Showing posts with label mechanicus. Show all posts
Showing posts with label mechanicus. Show all posts

Wednesday, June 20, 2018

Jornath: An Iridium Bulwark






.15 Months Since the Fall of Usmilplatz.

Ork forces following the Emerald Scream began ferocious counter-attacks, taking advantage of the lack of Imperial communications and coordination following the psychic signal. PDF militia assets put up a stalwart resistance where the cohorts could effectively mount a defense. 

In Korsnokrat to the southeast of Usamiljen, the 20th Pevrush Cheese Makers Guild had been totally obliterated as they attempted to delay one of the southernmost Ork thrusts. While the cohort had been overrun, their guns had provided a moments breath for the Skitarii maniples fleeing the frontline in disarray. This gave a few minutes for the handful of frontline Mechanicus field commanders to rally the routing maniples into some form of defense along the southern edge of Korsnokrat. 

Magos Marcello Fortis, rallied elements from the 4th, 10th, and 657th Skitarii Maniples, lacking access to the Prima Jama command network, it would be difficult to coordinate the skitarii in the traditional manner. Regardless, Marcello positioned his troops in the ruins of the Fatstall Lake habitation complex which rested on the southern edge of the cities outskirts. The housing complex was surrounded on two sides by fields of Appolon Reed, and was intersected by large industrial avenues, allowing the Mechanicus to take full advantage of their superiority at range. 














The Orks, lacking their heavier armor thanks to the actions of the 20th Peruvas Cheese Makers Guild, charged across open ground at Fortis' position. The Xenos' light armor and infantry were little match against the advanced weapons of the Mechanicus, but what they lacked in technological advantage or advanced armors the greenskin's more than made up for in numbers. Throngs of savage alien warriors sprinted through the housing complex, engaging the skitarii in savage close combat.  

At the end of the day, the habitation complex was covered in a thick haze of gunsmoke, blood, and corpses. Magos Fortis himself was struck down by a handful of the brutish alien barbarians. Only a handful of the Skitarii remained alive at the end of the day, but the sacrifice of the soldiers of the Mechanicus had not been in vain, the speartip of the Greenskins in Korsnokrat had been broken. While the city still needed to be secured, the teeth had been taken out of the southernmost Ork assault force and soon the Aquila would fly above the town once more. 

Thanks for reading!  This post was a part of an ongoing narrative campaign, in the "living setting" of Jornath. For more information about Jornath as a setting, including units, missions, and posts from other Jornath bloggers be sure to click on the Jornath [40k] tab at the top of this page for an up to date list of all posts.

-Your Favorite Madman-

Wednesday, March 21, 2018

Jornath: Recapturing Data-Tether Ignatius


.14 Months Since the Fall of Usmilplatz.

The Mechanicus launches its main thrust towards Usmilplatz from the south, with a diversionary task force striking from the west earlier in the same week to divert Ork warriors away from the main body's axis of advance. Reconnaissance units still present in the wilderness areas around the AO redouble their efforts and attack xenos artillery positions and communications outposts to confound the Ork's (already less than stellar) command and control capabilities. 

The Easternmost column of the main body's advance will be the first to hit a major population center, the town of Korsnokrat. While local partisan and militia forces moved house-to-house clearing out the xenos, and liberating slave encampments, the Skitarii maniples would be moving to one of their first primary objectives of the campaign, a data-tethering compound, in Korsnokrat which houses huge amounts of backup information and ancillary servers for Prima Jama.  








The battle concluded quickly, massed fusillades of high-powered weaponry proved the better of the data-tether's occupiers. The Orks, as is typical of their race gave a hearty effort, but lacking effective armor or transport could not approach the sons of mars to bring their savage strength to bear, and thus before nights end, the street outside the compound was piled with the charred corpses of Ork bully-boys, and the crude sheet metal glyphs and heretical alien technology which had been rammed haphazardly into the priceless equipment within.  A day on and a small army of newly freed lay-adepts and noncombatant mechanicus personnel had brought data-tether Ignatius back into the operational fold of Prima Jama.

The Liberation of Usmilplatz was having good success thus far, but could it be sustained?


-Your Favorite Madman-



Monday, April 10, 2017

Jornath: Assault on Nizajain





The second portion of the Orks Summer Offensive takes place in Kula Hive's municipalities or more specifically the coast off the Hive's Eastern shore. Where in the northern reaches,  1st Army Group was entangled in a large scale regiment scale assault on a broad front from multiple Ork forces converging on the vital Fortress Behras. In the south, the situation was different, the KCC and cohorts from Oakenzid and the South Plains had been slowly strangling the life out of the Ork Kroozer's crash site which had become a ragged Xenos city.  The green skins having taken brutal losses in their command structure during the crash, had been largely fighting amongst themselves, making the concentration easy pickings for Imperial troops.  However, a month before the Orks assaulted the Northern defensive line, much of the fighting between tribes in the southern zone had subsided and grouped behind a half-dozen warlords.  Of these warlords,  two opted to send their warriors in an all-out charge at the Imperial troops surrounding their positions,  while the other four, guided by a council of mek's from the Kroozer's engine room took their forces and descended on the city of Bolasku, a major shipwright center and port on the coast.  Bolasku was defended by 6 Reg KCC,  the 1st Royal NeoHuscarl, along with massed citizens militia, and while the J-PDF forces put up a bitter last stand to hold back the mass of aliens, it was scant few hours before the entire city was totally overrun. Barely missing a beat the Orks set about turning the massive shipyards of the city to the construction of a ramshackle scrap fleet.  Ground troops struggled to break through the outer two warbands to stop the aliens from breaking out to the open ocean, but it was sure to be a close run thing. In Orbit however, the angles of Death stirred to bring a decisive strike to the Ork plan




