Showing posts with label creation. Show all posts
Showing posts with label creation. Show all posts

Thursday, February 23, 2017

Jornath: The Summer Invasion Overview

Summer invasion.jpg


Introduction:
Following the regrouping of Imperial Guard units after the failure of Operation Remits Maw, Tactica Command Jornath has struggled to construct a new strategy for combating the Orks.  While Dreadmare Companions,  Blood Angels, and White Scars along with Imperial Guard Special Forces, were able to save many units, and preserve a fighting force in the North, the Jornathi PDF commanders felt that their forces were being used improperly, questioning the efforts of both Supreme Armsmaster Vazinas and the Advisory Battalions from the Ultramar Defense Force, who in turn were being issued directives from the numerous prominent Astartes chapters.


While Imperial High Command struggled with internal power politics; The men and women on the ground in the northern reaches,  from Guffmans Platz to Usamiljin reported a sudden lull in Blood Axe raids on the defensive line, unfortunately the lapse went mostly unchecked, so it was a complete surprise to many in Tactica Command,  when an enormous Ork counter attack poured down from the mountains in the early morning hours to lay siege to Fort Behras (commonly referred to by its munitorum designation H-906) and the many Firebases within the Northern Defensive Line.


In order to hold the line,  forces are withdrawn from the Kula battlezone and shipped north, the veteran troopers proving vital in holding key positions. Of course, with the troop movements, the Orks within Kula, under the leadership of the brutal Deffaxez warband sensed their chance to breakout from the Rokk Crash Site.   In an unexpected turn of fate, the Orks launch a massive flotilla of scrap barges towards Nizajan Island, and out across the eastern coastline.  While Imperial Navy assets would obliterate much of the flotilla long before it washed ashore, in several quaint seaside villages,  mobs of savage aliens would crash into the craggy coastline,  swarming over poorly equipped mustermen to establish ramshackle ‘Orky Forts’  in the smouldering ruins.   

The Armies of the Imperium were facing a truly disastrous Ork breakout all across the continent. It would take all the courage and firepower of the Astra Militarum, and precise glorious strikes by the many Astartes to stymie the Greenskins, yet again.














Tuesday, January 24, 2017

Jornath: Unit Spotlight [Kula Conservator Cohort]




This will be an in depth exploration about the men and women of the Kula Conservator Cohort, for more information about Kula Hive, click HERE

Notes on Nomenclature

  The Kula Conservator Cohort, (hereby abbreviated to simply "KCC")  is a bit of an enigma, in terms of its categorization and designation in Imperial Guard records for Jornath. This is of course not a particularly rare occurrence given the sometimes maddeningly eclectic manner in which Jornathii military units, especially those comprising the Planetary Defense Force were formed out of historical feudal warbands. As Such the KCC is referred to by the Regional Munitorum (which does not recognize local/planetary designations only those issued by Sub-Sector Command) as Jornath PDF Regiment 78 through 88, this designation follows the short-sighted assumption that Jornath's PDF commanders organize their units strictly in adherence to the Cadian standard of Shocktroops; this being infantry and armored units combined together in well-drilled and disciplined formations.  
  
 Of course in the Sub-sector's Tactica Command Headquarters on Casa Ureint, the records are more open-minded and flexible towards the eccentricities of each planet's ancient military traditions, with the mindset that attempting to record these variances, would save valuable time during briefing, should an emergency arise. However,  even these records are flawed,  here they refer to the KCC, as the "Kula Conservator Regiment" mistakenly assuming a Jornathii "cohort" as equivalent to that of a single standard infantry regiment (an issue that occurs many times in this particular record) a mistake that would exclude over 200,000 men and several hundred fighting vehicles from the order of battle.  Fortunately, for Kula this would be a clerical error that would very likely save the city, as Tactica Command's plan of defense for the region, appointed vast reserves to flood the area to make up for what it perceived as a lack of strength. Therefore, when the Orks first landed in the opening days of the Battle for Jornath, the KCC brought an effective strength of 230,000 guardsmen, and was supported by nearly as many mustermen, and Oakenzid cohorts appointed to the defense of the vital tidal flats. meaning the initial Ork landing zone was quickly surrounded and suppressed by a half million soldiers. 

