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Equipment, Permanent Damage and Notes:
EXPERIMENTAL VEHICLE CAMPAIGN RULES
by Chris Ward and Stuart Witter
Continuing the vehicle rules from last issue. This time we learn how vehicles behave in campaigns.
Fixed Weapon: Gunner:
VEHICLE ROSTER SHEET
Last issue we gave you full rules and vehicle costs for using your buggies, crawlers, bikes, etc. The costs of the vehicle you have purchased and the information about it should be recorded on the Necromunda: Battles in the Ash Wastes vehicles roster opposite (permission is granted to photocopy it or a full version can be downloaded from the Fanatic website). Using this roster keeps costs of your vehicles separate from your gangers and allows you to use your Nomads to raid the Underhive on foot by taking the cost of your vehicles away from your total gang rating. This roster also has areas to include fixed weapons that are considered part of the vehicle – the cost of which is added to the total cost of the vehicle, not the gunner, and areas for noting down the driver, gunner, etc. An example of a completed roster is given on the right.
Vehicle Name: Driver:
VEHICLE PERMANENT DAMAGE
Just as a ganger can be seriously injured in a fight, a gang’s vehicles can take permanent damage from enemy fire. Gangs try to keep their transport in the best working order they can, salvaging parts from wrecked vehicles found in the ash wastes and buying replacement parts from the shanty towns. However, some damage cannot be glossed over using a planishing hammer or a coat of paint and will therefore have more detrimental effects.
Armour Type: Cost:
Any vehicle that is crippled has to roll on the Vehicle Permanent Damage table. Any vehicle that was immobilised during the game may become crippled and have to roll on the table, especially if it is abandoned by a gang that bottles out. A vehicle that has no crew or driver at the end of the battle also counts as being immobilised.
Vehicle Type: Transport Capacity:
Roll a D6 for each immobilised vehicle at the end of the game. On a roll of a 1 the vehicle counts as crippled and you must roll on the Vehicle Permanent Damage table, on a roll of a 2 or
a roll of 4-6 means that it is rescued and repaired. the damage it has sustained leaves it beyond repair. 23-24 Twisted Chassis The vehicle’s chassis or frame is bent. This means. that the ganger cannot scavenge or work a territory this game. Re-roll any ‘Destroyed’. The driver must make a Leadership test each time he wishes to travel at a different speed (slow. a vehicle travelling at fast speed. 1 1 4+ VEHICLE PERMANENT DAMAGE CHART (D66) 11-13 Destroyed The vehicle is completely wrecked. A Leadership test must also be made to bring a vehicle to a halt (stationary for a turn) or to move a previously stationary vehicle. buckled..Short Long To hit To hit Str Save Damage Ammo Range Range short long Heavy Stubber Fixed Weapon: Hukk Touler Gunner: Equipment. all models on board suffer a -1 to hit modifier.’. ‘While we were at it..e. have holes blown in them or are completely missing. 25-26 Engine Problems The vehicle’s propulsion system has taken serious damage during the last battle and now doesn’t function perfectly. The vehicle’s Armour values should be reduced by -1 on all locations. that can only make one 45 degree turn. fails its D6 roll and cannot make its turn this Movement phase). combat or fast) from what was travelled at in the previous Movement phase. For each turn you wish to make roll a D6. 21-22 Armour Weakened The armour plates that protect the vehicle’s vital components and crew are twisted. though. 14-16 Wrecked The vehicle has not been completely destroyed. ‘Fixed’ or further ‘Wrecked’ results. the chances are that the vehicle will be recovered less. A failed leadership test means the engine has malfunctioned and travels at the same speed this turn. gaining 2D6 x 10 creds (to be added to the gangs income). Permanent Damage and Notes: 2 Sustained Fire dice Engine 4 more your gang successfully rescues the vehicle before it is either stripped by another gang or falls prey to the harsh ash waste conditions. meaning it will be repaired in time for the next game. Roll a further D6 times on this table. On a result of a 1 the turn cannot be made at all (i. making it almost impossible to control at high speeds. although repairable it is badly mangled. So instead a D6 roll of 1-3 will mean the vehicle is crippled and takes permanent damage. 31-32 Boneshaker The suspension systems are ditched and the vehicle bounces around wildly as it is driven across the uneven ash surface. Armour Type: Heavy Armour Vehicle Name: Bertha Cost: 300+0+120= 420 Driver: Led Saato 0-20 20-40 Armour Vehicle Body Area Name Wheel Scores 10 12 Fixed Weapon Area Name Driver 4 10 1 5 10 2 Vehicle Type: Wheeled Transport Capacity: 5 Armour Scores 3 10 Crew 6 12 3 . While moving. Re-roll any duplicate ‘Captured’ results. If the gang owning the vehicle bottled out. when they shoot. If one gang bottled out the other can leave a ganger to strip the vehicle of any parts that could be salvaged.
