The Troggoth Hag is definitely a piece I believe every Troggoth army needs. It's amazing as a model and amazing on the table.
I rarely do such detailed eyes and faces but when working on a model that is the centrepiece of your army you want to spend some extra time just to make it special. This is surely the best work I have ever done on a models face and I think there is just a lot of character and emotion on the model.
My smaller Troggoths are just green and blue but for this model I felt like it really needed another color to make it pop more so I asked some people what would be best and after many recommendations I decided to go for a nice bright orange and I think it really fits nicely. This picture also shows well the addition of mushrooms all over the model. Even though my Troggoth army is based on swamp themed bases with lots of water effects the mushrooms really tie it to my Grots and Squigs that are based on more rocky bases but with lots of mushrooms. The base on this model was definitely one of the most fun parts of the process of creating it.
Here we see a detail shot of the base with the small Free Guild soldier hiding from the lumbering Hag. I love the base I did here. The water effects came out nicely and the base that comes with the Hag looks really nice after I added all kinds of fun stuff like mushrooms and skulls to it.
I started off my Nurgle army by purchasing a Glottkin and really making my list around that. I saw someone do this tree kitbash on reddit and decided to do it aswell and go for a Ghyran based Nurgle army. I got some tree trunks and stumps from Grabblecast and a ton of tufts from different places to make nice woodland bases and I think its coming along really nice. I still have to make the guys riding the big dude but It's already looking pretty good!
The back side on this model has to be my favourite part so much nice detail to do! I'm really pleased with the eyes and the banner thingy.
Painting the Glottkin has been really educational. I'm currently trying to just get a good method to painting figured out that requires as little edge highlighting as possible and I think i'm getting pretty close.
The print of the ghould shoulders worked like a charm though there are two major issues I'd like to correct:
- They are big. This might not me an issue to some people but I'll release a version that is about 20-30% smaller.
- They are too thin: I'll double their thickness since the material is too brittle. (Most of them are rather stable but some experience some damage if you don't handle them with care...well this still fits the theme of the FeC but it shouldn't happen without you activeley trying to damage it).
I relabelled them as Knee and Elbow armor for Horrors and Flayers. They are still shoulders (and Helmets) for the Ghouls. And they are magnificent Pauldrons for Ghould Kings!
Updated files will follow either this evening or at the Weekend.
Tarvad, the Knight of Shrouds, and his faithful Lord Executioner (or Cairn Wraith).
I can't decide whether to field Tarvad as a Knight of Shrouds, or Riekenor the Grimhailer, as he shares aspects with both. I've got more Nighthaunts, but they didn't have any conversions, so I didn't think it worthwhile to show them.
A Stormcast Eternal Lord Celestant is in the making, for any who want to see him.
(any constructive criticism is welcome)
Finally completed this months set of models that sees the Brayherd reinforcements. I went with a fairly straightforward paint scheme, partially because that is what I like and partially because of time. This competition really helps push to finish things. I know a bunch of "not quite finished" parts of these models but am still pretty happy with them on the table. Definitely better to be done.
I tried a bunch of different skin colors and a couple hair colors on the Ungors. Let me know what you think of them. Do they look good mixed? Should I stick with one? If so, which? I couldn't really decide.
I finally finished the chainrasps and based the Grimghast Reapers as well as the shackleghiest. Aside from some touch ups they are done and I am moving on to the knight of shrouds. Next week will see the rest of the sheets done and hopefully a nice cohesive army
I've decided to change the converted characters to Death, to me it seemed that the aesthetic worked more with Death, than with Sylvaneth. I've created a Guardian of Souls, and Made some minor changes to The Lord of the Silent Cliffs (such as adding pieces), so I had to re-prime him, but it has worked out well so far.
Apart from changing LSC (The Lord of the Silent Cliffs), I've painted some death rattle/Nighthaunt models, along with using some green-stuff to make a skeleton match LSC! Keep in mind than none of these figures are finished, so some areas might not be painted, but they will be complete soon (hopefully).
