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Category Archives: Mordheim

Empty coffins

Empty coffins

Long the ghouls have been a terrible menace – only living to feast and gnaw and prosper in the dark. To enter their realm at night meaning the same as offering oneself as midnight meal. Stay away and stay alive was the name of the game. But nevermore, for the king holds court…

Exiled and despised from the living as well as the unliving, the strigrani brought him with them. A curse for all the living, damned only to serve or be served, Morghor is reaching out to reign both night and ever-clouded day.

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Posted by on 28. December 2015 in Mordheim

 

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The Sealed City – website online

The Sealed City – website online

The website to our gaming club’s upcoming Mordheim supplement is finally online. The content is still on a basic level, but more rules and information is on its way.

Until then, don’t forget to check out this new setting. ūüôā

 
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Posted by on 16. September 2014 in Mordheim

 

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Warp lightning over Mordheim – Clan Skryre

Warp lightning over Mordheim – Clan Skryre

In this post I’ll take a closer look at¬†the Clan Skryre warband. Using the rules made by Firuz the Accursed¬†(with minor adjustments/clarifications) I played them very¬†successfully in our campaign before last vs. The Undead and Witch hunters.

The warband¬†plays equally different than and similar¬†to the Clan Eshin Skaven from the rulebook.¬†Most warbands will end up with a huge henchmen meat shield and some serious hitters in the backyard. The heavy hitters of Clan Skryre aren’t just heroes but also the Weapon specialist henchmen. Special equipment is the warband’s biggest strength – Warp lightning gives you a better hitting bow with in-built ricochet and nice but expensive upgrades. Poison wind globes can bring down the toughest enemy and are also useful for mass annihilation, if thrown into close combat (especially on multiplayer scenarios). Finally the warpflame thrower is tremendously dangerous for both sides and so frightening in its possibilities that it is able¬†determine the enemies’ whole movement. Their numerous slaves slow the enemy and protect your vital warband members, but you should never let that Overseer getting ooa or you will lose up to 60gc after the game. Read the rest of this entry »

 
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Posted by on 16. June 2014 in Mordheim

 

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Clockworkers Part 5 – WIPs of the living

Clockworkers Part 5 – WIPs of the living

While my Mordheim stuff is currently deferred in favour of my Dark Mechanicus force, I’d like to share some pictures of the Clockworkers warband’s living part, namely all the heroes and two Handymen.

My Master of Clocks Marek¬†von Stetz is nearly a pure Greatsword model with an Outrider helmet for a more prussian look. Then I added some¬†small clockwork-related bits to make him less imperial.¬† Read the rest of this entry »

 
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Posted by on 14. June 2014 in Mordheim

 

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Tick-Tock – Who are those Clockworkers?

Tick-Tock – Who are those Clockworkers?

Several of my posts involve some ominous Clockworkers, but what or who are they?

The Clockworkers are a new warband in our upcoming alternative setting for Mordheim РThe Sealed City.

Gathered under Henrik Bramstetter, a former Empire Master Engineer from Altdorf, the Clockworkers are mainly technicians who think of steam power as a dead end and study the formidable clockworks of the Sealed City. Backed by¬†the city’s extraordinary supply of moonstone, they where even able to decrypt and reproduce the mysteries of the clockwork-driven constructs, which can be found throughout the city. Read the rest of this entry »

 
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Posted by on 13. June 2014 in Mordheim

 

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Clockworkers Part 4 – Clockwork soldiers finished

Clockworkers Part 4 – Clockwork soldiers finished

While the warband is nearly built & ready (the dwarf is currently missing some anatomical healthy connections between arms and torso^^), I started to get some paint on them. Four Clockwork soldiers made it into my starting warband and are finished by now. Okay Рnot really finished, but to paint the desired OSL I definitely need some more exercise with this technique. Here you can see the results of the first painting session:

 
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Posted by on 9. April 2014 in Mordheim

 

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Clockworkers Teil 2 – Uhrwerkmodelle

Da ich urspr√ľnglich auf die Verwendung von 40k Bitz verzichten wollte, durchforstete ich die Seite von GW und s√§mtliche Bitzshops nach passenden Teilen aus dem Fantasybereich. Ergebnis: ern√ľchternd. Meine urspr√ľngliche Idee eines Modells in Vollplatte inkl. Plattenhandschuhe, -stiefel etc. war nahezu nicht umsetzbar bzw. erforderte das Zerschneiden von 10‚ā¨ an Bitz pro Modell.

Also wieder zur√ľck zum Anfang. Aufgrund des Bildes im letzten Artikel sowie des Clockwork Knights aus dem Midgard Kickstarter, fing ich wieder an, mich bei 40k umzusehen.

Midgard Clockwork Knight

Und so landete ich schließlich wieder bei den Necrons. Hierbei war weniger die Schwierigkeit, passende Teile zu finden, sondern die Modelle nicht nach Necron aussehen zu lassen. Mein nächster Einkauf war eine Box Prätorianer des Triarchats:

Praetorians

Folgende Schritte sollen also aus Necrons Uhrwerkkonstrukte machen:

  • K√∂pfe: Eines der pr√§gnantesten Necronmerkmale muss nat√ľrlich verschwinden. Ersatz bieten Chaoskrieger, deren ¬†Helme nach Entfernen aller H√∂rner eben nach Helm und nicht nach metallischem Gesicht aussehen.
  • Brustplatte:
    • Schlie√üen der L√ľftungsschlitze: Hier wird gro√üz√ľgig mit Milliput gespachtelt, sodass die Brustplatte eine sch√∂ne Rundung ergibt.
    • Necronsymbol: Hier suche ich aktuell nach kleinen Zahnr√§dern, die als Fassung f√ľr einen Mondstein √§hnlich wie beim Midgardmodell dienen. In Kombination wird das Symbol komplett √ľberdeckt und dazu wieder Details auf der Brust geschaffen.
  • R√ľcken: Die typische externe Wirbels√§ule bleibt im Gussrahmen, daf√ľr wird ein Mechanimus zum Aufziehen angebracht. Entweder eine Kurbel wie bei alten Automobilen oder die Fl√ľgelmutter? an Weckern.
  • Arme/Waffen: Hier werde ich mit Magneten arbeiten m√ľssen, um die wechselnde Bewaffnung bei Mortheim darzustellen. Da die Konstrukte nur eingebaute Waffen verwenden k√∂nnen, werden diese evtl. direkt den Unterarm ersetzen.

So viel zu meinen Pl√§nen. Nun m√ľssen alle zus√§tzlichen Teile beschafft werden und schon kann das erste Modell in natura folgen. ūüôā

 
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Posted by on 25. July 2013 in Mordheim

 

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