Showing posts with label heretek. Show all posts
Showing posts with label heretek. Show all posts

Wednesday, June 4, 2014

The War for Megnara (15mm 40k)




Segmentum Tempestus
Sub Sector Novara
Imperial World.


Synopsis: Megnara is of a mixed temperate, and is covered predominantly in forests and high rocky mountain areas.  Tracts of the south western hemisphere are given over to rich agricultural facilities,  and in the entirety of the north breaks into vast tundra and immensely deep ravines (some nearly a kilometer deep) that present rich mineral veins, and hot springs.   The planetary capital , and the only hive city, is  The Glisterbrug  {ja-glis-tur-barg} which rests in the idyllic “valley of pastels”.  The Planet is governed by Primadon, Quinn Vanders,  and sustains a local PDF garrison of  15 Regiments, positioned evenly across the planet.   Its primary exports are lumber, and mineral ore,  it has a relatively low tithe rate for the Adeptus Munitorum, as the Sub-Sector has been spared much conflict.


Situation: An unidentified force of Chaos Renegades, has landed in the planets Southeastern Hemisphere, and spread heretical teachings amid the populace.   The Megnarian PDF 8th and 11th Regiments are holding the Cultists and Renegade Militia at bay at several key cities and industrial complexes.  Estimated casualties are 250,000 and are primarily civilians.   The remaining Megnarian PDF regiments are marching to the hot zone but are several weeks out, as they lack sufficient vehicle transports.  A Flotilla of Chaos vessels hangs in orbit, above the hot zone, but is under sustained pressure of the local Naval command.


Order of Battle:


Imperial Fists 5th Company.


Cadian 157th
Cadian 109th
Mordian 116th
Elter’s World 90th
Elter’s World 91st


Plan of Assault:  The Imperial Fists will deploy among the Regiments of the Imperial Guard, to supplement their forces during stage 1 of the ground operations.  Upon arriving planetside, Imperial troops will assist the 8th and 11th Megnarian in holding the line, until the rest of the PDF arrive.  Once this occurs, the fresh PDF will be subsumed into Imperial Ground Command and all forces, save for the 8th, 11th, and 1st Megnarian,  and the Elter’s World 90th, will push the frontline forward 10km to “Phaseline Alpha”.   


Once the push has properly tested the Chaos forces capabilities and located positions of Strength, the Imperial Fists will rejoin and attack en mass at these traitor fortifications.  This method of pushing, and surgical strikes will repeat until Chaos forces have been obliterated, somewhere around  Vurde {Ver-du}.  


Rules of Engagement:
Civilians within the Hot Zone are to be considered tainted,  and eliminated where discovered.

The taking of captives will be acceptable only during the stage 1 push, to analyze enemy force composition and gather Intelligence.






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I'm still thinking about what Chaos force i want to use, i think i will have it bolstered by a small contingent of Chaos Space Marines. I also don't think i want to use the Pilgrims of Rust, just to shake things up a little.

The artwork is from Rouge Trader and is used without permission.

Friday, September 27, 2013

Assemblage of The Pilgrims of Rust

I recently purchased the IG of a friend of mine,  and added them to my pre existing Pilgrim forces. Which as you can probably imagine prompted me into a fit of naming everyone and assigning combat groupings.  But more importantly. It prompted me to do this...

This gentlemen...is what an Secessionist Army Looks like on parade march.


Here we have A "Alpharis" Company of the Yurien 3rd Armored. With Lt.Col. Laccarde in the Executioner at the Top Right commanding.   The Chimera serves as Company support for both squadrons, and shuttles repair teams, and ammunition to vehicles in the field.  The Basilisk's are part of the integrated structure of the company and are permanently assigned to Alpharis unlike Imperial Guard fighting formations.  


Here is Valkyrie "Goliath 1" which is assigned to the Rallen 14th.  and The Baneblade "Causeway of Brass" which is Col. Merda's (CO of the Yurien 3rd Armored) command tank 



Here we have the infantry from A"Aeirok" B "Ballnath" Company of the 14th Rallen, Phalanx 1 of the 1st Cyrian R.R. (Rapid Reconnoiter), the 1st/3rd Cyrian Militia Phalanxes.  The Quartermaster Troupe, and abominations from the Dark Mechanicus. 

Sentinels from the 1st Cyrian R.R. 




Infantry from Company C "Calte" 14th Rallen 


Heavy Weapons from the 14th Rallen

Specialists, and Col. Adan Roussef (CO of the 1st Cyrian R.R.) 

All army senior officers, junior officers, and army adjuncts. 

Veterans, from Yuria and Cyria

Core elements of the Pilgrims fleet


The entirety of the Pilgrim's Fleet


Hope you've all enjoyed this.

-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 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)
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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-



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-  

Monday, May 30, 2011

Pilgrims of Rust Total Army List

Army List for The Pilgrims of Rust.

utilizing Codex Imperial Guard, Codex Necrons, and Codex Eldar.

Arch Heretic Antilo Rust’s Command Squad. (Straken w/ Company Command) : 195

-          Regimental Standard, Medic, Vox,

Rallen 14th Platoon 1.

            Platoon Command: Vox, Melta Bombs, Bolt Pistol, Platoon Standard.: 57

            Combined Squad: 4 Vox, 4 Grenade Launchers, Commisar w/ PW. : 325

            Platoon 1 Heavy Bolter Team: 75

            Platoon 1 Mortar Team: 60