MOTB: Servo-skulls and cyber mastiffs

Finished product first!

Recently I picked up some ‘Necrohounds’ from Maxmini to piggyback of someone else’s postage fees, and it tied quite nicely into a project for our long-running Dark Heresy campaign. Our heroes were about to assault an Arbites Precinct run by a Marshall who had been corrupted by a daemon as the climactic chapter finale.

With our various games of Necromunda and Rogue Trader going on in the background as well, a set of generic cyber-mastiffs would be great to fill out gang rosters or goon squads. It was then a rude thought struck me – I didn’t have any servo-skull models! They are such a staple of 40k and a great way of increasing the threat of a group of enemies without just bumping up their numbers.

None of the servo-skulls on the market particularly took my fancy, so I challenged myself to build some from my bits box to go along with my new cyber-mastiffs.

How to get ahead in life

Naturally, the first step was acquiring skulls. Luckily for me, my partner had just bought one of the massive box o’ skulls from GW and there were plenty rattling around in my bits box.

I’ve got plenty of experience working with guitar wire, so a few different thicknesses drilled into the bottom of the skulls and carefully bent with some needle nose pliers gave them the mechadendrites trailing behind them. I personally prefer building a ‘flying’ stance into the pose of a model rather than have them suspended on a clear stand.

The trick to bending guitar cable is to do it a bit at a time – give it a slight bend, move the pliers a few mm, give it another slight bend. This helps give more organic curves and avoids any unsightly right angles or separations in the coil that runs round the centre cable of the guitar string.

[tiny beep boop]

I’d decided to do quite a few to give me some options – I was unlikely to build servo-skulls again in the future so I may as well get them all done now! I wanted 2 med skulls, 2 combat skulls and 2 gun skulls, but circumstances prevented me from making the melee skulls so I replaced them with more gun skulls. The med skulls could double up if needs be – I simply couldn’t find any suitable combat bits that small!

The gun skulls would be split into two types – las and solid projectile. These are largely arbitrary distinctions, but it gave me a challenge to work towards!

The optics for the skulls were taken from Skitarii backpacks and shaved down to fit. The backpacks also provided a host of other useful bits, including censers, cables and antennae that doubled up for manipulators for my med skulls.

The las weapons were made from cut-down Cadian lasguns – snip the end off and glue the las pack to the back of it to make a self-contained unit! It needed a bit of shaving down to fit, but from arm’s reach you wouldn’t know.

A pair of revolvers from Anvil Industry glued upside-down made up the “autopistol” skulls, and a selection of medical equipment from various sources made up the med-skulls. I also tried to vary the silhouette of each type too – las skulls had their weapons on the right side, autopistol skulls had their weapons on the left side, and med skulls had an extra tentacle and optics on their left side of the head.

Necks-level paint job

Painting the skullies was pleasingly simple – drybrush them silver, pick out details in a brown metallic and give them a liberal wash!

Other details were picked out to draw attention to them too – the las-skulls had their barrels painted in chevrons to help pick them out from other skulls, and every skull got a little red optic eye to give them that lovely gothic feel.

Each skull also had a roman numeral painted onto the back of their heads so I could track their stats. In the unlikely occasion someone shot it and didn’t kill it, I could ask players to tell me what number it was. It seemed like a more organic way of doing it than putting a number on the base.

Release the hounds

The Necrohounds were a pain in the ass to put together, however. They are cast in white metal and clearly painstakingly designed to fit together flawlessly so long as there aren’t any deviations in the casting. In my case, that meant a lot of weird-fitting joints and copious green stuff.

The other exciting part was not being 100% sure if the models were designed to go on flat bases or not. The website images show them on scenic bases, which I originally thought was an aesthetic choice, but now realise it was probably a necessity to get the little buggers to have all four feet on the ground.

I had to shuffle each mini around on half a dozen different pre-moulded bases to find which arrangement of lumps and bumps sat well with their feet at different altitudes without it looking forced, and for one of them I had to throw in the towel and glue an extra piece to the base to make it look like he was stepping forwards, rather than gazing idly into the sky.

The actual minis themselves are lovely and were an absolute joy to paint. I don’t like doing ‘normal’ paint jobs on things (ie things based off real-world colours) because it’s very easy to get wrong, but I appreciate the usefulness in having a visual shorthand. If you paint dogs like Rottweilers, you know they’re probably guard dogs.

The design isn’t typically 40k, their sci-fi aesthetic is more sleek and smooth than gothic and spiky, but I think it works well here as a generic cyber-doggo who could realistically be aligned to anyone. These guys wouldn’t look out of place next to the Emperor’s Finest or a Chaos cult.

Teehee

All in all I’m very happy with how they all came out. It took me about two evenings to paint all these guys up, which considering their versatility I’m very happy with!

As for their first outing, you know how these things go. It all started off so promisingly, the Acolytes infiltrating through the basement with some loyal Arbites and some hired mooks in tow, trying to avoid detection from the automated defenses…

They made it a whole half a turn before the alarm was raised. Doors were kicked down, servo-skulls were exploded on sight and one of the robo-doggos chewed someone into Critical Damage before they even took their turn.