The Satirical Simulacrum, The Bullet AoS Lore Dodged
The following is a topic I've ruminated on my the precarious mechanics of 40k' as satire, but some Reddit bickering about female space marines crystalized my thoughts. While I like all of GW's IPs, 40k has always been my least favourite. Part of this is just preferring swords to guns, but I'm also put off by the fascist, racist, sexist (grimdark is wall-to-wall 'ist') Imperium of Man, the seeming 'protagonists', compared to the conflicted but humanist world of AoS.
I don't think there's anything 'wrong' with stories featuring undesirable protagonists (The Shield, Breaking Bad, even sitcoms like Peep Show and Always Sunny accomplish this). However, a common refrain when the discussion turns to, say, increasing gender representation in 40k is that this would diminish the satire. And 40k is satire, right? Well, let's talk about that.
Early 40k art tends to embody a more absurdist tone.
To very briefly touch upon the Female Space Marine argument, it's easy to see how the debate becomes more complicated. I'm usually unsympathetic to outrage about 'forced diversity' in mediums where verisimilitude or fostering audience identification is important, but I can grant 40k as a somewhat special case. The Imperium is a horror of Fascist eugenics and so I understand why people who argue that retconning in women SMs would diminish the oppressiveness (not gonna get into the whole genetic science argument, suffice to say that misogynist eugenics fits the theme of fascism). On the other hand, Dan Olson would call this the 'Thermian Argument' (basically, justifying problematic things with an in-universe explanation), which ignores the purpose and meaning of artistic decisions within a text. It's a bullet AoS has deftly dodged, with GW's focus on representation yielding diverse Stormcast, Aelves, Ghosts and Chaos worshippers.
If we're talking about the organizing idea of the tex, we're back to notions of 'satire. What is the evidence for 40k's satirical cred? 40k arrives in the late 80s. It was a product of Thatcher's Britain, part of the same counter-cultural wave as 2000 AD or Alan Moore. 40k was punk. So, is 40k a satire of the fascism it depicts?
This is a joke, obviously. But here’s the crux of my *actual* point:
40k as a milieu is not inherently sexist or Fascist, but it is a testament to the impossibility of a ‘satire’ surviving the incentives of consumer capital.
THE MODEL OF CONSUMPTION
This is not a unique problem to TT games (look at the Robocop or Starship Trooper sequels. Actually, DON’T), BUT it’s especially hard to pull off here. Indeed, the term ‘late capitalism’ can be accurately applied to GW IP. If we accept the world of AoS and 40k as an ‘art text’ (insofar as it is a composite of many different bits of narrative), we might question how the requirement to constantly sell, expand and not to ‘complete’ the story impacts its 'punk' satire. Here, consumption is the enemy of transgression. Imagine the film Network as a decades-long Soap Opera and you see my point. The 40k IP isn’t story with a narrative structure where textual ‘meaning’ can be summated, but a staggeringly huge UNIVERSE by countless authors.
This cuts both ways. We cannot go further than calling the Imperium fascist by claiming THE GAME ITSELF fascist as this would be unverifiable. The presence of a thing does not necessarily equate to the text supporting or idealising of that thing, even if it gets co-opted (and, to be clear, most satires get co-opted by someone). But we can’t pretend that making the lore more accessible, deeper and BETTER does not compromise its ‘polemic’. Superficial elements of parody do persist somewhat (the Imperium and Orks perhaps most of all), but have mostly been supplanted for a tone of greater verisimilitude. And losing some of that satirical edge doesn’t make the lore weaker. On the contrary, adding nuance and depth (good things for a game world) is antithetical to the precise, utilitarian story structure of satire. Satire, whether it is Dr Strangelove, Oh! What a Lovely War, Catch 22 or V for Vendetta, functions through the purposeful, dialectical approach to ideology and meaning within a text.
