MOTB: Hare Mask

Finished product first

Last time I’d finished up some slavers for my Beast House project in our ongoing Dark Heresy campaign, and as our players were nearing the end of their time in the Red Cages, it was time to up the ante.

The players had been stripped naked and thrown in a pit, and after a few sessions of Saw-style hammer house of horror, they had scraped together enough ragged armour and rusty blades to take on the final boss of the Red Cages – Hare Mask.

The module alludes to members of the Beast House wearing different animal masks as a grotesque parody of the riotous carnival going on overhead, so I wanted to take it further by having a different animal mask representing a different boss of the three levels.

The lowest level was guarded by Rat Mask (represented by one of the whippy slavers), who had two pet rats and a tent made of rat skins (surprise, surprise!). As they worked their way up the facility, it was time to face the final lieutenant – Hare Mask.

I didn’t have much in the way of a brief for Hare Mask, other than they needed to be a fairly commanding presence with even halfway-decent armour (ie not just bloodied chunks of animal stapled to you). They were going to have an imposing set of weapons, with at least one of them being a signature weapon stolen from the players to make it even more obvious that this person needs taking down.

Time for a rifle through the bits box!

building the bunny

My preference was for Hare to be another female slaver, and I just happened to have one spare Escher body left from the Necromunda core box set. The big battle boots, animal trinkets and slightly raggedy appearance would make a great start to a Beast House lieutenant.

At the end of our last campaign (before stripping the team naked and leaving them in a pit) I asked them what their favourite/least favourite equipment was. There was little context beyond me trying to get a flavour of what the team have and what they might like more of.

Being an Utter Bastard(tm) this was in fact just a way of me working out what tools to drip feed them. In their first mission, the only equipment they could scavenge was whatever they had told me was their least used/least favourite equipment. It made for some incredibly resourceful moments of creating disguises and distracting guards with bags of spices.

The other less-bastardy intention was to work out what equipment I could use as a reward – something to help them feel less like I’d deleted their character sheets and more emphasis on progression to reclaim what is rightfully yours. The baddies have your stuff – go shiv them in the neck and take it back!

Our preacher’s combat shotgun was the perfect choice – iconic and deadly, and a reminder of just how powerful some weapons can be in the wrong hands. It’ll also give the slavers an opportunity to put out some hurt of their own – the crappy disposable pistols they’ve been threatening the players with so far have been fun, but their threat is limited. Time to burn some fate points.

I needed something slaver-y for a melee weapon that wasn’t another whip, so I went for a shock maul from the Genestealer Cult Neophyte set. It also comes attached to the user’s wrist with a length of chain, which was a nice touch. Stops those pesky slaves trying to disarm you.

With some extra animal gubbins and some fur sculpted around the shoulders to give her a more impressive silhouette, all that was needed was a mask itself. I went to a lot of effort to find anything I could use as a mask that would involve zero effort to employ. In my hubris, I just had to come to terms with the fact I’d need to scratch build it.

The mask was a strip of plasticard cut to shape with a sharp hobby knife and VERY carefully bent around the handle of a paint brush to give it a more natural curve. The details were painstakingly carved out with the end of a knife. It didn’t matter if it looked rough – it would add to the effect!

It did need to look like a hare though, and rather than use an actual animal for reference, I figured I’d borrow from the best…

Would you kindly source your references in future?

And it was time to undercoat!

That girl with five colours in her hare

I tried to stick to the colour scheme I had trialled (surprisingly successfully) with the previous slavers. Light drybrushes, washes and copious use of Typhus Corrosion and Blood for the Blood God to finish off.

All in all I’m very pleased with how she came out. She will make a fine mini-boss, and her statline suggests she’ll be light on her feet and much harder to hit than the usual lumbering slavers (hence her patron animal). Hopefully it’ll give the players a run for their money (and Fate Points).

Now, I think she needs a bit of muscle…

MOTB: The Beast House

Finished product first!

Last time we looked at the Beast House WIP photos for the Beast House project and now they’re finished!

