Meanwhile, on the Bench: Hieronymous Vyle

Our Dark Heresy group was coming to the conclusion of an important chapter and the beginning of the end for the campaign. We had spent the best part of seven sessions on the planet of Brimstone, a planet of our own devising in our little patch of space, the Onus Region.

The planet was a planned stop-off for the Acolytes to tie up some loose ends from a previous mission, specifically tracking down and stopping the Arch-Heretek Hieronymous Vyle, from enacting any more atrocities against the Imperium of Man. He is a master geneticist, genius cryptographer and bitter rival of the Adeptus Mechanicus as an organisation, believing they are too short-sighted and wrapped up in bureaucracy to achieve any meaningful progress.

The finished product!

His plan was simple: flee the purge of the Kreato Affair to the quiet, technologically backwards planet of Brimstone – the last place the Inquisition would think of looking for a radical techpriest. There he would work on his Symbiote – his Magnum Opus – to strike back at the Adeptus Mechanicus for what the crimes he believed to be the most heinous; conservatism and myopia.

The Symbiote was a poor man’s take on the Obliterator Virus, and worked by fusing to flesh and metal, taking over the host body and forcing it to undergo transformations and binding it through synaptic link to its master. I’ll be doing a piece on Vyle’s Symbiote another time as it deserves its own article rather than being strung along with their boss.

The incredibly tidy work bench

Vyle never had any artwork for him, nor did he have much of a description when the players met him almost three years of real time ago, before he escaped and set up on Brimstone, so I had a blank canvas to work with. I had also developed a spin-off cult for a Necromunda gang called the Scions of Vyle, so I had a starting point for aesthetic – drab green robes and polished bronze.

I needed a suitably eerie, icky model to use as a base, and the ‘Tech Master Baltazar’ from Hitech Miniatures fitted the bill perfectly. I loved the idea of this eerie, decrepit lump of flesh being propelled along by these weird spidery legs and covered in mechadendrites. Time to blow the dust off some of my guitar cabling.

The kit arrived and I was pleasantly surprised with its quality, requiring very little trimming to remove flash or mould lines at all. My only gripe was that the back and base of the walking unit were flat and featureless, so the further off the base I wanted to pin it, the more obvious it would be that someone just stopped modelling anything underneath it. I also had my concerns about pinning the incredibly fiddly legs to the walker and to the base without damaging both. I build my minis to be played with, so they need to be sturdy.

A convenient raised lump to pin Vyle to

A fish around in my bits box turned up some more Cities of Death terrain tiles, and one had a very convenient raised skull in the centre. When mounted at a particular angle, I could have a single massive pin that ran from the body through the base, and raised just enough from the ground to give the appearance that it isn’t touching.

Dry fit, testing different angles
A better look at how he is angled slightly forward

After feeling confident in my massive pin job, I didn’t feel so bad about not pinning the legs. They weren’t structurally integral, so I thought I would do my fingers some favours and avoid pinning them, just a copious amount of superglue in the recesses.

Already looking like a PC’s worst nightmare

Another pleasing aspect of the model that I hadn’t noticed in the thumbnail on the website is that it has an odd number of legs – three on one side and two on the other. It gave it this wonderful lopsided look that to me, epitomises Adeptus Mechanicus high fashion.

Base was trimmed with heavy clippers and a sharp knife. Blood was shed.

I wasn’t sure what equipment I wanted to give him at this stage, rule of cool was going to guide my hand. The only thing I knew I wanted to definitely have was a big tank of horrid goo strapped to his back that he could squirt at foes – perhaps a kind of super-concentrated liquid Symbiote? Either way, it would be miserable to anyone who was caught up in it, doling out toxic damage, corruption points, infection and maybe even mutation. A GM can dream right?

A quick kitbash of the tank and the hose

I have a bunch of tanks lying around of flamers from various vehicle kits, I’m not sure exactly what this one was from – a sentinel perhaps? The nozzle and mechadendrite was from a Forgeworld Mechanicum servitor I had bits-ordered some time ago to pump up the amount of Mechanicus bits in my collection. This arm I tried to just bend with copious gentle rubbing between forefinger and thumb to built up a bit of heat. This was my second attempt, the first ended pretty snappily.

A dry fit of the backpack on the model

I positioned it on the back of the model to see how much it changed the silhouette, and I could already see my multi-limbed metal bastard coming together. I wouldn’t attach this just yet, as it would form the ‘outer’ rim of details, and would just be a pain in the ass to work around at this point. It gets to sit on the side while I work on other gribbly bits.

Trying to replicate the lopsided aesthetic

The first round of ‘inner’ mechadendrites was an exercise in patience and bending. There were a conspicuous number of ‘holes’ in the model where it looked like limbs could be attached to, and were already the perfect width of a paperclip, so pinning things into them was a dream. With one on the left side and two on the right, it seemed natural to fill them all with mechadendrites.

What magnificent squeezers

Dark Eldar Talos bits stand in, once again, for brilliant biomechanical parts for edgy AdMechs, and a couple of their pinchers would work very nicely to manipulators. Vyle’s real, original hands are too busy operating dataslates and poring over files and reports, he has all his other extendo-limbs to operate heavy machinery and backhand rude PCs who interrupt his Machiavellian schemes.

All the tools a growing boy needs

I debated over what ‘ends’ to give his mechadendrites, as I had many blades, saws, injectors and guns to choose from. Although he would be an able combatant, I wanted his tools to be just that – tools first. Manipulators and medical instruments would be fished out from various places, including more Forgeworld Mechanicum and Dark Eldar bits.

Custom made to fit the model’s “arm sockets”

The mechadendrites themselves were from the Inquisitor-scale Delphan Gruss model, of which I had a few tubes handy. Normally I prefer working with resin over white metal, but these had the malleability I was looking for to get plenty of bends without singeing my fingers with a hair dryer. A tip to budding Mechanicus modellers: always give your tentacles two bends at different angles to give them a more realistic feel – a bend along a single axis doesn’t look great.

Clank clank thump scrape

I couldn’t find anything else to add to the model without making it look too busy, so I started mounting the ‘outer’ layer of mechadendrites. These consisted of the goo-squirter I made earlier, and the heavy mechanical arm that came with the model. I wasn’t a particular fan of the big round claw it came with, so I wanted to change that out for something a bit more subtle. One of the power blade utensils from the Delphan Gruss kit fitted the bill perfectly.

His power blade extends quite a way from the model

Having the arm stick out to the far left was a dangerous move, as it had the potential of unbalancing the silhouette of the model too much. With the addition of the backpack and goo-squirter on the other side, it balanced very nicely.

The ‘outer’ layer of ‘dendrites work well#

I was quite proud of this, given it took me only half an evening. Normally I navel-gaze on large projects like this due to having too many options, but with the Big Day rapidly closing on me, time was not a luxury I had. He needed to be finished, primed and based in less than 24 hours!

Could’ve done with more bend in the resin one

There was still something missing, but I couldn’t put my finger on it. The backpack stuck out from the back of the model and didn’t sit particularly well. I figured it was so he could jettison it quickly if needs be, but just by itself didn’t look integrated into the rest of the model. A quick rummage through the Dark Eldar section of my bits box again pulled up one of the bio-injector spines from the Talos kit again, which fit far too well.

Ever looked at a model and thought “Now there’s a guy who needs more spine”?

It was ridiculous and over the top, but it had that back banner aesthetic that I’m very fond of in my 40k imagery. It also helped tie in the whole ‘weird science’ vibe I was going for, as I had planned on painting it a similar flesh tone to the rest of his body. Is it his spine? What are those weird injectors and vials for? Spo0oky.

Is it dumb? Yes. Is it perfect? Also yes.

