Friday, 29 June 2018

Oil and Blood, Tor Megiddo - part 7

The Rustmen walked the lonely valleys and mountains of Tor Megiddo. For an aeon they were but a myth, a legend of old. They appeared in folk tales and travellers' stories, mysterious metal creatures, endlessly trying to remember tasks set for them before the Long Dark, in the age before the end.

But after the destruction of the Promethean Tower, and the expansion of the Yaike Yaike tribes' civil wars, they either grew bold or noticed the activity on the plains and went down to investigate...

The Vulture

Still very WIP but I'm pleased with how he looks so far. The base model is an Armiger Warglaive (I bought one second hand, rather than getting a box of 2!) with the skull from an Aleguzzler Gargant club as a head and armour plates made from various Ogor kits and Ironjawz Brutes backplates.

There will be quite a few Rustmen featuring in Oil And Blood as my Dunecralwer and Kastelans will also be appearing and the Vulture will get the same colour scheme them. They will all get used in games as a kind of "aggressive scenery" - I will be sharing the Necromunda rules for them in a future post.

At Alexander's suggestion I have started to make the "multi-melta style" Thermal Spear look a bit less "standard issue". I clipped off the top barrel and replaced it with the muzzle from the Onager Dunecrawler's Neutron Laser for a bit of a "combi-weapon" look. I will be adding some scrap-metal plates and wires to the body of the weapon to emphasize the broken & mended aesthetic of Tor Megiddo.

Monday, 25 June 2018

Oil and Blood, Tor Megiddo - part 6

I'm working through three or four of my really old Necromunda scenery pieces to bring them all up to the same standard as my newer Sector Mechanicus scenery. This is the first to get the "Tor Megiddo re-paint".

It's a fairly quick-and-dirty technique:
  • Resprayed black, zenithal base-coated Mechanicus Standard Grey spray
  • Free-handed the "stenciled number in Rakarth Flesh
  • Sponged on some "chipping" to the number in Mechanicus Standard Grey (Base paint)
  • Dry-brushed Ushabti Bone all over
  • Washed all over with Nuln Oil and/or Agrax Earthshade 
  • Weathered with watered-down Mournfang Brown and then watered-down Trollslayer Orange, mostly around the lower edges, plus on the flat areas on top
  • Dry-brushed Ushabti Bone all over again

Friday, 22 June 2018

Oil and Blood, Tor Megiddo - part 5

I have completed 4 NPC mutie merchants and traders (WIP photos here) to hang around in the background of Tor Megiddo settlements like False Hope and Malady. Hopefully they will make the games feel like they are taking place in slightly more inhabited areas!

The first one is a bodyguard to the merchants, he is based on a Poxwalker with the head and arms of a Genestealer Cults Neophyte and a greenstuff cowl.

The second is one of the traders. He is based on a Chaos Cultist model with a Crypt Ghoul left arm and a Freeguide Archer right hand, and the missing part of his cowl (that was part of this model's left arm) has been rebuilt with greenstuff.

The third is the head of the group. A big chap, looking closely at something he is considering buying maybe? He is based on another Poxwalker, with a left arm from a Sentinel Pilot and a right are from a Freeguild Handgunner. His baggage is from various kits, including Space Marines, Orks, Cadians and Dwarf Quarrellers. He also has a greenstuffed cowl.

The last one of the group is another bodyguard. He is the least converted - a poxwalker with some parts removed and a greenstuff cowl.

Next up is Cable. He is a Champion for the Slipgibbets. He is simply a Goliath Ganger (with some armour left off) with a left arm from the out-of-production Chaos Forsaken kit and shoulder armour from a Dark Elf (right) and a Orruk Boar Rider (left).

Update 11/07/2018 - I've added more rust and highlights to Cable's armour:

The whole Slipgibbets gang with their truck, The Stranger.

Thursday, 21 June 2018

Thy Soul To Keep - part 14

The Dead Shall Bar the Way

Karol the Cuirassier was sent by Kalyustar to find the Witch Hunter, Pieter van Toorn. The mission took longer than expected but it was a success, and the pair raced to the Soulbridge, a Realmgate near Leechminster, to get back to Kalyustar in Wortbad.

But there was a someone waiting for van Toorn...

~ 🕱 ~

Hagel Rotshroud cackled to himself and hobbled through the forest that had overgrown a dozen graveyards and tombs, making the area an arboreal necropolis. He attendants followed him without comment or reaction. The man was old and stooped but seemed happy in his work. 

Hagel stopped at the edge of a clearing and looked about himself. He sighed, cackled again, then motioned to one of his followers. The Deadwalker shuffled toward him and turned to allow Hagel access to its bag, from where he pulled a half-dozen large candles.

