MOTB: Chaos Reavers – The Crimson Wake

Finished product first!

Once upon a time (Yikes – 2017) I built a handful of void-faring space bastards to terrorise my various RPG groups and then… promptly forgot to make a followup post to say I’d painted them.

The paint scheme was straightforward – dark red with a black wash over the top, with plenty of nicks and scratches to represent a life on the hoof, many lightyears away from the nearest B&Q.

Paired with some dark greys and sunless flesh tones, you get get a pleasing colour scheme without having to put much thought in. Splash on some Blood for the Blood God for garnish, and *chef kiss*.

All my build notes are in the WIP post, so there’s not much left to do other than roll the gallery!

Cleaver Dan
Mister Tickle
Hornsome Harry
Lobbing Sally
Axe Daddy
Pump-action pete
Henrietta Hotpocket
Handsome Barry
Double-Barrel Daryl
Freddy Five-toes

I’m very happy with how they came out. They were a joy to assemble and paint, and have seen more action on the tabletop than most of my other mooks I’ve built. Aside from being built for Rogue Trader, they’ve seen action in Dark Heresy, Wrath and Glory, and now a few of them are pressed into service as Hired Guns in Necromunda. What an illustrious career!

I’ve always been tempted to return to these guys and add a few more unarmoured goons to plump the numbers out, but I think that’s a project for another time.

MOTB: Stone Guardians

SKELETON! WARRIORS!

A while ago I become obsessed with the Yu’Vath – a long-dead Chaos-worshipping alien empire with a penchant for corruption, sorcery, and warp-based technology. They all got bumped off (supposedly…) a few thousand years ago, their empire long in decline as they had fallen to the worst of their perversions and excesses.

The only thing that remains of them are their undiscovered facilities, filled with strange technology and powerful guardians animated by warp-sorcery. The perfect Cthulhu/Necromantic crossover that can spook a 40k RPG group that thinks they’ve seen all the universe has to offer!

They originally appeared in the Rogue Trader RPGs, and I was so hooked by a particular enemy that I knew I had to assemble them. That enemy has yet to surface in any of my photos, but what I did end up with was a box of skeletons that was just begging to be turned into skeleton warriors.

Box o’ bones

I ordered a wholesale lot of cheap plastic skeletons, which came to less than a fiver including shipping (2017 was a wild time).

They came in this charming box of pepper sachets, which excitingly enough, still contained a single sachet.

Holy moly that was a lot of skeletons. It was at this point that the thought struck me to make more than one project out of these lads – even the most elaborate construction wouldn’t use up as many skeletons as there were here.

“Why not a bunch of giant skeletons?” asked my professional degree-worthy creative genius.

Building a bunch of giant skeletons

It wasn’t obvious from the pictures when I ordered them, but these skeletons are big lads. They’re easily 54mm scale rather than the traditional 28/32mm of regular 40k miniatures, which was a pleasant surprise. It meant they were the perfect scale for any skeletal Inquisitor shenanigans.

I was impressed at the variety of poses too, and despite them being obviously very goofy, I could have a variety of weapons and armour to keep any encounters interesting.

At the time I didn’t have enough round 40mm bases to mount them on, but I had loads of square bases from my time with Warhammer Fantasy in the early noughties. A big square base inset with a smaller one gave the perfect statue plinth look, and when attached at a jaunty angle, the skeletons looked like they were stepping off the plinth and coming to life, Jason and the Argonauts-style.

It has to be said that these are probably the worst miniatures I have ever worked with. Obviously I’m getting exactly what I paid for, but I’m still allowed to be mad.

They were covered in mould lines and connection points, and the plastic was some awful cheap stuff that was too hard to scrape clean but too soft to file down, so they all ended up with these horrid jaggedy marks around them where I couldn’t be bothered to clean them up any more. Not only that, but nothing seemed to stick to them, even when pinned down, I had to bathe their feet in superglue to keep them attached to the base.

The bases got a light smothering of the new (at the time) textured paints to break up the monotony of the classic WHFB square base texture.

I cleaned up what I could be bothered with, knowing that I’d get diminishing returns on something I paid a few pennies per model for, and gave them a blast with some grey primer.

I did mention they were tall, right?

Painting the skeletal horde

The painting scheme for these guys was minimum viable product – I had a game lined up with them in a few days, so they just needed to be game-ready. They weren’t going to win any beauty awards, so they just needed a wash, a drybrush and to pick out key areas.

NYAAAAH!

The recipe was simple – wash them with Nuln Oil over their black primer, then a drybrush of grey, with a lighter drybrush of lighter grey.

I rejected the classic boney skeleton look as I wanted these to be made of stone rather than the skeletons of some huge 10-metre race of humans.

The metal sections were a mid gold colour and a liberal application of another technical paint I hadn’t really experimented with, Nihilakh Oxide, to get that lovely tarnished effect. The Oxide was applied liberally, then roughly wiped off the raised areas with my big sausage fingers.

Once they were done, I felt like they were missing something. Of course they looked cheap and cheerful, but they didn’t look spooky enough. I toyed with the idea of giving them classic glowing eyes, but that just didn’t feel right.

I wanted to give them an other-worldly glow and the chest cavity seemed like a great place to start. It my first time experimenting with Object Source Lighting (OSL), and at the time I feared that I had overdone it, but on reflection I don’t think I went far enough! The purple is very subtle, and I wanted a more powerful and obvious glow to it.

Whereas traditionally for undead constructs you would remove the head or destroy the brain, I wanted to slightly subvert that for these guys. Our Voidmaster has become an expert at headshots, and I wanted him to have to put a moment’s thought into the encounter when realising that it doesn’t immediately work.

I figured whatever sorcerous artefacts are powering these constructs, they are doing so from centre mass. I made an effort to explain how they were glowing from the chest cavity, and how blowing off their arms and legs didn’t seem to bother them at all. Even when their heads were removed they seemed to unerringly detect the players, as though the creatures that created them didn’t know or didn’t care about the function of the humanoid body, it only mattered that it looked like a terrifying visage of death to them.

The story began to build around that – these were not Yu’Vath, nor were they created by them. They implemented Yu’Vath technology, but they were build by some humanoid race in thrall to the Yu’Vath empire out of fear, necessity, or both. Why were they built? Who built them? These were all exciting questions outside the scope of our Rogue Trader game, they only needed to exist to build a bigger picture of a wider universe, and reiterate how small our characters were in it.