I was dead happy with it at this point. It was suitably imposing (mounted on a 54mm base) so it was clearly a centrepiece, and had all the aesthetics to tie it in with the existing Vyle models while also standing out from them. I knew I wouldn’t get enough time to paint it up fully for the game, but I would have just enough time to base him and wash him, so at least he would be coloured for the Grand Finale.

You would need a lot of apples a day to keep this doctor away

Finally we have him standing next to one of his minions, a Scion of Vyle. His base is going to be populated heavily with these guys, along with some Symbiotes in various stages of maturity.

“Wow I really look forward to not dying in one game, how about you?”

Dead chuffed with how he turned out, and set a scary precedent for the concept of making models for all my bad guys. Scary because this particular bad guy was never intended to make it out alive, so I was hoping he put up a spectacular fight before going down!

Luckily he did, and the finale was epic and tense – a battle through an underground evil lair, culminating in a shoot out in a missile silo minutes from blast-off and a duel on a snow-spattered mountain top for control of the last ship off the mountain while the base undergoes a self destruct sequence in the background.

But that’s another story for another time.

Meanwhile, on the bench: Zini Dynasty Armsmen

Our games of Rogue Trader often involve group brawls with up to a dozen armed crewmen from our own vessel repelling whatever the eldritch horror of the day has snuck on board and is sucking down our crew like capri-suns. Our captain also has a penchant for giving them names, which never bodes well for redshirts. Rather than use dice as placeholders, I ordered some minis from the very excellent  anvilindustry using their awesome 3d build-a-regiment out of all their parts combos.

The parts arrived quickly, assembled like a dream and had little to no flash on them at all. I picked up some lady heads from Statuesque Miniatures too, as despite all the praise I can heap on Anvil, they don’t include lady heads as part of their regiment builder. C’mon guys, it’s the 41st millennium here – women are equally expendable as men are.

I didn’t have any real plan in mind for assembly other than I wanted to have a good range of weapon and equipment options so I had a good selection of models to choose from when I needed to improvise something. For example, the Anvil specialist squad I ordered came with a variety of odds and ends, including a banner, medkit and bugle (!). Try as I did, I couldn’t make the bugle work with the scheme. In space, nobody can hear you toot.

This guy stands in as the generic medic – if we have a player go down, he/she will pop up and try and patch them up. Because of the heroic running pose, I figured they would also stand in for any macguffin-carrying NPC who needs to hotfoot the death star plans through the ship.

It paired quite nicely with this other specialist, who is carrying a kind of kit bag/satchel charge looking device in one hand, and converted to hold a 40k auspex in the other. I picked one of the Medieval Helmets with a bionic eye to give them an extra techy look and slung a rifle over one shoulder. A little bit of putty for the strap, and this little guy can stand in for any scenario that calls for a specialist, scanner, technical support officer, you name it!

The decision was made quite early on that the armsmen would use las weaponry rather than conventional solid projectile weapons. Firstly, las weaponry would be more robust in harsh void environments – they work just as well in a vacuum as they do in low or zero-G situations, and the ammunition can be recharged theoretically infinitely. Secondly, the Dynasty once made a lot of its money from arms deals with a once-powerful faction of the Adeptus Mechanicus, so the weapons they equipped their troops with generations ago are still functioning just as well (if not better than) modern equipment that would be within a reasonable budget. Why fix what isn’t broken, eh?


The parts went together with no trouble at all, and there was a huge variety of poses (including a left-handed rifle pose!) that really add to the individuality of the models, despite them wearing 90% the same outfit. It also came with a two-handed pistol pose, which I initially thought was too Operator for our gang of hardened space pirates, but after dry fitting it, realised it was too cool to leave out. A putty strap on the rifle helps cement the model as a ‘rifleman’ class, rather than one of the melee characters.

Speaking of melee characters, I also knew I needed a few models that bucked the trend of ‘fashionable space rapscallions’, and given the propensity for boarding actions and angry claw-armed gribblies, we needed a few ruffians in the collection.

I never saw boarding actions as pretty things, but rather grim battles of attrition in tight corridors in hazardous conditions, often with little or no air, gravity or light, so their weapons would need to facilitate that. I was sorely tempted by chain weapons or swords, but settled on some brutish clubs and maces in the end. They didn’t need upkeep or sharpening – a blunt mace is just as effective as a sharp one, and in tricky conditions you don’t want something that you need space to wield (like a sword).

I had enough parts left to build a single armsman, and I was at odds with what to build. My mind wandered back to the idea of the Space Bugler (toot toot) who had some kind of vox receiver built into the instrument and wired into the vox network of all the other armsmen, so they could literally toot in space, but there wasn’t anything in the lore (so far) to back that up yet, and I wanted to cover all my necessary bases before adding new things. Plus, it’s an excuse to buy more minis down the line if I still want to pursue it…

It was a toss up between a leader/sergeant type character and a standard bearer. I hate freehand painting designs onto things, and try and avoid projects that force me to do that to make the most of the minis, so standard bearer was lowest on my priority list. However, I didn’t like the idea of a sergeant for this group, as I wanted leaders to emerge organically rather than be forced upon the crew, or allow the players to nominate anyone they felt was worthy of a position of command rather than the model saying which was in charge.

So, alas, the standard bearer was born.

Painting

The first test model was completed after much pain and anguish. The Captain of our game picked out the colours and symbols and I did my best to incorporate them into a design.

I wanted a House that had been impoverished until recently, so their House Guard are still utilising old armoured space suits that they have tried to repaint and retrofit as a uniform of sorts. The teal armband with the upside down moon is the colour and symbol of the Dynasty, and the red/white kneepad with the teal chevron represents the renewed pact with an old ally, an arms-dealing Adeptus Mechanicus faction.

In their pockets on their backpack they carry handfuls of dirt from their recently reclaimed homeworld, which they scatter on the floor before a boarding action – never again will they allow the Dynasty to lose ground!

Meanwhile, on the Bench: TJ Razor

This week’s theme is Space Thugs, and you don’t get much thuggier or spacier than TJ Razor. A man whom you could strip naked, beat bloody, interrogate for days in a cold brig-cube, finally turning your back only to find a knife stuck in it.

He’s a member of the Pursers Grim, a loose organisation of void-faring racketeers and shakedown artists, often used as a source of intelligence by organisations on both sides of the law if the coin is right. It is said there isn’t a ship in the sector that doesn’t have a Purser on board.

TJ relies on quick wits and quicker hands to stay one step ahead of his quarry, and always has a trick up his sleeve if he finds his back against the wall. That trick, however, is normally another knife. He’s a man of simple pleasures.

As with many of my Inquisitor projects, TJ started off as a totally different concept – an elegant swordsman in the employ of a fancy Inquisitor. What differed is that the parts remained almost completely unchanged while he languished on a shelf for 9 months, only adding the stick grenade and shoulder pad to complete the image.

It wasn’t until we had sunk quite a few hours into a new Rogue Trader campaign that the Pursers Grim faction became a little more fleshed out, and I wanted to have a 54mm representative for our games of Inquisitor. I had a dig through the Box of Shame and found this guy, so he was swiftly rebased onto something a little more space station-y to fit in with the other themed gangers I was building.

I was always a fan of the pose – Sergeant Stone’s legs are very dynamic but can be tricky to build a model that doesn’t look awkward with such a dramatic lunge. The arm reaching across his body to draw a blade gave the model oodles of character, and despite trying dozens of different permutations of sidearm, accessories, extra weapons and such, it was the simplicity of two knives that really worked for me.

NB: As an important pedantic note, I know he doesn’t have a sheath for the knife in his left hand. I couldn’t find one of a convincing size that would fit anywhere on the model and not detract from the flow or silhouette. Fight me. 