Then everything was on fire.

A good session I’d say!

(Eagle-eyed viewers may notice some suspicious Dredd-looking Arbites in some of these picture. Fear not, they’ll be in a MOTB soon ūüėČ )

MOTB: Ogryn Servitor

Finished product first!

So a new Necromunda campaign has begun in earnest and the Dreadquill blog has been lacking over Christmas, so what better way to get back into the swing of posting than with a glut of Necromunda related goodies?

Last year I posted some WIPs of an Ogryn Servitor¬†kitbashed from a bunch of parts I had lying around, and it remained base coated for several months (mostly because I didn’t want to tackle painting yellow. Over Christmas it got the paintjob it deserved.

The inspiration is, hopefully, obvious. It needed to be High Vis to give it that utilitarian look and offset the weird grimdark parts of it. Yes it’s a lobotomised mutant with a flamethrower and crushing claw, but it’s designed for carrying your luggage.

Gratuitous use of hazard stripes was also a must – how else are people going to know it’s dangerous and shouldn’t get too near?

I experimented with a new chipping technique I’d seen on some Primaris marines on instagram. Paint squiggly brown/black lines and highlight the lower part with your edge colour, giving them a sense of depth. A right royal pain in the arse to do, but overall I think it came out quite well.

The rest of the model I wasn’t too fussed about, so I experimented with a few other techniques. I’ve avoided drybrushing for years, preferring the time-consuming method of wet-blending instead. This year I’m trying to push my techniques a bit more (as well as save time), so the old drybrushes have been pulled out of storage.

The metal had been painted brown, with copious stippling of orange and strategic washes in the recesses. Orange stippling was used on some of the other metally-but-not-quite-metal parts too to simulate rust, something I experimented on with my original necromunda bases.

As this was a mini of new techniques, I couldn’t pass up the opportunity to try my hand at marble for the first time. A recipe I found involved lots of wet blended colours going on first (ranging from dark grey up to nearly white) in swooping patterns, then cracks painted on with black and highlighted up again.

I feel indifferent towards it? Maybe I’ll try a different marble colour next time – black and green has always been a favourite of mine.

Overall I’m very happy with how it came out. I found myself very uninspired getting him started off, but once the yellow went on the rest just fell into place.

Watch out for him opening an archeotech vault near you!

MOTB: War Pig WIP

“Generals gathered in their masses…”

In a previous episode of our long-running Rogue Trader game¬†our plucky band of privileged plunderers stumbled across a custom Taurox, left behind by the previous noble inhabitants. The inhabitants were in no real position to refute the claim of its new owners, and the Orthesian Dynasty rode off into the sunset with their brand new whip, quickly dubbed ‘War Pig’ after shooting a palace in half with its main guns.

“It would be terrible if they got into a combat situation and I didn’t have a suitable proxy model for it” I chanted in my head as I handed over my cash at my local game store.

So I was the owner of a brand new Taurox, and the first vehicle I have painted in almost half a decade.

One in the pink

I wanted to do something fancy with it. I mentioned it was a converted Taurox, the original owners modifying it to protect them from the peasantry and look hashtag lit while doing it, so it needed something a little different to make it look less military.

I came across this super cool Taurox from Mr Pink’s instagram while aggressively googling Taurox conversion ideas. Couldn’t be that hard right?

Inspiration from Mr Pink!

Low ride

So I was going to lower my Taurox, keeping it looking butch but with a slight hint of roadster. Time to begin assembling the chassis.

The first thing that had to go was the mudguards. No combination of dry fitting was going to work – there was no wiggle room at all for raising the wheel height and lowering the chassis while they were still attached.

Otherwise, nothing else at this stage looked like it needed work doing to it. It still needed the carry capacity so i wasn’t about to trim its booty down any, and there were no real alternate assembly options, so it was time to crack on with attaching the wheels.

I couldn’t find any guide to help me with this, so I ploughed ahead with the most powerful tool at my disposal – optimistic guesswork.

These little sluts attach the inside of the wheels to the bottom of the chassis. The chassis practically touched the floor already, so it was going to need a fair bit of work to lower it (or give it the illusion of being lowered) without it scraping the floor.

Normally this three-striped part sits vertically, locking the t-shaped wheel legs onto the chassis and giving it plenty of surface area to glue to. I opted to ignore this and create my own bastard child.

Spinning it 90 degrees gave me a little bit of extra height and the much missing extension away from the body – the wheels simply couldn’t be lowered any more without being further away.

The wheel legs (that’s what I’m calling them now, get with it) were rotated 180 degrees in their sockets. This gave me a lot of dip and sufficiently lowered the frame, but presented a complicated problem for attaching it to the chassis. I hacked away a wedge at the end of each leg to make them sit more flush with their new position.

A perfect fit! It protrudes a good centimetre out from either side and glued to the weird sideways plate without much hassle. It was at this point I also realised there was a slight miscast on one of my track parts, but at 1am I couldn’t really be bothered putting in a request for a new piece and was just gonna fill it in later with weathering.