All in all I’m very happy with how they came out! For a project that was technically part of a different project’s budget, I’ve got some nice tropey villains that work at any scale and can be inserted into a game without much effort. Chuffed!

Skeleton gallery

I took some more glamour shots alongside my recent arcane ruins, crystals and Demeten Hastati too for a flavour of how they all work together.

MOTB: Void Whale

Finished product first!

With a triumphant, haunting cry, a titanic creature bursts into realspace, a wave of pure warp energy following in its wake.

The augers shriek in protest. The great void creature is nearly five times the length of the vessel with the mass of a small station.  Its sleek body is pockmarked with strange lights and lashed with deep scars, and it propels itself through the void on massive pinions.

It lets out another fearsome psychic wail and banks through the asteroid field to bear down on the Unbroken Resolve, its terrible vantablack jaws open wide.

Creatures of the void sea

What’s space without vast, unfathomable creatures borne from the dark between the stars?

Our Rogue Trader campaign is packed with exploring the stars, and while the 40k universe has plenty of strange aliens to interact with, sometimes you just want something really alien.

Every space game needs space whales, and with our adventurers travelling to a domain called ‘The Void Sea’, it was a perfect opportunity to come up with a very large encounter.

Life, uh, finds a way

Many moons ago I picked up a pile of cheap dinosaur toys with the express interest of using them as a basis for conversions. I was sure there was something I could do with this lad.

The head was obviously not intimidating enough, and his lil leggies had to go, but the shape was good and it was covered in lots of interesting bumps that would paint up nicely.

Off with his head!

Tyranid bits are a classic, although you have to be careful disguising them if you want to make a non-Nid creature. This is the enhanced senses biomorph from the old plastic Carnifex, the multiple eyes and big antenna seem perfect for tracking prey in the depths of space.

I wanted something that looked like flippers or wings – something to propel him through vacuum on strange alien biology. Some nice Tyranid scything talons fit the bill, and mounted sideways gave him lots of lovely girth.

Even more yranid bits for the underbelly, this time like the extra leggies on the underside of a horseshoe crab. There was a lot of Tyranid pieces in this build, so I’d have to be careful painting them to avoid making this creature look like a Tyranid.

Blending the bits together with some green stuff did the trick. It helped smooth the joins between the legs and the body, and made the head look like it was part of a whole rather than an angry turtle.

I did my best to match the patterns of the shell and blend it into the remnant of the armour plate on the head, disguising the Tyranid origin a little better.

Time for paint!

Colours of the deep

Ugly undersea fish were my inspiration for this, and a chance to paint with some of the brighter colours in my collection.

I love how a basecoat can pull together a modelling project, and bringing out some of the textures with a simple pinky/purple drybrush was a delight.

I was imagining different biologies and what could sustain a creature this size in the nothingness of space. Perhaps its main prey (space jellyfish!) have inbuilt solar reactors, generating food from nuclear energy in a similar way plants do, so this big boi has to feed to keep its own plasma drive equivalent running.

It does mean a player’s spaceship would look an awful lot like a big, delicious jellyfish…

The paintjob was a simple one – drybrush everything purple and pink, darken down some areas with washes, then pick out the key details.

I tried my hand at blending between the pink and blue areas, but it turned into an indistinguishable grey so I don’t think that worked very well. The extreme blue highlights are enough to tell the story, so you don’t really notice the failed colour blend.

It’s got this lovely angry fish/turtle feel to it, I’m very happy with how all the separate pieces came together to make something quite frightening.

[Jurassic park theme intensifies]

I did’t want them to kill it, just drive it off. It’s psychic as well (naturally), so the Astropath would be able to pick up weird signals from it. After wounding it, I’d want it to limp away crying for its mummy.

Wait, so this was just a small one?

Every victory should always come with a sense of dread in the Void Sea.

Overall I’m extremely happy with how this project turned out! It cost me 90p in dinosaurs, helped reduce the size of the bits box, and made for a thrilling session.

It’s got me thinking what else could be lurking out there…

MOTB: Slaugth Infiltrator

Finished product first!

Our once-regular games of Rogue Trader took a side bar for a small Inquisitorial investigation into a psychotropic drug made of ground up psykers. The criminal organisation responsible was headed by a shadowy figure called the Principal, a powerful Slaugth Infiltrator complete with hidden moon base, brain-worm zombie minions and its own terrifying technology.

The Slaugth are a pretty horrid bunch, described as “a vague humanoid shape composed of seemingly hundreds of writhing, half-melded maggot-like worms covered in viscous, necrotic mucus.”

They first appeared in Dark Heresy as a fascinating villain and party-wipe machine even on their lowest setting, and although I desperately wanted to unleash them on one of my player groups, I figured only the Rogue Trader party would be able to stumble blindly into an Infiltrator and make it out intact.

Slaugh Infiltrator from 40k Fandom wiki
Deadliest catch

On the board they’re as horrifying as their appearance – they’re amorphous, regenerating, terrifying and immune to toxins, fatigue and critical hits. They’re horrifyingly fast, can hide just about anywhere and can punch a character’s hit points clean off in a single blow.

They also rock around with terrifying Slaugth weaponry. This one is partying with a Necrotic Beamer – a magic wand with a lascannon packed inside, with the fun additional trait called Disintegrate. Any victim suffering Critical Damage from this weapon is blasted into a cloud of ash and vapour and is completely destroyed. Time to burn a Fate Point!

Building a monster

No Slaugth miniatures exist and with only a handful of pieces of artwork to work with, I had a fearsome amount of artistic licensing. There were a few other Slaugth conversions on Google at the time, but I wanted a particular bunch-of-worms-in-a-cloak kinda look and none of them really grabbed me.

I was going through a period of converting up Reaper Bones minis for use in Rogue Trader, and found the Wraith model suited my purposes. It couldn’t be that hard to fill it with lots of tiny wriggly bois, could it?

The mini arrived and was a little smaller than I’d hoped, so I popped him on a wider base to give him some gravitas on the board. I wanted him to have some kind of sceptre to represent his necrotic beamer, so that would be held above his head to give him a bit more height.

The wormy lads were just tiny rolls of greenstuff with a tapered end, stuck into place with a dab of super glue and bent into shape with a sculpting tool to make them look wriggling and grasping.

