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

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

MOTB: Gun servitors

Finished product first!

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

Hellgun beep-boop

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

Heavy bolter beep-boop

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

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

Heavy stubber beep-boop

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

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

Heavy flamer beep-boop

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

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

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

Mercy Crier 5: Dwellers in the Depths

Last week was Respite (so no Mercy Crier), earning our gangs valuable time to recover their fighters and consolidate their earnings. A much needed break in the conflict for some and a teeth-gnashing stay of hand for others.

The gangs have split into three broad groups, owing to a combination of bad luck and real world commitments. 16th Law and Distilled Mayhem are the forerunners, with the Order and the Inheritors placing in the middle of the table. Next week’s event should even the scores out a little…

In another week of firsts, two new scenarios had been tried out by our gangs – Archeo-Hunter and Monster Hunt – both with high stakes and high rewards. Both 16th Law and the Inheritors faced off against the Monster and were battered by tentacles and fled the field, so the monster still stalks the sump.

This was coupled with the week’s event ‘Dwellers in the Depths’, making every scenario very deadly for the unprepared.

Hunted by Ghilliam: Haunting the dark spaces and abandoned holds of great vessels are the Ghilliam – debased, insane mutants and carrion eaters that have made the Callowdecks their new hunting ground.

  • All scenarios this week use the ‘Horrors in the Dark’ special rule from the Forgotten Riches scenario
  • All scenarios this week must have a Beast’s Lair token. Any fighter who kills the Beast’s Lair gets D3 additional experience.

wEEK 5 JUVE OF THE WEEK

Juve of the Week is producing more interesting results as the weeks go on – either all our juves get turned into Swiss cheese early in a game or they continue to go on to do great deeds and thrilling heroics.

Honourable mention goes to the newest (and last) addition to the Order, who on his first game huffed a big bag of Spook, gained a psychic power and was immediately gunned down at point blank range by a Boom Slag Belle. Such is life!

Jeacock ‘3-Lungs’ the Gammy

Jeacock the Gammy has booked a place at the Emperor’s table, even if he’s not quite ready for dinner yet. A devastating attack launched by Nox’s chem-thrower of the Boom Slag Belles left four of Jeacock’s comrades seriously injured in one fell swoop.

“With me, Brothers! Uh.. Brothers..?”

Jeacock passed his Nerve test for the devastation wrought on his brothers, bravely pulled himself to his feet and opened up on Nox with all the spunk and vigour one would expect from the Emperor’s Finest.

He was promptly vaporised in a ball of white-hot plasma from Nox’s wingman shortly afterwards, but it’s the thought that counts.

Job ‘the Tentacle Wrangler’

Job of the Inheritors proves himself to be ever resourceful, and in a Monster Hunt scenario against 16th Law found himself up against not one but THREE Beast Lair tokens thanks to some suicidal juves from the opposing gang.

With a Tactics Card played from the Van Saar deck that allowed him to Rapid Fire three times, he needed a string of sixes to hit and wound. His successes were met with a rousing cheer from all (including a few weak hoorays from his battered gangmates on the floor).

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

Fashion Corner – Scarlett of the Boom Slag Belles

This week is the Leader of the Boom Slag Belles – Scarlett. She is pictured here in a rare moment of self preservation, firing her combi-bolter/needle rifle at foes from a comfortable piece of cover.

In a practically guaranteed act of victory, in a Spook Harvest scenario she charged down the Cardinal of the Order, expecting to slice him to ribbons with her power sword. It didn’t quite go her way, and a duff set of rolls meant Scarlett sat the rest of the game out, nursing her ego and wondering where it all went wrong.

other highlights

The Inheritors and 16th Law locked horns in a Monster Hunt scenario, neither walking away with the prize. The Order joined in next, with a three-way for control of a vault in Archeo Hunter.

The Order and Boom Slag Belles faced off in a Spook Harvest scenario, with the Inheritors and Distilled Mayhem facing off in a Shoot Out to round off the week.

16th law vs inheritors – Monster hunt

Inheritors and 16th Law set up to knock the snot out of each other to summon the monster

The Inheritors – now with added colour!

Three newest additions – Tynker, Clipper and Flow-Matic

A Juve’s valiant charge ends in his death, which summons a monster that attacks his assailant. Net profit?

This is getting out of hand… now there are two of them

I’m sorry it has HOW many wounds?

