I’ve finished constructing several of the Inquisitor models – they need a bit of greenstuff adding; but I will try and make a tutorial about that, in the next post.
One is a Mendicant – with a head that can’t speak; and another which is unable to see:
Probably one for the villains’ group, but I’m not sure yet:
A tech-priest – variations on this are fairly commonplace; but I thought it offered a good opportunity to make a segue between human and machine:
You can see the innards, which give a slight nod to the Ecclesiarchy:
I was initially going to base this on the Damian figure, from the original Inquisitor game – but decided to make a slightly different version:
Arco-flagellants highlight the fundamental tyranny of the Imperium. They are being punished for transgression, of course – but not for a capital offence. So what for, then? Maybe forbidden love.
I like the idea of Quranin being a bit more compassionate than most of her peers – and still seeing the human in the arco-flagellant.
If you’re new to kit-bashing, then these are some of the tools which are helpful:
The wire and wire-cutters are useful for pinning larger areas together; which give a stronger bond than glue alone would.
The silver craft-knife is an old one, and it no longer holds the blade securely – so it’s not really safe to cut with; but I use it for removing mould-lines.
The small pin-vice drill is old, too – I found that using it tended to make the tendons in my hand painful, which isn’t a good sign. So it’s worth investing in a more ergonomic one.
Blue-tack and cocktail sticks are also helpful. I use blue-tack to test-fit models – this can be a bit fiddly; but it does allow for trial and error:
The cocktail sticks are for applying superglue with a bit of precision.
It’s also helpful to keep sprues aside, as these are often surprisingly useful:
Blister packs are a good way of keeping bits and pieces tidy on your work area: