Wednesday, December 13, 2023

Microscope RPG

 The Microscope roleplaying game, as it says on the frount, is a fractal game of epic histories. Over several sessions, different characters of different times and places take part in a shared universe and setting, The group are the ones that create this history. Things can be created or destroyed and sessions can take place anywhere along the timeline as long as what was played out in the games before remain true. As sessions continue the whys and wherefores of what led to events already played and how they affect the overall history are revealed. 

It all starts with the big picture in a single sentence, like "Mankind leaves a sick Earth to travel to the stars". It should be something that can be told over many sessions at multiple points of history. It then needs a beginning period point and end period point for the big picture. Using the previous example they could be "Mankind makes new life among the stars" to "Humanity stagnates isolated and alone". Players then agree if these periods are light or dark but sometimes they are self explanatory like the example. Then each player adds one ingredient and bans one ingredients to the overall story palette. During the telling of the entire history you can use an added ingredient but never a banned ingredient. These ingredients, added or banned, give some focus to the story and sometimes never come up in play. Each player then adds a period anywhere in the timeline (light or dark) and an event under a previously made period. This is the setup for the history.

For each game session one player is picked to be the lens, and it should rotate amongst the group. They declare the focus of the session and creates a new period, new event, or scene. The next player does the same until it comes back to the lens who creates another new period, new event, or scene under an event. 

The player who created a scene starts with a specific question, like "Is the Alliance willing to sacrifice the colony on Sigma VII to beat the invaders even though the colonists will be slaughtered?", "Why does the teacher lie to their students about who founded the colony?", or "Why is the captain secretly planning to blow up their ship, with everyone onboard, in the middle of the Victory Day celebration of the very war they were decorated for fighting in?". The players then add characters, some of which are played by the players and some by anyone. With this the scene is roleplayed. Once done, the person to the side of the player who declared the scene gives a legacy that will be added to the event.

Although each session can have interpersonal conflict but everyone is there to make a story. The results of the decisions should provide a fascinating look at what the group commonly creates. It also gives powerful abilities for each player to change the direction of the history while encouraging the other players to also change it. Even if something happens that not everyone likes, it can be temporary when it is their turn to choose a time in the history to explore. There is even the option to drill down to certain shorter histories within the larger one. 

I really like the concept of this game and can make for fantastic opportunities for great stories that will be told well into the future. Although I have not played it yet I like it and recommend it.

Sunday, December 3, 2023

Conspire RPG

 Conspire is a hidden role storytelling game about conspiracies. Players together create a setting for the scene, create a conflict, add roles that can be played (including their faction), shuffle the roles to the players, add three goals to those rolls, shuffle the roles again, and then randomly give them to the players. Sounds chaotic?  It is supposed to be in order to create great improvisational roleplaying. 

Players also get three influence tokens which can be spent to create a truth about the universe. This is done so they can achieve their goals. They can also publicly or privately debate or make deals about the conflict and how to resolve it. The interesting thing is...someone knows everything about your role and faction and another person knows your goals. Rarely is the person who creates the role and goals the same person who plays them. That means that the extra element of a conspiracy, someone knows something, is present and will use that information against you for their own goals.

Once the conflict is resolved, through narration and votes, people revel their roles and get one point for each goal achieved. Players then discuss the the next round and either creates a new unconnected conflict, revisits the conflict, or make a new scene based on the previous conflicts results.

Genre is varied as it can be historical, fantasy, sci-fi, or surreal conspiracies that are the focus of the conflict. Could the Moon landings happen or could people make some money faking them? A secret dinosaur war of 1812? Kids discovering a dead body and wondering what to do? The conflicts are limitless. It is also a great way to have a break between roleplaying campaigns.

An inventive system and one I would like to play at some point. It would make a great one-shot gaming convention game too.

Thursday, November 30, 2023

Savage Worlds - Thrilling Tales

 Savage Worlds is a roleplaying game ruleset made by Pinnacle Entertainment Group. I played it once before in 2016 and also before that with its predecessor ruleset with the Deadlands setting. The Savage Worlds rules are generic and can be applied to many different settings. There is the aforementioned Deadlands (Evil reckoners have used magic to create monsters in different timelines in the 1800's and used for other time periods), Rippers (Victorian steampunk and magic), Space Opera, Fantasy, Superheroes, Pirates, Flash Gordon, Horror, Sci-Fi, Space 1889 (Victorian Colonists on Mars), and more. And that is just what Pinnacle produces for setting books

There are also many other genres designed to be used with the Savage Worlds ruleset by other publishers. But first the rules.

