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  1. Heeeeeey Everybody, with the advent of ETL I've decided to open my own ETL plog. So, some background. I've been collecting for several years, playing off and on as I've found time/opponents. Space marines were my first army, and my first model was a land raider redeemer. It took me a year to build and paint the bloody thing (chassis assembly, mainly), by which point I had painted at least a few other models. Soon after, necrons followed, led by a catacomb command barge. Soon after, they expanded, then everything kind of hit a halt for a while, both marines and necrons, but my love of lore-writing certainly did not. Somewhere in here I discovered the Bolter and Chainsword, joined, accidentally...well insulted isn't right, but had a very awkward moment with a mod, attempted the Iron Gauntlet (we're still waiting on that judgement, Olis, if you see this), and then that took me to day. Dark Imperium was purchased when it came out, which prompted a flurry of new lore-scribblings about my chapter and the primaris, painted up, and has mostly sat dormant for lack of games to play. ETL has inspired me to majorly expand my necrons, with a possible out-of-competition marine vow to finish a half-painted unit. I'll try to be documenting everything from here on out. Photos of my collection in detail will follow, for now i will post my 'forum Christmas card' for a majorly out of focus shot. Anyway, here's my current WIP progress vow for ETL. One single character, this is my Deathmark Vizier Rezak the Executioner. I'm rather proud of the conversion work I've been able to do on the model, despite the fact it's mostly been done on his gun XP. I won't always think to update this in future, so some prodding from anyone who reads may be helpful. Cheers, D-P Lenoch.
  2. "Everybody hold on!" yelled the driver, and the occupants of the Chimera felt themselves thrown around in their restraints as their driver began to take evasive action. The IFV shook as an impact rattled the ground--T'au munitions, to be sure. "All platoons, report in!" Captain Burke half-yelled into his mic. "First Platoon, no casualties, sir!" after a few seconds' delay. "Second Platoon, all accounted for, sir!" "Fourth Platoon, we've lost a squad but we still have our heavy guns!" "Fifth Platoon, this is Sergeant First Class Evenson. We lost our command track, but otherwise we're fit for fight." "Third Platoon, come in! Third platoon, report!" the captain asked. His adjutant grabbed his arm. "Sir, third platoon was leading the formation. There's no chance they survived if the T'au volley targeted on the center of our line!" The captain slammed the receiver down into its cradle. "Emperor damn it! We can't lose a fifth of our firepower and expect to win this!" "We can if we contact the Firepower, sir!" the lieutenant shouted. Burke nailed Hartmann with a glare. "And if I do that we surrender all the glory of this battle to the Dawn Blades. Except that damned crazy Apothecary, none of them have a stake in this. These frakking Tau have cost the Guard a lot of good men and I'll be ashamed to go to the Golden Throne and tell the God-Emperor we failed to exact vengeance for them. The Astartes stay in orbit! Now get me the Colonel on the line! We have our own elites and I intend to use them! And find out where the hell our sentinel support went off to!” "Aye Aye Captain!" Lieutenant Hartmann turned to his communications officer and began to contact Regimental HQ to see about acquiring some Scion support, and the accompanying air support. A short company of mechanized infantry against a numerically and technologically superior Tau battlewing. It hardly seemed fair. For the Tau. =][= Cantorellia=][= Captain Broklaw hunched his Sentinel down below a wall, dropping the frame of his combat walker out of sight. Volleys of light speared over his position as a hail of pulse fire came his way. Glancing down at his tac net, he could see that the fifth company was strung out behind him in a loose formation, their walkers dodging under fire. Smoke trails and tracer rounds denoted their return fire. Taking several seconds to reorder his thoughts, the captain began barking orders over the vox, instructing his men to prepare for a coordinated assault. After a count of five on his vox, the Captain's walker sprung from the ruin along with seventy-odd other light combat walkers, guns blazing. While the Tau Shieldwall had been well sited to defend against an attack, it was manned to only repel probing attacks and provide a warning in case of a concentrated assault. Such as this one. Just because the Cantorellians had been cautious on their approach didn't mean that they didn't have the means to break this defensive line in a matter of minutes. Volleys of missiles and light beams lanced from his troops' weapon mounts, and the gunrig that formed the left anchorpoint of the line shuddered and then exploded as a lascannon beam found a reactor and detonated it. With the gunrig destroyed, the Fire Warriors manning the wall began to fall back, executing smooth movements that would have put a group of Cadians to shame as they executed their retreat. The right gunrig continued to fire on automatic as it was abandoned, but a second volley of rockets silenced it as well, blowing the railgun off of its mount and destroying its hover-plates. As it died, however, it began to hiss a light green vapor, which the Captain instantly recognized as the deadly chemical weapon the sept had deployed some fifty years prior, and which had killed uncounted millions of guardsmen and a not inconsiderable number of Astartes already. Fortunately, despite its lethality, it was still a gas, and there were certain countermeasures against that. "CBRN protocols, now!" Canner shouted into the vox, sealing his Sentinel's vents as he did so. Screens flickered on and provided him a camera view of the battlefield, with a targeting grid for his laacannon overlaid on top. He didn’t like the techheads much, but they certainly knew how to coax the most out of a machine’s spirit. Within the next several minutes, Fifth Company had destroyed the remains of the shieldwall and run down the surviving infantry—mechanical walkers moved far faster and just as agile as foot-bound troops did, and the Fire Warriors had brought little anti-tank weaponry. There were a few casualties here and there, with lucky shots from pulse rifles finding joints or ammunition feeds, but on the whole the operation had been executed within excellent parameters. After the mop-up, Captain Broklaw called the platoon commanders together for a brief meeting. “Alright people, we’ve got our outflank. Now it’s time to support the Third’s assault. Second and Third platoons, you take the left echelon. Fourth and Fifth will be on the right. I’ll take first platoon and drive the spear. Relay the news it down the line, take a quick break and reload your weapons, we move in three. Third company’s got little time left before they hit the Tau lines. Any questions?” “No sir!” Was the general response. That was good. Everyone had been extensively briefed on the mission prior to departing on it. If anyone had had any questions, there would have been...problems. Two minutes and thirty seconds later, the entire company, minus three damaged or destroyed sentinels, was on the march again into the plains. =][=Cantorellia=][= The vox hissed as the Valkyrie gunship rattled through the air. Captain Jameson smacked the receiving button, opening the line. “SEAL team here,” he screamed, his voice cutting through the engine’s roar. “Captain, Lieutenant Hartmann with Third company, we’ve got some T’au arse we’re fixing to kick, if you and your team would care to join us. We’ve lost a platoon in the charge and could really, REALLY use a hand with manpower. Colonel’s already authorized your deviation from your current target. The Captain checked his datapad and saw a pending message from Colonel Zenara. “Lieutenant, I’ve got the approval right here. We will divert in thirty seconds. You and your commander will have five cans of whoop-arse in four minutes, fifteen seconds. Transmit your attack plans to my pad. Jameson out.” He cut the connection and opened another one to his platoon. “Alright ladies, we’ve got a hot drop coming up here in a couple minutes. Rack your slides and saddle up, people. You have four minutes to get ready, and then we’re in freefall to kill some xenos. Ride the waves!” “And die upon them!” Came the echo from his command squad, and across the vox. It was the traditional SEAL battlecry, rallying cry, and generic morale yell, and it never failed to bring a savage smile to the Scion commander’s face. He stood up and attached his hook to the drop rail, and cut the connection on the vox. “Alright boys,” he said, turning to his command squad, “looks like we get a chance to spill xeno blood today.” He drew his sidearm and gave it a quick once-over, double-checking that the powerpack was connected properly, before pulling his power sword out of its sheathe just enough to ensure it was there. “How many bluies we killing today, Captain?” Asked Staff Sergeant Piers. “As many as you can gun down with that plasma gun, Piers, and then some,” the Captain promised. “We all buttoned up, boys?” A round of resounding ayes answered his inquiry. “Alright then!” He turned to the ramp and keyed the built-in vox in his helmet, closing the visor as he did so. “Ensign Morgan, how are we for bullets?” “Sir, we have a full load of ammunition and we are two minutes out from the drop zone. Pucker up everybody, you’re going to want to wish you’re going to miss this. I don’t know what kinda flak these guys are going to have set up, but for damn sure what they’ve got is going to hurt bad if we get hit.” “Roger