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  1. JOURNAL OF ELIAS RENN (Recovered fragment. Original medium: bound paper journal, water- and ash-damaged.) Entry I: I write this as I walk. The road south cuts through the hills like a scar. I have followed it since dawn, though I no longer remember leaving the last town. Only the smoke remains clear in my mind—black and greasy, climbing into the sky like a signal flare for something vast and patient. They came without warning. No herald, no parley. The bells rang once before falling silent. Green armor moved through the square: huge, methodical shapes untouched by panic. Bolters did not roar; they punctuated. Each shot felt like the end of a sentence. I was spared only because I was already gone. That is my purpose, after all. Messenger. Runner. Fool who believes words can outrun fire. Entry II: The people of Varn’s Crossing listened. They nodded. They mad the sign of the Aquila when I spoke of Space Marines. But I saw the doubt in their eyes. Everyone knows His Angels do not descend for nothing. Everyone knows if they burn a place, it must have deserved it. I slept in the stable. I dreamed of armored boots grinding grain to dust. Tomorrow I try again. Entry III: They are burning in a line. That is what terrifies me most. It is not random. It is not wrath. Towns fall one by one, each nearer than the last, as though already marked. As though plotted on a map I cannot see. Today I heard of a village to the east—no survivors, no bodies whole enough to bury. Only ash and the sharp chemical sting that clawed at the eyes. I am beginning to wonder whether I am fleeing them… or leading them. Entry IV: I have started counting days since I left home. My wife’s face comes to me at night, stern and tired, as if she knows something I do not. My daughter laughs in my dreams, holding up her hands, asking if I have brought her something. Emperor forgive me. I did. Entry V: The thought arrived uninvited and now refuses to leave. What do I carry that others do not? No relics. No forbidden texts. No augmetics. I am no heretic. I pray. I tithe. I obey. Yet I remember the pilgrimage. The long road. The nameless guide. The hidden path. The quiet grove, untouched, impossibly green, impossibly old. An Aeldari world, though I did not know the word then. Only that it felt ancient. The vial was small. Clear glass. Clear liquid. Harmless, I thought. A gift. Entry VI: I went home. I do not know why I believed I could outrun them and still return. Perhaps I thought love would make me invisible. She was asleep when I entered. Curled on her side, breath slow, one hand open on the blanket. The vial sat on the table near the bed. She had placed it there carefully, upright, like a votive. I had not told her what it was. I had called it a blessing. I understood then. Not all at once. Enough. I lifted it and felt the cold through the glass. The liquid shifted, slow and deliberate, as if aware of being moved. My fingers shook. I waited for the sound of glass on wood, for her to stir. She did not. I stood there longer than was safe, listening to them breathe. I tried to memorize the sound. I failed. In the washroom I hesitated. Stupidly. As if hesitation mattered. I thought of the culvert, the fields, the river beyond town. All the places where water is allowed to disappear. Then I looked back at the bed. I chose. I poured it down the drain. It did not splash. It slid away, smooth and obedient, leaving the sink clean. The pipes did not protest. There was no smell, except something faint and familiar. Rain. I ran water after it. More than necessary. I told myself it was gone. I told myself this was what saving them looked like. I left before dawn and took a room at the inn where I could see the road and still see the house. I told myself distance was protection. I told myself I was clever. Entry VII: I took a room at the inn facing the road. From the window I could see my house. The roofline. The place where the gutter sagged. The bedroom window where the light caught in the morning and woke them before I did. I stood in plain sight. I wanted them to see me. I thought that mattered. I believed I had outsmarted them. They came midmorning. Not charging. Not hunting. A procession. White and green moving with the patience of men who know there is nowhere left to go. I waited for the moment when one of them would look up and raise a weapon. The one in white stopped instead. He carried a hand-scanner. He raised it and let it hum, slow and thoughtful, as if tasting the air. His helm turned toward the inn. Toward me. For a moment I was certain this was it. Then he lowered the device. He pointed. Not at me. At my house. The scanner moved again. He gestured to the next structure. Then the next. Calm. Precise. I could not hear the words, but I did not need them. The drain. The pipes. The way the liquid slid away so easily. I understood then what I had done. Not escaped. Not hidden. I had spread it. I had carried it into the walls. Into the water. Into everything they would test and mark and cleanse. The white one did not look back. Four Marines stepped forward. Flamers were raised with practiced indifference. No hesitation. No announcement. Fire does not need permission. I remained at the window. No one escapes the pyre. (No further journal entries.) EXTRACT: ADEPTUS ADMINISTRATUM SUB-SECTOR CLEANSING RECORD REF: GT-CX/XENOS-19-THREE CLEARANCE: MAGENTA DISTRIBUTION: RESTRICTED Subject: Civilian Settlement Contamination Event Location: Designate Three of Nineteen, Minoris Surface Habitation Tithe: Adeptus Non Responsible Authority: Green Templars Crusade Detachment, Blade Authority Confirmed Summary: On [REDACTED], auspex confirmation detected non-Imperial particulate contamination within a surface settlement designate Three of Nineteen. Contaminant exhibited self-propagating properties consistent with xenos-derived catalytic agents. Vector determined to be civilian transport from quarantined orbital structure. Assessment: Contamination classified as Class Absolutum. Spread confirmed via domestic water systems and substructure piping. Probability of civilian survival without full sterilization assessed at 0.0003%. Action Taken: In accordance with Crusade Purity Statutes and Codex Exactorum, Section XII, Sub-Clause Pyre, the following measures were enacted: • Full incineration of all affected hab structures • Termination of all civilian biological presence • Secondary purification burn to ensure null residuals • No recovery of remains deemed necessary Notable Observations: One civilian male observed at off-site lodging during initiation of cleansing protocols. Apothecarion scan registered no significant contamination at subject’s location at time of assessment. Subject classified as non-priority. No deviation from operational objectives recorded. Casualties: • Carriers: Total • Adeptus Astartes: None • Material Loss: Negligible Conclusion: Cleansing successful. Contamination eradicated. No relics, substances, or anomalous materials recovered of note. Final Disposition: Incident closed. Further inquiry unwarranted. The Emperor Protects.
  2. Hi all, Unfortunately, due to injury, my painting and writing skills are somewhat limited at the moment! So, thought I'd share some models I painted up some 3 or 4 years ago. My painting skills have improved, since, but constructive criticism is most welcome. :)
  3. https://www.warhammer-community.com/2023/12/13/mix-and-match-aspect-warriors-to-create-the-deadliest-blades-of-khaine-kill-team/ This is one of the Asuryani kill teams that I've been waiting for. Short description (for those that haven't read the Warhammer Community article - link above) - you can mix and match Dire Avengers, Howling Banshees, and Striking Scorpions, with one Exarch from one of those shrines, into a single kill team. This is the Craftworlders' "veteran" kill team (I don't count the Anhrathe/Corsairs as "Craftworlders"). All I need now is a Black Guardians kill team and I'll have my Aeldari trifecta.
  4. Seems like Auspex has seen a new Asurman model https://youtu.be/MfXsgB7Ynb8?si=KvLnDkZXhjHsS9xu
  5. Memento Of Prospero