Players have various statistics at certain dice levels; low is a d4, then d6, d8, d10 and generally the highest is a d12. Skills are the same. When players make their characters they choose to increase what they want as well as take edges and hinderances. When something is happening that does not have a guaranteed chance of succeeding, the players roll a die of the same kind as a statistic or skill plus a d6, the wild card die, because all characters (and some villains') are wild cards. If either die comes up as the highest of that die (a 4 on a d4 or 6 on a d6, etc) they roll it again and add it to the first highest result. Many rerolls can occur and keep on adding to the total. A 1 is a bust and cannot be rerolled. Once the total is determined it is compared to the difficulty number (4 is average difficulty) or an opposing roll. A card deck is used for determining initiative with jokers giving bonuses as well as the ability to act first. All Wild Cards get bennies (poker chips or some kind of physical marker) which can give rerolls or to get rid of hinderances. More bennies can be earned through great role playing or crafty storytelling on the things they do. There is some more rules but that is about it.

The setting that was used by our game director was a setting called Thrilling Tales (made for both Savage Worlds, d20 Modern, and Fate rulesets). Think of the adventure pulp and cliffhanger serials of the 1930's and 40's. The heroes are more heroic, with quick healing and an extra benny, and the villains' more villainous. Players also get a bonus if they explain a statistically improbable but riveting action for a hero that they are doing. It is a great opportunity to be over the top with lots of emotion and the campaign was a great experience. I added to it with synopsis of the nights adventure for reminding folks of the next game session, which the game director would read out before each session to set the mood. Here is an example to give you an example of the setting and a session of our game:

As told in a 1930's radio announcer voice:

"When last we saw our heroes, they were in a diner across from the evil Eddie Boyd's office looking for a good way in when toughs of Eddie came in to teach the heroes a lesson. After telling them their ticket is officially punched, the gargantuan gorillas goons went outside and got out their steel bananas! Tommy guns! With the Blue Brain suddenly disappearing, it was up to Harry's "Electrostatic Carbon Ray Gun" TM and Arnie's "Twin Fists of Justice" TM to stop their assault. With the goons done, their guns were collected and Harry and Arnie left to regroup. Remember kids, only villains use guns irresponsibly.

They then met a contact through detective Lt Dave Ringo, who was none other than Felix March...Eddie's head accountant! He explained where the two account books were and was suddenly shot through an open window! Fortunately the accountant had brains and a bullet proof vest! The heroes then went to Eddie's Hellfire club to get one set of books and at night would pay Eddie Boyd's office a visit to get the other one in a potted plant.

The heroes quietly made their way up Boyd's fire escape and peeked inside an office window. They tried to quietly lift the window but too much noise was made! Harry activated his "Incredible Electrostatic Light Bender Belt" rendering him invisible. The brave Arnie then made a lot of noise to draw the toughs alerted to the noise up to the roof. Both Harry and Arnie took care of the toughs and retrieved the second book. The case could now come to trial with the evidence and Felix the accountant!

The heroes got some bad news from detective Lt Dave Ringo though...they were told to lay off Eddie Boyd! Digging further they learned of something heinous and vile...Johnny Malchek, a more talented goon for Eddie Boyd, had kidnapped the detective's doe-eyed daughter, Darla, from her Catholic school to stop the investigation by the good detective! How low can this evil go! The heroes persisted in their efforts to convince the detective they could help him get his daughter back so Johnny and Eddie can finally get the striped pajamas they deserve. Being successful, the detective told them the name of the location of his daughter's school.

Starting with staff of the school, they began to gather a better picture of events and of the kidnappers themselves as they traced their route to the Bronx in a Black phantom luxury car. The heroes old foe, Johnny Malcheck, was involved with three other toughs and one had a newsboy cap and certain scars. They also traced the car to an address. The heroes are now on their way to rescue the girl. When will the Blue Brain reappear? Why will Darla trust the heroes? Who will they meet once they get there? What villainous schemes will the Murder Club concoct next? Where will this mystery take you, the viewer, as you grip your seat in suspense? See Savage Worlds' Thrilling Tales Part 3 in a fine movie theater near you!"

This is a game system and setting I would play again. I also backed the recent Kickstarter for the new edition of the Savage Worlds rules. Although there will be only small tweaks I am already an edition behind.

