I was lucky enough to get on board Anvil Industry’s Daughters of the Burning Rose Kickstarter back in 2018 and thanks to a birthday present top-up found myself with a decent amount of credit to spend on toy soldiers. I didn’t need any squads at that time, so fancied picking up a load of the special characters to supplement the various games we play as NPCs.
Excitingly, many of the special characters were still in the concept art stage when they were ordered, so it was a crapshoot as to what would turn up. One set that I knew I definitely wanted was the “Cyborg Surgical Assistants”, as at that point I’d lost count of the number of games I’d set in a morgue/hospital or with a Boss NPC surrounded by legions of assistant servitors.
The horde arrives
I ordered a bunch of minis and promptly forgot about them for a year until a large box of resin arrived on my doorstep.
What a mystery! Half of the fun was figuring out what I’d ordered (looking at the invoice is for casuals), and luckily Past Me had furnished Present Me with plenty of fun new toys to play with.
I had a Dark Heresy finale coming up that required a pair of medicae servitors, so I assembled those first, popping them on small Necromunda bases to fit in with my other minis.
As with other Anvil Industry stuff, they were a dream to put together. Minimal mould lines and everything fit together without any pinning. Out of the two claw hands and two chainblade hands, I opted for one on each servitor. As much as the idea of Mister Clamps and Mister Stabs appealed, the practicality of having two chainblades on a medicae servitor was a little suspect.
I knew I wanted a sterile, hospital-themed colour scheme to help visually set them apart on the tabletop, but I wasn’t quite sure how to go about it. Luckily, a video on how to paint UR-025 from Blackstone Fortress was doing the rounds at the time and the minty green was perfect for what I wanted – and I had the paints to hand!
An undercoat of white then a layer of Nihilakh Oxide gave me hospital scrub green, with another pin wash in the recesses, then edge highlighted with a very light grey.
Metal bits were simply painted metal, then given a brown and black wash to make them really mucky. Chips were painted on with a little line of dark brown, then highlighted underneath with a little line of light grey.
Flesh was Ironrach Skin, washed purple and Ironrach layered over the top again to give them a very unhealthy skin tone (plus a little dab on the corners where flesh meets metal – gotta make it look inflamed as well).
The goop tanks were painted red, stopping roughly horizontally to look like liquid in the tank. A thin line of lighter red as a highlight, then a healthy coat of gloss varnish to finish off the look.
And they were done! I’m very pleased with how they came out – the colour scheme was simple to do but incredibly striking on the tabletop, and stands apart from other minis they might be deployed next to. I’m already planning my next Anvil build, so watch this space…
New year, new scenery! I’ve had a quiet spell for hobbying over the past month or so, the time I’d usually spent painting is time I spend buying cheese, eating cheese, or planning how to get 12 people round an 8-person table to eat cheese.
Luckily past me grabbed loads of photos of projects I hadn’t showcased yet, so I’ve got lots of material to work with while I get back in the hobby groove.
Older and ryza
I acquired some of the Ryza-pattern ruins completely by chance, having been decidedly indifferent to them when they were announced. When a sprue was included in Conquest magazine last year, not only did I get one for free from someone who didn’t want it, but the price of them dropped through the floor on ebay the week after the issue hit doormats. Crazy how nature do that. I figured two sprues were better than one (and could get reasonable coverage on a table) so I picked one up for about £6.
For my sins, I took absolutely zero WIP photos. Imagine then, if you will, the above and below photos but TOTALLY NAKED. They were uncomplicated to build – the only assembly required being where two sections slotted together. The hardest part was cleaning the darn pieces up – one of the ruin sections has no less than 28 points of contact with the sprue, so that was a LOT of plastic nubbins to clear up.
All painted up
As with all my scenery schemes, the technique I used was far too complicated for how they came out. Everything got hit with a black undercoat, then a grey zenithal undercoat. The ‘panels’ got a pale flesh drybrush with a sepia wash, and the ‘uprights’ got a boltgun metal drybrush with a brown wash. These got a rough edge drybrush with boltgun metal again to make them look chipped and worn.
