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Tag Archives: scenery

Last minute odds and ends

31 Wednesday Jul 2019

Posted by Alex in BOYL, OldHammer, Wolf Time

≈ 27 Comments

Tags

Oldhammer, Rogue Trader, scenery, Wolf Time

Greetings Terrans – last post before I head off to BOYL, so I thought I’d do a quick wrap-up of the last few bits I managed to rush through this week. Nothing stellar here, just quick and easy stuff:

Barrels, crates & gas canisters – always useful:

 

Shed for game 3 – supposed to be a storage shed, but I thought I’d have some fun with it & make the quintessential ‘I’d give it a minute if I were you’ type of convenience that an Ork might favour:

 

‘Rock Forest’, also for game 3 – these will be on a volcanic game mat, hence the colour:

 

‘Fighting pit’ for the dungeon level of Kulo’s Castle. Obviously, I can’t dig a pit in my game board, so I made a fighting cage instead:

 

Examination table for da Doc’s room (or possibly a torture table for the torture room):

 

Simple ‘gravity lifts’ to connect the levels of Kulo’s Castle:

 

Landing pad – Part of the top level of Kulo’s Castle, but it can only be reached from the air so only the Marine Jet Bikes can actually use it. The stairs are also separate, and can be used for the main stairs in the dungeon level:

 

Benches and tables for the Great Hall:

 

And finally, a rather stained & unsanitary bed for Kulo’s sleeping chamber:

 

Phew! So that’s it folks, the build & paint part of the Wolf Time project is officially done! I didn’t have time to do everything I would’ve liked to do – I would’ve loved to have a load of cupboards, lockers, bookcases, shelves of ‘stuff’ etc. but I just ran out of time. That said, I reckon we’ll be ok with all these items and with the awesome bits that other folks are kindly bringing along.

Next time I post it’ll be on the campaign itself – I’m really looking forward to the games, but it is also strange to think that the whole thing will be over soon… Endings are a funny thing – it’ll be the culmination of almost a year of work and focus, so very rewarding, but also sad to be finished in a way. I’ve learned a hell of a lot over the course of this project – there has been a shitload of organising, researching, painting, sculpting, building and collaborating. There have been many ups and downs, but one constant has been the encouragement & motivation I’ve received from you guys out there in the interwebs and in real life too – even non-gamer friends & family have been cheering me on! I want to formally thank all of those that encouraged and supported me… this is as much down to you guys as it is to me.

Right, that’s enough of the soppy stuff, I’m off to pack the car & get ready to hit the road in the morning. I’m doing all day at Warhammer World tomorrow, and then heading to Newark for the long weekend. Hopefully see some of you around over the weekend!  😊

Kulo’s Castle…

24 Wednesday Jul 2019

Posted by Alex in Mag Bellum, Terrain, Wolf Time

≈ 37 Comments

Tags

Rogue Trader, scenery, Wolf Time

Greetings Terrans, and welcome. This is it folks, the big one, Kulo’s Castle in 3D… I have been looking forward to completing this part of the project, but let’s start at the beginning, shall we? From the Marine briefing in the Book of the Astronomican:

“The stronghold is built around the ruins of a crashed Ork spacecraft, and is heavily garrisoned. There is a main entrance to the south and a separate vehicle entrance to the north. There is an additional domed area covering an aerial launch pad, through which it may be possible to bring airborne troops, although it will probably be necessary to destroy it first.”

And from the Ork briefing:

“The stronghold is built on two levels: a top ‘spaceship’ level, and a bottom ‘dungeon’ level. Kulo never leaves the bottom level except in a dire emergency.”

The original scenario used a whole bunch of GW floor tiles that were available back in the day, arranged as per the maps included in the book. I had many kind offers of PDF access to these floor tiles, but I really wanted to do something a bit special for BOYL, and so wanted to recreate the maps in 3D… no small task! But I broadly had the concept that the first level should be industrial, while the second level could be less so. I figured that the dungeon level would probably share a lot of the look of the first floor, as the Orks would no doubt salvage parts of their ship to make walls and such.

I had many different thoughts and ideas on how to achieve this, but eventually settled on using the Mag Bellum system from Heresy of Us… I spoke with Mark about it back in April, and we worked out how to recreate an approximation of the map using magnetic floor tiles and plug-in wall sections. I commissioned the project, and we went to prototyping. After a few alterations, Mark had a system figured out, and then did an incredible job in casting a total of 12.25 square feet of floor tiles & 3D printing a staggering 399” of walls and 60 edging strips! The final kit list is as follows:

  • 20 x 3”x3” smooth floor tiles
  • 12 x 6”x6” smooth floor tiles
  • 39 x 3”x3” industrial floor tiles
  • 22 x 6”x6” industrial floor tiles
  • 16 x 3” edging strips
  • 44 x 6” edging strips
  • 57 x 6” walls (including 6 with big doors and 15 with small doors)
  • 19 x 3” walls (including 4 with small doors)

Mark very kindly hand delivered all 229 individual parts at the beginning of July, and even more kindly stuck around for ten hours to help sand & clean all the bits, and then we had to glue all the magnets into the floor tiles and edging strips… 864 magnets in all!

