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  1. Since I have participated in and completed my Call to Arms pledges, I've really taken a liking to the WIP subforum. As I've finished with my Chaos pledges, I've decided to finally tackle the Kroot Fatstalkers I got last year. This is a continuation of the Kroot that I first started… 14ish years ago. I painted this guy right out of high school, alongside his 15 kin that came in the Carnivore set. Teenage me did not realize that unthinned Testors model car paint was NOT the paint for 40k minis. Then came BSF, in which Dayhek Grekh was 50% of why I bought the game After Grekh was done and I started developing an interest in Kill Team (pre-Farstalkers) I decided to strip half the Carnivores, get some Kroothounds and Krootox, and paint them in the same style Since I didn’t start basing until like a year ago, I think this group still count as WIP
  2. Since I have a WIP thread, may as well have a HoH thread for completed stuff Kroot are fun to paint
  3. I recently started experimenting with oils, opting to smear a magenta/purple oil wash on my Great unclean one (on the tentacles, stomach and guts) with rather good results, if I do say so myself: So, yeah, oil washes are good, if you want to use them, but what if you don't? Well, have no fear, I still have some tips for you! There's a little oil wash on the back here, but much of the purple/magenta is actually done only with thinned acrylics and some washes and contrasts. AND, it was surprisingly easy, as I basically just splattered it on semi-randomly and let it dry, not caring if it dried slightly blotchy (in this case that was just a bonus, as it would look gross. On a less nurgley model, I would thin with contrast medium rather than water, to avoid splotchiness and keep the effect more subtle). My GUO did take a while to paint, but if you like it, I have some very good news for you: it didn't take very long and I didn't really do anything difficult or use any strange products or chemicals. Apart from the newly added effects, everything was done with a couple of brushes (some big cheap ones and my regular model brushes), regular GW acrylics, a couple of shades and contrasts, some sand and some Nurgle's rot for the base. I didn't do any fancy techniques like wetblending or the like either - in fact, many areas aren't really shaded or highlighted at all, if you look closely and I purposefully didn't even pick out all the little details (for artistic and laziness reasons). Here's how he looked before the oils (regrettably he's upside down, but I was living in a no-gravity environment at the time...) Assuming you like the result, I think the big thing to take away from my GUO is that painting models that are almost all skin/flesh doesn't need to be difficult at all, as long as you avoid the biggest pitfall of all: having all the skin be the same base colour, highlight and shade colour, because no matter how well you do it, it can easily come off as a bit boring and "plastic toy" looking. As far as I'm concerned, the only real key to making a big figure like this look good is to have different colours mixed in here and there, so the overall result is varied - it will look much more "natural", even if you're not a master of placing shadows and highlights, simply because real skin is not the same colour everywhere on your body (well, I assume not, I can only speak for myself, of course...). We don't get the same problem with smaller minis, simply because they're smaller, so the skin being the same colour everywhere isn't as noticeable. Here's another example: Incidentally, we see the same thing with terrain, where painting it like you would a regular miniature sometimes ends up looking worse than doing something much simpler that just looks better at that scale. But more about that in another post And to finish off, a couple of shots of some poxwalkers I'm experimenting on. One has had an all-over wash of the same purple/magenta wash taht I used on the GUO, another has had a more targeted application and the last one hasn't had any at all. As you can see, oil washes seem to have a lot of potential for painting skin and gross features, but it's not really a necessity at all, as long as you're not too afraid of putting different colours into the skin areas.