The red horizontal sections were mephiston red, black wash and edge drybrush with a lighter red, and the yellow and black stripey cables got a black wash as well. My two favourite technical paints were then liberally splashed on afterwards – Blood for the Blood God and Typhus Corrosion to mucky them up a bit.
They’ve already been super handy in games of Necromunda to expand the pool of scatter and cover terrain, and they scale up well to 54mm too which makes them double-useful for my nefarious 2020 plans!
For now though, simply enjoy these unbesmirched images of good, wholesome background terrain in its natural environment.
I recently got involved in a Dark Heresy 1ed game (and not one I was running for once!) which gave me a great excuse opportunity to buy another mini.
I’m obsessed with the Adeptus Mechanicus, and always excited to explore more facets of them. As the Mechanicus are basically space wizards (simultaneously hoarding secret knowledge but desperately wanting to show off how smart they are by building giant towers filled with weird inventions), I wanted to make a quintessential wizarding archetype – the doddering old genius.
I’m also a huge fan of Futurama, so after watching Bender’s Big Game, I knew what needed to be done. I set about finding a mini to perfectly represent Hubert Farnsworth in the 41st millennium.
My experience with Artel was superb, starting at the point my delivery arrived.
Look at it! Having ordered a couple of things from Russia with varying levels of sturdiness, I was delighted to find a hand-wrapped brown paper box plop out the jiffy bag, with a red wax ‘Artel W’ seal.
Mini companies take note – customer experience starts from the moment the parcel arrives!
Inside was another box, clarifying the ‘W’ stood for Artel W.
Very delicately packaged, and lots of lovely bits.
The second heap of praise I have is the quality of this fella is unparalleled – I’ve never put together anything quite like it. The mini is exquisitely detailed, there were no mould lines at all, and only a couple of bits of flash that needed trimming off. The actual mini itself went together like a dream, everything fitting precisely where it needed to.
I’d assembled him within half an hour, no need for anything to be pinned. Everything felt sturdy. He even came with multiple arm options, and although I had planned on converting him somewhat (I wasn’t sure what, I just have a compulsion to change things to make them my own), I couldn’t bring myself to do it – the mini was just too lovely!
He scales up nicely to other GW minis too – here he is hanging out with the rest of the party. Enough dilly-dally, on to the paint!
He’s an old-school Magos so he needs some old-school threads. Classic Mechanicus red, with black and white checkerboard trim (none of this fancy new cog trim).
Everything was painted with the same technique – base colour > wash > base colour > lighter colour. It’s simple, easy for me to remember what I’ve used, and works well with my high contrast/cartoony style of painting.
I love all the little details on the mini – I’m pretty sure all those heads are supposed to be the other Planet Express crew. He’s even missing a shoe, perfect for a forgetful old Magos.
I’ll definitely be using him as a hanger-on in Necromunda too… perhaps a Heretek or Rogue Doc. Maybe even as a VIP in a scenario? Always good to add to the catalogue of Citizens!
It took me a bit of trial and error to work out how the hood and mantle worked with each other – there was lots of repainting sections trying to figure out where the red bit ended and the black and white bit started.
Typhus Corrosion was applied around the bottom of the robe and shoes to help mucky him up a bit and tie him into his Zone Mortalis base a bit better.
I think this was my fourth (?) time at painting fire – somehow I’d escaped almost 20 years of mini painting without having to learn how to do it, then a bunch of fire-based projects come along at once. I think I’m getting better at it, I just need to practise my Origin Source Lighting to help give it that warm glow. I tried it a bit here, but I chickened out before doing too much.
I wasn’t quite sure what to do on the banner, so I went for a cog design. I’m not super excited about how it came out, so I’m blaming the waviness of it. Yeah. Finished, not perfect, right?
