Homeworld for Wayward Space Dwarfs

Devoted to the Preservation, Collection, Conversion, Painting, and Resurrection of Space Dwarfs.
Beards for the Beard God!

Showing posts with label paranoia. Show all posts
Showing posts with label paranoia. Show all posts

Sunday, October 9, 2011

Fixing a Hole in the Hungry Ghosts Squadrons

Part 1 of the new Hungry Ghosts painting campaign is to fill in the gaps in the existing squads to give them all the bonus mascots, banner-bearers, corpses, and tombstones.

Legios Moriad XIV Command Squad

The Hungry Ghosts Command Squad was already largely complete, but had no official corpse. This was fixed by adding the Vaporized Troubleshooter miniature from the Paranoia range.

The Vaporized Troobleshooter is a small miniature, so it was given some additional bulk by gluing it first to a GorkaMorka base, and gluing that GorkaMorka base to a WFB small square base. This gave some space to add detail to the pile of rubble. The computer and lasgun muzzle were already part of the mini, so more dead trooper was added in the form of the pelvis and partial legs of one of the Skeletons from the Skeleton Horde set.

On the right side, we can see the boot and strap molded to the mini. Another slice of bloody leg was added under the computer, and assorted metallic bits were mixed in with the usual black gravel added to the base.

Iron Claws Special Weapons

Another small couple of jobs for the Iron Claws Special Weapons Squad from the Rotted Hearth Infantry Platoon. As with the Black Stars Special Weapons Squad, the Iron Claws were joined by one of the Necromunda Giant Mutant Rats. This rat was painted with an orange-brown pelt to blend with the bright colors used for the Iron Claws troopers.

The Iron Claws also needed a Tombstone. Theirs was made more battered and blasted than most, evidence of the combat that resulted in the many dead Space Marines bits on the Squats' bases (which count as the Corpse for the Iron Claws.

The Underdeepers Banner-Bearer

The Underdeepers Infantry Squad from the Rotted Hearth Platoon was also already mostly complete, but had no Banner-Bearer. This was fixed by providing a Dark Eldar Raider banner bit to Trooper Eeg Niner, The banner was painted in a typical scheme for the Hungry Ghosts of red and Beaten Copper, bearing the Legios Moriad regimental number XIV.

The banner was made pleasing to the Skull God with the addition of a Skaven Stormvermin Skull standard top.

From the back, we can see that the banner has been planted in the base of Eeg Niner rather than directly attached to him. Didn't feel like breaking out the green stuff.

Saturday, October 8, 2011

Fall Preview: The Mouth of Madness and More Chaos Squat Conversions

Hungry Ghosts has now relocated on the Red Line betwixt the Alewife and the Braintree. Seriously, not making that up. HP Lovecraft territory. Hungry Ghosts is still settling down to business, but has mostly repaired the damage done to dwarfs flying over Detroit.

Hungry Ghosts has also been a busy little list-maker, and has finally found a way to cram all of his Squats into the Hungry Ghosts army list. The Legios Moriad XIV Squats of Citadel have also been joined by almost all of his non-Citadel Space Dwarfs, except for the truly daunting hordes of Bob Olley's Scrunts.

Hungry Ghosts has also reneged on his Catachan-character plan, and selected and/or converted Squats to fit most of the options in the Imperial Guard army list.
But that was not enough. As some readers may have noticed, technology has led to the production of many more interesting bits than in the past, especially heads. So, much like in the classic film Hardware, the bits bins at Hungry Ghosts HQ were used to cobble together bodies to suit our extra heads. So here we will have a brief tour of some of the upcoming conversions.

First, the Mouth of Madness. Which Hungry Ghosts just watched again last night.


Hungry Ghosts is obsessive enough to assign each squadron a useful Vox-Caster communications trooper where available in the army list. Each squadron as well receives a totally-irrelevant-in-game-terms Banner-Bearer trooper. The Squads of Squats are then joined by a mascot of some sort (lots of giant rats!), a corpse model, and those cute little tombstones bearing the name of the squadron.

