Showing posts with label Deathwatch. Show all posts
Showing posts with label Deathwatch. Show all posts

Saturday, May 13, 2017

Rak'Gol WiP 2

These are WiP converted Xenos called Rak'Gol for use in aur Dark Heresy and Deathwatch 40KRPG campain. Part 1 of this series can be found here. The basis for this conversion is a HeroClix Brood Lord with old school and modern Tyranid bits. Initially, I made one of each type, but I have plans and bits for the following:


5x Marauder (Foot Soldiers)
Least Cybernetic Enhancements
Arms (1st Pair): Implanted Monoblades
Arms (2nd Pair): Razor Gun


3x Render (Shock Troops)
Most Cybernetic Enhancements; Largest Type
Arms (1st Pair): Implanted Monoblades
Arms (2nd Pair): Empty


1x Clutchmaster (Sergeant)
Slightly Larger Than Marauders
Arms (1st Pair): Implanted Monoblades
Arms (2nd Pair): Howler Rifle


2x Broodmaster (Lieutenants)
Slightly Larger Than Marauders
Arms (1st Pair): Implanted Monoblades
Arms (2nd Pair): Rad Axe


1x Abomination (Leader)
Slightly Larger Than Broodmasters
Arms (1st Pair): Intimidator
Arms (2nd Pair): Razor Gun

Wednesday, July 16, 2014

Deathwatch Miniatures Gallery

My friend and game master of our Dark Heresy and Deathwatch campaigns, Adeptus-B took pictures of some of our terrain and figures yesterday. Most of the models are his creations, but a few of my figures and terrain pieces make an appearance.

Here is his post:

I have a new-ish camera that I've been meaning to play with, so I decided to take some pictures of my Deathwatch Kill-Team (codename: Blackthorn!). The camera has no manual focus, only auto-focus, so I wasn't able to get any clear pics of individual figures (-since the camera, in its wisdom, usually chooses to focus on some random background element rather than what I'm trying to photograph). So, this batch of pics will be group shots demonstrating a variety of my terrain collection.



(Click here to see the rest of the article)

Thursday, September 19, 2013

Deathwatch Character Showcase - Storm Wardens Librarian

My friend Hmack painted up his own figure for our Dark Heresy campaign. There are some great features on this figure. So I took a couple of pics and highlighted the best elements.


Hmack is proud to be Scottish and that is what drew him to play a Storm Warden. He even painted his own tartan on this fellow. I think it turned out spot on!!


A very innovative idea, the sword has wire wrapped around it to create an "electric" effect. I really like how it turned out. There is even a bit of OSL on the arm.


The Storm Warden's shield is sculpted on the shoulder pad and the lightning bolt is painted on.

This is already a tall miniature (Emperor's Chosen) and with the extended sword arm and standing on the rocky base, this guy towers over the rest of the party!


Sunday, August 11, 2013

My Deathwatch Kill Team

Here is a couple of group shots of our Deathwatch Kill Team. 

We are one player short of a 10-man squad. Although we have played with the entire team, that is highly unusual. (I probably said in another post) our Deathwatch campaign is secondary our Dark Heresy Campaign. If we don't have enough to play DH, then we pull out DW. This means that almost every time we play Deathwatch, we have a different mix of players.


The models were painted by Adeptus-B (5),  myself (3), and another friend (1). They are all accurate to chapter and specialty (except for a White Scar Tactical Marine standing in for a a Space Wolf Tactical), and equipment.


I have previous posts showcasing many of the figures individually, but thought it would be nice to include a pic of a "full deployment!"

Friday, August 2, 2013

Deathwatch Character Showcase - Salamander Apothecary

Here is a quickie post on behalf of Adeptus-B. 

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Our trusty medic is a beautiful model! Adeptus-B did a solid representation of a Salamander marine dispatched to the Deathwatch.



The shoulder chapter icon is hand painted.

Tuesday, July 30, 2013

Deathwatch Campaign Journal - Part 1, Welcome to Threnos

Here is the first installment of our Deathwatch campaign. I am posting this on behalf of Adeptus-B

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My Deathwatch campaign is set in the Calixis Sector rather than the Jericho Reach (I also GM Dark Heresy, and didn't want to have to keep track of two radically different settings simultaneously). This is the introduction I used to establish the setting- after playing it out with the 'core' group of players in the first session, I have emailed this description to subsequent players who have joined our group after the initial launch to bring them 'up to speed'. I hope other GMs may find something in this that they find useful...

