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  1. Not seen this relayed here yet. Source is apparently Mordian Glory. Obviously, rumours so take with (copious) salt.
  2. So I’ve been working on some Krieg recently, and I thought I’d share my progress! I’ve gone back to a green and grey scheme accented with black and red (nothing revolutionary but is striking!) I’m starting this thread to help keep the momentum going. I’m aiming to update this thread regularly so please keep an eye on this! That’s enough preamble, here’s the pics: Death Korps of.Krieg Deathriders Death Korps of.Krieg Deathriders Death Korps of.Krieg Deathriders Death Korps of Krieg Grenadier Centaur Death Korps of Krieg Grenadier Centaur Death Korps of Krieg Grenadier Centaur Death Korps of Krieg Grenadier Centaur Death Korps of Krieg Grenadier Centaur Death Korps of Krieg Squad at Ease Death Korps of Krieg Squad at Ease Death Korps of Krieg Squad at Ease Thanks for getting past the wall of pics! Please leave a comment.
  3. Original thread start from here. First posts are copy-pasted as regard 40k content, the rest will be running updates. Welcome! This is the log where I'll post anything which I've converted and/or painted for others. Most of my hobby work is not done for my own armies, but rather for my brother's and our friends' collections. It's a great way to experience modelling and painting all miniatures in Warhammer without buying them. Background might be added later on as my friends work that out. This update is however not about something as lethal as cats. It's about something pathetic in comparison, namely a Maulerfiend conversion I've been working on-and-off with for a Skaven-collecting friend of mine. It's based on a sketch he drew. My buddy magnetized a rectangular base so that it could be used as a K'daai Destroyer. He was so eager about the conversion that he managed to sneak it past other projects in my queue... Still, the sculpting was surprisingly quick work and was over before you knew it. Couldn't have done it so fast three years ago: And here's the painted version, alongside his brother. Not painted by me (though the Squats in the foreground are): The CSM-collecting friend, let's call him J.A.B, inspected the newer starter kit Chaos Space Marine lord and Khârn, as well as the new Primaris Marines and probably a few older Space Marine character sculpts. He concluded that hip armour looks good and solves the silly look achieved by the thin thighs of plastic Space Marine legs. Some weeks ago, he visited his parents, brought a gaggle of heretical Marines and asked me to make hip armour on them. Quicksculpted, without time-consuming rivets, difficult spikes or suchlike. He was content, and after returning home to his study town he sent down Berzerkers to receive like treatment, and a FW Necron centipede which needed replacement antennae. I've tinkered with them since they arrived yesterday. Below are the results. Note "KIL KIL KIL" on the knife Berzerker's segmented plates. Also see his painted Lord of Change. http://i.imgur.com/6BKPi38.jpg WIP for my brother's little power armoured collection. Grey Knight legs and helmets and Sanguinary Guard shoulder pads and torsos. Hip plates added to remedy thin thighs syndrome. Cloaks from Anvil Industry to be added later: A Dark Eldar turned into an Eldar Fire Dragon converted for my brother. He thoroughly checked the Dark Eldar sprues back when they were new, and meticulously came up with ways to turn all manner of DE weaponry into Eldar Aspect Warriors with a little converting. More to come: Converted Slaaneshi Daemonprince for a friend: My friend told me to axe the @$$ and instead go for a lean Daemon Prince of Arrogance look, not Lust. As per his instructions, there is now also shin armour plates with images of Elf torture: What else? I also added two lone flowing pteruges dangling from its belt. I'll show you the painted end result whenever he finish this creation: Kill Team A mate of ours has moved back home after years of studying abroad, while a friend of my brother have returned to the hobby after a long break. Combine this with the recently released Kill Team, and we've got a hobby frenzy cooking with making characters, goons and terrain for a mash-up campaign between Kill Team and RPGs. Here is the first harvest of quick-sculpting and conversions, soon back to commercial sculpts. Kastellan Ironstrider, a mate's cyborg: Badoom! Broadbeard, a loudmouth one-Dwarf illegal radio station sending live from his heists and battles. My character: Gnorke Radfizzle, a Gnome sharpshooter with rad weapons, for my brother's friend: The gang so far: Gnorke Radfizzle's car: The friend who has written all the rules and organizes the whole effort has had me convert a gaggle of goons. Here's psyker Spikeskull: And Badoom! Broadbeard's hateful rival, Adman: And finally Gnorke Radfizzle painted by said friend (I had nothing to do with painting). My brother's mate is in for a treat! I've painted nothing of the Kill Team stuff, only converted it. All painted by Johan von Elak, for your display here. Badoom! Broadbeard: During most of our Kill Team-RPG games we've actually had music playing to represent both the immediate sonic barrage emitted by Broadbeard's loudspekers, and the music he transmits across hacked radio channels (with comments of media moguls jumping from windows as their enterprises gets destroyed by Broadbeard's escapades). He obviously also report live from the field, and is the lousiest sneak, at skulking up on enemies, you've ever encountered. Clearly, the audio-disturbed mister Broadbeard has ruined many lives through his noisome adventures. Which leads us to...
  4. The Cogger Hive Guard are the Astra Militarum regiments that hail from the industrial hive world of Cogger. Primarily recruited from the planet's factory workers that fail to uphold their industrial quotes or from the most incorrigible hive gangers, these recruits are rounded up by the hive cities local Adeptus Arbites and forced to undergo neural-conditioning. After being "programmed" with the necessary knowledge and skills needed, they are inducted into the ranks of the Cogger Hive Guard. Cogger Hive Guard The PDF of the Hive World Cogger are made from those factory workers that don’t meet quota or particularly troublesome Gangers arrested by the Arbites, they then go through a variation of mind wipe and are implanted with new memories and training and are used to protect the great Hive Cities. The most promising of these mind-wiped PDF are formed into the regiments of the Cogger Hive Guard. Cogger Hive Guardsmen undergo a variation of mind wiping known as Neural Programming provided by Mjorn Techpriests that is for the mass use of training their soldiers. A subject endures multiple sessions in a Neural Programming tank where they were "programmed" with knowledge and skills needed for the desired occupation. Cogger Hive Guard commanders preferred "obedient" over "improvisational" and use of Neural Programmed soldiers possessing little or no initiative a fodder for the grinding wheels of the Imperial wars. These Cogger Hive Guard are known for the Line Infantry, Armored, and Mechanized Infantry Regiments they produce from the foundries and factories of the Hives on the planet Cogger. Cogger also produces a small number of Penal Legions of those that resist Neural Programming but fill up the over flowing prisons of the Arbites. Those workers who commit minor offenses are given neural programming to quickly render them combat capable and to ensure obedience, at the cost of some of their memories, prior skills, personality, and initiative. They are led by non-programmed officers drawn from the nobility that runs the massive Factorum-Cities. These soldiers form the PDF of Cogger, which are under the direct command of the Planetary Governor, as well as forming the bulk of forces seconded to the Imperium as part of Cogger's Tithe, in the form of Cogger Hive Guard Mechanized Regiments. The second kind of regiment is the Cogger Hive Guard Armored Regiment. Using the Leman Russ Exterminator as it's primary vehicle, it is one of the most common Leman Russ variants, and although it surrenders the ability to effectively combat enemy armour, it is an extremely effective anti-infantry vehicle. The Leman Russ Exterminator is capable of laying down a withering hail of fire. The Exterminator's Autocannon shells can tear through a lightly armoured chassis as easily as they rip through flesh and bone. Though lacking the long range of some other tank variants, the Leman Russ Exterminator is capable of devastating whole ranks of enemy infantry before they have reached the Astra Militarum lines. The final kind of regiment that is produced is more of a way to get rid of the worst scum of the hives. These individuals are those that resist Neural Programming but are the worst kinds of criminals and heretics the Hives produce. Coming from the various prison facilities that each hive has for those that cross the nobility, the Cogger Hive Penal Legions are massed light Infantry given explosive collars and shock cuffs, are transported as mine sweeper support for the regiments in which Cogger Hives pride themselves on. Also those who have committed greater crimes, rather than taking up space in prisons, are subjected to far more intense levels of neural programming, completely washing away their former selves until the subject is barely more than a servitor. These programmed criminals are then sent to the Legiones Penatante for use as cannon fodder. Regimental Recruitment & Training A significant proportion of the Cogger Hive Guard was manned by "culturally challenged" individuals who had undergone neural programming via brain surgery, implants such as aggression inhibitors, and programming tanks. Counseling and drug therapy were also used to help overcome criminal and/or anti-social tendencies. Despite this source of manpower, it was not always sufficient to replace battlefield losses, and instances of law-abiding persons being conscripted and subjected to "programming" were not unknown. In any case, volunteers are few. Recruits and conscripts considered too scrawny or weak for the Cogger Guard are given steroid and stimulant treatments in order to increase their muscle mass. Criminal recruits were given no R&R time. Regimental Combat Doctrine The Cogger Hive Guard Mechanized Infantry is the Militarum Regimentum of the Astra Militarum that fights as mechanized infantry alongside Chimera and Chimerax armoured personnel carriers in defense of the strategically-located Imperial Hive World of Cogger and its surrounding star systems. Cogger, located in the Segmentum Ultima, is a planet blighted and poisoned by millennia of heavy industrial output, though it is also a major manufacturing centre of Autocannons. In addition, Guardsman from Cogger make fine assault troops for fighting in urban and hive city environments as well as heavy industrial zones, chemical sumps, and other such toxic regions. Their equipment and experience with such acrid environments make them invaluable for trudging through all sorts of polluted or otherwise noxious wastelands, from underhives filled with the toxic residue of ancient atomic generators to ruin-filled swamps rife with hallucinogenic flora, quicksand, and near-invisible pockets of lethal gas.