For the 2nd Command Unit of the Legios Moriad XIV, the roles of Vox-Caster, Banner-Bearer, and corpse have been combined. Thus was created this monstrosity named Lt. Hoorn Lawaaierig. Hoorn's Squat part is made from the Iron Claw Casualty with Helmet. As HG tries to avoid using any individual minis more than once (except for those awesome Chaos Squats in Power Armor and Irn-Bonce (whose 25th birthday was celebrated this year)) the second ICCwH was disguised with the cyborg head from the Chaos Marines Defiler. And a bunch of antennae. If Robotech taught us anything, it was that you can never have too many antennae.

Lt. Lawaaierig's ambulatory half is a rather surly looking robot from Citadel's ancient Paranoia miniatures series, who is also packing the Las-Power (Space Marine Close Combat Sprue). The 'bot is also bearing the command unit's banner upon its head.

From above, we can see that our dead Squat is in a state of unholy animation through the servo-arm of the robot. And that the banner itself bears a repulsive snout.

For those who cannot resist knowing all of the bits, Hoorn has an Orc's Hair-Squig for a beard. Sticking out of his head are a Lizardman Saurus club, a Battlefleet Gothic Space Cruiser Large Antenna with a slice of an Epic Chaos Champion Bolter Gun stuck on the top, 3 smaller BFG antennae, and 2 Epic Banner Poles from when Epic 40K used square bases (one jutting out on top left, one bottom right). His right shoulder has a Dark Eldar rifle barrel poking up, and his left hand is accessorized with the bottom part of an Epic Space Marine Drop-Pod Deathwind Cargo bit with yet another BFG 'tenner, which is joined to his body by part of an Imperial Guard Las-Cannon thick wire bit. Hoorn's flat casualty back is jazzed-up by a skull and crossbones symbol from the WFB general evil-critter shield-emblem sprue.

The Paranoia Robot is embellished with a bit of tubing in the front, which is not detailed enough to figure out where it came from, an extra-long antenna which is actually a railing from the old version of the Rhino, the bottom part of the haft of a Chaos sword, a Tau Fire Warrior antenna, and half of a set of binoculars from the Space Marines Scouts (I think). The banner is an Imperial Guard Tank Antenna topped by a Tomb Kings Standard top, with the snout from a Tyranid Biomorph I-don't-remember-what-it-is weapon.

Now Burnt Scorpions Lammoth and Gundabad

The Mouth of Madness was quite the bits-o-rama, so we will finish this Hungry Ghosts entry with a couple of less insane conversions.

First is Specialist Sruihoth Lammoth and his Plasma Gun. We have seen a bit of him before, but now he is fully assembled. Spc Lammoth is based on the Marauder Chaos Dwarf with the separate Crossbow bit, and was converted in a way that did not remove any bits of the mini, since he is a bit rare.

In place of the crossbow, Lammoth has a large Plasma Gun constructed from part of an Epic 40K plastic Knight Paladin gun arm. It has been supplemented with the tip of an Eldar Fusion Gun and two Fusion Gun ammunition bulbs. The tubing extending from the rear of the Plasma Gun is made from Skaven Night Runners tails, and a couple of generic curved blades were added to the front to go along with the horns added to his head and increase general spikiness.

In addition to the horns, Lammoth has been given a Big Hat echoing the style of the Chaos Dwarfs from the mid-1990s. Big Hat comes from the WFB Empire Wizards sprues, with an Orc Hair Squig to give a Fez-type appearance.

From the left side, we can see that Lammoth is craftily aiming his Las-Pistol at the enemy as well as his Plasma Gun. The Las-Pistol is also from the Eldar Weapons sprue, and the hand is also Eldar, from the early 90s sprue with wiring extending to his elbow, which features (surprise!) another Tau Antenna.

Lammoth is joined by another plastic Skaven rat, with a spined back to go along with Lammoth's horns and weapons. Our rat is also embiggened with a very big spike on his head (part of an Ogre hand) and a bloated engorged eye (Chaos Spawn).

