The Beast House project is practically finished and I have enough minis to represent all manner of slavers and keepers to harass our Dark Heresy group. Previously I showed off the leadership of the Beast House, Jackal Mask, and all that’s left was to paint up a few of the ‘supporting roles’ of the campaign.
The plot called for witches – rogue psykers incarcerated in hellish iron-maiden-type devices for the purpose of tracking and interrogation. What would happen if one of those witches escaped? We’d need some minis, just in case…
Hunting for witches
The Red Cages is just the first half of this act, the second half takes place above ground during a riotous carnival of colour and excess. Some more villains needed to take the stage soon, the ones who hired the Beast House, but they wouldn’t show their masked faces for a few sessions yet.
I had picked up the Doctors Starter Gang from TTCombat’s Carnevale range, as I had plans for all the minis individually. The plague doctor lead would make up my main villain, the big thuggish guy was originally pencilled to be the basis for Jackal Mask.
It wasn’t until I got hold of them that I realised just how much bigger they were than 28mm minis. With some clever snipping at certain joints, a couple of them could be trimmed down to size, and in the case of these insane-looking lads the scale wasn’t noticeable against their extreme poses. The others, however, were shelved until I could figure out a way to scale them down. Another project for another time.
These guys were very straightforward – they came in three pieces and just needed a bit of cleaning around the mold lines. Give them a Beast House base and they were ready to prime!
Finished, not perfect
They were painted in the same palette as the Beast House, but their strait jackets meant a mostly single colour for clothing. This wasn’t a bad thing, as they were going to get muckied up with blood and grime effects anyway.
The biggest difference to the Beast House palette was the electric doo-hickeys on their head and their lightning eyes. This was a slapped-on light blue/white effect that I had the intention of coming back to tidy up, but ended up looking better than the OSL effects I had spent hours trying to layer in the past, so I left it. Funny how things work out!
They really were simple to paint, and given they’d not have a great deal of screen time I didn’t feel like spending much time on them. Once all the washes had dried, they were drybrushed and attacked with various effect paints, namely Blood for the Blood God and Typhus Corrosion.
And with them completed, the Beast House project was more or less complete! I had many other ideas for designs to pursue or loadouts to tinker with, but for my purposes it was finished.
Time for a family photo!
Very pleased with how they all come together, made largely of scrappy bits I’d had lying around my bits box for a trillion years. In fact, the only minis that were purchased specifically were the Witches – everything else was repurposed or scratch built!
Time to terrorise my Dark Heresy group with plenty of Fear checks and chain glaives. Now, perhaps they need some kind of giant dinosaur rider…
After putting together some slaver leadership, I wanted the Beast House project to have a bit of muscle. During our Dark Heresy campaign finale of the Red Cages, the module describes a butcher armed with a chain axe and chunks of animal. Some kind of bodyguard or armed thug to protect Hare Mask was exactly what the doctor ordered, and luckily I had exactly the mini!
I’d picked up this Ogre Kingdoms Butcher (I’ll be dead in the ground before I recognise ‘Ogors’) to use in our games of Inquisitor many, many years ago and it had languished half-finished in my box for nearly a decade. I hadn’t done anything particularly crazy to convert him to 54mm except give him a chainsword in his left hand. A quick snip resolved that.
I had a spare harpoon gun from my Orlock tech-gang and I was pleasantly surprised to find it was a perfect fit. Not only would this meaty lad have a ranged weapon to harass my players from afar, but totally fits the kind of requirements the Beast House would have of him. Sometimes you just have to harpoon unruly animals to calm them down, you know?
It was pinned to the underside of the arm and some darning thread from my sewing box was used to lash around the arm and harpoon. Some superglue kept it in place, and with a bone-coloured undercoat and a splash of Agrax it even looked intentional!
I was also pleasantly surprised to find that he was 90% painted when I pulled him out of the box. Doubly-so when I realised he’d been painted during the Brown Ink era – pre Devlan Mud and pre Agrax Earthshade! Naturally I gave him a few light glazes to tie the colours back together and get rid of the horrid shine that Brown Ink left behind.
