, it is hard to do a 12 hour shift, come home, and then do some painting. There is not enough brain juice for that.

e) Lack of playing: As mentioned with the work thing, lack of regular playing means less painting mojo. Nothing refills the mojo meter like a good game, but as mentioned above I lack regular gaming and I keep missing out on updates so when I do game it’s not always as satisfying as it might be. What I will say is that when I have a bad game, it is not due to my opponents. We have an excellent gaming group and they make it fun to play. I suspect that I simply wouldn’t be in the hobby without them. What does normally spoil a game for me is either my own stupidity (which is infinite) or those damn dice (see here - A Series of Unfortunate Dice Rolls).

f) Too much dabbling: Slightly contrary to point one. Having too much started without making any progress and finishing is just as killer to the mojo meter. I’m currently sat with 11 in progress units/models around me. it was 13 until just very recently. With another 8 units/models in boxes waiting for any love at all. When you have limited capacity to paint/progress, where do you start? Too much choice can be bewildering. Some times your hobby butterfly wants to just crack on and build something, but that would just be adding to the pile of unpainted plastic, which causes further problems. I guess knowing when to chase the butterfly and when to apply some discipline is what I’ve been struggling with for the last year. 

Blood Raven's HQ
 
All in all there are many factors draining my hobby mojo, some within my power to change. It’s totally up to me to sort out more gaming for example, or read the damn Warhammer Community blog once in a while. Then there are some that are out of my control - general physical health and a relentless release schedule to name a few. 

So I think the point I was making here was, I’ve haven’t posted in a while because ‘reasons’.
 
What I have managed to do is to make some progress, even if it is slow progress. So I’ve managed to self apply the rod of painting discipline and finished two units. One is a second unit of Rubric Marines. These are identical to the first unit (aside from some posing) so I’m not going to bother photographing them, just go look at the Original Squad and pretend it is new. The second thing is the Blood Raven Hellblasters. These are new (to me at least, and I think the first unit of them finished by anyone here at the Bunker). So here they are: 

New Plasmablastyboys Squad
 
Done in the normal way as previously described. With my maximum effort basing. This also marks the major milestone of reaching 500 points. It’s currently unlikely I’ll be expanding these much further, partly because of point ‘c’ above. I’m fairly certain that I’m a codex behind for Space Marines and can’t/won’t splash out on another £30 book just for a patrol detachment. Also I want to properly focus on the Thousand Sons. This edition is getting very complex, with all the layers of special rules and amendments and stratagems blah blah blah. I simply don’t have the brain juice to learn multiple factions anymore. The Thousand Sons are at a decent size and of good enough quality, so I’m happy slowly adding to those rather than starting a dozen different smaller projects. 

Everyone Say 'That Belongs in a Museum"

These Blood Ravens will be joining my somewhat larger Imperial Guard forces as their Primaris spearhead, so Charlie and I can reenact the Dawn of War video game, in person! If I can get my head around the rules for them, like what is this Tactical Mode nonsense anyway?


Trust ya Guts

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I like my Ogres...


I've really been enjoying playing my Ogres recently. As you will know I have a rather large Undead collection: 5427 points according to my spreadsheet. This is by all measures my main army for WFB. However, the little Orge army that I started way way waaaaay back in 2014 (The Onefinger Tribe) has grown on me. It's also grown to a rather nice 2000 points with the addition of this lastest unit. A decent sized game of Fantasy is around the 2000 points mark, in my opinion. Enough units to give some tactical choices but not to big that it becomes exhausting. Anyway, I've kinda fallen for these big guys. I like they way they play, solid, reliable, and a not overwhelming set of special rules. It's also because of the sheer amount of charm I've managed to inject into them. You could argue you can give any warhammer unit character, and I would agree with you, but I've just seemed found something that sits well with me.


The Why?

Maisey, don't you already have an excessively large unit of Bulls?! Why add more? Well, the list felt a little too top heavy. It needed some extra girth around the middle. I like collections that have a good solid core to them. Doesn't matter about which gaming system. Having too many special and little bitty bits in the army just leaves it feeling fragile. I could have gotten away with having the bare minimum of core and stuff the army full of special and rare choices but that doesn't feel right to me. It's like having too much sauce and not enough pasta. Having a couple of big units of Bulls just feels right. If that works out in game it yet to be seen.


So who are these new Ogres then? Introducing The Lost Boys:

The Lost Boys where picked up whilst travelling through Talabecland. These are the survivors of a small tribe that the Onefingers encountered, defeated, and absorbed as they travelled south on their holidays. As the newcomers they are still treated somewhat suspiciously by the rest of the tribe. With the exception of Burping Rhone, who being the friendly sort has taken to trying to integrate the, what he called, the Lost Boys. A name they decided to keep as they couldn’t think of anything else. After their assimilation into the tribe the Lost Boys started to fight amongst themselves to establish the pecking order. An Ogre named Bozag came out on top. Bozag picked one of the less broken challengers, named Grizz, to carry his totem. This totem was hastily built from a couple of wooden posts and the rotting skull of a giant mountain goat taken from Comehere’s last curry night. The Lost Boys then had a yelling contest to pick their bellower. Ikig was deemed the winner, however he yelled so loud that it disturbed Little Karl, and Little Karl promptly smashed Ikig over the head with a cow. So the runner up, by the name of Toothrot took his place as bellower.

 
Painting:

I've painted the skin in the same way as the rest of the army. As these guys were not part of the tribe up in Ostland then they haven't they haven't been given the Ostland state colours like Yarg's Raging Bulls. They have been done up in a far more tribal scheme, with a flash of red war paint to tie them in with the rest of the army. I will mention at this point I've done/I am doing a little refresh of the army. Yarg's Raging Bulls are remaining in the Ostland colours. The rest of the army is getting diversified into a much more ragtag, but still Empire centric, colour scheme. The sharp eye'd will notice a very different basing method compared to the others. I didn't really like they previous version and I'm in the process of updating the basing. Once it's done I'll share the whole tribe as it stands today.


What's Next: An in progress BSB... more on him another time. 

Mutalith Vortex Beast

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If you are thinking "What the hell is that?" you would be having an appropirate response to seeing the Mutalith Vortex Beast for the first time. The Mutalith Vortex Beast, or Gribbles as I've taken to calling it, is a support unit for the Thousand Sons. It is described in the codex as "an utter abomination of nature. It is a terrifying fusion of monster and magic, a creature mutated beyond all reason by the power of Chaos." Which sounds fun right?


In game terms it bounds around the table dishing out upgrades and damage at random to whatever is close by. It will then go on to doing inappropriate things with it's tentacles when ever it gets into combat. It's a delightfully nuts unit and I just had to add one to my Thousand Sons.

 
I do have a few regrets with it. I would call them lessons learnt but these lessons were not learnt and I'll carry on making those mistakes time and time again. I am human after all.


Firstly I really really reeaaallly should have left it in more subassemblies for painting than I did. I left the big swirly thing off as I saw that just never fitting into the figure case with it being permantly attached. I really should have done the same with the tentacles. They where a nightmare to paint attached to the body like that. Especially as it took my three attempts to get the colour scheme right.

 
Lesson number two is magnets. I should have magnetised the tentacles at the very least, probably the right arm as well. Maybe even some of the spikes sticking out from where ever. Transporting this thing is going to be a total pain, even with the fancy large GW case with the new(ish) foam system. I might need to do a rant about that foam system another time.

Painting!

The body was a good solid layer of screamer pink as the base coat. Then a good dry brush with Wazdakka red. It then got an all over wash of Carroburg Crimson then relayered with Wazdakka to tidy up. The whole thing then got some selective high light of Pink Horror. The 8 pointed star that is carved into it's back got a further edge highlight of Emperprs Children and Fulgrim Pink. The extremities got further washes of Druchii Violet getting closer to the tip with each layer to create a nice fade.The pointy bits then got a Abaddon Black/Eshin Grey combo.


The Tentacles got a base coat of Warboss green and a wash of Biel-Tan Green. Then highlighted up through Warboss Green, Skarsnik Green and finally Ogryn Camo. As the tentacles look like they are bursting out of the neck hole I gave them a good solid coat of gloss varnish for maximum moistness.


The big swirly thing started with the 8 pointed star. That got a base coat of Balthasar Gold, a wash of Reikland Fleshshade, and a highlight of Sycorax Bronze. The white ball was Celestra Grey, Ulthuan Grey and White Scar in many many layers. The blue bits started with a base coat of Baharroth Blue, keeping it really thin and transparent where it meets the white and bronze bits. Then it got a 'highlight' of Temple Guard Blue. Then a final 'highlight' of Sotek Green. The reason I say 'highlight in little quotes like that is because I wanted a flame type effect, and flames are brighter/hotter in the middle and get darker/colder the further out they go. Hopefully I was successful with that. I finished it off with a Sotek Green glaze around the bits where the blue meets bronze, just to give a little glowing effect.


Gribbles then got my standard desert basing with a couple of extra rocks superglued to it for interest. This is not an army that needs fancy basing. The Sand does just fine and compliments the bright colours of the rest of the army.


Now it's just a case of arranging a game to see how it does. I suspect that every lascannon, missile launcher, and battle cannon will be pointed at it. Hey, if they are pointed at Gribbles then they are not pointed at anything else right?

Cobalt Scions hellblasters

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It has been a month and a half since I posted my captain, and with him, a preposterously in-depth presentation of my Ultraboi successors the Cobalt Scions. What have I done in the subsequent six weeks? Painted five plasma lads, that's what.

Besides having a hilariously OTT name, primaris hellblasters will also give my fledgling army some much-needed oomph in the AP department. They will probably also draw everyone's fire, because I'm late to the primaris bandwagon and people are already wise to their burny shenanigans.


Since switching up the white basecoat on the pauldrons from pure white to Corax White (a neutral off-white), I've been enjoying the results and the opportunity for smoother weathering. Take a look at the shoulder pads in the image above and you'll see what I mean.

Similarly Corvus Black has been making my life easier with the gun cases and webbing, giving much smoother transitions into the initial Eshin Grey highlight. Pure black then gets used to line in the deepest recesses.


I was pleased I managed to fit Sergeant Uriel Castus' name on his pauldron, and made his squad number look a little more fancy than his under-bros, perhaps to distract snipers from shooting his extremely vulnerable head.

Embarrassingly the photo below tells me I missed out his right elbow pad when doing my final pass with Macragge Blue, which is used to soften the blue highlights. Ooops! Ah well, at least it serves to demonstrate how much of a difference that final stage makes. I'll do a proper step by step on the blue when I do the second intercessor squad.


