MOTB: Bedlam Feast chaos cultists – killer clowns

Finished product first!

Previously I’ve showcased some grubby Bedlam Feast cultists and some equally grubby but slightly fancier Bedlam Feast Red Revellers, so it’s time for some muscle. Some grubby, pustulous muscle.

Clowning around

Our Dark Heresy campaign needed some bulky enemies. I had intended the cultists to be cut down in droves, potentially even borrowing from Black Crusade’s Horde mechanics for later encounters. Among those would be some hardcore melee mutants that had real staying power – a must for high-level groups.

I had a sprue of poxwalkers from the old Conquest magazine, and it was obvious what had to be done. You can’t have a circus without clowns.

Very little conversion work was done to the models individually – almost everything was adding circus attire with green stuff. A few weapons were swapped for weapon variety and make them more viable for cross-pollinating with Necromunda.

The ruffs were done by following this rather excellent tutorial.

They’ve been a hoot in Necromunda using them as Helot Cultists with Frenzon Collars. Turns out if you’re always on combat drugs, you don’t suffer the side effects from not being on combat drugs. Win win!

And of course with any Necromunda gang, naming convention is important. Despite them being all nameless goons in Dark Heresy, they needed important-sounding names that binded them together. This Bristol primer to all available woad-paste colours in 1574 was ideal.

Guide to colours - a primer on the available woad-paste colours of Bristol, 1574

With their very serious and fearsome-sounding names chosen, it was time to assemble the squad.

Gooseturd

This lad probably had the most extensive green stuff work, which wasn’t so bad when working with a large batch of minis. It’s easier to do little bits on all of them and wait for them to cure.

When it’s just one mini I’m working on, the temptation to keep adding layers is far too great, and I always end up smushing my big sausage fingers onto a piece I’ve just spent half an hour sculpting. Patience and layers, people!

The mini was originally armed with a broken chisel in the left hand, which clearly needed removing. An old Empire pistolier arm was the perfect replacement, and the big poofy sleeves helped tie the mini into the Venetian jester look. A rattly autopistol also serves him well on the tabletop, giving him versatility and making target priority much trickier for opponents.

The jester bells were the trickiest part to figure out, but once I had the technique down I could do them all in one sitting. It involved rolling tiny tiny balls of greenstuff and letting them cure overnight, before supergluing them to the mini with a pair of tweezers.

I must have rolled out about 40 or 50 tiny balls in total, lined them up in order of size, and took the median. I’m bad at eyeballing sizes so I figured if I did shitloads I’m statistically more likely to get ones in a similar range.

The colour scheme followed the same recipe as the cultists – red, yellow and brown with a wash, then highlighted with the same colour.

The diseased flesh was a pale grey-green colour as a base with a sepia wash. Buboes were highlighted again, and particularly gnarly areas of guts or growths had a smash of crimson wash.

Ape Laugh

This fella had some surgery to remove his broken gas mask head and replaced with something a little more festive. A classic Night Goblin head looked suitably jovial, and was disguised by adding another couple of points to the hat.

The same ball trick was used as before, selecting larger balls for the hat, and smaller ones for the points on his clothing.

Sometimes you don’t need anything other than a two-handed axe and a really big smile. In Ape Laugh’s case, you absolutely needed more than that. He hasn’t had an outing in Dark Heresy yet, but his Necromunda track record has been appalling.

He currently holds the record for a ganger who has been killed the most. Four iterations he had – his great axe being handed down before the previous owner had gone cold. He huffed some Ghast and exploded his brain in the opening turn of the first game. He slipped and fell down a pit, 66ing himself on the way. He ate a melta gun at close range. Finally he was left bleeding on the floor, technically saveable by a doc, but after three failed attempts at getting him off the starting line, his boss decided he was worth more as a fine paste, and sold him to the sausage man.

Maybe next time, eh?

Ham colour

Probably the least work I did to any mini, and the one I think came out the best! Sometimes all you need is a rictus grin and two spiky ham hocks for fists. In Necromunda I ran him as having two mauls, which despite being an objectively bad choice, does make for a fun game.

They are entirely underwhelming weapons (and the only thing in the game that improves the armour save of the victim), but their Damage 2 makes for an unpleasant surprise for an Orlock leader who fails a couple of armour saves.

Spiky bits were done with Ushabti Bone, washed brown, then thin lines of bone painted back on. All the muck on the feed and clothes was Typhus Corrosion stippled on with an old manky brush.

Raw Flesh

Another lad with a weapon swap, this time from a maul made from old rebar. I already had a lot of clubs in the squad, and despite them being thematic they’re just not very good in either Dark Heresy or Necromunda, especially not when I have the option to give one a chainsword!

I always try to make my model loadouts unique where possible. It encourages me to be creative with parts, and makes them easier to pick out on the tabletop. Which Ganger With Lasgun was this again? Forgettable Larry #5?

