MOTB: Hive Noon – Second Wave WIP

Finished(ish) product first!

Last time we looked at the finished lot of Hive Noon as it started the campaign, and as the weeks rolled round it became apparent very quickly that there was definitely some room for improvements.

Genestealer Cults are currently one of the most exciting and janky gangs to play with – they have huge variety in their house weapons list, access to psykers, heavy hitters and the ever-hilarious familiars, but their champions really struggle with the killer combination of low movement, Toughness 3 and only 1 Wound.

The expensive poncho-wearing fellas I made for the first wave simply weren’t cutting it in straight-up firefights – they would get singled out and blown away very quickly. I needed more bodies…

Calamity Gene

Frankly, if you aren’t packing at least three hand flamers in a GSC gang, you’re barmy. They’re ludicrously cheap, give you a template Strength 3 Blaze weapon and best of all, you can shoot through your own guys with no fear of setting them on fire thanks to your Hazard Suits. Of course you still have to roll to hurt your own guy – I said their tricks would be dirty, not friendly.

I had a lot of fun making the hammer-fanning Acolyte from the previous wave and wanted something similar, this time going for the draw while firing another weapon. I was running out of regular human arms by this point, so the slightly oversized Acolyte arms would be fine. I’m also absolutely not a fan of Fighting Knives in Necromunda – they’re way overpriced for what they do, but I couldn’t resist the aesthetic…

I was also getting pretty good at sculpting hats at this point – I have a tutorial on how to do it in the first Hive Noon post.

The Lone Render

I’m sorry, Acolytes can get cheap Demolition Charges and Infiltrate? Absolutely 100% yes. Give him the coach shotgun and saw down the barrels to count as a sawn-off if i so choose and we have a perfect weapon of terror. I could resist the opportunity to built a guy RAD SHADES and a big-ass bomb.

In-game this guy didn’t always cause a lot of damage, but the panic he could cause by threatening to pop down a massive Strength 5, Damage 2 large blast template was worth the entry cost alone. I found enemy gangs would commit extraordinary resources to seeing this guy off the table, leaving the rest of their gang unable to stop or slow down my own gang’s advance.

Note to self: run this guy with a regular shotgun next time rather than a sawn-off. Although the aesthetic is delicious, he was so rarely in range to use it.

Stubber Ocelot

The origin story for the gang! The Kelermorph was finally released halfway through the campaign and I snatched him up. I thought I would need to do some complicated shenanigans with buying stub pistols, but apparently even in Killteam those weird revolver-looking things are actually autopistols and therefore easy to purchase from the gang weapon list. Definitely going in the starter gang next time I play with these chaps.

By the time I bought him with in-game creds I had been purchasing some Master-Crafted Autopistols and keeping them in the stash for just such an occasion. Holy heck – easily the best 15 credits you can ever spend. I gave him 3 of them, practically guaranteeing he’ll never run out of bullets (who’s got time to reload?) for a meagre 45 credits, turning him into a short range bullet-bastard who can push out up to six hits on a target per turn. With a BS of 3+ and Master-Crafted allowing him to re-roll misses, he would put people on the ground for his familiar to run over and curb stomp them.

Jonah Fex

Another body, this time to take advantage of the cool sabre chainswords I picked up from Anvil Industry and hadn’t got round to putting on a model yet. Chainswords are great for scrubs, the +1 to hit, Parry and Rending gives regular mooks the edge in combat for a very respectable 25 credits.

Escher arms were used on this guy, as they looked lean and lanky enough to work with the GSC aesthetic, plus I really liked the long-handled las pistol and thought it suited the gang’s theme.

Green Stuff moustache was, of course, a necessity.

Strong Wayne

Genuinely can’t believe it took me this long to pick up an Aberrant! I picked him up late to the party, not particularly impressed by the two-handed hammer or power pick combo that the stock models give you.

I equipped him with a cheap axe and flail, 30 credits total. +1 Strength with both weapons, one has +1 to hit and Flexible, the other has Disarm, and taking both pumps his Attacks up to 4 when he charges. Turns him into a machine that turns gangers into paté. He played 4 games and racked up 8 kills – he’s definitely coming on the roster earlier on next time!

I wanted to go for a hangman/executioner vibe with a big axe and noose, but I couldn’t get the noose to look convincingly like a flail. A bit of rooting through my bits box found some old Warhammer Fantasy tombstones that would work great as makeshift armour just lashed to his side, and little bits of the stone left over would be great attached to a length of chain! It gave him a great sense of motion, even if it did make him look a little busy before he got undercoated.

