Wednesday, 15 August 2018

Kaptain Mogrum - Weirdnob Shaman!


Da Cleavermaw was a hulking conglomeration of different wrecked and captured ships, cobbled together over many years from their victims and any old junk they could salvage. The prow and stern were completely mismatched and it rode through the air in an ungainly, awkward way. It looked like a dog, steered like a cow and smelled like a slum. Luckily it also packed a punch like a prizefighter: it was equipped with strange mechanical contractions to grapple and board an enemy and vast amounts of heavy artillery.

For years Kaptain Mogrum was completely obsessed with closely examining the captured papers, maps, charts, orders, logbooks and letters - he had standing orders for the crew to gather them from captured sky-ships. He hoarded them in his cabin and, along with his clerk, poured over them for hours in the night making details notes and trying to fit them together or to make sense of them as a whole.

Some months ago Kaptain Mogrum received a near-fatal head injury in a boarding action - a Kharadron skypike split his skull. He was not expected to recover, so it surprised everyone when he woke up and exploded the cabin wall by vomiting up a green lightning-blast of Waaagh! power. The head wound he had survived had unlocked a connection to Gorkamorka and the Waaagh! energy that was generated by the orruks around him. Mogrum used to be just a Warboss until he got knocked on the head; he is now a Weirdnob Shaman!

Mogrum embraced his new role and his new powers when he found he could punch holes in enemy ships just as easily as he could scatter enemy crews!





This is the old (Orruk Warboss) version of Mogrum, alongside the new (Ironjawz Weirdnob Shaman) version. The next chapter in his story will start this Autumn when we begin our Malign Sorcery AoS Skirmish campaign: Spellbreakers at Realm's Edge.



Monday, 13 August 2018

Oil and Blood, Tor Megiddo - part 11

I have repainted Blockhaus Alpha for Tor Megiddo, as another element for the many shanty towns that may feature in the Oil and Blood campaign. Looking at it now though I should probably have covered the Ork icons with texture paint or something...







I've added a lot of rust to this pipeline section but I didn't need to repaint it.



Not long left before we start playing the campaign now. I still have a few objective markers to make but other than that I think I am ready!

Sunday, 12 August 2018

Kaptain Mogrum - WIP Weirdnob Shaman

Da Cleavermaw was a hulking conglomeration of different wrecked and captured ships, cobbled together over many years from their victims and any old junk they could salvage. The prow and stern were completely mismatched and it rode through the air in an ungainly, awkward way. It looked like a dog, steered like a cow and smelled like a slum. Luckily it also packed a punch like a prizefighter: it was equipped with strange mechanical contractions to grapple and board an enemy and vast amounts of heavy artillery.

For years Kaptain Mogrum was completely obsessed with closely examining the captured papers, maps, charts, orders, logbooks and letters - he had standing orders for the crew to gather them from captured sky-ships. He hoarded them in his cabin and, along with his clerk, poured over them for hours in the night making details notes and trying to fit them together or to make sense of them as a whole.

Some months ago Kaptain Mogrum received a near-fatal head injury in a boarding action - a Kharadron skypike split his skull. He was not expected to recover, so it surprised everyone when he woke up and exploded the cabin wall by vomiting up a green lightning-blast of Waaagh! power. The head wound he had survived had unlocked a connection to Gorkamorka and the Waaagh! energy that was generated by the orruks around him.

Mogrum embraced his new role and his new powers when he found he could punch holes in enemy ships just as easily as he could scatter enemy crews!








Monday, 6 August 2018

Grandfather Kurgan's Genestealer Cult, part 9

"The legends tell of the spacers that brought the Grandfather to Necromunda - they were the crew of a bulk hauler that chanced upon a Space Hulk at the edge of a far off star system. They are long-dead now but some of their descendants are still part of our family. They were heroes, saints even. They brought our Guardian to us, so he could protect us and guide us and make our lives infinitely better.

