From the viewport you can see Syracuse in the distance – a concentration of pinpricks of light in the infinite darkness. It draws vessels from far and wide like moths to a flame. The skies around the planet are polluted with starships of all sizes and classes, from the mighty warships of the Imperial Navy on patrol outside their home dock of Port Sempect, to the bloated Universe-class mega-haulers carrying a world’s wealth of resources and people, to the smaller system ships scuttling about carrying precious cargo between the planets.
Syracuse is a sight to behold. Visible long before you can make out its details, half the planet is shrouded in utter darkness, the other half in burning sunlight. Tidally locked, the planet orbits the Tangenian sun perfectly in time with its own axis spin. Only a thin strip of habitable space runs the equator of the planet from pole to pole, and every inch is covered with a sprawling hive cities
Haloing the planet is a broken ring of drydocks, ports, loading yards, warehouses, space stations and detritus. Syracuse once boasted a proud, unbroken run of orbital docks, but these days it is mostly abandoned, fractured and isolated, left to the devices of scavengers, pirates and reclaimators.
The Grey Halo
Our new Dark Heresy campaign begins in earnest, set on the twilight ringworld of Syracuse. As an oft-mentioned place and the capital planet of the Onus Region, Syracuse needed a map worthy of its stature – not just for this Dark Heresy game but also for any future games I choose to set on the planet. I needed a map that was not only informative, but robust enough to be used in the future with little or no editing.
The entire process was recorded and sped up, in the first illustration timelapse Dreadquill has produced to date. A lot was learned on the technical side of things, but the biggest one being: do a test recording before starting a four-hour drawing process. As a result, we get this weird artifact in the middle of the screen, so apologies for that.
From little acorns
The process started with a hastily scribbled map on some lined paper made on a late-night Megabus journey. I’m a big fan of the Total War series, and I drew a lot on my 300+ hours of Shogun 2, a strategy game set in the Sengoku Jidai, or Warring States period of Japanese history. I had a lovely framework to balance powerful households, civil strife and interesting factions without needing too much legwork up front.
The planet is covered in a strip of hive cities, joined together by fields of slums, so the whole map was only ever going to be a straight line rather than a series of continents, so that made the planning a little easier. I didn’t have too many requirements for what needed to be present either; I needed a ‘Province 13’ for setting the spooky campaign in and I needed a ‘Province Prime’ to introduce the planet at its most opulent, to meet the Inquisitor in, and to build the Kismet Palace – the seat of Inquisitorial power in the region.
I thought it would be interesting if the different major households had suzerain status over different provinces, swearing fealty to an independent province (Prime) where their Imperial overlords were set. This had the potential to set up lovely clandestine operations against different houses and cold wars bubbling over into direct border violence in the slum areas.
As a side note; the campaign is based loosely on one of the written campaigns and astute readers may pick it up, so please try not to spoil it for my players in the comments!
I also needed to emphasize the isolation of Province 13. It is one of the last independent provinces left on Syracuse, and slap bang in the middle of the destroyed, desolate and abandoned provinces ravaged by thousands of years of civil war and neglect.
Province 13, or Syracuse Magna, are fiercely independent despite having no exports or being capable of raising tithes or contributing to the planetary defense force. It is run by utterly corrupt, self-serving nobles who have ruled for generations, and there is no limit to how low they will stoop to claw on to whatever fleeting power and wealth they have left.
The concentration of the sprawl of slums between the provinces begins to thin out the closer you get to Syracuse Magna, roughly on the opposite side of the planet. I enjoy little details like this in maps, as it serves not only as wordless world-building, but also as a valid in-game reason as to why the players can’t just ‘pop out’ to get some help from nearby neighbours. Isolation is the theme of the campaign, after all!
I am very pleased with how the map turned out, and although I learned a lot from the timelapse process I think with all the technical difficulties I had assembling it, very few of them are noticeable in the final cut. Huge thanks to my old chum Frazer Merrick for the sound too, go check his stuff out and throw money at him.
Syracuse Magna has been my most ambitious project to date, with three factions planned for models (The Undertow, the Ash Garrison Enforcers and the at-time-of-writing-unseen Arbites) AND a gaming board, it’s going to be a busy few months for me!
We’ve been working with the lovely chaps at Hobgoblin 3D for quite some time now, it’s been a joy and a privilege to watch them grow and paint their stuff.
They currently have a Tavern Kickstarter finishing on Friday 12 January at 23:00 UTC, and after getting my hands on it (and one or two late nights and sticky fingers assembling it) I can say it is absolutely worth the cash. You can get the deets on their kickstarter and drop them a few dollarydoos here.
As part of their Kickstarter, they asked me if I wouldn’t mind splashing some paint around on a corner diorama to indicate what it might be like when it was finished and painted. I can never resist an invitation to a bar, even if it’s a tiny one.
The prints are surprisingly robust. I say surprisingly, because every piece has been dropped at least once, and if it was any other material it would be showing some wear and tear by now.
