Showing posts with label crusade. Show all posts
Showing posts with label crusade. Show all posts

Tuesday, July 21, 2026

Hobby: Bretheren of the Praeses Vahlandia


These two gentlemen are Space Marine's I kitbashed to playtest my game 'With Strength Enough', the final version of which will be set in my own setting, but the playtest environment is set in Warhammer 40,000.  Given that, I kit bashed a whole smattering of one of Astartes characters with different loadouts and aesthetics. Its always fun to sit down and bash out some random space marines and go through the bits boxes to make something interesting.  

The idea is that a player can come along and find something relatively close to an archtype they want to play as, and get into the play experience without much fuss. I don't have any real lore for these two, other than that they are a part of the Neuvo Praeses Vahlandia, the successor organization to the old Praeses Vahlandia that I detailed some time ago. Essentially a Deathwatch organization that allows for the justification of any given space marine chapter I might encounter to perform limited actions in Vahland while still making some degree of narrative sense. 









 Thanks for reading! 

-Your Favorite Madman-



Wednesday, July 8, 2026

Ingredior: The Sally At Castle Ferroc

 

 The Ingredior Campaign was begun on July 16th 2022, and was a highly customized campaign played in the later days of 9th edition Warhammer 40,000 between myself and my then housemate Chris 'The Fabricator' from 'The Fabricator's Workbench'. Throughout 9th Edition, I built a parallel narrative play framework with 3 types of games 'Main Narrative' for big ongoing wars (like Jornath), Challenge Missions which were tailored to club members armies and featured special narratives for them, and Standalones which told independant unique narratives from around the Vahland sector (my personal sub-setting within the wider Warhammer 40,000 universe) Each provided cross-over benefits and oppertunities for players to gain access to through play. 

This first post is an establishing shot of the Ingredior system and its developing conflict, it was originally written as a Challenge mission and quickly morphed into a more developed side story. I'll cover the whole of the conflict on Ingredior as well as its characters as this series progresses. 

Its important to mention as we dive into the 'in-universe' voice for the rest of the post, that Chris' protagonists in this narrative are his Sons of Medusa Space Marines, a storied canon Successor Chapter of the Iron Hands. 

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Lore Summary:

You are aboard your Strike Cruiser, when the ships astropaths gain word from Astra Cartographica agents near the Shelf of Formax that the warp storms surrounding the system of Ingredior had begun to abate. You know of this system from your hypnotic induction when you became an Astartes of the Sons of Medusa, Ingredior was one of a number of locations where Iron Hands loyal to what would become the ideology of the Sons of Medusa went missing during the turmoil of the Moirae Schism. As now, Vahland Sector has many scattered Mechanicus outposts pledged under the control of the Forge World Metalica, a strike force of thirty Battle Brothers and One Ancient moved around the Sector, lending local strength to the Moirae loyal outposts, and dissuading military action from the traditionalist elements of the Mechanicus. This force was lost when Warp Storms engulfed the Ingredior system, that was many thousands of years ago now, but any potential lost brothers should be sought for if given the chance.

You make shift for Ingredior soon after having received the message, it is a lengthy journey with many slow downs caused by the still dissipating warp disruption, but you eventually find yourself breaking into realspace on the shores of Ingredior, the system is very quiet with no communications traffic, which is no real surprise for a system so long out of contact with wider humanity, there are no end to the predations possible in the void. As you begin your investigation of the system, you find the debris of the cursory system defense fleet off the shoulder of the system's eight planet of Ceshrah, which once sported a population of many thousands, but now appeared utterly dead to your sensors. Eventually arriving at the heart of the system, Ingredior Magnifica, you found the devastated strike cruiser of the Iron Hands strike force, its surface horribly gouged by powerful energy weapons. You board the ship, and find its holds and reliquary of gene seed barren, no bodies either of the mortal crew or Astartes can be found either.

Scanning the surface of Ingredior Magnifica, you find to your surprise that there are many scattered human communities across the surface, living simple agrarian lives in the bones of their once mighty homeworld. It is upon looking into the Mechanicus compound, that the true surprises unfold, atop crude archaic stonework battlements lay turret sections of multiple thunderhawk transports. Beyond these defenses lay a hell of crater blasted trench networks, criss-crossed with the green balefire of Necron gauss weaponry.

Readying your Company for a combat drop, you descend to the surface with your honor guard, and land at the top of the mechanicus facility. As the ramp drops you are confronted by a small section of gene bulked humans, clad in traditional plate supplemented with augmetics, upon seeing your forms, the men drop to their knees in awe, repeating the phrase “The Return of the Kings”

After getting the mortals to their senses, they lead you into the innermost portions of the Mechanicus facility, which they insist on calling the “Ferroc Castle”, at the heart of the facility you are met with the greatest surprise of all, as you enter the central chamber you find it is lined with nearly two dozen suits of Iron Hands power armor, at the far side stands a mighty contemptor dreadnought, attended by a dozen or more red robed serfs and twice that in more of the gene bulked humans. It booms a resounding greeting to you. “I had not thought of ever seeing our kin again. Welcome Brothers, Welcome to the Kingdom of Iron!”.

The Venerable Ancient, called Galkraan recounts the tale of how he and his battle brothers found themselves cut off within this system, how over time the Necrons began arriving, which he names Iron Husks and how the systems defenses slowly collapsed. Without supplies the small force of Astartes began to whittle away, eventually numbering only eight and Ancient Galkraan, at this juncture, the global society of Ingredior had collapsed into a pre-industrial feudal government, centered around the only remaining point of high technology on the planet, the Mechanicus compound where the Iron Hands had made their base. Having coordinated the Human defense for millennia, the Iron Hands found themselves crowned as Planetary Kings, but facing destruction at the hands of the xenos, the remaining battle brothers took the last space worthy vessel in an effort to make their way to Ceshrah, where the hoped more weapons or men might be sourced to continue the defense. They never returned.

He begins to explain the composition and make up of the “Iron Husks” before you stop him, informing the Venerated Ancient of the extent of the Necron’s menace on the galaxy since his entrapment here. Your conversation continues as your company arrives from orbit, amassing within the walls of Ferroc Castle. Galkraan agrees to accompany you and join the Chapter so long as you can aid him in breaking the local forces of the Iron Husks besieging this world. Out beyond the castle lay monolithic stoneworks latticed with the archetypal green energy of the aliens, these works form a line of circumvallation besieging the castle. To break them, the engineers and lords of the alien host must be broken, and what better force to do thus than a company of Astartes and the Kingsguard of Galkraan, Eternal King of Iron.





Challenge Force Roster:



++ Battalion Detachment 0CP (Necrons) [54 PL, -1CP, 1,105pts] ++


Detachment Command Cost


Dynasty Choice: Dynasty: Nihilakh


+ HQ +


Sharin Karykar Overlord [6 PL, 100pts]: Warlord, Warlord Trait (Nihilakh): Precognitive Strike

. Tachyon Arrow and Hyperphase Glaive: Tachyon Arrow


Potul the Solemn Royal Warden [4 PL, -1CP, 75pts]: Rarefied Nobility, Warlord Trait (Codex 1): Enduring Will


+ Troops +


Immortals [4 PL, 85pts]: Gauss Blaster, 5x Immortal


Necron Warriors [12 PL, 260pts]

. 10x Necron Warrior (Gauss Flayer): 10x Gauss Flayer

. 10x Necron Warrior (Gauss Reaper): 10x Gauss Reaper


Necron Warriors [12 PL, 260pts]

. 10x Necron Warrior (Gauss Flayer): 10x Gauss Flayer

. 10x Necron Warrior (Gauss Reaper): 10x Gauss Reaper


+ Elites +


Lychguard [7 PL, 140pts]: 5x Lychguard

. Hyperphase Sword and Dispersion Shield


+ Fast Attack +


Canoptek Scarab Swarms [2 PL, 45pts]

. 3x Canoptek Scarab Swarm: 3x Feeder Mandibles


+ Heavy Support +


Canoptek Doomstalker [7 PL, 140pts]






++ Patrol Detachment -2CP (Necrons) [33 PL, 655pts] ++


Dynasty Choice: Dynasty: Nihilakh


+ HQ +


Tet Mazra Plasmancer [4 PL, 70pts]: Relic: Veil of Darkness


Haptrez Velitor Technomancer [4 PL, 80pts]: Canoptek Cloak


+ Troops +


Immortals [4 PL, 85pts]: Gauss Blaster, 5x Immortal


+ Elites +


Skorpekh Destroyers [5 PL, 105pts]: Skorpekh Destroyer (Reap-Blade)

. 2x Skorpekh Destroyer (Thresher): 2x Hyperphase Threshers


Skorpekh Destroyers [5 PL, 105pts]: Skorpekh Destroyer (Reap-Blade)

. 2x Skorpekh Destroyer (Thresher): 2x Hyperphase Threshers


+ Fast Attack +


Canoptek Scarab Swarms [2 PL, 45pts]

. 3x Canoptek Scarab Swarm: 3x Feeder Mandibles


Ophydian Destroyers [5 PL, 105pts]: Ophydian Destroyer (Reap-Blade)

. 2x Ophydian Destroyer (Thresher): 2x Hyperphase Threshers, 2x Ophydian Claws


+ Heavy Support +


Lokhust Heavy Destroyers [4 PL, 60pts]

. Lokhust Heavy Destroyer (Gauss Destructor)


++ Total: [87 PL, -1CP, 1,760pts] ++



The Necron Lord, Sharin Karykar and his Court have spent a few hundred years dealing with portions of their former Dynastic purview that has been thrown into disarray over the time of the long sleep. Karykar and other Lords like him have been taking advantage of the polydimensional disruptions caused by a handful of emergent consciousness to tidy up upstart species that have grown up like weeds in the rightful dominion of Nihilakh dynasty. That said, he is not unreasonable offering all the full honors of battle to his opponents and on more than one occasion offering terms of surrender and rightful subjugation to those worlds beneath Necron arms to destroy. 







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With the formalities aside, the battle can fully commence! 





The board represents the defenses in the wake of Ferroc Castle, closely defended by the men and women of Ingredior, but sorely tested by the encroaching armies of the Necrons. 


The Sons of Medusa, and Galkran, The Eternal King of Iron sally forth into the Necron's eager to meet the foe and bring death to the aliens. 


A shot of the Ingredior Kingsguard and their Liege Galkran, the Hearthguard are 3d kit bashed and printed by Chris, who did an incredible job of these miniatures. 


The Sons of Medusa and the men of Ingredior charge forward, some of the brothers of the Assault Intercessor's are scythed down by arcing bolts of Gauss fire. 


A shot of the extreme left flank of the Necron lines, Immortals and Lychguard make up a veteran wing, hopeful to deny the petty humans a victory. 


The Assault Intercessors hit home amoungst the ranks of the Necron Warriors being led by Potul the Solemn, eager to break the Xenos command and control on the field. 


Kingsguard make their way to assist the Assault Intercessor's in the attack but are descended on in the machine slums by waves of Scarabs. 


The Necrons shift to the right of the field, as their reinforcements arrive eager to remove some of the bite from the incoming Imperial attack. 


The Necron arrival hits, nearly killing the forward Assault Intercessor's in combat with Potul the Solemn to a man. The left flank of the Necron host, along with destroyers fall into the Kingsuard across the board, hoping to push through and causing real damage to the heart of the Astartes force. 


 The last of the Assault Intercessor's falls under the weight of the Necron reinforcements, the Interior of the Imperial army contracts slightly and delivers a brutal fusilade of fire into the attacking Skorpekh destroyers. 


Opydians and Skorpekh's close in on the Redemptor's flanking Galkran as swarms of Scarabs attack Captain Corporis in the center of the Imperial line. 


The gladiator with the surviving Kingsguard in front, send out a punishing torrent of fire into the advancing Necrons. In the fusilade, Potul the Solemn is slain by lascannon fire. 


In a brutal turn, the Imperial base of fire eliminates all of the destroyers across the field.  The Necron infantry push forward hoping to do anything to the cluster of heavy firepower in their midst. 


With hatred forged in millenia of ceaseless war against enemies of the Emperor. The Sons of Medusa and the Kingsguard of Ingredior smote the counter strike of the necron destroyer cult. A shout raises from the men and transhumans as they plunge into the arrayed light infantry of the necron host. Bolters and voices raised in righteous praise of him on Earth.


The Imperial Battleline surges forward in an avalanche of metal.


Brother Sgt. Rubio (A veteran of the Jornath Campaign), advances alongside Captain Corporis into the teeth of the Xenos line.



Intercessor's from across the board break cover, sensing the undoing of the alien's resolve.



The Sons of Medusa's heroes plunge into the fray cutting down the shambolic warriors of the Necrons. 


Overlord Sharin Karykar is confronted by a Redemptor dreadnaught which crushes aside its minions with unflinching might. 


With the unnatural susseration of unfolding reality necron heavy infantry appear in the midst of the Imperial charge. At their heart stands Tet Mazra, Plasmancer and Cryptek of Nihilak. Will alien treachery prevail or will the hubris of the humans prove their undoing?


To support the deep strike assault into the Imperial Core, the remaining Necron Immortals and Assault Infantry mount as much of a counter assault as can be managed. 


The Immortals and Tet Mazra attack Galkran, and all points of the field are engaged in melee. 


At the last, Tet Mazra is slain personally by Captain Corporis who doubled back to assist the Ancient Galkran with the troublesome alien specialists.  Sharin Karykar was laid low by the Redemptor who sought him out, but after dealing a series of heavy blows to the mighty warrior.  Haptrez Velitor, Technomancer of Nihilak who was operating in the Necron rear was brought down by precise las-talon fire. 


The Necron host begins to wilt, as the Imperials dismantle their leadership cadre. A strange ethereal glow casts across the field, the hosts of metal warriors vanish in a flash. The arrayed men of Ingredior and their Astartes alliens stand triumphant upon the field. The Siege of Ferroc Castle is broken, the War for Ingredior can now be persued in earnest.

Thank you for Reading!

-Your Favorite Madman-









































Sunday, June 28, 2026

Jornath [Woodcutters Due 4]: A Pecheur Morning





The men of 2 Platoon, 56th Lumberman's Guildmuster are fighting a desperate holding action against a large scale counter attack by Ork Warbands on the extreme right of the Imperial's offensive operation into the Usamiljen mountains. This offensive coordinated with the Mechanicus' own push out of Prima Jama in the western portion of the continent is seeking to split Ork armies in the mountainous region in half, making them easier for Astartes and the Imperial Guard to bring to battle and destroy. However, fighting at the cities of Usamilplatz and Saltzkhost have ground to a standstill and efforts by the Guard and other formations to join the two axis of attack through the Hamlis Valley have also been rebuffed by massed Ork firepower. Now a combined Ork attack, swinging wide to the east of Saltzkhost has hit a soft point in the Imperial rear, pushing a green regiment of Jornathii men to their absolute limit, they are working hard to coordinate with their scattered platoons and join with any reinforcements to hand as they attempt to prevent the Imperial's southern axis of attack from being surrounded. Now we will see The Woodcutter's Due... 

It is now late morning, and the growing forces around Lt. Hoffens and Brother Klethos are responding to the call for aid from a unit of Precpian 
Air Cavalry, the paratroopers were dropped in the evening to assist in styming the Ork attack but, as with the 56th's own communications, they have become scattered and are struggling to coordinate their movements amid a dynamic battlefield and signifigant comms failures.

 Precpia, is a wealthy island off Manfredi-At-Prima's south eastern coast, and supplies elite regiments of drop troopers to the planet's tithe. There is a term for recruits in the airborne who miss their mark on training drops and either find themselves in the ocean or clinging to the islands cliffs 'Pecheur' or "fisherman".  To Sgt. Pinochet, this was certainly a 'Pecheur' sort of morning, he and his squad had been engaged in exchanges of fire for several hours throughout the night and early morning, the PDF they had rallied with had all been killed around 2am in a particularly nasty Ork attack on the now reduced farmhouse they had been sheltering within. The heavy bolter with the PDF had likewise been rendered useless during this attack, with the barrel's all melted through with overuse. Now, the Orks were coming through the barley fields again, and he wasn't sure how well they could keep the greenskins at bay...

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This game was originally played 6 years ago in June of 2020, and was done in coordination with a live chat where participants would vote on the actions of the Imperial characters.  I am using a modified version of Mordhiem as the basis for these pseudo-solo games. The chat log has now since been lost, but I will do my best here to endeavour to recount the action as I remember it. 



From one of the ruined farm buildings, the Precpians open fire on the approaching Ork Boyz


The greenskins duck to avoid the hellgun fire and slowly traverse the other farm building


Some of the advancing greenskins are laid low by the practiced aim of the Precpians, returning loose shots with Slugga's at the other building. 


A particularly ambitious Ork boy, hurls a stikkbomb into the farmhouse ruin, which detonates between two of the Precpians, but resulting in no injuries. 


The first of the Ork warrior's makes it to within charge distance, and the Precpian fire and withdrawal through the collapsed rubble of the house, buying distance from the encroaching barbarians.



Some of the boyz, regain their composure for the fight in the opposite farm building, recovering from being knocked down on approach and sending a hail of (inaccurate) slugga fire down range to support their more ambitious fellows. 


Sgt Pinochet and his men continue their slow withdrawal through the building as the orks clamour inside, eager to sink Choppa's into 'umie flesh. 