The Maw With No Name

Acolytes have terrible defense stats, so shouldn’t be treated like normal Champions (ie front line fighters and weapons platforms) and instead, in my humble and evil opinion, be deployed liberally, cheaply and sneakily. Give your opponent a lot of low-value but utterly frustrating targets to play against – the key here is the Cunning skill tree that all Acolytes get access to. I used Infiltrate for the Lone Render further up, and for this guy I opted for Overwatch.

Given a cheap long-range weapon (I picked Hunting Rifle from the rare trader for the extra strength and knockback, but a store-bought Long Las will work too), a pistol or two for backup, and sit him somewhere out the way ready to cause headaches .

GSC excel at area denial – a combination of Infiltrate, Overwatch and cheap hand flamers mean you can push and pull enemy gangs to where you want them to be – forcing them out into the open to pick them off, or bunching them up so you can charge them with your combat characters. The fear of getting shot with something is often more powerful than actually getting shot by something!

I broke ranks and gave this guy a hat too – he was wearing a poncho on his legs instead of his top half and I felt his top half was missing anything westerny.

The weapon is from a 3d printed batch of 54mm scale weapons I picked up a while ago, that weirdly fit this guys hands just perfectly.

One of my favourite things about Necromunda is building models to fit the gang as it grows – usually in response to purchasing new toys for the gang, the effectiveness of certain combinations or the need for extra bodies. It’s incredibly time consuming, often rushed and means many of my other projects have to go on hold, but it’s extremely rewarding to watch the gang grow in this way.

Stay tuned next time for the painted pictures!

MOTB: Hive Noon – First Wave

Hive Noon First Wave banner
Finished product first!

Last time we looked at the WIP of Hive Noon, my latest Necromunda gang, and the tribulations involved in hand-crafting tiny cowboy hats. Wowee, I sure hope I won’t be painstakingly assembling any more tiny hats in the immediate future, thought I. Welp, let’s wait and see what’s on next week’s MOTB agenda eh?

For now, let’s enjoy the original gang in all their glory, ready to get stuck in to their first game.

Baron Clint Von Beastwood

With the colour scheme strongly in mind, the Baron was one of the easier models to pick colours for. The tricky part was tying it in with the rest of the gang, many of whom did not have large amounts of cloth.

I needn’t have worried – the skin tones, washes and base tied him in very nicely with the rest of the crew. A heavy application of gloss varnish on his tentacles moustache finished the look off nicely.

Billy the Nid

Inspired by the cowboy himself, I had decided to freehand all the designs onto the Acolyte’s ponchos. What I originally thought was going to be the world’s biggest ball-ache turned out to be actually rather pleasant. The South American flavour of design meant lots of straight lines and square spirals – something that lends itself quite nicely to freehanding onto complicated fabric shapes.

Deathspitter dan

The Neophyte flesh tones were a very pale flesh tone washed with Druchii Violet ink, then highlighted again with the same pale flesh colour. Some areas needed a little wet blending to avoid them looking too high contrast, but overall I’m pleased with the effect.

Biovore Bill

They were undercoated in Army Painter leather brown, which aside from going on extremely thicccc is a very pleasant shade of brown to work from, easily taking washes or highlights and allowing you to cover a lot of the model very quickly. The dusters were done by applying two washes – black and brown – one after the other and giving it a light drybrush to give it a beaten leather effect. Other sections of the model were given lighter touch with a sepia wash and generally left at that!

I was pushing hard for my ‘finished, not perfect’ mantra for these guys – I knew I would be adding more to the gang as the campaign rolled out and I didn’t want to be stuck painfully wetblending my 14th cowboy jacket…

Jesse Genes

The same ‘Finished Not Perfect’ principle was applied to the metal. I’m really, really bad at resisting the urge to edge highlight but I’m glad I did – it would have been nightmarish on this many little fiddly bits. The metals were done with a medium metal colour and washed with Agrax Earthshade to mucky it up a bit, then Athenian Camoshade to give it an uncomfortable green hue.

Lashy Luke

Darn. You only notice that tiny bit of cotton wool fluff days after taking the photos and packing away all your minis.

The lash was a pale flesh colour, washed with Reikland Fleshshade. Once that was dry, a deeper crimson wash was added to the tip, and ‘artfully’ blended with my big sausage fingers rather than bother with any of that glazing nonsense.

