Showing posts with label abhumans. Show all posts
Showing posts with label abhumans. Show all posts

5.16.2017

A Shameful Moment of Self-Promotion

             Hey, so sorry.  I know I haven’t done much here in months but... I need to take a minute to make a sales pitch.
            It’s kinda how I make my living.
            I’ve got a short story collection coming out from Audible.com next week—Dead Men Can’t Complain.  It’s a bunch of short stories that I’ve had published in various places over the years, plus a trio of all new ones that have never been seen (or heard) before. Most of them are stand-alones, although you may find hints to a few things I’ve written in the past (or may be planning for the future).  It’s an Audible exclusive—no print, no ebook, no special kanji edition—it’s audiobook only. 
            Because they wanted to publish it and they do fantastic work, that’s why! 
            You can pick it up using your Audible credits (if you’re a member) or straight through Amazon.  And one of the great things about audiobooks—you can listen to them while you build and paint.
            Hint-hint.

3.24.2015

Afriels

This is another one of those dirt-cheap, simple conversions that you can add some punch to your Imperial Guard... sorry, Astra Militarium army (because you can’t copyright “Imperial Guard”).  And, as an added bonus, it ties really well to the Adeptus Mechanicus, too.  Good timing on that...

Many years back, when the Imperial Guard codex worked off the doctrine system, there was a wonderful White Dwarf article about abhuman regiments.  For those of you who missed it, the idea was pretty simple.  With all the various not-quite-mainstream humans kicking around the Imperium, it was inevitable that you’d end up with a few worlds where the large percentage of their populations—and thus, their Guard foundings—weren’t, exactly, well, mainstream human.  Think Ogryns.  Or Inhumans.

One of the most interesting ones, I thought, were the Afriels.  Unlike many of the other mutations which resulted from centuries of isolation in harsh conditions, the Afriels were deliberately engineered by the techpriests of Mars using DNA from dozens of the Imperium’s greatest heroes (think Serpentor 40,000).  They weren’t Astartes, but they were tougher, stronger, and better disciplined than most Guardsmen, and usually equipped with top level kit from the techpriests.

I built a platoon’s worth of them in Adeptus Mechanicus colors... and then the doctrine system went away.  I briefly toyed with just repainting them all to join my Catachans, but I really liked the look of them as chalk-skinned figs.  And I do have a thing for super-soldiers.

It took me a long while to hit on the idea of Afriel Stormtroopers...  Sorry again, Scions (old habits, because you can’t copyright “Stormtroopers”).  It made perfect sense, really.  Afriels and Scions hit so many of the same points.  Better trained, better equipped, less common, more durable, very distinctive on the field, and usually deployed for a specific purpose.  And just this week, we’ve seen the announcement of Skitarii—genetically and mechanically engineered super soldiers used by the Adeptus Mechanicus.  So, yet another possibility...

The cheap part?  Afriels are pretty much just Catachan Guardsmen with a distinctive color scheme (white skin, pale hair, and a contrasting uniform—probably red).  So that’s a full squad of ten Scions (or Skitarii) for almost 60% less than the regular price.

I used a lot of spare heads from Space Marine Scouts.  Each one has a headset and several have monoptics or visors, which helps sell the high-tech idea.  They’re also just a hair too big for Catachan bodies.  I mean, we’re talking like three or four percent too big.  Just enough that it registers and feels a little... off.  Which is perfect for Afriels.

I’m probably going to go through and put Space Marine scopes on the lasguns.  It’s a little touch that makes the rifles look a little more high-tech and helps sell them as either a hellgun variant or just a higher-end lasgun.

My Afriel Tempestor Prime (originally the platoon commander) has a bionic arm.  This is a really simple conversion—it’s just a Space Marine arm without a shoulder pad.  Yes, I know he can’t have a stormbolter.  As I said, he was built when the codex was very different.  He’ll probably end up with a plasma pistol, and maybe a power sword.

There’d probably be some weapons tweaks needed to make an Ad Mech squad out of them, but the basic idea would remain the same. And be just as inexpensive...

9.14.2013

Ogres to Ogryns, Pt 2.1

Two quick things...

First, wanted to show the Ogryns with some paint on them.  Not a lot of paint, mind you, but right now they’re in the “broad swaths of color” phase and it’s enough to get a general sense of how the conversion turned out.  As I’ve said many, many times, painting is not my strength.  If we waited for me to finish, the blog would probably go another four or five months without an update...
Assorted Ogryns, ready to pound the jungle flat.
The Bonehead with his pauldron.
Assorted pouches, straps, and "frag grenades."

Not bad, I think.  I’m happy with how the ripper guns turned out.  The putty abs look good, and the gear really helps carry them out of Fantasy and into 40K, even with some of their bags and bear traps. 

The second thing was a big Friday the 13th sale that one of my publishers, Permuted Press, is having.  Almost all of their ebooks are under five dollars, most of them are just 99¢.  That Times of Trouble anthology there on the right is on sale.  So is my mash up novel, The Eerie Adventures of the Lycanthrope Robinson Crusoe, and also my novella The Junkie Quatrain.  Grab them all by Monday morning when the publisher gets back in the office and resets all the prices.