You have been recommended for service in the Deathwatch by one of your Chapter’s Chaplains, due to your evident zeal in combating xenos. You have undergone a series of trials that have proven your worth to the elite alien-fighting organization and been accepted into their exclusive ranks, to serve in a beleaguered Watch post on the outskirts of Segmentum Obscurus.

It’s been a voyage of several months, requiring transfers between a series of voidships until you finally reach the edge of Imperial space: the Calixis Sector. You await the arrival of the ship that will carry you on the final leg of your journey at an Imperial Navy substation orbiting a grimy planet called Fenksworld. Other Astartes from a variety of Chapters also await the transport; undoubtedly these are warriors who will be spilling their blood alongside you in your service to the Deathwatch.

After a few days an ominous black Hunter-class destroyer docks at the substation, and you are summoned aboard. As serfs carry your gear to your quarters, you and the other Astartes are directed to the ship’s chapel. There, you are met by a like number of Marines standing at attention; their armour gleams as if recently repainted in their Chapter colours, and each holds a stylized silver shoulder plate in their hands. One by one, these Battle-Brothers step forward and ask each of your group in turn to place a hand on the shoulder plate’s skull-and-crossbones icon and recite the Oath of Binding, the pledge of loyalty to the Deathwatch and the vow to keep its secrets. This ritual complete, the Space Marines mustering out of Deathwatch service hand off their shoulder plates to their replacements and take their leave.

As the destroyer pulls away from the orbital facility and enters the warp, a staff of armourers aboard ship begins the process of modifying your armour, lacquering it Deathwatch black and adding the silver shoulder plate, electroplating the left arm to match. As this painstaking procedure is being undertaken, you and your Battle-Brothers begin undergoing rounds of hypno-indoctrination in the secrets and tactics of the Deathwatch.

Six months go by as the destroyer plies the warp, although temporal distortion makes it seem as though only a few weeks have passed. Finally, claxons sound to indicate that the ship is transitioning back into realspace. Plasma engines rumble for several hours as the destroyer approaches its destination; during this time, your keen hearing the faint, static-filled sounds of Imperial hymns emanating from vox speakers throughout the ship…

Eventually the unmistakable sounds of docking resound through the vessel, letting you know you have finally reached your destination: Watch Fortress Threnos.

You and your new comrades assemble in the destroyer’s primary airlock, clad in power armour newly bedecked with the iconography of the Deathwatch. As you snap to attention, the airlock door hisses open, revealing a large hanger bay beyond. Within the hanger stand one hundred Chapter Serfs in precise rows, clad in somber robes. As one, the serfs drop to a kneeling position, leaving a single figure standing erect in the hanger. He is a fellow Space Marine, clad in Deathwatch colours and bearing the rank insignia of a Captain. His right shoulder plate displays the symbol of his parent Chapter: the mysterious Dark Angels. He is helmetless, revealing a face that has been horrendously scarred: large areas of flesh have been dissolved down to bare skull. The bone has also been damaged, as attested to by the extensive metal reinforcements embedded into areas of exposed skull. One eye was clearly beyond saving, and has been replaced with a glaring red cybernetic implant. The captain stands silent, clearly awaiting a salute; when it is given he quickly returns it an addresses your group: “Welcome to the Deathwatch, Battle-Brothers,” he growls in a rasping voice, as damaged as his visage. “I’m Captain Korvus. I’ll be overseeing your training. You’ve received preliminary implantation of basic Deathwatch protocols during your voyage- now we will begin implementing that knowledge in the live-fire arenas. But first, the Watch Commander has requested your presence in the Chamber of Vigilance. The serfs will attend to your possessions.”

The Captain leads you through a twisting labyrinth of corridors within the orbiting Watch Fortress, passing a number of serfs, scribes, and technicians along the way, all of whom bow reverently in your presence. After several minutes of walking you arrive at a large arched door of adamantine, its surface inscribed with hundreds of names. “Battle-Brothers who have fallen in service of the Calixis Sector Deathwatch since its founding two thousand years ago,” explains Captain Korvus as he enters his authorization code to open the door. Just before the two halves of the great door hiss open, you notice that there is room for more names to be added to this roll call of the dead, and you can’t help but wonder- will yours be among them…?