  5. Greetings! I'm a Black Templars fanatic and conversions enthusiast. I used to crawl around this board more than 5 years ago and even posted some of my stuff back then. I took a break from the hobby for a couple of years but reentered the game about 2 years ago. In the past time I put together a lot of stuff (exclusively for my two big loves in 40k: Black Templars and Inquisition) and don't want to hold it back from you. I see this as a compendium of my work and gonna update it whenever I have some new freaks to show off. Criticism and suggestions welcome as always. Old models: Black Templars Castellan mainly based on this wonderful and inspiring Artwork by John Blanche Black Templars Sword Brother also based on the Blanche Artwork Ordo Hereticus Inquisitor Black Templars Dreadnought some random Servitor with Heavy Bolter Newer Stuff: Black Templars Assault Squad Inquisition Lexmechanic Inquisition Warrior Acolytes Inquisition Familiar
  6. Hello, fellow Guardsmen! This will be a place for me to gather ideas and ask advice for my latest Death Korps of Krieg force and will help to keep me motivated with the marathon that is building a Guard army! I intend on building a large army with all the elements you'd expect from an army from the planet of Krieg. So lots of Artillery and mass infantry backed up by the Deathriders (probably the main draw to the faction!) I'm an enthusiastic painter and have made a small order to get me started! I have 5 Engineers, an Infantry squad, HQ with Marshal and a Deathrider Squadron Commander (pictured below) I'll be building and painting these over the next few weeks while I decide what's next. Death Korps of Krieg Squadron Commander Death Korps of Krieg Squadron Commander Death Korps of Krieg Squadron Commander Death Korps of Krieg Squadron Commander Death Korps of Krieg Squadron Commander Death Korps of Krieg Squadron Commander Next up will be some Engineers, thanks for looking.
  7. I haven't seen it posted in the forum anywhere else, although some people seem to know of the company already, so I decided to setup a thread, since the range of miniatures from Wargames Atlantic seems to be expanding quite fast. Here is their shop: https://wargamesatlantic.com/ They have a mix of historical, fantasy and Sci-Fi ranges, which for the most part seem to be roughly compatible, as I have seen conversions using a mix of historical figures with Sci-Fi ones, for example. It is all hard plastic, the sprues have lots of spare parts and the kits are quite cheap, especially if bought in the multi-box deals they provide. They currently ship from the UK, the US and Australia (company is based in the US and production is done in China). Retailers that stock them are still quite few, but the number is increasing regularly and at least in Europe they ship rather fast, if you buy directly from their shop. Their sci-fi range is called Death Fields and could prove of interest to AM/IG, GSC and potentially Mechanicus, depending on what they add next. Nothing for aliens or SM at the moment, but there are plenty of alternatives for those anyway. Examples of their kits: https://wargamesatlantic.com/collections/demo-collection/products/raumjager-infantry-box-set?variant=20081465983074 https://wargamesatlantic.com/collections/demo-collection/products/les-grognards?variant=31187238944866 They seem very active on their social media pages and regularly gather feedback and show what is coming next, for example dwarvish guards: And fantasy/Sci-Fi spiders: Both the spiders and the dwarves should be released sometime in August.
  8. I know this isn't up to the pretty incredible standards I've seen here, but I'm trying to build a sense of who my homebrew regiment are before I make them, and so I wrote the following: Athyxian Pyronauts Athyxia Prime is a cursed world. It is a world that has felt the kiss of the Great Devourer, and shall never truly recover. Whilst the population were spared the fate of utter annihilation at the tendrils of hive fleet Moloch, the price was great, and that price is still being paid to this day. The planet is in an eternal battle with the rampant growth of xenos flora, the once desolate Hive World now threatened constantly by the ever encroaching alien jungles. The air is thick with deadly spores that choke the very life from you, and to leave the relative safety of the Hive Cities would be suicide. It is a world that would have surely succumbed to it's fate long ago, if not for one thing: Promethium. Each Hive City sits atop vast mines of Promethium, and it is this, plus the raw recruits for the Astra Militarum, that makes the world so valuable. It is this, that keeps the jungles at bay. The people of Athyxia are hardy folk, their short lives given over to the ceaseless mining of Promethium, and the harsh industry of the vast Manufactorums. A life of perpetual darkness, and a world where the air itself is a death sentence, means that every man, woman and child have a complicated rebreather grafted onto their faces, for without so their lungs would disintegrate and their eyes would rot in their sockets. They are pale of skin, their only regular source of light burning Promethium, their only fuel the corpses of those that die in their work. On this sick planet the people live in symbiosis with Promethium, and thus regiments from Athyxia have both a callous disregard for human life, and a predisposition for flamers, in all their forms. In truth every soldier of the Athyxian Pyronauts is well versed in the use of flamers before joining the Guard, and they are used to devastating effect. The Pyronauts do battle in armoured formations, the better to close with their enemies and incinerate them, and alongside columns of Heavy flamer affixed Chimera APCs stride rank upon rank of Heavy Flamer toting Sentinels. Most prized of all are the Hellhound tanks; indeed it is many a foe who has underestimated the fury of these great beasts of war, and experienced their conflagratory roar render them unto ash. “I don't care what we're fightin' really. Just point and shoot innit? They all burn the same” Private Dansk, 87th Athyxian Pyronauts. I'd love to hear questions/critiques to help me to create a stronger background for them, and perhaps a narrative. Thanks in advance!
  9. 361st Krieg Mechanized Regiment 116th Assault Korps, Salient Cluster Garrison ++++++++ ‘...as to the reason for their presence here in the Cluster, I am unsure, although I hypothesize that one of the more reclusive among our number is the architect of this decision. They are a potent tool, the mere threat of their arrival enough to dissuade rebellion from rearing its traitorous head. In those instances when that is not enough, when a demonstration of their power is required, they serve unerringly, unwavering in their purpose, and brutally excise the cancer of heresy, crushing those who would flaunt the Emperor's light. Indeed, the need for the 116th Korps is a mystery to both myself and many of my colleagues, but I sleep more soundly for their presence.' ++++++++ - Lord Aevander Amaxus Bel Theryk, Inquisitor, Salient Conclave (attr.) Hello everyone! I recently took the plunge and bought some DKoK minis from Forge World, as I've always wanted to collect an army of them. I figured that with so many other fine regiments present, this was the place to post my progress as my collection grows. With most of my other logs, I've focused primarily on narrative blurbs and background (like the above), so this time I wanted to try my hand on the actual WIP of the army, as it is something I've never really done before. With that said, as a total fluff junkie, I'm sure one or two narrative elements might find their way onto the log. Anyways, here are the obligatory pictures, the first recruits for the 361st!