Decorating the base is a thin spiny branch from the Wood Elf Dryads sprues, one growing through a human ribcage and skull. The branch was planted in an Imperial Guard boot, to suggest that it is the upper torso of the Guardsman intertwined with the Dryad branch.

One last look from Elf-height.

Storm Trooper Wuakanda Gundabad, the last of the 10 Burnt Scorpions, is a much simpler conversion. Gundabad has the body of the Squats Hearth Guard Warlord, with large horns and ribbed ridges. To continue with the ribbed ridges of the body, Gundabad's right arm was made from a spiked Ogre Fist and an ancient Eldar Lasgun (RT04 Space Elf Mael Nightwing).

Gundabad's left arm is long and spikey, like his horns. It is from the Skaven Abomination sprues. And Gundabad is joined by the 4th, and last, variant of the 1980s Dark Horse Miniatures Teenage Mutant Ninja Turtles Mousers.

Next time miniatures that are actually painted!

Thursday, July 7, 2011

Intermission: Hungry Ghosts Plays RPGs

It is July, and Hungry Ghosts is moving from The City That the Transformers Would Destroy to the Ancient Land of Witch Trials. In the spirit of traveling back in time, Hungry Ghosts will entertain his Beardlings with tales of Games Past. Hungry Ghosts makes some strange miniature conversions, but the madness started long ago. Gamemasters: Heed this warning.

The Saga of a Problem Player

In gaming, many people play a kind of idealized version of what they would like to be in real life. I was the albatross around their necks. Excessively vicious, entirely useless, or completely insane were the kinds of characters I played. I am what is known as the Problem Player.

At one I-Con, some guy was having a play-test of his home-brewed game, and let us be whatever we wanted. So I say "Even Kender?" "Yes, even Kender." "And 'multiple personality disorder' is a disadvantage? I get more skill points to compensate?" "Yup." "Can I pick the personalities?" "Go ahead."

Thus was born a Kender Cleric of Cthulhu, with Mighty Cthulhu as one of his multiple personalities. So he was an obnoxious kleptomaniac with pockets full of melty butter, dead bugs, and your spare change under the best of circumstances. But when in the Cleric of Cthulhu personality, he would summon himself as Mighty Cthulhu, and try to eat the faces of the other players.

Whatever the game, when multiple personality disorder was allowed as a disadvantage, I took it.

I was banned from playing the Star Wars RPG because I wanted 2 characters - a one-armed Wookiee who could speak only Kashyyk, with a Robot arm as translator and weapon, who did not get along with each other. Thus bringing up the existential question "an angry Wookiee will rip the arms off of a person, but will he rip off his own arm?"

Banned from Vampire as well. No Chimpanzee Vampires allowed. And no retarded redneck Vampire. No 4-year old child Vampire.

I can also tell you that the look of terror in the eyes of your adventuring companions when your Elf Fighter/Magic-User charges into battle wielding 2 Wands of Wonder is priceless.

Mr Biggles

And then there was the Gnome fighter, Hubert Biggles, who refused to reveal his character class to the other players, as no one in a real fantasy world would go about asking "what character class are you?" Yeah, I just said real fantasy world. Hubert Biggles also refused enter battle directly. He insisted he was a chef and was adventuring to raise money to build his restaurant.

When Skeletons attacked in the forest, Hubert used his grappling hook to lasso a Skeleton and tie it to a tree, then beat it to bits.

Once we reached the caverns of the Orcs, Hubert skittled around to behind the Orcs, taking advantage of his small size. Then he "assessed the treasure situation" while the other players lost hit points. After the Orcs were slain, the Adventurers could hear Ogre-speak in the next cave. While they discussed what should be done, Hubert passed a note to the DM that he would cut off the head of the Orc leader, kick open the door, and present the Orc-head to the Ogres, saying "Look what has become of your Orcs! Bow before our might and we may let you live!"

