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#combi weapon
pencilbrony · 11 months
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Building on claw design (and some alien headshot sketches)
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patpaintsminis · 1 day
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Presenting my Salamanders as Salamanders. I’ve posted about em before but ima try to be more organized and show some reference photos. The photo is from Mark Gary and I found it on californiaherps.com!
Here’s a Lt. w/combi weapon as a tiger salamander. I used a younger salamander marking; maybe this Lt. is a young un. A real up and comer.
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casualevan · 11 months
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Bug Hunter
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Bug hunting Lieutenant with combi-weapon
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ladymirdan · 2 months
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“So this is a combi-weapon, what option do you want with it?”
“Bolter”
“Its already a bolter, what do you want to combine it with, we got plasma, melta, flamer, you name it”
“Bolter”
“FFS”
“Double Bolter”
“You pick this every time”
“Then stop asking”
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black-suns-rim · 4 months
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The Twin Xenomorph Clan Lore
Clothing: The members of the Twin Xenomorph Clan (also known as the Serpent Clan) favor practical yet rugged attire that reflects their connection to the environment. Their clothing is crafted from a combination of durable animal leather and xenomorph leather, providing both protection and a distinct visual appeal. Fur accents, from native alien creatures, are incorporated for warmth and added texture.
To enhance the aesthetic, they adorn their garments with twine, woven patterns, and a mix of thin and thick cloth. Decorative beads made from bone, wood, and metal are meticulously threaded onto the twine, creating intricate designs that tell stories of the clan's history and achievements.
The color palette of their clothing is inspired by the natural hues of Yautja-Prime, incorporating earthy tones, deep reds, dark blues, faded yellows, soft browns and gentle greens.
Jewelry: The twin xenomorph clan's jewelry is a symbol of status, accomplishments, and personal identity. Bones, both from indigenous creatures and symbolic of conquered foes, are fashioned into intricate necklaces, bracelets, and predlock adornments. Metal pieces, forged from native ores, add a touch of strength and resilience.
Beads made from bone, wood, and metal are carefully strung together, creating stunning and meaningful patterns. Twine is used to bind these elements together, and some members may wear special braided cords signifying their rank or achievements. The higher the rank a yautja has in the clan, the more jewelry they have on their predlocks and/or face. Matriarchs and huntresses tend to have more jewelry on them.
Weapons: The twin xenomorph clan relies on a mix of traditional hunting weapons and advanced technology that showcase both their practicality and skill in combat. These weapons include:
Spears and combi-sticks: Crafted with precision and adorned with unique symbols, the spears and combi-sticks serve as versatile tools for hunting and combat.
Knives and Daggers: These are essential tools for everyday use and close-quarter combat. Intricate carvings on the handles tell personal stories or depict clan symbols.
Bow and Arrows: The bowstrings are often woven from tough fibers found on Yautja-Prime, and the arrows feature fletching made from indigenous feathers or materials.
Wrist Blades: Worn as a symbol of honor and skill, wrist blades are both a practical weapon and a status symbol. Young Bloods gain wrist blades after going on their first successful hunt on-planet. The blades are often decorated with etchings that tell the wearer's story.
Plasmacaster: The Plasmacaster is a long-range energy projector weapon with automatic targeting capabilities. Capable of firing armor-penetrating plasma bolts at distant targets. The bolts fired by the weapon explode in a burst of plasma "shrapnel" upon striking a target, causing grievous wounds and potentially damaging other enemies near the point of impact. Once a young blood achieves Blooded status, then they are allowed for the right to use this weapon.
Shuriken The Shuriken is a primarily thrown weapon. Constructed with six retractable blades, it is sharp enough to cut into three inches of solid stone or cut a Xenomorph in two. It can also be used as a handheld slashing weapon.
Molten Knife The molten knife is a clan specific hunting tool. Though it is called a knife, the tool is a long blade with the capability of heating up to the point it becomes red hot. This hunting tool is exclusively owned by the huntresses of the clan and it is earned in a right of passage.
