Showing posts with label 11th edition. Show all posts
Showing posts with label 11th edition. Show all posts

Sunday, August 2, 2026

Jornath [Woodcutters Due 5]: The Storming of Solchnya Street

 



The men of 2 Platoon, 56th Lumberman's Guildmuster are now 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 early afternoon, with the Precpians' now joined with the men of 2 Platoon under Lt. Hoffens, and the local Ork artillery threat dealt with, the Imperials can catch their breath for a short while. Taking stock of the wider situation as best as he can manage it from his makeshift command center in the farmhouse of 1215 Bruno Avenue. It appears that the immediate thrust of the Ork attack over the evening has run out of steam. Scattered firefights can be heard across the area, but scouting and observation indicate that the 56th Lumberman's Guildmuster has held out. With the vox network still largely inoperable, runners begin working to carry messages to other platoon and company commands, slowly through the afternoon, painting a picture of the wider field. 

As the PDF's officers work to determine an outline of force disposition, Brother Klethos, 2 Platoons' stoic Astartes companion, opts to lead a raiding force into Ork territory to gather supplies and score a desperately needed morale win for the PDF.  

Klethos and his small team of volunteers make their way from the farm on Bruno Avenue, through the woods, and northeast, following natural ridges towards a series of small overlooks that offer better visibility of Breznasobor and the eastern suburbs of Saltzkhost. From there, the team sees evidence of growing Ork habitations and chooses a less established area to strike.

Fireteam Klethos stalks through the underbrush towards the Ork encampment


The population of the Ork encampment is minimal, a few Boyz kicking around their huts and shouting insults at a small collection of gretchin.  A quick visual inspection reveals the Orks to be 'Freebootaz' a type of alien mercenary who do not align with their species Klan Kulture. 


Klethos steps out from behind the treeline and lets loose a score of Bolt rounds into the Freebootas in the encampment. 


The Plasma gunner and the rest of the fireteam, having picked their targets join Klethos' fire into the alien settlement


The Freebootas, alerted now from the untimely death of several of their grotz, swing customized shootas toward the treeline and let loose a very impressive but ultimately ineffective torrent of solid slug rounds towards Fireteam Klethos.


Shots criss-cross Solchnya street as both sides trade heavy fire back and forth


Looking to tip the action into the Imperium's favor, Klethos leaps forward, pulling his combat blade and charging across the street.  The rest of the fireteam follows closely behind, coming across the street with a furious charge. 


Clearly the Emperor himself smiled upon Klethos' charge, as Imperial shooting during their advance on the encampment proved enough to slay each of the remaining Freebootas.  Their steaming corpses slumping to the ground just as the Imperial soldiery made footfall into the camp. 


The Imperials quickly begin upturning the camp, looking for ammunition, food, or any other supplies of note that could be carried back.


Klethos, finds an injured Grot, scrabbling through a box of mortar shells. He dispatches the creature with his boot before calling one of the Guildsmen over to add the explosives to his gear. 


As the fireteam finishes its digging, Ork Deffskullz arrive from a nearby encampment accompanied by a fearsome Killa Kan. The Imperials beat a hasty retreat with their loot. Brother Klethos stands defiant against the approaching foe.  


The Guildsmen, having met the treeline, turn and find their Astartes leader staring down a combined arms Ork assault on his own. 


The Mortifactor, unwilling to show his back to the enemy, begins hammering out shots into the closing Orks and their stomping contraption. The guildsmen turn back into the fight and begin hastily adding their fire to Klethos'. Now finding themselves strung out across the road. 


The Orks continue forward; the killa kan's 'eavy shoota opens up down the road, hitting with more accuracy than might normally be anticipated from the greenskins thanks to its grot pilot. One of the guildsmen is struck by a round and collapses to the ground with a non-fatal injury. This convinces his comrade furthest from the road to make for an escape with his share of the captured goods.


The Orks are closing in on Fireteam Klethos. 


The Plasma Gunner lets out a despairing cry as Brother Klethos is engaged by the whole of the encroaching Orks.  The Astartes warrior does not flinch, instead producing a Krak grenade alongside his combat blade and diving low under the massive swing of the Killa Kan's buzzing saw blade.


A massive detonation occurs, bathing the area in a haze of smoke.  Now the valley comes alive with the clamour of nearby Ork's.  The sounds of violence sufficent to begin truly rousing the horde. The Plasma Gunner picks up his wounded compatriot, casting furtive glances over his shoulder at the burning remnants of the encampment.  The trio of guildsmen makes for the ridges before the Orks close on them



In the aftermath, Brother Klethos was reduced to -1 wounds, even after his additional 'free' Transhuman Physiology wound. In the end he did manage to slay the Killa Kan, but was himself laid low by the explosion of his Krak Grenade. I decided to roll twice on the serious injuries chart for him, one for each of the 'death' wounds he sustained. His first gives him "Old Battle Wounds," meaning that his lingering injuries from this encounter may preclude him from being included in future games if he is chosen by the players. I think it is justifiable to say that an Astartes in the field and distant from the Apothecaries of his brotherhood maybe experience some hardship after a one-on-one melee against an Ork light walker.


His second score, gives him 'Bitter Enemy: Killa Kan' in the context of Mordhiem this would have meant the character gained Hatred against the specific character that injured them. As I'm running things in a bit of a modified way (to say the least) I'm going to treat this as any Killa Kan that Klethos might encounter. It's probably safe to say that he's gotten a bit of a vendetta against them now. 

In the dusk hours, forward pickets occupying fresh trenches at the edge of 2 Platoon's position on Bruno avenue. A lumbering form, steaming with small embers of cordite smoke still burning off its chipped and broken armor.  

Klethos, holding a blood slick Ork Choppa spoke from the gatering darkness.

"Ready yourselves, they are coming"



Thank you for reading!

-Your Favorite Madman- 





Saturday, July 25, 2026

Hobby: Biomantic Shib #1

 




This is another model made for my 'Renaissance of Flesh' setting in my game 'With Strength Enough'.  It is made out of a Games Workshop Poxwalker, one of the Death Guard's chaff infantry units, and specifically is from the push-fit models which were available for a discount around 8th edition. I've added some war of the roses bits to him and worked in some greenstuff to pull him away from some of the clear Warhammer origins

He is an example of a Biomancer's Shibboleth, essentially a poor-quality clone of the biomancer themself, which has been shifted or changed according to their will to accomplish a task. Biomancers make a big appearance in the setting. Their works and their influence over areas of human space have played a dramatic role in the trajectory of events, from petty tyrants to merciless corporate-backed fleshsmiths or valiant colonial defenders. Biomancers are sorted into categories by the questions they are trying to answer, and how they go about attempting to answer them from a practical perspective. 

Their creations, of which there are many, are generally sorted by the general population into rough classifications, such as can be seen here in the 'Shibboleth', typically simply shortened to 'Shib'.  Most will name any generally human-sized and human-abled creature made by a Biomancer as a Shib. Where biomancers themselves will define these creatures on a vastly more granular level. 


-Thanks for Reading!-


-Your Favorite Madman-

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-