You can never have too many worms! I would add maybe a dozen tiny tendrils each modelling session, letting them cure fully so I wouldn’t stick my stupid fingers in them while I was adding more. It wasn’t a particularly time consuming process, but I’ve learned from my many sculpting mistakes that it’s far better to do it in lots of small chunks rather than try to do too much and ruin the progress you’ve made with a clumsily-placed thumb.

Their tech is described as unfathomable, corrupted, and a blend of synthetic and organic. I wanted to avoid him looking like an angry wizard with a simple cane with an orb on the end, so I snipped the end off a Plaguebearer’s sword and inverted it for the ‘handle’, and used the smokin’ skull from some Nighthaunt kit for the top.

This had the added bonus of giving it some extra height while also drawing attention to the weapon it wields, giving me an opportunity to do some fancy special effects when it got painted.

Painting a million worms

Time to splash some colour on!

I went for a dark and eerie palette with splashes of unnatural light for the weapon. I trialled a dark brown for the cloak but it looked very bland, so I covered it up with dark purple.

Luckily I didn’t have to paint a million worms. Each got a couple dots of grey along their uppermost ridges to look like segments, then they were all covered in a liberal amount of gloss varnish to rack up the icky-factor.

The base was originally going to be a gunmetal grey to match the evil lair, but it was too drab and didn’t contrast enough with the dark robes and black squigglybois. A light sandstone colour was perfect to frame the mini on, and gave me lots of evil ideas about running a Mummy-style scenario being chased around a pyramid by a swarm of angry worm-men.

The staff was painted a very dark green and given a few black washes to darken it even further. The extreme edges were picked out in very light colours, giving it an eerie jade-like appearance. I wanted it to look otherworldly and dangerous without it being Chaos, as that’s not what this chap is about.

I wanted it to look like malefic energies were spilling from the skull at the top of the staff, and it was my first time painting lightning and I think it came out rather well! It involved lots of consecutively lighter thinned-down layers of paint, starting at dark green and working up to almost pure white. Drybrushing the smoke didn’t come out quite as well as I’d hoped, however.

Overall I’m extremely happy with how he turned out. It looks like an unfathomable cosmic horrow, the perfect kind of Xenos for my games! It got a great outing in our Rogue Trader campaign, causing one of our characters to burn a Fate Point almost immediately, and took the entire party plus retinue to gang up on it, setting it on fire, slinging plasma and stabbing it with an Eldar witch-blade to take it down.

How a Dark Heresy party is supposed to take these on is beyond me!

I’ve got big plans for more Slaugth, especially their horrible flesh-constructs, and I’ve been eyeing up the Nighthaunt range for larger minis to base my cloaked horrors on. My partner has just subscribed to the Age of Sigmar monthly magasine, so fingers crossed one of the Cairnwraiths turns up that she doesn’t want…

MOTB: Demeten Hastati

A new normal

It’s been almost 5 months since I posted last, the combination of global pandemic, criminal negligence from the people elected to look after us and the largest civil rights movement I’ve ever lived through hasn’t given me much headspace to create content. I’ve been sat with the same 9 draft posts for months, some are from an Inquisitor campaign that is looking increasingly like it’ll never see completion, some are of projects from 2017(!), some are writing or design that I never got round to editing.

I’m still mourning what I’ve lost, and while thankfully I still have my health and all my loved ones (we were quick to go into isolation while our government arsed around and delayed a proper lockdown), I’m coming to terms with what a new ‘normal’ will be.

I’ve done a heap of hobbying over lockdown, occasionally sending snapshots over Twitter, but I’ve neglected the proper writeups and lovely images that come with it. I’ve been putting off my ‘welcome back’ blog post for a while, either because I wanted to do a big, explosive return with lots of exciting new content, or I wanted to sneak back in under the radar and pretend nothing happened, or something in between.

Lockdown has given me a lot of time to be introspective, and logging back in to find there are still dozens of people accessing the site daily despite zero activity on my part has given my spirits a lift. The world is in a strange place right now but knowing I can bring pleasure to people with the things I create is enough to dust off the keyboard and get back to publishing.

I’ll be tinkering with the format of the blog, hopefully with more emphasis on the RPG stuff I’ve been working on, but for now I’ve got a tonne of cool minis I want to show off…

Let’s not get ahead of ourselves

It all started with some easy-build Imperial Guardsmen and some heads from Anvil Industry.

The last push-fit model I made was when Goblin Green was all the rage

Super easy to assemble, I got a box of five for less than a fiver on the internet. After making a bunch of weirdness for various RPGs I was running, I was looking forward to batch painting some soldiers.

I guess he’ll never be the head of a major corporation

Snipping the heads off was straightforward, they just needed their necks hollowing out with a craft knife to make room for the Anvil heads.

Assembled!

I picked up a Cadian command box from my FLGS Asgard Wargames so I could make a gunner and sergeant of some kind. I also happened to have a spare ogryn in my bits box, so guess who was getting some auxiliary muscle!

I was pretty deep into our Orthesian Dynasty Rogue Trader game and we’d just started discussing the possibilities of recruiting an army, so naturally I became overly obsessed and planned out half a dozen different Imperial Guard regiments using the Only War regiment builder. None of them got used, but one of them got lodged in my brain and the only way to work it out was to assemble them.

Anvil Industry don’t make Ogryn-sized helmets (yet…) so I had to assemble my own pith helmet from green stuff to complete the look. I had no idea what I was going to use this squad for, but I knew they were going to crop up in our Rogue Trader game and give my PCs a headache sooner or later.

By this point I’d settled on the name – Hastati mercenaries from the planet of Demeter. They’re modelled on the Imperial Guard, but they’re a bunch of bastard-hard mercs who specialise in planetfall, ship-to-ship combat and bringing the local flora and fauna to heel. They’ve identified a niche as an army that specialises in just about everything a Rogue Trader needs on a hostile planet, and they appreciate that rivals showing up is all part of the paycheck…

Trooping the colours

I knew I wanted them hella flashy, with rich colours for their tunics and elaborate metalwork to show off their wealth. The Ventrillian Nobles were an inspiration, as were the obvious colonial redcoats their helmets are based off.

Boys on patrol

A nice bronzey metallic with two coats of wash then edge highlighted with the same colour gives an easy-win expensive look. The real bollock was the white – just when you think you’ve done enough thin layers…

The fatigues and tunic were the same idea – base colour, wash and layered on the top. I didn’t want to paint more than a dozen, but if I *did*, I’d want a scheme that could be batch painted. I don’t even need to actively punish myself, I can potentially punish myself in a hypothetical future. Cosmic brain hobbying.

