Hobgoblin produce some great models for you to 3D print at home, and although they started out as pure fantasy terrain, they’re starting to branch out into more genre-neutral sets. This is very bad for a sci-fi nerd like myself, as I no longer can continue to make excuses as to why I can’t pick up their sets for myself.
Spooky ghoul from Mantic games for scale here, as these pieces are the largest single-piece 3D printed models I’ve painted to date. I’ve no idea how long these would have taken to print, I just get the luxury of painting them without the headache of operating a 3D printer!
The archway in the middle was supplied in four parts admittedly, but they went together very easily and they form a single solid unit when assembled.
I’ve painted quite a few bits for Hobgoblin over the past year, but their most recent sets have been the closest thing to tempting me to getting a 3D printer for myself. This set in particular is perfect for the grimdark setting most of our games are set in.
I can just imagine an entire graveyard board scattered with ornate railings and broken gravestones and a big shootout between cultists (up to no good in a graveyard, obviously) and some Acolytes.
It wouldn’t be Halloween without pumpkins! I particularly liked the ‘carved’ pumpkin base, there’s lots of nice details on it, and the candles inside the jack o’ lanterns are particularly pleasing.
You couldn’t have a graveyard without gravestones could you? There’s a nice variety here, and the nice part about owning the kit is you can print off as many of each as you need, rather than being limited to the ones you buy. Although they look quite nice I wasn’t a fan of the broken headstone pieces, they were a bit too fiddly to paint (and I’m about 70% sure I lost a piece in the painting process).
I can see the appeal, but for me they’d be better off as part of a diorama or scatter piece, such as the pumpkins above or the open graves below.
Open graves! I think I had the most fun painting these. They tell a great story and wouldn’t look out of place in just about any different setting. If I had given myself a bit more time, I would want to experiment with some water effects pooling in the open grave and making the mounds of earth around it all soggy. I mean, when else is the best time to go gravedigging if not in the rain?
Oh yes, and it has another adorable feature;
Let there be light! There’s a hollow inside the lantern for an LED and button cell for extra spoopiness, or if you’re cheap like me, a phone light concealed under a sheet of A4.
And finally the Mausoleum kit. What a piece! Any doubts I’ve had in the past about 3D printing vs injection/cast moulded pieces have been dashed apart. This is a rather excellent construction that really lends itself to the 3d printing process.
It comes six parts – an upper and lower section of the building so you can remove the top to access minis inside without disturbing your scene, two doors and two hinge pieces (not pictured because I’m a doofus and lost them). The two hinge pieces are glued to the bottom of the door when it is assembled in the building so it doesn’t fall out of its socket.
I hear tell rumours in the tavern that the team might be building an insert for this building with a hex/square grid on it for proper roleplaying compatability, so watch this space for more!
I thoroughly enjoyed painting this kit, and outside of drying times took me far less time than other kits to get tabletop ready. A few choice washes and different coloured drybrushing can go a long way into getting your spooky quota up for your games.
Blackmail, extortion, smuggling and unadulterated violence are all part of everyday life for the unfortunates living in District XIII in Syracuse Magna. When corruption in planetary authorities runs all the way to the top, the only way to get what you need is at the barrel of a shotgun.
Next stop for our merry band of Acolytes is Syracuse, ‘the Grey Halo’, a tidally locked planet where only a thin band of habitability exists around its circumference, sandwiched between two extremes of temperature. A hive city exists in this habitable zone, a complete ring of urban sprawl that stretches from pole to pole. Unfortunately for our Acolytes, they’re not going to the nice part of town.
We’re off to Syracuse Magna, a semi-independent section at the bottom pole that for centuries has been in inexorable decline and decay. Corruption and dilapidation are the order of the day, the petty nobles bickering and squabbling over scraps while the rest of the citizenry band together to make the most of what little they have. One such band of economically-minded citizens are the Undertow, the city’s largest organised gang, and one of three factions taking part in the Syracuse Magna campaign.
Since catching the modelling bug for our campaigns (I honestly don’t know how it has taken me so long), Syracuse was always high on my list for having models for each of its factions. One of the exciting things (for me) is that these guys will provide an interesting change of pace for the players, as for the last two years we have fought servitors, assassins, heretek automata, xenos creatures, giant local fauna and genetic abominations.
The Undertow don’t have any fancy special powers, and their gear will barely be worth the rusty metal they’re forged from, but a combination of guerrilla tactics, ambushing, flanking, hidden snipers, punji pits, makeshift booby traps and lots and lots of firebombs will make for an interesting tactical challenge for our players.
I needed about a dozen, and the Kolony Feral models from Pig Iron miniatures fit the bill perfectly. They were ragged and grotty but not overwhelmingly chaotic or mutated, so you could still believe they were human underneath their protective rags.
I wanted them to look likely they were hanging out down at abandoned docks and near filth-strewn canals, so it was time to break out the balsa wood!
I enjoy a good urban sprawl base, but urban environments come in many shapes and sizes! The first challenge I noticed was that all the white metal minis had pre-cast bases, which presented a big issue if I wanted to mount them on balsa wood dockyards. I debated changing tack for something a little less woody, but decided in the end to commit to removing over a dozen pairs of boots from their pre-cast bases and filing them down to fit. Who needs fingertips anyway?
The second issue that I hadn’t foreseen was more of an aesthetic choice. As much as I love these minis for exactly what I wanted them to be, I was a little disappointed at the weapon sculpts. I had a very strong aesthetic in my head, and the (again, pre-cast) guns were very lacklustre, and nowhere remotely to the scrappy gutter-forged shotguns and rusty revolvers I had in mind.
With my fingertips barely recovered from de-basing all of them, I set about with pliers and files to forcibly remove the default weapons for all these poor minis, trying to leave as much of the original hands behind as possible.
I wasn’t quite sure how I was going to fit any weapons in there but I was very much committed at this point, I had to make it work somehow! Luckily a couple of the ‘Specialists’ models didn’t need any work doing to them, I quite liked the bandaged sniper rifle and the makeshift flamer (although the missile launcher thing and heavy machine gun absolutely had to go), and the ‘Feral Blades minis’ were pretty much good to go out of the box.
The launcher and heavy machine gun were snipped apart and the bits box was raided for something suitably shoddy. I wanted them to be simultaneously deadly but unappealing to players. Poor quality heavy weapons that when used correctly and/or in appropriate numbers can really wreak havoc, but are so unwieldy, unreliable or dangerous to operate that they would never bother looting them from the Undertow corpses.
The flintlock pistol of Quovandius from the 54mm Inquisitor range had this weird archaic strapped-together look that suited me just fine, so the launcher was hacked down to its supports, sanded down and the gun glued on.
The heavy machine gun was a lot of fun to build. I had nothing in my bits box that looked even remotely like what I envisioned in my head – something akin to the Crank Cannon from DH1ed’s Inquisitor’s Handbook. Something loud, rattly, shooty and, with any luck, killy. After hacking apart the poor gunner’s body to free him from his weird heavy weapon, the cannon was assembled from a heavily cut down Ork Shoota and the barrel of an Empire repeater handgun.
The rest were coming together rather nicely. The combination of raggedy bodies and scrappy wood bases were giving the rain-slicked, grimdark feel I was hoping to achieve already.
Once the models had been hacked apart, attaching the shotguns was surprisingly simple. I was immediately reminded why I prefer working in resin than white metal, as the shotguns were so pliable to my commands and made the minute adjustments required to make them fit into the empty hands oh-so much simpler.
The shotguns had a mix of straps and bayonets, so it took a bit of jiggling to work out which combinations of weapons fit best into which hands. Many of the minis were carrying machine pistol-type things, so their hands were very close together. I *think* I just about got away with it on examples like the one above, but in some cases I had to admit defeat and change up the formula.
I wanted a mix of weapons rather than just shotguns. Dark Heresy has a very versatile combat system, and not only did I want a range of weapon options to throw at the players, but incrementally bigger and badder weapons to upscale the difficulty as the campaign goes on.
