Showing posts with label nurgle. Show all posts
Showing posts with label nurgle. Show all posts

Monday, August 17, 2026

Hobby: Plauge Marines of the Maggotworn Path

 



I've been playing Death Guard, or more specifically Nurgle Chaos Space Marines for just about as long as i've been playing Warhammer, and tabletop games in general. Vahland, and the origins of this blog will attest to that. My original warband the 'Knights of Decay' fought alongside the Rallen 14th and other Traitor Guards under the 'Pilgrims of Rust' and the tales of great heresy and rebellion the two armies unleashed on an unsuspecting sector started as notebook paper scrawlings in a three ring binder until eventually rising to this humble blog you now see before you. 

The actions of the Knights of Decay and their human allies would bring a great deal of ire and both forces were met with a brutal Imperial reprisal (ie. much of the components of both armies were sold) this reprisal, the Manchvellian Crusade, is a mighty tale of heroism in its own right, and perhaps when the time Is right I will sit down and tell you about it.  The important outcome, is that key heros of the warbands survived, and would eventually be refounded into the 'Maggotworn Path' (with the release of the lovely new sculpts for Death Guard in 8th Edition Warhammer 40,000) 

I opted for a strikingly different color pallet from the duo-tone green and brass that was present on the old Knights of Decay. The white and purple appeals to me from an asthetic standpoint becuase of the options to add weathering and other viscera to really 'pop' on the armor. 

The models seen here are the core of the army but are by no means the only members of the force, which has swollen now to a great many points, filled with Daemons, Zombies and Daemon Engines Galore. All told, I'm really very pleased with the figures, and I always enjoy working on them, even if some of the new sculpts can be a little confusing as to where armor ends and flesh begins.  

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-

Thursday, June 4, 2020

The Vitritan Interregnum: Game 1



Vitritus is a former Imperial Manufacturium planet on the extreme eastern borders of the Urient Sub-Sector. It was rendered a dead world by Capital class weapons 450 years ago, by the expansionist Xenos Empire of the Septimanians. That perfidious alien race was rendered all but extinct by the might of Imperial retribution forces, but internal divisions about resettlement rights, and a century-long disagreement between the Sub-Sector Administratum and the Mechanicus over the proper composition, resourcing requirements and leadership of a recolonization and exploration fleet to rebuild those worlds devastated by the Xenos attacks allowed the planet to slip into the ever-growing sphere of influence of the so-called "Skinner Worlds" a clutch of Ork infested systems. With the sub-sector Navy not willing to kick the proverbial hornet's nest, without a significant build-up of military force to take on the likely tidal wave of Ork's responding to an incursion, Vitritus was left to rust away on the peripheries of Imperial space, until resources could eventually be sourced to return. 

When the War for Jornath erupted, threatening the Sub-Sector's primary trading conduits, the Imperium and the Orks of the Skinner Worlds poured resources into the fight, leaving the peripheries of their respective territories, empty of patrols. Opening these regions to predators of a far darker kind, the myriad forces of Chaos, led by the Renegade Chapter the Centurions of Innocence, wormed their way into the poorly guarded zones. In their reaving they learned of a small Mechanicus mission to the ruins of Vitritus, to revive a supposed piece of immensely potent archeotech to turn the tide of the war against the Greenskins.  It was no time before the 2nd Company of the Centurions of Innocence, and a strike cruiser packed with scum and traitors the sector over found itself in the sensor shadow of the Vitritan Sun...

=======================================

I wanted to take a bit of a break from the Orks, and work on a smaller more elite force to play around with. My immediate thought was to make one that was more ranged oriented, but alas the viscera of close combat took hold and I've made a choppy Chaos Space Marine force, around the World Eaters faction trait. 

My opponent for this slow grow league/campaign/narrative thing is my arch-nemesis Chris and his fearsome Metallica Adeptus Mechanicus forces. 


My Centurions of Innocence Strike Force.

Daemon Prince [Dark Mechanicum Bio Assault Drone]  with Wings, Warp Bolter, and Talisman of Burning Blood.

