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Hi folks. Why Part 1.2? No, you did not miss anything; it is just ythat, as the first building was painted as part of the 12 Months of Hobby Challenge, this blog entry is not really Volkus Part 1. But starting at Part 2 directly woulmd have looked odd. And as Part 1.2 is an intringuing title... It might boost the reader counter! As all the Volkus pieces or terrain this one is no exception to the rule: low to zero custom assembly. It is somehow a very different design mind set vs. old Sector Imperialis sprues. Even if modularity as its pros and cons. It the present case the footprint is the one of a square; not too big though. As an area terrain it make sit well defined. As an above ground struture I am a little bit disappointed by the limited amount of space to set models on the upper parts. less than 20 percent of the floor space potentially available as been traslated to the upper storeys. It might be enough for KT, but, for 40k setting, I am less convinced. I tried this time a slightly different recipe: instead of dry brushing with SW grey, I used Russ grey. The result is a tad clearer than my usual ruins. A tad only as, frankly speaking, the colour difference is not that obvious. Probably due to the final Uµlthuan grey dry brushing that is unifying everything and contributes to dillute the chromatic difference between the 2 fenrisiqn named colour pots. The assembly as been less comfortable then for the first building: the sprue came bended and although I recoverd part of it after a gentle heating, I did not fully recovered a good planar shape for the main side of the building. as a consequence, glue did not fit well when setting the floor and the overall stuff was too flexible. I has to glue the whole " sides to get enough stiffness and avoid the scenery to dismantle once and again. How does it looks now? Well, see by yourself: It is not obvious on the pic bellow, but the floor is not touching the wall from the right of the door to the right corner. Well, now it is, more or less, as I filled the gap with hot glue. But it is not because hot glue has glu in its name that it really glues anything... The most puzzeling stuff in this building? this door that leads to nowhere on first floor: I may eventually fantasy that it will be an achoring point for a balcony or a gantry bridge in a future Volkus environment expansion... But I guess I am conting myself fairy tales... That's it for today. Next will be... I do not know yet. I kit bashed an Archon and I am waiting for some Corsairs and scourges to expand my Ynnari force, so; may be. On the other ahnd I also primed some mysterious sprues that goes with the remaining mysterious base I disclosed a few post ago... See you.
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12 Months of Hobby - November Pledge Completion
Bouargh posted a blog entry in Bouargh´s miniatures´ closet clean-up
Hi Folks, The week has been a productive one and I finally managed to complete all the pledged items and even a little bit more. The 2 henchmen could have been enlisted in a éh painting challenge as they were sorted out very fast. The enlisted Volkus building has also been painted fast. Getting a painrt scheme already well established makes things faster: benefits of being trained upstream I guess. The scheme remains the same as the one I used in most/all my ruined buildings. something very related to the way the building were painted in SW blue at a time the official buildings were card board made and provided in WD magazine. What differ from my previous buildings? Details such as Bolguun metal bitz are vvery limited - being short of paint is also a good reason for this. More gold and copper on windows frames. As skulls are bigger I treated them as architectural items rather than as imperium leal servant skulls embedded in niches... I did not glue the whole building; it makes it easier to store. But fragile. The barricqdes and rumbles were also painted fast. And the little bit more I mentioned is made out of the 2 collapsed florr tiles from the seconf Volkus genuine building; the ones with the AdMech symbol on it. The second building is out of the pledge. But I have it just primed. It will be my occupqtion with Old World's dwarves for the rest of the month. See you.-