After getting to grips with the whole tavern when I helped the guys out with a photo shoot before Christmas, it struck me how bleedin’ big it was inside. The actual render was still very much a prototype, one of my main criticisms was that it didn’t have enough character – too many right angles and straight edges. They showed me the 3D render of what the finished article would look like and all my concerns were quashed.
The sections inside are a nice grid, so it’s clear the whole thing was designed from the ground up with bar brawls in mind. With so many campaigns starting off in a local tavern, it’s a wonder there aren’t more tavern scenics built with the malicious intent of players in mind…
I used to have concerns with 3D printed terrain with the layering effect potentially making drybrushing a lot harder, but on the few sections the striations are noticeable, it only adds to the effect. An injection moulded flat surface would have no texture to pick up the paint, and this makes it quick and easy to add colour to a big model.
This project has definitely confirmed in my mind that I need to invest in a decent airbrush. Tools and techniques used for painting figures only scale up so far, and when I inevitably paint the whole tavern, I don’t want to be sitting there for hours drybrushing tiny bricks across a million different wall sections.
I also realised mere minutes before I was about to start taking photos that the picture frame hanging above the fireplace was still blank. I despise freehanding at the best of times, and when I’m on a tight deadline and just about to start shooting I despise it the most. Luckily my trusty PC Gamer was to hand, and we now have a very attractive portrait hanging above the mantlepiece of the Wobbly Goblin. Can you tell what it is?
Finally, no MOTB would be complete without a picture of my overly-expensive professional setup. I know, try not to feel too shamed in this opulent display of wealth and arrogance.
A £4 chef’s hat from ebay, a Bic biro and some bluetack formed the perfect diffuser for my bedside lamp, a 5 year old camera and some sheets of A3 paper masking taped to some cans of deoderant is all you need to get started!
I am stoked to see what they’re going to do with the range next, and once I get my hands on an airbrush you bet I’ll be attacking the next tavern they print out.
It’s the new year, and what a better way to celebrate than with a lovely new box of plastic bits to snip out and assemble? Necromunda always had a place in my heart for the somewhat anarchic rules and huge customisation options, and when GW showcased the new minis for the game I knew I had to pick up a copy.
Luckily for me, my supergreat chums bought me it for Christmas, so I can now no longer use the “I need to get other stuff painted first before I buy it” excuse.
We got heavily into the Community Edition of Necromunda in anticipation for GW’s inevitable re-release a few years back and we’ve clocked up a lot of hours and gang kills, with almost a dozen different gangs between us.
In a cruel twist of fate, none of us made Escher or Goliath gangs, so we’re not able to port over old gangs to the new rules YET. The rumour mill suggests we’ll be seeing Van Saar and Orlock gangs in the next few months, hopefully with a new gang supplement book, and that’ll open up more possibilities for using our older gangs (and lovely photos of our converted gangers).
The box set is, as GW has repeatedly proven with their latest releases, utterly lovely. There is so much stuff crammed into those carboard walls, and even the bottom box itself doubles up as an arena for some of the tutorial scenarios. I also got a lovely shiny web-only event card, presumably from the web edition of the game.
I’ve never really liked the Goliath aesthetic, they’re very traditional Barbarian archetypes that I tend to avoid in my media as (to me) they don’t offer much in the way of depth or a play style I enjoy. Naturally this changed the moment I laid eyes on the gorgeous miniatures that GW has assembled. Stupid giant revolvers? Massive spanners? A rivet cannon? Yeah okay, I’m in.
I had to enlist the help of a comrade to snip out all the terrain parts, there are a lot of flat surfaces that need their mould lines clearing off, so don’t expect to power through this box particularly quickly.
I wanted to start with the Goliath gang first, partly because if I screwed them up, I wanted it to be for my least favourite of the two gangs…
I brought the gang books with me over the Christmas break so I could digest the rules and plan the gang in advance. It all looked fairly straightforward, with some lovely streamlining for the more esoteric rules from the previous editions of the game. Once I’ve played a few games of Newcromunda I’ll write a little suttin’-suttin’ up comparing the two, but for now let’s just look at pictures of models.
I didn’t have much in the way of a spec when I was designing the gang. I’m not 100% sure how progression/adding new gang members/equipment will work in the long run – the biggest change from a modelling perspective is that you can’t change equipment on a ganger once they’ve been given it, freeing you from the need to keep snipping off weapons on your leader as you acquire better stuff.
This time round, you seem to only be able to put new equipment on new hirelings, but with no games under my belt I can only speculate how that works. To give myself some leeway, I decided to only plan a gang using 8 out of the maximum 10 models for each gang, so I can add extra gangers without needing to buy any new gangs (just yet 😉 ).
My biggest mistake was not getting properly acquainted with the sprues before meticulously planning a gang. The combinations of parts are so well executed, it’s really simple to put together a radical, unique gang with the box set, but the way the poses are assembled makes it quite difficult to do anything overly specific.
For example, there are knives and axes available for Goliath melee weapons, but neither of which have any representation on the sprues (aside from a sheathed knife), and stub pistols are super cheap and practical but you only get two in the entire set, and even those are posed in a way to make them only really work with one set of body/legs.