To my undying shame, this was the state he remained for another 5 months. I blocked out the colours and had a vague idea in my head of what I was going for. The orange jacket was going to be some sort of repurposed criminal fatigues from his penal colony days, and the shirt underneath was going to be a leather jacket or padded vest to keep him from freezing over in the chilly underbelly of voidships. The stripey trousers are from a classic piece of 40k artwork (that currently escapes me) with a Rogue Trader wearing striped trousers. I don’t know what it was about this image that screamed 18th Century sea faring and naval combat, but I had to replicate it. I knew I wanted him pale as well, from a life lived away from the sun but also covered in gang tattoos, the ridiculous OTT type that you see in buzzfeed articles that you aren’t convinced aren’t photoshopped.

I ran out of motivation at this point realising the sheer amount of hours I would need to apply in one sitting to get the freehand tattoos looking the way I wanted. I also noticed that I had assembled the model incorrectly, and sculpted the arm joins to look like they went underneath the vest rather than connect to it. Pretty harmless when there’s no paint on the model, but after some block colours went on I realised that his shirt has a deep v-neck, and to combine it with the fabric on his arms gives him a weird leather long-sleeve deep neck shirt thing that I couldn’t be bothered to strip, resculpt and fix.

Signing myself up to run an Inquisitor day, “Mother of Mercy” in November seemed to be the trick to get my unmotivated ass out of the gutter and start finishing some models. I blew the dust off him, touched up his base coats and gave him a good couple of washes while I looked up some interesting prison tattoos.

I had a hard time getting the stripes on his trousers straight, but I was quite pleased with how they came out overall. The skin tattoos were an absolute nightmare, built up with painstaking layer upon layer of slightly darker shades of skin colour. I didn’t realise how tricky it would be to get a convincing head tattoo without covering the whole head, nor did it work when I tried to do scribbles and squiggles to “look like” tattoos from a distance. I had to knuckle down and freehand tiny tattoos on his tiny knuckles.

After the agony of freehand, the rest was a joy to touch up, and I’m very pleased with how he came out in the end. As I was painting, I was trying to come up with an interesting edge for the tabletop. Things like the Blade Master special rule and a high Weapon Skill were a given, but I wanted something that set him apart from the stereotypical knife-wielding maniacs.

I borrowed the “Always Has Another Knife” rule from the Community Special Abilities page which seemed fitting, but wanted something to underline the voidbelly stab-or-be-stabbed mentality. I thought about an ability that allowed him to make a free throwing knife attack if he chooses to be pinned while being shot at, injuring or at least distracting the shooter long enough to make a getaway or get stuck into combat. I like the idea, but it needs a bit of playtesting before I’m happy to write it up here.

All in all I’m very happy with how he came out, and I’m looking forward to doing a few more gangers and thugs from our little spit of space. Now all he needs is a battle report to star in…

Meanwhile, on the Bench: Crimson Wake Reavers

Batten down the hatches, sharpen your boarding axes and say your prayers to the Emperor, the Crimson Wake Reavers have you in their sights…

This project was immense fun. The premise was simple; I need bad guys, and lots of them. From our games of Inquisitor to Dark Heresy to Rogue Trader, even making NPC appearances in the odd game of Necromunda, the Crimson Wake have generously given their lives time and time in the name of being good Bad Guys, and I felt I owed it to the little champs to immortalise them in paint and plastic.

This project is perhaps the first sizeable modelling project I’ve completed that had no parts purchased specifically for the job. I wanted around a dozen members of the void-prowling Chaos pirate group, the Crimson Wake, and I was fortunate late last year to get a few big plastic bags of decade-old tatty models that needed rehoming. The models were in pretty bad nick – outrageous plastic glue accidents, interesting conversion attempts, paint that looks like it was applied with a trowel, the works. The upside was the sheer quantity – if you were to buy those today you would easily be set back around a grand.

I cleaned up all the metal models, flogged them on ebay for some hobby funds, and set about salvaging whatever plastic I could from the mix; Imperial Guardsmen, fantasy beastmen, loads of classic Empire bits, Chaos models that I forgot existed. What could be saved was snipped apart and distributed among my bits boxes, ready for the grand assemblage.

I had eyeballed some parts that would fit together very nicely, and decided I was going to just dive straight in, randomly matching bodies, legs and heads together to make my Chaos Reavers. I only had one goal in mind; to make them as varied as I could to represent many different kinds of baddies that might pop up in campaigns; from bedraggled voidsmen barely showing any signs of Chaos taint that could be hanging around in spaceport bars holding valuable information, all the way up to Chaos pirate captains and bloodthirsty ultra-warriors kitted out in ancient armoured void suits from millennia ago.

Let’s have a little look at some of these goons.

This was one of the first guys I put together and still one of my favourites. He captures that haggard, salty seadog look with a bit of weirdness from the right knee downwards. Given the time, energy and money, I’d make a dozen more like this guy to populate the spaceports and rotgut taverns of the 41st millennium, but he’ll have to do for now.

The shotgun is from Victoria Miniatures, picked up for a massive Necromunda bits part order and I still had a bunch lying around.

This guy was another relatively normal-looking Reaver – I still wanted a few models that could just about pass as non-Chaos worshipping loonies. As I was assembling them, I realised that I was going to need some unifying features to make the motley lot look more like a motley crew than a motley mob, so I devised a rebreather system. Nothing says Space Man like a backpack with tubes on it, right?

Most of the backpacks were made from classic plastic Space Marine backpacks with some of the nozzles chopped off, and the rebreather mouthpieces were made from cut-down space marine heads, leaving just the front part of the mask. The head is from the Trench Irregular set from Anvil Industries. I rolled out some sausages of green stuff for the tubes, let them set for about 20 minutes, then rolled them across some corrugated plastic to produce the ribbing effect. Leave them for another 10/20 minutes and they were springy enough to keep their ribs, but pliable enough to be bent, cut and glued into shape.

Time to get weird! I started experimenting with plastic Chaos Space Marine parts. I liked the armoured aesthetic, but I didn’t want my Reavers to just look like space marines, I wanted them to have a flavour of their own, so this was my first foray into using just enough CSM parts to add that asymmetric weirdness without being overt.

It was also at this point I realised that the topless Chaos Marauder torsos would work just fine if I shaved the nipples off and painted it to look like armour. Parts for the parts god!

They were going to need some support weapons too, and I played with the idea of a rocket or grenade launcher for a while. The model looked very cool, but I couldn’t justify the use of long ranged anti-tank weaponry on close-quarters fighters. A nice Imperial Guard heavy flamer would fit the bill, and with an excess of weird pipes going into his rebreather and his ammo tank raises questions about what exactly is being fired from that flamer after all…

Moving on to some heavy hitters, this guy was assembled almost entirely out of classic fantasy Chaos warrior parts, with a heavy pistol from Anvil and a Nurgley-looking shoulder pad to complete the look. I really liked the idea that this ancient warrior of a thousand battles still has the best damn boots on the ship.

I was very much hoping at this point that a nice paint job would offset the goofiness of the whole crew, but that’s what Chaos is there for right?

This guy was actually one of my earlier experiments with a rebreather. I nailed the concept of the mouthpiece, but ran into a problem trying to attach the backpack – the shoulder pads I had selected for MAXIMUM 40K were overmaximum and nothing could fit on his back. I had a rummage round for something suitable, I think they are flamer tanks from some infantry kit? By this point I was really enjoying the mismatched void suit aesthetic – classic Chaos Warrior legs and left arm, Chaos Marauder torso and head, Khorne Berzerker right arm and a heavy caliber pistol from Anvil.

The felt I lacked diversity in the work force, and needed some more Definitely Chaos guys, rather than Suspiciously Chaos. I wanted someone who, when they arrived on the board, left no doubt as to their alignment. I had the flaming head from the Empire Flagellants that was kicking around my bits box begging for a body. Legs and torso were easy to assemble, but I wanted something weird and wacky for his armament. A Plaguebearer left arm was suitable gribbly, and there was quite tight competition for the right, eventually settling on the weird tentacle double arm from the plastic Chaos Spawn kit.