The Ogres were not very impressed, and the rest of the players were quite distressed. Seeing the Ogres were not impressed, Hubert once again used his small size advantage, and tumbled betwixt the legs of the charging Ogres, leaving the other Adventurers to fight while again he "assessed the treasure situation".

After the others had been badly wounded while defeating the Ogres, we found 4 comely human women awaiting rescue.

Our Mr Biggles asked the DM "can I hit on them? You know, for waitress-harem purposes?"
"Sure, roll less than your Charisma on percentile dice for each one."

Hubert Biggles reveals that he has a 17 Charisma, and actually got 3 out of 4 rolls under 17.

In this adventure, the DM was highly amused, as he knew I was a fighter, yet had not lost a single hit point through careful use of missile weapons or small size, had grabbed all the good treasure, and entranced 3 comely human women to assist him in his restaurant quest.

But when you show up for a game with a new DM with a Gnome Fighter and three NPC human waitresses...well, it doesn't help when your friend who is playing a Ninja named Mushi-Mushi (which is what Japanese say when they answer the phone, or something like that) decides he is so impressed by the Gnome Restauranteur that he discusses the possibility of being hired as sushi chef while they are scaling a castle wall.


Death Angel

And Shadowrun. I would only play Dwarfs who used guns bigger than they were, or Elf Snipers who were never seen. Our maniac Dwarfs were named Death Angel (it was a family tradition, and Dwarfs love tradition). With lots of spiky armor.

In one incident, after needlessly starting a bar fight with some Trolls in a no-guns allowed zone (which Death Angel seriously protested and demanded to wait outside, but was cajoled into playing nice), a Troll grabbed Death Angel and threw him across the room. The spiky armor and helmet resulted in Death Angel being stuck to the wall for the remainder of the fight, neutralized and wriggling in anger.

Later, the poor GM casually mentioned that a few blocks away, we could see some Elves in a dispute with some Trolls. Knowing that the situation was irrelevant to the mission, and knowing that these Elves wore the jackets of the most powerful Elf gang in all the land, most of the rest of the players said “we ignore it and keep on going fast before they see us.”

Death Angel says “Elves vs. Trolls? Shoot the Elves!” GM again warns that these are Elves not to be messed with. Death Angel persists, as his gun is of the type usually limited to helicopters and he hates Elves (Trolls too, but they were clearly losing and Death Angel had to assist them. And ). Death Angel fires the auto-cannon at the Elves, and is vicious enough to actually kill one of the Elves and wound several others. Elves are very surprised and very angry.

Death Angel does not run away from Elves, and is now in combat with half a dozen very powerful wizards and such. His only comrade is a friend who is playing a character of the Detective class. Which is usually limited to NPCs because of its limited usefulness. And the same guy who was our Ninja-Sushi Chef.

Death Angel gets seriously wounded, but GM is the sensitive type who likes to let his PCs live if at all possible, so he says Death Angel is down to his last bit of energy but will live if he apologizes to the Elves, or successfully plays dead. Not going to happen. Death Angel says he will wait until the maximum number of Elves are close to him, checking out if he will apollywoggy or play dead enough for them to honorably let him live. Then Death Angel informs GM that he blows himself up, and hopes he takes the Elves with him.

GM and other PCs are shocked, and GM asks how Death Angel will accomplish this. Death Angel has several kilos of C-12 plastic explosives strapped to his body at all times. GM says “you need an electrical charge to set off plastic explosives.” Death Angel says he wears Shock Gloves. GM and other players demand to see character sheet. Character sheet reveals that, yes, Death Angel had the necessary equipment, and had, in fact, always planned on dying in that manner. And then destroyed several city blocks.

Our Detective friend survives, but spends the rest of the adventure burnt bright red and naked. And refuses offers of new clothing.

Other specialties of mine were playing the Useless Bard, the Slutty Druid, the Actually-Practices-What-He-Preaches Paladin, the Barbarian who eats what he kills. Or what others kill, including other PCs when they die. “But we can't resurrect him if you eat that arm...”