Leadership Structure: The twin xenomorph clan operates under a unique leadership structure that blends traditional and matriarchal elements. The overall decision-making authority lies with the older matriarchs, who are respected for their wisdom and experience. These matriarchs hold a higher rank than the male clan leader when it comes to significant clan-wide decisions, reflecting a deep-seated reverence for the wisdom of the elder females.
Clan Leader: The male clan leader assumes a pivotal role when hunting groups venture off-planet. Renowned for their prowess in hunting and combat, the clan leader leads these missions with authority. During off-planet expeditions, their decision-making is crucial for the success and survival of the clan members. The clan leader's authority is primarily tied to matters of hunting and external engagements.
Matriarchs: The matriarchs, on the other hand, are responsible for making critical decisions that impact the entire clan. These decisions encompass matters such as resource allocation, disputes resolution, and long-term strategies for the survival and prosperity of the clan. Matriarchs are typically older females who have proven themselves through a combination of wisdom, leadership skills, and past accomplishments.
Roles for Females: Females within the clan are granted a significant degree of autonomy in choosing their paths. They can opt to become matriarchs, participating in a rigorous process of mentorship and proving themselves through leadership tasks and decision-making challenges. Alternatively, they may choose the path of the huntress, mastering the skills of hunting, combat, and survival.
Roles for Males: Males in the clan have more limited options in terms of their roles. They are typically divided into two primary paths:
Hunters: Males who choose the path of the hunter are trained in the art of hunting, combat, and tracking. They become valuable members of the off-planet hunting parties, led by the clan leader.
Merchants: Some males opt for the merchant path, engaging in trade and commerce both within the clan and with external groups. Merchants play a crucial role in acquiring necessary resources and building alliances with other clans or species.
Religious Figures - The Shawman:
Selection and Training: The shawman, a revered religious figure, is appointed at birth through a sacred process. The older shawman, feeling the weight of age and responsibility, carefully selects a newborn with unique characteristics believed to be signs of divine favor. This chosen child is then trained as the future shawman. The shawman in training undergoes an intensive and holistic education, involving spiritual teachings, herbalism, and mastery of ritualistic practices. The training period is an essential part of their preparation for assuming the sacred role.
Gender Dynamics: While traditionally the shawman is a female, exceptions have occurred with some male shawmen. The gender of the shawman is seen as a manifestation of the gods' will, emphasizing the fluidity of spiritual roles within the clan.
Number and Succession: Typically, there are two shawmen in the clan at any given time, working in tandem to interpret the will of the gods. When the older shawman senses the end of their time, they begin training a successor. This ensures a seamless transition and the perpetuation of spiritual traditions.
Responsibilities: The shawman serves a multifaceted role, responsible for interpreting dreams, acting as a conduit for the two gods, overseeing spiritual rites of passage for individuals, and maintaining a sacred connection with the divine. They hold a position of influence and guidance within the clan.
Attire and Modesty: The shawman, in adherence to their spiritual role, dresses in fully clothed traditional or ceremonial garments. This attire is symbolic, reflecting their commitment to modesty and detachment from earthly desires. The garments also serve as visual markers of their sacred position within the community.
Mating Season Restrictions: The shawman, despite their esteemed position, is restricted during the clan's mating season. They are not allowed to participate unless it is with another shawman from a different clan. This ritualistic union is believed to symbolize the unity of spiritual forces and reinforce connections between clans.
Spiritual Guidance: The shawman's guidance extends beyond individual consultations; they play a pivotal role in advising the clan leaders and influencing major decisions. Their interpretations of dreams and messages from the gods often shape the direction of the clan.
Family Structure and Child-Rearing:
Male Responsibility After Weaning: Once young members are weaned off their mother's milk and transition to solid foods, the responsibility for their care often falls to the males within the clan. This stage is crucial for building bonds between fathers and offspring.
Life-Bonded Pairs: Life-bonded pairs share the responsibilities of raising a child. This unique bond extends beyond parenting to a profound partnership in various aspects of clan life. The synergy between life-bonded pairs is highly valued and contributes to the strength and resilience of the clan.
Collaborative Child Rearing: Older and more experienced males form collaborative groups to raise and train the young. This communal approach ensures that the youth benefit from a variety of perspectives, skills, and wisdom. It also fosters a sense of camaraderie among the males, reinforcing the interconnectedness of the clan.