And a view from the front, it’s a pretty good fit! I’ll go back and fill in all the gaps later, but nobody is all that bothered about the underneath of a vehicle anyway. Time for the back wheels.

These suckers were a bit more problematic. There was less room at the back for wheels to be flush with the bodywork (the Taurox has a big ol’ booty) to they needed padding to extend far enough out from the connection point on the chassis. Some knackered bits of sprue will help here!

Fits very pleasingly! Sure the join isn’t super flash but who cares? The only time people will be looking at this is when it’s in a smoking heap on the floor because the Voidmaster took it off one ramp too many.

I was very happy with the overall silhouette. Crouched low to the ground, ready to pounce. To me it looks more maneuverable as well, giving those wheels extra room to move around. Time to weaponise it!

It had already been written in with autocannons, and there’s a pleasingly brutal fancy to them that the other weapon options didn’t really tickle. I tinkered with having a ‘none’ weapon options hatch, perhaps with some observation equipment, but nothing really came of my bits bashing.

Who’s driving this thing

I assembled the rear of the vehicle and worked out how I was going to populate the driver’s seat. It was almost inevitable that one of the PCs was going to be driving it, but the model didn’t seem right without a driver, so out came the bits to see what options I had.

The combination of Bretonnian heads and sci-fi bodies was becoming ubiquitous in my Orthesian conversions. I figured the drivers/pilots probably had a little more high-tech jackets than the armsmen, so I opted for one from the Genestealer Cult Neophytes kit.

His arm and hip joins needed shaving down to fit the flat-sided parts of the original driver, but that wasn’t an issue with a sharp craft knife.

Noot noot! With the driver in place, I was happy I didn’t need a gunner – he was all the scale that was necessary.

finishing the pig

The only part that I had still to decide on was the front grille. The kit comes with a very cool grille that I desperately wanted to use, but no longer fitted the silhouette of the vehicle any more. I also wanted to affix lights to it, but with the mudguards gone I couldn’t fit them on top of the wheels any longer. They needed to go somewhere else…

With a bit of shaving I discovered they fitted perfectly around the outside of the nose of the vehicle; they couldn’t look any more like porcine nostrils if they tried. After digging around in my bits box I also stumbled across a set of spikes from the front of an old Sisters of Battle Rhino, and their Gothic-But-Chunky appearance (title of your sex tape) gave me the perfect flare I was looking for.

And it was finished! I’m very happy with how it came out, and unfortunately I’ve found myself in a position where I need to actually paint the bugger now. I’m still not happy with the amount of flare on it – I’d like a few more gothic stylings, perhaps some railings across the top of the wheel covers, or some kind of gargoyles to break up the flat surfaces. I do have a few gothic buttresses from a recent project

 

MOTB: Hab Block part 1

(Semi) finished product first!

A long time ago I found myself with a HMRC-related windfall which coincided with the release of a neat-looking kickstarter for a modular mdf terrain system. I was very taken with it, especially with the Gothic Upgrade pack making it look like the creepy hive city hab block from my dreams. I dropped some cash on the project and forgot about it for a year.

Fast forward past a house move and some postage misadventures and this (very) heavy box was sitting on my proverbial bench.

What’s in the box?!

Unpack the block

I don’t know why it surprises me how much mdf weighs whenever it arrives. I had a hundred and one other things that needed to be done that day, so I of course cancelled all my plans and tore into the package.

A tight fit

Lovely packaging, barely an inch of wasted space. It began to dawn on me how much assembling I was going to have to do.

Freebies!

an inelegant start

I can’t talk about the kit without mentioning the elephant in the room when it comes to MAD gaming – there were a lot of problems with the Kickstarter. They raised money in orders of magnitude greater than they (apparently) planned for, which caused massive backlogs of production. Their expected delivery time went up from one month to another month, to next month, to the month after…

I stopped following after the first few months – there was only so many times I could read “Hey so we’re delayed again because of [some other reason] sorry backers” before I got bored of checking in. They were on Pledge level 2 after the first few months, I was waiting for Pledge 6.

There were some issues with postage and an ill-conceived attempt to plug the next Kickstarter before they’d finished delivering on their already super-late current Kickstarter. If the product wasn’t great, I’d find it difficult to recommend MAD Gaming Terrain.

As it stands though, the product is well-made and extremely well engineered. I found myself genuinely daunted at the prospect of assembling it from the sheer volume of options available. As of right now, most of this stuff is also available to purchase from their local supplier too, and depending on how this assembly goes I may well be picking more up in the future.

If regular online shopping goes well, I will be back to recommend them whole-heartedly!

So many parts

There were a¬†lot¬†of sprues, many of which I couldn’t work out the utility of. The assembly instructions were very useful, but when it came to optional parts the rules were “Go nuts” or “Check out our videos on Youtube for ideas”.

I am unreasonably angry by such blatant abuse of hy-phens

I am loathe to watch construction videos – I don’t like scrolling through a 15 minute video of people talking about their product to get a grainy 480p flyby of the thing I’m looking for. Give me a big picture to pore over or give me death.