61-63 Captured The vehicle is towed away by the opposing gang. a knock about with a mallet. On a result of a 1 the problem is playing up and the vehicle cannot be used for this game. There is no guideline for ransom prices. starting with vehicles of the highest value. rake marks and bullet holes covering the vehicle means it is recognised as being owned by an experienced gang of merciless killers. The effect of this pride in their transport gives all gang members riding on the vehicle +1 Leadership whilst on board.33-34 Annoying Squeak! Some minor problem such as a knocking sound every time the vehicle accelerates. Finally. it is for the players to decide between themselves. ransomed or stripped for parts if both gangs hold captured vehicles then they must be exchanged on a one for one basis. three means 3D6. Any fixed weapons can be added to the capturing mob’s stash and the vehicle’s components are sold for 3D6 x 10 creds. etc. means it is sometimes out of action. Captured vehicles can be exchanged. a rattley gearbox or a squeaky seat has developed and sends the driver mad! The driver suffers -1 Leadership whilst driving this vehicle due to the distraction. 35-36 Unreliable The vehicle develops a recurring fault which. Two ‘Unreliable’ results mean 2D6 have to be rolled before each game any roll of a 1 the vehicle is unavailable. 41-56 Fixed It looks a lot worse than it is. 64-65 Reputation The knocks. The gang who have lost their vehicle can opt to play a rescue mission to reclaim their valued transport before it is reduced to its component parts. a few rivets and a coat of paint means the vehicle sustains no long suffering effects. vehicles that have not been exchanged or bought back can be stripped for parts. Any remaining vehicles can be bought back by their own gang if the player is willing to pay the captor’s asking price. despite efforts of repair. All permanent damage suffered by the vehicle during its illustrious lifetime is fixed and has no further effect! 4 . Roll a D6 before each battle. 66 While we were at it… The gang’s efforts to patch up the vehicle after the last battle seem to have solved another long-standing fault.
Note that Ash Nomad gangs are not affected by any conditions except for the Darkness (31-36) and Dead Calm (26) conditions. only to be boiling hot the next. for who knows what will have happened when the skies become light once more! Should you wish. but if one player wants one you must roll for it. To determine the condition which affects your game roll D66 and consult the table over the page. you may include a treacherous condition in your games of Necromunda: Battles in the Ash Waste. it is the darkness of night that is singly the most terrifying thing to many gangers. The temperature fluctuates wildly. Massive ash dunes are interspersed with areas of completely flat ash plain miles wide. Toxic or acid rain can pour from the skies and floods of sludge or chemicals sweep across the land. Even the hardiest shanty town dwellers or experienced nomad gangs can find themselves caught out by the rapidly changing conditions that are the result of Necromunda’s ruined ecosystem. any man caught without a respirator will surely die. However. life is sparse and survival hard.TREACHEROUS CONDITIONS EXPERIMENTAL RULES by Chris Ward Outside the protection of the hive walls. Finally. Treacherous conditions are rolled for after set-up. These are but the least of a gang’s worries. 5 . it is the land and climate of the planet itself that kills many unwary outhiver. but before the game begins. You may agree with your opponent not to have a treacherous condition. freezing one minute. Even the air is toxic outside the hive. Windstorms blow up great clouds of corrosive ash that can strip a man to the bone in minutes.
