Saturday, 18 November 2017

Craftworld Iyanden 11 // Lord-Phoenix Deathspinner- Wraithseer

Welcome back for another Iyanden army update. This time I am focusing on a HQ unit for my army and what better says Iyanden than a Wraith unit! So looking inside Imperial Armour-Xenos I came across the Wraithseer rules and knew I wanted one. Problem is I didn't want to pay Forgeworld prices so I tried my hand at a conversion. For those who don't know Wraithseers are the Psyker versions of Wraithlord. The minimum equipment needed for a Wraithseer is a Ghostspear and a Wraithcannon.
So away I went and here is my results. The Ghostspear is made from a brightlance, the falcon under hull sensor and the blade from a Talos. Whilst the Wraithcannon comes from some leftover bits. Introducing Lord-Phoenix Deathspinner.

Highlights of this unit are it's wraithcannon, just like the wraithguard he will be joining. He has a 3+ Save and 5+ Invulnerable and toughness 7 so is pretty resistant. Then finally it can attempt to manifest one power and deny one power a turn. Downside is he has only three set powers, none of which are smite. The first power is Enliven: basically making another wraith unit move faster, the second is Foreboding: the ability to harm LD values and thirdly Deliverance: basically 6+ FNP. I can see myself using the second and third powers.

Wraithseer Lord-Phoenix Deathspinner

Power Level: 10
Points: 167

Noticeable Actions


Have you used one? If so how did it go?

Sector 102 // Character Fact File Wendy GO!!

Welcome to the first of many home-brewed characters for Sector 102. Sector 102 is the setting for my Judge Dredd miniature games. So relax and have a read and as always drop me a comment below.

++ Sector House 102 Emergency Call ++
++ Subject: Wendy Go ++

"To any available Judges within the Dan Abnett block region. Reported Futsie down at the Happy Noodle Store, on the intersection of Keith Moon and Irvine Welsh Megways. Futsie is armed and dangerous, believed multiple wounded. Medics are inbound."-Control

++ Accessing File ++

Name: Wendy Go
D.O.B: 15/08/2103
Arrested: 28/03/2123
Age: 20
Block: Dan Abnett
Species: Human
Sex: Female
Race: White
Height: 5'9"
Weight: 169
Eyes: Blue
Hair: Blonde
Crime: Futsie
Sentence: Life in Kook-Cube 786.

Background: Wendy Go like many of the citizens from Dan Abnett Block, was full time unemployed. The only thing keeping her sane was her daily trip to the Happy Noodle to enjoy the Lunch Munce Special. That all changed one day when she found out it had been removed due to containing real egg noodles. This was enough for Wendy Go to flip over the edge. Finally the pressures of life in the City of the Future proved to much for her and Wendy Go flipped into a psychosis where everyone else was now the enemy. Wendy Go, managed to kill three employees of Happy Noodle, two juves and a Fattie before being subdued by Judge Prince, who was first on to the scene. Currently serving time in a psycho cube that allows day release.

JDMG Stats

Name: Wendy Go (Futsie)
Type: Infantry Minion
Weapons/Special Rules: Handgun, Completely Mad!!
Move: 5"
Agility: +1
Shoot: -1
Melee: +1
Melee Dice: 2D
Will: +3
Armour: 0
Hits: 2
Cost: 20 creds

This was one of my first characters created for the mini game. Nothing too crazy in the rules department but adds a bit of character to my games. Drop me a comment and let me know what you think.

Friday, 17 November 2017

Book Review 14 // Ghostmaker by Dan Abnett

Hey readers shocking update I've actually finished reading and I am posting November's book of 2017, with a week and a half to spare! If you haven't read the other reviews please do tap the link in header and have read.

Sometimes you pick up a book and you just enjoy it so much that you can't put it down. That is what happened here. I picked up this book in a thrift store for a dollar which is amazing and better let it written by Dan Abnett one of my preferred authors. So let us not waste more time and get into the view.

Book Title: Ghostmaker

Author: Dan Abnett

Publisher: Black Library

Commercial Fluff:

"The origins of Gaunt's Ghosts are revealed. Tanith's First and Only are put through the wringer as they overcome their home world's destruction and battle the forces of Chaos. The story's packed with action and suspense with a unique focus on single Imperial Guardsmen performing acts of heroism that will go uncelebrated and unremembered by the Imperium at large."

The Review

First up these tales are all from the short stories written for Black Library's Inferno magazine (a now out of print short story magazine). These stories are all then linked together with the over riding Monthrax mission. I feel the easiest way to do the review is to explain the overall tale then the short stories and then finish the main arc off.