I still haven’t perfected my plasma coil recipe. I always go for the cop-out of lighter colours on the ridges, as I can never get the under-glow right. One day I’ll be brave enough to attempt the anti-highlight, but it wasn’t on this project.

PS don’t tell anyone but I absolutely did not drill out this barrel.

I toyed with the idea of having them on jungle/desert bases because it fit their aesthetic, but I really liked the juxtaposition of cold, hard starship flooring. They might be adept at traversing alien worlds, but their home is made of steel. It’s not terra firma under their feet, but grav-plating.

I’m very happy with how the big ogryn lad came out. The whole squad was designed to be an encounter on an alien world with a rival Rogue Trader, and I couldn’t shake the idea that trekking through the unknown with a heavy weapons platform didn’t seem right. Your heavy support should come with its own set of legs, and aside from avoiding the odd dark enclosed spaces, should be relatively self-sufficient.

Mid-level Rogue Trader RPG parties are capable of putting out an astonishing amount of firepower, but aside from the odd defense-heavy Explorator, aren’t capable of withstanding a whole lot of return fire. As glass cannons go, they just get an awful lot more cannony – relying solely on deleting threats before they become a problem.

Ogryns are strong and tough anyway – coupled with some decent armour and a shield made of space magic and suddenly they’re a potent threat. Your sniper character can’t one-shot it, so you have to dedicate some of those precious resources you’d use to delete more dangerous threats.

All in all a lovely little patrol group. Trained human mercenaries are not high on the list of things you expect on an uncharted alien planet, so I hope it’ll give my players a run for their money!

Orthesian Herald 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

+++++

[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.

Privateer Captain Firmstep – art by Stanislav Galai

Captain Firmstep, flying the armoured Heimdall-class transport ‘Foregone Conclusion’ moves into weapons range, clearly signalling his hostile intentions while the crew of the Unbroken Resolve scramble to power up all defensive systems after translation.

The other vessel, the smaller and more nimble Viper-class raider ‘Sulphur Cutlass’ lurks on the peripheries on the battle.

As a side note, both vessels used the newly-developed (at the time) Grimdark Ship Name Generator as a naming tool. Some are great, some are odd, all are Grimdark.

While the Conclusion and the Cutlass drop countermeasures and graviton flares to baffle the Resolve’s sensors and targeting solutions, the Resolve respods with defensive measures of their own.

Thanks to the Expanded Space Combat Actions, there are now some extra options the crew can pursue in between moving, shooting and intimidating the crew to move faster and shoot better. One of those is Flak Storm.

Extended Action – Flak Storm

The point defence gunners receive the order to go weapons free, saturating all the space around the ship with a thick wall of gunfire – the storm of flak scattering debris and shattering asteroids, making it difficult for enemy gunners to draw a bead on the ship. This action is a desperate one, as the wanton and unsustainable waste of resources has a lasting effect on the crew.

Command or Intimidate: Impose a -5 to all enemy BS tests targeting your ship next turn, plus an additional -5 per Degree of Success. Reduce your own Morale by D5 each time you perform this Extended Action, regardless of the success of the test.

The Conclusion peppers the Resolve while the Cutlass gets a little too close
Crushing the cutlass

Astropath Gil utilises some extended actions from the Navis Primer, namely Control the Weak Mind. A powerful psychic technique that no Astropath should be without – with a Psyniscience -40 test he can target a nearby enemy vessel and telepathically control some of the gun crews to fire on erstwhile colleagues.

Not only do you pick an enemy’s weapon component and immediately resolve it against a target of your choice, but the weapon component can’t fire next turn as the crews are too busy reloading!

Astropath Gil Virgant

With the Cutlass’ void shields down (and it foolishly closing range), the Unbroken Resolve was free to open fire with its powerful close-range macrocannons. A disgustingly good round of shooting left the Cutlass crippled and most of its components unpowered or venting air into the void.

With very little left to contribute and the Resolve now engaged with the Conclusion at close range, the Sulphur Cutlass disengages and skulks away into the darkness.

Having lost both the shooting game and the numbers game, Captain Firmstep turns to his ship’s own speciality – prepare to board!

The Conclusion is only a transport, so not designed to threaten the players’ own ship very much in terms of armour or armament. It did pack an unpleasant surprise, however – a barracks full of void-hardened warriors, a Tenebro Maze arrangement of interior corridors and a talented Captain to buff the crew.

They got a +30 to any attempts to repel boarders, meaning the Captain would have to work extra hard to cause their crew concern.

Voidmaster Zill and Von Gunn lead a Hit and Run attack around the outside of the vessel, crippling their plasma drive. Gil gets spooky and summons a Dark Labyrinth, making their own ship’s interior impossibly complex to navigate to boarders, giving them a buff during boarding actions. It all seemed for naught after the first dice roll.

In the opposed test, the Captain rolled a critical success, the crew of the Conclusion rolling a critical fail. We did the numbers.

The Captain lead a boarding party that butchered over 15,000 crew in one hour of the boarding action. Down to the last ~200 or so crew, the unsurprisingly threw in the towel and surrendered to the gore-soaked boarding party of the Orthesian Dynasty.

After a rousing speech about how lucky they are to be shown mercy, the Captain orders the survivors to be absorbed into their own crew to bolster casualties. Captain Firmstep however, is nowhere to be found…

New ship sheets

This space battle prompted a discussion about ship character sheets. The rulebook rightly describes the ship as a character in its own right, shared between the players, but we felt the default ship sheet wasn’t nuanced enough to cover the myriad components, knick-knacks and acquisitions the players would come across.

So we made our own!

Click for the full PDF

Removing the massive ship image and shuffling the tables round a bit gave us loads of extra room to play with. The reverse is a bunch of space for cargo and acquisitions – you don’t need to print it off double-sided, but we found that we used the reverse to track all the players’ booty anyway, so it just made sense.

Get the PDFs here.

Cleaning up and clearing out

After exploring the bloody remains of the Foregone Conclusion, the crew agree there isn’t much to be done about the vessel. Legally Firmstep is a pirate, so nobody would come looking for their ‘legitimate salvage’, but they didn’t have the manpower or inclination to tow it back to Mercy themselves.

