Returning to my Silver Bayonet unit, I've finished off this creaky old fellow. Hailing from the venerable Deadloque boxed set, this old soldier will serve as an irregular in the unit.
| 'How's my hair Igor?' 'Magnificent Kapitán.' |
| 'How's my hair Igor?' 'Magnificent Kapitán.' |
The good doctor here is the first 32mm miniature based on the online CCG game Splinterlands, and was sculpted by Drew Day Williams.
The wargame translation of the CCG is the brainchild of Jason Lye, aka 'Ye Alchemist', whom many of you know I am sure. The finest purveyor of genestealer cult rarities among other things. If so inclined you can find Dr Blight here: https://www.splinterlandalchemist.com
You can also find Jason's Dr Blight Splintertalk blog post here: https://www.splintertalk.io/@hurricanelye/dr-blight-32mm-metal-tabletop-figure-now-with-added-paint
Dr Blight was a very pleasant fellow to paint. By using thinned Contrast Black Templar over an Eshin Grey basecoat it gave me a good deal of the shading for his coat right away. Some stark edge highlights and that was the greatcoat just about done. On the mask I used one of my paints du jour on, Corax White. An excellent base for white as it is off white enough to allow pure white highlights to show over a Corax White basecoat, though in this case I shaded it with the appropriate Apothecary White, thinned to about 50/50.
His undercoat, belt, gloves and staff were painted various browns, shaded with Agrax Earthshade and then highlighted with Pallid Wych Flesh mixed with the base colour. Some thinned Seraphim Sepia on the robes and gloves gave the leather a little more warmth.
The lamp I wanted to burn quite low, so I added several glazes of Nazdreg Yellow contrast paint around the metal of the lamp and onto the greatcoat. I also added a touch of Sunburst Yellow to the lamp edges before glazing with Nazdreg Yellow.
So there we are, one plague doctor to go!
My coven is an offshoot from the main cult. What's that you say? A coven inside a cult? Jesus Dave.
I've been accused of cramming far too many themes into my projects, (Big Trouble in Little China Terracotta robots using stolen Eldar tech anyone?) but I care not a whit. So, my Admech Genestealer cult now has a chaotic element, and the one I most wanted to make was the hierarch in chaos armour (closely followed by the purestrain with daemon weapon). You can see the original 4th Generation Hybrid Magus with chaos armour below. I've wanted to convert one evert since. If you have copies of White Dwarf 114 - 116 I heartily recommend taking a look.
Many of my favourites hark back to these issues. Mutant bombs, cult limos, rogue psykers (Blackstone Fortress rogue psyker, I'm looking at you) and cult beastmen. It also cemented the Imperial Guard plastic kit as the ideal brood brother base model. I have managed to see these models in the flesh since, and now I love them all the more. Little did I know that years later my most fervent hobby prayers would be answered and we were showered in cult kits.
I gathered up the parts for the Hierarch (he'd be a Primus these days) and set them by. Fairly recently I finished up my pirate crew (for now) and wanted a new palette cleanser. So I began work on Khrovak Starn, Hierarch and disciple of Khorne.
Khrovak is based on a Khorne champion with a scattering of cult parts and a Legion of the Damned bolter. His sword is from the Wrathmongers/Skullreapers kit. An insanely useful kit for Khorne fans. He only needed some minor greenstuff work.
Much of the colour palette was already set, but the on the armour I wanted to try something new. A while back I used contrast paints to paint the black iron armour on my wights and wondered if I could do something similar here. I painted the armour in Chainmail and then gave it a 1:1 Contrast Medium:Flesh Tearers Red. I settled nicely while still allowing the sheen of the metallic through. I edge highlighted it with Stormhost Silver, recess washed it here and there with Agrax Earthshade with a wee bit of Druchii Violet, and that was it. I'm very happy with it and I'll be using it on any future rage-based armour schemes.
The black daemon sword is highlighted with various greens and then glazed with Waywatcher Green. I think it sets off nicely against the red armour and also matches the rest of the cult who tend to have green gun casings and power packs on their backs.
The other thing I had to settle on a colour scheme for was the wee bone dagger. This might seem simple as its well, bone, but I'm thinking ahead to Acolyte and Tyranid Warrior boneswords. I added the black 'jewels' with green highlight to give it a weird slightly icky organic look and I think it worked.
So now I think adding a possessed Magus and maybe a unit of beastmen would give me enough to add to my normal cult to field a coven. My mindslaves can double nicely as mutants too.
That's the coven itch scratched for now!
Yo-ho ye sea biscuits! Another pair of old salts here for your inspection. I need at least four deckhands for the crew for Ghost Archipelago, and these two swabs complete that compliment. As the others, they are armed with cutlasses to keep things nice and simple. I might add some deckhands with other weapons once I get a few games in, but for now I'll introduce you to Bilgewater and Ned Mawgan.
Ned Mawgan is the youngest of the crew that sails aboard the Kraken. Barely out of his teens when the curse struck the ship, Ned is particularly bitter about what might have been. Perhaps due to his lost youth, Ned is full of vim and vinegar, always first over the rail and always advocating the most straightforward action. With his mortal life so close to his thoughts, the curse lies gently upon him, and there are times when he can even pass for the man he once was. It is this ability that allows Ned to venture ashore now and then, to secure such supplies as the Kraken might need, and hound the locals for news. The Kraken's crew might be dead men, but they still love gossip.
Ned even convinced the captain to allow him to visit his home once. It was against his better judgement, but the Captain harbours no small amount of guilt for Ned's fate, and so allowed it. Slipping silently into a lonely cove in the moonlight, the ship waited on Ned to return. So he did, and rather than the expected tale of horror and woe, Ned returned with a tale of a mourning family joyous at their son's return, however briefly. They await him still, and this knowledge steels Ned's heart against whatever trials the Kraken must face.
Bilgewater is the most forlorn of all the Kraken's crew. In stark contrast to young Ned, Bilgewater retains no memories of his mortal life. He rarely leaves the ship, and only very occasionally appears above deck. His penchant for haunting the deeperst parts of the vessel earned him his nickname, but in truth, neither he nor his crewmates can now even recall his real name. Bilgewater sees to his tasks without complaint, and his eerily detached manner is a grim warning of what awaits all the crew sbould they slip too far into despair.
These two fellows bring the crew up to nine, almost minimum size for a game. I have my final member, the as yet unnamed harpoon wielder getting some paint at the moment. With luck the whole crew will be done shortly. Of course, there are a few more I want to add after that. The drowned ogre for one, then perhpas another specialist, and I have a sharkman that would look nice with a bit of paint.