Thursday, 5 July 2012

No ordinary rabbit


My bad, I wrote this on Wednesday and forgot to post. In addition to the below: the semi-official ruling is that characteristic test templates force 2 tests on mounted characters, each at their own values. Maybe my methods of dealing with dragons don't need to be as convoluted as the one I used last weekend.

The Game (damn, I just lost the game)

I played a very mean list last weekend, and I feel a bit dirty because of it. It won’t be used again in a friendly game anytime soon.
The game was against High Elves including a Prince on a Star Dragon, 2 Lvl 2 mages (Light and Beasts), 50 Spears, 2 units of 16 Swordmasters, 20 Archers, some Dragon Princes with the BSB and a couple of Eagles.

I, on the other hand, had the stock 39 Bloodletters, 4 units of 4 Flamers (2 with champions), 3 single Fiends, 5 Furies, 21 Daemonettes, 10 Horrors, 2 Tzeralds (Shadow and Life), a Kherald, a Slerald and the Masque. Oh yeah, and Cyrus as a L4 with a couple of gifts that he never got to use.

His mages got Wildform, Kadon, Shem’s and Banishment, while Cyrus got Stream of Corruption, Pit of Slime, Shrivelling Pox and Plague Wind.

Turn 1

He got first turn and moved his dragon to hide from Cyrus and everything else. The Spears, DPs (ok, an army having one unit called Dragon Princes and also being able to take a Prince on a Dragon. That’s unhelpful for battle report writing.) and Swordmasters moved forward, while the second Sword unit garrisoned a farm and the Archers stayed put behind a fence. The Eagles, of course, got in my way.
Magic went terribly for him, rolling a miscast with 4D6 on Banishment. This killed one and a half Flamers (I rolled 3 saves from 6 wounds, then rerolled all of them; nice.), while the resulting Dimensional Cascade killed all but one Swordmaster in the unit and took away the Light Mage. Shooting wounded a Flamer from another unit.

My Daemonettes charged an Eagle with the Siren Standard, preventing the flee. One Flamer unit garrisoned a building while the Bloodletters got into the other one. Everyone else generally moved up, with the Furies redirecting the DPs.
Magic was pretty shocking. I rolled double ones and failed to get the Pox onto his Prince. Still alive though, so I can’t complain. Shooting was nearly as bad, with a wound on an Eagle and a couple of Archers and Spears dead. Combat saw the Eagle annihilated.

Turn 2

Poor judgement by me had the Flamers charged by the Spears, with a potential overrun into the Masque. With little other choice, DPs charged the Furies. The Prince flew out of the charge arc of Cyrus while maintaining a view to him and the Daemonettes. Swords left their building and the lone Sword got out of my Fiend’s charge arc.
After seeing what happened to the Light Mage, the Beasts Mage decided that failing to cast Kadon was a suitable alternative to miscasting, and promptly did so. A couple of shots did next to nothing and the DPs shredded the Furies. Crucially, the Spears only got one model in contact with the Flamers and despite fighting in 4 ranks, only killed one.

Despite movement being what you could refer to as the reliable phase, I failed 5 Leadership tests for marching or reforming. Daemonettes turned their back to the Swordmasters (with a Fiend redirecting) and moved toward the Prince. Bloodletters abandoned their building and everyone else moved toward their targets with the exception of the Horrors and Tzeralds, who reformed and got away from the Prince.
Magic went almost exactly according to plan, getting Mindrazor on the Daemonettes with the unfortunate side-effect of a Cascade killing the caster, while the Masque danced at the Prince. Shooting took out the second Eagle and a few Archers. Combat killed the Flamers, with the Spears reforming.

Turn 3

Part 2 of Operation Kill the Damn Dragon came into effect when the Slerald used her Siren Song on the Prince. He charged while the DPs went after some Flamers, with the effect of the DPs partially blocking the Prince’s charge, contacting 3 models instead of 4.
Magic saw Wildform miscast on the Dragon and a successful Kadon. Shooting was minimal once again. Mindrazor worked to great effect, taking 6 wounds off the Dragon. If Wildform weren’t on and the Prince could maximise it would have been quite dead, but as is the 7 extra attacks plus Thunderstomp won him the combat.