Female Involvement in Child Rearing: While males predominantly handle the physical training, some females actively participate in raising the young. They contribute by imparting lessons through stories, cultural teachings, and, in some cases, engaging in rigorous training exercises. This blend of nurturing and discipline shapes the holistic development of the clan's youth.
Higher-Ranked Males Mating Outside the Clan: Males of higher rank within the clan often engage in mating outside the clan. This practice is not only a strategic alliance-building approach but also a means of introducing diverse genetics into the clan. Offspring from such pairings bring a wealth of genetic variability, enhancing the overall resilience of the clan. Mating practices are deeply embedded in the cultural fabric of the clan. The intentional selection of partners and the exchange of genetic material are seen not only as pragmatic considerations but also as sacred rituals that connect the clan to its evolutionary roots.
Seasonal Residency and Clan Activities:
Lush Forest Residency: Purpose: This dense and lush forest serves as the clan's gathering place during mating season and the birth of the young. It provides a vibrant and nurturing environment for the young to begin their lives. All members of the clan collectively migrate to the forest during mating season. This communal experience strengthens bonds, fosters unity, and allows for the exchange of cultural practices. Young Rearing: In this forest, the young are raised for the first years of their lives. The abundance of resources and natural shelter supports the nurturing and protective environment needed during this crucial period.
Icy Tundra Training Grounds: Purpose: The icy tundra location is a harsher environment used specifically for the training of older youth. It offers a challenging terrain that hones survival skills and instills discipline for more advanced courses. Training Regimens: The older youth undergo rigorous training in survival, combat, and advanced hunting techniques. The icy tundra's unforgiving conditions prepare them for the challenges they may encounter in the wider universe. This location also serves as a space for leadership development, where potential leaders are identified and given specialized training in decision-making, strategy, and conflict resolution.
Clan Ship and Adulthood: The clan ship: Upon reaching adulthood, hunters within the clan spend the majority of their lives on the clan's spaceship. This advanced vessel becomes a hub for interstellar hunting missions, exploration, and interaction with other clans. Continued Residency Options: For those not engaged in spacefaring pursuits, adulthood brings a choice between the lush forest and icy tundra for continued residency. This choice may depend on personal preferences, cultural ties, or specialized roles within the clan.
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lovesqueaky123 · 4 months
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Age: young adult
Rank: blooded
Height: 7 feet, 6 inches
Gear: wristblades (left gauntlet) : two serrated knives : cloaking field : plasmacaster : wrist shield (right gauntlet) : combi-stick : flechette grenades
Bio: Lamaya was born into a badblood clan, a band of murderous and dishonourable marauders. Lamaya never displayed the violent madness her clan were known for. After maiming a lecherous older warrior in her teens, Lamaya fled by stealing a ship. With little idea on how to actually pilot the vehicle, she ended up crashing on the blue-green world her clan often visited their viciousness upon.
Earth.
Lamaya found herself in the Rocky mountains, armed only with her mother's serrated knives and a stolen bio-mask. With an entire world to explore, without the risk of being attacked by a larger male, lamaya set out to investigate her surroundings.
Ultimately, her hunger drew her towards humanity. The smell of food lured her down towards a farmer's house, where she encountered the hunter's son. After getting over his initial nervousness, the boy brought her some food, thus gaining her trust. She decided that humans weren't acceptable prey, but decided that there's plenty of other things to kill. Her theory was confirmed when she found a dead cow that had been ripped open from the inside, and a dead facehugger nearby. Despite her slave-like position in her clan, even she had heard stories of the "hard meat" and that her race viewed them as the worthiest of prey. Desiring her blood mark and unwilling to allow them to run rampant, Lamaya decided to hunt down the Xenomorph.
Lamaya was able to track down the Xenomorph nest within a few hours, but the arrival of other Yautja, 6 hunters from her clan looking for her, had considerably complicated things, as did an unrelated Yautja enforcer here to kill them and deal with the Xenomorph infestation.