Brood Cassidy

Probably one of my favourite conversions, it’s simple but dynamic, and the combination of goggles, rebreather/scarf and cowboy hat gives him a wonderful post apocalyptic vibe. He could easily stand in as an informant or crook NPC. The goggles were done with a dollop of yellow paint and a light orange wash.

Old One-Eyed Charley

Another simple conversion, but I never quite got the kink out of his gun. I wanted all of them to look like they were wearing jeans (gold star cowboy attire) so these were painted in Ultramarines Blue with a light Agrax wash and highlighted with bone colours blended into the blue to make it stand out from the genestealer flesh.

Quick Draw McClaw

Another poncho, this time a nice earthy orange but still with the same straight lines and square spirals to tie it in with the overall aesthetic. I gave both ponchos a light wash of sepia over the top to bring all the hues together.

Final thoughts

I was very, very happy with how the whole crew came out. Inspired by a single model (that hadn’t even had a release date announced at this point) and a niggling idea to give him some friends to play with, I’d built this bunch of weirdos from the ground up. I could already tell I was going to have a lot of fun roleplaying this lot and I already had a dozen new ideas for minis! Roll on Wave 2…

MOTB: Hive Noon WIP

Finished product first!

Back in the wistful days of early 2018 a particularly interesting model turned up in blurry previews of the new (at the time) Genestealer Cult – a mysterious three-armed gunslinger. Perfect conversion fodder, we all thought. I’d never really been into the purple-skinned freaks before, and any interest in the model was strongly around it’s potential as something else.

Until someone said to me “All he’s missing is a hat and he’d be a great cowboy alien”, and something stirred in me that refused to die – I needed to make a gang of cowboy aliens for this guy to hang around with. The GSC gang from Necromunda was weird and wonderful, and had access to some delightfully shonky gear and skills that would make them perfectly thematic.

But how does one go about building cowboy aliens? Cue the Kill Team box set. It had all the necessary genestealer arms, heads and legs, and a bunch of great space guns and leather dusters from the Mechanicus part of the kit. Smashing them together would be easy, right?

round peg, square hole

The first two models I put together as testers went together a dream – the heads and arms worked surprisingly well with the Mechanicus torsos, I only had to shave a little off the underarms to make them sit flush against the body.

First lad sketched together

The legs were another story though. Apparently Skitarii must all be a size zero because holy heck those hips are small. The GSC legs are almost twice the width of the aperture in the AM bodies so a LOT had to be painstakingly shaved off every set of legs to fit each body.

Fancy cowboy-looking rifles from the Mechanicus sprues

I was happy with the concept. All of them had their dusters bashed up a bit with a pin vice and craft knife to make them look a bit weathered, and I made sure to cut off any Mechanicus symbols on the chest and the rear backpack nubbin and replace them with armour plates from Anvil Industry.

In fact, much of the extra parts came from Anvil – I wanted lasguns that looked more like rifles, but I didn’t want to shell out top dollar for Krieg bits or the new Blackstone cultists. I had an issue finding proper ‘pistol’ laspistols and in many cases just ended up tacking a las muzzle onto the end of a gun to make them look sci-fi.

This fella’s gun was bent so needed a touch o’ the flame to correct it

Some poses worked really well – the Mechanicus torsos have so much movement in the flappy bits that I feel gets lost with all the other gubbins the models have.

Some parts didn’t fit quite as nicely together, but that’s what green stuff is for!

As a rule, I try to avoid making gangers with the same equipment. It makes every model interesting to create, and it helps me pick them out on the tabletop when I’m still learning everybody’s names. GSC got access to shock whips, which I thought was thematic for cowboys even though the rule were garbage.

Unfortunately/fortunately the rules for Versatile weapons changed when I was basically finished building the gang, making shock whips and shock staves SO much more effective. Many of my Acolytes are likely to have a slight adaption done to them before their next bout…

Pew pew pew!

I tried to equip my Acolytes cheaply as they’re pretty much glass cannons. With Toughness 3, 1 wound, Movement 4 and only a 6+ save they’re no more survivable than the regular mooks, but because of their nature they have a big “SHOOT ME” sign above their heads. Multiple arms gave me an option to try out some exciting poses for them, including this hammer-fanning guy that I’m particularly proud of.