Bloodletters moved an inch away from the Spears. The uncovered unit of Flamers moved behind the Archers.
Cyrus hit the Spears with Plague Wind, somehow only getting 16 of the 50 despite T3. They fled, leaving 5 Nurgling bases in their wake. Archers were shot down to 4 left, but passed their test (a fail would have been awesome, taking their Monster Mage with them off the board). The Dragon finally died to a couple of sixes from me and 3s from him. I won combat there, but he held on Ld 5.

Turn 4

Swords finally got the charge on the Daemonettes’ rear after clearing the Fiend, sealing their fate. DPs moved to charge the Horrors next round, while the Mage-dragon flew away from the archers. Spears reformed.
In magic I dispelled Kadon, which let him Wildform the Swords. Combat saw my Daemonettes die to a combo of combat res and stabbing.

Flamers left their house and the Tzerald got away from the Horrors. Nurglings got out of the way of the Bloodletters, who moved nice and close to the Spears again.
Magic didn’t achieve much, although I hit the DPs with Awakening of the Wood. This did nothing. Shooting finished off the Archers and whittled down the Swords a bit.

Turn 5

DPs charged the Horrors and wiped them out, choosing to reform rather than overrun. Prince joined the Swords. Mage re-Kadonned.


Bloodletters charged the Spears and the Flamers moved over to the Swords. Cyrus charge-blocked the DPs away from the Tzerald.
Magic was very effective, getting Stream of corruption onto the DPs and taking out 4, Followed by Pox on the BSB, finishing him off. This unfortunately removed enough models to open the Tzerald up for charging again. The combo of the Masque’s dance and Flamers made the Swords and Prince flee dangerously close to the edge of the board.
Spears directed most of their attacks at the Kherald, not getting rerolls and therefore only getting 2 wounds in, which I saved with the armour alone. The horde and Kherald did enough wounds to break Steadfast, making the Spears flee off the table. I then reformed to face 3 Swordmasters and the Prince.

Turn 6

Despite a difference of opinion on the 25% rule, the tiny unit reformed an inch from the table edge. Princes charged the Tzerald. I dispelled Kadon again, then used the spellbreaker to prevent Wildform on the tiny Swordmaster unit. Again, he transformed. DPs slaughtered the Tzerald and overran into the flank of the Bloodletters.

For my final turn, the Flamers moved to shoot at the (now a Hydra) Mage and the last Swordmaster of the Cascaded unit, who had been buzzing around the table all game. Cyrus moved right next to the Prince and his buddies.
Magic had further dancing at the Prince, followed by a Stream of Corruption. They fled off the table. Flamers killed off the last Swordmaster and did a second wound on the Hydra-Mage who would have died to a dispel if we weren’t at the end of turn 6. Three DPs did next to nothing against the Bloodletters, and a Killing Blow knocked them down to 3.

There we go. An epic game and I rolled a 4 on resolution, so his army is destroyed (until the end of the season. Which is almost now. We still have to resolve injuries and the victory and defeat tables, which we will get to next time. The end of season event will be coming up shortly, which should be mad fun.

So 4 units of Flamers, Siren Song, Masque, Siren Standard and Despair Banner. In the interest of fairness, I won’t be using that particular combination again. Except when I really really feel like I need to. The sight of elves failing leadership tests is particularly entertaining though.

Sorry about the lack of pictures, I’ll post one up of my Bloodletters when they’re done. Here's the right now though:
"Run Away!!"
     -King Arthur in Monty Python and the Holy Grail

Wednesday, 27 June 2012

(Re)Basing Nurglings and airbrushing


I'm getting bad at doing this weekly, can't imagine how things will be during the move...
Not that I've been just sitting around, 6 more Nurgling bases are done and I redid the snow on the first few as well.