The Gaunt's Ghosts are stuck on Monthrax, a heavily covered jungle world with a mysterious secret at it's heart. With elements of the guard facing off against a chaos splinter cell that has fled from their defeat at Balhaut. Before each tale a page is dedicated to Gaunt as he moves around the encampment  meeting up with different characters and with each encounter sparking a short tale about the character in question. Then the final chapter is all about the Monthrax mission. I enjoyed this style of storytelling, not only does it give us the chance to learn and build some backstory for the main characters, but it also shows they aren't a newly formed regiment and have battle experience.

The first two stories are set up by Gaunt himself as he surveys the planet Monthrax. His personal flashback heads back to the Founding fields of the Ghosts. As the newly promoted Colonel Commissar, Gaunt is sent to what seems like a backwater forest world that has a hint of chaos about it. As far as Gaunt is concerned Tanith is hardly better than a feral world. With the men looking pale and darked hair, covered in tattoos. Then during the day of the muster a splinter Chaos fleet attacks Tanith, a faction fleeing from their Balhaut defeat, but forgotten about and left to pillage behind the main battle front. Facing death on Tanith, Gaunt orders that all able men be evacuated from the planet. Even Gaunt himself is nearly killed by the attackers, if not for his assigned pipe player Milo, who saves his life. Having just barely escaped, Gaunt is shocked to find out that all the assigned officers have perished on the planet, having stayed till the end trying to save troopers. What we are then left with is a regiment that has no officers and a hatred for Gaunt. But this soon all changes as Corbec, Rawne and Milo face off against Gaunt about leaving their world to burn. Expecting punishment for confronting Gaunt they are instead promoted to Colonel (Corbec), Major (Rawne) and Adjutant to Gaunt (Milo).  We then get to see the new regiment in action at Blackshard and how the newly appointed officers: the charismatic Corbec and the bitter Rawne play out as well as handling their first outing in charge.

The next flashback started as Gaunt watches the Ghosts play a game, has the Tanith battling Chaos (unsurprisingly as it is the Sabbat Crusade), this time on the world of Voltemand. It's in this story that we get introduced to the Volpone Bluesbloods for the first time. A heavy elite mechanised regiment from a rich world, but they are also the operational theater's leadership and view the Ghosts as little more than barbarians to be used up, thus they deploy the Tanith into some of the most dangerous forward positions. Ultimately the enemy position falls, thanks to the work of a Ghost Sergeant named Cluggan. The Ghost's rejoicing is short-lived, as the Volpone commander orders an artillery battalion to fire on the Tanith's route back to the main of the Guard; 300 men, including the hero Cluggan, die in the bombardment. This is the beginning of a growing resentment that builds through the series.

Then we follow Mkoll, the most skilled scout in the regiment, leader of the scout detachment and a pure woods men at heart. Whilst searching for remnants of Chaos traitors on the dangerous world of Ramillies 268-43. A mistake by one of his scouts sets off the planet's deadly flora (think cactus that can shoot it's spines!) and attracts the attention of a damaged and visually impaired Chaos Dreadnought. Mkoll, thinking quickly, is able to use an overcharged Lasgun and the pointy cactus plants to overcome the much-larger Chaos brute. This was a highlight tale for me as Mkoll takes pride in his work and refuses praise. A true hero.

Then we reach Corbec's tale set on Caligula. Gaunt, Rawne, and several others are separated from the main of the Ghosts during a landing action gone wrong due to enemy sorcery. Whilst Gaunt struggles to lead his companions to safety through enemy lines, Corbec has to take command fearing he is the only surviving officer. Whilst the Ghosts clear out the target city block by block, Corbec and his command squad stumble across a Chaos Daemon! Guard issued weapons prove ineffective against this Warp spawned monster so Corbec is forced to retreat. Corbec soon realises this is the reason for the storm that rages above and calls in a favour from a navy friend stationed above the planet. Using Corbec's coordinates they launch a battery strike against the deamon, utterly destroying the beast and bring an end to the storm raging above, restoring sensor equipment a locating Gaunt and his team.

The next short story is all about ''Mad'' Larkin, the unit's most elite let crazy sniper. Larkin has seemingly abandoned his unit and fled from a battle. Using an Imperial chapel to hideout, he starts suffering headaches and seemingly starts talking to an Angel statue (did I mention he is mad?). As his conversation with the Angel goes back and forth, Larkin sets up his rifle, claiming that his scope is the only thing that shows him the truth, then during a fit Larkin snipes Nokad, the leader of the local Chaos forces, before finally passing out. Hours pass and Larkin is stirred by Colonel Corbec who finds him, shivering and prone and soaked in urine, telling him he is the battle's hero. Larkin ends the tale looking at the Angel. Was he mad or was he visited by a saint?