level ground. not to mention the pockets of Quickash. This does not affect any other gangs. even surface. The ash is slightly sludgy and clings to the boots of gangers and tyres of vehicles. Besides getting into clothing and equipment it has little effect. 23 Strong Winds. all movement by models on foot on the surface is at half rate. blinding and mutating. just be thankful that everyone has a respirator. Ideal! Continue as normal. 13 Thick Ash Covering. models with Move 4 are now Move 3) 24 Ash. On a 1 the vehicle is stuck and may not move this turn.. 25 Heavy Ash. Continue as normal. this is preferable to the light which occasionally breaks through the cloud layer. shaking and jolting models in vehicles. In addition. 14 Uneven Surface. completely Hidden from view. Any models shooting from a moving vehicle is at an additional -1 to hit. The surface is baked into a hard. 26 Dead Calm. this does not cause any major effect. All shooting is at an additional -1 to hit. On a 1 they are caught in a Quickash pocket and may not move this turn as they struggle to free themselves. This makes movement on foot very difficult. Skimmers. the wind is just another inconvenience. Vehicles must roll 4+ on a D6 to move. The light that does get through to the planet is burning. All Ash Nomad models are at -1 Ld as the conditions are so unnerving. The whole area is covered with a thick coating of fine ash like sand. The ash in this area is set hard into lumps. Small pockets of quickash are dotted across the area. uneven or moving in huge drifts. or be immobilised for the turn. It is a murky place as much of the light of Necromunda’s sun is kept out by the thick clouds of smog that drift across the sky.g. The ash may be sludgy. Movement in the wind is becoming extremely difficult. constantly blowing up ash and corrosive chemicals. mounds and ridges. Continue as normal. Continue as normal. This does not affect skimmers and crawlers.. but sometimes it gets really windy. However. crawlers and walkers are unaffected. The wind is blowing especially thick clouds of ash and dust that gets into everything mechanical. 31-36 Light Conditions Outside the hive. 21 Poison Wind. light is not rigorously controlled by glow-globes and halogen strips. In addition. 15 Quickash. 6 . a rare thing in the wastes. The wind is blustery and corrosive. The ash is dry. The wind is somewhat more toxic than normal.11-16 Ash Condition The ash surface that covers Necromunda is not always firm. The wind is blowing up great clouds of ash and dust that makes it very hard to see. 12 Drifting Ash. roll a D6 at the start of each turn for every vehicle. Roll a D6 for any model on the surface that moves (vehicles and models on foot). There is no wind. 16 Heat-Baked Ash Pan. as any kind of protective ozone layer has been destroyed millennia ago. However. All movement on foot is reduced by -1 (e. Continue as normal. the ash and dust is so thick it is clogging air intakes on vehicles. Long range shooting is at an additional -1 to hit. fine and drifting fast. that can catch out a careless ganger! 11 Sludge. 22 Blustery. 21-26 Wind Condition It is always windy in the wastes of Necromunda. For the most part.
Roll a D6 for every model at the start of the game. 34 Darkness. The smog layer is relatively thin here. Continue as normal. but nothing that hardened gangers can’t deal with. 41 Cold. The temperature has plummeted. Continue as normal. Continue as normal. Continue as normal. Night is approaching. Vision is reduced to 16". models on foot pass out with the heat. But then this is only to be expected. counting as pinned. Ice forms on vehicles and weapons. 41-46 Temperature Condition Vast pressure differences exist on Necromunda – the planet being alternately superheated by the sun and frozen when it is in shadow.31 Gloomy. freezing or cooking anything unable to protect itself. It is the dead of night. Vehicles moving must roll a D6 each turn. All Ld is at -1 or use the rules for night fighting if you have them. 43 Chill Wind. Boy is it hot! Continue as normal. On a 1. Vehicles that roll a 1 overheat and may not move this turn. Vision is reduced to 8". This not only results in the winds on Necromunda but also massive temperature changes that move across the surface. 32 Bright. It is hot and clammy. This does not apply to skimmers or crawlers. Each turn roll a D6. 33 Bad Light. The temperature drops so low it freezes the ash surface solid. On a 1 that model takes a S3 hit. The cloud layer is rapidly drifting. Any model that goes out of action due to this automatically gets the ‘Horrible Scars’ result on the Injury table. On a 1 they move out of control as the vehicle slips on the ice. The temperature is cold. On a 1 roll again on this table applying the result immediately. 42 Hot. 35 Radiation. Continue as normal. 36 Changing. It is clouded and poorly lit. A gap in the clouds allows deadly non-ionising UVC radiation through to the planet surface. 46 Baking Hot. Roll a D6 for each model at the start of a player’s turn. 7 . 45 Freezing. 44 Heat Wave.