Some light crimson glazes were added around the scars and piercings to make them look bloody and swollen.
And in-keeping with the rest of the Beast House colour scheme, he got liberal dousings of Typhus Corrosion and Blood for the Blood God to keep up the grimy, blood-slick look. Blood spatter cures all ails!
Very happy with this big lad. It helps that he was 90% finished when I “found” him, but getting a model this size “finished” in an evening really helps with motivation! Plus that’s one fewer mini in the Box of Shame…
Just a head honcho to go and I think we’re good for a family photo!
The Beast House project for our Dark Heresy campaign is going well. I’ve got the House part sorted, now I just need the Beasts. Time to hit the thrift shop!
Boyes is one of my favourite shops – it’s a big homeware/haberdashery place filled with all kinds of strange and wondrous things. It’s great for craft and cosplay and you can pick up tinnies of spray paint for a fiver. It also has a toy section, which often has gems that spark joy…
I want dinosaurs in all my games, but I don’t fancy shelling out £40+ for a GW carnosaur (even though they’re super pretty), so £1 per big dino seemed very reasonable. I could justify a big spend if it was the centrepiece of an army, but for a one-off battle or two, this was way better value for money.
I bought the three big lads at the back for £1 a pop, and a handful of smaller pack hunters for 50p each, the whole lot setting me back the price of a southern pint. Very reasonable!
they do move in herds
The club-tailed fellow was used first for Rogue Trader in a very elaborate conversion, hopefully I’ll get that one written up when I catch up on Orthesian Herald. For Dark Heresy I needed some more reasonably-sized dinos though, so those allosaurs were first.
The paint job leaves much to be desired, but I was repainting them anyway so I wasn’t overly fussed. I was pleasantly surprised at how much detail the sculpts had though, which would lend itself quite pleasingly to washes and drybrushes later on.
The plastic is quite rubbery, you get a good bit o’ flex in these lads, and the mold lines took quite a bit to remove. They were 50p each though, and I got far greater quality than I expected for so little money.
It was only after pinning them to their bases I realised just quite how large they were compared to regular humans…
I was going for a gladiatorial arena-style base, so sandy with splashes of gore. A liberal helping of textured paint went on the bases and a quick blast with some red primer and they were ready to paint!
Red ones go faster
They looked better than I could have imagined after their initial paint job was covered over.
This is just a once over with some red car primer from Boyes again. They actually looked like real models!
I wanted a striking look, so a lighter tummy and dark stripes along the back. Who knows what kind of strange world they herald from where this is their natural camouflage, but sure as hell looks cool!
I started with a light red drybrush over the skin, then a crimson wash over the top. A much lighter reddy orange drybrush on the extremities picked out the details. The stripes were a dark grey, washed black and drybrushed with a lighter grey along the spine.
The claws and teeth were picked out with a bone colour and a light sepia wash, and a sandy hue applied to the base. The best part was a liberal application of Blood for the Blood God technical paint, which is swiftly becoming my most relied-upon paint for the Beast House project!
These guys were really good fun to paint – it’s been a while since I’ve just painted an animal, and the texture of the minis really took to the washes and drybrush so all four were done over the course of two short evenings.
Last time I’d finished up some slavers for my Beast House project in our ongoing Dark Heresy campaign, and as our players were nearing the end of their time in the Red Cages, it was time to up the ante.
The players had been stripped naked and thrown in a pit, and after a few sessions of Saw-style hammer house of horror, they had scraped together enough ragged armour and rusty blades to take on the final boss of the Red Cages – Hare Mask.
The module alludes to members of the Beast House wearing different animal masks as a grotesque parody of the riotous carnival going on overhead, so I wanted to take it further by having a different animal mask representing a different boss of the three levels.
The lowest level was guarded by Rat Mask (represented by one of the whippy slavers), who had two pet rats and a tent made of rat skins (surprise, surprise!). As they worked their way up the facility, it was time to face the final lieutenant – Hare Mask.
