Monday, 21 September 2026

The Stoneskulls, part 1

I bought one sprue of the new Ork Boyz from the Armageddon starter set on eBay. While I was waiting form them to arrive I started building a new pirate crew from the parts I had to hand: Kill Team Kommandos, an Ork Nob, some older Ork Boyz, and a curated bits-box of "piratey looking stuff".

Introducing The Stoneskulls:

Kap'n Skarbad



Skarbad is a wildly irresponsible and reckless commander, but somehow he always manages to survive situations (of his own creation) that should kill him. He's a smooth-talker who will convince anyone willing to listen, the value of the treasures he looted... despite it being obviously useless junk. Would run the ship onto rocks then claim it was a genius tactical maneuver.

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He's made from an Ork Nob with Ironjawz Brute arms/weapons, with a greenstuff hat and beard. The lovely ragged cape is from a Chaos Warrior, blended into his shoulders with greenstuff, pistols from Empire Outriders / Pistoliers, a book from the Flagellants, and a pouch from Soldiers of the Empire.






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Ded Khleo


A Weirdnob Shaman, acts as the ship's navigator; partly because they can actualy read maps, but mostly because they have zero patience for the crew's nonsense and just doesn't want the idiots to decide where the ship goes. Will gladly feed anyone who talks back to the sharks.

The crew are genuinely terrified of making Ded Khleo angry because they're known hold grudges, and carry out cold-blooded revenge plots.

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They were built from a Bonesplitterz orruk with a greenstuff top hat and another ragged cloak from a Chaos Warrior, this time extended over their shoulders with greenstuff. The weirdstaff was made from a Brute gore-hacka with the blade cut off, and topped with an icon from the Maw-krusha mounted Megaboss. An open right hand from Ironjawz Brutes. A bottle and mushrooms from the Fungoid Cave Shaman, a map scroll from Flagellants, a pouch from Soldiers of the Empire, and the spyglass is the pole from one of the signs in the Fortified Manor kit. They're standing on a bit of offcut Red Harvest terrain.





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Nartyn


A talker who's prone to monologuing and a dirty fighter. He's known to switch sides mid-battle to save his own skin, if the tide turns.

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Made from an Ork Kommando armed with a sword and axe from different models in the same kit. The backpack was part of the original Kommando model. His greenstuff broad brimmed hat has the folded-up front pinned with bone hatpin made from a Flesh-Eater Courts ghoul's arm. The crab on his base is press-molded greenstuff.





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Skoot


The one who actually plans the raids. He seems to know exactly who is allied with whom and where their resources are. He always walks away with the best loot.

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Made from an Ork Kommando armed with a sword and axe from different models in the same kit. The pistol on his pack is from a Wargames Atlantic Landsknecht Ogre accessory sprue. The spyglass strapped to his pack is from a Luminark of Hysh. The pistol on his belt is from the Mordheim Militia kit, with the hand that was holding it trimmed off. The "crystals" round his hat are trimmed Daughters of Khaine spear-tips and pommels. Another press-molded greenstuff crab on his base.





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Kango


Lurks in the hold making over-complicated modifications to looted cannon, that are just as likely to blow up the ship as they are the enemy.

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Made from an old Ork Boy, with an Orc Boarboy pick, baggage and pistol from Empire Outriders. Greenstuff tricorne and press-molded crab.





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Scarlet Perryl


After spending months as a castaway, they prefer sitting alone in the crow's nest. They have an unsettlingly bloodthirsty vibe, and generally seem sleep-deprived and slightly unhinged.

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Built from an old Ork Boy, with Empire Outriders baggage and pistol. Greenstuff bandana. Wood Elf cape, blended with greenstuff. Lantern and pouch from Dwarf Quarrellers.





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Eeffo


The ship's "doctor" believed to be a mysterious, washed-up privateer who everyone respects and fears. He moves like a ghost and although he could win a duel with a paddle he is always festooned with a variety of weapons.

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Made from a new Ork Boy (from the Armageddon box set). I've added Empire Outriders pistol and baggage, an Ogor knife, and black powder flasks from Old World Soldiers of the Empire. Greenstuff bandana and press-molded crab.





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Red Dog


Overly melodramtic, convinced he's cursed and part of some tragic tale of fallen pirate kingdoms, broken alliances, and betrayals. Loves dramatic declarations of war and ostentatious clothing.

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Another new Armageddon Ork Boy with a Bonesplitterz right hand (and axe), a greenstuff hat, eyepatch and beard, Outriders pistol and Soldiers of the Empire pouch and hat-feather.





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I'm planning to make more pirate ardboys for this crew, using the rest of the Armageddon Ork Boyz. But I think I'm going to get some paint on this batch first.