In game I’ve counted his tentacle arm as a flail, which turns out to be a disgusting combination with a chainsword and Frenzon collar. This guy cleans house.

Anybody who plays Chaos (or any Outlaw gang) should absolutely be investing in Frenzon Collars for their melee lads. They are absurdly cheap – 30 credits – and make your ganger tough as nails. Nerves of Steel, True Grit and Unstoppable ensure they get into combat, are harder to put down, and heal off Flesh Wounds if left alone too long.

Coupled with the added benefit of a nominated ‘owner’ being able to group activate collared gangers from any distance across the tabletop? shutupandtakemycreds.gif

Bristol Red

I enjoy the simplicity of this fella. Just a happy lad taking his grenades for a walk. Another good flail warrior, and gives me scope to write an interesting weapon type for dark heresy!

Bomb flail: 1d10+1 Impact, Primitive, Flexible. On a Critical Hit, in addition to flail damage, centre a frag grenade on the target. On a Critical Fail, centre a frag grenade on the attacker! It’s excitingly random and will likely kill the attacker either way, but it throws up enough variation for players to come up with novel ways of avoiding explosive death at the hands of a mutant clown.

In addition to having a collection of Talents to bump up their meanness in Dark Heresy, the change that has had most impact is giving them Critical Damage. It’s something I reserve almost exclusively to boss characters as it slows the game down massively and ups the bookkeeping for the GM.

However, after dipping my toe back in and giving these lads Critical Damage, it’s been a huge success! It nearly doubles their health without artificially bloating it and makes them feel uncomfortably tough. The bookkeeping becomes easier too, as they’re all uniquely equipped it’s easy to keep track of which clown is missing which arm.

Lustie-Gallant

Yikes, maybe I need to cut back on coffee while I take photos. The final lad was another simple weapon swap – exchanging his spiked bar for an axe head, and his little mutant hand for another whole axe.

Axes are cool, fact. They’re also very deadly, both in Dark Heresy and Necromunda, so giving him a pair of them seemed appropriate. I imagined him as a kind of axe juggler, so I made sure to include some throwing axe rules for when players think they’ve got a couple more turns before he gets into melee range.

I also gave him a little tuft of hair, Krusty the Clown style, to help balance out his silhuoette a bit.

in clownclusion

I am very happy with how this horrible bunch came out. Simple conversions with a simple paint scheme that work really well together. They’re versatile enough to be used in a range of different systems, and they’re great baddies to roll out when I don’t need any morally grey villains.

Send in the clowns!

MOTB: Bedlam Feast chaos cultists – Red Revellers

Finished product first!

Last time we looked at the first wave of cultists for a Dark Heresy/Necromunda crossover project – a group of carnival miscreants called the Bedlam Feast. This time we’re looking at the cultists that infiltrate the upper echelons of society – the Red Revellers.

Cut to the chase

Our Dark Heresy campaign had our characters grapple with all rungs of the social ladder, from the mucky footsoldiers that pursued them from the Red Cages and attack in numberless waves, to the sneering elites that had fallen into the Dark God’s embrace.

Basically I needed some fancy-dancy slicey-dicey NPCs that could threaten our players in otherwise “safe” social situations, or provide dangerous and unpredictable muscle in traditional combat encounters.

The campaign book called them Redjacks, barbershop-looking nutjobs with sliced up faces and wielding cutthroat razors. I would reskin them slightly to fit the carnival theme of the Bedlam Feast, and I wanted some mean Assassins Creed-looking assholes to act as Champs or Leaders for potential Chaos Helot gangs in Necromunda.

I looked around a lot, and the rather excellent Brotherhood range from Freebooter Miniatures fit the bill perfectly. To date this project massively, this was pre-Brexit postage fees. I dread to think how much it would cost for a handful of (admittedly brilliant) miniatures like that these days.

When my handful of revellers arrived, there wasn’t much to do except assemble, base, and paint them.

What’s yellow, white, and red all over?

The first lad is the most regal looking, potentially a leader of sorts. He is the Master Assassin miniature, and certainly looks the part. The only editing I did to the base model is remove the crossbow in favour of another sword.

I knew I wanted to paint him in yellow so I could lean into the Lovecraft ‘king in yellow’ vibe if I needed to. I just really, really didn’t want to paint yellow…

I’m glad I did though, as it’s come out rather well. I guess that’s what tediously painting 10+ layers of watered down yellow will do, huh.

The miniature also had a strange split across its face, the store model painted to look like a kind of skull face? I wasn’t really sure what the intention was, but for me it was an opportunity to break out my favourite gore paint, Blood For The Blood God.

These guys would be big on self-mutilation and hiding it behind their masks, and what better than having a creepy leader who has a mask in place of skin?