The humble firebomb – cheap, lightweight, zero skill requirements to use and utterly devastating with the correct application. One firebomb can scatter a formation of battle hardened Acolytes, force them into cover or break their aim. Half a dozen firebombs tossed at Acolytes in quick succession can VERY quickly see people passing out, limbs cooking to a crisp and Fate Points being burned. It ignores armour, prevents you from doing anything while you’re on fire and regardless of any other effects, makes you slowly pass out from heat exhaustion and smoke inhalation, so you’re more likely to pass out first and then burn to death.Totally, utterly hilarious.
When it’s time to up the ante again, that’s when this launcher fellow will come into play. Very much like his firebomb-hurling brethren, he’s got a lovely big bag o’ bombs that he can lob up and over things from a very safe distance away, hopefully causing consternation among our Acolytes who might be getting a little cocky towards the end of the campaign.
With a trim of their bases and some choice head decisions, the gang was ready! I wasn’t a fan of their overly-hunched poses, so many of their heads were pinned back a little big, so their necks needed some filling with green stuff.
With them finished and basecoated, it was time to apply a lick o’ paint. I had challenged myself to use the JGIDD method of painting (Just Get It Done, Dickhead) for these guys, as although I love pouring dozens of hours into my models, I had 13 mooks to paint and finish before either of the other two factions turned up, another two dozen models potentially! I needed something lean, mean and green.
I already had the colour scheme in my head, they wore heavy green overcoats and muted tanned undergarments, so the hardest part (deciding on colours!) was over. I wanted them to look unified, as I’m a sucker for gang colours on fleek, but also subtly different from one another. Kinda like they all shop at the same dumpster, but add their own fashionable flair to their mook attire.
All the base colours were painted on – a dark green for the overcloaks, a tan leather for sleeves and face protectors, a pink flesh tone for any exposed hands, dark grey for the trousers/leg garments, a dark brown for the boots and a lighter grey for straps, bags and miscellaneous pouches. The guns were painted a dark rusted metal then stippled with a lighter metallic colour. The entire mini was then given a heavy brown wash and left to dry.
The overcoat was then drybrushed a mossy green with a final dainty drybrush around the hems and edges with a pale green. Every other colour was then simply highlighted again with the same colour used for the base.
Everything was done as quickly as possible to have them in a ‘ready’ state that I could come back to if I felt like it in the distant future. After the last debacle with getting models ready for game day, there’s nothing worse than spending the time to prep them, only to have it half finished for their big moment.
The bases were drybrushed a series of lighter browns and the shoes tidied up afterwards where I had got a bit overzealous with my brush. The bases were looking a little plain, so I got some of Games Workshop’s rather excellent blood effect paint and splashed it liberally about hither and thither with a combination of paintbrush and cocktail stick. Anyone with bayonets or blades got a little dab as well to help make the weapons pop a bit more.
The final part was to do something with the bases to make them look more like they were standing on the side of a dock rather than just on some scaffolding. Water is going to be a big theme for this campaign, so I needed my baddies to be suitably moist.
I picked up some Woodlands Scenics Water Effects to have an experiment. I am loathe to use resin, and I had tinkered a bit with PVA effects in the past, but I had read good things about this particular product. I wanted a semi-submerged look, and this one would apparently fit the bill.
Gosh, I was not prepared for how thick it would be. It was like spooning hair gel onto the bases, not the smooth flow that you get from PVA glue. Applying this substance to my models was a nightmare, as it went everywhere I didn’t want it to go, and it didn’t settle anywhere like water should, but rather stuck to all the raised areas I couldn’t get a pokey stick into.
After much swearing and sticky fingers (phrasing?) and leaving the first thin coat to dry, I was pleasantly surprised with how it came out. Surely fine to spoon another one on, right?
I don’t know if it was an inappropriate use of the product (I found a more pourable version after I had already bought and committed to this one…) or I wasn’t applying the layers thinly enough, but I’m a little annoyed that it didn’t dry as clear as I had expected. It’s not the end of the world, just a learning experience for next time.
All in all I’m very pleased with how they turned out! It’s very rare I get an entire project done in two sittings, and the painting (which normally takes me the longest) was done and dusted in about two evenings. Lessons learned, fun had, and models ready to kick some Acolyte ass!
Our Dark Heresy group was coming to the conclusion of an important chapter and the beginning of the end for the campaign. We had spent the best part of seven sessions on the planet of Brimstone, a planet of our own devising in our little patch of space, the Onus Region.
The planet was a planned stop-off for the Acolytes to tie up some loose ends from a previous mission, specifically tracking down and stopping the Arch-Heretek Hieronymous Vyle, from enacting any more atrocities against the Imperium of Man. He is a master geneticist, genius cryptographer and bitter rival of the Adeptus Mechanicus as an organisation, believing they are too short-sighted and wrapped up in bureaucracy to achieve any meaningful progress.
His plan was simple: flee the purge of the Kreato Affair to the quiet, technologically backwards planet of Brimstone – the last place the Inquisition would think of looking for a radical techpriest. There he would work on his Symbiote – his Magnum Opus – to strike back at the Adeptus Mechanicus for what the crimes he believed to be the most heinous; conservatism and myopia.
The Symbiote was a poor man’s take on the Obliterator Virus, and worked by fusing to flesh and metal, taking over the host body and forcing it to undergo transformations and binding it through synaptic link to its master. I’ll be doing a piece on Vyle’s Symbiote another time as it deserves its own article rather than being strung along with their boss.
Vyle never had any artwork for him, nor did he have much of a description when the players met him almost three years of real time ago, before he escaped and set up on Brimstone, so I had a blank canvas to work with. I had also developed a spin-off cult for a Necromunda gang called the Scions of Vyle, so I had a starting point for aesthetic – drab green robes and polished bronze.
I needed a suitably eerie, icky model to use as a base, and the ‘Tech Master Baltazar’ from Hitech Miniatures fitted the bill perfectly. I loved the idea of this eerie, decrepit lump of flesh being propelled along by these weird spidery legs and covered in mechadendrites. Time to blow the dust off some of my guitar cabling.
The kit arrived and I was pleasantly surprised with its quality, requiring very little trimming to remove flash or mould lines at all. My only gripe was that the back and base of the walking unit were flat and featureless, so the further off the base I wanted to pin it, the more obvious it would be that someone just stopped modelling anything underneath it. I also had my concerns about pinning the incredibly fiddly legs to the walker and to the base without damaging both. I build my minis to be played with, so they need to be sturdy.
A fish around in my bits box turned up some more Cities of Death terrain tiles, and one had a very convenient raised skull in the centre. When mounted at a particular angle, I could have a single massive pin that ran from the body through the base, and raised just enough from the ground to give the appearance that it isn’t touching.
After feeling confident in my massive pin job, I didn’t feel so bad about not pinning the legs. They weren’t structurally integral, so I thought I would do my fingers some favours and avoid pinning them, just a copious amount of superglue in the recesses.
Another pleasing aspect of the model that I hadn’t noticed in the thumbnail on the website is that it has an odd number of legs – three on one side and two on the other. It gave it this wonderful lopsided look that to me, epitomises Adeptus Mechanicus high fashion.
I wasn’t sure what equipment I wanted to give him at this stage, rule of cool was going to guide my hand. The only thing I knew I wanted to definitely have was a big tank of horrid goo strapped to his back that he could squirt at foes – perhaps a kind of super-concentrated liquid Symbiote? Either way, it would be miserable to anyone who was caught up in it, doling out toxic damage, corruption points, infection and maybe even mutation. A GM can dream right?
I have a bunch of tanks lying around of flamers from various vehicle kits, I’m not sure exactly what this one was from – a sentinel perhaps? The nozzle and mechadendrite was from a Forgeworld Mechanicum servitor I had bits-ordered some time ago to pump up the amount of Mechanicus bits in my collection. This arm I tried to just bend with copious gentle rubbing between forefinger and thumb to built up a bit of heat. This was my second attempt, the first ended pretty snappily.
I positioned it on the back of the model to see how much it changed the silhouette, and I could already see my multi-limbed metal bastard coming together. I wouldn’t attach this just yet, as it would form the ‘outer’ rim of details, and would just be a pain in the ass to work around at this point. It gets to sit on the side while I work on other gribbly bits.
