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  1. + ++ Irradial Cogitator ∙ Online ++++++ ++ Establishing Comm-Link ∙ Connecting… +++ +++++++++ +++++++ +++ Productivity Protocols ∙ Initialized ++++ ++ Inquiry Request ∙ COROT ++++++++ ++++++ Request ∙ Access Authorization ++++++++++ Confirming Scan ∙ Stand-by… Confirming Scan ∙ Matched +++++++ ++ Compiling Data Results ∙ Displaying… +++++ ++ COROT-Exo-7b ∙ Atrum Laboris ∙ The Dark Works’ rotation is tidally locked to the orbital period of the planet; temperatures and geologic conditions on the sides of the planet facing towards and away from the star are dramatically different. Where the night-side hemisphere plunges to -350°F forming a stable planetary surface of desolate splendor, in stark contrast the day-side hemisphere is as hot as the tungsten filament of an incandescent bulb, resulting in the formation of a vast ocean of lava. The only natural atmosphere of this planet is produced from the vapors arising from the molten silicates in this vast ocean, causing weather events comprised of stone, as pebbles and rocks condense out of the air to rain down into the molten hellscape below. A round world made ostensibly flat, the division between the hemispheres is referred to as Horizon, and revered it as a sacred divide; the population of The Dark Works understand that while their world is a sphere it also has a very real edge, beyond which a hellish oblivion lay, but from that oblivion their power is drawn, quite literally. ++ The Mechanicus of The Dark Works have taken the concept of Forge World to a literal culmination with the construction of Mundis Fornax ∙ The World Furnace; where other Forge Worlds might hollow a planet for raw materials and build massive structures upward into the sky, the vast majority of The Dark Works burrows carefully into the night-side crust surrounding the molten mass that comprises the majority of the planet. Constructed over several millennia, with further progress continuing, a linked series of colossal geo-thermal extraction complexes of unparalleled scale harness essentially the entire planet, producing the massive amounts of thermal energy and motive force required for large scale production, power a multitude of experiments and explorations, and to maintain the remarkable equilibrium that has been created. The planet itself is considered so sacred by its population that it is never used as materials in common manufacturing, with the vast majority of any extracted material being ceremoniously returned to the molten ocean; only very small portions of specific constituents are extracted and reserved for the production of exceptional wargear and deeply sacred objects. A tiny sealed ampule containing a few grains of stone precipitation, presented to those servants of Atrum Laboris who have distinguished themselves in some significant way in their service to The Forge, is one rare and revered example. ++ The extremely close and rapid orbit of COROT-Exo-7b around its massive Blue Giant host star provides other pronounced advantages that have combined to make The Dark Works essentially unassailable, permitting it to assert its independence. Any spacecraft attempting to reach the Forge World has no choice but to follow a very small corridor, using the planet itself as a solar shield as it approaches; any attempt to flank the planet at ranges close enough to launch a meaningful attack must contend with solar energies and gravitational forces so intense that a fleet would be twisted, mangled, and turned to carbon cinders plummeting towards the star in short order. The intense gravity in particular, which was somewhat crudely compensated for during the construction of Mundis Fornax, became a force that could be carefully studied, experimented with, and ultimately harnessed, once the output of The World Furnace was online and able to internally sustain the required gravitational stability for a habitable environment. ++ In turn the Mechanicus of The Dark Works applied their uniquely deep understanding of gravity to construct a trio of Super-Heavy Graviton Cannons of unprecedented proportions to act as the ultimate gatekeepers to the planet. The brilliance of this Graviton Array lay in the way it operates; not only can it produce and manipulate its own gravity field, it can also create a form of gravity well to act as a giant amplifier that can harness, focus, and project, the massive gravitational forces of the star itself to catastrophic effect. Approaching craft that are expected will have the extreme gravitational forces of the massive star carefully compensated for, providing an effortless approach to the Forge World. Should anything undesirable attempt to close on the planet a series of options are afforded by the enormous Graviton Array; simply denying to compensate for the natural gravitational forces of the star is generally enough to stop an unwanted approach. However, the colossal array can easily use its effects to twist, sheer, and/or implode, dense or heavily armoured targets into so much raw material ready for harvest and re-purposing. Alternately, lighter targets that may attempt to rapidly advance on the planet can be effortlessly deflected out of the small safe-approach corridor and be forced to contend with the unrelenting solar energies of COROT-7. Given the abundance of motive force that can be directed from Mundis Fornax to the Graviton Array at a moment’s notice, it can be charged and ready to activate remarkably quickly for such an enormous device. ++ Given its uniquely defensible position, Atrum Laboris has chosen to carefully assert and maintain an autonomous standing. Understandably (and justifiably), there is considerable suspicion surrounding the nature of the research, experimentation, and development, undertaken in the darker recesses of this secretive Forge World; the Fabricator Generals, Locum, and High Priests of The Dark Works understand only too well that they must walk this path carefully and are therefore very adept in the manner of their negotiations with any given outside party. Great care is taken to conduct themselves accordingly through a selection of appropriate representatives who can engage in negotiations with a wide range of clientele, who in turn have a wide range of needs. Despite having a broad selection available that is absolutely unsanctioned, the care with which transactions are conducted has kept direct links to the Forge World well protected and obscured. With appropriate tithes consistently delivered, and quality legal munitions, weapons, armour, and wargear, on offer to those who can accommodate the price, suspicion alone has not been enough to warrant an attempt to test the intimidating defenses of this entrenched Forge World. +++ +++++ ++ Data File ∙ End ++++ +++++++ ++ Compiling Data Results ∙ Ongoing… ++ Stand-by… +++ ++ Comm-Link ∙ Active… +++++++++ +++ +++++ +
  2. +++ALL HAIL THE NEW FLESH+++ +++ERROR+++ +++ERROR+++ +++ERROR+++ +++CORRUPTION+++ I'm back again and kicking off another project; a BIG one. I've recebtly picked up a large commission project to build a Dark Mechanicus army. I've been given pretty free reign for the main part but am restricted to an army list that the client has going... about 6500pts worth of army list...! Yeah, this is going to be nuts. The basic premis is to use the Nighthaunt range for the bulk of the base models. This is nothing new I know but I'm hoping I can put my own spin on it. There will be plenty of other stuff to that isn't using those models either. The client has sent me a HUGE box of models to get started on and I'll also be dipping heavily into my own bitz boxes (plenty of good gribblies left over from my Iron Hands). Right, basic intro outof the way. On to the first pic: First unit on the chopping block is a bunch of Techpriest Corpuscarii. I really like the idea of these guys, have since the vague mentions of them I remember seeing of them when I started up in 2nd Ed. The problem is the models really don't do it for me. Not sure what it is. Anyway, for a Dark Mech version of these boys I wanted to go a bit more ragged and haggard. I felt like they should look emaciated and wasted as their vital energies are spent up, burnt up from the inside, they should also be hunched and knarled, broken backed thanks to that huge capacitor on their backs. I was looking at the Crypt Ghoul kits for this as I'd used them before to make Warcks in my old Haemonculus Coven but then I remembered there are now plastic Ur Ghuls, perfect. So there are around 19 more of those ugly little guys sitting in my bitz box. Still working on what to di with the manacles and wires leading back to the capacitor but I really like the look of this guy. 2 uints of them should look really nuts I think. Anyway, there will be updates soon and there is a whole lot of insantiy brewing in my monkey brain. Stay tuned. PHM
  3. This is what I have as a start to my Chaos counterpart to my Bloodmoon Hunters. Chaos is not usually my thing but I wanted to show the dark side of the Bloodmoon Hunters way of doing things as well as the Hereteks of Mjorn who take their Xenarite beliefs too far. The Unchained Confederation is a chaos warband that was created from the thirst for innovation, power and knowledge. They are a grouping of warbands that no longer believe in the Sanctity or righteousness of the Emperor. They feel that the Emperor's rules and visions bog them down from acquiring the power and knowledge that could make them a Power House in the Universe. Although they do not share knowledge and information between the many parts of the warband, they are quite effective considering their erratic and adaptable fighting style. Not knowing exactly who their leader is, puts them at an advantage for their leader cannot be found and killed to terminate the warband activity and if, by happenstance, she was to be killed, any other member can keep the warband together because only a select few know who the leader is. This warband is very adverse to being bogged down by rules and are quite successful in their mission for knowledge and innovation. Warband Organisation The Unchained Confederation are a loose gathering of groups under various war leaders who provide mutual support for supplies and otherwise but mainly work their own individual objectives as dictated by their leaders. A mysterious female Heretek is the ultimate leader of this loose confederation but few in the warband know and even fewer if any outside it. The Unchained Cofederation is divided into numerous independent groups which have limited knowledge of their counterparts. This ensures that should one group be compromised, the others would not be captured. Combat Doctrine The Warband shows a high-degree of adaptability in battle, both in terms of tactics and the weapons its members employ. When an enemy counters one tactic used by the Unchained, the war leader plans accordingly, adapts, and changes