A little trickle of blood on the inside of the mask and dribbling down his top helps sell the imagery, and he definitely looks like someone who’s going to cause trouble when the mask comes off.

What’s the matter, never seen a black and white before?

Next up was this sneakthief from the Coscritti and Harlequin set. I wanted to do a domino look with white and black alternating patterns, but there was a lot more cloak than I was anticipating.

I didn’t have the time or energy to give the stitched-together cloak as much attention as it deserved, so I went for a boring grey on the outside.

I wanted to have some unifying colours across all the squad, so even though they were brightly coloured and individual, you could tell they ran as a pack.

The inside of all the cloaks were painted the same crimson, and traces of fresh wounds are visible under all their masks. Finally, all their weapons were given a blue wash rather than the usual brown or black, giving them a slightly uncomfortable hue.

Maybe if I had more time I would have painted different shades of grey on the cloak patches to emphasize the domino look. But hey, perfect is the enemy of finished.

Digging the Dancing green

This lady I really liked. She is the other half of the Coscritti and Harlequin set and had such a dynamic pose I couldn’t help but spend some extra time on her. I opted for green as her base palette, but I had real difficulty figuring out which bits of clothing ended where, and which shade they should be as a result.

I am particularly proud of the pinstripe pattern across her arms and legs that match her feathery headdress. It actually came about by accident, as I was painting different coloured swatches onto her legs to figure out which kind of green worked better against the darker tone I’d picked for her corset and poofy leg bits.

The contrast of both stripes really worked and I talked myself into doing some freehand across the arms and legs, and I’m glad I did!

I used Athonian Camoshade as the wash for most of this miniature so the green tones come through more. I also took a craft knife to her face before priming so there would be lots of lovely gouges I could splash some gore paint into.

The bases were same as the other Bedlam Feast – cobblestone resin bases from Ragnarok Hobbies – painted in various shades of grey and tan, then given a heavy black wash. Typhus Corrosion was stippled around to look like muck, and flicked onto cape hems and boots.

Silent night, holey night

This was my favourite by far. The Bonaccia miniature, unchanged, and painted in a variety of purples. This lady struck a chord with me, I think because she reminded me a lot of one of my favourite Oldhammer minis, Aenur.

Pinched from the internet

The silhouette is very different, but the vibes are the same for me. It has the same stoic pose (with thigh high boots), grasping the cloak in one hand, and a single blade in the other. They both have an aura of menace about them.

You can tell I enjoyed painting this mini because I went all out on the cloak. A freehand starry night scene, complete with multi-tone blended background? Who on earth am I trying to impress with that?

I tried to bring the design over to the front as well, painting a little star on her mask, but I’m not sure how well that translated.

I also very much enjoyed her ruff collar, a clear visual tie-in to something I attempted with my previous mooks and I would continue on to use on my killer clowns…

But that’s a story for another time!

I’m very happy with how these came out, especially given the short time I had allotted myself for painting them. They had their first brief outing in the World That Was, so I’m excited to bring them back out again when we start out game nights back up. Perhaps this time with slightly better stats!

MOTB: Bedlam Feast chaos cultists – first wave

Fnished product first!

In the World That Was, I was running a Dark Heresy game that was entering its final stages of escalation. Our mid-high level characters had woken up naked and bloody in a pit of despair, deep in the filthy clutches of the Beast House. After escaping, they find themselves in the middle of an end-of-the-world carnival riddled with mutants, heretics and witches.

Where those three venn diagram circles overlap, you get the Bedlam Feast. A Chaos faction out for mayhem who have been responsible for several atrocities in our characters’ lives and are now moving to put their final plan into action. For this, I needed some cultists.

A brief interlude

I needed at least a dozen cultists, as I expected them to be mown down in droves by the climax of the campaign, along with some specialists and hero-type units. They needed to be carnival/circus-themed, as its imagery I’ve been obsessed with since Mordheim’s Carnival of Chaos range.

I wasn’t about to drop triple digits of cash on some ancient metal models, and I’d always wanted to own a set of the (now long oop) Dark Vengeance cultists. Anvil Industry do some excellent hooded cultist and masquerade heads turn out to be a perfect fit for human-sized 40k miniatures, who’da thunk?! I’d also identified some potential hero figures from TTcombat’s Carnevale range, but we’ll come back to those later.

I wanted a cobbled street base, and the heck I was making those myself. Mine came from Ragnarok Hobbies (previously Gladius Game Art).

Preparing the feast

Along with some Bretonnian and Empire odds and ends from my bits box, I cobbled together a test miniature with a GSC grenade launcher and was very happy with the fit.

After examining the minis I’d be converting, nearly all of them had a kind of mantle that the hood would join up to. This would make the red/yellow circus tent colour scheme I had in my head work very well, but some lads had the nerve to be topless.

