Friday, 14 July 2017

Rogue Quest Level 5: The Cybork Barbarian

Waaggghhhh! Watch out! Its Buzz-Saw the Cybork Barbarian - the long over due fifth member of my Rogue Quest project. Follow the link for the rest of my Rogue Quest posts, which also include links to the original three projects whcih inspired me - well worth a look!

This is far from my best paint job, but even so, getting decent pictures of him has been a complete nightmare :(

It feels like I have had him finished for an age now, as I had to rescue him from the slipping ever further back in the painting queue as part of my efforts for the Mayday Mayday! 2017 painting challenge, and this post is almost as delayed as he was! Sadly the paint job is a reflection of his languishing for ages and then being a bit rushed, but it felt good to get him finished at last.

The model is of course a Blood Bowl Cyborc, and when it came up for trade in the Oldhammer group in late 2015 I offered up some RT Eldar guardians as a swap, enthusing with the vendor about my plans to convert him for 40k. The thing is when I dug the Eldar out I realised they were more than a bit dubious (too heavy, very shiny and soft detail, with some solid bits where there should have been gaps). Disaster! I was going to have to pull out of the deal. But wait! The vendor decided to send it to me anyway, no longer bothered about a trade!? I guess he really liked my plan of what to do with it? My only recourse was to offer him all three dodgy guardians, which after seeing pictures of he was very happy with anyway! So, everyone was a winner but it was also an early encounter for me with the generosity of the Oldhammer Community. Apologies for the slightly mundane anecdote, but it's another reason why when I came to start the Rogue Quest project a few months later, this mini in particular had some Oldhammer resonance for me.

Anyway! The Cyborc Barbarian needed some inspiration, but some of the obvious 'cyborgs' we might be familiar with from the big screen simply didn't fit what I was looking for here.

Has form as a Barbarian... but no.
Also no, but I like the internal glow thing...
I have to say I struggled for inspiration really, so decided to just crack on and paint him. I toyed with the idea of giving him a suitably orky, yet also period Rogue Trader, gun, but none of the options I tried seemed to work, and to be honest the appeal of the sculpt when casting him as the Barbarian was the bionic-chainsaw arm. More in keeping with the traditions of the D&D/Warhammer Quest Barbarian for him to eschew missile weapons anyway.

I decided that he was going to be red. Very, very red. Not only is this because he may double up in my 2nd Ed Ork army, in which case he will likely be an Evil Sunz Nob, but also because it is the spot colour for the Rogue Quest party, so having a big block of red in the group will hopefully tie in but also have some visual impact.

WIP shots
I have used some of the other colours seen more prominently on other members of the party again (the dark green on the shoulder/elbow/knee pads on his right side, and blue-grey on any exposed tubing or pipe work) to tie him in and break up the red a bit, but not too much! I gave him a purple lip, old school style, which I was happy with, having ummed and ahhed about it, as it gave his face a bit more character (I tend not to do it for 40k orks, but might start). The purple also picks up on a colour used elsewhere in the party so serves that purpose too. The metal work is a mix of bolt gun metal with black wash, to keep things looking oily and smoky, and tin bitz/shining gold to give it a bit of a scrap yard feel.

WIP Shots (rear)

It was only after I had him mostly painted up that I found his true oldhammer character. His half metal face and his boiler-reactor on his back powering his chop-shop bionic chainsaw arm were all very Orky, but there was something else now that reminded me of something far more cyborgy/roboty. The ABC Warriors from 2000AD!

Now we were getting somewhere! That reactor on his back is surely powered by something highly unstable!? Radioactive even!? I wasn't entirely happy with the oily look over the brass of the boiler/reactor I had originally gone for so the ABC warriors link and the chance to go atomic was too good to miss, so I went for some vibrant radioactive green Object Source Lighting (OSL). It's only my third ever attempt and I'm not amazingly happy with it to be honest as it got a bit heavy in places, but very happy with the way it ties in the paint job with the character.

The ABC Warriors link also confirmed the choice of name that had been running through my head. Buzz-Saw it was!