The Chamber of Vigilance is a large octagonal room with a cathedral ceiling. Monitors line almost every wall, interspersed with stout support columns sculpted to resemble heroes of the Angevin Crusade. A circular table stands unoccupied in the center of the room. Other than the integral servitors monitoring the data flashing across the many vid-screens, the only one in the Chamber is a Space Marine clad in elaborate Artificer armour, the Deathwatch black accented with numerous silver flourishes. He turns as you enter, hands clasped behind his back, and you see than his face is weathered and lined, but strong. He has long white hair and sharp green eyes; the plate on his right shoulder indicates that he hails from the famed Ultramarines.

“Welcome to Watch Fortress Threnos, sons of the Emperor. I am Commander Ramius, senior officer of the Calixian Deathwatch- a position I have had the honour to hold for four centuries now. Here you will receive specialized training in how best to combat the xeno menace that threatens the Imperium on all sides. And worry not- your tour in the Deathwatch will be no mere academic exercise: you will be afforded a wealth of opportunities to practice what you have learned by smiting the enemies of Mankind, honing your skills while earning honour for yourself and your Chapter.

“The enemies of the Emperor are many and varied here on the very edge of Imperial space. Calixis is a young sector by Imperial standards; it’s been a mere two millennia since the Angevin Crusade brought the Emperor’s light to this benighted region, and there are many indigenous species ripe for extermination. Aboriginal Enoulians, scavenging Morgauth, and sinister Draethi will all be targets of your wrath. Many of the well-known xeno threats that span the galaxy are found here as well: savage Ork warbands and piratical Eldar Kabals also menace the Calixis Sector. And then there are the Q'orl, the Verminthiculians, the mystery of the Maggot Men...

“And our commitment extends beyond the sector border as well- the Calixian Deathwatch is pledged to support the war-torn Spinward Front and the settlement of the Koronus Expanse." As the Watch Commander speaks, a series of star charts flash across the Chamber's largest pictscreen, revealing the daunting size of the watch Fortress' jurisdiction.

“Unfortunately, not all of our enemies are aliens: trade in forbidden xeno artifacts and technology- dubbed the ‘Cold Trade’ by the criminal underground- flourishes within the sector, bringing us into frequent conflict with humans who have betrayed their duty to the Emperor for monetary gain. This disgraceful lust for the tools of damnation dictates the placement of this very Watch Fortress.” Commander Ramius touches a button on a control console, calling up an image of a charred, lifeless planet surface. “This is the world below us, the former capitol of the Chaos-worshiping Yu’Vath empire which ruled this region of space before being cast down by the Angevin Crusade. Orbital bombardment at the climax of the Crusade scoured the planet’s surface, but untold leagues of tunnels still exist deep underground. Adeptus Mechanicus explorator teams are excavating these tunnels and destroying the blasphemous artifacts discovered therein, but they have barely made a dent in the hidden secrets left behind by the Yu’Vath. Hence, Watch Fortress Threnos must remain ever vigilant against those traitors to the Emperor who would plunder the hidden mysteries far below, without regard to the evils they may unleash.

“All these threats and more the Calixian Deathwatch must be prepared to stand against. But first: you must be weary from your long voyage. Undoubtedly you are eager to exercise your battle skills. Captain Korvus can arrange a live-fire exercise in one of the station’s battle arenas.”

-And from there, we ran a few 'training sessions' in the Watch Fortress' combat arenas, with the newly-formed Killteam taking on waves of Combat Servitors (both individual Astartes-grade servitors [based on the stats from the DW Rulebook], and Hordes of 'commercial-grade' gun servitors [from the Dark Heresy Rulebook] armed with twin-linked autoguns with Manstopper rounds); ostensibly intended to get the recruits adjusted to working with their new brethren, these sessions really served the practical purpose of giving everyone (players and GM) an idea of what constitutes a 'legitimate threat' to a mighty Deathwatch Space Marine, before we began playing real missions.

Saturday, July 27, 2013

The Krr'Gaal

Adeptus-B just won a a 'design-a-new-xeno' contest put on by The WH40KRP fansite Dark Reign! Below is his entry. Way to go Adeptus-B!

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THE KRR’GAAL
(Verminthiculius Belli)

Of all the noxious xenomorphs inhabiting what was once known as Dread Calix, none were more feared by early Imperial explorers than the infamous Yu’Vath. Compounding the sin of their very existence, in a galaxy rightfully belonging to the Sons of Terra, was the Yu’Vath’s unashamed worship of the Ruinous Powers. Advanced science and unspeakable sorcery combined to earn the Yu’Vath the status of Xenos Extremis in the eyes of the Inquisition. So serious was the threat posed by the Chaos-worshipping aliens that the placement of the home world of the Storm Wardens Space Marine Chapter was calculated specifically to serve as a bulwark against expansion by the Yu’Vath into Imperial territory.

