Thanks for the kind words everyone.
I've been letting the hobby slip through my fingers lately. Life's been kicking my

over the last couple years with some health issues and I haven't had the drive to keep up with regular hobbying nor updates. The Canadian Universal Healthcare system has it's merits, but expediency is not one of them.
Anyways, here's some stuff I've worked on.
The modular magnetic fence sections construction was finished up:
They were then primed black:
And fully painted:
There is still a slight gap in between the fence sections, but they're not noticeable unless you look up close. But yeah, they're great! They work well as little statue enclosures:
Or as yards for homes:
Or as stair blockers (making this stairway incredibly defensible):
All in all, extremely happy with the ways these turned out. The magnets keep the pieces snugly together, and their weight make them very resistant to tipping and bumping. I may make some solitary columns to act as end pieces (they look a little jarring when they don't end in a column), and I plan on making 2-3 gate sets to go along with them.
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Moving on to the Orc and Goblin warband I mentioned last update. Still plugging away on them, but here's some shots.
Heroes:
Left to right is the Shaman, Big Un' 1, Big Un' 2, and the Warboss. The Shaman is just the base Orc Shaman (aka Nazgob) model, which is one of my favourites in the Orc range. Took like a 2 month break in painting because I psyched myself out about painting the flames on his hood, but I'm satisfied with the way they turned out (not clearly visible in these picture, unfortunately). Big Un' 1 is a mix of Ork and Orc pieces, can't remember exactly which are which. The Big Un' 2 is made from the Warboss kit, with the axe head replaced with an appropriately scaled one from the Back Orc kit. The Warboss is mostly the Black Orc kit, the head is from the Savage Orc kit, and not sure where the topknot was from. I painted checks on the heroes to denote their higher status and to help my opponents visually identify them (which means less clarifications in-game!). No heavy sculpting on these guys save for some bubble filling on the Shaman (Finecast, what a surprise) and the Warboss, on whom I sculpted the tongue and cape. I actually took a picture of him back when I sculpted those portions a few years ago:

Boyz Group 1:
These are standard from the Orc Boyz box with choppaz and shields. Since there's always the possibility of a Boy becoming a Hero in the post game phase, I decided to paint checks on the one on the far left in case that happens.
Boyz Group 2:
These took some minor conversion work to give them double weapons, which were sourced largely from the Black Orc kit. The possible hero from this group at the far right with the checkered axe sourced his head from the Ork Runterherder model. Also please ignore the one missing a weapon, his mace broke off during painting and I decided to fix it once the warband is finished.
Goblins:
These guys are totally finished, save for maybe some more metal work on the blades. Despite the freehand all over them, goblins can't become heroes and will be removed from the warband roster (ie. squashed) if they try to boss the Orcs around. I just wanted to freehand them, the Night Goblin hoods are a perfect canvas for it. The guy with the spear represents the Squig Prod, which gives a larger radius of control for Squigs - which is very necessary because if they go out of control, they randomly wander the board until the game ends, attacking all models they run into (friends included!). The Fanatics will represent any Goblins that get their hands on a Ball n' Chain, which I've found is mostly a psychological deterrent for my opponents rather than an effective choice (I've killed more teammates than enemies with them. This includes the Fanatics themselves through tripping and strangling themselves, or slamming into walls and crumpling, or careening off bridges and splatting on the ground below. Although not as satisfying killing an enemy model, far more entertaining).
Squigs and Troll:
I haven't really started painting these, but I was playing around with paint schemes on the squigs. The troll was converted to remove a weapon from it's hand. Personally I love the Swamp Troll models, I think they're very foul looking and make more sense to be found in Mordheim, where the river Stir would've been choked with all sorts of foulness even before the comet hit the city.
Painting-wise, the main crew is around 85% complete, I just need to hunker down and finish em'. I dislike painting over modelling so I'll be dragging it out longer than I should.
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One way that I procrastinate with painting is working on Hired Sword models. I'll start with the simplest ones.
Thief/Assassin:


This model is a metal figure from Reaper, bought it years ago and can't remember the name. It may not be super Mordheim-y, but it's such a striking model that I can't resist. I plan on painting him entirely black with the face white as marble, representing a grimacing death mask of a famous Tilean general looted from his crypt. In game, he will either represent a Thief or Assassin, whichever the player wants to hire.
Bard:

This guy is "Tristan il Fortunato" from Grimforge Miniatures, which is a superb miniature company with a small but top quality catalogue. No work was done on him, he's perfect. I've decided that a gaudy green and purple colour scheme (a la' Joker) would suit him well.
Witch:


She's made from the Corpse Cart necromancer body, hair from Daemonettes, head from the Empire Free Company kit (the one with the kettle helmet with a crooked nose sculpted on), and feet from various unknown kits. The ram skull is a 3d print from Goonmaster (Basing Bits: Animal Skulls). Work left to do is a backpack thing filled with twigs and various forest things, a staff, and gap filling on the cloak.
I'm very pleased with this model, I think I captured the essence of a crusty forest hag that smells like mildew and fungus. Unfortunately, I doubt she'll see any action in game unless fielded as Wizard. The Witch as a Hired Sword is really interesting as she's essentially a non-combatant model. She has no ranged weapons and while she'll defend herself if attacked, she can't voluntarily charge into combat - in fact, she is forced to move away from any models that get too close (w/in 8"). What she does have, though, is the Hexes and Charms spell list, which is entirely comprised of buffs and debuffs that are alarmingly easy to cast. The spell list is so good that The Witch banned by most player groups and tournaments, which is a shame.
Glotto the Burg (Pit Fighter):


Body is a Blightking, the flail is from the old-old Skeleton kit, and the head is from Maxmini (Gladiator Helmets). Like many others, I was recently informed that most Roman gladiators were actually quite chunky, which helped to both protect internal organs and to create superficial wounds that would bleed a lot to please the crowd. So, I figured a tubby Pit Fighter would be historically appropriate. I took a lot of inspiration of his pose, armour, and weapons from the
official Pit Fighter art in the Mordheim rulebook. Still some work to do on him - on the manica straps need fat bulges where they press into his arm fat, the straps themselves need ties, the plates need spikes, he needs to be
de-Nurglefied by smoothing out his skin and some of the armour, then he needs scars all over his big belly from his gladiatorial occupation. Pleased with the way he's turned out so far!
The Mongrel Knight (Freelancer):
A mercenary of ill repute, the Mongrel Knight received his moniker from his distasteful habit of looting corpses after battles, taking treasure and trophy whilst snarling and snapping at the starving dogs of war that haunt the battlefield searching for a meal of unspoilt flesh. Or is it because of his heraldry, depicting an inverted decapitated hound? Whatever the case, the Mongrel Knight's proficiency for violence has led him from battle to battle across the Old World and beyond. His skill with sword and lance whisper to a noble upbringing, but during war the Mongrel Knight eschews the company of other knights - keeping to his pitiful urine-soaked tent, barking and growling like a chained dog at any that approach, much to the disdain of the proud knights and to his own foul amusement. It's no small wonder that the Mongrel Knight would find himself drawn to dread Mordheim, where the looting is plentiful and the bloodshed unending, where a creature like him can howl at the moons with the rest of the madmen.
Concept Art:
I originally planned the model around the helmet (from the Empire Demigryph Knights kit), but after some initial mockups I found it looked too big and kinda goofy. So I drew a couple other designs on the side and figured somewhere between the two would be the answer.
After some work, here are the results.
On foot:


This version of the model is finished. Whole buncha bits went into him: Helmet is from the Bretonnian Men-at-Arms kit, face is from the Necromunda Cawdor kit, torso and sword blade from the Empire Greatsword kit, legs are from an Empire Handgunner from the 6th edition Warhammer Fantasy Boxed Set, armoured right arm is from the Empire Knight kit, unarmoured left arm is from Dwarf Warrior kit, left shoulderpad is a
40k Imperial Guard shovel, left leg armour is from the Empire Outrider kit, right leg armour is from the old
40k Kroot kit, sword guard and pommel from an unknown High Elf sword, and the skull necklace from the Skaven Plague Monk kit. There's also an old Empire shield that'll hang on his back not included in these pictures (see mounted version for the same shield).
Mounted:


WIP. Some different bits on this one. Torso and legs are from the Empire Outriders kit (cut the left leg armour off and used it for the Foot version's right leg). For the horse, the head is from the Empire Knight Command and the body is likely a Bretonnian one, but this caparisoned body was used for multiple models across factions.
Extremely proud of this guy. I emulated the pose and some elements of the
old Mordheim Freelancer model cause it's such a rad mini, but rudely and unfortunately expensive. I wanted to give him a scavenged armour look with very little matching, fitting in with his lore. The mounted version received the same treatment by combining Empire and Bretonnian horse bits, then making em raggedy with green stuff. Still gotta figure out the lance for the mounted version, and I also plan on modelling a bunch of battlefield loot and trophies haphazardly strapped onto the back of the horse.
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There's still a lot of work to do on the Hired Swords, which is why I decided to redo one of my old half-finished terrain pieces instead: a fountain.
Don't have many pics of this fountain before I redid it, but here's one in-game (ignore the figures in the pool basin):
Not much to it. It was a ring of xps foam 1" in height with carved bricks, based in clear acrylic sheet for some reason. The statue was a Reaper Bones Griffon stuck on a plinth, the square parts of which were 2 bases glued together, and the round part was a large wooden dowel with carved stone facing and gargoyles from the
40k Chaos Landraider kit (I think...). I made it quite a while ago and it was good enough as scatter, so I left it for quite a few years. Recently I looked at it and inspiration struck - perhaps it was the return of the Old World model range? - and decided to redo it.
First thing I did was the basin (cropped to avoid full reveal spoiler)
Took the original circle, rebased it on some hardboard, thinned it slightly and reduced the height to ~3/4". Bricked it all in xps foam. The circular stonework in the middle was a major pain in the

and I'm kicking myself for not taking any pictures of the template I made to create it - oh well!
Here's the finished build - The Fool's Fountain:




The plinth is made up from multiple materials - Tropicana orange juice lid (the cream of the crop for Warhammer scratchbuilding), prescription bottle, film cannister, metal brads, plastic wine glass, disposable container lids, and bases. The white skulls and skeletal facades are resin casts from one of the old
40k terrain kit wall segments that I created a mold for, don't know which one it is. Including the skull on the top of the flagpole, there are exactly 50 skulls on this fountain, which is honestly kinda pathetic compared your average Warhammer building - I'll have to do better next time.
The statue is mostly the same, though I disliked how the tail was positioned and couldn't get it to hold the shape that I wanted, even after using the boiling water trick recommended for Reaper Bones models. I ended up cutting it off, drilling a hole through the length of it, and inserting a paperclip before bending into place and re-attaching. The chair and corpse are resin prints from Tiny Furniture (Drunk Visitors). Chopped the head off and drilled a hole through the crook of the arm, attaching the lance from the Empire Knight kit. The zombie head is from the old Fantasy Zombie hit, and the crown is a bead. Wrapped him in rope made from waxed leather thread, and made the flag from greenstuff and milliput. My intention is that the corpse is supposed to be one of Mordheim's nobility and I wanted to sculpt some fancier puff-and-slash clothing on him to convey that, but the ropes got in the way and I figured it'd be more trouble than it's worth. So I sculpted the ruff collar on and hope it'll be enough to represent the upper crust of Mordheimian society.
There's still a bit more to do with the basin before painting - I need to put some rubble by the broken portion of the wall, glue in some small sprue bits to represent Wyrdstone shards, I want a rusted sword sticking straight up somewhere, and maybe some gross looking fish. The plan is to do a resin pour on this, including spouts coming out of the gargoyle's mouths. That'll be for a later date though. All in all, very pleased with the way this turned out. Unfortunately I used Mod-Podge to seal the foam bricks and it left big brushstrokes that I fear may come out with drybrushing. Apparently you can sand it down a bit, but we'll see.
In game, it'll be a nice bit of scatter. The walls are under 1" so any model may move over it freely, while it also can provide cover. We used to run straight across the basin in-game, but I think it'll be categorized as Difficult terrain in the future (maybe with rules that any Stunned models who fall into it are automatically taken Out of Action), so I foresee some fun moments of precarious duels on the rim of the fountain. It'll also be great for the multiplayer scenario "The Pool" in which warbands have to search a watery pool for shards of wyrdstone, then battle each other to keep them.
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Just remembered I made some game tokens, so might as well show them too:
Treasure Chest

The Mordheim Accessory Sprue had a treasure chest in it, and I found only the treasure part in a box of bits I bought years ago. I decided to recreate the rest of the box to the best of my ability, which I think I did okay with. The skulls were a greenstuff press from mold, they're a little low-quality but good enough. I'm a big fan of the silver and green colour scheme I painted it in, with the green meant to invoke the Wyrdstone the adventurers battle over.
The chest is used exclusively in the "Hidden Treasure" scenario in which warbands search ruined buildings for the chest, then make a mad dash off the table, slowed down by the chest while fighting off enemies. It's a fun scenario, but there's a weird metagame which I hope to get rid of with these next tokens:
Treasure Markers

In the "Hidden Treasure" scenario, the treasure chest is searched for by models entering buildings and making a singular
2d6 search roll, which is then found in 2 ways:
1) Rolling double 6s on the search roll, or
2) It spawns automatically in the last building to be searched.
So the metagame I mentioned is this: If you leave the building closest to your table edge unsearched, the treasure chest will spawn there and let you get off your board edge very quickly, which is great because dragging the chest slows your model down to half speed. This leads to the scenario being less about finding the treasure and more about defending the building near your deployment zone while also attacking the building near your opponent's deployment zone, with the goal being to search your opponents building to spawn the treasure in your zone and bolt off the table. This honestly is a pretty fun objective to play, kinda like a weird version of Capture the Flag, but it's not really in the spirit of the scenario. Someone mentioned on the Mordheim reddit page that an "x-marks-the-spot token" was a common solution to this metagame, so I whipped these up in an afternoon. Had a lot of fun painting it, using a lot of texture and glazing to create the look. I haven't gotten a game in with these tokens yet, but I'm looking forward to it!
Also noticed it's quite luminous in shadow, very fitting for what it represents:
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Big update, probably won't post again for a long while. I've decided to go back to school for a two-year degree while my health issues continue, so that'll be eating up a lot of my time. The school is in a different city with an pretty active Mordheim community though, so we'll see. More updates at some vague point in the future.