The first round of ‘inner’ mechadendrites was an exercise in patience and bending. There were a conspicuous number of ‘holes’ in the model where it looked like limbs could be attached to, and were already the perfect width of a paperclip, so pinning things into them was a dream. With one on the left side and two on the right, it seemed natural to fill them all with mechadendrites.
Dark Eldar Talos bits stand in, once again, for brilliant biomechanical parts for edgy AdMechs, and a couple of their pinchers would work very nicely to manipulators. Vyle’s real, original hands are too busy operating dataslates and poring over files and reports, he has all his other extendo-limbs to operate heavy machinery and backhand rude PCs who interrupt his Machiavellian schemes.
I debated over what ‘ends’ to give his mechadendrites, as I had many blades, saws, injectors and guns to choose from. Although he would be an able combatant, I wanted his tools to be just that – tools first. Manipulators and medical instruments would be fished out from various places, including more Forgeworld Mechanicum and Dark Eldar bits.
The mechadendrites themselves were from the Inquisitor-scale Delphan Gruss model, of which I had a few tubes handy. Normally I prefer working with resin over white metal, but these had the malleability I was looking for to get plenty of bends without singeing my fingers with a hair dryer. A tip to budding Mechanicus modellers: always give your tentacles two bends at different angles to give them a more realistic feel – a bend along a single axis doesn’t look great.
I couldn’t find anything else to add to the model without making it look too busy, so I started mounting the ‘outer’ layer of mechadendrites. These consisted of the goo-squirter I made earlier, and the heavy mechanical arm that came with the model. I wasn’t a particular fan of the big round claw it came with, so I wanted to change that out for something a bit more subtle. One of the power blade utensils from the Delphan Gruss kit fitted the bill perfectly.
Having the arm stick out to the far left was a dangerous move, as it had the potential of unbalancing the silhouette of the model too much. With the addition of the backpack and goo-squirter on the other side, it balanced very nicely.
I was quite proud of this, given it took me only half an evening. Normally I navel-gaze on large projects like this due to having too many options, but with the Big Day rapidly closing on me, time was not a luxury I had. He needed to be finished, primed and based in less than 24 hours!
There was still something missing, but I couldn’t put my finger on it. The backpack stuck out from the back of the model and didn’t sit particularly well. I figured it was so he could jettison it quickly if needs be, but just by itself didn’t look integrated into the rest of the model. A quick rummage through the Dark Eldar section of my bits box again pulled up one of the bio-injector spines from the Talos kit again, which fit far too well.
It was ridiculous and over the top, but it had that back banner aesthetic that I’m very fond of in my 40k imagery. It also helped tie in the whole ‘weird science’ vibe I was going for, as I had planned on painting it a similar flesh tone to the rest of his body. Is it his spine? What are those weird injectors and vials for? Spo0oky.
I was dead happy with it at this point. It was suitably imposing (mounted on a 54mm base) so it was clearly a centrepiece, and had all the aesthetics to tie it in with the existing Vyle models while also standing out from them. I knew I wouldn’t get enough time to paint it up fully for the game, but I would have just enough time to base him and wash him, so at least he would be coloured for the Grand Finale.
Finally we have him standing next to one of his minions, a Scion of Vyle. His base is going to be populated heavily with these guys, along with some Symbiotes in various stages of maturity.
Dead chuffed with how he turned out, and set a scary precedent for the concept of making models for all my bad guys. Scary because this particular bad guy was never intended to make it out alive, so I was hoping he put up a spectacular fight before going down!
Luckily he did, and the finale was epic and tense – a battle through an underground evil lair, culminating in a shoot out in a missile silo minutes from blast-off and a duel on a snow-spattered mountain top for control of the last ship off the mountain while the base undergoes a self destruct sequence in the background.
Our games of Rogue Trader often involve group brawls with up to a dozen armed crewmen from our own vessel repelling whatever the eldritch horror of the day has snuck on board and is sucking down our crew like capri-suns. Our captain also has a penchant for giving them names, which never bodes well for redshirts. Rather than use dice as placeholders, I ordered some minis from the very excellent anvilindustry using their awesome 3d build-a-regiment out of all their parts combos.
The parts arrived quickly, assembled like a dream and had little to no flash on them at all. I picked up some lady heads from Statuesque Miniatures too, as despite all the praise I can heap on Anvil, they don’t include lady heads as part of their regiment builder. C’mon guys, it’s the 41st millennium here – women are equally expendable as men are.
I didn’t have any real plan in mind for assembly other than I wanted to have a good range of weapon and equipment options so I had a good selection of models to choose from when I needed to improvise something. For example, the Anvil specialist squad I ordered came with a variety of odds and ends, including a banner, medkit and bugle (!). Try as I did, I couldn’t make the bugle work with the scheme. In space, nobody can hear you toot.
This guy stands in as the generic medic – if we have a player go down, he/she will pop up and try and patch them up. Because of the heroic running pose, I figured they would also stand in for any macguffin-carrying NPC who needs to hotfoot the death star plans through the ship.
It paired quite nicely with this other specialist, who is carrying a kind of kit bag/satchel charge looking device in one hand, and converted to hold a 40k auspex in the other. I picked one of the Medieval Helmets with a bionic eye to give them an extra techy look and slung a rifle over one shoulder. A little bit of putty for the strap, and this little guy can stand in for any scenario that calls for a specialist, scanner, technical support officer, you name it!
The decision was made quite early on that the armsmen would use las weaponry rather than conventional solid projectile weapons. Firstly, las weaponry would be more robust in harsh void environments – they work just as well in a vacuum as they do in low or zero-G situations, and the ammunition can be recharged theoretically infinitely. Secondly, the Dynasty once made a lot of its money from arms deals with a once-powerful faction of the Adeptus Mechanicus, so the weapons they equipped their troops with generations ago are still functioning just as well (if not better than) modern equipment that would be within a reasonable budget. Why fix what isn’t broken, eh?
The parts went together with no trouble at all, and there was a huge variety of poses (including a left-handed rifle pose!) that really add to the individuality of the models, despite them wearing 90% the same outfit. It also came with a two-handed pistol pose, which I initially thought was too Operator for our gang of hardened space pirates, but after dry fitting it, realised it was too cool to leave out. A putty strap on the rifle helps cement the model as a ‘rifleman’ class, rather than one of the melee characters.
Speaking of melee characters, I also knew I needed a few models that bucked the trend of ‘fashionable space rapscallions’, and given the propensity for boarding actions and angry claw-armed gribblies, we needed a few ruffians in the collection.
I never saw boarding actions as pretty things, but rather grim battles of attrition in tight corridors in hazardous conditions, often with little or no air, gravity or light, so their weapons would need to facilitate that. I was sorely tempted by chain weapons or swords, but settled on some brutish clubs and maces in the end. They didn’t need upkeep or sharpening – a blunt mace is just as effective as a sharp one, and in tricky conditions you don’t want something that you need space to wield (like a sword).
I had enough parts left to build a single armsman, and I was at odds with what to build. My mind wandered back to the idea of the Space Bugler (toot toot) who had some kind of vox receiver built into the instrument and wired into the vox network of all the other armsmen, so they could literally toot in space, but there wasn’t anything in the lore (so far) to back that up yet, and I wanted to cover all my necessary bases before adding new things. Plus, it’s an excuse to buy more minis down the line if I still want to pursue it…
It was a toss up between a leader/sergeant type character and a standard bearer. I hate freehand painting designs onto things, and try and avoid projects that force me to do that to make the most of the minis, so standard bearer was lowest on my priority list. However, I didn’t like the idea of a sergeant for this group, as I wanted leaders to emerge organically rather than be forced upon the crew, or allow the players to nominate anyone they felt was worthy of a position of command rather than the model saying which was in charge.
So, alas, the standard bearer was born.
The first test model was completed after much pain and anguish. The Captain of our game picked out the colours and symbols and I did my best to incorporate them into a design.