I didn’t have much in the way of a brief for Hare Mask, other than they needed to be a fairly commanding presence with even halfway-decent armour (ie not just bloodied chunks of animal stapled to you). They were going to have an imposing set of weapons, with at least one of them being a signature weapon stolen from the players to make it even more obvious that this person needs taking down.
Time for a rifle through the bits box!
building the bunny
My preference was for Hare to be another female slaver, and I just happened to have one spare Escher body left from the Necromunda core box set. The big battle boots, animal trinkets and slightly raggedy appearance would make a great start to a Beast House lieutenant.
At the end of our last campaign (before stripping the team naked and leaving them in a pit) I asked them what their favourite/least favourite equipment was. There was little context beyond me trying to get a flavour of what the team have and what they might like more of.
Being an Utter Bastard(tm) this was in fact just a way of me working out what tools to drip feed them. In their first mission, the only equipment they could scavenge was whatever they had told me was their least used/least favourite equipment. It made for some incredibly resourceful moments of creating disguises and distracting guards with bags of spices.
The other less-bastardy intention was to work out what equipment I could use as a reward – something to help them feel less like I’d deleted their character sheets and more emphasis on progression to reclaim what is rightfully yours. The baddies have your stuff – go shiv them in the neck and take it back!
Our preacher’s combat shotgun was the perfect choice – iconic and deadly, and a reminder of just how powerful some weapons can be in the wrong hands. It’ll also give the slavers an opportunity to put out some hurt of their own – the crappy disposable pistols they’ve been threatening the players with so far have been fun, but their threat is limited. Time to burn some fate points.
I needed something slaver-y for a melee weapon that wasn’t another whip, so I went for a shock maul from the Genestealer Cult Neophyte set. It also comes attached to the user’s wrist with a length of chain, which was a nice touch. Stops those pesky slaves trying to disarm you.
With some extra animal gubbins and some fur sculpted around the shoulders to give her a more impressive silhouette, all that was needed was a mask itself. I went to a lot of effort to find anything I could use as a mask that would involve zero effort to employ. In my hubris, I just had to come to terms with the fact I’d need to scratch build it.
The mask was a strip of plasticard cut to shape with a sharp hobby knife and VERY carefully bent around the handle of a paint brush to give it a more natural curve. The details were painstakingly carved out with the end of a knife. It didn’t matter if it looked rough – it would add to the effect!
It did need to look like a hare though, and rather than use an actual animal for reference, I figured I’d borrow from the best…
And it was time to undercoat!
That girl with five colours in her hare
I tried to stick to the colour scheme I had trialled (surprisingly successfully) with the previous slavers. Light drybrushes, washes and copious use of Typhus Corrosion and Blood for the Blood God to finish off.
All in all I’m very pleased with how she came out. She will make a fine mini-boss, and her statline suggests she’ll be light on her feet and much harder to hit than the usual lumbering slavers (hence her patron animal). Hopefully it’ll give the players a run for their money (and Fate Points).
In the Dark Heresy adventure, the slavers running the creature-smuggling ring are described as bloodied brutes, covered in gore-soaked leathers and wearing iron pig masks. The mask I used for this guy was perfect, and the ideas flowed from there!
Polearm to meet you
Everything was undercoated in Army Painter Tan Leather spray from my FLGS, Asgard Wargames (support your local!). From there, it would all be completed with washes and drybrushing.
It was the first time I’d attempted to do so many in so little time. Luckily, the nature of the grime-encrusted subject meant nothing needed to be neat, and it would work better if it didn’t!
I have a Bone to pick with you
What came from necessity was a series of really useful techniques I’ve since applied to many projects since, such as not being ashamed to drybrush huge chunks of models (there’s no prize for wet-blending everything) and getting a fantastic metal effect for drybrushing metallic colours overa matt brown base.
The liberal application of Typhus Corrosion and Blood for the Blood God as a final step was particularly enjoyable!