They smuggled the Grandfather onto our world in a cargo container, in the centre of a consignment of cryo-frozen foodstuffs. In the spaceport the container was put onto a monorail to be moved from Hive Secundus to Hive Primus. It was 'stolen', before it reached the terminus in Primus, and moved down-hive. There it was stored for nearly 20 years while the family grew - the spacer's children took over as custodians and the frozen container was tended carefully; re-painted and re-tagged, kept powered-up and kept hidden.

When the family was big enough and strong enough the container was moved again. Down again, down into the underhive where it was safe from prying eyes. In a temple set up by the faithful Brood Brothers, Acolytes and Neophytes of the (now well established) Order of the Guardian the power was turned off, the doors unsealed - the Ceremony of Awakening was performed. The Guardian was welcomed into his loving family's arms and our power grew."
~ Ձ ~



Four more Neophytes join the Order of the Guardian. Made with the plentiful leftovers from an actual Neophyte kit, some human Blood Bowl players and some Cadians. A bit of clipping and a little greenstuff was needed to fix the joints between the GSC torsos and legs from other kits.

~ Ձ ~

Brother Alvit, Medic Specialist Neophyte with with shotgun
(I have done more work on this model since taking the photos - I will replace them with new pics soon)





Brother Ferrar, Neophyte with autogun





Brother Tarax, Neophyte with autopistol and chainsword





Brother Medak, Neophyte with mining laser





~ Ձ ~

The Order of the Guardian so far:



There are a couple of familiars, 2 more Acolytes and a few extra infected gangers on the way.

Friday, 27 July 2018

Grandfather Kurgan's Genestealer Cult, part 8

Brother Taron and Brother Kyros croon and hiss in the gloomy corners of Mancunius Dome. They have toiled in the slag mines around the Sulphured Quays for years. When the time comes they will throw off the torn robes they use to disguise their foulness, these Acolyte Hybrids will crawl into the light, their grotesque faces twisted in subhuman glee.

~ Ձ ~



Brother Taron





Brother Kyros





The Order of the Guardian gather in the underhive...

Thursday, 26 July 2018

The Badfangs - Bonesplitterz of Aqshy. Part 2

The Badfangs are Bonesplitterz orruks from the dry and windswept Uzmorgarg plains in the wilds of Aqshy. They will be hunting down Endless Spells at Realm's Edge in a Skirmish campaign, planned to start in late Autumn this year.

⬹⦽⤔



Wurrgog Prophet Hogrog Ug Weirdklaw

Loaded up with the most potent and powerful of the magic bones his tribe has found, Hogrog has set out into the Realms, leading the Badfangs to hunt down the wild magic of Endless Spells. He has been empowered by the revelation that they are made of the essence of Gorkamorka, and their power can be captured and harvested, just like the power contained within other monsters' bones and teeth.











Wardokk Krogdak

Krogdak is Hogrog's acolyte, attendant and advisor. He is as mad as an angry Maw-Krusha and leads one of Hogrog's Morboyz mobs. Krogdak is adept at the grimdokk dance, and able to reattach severed limbs and knit flesh-wounds back together. He has patched-up more mangled Orruks than he can count (which sounds a lot less impressive than it actually is).









⬹⦽⤔

I plan on a Skirmish warband of a Wurrgog Prophet, 2 Wardokks, 3 Savage Orruks with Chompa and Shield, 10 Savage Orruk Morboys with Chompa and Toof Shiv, 3 Savage Orruk Arrerboys with Stinga Bows and Chompa, and 2 Savage Orruks with a Big Stabber.

I may add a few Forest Goblins I have in my bitz boxes, just for a bit of variety.

Wednesday, 25 July 2018

Oil and Blood, Tor Megiddo - part 10

I have repainted Blockhaus 17 for Tor Megiddo.

This is the third or fourth repaint this piece of scenery has received - it is one of the oldest bits of necromunda scenery in my collection (hence the card base instead of foamcore! I should probably have rebased it too...) and it has seen use in a lot of different environments over the years. I don't think it's ever looked this good before though!











Viktor has made some scenery (and written an intro) here.