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2012/05/15 01:38:37
Subject: The Inquisitor Project - Forgeworld Dreadnought
Thanks Bruticus! I'm glad the valve works out. It's an old handle from (I think) the old metal deff dread. I needed something to break up the top of the tank, and it seems to make sense. You know, having a big release valve on your pressurized tank of promethium, which isn't pyrophoric or anything...
His boots and mask have not been sanded down quite yet. The GS is still curing on his boots, and I've been a touch lazy with his mask. The small little areas like his bracelets probably won't see much sanding as they're almost too small to notice. Of course, the truth is that some sanding won't really fix poor sculpting
I've been meaning to buy some good cabling, and I shall! Soon...
This message was edited 1 time. Last update was at 2012/05/15 01:53:09
All right! I've managed to get a lot more work done on the Lady and some on the mutant as well. I've got to wait for some GS to dry before I hammer out final details, but there will be updates soon.
For now, it's diablo time! PM me if you want to join in
I like it, though your greenstuff could still use a little work. I remember back when I was at the stage (still am, often enough), but it was really improved when I got a sculpting tool or two. One thing I do is smooth everything out while it's still very fresh and carve off extra bits. You would be surprised at how smooth an edge you can get from craving and filing an area.
Also, you might have stated this earlier, but I may not have spotted it. Do you put vaseline or grease on your sculpting tool(s) to prevent stickage? Also, do you have a rounded tool or equivalent you could use for the round parts? That would help smooth the stuff out a lot too.
Kaesar II, arrogantly offering advice since 1744. Hope it helps
DR:90-S+GMB++I+Pw40k08#+D+A++/wWD344R+T(M)DM+ Avatar graciously given by Broadside
If you want peace, prepare for war
http://www.dakkadakka.com/dakkaforum/posts/list/349071.page -Ultramarines, Imperials, Inq, etc.
A nearby cat showed no outward signs of being impressed.
kaesar, sigh.- Captain Solon
In the Grim Darkness of the Far Future there is only Paperwork.- Zefig
I think your green stuff work looks good. Nice use of the ghoul.
GS is not all that easy to work with. IT takes practice and learning over time. The only way i have gotten good with it is by going through four or five ounces of the stuff sculpting on different projects. Keep practicing and working with it. A hint that i got early on is to not over work. Do a little bit at a time and try to do stuff that is really detailed in multiple stages. I found a tutorial somewhere that showed how to sculpt a Gimli, in about 9 stages. Look around and see if you can find it. it was a good un.
Thanks guys for the tips! It's true, I'm really not all that talented in GS sculpting. At all I've been using a tool that I made myself to sculpt as of late out of a bit of sprue, as I've mentioned, I think. It works out pretty well, but I really just need to pony up and pay for real tools
That's about what it looks like. It sure beats an exacto and one's fingers, for sure.
Speaking of green stuff, I've been able to get work done on the mutant, basically just adding a hose from his back tank and his flamer. Not too groundbreaking, but I think he's finished well enough now and ready for paint. Last chance to get your suggestions in
Of late, I've been sorta stuck on the Lady. As it turns out, cloth is really hard to sculpt, and my difficulty in producing a product that I liked really clouded my perception of the model as a whole. Going back to her, I added a little more detail to her robes, and then basically covered her in bits and things I think I'm most proud of the seals I sculpted on her front to fill a blank space. Though not great, they work as a proof of concept and look decent to boot.
What's that? Yes, you there in the back. What now? More pics? You got it!
The more I look at them, the more I like the seals, which is a rare phenomenon for my sculpting.
I added a little scope or lens thing to her laspistol and added some gear to bulk out her waist.
Again, more stuff around her waist and some backpack detailing.
Let me know what you think. I'd really love some feedback on her. She seems just almost done, but I'm afraid to go to far.
Also, extra special bonus! I just started working on a chaotic bodyguard for the Saint and his warband. It's really really rough now, but It's enough to get the idea, I think.
He'll be getting some more armor on his right arm, and detail scattered throughout.
I've got five final projects to get done for this week or next, so I'll probably be avoiding those by sculpting and painting
Always eager to hear your thoughts,
J
This message was edited 1 time. Last update was at 2012/08/05 00:55:17
2012/05/28 21:52:17
Subject: The Inquisitor Project - Mutant (round 2), Female inquisitor, and a surprise!
looking mighty fine buddy. love the odds and ends on the lady im no gs genius but i think what skill is done is excuted quite well. might actually have to pick some up and give it a go when i start my stuff up.