  Indeed in reality, the KCC, is a grouping of eleven separate regiments; ten infantry, and one mechanized infantry collected under the title of "Cohort" a holdout from the pre-imperial history of the planet. There is no standard size for a Cohort, nor does it reference all the forces of a particular area, city or nobleman.  A Cohort simply put is a group, bearing forward a particular enscroll of military traditions, practices, and most important to Jornathii history, an honor roll of victories and noble defeats. As a result a cohort's size and capabilities are wrapped within the histories, legends, and complicated familial social structure of Jornath's aristocracy. An off-world commander would look at the massive tome containing the deeds, actions, strategies, size and battlefield cant of a particular cohort, and chaff at the sizeable task of weaning all the data into useable and helpful bytes for theatre command. Whereas a local Jornathii commander would know intrinsically the capabilities, history, and size of any given cohort. The issue of course becomes family bias, and heated disputes over territory, trade agreements, and dozens of other petty arguments between nobles skewing the account of a Cohorts ability, this occurred many times during the first three years of the Battle for Jornath, when local PDF commanders would provide inaccurate accounts of local forces to Tactica Command groups or Astartes, not through pettiness in all cases,  despite their ancestral feuding, all Jornathii hated the Ork and wanted to contribute to its eradication from their planet, in the vast majority of these cases the social dialogue of discussing a rival's cohort had become so ingrained in Jornathii low gothic that they simply had difficulty accurately communicating the information to off-world commanders accurately. 


Equipment and Payment

   Cohorts are raised from volunteers, each has its own stipulations as to whom is eligible to apply for admittance into a Cohort's ranks,  the more well known and successful, the more difficult it is to gain entry. For the KCC, the applicant must be at least nineteen years of age, have no less than one year of prior military experience in a Huscarl, Mustermen, or Militia unit, be in healthy physical condition, and must be a citizen of Kula Hive, Bolasku, or any of the villages or towns in the Kula Province.   

   The KCC is supplied and funded by the citizens of Kula Hive primarily, as Cohorts are required by Jornathii planetary law, to draw funds only from the population in which the unit recruits. However, the KCC act as an interesting exception, in that they are also given funding from the entire nation of Manfredi-At-Prima, of which Kula is the capital. This is due to the prestige of the city globally, and the high regard afforded to the Cohort as professionals, and particularly loyal troops. 

   As a result the KCC is spoilt for options when they look to create their wargear, while the exact equipment and its sourcing is stated elsewhere, it will be restated here for continuity's sake. The basic equipment is fashioned in the Cadian style, but with a bent towards the finery and circumstance consistent in traditional Jornathii Battledress.  The Cadian Flakhelment Mk XI, is an expensive and highly technical piece of equipment, which can be difficult for less disciplined or less technically inclined personnel to maintain effectively, the Jornathi Defense Forces meeting both of these criteria, the optionable alternative chosen by many cities on Jornath, is the Alar-Median, Slatthelm K1,  which, offers a similar weight and protective capability to that of the Cadian Mk XI, but does not include the Vox interface or advanced user HUD, or sensory deadening suite. In terms of Body Armor, Jornath sources  from Antax, Alar-Median and Tolkhan. Kula chooses to take from the Tolkhan Dura-Curiass 023, which takes the Cadian style flakvest, removes the shoulder plating, and alters the sensory and trauma response systems to maintain operation at peak efficiency under water, or in highly damp conditions, but it suffers from decreased performance in high-dust situations, it offers similar impact resistance.  The Kula Conservator Cohort, use the M36-C Kantrael Pattern Lasgun, for the carbines obvious benefits in naval, urban, and mechanized operations.  The Cohort uses the Chimera Armored Personnel Carrier as its chief combat transport, the Helstannon "Intrepid" carrier, for both hauling equipment and most terrestrial troop conveyance. The Chief combat vehicle for the KCC units, is the Leman Russ Battle Tank.  

   The Specialized nature of the  Tolkhan Dura-Curiass 023, sets the KCC a cut above its peers in the Jornathii PDF, who are generally lucky to have Lasguns rather than autoguns. What the KCC lacks, is solid communication on an infantry level, while it makes use of the backpack mounted Vox kit, this flies in the face of the streamlined and fast moving kit that the KCC quartermasters worked so hard to create. The workaround to this,  which is being partially introduced, as funding arises, is the retrofitting of Helstannon carriers into Vox boosting relay's, using the same antennae system most hab-blocks use for picking up entertainment frequencies, obviously in these machines are dialed to receive transmissions specifically from KCC Vox's and the Indigo Sparrow Command Center.  The Helstannon "Vox Carriages" then allow for Microbeads, purchased from Alar-Median in small batches, to be used over longer distances effectively streamlining the basic wargear of the average KCC armsman or NCO.  The KCC has 3 patterns of fatigue, a dress fatigue, in grey with red trim, reminiscent to the one the unit had in the 31st millenium.  A camouflage speckled woodland pattern, produced in Kula province, and finally an arid/tan speckled camouflage pattern, which is produced by Altheri Hive for its Aeroscant crew, and Drop Infantry, but is sometimes used by the KCC for operations in the northern mountains



