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The H.R. Giger feel is *strong* with this one. I must say, I'm equally inspired. This is some serious motivation to start working on that Genestealer Cult I've been thinking about for a few weeks now. As posted above, I'd really like to see a full army shot, when you've got the chance.
Thanks so much guys! Pre-cgi movie models and concept art were obviously a big inspiration for the dropship.
I really want to take a full army shot but so far haven't been able to get a good photo set up for more than a unit at a time. I will definitely try again soon but I have to say I'm a bit distracted by the new Skitarii kits and lots of new ideas I want to try out! It's overwhelming having so many new bits to work with.
This was my first tournament so I didn't really understand importance of the display base. Next to all the fancy terrain filled bases I felt like I had shown up for a formal event in jeans and a sweatshirt. That white board they're haphazardly set out on (and the convention lighting) certainly isn't ideal!
Stormwall: Please let me know if you make a Navigator suit! I'd love to see it. There used to be a good video (in Japanese) showing someone applying the gold film on a mecha kit but I can't find it anywhere. The scale is a bit different but this looks surprisingly similar! Basically you cut off a piece of film, remove it from the backing, and then stretch it over the thing you are covering, pressing down to get it to stick and stretching farther than you'd think it could go — this stuff is very stretchy and wraps around detail better when fully stretched: https://www.youtube.com/watch?v=0WE-mb71LRw http://www.hlj.com/product/hsgtf5/Sup
pantherlegionnaire: I tried larger fingers, and claws, but kept coming back to the diver suit hand. I think of most of the damge being done by the club-like hand itself (and surrounding power field) with the fingers only really used for manipulation. Maybe they close up in a tiny pyramid-shaped fist before punches?
youidiotkid: I'd love to see what you end up doing with the genestealer cult. Such a great opportunity for modeling. When getting back into 40k I was torn between a genestealer cult and this navigator idea and I still am tempted to do a cult one day. I've got some unorthodox ideas (and lots of sketches) that I think would be very fun but I'm afraid they'd be too thematically and visually close to the Navigators so for now I'll stick with the single project. I think ...
OneManNoodles: I definitely want to return to the Crawler! After diligently finishing models for so long I'm indulging myself in starting new things (like a retro rocket ship that could function as a bastion or a piece of terrain, or the new admec stuff). The bases have been painted in a few different ways. The earliest ones were the most complicated because I first painted them rusty red, then drybrushed and washed them to ochre, then pushed them to the current ashy grey beige color (something like blasted war-torn moon was my goal). Each subsequent batch has gotten simpler. Now I spray them grey, dust with white from above, then wash with a color mixed from cheap tube acrylics and some leftover house paint sample pots (Benjamin Moore French buttercream and English chamois or somethign like that). Then a few passes of lighter dryrbushes, haphazard washes with a very thin mix of half bronze / half silver paint, some very thin brown ink washes, and then if needed some glazey washes of the highlight color made with acrylic medium. That light wash flattens out the shading and gives a nice powdery, realistic feel. But I think I may go back and add some weathering powder to all the bases to add a bit more variation and realism.
SisterSydney: no brass rod in the wings but they are surprisingly sturdy! Weld enough plastic tubes, triangles, and boxes together with copious plastic glue and you get a pretty solid model.
You could make some Xeno allies for your Navigators in the shape of some (not, but actually) Genestealers, using your concepts and sketches. I'm excited to see what you'll be doing with the Skitarii kits. I think that there's some great potential for conversions in that box.
I ran the army as Inquisition with a Grey Knight Nemesis detachment (Novator as Karamazov, Exosuited Navigators as Inquisitors or Librarians in Terminator armor, etc).
I've been messing around with the new Skitarii infantry kit. I'm not sure where I'm going with it yet. For a while I've been thinking about adding a small Mechanicus element to my household; somebody has to be taking care of their technology, and I like the idea of a rogue Genetor trading his services (creating servitors, caring for the Novator’s ideosyncratic medical needs, perhaps researching means of weaponizing the navigator gene) in exchange for access to the household’s unique genetic code. But if I ever get to it I don't think any Mechanicus elements will look like standard Skitarii, and would probably lean heavily on body horror motifs.
So what do with these wonderful Skitarii troops? They are beautiful models but a bit challenging to convert. They are smaller than most other human models, closer in scale to fantasy archers and witch elves than fantasy flagellants or Scions and Cadians. And the way the cloaks are sculpted to match specific pairs of legs makes simple upper-body / lower body swaps very challenging.