Then there was the boss – with the Necromunda Genestealer Cult you get a choice of two – a souped-up version of the Acolyte (on paper the better option) or a psychic guy who can make enemies shoot their teammates through walls (utterly garbage statline). There was, obviously, only one option for me.

Using the Warhammer Necromancer as a base, he got a genestealer squid-face and the Serpenta pistol from the Adeptus Mechanicus Magos kit. His staff was carefully replaced with the majority of a force staff from the Grey Knights kit and topped with the GSC icon.

All that was left was the easy part (what a fool I was) – making hats.

Suits you, sir

No self-respecting alien cowboy would be complete without a proper cowboy hat, and there must be dozens of 28mm cowboy hats floating round on the internet, right?

After several weeks of fruitless searching (apart from one paltry TTcombat offering) I resigned myself to having to make all the sodding things out of green stuff. I tried a number of different ways, but this one worked the best for me in the end.

Step 7 complete!
  1. Make a little ball of green stuff and smoosh it thin onto a flat surface, lubricating the underside with a bit of water to make it easier to peel off.
  2. Let it cure for about half an hour.
  3. Cut a hole in the middle where the head will go (I used the little protector tube from the end of a brush).
  4. Gently peel it off and place it on the head of your intended victim
  5. Using all four of your arms, cajole, corral and stretch the brim to fit over the head. I used a tool in each hand and had to bluetack the model to my desk, your mileage may vary.
  6. Apply a little tab of superglue at the back and front to keep it in place.
  7. Apply the trademark bend to the brim and leave it to dry.
  8. Put a little blob of superglue on his head and apply another little ball of green stuff.
  9. Gently smoosh the green stuff into the shape of the upper part of the hat, paying attention to actual hat references to get the trademark bumpy bits correct.
This one was more Clint Eastwood than John Wayne

Luckily there are so many different types of hat people associate with cowboys, not just the traditional ten-gallon, so it was very easy to turn happy accidents into different hat styles. Doing the hats was extremely frustrating but rewarding, although I might have sent some of these guys into orbit if I was trying to make them all look uniform.

All that was left was to fill in any spaces and make the rest of the hats!

Biovore bill

One of my favourite conversions, I was pleased with how his hat came out and how well all the bits fit together. I wanted a second guy with a lasgun for ranged support but needed something to fit the left hand that wasn’t just a boring pistol. Weirdly, GSC get hand flamers super cheap, so I thought I’d take a punt.

Turns out this guy ended up being MVP more times than I could count. He maybe fired his lasgun twice during his life, but that hand flamer racked up more bodies than I could keep count of. It’s a cheap template weapon that messes up a front line, causes panic and sets people on fire and I absolutely should have more of them in the gang!

Lashy Luke

Taking no small inspiration from Stinky Pete the Prospector, Lashy Luke was my attempt to make a more aged-looking fellow.

Weirdly his shock whip ended up being most effective in defense – people would charge him to negate its effect and he’d annihilate them with a counter-attack.

The Acolyte arms were a little long, but I don’t think it made much of a difference. If anything, it added to the slightly weird proportions of the minis and made them even odder-looking.

Brood cassidy

You can’t have a team of cowboys without a gunslinger! The original plan was to have mostly stub weapons in the gang for A E S T H E T I C reasons, but it proved to be far more complicated as they’re not in the gang list – they’d have to play their first game to get access to the Rare Trader to purchase stub guns from the common list.

Bit cheesy and meant a lot of guys would have to sit on the sidelines for the first game. Not really work the faff when you could just get revolvers and smash some las muzzles on the end.

Old One-eye Charley

You might be sensing a slightly Niddy theme with the names here…

I loved how his hat came out. Old One-Eye (Charley) ended up being a staple in most of the games, standing at the back and keeping rival gangers pinned down.

Stirland Mud was also applied around the hem of their dusters before undercoating to give them more texture – I intended on doing most of these guys with drybrushing techniques so the more texture I could give them, the better.

Deathspitter Dan

Pew pew, long las! My preference is for the hunting rifle as you get the Knockback trait too, but the long-las was a healthy (and cheap) addition to the long-ranged firepower. I had considered grenade launchers many times because they’re so darn good, but decided in the end to go strictly with the aesthetic. Handsome rough-toughs out on the prairies…

He also got a particularly fancy moustache, as nothing says “praise the regular two-armed emperor” like facial hair.

Plenty of nicks and scratches on the dusters to break up all that flat surface.