Very happy with how he turned out! It was a bit of a slog to get through, especially all the little fiddly technical freehand bits (and painting fire – boo hiss), but I’m glad I did.
Good news everyone – I will DEFINITELY be going back to Artel W for more minis in the future!
Originally introduced for Dark Heresy, the Gloomhaunt is a classic fantasy beastie effortlessly inserted into the abandoned corridors, dank caves and hissing service tunnels of the 41st millennium. I needed some winged beasties for our Dark Heresy campaign for the Beast House section and thought Gloomhaunts would fit perfectly.
As they’re ambush predators they’re not much of a threat if you catch one of them sneaking up on you, so I’d need a bunch of them assembled in case I needed a swarm for some of the higher power games, like Rogue Trader or Wrath and Glory. They’d even be interesting carrion creatures for our games of Necromunda, so having a few singles and some swarm bases would be helpful for ease of play.
Bats out of hell
The project kicked off with remembering I had almost a dozen classic warhammer fantasy plastic bats – the same bats that came in the ‘fantasy swarms’ box, with bats, rats, spiders and snotlings. They’re an easy start – an all-in one mini that I just need to horrify up a bit.
The official artwork for the Gloomhaunt shows them more like angry Golbats than regular winged rodents, so I wanted to do away with any of the obvious bat-like features on the body. I ground down the face, carving a hole in the body where the new mouth would be.
I trialled a few types of mouth – top left was the fiddliest experiment with tiny bits of thin wire and a very dainty face. I settled on gluing snipped up bits of paperclip haphazardly around the holes I carved, then greenstuffing a mouth-hole over the top. You could call them lips I suppose, but my partner referred to them as ‘gross flying foreskins’ so clearly the transformation from bat to horrible xenoform was complete.
Many of their pre-moulded plastic bases had snapped off over their 20+ year incarceration in the bits box, so they all got a bit of paperclip at varying lengths for a stand, attached to a mesh/plasticard base to fit the aesthetic of the Beast House.
I might need them as single opponents or massive swarms, depending on the game system and power levels, so I made two ‘swarms’ of multiple Gloomhaunts on a single base.
Other than the fiddly part of attaching tiny chunks of paperclip, the conversion was relatively straight forward and I was looking forward to getting them painted up!
Painting the swarm
I started with a brown undercoat, then the bodies were drybrushed and washed to give a light brown fur texture. The wings vanes were painted dark grey, drybrushed and washed again for a dark, bat-like wing leather.
The flesh around the face was painted in a flesh tone, the teeth picked out in a bone colour and the whole lot given a heavy crimson wash inside to emphasize the horrible fleshy maw that clamps around the head of the unwary.
A heavy application of gloss varnish in and around their toothy maws helped give them a freshly-squeezed-ganger-head look.
The bases were drybrushed silver (straight over the brown undercoat) and given a healthy brown wash. Then, my favourite part, a liberal application of both Blood for the Blood God and Typhus Corrosion to give it that grimy meat-processing facility aesthetic.
The teeth and claws were carefully highlighted with a light bone colour to finish them off. Cheap and cheerful, I was impressed with how well they came out. For the cost of some superglue and a few evenings, I suddenly had a swarm of flying critters I could use to harass a party of any size in basically any indoor evironment.
They might not be particularly dangerous one-on-one, but the first time someone gets one of these horrible flappy bois latch onto their head, you bet players will start checking ceilings a lot more in future…
One of the aspects I enjoy about Necromunda is the modelling challenges it presents.
Since the addition of the Book of Peril, you can ally with Guilds and criminal organisations to unlock unique boons and deploy small squads (called entourages) alongside your current gang.
These entourages usually consist of a leader, a champion, and 1-3 pleb-level fighters. They’ll usually be equipped with a very particular set of skills and equipment, meaning there are no real out-of-the-box options (yet!) available for them. I’d love to see some plastic kits, especially for the Bioshock-esque Water Siphoning Guild, but I can’t imagine those kinds of kits are high on GW’s agenda.