The brief for these guys was very simple: paint them in one evening. I had sprayed them on a Thursday night and needed them ready for an 11am Saturday start. The race was on.

Pigs of the red cages

Building these guys was actually inspired by the head choice – Kolony Feral heads from Pig Iron productions. I had no intention of making specific minis until I dredged through my bits box and found a bunch from a previous project.

In the Dark Heresy adventure, the slavers running the creature-smuggling ring are described as bloodied brutes, covered in gore-soaked leathers and wearing iron pig masks. The mask I used for this guy was perfect, and the ideas flowed from there!

Polearm to meet you

Everything was undercoated in Army Painter Tan Leather spray from my FLGS, Asgard Wargames (support your local!). From there, it would all be completed with washes and drybrushing.

It was the first time I’d attempted to do so many in so little time. Luckily, the nature of the grime-encrusted subject meant nothing needed to be neat, and it would work better if it didn’t!

I have a Bone to pick with you

What came from necessity was a series of really useful techniques I’ve since applied to many projects since, such as not being ashamed to drybrush huge chunks of models (there’s no prize for wet-blending everything) and getting a fantastic metal effect for drybrushing metallic colours overa matt brown base.

The liberal application of Typhus Corrosion and Blood for the Blood God as a final step was particularly enjoyable!

Cool whip

I’ve been very impressed with how effective the ‘splash blood effect on everything’ technique has been across different sections of the models. I wanted the bases to look like the slavers were standing in a vat of something, perhaps on a gantry above a sluice of ground-up gladiators.

I used some mesh and plasticard for the effect, drybrushed it silver and applied a healthy coat of Blood for the Blood God, wiping away excess with my finger.

Barreled over

This double-barreled chap was originally a test model for a genestealer cult from a Feudal World that I never particularly liked. Fortunately the headswap was perfect for the Beast House project, but unfortunately he was already based on something that didn’t fit the theme. The old Bretonnian kits are made of a much softer plastic to modern sprues, and I was worried about the damage it would do to his wee feet if I tried to rebase him.

Luckily some additional scraps of mesh strewn about and a healthy dollop of blood and grim was all that was needed to make him fit right in.

Skin deep

I also stumbled upon a flesh recipe I really like – Pallid Wych Flesh with a Sepia wash over the top, with a very light-touch highlight of Pallid Wych Flesh on the super-raised areas (like knuckles). Definitely one to be using again when I need to batch-paint some more goons!

Through the fire and the flames

Painting fire is harrrrrrd QnQ

This is maybe my fourth(?) attempt at open flame in my ~20 years of hobbying and it’s definitely getting better. Annoyingly, this was my quickest and (I thought) sloppiest attempt using exclusively drybrushing techniques, and is easily the best I’ve produced so far. I think it needs to darken to orange a lot more at the top to take into account the actual heat source of the top of the stick, but otherwise I’m very happy with it.

I’m very happy with how these guys came out – for a cheap and cheerful one-night paint job they’ve ended out more effective (imo) than some of the paint schemes I’ve agonised over for days on end.

They’ll definitely be getting extras added to them over the coming weeks – beasts aplenty and some leadership is in order I think. Plus with the new Necromunda Book of Judgement out, I might have to start thinking how I can work these into a gang…

MOTB: The Beast House WIP

Finished(-ish) product first!

Our long-running Dark Heresy campaign has deposited our mid-high tier characters naked and unarmed in a pit of despair, deep in the bowels of a steel labyrinth. The ‘facility’ is inhabited by pig-masked psychopathic brutes – operatives of the shady xenos-smuggling ring ‘The Beast House‘.

