Friday, May 20, 2016

Small preview

Small preview (although quite large if you click on the picture) of three projects. 
"Abdul Goldberg? I have a warrant for your arrest" 

Monday, April 4, 2016

Skull and Crown 10mm Wagon

About a month ago, I noticed a cool post on Skull and Crown about 10mm wagons created with a laser cutter on mat board for a game of Warmaster.  Further, he had some spare, which could be requested... naturally I sent an email to that effect posthaste. A couple of weeks later, two wagons came through the post, and after the usual delay in waiting for time without the kids about, I put one together.
Pretty effective I think, and very easy to assemble (aside from some small fit issues caused by me using all four walls without trimming).  I think this took me about 10 minutes, most of which was spent on the walls of the wagon.

Here is the horse as compared to two metal ones I had handy.
GW, SnC, Copplestone
Conclusion: great little piece, and should be useful for a wide range of armies.

Wednesday, March 23, 2016

Converted Spiders

Way back at the end of 2011, I was planning to run a D&D game using miniatures, and as one does, I collected a bunch of various monsters to terrorize the poor players with.  Spiders are a natural fit for this, and I bought a few of the spiders from the then current Warhammer box (Battle of Skull Pass), got out the sharp knife, and produced the following monsters on 50mm bases:

The last picture shows the range of motion possible if you cut the legs off after splitting them apart.  The only ones which are particularly hard to separate are the rear legs closest to the abdomen. Really the hardest part of this conversion is getting the spiders to stick to the bases... and apparently painting them, since this is how they have languished for four plus years. 

Wednesday, February 24, 2016

Return to Colony 87

The wondrous Axiom, of Magpie and Old Lead, has launched his second kickestarter aptly titled: Return to Colony 87.  The goal of this kickstarter is to produce a set of six old school styled science fiction figures, suitable for Rogue Trader, Inq28, or other similar scifi skirmish games.

Samples painted by "Asslessman"
If you are into the whole Oldhammer/Rogue Trader/Inq28 scene, you have probably seen the prior kickstarers figures, so here is your chance to get this next set (or indeed the first set).

And with the Pound at such a low lately, this is an excellent time to get in for overseas buyers as well.

Tuesday, February 16, 2016

Weekend Basics - Future Wash

This weekend was ostensibly a long one here, and it seemed longer since my wife was out of town, leaving the kids and the house in my dubious hands. Amidst the various chaos of the weekend, I did manage to get three so hours for work on miniatures, and I finished the base paint for the 63 figures my Steel legion platoon, and followed that up by a wash.

Shown here are the three components of my wash, which are GW Black wash from a bottle I got in 1997 (!), craft store matte varnish, and Future floor finish, which is the best smelling of all hobby products. My mix ends up somewhere pretty close to what people get from a dip, although I brush it on (and have been doing this for far longer than I have been reading about dipping).  I quite like the end effect, but mixing it each time is a bit of a pain, and it is highly glossy even with the matte varnish mixed in, so it needs a spray varnish to dull it down again at the end.  When the old GW black wash runs out, I will probably switch to a contemporary GW wash, which will have the advantage of being "out of the bottle" ready.

Still to come for these guys: a bit of touch up, some greenery for the bases, and then dullcote and we are done... probably about 1.5 years in total, although not too many hours all together.  I also have a few more of these guys on my workbench (Heavy mortar, Commissar, sniper, Heavy Stubber team), and will then need to cast about for my next large project. (Game mat? WHFB Chaos?)

Friday, February 12, 2016

Moon Elves

More of an ethnic group of Elves proper than their own race, Moon elves are characterized by long ears, pallid flesh, and ash blond or white hair. Most are thin and wasting, and yet tall, giving them a gaunt appearance. It is surmised that the name "Moon Elves" came from their physical appearance, rather than any connection to the moon, although due to their lack of pigmentation, the Moon elf is slightly more likely to be active during the dusk and night hours, as the midday sun, particularly near the equator, rapidly burns their fair skin. Many Moon elves wear large floppy hats or hoods during the day, and enveloping clothing to protect their fragile skin.

The important distinguishing feature of a Moon elf is not their appearance though, but rather their singular inability to see magic or magical effects. How this came to be is unknown, although various stories involving curses from the Titans, or blessings of Remoos are told around campfires late at night. More erudite theories involve magical creation, lack of a soul, and other darker speculations, but in reality no one knows. Rumors often connect the Moon elves to vampires, werewolves, necromancers, and other creatures of the night. What is known though, is that a Moon elf can not see things that are created by magic, nor the act of magic, nor magical illusions. While they can not see it, they are able to take advantage of its benefits, such as eating magical food, or receiving healing, and can certainly be struck dead by magical effects.

While for most Moon elves the inability to see magic is a handicap, there are a few that profit from this disability, by serving as guards, scouts, and in other positions where having someone see through a magical illusion is useful. In small numbers their inability becomes its own ability.

Given their obvious and characteristic physical appearance, Moon elves are easily distinguished from humans and other elves, even at a distance. They are often discriminated against when not in the City, due to the unsavory rumors which surround them, and while individuals may come to know a Moon elf like any other person, the uneducated, particularly in remote places fear and hate them. In some of the more remote areas of the world, there are even some who believe that Moon elves are themselves a source of magic, and they are often killed and eaten when caught by barbarian tribes.

Race Rules
In the Deepest Sea, Moon elves are limited in the classes they may take. They are unable to be magic users of any type, and can not cast magic as higher level members of other classes, nor may they read scrolls. On the other hand, they have a +1 against any harmful magical effects, and as mentioned above are not able to see illusions or other magical effects.

Like Elves, Moon Elves do not have infravision, instead they have keen vision, which accounts for their ability to spot hidden and secret doors. Moon Elves are able to see much further and more clearly than humans, particularly at night.

Like dwarves, Moon Elves do not have an experience cap, although their lust for adventure may serve as a cap, in that they are likely to die of it. More experienced elves have a tendency to want to return to the capitol city and live off of their stories, at least for a while. In addition, with every level gained above 3, elves have a 1/6 chance of becoming addicted to adventuring, meaning that they are not able to retire, even when they seek to do so. Unlike humans, or other races, PC elves are not likely to create strongholds, as they begin to get "itchy feet" and must go back to the dungeon or the frontier.

Thursday, February 11, 2016

New and Old

Not much going on hobby-wise due to being very busy at work (and then working again at home at night) but I did finish reading the D&D 5th Edition Monster Manual, provided as usual by the local library.  Over all it was fun, although it would have been nice if there was more information about treasures, number appearing, and so on, and I found it an odd choice to list the average results before the underlying hit dice (although this is apparently a 5th edition wide convention, as I saw it in the Player's guide as well).

I also thought it was interesting to compare the rules for a Hydra from the Rules Compendium to this book... you can see that in the 5th Edition book the rules/picture/information on the Hydra cover a full page, and in the Rules Compendium they are much more succinct.  The rules are broadly similar though, which is nice for people who want to convert monsters or dungeons from one system to another.

Monday, February 1, 2016

El Eternauta - The Eternaut

This weekend I finished the new English translation of the classic Argentine comic "El Eternauta". Written by Héctor Germán Oesterheld in 1957, this is a classic story of extraterrestrial invasion. This work features lavish art by Francisco Solano Lopez, whose thick black lines and photo realistic drawings of contemporary Buenos Aires really help to lend the correct atmosphere to the story.
Juan Salvo - The Eternaut
 The story opens with the Eternaut, Juan Salvo of Buenos Aires coming upon the author, and after some time relating to him the story of how he and his friends are engaged in a simple late night game of truco, when a light snow begins to fall on Buenos Aires... killing all life it touches. From there things devolve, as Salvo and his friends must deal with the literal and figurative fallout of the snow, and the other alien activity that they encounter. As much of the story takes place while the men are wearing protective suits, the small glimpses of their faces and the body language are pressed into service to show some of the emotion that you might get from full facial expression.
Click to enlarge for a sample of the art and text. 

Military Action
You really should read this book if you enjoy golden age sci-fi.  Honestly it is surprising that it took so long to get an official English translation, but at least it is this lavish one!

Friday, January 29, 2016

Inquisitor d1000 Part 10 - Psyker

Here is a d100 table of Psyker powers as part of the d1000 inquisitor attributes project. Go back and read that post if you want to know what this is about. 

I apparently have not finished off this project, with no posts in the last... year and a half.  hmm. In any case, I am slightly more invigorated for this project, and hope to wrap it up soon(ish). 

