Tag Archives: WIP

For Whom The Bell Tolls – Part 1

As soon as I saw the Noxious Blightbringer I knew I wanted one for my collection. Picture the scene if you will; the Death Guard advancing shrouded beneath clouds of toxic vapour, deamonic beasts wheeling half-seen in the clouds overhead. Thousands of shambling corpses lead the way, their low moans audible over the dense, buzzing static – no, not static but the wings of a million newly hatched flies. Louder still are the bells of Nurgle’s most devoted priests, their deep-voiced booming calling the Plague-God’s gaze so that his children might truly exult in his fetid blessings.

Of course it was something of a disappointment to discover that these were not Dark Apostles after all but rather the guardians of some kind of magic bell. At least whoever does the puns at GW may have been forced underground since the heady, Lizardmen era, but he’s still going strong (Blight Ringer eh!). Mind you, they probably should have been stopped before they got to the Tocsins of Misery…

Never mind I still wanted at least one. Indeed the more I thought about it the more I wanted a second, the visual impact of two being more than twice that of one after all. The question was, how easy would the model be to convert? As it turns out, not that hard at all.

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I was keen, as much as possible, to stick with components from the original model. After all this is a starter set figure and although many of those are picked up by old hands looking to expand a collection plenty more go to complete newcomers. With that in mind I wanted to explore how easy it would be to convert the model for someone with a fairly limited bits box to call upon. In the end I used two components from other kits; the head – from one of the Maggoth Lords and the backpack vent from a damaged Space Wolf backpack.

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Here’s the original model by way of comparison.

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And here’s the two side by side (as usual don’t give yourself eye-strain, click on the picture to make it bigger).

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I may make a few more tweaks but overall this was a spectacularly straightforward conversion. Now it’s off to the painting desk for both of them.


Any Spare Change – Part 7

How many Tzeentchian sorcerers does it take to change a lightbulb?

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Just this guy – many hands make light work!


Witch In Progress

For all that his duties bring him into regular contact with the dead, Inquisitor Morix has no more capacity to hear or understand them than the regular Imperial citizenry. Indeed it is this that has allowed him to flourish within the order, for those who hear the cries of the dead are soon driven mad by them. Only the most vocal of sprits can trouble his sleep and none but the most violent of poltergeists disturbs him as he goes about his duties. Nonetheless there is a need, from time to time, to make contact with lesser spirits, to track them as they travel the immaterial passages of their world and to interrogate those who’s knowledge is of value to the Imperium.

Within his retinue the witch Emilia fulfils this role, hunting out the lurking dead with a genehound’s tenacity and – when called upon – employing an elemental ferocity in the Inquisitor’s defence. Yet for all her apparent loyalty there are those who question Morix’s decision in bringing her into his service. Her skills are of the wild type, feral and self-taught, and she bears no official sanction. Some say she is already lost, her mind corroded by the warp, a space within her soul hollowed out just enough for some foul presence to slip in and wear her skin.

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Here we go then, the second member of my Chapel warband – the psyker. As you can see there’s still a bit of greenstuff to finish off, particularly on the back of the head and in the armpit. Once again please treat her as a work in progress but do get your feedback in, I’m keen to make this warband look as good as possible so don’t try to spare my feelings if you see room for improvement.

Of course, I also have to wonder what she’d make of encountering another necromancer in the winding halls of the Chapel…


Any Spare Change – Part 6

Some might say that I don’t really need to be building more Tzeentchian sorcerers. They might even go so far as to suggest that  I’ve got enough hanging around the place as it is and actually painting some of them would be time well spent. Naturally I reject those claims out of hand!

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In The Yellow Wood

To enter a wood is to pass into a different world in which we ourselves are transformed.

– Roger Deakin; Wildwood: A Journey through Trees

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For some of you The Chapel will need no introduction. For those new to it however The Chapel is the brainchild of Mark from Heresy Of Us and serves as the latest in what has become a growing – and extremely welcome – trend towards small-scale collaborative story-driven gaming events.