I’ve been very impressed with how effective the ‘splash blood effect on everything’ technique has been across different sections of the models. I wanted the bases to look like the slavers were standing in a vat of something, perhaps on a gantry above a sluice of ground-up gladiators.
I used some mesh and plasticard for the effect, drybrushed it silver and applied a healthy coat of Blood for the Blood God, wiping away excess with my finger.
This double-barreled chap was originally a test model for a genestealer cult from a Feudal World that I never particularly liked. Fortunately the headswap was perfect for the Beast House project, but unfortunately he was already based on something that didn’t fit the theme. The old Bretonnian kits are made of a much softer plastic to modern sprues, and I was worried about the damage it would do to his wee feet if I tried to rebase him.
Luckily some additional scraps of mesh strewn about and a healthy dollop of blood and grim was all that was needed to make him fit right in.
I also stumbled upon a flesh recipe I really like – Pallid Wych Flesh with a Sepia wash over the top, with a very light-touch highlight of Pallid Wych Flesh on the super-raised areas (like knuckles). Definitely one to be using again when I need to batch-paint some more goons!
Through the fire and the flames
Painting fire is harrrrrrd QnQ
This is maybe my fourth(?) attempt at open flame in my ~20 years of hobbying and it’s definitely getting better. Annoyingly, this was my quickest and (I thought) sloppiest attempt using exclusively drybrushing techniques, and is easily the best I’ve produced so far. I think it needs to darken to orange a lot more at the top to take into account the actual heat source of the top of the stick, but otherwise I’m very happy with it.
I’m very happy with how these guys came out – for a cheap and cheerful one-night paint job they’ve ended out more effective (imo) than some of the paint schemes I’ve agonised over for days on end.
They’ll definitely be getting extras added to them over the coming weeks – beasts aplenty and some leadership is in order I think. Plus with the new Necromunda Book of Judgement out, I might have to start thinking how I can work these into a gang…
Our long-running Dark Heresy campaign has deposited our mid-high tier characters naked and unarmed in a pit of despair, deep in the bowels of a steel labyrinth. The ‘facility’ is inhabited by pig-masked psychopathic brutes – operatives of the shady xenos-smuggling ring ‘The Beast House‘.
The campaign called for some low-level scrubs armed with a variety of enslaving equipment. It’s a cliché trope to have your characters wake up missing all their weapons and armour, but I firmly believed that if done well, it could add a fresh new perspective on the game. After consulting with some peers, the trope can work if:
In medias res – don’t dwell on how they were captured, and definitely don’t play out an unwinnable capture scenario. You’re in a pit, naked, with only rocks and bones, and something wicked is howling down a tunnel towards you. Fight or die. Figure it out later.
It’s only temporary – assure them their equipment is safe and recoverable. In this case, I seeded some choice equipment from their character sheets among sub-bosses responsible for their capture, and they discovered the rest is in a lockup held by the end-game boss. They’ll get it all back eventually, but for now – improvise.
Started at the bottom – acquisition of new kit comes quite quickly if you’re cunning. By the end of our second session, every character had some patchwork armour, a useful melee weapon, at least one ranged weapon and a few bits of gear or tools.
So the Beast House operatives needed to be low-level thugs who relied on their charming demeanor and powerful musk to get their way, relying little on complex or deadly weapons and more on tools designed to hurt, entrap, ensnare and enslave.
Snipping the Man-at-arms bodies off at the waist gave me more possibilities for leg and body swaps. I wanted them to look part butcher, part slaver – a huge hooked cleaver and a cloak made from flayed skin would complete this particularly dashing look.
Kill the beast
No group of beast herders would be complete without whips and torches, and I’m always looking for an excuse to use the lit torch from the Empire flagellants kit. A barbed whip from the dark eldar wyches sprue helped round off this guy.
Changing with the times
This guy was actually assembled almost a year before, originally with a Genestealer Cult head. Looking for something to do with all those Bretonnian bodies I hadn’t used, I toyed with the idea of a Genestealer Cult on a feudal world, but it never really got off the ground.