What was not fun was painting his eyes. Man I struggle to get eyes right. The first result looked like Sloth from the Goonies. Some desperate repaints later and I had him looking left and mostly un-derped, but one rarely get things looking sharp after several repaints. Like many elements of this squad, I reached a certain point where I'd shrug and accept that it wasn't perfect, but good enough for me.

Something that's hard to get across in still photography is the way the metal chips look, since they really only work when you're looking at the model from different angles. I've tried my best to highlight it in the image below, so you can see how a few chips on this guy's armour look like dark recesses, then catch the light and show the metal of the armour beneath the paint.

Tiny metal chips

Overall I'm happy to be making slow but steady progress with this project. A redemptor dreadnought and 5 intercessors is what's left from the original box set I bought, then I'll look to expand the force up to a small battalion, after which I'll probably switch to something less fastidious for a while. Here's the whole detachment so far:


I'm really happy with how they're coming along so far. They're the sort of army I envisaged when I first started painting space marines many years ago, but tiny spotty Charlie had neither the skills nor the resources to make it work.

Since my last post they have also brought me extra joy for getting not one but two Elite Choice shout outs on the Independent Characters podcast, also known as the audible adventures of probably the nicest hobbyists in the world. In case you're wondering, yes: this has filled me with un-British levels of enthusiasm. I've been listening to their show for years and have enjoyed the crap out of it, so connecting (albeit very remotely) with a bunch of people whose output I enjoy is... well, it's a classic example of why the internet is so great for niche hobbies like ours.

The reason for the second shout-out was that Tom Taylor Bigg, one of the folks active on their Facebook group, reached out and we got chatting. Inevitably I invited him over for a game, and he proceeded to harlequin me right in the jacksie. His cherry blossom-themed army is face meltingly pretty, so I would be remiss if I didn't include some shots from the game. Carl, the main host of the podcast, was pleased that his show had resulted in two strangers on the other side of the Atlantic meeting up and throwing some dice around.

The Ynnari harlequins sweep over the Imperial line

Captain Lucullus metes out revenge to a filthy xenos champion

The battle was incredibly bloody; most of the troops in both armies were wiped out, but ultimately the fight was just a distraction - Yvraine spent much of the game running around looking for which of the objectives held the relic the human miners had unearthed. Once she found it, Lucullus rallied the last remaining imperial squad - some exhausted Ankrans - but had no chance of catching up before she made her escape.

It was a great game, and Tom was an absolute gentleman throughout our hobby blind date. We've already discussed the notion of some follow up games. Before I go, I'll leave you with a closeup of one of his conversions, because I absolutely love it:

Image credit: Tom Taylor Bigg's Facebook group

Hi Ho, Hi Ho, It's Off To War We Go

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Greetings fellow plague-sheltering nerds. We have been training for these days all our lives. Those others merely adopted social isolation, we were born to it... Ahem. Sorry, different meeting.

In what feels like another eternity we had the first bouts of the Border Princes campaign. As part of that we had a serious week of painting where I went... a bit mad. Sadly I was at that time car-less so left all my cases at Charlie's to avoid carrying them on the train again (thanks Charlie!). Having been recently reunited with them I can finally, finally photograph the fruits of my stunty labours:

Behold, the Deep Road Wardens

And we start with one of the lovliest units in all Dwarf-kind. The Ironbreakers. They're not terribly special on their own, but those shields. Oh Grugni, those shields. They are a collossal pain in the ass to paint, especially white. But lordy lord they are so, so lovely.


Regarding the inexplicable book on the banner - which has the Ironbreaker rune at it's heart: I decided that it was a record book of all the underground workings in Karak Hoch. That way the Ironbreakers always know where they are. They're responsible for defending the Underway after all.


Commanding the underground defences is this nutter. Taurun Firetongue is a thane with a very, very hot hammer. Sporting two runes of fire on his ever-hot weapon, Taurun can breath fire as though a dragon. Very, very handy in close confines. I was inspired by Dwalin's head tattoos in the Hobbit to get a bit excited on baldy Taurun's scalp.


Backing up the Ironbreakers are the alchemical fury of the Irondrakes. Though they are my least favourite Dwarf unit from an aesthetic standpoint; I love having S5 missile weapons. I minimised a lot of elements with the painting to calm down the more World of Warcraft elements (these were kinda the start of the Age of Sigmar aesthetics) and used a ton of weathering to give the drakeguns a realistic feeling.


I also combined the standard bearer and musician in one model and buried him back in the unit as he's the silliest element of a slightly silly unit.


Joining the Thane-train (there's another one coming) is Aldebard Kragmantle, Warden of Kazad Urkbavak in the Border Princes. He's my Oathstone Thane and wanted to make that Oathstone all kinds of blingy. So I went with dark green marble. The massive wings on the model needed some minimisation and I ended up going with giant owl wings. The subdued pallete combined with the complex patterning really made them look nice without standing out too much.


Knowing that there was some Big Stuff (TM) among my opponents in the Border Princes I painted my second cannon. I also painted a couple more of Hwell's apprentices as extra Engineers for variety.


This fine fellow is a counts-as Runesmith made by Reaper and with a bit of conversion inserted into the army. He's actually a priest called Kobin Godsmouth and creates the anti-magic and armour piercing effects through the intervention of Grimnir rather than runic magic. I might have gotten a bit excited on the book.


Finally, and because I hadn't gone mad enough I actually bought this guy during the painting week to have ANOTHER dwarf to paint, we have our last Thane for now: Dimak Stormborne. He's an Assault Group dwarf that I found looking for an appropriate chap to be a handgun Thane. Once I saw him I was in love. There was always a danger in coming to the Empire that some Dwarfs would go a bit native. Dimak is an extreme example of that. Sporting a dwarf-crafted copy of a Hochland Longrifle he provides ranged support to the army.


But that's not the problem and the reason that Dimak is called "The Worst Stormborne" by the rest. Just look at how he dresses. He's clearly gone wrong. He's even wearing a Hochland cape for the love of Shallaya!


Worst of all he's corrupting his beardless nephew already. He even uses him as an "assistant" - read quickly repositioned gun-rest - when he can sneak him away from his mother.

And that's the lot! The results of a mad week of painting and 30 years of practice painting Dwarfs. I'm, ahem, not quite finished with the Dwarfs yet but the end is somehow in sight now. Until someone makes more pretty dwarfs. Yeah. I've got problems.

Until next time lovely people, stay safe and

TTFN

Do You Wanna Be In Our Gang? - Necromunda Orlocks

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Greetings fellow bunker dwellers! It has been a long time since we last delved into the hellscape of the Underhive. Perhaps too long... because in our absence the Blood & Chrome have been expanding:


Yep! That's a whole platoon of Orlocks right there. 30 Fine fellows and one slightly cyborged one. Rest assured, these are not all in my actual day-to-day gang. Instead I assume that this is the entire clientele of the Blood & Chrome Social Club and those willing to sack up and fight should the occasion demand. Although yes, I am entertaining fantasies of having the entire MC chapter attacked by the Magistratum some time... Now some of these have been seen before, but I'll just photograph them in small squads and let you feast your eyes on the whole kit and kaboodle.

L to R: Patrick Iarann; Heinrick Eisen; Hektor Sidero; Vadim Demin.

We start with the guys that, had I produced too many more of, might have been considered a war crime! The combat shotguns of the Orlocks have become one of the terror weapons of the campaign along with the Cawdor flames and bomb rats. These lads are all about the mid to close range firefight and do terrible things to people. Vadim there is sporting the first of numerous head swaps I bought from the excellent Puppetswar the African heads, Cossack heads, and Mohawk heads. From Anvil Industry I got the Long Hair heads and the amazingly named: Tactical Beards. If I'm honest, I prefer the Puppetswar heads. Their expressions are superb.

L to R: Simon Planchar; Carsten Stal; Zigmas Plienas; Dolf Inzer; Fridrick Zeljezo; Vassos Atsali
Medium range firepower comes courtesy of these six gents. All with either autoguns, boltguns or the terrifying bolter/melta combi-weapon. I presume Dolf is the safe cracker and door-removal device. You'll see more of the brightly coloured mohawks by the way. Patrick finally has some raver friends. Oh, and doesn't Carsten look like a right git?

L to R: Kai Teras; Saul "Happy" Acciaio; Birzim Celik.
Then we have three pyromanic amigos. I wanted the Blood & Chrome to have fairly themed weaponry. They're supposed to be the House of Iron after all. So solid rounds and prometheum (from the fuel tanks) seemed to be the win. I left out the plasma and similar weapons that the Forgeworld upgrades came with. I think it's fair to say that both Happy and Birzim enjoy their work but recently-released-from-lockup "Happy" Acciaio is positively concerning in his intensity.

L to R: "Dapper" Pierre LeFer; Josef Ocel; Aleksi Yerkat; Bijar Pola "Bear"; Garrick "Grizzly" Yster.
For those who just love to mix it up close and personal, you can't beat these chaps. I like to think of most of them just getting people on the deck and then Bijar comes up with his massive mallet of whacking and finishes them off. Plus don't you just love Josef's face with that Genestealer Cult crowbar?

L to R: Finn "Crispy" Dur; Janis Dzelzs; Ronnie Stailinn


Some of the "steadier" members of the gang are trusted to handle the heavy support. I can't wait to get that heavy stubber and grenade launcher working on the above ground games. We're a bit tunnel focused in our competance as a gang for now.

L to R: Constantin Acier; Severi Rautainen; Bahemus "BB" Bireti; Matteo Jarn; Owin Haern

Recruitment is key for any gang and the Blood & Chrome have their fair share of up and coming juves. Oh, and yes, that is a Spindly the Spider Candlemas jumper that Severi is wearing. His mum insists on him dressing warm.

L to R: Yavor Stomana; Nemes Vas; Aika Matai; Raymond Asye.
Now, yes, I hear you, "those juves can't have those weapons"... you are correct. But there's only so many models. I'm assuming that the posers with the bolt pistol and hand flamer bought an expensive gun and couldn't afford good ammo, so they're using a converter kit to fire autopistol ammo through the bolt pistol and lighter fluid in the hand flamer which has an effect remarkably similar to a stubber. Until they are allowed to start affording the real stuff. Imagine a sad trombone sound every time they fire their overpriced toys.


