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The Fractured, desert Lions, and more!


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On 10/24/2023 at 8:05 AM, gaurdian31 said:

Those are some great looking terminators! Nice mud effects and the freehand is also great!  For cybernetics I have seen people use bits from the Adeptus Titanicus knights and I know there are 3rd party groups that make them but I am having trouble remembering them off the top of my head.

 Gotcha, thanks for the idea! Never thought to use titanitcus stuff before.

 

next up. My “Redemptor” dreadnought

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Still gotta find the cables for his arms… dunno where they went, i’ve moved since I built him! Lol

 

next week, a character to lead my sternguard! Hope to see you guys then! Thank you for looking. It means alot!

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Thanks y’all!  Friend of mine asked if nid blood is actually red or not… and honestly i’m not sure? Got me thinkin if I should try some weird colors or not. Maybe puke green lol.

 

For today, a quick and dirty lieutenant to lead my sternguard demi-squad. And an impulsor!

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I’m waiting on the basing putty to dry on the lieutenant, but I was also able to slap together an oath of moment token too out of leftover bits

 

thanks for looking y’all!

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  • 2 weeks later...

Hello everyone! Hope you are doing well!

 

a break from the norm today, some guard tanks i’ve been working on for a friend, and some terrain, because what’s guard without defenses to man?

 

as always, thanks for looking! Hope to post more soon!

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And a little bonus pic of a game I’ll be playing today testing out a custom convoy mission I’ve been writing, where the defender escorts a cargo 8 across the map assailed from all sides by 2 opponents:

 

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if y’all are interested I can post the concept rules, input and critique is always welcome!

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  • 3 weeks later...

Apologies for the delay retail jobs are quite demanding this time of year lol.

 

here are the rules! (It will be quite lengthy…)

 

 

Custom mission-convoy ambush

Setup:

Game length-5 rounds

Army size: 

Attacker: standard army size

Defender: standard army size, but must choose between 150-250 points of their army to deploy within 9” of objective Beta at the start of deployment.

 

Convoy: 

the defending player is assigned to protect objective Alpha as it traverses the way to objective Beta. 

Objective alpha can be represented by either an extra vehicle model, or by an objective marker as needed. (Use necromunda cargo 8)

This objective/vehicle will automatically move 12” towards objective beta during the movement phase of the defenders turn, taking the most direct path possible. (Or a preset path if needed) If this move takes it through any unit or it ends its movement within engagement range of any unit, then that unit immediately takes 1d6 mortal wounds and is moved out of engagement range of objective Alpha. Additionally, the objective vehicle counts as traversable terrain, giving the benefit of cover to any unit on the vehicle.

 

Win conditions:

Attacker: if at any point during the game, the attackers army takes and holds objective Alpha at both the start and end of a battle round, the game immediately ends and the attacker claiming the objective wins.

 

Defender: if objective alpha ends its’ movement within 6” of objective Beta, and remains under the defenders control until the end of the battle round, then the game immediately ends and the defender wins.

 

Battlefield:

Deployment:

Defender-

The defending player must set up between 150-500 points of their army wholly within 9” of objective Beta. Or 

The rest of the players army will set up within deployment zone A. Centered around objective alpha.

 

Attacker-

The attacking players army deploys in zone b, reinforcements may enter the battlefield from zone c after turn 1 following standard rules, and zone d after turn 2.

 

 

Alternative rules:

Disabling the convoy:

Alternatively, you can use a vehicle from your army list as objective Alpha. When doing so, add an extra vehicle to your army with the transport rule at no additional points cost. If the vehicle is destroyed, do not remove it from play, and instead create an objective token that takes up a transport size of 10 located wholly within 3” of the vehicle. A vehicle with the transport rule claiming the objective can choose to take the objective instead at the end of the owning players command phase.

 

1- 12” deep 12”” wide at corners

A- objective alpha 24” from 1 board edge, center of board

T2- split around corner, 12”” deep 12” wide 6” apart corner to corner

T3- split either side of board, 12” deep 12” wide, 16” from B

B- 20” deep from board edge

 

 

Additional ideas:

 objective alpha must be claimed by infantry on the vehicle? 

 

The convoy activates at the end of the defenders movement phase, before the reinforcements step

 

Ranged weapons equipped by Units on the vehicle gain the pistol key word.

 

Objective alpha is treated as having a “carrying capacity” of 20, and no more than 10 models from an army may be deployed on the vehicle at a given point.

 

Vehicles within 3” of objective alpha with units disembarking from it may deploy onto objective alpha so long as the carrying capacity is not exceeded and they deploy as close as possible to the transport they disembark from. This move may bring the unit into engagement range of enemy units but are not counted as having charged. Units wishing to charge a unit on the vehicle may elect to automatically pass their charge in the charge phase.

 

Vehicles may charge units on objective alpha by successfully charging objective alpha

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Some feedback I’ve gotten from playing it a couple times, definitely change the layout to a standard 6 by 4 board. The charge distances from deployment zones make it borderline impossible for the defender to get any shots off.