The Yu’Vath must have realized that war with the encroaching Imperium was inevitable, and they prepared accordingly. In particular, they knew from their previous skirmishes with the Strom Wardens that they would need a weapon to counter the might of the Astartes. Toward that end, the Yu’Vath bent their blasphemous science to the task of genetically engineering lower animals into shock troops of unprecedented ferocity: bestial abominations that would come to be known as the Krr’Gaal.

When Lord Angevin launched his blessed Crusade to bring the Light of the Emperor to the benighted realm that would one day become the Calixis Sector, the Yu’Vath unleashed their genetically manipulated warriors. Imperial front-line troops reported contacts with great, hairy monstrosities wielding terrible warp-powered weapons, which tore through the ranks of Guardsmen with abandon. Allied Space Marines were deployed to counter this new threat, and they found themselves facing opponents truly worthy of their divine wrath. Inhumanly strong, seemingly immune to pain, and utterly fearless, these ferocious creatures proved to be a major stumbling block for the forces of the Crusade, requiring a massive commitment of resources- in both manpower and material- to overcome.

As the Crusade ground on, Imperial forces made a chilling discovery: the Yu’Vath had designed their customized shock troops to reproduce at an accelerated rate, replacing their battlefield losses almost as fast as they were incurred. Based on this discovery, the Magos Biologis studying the creatures on behalf of the Imperium dubbed the new xenos ‘Verminthiculius Belli’- war vermin. Although it was later learned that the creatures called themselves Krr’Gaal (undoubtedly a corruption of the actual name used for them by their Yu’Vath masters which is now lost to history), most Imperial leaders continue to refer to the hairy berserkers as Verminthiculians- partly as a ploy to bolster their troops’ morale by equating their enemy to mere vermin, and partly so as not to sully their tongues with the vile language of an accursed xeno-breed.

PHYSIOLOGY

Upon seeing a Krr’Gaal for the first time, one might assume that their appearance had been calculated specifically to intimidate opponents- and one would not be far wrong. An adult Krr’Gaal stands nearly three meters tall on its hind legs, with a barrel chest, massively muscled arms, and an elongated snout filled with long, needle-sharp teeth. The leathery skin of these creatures is blue-black, with most of their head and upper body covered with a thick rust-red mane.

There is very little difference between the sexes. Females are slightly larger than males, while males tend to have longer dew-claws on their hind legs. Both sexes have rows of nipples hidden within their manes and share breast-feeding responsibilities; their nipples produce protein-rich blood rather than milk to nourish their rapidly-growing offspring. A newborn Krr’Gaal reaches physical adulthood in just over one standard Imperial year.

Rapid growth is not the only trait which was clearly engineered by the Yu’Vath to enhance their servants’ performance on the battlefield. For instance, the Krr’Gaal’s thick hair secretes an oily substance which acts as a natural flame retardant- a trait highly unlikely to evolve naturally. Also, Krr’Gaal have elaborately hinged hips, which allow them to either walk bipedally, or to drop to all fours in order to gain the benefit of quadrupedal movement.

The Krr’Gaal have also been endowed with certain ingrained instincts that enhance their function as self-replicating warriors. These programmed instincts are not nearly as elaborate as the genetically engineered knowledge and culture of the Orks, but it is more than sufficient to ensure that these barbaric creatures excel in the arts of war, granting them an uncanny knack for wielding nearly any weapon they come across, and an innate grasp of battlefield tactics. More importantly (from their masters’ point of view), they have been bred with a natural eagerness to follow orders from those they perceive as their superiors.


CULTURE

With the fall of their thrice-damned masters, the Yu’Vath, those Krr’Gaal that survived the Angevin Crusade organized into tribal warbands. Having no innate interest in holding territory has resulted in the Krr’Gaal leading a nomadic existence by default. They have no real technology of their own, which has led to them seeking employment as mercenaries in order to acquire what they cannot produce themselves. They are not picky about who they work for: decadent Imperial nobles, Dark Eldar Archons, criminal syndicates, space pirates and- especially- Chaos reavers- all recognize the value of these fearless berserkers.