Of course, a sane person would simply readjust their gang list to take this into account. I, however, prefer hours of agonising clipping, sticking and slicing my fingers open to a few minutes of maths.
I wanted to have at least one of everything from the gang list, partly so I could test out the rules for them, and partly so I could make full use of everything available on the sprues. I can worry about min/maxing a gang later on in life once I’ve worked out what works, and when GW inevitably release some conversion packs later in the year.
It was also halfway through construction that I realised I had made another oversight – there is no difference between single and double-handed weapons other than their stats. I had assumed there would be a restriction on using the heavier weapons in melee (improved strength, improved armour penetration etc in exchange for fewer attacks) considering models like the Renderizer (angry skull-axe guy) are using them in two hands.
As far as the rules go, even though the model has a double-handed heft, the off-hand is still free to shank with a knife or pop with a pistol in close combat, earning them an extra dice. This threw me a little bit, and had to reshuffle some credits round to purchase an extra knife on the models I had planned to be double-handers just for the extra dice in combat.
Still, I was determined to build what I’d planned. I just needed to do some jiggery-pokery on the available arms and weapons to make it happen. The big one I wanted to look impressive was my Leader, but I didn’t equip him with the plasma/stub combi-pistol (because holy hell 65 credits), so the default pose was a bit of a waste.
I also had another ganger with a Renderizer and pistol for backup, but after re-reading the rules and realising that would afford him an extra dice in combat, I wanted to model him in a way that I’d remember the guy with the two-handed weapon actually has multiple weapons that he’s juggling like a madman.
A nice weapon head swap between the Renderizer and Power Hammer worked rather pleasingly.
The Longshore Brassnecks
Some whiskey and a season of Parks and Recreation later, and the whole team is assembled. They’re missing a lot of accessories, but the majority of the work is done and I’m chuffed with how they came out.
They’re called the Longshore Brassnecks, a gang of thugs and hoodlums from the exotic harbours of Mercy Longshore, where I was planning on setting most of our games. Not only is it an interesting twist on the setting (Hive City in Spaaaaaace) but gives me a very valid reason to re-use these models as thugs and crims in Rogue Trader.
They get the ‘Brassnecks’ moniker as they run security and haulage for the various defense platforms around Mercy, carting around the ammunition and macrocannon shells for use in the station macrocannons and point defence turrets.
All of their armour will be made of hammered brass from the massive macrocannon shell cases, so the bold black/brass combination should be very evocative on the tabletop.
In addition to that, I also wanted to give them a focus on guns rather than fist fightin’. Obviously they’re going to be very good at that, but I wanted lots of large caliber projectile weapons to reflect their obsession with big-ass cannons.
I found it fascinating that someone took the decision to make the automatic combat shotgun one-handed, and couldn’t resist the opportunity to make a very silly pose.
For the Leader (as yet unnamed) I wanted to biggest version of the available accessories to try and make him stand out on the tabletop. There was a particularly fancy shoulder pad on each sprue (so two in total) that worked quire nicely when doubled-up, and an imposing respirator head and gorget body fit the bill quite nicely.
He also has a stub cannon slung to his back and a knife sheathed somewhere, but I’ve not got round to attaching those yet.
The other weapon swap was the Renderizer-over-the-shoulder pose, which when combined with a stub pistol and the effortlessly cool cigar-chomping head gave the model bundles of personality.
Taking these pictures earlier made me realise I still need to drill the barrels out of their weapons as well, so that’s been added to my to-do list before they get primed.
Time for Juves! They appear to have been changed in a massive way from the Community Edition, as they narratively appear far more important than regular gangers. Gangers have a much more simplified progression tree but get access to better weapons and equipment, so I have no idea how these guys play out in the long term.
They were also planned to have double-handed weapons, but seeing as there was no disadvantage to giving them an extra knife (aside from the measly 10 credits it costs) and the sprues didn’t have enough two-handed weapons, they were all promoted to Guy With Two Knives.
Big wrench and tiny knife makes for an interesting fighting style, but I managed to squeeze a few extra poses out of the limited ‘free’ arms I had left.
I’m representing these Juves by leaving off any shoulder pads or thigh guards to make them appear a little slighter than their heftier brethren. Despite Juves advancing faster than gangers, and having more varied advancement options, they never ‘graduate’ to becoming gangers like they used to – they stay Juves for their entire careers.
I had to convert an axe-hand for this guy, the first of the two special weapons guys, made from a Chaos Marauder axe and trimming down the handle of the Brute Cleaver arm from the Necromunda sprue.
The second heavy weapon guy was this Riveter. Looks super cool on paper and the model is rad as heck, but I have no idea how it’ll play out in the game as it seems quite short ranged. The skull-faced respirator head was pretty awesome, so that went on as well.
I really enjoyed assembling these guys, even if they did suffer from being strangely restrictive in the poses available. There’s still a bit of extra work to do on them, such as adding spare weapons and accessories, but overall they’re pretty much finished.