  10. Hey everyone. As a late follow-up to the game I played quite a while back against the Praetorian Guard, here is another game against the same army, with my Sisters of Battle having to fend off an armoured assault spearheaded by a super-heavy tank. Link As always, criticisms, comments, and feedback are more than welcome!
  11. So, I'm looking into options for a Brood Brothers regiment. I'm leaning Cadian, but that might change if Catachan kits are compatible with the Brood Brothers upgrades. I dunno, I'm looking at stuff. Basic question is, do the Brood Brothers heads swap properly like they do with the Cadian kit?
  12. The Cantorellian 23rd http://www.bolterandchainsword.com/igbeta2.php?b62c=@hsbXm_hr3uf.hS1g2@@@.hyvFn__@@@hyvFn___..h1VNSh1VNS_@h1VNSiakk7&grid=TRUE Cantorellian Guardsman in Standard Duty Uniform Date:...............072.046M42 Ref:................LBC//DAI By:.................Daimyo-Phaeron Lenoch Re:.................Astra Militarum - Cantorellian 23rd Thought:........."The Ocean is relentless. So are we." A curious hybrid regiment, the Cantorellian 23rd is an all-male unit, with twinned focuses of Sentinels and mechanized combat. Origins of the Cantorellian 23rd Founding: The regiment was founded in 200M37, ready and capable to take the fight to the Emperors enemies among the stars, as their predecessors had also done. Designated as Mechanized Infantry regiment and equipped for amphibious assault operations, the Cantorellian 23rd prepared to move out. First Campaign: In 202 M37, after a period of training and preparation, the Cantorellian 23rd was deployed to the desert planet of Arkanit, a critical mining planet that sourced material for a nearby forgeworld, that had come under assault by the perfidious Eldar for reasons unknown. The planet was subject to a multiregimental war, with Imperial forces scattered across the planet in an effort to deny territory to the Eldar, secure mining facilities, and find the xeno base of operations. Once they arrived in-system, the 23rd was deployed as security for a Valhallan rocket artillery regiment that came under frequent attack, at a base in the middle of nowhere, where the Valhallans were well-positioned to shell any battlegrounds anywhere they chose. However, once the Cantorellians had spent some time on the planet, they began to chafe at the lack of combat that they were undergoing. The Valhallans, miserable as they were under the blazing heat of the desert, at least could and did engage in battle, launching volleys of rockets intermittently at Eldar actions for fire support. The Cantorellians, though, did not see combat at all for more than three months, outside of blunting scouting parties of only a few Windriders. Thus, aching for battle and a way to prove his regiment as both capable and fearsome, the Colonel devised a plan to get some, and perhaps end the conflict. When next the Eldar scouting parties arrived at the artillery base, expecting only the furious but measured reprisal that usually greeted them, the Windriders were instead greeted by a hail of flushing fire and the roar en masse of Chimeras and Valkyries spinning up their engines for a pursuit. Quickly turning about, the Eldar began to flee, chased by the growling machines of the Cantorellian 23rd. Following an hourslong chase to the edge of the continent, towards the planets sole ocean, with the Chimeras of the Guard following behind and the Valkyries of the Stormtroopers tracking the Eldar from above, the Windriders turned out over the ocean, seeking to lose the Cantorellians. Undeterred, the Cantorellians charged into the ocean, their Chimeras rigged as usual for amphibious operations. The eldar quickly departed, running along the coast in an effort to ditch their pursuers. However, with the air cover of the Tempestus' gunships, the Eldar could not escape the view of the Imperium. The Eldar were tracked to a cave system some one hundred miles up the coast, where they disappeared from aerial view. With hardly any hesitation, once they arrived the Chimeras of the 23rd drove headlong into defensive fire onto the beach, offloading their contents into what became a brutal cave fight that lasted for several hours, turned in the Imperiums favor with the arrival of the Tempestus by way of a hidden passage to the surface, just large enough for a man, outflanking and destroying the eldar webway gate that they used to reinforce their troops, as well as an escape point. After another hour or two of intense fighting, the Eldar were subdued and defeated, with moderate casualties on the part of the Imperials, including 10 percent of the Tempestus force. At the conclusion of the campaign, which mainly involved cleanup of the remaining forces and investigating in the Eldars goal on the planet--a task left to the capable hands of the Inquisition--the Colonel was commended for his quick thinking, and then assigned to a Generals staff command, where his bright ideas could be filtered through Imperial bureaucracy to prevent more such harebrained schemes like abandoning ones allies on a chase for glory. The Major was promoted to fill his place, and he went on to lead the regiment in several more uneventful campaigns before succumbing to an Eldar Brightlance when his command vehicle exploded. 362.M39: In a rare stroke of Munitorum competence, the Cantorellian 23rd find themselves deployed to wipe out a chaos uprising on an ocean planet known for its undersea promethium reserves. The 23rd, with support from the Cantorellian 31st Armored, find themselves instrumental in staging an amphibious assault on the heretics main base, crushing it in a concentrated blow after three months of Naval bombardment. 739M41: The Cantorellian 23rd find themselves under attack by a Necron raider force while on Garrison duty on an Adeptus Mechanicus forgeworld. The 23rd will drive them off, with heavy casualties. They will not see the Necrons again in the lifetime of any man in the regiment. 992M41: The Merging Deployed to the hive world of Varru IV as part of a defensive task force, in preparation for a Tyranid invasion. Not a week after the regiments arrival, and with hardly any time to spare before the Tyranid fleet darkens the Mandeville point of the Varrunis system, a Genestealer Cult uprising took place, throwing Varru IV into chaos. As a recently arrived regiment, the 23rd was one of the few units completely uninfected, they spent several days policing and eliminating infected Guard regiments. One regiment, a Sentinel regiment, from the world of Dolrunus, had approximately half of its regiment infected with genestealer infestation due to its prolonged stay on Varru IV, in support of a Knightly house from Dolrunus. After clearing the remaining genestealers from the command structure, only about a third remained after the regimental infighting. The 23rd took command of the situation, absorbing the Dolrunus regiment into their table of organization. After the fighting was over, and the tyranids were driven off, the Cantorellian 23rd permanently absorbed the Dolrunus regiment, adding several Sentinel squadrons to their ranks, along with a hefty cache of bionics and other mechanicus tools. The 23rd requested an official redesignation from the Cantorellian gubernatorial house, who granted both the change from Mechanized to Mechanized-Sentinel and a commensurate equipment increase. The Cantorellian 23rd then spent a few years on a munitorum training planet, establishing command and control protocols, combined tactics, and a plethora of other integration exercises, resulting in an almost-seamless regiment at the end of it. 012.M42: Swimming in Shark-Infested Waters The Cantorellian 23rd, recently having acquired Commissar Nykkole Jayn, is attacked in transit by a Necron warship. The 23rds transport ships were boarded, but the attackers were repelled at heavy cost, and the warship itself was driven off by a Dawn Blades Battle Barge, bearing three companies of Astartes. Following a three month campaign, the 23rd with support of the Dawn Blades tracks down and destroys the moon base that the warship came from. The 23rd then returns to Cantorellia for resupply, with promise of future cooperation between the two organizations. Organization The 23rd operates nominally at 8 companies, broken down into three Sentinel companies, four mechanized infantry companies, and a headquarters company. However, due to manpower constraints, one company, usually the 8th, is typically critically undermanned, and only nominally available for combat operations. Any men in this company are usually assigned to the Headquarters company for additional security, liaison work, specialist work, and additional bodies where needed. It is a rare day indeed when all 8 companies are at full fighting strength. The Headquarters company houses much of the Regimental support staff, as well as a Militarum Tempestus stormtrooper platoon, courtesy of the Cantorellian gubernatorial house, which mandated that each regiment would maintain such a force, and granted by gubernatorial decree the necessary rights and equipment for such. It also liaises with other Imperial organizations, and typically finds itself in command of or acting in concert with armored assets, abhuman auxiliary units, and whatever other assets are in theatre and available for deployment with the Cantorellian 23rd. Homeworld and Cultural Influence Cantorellia is an ocean world, with far less landmass than any other habitable planet in the system and subsector. Despite