hiding just underneath the ash surface. 64 Effluent Flood. This comes down in thick sheets which impairs vision and sting the eyes. a huge cyclone whips up. 56 Lightning Storm. Models may shoot or fight in close combat as normal. Continue as normal. On the roll of 2 (snake eyes!). 65 Rad Zone. A really nasty ash storm is heading this way. On another 1 they take permanent damage as though they had been crippled. models on foot must pass an I test (by rolling under their Initiative on a D6) or take a S3 hit. On a 2-5 nothing happens.) If there are no vehicles then there is no effect. with the normal set-up rules for the scenario being played. Models taken out by this automatically receive the ‘Horrible Scars’ serious injury. as the parasites feed. Models reduced to S=0 are taken immediately out of action. blowing up ash and raining down toxins. when gangers must fight in the harshest of conditions. forcing the gangs to retreat. All rain on Necromunda is made up of nasty chemicals.. On a 1 that model may not move in its first turn. 61-66 Miscellaneous Conditions There are some strange conditions that also occur in the wastes.. Just apply whichever is the most damaging. all water having long since been polluted. Roll 2D6 each turn. 53 Acid Rain.51-56 Storm Conditions The ash storms of Necromunda are notorious across the galaxy. there is no need to roll for this. by then he is little more than scoured bones. Vision is reduced to 24". Making movement a somewhat haphazard affair. 66 Multiple Conditions! Roll again for a further D6 treacherous conditions. Models equipped with rad counters are not affected. 62 Radiation. Each player must roll a D6 at the start of each turn. The whole area is riddled with ash clams. 51 Storm’s Coming Ani! (I can feel it in my bones). Roll a D6 for each model that moves on foot. On a roll of a 1 a randomly determined gang fighter loses one Strength point for the rest of the game. Vehicles that roll a 1 must roll a further D6 after the game. The whole planet is swimming with it! Continue as normal. The battlefield is dotted with highly concentrated radiation sources. and may reposition his entire gang. Of course. there is no need to roll for it. Players must roll a D6 at the start of their turn. Roll a D6 for every model at the start of the game (on foot and vehicles). Players should each roll a Ld test for their gang leader. On a 1 the model is seized by an ash clam and may not move until rolling under his Strength on a D6 at the start of subsequent turns. 61 Ash Clams. On a 1 a randomly determined model is affected by the radiation. some of which aren’t even strictly weather. On a 1 the player may not move at all this turn as the storm forces everyone into cover. 63 Parasites. Each player must roll a D6 at the start of his turn. 54 Chemical Rain. a vehicle is struck by lightning and explodes with the same effect as rolling a 6 on the Vehicle’s Fuel Damage table (or engine/powerplant depending on the type of vehicle. The player who passes by the most wins. On a 1. Models that go out of action due to this automatically receive the ‘Impressive Scars’ result on the Serious Injury table. A massive effluent flood sweeps across the battlefield. As two gangs approach each other. A recent storm has stirred up a colony of microscopic parasites. re-rolling any more rolls of 66. as the acid eats through vital components. Sometimes a skirmish will occur just before or after a great storm. Acid rain in the underhive is a mere trickle by comparison. Roll a D6 for all models at the start of the game. 52 Cyclone. In full force a storm can pick up a man and drop him hundreds of miles away. 55 Toxic Rain. 8 .