2012/05/28 22:32:46
Subject: The Inquisitor Project - Mutant (round 2), Female inquisitor, and a surprise!
Thanks, mate. I'm also pretty pleased with the bits n' bobs on the lady. They've pretty much saved a project that I thought lost and had almost given up on. I'm really surprised and flattered that you've taken to the GS work, but looking back on it, it looks better than I thought it would. Also, it looks a helluva lot better with a little paint on it
Speaking of, I've been sorta swamped with work recently, a final project in five of six classes They've let up now, so it's on to graduation and tons of time painting
2012/05/28 23:51:33
Subject: The Inquisitor Project - Mutant (round 2), Female inquisitor, and a surprise!
ten points for prime for gettin his edumacation dun seriously congrats.
yea im terrified of the stuff i keep reading that it is best to do it in small batches i just dont want to pay for the gw stuff. i also heard kneadnite is good too have you ever used that stuff?
2012/05/29 00:22:34
Subject: The Inquisitor Project - Mutant (round 2), Female inquisitor, and a surprise!
Too many damn years of book learning finally paying off No, it'll be really nice to get done, enjoy the summer and then head off to university. It should be fun, but packing up and moving cross-country has me a little worried. Hah, we'll see how it goes!
GS is really scary, but if you work in layers, it keeps your fingerprints out of it. If you poke around online, you can buy the stuff by the pound. I've only ever used green stuff, though. I've heard that some people swear by brown stuff, miliput, or kneadnite as you mentioned. I think it would be good to give it a try, but I still have a lot of GS left, and I'm a little hesitant to try out some other medium. Of course, I don't really know much about the other mediums, so they're worth a try.
2012/05/29 01:48:39
Subject: The Inquisitor Project - Mutant (round 2), Female inquisitor, and a surprise!
I've got some of the colors blocked out for both the Lady and the new mutant, but need to take pics Look forward to them!
I've been roped into some Necromunda with a group of friends, and have decided upon an admech gang. We'll be using the inquisimunda ruleset, here, supplemented with the community rules, here. We'll have a total of five gangs to start out with, and more may add in, so it's a good sized group. We've got a chaos coven, probably tzeentch, a genestealer cult, an imperial salvage team, and a good old-fashioned underhive gang, Orlocks, I think. Because the modeling will take up a fair amount of time, and because some of the characters might find their way into our inquisitor games, I'd figure I'd post this stuff here, too.
-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
The campaign is set upon a space hulk that has been colonized by a small group of humans after its clensing several years earlier. The settlement grew out of the salvage operation that followed the space marine purge of the hulk, Baptism of Fear. Now, several hundred years later, the hulk is being used as a massive freighter, shipping thousands of megatons of goods from planet to planet, as well as transporting pilgrams and missionaries along pilgrimage routes, dropping them off at holy sites along with cargo. The many members of the original salvage crew stayed upon the hulk, eventually raising families along with the first crew to pilot the hulk in millennia. The pilgrams and other passengers contributed to the population's growth, and after many years, the hulk boasts a permanent population of several million, rivaling that of a small imperial hive.
By nature, space hulks are gigantic and convoluted structures, formed of hundreds or even thousands of ships fused together by the fickle tides of the warp. Try as they might, humanity's finest warriors, the space marines, could not completely cleanse the Baptism of Fear. After years of quiet, the things that remain in the bowels of the hulk have begun to stir once again, stretching their malign tendrils up into the humanity residing above....
======
The Adeptus Mechanicus sent a contingent of techpriests to supervise the original salvage operation, and to recover what technology they could themselves. These first adepts remained upon the hulk, establishing a research outpost within the Baptism of Fear. The conclave grew with the settlement, producing the basic goods needed by the colonists. The outpost finally drew attention from Mars when an intrepid adept stumbled upon the remains of an ancient forgeship. Hoping to discover new STC plans or other archaeotech, swarms of new adepts arrived upon the Baptism Though only unusable fragments of STC's were discovered, the manufacturing capability of Mechanicus outpost Δ18-33 was increased by several orders of magnitude. The once-adventurous explorators turned wholeheartedly to the construction of tanks, guns, ammunition, and whatever else was needed on the planets frequented by the hulk. Because no remarkable find was made upon the Baptism, the attention of the Mechanicum shifted away from the hulk, and Δ18-33 went back to being a little backwater research station and forge.