I wanted a House that had been impoverished until recently, so their House Guard are still utilising old armoured space suits that they have tried to repaint and retrofit as a uniform of sorts. The teal armband with the upside down moon is the colour and symbol of the Dynasty, and the red/white kneepad with the teal chevron represents the renewed pact with an old ally, an arms-dealing Adeptus Mechanicus faction.
In their pockets on their backpack they carry handfuls of dirt from their recently reclaimed homeworld, which they scatter on the floor before a boarding action – never again will they allow the Dynasty to lose ground!
This week’s theme is Space Thugs, and you don’t get much thuggier or spacier than TJ Razor. A man whom you could strip naked, beat bloody, interrogate for days in a cold brig-cube, finally turning your back only to find a knife stuck in it.
He’s a member of the Pursers Grim, a loose organisation of void-faring racketeers and shakedown artists, often used as a source of intelligence by organisations on both sides of the law if the coin is right. It is said there isn’t a ship in the sector that doesn’t have a Purser on board.
TJ relies on quick wits and quicker hands to stay one step ahead of his quarry, and always has a trick up his sleeve if he finds his back against the wall. That trick, however, is normally another knife. He’s a man of simple pleasures.
As with many of my Inquisitor projects, TJ started off as a totally different concept – an elegant swordsman in the employ of a fancy Inquisitor. What differed is that the parts remained almost completely unchanged while he languished on a shelf for 9 months, only adding the stick grenade and shoulder pad to complete the image.
It wasn’t until we had sunk quite a few hours into a new Rogue Trader campaign that the Pursers Grim faction became a little more fleshed out, and I wanted to have a 54mm representative for our games of Inquisitor. I had a dig through the Box of Shame and found this guy, so he was swiftly rebased onto something a little more space station-y to fit in with the other themed gangers I was building.
I was always a fan of the pose – Sergeant Stone’s legs are very dynamic but can be tricky to build a model that doesn’t look awkward with such a dramatic lunge. The arm reaching across his body to draw a blade gave the model oodles of character, and despite trying dozens of different permutations of sidearm, accessories, extra weapons and such, it was the simplicity of two knives that really worked for me.
NB: As an important pedantic note, I know he doesn’t have a sheath for the knife in his left hand. I couldn’t find one of a convincing size that would fit anywhere on the model and not detract from the flow or silhouette. Fight me.
To my undying shame, this was the state he remained for another 5 months. I blocked out the colours and had a vague idea in my head of what I was going for. The orange jacket was going to be some sort of repurposed criminal fatigues from his penal colony days, and the shirt underneath was going to be a leather jacket or padded vest to keep him from freezing over in the chilly underbelly of voidships. The stripey trousers are from a classic piece of 40k artwork (that currently escapes me) with a Rogue Trader wearing striped trousers. I don’t know what it was about this image that screamed 18th Century sea faring and naval combat, but I had to replicate it. I knew I wanted him pale as well, from a life lived away from the sun but also covered in gang tattoos, the ridiculous OTT type that you see in buzzfeed articles that you aren’t convinced aren’t photoshopped.
I ran out of motivation at this point realising the sheer amount of hours I would need to apply in one sitting to get the freehand tattoos looking the way I wanted. I also noticed that I had assembled the model incorrectly, and sculpted the arm joins to look like they went underneath the vest rather than connect to it. Pretty harmless when there’s no paint on the model, but after some block colours went on I realised that his shirt has a deep v-neck, and to combine it with the fabric on his arms gives him a weird leather long-sleeve deep neck shirt thing that I couldn’t be bothered to strip, resculpt and fix.
Signing myself up to run an Inquisitor day, “Mother of Mercy” in November seemed to be the trick to get my unmotivated ass out of the gutter and start finishing some models. I blew the dust off him, touched up his base coats and gave him a good couple of washes while I looked up some interesting prison tattoos.
I had a hard time getting the stripes on his trousers straight, but I was quite pleased with how they came out overall. The skin tattoos were an absolute nightmare, built up with painstaking layer upon layer of slightly darker shades of skin colour. I didn’t realise how tricky it would be to get a convincing head tattoo without covering the whole head, nor did it work when I tried to do scribbles and squiggles to “look like” tattoos from a distance. I had to knuckle down and freehand tiny tattoos on his tiny knuckles.
After the agony of freehand, the rest was a joy to touch up, and I’m very pleased with how he came out in the end. As I was painting, I was trying to come up with an interesting edge for the tabletop. Things like the Blade Master special rule and a high Weapon Skill were a given, but I wanted something that set him apart from the stereotypical knife-wielding maniacs.
I borrowed the “Always Has Another Knife” rule from the Community Special Abilities page which seemed fitting, but wanted something to underline the voidbelly stab-or-be-stabbed mentality. I thought about an ability that allowed him to make a free throwing knife attack if he chooses to be pinned while being shot at, injuring or at least distracting the shooter long enough to make a getaway or get stuck into combat. I like the idea, but it needs a bit of playtesting before I’m happy to write it up here.
All in all I’m very happy with how he came out, and I’m looking forward to doing a few more gangers and thugs from our little spit of space. Now all he needs is a battle report to star in…
**Cheeky 2020 edit**
TJ Razor made his debut in the Gorgon Crystals campaign here:
Batten down the hatches, sharpen your boarding axes and say your prayers to the Emperor, the Crimson Wake Reavers have you in their sights…
This project was immense fun. The premise was simple; I need bad guys, and lots of them. From our games of Inquisitor to Dark Heresy to Rogue Trader, even making NPC appearances in the odd game of Necromunda, the Crimson Wake have generously given their lives time and time in the name of being good Bad Guys, and I felt I owed it to the little champs to immortalise them in paint and plastic.
This project is perhaps the first sizeable modelling project I’ve completed that had no parts purchased specifically for the job. I wanted around a dozen members of the void-prowling Chaos pirate group, the Crimson Wake, and I was fortunate late last year to get a few big plastic bags of decade-old tatty models that needed rehoming. The models were in pretty bad nick – outrageous plastic glue accidents, interesting conversion attempts, paint that looks like it was applied with a trowel, the works. The upside was the sheer quantity – if you were to buy those today you would easily be set back around a grand.
I cleaned up all the metal models, flogged them on ebay for some hobby funds, and set about salvaging whatever plastic I could from the mix; Imperial Guardsmen, fantasy beastmen, loads of classic Empire bits, Chaos models that I forgot existed. What could be saved was snipped apart and distributed among my bits boxes, ready for the grand assemblage.
I had eyeballed some parts that would fit together very nicely, and decided I was going to just dive straight in, randomly matching bodies, legs and heads together to make my Chaos Reavers. I only had one goal in mind; to make them as varied as I could to represent many different kinds of baddies that might pop up in campaigns; from bedraggled voidsmen barely showing any signs of Chaos taint that could be hanging around in spaceport bars holding valuable information, all the way up to Chaos pirate captains and bloodthirsty ultra-warriors kitted out in ancient armoured void suits from millennia ago.
Let’s have a little look at some of these goons.
This was one of the first guys I put together and still one of my favourites. He captures that haggard, salty seadog look with a bit of weirdness from the right knee downwards. Given the time, energy and money, I’d make a dozen more like this guy to populate the spaceports and rotgut taverns of the 41st millennium, but he’ll have to do for now.
The shotgun is from Victoria Miniatures, picked up for a massive Necromunda bits part order and I still had a bunch lying around.
This guy was another relatively normal-looking Reaver – I still wanted a few models that could just about pass as non-Chaos worshipping loonies. As I was assembling them, I realised that I was going to need some unifying features to make the motley lot look more like a motley crew than a motley mob, so I devised a rebreather system. Nothing says Space Man like a backpack with tubes on it, right?
Most of the backpacks were made from classic plastic Space Marine backpacks with some of the nozzles chopped off, and the rebreather mouthpieces were made from cut-down space marine heads, leaving just the front part of the mask. The head is from the Trench Irregular set from Anvil Industries. I rolled out some sausages of green stuff for the tubes, let them set for about 20 minutes, then rolled them across some corrugated plastic to produce the ribbing effect. Leave them for another 10/20 minutes and they were springy enough to keep their ribs, but pliable enough to be bent, cut and glued into shape.
