So this past Friday night me and my friend played through the first two scenarios that I had posted up earlier on this blog. We had a good time but it took us longer to play them then I had anticipated so we only got through the first two. It ended up being 1am a lot sooner than I thought it would and I was fairly drunk and tired by then so we called it.
We were not too familiar with the Necromunda rules or the Book rules so we had to look up quite a few rules, slowing our games down a bit.
Scenario 1 was all about avoiding the authorities whilst also finding loot counters which would get our little crews the info they needed to find the wrecked alien space craft.
We deployed 6 guardsmen in the middle of the board and took turns controlling them between turns. It worked out fairly well but when we decided to kill them with our crews we really had no problems dispatching them.
I started out with a pretty dispersed deployment putting my Inquisitor and assassin along with a couple other guys with lasguns and a flamer to my left. The Ogryn and heavy stubber fellow in the middle and my Eldar female with a crew of lasguners and hth guys to my right.
The plan was to advance up the flanks and let the heavy weapons cover the middle.
Inquisitor and Heavy Stubber man surveying the field.
The local authorities preserving the rule of the Imperium.
Miss Alisa T'kar and company advance up the right flank.
An aerial view of the battle field around turn 2 or 3.
The authorities attempt to question the Rogue Trader, but he will have none of it and dispatches them swiftly.
My Inquisitor at one point moved up close enough to one of the enemy crew and got hit with a web pistol! he stood there immobilized for a turn and decided to call off the mission. We voluntarily routed after 4 turns after having acquired 2 loot counters to the rogue trader's 3 and hoped for the best.
After rolling a d6 and adding experience points and loot counter's I had won the first battle. I added some new abilities to a couple of my crew who went up a level.
And then we re set up the board and my crew was off to find the space craft with the rogue trader in hot pursuit!
My crew started off running down the road trying to get out of town.
The Eldar set up position if a ruined building waiting for me to pass by and spring their ambush.
My Inquisitor and Ogryn take up the lead carefully advancing down the dark city streets looking left and right for any signs of the enemy.
Hearing something to his left, my Inquisitor bursts out from cover and runs into the open, spotting the shifty Rogue Trader.
The trusty Ogryn henchman turns the corner to back up his leader and trys to loose some shots at the Rogue Trader.
The Rogue Trader throws several gas grenades towards my Inquisitor and he and his crew decides its not worth pursuing the Trader and more and they continue down the road, the end in sight!
One of the Eldar attempts to sneak up on my crew but the Inquisitor spots him...
'''and makes short work of him.
At this point my crew is only about two turns away from the board edge and the Rogue Trader's crew has been severely mauled. We decided to call it with me once again being the victor.
The after action report on the Rogue Trader's crew wasn't encouraging. He had several of his henchmen die from their wounds and he didn't acquire much money.
I had several members of my crew gain new abilities and we were ready to defend our information, to the death in the third scenario.
The Rogue Trader's crew would get reinforcements including a ruffian and several citizens wielding knives as well as some transportation for the next scenario.
However, as I stated above it was rather late and we were both pretty tired so we called it a night.
I want to play the next two scenarios soon so hopefully we can get back together and finish them up. It was quite a blast.
The Book of The Arbitrator gets a big thumbs up from both of us.
Friday, October 28, 2011
Friday, October 21, 2011
My crew is done! and so is the crashed space craft
Last night I finished the bases on my Inquisitor and his motley crew of misfit adventurers. These guys were fun to do because there weren't really that many of them and they were fairly easy to paint up.
Let me know what ya think.
Here are the main characters:
Next up we have Sargent Bruhm Hulka and crew:
Then we have Alisa T'Kar and her firesupport crew:
Fyord Fairlain and Rocky:
I also painted up the crashed space craft:
So tonight is the night. I will be taking pictures and I will post up battle reports on Monday.
Cheers for now!
Let me know what ya think.
Here are the main characters:
Next up we have Sargent Bruhm Hulka and crew:
Then we have Alisa T'Kar and her firesupport crew:
Fyord Fairlain and Rocky:
I also painted up the crashed space craft:
So tonight is the night. I will be taking pictures and I will post up battle reports on Monday.
Cheers for now!
Labels: Introduction
Book of the Arbitrator,
Necromunda
Wednesday, October 19, 2011
Alternate Scenarios for Friday
Well, as things tend to happen when more than one of my gaming friends is involved, one of them dropped out of the game for Friday.
So I've had to rewrite the scenarios. Really only 3 of them because the first one works just fine for two players.
So new Scenario 2:
Setting up the Scenario:
So one of the two crews has gotten the information about where the Space Craft has landed. The other crew is chasing them down. The crew that has the information is the one that got the most experience points from the first scenario. That crew deploys their entire crew first in the 16" X 8" rectangle as shown above.
The crew thats in pursuit has tried to set up an ambush. The player controlling the ambushing crew splits up their crew into 3rds. That player then rolls a d8. That first 3rd of their choice is then deployed after the other crew into the rectangle associated with the number rolled on the d8.
The crew that is setting the ambush goes first and get +1 on all their initiative rolls on turn one.
Starting on turn two the ambushing crew rolls for their reserves using the standard 5th edition 40k reserves rules. When a unit arrives that player then rolls a d8 for that unit and it is deployed in the rectangle associated with the number rolled.
Ending the Scenario:
The crew with the information must make it alive all the way across the board and move off the edge of the board within 2" of the road. If the crew bottles they lose the scenario and will receive only +1 experience for each surviving unit. If they make it off the board then they receive +1 experience for each unit surviving and +1 for their leader.
If the ambushing crew takes any prisoners they receive an extra +1 experience. They also receive +1 experience for each unit surviving and +2 for their leader if they prevented the other crew from exiting the board edge (basically killing all of the crew or having them bottle.)
Scenario 3:
Setting up the Scenario:
The crew that earned the most experience points from the previous scenario now faces a crew that is angry and has decided to make this their Alamo! The crew with the most experience deploys first in the circle as shown above, they may fortify the area with whatever is deemed necessary it is an old abandoned Imperial Guard output so make it look cool!
The other crew rolls a d6 and deploys second in one of the two rectangles indicated above. This crew is allowed a couple of extra Henchmen bought from any entry in the Encounters section of the Book Of the Arbitrator totaling about 150 for this scenario only.
Either crew may include vehicles so long as neither crew is rated more than 200 more than the other crew excluding additional henchmen from above.
Ending the Scenario:
The crew in the circle must survive 8 turns without bottling. If they bottle then they earn only d6 experience points. If they don't bottle then each surviving unit earns +1 experience and the leader earns +2 experience.
The attacking crew earns +1 experience per surviving unit. If the they force the other crew to bottle then their leader earns +2 experience.
Scenario 4:
Setting up the Scenario:
The crew with the most experience points moves onto the table from the right shown by the arrow and gets first turn. They also receive +1 initiative for the scenario.
The other crew deploys second 12" from the left board edge.
Both crews may use vehicles in this scenario.
The Waking Aliens:
Every turn a unit is within 6" of the ship add +1 to the activation counter. When the counter reaches 4 roll a d4 and then for the number rolled roll a further 2d6 and a scatter die. Measure from the center of the ship and place a Robot there. Repeat this process at the beginning of the turn every time a multiple of 4 is reached on the activation counter until all 4 robots are deployed.
At the beginning of each turn the robots move d8 inches in a random direction determined by a scatter die. They will never charge anyone but will shoot at the nearest model at the beginning of each turn after they move.
The robots have the profile of a Space Marine Scout and they carry a Pulse Carbine. They never bottle and aren't afraid of creatures that cause fear. They only go away if their wounds are reduced to zero and will fight in hand to hand if charged. They count as having a knife in hand to hand.
Finding the Artefact:
A unit must be inside the main chamber of the Space Craft for one full turn and must do nothing for that whole turn to find the Artefact. Once it is found that unit must move back to the deployment zone or the board edge of that crew to win.
There we go 3 modified scenarios for 2 players.
So I've had to rewrite the scenarios. Really only 3 of them because the first one works just fine for two players.
So new Scenario 2:
Setting up the Scenario:
So one of the two crews has gotten the information about where the Space Craft has landed. The other crew is chasing them down. The crew that has the information is the one that got the most experience points from the first scenario. That crew deploys their entire crew first in the 16" X 8" rectangle as shown above.
The crew thats in pursuit has tried to set up an ambush. The player controlling the ambushing crew splits up their crew into 3rds. That player then rolls a d8. That first 3rd of their choice is then deployed after the other crew into the rectangle associated with the number rolled on the d8.
The crew that is setting the ambush goes first and get +1 on all their initiative rolls on turn one.
Starting on turn two the ambushing crew rolls for their reserves using the standard 5th edition 40k reserves rules. When a unit arrives that player then rolls a d8 for that unit and it is deployed in the rectangle associated with the number rolled.
Ending the Scenario:
The crew with the information must make it alive all the way across the board and move off the edge of the board within 2" of the road. If the crew bottles they lose the scenario and will receive only +1 experience for each surviving unit. If they make it off the board then they receive +1 experience for each unit surviving and +1 for their leader.
If the ambushing crew takes any prisoners they receive an extra +1 experience. They also receive +1 experience for each unit surviving and +2 for their leader if they prevented the other crew from exiting the board edge (basically killing all of the crew or having them bottle.)
Scenario 3:
Setting up the Scenario:
The crew that earned the most experience points from the previous scenario now faces a crew that is angry and has decided to make this their Alamo! The crew with the most experience deploys first in the circle as shown above, they may fortify the area with whatever is deemed necessary it is an old abandoned Imperial Guard output so make it look cool!
The other crew rolls a d6 and deploys second in one of the two rectangles indicated above. This crew is allowed a couple of extra Henchmen bought from any entry in the Encounters section of the Book Of the Arbitrator totaling about 150 for this scenario only.
Either crew may include vehicles so long as neither crew is rated more than 200 more than the other crew excluding additional henchmen from above.
Ending the Scenario:
The crew in the circle must survive 8 turns without bottling. If they bottle then they earn only d6 experience points. If they don't bottle then each surviving unit earns +1 experience and the leader earns +2 experience.
The attacking crew earns +1 experience per surviving unit. If the they force the other crew to bottle then their leader earns +2 experience.
Scenario 4:
Setting up the Scenario:
The crew with the most experience points moves onto the table from the right shown by the arrow and gets first turn. They also receive +1 initiative for the scenario.
The other crew deploys second 12" from the left board edge.
Both crews may use vehicles in this scenario.
The Waking Aliens:
Every turn a unit is within 6" of the ship add +1 to the activation counter. When the counter reaches 4 roll a d4 and then for the number rolled roll a further 2d6 and a scatter die. Measure from the center of the ship and place a Robot there. Repeat this process at the beginning of the turn every time a multiple of 4 is reached on the activation counter until all 4 robots are deployed.
At the beginning of each turn the robots move d8 inches in a random direction determined by a scatter die. They will never charge anyone but will shoot at the nearest model at the beginning of each turn after they move.
The robots have the profile of a Space Marine Scout and they carry a Pulse Carbine. They never bottle and aren't afraid of creatures that cause fear. They only go away if their wounds are reduced to zero and will fight in hand to hand if charged. They count as having a knife in hand to hand.
Finding the Artefact:
A unit must be inside the main chamber of the Space Craft for one full turn and must do nothing for that whole turn to find the Artefact. Once it is found that unit must move back to the deployment zone or the board edge of that crew to win.
There we go 3 modified scenarios for 2 players.
Labels: Introduction
Book of the Arbitrator,
Necromunda
Inquisitor's Retinue and Crashed Spaceship
I've done some painting and have the crew ready, except for their bases, for Friday night's Book Of The Arbitrator games.
Here is the first guy, my Inquisitor:
Here is the Assassin:
The Heavy Stubber Dude:
Sargent Hulka and his crew:
And a couple of other gangers:
Also I've been working on the focal point of the campaign, A wrecked alien Spacecraft.
I decided to make the terrain piece as a building that the space craft had crashed into. I hope it will turn out all right. Here are some shots of it pre-paint job which I plan to do tonight.
Here is the first guy, my Inquisitor:
Here is the Assassin:
The Heavy Stubber Dude:
Sargent Hulka and his crew:
And a couple of other gangers:
Also I've been working on the focal point of the campaign, A wrecked alien Spacecraft.
I decided to make the terrain piece as a building that the space craft had crashed into. I hope it will turn out all right. Here are some shots of it pre-paint job which I plan to do tonight.
Labels: Introduction
Book of the Arbitrator,
Necromunda
Monday, October 17, 2011
Book of The Arbitrator Scenarios
So this coming weekend I am having some buddys over to play some Book of The Arbitrator Scenarios.
The Background of the story is that a Bounty Hunter type was tipped off on the location of an Ancient Alien Artefact on the planet of Cassion III. His transmission was intercepted by a Rogue Inquisitor and so he has also arrived at the planet to hunt for the Artefact also.
Meanwhile the Imperial authorities no nothing about this but become tipped off as the campaign goes on.
The Campaign kicks off in the frontier town of Apartros with both the Inquisitor and the Bounty Hunter gathering information under the watchful eye of the Imperium.
Scenario 1:
Starting the Scenario:
Both sides roll a d6 the highest chooses which side to deploy in and whether to deploy and go first or second. The side that sets up first gets gets +1 initiative for the rest of the battle after turn 1.
There should be sixe buildings each one has a loot counter inside.
Avoid the Authorities!
There will be 6 Imperial Guardsmen armed with lasguns that begin the game in a 6" circle in the middle of the table, they act as per the sentrys rule in the 4th Edition 40k rulebook.
Ending the Scenario:
The scenario ends when one side fails a bottle test or voluntarily routs. (Note: a minimum of 4 turns must be played before either of these conditions can be met.) At the end of the scenario each side rolls a d6 then adds +1 experience points for each surviving unit, +1 for the winning leader, and +1 for each loot counter.
Scenario 2:
Setting up the scenario:
The crew who got the most experience points in the previous scenario now knows where the atrefact is and is now on the move. That crew now deploys first in a 16" X 8" rectangle alon the board edge as shown above.
Each other crew then splits their crews into 3rds. They then pick one 3rd to deploy on the table and the other 2 3rds to be left in reserve. They enter play via the Flames of War reserve rules start rolling on turn 1.
Each crew that has reserves then rolls a d6, the higher roll then decides which of the two crews deploys first and which side of the table they deploy on. Then each crew rolls a d6 again when they deploy and that roll determine where they deploy, in the 1-3 section or the 4-6 section as shown above.
When their reserves arrive they roll a d6 again and those reserves deploy in the zone marked 1-3 or 4-6 depending on the roll.
The side that moves first of the 2 gets a +1 on their reserve rolls for the game.
The crew trying to get to the other side of the table goes first.
Ending the Scenario:
The crew with the info must move off of the opposite board edge within 2" of either side of the road without bottling. If any of that crew gets captured then they divulge the info to the other crew after the scenario.
If no one is captured and the crew with the info escapes then they will get +2 experience for each unit and +2 experience for their leader.
Each unit of the other two crews that survive get +1 experience and +1 for each captured of the crew with the info. Any unit still in reserve after the scenario is finished gets no experience.
Scenario 3:
Setting up the Scenario:
The crew with the highest rating begins the game deployed in the circle as shown above. This crew has been cornered by the other two crews and must survive the battle to get to the Artefact.
The other two crews roll a d6 the highest roller picks which deployment zone to deploy in and whether to go first or second. They must deploy before the other crew. The crew that goes first gets +1 initiative for the rest of the scenario.
The crew in the circle goes third for the first turn.
Vehicles are allowed in this game.
The crew in the circle gets defensive terrain of their choosing, it should look like an old abandoned Imperial Guard outpost.
Ending the Scenario:
The crew in the circle must survive eight turns without bottling to win. Their leader gets +2 experience points and each unit surviving gets +1 experience points.
Otherwise if they bottle they only get d6 experience points.
Each other crew gets +1 experience for each surviving unit and +1 experience for their leader.
Scenario 4:
Setting up the Scenario:
The crew that got the most experience points in the previous scenario moves onto the table indicated by the arrow above. The other two crews roll a d6 and the winner choses which other deployment zone they want and deploys their crew after the other player. Then all 3 crews roll a d6 and the winner goes first. For each subsequent turn the crew who moved onto the board from the right gets +1 initiative.
Vehicles are allowed in this Scenario.
The Waking Aliens:
Every turn a unit is within 6" of the ship add +1 to the activation counter. When the counter reaches 4 roll a d4 and then for the number rolled roll a further d6 and a scatter die. Measure from the center of the ship and place a Robot there. Repeat this process at the beginning of the turn every time a multiple of 4 is reached on the activation counter until all 4 robots are deployed.
At the beginning of each turn the robots move d8 inches in a random direction determined by a scatter die. They will never charge anyone but will shoot at the nearest model at the beginning of each turn after they move.