strategy, enabling it to outmaneuver its enemies and catch them completely off-guard. Flexibility and willingness to adapt to their situation represents the core of the Warband's combat doctrine. As they prepare to engage their opponents, these members are always careful to identify all of their assets and utilize them to the fullest means possible. These often include assets that are not identified within the constraints of the Codex Astartes. These members often choose to take measures that others might consider dishonorable. The Hereteks of the Unchained are enigmatic figures in an expansive organization which trades in information and technology, always selling to the highest bidder. The Hereteks appear to be highly competent in their trade: all secrets and technology that are bought and sold never allow one customer of them to gain a significant advantage, forcing the customers to continue trading information to avoid becoming disadvantaged, allowing them to remain in business. These Hereteks supports the principle that any methods of advancing humanity's ascension are entirely justified, including illegal or dangerous experimentation, terrorist activities, sabotage and assassination. Their operatives accept that these methods are brutal, but believe history will vindicate them. Communication throughout the Unchained sometimes takes the form of steganographic messages embedded within broadcasts and other forms of media. Warband Beliefs Freedom from the shackles of the Imperium is one of the few unifying concepts of the Unchained Confederation. Most consider the lack of freedom as the greatest punishment and the greatest sin. The Unchained Astartes seem to bear little respect for anyone or anything, save for power and innovation. They tend to show no love for civility or deference when dealing with others, but they have been known to show pleasure in testing their skills against worthy foes. The Unchained Astartes have made deals with Hereteks, many from Mjorn to continue their trend of improving upon themselves seeking perfection. Many have fallen either to Slannesh or Khorne due either to a mentality for Perfection or Bloodlust of the hunt. What balances these forces of the Chaos Undivided leaders who unite them under their banners. A very very few fall to Tzeentch getting caught up in making ever more complex plans for ambush. Nurgle is represented as well for various reasons but these are another minority. A great many of the Unchained see the gods as a pantheon and a tool. A path to power and as a whole the groups follow no centralized set beliefs. Mjorn Xenarites Hereteks continue to pursue of forbidden xenos technology. Such is their curiosity, they wage war against the alien races of the galaxy not to conquer or exterminate, but to study. The Xenarites are dedicated to the study and exploitation of alien technology, a policy which most Tech-priests off of Mjorn find highly offensive. Xenarite Heretek expeditions attack alien populations, planetary garrisons, even the Skitarii Legions of other Forge Worlds. Open war with Imperial authorities common. These Hereteks pursue the dark path of tech-heresy completely on their own, forging their own roads to damnation independent of any direct connection to Chaos or the Dark Mechanicum, though still wholly in violation of the strictures of the Cult of the Machine God. They support the Astartes of the Unchained to improve upon them and use them as a steady supply source. It is among the Hereteks, Tzeentch has a greater following. Hereteks involve themselves in innovation and manipulation heavily. Homebase The Chained Barque is an ancient and highly complex device constructed by unknown Xenos as a superweapon, but never successfully implemented before their extinction. It is unknown who initially began the development of the Chained Barque. Countless different species obtained and made contributions to the design over the course of millions of years, but none successfully deployed it. Despite the Chained Barque's elegant design, techpriests could only determine that the device exploited the same technology, and were left to speculate on how it would ultimately function. Experimental mixtures of compounds were to make a more efficient fuel for Barque traveling long distances. The interferometric array into the Barque's systems results in a real-time map of a Sub-sector. The Chained Barque serves as both a data repository and stealth ship for the enigmatic information traders. The ship ingeniously draws it power from the thunderstorms raging constantly on one of their hidden base planets that they set it to orbit, relying on an interlocking system of kinetic barriers, grounding rods and capacitors to avoid being ripped apart. Cortical implants allow users to "see" screens projected in front of them. A user's eye movements are tracked, syncing to hand gestures as they sift through data. Notable Warband Members Ciara Ghlic - The Mysterious leader of the Unchained Confederation. What little is known about her other than she is a Dark Skinned Renegade from the Forge World Mjorn. She was a follower of the Xenarite principles. Known now as Mistress Shackle, she manipulates and controls the Unchained Confederation central leaders. Ruling from the shadows on her massive Barque, she has access to information through many and sometimes unknown methods. Her most dangerous weapons are her abilities to process information and her willingness to use such information.