Chaos Lord with Black Axe of Ul'Occa,

2x Khorne Berzerker Squads,  Champion with Power Fist and Plasma Pistol,  Marine with Plasma Pistol, and an Icon of Wrath for each squad.

10x Cultists.


Chris' Adeptus Mechanicus of Metallica 

Techpriest Engineseer

Techpriest Manipulus (represented by an Infiltrator Alpha figure)

Sicarian Infiltrators 

3x Skitarii Vanguard Squads

Sydonian Dragoons Squadron.


The Ruins, of the Vitritan Capitol Fabricatorum Complex. 

We are using the Cities of Death rules from Chapter Approved 2018 for this game, and we rolled the "Decapitation" Mission from the same book which is a combined deployment map and objective overview. It felt appropriate, as it seemed reasonable that the Marine's first goal on the planet would be capturing/killing a Mechanicus ground commander to ascertain their progress in finding the archeotech, or just to cause havoc while the renegades begin their own search.



The Cult Mechanicus set up in the center field, I deploy the forces of Chaos in cover and close together to benefit from the Lord of Chaos aura ability while my berzerkers close in.


My Daemon Prince swiftly crashes into the Sydonian Dragoons, killing two of the clanking machines and wounding one. All other Chaos units advance towards the enemy.



The Mechanicus respond by surrounding the Daemon Prince with Vanguard, and the Manipulus lowering his toughness (a Vanguard special ability) and placing a character threat into the mix. The Sicarian Infiltrators and the Vanguard gun down the Cultists and move into the street.


The Last Sydonian Dragoon deals considerable damage to the Daemon Prince which is quickly finished off by Rifle Butts and Iron Mechadendrites. The Khorne Berzerkers hit the Vanguard and Manipulus and quickly exact a bloody revenge. The Chaos Lord engages the Sicarian Infiltrators in close combat and gains the upper hand thanks to the mortal wounds from his daemon weapon.


With Power Armored Madmen closing in, the Enginseer blurts out an Error-Abort Code onto the Skitarii Cohorts Noospheric Network. Chris Concedes at this point and Game 1 goes to Chaos.


-Your Favorite Madman-

Friday, November 30, 2018

AoS: The Unmooring of County Ledzuit

 The County Ledzuit was watched over by the family Henrich for over two centuries, in that time the county has seen a great deal, in 2084 beast tribes fleeing the scouring of the Sun Knights reaved through the coutryside, and in 2131 the lesser necromancer Yertari Ov had her occult rituals thwarted by an assembled party of Ledzuit militia and footmen of House Henrich. 

Nothing in its history would prepare the county for the strange event, recalled by later historians as the Unmooring. 





Investigation of Coll's Manor

It would begin with an unexplained forest blaze coming from the direction of Coll's Manor, a secluded estate, its Lord Barthe was singularly known as especially peculiar and reclusive, living for many years without incoming revenue off the bequeathed wealth of his deceased father. He had only a handful of working farmers and a pitiful assortment of roving livestock. Which is all to say that he was a recluse, and not well liked. Regardless, it was the responsibility of the Henrich's guard to look after all the people of the land and Barthe is nobility after all. 


The footmen, upon treading through the blackened and smoke wreathed remains of the fallen tree trunks came upon the blasted open shell of the Manor house.  A singular figure stood silhouetted by the still burning fires of the interior. Perhaps once it was the eponymous Lord Barthe,  now what stood before the handful of footmen was a malformed ghoul of weeping flesh and dripping muscle, crowned with a blasphemous helm of bone. Spotting the footmen the creature shambled forth, clutching an unnatural mace, which pained the eye to look upon for its otherworldly origin.  Unsheathing their weapons, the footmen moved to defend themselves, as the monster lumbered into striking range.  In a burst of impossible vigor, the thing lunged at them, bringing its mace below the guard of Jerik, smashing into his torso.  As the flesh began to sag and drip from the screaming footmen his comrades descended upon the thing, hacking, and stabbing with terrified abandon.  


