Well it took longer than I expected and included a couple of missteps but my Drukhari Kill team is finally finished. I should note that I haven’t finished painting the Terrain yet but when that is done I’ll update the article with those pictures as well.
Since this was the first unit of models I had ever painted that weren’t Space Marine related I had to take a bit more time and started with a test model to check how the color scheme I had chosen for my Wych Cult would turn out.
In the photos above I was still using just an airbrush. I started with a Deep Blue from Scale 75, added a white highlight, hit the high spots with Caribbean Blue from Scale 75 and then did a watered down wash of Deep Blue again to bring everything together. The final result of that can be seen in the fourth and fifth photos. After that I sprayed some Psychotic Illusions (a color-shift metallic paint) on the weapons. I quite liked the effect on the blade and ended up keeping it but the pistol just didn’t loo right to me so that ended up changing later. I then took out my brushes and tested a few other colors on the model for flesh tones and the armor. In the last picture you can definitely see the “ugly phase” as I tested these.
I eventually decided I wanted the base color of the body suits to be darker so I ended up going back with a 20% black ink, 80% Deep Blue with minimal highlights for all of the Wyches. I still used Psychotic Illusions on all of the blades which I ended up going over again later with the brush to increase the effect. I then switched to the brush and painted all of the armored portions of the models with the Deep Blue and ended up with what you see below.
Next I highlighted the Deep Blue armor with Caribbean Blue and the large armor pieces (mostly the ones with pointy bits sticking out) with a mixture of red and silver because I didn’t like the way the ruby color in my test mini looked. It came out way too pink for what I wanted for these Drukhari. I painted the rest of the metal on the pistols and swords with Copper from Scale 75.
Next on the list was hair and skin. The skin took a couple of tries to get where I wanted. I ended up doing a two layers of Rakarth Flesh followed by Drakenfhof Nightshade. I then did a layer of 50/50 Rakarth Flesh and Pallid Wych Flesh (naturally). That was followed with highlights of just Pallid Wych Flesh and then covered with Purple Tone from Army painter. I knew I wanted a blue for the hair and ended up using a graduated color scheme tha was a mixture of Army Painter and GW paints that ame out pretty well.
After that I painted the tubes on the armor a green to yellow doing a tiny amount of wet blending, picked out all of the details and painted the bases and that was it! Please let me know if you have any comments or suggestions as I have at least five more of these to paint for the Drukhari army I’m trying to build.
I’ve been trying to decide what to do for my next Warhammer 40K army for quite a while now and honestly I’ve been leaning towards Dark Eldar (or Drukhari as the kids call them these days) pretty much the entire time. I finally got my Ultramarines to a place where I feel comfortable starting a new project and decided to start with the Kill Team box.
I’ll post updates throughout the next couple of weeks as I try to take the box from sprue to table. Below you can see the built wyches. I decided to only use one special weapon, the shardnet and impaler, because I plan to have one of those in every unit of wyches I run in regular 40K games.
After they were assembled and the glue had dried I began work pinning them to some custom bases I bought from secret weapon miniatures. Since wyches come on slotted bases I clipped the majority of the slot off, leaving just the portions directly under their feet. I then drilled a hole into the custom base to match the remaining portion of the slot and used super glue to adhere the model to the base and green stuff to fill in any gaps.
The next step was priming the models and the two pieces of terrain. I did this with my airbrush since it hasn’t stopped raining here in about 3 months so I can’t use rattle cans. I’ll be doing the next steps with the airbrush as well and posting the results along with paints used when they are complete.
Join us as our scouts complete their sweep of the Kain, a drifting science vessel found near the outpost of Purgatory.
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Join us this week as the players settle into their roles as Space Marine Scouts for the Dark Angels. Trouble starts immediately as something strange is going on onboard the Imperial ship assigned to take them to their first assignment.
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Listen in as we create characters for our new Warhammer 40k themed Savage Worlds Campaign. The players are all making new Space Marine Scouts in preparation for their fist mission. Check out our Obsidian Portal page for all of the rules we use!
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Danny and Matt chat a little about what we have planned coming up for the Goblin Beat and ask for your feedback on what you would like to see. We also talk about the Fate Core KickStarter and how awesome it is! Check it out and remember to love a goblin today and make the world a better place.
