New Work: Firestorm Armada Test & Gifts

Been working on a few things recently – two gifts to match a friend’s collections (one for his Orks and one for his Roshan gang!) and also on a Firestorm Armada test scheme for my Sorylians.  I am reasonably happy with it and will try it on a few more vessels before moving forward.  The release of the 2.0 rules for Firestorm Armada got me pretty excited, and I bit the bug!

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NECROMUNDA: the Progress of Other Gangs

The brothers have been working on their clans for our modified Necromunda campaign (Roshan/Cleora).  Here are some work in progress shots of their gangs.

Tepatican Exiles

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ExilesWIP2

 

The Tepatican Exiles are well-equipped but small in number.  This gang is built using Vostroyan Imperial Guard models.  Painting is under way!

 

The Aviary

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The Aviary is based on integrated/assimilated Kroot.  These Kroot models are getting a lot of conversion and sculpting to show that assimilation.  A variety of weapons are shown here, including muskets, boltguns, and shotguns.

Hohlovia 

 

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The Hohlovian color scheme is getting tested.  The models for Hohlovia here are mostly Sisters Repentia, Death Cult Assassins, and maybe some Orlock gangers.

NECROMUNDA: Faction background, “Tepatican Exiles”

The Tepatican Exiles

Narrowly missing reentry into Cleora’s first district, Tepatica, during the war, watching the massive doors were shut in front of them, the Tepatican Exiles have been stuck right outside their friends’ and families’ walls ever since.  Having established very limited communication with their contacts on the inside, the Exiles have been fortunate enough to be loaded with food, supplies, armor, and, most importantly, weapons.  Having grown up without any need, the Exiles are by no means a hardened clan.  Their only desire is to survive long enough for reentry into the Tepatica and are banded together by their shared desire to return to the first district.  Unfortunately, several of the other clans are not as well supplied – or nourished – and want nothing more than to raid the Tepaticans’ stores and steal their supplies.  The Exiles have been forced to fight back and defend themselves.   They have fortified their camp with their back against the section of the wall closest to their family home, and only leave the area to pursue other factions after attack.  After being the victim of several attacks and losing members of their clan, the Exiles are learning quickly that they have to be more hardened to those outside of their clan.  They have set up significant defenses and are becoming more willing to eliminate those who pose a threat.

Tepatican Exiles Equipment List

Hand-to-Hand

Knife (first knife is free) … 5

Pistols

Laspistol … 15

Bolt pistol … 20

Basic

Lasgun … 25

Bolt gun … 35

Special

Flamer … 40

Grenade Launcher (grenades separate) … 130

Heavy

Heavy Stubber … 120

Heavy Bolter … 180

Missile Launcher (missiles separate) … 185

Leader Only

Sword … 10

Armor

Partial Mesh … 34

Full Flak … 38

Full Mesh (Leader only) … 85

Other Equipment

Frag Grenades … 30

Krak Grenades … 50

Frag Missiles … 35

Krak Missiles … 115

 

Tepatican Exiles Experience Table
Juves: Agility, Stealth
Gangers: Agility, Stealth, Techno
Heavies: Agility, Shooting, Stealth, Techno
Leader: Agility, Combat, Muscle, Shooting, Stealth, Techno
(c) CAC

NECROMUNDA Gang: Gang List & Lots of Pictures!

Just in time for Halloween, I have finally finished painting my Starscabs gang (the “Marked Makers”) for our Cleora campaign on the planet of Roshan (using the Necromunda rules).  I kept the color palette rather limited and bland, as I felt it would more accurately indicate the war-torn, blasted wasteland that is the Cleoran outer districts.  I’ve shown two models previously, but here is the full seven-member gang.  (NOTE: Background and rules for the Starscabs can be found using the “Roshan” or “Necromunda” categories with the drop-down menu on the right side of the page.)

While some may claim they look like Slaaneshi-aligned Guardsmen, or even some type of Chaos Cultists, I can assure you they believe they are true servants of the Emperor, working to unite Cleora under their new philosophy!

One of my goals when painting this gang was to experiment with a variety of skin tones, and I feel pretty happy about how they turned out.  Notes on each model’s painting are included in the rundown below.