  4. One of my favorite threads I've ever read on the B&C, and one of the main reasons I got into the hobby was @Kierdale's thread for his psychopomps. I've similarly enjoyed @WarriorFish's Sundered and what I've seen of @Tallarn Commander's Warpborn. I'm also looking forward to reading about @Slave to Darkness's Khornate Word Bearers warband. I like reading about you guys' custom warbands and I'm going to channel that energy into my own hobby blog. The warband is still a WIP. I have yet to settle on a name that I really enjoy. But I do have some solid themes I want to incorporate and a paint scheme. I mocked up this digital test model with the app impcat. I think I am partial to the one with the black boots. I've also done up a test shoulder pad to see how the colors actually look in real life. I used the new Mantis Warrior Green contrast paint and then a conventional blue black for the trim. I'm going to have to come up with a method for touching up the green, otherwise I'm going to take some years off my life stressing out about painting so much black trim next to my beautiful, bright acid green. I'm choosing a leviathan's cross for the symbol for a couple of reasons. It invokes imagery of the occult It is connected to alchemy where it is a symbol for brimstone (sulfur) It looks cool Its simple enough to freehand that I don't need to mess around with transfers.
  5. So I am working on the Liber Challenge for Daemon Warbands, and this is what I have so far. Notable Members of Warband True name:Ea’Kirffu’Uagz Other names:Alst’Amhirz, The Tip Tongue Daemon, The Misplaced Name, Thoughtcanker Herald of Nurgle, and Leader of the Thoughtstealer Plague Warband Thoughtcanker’s existence began with the fear of forgetfulness that is brought on during old age. In ancient times as Terran humans grew old and weak so did the fetid mushroom destined to become Thoughtcanker grow strong and filthy with the memories they lost. The final memories were often the sweetest, and those who lived despaired the most at their loss. So were Thoughtcanker and its eventual kin born. Thoughtcanker was bound to the despairs which lead to its creation, seeking ever more to steal the memories of mortal souls, yet always leaving behind the memories pointing to that whole so that they may know what they are truly missing. Only when their last memory remained, whether a childhood joy, or a cruel twist of fate, or even just their name, did Thoughtcanker offer them release from their cruel fate. Those who took its deal soon found themselves turned to Nurgle’s servants in turn, cruel sprites and faeries who even after Thoughtcanker returned their memories were none the happier. For in their new forms the memories no longer were theirs, but just those of some dead mortal who had forgotten all and was to be forgotten in turn. However, Thoughtcanker grew dissatisfied with merely taking those who fell to dementia and injury. So it soon began to offer bargains with mortals, the memory of a first kiss in return for the stamina to win a race, all the recognition of a best friend for a pile of gold, rule of a kingdom for a last name. With each deal mortals made, they had less to lose, but often no less to gain, as the gifts of daemons are fickle indeed. For with each part of their memory, these mortals gave up a bit of themselves, a portion of their very soul. Thoughtcanker was never gone for long, as the one memory it almost never took was the knowledge of how to summon it back. Mortals would bargain away their lives piece by piece, until nothing remained to them but a body without meaning or desires and their souls were forfeit to Thoughtcanker, destined to become servants of Nurgle when their emptied bodies finally expired. Woetide Bloodplague the Enslaved: once Bloodthirster of Khorne Woetide Bloodplague was once Woetide Bloodrend, one of Khorne’s Bloodthirsters. A being of rage and hate quite similar to Khorne’s other servants, Woetide did not fear any threat until dispatched from the mortal plane by a member of the Grey Knights on one particularly humiliating excursion into realspace. Unable to take out his rage on the mortal realm, Woetide grew bitter at his banishment. When Thoughtcanker offered to let Woetide lead his force against the mortal realms versus a servant of She Who Thirsts, Woetide leapt at the chance. When Thoughtcanker promised to prevent Woetide from any such debilitating harm as he had once received for a price, Woetide gladly paid it, one forgotten piece of name for each wound displaced. For a time Woetide grew great in strength, his new allies supporting greater and longer forays into the material realm with each assault. And each time he would be dispatched, the wound was transferred from Woetide to one of Thoughtcanker’s minions through powers Woetide found distasteful, but which he also quickly forgot under the harvest of bloodshed he reaped. The Battles of Holuster Hive raged and fifty five times did Woetide return from wounds which should have easily banished him, and fifty five times did the deals of Thoughtcanker work their powers as promised till all that Woetide remembered of his true name was the Hl of his first syllable. But when Woetide was struck well the fifty sixth time, he finally noticed what was wrong. Chains that had once bound his weapons to his arms now bound his will to that of Thoughtcanker. Where once bloodshed filled him with rage and glory, it now only served to lessen a bitter pain eating away at his insides. The battle over, returned to the