That Hideous Strength returns us to Caligula and "Try-Again" Bragg's tale. "Try-Again" is the biggest Ghost in the company and the strongest able to carry a heavy bolter solo, only problem is his aim sucks (hence the nickname). He comes across as a gentle giant and most people view him as simple. So when Gaunt places him in charge of protecting a convoy everyone assumes that Gaunt has written them off. Soon the convoy is attacked crossing a desert and we get to see Bragg in action fending off the attackers until the Imperial Navy is able to deploy bombers to end the threat of the bandits forever. It's at this point Bragg reveals that not only was the convoy a feint to draw out the criminals (devised by Gaunt and Bragg), but that he was also able to determine the identity of the traitor with the convoy who sold the information on the raiders in the process. Fun tale that helps make Bragg more than a walking gun.

The next short is Gaunt and Rawne trapped behind Orkish lines on the ice world of Typhon Eight. While Rawne contemplates killing his hated foe Gaunt, the greenskins attack, forcing the two to work together to survive. The pair commandeer an Orkish vehicle and make a danger-fraught escape. As they do so, Rawne loses his traditional Tanith knife saving Gaunt life from boiling chemical liquid. Gaunt then gives Rawne his own knife and asks the major why he saved him...Rawne's reply is that one day, he will be the one to kill Gaunt, on equal terms, not in a cowardly way.

The old Medic Dorden is the focus of the tale. Set on the world of Nacedon, the Ghosts encounter an abandoned farmhouse filled with the Volpone Blueblood's wounded as they are preparing to retreat from a Chaos counter attack. Gaunt whilst preparing to pull out the regiment, claims they can do nothing for the injured soldiers (their own regiment has already left them to die). Medic Dorden insists that he be allowed to stay and try to defend the wounded with a small detachment of ten Ghosts. Gaunt barely agrees, and Dorden and nine other Ghosts dig in. As night comes, the Chaos Cultists begin to attack. The Ghosts and those of the Bluebloods able to fight stage a desperate defense, fending off an initial attack. But when the enemy forces begin to position artillery support, the battle seems lost, until Gaunt, who has united with the main line of the Imperial forces, directs the Guard's own artillery to target the Chaos unit, inflicting heavy causalities and breaking the assault.

"A Simple Plan" features Caffran, the youngest of the Ghosts at eighteen years. Follows the Ghosts as they attack a refinery on a planet called Sapiencia. After the navy boys mess up the landing, the poor Ghosts have to first survive the deadly waters before hitting the beaches. Having arrived first they are then told that they are to act as reserves for the heavier units. Pissed off by the thought of this Caffran and a small detachment follow a set of tunnels behind enemy lines and ignore the order to retreat. Here they face the enemy on their own completely unsupported. During a brutal firefight they demolish a refinery tower barely escaping it's destruction, but the enemy commander Sholen Skara, convinced his lines had been overrun, begins sacrificing his own troopers to Khrone, weakening his lines and allowing an easy victory for the Guard units pushing up the beach. Caffran is offered the opportunity to execute Skara, but Caffran believes forcing Skara to live with his shame is the worse punishment they could dish out.

We then reach Brin Milo, Gaunt's adjutant and the only non military personal to survive the destruction of Tanith. His tale begins with Gaunt thinking about how his adjutant  uncanny ability to anticipate events, will get him in trouble again one day. Hence begins "Witch Hunt," were Milo's ability, as well as his participation in a gambling scam, puts Milo under the scrutiny of an Imperial Inquisitor called Lilith. As the unit prepares to disembark on Monthrax (yes we have caught up to the main story), the Inquisitor, who has been sent to investigate reports of witchcraft on Monthrax, is put onto the scent of Milo by the Ghosts' Blueblood rivals. In an interrogation, it initially seems that Milo's odd talents might lead to his execution, but instead, he reveals a more mundane explanation for the rigged game, saving his life, for now.