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Hello guys, after a while away I'm slowly getting back into the hobby (Kill- team at least). Going back the my roots with the blood angels, I've been working a little on my own successors. Listening to Devastation of Baal has inspired this little project also reading the Bloodquest 40k comics and replaying the Soul Reaver games. Angels Venaria (Hunting Angels) Founding M.34 Geneseed: Sanguinius Homeworld: Nosgarath Fortress: The Pillar of Silence Chapter Master: Raziel the Soul Eater A dark chapter of the sanguinary brotherhood, the Angels Venaria are secretive yet renowned Xenos hunters. An insular and often isolationist chapter, they have many dark secrets and have been thought lost many times throughout their history. Despite their blood thirsty endeavours, they have a compassion for humanity that is little shown by other astartes, perhaps to alleviate the guilt of their transgressions. A crusading chapter, their Venator fleets range into the depths of Imperial space and the void beyond, hunting their chosen prey in the Eldar and all their kin. In order to slake their lust for battle and blood, enacting the necessary crimson harvest their brothers demand. They are forever searching for the relics and archotech they believe will save their chapter from the genetic afflictions that could eventually see them all dammed. Angels Venaria Kill-Team - The Exiles - My Character line up - V.Sgt Malakaius - The First Fang Aged veteran commander, psychically afflicted with the chapters darkest secret. Kandinor The Rageful Fallen Sanguinary Guard, verging on the edge of his sanity. Brother Rapha the Swordsman Assault marine, famed master Swordsman. Gunner Lucion Flamesinger Veteran gunner, artist with a Flamer. Brother Viko the Patient Stealth hunter and exceptional marksman. Brother Dhuma the Dour Tactical genius, advisor, stalwart astartes. Brother Zahriel Bone Taker Macabre brother, fixated upon death both his and the foes. totem of death. Brother Phosan - Keeper of the Sceaming Skulls. Veteran marine, Vox comm and recon specialist. Brother Kryphon the Whirlwind Grim devastator, walking missile battery. Brother Crestoff the Vengeful Honoured Veteran, on a personal quest of vengeance. Brother Darakan the Insatiable Veteran warrior, with an unquenchable thirst. V.Sgt Malakaius Brother Rapha the Swordsman Heavy gunner - gunner - warrior 3 warriors "To feast upon the vitae of the Xenos is a necessary shame, To devour the rotten husk of the corrupt is abomination, To feed upon the life essence of those we swore to protect is eternal damnnation. We are the saviours of mankind, humanity is not our prey, they are the herd we were bred to protect." I'm in the process of converting and building these marines, the chapter does not even have a set color scheme as of yet but I have a few ideas. I'll be updating this as I go.
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Hi folks, As we are at dawn of a new season for KT, it is eventually interesting taken a rear-view mirror into the past 2 seasons. Indeed, they have been quite commented due to their differences, at least in some circles where I evolve. General comments, hot and lives, tended to underline a degradation of the delivered content once comparing the Bheta-Decima Season with the Gallow Dark one. Let´s see if it fits. KT as it looked in Gallow Dark First release of the KT-Salvation box has been mildly received; at least where I am wandering around. Format changed to include 2 Kill teams and limited amount of Scenery vs. a galore of scenery before. Very limited amount of scenery in some cases. Main Scenery needed into the last season was available separately, as Bheta-Decima boxed set/kill zone environement. To run the campaign disclosed in the First entry on the Season (and into the latters too), the Kill-zone box was required. Meaning that as an entry box you must pay a Scenery tax or alike. This is indeed a first difference: with the Gallow Dark season you did not need and Kill zone environment – everything was in the box(es). This chilled out many gamers and the argument raised that in fact KT was now a 40k indirect release scheme for units to be set available out of the Codex revision routine developed. Eventually as a largely shared argument. Yet, was it legit? We may eventually start by having a rapid comparison between the top set of releases price wise: Gallow Dark Season Bheta-Decima Season Into the dark – inc Rules 170€ Salvation 80€ Shadow vaults 145€ Nightmare 80€ Soulschackles 145€ Termination 80€ Gallowfall 145€ Kill-Zone Bheta Decima 100€ It is rapidly obvious that the Bheta-Decima season is cheapest than the Gallow Dark one if you play combining more than one campaign episode box (but it is required to buy the rule sourcebook too). Although being cheapest it is depicting a similar pattern in terms of investment required, even if the last season gives a reward to fidelity: more you buy less expensive it is. In terms of contents, beside the difference on walls supplied in standard in the Gallow Dark sets, rest of the main contents remain more or less the same: 2 new KT in each box and campaign book and a small add-on scenery set (for example wall accessories or machineries in Shadow Vaults and Plasma Containers in Termination). As a global overview of KT released, although the Gallow dark season includes 4 boxes instead of 3, it leads to releasing 8 new KT, 10 if the stand-alone Ashes of Faith interlude box is considered. Out of these, 50% are genuine whereas the other half is a