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As I said on my Saproling's topic, I had today off, so... I decided that in addition to the saprolings, I'd knock out some tabletop quality ghouls. They were already assembled and primed, so the first thing was to paint the undead flesh. I used Vampire Shadow for their sickly skin. It didn't quite match the ghoul I'd painted before, but it was close enough. I sadly didn't always take good notes...
After that I decided that as these were primarily going to be gaming ghouls, and not for a unified force for Kings of War, they'd each get their own clothing color: Red, Green, Blue, Tan, and Dark Brown. I used Rusty Red, Muddy Olive, Rich Indigo, Desert Stone, and Ruddy Flesh. The eyes were all painted with Walnut Brown, as were the spikes sticking out of them.
Then I washed them all with a mix of 4 parts sepia wash and 1 part black wash.
A little bit of highlighting with the base clothing color, then it was time to paint the bases black, and then flock them! Oh, and a bit of watered down rusty red around the mouth.
Oh, and aged pewter on the spikes and the cleaver.
Looking good for such quick work.
Here's a little quick-paint mimic that I finished up this week. I love this mini, and I want to paint another later, when I have more time.
We've been completely snowed in here in Seattle, and you'd think that would mean I'd get more done, right? No. With the husband working from home and the entire schedule in shambles, I've had a hard time managing any painting at all. But the Jan/Feb Challenge deadline is approaching, and I have to get a couple more done...!
Nearly done with these I think. I haven't had to do a big batch paint for a while but will do that to get all the orcs and goblins done from the Zombicide Green horde kickstarter. I started off with Army Painter spray paints, necrotic flesh with a light pass of greenskin, or vice versa. Then immediately did a wash of green and purple ink mixed together. This batch has dark red clothes with khaki leather. Will change that on the other batches. What I need to decide (c and c welcome) is whether to do another wash on top or much highlighting.
Bases will be an attempt to match/reference the board so flagstones, grass, broken wood. And blood.
Also, why do I keep humming "I want it (that way)"?
About this project
Take on the role of an elite Machinist and drive your Wreckers in full metal, robot on robot combat! Control the Nodes or annihilate their Wreckers to deal life-threatening Feedback damage to your rival; either way only one Machinist will walk away victorious.
To demonstrate that we can take the process from end-to-end, the 3 miniatures below are production-ready miniatures, all in metal, which have been professionally painted by the incredibly talented Seb Lavigne of DARK IRON STUDIO
And here we have the 11 models that we have had sculpted to date by Romeo Salbatecu and Ben Wolsey-Charles:
In case you are wondering how large these are, we have created a handy reference guide to a selection of Large, Medium and Small Wreckers.
There are no prizes for guessing what size the Huge models will be... they're going to be HUUUUUUUGE!!!!!
Our Core Pledge offers everything you need to become a Machinist and enter the exciting world of The Third Law...
The Third Law is a 28mm "heroic" scale skirmish game set in a dark near future. Rival programmers (Machinists) compete against each other in arena combat using teams of robots (Wreckers).
The objective of the game is to knock out the rival Machinist before they knock you out. Machinists are effectively you; they are hard-wired into the interface to allow them to better control their Wreckers. Being hard-wired in means that they suffer Feedback damage and there are two ways of doing this.
1) Smashing up one of their Wreckers. When a Wrecker takes too much damage on the battlefield it becomes trashed. The controlling Machinist suffers Feedback from this whilst the Pit Crew haul the Wrecker off and set about repairing it.
2) Controlling Nodes on the battlefield. There are several Nodes on each battlefield, and controlling an active one at the end of a turn will cause Feedback to the rival Machinist. However the Nodes aren't always active. The good news is that they follow a series of logic rules, allowing you to plan your in-game strategy.
Customise your team to your own individual play style, balancing resource generation of speed, aggression and defence. Then enter the battlefield and compete against your rivals as you seek fame and glory.
With army selection, multiple Machinists for each Faction, upgrades for both Machinists and Wreckers and different scenarios, the replay factor of The Third Law is truly limitless.
For more details about each of the 4 initial factions:
CLICK HERE for The Carbon Combine
CLICK HERE for The Full Metal Dragons
CLICK HERE for Liberty Division
CLICK HERE for The Ridden
By Disciple of Sakura
So, I went to Origins this weekend and entered the Reaper Speed-Paint. I was only supposed to be at the con on Friday and Saturday, but I paved on Friday and won my Saturday semifinal, so I called in sick on Sunday so I could compete in the finals, where I managed to pull off a win. Friday was the scarecrow, Saturday was the hobgoblin, and Sunday they gave us the Jungle Titan. I'd already painted two of the three before, which certainly didn't hurt when it came go time.
I didn't get a chance to get pictures in my photo studio before heading out on vacation, so these are the shots I took with my phone at the convention.
We had 45 minutes in round 1, 50 minutes in round 2, and a whopping 60 minutes in round 3.
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