Interstellar transportation is almost always included in the asking price for the Krr’Gaal’s services, with the Krr’Gaal frequently negotiating to be taken to a wilderness planet after their term of service is complete. There, they create primitive camps and breed and birth their young; pick-up a year or two later at the same location is also arranged, usually involving a second tour of service by the newly-enlarged clan.

Some Krr’Gaal warbands enter into long-term partnerships with groups whose interests in battle and looting mirror those of the Krr’Gaal. This arrangement benefits both parties: the Krr’Gaal enjoy the benefits of access to voidfaring ships, and their allies’ activities are enhanced by the presence of a group of hairy giants wreaking havoc on the battlefront.

There are also instances of Krr'Gaal warbands seizing spacefaring vessels and using them to engage in raids against Imperial shipping. Since the barbaric xenos have no worthwhile understanding of how voidships operate, they enslave the existing crew, and get them to do the bidding of their new masters with threats of slow, gruesome deaths if they disobey. It speaks volumes of how intimidating an angry Krr'Gaal can be that their unwilling crew usually obey...

The Krr’Gaal continue to revere their long-dead masters, and have produced something of a makeshift religion that revolves around the supposed return of the Yu’Vath. Stories of their progenitors are handed down from generation to generation, and the Krr’Gaal attempt to duplicate their former masters’ warpcraft with ham-handed recreations of Chaos rituals, based on inaccurate descriptions passed down via verbal tradition. These rituals invariably fail to attract the attention of the Ruinous Powers- not only because they are performed incorrectly, but because the bestial Krr’Gaal, wrought from lower animals, do not have true souls with which to tempt warp entities. This fact is not known to the Krr’Gaal themselves, of course, and they would certainly not be pleased to learn the truth…

Devices created by their progenitors are viewed as sacred artifacts by the Krr’Gaal. In particular, the weapons created by the Yu’Vath for their elite shock troops- great polearms with a vibrating mono-edged halberd head at one end and a warp-focusing crystal set into the opposite end- are valued above all else by the modern Krr’Gaal. These artifacts, called chaak’thuul by the Krr’Gaal or ‘warp-pikes’ by members of the Ordo Xenos, serve as both melee and ranged weapons: the massive halberd head can cleave even Astartes armour, while the prism end can emit an arc of focused warp energy. Krr’Gaal will go to nearly any lengths to recover one of these ancestral objects, and a would-be employer who includes one procured from the Cold Trade as part of their payment will almost certainly be able to command a long term of service from a grateful tribe of Krr’Gaal.

(The following statistics were created for use with Deathwatch campaigns which use the Calixis Sector as an alternate setting; they would also be appropriate for Rogue Trader and high-Rank Dark Heresy games.)


KRR’GAAL (ELITE)

WS:50 BS:25 S:(10)55 T:65 Ag:40 Int:20 Per:(8)45 WP:35 Fel:15

MOVEMENT: 5/10/15/30

WOUNDS: 30

SKILLS: Awareness (Per), Climb (S), Intimidate (S), Lore: Forbidden (Warp) (Int), Navigation: Surface (Int) +20, Shadowing (Ag), Speak Language: Debased Yu’Vath; 50% chance of Low Gothic, 25% chance of Kroot (Int), Silent Move (Ag), Survival (Int) +20, Swim (S), Tactics: Assault Doctrine, Recon and Stealth (Int) +10, Tracking (Int) +20.

TALENTS: Ambidextrous, Autosanguine, Berserk Charge, Basic Weapon Training (Universal), Counter-Attack, Disturbing Voice, Exotic Weapon Training (Warp-Pike), Fearless, Hard Target, Heightened Senses (Smell), Iron Jaw, Jaded, Light Sleeper, Melee Weapon Training (Universal), Resistance (Poison, Psychic Powers), Wall Of Steel.

TRAITS: Fear 1 (Disturbing), Flame Resistant*, Multimodal**, Natural Armour (3), Natural Weapons (Teeth), Size (Hulking), Unnatural Strength (x2), Unnatural Perception (x2).

*FLAME RESISTANT: This creature is treated as having Unnatural Toughness (x2) vs. damage inflicted by weapons with the Flame quality; tests made to resist catching on fire are made using the creatures’ (Unnatural, in this instance) Toughness rather than Agility.