Some like it ruff

I didn’t fancy sculpting mantles on everyone, so in-keeping with the venetian clown aesthetic, some had large ruff collars sculpted on them to hide the joins.

I used this rather excellent tutorial on sculpting ruffs, and I had it down pretty well after one or two passes.

The cultists are equipped with a variety of hand weapons as standard, but I didn’t want that for my lot. From both a book-keeping and a deadliness perspective I wanted more axes – a simple melee weapon that can still threaten a well armoured high-end PC, whereas clubs tend to bounce off.

Hot or not?

I wanted to include some classic entertainer archetypes, and the firebreather was one I was desperate to include. Not only does being on fire really, really suck in Dark Heresy, but the mini could very reasonably double up as a flamer or witch in Necromunda. Reusability of minis is always at the forefront of my mind!

This lad was made from an Empire Flagellant with a Skaven cleaver right arm. I always avoid sculpting where possible because I’m incredibly lazy, and to commit to making a jet of flame seemed like absolute madness.

Luckily I had the perfect piece in the bits box – a scenic flame piece that I honestly cannot identify any more. I thought it was from a Chaos Lord of some kind, and I can vividly picture it being part of the classic mounted Archaon kit but my Google-fu has failed me. Anyone know what it is?

I did a bit of hacking down to make it look more directional, but I was extremely happy I had exactly the right piece for the feel I was going for. I’ve gone 32 years on this planet without ever having to sculpt flames, and I’m not about to start now.

Crusty Jugglers

Another archetype I wanted was a loon juggling some grenades and some kind of spooky plague doctor. Luckily the Bretonnian men-at-arms had a jester-type sculpt perfect for me, and some absolutely painstaking pinning and gluing with some Goliath stick grenades gave me a rather excellent juggler.

The plague doctor was another Men-at-arms (Emperor bless that kit) body, with an Anvil masquerade head, a sickle from a Mantic kit, and a big spooky head potion from the classic Empire Wizard plastic kit. Simple but effective!

Painting the town red

Finished, not perfect. I needed a lot of these guys done quickly, so they’d be painted in my signature ‘speed paint’ style – Base, Wash, Highlight with Base Colour.

My Agrax Earthshade was reaching the end of the pot so some of them came out with a little oily sheen in the recesses. Not the intended outcome, and were it a more important mini I’d likely be a little upset at the effect, but as it’s for a bunch of grubby bullet-fodder I don’t think it takes anything away.

The skin tones were done with Idoneth Deepkin (or a pale grey/green) with a sepia wash, extreme edges highlighted with Deepkin again. Any sores/piercings had a little spot of Carroburg Crimson wash dotted on them to make them look inflamed.

Guns were Leadbelcher with a wash of Agrax. The dark grey/black robes were Eshin Grey, a splash of Nuln Oil, and an edge highlight with Mechanicum Grey.

I was happy to paint as many cultists as I could assemble. They’re lovely miniatures to have for just about any purpose, and they’re a great nemesis in Dark Heresy. Don’t underestimate the power of a handful of mooks with autoguns firing on Full Auto!

I think the circus theme really comes into its own on sculpts like the juggler. I’ve also had great fun in a recent Necromunda campaign running him as a Helot Cultist armed with frag grenades and two clubs. Every game, without fail, he would flub his frag grenade, immediately fail his ammo check for more frag grenades, charge into combat with his clubs and get kerb-stomped by a retaliation attack. 10/10 game of the year.

I wasn’t quite sure what I’d use the plague dorctor mini for, but the parts just came together serendipitously as I was sifting through my bits box for inspiration. She’s already had an outing in Necromunda as a Helot Cultist with Shard Grenades from the black market.

She never directly took anyone out, but the look you get from a Goliath player when you ask them to make a Willpower check on their cluster of heavy hitters is worth its weight in guilder creds.

I’ll concoct something suitably nasty for our Dark Heresy group too, likely with oodles of corruption points.

Finally my firebreather. This was my second-ish time of painting fire, so you could say I was getting pretty hot at it by now. I still had to pore over tutorials and reference images, paralysed in fear of getting it wrong. I shouldn’t have worried.

Drybrushing was the biggest help here. Previously I’d attempted to wet blend, which usually results in obsessively picking over details with diminishing returns. This was quick and easy, and with enough natural variation in texture that it looks good from a few feet away.

Were this a different project and I had more time/resources/inclination I might have attempted some OSL from the fire to add some drama to the mini, but as a wise woman once said, ain’t nobody got time for that.