Now we have hit the last chapter and it is all about Monthrax, as the Ghosts ready for a counter attack as the enemy over commit themselves leaving their flanks exposed. As the Ghosts start to engage with Chaos throughout the jungle, Mkoll seeks out a ruin he glimpsed in passing while scouting earlier. To his surprise he finds it under heavy siege by a vast horde of Chaos Cultists. Meanwhile, an unnatural storm has let rip, confusing the minds of the troopers and spawning Chaos abominations within the Jungle. Although Lilith and Gaunt are initially worried about the storm being a filthy Chaos magic trick, it is soon discovered the true source of the storm is  a group of the ancient Eldar race, who seek to close one of their Webways entrances on this world. Using their own mind tricks the Eldar are able to convince a group of Ghosts, led by Major Rawne, that they are on Tanith, fighting to save their world from Chaos! With Rawne's Ghosts working with the Eldar they are able to hold of the initial attack, giving Gaunt and Lilith time to figure out that the storm originated at the ruins. Mkoll is also found surrounded by dead cultist and reports of the activity at the ruins. The Ghosts and Blueblood forces join up and push against the flanks of the Chaos horde at the ruins, allowing themselves to also fall under the Eldar's spell to bolster their efforts. Once the horde is dispersed, Lilith finds the Farseer, now too weak to close the Webway. She uses her own power to seal the gate forever and passes through with the Eldar survivors to the Craftworld beyond. Gaunt and his Ghosts regroup, worn but strangely filled with pride at the opportunity, however falsely-created, to reverse the retreat at their Founding and seemingly fight for their homeworld.

And with that the book ends. I really enjoyed this, the short story format helped keep the story going whilst giving us the ability to build up the characters in our heads without having to read twenty books. Dan Abnett has a way of writing that I find enjoyable and absorbing and I can't wait to read the next book.

Mkoll's tale was properly my favourite closely followed by Caffran's and I look forward to reading more about these characters! As always thank you for joining me and reading this entire post. Hope you enjoyed it and if you want this book get in contact, maybe I can send it your way! Now to start Decembers book...

Thursday, 16 November 2017

Beer Review 47 // Shelton NEIPA by Biererie Shelton

Time for a beer review. Unsurprisingly staying in Quebec for another great tasting beer picked up at Brou ha ha. This beer I knew only a little bit of info before heading in so it was all pretty new to me, so let's get going!


Name: Shelton NEIPA (all the rage at the moment)

Style: NE IPA

Brewery: Biererie Shelton but contracted brewed at Oshlag

Country: Canada, Quebec

Price: $3.75 CAD (I think, need to write this down)

ABV: 7.5%

Commercial Fluff
"Shelton-NEIPA is an India Pale Ale inspired beer, brewed in New England style. Just as hoppy as the IPA of the American West Coast, its taste is deliberately less bitter and resinous. Velvety and juicy in the mouth, it has powerful aromas of tropical fruits and citrus."

Own Opinion

Bottle Art: Bright bold colours, really pops on a shelf and is definitely an eyesore at the same time.

Slight: Beautiful golden cloudy yellow. Crisp like head. A good looking beer.

Aroma: Rather citrusy with the malt also coming through.

Taste: Citrusy, fruity, a little resin bitterness that I didn't expect. Nice mouthfeel but didn't make me think of other NEIPA's I've enjoyed.

Would I buy it again? Yes it is a great beer, will need more tinkering with to truly make it a NEIPA, but for now it is a great tasting IPA.

Have you tried it? There was a lot of fuss about this beer when it first launched, which has seemingly died down. I'd be interested in trying some of their other beers. As always drop me a comment and say hi.

Wednesday, 15 November 2017

Meg 207 // 2000 AD Judge Dredd Megazine 207

Welcome to Meg 207 the overview from 1st July 2003. First of all the cover art is amazing, looking like Mark Harrison was inspired by a 1940's movie poster. The piece is titled Angel of Mercy and the  main feature character is Oola Blint, with the backlit silhouette of Dredd in the doorway. I hope this is a heavy hint at what the new Dredd strip will be about. So with that in mind let us jump in.

Story: Shakedown (Part 1)- Set in the Paradise Heights block Judge Dredd is leading a shakedown to clean house. This involves interrogating 65,000 citizens!
Highlight: So much to love about this strip. 1. Oola Blint- Story is set during her crime spree and it's great to see her character again. 2. The Drug den of Zzizz users who can't bring themselves to flush it. 3. The Fringe a pro-democracy group looking for away to escape and finally 4. A kidnapping that is going poorly for the kidnappers. Ultimately a great strip.

Story: Family (Part 7)- We have finally hit the final strip of the family tale. Gio and Silver the top two members of the family have decided to meet at the harbour, but Odysseus PD are also there. What we get is the final showdown that we have waited for.
Highlight: It's over lol. Pretty big showdown, with most of the villains dead. Can't see this series coming back.