They agreed to grab what they can (the Captain pinching Firmstep’s heraldry hauberk), make a few calls to Captain Acheron at Mercy and get on with the expedition.

Into the black

The Captain prefaces the unknown warp journey with another rousing speech to the crew, congratulating them on overcoming the heretic Captain Firmstep. The crew had taken a hit to Morale in the fight, and this was just the ticket to artificially inflate their sense of self-worth before their sacrifice on the altar of the unknown.

Set a course for Sigma-459!

We use our own warp travel rules, which is a blend of the core rules (too simple) and the Navis Primer rules (too complicated) with another dozen or so warp encounters added to the table. Take a look:

As the Navigator is played by an NPC, the players take it in turns to roll for warp travel, using Mahd’Naz’s Navigate (Warp) stat of 50. They are allowed to use their own Fate Points to re-roll, knowing full well the consequences of failure…

They make an accurate estimation of 35 days and as its a brand new warp route, roll ‘Indirect Path’ for the Route Stability, adding +1 day to the journey.

They successfully translates in, failing by less than a degree, and avoid all but the worst of the warp travel encounters (ie, they take a bunch of Insanity Points from seeing their dead relatives at the foot of their bunks, but that’s par for the course right?).

In it for the long haul

To spruce up long travel times, I’ve started writing in mini-encounters, moral quandaries or opportunities for advancement for some minions, often prompted by players’ desire for not-quite-as-shit scrubs. One such instance was when the Captain wanted to train up Felicity, one of the more proactive armsmen, personally training her to be an assassin.

The premise was simple – if the captain can pass a relevant check every week (Weapon Skill, for example), his personal tutelage has paid off and she can slightly bump her stats in that area. She won’t be wearing rags for long!

To help them claim ownership of their space, I’ve also started asking them to build the world in their image, starting with their quarters. The Captain described his quarters as a neat and tidy office space, filled with books of tactics of admirals of old. In the chaos of universe, this is his haven of stability. He also has an expanding trophy cabinet (Thanks, Firmstep!) and you could bounce a penny off the bedsheets. And, naturally, a glass of amasec is always ready on his desk.

The Zoologist

For Voidmaster Zilla, he was presented with a conundrum involving his Xeno-arcanist:

The Dynasty’s paper-pushers have flagged up erroneous expenses with your cut of the profits. Several large purchases have been made under your name, more so than the usual Telasco’s bar tab, and after doing a little digging you discover your xenoarcanist “The Zoologist” has been making a number of covert purchases. When you confront them about this, you discover they have been building a library of proscribed, illegal or otherwise morally dubious books and tomes about xenology and alien culture.

If the Zoologist is allowed to continue his studies, he improves his Forbidden Lore (Xenos) to +20.

Unfortunately for our Voidmaster, he failed to locate any trace of what the Zoologist was spending his money on, so he assumed it was booze and/or space floozies. The mystery continues unsolved!

via GIPHY

The sketchy Astropath

For the Astropath:

You have an interesting and somewhat valuable collection of something in your quarters, what is it? (One of them goes missing, a junior has pawned it for gambling)

The player tells me he has a collection of sketches made during meditative trances, most are strange but important to him. One of his Juniors tries lying to him (a bold strategy for a bunch of telepaths), which results in his gambling privileges revoked.

Still causing problems

For the Explorator:

A senior Engine Priest has reported some strange goings-on in some of the crawlspaces. Apparently some of your Engine Crew have made copies of the Cilice Gin Distillery and have set up a bootleg still in some of the less-used areas of the ship. Not only is this a flagrant misuse of Dynasty property, but an incorrectly-assembled is an explosion waiting to happen, and encourages the most heinous crime of all amongst your underlings: innovation.

Freeman wastes no time in locating the secret Gin still, storming in with Engine Guard. He flogs everyone responsible, scrutinises the construction and takes it all apart. He decides to keep the details of the entire debacle to himself.

Everything filters upwards of course, and when the Captain inevitably finds out about an entire work gang being publicly flogged under orders from Master Freeman, he wants to know why. Freeman is inexplicably evasive about the entire situation, keeping the plans for himself, leaving everyone with a sour taste in their mouths.

I’m sure elements of trust between the crew and Freeman’s Secret Projects(tm) will never come up again…

Gil uses The Tower to find out about Factor Silica

Gold in them thar cargo holds

Finally, the Captain was presented with a (mild) moral quandary. After raiding the estates in the Golden Valleys of Cilice, the crew had found themselves with an awful lot of miscellaneous booty once belonging to faithful Imperial servants that Brother Espin would appreciate returned to him. Alternatively, Orthesian adepts on Mercy could slowly tap the reserve, laundering the goods through Mercy’s infamously untraceable markets and turn a few pennies for the Dynasty.

The Captain mulls it over and elects to pass – keep hoarding the loot. Don’t sell it, but don’t tell Espin we’ve got it. I’m sure he’ll never find out…

More Auction Intel

And finally, Gil tasked his new intelligence gatherer, The Tower, to scrounge up some more intelligence on some of the potential auction-goers. This time it was Factor Silica, emissary of Varnstrom Industries, the largest Adeptus Mechanicus conglomerate in the subsector.

Factor Silica – by artist Blazbaros

Intel: Presiding mostly in Imperial space, Varnstrom Industries are the largest Adeptus Mechanicus conglomerate, owning more than half the ruling sects and having the controlling share of the forge world ‘Forlorn Hope’.

Reason for attending: They are staunch traditionalists and loathe to see Adeptus Mechanicus secrets being traded so carelessly between undesirables.

Not a lot to action at this point, but knowing that they’re going head-to-head with the biggest cog the Mechanicus can throw at the problem, they’ll need something extra special to win that ship.

With our journey coming to a close, it was time to make one final translation into realspace and arrive safely at our destination.

Or so they thought…

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MOTB: Asteroids

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, they 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 a few together?

I wanna rock

I’d recently acquired some cork for basing materials. When it comes to cork, a tip I received from a local hobbyist was to pop to Wilko and buy a few place mats and tear them up rather than pay loads for ‘hobby’ cork. It all comes from the same tree!

This was a quick turnaround for construction, so for all my shame I was unable to get any WIP photos of them pre-primed.

Cork is lovely to work with – you can simply gouge chunks out of it with any implement (even fingers) to create great texture. The smaller rocks were made from scraps from the larger ones, carefully vetted to avoid any flat edges.