**MULTIMODAL: If this creature’s hands are free, it may choose to move on all fours, gaining the benefit of the Quadruped Trait (doubling Agility Bonus for purposes of calculating Movement). It requires a Half Action to change from bipedal to quadrupedal or vice versa.

ARMOUR: None (3 All; Primitive)

WEAPONS: As provided by employer, or ancestral Warp-Pike:

Warp-Pike (Prism)- Class: Exotic (Basic), Range: 50m, RoF: 1, Dmg: 2d10, Pen: 0, Clip: Unlimited*, Rld: -, Special: Warp Weapon.

*This weapon draws power directly from the warp and cannot run out of ammunition; if a ‘jam’ result is rolled, it loses power for 1d10 rounds.

Warp-Pike (Blade)- Class: Exotic (Melee), Dmg: 1d10+18 (SB included), Pen: 4, Special: Balanced, Razor-Sharp.

GEAR: Leather pouch containing 1d5 days’ rations (usually in the form of dried meat), 2d10 coins, 1d5 knives of varying sizes, 5% chance of a Yu’Vath fetish item.

THREAT RATING: Xenos Moderatus

ADVENTURE SEED: Interrogation of a group of recently captured space pirates revealed that they were en route to a pre-arraigned pick-up of a tribe of Verminthiculians from an isolated Frontier World, who have just gone through a two-year breeding cycle. The Ordo Xenos was promptly informed…

The inspiration for these aliens came from a tiny fragment on page 258 of the Dark Heresy Rulebook- a tantalizing reference to ‘-Verminthiculians, wild mercenaries and reavers.’ After checking with Lexicanum to confirm that this was the only appearance of the name ‘Verminthicuculians’ in the 40Kverse, I decided to try adapting them for my campaign, but struggled with how to reconcile the root word ‘vermin’ in their name with the implication that they are clearly supposed to be daunting opponents. The breakthrough came when I realized that ‘Verminthiculian’ was clearly the Imperial name for the species, rather than what they called themselves- and thus the Krr’Gaal were born.

I find trying to ‘fill in the blanks’ created by the many oblique references scattered throughout the books to be one of the most challenging aspects of GMing aWH40KRP campaign. I hope my take on these xenos proves useful to some of my fellow Game Masters.

I use miniatures for most of the combats in my campaign; I was able to create a single prototype Krr’Gaal figure in time for the contest deadline. The basic figure is a Chaos Warhound, with the waist cut apart and repositioned to make a biped. The front legs were cut away and replaced with Ork arms, with hairy shoulders made from ‘green stuff’ used to mask the joints. I plan to make a number of others, including a quadruped and at least one wielding an Imperial weapon- I’ll probably use a plastic Necromunda Goliath arm for that.

Friday, July 5, 2013

RPG Mobs - Rak'gol WIP


Here is a proof of concept for a group of Rak'gol figures I will be converting. I am using a HeroClix Brood figure as the base. The finished models will be boxier and less "lizard-like" than illustrations in Rogue Trader: The Koronus Bestiary, but I think they will make a good representation.

Another angle 
The pieces were fiddly enough, I was having a hard time using poster-tac to hold everything together so I glued this one together. I intend to dremel out sockets for the "legs" for a better fit.


I have already sourced enough Brood figures and Tyranid bitz to make 16 Rak'gol in the various ranks depicted in the rule book.

Tuesday, July 2, 2013

Deathwatch Character Showcase - Blood Raven Techmarine


This is the techmarine for our Deathwatch campaign. Pretty straight forward. Only a couple minor mods. Although I did magnetize the entire servo-harness!


I removed the right arm and replaced it with a Grey Knight pointing arm and a Deathwatch shoulder pad. The figure is an older figure and I am using a servo-harness and servo-arms from a newer model (pre-finecast).  The right claw head had to be removed and rotated to look proper in the low-slung position.


The servo-harness has 4 magnetized "hard-points" to allow for optional load-outs and representing character advancement. I glued a small piece of plasticard on the arm of the low-slung servo-arm as the metal bit was a tad too heavy for the magnet to lock it in place. The plasticard "extension" sits against the side wall of the servo-harness and prevents the servo-arm from rotating.

Friday, June 14, 2013

Deathwatch Character Showcase - Blood Angel Devastator Marine


This is the character played by my son in out Deathwatch campaign. It is built using random SM parts--I let him choose the head. The gun and back pack are from older sets (metal).


I not completely done with the figure. Eventually, I will add some scroll work to the parchment and his name on the shoulder pad.


