Tuesday, 5 December 2017

The Rise of House Morlaque - a New Necromunda / Old Confrontation Gang

Hive gangs battle it out for supremacy.

The release of the new incarnation of Necromunda has got me all excited. Not least because the background in the rulebook feels like a director's cut of all of the great content from Confrontation, married with that of mid-1990s Necromunda. There are great swathes of text from the Confrontation-era White Dwarfs lovingly reproduced and spliced with later canon. We now see again that Necromunda is a planet, with different locations and shifting political power, rather than the trials of a few gangs within a single hive spire.

I confess too, that I'm pretty pleased with the rules tweaks which have taken away some of the tiresome elements from the mid-1990s incarnation, and added in modern gaming approaches.

I'm not the only one who's excited about the new game. My gaming group is due to start a new Necromunda campaign in the New Year - we already have nearly 20 folks signed up, which demonstrates quite how excited people are. In preparation for the new campaign, I've made a start on a new gang. I say new gang, but typically it's an old gang - this time I'm working on the Hunter gang from Confrontation.

If you're not familiar with the Hunters, they were a set of 4 models from Citadel's short-lived Hive Gangs release which was designed to support the Confrontation rules.


Tuesday, 21 November 2017

Adeptus Arbites APC

Adeptus Arbites wrestle with rioting citizens.


I suspect that if you had to specify a riot control vehicle for your local law enforcement outfit, the sort of thing that would spring to mind would be a wheeled APC, perhaps with a turret mounted watercannon. Possibly with a dozer blade for clearing out barricades and shunting aside burning wrecks.

Something like one of these:




A few years ago, I used my Adeptus Arbites in a couple of games. I didn't have anything suitable ready to go, so I picked up a marginally over-scaled but cheap toy police vehicle (with sound and light action). This vehicle has seen a fair bit of use in games which require swift deploying of Arbite troopers. It can even be operated by Jokaero. The flashing lights and nee-naw sounds are of course, a bonus.


Tuesday, 14 November 2017

Ork Warboss Krugg Fangrot and Banna Waver

Every fledgling ork warband needs a boss to shout at people and to be the biggest, toughest, meanest greenskin around. And how does a boss show people he's the boss? By having a grot carry his personal banner around behind him.

My boss is the fairly ubiquitous Thrugg Bullneck from the Rogue Trader Space Ork Raiders box set. Thrugg is a pretty hefty figure - hulking (by early RT standards), and pulling off a suitably boss-like pose. My copy of Thrugg (aka Krugg Fangrot) has a few rounded elements (probably from rolling around in a box somewhere), but he's in relatively fine fettle.

Krugg Fangrot with his boss pole.

I added the little Blood Bowl snotling to the base because I liked it. Plus I put Krugg on a larger base, so I had some room. The model's pose overspills a standard 25mm base.

Tuesday, 7 November 2017

The House of Yakob - Another Building for Helsreach

I know the title of this post says Helsreach, but I've decided I could do with naming my own distinct settlement as a different setting for all my buildings. Something like 'Blackdust Gulch' or 'Edge Town' perhaps. I'll give it some thought.

Today's post shows off the newest addition to the collection of buildings - a mid-sized two-storey house which has become the dwelling of the merchant Yakob Pento (now he's moved from Necromunda, where we last saw him!).


Friday, 3 November 2017

Choose Your Own Adventurers #13: The Navigator


Following on from cheetor's lovely Squat miner, it's my turn in the 'Choose Your Own Adventurers' series.

According to Wikipedia (on the subject of Theosophical beliefs) "humans had in far ancient times an actual third eye in the back of the head with a physical and spiritual function. Over time, as humans evolved, this eye atrophied and sunk into what today is known as the pineal gland...by extending an "etheric tube" from the third eye, it is possible to develop microscopic and telescopic vision."

I suspect on the basis of this, and other spiritual beliefs, the concept of the Imperium's Navigators was born - after all, they have a third eye and can see weird stuff!



Wednesday, 18 October 2017

More Orks for Orktober

Less than a fortnight ago, I painted up the first 40k Space Orc and Space Goblin. You might have picked up on the fact that in about 28 years of gaming, I'd never had the slightest interest in playing with anything orky. But painting that pair of figures sparked something. I rooted around in my boxes and unearthed enough ork figures to make a small warband.

This looks like a suitable Inquisimunda or Shadow Wars starting gang to me!

Tuesday, 10 October 2017

Orks for Orktober

Sometimes someone comes up with a 'thing' and it sticks. I can't remember who first suggested painting orcs/orks during October (was it Erny?). I don't know who first called it Orctober/Orktober (Erny?). I don't know why Orktober continues to me an annual thing, where Slannuary isn't. I do know that about three years ago I did actually paint some greenskins in October for Orctober. I also confess (again), that I don't fully understand the attraction of all things orc/ork.

"Got any big gunz?"

This year however, with some Orktober action happening in various Facebook groups, I decided to use it as motivation to get some more figures painted from one of my 'collectible sets'. The set in question comprises the very first fourteen 40k figures released from back in March 1987. I actually have all of the figures and am slowly working my way through painting them.