Tuesday, 22 April 2014

Starting Dark Heresy

So as a result of the failed summoning in the underhive on Necromunda a great number of citizens were rounded up. We are some of those citizens. All but one of our player characters are starting Dark Heresy locked up as part of the round up following the events of the Necromunda campaign. It will be called "The Ataxia Gambit"
Our group consists of a Psyker (The only member not locked up)
A tech priest, two assassins (one combat noble background, one ranged feral background) and my Cleric who has been mind wiped.

He remembers his faith and his abilities but nothing of his self remains.

We all decided it would be a good idea to have a model each for our characters so I wanted to make sure mine had the right look.
From a bits trade with one of my friends I got a model to base the conversion on.

As we start the game locked up we don't have our starting weapons, so I figured I would model him with weapons I want him to have in the future.

So Jon gave me a Vampire counts Necromancer to use for my conversion. Here are the bits you get in all their glory!

So I started by cutting the top off the staff and trimming the cloak down a bit. Way too spiky for a priest...

Here are a few of the bits I gathered from my bits box to try out on him

 I decided on the hand flamer for his left hand. The hand holding it was the wrong one so I cut another off a scavvy club and pinned it in place, then pinned the hand to the wrist. I had to carve the old hand out which took a while as it was in the folds of the cloak.

I cut the neck down as it would have made the model too hunched over and pinned the chosen head in place. 

Side view

I shaved down the models back a little to make fitting the back pack easier.

I added green stuff next. This is the most I have ever used on a model so far, I was really nervous to try this out.

I also filled and patched up his robes.
 Same on this side too
  I tried to blend the hood in with rest of the robes
  And fill and cover the neck here

I then added a head to his hammer and based him. The next few pictures are a rough 360 of the model  

Here are the other members of the groups models.
Dan's Ranged assassin top left
James' Combat assassin bottom left
Jon's Tech priest middle top
Simon's Psyker middle bottom
And my Cleric.

What are your thoughts? Is the anything I should do to improve him before I start painting?

Thursday, 17 April 2014

Necromunda Review: Ammunition and Gunsights

Continuing my reviews of all things Necromunda with a review of Ammunition and Gunsights!

Hotshot Laser Power Pack

Increases the strength of a laspistol or lasgun by one. But reduces the ammo roll from a 2+ to a 5+.
It is a rare trade item, and thus has a added variable cost. The easiest comparason for this is with bolt weapons which have a similar stat line. 
This ammo type gives you bolt strength but one better ammo roll, but will cost 5 credits more when equiped on a pistol and 10 credits more on a lasgun. 

Useful for gangs that can't gain easy access to bolt weapons and already have some lasguns, but overall I personally prefer the better ammo roll to the higher strength. It becomes more useful when combined with skills like weaponsmith and amourer, but then again so does a boltgun so its a matter of availabilaty and preference.

Hellfire bolts

A boltpistol or Boltgun using this ammo type does D3 damage, but if you have to take an ammo test and you roll a 1-3 you have to test to see if the weapon explodes. This is a big drawback to have on a weapon, its the same rule as a stubgun with dum dum rounds. It is also expensive at 20 credits plus variable. 
If you have the skills or equipment to mitigate ammo rolls they are well worth it on a ganger with a high BS. 

Drum Magazine

Although not really a ammo type and more of a weapon upgrade I decided to include it here anyway.
They allow you to add a +1 to hit with your autopistol autogun or autoslugger, with the downside of a automatic ammo test when you choose to use it. 
They are quite cheap at only 15 credits plus variable. It is better to use with the autoslugger as the +1 to hit would apply to all shots fired, so potentially three shots. 

Weapon Reload

Can be applied to any ranged weapon, costing half the weapons cost (ignoring additional ammo types for example shotguns or grenade launchers). It is essentially a +4 save for your weapon should you fail an ammo roll, it will only work once per game however. Best used on important members of your gang that you want to never run out of ammo. They are common to buy now in community edition so buy away! Great with shotguns due to the super cheap cost. 