The robots have the profile of a Space Marine Scout and they carry a Pulse Carbine. They never bottle and aren't afraid of creatures that cause fear. They only go away if their wounds are reduced to zero and will fight in hand to hand if charged. They count as having a knife in hand to hand.
Finding the Artefact:
A unit must be inside the main chamber of the Space Craft for one full turn and must do nothing for that whole turn to find the Artefact. Once it is found that unit must move back to the deployment zone or the of that crew to win.
Thats it!
The Background of the story is that a Bounty Hunter type was tipped off on the location of an Ancient Alien Artefact on the planet of Cassion III. His transmission was intercepted by a Rogue Inquisitor and so he has also arrived at the planet to hunt for the Artefact also.
Meanwhile the Imperial authorities no nothing about this but become tipped off as the campaign goes on.
The Campaign kicks off in the frontier town of Apartros with both the Inquisitor and the Bounty Hunter gathering information under the watchful eye of the Imperium.
Scenario 1:
Starting the Scenario:
Both sides roll a d6 the highest chooses which side to deploy in and whether to deploy and go first or second. The side that sets up first gets gets +1 initiative for the rest of the battle after turn 1.
There should be sixe buildings each one has a loot counter inside.
Avoid the Authorities!
There will be 6 Imperial Guardsmen armed with lasguns that begin the game in a 6" circle in the middle of the table, they act as per the sentrys rule in the 4th Edition 40k rulebook.
Ending the Scenario:
The scenario ends when one side fails a bottle test or voluntarily routs. (Note: a minimum of 4 turns must be played before either of these conditions can be met.) At the end of the scenario each side rolls a d6 then adds +1 experience points for each surviving unit, +1 for the winning leader, and +1 for each loot counter.
Scenario 2:
Setting up the scenario:
The crew who got the most experience points in the previous scenario now knows where the atrefact is and is now on the move. That crew now deploys first in a 16" X 8" rectangle alon the board edge as shown above.
Each other crew then splits their crews into 3rds. They then pick one 3rd to deploy on the table and the other 2 3rds to be left in reserve. They enter play via the Flames of War reserve rules start rolling on turn 1.
Each crew that has reserves then rolls a d6, the higher roll then decides which of the two crews deploys first and which side of the table they deploy on. Then each crew rolls a d6 again when they deploy and that roll determine where they deploy, in the 1-3 section or the 4-6 section as shown above.
When their reserves arrive they roll a d6 again and those reserves deploy in the zone marked 1-3 or 4-6 depending on the roll.
The side that moves first of the 2 gets a +1 on their reserve rolls for the game.
The crew trying to get to the other side of the table goes first.
Ending the Scenario:
The crew with the info must move off of the opposite board edge within 2" of either side of the road without bottling. If any of that crew gets captured then they divulge the info to the other crew after the scenario.
If no one is captured and the crew with the info escapes then they will get +2 experience for each unit and +2 experience for their leader.
Each unit of the other two crews that survive get +1 experience and +1 for each captured of the crew with the info. Any unit still in reserve after the scenario is finished gets no experience.
Scenario 3:
Setting up the Scenario:
The crew with the highest rating begins the game deployed in the circle as shown above. This crew has been cornered by the other two crews and must survive the battle to get to the Artefact.
The other two crews roll a d6 the highest roller picks which deployment zone to deploy in and whether to go first or second. They must deploy before the other crew. The crew that goes first gets +1 initiative for the rest of the scenario.
The crew in the circle goes third for the first turn.
Vehicles are allowed in this game.
The crew in the circle gets defensive terrain of their choosing, it should look like an old abandoned Imperial Guard outpost.
Ending the Scenario:
The crew in the circle must survive eight turns without bottling to win. Their leader gets +2 experience points and each unit surviving gets +1 experience points.
Otherwise if they bottle they only get d6 experience points.
Each other crew gets +1 experience for each surviving unit and +1 experience for their leader.
Scenario 4:
Setting up the Scenario:
The crew that got the most experience points in the previous scenario moves onto the table indicated by the arrow above. The other two crews roll a d6 and the winner choses which other deployment zone they want and deploys their crew after the other player. Then all 3 crews roll a d6 and the winner goes first. For each subsequent turn the crew who moved onto the board from the right gets +1 initiative.
Vehicles are allowed in this Scenario.