Hierarchy and Order of Battle

    The KCC as previously stated consists of 225,000 men and women, which comprises 5% of the population of Kula Hive.  These guardsmen, are broken into 10 infantry regiments of 22,000 apiece, and a single 5,000 men mechanized unit. These numerical accounts may seem particularly inflated, as most Imperial Guard Regiments comprise around half this number in a standard Infantry regiment, this is because all of the logistical, administrative and support personnel for each regiment are included in the regiments fighting strength, as the suggestion of not being considered a "fighter" in a cohort you are a member of would be deeply insulting to a Jornathii. When we subtract these personnel from the total fighting strength, we find that the total frontline personnel of each unit to be around 10-12,000, much more in-line with the munitorum standard.

Regiment 1 -  Commanded by Regent Col. Hugh Enniol [OiC]
Regiment 2 - Commanded by Col. Janyce Nemes [Mistress/Master of Quartermasters]
Regiment 3 - Commanded by Col. Petyr Kendisoplis [Mistress/Master of Euclidian Loyalty]
Regiment 4 - Commanded by Col. Dand Ceellis 
Regiment 5 - Commanded by Maj.Chri Wenwyl 
Regiment 6 - Commanded by Maj. Zacc Olliem -Unit Destroyed in Defense of Bolasku 
Regiment 7 - Commanded by Maj. Tenta Eckrad 
Regiment 8 - Commanded by 1st. Capt. Lueff Sentagato - Unit suffered 78% Casualties.
Regiment 9 - Commanded by Maj. Kenlo "Crash" Ean. 
Regiment 10 - Commanded by Maj. Ashwyn Honon.
Regiment 11 - Commanded by Knight Regent. Isabella Jan. [Mechanized Inf.]


The Cohort commander, also doubles as the field commander of the 1st Regiment, and also attains the honorific of "Regent Colonel",  it is the duty of the Regent Colonel, to authorize officer commissions,  and to receive direct orders from Jornath Planetary Command.  During the Battle for Jornath, the Regent Colonel, also acted as the emergency theatre commander of the central Kula province for a short time, as planetary defenses were martialled to properly meet the Greenskins. 

The commander of 2nd Regiment is also the head of the quartermasters, and must approve any wargear deviations for the Cohort, they are also second in rank to the Regent Colonel, and will act as his/her replacement should the commander be slain. 

The commander of 3rd Regiment is the head of the Cohort's spiritual and moral needs, while in no way a member of the Ecclesiarchy, the Mistress/Master of Euclidian Loyalty, informs new recruits of the legendary 1st commander of the cohort, Euclid Kinnell, and reminds all others of what it means to be an armsmen of the KCC. 




Battle Honors

March of Saint Euclid the Loyal - The seminal battle of the KCC during the breakout of the Horus Heresy. The cohort marched en mass, to counter Mustermen and Huscarls of House Genntim, who had massacred Kula's civic leaders, in a bid to effect a coup d'etat in the name of the Warmaster. After a lengthy urban battle, the Cohort was successful in forcing the Traitors to surrender. 


The 1st Battle of Rotthresh Creek - Around 450 years before the Battle for Jornath, The Regiments 3, 5, and 11 as part of a large scale search for a group of missing youthful hive nobles, and local citizens, stumbled upon a heavily disguised Traitor, Sslyth, and Eldar, raider encampment. The Xenos and Pirates fought fiercely to break out of the situation, but were eventually surrounded and obliterated, leading the Cohort to the missing civilians, thankfully before they were spirited away to slavery. 


The Firestorm of Kula- When the orks landed on Kula, they did not do it with subtlety,  the Ork Kroozer, was shot out of orbit by Suetonius Station, as it descended it broke in two, one half crashing in the tidal flats, 20km to the East of Kula Hive,   and the other 475km to the North. The KCC martialled quickly and met the aliens in the burning forests and grasslands of the tidal flats,  they were horrendously outnumbered, by the Orks,  but fortunately the crash had confused and muddled the xenos enough, that the KCC managed to maintain an effective exclusion zone long enough for reserves to arrive. 