I'm really loving how the gang hangs together. For all their riot of different garb, the unifying black leather "cut" and the blood red tabards give a nice sense of belonging. Oh, and you'll just have to trust me that Every Single One has the B&C blackletter gothic on their cuts. I tried to get a shot of all 30 but.... It's kinda hard. What's that? I've forgotten someone? From the first photo? Perhaps the most interesting one? Oh all right, say hello to Great Uncle Clanky.


The minute I read that Orlocks could have weapon servitors I knew, I just knew I'd be making one out of one of these AdMech lads. Great Uncle Clanky was once an actual member of the gang sentenced to be servitorised for some crime or other, no-one living remembers. What is known is that once converted, the gang busted him out and hid him away under a storage shed in the Social Club. Over time they retrofitted him with a big ol' heavy stubber and made sure the feeding reservoirs were topped up with gruel. Trouble is, he's kinda expensive to run. Uses a lot of fuel and bullets. So he's only busted out when real trouble hits. Say when a whole bunch of gangs start fighting nearby. Buah, ha, ha and if I may, ha...


The model was obviously lightly converted with a heavy stubber from an imperial guard tank accessory sprue. I also added some of the extra spindly manipulator arms to give him more character. Painting wise, I wanted to emulate the gang, hence the red strike plate with a chrome skull painted on to match the belt buckles. The B&C on the gun and the shoulder pad and the black everywhere else. Had a lot of fun with Great Uncle Clanky. Can't wait to inflict him on everyone.


Oh yeah, almost forgot, the Juves got at him and painted an insulting message underneath for anyone run over...

Now technically I am done with Orlocks. While I'm still playing them in the current campaign I'm certainly moving on for my next Necromunda painting project. The Goliath gang The Ogres Of Death Metal need to happen after all and I am enough of an obsessive that I have ideas for all the gangs. That being said: I will absolutely return to these when the inevitable House of Iron book comes out because hopefully that will mean some new Orlock lads, some cyber mastiffs and maybe, just maybe some sodding Orlock women! Please? Looking your way G-Dubs... Until then, stay safe and

TTFN

Cobalt Scions Redemptor Dreadnought

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In the extremely blue corner, weighing in at over thirty tons, the Megachonker himself, Gaius Atalus (deceased)! He's only got one hand but don't let that fool you, he's a 4th dan black belt in Fiddlercrabnojutsu.



In this post you can look forward to:

  • A step by step guide to the freehand details, and how to do your own.
  • Photos of how much this model can move even after painting.
  • Why I chose a non-optimal loadout.
  • The tragic story of Gaius Atalus and why he's in a leggy coffin.


Painting freehand icons


Everything here follows the general ideas outlined in my tutorials on freehand painting and freehand lettering, but you needn't have read those for the following to make sense. The process can be summarised thus:

  • Find some reference.
  • Mark out the design.
  • Block in rough shapes/lines.
  • Colour it in until it doesn't look like flying hippo crap.


I: Reference


Unless you're drawing a simple geometric shape, you need some reference. Even if you think you don't. Despite having an army of dudes with little fists on their shoulders, I still looked up some reference because I was painting a 2D design, which is different to the 3D moulded shoulder pads. Also I looked up reference for laurels to get ideas about different formats (the full circle? The ribbon tie? I wouldn't have thought to go for the bracket style had I skipped this step).


II: Mark it out


Historically I did this with dots of paint, but Maisey mentioned using pencils for this and I immediately recognised the extent to which yes. At least, yes on a light background. Good faff reduction.

Below you can see where I've drawn the outline of the fist icon (if you aren't a regular reader, the Cobalt Scions are an Ultramarines successor chapter and the fist symbolises the Gauntlets of Ultramar).



In the image below you can see I wasn't as detailed in blocking out the laurels, I was just focused on the overall location and proportions of the design. I probably should've blocked out the leaves more as it would've saved some pratting about later. I didn't block out the numerals since they're simple enough - I just tried to make sure they were centrally placed.



III: Block in rough shapes/lines


This is where you start sketching with paint. Get the general shapes in; don't worry about being tidy. That comes later. As you can see in the image below, I seem to have been filling in the laurel leaves in a completely random order like a prize knob head.



IV: Colour it in until it doesn't look like flying hippo crap.



Go back over what you've done with #twothincoats so it gets some good solid colour on it. Tidy it up by using the background colour. Expect to keep switching between your design colour and your background colour, since certain angles and shapes are easier to achieve this way. Look at how the III gets done to see what I mean:





Most of the work got done by putting some blue down and straightening things out with the white when I slipped. Note how right until the end the numerals are joined together, then I painted the thin white lines in to divide them. Much easier than trying to paint an ultra-sharp right angle with the blue.

Note also that I re-positioned (i.e. repainted) a couple of leaves at the bottom right before moving on to the final weathering stage, because it's fine to go back and fix a mistake you didn't spot at the time.

Since Sir Chunks was getting dings and scrapes applied over the whole model, it would've looked pretty weird if the freehand escaped similar harm, so I threw in some extra scrapes over the top, at which point... job done.



Throwing shapes

It turns out the arms retain their full range of motion after assembly, as do the boob guns. It's also worth noting the legs are very amenable to whatever pose you want, as the pistons are separate components and cleverly designed to work in a range of motion rather than one pose (unlike some kits I could mention).

Sadly for me the left shoulder's vertical joint and the elbow joint weren't stiff enough to keep it up (hur hur) so I glued it in place. The shoulder's rotational joint and the wrist joint were fine, though, and can still move fine after painting. Similarly the right shoulder has vertical and rotational movement, as well as elbow movement. This is almost completely pointless, of course, but is charming nonetheless, and much like tank turrets, will inevitably get poked into cinematic positions during games.

Here are some examples:

Flame on!

Kinda hard to tell from this angle, but the gun arm is raised up to the side because nothing says gangsta like firing a gun sideways. Sadly there are limits to how far up it can go because spehss muhreen shoulder pads have downsides.

Choosing sub-optimal guns

Given the current rules regarding space marines and bolt weapons, storm bolters are both more effective than the grenade launchers (better range, more shots on average, a reliable number of shots) and half the points, it's hard to make the case for the grenade launchers, but bear with me.

The only context in which this dreadnought will be better off firing party favours out of his nipples is when he's not in the tactical doctrine and the enemy happens to be 13-18" away. In rules terms, at least. My main reason for choosing grenades is because chest guns just don't make that much sense to me, whereas having the ability to pop grenades as an emergency measure when getting swamped makes cinematic sense. If you're a walking tank, you don't have to worry about shrapnel going everywhere.

I'm also of the opinion that you'll get more mileage out of having a gatling cannon attached to the left arm rather than a heavy flamer. Since I primarily intend to use the big gatling cannon, though, it just seems like a repeat. Having a heavy flamer does offer some advantage in overwatch, but my main motivation was that in-fiction it's another tool at the pilot's disposal, since he can use it to flush people out of cover. Do the rules reward this? No, but I don't care. I want my brightly coloured bipedal death robots to make sense, dammit!

This butt pic has no relevance to this section of the post. What do you want from me, it's a free blog.

The pilot: how he done died


Since I posted the bulk of the Cobalt Scions' background in my post on Captain Lucullus I'm not going to try not to repeat myself too much. Feel free to go back and read that massive slab of lore. Go on, I'll wait. No? Okay fine I'll try and keep this post somewhat self-contained.

Gaius Atalus was the first batch-produced primaris marine who truly earned the respect of the four Ultramarines who crossed the Rubicon Primaris to found the chapter.

Being a native of Magna Macragge Civitas helped, but it was his adaptability that got him noticed by Martellus Lucullus of the Third during the Siege of Adrantis VII. Lucullus had Atalus moved from the reserve companies and into the Third, where he took him under his wing. Atalus was a quick study whose good humour only seemed to increase in a crisis. If anything he was a little too sure of himself, but seemed to have the skill to back it up.

He became the first Cobalt Scion to be promoted into the rank of Lieutenant, rather than simply having the position thanks to Cawl's programming. Chapter Master Drusus agreed, at Lucullus' suggestion, that Atalus would be first in line should one of the chapter's captains fall in combat. To ensure Atalus would do well in command, Lucullus regularly had him take control of operations and would watch his pupil, only offering suggestions if he considered that Atalus was making a dangerous mistake.

Sadly it was during one such operation that everything went disastrously wrong.

The Liberation of Pleione Secundus was a long and gruelling fight against ork invaders. Atalus had hastily arranged the defence of Numis City's commercia district, but had missed one possible point of ingress. Lucullus was briefly called away to liaise with other Imperial forces, and whilst he was gone, a large group of orks broke through the gap. Atalus took full responsibility and judged that a full squad of brothers would be lost unless a withdrawal was facilitated. He stormed into the breach and sacrificed himself to cover the withdrawal. Lucullus assumed operational control and led a counterattack to drive the orks back. By the time the Scions recovered Atalus, his second heart was failing.

His loss was mourned, as everyone sensed he had been destined for greatness. He was interred in the chapter's first suit of Dreadnought armour, and given his close relationship with Lucullus, was assigned to the Third. While this does allow Lucullus to maintain his friendship with his old pupil, it also means dealing with Atalus' increasingly... problematic traits.

Is he opening those flaps for sarcophagus ejection, or belly rubs?

Having been told he was destined for big things, and then being told he can't have them because apparently you can't just leave dreadnoughts switched on the whole time, has made Atalus increasingly bitter. He doesn't fully understand why he has to be put to sleep so much of the time, and seems slower to learn than he once was. If anything, he seems to be regressing.

Lucullus finds it hard to see his friend slipping away, but he and the chaplains have been unsuccessful in keeping Atalus' spirits up. Some have suggested it would be easier on Lucullus if Atalus was assigned to a different company, but Lucullus thinks himself in the best position to help, even if the process brings him sadness.

Atalus sometimes gets confused or disoriented in firefights, particularly when engaging orks, and has been known to start issuing orders or formulating incomplete plans. The marines of the Third have learned to ignore these edicts, and will joke with Atalus that he's forgotten his place. Atalus will vox back with self-deprecating quips, but Lucullus knows this is a front and tries to employ his friend's suggestions where they're helpful so that Atalus doesn't feel entirely foolish.

Given enough time, it is hoped that Atalus will adapt to his new reality. Perhaps then, something of Lucullus' first and greatest protege will remain.