The Marked Makers

Starscabs Gang Roster

Cleora Campaign; Roshan

The Cleora Campaign is using some altered rules to begin the campaign, primarily cost increases to rare equipment, a higher prevalence of armor, and decreased starting size.  Starting credits was decreased to 750, and starting territories decreased to only four.  Equipment cost changes can be found in other posts on this blog.

The Marked Makers gang, of Clan Starscab, has a starting Gang Rating of 928.  Under its control currently are two Old Ruins, one Slag Pit, and one Spore Cave.  It has seven members and 22 credits saved in its stash.  Here is a rundown of the individual gang members.

+Leader: Lyphel 

+Female, unknown age

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+ Lyphel starts with 64 experience, and carries: a knife, a shotgun (with Man-stopper shells), a sword, frag grenades, and wears partial flak armor.  She has the Leader skill, no current injuries, and a basic Leader stat-line.

+ Lyphel was the first gang member I painted, and I ended up very happy with the highlighting on the black trenchcoat.  Conversions are minor.  Lyphel has a rich brown skin color.

+Heavy: Gazn

+Male, unknown age

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+ Gazn starts with 62 experience and wears improvised armor (a new category for the Cleora Campaign).  He carries only a knife (or is it a hammer?) and a heavy stubber.

+ For Gazn I wanted to try for a more “yellow” skin tone, and I am pretty happy with the result.

+Ganger: Arza

+Male, age 31 (Terran standard)

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+ Arza starts with 26 experience and carries a knife, autorifle, and bears improvised armor.

+ The Chaos Cultist model that represents Arza was a major influence for the creation of the Starscabs and their background.  I especially like the rebreather mask and autorifle on this model, and I am also glad how the paint on the cowl turned out.

+Ganger: Fiulet

+Female, age 40 (Terran standard)

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+ Fiulet starts with 25 experience and weighs into combat with a mace, an autopistol, and a knife, protected by improvised armor.

+ Somehow, the barrel-magazine for the autopistol does not look too out of place on this model.  For Fiulet I wanted to attempt a more “red” skin tone than the basic GW flesh paints, but I have mixed feelings about the result.  If there is any noticeable difference, I am afraid it was not really captured by my camera.

+Ganger: Ergane

+Unknown gender, unknown age

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+ The ganger known as Ergane starts with 23 experience in the Cleora Campaign.  Ergane carries a knife (strapped to) an autorifle and is protected by improvised armor.

+ Ergane’s skin tone was an attempt to do a different type of brown skin than on the other members of the gang.  In the end, I really like how it turned out, even though it came out rather orange.  My favorite part of this model is the straight box magazine for the autorifle, painted in a tin and brass scheme.

+Juve: Eill

+Male, age 17 (Terran standard)

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+ Eill, like all Juves, begins the campaign with no experience.  He carries a knife and a stubber with dum-dum bullets.

+ Eill was the second model I painted for the gang, and has a similar skin tone to Lyphel.  This Cawdor Juve model fits in very well with the Cultists, thanks to the cowl (and a matching paint scheme), but his arms and legs are terribly thin.  I hope he can put on some more weight during the campaign!

+Juve: Sonas

+Male, age 20 (Terran standard)

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+ Sonas begins with no experience and carries only a knife and an autopistol.

+ Something is wrong with Sonas.  Scarred, twisted, with a brass faceplate grafted to his skull and jaw.  Clearly he has been deeply effected by the war.  But how has he survived this long?

That’s the Marked Makers!  More on Cleora soon!

Happy Halloween!

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I guess they are in some park of rock sculptures in the city?

NECROMUNDA: Faction Background, “The Aviary”

The Aviary 

A roving band mostly of Kroot, with some humans mixed in (who would probably only be present in the largest skirmishes), this faction is commonly called “the Aviary” by other factions.  They are from a slummy area of the not-quite-hive-city, where the authorities were not able to go often enough to keep it clear of xenos.  The Kroot there have been there for generations, and the people of the area are not even aware of species differences – or at least have found ways to survive together.  The gang is basically fourth- or fifth-generation rabble, cast-outs from poor households and orphans who gathered together for safety in numbers.  They are not good or bad, just amoral, and scuffle with other bands over the resources to take care of their own.  The neighborhood was devastated in the war, releasing them more or less as a hunter-gatherer pack wherever they have to go.