After nearly half a millennia, a young boy, Orionus Rei was born to two menial parents working within Δ18-33. The boy was taken, as is custom, to the seminary established with the first wave of adepts for his education. He spent his childhood learning the basic workings of the holy machines, of holy chants to the Omnissiah, and of the exploits of the first explorators to arrive on the hulk. Like every young student before him, he became enamored with the tales of Magus Asa Bei, Adept Leonus, and of Enginseer Caius' discovery of the Forge. After showing promise in art of weapon crafting, Orionus was inducted into the Cult Mechanicus. After years of study and work, Magos Rei began to grow restless of constantly trying to improve upon the plasma channels of the Mk XIX generator, or of searching for the secret to making Magos Oren's revolutionary auto-cycler functional. Before any of his superiors could protest, Orionus gathered his subordinates and set off into the shifting depths of the Baptism of Fear.
Anyways, here's the list I'm starting with, led by Orionus himself.
Spoiler:
Magos Orionus Rei
M WsBs S T W I A Ld 4 4 4 4 4 4 6 2 9
Bolt pistol
medium armor
conversion field
Breaching drill
Skills: Inventor, Medic, Weaponsmith
Enginseer Bellatrix Virgila
M WsBs S T W I A Ld 4 4 3 3 4 1 3 2 7
Master-crafted hand flamer
chain sword
medium armor
Skills: Disarm, Counterattack
Bellatrix is a young and promising enginseer apprenticed to Orionus. She, like her master, never lost the youthful yearning for adventure instilled in her during her time in the seminary. Her quest for glory knows no boundaries, and it is her dream to pilot one of the god-machines of the Collegia Titanicus, the bigger the better. Orionus just smiles at this and keeps his mouth shut.
Enginseer Bayer
M WsBs S T W I A Ld 4 4 4 3 5 1 3 1 7
Master-crafted rad-cleanser
medium armor
Skills: Medic
Bayer has served on Station Δ18-33 for longer than anyone can remember. The cogitators, however, have not lost the date. Bayer has served for exactly 827.4 years, arriving with the first contingent of techpriests. Possessing no real ambition for advancement within the order, Bayer is content to spend his years perfecting his creations. When Orionus first ascended to the ranks of the Adeptus Mechanicus, it was Bayer who took the young aspirant under his wing and taught him the skill of the trade. Knowing that his former apprentice was setting off into the hulk, Bayer decided it was best to come along to keep an eye on the lad.
Hastati Alnitak
M WsBs S T W I A Ld 4 3 3 3 3 1 4 2 7
Hell gun
Light armor
Skills: Quick Draw
Hastati Alnilam
M WsBs S T W I A Ld 4 4 3 3 3 1 4 2 7
Autogun
Club
Light armor
Hastati Mintaka
M WsBs S T W I A Ld 4 5 4 3 3 1 3 1 7
shotgun (scatter)
sword
stubber
light armor
Hastati Rigel
M WsBs S T W I A Ld 4 3 5 3 3 1 3 2 7
Shotgun (manstopper)
second knife
enclosed flak armor
Menial Δ18-33, Ori-Primus
M WsBs S T W I A Ld 4 2 2 3 3 1 3 1 6
Club
Autopistol
Menial Δ18-33, Ori-Secondus
M WsBs S T W I A Ld 4 2 2 3 3 1 3 1 6
Flail
Laspistol
Menial Δ18-33, Ori-Tertius
M WsBs S T W I A Ld 4 2 2 3 3 1 3 1 6
Massive weapon
Stubber
Total: 985 credits
Total rating: 1222
PS, apologies for the wonky spacing on the stats.
tl;dr
I'd love to get some feedback on the list (or the fluff, if you like), as I haven't ever played necromunda before. I'm excited to get playing over the summer. Good Night, everyone!
2012/06/05 17:45:01
Subject: The Inquisitor Project - Admech and Necromunda and Overkill
good looking gang so far. cant wait to see it all prettied up.
will you be posting the other gangs hear as well or do they have their own accounts and what not. personally i'd like to see all of the gangs. at any rate keep it up and cant wait to see more!