I’m looking forward to tackling the Escher gang now!
The station-complex of Mercy holds many secrets, accommodates many factions and houses many attractions to the denizens of the Nomad Stars. One such attraction is the infamous Bazaar Arenas, home to all manner of blood sports and high-octane races round its treacherous circuits.
In addition to xenos-beasts, execution victims and gangers trying to prove their worth, the arena fights are dominated by merciless Chrono-gladiators of the Death Clocks guild – cybernetic pit fighters with implanted weapons, vat-enhanced muscles and injectors filled with cocktails of lethal combat drugs. All have a death switch installed – a ticking time bomb attached to the heart that is only set back by the act of slaughter.
For a Chrono-gladiator, death is life.
With an imminent new Rogue Trader game starting up, and a number of games already set on Mercy, I wanted to assemble some members of the notorious Death Clocks guild. Partly to swell the numbers of interesting villains to throw at parties when they go dredging through Mercy, partly because I wanted an excuse to make some super-weird kit bashes.
I didn’t have any goal in mind other than to make half a dozen Chrono-gladiators with unique weapon sets that both highlight their martial prowess and their penchant for style over substance. They’re deadly killers for show, but what use are your showmen if they’re too good at killing?
I also had a strict ‘no new parts’ rule (which I think I’m going to need to start enforcing a LOT more in the new year…), so everything was assembled from bits I already had lying around in my box.
I had quite a few Dark Eldar weapons kicking about from boxes of Warriors and Wyches from assembling my Blood Bowl team, many of them looking suitably bizarre, gladiatorial or downright nasty – perfect for a bunch of cyber-goons.
This first chap was assembled with Wych legs, an old school Space Marine torso, an Ork left arm, a Dark Elf shield and a long chain-whip-sword-flail thing from the Wych box set. It was all finished off with a Skitarii captain’s head to give it a lovely tech-feel.
The bionic arm is actually a bionic leg from Anvil Industry. The current pack I bought is at time of writing no longer available, it seems they are undergoing a bunch of revamps to their old stock. Exciting news! There’s definitely going to be an order put in again next year.
This guy needs some filler work, and some small odds and ends to blend the parts together, but overall I’m pretty happy with how he turned out.
This guy was very much an exercise in answering the age-old bits-box-rummaging question; “What the hell can I use *this* part for?”. I had a collection of Khemri bits from Emperor-knows-where and have been looking for an excuse to use them for some time now. I’m a big fan of their Egyptian aesthetic, and find it suspicious that they’ve dropped off the Age of Sigmar radar entirely…
The body and legs were from a plastic Chaos marauder, bionic arms and legs from the Anvil bionics pack again, and a head from a Skitarii. I love how the power khopesh came out, and I think he’s a firm favourite. A bit of blending work to be done, but considerably less than the first chap.
This bundle of joy is perhaps my favourite pose, using a hooked net from the Wych box set and an original metal Necron Flayed One hand (or it might be from a Necron Lord, not sure…). The legs are from the Wych set again, with a Catachan body and another Skitarii head.
I’m looking forward to releasing this guy on my players the most, as a combination of a stunning, entangling net and poisoned armour-piercing claws sounds like a truly horrifying combination for any poor sod who gets in its way.
For the last angryboi in this batch I wanted something a little less dynamic, a little less subtle. Sometimes you just need a guy with a skull for a head and chainsaws for hands, y’know?
There’s nothing particularly exotic about this build – Space Marine torso, Ork arms and snipped-down Ork choppas for hands, Chaos Marauder legs, an Anvil bionic foot and the skull is from a banner topper.
I like how they all came out, and despite the varying appearances I think they will work well by themselves or as a group. We’ve already had a trial game with the Khemri shield and he was suitably brutal, so I’m looking forward to tidying these guys up and adding them to the painting queue.
The planet of Syracuse is the biggest, most sprawling planet our plucky Dark Heresy acolytes will have been to so far in their illustrious crime-fighting careers. It is here they will finally meet their Inquisitor (after 4+ years of real life campaigning) and mingle with other acolytes of the Onus Region Conclave. They will receive their orders, be given a direction and then sent off to the arse end of the planet, Syracuse Magna, to pursue a lead on the potentially apocalyptic Samarra Dynasty.
We’ve already seen one of the factions of Syracuse magna, an organised crime syndicate called The Undertow, and now we’re having a look at their lawful (if not moral) counterparts, the Ash Garrison Enforcers.
Ash Garrison Enforcers
On the rest of Syracuse, the Ashigaru PDF, or Ash Garrison, comprise of mercenaries and family members of the Great Houses, refining their martial skills with polearm and lasgun to serve in the largest standing army in the Onus Region. The Ash Garrison are called upon as loyal foot soldiers to tackle uprisings, gang warfare or noble squabbles, and some are shipped off to deal with far away threats where their combined arms tactics of rifle and spear makes for a formidable threat against any foe.