Quick Draw Mcclaw

Time for some clawbois! I think this guy was originally intended to be a duel pistol wielder, but when I acquired the arm set with the power sword and needle pistol, it was too good an aesthetic to pass up. Yes it makes him super expensive, but cool models always kill more right?

I wanted the Acolytes to stand out from the mooks, but fit in with the gunslinger when he arrived. The classic Clint Eastwood poncho demanded I make ponchos for my champions.

Making them was surprisingly simple, and way easier than the bloody hats. It followed similar steps to making hats, just with a larger amount of greenstuff. Roll it out flat but more of a rectangle than a circle, and cut a much larger hole in the middle.

Before it gets peeled off, take a blade to the edges to make them look like tassels. After leaving it to cure for 30 minutes or so, peel it off and apply it over the head of your guy. making sure to bend it just enough to give it plenty of life. Nobody likes a limp poncho.

It was fine that it looked a bit scruffy – they’re supposed to be weather-beaten after all. I had HILARIOUSLY told myself I would freehand on the Peruvian/south american design to give it more of an Eastwood feel.

Billy the nid

I hadn’t worked out how I was making the ponchos before assembling the models. Who has time for planning? It makes the improvisation stage less interesting.

Some models had to have their ponchos in more ‘dramatic’ poses to get around the fact I couldn’t stuff it down between their arms and chest…

This guy is definitely getting a shock whip in the future. The power pick is nice for killing high-toughness targets, but the 3″ Versatile range of the shock whip is invaluable for Acolytes in making use of their high WS and Strength and actually getting them into combat.

If GSC get a re-do (which they are rumoured to) I’d like to see a movement increase for these guys. I don’t mind them being glass cannons, I object to them being slow glass cannons.

Baron Clint Von Beastwood

And my favourite evil villain, the Baron.

I couldn’t resist the opportunity to make a Dastardly Whiplash-type villain that I could enjoyably ham up all my evil deeds with. I couldn’t even get made if I lost, because despite how dastardly my plans might be, he’s always destined to fail in a spectacular and hopefully amusing way. Such is Necromunda!

He has a battered top hat and a “moustache” made of tentacles, and I reasoned he gets away with being a real-life human because of all his mind-control powers. Plus, it gives him something to twirl when everything is going According To Plan.

It’s hiiiiive noon

I’m very happy with how the whole squad came out, and as the Necromunda campaign unfolded more fighters were added to the roster. I can’t wait to show them off as well!

Until then, here’s a sneaky peek:

Citizens of Mercy WIP

Final(ish) product first!

As some of you may recall, I fell down a bit of a Necromunda hole last year and had the BEST time and much of my work since has been reflecting on the grimy underdecks of the setting, Mercy. I had grand plans to make various factions, NPCs and scatter terrain based on the different scenarios that cropped up.

Since then, I’ve already put together some shooty beep-boops and a big angry Ogryn-servitor so it was time to turn my attentions to less metallic pastures. One scenario in particular stood out as being a) fun and b) in dire need of some miniatures – Downtown Dust-up. Two (or more) gangs bump into each other in a crowded area and go for their guns, but the area is populated by up to a dozen underhive citizens who don’t take kindly to gangers opening fire in their neck of the woods. Sometimes they flee, sometimes they draw a stub gun and take a pop at the nearest ganger, regardless of who set them off. The gangs are trying to drive their opposition off while avoiding civilian casualties, all the while the civilians are trying to kill them for starting a ruckus – it’s an absolute hoot.

Unwashed masses

I bought a sprue of Soldiers and Crewmen from the Frostgrave line and dived straight in. I’d been intending on picking up some sprues of these for a while as I’ve seen a lot of conversions that use parts from them, and this was the perfect opportunity to make the armed 40k civilians/crewmen minis that I so desperately craved.

So many options!

I had no real brief in mind, other than I needed to make a bunch of them. As it turned out, the maximum civilians that could be used in that scenario was 12 rather than 10, so I added another two from my bits box later down the line.

The kits went together so pleasingly, and really didn’t need much in the way of accessories to make them into the kind of scum and villainy you might find in the underhive or, specifically in this case, round the docks of Mercy. The trickiest part was actually snipping off the pre-cast base attached to their feet so I could base them separately.

Base of operations
Custom bases ready for trimming

The bases were custom constructed from bits of plasticard cut into strips and glued in random arrangements. Once they’d dried, I trimmed them down with some heavy duty scissors and tidied up the rim with a sharp craft knife.