2012/06/05 20:23:38
Subject: The Inquisitor Project - Admech and Necromunda and Overkill
Thanks! I'm the only member of the group who posts on here (others may read, so hi guys!), so it looks like I'll be posting all that stuff here, if you're interested. I'll keep you posted
2012/06/05 20:33:18
Subject: The Inquisitor Project - Admech and Necromunda and Overkill
Cool fluff. How come some of your guys have skills already? Is your gang made with the AM explorator rules from the inquisimunda rules? My brother is running a necromunda gang using those rules and it looks pretty different. Good luck with your campaign, are you using any other custom rules?
2012/06/05 20:44:57
Subject: The Inquisitor Project - Admech and Necromunda and Overkill
Glad you liked the fluff Some of the models have gotten skills from their first round of experience rolls. I really have no idea what I'm doing, so it could very well be wrong As for custom rules, we'll almost certainly come up with some along the way, as happens quite a lot in our campaigns. Do you have any suggestions?
2012/06/05 23:09:11
Subject: The Inquisitor Project - Admech and Necromunda and Overkill
Well it looks like your leader has a lot of upgrades, I don't think that can be right! You'd have to play about 5 games at least just to get those 3 skills. He starts off at 60+D6 xp, but doesn't have any skills/increased stats until he goes up to the next level.
As for custom rules I can help I think. We use all Anthony Case's stuff, including the skills.pdf and weapons.pdf which are pretty significant changes over the rulebook. I have an extended rare trade and outlaw trade chart I made that includes all the extra kit if you want a copy?
2012/06/06 00:16:05
Subject: The Inquisitor Project - Admech and Necromunda and Overkill
This has all the items mentioned in the additional pdfs on Anthony's site (otherwise there is no way to get hold of them). It doesn't have all the Inquisimunda items but we use those very sparingly.
2012/06/07 01:18:47
Subject: Re:The Inquisitor Project - Admech and Necromunda and Overkill
Great, thanks for the trade charts. The list (for those interested) has been revised to the following, as it should be I've heard of necromunda's reputation for being a meatgrinder for characters, but after generating a roster and taking a closer look at the rules, I see the truth in the rumors I think I'll be able to get a game in today with my friend's genestealer cult, so I'll let you know how that goes!
Spoiler:
Magos Orionus Rei
M WsBs S T W I A Ld 4 4 4 3 3 2 4 1 8
Bolt pistol
medium armor
conversion field
Breaching drill
Enginseer Bellatrix Virgila
M WsBs S T W I A Ld 4 3 3 3 3 1 3 1 7
Master-crafted hand flamer
chain sword
medium armor
Enginseer Bayer
M WsBs S T W I A Ld 4 3 3 3 3 1 3 1 7
Master-crafted rad-cleanser
medium armor
Hastati Alnitak
M WsBs S T W I A Ld 4 3 3 3 3 1 3 1 7
Hell gun
Light armor
Hastati Alnilam
M WsBs S T W I A Ld 4 3 3 3 3 1 3 1 7
Autogun
Club
Light armor
Hastati Mintaka
M WsBs S T W I A Ld 4 3 3 3 3 1 3 1 7
shotgun (scatter)
sword
stubber
light armor
Hastati Rigel
M WsBs S T W I A Ld 4 3 3 3 3 1 3 1 7
Shotgun (manstopper)
second knife
enclosed flak armor
Menial Δ18-33, Ori-Primus
M WsBs S T W I A Ld 4 2 2 3 3 1 3 1 6
Club
Autopistol
Menial Δ18-33, Ori-Secondus
M WsBs S T W I A Ld 4 2 2 3 3 1 3 1 6
Flail
Laspistol
Menial Δ18-33, Ori-Tertius
M WsBs S T W I A Ld 4 2 2 3 3 1 3 1 6
Massive weapon
Stubber
In other news, my graduation is tomorrow, which is really exciting. We're getting the entire family together for a dinner, I've got parties to go to, the whole nine yards
Cheers!
J
2012/06/07 01:29:45
Subject: The Inquisitor Project - Admech and Necromunda and Overkill
Yakromunda is really good for making rosters, you can update it to have custom classes like enginseer and other custom rules without too much difficulty. It'll keep track of everything like letting you know when you are meant to roll for upgrades.
You've picked a tricky project to do for your first gang but it ought to be a lot of fun. When we were trying to adapt Inquisimunda rosters for Necro we tried to limit access to items that a house gang couldn't get so it wasn't unfair on people who want to play regular old Orlocks. For example, Inquisimunda gangs can all take armour and special ammunition while Necromunda gangs can't which might be considered unfair. To be honest, armour sucks in Necro anyway, I would ditch it all.
Your list doesn't have any heavy weapons? Admech can take up to 11 in Inquisimunda I think... we limited this to 2 to be fairer. I would try and get a heavy stubber, they are both amazing and really good fun to use.
If you count Menial as juves (can't work territory) and Enginseers as heavys (can't work territory) then you ought to try for 5 gangers that can work territory because you start with 5 and it is good to be able to work them all.
2012/06/07 01:59:24
Subject: The Inquisitor Project - Admech and Necromunda and Overkill
I've checked out yakromunda, but have yet to enter the roster. Turns out my gaming mate is busy today, so I'll have some extra time this evening to do that.
I think that everyone in our group is playing at least some flavor of inquisimunda gang, so I'm praying that it balances out ok. Of course, I've been careful to not take a whole bunch of ridiculous stuff on the roster. Once again, I really have no idea what I'm doing, so I'll surrender to a higher judgement. As for the armor, I guess I'll take your word for it, the points will be nice.
I never actually gave conscious thought to the inclusion of heavy weapons. I was thinking about taking a praetorian or a gun servitor, but I might drop the close combat enginseer for a heavy.
On that note, yes, I have been considering enginseers/secutors as heavies and menials as juves. With the points taken out of armor, and with some trimming, I think I might be able to cram in another ganger....
2012/06/07 02:12:34
Subject: The Inquisitor Project - Admech and Necromunda and Overkill
The thing is, unless you buy a heavy weapon at gang creation you are quite unlikely to get one for ages, if ever. You tend to spend all your money replacing losses. Heavy Stubbers are a bargain for the first half of a campaign (until lots of people get T4 and multiple wounds, then you need a heavy bolter). For value they are the best weapon in the game I reckon, and just good fun (sustained fire dice are always fun). I really miss them with my gang. Plus if you get one early you can start getting xp on your heavy.
Armour is sometimes ok, but a lot of weapons will have -1 save and that negates cheap armour. And heavier armour is meant to be a rare trade item rather than available to every gang.
Yeah, the heavy stubber makes sense when you put it like that. I think that I might just run one of the house gangs as a counts-as admech group. It certainly eliminates a lot of the wackiness, and should streamline the process, I'd miss out on the exotic wargear and stuff that fits so well with an admech group, but that's the price, I guess.
Of course, if I do chose a house list, I have no idea which list to use. Pitslaves make sense in a way, with implants acting as...implants, the downside is that they are purely combat, and I'm leaning towards balance. Van Saar makes sense with the techno, but they seem pretty skewed towards shooting, so also not good. Orlocks seem like a fit, maybe?
2012/06/07 03:00:28
Subject: The Inquisitor Project - Admech and Necromunda and Overkill
Pitslaves aren't a house gang, they are Outlaws and are pretty wacky themselves. Van Saar is your best bet I'd say, all house gangs will have some combat elements and some shooting, though Van Saar do tend towards shooting it's true. Orlocks are a pretty great all round gang.
I don't think you would have much trouble with your admech gang though, I don't want to put you off. Anthony Case's Spire Brat Pack rules might work too (all about gear), never tried them myself.
2012/06/07 03:28:08
Subject: The Inquisitor Project - Admech and Necromunda and Overkill
The idea is that the two lasgunners babysit the stubber heavy, whilst a shotgun, sword/autopistol, and autopistol accompany the flamer and the evicerator. The leader accompanies a group as needed, providing healing support with healing hands and allowing early pinning recovery with embolden.
Should be pretty difficult to take down
This message was edited 1 time. Last update was at 2012/06/11 02:18:51
2012/06/11 01:25:36
Subject: The Inquisitor Project - Necromunda: genestealer cult
Don't they come with a "free" knife at creation? Well it looks good i just didn't know that Genestealer cults could get mutations. Or will this be a fluff reasoning either way I'd like to see so maybe i can glean some knowledge on how to do so crazy stuff.
2012/06/11 02:22:10
Subject: The Inquisitor Project - Necromunda: genestealer cult
Yes, everything comes with a free knife, which is why I didn't bother including it. The neophyte class, which is analogous to a heavy, (just that you can get four of them ) must take a mutation, but they cost -5 credits. The cult should be murder to play against. With quite a few models and awesome combat potential, coupled with magos' ability to redeploy d3 models after deployment, and then the fact that he ended up rolling a set of vents for territory....brutal.
2012/06/11 03:15:20
Subject: The Inquisitor Project - Necromunda: genestealer cult