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Tag Archives: Wolf Time

Make Spacewolves Grey Again!

29 Monday Apr 2019

Posted by Alex in OldHammer, Spacewolves, Wolf Time

≈ 57 Comments

Tags

Rogue Trader, Spacewolves, Wolf Time

Greetings Terrans, how goes it? It feels like an age since I last put finger to key for this blog, but really it has only been a couple of weeks! I must admit, I haven’t been doing hobby stuff as frantically as I was beforehand. I was really fired up after completing Kulo, but then I learned that the admins on the OldHammer FB group had taken down my post on him – either because of the Trump thing upsetting someone on that forum & prompting a complaint, (bad), or in a pre-emptive complaint avoidance strategy, (worse). I felt a bit deflated by this if I’m honest – I understand the need to avoid causing offence, and I hate the thought of upsetting someone for no good reason, but I also think it’s a very sad day when we can’t poke fun at politicians & are actively censored to achieve that aim… I found myself caught between being embarrassed & worried on the one hand, and indignant on the other, and I lost the wave of encouragement that I had felt for the project up until that point.  Still, it is what it is, and while it took the wind out of my sails a for a good few days, I can’t feel pissed off about it without acknowledging that the post may have pissed someone off. Long story short, I pulled my finger out & made a start on the Space Wolf side of the Wolf Time campaign… Grab a coffee & pull up a chair – there is quite a lot to discuss :-)

Firstly, I want to take some time to articulate what I’m trying to achieve with my Space Wolves – running a period campaign isn’t just a case of slapping some paint on a bunch of minis you know! ;-) My Marines needed to be contemporary to the Wolf Time campaign, way back before GW started to crystallise the Space Wolves into fur-clad, ice-gun toting Werewolf-Vikings in space. This needed some research!

The only valid colour reference material for this time is to be found in the core Rogue Trader book, and in the Book of the Astronomican itself:

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First thing to note – Space Wolves of this era are GREY. Not bluey-grey, nor greyish-blue… just grey. The RT image uses a lighter shade than the BotA cover, but that’s fine – Marines were allowed to field modify their armour colours back in the good old days, (even using camo if they felt like it!). Second thing to note is the use of yellow as the spot colour – even (it seems) contradicting the RT claim that troopers get a red stripe on their lids. Third thing to note – no fur, runes, ice weapons, or any of the other stuff that makes the Space Wolves what they are today. They are just plain old Marines that are clad in grey and yellow & just happen to be called Space Wolves! However, we also have some character sketches in the BotA, and these show the very beginnings of the evolution of the chapter into what we know today… Note the canine teeth:

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So far, so interesting, and at this point, I felt I had a good idea of how my Marines were going to look. Next, I read and re-read the verbiage relating to the Marines in the Wolf Time campaign:

“Five years ago, Commander Enoch, with nine of the ten warrior companies that comprised the Spacewlves, had joyously begun the chapter’s five hundred and nineteenth crusade. There were few warrior-brethren left now. The crusade was almost at an end. Soon they would return to their own world of Lucan and the formidable fortress-monastery that was their ancient home. Xit would be their final challenge – the last campaign of a five year mission to cleanse the recently discovered worlds of alien occupation.

The years had taken their toll on the chapter’s resources – both human and otherwise. The Restitution’s sister ship, the Vengeance, had been lost in the fighting around Tulwa. Her brave crew and half the fighting contingent died in the burning hulk. Most of the transport still lay immobile and rusting in the swamps of Jytor. It was doubtful if the Restitution was in any condition to fight, twenty seven percent of her hold capacity and thirty four percent of habitable areas were sealed pending major repairs. Over a hundred men had been trapped in the damaged sections when the threat of depressurisation forced the decision to seal. The Imperial edict that began the crusade was an inestimable honour, but its completion would allow much-needed time to rebuild the weary and depleted Spacewolves.”

Later in the Marine’s campaign orders, the book states the following:

“The troops at your disposal comprise the remaining warriors of the Spacewolves chapter of Space Marines. Much of your equipment has been expended during the crusade, and many of your brethren have fallen in battle.”

So, two things to note – firstly, the campaign refers to them as Spacewolves, not Space Wolves (as in RT). Interesting, but not too relevant from a modelling perspective. Secondly, these guys have had a proper kicking during their crusade – indeed, these troops are among the very last of their chapter! In practical terms, I felt this gave me license to be quite eclectic with my mini choice, using odd armour variants, and including specialists like medics and techmarines as regular troops, (there were no rules for these specialists at the time). Also, I figured that I could get away with quite a banged up & weathered paint job – not as grungy as the Orks of course, but not the pristine battle-plate that most people go for either.