POSTMODERNISM AND THE GRIMDARK
All of this suggests that 40k is at the very least 'bad' satire (i.e. unsuccessful in deconstructing its target for criticism or parody), but bad satire is still satire. But what if it has crossed the threshold, to the extent that it can barely be called satirical at all?
40K really should be the ideal set text for a university course teaching postmodernism. And I’m not talking simply about having pop-culture references. Fredic Jamesons' critique of the post-modern move from parody to 'Pastiche' echoes some of my earlier points, and even his criticism of Postmodern architecture summarizes a lot of what I LIKE about the 40k aesthetic, that it "cannibalizes all the architectural styles of the past and combines them in overstimulating ensembles".
But it is perhaps Jean Baudrillard's idea of the 'simulacrum' which is most appropriate. I used to describe 40k's shift as akin to ‘going from Alan Moore’s Watchmen to Zach Snyder’s’, inasmuch as the satirical edge has been buried beneath non-reflective aestheticism. But, really, this is too neat a process, and it implies a kind of pure 'Ur-40k' which can be excavated. But this imposes a sort of hierarchy which does not in fact exist. As Baudrillard says:
“Today, abstraction is no longer that of the map, the double, the mirror, or the concept. Simulation is no longer that of a territory, a referential being or substance. It is the generation by models of a real without origin or reality: A hyperreal. The territory no longer precedes the map, nor does it survive it. It is nevertheless the map that precedes the territory - precession of simulacra - that engenders the territory.”
As the elements of anarchic pastiche were slowly extracted from 40k lore to make the world feel more accessible to consumers, we are left with a monolithic simulacrum: a copy of a copy of a copy (and so on). It is hyperreal; it is Grimdark.
All of these are issues which the AoS lore has sidestepped from conception. On the one hand, it simply cannot be (and isn't) as subversive as 80s 40k (it is a financially-motivated relaunch by the now-large GW corporation), but this frees from the complexity of representation. The lore's text is one which BEGAN as perhaps a little unsatisfyingly 'weightless' (goodie golden paladins fighting bloodthirsty Khorne bros). Since then, AoS has moved into more nuanced territory, whether by problematizing the idea of 'Order' as 'good (Idoenth, Khaine and even recent Stormcast lore reinforce a moral ambiguity), as well as introducing relatable nuances to 'evil' factions like the servants of Nagash or Nurgle (for which Josh Reynolds deserves most props). Free of the complication of satire, AoS is freer to explore the facets of its lore without the pressure for deconstruction.
Overall, I think that while 40k's lore is pleasingly iconic, its roots in satire will create problems as it ages. The truth is, while satire can exist in all artistic mediums including games (Spec Ops: The Line or Papers Please), tabletop wargames are uniquely ill-suited to follow through. There's the business model of perpetual consumption as well as a mechanical obstacle. The player is required to identify with their army insofar as they are using it to win, but to actively connect the toy-soliders to in-universe characters is optional self-work rather than anything reinforced in mechanics. This is not to say that you couldn't make a satirical board game (not the same thing as being funny: Bloodbowl is funny but not really satirical). I don't have an extensive board game knowledge so I'm sure there are examples of games which utilize player gameplay to make some satirical point. But Warhammer ain't it. And that's fine: as I've mentioned, the polemic of satire is antithetical to personalizable and expansive scope of GW IP.
Ask a diehard Kaiju fan if Toho's decade-spanning Godzilla franchise preserves the satirical intent of Godzilla (1954), they'll admit "no". But you won't get them to say the franchise was a mistake. 40k has lost its satire but grown its appeal.
This has been a cunnin' fink-piece by Lorecritmork (yes, I was tempted to make more of that bit, but it's not like a mini-essay on postmodernism isn't alienating enough).
Welcome back to my blog- since the previous entry I have successfully set up my machine and run a few files off- in fact I now have enough parts for about 25 acolytes and 3 jezzails and more on the way!