that ensign, I trust your shooting to get us safely to the ground.” “Yes sir,” came the reply. Jameson could hear the prideful smirk in his voice. It was well earned, of course. The only reason Morgan wasn’t a higher rank was due to his typical sailor’s habit of getting drunk and disorderly on shore leave. His combat record was otherwise impeccable, and had gotten multiple commendations for bravery under fire. There was a reason he was the Captain’s preferred pilot. =][=Cantorellia=][= Shas’Vre Me’lek Des’mon kept an idle eye on the skies above as his contingent of Hammerheads fired continual rail gun blasts against the horizon. The Gue’la tracked machines were coming across the field, belching smoke from smokestacks and smokescreen grenades. “Shas’el,” he asked, glancing down into the body of the hover tank, “when will the Gue’la be in effective range?” “Two minutes, sir,” his subordinate answered. “Very good. Continue firing as you have solutions. Release the drones from their mounts when the Gue’la come in range.” “Yes sir.” The Shas’Vre looked at the sky. Suddenly, there were some...what were those specks, exactly? And were they...growing larger? What the hell were those? =][=Cantorellian=][= Captain Broklaw smirked as his company emerged from the tall grasses. Whoever the T’au commander was, he was stupid for trusting another commander for protecting his back lines. Fifth company had blown through that defense line like it was nothing; but had it been connected to his own command he would have had warning of what was coming. He didn’t have that now. He keyed the command vox and let it cast static on the line four times, as had been prearranged with Third company. He then switched back over to the company vox and let out a ululating yell. It echoed back across the vox from a hundred xenocidal troopers as the company broke into a run in their walkers. Cries of alarm came from the Tau lines as their tanks and gunships slowly swung around to face them, as well as a swarm of drones arising from various locations across the battle line. A hail of gunfire rose to meet them as the Cantorellians advanced into a slowly increasing patter of pulse fire. For the most part it splashed off the armor, but some walkers took enough damage to put them to the ground. The trio of Hammerheads finally came about and began to open fire, their railguns sounding off bolts of death. A Devilfish caught several lascannon shots and caught fire before crashing into the ground and carving a furrow several meters long before exploding. As the firepower became too intense, Broklaw gave the order to scatter. The platoons broke away from each other, putting distance between them to avoid being caught in a crossfire. Once they were properly undercover, Candon Broklaw laughed as the armored first of the Emperor crashed into the now-turned T’au lines. =][=Cantorellian=][= “Alright, drop the ramp in three, two, one!” “For Cantorellia and the Emperor!” Came the battle cry as the sergeant’s men charged out the back of the Chimera. They rapidly took up defensive positions and began to open fire on the Tau lines. Whoever the commander was, Gunnery Sergeant Rainwater reflected as he shot a Fire Warrior in the back, he was an idiot. =][=Cantorellian=][= The wind howled around the Captain’s face as he hurtled toward the ground. HALO insertions had been a favorite of his ever since he’d first jumped out of a Valkyrie. When he was 150 meters up, he triggered his grav chute and felt himself be yanked up as gravity lessened its pull upon him thanks to the techpriests’ works. He drew his weapons as he reached fifty meters, and at five he killed the pack and cut a Tau clean in half with the downstroke of his sword. His command squad landed around him and promptly opened fire, scything down a fireteam of breachers who were caught off guard. A hundred meters away, third squad closed in on a Hammerhead and managed to get a melta bomb up something approximating a tailpipe, with a few plasma shots into the main gun for good measure. As a result, it shuddered twice before crashing into the ground, useless. Under a triple-pronged assault of mechanized infantry, several Sentinel troops, and the SEAL platoon’s firepower, the T’au line was quickly being crippled. Eventually, however, the T’au managed to get their lines in order, and the hovertanks managed to find some cover from the attacks. What ensued was a long, drawn-out firefight, with reinforcements trickling in for both sides over the span of two hours. Additional SEAL squads and Valkyrie air strikes against the T’au lines were counteracted by T’au air strikes and a few Crisis teams that were in the vicinity. Eventually, though, despite close to ten percent casualties, the Cantorellian forces managed to win the day. The commanders of the three strike teams came together to conference once the battle was over. =][=Cantorellian=][= Shas’El Me’Lek Al’wra double-checked his fusion blaster. He was eligible for a more advanced battlesuit, but the stealth capabilities of his XV-25 as well as the weapon it carried had been his preferred weapon for a very long time. He’d just gotten word that a batch of Gue’la regulars had broken one of his key defensive lines. It would require retaking. Allowing the breach to remain would threaten a key supply line, which was of course the reasons the Gue’la had attacked there. There was also the matter of the Gue’ron’sha force. Too many targets had already been destroyed by their forces. But he would deal with that after destroying the Gue’la regulars. =][=Cantorellian=][= Captain Burke quickly took command of the meeting—which he held in his command track—though he spent much of it moaning and muttering under his breath as a medic tended a pulse burn on his upper left arm. “Alright men, we’ve got our breakout. Regiment wants us to hold this position until the irregulars can get here and fortify the area, which means we have two days for the PDF to get their arses in gear and march in here. Captain Jameson, the colonel has authorized one squad of your platoon to remain behind and bolster our lines. The rest of your team is free to go and carry out the operation we diverted you from—would you stop that?” He snapped at the medic, who had just applied an antiseptic wipe to the wound. “Sir, if I don’t clean this the wound is going to get infected.” “Do you have to clean it this minute?” “If you don’t cooperate I can and will sedate you, sir, so that I can. If you want to keep operational command, you will allow me to do this right now.” “Fine.” The captain turned to the map table in front of him. “Candon, I want two platoons out as pickets, one platoon in reserve for mobile fire support, and your other two platoons anchoring our flanks.” He pointed on the map to indicate the ends of the line. “My company will array themselves behind these ridges, using the craters and wrecks as cover where needed for our Chimeras. Unfortunately, we’ve taken some serious casualties, so we’ll have to be concentrated somewhat to prevent a weak spot in our lines.” Candon leaned over the table, and looked at Captain Burke. “When can we expect reinforcements from regiment?” “First company will be arriving tomorrow night, about ten hours ahead of the PDF,” Burke answered. He quickly consulted his datapad. “And if we absolutely have to, there is a squad of Astartes assigned to our regiment who can be here in two hours by Stormraven.” “But if we do that we admit we’re not strong enough to handle it, or isn’t that right, Captain?” commented Lt. Hartmann. He was given a slap to the face for his troubles. “Lieutenant, I believe you have duties *elsewhere*,” the captain growled. “Aye sir,” muttered the Lieutenant, rubbing his bruised cheek as he left. Burke groaned as the medic finished bandaging the wound. “Alright sir, if you need that dressing changed, come see me. And if I see you outside of a chimera during a firefight for any reason except escaping it’s burning hulk, you and I are going to have problems,” he threatened. “Ahh. You’re dismissed, Corporal.” “Aye sir,” he said with a salute. The captain returned it with his left arm, his right occupied in a sling. “What sort of chemical measures can we expect, Captain Burke?” Broklaw asked. “We’re expecting the Silence at a minimum, and maybe some other experimental weapons as well. Tell your men to keep their masks on them at all times. One whiff of the stuff and you’re dead.” “Understood. I’ll have my men stay in their walkers as much as they can.” He replaced his cap upon his head. “I’ll have my boys start spreading out, but if you’ve got a tech priest or two laying around I’ve got some troops could use the help.” Burke nodded. “I’ll see what I can do. Captain Jameson, do you need anything before your rides come pick you up?” “No, I think we have everything. Third squad will stay behind with you along with their Valkyrie, Captain, and they’ll be under your direct command til regiment decides otherwise. I’ll be departing in fifteen minutes.” With that he departed the command track, joining up with his waiting command squad. “A day and a half for the T’au to launch a counterattack whenever they thrones-damned feel like.” Burke sighed and rubbed the bridge of his nose. He sincerely hoped that Captain Broklaw would be able to scout and screen any incoming forces—it would mostly be fast-attack units, he figured, and mounted units like he had used to break the T’au’s lines. It would be a race of reinforcements. Perhaps he should have held more of the SEAL teams back. He had a hunch by the time all was said and done, he would have liked to have had them fighting along side his troops. Fin....for now.
  3. 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.
  4. 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.