TAKE THE TUBE (or ten pounds. The latter not only sounded a bit easier to start with. The half drainpipe that we thought would be the most useful turned out to be four quid for two metres! Top value we thought and after picking up some interesting looking bracket things that held a hefty price tag of twelve pence. that’s a bargain!) by Stuart Witter ‘The hives of Necromunda are scattered over the cloud-strewn surface of the planet. If the shop did not have an extensive range of saws I might have believed him. we glued them onto some hardboard bases. From the top of a hive it might be possible to see the tips of distant hives projecting from the seas of poison mists like far-flung islands. As such we headed to our local B&Q to see what kind of tubes they could offer us in order to aid our scenery building endeavours. that would be a lot better looking in the long run but we wanted to make this lot in a day and as such needed something that would be quick and mess free. ‘Lets make one. however this particular staff member informed us that they did not have the relevant equipment to do it for us. Some closer hives are connected by open roads across the wastes but most are connected together by transportation tubes supported on pylons and suspended on cables. I used polystyrene cut into shape using one of GW’s hot wire jobbies (it seems to be the quickest method and I only burnt myself a few times!). polyfilla. etc. So we did! To start with we discussed whether we should attempt a suspension bridge-based travel tube hanging over the battlefield supported by girders and alike. An erratic and somewhat knuckle-whitening ride later we were browsing the extensive drainpipe range that the hardware store offered. I am sure there are loads of ways to build up ash type mounds. As you can see from the pictures one rib is placed at the end of the pipe so joins look a little tidier on the tabletop. we responded to his comments with a half hearted shoulder shrug-come-sigh paid and left.’ said Stuart. each we set about trying to find an unsuspecting staff member to cut up our pipe… Now the folks at the shop usually help me out cutting up bits of wood to facilitate getting them into my car and alike. After adding these we built up ash on one side where it would be blown against the walls of the tube. linked by a network of overground travel tubes and subterranean passages.. but also allowed us to model a breach into the travel tube that we could use in a scenario we had devised. Cutting up the brackets we made strengthening ribs that were glued in equally spaced intervals along the tube. Talking of mess we then applied a liberal coat of PVA to the bases and dumped a bucket full of sand on them to dry (later inspection 9 . after cutting of one foot long pieces of drainpipe.’ said Rob. The basic tube construction is really simple and cheap. or a tube that would be almost completely covered with ash..
Rob busied and snapped plastic look it had previously himself creating an access point with the sported. I then look like it filled the entire tube. I couldn’t decide what to make with paint later on). We made four plain the train out of for age. I then packed it the wall I cut a smaller hole about the same away from the side so that the train didn’t shape in the left over drainpipe. cut them up and filed the edges down in a similar A completed section of tube. fashion to the tube so that I could add them to the revealed a few more coats would be in order and I decided to apply them laced base later. I saved the middle pieces of the blasted out section.was then snapped and glued on – a reinforcing bar (wire) was added in the ends of these to make them look functional. I glued the glued the off cut piece inside the section. so after cutting a hole in and glued it into the tube. I removed a panel from Artoo’s transport train inside. I wanted a composite side and added a little interior detail for kind of feel to the wall rather than just a big those who might peer inside of the train. beast down and added polystyrene to but held it off the main wall using a couple represent the build up of ash and then used of pieces of reinforcing bar (round sprue) the afore prepared rubble and the and an energy conduit (wire). This looked a lot better than the original drilled Whilst I was cutting up R2D2. of some kind of stone/plascrete. The walls needed to look these little babies so I didn’t mind cutting substantial and I decided to include a one up). I thought his midriff was an and replaced with a breach segment. To make the obligatory corroding skeleton to finish the rubbled wall look convincing I filed down job before giving the base a thick layer off the edges to look like they had been made sand. The rib that ran across the hole last section of drainpipe we had managed The breached section of tube. excellent sci-fi train type shape and after a little more ‘deliberation’ took him to pieces The breach section required a little more for a better cause (don’t worry I had two of planning. 10 . then in a flash of sections so that on a six foot by four foot inspiration (I was sat where I have most of board we could have a completely plain my good ideas) I saw a redundant R2D2 travel tube running the width of the table bubble bath bottle sat on the other side of that could be blown up during the game the bathroom. thick concrete one.