They are intended to support the local laws of Syracuse Magna, maintain order and deal with such common crimes as murder, smuggling and extortion, while the Adeptus Arbites (in theory) deal with crimes directed against the Adepta, such as petty heresy, slaving and corruption that contravene high Imperial Law.
In Syracuse Magna, the Provincial Enforcers are divided, corrupt and unsubtle agents of punishment and social control, and most are little more than state-sponsored extortionists. Their power is granted by the Daimyo and the Quorum, and by extension, they are sanctioned by Magna’s dissolute and corrupt nobility. At their core are the Mandato, a feared secret police force of torturers and killers that exist purely to maintain the Daimyo’s power.
Clad in vulcanized storm coats and conical helmets to deter the worst of the weather, the Ash Garrison are well-equipped and brutal in approach. They operate in 4-man teams, either ‘Disciplinaries’ with stun sticks and laspistols or ‘Remedials’ with lasguns. Remedial teams can be accompanied by either a grenade launcher or hunting rifle.
Creating the Ash Garrison
The concept art folder and mood boards I had assembled for Syracuse are extensive, and in my travels I stumbled across this rather excellent piece by Keith Thompson and knew I wanted to recreate that flavour in my own foot soldiers.
Doing some digging around, I found these rather excellent heads and shoulder pads from Puppets War that I tacked onto another order, with little thought as to how I was going to assemble them later. Like a big dumb idiot I didn’t order enough shoulder pads either, so although the intention was for big samurai-style shoulder pads on each style, I didn’t read that “x10 shoulder pads” meant literally that, and not “enough shoulder pads for x10 models”. So, lopsided shoulder pads were going to have to happen.
One of my real life comrades was putting an order into Victoria Miniatures and I figured that was a great opportunity to bang the last nail into the coffin of this project, and had a quick browse through their wares. After taking a few quick screenshots, I bashed together this image to give me an idea of what my Enforcers were going to look like.
I wasn’t entirely sure how I was going to get the shoulder pads to work with the moulded capes, but that was a problem that Future Me would deal with. I’m a big fan of the Shogun: Total War games, and have always had a soft spot for the Matchlock Ashigaru units for their aesthetics, so I was going to try and capture that as best I could.
I was 99% convinced I was going with back banners as well, then remembered my utter contempt for painting freehand back banners, and justified it by saying that the Magna Enforcers weren’t as fancy as their upmarket noble brethren in the posher provinces, so wouldn’t have back banners.
And then the parts arrived! I had to be strong-willed to not dig in to these as soon as they arrived, as I had a bunch of work I needed to do for Mother of Mercy. With that out the way and some suitable recovery time later, we’re back in the action and assembling cool models.
For their bases, I wanted something a little less dingy than the Undertow, but still equally run down. I opted for a pack of the rather splendid Sector Imperialis bases from Games Workshop, justifying it that I could use the 40mm bases for Inquisitor as well. With the addition of some broken lollipop sticks for wood, and some water effects after they’d been painted, I was hoping to go for a run down manufactorum or derelict fish factory look.
Assembling the masses
Putting the majority of the Ash Garrison together was surprisingly simple. The Victoria parts, as disparate as they were considering I ordered the most awkward combination, went together rather pleasingly. I made a note to pin them through their toes to their bases, as as bouncy as resin is, I didn’t have much faith in my superglue keeping them attached.
The arms and guns slotted together quite nicely, although in once instance I wasn’t entirely sure how the pose of a pair of arms was intended, as it never seemed to match up to the weapon or body whatever I tried. Cue hacking, filing and putty-work and it didn’t matter – it bends to my will.
Initially none of the models had shoulder pads or thigh guards. I knew this was on the cards, but I didn’t want to start carving parts of my minis away until I had put together the whole team and figured out how I was going to approach this. As I was building them, I knew I wanted to have a range of weapons (similar to the Undertow) for different circumstances and challenge levels, and that was how the idea of different fighting teams came about.
The Disciplinaries were a pain in the butt. As rad cool as the stun sticks from Victoria were, they were extremely bendy and many needed a date with the hair dryer to get them looking less like boomerangs. On top of that, the handles are very thin – not thin enough to be able to remove and replace with a length of brass pole or paperclip, but not thick enough to be able to pin in place. Most had to deal with having a fraction of a millimetre drilled into the hand and base of the shaft and hope I don’t drop them in the future.
And weirdly at this point I began to notice that many of the left arms didn’t have the little extra shoulder pad, it seemed the ‘melee’ arms were missing them, but the rifle arms all had them. I resigned myself to knowing I was going to need to get the putty out again before this project was over.
After assembling all the bodies, I realised I was going to have to figure out a way of attaching the shoulder pads and doing a little extra on the bodies to being the whole aesthetic together. The masochist in me wanted to sculpt an entire armoured skirt over the trench coat legs, but if I had already trimmed the back banner plans from my list, then this “good idea” could also go and sit in the garbage where it belonged. Nope, I needed a more cunning, time-sensitive solution to this plan.