It's probably appropriate to have a suitable 80's soundtrack at this point:

"Waaaaaaarrrrrggggghhhhhhh! Dis is Brillliaaaaaannnnnt!" shouted Buzz-Saw the Evil Sunz Nob from the back of his brand new Nobz Bike accelerating towards the fortified line of humies. His mob of boys crammed on to two Buggies and a War Track could eat his dust now that he had his turbo charged engine to play with!

"Come on Parka!" He bellowed at the ork steering. "Hit da Big Red Button!"


It was ironic that after his boys scraped the remains of him and his bike (and his unfortunate driver, Parka) off the side of the imperial bunker after the battle, they sold the whole mess back to the same Mek Boy Buzz-Saw had bought the lethally exuberant squig fuel injection system from in the first place. It was poetic justice that Buzz-Saw's first act when he 'woke' in a murderous pain filled rage, was to eviscerate that same Mek Boy with his new chainsaw arm...

"Whoops." Buzz Saw reflected once the haze lifted. Da Big Boss was not gonna be happy. Who was going to service his pneumatic prosthetic... male prosthesis!? He thought it best to leave town sharpish.

Sadly, the Mek Boys half finished work on his cybork brain made Buzz Saw very vulnerable to hacking by unscrupulous techs. He ended up being controlled by a gambling cartel, slugging it out as the heel in the Gladiator Pits. It was there that the leader of the unit saw his potential and had his Xenos agent negotiate his purchase, and his Squat Technician do as much as he could to stabilise his cybork brain systems - while establishing more secure proprietary controls at the same time.

His rage is no less at being controlled by a bunch of high falutin' imperials and their weirdo buddies than it was in the pits, but at least now he is expected to win when he fights! That's enough. For now...

The ABC Warriors link also threw up some inspiration for another part of the my Rogue Quest project which I had languishing on the painting table. These clan Escher gangers (well juves mostly) were also painted up as part of my Mayday! Mayday! challenge, and will serve as NPC gangers. This image from the ABC warriors seems to tie everything in together perfectly in my mind. Rogue Trader/Confrontation - 2000 AD - Necromunda - Rogue Quest :)

"Kristine Kochanski and two noobs from the Cherry Bombs gang were waiting for a deal to go down in an out of town junk yard when they were surprised by the living dead!"

"No man, I swear that's the real scuzzlebutt, we've all heard the stories from the desert nomads, but Konchanski and her girls swear blind they saw walking corpses! Bullets did little or nothing to keep them down!" 

"Suddenly this giant Ork-robot thing appears and smashes through the skeletons and rescues them, coz they was all outa ammo! But he's got this radioactive green glow see, that makes him seem more dangerous than the skeletons he has just pulverised!"

"Then just as suddenly as he appeared, the murderous green glow in his robot eye dims, and other figures emerge from the gloom, including a Squat with what looked to be a control device for the previously berserk Cybork."

Sitting in the corner of the bar keeping her head down, but listening to the old soak try and barter their tale for another drink, Kristine Kochanski ran her mind back over the meeting with 'The Unit'.  They'd followed the squat tech, walking the Cybork along like some lobotomised monster, until they'd come upon a camp deeper in the junk yard. They saw the Xenos chick they'd set up the deal for the stolen codes with, and to be fair she'd paid them the credits they were due, but then they were distracted by the noise of the two maw-beasts barking at the Xenos spine-critter trapped inside the laser fencing. Konchanski remembered how much she had disliked the realisation that another Xenos, an Eldar possibly? had a bead on her with a snipers scope. The tell tale red laser sight giving him away, she swore intentionally, putting her firmly in her place. 

But it was the strange enigmatic leader of the group that caused her the most discomfort. His sudden presence like a painful blank in her mind. His image like a black silhouette. All she could remember were his incessant questions about the corpses. Had they seen such things before? Heard of them then? Where? Where do the nomads say they come from? And more than anything else, his insistence on one individual in particular, the need to find him, the absolute imperative over all else. He MUST be found!

"Has anybody seen this man!" The voice rang out in a commanding tone, bringing Konchanski out of her reverie. She was surprised to find she was on her feet and that the voice was hers, a scroll thrust out in front of her depicting the man the Unit were seeking. The man responsible for the walking dead. The Necromancer!