+++

That's it for today. You'd think I'd have had enough of painting marines after all these months, but as usual, finishing something has left me juiced to maintain the momentum, and besides, there's only five intercessors left in the battleforce box. That right there is a shiny shiny milestone. For now, here's a family photo:


Daemons of Khorne

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I recently survived another full trip around the sun. As is traditional the people close to me wished to send me gifts and asked me what I desired. As normal I had no idea what I wanted. So I sent to Em a list of the Start Collecting sets that appealed to me. It was basically everything but Space Marines and Eldar (Never Eldar!). The idea was Em picked one based on what she would like to see me paint. I thought this would be a) fun and b) solve my issue of not knowing what I want. So the day came (well, actually we did it early because of lockdown reasons, stupid pandemics*) and Em hefted a hefty box at me. This didn't feel like a Start Collecting set. Anyway, colourful paper was torn asunder and lo and behold in front of me was the Wrath and Rapure set. I was amazed and very much delighted. I was going to be a Daemon Daddy (I should probably rethink that name).
Karanak's Badside

Due to the aforementioned stupid pandemic* I didn't have the paints and bits to do the Slaanesh half of the set. I did however have the stuff to get on with the Khorne half. And that I did.

Karanak's other bad side

 The set contains 10 Bloodletters, 5 Flesh Hounds, 3 Blood Crushers, and 1 Karanak. So a neat little Patrol Detachment to add to my already sizable Chaos collection.

Bloodletters
More Bloodletters

 Painting. The main red flesh was a base coat of Khorne Red (funny that), a dry brush of Wazdakka red, a Carrionburg Crimson wash, followed by a re-drybrushing of Wazdakka Red, followed by a dry brush of what I think was bugmans glow but I can't be sure because the label has fallen off. How I don't know but it is a ruddy, fleshy colour. The black bits is Abbadon Black and Eshin Grey High Lights.

The Flesh Hound Gang

The Metals. The silver parts where Leadbelcher, Nuln Oil, and highlighted with Runefang Steel, and another metal that the label has been obscured by over-zealous airbrush oversprary. The copper colour on those Juggernauts was Screaming Bell, washes of Reikland Fleshshade and a recess shade of Agrax Earthshade. The gold on all models was Retributor Armour, Agrax Earthshade, Liberator Gold, and the obscured silver paint from before.

Bloodcrusher.

For the Basing I've gone for a bit of a blighted waste land feel. I did try and do a desert cracking open to reveal the nighmarish warp void thing, but it didn't go well with the red. It's a simple basing using the Astrogranite, washed with patches of Agrax Earthshade and Athonian Camoshade. Then a dry brush of Ushabti Bone followed by some tufting. Who doesn't like a little tufting now and then.

Bloodsquisher

*Pandemic stuff. Just to be clear, by referring to it as a silly pandemic is not me under-estimating the seriousiness of the situation. My day (and night) job is an Ambulance Dispatcher. So I know just how bad it is out there. I am in agreement with the lock down procedures in place. I understand that some business cannot function safely and therefore should not be functioning. Putting profit before people is sadly something that happens far to often, but when there is something as overtly deadly as Covid-19 out there, let's not mess around. I can wait until things are back to normal to make a paint order. I really can. Honest. I have some stuff on my workbench that can be done in the mean time. So stay indoors and lets make a dent in that Shelf of Shame.

Bloodohthesenamesarejustsosilly



Leatherworking - A Raven Guard Present

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Given that none of us in the Bunker are professional hobbyists we can't make our living that way. So we've all got "side gigs" to support the main job of painting miniatures. I think I've got that the right way round... Well, anyway, I am unbelievably lucky and my day job is also a creative one, I am a leatherworker. While this is absolutely how I make my coin, the thing I love most is when I can make a one-off piece for a friend. It's using my talents to make others happy and that's gold to me. With my most recent piece, we finally see my two worlds collide in a fashion that we think you all would find interesting! You see, I made this...


Now, a couple of quick things before we get going. One, this was a present for a friend, not a product I stock. I do not have the licensing* to do that so don't ask me! That having been said, see the end of the article if you want something flash of your own design. Two, I wasn't really planning this as an article, more as an entertainment for my fellow quarantined-in-their-bunkers nerds on our WhatsApp thread. But as it was pointed out that it could be a fun post, here we are! Thus if any of the pictures aren't tippity top, that's why. With the boring caveat and addendum phase over with, lets make something groovy!


Beyond the first design work - which usually happens in the bowels of my computer on Inkscape and Photoshop - the first stage is to prepare the blank. I'm using 3mm thick, full-grain, vegetable-tanned leather. Otherwise known as The Good Stuff. I won't go into a whole lot of technical nonsense on here, it's supposed to be a light look at the process, not an instructional. I make a lot of these shapes of dice bags so you can see my card template down there which I've used to shape the 3"x15" strip of leather on the top right (yup, undyed leather is pale salmon pink depending on species). I also print out my carving reference with some checkmarks to ensure the printer and my measurements haven't ganged up on me and wrecked my day. With this all in place we can begin the carving process!


You'll notice we're taking some big jumps at the start, that's because this was more "progress reports" rather than build-along-with-Jeff at this stage. Here, the marks have been transferred from the paper to the leather. I do this by first "casing" the leather - wetting it until the water will only just still soak in - and then pressing through the paper with a ball-point. That gives me the rough aiming marks. Now the real work begins. Using a swivel knife (pictured), which is kind of like a pin vice but for a fat blade, I draw the designs with the blade, cutting only a mm or so into the surface.The blade has to be wickedly sharp and freshly stropped or you risk puckering the wet leather. At this stage any mark you make on the leather is there for ever. No undo key. I've had the texture of a jumper I was wearing transfer to the leather so you have to be really careful where you place weight and with what.


Once we have the lines cut we now move to bevelling, this is pushing the cut edges down and giving a three dimensional quality to the piece. To do this we have specialised carving tools like a blunt chisel (pictured). These are hammered down into the wet leather to leave a permenant shape in the material. The line you see going over the 'XIX' is a scar from the animal's hide brought up by the water. The stone surface below is the anvil on which we will "carve" - really, more emboss - the leather. It's a massive slab of granite I got as an offcut from a kitchen countertop maker. They have to pay to get it taken away so they're usually cool about someone who needs some and won't take the mick.


After an hour and a half of hammering the lines are now impressed into the leather. The mark in the middle is my makers mark and is done with a stamp I got commissioned from a company that CNC them out of brass. Thus I can just give it a whack and my mark is always perfectly transfered.


You can see the colour of the leather is once again pale. It has dried a little ready to get dyed, so cue creepy gloves and spirit-based dyes. You get more colours in water-based but the penetration and coverage is less predictable so I prefer to stick to the "oil" dyes. Note: There are lot of weird terms in leatherwork, I'll try to keep you in the jargon free realms.


We now have a correct colour for that most LiveJournal of chapters. The Raven Guard. Trouble is, their mark is pure brilliant white. White is a bit of a git to dye in leather. The natural colour is several shades darker anyway. So instead we use a sort of flexible acrylic paint. Not a million miles from the stuff we paint miniatures with. You can see on the right there my test bit of scrap leather to see how it performed as this was the first time I'd ever played with it. Well, may as well strap on a portable spine and get on with it. After all, it's only a day of work I'm ruining if I mess it up. Meep.


The results of the first two layers on the Goth Budgie. To say that this paint's coverage is... patchy is polite at best. It took six. damn. layers. to get the colour true.


But dayumn if it didn't look pretty. Very, very pleased. Now we can move on to the preparations to make this from an oddly shaped coaster into a dice bag fit for a beaky captain.


The process starts with selecting, cutting and dying some much thinner panels for the sides. In this case I went with goatskin, thinner, strong and still flexible. Pigskin is more flexible but less sturdy and this was going to be the main structural support of the bag. I've successfully used sheep nappa before but had none in a pure black and, well, pandemic.


While those panels are drying - and with the white cured - we can turn our attention to the edges. If you zoom in you'll see the cut edges are kind of fluffy and bitty. Well, there's not a lot you can do with that if you are using chrome tanned but we've got the Good Stuff. So, we can run a little bit of Gum Tragacanth (it's the sap of an Arabian legume, no word of a lie) along the edge and then either rub it like crazy or use my fancy rotary tool attachment we can bind the fibres together and get a much nicer edge.


With that done we can mark out the stitches. You want to have the actual edge established so your stitches don't wander off on you. I take the stitch width - in this case 3mm from my pattern - and using a scratch compass transfer it to the leather.


Then, using a stitching iron - essentially a row of teeny diamond shaped chisels - and my nice 2kg maul (a round hammer), I follow the stitch lines cutting tracks for the needles to follow later.


Always start from the ends and work in. You will always, always have either a pesky long stitch or a pesky short stitch to deal with so leave it somewhere unobtrusive like the base.


The stitch marks are now all punched through, the panels are dry, time to get to some assembly. First step, make the bends for the corners.


This is done by wetting the leather in a line where you want the bend to be, then holding that line with a bone folder or similar while you ease the leather into the sharpest bend it will tolerate. That gives you nice sharp corners and a flat base rather than a teardrop shape.


I pull the bend radius from the corner and transfer it to the panels, clipping off the corners. This prevents an ugly puckered point in the corner as the stitching turns the corner. I've said corner too many times now. Cornercornercorner....


A couple of quick smacks on a punch with the maul gets us our side panel drawstring tracks.


And finally we are ready to glue up. Cue vicious contact cement and a respirator. The glue is basically rubber dissolved in toluene so it's not to be messed about with.


Taking shape! Technically you could stop here. The glue is hella strong but it would fail one day and that would be sad. So, we need to get ready for stitching.


With the panels in place I can use light taps to punch through the goatskin and have clean stitching channels all the way through. Where it is awkward to use the irons I use an awl to push through the leather. The awl is the traditional leatherworkers tool to create the stitch holes. A flattened diamond-shaped spike, sharpened on the two widest edges. It's wickedly sharp and will cheerfully glide right through your thumb/hand if you let it so no fingers in the field of fire.


Traditional leather sewing uses the saddle stitch, an extremely sturdy stitch using a needle at either end of the thread. The needles are blunt (ish, stick one in you and you know about it) so they won't carve their own paths but instead look for the pre-cut channels. The thread I'm using is 0.8mm bonded polyester from Ritza usually called "Tiger thread". It is so hardcore that it will cut channels in my skin long, long before it breaks. Awesome stuff.


Once you have taken the thread through the first hole, you even it up so you have the same amount of thread on either side, grab a needle in each hand and go for it. You push the backside needle through first, grab it in an x with the frontside hand holding the frontside needle and then push the frontside needle back through the hole.