For a first time 3d printer experience, the machine has been pretty smooth so far, with only a few failed parts...although it is both messy and unpleasant to clean due to the toxic resin, so I am learning a lot about gloves, masks and special filtration to keep myself from ending up looking like a plague monk!
It has been interesting to correctly match to the torsos, which has involved many test prints to check scale and position of parts. However, allowing for the fact that some trimming will always be needed, I think I am at the best result I can achieve.
The next stage will be to assemble some complete kits and get paint on to see how they look, then produce enough for the full army!
Oh, and maybe make a skryre techno vortex spell pylon whilst I am at it...
I hate February. It’s hard to keep any painting momentum going, when my brain wants to curl up in the fetal position under my desk and hibernate until Spring.
And by “Spring”, I mean June. I love Canada, but it sucks too right now . Sigh.
Anywho, here’s proof I’m still making some progress on the girls:
Overall, I’m pretty happy with how they’re turning out. A big reason for the slow progress is that I’m still figuring out my colour scheme. I’m moving more to dark blue and pink, rather than purple, pink and gold.
I think the hair needs to have a lot more pure white, like my Slaughter Queen on the left. It’ll help them stand out from my regular witch elves on the table. She’ll end up on my Altar.
And I’ve managed to break two sickles already, and they haven’t even been in the battlefield. Damn.
What do you think looks best for hair?
The humble Steamtank has been a staple of the Ironweld since the inception of Age of Sigmar and a beautiful model in the Empire range in the world that was, it was only fitting then that when I came to revise the Ironweld into a new iteration that it found only only one new warscroll but three to reflect the myriad of designs that Ironweld Arsenal can mount on such a reliable workhorse of an engine. One thing I wanted to emphasis in the lore was how vital the fleets of Steamtanks (Now referred to a Coghaulers) were in the expansion of the early Ironweld, reliable and secure they can traverse landscapes hostile to the traditional horse and carts, moreover their ironhide shells can repel the weaponry of marauding tribes making them ideal escorts and transports for the arsenal of the Ironweld cities.
With that in mind I translated the original Steamtank warscroll into the standard chassis dubbed the Coghauler Bombard, known for its lethal array of weaponry able to rain death down on a foe even as its behemoth weight hurtles towards them.
With the initial Warscroll translating across well, as Ironsworn knights in their giant steeds riding across the battlefield it was time to determine how the Ironweld view and approach magic. From the outset I had been against them wielding magic itself as I do not believe every faction should cover every facet, indeed it would be far more in their nature to try and bring order to the unruly magicks that ravage the realms. With some feedback I was presented with the idea of the Reality Anchor, formed of harvested Realmstone kept in constant motion by the Coghaulers Steamengine it is able to produce localised stabilising effects much like proximity to the centre of a realm, despised by the college arcane for its obsene effect on those who seek to harness magic nearby it has been known to inflict agonising pain, even death to those who try and break through its arcane interference.
Able to dispell a single spell a turn as though it were a wizard it is perhaps the secondary ability of the Anchor that is most potent, it creates a double layered aura to impede spell casters, with the outer ring providing a small debuff to casting with the inner ring far more lethal.
Next, it was time to look at who leads the Cogstables into battle, not content to ride in some mere Coghauler each Iron Duke customises their own Coghauler to present their own unique take on their destructive potential, from the volcanic arsenals of Esoteris to the fletchette cannonade of Morghast each weapon is unique only sharing the desire to shoot more than their less noble kin. The Ironduke provides a fantastic centre piece for a Coghauler centric army, not only keeping to the theme but increasing the mobility of nearby Cogwork units (extending not only to Coghaulers but also Cogstriders and Ironsworn Templars)
As the Ironduke is a character we can look into the Command Traits available, however first as his Coghauler is a mount it can take an Artificer Cogwork, the Ironweld variant of mount traits for their elaborate designs. Key to keeping him alive for prolonged periods on the battlefield perhaps the most immediately useful comes by way of the Ironbark Bulwark, able to ignore the first point of rend for lightweight attacks.