the disadvantages the planet poses to Imperial supremacy, it has done well for itself in the six millennia since it has been settled. Imperial governance has turned the disadvantages of the planet into vast resources, using the many fish and other seafood to supply food for other planets, and taking vast quantities of water from the planet's oceans to other planets, for hydration purposes, industrial uses, or weapons production, whatever is needed. In order to balance the loss of water versus the needs of the planet for water, excess elemental gas from other planets is transported to Cantorellia, where chemical processes and arcane sciences turn the gas back into the liquid that all human life requires. In addition to seafood and water, the planet also exports men, as all Imperial planets do, in the Imperial Tithe. So it was in early M37 that the Cantorellian 23rd was tithed and created, designated an amphibious assault/mechanized infantry regiment of two thousand men. Cantorellian regiments are often exported with enough dried, tinned seafood to keep them fed for decades or more, with regular shipments in resupply and reinforcement convoys. As a result of this, few find Cantorellians anything approaching pleasant to be around, with the smell of fish always permeating their breath and their equipment. However, when called upon for formal events or to host high-ranking Imperial officials, the regiment's cooks find themselves capable of what they consider to be great feats of oceanic delicacy, and most who dine with the regiment's officers at such events would tend to agree, though there are some dishes that no one but Cantorellians will touch. On special events, like Founding Day or the conclusion of a major campaign, the rank and file of the regiment will partake in these feasts, but these events are rare, and never occur more than once or twice a year. Combat Doctrine -armored sentinel platoons will generally provide outrider support to mechanized columns -scout sentinels tend to outflank the enemy, as well as provide reconnaissance to the regiment. they work to drive the enemy to a battle with the regiment's main formation, for hammer and anvil maneuvers -due to their homeworld's watery state, the Cantorellian 23rd, and all Cantorellian regiments, are adept at amphibious warfare, though the addition of walkers does tend to complicate matters, with limited waterproofing equipment available to the regiment, one or two companies usually have to be airdropped into the battlezone or shipped on dedicated barges to ensure they reach shore -in concordance with typical Imperial Doctrine concerning mechanized units, the 23rd is often deployed alongside armored regiments to provide assistance in whatever manner is needed. One regiment that the 23rd deploys alongside with somewhat unusual frequency is the Cantorellian 31st Armored -due to their relationship with their homeworld, where it is a constant struggle between the ocean and its inhabitants, where giving up is fruitless and often permanent, Cantorellian regiments almost never surrender or retreat, and rarely have disciplinary issues when it comes to desertion. As a result, a typical unit will only have two or three commissars. The 23rd has two, one at the regimental level, and one to oversee the first company. Personnel Author Daimyo-Phaeron Lenoch is the commanding officer (Daimyo, by chapter tradition due to his membership in the Samurai company prior to his officer posting) of the Dawn Blades Second Company, and renowned across the chapter for successfully penetrating the Necron tomb world of Seranon to retrieve several Adeptus Mechanicus Magi, at great cost to his company and in spite of the burning enmity between the chapter and the Adeptus Mechanicus. He also succeeded in stealing several pieces of Necron technology for study and analysis by chapter Techmarines and Legio scientists. The moniker 'Phaeron' was added to his title after this feat, in mocking of the Necrons he had defeated--he was their Phaeron, their master. A capable swordsman and a skilled tactician, he fought for four decades in the Dawn Blades Samurai Company before ascending to the rank of Daimyo following the death of the Second Comapny's previous commander. He visits the Legio Fortress on occasion, though how he is capable is currently unknown by the Legio, as his Strike Cruiser was last noted on the far side of the Noctis Aeterna. <<description of the regiment's typical personnel and its TO+E>> -due to their deep. intrinsic relationship with their homeworld, where it is a constant struggle between the ocean and its inhabitants, where giving up is fruitless and often permanent, Cantorellian regiments almost never surrender or retreat, and rarely have disciplinary issues when it comes to desertion. As a result, a typical Cantorellian unit will only have two or three commissars. The 23rd has two, one at the regimental level, and one to oversee the first company. Most Guardsmen of the 23rd have, as is typical, a deep tan or dark skin, as the sun beats down harsh on the people of Cantorellia. A tiny minority of the regiment, however, boasts a pale, almost pasty skin, from those few men tithed who spend their whole lives belowdecks on ship, or in the massive desalination plants that line the oceans of Cantorellia Many of the Guardsmen spent much of their formative years on fishing boats, and grow up strong and swarthy, with mouths to match. While most Guard regiments have the typical Gothic lexicon of swears and curses, when angered Cantorellian troopers will often spill forth a tide of invective that can leave other Imperials gobsmacked at the impropriety. On rare occasions, when in conflict with xeno forces capable of understanding the tirade, some Cantorellian soldiers have been known to frighten their enemies with their creative and crude use of language, and the sheer anger that backstops the words. Cantorellian troopers are issued three types of uniforms, though only two of them, the combat uniform and duty uniform, are worn on anything approaching a regular basis. The combat uniform consists of a set of fatigues and flak armor with a blue, light blue, and sand-color camouflage pattern. The duty uniform is a monochrome blue, with a hat to match (attached to this datafile please find an image of a Cantorellian trooper in duty uniform). The dress uniform is a deep ocean blue, with sky-blue highlight and trim, and some gold detail for those of the rank of sergeant, captain, or above, for enlisted and officer respectively. The dress uniform is required for high-profile events like Founding Day, as well as parades, victory celebrations, and is authorized for use outside of these events, but the opportunities for such are quite rare, as the Cantorellian 23rd spends little time in civilian sectors, as befits a regiment of the Imperial Guard and its duties. The Dolrunus regiment, upon their subsuming into the 23rd, brought with them a cache of both bionics and Skitarii weaponry. Such equipment is often given to those troopers who prove themselves worthy of such tools of war, most often veterans and sergeants. Certain line troops who distinguish themselves in battle or discipline may earn the right to carry such arms into battle, or receive a replacement body part if circumstances necessitate it. Notable Personnel -Colonel Zevan Zenara: Current commanding officer of the Cantorellian 23rd Mechanized/Sentinel Regiment. Lost his left arm in an ork Kommando attack on his regimental Command Post. Despite his wounds, and with the aid of a young medic who saved his life, Zevan proceeded to dispatch most of the ork assailants, before the quick-reaction force was able to respond and deal with the threat. Fitted for an augmetic arm from the regimental cache shortly afterward, and awarded the Medallion Crimson at the conclusion of the campaign. -Major Crysis Rand: Second in command of the Cantorellian 23rd, and very much a man of the line troops. Spends much of his time with the rank-and-file of the regiment, ensuring they are in good fighting trim and capable of completing their mission. I suspect more than six in ten men of the regiment would take a lasbolt for him, which in my experience is a ratio far in excess of most Guard forces and commanding officers. -Captain Candon 'Kanner' Broklaw: Great grand-nephew of General Ruput Broklaw of 597th Valhallan Ice Warriors fame, the Captain commands the Sentinel forces of the 23rd, often leading the charge in his own walker. Earned his nickname from the sheer number of Killa Kans he destroyed in close quarters with his Sentinel chainsaw--or so I'm told. Guard tales are so often sensationalized, and I haven't the time to attempt to ferret out the truth. Nonetheless, he is a competent commander, though he does have a bit of a wild streak. -Regimental Colour Sergeant Lawrence James: To attempt to describe the Regimental Colour Sergeant is a notably difficult task, primarily due to his reticence to answer any inquiries that are not directly related to the mission at hand. This includes, but is not limited to: his favored hobbies; his preferred alcoholic beverage; anything about his family (or lack thereof); questions of his preferred devotional prayer; where and how he acquired the swagger stick he uses as a melee weapon, despite having been issued a chainsword; what hes doing that evening, and would the sergeant like to have a meal with the Astartes officer asking him the question. However, when a reasonable concern is brought to him, the