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This past summer I along with several other members of the Goblin Beat went to DragonCon here in Atlanta. One of the items I came back with was a copy of the Savage Worlds Deluxe Explorer’s Edition rule book. I had heard of Savage Worlds before but none of us had ever played the game so after attending a panel talking about the future of Savage Worlds and where the brand was as a whole I couldn’t resist picking up the book one evening. A week or two after DragonCon was all over I finally got around to picking up the SW book and reading through it and wow was I impressed! I’ve been playing pen and paper RPGs for twenty years and I have never found a rule system as simple, intuitive, fun and fast paced as Savage Worlds.
I quickly setup a campaign for our podcast using Savage Worlds rules and the world of Warhammer 40k as the setting, and I think it is safe to say that everyone loved the rule system as much as I do. Savage Worlds uses regular playing cards for initiative, where the highest value card goes first, the next highest second and so on. I bought a dark set of playing cards from Bicycle to go with the feel of our game which helped to set the mood as well. Combat is fast even when using our dry erase grid map, and everyone learned how to use their characters within the first round of combat, which took less than five minutes with four players!
Bennies were another big hit with the group. In Savage Worlds each player starts every session with three bennies. You can use anything to represent these but we bought a few packs of the actual Savage Worlds bennies, which are specially made poker chips. Any time a player’s character fails a roll they can spend a benny (short for benefit) to roll again. They can also spend a benny when their character is hurt to make a ‘soak’ roll and ignore the damage. Bennies also work great as mid-session rewards for players; if they do something amazing or do a great job role playing their character you can reward them immediately with a benny.
The mechanics of the game are also simple, every trait and skill that a character has is given a value of d4, d6, d8, d10 or d12. To use the given trait or skill the player rolls the associated die and on a 4 or higher they succeed. There are a few cases (such as opposed rolls) where this gets a little more complicated but that is the main mechanic in the game, and it is simple and works great. It is so simple in fact that I also now run a campaign once per week for my kids, where they are local heroes in a small town in a fantasy setting. They all picked the game up within the first few minutes as well and are constantly talking about how much fun they have, and the youngest is only four and a half!
Currently I’m preparing another campaign using the Realms of Cthulhu setting for our podcast that we will change out with the Warhammer 40k and our normal D&D podcasts. If you have read many of the reviews on our site then you know I am a huge fan of the Cthulhu Mythos and I’m extremely excited to get started with those games. Look for a review of the Realms of Cthulhu setting guide soon.
Written by Graham McNeill and originally released of June 2006 False Gods is the second book in the Horus Heresy series. The cast of characters is very much the same as within the first book and even with the change in authors these characters still feel like the same ones from the first book. That is with the one glaring exception of Horus himself. Please don’t get me wrong, I know that for the Horus Heresy to happen it is necessary for Horus to commit Heresy, I simply didn’t find the sudden way in which it occurs within this book overly gratifying or believable.
Similarly to the first book this story revolves largely around Garviel Loken, Captain of the 10th company of the Sons of Horus Space Marines. The remembrancers assigned to the expedition that featured in the first novel are also prevalent in this story. The worship of the Emperor, which was seen in one or two characters in the first book, explodes as the tragedy of Horus’s near death causes the mortal members of the 63rd expedition to turn somewhere for guidance and hope. The fighting on Davin 3, one of the planet of Davin’s moons, is particularly interesting as we see the forces of Chaos in large numbers for the first time in the series. Here the entire imperial force that assigned to govern Davin has been converted into forces of Nurgle, mainly plague zombies. This part of the book is very interesting and overall False Gods does a great job of both keeping the action going and forwarding the over arching story of the Horus Heresy.
I did enjoy this book and will certainly continue to read the Horus Heresy series but I’m still a bit sour about how quickly Horus decided to turn his back on the Emperor and attempt to put himself in charge of the destiny of mankind. Next up: Galaxy in Flames!
Well, more graphic might be a better way to put it. Black Library announced yesterday that they are working on a series of Graphic Novels for their beloved Horus Heresy series. The first book, which will weigh in at 100 pages, will be out in November of 2013. That’s a lot of advanced warning on a Graphic Novel but that just gives everyone more time to geek out about it. The book will be called Macragge’s Honour (complete with the British/correct spelling of honor) and “explores the epic naval battle that starts in Know No Fear when Kor Phaeron escapes in the Infidius Imperator and Chapter Master Marius Gage gives chase.”
This looks like a winner to us, what do you think?