And to ensure his own Coghauler and those around him keep going making his Command Trait the Artisan Engineer allows him to repair a single Cogwork unit a turn as though he were an Engineer!
Here we would now have a fleet of Coghaulers speeding down the battlefield with their Ironduke at the helm steering them into a headlong charge at the enemy, able to make makeshift repairs to the fleet whilst his own robust Coghauler deflects feeble blows away. When themeing your army to Coghaulers one house in particular leaps out, the House of Rok are the original innovators of the Coghaulers of the Realms, still utilising the same core chassis as when first concieved their own Cogfleet is perhaps the longest serving and most reliable in all the Weld.
Those playing as House Rok halve the damage taken on their Coghaulers when consulting the damage table, working at near optimal capacity even as parts begin to chip away.
With Artillery and Phalanx looked at I felt it was time to see how the diminuative Pressure rifle wielding Weld Riflemen could perform with the interplay of various abilities within the battletome. Their initial statline whilst reasonable is in many cases risking being outclassed by the cheaper Freeguild Handgunners, however it is the strength of the army as a whole that boosts the Riflemen into the lead.
-Starting from their own warscroll each Rifleman (barring the apprentice) produced a single shot that hits on a 4+ and wounds on a 4+ (that'd 9 shots at 100 points, 19 at 200 and so forth)
- At 10 inches or under the strength of the pressure rifle is optimal, adding one to wound rolls making it a 3+ to wound
- If unharassed by an enemy unit the Pressure rifles may reroll 1's to hit.
- When entirely stationary and in sufficient numbers and 6's to hit produce 2 hits instead of one.
So optimally the unit should be immobile, targetting a unit within 10 inches and over 10 models in the Rifles unit (Hit on 4's rerolling 1's, 6's produce two hits, Wound on 3's)
Adding in the Master of Shot, unlike the Gunmaster this model has no longer got the Engineer keyword, instead he focuses on boosting the attacks of nearby ranged Weld Guard units. In a more limited fashion than the Freeguild general his bonus only applies in the shooting phase, however with the ability to pick upto three Weld Rifles units his boost is nothing to sniff at.
Adding 1 to hit and wound rolls moves out optimal shooting scenario to:
Hitting on 3's (rerolling 1s), Hits of an unmodified 6 produce 2 hits, Wounding on 2's
By tailoring our Cogfort before the game to benefit shooting units we can look at embarking the Weld Rifles onto the Cogfort, this way one unit per turn can potentially shoot in the Hero Phase aswell as the Shooting phase doubling their damage output for that turn.
And since no House values shooting more than Oran, having Oran Ironsworn nearby means if your rifles get locked down into combat they can both retreat and shoot within the same turn.
Thanks for reading!
I have made some progress on my soul wars set. I have the chainrasps about 70 percent done as well as the spirit torment. These guys have been particularly easy to get through especially after all the other nighthaunts I have painted the last few months. Once these guys are finished it’ll be off to the reapers and stalkers with the other characters and then after that possibly the stormcasts. I will say that painting all these ghosts has been a lot of fun and I will feel a little sad once I am finished with them all. I know they aren’t the best painted models but I put forth my best effort into them and that gives me enough satisfaction to see the project through.
When desinging the rules for the Ironweld Phalanx I wanted them to feel different to your traditional Freeguild with Halberds, they are more robust and advanced but benefit far less in big units as they spend less time in trained military drills than their Freeguild variants instead relying on exquisite advancements in warfare to keep them safe on the battlefield.
For an army centred largely around shooting I didnt want the Phalanx to suddenly be combat monsters, they are a defensive melee unit that thematically forms a living wall between the oncoming enemy forces and the gunlines of the weld, for this reason they are best when stationary and being charged (as opposed to charging themselves). Adding in the Anchor the Long Lines rule allowed me to reflect the sheer lethality of flinging yourself into an organised line of Weld Phalanx, able to deter oncoming foes from risking themselves in the combat and encourging an enemy to use weaker units to absorb the halberds of the Phalanx.
