Scions of Nehebkau – a Necromunda blog
Recommendations: 127
About the Project
A blog of my Delaque gang for my local club’s upcoming Necromunda campaign.
Related Game: Necromunda
Related Company: Games Workshop
Related Genre: Science Fiction
This Project is Active
A little more paint
Got some more paint down, using the colourshifts on the belt buckles. Originally went with Cobalt Blue but that was too close to the coats in colour so tried Red Goblin. Not that happy with the results, and think it’s because of two reasons. First I painted it over the Cobalt Blue coat when the colourshifts are supposed to work best over plain black. Second…I’ll get to that in a minute
Right onto the second reason. When I was putting some of the paint onto my pallet, the dropper bottle exploded open. I tried to salvage as much as I could and get it back in the bottle, but I’m sure I lost at least a quarter of it. Wasn’t a big fan of droppers before, but this has reenforced my dislike.
Getting some paint down
Undercoated with Army Painter black spray; think my can had turned as it’s gone on a bit thick on one or two spots, but nothing major.
Drybrushed with Skavenblight Dinge using a soft goat hair brush I found at The Range; got it because it looked similar to the special drybrush brushes that have been shown in a recent article here on OTT. Don’t think it gives quite the same result as those but does a good job for something that cost less than three quid. Then washed them with Nuln Oil to darken them down a bit
Next I used a bit of foam to sponge on some of GreenStuffWorld’s colourshift paints; hopefully the above pics show off the shift in action.
After that I painted the armour plates and rebreather masks/flasks with Leadbelcher and the hoses and metal parts on the guns with Boltgun Metal.
Next step will be to wash the metal parts with Nuln Oil. Undecided yet on whether to give the coats a wash to to darken them. After that I’ll move onto the coat linings and the bodies of the guns which will be purple and the skin which will be pallid with a blue tint. Will probably use the colourshift paints on the lenses of their ocular implants and possibly on the melee weapon’s too.
WiP Pit Slave
Interiors
Spent this afternoon drawing out interior walls and floors for the buildings; shaded areas are ‘scrap’. Was actually short of bits to do everything but I decided it wasn’t worth starting another sheet, especially as one of the buildings is supposed to be abandoned/ruined so I figure I can get away using the aforementioned ‘scrap’ bits as where they’ll leave gaps will just further reenforce the look of delapidation. 😉
More buildings
Plotted out the interior of this Apartment block. Originally I was going to have it be a single house, but decided to have it be multiple flats to better fit the squaller of the Underhive. The top level is going to be an Arbites barracks.
More buildings
Plotted out the interior of this Apartment block. Originally I was going to have it be a single house, but decided to have it be multiple flats to better fit the squaller of the Underhive. The top level is going to be an Arbites barracks.
Ambot update
Cephalopod Spekter
WiP robo-squid made from tacks, a paper clip and odd bits. Going to add more tentacles.
Arbites Precinct House
TT Combat Police Station that I’ll be making into an Arbites Precinct House. The gargoyles make nice snipers’ nests; just watch out for the 7.5” fall, lol. Considering having gibbets hanging from a couple of them.
First floor interior is carpeted with a wet wipe left out to dry. No idea where the statue has come from as I’ve never owned the kit it’s from. ?
Scum and villainy
Campaign map
Generating a map for Necromunda
Genetating the map is relatively easy. Select one hex and make that hex 1. Next roll a D6 and counting in a clockwise direction from the top, place hex 2 on the side you rolled. Roll another D6 and repeat for placing hex 3 next to hex 2. Keep doing this for however many territories you have. If you roll a side that already has a hex there, then place it next to that hex on its own side of that number (eg if you roll a 2 and already have a territory there, then place the new one on that teritory’s side 2).
Next randomly roll to see which hex each gang has their territory. In my case it was simply rolling a D12 for each player.
Next step is to generate remaining territories as per the campaign rules in the main rulebook.
Finally, assign each generated territory to a random hex, rerolling duplicates. In my case I again rolled a D12 for each, and rerolled if it was a hex that already had a territory assigned to it.
Optional step: To look nicer that just having numbered hexes, I drew on each hex something representative of the territory, eg each settlement is a walled town/compound, the Fighting Pit is a coliseum, the industrial territories have factories, etc.
Buildings
Dusted off and started assembling some TT Combat buildings I bought for Batman Miniature game, but never got around to building (mainly because the game dropped off at my local).
Like the modularity of Apartment B and the Abandoned Apartment (the latter is essentially a conversion of the former). As you can see it allows for the upper level from one to be stacked on top of the other to make a taller building and a shorter one.
One criticism I have for these kits is that Apartment A lacks a floor for the upper level and B and Abandoned lack floors for the ground floor. As you can see from the pics I’ve sawn the walls of A in half to add a floor in and I’ve put some of the mdf sprue left over from the kits to make raisers in the other two so I can insert floors level with the doors.
I plan on adding interior walls to the apartments to make the insides tight close quarters for games.