Story: Black Siddha (Part 6)- The hard choices still continue but it seems Rohan is about to become the Black Siddha.
Highlight: The artwork is the true highlight but it's nice to finally see him embracing some of his powers and that the Lords of Karma are starting to force his hand.

Story: Dredd Daily- I don't normally review these as they are so short and silly. But this one is about Licensed Peepers. A justice Department encouraged community watchdog.
Highlight: I like the idea of the bored population of MC-1 spying on each other to make a bit of extra cash and the good old Justice Department reaping the awards.

Story: Slaine Time Killer (Part 19-22)- The pain finally comes to an end, this tale is over. So let us move on!
Highlight: It's finally over let's move on and never mention this tale again.

Story: Darkie's Mob (Parts 22-26)- The adventures continue in the jungle as Darkie and his boys discover a flyboy who is in trouble.
Highlight: The final strip this month leaves Darkie's Mob of ten on a hill surrounded by a thousand Japanese soldiers. Could this be the end of this rag tag badass group?

Story: Rat Town- Written by Jonathan Clements and Illustrations by Adrian Salmon. Newly full eagled Judge Hotchkiss is having a bad start. First day on the streets but she already has to deal with a bank robbery and a hostage taking. To make matters worst, Dredd is taking over and who the hell is Judge X?
Highlight: Judge X, an unmarked Judge. Blank Badge and respirator down to hide the face. A member of Wally squad who deals with the street Judges. Love the idea of this character and want to model one for my games.

Story: Apocalypse Soon- So God has started the next Apocalypse, but the horsemen are currently horseless! A silly one page tale of beautiful artwork.
Highlight: The war posters make me laugh, all Iraq themed with goofy images of Tony Blair and George Bush.

Story: Young Middenface Mutopia (Part 3)- Sadly this is the last installment and it makes me sad. After jumping on board a drone and going over a cliff it seemed Middenface was done for. Lucky for him he crashed on a ledge. Soon the mutants repair the drone and set it up to return to the source, killing the spying Scots. Unfortunately this happens on a Sunday aka the Sabbath, so when the ruler of the Isle of Harris finds out he exiles the group and the story finishes with the group sailing into the sunset.
Highlight: The mutants a true highlight of this strip. Love it and can't wait to see more of them soon.

Story: Devlin Waugh Red Tide- Lilith Karnstein has been freed and is kicking some ass finally and to make it better they have stumbled across a warfare museum!
Highlight: Devlin now has a samurai sword! Better watch out Vamps.

And with Devlin this tale the megazine comes to an end. This issue had a lot more positives than negatives this time around which makes me happy. Also Family and Slaine have come to an end which is great news. Can't wait to see what replaces them, I just hope it's a more Dreddverse centred tales.


Megazine Highlights
  • Dredd Shakedown- Mega City Life at it's finest.
  • Darkie's Mob- Things are getting really dark and possibly coming to an end.
  • Rat Town- Good look at how different Justice Departments act with one another
  • Young Middenface- Mutants!!
  • Devlin Waugh- Lilith Karnstein is a badass.
Megazine Lowlight
  • Family- Finally this has come to a conclusion, dragged out to much.
  • Slaine- Yawn
As always thanks for the trip down memory lane.

Craftworld Iyanden 10 // Dire Avenger Sable Helm

The first Dire Avenger Shrine is now complete. So introducing the Sable Helm Shrine, if you missed the wip posts follow these links part 1, part 2 and part 3. For this Dire Avenger squad I've gone for the full ten man squad lead by an Exarch. The Exarch for this squad is equipped with Dire Sword and Shuriken Pistol- The Classic Combo for a Dire Avenger Exarch. Yes I know it means reduced firepower but I like my conversion so I'm sitting to it :)

As far as Shrine details goes there isn't much on them. They have appeared a few times in different editions of the codex and have appeared in Valdor Warzone Book (hence my first choice for Iyanden), then on Lexicanum they mention that the Sable Helm Shrine  battled the Orks of Waaagh! Greksh on Chogoth Delta and ended up slaughtering the Greenskins. So they seem pretty badass. So here they are in their full squad glory.