Finally I had some self-imposed ‘rules’ that I wanted to follow for this part of the project… Firstly, no plastic minis – lead or dead baby! Secondly, full WYSIWYG, except for a few special exceptions that I’ll comment on later. Thirdly, I wanted to have squad markings that allow for easy in-game identification.

Now that I had my inspiration, vibe and rules nailed down, I got started on the six ‘Combat Units’, (referred to as ‘Howlers’ in the book, but essentially Tac squads). Each combat unit has a Sgt. With Bolter & bolt pistol, three troops with bolter and bolt pistol, and one Marine with a missile launcher and bolt pistol. I wasn’t quite ready to tackle the missile launcher Marines at this stage, (quite a lot of conversion work needed), but I did get cracking on the troops for four of the Tac squads. I also didn’t have anywhere near enough proper backpacks for my Marines, so I went third party & sourced some suitable ones from Spellcrow. I used different colours on the backpack vents to identify the squads – one vent is yellow for Tac squads, and the other shows the squad colour. First up, Red squad:

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Here’s a few more angles showing the freehand chapter badges & sculpted bolt pistols.

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Next we have Yellow squad – note the shuriken catapult (acceptable in the 80s) & comms Marine. I’ll play the shuriken catapult with bolter stats of course, but this mini is too cool not to include. Bolt pistols are sculpted on where needed.

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Next we have Blue squad – note the autogun, medic & chaplain sergeant. Again, the autogun will be played as a bolter because ‘cool’, and bolt pistols are sculpted on where needed.

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Finally, Green squad – includes another medic & sculpted bolt pistols where needed.

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So that’s it for now! Hopefully this gives you all a clear idea of what I am trying to do & why. I have the rest of the Tac squads almost ready to undercoat, and I’m about to start working on prepping the support & assault units as well. I do need some help from you guys though – one of the cool things about RT Marines is that they liked to add graffiti to their armour, like this guy:

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I’m drawing a blank on other pithy one-worders to embellish my Marines with, but if you post a comment below with some suggestions for graffiti, I’ll include them on a suitable mini ;-)

Until next time!

Makin’ Xit Great Again

14 Sunday Apr 2019

Posted by Alex in OldHammer, Scuplting, Wolf Time

≈ 32 Comments

Tags

Conversion, Oldhammer, Painting, Rogue Trader, Sculpting, Wolf Time

Greetings Terrans – exciting news today! After 8 months, I have completed Rulko and Kulo to finally finish all the Orks for Wolf Time! First up, let’s take a look at Rulko, Captain of the Guard. From the Book of the Astronomican:

“Rulko is the new captain of the guard following the execution of the traitor Gort. Rulko is a nasty ‘stab-in-the-back’sort of Ork. He prefers to advance his cause by underhand dealing rather than by actual fighting. He is armed and equipped as follows:

Powered armour. Flamer. Bolt pistol. Chainsword.”

And here he is:

I used another classic ‘Ork-in-Power-Armour’ as the base model for Rulko, but removed the power glove & replaced it with a metal Painboy arm (donated from Doc Spleenripper!). I over-sculpted the arm to match it to the rest of his power Armour, and did the same with the Doc’s saw to make it into a Chainsword. Finally, I sculpted on a wee Bolt pistol, and converted his main gun to be a Flamer (including fuel tank on the back). It’s all quite subtle work, and I think Rulko really does look like a ‘proper’ figure from that period. He doesn’t really look sneaky as per his character description, but really, how sneaky can an Ork in Power armour actually look? I painted him up predominantly red, and with less weathering & rust compared to the other PA Orks – I figured as Captain, his kit would be better maintained than the other guards.

 

Now for the big guy – Governor Kulo himself! From the Book of the Astronomican:

“Kulo is in charge of the whole base, the whole island, the whole damn world. He is a merciless, murdering maniac, and thus well cut out to run the planet. Kulo has become justifiably paranoid following several unsuccessful assassination attempts, and now prefers to rule Xit from the deepest and most secure level of Castle Kulo. He is enormously fat, and wears two suspensors just to enable him to walk normally. His maximum move is 4”, which is never increased (to charge etc.). Kulo is armed and eqiped as follows:

Conversion field armour. Stasis field armour. Two suspensors to offset personal weight problem. Two bolt pistols. Power-glove. Neuro-disruptor.”

Hmmm… Fat, megalomaniac, paranoid, political survivor extraordinaire, names buildings after himself, bit of a cunt… I don’t know why, but Kulo just reminded me of someone. Here’s how he turned out:

As you can probably guess, the current POTUS was the inspiration for this mini, and the opportunity to poke fun at the big man was too good to miss. Old RT used to be full of political commentary, (Ghazghkull Thraka famously being a mangling of Margret Thatcher for example), so really this is a nod back to those times. I hope none of my American followers are too offended – it’s just a bit of fun.

