My submission for the Ironsleet Invitational II – Regiments of the Thorn Moons are the New Drekport Irregulars. They are veterans of the Ghoul Stars campaigns and the Malfactus evacuations (so they can be NPCs in our campaign too!). They favour impractical masks (for reasons that seem to have been forgotten over the centuries) and personalised gear (because they are too far from Imperial supply lines most of the time).
I submitted them today (not quite on the deadline but close!)
Monday, 30 October 2017
Monday, 23 October 2017
Citizens of Mancunius Dome, Part 1
This is a small project that I have been meaning to get round to all year: 40K Civilians. The Inq28 style mini campaigns we have been playing, set in an area of the Necromunda underhive we call Mancunius Dome, have been sorely missing innocent bystanders and non-combatant NPCs. So I've been looking through my old copy of the Necromunda Sourcebook for appropriately underhive styled non-combatant roles, as I want each NPC to be recognisable as having a job or role of some kind, not just a faceless nobody. Most of them were inspired by entries in the Territory Table!
The Genestealer Neophyte Hybrids kit is currently one of my favourites available: their clothing is perfect as ubiquitous Imperial work gear. So that was a no-brainer for the torsos and legs of the first few (at least). Picking heads from my bits box was easy and they add a lot of individual character, but finding the right arms was the tricky bit as most GW kits are holding weapons of some kind. A bit of clipping removed some of them but the Empire Archers kit provided as few nice right arms with empty hands.
So here are the first half-dozen underhive inhabitants in a WIP state. I hope to have them all painted over the next few days (but some mold-lines have to be scraped first!)
A factory worker
The water seller's unhappy customer
A miner
The pay-mistress (I'm really please how well a male Neophyte legs and torso can become a female civilian with the addition of a female Dark Eldar head and Empire Archer's arms.)
The pay-mistress, dishing out the day's coin to a miner.
Thursday, 12 October 2017
The Malfactus Rift Campaign - part 4
Bossnob Woz
Bossnob Woz gets some Boyz to push around! Their names are all from a "Post Apocalyptic Warrior" name generator. They are intentionally not very "orky" as these Boyz are Freebooterz - they have been kicked out of their old klans for their strange ways. (Update 18th October 2017 - the rest of the mob is done.)
Mangul and Finder:
Frenzy and Mudge:
Turbo and Hatchet:
There are three more Boyz (including one with a Big Shoota) on my painting table who will be joining them soon.
Update: The rest of the Boyz mob and a squig are finished.
Retch and Mudgutz
Lockjaw and Digger the attack squig.
The warband so far:
Weirdboy Warphead next!
Friday, 6 October 2017
The Malfactus Rift Campaign - part 3
Psychic Maelstrom!
We have decided to allow psykers in the campaign, even though some of their abilities are crazy-powerful in such a small scale game (we are looking at around Power Level 15 to 20 for most games). To make sure they don't unbalance things we are going to use the rules for Battlezone: Psychic Maelstrom in all games (but we are ignoring the "Psychic Amplification" part). Everyone has been told that if they bring a psyker they have to bring a Spawn model too, just in case....
I have suggested that we don't need a detailed star map of the sectors we are exploring / fighting over. We can make up planets on the fly using a name generator. I'm looking for another to generate a brief backstory for each world (specifically the planets former use, rather than geography or environment. That will be based on our scenery collections) and we will come up with reasons for fighting there based on what the world is like. Most worlds will be affected by the Rift so we can assume a lot of abandoned ruins will be found... But what used to be here?
The action also won't to be limited to planets: drifting space hulks, orbital stations, moons, asteroids belts...
We have decided to allow psykers in the campaign, even though some of their abilities are crazy-powerful in such a small scale game (we are looking at around Power Level 15 to 20 for most games). To make sure they don't unbalance things we are going to use the rules for Battlezone: Psychic Maelstrom in all games (but we are ignoring the "Psychic Amplification" part). Everyone has been told that if they bring a psyker they have to bring a Spawn model too, just in case....
I have suggested that we don't need a detailed star map of the sectors we are exploring / fighting over. We can make up planets on the fly using a name generator. I'm looking for another to generate a brief backstory for each world (specifically the planets former use, rather than geography or environment. That will be based on our scenery collections) and we will come up with reasons for fighting there based on what the world is like. Most worlds will be affected by the Rift so we can assume a lot of abandoned ruins will be found... But what used to be here?
The action also won't to be limited to planets: drifting space hulks, orbital stations, moons, asteroids belts...
Wednesday, 4 October 2017
The Malfactus Rift Campaign - part 2
The Dust Hogz
We are not using a Power Level limit for games in the campaign but the player with the lower Power Level will get advantages - an "underdog bonus" (probably Open Play Ruse cards). The Warphead and the ork Boyz are not finished yet.
+++
Exploring and charting the edges of the Malfactus Rift. This small group of characterful and individual Freebooters: pirates, adventurers and scavengers, explore the outer fringe of the Dark Imperium. Poking around in Space Hulks and on backwater planets, finding ancient alien gubbinz and getting into scrapes.
Kaptain Throttle
Throttle used to be part of the infamous Blood Axe warband known as Da Fifty Fiff Bad Redz Brigade, but he was outcast because he was far too interested in loot, and not interested enough in the militaristic formalities the Bad Redz delighted in. He became a Freebooter and set off with a very small group of Boyz loyal to him. Since hitching a ride on a Space Hulk that dropped out of warp space in the Ghoul Stars he has gathered a few more followers to his crew.
He is often exasperated and constantly frustrated by the failures of his warband. He just wants a "job" to go to plan; just once!
Bossnob Nognox is a loyal first mate and a tough, deadly fighter. He has been at Throttles side since the "old days" in the Fifty Fiff.
Mugwak is a miserable git. He mourns the loss of his lost mob-mates, and keeps a Slugga from each dead Nob as a memento, believing that he will gain some of his dead mates' strength by carrying them.
Smarg is a sarcastic bastard with a bionik eye. He never says what he means and what he says is always mean.
Draktor is the warband's heavy weapon specialist. And he is a bit thick. But since his brings the big guns and seems to know not to shoot anyone on his side the others put up with him.
Arg is the warband's psychopath. He is always first in the charge and though carries a slugga on his back he rarely uses it, preferring to get "messy" with his Big Choppa.
Hoop and Twitch are the warband's fetchers and carriers, dogsbodies and slaves. The run errands, carry messages, fetch ammo and try not to get trodden on. The class a day when they don't nearly die as a good day. They have only been with the warband for a few weeks, they don't know but they are the latest of a long line of Grots that usually have very short lives in the Dust Hogz and they are already well past their expected "expiry date".
There are more to come (the 9 Ork Boyz led by Woz, for example!), but this is the warband as it currently stands:
- Warboss Throttle (Power 4)
- 5 Nobz - Mugwak, Smarg, Draktor, Arg and Boss Nob Nognox (Power 11)
- 10 Ork Boyz, including Boss Nob Woz (Power 5)
- Warphead - Zuggedd (Power 4)
We are not using a Power Level limit for games in the campaign but the player with the lower Power Level will get advantages - an "underdog bonus" (probably Open Play Ruse cards). The Warphead and the ork Boyz are not finished yet.
+++
Kaptain Throttle
Throttle used to be part of the infamous Blood Axe warband known as Da Fifty Fiff Bad Redz Brigade, but he was outcast because he was far too interested in loot, and not interested enough in the militaristic formalities the Bad Redz delighted in. He became a Freebooter and set off with a very small group of Boyz loyal to him. Since hitching a ride on a Space Hulk that dropped out of warp space in the Ghoul Stars he has gathered a few more followers to his crew.
He is often exasperated and constantly frustrated by the failures of his warband. He just wants a "job" to go to plan; just once!
Bossnob Nognox is a loyal first mate and a tough, deadly fighter. He has been at Throttles side since the "old days" in the Fifty Fiff.
Mugwak is a miserable git. He mourns the loss of his lost mob-mates, and keeps a Slugga from each dead Nob as a memento, believing that he will gain some of his dead mates' strength by carrying them.
Smarg is a sarcastic bastard with a bionik eye. He never says what he means and what he says is always mean.
Draktor is the warband's heavy weapon specialist. And he is a bit thick. But since his brings the big guns and seems to know not to shoot anyone on his side the others put up with him.
Arg is the warband's psychopath. He is always first in the charge and though carries a slugga on his back he rarely uses it, preferring to get "messy" with his Big Choppa.
Hoop and Twitch are the warband's fetchers and carriers, dogsbodies and slaves. The run errands, carry messages, fetch ammo and try not to get trodden on. The class a day when they don't nearly die as a good day. They have only been with the warband for a few weeks, they don't know but they are the latest of a long line of Grots that usually have very short lives in the Dust Hogz and they are already well past their expected "expiry date".
There are more to come (the 9 Ork Boyz led by Woz, for example!), but this is the warband as it currently stands:
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