Tuesday, October 24, 2023

Battletech - Patchwork Mercenary Guild - Federated Suns Pattern

 The plan is to have, with the Patchwork Guild mercenary faction for Battletech, mechs using a paint scheme that I will be using for each of the five house factions. This will represent mechs that have been captured or traded that belongs to each of those factions, further amplifying the fact that they are a combination of many across the human sphere. Also the mechs chosen for each of the five House patterns, will be the most common types of mechs used by those factions. 

With that in mind, here are the Federated Suns scheme mechs from frount to back, left to right: Centurion, Hatchetman, Blackjack, Enforcer, Blackjack from the late 80's plastic box set, Victor, and Nightsky.


The arms and legs use the modified Federated Suns paintjob I have used before, here and here. The torso and heads were painted the same way I painted the Elite Unseen of the patchwork guild using all the colours with black gaps. It turned out looking like a modern era painting which although not planned that way I like the look of them. They should be quite distinctive on the tabletop.



The Free Worlds League will be the next batch once I finish some Marvel Crisis Protocol and Malifaux models.

Sunday, October 22, 2023

Battletech - Patchwork Mercenary Guild - The Elite Unseen

The Mercenary group, the Patchwork Guild and their elites, the Unseen, were mentioned in two previous posts, here and here, when I had only painted a few. They are a made up Battletech group and not part of Battletech cannon. They are mostly from the Great Houses in the Inner Sphere, Periphery groups, Mercenary companies, and Clan warriors who had become disillusioned with their factions. They take contracts that do not target innocents and and fight with honour. Even though the are picky about their contracts the Patchwork Guild never seems to lack spare parts. When in public they wear patchwork jumpsuits and black full head masks with mirrored frounts, as some are wanted by their original factions. This mirrored visors are mimicked for on their mechs plus the Unseen have entirely black cockpits.

The elite Unseen will be made up of mechs where, in the real world history of Battletech's original maker FASA, went through legal troubles. Before Battletech was printed, FASA paid money to a company that claimed it had exclusive rights to the mech images outside of Japan on behalf of the original Japanese anime the mechs came from. In the mid-90's FASA was sued by Harmony Gold, who owned the Macross Saga rights in the USA, because of the use of several mech images that Harmony Gold owned the rights to. FASA lost the legal battle initially and all the mech images used from any Japanese Anime were severely altered going forward. The originals of these mechs were called "The Unseen" because of this. After several decades Topps, the current holders of the Battletech license, won the rights to use the original images. Since I played Battletech when the original images were used, I wanted to make a mercenary company as a nod to these original mechs. A good article on SarnaNet goes into more detail.

Until the Battletech Mercenaries kickstarter is delivered, I have for "The Unseen" mechs: four light (Valkyrie, Wasp, Stinger, and Locust), 4 medium (Wolverine, Shadowhawk, Griffin, and Phoenix Hawk), six heavy (Thunderbolt, Warhammer, Marauder, Crusader, Rifleman, and Archer), and three assault (Longbow, Marauder 2, and Battlemaster).


The four lights.

Four mediums.

Three of the heavies.


The other three heavies.


Three assault.

Primed black and heavily drybrushed either Khador Red Base, Khador red Highlight, Cygnar Yellow, Iosian Green, Cygnar Blue Highlight, Murderous Magenta, or Beaten Purple. They were then drybrushed a mix of the primary colour and Menoth White Highlight or TTCombat Ivory. Patches of the other primary colours were then applied in patches over the mech. Cold Steel was applied on metal parts. Model washed with GW Nuln Oil. Sulfur Yellow for missiles, Khador Red Base for lasers, and Thamar Black for projectile weapon barrels. PPCs painted Meridis Blue and TTCombat White.  For jump jets, the same previous colours were used except Arcane Blue was used asa middle colour. Thamar Black applied to head area with Cryx Bane Base drybrushed on, then Cryx Bane Highlight lightly drybrushed on, and Army Painter Gloss used on cockpit window. Base painted cheap black then GW Technical Armageddon Dunes used on base. Lichen was then glued to the base. Army Painter Matt White applied on frount and back base arcs, and finally paint pen was used to write the name of the mech.

Monday, October 9, 2023

Federated Suns Assault Mechs and Modified Paint Scheme

 Here are my nine assault mechs for the Federated Suns faction, at least until the Battletech: Mercenaries kickstarter is delivered. By row, from back left, back to frount: Marauder 2, Atlas, Nightstar, Cyclops, Awesome, Stalker, Battlemaster, Victor, Longbow.