It’ll look pretty when it’s done!

I began to unpack in earnest, trying to work out the best way to approach the project. After several hours I came to the conclusion that there was no best way – I was just going to chunk through random sprues and pray it worked out.

Got Wood ™

I picked things that had instructions – namely the base hab blocks and the walkways. It was all straight forward and well-documented – I had no issues following the base instructions that came with the kits.

In fact, the only problem I encountered was boredom after assembling my millionth walkway – which I only have myself to blame for trying to build everything in an afternoon (and for ordering so much damn wood).

I had to enlist a few extra pairs of hands

Coming together

I love building complicated kits, and although they are a ballache or tedious (or both) to assemble, the finished article is very impressive. I’m a huge fan of kits that have enough detail on them that makes painting easier, as applying colour is something I find particularly difficult. These kits look like they’ll take a few rattlecans very nicely, and after they’ve been tickled with a drybrush and had a few details picked out, they’ll look amazing on the tabletop.

It’s starting to look like a block of habs

I also had an experiment with the Gothic upgrade sprues. I remember adding a few of them to my Kickstarter, as I’d prefer to have too many than not enough. I was endlessly impressed by the modular nature of the whole kit – everything can be attached basically anywhere, which is a nightmare for someone who hates having too many options.

I compromised by adding a few gothic buttresses and lights to a roof and one of the bases just to see how the kits worked. I was very impressed by how well they all stacked up on top of each other.

It was starting to take shape, and the prospect of making harder decisions with the resources I had was daunting. I also wasn’t sure I had enough magnets to see me through the magnetisation process, and I didn’t want to be caught short.

The plan of attack for this building session was to get all the core stuff assembled – let’s see how tall I can make this sucker.

“Citizens of Peach Trees…”

Turns out, quite tall. I already began visualising some daft things I could do with magnetised walkways coiling round the outside of this. It’s a terrible design for playing in, but it looks cool!

I was impressed with how well it all slotted together considering how slap-dash I was in assembly. I’m looking forward to having the whole kit together.

to be continued

This is where everything was left – all the hab pieces assembled with a couple of experimental Gothic parts added. Most of the walkways are tucked away waiting to have magnets added once I build up the courage to take them out of their box again.

The full spread

Overall I’m very impressed with the kit. I can easily populate a board with them in ‘unstacked’ mode, but it remains to be seen how much I can cover once I start layering them up. As of a week or two ago, MAD have started selling the individual habs on their store, so depending on how it looks like when I’m finished, it’s nice to know I can always pick up a few extras to round off my collection.

As for construction, perhaps Christmas will have a few spare days for me to bite the bullet and finish the project off. Watch this space!

 

MOTB: Warp Geists

In a previous episode of the Orthesian Herald, we had our band of noble scallywags have their first bad warp jump coincide with their first daemon encounter.

I wanted to make some Ebon Geists – an interesting warp predator from the back of the Rogue Trader core rulebook. They’re not affiliated with any of the four main Chaos gods, so I felt easy throwing them at the party without any of our 40k veterans being able to guess what they were up against.

They had a spooky introduction, as the crew were responding to a faulty life support conduit deep in the underdecks of their ship. When the wall of ice from a leaking pipe came to life and shredded an armsman like an egg slice, there was considerable panic.

They were assembled from some parts of spirit hosts I had from my bits box, as well as a healthy helping of weird Chaos tentacles and probably a Tyranid bit or two to bulk them out.

They were assembled in an evening with copious amounts of plastic glue, so it didn’t hugely matter if things didn’t line up.

They needed to be painted up super quick, as I was playing on the same day as I finished making them!

A white undercoat followed by a number of different washes did the job. Blue all over, with a black wash towards the extremities and a crimson wash in the centre.

They had a good going-over with a grey-blue drybrush with a very fine drybrush of white at the extremities and they were done! I painted the bases to match my other minis, and the black rim around the edge to tidy them up was still drying as I read the intro to the game. Close call!

In the game they were quite brutal – a combination of Phase and Warp Weapon meant they could move about quite freely and harass players at the back of the group who thought they’d be away from melee range.

They were the cause of our first limb-loss as well, with one of them pulling our Explorator’s arm clean out of its socket with an unexpectedly deadly strike.

All in all I’m very pleased with how they came out for a few hours of kitbashing and washing – our players got their first taste of the warp and I managed to satiate my GM’s bloodlust for a little longer!

I’ll definitely be making some more of these guys for future though, I don’t think two alone can threaten the party any more…

Mercy Crier 8: Apotheosis

What a turnaroud! Our final week ends with the biggest comeback we’ve seen, with the Calorie Crooks jumping from last to first place in a single evening, guaranteeing themselves a position in the finale.

