Monday, July 13, 2026

1490 Doom: First Test Game

 

Myself and Sophie went over to see Chris 'The Fabricator' a few weeks ago to test out Beur Games' 1490 Doom Ruleset. It's been something of an indie darling since its release and is one of several resurgent games with a decisively grim dark atmosphere. Inspired by older titles like Mordhiem and more recent major successes like Mork Borg and Trench Crusade, 1490's atmosphere is indicative of the sludgey dark fantasy genre's oppressive atmosphere combined with slick production quality.  I find the combination of 80s punk zine aesthetic and modern professional design very appealing. 

As for the game itself, the primary narrative thrust is that in the year 1490, a deadly miasma called the 'creeping death' has settled across the world. The majority of the population dies from this mysterious, deadly fog, with the remainder developing rebreathers to stay alive in this apocalyptic time. Even with this some banks of the dog are so caustic that they will still cause death.  This essentially means a 'King of the Hill' style scenario with survivor bands attempting to climb to the highest point on the board to get above the fog. 

Each player controls 3 figures, with players assigning a class out of a generous dozen or so different options and selecting options like climbing gear, throwables, and other expendable items 


My warband, the 'Dread Harvest', from left to right, an Assassin, Executioner, and Reaver


Chris' warband the 'Hallowed Hand'


Sophies warband 'The Bread Line' 


1490 is played normally on a small round table with a lot of terrain, defined as about the size of a dinner plate. For our purposes, we went with a 2x2 board and a scattering of castle terrain to give us some interesting verticality.


The warbands set out into the labarythine ruins of the castle. working aggressively to get to good positions to gain height for later in the game.  VP is scored at the end, and is primarily centered around who has models the highest up on the board, and how much vitality (health) each player has remaining in active play. 


The nature of the games setup lends itself to some cool tight aesthetics of adventurers exploring toppled ruins and castles. Which is a big win in my book


Chris' warband scrabbles around courtyards of the eastern castle looking for a way up to the top of the center tower



My assassin, whom started on the opposite side of the board from the rest of the Dread Harvest makes his way up to the southern battlements and begins heading to meet up with the Reaver to ascend to the top of the complex.


Sophie's warband works its way forward at ground level, and begins attempting to use ladders and grappling hooks to ascend at different points of the structure. 


The warbands begin meeting and violence ensues as the Dread Harvest's assassin pushes Sophies' scout off her ladder, and confrontation is had at the centre tower and north western gate between the Dread Harvest and the Hallowed Hand.


The clash of steel between my executioner and Chris' bulwark goes against me, and the executioner finds himself reduced to a gory pile in the face of his foes attacks. 


Things start getting tense at cloud level as members of each warband begin a showdown at the towers atrium, with throwables and the crash of blades signalling the beginning of the end game. 


In the final turn, everyone had made their way to the top of the tower and a frantic rush to push each other off the highest tower began. 

Chris ended up carrying the day by only a small VP margin over Sophie and myself. 

Overall it was a really enjoyable experience, that reminded me in some ways of Mordhiem, which is of course no bad thing.  It does make me consider how much versatility the ruleset has to it, so many of its abilities and mechanics focus on climbing and the ascent to higher levels for positional advantage, that it may be limited in regards to some of the more specific narratives that we tend to craft. That being said, its a great 'beer and pretzels' game, that can be played very quickly. Making it a perfect option for midweek gaming. That plus the small model count and limited space needed for the table means that I can heartily recommend the title for anyone interested. 

I think, if you are transitioning into the world of tabletop wargames from more traditional TTRPG's you may find this a particularly fun one for its limited model count and slick app support. Its certainly more approachable that larger battles games like Warhammer, or Dragons Rampant. With a tight focus that means more game, with more people. 

  Thanks for Reading! 

-Your Favorite Madman-















Wednesday, July 8, 2026

Ingredior: The Sally At Castle Ferroc

 

 The Ingredior Campaign was begun on July 16th 2022, and was a highly customized campaign played in the later days of 9th edition Warhammer 40,000 between myself and my then housemate Chris 'The Fabricator' from 'The Fabricator's Workbench'. Throughout 9th Edition, I built a parallel narrative play framework with 3 types of games 'Main Narrative' for big ongoing wars (like Jornath), Challenge Missions which were tailored to club members armies and featured special narratives for them, and Standalones which told independant unique narratives from around the Vahland sector (my personal sub-setting within the wider Warhammer 40,000 universe) Each provided cross-over benefits and oppertunities for players to gain access to through play. 