Battlemaster is a solid 85 ton mech. Not fancy but solid. The Victor is an 80 ton jumping mech that is a versatile short and mid range striker for close support of other mechs. The Longbow is an 85 ton long range monster that can take the hits.


The Cyclops is an old common 90 ton mech that was designed as a headquarters for large conflict zones. It is weak in armament and armour which meant many variants over the eras. The old 90 ton Awesome is a long and medium range mech feared for its three PPCs, delivering devastating attacks that can be kept up consistently. It is common for all factions and eras, but is more common in the Free Worlds League. The Stalker is an old 85 ton mech used by all factions. It provides excellent damage across all ranges but does not have enough heat sinks to fire everything at once, without gaining  a lot of internal heat.


The Marauder 2 is a 100 ton improvement on the 75 ton Marauder. It was designed by the Wolf's Dragoons mercenary company during the Late Succession War (Lostech) era but was available for most factions from the Civil War era onwards. The Atlas is an old mech at 100 tons and is a feared opponent on the battlefield. It is common through all eras from the Early Succession War onwards and all factions. The Nighstar, at 95 tons, is common in the Federated Suns and Lyran Commonwealth. It has been produced since the Clan Invasion era and its advanced technology is effective at all ranges but best at long.

Their paint scheme is a combination of my original here and additions here.

Sunday, October 8, 2023

Federated Suns Heavy Mechs and Modified Paint Scheme

 Here are my 12 heavy mechs for the Federated Suns faction, at least until the Battletech: Mercenaries kickstarter is delivered. By row, from back left, back to frount: Black Knight, Marauder, Guillotine, Orion, Cataphract, Grasshopper, Warhammer, Axeman, Thunderbolt, Rifleman, Catapult, Crusader.


The Black Knight at 75 tons is an old design that has lasted through the eras. The Marauder is a classic 75 ton mech that can intimidate the battlefield with its capabilities at all ranges. The Guillotine is an old design more common in the Federated Suns and Free Worlds League. Although excellent in early eras, it became undergunned until Lostech became available for upgrades.


The 70 ton Grasshopper is a superb short to medium range jumping mech that can maneuver around similar heavy mechs. The 70 ton Warhammer is a classic mech with great long range capabilities that can take a beating. The Orion is a 75 ton mech made in the older era that is good at all ranges.


The 65 ton Crusader is a classic mech that is also decent at all ranges and common with all factions. The 65 ton Axeman is more common with Federated Suns and Lyran Commonwealth and was manufactured during the Late Succession Wars (Renaissance) era. It has jump jets and newer technology with a melee weapon, but is best at medium and short ranges. The Catapult is a 65 ton mech common through all factions, except the Lyran Commonwealth who gave up on its usage by the time of the Early Republic era. It is a decent long range mech with jump capability.


The 65 ton Thunderbolt is a classic mech with strong long range capability. The Catapract, at 70 tons, was originally a Capellan Confederation mech but the factory was taken by Federated Suns forces just before the Fourth Succession War. It has good capability at all ranges. The Rifleman is a classic 60 ton mech with excellent long range capability that was improved with newer technology during the FedCom civil war.

Their paint scheme is a combination of my original here and additions here.

Saturday, October 7, 2023

Federated Suns Medium Mechs and Modified Paint Scheme

 Here are my 12 medium mechs for the Federated Suns faction, at least until the Battletech: Mercenaries kickstarter is delivered. By row, from back left, back to frount: Shadowhawk, two Wolverines, Centurion,Enforcer, Bushwacker, Phoenix Hawk, second Enforcer,  Blackjack, Hatchetman, second and third Blackjack.


Federated Suns is the faction that has consistently used the 45 ton Blackjack mech from the early succession wars to the ilClan era. Therefore I wanted three of them available. By having multiples of favored House mechs, I wanted to ensure I would not have a vanilla group of mechs in each faction. This fits the setting of the game more.


The 55 ton Bushwacker is a good utility mech favored by the Federated Suns and Lyran Commonwealth. It is also a new mech that was put into service during the Clan Invasion era. The 45 ton Hatchetman was one of the first mechs with a melee weapon in the game and is more common with the Federated Suns and Lyran Commonwealth factions, although the Draconis Combine uses it too. The 45 ton Phoenix Hawk is one of the original mechs and used by all factions as a heavy scout and striker mech.


The 50 ton Enforcer is almost exclusively used by the Federated Suns. It is a good utility mech. The 50 ton Centurion has great long range offence and is common amongst all the factions, more so with the Federated Suns.