Time to get weird! I started experimenting with plastic Chaos Space Marine parts. I liked the armoured aesthetic, but I didn’t want my Reavers to just look like space marines, I wanted them to have a flavour of their own, so this was my first foray into using just enough CSM parts to add that asymmetric weirdness without being overt.
It was also at this point I realised that the topless Chaos Marauder torsos would work just fine if I shaved the nipples off and painted it to look like armour. Parts for the parts god!
They were going to need some support weapons too, and I played with the idea of a rocket or grenade launcher for a while. The model looked very cool, but I couldn’t justify the use of long ranged anti-tank weaponry on close-quarters fighters. A nice Imperial Guard heavy flamer would fit the bill, and with an excess of weird pipes going into his rebreather and his ammo tank raises questions about what exactly is being fired from that flamer after all…
Moving on to some heavy hitters, this guy was assembled almost entirely out of classic fantasy Chaos warrior parts, with a heavy pistol from Anvil and a Nurgley-looking shoulder pad to complete the look. I really liked the idea that this ancient warrior of a thousand battles still has the best damn boots on the ship.
I was very much hoping at this point that a nice paint job would offset the goofiness of the whole crew, but that’s what Chaos is there for right?
This guy was actually one of my earlier experiments with a rebreather. I nailed the concept of the mouthpiece, but ran into a problem trying to attach the backpack – the shoulder pads I had selected for MAXIMUM 40K were overmaximum and nothing could fit on his back. I had a rummage round for something suitable, I think they are flamer tanks from some infantry kit? By this point I was really enjoying the mismatched void suit aesthetic – classic Chaos Warrior legs and left arm, Chaos Marauder torso and head, Khorne Berzerker right arm and a heavy caliber pistol from Anvil.
The felt I lacked diversity in the work force, and needed some more Definitely Chaos guys, rather than Suspiciously Chaos. I wanted someone who, when they arrived on the board, left no doubt as to their alignment. I had the flaming head from the Empire Flagellants that was kicking around my bits box begging for a body. Legs and torso were easy to assemble, but I wanted something weird and wacky for his armament. A Plaguebearer left arm was suitable gribbly, and there was quite tight competition for the right, eventually settling on the weird tentacle double arm from the plastic Chaos Spawn kit.
It was at this point that I decided I was going to have a Lot Of Fun(tm) painting fire, as I’d never done it before. Oh, my sweet summer child.
I had some Khorne Berzerker legs to hand from the Bag o’ Doom and wanted someone with a bit more momentum than the others I had assembled. Axe nice and high, bolt pistol from Anvil out front in a run ‘n’ gun pose, I really like this one for its simplicity. It was tricky to see the model come together with so many half-painted plastic bits, but I assured myself it would come together after they were sprayed. A horny head from the classic plastic Chaos Space Marines finished the ‘head first charge’ look I was going for.
One more ‘normal’ guy to round things off, as I had many armoured and voidsuited thugs who would not be out of place by the Captain’s side, but I needed another scummy-looking mutant who could skulk around in the underways and maintenance tunnels getting intel. I have a lot of possessed heads picked up over the years, so I was desperate to use a few of them up in this project, especially the weirder ones that would have no chance of being in anything outside of a Chaos group. A plastic Ork body, legs and arms from an ‘easy assemble’ kit suited the hunched mutie look I was going for. I shaved down some of the iconography, added a few pointy shoulder pads and a big double-barrelled shotgun and he was done!
And finally, the magnificent Captain of the group. I had originally never intended to make a leader, so my group would never associate the models with characters too much and make it easier to chop and change them about. Unfortunately, as soon as I put the Chaos Warrior legs with the Chaos Space Marine chainmail torso, I was already sold. The massive Berzerker head I’ve had in my bits box fit too well, and I was already reneging on my pledge to myself for the sake of a cool model. It didn’t matter, it came out far better than I’d hoped – a big bulky silhouette that should make players shudder when it thumps down onto the table top.
All in all I’m very happy with how they came out. I’ve had several games with them since, and they’ve never failed to threaten and entertain. There will be some painted pictures going up over the next few weeks, so keep an eye on us!
Sulphia Caliver, known simply as ‘Sulph’ to her comrades, is a veteran naval armsman sworn to serve the Yule Dynasty, an ancient and powerful Rogue Trader Household that has close ties with the Inquisition. She has served the Warrant Holder for many years, earning her trust and a place on her personal retinue when House Yule is called to serve the Emperor at the behest of the Inquisition.
She is a brute of a woman, decked out in heavy flak armour and carrying weapons that reflect who she is – vicious, reliable and heavy duty. In the confines of cramped voidship corridors and boarding gangways, you don’t need complex fighting styles or fancy weapons to win the day – simply cold steel and a strong fighting arm.
The model started out life more as a guardsman, a simple kitbash with Sergeant Stone’s legs and Slick Devlan’s body. Back then she was a he, and he was equipped with a standard lasgun and the infamous shouty head of Sergeant Black. He was only bluetacked together, but there was something about the pose of a flak-armoured warrior barreling forwards that really appealed to me. There was a ‘leader’ assembled as well, reaching for a sword and wearing a very fancy bicorn hat, but that will be a MOTB for another time. I liked the momentum of the model, but I never had any motivation to do anything extra to him, and he sat in my Box of Shame for months.
Roll forward to the (relatively) present day, and this lot on ebay comes to my attention. It seems in my brief 54mm hiatus, 3D printing kicked off and suddenly my niche modelling hobby was being bolstered by fresh kits and awesome new weapons. You can get the full Dreadquill run-down of the kit here.
Fawning over the new weapons I was formulating all manner of impossible projects, when I surreptitiously pulled out a few old projects from the Box of Shame and dry-fitted some of the guns. The one that was eventually used is, to my understanding, intended to be a grenade launcher, but one of my friends asked if it was some kind of giant shotgun, and that turned the whole narrative on its head.
Shotcannons are described as much larger variants of a regular shotgun that fire a huge shell (nearly twice the normal size) and can lay waste to large hordes of attackers. They are considered ‘support’ weapons in boarding parties, and I couldn’t think of anything cooler or more appropriate for an Inquisitor character, someone who specialises in brutal boarding actions and carries a gun that can explode a man into a burst of shredded clothing and flesh. What more could a girl want?
With the new angle of ‘naval armsman’ rather than generic guardsman or bodyguard, the project motored ahead. First thing to change was the head, the shouty guardsman head wouldn’t cut it. I had an old open-faced head from the Lucretia Bravus model, one that I’ve never actually used in a model. I didn’t really like the silhouette, it was too sleek and elegant, a far cry from the chunky combat of the 41st millennium. It looked perfect on her though, and I imagined some kind of huge welding-mask-type shutter being propped open that she could slam down when it was Go Time.
The armour was a joy to sculpt. I’ve always been a fan of the Elysian Drop Troopers, and the padded fatigues on their arms and legs was an aesthetic I wanted to replicate. I tried to keep the size of the pads as close to the flak armour on the body to bring the parts of the model together to look a more coherent whole, like it was an actual uniform that had been repaired a number of times rather than a disparate series of armour plates slapped together.
All the accessories were umm’d and ahh’d over for quite some time. She needed at least one melee weapon, and I felt an axe or mace would be suitably savage. No fancy sword fighting nonsense here. I settled on a chaos marauder axe head and shaft, with the handle being replaced from a 40k power sword to give it a bit more of a futuristic feel, rather than wrapped leather.
There was a toss-up between backup weapons too, I felt compelled to try and give her a reload for her shotcannon but a) I couldn’t find a suitable part to represent a whole new drum mag and b) didn’t feel it was in her aesthetic to reload such a bulky weapon. I see her firing off as many rounds as she can before closing with the enemy, hurling the thing like an angry fire extinguisher and getting stuck in with axe and boot. A nice big revolver strapped to her thigh would fit the bill of backup weapon.
