Wednesday, November 30, 2016

Jornath Units: Ork Diggamobz

Summary: Weather through ingesting too many spores, being mentally ill, or pretending for the sake of not being the next slave to become a meal for the resident runtherders.  There are generally small mobz of humans living at the fringes of ork settlement on conquered world,  painted in daub green paint,  acting and fighting in much the same way as their greenskin masters. The Orks call these lunatics ‘Diggas’, though exactly why the term is used seems to be wrapped up in some barbaric mythic tale about a crashed space hulk.   Regardless, in battle Diggas fight in much the same way as their Ork Boy, counterparts, though without the orkish ability to seemingly make a random assortment of pipes, mufflers and cans into functioning weapons, the Diggas typically loot guard weapons, or whatever native kit they can find.  Kunnin’ Ork commanders will typically use the Diggas as scouts, for their small stature and ‘good’ aim.  Though most, use them as chase meat  to lead squigs into the enemy,  or as meat shields for more valuable units.

Diggamob: 40 Points


Ws
Bs
S
T
W
I
A
Ld
Sv
Digga
3
3
3
3
1
3
1
5
6+
Digganob
4
3
3
3
1
3
2
7
6+

Force Organization: Troops
Composition:  9 Diggas and a Digganob
Type: Infantry

Wargear:
  • Thwackin’ Sticks
  • Digga Slugga
  • Slave Tunics

Options:
  • The entire squad may take Squig Hides……………… 10 pts.
  • May Include up to 15 additional Diggas……………… 3 pts/ model
  • Diggas may exchange their Thwackin’ Sticks
And Digga Slugga for a Dakkapipe………………….. Free
  • The Digganob may take a Bosspole………………….. 5 pts
  • The Digganob may replace his Thwackin stick
With a Git Thumpa ………………………………….. 15 pts.



DIgga Wotz ITz !

Thwackin’ Sticks-  normal close combat weapon

Git Thumpa- Close Combat Weapon.
Strength: +2   AP: 5    Unwieldy

Digga Slugga.
Range: 12’’,     Pistol
Strength:  4 ,     AP: -

Dakkapipe
Range: 24’’,   Rapid Fire
Strength: 3,    AP: -

Slave Tunics:  Confers a 6+ save

Squig Hide:  Confers a 6+ save and the ‘stealth’ special rule. If every Digga and Digganob in the unit have taken Squig Hide the unit gains the Scout universal special rule.


Bosspole:  If the unit fails a Ld check,  the Digganob may choose to have a Digga (Never Himself) suffer an unsaved wound in order to re-roll the check. The Re-roll is final.   



1384684636557.jpg

Monday, November 7, 2016

Jornath 40k: Fires on the Coast

As part of the ongoing Battle for Jornath, and in recognition of the release of Kill team, i modified the 2nd mission in the Assault on Nizajain Isle campaign, to fit into the specifications for kill teams size. 


Prelude:  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 made planetfall.  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 on 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.  

The Raid on Bolasku.

It was not long after the last PDF unit had been overrun that the Meks of Da Magistork, and Urk's Oddz-n-Boberz set to work "modifying" existing Imperial water craft, and building their own rough shod flotsam. The intent was clear to Imperial Command,  the Orks, at least a subset of the central forces that landed, were intending to find their breakout by sailing out of Bolasku. Potentially threatening every continent. A preemptive assault was planned,  to stall the Orks and potentially eliminate some of their leadership, while the whole of the Imperial arsenal could be readied to obliterate this new breakout attempt.   With the White Scars busy in the south,  and the Blood Angels and the Jornathi Special Operations Battalion tied up in the north, the only unengaged Imperial QRF belongs to the Mortifactors under Captain Vorodivio and the Dreadmare Companions, who had only just arrived in-system.  Having decided the time finally required his forces action, Captain Vorodivio struck forth

This Operation would be known as  Furori Alati




Furori Alati, was determined to be tactically inconclusive,  while the Mortifactor assault bought the defenders of Nizajain Island valuable days, it failed to successfully assassinate the Ork Mek Gubbtvurr.


The Straights of Grehazin

The delay bought the Imperial Navy the time it needed to perpare massed flight wings, ranging from marauder bombers, thunderbolts, lightings, retro fitted Aquila landers, and Jornathi Aeroscants out of Altheri Hive,  all brought to bear against the Ork fleet, and the Dockyards at Bolasku. The carnage was tremendous, thousands of Xenos vessels were sent to the sea floor; but through the sheer numbers typical of their race, some aliens still remained despite the losses, and made it into South Western Nizajain's reef structures known as the Straights of Grehazin, allowing the Ork vessels to shelter from Imperial close air support for a time and gather strength.   Knowing this could not be allowed to occur, the Space Marines of the Dreadmare Companions,  and Kill Teams of Imperial Navy Ratings made surgical strikes on board several Ork capital ships, in a bid to cripple the Ork's momentum and begin infighting amongst the alien survivors.




The fighting on board these vessels was close and messy.  Exactly the sort of fighting that Orks thrive in,   but careful tactics and low cunning saw the Imperium victorious on many ships,  though at a dear cost in manpower.  Of the 1300 Navymen deployed to the Straights only 43 returned to Orbit,  and 15 Battle Brothers of the Dreadmare Companions were rated as Epsilon Level casualties.  The Orks had not been stopped everywhere however,  but the surgical strikes had finally balanced the incredible numerical advantage bearing down on the Isle Guards of Nizajain.

It was up to the faith and fire of these brine soaked men to hold the strategically vital Isle against the Greenskin.


Until Next time.

-Your Favorite Madman-






Sunday, October 30, 2016

Jornath 40k: Kula

Location:   Kula, Kula Province

Country: Manfredi-At Prima
Province: Kula Province

Population: 4.5 Million

Kula is the capital of Kula Province, the largest civic and maritime producing region in the nation of Manfredi-At Prima along the Imperial World of Jornath’s Northern Hemisphere. It is the focal point of the opening stages of the Battle for Jornath.

History: Kula was founded 3,500 years after initial human settlement on Jornath, springing to life at the confluence of the bountiful river systems flowing in from the coast. It was a combination of numerous agricultural facilities, communications outposts, and minor maritime ship crafting factories. For several generations Kula gathered regional influence, through the petty feuding of local Lords or Kings, it even purportedly enjoyed a brief time as the capital of a regional kingdom. Though much of the information and histories of this period were lost during reunification, with the Imperium of Mankind.  After the Legiones Astartes departed, vast caravans of interplanetary traders, artisans, and the enigmatic tech-priests of Mars, flooded the planet, Kula was one of many cities on Jornath to benefit from the technologies of the wider Imperium. Already a truly labyrinthine metropolis,  the advanced building capabilities and solutions that the techpriests offered turned Kula into North-western Jornath’s first Hive city,  though a meagre hive by comparison to other worlds, Kula’s reputation terrestrially, as a beautiful river city, a place of business, art and mercantile power was amplified a thousandfold.  Soon the Patrician Families from Guffmans-Platz, to Oakenzid and even further south were scrabbling, bribing, and scheming to control the “River Jewel”. This reached a head several years later, during the outbreak of the Horus Heresy. The Genntim Family, with the backing of the Black Cross Shipwrights Union, and a notable supporter of the Warmaster’s cause, (Addolense Genntim, the family patriarch seemed to believe the burgeoning Church of the Emperor was being encouraged rather than dissuaded by the Emperor) marched into Kula’s southern civic basilica, with a few dozen well armed retainers, and began shooting.   The Genntim Massacre, solidified Kula Province in the name of the Warmaster; echoing similar scenes across the planet, and indeed the galaxy as Chaos tore at the soul of the Imperium.  Fortunately, the Traitor’s did not hold Kula for long, thanks in large part to the commander of the (then infantile) Kula Conservator Cohort, Euclid Kinnell, who remained loyal to the planetary governor’s ( an Ultramarine Administrator and Advisor) final order to maintain the Imperial Truth, as laid down by the Master of Mankind himself.  The Kula Conservator Cohort, was at this time billeted several kilometers outside hive spire,  in the Indigo Sparrow Dockyards, Euclid rallied his men, and marched to the southern civic basilica, encountering traitor union men from Black Cross, and mustermann from House Genntim. Eventually the K.C.C.  battered their way to the civic basilica, and therein forced the Genntim families surrender, under pain of having their name expunged from the noble enscrolle of Kulaian Families, a threat worse than the death of each member of the family. Since that time the people of Kula hold loyalty, and pride of arms in high esteem,  the path of the KCC’s march to save Kula’s soul from Heresy is now immortalized and is a must see for any pilgrims to the area,  beginning at the Indigo Sparrow Dockyards (now the regional command center for the planetary defense forces) and ending at the Cathedral to Saint Euclid the Loyal.  

Geography: The Hive city of Kula covers an area of 1567 km,  and sits only slightly above sea level,  the city itself is criss crossed by rivers, tributaries and lakes, which sparkle with the millions of lights from the city, which is divided into 27 districts. The land around the city is marshy, and nutrient rich,  covered in agricultural complexes, fisheries, and swamps.

Military: About 5% of the population is permanently enlisted into the Kula Conservator Regiment, which equates to roughly 225,000 fighting men and women.  Which is broken into 10 Regiments of 22,000 Armsmen apiece with a single 5000 Armsmen mechanized regiment.  Basic equipment is fashioned in the Cadian style, but with a bent towards the finery and circumstance consistent in traditional Jornathi battledress. The Cadian Flakhelmet 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 efficiently,  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 Regiments, use the M36-C Kantrael Pattern Lasgun, for the carbines obvious benefits in naval operations.  The Regiments use 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





This has been a detailed look at one location involved in the Battle for Jornath.

-Your Favorite Madman-