Even with the creature lying in a pulpy mulch of gore, a rasping wet breathing could still be heard. The two remaining footmen breathed frantically with the rush of adrenaline that terror had brought them. Before the high could leave them they saw the other shapes in the trees, dozens, or possibly more smoke veiled figures limped silently towards the manor.  The footmen fled back to their masters in House Henrich, to bring word of what they had encountered. 

Battle of Fannhollow


As the might of House Henrich gathered, reports filtered in from around the county. Gibbering bands of the unquiet dead and maddening shoggoths of hateful flesh stalked the land as the impossible harbingers of a nightmare invasion.

With greater numbers and the lords roused, the guardians of sanity lent themselves to the defense of the land. The footmen and militia under Lord Henrich himself found battle within the still burning ruins of Fannhollow village, a particularly grotesque monster and his retinue of fleshy pus weeping knights met the men of house Henrich along the stream on the southern edge of the ville. 



With immense effort the creatures were battered down, each flesh thing taking dozens of grievous wounds to succumb to the damage. The unnatural leader of the force, in particular, was seemingly immune to harm, while using a blade of fused spinal vertebrae to scythe down any that stood against it. 


At the height of the fighting, as one, the creatures turned and simply withdrew from the field, as if called as one by a greater will to another more pressing concern. Lord Henrich marshaled his surviving men, and taking his most trusted personal guard with him, gave chase to the fleeing monsters, sending the rest of his retinue to gather as many additional fighting men as could be found. 

Ascent to the Ebon Pyramid


For hours the men of Henrich's household guard tracked the creatures through the woodland. Though night should have long since fallen, the woods were lit by a persistent baleful twilight. The origin of this light and indeed the source of the creatures themselves was at last revealed to the men of County Ledzuit.  A sinister obsidian pyramid stood at the center of a clearing surrounded by esoteric statuary, a ragged portal shone above the structure, weeping corposant and ichor, the doorway spat forth more of the horrors.  A pitched battle was already raging around the nightmare portal, barbaric knights of an unknown alignment hacked into the throng of creatures, each one of the armored warriors chanted a hymnal that burned the ears and made the skin itch with the sound of the un-words.   


Resolute to bring an end to the situation, Henrich and his footmen move into the pitched fighting. Banking on sword and shield to subdue the portal's unholy influence. 




In moments, the outcome of the fighting would be moved into certainty, the men of Ledzuit laid low a half dozen of the revenant creatures and came within reach of the chanting knights who were still crowded by a throng of the monstrous entities. As the Lord Henrich ordered his forces to support the strange men, an overwhelming stench of ozone flooded out from the weeping portal. Several of the men around the Lord suddenly dropped their weaponry and clutched their heads or fell to the ground screaming in total agony. In horror Lord Henrich watched as his men's skin melted away revealing a bloody goosepimpled hide, twisting spurs of bone reached forth from the skulls of the dying men.  Still screaming in agonized death, towering bloodsoaked monstrosities stood up from a pile of flayed skin.

In desperation, the surviving men crowded around their lord, resolved to die standing against the horrors. To their surprise, the bloody creatures turned away from them descending upon the twisted flesh monsters besieging the strange knights. In short order, the blood monsters defeated the revenants, and after a guttural order from one of the strange knights, they bounded up the black pyramid and into the portal. Silence fell across the clearing, the only warriors still standing on the grisly field were humans. The largest of the knights turned towards the huddled knot of Henrich's footmen, and held up his sword in salute. Before he and his attendant warriors followed the blood creatures into the portal.  

After the last of the knights had entered the portal, the tear in reality snapped shut with a wet sucking noise, that made all in the vicinity dizzy and nauseous. None of the creatures have been seen since, nor any of the knights despite through investigations by members of the Collogia Aracanis. The only clue was found by investigators in the charred remnants of the Coll Manor, an aged leather bound book untouched by the flames, with an odd tri-lobed symbol embroidered on its cover. The interior filled with barely conceivable word forms, only one word was discernable to those that viewed it, a phlegmy unpleasant word...


NURGLE





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-