Cue montage. I snipped a bunch of thick plasticard down into strips and stuck them together with plastic glue, taking care to be liberal with the application but leave one side as mar-free as possible. It all needed to be bonded together for when the inevitable hacking and shaping was to take place, but it still needed to be pretty at the front.
Once it had dried it was a fairly simple, if time-consuming, process of slicing off the desired amount of thigh guard and filing the back down into shape so it would fit against the model snugly.
Although it took a bit of time to prepare each thigh guard, I was happy that the time was well spent, as it allowed me to maintain a consistent look across all the models without hours spent prodding and poking. It was also nice to not have to be concerned about the time-sensitive drying process of modelling putty, which is always a turn-off for me as I know if I have to put the project down (for such weaknesses as human food or waste expulsion) I might come back to a hardened putty and have to restart the process from scratch.
I was happy with the thigh guards – they helped draw the aesthetics together of weird future trench soldier and feudal Japanese plate armour. I wasn’t overly sold on the theme until I started to see several of them together, and along with the cute pointy hats from Puppets War I was really starting to enjoy how they were coming along.
Another issue present was the shoulder pad conundrum. It turned out it wasn’t much of a conundrum, I just didn’t want to address the obvious solution – cutting and filing down parts of the cloak to allow the shoulder pads to fit on the arm more snugly.
Some went on better than others and some needed more encouragement. They all went on eventually, and I think it works as a blend of 40k and ancient east asian aesthetics. I was beginning to feel thankful for my shoulder pad ordering blunder at this point, as I was enjoying the single pad far more than when I draft-built some with both shoulder pads. It gave the models more freedom for poses, and gave it this wonderful lopsided asymmetric look that 40k is infamous for.
After assembling two thirds of the squad as stun stickers and lasgunners, I knew I needed a bit of variety and specialisation in there. Something to change up the game when they entered the field – some support weapons and an officer class.
The first (an easiest) was a trusty grenade launcher from the plastic Cadians kit. I’m not sure a project goes by where a grenade launcher isn’t added to a group of gangers, house guard or police force, they’re just so pleasingly versatile in the game. From a game balance perspective, these guys would only start turning up later in the escalation of violence. Initially all the Ash Garrison would be armed with flashbangs and smoke grenades, but as the riots step up, they’ll start issuing choke and frag grenades along with the launchers to help break up crowds.
The next specialist was a tricky one to decide on. I liked the idea of a suppressive weapon (like the heavy stubber of the Undertow) but decided against it as it would cheapen them when they did arrive. Flamers were out as well, as that was covered by the Undertow, so I had a dig about in my bits box and found a cool sniper rifle, again from Victoria but something from a previous order. I liked the image of the run-down rain-slick streets of Syracuse Magna being watched over by eagle-eyed snipers from different factions, daring the other to make the first move.
Part of me wanted to do something different with this guy, perhaps add some more camouflage, strip back their armour, make them appear more like light infantry. I decided against it in the end, partly because a) I was feeling hecka lazy and b) I wanted the models to be representatives of character the players would fight on the tabletop.
These were supposed to be specialists attached to riot squads rather than the pissing-in-bottles snipers that would haunt the doglegs and alleyways of Magna. They wouldn’t need models because, in my head, you would never get close enough to fight them on a battlemap. Those kinds of combats would be handled narratively, with just an indication of where the snipers were. I needed models to represent close-up brawls and add an element of visual wonder to our games.
The final model that needed to be assembled was some kind of leader. I had already established the Mandato, a secret police of torturers and assassins, but had no intentions to have models for them. After all, they wouldn’t be very secret if they had a battlefield presence would they?
I was struck with the overwhelming to try and convert a proper Oni/Samurai helmet. The Ashigaru conical helmets were fine for the footsloggers, but I wanted something impressive for the leader. I initially started looking for a daemonic/chaos head that could become a mask, but found the horns from a beastman and the head from a Tempestus Scion far quicker.
With a little bit of tubular plastic snipped from the end of a paint brush protector, the Mandato field officer had his helmet. While he stood, he would confer bonuses to his minions to help them avoid pinning, so he’s one to try and take out early into a brawl.
Wrap up and painting
I was dead chuffed with how they all came out in the end. From a piece of concept art and a very shaky photoshop mashup that I wasn’t convinced would work, to a bunch of converted minis that I like so much I’m looking for excuses to make more of them in the new year.
I’ve covered a bunch of different elements, giving them a variety of tools to help even the odds in battle, and injected some character into the different kinds of squads.
As for painting, I’m going to be leaning heavily on some Shogun Total War Ashigaru colour schemes, picking out a few that look good in green and beige. I have some Silver Tower minis to polish off first, but with the whole squad currently undercoated and drying as we speak, it won’t be long before we see some painted minis on the Dreadquill news feeds.
Old Mother One-Eye staggered across the conduit platform clutching her dueling wounds. Thin trails of silvery blood seeped between her skeletal fingers, hanging in the air like oil on water.
Her warp portal lay in ruins, carved apart by lance fire from an orbiting voidship. Sickly green lightning arced from the remains of the obsidian pillars that held the portal in place, the impotent rage of the warp venting harmlessly into the dissipating storm high above.
