Monday, 22 September 2025

Necromunda Beetle Knight

 Hello again! This post was supposed to be about more House Escher gangers, but I didn't paint them in time. Then I thought that it could be a tongue-in-cheek post about painting some iffy plastic dinosaurs from a museum, but those aren't quite ready either. So, this is about a space knight riding a giant beetle with a bionic arm across a wasteland.




There are a few conversions that I've had planned for ages and never got around to doing. One of these is to turn a Nurgle plague drone fly into a riding beast. For some reason, the idea of weird people riding strange monsters really appeals to me. 

I assembled the drone much as normal, although I swapped the front and middle legs around to make it more of a quadruped. I used DAS clay and green stuff to fill in the rotting bits and the wing-holes, and gave it a head from a tyranid bit turned upside down. The head makes for nice faceted eyes.

The rider was more complex. He's got legs from an Eldar guardian, an upper body from a very battered Bretonnian knight that I've had for years, and a lance arm from a dark elf. The front of the head comes from a chaos cultist and the helmet is a bit left over from some weird Age of Sigmar bone monster. I think his backpack, with carries water, is originally a dwarf bit. Quite a lot of green stuff was involved. The bits and bobs stuck to the beetle come from all sorts of  places. 

Halfway through construction, I dropped the model on the floor. I decided to replace the beetle's left small arm with a mechanical arm that I'd built out of junk a while back and never really found a purpose for. 





There's nothing especially complex about the painting, It was difficult to make the rider look interesting, in that he felt a little drab compared to his beetle. I decided to give his armour a verdigris look: perhaps, in the wasteland, that sort of discolouration is seen as impressive. I'm not entirely sure about the stripes on the beetle - I like the concept, but I don't think they work all that well in practice. I'm not sure how I could improve them without an airbrush, though.

Overall, I really like him. I think he's got a weird charm: as much inspired by Moebius as anything in Warhammer. I could see him riding about on the dunes, prodding enemies with his lance. 








Tuesday, 16 September 2025

More Escher Gangers

 Another week passes, and I continue to find myself surprised by the number of views that this blog is getting. I can only conclude that it has been hijacked by some sort of super-efficient automated Ponzi scheme, so if you receive messages from "me" offering to sell you inexpensive timeshares, a Nigerian goldmine or compromising pictures of Brittney Spears (my knowledge of internet spam ended in 2005 or so), don't click on the link. I do not have access to these things.

Anyhow, I've been painting more gangers from House Escher this week. These ones didn't require any repairs, and are as they were originally released. They are very detailed models and really good sculpts, although the sheer smallness of the models - especially the juves - makes them quite intimidating. I've found that it's easiest to paint the stuff closest to the model's skin - including the skin itself - and then work outwards. 

It strikes me that it would have been really tricky to play Necromunda "properly", as the rules say that you were required to show all equipment and upgrades on each model. This would lead to some very fiddly conversions as the game went on, especially if people lost limbs and gained bionics.

I also discovered a nice way to shade purple. I usually just add white or pink to purple to lighten it, but I've found that adding a light, fuxchia colour as well makes the shading look more vibrant, which helps for "neon" style pink.

Anyhow, the first two are standard gangers. The lady on the left has a lasgun, and the one on the right is carrying a length of chain - presumably a flail in game terms - and a laspistol. 




And here is another juve. I really like the variety of expressions that the juves have. You can't really see it here, but this one looks really alarmed as she blazes away with her massive (but not very effective) revolver.



That's all for now. I have more House Escher models to paint, including a heavy and two leader models. I'm not sure if that's what I'll work on next, but there's plenty of stuff to do. 


Sunday, 7 September 2025

House Escher: Spares, Repairs and Very Big Hair


Who remembers Necromunda? Not the recent one, which I've never played, but the mid-90s skirmish game. It came in a box with cardboard terrain and awful plastic models, and involved odd-looking gangs fighting it out in the depths of a hive city. It was complex, interesting and probably an inspiration for Mordheim, which had a similar basis but removed some of the more awkward rules.

Several years ago, my friend James and I played quite a few games of Necromunda, and we enjoyed it a lot. It's got some weird features: like Mordheim, it's designed to be played in a tournament-style campaign, and a winning gang quickly outstrips the gang it defeats. Also like Mordheim, most games end with one gang running away, and the rules as to which of your minions survive are pretty crude and arbitrary. Unlike Mordheim, Necromunda puts a lot of emphasis on pinning your enemies with gunfire, and making them lose their turns. It's an interesting mechanic, but a potentially irritating one too.

Necromunda certainly had its problems as a game, not least the needlessly complex and so-random-it's-unfair dishing out of territory at the start. You could just award each player $200 every time they fought a battle and have just as much fun. One of the things I do like, though, is the comparative lack of detail in the backstory. Most of the details are, unsurprisingly, cloaked in shadow. I really like this, as it gives the player the opportunity to make up pretty much whatever they like.

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Gangers of House Escher, by Mark Gibbons.


One of the six big gangs (like Dune, Necromunda calls them "houses") is House Escher. Escher is an unusual organisation, as almost all of its members are women. They're basically amazons in space, and their skills suggest that they are fast and good at close combat. Escher fighters have an odd visual style, as if someone decided to make them "sexy" and changed their mind at the last minute. As it is, they look like a punk band about to do some kind of yoga class. I suspect that their design owes a lot to Tank Girl, who was big in the 90s.

That said, the old metal miniatures look much better than the modern plastics, which all have weird metal clogs as if they've just removed a pair of skis. One of my pet hates in miniatures is female soldiers in high heels - I can almost understand some maniac running into battle in their underwear or even barefoot, but heels just look silly even by the silly standards of Warhammer.

Anyhow, I've been avoiding these models for a while, or more accurately summoning up the courage to attempt to paint them. The amount of detail on the Escher miniatures - designed and, I think, sculpted by the excellent Jes Goodwin - is incredible. They're very slight, and there's a lot of opportunity to paint detail and get it wrong. Unlike orks, they've got human faces and, unlike eldar, they don't have the decency to wear helmets. That's just not on. 

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All of this week's models are repairs of some kind, because it was cheaper to get the models broken off ebay and to tidy them up myself. Also, it adds variety, as I've got some duplicates.

The ganger on the left was missing her left arm, so I replaced it with a dark eldar arm. The woman on the right didn't have her right foot. I made a bionic one out of a skeleton foot and a cut-down necron arm, using the elbow joint as a metal kneecap for her. I think it's worked pretty well. 






The next pair are juves: young members of the gang who are weedier and less reliable than the seasoned fighters. One thing I really like about the old metal juves is that they tend to look worried and frantic. Necromunda has a much better range of expressions than 40k (space marines have one face per chapter). Neither had a head, so I replaced them with Stargrave heads, which were small enough to look right on their scrawny bodies and had some suitably extreme haircuts.





Finally, we've got two models built from the same body. Bear with me here. Each Necromunda gang had access to heavy weapon soldiers, imaginatively named "heavies". Most gangs had two or three heavy models, one of which would be armed with a stubber (a clunky, WW2 type machine gun). The Escher stubber body seems to be easy to get hold of, while the other heavy model, who has a plasma gun, goes for silly money.

I found what seemed to be the plasma gun variant, but wasn't. I ended up with two spare copies of the stubber body, and so I converted them both to be doing new things. This model was given pistols and a mechanical arm from Stargrave:




And this one got a new arm, a gun cobbled together from various bits and bobs, a backpack from some kind of Mantic robot, and some sculpted armour to cover the gaps:




After all that, here they are painted!





While there's no uniform here, I've tried to use a set of reoccurring colours. The outfit designs are vaguely inspired by old GW paint schemes and Tank Girl comic books. I've tried to introduce variety by varying the skin tones a bit, although it might not be obvious.

So, join me next time for more brightly-coloured Necromunda loonies. Or possibly not. I've got a lot of fantasy miniatures stripped and ready to go, and I've just bought some goblin green paint...