Regimental Colour Sergeant ensures it is taken care of, be it additional supplies from the quartermaster, questions of enlisted morale, tactical and strategic guidance for new officers, or simply a man who backs up his men over outsiders. Not many soldiers like the RCM as a person (mostly owed to the fact he hardly allows himself to exist as a person), but I have not met a man in the regiment who does not respect the RCM. -Regimental Commissar Nykkole Muran: Currently the chief commissar for the Cantorellian 23rd. She is new to the unit as of this writing, within the last five years. Her predecessor was killed in an unfortunate danger close accident--or so it's claimed by those few troops I've been able to speak of. Wields an heirloom power lance entrusted to her Scholam by her father, and has an augmetic eye from a stray lasbolt, gained while fighting a rebellion on her first posting with a Cadian unit two years before her transfer to the 23rd. While she is not well-liked, and carries a harsh demeanor, she is generally regarded as a fair disciplinarian, according to Militarum guidelines. -Lieutenant Cythos: Personal aide to Commissar Muran, and the second of two females in the entire regiment. She requested a transder to the 23rd to serve as Commissar Muran's adjutant, following the pair meeting on a Munitorum hub planet. Her mother was a decorated tank commander in the Cantorellian 31st Armored regiment, who earned commendation for a decisive maneuver that turned the tide against a horde of chaos cultists. Lt. Cythos herself is quite the hero as well, according to the citation I pulled from regimental records, indicating a fervent assault against tyranid swarms even after her unit was almost entirely wiped out, earning among other planetary honors the Triple Skull, as one of four surviving members of the Cantorellian 151st Infantry Regiment (citation attached). No one knows her first name, and it is not listed on any of her medal citations, promotion warrant, medical records, or personnel rosters. Nevertheless, it appears she manages to navigate the regiment skillfully and without issue, being both immediately recognizable and with some degree of Commissarial authority, in addition to her own rank. -Private Jones Mellenkamp: Though it pains me to do so, I suppose I must at least mention my attache for the impending campaign. He seems eager to please, but for Throne's sake the boy is hardly 18 standard years old. Manpower may be the Solis-Imperator's currency, but I'm not sure this note is worth spending right now. A couple of years, perhaps, and he'll be a proper soldier. But not quite yet. Personal Notes I have observed that an air of tension exists between the Mechanicum priests and support personnel and the command staff of the regiment. From what I have learnt of the Sentinel regiment's homeworld, the underlings don't trust the higher-ups very much, and when the 23rd absorbed the other regiment, they absorbed certain cultural norms as well. Cantorellian tradition demands absolute loyalty to those in command, as it is the only way to survive. Dolrunus tradition dictates absolute loyalty to those in command by force and on pain of punishment. The command staff orders them on expectation, and the Dolrunus men and mechanicus personnel obey out of fear. Commissar Tred Pond, deceased about fifteen years now, was a large part of ensuring that there was some modicum of understanding between the factions, though I understand he may have eaten an 'accidental' mortar shred shortly after beginning the integration work--I'm given to understand he was not well liked. Interaction with the Legio currently none -one private jones mellankamp as an aide-de-camp, advisor, and envoy between myself and the 23rd for an upcoming campaign. Related Articles Currently none. Will update as further intelligence arrives at the Legio. Placeholder removed. Enough ideas in place now.
  13. Once a Cadian, Always a Cadian By Suspicious BLue Mind a.k.a. Riodan O'Duffy Art by Harri Osborn, Astra Militarum Portrait ‘Why didn’t you just shoot him?’ asked Commissar Rembault looking down at the prisoner. ‘Uh, we did shoot him ma’am,’ said Sergeant Demin scratching his forehead. ‘“Take no prisoners” is our company motto, right after “Cadia Stands!” But apparently, he just didn’t die.’ The dishevelled prisoner sat on the red sand with his arms bound in front of him. His xenos designed armour was a dark red colour; while his underbody suit was the same shade of red as the sand. His close cropped hair and scruffy beard were also red; and his age appeared to be somewhere in the vicinity of forty to forty-five years of age. Dried red blood covered the whole right side of his face and neck. An ample supply of red mud and sand finished off his attire. ‘Hmm, what’s your name soldier?’ asked the commissar getting down on her haunches. No reply. ‘Tabac stick?’ asked the commissar offering the prisoner one of the nicotine laced cylinders. ‘No ma’am. Don’t smoke,’ replied the prisoner. ‘Whoa, that’s the most he’s spoken since we captured him!’ exclaimed Demin. ‘I’ll ask again, what’s your name?’ said the commissar lighting the tabac stick for herself. ‘Sergeant First Class Rokken A. Tamaguchi. Ident number 456-789-22010,’ he replied looking at the commissar with his one good eye, the other having been glued shut by dried blood. ‘Unit sergeant?’ The prisoner took in a breath, coughed, and grunted out, ‘2nd Platoon, Bravo Company, 1st Battalion, of the 7th Mu’gulath Bay Regiment.’ ‘I guess it takes a commissar to get these traitors to talk uh, ma’am?’ said the sergeant. The prisoner turned and glared up at the sergeant with his one good eye. ‘Got a problem heretic? Want a boot up your arse?’ shouted Demin getting ready to kick the prisoner. ‘Hold on sergeant!’ shouted the commissar with the tabac stick still between her teeth. Getting up, she shooed away the small crowd of guardsmen who were gathered around the prisoner. Then pulling the sergeant aside she asked, ‘So, Sergeant tell me What-the-Throne is going on here?’ The sergeant straightened his back and looking off into the desert said, ‘There was a firefight. We over ran their position. Shot all the survivors, including the wounded. Then two hours later this heretic here…’ Demin pointed at the prisoner, ‘…Comes staggering out of the pile of dead bodies holding his head in his hands. He’s gibber jabbering away in that Blue-fish talk, “Tiki-tak ching-chang-chong oola-la-la!”. So we gave him a rifle butt to the stomach, bound his hands, and sat his traitorous backside on the ground.’ ‘Did you interrogate him?’ ‘We tried. But he just wouldn’t answer. So we gave up figuring he didn’t speak any Low Gothic.’ ‘Alright before we do anything else, let’s get him cleaned up and have the apothecary medic look at his wounds,’ said the commissar waving over the medic. ‘You said he was shot, does he still have any open wounds?’ ‘No, ma’am. He’s just got a one big old scratch that runs around the top of his head…’ answered Demin catching a helmet tossed to him by another guardsmen. ‘…Here’s his helmet. See the bolter round entered just left of centre; but then it was deflected around his head, and exited the same hole it made coming in. Bet he’s got a helluva headache right now!’ ‘Get me Lieutenant Mahin, and post a guard so that no one “accidentally” shoots the prisoner,’ said the commissar taking a long drag on the tabac stick. ‘He’s a curiosity. And I want to find out what’s his story is.’ ‘Yes ma’am.’ Astartes and Guardsmen, Inquisitors and Tech Priests, Soroitas and Voidsmen! Today in this dark hour where Papa Nurgle seems to have the whole world in his festering and putrid grasp; what is needed is good rip roaring story of heroism and daring-do! Therefore, I present to you the story of one Sergeant Rokk A. Tamaguchi and a platoon from the 1012th Cadian Regiment. I hope that this story will give you pleasure as you hunker down to wait out these grim-dark days. Here is the link to the complete story: Once a Cadiian, Always a Cadian You made view the story directly from DocDroid, but you'd probably enjoy it more, if you download the pdf file. Then you can read the story via you webrowser, Adobe Reader, or in Adobe Digital Editions. Then you can upload it to your iPad, Tablet, or Smart Phone! Note this is my first post on the premier website for Warhammer 40,000 fandom in the galaxy: The Bolter & Chainsword. And I hope that I will do all of you l credit here on the forum. Suspicious Blue Mind PS For our North American readers, I use UK spelling and grammar. So if something seems a "bit off", that's probably it. SBM
  14. What's this? A new army? Lord knows I shouldn't but here I am anyway! This will (hopefully) be a plog for me to update semi-regularly (which I am defining as more regularly than my dawn blades plog in the forge, which hasn't seen an update since the last iron gauntlet), for my Cantorellian 23rd (plus attached assets). The initial details of the regiment can be found here, but I figured this would be a good place for the models. So, here's a couple of models I painted a few years ago, that are the basis of the Cantorellian 23rd. The Squad, with a plasma gun and sergeant. The sergeant, with a space marine arm and a chopped-up lasgun for a laspistol. The idea with the camo is that it's ocean/beach camo, but as I'm not military I have no concept of what is actually functional camo, it just looks cool. Hopefully looking to spend a decent-ish amount of time here in the barracks.