Immaterium, Woetide found himself trapped in Nurgle’s garden, surrounded by cackling nurglings and craning up from the ground he was chained to at Thoughtcanker’s rare smile. Thoughtcanker spoke his name, but it was different than it once was, the pauses and breaks were all wrong, where it had been eight by seven it was now seven by eight. Where he had been Hle’Eshp’Pioppdeao he was now Hleeshp’Piop’Pde. Where he had been Bloodrend he was now Bloodplague. Now Woetide serves the Thoughtstealers, bound to Thoughtcanker and remade as a servant of Nurgle. Although he still bears much of the power he once did, the joyful glory of hatred is denied to him, and as such his bitterness grows, only binding him ever tighter to Thoughtcanker’s will and his cruel slavery. However, it appears that Khorne has not forgiven this theft of his power, and the Thoughtstealers have more than once heard the braying of fleshhounds whilst nearby his armies and domains. Warband Structure The Thoughtstealer Plague is organized under seven powerful daemons of Nurgle and their attendants and servants. Each herald preferably draws power from the loss of a specific type of memory: sensory, working, episodic, semantic, procedural, prospective, and spatial memory. First amongst them is working memory, Thoughtcanker itself, because that is the first memory loss noticed and feared as a sign of what losses are to come; the repeated failure “at the tip of the tongue” only signals further forgetfulness. The daemonic attendants of each herald take on forms suitable to the forms of the memories they steal, many often start as small creatures formed of but a single thought. These grow as more similar thoughts are stolen and added to them. Such beings often take on forms indicative of the memories they are created from, though onlookers will rarely be able to to describe or classify them.and instead will be overcome by a crippling feeling of presque vu. Each being, though it may be made by any of the seven Nurgle lords who rule the Thoughtstealer Plague, will find itself attracted to the retinue of that specific lord who identifies with the form of memory from which it was made. This means that the Plague grows in a haphazard way, and any particular lord and its retinue may be stronger than another in pure daemonic might at any given point. However, in general, each lord is responsible for controlling their own minions and for leading when their field of expertise is at the fore, with Thoughtcanker responsible for making sure everyone works together as smoothly as possible. Warband Origin Thoughtcanker was the first daemon borne to the Thoughtstealer Plague, but its long untended incubation in the Garden of Nurgle feeding on the sorrow of lost memories was not quite the same as that which spawned the remainder of the warband. At first Thoughtcanker found that feasting on the sorrow of memories, its favorite the mix of rage and bitter stubbornness when a thought was lost just at the tip of the tongue, was quite enough to satisfy. Yet as the timeless ages stretched, Thoughtcanker grew bored in its lonesome duties. Thoughtcanker wished to spread its influence, but had only limited reach as a single entity. It began to plant the memories it stole, organizing and codifying them in the process. In Thoughtcanker’s small plot in the vastness of Nurgle’s estate, six withered weeds took root, one for each form of memory save Thoughtcanker’s favorite, working memories. These plants grew in proportion to the sorrows and related emotions which fed them. The loss of emotional memories and personal anecdotes is often the most jarring and bitter of all lost memories and therefore the weed associated with episodic memory grew fastest and fattest on the loss of mortals. Its baleful fruit was the second daemon amongst the Thoughtstealer plague. Next came the loss of function found in procedural memory, each thought of “I used to know how to do this” feeding its greedy roots. Third came the aggravation of forgetting to remember, for it was so often in its occurrence and occasionally devastating, even if not quite so frequently as the first two. Now that they were four, the Thoughstealer Plague began to steal memory even more greedily and the remaining three members grew faster than ever before. Fourth sprouted the loss of spatial memory from the sorrow of being lost in once familiar places. Fifth came the loss of semantic memory as forgetfulness of general information took its frustrating toll even without direct emotional links to such information. Last came sensory memory, for its loss was so fleeting only the devastation of failed senses was left to feed it. When the seven lords of this host stood together, they understood, even through all their differences, the powers they might wield together, if only they had the numbers. Where once there was one daemon, now there were seven, where once there was one plot, now it was