The gang’s all here

And just like that, the first wave of basic fodder cultists was done! I have a collection of others on their way to bulk them out, including some heavies, specialists, and a few hero units, but I have to finish painting them first…

A View from the Bridge: Tales of Onus

Sergeant Caleb gazed out into the inky abyss. Frore, the world he stood on only days ago, was now just a puncture wound of shimmering blue light. He held a stub round up against the window and watched the planet shrink into nothingness. A bullet bigger than a planet – he thought to himself – why Caleb, that almost sounds profound.

He looked over his shoulder at the entrance to the command bridge. Great bronze doors loomed over him, vault-like in construction and lavishly decorated. A grand mural engraved into it depicts a scene of copper-coloured warriors laying waste to warlocks and sorcerers. The voidship’s name is carved into marble – the Bronze Harvest.

Caleb hated void travel. The constant noise and alarms, having to suck down someone’s recycled stink breath and the terrifyingly thin skin that separates twenty thousand souls from a horrifying, unnatural end. He found himself tapping on the plas-glass with the bullet. Just how hard would he have to hit it to break it?

“Missing home already, Sergeant?” An impossibly calm, soft voice cut through the chaff of noise from the great voidship. It chilled Caleb to his core.

He span on his heels. Down the corridor strode a tall, cloaked figure, moving effortlessly and silently. His face was skull-like – his skin pale and sallow, his eyes sunken and his head completely hairless. He was the visage of death. Not the violent, bloodthirsty, screaming death that all guardsmen knew. No, this was the death they all feared – the one that came swiftly and silently in the night.

The figure wiped a bead of sweat from his brow with a long, bony finger, producing a tall peaked cap from the recesses of his cloak and placing it carefully on his head.

Caleb mustered a salute and pushed out the bare minimum of respectful greetings through gritted teeth. “Commissar.”

By now the Commissar had glided gracefully next to the Sergeant and stared out the window alongside him. His eyes were as dark as the void, but with no glimmer of light in the distance.

“So good of you to join us to keep us updated on your failures,” The Commissar spoke in deafeningly hushed tones. “It’s always better to soften the blow in person, mm?”

“Powers damn it Jeremiah, it was a trap and you know it!” Caleb snapped, “You’ve read the reports!

“Aahh yes.” The Commissar began tapping on the window with his forefinger. It made the same noise as the bullet. “The reports that say you were surprised not once, but twice by the same acolytes, and while they were wearing their Sunday Best, no less.”

“By the Saints, do you think I don’t know what’s at stake here?” Caleb was seething. “Don’t you think that if I’d had even just a handful of my Ultraviolet cell instead of those Borzoi Hiver cretins I’d have cleared house and secured the Pattern? Why, if I didn’t know any better, I’d have thought someone was setting me up to fai-”

A deep boom issues from behind them, drowning the Sergeant out. They both turn to watch the elaborate series of locks and bolts disengage with the percussive tempo of a marching band. With a shudder, one of the doors opens a sliver.

A young girl steps out, barely in her twenties, dressed in an immaculately pressed Navy Officer’s uniform. She holds herself like a woman twice her age and four times her experience and addresses them both.

“Sergeant Caleb, Commissar Krell, the Inquisitor will see you now.”

Death of a Nobleman: Tales of Onus

A tray of measuring tools clatters to the ground. A boney finger readjusts a pair of half-moon spectacles on the bridge of a long crooked nose. Scrivener Malkin pores over the transcription scroll in his hands, a long ream of parchment that snakes around his small chamber and terminates at the vox-receiver. It has been furiously producing vox reports for over an hour now, its transcription arms squealing under the sudden workload.  

He had read enough. His pallid cheeks had drained of what little colour they had left. He gathers as much as he can manage and bunching the bottom of his robe together in one hand, stuffs the transcription into the cavity with the other. Holding the bundle of robe and scroll close to his chest he barrels out into the dark stone corridor.  

He staggers his way through the Lithologist Guild undercroft. The thick parchment had been re-purposed from heavy duty field seismograph readouts, and he finds himself stumbling every few steps. The sound of his feet slapping against the smooth floor echoes down the hallway.  

“Master! Master!” He bursts into Lithologist Tamfrey’s quarters in a flurry of paper. Tamfrey barely looks up from her quillwork.

“What is it now, Malkin?” She responds in a throaty rasp. “I thought I told you to stop scrubbing the vox network for data, you know full well we don’t have the resources and if anyone finds out we’ve-”

“Lord Hojo is dead!” He exclaims breathlessly, cutting her off mid-chastisement. “There was a gas leak on board his train and-”

In a blink Tamfrey was within inches of Malkin’s face, thumbing through the readout for herself. Malkin is breathless at how fast his crippled master in a wheelchair can move.

“Tell me, scrivener,” she scrutinises the quivering scribe with her good eye, “this engine, millennia old, the pride and joy of the Mechanicus of Forlorn Hope, archeotech from the Golden Age, a vehicle that has never once stopped for refuelling or repairs since records began – you want me to believe it runs on gas?” The sounds of her bones creaking as she moved was painfully audible.