Lamaya managed to overpower and kill one of the badbloods, and took his gear which she used to make her first Xenomorph kill, saving the enforcer from a Xenomorph ambush. Grateful for her potentially saving his life, the enforcer, kataashak, offered to train her in the ways of battle.
Lamaya proved to be a quick learner, and through Kataashak's trial-by-fire tutelage, she quickly racked up an impressive number of Xenomorph kills, including two Praetorians and later disemboweled the Xenomorph queen so Kataashak could kill it.
Even after the Xenomorphs were dealt with, kataashak stayed to continue training lamaya, honing her into a deadly warrior. She tracked down and killed the other badbloods, taking both heads and weapons as trophies. Kataashak eventually left for other fights, but Lamaya decided to stay, having befriended some humans (and liking the meats they fed her) However she soon turned her attention to the darker Elements of humanity. Serial Killers, war criminals and other villains became her prey, and word soon spread of an unseen assassin, an invisible executioner who would appear, dispense swift and brutal justice upon the guilty, and leave with their severed heads. Using a small ship that kataashak left for her, Lamaya travels the globe, ever seeking to wet her blades with the blood of the monstrous and murderous.
Personality: like most Yautja, Lamaya is a strong-willed and ruthless hunter, well-versed in the ways of battle and willing to fight for any reason she thinks is good enough. Fearsome, headstrong and dominant, Lamaya tolerates no insult and seldom backs down from a challenge. Unlike many of her kind, however, lamaya is quite friendly with humans once she knows them, and is polite and respectful towards those she decides to trust and speak to, even learning more than one human language so she can communicate easier. She won't hesitate to kill anyone who threatens the innocent. Since she's only interested in obtaining trophies, Lamaya often gives any victim's wealth to those she thinks needs it, or at least leaves it where it can be found.
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transmechanicus · 1 year
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Frantic captures from the trailer. Evidence of Primaris combi-weapons (flamer, plasma, and melta), a lascannon dreadnought, a Gravis Apothecary and Librarian, a presumed Hypergaunt or BIG genestealer, new Pyrovores, possibly new Warriors, funny Haruspex eat a terminator, Apex Swarmlord, and LORD KROAK Zoanthrope TWO!!!!
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manicpixiedreamgolem · 3 months
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February's painting! I thought this month was going pretty poorly but forced myself through a few extra models to stay at my goal of ten a month.
This is the remainder of my Fire Hawks kill team, including a Chaplain and Sargeant (made from the heresy era Traitor Champion.) My main goal for these was not to embarrass myself with the freehand flames and I think it turned out: fine.
I then finished the Dreadnought I've been working on on and off since the start of the year, and forced myself through four fresh-faced teens at bible camp and their worryingly intense youth pastor four neophytes (made from the new scouts) and a Lieutenant With Combi-Weapon.
Next month I want to do some stuff in preparation for our next meetup in may, which will be firstly the Gladiator/Impulsor I've been working on*, then the Marshal to finish off the Combat Patrol, and finally some Knights Of Minas Tirith from the Lord Of The Rings game.
*another thing slowing me down this month was how very long the gladiator took to assemble - I wanted to do it in subassemblies and ended up painting like half the underside of it before i could glue the hover-pads on.
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Sternguard Fire Team Arakis, lead by Sergeant Tamlin Horril, wielding the Combi-plasma "Hearthfire", a veteran of 207 years im noble service to the first
Bearing the legions red and black is Brother Ariel, the squads primary marksman and former Risen.
The squads heavy gunner, Brother Garrow is an expert in heavy weapons, from laser weapons fired with pinpoint accuracy to suppressive fire from heavy bolters
Brother Harkos, wielding a bolt rifle, not the Marksman Ariel is they are an accomplished CQB and CQC specialist.
Brother Zahra wields a powerfull combi-melta, an anti-tank and demolitions specialist with special sabatoge training
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titanomancy · 1 year
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He takes his cues from classic Tyranid Hunters, including trophies, a three-clawed facial scar, and a combi-flamer – the preferred weapon of a certain Chaplain Cassius.
No points.