sevenfold grown. Memories became both harvest and seed, and the Thoughtstealer Plague continued to build. Warband Goals Primarily the Thoughtstealer Plague exists to feed upon the sorrow and despair of mortals, not unlike most of Nurgle’s servants. Generally, this is accomplished via the removal of various memories from mortals and in so doing reminding both that particular being and those around them of their own mortality. The more specific goals of the warband as a whole are usually decided by Thoughtcanker itself, although it often consults the lords of emotional memory and prospective memory in its plans so as to ensure collaboration from the former and gain insight from the latter. Each lord has its own preferences and peculiar desires which are a result of both its creation and its history not unlike many other daemons and as such these lords will direct their personal subsets of the Plague as they see fit. In particular importance are the designs of the lords of emotional and prospective memory, as both seek to usurp Thoughtcanker’s control. So far the fierce loyalty of the procedural memory daemons to Thoughtcanker have made any military conquest impossible, but any plans laid by the far subtler actions of the lord of prospection are yet to reach fulfillment, and may yet spell out a far different chapter in the warband’s history. The recent, as much as such a word has any meaning within the immaterium, acquisition of Woetide has prompted a whole new direction for the warband, as they turn their sights to the theft of memory from not just mortals but from rival hosts. Where such endeavors will lead, perhaps none can guess, and any who once knew have now likely forgotten. Warband Tactics Though Thoughtcanker prefers subtler actions, the Thoughtstealer Plague is not averse to war, often stealing memories from the foe as they fight. Enemies often find themselves forgetting how to load firearms or operate the heavy machines of war even as the fighting is thickest. The various functions of war of the Thoughtstealer Plague are roughly parceled out to those daemons whose nature are most suited to such tasks. Since the forms of the different subsets of daemons often vary wildly from each other, many enemies don’t realize the full unity of the Thoughtstealer Plague until it is far too late, a fact Thoughtcanker has often put to good use. The daemons formed of stolen sensory memories form the first group and are tasked with reconnaissance and the discovery of new targets for the Plague’s more militant attentions. Many of them consist of not much more than bitterness and half formed representations of the senses, and as such are uniquely skilled in such endeavors. The second group, daemons formed of semantic memories are walking catalogues. They keep track of the facts and figures of all the Thoughtstealer Plague’s enemies and allies and are responsible for integrating the data given to them by those daemons of the first group. In the third group are those daemons formed of episodic memory, who form the heavy hitting arm of the warband’s military might. The bloated forms of these large daemons are due to the vast sorrow caused by the loss of such emotionally strong memories. Horrifying flashbulb memories are often weaponized in great psychoreactive explosions that tear the heart out of the foe’s willingness to fight. Additionally, since these daemons are the most in tune with human emotions of all the Thoughtstealer Plague, their ranks include several more diplomatic heralds who are in charge of solidifying alliances with other daemonic warbands and with corrupting and turning mortals to Thoughtcanker’s cause. The fourth group of daemons is comprised of those who were formed of procedural memory, and contains some of the most efficient memory thieves from the ranks of the Thoughtstealer Plague. They form the main foot soldiers of the warband. They are also partially responsible for carrying out and helping to plan battlefield tactics, alongside those of the fifth group lead by Thoughtcanker. They are reliable troopers when circumstances are as planned, but have little initiative and will often fail if confronted with scenarios too far outside their experience. This is why the fifth group, lead by Thoughtcanker itself and created from working memories is so important. They are masters of coordinating the seven groups and are primarily responsible for strategy, taking on command roles throughout the warhost. Though they often present with limited foresight, their comprehension of the here and now is of vital importance in a warband otherwise dominated by daemons who focus primarily on the past or the future. The sixth group is formed of spatial memory daemons. These, often winged or long legged, creatures work tightly with the first and fifth groups and contain some of the warband’s strongest telepaths. They are responsible for intra-warhost communication and for