You end up with two loops of thread, pull them tight then do it all again. A couple of hundred times.When you reach the end of a row, clip off the excess and use a lighter to neaten up the cut ends.


Use the edge of the granite slab as an anvil and tap the stitches down with a rounding hammer. This closes up the stitch holes and flattens the thread neatly. Contrast the left side with the right in the picture above.


I trim the edges with a skiving knife (a big wide, shallow knife designed for making thinner edges on leather) and then rub beeswax into the trimmed edge. Finally I use that rotary tool again to buff up the edges. Then I do it all again for the next side.


And there you have it! The completed dice bag for the captain of the 5th company, 19th Legion: The Raven Guard. Really happy with how it turned out, even if the white was a pain. And why do we do this sort of thing? Well...


Because when the pandemic postman delivers your surprise package... that is all kinds of happy making. Happy birthday Tom!



Want to know more? Want to get something shiny for yourself? Want to just perve at pretty things? Well, I'm all over all of those options. Come find my website (https://www.scarisbrickcrafts.com/) for details on contacting me. To keep up to date with all things kit-form-cow you can follow me along on instagram too (https://www.instagram.com/scarisbrick_craft_studio/). It'd be lovely to see you all. Back to miniature painting next time, I've got chaos on the workbench and no-one can stop me... buah ha ha haaaaaaa! Until then, lovely people, stay safe and

TTFN

*It is important to emphasise that no challenge to Games Workshop's trademarks or copyrights is intended or should be inferred. Scarisbrick Craft Studios does not and will not make money from other company's IP. This was a present for a friend, not a stock item.

Per Mere, Per Terram: Bolt Action Royal Marine Commandos

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It's laid dormant for a little while, but recently there was a little itch at the back of my head. "Hey, Jeff, you know what you want to paint? WW2 dudes..."

Keep reading till the end to see this photo again... only better!

Mercifully, I had some lying around from previous bursts of Bolt Action enthusiasm in the form of a box of Warlord's Bolt Action Commandos. One of the nice things about Bolt Action is that honestly, most of an army is handled by a single £30 box. It's intensely affordable as a wargaming side hustle. Now... one of the reasons I love WW2 gaming (and historical in general) is that I am a massive history nerd. I loves it. When I was starting to think about this article I realised I was planning thousands of words of deep dive Commando history... that wasn't strictly necessary. So. With gritted teeth I am just going to say: The Commandos were a volunteer-only, highly trained, very, very interesting force of raiders designed specifically to make the Nazi's life hell. Seriously, German freindly fire rates rocketed during the period of the Commando raids, so nervous were their sentries.

I will now turn you over to wikipedia and let them do the history bit. From here on in I shall just do odd sentences of history and then talk about the models and the painting, I'll do little links to encourage extra learnin'. Otherwise I shall get absolutely lost in a soup of fanboy history talking. Heck, Hitler ordered that any commando captured regardless of the uniform was to be executed as though they were a spy, they were that scary... [TANGENT KLAXXON] Fine. Fine, I'll get on with it...

Sub-section 1: Assault Element
 I've built the army around a single "Section" of Commandos. They were what would fit in a single Assault Landing Craft and broadly resembled a platoon. Because the arrangement of weapons in that section is a little odd for wargaming purposes - two 15-man sub-sections that further divided down - I chose to make four little squads. Two of them set up to be the "assault" element of the sub-section, the other two being the fire-support "gun" elements. The assault elements are equipped with a pair of Thompson SMGs - that staple of gangster movies - that were brilliant but very expensive weapons. Assault 1 also has some anti-tank grenades because seriously, I'm a bit light on the old armour penetration.
Sub-section 2: Assault Element

The basic painting for any British infantry is very, very simple. Get the biggest brush you can find, open the Vallejo English Uniform and slather that on. We did not go in for terribly complex uniforms for the most part (although I'm planning some Paratroopers that will be the horribly detailed exception to that rule). Pick out the webbing in Khaki and the rifle furniture in Beige Brown then just drown the whole thing in Agrax Earthshade. Go back in and do a couple of highlights and you are 85% of the way to finished on any British project.

Sub-section 1: Gun Element
The gun elements of the section are equipped with the ever-so-good Bren gun (seriously, we were still using it in the 1980s) as their light machine gun. It's fair to say that if these were firing the raid had "gone loud" somewhat. I also stuck a Sten SMG in there, the cheap as chips emergency alternative to the pricey Thompsons. As is usual for Maisey and I in our Bolt Action-ing I rather nerfed myself in force selection. I could have had a lot more SMG's; more machine guns; all sorts. But I didn't take them because that's not what Commandos had. Bolt Action allows you to do WW2 almost as sci-fi in places. Want a whole regiment of King Tiger tanks despite the fact that there were only 492 ever made in the entire world? Well, you can. I prefer to take a more re-enactment vibe.

Sub-section 2: Gun Element
Continuing the painting process, next comes all the metalwork. I do this in a mix of Gunmetal and Black for that "heat blued" protective look. This then gets a black wash. Now it's time for the backpacks which are in a weird almost wax-jacket green. When figuring out colour schemes I've found an invaluable resource is re-enactors. Those folks are fanatical about getting the right shade. I, on the other hand, used German Dark Green as the only one I had to hand. Helmets and other painted metal objects go Bronze Green and then get the camo nets drybrushed in Khaki and the strips picked out in Olive Green and Khaki. The iconic green beret gets painted bottle green using Caliban Green.

You'll notice a selection of headgear on my commandos, this is completely legit. They would usually wear soft hats on night raids as nothing will clink against a wall or similar. Steel helmets don't protect against bullets anyway, they're for stopping shrapnel and debris from shelling. If artillery is involved the mission has gone somewhat sideways. I mixed up helmets, cap comforters (the wooly hats), berets and even some Scots Tam O'Shanters to give the army an eclectic, irregular feel and to make them seem appropriate for most circumstances.

2" Light Mortar Team
Supporting the advance - or more usually the retreat once the objective was achieved - we have the ubiquitous 2" mortar. There are reports of some nutters using these like grenade launchers with them braced against walls and trees, but normally they're for raining unpleasent, explosive party favours on people. I used the traditional kneeling poses for this as I didn't want them to look too gung ho.

Boys Anti-Tank Rifle Team
For early war engagements, anti-tank support is provided by the Boys anti-tank rifle (named for Captain Henry Boys not as in a kids weapon). This thing is essentially a monstrous bolt action rifle, yeeting half-inch wide bullets at things at unbelievable velocities. It relied on pure physics to do damage and was nigh-on obsolete at the start of the war. In a war where the Germans were using disposable explosive warheads called Panzerfaust, we were using a big bullet... The Warlord kit doesn't have any Boys AT rifles in it, and they bizarrely don't make a metal model for it despite it being in the list. So I salvaged one from an abortive 8th Army project (Perry Miniatures plastics). I converted it onto a commando arm that normally holds a Thompson (needs a pistol grip see) and supported it with one of the Lee Enfield rifle arms. Fortunately, Britain doesn't have to rely on this for man-portable anti-tank for the whole war because we developed...

PIAT Anti-Tank Team
The PIAT. Which looks cool until you realise that it is a spring-loaded anti-tank weapon. No, really, spring-loaded. Worked great, really nice warhead, just scarily short range. I got a bit excited modelling it and decided I wanted to drill out the barrel. The kit part sensibly comes moulded as solid but with some dextrous and nerve-wracking drilling you can open it up so it looks like it should. Oh, and those tubes the loader is carrying really were made of cardboard in real life. In these shots you can see the arms so it's worth mentioning: You need to make peace with transfers if you are going to paint Commandos properly. Why? Because this is the insignia of the Royal Marines at the time:


Good luck painting that. Instead, Warlord helpfully produce a sheet of decals that allow you to get this complex pattern on to the arm painlessly. Well, painlessly if you know how to transfer. Mercifully I did a guide for this on my old blog an age ago (I checked, nine years some crazy how) so you can make friends with the dreaded decal and make your painting life a ton easier.

Sniper Team
If the explosive support weapons seem a touch unsubtle for Commandos then I have the boys for you. The sniper team above takes advantage of one of the random models Warlord put in the HQ blister and has led to Maisey and I coming up with a fun scenario rule. The regular sniper uses his scoped Lee Enfield like normal. Takes the usual loud-but-accurate shots. The chap on the right is using the amazing De Lisle Commando Carbine that is pretty much the nearest we came to a truly silenced weapon that wasn't a limited-use Welrod. In game I can chose to either take the benefit of the normal sniper rules or take a regular rifle shot that will not be heard by sentries. Should make for some cool gameplay.

Commando Medic

Because I rather expect casualties and because anyone wounded and left behind is getting shot... I really wanted a medic. Plus the Commando medic model is cool, he's got the nifty folding bamboo stretcher, is still equipped with that Fairburn-Sykes knife sewn onto his trousers and even has a cute little enamel mug that I might have gotten over-excited painting. Lets be fair, no mug of this design has ever not had a chipped base... I had to, see?

RAF and Royal Artillery Forward Observation Officers
Not all Commando missions were raids of course, once the invasion of Normandy happened they were acting as elite support for regular Army operations. As such, having forward observers to call in aircraft or artillery support becomes a valid thing. Heck, even some sneaky missions could benefit from having a Navy gunnery officer around to call in a lurking destroyer's weapons. So I painted the incredibly lanky RAF chap and his somewhat over-prepared-for-trouble artillery opposite number.


I wish that more of the Commandos wore those leather jerkins that the Artillery officer is wearing. They were popular in the marines and kept you warm-ish and dry-ish without wearing a bulky coat. The RAF officer was a fun change in tone and pace after so much brown. His yellow scarf being a particularly RAF accessory.

Lieutenant and ADC
Finally we get on to the leadership options for the army. The chap above is actually the second officer I painted for this army, more on the first in a moment, but is actually the one I now prefer. He's a bit more down to earth and practical - although I love that he's wearing a tie. Otherwise, there's not a whole lot of difference in the painting from him and the men.

Brigadier Simon Fraser, the 15th Lord Lovet and Piper Bill Millin.
My first option for officer was an Artizan games mini of Lord Lovet with his piper (no, really, read up on this chap, he was mental). I was charmed by the idea of the eccentric look that he was sporting. Trouble was, that was only on D-day, and was mostly for morale boosting by being contemptuous of the danger from the Germans. On a raid that white submariner's jumper is madness and he didn't wear it. So... I decided to keep him as a fun painting project only (the tartan on Bill's pipes was fun) and special character. I'm much happier with his more dour replacement above.


