Just a reminder I’m open for commissions while I’m in the process of changing jobs! I get to pay bills and buy groceries, you get art, honestly you’re getting the more fun thing out of this
#ArtistsOnCohost
also: #artistsofcohost, #artists of cohost, #artists on cohost, #The Cohost Global Feed (Artist)

When G&S first entered into mech design, they did so with the John Henry.
The GMS Attakulla served as the base- an industrial mech mass-printed by GMS as a worker’s frame during Blink Gate and Naval Yard construction that had been delivered en-mass to Lonely Cradle during first contact. As part of their contracted work to supply raw labor and standard materials for the construction of their system’s Blink Gate, Grimm & Sons to a shine to mechanized frames as a concept, rapidly modifying and rebuilding their Attakullas into something else- the John Henry. In every way an improvement to its predecessor, the John Henry license near-eclipses equivalent GMS designs in the industrial mech field- even the dyson panels of cradle have John Henrys working the line.
So, how does the most popular industrial mech in the galaxy end up on the battlefield? Simple, G&S knows its common and knows that it may be the only mech a worker may have access to: the Emergency Printing Schedule allows any industrial-license to be upgraded into a full combat license for the John Henry in case of disaster or emergency. John Henry is a worker first, a rail-driver and a plate-hammerer, a maker of life out in the cold of the void- but the worker can defend himself and what he cares for.
The hammer builds paradise, and it casts judgement on the wicked.
Lore written by @nightmare-works!

This is a story of the Fall.
This is a story of a man who lost everything to that most dreadful of our sins. His family. His community. His name. His world. It all burned. It all turned to dust. All that was left to him was this- to wander the wastes and seek a worthy cause to die for.
This is a story of the Little Wars.
This is the story of men and women who lost more than they could know. Who were broken by the First and Second Traumas. Who had no family. No community. No names. No world. Nothing of their own. It was all turned to blood. All that was left to them was this- to take up the name of another and wander the wastes- to seek a worthy cause to die for.
This is a story of Now
You do not need this weapon, o Kin of the Mountain. We tell these stories and remember them as a dirge. This is no place for us, this is no way for a Child of Mankind to live. This should not exist, but as a memory of our Past and our Flight.
But take it, take it if you must.
The Black-on-Black.
Last of the Mark Eight Interceptors
Road-Warrior, Fury-Driven
Holy Combustion, Damned Destruction
This is Max.
Lore written by @nightmare-works!
The Volk is the answer to a problem G&S has,
conceived of by the Guild of Mechanists and Clan Rockstansky- the gunsmiths and armorers of the republic of toil. The Volk is what Grimm & Sons created for generalized colonial militia use, essentially making it the Line Mech of G&S. As a line mech, the Volk makes up the bulk of military licensing the clanners engage with- it is most commonly seen in frontier militias, colonial defense forces, and worker’s militias on recent contact worlds that have yet to achieve the sort of government Clanners agree with- namely one that allies to their understanding of the Union Pillars.
That is not to disparage the Volk as some backwater, reserve unit, weekend-warrior type of mech produced without much of a care.
The Big Bad Wolf has that sort of name for a reason, and even a single Volk in skilled hands is a nightmare of howling jet turbines and screaming saws. Capable of extreme speed and strength despite its strange, spindly frame, the Volk’s iconic Fenrir Shredders are a pair of limb-mounted adamant compound bore-saws derived from mining and hyperflora harvesting tools that allow the Volk to casually behead foes who happen to stand with arms’ reach.
Lore written by @nightmare-works!
“King of the Wild Frontier.”
That’s the sales-line Clan Rockstansky used for their marvelous little giantkiller. The gunsmiths and armorers of G&S needed a milspec mech that was printable by the kinds of low-schedule foundries that colonial holdings often have. Sure, you can print a military mech from any industrial printer, but that takes time- time better served printing housing, hospitals, infrastructure. Thus came Jack, whose most intensive printing requirement is the ‘Fabled’ Class Coldcore. Everything else about the mech is cheap to print, easy to tool, and ready for combat. Even then, you can go from no mech to a rowdy little giantslayer in 48 Cradle Hours on any low-schedule printer, and 6 Cradle Hours with a milspec printer.
The Jack’s size and speed benefit its role as a giantkiller, allowing it to move through underbrush, incoming fire, the legs of its prey, anything and everything the frontier can throw at Jack, it can move through. It can hunt through. It can clamber up on the hulls of pirate mechs and hyperfauna and deliver its killing blow with lethal accuracy. Utilizing upscaled infantry support weapons, Jack is the King of the Wild Frontier.
there ain’t nothing out in space it can’t bring down.
Lore written by @nightmare-works!
In the stories, who slays the serpent?
Who saves the princess? Who leads the charge? A knight in shining armor does, of course. A knight needs honor, a knight needs speed, a knight needs power. But there are few knights trusted with the panoply of the Orlando- G&S’ top-of-the-line voidcombat frame. Built under commission for an Albatross Maketba, the Orlando is Grimm & Sons’ answer to high speed combat frames from the coreward companies with notable convergent design with the Cataphract class of mechanized frame.
As a linebreaker and high-speed cavalry unit,
the Orlando is without compare, its specialized Roncenvaux Overboosters and CURTANA Kinetic Shield allowing it a freedom on the battlefield near unrivaled- plowing through enemy mechs, drones, and with its core charge dumped into the engines, through entire ships. The most common license-holders for the Orlando are its original commissioners- Knights of the Albatross who have done some great service defending the Clanners and their colonies. Though, it is not uncommon to find the odd Orlando among the mercenary companies who work closely with G&S, especially those dedicated to planetary defense or the elimination of spacebound threats to colonial holdings.
Lore written by @nightmare-works!