The 55 ton Wolverines and Shadow Hawk are common amongst all the factions. Both are good utility strikers, due to their speed and jump capabilities. The Wolverine has slightly more variants through the eras with Federated Sun, so I painted up two of them for this faction.

Their paint scheme is a combination of my original here and additions here.

Friday, October 6, 2023

Federated Suns Light Mechs and Modified Paint Scheme

Here are my eight (8) light mechs for the Federated Suns faction, at least until the Battletech: Mercenaries kickstarter is delivered. From back left, clockwise: Jenner/Rattlesnake, Urbanmech, Valkyrie, Wolfhound, Stinger, second Valkyrie, Wasp, Locust.


The Wasp, Stinger, and Locust were one of the original mechs that were in the original rulebook. At 20 tons they are common throughout the world of Battletech and used by all non-clan factions.


The Jenner/Rattlesnake at 35 tons is used mostly by the Draconis Combine but used in limited degree by other factions from the Early Succession War to the Jihad period. The Federated Suns experimented on a newer version of the Jenner and called it the Rattlesnake, used until the Dark Ages. The Urbanmech is a 30 ton prolific mech, used by everyone but under armored and armed, but cheap.


The Valkyrie is rare or uncommon in factions other than Federated Suns and Lyran Commonwealth. Within the Federated Suns they are quite prolific, which is why I have painted two of them for this faction. They are good scouts with long range ability. The Wolfhound has the same commonality as the Valkyrie but the prevalence is reversed, and the Lyran Commonwealth has more of them. Good firepower but lacking jump ability means they have to seek cover while advancing.


One of the things I have been busy with is painting new Federated Suns mechs and adding some touches to my existing paint scheme for this faction. My original paint scheme was first shown here but I have made additions. One of those was the jump jets, now painted Meridius Blue, then some Arcane Blue, then TTCombat White. The other was the cockpit which I applied Armypainter gloss to make it look more like glass. I used these two additions for the newer and previously painted models for this faction.

Sunday, October 1, 2023

Lack of Game Posts in the last Six Months

Sorry for not posting anything in the last six months. Things have been busy with a trip to Spain and a new phase in my life in April...retirement. Therefore I have been cleaning up the house, basement, and downsizing as well as helping others. 

I have not been idle with my hobbies though, as I have been assembling and priming a lot of models before the rainy weather arrives. Clockwise from the upper left are models for: Malifaux, miscellaneous terrain, Flintstones Bedrock building playset, small scale ruins and everything scale terrain, Batman/Marvel Crisis Protocol terrain, Marvel Crisis Protocol models, Mantic modern terrain, Dollarama wooden steamroller, Guildball terrain set, and in the center Star Wars Legion terrain and models. I may not get them all done but I will take a good stab at it. These do not include the other models I have had primed for a while but are not for games I currently play or wish to play.


Models I have been painting are Malifaux Leviticus crew and Outcast variable models as well as Battletech Federated Suns and my Battletech mercenary company, The Patchwork Guild. Below is a sample of the progress.

I have also been reading miniature and roleplaying game books. Expect to see weekly posts on items as I finish them and the gaming books I have read.

Sunday, March 12, 2023

The End d20 RPG

The End is a d20 roleplaying game setting unlike any other. It uses Christian apocalyptic theology as the background but places the players post revelations, as the meek that inherited the earth. In this case the meek are those who were neither good enough to be brought into heaven nor evil enough to be punished in hell. Although this may seem like run-of-the-mill post apocalyptic setting, there are also supernatural beings that were also intentionally or accidently left behind. It is also not a roleplaying game that promotes religion as revelations is only used for its setting. 

The game also has three things that make the game more unique: "The Blues and ennui. "The Blues" is a global effect that degrades man-made faster, but affects items less that have had and continue to have more interaction with people. That means a library would have to have people looking at each book and reading from it to prevent "The Blues". This makes resource acquisition very important before the items become unusable. In addition to "The Blues, "The Green" effect has nature reclaiming the earth. Finally, Ennui is an effect where if people do not have beneficial interaction and companionship with other people they can lose control of their emotions and mental faculties. The player's score in ennui can decrease with triggering events like seeing violence or death.

For the above reasons, this game is recommended for mature audiences. This game was originally published in 1995 and received an update in 2002, which is this edition that I read through. The editing needs to be tightened up a little as some parts are followed by a rewording of the previous sentence or paragraph but that is a minor criticism. I will keep this game and use parts of it for others in particular settings, as I can see this being used just as well in a fantasy setting. The company is no longer in business it seems but follow the link at the start of this post for the DriveThruRPG page to order electronic copies.