When I was sketching ideas together for the Beast House, a simple headswap was all I needed to give me the inspiration for the rest I had thought about swapping the hands out for something less claw-like, but figured that even the Beast House wouldn’t be that fussed about mutation so long as you were strong, cruel and got the job done.
At some point, the Beast House needed to escalate their efforts to contain the problem the players will inevitably become – that’s when they break out the automatic weapons. I didn’t my players getting their hands on an autogun too early, but they’re too great a staple for any low-life thug kill-squad that I couldn’t resist including them. This guy is also a little better amoured than his co-woerkers, and the bag of bones and body bits on his back keeps him themed with the others.
Crack that whip
Changing up the body parts, this little lady used an Empire flagellant as a base and a pair of dark eldar arms. I wanted a second whipper and that part was easy to source, but the only right arm that fit with the theme was another Dark Eldar one. Cue hacking apart a splinter rifle arm to fit a stub revolver to it. I had a mad plan to keep the stock and have a weird stubby revolver rifle thing and I think it worked quite well.
Add another flayed skin cloak, some severed heads and a pony tail and the freaky look is complete!
Can’t have slavers without a flail guy! I got a load of random Anvil bits a while back when they were selling bits bags, one of those bits was a set of running legs. Empire flagellant arms and a Neophyte Hybrid autopistol rounds this lad off nicely, with a miscellaneous shoulder pad to hide a particularly ugly join.
Polearm to meet you
The Man-at-arms sprue has lots of exciting-looking polearms with various hooky bits for pulling knights off their horses, or in this case enslaving alien beasts, but I wasn’t enthusiastic about the pose they come in. A quick root round found a set of Empire cannon-loader arms – replace the wadding with the end of a billhook and we’re away! One of the simpler conversions but I think it really adds to the overall feel that these guys regularly tackle stuff bigger and stronger than them as a day job.
Overall I’m very pleased with how the squad came out, and I’ll inevitably be adding to them as the campaign unfolds. They definitely need some kind of leadership or tame beasts, and with the release of the new Necromunda Book of Judgement, there are a WHOLE load of options for using these guys as criminal allies too. It’s never been a better day to be a slaver!
Last week I’d put together the last few pieces – a gang relic and a genestealer-flavoured stand-in for the Ogryn-Servitor Brute. Now, with both of them painted up, it was a great opportunity to get a whole family photo as well.
I’m unlikely to add any more to the gang in the near future – I’m very happy with how they’ve come out and I don’t have the time or resources to keep adding bits here and there. Perhaps if they release new Brutes, pets or vehicles I could be tempted to add some more, but the foot soldiers are finished and I can move on to other projects.
Quick and dirty! This fella was completed in two evenings with judicious use of washes and drybrushing. The colour scheme was no different from previous ‘stealers in the gang so I didn’t have to come up with a palette, so the hardest part for me was already done.
Which reminds me, I really should start writing down recipes for guys I paint…
Somebody’s watered the poison hole
Straightforward paint job with this piece – lots of browns, washes and drybrushing and liberal amounts of Typhus Corrosion. I obviously wanted to continue the running gag and replaced ‘spawning hole’ with ‘watering hole’ on the sign – despite the “well” being obviously unfit for human consumption.
It also gave me a chance to play around with another of my favourite paints – Tamiya Clear Green. It smells like death, but it it produces one of the most exciting radioactive green goop colours I’ve ever seen.
I’ve had a smashing time building up this motley crew and getting them onto the table. Playing games with an outrageous cowboy accent and playing the moustache-twirling villain has made it even more fun. I’ve talked before about how Genestealer Cults in Necromunda are at their best when played campy and hammy, and I like to think I’ve camped and hammed these guys to their full potential.
I’m very much looking forward to my next campaign with them (fully painted models for every game, living the dream) as some of the later-wave lads didn’t even get an outing. I’ve even got some terrible plans for running a short campaign set on an arid western-themed penal world, the finale being an elaborate four-way vehicular heist.