One of the most common comments I have recieved is that a 4+ save would better reflect their role, however there are a number of factors interplaying within the tome that turns the 5+ save they currently possess into sheer brutal resilience.
Weldguard Phalanx naturally reroll ones to save from their Cogplate, however they can boost this to an impressive reroll of all saves if they remain stationary and lock their gears in place. A 5+ rerolling all saves is better than 4+ against rend - and only slightly worse against rend of -1
But then we can look at how the tome has elements to boost that save, with synergy at the heart of the Weld we can look at possibly my favourite of the noble houses the City of Midnight who employ extensive Cogwork augements to their populace, this grants them a resilience beyond that of mortal men. With a friendly Ironsworn unit nearby the Weld Guard can benefit from their Heraldry.
And with a Hero nearby more trained in the Military drills of the Weld they can be boosted yet further, able to form a tight knit line of Cogplate to deflect even the most savage of attacks.
The end result of combining these factors is a resilient Phalanx unit comprised of:
4+ Armour Save, Rerolling all failed save
6+ to ignore wounds or mortal wounds inflicted.
In my expansion of the Ironweld Arsenal it was important to me that everything seemed like a symbiotic melding of man and machine, each warscroll able to benefit from those around them and thus making no one more important than any others. In having modelled my Helblaster it gave me an opportunity to see how the new rules I had written could interplay to turn a good artillery piece into a great heart of an army.
So first we have the new warscroll, gone are the seperate crew that always got sniped out replaced with a combined warscroll and single base. Then to ensure viability long term on the battlefield we have the rule to replenish crew from nearby labourer units, utilising the Ironwelds training on artillery to sacrafice models in other units to keep the artillery piece firing longer
Next we have the Cogsmith, in a faction absent of priests or wizards it is the engineers of the Ironweld that provide most of the buffs to nearby units, in this case he has both the passive buff from his Engineer keyword allowing the Helblaster to reroll number of shots, but also his own rule allowing friendly Ironweld within range to always pass a save on a 6+. His Cogwork maintenance ability does not work on the artillery but is always useful to have nearby to repair Cogwork units.
As our Cogsmith is a character, and an important one ensuring the backlines are constantly firing we can give him a Masterwork Design artefact, to properly boost the artillery and stop pesky foes from hiding behind cover equipping him with masterwork telescopic lenses to spy foes behind any cover he can really enhance the damage output
And finally, as artillery is the very heart of the Ironweld we have a Battalion that brings everything together, from the ENGINEER through to the labourers to provide a screen and wound pool for the artillery crews right down to the artillery themselves.
C&C welcome as always
So, first post, I originally started collecting the Wood Elves way back in 2002 during the 6th edition of Warhammer Fantasy as it was known then (and also when all of this around us was fields *shakes walking stick*). I played a few games with the Elves but was more into 40k as more people were playing that in my FLGS at the time and it was easier to get a game in as a result. This focus on 40k continued when I stopped going to the store for games and started gaming regularly with a small group of friends and for years my Wood Elves sat in a case forgotten and gathering dust.
Then came the End Times and the Warhammer World ceased to be, replaced by Age of Sigmar. It wasn't until the release of the generals handbook that our gaming group began to take an interest in the game but pretty soon they all began to collect small armies (Seraphon, Free Peoples, Chaos Daemons, Fyre Slayers and Duardin). Remembering my Wood Elves I got them out of storage and finally began working on them again so I could have a viable force for use in the odd game here and there with others in the group.