Now with so little background on them that leaves it open for me build off. So on this page I will write my own history for this Shrine and build off it as I manage to get some games in:

Shrine of The Sable Helm

Shrine Leader: Teal'c
Squad Size: 10
Power Level: 6
Point Cost: 120
Equipment: Avenger Catapult, Plasma Grenade, Diresword & Shuriken Pistol

Noticeable Actions

Tuesday, 14 November 2017

Beer Review 46 // Tam Tam by Matera

Welcome boozehounds to the next installment of my beer reviews. I'm on a bit of a Quebec beer run at the moment, reason being they just excite me more. Ontario breweries that are readily available to me at the LCBO just aren't doing it for me. So a quick trip across the river to an IGA or Broue Ha Ha gives me better results for my money. So let us jump in.


Name: Tam Tam

Style: Session IPA

Brewery: Matera Facebook

Country: Canada, Quebec

Price: $3.25 CAD (damn quebec prices.)

ABV: 4.75% (so precise lol)

Commercial Fluff
"Beer hopped hopelessly cold and fruity, with fruity and supra-tropical aromas. A thirst-quenching beer generously dry-hopped with fruity and supra-tropical aromas. Note: The first brew was brewed at Broue Shop"

Own Opinion

Bottle Art: Love this can! The blue stands out wonderfully with it's playful character taking centre stage with his bogo barrels.

Slight: Slight cloudy beer but pretty golden in colour, capped with a white foamy head that leaves some great lacing as the beer is consumed.

Aroma: Tropical fruits shine on through. Along with a hint of cereal.

Taste: Dry finish with a slight bitterness. A stronger fruity aspect would have made this beer great. Overall a solid session ipa but not groundbreaking.

Would I buy it again? No. It was a good intro to this brewery and I did enjoy it but does it stand out compared to other Sessions? No, frankly it doesn't. So time to move onto the next beer. What does interest me is the fact it has Sunday Beer written on it (see picture). Does that mean they are doing a beer for each day of the week? I sure hope so. I look forward to trying another beer from them soon.

What are your thoughts? Have you tried it, if so drop me a comment below. Cheers!

Meg Review 206 // 2000 AD Judge Dredd Megazine 206

Welcome back in time to June 3rd 2003, 2000 AD Judge Dredd Megazine 206 has just hit the shelf. The cover is bold and colourful, with bright yellow. The image is Devlin Waugh dressed in his sailor outfit knuckle up, ready to fight. Claws reaching out for him! Overall great cover by Colin MacNeil entitled 'Gaze into the fist of Dev!'. So let us jump in:

Story: Monkey on my Back Part 3- The final part of this interesting story set when Dredd was younger. Now that Dredd and Chambers know the truth they are headed back to kill Monkey and release Chief Judge Goodman from it's control. But they better hurry as the city is quickly becoming overrun by Mutants.
Highlight: Seeing the SJS fully pledging support to Deputy Judge Cal, planting the seeds to him wanting to remove Goodman permanently

Story: Apocalypse Soon (Part 3)- So far we have met the four horseman and the horses. In this one page strip the horsemen finally get the sign to start the apocalypse, but as they leave the bar they discover the horses are gone!
Highlight: The artwork is the highlight, the story itself is too short to have a highlight but Shaun Thomas' artwork is just beautiful.

Story: Young Middenface (Part 4)- Middenface and Bonny Charlie have reached the safe haven of Harris. An island off the coast of Scotland that became independent and a safety zone for Mutants. Middenface starts to almost live a normal life, given a job and also trained to fight. Things are looking good for him, that is until a drone from Scotland arrives.
Highlight: The mutants. God damn it I love a mutant and this strip has loads of them!

Story: Darkie's Mob- The Mob continue to smash their way through the Japanese forces.
Highlight: Fun short tales set during the War, as said many times before it reminds me of the old war comics I read as a child and they bring a smile to my face.

Story: Slaine- Nope, still dislike it so not going to write anything about this. Waste of space in this comic.

Story: Black Siddha Bad Karma (Part 5)- Okay this is starting to drag on too much. Rohan is still unsure of his path and it is really getting annoying. Let's get moving please.
Highlight: Rohan's friends treading further down the path of Darkness, summoning demons to eat the homeless.

Story: Everything Must Go- Exciting an actual short story. Written by David Bishop. Dredd is chasing down a missing person case, when he runs into two Brit-Cit fraud criminals. Just as Dredd is making the arrest he is jumped and knocked out. He awakes to find himself in the undercity amd in the Mall of America.
Highlight: The droids and how they view the store and the manager.

Story: Family (Part 6)- Kurt want Talia to turn on her family, as Silver's killing spree is now causing fatalities in the police force. Of course she flips and leaves Kurt, who is then approached by Silver to be at the docks at midnight. Seems like the story is coming to an explosive conclusion.
Highlight: Silver blowing up a dinner to get Kurt's attention.