Apotheosis week has been kind to the Order as well, with their pole position from a successful rescue, shoot-out and downtown dust-up. The Mayhem gang maintained their lead, and the Iron Rovers managed to claw the necessary Rep out of the Inheritors’ weird, clammy hands in the final few games of the Turf War. A 3-way Border Dispute was always going to be messy…

With Apotheosis rules in full swing, the only thing for our gangs to do was duff each other up until four remained. The most significant effect this had was for Calorie Crooks who managed to steal Rep from all their games, and combined with a series of very good Cool checks in some shoot-out scenarios, managed to grab 12 Rep in just 3 games. The Top Dogs have been decided, all that’s left is the showdown…

All to play for: Apotheosis is a series of climactic battles designed to turn the tables on the bigger gangs. The 4 Gangs with the highest Rep at the end of this week will enter into a 4-way Showdown to determine the Lord of the Callowdecks.

  • A gang with a lower Rep than their opponent rolls 2d6 for Bottle checks and discards the higher number
  • A winning gang with a lower Rep than their opponent steals 1 Rep in addition to any other Rep rewards for that scenario
  • A losing gang reduces their Turf size by 1 to a minimum of 1

Juve of the week 8

It’s the final Juve of the Week for the Callowdecks and we have some candidates that personify the campaign in totality – two angry lads with shivs just trying to make the world a better place.

Juve of the week will return for one last special edition when the dust has settled, but until then let’s look at this week’s contestants on Who Is Knifiest:

Jim ‘Jimmy Two-Knives’ Bean¬†made his final week a particularly spectacular one. In a shoot-out with the Order, he came toe-to-toe with a chain glaive wielding madman who whispered something about offering eternal knife.

Perhaps it was the multiple head injuries taking their toll, but Jimmy charged the demagogue with a vision to taking him out, but caught a chain glaive to the face instead.

Captured after the game, Jimmy now languishes in a stinking Order jail for the crime of bringing a knife to a gunfight.

Mincemeat¬†is a new contender to Who Is Knifiest but has proven his worth. In a showdown between his own Leader and the punchy Inheritors Leader, Mincemeat intervened when his hammer-hefting boss wasn’t producing results.

In a stunning round of combat, the baby-faced Juve hit and wounded with all attacks, and when all the Leader’s saves came up snake eyes he kerb-stomped him with a flourish, causing the Inheritors to break and costing them the Rep needed to stay on the Leaderboard.

As always with Juve of the Week – will you vote for effort or for achievement?

Vote for your favourite Juve of the Week on both our regular vox channels:

Public service announcement, sponsored by Distilled Mayhem

“Resident idiot Juve last seen charging down the leader of the Emperor’s Sole gang, swinging knives wildly.¬†

The Distilled Mayhem gang are offering a reward for the safe return of this stupid but weirdly endearing Juve who arrived to a shoot out without anything to shoot with.

Or at least we want his knives back.

They were pretty nice knives.”

The Order of the Emperor’s Sole have released a statement:

“To all heathens and false-claimers of the Callowdecks, the scoundrel and drunkard known as Jimmy “Two Knives” was recovered from the field of glorious battle. Even though the heathen reeked of Amasec he has been granted mercy by my own blessed hand, as even though he was clearly out matched, unskilled and unworthy to fight the Emperor’s chosen sons, he did engage in pure, glorious and divine melee combat and for this his wounds were treated and he has been given “food” and shelter. For a suitable donation, the Order under my blessed command will make sure this man returns to his “family” healthy and in one piece. Do not dally however, the Emperor’s mercy does not last long”

Rumour in the underdecks is the going rate for Jimmy Two-Knives is 80 Credits – will Distilled Mayhem pay the ransom in time for the showdown?

Fashion Corner – King Beeflump III of the Calorie Crooks

A rarely-seen sight in the Callowdecks, the Leader of the Calorie Crooks made a smashing return to form. His twin power hammers and spooky smile make him look as deadly as he is.

Other highlights

Fighting was bitter, and we saw several shoot-outs, a downtown dust-up, a game played entirely in the dark and a three-way Border Dispute that lasted almost five hours!

The fighting was harsh as everyone battled for a chance at the coveted title of Lord of the Callowdecks.

shoot out – calorie crooks vs iron rovers

Two Goliaths roll cool checks at each other for 26(!) turns before the Rovers break and the Crooks butcher them.

Downtown dust-up – Iron Rovers vs The Order

Downtown dust-up, now with new civvie models!

The citizens of Mercy were delightfully unpredictable

This was a common sight – Civvies running for their lives

Iron Rovers took some hits early, but when both gangs were making Bottle checks they ground down the Order by attrition

This guy took a shining to Pooch and kept shooting in him in the back for the whole game

The final shot of Muzzle taking out the remaining Cawdor ganger. No civvies dead and only two fleeing meant the Rovers gained the full reward for victory

In the dark – calorie crooks vs the inheritors

The gangs could only target each other in 3″ or if someone had recently fired a weapon… bad news for both teams!