She spat a thick gobbet of black phlegm onto the floor and let out a furious, ear-splitting shriek. The servants of the corpse-god had broken into her home, butchered her children, destroyed her work and secured themselves a fate worth than death.
“Fools!” She cried out, summoning the remainder of her will to push her words into the souls of every being that sullied her home, “Can’t you see what you have done? You have doomed us all! Only I have the power to protect us from my master! You blind, misguided fools!”
Pale green spectres danced around her like a children’s playground game, taunting and mocking. The asteroid shook violently, a hungry stomach anticipating a meal. Warp fire poured from the void in the centre of her forehead as she lashed out at things imperceivable to the mortal eye.
Interrogator Dune slumped against an oily metal ladder. He was as battered and broken, forcing himself onwards despite the daemonic venom coursing through his veins. Above him was the platform the conduit was operating from before it was annihilated by lance fire and a strafing run from an inquisitorial Valkyrie.
He couldn’t take her alone, and the other agents he had encountered couldn’t be trusted to back him up. His splinter pistol was running low, and would it even do anything? He had watched a trained assassin try to take her out, only to recoil in terror and flee for their life.
His hand rested on his belt in exasperation, feeling a familiar shape on his fingertips. Realisation slowly crept across the scars of his face. The gift from his master!
He snapped the psyk-out grenade from its webbing and felt its weight. This had been given to him when he attained his rank, and carried it with him for over a decade. He muttered a prayer of thanks under his breath and activated the fuse rune.
With the last of his strength he pulled himself from the support of the ladder and into the open for a clear throw. The storm raged overhead. The witch was surrounded by warp lightning, screeching in anguish. Chaos spawn bore down on them.
He roared, drowning out the storm; “Mother One-Eye! You have been weighed, and you have been found wanting!”
It followed the potentially calamitous events of a powerful witch trying to cut off two co-dependent sectors from each other with great warp storms. It was set on the station of Mercy, an archipelago of asteroids and docking platforms lashed together with great chains, far away from help or support of the character’s usual network of spies and agents. You can get the whole brief that was handed out to the players on the day here.
Over a dozen people gathered on the day with beautiful painted warbands, some made specially for the event, and the whoops and hollers of the day attracted dozens more to our tables to stare at the funny sized models and the giant scratch-built 54mm valkyrie. Thanks to the efforts of one of our community we also had leaflets to hand out to onlookers about the game and how they could get involved. If even one person discovered a new passion for the quirky narrative skirmish wargame then it would have been a success.
The day was spread across four of Warhammer World’s “feature boards”, set amid the noisy backdrop of their annual 40k Doubles tournament. It worked out well, with three boards being used for games and the final board being used as the inevitable ‘overflow’ at these kinds of events – a storage for spare models and collections of character sheets.
Next time I’ll make sure not to double book during another busy event so we can snag a few of the ‘plain’ boards. We had the perfect number of people this time, but it would have been nice to have some backup boards to run some extra games on for latecomers.
The day was run across 3 games: two smaller games and a finale on the epic mining facility board. That is a schedule that has worked well for these events in the past and I didn’t want to mess with it. One element that is always a conundrum is how to run the finale game. In some events we’ve had a mega-board with every player present, in some events we’ve had no finale at all,just another opportunity to score points or victory tokens and have a wrap-up in the bar afterwards.
This time I wanted to trial something a little different, using elements I’ve pinched from previous events. Throughout the day, players fought to complete universal primary objectives and were given secret secondary objectives to attempt as well, scoring you Victory Points that would affect whether your warband made it to the finale board or not. Anyone who didn’t make it to the finale board got to play on a satellite board for either control of a valkyrie or the targeting systems for an orbital lance weapon. The idea being you could still affect the finale even if you weren’t placed on that board. Sprinkled in as well were some resource cards to shake up the early games, such as affecting deployment or rival warbands equipment.
It worked well for the most part, and although the feedback we received afterwards was very positive it did highlight some flaws in the formula that would need to be addressed before running a similar event;
There was not enough ambiguity. Inquisitor thrives in the uncomfortable grey areas between right and wrong. When writing this event, I concentrated too much on what I wanted to happen rather than present a situation and ask people to pick sides. During many of the warm-up missions, warbands often discovered they didn’t really need to fight over the objective, and many games almost ended up with a mutual stalemate.
There were not enough bad guys. Linked to the first point, but I had hoped there would be more outright villains turning up on the day to counteract the lack of ambiguity. In retrospect I should have put out a casting call for baddies to attend the event as well, rather than relying on people mulling over the (not very tricky) moral conundrum of whether to save the sector or not.
The finale formula needs reworking. The principle of earning points to a finale board is sound, but the satellite boards finished up much quicker than the overall finale, leaving many feeling a bit let down. One of the suggestions would be to have three simultaneous finales at once, three maguffins that must be stopped to ensure victory, rather than one big maguffin and two helper boards.