One of the alliances available is the Slave Guild, replete with Slaver Entourage. They provide some interesting bonuses to gangs they are allied with, but I was mostly interested in seeing if I could kitbash four drugged-up chain glaive-wielding goons from whatever I could find in my bits box. Game on!
“Principal among the Chain Lords’ charges are pit slaves, often heavily augmented so that they might better entertain the crowds of the arenas. These warriors, often psycho-conditioned for maximum aggression and loyalty, are as hounds upon the leash, ready to be loosed should a word be spoken or gesture be made.”
The first models I put together were the bodyguards. I already had these guys planned in my head, using reclaimed Chaos Marauder bodies and heads from the Blood Angels Honour Guard set.
The book says are armed with chain glaives, flak armour and a stimm-slug stash – straightforward equipment and an uncomplicated build. Chainswords from classic Chaos Space Marines were chosen for their more non-standard and brutal aesthetic.
Shoulder pads came from Anvil Industry, very useful for hiding the awkward shoulder joints and giving them a bit more techno-bulk. I don’t have enough pipes, tubes and vials in my collection for a stimm-slug stash on the both of them, so I pressed some vehicle smoke launchers into service instead. I’ll be painting them to look like liquid-filled injectors, hopefully highlighting the fact that they’re both combat drug-addled lunatics.
I’ve never used combat drugs in my regular gang, so being forced to have them provided some interesting opportunities. I ran the numbers on the equipment combinations they have – with the Versatile trait of their chain glaives, the one turn bonus movement of 2 provided by the Stimm-slug stash, they can have a minimum charge range of 10 inches! Not something I’d want to be on the receiving end of…
Finally I added a techno-pommel to the base of their weapons. I think they’re from an Adeptus Mechanicus sprue, but I had enough of them to go round. They added some more weight and height to the weapons, and gave it a more duelling-weapon aesthetic that reminded me of the classic 54mm Sergeant Stone model:
The Shakleman – Guild Factorum
“Shaklemen are the bloated fight masters and slave drivers of the Merchants Guild, readily dealing in both human flesh and human misery.”
The hardest of the four minis to put together, mostly due to the eclectic mix of equipment and skills they possessed.
The Shakleman is armed with a shock stave and harpoon launcher, flak armour and a cult icon, and has the Disarm skill.
The harpoon launcher was a tricky bit to figure out, but otherwise I had a very particular vision of Igor from the (excellently cheesy) 2004 Van Helsing film. The arm of a Khornate Knight with the blade swapped for an AdMech taser goad made for a fine (and ludicrously large) shock stave.
The only other ready-made harpoon I had in my collection is the chunky launcher from the Orlock plastic kit (which makes for an excellent one-handed weapon if you’re huge) but I couldn’t figure out a way of attaching it to his back. Luckily, some Ork gubbins had me covered, and one of the Nob weapons just so happens to be this ramshackle-looking implanted harpoon gun.
I think I used up my entire collection of chains for this crew, but it was so much fun finding new parts of the models I could hang more chains from! The back banner came from either a Skaven or Chaos kit, with most the chains coming from Empire Flagellants.
In an effort to make it a little less chaos-y, I tried adding more chains (!) from the Bretonnian men-at-arms kit with some heraldry shields on it. I’m hoping to come up with some kind of Guild crest that I can recreate across the different minis, tying them together with some similar colours.
The head came from some classic Chaos cultists from the Dark Vengeance set, removed from its body for another spooky project but fit perfectly on the hunched Ork physique. Roll on the primer!
The Chain Lord – Guild Procurator
“Chain Lords are often huge and idle souls who have never had to lift a finger for their own comfort, their needs constantly seen to by a gaggle of servants. Hung with chains and trinkets, Chain Lords are nonetheless dangerous adversaries, their wealth affording them many hidden weapons and fiendish augmentations.”