The Inheritors spider-bros out in force but struggling in the pitch black

The Inheritors Champion slotting Goliaths whenever he could see them

When the inheritor’s grav gun is on the field, this is a very common sight

Mincemeat deals the killing blow to the Inheritor’s leader, breaking the gang and scooping Rep for the Calorie Crooks

Rescue mission – Iron Rovers vs The Order

In our first (and only) stealth mission, the Order burst in the first door they find and gun down the Rovers heavy bolter champion

Before the others get a chance to react, the Order sweeps the rest of the Rovers off the board, leaving Muzzle alone to guard the hostage

The Rovers reinforcement arrives… on the other side of the map. The Rovers flee the field and the Order get their captive back.

Shoot out – Distilled Mayhem vs The Order

The Order are fortunate enough to have their Leader, a blunderbuss and a plasma gun in their line-up

Did we mention that every ganger in Distilled Mayhem packs blasting charges?

Jimmy charges but gets put down and captured. The Leader goes on to clean up the rest of the Mayhem gang now they’d run out of explosives.

shootout – distilled mayhem vs iron rovers

Distilled Mayhem bring their new bouncer to a shootout

Ogryn-servitor “Bouncer” with Flamin’ Moe in one hand (counts-as Arc Welder)

Iron Rovers learn a valuable lesson in not bringing any guns to a shoot-out and get flattened by the Bouncer

Border dispute – Iron Rovers, The Inheritors and Distilled Mayhem

Three gangs have a dispute over the bar

The Rovers’ luck was against them the whole game

Distilled Mayhem’s gang icon is well-themed

The Inheritors’ Champion guarding their stash

The brutal 3-way lasted 5 hours and only two Inheritors gangers were left standing

Mercy Crier 7: All That Glitters

Two down! Blackstar Hunters have officially retired this week due to commitments elsewhere and the Dreadquill House Gang 16th Law have stepped down. It would be difficult arbitrating the finale if the Arbitrator also had a horse in the race.

This is also the penultimate week before Apotheosis, so the gangs were dropped hints about what was to come. The finale will be an epic multi-brawl between the top four (!) gangs, no-holds barred, last-gang-standing fight to the end.

There is everything to play for to get into the top four gangs!

This week’s event shook things up for our gang but made it a little easier to get any last minute kit for the finale. D3 random fighters at the beginning of each game from every gang had to test Leadership – if they failed, they would be stricken with Insanity! This lead to some interesting tactical changes mid-way through some games, as well as some valiant sacrifices from some gangers deemed not worth saving from themselves.

On the up side, they got a boost to Rare Trade rolls, so they couldn’t say the Arbitrator was not merciful…

Whispers of the warp:¬†The Callowdecks is giving up its riches… at a price. Forgotten things that slumbered are now waking, haunting the dreams of those that have ventured too far.

  • Rarity of all Trading Post items is reduced by¬†2
  • At the beginning of each game, randomly select¬†D3¬†fighters in yoru crew and make a¬†Leadership¬†test for each. If they fail, place an¬†Insanity¬†marker on them as the voices in the walls become too much to bear
week 7 juve of the week

It’s a battle of madness for this Juve of the Week! Our event¬†‘Whispers in the Warp’¬†meant fighters had the chance to start every game with a touch of Insanity. Not much concern for the strong-willed among us, but for Juves who’ve had one too many head injuries, this was going to be a hard week for them…

Let’s see who was a few bullets short of a bolter this week!

Godfreed the Mad¬†found himself facing off against two Goliaths in a darkened alley – not a pleasant place to be. Luckily, he’d seen things in the darkness he’d attributed to the Emperor and found himself afflicted with a bout of madness.

Such angry gnashing of teeth and stammering prayers had (apparently) caused the rival Goliath juve to panic and fire their only bullet at his team-mate.

Naturally he missed and jammed his weapon, earning ire from all those involved, so Godfreed hacked him apart in close combat. A devastating blow to both the Goliath team’s dignity and the poor juve’s skull.

Pup the Mad was afflicted with a case of the terrors at the beginning of a three-way Archeo-hunt Рthe least useful time to have a wayward juve shooting your team-mates in the back.

The Goliath Leader had a plan – when he showed a brief moment of sanity, he pumped the little guy with combat stimms, sending him into a frothing frenzy and aiming the mad lad towards the Emperor’s Sole Leader.

Actual achievement is overlooked in favour of effort, right?

Vote for your favourite Juve of the Week on both our regular vox channels:

Fashion corner – Hector the Crusading Step of the Order of the Emperor’s Sole

The newest Champion for the Order (and the longest title of any ganger to date) – an angry chap with a pair of flails and Crushing Blow. He’s yet to bloody them on the bonces of heathens, but we’re sure it’ll be impressive when he does.

Other highlights

This week saw a Shootout between the Rovers and the Order, with the Order having a great bout of luck with their Insanity rolls. We had a three-way Archeo-Hunt between the Order, Rovers and Boom Slag Belles, and another three-way Spook Harvest between the Sarin Sirens, Calorie Crooks and Distilled Mayhem.

Spook Harvest – Distilled Mayhem, Calorie Crooks and Sarin Sirens

Lots of gangers got very high on Spook including the Sarin Siren Juve ‘Rimes’ who became convinced that she was the living embodiment of the Emperor somewhere between her third and fourth huff of that sweet, sweet powder.