keeping track of battlefield terrain developments. Swift and surefooted, they can often be found relaying messages between different heralds of the Thoughtstealer Plague when psychic communications are impossible or break down. They are also often employed alongside sensory daemons of the first group to track down and eliminate enemy scouts or act as scouts themselves. The seventh group of daemons is formed of prospective memories. These are the memories of remembering to remember and as such, these are the most forward thinking of the daemons of the Thoughtstealer Plague. They have a large role in determining long term strategy and developing sets of contingency plans for the occasions when circumstances turn against the Plague. Additionally, they have the largest quantity of psychic and sorcerous might in the warband and are frequently employed before battle to strip the enemy of preparation, with ammunition often going unloaded and war materiel unmaintenanced before the warband’s arrival. Notable Battles The Battles of Holuster Hive: Slaanesh cultists led by a sisterhood of three Slaaneshi heralds overthrow the government of the hive planet Holuster over six nights of bright noises and loud colours. Over the next several weeks, the cults grow in strength as their debaucheries expand across the hive blocks. Seeing the strength these excess fueled memories, Thoughtcanker decides to feed off of the efforts made by the Sisters Kaleidoscope. Additionally, it makes a pact with the Khornate host of Woetide Bloodrend in order to minimize damage to the Thoughstealer Plague itself and to test the new binding methods devised by the prospective memory daemons. The Thoughtstealer Plague, particularly the sensory memory daemons, feast upon the glut of vivid memories found in the Holuster cults and those who have been forced to witness such acts. As these cultists lost their memories the Sisters Kaleidoscope begin to lose control of their subjects, and with dwindling resources left to them, even war as a means of stimulation becomes more difficult. However, when Woetide’s host slams into the capital city of Holuster hive heading straight for the Sisters’ pleasure palace. War creating a brand new theatre for delicious experience the Sisters’ lead their forces in a meat grinder against Woetide’s blood spattered host. Meanwhile, the Thoughtstealer daemons continue to feast upon the memories of the Slaanesh cultists, weakening the Kaleidoscope forces. This farming of emotions invested by the powers of the Sisters continues for several weeks before becoming unsustainable. In the fighting, Woetide iss struck down and enslaved to Thoughtcanker’s will, but not before shattering the defences of Holuster’s capital. When the Thoughtstealer plague finally descends, glutted upon the powerful memories of the fighting forces, it easily wipes aside the remnants of both other armies and proceeds to suck the rest of the planet dry. The Fading of Nunivok: A fleet is sent to ascertain why Nunivok has stopped sending its imperial tithe abruptly, particularly since the civilized world had never even sent a reduced tithe at any point in recent records. Inquisitor Jarvis arrives to discover a planet filled with blank faced people milling about aimlessly. None of them can remember anything about what happened or about anything else for that matter; none even remember their own names. Jarvis removes from the planet in fear of a pox of some kind and has it biocleansed as a precaution while he and his retinue are examined for contamination. Jarvis reports that the planet had total population loss but that replacement colonists should be able to quickly bring the planet back to full functioning, as the infrastructure seems undamaged.
  6. Greetings all. Like a lot of members here, I couldn't wait to get started with the contents of Dark Imperium, and as well as building an Ultramarine Primaris army from it, I thought I would use the opportunity to recreate an old Nurgle army of mine, named The Pestilent Scourge. Without further delay, allow me to share my progress... Balantisis the Wretched, Lord of Contagion He is finished for now, until I get my hands on some clear resin to add water to his base and perhaps some more technical paint effects. The army so far... And I've started working on my Poxwalkers... I've started removing the horns and such for a few reasons; it'll make them easier to convert duplicate miniatures in the army while allowing me to buy more split set contents online to bulk out the army cheaply, I like the idea of humans touched by Nurgle and mutated to the look and feel of the base models provided, and ultimately because I feel that all the horns just look stupid and a touch too much like Age of Sigmar esque miniatures for my taste. This isn't likely to be the fastest blog in the world, but I'll update as and when I have progress. C&C welcome and appreciated!
  7. Teetengee