May as well do a basing tutorial thing now...

Start off with the base, sprayed white with primer.

 I then grab a suitably dirty brown colour and paint the area where the Nurglings will be sitting. Filthy Brown from the Vallejo game colour set was my base, then Dead Flesh was slopped randomly over the brown to give a bit of contrast.
 After that some teak wood stain and varnish mix (the same stuff I use for dipping) is generously applied with toothpicks. I've already made one old brush into a solid lump, no reason to do it to another.
 Aaand now I stopped taking photos. Generally speaking, I put the Nurglings onto the varnish while it was still wet (that stuff sets rock hard and holds like glue) then left them overnight. I found a few little bits of crushed rock to glue down and add some variety to the snow, then mixed up some bicarb with some PVA glue, sticking it over the rest of the base.
Bicarb gives a much better finish than the GW snow flock for about 10% of the price. It makes some very nice lumpy snow too. A coat of PVA over the top holds it together well, then some matt varnish after it's dry takes away the shine.
There were a couple of gaps between the slime and the snow that I filled in with more wood stain. That stuff is amazing. A once over with a permanent marker around the edges makes the base look much nicer in the end too.

I got out the airbrush last weekend with mixed results. Overwatering the paint was my first mistake and I managed to clog the nozzle after that. A quick clean later things sped up. I added more paint to the mix, which mostly fixed the water problem, but I'll just have to learn from that next time.

 I just did the basecoat on the Bletters with air, and I've now done some shading and detail manually. Here they are as of now, all 29 of them (really need to find that last one sometime).

 Fighting High Elves this weekend with Cyrus, facing a dragon. Balesword much? Maybe, maybe not. I rolled 550 extra points on my mines, which nudges me just above the "grand army" minimum. Fun fun. Unfortunately 24 Flamers cost 900pts with champions, so I can't get too ridiculous. Shame too, I just want be able to say that I've done it.
Never got to fight Empire, which is a bit unfortunate. I was hoping he'd bring a Hurricanum so I could annoy him by singing "Rock you like a Hurricanum" whenever he moved or used it.
Eeevil plans have been forming in my mind this week, but I can't seem to think of anything that I want to do with my Keeper. Probably ask the guys if I can swap him/her/it for Kairos, or more reasonably, my new Lord of Change. I can only think of a couple of evil plans with him, but that's better than the relative lack of interest in the Keeper.

On a final note, I've been coming up with custom rules and tournament ideas again. My birthday's in a couple weeks, so maybe I'll be able to convince people to give them a go around then.

Hopefully my next update will be within the next week, although I doubt my Bletters will be done by then. Probably do a battle report.



 "The night is calling
I have to go
The wolf is hungry
He runs the show
He's licking his lips
He's ready to win
On the hunt tonight
For love at first sting

Here I am, rock you like a hurricanum!"
 -Rock you like a hurricane, by Scorpions and bastardised by me.




Sunday, 17 June 2012

Bawk bawk bawk.

So. Campaign. Nothing to report since my Empire opponent has a very different schedule of free time to me. It looks like we won't be getting our game in before the cutoff, so it'll be skipped; a bit of a shame since I was really looking forward to seeing if my crazy shenanigans would have actually worked.
I've decided to take the stance that he's stalling so that he won't have to play me. Bawk bawk bawk **does an incredibly annoying impression of a chicken**

Painting news: Larry is painted and based (finally).
A few hours were spent this weekend just on his base, which has impact craters around his hooves and flaming cracks opening in the ground.

Last weekend I had a quick 1200pt game against Beastmen. No pics were taken but I'll give a quick recap.

I took 40 Bletters, 6 Flamers, a Fiend, 10 Horrors and a Light Tzerald. And the Masque to add a bit of variety. I was facing a bunch of Gors, 3 Minotaurs (the game was basically to try them out), a Ghorgon, a chariot, and a couple of heroes (L4 with beasts).