AoN.jpg



Missions
  1. Raid on Bolasku
  2. Destruction at the Pillars of Grehazin
  3. On Darker Shores.
  4. Last Stand of the Nizajan 100.  
  5. The Fishermen and the Beast


Raid on Bolasku


Summary: The port town of Bolasku, could always have been described as important to Jornath, its shipwrights crafted expert naval vessels of all kinds,  and it was a major source of planetary trade, between the merchant guilds.  During the War for Jornath. It became much more than a vital seaside production and trade center, as the city was located inside the decimated stretch of land where the Ork Rokks, crash landed.  Its position, placed its ship crafting facilities, and miles of material warehouses in easy reach of the Ork invaders.  The threat this posed was not lost of the Imperium who stationed the 6th Kula Conservator Cohort,  and 1st Royal Neohuscarl in the city.  Both regiments were slain to a man defending the position in the first 18 hours of the Summer Invasion. With the orks in control of the dockyards, and threat of a breakout in the north a dangerously real possibility the Imperium sends its most elite forces to kill the Mek’s and destroy their workshops in the Dockyards.  


Objectives: The Imperial Forces must kill any “Mek” independant characters in the Ork army and destroy the Av 13 / HP 2  building on the board designated as the Mek Workshop,  before turn 6.  


Terrain: The Board should be divided into two sections, one filled with ruins and buildings, and the other filled with coastal obstacles, driftwood, dunes, or hills.  


Special Rules / Units:  


Raiders:  The attack represents a preemptive attack by imperial forces,  and as such are elite.  They should consist of Scions, Veterans, or Space Marines. As only these troops can be considered able bodied enough to succeed in the attack.


Surprise Attack:  The Imperial troops will attack in a sudden and ferocious surprise assault.  All Imperial Units may choose to deploy via Infiltrate,  or Deep Strike,  regardless of whether they have that special rule in their unit profile.


Destruction at the Pillars of Grehazin


Summary: Despite the best efforts of the Imperial Raiders, their efforts merely delay the inevitable, and soon the oily clouds of thousands of Ork naval vessels blackened the channel between Bolasku and Nizajain Island. Imperial Navy assets worked overtime to scuttle as many vessels as they could before the Ork armada escaped the bottleneck of the Channel. Many of the Ork vessels,  fled the slaughter towards Nizajain, eager to get to grips with an enemy and avoid the Imperial bombing craft.  With no other forces to call upon Imperial Navy ratings, and Space Marines were deployed against the breakaway Ork vessels.  Deploying directly onto the Command ships via Valkyrie, Thunderhawk, and even civilian craft,  in order to scuttle vital ship systems.


Objectives: The Imperial Forces must secure at least 2 of 3 objectives on the table, by the end of 6 turns.


Terrain: An ork naval vessel,  which could be represented by a series of building kits placed together,  or by specially created terrain.  


Special Rules / Units:  


Naval Ratings:  Navy Ratings are used to the tight confines of CQC fighting in spaceships, and as such are equally as apt to the close quarters fighting on board sea vessels as well,  Navy Ratings are 10 man Guardsmen units, equipped with Shotguns. (Range: 24”,  Str 4,  AP -,  Assault 1)  as well as offensive and defensive grenades,  they are 65 points.


Aerial Landing: The Imperial assault force must be deployed on the largest area of flat ground on the board,  the limits of this area are the limits of imperial deployment.   1 Imperial Unit may be deployed on the tallest piece of terrain on the board.


Exhaustion:  Aerial forces from both sides, have been fighting continuously for 36 hours. Units with the ‘Flyer’ and ‘Skimmer’ unit type have a -1 to their Bs for this battle.



On Darker Shores...


Summary: While the gap between the Pillars of Grehazin, has been filled with enough Ork vessels, to make sailing through it a slow and dangerous affair around three dozen Ork naval craft escaped the aerial raids to land on the Southwestern shores on Nizajain converging on the coastal village of Happjain.  The Isle Guard of Nizajain whom had been preparing their defense for the past 2 days,  stood ready to annihilate the greenskins from sandbag duggouts, and fortified cafes.  Battle was joined as the first Ork warriors hit the black sand shores.


Objectives: The Orks must move as many units from their deployment zone on one short table edge, through the Imperial Units and off the opposite short table edge.