 

also, there can be some weirdness with the pathway of the vehicles depending on terrain features, keeping it sparse but with some interest definitely helps balance things cover wise

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And to end off this update…. Reaper 5, poor guy will mostly be shelfwarming until they fix fliers, but maybe someday he will reap his tally…

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  • 3 weeks later...

Really like your flier - the patchy blue-green really works with it, and the orange stripes add a very nice contrast.  The only thing I might change is to perhaps "chip" the sides of the stripes a little, as they perhaps look too neat.

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On 12/21/2023 at 11:25 AM, Dr_Ruminahui said:

Really like your flier - the patchy blue-green really works with it, and the orange stripes add a very nice contrast.  The only thing I might change is to perhaps "chip" the sides of the stripes a little, as they perhaps look too neat.

Love the feedback! I’ll definitely have to scratch up the orange, I think you’re very correct. Thank you!

 

 

On 12/4/2023 at 10:19 AM, gaurdian31 said:

Reaper 5 looks great and the mission sounds fun. I'll see if my gaming group wants to give it a go. Homebrew missions are some of the most fun!

let me know how it goes if you do! We’re gonna run a modified hunt for fellwyrm sometime between now and new years with a theme of unending hordes assaulting a building Call Of Duty zombies style. Will update when we get further along there!

 

for today, a “little” something new. Kept the color scheme pretty simple with this one just to get it table ready, might come back and add a secondary color, maybe white, to some of the panels at some point, as I also want to redo some of the freehand that didn’t turn out the best… I need a replacement black as mine is too thick and doesn’t respond well to distilled water for thinning… C&C always welcome! Thanks for looking!

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Little bonus posts for those of you who like custom missions, here is my take on an endless horde survival, heavily inspired by poorhammers’ beta horde mode, COD, and hunt for fellwyrm.
My playgroup asked for an impossible challenge with fun gameplay mechanics for a last stand style gamemode. Will be trying it out tomorrow!

Endless horde mode

Each player builds a normal 500 point armywith the following exceptions:

No unit may have the monster or vehicle keyword. Each player must include at least 2 character units and one non character unit in their army.

Each player will nominate 1 character to be their warlord, and one character to be their lieutenant.

 

Setup

Using the boarding actions set or similar terrain and board, build a fortification in the center of the map with enough space for each player to deploy their armies.

Each player is randomly assigned one of the starting areas in the building at the center of the map to be their deployment zone, (a through d in pic) additionally players will place one objective marker anywhere in their deployment zone before the game begins.

 

6 spawn markers will be placed at the edges of the map, these will be enemy spawn zones. Spawn zones are to be evenly spaced, with 2 on each short edge, and 1 on each long edge of the table

 

 

Win/loss conditions:

The game lasts 5 rounds, or until no players control their deployment zone objectives. (We will be going until everyone loses or we run out of time, regardless of turn number, then tallying up points after that.)

 

Primary mission: each player must protect the objective in their deployment zone, if at end of game they still control it, that player gains- 15 Victory Points

 

Kill tally: each enemy unit destroyed grants the player that destroyed it Victory Points as follows:

Minoris-2

Majoris-4

Primus-6

Alphus-8

 

Hidden Secondary objectives:

At the beginning of the game each player will be randomly assigned one of the following hidden secondary objectives to be revealed and scored at end of game:

1- daring escape:

have your warlord or lieutenant end the game at least 6” away from the buildings’ edge, but not in engagement range of an enemy unit.

10 VP

 

2-call an evac:

Have your warlord end the game in the center of the building, and no other players’ warlord within 6” of yours.

10 VP

 

3-exterminate them:

Have your warlord or lieutenant personally destroy at least 3 enemy units and survive until the end of the game. 

8 VP

 

4-secure the site:

End the game with no enemy units within your deployment zone.

4 VP

 

5-survive the onslaught:

End the game with at least 200 points worth of units in your army remaining

4 VP

 

6-vip’s:

End the game with both your warlord and lieutenant still alive, and in range of your objective

4 VP

 

7-pyhrric victory:

End the game with only your lieutenant alive, but not within your deployment zone

8 VP

 

8-bastion protocol:

End the game with no enemy units in the building.

14 VP

 

9-horde slayer:

Have your army Destroy at least 10 enemy units by end of game.

6 VP

 

10-big game hunter:

Destroy at least 5 monsters or vehicles by end of game.

8 VP

 

 

 

Additional rules:

 

Loot crates: 

at the start of every round, Place a token in the center of the building, and roll 3d6 and a scatter die, rerolling an on target result, move the token to the designated location. If the scatter amount is less than enough to leave the building perimeter, it moves to the nearest outside edge instead. When a unit ends it’s movement within 1” of the crate, roll on the loot crate table and immediately resolve it’s result. Each round after the joker has been added to the deck, roll a die, on a 3+ add a second loot crate to the board.