These suggestive power names have been drawn from a variety of official and unofficial sources, and have been sorted into categories based on the most likely school of Psyker powers from which the power is drawn.  Players are of course free to rationalize where the power comes from. 

Roll Power School
1 Blood Boil Biomancy
2 Choke Biomancy
3 Endurance Biomancy
4 Enfeeble Biomancy
5 Haemorrhage Biomancy
6 Hammerhand Biomancy
7 Healing hands Biomancy
8 Iron Arm Biomancy
9 Knit flesh Biomancy
10 Life Leech Biomancy
11 Quickening Biomancy
12 Regenerate Biomancy
13 Smite Biomancy
14 Storm of Lightning Biomancy
15 Wall walker Biomancy
16 Warp Strength Biomancy
17 Blank Blank
18 Banishment Daemonology
19 Instability Daemonology
20 Sanctuary Daemonology
21 Summon Void Daemonology
22 Summon Warp Power Daemonology
23 Teleportation Daemonology
24 Vortex of Chaos Daemonology
25 Augury Divination
26 Forewarning Divination
27 Foreboding Divination
28 Logan's Luck Divination
29 Misfortune Divination
30 Perfect Timing Divination
31 Precognition Divination
32 Prescience Divination
33 Scrier's Gaze Divination
34 Veil of Time Divination
35 Null range Null
36 Null Self Null
37 Burning Hand Pyromancy
38 Fiery Form Pyromancy
39 Fire Shield Pyromancy
40 Flame Breath Pyromancy
41 Holocaust Pyromancy
42 Inferno Pyromancy
43 Molten Beam Pyromancy
44 Molten body Pyromancy
45 Spark Pyromancy
46 Spontaneous Combustion Pyromancy
47 Sunburst Pyromancy
48 Wall of flame Pyromancy
49 Assail Telekinesis
50 Blade Storm Telekinesis
51 Catch bullets Telekinesis
52 Crush Telekinesis
53 Gate of Infinity Telekinesis
54 Ground swell Telekinesis
55 Grease Telekinesis
56 Helping Hand Telekinesis
57 Levitate Telekinesis
58 Objuration Mechanicum Telekinesis
59 Shockwave Telekinesis
60 Telekine Dome Telekinesis
61 Tickle Telekinesis
62 Vortex of Doom Telekinesis
63 Alien Minds Telepathy
64 Astral Projection Telepathy
65 Beast control Telepathy
66 Beast Mind Telepathy
67 Bond of Brotherhood Telepathy
68 Detect Lie Telepathy
69 Distracting sound Telepathy
70 Dominate Telepathy
71 Doppelganger Telepathy
72 Empathy Telepathy
73 Glamour Telepathy
74 Hallucination Telepathy
75 Headache Telepathy
76 Invisibility Telepathy
77 Mental Fortitude Telepathy
78 Mind War Telepathy
79 Psychic Shriek Telepathy
80 Puppet Master Telepathy
81 Sleep Telepathy
82 Soul Bound Telepathy
83 Terrify Telepathy
84 Tragic suggestion Telepathy
85 Transfix Telepathy
86 Whisper Telepathy
87 Zone of Shadow Telepathy
88 Banishment Theosophamy
89 Confound Daemon Theosophamy
90 Destroy Daemon Theosophamy
91 Hail Storm Theosophamy
92 machine Curse Theosophamy
93 Null Zone Theosophamy
94 Purgatus Theosophamy
95 Scourging Theosophamy
96 Seal Warp Theosophamy
97 Shrouding Theosophamy
98 Sky Sight Theosophamy
99 Stigmatize Theosophamy
100 Strike Daemon Theosophamy

As always, please let me know what you think.

Thursday, January 28, 2016


I spent some time today going through the 5th edition players guide, translating my Pathfinder character to the current version D&D for a hoped for continuation of our campaign on Roll20.

Lots of fun to figure it all out.  Why did I pick to play a multi classed character again?

GW has a booth at the Nuremberg Toy fair this year, and are pitching build/paint kits to hobby/toy stores.  Could be a good way to get some of these older or press part kits circulating again, and certainly seems like something that someone like my nephew might appreciate.

In other news, I have been a bit under the weather due to the recent removal of a minor organ coupled with a cold, a combination that does not bode well for energy.  I did manage to get some work done on the 62 bases of the Steel Legion, which ultimately does not look like much, because again, there are 62 of them so it is sort of swallowed up.