Author: cgnoto

  • Ork Fortress

    Ork Fortress

    This is my Ork Fortress. The STL’s might have been from Thingiverse? I don’t recall. If I figure out where, I’ll post a link here.

    I’ll start off by saying, I love this thing! The colours bring a whole table to life. The idea with the colours was that I was pulling colours from each gang that people were playing in our GorkaMorka league at the time.

    Since we had all the major gangs represented, we had a lot of colours! I also have to say that this reminds me a lot of the show: In Living Colour.

    The painting process was:

    1. Prime black
    2. Everything else was mostly painted in acrylics, although some speedpaints were used to add some washes for depth and rust.

    More time and detail could have been spent on this, and I might go back to it some day, but I find that large terrain pieces don’t need the fine detail, since they are mostly background.

  • Space Hulk

    Space Hulk

    I purchased the Files for this from JJE3D Games, although I can’t find the original site where I got them from, here’s the Etsy page:

    https://www.etsy.com/ca/shop/JJE3DGames

    The original tileset has separate floor tiles, but I combined them in Tinkercad for easier printing.

    1. This was primed with Army Painter blue.
    2. Then I painted the floors black to have a dark base
    3. I did a heavy drybrush across the flooring with a metal colours
    4. Then I sponged on a tan, light brown and bright orange to create the rust effect.
    5. I drybrushed the walls in white, then called this finished.

    Because of the extra miniatures and pieces that were placed inside, I decided that the building itself didn’t need to have a high level of detail painted on.

    I also made some sections, as you can see below, where there are just floor pieces, so I can make a larger warehouse-type room. You’ll see why if you look at the scenario below:

    While I haven’t actually played any Space Hulk with this set, I did run a GorkaMorka scenario with it, which I’ll post here:


    GORKAMORKA scenario

    This was part of a three-part series in GorkaMorka where the Meks spotted a new wreck of a spacecraft and sent the gangs out to go fetch the scrap from within. The gangs fought their way across the region to be the first one to arrive and enter the hulk to get the goodies inside.

    Scenario three: The Space Hulk

    In the previous game, the players all forced their way in through the single door.

    The Orks all stand in wonder at what this place is, then they all realize that they’re face to face with friend and foe alike. So they start fighting each other! But due to the heft of the warriors, the floor collapses, and the warriors all slide down various tunnels and hallways and end up at different entrances.

    Start:

    Each player brings in 3 warriors starting at separate individual entries. There are 9 entrances: 3 players, 3 warriors each

    The winner of the previous game chooses an entrance and places ONE warrior at that entrance.
    Every other warrior is randomly determined which entrance it shows up at, (dice roll or number draw or however).

    A warrior that infiltrates can do so, as normal – watch out for turrets and aliens! The exception is that they also can’t be within LOS of the turrets.
    
After all warriors are deployed the previous winner gets to place one free door, then ALL players get to place two doors each on either side of a hazard line. (One door per hazard line)
    *See below for door special rules

    End:

    When da bad things get out
    The match ends after 10 rounds

    The Goal:

    Be the gang that brings back the best/most scrap!
    Da Meks sent us here ta get dat scrap and dats what we’s gonna do! Dere is scrap all over da place, let’s get it! Oh, but dats fancy scrap at da back of da big room, da meks’ is gonna want dat! And if we sneak some for ourselves, well den no harm in dat!

    Special Rules:

    1.Reinforcements:
    As warriors are removed as casualties, you may bring in replacements at the end of game turn phase, once again determining randomly which entrance your warriors falls in.


    2.Scrap rules:
    Scrap is picked up at the end of your movement phase if you are in the same or adjacent square (not diagonal).

    Each warrior can carry 1 scrap with no movement penalty or 2 scrap by moving at half speed.

    If your warriors goes out of action while carrying scrap, drop the scrap in the square where they were. If your warrior was carrying two pieces of scrap, drop 1 in the square you were standing in, and the second drops one square away from where the attack came from.