repackaging with an accessories sprue, or nothing at all (Cultists). Teams, Teams, Teams On the contrary, all of the 4 out 6 of bands from Bheta Decima season are genuine sets. While two only (Night Lords CSM and brood Brothers) are an accessories sprue. The latest are even completed with classic snap miniatures of old from DeathWatch Overkill game. Looks like a draw as, as such, the release rhythm of new units is similar. With one strong element to be added: all these KT are associated with 40k standard range of army lists whereas the previous Gallow Dark season included at least 2 or 3 that required the artifice of “Imperial Agents” to be included (Inquisitorial henchmen included into the 3). Small stuff but anyway… In terms of narrative, welI imagine we can say it I the same. A slowly growing up story until climax with catastrophically (biblical one says) dimensions. Despite all these similarities and a slight economical advantage for Bheta-Decima, Gallow Dark remains for many tastier. Why? I imagine that it is because of the difference in terms of release strategy. We may be tempted to conclude that in terms of Bliss and Glitter, Gallow Dark was over Bheta-Decima, yet it would miss a key element in the strategy: whereas Bheta-Decima plot and release is a sheer KT product, Gallow Dark was not. Gallow Dark was rather supported as an environment platform for the end of 9th and launch of 10th, through the Boarding action system, the KT integration and all the narrative arc for the Vashtorr buddy. In fact my opinion is that we came back with the Bheta-Decima plot and sets to the KT set-up as it used to be before the amphetamine boost Gallow dark used to be. Back to reality someway. Revised Season´s box Content and KillZones as it used to be So Disappointed? We might be, but it would not be very honest. Yet we are eventually junkies, and as such we always want more, so the perception might be understandable once we got our overdose that Gallow Dark used to be. It is also true that, at the moment, the scenery sets from Bheta-Decima Campaign boxes remain unavailable on a stand alone basis, except at Ebaying them. Gallow Dark remained available as an environment some 2 or 3 quarters after end of the Season. Even if it may touch to an end now… (As Kill Zone Gallow Dark is now marked as "Sold Out Online"...) So looking back in the mirror, and under a cold light examination, as far as I am able to, it looks like there is no reason for rant or grudge. My only very personal egrets are that the pace of release for this Bheta-Decima season has been definitively too concentrated over a limited period of time and that no real dedicated Mechanicum KT has been released so far while the scene was set on a Forge-World... As a KT player I did not had time to enjoy it as it barely gave me the time to play much of the scenario proposed in the campaign. Shame. As a 40k AdMech fan, I felt frustrated not getting any preferential treatment in this season. But it happens. At least GW revised deeply the 40k rules for the cybernetic sociopaths, so I am, more or less, satisfied, or I should be. I do not know how the next season will look like. I am eventually curious to see if the come-back to Chalnath may bring back some Sector Imperialis scenery, either ooP re-released or new stuff. Reprint of Sector Imperialis Sanctum would be great. But I expected MTO for FragDrill and Sisters´s Battle Sanctum to coincide with the GSC and SoB codices and it did not happen. I might get my expectations (a.k.a. wish list) cold showered. Again. KT as it is supposed to look as a standard feature See you next time.
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For once it has not been months since the last update. I have had a fairly productive week and actually managed to clear several of the partly painted models off of my desk: The scouts from the Killteam salvation box are now done, as is my Gladiator lancer, but forgot to photograph that. This grey knights Librarian, is a kit bash based on the terminator librarian from the leviathan boxed set, actually finished it a couple of weeks ago, but just remembered to paint it. Also to add to my home-brew marine army are a multi-melta armed eradicator, a kitbashed phobos librarian, a terminator captain and a 3d printed proxy for a centurion, that fitted in better with the Primaris aesthetic. I like how it turned out so will print another couple to make a full squad. Some Aeladri models I have had laying around for ages I finally finished of with quick paint jobs - a 3rd Support weapon to go with my others and a couple of jetbike warlocks to act as an escort to my Jetbike farseer. Next up, it's Tau time with the kroot hunting pack I have already built and primed and the new combat patrol and other models I pre-ordered on Saturday. I also managed to pick up a couple of bits of Kill team scenery I was missing on e-bay over the weekend, which should hopefully arrive soon.