 

The building:

Non-infantry units may not enter the building unless sufficient room for their base is created, non vehicle or monster units with ranged attacks may shoot their weapons through hatchways and doors if they have line of sight, but the target unit will gain the benefit of cover if any part of their unit is obscured by the hatchway. Vehicles and monsters may only shoot into the building sections if a wall section is destroyed first, following normal LOS rules elsewise.

 

Units with the deepstrike special rule may not deploy within the building.

 

 

 

Horde rules:

Each horde model is assumed to have its base armaments and unit sizes. (If you want extra spice assume it has the most annoying loadout possible instead!)

 

The horde takes it’s turn after all players have finished theirs. Each unit moving towards the closest enemy unit they can see. Or within the most optimal range/LOS to shoot a target enemy unit.

 

Horde units may attack the nearest wall section/hatchway to them if there is no enemy unit within reach, or if there are friendly units preventing their ingress into the building

wall sections have the following stat line:

T- 10

W-10

Sv-2+

If it is impossible for the unit to attack a players unit, they may move/attack the nearest wall section to them. (Wall sections makeup whatever piece is between 2 pillars for gameplay purposes) if it’s a double wall remove the entire section.

 

Spawns:

Use a deck of cards to determine spawns with the following notations

Number cards- Minoris (14)

Face cards- Majoris (9)

Aces- primus (6)

Joker- Alphus (1)

 (add these to the deck once 12 cards remain, on reshuffle, leave them in the new deck and repeat with a second joker after going back down to 12 again.)

 

Minoris (D8)

10 hormagaunts

10 termagaunts/gargoyles

10 neurogaunts

5 barbgaunts

1 pyrovore/biovore

3 von ryans’ leapers

5 genestealers

3 tyranid warriors/ either form/raveners

 

Majoris (D6)

3 zoanthropes/venomthropes

1 lictor/neurolictor

1 carnifex

1 Screamer killer

3 tyrant guard/hiveguard

1 psychophage

 

Primus (D6)

Hive tyrant/winged tyrant

Tyrannofex/tervigon

Maleceptor/toxicrene

Haruspex/exocrine

Mawloc/trygon

Neurotyrant

 

Alphus (D3)

Dimachaeron

Norn emissary

Norn assimilator

 

 

 

Loot crate results: (D20)

+1 to hit in shooting

 

+1 to hit in melee

 

+2 melee weapon attacks to a profile of your choice

 

+ always treated as having cover and gains stealth

 

+3 wounds or regenerate 3 wounds to the unit (this may bring back dead models, but cannot exceed unit size limits.

 

+1 to wound in shooting

 

+1 to wound in melee

 

+call an airstrike, target any unit on the board (including allies!), roll 10d6, each 5 is a mortal wound, each 6 is 2 mortal wounds.

 

+add 2 reroll tokens to the unit, for a free single dice reroll in any phase, expending one token each time. (Cp reroll)

 

+decrease enemy ap by 1 in melee

 

+decrease enemy ap by 1 in shooting

 

+2” extra movement

 

+10 to OC of a single model in the unit

 

+this unit immediately takes 2D3 -1 mortal wounds

 

+add the following weapon profile to one model in the unit:

Range 12” pistol, rapidfire 2, hazardous, assault, blast

2 attacks, Strength 5, ap 2, damage 2

 

+add the following weapon profile to one model in the unit:

Devastating wounds, psychic, hazardous, rerolls 1 to hit, 5 attacks, strength 7, ap 2, damage 2

 

+add “the child” model to the army attached to this unit: (reroll this result if one already exists)

Toughness 4, save 6+, invulnerable save 4+, wounds 3, ldeadership 2+, oc 10.

3 attacks, strength 4, ap 1, damage 1

While this model is within range of an objective marker you or your allies controls, the child gains the following ability: all allied units within 6” gain a 4+ invulnerable save, if they already have a 4+ invulnerable save, they gain a FNP of 6+ (or +1 if they have that too)

 

+you may pick a hidden secondary objective from the list and swap it out for yours

 

+ Immediately spawn 2 new crates and this unit gets a pat on the head

 

 

 

 

Happy new year, and happy hunting boys and girls!

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  • 3 weeks later...

Hello all! Made some good progress in the past couple weeks here and there, but only just now finished the models. 
reinforcements for the desert lions, inbound!

 

lieutenant Valleric, Swarms bane

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this bugger decided to go toe to toe with and best 10 hormagaunts, a psychophage, and a pyrovore and come out on top, only to die to a bonesword tyrant on the last turn of our horde survival game. Hats off to you sir! May you continue to reap a bloody tally!

 

the bulk of my marines, bases pending… 5 sternguard, 5 hellblasters/infernus, and 6 of my 10 heavy intercessors:

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I have a special post coming later this week. Gonna do some fun writing to go with two characters after their bases dry. You can peep one of them in the group shot!

will post a new version of our COD survival rules as well, we’ve fleshed out alot of ideas that I’d like to share with y’all!

 

Comments and critiques always welcome! Stay tuned for more my friends! Thanks for looking.

Edited by Argent aquila
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