For the big lads I glued a few slabs of cork together until they were an inch or so thick. Once thoroughly dried, I set about carving huge chunks out of them to create more realistic shapes. Again, great care was taken to avoid any obvious flat edges or glue marks. You can kind of see the ‘grain’ of the cork in the top left asteroid of the photo above, so I was keen to avoid any more of that.

In action!

The support struts were a mix of cocktail sticks for the thicker rocks and lengths of paperclip for the smaller ones. I bent a right angle at the bottom of each paperclip so there was more surface area connection, then padded it out with green stuff anyway. I build for table-play, not dis-play. Aha.

Finally, I applied plenty of textured paint into the nooks and crannies that still had grain on them.

Celestial bodies

Painting giant space rocks was, you’ll be surprised to hear, incredibly straight forward.

Primed black, drybrushed grey, then washed with Nuln Oil. Another few lighter highlights were drybrushed on, ending in almost pure white at the very top.

I did actually (for once!) look up reference images, as I couldn’t remember if asteroids were brown or not. (They’re not)

Finally, using the end of a cocktail stick, dabbed some white dots in a random pattern to simulate the infinite vastness of space (and break up the dodgy sanding job I did on the bases).

Very happy with how they came out! It’s definitely a technique I’m going to replicate in the future. I notice TTCombat has a new ‘modular space station‘ kit that is awfully tempting – perhaps some space stations built into asteroids? Or perhaps.. *gasp*.. a scale model of Mercy?

Omnissiah protect us, for that would be a mighty construction project…

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…

Orthesian Herald 16 – Terrors of the Gallionic Passage

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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…

An alarming turn of events

Beat to quarters! Boarding alarm! The canteen on Deck 7C has been breached!

It quickly becomes apparent from the horrified screams over the vox that there has been a daemon incursion in the canteen. Almost a dozen souls were lost before they were able to seal the bulk head.

Voidmaster Zilla in the top right, the Covenant in the bottom right.

The crew waste no time investigating. Missionary Lyoness brings two of her newly-minted retinue, the Covenant, that were rescued from the pilgrim ship “The Penitent Traveller” and then armed by the generosity of Brother Espin. The Captain brings along his new military-grade cyber-mastiff, Seymour, and an apprentice officer named Felicity.

Freeman wants in on the meatshield action and brings along a few engine adepts, only to have them terrified to death nearly instantly.

They hear a throbbing, rhythmic noise coming from inside the canteen…

“We’re here for a health and safety inspection, we heard you had an infestation of lesser daemons”

Von Gunn wins the initiative roll (hah, sucker) and kicks the door down to the canteen. Inside they are faced with a canteen ablaze – flames lick the walls and in the centre are half a dozen crewmen wreathed in warpfire, forced to dance along to the awful sound created by a pair of writhing pink creatures – Pink Horrors of Tzeentch.

Despite their ever-shifting nature, they both seemed to be carrying music instruments that were creating the terrible noise, and as they flicked and twirled their rubbery fingers about, forced the terrified crewmen to dance along to their sadistic music.

A Horror of Tzeentch

The horrors hurl balls of iridescent warpfire at the opening, pinning many of the crew. Those who aren’t pinned return fire, the Astropath enjoying his new killer combination of magically guided aim and overcharged plasma pistol.

Everyone down!

The captain issues his orders:

The Captain charges into glorious melee combat in a bid to break the impasse. He spits prayers of the Emperor’s Mercy as he strikes down the terrified crewmen, unable to control their own bodies moving to the foul music.

Sorry lads. This’ll hurt me more than it hurts you.

He then promptly catches fire.

Freeman blasts the Bongo Horror (new band name, I call dibs) and it melts into a puddle of warp-riddled goo, before changing hue and reforming into a pair of blue horrors. Gasp!

Horrors are some of my favourite lesser daemons because of their weird mechanic of spawning two slightly smaller variations of themselves on death. They are weaker and do slightly less damage, but now the number of targets has gone up…

Meanwhile, under the will of the pulsing music, the firedancing voidsmen charge the canteen opening and engage the retinue. To make them interesting enemies to fight, I used regular voidsmen stats but gave them Unnatural Toughness, a 20% forcefield and flaming melee attacks. Their objective was to gum up the players while the Horrors continued to lay down warpfire attacks, and it seemed to be working.

A few Brimstone Horrors crawl out of the flames of the perimeter of the canteen, eager to contribute to the weird dance party. They spit a few tiny fireballs and are extinguished pretty quickly by the crew.

With most of the Firedancers dealt with, there was the matter of the Burning Captain (new band name, I call dibs). Missionary Lyoness leaps into action, using her surprisingly impressive Strength of 50 for a 90-year-old to cover the distance, and helps put the Captain out while struggling with the final few Firedancers.

One of the Covenant, Beef Loaf (they’re all named after Ancient Terrain Hymn-writers) is killed by warpfire from the Horrors. Her name will be etched into a shrine when we’re done cleansing this horrid place.

The Captain is struggling from a few turns of fatigue from being on fire, so Lyoness (the closest thing to a healer the group has) stabs him in the neck with some stims to keep him awake. Once more into the fray!

Stay still, this won’t hurt much…

Meanwhile Von Gunn has puts the killing blow on the Fiddler, who splits into two blue horrors. Freeman moves into position to try out his illegal plasma gun ‘salvaged’ from the Grin Estate on Cilice. It’s like a regular plasma gun, except it shoots it’s plasma in a 30 degree cone like a flamer, doing plasma gun damage over a flamer-wide area. Yikes.

Better not put anything beloved in the way of that!

Oh no! Something beloved was in the way of that!

After some heated discussion about whether a cone exists in three dimensions or not (GM’s note: it absolutely does), Freeman accidentally catches Seymour in the blast of the plasma-flamer while trying to obliterate the last two horrors, much to the gasps of horror from the rest of the team.

Seymour the dog catches fire, and the whole incident was put down to a gross miscalculation of angles, because surely there’s no way the Explorator would be callous enough to fire the weapon again, knowing the Captain’s cyber-mastiff is definitely in the blast radius.

Oh, okay.

RIP Seymour. Your time on this crew was short but sweet.

Seymour is reduced to slag from the plasma blast, taking a considerable chunk out of the canteen and obliterating what was left of the horrors. The crew are genuinely stunned.