This first post is an establishing shot of the Ingredior system and its developing conflict, it was originally written as a Challenge mission and quickly morphed into a more developed side story. I'll cover the whole of the conflict on Ingredior as well as its characters as this series progresses. 

Its important to mention as we dive into the 'in-universe' voice for the rest of the post, that Chris' protagonists in this narrative are his Sons of Medusa Space Marines, a storied canon Successor Chapter of the Iron Hands. 

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Lore Summary:

You are aboard your Strike Cruiser, when the ships astropaths gain word from Astra Cartographica agents near the Shelf of Formax that the warp storms surrounding the system of Ingredior had begun to abate. You know of this system from your hypnotic induction when you became an Astartes of the Sons of Medusa, Ingredior was one of a number of locations where Iron Hands loyal to what would become the ideology of the Sons of Medusa went missing during the turmoil of the Moirae Schism. As now, Vahland Sector has many scattered Mechanicus outposts pledged under the control of the Forge World Metalica, a strike force of thirty Battle Brothers and One Ancient moved around the Sector, lending local strength to the Moirae loyal outposts, and dissuading military action from the traditionalist elements of the Mechanicus. This force was lost when Warp Storms engulfed the Ingredior system, that was many thousands of years ago now, but any potential lost brothers should be sought for if given the chance.

You make shift for Ingredior soon after having received the message, it is a lengthy journey with many slow downs caused by the still dissipating warp disruption, but you eventually find yourself breaking into realspace on the shores of Ingredior, the system is very quiet with no communications traffic, which is no real surprise for a system so long out of contact with wider humanity, there are no end to the predations possible in the void. As you begin your investigation of the system, you find the debris of the cursory system defense fleet off the shoulder of the system's eight planet of Ceshrah, which once sported a population of many thousands, but now appeared utterly dead to your sensors. Eventually arriving at the heart of the system, Ingredior Magnifica, you found the devastated strike cruiser of the Iron Hands strike force, its surface horribly gouged by powerful energy weapons. You board the ship, and find its holds and reliquary of gene seed barren, no bodies either of the mortal crew or Astartes can be found either.

Scanning the surface of Ingredior Magnifica, you find to your surprise that there are many scattered human communities across the surface, living simple agrarian lives in the bones of their once mighty homeworld. It is upon looking into the Mechanicus compound, that the true surprises unfold, atop crude archaic stonework battlements lay turret sections of multiple thunderhawk transports. Beyond these defenses lay a hell of crater blasted trench networks, criss-crossed with the green balefire of Necron gauss weaponry.

Readying your Company for a combat drop, you descend to the surface with your honor guard, and land at the top of the mechanicus facility. As the ramp drops you are confronted by a small section of gene bulked humans, clad in traditional plate supplemented with augmetics, upon seeing your forms, the men drop to their knees in awe, repeating the phrase “The Return of the Kings”

After getting the mortals to their senses, they lead you into the innermost portions of the Mechanicus facility, which they insist on calling the “Ferroc Castle”, at the heart of the facility you are met with the greatest surprise of all, as you enter the central chamber you find it is lined with nearly two dozen suits of Iron Hands power armor, at the far side stands a mighty contemptor dreadnought, attended by a dozen or more red robed serfs and twice that in more of the gene bulked humans. It booms a resounding greeting to you. “I had not thought of ever seeing our kin again. Welcome Brothers, Welcome to the Kingdom of Iron!”.

The Venerable Ancient, called Galkraan recounts the tale of how he and his battle brothers found themselves cut off within this system, how over time the Necrons began arriving, which he names Iron Husks and how the systems defenses slowly collapsed. Without supplies the small force of Astartes began to whittle away, eventually numbering only eight and Ancient Galkraan, at this juncture, the global society of Ingredior had collapsed into a pre-industrial feudal government, centered around the only remaining point of high technology on the planet, the Mechanicus compound where the Iron Hands had made their base. Having coordinated the Human defense for millennia, the Iron Hands found themselves crowned as Planetary Kings, but facing destruction at the hands of the xenos, the remaining battle brothers took the last space worthy vessel in an effort to make their way to Ceshrah, where the hoped more weapons or men might be sourced to continue the defense. They never returned.

He begins to explain the composition and make up of the “Iron Husks” before you stop him, informing the Venerated Ancient of the extent of the Necron’s menace on the galaxy since his entrapment here. Your conversation continues as your company arrives from orbit, amassing within the walls of Ferroc Castle. Galkraan agrees to accompany you and join the Chapter so long as you can aid him in breaking the local forces of the Iron Husks besieging this world. Out beyond the castle lay monolithic stoneworks latticed with the archetypal green energy of the aliens, these works form a line of circumvallation besieging the castle. To break them, the engineers and lords of the alien host must be broken, and what better force to do thus than a company of Astartes and the Kingsguard of Galkraan, Eternal King of Iron.





Challenge Force Roster:



++ Battalion Detachment 0CP (Necrons) [54 PL, -1CP, 1,105pts] ++


Detachment Command Cost


Dynasty Choice: Dynasty: Nihilakh


+ HQ +


Sharin Karykar Overlord [6 PL, 100pts]: Warlord, Warlord Trait (Nihilakh): Precognitive Strike

. Tachyon Arrow and Hyperphase Glaive: Tachyon Arrow


Potul the Solemn Royal Warden [4 PL, -1CP, 75pts]: Rarefied Nobility, Warlord Trait (Codex 1): Enduring Will


+ Troops +


Immortals [4 PL, 85pts]: Gauss Blaster, 5x Immortal


Necron Warriors [12 PL, 260pts]

. 10x Necron Warrior (Gauss Flayer): 10x Gauss Flayer

. 10x Necron Warrior (Gauss Reaper): 10x Gauss Reaper


Necron Warriors [12 PL, 260pts]

. 10x Necron Warrior (Gauss Flayer): 10x Gauss Flayer

. 10x Necron Warrior (Gauss Reaper): 10x Gauss Reaper


+ Elites +


Lychguard [7 PL, 140pts]: 5x Lychguard

. Hyperphase Sword and Dispersion Shield


+ Fast Attack +


Canoptek Scarab Swarms [2 PL, 45pts]

. 3x Canoptek Scarab Swarm: 3x Feeder Mandibles


+ Heavy Support +


Canoptek Doomstalker [7 PL, 140pts]






++ Patrol Detachment -2CP (Necrons) [33 PL, 655pts] ++


Dynasty Choice: Dynasty: Nihilakh


+ HQ +


Tet Mazra Plasmancer [4 PL, 70pts]: Relic: Veil of Darkness


Haptrez Velitor Technomancer [4 PL, 80pts]: Canoptek Cloak


+ Troops +


Immortals [4 PL, 85pts]: Gauss Blaster, 5x Immortal


+ Elites +


Skorpekh Destroyers [5 PL, 105pts]: Skorpekh Destroyer (Reap-Blade)

. 2x Skorpekh Destroyer (Thresher): 2x Hyperphase Threshers


Skorpekh Destroyers [5 PL, 105pts]: Skorpekh Destroyer (Reap-Blade)

. 2x Skorpekh Destroyer (Thresher): 2x Hyperphase Threshers


+ Fast Attack +


Canoptek Scarab Swarms [2 PL, 45pts]

. 3x Canoptek Scarab Swarm: 3x Feeder Mandibles


Ophydian Destroyers [5 PL, 105pts]: Ophydian Destroyer (Reap-Blade)

. 2x Ophydian Destroyer (Thresher): 2x Hyperphase Threshers, 2x Ophydian Claws


+ Heavy Support +


Lokhust Heavy Destroyers [4 PL, 60pts]

. Lokhust Heavy Destroyer (Gauss Destructor)


++ Total: [87 PL, -1CP, 1,760pts] ++



The Necron Lord, Sharin Karykar and his Court have spent a few hundred years dealing with portions of their former Dynastic purview that has been thrown into disarray over the time of the long sleep. Karykar and other Lords like him have been taking advantage of the polydimensional disruptions caused by a handful of emergent consciousness to tidy up upstart species that have grown up like weeds in the rightful dominion of Nihilakh dynasty. That said, he is not unreasonable offering all the full honors of battle to his opponents and on more than one occasion offering terms of surrender and rightful subjugation to those worlds beneath Necron arms to destroy. 







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With the formalities aside, the battle can fully commence! 





The board represents the defenses in the wake of Ferroc Castle, closely defended by the men and women of Ingredior, but sorely tested by the encroaching armies of the Necrons. 


The Sons of Medusa, and Galkran, The Eternal King of Iron sally forth into the Necron's eager to meet the foe and bring death to the aliens. 


A shot of the Ingredior Kingsguard and their Liege Galkran, the Hearthguard are 3d kit bashed and printed by Chris, who did an incredible job of these miniatures. 