The Aviary Equipment List

[-Weapon … cost in credits]

Hand-to-Hand

-Knife (first knife is free) … 5

-Chain/flail … 10

Pistols

-Stub gun … 10

-Autopistol … 15

-Bolt pistol … 20

Basic

-Musket … 7

-Autogun … 20

-Shotgun … 20

-Boltgun … 35

Special

-Grenade Launcher … 130

Heavy

-Heavy stubber … 120

-Heavy bolter … 180

-Autocannon … 330

Leader Only

-Sword … 10

Armor

-Improvised … 13

-Partial Mesh armor (leader only) … 34

Other Equipment

-Dum Dum bullets … 5

-Manstopper shells … 5

-Frag grenades … 30

-Krag grenades … 50

The Aviary Skills Experience Table

Juves: Agility, Ferocity

Gangers: Agility, Ferocity, Stealth

Heavies: Agility, Ferocity, Muscle, Techno

Leader: Agility, Combat, Ferocity, Muscle, Shooting, Stealth

(c) KPC 2012/3

NECROMUNDA: Faction Background, “Clan Hohlovia”


Clan Hohlovia

This faction values human life above all else.  It bears insignias of human vitality, especially the symbols of water, fertile soil, light, and blood (vis-a-vis. the colors blue, green, yellow, and red).  It tends to prefer close combat skirmishes, and travels in packs.  Trade is not important to this faction, instead it tends to seek out resources for prolonging human life (food and water, medical equipment, armor).  It is very unlikely to pursue retreating soldiers and also does not value authority, so has not had many strong leaders (and does not benefit from leadership bonuses in battle).  Hohlovians tend to use all variety of hand-to-hand weaponry.  Chainswords are the most extravagant of these.  Pistols are often also used as a secondary weapon.  Occasionally bigger weapons such as shotguns are also used if the Hohlovian is traveling alone.  Hohlovians value light armor and most have some form of light armor protection.

Hohlovia Equipment List

[-Weapon … cost in credits]

Hand-to-Hand

-Knife (first knife is free) … 5

-Club/maul/bludgeon … 10

-Massive axe/club/sword … 10

-Sword … 10

-Chain/flail … 10

-Chainsword … 25

Pistols

-Stub gun … 10

-Bolt pistol … 20

Basic

-Boltgun … 35

Armor

-Improvised … 13

-Partial flak … 16

-Partial mesh … 34

Other Equipment

-Dum Dum bullets … 5

-Krag grenades … 50

Hohlovia Skills Experience Table

Juves: Agility, Stealth

Gangers: Agility, Combat, Stealth

Heavies: Agility, Combat, Stealth, Techno

Leader: Agility, Combat, Muscle, Shooting, Stealth, Techno

(c) AMW 2012/3

NECROMUNDA: Faction Background, “Clan Starscab”

Clan Starscab

(“Scabs” or “Scabbies” in local parlance)

Tagline: 

“War came from the stars.  They think they know how to pick up the pieces.”

The Starscabs come from a particularly war-torn area of the city.  Fierce battles ravaged their homes, and many in the area were left with loss of home, family, livelihood, direction.  The Starscabs are followers of an indigenous philosophy known as the Deepening.  Followers of the Deepening love the Emperor, but mistrust the Imperium; their spiritual worship of the Master of Mankind is personal and full of devotion, but the war has left them doubting the institutions of His empire (which are run by fallible men).  Followers of this philosophic spirituality generally have little comprehension of the galactic scale of the Imperium, or of the threats that face it.  Still, they are driven to unite the people of this blasted city to rebuild together and start anew.  Clan members often carry trinkets in the shape of stars or shuriken as a representation of their beliefs.