Last Stand of 6 Regiment- During the 1st Year of the War, following the botched Operation Remits Maw, Orks on both the Northern and Kula fronts counter assaulted en masse and with good leadership, catching Tactica command off guard. The KCC and other PDF forces had the Ork crash site fully surrounded, with the bulk of forces in the south and west,  where the Orks had attacked the entrenched Imperials everyday since the first day of the war. During the Ork counter assault, in midsummer,  the greenskins struck out with all their forces to the East, into the port city of Bolasku, in a bid to build a ramshackle fleet and breakout to the south along the coast.   The city was held by the 1st Royal Neohuscarl, Militia and the 6th KCC. The militia tried all they could to harass the Orks, but were brutally swept aside,  the Ship building factories, and docks themselves were held by the 1st Royal Neohuscarl and the 6th,  which were able to hold while outnumbered nearly 100 : 1 for 12 full hours before being slain to a man. Major Olliem, is said to have died leading Gamma Company in a bayonet charge to clear the Regiments' mortar pit of aliens, after the company had fully run through its ammo stores.  









Sunday, May 3, 2015

Video Game Map Campaign. (Rules and Opening)

Myself and JD, both having downloaded and played the Warhammer Total War mod for the venerable Rome Total War (yes the first one) and enjoyed it thoroughly. However recently we were of the mind to utilize a mod to develop our own nations and map using a roleplaying game map maker called "Hexagrapher" which can be downloaded Here.

The Overall Rules for our campaign and the overall pricing of armies and how we go about the moving of NPC factions is facilitated in a .pdf file (living document) that can be downloaded via google drive Here


The Starting Map.

The Khuvtan Templocracy. is a religious oligarchy which lives in the snow bound landscape of the north, just at the border of the weird and twisted lands which harbor a mysterious force called 'the winds of the north', played by myself

The Republic of the Lurtuk Expanse, is a conglomerate of tribal bands living in a coniferous enchanted jungle, they are lead by a Congress of Arch Shaman, they are NPC's

The Nyssoak Confederation is a alliance of Elven Merchant Guilds living in the fertile ground between two mighty seas. they are NPC's

The Saladin are city-state, seeking to expand its influence and status to dizzying heights. Their city has a direct democracy, but the people that live in the outlying spaces under their control are little more than serfs. they are NPC's

The Duhsurg Merchantdom, focuses on economic domination and establishing a stranglehold on foreign trade through use of small private merchanthouse armies to monopolize the fisheries off their coast and in the nearby rivers. Played by JD.





Turn 1, saw some small movements in army positioning and the Nyssoak declare war on the Lurtuk Confederation. 

The 3rd Splinter Host of the Nyssoak engage the Barechest Warriors of the Lurtuk Republic. and rout the army in a Heroic Victory. 

3rd Splinter Host Spearmen Brace for the Lurtuk charge.



Turn 2, saw the Winds of the North gain a small modicum of power. The Khuvtan marshall their armies in preparation.  The Lurtuk mobilize its Republican Army,  as the Nyssoak Grane Host marches on the fields south of the capitol.   A mighty battle erupts which served to bring down the Republic.
The Nyssoak Grane Host suffers some casualties but many tribesmen and magical creations lie broken upon the field.  The next day the Lurtuk Shaman Congress concedes to the Elves.  The Lurtuk Beastrider's Army scatters into the Expanse to cause trouble for the occupying elves for years to come.


The surviving members of the Elven host mop up tribesmen in the woods. 



The tribesmen came in brazen waves to wash upon the Elves, but outflanking Nyssoak missile cavalry and hardworking archers kept the Lurtuk at bay, and inflicted a grim toll on their number



As the glittering Elven warriors marched through the open gates of the Lurtuk Capital triumphant in their step, the question now upon the minds of everyone.  Were the elves destined to be rulers of all, or had their brutal offensive captured to much territory too quickly?




Thanks for reading !

Let me know if you'd like to see more in-depth battle reports or more content of this style in the future


-Your Favorite Madman-

Saturday, May 31, 2014

Imperial Fists Scout in 15mm

Being the negative influence that I am, i was able to talk my buddy Chris into building and painting 40k stuff in 15mm.   The intention of this will be to represent what we consider "realistic" engagements in the setting.  So long range tank fights and a variety of more true to form operations.   I've got an idea for a battlefield that I think might be enjoyable in the Segmentum Tempestus.