The Sons of Medusa and the men of Ingredior charge forward, some of the brothers of the Assault Intercessor's are scythed down by arcing bolts of Gauss fire. 


A shot of the extreme left flank of the Necron lines, Immortals and Lychguard make up a veteran wing, hopeful to deny the petty humans a victory. 


The Assault Intercessors hit home amoungst the ranks of the Necron Warriors being led by Potul the Solemn, eager to break the Xenos command and control on the field. 


Kingsguard make their way to assist the Assault Intercessor's in the attack but are descended on in the machine slums by waves of Scarabs. 


The Necrons shift to the right of the field, as their reinforcements arrive eager to remove some of the bite from the incoming Imperial attack. 


The Necron arrival hits, nearly killing the forward Assault Intercessor's in combat with Potul the Solemn to a man. The left flank of the Necron host, along with destroyers fall into the Kingsuard across the board, hoping to push through and causing real damage to the heart of the Astartes force. 


 The last of the Assault Intercessor's falls under the weight of the Necron reinforcements, the Interior of the Imperial army contracts slightly and delivers a brutal fusilade of fire into the attacking Skorpekh destroyers. 


Opydians and Skorpekh's close in on the Redemptor's flanking Galkran as swarms of Scarabs attack Captain Corporis in the center of the Imperial line. 


The gladiator with the surviving Kingsguard in front, send out a punishing torrent of fire into the advancing Necrons. In the fusilade, Potul the Solemn is slain by lascannon fire. 


In a brutal turn, the Imperial base of fire eliminates all of the destroyers across the field.  The Necron infantry push forward hoping to do anything to the cluster of heavy firepower in their midst. 


With hatred forged in millenia of ceaseless war against enemies of the Emperor. The Sons of Medusa and the Kingsguard of Ingredior smote the counter strike of the necron destroyer cult. A shout raises from the men and transhumans as they plunge into the arrayed light infantry of the necron host. Bolters and voices raised in righteous praise of him on Earth.


The Imperial Battleline surges forward in an avalanche of metal.


Brother Sgt. Rubio (A veteran of the Jornath Campaign), advances alongside Captain Corporis into the teeth of the Xenos line.



Intercessor's from across the board break cover, sensing the undoing of the alien's resolve.



The Sons of Medusa's heroes plunge into the fray cutting down the shambolic warriors of the Necrons. 


Overlord Sharin Karykar is confronted by a Redemptor dreadnaught which crushes aside its minions with unflinching might. 


With the unnatural susseration of unfolding reality necron heavy infantry appear in the midst of the Imperial charge. At their heart stands Tet Mazra, Plasmancer and Cryptek of Nihilak. Will alien treachery prevail or will the hubris of the humans prove their undoing?


To support the deep strike assault into the Imperial Core, the remaining Necron Immortals and Assault Infantry mount as much of a counter assault as can be managed. 


The Immortals and Tet Mazra attack Galkran, and all points of the field are engaged in melee. 


At the last, Tet Mazra is slain personally by Captain Corporis who doubled back to assist the Ancient Galkran with the troublesome alien specialists.  Sharin Karykar was laid low by the Redemptor who sought him out, but after dealing a series of heavy blows to the mighty warrior.  Haptrez Velitor, Technomancer of Nihilak who was operating in the Necron rear was brought down by precise las-talon fire. 


The Necron host begins to wilt, as the Imperials dismantle their leadership cadre. A strange ethereal glow casts across the field, the hosts of metal warriors vanish in a flash. The arrayed men of Ingredior and their Astartes alliens stand triumphant upon the field. The Siege of Ferroc Castle is broken, the War for Ingredior can now be persued in earnest.

Thank you for Reading!

-Your Favorite Madman-









































Tuesday, July 7, 2026

Hobby: The Mystical Stag of Arborioch

This is a model that I've wanted to make for a long time, particularly since watching Princess Mononoke. I really enjoy the idea of pulling an otherwise benign model of a deer into something mystical or incredibly powerful.  I think in an era of the hobby where miniatures companies are making some truly impressive and titanic miniatures, its nice to have something that can represent great power in an otherwise subtle package.  

This is a Stag model from the Dungeons and Dragons line of 'pre-primed' miniatures, and was picked up at one of the local LGS for a few dollars. I think of it as either a potent boss/npc for TTRPG's or as a hero for Dragons Rampant. 



Thanks for reading! 

-Your Favorite Madman-