Thanks for reading. Hope this has got you looking forward to the sixth and final(!?) instalment of my take on the Rogue Quest project where we finally meet the mysterious leader of The Unit, and possibly even the emerging villain of the piece, The Necromancer! Insert feeble if well meant pledge 'not to take so long between instalments next time' here ;)


Tuesday, 6 June 2017

Summer of Shadows: Shadow War Hobby Project

So, Shadow War is good isn't it! In many ways it is the game that I've always hankered for. A small skirmish based game with fewer models but still set in the Warhammer 40K universe, and with narrative and progression for your crew as you play through a campaign. What's not to love!?

Nothing so far in my opinion, but then I've only played two games. Enough to convince me it is a winner though, even though I lost both games... and bravo to GW for this move. There have been a number of more positive trends coming out of GW recently, and this is certainly one of them.

I play with a bunch of grognards who have been gaming against each other since school and all pine for 2nd Edition Warhammer 40K believing it to be the pinnacle of the game, so SW with its obvious 2nd Ed/Necromunda vibe was an easy sell to some of our lapsed and reluctant participants and we were able to get five of us together to kick off a campaign at our FLGS Bristol Independent Gaming. Thanks as ever to Jim for being such a welcoming host! 🙂

We lined up as Orks (Snakebites - Me), Space Marine Scouts (Flesh Eaters - Craig the secret nerd), Chaos Space Marines (Nightlords - AVP Shaun), Eldar (Outcasts/Pirates - Dave the Scenery Savant), and more Orks (Bad Moons - Big Russ).

In my first game I played against Dave's Eldar and all I can say is... I hate grav platforms! I totally see the logic of how they work, and actually really like it in terms of how that ties in with the background and the 'science' if you will, but boy are they tough to play against! The Ork advance was steady until an entire flank got mowed down by a platform mounted Shuriken Cannon and I failed my subsequent Bottle Test. One of my Yoofs (Pork Rind) was out of action for the next game as he had a Head Wound (although this meant he would have Frenzy when he came back!), and one of my Boys (Pyfon) got himself captured by the Eldar to boot. As we were playing against rotating partners we agreed that the Rescue Mission could be deferred until we could arrange a follow up.

Da Boys of Kaptin Fang's Mob advance through the centre of the ruined city block
Da sneaky Elf-gitz hide in the rubble like wusses!
We didn't spot the rule about paying a Promethium Cache in ransom until afterwards, but it wouldn't have changed my decision anyway, a Boy armed with a shank and a slugga ain't worth a precious promethium! I stockpiled the one cache I got but spent some credits replacing my captured Boy like for like, and making use of the campaign house rule that you can bank unspent credits.

Two Boys plus Pork-Rind da Yoof advance down the flank trying to out manoeuvre the Eldar Grave platform. Wrong!
Too-inch da Spanner with his Big Shoota covers the advance of Pig-Spit and Swill-Pot da Yoofs
My next game was against the Flesh Eaters who had been victorious in their previous game against the Bad Moon Orks, and had spent a Promethium cache to acquire the services of a Deathwatch Veteran specialist. The mission was an Ambush! with the marines attempting to catch the Orks unawares, however, they obviously underestimated both the cunning of Kaptin Fang and the sheer numbers at his command, as the deployment rules played out allowing my Orks to effectively ambush the ambushers. The first turn would see immediate charges and hand to hand combat, dice rolls falling narrowly in the Scout's favour in one instance, but a scout falling to the double teaming efforts of two burly Yoofs elsewhere.

After splitting my massive mob into 4 groups and rolling two 6s in deployment the ambushed became the ambushers!

After downing a Flesh Eater scout in brutal hand to hand combat Adder-Boy da Yoof follows up into the Deathwatch Veteran. "Can't fault his bravery!" thinks Kaptin Fang briefly as they are both sliced open by the energised blade...

Sadly for the Orks, Kaptin Fang failed to take out the Deathwatch Veteran and the following turn saw the specialist eviscerate everyone within range with his power sword - and that was without us remembering to use the Xenos Hunter special rule which would have made him even more deadly against Orks! Apparently the look on my face was one of the best moments of the day for the Flesh Tearers player. Hmmm....