    Wraithlord

    From the album: Aeldari

  6. Memento Of Prospero

    Wraithlord

    From the album: Aeldari

  7. Memento Of Prospero

    Wraithlord

    From the album: Aeldari

  8. Ioldanach

    Eldar Scouts

    From the album: Aeldari

  9. Ioldanach

    WH40K 3rd 117

    From the album: Aeldari

  10. Ioldanach

    Exarch

    From the album: Aeldari

    OOP Eldar model, later marketed as an Eldar Guardian with a shuriken catapult (the shuriken catapult is slung on his back)
  11. Ioldanach

    Gunner OOP

    From the album: Aeldari

  12. Ioldanach

    Farseer OOP

    From the album: Aeldari

  13. Started Eldar this edition. What I have isn’t really optimized, just the units I wanted to paint.
  14. From the album: Eldar Corsairs

    "New" (stylized) version of the Alai-Myan Alliance badge.
  15. TheLitheTiger

    ETL 2019 Before

    From the album: ETL 2019

  16. CRUSADE INTRODUCTION & GAME 1 Mêlée à Two-V-Two Aaaah, it's been too long! Truly, Crusade is the only way to play modern 40K. 10th may not be perfect - far from it - but for largely casual, theme-focused Crusade games? It's a lot of fun. After ending my last Crusade early - you can find how that all ended over on my WIP Thread Post Here - we all took a break to paint something other than Space Marines and Tyranids (and, in one case, to have a child!) before finally getting our act together in January this year to start something fresh. The line up this time is a little more diverse, which is always a good thing. Man cannot live on Marine-Nid matches alone, after all. Here's what everyone is bringing to the party - which may change, we have a few armies that are being tried out, and may be swapped for other options as the Crusade rolls on. - @Agnostic Doggo - The Treachery of Twilight, a Death Guard warband, currently infantry with some vehicle support. - Andrew - Balhaut 23rd Armoured Recon, Imperial Guard with plenty of vehicles. - Heath - The Blood Masons, World Eaters Warband, who may transform into Emperor's Children once those kits get downunder. - James - Craftworld Ulthwé, Infantry with bikes and more to come. - Kieran - WAAAAAAGH Grot-Snicker, a veritable horde of Grot Tanks. - Your Humble Blogsmith - The Ky'Vash Recon Cadre - Disorganised T'au stuff in camo. We're running Pariah Nexus, though I don't believe any of us are that interested in Blackstone, just after a different set of missions to flail at! We're also starting with more evenly painted forces, too! That extra time between Crusades has paid dividends, and we have a minimum of bare plastic, which I just LOVE to see. GAME 1 - TAU & ELDAR VS IMPERIAL GUARD The Engines of Balhaut. The Guns of Ky'Vash. Game one was lightly derailed by a positive COVID test, so we did a mix of 1v1 and 2v1 games, 500+500 against 1,000. Andrew's Guard was most ready to play at that size, so we started with James and I having a team-up. We won, too, with some casualties. My Hammerhead put in some real work, the first casualty of the game - if not for the Crusade as a whole, because by the time we started playing the 1v1 was in full swing - was the unfortunate Chimera it obliterated. It then proceeded to put holes in tanks, and be weirdly hard to hit until finally exploding on turn 4, having sat on top of a building soaked up the attention of both of Andrew's tanks. Poor bugger wasn't lucky with those hit rolls. It was other wise pretty standard. Rough Bikers taking down my Ghostkeel, James' Windriders taking out the other wing, and all our infantry scuffling over the middle objective. My Firewarriors didn't move all game, they just sat on the home objective and blasted away. Love that Fireblade, though he put in WAY more work in game 2. What really matters is that I got to shoot my railgun. Felt good. Balhaut 23rd Armoured Recon - 1,000 points. Craftworld Ulthwé - 500 points.
  17. YTHIRIL WILD HUNTER HOST SILVER SPEARS & FIRE PRISM Three Spears of The Wild Hunt. Iyanneth's mount snarled in her mind, and bucked beneath her with every searing blast she let off with her laser lance. The bike wanted those kills for itself, or better yet to feel the hot wash of Mon-keigh blood against its hull. She soothed it - for a moment - with a gentle push through their psychic link, calming the blood crazed jetbike's proto-soul long enough to allow her next blast to strike through, and tear the leg from the crude, but dangerous walker, which crumpled to the ground as she and her hunt-mates fired past. A bad sign. That her mouth - Athrin - was so lost to The Path, what did that say of her? Too long, perhaps, among the wild and deadly Spears. It was long past the time where a more careful warrior would have stepped from The Path, and engaged oneself elsewhere, but where? What could she do but war, and what war could ever match the joy of swift death, and the searing burn of her lance? To ride the wind among the simple warriors, once-joyous seemed to flat now, so bloodless. Perhaps it would be good to give in, to be an Exarch. To give in as Athrin had, her loyal steed of wraithbone and speed, so fine beneath a gleaming, silver skin. Perhaps it would be good. Iyanneth, Shining Spear Exarch. Two updates today, only one of which I'm terribly happy with. The Shining Spears were a massive pain to assemble, even compared to the other jetbikes, as the wrist-connection made them very awkward to assemble after painting. Those open hands are much more forgiving. Also, I swear these bikes are slightly wider at the ankles. If I end up doing more Shining Spears I'll probably just assemble them on the bike and be done with it. I'll also try a different scheme, because all the silver isn't really working for me. I miss the gradient hull, and while the Exarch's spear tip looks good in red, there isn't enough outside of the green and silver going on. I'll experiment a bit, see what works next time. Illum Zar - Fire Prism. Killing light, a scouring beam that leaps from the crystal tip, and tears apart the dull and lifeless bodies of lesser warmachines. No more fearsome a