Saturday, March 4, 2023

Car Wars

 Car Wars has been around since 1980 and is a marvelous game for fun in a world setting where the second amendment of the United States is taken to the next level. That might not sound like fun but to a teenager like myself and my friends it was perfect. The main point of the game is to choose or build your vehicle and match them against other players with the same budget. With films like Death Race 2000, Mad Max series, and Damnation Alley around there was a lot of inspiration for vehicles and scenarios. It also improved my math skills and soon I was able, on long car rides, to build vehicles in my head by choosing the chassis, suspension, handling system, weaponry and gear, armour, and tires. Fun times were had playing arena duels with a bunch of friends. Hard choices always had to be made with maneuvering at high speeds as your handling score was reduced with difficult maneuvers.


There were additional supplements for additional vehicles frames, weapons, equipment, and doodads. Uncle Albert catalogues were always sought after for the latest and greatest. Over time it was like memorizing sport statistics but immensely fun. 


Additional pre built vehicle catalogues and Autoduel Quarterly magazines also added to the world of Car Wars. There were also a series of geographic area guides detailing who's who and what's what for making scenarios and story lines for friend to play in. I have not played it for a few decades, as Gaslands became easier to set up and play, but the system still holds a dear place in my gaming heart. 


The best of the scenarios is Convoy. Made shortly after Car Wars was released is one of the best miniature scenario books I have ever played. It got a lot of use by myself in my later teenage years, as I had moved far away from my friends, and is playable with 1-6 people.


I recently played it with a good friend and we finished the adventure in a day through a series of situations and combat. It plays like a choose your own adventure except combat is decided by playing a Car Wars game based on the adversaries and setup.


It was a hoot to play it through after so many years and to play Car Wars again. It makes me want to pull out my other solo and multiplayer adventures for Cars Wars. Great fun.

Sunday, February 12, 2023

Guildball Complete Mortician Team

 I have now completed the entirety of the Mortician team for Guildball. Although the game is no longer supported by Steamforged (besides the free rules, standees, player cards, and more resources here) the group at Longshanks have been supporting the game with retweeked player cards to keep the game alive.

The team captains are, from left to right, Obulus, Scalpel, and Mourn.


Mascots are Dirge and Vileswarm. In the middle is a Mortician themed ball from BrokenToad.


The first group of squaddies are Silence, Cosette, and Brainpan & Memory.


The second group of squaddies are Veteran Hemlocke, Graves, Veteran Graves, and Gaffer.


The last of the squaddies, on larger bases, are Ghast, Bonesaw, and Casket.

Although the game is no longer supported by Steamforged some of my friends still like to play and I am happy to do so.

Saturday, February 11, 2023

Morticians - Gaffer

Gaffer was in the last wave of models for the Guildball miniature game from Steamforged, before they stopped support and production of the game. It is also the last model of the Morticians that I needed to paint for the Mortician's team. It is on a 30mm base. The model is a good support: makes pushes, have friendly models make an attack, adds one damage to playbooks and character plays in an aura around it, and for a legendary play can add momentum that the opposing player gains in an aura around it. 

Primed black. Clothing painted Greycoat Grey, drybrushed Cryx Bane Base, lightly drybrushed Cryx Grey Highlight, very lightly drybrushed Trollblood Base. Leathers painted Umbral Umber, drybrushed Iridian Flesh, lightly drybrushed Gun Corps Brown. Skin painted Umbral Umber, drybrushed Iridian Flesh, lightly drybrushed Khardic Flesh.

Metals painted Cold Steel and highlighted with Radiant Platinum. Hair painted Battlefield Brown and drybrushed Bloodtracker Brown. Mask painted Menoth White Highlight and drybrushed Army Painter Matt White. Cloth wrappings painted Jackbone and drybrushed Menoth White Highlight. Hovering spirit painted Gnarls Green, drybrushed Iosan Green, and lightly drybrushed Necrotite Green.

To make the textured base I used  the Sanctuary Basius 2 plate, painted it dollarstore black, heavily drybrushed Cryx Bane Base, drybrushed Cryx Grey Highlight, lightly drybrushed Trollblood Base. Model was washed with Agrax Earthshade. Hovering spirit lightly drybrushed mix Necrotite Green and Army Painter Matt White. Outer rim of base painted Greycoat Grey. A silver paint pen was used for the model name.

Horizon Wars: Midnight Dark

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