Story: Red Tide (Part 5)- Having finally hit the island, Devlin and team realise they are in a world of shit. Soon becoming trapped in a hotel rather than on a boat, looks like Devlin is going to have to fight his way out again.
Highlight: Colin MacNeil's beautiful artwork continues to impress. Whilst the return of Landis makes for a great villainous entrance.

All together another okay comic, worth the price for the highlight strips. Just wish every tale was solid and they really need to let Slaine go. It's getting to the point that I just skip it now which is a real shame. The Dredd and Devlin really are carrying the strips, but with Family ending soon and hopefully Slaine to we may see an increase in better content (Fingers crossed).


Red Tide
Monkey on my Back
Young Middenface
Everything must go

As always thanks for swinging by and until next time....Cheers!

Monday, 13 November 2017

Craftworld Iyanden 09 // Spiritseer Assatur

Welcome to the first completed HQ choice of Craftworld Iyanden, Warhost Carcosa for 8th Edition. These spotlight posts will act as a showcase for my latest completed figure along as a source of lore knowledge. So for the first post we hit on Spiritseers.

"Spiritseers are specialized Eldar Warlocks. They are experts in summoning and guiding the spirits of the dead into Wraith Constructs, specifically Wraithguard and Wraithlords. It is said that the first Spiritseer was a Farseer of Craftworld Iyanden who mourned the loss of his lover, plunging himself into the Infinity Circuit to be with her. Amid the swirling otherworld of the departed, he found himself able to bridge the gap between the living and the dead.

Of all the Craftworlds, Spiritseers are most common in Iyanden, as this particular Craftworld has a very small population and even fewer warriors. The most powerful Spiritseer among them is Iyanna Arienal, "the Angel of Iyanden", who is doing everything she can to save her home and her people.

The Spiritseers' special training has hardened their own souls against the danger of becoming too enthralled by their command over the dead and thus actually becoming a true necromancer. The use of the Wraithguard and the Wraithlords is only a last resort by the Craftworlds and only when their Farseers believe that they face the direst necessity. The use of such units is seen as little better than engaging in petty necromancy among the Eldar, but is tolerated because the Eldar's low population makes reliance upon their dead a necessity if the race is to survive in its weakened state."

Introducing Assatur of House Ulthanash. Like many of his House he shunned Prince Yriel for his bastard blood believing him to be an arrogant upstart that would doom Iyanden. But following the exiled Princes return to Iyanden to save them all from Hive Fleet Kraken he was forever changed. From a mere Poet to now Speaker of the Dead, Assatur has changed. Gone are his poems of Isha's love now replaced with silence and scorn. Assatur is a true follower of Yriel and can be found leading units of Wraithblades in support of the Eldritch Raiders.

In the closing days of the 41st Millennium, Assatur was amongst the boarding parties that fought the Daemonic legions of Gara'gugul'gor. It was during these actions that Assatur witnessed the death and rebirth of Yriel at the hands of Yvraine, Seeing the power of Ynnead first hand, Assatur has now become a devotee to Ynnead like many from Iyanden and hopes that all this death may one day lead to their rebirth.

Spiritseer Assatur: PL 3 / Pts 45
Weapons: Shuriken Pistol, Witch Staff
Powers: Smite, Quicken/Restrain

"Only through bloodshed and violence can the Aeldari be reborn" - Spiritseer Assatur during the sacking of Hive Zuratha.

Saturday, 11 November 2017

Craftworld Iyanden 08 // Aspect Warriors Dire Avengers Shrine

Welcome to the first of many official overviews of Aspect shrines. The plan is collect the official info of an Aspect in one place for all my nerdy needs. Then it will be more accessible via the Dictionary. First up though a bit of self promotion. If you have managed to keep track I have been working on a Dire Avenger Shrine heavily based on the Sable Helms. If you missed it no worries here are the links:

Part 1- Designing the Sable Helm Shrine (pre-codex)
Part 2- Basing and Test Model
Part 3- First Six Complete

The fourth and final part should be ready soon, using the new codex to work out official points and Power level.

Now to the main show Dire Avengers.

Dire Avengers

Dire Avengers are one of the forms of Eldar Aspect Warrior. The Dire Avengers follow Khaine in his aspect as a noble and merciless warrior, and are the most tactically flexible and numerous of all the Aspect Warriors.