  4. I wanted to start a thread where I could catalog the process of building up my House Malinax army. I've been collecting Knights for a few years now. Originally, I ran a House Taranis Army - I love Knights and the Skitarii, so the House with the closest ties to Mars seemed a great fit! The issue I ran into was one that I suspect is common to many - the availability of transfer sheets. House Malinax has an equally great colour scheme, is really quite well supported in fluff (for a Knight House), and has a very easy to get hold of set of decals thanks to ladies and gentlemen at Forge World. But a Dark Mechanicum aligned house comes with issues of its own. Typically, Knight Houses don't do well on the table top if run by themselves as pure Knights. If you're playing with Imperial Knights, it's not so much of an issue. You can take that squad of Rangers or Vanguard to screen or capture objectives and have a really fluffy force. With Renegades, not so much - unless you want to play 'counts as'. I really like to play fluffy armies. I'm probably a little 'OCD' in that respect and, over time, I started to research what I could about Xana II itself, it being the defacto home world of my House. (Interesting place Xana II. To describe it as 'slightly dodgy', is somewhat akin to describing water as wet - and they still locked up old Scoria for taking tech heresy a bit too far... it kinda begs the question O.o...) The Knight aspect of my army is pretty simple. I currently own 5 Knights with a 6th awaiting delivery from FW. I'm going in blind to an extent as I have no idea whether or not the upcoming codex is going to increase my options at all - right now, I have no access to units like the new Armigers, let alone fluffy troop choices like Skitarii via normal rules support. Xana II is most well known in the fluff as being the Hell Forge that designed and produces the Hell Blade fighter, and Hell Talon fighter bomber. These make sense then to be present in a larger force I might field. The issue is, they count as Heretic Astartes units and really share nothing but the general 'Chaos' Keyword with my Knights - in fact, pretty much nothing does apart from two infantry HQ choices. My idea to tie things together then is this; I plan to convert a number of Skitarii (I have a bunch of these models spare) to act as cultists on the table top. I have this brain-fart about cultists who have been *ahem* 'blessed' by Nurgle through their association with Chaos. Seeing various limbs start to decay, fall off, and other fun forms of Papa Nurgles affection, I wondered if a solution for someone in that position would be to try and bargain with a Hell Forge to have your rotting bits replaced with bionic bits - much as is done with Skitarii. (Of course, they find out down the line that instead of rot, they rust and corrode and are no better off, but it makes things far more fun for me in terms of painting and converting - I love heavy weathering). These unfortunates then become cheap and fairly decent basic 'retainer' style troops for my Knight House, and the general theme and concept allows me to reach quite far into the wider Chaos infantry range if I choose to later. Having a Mark of Nurgle works great on the table top for me too, as if I were to have a 'rusty' Sorcerer, I can ramp up some of the negative to hit modifiers on my flyers and the like (up to about -3, if my theory-fu is strong), allowing somewhat normally fragile units some staying power. Anyhow, the intention is really to use this thread as something of a hobby journal, and a fun place to discuss and share ideas on some of the fluff I'm drawing from, as well as hopefully get some painting and conversion pointers from you good folk, as it's quite different from anything I've done before. With no more ado, here are some (hopefully not too terrible) pieces of eye candy of my starting point (note, my two standard Knights are currently with the Hellwrights - apologies!):
  5. 984 downloads

    Dark Mechanicus emblem by commission from Saa. Full color and full white versions, with red background layer in the white file for white paper printing. Sizes: 5mm, 8mm, 12mm, and 16mm. NOTE: The PDFs in this download are samples. Due to the size of the files, they are stored off the B&C site. Full size A5 files can be found here.
  6. 927 downloads

    By commission from Grand Master Laertes, depthcharge12, and Atia. The Legio Fureans of the Dark Mechanicus Traitor Titan Legion, scaled for use on Imperial Knight models. Note: will require the use of Mechanicum decals provided with the Imperial Knight model for best appearance. This sheet allowed me to do two new things. First, it is one of the first public sheets I've posted with multiple images, and the first not scaled for Space Marines or their vehicles. Second, it is the first sheet I've produced that takes advantage of the layer options in Adobe Acrobat/Reader. The logos appear on the top layer, with additional layers to print the sheet with a Legio Fureans yellow background, Fureans flames behind the logos, or a light blue background (though the last may only be of use on screen to show what white/light logos are present).
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