weapon can be found amongst the Wild Hunt, for no greater weapon can be brought to battle at the speed the Hunt demands, but it is mighty enough. A bonded pair of pilots work in perfect unison as gunner and conveyer, bringing the heat to bear against foes of Ythiril, a weapon of such intricate perfection that any comparison to Imperial Las weaponry is laughable. True, of course, for they ultimately work on similar principals, but it is the difference between an animal swinging a held rock, and a master swordsman swinging a carbon-steel blade. Swift, scouring death. This, on the other hand, I've very happy with. The colour mix feels right, and I'm quite proud of how the cockpits came out. The freehanding isn't my best work, but it's suitable. The crystal may need to be brightened a little, it looks a little too red, but other than that this came together well. Still a pain to assemble, of course. For one thing, the bloody stand doesn't work. The balance is way off, so I can't just plug it in, it seems to require gluing, which I'm not really willing to do here. Needs to be transported somehow, and I know how much flying stands crave death. I'll probably make some other arrangement, possible via magnets. Beyond that, it was also not a perfectly fitted kit. I had to really force the halves together, and didn't quite manage, as you can see with the read of the main chassis. Not quite aligned with the rearmost fins. Oh well. I need to get a mounted hero for the army, and it'll be good for 500 point games. Probably just a Warlock on Jetbike. We'll see. I'm going to hold off on getting a bike Autarch till I know what the new version of that model - when it comes - will have access to.
  18. YTHIRIL WILD HUNTER HOST SHROUD RUNNERS Those who roam beyond the Cold Iron Stars. Precise and true. Bound as it is to a slow, languid procession around the spior- ad a' bhàis - The Doom Spiral - Craftworld Ythiril must send its children out far afield to watch for threats to the long watch. More integrated into the Craftworld than most who walk the Path of the Outcast these rangers often choose to go to war in the style of Ythiril, joining the Wild Hunts on seeds fit for their purpose as harassers, scouts, and sharp-shooters. Rider pairs are often lovers, siblings, or bond-mates, all the better to act as one. - At 80 points a unit I'm going to be working on this little force for a while. Still, it's a fun scheme, nice and methodical, and I think it's coming together nicely with the very grounded, earthy tones and pops of warm spot colours. Need to work on my gems, though. They're a bit naff. These kits were a nightmare to put together. I do everything in assemblies, which meant assembly riders and bikes separately. Easy enough to get away with that on the Windriders, but the cloaks on these elves made it... Less fun. Ah well. Not like I'm likely to do a second squad on these. They're nice to have, but not really the focus. I have a box of Shining Spears ready to go next, and a possible Fire Prism in my immediate future. I was tempted to go with JUST bikes, but no, I think adding in a tank or two works. Eldar tanks are all so zippy anyway, they fit. Just need to decide if I want to grab a Hornet or two... Decisions, decisions.
  19. YTHIRIL WILD HUNTER HOST WINDRIDER Riding out in close formation. I've finished the first squad, and had a delightful time. I really liked this kit, even if I ran into some... Problems with my magnetisation. The weapon hole is an awkward size for the magnets I have left over from basing all my Tau, and even more awkwardly my drill bit doesn't fit my hand drill, so I had to do it manually. As such, the guns aren't quite level, with one of them unfortunately droopy. Oh well. Ultimately, I shouldn't have bothered. I've checked the rules and in 10th there's little reason not to take the Shuriken Cannon, especially because it's also the best looking option. I suppose I'll be good to go if they bring points back in 11th. The gradient is pretty close, though looking now I think I used a slightly different paint mix for the test rider. I'm not likely to do more of these until next year, but when I do I'm planning to grab some Shroud Runners. I plan to take one of every bike unit - well, every modern-ish bike unit, I think I'll wait on that Autarch - including the Harlequins, who I'm currently trying to source some alternate heads for. I like the idea of having them be more wild hunt themed, get some deerskull masks in there, some antlers. We'll see what I can dig up.
  20. YTHIRIL WILD HUNTER HOST WINDRIDER Windrider Jetbike with Shuriken Cannon. The core of the Wild Hunt, warrior-bond teams of Windriders scour the battlefield of the enemies of Ythiril, and its charge to guard the Cold Iron Stars. The Craftworld, militaristic and dedicated, blurs the lines between citizen soldiers and the Holy Aspects, especially amongst the main body of the Host, mounted on Jetbikes that will, in time, be coaxed into becoming steeds for their riders through many paths. Note clan-marks on shoulder and wing. - Good lord, it's been a minute! I've actually painted a whole lot of things since my last update back in September, mostly T'au and additional marines for my little Badab project, but haven't really had the drive to photograph and write up blog posts. As good as the Call to Arms was, it did drain my posting energies. I've got like 700 points worth of models that only exist on the site over in the CtA. I'll have to do something about that. Meanwhile, here's an early attempt at my plan for 2025! I'm still on a xenos kick, and will be building an all jetbike (plus some grav tanks) Eldar force! That's the plan, anyway. Craftworld Ythiril is, at this stage, a minor craftworld running a lazy orbit around the ancient and mysterious 'Cold Iron Stars', some standard Weird Space Cuss for the sector I set my armies in. It's been a good year for painting green, for me, after 2023 was all about red. God help us all when I enter by blue period...
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