For some reason, the description gave me this image:
The Chain Lord also is the only delegate with a choice of equipment – either a chain glaive OR a chain axe and shock whip. I’d already built a few chain glaives for the pit fighters, and I didn’t have any suitable shock whip that would look good with the chunky, static pose of the Chaos Warrior I used as a base, so chain glaive it was!
The body was made from the back of a Chaos Warrior, complete with shoulder pads, and the armoured torso of a Khornate Knight. I’d had the parts kicking about my bits box for some time and couldn’t resist the opportunity. The legs were also Chaos-sourced, but this time from the now-vintage original plastic boxed set of Chaos Warriors.
Obviously he was going to get covered in chains – he’s not called “Guy with some chains” or “Chain Intern”. What I wasn’t sure how to represent was the stimm-slug stash. I’d used smoke launchers for the pit fighters, but I wanted something a little less industrial looking for the boss.
Luckily I still had some miscellaneous Dark Eldar vials from the Talos kit that would look cool poking through the fur of the cloak, so they got glued on in a fairly random way and the fur re-added with putty to make them look more integral.
The head was the hardest part – finding something that looked both dangerous, ornate, somewhat idle. I had images of the God-King from Zack Snyder’s 300 but didn’t know how to translate that very well. I had two head options, and I put it to a Twitter poll:
Nearly all the comments were for both, so I did both! I trimmed the fancy headpiece and metal beard (the most important element) off the head on the left and stuck it to the head on the right, filling in the gaps with some more green stuff.
All that was left was to add a few accessories, more chains (!) and fill some of the more heinous gaps with green stuff. Ready for priming!
The module describes him as huge and terrifying, with some built-in shock whip tentacles taking up one of his arms. Sadly the module is non-descript about his fate, suggesting his body is found in a trunk, skin flensed and missing an arm, so the Acolytes are never intended to take on Jackal Mask at any point. I thought that was a bit disappointing, as knowing my players, they’re desperate to exact revenge.
The project brief was quite open ended: build a big lad that could reasonably be the head of the Beast House operations, to make for an interesting foe in Dark Heresy and as a potential gang boss in Necromunda.
Building the beast
I picked up a cheap Lord of Plagues from an opportune swap and figured the massive frame would be an ideal starting point for my powerful lad. I wasn’t enthusiastic about keeping the two-handed weapon so I had a bit of a delve through the bits box to see what I could find.
Goliath arms fit perfectly! A Chain Glaive/grenade launcher combo is suitably gruesome for a boss – deadly both at range and close up. It’ll give me (the GM) some tactical flexibility for challenging the players too, as I can alternate between gas and frag grenades to keep them from bunching up too much in the pitched battle I have planned.
I covered up most of the cankers and sores (including the open belly wound) with greenstuff, as although I wanted him to be gross, I didn’t want him to be dead-man-walking praise-grandfather-nurgle type gross. Armour on the arms helped bulk him out a bit, leaving the belly open so he can remain aerodynamic when he fights.
I added a few large scars across the body to cover up the rough GS work I’d done. I figure someone who had a long career in capturing and torturing dangerous creatures might have a few nicks and scratches to show for it.
Final touch was the mask itself, one of the last things I put together. After deliberating the best way forwards, I decided that scratch-building was going to give me the closest thing I wanted. But then what – sculpt it from green stuff? Ain’t nobody got time for that.
Luckily I have a bounty of Beastman heads in my bits box and jackals have a much sharper, thinner snout than the goat/dog skulls the Beastmen are – meaning I can shave one down to get the look I want. Result!
I added two cyclinders cut from a spear shaft to look like rebreather filters and added some ears made from carved plasticard. I’d learned a lot from my work on Hare Mask, so this part was much easier than I’d anticipated.
All done, time to prime!
Painting the jackal
Jackal Mask followed the same basic painting techniques as the Beast House slavers with only a handful of differences.
