Orthesian Herald 17 – The Conclusion and the Cutlass

header reads the orthesian herald session 17 the conclusion and the cutlass

Orthesian Herald is a Rogue Trader 40k RPG Actual Play, this is the write-up for session 17 – the Conclusion and the Cutlass.

PreviousSession 16: Terrors of the Gallionic Passage
First: Session 1: The Unbroken Resolve and All Those Who Sail Therein

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rogue trader vessels, artist unknown
[Image from the internet, artist sig in bottom right]

Proximity alarm! Augers detect plasma drive activation 8 VUs off starboard side and closing!

Last time our intrepid explorers translated safely into the Gallionic system and straight into an ambush at the hands of Captain Firmstep.

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Asteroid scatter terrain for Rogue Trader

Asteroid fields made of cork against a starry backdrop with a battlefleet gothic frigate in the middle for scale
Finished product first!

Big rocks – mankind’s oldest foe. As much a threat to planetsiders as to voidsmen, and despite space being really really big and really really empty, asteroids do have a tendency to turn up in space battles quite a lot. Given our Rogue Trader campaign is heading back out into the wilderness, we’re likely to come across all kinds of really big rocks. Why not put some asteroid terrain together?

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Gloomhaunts from Dark Heresy

header reads gloomhaunts, leather-winged hunters that drop from the rafters
A dozen scratch-built gloomhaunts mounted in swarms, they look like horrible zubats
Finished product first!

Originally introduced for Dark Heresy, the Gloomhaunt is a classic fantasy beastie effortlessly inserted into the abandoned corridors, dank caves and hissing service tunnels of the 41st millennium. I needed some winged beasties for our Dark Heresy campaign for the Beast House section and thought Gloomhaunts would fit perfectly.

As they’re ambush predators they’re not much of a threat if you catch one of them sneaking up on you, so I’d need a bunch of them assembled in case I needed a swarm for some of the higher power games, like Rogue Trader or Wrath and Glory. They’d even make great horrors in the dark for Necromunda, so having a few singles and some swarm bases would be helpful for ease of play.

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WIP Necromunda Slaver Guild Entourage – Mercator Sanguis

header reads slave guild wip, an entourage of chained servants and their masters
A scratch built Necromunda Slave Guild entourage made from lots of different plastic bits
Finished product first!

One of the aspects I enjoy about Necromunda is the modelling challenges it presents, and this Slaver Guild project is one of them.

Since the addition of the Book of Peril, you can ally with Guilds and criminal organisations to unlock unique boons and deploy small squads (called entourages) alongside your current gang.

These entourages usually consist of a leader, a champion, and 1-3 pleb-level fighters. They’ll usually be equipped with a very particular set of skills and equipment, meaning there are no real out-of-the-box options (yet!) available for them. I’d love to see some plastic kits, especially for the Bioshock-esque Water Siphoning Guild, but I can’t imagine those kinds of kits are high on GW’s agenda.

One of the alliances available is the Slave Guild, replete with Slaver Entourage. They provide some interesting bonuses to gangs they are allied with, but I was mostly interested in seeing if I could kitbash four drugged-up chain glaive-wielding goons from whatever I could find in my bits box. Game on!

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Orthesian Herald 16 – Terrors of the Gallionic Passage

Orthesian Herald is a Rogue Trader 40k RPG Actual Play, this is the write-up for session 16 – Terrors of the Gallionic passage.

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orthesian herald star map with a dotted line going from Gallionic to a mystery location
What could go wrong?

Last time we were mid-warp on our voyage to the unknown – the Void Sea. This had a small stop-off at Gallionic, an “entry point” to the Skylar’s Lie domain, catalogued as such due to its proximity to other systems and relatively calm warp currents.

Many Domains in the Nomad Stars have these entry points, and navigating across the sector is quicker (and usually safer) to hop from entry point to entry point. However…

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Mind-locked Wyrds of the Beast House

header reads beast house witches, insane warp-dabblers for tracking down quarry
Beast House mind-locked wyrds for Necromunda, two bloodied individuals in mucky strait jackets with strange devices strapped to their heads
Finished product first!

Originally intended to be witches, these guys double up perfectly as Mind-Locked Wyrds of the Psi-Syndica in Necromunda

The Beast House project is practically finished and I have enough minis to represent all manner of slavers and keepers to harass our Dark Heresy group. Previously I showed off the leadership of the Beast House, Jackal Mask, and all that’s left was to paint up a few of the ‘supporting roles’ of the campaign.

The plot called for witches – rogue psykers incarcerated in hellish iron-maiden-type devices for the purpose of tracking and interrogation. What would happen if one of those witches escaped? We’d need some minis, just in case…

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Beast House Jackal Mask

banner reads Jackal Mask, the top dog of the beast house
Beast House Jackal Mask, a corpulent giant of a man hidden behind a black canine respirator, chain glaive over one shoulder and grenade launcher slung under the other arm, as seen from the front
Finished product first!

The Beast House project needs a little leadership, and the Hare-masked lieutenant just wasn’t cutting it. Our Dark Heresy group deftly slipped past Hare Mask and her Ogryn Butcher and they’re making a beeline for the head honcho, Jackal Mask.

The module describes him as huge and terrifying, with some built-in shock whip tentacles taking up one of his arms. Sadly the module is non-descript about his fate, suggesting his body is found in a trunk, skin flensed and missing an arm, so the Acolytes are never intended to take on Jackal Mask at any point. I thought that was a bit disappointing, as knowing my players, they’re desperate to exact revenge.

The project brief was quite open ended: build a big lad that could reasonably be the head of the Beast House operations, to make for an interesting foe in Dark Heresy and as a potential gang boss in Necromunda.

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Orthesian Herald 15 – A New Heading

banner reads The Orthesian Herald, session 15, a new heading

Orthesian Herald is a Rogue Trader 40k RPG Actual Play, this is the write-up for session 15 – A New Heading

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The roar of the crowds is electricity in your bones and the air is heavy with the smell of blood and recycled sweat.

You are in a private balcony overlooking the main Bazaar arena, a wide sandy pit several hundred metres across. High above is a great plexiglass dome, through which the statue of the god-emperor is haloed by the rippling fury of the Telos star.

The crowd encircling the arena is cheering on a cybernetically-enhanced gladiator as he twists the head off an Ambull, holding it up for all to see.

Chief Wrecker Davit holds up a hand at the spectacle and grins at you with golden teeth. A boy in silk pours more wine into your goblets.

”So what do you say? Do you want to play a game to win your ship parts, or perhaps you’re looking to sell? The arenas are always looking out for new and exotic attractions.”

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