Tuesday, June 11, 2013

Deathwatch Character Showcase - Dark Angels Tactical Marine


Real quick post today. Here is one of our Deathwatch characters painted by Adeptus-B. This is a Dark Angels Tactical Marine.


The player that plays this character also plays an techpriest in out Dark Heresy campaign. It is a great change of pace and he is often the squad leader and is more front and center versus a mostly support roll.

Saturday, June 8, 2013

Deathwatch Character WIP - Blood Angels Assault Marine

Here is the first post of our Deathwatch campaign Kill Team. This is my character--A Blood Angels Assault Marine. 


This figure is built with a mixture of bitz from different sources, but mostly from the Assault Marine set. I would list the sources if I knew, but unfortunately I do not.

My GM suggested that I magnetize the jet pack for those missions that it isn't used. So I ran with the idea, magnetizing the arms as well.

I decided that I wanted to equip my character WYSIWYG for each mission. Typically, after one of my characters advances a bit or changes his armor/weapons significantly, I make a new version--My figures "level up"! Because it is unlike that I will be making a another version of this character, I chose to make the model as versatile as possible.


Here is a different load out, with all the current options laid out. The chain sword and power sword aren't magnetized, but they slide onto the pin that is glued to the arm--So far that is working just fine. As I am able to requisition additional gear for the character, I will make versions of those bitz for the model.

Wednesday, June 5, 2013

RPG Mobs - Dark Eldar WIP

Here is another installment of the series showcasing the models I have put together (past and present) for our role-playing games. In this installment we have Dark Eldar...

Third Edition Boxed Set Dark Eldar
I recently and secretly painted up some bad guys for our GM. I wasn't sure if these would be used in Dark Heresy or Deathwatch, nor when they would appear.

Well they just popped, so I can share what I have done so far. These showed up in our Deathwatch campaign as a twist to the mission we were deployed on, so we were not tooled up for them!

I don't have the most recent DE Codex nor was I able to get a hold of more current DE bits. The sprues only had slinter pistols, rifles and cannons, so I looked at some of the models on GW's site for weapon variation ideas.

These were built with RP'ing in mind and not wargaming, so I wasn't trying to make proper squads, but here is the rundown of what's what:

  • Warrior w/ Splinter Cannons x3
  • Warrior w/ Splinter Rifles x10
  • Warrior w/ Splinter Pistols/CC weapon x3
  • Sybarite w/ Hand Flamer/CC Weapon
  • Sybarite w/ 2-Handed Axe
  • Sybarite w/ Dark Lance
  • Sybarite w/ Agonizer and Poisoned Blade
  • Dracon w/ Hell mask, Poisoned Blade, and Psychic Energy

I wish I could have also made 1-3 models each from the other unit in the DE range, but I just wasn't able to.

The paint scheme turned out much brighter than I intended. Since this project was a quickie and possibly-one-use-mob, I wasn't up to edge highlighting these models. Instead, I chose to dry-brush. Unfortunately, I was too liberal with the base coat and covered up almost all of the black. I intended to go back with some washes to darken up the armor, but I ran out of time.

I will still finish up the last bit of detail before boxing them up for long term hyper-sleep.

Tuesday, May 21, 2013

RPG Mobs - Genestealers

This is the first installment of a new series entitled RPG Mobs. On occasiona, I bang out some baddies for our PC's to fight. They usually aren't anything spectacular as I aim for low table top quality. However, I think there will be something of interest, weather it be older models, creative mods/techniques, ore something else. Enjoy!

L: Cut in purple detail and washed
R: Primed

These are Genestealers from the 1st and 2nd edition Space Hulk sets, and from Advanced Space Crusade. I love the original paint scheme and set out to try and quickly replicate the look. We are using these for a series of Deathwatch missions (clearing out a Space Hulk... WOO HOO!!!)

I started with a can of spray paint from the local hardware store. I wanted a light blue-grey and what I found is perfect! After the primer dried, I added in the purple areas. Unfortunately, the spray paint was semi-gloss and I had issues with painting over it. The next time I will try hitting it with a clear matte-cote before painting.

Next, I washed the entire figure with a 4:1 mix of black to blue wash (I used GW's Badab and Asurmen). When that was dry I hit all the claws and teeth with a tan--Eventually, I will highlight that with Ivory. Lastly, the tongue.

The entire brood

Overall, this went very quick. As for basing, I will probably use "granny grid" and plasitcard to create a simple tech-deck.