Last time I’d pretty much rounded off the gang in terms of fighters – I’d used up all the bodies and legs on the sprues I had and was pretty satisfied I had enough variation in fighters to play the gang again in a new campaign. I just needed one or two bits to round off the gang…
Home is where the hole is
Every gang needs home turf, and Hive Noon are no different. I’ve had all sorts of mad and wonderful ideas about making some elaborate scenery and set pieces, but I think that’ll wait for another time (I can’t shake the idea of a train heist scenario called The Great Strain Robbery). I did need something a little more universal – a Gang Relic.
Gang Relics are used in certain scenarios and when you have Home Turf Advantage – essentially they’re a little standard or icon that you plonk down on the table and they provide certain buffs to any nearby fighters, and in some cases can be used as objectives themselves.
I had a couple of ideas including a damsel tied to some train tracks for maximum moustache-twirling Machiavellianism, but settled on the idea of a spawning watering hole because, well.. I’d just watched Toy Story recently and I couldn’t shake the soundbite of Woody shouting “somebody’s poisoned the water hole”.
I had the perfect signpost that had been rattling around in my bits box for a decade, extended with a little plasticard so I can paint on the necessary words to reassure people that it’s a real watering hole. The bucket was assembled from a nubbin from a Russian biochemical factory kit, now sadly quite difficult to get hold of, and a bent paper clip. I’m sure it’ll serve my gang well.
Mungo like candy
The final piece of the puzzle was a heavy. Genestealer Cults (at time of writing) don’t get access to house-specific Brutes so have to settle for one of the generic ones, either an Ogryn Servitor or the Am-Bot. I’d already built an Ogryn Servitor and I have an Am-Bot on the way, so I didn’t feel like using a generic one. I wanted something a little more… alien.
Out of the two, the Am-Bot had a neater set of rules for ‘big angry frenzy thing that tears stuff up’ which sat well in my head for some big Genestealer Brute, but I wasn’t excited about the special rule that allowed other gangs to capture it and ‘reprogram’ it for their use. Although unlikely, it would have been weird if it came up. Ogryn it is!
A classic Carnifex crushing claw fit perfectly into the socket of a Chaos Spawn body, and I knew whatever I made was going to use that as a base. I was still figuring things out at this point – a pair of claws looked unwieldy and I wanted it to be equipped with something that could reasonably be described as a melee weapon with the blaze trait to emulate the arc-welder rules. Luckily, I had just the random assortment of bits…
After much fiddling and sculpting, I was happy with the finished product. The left arm was eventually donated by a plastic Lord of the Rings Troll and the head came from a GSC aberrant. I wanted to maintain the semi-human look of the regular-sized aberrants and make him appear as an overgrown mutant rather than a big Genestealer, which was my first thought.
He’s also a pain in the ass to photograph, I can’t seem to work out where the golden angle is…
There’s an upgrade to give the Ogryn Servitor furnace plate, which increases their armour save from the front arc. I couldn’t quite figure out how to make that look natural, so I added a few bullet holes into the huge armour plates on his arm and reasoned that he would cover his body with is as he advanced. Handwavium!
Very chuffed with my arc welder solution – I used a monstrous creature adrenal gland and a couple of pipes from a barbed strangler (I think) to create a long tube to the claw. Add a few more adrenal glands and paint them in bright colours, and I figure it can be some kind of hyper-acid. Hellfire acid shotgun shells already use the Blaze trait to represent acid damage, so why not here?
The green stuff work was a little sloppy in places – I was making him during the penultimate week of the campaign and I was really ill – I wanted to get him finished and onto the tabletop before the campaign ended. I’d loved to have spent weeks lovingly crafting him into the perfect hybrid, but in the end I’m happy I didn’t. Finished, not perfect!
Last time we looked at the second wave of gangers added to Hive Noon and vaguely ruminated on the reasoning behind each assembly. This time, we’ve got them all gussied up ready for photo day, plus a couple of extras that didn’t make the cut last week. Let’s take a look!