Eventually ‘Turner’ took one sniff too much and she had to be put down by a quick hose of Cassidy’s chem thrower. So that’s yet another death for the Sirens to mourn.

With the purchase of a new ganger to replace Turner, the sirens are right back to square one except for the rep they have picked up!

Shoot out – Iron Rovers vs The Order

This alleyway ain’t big enough for the two of us…

Godfreed cleans house and the remaining Rover retreats

Archeo-hunt – Rovers, Order and Boomslag Belles

Three gangs, two beep-boops, one vault

The newest member of the Order fails his Insanity check and blasts his boss

The Vault has its own guardians…

The mad Order ganger fails again, flees and is flamed *into* the flaming pit

The Order get sandwiched between two hungry gangs

The gangs call a brief truce to take out the Automata

The Order are wiped from the board, and the bottling Rovers declare a ceasefire with the Belles to get access to the Vault

Betrayal! The final Rover charges a Belle to remove her from blocking the Vault in his final turn!

MOTB: Ogryn servitor WIP

Our Necromunda Callowdecks campaign has been great fun, and it’s presented me with a bunch of cool new modelling challenges too.

One of those challenges was to produce a ‘robot automata’ model as represented in the ‘Archeo-hunt’ scenario. Basically you use a big stompy robot that stands in the middle of the map and gangs have to fight for control over it, guiding it to a vault to break it open and steal the goodies inside.

It hilariously recommends using the Ambot model, recommending it as ideal to represent the automata. A bit dry, considering (at time of writing) they’ve not even announced the Ambot model (despite us knowing it exists from a grainy image in one of the Gang War books) let alone have it available for sale.

Official, yet unattainable

Additionally, one of the generic Brutes you can purchase is an Ogryn Servitor, complete with plasma hand for when you don’t just want to knead and punch something until the consistency of skittles is achieved, but you also want to set it on fire too.

Time to crack out the bits box.

This guy was going to stand in as both ‘generic automata’ and ‘Ogryn servitor’, so the weapons needed to be generic enough to represent whatever was on those stat lines. In this case, it was big hitty hand and melta gun/plasma cutter, so something suitably shooty in the other hand.

The base was the last plastic Ogre Kingdoms mini I had in my possession from the Bag o’ Doom and it was heavily soiled in thick paint. I’m lazy, so I just scratched most of it off with a knife. Finished, not perfect!

The face piece was from a plastic Lord of the Rings armoured troll helmet turned upside down, the belly plate from some Ork vehicle.

The arms came from a bunch of toys that were recycled from a friend’s old office space – they were going to be thrown out, so he harvested all their tech arms and donated them to my bits box. I couldn’t tell you where they were from – perhaps transformers? Regardless, they’ve been too big to use on most projects I’ve done so far, but they were the perfect size for this one.

Cables were made with trusty guitar wire, the thickest I could find. I’ve not tried bass guitar wire yet, but I’ve got a few more beep-boop projects ahead, so there’s still time!

The Ogre Kingdoms range come with adorable little Sinbad slippers, which wasn’t quite the aesthetic I was going for. I shaved the toes down and stick on some heavy shoulder pads from Anvil Industries to give them a reinforced look. A searchlight from an Imperial vehicle sprue finished off the Angry JCB look I was going for.

All told I’m very pleased with how he came out! Considering he was nothing but a bunch of weird bits and cables for a long time, I’m excited to slap some paint onto him. I’m not super excited about the prospect of painting so much yellow, though…

And he’s undercoated!

Mercy Crier 6: Prying Eyes

This week saw some grudge matches played out on the broken hull-plate floors of the Callowdecks – some shootouts between rival juves, a rematch between old rivals and a new stompy Brute has entered the field.

After this week, 16th Law will turn down the chance of being in the Showdown – being part of the Turf War has been great fun, but the finale will need an Arbitrator! Hopefully we’ll see them again in another Turf War soon.

It’s also been a bad week for pets – the Inheritor’s spider, “Numbers”, got torched, Mayhem’s pooch got blasted by las-fire and the Iron Rovers got to field their first pet, a sumpkroc named “Dog”, for all of a single game before the Inheritors cut it down with massed small arms fire.

This week’s event introduced some extra creds for tipping off House Agents with useful intel about 16th Law, potentially earning a gang extra cash as a Leader’s Post-Battle Action. They’ll surely need it for the next two weeks…

We also agreed to increase the campaign’s length by 1 week due to scheduling conflicts.

Extra Time… For Some:¬†The treasures of the Callowdecks attract many interested parties, some more profitable than others. Some agents of a Noble House have been spotted nosing around 16th Law’s turf and are willing to pay handsomely for any information of their recent activities.