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As part of the collaborative process Mark called on the participants to design one of the Ostium Guides. For those, like me, who didn’t know Ostium refers to “an opening or entry point into a vessel or the cavity of the body”. The Ostium Guides are those who will aid the adventurers arriving on the Chapel to gain entry to the interior – for a price. They are described as capricious, boastful and bardic creatures which “fight with the skill of a dancer” and dwell within the Albino Wood on the Chapel’s outer skin. Now if that doesn’t make you think of wood elves I don’t know what will!

First off the mark of the Chapel’s participants was ImperialRebelOrk who designed a pair of unearthly, psychopomp-like figures. With the first Guides built my own creative juices clicked into action. The original brief called for a single Guide to lead your band across the surface but I found myself unable to shake off the desire to create a husband and wife team. I also wanted something more rooted in the mundane, something earthy and autumnal.

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Inspired by IRO I wanted to give my Guides long walking staffs, helping to connect them to these other, very different Guides, and to emphasis their druidic, roving nature as creatures of the xenotopic places, the byways, holloways, pilgrimage routes and hidden roads that criss-cross the skin of any world. The instrument played by the male Guide helps reflect their whimsical, musical nature and one can imagine their haunting music hanging amongst the pale trees as the walk the ghost-paths of their forest home. These are creatures attuned to the land, circulating like the air upon the planet’s surface, through the living bones of its mountains and the joyful currents of its rivers. They carry all they need upon their backs and in their hearts; a blanket to sleep under, a cloak to wrap themselves in against the rain, music and the joy of the winding road beneath their feet.

To avoid them looking too much like Wood Elves in space, with the accompanying connotations of Eldar Exodites, I used Tau heads with the slit noses carefully greenstuffed over. To me one of the key things with these characters was ensuring that they continued to look human, albeit abhuman, and that they fit into the 40k aesthetic. This latter point is harder than it first appears, 40k is defined by its towering hives and blasted wastelands and introducing creatures of the forest without them looking tacked on was challenging but I feel I got there in the end.

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As usual your feedback is welcome!


Any Spare Change – Part 2

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Do you think Princedom tempts me? The Changer has offered me that and more. It is not enough. Do you think that I would labour ten thousand years simply to claim that which was offered to my father as payment for his ignorance? No – my destiny will be so much greater. When the hour of my ascension comes it is Magnus and his brothers who shall kneel before me!

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Let there be a sacrifice! Long has humanity known the power invested in the spilling of blood. Force and influence can be bought this way, gifted from the Gods of the Warp. Even the crudest of Khorne’s dogs knows this. The greater the kill the greater the reward and so whilst they work their axe arms raw upon the weak I pursue a prize far grander.

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mazzakim-the-liar-convert-or-die-6We are bound together, Kell and I. That alone has remained true through every vision and prophecy. Be it cast in the bone runes of feral world shaman, drawn in the crystal tarot of the finest spire tops or spread in the steaming entrails of my slaves, that remains a stable nexus of fact in the shifting currents of the future. Without me he shall never live to see Terra. Without him I shall never reach the throne room in time.

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Surely this is the honour we all seek above every other now? In his hearts what warrior of the Nine Legions has not dreamed of this moment? Many believe it should be Abaddon’s kill, that he has earned it. Others think that one of the Primarchs shall take it, placing themselves forever above their brothers as Horus never could. Some even think it shall be Kharn, brain buzzing to self-destruction, racing up the steps against all exertion and agony to tear his grandsire from his throne at last.

Let it be me! Every warrior within the Eye has thought it once! Without that Abaddon could never have overcome the inertia of ten millennia spent licking our wounds and the Angel of the Abyss would be doomed to remain there.

The others would waste this kill on spite or personal glory. I shall use it to ascend. Let Abaddon take the throne of mortals when I am gone. The death of the Emperor will birth a god. Let that god be me!

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So here he is; Mazzakim the Liar, leader  of my Tzeentchian hosts. Overall I’m rather pleased with him, although I’ll need to turn those Sigmarite sigils on his wings into eyes at the painting stage. Once again though your thoughts and feedback would be greatly appreciated.


Magic is Afoot

With the power of Tzeentch on the rise I couldn’t resist summoning this cultist to do my bidding.

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