  5. Ok, running on fumes and with no formatting whatsoever, but I finally got commissar Muran finished last night and the slates written up. Let's get started, shall we? HQ. Power: 6 Colonel Zevan Zenara: 70 points points: no: Name M WS BS S T W A Ld Sv 1 Col. Zenara 6" 3+ 3+ 3 3 4 4 9 4+ weapon: range type S AP D plasma pistol 12" Pistol 1 7 -3 1 (overcharged) 12" Pistol 1 8 -3 2. an unmofified hitroll of 1 with this profile destroys the bearer after shooting this weapon. power sword - melee U frag grenade 6" grenade d6 3 No wargear options Abilities: Voice of Command Hatred (Orks): may reroll all hit rolls against Orks Refractor Field Senior Officer Regimental Commander: This Model must be your Warlord, unless an <Imperium> <Supreme Commander> is in your army. This model grants a single Command Point if your army is Battleforged Mechanized Commander: This Model can issue orders while embarked in a <Cantorellian 23rd> or <Cantorellian SEAL Team> dedicated Transport (measuring ranges from any point on the vehicle) and is treated as being within 3" of a Vox-Caster. when doing so, these orders can only be issued to friendly <Cantorellian 23rd> or <Cantorellian SEAL Team> units. Warlord Trait: Old Grudges A consummate commander, and a lifelong mecnanized infantry officer, the Colonel was recently wounded in action prior to the attachment of my company to his regiment for the upcoming campaign. His current augmetic is of fairly high quality, and has not much diminished his reputed swordsmanship skills--which are only fair-to-middling by my own standards, but against his own men and other mortals, he seems to do fairly well. His strategies are also decently competent, or at least not glaringly incompetent. I trust his command instincts, and while a part of me chafes at submitting to an authority other than my Shogun, the more rational part of me makes it clear to me that he is capable of overseeing strategic command of our operations. Commissar Nykkole Muran: 5 power, 60 points No Name M WS BS S T W A Ld Sv 1 Commissar Muran 6" 2+ 3+ 3 3 4 3 9 4+ Wargear: Plasma pistol (see Codex: Astra Militarum) power lance: S+1, AP-3, 1 Damage. This weapon has D3+1 damage if the user charged or was charged this turn Abilities: Aura of Discipline, Refractor Field, Summary Execution (see Codex: Astra Militarum) Bionic eye: this model may reroll a single failed hit roll of one per phase. As I have previously noted in other dataslates, the senior commissar is not overly...anything to anyone in the regiment, except perhaps somewhat harsh. She maintains good discipline of herself and her troops, practices martial exercises as laid out in Imperial handbooks, and keeps mostly to herself. In my few interactions with her--mainly disciplinary in nature, dealing with minor pranks and inconveniences caused by her men--she has been curt, but there is something behind the facade of duty, which I am unable to discern. Perhaps her aide, Lieutenant Cythos, would be willing to discuss it with me or a Scout operative. But then perhaps not. And I have little reason to pry. Techpriest Dak-323/mk12: power: 3 points: 45 No Name M WS BS S T W A Ld Sv 1 Enginseer Dak-323/mk12 6 3+ 4+ 4 4 4 3 8 3+ wargear: laspistol, omnissiahan axe, servo-arm (see Codex: astra militarum) abilities: bionics, Master of Machines (see codex astra militarum) Sentinel Caretaker: when performing the Master of Machines ability, if the Target is a <Cantorellian 23rd> Sentinel, then you may treat a roll of 1 or 2 on the D6 as a 3 (so the model would regain 2 wounds). One of the more field-deployable enginseers the regiment employs. I am given to understand that Dak-323/mk12 (hereafter referred to as Dak-323, or they, by their own request) is one of the few remaining enginseers from the Dolrunus regiment. While they are a capable techpriest, I find that their most pleasing quality is their obesience to those they percieves to be above them in the pecking order. After three and a half centuries of being snubbed by all but a scant few Mechanicus personnel, I find an irrational pleasure in having one show me and my company the respect we deserve. Dak-323 has already, on my orders, effected repairs on thirteen percent of our current armoury, blessed and improved seventy four percent of our armours and weapons, and ensured of their own volition that a portion of fuel and ammunition reserves be transferred in excess of required Astartes-Mechanicus treaty. Of all the Cantorellian troopers and personnel, I think that I find them my favorite (aside from Pvt. Mellenkamp, who is growing on me like some kind of fungus).
  6. I've got my Iron Gauntlet batrep ready to go! I will be sharing a game I played against myself between my Guard and my Necrons. I played somewhat fast and loose with the rules (no dynastic codes, no CP, none of the silly little command protocols, I barely touched orders, i ignored minimum game board size as you will likely see) as this was mostly a narrative game. The two rhinos are proxies for basic-loadout chimerae, which I felt were needed for both balance purposes and lore reasons. But first, lore! -- “This moon is barely habitable to all life, Warden,” grated Disgraced Prince Rakszan. “How are these...hew-mons...making battle upon it?” Cryptwarden Merisekh shook her head. “It is unknown, Prince. Perhaps they have adaptations.” “Adaptations? For a planetoid with a thin atmosphere and radiation blasted? They must be exceptionally strong adaptations. The Necrontyr, they would have died here quickly, weaklings that they were. Tell me, how did your master claim this place prior to biotransference?” “Our master,” Merisekh said, emphasizing the nature of the new relationship between Rakszan and her Phaeron, “Acquired this moon when it was still in orbit of a secondary coreworld and therefore held a stronger atmosphere. 60 million years is sufficient for such things to degrade, especially when coupled with Aeldari interference,” the Cryptwarden spat. “They are truly detestable,” Rakszan agreed. “Still, we must repel these invaders from our lord’s holdings. What appears to be their objective?” Merisekh conjured a display, showing the strategic situation of the matters at hand. “A techno-viral listening strain has confirmed that what appears to be the main thrust of their assault is targeting this secondary tomb complex entrance;” she indicated with a gesture, “and there are harrying strikes occurring here, here, and here.” Rakszan leaned forward from his throne--a vanity, perhaps, but such was a thing all but a very rare few Necron nobles were prone to--and reviewed the map. “Our forces do not appear to be mounting much of a defense.” “Our forces are limited, Prince. Whoever is commanding these hew-mons is intelligent, and grasps well the concept of attacking where the enemy is not. We cannot respond to all of these attacks at once.” “And why not?” he demanded. “Because whatever lord or lordess fished you out of the hyperspace hellholes wasn’t completely in our Lord’s favor at the time, and therefore he was predisposed to dislike you. As such, you were given limited resources, which were in no particular order, two legions, a hunting party, three raiders and a light cruiser, and oversight. That is the extent of your resources, my lord, and if you are incapable of fulfilling our master’s demands then I am well within my rights to sever this partnership.” Her claws drummed pointedly on the hilt of her relic gauss blaster. “Now, if you do not wish to have that happen,” Merisekh growled, “you will listen to my advice like a good noble, and not whine when things do not go your way. “...What. Do you. Suggest.” he ground out. “I recommend pulling our forces away from the outlying defensive posts. They are spreading us too thin, and this mechanized force is capable of smashing through them. A more concentrated stand at the tomb entrance should better allow us to withstand the assault.” She cocked her head. “Of course, even then, you will be required to stand in defense of this complex yourself.” It was almost said as a challenge. “Of course.” He wasn’t going to rise to it, however. Rakszan had enough problems without adding the anger of his watcher to them. And now, the army shots. I may misplace a couple shots, but I think I will largely get them in chronological order at least. I was also certain I had a deployment pic but I guess not. Turn One Guard: The Cantorellian 23rd took the first turn as slaves to narrative. Chimeras advance. Limited Leman Russ fire and sentinel lascannon support kill one scarab. Turn One Necrons: The Necrons advance. The Guard thought they were facing the bulk of the remaining defenders, but they were all deceived, for another entrance to the tomb was made. Another phalanx of necron warriors appeared in the heights above, where ancient ruins once stood. They opened fire, their weapons plinking off the armor of the Leman Russ. Their comrades were more successful, dealing concerning but not serious damage to the chimera with the help of the ascendant prince. The scarabs closed the distance and encircled a Chimera, eating into its armor.
  7. I have updates for my three chapters, some presented as in-universe documents, some not. I have provided links to the initial articles, as opposed to reposting three articles. Thunder Coyotes Record of Interactions with Chapter, Dawn Blades, 'Co-located' Fleetborn Chapter in Area of Operations Envoy dispatched to Battle Barque for purposes of introductions. Envoy received cordially and appropriately, though prevented from full tour of present chapter fleet, excused as current hyperkinetic war footing, with no time for such things. In recompense, a finely wrought power axe is gifted to the Thunder Coyotes, in addition to the typical gifts demanded by the chapter's traditions and an envoy of their own. Thunder Coyote Envoy reports that Ultima reinforcements have been delivered to the Dawn Blades. A degree of classism and a superiority complex begin to assert themselves. Envoy reports that nearly half of initial reinforcement group is discreetly bundled off to the Deathwatch for 'not being up to chapter standards.' Coyote Recce team identifies covert Dawn Blades chapter facility on surface of Ocrod Secundus. Facility is locked down tightly, and data-security nets prove impossible to penetrate. Physical penetration is attempted, but foiled by a squad of Dawn Blades performing an ' urban operations training exercise' about the area of the facility. Coyote force delivered to Qoslomoya with diplomatic but slightly excessive haste. The Dawn Blades envoy feigns ignorance of the facility and refuses to speak of the matter. Joint combat operation undertaken by Dawn Blades and Thunder Coyotes against Chaos incursion and warp rift. The chaplains and hymns of the chapter prove particularly effective against the daemonic assault, and combined with the psychic might of both chapter forces are able to force the micro-rift closed, followed by a declaration of Exterminatus on the affected planetary populace by the Dawn Blades Saisho-Shinsengumi, operating on the authority of his leige-lord. Protests that he does not have such authority by Thunder Coyote officers are quelled by a communique from the Shogun, confirming that he has delegated that power to his champion while he tends to Inquisitorial matters, and guarantees that all such incidents are reviewed after the fact. Reports of increasing hostility between the Firstborn and Rubicon marines and the original Primaris Paradigm marines reach the Thunder Coyotes' ears. The chapter lodges a formal protest to the treatment of the Primaris Paradigm troops, which is summarily dismissed as relating to internal chapter matters. Following a report of open violence between the factions in the Dawn Blades, the Coyote envoy is recalled from the chapter, and recommends that the Dawn Blade envoy return to his own brothers for the time being. No further official contact is had between the chapters for multiple decades, though Recce teams continue to keep tabs on their cousins. A Tyranid splinter fleet requires the two chapters' cooperation as ordered by the Sector Governor. The Tyranids actively avoid the Dawn Blades chapter barque for reasons unknown, but happily attacks the other vessels in their fleet. Omega Cohort The Arrival of the Unnumbered Sons, and the Salvation of the Omega Cohort Primus Apothecary's Annual Report, Collating Data-Trends and Fitness Reports for the Chapter: Lord Tigumedes, I will mince no words. It is my great pleasure to report to you that this new Primaris Paradigm has delievered to us an innumerable amount of more compatible candidates for ascension. The gene-stocks that the Ultima Crusade has brought to us, alongside five-score and still ten more full-blooded Primaris descendents of our Lord Corax, have proven impeccable in nearly all respects. The Mucranoid Gland still retains its atypical coloration, but this is no great loss. Our integration rates have skyrocketed to easily triple or even quadruple their pre-Crusade levels. Additionally, the incidence of the synesthesia affliction has fallen drastically, to perhaps twelve in one hundred successfully ascended Neophytes from nineteen of twenty previously. By miracle, we have been saved, praise the Emperor. It is my strong and immediate recommendation that all Whisperers be tested for compatibility with the new Black Carapace, if age permits, and implanted with all possible haste. Additionally, based on my observations of the new Primaris troops, all current Silent-Speakers, including yourself, my Lord, are recommended to undergo the Rubicon Primaris. It cannot be denied that the process is dangerous (first reported with a six in ten casualty rate, now improved to I believe about fifteen out of one hundred), but the combat benefits and down-the-line durability in my medical opinion drastically outweigh the casualties we are certain to lose to the operation. I will perform your surgery yourself, should you consent to it, as the primary surgeon. Attached please find my complete data-reports, and related addenda. Signed, Chief Apothecary Saniel, Omega Cohort. Greeting Address to the Legio Bolter and Chainsword staff, Chapter Master, Omega Cohort: Hail, cousins. I have entrusted this letter to the aide of my predecessor, whom has passed from the Emperor's Service as an Astartes of flesh and blood two months prior to the dispatch of this missive, due to complications with his Rubicon Primaris procedure. Please recieve his Whisperer as my envoy, and accord to him the full honors as deserved. My chapter, as we suspect the Legio knows, has been until very recently ravaged by terrible genetic mutation due to corruption in the gene-seed. Our manpower has been perpetually very thin, and I suspect that had the Ultima Crusade not reached us when it did, we would have shortly died out, unable to replace our power-armor-capable brethren. However, I shall not dwell overmuch on this, for it has been rectified by the grace of Lord Commander Guilliman, and our Chaplaincy has declared us absolved of the sin that we must have committed to have earned such a terrible fate, as evinced by our salvation. The Omega Cohort is pleased to accept the invitation of Daimyo Lenoch to join the Legio Bolter and Chainsword, and will detach for permanent Legio duty a demi-squad of Primaris Paradigm Astartes, and a demi-squad of Firstborn Paradigm Astartes, experienced in stealth operations, for distribution as you see fit. I look forward to cooperation in full with the Legio. Signed, Chapter Master Taeban Ghoststrider, Omega Cohort; Lord Governor Taeban The Protector, Omega Colony. Dawn Blades The Primaris Paradigm, and the Duality of The Rubicons and The Forgechained: The Dawn Blades have a complicated relationship with their Primaris contingents. Contingents, plural, for they have two: the Rubicon Primaris, who are ascended Firstborn marines, and the Forgechained, who consist of the hundred or so Primaris marines that the chapter has received in reinforcement over the past seventy five years or so (and that is a number which has been whittled down by excruciating trials and combat casualties) from the Unnumbered Sons. The Rubicons enjoy full rights as any Firstborn member of the chapter would, and are treated as such by the rest of the chapter. There are around ninety members of the chapter so ascended, distributed fairly evenly over the chapter's companies and leadership, except the 2nd Company, whose only Rubicon member is Lieutenant Shonar, due to aggressive and long-term deployment patterns in the wake of the Noctis Imperium. In contrast, the Forgechained are assigned exclusively to the Forge, and are treated practically as slaves. They do not deploy except under the direct supervision of The Master of the Forge Ceticus Stormmoon, or a trusted subordinate, and have a shoulderpad painted in Techmarine Red surrounded by a chain to signify their assignment. Their 'representative' in chapter matters, such that they are allowed one, is given the title Saisho-Dorei, who has a nonvoting seat on the council of Shinsengumi. However, despite their deep distrust of the fleshlings that were given to them, the Dawn Blades adopted their technologies after a brief chapter-wide debate, if only because it help alleviate their previous materiel shortages. The Redemptor Dreadnought Chassis that accompanied the initial delivery of Primaris was dismantled and reverse-engineered within days, and while the chapter itself often has little use for Dreadnoughts (due to its typical casualties being either easily recoverable with bionics or total losses save geneseed), its weaponry and targeting systems were quickly applied to existing vehicles, improving their combat efficiency over the next several decades by eleven point four percent. A great amount of friction exists between the Rubicons and the Forgechained, it should be noted, as well as between various camps in the Forgechained themselves. The Forgechained look at the Rubicons and see what could be for them, while the Rubicons look down upon the Forgechained as children playing with their father's power swords--dangerous, untrained, and liable to hurt themselves as much as someone else. Despite his own personal distrust of them, however, Stormmoon is as defensive of his Forgechained as he is of his vehicle pool--though whether relegating them to the status of semi-sentient machines is an improvement or a degradation is hotly contested among the Forgechained who actually give a damn about their status. Some of them, it must be noted, are happy to be elevated to the status of machine (these are mostly gene-sons of Ferrus, whom the chapter as a whole claims as their gene-father), while the others, led by the few sons of Vulkan, protest their treatment but recognize that they are still subordinate to the Chapter Master's authority through Stormmoon.
  8. Hello, everyone! Been a looong time since I posted in the WIP section of the board -- I'm not too good about sticking to regular updates at all, but a speciifc project should be doable for me, I think. I hope. But you all know what they say about hope.... :P Anyway, in the last couple months I came into possession of the Third Edition space marine codex, grabbed for seven bucks and change at a half price books, purely for historical reasons, since it's kind of useless to me game wise as I've never played any edition earlier than sixth and never read a rulebook earlier than fifth. In it, I saw the brief 'hey here's how to scratch build a watchtower' blurb and I thought, 'Hey, that's kinda cool. I should do that at some point!' Then, a few weeks ago, I came across another old book--The Games Workshop How to Make Wargames Terrain, for eight and change at, again, HPB. Not exactly sure which edition it is, because the cover doesn't match the one referenced in the marine 'dex, but still chock-full of great stuff that I plan to use. Now, I have a painting competition I'm currently participating in, and the organizer has approved the use of a small terrain piece to enhance the entry (which will hopefully get me out of basing a couple of my models, or at least the fact that they're coming from different parts of my army that will need to be based separately). So I thought, why not build one myself? Inspired by the watchtower in the SM codex, I mocked up a very rough draft for what I want it to be: A corrugated iron watchtower and gate, and little tiny battlements. Anything with a squiggle drawn in it is a solid piece, though I do plan on having a couple 'reinforced' aspects that are just the boxes on the drawing. The gaps in the watchtower are a firing port and the gap between the tower's battlement and roof. The next step is going to be dimensions, and maybe a bit more drafting, since I haven't done a lot with that yet. After that it'll be materials acquisition; thankfully I already have a cardboard box or two to cannibalize so I'll just need plasticard for the battlements, door, gate latch, and ladder. Does anyone have any tips for gluing cardboard together? My first thought is a hot glue gun but I don't think I'm allowed one in my current living quarters and I don't know if there are hobby shops that have them for free use--maybe a library might have some. Would superglue work? Anyway, I'll try and post here to keep people updated--please feel free to guilt me if I leave this untouched for a bit, since I'd hate to disappoint anyone (as a matter of fact that's largely how I pushed through my ETL's, not wanting to disappoint my subforum!).