My collection of Wood Elves includes quite a few of the old metal models (thank you Ebay!) that I remember reading about in an old Games Workshop catalogue from around 2003 but could never afford at the time (Wardancers, Mage, Great Eagle, Scouts and Waywatchers) . These are mixed in with the newer plastics (glade guard, glade riders, Wild Riders and Dryads from 2005) and then some of the models from the latest Wood Elf release some point in 8th Edition Fantasy (Eternal Guard, Wild Wood Rangers).
The name for the army is inspired by an arcane item from the 2005 Wood Elf army book - The Moonstone of the Hidden Ways. Due to the current state of things with the Wanderers not having a battletome and the old wood elf units now being legacy warscrolls I've been using the Grand Alliance Order allegiance for my army. This allows me to steal warscrolls from the other Elven (Aelven?!) Factions as I see fit in order to get as close to my old 8th Edition wood elf army lists as possible.
To this end I've been gradually working my way towards a fully painted 2000 point battle host for the last year. This list itself has gone through various iterations as I've played games with it and, although it's not designed to be competitive in a tournament setting, ive finally arrived at something that puts up a good fight whilst being representative of the spirit of my old Wood Elf army. So without further ado, here's the list:
Allegiance: Order Mortal Realm: Ghyran
Leaders Archmage on Dragon - Magestaff & Book of Hoeth Avatar of the Hunt - General - Trait: Legendary Fighter - Artefact: Ghyrstrike Glade Lord on Great Eagle - Spirit Blade
Battleline 20 x Glade Guard 10 x Dryads 5 x Reavers
Units 10 x Wardancers 5 x Hunting Hounds 3 x Warhawk Riders 20 x Eternal Guard 3 x Kurnoth Hunters - Greatbows
Endless Spells Soulsnare Shackles
Total: 2000 / 2000 Extra Command Points: 0 Allies: 0 / 400 Wounds: 136
So there it is, I've got around 1300pts of this painted up to a standard I'm happy with and will post pictures of stuff completed to date over the next few weeks. For the moment though here's my completed Archmage on Dragon:
This blog is dedicated to my Skaven clan. Please excuse me in advance for the language errors, as I am not a native speaker. I am French but I will do my best to share my clan tales in English. I intend to combine fluff, hobby and play in this blog with stories, pictures of my models, battle reports and list building. I warmly welcome any feedback and hope you enjoy the read.
The story of Clan Prepnik originates from the one of Grey Seer Bouldrak, its chieftain. A long time ago, Bouldrak was imprisoned by his sneaky-treacherous acolyte, and consumed with a powerful spell of Black Hunger. For weeks, Bouldrak was left with nothing but his basest instincts, devoured by a terrible need to feed. But he resisted. “Bouldrak is destined to great success, yes-yes. A confident of the Horned Rat cannot starve like a weak-foul skavenslave! No starving anymore, never-never”, he swore. The fear of hunger was born, and it led Bouldrak ever since.
Grey Seer Bouldrak, chieftain of Clan Prepnik
The birth of Clan Prepnik
Once Bouldrak escaped his prison and exterminated his treacherous acolyte, he began to build the largest and greatest food supplies of Skavendom. There will be so much food in this reserve, he thought, that all Skaven, Human-things, Dwarf-things and other weaklings will swear allegiance to him once the Black Hunger strikes all. They will have no choice but to beg Bouldrak or die of starvation.
Bouldrak recruited dozens of gullible and starving Skavens of the streets of Blight City and they all fled for Aqshy, the Realm of Fire. This was the perfect place to build a secret stockpile. Nobody would suspect Skaven farming on some arid aqshian land, he thought. Clan Prepnik was born.
Thanks to the devoted clanrats and the dangerous power of warpstone, Clan Prepnik managed to farm black corn on Aqshy to a very successful and profitable extent. The supplies grew exponentially, along with the clan population. Aside from farming, Clan Prepnik further increases its supplies through raids, extortion, blackmail and trade in Aqshy and elsewhere. The resources allowed to build a fortified place to keep all this food safe.