Elsewhere a Boy was knocked off his perch by a heavy bolter shot and fell off a building knocking himself out. A quick assessment of the situation and it was clear that while the ambush had been foiled, the Orks' only sensible option was to Bottle It! and live to fight another day, as the risk of incurring further heavy losses was all too real.

This hand to hand was close, but sadly went to the scout, and the Slugga shot of the Boy bringing up the rear failed to pin the Gunner, who then blasted him in the chest with a heavy bolter. Ouch!
Luck was finally on my side and my crew all made good recoveries, even Pig-Spit the Yoof who might of died, but now has a dead 'ard looking scar across his throat, and as he rolled 'What Doesn't Kill You Makes You Stronger' so was promoted up to full Boy status. I banked the promethium cache again, but used some of the credits to recruit a new Spanner (Rattla') armed with a Shoota (until we can get him a Rokkit Launcher that is!), and banked the rest. I'm painting up some Grots and a Runtherd, and already have suitable models for a Mek Boy or Pain Boy, so may indulge in hiring a Specialist for my next game, which will hopefully be the mission to rescue Pyfon. Strangely, in the Eldar's next game against the Bad Moons, they captured anotherMOrk Boy (with the same arrangement to defer the rescue mission). Clearly the Eldar are seeking to gather information on the Orks for some reason! Or maybe they are just making them touch each others butts?

Meanwhile in other parts of the ruined city...

Bad Moons vs Flesh Eater Scouts face off in the Industrial Old Town

Bad Moons - yes, I know they look like Goffs, but they are Bad Moons in fancy dress, OK?! - make an ill fated dash across the Flesh Tearers' kill box
It was not a good day for either of the Ork mobs and the two Nobs got their heads together afterwards and agreed that you can't just 'do a second edition' and charge them hoping enough of you survive to dismember them in hand to hand. Very un Orky. This was noted by oponents of the Bad Moon Nob who remarked that while his blind faith in charging staionary Space Marine Scouts showed commitment, it was like watching the French Cavalry in WWI.

The Bad Moons continued to have bad luck facing the Nightlords in a Raid, with the highlight being the Nighlords' Aspiring Champion punching the bunker door into pieces in the second turn with his Power Fist, ending the game. The same Aspiring Champion later punched a Flesh Tearers Terminator to death! The spirit of Konrad Kurze would be pleased! If it gave a shit that is.

So here are the results of the first round of games:

Flesh Eaters vs Bad Moons - Scouts Win
Eldar Pirates vs Snake Bites - Eldar Win
Snake Bites vs Flesh Eaters - Scouts Win
Eldar Pirates vs Bad Moons - Eldar Win
Nightlords vs Bad Moons - Nightlords win.

Nightlords vs Flesh Tearers - Nightlords win

I had to head off early but the chaps carried on playing and had a 'Fatal Four Way' of Flesh Tearers vs Bad Moons vs Nightlords vs Eldar, just for shits and giggles.

Thats a lot of pinning!
The highlight of the game was the Orks getting pinned so badly in the cross fire from the Scouts and the Eldar that the Nightlords felt compelled to help them. Such a severe break with the background caused a tear in the fabric of the universe and the entire of the space-time continuum was swallowed up in a second. Sadly that meant gaming had to stop.

Everyone had good fun and agreed Shadow War is a great rule set and we are already planning the next round of games, which will involve successive rescue missions on those sneaky Eldar for Kaptin Fang and his Bad Moon counterpart to get our Boyz back!

Thanks for reading - don't forget to share your own Shadow War exploits on the Middlehammer face book page for the 'Summer of Shadows' theme!

Saturday, 27 May 2017

Mayday! Mayday! Project update

Hello folks! It's nearly the end of the month so it's time for an update on my Mayday! Mayday! miniature rescue project. I introduced the concept in my previous post, but in brief the idea is to take a half finished but stalled, damaged, or otherwise unloved project and get it going again, finishing or getting as far a long as possible by the end of the month.

This year I chose some Middlehammer era Plague Bearers, and wanted to practice my hand at copying existing paint jobs.

The state of affairs at the start of the project...
Above you can see the three PBs I wanted to keep in style with. Below you can see the finished unit of six. I'm happy with the final result, but the six are far more of a mix than I had originally envisaged.