It was at this point that I decided I was going to have a Lot Of Fun(tm) painting fire, as I’d never done it before. Oh, my sweet summer child.

I had some Khorne Berzerker legs to hand from the Bag o’ Doom and wanted someone with a bit more momentum than the others I had assembled. Axe nice and high, bolt pistol from Anvil out front in a run ‘n’ gun pose, I really like this one for its simplicity. It was tricky to see the model come together with so many half-painted plastic bits, but I assured myself it would come together after they were sprayed. A horny head from the classic plastic Chaos Space Marines finished the ‘head first charge’ look I was going for.

One more ‘normal’ guy to round things off, as I had many armoured and voidsuited thugs who would not be out of place by the Captain’s side, but I needed another scummy-looking mutant who could skulk around in the underways and maintenance tunnels getting intel. I have a lot of possessed heads picked up over the years, so I was desperate to use a few of them up in this project, especially the weirder ones that would have no chance of being in anything outside of a Chaos group. A plastic Ork body, legs and arms from an ‘easy assemble’ kit suited the hunched mutie look I was going for. I shaved down some of the iconography, added a few pointy shoulder pads and a big double-barrelled shotgun and he was done!

And finally, the magnificent Captain of the group. I had originally never intended to make a leader, so my group would never associate the models with characters too much and make it easier to chop and change them about. Unfortunately, as soon as I put the Chaos Warrior legs with the Chaos Space Marine chainmail torso, I was already sold. The massive Berzerker head I’ve had in my bits box fit too well, and I was already reneging on my pledge to myself for the sake of a cool model. It didn’t matter, it came out far better than I’d hoped – a big bulky silhouette that should make players shudder when it thumps down onto the table top.

All in all I’m very happy with how they came out. I’ve had several games with them since, and they’ve never failed to threaten and entertain. There will be some painted pictures going up over the next few weeks, so keep an eye on us!

Meanwhile, on the bench: Serafin House Guard

This is the first of a new weekly segment, Meanwhile on the Bench (or MOTB as it will inevitably be shortened to), a section looking at the many conversions and unfinished projects lying around (read: being worked on) the Dreadquill studio. Rather than shy away from public attention and treat my growing to-do list with shame and disappointment, it’s instead time to revel in the bits and pieces that go on underneath the layers of paint and swearing that make up the Dreadquill minis.

This week we introduce the first plucky bunch of Serafin House Guard, “the Glailwroth Few”, for use in our games of Rogue Trader. They are highly trained and educated field troops adapted to the brutal confines of boarding actions and void conflicts of the Serafin Dynasty fleet. They are few and far between, an elite cadre of warriors sworn to protect the Dynasty and its interests.

I am currently involved in running two separate Rogue Trader campaigns, the Serafin Dynasty and the Zini Dynasty – the former being a more political/creed/religious game, the latter being a more exploration/piracy game. In the latter, we discovered our love for playing with minis rather than tokens (bottle caps, euros, scatter dice…) and as the Captain would drag as many merry men with her as she could to every encounter, it necessitated some armsmen models.

They were great fun to build (and a pain in the ass to paint), but it left us feeling that our Serafin game was also sorely missing out on some noble cannon fodder to escort our brave Lord-Captain with her on dangerous away missions. We already had some stats for them, we had built them using the Only War regiment builder, so it was just a case of finding some models that fit the bill.

The brief was, in quintessential Captain Serafin style, brief. They were noble-born, well-equipped and well trained. They belonged to quite an old Dynasty that prides itself on artisan weaponry, and ply the space-lanes in a strange old vessel that’s even older than the Dynasty itself. Pomp and circumstance was the order of the day, and the hunt for miniatures began.

My first port of call was the same supplier I got my other armsmen off, Anvil Industry. They have an incredible range of 28mm sci fi/modern parts that you can chop and change to create unique regiments of fighters, and even a neat 3d model builder so you can preview what the parts you ordered look like. Although there were some neat combinations, none of it screamed ‘fancy-ass toffs who could kick your ass’. The hunt continued.

Many other suppliers were discounted – I needed something ideally in resin or plastic to give me the conversion opportunities I would need, and none of them had that high-tech archaic look I was going for, and somehow I ended up coming full circle round to Forge World and their incredible Solar Auxilia range. I fell in love with the Lasrifle Section, I really dig the Space Colonists vibe they have going for them, which perfectly encapsulated the feeling I wanted for the House Guard. Unfortunately, common sense won out in the end, and no matter how hard I tried I couldn’t justify the price tag. Another project for another time, maybe.

I was about to bin the whole idea when I was in my local Games Workshop eyeing up the Tempestus Scions. They were neat, but not quite what I was going for, and th-OH MY GOD THEY COME WITH MOUSTACHE HEADS. Instant purchase. Turns out in my haste to overlook ‘normal’ Games Workshop models, I didn’t realise that the Scions also come with these dope-ass berets and hard-nut heads. To the bench!

The first guy assembled was the least converted. I wanted to get a feel for the kit before I started mucking about with it. I also had quite a strict equipment list to adhere to, most of which was only sparsely represented on the sprue, so I knew a lot of converting guns was going to have to happen. For this chap, I did a simple gun swap on his left hand. The straight arm was attached to a plasma pistol, not something I wanted on his loadout, and the regular laspistol arm was bent at an angle that didn’t work well with the pose.

Everything else was just adding gubbins from my bits box. I had a bunch of Adeptus Mechanicus backpacks from another project and they fitted perfectly. They further the House Guard from the original Scions models and add that extra element of techy-weirdness that I wanted to get across. The addition of the incense burners and other religious iconography helped further the idea that I wanted these guys to be devoted to their duty and to the God Emperor, so I went overboard on reliquaries, prayer tokens and purity seals. More is more, right?

Quite content with how he turned out, I moved on to a slightly more ambitious task: how does one make a Best Quality lasgun?

Shouty telephone man was born! I needed a vox operator as the regiment specialises in electro-vox warfare, and I couldn’t bring myself to convert one just for the sake of being different from the box version. After completion, it struck me how presidential he looked, but I couldn’t figure out why. With his right side completed, I just had to figure out how to make him hold what would become an awesome-looking Serafin las rifle.

One of my inspirations was the Vostroyan Firstborn, and after having a rifle through my bits box discovered a bunch of Empire Handgunner rifles. With a bit of careful chopping of the iconic lasgun parts (the muzzle, the charge pack), some careful gluing and filling with green stuff, the look was complete. Long, ornate, form-over-function kinda feeling. It even has a wheel lock on it, which excites me because I can’t for the life of me think why you would have that on there other than to add unnecessary parts to clean.

With the “look” of the lasgun down pat, I felt comfortable knowing I could recreate it on further models. Next guy I wanted to do was a generic “guy  shooting at something” pose. Holding a rifle in one hand is easy to convert, manipulating the arms and rifle butt to fit snugly into a shouldered firing position might be a bit trickier.

Yep, this was much trickier. In a strange flip-turn of events, the camera here actually hides the damage to the hands, wrists and right arm far better than you can see in person. The muzzle and charge pack swap were straight forward, but the left hand needed to be hollowed out completely to fit further up the rifle to make room for the charge pack in the same place as the first one I made. D’oy.

The right arm also needed a complete remodelling. The default hellgun stock looked radically different from the artisan wooden stock of the Empire handgun, and I’d lose a massive amount of the charm if I had to chop off the rifle grip and hand guard in favour of the easier hellgun option. Essentially both the rifle and the arm had massive amounts of painstaking scalpel work to shave each section down so they joined together as seamlessly as possible. Luckily after spraying, you didn’t notice the join at all, which I was quite chuffed with.

