Tuesday, August 4, 2026

Hobby: Minuteman Axebearer

 
This is another miniature for Sophie and my Renaissance of Flesh setting in my game 'With Strength Enough'. This is the first model I made with the idea of a baseline human player character in mind; I went in thinking of a standard martial class for Dungeons and Dragons, something like a fighter or a Barbarian. The model itself is a kitbash from old Imperial Guard legs, Frostgrave and Stargrave pieces, with my own sorry attempt at a greenstuff eye on the axe. I'm trying to integrate more of the biotic technologies into the miniatures. I think that ideas in TTRPG's about enchanted weapons or other item enhancements would carry through in Renaissance of Flesh as strange organs or seemingly living membranes.  In this case, I imagine the character's axe can see flaws in enemies' armor or shields to slightly guide the wielder to better hack at their opponents' weak spots.






For the characters' paint scheme, I wanted something that felt suitably worn down by travel and consistent use, while also highlighting aspects of the setting's sci-fi nature.  I went for neutrals for the model to hopefully give the character a more rugged/traveller feeling, but with a red helmet, which, in my head, was stolen or looted from a corporate soldier of one type or another. 


Thanks for Reading!


-Your Favorite Madman-

Sunday, August 2, 2026

Hobby: 30k Ultramarines Rhino

 



Photos from when I finished up my first 30k Rhino. My Horus Heresy Ultras are mostly composed of Marine kits left over from the olden days of 4th and 5th edition that I've scrapped together into something I find compelling for a list. It's actually been an age since I've worked on a Rhino, and I've been pretty pleased with how well it and the rest of the Ultramarines have turned out so far.  I broke the typical codex standard here by using a white accent on the doors and front of the chassis. Hopefully Guilliman can find it in his hearts to forgive me not following his book, I've never really enjoyed having marine vehicles all in one color, I think even after highlighting it can come off a little flat. 

But overall, I'm quite pleased with the final outcome on this one here. I'll show off some more of the Ultramarines for 30k and maybe include some of the lore for them in a little while. 

Thank you for reading! 

-Your Favorite Madman- 

Jornath [Woodcutters Due 5]: The Storming of Solchnya Street

 



The men of 2 Platoon, 56th Lumberman's Guildmuster are now fighting a desperate holding action against a large scale counter attack by Ork Warbands on the extreme right of the Imperial's offensive operation into the Usamiljen mountains. This offensive coordinated with the Mechanicus' own push out of Prima Jama in the western portion of the continent is seeking to split Ork armies in the mountainous region in half, making them easier for Astartes and the Imperial Guard to bring to battle and destroy. However, fighting at the cities of Usamilplatz and Saltzkhost have ground to a standstill and efforts by the Guard and other formations to join the two axis of attack through the Hamlis Valley have also been rebuffed by massed Ork firepower. Now a combined Ork attack, swinging wide to the east of Saltzkhost has hit a soft point in the Imperial rear, pushing a green regiment of Jornathii men to their absolute limit, they are working hard to coordinate with their scattered platoons and join with any reinforcements to hand as they attempt to prevent the Imperial's southern axis of attack from being surrounded. Now we will see The Woodcutter's Due...

It is now early afternoon, with the Precpians' now joined with the men of 2 Platoon under Lt. Hoffens, and the local Ork artillery threat dealt with, the Imperials can catch their breath for a short while. Taking stock of the wider situation as best as he can manage it from his makeshift command center in the farmhouse of 1215 Bruno Avenue. It appears that the immediate thrust of the Ork attack over the evening has run out of steam. Scattered firefights can be heard across the area, but scouting and observation indicate that the 56th Lumberman's Guildmuster has held out. With the vox network still largely inoperable, runners begin working to carry messages to other platoon and company commands, slowly through the afternoon, painting a picture of the wider field. 

As the PDF's officers work to determine an outline of force disposition, Brother Klethos, 2 Platoons' stoic Astartes companion, opts to lead a raiding force into Ork territory to gather supplies and score a desperately needed morale win for the PDF.  

Klethos and his small team of volunteers make their way from the farm on Bruno Avenue, through the woods, and northeast, following natural ridges towards a series of small overlooks that offer better visibility of Breznasobor and the eastern suburbs of Saltzkhost. From there, the team sees evidence of growing Ork habitations and chooses a less established area to strike.

Fireteam Klethos stalks through the underbrush towards the Ork encampment


The population of the Ork encampment is minimal, a few Boyz kicking around their huts and shouting insults at a small collection of gretchin.  A quick visual inspection reveals the Orks to be 'Freebootaz' a type of alien mercenary who do not align with their species Klan Kulture. 


Klethos steps out from behind the treeline and lets loose a score of Bolt rounds into the Freebootas in the encampment. 


The Plasma gunner and the rest of the fireteam, having picked their targets join Klethos' fire into the alien settlement


The Freebootas, alerted now from the untimely death of several of their grotz, swing customized shootas toward the treeline and let loose a very impressive but ultimately ineffective torrent of solid slug rounds towards Fireteam Klethos.


Shots criss-cross Solchnya street as both sides trade heavy fire back and forth


Looking to tip the action into the Imperium's favor, Klethos leaps forward, pulling his combat blade and charging across the street.  The rest of the fireteam follows closely behind, coming across the street with a furious charge. 


Clearly the Emperor himself smiled upon Klethos' charge, as Imperial shooting during their advance on the encampment proved enough to slay each of the remaining Freebootas.  Their steaming corpses slumping to the ground just as the Imperial soldiery made footfall into the camp. 