  9. Hi all, I thought I'd post a writeup of the Crusade game I played yesterday. As noted in the title, it's a text-based batrep as we didn't think to take pictures, but I do have an army shot that I took after the fact (spoilered for mobile convenience). We played Combat Patrol, so fairly small armies. The Khansu Reawoken: Disgraced Prince Rakzan, with the Immortal Pride Warlord Trait and the Guantlet of the Conflagrator relic (model doesnt have a resorb or warscythe so no good relics, and ive always wanted an excuse to try the conflagrator) Coldhowl, a technomancer with no upgrades at all. will probably change that as time goes on and i figure out how crusade works more Coldhowl's Boys, my converted squad of skitarii warriors The Red Butchers, a squad of 5 flayer immortals armed with gauss blasters Serasona's Bouncers, a pair of cryptothralls Serasona's Swarm, a trio of scarabs that will be expanded later the Night Lords: chaos terminator lord with axe and combibolter, the night lords precognitive WL trait, and a net that gives -1 Attack, to a minimum of 1 warp talons with lightning claws raptors with...something. I shot them off the board before they were relevant, and I only remembered the WT's loadout because they were particularly scary a squad of 5 CSM with a missile launcher a squad of 5 CSM with a plasma gun and a power maul Mission: Assassinate Night Lords won the first roll-off, and chose to be the defender. This gave him a larger deployment zone, and the first deployment choice, as well as Combat Restoratives for a 6+ FNP and IWND. He deploys his lord in the center of his deployment zone as he is required to do, and then deploys his close-combat squads fairly aggressively. The CSM with the missile launcher hangs out in a forest at the back of the table, and the CSM with the plasma gun acts as a sort of bodyguard. I deploy my scarabs behind the bastion thats roughly in the center of the table, and deploy my infantry and characters fairly aggressively. As the attacker, I get to choose who goes first, and I have to wipe out those melee squads before they can touch me, or I'm dead, no ifs ands or buts. Lightning claws will shred everything I have. First Battle Round: I have chosen Reaper as my agenda, since I figure I might get lucky and get one unit with two unit kills, or spread the kills fairly evenly over my squads and thereby get to choose who gets it. I reveal my first command protocol. It's Vengeful Stars, and as much as people like to dunk on them, I think this one is honestly one of the most important ones you can choose, especially if you have first turn. I'm playing a Mephrit Dynasty vassal, rules-wise (lorewise we're a vassal of my Naculan, who have some different codes but I do like the Mephrit code and the Naculan have used it in the past). I annihilate both squads of jump troops. My immortals are shooting at -3 AP, or -4 if they're getting sixes, and gauss flayers are actually pretty decent marine killers at -2 AP as well. My cryptek steals my immortals' thunder by sniping the last raptor, so he gets himself a tidy ranged kill. My scarabs hide behind the bastion, whereupon my opponent forgets they're there. On his turn, he moves up and starts shooting. Bolter and missile fire kills the immortals, plus a little help from demon shell from the chaos lord. (I roll really poorly on my defensive rolls this game, I think I made like 4 total saves? And I don't think I passed a single reanimation roll), and overcharged plasma gun fire blows up my crytpothralls--which at least had the added benefit of attracting the bolter fire from my warriors, as he didnt declare split-fire beforehand. Melee is joined quickly. I overwatch with my warriors, killing a CSM, and his lord rolls a 6 on a 10-inch charge before rerolling it with his precognition trait and spiking boxcars to charge in like a freight train. I decide to pile in with my overlord for several reasons, one of which being him telling me that he has a strat to prevent me from falling back, so there is no chance of me pulling my warriors back and then blowing him to hell with a tachyon arrow. Melee knocks Rakzan down to a single wound, but his invul save holds on at the last second. Three warriors fall to the CSM. I swing back, and the bayonets down another CSM, while Rakzan drops the hammer glaive on the chaos lord, knocking away half his wounds with two swift swings. I actually fail a morale test for the first time in quite a long time, as Night Lords have some nasty modifiers, and the Immortal Pride WLT doesn't do exactly what I thought it did, but I only lost one model to it. Battle Round Two: My turn rolls around again. I'm now in the protocol of the hungry void--the melee protocol, for all the good it will do me. My scarabs dart over the bastion, and position themselves for a flanking charge. Coldhowl lobs a few shots from his 'staff of light' towards the CSM in the back forest, but I'm not ignoring cover anymore and they fail to wound. Raksan triggers his gauntlet, but fails to roll any mortal wounds. Now it's charging time! The scarabs dive in on top of my target. I spend a CP to try and detonate one of the bases, and roll a 4 on the D6 the strat requires me to roll. Ok, so they get to blow up. I roll a D3 to see how many mortal wounds I deal to him. I. Roll. A. 5. The chaos lord dies in a shower of shrapnel and sacrificial scarabs, as he is unable to pass any of his restoratives rolls. And that right there is game! Slay the Warlord is worth 40 VP, and I got 10 VP for wounding him the previous battle round. He got 10 VP for killing a unit with his WL (the immortals he gunned down with daemon shell), and we both get 10 apiece for having painted armies, but the way the mission is scored makes it almost impossible for the defender to win unless he keeps his WL alive. We play out the rest of the battle round but the only thing left on the table for him at the end is the missile squad, who tries to knock my cryptek down, but I spike a 6 on his armor save and barely keep him alive to save him from an Out of Action Check. Post-Game: There is much apologizing for wiping a third of his army off the table in one turn, and disbelief at a scarab's blowing up actually doing something useful instead of being marginally better than their melee attack. Rakzan is marked for greatness, which in combination with battle experience and agenda experience (he slew the remaining two CSM locked in combat with me) gives him a battle honor! I opt to give him the +1 Damage melee weapon trait, making his glaive 1D3+1 damage. The Immortals (name subject to change) receive the 'veteran warriors' Battle Honor from the mission reward, giving them native to-hit rerolls of one. All OOA checks are passed with aplomb on my end--the CSM bolter/plasma squad fails theirs, and he opts for a loss of XP, bringing them back down to 0. All in all, I had a lot of fun. My crusade roster also includes a blob of 20 warriors and a royal warden, but I prepped for an objective game rather than a 'kill everything' game and somehow lucked into an opponent with MSU, which allowed me to practice defeat-in-detail. My opponent remarked that he'd forgotten that the scarabs existed, and that I outmaneuvered him with them, so I'm rather pleased with that. Let this be the first of many victories in the Khansu's quest to regain their former glory!