Oh yes, and it was at this point that I realised how fucking fragile the radio masts are on the Scion bodies, note the paperclip replacement.

Next I needed some ‘utility’ guys to round off my selection. I wasn’t sure what models I would need until we played some games, so I wanted to have as large a spread of options to choose from (and I didn’t want to convert up any more of those rifles unless I absolutely needed to).

This guy was straightforward – two arms straight off the sprue. He’s the medic, but would also double up as “House Guard NPC carrying the plot maguffin”. I love the weird Gears of War-esque pistol-chainblade thing he has. Although chainblades aren’t rare in 40k, I’ve never seen one on a pistol before, and I couldn’t quite place what kind of weapon it was. It has the middle and rear of a hellpistol, but not the barrel or muzzle. Who knows, it looked cool. Easy conversion, onto the last guy!

In my dismay I realised that electro-vox warfare also covered the use of scanners and auspexes, so I would need to convert someone holding one. The left arm was a straightforward lift from the sprues, and I evaded converting another rifle by using one of the holstered guns from the box set as well, just changing the stock to make it look a bit more appropriate. The Auspex was hard though, I couldn’t find any ‘open’ right hands, they were all taken up with holding weapons in some way or another. I made a note to look online to order some more to fill my ranks, but that wouldn’t help me in the short term!

Luckily from a previous Anvil order I had picked up a load of bionic limbs, and one of them was an open bionic left hand for holding rifles. A little thumb realignment surgery and (I think) cunningly hiding it behind the auspex was all I needed to convince the casual looker that he was holding an auspex with his thumb on the correct side. Result!

All in all I was very happy with how they came out. I had been given a vague colour scheme to work with – white, gold and ice blue, and I could visualise those working with the esoteric mix of high-tech and religious iconography that these guys are draped in, but that would be another job for another time.

If you wanted to use the Glailwroth Few in your own games, or you just fancied having a look, you can check out the stats, equipment and backstory for them here.

 

The Asus Prime Kidnapping – Inquisitor Battle Report

“Emperor preserve us, Asus Prime is the only planet I’ve known that you can smell from space. Penal states, prison nations, cheap labour and, unfortunately, where our target is lurking. Quick in and out – we don’t want to be about when the chain gangs find out there are offworlders in a security blind spot…” 

The brief

The Asus Prime Kidnapping is a short mission between two small insertion forces on the prison planet of Asus Prime, both trying to collar a person of interest in both their investigations; a middle man for a xenos artifact smuggling ring called Krannich.

The fight takes part in a security blind spot, a loading bay near Krannich’s area of operation. It has been specially selected as a place that is overlooked by the local enforcers and relatively devoid of roving chain gang patrols – the perfect place for a shady meetup.

The warbands

In the north of the map, Inquisitor Jekt is accompanied by a hardened ganger called Conan the Unkillable. Jekt is a dirty fighter, relying on brute force and underhand tactics to overcome his foes, and Conan is a mercenary with a powerful healing mutation. Inquisitor Jekt had inserted onto the planet with the intention of dragging Krannich off for interrogation to find out how deep this smuggling ring goes.

In the south, Takoda Tedd and Major Farideigh are sneaking in to try and capture Krannich as well. Tedd is a trusted ally of Inquisitor Xerxas who has several interests on Asus Prime and carefully controls and monitors the flow of artifacts on the planet but Krannich is upsetting that balance of power. Tedd is accompanied by Farideigh, an old warden on Asus Prime and now a powerful ally in sneaking past the light sequences and guard patrols to close on their target. They need Krannich alive to find out who instructed him to muscle in on Xerxas’ turf.

A view from the north side of the board

In the centre of the arena is Krannich, two of his goons, a loading servitor and a Penal guard watching over the loading area. Krannich believes he is meeting a contact looking to buy a new batch of xenos curios from him. Little does he know that it was a decoy to lure him away from his safety net, and now he has two Inquisitors circling the loading bay, waiting for their time to strike.

The meeting point, with Krannich, his goons and a loading servitor

The environment

It is dawn, and the crimson sun of Asus has begun its slow crawl across the horizon. Owing to the low light and the constant throb of nearby industry, there is a -20 to Awareness tests for hearing, and sight is reduced to 1/5th of a character’s Initiative. Anything over that is a -2 penalty per inch to Awareness tests for sight.

There are also roving chain gangs, albeit some distance away. If/when either of the warbands sound the alarm, they will only have six turns to grab the goods and make it off the board before a horde of angry servo-enhanced chain gangers arrive to butcher everything in sight.

The loading servitor remains (largely) neutral. He’s got a job to do, and by the Omnissiah he’ll do it against all odds. He doesn’t care for the fate of the galaxy, the battle for the Emperor’s soul, or the conflicting ideologies of two radical Inquisitors over the supply and demand of xenos artifacts. All he cares about is getting those damn crates on that damn truck, and he’ll be oblivious to anything otherwise. After all, who on Terra would really need to mess with crates of ore or a knackered loading truck when the fate of billions of souls are at stake?

Gotta do everything around here…

The action

The game begins, and both players have openly committed to a sneaky approach. With only two characters each, and a good mix of Initiative and Speed orders, the game goes back and forth between the players very quickly. Even with Sneak actions, the players rapidly move forwards to their targets while the guards amble around (using a scatter dice) and the loading servitor carries out his to-do list for the day.

The first event is Major Farideigh taking is upon himself to see to the outlying Penal guard called Zaal. His dust mask and rebreather don’t help him hear the Major noisily clanging his way up the ladder right near their starting corner. By the grace of the Emperor, he walks clean over the Major’s head and stares longingly off into the distance on the other side of the tower.

“Hmm, must have been a rat”

In the other corner, Conan and Jekt are making great progress. Jekt dives behind the truck, waiting for the patrol of the servitor to grant him the cover he needs to circle round clockwise and approach the meeting point from the east. At this point, the players are still unsure of the servitor’s motivations, so are treating it with due suspicion.

Conan watches from behind the water tower

Meanwhile, Farideigh has seen his moment to strike. He leaps up behind Zaal and puts him into a Militarum Death Grip, determined to take him out silently and efficiently. At this point, it’s worth noting that we were at somewhat of a loss of how to deal with this combat using the Inquisitor rules as written, as we felt that the normal unarmed sneak attack wasn’t really appropriate. We borrowed the Grappling rules from Dark Heresy to keep the game flowing – opposed Strength checks (with a bonus to the grappler for getting the jump on Zaal) to either cause damage or break free. It is a tense few turns of Zaal going bluer and bluer in the face…

“Glurk.. Urk… Ack…” – Zaal’s final words

Meanwhile Jekt is still trying to find an opening between crate runs to make a break for it. Conan, on the other hand, decides the best way to complete this stealth run is by fucking everything up in the biggest, loudest way possible. He piles into the truck and starts looking for the On Button.

“Gee whizz I sure do hope nobody tries to hijack my truck today”

There is a quite crumpling sound in the distance as Zaal goes tumbling off the character roster.

Long. Live. The king.

During this exchange, Takoda Tedd has been making a beeline for the meeting point. He has ducked and weaved through the guards quite expertly, pushing himself up against a window to eavesdrop anything interesting from inside. One of them hears movement outside, but sees nothing and makes the professional bodyguard decision not to follow up on that line of inquiry.

“Wow, the rats sure are noisy today”

Jekt reckons he has figured out the servitor’s pattern and is ready to make a dash for it, and Conan has found the keys to the truck underneath the overhead sun visor (damn those critical success 001 rolls).

It might be crappy work, but at least you have crate job security

Jekt dashes behind cover just as the hauler truck roars into life and suddenly lurches forwards. It is at this point that Conan realises his plan extended only to starting the truck, and he plows it through a pile of barrels.