  • The campaign is extended by 1 week
  • 16th Law receives half income from the¬†Working the Turf¬†Post-Battle Action
  • All gang Leaders (except 16th Law) may make a special Post-Battle Action this week:
    • Valuable Information:¬†if you pass an Intelligence test the Agents compensate you 2d6x10 Credits

Week 6 Juve of the week

Juve of the Week is a little unusual this week as we have an honourary Juve vying for the title. There were strong contenders – Jeacock the Gammy was looking to make his third appearance by gunning down an Iron Rover Champion in a Shoot Out, and Job ‘Tentacle Wrangler’ showed enthusiasm but was ultimately shown the door against Mayhem’s leader with a servo-claw. We’re running short on Juves…

Dog¬†is no ordinary Juve, but he lived like one (and most importantly, died like one) and earned a place at the Emperor’s kibble bowl.

He lived only one game, but lasted long enough to vault two ravines on a 6+ and charge down a corridor of Van Saar laser death to save his master.

“H*ck”

He would have gotten away with it too, were it not for some cheap¬†resourceful tactics by the Order sending the Rovers’ Champion to the doc. When they only had the cash to save one, Dog gave his organs willingly to save the team’s Champion (who had gotten himself crushed by walls again).

 

Jimmy Two-Knives found himself in a predicament, but rose to the challenge in a way only a Juve with Two Knives could. Jimmy had not been paying attention in Knife School, where he would have learned that the trend of the campaign was More Knives > Fewer Knives.

He bravely charged down the Inheritor’s newest toy, an Arachno-Rig, knives blazing. Unfortunately the giant cyber-spider had three knives, and made very short work of the spunky young go-getter.

Will we see him return from recovery with a third knife? Only time will tell…

Vote for your favourite Juve of the Week on both our regular vox channels:

Fashion Corner – Muzzle of the Iron Rovers

The Leader of the Iron Rovers, Muzzle is more steel than man. Part from his massive biceps, part from all the metal plates in his head from stray fire. It turns out that many gangers¬†would¬†kick a dog when he’s down.

Other highlights

We had two Shootouts and another three-way Escape The Pit with the Inheritors, Iron Rovers and the Order, and rounded the week off with a Stand-Off between the Inheritors and Distilled Mayhem.

Shootout – 16th Law vs The Order of the Emperor’s Sole

Juvie battle! A terrible idea in a scenario where you shoot at each other!

With 2 guys down and 1 fleeing, somehow 16th Law turned it around to win this shootout

shootout – iron rovers vs the order of the emperor’s sole

Four goliaths at close range? It can’t end well for the Order…

JEACOCK OUTTA NOWHERE SLAYING FOOLS LEFT AND RIGHT

Escape the pit – the inheritors, Iron Rovers and the Order

The pit needs escaping from!

Inheritor’s Champion does what he does best – running in first and getting shot while Numbers observes and takes notes

Dog heroically charges down the Inheritors

The Order heroically flame the Rovers’s Leader and ganger while they lie on the floor bleeding, preventing them from winning anything

The Inheritors stack up ready to heroically shoot the Rovers’ Leader to death while he lies unconscious and on fire

shootout – distilled mayhem vs the inheritors

Jimmy takes on the Cyber-Bastard. Loses.

Mayhem’s leader catches a bullet and calls for the doc

Job tries his luck with a charge and finds he’s punching well above his weight

Don’t forget to follow us for more updates and to vote for your favourite Juve of the Week on both our regular vox channels:

MOTB: Gun servitors

Finished product first!

Last week I built some friendly beep-boops out of odds and ends from my bits box, this week I got round to painting them.

Hellgun beep-boop

These guys were a cheap and cheerful colour scheme – undercoated black, base colours layered on and washes applied. The metal was simply Leadbelcher with a black wash followed by a brown wash – no extra highlights applied. It was particularly harrowing to not go back and highlight it, but it probably saved me an entire evening’s work.

Heavy bolter beep-boop

The heavy servitors were painted to look more ‘official’ – they would be Navy-issue battle servitors, so needed a uniform on the lower half, along with some heraldry to make them look a bit fancy. The paper was just a bone coloured paint with a sepia wash (really loving the sepia wash at the moment, might even start preferring it to Agrax…)

The final touch was the Mechanicus heraldry on the shield. The cogboys keep the servitors going, even if they’re loaning them out to others. I wanted something to visually tie it back to my tech gang 16th Law as well, so the red and white helped.

Heavy stubber beep-boop

For the more ‘civilian’ models I originally had them in dark grey, but quickly got bored of that as everything I paint is dark grey these days. One of my gaming circle had just finished painting up some Poxwalkers in Convict Orange, and I really liked the contasting colours, so tried to do something similar.

These were just an orange base, washed black and highlighted again with the same orange. I drew the line at highlighting more – finished, not perfect!

Heavy flamer beep-boop

Who doesn’t like fire? These servitors were my first experiment with multi toned flesh. Ironrach Skin was used as the base, washed with Athonian Camoshade to get a sickly hue and highlighted with Ironrach again.

Some crimson washes were dabbed liberally around painful areas where metal meets flesh, then another highlight of Ironrach on extreme edges. Quite pleased with how all that came out!

Very happy with how all my beep-boops came out. I don’t have any more Goliath bodies to make more big servitors, but I’ve got quite a few odds and ends to make little ones. Perhaps some combat servitors are on the distant horizon…