After heated discussion about what constitutes an accident, the Captain agrees to forgive Freeman’s transgressions (he did kill the final few daemons, after all), but he promises never to forget.

Licking their wounds, both emotional and physical, the crew return to the last few days of their warp journey.

Through the fire and the flames

Lyoness leads a team to consecrate the canteen. It’s beyond repair, so they replace it as a shrine to Saint Drah’Gunforz, the patron saint of fire and flames. They move an organ from the church deck down to the canteen and appoint someone to play hymns during the day, just to make double sure the daemons don’t return.

Out of the frying pan

You translate safely into the Gallionic system, your vessel adrift in a sea of rocks. Augers show high concentrations of atomic material contained in the asteroids 

The yellow light of Gallionic’s sun fills the bridge with its warmth. The drifting sea of rocks and radioactive haze throws strange lights through viewports – An eerie yellow patina, like drowning in a jaundiced ocean.

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

Bridge officers raise void shields and order deck crews to battle stations. There is an incoming vox from the unidentified vessel:

“This is Captain Firmstep of the Foregone Conclusion. You have trespassed on a trade route that is legally mine and I consider your ship forefeit. Surrender it to us and we’ll let you live.”

The Captain, normally a beacon for diplomatic behaviour and etiquette during confrontation, takes the vox directly and responds:

“You caught us at a bad time. We had to flee our last engagement, we’ve had a bad warp jump and someone just shot my dog. Prepare to die.”

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Orthesian Herald 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.”

Previously we left our intrepid heroes in the Mercy Bazaar Arenas to do battle over.. uh.. an arena. A Resolution Arena ship upgrade for the Unbroken Resolve, to be precise, and without the funds to acquire it at present, they agreed to do battle in one of the most infamous blood sport arenas outside of Imperial Space.

We open with Von Gunn, Gil and Freeman back-to-back in the sandy arena to the sounds of crowds baying for blood. They were facing three Chrono-gladiators of the Deathclocks Guild, and they had particularly nasty statlines…

Chrono-gladiators of the Deathclocks Guild
WSBSSTAgIntPerWpFel
 4823(6)38(6)325426313622

Wounds: 16

Skills: Awareness, Intimidate +10

Talents: Ambidextrous and two-weapon talents, Autosanguine, Crushing Blow, Fearless, Swift Attack

Traits: Unnatural Speed, Unnatural Strength x2, Unnatural Toughness x2, The Ticking Clock, Natural Armour (3)

  • Poison talons: 1d10+8 R, Pen 3, Toxic
  • Electro-flails: 1d10+12 I, Pen 0, Flexible, Shocking
  • Pneu-mattocks: 2d10+10 I, Pen 0, Primitive, Unbalanced, Unwieldy
  • Chain axes: 1d10+14 R, Pen 2, Tearing
  • Cutting claws: 1d10+10 R, Pen 0, Fast

Ticking clock: If a Chrono-gladiator kills, they gain +1 Unnatural Strength and become immune to Fatigue for d5 rounds. Any further kills increase the duration by d5 rounds. If after 5 rounds it does not kill again, it takes 1 level of Fatigue and d5 Explosive damage to the body ignoring Toughness and Armour. This happens every 5 rounds.

on with the show
Awful deja-vu…

Our heroes make the first move, with the Chrono-gladiators trailing in the initiative roll. A combination of Von Gunn’s bolt pistol prowess and Gil’s psychic guidance of his plasma pistol sees off the chrono-gladiator with the shield before it even takes a step forward. It drops to its knees, a smoking stump where its head should be.

Explorator Freeman makes a mad dash at the gladiator with chainsaws for hands, and everyone is stricken with a sense of awful deja-vu.

They exchange blows, parrying and rolling under each other’s deadly swings, but Freeman is caught across the face by one of the biting blades and drops to -2 Critical Damage.

Gil suffers a net loss

While his combat-heavy comrades are distracted with their own problems, our Astropath is charged by the net-wielding gladiator. The combination of shock net and poison talons drops Gil to -2 Critical Damage. Unfortunately for the gladiator, that isn’t enough to stop him…

Gil unleashes a devastating psychic attack, overwhelming what little is left of net-guy’s brain and gaining total psychic domination over him. He forces him to run as far away from Gil as possible, and Von Gunn heroically plugs him in the back of the head with a twin shot from his bolt pistols. Go long!

Things don’t go quite so well for Freeman. He loses his battle with the Señor Chainsword as its whirling teeth pull two of his four legs clean from their sockets. He falls to the arena floor, burning a Fate Point to avoid death but is definitely out for the fight.

For those at the back keeping count, Freeman has now officially lost the most limbs in the party (3 in total).

As Chainsword Hands raises his arms to deliver the killing blow, Von Gunn explosively separates his arms from his shoulders with clinical precision. The final Chrono-gladiator falls to the ground and the crowd is beside itself with excitement.

After a quick patch-job on Freemen (he has a box of legs on the ship), Chief Wrecker Davit thanks for them for entertainment, and promises to uphold his end of the bargain. The Resolution Arena will be installed on the Unbroken Resolve.

Returning to Espin

You take a short shuttle ride from Mercy to Brother Espin’s vessel – a bloated, gilded pilgrim transport ship twinkling in the light of Telos. It looks like a hunchback baron cradling a hoard of gold.

Cathedral spires extend from its spine and every inch is covered in stained glass, ornate gothic pillars and hand-carved statues of every Saint in the Imperial Creed. Shuttles scurry about like insects feeding their queen .

The hangar bay stinks with the raw musk of human existence – there are sleeping cubbies set into the walls, hammocks hang from the gantries high above your heads, and canvas shanties exist around the peripherals, despite the constant roar of shuttles dropping off pilgrims and supplies. You have no doubts the rest of the ship is in a similar situation

An old man in rags and a long, scraggly white beard is sitting in a circle of cushions on the hangar floor, pouring tea. Half his head is metal plate, and votive symbols are braided into his beard. You know him as Brother Espin.

Brother Espin (courtesy of Fantasy Flight Games)

Brother Espin was thankful for their efforts, and payment was presented as promised for clearing out the space port on Cilice. The Captain had alternate plans – he negotiated for free rights to use the space port instead of payment, something that will sting their bottom line in the short term but will keep their hands free for gin-related shenanigans in the long run. Very cunning!