Gangway, peasants!

The loading servitor has to accelerate to a jog to place his second crate, but by the Emperor he takes pride in his work. The truck belches smog and noise as Conan cackles hysterically at the wheel. The guards correctly determine that this commotion is probably beyond the work of rats and pile outside to investigate.

“This can’t be good…”

As Conan prepares to receive the award for Greatest Distraction Ever, Jekt secretes himself into the shadows to observe the guards and determine the best time to strike.

“Well at least our day won’t get any worse than this.”

Conan wedges the throttle open and bails out of the moving truck as it careens through more scenery and off the board. Luckily for him there’s some nice soft concrete blocks and steel barrels to break his fall and he survives the incident without a scratch. A great cracking sound is heard for miles around as you hear the servitor’s heart breaking – how will he ever deliver the final crate now?

During this commotion, Farideigh and Tedd are alerted to the presence of another party. They don’t know who else it could be, but whoever it is has clearly upset the guards and made some kind of distraction. Never one to waste a good thing, Farideigh drops from his tower and moves towards the meeting point. Tedd meanwhile commando rolls in through the window, just in time to come face to face with the guards returning to check in on their boss.

“Uhh… squeak squeak?”

They draw their weapons and Tedd fumbles for his guns, both apparently victims of the element of surprise. Tedd squeezes a few shots off but they explode off the hab walls around his target.

“Can I interest you gentlemen in the Good Word of our lord and saviour, the Emperor?”

Jekt has found his opportunity to strike. The guards have been distracted by another distraction, and he draws his crackling power sword and moves in to butcher them. These guards, not burdened with an abundance of critical thinking skills are instead apparently expert swordsmen, and avoid all the incoming attacks from the Inquisitor and the gunfighter.

It’s about to get messy for someone.

Jekt manoeuvres one of the guards out of the doorway onto level ground to better his chances. The other guard steps in to try and carve up Tedd. A very dejected loading servitor returns to make his final delivery.

“Who ordered the twin clamps to the face?”

In the meantime, Conan has pulled himself together and found a little hidey hole to watch the carnage unfold. He is pretty pleased with himself at this point, and decides to never roll any more actions for the remainder of the game as a little reward to himself for being so great.

Welp, my work here is done. *Brushes hands*

Jekt makes short work of the first guard. One blow is all it takes, cleaving him from shoulder to hip in a pretty brutal display of a power sword’s effectiveness.

“Is nobody going to sign for this damn crate?”

Tedd catches a sword to the arm which throws his aim off, and he’s unable to cause any significant damage to the guard to stop him raining blows down on him. Farideigh is still to far away to assist, so it looks like Tedd may fall to the hapless NPC guards!

Unwitting third party to the rescue!

Jekt steps in to combat the second guard, inadvertently saving Tedd’s bacon and freeing him up for more thrilling heroics. The second guard is cut down with ease, and Tedd unleashes a torrent of fire at the imposing silhouette in the doorway. They connect but only stagger the Inquisitor, not causing enough damage to save Tedd from becoming power sword confetti. If only there was another unwitting third party to rescue him!

“I said BUDDY, are you going to SIGN for this PACKAGE?!”

Jekt is grabbed by the clamps of the disgruntled work force and finds himself locked in mortal combat with the loading machinery. He laughs in the face of such danger, until he sees the damage stats for those power clamps.

Tedd is never one to look a gift horse in the mouth for a third time, and immediately rushes for Krannich. Luckily he is small, lightweight and pliable in his old age, so Tedd tucks him under his arm and makes a break for it.

Krannich is nabbed

Unfortunately for Jekt, he is unaware that the mission is slipping away from him clamp by clamp, as he tries to land a finishing blow on the servitor without losing an arm to the angry plant machinery.

He’s champin’ for a clampin’!

Farideigh arrives, although he apparently was here for several turns, just “waiting for the right time to strike”. Tedd is unconvinced. They defenestrate Krannich.

There will be words about job roles after this.

Jekt lands a clean blow on the loading servitor, severing its head completely from its body. He is tired, sweaty and covered in blood and clamp fluid. At least he’s cleared the area single handedly, and can go on to claim the VIP for himself, right?

HAAAAANS!

During this terse exchange, Tedd and Farideigh have exfiltrated the hab and are about to begin their final leg to the board edge. Only a handful of successful Sprint actions are between them and victory…

“On three, we go.”

As Farideigh barrels off with the VIP under one arm, Tedd is ambushed by a fusillade of fire from an unseen gunman on overwatch! Conan had apparently spent the entire game moving a grand total of twenty inches waiting for his time to strike.

Conan’s autogun chews through Tedd’s cover

Farideigh is inches from the board edge. He only needs two run actions or one non-risky Sprint action to sieze the day. He has decided that discretion is the better part of valour, and Tedd can take care of himself.

Farideigh chooses his battles wisely

Inquisitor Jekt suddenly bears down on him brandishing his big angry power sword, intent on carving Farideigh a few new breathing holes. He only needs to wound Farideigh enough to slow him or knock Krannich from his grasp.

BAH GAWD, INTERROGATOR JEKT OUTTA NOWHERE!

He swings and misses over and over, Farideigh’s survival instincts being too strong to allow himself to be hit by the hissing energy blade. When it comes to Farideigh’s turn, he only needs to pass a single Initiative check to break from combat and seize a victory.

The dice tumble and it comes up a success. Farideigh breaks from combat, crosses the board edge and wins the day.

The last snapshot of the carnage as Farideigh clears the board edge

The wrap-up

So it was a victory for Xerxas’ crew, Tedd and Farideigh, although a phyrric one. Tedd is badly injured and left to the devices of Jekt and Conan, although whether they stick around to secure him or flee the now painfully close angry chain gang (2 turns left!) is a story for another time.

Jekt is a new character from one of the players, and this was an opportunity to play test him in the field. He has a host of weird and interesting bits of kit, such as wrist-mounted single shot webbers, caltrops and poison dart launchers to emphasize his dirty fighting style. Many of them were left unused, as the sheer awesomeness of the power sword was too much to contend with. The fact he cut down three NPCs in quick succession only highlighted this, with some points that he might be a bit too overpowered being countered with an understanding that he never really came up against someone his equal – he was an Inquisitor standing in a field of faceless unarmoured goons. What did they expect to happen? Expect to see Jekt pop up again in the future for further road testing.

We were left feeling a little let down by Tedd, whose prowess in the field over many years of service has given him quite the reputation for being the last word in a hollow-point argument, but he was routinely unable to land anything more than glancing blows on even the unarmoured characters.

Conan was another new character as well – he was never injured so we couldn’t test out the strength of his Regeneration mutation, so he’ll likely be popping up again in the future and given a good seeing-to. His gun is strong but he’s not a brilliant shot (low 50s), so we felt it balanced out.

Farideigh was contending Jekt for Most Valuable Player – silently taking out the Penal guard, reaching the hab unnoticed and then snatching the VIP out from underneath Jekt’s nose without firing a shot. There were many times he intended to lay down cover from a smoke grenade or take a few pot shots into close combat to try and save Tedd, but a dud grenade roll and a constantly shifting three-way combat means he never had a safe shot to take.

Overall a thoroughly enjoyable match to partake in. Two characters aside made the game fly by, with players always rolling dice with nary a breathing space between characters. It’s a dangerous thing though, with only two characters each, if one is even slightly inconvenienced (like being pinned or stunned for a turn) you are suddenly at a massive disadvantage. Both players managed to make it through to the final turn without any characters suffering though, and we were all genuinely surprised at how well the sneaky tactics worked.