Basic Data

Shrine: Eldar Dire Avenger
Phoenix Lord: Asurmen
Phoenix Lord Title: "The Hand of Asuryan"
Main colours: Dark Blue, White, Black
Combat Speciality: All round Combat

Dire Avengers

The Dire Avengers trace their lineage back to Asurmen, the first of the Phoenix Lords and founder of the Aspect Shrines. It is because of Asurmen that the Dire Avengers are the most common of the Aspect Warriors, as he founded more Shrines on more Craftworlds than any other Phoenix Lord. The Dire Avengers' signature weapon is the Avenger Shuriken Catapult, a modified version of the typical Shuriken Catapult with an extended barrel, power feed and inbuilt rangefinder. To wield a shuriken is considered an art form by Dire Avengers, who use the deadly weapons in battle to create impenetrable storms of monomolecular blades which slice their enemies to ribbons. Even when a Dire Avenger has removed their armour and left their shrine, they will keep these razor-sharp discs hidden under their clothing, never truly unarmed.

Dire Avenger wargear

Like other Aspect Warriors, Dire Avengers wear Aspect Armour, psychically activated bodysuits which stiffen on impact to absorb a blow while moulding to fit the warrior's body and allow free range of movement. Dire Avenger armour is predominantly coloured blue, with a distinctive high crested helmet which makes them taller without adding bulk. A tabard is also a common addition, with runic inscriptions identifying the name of the warrior's Shrine and Craftworld of origin, and both it and the helm are always painted in a contrasting white colour. The long top crest is often made of exotic animal hair dyed to match the colour scheme of their Craftworld as well. In addition the small blisters and domes dotting the armour's surface are small compartments containing the suit's technical systems, and over each Dire Avenger's shoulder is an advanced targeter which connects to the Avenger Catapult through the handle. This pan-spectral rangefinder system operates independently of the Dire Avenger and is capable of tracking multiple targets simultaneously, differentiating between friend and foe, and feeding this information directly to the warrior's helm display.

In battle Dire Avengers operate in squads of five to ten warriors, which sometimes includes an Exarch, and can ride into battle within a Wave Serpent transport. These patient, methodical warriors are equally well suited for both offensive and defensive operations. Their training gives them the uncanny ability to read the ebb and flow of battle, knowing when to press the attack or feign retreat and fall back, luring their foes into a carefully prepared ambush. Dire Avengers are also trained in hand-to-hand techniques though, with the exception of their Exarchs, this is not the main focus of their training. When forced to conduct close combat Dire Avengers carry deadly ceremonial knives as a weapon of last resort. These blades are more traditionally used in ceremonies conducted prior to and after battle. Because of their adaptability Dire Avengers are also the most common Aspect Warriors used to conduct special missions outside of normal combat. These can range from recovering an ancient artifact to acting as bodyguards for a Farseer conducting business with the Inquisition.

Dire Avenger Exarch

An Exarch is the leader of an Aspect Shrine. He is one that has traveled so far down the Path of the Warrior that he can no longer turn from that path to follow another path. They wear more elaborate and ancient versions of Aspect Armour which contain the souls of past Exarchs, giving the wearer their knowledge and guidance as well as a pool of raw psychic energy.

As befitting their Shrine the Dire Avenger Exarchs are tactically flexible warriors able to conduct their squad in multiple roles. Rather than just one Avenger Catapult, some Exarchs will carry two of these weapons into battle, wielding one in each hand with skillful deadliness. Others will instead focus on their hand-to-hand combat techniques, and carry a combination of either Shuriken Pistol and Diresword or Power Weapon and Shimmershield. Their secret knowledge and supernatural abilities also allow Exarchs and the squads they lead to go beyond normal Aspect training. Under the guidance of their Exarch a Dire Avenger squad can empty their weapons with rapid fire to create a hurricane of deadly blades without loss of accuracy, though their depleted ammunition cores will require reloading. The Exarch can also lead the squad through a series of defensive moves designed to deny attacks of opportunity from opponents engaging them in close combat.

Known Dire Avenger Shrines

Argent Crest Shrine
Falling Moon Shrine
Sable Helm Shrine
Silvered Blade Shrine
Knights Azure Shrine
Sun Blade Shrine
Shrine of Asurmen's Heart

And with that we come to an end. The plan in my life goals is to ultimately end up with a Shrine of each of these Avengers meaning I can have links to their background lore and shiny pictures of my figures- First up will be the Sable Helm Shrine.

As always thanks for checking this out.

Craftworld Iyanden 11 // Lord-Phoenix Deathspinner- Wraithseer

Welcome back for another Iyanden army update. This time I am focusing on a HQ unit for my army and what better says Iyanden than a Wraith u...