  15. Die Hards: Eleventh Hour Squad Disposition "Judge" Platoon Commander "Nearly" X "Scarlet" (Steel Company) Former Storm Trooper | Character Sheet "Lughead" (Fenrykus) Ogryn Heavy Weapon Specialist | Character Sheet Walker Lughead's Companion "Stimms" (Beren) Medicae | Character Sheet "Wide-eyes" Stimms' Companion "Whisper" (Wounded) "Dagger" (Wounded) "Toaster" (DEAD) "Twelvetoes" (DEAD)
  16. I love the Imperial Guard. I love the variety of character between regiments. I love the sheer grit and determination that characterizes their existence. I want to make a hundred Guardsmen and Guardswomen, with each one representing a different regiment. I don't want to make a hundred differently colored Cadians, I want these guys to embody their own cultures, their own histories, their own specialties. So I'm starting off with three WIP Guardsmen (and I have another three regimental examples finished in my Hall of Honor thread here). Without further ado: Attteri Chosen Thakto Rangers Salachar Heavy Infantry So right now I'm at 6/100. I'll keep you guys posted. If anyone has some specific third party conversion pieces that they would like to see used please let me know. These three examples have been made using a mixture of GW, Mad Robot Miniatures, and Victoria Miniatures pieces - I've also used Pig Iron Production pieces on some of my guys in the Hall of Honor thread.
  17. I have questions in relation to Brood Brothers units, mostly in relation to the Militarum Tempestus. Does it make lore sense to run Brood Brothers Tempestus? Is it actually possible in the rules to run Brood Brothers Tempestus, and how would that function with the Tempestus having a fixed <REGIMENT> keyword but only sort of? Assuming 1 and 2 are valid, do I want a squad of 10 Tempestus Scions or a squad of 5, a Command Squad and a Tempestor Prime? Assuming 2 is valid and the MILITARUM TEMPESTUS keywords on MILITARUM TEMPESTUS datasheets get swapped for BROOD BROTHERS, can any BROOD BROTHERS INFANTRY model that isn't an Ogryn ride in a Taurox Prime? Assuming 4 is false for one reason or another, do I want to build it as a regular Taurox instead of a Taurox Prime so it can carry an Infantry Squad if I want it to? What happens when I take a 1CP Detachment for Brood Brothers? Does it make lore sense to run Commissars for Brood Brothers? Assuming 6 is valid, how would you model Commissars for Brood Brothers, using the existing Officio Prefectus Commissar kit (the one that comes in the Start Collecting! sets for Tempestus and Cadia)? Do Cadian and Tempestus kits have the same heads (i.e. compatible with Brood Brothers upgrades)? Do Brood Brothers Troops gain Objective Secured?
  18. Hi all, As mentioned in the other thread, I have the ability to run a game of Only War to supplement and diversify the offerings in this sub-forum. Unlike the adventures of Blackthorn and Swordhand, which is a lumbering and hugely-detailed campaign, the intention is for this to be a relatively short and bloody one-shot focused around the exploits of an Imperial Guard Penal Legion. Players will take the role of Penal Legionnaires, ranging the gamut from scoundrels,rogues and wrongfully-convicted heroes to maniacs, madmen and murderers. Their lives are cheap, but they will be spent in the Emperor's name. I have a plan for character creation and will share that once this gets going, but this is a thread to gauge interest. I can ideally run this game with 3-6 players. If you're new to FFG's games or unsure of how the rules work - or don't even have access to the Only War rulebook, then don't worry - you will be given everything you need to know! Please let me know your thoughts, Mol.
  19. Dataslate: Planetary Information Dump, Civilized Moon Verliaus Verliaus appears to be solely dedicated to it's academies and as such has built what terrain features had not already formed naturally. A terrestrial moon famous for its deep valleys and gorges and its meadows of luminescent flowers. There are no distinguishable continents, and all the moon's rivers flow into a single ocean in the western hemisphere. On the opposite side of the moon to the ocean is vast, unbroken desert. The most successful creatures on the planet are large burrowing arthropods. Orbiting Tarakon is the Civilized Moon of Veralius, whose surface is studded with the many edifices and colleges concerning the academia of war. The people of Veralius have long been tied to Tarakon for which they orbit, and they too have taken upon many aspects of the Wyrm. They have sought to embody its natural keen intellect and wisdom, as well as its merciless ability to slay all those who offend its honor. To this end, Veralius has long been a source of additional warriors for House Fáscha, separate from the House and its traditions, but highly valued nevertheless as cunning scouts and keen warriors with which to defend against the dark predators slinking form the void. With the arrival of the Imperium, Veralius built across its landscape renowned colleges and institutions of war, its peoples immersing themselves in the arts of battle and the warrior ethos of the Wyrm. The Adminsitratum quickly built Schola Facilities up from these war colleges, again separate from the peoples of Tarakon, but drawing upon their hard-earned wisdom. Soon Veralius became a major School facility in the region, producing many fine officers, beauracrats, sororities, commissars, and storm troopers gathered from the orphaned scions of the Imperium. Yet still the Veralius war colleges produced their own soldiers with their own proud lineage and killing edge. These warriors became known as the Veralian Lunar Venatorii. Each a warrior-born, trained from childhood by the warrior colleges, with the ethos of the Wyrm and a love for the Emperor becoming their creed. Mjorn did not fall to noticed these proud and capable warriors, and again seized the opportunity. From Mjorn, the lunar Venatorii would be given the best of wargear, and outfitted with war machines to full enable them to act as keen scouts and relentless hunters as instilled upon them by their long cavalry traditions. Yet instead of the horses native to Veralius, these mounts would be of metal and smoke and fire, and mount mighty weapons of death. Mjorn would also instill in them an appreciation for the technological theatre of war, and soon the War Colleges taught selected students to act as the Vox-Adepts, masters at manipulating vox systems to help allies and to hinder the foe. After all, a foe that is blind, deaf, and unable to speak is much easier to hunt and slay. Mjorn would frequently also send Transmechanics, either at the request of the Munitorum or of their own volition to aid the Signals and Communications companies of the Venatorii, bringing their own secret and arcane knowledge of communications systems to occlude the senses of the foe and to improve their own. The Lunar Venatorii would swiftly begin sending troops to aid the forces of Mjorn and House Fáscha in exploring the fringes and the wilderness, although plenty of capable and determined warriors were left for the Munitorum’s tithes. Those that were tithed were raised to form the Veralian Lunar Venatorii Cavalry Regiments, where their honed skills, warrior ethos, top-notch equipment, and knack for reconnaissance and vox-warfare would make them highly capable, and much sought after, forces in the eyes of the Munitorum’s General’s Staff. The War Colleges of Veralius do not just produce the able warriors of the Venatorii, however, from prestigious schools also come forth elite pilots. These pilots serve to protect Veralius from attack, and are also prized support for Mjorn’s Explorator Fleets. The Administratum is also keen to capitalize on this resource, and these pilots are selected and raised as Aeronautica Imperialis Wings, flying their aircraft to defend the Imperium. The local Munitorum prizes these elite air wings greatly, and it is not unusual for the Munitorum to take advantage of pairing them in theatre with the Lunar Venatorii, whether it is to be seconded to regiments to create Air Cavalry Regiments, or to fly independently to offer close air support. Where the Warriors and Pilots of the Veralius War Colleges bought make war, the foe is sure to fall.