  10. Index Astartes <<Coyote Head superimposed over lightning bolt>> The Thunder Coyotes Space Marines Chapter <<Space>> Founded in the tumult of the Ultima Founding and the initial forays into Imperium Nihilus with the Indomitus crusade, the chapter was established to anchor the fringe of a sector in the southwestern Ultima Segmentum. A nearby chapter that controls and patrols the sector is rumored to believe that these new marines are Inquisitorial watchdogs and slaves to the High Lords of Terra, and thusly unreliable. Time will tell how these two chapters interact. As part of the Indomitus crusade before being established on Qoslomoya, the marines who would become the veterans of the Thunder Coyotes participated heavily in anti-Chaos operations, as well as skirmishes against various forces swept up in the warp and deposited in the path of the crusade. Including in this count were some very lost Tau that made excellent target practice for the guns of the battlebarge Howl of Jaghatai, which would become the flagship of the Thunder Coyote's fleet. Qoslomoya is a forested world, curiously untouched by most modern technology. The people there are lost in the early stages of world exploration and colonization, and are by all accounts Feral and uncivilized. It was left alone and deemed not worth the effort to colonize, and any orders otherwise were lost in the endless mountains of Imperial paperwork. However, following the start of the Indomitus Crusade, the Primarch Guilliman ordered it colonized and given to an Ultima Founding chapter, as it was situated in a prime defensive location to reinforce the newly-reclaimed sector and its beleaguered Imperial Guard and Firstborn Astartes chapter, the Dawn Blades. It was done as the Primarch ordered, and Terminus Station, the Thunder Coyotes fortress monastery, was constructed at the peaks of the giant mountain range known as the Spine of the Diyiai running down the middle of the planet. The Thunder Coyotes are quickly mastering the art of drive-by annihilation and shadowwork operations, and have quickly begun to modify their equipment accordingly. Of note are their modified Repulsors and Impulsors, which have had their transport bays and turrets replaced with heavy guns and long-range missile launchers, thusly turning them into self-propelled artillery. Their 1st Company has quickly become known for a disproportionately large number of skilled marksmen, especially ones that are capable of assassinations and eliminations that go unnoticed until the target falls dead. As the Thunder Coyotes are adept at stealth insertions and operations, they employ a disproportionate number of Vanguard in their ranks, so much so that on occasion perhaps a third of their chapter is deployed as Vanguard Companies. The chapter also tends to not favor more heavily-armored and slow units, but when pressed they can and do deploy Aggressor and other Gravis units--exceptions are Inceptors and Suppressors, as they are both highly mobile and highly destructive. These units are, due to chapter practices, often the veterans of warfare who know just how to apply such powerful forces. The Thunder Coyotes are primarily secular, as all Ultima Founding chapters are. However, as recruitment of the Qoslomoyan native humans picked up, the planet's belief system slowly entered the chapter. The native name for spirits and gods, Diyiai, was quickly subsumed by the Imperial cult, with preachers and missionaries telling tales of how the Diyiai were aspects of the Emperor and his sons, especially glorifying Jenkshi, spirit of the woods and hunt, as the Primarch Jaghatai Khan, primogenitor of the Thunder Coyotes and a patron of the planet. The Winter Count: The Winter Count is another tradition of the Thunder Coyotes brought forth by the Qoslomoyan recruits of the chapter. As described by one recruit, “It’s how the tribes mark important events. Everyone tells the elder the most important thing that happened that year, in their opinion, and then the elders choose a few that are of great importance and hold a vote on it. The one the tribe chose is inscribed on hide and then placed with the others.” Seeking to bring in elements of Qoslomoyan culture, to bond with both the planet’s people and with each other, the nascent Chaplaincy chose to implement the ‘winter counts’ as a method of recording chapter history. At the end of each solar year—approximately halfway through the year of the Imperial standard calendar—each squad creates a winter count, and entered into its history. These are then submitted to the company, where a company-wide vote is taken on which winter count will be the company’s official one of record (of note is that oftentimes many squads in a company will choose to record the same event, or otherwise be synonymous with each other. In this case often the vote is a matter or artistic taste and imagery). Thusly chosen, each company’s work is put to a chapter-wide vote, where a replica of the chosen count is created and hung in the Hibernation Hall, the forge-chapel where history, both living and dead, is kept. It is a great honor for a squad’s winter count to be chosen as the chapter’s reckoning of history, and they are honored with the Frosted Moon award for that year, which they may wear on their armor until their deaths. The Hibernation Hall: Here slumber the Dreadnoughts of the Thunder Coyotes, watched over by vigilant Techmarines and the Chaplain’s order. New initiates, as part of their training cycles, come to the Hibernation Hall to learn from the Winter Counts hung from the rafters, as well as hear stories of war from any Dreadnoughts who may be awake at the time, rare it may be. Those recruits who are fortunate enough to learn from the wounded come away with a harder temperament, forewarned of the dangers of battle, and the horror that awaits them on the inside of a vita-fluid coffin. Here also in the Hall are held feasts, commemorating important events of the chapter’s history, including the Feast of the Born Coyote--which celebrates the chapter’s founding in the Qoslomoyan winter--the Feast of the Emperor Ascendant, Sanguinalia, and other holidays deemed important. The Feast of the Born Coyote is a massive celebration of the year's deeds, and is also the time of voting for that year's Winter Count, though due to the demands of war this is oft by proxy. Every tenth year, the entire chapter gathers, and the Grand Count is selected, reflecting the greatest campaign waged over the past decade. The victory is celebrated by the whole chapter with much song and brotherhood, and a massive fire is lit for the hearth that dominates the head of the hall. The Festival of Tears The haemolacria that the Thunder Coyotes possess is a curious condition, but one that is celebrated as a gift of the Emperor. The Festival of Tears is the last rite of ascension into the chapter for new battle-brothers, though every marine will partake at one moment or another beyond their own induction. After being awarded their power armor, each new Primaris will join their newly assigned squad of new Primaris. Each marine will bring forth their tears, and deposit them into an earthen mug unique to each squad. Once it has been filled, the squad partakes as a seal of brotherhood, a blood oath to aid each other until death. For this reason, veteran squads of Thunder Coyotes are smaller than their newer counterparts, and often take up assignments and squad designations that require fewer and fewer marines, such as Aggressor squads, vehicle crews, and Eliminator squads, among others. Those who are the last remains of their squads are those considered for officership, seen as lucky enough and strong enough to survive whatever war sought to throw at them. When a new officer is elevated, he fills the cup with his own bloody tears for his successor, then drinks of his predecessor. This ritual is accompanied by a reaffirming of the oaths that each squad swore upon creation. As sons of the great Khan, the Thunder Coyotes have adopted his lust for the hunt, though they tend more toward the stalking aspect of its bent. The gene-seed itself is remarkably pure, and its organs free of mutation, as all Primaris seed is, though there is one oddity. A curious twist of genetics between the Khan's gene-seed and the Qoslomoyan DNA has led to haemolacria in the Thunder Coyotes, causing them to cry tears of blood, and can almost do so on command. This, however, is mostly harmless and has become ingrained in the chapter's warrior cult (indeed so much so that it has been incorporated into their armor) so it is not a problem that the chapter's leadership is particularly inclined to solve, when the Apothecaries are focused on integrating the Qoslomoyan people into the chapter as a whole. "Strike from the Night!" *Unintelligible Howling* USING A Thunder Coyotes ARMY IN WARHAMMER 40,000 The Thunder Coyotes use the Expert Marksmen and Stealthy Successor Chapter Tactics on the battlefields of the 41st Millennium /end Notes and admin: Here's what I've got so far. I will be looking to expand this later, but autosave's gone wonky and at least this way it's saved (plus I need to work out a color scheme in the next day or two). EDIT: I'd also like to report broken formatting. Either that or I've no idea how to do it correctly. 9/8/19: addressed some concerns about Qoslomoya, and added a little to the chapter cult section. 9/16/19: added information on the Winter Count, the Hibernation Hall, and created color schemes (to be added later). 9/18/19: expanded information on the Hibernation Hall, and described the chapter badge (to be added later). 9/23/19 added information on the Festival of Tears, and the importance of the haemolacria to the Thunder Coyotes 10/6/19: added color scheme, and technically have a chapter symbol (though it may be updated at a later point, because I can't draw). 10/7/19 updated format