They didn’t need to be anything special, just cheap and cheerful!

Building the civvies

Mixing and matching the Frostgrave parts was an absolute dream. They were so cross-compatible I often forgot which parts belonged to which sprue I only had to use a smidge of greenstuff in some of the arm gaps where I had tried to mesh Frostgrave and GW parts together, or attempted a particularly bold arrangement of arms.

The most pleasure I had was constructing little stories in my head for each one as I was assembling them. They look like they come from all walks of life (something I’ll highlight with their paint job) and caught in the middle of their day job or leisure time when a gunfight breaks out.

Adding those little details that give them character was not only highly enjoyable, but also meant I could use them as standalone NPCs in other games if I needed to. There are some which could clearly be religious characters, hive scum or gang bosses.

Let’s take a closer look at them (in the order I took the pictures, not the order I assembled them…).

First up is Hammer Girl. She is uncomplicated – she has a very large hammer and is pointing at something that needs hammering. Industrial worker? Blacksmith? Religious fanatic? Hammer enthusiast? There are many options for hammer girl.

One of the things I did notice on the Frostgrave sprues was the lack of lady heads, and although my own bits box is filled with gruff-looking male heads, I pressed whatever I could find into service to break up the sea of men that would have made up my civilians.

As a result, lots of Escher bits got used in these conversions (even for some of the guys) as they were a great source of female heads, and the arms/hands were a much better proportion to the Frostgrave plastics.

Where would a busy market place be without a mad old man with a “The End Is Nigh” sandwich board? A simple club and pistol combination and he’s ready to irritate some players with his endless religious ramblings and occasional acts of violence.

Perhaps one of the only female heads on the Soldiers sprue (at least I’m counting it as), she was given a laspistol and stiletto knife from the Escher kit. She’d make a good stand-in as a Hive Scum (or any Dark Heresy character really…) and she came out so well I’m genuinely tempted to do a whole gang of these…

This was one of the first conversions I did, using the utilitarian parts from the Genestealer Cult sprue to give him an industrial feel to him. Perhaps he’s a deep void miner or a work gang boss caught in between shifts?

(Also don’t worry, all the mold lines were cleaned off just after the photo was taken)

Tech Guy also benefited from a Genestealer Cult head, but also from a spanner from the Forgeworld Orlock weapon sprue, an arm from an old metal Necron (I think?) and a pistol from Zinge Industries. Perhaps some kind of technomat, rumourmonger or vox repair team?

Another angry disheveled lady, this time toting an autogun with a belt feed rather than the usual straight magazine. All the extras came from the Escher sprue apart from the belt of bullets which was donated by an old school plastic Chaos Space Marine bolter.

It was at this point I was seriously considering making a whole gang of these and running them as Orlocks – I really like the raggedy aesthetic.

Where would we be without an angry old man with a shotgun? The head came from an old Empire/Free Guild Free Company set, withthe arms coming from the GSC kit again. Although the arms are a little too large and the hands a little too claw-like, I figured there would be a bit more leniency for ‘tolerable’ mutation in Mercy…

Bag Guy! When I saw the parts to make a dude with just a club and a sack over his shoulder, I couldn’t resist.

I gave him a stub pistol on his hip just in case, but I pretty much had to leave this guy as he was, his stupid face and giant sack gave me too much pleasure to change.

Next up is Petrol Dude, who was just popping out for a gallon o’ the good stuff when a fight kicked off. His head was from a leftover Syracuse project from a previous year, and the mix of high-tech rebreather and low-tech conical hat was perfect for the kind of person that might make a lot of trips down corridors filled with dripping fluids and noxious gases.

Some kind of manic street preacher, also toting the ‘literature on chest’ chic that is very in right now. Perhaps more refined than Mad Hobo Guy, he’s brought a lamp with him so people can actually read what’s written on his belly-book.

Bonus round

The previous 10 civilians were made using the Frostgrave kits and a selection of odds and ends from my bits box. It wasn’t until I was all finished and finalised that I re-read the rules for the Downtown Dust-up and discovered the civilian count was D6+6 per game, meaning a maximum of 12. Guess I’d have to build a few more!