The last key element I wanted for her was a fully sealed combat suit. Her attire doesn’t scream ‘space suit’, but I wanted there to be some way of her surviving emergency decompression, low oxygen or chemical warfare. Her gear is primitive but robust, so she would need suitable breathing apparatus reflective of that. The original plan was to have a mouthpiece attached to her chest or breast, like Forest Whittaker’s character in Rogue One, so she could quickly mask up in the event of an emergency.
At this point though, her arms and gun were well attached to her body, and I could find no way of making a suitable mask to hang from that part of her without it looking cluttered and ugly. I had a root around in my bits box and salvaged an Imperial Guard flamer tank, some guitar wire and a heavily shaved-down 40k space marine helmet to form a rebreather. I figured she would unhook it from her belt and clip it into place underneath her boarding mask to form a fully sealed helmet. It won’t help you with any space walks, but it might just help you survive long enough in a pinch.
Then it was just adding gubbins – a few pouches here and there, a grenade on the belt and sculpting in some straps to attach it all together and she was done! The name is from an idea that on her ship of birth, the ship’s macrocannons were independently operated by different family units, each competing to who can have the faster loading solutions and fiercely protective of their family’s cannon. Each family unit would have names derived from ancient Terran warfare; Caliver, Bulletson, Sabot and Saker.
All that’s left is to come up with a colour scheme and mock up some stats for her. A full study will inevitably come along in the future, but my mind went wandering about how best to represent her signature weapon on the Inquisitor battlefield; the naval shotcannon.
Many among the Inquisitor community have adopted MarcoSkoll’s quite excellent Revised Inquisitor Armoury, as although the original rules are robust enough to play with ‘out of the box’, almost two decades of playtesting have brought up a few issues of variety and balance of weapons. Marco took it upon himself to rewrite the entire armoury with the benefit of hindsight, community feedback and oodles of weapon knowledge, so ranged weapons all have a distinctive flavour and punch to them.
Having a browse through, I noticed there was an absence of ‘stupid big shotgun designed to turn men into paté’, so I had a go at improvising rules for on one using the options that were available to me.
Using the stats of a full auto combat shotgun, with the large calibre and drum mag upgrades:
DM, Jam Prone
The special rules below have been factored into the statline above.
Scatter Shot (Common)
“A very standard loading, a standard shot shell fires a small cloud of lead projectiles at the target. They have poor armour defeating capabilities and the projectiles rapidly disperse, but the effect of multiple projectiles impacting in the same instant can be especially effective against un-armoured or lightly armoured targets”.
Range E; D6+1 damage
*Multiple hits (1 hit per Degree of Success up to a maximum of 3 hits, all to the same location)
+1 Damage. Gains Considerable Recoil rule . +5 EncPump Action, Lever Action, Auxiliary and Dual Magazine shotgun magazine sizes reduced by 1. (-1 to both Magazines on the Dual Mag)Semi-Auto, Auto and Bullpup Auto Magazine sizes reduced by 2.
Drum Magazine (DM)
A very easy modification to fit, as it’s a simple magazine swap. Weapons which can take this modification are marked with “DM” under the Notes column.
The weapon’s magazine capacity is doubled, Enc is increased by +5, the Reload stat by +1 and the weapon gains the Jam Prone special rule.
This is the first of a new weekly segment, Meanwhile on the Bench (or MOTB as it will inevitably be shortened to), a section looking at the many conversions and unfinished projects lying around (read: being worked on) the Dreadquill studio. Rather than shy away from public attention and treat my growing to-do list with shame and disappointment, it’s instead time to revel in the bits and pieces that go on underneath the layers of paint and swearing that make up the Dreadquill minis.
This week we introduce the first plucky bunch of Serafin House Guard, “the Glailwroth Few”, for use in our games of Rogue Trader. They are highly trained and educated field troops adapted to the brutal confines of boarding actions and void conflicts of the Serafin Dynasty fleet. They are few and far between, an elite cadre of warriors sworn to protect the Dynasty and its interests.
I am currently involved in running two separate Rogue Trader campaigns, the Serafin Dynasty and the Zini Dynasty – the former being a more political/creed/religious game, the latter being a more exploration/piracy game. In the latter, we discovered our love for playing with minis rather than tokens (bottle caps, euros, scatter dice…) and as the Captain would drag as many merry men with her as she could to every encounter, it necessitated some armsmen models.
They were great fun to build (and a pain in the ass to paint), but it left us feeling that our Serafin game was also sorely missing out on some noble cannon fodder to escort our brave Lord-Captain with her on dangerous away missions. We already had some stats for them, we had built them using the Only War regiment builder, so it was just a case of finding some models that fit the bill.
The brief was, in quintessential Captain Serafin style, brief. They were noble-born, well-equipped and well trained. They belonged to quite an old Dynasty that prides itself on artisan weaponry, and ply the space-lanes in a strange old vessel that’s even older than the Dynasty itself. Pomp and circumstance was the order of the day, and the hunt for miniatures began.
My first port of call was the same supplier I got my other armsmen off, Anvil Industry. They have an incredible range of 28mm sci fi/modern parts that you can chop and change to create unique regiments of fighters, and even a neat 3d model builder so you can preview what the parts you ordered look like. Although there were some neat combinations, none of it screamed ‘fancy-ass toffs who could kick your ass’. The hunt continued.
Many other suppliers were discounted – I needed something ideally in resin or plastic to give me the conversion opportunities I would need, and none of them had that high-tech archaic look I was going for, and somehow I ended up coming full circle round to Forge World and their incredible Solar Auxilia range. I fell in love with the Lasrifle Section, I really dig the Space Colonists vibe they have going for them, which perfectly encapsulated the feeling I wanted for the House Guard. Unfortunately, common sense won out in the end, and no matter how hard I tried I couldn’t justify the price tag. Another project for another time, maybe.
I was about to bin the whole idea when I was in my local Games Workshop eyeing up the Tempestus Scions. They were neat, but not quite what I was going for, and th-OH MY GOD THEY COME WITH MOUSTACHE HEADS. Instant purchase. Turns out in my haste to overlook ‘normal’ Games Workshop models, I didn’t realise that the Scions also come with these dope-ass berets and hard-nut heads. To the bench!
The first guy assembled was the least converted. I wanted to get a feel for the kit before I started mucking about with it. I also had quite a strict equipment list to adhere to, most of which was only sparsely represented on the sprue, so I knew a lot of converting guns was going to have to happen. For this chap, I did a simple gun swap on his left hand. The straight arm was attached to a plasma pistol, not something I wanted on his loadout, and the regular laspistol arm was bent at an angle that didn’t work well with the pose.
Everything else was just adding gubbins from my bits box. I had a bunch of Adeptus Mechanicus backpacks from another project and they fitted perfectly. They further the House Guard from the original Scions models and add that extra element of techy-weirdness that I wanted to get across. The addition of the incense burners and other religious iconography helped further the idea that I wanted these guys to be devoted to their duty and to the God Emperor, so I went overboard on reliquaries, prayer tokens and purity seals. More is more, right?
Quite content with how he turned out, I moved on to a slightly more ambitious task: how does one make a Best Quality lasgun?
Shouty telephone man was born! I needed a vox operator as the regiment specialises in electro-vox warfare, and I couldn’t bring myself to convert one just for the sake of being different from the box version. After completion, it struck me how presidential he looked, but I couldn’t figure out why. With his right side completed, I just had to figure out how to make him hold what would become an awesome-looking Serafin las rifle.
One of my inspirations was the Vostroyan Firstborn, and after having a rifle through my bits box discovered a bunch of Empire Handgunner rifles. With a bit of careful chopping of the iconic lasgun parts (the muzzle, the charge pack), some careful gluing and filling with green stuff, the look was complete. Long, ornate, form-over-function kinda feeling. It even has a wheel lock on it, which excites me because I can’t for the life of me think why you would have that on there other than to add unnecessary parts to clean.
With the “look” of the lasgun down pat, I felt comfortable knowing I could recreate it on further models. Next guy I wanted to do was a generic “guy shooting at something” pose. Holding a rifle in one hand is easy to convert, manipulating the arms and rifle butt to fit snugly into a shouldered firing position might be a bit trickier.