That's about all I have to say about these guys. Although, I may not be able to prevent myself from adding a little bit of highlighting to the blue and purple before I call this project done.

Hope you enjoy this series!

Sunday, February 24, 2013

A new Contributor!

I would like to welcome a new contributor to the blog... (drum roll please)... Lord Grimskull!... (cymbal crash)


Lord Grimskull is a member of our Dark Heresy and Deathwatch campaigns, where he plays a feral scum (pic above) and a Salamander apothecary. He also is part of our board game group, the GM of another group, an artist (he drew the line art for my band's poster), and will be running a play test group of D&D 5e.

He recently did his own green stuff work on the next version of his Dark Heresy character. It is an amazing job--Especially as a first attempt. I will be painting the model and will post a showcase when I am finished.

I can't wait to try out D&D 5e! We have made our characters (most of us) and will run a sample combat before actually putting boots on the [campaign] ground.

That's all I have to say... I will let Lord Grimskull take it from here. I look forward to reading his musings!

Saturday, November 26, 2011

(WH) 40KRP in Cin..cin..atiiii

Image taken from the internets without permission

I think of this show, more specifically the last verse of the opening theme song, when I think of Dark Heresy and the other WH40K Role-playing Games. Not that it has much to do with WH40K or role-playing, its just that in my head 40KRP triggered the memory of WKRP, and it is now forever ingrained in my mind and the two will always be opposite sides of a coin.

Anyway, the actual reason for his post is to share a project I am working on. I have undertaken cataloging the various items, skills, adversaries and such in the WH40K Role-playing Game system. So far, I am almost through Inquisitor's Handbook (plus a few other tid bits).

This is not a new concept for me. I took on indexing all of the D&D 3.x books both from WoTC and third party publishers. In total, I managed to index over 400 books. The directory still resides at www.d20directory.com. This time around however, I do not plan to include specific rules definitions. I only intend for this resource to be a reference to book and page number with a few categories included to improve sorting and filtering. I realize a database program is probably the better application to use, but I am much more adept at Excel.

With no further ado, here is the beginnings of the WH40RP Rules Directory. I hope you like the project and I comments and suggestions.

Thursday, November 24, 2011

Happy Thanksgiving!

Well, this was supposed to be my Halloween post. RL has just been to consuming. So this is now a Day of Thanks post! I really appreciate all my followers and I hope you and yours have a great holiday!

Now, on to the fun stuff!! Below I have a brief synopses of what I have managed to work on over my absence from the world wide web... hope you like it!

My GM requested I make a graveyard
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My GM ran a special Halloween themed Dark Heresy encounter on the game session just prior to Halloween. Unfortunately, mostly due to my character's actions, the encounter never occurred in the graveyard (it stayed in the crypt below ground), so the terrain was never used! Oh well, it will get used eventually. I will explain how I made this in a later post.

Rel, our new scumer
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We have recently added a new player to our Dark Heresy game. In a future post, I will show all the conversions to this model, but for now I will say there is a head and weapon swap.

Remote Comm Unit
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Back in this post, I showed a WiP communications console. Here it is ready to be painted. I will also discuss this piece in more detail in a later post.

Trailer progect
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I am rally not sure where I am going with this one. I am half inclined to remove the element (an old school transformer toy) from the yellow trailer and just scratch-build a box-trailer. But on the other hand I could build a box trailer without the toy trailer, so why not just keep going to see what I end up with?
Image taken from the internets without permission
Finally, I have a project to complete for my GM--Convert 12 of the above HeroClix models to Rak'gol's for our future Deathwatch games. I have all the bitz (various tyranid arms) ready to go, and just need to find the time.

Monday, April 18, 2011

Deathwatch Character Sheet

Here is my first crack at a Deathwatch Character sheet. This has gone through very little playtesting, so I'm sure there will be some revisions in the future.

I really debated weather or not to list out the Space Marine Implants and Power Armor Abilities. In the end, I believe that including a check box and adding blank spaces at the bottom was the best decision.

The Squad/Solo-mode Worksheet is still in progress.

(click on image to enlarge)

(click on image to enlarge)


Feel free to use these sheets in your campaign. You can download a print quality PDF of the character sheet here. It is set up with crop marks to print on an 11" x 17" (tabloid) sheet of paper. After trimming, there will be no white boarder. However, there should be no issues printing this file to a standard 8.5" x 11" paper size.