  20. This has been a project that started a decade ago, died, and has now been resurrected! THE DESIGN Back in 2009 on the TauOnline forums I started an Imperial Guard list that was themed off the Tallarn battle group "Desert Fox". This incorporated the 95th Tallarn infantry, 688th armoured division and 212th artillery regiment (This time they'd have fuel for the tanks!). A 2000 point list was built around 5th edition rules and the models out of the battle force box sets (being economical). As I was purchasing these, GW either changed the composition or discontinued them so I had to go to third party sellers to get them. Without going into that saga, it resulted in a fraud investigation, internet detectives and an eventual refund of ~$300. I had managed to get one Battleforce box, 3 Chimeras and Heavy Weapons team from another supplier. The genesis of the idea came from this model. I have no idea how it came into my possession (likely in a bulk bits bag purchase, I ended up with two!), but it formed the basis for the eventual colour combination. The painting template is: Cloth - Karak Stone Armour - Tallarn Sand Leather (pouches, shoes etc.) - Balor Brown Handles, Grips - Mournfang Brown Bare metals are Leadbelcher with Nulin oil All models are washed in a 3:1 mix of Lahmian Medium & Seraphim Sepia, and highlighted accordingly. I used to have a set of old citadel inks that I used to wash models in, with the new shade range it's made painting so much easier. They are all undercoated with a spray of Wraith Bone (couldn't find any white under lockdown). What has made this project so much easier is Games Workshops introduction of ready made air brush paints. The best part is they have Karak Stone. It feels like I am cheating. All the tanks are to be painted in Tamiya TS-46 Light Sand sprays. It's a lot lighter than the Tallarn Sand, and gives them a nice contrast to the rest of the models. I did experiment with Tamiya TS-3 Cark Yellow as it is closer to Tallarn Sand, but the colour temperature is quite different (cool vs warm). THE PROJECT LIST The following is the list that was created back in 5th ed. Since a lot of points have changed value and with 9th ed. coming soon I'll reassess the list to make it playable if need be. But as mentioned above it was built of buying the most economical Imperial Guard sets. In total there will be 100 individual troops and characters, and 7 vehicles to build and paint. I've highlighted what I have in green and what is to come. HQ Company Command Squad Lord Castellan Creed 1 Veteran equipped with Regimental Standard 1 Veteran equipped with Vox-Caster 2 Veterans equipped with Plasma Guns 1 Bodyguard equipped with Laspistol & Close-Combat Weapon (Apparently these don't exist in 8th ed.) Dedicated Transport: Chimera Armored Transport equipped with 2 Heavy Flamers Elites [TBC] I did have a character in here that was a desert themed Sly Marbo to fit that infiltration theme but haven't included it in here as it doesn't fit a legal list. I do have an old school Tallarn pewter model that I will be converting. Stay tuned for that model. It may form a kill-team style squad. Troops Infantry Platoon Platoon Command Squad 1 Platoon Commander equipped with Laspistol & Close-Combat Weapon 4 Guardsmen with Lasguns 1 Commissar 5x Infantry Squads 1 Sergeant equipped Laspistol & Close-Combat Weapon 6 Guardsmen equipped with Lasguns 1 Guardsman equipped with Plasma Gun 1 Heavy Weapons Team equipped with Autocannon 2x Special Weapons Squad 3 Guardsmen equipped with Flamers 3 Guardsmen equipped with Lasguns 3x Heavy Weapons Teams (Lascannons) 2x Veteran Squad 1 Veteran Sergeant equipped with Laspistol & Power Fist 1 Veteran equipped with Lasgun & Vox-Caster 3 Veterans equipped with Lasgun 3 Veterans equipped with Meltaguns 1 Veteran Weapons Team equipped with Lascannon Dedicated Transport: Chimera Armored Transport equipped with 2 Heavy Flamer Fast Attack 1x Scout Sentinel w/ Autocannon Heavy Support 1x Leman Russ Vanquisher 2x Leman Russ Battle Tank 1x Basilisk
  21. Greetings! Long time lurker of this part of the forum. I have my lair in the Dark Angel-section, but I've been working on various projects unrelated to them. Since I'm not interested to keep making new threads for every new faction I delve into, I'll concentrate them all in this place. Expect projects on Dark Angels, Consecrators, Goliaths (Necromunda), Guardsmen (KT) and some Imperial Knights (for fun). More projects depend on how bad my self control is. Since it's the start of a new thread, some pictures of the current collection are in order. I'll post them up when I get the chance to make some pictures. I'm a mediocore painter and a terrible photographer, so please don't be too harsh First up, the lads who started it all. I haven't painted Dark Angels for years. My side project of the Consecrators grew out to become my main project, dwarfing my current force of the Green Lads. They're still in my collection as extra's, but they're more or less finished, since I have no intention to paint more Dark Angels. My very first model! All of the Greenwing. And my Deathwing More to come!