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Bheta-Decima: Terrain review (Sort of)
Bouargh posted a blog entry in Bouargh´s miniatures´ closet clean-up
Hi Folks, I lately received a copy of the Bheta-Decima terrain boxed-set. I mainly bought it in order to complete my collection of Sector mechanicus Terrain, adding a fourth Ferromantic Furnace with a big platform and setting more gantries, but this time at intermediate height. Let´s see what comes into the box and how I have ambivalent feelings about the content. 1. What do we have inside? The GW website is exhaustive enough so no need to give too much details. I will focus on what looks like "oddities" to me: - First, the molding quality is uneven between sprues: the straight platforms are clearly aligned (Staright/aligned.. you get it ?) with the older models. No change there. But the round platform looks odd. details may appear being less developped and bottom side is... More about that latter on. - Second, the change of look for the pillars: it is not really rocket design. Clearly it looks like a lazy work here. However one cannot really say that there are less details than on the former pillars. So why this feeling? I guess, at least for me, that it is related to the lack of void areas. These have been filled as pannels and pillars are resulting bulky (I guess on puerpose). But not getting any hollow area leaves a curious outlook to the whole stuff. While the Boarding action terrain had treated these plain areas in a very good looking fashion, here it is not the case. Additionally all accessories have disappeared: so no handrails, not freed cables hanging around or ladders... Instead you have some square add-ons to represent entry points. In the end it is not really a big deal. I found that mounting the handrails has been a painful process both for storage and gaming ergonomy in general. But it looks better on pics for sure. - Third, the Furnace. No change; the same sprue as before. Nothing to add. - Fourth, the specific "objective markers" sprue. You get a substancial amoount of objective markers. They are large, bulky, and may eventually be used as LoS blocking terrain. It is once again less subtle in design than previous Objective markers designed by GW. I will personaly try not to use them as such, rather putting them on other pieces of terrain to give more volume (for example as hatches on STC Ryza bunkers). Shall you look for Objetcive markers, better buy the Hachette "Imperial Objective" spure on ebay or some Gallowdark terrain (Shadowvault is nice for that). They will look better. - Finally, the mat. We saw the head side. Tail side is in the same mood but eventually with less "open sea" area. Here too, more about that latter. 2. Is it the molding quality or the molding philosophy? The uneasy discrepancy between the sprues is not necesary an issue. But as it sorts out obvious because it comes in the same box. Well, you can´t hide the forest behind the tree, right? There is IMHO a clear and deliberate will of slimming the plastic chunks. The round platform is globally OK on the gaming side but bellow, it is made at the economy. To get less plastic. The consequence is something lighter in terms of weight (which may end up being a benefit as mounting a stable paltforms on the Furnace looks like being a Perious Hike in Perious Environement. I will see when the time will come to paint and glue). But looks by yourself, comparing a "old design platform" with this "new design plaform": The drastic sliming is eventually relevant as the round platform looks like not being design for another purpose than fitting on the furnace. Do not look for any kind of modularity here. It is done to go there, on top of the cylinder, and that´s all. Period. Click Bait design. This is a little bit of a deception, especially if you look at the pillars´ design that may hide something in plain sight. 3. The Pillars. OK, they look odd. But this is secondary. After all, the older ones looked better but once set bellow a platform, you do not really take any benefit of the amount of details available. So More is eventually not Better. What is puzzeling with the Pillars is the poptential purpose behind the design features. You have 2 types of pilars. One type molded into a single piece whilethe another type molded in 2 parts: a Piedestal and the main structure to be set on top. They can be stacked in order to reach twice the height and equalize the old Sector Mechanicus pillars. But for that you need one type of each. This is not anyway making the diffrent design necesary, isn´t it? So, what is the purpose there? Shall we foresee another (future) set using these 2 types of pillars in a distinct manner? Something that may jsutify not using the piedestal? Questions, questions... 4. The mat There is no need to talk about the colours... This is a very personal judgment. But liking it or not there is something striking with this mat: at the moment it is useful only for Kill Team. This is a very important evolution in the design philosophy I feel. And it reached its climax with this set. Initial Kill zones released had a 2 side mat with one side uniformized to be used in conjunction to other kill zone mats (more or less). Thank you WarCom: This is over. This is over for a while some may tell me. Sure, but at least the previous zones were not too marked and still usable in 40k too. Here, a plain sea area and only that on the mat may start to be problematic as you cannot match it with anything. With anything, yet (?). I guess this is one key feature of the "Seasonality" of KT: get the future mats along this one to be able getting a combined area worth playing a 2k pts games of 40k maybe.... 5. Conclusions Well, it is a set that serves its purpose: getting an environement for KT under Perious Environement zones´ rules. The associated "fog of war" rules affecting LoS make useless most of other LoS blocking elements. So why bother putting some into the set? The simplified rules for terrain from 10th also looks like they imprinted their influence: get rid of too much details such as handrails as anyway stuff on gantries will benefit of cover. So there is no need of handrails, isn´t it? Price wise, it is not badly priced. 2 sets of gantries, one ferratonic furnace and its large platform and a mat plus objective markers. If you can get it under discount from a FLGS you might get it for the same price as past edition kill zone environements. And the quantity of stuff is higher that in some past killzones. So, no rant there. This set is not cheap but it ain´t overpriced neither (only if compared with other GW internal references of course...). But the overall impression it left me is the one of a product designed to be temporal, fast consumed and fast forgotten. If it does not cut the heredity bound with past Mechanicus Sector, it does not however looks like it is meant to be a installed in perenity. Said that, I see value in 2 cases mainly: 1. for people like me, already owning some terrain and wishing to have some punctual additions that give something not already included (half height gantries mainly) 2. for pure KT players that do not necesarily need more than that to get a gaming arena But as a base for starting a collection of terrain for 40k... I would advise passing. What do you think? PS: Ohh, and BTW, as a side note: my set came labelled "made in UK", if it is of any relevancy.-
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=][= DEATHWATCH: SOLO PLAY - 'KILL MARINE' =][= OOC and Discussion. Welcome everyone! This thread is for discussion of the above, any rules queries etc all in the one place. Feel free to discuss both Campaigns we're undertaking, any themes or what you expect to see. Please be aware this is not a Recruitment thread as my player slots are full - but do not let that discourage your participation. I intend that these games form the bedrock of a series of "RPG-Lite" templates we can use to try and address some of the concerns shared by the forum-goers in our Nook. I want to try and make this as fun and engaging for all participants as possible, so ideas, comments and criticism are welcome. Please note that the rules for the moment (for the RPG Forum) stand - I act in my capacity as Frater and GM first and foremost and will only step in as a Moderator if there is any infraction of the Board Rules. If you have any concerns about the game, please do not hesitate to contact me as you would any other GM. Now, with all that said, on with the discussion! Mazer.