And that is all, my little Commando army is complete! Well, almost, I have a landing craft I am working on but more on that another time. When I took the group photo I was so happy with what I'd put together that I felt the urge to go one step further and play with some photoshop. Thus we have our "authentic" photograph of No. 3 Commando in action! Enjoy! I'd love to know what people think about the project and any musings on historical gaming in general, hit me up in the comments, would love to chat. Until next time lovely people

TTFN

Goon With the Wind

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I was recently invited to write something for the gloriously named Goonhammer.com, specifically their How to Paint Everything series. Humbled, I frantically attempted to think of something worth writing while simultaneously mastering the shock enough to avoid pooping an actual live kitten.

The most obvious gap in their archive was freehand technique, so I teamed up with one of Goonhammer's founders, Rob "TheChirurgeon" Jones and set about creating what is essentially a compendium of various Beard Bunker articles I've written over the years. It was oddly satisfying to draw all those disparate tutorials into one place and to end up with a reasonably comprehensive primer on how to paint your own freehand designs. If you're curious, then here you are:


Image credit: Rob 'The Chirurgeon' Jones, goonhammer.com

I'm grateful to Lupe, who invited me to contribute to the Goonhammer content fire hose, and to the Goons for being so welcoming. I aim to occasionally produce more for them in the future, but the Bunker remains, as ever, my primary e-residence. If you have thoughts on the article - maybe something you feel it left out, or that you disagreed with - then drop a comment here or over at goonhammer.com and I'll address it as best I can. For now, here's a preview of the sort of stuff the article covers:








Bearers Of The Word

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Greetings all you lovely people. Today I start my newest and evilest project. Oh yes, we did a Genestealer Cult together, you and I, but they are innately evil. I want something that chooses evil, revels in it, corrupts others. With that in mind, there really is only one candidate: the forces of the XVII legion, formerly the Imperial Heralds, now the Word Bearers.


I have always had a massive soft spot for the Word Bearers. They are, after all, the legion that started the whole Heresy. They were the first to turn to Chaos, the first to start corrupting their brother legions, the first to plot, scheme and plan against the Emperor. Horus may have been the figurehead, but Lorgar, and maybe even more so his First Chaplain Erebus were the match that lit the fires of the Horus Heresy. Plus they use a ton of cultists and I do like cults.


I'll talk about the painting in a moment, but first I feel I should introduce a mysterious narrative voice that will lead us through the backstory of this army. We'll meet him one day, but for now I shall turn you over to him to start chatting about the lore:

"Let me tell you of these great forces that I have set in motion. My design shall become clear in time, but for now you must see the pieces in play before the game board can be revealed. We start with the forces of the Graven Star, a Chapter of my beloved Primarch's legion. I have served the Graven Star for several decades but am not truly a part of them. My type struggles to truly belong. There are some among the Graven Star I know well, those who I stood alongside in the ashes of Monarchia, who watched Calth's star poison and dim with me. Those who remember fighting at the Urizen's side in both the Great Crusade and the Liberation that we attempted to follow it with. 

"But most are new boys. They tell me 10,000 years have passed in realspace. I struggle to believe it, from my perspective a mere 630 years have passed since Horus failed us. Nonetheless, that makes me old, even for an immortal Astartes. These boys, barely a century old, raised in our new home on Sicarius. They fight well, hate the Imperium as they have been taught to. But they do not have the raw, seething, justified hatred born of witnessing our humiliation. They cannot know the thrill that was choosing the fate of a galaxy. I love them as an elder brother should. But even among hundreds of younger brothers I feel lonely at times."


So with our enigmatic introduction to the Graven Star chapter of the Word Bearers out of the way, lets chat painting! These models are all the unipose ones from the Start Collecting box or Shadowspear if you had that. Thus there was not a huge amount of thought needed to go into the assembly. I will be expanding this squad in the future as I want 15 strong units of marines. Two reasons for that: one, it feels different to the Imperial way of doing things, an older arrangement. Two, it'll feel like little warbands fighting together under a unifying Lord which I like. The new Chaos Space Marine models are a real leap forward compared to the old ones. They may not be perfect for all flavours of Chaos but lordy lord are they perfect for Word Bearers.


Of course, all the added crunchy detail means painting them can be a bit of a sod if you go about it the way you would an Imperial marine. If you paint the main colour first and then go for the trim you will be rocking and weeping fairly quickly. It is honestly better to get the trim colour - especially if metal - done first and then cut the armour colour in afterwards. So, here is my process for these Word Bearer chaps:

  • Undercoat Black
  • Sequentially drybrush (lighter layers) in Army painter Gunmetal & Plate Mail Metal and then Vallejo Steel.
  • Paint two coats of Gal Vorbak Red (it doesn't cover well) over all the armour plates. 
  • Paint the black weapons German Grey and the leather sections German Camo Black-Brown. 
  • Liberally wash the whole thing in Nuln Oil. 
  • For the armour: highlight first with Gal Vorbak, then a mix of Gal Vorbak and Word Bearers Red, finally with pure Word Bearers Red. 
  • Any flesh areas get basecoated in Rakarth Flesh as do any hanging skin tabards or flesh cables. 
  • Wash the living skin with Reikland Fleshshade and the dead stuff with Agrax Earthshade. 
  • Highlight skin with incresing amounts of Pallid Wych Flesh mixed into the Rakarth Flesh. 
  • Highlight the leather with a bit of bone in the German Camo Black-Brown and the weapons with Eshin Grey then Dawnstone. 
  • Details then decals then done.
 
 
Speaking of decals, the new kits have a rather lovely sheet of insignia that make life a ton easier, including the burny demon head/flamey book device and Colchesian runes that you can slap all over them. It is fair to say that most people have the TransferFear. I do not, I have TransferJoy! Because I know of the true way. Gloss varnish, Microset and Microsol followed by a Matt/Satin varnish. You will thank me. It is the way. In fact, if we jump into the way-way-back-machine I did a tutorial about it on the old blog. Check it out here if you like. 

What with lockdown busting my chops and keeping me indoors I have been painting a lot. So expect to see a lot more of the sons of Lorgar in the near future. Until then, lovely people, stay safe and healthy and 

TTFN

BFG short story: The Battle of Hasmides

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Today's post attempts to answer the question "what would it be like to be a junior officer in the strategium support staff of one of the Imperium's battleships... during a massive fleet engagement?"

It's a question no-one asked me to answer, but I've answered it in prose form anyway, so nurr. I also appear to have illustrated it, because spaceships.


The Battle of Hasmides


Ensign Josselana Brannick was facing a test encountered by many Imperial citizens: keeping faith when confronted with mind-numbing dread.

She glanced up from her work station and stared through the arched windows of the bridge. The spine of the battleship Dammerung stretched away for eleven kilometers. At regular intervals, lance turrets the size of hab-stacks protruded from the dorsal armour. Beyond that, the pinprick lights of the void. Those distant lights usually calmed her, but today, she knew that some of them were not stars. They were the flaring engines of an enemy fleet.

Looking back down at the flickering icons on her cogitator screen, she saw the enemy ships were coming about to face the oncoming Imperial fleet.

The Oberon-class battleship Dammerung of Battlefleet Achernar. In the foreground: the sword-class frigate Rebuke.


Brannick was barely twenty standard years old, and three months into her first posting. She remembered the joy she felt after being assigned to the strategium support staff of the newly-recommissioned Dammerung. That joy now curdled into doubt. The senior officers had been tight lipped on the details, but her signals training meant she knew the signature of an astartes capital ship when she saw one, and right now she could see four.

They were coming on in attack formation, and they weren't alone.

The auspex staff down in the command deck started inloading new data to Brannick’s cogitator. She went to work, flagging enemy contacts and identifying ship classes for the strategium’s hololathe.

Drusor, the young ensign sitting next to her, leaned over and whispered, ‘Why would astartes attack us? Do they think us heretics?’

Brannick didn't look up from her screen as she whispered back, ‘Commissar Okafor’s right over, so we'd know if we'd done wrong. Just do your job.’

New scanning data on the enemy flagship came in. It looked like a modern pattern of astartes battle barge: a monstrously large ship the equal of the Dammerung. Its transponder broadcast its name as the Sigilite's Lie. The name, an accusation aimed at one of the Imperium's founding figures, was shocking to her. Signals from the smaller astartes capital ships started to come in: Lapdog, Wilful Blindness, Sanctimonious. It wasn't her place to withhold information from the command crew, so she dutifully added the names to the information populating on the great glowing hololathe in the centre of the strategium. The names blinked into existence next to the holographic ships in the enemy fleet. Admiral Ortano saw the names and pursed his lips, while Captain Anwar cleared his throat.

Peering at the scans of the vessels themselves, Ortano frowned. ‘Strange that the Word Bearers have such modern vessels,’ he said. Brannick was impressed by his composure, although she had no notion of who these Word Bearers were.

‘Stolen, perhaps?’ Anwar suggested.

‘Hm. How comforting,’ Ortano replied. Anwar offered a rueful smile.

‘The Emperor protects, Admiral,’ Anwar said.

‘As do nova cannons, Nasir.’

There was something odd about the transponder codes, Brannick realised. Junk data, perhaps? Some modest digging made her feel deeply foolish. These were mock names, not the real idents buried beneath them. Blushing, Brannick set about uploading the true names: Monarchia for the flagship, Mortis Lux, Violation of Reason, and Morningstar for the strike cruisers.

Captain Anwar looked in her direction, a disapproving eyebrow raised. She wasn't sure if he expected an explanation, but she had no wish to speak out of turn and besides, she could feel that her reddened face was making no secret of her contrition. She knew Anwar was determined to impress the admiral, and that in turn meant she needed to impress Anwar. Not a good start.

Around the enemy capital ships were shoals of escorts in a profusion of patterns, some new, some old. Many showed fluctuating power signatures and other signs of careless maintenance. Some she recognised as known pirate vessels from elsewhere in the Achernar Sector, others were strangers to the Naval databanks. More alarmingly, though, a squadron of three cruisers shored up the enemy's left flank. This was a major invasion. The opposing fleets were of similar size, and every strategic treatise suggested that such engagements guaranteed heavy losses on both sides.

Brannick reminded herself that the admiral was a highly decorated combat veteran. Perhaps, she hoped, that would tip the scales. He would steer them true.

The admiral and the captain discussed the navy's deployment. Orders were relayed to the comms officers and sent out. She watched her screen, checking and double checking that everything had been flagged, even the Trojan, a lone destroyer bearing Inquisitorial idents. It was hanging back so far from the fight as to be irrelevant.

