Saturday, September 2, 2017

Rogue Trader: K'Lurg Ratcha, Renegade Ogryn Cyborg

The product of an experimental brain enhancement operation gone horribly right, Ogryn Sergeant K'Lurg Ratcha emerged from the operating room with vastly enhanced intelligence, vastly enhanced mechanical aptitude and a vastly enhanced predilection and talent for extreme violence.
His Imperial creators were taken very much offguard by the extent of their own success but did not live long enough to regret it.  K'Lurg carved his way out of the facility before the anesthetic wore off and escaped into the surrounding jungle of the death world of Proteus.
The death world was no more ready for K'Lurg than the Imperial facility had been.  The cybernetically enhanced Ogryn soon fought his way back out of the jungle and onto a space ship with which he embarked on a career of piracy .
K'Lurg soon earned such an appallingly villainous reputation that the worst scum the Wailing Reach had to offer flocking to his banner.  For decades the renegade Ogryn terrorized the space lanes.  He became a major thorn in the side of The Dead Men space marines chapter, who were forced to devote ever increasing resources to the campaign to extirpate K'Lurg and his band of criminals.
Over several decades the Dead Men had several near successes in killing K'Lurg.  They poisoned him, shot him, Las-cannoned him, and destroyed a dam in order to flood a small valley on the planet Nepenthe which happened to have K'Lurg holed up at the bottom of it.  K'Lurg always survived.  The Dead Men justifiably believed they had finally succeeded in finishing their formidable foe when Captain Callixx of the 4th company severed K'Lurg's legs with a 2 handed chainsword in a desperate fight aboard K'Lurg's flagship, The Hungry Whore, then flushed the legless Ogryn out an airlock into space. Yet K'Lurg survived somehow, and was back in action within a few weeks, having replaced his lower limbs with an armored tracked chassis, and with his career goals re-oriented away from piracy and toward killing Dead Men.  It is thought that K'Lurg did in fact meet his final end when he was lured into a cottage on Ran by Chaplain. William Pil Grym and marines of the 6th company, who then called in artillery on said cottage, obliterating it with a direct hit from a one kiloton nuclear shell fired from a heavy howitzer.  No trace of K'Lurg's body was ever found, but thereafter K'Lurg's depredations permanently ceased.
K'Lurg shown some time after his brush with Captain Callix aboard The Hungry Whore, with his preferred personal weapon, a heavy beamer, and the armored tracked chassis he loved to use to grind close combat opponents to bloody pulp.
Ambush!  Famed bounty hunter Rufus Kraal, supported by hand-picked troopers of the 24th Geminions Imperial Guard Regiment, attempts to take K'Lurg by surprise.  Rufus barely escaped with his life.  None of his loyal guardsmen were as lucky.

Saturday, August 19, 2017

Rogue Trader: 2nd Platoon, 3rd Company, 9th Nepenthe Imperial Guard Regiment

2nd Platoon, 'C' company, 9th Nepenthe Infantry Regiment parades in preparation for a sweep-and-clear of a stretch of farmland in the Tantzich-Poznya region of Geminion Prime, sometime around I.C. 3460.  In the wake of the initial invasion of the Geminion system by the Ork Warlord Bloodsnort Garglephlegm, wide swathes of Geminion Prime and Geminion Secundus remained under Ork control for decades.
Having successfully contained the Ork onslaught, Imperial and Planetary Defense Forces were eventually able to squeeze the Ork planet-heads out of existence, but for many years Ork 'Kingdoms' flourished in the Geminons, and between major offensives border clashes, raids and skirmishes along the edges of these Ork-held zones were daily occurrences.
First Squad, 2nd Platoon, ready to move out on patrol.  The standard weapons configuration for an Imperial Guard tactical squad prevails throughout the platoon.  Seven lasguns, a grenade launcher and a las cannon make up the squad's basic armament.  Evidence that the squad has already seen tough fighting can be found in the cigar-chomping guardsman at front left, whose bandaged thigh and defiant expression bear mute testimony his trevails.
Some variations in uniform and equipment can be found in the platoon's second squad, though the weapons configuration remains the same.  During the Garglephlegm campaigns it was typical for Imperial guard units to replace some losses with volunteers accepted from amoung the Planetary Defense Forces.