I don't normally share such early WIPs but I thought it could be helpful for other people planning their Skitarii based projects.
First off, I've used one of the amazing radium carbines on the Scout conversion I started a while ago. The gun is so cool looking and the bionic arms are perfect for this survivor of the Tyrannic Wars. The Tyranids took most of his species as well two arms, a leg, and an eye. Some greenstuff and then techy bits taken from the Skitarii backpacks should finish him off nicely.
You can also see two early experiments with up-scaling the Skitarii so they can be mixed with other bits, and work better in combination with my other henchmen, mostly made from flagellants and empire hand gunners. I've sliced their upper bodies in half and widened them, and added spacers at the wastes and below the knees. This will require greenstuff rebuilding but that’s a good chance to give them some type of new breastplate, while keeping the great chest details. Which BTW are very similar to the old Confrontation tech ganger torsos, for anybody working on Confrontation revivals. If I use these as regular household henchmen I will probably greenstuff boots over their bionic feet. I was going to swap them for regular human feet but they are so nicely posed that I think it will actually be simpler to greenstuff them.
And here you can see one of the Vanguard helmets on top of a crusader conversion I made a while ago. It uses a Blood Angel torso and Empire archer legs with Cadian boots and Flagellant arms. I love the combination but feel like the Vanguard head is just too tiny and narrow in this context. The hooded heads fit much better with Marine torsos FYI.
And I'm also considering running them as Beaconite Guards for my Novator; the Dome helmets work OK with the up-scaled Skitarii bodies, and all the tubes and ports give it a great space suit feel:
So many options ... and I haven't really gotten started with the Dragoon/Ironstrider box yet.
I disagree with your assessment of the Vanguard helmet. I think the looks just the right size, but only if it is at that elevation. It's nice to see the new skitarii parts and to hear their uses/limitations. All good stuff.
Things have certainly gone on leaps and bounds since I last had a chance to looking. Some beautiful work in here. I need to spend some time absorbing it all.
Thanks for the wip shots using the skittari too, that is very useful to know the scale difference
I think I spoke too soon about the scale of the kits being what makes converting a challenge. They're not really that small, just delicate, with more realistic proportions than a lot of other kits (small hands in particular). What was holding me up was the cloaks. They are obviously very cool, and pretty much what everyone has been waiting for forever (plastic greatcoat guard like Jes Goodwin's old ashwaste trooper sketch), and they are ingeniously engineered. But they get in the way of converting!
So I chopped the cloaks off of a bunch of torsos and had a lot of fun playing around last night. I think I will be able to use the cloaks on other figures with enough greenstuff to blend them together.
First off, if you want a more ragged Skitarii (closer to the Blanche end of the Goodwin-Blanche continuum), I think flagellant legs work surprisingly well!
Swap out the feet for bionic ones and you're good to go.
But I was excited about how much the chests of the Skitarii reminded me of Confrontation tech gangers and decided to bash together some Tech Gangers of mine own. I figure I can use them if I ever want to play Necromunda (counts-as Van Saar) and they can be a fun new unit of hired mercenaries for my Household, or serve in the retinue of any Mechanicus group I may build in the future.
I got a little carried away thinking about things while working on them and came up with some fluff for tying them into my project and inadvertently making me want to play a version of Necromunda in the bowels of an Imperial battleship (Confrontation meets space hulk basically):
Spoiler:
The lower decks of an Imperial battle ship can be surprisingly similar to the underhive of a Hive city. Every ship relies on huge populations of menial laborers and serfs to operate their enormous and complex infrastructures. Some ships are crewed almost entirely by mind-wiped servitors and their Mechanicus overseers, some by prison slave populations whose every movement is controlled. But most Ships take the classic Imperial approach to the management of populations; a strange mix of total control and complete indifference. The Naval and Mechanicous operators are only concerned that the engines are fed, bolts are tightened, and systems maintained -- how it is done is of little concern to them. Workers are given their workgelt and left to organize their own societies, and only disciplined by the Naval armsmen when productivity is slowed or Inquisitorial agents detect strange warp activity.
Theoretically every worker's need is automatically provided by the ship itself. Tiny but warm and rad-shielded hab-coffins are plentiful in the labyrinthine lower decks. Autoserv Hubs are regularly distributed, each one able to dispense enough potable recycled water, corpse-paste, fungal gruel, and stim patches to sustain a huge population, so long as they are fed with the requisite workgelt.