This is ‘off-duty guardsman just trying to enjoy his pint’. The core of this model has been ratting around my bits box for a while (I picked him up in the Bag o’ Doom) without much idea of what to do with him until this project came along. I snipped off his old guardsman head and replaced it with an Orlock one, and he held a Catachan fighting knife in his left hand which was swapped with a tankard.

A little Cadian helmet on the belt implied he was some kind of off-duty fighter, and that was the character I wanted him to be. Out minding his own business, taking his promethium can for a walk down the pub…

And finally Spade Guy, another long-time bits box dweller. He’s predominantly Warhammer zombie with an Empire head with other bits added. I wasn’t keen on the bone leg, it was Undead for my taste, so I snipped it off and replaced it with a bit of lance as a peg-leg. Naturally he still carries round his old leg on his belt, just in case…

I had a lot of fun putting these civilians together, and I’ve a new-found respect for the entire Frostgrave line for its versatility and ease of use. I’ll certainly be picking up more of them in the future, but for now… to the spray paint!

MOTB: Adeptus Arbites

Finished product first!

For all my sins and Dark Heresy games set around investigations, I didn’t own any Adeptus Arbites models. They had cropped up in our sessions before, but only as set dressing or background NPCs. Now, with the finale of our Syracuse campaign looming, I needed some black-clad crime-punchers to either help (or hinder) the player’s assault on an Adeptus Arbites precinct house. They would need to be equipped at the appropriate level to my players, but could reasonably be used in future games in higher or lower power settings.

A uniform approach

I’d seen lots of different conversions of Arbites/Necromunda enforcers, many of them these days involve either Human Blood Bowl team or Imperial Guard Scion bodies with Skitarii heads. They give you a particular look that I’m not too keen on, and despite my own *ahem* use of those heads, I’m loathe to gravitate towards them as I think they’re a bit overdone.

Luckily, Puppets War had me covered. I can always recommend those guys for heads of any type, they’ve got a great selection and I often find myself buying heads for projects I’ll never get round to, just so I can own some heads! Plastic space marine scout bodies formed the rest of the mini – I’ve always liked those models (even if the heads are a bit goofy) and it was super cheap to pick up a group of 6 pre-made scouts off ebay.

The finished WIP

The only thing that was missing was a big silly shoulder pad with an Aquila on it. I’d purchased some brass aquilas a while back, but I didn’t feel I could easily get those to fit on a round surface, so I hit the bits sites. Luckily, one particular shoulder pad from a Blood Angels kit was the perfect size and eagleness. You only got one per sprue, so luckily I found a bits site that would sell me 7 at once, and I just prayed they would fit…

It wouldn’t be a squad without Screaming Leader

They fitted perfectly over the regular scout shoulder pads, and even though they’re comically over-sized, I think they absolutely work with the Arbites OTT aesthetic. Some green stuff was used to give some key areas some Arbites-typical padded armour, like gloves, boots and kneepads, and that set the look off nicely.

Deciding what weapons to give them was tricky, as I wanted them to have as much utility as possible for the future, but bearing in mind that whatever they’re equipped with, the players will want to ruthlessly loot in the likely event of an NPC death, accidental or otherwise.

The greatest hero of them all.

I settled on a ‘combat guy leader’, a handful of combat shotguns, a bizarre combi-weapon from an Anvil industry pack that looks like a melta gun but could easily be a stun-gun or web launcher, and a weird looking heavy weapon made from a cut-down Action Man toy pistol. It could easily be a heavy webber, heavy stubber or some kind of laser weapon – whatever I would need at the time!

The bases were ‘Old Factory bases’ from Micro Art Studios, giving the perfect impression of some tired battle-weary enforcers slogging through a broken city in the middle of a riot. With that done, it was on to the base coat!

Squad, fall in!
Trooping the colours

After putting them all together, the levels of Dredd were almost overwhelming. I know the Arbites are based off 2000AD’s bastard-cop, but these guys were close to carbon-copy with those Puppets War heads. Although the flirted with the idea of painting them in typical Judge colours, I bowed out at the last minute for a more typical Arbites colour scheme. It would be quicker to paint, and it would be very clearly Arbites with some Judge Dredd influences, rather than actual Dredd on the tabletop. I like references in my work, but I like them subtle.

*Shotgun racking noises*

I continued to channel my 2018 mantra of ‘finished not perfect’, and went with a striking colour scheme that wouldn’t involve too much work. Black armour, white highlights and a red spot colour.