What’s next

We’ll be seeing Jekt and Conan return in another story, likely to follow up any secondary leads to Krannich and his smuggling ring. Although Farideigh escaped with Krannich, his loyalty lied with Tedd and Tedd’s master. With Tedd’s fate unclear (is he at the mercy of Jekt, the roving chain gang, or did he slip away), Farideigh is at an impasse. Stick with the mission and turn Krannich over to Xerxas, or see if his own master would be interested in such a valuable asset…?

More 54mm guns comparison

Another day, another weapons pack! This time from some friendly Hungarian casters on ebay. They are perfect casts with practically no flash on them at all, and they even include some legal-eagle-baiting iconography on some of the guns for added authenticity.

The heavy bolter comes with a box and belt feed to choose from, and although the belt is provided in a straight line it wouldn’t be hard to bend it into position after a long bath in hot water.

The guns themselves are awesome, there’s a great variety of normal, weird and wonderful, from pistols to rifles to heavy weapons. My only complaint is that there isn’t enough ‘normal’ weapons for my taste – 54mm heavy bolters are cool, but I now own four of them, and I have no plans to start tooling up a heavy weapons team any time soon. I’d love multiple las pistols or bolters, but I’m not willing to shell out again for even more special weapons I won’t use.

Give me more weapons I can equip my thugs and goons with – shotguns, busted las rifles, heavy calibre pistols, autoguns, etc. I mentioned this to the seller and they’re looking at building more variety packs if this sells well, so watch this space!

Shapeways 3D printed 54mm weapon comparison

A few weeks back I saw this pack of 54mm weapons on Shapeways and I impulse-bought a set for three reasons;

  1. 54mm scale sci fi weapons have not been commercially available for almost 9 years
  2. People who make these kinds of things need to be supported, so there are more of these kinds of things in the future
  3. I’d not had a rainy day in a while to spend my rainy day fund on

(Thanks to gpemby on The Conclave for the heads up and pointing me in the right direction)

I must admit, when I first saw them laid out on the forum user’s mat I was a little skeptical – many of them looked too big to work, even at ‘heroic’ scale. The pump shotty in particular looked almost 20% bigger than the vanilla Inquisitor pump shotty, and I thought it might look goofy in 54mm hands.

I did some dry runs with bluetack and I think the results speak for themselves. I am overall very pleased with the entire kit! I’m looking forward to dry-fitting some test models with some of these pieces (I never had an inclination to make a graviton gun-armed model until now…). Some of them are a little chunky for my tastes, the semi-auto scoped rifle and pump shotty for example, but it just means they have to be held by chunky hands rather than dainty ‘true-scale’ hands.

All in all an excellent pack, I look forward to seeing what the user comes up with in the future!

Blood in Golgotha Mines – Inquisitor Battle Report

Colonel Vaux blew warm air into his hands. It was dark underground, but at least they were out of the blasted wind on the surface. He looked back over his shoulder towards his Inquisitor. The man’s face was lit only by the dim green glow of his auspex, playing on his scar and making it look like a fissure deep through his skull. 

“There are six potential stashes. I’ve marked them on your dataslates.” The Inquisitor spoke flatly, as though they weren’t just about to kick down the door of a dangerous gang’s hideout.

Vaux heard the familiar clicks and muttered prayers of Guardsmen checking their weapons and reciting litanies of readiness. He did the same, sliding a fresh magazine of Kraken penetrator rounds into his bolt pistol. 

“You have been briefed on the crystals. I expect a full report when we convene.” With those words, the Inquisitor disappeared into the gloom ahead.

For this Inquisitor skirmish, two warbands clashed over possession of Chaos-tainted Yu’Vath crystals in the gloomy, frigid depths of the Golgotha mines.

The warbands

On one side is the warband of Inquisitor Tarrik Vanth, a radical Ordo Malleus Inquisitor with strong Xanthite beliefs – an ideology that espouses the use of Chaos to defeat Chaos. He is a battle-hardened Inquisitor, with a shoulder-mounted psycannon and a sword containing a bound daemon.

His comrades are all Imperial Guardsmen, recruited from across the subsector to his personal retinue. His second in command, Colonel Vaux, is backing him up for this dangerous endeavour. He is an eagle-eye shot and a dab hand with his power fist. Sergeant Honies the Medic and Trooper Gene Ric made up the rest of the warband.

On the other side were cultists of the Crimson Wake, devilishly cunning and deadly combatants dedicated to Chaos Undivided. They were lead by the Arch-Heretic Karo, a cunning combatant with several dirty tricks up his sleeve.

He was backed up by Gorthar, a Khorne-aligned pugilist and Mucus, an ancient warrior who has been battling with the Crimson Wake for longer than his three brains can remember. The final member is Tlashkala, a plasma gunner that was exposed to the open warp, twisting his flesh and turning his blood to plasma.

The battlefield

The game was set in the underground mines of Golgotha, deep beneath the surface of the fourth moon of Ulsvar IV. It was designed to be a checkpoint that had been overtaken by a gang, and they had used the tall sections as watch towers.

An overview of the terrain

The board was dominated by an excellent lasercut MDF kit from Wargames Tournaments. I have extolled its virtues before on the Dreadquill Instagram account, and no doubts will do a proper review of it on here before long, but suffice to say that it’s an excellent piece of terrain that can fill a board, and flat pack down to fit into an A3 box.

The rest was filled with a few tall towers joined by bridges and a few pipes and barrels for scatter terrain. The six loot tokens were scattered roughly in the centre of the board at various heights to encourage some Thrilling Heroics.

Like a bridge over troubled sewage

The mission

Both warbands had the same brief – end the game in possession of as many Yu’Vath crystal tokens as possible. We used red translucent Blood Bowl block dice to represent the discovered crystals.

Across the board there were six golden loot tokens, representing a stash of weapons and gear that the gang had secreted away that *could* contain the crystals. Both teams knew where all the loot stashes were, but did not know which stash contained crystals.

Starting positions and stash locations (North is the furthest edge)

Checking a stash costs one action, and the character must make a Sagacity test to see if they can identify any crystals in the stash. If they fail, they can spend another action to test again, with a cumulative +10 modifier each time they test (after a while they should get better at knowing what to look for!).

Once they pass the check, the character has correctly identified whether or not there are crystals in the stash. Roll a d6: on a 4+, the stash contains Yu’Vath crystals. On a 1-3, the stash is just worthless ration bars and shoddy smuggled small arms. Whatever the outcome, remove the stash token – it’s assumed the character tears the stash apart looking for crystals, and others will be able to tell at a glance that it contains nothing.

You can carry as many crystals as you like, but it costs one action to pick each one up. The winner would be whoever carried the most crystals at the end of the skirmish. If one warband was driven off, any crystals left behind on the board would belong to the remaining warband.

The conditions

The Golgotha mines are dark, and very little light trickles through the built-up machinery overhead. You need to pass an Initiative -10 test to be able to see anyone.

The battle

The Crimson Wake move in

Both warbands begin by attempting the stealth approach. The Crimson Wake have the most success with this, infiltrating North across the board from their South-East starting position without raising any alarms. Gorthar manages to surprise the ganger in yellow (pictured above top left) and tears both his arms clean from his sockets. Gorthar then helps himself to the ganger’s stash token, finding the first Yu’Vath crystal.

Vanth’s warband in the North West corner have less luck with the stealth approach, being spotted in the second turn as Trooper Gene Ric prats about at the top of a ladder. The alarm is sounded by an optimistic ganger, who finds himself torn to shribbons by a devastating fusillade of psycannon fire from Vanth on the lower bridge.

Mucus engages Inquisitor Vanth early on

Mucus had made excellent progress across the board, moving quickly under the cover of the ample terrain. He charges Vanth, and the pair exchange vicious blows that would have felled any of the other characters several times over.

Tlashkala blasts Sgt Honies full force with his plasma gun

Tlashkala and Sergeant Honies have a surprise encounter around the ground floor stash token. Unfortunately for Honies, Tlashkala is quicker on the draw, and splashes white-hot plasma across his body. Honies is critically injured but not out. Tlashkala is content that Honies is dead, and presses forward North to assist Mucus.