9.02.2013

Ogres to Ogryns, Pt 2

Well, this only took a few months.  More like half a year.  Pathetic, isn’t it?  Sad as it is to say, these guys have been sitting half-done on my cutting mat the whole time.

So, the basic bodies are done.  What I need now are weapons.

The ripper guns weren’t that hard.  I wanted to stick to the combat shotgun idea from the Imperial Guard codex, but I didn’t have a problem with them looking a little simplistic and Ogryn-friendly.  My previous Ogre-Ogryn conversion (for my Penal Legion) had used the autocannon magazine on the side, but I wanted to see if I could make something that looked more like an industrial Thompson sub-machine gun.

The most notable part of a Tommy gun (and a ripper gun) is the ammunition drum.  I played around with a few ideas, including building the drums from scratch.  What I finally decided on was gluing together a pair of old Fantasy shields.  It gave a size and depth to the drum that I liked, plus some tiny details around the edges.

The main body/barrel of the ripper gun is 3/16” tubing.  I cut a 1/4” section and then a 1/2” section.  These would go on either side of my magazine.  On the shorter, back half, I also added a wheel hub to serve as a machined-looking butt to the weapon.  



Then I took some 1/8” wide plastic and cut a 7/8”strip.  This would be the top of my ripper gun and help tie the whole thing together, both  visually (it helps hide the fact that a few of the front and back pieces don’t line up perfectly) and structurally (it was going to serve as a sort of spine for the next bit).  I lined it up to the back so any excess hung out over the end of the barrel.

I made a few 1/4” squares and put them on either side of the rear section, placing them so they “connected” to the top strip.  This gave a bit more bulk to the body of the ripper gun.  I put 1/4” x 1/8” pieces on the front, also lined up with the top strip and butting up against the magazine.  It gave the whole thing a nice, solid look.  I finished it off with a thin strip along each edge and a 1/16” strip along the top.

The last touch was to cut a 3/8” piece of 1/8” tubing and slide it in the front of the ripper gun to give it a muzzle.  I left 1/8” sticking out and filed it a bit to make it perpendicular to the barrel.  I toyed with the idea of putting iron sights on the front of the muzzle, but for the moment I’ve decided against it.  Since ripper guns are made exclusively for Ogryns, I can’t see them being manufactured with any level of accuracy in mind.  I may change my mind at the last minute before priming, though.

Next step was to mount the weapons on the Ogryns.  The Ogres come with a lot of large, square blades that look a lot like machetes, and I like that look for Ogryns who were going to be in the jungle.  Since those blades are all right-handed, I had the choice of making all the ripper guns left-handed, or doing a lot of modeling work to switch everyone’s hands around.  I decided to stick with machetes on the right, rippers on the left—mostly because I like how this works with a lot of the arm poses (which are pretty inflexible on the Ogres)

(keen-eyed readers may note one of those is a right hand.  I did a cool knife bit with the Ogre musician hand, so I had to put that ripper on the opposite side.  The other option would’ve been having it slung over said Ogryn’s shoulder, but that would’ve involved building a sling and a trigger mechanism and, well, I didn’t want to do all that and have it come out half-assed.  Plus it’d leave me with the oddness of what to put in the other hand...)

I cut the weapons away from the hands and filed them flat above and below the fist.  I tried to make sure the flat sections were parallel, so I could add a base to the grip (just a little square of plastic) that would line up.  This is one of those subtle little things that can really gnaw at you if you get it wrong, and it’ll take forever to figure out why.

Helpful Hint – I attached the fists to the bodies before I attached them to the weapons.  Most of the Ogre arms are tight against the torso and I didn’t want to risk attaching the hand to the weapon at a point where it would prevent me from attaching that whole assembly to the body.  So hand to body and then weapon to hand.

Ogryns get frag grenades, but all the standard grenades look ridiculously small on them.   So I tried to think what a group of near-feral abhumans would use.  Oh, sure, they might just use oversized frag grenades, and I even had an Inquisitor-scale grenade, but I thought it’d look a little weird to only have one model in the squad with a visible grenade.  Plus, I wanted something that would sell their borderline bestiality with something a little more fun.

As it turned out, the answer was right there on the Ogre sprues.  Bear traps.  They’re big, primitive, fit into the jungle setting well, and... well, let’s be honest.  They work as frag grenades.  If someone throws half a dozen open bear traps at you, you’re sure as hell going to put your head down.

I also added a bit of random greenery from different Fantasy sets onto the bases.  Especially for a jungle-themed army, I find the big empty swaths of base are kind of distracting.  I find these leaves and weeds all the time in the bitz bins (I think they’re from Wood Elf sets, or maybe Dryads), and this is a great use for them.

I tried to pick some of the less-crazy Ogre heads.  Even so, I filed down a lot of the weird bumps and pins on their heads.  I’m toying with the idea of using a little bit of green stuff and making simple bandanas on them.  It would tie them to the Catachans even more... and also give me some more time to consider those iron sights.

But, there they are.  A good-sized squad of Ogryns for about a third the price it would cost to buy as many actual figures.  If I’d been able to work on them straight through, this was maybe three days of non-intensive work.  I might toss up a picture later once they’re primed and have some basic colors on them.

Next time (which will be, I swear to God, in one week) I’ll show you how some friends and I whipped up a bunch of good-looking, dirt cheap scenery in just a few hours.