The organisation of Clan Prepnik
Clan Prepnik lives off its tremendous amount of food. Some is traded for warpstone, weapons, resources, machines, slaves and beasts. Most of the supplies comes from black corn farming, which no other Skaven clan masters more than Clan Prepnik.
The black corn is kept in gigantic silos guarded by the Grainkeepers, elite stormvermins completely consumed by fear of the black hunger. Bouldrak prematurely expose them to the same treatment he has received: being imprisoned with a spell of black hunger until they either die or escape loyal to Bouldrak. They are no Skaven more loyal to him than the Grainkeepers, and they are thus the ones who are trusted (more or less) to guard the supplies. The leader of the Grainkeepers is Clawlord Snut Grainsplitter. The legend tells he can split a black corn grain in the air.
Clawlord Snut Grainsplitter
The silos are often the target of great envy, including among some low rats of Clan Prepnik who do not always understand why food must be kept safe rather than eaten quick-now. If a thief were to be caught stealing from the silos after having avoided the Grainkeepers, Clawlord Snut Grainsplitter, Grey Seer Bouldrak (who lives in the silos) and the various traps, he would be condemned to die of starvation in the very silos of his envy.
Bouldrak monitors the population of Clan Prepnik very closely. With this much food, it would be easy to expand to a very large number of Skaven, and this is sometimes done before battle to provision for the dead to come. Yet having too many members would put the food supplies on stress and run the risk of not having enough food in reserve. The members of Clan Prepnik are given just the food they need, served as some sort of foul black porridge. Females are genetically bred to have small litters, and carefully monitored by experienced Packmasters and Bouldrak himself. When the population gets too high, a certain number of clanrats are imprisoned and left starving together, until one Skaven emerges as the sole survivor and gets promoted to Clawleader.
Clanrats of Clan Prepnik
The banner and rune of Clan Prepnik
When clanrats are not at war, they endlessly toil in the black corn fields. The manual labour is eased to some extent by the machines and foul brewages of Clan Skryre. Arch-Warlock Deerik supervises these unholy inventions to the greatest yet suspicious satisfaction of Bouldrak. Warpfire Throwers burn what is left to burn on Aqshy to make space for the crops. Gas-masked rats known as the Cornraisers throw globes of foul warpstone-infused pesticide all around to kill whatever or whoever wants to stop the never-ending cycle of black corn. Curiously, the life expectancy of clanrats toiling the fields is quite low, even to Skaven standards...
The Cornraisers spreading foul pesticides
Clan Moulder provides Clan Prepnik with huge beasts to run enormous mills. When they are not a war either, Rat Ogors and Stormfiends push millstones in circle all day and night to transform black corn into some sort of dark flour used in ignoble preparations.
Rat Ogors bred by Clan Moulder
Bouldrak is currently considering involving Clan Pestilens and Clan Eshin to begin his masterplan of spreading Black Hunder throughout Aqhsy and the Mortal Realms. Gnawholes are being pierced throughout the Mortal Realms as you read this story. Perhaps one has even appeared in your backyard while you were asleep...
<To be continued on this blog>
I finally got some shelf space cleared to set up my models. Seeing it now it seems like a lot of models but I know it isn’t enough hahaha. The chaos army is kinda lacking sitting in the back corner and that sea of dryads takes up a lot of space. It is really nice to see them all set up together for once.
Skaven are done.
And I realized that I forgot to put up a Blog uzpdate for the Gloomspite Gitz, so I'll link them too.
If you're waiting for Flesh-Eater Courts, a workable version will follow today. A minor update for them follows as soon as I get hold of a high res picture of the battletome cover artwork.
And of course, updates in a few weeks when the release errata drop.
Here are the pictures of the testprint. They fit like a charm. For all the poses which have one leg up you'll need to manually adjust the torso. 😃
From here on more intricate armor designs will follow soon(ish).
I am happy for any feedback! 😃
The Armor parts are temporarily glued via miliput, that's why you can see the yellow dots 😃 (yup the material is transparent)