When given the chance to play super-powered D&D with something like 100 levels to distribute among whatever character classes you wanted and play races not usually permitted, I played a level 100 Leprechaun Illusionist.

Anton Christpuncher

The Christpunchers were my family for The Sims. I refused to buy them a house, and instead purchased a circle of cactus plants. I placed several couches, televisions, and bars inside the cactus-circle. But no bathroom.

Each of the Christpunchers, Anton and the Mrs, and our little boy-child and girl-child, had their own television. They all played their TVs at maximum volume. This made the Christpunchers engage in physical combat with each other. Which were enhanced by the alcohol. Which was the only source of food (yes, The Sims considered booze as food). Which the children also consumed.

So the drunk children fought each other. Mr and Mrs Christpuncher fought each other. They would break each others' TVs, which were replaced. The Christpunchers didn't have jobs, but a ring of cacti is considerably cheaper than a house, so there was plenty of money to replace the TVs. Lacking a bathroom, they would soil themselves and pass-out due to excess alcohol.

All notices from the game about school buses arriving to pick up the kids were ignored. All warnings about wife-beating were ignored.

Eventually, the game sent social workers to remove the children from this unsavory home environment. Eventually, the game sent the police to save Mrs Christpuncher from her husband. Which was sexist, since Mrs Christpuncher frequently started the drunken brawls.

Anton's starter funds did not last forever. The bank came to take away the couches, then the TVs, then the precious cacti. Anton was left standing in front of his bar, pounding back booze, pissing himself, and passing out. The glorious cycle of nature.

The bank repossessed his bar. Then Anton would find some money – an aunt dies and leaves him a few thousand dollars, while laying on the ground he'd find an ancient coin worth beaucoup bucks. These were used to buy more bars as needed.

The game would not let him die. I promise you that I did my best to kill him. But the game would not let him die.

Problem Player Becomes Game Master

Given these shenanigans, attempts have been made to move the Problem Player to the other side of the Wall of Fear and Ignorance (which is what the GM's screen is actually called in Paranoia).

Of course, I chose the most lethal games.

Rulemaster

Rolemaster was known for its insanely complicated rules and endless rule supplements (Want to know how much a diamond golem weighs? There's a table for that.). Also for its critical hits system, and its recognition that wounds bleed if you don't make them stop.

So our merry band of adventurers, having persevered through several hours of navigating the character creation system, begin their quest.

You hear a rustle in the bushes.”

Ok. We are mighty adventurers, and a pointless encounter would not come so early in the game. Let the Warrior inspect the bushes.

Warrior is Level 1, and it is indeed a pointless encounter. Or at least one meant to teach that our adventurers cannot poke their noses into anything that they see or hear. So our Warrior encounters an angry badger, who has a higher initiative.

Angry Badger makes very impressive dice rolls, and scores a critical hit of severe impact. The height difference results in Angry Badger tearing off the Warriors genitals. Unfortunately, everyone thinks that they are too important to play a character-class with healing spells or skills, and our Warrior bleeds to death while Angry Badger runs off with a snack.

No more Rolemaster.

Paranoia

Paranoia takes place, generally, in an underground city run by an insane computer after the surface world is believed to be destroyed by nuclear war. The computer hates mutants. The computer hates secret societies. Every character is a mutant, and every character is a secret society member. They must conceal this from each other and everyone else.

The city's Research & Development department likes to experiment with equipment like nuclear grenades with a 100 meter radius of effect and a 50 meter maximum launching distance. If the player characters do not test their experimental equipment, they will be punished.

The society in general likes forms to record everything. Many of the games published supplements are actually packets of forms for the players to fill out. Some try to trick players into admitting mutant powers and various illegal actions. Some ask for tongue prints or tissue samples. Players start licking forms, and are told to lick harder because the form is in triplicate with carbon paper sheets in between the copies. They get anxious about what tissue samples are required.