The fatigues of the armour were painted in dark grey, the armour left black from the undercoat and the whole model was washed with Nuln Oil (praise be unto it) to pull the hues together and remove some of the shininess from the base coat. Armour edges were picked out in a lighter grey and left at that.

Your move, creep

White parts were painted in very light grey, washed back and highlighted back up to white. Red and bronze got the same treatment – basecoat, nuln oil wash and fine edge highlight. Simple!

I played with three skin tones as well to try and break up the monotony. The 41st millennium is a brutal, oppressive, theocratic dystopia, but that doesn’t stop it being diverse.

Weapon casings, the visor and stripes on the armour were all picked out in red to make the weapons stand out on the tabletop. I toyed with traditional necromunda chevrons for the chainsword but I decided against them in the end.

The bases were painted in similar colours to the rest of my Syracuse terrain – brown with hues of green and highlighted with a fine drybrush of Pale Flesh. I wanted the necrotic feeling of a rotting city coming through wherever possible.

Light brown was drybrushed around the base of the models, legs and dangly bits mostly, to give them the impression of having been out on the march for a long time.

I saved chevrons for the special weapons, namely the weird combi-weapon and Action Man heavy web blaster thing. Hopefully it would help make them stand out as something of note, especially against the drab scenery they’d be playing on.

Black Widow pose

All in all I’m very pleased with how they came out. The conversions were simple to do and surprisingly effective. The colour scheme was similarly simple and very striking on the tabletop, especially when deployed together.

I have a few extra scouts in the box that might make themselves into more named characters in the future now I’ve seen the effectiveness of the conversion, but I’m happy with them for now. I’m looking forward to terrorising some Dark Heresy acolytes!

MOTB: Ogryn Servitor

Finished product first!

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

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

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

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

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

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

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

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

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

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

Watch out for him opening an archeotech vault near you!

Mercy Crier 8: Apotheosis

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

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

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

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

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

Juve of the week 8

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

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

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

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

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

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

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

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

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

Public service announcement, sponsored by Distilled Mayhem

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

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

Or at least we want his knives back.

They were pretty nice knives.”

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

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

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

Fashion Corner – King Beeflump III of the Calorie Crooks

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

Other highlights

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

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

shoot out – calorie crooks vs iron rovers

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

Downtown dust-up – Iron Rovers vs The Order

Downtown dust-up, now with new civvie models!

The citizens of Mercy were delightfully unpredictable

This was a common sight – Civvies running for their lives

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

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

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

In the dark – calorie crooks vs the inheritors

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

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

The Inheritors Champion slotting Goliaths whenever he could see them

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

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

Rescue mission – Iron Rovers vs The Order

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

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

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

Shoot out – Distilled Mayhem vs The Order

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

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

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

shootout – distilled mayhem vs iron rovers

Distilled Mayhem bring their new bouncer to a shootout

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

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

Border dispute – Iron Rovers, The Inheritors and Distilled Mayhem

Three gangs have a dispute over the bar

The Rovers’ luck was against them the whole game

Distilled Mayhem’s gang icon is well-themed

The Inheritors’ Champion guarding their stash

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

Mercy Crier 7: All That Glitters

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Actual achievement is overlooked in favour of effort, right?

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

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

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

Other highlights

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

Spook Harvest – Distilled Mayhem, Calorie Crooks and Sarin Sirens

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

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

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

Shoot out – Iron Rovers vs The Order

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

Godfreed cleans house and the remaining Rover retreats

Archeo-hunt – Rovers, Order and Boomslag Belles

Three gangs, two beep-boops, one vault

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

The Vault has its own guardians…

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

The Order get sandwiched between two hungry gangs

The gangs call a brief truce to take out the Automata

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

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

MOTB: Ogryn servitor WIP

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

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

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

Official, yet unattainable

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

Time to crack out the bits box.

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

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

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

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

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

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

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

And he’s undercoated!

Mercy Crier 6: Prying Eyes

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

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

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

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

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

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

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

Week 6 Juve of the week

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

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

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

“H*ck”

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

 

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

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

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

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

Fashion Corner – Muzzle of the Iron Rovers

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

Other highlights

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

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

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

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

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

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

JEACOCK OUTTA NOWHERE SLAYING FOOLS LEFT AND RIGHT

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

The pit needs escaping from!

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

Dog heroically charges down the Inheritors

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

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

shootout – distilled mayhem vs the inheritors

Jimmy takes on the Cyber-Bastard. Loses.

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

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

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