Espin also offered some new ship components. They could pick two from:

  • Good Quality Barracks (-1 Space, +1 Morale)
  • Good Quality Voidsman’s quarters (Raider size, -1 space, +1 Morale)
  • Best Quality Temple-shrine (+D5 Morale)

They opt for the Barracks and the Quarters, estimating two days to fit their fancy new digs. They beg their leave of the Brother and return to Mercy proper to begin the refit. The crew are particularly thankful to no longer be topping and tailing.

Mercy Longshore – courtesy of FFG
Dabbling in the background

I had learned from my mistakes regarding the Endeavours system in Rogue Trader – less is more. Please let me know in the comments below if you’ve had it work for your own groups, but it wasn’t a good fit for ours.

I still had another idea to try – Background Endeavours from Into the Storm. A formalisation of the Profit Factor acquisition process, but something that can be done once and forgotten about so the players can get on with the adventuring and swashbuckling while the proles do the legwork.

This was a perfect opportunity, the players wanted to rebuild the Cilice Gin distillery from afar and reap the rewards in the future. Time for some numbers!

Background endeavours are split into two parts: the Captain yells at some hirelings to do a job, and the GM calculating how well the job went. Broadly speaking, the players make a few dice rolls and forget about the Endeavour until the GM tells them enough time has passed for the project to have passed or failed.

Players’ section

  1. The Endeavour is outlined by players and GM – what resources they’ll need and the quality of peon needed to perform the job. They already had the resources they needed (most of an abandoned distillery) and just needed a crew – they acquired Good Quality Hirelings, in this case Tavish Contractors.
  2. The GM comes up with a rough time estimate – about 2 months in this case.
  3. Players contribute supporting skills. Freeman provided a chemical analysis of samples found on Cilice (with a Chem Use test) to avoid the fairly obvious horrendous side effects and adds +3 Degrees of Success (DoS) to the Captain’s Command check. Zilla provided fly-by records of the valleys and space port, adding +1 DoS. Lyoness gave a stirring (if somewhat threatening) speech with an Intimidate test, adding +4 DoS to the overall pool.
  4. The Captain makes a Command check to see how well the hirelings perform. He gets a bonus for all the skills his crew have contributed. He (unsurprisingly) succeeds with 8 Degrees of Success.
  5. Retire and enjoy a glass of (currently) the last Cilice Gin in the universe.

GM’s section

  1. Make a Success roll. This is a flat 50/50 chance, modified +/- by the Degrees of Success/failure of the Captain’s command roll and the quality of Hirelings. These rolls are done between games and noted down to bring up at a future session when Success or Failure can be reaped. In this case, I rolled a 10 (super success!).
  2. Check how long it takes. Regardless of success or failure, you roll on a ‘time taken’ table to see how long it’s taken your hirelings to do the job. Sometimes successful endeavours can take much longer than estimated, while failed endeavours can be over very quickly. I rolled 73, meaning it took 125% of the estimated time. 75 days for the job to get done!
  3. That’s it! When the time is up (day 216 shipboard time) I’ll let them know and they can add +2 Profit Factor to their character sheets.

The intention is to keep the story moving forwards while earning money in the background. We’ll come back to this in about.. ohh.. ten episodes time or so.

Auction on the horizon

Last time we also discovered the latest hot topic: an auction being held by the Obsidian Emporial for a rare class of light cruiser in a few months’ time. They had three bits of concrete intel:

  • Up for grabs was a Secutor-class Monitor Cruiser. A substantial upgrade from the current ship – oodles of space, plenty of weapon hard points and a good blend of defense and manoeuvrability. Perfect for longer, more dangerous voyages into the unknown!
  • The Obsidian Emporial auction house will not accept money alone, they are looking for something unique or priceless to win their interests.
  • There will be a number of other rivals vying for the ship – determining who they are and what they have to offer will help the team greatly in their run-up to the auction.
Whatever you want, Leo Getz

With the Auction at the forefront of their minds, the crew wanted some more intelligence on other organisations attending. Time to lean on their old pal, Leo Getz.

After another chastisement from filling their astropathic relay with reams of garbage, Astropath Gil finally gets the message through to Leo. It’s not his Juniors’ job to sift through his manic mountain of thoughts – edit them down!

Brain still aching from mental castigation, Leo comes up with the goods. Two Rivals, both with printed out contact cards so the party can keep some vague centralised notes on the myriad NPCs they’re encountering, and some additional information about them.

Each contact has some generic intelligence about their organisation, their reason for attending, what they intend to offer at the Auction, and additional (sometimes scandalous) information.

Each session I’ll be offering an opportunity for Leo to siphon a bit more for current or new contacts, drip-feeding the information rather than dumping it all at once.

Lord-Admiral Bastille VIII of the Bastille Dynasty

Image courtesy of FFG

“A martial man, conducting the affairs of his House as though it were a private navy. There are dozens of sour rumours swirling around the circumstances of his inheritance of Warrant of Trade and his poor relationship with the Imperial Navy. “

The Herald of Fane, Fane Disciples

(image: Marko Djurjevic)

“Intensely secretive and uncommunicative sect of Adeptus Mechanicus, devoted to the works and discoveries of Magos-Illuminate Zeriander Fane.”

Next stop: Nowhere

We had a mission: Gather something unique for the auction.

We had a time frame: Several months.

We didn’t have a heading. The Captain addressed all the potential plot leads from previous sessions and decreed them to all be equally worthy, therefore unworthy of a unique offering to the Obsidian Emporial.

The Captain cast his gaze across a map of the Nomads. So many worlds already discovered.

He stabbed his finger in the centre, a minor warp storm called the Void Sea. He asked “What’s here?”. I referred to my notes – I had only written one line:

“Here there be monsters.”

That was enough for the Captain. He ordered an immediate survey to find an unexplored system of interest in the Void Sea and to chart a course to it. We had a heading!

Final arrangements

The only thing remaining was to pick up any last-minute essentials from Mercy-mart for the voyage. The Captain acquired a Bullpup Cyber Mastiff (from Dark Heresy’s Book of Judgement) which is a bigger, meaner version of a cyber mastiff. Zilla acquired a single-shot grenade launcher to help deal with Really Big Problems.

Cast off!

Morale is high, plunder is in sight and with only one day to the warp point, everything seems to be going the Crew’s way! Nothing can dampen their spirits! All they need to do is a cheeky short hop to Gallionic, just a mere three days in warp, what could go wrong?

*Rolls*

001: Daemonic Incursion!

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