Malkin tries to suggest a half-baked theory in consolation but is cut short by the spittle of his master’s conjecture.

“No no no, this is not an accident,” she continues, her good eye glazing over, “This is a power play alright, but by whom? House Chosokabe? House Cutter? The Glassmakers’ Guild?”  

She postulates loudly while sifting through papers, each one headed with a different noble household crest. Malkin watches, wide-eyed and dumbfounded.

“Whoever it is will come looking for us sooner or later, such is the price for corruption and moral bankruptcy.” Tamfrey continues, sweeping piles of Hojo-branded documents into Malkin’s arms.

“Burn it all.”

MOTB: Medicae servitors

Finished product first!

I was lucky enough to get on board Anvil Industry’s Daughters of the Burning Rose Kickstarter back in 2018 and thanks to a birthday present top-up found myself with a decent amount of credit to spend on toy soldiers. I didn’t need any squads at that time, so fancied picking up a load of the special characters to supplement the various games we play as NPCs.

Excitingly, many of the special characters were still in the concept art stage when they were ordered, so it was a crapshoot as to what would turn up. One set that I knew I definitely wanted was the “Cyborg Surgical Assistants”, as at that point I’d lost count of the number of games I’d set in a morgue/hospital or with a Boss NPC surrounded by legions of assistant servitors.

The horde arrives

I ordered a bunch of minis and promptly forgot about them for a year until a large box of resin arrived on my doorstep.

What a mystery! Half of the fun was figuring out what I’d ordered (looking at the invoice is for casuals), and luckily Past Me had furnished Present Me with plenty of fun new toys to play with.

I had a Dark Heresy finale coming up that required a pair of medicae servitors, so I assembled those first, popping them on small Necromunda bases to fit in with my other minis.

As with other Anvil Industry stuff, they were a dream to put together. Minimal mould lines and everything fit together without any pinning. Out of the two claw hands and two chainblade hands, I opted for one on each servitor. As much as the idea of Mister Clamps and Mister Stabs appealed, the practicality of having two chainblades on a medicae servitor was a little suspect.

Scrubbing up

I knew I wanted a sterile, hospital-themed colour scheme to help visually set them apart on the tabletop, but I wasn’t quite sure how to go about it. Luckily, a video on how to paint UR-025 from Blackstone Fortress was doing the rounds at the time and the minty green was perfect for what I wanted – and I had the paints to hand!

An undercoat of white then a layer of Nihilakh Oxide gave me hospital scrub green, with another pin wash in the recesses, then edge highlighted with a very light grey.

Metal bits were simply painted metal, then given a brown and black wash to make them really mucky. Chips were painted on with a little line of dark brown, then highlighted underneath with a little line of light grey.

Flesh was Ironrach Skin, washed purple and Ironrach layered over the top again to give them a very unhealthy skin tone (plus a little dab on the corners where flesh meets metal – gotta make it look inflamed as well).

The goop tanks were painted red, stopping roughly horizontally to look like liquid in the tank. A thin line of lighter red as a highlight, then a healthy coat of gloss varnish to finish off the look.

And they were done! I’m very pleased with how they came out – the colour scheme was simple to do but incredibly striking on the tabletop, and stands apart from other minis they might be deployed next to. I’m already planning my next Anvil build, so watch this space…

MOTB: Magos Greyfarn

Finished product first!

I recently got involved in a Dark Heresy 1ed game (and not one I was running for once!) which gave me a great excuse opportunity to buy another mini.

I’m obsessed with the Adeptus Mechanicus, and always excited to explore more facets of them. As the Mechanicus are basically space wizards (simultaneously hoarding secret knowledge but desperately wanting to show off how smart they are by building giant towers filled with weird inventions), I wanted to make a quintessential wizarding archetype – the doddering old genius.

I’m also a huge fan of Futurama, so after watching Bender’s Big Game, I knew what needed to be done. I set about finding a mini to perfectly represent Hubert Farnsworth in the 41st millennium.

My search ended almost immediately with Artel W’s offering – Preacher Ignacius Fahrnsworth. Well heck. Straight into the basket you go.

Delivery for… I. C. Wiener?

My experience with Artel was superb, starting at the point my delivery arrived.

Look at it! Having ordered a couple of things from Russia with varying levels of sturdiness, I was delighted to find a hand-wrapped brown paper box plop out the jiffy bag, with a red wax ‘Artel W’ seal.

Mini companies take note – customer experience starts from the moment the parcel arrives!

Inside was another box, clarifying the ‘W’ stood for Artel W.

And there he was!

Very delicately packaged, and lots of lovely bits.