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=][= DEATHWATCH: SOLO PLAY - KILL MARINE OPERATIONS =][= "Y ou asked for Regiments of the Imperial Guard, demanded support from a flotilla of Imperial Navy Warships, pleaded for the steel rain of drop pods filled with Astartes. You do not understand your problem. All that is required, is my swinging blade to the back of the Xenos commander's neck."- Deathwatch Kill Marine Narvik Redfist 'The Butcher of Traesir' This thread will hold the details for both Characters in the upcoming Solo Play campaigns. + Operatives + Kill Marine: Journeyman, Marfóir Lugh of the Bloodmoon Hunters (TechCaptain) - Operation Midnight Kill Marine: Ravenwing Veteran, Raziel of the Dark Angels (Steel Company) - Operation Deadbolt + Advanced Training + All Characters receive the following: Special Ability: Army Of One (Free, no xp award) Kill Marines are selected for their exceptional training, resolve or sheer wealth of Experience. Effect: Any Character with this Talent may take an Elite Advance at the Base Cost listed on the tables available to them Example: Brother Beliasius is a Tactical marine, but his Personal History supports him having served in the Devastator Companies. He may choose abilities from the Devastator Table for his current Rank, but since he is a Tactical Marine, this would count as an Elite Advance, and so would usually cost 750xp on top of the purchased ability. However, since he has the Army Of One Special Ability, it only costs the original asking price in XP. Special Ability: My Word is my Bond (Free, no xp award) The Kill Marine is a solitary individual who brings fire and death. Required to act on his own initiative, the pomp and ceremony of the Oathing, and the bonds that come with it hold no succour. His mission is the only oath he recognises. Effect: The Character may not benefit from taking any Oaths of Moment, but his singular determination confers a +10 bonus to any Willpower test and may combine with other bonuses to the same characteristic. Special Ability: Not Gonna Die Tonight (Free, no xp award) The Battle Brother has survived many fights by simply understanding how much punishment his body can take and how his own physiology works. Living a life on the edge of war, where he may fall alone and unremembered is not an option with the mission incomplete. A quick tourniquet or synthflesh and cataplasm patch to take the sting off is good enough. Effect: Any Character with this Ability may use the Medicae Advanced Skill at half his Intelligence Stat, but is not trained in the skill beyond use on himself. He must have at least one item of medical equipment in order to use the skill. ++ DRAMATIS PERSONAE (Operation Midnight) ++ Watch Captain Procion, Deathwatch (Iron Knights) Inquisitor-Sentinel Markus Ignacio Hadrax, Ordo Xenos Commander Raphael Tarkus, Master of the Accipiter Nihilus, Ordo Xenos Cantus-Scriptor Karliah S'Juun, Adeptus Sororitas +++ FILES PENDING +++ ++ DRAMATIS PERSONAE (Operation Deadbolt) ++ Watch Commander Mordigael, Deathwatch (Blood Angels) Inquisitor-Adept Tomos Jerrill, Ordo Xenos Master Sergeant of Stormtroopers Jakob Morrab, Ordo Xenos Captain Felicita Yarvin, Mistress of the Xenobane, Ordo Xenos Lance-Serjeant Kraevus, Deathwatch (Red Hunters) Swiftclaw Pack Leader Iorek Grimjaw, Deathwatch (Space Wolves) +++ FILES PENDING +++ + Please Stand By for Incoming Orders + MR.
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