Tlashkala rushes Mucus’ aid

By this point, several turns have passed of causing brutal injuries to one another, but neither gaining the upper hand. Even with Tlashkala assisting, the two cannot seem to down Vanth permanently, but nor can Vanth cause a crippling strike on his assailants.

Karo “assists” by shooting wildly into combat

Karo moves forwards and uncovers the second Yu’Vath crystal in the stash that Honies almost died to protect. He is also pretty convinced that Honies is dead, and decides the most helpful thing would be to fire indiscriminately at the combat with Vanth and two of his team “mates”. Luckily for everyone his shots go wide, so he snatches up the Yu’Vath Crystals and skirts around the skirmish looking for the final objective.

Moments before Gene Ric leaps two storeys to back up his Inquisitor

Meanwhile, Vanth’s allies have been scouring the rooftops for signs of further gangers or stash tokens. Vaux is utterly convinced that his Inquisitor doesn’t require assistance, and moves to gather the most Westerly loot stash. Trooper Gene Ric has less conviction, and dives off the gangway directly into combat, kicking Mucus in the head on the way down.

Gorthar climbs to the tallest stash

Since his run-in with the yellow-coated ganger, Gorthar has been resolutely clambering the outside of the central building, making for the stash token on the tallest building. He spies Vaux and Gene Ric heading his way and makes a quick getaway, narrowly avoiding detection. Discretion is the better part of valour, after all.

Vaux finds *another* empty stash

Vaux continues his mission, and the second stash he checks is empty as well. Gorthar in the background has uncovered the third and final Yu’Vath crystal. With Gorthar in possession of two crystals and Karo carrying the third, the Crimson Wake have technically won, if only they can get off the board in one piece!

Only three characters are not involved in the Vanth vs Mucus dogpile

At this point in the game, Vanth has been duelling with Mucus for almost a dozen turns and several in-game hours. Only Sergeant Honies (above, at the base of the central structure), Vaux (above, Westerly side) and Gorthar (above, halfway up the central tower) are not involved in the massive brawl under the central structure.

The tide of battle seems to turn as Vanth suffers the worst of his injuries and spends a few turns stunned on the floor. However, the fortuitous timing of Gene Ric’s aerial arrival has distracted the Crimson Wake reavers long enough to think that Vanth is dead, and give him a few turns of precious recuperation. Gene Ric battles on valiantly, armed only with his trusty short sword.

Vaux and Gorthar duel, but Gorthar takes his chances with the ground

Vaux finally eyes up a heretic trying to make off with some crystals down the outside of the central structure. He opens fire while stampeding towards him, desperate to turn the tables in his favour. Gorthar on the other hand, is weighing up his options. He has done the maths and concludes he would likely lose that fist fight, so he tries to disengage from combat and flee with the crystals.

It doesn’t go well

One tragic mis-step later leads Gorthar to go tumbling to the ground, just in time to crush the freshly recovered Sergeant Honies to death*. Gorthar staggers to his feet and makes a break for it, but not before Vaux can fill his head full of holes with armour-penetrating bolt rounds.

*At this point, it’s worth mentioning that Honies was not crushed entirely to death. He was crushed into unconsciousness, where he slowly but inevitably bled to death over the following few turns. Being crushed to death sounded a more heroic way to go out.

Karo unwittingly enters Vaux’s killing field

Karo has decided that the melee with Vanth is all done and dusted (both he and Tlashkala failed to realise Vanth was still alive, or even that he had pulled himself to his feet after Mucus brushed his teeth with a chain axe). He makes a run for the exit, but notices several Yu’Vath crystals on the ground and hungrily goes to grab them.

Unfortunately for him, Vaux still had a perfect aim lined up at Gorthar’s body, where Karo had now thrown himself. Vaux plugs Karo a few times but he leaps for cover, and Vaux cannot put the killing blow onto him.

A bloodied Vanth chases down the fleeing Mucus with his own chain axe

Meanwhile, Gene Ric had broken from combat intending to grenade whatever was left standing, but Vanth annihilates Tlashkala with furious psycannon fire. The combat has left Vanth with barely any health remaining and bleeding from every body part, but he had disarmed Mucus (literally) and chased the foul mutant down.

At this point, Vanth decides to pick up the remains of Mucus’ severed arm, still attached to revving chain axe, and plunges it into the mutant’s back. Some say these two lovebirds are still fighting to this day.

STRIKE FROM THE SKIES, BROTHERS

Vanth succumbs to his wounds, and strays into unconsciousness as his body (finally) runs out of blood. Mucus goes to perform a killing blow, but BAH GAWD OUTTA NOWHERE Colonel Vaux launches an aerial power fist strike straight onto Mucus. The attack leaves everyone (literally and metaphorically) stunned, and Mucus uses the opportunity to slink off into the darkness, deciding not to take his chances with the totally uninjured basejumping maniac with the power fist.

Karo comes round, and as Vaux is in the middle of reloading, sees his chance to make a break for it. He grabs the two nearest Yu’Vath crystals to him and disappears under the cover of the southern building. Trooper Ric makes one final blast of las fire at the fleeing Karo, but fails to make any difference to the outcome.

The conclusion

It was a hard-fought game, with Karo escaping with two Yu’Vath crystals and leaving one for Vanth’s men to scoop up in the aftermath of the skirmish.

Karo’s warband came off the worse; Karo barely escaped with his life, Mucus thoroughly battered with a mangled arm, Gorthar lying face down with a head like swiss cheese and Tlashkala had been used to repaint the local scenery a nice shade of Heretic Red.

Vanth’s warband was not so bad off, Vanth slipping into unconsciousness could be fixed with some field medics, and even though his face was almost severed from the rest of his head, it’s unlikely that anyone will notice much difference after he’s recovered. Sergeant Honies will be honored (and replaced), but the other two warband members seemed to emerge largely unscathed.

All in all it was an excellent game, with plenty of drama and excitement. At no point could I work out who was winning, as the power struggle seemed to change almost on a turn-by turn basis. Although Karo made off with more crystals, their warband indisputably came off worse, and would seriously struggle in a followup game.

Moving forward

There’s a few things I would do differently to run the game. The biggest would be to introduce a time limit of sorts when I feel like the game is running its course. Although I enjoy playing Inquisitor ‘to the bitter end’, when one player has to leave when the game hasn’t *entirely* resolved, it can be a bit of a rush to come up with an epic climax.

Playing again, about halfway through the game I could announce some kind of time limit (5 turns?) before the gang summoned reinforcements that would overwhelm the warbands, so they have to grab what they can and scarper. I think that would help keep the tension high, and prevent the game from descending into a battle of attrition.

Both players now have the bug, and after the tidy up we spent almost an hour eyeing up 54mm models for their warbands.

Will we see Vanth and the Crimson wake clash again?

Inquisitor event “The Wastes” – now with photos!

A routine augur scan of the world Eurone has picked up abnormal levels of both electromagnetic and psychic activity from within a region known as “The Wastes” – a non-fertile region of little use to the Imperium, officially uninhabited.

The region is largely uncharted, with few living outsiders who have any knowledge of the region, making it a dangerous prospect to explore. But nonetheless, The Wastes hold secrets that unchecked could devastate the Imperium of Man.

“The Wastes” was a one-day event run by members of the Conclave, the official Inquisitor online community, and we were honoured to be joined by the Lord-Remembrancer himself, John Blanche.

I took many (often poor) photos of the event, as Inquisitor is game of spectacle as well as story, and the increased scale of the models helps reflect that. Nothing draws interested crowds like a scratch-built 54mm scale razorback or sentinel!

Check out the full gallery here.