The second heap of praise I have is the quality of this fella is unparalleled – I’ve never put together anything quite like it. The mini is exquisitely detailed, there were no mould lines at all, and only a couple of bits of flash that needed trimming off. The actual mini itself went together like a dream, everything fitting precisely where it needed to.

I’d assembled him within half an hour, no need for anything to be pinned. Everything felt sturdy. He even came with multiple arm options, and although I had planned on converting him somewhat (I wasn’t sure what, I just have a compulsion to change things to make them my own), I couldn’t bring myself to do it – the mini was just too lovely!

Hanging out with the #squad

He scales up nicely to other GW minis too – here he is hanging out with the rest of the party. Enough dilly-dally, on to the paint!

Hail science!

He’s an old-school Magos so he needs some old-school threads. Classic Mechanicus red, with black and white checkerboard trim (none of this fancy new cog trim).

Everything was painted with the same technique – base colour > wash > base colour > lighter colour. It’s simple, easy for me to remember what I’ve used, and works well with my high contrast/cartoony style of painting.

I love all the little details on the mini – I’m pretty sure all those heads are supposed to be the other Planet Express crew. He’s even missing a shoe, perfect for a forgetful old Magos.

I’ll definitely be using him as a hanger-on in Necromunda too… perhaps a Heretek or Rogue Doc. Maybe even as a VIP in a scenario? Always good to add to the catalogue of Citizens!

It took me a bit of trial and error to work out how the hood and mantle worked with each other – there was lots of repainting sections trying to figure out where the red bit ended and the black and white bit started.

Typhus Corrosion was applied around the bottom of the robe and shoes to help mucky him up a bit and tie him into his Zone Mortalis base a bit better.

I think this was my fourth (?) time at painting fire – somehow I’d escaped almost 20 years of mini painting without having to learn how to do it, then a bunch of fire-based projects come along at once. I think I’m getting better at it, I just need to practise my Origin Source Lighting to help give it that warm glow. I tried it a bit here, but I chickened out before doing too much.

I wasn’t quite sure what to do on the banner, so I went for a cog design. I’m not super excited about how it came out, so I’m blaming the waviness of it. Yeah. Finished, not perfect, right?

Very happy with how he turned out! It was a bit of a slog to get through, especially all the little fiddly technical freehand bits (and painting fire – boo hiss), but I’m glad I did.

Good news everyone – I will DEFINITELY be going back to Artel W for more minis in the future!

MOTB: Gloomhaunts

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 be interesting carrion creatures for our games of Necromunda, so having a few singles and some swarm bases would be helpful for ease of play.

Bats out of hell

The project kicked off with remembering I had almost a dozen classic warhammer fantasy plastic bats – the same bats that came in the ‘fantasy swarms’ box, with bats, rats, spiders and snotlings. They’re an easy start – an all-in one mini that I just need to horrify up a bit.

The official artwork for the Gloomhaunt shows them more like angry Golbats than regular winged rodents, so I wanted to do away with any of the obvious bat-like features on the body. I ground down the face, carving a hole in the body where the new mouth would be.

I trialled a few types of mouth – top left was the fiddliest experiment with tiny bits of thin wire and a very dainty face. I settled on gluing snipped up bits of paperclip haphazardly around the holes I carved, then greenstuffing a mouth-hole over the top. You could call them lips I suppose, but my partner referred to them as ‘gross flying foreskins’ so clearly the transformation from bat to horrible xenoform was complete.

Many of their pre-moulded plastic bases had snapped off over their 20+ year incarceration in the bits box, so they all got a bit of paperclip at varying lengths for a stand, attached to a mesh/plasticard base to fit the aesthetic of the Beast House.

I might need them as single opponents or massive swarms, depending on the game system and power levels, so I made two ‘swarms’ of multiple Gloomhaunts on a single base.

Other than the fiddly part of attaching tiny chunks of paperclip, the conversion was relatively straight forward and I was looking forward to getting them painted up!

Painting the swarm

I started with a brown undercoat, then the bodies were drybrushed and washed to give a light brown fur texture. The wings vanes were painted dark grey, drybrushed and washed again for a dark, bat-like wing leather.

The flesh around the face was painted in a flesh tone, the teeth picked out in a bone colour and the whole lot given a heavy crimson wash inside to emphasize the horrible fleshy maw that clamps around the head of the unwary.

A heavy application of gloss varnish in and around their toothy maws helped give them a freshly-squeezed-ganger-head look.

The bases were drybrushed silver (straight over the brown undercoat) and given a healthy brown wash. Then, my favourite part, a liberal application of both Blood for the Blood God and Typhus Corrosion to give it that grimy meat-processing facility aesthetic.

The teeth and claws were carefully highlighted with a light bone colour to finish them off. Cheap and cheerful, I was impressed with how well they came out. For the cost of some superglue and a few evenings, I suddenly had a swarm of flying critters I could use to harass a party of any size in basically any indoor evironment.