{INQUISITIONAL NOTE: multi-pointed star iconography mixed with distrust of Imperial institutions may suggest a low-grade Chaos cult.  Agents to remain in observation for signs of heresy. =][= }

The Starscabs are scavengers with a predilection for improvised body armor and solid slug weaponry.  In combat they are not known for marksmanship, but prefer short-to-medium-range firefights, although they often engage in hand-to-hand as necessary.  Autopistols, autoguns, stub guns, shotguns and heavy stubbers are common weapons carried by this clan.  They often cover their faces, either to hide scars and disfigurements from the war, or to mark themselves as anonymous servants of the Emperor’s Love, most commonly following the total loss of close family members.  Rebreathers, gas masks and hoods are common dress, even if the devices do not function correctly, or at all.  All those harmed by the “war from the stars” are welcomed in the Starscabs (so long as they are found in desire of the Deepening), including men and women, cleanborn and mutants, the gruesome and the beautiful, former soldiers, former criminals, injured, wounded, bitter, magnanimous: it is an inclusive vision for the future of the city.

Starscabs Equipment List

[-Weapon … cost in credits]

Hand-to-Hand

-Knife (first knife is free) … 5

-Club/maul/bludgeon … 10

-Chain/flail … 10

Pistols

-Autopistol … 15

-Stub gun … 10

Basic

-Autogun … 20

-Shotgun … 20

Special

-Flamer … 40

-Grenade launcher … 130 (grenades not included)

Heavy

-Heavy stubber … 120

-Heavy bolter … 180

-Autocannon … 330

Leader Only

-Hand flamer … 15

-Sword … 10

-Massive club/axe … 10

Armor

-Improvised … 13

-Partial flak … 16

-Full flak (leader only) … 38

Other Equipment

-Dum Dum bullets … 5

-Manstopper shells … 5

-Frag grenades … 30

-Krag grenades … 50

Starscabs Skills Experience Table

Juves: Shooting, Stealth

Gangers: Shooting, Stealth, Techno

Heavies: Ferocity, Muscle, Shooting, Techno

Leader: Agility, Ferocity, Muscle, Shooting, Stealth, Techno

I claim copyright for original work above: © Ian Cross 2013

NECROMUNDA: The Cleora Campaign (Background)

Our secret project continues… A Necromunda campaign, but not set in the great Hive City.  I’ll be parsing out the information piece by piece.  First up – background and setting!  Enjoy it!

Roshan, Cleora and Tepatica

In a remote corner of the Imperium sits Roshan, slowly turning on its axis as it orbits a pale yellow sun.  Several years ago, this once-thriving human-settled planet was the setting for invasion and counter-invasion, and, although humanity has endured, there was great destruction.  Once classified as a sub-hive world, Roshan is now a wrecked world, albeit teeming with human – and other forms of – life.

The second-largest city, formerly close to becoming a Hive city in itself, is a large metropolis.  This city, Cleora, is a study in contrasts.  Entire districts were laid waste by the war while others barely felt the steely caress of combat.  Blocks of rubble and broken habitation structures neighbor resilient, impressive neo-gothic architecture.  Some parks and gardens were tilled with bullets and shells while others never missed the care of warm human hands.  Museums were wrecked by the siege, while art galleries stood inviolate.  And still to this day millions live in Cleora, building new lives among the ruins, or finding new ways to survive in the old, maintained districts.

While much of this city survived, the one thing that did not was Imperial government.  Cleora is a wasteland, speaking about its political systems and authorities.  While the inner city – First District, also called Tepatica – survives as it has for hundreds of years, it does so behind twenty-five foot walls of thick, reinforced rockrete.  Plasteel and ceramite blast gates were shuttered during the war and never reopened.  The refugees who came into Cleora to escape the war were shut out from the protected inner city, and left to face the war in the rest of the urban jungle.  Now, Tepatica lives on, a self-contained, cut-off bulwark of Imperial elites.  Perhaps someday they will reconnect to the wider Imperium of Man.  But for now, the outer districts of Cleora are left to fend for themselves.  People there have been struggling to rebuild, to grow and scavenge food stuffs and medical supplies.