Appropriately for the head honcho, this was a very involved and complicated conversion… I started with an old Judge Dread Fatty, and added the shoulders & head from the Evil Sunz Nob from the ‘Ere we go range of Orks. His left arm comes from the mini I used for Rulko, and he has twin Bolt pistols mounted on the power glove (otherwise, how would he ever be able to use them!?). The right arm was donated from a damaged LE1 Space Orc that I picked up on the cheap – note the delightfully small hand ;-) I also changed the gun out for a new Neuro-disruptor from the Harlequin mini. Next, I added a backpack from an ‘Ere we go Mega Armoured Nob, and started adding cables and other gubbins to the mini. I wanted the backpack to look like some sort of primitive life support system for Kulo, as well as the generator for his Powerglove. Finally I sculpted on a few details – more suitably sized feet, collar & (power) tie, baseball hat, pouches, a holster & doodabs.

Paint-wise, the armoured bits were a mix of grey and black, rust and gunk. I went with the classic power-dressing blue trousers, white shirt & red tie, and the ‘Make Xit Great Again’ hat finishes the look. The Neuro-disruptor was a faff to do – I’ve never painted a crystalline gun before, so it was a bit of an experiment… I hope it works!

Here’s Kulo with his Captain, just to show the size difference between the two. Kulo is obviously a hefty lad, but I don’t think he’s so big that he looks out of scale:

Finally, here’s a group shot of all the characters from the final scenario:

 

And that completes all the Orks for Wolf Time! Want to see what a full set of Wolf Time Orks looks like? Of course you do :-)

 

Now it’s time to start the Marines, so I’ll be in another building & prep phase for a while & I won’t be posting for at least a week. Next time I do post, it’ll be all about the Space Wolves. Haarooo!!!

Navigator Fogg & ‘Kulo’s Cook’

10 Wednesday Apr 2019

Posted by Alex in OldHammer, Scuplting, Wolf Time

≈ 31 Comments

Tags

Conversion, Rogue Trader, Sculpting, Wolf Time

Greetings Terrans, I have another Wolf Time update for you this morning – I’ve finished Navigator Fogg, and an un-named cook from one of the sub-plots… Let’s start with Fogg – from the Book of the Astronomican:

“Like most Orkish navigators, Fogg is a psychic. Orks navigate by a crude process of intuition and primitive divination. So long as they stick to relatively short warp-jumps this works well enough. However, there are occasional accidents, like the one which has stranded the Charadonian fleet in the Wheel of Fire.

Fogg has a psychic mastery of 1 and a psi-level of 10. He is able to use the hammerhand, mental blow and steal mind abilities. Fogg has the following weapons and equipment:

Flak armour. Mesh armour. Bolt gun. 2 bolt pistols. 1 vortex grenade.

 

So, as a proto-Weirdboy, I had the perfect opportunity to include one of my all-time favourite minis from the Ork range – the Warphead Weirdboy from 1991. I added a suitable right arm & left upper arm, and then sculpted on sleeves, a brace of holstered pistols & the left forearm & hand clutching a bomb:

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I wish I had done a better job with the left hand – you can’t really see the vortex bomb from a natural viewing angle, but I promise you it’s there:

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In terms of painting, I wanted to make Fogg quite flamboyant, so went with bright yellow & purple as the main theme – I love his snazzy yellow boots! His hair got strongly emphasised, as did his crazy eye, complete with subtle glow effect. Other than the slight gripe with the too-subtle vortex grenade, I’m really happy with this guy, and I think he reads well as a crazy-assed psyker!

 

Now to explain ‘Kulo’s Cook’… There are a number of sub-plots in the final scenario of the Wolf Time campaign, and one of them refers to the cook, (no spoilers!). I wanted to have a few of the sub-plots in my back pocket for when I run the game, and while it isn’t necessary to have a mini to represent the cook, but I thought it would be fun. He doesn’t get named in the scenario, so I’ve christened him ‘Gore-den Ram’s-Eye’:

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Ram’s-Eye already had his cleaver, so I just needed to sculpt his chef’s apron & hat, and his right forearm & cooking pot (complete with squig gribble-stew). I didn’t give him a gun, (he’s more of a skulker than a fighter), but I’ll do a bunch of kitchen squigs for him to fight with in-game. I hope I get enough players to warrant using him!

Here’s one last pic of the two together:

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And that’s me for today! Just  ‘Captain of the Guard, Rulko’ and Kulo himself to finish :-)

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