There was much more skin on show here, so more time was spent on that (but not a whole lot more – finished, not perfect!) with extra attention around the scars, surrounding them with a light crimson glaze to make them look inflamed and not healed properly.
The mask was simply painted black (to cover up the mistakes from all the drybrushing and stippling I’d done), edge highlighted and washed with Nuln Oil to give it a matte look. The eyes then had a little dab of gloss varnish to make them look more like visors.
The armour had an extra wash of Carroburg Crimson to give it a slightly reddish tinge rather than the usual brown. I think it makes it stand out much better!
After putting together some slaver leadership, I wanted the Beast House project to have a bit of muscle. During our Dark Heresy campaign finale of the Red Cages, the module describes a butcher armed with a chain axe and chunks of animal. Some kind of bodyguard or armed thug to protect Hare Mask was exactly what the doctor ordered, and luckily I had exactly the mini!
I’d picked up this Ogre Kingdoms Butcher (I’ll be dead in the ground before I recognise ‘Ogors’) to use in our games of Inquisitor many, many years ago and it had languished half-finished in my box for nearly a decade. I hadn’t done anything particularly crazy to convert him to 54mm except give him a chainsword in his left hand. A quick snip resolved that.
I had a spare harpoon gun from my Orlock tech-gang and I was pleasantly surprised to find it was a perfect fit. Not only would this meaty lad have a ranged weapon to harass my players from afar, but totally fits the kind of requirements the Beast House would have of him. Sometimes you just have to harpoon unruly animals to calm them down, you know?
It was pinned to the underside of the arm and some darning thread from my sewing box was used to lash around the arm and harpoon. Some superglue kept it in place, and with a bone-coloured undercoat and a splash of Agrax it even looked intentional!
I was also pleasantly surprised to find that he was 90% painted when I pulled him out of the box. Doubly-so when I realised he’d been painted during the Brown Ink era – pre Devlan Mud and pre Agrax Earthshade! Naturally I gave him a few light glazes to tie the colours back together and get rid of the horrid shine that Brown Ink left behind.
Some light crimson glazes were added around the scars and piercings to make them look bloody and swollen.
And in-keeping with the rest of the Beast House colour scheme, he got liberal dousings of Typhus Corrosion and Blood for the Blood God to keep up the grimy, blood-slick look. Blood spatter cures all ails!
Very happy with this big lad. It helps that he was 90% finished when I “found” him, but getting a model this size “finished” in an evening really helps with motivation! Plus that’s one fewer mini in the Box of Shame…
Just a head honcho to go and I think we’re good for a family photo!
The Beast House project for our Dark Heresy campaign is going well. I’ve got the House part sorted, now I just need the Beasts. Time to hit the thrift shop!
Boyes is one of my favourite shops – it’s a big homeware/haberdashery place filled with all kinds of strange and wondrous things. It’s great for craft and cosplay and you can pick up tinnies of spray paint for a fiver. It also has a toy section, which often has gems that spark joy…
I want dinosaurs in all my games, but I don’t fancy shelling out £40+ for a GW carnosaur (even though they’re super pretty), so £1 per big dino seemed very reasonable. I could justify a big spend if it was the centrepiece of an army, but for a one-off battle or two, this was way better value for money.
I bought the three big lads at the back for £1 a pop, and a handful of smaller pack hunters for 50p each, the whole lot setting me back the price of a southern pint. Very reasonable!
they do move in herds
The club-tailed fellow was used first for Rogue Trader in a very elaborate conversion, hopefully I’ll get that one written up when I catch up on Orthesian Herald. For Dark Heresy I needed some more reasonably-sized dinos though, so those allosaurs were first.
The paint job leaves much to be desired, but I was repainting them anyway so I wasn’t overly fussed. I was pleasantly surprised at how much detail the sculpts had though, which would lend itself quite pleasingly to washes and drybrushes later on.
The plastic is quite rubbery, you get a good bit o’ flex in these lads, and the mold lines took quite a bit to remove. They were 50p each though, and I got far greater quality than I expected for so little money.