Even seemingly beneficial events cause distress. PC tries to use cred-stick to withdraw a bit of funds for some Bouncy-Bubble-Beverage. Machine malfunctions and gives PC a million creds instead of 10. Now PC has too much money for someone of his level and does not know what to do with it.

The game is so lethal that the players actually start with a series of 6 clones, with new clones arriving after the previous clone is killed.

How can you make this worse? Send them above ground. Far above ground.

Our anxious clones are given the great honor of piloting an experimental spacecraft to the moon, which they have no idea even exists. This creates a clone-replacement delivery problem, so the moon mission requires that the extra clones are in suspended animation and strapped to the bottom of the spacecraft.

As Paranoia is designed to create animosity among players, disputes arise while flying to the moon. PC1 threatens PC2. PC2 hides in closet. PC1 fires laser gun at PC2 in closet. Laser goes through closet door and PC2, but the closet is clearly shown on the map of the spacecraft to be directly in front of the spacecraft's engines. Boom!

This moon mission is too important to let one catastrophic failure kill the program. Luckily, the clone-container managed to separate and return to earth. And our players now know not to shot lasers in an enclosed explosive environment. So the Clone 2s make it to the moon.

But the moon is an airless wasteland, and the clones don't know they can't breathe without special suits. Time to activate Clone 3.

But the moon has already been reached by both Commies from Sov-City and evil Aliens from Outer Space. Fighting disables spacecraft, and our clones must use the escape pod to return to earth.

Oops! They left their remaining clones on the moon. And the very expensive spacecraft. They return to receive a very intensive debriefing and a very large bill.

Call of Cthulhu

This is another game where you know that your character is going to die, you just don't know if you will be eaten, disintegrated, or rot away in an insane asylum. How do you make this more evil?

Things can always get worse, as every Ukrainian knows.

You tell your players that they will not be rolling up some characters. Instead, you inform them that they will be playing themselves in the adventure. You tell them they are to deliberate to decide the values of their attributes and skill levels. Who is smartest? Who is strongest? Who can throw something accurately?

That is how.

What Have We Learned?

We have learned that the Problem Player cannot be tamed by Responsibility. The problem player will destroy his character to prove a point, to entertain himself, to have the fun of rolling up a new character, to watch a Robotech re-run.

Power will only corrupt him. And he will start by removing you from your “safe” games like D&D and Champions, and make you take Critical Hits, lose Sanity Points, and generally prove to you that inexperienced hobbits really should stick to farming because Adventuring has a very high mortality rate. Tom Bombadil will not save you from every Barrow Wight.

Or will do something terribly stupid, like wanting to play Bunnies and Burrows (based on Watership Down).

Thus, it is best to confine him to adversarial gaming situations, where brutality and treachery are expected – Warhammer, Cosmic Encounter, Magic, Axis & Allies, Mighty Empires, Risk.

But some problems can't be solved. Your Problem Player is often such because he gets bored by the simplicity of many games. He will therefore often win a disproportionate percentage of these games. Worse, though, he will know when he has no chance to win, and will either attempt to lose in the most spectacularly disruptive manner, or purposefully select an opponent to overtly or covertly favor to end the game faster.

This problem player has been banned from Trivial Pursuit and Monopoly. And will only play Japan in Axis & Allies, because the game's outcome is known if competent players are involved, and Japan has the most freedom of action because nothing Japan does matters.

Ultimately, the best choice may be to let him take a go at a multi-player video game, and let him play all the slots against himself.

Saturday, January 1, 2011

The Squats Who Might Have Been

It is a bright new year and it is time to ask: Was there a place for the Squats in the Warhammer 40K Galaxy after the Rogue Trader era and its d1000 Tables of Mutations and endless Vehicle Targeting Grids gave way to saner rules?

There's Squats in those there Citadel Journals

Of course there is a bias here in Hungry Ghosts Country, but Games Workshop was basically right- there was no reasonable way to make the Squats a distinct army.