The fleets adjusted their formations as they approached each other. The Dammerung and the Intemperance launched squadrons of interceptors ready to fend off enemy torpedoes and attack craft.

The enemy responded in kind. Where the Imperial Navy launched whole squadrons of interceptors, the astartes launched lone gunships. They were slow, heavily-armoured things by comparison.

The deck plates jolted. Eleven kilometers away in the prow, the Dammerung's nova cannon had fired at extreme range. Brannick watched a blinking rune on the hololathe track as a projectile the size of a small warehouse flew sixty thousand kilometres in under a minute, its fuse counting down. To starboard, the cruiser Pride of Machadon did the same. When the two shells went off, the explosions were visible through the bridge windows: they appeared as two new moons that grew and faded away again. Brannick squinted against the glare.

‘Report,’ Anwar said.

‘They fell short, sir,’ came the reply from the gunnery officer.

Anwar exhaled in frustration. ‘Fire again when ready. Keep targeting that battle barge.’

‘Our macro-cannon batteries won't get through the armour on that thing,’ Admiral Ortano said. ‘Tell Seidel and Makana to bring their squadrons' lances to bear at close quarters.’

‘What about the enemy gunboats?’ Anwar asked. ‘If any of them board the frigates…’

‘Indeed. Have the interceptors move into close support of the frigates, and send the bombers out to the left flank to engage those unprotected escorts.’

The fleets drew closer, and the batteries with the longest ranges started sniping at each other. Ships' void shields flared blue, but the guns gained little purchase at such distances.

Then the lines met.

Brannick's world became a non-stop barrage of information, none of which conveyed the true scale of reality. A battlefield a hundred thousand kilometres across, populated by ships with crews numbering six thousand or more. Macro-cannon batteries operated by toiling gangs of indentured ratings fired shells the size of cargo-8s across the void. Cruisers' plasma drives screamed as they struggled to propel eight kilometers of adamantium at combat speed.

It was the largest naval engagement in the fleet's history, with a thousand personal tragedies and triumphs that Brannick knew were happening all around her, but which couldn't be conveyed by automated messages like +REACTOR OUTPUT OF FRIGATE GARRO NOW LESS THAN ONE PERCENT+

The Garro wasn't the only Imperial ship to be taken out of the fight. Despite the interceptors trying to protect them, frigate after frigate fired their defence turrets in mounting desperation as gunships full of heretic astartes closed with them. The gunships weathered snaking lines of tracer fire, burned through the frigates' hulls, and quietly waited while their transhuman passengers disembarked, slaughtered their way to the reactor, disabled it, and left again. Brannick watched the fleet's complement of armour piercing lance frigates dwindle one by one, and all the while, the enemy's hulking flagship, the Monarchia, flew straight at the Dammerung.

Despite losing over half its escort vessels, the Imperial fleet was acquitting itself well against the enemy. The three renegade cruisers on the right flank had been reduced to shattered hulks, and repeated bombing runs and broadsides had put paid to the shoal of pirate ships. Better yet, two of the Astartes strike cruisers, the Mortis Lux and the Violation of Reason had been disabled, their crews evacuated to the Monarchia and the Morningstar.

Despite these losses, the Monarchia still made straight for the Imperial flagship.

‘It seems they mean to pass us at close range and exchange broadsides,’ Admiral Ortano said.

The Monarchia and the Morningstar fired their planetary bombardment cannons at the Dammerung. Brannick watched in mounting fear as layer after layer of the void shields flared cyan, then collapsed.

Warning klaxons blared as the crew prepared to receive fire.

None came.

‘What are they doing?’ Captain Anwar asked, baffled.

Brannick scrutinised the readouts. The Monarchia was increasing power to its main engines, but not its manoeuvring thrusters. The Morningstar was coming about, firing its retros but not putting any power into its broadside batteries. Frantically Brannick calculated their trajectories, realised what they were doing, and found herself staring slack-jawed at the screen for a moment, then breaking with all protocol by addressing the commanders rather than passing her realisation on to her section leader.

‘My lords, the Monarchia means to ram us; the other is angling for a boarding action,’ she called out. Anwar shot her an angry glance to silence her uninvited input. She transferred her trajectory calculations onto the hololathe for all to see.

Admiral Ortano stared at the projection with obvious dismay. He had crushed the enemy fleet for highly favourable losses, and won a great victory, but now this.

‘Hard a-port,’ he commanded.

‘It won't matter,’ Captain Anwar said, looking out of the windows at the rapidly approaching battle barge, now visible to the naked eye. ‘Their barrage slowed us down, and we haven't the turning circle to get out of the way.’ He activated the intercom. ‘All stations, this is Captain Anwar. Brace for impact, and prepare to repel boarders!’

As if, Brannick thought, one can repel boarders such as this.

To the techmagos senioris, Anwar said, ‘Raise the command deck void shields. We can't have them teleporting onto the bridge. And Mr Vaso,’ he said to the gunnery officer, ‘Tell the turret gunners not to fire on the ship itself, it won't do anything. They should save their shots for boarding craft.’

As Anwar continued to bark orders at his crew, there was little Ortano could do but watch the enemy close with them. To Brannick he seemed like a man who'd shifted from being the conductor of an orchestra to a passenger on a shuttle coming in for a crash landing. The boarding action would be decided one way or another long before the victorious Imperial fleet, scattered across the operational area in between burning hulks and debris fields, could come to the Dammerung’s aid. Rumour had it that Ortano’s original commission, in the Gothic Sector, had been stripped from him after he’d allowed his flagship to be boarded by enemy forces. She wondered if those forces had also been anti-Imperial astartes. Did they have some vendetta against him? Had he doomed them all with his very presence?

She pushed her insubordinate thoughts aside and tried to focus on populating the hololathe with information as it continued to come in from the fleet, but the thundering of boots on the deck made her look up again. Navy stormtroopers, a whole platoon of them, had entered the bridge. Their officer set about deploying her troops to repel any boarders that managed to reach the command deck. Brannick was glad she was sitting down. It helped conceal how much she was shaking. Even in these circumstances--no, particularly in these circumstances--she wanted to make a good account of herself.

‘Admiral?’ Captain Anwar said nervously. The tone of his voice shook Brannick further.

When Ortano replied he was clearly trying to sound calm, but his voice wavered. ‘Indeed, Yasir, I see them,’ he said.

The Monarchia was coming in on the port side at full burn, while the strike cruiser Morningstar moved more cautiously to starboard in preparation for boarding. Brannick gripped her station and braced for the impact.

A jagged blue ellipse formed around the prow of the battle barge as it penetrated the Dammerung's shield envelope, and then it struck. The impact shuddered up the length of the ship. A number of bridge officers were thrown from their chairs despite having been braced. The lights flickered. The Monarchia had impacted just behind the Dammerung’s prow, and its own prow now began to grind down the port flank, crushing cannon housings, mangling the entrance to the launch bays, and finally lodging itself against the lance turret mounts. The two ships became locked together by inter-twisted slabs of belt armour. The distant groans of the hulls sounded like a wounded leviathan.

The Monarchia connects with the Dammerung as the Morningstar prepares to board the Dammerung's starboard flank.


Ortano, recovering, switched the hololathe over to a view of the ship. Brannick quickly linked in the alarms being triggered by automated systems and by the crew. The port flank of the battleship lit up with depressurisation alerts and system failures. Moments later came the first notification of a point of enemy ingress. A small red dot on the display, just aft of the third macro cannon on the starboard side. An innocuous symbol, blinking steadily. It meant the Morningstar had already launched its boarding party. Seven kilometers away, some nameless crewman had found the nearest terminal and managed to send word in the midst of a firefight between ratings armed with shotguns, and astartes warriors in full battle plate.

The second point of ingress was the starboard flight deck. Brannick called up the vid feed from the hangar. All she could see was smoke, backlit by staccato flashes of automatic weapons fire, and the hazy silhouette of an Astartes gunship that seemed to have landed on, or possibly through, the interceptor that had been parked on the deck.

The Monarchia now launched a horde of troops. A motley collection of skiffs, gunships and assault pods swarmed across the mangled field of metal plates wedged between the two ships. Insertion points began to spread across the hololathe much like the damage alerts that had preceded them. The red dots multiplying across the flickering outline of the Dammerung looked like a fast-spreading rash on a diseased body. There were so many that any notion of centralised command dissolved. From the reports coming in, it became apparent that there were two types of boarder: fanatical humans who threw themselves with suicidal rapture at the navy personnel, and transhuman legionaries who went after ship systems. One by one, they were disabling power lines, manoeuvring thrusters, and weapon systems.


Garbled reports started coming in from several locations of monsters materialising to assist the invaders. Ortano and Anwar exchanged a knowing look.

Watching the situation unfold on the display with fatalistic acceptance, Ortano said, ‘They'll abandon this attack as soon as the rest of the fleet can come about and engage. Ensign, how long will it take for them to reach us?’

Brannick ran the numbers. ‘The light cruisers can be here in twenty minutes. The line ships will take thirty.’

‘Tell them to make haste, and--’

‘Incoming transmission,’ announced the comms officer. ‘It's the Trojan.’ The lone destroyer, far astern. Brannick saw it had engaged its engines for the first time in the battle.

The hololathe shifted to a projection of a man wearing a wide-brimmed hat and a high collar, around which hung a rosary-pendant bearing the sigil of the Inquisition.

‘Admiral, I see you took my advice to keep the enemy at arm’s reach rather literally,’ the man said.

‘Inquisitor, there was--’

‘Is your aft dock clear?’

Ortano glanced questioningly at Brannick; she checked the pict feed. Aside from the captain's pinnace, the aft dock was empty. Brannick gave Ortano a nod.

‘It's clear,’ Ortano told the Inquisitor.

‘Good. I have dispatched a boarding party led by my interrogator. I expect you to offer her your full support; we may yet turn this situation to our advantage.’

‘We will of course assist as best we can, Inquisitor Drake. What do you propose?’

‘If we can capture one of their officers we might learn where they plan to strike next. It's a tall order, but entire worlds are in play. The chance must be taken.’

It had not occurred to Brannick that an Astartes could be captured, much less beaten in combat. That the Inquisitor thought it possible was both encouraging and frightening, for if it was true, at least one thing she'd learned in school was a lie, and if one thing wasn't true, what about the rest? What if everything she had been told was a lie?

‘Ensign Brannick?’

Captain Anwar's sudden presence at her console startled her.

‘Captain?’