It was only after pinning them to their bases I realised just quite how large they were compared to regular humans…
I was going for a gladiatorial arena-style base, so sandy with splashes of gore. A liberal helping of textured paint went on the bases and a quick blast with some red primer and they were ready to paint!
Red ones go faster
They looked better than I could have imagined after their initial paint job was covered over.
This is just a once over with some red car primer from Boyes again. They actually looked like real models!
I wanted a striking look, so a lighter tummy and dark stripes along the back. Who knows what kind of strange world they herald from where this is their natural camouflage, but sure as hell looks cool!
I started with a light red drybrush over the skin, then a crimson wash over the top. A much lighter reddy orange drybrush on the extremities picked out the details. The stripes were a dark grey, washed black and drybrushed with a lighter grey along the spine.
The claws and teeth were picked out with a bone colour and a light sepia wash, and a sandy hue applied to the base. The best part was a liberal application of Blood for the Blood God technical paint, which is swiftly becoming my most relied-upon paint for the Beast House project!
These guys were really good fun to paint – it’s been a while since I’ve just painted an animal, and the texture of the minis really took to the washes and drybrush so all four were done over the course of two short evenings.
Last time I’d finished up some slavers for my Beast House project in our ongoing Dark Heresy campaign, and as our players were nearing the end of their time in the Red Cages, it was time to up the ante.
The players had been stripped naked and thrown in a pit, and after a few sessions of Saw-style hammer house of horror, they had scraped together enough ragged armour and rusty blades to take on the final boss of the Red Cages – Hare Mask.
The module alludes to members of the Beast House wearing different animal masks as a grotesque parody of the riotous carnival going on overhead, so I wanted to take it further by having a different animal mask representing a different boss of the three levels.
The lowest level was guarded by Rat Mask (represented by one of the whippy slavers), who had two pet rats and a tent made of rat skins (surprise, surprise!). As they worked their way up the facility, it was time to face the final lieutenant – Hare Mask.
I didn’t have much in the way of a brief for Hare Mask, other than they needed to be a fairly commanding presence with even halfway-decent armour (ie not just bloodied chunks of animal stapled to you). They were going to have an imposing set of weapons, with at least one of them being a signature weapon stolen from the players to make it even more obvious that this person needs taking down.
Time for a rifle through the bits box!
building the bunny
My preference was for Hare to be another female slaver, and I just happened to have one spare Escher body left from the Necromunda core box set. The big battle boots, animal trinkets and slightly raggedy appearance would make a great start to a Beast House lieutenant.
At the end of our last campaign (before stripping the team naked and leaving them in a pit) I asked them what their favourite/least favourite equipment was. There was little context beyond me trying to get a flavour of what the team have and what they might like more of.
Being an Utter Bastard(tm) this was in fact just a way of me working out what tools to drip feed them. In their first mission, the only equipment they could scavenge was whatever they had told me was their least used/least favourite equipment. It made for some incredibly resourceful moments of creating disguises and distracting guards with bags of spices.
The other less-bastardy intention was to work out what equipment I could use as a reward – something to help them feel less like I’d deleted their character sheets and more emphasis on progression to reclaim what is rightfully yours. The baddies have your stuff – go shiv them in the neck and take it back!
Our preacher’s combat shotgun was the perfect choice – iconic and deadly, and a reminder of just how powerful some weapons can be in the wrong hands. It’ll also give the slavers an opportunity to put out some hurt of their own – the crappy disposable pistols they’ve been threatening the players with so far have been fun, but their threat is limited. Time to burn some fate points.
I needed something slaver-y for a melee weapon that wasn’t another whip, so I went for a shock maul from the Genestealer Cult Neophyte set. It also comes attached to the user’s wrist with a length of chain, which was a nice touch. Stops those pesky slaves trying to disarm you.