Sue bravely holds on for another four turns, failing to deliver the final blow (8/10 damage done!) and eventually flees the board in an unheroic result

Inheritors, 16th law and the order – archeo-hunt

This vault ain’t big enough for the three of us…

The Inheritors newest pet, Numbers the Spider

The Order find themselves sandwiched between two rival gangs and the Automata

The Order heroically accidentally wound the Automata twice with two separate stray shooting attacks

An uneasy truce as the last few fighters on the board see the Automata to the vault

The Order vs boom slag belles – spook harvest

The Belles and the Order face off for that tasty tasty Spook

Easily the safest, most accessible Spook on the board

Juve of the Week #3 Hosanna gets a lick of paint, but doesn’t get to stab anyone

The Emperor smiles on Jeacock as the rest of his brothers are horribly gassed by Nox

Inheritors vs Distilled Mayhem – shoot out

Facing off down a creepy corridor of the Callowdecks, six gang members and one cybermastiff locked eyes and prepared to draw.

The Inheritors and their humiliated ganger were quick to go for their guns, but the liquor fueled the men of Mayhem to get the first shots off.

The Inheritors had a fairly easy start to the showdown, pinning all of the opposition and wounding the cybermastiff, but the wily pooch quickly recovered from its flesh wound and bore down on the Van Saars as grenades rattled and rumbled throughout the corridor.

The Inheritors were quickly forced to pull back when the vicious bite of the cybermastiff took out one of their gang, effectively leaving them outnumbered two to one.

Lacking the means to go on under the weight of numbers, they scattered into the night whilst the members of Distilled Mayhem stood victorious, gaining massive reputation.

The Inheritors gained one reputation while Distilled Mayhem cleaned up a cool-keeping five!

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

MOTB: Gun servitors WIP

Finished product first!

I use gun servitors a lot in our games of Rogue Trader and Dark Heresy and have always eyed up the old gun servitor models on offer on ebay, but could never justify forking out a tenner for a single model, given I would need quite a few.

The original beep boops

As our Callowdecks campaign has got into full swing, my own personal Orlock gang has been saving up its pennies to pick up one of the ‘Lugger’ Servitor Brutes that is available to them. 3+ armour save from the front, 3 Wounds, Toughness 5 and can move and shoot with a Heavy Bolter? Sign me up!

The brief had become clear – build me an army of robo-friends worthy of Mordor. They needed to be suitable for use across multiple systems, so different weapon configurations were a must, and one of them needed to have a heavy bolter. Easy peasy!

Automated construction

Assembling the smaller servitors was fun – the heads were from Pig Iron miniatures from an old Dark Heresy project I had lying around, suitably grotesque but with their faces largely covered. The bodies were from the Genestealer Neophytes kit, and the legs donated from some old plastic Space Marine scouts with the pouches shaved down.

 

This first lad was given a heavy stubber from the Orlock kit, which with a bit of random circular plastic I had lying in my bits box, made the perfect cowling to glue the weapon straight onto the arm socket.

Robots, so hot right now

The next one build used a piece I’ve had in my bits box since I first started the hobby waaaaay back in the 7th Century. I have a lot of weird sponson weapons from old plastic vehicle kits that never fit on anything other than vehicles, or in this case, boopy robo-friends.

Flamers are great fun and dangerous to PCs regardless of what system you’re using.

Laser-like focus

I also wanted to build some slightly larger servitors, partially for variety, partially because I’d run out of scout legs, partially because I’d seen someone make them out of Goliath parts and I happened to have to spare in my bits box. They would make good military-grade war-bots rather than your run-of-the-mill civilian grade, plus sticking a heavy bolter to the side of those Neophyte bodies would be hilarious but woefully lopsided.

I had some bits from a vehicle project I’m working on, the heavy fusion repeating hellgun hot-shot volley-gun thing from the side of a Taurox. It is helpfully completely absent from the 40kRPG lines regarding rules, and it’s still a (relatively) new addition to the traditional Imperial armoury, so its silhouette is not as recognisable as, say, a lascannon. This would give me free reign to upscale it or downscale it depending on the encounter without someone going “why is that shooting like a lascannon when it’s clearly a lasgun”

absolute unit

In awe of the size of this lad. The final servitor would be the one (hopefully) attached to my Orlock gang. They got some extra heraldry odds and ends to cover up the worst of the Goliath furnace plating and give them a bit of extra bulk.

This head was from the classic Space Marine tactical squad, the bionics made from a combination of Anvil Industry bionic parts and odds and ends from my bits box. The heavy bolter, again, from a weapon mount for a vehicle – this time the pintle heavy bolter from the sidecar of a Space Marine attack bike with the stand snipped off. Some little bits of guitar wire as cabling rounded them off quite nicely.

I’m very happy with how they’ve all turned out, to the point where I wished I’d made another 8 for a full gamut of robo-lads. I’ve been staring intently at some ebay lots going soon, but those kinds of projects will have to wait til after Christmas I think.

Sneak preview

And in a sneaky sneaky preview, here’s a quick snap of the lads all painted up. I’ll get some better pictures up once I’ve had an opportunity to snap them in daylight!

Mercy Crier week 3: Mark the Maps

Unstoppable! Distilled Mayhem may have arrived late in the Turf War but have exploded into second position. The Cawdor gang holds firmly onto third place after a run-in with the Inheritors and 16th Law during the week.

This Cycle saw our first four-way gang brawl – 16th Law, Distilled Mayhem, Boom Slag Belles and Iron Rovers duking it out in a three-hour scenario of Escape the Pit. It’s a great mission for getting Rep quickly, as the Mayhem gang found out!

In another Callowdecks premier, Mayhem are the first gang to pick up a pet – Chaser the cyber mastiff has quickly earned himself a number of kills in as many games.

Glenfiddich and Chaser

In our last week before Respite, the event was ‘Mark the Maps’, increasing the chance of a gang gaining Turf at the end of each game.

Any game you had fighters still standing at the end, you had had a 3+ chance on a D6 to increase your Turf by 1. Any scenario that already had Turf as a reward meant you automatically confirmed to gain a Special Territory!

Turf Rush: As the Callowdecks are explored by daring souls and plucky Juves, its vastness becomes increasingly apparent – gangs will need more forward bases if they are to plunders its wealthiest depths.

  • If your gang is still on the board at the end of the game (ie does not Retreat and is not wiped out) roll a D6. On a 3+ increase your Turf Size by 1.
  • If the Scenario already includes Turf rewards, defer to those instead. However, during the Post Battle Sequence, you automatically pass the roll to generate a Special Territory, even if it wasn’t one to begin with.

Week 2 Juve of the Week nominations

Juve of the Week had some tough competition, unfortunately mostly from the same gang! The Order had two great entrants, but only one could be picked.

The narrow miss for nomination was a Juve dragging a loot crate to the extraction point in Escape the Pit, but taking a pot shot at the 16th Law Leader as he went, expecting nothing.

Instead he hit, wounded, and Out of Actioned the Leader with a permanent hand injury!

Hosanna ‘the Emasculator’ of the Boom Slag Belles

Hosanna won her nomination following the popular trend of Two Knives > Anything Else. After being blasted to bits, crawling through a duct into pure darkness and with two flesh wounds to her name, she still managed to find the Iron Rovers leader and administer a Humiliating Lasting Injury.

She figured “If I have to die, I’m whittling my name into this jerk’s unspeakables first…”

Renart the Fungal (RIP) of the Order of the Emperor’s Sole

Renart the Fungal‘s watch has finally ended. After heroically gunning down a 16th Law ganger and taking a bolt-shell for his teammate, he crawls to his Cardinal for aid.

First result: OUT OF ACTION. But wait, don’t you get an assist for his Leader being within 2 inches? Yes! Second result: OUT OF ACTION.

No matter, surely his Lasting Injury won’t be that ba-MEMORABLE DEATH.

Renard was (apparently) decreed to have performed with adequate valour, and the Cardinal carried out the Emperor’s Mercy upon him. With a chain glaive.

Truly a blessed relief we can all wish for in such tumultuous times.

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

Fashion Corner – Cardinal of the divine arch

This week is the Leader of the Order of the Emperor’s Sole – the Cardinal of the Divine Arch. Resplendent with a chainglave, grenades and a variety of ranged weapons, he’s a cheap and cheerful solution to a problem so many gangs of the Callowdecks are facing – having too many team-mates.

“Phew, it sure is a nice day to murder some under-performing Juves.”

Other highlights

The Order faced off against 16th Law and the Inheritors in one night, and later in the week was a four-way rumble between Iron Rovers, Boom Slag Belles, 16th Law and Distilled Mayhem.

16th Law vs The Order

In a bid to try out the Escape the Pit scenario, 16th Law and the Order agreed to give the scenario a bash with some of their fastest crew. Two teams versus each other versus the walls – what could possibly go wrong?

The pieces are set, the weird alien teleporter is our getaway

Clipper and Sue try to pin down the Order and secure a second crate

Aha! I’ve fallen for my own trap card!

The first Order fighter escapes with a crate

Clipper and Sue get introduced to the business end of the Purgation blunderbus

“Hello, my name is Bash-II, you killed my identical brother Bash-I, prepare to die”

*dead noises*

Shh shh shh, only dreams now

A cheeky Cawdor Juve takes a pop at the 16th Law leader who just wants to help his buddy

The final fighters – not much stress from the walls, and most people made it out safely

Four-way Escape the Pit

The green marker is the escape point – in the pitch black corridor and next to the crossroads of death. Fun!

Distilled Mayhem proved that a pitch black corridor is no handicap for ONE MILLION BOMBS

The Belles and Rovers skirmish through a tight corridor

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