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matrim-cauthons-hat · 5 months
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i said i was gonna build a ton of termies and a ton of termies i did build! along with celestine this morning but i already posted better photos of her and the gals
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i didnt actually build the tartaros termies today, i just hadnt built their missiles for them yet, but im happy with how they look. i can think of nothing worse than a squad of these deepstriking into your command post to deposit several payloads of krak missiles into your thin skinned command and support vehicles
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a squad of termies all equipped with powerfists, with the seargeant consulting his old friend yorick for advice
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a squad of close range focused termies, bringing with them a multimelta - courtesy of a sororitas paragon warsuit - and a combimelta for the sergeant
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an assault squad made without any bits from a kit for an assault squad! each one rocking a smoke grenade launcher, which, given the size of termies, you would think would just be standard kit, since they lumber and such. They come with all maner of weapons from a great frost axe to a great halberd or caliban to power swords to even combat knives, yet still mainting some ranged firepower with the sergeant bringing his trusty combi-flamer and his corporal bringing a power fist mounted grav-pistol
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and the final squad are recon sepcialists, for as much as termies can be, using a suit mounted auspex to to aid them in recovering relics from fallen comrades to eliminating high priority targets. To ply their deadly trade, to augment the usual termie arsenal with a relic heavy flamer, heavy bulter, and combi-plasmagun
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simonbreeze · 9 months
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Combi-weapon loaded Sternguard Vet from my Ultramarines in an Oldhammer theme 💀 🤘
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gray-dun · 6 months
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Day 9
Mixed up yesterday. I decided I'm just gonna kitbash a Ltd. with combi weapon then mixed some flesh tones with eshin grey and dawnstone to try and get a warmer look to the face.
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hunters-hobby-log · 5 months
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Day 8: the list
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I painted another assault marine, and I put together a list for an apocalypse game Im playing this saturday.
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Seeing them together makes me happy.
List below for anyone interested
knowledge is power, guard it well (3010 points)
Space Marines
Blood Angels
Onslaught (3000 points)
Vanguard Spearhead
CHARACTERS
Ancient in Terminator Armour (75 points)
• 1x Power fist
1x Storm bolter
Captain in Terminator Armour (120 points)
• Warlord
• 1x Relic weapon
1x Storm bolter
• Enhancement: The Blade Driven Deep
Lemartes (110 points)
• 1x Bolt Pistol
1x The Blood Crozius
Librarian in Terminator Armour (75 points)
• 1x Force weapon
1x Smite
Lieutenant with Combi-weapon (70 points)
• 1x Combi-weapon
1x Paired combat blades
BATTLELINE
Intercessor Squad (85 points)
• 1x Intercessor Sergeant
• 1x Astartes grenade launcher
1x Bolt rifle
1x Power fist
• 4x Intercessor
• 4x Bolt pistol
4x Bolt rifle
4x Close combat weapon
OTHER DATASHEETS
Assault Intercessors with Jump Packs (85 points)
• 1x Assault Intercessor Sergeant with Jump Pack
• 1x Astartes chainsword
1x Heavy bolt pistol
• 4x Assault Intercessors with Jump Packs
• 4x Astartes chainsword
4x Heavy bolt pistol
Ballistus Dreadnought (140 points)
• 1x Armoured feet
1x Ballistus lascannon
1x Ballistus missile launcher
1x Twin storm bolter
Death Company Marines with Jump Packs (260 points)
• 10x Death Company Marine with Jump Pack
• 10x Inferno pistol
10x Power fist
Desolation Squad (200 points)
• 1x Desolation Sergeant
• 1x Bolt pistol
1x Castellan launcher
1x Close combat weapon
1x Superfrag rocket launcher
• 4x Desolation Marine
• 4x Bolt pistol
4x Castellan launcher
4x Close combat weapon
4x Superfrag rocket launcher
Incursor Squad (85 points)
• 1x Incursor Sergeant
• 1x Bolt pistol
1x Occulus bolt carbine
1x Paired combat blades
• 4x Incursor
• 4x Bolt pistol
4x Occulus bolt carbine
4x Paired combat blades
Librarian Dreadnought (170 points)
• 1x Blood Lance
1x Furioso fist
1x Furioso force halberd
1x Storm bolter
Terminator Assault Squad (390 points)
• 1x Assault Terminator Sergeant
• 1x Storm Shield
1x Thunder hammer
• 9x Assault Terminator
• 4x Storm Shield
4x Thunder hammer
Terminator Squad (370 points)
• 1x Terminator Sergeant
• 1x Power fist
1x Storm bolter
• 9x Terminator
• 2x Cyclone missile launcher
4x Power fist
4x Storm bolter
ALLIED UNITS
Armiger Helverin (150 points)
• 2x Armiger autocannon
1x Armoured feet
1x Meltagun
1x Questoris heavy stubber
Armiger Helverin (150 points)
• 2x Armiger autocannon
1x Armoured feet
1x Meltagun
1x Questoris heavy stubber
Knight Crusader (475 points)
• 1x Avenger gatling cannon
1x Heavy flamer
1x Meltagun
1x Thermal cannon
1x Titanic feet
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mylittlemenandme · 7 months
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PRESENT TENTH
Right. Let's try this again shall we?