This fella didn’t get a lot of action in the campaign – he was picked up in the last few weeks, by which time he was looked over in favour of heavy hitters or fighters with equipment more suited to the scenario. He’ll definitely be an early purchase for the next campaign!
Puny Owens anD Tiny Oakley
After the outrageous success of Baby Face Fanglayson (the familiar attached to Baron Clint Von Beastwood) I had to pick up more familiars. They’re 25 credits, available from the House list and give your extremely squishy Acolytes a fighting chance to get into combat. Anybody looking for one piece of wisdom to take away for their own GSC gangs: buy all three familiars.
These two were from the Deathwatch: Overkill set that I picked up crazy cheap from ebay. One had a broken hand, so I replaced it with one from the Acolytes kit with a wedge of metal as a makeshift club.
The Maw With No Name
Another star player in the campaign, despite being picked up about halfway through. Cheap to field and versatile on the game board, he kept plenty of people behind cover and away from my advancing hordes.
The only extra kit he picked up was an infrascope – good for popping people behind cover who think they’re safe from his Overwatch skill and useful when all the lights go out.
The Lone Render
Look at that shit-eating grin. He knows what he did. Absolute #Lad. If you’re playing GSC and you haven’t taken advantage of a) the Infiltrate skill b) cheap demolition charges or c) both at once, you’re missing a trick. Sure, he gets killed pretty quickly (and often) if you position him poorly, but the mayhem he causes is worth it.
He was usually accompanied by a familiar to keep him alive a little longer, and acquired smoke grenades and a chainsword for versatility and a fighting chance in close combat when he’s inevitably charged.
I’m overwhelmed by how well this guy fits in with everyone else. I know it seems like a minor thing, but I was very concerned the one model that inspired the gang wouldn’t actually fit into the gang once assembled and painted up.
As it happens, he was a great combatant too – I wrote about why last week – and the three pistols were also terrifyingly effective in close combat when you could bring all of them to bear.
I had a really tough time with this guy. I couldn’t get the blend between pale flesh and blue carapace right and I must have redone those arm/leg sections two or three times. Also, painting between all those chains I added proved to be far trickier than I’d anticipated, and I ended up filling in a lot of dead space with washes just to avoid having to try and paint them. Still, despite all those problems, it ended up coming out rather nicely, and adding the splashes of red to the weapons was good fun and rounded off the figure nicely.
Another ganger I’m likely to pick up earlier in the campaign when I play these guys next. The extra pistol combo with the hand flamer is particularly tricksy as you can shoot it at the same target as your hand flamer, so long as the flamer template is centred on the target. If you line your guy up correctly, you can still hit a few people with that teardrop template.
This poor fella never even made it into the roster before the campaign was over. A simple loadout of shotgun and bombs (kept ambiguous so it could be either a frag grenade or blasting charges depending on the gang’s wallet) but late on in the campaign such a loadout was never called for – they were too busy saving up for the big guns! Shame really – the shotgun/dynamite combination was one I sketched together early on because of the obvious western aesthetic, but there was always something more important to spend the creds on. Another to pick up early next time perhaps?
The second wave is now (obviously) completed, but as much as I’d have liked them to be done and dusted for the campaign, many of them had a few games half-painted or blue-tacked together before getting their final lick of paint. I like to think it added to their charm…
There’s certainly a few slight tweaks I’d do to them before sending them back out again – I’ll likely pop a chainsword on the Lone Render’s belt as it’s a strong addition to his lineup, and I think I’ll be swapping the power pick from Billy the Nid with a shock whip. It’s cheaper, more effective against most targets (power pick only really excels at high wound/armour targets) and gets him into combat faster.
Otherwise I’m very happy with this lot and I can’t wait to use them again in the future! I’d be lying to myself if I said I wouldn’t be adding more guys to the gang, but for now I’ve run out of bodies and legs, so unless they bring out some Necromunda rules for bikes or vehicles, I think all my foot soldiers are done for now. (That is, of course, until the next GSC update…)
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…
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.
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.
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.
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.
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.