  22. From the album: WIP Units

    A WIP of a Astra Militarum force, not a great image. I'm not great at photos and lighting. If I had a better light source and white background this would (in my opinion) look better
  23. Rogal Dorn #1. Casting Defect Texture. Previously I laid down the Tamiya putty texture, and added some brass handles. I lost my metal files somewhere... so the flame cuts still need re-working. Using various files, sandpaper, and a hobby knife creates a varied texture. This is too uniform. I'll either re-work it, or hit it hard on Rogal Dorn #2. In law, legal briefs are never done, just due. Just the same in Hobby, there's always more to do--but, I need an army ready for 10th edition upcoming this summer. But, this might be an easy enough fix. Also, I should have made more brass handles. More customization is always better. In some ways this is just an opportunity to experiment and figure out what should be on the next Dorn. Yes, I bought 3x. Under coat/Primer. Since I'm using Tamiya, which has great coverage, I'm not really anticipating much of the black and white from an under coat will show through. I've seen some use a splotchy, uneven black/white/grey as an undercoat. This creates a very interesting complexity to the paint job. I went instead with white on the raised surfaces, and black in the recesses. I used vallejo white and black primer. I suppose I could have also just went all black or all white. I see lots of youtube videos doing all black and it just seems like a tremendous waste of time to build up color over it. But, what do I know - talk me into it. It's all a learning experience. Main Paint. I went with Tamiya Medium blue this time. Usually I do the medium blue followed by a zenithal spray of mixes of progressively lighter blue. Here I just experimented a bit with the undertone to see what it'd look like. It definitely reads much more blue than grey. Interestingly on camera here it looks all grey and doesn't pick up the transitions. Hmmmm. I can modulate that with the oils too. But, I did want to push a bit more contrast on this model. One hard part is being impatient - I should be taping off every panel for each airbrush spray. In failing that there is a lot of imprecision in my light sources. Another hard part is getting the values right. Let's say we've got a nice square panel, and I'm working from light (almost white) blue, down to a dark (almost black) blue at the bottom. Should 80% be the normal blue, with 10% transitions at the top and bottom? Hard to say. The classic misstep is seen in painting black. A sharp edge highlight of grey/blue and you've got a model that reads to the eye as black. But, if you add too much highlight, the black doesn't read the same and you just have a grey model. Oil Paint Rendering. Following Rinaldi's tank art book is what needs to happen next. Little dots of varied oil colors, subtley wiped down with odorless turpentine create great varied surface effects. It also helps smooth out the 'airbrushed look.' It's amazing to me that the 1/35 scale modellers use yellows, magentas, all kinds of colors to subtly change the hue. Anyway, Forgot this step, and going back for it. Also, some white can really help push contrast. It can also help make an aged paint look. It can also do rain streaks (well, an off-white anyway). Lots of fun to be had here. We'll have to separate out various oil stages to make sure the paint doesn't reactivate and ruin the effect. Decals. Ok, Decals these days are awesome. I use microsol and microset, but I see Ak, MIG and other companies all have their own proprietary version now. Maybe they're better. I don't know. Again, I guess this is a warm-up Rogal Dorn. The oil paint rendering/modulation needed to happen before the decals. I got too excited and didn't follow the process. Also should have slowed down for the lore - what specific brigade/battalion are these guys supposed to be from? Then again, uniforms at Vraks don't dictate uniforms in every environment. Chipping. I just used a sponge with some Rhinox Hide for a quick heavy weathering. It's far better with a brush, but very slow. It's also better to use instead of brown, a lighter version of the paint color - here I've got Tamiya medium blue, and I could have made chipped paint with the light blue. I do typically do the hairspray technique for chipping instead of brush or sponge, but again, I just wanted to move this thing forward. Oil weathering. I'll do a wash/pin wash of burnt umber or some such in oil across the whole thing. I also like to add black oil rather thick in controlled points around various panels/parts that might have some oil leaking. Some light rust color also helps blend the chipping. Multiple colors is much more realistic. Pigment powders. I'll be handling the model a lot. Powders will wipe off. They're also hard to see if you apply a clear coat over them--they never look quite right. I think powders will come into play more with mud and dirt in the tracks. Also the exhaust right now is just rhinox hide with a light rust wash. I'd like to stipple lots of oranges, reds, and browns on there. Mud on the tracks. I'll slow down for this. This is a big step, and one people usually go way too far on. Right now I just have some browns on there as a base color. I'll add a lot of vallejo mud effects, then probably a lot of pigments, static grass, and sand to get the right variations in the texture. Maybe I should add some barbed wire too. Tank commanders. I got out an old 1999 tank commander. Man, I don't even remember this guy, I think he was pre-krieg lore. Been in the bits box a LONG LONG TIME. Even if he doesn't look great, it's good to finally use him. He needs some wash and some detailing, but he's on his way. Very tight fit. Uniform 143rd I went in with some tan and black to get some contrast going on the mask. Obviously still a lot of work to do, but it's starting to read a bit better to the eye. I stippled some brown and silver on the helmet New Project. Servo skull. I wanted to improve the display board in everyway I can. Part of that is the overall presentation. I've long thought Candles, symbols, and daemonology books would be great alongside an Inquisition army. Test tubes and medical charts might be great for Tyranids. Maps and operations orders I think are on point for for astra militarum. But, I want to make it more in universe. So, I'm working on a servo skull. If I knew more about Arduino and programming I think some really cool things could be done with special effects on this - motion tracking, lights, sounds, etc. I even found Halloween tutorials! But, realistically if anything went wrong, I wouldn't know how to trouble shoot it. It could be another $100 dead-end. Still, there's something to be said for pushing my abilities and trying new things. In fact that's a huge driving force of my last two years at Adepticon. For now I got cheap pipe fittings, hoses and cables, and fake plastic spikes for a halo. Lots of completely unanswered design questions here. No idea how to make the eye-pieces yet. Is this going to be much more difficult than I thought? Maybe. I need to look up some tutorials on servo skulls. IF I can figure out a servo sweep program for Arduino, I still have the laser line from my aliens project last year that never panned out. I was thinking I could have the laser line sweep over my army list, like the skull is reading it or something. Of course I'd still have to figure out how to fit the laser and servo into the skull... The problem is the skull I bought is much more detailed and awesome than I anticipated (very cheap on amazon). And, to have such detail, it requires thicker harder resin. So it'll be a pain to mount things on. Lots of heavy drilling work ahead. A cheaper plastic skull would be much easier to work with, but this thing nearly looks real. I wonder if I should try scribing latin phrases into the skull?
  24. Warhammer 40k Zeppelin... So, the Rob Hawkins blog entry from 2013 (appropriately entitled "Oh the Humanity") really remains the key inspiration. Length You can see it's actually fairly big. It's also then a pain to transport on it's own. Lots of fiddly bits on the bottom. Unfortunately I also wanted double heavy stubber emplacements on the top, matching old WW1 artwork. This doesn't really work for transport. It needs to lay on one side. And though it does stand upright... I also wanted to add a left to right rudder (presently I only have up and down). I suppose again here that if I were to keep the project sectionalized/modular then separate pieces could be transported and put together at location. If (a big "if") I make a bigger one, I'd certainly figure out a way to make it in separate sections. Texture Here is one area where I departed from the inspiration. I tried to paper mache a texture, or more specifically a cloth mache. So I got some cheese cloth and used wood glue. The cheese cloth was too unwieldy. It streches when cut, and doesn't like being cut to the point it clings on stretches out in unexpected ways. In short, it worked, but was really uneven. Fixing it was going to be a terribly long endeavor. On a whim, I'd previously thought to look for athletic/cloth tape, thinking that would make it easier to cover gaps. This however turned out to be the better solution for the whole blimp. It's hard to cut really uniform lines on the curved rear and front sections, but it's good enough. Also, 100x easier than cloth mache. 100x. Lines. I wasn't sure that I really needed to run a pattern of supports like the Hawkins blimp. Also it was going to take a lot of time. I decided to just run a few lengthwise, and abandoned the plan to run them widthwise too. In the immediate run up to Adepticon there just wasn't time. I used evergreen #175 styrene strips (square shaped). I did this instead of balsa, as I found much the same as in the Hawkins blimp that balsa just didn't bend well. To be sure, styrene also doesn't like to bend too much. It was a pain to glue. With more time I'd have run some caulk down each lateral styrene strip to blend it in more with the texture (glue spots are obvious at present). Engines. Part of where this project came from was seeing the engine bits on that new ork buggie. Shokk jumpa or whatever. I saw that and thought I could make a blimp engine. An odd thought, but it stayed with me. Notably, styrene is not really that strong, so this design is not recommended. Some kind of brazed brass cage would be much better. The Sharpie marker design isn't necessarily what I wanted, but it was in the ballpark, easily reproducible, and saved me several hours of custom fabrication on each engine. I'd imagine many household items might have stood in here just fine - small bottles or travel bottles. The fins are from RC/drones, I found on ebay for fairly cheap. Steering. The old WW1 artwork had some really cool designs for steering, that wouldn't make much sense with modern innovation. But, 40k isn't about engineering efficiency, it should look a little crazy. So we're doing four fins - elevators controlling pitch, up and down. I'm not a pilot. I'm learning this. This was a bit of a catastrophe to get straight and aligned. Brass rod and plates might have been much stronger and reliable. Also, it still needs a lot of detailing. I'm not satisfied, but i'm out of time. Painting. I wanted grey, I think, but didn't have any on me in the time crunch. So, I went green. I then realized I had created a giant pickle. Facing a literal and metaphorical pickle, I went and found some brown and black. So, camo it is. In hindsight I should have sealed the whole thing with a spray varnish first as the cloth didn't take paint well at all. Also, since it's so big, I just used craft paint through the airbrush. This is not really a great way of doing it, cheap though it may be. I think a couple of cans of spray paint would do just fine. I should mention since this is foam... I did worry it would melt with spray paint so that was a limiting factor I did consider (but I'm not sure what all melts this particular foam and it certainly could work - I just couldn't risk melting my project this far in and days before the tournament). Burning the midnight oil!
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