I have spent the last three weeks spraying, shading, drybrushing and weathering it all – I think it is fair to say that this was a hell of a job, but it was finally finished on Monday night. I used the same recipe that I used on the generator buildings – remember that they were built from salvaged spaceship parts, so it made sense to keep a common palette. Once all the bits were finally painted, I put it all together and worked out a few snags – this is an advanced prototype after all! After some fettling and adjustments, I ended up with this for the top ‘spaceship’ level:

D9E3DCEB-20E6-4A0C-9C2E-CC14C605CB80

 

And then reconfigured it all with different floor tiles to create this for the ‘dungeon’ level, (with cork rocks to build the tunnel walls):

52534246-4BCC-4B02-B7A0-7E361E51FB33

 

And here are some staged ‘action’ pics for your pleasure:

E3EBA3CB-DBD8-4576-AD52-7984B8A55307678B9ACC-A5F0-45CC-97BF-754F62E4460324F8FD13-DE1E-4B87-B4D8-207B349374B4F06E08CD-FAEE-4EFE-AE0F-8A142AA7F3BF68B93A78-B589-4FC2-8F4F-AF1EF82522AED77A7564-4655-4BCB-A9C5-7EBF246C5B8B2753F7E9-79F8-499B-9DE8-31D8F96C29F004971237-4BE0-4C19-8C44-3505D3CA015004ACC182-4574-4650-937E-B958F9DE40E7EB7D1B7A-4353-459A-9696-E8AD83504C1E

 

I also picked up a nice little template for Navigator Fogg’s vortex bomb – I was going to make my own, but it was cheap, and time is against me:

E394B8FE-A38D-4132-A60B-9D2A07764B46

 

So what do you guys think? I know it isn’t perfect, and there are a few design changes to discuss with Mark, but it’s pretty damn impressive, no? Of course, it is looking a bit sparse so I need to get some scatter terrain in there! I really really need some help with this so please, if you are going to BOYL and you have any crates, barrels, book shelves, generic Orky furniture, etc. then can you pack them & let me have a lend please? I’m going to spend the remaining time doing what I can, and I’ve had some kind offers from a few people already, (James, Curtis, you sexy legends!), but the more the merrier…

Right, back to it – seven more days until I pack & head to BOYL!! Let’s see what extras I can crank out between now and then 😉

Power to the people!

16 Tuesday Jul 2019

Posted by Alex in OldHammer, Terrain, Wolf Time

≈ 34 Comments

Tags

Oldhammer, Rogue Trader, scenery, Wolf Time

Greetings Terrans, how goes it? I know it has been quite idle on this here little blog, but I’ve been far from idle behind the scenes! I’ve been working my way through more terrain for the second & third Wolf Time games – mostly items to do with power generation. Let’s go straight into scenario 2.

Scenario 2 is set at a geologically active area of the island – one where sudden and violent winds howl through a network of subterranean tunnels, occasionally breaching the surface with explosive results! I’m paraphrasing, but basically the Orks have rigged up a huge turbine from bits salvaged from their crashed space craft – this single large building caps a permanent blowhole in a rather precarious way, has a single double door and a wooden watchtower accessible from the roof. The generator is in a walled compound, along with two long huts (so reusing the ones from the first scenario), The Orks also have four control valves located around the facility to manage the flow of gasses to the generator. I haven’t built the walls yet, but the rest is done, so let’s take a look!

First, the big generator building:

This big beasty was basically assembled from a takeaway food bowl, a section of cardboard tube, an old pc fan, thick card and coffee stirrers. Additional detail was added from the ever-useful ‘Maelstrom’s Edge’ terrain sprue, plus a few odds and ends from the bits pile. Once primed, I textured the main building with Typhus Corrosion before spraying again with a pale green, and then washed, drybrushed and weathered the hell out of it. You’ve probably noticed that the turbine fan appears to be moving in the pics – that’s because it is! I figured out the wiring & plumbed in a 9v battery to spin that bad-boy :-)

 

And here are the control valves for the same scenario (pictured with a commanders hut for scenario 3 – slightly confusing know, but ignore the hut for now):

Nothing special to report here – all are from Crooked Dice, and painted in the same way as the long huts I presented in my last post. Right, on to the next scenario!

 

Scenario 3 is set in a lava field set in the midst of a stone forest. The Ork compound has two tall, cylindrical heat exchanger towers, each with a tall wooden watchtower with an emplaced Heavy Bolter in each one. The compound also has two long huts (again, reusing the ones from the first & second scenario), as well as a smaller hut for the commander and a tool shed. I haven’t finished the shed yet, but the rest is done – as before, let’s start with the generators:

These were fairly simple to build – the main buildings are just cardboard tubes with a bit of Maelstrom’s Edge bling, and watch towers built from more coffee stirrers. The heavy Bolters are on magnets, so can be placed on any of the pintles set around the outside of the watchtowers, (including the big building from scenario two if I choose). I also set some magnets inside the tubes, with the idea of connecting the two buildings with some cabling. The cable junction boxes are small crates with the handles shaved off, magnets set inside, and wires glues into small holes.

And here is the commander’s hut for the same scenario – with the roof off this time:

Nothing special to report here either – the hut is also from Crooked Dice, and painted in the same way as the long huts I presented in my last post!

 

So that’s it for Orky generators, but there is one other generator mentioned in the game – a phase field generator, that may be available to the Marines to use in the last scenario. I couldn’t find a picture of a phase field generator anywhere, but the Rogue Trader rulebook describes it as a large, heavy bit of kit that temporarily phases a small patch of matter into the warp, allowing models to create a doorway through any solid object. Of course, the field isn’t 100% stable, and can collapse with spectacularly terminal results for anyone caught inside the field when it pops! I bashed together a fairly industrial-looking bit of kit from bits & pieces to do the job, and gave it a very quick paintjob in Space Wolf colours:

I quite like the end result, despite it being a low effort affair – it actually ended up looking quite steampunk! Here’s a final shot of some Marines trying to phase their way into an Ork building:

 

So that’s it for now – I have just 15 more days to finish the project! There are other odd jobs that I may or may not get time to do – walls etc. but none are vital to the scenarios, so I’m counting these as stretch goals… However, the final critical bit of the project is a biggy… Kulo’s Castle… Wish me luck!

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