The hatch is a piece of unsuspecting railway kit and the aerial is part of a chimera’s multilaser. The end pieces of the cabin used one of the cut down ladders and a bulkhead with a door hole. the railway bits should have cost about that to.The Maintenance section of tube to squeeze into his Orion. He detailed it with a skull and scroll device. was used to build a frame for the pieces to sit into. and the scenery matches this. a pinky brown shade covers my bases and board. grey with industrial yellow and black stripes meant the wastes still gives the impression that the tube is part of the hive. but they were just lying about) so you can see that the simple gaming terrain we made whilst play testing the game was done quickly and cheaply. The actual building itself was constructed using Necromunda bulkheads that had the ladders removed. The tubes themselves were to match the conventional Warhammer 40k feel. We were more interested in playing the game than what it looked like to start with. Winning at Battles in the Ash Wastes does not rely as heavily on hugging cover. tactical manoeuvre of your vehicles around the scenery is what counts – and not crashing into it! 11 . girder shaped extrusion. having no models or scenery seems daunting to start with but the ash waste is fairly sparsely populated with the stuff. The door that sits in the frame was scratch built by Rob out of plasticard. I have chosen to play my games in an area of wastes rich in corroded iron deposits. Again the finely honed basic tube technique was used to superb effect. All in all the six foot of transport tube we made only cost around ten pounds (OK. Games can be played with only a handful of rocks and a burnt out wreck of a vehicle. The railway footbridge parts were arranged in such a way as the door is at the raised level. whilst still providing an interesting battle. A rather sorry looking railway set footbridge formed the base of the cabin. a door handle and hinges. The roof was just plain plasticard with a vent hatch and aerials added to give interest to the cabin. They had been carefully cut to size and then plastic rod. its roof being used as the tread plates that the small building sits upon. and on entering you would descend into the tube from above. and the access point was to be built on top of the tube. The paint job is a very simple one and needed to match my ash waste board.
For the front forks I found two banner poles from Ork war buggies gutted making other ash waste vehicles. ‘Bikes then. Mainly I did this on the armour that covered the wheels and took the forks off at the point where they meet the headlight area. so I went and had a look at one (reference materials are best when completely stumped by a modelling project). gaining the odd skill and picking up a sizeable stash of creds along the way. super human was hardly the sort of thing knocked out in a shanty town. A huge armoured bike designed for lugging around half a tonne of genetically enhanced. and added the handlebars. protective windscreen armour plate and glued inbetween the fork mountings. Having only light vehicles so far in my gang I did not want anything that would slow them down too much. After taking off the rear armour I glued the two halves together. They had a big sun on the banner top. It was at this point I realised I had no way of putting the wheels on either end now… Disheartened I made a cup of tea in preparation for the next bits box search that lay ahead. I found they are held on one side on newer racing bikes. Armed with this equipment and a further cup of tea I knocked up a plasticard arm to hold the back wheel on.ON YER BIKE! by Stuart Witter After playing with my Nomad gang for some time. The headlight (useful in the murky ash storms and mists) was cut away from the 12 .’ I thought and had a look in my bits box to see what I might be able to make use of. With this in mind I started to weaken the two main halves of the bike and make the whole thing look a lot lighter. and the hub cap for the outside was made by cutting down one of the tank wheels you get spare when putting The Space Marine bike sprue was the first that came to hand but I had my doubts about it. I trimmed these down a bit and found that the original wheel would now never fit between them. These would be for the footslogging gangers and juves that tagged along with the existing buggies my gang used. and making more buggies didn’t really appeal to me that much either. I decided it was time to make some more vehicles. that when turned round made quite good disc looking bits. I had no idea how the back wheel of a motor bike fits on. I sanded down the two halves of the tyre before gluing it all in place. This left me with a bit of a predicament what to join the wheel on with later but I decided to think about when I came to do it later and carried on with the removal of the rear wheel’s armour. I added a couple of hubcaps that you get on the tyre sprues onto this arm for a little detail.