But just as in hive cities, undership populations inevitably are trapped in behavioral sinks, devolving into dysfunctional and violent struggles for access to the theoretically plentiful resources. Whole tribes of marauding bandits arise, ambushing menials leaving engine rooms and stealing their workgelt. Family gangs claim Autoserv Hubs for themselves, fortifying access tunnels and tubes and hoarding food and water. And so the typical life of the ship-menial is one of mind-numbing and body-poisoning labor in the engine rooms for 18 Sol hours, followed by a desperate 6 hour search for safety and sustenance.
Gangs arise as a natural response to this environment; each gang can send a portion of their members into the work pits to earn workgelt, while the rest of the gangers defend their hab-tubes and resources, or attack other gangs to take theirs. And when workshifts switch over gangs escort their members and their precious gelt to and from the habs. Other gangs maintain their own crew of slaves who they force to work above-ship for gelt, and instead spend all their time fighting. This violent equilibrium is mostly maintained, but can often simmer over into outright gang war, with whole hab-blocks changing hands and countless menials and gangers losing their lives.
As in the underhive, diverse gang cultures frequently emerge. Physios, Rust-drinkers, Spooks, Acidheels, Cannibal Dukes, Wyrm Fingers, Lumpers, Slicers, Coil Heads, Gnarlslicks, Axe Men, etc. But always present are the so called Tech Gangers. When the natural habitat is the ship itself, it pays to understand technology. Instead of devoting themselves exclusively to the arts of combat, ambush, and murder, Tech Gangers are obsessed with learning the secrets of the Ship and whatever machinery they can find. Tech mechanics use the skills they learn while working above decks to repair and build new guns, rebreathers, dark-vision goggles, and electro-vests. A Tech Infochopper can even hack into the noosphere of the ship and perform all sorts of miracles, from suspending a block's gravity for surprise airtube attacks or venting lethal doses of Rads into an enemy gang's territories.
The most successful of Tech Gangs will manage to get their workers promoted above decks, moving beyond pure menial ash-shovelling and doing actual mechanical repair. Techpriests are suspicious of their pagan approach to technology, but recognize kindred spirits in their love of knowledge and hard-earned understanding of the ship. Some gangers parlay this relationship into a ticket out of the lower-decks, serving as personal bodyguards and mercenaries for Tech-adepts.
This small Tech Gang has fought it's way out of the bowels of their ship and into the employ of an eccentric Naval Tech Priest, who their venerate for his unimaginable knowledge. He has led them from ship to ship as he plies his trade, and now they and their master find themselves in the service of House Merz-Itano. The old man proudly supports bionic legs and an unnaturally muscled body, the results of glandular and bionic surgery he received as a youth to allow him to better load munitions. The Infochopper sports a custom built noospheric helmet he can use to hack into the systems around him, both friendly and foe.
Very rough but I haven't had this much fun in a while, converting with no clear plan and stumbling across fun things. They will get a lot of greenstuff straps and webbing, and tons of pouches. The guy on the right needs the most work, perhaps a waste spacer, and will definitely get a gasmask or a visor or both. Still not sure if they will get fancy Skitarii guns or bolt pistols and knives. I will probably make one the leader with the pointing bionic hand from the Skitarii and he should really then have a combiweapon in the other arm like the classic Confrontation Tech Leader.
Oh and I'm very proud of my newest spliced head on the guy with the cyclops-visor. I love that cyberpunk visor but could never get past his enormous chin. So I chopped up my favorite flagellant head (the one in the stocks) and that did the trick. The top half of his face survived and will get a bionic lower half soon enough ...
i think necromunda on space hulk tiles would be a cool game or a really built up board of gangways and tight corridors between big impassable terrain to mimic an engine room
Psienesis wrote: Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.
I love the new conversions! They are so gritty, and the combination (as you point out) of the Flagellant parts fits right into that grimdark feel. I like how the bionic elements fit into that as well, making the "lost eye" cybernetic enhancement part of the feel of that scout model. The narrative of the Tyrannic wars really sings in that regard, and it's not hard to imagine his motivation, or see his desire for revenge in his determined expression.
Way to go taking on the new kit and immediately using it to bash together some new models.
5000 pts High Elves 4000 pts, Warriors of Chaos 4000 pts, Dwarfs 3000 pts, Wood Elves and Greenskins too
Thought for the ages: What is the Riddle of Steel?