Yep, this was much trickier. In a strange flip-turn of events, the camera here actually hides the damage to the hands, wrists and right arm far better than you can see in person. The muzzle and charge pack swap were straight forward, but the left hand needed to be hollowed out completely to fit further up the rifle to make room for the charge pack in the same place as the first one I made. D’oy.
The right arm also needed a complete remodelling. The default hellgun stock looked radically different from the artisan wooden stock of the Empire handgun, and I’d lose a massive amount of the charm if I had to chop off the rifle grip and hand guard in favour of the easier hellgun option. Essentially both the rifle and the arm had massive amounts of painstaking scalpel work to shave each section down so they joined together as seamlessly as possible. Luckily after spraying, you didn’t notice the join at all, which I was quite chuffed with.
Oh yes, and it was at this point that I realised how fucking fragile the radio masts are on the Scion bodies, note the paperclip replacement.
Next I needed some ‘utility’ guys to round off my selection. I wasn’t sure what models I would need until we played some games, so I wanted to have as large a spread of options to choose from (and I didn’t want to convert up any more of those rifles unless I absolutely needed to).
This guy was straightforward – two arms straight off the sprue. He’s the medic, but would also double up as “House Guard NPC carrying the plot maguffin”. I love the weird Gears of War-esque pistol-chainblade thing he has. Although chainblades aren’t rare in 40k, I’ve never seen one on a pistol before, and I couldn’t quite place what kind of weapon it was. It has the middle and rear of a hellpistol, but not the barrel or muzzle. Who knows, it looked cool. Easy conversion, onto the last guy!
In my dismay I realised that electro-vox warfare also covered the use of scanners and auspexes, so I would need to convert someone holding one. The left arm was a straightforward lift from the sprues, and I evaded converting another rifle by using one of the holstered guns from the box set as well, just changing the stock to make it look a bit more appropriate. The Auspex was hard though, I couldn’t find any ‘open’ right hands, they were all taken up with holding weapons in some way or another. I made a note to look online to order some more to fill my ranks, but that wouldn’t help me in the short term!
Luckily from a previous Anvil order I had picked up a load of bionic limbs, and one of them was an open bionic left hand for holding rifles. A little thumb realignment surgery and (I think) cunningly hiding it behind the auspex was all I needed to convince the casual looker that he was holding an auspex with his thumb on the correct side. Result!
All in all I was very happy with how they came out. I had been given a vague colour scheme to work with – white, gold and ice blue, and I could visualise those working with the esoteric mix of high-tech and religious iconography that these guys are draped in, but that would be another job for another time.
If you wanted to use the Glailwroth Few in your own games, or you just fancied having a look, you can check out the stats, equipment and backstory for them here.
“Emperor preserve us, Asus Prime is the only planet I’ve known that you can smell from space. Penal states, prison nations, cheap labour and, unfortunately, where our target is lurking. Quick in and out – we don’t want to be about when the chain gangs find out there are offworlders in a security blind spot…”
The Asus Prime Kidnapping is a short mission between two small insertion forces on the prison planet of Asus Prime, both trying to collar a person of interest in both their investigations; a middle man for a xenos artifact smuggling ring called Krannich.
The fight takes part in a security blind spot, a loading bay near Krannich’s area of operation. It has been specially selected as a place that is overlooked by the local enforcers and relatively devoid of roving chain gang patrols – the perfect place for a shady meetup.
In the north of the map, Inquisitor Jekt is accompanied by a hardened ganger called Conan the Unkillable. Jekt is a dirty fighter, relying on brute force and underhand tactics to overcome his foes, and Conan is a mercenary with a powerful healing mutation. Inquisitor Jekt had inserted onto the planet with the intention of dragging Krannich off for interrogation to find out how deep this smuggling ring goes.
In the south, Takoda Tedd and Major Farideigh are sneaking in to try and capture Krannich as well. Tedd is a trusted ally of Inquisitor Xerxas who has several interests on Asus Prime and carefully controls and monitors the flow of artifacts on the planet but Krannich is upsetting that balance of power. Tedd is accompanied by Farideigh, an old warden on Asus Prime and now a powerful ally in sneaking past the light sequences and guard patrols to close on their target. They need Krannich alive to find out who instructed him to muscle in on Xerxas’ turf.
In the centre of the arena is Krannich, two of his goons, a loading servitor and a Penal guard watching over the loading area. Krannich believes he is meeting a contact looking to buy a new batch of xenos curios from him. Little does he know that it was a decoy to lure him away from his safety net, and now he has two Inquisitors circling the loading bay, waiting for their time to strike.
It is dawn, and the crimson sun of Asus has begun its slow crawl across the horizon. Owing to the low light and the constant throb of nearby industry, there is a -20 to Awareness tests for hearing, and sight is reduced to 1/5th of a character’s Initiative. Anything over that is a -2 penalty per inch to Awareness tests for sight.
There are also roving chain gangs, albeit some distance away. If/when either of the warbands sound the alarm, they will only have six turns to grab the goods and make it off the board before a horde of angry servo-enhanced chain gangers arrive to butcher everything in sight.
The loading servitor remains (largely) neutral. He’s got a job to do, and by the Omnissiah he’ll do it against all odds. He doesn’t care for the fate of the galaxy, the battle for the Emperor’s soul, or the conflicting ideologies of two radical Inquisitors over the supply and demand of xenos artifacts. All he cares about is getting those damn crates on that damn truck, and he’ll be oblivious to anything otherwise. After all, who on Terra would really need to mess with crates of ore or a knackered loading truck when the fate of billions of souls are at stake?
The game begins, and both players have openly committed to a sneaky approach. With only two characters each, and a good mix of Initiative and Speed orders, the game goes back and forth between the players very quickly. Even with Sneak actions, the players rapidly move forwards to their targets while the guards amble around (using a scatter dice) and the loading servitor carries out his to-do list for the day.
The first event is Major Farideigh taking is upon himself to see to the outlying Penal guard called Zaal. His dust mask and rebreather don’t help him hear the Major noisily clanging his way up the ladder right near their starting corner. By the grace of the Emperor, he walks clean over the Major’s head and stares longingly off into the distance on the other side of the tower.
In the other corner, Conan and Jekt are making great progress. Jekt dives behind the truck, waiting for the patrol of the servitor to grant him the cover he needs to circle round clockwise and approach the meeting point from the east. At this point, the players are still unsure of the servitor’s motivations, so are treating it with due suspicion.
Meanwhile, Farideigh has seen his moment to strike. He leaps up behind Zaal and puts him into a Militarum Death Grip, determined to take him out silently and efficiently. At this point, it’s worth noting that we were at somewhat of a loss of how to deal with this combat using the Inquisitor rules as written, as we felt that the normal unarmed sneak attack wasn’t really appropriate. We borrowed the Grappling rules from Dark Heresy to keep the game flowing – opposed Strength checks (with a bonus to the grappler for getting the jump on Zaal) to either cause damage or break free. It is a tense few turns of Zaal going bluer and bluer in the face…
Meanwhile Jekt is still trying to find an opening between crate runs to make a break for it. Conan, on the other hand, decides the best way to complete this stealth run is by fucking everything up in the biggest, loudest way possible. He piles into the truck and starts looking for the On Button.
There is a quite crumpling sound in the distance as Zaal goes tumbling off the character roster.
During this exchange, Takoda Tedd has been making a beeline for the meeting point. He has ducked and weaved through the guards quite expertly, pushing himself up against a window to eavesdrop anything interesting from inside. One of them hears movement outside, but sees nothing and makes the professional bodyguard decision not to follow up on that line of inquiry.
Jekt reckons he has figured out the servitor’s pattern and is ready to make a dash for it, and Conan has found the keys to the truck underneath the overhead sun visor (damn those critical success 001 rolls).
Jekt dashes behind cover just as the hauler truck roars into life and suddenly lurches forwards. It is at this point that Conan realises his plan extended only to starting the truck, and he plows it through a pile of barrels.