I got 1st turn and did the usual, getting closer to charge range. Flamers picked off a Mino. Not a lot in magic.
He failed a swift reform in the Gors, which basically cancelled his movement. Minos moved unnervingly close to the Flamers. A poor roll for magic basically ended his turn.

I inched closer to be just out of likely charge range of the Gors. Flamers moved to the sweet spot between stand and shoot and long range against the Minos, which they ended up destroying anyway. Fiend went off to be alone for a while. Again, very little effective magic. Masque danced at the Ghorgon to reduce his leadership.
Ghorgon failed his frenzy and charged the Bletters. Gors and chariot moved to unfailable charge range. Wildform hit the Ghorgon, who won combat and Frenzy stacked. I passed instability.

Fiend moved to redirect against the Gors, while the Flamers moved to shoot at them. Masque danced at the Gors. Throwing 6 dice at Timewarp without a miscast lured out the Scroll. Flamers shot at the Gors, who panicked and fled, causing further panic and fleeing in the chariot. Chariot fled off the board. Bletters won combat this time, cancelling the Frenzy.
Rally failed and the Gors left the board. Ghorgon won combat and re-frenzied.

Fiend charged the flank of the Ghorgon, I got Timewarp off and the Masque danced at the Ghorgon. He was down to a single wound, so he ate a Bletter and healed by d3 (1, unfortunately for him). He broke and the Fiend caught him.


Next week we should hopefully be continuing to the next turn in the campaign. My Bletters will most likely be represented by something else because of this:
Now officially out of black spray. You may notice that they're looking a bit smaller than usual. That's because I chopped back their swords to make them easier to rank together. So goddamn sick of that.
Now they've got daggers of various shapes and sizes. I will call them... Bloodletter openers. I intend to paint them with an airbrush at least in part, which means painting outside, therefore during the day, therefore on the weekends. Hopefully shouldn't take too long.


That's all for this week, probably paint some more Nurglings before the weekend.


"Bawk, bawk, bawk, bawk, bawk,
Bawk, bawk, bawk, bawk, bawk, bawk, bawk,
Bawk, bawk, bawk, bawk, bawk."
 -A haiku about the Empire.

Friday, 8 June 2012

Battle of the Organ Gun

Right, update. The game between me and Digh Elves happened last weekend in the snowy lands near two Settlements of Destruction. I had 2600pts and he had 2650 from our mines, and I did a couple of things with my list that I haven't before.

For starters, I took 2 Tzeralds (Life and Death), although only one of them did anything beyond intimidation. Also took a Kherald on a Juggernaut and 2 units of 6 Flamers for the first time.

My opponent took Hordemasters and Phoenix Guard for combat and Seaguard to shoot. A Heavens Archmage  took care of magic for him, while a Repeater Bolt Thrower (hm, RBT) shot at Larry a bit. This was the opponent who destroyed my organ gun first round with archers last time we played, so I was out for revenge.

My army:

 His army (Goddamn eagles!):
 I did a shocking job of taking photos, so bear with me. First round I did the usual marching up, making sure to get everyone out of range of the Haunted Mansion before the shooting phase.
With 7 dice and being out of range for Dwellers, I boosted Caress of Laniph at his mage, throwing 6 dice and casting without a miscast. It was then that the Banner of the World Dragon was revealed in the Hordemasters and nothing happened. Sigh. In later discussions we decided that he should've tried to dispel it anyway, since I had 1 die left and would have kept directing magic that way if I thought I could. I got a few shots in at the Hordemasters and killed about 3, and there was much rejoicing.

Right away he moved the Horde into the building, creating a unit impervious to magic and shooting, and that could beat me easily in combat. Sonuvabitch. Everything else stayed eerily still. A gust of wind shot out of the windows of the house, pushing my BLs 3 inches away. Harmonic Convergence went on his RBT. The RBT fired at Larry, who was over 0.05 thanks to a long island iced tea and took a wound. Seaguard managed to knock over 5 BLs with shooting.