Love what you are doing here, do you ever plan to make ancient navigators in one of Ragnar's space wolf novels he is on ancient Terra and some of the ancient navigators are housed in the catacombs and become strangely alien.
I've gotten some more work done on the tech gang, including some preliminary arms and a new addition, a female ganger. I'm really happy with the pose on the hacker and the old man; I want these guys to feel more like cyberpunk sneaks than front-line soldiers.
OK, I've gotten some more work done on the tech gang, including some preliminary arms and a new addition, a female ganger. I'm really happy with the pose on the hacker and the old man; I want these guys to feel more like cyberpunk sneaks than front-line soldiers.
I've got two potential heads for the female model; a daemonette head (which I think would need greenstuff work around the eyes to humanize it) or the grizzled flagellant head for a Blanche-style Crone:
Which head do you guys prefer? Both would be painted with stubbled close-shaved heads. The flagellant head may be a bit big, but I will be at least partially covering her torso with greenstuff, which could bulk her up. She probably won't get a full armored chest-plate but some type of utilitarian shirt with straps and pouches on top, and a big armored shoulder on one side.
This message was edited 1 time. Last update was at 2015/04/16 21:39:47
Great stuff here! I've just gotten a box of Skitarii myself I really love you're idea of using two halves of heads to acheive a new effect. I might try that myself soon
I think the daemonette head works much better if you're up for the extra GS work. Also, the wood ax seems a bit out of place in the tech gang to me.
Keep up the great work!
Cheers
Rawson
The 104th Vostroyan Mechanized Rawson's Reboot Viktor von Domm: nope... can´t do that for the sake of all lving creatures that dwell on earth....
dsteingass: That's like saying "I forgot to tell you who your real father is"
nerdfest09: Rawson speaks the truth!
The daemonette head has quite a cool post-human look to it in this context, maybe give her a trendy haircut and some painted on eyebrows and that would be sufficient.
Not a bad idea. I had been thinking they'd be bald like the Confrontation Techs but maybe punkier haircuts would be more fun. As long as I have room for skull implants. Maybe a version of the Irish Glib, which could feel both modern and punky as well as medieval and kind of like a half-tonsure: http://irisharchaeology.ie/wp-content/uploads/2013/08/durer_Irish_warriors.jpg
I did lots of greenstuff work on the tech gang last night but unfortunately my phone died before I could get any pictures. I'm very happy with how they're looking, and I finally managed to incorporate some retro diamond quilting, something I'm unreasonably excited about. I'll get photos tonight.
But in the meantime I finally got some shots of the entire Household! It was tough photographing such a big group and I seem to have forgotten to take a detail of Otam and her murder pack of Abhuman cultists. And I really need to paint the final details on the two combat drones. Seeing the army as a whole I wish I had more yellow/orange/ochre elements so I'm thinking the tech gang will skew in that direction.
Ooooo shiny army shot, everything looks great and despite the diversity, looks like it belongs together. The idea of doing the tech hangers in orange is good. What's the pink construct type in the middle, don't think I've seen that before?
The Tech Gang continues! It's fun doing something a bit different stylistically. I really love rococo weirdness and strange mixes (as seen in the entire Navigator army project!) but wanted this group to be a bit tighter thematically. In addition to the original Confrontation concept art and illustrations, I've been thinking about cyberpunk (not just Neuromancer and Johnny Mnemonic, but also the Max Headroom tv show, Robocop, Shadowrun, Rifts, etc) and some other incluences like the gangers in Akira, and particularly the crew of the Nostromo in Alien. Check out this great concept art Calum Alexander Watt did for the game Alien Isolation, based on the great work of Moebius and John Mollo:
The one second from the right ending up pretty tall and with that spiffy quilted coat is seeming somewhat leader-like. But that head doesn't really work with the gorget, and Robo-visor second from the left also looks a bit too stumpy with that long-faced head. But I think a simple head swap might fix everything:
Now that I like! The Cadian legged ganger will probably be a gunslinger with two fancy pistols. Molly Millions may get a razor claw from the Sicarian kit, or a nice chunky flagellant club I've altered. And the leader will probably get a fancy pistol in one hand and a prosthetic bludgeon/ram on the other arm.
That really is an amazing army. The navigator in the center just is so strange and crazy awesome that is drags the rest of the crazy behind in its wake, making them all seem perfectly in place.