After adding an autopistol for its short range effects (bikes in the game can move again after firing when moving at fast speed. I had some Space Marine Scout Biker parts that were meant to originally ride this bike. I covered an unsightly gap in the back of the bike caused by removing all its armour with some miscellaneous piece of sci-fi stuff. most of the completely necessary ones. a nice looking silencer (I was quite chuffed with that bit!). making short range weapons really useful) and a small backpack the nomad was set aside whilst another hunt was made for bike material. The rider was again made from the new models that Fanatic have produced. I gave the juve on top mutie raider legs. The rider seemed a logical progression and having secured myself a set of the lovely new ash nomad models I decided it was best to cut them up. First I cut off his legs at the waist. I then needed a set of exhausts for the beast. removing the front of the legs and then gluing Space Marine Scout legs to his waist. I took a trip to a local model shop to see if I could find anything smaller. had turned up an Ork skorcha from the back of a Warbuggy.previously housed the tracks. a power pack from a Van Saar heavy was added to feed extra power to the new motor and a back pack from a mutie raider was used to make the bike look like it was a bit of a work horse. awaiting inspiration for a couple of days… I asked Chris if he would mind if I finished it. He removed the front forks and all the armour that 13 . The legs from the scout made the nomad sit perfectly on the bike and the hand meant he would hold onto the handlebars fairly well. The engine was replaced by the body of a multi melta. oh and I should probably point out that I tried putting the foot rest jobby on but decided it ruined the smaller look I had given the bike. added new forks made from spear staffs and a cut down front wheel. these were used as the Scout legs looked massive on such a small frame. After all it looked a doddle and readily started to chop up an abandoned Ork warbike. A Sentinel leg link turned up and was added to one side to give a rather beefy looking motor. He was more than happy to give up the front wheel that he had created. The bike I used for this juve had millions of parts to put together but I only used the completely necessary ones! Well. The half made bike then lay dormant. I left the long cloak. I added handlebars and a headlamp to match my first bike and tried to find a way of adding the engine and back wheel. I had no pipe at all on the bike. this meant an almost natural riding position could be achieved. Not wanting it to sound like a dodgy old Nova SR I gave it new pipes that went into the barrel from an Ork shoota. The arms were positioned into a riding and throwing together a Chimera. Cut in two the barrels made fairly nifty looking exhausts. He then realised he didn’t know how motorbike back wheels fitted on either. The range of bikes was less than startling and I settled for the only ones they did without sidecars. I quite liked the look this gave and wanted it to appear like it was driven by electric as well as fuel. Chris decided that he would have a go at this motorbike production.. I picked a model with an arm held out. Without this bit and having removed the original exhausts along with the rest of the armour. The cloak gives the model a real feeling of speed and the chainsword seemed to set this off nicely… I was partially inspired by the picture of the nomad leader from the ash nomad rules in Necro mag 3. and having looked at loads of gun bits whilst trying to find wiring. so I added a power pack and wires from a lascannon that I pinched off of Rob. The juves of my gang didn’t deserve such large impressive bikes.. as I was a bit short on bike bits.
vermin brown over black. The notion that the rider didn’t have a gun perplexed me a little so I finally added a holster taken from a space marine sprue to the side of the bike. I recommend you have a look at a real motorbike first – it really does help! Useful bits for making your bikes with! All the components shown below can be ordered from Mail Order. Shocking though the idea was. position. I am usually found weakening my ash wastes vehicles to the point of no return. At this point I fancied making a quad and spent a couple of hours making one out of a pair of Space Marine Bikes. Not being able to get the image of my nomad mowing verges out of my head I filed the conversion in my bits box for another more suitable application. Painting the bikes was a matter of replicating the colour scheme already used on my buggies.The juve rider was made in the same way as the first. This bike needed to look different from the other juve’s so I added armour. 102791 Small Wheel sprue 102807 Marne Bike sprue 010300107 Dreadnought Exhaust 00801 Ork Warbike sprue 010505312 Multi-Melta 010505302 Hatch Base 010800509 Immolator Blast Shield 030500504 Shadowsword Cannon 030700107 Carapace Heavy Weapon 030300316 Exhaust 1 030300317 Exhaust 2 FNCMO16 Ash Waste Hand Weapon sprue FNCM017 Ash Waste Basic Weapon sprue 14 . Grenades can be chucked off in any direction by a biker giving them massive flexibility. These are gaming miniatures and as such I didn’t dwell on the paint job. mud guards. Half circles were added to protect the wheels and the engine was replaced by the stock of a multilaser. the hand not grasping on for dear life was to throw a grenade. before Chris and Rob convinced me it really did look just like a ride-on lawn mower that the caretaker might have riden around on when we were at school. chipsscuffs and dirt. although the lack of space marine scout hand (all scouts hold on with their left) meant I had to resort to an archer’s hand that happened to turn up. with an armour plate covering any workings. I added a backpack to the juve to further the image of a functional vehicle. I hope that I have shed a bit of light on how these little bikers were put together and perhaps inspired you to have a go. I reserved more of my painting time to my new Ash nomad gang (coming soon). I fashioned an exhaust out of a spear staff and the exhausts cut off the Ork bike Chris had ravaged. adding new forks. ready to be drawn in case of emergency. etc.
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