In turn 2 I moved everyone menacingly closer, although they tangled together a bit. Forgot to move up one of my Flamer units :( Got Dwellers off on the Seaguard and he failed to dispel, but I only killed 11 of the 50 that were there. Larry regained his wound. Shooting with my Flamers knocked out 11 more, which felt pretty good.
 I told you I did a terrible job with the photos. He charged a Fiend in the flank with an Eagle (2 actually, but one failed), and the Horde moved out of their house. Eagles moved to block charges and generally be annoying dicks. I blocked Iceshard Blizzard on my Flamers, and Harmonic Convergence hit the Hordemasters. Further shooting chipped away at my BLs, and combat between the Eagle and Fiend ended in a draw.

Charges were declared all over the place, with a Fiend and Larry charging the RBT and the Hounds charging an Eagle. BLs shuffled left to get through the gap, while my Life Tzerald moved right to prevent the Hordemasters from overrunning into him. The Death Tzerald failed his marching test, but still flew a good 10" to safety. Dwellers hit the Seaguard again, killing the general and a fair chunk of the unit. I miscast regrowth on the BLs, with a net result of turning 3 Horrors into Bloodletters.
Shooting at the remainder killed a few more, while the other unit shot at the Hordemasters.
Forgetting to reform my Fiend to face the Eagle made him lose combat by 2, but not taking any additional wounds. Then he failed his reform test. Not so great. Hounds decimated the Eagle and overran into the Seaguard. Larry's Dark Insanity gave him 13 attacks on the RBT, which avenged the Organ Gun nicely. He turned to face the Seaguard, while the Fiend overran into the last eagle. Mid turn:

 Swordmasters charged the empty Horrors. Magic was spent unnecessarily buffing them and they decimated the unit in combat. Hounds won theirs by 4, but the Seaguard hung around and reformed anyway. Fiend v Eagle just kept on going.
 We called it there, with me winning. Next turn would have seen Larry charging the Seaguard and the Life Tzerald getting the hell out of there to try Dwellers on the Phoenix Guard. Both Flamer units would have torn into the Hordemasters (likely chipping them down to less than 15) to weaken them against the Bloodletters.

As a reward for winning, my Bloodletters were named a regiment of renown (the Red Envelope) and gained Devestating Charge. In post-game we put down our armies on the newly enlarged map and effectively restarted the campain from turn 2. For next round I'm facing Empire with Cyrus, which terrifies me. On the plus side, I have 2900pts and get to see his list before I write mine, so this is my one and only chance of beating him.

For the purpose of the campaign, we're considering a 4+ look out sir against spells like Dwellers. I suggested the 4+ as opposed to 2+, but I'm even a bit iffy about that now. Those spells aren't cheap to cast, and a large part of why I use them is for taking out command. They were written that way because that's how the designers intended it, and if it wasn't then it would've been changed in an errata by now.
Taking the extreme case, if a character passes a look out sir and someone else takes the hit, then there's a chance (however small) that more models than there are in the unit could die, with the character surviving.

Anyway, topic for discussion later.

For avenging the Organ Gun, Larry has earned the right to be painted. Still a work in progress, but here's what I've done so far.
Prime:
 Skin base:
 Wings cleaned up and hair painted:
 Wings base:
 Wings wash:
I'm giving him white armour to go with the theme, and when I base him it's going to be like he just landed with craters around his feet. That's the plan at least.

"There is no greater concern than knowing where the the lid for your scalpel is, but not knowing the location of the scalpel itself."

Wednesday, 30 May 2012

We're in the Badlands. Also, there's blood.

Campaign kicked off on the weekend with a long session of making the rules clearer to everyone and agreeing on others that aren't fully explained. We set up the currently half-sized mighty empires map (I bought a new set on Monday and it arrived today, so we'll fill it out and do another land grab this weekend.

We have an Empire, Dwarfs, Vampire Counts, two High Elves (which I will refer to from now on as Digh Elves and Ligh Elves to simultaneously reduce and increase confusion), and my Daemons.