  11. Index Astartes (poor painting skills aside, this is a decent representation of the symbol: red sun with a pair of crossed blades on a field of white.) The Dawn Blades Space Marines Chapter Origins Established as part of the 18th Founding, the Dawn Blades were created as a response to a massive ork Waaagh to retake the subsector of Ocrod in the Ultima Segmentum, and stand watch in the Segmentum in defiance of the Emperor's enemies. What followed was a long and brutal war three centuries long that saw the loss of more than two hundred marines over the duration. Upon the conclusion of the crusade (which had been backed by a multitude of other Imperial forces), the chapter declined the offer of a homeworld, instead choosing to stay fleetbound as they had for three centuries. The chapter's designation sprung from their actions, as a predilection for early-morning raids led to rescued civilians and beleaguered Imperial forces to claim that they had been rescued by the Dawn itself. Over time as the sentiment repeated itself throughout the sector, the chapter adapted to it, and adopted it as their chapter name. In the time since their inception, the Dawn Blades have crusaded throughout the Ultima Segmentum, seeking and destroying the enemies of the Imperium wherever they were to be found, striking at the edge of the sunrise as they have for millennia. Home World/Homeworld The Dawn Blades do not maintain a homeworld, being fleet-based, but they do have a favored recruiting world, Ocrod Tertius, a world of desert wastes and hardy settlements, the central administration planet of the system, subsector, and sector, all named for their capital world. The planet allows the chapter to maintain a recruitment platform and a shipyard in orbit, in exchange for routine sweeps of the planet for feral orks that pop up from time to time as well as continued defense of the planet against any other hostile attackers, a duty the chapter gladly fulfills. In lieu of a fortress-monastery, the lord of the chapter (currently Shogun Kujo Kamakura) has his seat of power aboard the battle barque Shogun's Might as both lord and captain. The battle barque has housing for the entire chapter, though it can only support up to three companies and the Forge in operational matters. Combat Doctrine The Dawn Blades tend to favor overwhelming strikes, committing their entire force to one overwhelming strike, in order to swiftly defeat their foes. The tactic harkens back to the blitzkrieg strategies that the chapter used at its inception to retake the Ocrod Sector from Ork control, executing the first strike and leaving the remaining mess for the Imperial Guard and Navy to clean up. They also have a cultural predicilction for early-morning attacks, as might be guessed by their name. When a swift blow fails to end the war in their favor, the Dawn Blades settle into a more adaptive, calculated operational pattern more favored by their forefathers the Iron Hands. Their stubbornness and tenacity is well-embodied in the Dawn Blades, who are unrelenting in their assault once it has begun. Organization/Organisation The chapter is, for the most part, organized along the lines of the Codex Astartes, with a few exceptions. Fourth Company has fallen out of use as a true Battle Company, instead functioning as the chapter's penitential unit. Its size fluctuates from decade to decade as marines from across the chapter see themselves as fallen from the light, a Fallen Dawn (as they were coined by an unnamed sergeant of Captain Arual Valpas's company when they set out with him to fulfill oaths of redemption sworn after a particularly embarrassing and bloody defeat). The Fallen Dawn operate out of the Strike Cruiser Blade of Martyrs, 4th company's Strike Cruiser. Companies rotate Hearth duty, in which a company returns to the Chapter Barque for several reasons. One is garrison duty--after all, the Shogun's Might is the chapter's home, and needs protecting as much as a fortress-monastery would on a planet. This also allows for the company's vessel to be refit and repaired at one of the many imperial worlds the Dawn Blades have recruitment and resource agreements with, as well as downtime for the company's marines. 10th Company does not have its own capital ship, but does have several escort-class vessels it uses for recruitment and defensive purposes--a void platform is maintained above the chapter's primary recruitment world of Ocrod Tertius for training and housing purposes, and there is always at least a demi-squadron of ships prowling about it at any given time. The chapter Armory has also operated, sometimes against the recommendation of the Shogun, as its own independent force, especially under the command of Master of the Forge Ceticus Stormmoon, who has always been war-hungry. When the Primaris were added to the chapter, they were assigned to the Forge to test their mettle at the insistence of Stormmoon, who merely saw the new-bloods as tools for war, thinking though they may have been. To mark their status as part of the armory and machines of war, the Primaris of the chapter paint their right shoulderpad a deep red. The 1st Company is called Samurai by internal tradition,(a term whose origin the chapter's history does not record), and paint their armor a gleaming silver. Captains who rise from the Samurai Company are entitled to the title of Daimyo instead of the title of Captain, to mark their status above the others. As a break from the norm, and perhaps the most egregious break with the Codex Astartes, the chapter's honor guard, the Shinsengumi (idiomatically translated from Frensan as 'Arrows of the Shogun') are instead spread throughout the chapter, one accompanying each company as an advisor and champion. The first of these is known as the Saisho-Shinsengumi, and functions as the chapter champion and the bodyguard of the Shogun himself. Each is armed with relic weapons known as an Edge of Dawn as well as their own personal weapons. Beliefs and Traditions The chapter's name for the Emperor, Solis-Imperator, springs from a combination of the chapter's own name, a belief that they are manifestations of the dawn, and several worlds whose local religions of a sun god and the surrounding pantheon were in fact the Emperor and his many sons. This mutated over time to become the current warrior cult of the Chapter as it enters the 42nd millennium. While the chapter does not view the Solis-Imperator as a total deity, they do have a belief in his power and his authority as undisputed ruler of the Imperium. Outside of their warrior cult, the Dawn Blades also have three traditions ingrained in chapter memory from their reconquest of the Ocrod Sector, each taken from worlds that made a particular impression on the chapter. Tradition of the Forge: one of the recruitment trials for Dawn Blades recruits includes the forging of their own blade, which they then use in duels to determine martial prowess amongst the candidates to determine who is most worthy. This initial test teaches a recruit the value of their own wargear, and how a warrior is only as good as his blade. Each Dawn Blade is a competent weaponsmith, and will personally craft, modify, or otherwise be bent over an anvil for hours on end to improve their weaponry. Tradition of the Arts: the Dawn Blades have a curious predilection for beauty in the martial. Many marines will, in the tradition of the forge, embellish and beautify their own weapons, for the Solis-Imperator deserves only perfection in war. Other marines are renowned throughout the chapter and subsector as creators of devotional artwork, as well as more peaceful scenes that are used as focuses for meditation, in order to sharpen the mind for war. Still others pen hymns and poems to glorify the lord of the Imperium. Tradition of Xenia: Whenever Imperial delegates or other Astartes come aboard a Dawn Blades vessel, or the rare occasion when xenos like Eldar seek to make a temporary alliance, the fullest hospitality is extended to them (though very begrudgingly in some cases). This tends to include a welcoming feast, an offer of repair and resupply, and a gift given as proof of openness and willingness to be open. Institutions that have longstanding relationships with the chapter often extend the same courtesies to Dawn Blades personnel, which has led to the chapter and its warriors obtaining some very interesting (and on some occasions unwanted--but never rejected) wargear. Gene-seed/Geneseed The Dawn Blade's gene-seed is very pure for its age, and the only noted deviation from normal gene-seed is a remarkable stubbornness and refusal to give in, which is inherent in the Iron Hands gene-line. It is noted that this stubbornness of mind also leads to the chapter having a simple refusal to die, which results in many marines shrugging off wounds that should have killed them long enough for an Apothecary to reach them, or simply fighting until they keel over from a million and one wounds. As such, the chapter has few dreadnoughts, and those that it does have are treated as practically divine manifestations of the Solis-Imperator's will, due to their rarity in the chapter. Battle-cry "Nam Claritas Solis-Imperator" Idiomatically translated from High Gothic as 'for the glory of the Sun-Emperor'. USING A DAWN BLADES ARMY IN WARHAMMER 40,000 Links to chapter characters: LINK Notes/Admin: 11/1/19: HEY I HAVE A BASIC IA DONE FOR THESE GUYS (reformmated from my Iron Gauntlet entry a few years ago)! Will be updated as time goes on for the LASC, but after I add images I'd say this is good for now, just need chapter symbol.
  12. The Omega Cohort Date:.......... 022.45M42 Ref:................LBC//DAI By:.................Daimyo-Phaeron Lenoch Re:.................Adeptus Astartes - Omega Cohort Thought:............From the Shadows we Strike The Omega Cohort is a Sentinel Founding Chapter, founded to stand watch against the enemies of the Imperium in Segmentum Tempestus. They are a successor of the Raven Guard, and unfortunately seem to have inherited the chapter's poor luck with genetics. Details are, as customary, in the full report. Origins of the Omega Cohort Founded in late M37, the Omega Cohort was part of the Sentinel Founding, established to shore up the defenses of Segmentum Tempestus against the orks that had plagued the sector in the previous centuries. The first marines of the chapter (and what would eventually become its command cadre) arrived in-system with a massive Imperial force, and descended on the planet with a vengeance. Massive Imperial guard forces were supported by Omega Cohort scouting and sabotage elements, as is tradition for Raven Guard successors. Many Omega Cohort squads found human rebellious elements living in slums undiscovered by orks, and armed, trained, and incorporated these rebels into their plans. After six months, the vast majority of orks were destroyed, their warboss killed, and nearly all orkish infrastructure--inasmuch as they can have infrastructure--was destroyed. Feral orks remained, but they were few and far between enough to not be a bother. Imperial construction crews descended upon an abandoned hive in an overgrown forest, where the chapter established its fortress monastery. Over time, as the mutation in the Black Carapace became apparent, the chapter burrowed deeper underground to get away from noise and clamor of the surface. Geneseed Author Daimyo-Phaeron Lenoch is the commanding officer (Daimyo, by chapter tradition) 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 Company'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. The Omega Cohort suffers from two genetic mutations, either one of which on its own would be debilitating, but which combined are nearly catastrophic, made worse by the fact that if a marine has one, he has both--they are linked to the same organ--the Black Carapace. The first of these is a very poor acceptance rate for the Black Carapace, which has resulted in the chapter having a low number of true, full-blooded marines (known within the chapter as Silent-Speakers for reasons which will soon become apparent) and a very large number of what any other chapter would consider aspirants, but are for all intents and purposes Marines, with the lone exception of they lack the Black Carapace (who are known as Whisperers). The second mutation--synesthesia-- is linked to the nervous system, and only manifests in those recruits who have lived through the acceptance of the Black Carapace. It appears as a light in the marine's vision whenever he hears any noise. Minor noises, such as a heartbeat or breathing, create flashes on the edge of his vision. Louder noises, like voices, are reported as creating spots of light, as if the marine had looked at the sun for too long, or stared into a flashbulb. Very loud noises, including gunfire and vox-speakers, flood the Silent-Speaker's vision with light, which while it does not damage his eyes does blind him. While inconvenient, annoying, and occasionally debilitating, it does not damage their eyes. As such, unless a marine was so fortunate as to avoid the mutation (and few in the chapter are, with an incidence rate of greater than 95 percent) the Silent-Speakers communicate with each other and the Whisperers by Astartes battle-sign, helm text communication, and