This probably accounts for this Sergeant's lack of breastplate and other regulation equipment; note also the lascannon gunner's lack of standard issue helmet and other gear; both men are very likely colonial volunteers serving with The Guard.  And good for them.
The 3rd squad.  The equipment seen here is more to standard.  The red and gold badge of the 9th Nepenthe is clearly visible on some of the mens' uniforms.
The command squad.  The Lieutenant carries a plasma pistol in addition to his alarmingly large chainsword.  Note the blue piping on his cap, mirrored in the platoon guidon; blue is an identifying color for Nepenthian units in the Wailing Reach.
(Aside: A platoon having its own standard seemed a bit silly to me.  I decided to go minimalist and roughly modeled the platoon standard after one of those US army infantry company guidons which I have followed for so many years.  Roman numeral nine is the regimental number, the number at upper left  numeral identifies the company, and the upper right number identifies the platoon...

...If I ever do a company command squad I'll go bigger and bolder, but for platoons, I think this looks quite appropriate.)
Platoon medic, las gun rifleman and las cannon gunner, ready for scrappin' with the Orks...
These guys didn't come out as nice as I'd wanted.  I wish now that I'd gone a little lighter on the grey.
The 9th Nepenthe has a long and glorious history in the service of The Emperor, but it's a helluva yarn and I'm a bit weary to get into it now....
...Plenty of time for that in future posts...
"For the Emperor!!!!"

Sunday, July 2, 2017

Rogue Trader Adventurers: The Bounty Hunters

Bounty hunter Rufus Kraal and some of his cronies arrive on Geminion Secundus in search of the notorious Geminion gang leader Captain Clown.  An extremely hazardous undertaking to say the least.  Rufus and his friends are unlikely to survive their attempt to claim the bounty on The Clown's head, but then, Rufus has been in tight spots before.
Here Rufus is shown with his trusty bolt gun and a curious weapon which resembles a chainsword but which may in fact be some sort of force rod, since Rufus is a sanctioned psyker.
One of Rufus' oldest confederates, Bruno Kash has rejoined his old partner in hopes of getting a slice of the handsome price which has been placed on The Clown's head.  
Squat adventurer Upston Yarbles normally sticks to treasure hunting and salvage operations but the price on The Clown's head was simply too big to walk away from, so Upston has, for better or worse, thrown his lot in with Rufus.  Good luck, Upston.
Well known space pirate, thief, and roadie the Secundus Kid was recruited by Rufus because of his knowledge of Geminion Secundus and its gang culture.  He was reared in one of the planet's worst hell holes, after all.  Bruno Kash isn't too keen about The Kid's presence, however.  He suspects The Kid may be working for The Clown.  And he may be right.
"Alright, Clown!  I'm takin' you in!"

Saturday, June 17, 2017

Warhammer Ancients Chariot Wars: Hittite Spearmen

Annnnnddddd...here's the newest regiment for my Hittite army.  Not a very successful effort, unfortunately.  From a distance they look okay, up close not so much.  As my eyes get older and weaker, faces get tougher to paint.
The Ral Partha Hittite line did not include any actual Hittite infantry figures other than the Royal Guards.  The troopers in this unit are the "Anatolian ally" figures from the series and I assume they are meant to represent warriors from the ethnic Hittite colonies that dwelt far out in the Caucasus mountains.  These settlements were far enough away from the heartland of the Hittite empire to maintain a degree of independence, but from time to time they did send contingents to fight in the armies of their western cousins.
I've painted them as early Hittites.  Sort of.  I've played pretty fast and loose with it.
My sources for this era claim that the Hittites were the first people in the Mediterranean basin to discover iron, and iron weapons must surely have played a crucial role in the Hittites' successes.  They were also very successful in keeping this technological breakthrough a secret for a very long time.  It was only when the Hittite empire was finally over-run by the Sea Peoples that the secret got out and spread.  I've painted some of these warriors with iron spear heads, while others, perhaps less wealthy, still use bronze.
So.  Although this regiment is a bit underwhelming visually, alas, it at least represents meaningful progress on my Hittite starter army.  I still need to get a general, a heavy chariot squadron and some skirmishers finished.  Then I can wrap it up for now and move on to my Egyptians.
And now...back to work on more Rogue Trader 40k stuff.  I've made a lot of crazy promises to myself about what RT stuff I'd get done before fall.