In the random events at the start of the first turn, Empire lost a mine to the Vampires and a Fortress to bad luck, while Dwarfs lost a precious mine. Movement sent everyone off to war and challenges were declared between Ligh Elves and Dwarfs (who were between the Ligh Elves and my territory, that guy holds a grudge well), Empire and Vampires (to reclaim the mine), and me and the Digh Elves. We had no reason to fight, what with both of us invading the Vampires territory, but the others paired up first.

Rolling for mines led to +D6x50 points for me, Digh Elves, and Vampires, and a D6x10 point magic item for a Vampire Hero of Legend (he also got a relic).
Due to time constraints most of our games are going on this weekend, but Empire and Vampires got a battle in, with the Ghoul King on a Terrorgheist falling to cannon fire. Things didn't improve from there when the backup wizard lost his magic levels to a miscast. I didn't hang around until the end of it, but we declared the result with some interesting consequences.

For winning, Empire got a free D6x10 magic item (he rolled a 1, unfortunate.) and a relic.
For losing, one Vampire unit is now subject to stupidity for the next battle, and the army was pushed back towards the Capital.
Sonuvabitch  Ghoul King rolled a 6 on the character injury table, resulting in +1S.

I played a quick 1000pts against the Dwarfs to pass the time, and he went very artillery heavy. I took lots of units and Light.
First turn nearly killed the Scribes and knocked out a few BLs.
My turn killed off a few of the single infantry unit with magic, but also caused a Cascade that could have wiped out my Tzerald and lost me the game (it was Blood and Glory with only one standard). The epic explosion that occured took a wound off him anyway and killed just a single Horror.

Further shooting chipped back a few more BLs and again, nearly killed a Fiend. The Organ Gun messed up the Scribes, who acheived nothing but distracting artillery.
I got Timewarp off on one unit of BLs after Pha's was dispelled. Both Fiends charged but only one got in, taking out 2 crew before losing his single remaining wound.

Now within charging range, the dwarfs took their chance and charged the non-Birona BLs. We forgot Fear and I lost combat but passed my instability. All cannons fired at the Birona Letters, taking them down to the command models.

Birona Letters charged the weakened Grudge Thrower and the Fiend ran at the Organ Gun. I did the Timewarp again, this time on the BLs in combat with the infantry. Fiend won combat and the crew failed their test, but due to me never fighting artillery before they stayed there. Unless that's something special with Dwarfs. I dunno. Grudge Thrower was finished off and I overran into the cannon. After killing 7 to 2 wounds on the rank and file, they fled and were caught. Only after I got home did I realise that I forgot the ASF rerolls, not that it mattered.

We called it there and watched a bit more of the other game. I'd say that I won partly due to poor rolls by his characters, but mostly because I brought more units than he could shoot before I got to him.

Yeah yeah, no pictures this time. I'm assembling a Chimera and Manticore right now, so maybe next update.

Current campaign relic tally:
VC: 1
Em: 1
DiE: 0
LiE: 0
Dw: 0
DoC: 0

No quote either. I'm gonna go play Diablo.

Saturday, 26 May 2012

Spring is here

Ok so Spring isn't really here. It's late Autumn. But the campaign starts in Spring in about half an hour, so we'll go with that.
Just a quick update today before I head off, first of all my final Lieutenant:
Lieutenant #2

Cyrus Pusgurgle, the Undying

Unlike his counterparts, Cyrus has no grand story of being a weakling blessed by his God. He was born as a particularly large boil burst on the oozing flesh of Nurgle into a life of excess and joy. Within mere months he was fully grown and marched onto his first battlefield, only to be cut down by a mere mortal.

It took further months for him to regain his strength and corporeal form, but with the camaraderie of his filthy brethren he felt no shame at his defeat, and became more powerful than ever before. Something of a rivalry was born when he met and fought alongside Larry, who had killed him in a past life, although Larry took this far more seriously than Cyrus.

Unable to match Larry’s speed and ferocity, Cyrus turned to a war of attrition and magic as they sparred. On more than one occasion, his opponent dissolved into a pile of Nurglings, to the laughter of onlookers. This led to somewhat of an arms race between the two, gaining experience and power as they fought.