I've taken the bull by the horns this go around, in that i've taken up the challenge of making space marines.  While the mini's i plan on using for the Full-Brothers and Heros are in the mail. I've made a few scouts and a few chaos elements.  But for right now the only guy i've got painted his this one scout.







If you'd like to see Chris' ventures in this check them out ...   Here

If you want to see some truly inspiring 15mm 40k work you need to see Gunners Wargaming Blog

and also check out Pawn Cocktail for some neat Astra Tempestus Scions.

Thats all for right now.

-Your Favorite Madman

Monday, December 23, 2013

Regimentals: Battle for San Martin

Continuing a campaign from earlier in the year, in which JD and Chris participated in, we have JD's Dwarven prince returning to his sponsors towns, while Chris's Cynheid remian in the Northern areas of Helos. If you'd like to see some of their previous exploits you might want to check out the AAR written by Chris on his blog here...  Sippin' on Paint Water, in which a recon force of Chris' Human Cynheid troops, with the Dwarf regiments of JD's in tow, save Prince Torum (JD's main character).

After the success of that battle, the two split their forces. With JD heading south to the Dwarven Demilitarized Zone...

Upon arrival at the town of San Martin JD learned about Orc recce troops, probably hearkening  a new Orc offensive pressing at the cities holdings in the surrounding countryside,  desperately coordinating a plan with a local Alliance artillery base, JD opts to defend the town from the oncoming Orc soldiers.

Positioning a handful of lookouts in the Town halls observatory, They call out possible movements in the dark night as the Orcs draw nearer 


The first scouts draw up to the edge of town


Blips and Orc scouts appear heavily in the south side of town



A Orc terror squad sneaks past the blips in the northern side of town, and sets fire to a building, Dwarfs from the "Paladins of Orerock" rush to secure the area.

members from the train of walking wounded, coming from the south side of town, into the hospital.


Things begin to get hairy in the south as the sheer bulk of the Orc onslaught starts to present itself.


The riders JD had sent to the Alliance Mortar base, arrive, to give Torum word that the base commander agreed to send a barrage to the town.  It would now be a race to get the Dwarves free of the barrage area, and keep the Orcs out of the town at the same time.

The riders, charge headlong into the melee to relieve pressure on the beleaguered spearmen.


The leader of the Cavalry (and second in command of the whole army)  Captain Mardak, orders his horsemen to fall back, as the freshly disengaged spearmen begin to reform outside the hospital. 


Mardak, the Captain of the Spearmen, and a ranker from that same regiment hold off the Orcs to save their friends as the time runs down before the artillery hits.

Mardak, killing no less than 5 Orcs (an impressive feat) is able to gallop back to the freshly reformed dwarven lines,  just as the two spearmen are mercilessly cut down.


The Orc tide moments before the artillery hits home





With a cataclysmic roar, the mortar shells explode across the southern side of town, tragically some overshoot, hitting the town hospital, and a portion of the residential district.

Total casualties:

Captain Hellick (KIA)
1 Militia Ranker (KIA)
2 Militia Rankers (WIA) 
35 Orc Scouts (WIA/KIA/MIA)
73 Dwarf Civilians (KIA/WIA/MIA)



Aftermath:

The Orc terror squad that attacked in the north, voluntarily surrendered being met with being trapped in a burning building on being slain on the Paladin's Blades.  
From them the location of the Orc FOB. in Terisia was pried,  one was given to the citizens who beat it to death,   one was mercilessly tortured, and the other has been escorted to Alliance Military Intelligence Command outside Karmenac. 

Fires still burn in San Martin, but the Orc recon units have fallen back across the border... for now... and Torum is now scrambling to accumulate a force large enough to take the fight to the Orcs



------------------------------------------------------------------------------------------

This is of course a gross over simplification of several days of Roleplaying the democratic aspects and the troop movements involved getting to and following this battle. 

I discovered rather embarrassingly that i don't have nearly enough of a supply of fantasy buildings which i am currently attempting to rectify. 

Hopefully you found this entertaining, and is usual with posts about Regimentals...

here is the link to my wix site with the PDF for the rules only on it, Regimentals Download Link


If you like what you saw, and enjoy the rules, have suggestions for those rules, or just questions about anything concerning Regimentals.

Please don't hesitate to email me at  impcommander@gmail.com


A quick drawing of Mardak's Stand


Thanks for reading!

-Your Favorite Madman-



Tuesday, May 7, 2013

What has the Madman been doing?!

Hello gang, you might have noticed a certain...lack of activity.
This has many reasons, primarily to blame is my own laziness however, and i'm going to seek to remedy this.
Below is a selection of shiny pictures to show you what it is exactly that i've been up too over the past couple of weeks/months since the last update, which honestly wasn't much of an update.


Without further ado...

1.)   JD and myself have played several engagements in the Road to Orleans VSF campaign, which i think will be the next post that i will bring to you, as we have gotten all the way to Orleans and the total death toll now is in the Thousands (literally).



Here we have American Colonial Troops and Dragoons fighting in the Massacre that was the City of the Damned.  More to come on that, like i said... next post!  (i swear it'll be soon)



2.) Sculpy!   I've discovered a rather interesting medium to make miniatures with, called Sculpy, that is actually an oven bake clay,  i've been doing some experimenting with it of late,  more to come, as i play with it in as many ways possible and find its uses to a Wargamer. 


3.) 40k !    Yes, there is simply no escaping the grim darkness i'm afraid, i always get pulled right back in...  The minis you see hear are part of a Loyalist Guard Army (i know a strange term around this blog).  That i'm creating to fight Chris from Sippin' on Paint Water's plague pirates. More to come as that progresses further. 


4.) Finally 15mm.
Alot of it,  "The Fabricators" Sons of Thunder are finished, im painting Guuseprians, and minis for "The War in Africa" setting with Chris.  As well as some neat-o terrain boards. 








That's all for now, don't want to overload you.  We are still fighting out the Warhammer map campaign, i've got some GM games of Regimentals, Malifaux, etc  under my belt, and i finished painting all the Blood Angels as well as selling off all my CSM's.   Its been a busy few months of hobby. hopefully i can keep you all better apprised of my comings and goings.

-Your Favorite Madman- 


Tuesday, December 11, 2012

Blood Angels Painting Commission.

Hey all, i thought i'd post up a pic of the test mini for a paint commission i got for generic Blood Angels. I think he turned out pretty well, since i was told to do "Tabletop Quality" this is what I've settled on.  In addition to this commission this week is the big conclusion to my "Senior Project" in high school, so I've been preoccupied getting ready for my boards presentation this Thursday.   I hope to have much, much more hobby goodness to provide to you all after that is said and done.   I plan on working on the Rouge Trader crew members and the Nurgle Bikers, as soon as I've finished with these Blood Angels.

Without further ado...


That's all for now.  Hope to get some shots of a local club's charity gamesday, thats happening on Saturday, as well as some more Blood Angels and Pilgrims Fandex stuff, with perhaps a smattering of misc. hobby junk thrown in over the course of the next couple weeks leading up to Yule, Hanukkah, Christmas etc... etc..


                                                              - Your Favorite Madman-

Tuesday, December 4, 2012

Fandex HQ Entries Part 1

Hey all, i know you are all eager for some mini's and what not, but i drew up a couple more sketches for the Fandex, and so i thought that i'd give you their entries in the army list (all i've got so far, other than the fluff mind you).

First up we have.


Lord of the Knights. 

Points: 100 

Ws- 4
Bs- 4
S- 4
T- 5
W- 4
I- 3
A- 3
Ld- 10
Sv- 3+

Equipment: Bolter, Power Maul, Power Armor, Frag & Krak Grenades

Options: Can purchase Wargear from the "Runious Powers" section of the Armory.

Special Rules: Fearless, Independent Character, Feel No Pain 

Arch-Heretic: A Lord of the Knights, may only be taken if an another HQ choice is selected that is not itself a Lord of the Knights or a Special Character.   

Ideological Schism (Ruinous Powers) - Cannot join Secessionist squads or purposely move within 3'' of one. Any Secessionist Infantry unit that flees within 3'' of this unit, immediately suffers a shooting attack from this unit as this unit attempts to purge the "weaker half" of the army.    




Heretek 

Points: 60

Ws- 3
Bs- 3
S- 4
T- 4
W- 2
I- 3
A- 2
Ld- 8
Sv- +3

Equipment:  Warptaint Harness*, Plasma pistol, Power Armor.

Special Rules: Independent Character, Dark Mechanicus 

Warptaint Harness: A daemon possessed servo harness, adds D3 extra attacks to the Heretek, and counts as a Power Sword.  It radiates warp energies and provides a 5+ invulnerable save to the wearer and any models with the "Dark Mechanicus" special rule within 6".  

Black Catechisms: Re-buffs the machine spirit of a damage vehicle with the soul of a tormented captive. If the Heretek is in base contact with a vehicle he can choose to repair one Hull Point, on a D6 roll of 5+ the point is repaired, on a roll of 1, the soul lashes free of its prison, dealing one wound to the Heretek, with armor save allowed.  






Thats all for now folks !



                                           - Your Favorite Madman-


Monday, December 3, 2012

The Pilgrims of Rust Codex (40k Fandex)

Hey all, so a bit ago i started writing my own codex for my Secessionist Chaos  army which you can find the background for up in the oddly convenient "Army Background " tab in the bar right up there.  Anyway, I've gotten back into 40k, and with the new ed being more geared to fluff play more than ever before I am excited to get back to work on that little project.  Here is a bit of what im thinking as far as an outline for what units i'd add in.

HQ. 

- Ground Commander ( similar to IG company command, more geared towards secessionist half of army)
- Apostate  ( Same as above, some differing options, obviously geared towards the Runious Powers half)
- Heretek (Evil Techpriest, some varying mods there)
- Magister of Enforcers (a sort of Lord Commissar)
- Lord of the Knights  (CSM Lord, can only be taken if another of the HQ types is present)

Elites. 

- Martyr Squads (Suicide Bombers from Cyrus, they are insane and deadly if you can get them into CC in one piece, can be either Secessionist or Ruinous Powers)

- Equinox Protectorate ( the die-hard Interior Guard of Rust's army, they are unswerving in their devotion to Rust's vision of a brighter tomorrow, cannot take if more than 50% of the force is Ruinous Powers)

- Host-Vessels  ( Cult members that allowed themselves to be vessels for either Dark Mech experiments or daemons, they can be equipped in a variety of ways, think IG Chosen,  Secessionist troops won't charge into an assault where Host-Vessels are already fighting, nor will they stay within 4" of them at any given time.)

-Chaos Marine Squad -  see CSM dex

Rhinos / Chimeras


Troops.   (a phalanx will work in a similar fashion to an IG platoon.)

-Levy Phalanx (Hap-Hazard Assortment of semi well armed combatants, cheap, horrid morale, can't take Hvy Weapons)

-Ward Phalanx  (Regulars, decently armed, can take Hvy Weapons, probably have wargear for their particular planet)

-Slave Phalanx (POW's, or Captured Civilians, armed horribly, only with CC weapons, no armor T 2 probably, count for 1/2 in KP games and do not count as scoring for objectives)

-Enforcers ( Members of Rust's Interior-Guard that have been sent out across the ranks, to instill the word of a brighter tomorrow, and secretly report the spread of the Cult of Chaos through the Pilgrims, and to stamp it out)

-Heathen ( Particularly maddened Cult member who will send the rest of his attached squad into a blind rage.

Knight of Decay (Chaos Marine, can be taken as a squad leader)

Chimeras.


Fast Attack.

Sentinel Squadron ( worse than the IG ones, these are converted Civilian models)

Skorp-yans ( Dark Mechanicus creations that work like Necrons Wraiths with some modifications to make them clunkier and less alien)

Valk/Vendettas - See IG dex

Cyrian Landers-  heavier, slower, more well armored, more transport cap than the Valk. with 2 hvy bolter door gunners.

Heavy Support. 

No Russ variants other than the Basic Russ, Demolisher, and Punisher.

Field Artillery ( rapier laser battery, Heavy Mortars, twin linked autocannons, or Rallen Anti-Tank Cannon.)

Basilisk, Medusa, and Griffon.

Hydras ( limited squadron size + more expensive than the IG dex ones.)



Special Characters. 

Antilo Rust - Leader of the Pilgrims

Lord Balthos - Leader of the Knights of Decay.

(potentially more)
-----------------------------------------------------

lastly, I've drawn up a few of the Unit types to go into the book as i want original art only in it, so here is some of my modest sketches.

An "Apostate"

The Picture for a Knight of Decay as a Squad Leader


hope you've all enjoyed this!
More painting and minis are coming your way soon


                                                  -your favorite madman-



Thursday, November 29, 2012

The Plague Riders of Rodentia.

Hey all,  I've broken down and decided to actual add a unit to one of my existing real 40k armies!   who'd have thought it eh ?     Anyway, we have below a CSM Nurgle Biker Unit for addition into my "Knights of Decay"     they come from a group of Renegade White Scar's  who have made their home on a daemon infested void whale/ space hulk called Rodentia.  The unfortunate creature seems to have been fused to the ship as part of warp energies and its organs now serve as part of the ships internal structure.  It's a disturbing and vile thing, swarming with Nurgle daemons, plague zombies, and other servants of the god of plagues.

Without any further ado...








why yes, that champion IS fused to his bike and YES those rats are coming from inside his body... why?

Now i've got a decent amount of stuff to Prime so that will be happening probably tomorrow afternoon. and i'll sit down to start painting the Rouge Trader Crew and these "wonderful"  little tykes and their bikes.


That's all for now folks !


                                                         -Your Favorite Madman-

Wednesday, November 21, 2012

The Occulus Six

Hey all, ive been wanting to paint a small team of Mercs for a bit now, to have as a bit of a novelty, for big games where i need an extra unit, or for skirmishes where i want to mix it up, so i finally did.   We have GZG alien mercs, and a NI trooper i believe, and some rebel post apoc survivors.  Together they make the Romanian/Russian/Durgite team of pirates and cut throats known as the Occulus Six.  


We have...

Back row:
 "The Power Armor" Gregor Siegfield
" The Explosives". Moog Ventatos
" The Muscle". Zull Krupmen
" The Infiltrator". Myna Vanderlinsk

Front Row:
 " The Leader/ Pilot". Alexis Gorbinovsk
" The Engineer/Techist" Ivan Romanov


I hope to get these guys a Dropship or something, either made or bought in the next few months, after i've finished with the Underhive project,  which is going quite well.  More on that next post.


That's all for not you lot!


-Your Favorite Madman-

Wednesday, November 14, 2012

Art Inspiration #3

Hey all, its time for installation 3 of the Art Inspiration.

This time i've got a Gremlin fellow who looks like he'd fit nice and cozy with the Orks


A sort of generator station or maybe a blimp hanger


and a Oriental Cyberpunk Temple. 



hope you like this batch of photos from the net. 
tommorow i hope to post up the First and Second Games of the Nuclear Renaissance  game against Chris.

-Your Favorite Madman-

Friday, November 9, 2012

Dark Vengi. The madman of Eat-A-Lee

His name is whispered with terror in the civilized lands of northern Eat-A-Lee,  the mad man inventor who knows not the bounds of human morality. Whole villages are found mysteriously empty at that remains is the acrid of smell of blood and gasoline.   The Sanctum Guard, the so called protectors of these lands and divine warriors of the Church of Blinding Dawn, almost killed him in the Battle of Floor-Rinse, but where his brothers meet their death, he escaped.   He knew that he must escape so close and deadly a pursuit as the Sanctum Guard would provide, so he went south into the haunted lands...

Along the way turning whole towns into horrifying Mutano Automata, an army of mutants and half-deads enhanced with dark science, and magic.  

With his screening cloud of Mutano risen, Dark Vengi had one more plan before leaving the north. A little payback for the death of his friends and family in the Tuscanii Raiders, that were killed during Floor-Rinse.  

The Duchess, a leading member of the church, was passing from her capital to many of the small missions and chapels built in the outlying villages. A perfect target, for Vengi,  a noble out of her city was not common and he was certainly libel to take any advantage he could get.   

The Mutano washed over the convoy, the Sanctum Guard holding fast held off the first several waves of attacks. It was not till Vengi committed his Automata Magnifico, great vehicles of deranged purpose and design, that the day swung in his favor.  The Duchess, was taken, turned into a Mutano Automata herself, sickening in her form and deadly in her armament she was a hideous mockery of her former self.  
She travels with him still, an idle plaything for Vengi to abuse as he sees fit.      

Knowing that the Sanctum Guard would soon come for him with a fury, he headed with all due speed to the South.  his army very much depleted and his vehicles virtually eradicated, he needed a safe place to regroup, and experiment freely.   That place was Roam, the haunted city, rumored to be filled with ghosts, mutants, and worse from the before times,  still irradiated, and ash choked.  It would be a perfect place to lose these northern church goers to pursue his own agenda....


So there is a very rough little background for my Nuclear Renaissance gang leader, i'll be playing against my friend Chris from Sippin' on Paint Water.  Below i have Dark Vengi, who i painted the other night, i'm not so pleased with the conversions, i'll probably do some hand swaps and maybe change the head, but for now i think he turned out rather well. 




I hope to have the rest of the members of his starting crew finished tonight or tomorrow, then i might revisit him. hope you enjoyed it


-Your Favorite Madman-