Friday, June 9, 2017

Rogue Trader: Inquisitor Smyte

The mighty Inquisitor Malleo Smyte arrives on Geminion Secundus as part of the Inquisitorial Team dispatched to the Wailing Reach immediately prior to the outbreak of the third 'Stealer war.
Smyte had made his reputation as a young Inquisitor during the darkest days of the Second 'Stealer war, ruthlessly seeking out and purging 'stealer nests in the Geminions and also on Nepenthe.  He frequently worked in tandem with Inquisitor Julius Byrne, the two making an especially formidable team.
Unlike his comrades Inquisitors Heng and Byrne, who favored the employment of  what amounted to small armies of retainers, Smyte was a brooding and solitary creature.

He was normally accompanied only by a weird biomechanoid servitor and the strange being known as Lazarus Alte.
Alte's frail as wizened appearance belied his true value, for he was a master astropath and sanctioned psyker who wielded powers of appalling potency.
Well, its been fun working on these Inquisitors.  I suppose though, that this means its time I got off my butt and started painting up some genestealers for them to fight.
 So many projects, so little time.
"None can withstand us!!"

Wednesday, May 31, 2017

Enfilade 2017!


Enfilade, the convention of the Northwest Historical Miniature Gamer Society is held every Memorial Day weekend in Olympia, WA.  And every Memorial Day weekend for the last three years has found me there.  There were tons of great and imaginative games on offer in the main room, and I frenziedly snapped away with my camera whenever I got a break from hurling fistfuls of dice at the table.  I took a lot of pictures this weekend, more than in the past, and I'm throwing a bunch of them up here just for fun.  Enjoy.
First up, Doug and Seth ran a splendid Battle of Eckmuhl game, using their own rule set.  They always put on a fast, furious and fun game.
Some naive person put me in charge of Davout's enormous corps at the very heart of the French army.
Like some monster Oliphant, my horde fought its way up the table, annihilating my friend Ron's corps and - briefly- taking some of my objectives.  

The Austrians had done a good job at hollowing my formations out on my way there, however, and I turned out to be pretty easy prey when, in the game's final rounds, they threw their entire reserve at me and wiped me out.  Oh well.  Getting wiped out is always worth it if you can destroy one of your friends first.  Thanks to Doug and Seth for another terrific game.
 While the French and Austrians were kicking the hell out of each other, a pretty little dwarven civil war game was going on a table away.  The name of the game was "It all started with a labor dispute."
Reminds me of The Tragedy of Mcdeath....
 That wasn't the only underground battle being fought.   Here Germans are counterattacking in a large and lovely Vimy Ridge game that attracted a lot of attention.


great stuff.

 On Sunday Ron hosted an absolutely splendid Pulp Alley scenario.  Part Casablanca, Part Raiders of the Lost Ark and part ultra violence...
Evil Doers congregate in the warehouse.  This particular bunch never actually got around to doing any evil, but they certainly looked menacing enough.
To win, you have to successfully run some errands around town and then get your schweethheart to the plane before the Nazis take over.

My league was the Vichy French.I wad trying to get things in town more or less under control so as to keep the Germans off my back.

Rick kept following me around trying to talk me into letting him have the necessary paperwork to get himself and his dame out of Casablanca but, unsentimental swine that I was, I wasn't having any of it.
I had achieved all my objectives and was on my way to the plane when these yokels appeared in my path and started trying to kill all my guys!
The nerve!  After all, I was only trying to win.  Eventually I became irritated enough with them that I lost interest in winning and, out of sheer spite, focused on trying to kill them.
 Meanwhile the Brotherhood of the Crescent absconded with the Ark of the Covenant and flew away to win the game, which just goes to show me.
Whatever.  We headed back to Rick's place for a drink.

More below the fold....