...and at the end of the project.
I just couldn't help myself! I found myself loving the sculpts and the temptation of doing some more striking nurgley colours to offset the dark colours of the original trio was just too much. Bubonic Brown (Citadel), Bilious Brown (Coat D'arms), and Hideous Blue (Citadel) provided the base colours, and I sought to tie the unit together by redoing the swords of the original trio with a more pronounced greenish tinge. This, plus the day-glo Goblin Green bases, means they don't look like COMPLETELY different units, but I haven't achieved my original aim of emulating another painting style. You know what, I don't care. I had loads of fun painting these and I'm looking forward to an excuse to use them in my D&D campaign as some sort of super charged pus filled exploding Zombies... or something.

My three in the middle. Obvs.
Even more noticeable form the back...
Actually, I enjoyed painting them so much the Plague Bearers were finished pretty quickly into May, and I decided to pick up another stalled project, for Mayday! part 2.

Early work in progress shots. They started from black undercoat and brown bases mid way through the month
Escher gangers from Necromunda, with a couple of minor weapon conversions. Which were themselves a spin off of another, bigger project which also needed kick starting! So it was ticking all the boxes for Mayday!
Evidence of at least 6 months of neglect...
I'm pretty sure these have been on my painting table for about 8 or 9 months, undercoated, based, damaged and repaired at least once already, then recently damaged again by an over eager nerdling. You can't tell, but I know they are caught in the picture above (circled in red) from Deadcember 2016, which means they have been there for at least 6 months, and I know they had been there a bit longer than that...

Later WIP shots
The colour scheme was largely dictated by the campaign setting they are going to fit into. The dark blue leather/ flak armour/carapace used on my PDF forces, and various scavengers of ex-imperial equipment, has been carried over here, along with the bright red spot colour signifying them as gang members, the denim blue and stained white T-Shirts and vest tops also echo the fashions of other gangs they will be fighting alongside/against. The Bright colours of their hair will set them apart as their own unit, or as distinct members of a bigger gang if they team up at any point.

The weapon conversion on the full gang member (back half of an auto gun, front half of a shot gun) was as I bought it, although it needed repair after stripping. I will confess that I had not even noticed this when I bought the lot on eBay so was a bit surprised when she came out of the goop with only half a gun!

The weapon conversions on the blond juve were both necessary as she came without any. The haft of something chunky had been left in her right hand (looked like it might have been an axe, I haven't bothered to check) and she was bereft of pistol. I added a short length of resin sprue to look like a metal pipe, and the pistol I had cut from the Xenos Rogue to act as an alternate pattern auto pistol.

You can't see the pistol clearly in the final shots, so here is a close up of what I'm on about.
This was another beautiful set of sculpts to work on and I wanted to do them justice, but also exercise some discipline in stopping before-you-go-too-far-and-ruin-everything! So the one purple boot on the full gang member didn't get gold spikes. She's not supposed to be in a Slaaneshi cult after all. Although...

The gangers are just sizing up some cargo crates to break into when they hear a noise. Is it customs officials?

Wait! What was that behind them. That didn't sound like no stinking customs official!
You will have to tune in to the next instalment of my Rogue Quest project to find out what is about to befall our brightly bouffanted beauties, but for now thanks for stopping by, and don't forget to share your own Mayday! Mayday! projects on the Middlehammer Facebook group.


Wednesday, 3 May 2017

Middlehammer Legacy Strikeforce - Project Completed!

Well, it is safe to say this project has more than met my hopes! It's been every bit as much fun as I thought it would be, I've been drawn back into the undeniable charm of Rogue Trader, and I've made some new friends along the way which is by far the best bit!

A huge thank you to everyone who took part, and those who supported us from the sidelines. This was always a hobby project not a painting competition and the background and character of the submissions was what was most important - and boy have these guys got some character! That said there are some pretty decent paint jobs in there too, and great to see so many conversions and kit bashes. Thanks again to everyone for getting into the spirit of the thing 😃

Here is the completed set of minis together, hanging out waiting for the transport off world:

The completed Middlehammer Legacy Strikeforce crew
Congratulations to George who won the prize draw, somewhat aptly as the group seemed to elect his characterful conversion of a Catachan Lt. (a Middlehammer classic imho) the defacto Boss Man of the Strikeforce - although just between you and me, I think the Ork with the power claw, yeah the shifty looking one... No! the other shifty one, yeah, well he might have his eye on the top job of this outfit if the Boss isn't careful!