Infra-Red Sight

This gun sight can be fitted to all basic weapons except the shotgun, and also the needle rifle. Its main effect is to reduce the cover save of your target by 1, so light cover is ignored and hard cover is -1. It also allows you to shot freely in darkness based games. Note that these benefits only apply when stationary. This doesn't come into play unless you use the rules for darkness (but you should!!!)


Can be fitted to any basic, special or heavy weapon. (The only gun sight that effects heavy weapons)
It gives a stationary fighter +1 to hit, very basic upgrade but great for heavies that are yet to gain a BS upgrade. 

Red-Dot Laser Sight

Can be fitted to any pistol, basic or special weapon. (The only sight that effects pistols) It gives a +1 to hit but allows the target a 6+ special save if the target has the shooter in their vision arc. This increases to 4+ in games using darkness. Note that this is the only sight that does not require you to be stationary.

Telescopic Sight

This gun sight can be fitted to any basic weapon except shotguns, and also the needle rifle. The sight increases the guns long range by its short range. For example a autogun will have a long range of 36" with it equipped. Your fighter needs to remain stationary to use the sight. It is great to use on a ganger that is escorting your heavy. I prefer it with a hunting rifle for a 40" range, which is roughly what heavies end up shooting at.

Saturday, 12 April 2014

Guilders Wrath: Epilogue

(This is a piece of fluff for Necromunda written by one of my friends from our gaming group. Enjoy!)

In the aftermath all battlefields smelt the same, mused the Interrogator as he picked his way across the secured ritual site. It didn't matter if it was the humid darkness of a jungle Deathworld like Catachan, the pure, blinding whiteness of the ice planet Valhalla or the hellish depths of a star ship’s hold. All battlefields smelt the same; the stench of vomit and excrement, the acrid bite of spent fyceline and the disturbingly close-to-roast-pork smell of burnt human flesh.

His musings brought him to a line of underhivers surrounded by Inquisitorial Stormtroopers. The troopers, back mounted powerpacks thrumming, were taking no chances with the scummers and had their Hellguns permanently levelled at the kneeling civilians. Several of the Pitslaves and Ratskins had attempted to escape when the Stormtroopers had teleported into the middle of the battle and their bodies were being consigned to the improvised mass grave, along with those who had fallen during the conflict.

image from http://slaine69.deviantart.com/

The Stormtrooper Lieutenant saluted the Interrogator as he approached, “Interrogator, we have secured the site and rounded up those involved. Several claim to have been in the employ of the radical Inquisitor Mil’ay Pho Barathus. What are your orders?”

“My Lord’s instructions were clear, were they not Lieutenant?”

“The Imperium cannot afford information of this event to enter the common people’s mythos. The Monodominant’s Praxis Conclave will not permit any further investigation of this phenomenon.”

“Flood this site with rockcrete. Round up the survivors, their families, associates, partners and friends. Execute anyone who may have been in contact with the artefact to twelfth degree of separation. I want this event buried with extreme prejudice Lieutenant; and if anyone associated with the radical, Inquisitor Mil’ay, comes sniffing around? My Lord Inquisitor will declare him Hereticus Extremis before the Praxis Conclave. You have your orders, Trooper.”

Without a second look, the Interrogator stalked away as the officer ordered the Underhivers into the backs of Inquisitorial prison transports for processing.

Written by Chris Manley

Friday, 11 April 2014

Guilders Wrath: Stop the Ritual

Ok so towards the end of our Necromunda campaign my work was really laying on the hours so the last weeks of the campaign did not get recorded with much detail. So here are the pictures from the campaign end game Stop the ritual.

The gangs in our campaign got split into the forces of the cultists and the local militia sent to stop the ritual.

Click on any of the pictures to make them bigger if you want :)


It was a very fun end to a great campaign. In the end it had to be called due to the club closing, but the militia had delayed long enough for inquisitorial forces to arrive and resolve the situation.