Sgt Pinochet fires his laspistol from amoungst the fallen ceiling beams of the house, revving his chain bayonet for the incoming close combat.


Finally getting their dander up, the remaining Ork boyz break cover and charge the opposite house, eager to get stuck in


Battle is finally joined, as the first Ork boy batters past the ceiling beams to hack at Sgt. Pinochet, while to his right, the other Ork boy inside the house is knocked down by a snap shot from one of the Precpians. 


Yet more Orks arrive from the fields, drawn from the din of battle. But they are not alone, Lt. Hoffens, Brother Klethos, and their survivors from 2 Platoon enter the fray, eager to intervene in the Imperiums' favor. 


The zip-crack of las fire arcs across the farm ruins as the battle enters a new creshendo of violence. The bellowing hoots and snarls of the Ork's cuts through the disciplined volley's of las fire, supporting their piggish utterances with stuccato bursts of slugga and shoota fire. 


Brother Klethos leads the relief force, fat ork rounds pinging off his ceramite plate as his bolter answers in holy retribution. 


Seeing the arriving relief, Sgt Pinochet orders his men to regain their positions at the house's wall, knocking aside his opponent, only to be struck by an errant slugga round and knocked prone amid the rubble. 


Guardsmen are knocked down, but the advance does not falter as 2 Platoon closes with the Precpians. 


The orks' who had been crossing, now find themselves caught between the Precpians and 2 Platoon, spending precious seconds to decide where to charge.


The orks attain the other structure once more and continue pouring fire into anything that moves, as their choppa armed comrades look for a way to approach that isn't filled with las and bolter fire. 


The Precpians continue to move to regain their positions, dispatching the two Orks within the house. Picking himself up, Sgt. Pinochet is again smashed to the ground by another Ork Boy who climbed over the wall of the building's exterior. The foul beast giving him a toothy grin as he raises his choppa....



2 Platoon is bogged down on their advance, several knocked down results and a constant rush of Boyz has made getting to the Precpian's somewhat difficult. 


Eager for a scrap, the Orks charge as one, hoping to take advantage of the disorganized Imperials.  The Precpians start to withdrawal to the north of the house, and are knocked down from Ork shoota fire, pinned in place as the horde closes in for the kill. 


Pinochet is taken out of action by the Orks, but as he is a hero rolls on the permanent injuries chart getting a 63, meaning he is now 'hardened' and ignores fear in the future. The Precpian meltagunner see's off the Ork boy who wounded him and carries the Sgt slowly north, as more and more Orks enter the farmhouse. 


The Precpian Specialist holds his ground as the other paratrooper is hacked to pieces by the Orks, and Sgt. Pinochet lays bloody and unconcious behind him. Precpia shall not be found wanting today, and he levels his weapon at the Orks' ready for the end. 


The Ork charge slams home into 2 Platoon, holding back their advance towards the Precpian postions


Two Guildsmen break off and get angles into the farmhouse as Brother Klethos grapples with the Ork Boys with the rest of 2 Platoon. The lone Precpian, dragging Sgt Pinochet, blasts the nearest ork with his melta and continues to withdraw back to friendly lines.


Las shots cut into the Orks, as the battlefield starts to clear. 


Brother Klethos, losing is knocked down by the weight of the Ork attacks after slaying one of the two boyz. The remaining Imperial's dog pile on the Ork boy, spearing it with bayonet from all sides. It howls and snarls as it is brought down with a flurry of frantic stabs. 


The Precpian's have been saved (at least some of them), All across the area the sounds of battle resonate, but for the Men of 2 Platoon, and their now Precpian allies, there is a stillness. 

The Precpian specialists inform Lt. Hoffens and Brother Klethos of the strategic position as he understood it on deployment last night. A force of several thousand Orks from Klurgz Krumpin' Korp, Bazhammaz Speed Freakz and Da Furst Wagon Korp has rolled around the eastern portion of Saltzkhost, skipping the men of the 1st Usamiljen Fusiliers and looking to roll up into the 56th Guildmuster and the more open land to the east of the city. 2 Platoon, at the vanguard of the push towards Breznasobor has taken a beating. But the effort to take the village is still a priority, pushing into the Orks, and rallying the rest of the Guildmuster will be pivotal to halting the ork advance and breaking their cohesion. 


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A decision to have the men of 2 Platoon split up and look for equipment and better positions is made by the live chat. Breaking off a fire team under Brother Klethos to raid a nearby Ork camp for anything of use.




Thank you for reading! 

-Your Favorite Madman-