Terrain: The board should be divided into thirds,  the ork deployment zone,  no mans land and the Imperial deployment.  The Ork deployment should be mostly devoid of cover, save for hills and light foliage. No mans land, should have loose obstacles, tank traps, minefields, and razorwire.  And the Imperial deployment should have a handful of fortified buildings and defensive structures,


Special Rules / Units:  


Naval Landing: On the 1st turn of the game  no Ork units may run, and vehicles may only move 12’’ at their furthest, to represent the effects of high tide on movement.  
















Last Stand of the Nizajain 100


Summary: Fighting on the Isle of Nizajain lasted for nearly 2 weeks,  the Isle Guard killing thousands of Xenos as they fought tooth and nail for their homes.  But sadly after the days of intense fighting the 2,000 man unit numbered only 112 men. Commanded by Lt. Fary,  the “Nizajain 100”  would make their stand on the northern peak of the island at the shell hole poked ground below a lighthouse.   While the of no strategic importance,  the outcome of the battle would pervade the memories of the Imperial defenders for the duration of the War for Jornath


Objectives: Kill Points,  


Terrain: The Lighthouse sits at the end of an extended craggy bluff,  the Imperial Guard have fortified the ground beneath it,  by utilizing the artillery shell holes as fighting pits.  The area is very much a moonscape,  littered with hundreds of shell craters, destroyed bunkers and vehicle husks.


Special Rules / Units:  


Terrorizing Attrition:  The Ork assault represents the last breath of a truly massive assault on the position.  The Imperial forces may place d3 piles of Ork corpses, that measure 2’’x 2’’  any Ork unit that ends its turn within 6’’ of one of these piles must take a morale check.


Look to the Colors!  The Imperial troops here are led to their defense by the charismatic and hardy Lt. Fary.  If Fary is killed,  all Imperial troops must take a morale check, re-rolling the first success.


Exhaustion:  Forces from both sides, have been fighting continuously for nearly 2 weeks. All Units have a -1 to their Bs, Ld and I for this battle.



The Fishermen and the Beast


Summary: While the Isle Guard battled the Orks on Nizajain, and the Navy and Space Marines conducted strategic landings on board Ork vessels, heading into Open ocean.  The Imperial troops were not able to stop the Xenos vessels breaking south towards Oakenzid.  Though only a handful,  these Orks would land along the east coast in numerous seaside villages.  Where the only troops left to fight them were fishermen, bakers, and schoolteachers. The War had come into the homes of the average citizen,  and in the end it would be these citizens that would decide if the Orks would breakout into southern Kula.


Objectives: The First force to completely destroy all enemy units is the victor.


Terrain: The Board should reflect a small coastal villages, bordered on one side by a small forest, and on the other by the Ork Landing beach.    


Special Rules / Units:  


Citizen Militia: The Imperial Guard, build their force using a modified structure.    With the “Platoon Command” and “Ministorum Priest”  options being the only available HQ choices.   Platoons in turn do not have to include a Platoon Command,  and may not take special weapons teams, and have a limit of 0-1 heavy weapons 0-1 Infantry squads,  but a limit of 2-8 Conscript squads.  

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OUTCOME.


Major Victory (4+ Games Won)  
Orks: Imperial troops were smashed aside, not only was Nizajain Island lost to the Xenos,  soon to become one of the largest Ork settlement and muster areas in the entire war. But much of the East coast between Kula and Oakenzid not belong to the Invaders,  Orky Forts sit where once, were sleepy fishing towns, and Battlewagonz now grind west across the heartland of Kula province...


Imperial: Imperial troops slaughtered the Xenos, though the Isle Guard were massacred, their defense wasted the aliens strength and the greenskins were swiftly purged from the Island, which would soon serve as the muster zone for Imperial offensives into the Rokk Crash-Sites.  The handful of ork vessels that made landfall in the East coast, were able to be contained, and while many towns were decimated,  an Ork breakout in the south was prevented.  


Minor Victory (3 Games Won)
Orks: A grinding slog on both sides, the Orks proved to be the stronger for the moment, securing Nizajain Island, and turning it into a mustering point for raids all along the coastline. Though a major breakthrough into the south was prevented, it was only through the loss of thousands of soldiers and civilian militia troops. The Eastern Front had opened up,  Ork naval raids and attacks even as far south as Oakenzid, spread the Jornathi PDF even thinner.

Imperial: A grinding slog on both sides, the Imperials proved to be the stronger for the moment.  A breakout in the south had been prevented, but Nizajain had been lost,  neither force being able to truly claim the position, the Isle becomes a quagmire of sporadic fighting for nearly three decades. But for the moment,  the east coast had been stabilized, with the Orks bottled back into their Rokk crashsites.

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-



Tuesday, November 13, 2012

Dark Vengi's Malicious Hordes of Evil

I've been a busy little painter/modeler the past few days. Originally i was going to post each of these with an intricate fluff article like Chris did on his blog, but there are a lot of pictures and i felt like if i added words it might be off putting. Therefore i bring you a glorious photo dump.













there is one more that i have modeled that isn't pictured here, but he's what i'm calling "The Corpse Ogre" so i'll let your imaginations roll about for a bit.

-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