Showing posts with label rust. Show all posts
Showing posts with label rust. Show all posts

Sunday, August 24, 2014

Col.Uriah Merda. Commander Yurien 3rd

Colonel. Merda,  known also as "Rust's Bulldog."  Is a older man,  of 52 years,  and one of Antilo Rust's most tenacious, and senior of Army Group Commanders. He is vicious, known for lightning quick armored offensives and the liberal application of Mechanized Infantry assets.




As a young man, Uriah Merda was a fiercely independent member of "The Brass Hegemony" a volatile economic sect of the Imperial Government on the Hive World of Cauldron's Gate. There he was responsible for overseeing the discipline and punishment of illegal mutant slave laborers, that provided much of the workforce for the Hegemony's obscenely high product quota. Cauldron's Gate, was eventually shifted into the zone of reinforcement for the Astra Militarium war against Orc Pirates in the sub sector.  Merda's, natural talents as a disciplinarian proved very helpful for his career, and he was placed in the 4th Cauldron Infantry's regimental command staff as an adjunct Commissar.

In his tenure with the 4th, he learned the trade of the political officer, and soon relished the work, putting the fire of battle and will to succeed into the hearts of the infantrymen under his direction.  After nearly a decade in service with his home regiment. Merda was given the rare promotion to the rank of full Commissar, by his mentor, and was to be transferred to a special Schola in the Segmentum Solar for indoctrination of the just right of Imperial Law.   However, as is sometimes the case with the Departmento Munitorum, he was prematurely transferred to the 3rd Yurien Regiment as a Senior Political Officer, to assist with the Cyrian Civil War.



Upon making planetfall on the dusty flats on Yuria. Merda, assisted for sometime in small scale anti guerrilla operations, becoming familiar with the mechanized blitz tactics of the tankers.  Eventually, late in the war, only a few months before the Pilgrims would arrive and liberate the world.   The Governor issued  Edict 001,  to all loyalist regiments,   the systematic annihilation of all resistance units, their families, their families relations, and those relations' relations.   When the 3rd heard of this, their fury and outrage was absolute, armed terrorists was one thing, but few had been prepared to enact a full purge. Loyalties were tested, and it looked like even the PDF would rip itself apart.  Merda, spent much of this time brooding, thinking about his true place.  He decided, that the only proper thing to maintain discipline in the regiment would be to execute the acting Colonel Tamhander,  and place the regiment in a state of total neutrality until the wars end.

The 3rd, would be encountered at the central Tram station, holding off the 2nd Yurien "Loyalists" by the 11th Rallen. The stress, and lapse of imperial law, had let the temptations of Chaos slip in, and the 3rd were just starting to build bloody alters to Al'shata Kharone (The Blessed War Father).  Merda acting as their defiant new Colonel.  

Soon, Merda, would be promoted to the rank of Lex Commandat in the Pilgrims,  and be in command of the entire 2nd Army Group, some 1.8 Million Souls.  but for all the titles of distinction, he chooses to be called Colonel and thinks it more "homely" and "down to earth".   While he spends a lot more time in command rooms, and briefings than he would like, Merda still finds plenty of excuses to extol great feats of courage, and fight alongside his "Tough Bloody Boys" .





-Your Favorite Madman-

Friday, November 16, 2012

The Story of Dark Vengi: The Opening Chapter

Hey all, i finally got to play the first part of the Nuclear Renaissance Campaign against Chris from Sippin' on Paint Water the other day.

The Scene unfolds in the vicinity of a Church of the Blinding Dawn mission house on the outskirts of Roam.   The Sanctum Guard had reached the post early the previous night, and instructing the clerics and monks within to lay out all their supplies in the street, set up a ambush for Vengi's horde.  

As his host sweeps into town, Vengi spots the obvious bait lying on the ground,  eager to end the pursuit then and there and to humiliate his opponents Vengi surges forwards into the jaws of the Guard.   But he is not unprepared...


A view of the table/deployment


A shot of the sanctum guards one ranger, who took several pot shots, before being put down by the Cookman who leaped from the back of the spinder (walkers)  and booting him in the face in one action.


A view down the center of the street from the assault team of the Sanctum Guard which proved to be immensely effective for a time.



Before too long a swirling melee broke out around the main objective and a hero distinguished himself...  
Ulf the Orphan of the North lands, defeated in single combat, the Scare'davain,  and the Corpse Ogre after it regianed its sanity and went on a mad rampage destroying  part of the building and ripping up a spinder, which he took to mean that it was exceptionally dangerous and needed an axe in the head.  Yes... things looked grim for Vengi's horde until a lone lab assistant pulled out a small packaged, affixed it to the side of the mission and....





KA-BOOOOOOMMM!!!!!



needless to say most of the combatants were scattered, the supplies lost.   and with a mad laugh in the hot flailing wind Vengi's spiteful laugh could be heard by the Sanctum Guards.   




But the story does not end here...  

Ulf and Pietro, the two Sanctum not wounded made to chase Vengi through the blasted streets. Their pursuit would not be so simple however, for out of every pipe, and crawl space came the Vespa, deranged mutant inhabitants of Roam, drawn by the smell of blood and the promise of trinkets. 



Outnumbered but not outclassed Ulf speedily kills four Vespa. 


Pietro is less fortunate and is captured by the deranged mutants.


Slaughtering his way through the crowd, Ulf turns back to finally check on his limping behind squad mate, but finds himself cut off from his stricken friend. 





Later that evening....


Ulf made his way into the shattered remnants of a apartment building to plan his rescue of Pietro.

Vengi moved deeper into the city to establish his base 

The Vespa make their way to one of their many lairs to interrogate Pietro

The rest of the Sanctum Guard are taken to an aide station outside of town by the missionary clerics and monks, and nursed back to health. 


It was a fantastic game duo, and it really built a lot of background that we as players found really surprising and set the stage for a dual campaign (not that we were going to be against such a thing !) 


-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