All in all I had great fun running the event, and I’d like to think people who attended had fun as well. There are hundreds of pictures still being edited ready for uploading and I’ll be doing breakdowns of some of the scenarios and characters over the coming months to fill these hallowed Dreadquill halls.
Thanks to everyone for coming and keeping the hobby alive, and here’s to seeing you all at the next one!
The explosion had knocked Dune unconscious. The last thing he remembered seeing was the form of Old Mother One-Eye being catastrophically ripped apart in a fury of psychic energy.
He was covered in dust and ash and the lair filled with the shouts of survivors. The air was calm, and although heavy with soot, seemed far easier to breathe in.
It was done. The sector had been saved. The Throat would remain open for humanity to come and go as it pleases, just as the God Emperor intended.
He coughed a mix of blood and ichor onto the metal platform and tried to pull himself up, but his strength had left him.
Stood above him was a blurry figure. Dune’s eyesight hadn’t fully recovered yet, but even blinking through tears and ash he could recognise the silhouette of that damned hat anywhere. The figure extended a hand.
It’s time to sell off one of my mega box of bits on ebay! (link)
I simply don’t have the space or inclination to hoard any more bits than I have at the moment would much rather they went to someone who can make use of them rather than a dumpster.
All this stuff has been accrued over 25+ years of hobbying, some parts are well loved, and some parts are still new on the sprue. I like to think I have a decent eye when it comes to identifying models, but even some of these bits baffle me. If you need clarify on anything in this big ol’ box of stuff then just give me a shout!
This list is FAR from exhaustive, but from what I can make out from rooting through the box, we have components from:
Imperial Guard/Astra Militarum
Warhammer 40,000 Space Orks
Orcs and Goblins
Chaos space marines
Some Forgeworld bits and pieces
Lord of the Rings Goblins of Moria and High Elves/Elfs
Various 1:72 historical and WWII/WW2 figures
Some scale parts for a WW2 tank and plane
Mantic Avatars of War elf archers on sprues
The Mega Box of Bits ebay lot is available here, and it ends Sunday night (tonight) at 8pm .
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.
High Marshall Werthing’s hard features appeared apprehensive. There were a lot of resources going into this project, and very little to gain even with a perfect outcome.
“How is our subject, Magos?” She asked the person sharing the observation module with her. She knew his augmented audio receptors would pick up the quiver of trepidation in her voice, and hoped he was still human enough to ignore it.
Magos Byrdsong gestured at a nearby dataslate and the observation room was filled with dribbling green infostreams. His perfect gene-sculpted features pulled a number of exaggerated expressions and his luscious vat-grown hair billowed as though he was underwater. He had spent centuries sculpting his likeness into the perfect human form, but Werthing had never met anyone so unnervingly inhuman.
“In layman’s terms, the subject is exceeding simulated predictions.” The Magos spoke in lilting harmonies from several artificial voice boxes.
“What about non-layman’s terms?” Werthing responded.
He turned to look at her, tearing his eyes away from the subject in the adjacent conditioning theatre. She swore she made out his ice-blue eyes rotate and dial in on her like a camera lens.
“Tissue scrubbing protocols are at 97%. Electro-purification has been 82% effective and the visual and aural memories have been cleansed down to a tolerance of 1 in 32 pico-units. Frequency blockers have been installed, resulting in 44% less negative feedback from aetheric trauma. Mental conditioning is also at peak performance; will and resilience are up 14%, but this may come at a cost to the subject’s hazard perception.”
Magos Byrdsong gauged Werthing’s reaction, deeming her non-responsivity to such impressive figures as incomprehension. “The subject has been purged of taint and measures taken to improve resistances to it in the future. Without further field testing, we cannot say what long term effect this will have on their mental condition.”
Arcs of lightning dance around the conditioning theatre, striking a throne in the centre of the room. The observation module flashes a dark blue through the tinted windows in time to the rampant energy surges.
“What about physical condition?” The High Marshall continued her inquiries. She didn’t need to understand it, her rank only demands she know it.
The lightning cut out. Copper restraints snapped open and the subject collapsed from the throne into a smoking heap on the theatre floor. With a subtle gesture from Byrdsong, the conditioning theatre is flooded with amber warning lights. A pair of combat servitors rise from the floor of the theatre on hydraulic lifts.
With a second gesture, something small and metal tumbled from a repository in the ceiling – a rusty scalpel. With a shaky hand, the subject gingerly picked the scalpel up from the floor, blood and filth soaking their matted hair.
With a third gesture, the combat servitors powered up, their implanted weapons spinning and whining so loudly Werthing could hear it through the armoured observation screen. Byrdsong looked back at the High Marshall, a perfectly calculated grin of pleasure splashed across his immaculate features.
“This is the part I’m most proud of. Let me demonstrate.”
Tales of Onus is a section for short stories from the Onus Region, a place our roleplaying games are set, including a 4+ year campaign of Dark Heresy. There are so many stories that don’t get told during the course of a gaming session, so a select few are written up to be enjoyed here.
You can find rules for submitting your own characters for Imperial Conditioning here.
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!