A large part of the problem would have been financial risk. Really putting effort into the Squats would likely have involved turning the Epic-scale Squats vehicles into 40K form. And the Epic vehicles that were unique to the Squats tend toward the gigantic and expensive to produce. And the basic transport and tanks would still have to be created. Even the Termite would require special rules for underground movement. I think if there was a great enough demand for Squats vehicles other than the Termite, Epicast or Armorcast probably would have made some steps to fill those gaps.

A Squat Can't Survive on Termites Alone!

So the Squats fail at a Codex Army level. But the Squats could, and should, have been kept in the game by giving them a lower-level position in the Imperial Guard. The Squats would be like the other initial abhuman strains, the Ratlings and Ogryns. Reflecting the nature of the Squats, a nice choice would be tank and transport drivers. This would have had no practical effect in gaming terms, there would just be bearded little heads popping out of the hatches instead of clean-shaven humans.

We Demand More Jobs for Retired Blood Bowl Players!

Squat drivers could even be just an option on the tank sprue along with human types.

Smoking, Drinking, & Driving. Don't try this unless you are made of Metal.

Squats are superior Adeptus Mechanicus Tech Priests!

This AMTP made an appearance in the Chicago Golden Daemon contest in 2006. The Paranoia Scrub-Bot continues to dwell in obscurity. But don't let his Disney Eyes fool you, that right arm is a Melta-Gun.

Squats are enthusiastic operators of stationary artillery!

The motley band of rapscallions and scallywags known as Lt. Shaffer's Last Chancers would have been a welcome home for a Squat with a big gun. That is my Darksider version of Lt. Shaffer shown above.

And finally, with its vast range of possibilities, the Inquisitor game could have used a Squat character. No, I have not been crazy enough to convert an Inquisitor scale Squat, but now the genie's out of that bottle...

Great Job, Games Workshop!

Let us remember 2010 as the year Games Workshop gave us a Squat version of The White Dwarf. And a fine figure it is, one that says GW is also more relaxed about the strictness of the GRIMDARK Warhammer Universe, letting out a few GRIMDARKgiggles.

(See The White Squat painted at http://solegends.com/citle/citle2000/wdsub/sub2010wdspace.htm)


Offering a new variant of The White Dwarf each year with the subscription sounds like a great plan to me. I would be very pleased by a White Dwarf Skier reminiscent of the Alpine Ski Dwarf below (a limited release from 1989).
Be very very quiet, we're hunting assassins.


Sunday, October 31, 2010

Halloween Fun with Corpses

finally figured out what to do with that stupid Eldar head

Halloween seems to be a meh holiday for the Warhammer World. The basic problem is, How much more GRIMDARK can things be? None more GRIMDARK. (Shut up Wilson, or it's the rats again.) The whole universe is swarming with undead gods, daemon worlds, and sharp slicey horrors. Try going round with your little pumpkin bucket asking for candy in the Hell Spires of Necromunda...

But all that GRIMDARK doesn't mean we can't have some fun with corpses and casualty miniatures. Aside from the interesting issues raised by the painting gore from various species, the corpse mini gives you a chance to paint something from an army that you'll never build. One Cadian standing on the shelf is rather pathetic, but one Cadian squished under the wheels of an assault bike is the start of something beautiful.


Welcome to our hosts for our crawl through the corpses. Yes, even the Hungry Ghosts have a medical plan: Doc-Bot KillMaim666-74445369 and his Snotling aide Dammit Getoverhere.

Due to an Unspeakably Horrible programming bug in the KillMaim666 series of Doc-Bots, Doc-Bot Giggles is only fit for duty as coroner and tour guide. Ideally, the programming flaw should have been noticed from this Doc-Bot's Series Name before nearly 75 million KillMaim666s were released into the wild, but mistakes get made.

Dr Giggles comes to us all the way from Paranoia's Alpha Complex, a dimension where humans dwell underground because they have ruined the surface world. Where man worships an insane and unseen god of technology, battling to stamp out mutants, psychics, and heretics to herald a new golden age of endless bouncy bubble beverage for all the clones. Sounds familiar.