‘You've read the enemy well thus far. Do what you can to analyse the data. Talk to Lieutenant Holt in comms; see if you can pinpoint some of these enemy officers before the Inquisition team arrive, or at least give them leads. I'll do the same.’

‘Yes, Captain.’

Anwar turned and went back to the hololathe. Drusor leaned over to her and whispered, ‘Nicely done.’

Despite the pressure, despite the dire situation, despite the appalling cost of failure, Josselana Brannick smiled.

+++

If you enjoyed this loose fictionalisation of in-game events, you may be pleased to know I'm working on two more short stories that tie into this one. The next story, still in progress, is from the perspective of an Inquisition storm trooper with the unenviable task of helping to capture a live Word Bearers officer. #bracing #ballsofsteel

Story 3 is already written, but it wouldn't make much sense to share that until I've put out Story 2, now, would it?

Fleshmetal Firepower

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Greetings fellow heretics and devoties of the Dark Gods! Yup! We're back with the Graven Star chapter of Word Bearers and some decidedly lumpy boys...

"Son, you've got a condition..."

Today is the day that these horrible fusions of metal and flesh stride forth from Sicarius and make merry war upon the servants of the false Emperor. I grouped these together because they have surprisingly similar sculpts and painting requirements, so I was able to solve a bunch of problems simultaneously and apply that learning straight away. Let's first turn our attention to the Hellbrute:


This is the Hellbrute from the old Dark Vengeance kit and is, in my opinion, the best GW have ever done. I love everything about it, from the horrible mouth that swallows the marine's head back inside when it's not looking out, to the lashing tongues and the broken chains. There was only one thing I wasn't keen on: the multi-melta. See, in Imperial armies a multi-melta is great because of drop pods, you can park your dreadnought right where it can shove a nasty amount of anti-tank right up the bugle of any enemy armour. Not so much the Chaos alternative. So I decided to do a little surgery and give this fine fellow the twin-lascannons that will do much the same job but from far, far away. As always with this army we need a little bit of backstory and as always that will be provided by our mysterious narrator:

"Do you see that towering mass of flesh and adamantium over there? Once that was Bathasu Iennos, a fine and well respected champion of the Graven Star. Well, his path of devotions led him to the Gal Vorbak - a perfectly valid choice for those that wish it - and thus he ceased to be Iennos. The merged entity that he became continued to fight well and with selfless devotion and thus it was to all our horror when he fell in battle against the Tau. Recovering his barely living shell - the neverborn had fled back to the warp - Lord Khoura instructed our Warpsmiths to install him in a dreadnought chassis that he might continue to fight. If I am honest, for this is rarely an honour, I think Khoura was curious about what would happen if a Gal Vorbak were to be installed in such a machine. Well, now we know. There seems to be less visible metal every year and who knows what will become of him in the end. I hope he finds a respectable death before we find out."


Who is that guy? Guess we'll have to wait to find out. Painting all these models,I was torn when figuring out what colour to do all that demon flesh. Part of me wanted to minimise it with a deep black scheme leaving the Word Bearers colours dominant. But another part of me knew to lean in, embrace the gribble and make disgusting blobbly flesh the norm. So I listened to that part of me. All the flesh is basecoated in the excellent Rakarth Flesh, washed in Reikland and then highlighted up as normal (adding Pallid Wych Flesh). The fleshcables - as I've been terming them - I wanted to resemble blood vessels, so after a quick hunt for dissection pictures for reference I added a bit of Thunderhawk Blue to some and Bugman's Glow to the others. I think they look plenty gribbly. There's a lot of weathering to go after that but I'll natter about that in the Obliterators section, speaking of...


These were odd models for me to paint as, frankly, I didn't like them at all. Their cartoony aesthetic - especially in the studio scheme - is a real turn-off for me and I probably wouldn't have bought them on their own. But they came in the get started box so I was able to have a close up look before - what I assumed I'd do - selling them on. In that close look I started to see details I really liked. You can see stuff working under their skin, bullets being pushed under the surface up to cannons, power cells grown over. I started to, well, not like them, but dislike them less. Then I looked at their rules, gave a little yelp and resolved to paint these slabs of boomstick.


As I painted, I tried to think how Word Bearers would feel about Obliterators. They're not a natural fit so some musing had to happen. I eventually decided that the various sub-cults in the legion (Obliterators, Raptors, Havocs, the Gal Vorbak possessed) would be treated in the Word Bearers as akin to the Mystery Cults of the ancient Greek and Roman worlds. Something to be indulged in from time to time in order to glorify the gods in a unique manner, but not as a way to live. Those who get trapped in them and see them as a way of life become the Havocs, Raptors etc and especially the Obliterators. Lets bring in our narrator again to say a few words.

"Great empty gods, not these two. You see those lumpen idiots lumbering after Iennos as though they are lost chicks and he the mother hen? They term themselves Obliterators. Followers of some ridiculous technomagical cult they encountered when we served alongside the Iron Warriors. At first it was just learning to store holdout weapons within forearms and changing the damage output of weapons. Now look at them. All but gone but for the thrill of weapon discharge. Moronic. No-one really acknowledges them now and all pretend to have forgotten their names. Their only really friend is Iennos and he only speaks in digital shrieks of binaric fury. Pathetic. Just don't say any of that too near them, those weapons are not just for show and they have a temper..."


Painting-wise, they're not much dissimilar to the basic marines. So I'll focus on the weathering that I used to make the demon skin go from "hmm" to "ewww". First, streaks of Blood for the Blood God are drawn down from any holes in the skin. I figure these are wounds that never really heal so are constantly leaking vital fluids. Along with this I used an enamel weathering paint from Ammo of Mig Jimenez designed to simulate engine oil. With this stuff I could use enamel thinner (turpentine) without any danger of harming the acrylic to thin out the oil and make nice realistic streaks. I think it worked out rather nicely.

Having painted them, my opinion has moved from mild dislike to "meh, they're ok". They're never going to be my favourites but they are unpleasant to face on the tabletop so I am looking forward to bringing some boom. What do you think? Demon flesh work ok? Does my headcanon of the Word Bearers match up with yours? Love to find out. Until next time, lovely people.

TTFN

Operation House Party

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Wibbly-wobbly, timey-wimey gubbins effect
 - like a cheap soap opera or sitcom 

We're heading back 12 years to the summer of 2008, I'm still living in Oulu, Finland, and I'm bored.  Wandering the streets I find two things:
  1. Iron Man has just been released in cinemas so I'll be going to watch that.
  2. The local news agents has a magazine I remember from when I was a kid - White Dwarf, and amazingly 40K is up to its 5th Edition (I last hobbied in '96 when we were still playing 2nd).
Little did my wallet know how expensive one of these discoveries was going to be....

Fade cut back to the present...


You see in the intervening years amongst all the changes there had been the introduction of at least one new race, the Tau.  Having just gone to see Iron Man, the obvious connections occurred in my head and an Iron Man themed Tau force was the offspring.  It only took me 12 years to realise... 

The idea rattled around in my head but whenever I tried to think of a way to implement it I fell foul of how on earth do you create a nice metallic red and gold.  It was finally when GW released the Contrast paints that I saw how I could do it given my ... ahem ... painting abilities.


To be honest, this is probably going to be more about Contrast paints with some (hopefully) pretty pictures of the Tau interspersed; as what I think I've learned about the paints has ended up being more interesting to me and I wanted to share.  Everything I'll be talking about here can also be found elsewhere, I'm no Contrast guru, but maybe some of the things I've found might be interesting.
  • I think Contrast paints are great.  
  • I think GW made a mistake in the way they sold them.  
  • Yes you can paint an entire army with contrast paints and it will look good.  
  • The more details there are on the model, and the more organic those details are, the better the model will look when painted with Contrast.
MOST IMPORTANTLY:
  • Not all contrast paints are the same!


Contrast seem to fall into 3 broad groups.  
  1. Light colours like the various flesh tones, Apothecary White, Skeleton Horde, Gryphcharger Grey and others which make painting those very pale colours that a lot of people, myself included, struggle with really rather easy.  These work very well for what they are intended.
  2. Some dark colours like Black Templar, Wyldwood, and Snakebite Leather which can achieve a great one coat finish for their specific purpose.
  3. All the rest, like the Iyanden Yellow and Blood Angels Read that I used here which just don't work as advertised.  These don't really seem to flow into the recesses, or produce much in the way of shading, they are more like an ever so slightly translucent regular paint.
However, luckily there is a way to "fix" those paints that don't work, and the same techniques can be used to manipulate any of the other Contrast paints to do what you want.


 

"Research" (ie:  watching YouTube vidoes) helped me learn that Contrast medium is basically a 50:50 blend of two common art supplies - Matte Medium and Flow Improver.  These can be bought in bulk from most art shops.  The Matte Medium is the liquid that most paints are based on, it carries the pigment in the paint and manages not to separate out too much; there seems to be a higher concentration of this in Contrast paints compared to regular paints which I think is what gives them their translucency.  Flow Improver is used quite heavily by folk who airbrush and has magic in it which helps reduce the surface tension of liquids so they flow more, a bit like dish soap but without the bubbles; in Contrast paints I guess this is what helps the paint flow over the basecoat into the recesses to achieve the shading effect.

 

What this allowed me to do was mix in varying combinations of Matte Medium, and Flow Improver, to change both the transparency and the flow properties of these Contrast paints until they behaved much more like the "good" paints.  What did this mean? Well for a brand new pot of Blood Angels Red I added about 50 drops of Matte Medium, and 90 drops of Flow Improver.  This completely changed the behaviour of the paint and turned it into something I really liked.


Finally, the paintjob on these.  
  • Spray with Leadbelcher
  • Wash with Nuln Oil
  • Drybrush liberally (more like an overbrush or wetbrush) with Leadbelcher
  • Drybrush with Necron Compound
  • Paint Iyanden Yellow Contrast paint onto select panels
  • Paint adjusted Blood Angels Red Contrast paint onto the rest of the panels, letting it run into all the panel lines
  • Sponge chip with Necron Compound or similarly bright metal
  • Glow effect (not very good) was several glazes with very light blue applied into the recesses

   

That's kind of it.  I really do like Contrast paint, but I think you have to treat them as a tool rather than the painting equivalent of 42.  

There's lots of much better guides and tutorials out there on these that I drew from to get these to look this way, so if you are hesitant about Contrast paints then have a look at those, and get yourself some Matte Medium and Flow Improver and just experiment.


Right, time to get out of here before someone enacts a Clean Slate Protocol.
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