The loading servitor has to accelerate to a jog to place his second crate, but by the Emperor he takes pride in his work. The truck belches smog and noise as Conan cackles hysterically at the wheel. The guards correctly determine that this commotion is probably beyond the work of rats and pile outside to investigate.
As Conan prepares to receive the award for Greatest Distraction Ever, Jekt secretes himself into the shadows to observe the guards and determine the best time to strike.
Conan wedges the throttle open and bails out of the moving truck as it careens through more scenery and off the board. Luckily for him there’s some nice soft concrete blocks and steel barrels to break his fall and he survives the incident without a scratch. A great cracking sound is heard for miles around as you hear the servitor’s heart breaking – how will he ever deliver the final crate now?
During this commotion, Farideigh and Tedd are alerted to the presence of another party. They don’t know who else it could be, but whoever it is has clearly upset the guards and made some kind of distraction. Never one to waste a good thing, Farideigh drops from his tower and moves towards the meeting point. Tedd meanwhile commando rolls in through the window, just in time to come face to face with the guards returning to check in on their boss.
They draw their weapons and Tedd fumbles for his guns, both apparently victims of the element of surprise. Tedd squeezes a few shots off but they explode off the hab walls around his target.
Jekt has found his opportunity to strike. The guards have been distracted by another distraction, and he draws his crackling power sword and moves in to butcher them. These guards, not burdened with an abundance of critical thinking skills are instead apparently expert swordsmen, and avoid all the incoming attacks from the Inquisitor and the gunfighter.
Jekt manoeuvres one of the guards out of the doorway onto level ground to better his chances. The other guard steps in to try and carve up Tedd. A very dejected loading servitor returns to make his final delivery.
In the meantime, Conan has pulled himself together and found a little hidey hole to watch the carnage unfold. He is pretty pleased with himself at this point, and decides to never roll any more actions for the remainder of the game as a little reward to himself for being so great.
Jekt makes short work of the first guard. One blow is all it takes, cleaving him from shoulder to hip in a pretty brutal display of a power sword’s effectiveness.
Tedd catches a sword to the arm which throws his aim off, and he’s unable to cause any significant damage to the guard to stop him raining blows down on him. Farideigh is still to far away to assist, so it looks like Tedd may fall to the hapless NPC guards!
Jekt steps in to combat the second guard, inadvertently saving Tedd’s bacon and freeing him up for more thrilling heroics. The second guard is cut down with ease, and Tedd unleashes a torrent of fire at the imposing silhouette in the doorway. They connect but only stagger the Inquisitor, not causing enough damage to save Tedd from becoming power sword confetti. If only there was another unwitting third party to rescue him!
Jekt is grabbed by the clamps of the disgruntled work force and finds himself locked in mortal combat with the loading machinery. He laughs in the face of such danger, until he sees the damage stats for those power clamps.
Tedd is never one to look a gift horse in the mouth for a third time, and immediately rushes for Krannich. Luckily he is small, lightweight and pliable in his old age, so Tedd tucks him under his arm and makes a break for it.
Unfortunately for Jekt, he is unaware that the mission is slipping away from him clamp by clamp, as he tries to land a finishing blow on the servitor without losing an arm to the angry plant machinery.
Farideigh arrives, although he apparently was here for several turns, just “waiting for the right time to strike”. Tedd is unconvinced. They defenestrate Krannich.
Jekt lands a clean blow on the loading servitor, severing its head completely from its body. He is tired, sweaty and covered in blood and clamp fluid. At least he’s cleared the area single handedly, and can go on to claim the VIP for himself, right?
During this terse exchange, Tedd and Farideigh have exfiltrated the hab and are about to begin their final leg to the board edge. Only a handful of successful Sprint actions are between them and victory…
As Farideigh barrels off with the VIP under one arm, Tedd is ambushed by a fusillade of fire from an unseen gunman on overwatch! Conan had apparently spent the entire game moving a grand total of twenty inches waiting for his time to strike.
Farideigh is inches from the board edge. He only needs two run actions or one non-risky Sprint action to sieze the day. He has decided that discretion is the better part of valour, and Tedd can take care of himself.
Inquisitor Jekt suddenly bears down on him brandishing his big angry power sword, intent on carving Farideigh a few new breathing holes. He only needs to wound Farideigh enough to slow him or knock Krannich from his grasp.
He swings and misses over and over, Farideigh’s survival instincts being too strong to allow himself to be hit by the hissing energy blade. When it comes to Farideigh’s turn, he only needs to pass a single Initiative check to break from combat and seize a victory.
The dice tumble and it comes up a success. Farideigh breaks from combat, crosses the board edge and wins the day.
So it was a victory for Xerxas’ crew, Tedd and Farideigh, although a phyrric one. Tedd is badly injured and left to the devices of Jekt and Conan, although whether they stick around to secure him or flee the now painfully close angry chain gang (2 turns left!) is a story for another time.
Jekt is a new character from one of the players, and this was an opportunity to play test him in the field. He has a host of weird and interesting bits of kit, such as wrist-mounted single shot webbers, caltrops and poison dart launchers to emphasize his dirty fighting style. Many of them were left unused, as the sheer awesomeness of the power sword was too much to contend with. The fact he cut down three NPCs in quick succession only highlighted this, with some points that he might be a bit too overpowered being countered with an understanding that he never really came up against someone his equal – he was an Inquisitor standing in a field of faceless unarmoured goons. What did they expect to happen? Expect to see Jekt pop up again in the future for further road testing.
We were left feeling a little let down by Tedd, whose prowess in the field over many years of service has given him quite the reputation for being the last word in a hollow-point argument, but he was routinely unable to land anything more than glancing blows on even the unarmoured characters.
Conan was another new character as well – he was never injured so we couldn’t test out the strength of his Regeneration mutation, so he’ll likely be popping up again in the future and given a good seeing-to. His gun is strong but he’s not a brilliant shot (low 50s), so we felt it balanced out.
Farideigh was contending Jekt for Most Valuable Player – silently taking out the Penal guard, reaching the hab unnoticed and then snatching the VIP out from underneath Jekt’s nose without firing a shot. There were many times he intended to lay down cover from a smoke grenade or take a few pot shots into close combat to try and save Tedd, but a dud grenade roll and a constantly shifting three-way combat means he never had a safe shot to take.
Overall a thoroughly enjoyable match to partake in. Two characters aside made the game fly by, with players always rolling dice with nary a breathing space between characters. It’s a dangerous thing though, with only two characters each, if one is even slightly inconvenienced (like being pinned or stunned for a turn) you are suddenly at a massive disadvantage. Both players managed to make it through to the final turn without any characters suffering though, and we were all genuinely surprised at how well the sneaky tactics worked.
We’ll be seeing Jekt and Conan return in another story, likely to follow up any secondary leads to Krannich and his smuggling ring. Although Farideigh escaped with Krannich, his loyalty lied with Tedd and Tedd’s master. With Tedd’s fate unclear (is he at the mercy of Jekt, the roving chain gang, or did he slip away), Farideigh is at an impasse. Stick with the mission and turn Krannich over to Xerxas, or see if his own master would be interested in such a valuable asset…?
Another day, another weapons pack! This time from some friendly Hungarian casters on ebay. They are perfect casts with practically no flash on them at all, and they even include some legal-eagle-baiting iconography on some of the guns for added authenticity.
The heavy bolter comes with a box and belt feed to choose from, and although the belt is provided in a straight line it wouldn’t be hard to bend it into position after a long bath in hot water.
The guns themselves are awesome, there’s a great variety of normal, weird and wonderful, from pistols to rifles to heavy weapons. My only complaint is that there isn’t enough ‘normal’ weapons for my taste – 54mm heavy bolters are cool, but I now own four of them, and I have no plans to start tooling up a heavy weapons team any time soon. I’d love multiple las pistols or bolters, but I’m not willing to shell out again for even more special weapons I won’t use.
Give me more weapons I can equip my thugs and goons with – shotguns, busted las rifles, heavy calibre pistols, autoguns, etc. I mentioned this to the seller and they’re looking at building more variety packs if this sells well, so watch this space!