1490 Doom!

I impulsively signed up for the 1490 Doom tournament at NOVA Open 2025 and powered through painting these sculpts from Skullforge Studios to use in it. I had an excellent time – it’s a very fun game and the Buer Games gang are very cool people. I strongly recommend checking it out.

Knight, Brute, Priest, Doom Hunter
Knight, Brute, Priest, Doom Hunter
Assassin, Scavenger, Fighter, Scout
Assassin, Scavenger, Fighter, Scout

A few months later I got a bug up my butt to paint up a little display board for them because I’m so pleased with how they came out.

Display Board!

I took the week off for NOVA Open this year, like I normally do. I didn’t go, of course, but I did spent a bit of it grinding out some terrain for it.

This is the scaffolding that comes from their tidy little Meerbridge starter:

Outpost at Meerbridge Starter terrain

And I printed off their keep over the weeks immediately following NOVA last year. Finally got it painted.

Bleak 1490 Doom Keep
Bleak 1490 Doom Keep
Bleak 1490 Doom Keep

If anyone’s curious: this was fall off a log easy to do. Moss green rattlecan primer, grey craft paints drybrushed on, GW Celestra Grey drybrushed, metal bits picked out and lightly drybrushed, then oil washes.

Back!

Wow, it looks like I haven’t posted to this sucker in over a year: yikes! (Looks like the last thing I worked on here is a half-written “NOVA Open 2025 Plans” post. Yikes!)

I’d like to blame increased activity on BlueSky (there’s nothing more dangerous too healthy blogging than social media; it’s a disease on humanity), and that’s definitely true, but also I got clever with the configuration of the site and managed to lock myself out of it every time I had just a few minutes to try to post something. I think I’m past that.

I don’t know that I’ll be typing much here but I did just upload almost every single lightbox photo I’ve taken since the Raveners I posted about back in Aug ’25, so we’ll have to see if can find my way to vomiting out some photodump posts.

It Came from the Lightbox: Raveners

I was very excited for this team as soon as it was announced. Thrilled to knock them out as soon as I could: and in about a week. Used the same technique I used on my Leviathan Tyranids, but I did punch highlights up by an extra step. I think the glowy green and wet pink parts are the most effective.

It Came from the Lightbox: Arbites Exaction Squad

I took a crack at these thinking they’d paint quickly: I was right! Something’s up with the Dullcote I have that makes it less satin than I’d like: I’m trying out some AK Ultra-matte here, and it’s definitely WAY more matte than I’d like.

It Came from the Lightbox: Imperial Special Service

The Fireteam changes to N5 made me really excited to return to ISS – a huge difference from N4, in which the rules seemed actively tuned to punish the sectorial.

So, I was delighted to grab the action pack and get it painted up. I skipped the models I already have painted (Celestial Guard, Crane Rank, etc)

The Bayara Palace Guard is a unit I don’t know I’ll ever take! But it looks so cool, I’m really glad it’s done.

I was weirdly cool on the Longwang until I assembled it. The unicool material is great… and there’s something about its relatively small size that just makes it neater to me. Very pleased with my freehand unit logo there.

I’m pretty sure “Jinyao” means “difficult to assemble” but once it was assembled: thrilled with the results. Not shown: another freehanded unit logo.

I also knocked out the Koga and Kunai Ninjas (the former’s been in my pile of shame since N4) and a printed turret for my Sophotect Shenji.

Finally, I printed off and painted a Waldo mini from Skullforge to use as an HVT because it seemed fun. And, as I’ve had to print and paint dozens and dozens of Critters for the NOVAOpen Narrative, I decided to run one off for myself and give it a bit more attention; it’s a QAZ Creature.

It Came from the Lightbox: Sand and Bone, Kill Team Equipment

Painted the Kill Team Equipment because that seemed like the thing to do. Went quickly, no complaints!

Spearhead sees some action at the game store so I was eager to hop on the new box. Very, very happy with how these game out.

It Came from the Lightbox: David Gourdon

I threw this weird, seasonal Cyberpunk Combat Zone merc on the painting table and knocked him out pretty quickly.

It Came from the Lightbox: Night Lords Nemesis Claw

I’m really satisfied with how these models came out… but something about them photographed kind of poorly. So poorly, in fact, that frustration over it kind of killed me posting here. I’m pushing through, posting them, and moving on, though.

The special characters, who aren’t just Gunners/Heavy Gunners took 3 weeks to get done… the gunners too a week. :sigh:

It Came from the Lightbox: Lunar, Dead Moon’s Hand

While Dead Moon’s Hand was on my brain a few months back, I knocked out all of my Lunar backlog. I put more effort into these (Freelancers in desaturated blue, JAXA in orange) and I’m really in love with them. So much so I went back and painted the reflection on the faceplates of all of my previously painted Lunar models.

These guys are from Skullforge, more on the later. Me being me, I’ll take whatever goofy moonshit I can get.

These aren’t so much Dead Moon’s Hand, but I worked on them at the same time. I’ve got a half-doodled PAC-MAN game written up using these. Clearly I love the space ghost models.

These aren’t Dead Moon’s Hand, Lunar, or PAC-Man: they’re Arsenal models. I think they’re pretty sick. I need to wrap up the MCVs for them to have a playable force, though.

Dead Moon’s Hand

Back in :checks notes: early January, I made the following series of comments:

[Lunar] would be better if it were Dead Man’s Hand… in Space

Cowboys on the Moon:
– DMH rules
– Every weapon gets a piercing/bludgeoning stat.
– Piercing weapons work as is
– Bludgeoning weapons get a different table: get a distance in cm they push the target back but can’t do anything but confer Under Fire Markers. Oh, and mass effects the table.
– Done?

Dead Moon’s Hand

Dead Man’s Hand remains what I want out of any game that isn’t Infinity: rippingly fast to play, interesting enough to play a lot, every decision meaningful but not weighty enough to introduce analysis paralysis.

Lunar is neat, but… far too fiddly for me to love.

Then, in late February, I saw a Wargames Illustrated video where they reskinned Dead Man’s Hand for Medieval period (calling it “Dead Man’s Sword”). They tweaked the rules “as little as possible” to do so and it looked like it worked really well.

That was my motivation to finally get Dead Moon’s Hand written up. So, here it is!

Dead Moon’s Hand

I’ve playtested it a couple of times, and I think it works pretty well! It’s a lot of fun, moves quickly and yeah: decisions are meaningful.

It’s as much core Dead Man’s Hand as possible: I think the biggest change is pushing and close combat – shooting results might look like the biggest change, but it’s an unpacking of the existing DMH approach to weapons having different sets of results.