    2a. Special Scrap


    For each special box taken off the board, randomly determine which archeotek it is. If you bring multiples off the board, you will get to roll for all of them and choose 1 to keep. (the Meks take the rest)

    3.Tunnels
    Scrap is blocking tunnel entrances – once removed the tunnel is open.

    Warriors that end their movement next to an open tunnel may choose to enter the tunnel – as long as the other side is open. Place the model on the opposite entrance to indicate that the tunnel exit is blocked; nobody else may come through this tunnel this turn.

    You don’t come out of the pipe on the far side until the end of the turn phase.

    4.Doors
    After all warriors are deployed, each player gets 2 doors to place.
    Doors can be placed on either side of a hazard line.

    Doors block line of sight for shooting, and cannot be destroyed. However, they do have motion detectors. A door will open at the end of any movement. The doors will auto-open at the end of your movement phase (at the same time you pick up scrap)

    
5.Is dat an alien?!
    For each door you open, scrap you pick up, melee combat and each shot made, add a d6 to the noise box. Also, add a d6 for the number of turns (turn 1 adds 1 die, turn 2 adds 2, etc.).

    As Step 1 of the end of the game turn, roll all the d6s.
    For each 5 or 6, you spawn an alien, roll a D6 to determine where it spawns (see diagram above):
    1-5 means they spawn in the room where the eggs are, on a 6, roll again to randomly determine which pipe it spawns out of.

    When an alien spawns, coming out of the pipe counts as 4” of movement, so it only has 4” left after it’s on the board.

    Each turn the aliens will charge 8″ towards the closest enemy and engage in melee.

    Alien stats:
    M4, WS3, S3, T3, W1, I1, A1, LD6

    6.Turrets!
    There are two heavy flamer turrets in the back of the room meant to deal with the Xenos threat. They are already damaged and are barely working… but they are still working.

    As step 2 of the end of the game turn, after the aliens spawn and move, the flamers target the closest xenon and fire. They will auto-kill any aliens, but Ork warriors will take damage and get caught on fire as normal.

    The turrets have 1 wound and are Toughness 3. Once destroyed, the top of the turret is knocked to the opposite side of where the attack came from.

    You may now pick up the turret and walk away with it as Special Scrap

    They are easy to kill, but they hold the aliens at bay

    What’s in dat big container?
    If the aliens overcome the turrets and there are no warriors in the big room, the aliens will head for the big container. If there are ever X aliens – game turn = 8 surrounding the big container, they will tear it open, releasing the Carnifex.

    Every turn, this reduces by 1. On turn 8 at the end of the game turn phase, the container will break open no matter what.

    The container has a toughness of 8 – the turn counter

    The Carnifex is too big to go through hallways, and it moves slowly, lumbering through the warehouse.

    M3 WS6 S6 T6 W6 I4 A4
    It also causes Terror.

  • Necromunda Terrain –  Industrial Girder Set

    Necromunda Terrain – Industrial Girder Set

    This is the colour recipe and the start.

    This is the top of the girder set, there are also bridge pieces and tower pieces to elevate this above the ground and to help add layers.

    The paints used:

    • AK Intense Deep Yellow
    • AK Acrylic Rubber Black
    • Speed Paint Zealot Yellow
    • Speed Paint Blood Red
    • Craft Smart Orange

    Steps taken:

    • Paint Yellow Hazard Stripes
    • Paint Yellow on ladder poles
    • Paint Black Hazard Stripes
    • Mix up Zealot Yellow with some SpeedPaint Medium, then paint that over the hazard lines and poles.
    • Mix SpeedPaint Blood Red with SpeedPaint Medium and paint over the rails and the steel girders.
    • Take CraftSmart Orange with a sponge and apply light bits of orange all over the piece as rust. Use the soft side of the sponge if too much orange is applied. The orange should be subtle.
    • Make a Black wash with the AK Rubber Black, paint over hazard lines, to grunge them up, and fill in cracks

    Stay tuned for the final production. Only 24 more pieces to go…

    Aaaaand done.