The campaign called for some low-level scrubs armed with a variety of enslaving equipment. It’s a cliché trope to have your characters wake up missing all their weapons and armour, but I firmly believed that if done well, it could add a fresh new perspective on the game. After consulting with some peers, the trope can work if:

  • In medias res – don’t dwell on how they were captured, and definitely don’t play out an unwinnable capture scenario. You’re in a pit, naked, with only rocks and bones, and something wicked is howling down a tunnel towards you. Fight or die. Figure it out later.
  • It’s only temporary – assure them their equipment is safe and recoverable. In this case, I seeded some choice equipment from their character sheets among sub-bosses responsible for their capture, and they discovered the rest is in a lockup held by the end-game boss. They’ll get it all back eventually, but for now – improvise.
  • Started at the bottom – acquisition of new kit comes quite quickly if you’re cunning. By the end of our second session, every character had some patchwork armour, a useful melee weapon, at least one ranged weapon and a few bits of gear or tools.

So the Beast House operatives needed to be low-level thugs who relied on their charming demeanor and powerful musk to get their way, relying little on complex or deadly weapons and more on tools designed to hurt, entrap, ensnare and enslave.

To the bits box!

Cleaver? I hardly knew ‘er

The squad was assembled overwhelmingly from three main sources – old plastic Bretonnian Man-At-Arms bodies, Frostgrave Crewmen bits and Kolony Feral heads from Pig Iron productions. The bases were made by supergluing some mesh to a 28mm base and some plasticard strips over the top.

Snipping the Man-at-arms bodies off at the waist gave me more possibilities for leg and body swaps. I wanted them to look part butcher, part slaver – a huge hooked cleaver and a cloak made from flayed skin would complete this particularly dashing look.

Kill the beast

No group of beast herders would be complete without whips and torches, and I’m always looking for an excuse to use the lit torch from the Empire flagellants kit. A barbed whip from the dark eldar wyches sprue helped round off this guy.

Changing with the times

This guy was actually assembled almost a year before, originally with a Genestealer Cult head. Looking for something to do with all those Bretonnian bodies I hadn’t used, I toyed with the idea of a Genestealer Cult on a feudal world, but it never really got off the ground.

When I was sketching ideas together for the Beast House, a simple headswap was all I needed to give me the inspiration for the rest I had thought about swapping the hands out for something less claw-like, but figured that even the Beast House wouldn’t be that fussed about mutation so long as you were strong, cruel and got the job done.

Packing iron

At some point, the Beast House needed to escalate their efforts to contain the problem the players will inevitably become – that’s when they break out the automatic weapons. I didn’t my players getting their hands on an autogun too early, but they’re too great a staple for any low-life thug kill-squad that I couldn’t resist including them. This guy is also a little better amoured than his co-woerkers, and the bag of bones and body bits on his back keeps him themed with the others.

Crack that whip

Changing up the body parts, this little lady used an Empire flagellant as a base and a pair of dark eldar arms. I wanted a second whipper and that part was easy to source, but the only right arm that fit with the theme was another Dark Eldar one. Cue hacking apart a splinter rifle arm to fit a stub revolver to it. I had a mad plan to keep the stock and have a weird stubby revolver rifle thing and I think it worked quite well.

Add another flayed skin cloak, some severed heads and a pony tail and the freaky look is complete!

Flail forwards

Can’t have slavers without a flail guy! I got a load of random Anvil bits a while back when they were selling bits bags, one of those bits was a set of running legs. Empire flagellant arms and a Neophyte Hybrid autopistol rounds this lad off nicely, with a miscellaneous shoulder pad to hide a particularly ugly join.

Polearm to meet you

The Man-at-arms sprue has lots of exciting-looking polearms with various hooky bits for pulling knights off their horses, or in this case enslaving alien beasts, but I wasn’t enthusiastic about the pose they come in. A quick root round found a set of Empire cannon-loader arms – replace the wadding with the end of a billhook and we’re away! One of the simpler conversions but I think it really adds to the overall feel that these guys regularly tackle stuff bigger and stronger than them as a day job.

Overall I’m very pleased with how the squad came out, and I’ll inevitably be adding to them as the campaign unfolds. They definitely need some kind of leadership or tame beasts, and with the release of the new Necromunda Book of Judgement, there are a WHOLE load of options for using these guys as criminal allies too. It’s never been a better day to be a slaver!