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So, with 10th edition dropping at the end of June, I decided I wanted to get some games in early doors to get a handle on the new rules. With this in mind I reached out to the community to see if anyone fancied playing in the launch week, expecting a handful of us to get together somewhere.
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I ended up organising a weekend-long event at the start of July in Nottingham (at the fantastic LeadBelt Games Arena) for 18 people, including helping order the new index cards packs and Leviathan mission deck for those that wanted them. It turned out pretty good! I only got extremely stressed out! It was actually a really good weekend - lots of games played, a wide variety of beautiful armies on show, a good mix of different sized games plus some with the new Combat Patrol rules as well.
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I personally got in two 1000pt games against Genestealer Cults and Necrons (two defeats, including the Necrons winning by a single point with one of the new Gambits), a 2000pt game against the Aeldari (a narrow victory for me), and a Combat Patrol game against the Adepta Sororitas. It meant that I ticked all the boxes I had for the weekend - at least four games, all different opponents, at least one game of Combat Patrol, use every model I had painted across all of the games, and try out the Space Wolves and Gladius detachment rules.
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And the verdict was: 10th edition is good! So good that, when it came to the last round of the local Crusade league that was still ongoing at the time, we were asked if we wanted to continue playing with the 9th edition rules or drop. So, I dropped. The thought of going from simplified datasheets, army and detachment rules and stratagems on a handful of index cards back to juggling rules and 61(!) stratagems from four different books… nah, ta. I mean, it was still a difficult decision to make - I missed the last round of games from my first Crusade league due to a positive Covid test, and now I was missing the end of this one as well - but it just seemed like too much of a faff.
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Hobby-wise I fully stepped into my idea of building and priming while it is nice weather, and painting and building during the winter months - over 2000 points of marines either primed or part-painted, including two big(ish) vehicles with the Repulsor and Impulsor in there, ready for painting when the nights draw in.
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One of these primed models I managed to get finished in time for my second game of the new Crusade league, my new Lieutenant with Combi-weapon (I used my Secret Santa gift as a proxy in the first game).
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I'm going to post up the after-match stories I wrote up for the previous league - I incorporated the fact I ended it early through the idea of my army being pulled out to fight the incoming Leviathan hive fleet invasion. And with the new league turning out to be set during said invasion, I'm using this as a chance to continue their story. And this one I intend to see it through to the end!
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baitpaintsbadly · 7 months
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"Vicious long-range hunters as adept in reconnaissance as they are in bloody chases, Chaos Bikers ride powerful, growling machines whose combi-bolters spew explosive death. In rapid assaults, they smash through enemy defence lines, before circling back like a pack of predators to cut down survivors in bloody melee."
Two lots of Bikers for the IVth to spearhead assaults and harry those enemies not yet entrenched. Will be nice to have some mechanised fast attack choices. Bikes+legs are from here, heads from here, shoulder icons from here and all the rest of the pieces are from various CSM & Horus Heresy kits, happy to specify on request. As per usual, most of the printables were printed for me by @heretic-deb, please do go check her stuff out! Magnetised for the special weapons options, pics below cut
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