Thanks again to Axiom for his advice and encouragement when I was kicking this thing off - looks like there is enough interest to do it again next year! 

If you are just tuning in and have missed all the fun, you can catch up on the background to the project here, and look forward to joining in next time!

Meanwhile here are the back stories for the nine members of the infamous Middlehammer Mercenary Strikeforce (with apologies to the original creators for any slight creative license taken for consistency across the group):

Mikael Igge Holmberg's Ork Brothers: Grog and Drog

Grog, Drog and Biter had gotten around the immigration laws on the space station by simply not bothering with them. They just sneaked out of the cargo ship as easily as they snaked aboard it. (I.e. by clobbering two guards and walking away). Now they were free to roam the Space station Aldenaar, the hub of commerce and adventure, time to get some contacts and find a new gig. The brothers had a long extensive career as bodyguards (not so successful) and robbers, quite successful (especially by robbing trustful people who hired them as bodyguards). 

But they wanted a real challenge, some big monster or hoard to get, perhaps a Space Hulk to plunder for tech and materials, so they could return to their small planet Scarus, a haven for ork meks, and have something to show for it. Grog was the better mek, and responsible for modifying the small ancient squat-tech power source to give power to Drogs bionic arm and adjusting it to be small enough to carry around. Thanks to the ancient tech Grogs arm was far superior to the other powerclaws out there. Sadly the same could not be said for Drogs “powersword”, sure it looked good, but the most power he had gotten from it had made them able to fry eggs now and then. Still it glowed with a spooky blue shine and sometimes that was enough to scare off the lesser ruffians that still roamed the seedier parts of the stations they usually frequented. Still, apart from the blue shine, the sword got hot, but did not hurt much more because of it. Unless they were on an ice planet, he rarely had any proper use from it. Still, they were alive and armed, had some credits in their pockets and some raw meat so Biter did not bite them. Life could be worse.

Ahh, there it was, Persephone, the bar where Grog knew he could find someone that could get them in touch with like minded adventurers (not too like minded mind you, it would be better if the brothers were the only ones ready to stab others in the back). No animals allowed?! Sod that, the brothers and Biter walked into the bar and took a booth…. and waited for the rest of the crew to arrive.

Both brothers are Ork minor heroes with a stat line that only differ in two places Grog is smarter, Drog is stronger. Grog also has an extra attack due to Biter helping out.

Drog wears Flak Armour (6*+), has a Powerclaw, and carries a Bolt Pistol

Grog wears Flak Armour (6*+), carries a Bolt Gun and a Sword with a 'Spooky Blue Glow' (counts as a Torch), and is accompanied by his pet Snappersaurus Squig, 'Biter' (+1A)

David Musgrave's Eldar Corsair: Il'yankas - 'Firebrand'

Extract from investigation into the death of Ordo Hereticus Interrogator Evander and the disappearance of the painblade Caleburn.

"Subject (designate - 'Firebrand') xenos species eldar; confirmed identification from pict recording [servo skull d11-2 06:12:16 - 06:14:03 320.882.M41] as part of corsair warband Reavers of the Rising Flame; partial match [87%] security vid from remains of independent trade ship 'Blessed Providence' Scarus sector, Segmentum Obsurcus152.903.M41; fleeting image [00:00:06] head cam Adeptus Arbites officer 0013652 Garcia during sacking of Wilhelmsburg 425.955.M41; (rambling discourse from savant Caractacus Mott, associate of Inq Vail Ordo Xenos) summary - subject wearing distinctive, mismatched armour. Identified as partial Tau 'fire warrior' body armour and parts commonly seen on sub-species kroot. Possible links with Faxlignae - Scintilla 260.993.M41; most recent sighting - space hulk 'Foreboding'. Sighted with number of subjects. Confirmed figures as unidentified humans [2], eldar [1], abhuman/mutant [1], orks [2], abhuman [1] - believed to be sub-species [DELETED - security clearance epsilon required].