The necromancer set the candles on a nearby tomb and lit them one by one, then he waved over another Deadwalker which handed him a large book it had been carrying. Hagel carefully opened the heavy book at a marked page.

The old man read in silence for a few minutes. His attendants stood motionless and silent. The Hagel cleared his throat, raised his hand in a suitably dramatic pose, and was about to start performing a ritual when a noise behind him distracted him.

Someone was talking, and not far away! Two people even. A conversation!

Hagel Rotshroud was stunned. No one ever came here! He hurried toward the sound and hid behind a mausoleum.

Karol and Pieter van Toorn realised that a dark shadow had passed over the forest and drew their swords and pistols.

Hagel leered at the pair round the corner of the tomb then darted back out of sight. He waved a hand at his hurd of Deadwalkers and they started shambling forward toward the interlopers.

With another arcane gesture he brought forth the power of Shyish and more Deadwalkers joined his little band, shambling out of the woods and from open crypts and tombs.

The Witch Hunter and Cuirassier heard the creak of mausoleum gates opening from within and reacted swiftly. Pistol shots rang out in the silent twilight.

The head of a deadwalker exploded as a blessed silver bullet ripped through it!

Karol and Pieter both charged into a lone Deadwalker and crushed it...

But more appeared in the following moments they were swarmed and nearly overwhelmed.

They pushed through the crush of dead clawing fingers. Pieter's greatsword smashed through three 'walkers in a single deadly swipe. Karol broke away and galloped through a copse of trees.

More Deadwalkers came to Hagel's summons, and more still. The necromancer cackled to himself again. Surrounding himself in an amethyst aura of protection.

With several of his Deadwalkers grabbing at Pieter's clothing and gear, holding the Witch Hunter in their deathly grip, the necromancer turned his full attention on Karol.

Deadwalker after Deadwalker shambled toward the rider, clawing at his legs and his terrified horse.

Hagel advanced on the rider.

Pieter dealt with most of the 'walkers but one was more tenacious!

The necromancer exerted his will on the Deadwalkers and they pulled Karol down.

Seeing his moment the old man charged, amethyst energies crackling round the skulls hung on his staff.

Karol succumbed to the assault but Pieter was able to free himself from the Deadwalker's grip and run for the Realmgate!

~ 🕱 ~

The was a spur-of-the-moment narrative game, played because David and Rob could not make today's planned 4-player game. 

We wanted to tell the story of what happened when the Currassier, sent to find Pieter van Toorn, found the Witch Hunter (a chain of events triggered in an earlier game but not yet fully explored), so we played fast and loose with the normal AoS Skirmish rules. I had control of an NPC warband with double the Renown of Viktor's chosen two models. I was allowed to replace D3 Deadwalkers per turn (but I could not exceed the starting 12 models). I was also able to add another Deadwalker to that total by spending a Prophecy Point and using The Dead Walk the Earth (from The Bloodied Skull - also not normally allowed in Skirmish!)

Wednesday, 20 June 2018

The Badfangs - Bonesplitterz of Aqshy, part 1

Very WIP (they still need greenstuff as well as paint!) but this is Wurrgog Prophet Hogrog Ug Weirdklaw and Wardokk Krogdak, the start of The Badfangs, a new Bonesplitterz warband for AoS Skirmish. 

The Badfangs are from the dry and windswept Uzmorgarg plains in the wilds of Aqshy. I plan to use a very colourful but earthy palette for them.

Wurrgog Prophet Hogrog Ug Weirdklaw
A converted Ironjawz Weirdnob Shaman with an added Wurrgog mask and squig. The mask is the top of the Savage Orruks standard, cut down and trimmed. The feathers and branches on the back of the mask are a mix of Forest Goblin, Sylvaneth and Tzeentch Daemon parts. The squig by his foot is from a Moonclan Grots kit. I also removed the smoke effect from his staff as I have never been a fan of it.

Wardokk Krogdak
A very simply converted Savage Orruk, on a basing component from the Sylvaneth Tree Lord, with a skull mask made from an Ironjawz Brute shoulder trophy on a head from the old Orc Warboss kit. Adding the the mask was amazingly easy and required no trimming at all! I have also added the bird skull from the standard (the one used for the Wurrgog Prophet's mask!) to his belt. I will probably add a few more trinkets before he's finished.

█▀▀ ▜▟ ▆▉▆▟ ▀▀█

So far I have only purchased one box of 20 Savage Orruks and a Weirdnob Shaman, and I really don't think I will be buying much more for the project as there are so many options; just in the one box of Savage Orruks!

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.