In olden tymes, before there was a Warhammer 40,000, corpse miniatures for most of the fantasy races were produced, sometimes more than one version. Here is a Beastman, 205-03 in the Citadel 1988 Catalog.

Rogue Trader arrived in 1987, with several dead Space Marines to litter the battlefields. This was the first, Ex-Brother Marine from the RT01 series released the same month as the 40K Rulebook, White Dwarf 93.

Here is another former marine, from the RT101 series released in White Dwarf 99, known only as Wounded Marine.

"Oi, my hand has joined the Horus Heresy!"

This marine is not officially a casualty, he is one of the Rhino Crew Marines from WD 103, missing original hand. These marines were offered as casualty minis in an issue of Troll in the late 1990s, but I can't remember which one.

"What do you mean, the skeleton is on the inside?"

Some Rogue Trader Armies were supplied with more corpses than others... 4 Squats, 0 Eldar.

"Yes, I'm quite certain the demon will just eat the bad bits."


Dammit is dressed as a Shark for Halloween. Impressive initiative from such a tiny mean brain.

Fewer corpses were offered during the Warhammer 40K 2nd Edition days of the 1990s. A good supply of plastic troopers and the eternally useful Skeleton Horde sprue eliminated much of the need, and allowed for more variation.

Corpse minis of the 1990s were offered mostly as some sort of "special" release, special being a very rubbery term in this context. Both the Tallarns and Praetorians were widely available for many years (yet absent from my collection).


Other corpses were made but never officially released. These Chaos Space Marines are 2 of a series of 5 made for the Horus Heresy Siege of the Emperor's Palace display at a mid 1990s UK Games Day. Hungry Ghosts Master Astropath Wendigo is present to insure any temporal fluctuations due to the presence of such asynchronic corpses are exploited to their maximum.

Warhammer 40,000 3rd Edition was released at the end of the 1990s. Thousands of Dark Eldar corpses were created as Space Marines players tried to think of something to do with the chaos elves and their jungle trees. Were the jungle trees supposed to help the DE infantry counter the Land Speeder? These dead elves arrived to me battered and broken in a giant pile of bits, and were swiftly converted into artillery blast victims.

Some newly painted Hungry Ghosts can be glimpsed behind the blasted walls, soon to appear on this interweb channel.

"No, none of them need that leg either. Put it down."

These Vostroyan Imperial Guard were the only corpse minis released during the Warhammer 40K 4th Edition days. They were available only in the Vostroyan Battalion box released as part of the 2005 Cities of Death extravaganza. Nice sculpts that go from newly dead to very dead as needed. A Cadian Wounded trooper was included in the Cadian Command box, but a Medic was included to tend to his boo-boos and kiss them and make them all better.

These Space Marine casualties are the most recent offered for 40K, as part of another of Games Workshop's half-hearted return-to-our-roots spasms. They also nicely range from "I'm not dead yet!" to "rats have eaten my face!"

Our Halloween tour concludes with this insane meeting of the minds, and bitz. 1 40K 2nd ed Snotling helper, wearing a shark suit made from Dark Eldar and Wood Elf bits; 1 Paranoia Doc-Bot, enhanced with an Imperial Servitor arm and Dark Elf Corsair pointies; 1 Warhammer Quest Snotling armed with Eldar Laspistol and Marauder Daemonette Claw (the writing proclaims his loyalty to the Gobbo Revolutionary Committee, he is also hiding a Space Marine grenade behind his back); finally his prey, 1 Imperial Guard Tank Commander who has been melted down to crispy bones (Skeleton Horde) and oozing guts (WFB 5th or 6th ed Ghoul Intestines) below the waist.

The Red Rebel Snotling came from the same batch of bits as the dead Dark Eldar, already armed with Laspistol, but nothing in his right hand. That giant metal claw was in the bin waiting for the right kind of stupid, and thus our massively top-heavy little Yarrick was given the breath of life.