With some extra animal gubbins and some fur sculpted around the shoulders to give her a more impressive silhouette, all that was needed was a mask itself. I went to a lot of effort to find anything I could use as a mask that would involve zero effort to employ. In my hubris, I just had to come to terms with the fact I’d need to scratch build it.
The mask was a strip of plasticard cut to shape with a sharp hobby knife and VERY carefully bent around the handle of a paint brush to give it a more natural curve. The details were painstakingly carved out with the end of a knife. It didn’t matter if it looked rough – it would add to the effect!
It did need to look like a hare though, and rather than use an actual animal for reference, I figured I’d borrow from the best…
And it was time to undercoat!
That girl with five colours in her hare
I tried to stick to the colour scheme I had trialled (surprisingly successfully) with the previous slavers. Light drybrushes, washes and copious use of Typhus Corrosion and Blood for the Blood God to finish off.
All in all I’m very pleased with how she came out. She will make a fine mini-boss, and her statline suggests she’ll be light on her feet and much harder to hit than the usual lumbering slavers (hence her patron animal). Hopefully it’ll give the players a run for their money (and Fate Points).
In the Dark Heresy adventure, the slavers running the creature-smuggling ring are described as bloodied brutes, covered in gore-soaked leathers and wearing iron pig masks. The mask I used for this guy was perfect, and the ideas flowed from there!
Polearm to meet you
Everything was undercoated in Army Painter Tan Leather spray from my FLGS, Asgard Wargames (support your local!). From there, it would all be completed with washes and drybrushing.
It was the first time I’d attempted to do so many in so little time. Luckily, the nature of the grime-encrusted subject meant nothing needed to be neat, and it would work better if it didn’t!
I have a Bone to pick with you
What came from necessity was a series of really useful techniques I’ve since applied to many projects since, such as not being ashamed to drybrush huge chunks of models (there’s no prize for wet-blending everything) and getting a fantastic metal effect for drybrushing metallic colours overa matt brown base.
The liberal application of Typhus Corrosion and Blood for the Blood God as a final step was particularly enjoyable!
I’ve been very impressed with how effective the ‘splash blood effect on everything’ technique has been across different sections of the models. I wanted the bases to look like the slavers were standing in a vat of something, perhaps on a gantry above a sluice of ground-up gladiators.
I used some mesh and plasticard for the effect, drybrushed it silver and applied a healthy coat of Blood for the Blood God, wiping away excess with my finger.
This double-barreled chap was originally a test model for a genestealer cult from a Feudal World that I never particularly liked. Fortunately the headswap was perfect for the Beast House project, but unfortunately he was already based on something that didn’t fit the theme. The old Bretonnian kits are made of a much softer plastic to modern sprues, and I was worried about the damage it would do to his wee feet if I tried to rebase him.
Luckily some additional scraps of mesh strewn about and a healthy dollop of blood and grim was all that was needed to make him fit right in.
I also stumbled upon a flesh recipe I really like – Pallid Wych Flesh with a Sepia wash over the top, with a very light-touch highlight of Pallid Wych Flesh on the super-raised areas (like knuckles). Definitely one to be using again when I need to batch-paint some more goons!
Through the fire and the flames
Painting fire is harrrrrrd QnQ
This is maybe my fourth(?) attempt at open flame in my ~20 years of hobbying and it’s definitely getting better. Annoyingly, this was my quickest and (I thought) sloppiest attempt using exclusively drybrushing techniques, and is easily the best I’ve produced so far. I think it needs to darken to orange a lot more at the top to take into account the actual heat source of the top of the stick, but otherwise I’m very happy with it.
I’m very happy with how these guys came out – for a cheap and cheerful one-night paint job they’ve ended out more effective (imo) than some of the paint schemes I’ve agonised over for days on end.
They’ll definitely be getting extras added to them over the coming weeks – beasts aplenty and some leadership is in order I think. Plus with the new Necromunda Book of Judgement out, I might have to start thinking how I can work these into a gang…