Il'yankas wears Mesh Armour (5+), carries a Refractor Field (5+ field save), Shuriken Pistol, Powersword, and a Burning Brand (counts as a Torch)


David's Beastman: Kalus


At the far end of the service duct heat haze showed up the vague outline of one of the ship's security detail. Dulled where the carapace armour hid the target's body heat, the mutant's sight showed there was still plenty of room for the archaic rifle's poisoned shards to do their work.


Motioning with his clawed hand he signalled the first wave of the warband through. A pair of eldar - alike in their grace and swift passage, different in demeanour; two brutish orks, followed by a man, stinking of promethium.

Little had changed. Underhive to the lower levels of a space hulk - mutie gang to mercenary - still following a paymaster and anyone who would tolerate him.

A grin crossed his bestial face - at least there would be plunder and good eating with this lot."

Kalus wears robes and has Toughened Hide (Counts as Mesh Armour 5+), has Vestigal Horns and Infra-vision, carries a Needle Rifle with double combat Blade (counts as two hand weapons, a Knife, and Blind Grenades.

Tim Henge's Ork: 'Enge da Mek

'Enge da Mekboy clearly the ork got the wrong bus and was one of the last of the crew to arrive at the rendezvous. He is a mek from the blood axe clan on a cultural exchange program. He has learned several classic terran dances and rituals such as gangnam style, uptown girl and the quick fit fitters. The group has banned him from "making improvments" to their equipment. He is armed with a knife and pump action bolter (I rolled a combi bolter/shot gun).

He has "std" ork mek stats with a cool and intelligence of 10

'Enge da Mek wears Flak Armour (6*+), and Cool Shades (Counts as Photchromatic Visor) and carries a Pump Action Boltgun (Fires twice per round), and a knife.

Pete Grange's Eldar Outcast: Ostrinus Irbrida

Ostrinus was a fighter pilot for an Eldar outcast group, the Alveare Reavers. The group while employing the normal corsair methods of piracy and smuggling to fund their operations, their main goal was to spread the word of the old ones, the creators, the true gods who will become the saviour of the Eldar. The Captain of the Alveare Reavers, was father and oracle to them all, a wise old figure who had seen more than some farseers, his love for all the crew was boundless, but nothing lasts forever….the Alveare Reavers are no more, Ostrinus will not speak of what happened, he doesn’t speak much at all, since he lost his place among his brothers he joins up with any mercenary crew hiring choosing to loose himself in the battlefield.

Ostrinius wears Mesh Armour (5+), and his Helmet (Communicator, Photochromatic Visor, Breathing Equipment), carries a Shuriken Pistol and a Force Sword. He has Psychic Mastery Lvl 1 and a Psi Level of 10. He has the psychic abilities: Telepathy, Hypnotic Gaze, and Steal Mind.

AVP Shaun's Ex-Squat Trooper/Exiled Noble: Harund Norgyr

Harund Norgyr is the fourth (of twelve) sons of the Lord Kjartan Norgyr, squat warlord and head of the Norgyr league. From an early age Harund was keen to distance himself from his hereditary status and instead enlisted in the military as a basic guild trooper. A natural with a lasgun and possessing his father legendary constitution it would have been easy for Harund to rise through the ranks to a command position. This was not the life Harund sought; he preferred the camaraderie amongst the rank and file brothers, drinking in the guild halls and bleeding on the front lines. 

As the years of service past a lingering discontent grew within Harund and was in turn reflected in the general populace of The Norgyr leagues. Where once the squats were an independent and honourable race of warriors and artisans they increasingly became nothing more than a vassal for the imperium of man. Entire strongholds of the Norgyr guild engineers were dedicated to reproducing once highly guarded STC’s for the imperial army and even battalions of Squat brothers were gifted as auxiliary to the imperial war machine. It was as if the very idea of the Squats was in danger of becoming a footnote in the annals of the imperium of man.

The final straw came when Harund found himself as part of an honour guard escorting his older brother Hakon to meet with imperial dignitaries. Harund like his fellow soldiers wore a full helmet and ceremonial regalia so was unrecognisable to his older brother. 

During the meeting one rather pompous and self-assured imperial asked a fellow officer:
“What are those Things?” pointing in the direction of Hakon and his honour guard.
“Those, those are squats!” replied the other, the disdain obvious in his voice.
The first officer chuckled a forced and humourless laugh.
“Really…I thought they were just short, fat imperial guard”
Harund could feel every member of the honour guard tighten their grips on their axes, each brother waited for the lord Hakon to unleash them upon these arrogant humans…..
But to their shock the order never came, Hakon just joined in the laughter like a whipped hound trying to appease its master. The squat lords of old would have bludgeoned these fools to death with their own recently liberated femurs.

Within two days of their return to the leagues Harund had packed a few personal belongings into a rucksack, armed with his trusty lasgun he left to seek adventure in the stars. The squats were doomed he thought, if that is how the rest of the galaxy sees us then we might as well fall victim to some calamitous downfall.

Harund wears Flak Armour (6*+) and Photo Visor, and carries a Lasgun and an Axe.

My ex-Imperial Guardsman: Hudd Paxton, Human Mercenary

Hudd Paxton grew up in Scottstown, a medium sized mass-agri settlement on Ridley's World. His family worked hard for the local Imperial task masters, and it was a source of pride when the young Hudd was drafted into the IG regiments being conscripted for the campaign to liberate nearby colony world LV426(b) from unknown Xenos infestation.

Poor Hudd has no idea what happened on LV426(b), his mind having been wiped by the Commisariat after the campaigns conclusion, a proces which unfortunately left him a little unhinged. He developed pyromaniac tendancies and a pessimistic outlook which eventually saw him 'accidentally' left behind by his battalion on a remote outpost after an unfortunate incident saw the units entire supply of Malted Recyclahol go up in flames, and the rest of the camp with it. Two days later Hudd looked up, having grown tired of watching the pretty flames, and realised he was on his own...

With his valuable skills as a combat technician Hudd soon hooked up with a band of mercs, his morality about what jobs they took a secondary consideration as long he was allowed to use his favourite industrial flame thrower. Now, if only he could stop himself trying to lick the promethium pilot light again...

Hudd wears Power Armour (3+) and Cool Shades (counts as Photochromatic visor), carries a Flamer, Frag Grenades, Long range Comms unit, and a Combat Technicians kit.

George Shepherd's Human Mercenary Fixer: Captain Shepherd

'Captain' Shepherd had led a varied career by the time he found himself in charge of this rag tag bunch of misfits. And who better to lead them than another misfit? He'd always found the company of other races more pallatable than his fellow humans, no need to put on airs and graces he found, they knew what humans were. Blood thirsty barbarians. Jumping from one orbital space port to another Shepherd has spent time with Eldar pirates, squat asteroid miners (who had kindly fixed hm up with a bionic power fist after a 'temporary breach in health and saftey'had regretably led to the loss of his own, and spent a short time as a middleman for an illegal weapons dealer and a clan of Blood Axe Orks - before that went tits up when the Orks finally ammassed enough ex-imperial hardware to raid the small moon where the dealer had his base and steal his entire stock...

Captain Shepherd wears Carapace Armour (4+), Cool shades (counts as Photochromatic visor), has a bionic Powerfist, and carries a Bolt Gun and a Knife.

The incident on the moon was a few years ago now, and it was after that he started to put the crew together and take odd bits of 'security' work. No questions asked. This last job had paid well enough but had brought some heat. The crew had made their own way to the small Industrial-Shrine world of St. Annes to try and shake off any official pursuit, and were now gathered ready to head to the next job based on the world of Ashford M20 in the far South East of the Quadrant, just off one of the major supply routes between the sector capital and the quadrant border. When the crew found they were being smuggled off world in shipping containers they were less than pleased, but Hudd assured them he'd taken all proper precautions to make sure they'd survive the transit intact. At least mostly intact...

The crew grumble at Hudd about the travelling plans while waiting for 'Enge da mek and Capt. Shepherd to arrive

Thanks again for stopping by, hope you have enjoyed reading all the backstories that we came up with for our crazy kit-bashed Rogue Trader 30th anniversary honouring mercs, and that you are inspired to join us next year!