The Waking Aliens:
Every turn a unit is within 6" of the ship add +1 to the activation counter. When the counter reaches 4 roll a d4 and then for the number rolled roll a further d6 and a scatter die. Measure from the center of the ship and place a Robot there. Repeat this process at the beginning of the turn every time a multiple of 4 is reached on the activation counter until all 4 robots are deployed.
At the beginning of each turn the robots move d8 inches in a random direction determined by a scatter die. They will never charge anyone but will shoot at the nearest model at the beginning of each turn after they move.
The robots have the profile of a Space Marine Scout and they carry a Pulse Carbine. They never bottle and aren't afraid of creatures that cause fear. They only go away if their wounds are reduced to zero and will fight in hand to hand if charged. They count as having a knife in hand to hand.
Finding the Artefact:
A unit must be inside the main chamber of the Space Craft for one full turn and must do nothing for that whole turn to find the Artefact. Once it is found that unit must move back to the deployment zone or the of that crew to win.
Thats it!
Labels: Introduction
Book of the Arbitrator,
Necromunda
Friday, October 14, 2011
Book of The Arbitrator
So I was surfing around the interwebz the other day and stumbled across a blog called Tales From the Maelstrom (http://talesfromthemaelstrom.blogspot.com) and one of the posts on that blog was about a Necromunda fan-made expansion called Book of the Arbitrator.
So I went to the site and downloaded the pdf and started looking through the rules.
Very neat stuff. See what I've always liked about Necromunda was the idea of a 40k skirmish game, but the problem with Necromunda is that it only covered a small section of the 40k universe. With the Book of the Arbitrator the author had the smae problem and decided to expand upon the Necromunda rule set and open it up to all of the 40k universe.
After reading through it I decided I had to build a 'gang' and play some games. So after talking it over with a buddy of mine we decided to go all-in.
I have begun creating characters and building models, I forgot some of their names and their fluff isn't done yet, but I figured I'd post some WIP pics of the figs.
Inquisitor:
Ogryn:
Assassin:
Fire Team Alpha:
Sargent Bruhm and Company:
Whole 'Gang':
As you can see in the picture with the whole gang there are some figs behind them. Those guys are some adversaries I was thinking of tying into our campaign somehow.
Well that's it for now, I will update probably on Monday after I get a chance to work on these guys over the weekend.
So I went to the site and downloaded the pdf and started looking through the rules.
Very neat stuff. See what I've always liked about Necromunda was the idea of a 40k skirmish game, but the problem with Necromunda is that it only covered a small section of the 40k universe. With the Book of the Arbitrator the author had the smae problem and decided to expand upon the Necromunda rule set and open it up to all of the 40k universe.
After reading through it I decided I had to build a 'gang' and play some games. So after talking it over with a buddy of mine we decided to go all-in.
I have begun creating characters and building models, I forgot some of their names and their fluff isn't done yet, but I figured I'd post some WIP pics of the figs.
Inquisitor:
Ogryn:
Assassin:
Fire Team Alpha:
Sargent Bruhm and Company:
Whole 'Gang':
As you can see in the picture with the whole gang there are some figs behind them. Those guys are some adversaries I was thinking of tying into our campaign somehow.
Well that's it for now, I will update probably on Monday after I get a chance to work on these guys over the weekend.
Labels: Introduction
Book of the Arbitrator,
Necromunda
Monday, October 10, 2011
The Apostles Pictures
I finished the army a couple of weeks ago and took some pics, enjoy!
Here is a squad leader of one of the guard squads:
Here is a shot of a Plague Marine Squad:
Here is one of my Rogue Sorcerors of Nurgle:
Here is another Sorceror:
Here is a shot of Necrosius, the Hand of Nurgle:
Here is another shot of Necrosius:
Here is the Mortar Squad:
Here is the Guard Command Squad:
Well my camera is ok but I don't have a good set up to take pics yet. Its something I will work on for the future.
Here is a squad leader of one of the guard squads:
Here is a shot of a Plague Marine Squad:
Here is one of my Rogue Sorcerors of Nurgle:
Here is another Sorceror:
Here is a shot of Necrosius, the Hand of Nurgle:
Here is another shot of Necrosius:
Here is the Mortar Squad:
Here is the Guard Command Squad:
Well my camera is ok but I don't have a good set up to take pics yet. Its something I will work on for the future.
Labels: Introduction
Apostles of Contagion,
nurgle
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