Years have passed since the war, and although the outer districts are home to many small families, many gangs and many creatures, a few rising powers vie for control.  These three powers have overseen the slow but steady development of mining, manufacturing and medical operations in the rejected wastes of the city.  Capitalizing on every advantage they can, they have expanded their influence over lesser gangs and over many different territories across the war-ravaged metropolis.  Skirmishes between these factions have become daily events, sometimes even involving each of the major clans as well as lesser ones trying to make their own grabs for power or resources in Cleora.

CleoraMap

In the grim darkness of the far future, there is war.  But for now, for the people living in the outer districts of Cleora, there is also hope – hope for a return of prosperous times.  How will you assure it for them?

I claim copyright for original work above: © Ian Cross 2013

NECROMUNDA: Quick rules guide (“Cheatsheet”)

To prepare for our Roshan campaign, I made this reference sheet for the Necromunda rules.  The Necromunda rules are available for free from GW’s website here.  I claim no authorship, just a summary of basic rules in the game.
NECROMUNDA RULES: Quick guide
 
Characteristics
Each model has the following characteristics:

M = Movement     WS = Weapon Skill     BS = Ballistic Skill
S = Strength      T = Toughness     W = Wounds
I = Initiative     A = Attacks     Ld = Leadership
Sv = Armor Save

 
The Turn
1 – Movement Phase
2 – Shooting Phase
3 – Hand-to-Hand Phase
4 – Recovery Phase
 
Movement
Order of Phase: 
1 – Charging: All charging models moved first. Must declare. No pre-measuring distance. Charge range = 2″ x M.  Failed charges move toward target @ 2″ x M.  Cannot shoot in same turn.  Must reach base-to-base contact to complete charge.
2 – Compulsory Moves: fleeing moves for broken models.
3 – Other Moves: Any move up to 1″ x M (regular), or may run up to 2″ x M (but may not shoot or hide).
Models may hide behind terrain if it is logical that they may do so.  Charging, running, or shooting models cannot hide.
Terrain: Difficult = M/2.  Very difficult = M/4.  Impassible is not passable.  Walls less than 1″ wide and 1″ high do not impede movement, but obstacles more than 2″ high are impassible.
 
Shooting
Each model may shoot once with 1 weapon, 1 time (if did not charge, run, hide).
Each model has 90° firing arc in the direction it faces.
Each model must shoot at nearest visible model unless another target is easier to hit (e.g., not behind cover).
Each weapon has a short and a long range value: target must be within maximum range in order to hit.  If not, shot will automiss.
Roll to hit according to BS of shooter (subtract BS from 7 to get score required to hit).  Rolls of 1 always miss.  Apply to-hit modifiers:

+1 Large Target     -1 Small Target     -1 Rapid moving target (moved 10″+)
-1 in partial cover (more than 50% still visible)     -2 in full cover (less than 50% visible)
-1 Appearing/Disappearing/Charging (for models using Overwatch)

If hit, model is “pinned” and may not act in next turn unless it can escape pinning (if friendly model is within 2″, take I test).
Roll to Wound: S of weapon vs. T of target (To Wound chart on pg 16).
Each wound caused reduces model’s remaining wounds by 1.  Each wound that gets model to 0W = roll on injury chart:

1 = Flesh Wound; -1WS and -1BS, fights on.
2-5 = Down; may do nothing but move up to 2″; roll again on injury chart in recovery phase.
6 = Out of action; remove model from table.

Each wound caused might be saved by armor worn by target; armor save modifiers from weapon may negate saves.
If shooting into HtH, randomize who gets hit.
Blast weapons: roll to hit normally.  If miss, scatter with scatter direction + artillery dice; models partially under template are hit on a D6 roll of 4+.
Grenades may be thrown according to S.  S3=8″, S4=10″ max range.
Flamers use flame template.
Sustained fire: Sustained fire value = # of additional D3 shots.  May chain fire across several targets if within 4″ of each other.
A to-hit roll of 6 = hit (if applicable) and must check ammo roll according to weapon ammo roll value; if failed, weapon is useless for rest of game.
Overwatch: if does nothing else in turn, may fire in opponent’s move phase if model comes into view.
 