The Imperials quickly begin upturning the camp, looking for ammunition, food, or any other supplies of note that could be carried back.


Klethos, finds an injured Grot, scrabbling through a box of mortar shells. He dispatches the creature with his boot before calling one of the Guildsmen over to add the explosives to his gear. 


As the fireteam finishes its digging, Ork Deffskullz arrive from a nearby encampment accompanied by a fearsome Killa Kan. The Imperials beat a hasty retreat with their loot. Brother Klethos stands defiant against the approaching foe.  


The Guildsmen, having met the treeline, turn and find their Astartes leader staring down a combined arms Ork assault on his own. 


The Mortifactor, unwilling to show his back to the enemy, begins hammering out shots into the closing Orks and their stomping contraption. The guildsmen turn back into the fight and begin hastily adding their fire to Klethos'. Now finding themselves strung out across the road. 


The Orks continue forward; the killa kan's 'eavy shoota opens up down the road, hitting with more accuracy than might normally be anticipated from the greenskins thanks to its grot pilot. One of the guildsmen is struck by a round and collapses to the ground with a non-fatal injury. This convinces his comrade furthest from the road to make for an escape with his share of the captured goods.


The Orks are closing in on Fireteam Klethos. 


The Plasma Gunner lets out a despairing cry as Brother Klethos is engaged by the whole of the encroaching Orks.  The Astartes warrior does not flinch, instead producing a Krak grenade alongside his combat blade and diving low under the massive swing of the Killa Kan's buzzing saw blade.


A massive detonation occurs, bathing the area in a haze of smoke.  Now the valley comes alive with the clamour of nearby Ork's.  The sounds of violence sufficent to begin truly rousing the horde. The Plasma Gunner picks up his wounded compatriot, casting furtive glances over his shoulder at the burning remnants of the encampment.  The trio of guildsmen makes for the ridges before the Orks close on them



In the aftermath, Brother Klethos was reduced to -1 wounds, even after his additional 'free' Transhuman Physiology wound. In the end he did manage to slay the Killa Kan, but was himself laid low by the explosion of his Krak Grenade. I decided to roll twice on the serious injuries chart for him, one for each of the 'death' wounds he sustained. His first gives him "Old Battle Wounds," meaning that his lingering injuries from this encounter may preclude him from being included in future games if he is chosen by the players. I think it is justifiable to say that an Astartes in the field and distant from the Apothecaries of his brotherhood maybe experience some hardship after a one-on-one melee against an Ork light walker.


His second score, gives him 'Bitter Enemy: Killa Kan' in the context of Mordhiem this would have meant the character gained Hatred against the specific character that injured them. As I'm running things in a bit of a modified way (to say the least) I'm going to treat this as any Killa Kan that Klethos might encounter. It's probably safe to say that he's gotten a bit of a vendetta against them now. 

In the dusk hours, forward pickets occupying fresh trenches at the edge of 2 Platoon's position on Bruno avenue. A lumbering form, steaming with small embers of cordite smoke still burning off its chipped and broken armor.  

Klethos, holding a blood slick Ork Choppa spoke from the gatering darkness.

"Ready yourselves, they are coming"



Thank you for reading!

-Your Favorite Madman- 





Saturday, July 25, 2026

Hobby: Biomantic Shib #1

 




This is another model made for my 'Renaissance of Flesh' setting in my game 'With Strength Enough'.  It is made out of a Games Workshop Poxwalker, one of the Death Guard's chaff infantry units, and specifically is from the push-fit models which were available for a discount around 8th edition. I've added some war of the roses bits to him and worked in some greenstuff to pull him away from some of the clear Warhammer origins

He is an example of a Biomancer's Shibboleth, essentially a poor-quality clone of the biomancer themself, which has been shifted or changed according to their will to accomplish a task. Biomancers make a big appearance in the setting. Their works and their influence over areas of human space have played a dramatic role in the trajectory of events, from petty tyrants to merciless corporate-backed fleshsmiths or valiant colonial defenders. Biomancers are sorted into categories by the questions they are trying to answer, and how they go about attempting to answer them from a practical perspective. 

Their creations, of which there are many, are generally sorted by the general population into rough classifications, such as can be seen here in the 'Shibboleth', typically simply shortened to 'Shib'.  Most will name any generally human-sized and human-abled creature made by a Biomancer as a Shib. Where biomancers themselves will define these creatures on a vastly more granular level. 


-Thanks for Reading!-


-Your Favorite Madman-

Tuesday, July 21, 2026

Hobby: Bretheren of the Praeses Vahlandia


These two gentlemen are Space Marine's I kitbashed to playtest my game 'With Strength Enough', the final version of which will be set in my own setting, but the playtest environment is set in Warhammer 40,000.  Given that, I kit bashed a whole smattering of one of Astartes characters with different loadouts and aesthetics. Its always fun to sit down and bash out some random space marines and go through the bits boxes to make something interesting.  

The idea is that a player can come along and find something relatively close to an archtype they want to play as, and get into the play experience without much fuss. I don't have any real lore for these two, other than that they are a part of the Neuvo Praeses Vahlandia, the successor organization to the old Praeses Vahlandia that I detailed some time ago. Essentially a Deathwatch organization that allows for the justification of any given space marine chapter I might encounter to perform limited actions in Vahland while still making some degree of narrative sense. 









 Thanks for reading! 

-Your Favorite Madman-



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-