written word. This has led to a tradition of vows of silence upon successful implantation of the Black Carapace, regardless if the Silent-Speaker is afflicted or not. This vow is only excepted for the Chapter Master, Chaplains, and the recruit training cadre, and the Chapter Master has the option to not break his vow (though the current Chapter Master, Nykodai Tigumedes, has chosen to do so as he is not afflicted). Organization In total, the chapter operates approximately 7 companies--1st through 6th, and 10th. The chapter's veteran company (who denote themselves with white vambraces to honor their parent chapter) is made up of roughly 80 percent Silent-Speaker marines, simply because marines who go to battle in armor tend to live longer. The rest of the company is a unit dubbed Umbra Recon, a large squad of Whisperers who have achieved the ultimate capabilities of stealth in the chapter. They are the eyes the Chapter Master depends upon in order to execute high-danger reconnaissance, eliminate critical targets, and generally see but be unseen. No one save the Chapter Master and Umbra Recon themselves know where they are at any given time, even when at the monastery--such is their skill that no one else in the chapter can find them, unless they want to be found. The second company is also made up of almost entirely Silent-Speakers, with the exception of two attached recon squads from 6th company and the Whisperer assigned as the captain's Lieutenant. It numbers about 100 marines, counting the attached squads of 6th company. Third, Fourth, and Fifth are battleline companies mainly composed of Whisperers, though specialists like Librarians, chaplains, and some of the captains are Silent-Speakers, with Whisperer assistants. Sixth Company is not a true company in that it never operates as a single unit except in times of the entire chapter deploying together. Instead, it operates much like a typical reserve company, attaching squads to the other companies to provide reconnaissance and sabotage support. It has a captain but no other officers, and depends on the company it supports for medical, spiritual, and psychic support. The Recruit Company functions exactly as normal as it would in any other chapter, save that it only has one full-blooded marine in it, the Senior Instructor Sergeant, who never deploys except on training operations. Homeworld The Omega Cohort, once they were founded, overtook the recovering hive world of Septim Regin, which had been ravaged by orks, and renamed it the Omega Colony. They settled on the world and began holding recruitment trials almost immediately, recruiting from the Imperial insurgent forces that had resisted the ork invasion and occupation for nearly a century before the chapter was established. For a hive world, the planet is--or at least was--remarkably temperate due to a century of no industrial output, and abandoned hives sprawl for miles, often close to the edges of not-yet-exploited and feral-ork-infested-forests. Recruits spend a month in the wilderness surrounding the fortress monastery to reach it, where they are taken in and tested for compatibility with the geneseed, and then again for compatibility sans Black Carapace, to determine whether there is any value in training the recruit. Those who are not compatible with any organs are conscripted as chapter serfs, as is Astartes tradition. Orbital defenses consist of several platforms manned by these serfs, as well as the Omega Shield Platform which orbits directly above the fortress monastery, armed to the teeth with hundreds of point defense batteries and missile silos to intercept enemy ships and projectiles. It is also equipped with a powerful void shield generator, shadowing the fortress monastery with layers of shielding as well as its numerous weapons (It also functions as their orbital resupply dock. I chose not to point out the inherent weakness in putting so many valuable eggs in one basket, if only because I knew I would be ignored. Even a Tyranid invasion hadn't been enough to shift the platform from its position, though many of the smaller platforms fell victim to the swarms. What would a 10th legion successor's opinion matter in the face of such evidence?). The world itself produces copious amounts of wargear for the chapter, including parts for both power armor and carapace armor, weapons, munitions, rations, and the countless other war-materials any Space Marine chapter needs to wage war. More complex systems like tanks, aircraft, and specialist armors are produced by a nearby forge-moon, which owes its current survival to the chapter after it was nearly invaded by orks from the then-infested planet of Septim Regin as well as defending it against Tyranid invasions. Combat Doctrine The Omega Cohort operates as many Raven Guard successors do, with large stealth operations supported by veteran Astartes. The only major difference is that these operations tend to be more carefully planned than normal, as more lightly-armored troops require that the enemy be eliminated in order to prevent mass casualties. They are not always successful, which gives rise to the chapter's high attrition rate for Whisperers, but on the whole it is an effective stratagem. When protracted battles, such as sieges, are expected, the chapter tends to employ long-range weapons to whittle away at the enemy, be they attacking or defending. It should be noted that the Omega Cohort's Silent-Speakers, while they don't appreciate being in voidships overmuch due to all of the sounds that a ship generates at all hours of the cycle, do appreciate the quietness of space, and if given the chance will leap for the opportunity to take a boarding fight to the hull of a ship to be in the silence of the void. 1st company especially, with access to both Terminator and Centurion armor, takes advantage of this every chance they get (occasionally even disregarding the optimal solution for a moment of true, blessed silence).Those Omega Troopers who do not have the Black Carapace, and are not currently deployed as scouts, will don full-body carapace armor to provide themselves better protection against enemy fire. The armor is provided by a trusted manufactorum on the Omega Colony, which has commensurate resources allocated to it to account for its increased importance. Interaction with the Legio The Omega Cohort currently does not have any members attached to the Legio, though I suspect they could be convinced. They would likely attach a Whisperer, given the rarity of a marine who has managed to both survive the implantation of the Black Carapace and be fortunate enough to not be plagued by synesthesia (as of now I believe the current count is two, the chapter master and the main recruit trainer). Now that I hear rumors of Primaris marines reaching the Cohort, however, and reinforcing them with untainted genestock, it is quite possible that a Primaris Omega trooper would be detached to the Legio, possibly accompanied by a Whisperer as tradition dictates (all representatives of the chapter are either Whisperers or Silent-Speakers accompanied by Whisperers as a translator). In either case, it my hope that they join the ranks of the Legio, if nothing else to learn how to properly interact with other Imperial institutions. Notable Personnel Chapter Master Nykodai Tigumedes: lord of the Omega Cohort and Imperial Governor of the Omega Colony, Nykodai Tigumedes is a grizzled campaigner and veteran of three centuries of war against the enemies of Man. Direct ruler of the chapter planet, he is more often than not found in the planetary capital, where the chapter maintains an office for administrative duties. However, when needs demand it, he leaves the care of the planet in the hands of his Whisperer and strides to war in a hybrid of Terminator and Centurion armor, armed with twin Assault Cannons and a rack of missiles. (Having seen this used to great effect against a rather large feral ork tribe, I can personally attest that this is one of the most destructive and fearsome wargear loadouts I have ever seen in the hands of a single Astartes). He is fortunate enough to not have synesthesia, a stroke of fortune that allowed him to live long enough to become the Chapter Master. He does not keep the vow of silence, as he is permitted, but he is noted to be a naturally quiet individual. Senior Instructor Sergeant Alexios Siris: While not a captain, Senior Instructor Sergeant Siris is unquestionably the one in charge in the 10th company. He oversees all recruit training, and is the initial judge of worth whenever a recruit arrives at the fortress monastery. A Silent-Speaker who is not silent, the Senior Instructor Sergeant is one of the loudest, most foulmouthed marines in the chapter, which he uses to great effect for motivating his recruits. Personal Notes and Addenda I have observed that the Omega Cohort has evolved something of a death cult. They have a belief that the God-Emperor of Mankind cursed them for some past misdeed, as the genetic mutations only arose a few centuries after the founding of the chapter (Having scoured their history, I have not found anything that gives me the impression of a great misdeed, as their past is nigh impeccable, but I do not claim to have the breadth of knowledge or wisdom that the Solis-Imperator does). As such, their chaplains preach a belief of death in service, glory to the God-Emperor, and an overall theme that they are worthless except for service. Silent-Speakers willingly subject themselves to what any self-respecting chaplain would call rants without their helmets, allowing for their vision to be flooded with light, in what I am told is an approximation of the God-Emperor's brilliance. Whisperers, and any guests in attendance of their services, have massive floodlights shined upon them to simulate the experience that Silent-Speakers undergo (as I learned to my own chagrin. The light was enough to wash out my augmetic before it could compensate.). With any luck, fresh gene-stock from the Ultima Crusade will rid the chapter of its belief and its curse, but only time will tell. In lieu of personal armor for a Whisperer to affix service studs to, medallions are instead awarded to marines in the chapter. They are permitted to carry two medallions onto the field of battle, whichever they decide hold the most significance for them, whilst the rest remain in the marine's quarters, displayed however the marine sees fit. Every marine, upon completion of recruit training, is issued the God-Emperor's Challenge coin, to represent their acceptance of the God-Emperor's call to serve their fellow man. Any Omega Trooper without his God-Emperor's Challenge coin on his person is ridiculed and mocked for having misplaced what is viewed as the physical manifestation of the God-Emperor's will, and the marine's willingness to stand up and fight. Other medallions may be awarded for various accomplishments throughout a marine's lifetime, and often accompany official Imperial awards like the Marksman's Honor. Chapter Icon: Admin/notes: 10/15/19: Only partially filled out for now, but I'm paranoid that I'll lose my work, so I'll be coming back to this later (maybe even later today, but we'll see). 10/17/19: partially updated to reflect discussion. 10/18/19: partially updated to reflect discussion, and added image 10/22/19: updated the rest of the unfilled sections, added Personal Notes and Addenda and Notable FIgures10/23/19: added color scheme and rearranged doc slightly (many thanks to the good Chapain for fixing my code!)
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