Hand to Hand (HtH)
Models touching base to base can fight.  Both models fight in each player’s turn.
Step 1: Roll 1D6 for each A (+1D6 if holding 2 HtH weapons including pistols).
Step 2: Take highest roll + WS +modifiers:

     +1 Charging     -1 Carrying Heavy Weapon
-1 Fighting first turn over obstacle (for charger)
+1 Higher up     +1 Opponent “fumbles” (fumble= A roll of 1)
+1 for each Critical hit (each additional roll of 6)

Step 3: Highest score wins.  For tie, highest I wins.
Step 4: Difference of scores is # of hits.  If fighting w/ 2 HtH weapons/pistols, alternate hits according to weapons.
Step 5: Roll to Wound (S of weapon)
Step 6: Armor saves (remember modifiers)
Step 7: Resolve injuries; fighters “down” count as “out of action.”
Before combat starts, each fighter may draw 1 HtH weapon or pistol.  Models armed with basic, special or heavy weapons must hold them in one hand and may not ever get +1 A for 2 HtH weapons.
Swords may Parry, forcing opponent to re-roll highest A dice.
In multiple combat, outnumbered model must fight each opponent one after the other.  Each opponent model after first gets cumulative +1A and +1 combat score.
If all a fighter’s opponents go out of action, winner may move up to 2″.
Fighters cannot be pinned if in HtH.
 
Leadership
If a friendly model goes “down” or “out of action” within 2″, model must take Ld test on 2D6.  If score is greater than Ld value, test is failed.
If failed, model immediately runs 2D6″ away from enemy and towards cover to hide.
If breaking while in HtH, opponent scores 1 automatic hit resolved immediately.
May attempt to recover nerve in recovery phase: take a Ld test.  If failed, continues to flee in following compulsory moves phase.
Cannot recover nerve in same turn as losing it.
Friendlies within 6″ of Leader may use its Ld to test.
If gang has more than 25% of gang down or out of action at start of turn, take Ld test with Leader’s value (or, if leader is down/out of action, highest Ld in game).  If failed, gang loses and game immediately ends. Player may voluntarily fail this test if desired.
 
Advanced Rules
Falling: If model becomes pinned, goes down, or loses HtH within 1″ of ledge, take I test.  If failed, model drops to next level and takes automatic hit @ S= inches of fall distance.  Falls inflict 1 wound, unless over 3″, in which case they inflict D6 wounds.  A fall over 12″ is auto out of action.  Armor saves and save modifiers are taken as normal.  If model is in falling path, it is hit on 4+, suffering same S hit as falling model.
Jumping: if distance is less than 3″, take I test.  Failure = fall as above.  Models may jump horizontally D6″. Counts as moving.
Stray shots: If a shot passes within 0.5″ of a friendly model, and the to hit roll misses with a roll of 1, the friendly model is hit by the shit if you roll a subsequent 1 on 1D6.
Exploding weapon: If failing ammo roll with roll of 1, roll 1D6.  If this roll is less than normal Ammo Roll value for weapon, weapon explodes, causing automatic hit on owner at weapons S -1.
Wild Grenades: If scatter roll comes up as Hit + Misfire, roll on wild grenade chart (pg 29). 
Structures: Have T and W, autohit in HtH, are large targets for shooting.
Fear: Ld test required if charged by or wishing to charge Fear-causing model.  If charged and Ld failed, immediately broken & flees.  If charging and Ld failed, does not charge and can do nothing that turn.
Terror: As fear above, and if Terror-causing model is within 8″, take Ld test.  If failed, run 2D6″ and do nothing for turn.
(Note: Terror-causers ignore Fear and Terror.  Fear-causers ignore fear and treat Terror as Fear-like.)
Stupidity: Ld test at beginning of turn. If failed, roll on Stupidity test and consult chart (pg 30).
Hatred: If model hates enemy, all its Ld tests are taken at Ld10. May re-roll any Attack dice in first round of combat. Must use 2″ follow up move to engage enemies.
Frenzy: Must always charge enemy if possible. Always at 2 x A.  Cannot parry. Must use 2″ follow up to engage enemy or move closer as possible.  Ignores Fear, Terror, Stupidity, Hared.  Loses Frenzy if a nerve test is failed.  Player can try to restrain Frenzied models for 1 turn at a time by passing a Ld test.
(c) GW