They might not be particularly dangerous one-on-one, but the first time someone gets one of these horrible flappy bois latch onto their head, you bet players will start checking ceilings a lot more in future…

Did you hear that? Must’ve been a rat…

MOTB: Beast House Witches

Finished product first!

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…

Hunting for witches

The Red Cages is just the first half of this act, the second half takes place above ground during a riotous carnival of colour and excess. Some more villains needed to take the stage soon, the ones who hired the Beast House, but they wouldn’t show their masked faces for a few sessions yet.

I had picked up the Doctors Starter Gang from TTCombat’s Carnevale range, as I had plans for all the minis individually. The plague doctor lead would make up my main villain, the big thuggish guy was originally pencilled to be the basis for Jackal Mask.

It wasn’t until I got hold of them that I realised just how much bigger they were than 28mm minis. With some clever snipping at certain joints, a couple of them could be trimmed down to size, and in the case of these insane-looking lads the scale wasn’t noticeable against their extreme poses. The others, however, were shelved until I could figure out a way to scale them down. Another project for another time.

These guys were very straightforward – they came in three pieces and just needed a bit of cleaning around the mold lines. Give them a Beast House base and they were ready to prime!

Finished, not perfect

They were painted in the same palette as the Beast House, but their strait jackets meant a mostly single colour for clothing. This wasn’t a bad thing, as they were going to get muckied up with blood and grime effects anyway.

The biggest difference to the Beast House palette was the electric doo-hickeys on their head and their lightning eyes. This was a slapped-on light blue/white effect that I had the intention of coming back to tidy up, but ended up looking better than the OSL effects I had spent hours trying to layer in the past, so I left it. Funny how things work out!

They really were simple to paint, and given they’d not have a great deal of screen time I didn’t feel like spending much time on them. Once all the washes had dried, they were drybrushed and attacked with various effect paints, namely Blood for the Blood God and Typhus Corrosion.

Family photo

And with them completed, the Beast House project was more or less complete! I had many other ideas for designs to pursue or loadouts to tinker with, but for my purposes it was finished.

Time for a family photo!

Very pleased with how they all come together, made largely of scrappy bits I’d had lying around my bits box for a trillion years. In fact, the only minis that were purchased specifically were the Witches – everything else was repurposed or scratch built!

Time to terrorise my Dark Heresy group with plenty of Fear checks and chain glaives. Now, perhaps they need some kind of giant dinosaur rider…

Meanwhile on the Bench: Jackal Mask

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.

Building the beast

I picked up a cheap Lord of Plagues from an opportune swap and figured the massive frame would be an ideal starting point for my powerful lad. I wasn’t enthusiastic about keeping the two-handed weapon so I had a bit of a delve through the bits box to see what I could find.

Goliath arms fit perfectly! A Chain Glaive/grenade launcher combo is suitably gruesome for a boss – deadly both at range and close up. It’ll give me (the GM) some tactical flexibility for challenging the players too, as I can alternate between gas and frag grenades to keep them from bunching up too much in the pitched battle I have planned.

I covered up most of the cankers and sores (including the open belly wound) with greenstuff, as although I wanted him to be gross, I didn’t want him to be dead-man-walking praise-grandfather-nurgle type gross. Armour on the arms helped bulk him out a bit, leaving the belly open so he can remain aerodynamic when he fights.

I added a few large scars across the body to cover up the rough GS work I’d done. I figure someone who had a long career in capturing and torturing dangerous creatures might have a few nicks and scratches to show for it.

Final touch was the mask itself, one of the last things I put together. After deliberating the best way forwards, I decided that scratch-building was going to give me the closest thing I wanted. But then what – sculpt it from green stuff? Ain’t nobody got time for that.

Luckily I have a bounty of Beastman heads in my bits box and jackals have a much sharper, thinner snout than the goat/dog skulls the Beastmen are – meaning I can shave one down to get the look I want. Result!

I added two cyclinders cut from a spear shaft to look like rebreather filters and added some ears made from carved plasticard. I’d learned a lot from my work on Hare Mask, so this part was much easier than I’d anticipated.

All done, time to prime!

Painting the jackal

Jackal Mask followed the same basic painting techniques as the Beast House slavers with only a handful of differences.

There was much more skin on show here, so more time was spent on that (but not a whole lot more – finished, not perfect!) with extra attention around the scars, surrounding them with a light crimson glaze to make them look inflamed and not healed properly.

The mask was simply painted black (to cover up the mistakes from all the drybrushing and stippling I’d done), edge highlighted and washed with Nuln Oil to give it a matte look. The eyes then had a little dab of gloss varnish to make them look more like visors.

The armour had an extra wash of Carroburg Crimson to give it a slightly reddish tinge rather than the usual brown. I think it makes it stand out much better!