Thursday, 17 September 2026

The Rotmoons, in Turnips and Trolls, part 1


The Rotmoons returned to Wortbad, in the Harrowmark, for the first time in years and found the isolated port town was being harassed by an unruly grot warlord and his army of Troggs.


The noise of pouring rain couldn't hide the strange underground rumblings that could be heard by all hands.


Suddenly a monstrous creature burrowed out of a swampy wood and thundered toward the orruk pirates.


Kapitan daLeeva immediately barked an order to fire, the crew nearest to him blasted the beast with a ragged volley of fire from their heavy blackpowder pistols.


The huge Trogg, stung by the noise and volume of lead shot, retreated a little.


El Doktoro ordered the crew of the Pandemonium battery to fire upon it, and they sent a shrieking and wildly corkscrewing flight of rockets in the thing's general direction. Cheers went up from all hands as a few of the fireworks landed on the Trogg and it fell sideways.


The cheering was short-lived however, as a band of Rockgut Troggs burst from another wooded mire and smashed the rocket launcher frame and it's crew to smithereens.


Chaos ensued.


The orruk pirates disappeared in a cloud of thick grey smoke as they let off volleys of heavy flintlock pistol blasts at more Troggs who appeared out of the rain, flinging rocks and branches in reply.


Roggriguez' division spotted an opportunity and scrambled toward a stack of barrels. They "liberated" them enthusiastically. Palmaz then urged the Brutes to charge the new arrivals and they willingly obliged.


Unfortunately they were immediately driven off by the bastards, and as they retreated in disorder they crashed into and tripped over Bortagno's division of pirate orruks.


More acrid powder smoke enveloped the deck hands along with rising panic levels across their battle lines, and they fired blind.


El Doktoro shuffled away from the Troggs, to "help" the deck hands of Bortagno's division, entreating them to deal with the Troggs who were sorely bothering him. But, predictably, they did very little to aid him, as a troop of whelps dashed toward them.


Dragante's division spotted an opportunity and scrambled toward a stack of barrels. They "liberated" them enthusiastically.


Bortagno's division ran straight into a sorry mauling by the rocket-smashing Troggs, despite daLeeva's distant words of encouragement.


Itchy's wolf-riding whelps vaulted over the chapel's low wall and secured a second stack of barrels for themselves and their Trogg mates.

Kapitan daLeeva realised that the fight was unwinnable and ordered the crew to run away in a disordered rabble. 

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Sam and I tried the Turnip28 rules for the first time last night. We used our Warhammer models as neither of us has a table-ready Turnip army and, to be honest, we both like the idea of trying different games with the models we already own.

It was an utterly chaotic game and a lot fun! I really like the Turnip28 rules, especially the Orders and Panic mechanics.

I used the Cult of St Alamei's Rocket Battery:
  • Kapitan Alunzo da Leeva (Toff)
    • Bortagno's division, Ardboys (Black-powder Fodder)
    • Dragante's division, Ardboys (Black-powder Fodder)
  • El Doktoro the Shaman (Toady)
    • El Bastidor (Pandemonium rocket battery)
  • Palmaz the Warchanter (Toady)
    • Roggriguez' division, Orruk Brutes (Close Combat Brutes)

Sam used the Cult of The Feast of Charybdis:
  • Grinkrak the Great (Toff)
    • Trugg (Scuttler)
    • Fellwater Troggoths (Bastards)
  • Gribla Da Wonky Lance (Toady)
    • Rockgut Troggoths (Bastards)
  • Zarbag (Toady)
    • Itchy's Wolf Riders (Whelps)

Friday, 21 August 2026

The Flaywilds Deck - Animosity VIII (part 3)


The Warhammer World meet-up for Animosity VIII is tomorrow, and I'm running a narrative Warcry campaign day there. 

I'm providing all the boards and scenery - the battleplans will be fixed for each board. 

I'll do my best to make sure everyone plays 3 games, on 3 different boards, against 3 different opponents.

Winning a game will earn 5 Varanite Tokens, a draw will earn 3, and a loss earns 1.

I've also stolen written a mini-game for everyone to play at the end of each Warcry battle.

It's heavily based on the Arcane Abilities mechanics from Moonstone, with an extra step.

Players will draw a hand of cards, and the active player must choose one to play, face-down, and declare what the colour and value of that card is... but they're allowed to lie and their opponent has to decide whether to accept it or call their bluff.

Should the resisting player accept it, both gain a small number of additional Varanite Tokens.

Should they call Bluff and the active player was lying - the card is not what they declared - the resisting player may replace the card with one from their hand. This increases the chance the active player will get a smaller, or no reward. If they play a Flaywilds card it will go very badly for the active player!

If the active player was not lying, and card played was the one declared, they not only get a larger reward, but they also may play a second card from their hand.








Varanite Tokens:


I've no idea how well this will work, but we'll see tomorrow, I suppose!