It was at the rare and terrifying united behest of the Chaos Gods that the two turned to face the Badlands, to secure the great power that lay there. As they made their preparations, Herma joined and alerted them to the presence of mortal cultists of Slaanesh worshipping there. In an instant all three had arrived, armies in tow, and slaughtered the fools who had summoned them.
Winter is coming.

*Cyrus managed to trick Larry into thinking he was a different Great Unclean One than the one he had slain by saying that his name was instead Papyrus. Larry is an idiot.

*Cyrus sees Elves only as bags of Nurglings, and will do whatever it takes to free his little brothers

*Cyrus’ favourite movie is “The Warriors”

Fun fun. With my copy of Diablo 3 arriving on Friday I came close to not getting my weekly painting finished before we started, but I showed tremendous self control yesterday and finished off these guys before playing:
 Their bases aren't finished just yet (I need to char the ground around their feet), but outside of that, that's 10 Bloodletters with semi-full command. The standard bearer is just a stick bearer right now. I didn't document the method since it was a largely experimental paint, but sometime in the next 50 or so that I still have to go I'll take pics along the way.
Figuring that they had enough red - and sticking to the theme of my army - ice swords were the way to go, and they ended up looking really nice. I just went with a base of black followed by shades of grey moving up to the tips, then did a wash of blue. The Imperial Blue that came with the others is a kind of weird inky consistency, so I barely watered it at all.

Ok, 20 minutes until I have to go. I'll probably do an update during the week of the campaign and battles, things are going to get interesting (with only a 2 in 5 chance of playing High Elves again!)

"Can you dig it?!"
         -Cyrus, in The Warriors

Tuesday, 22 May 2012

Tiny dancer

It took me all week to get her to a colour that worked, but the Masque is finally painted and based.
Originally she was purple, but her hair was the same colour, so it didn't stand out enough. I'm still not entirely happy with it, but it's most likely one that I'll revisit after I've done everything else. So 2015.

That's a character done, so next up is some regular peoples: Bloodletters.

I'll just be doing 10 for now. 40 would be a bit much for just one go, and I want to have a chance to finish them before the campaign starts this Sunday.

Speaking of which, here's Lieutenant #1 and his/her/its/whatever backstory:

Herma, the Deceiver

After experiencing a defeat in a battle centuries ago, Herma was a lowly Daemonette captured by the victors. Feigning a futile struggle against the meagre binding spells they placed upon him/her/it/whatever was part of a long-term plan, for while they performed useless experiments to determine the weaknesses of the Daemons, he/she/it/whatever was gathering the power to strike back.

Knowing that a single Daemonette could hardly destroy a city in a night, Herma bided his/her/its/whatever time until the researchers became convinced they had learned everything that they could and left him/her/it/whatever “safely” caged away for a century. In that time the Daemon was forgotten and the city grew. A whorehouse was built in an adjoining building and Herma fed off the energy that leeched through the walls.

As time passed, Herma grew bloated with sinful power and a glorious transformation occurred, reshaping him/her/it/whatever into a mighty Keeper of Secrets. With newfound speed and unbelievable efficiency, Herma slayed the entire population of the city in mere moments. As the last soul was reaped, he/she/it/whatever vanished into the void, returning to serve Slaanesh once more.

*Herma is a uniquely skilled fighter, his/her/its/whatever speed and practiced reflexes rivalling the ferocity that is expressed by Larry

*Herma is a superior leader to both Larry and Cyrus, but has no desire for the rigors of higher command

*Herma once joined a circus to practice disguising his/her/its/whatever form, and proved to be an excellent juggler, singer, dancer, and bearded lady. The adventure ended one night when Herma accidentally sung a Siren Song, causing the crowd to rush the stage. There were no survivors.

"With a gun-toting trigger-happy tranny named Kinky Renee."
          -No Aphrodesiac, by The Whitlams (also originally included in an MGF song)