    Shell Spawn WIP 4 Rear

    From the album: Teetengee Chaos

  8. Teetengee

    Nurgle Jump Sorc Finished

    From the album: Teetengee Chaos

  9. Teetengee

    Nurgle Jump Sorc WIP 6

    From the album: Teetengee Chaos

  10. From the album: Liborio's Custom Rules

    The custom datasheet to a Chaos Lord of Nurgle.
  11. Hello all, I'm starting this thread to document the progress of a returning player getting to grips with a new iteration of a Death Guard Army. First, a little backstory to my Plague legion.... Only the most fanatical of Nurgle’s worshipper’s may hope to gain the Grandfather’s favour. To that end, the ­Fetid Hand will never rest until each and every one of them have been witnessed by the Bringer of Plagues Himself. These warriors, clad in bone white plate and oozing the numerous blessings of Nurgle, are amongst the foulest of His followers. They are distinctly puritanical in their approach to the spreading of plague, not in the least content to sit back and let the spread of contagion gradually occur throughout the planets they turn their putrid gaze to. Instead, they seek to disperse their diseases with a disciplined fervour that is quite at odds with the majority of their heretic brothers. The Fetid Hand take great delight in seeing their foes brought to their knees by the holy plagues that Nurgle has gifted, and will continue to spread the word of decay until they themselves are welcomed back to the bosom of Nurgle. The idea behind my Death Guard are that they are, in essence, worshippers and priests of Nurgle. In the future, I plan to add either a detachment of Renegades and Heretics who would act as a more diverse cult of worshippers than the single Chaos Cultist unit allows, or a detachment of Chaos Daemons which would also reflect the religious nature of my warband. Anyway, on to some photos! Balgroth, the Fallen Chaplain Had a metal space marine chaplain lying around, so of course I had to putrefy him. The main modification I made was to replace his mace with a staff-like weapon.
  12. I realized that I invest more time building/painting stuff when I share what I am working on so I decided to start this topic as a blog of sorts. It can also be very helpful for me to read people's comments on my stuff since I only started painting on September 2017. It occurred to me to just create this topic in the CSM forum but since I'm thinking about getting some non-Chaos models I think it will fit better here. I also have several count-as non-GW models which I hope is ok to post in B&C but, just in case, I'll try to post pictures of them along with official GW ones. So, let's get started! On Sunday, February 4th, I got to try how it feels to paint models primed using Corax White (until now I had only tried Abbadon Black and Leadbelcher): I love the poxwalker models and they are my favorite ones to test new stuff in. I went on a shopping spree on Friday and this was my first time using washes that weren't Agrax Earthshade: But for most of the day, the drone was the one that had my attention. I had left it half painted for a couple of months and now it went from this: To this: I started to work on that winged Daemon Prince of Nurgle in the background but no pics yet as I'm still testing things on him (mainly sick flesh).
  13. Manchu warlord

    Morty

    From the album: Aldurukh archive

    Mortarion, the Deathlord, the Reaper, and Grave King. Primarch of the XIV legion, Death Guard.
  14. Guys, I desperately needed a change of pace. I have tried to steer away from all loyalist activities heading into the new year. I wanted marine infantry with staying power in this edition of mass destruction while sticking with Chaos so here we are. I have to start with some advice though. I haven’t played DG since the codex came out, and I’m starting with the new Plague Marine box and wanted some unorthodox build in a Landraider to launch the project. I love the look of some of the new cc models/ bits. ... but I don’t want t handicap myself too much. So that said, let’s pretend 2 of my squads will be traditional, champ Fist/ plasma and 2 Blightlaunchers. And this third squad will be for mixed or more specific for CC ability coming out of the Landraider. Could you share some wisdom on this? Flails look amazing to model, the giant axes are fun, but what works for you and what’s reasonable?
  15. After a brief hiatus from 40k I have decided to try get the motivation to get back into it, I have always been obsessed with a zombie space marine chapter so thought I would try and completely flesh out a chapter I have been drafting for the last few years here is the revised version of The Heralds of Salvation well their Origins at least, hopefully I can get some feedback on them so far which I can use to expand on their more detailed background including tactics, beliefs and other stuff. I intend them to be a chapter that is completely wiped out only to return from the grave as zombie marines who worship Nurgle as the God of Death. I welcome any feedback and will try add more as I go Heralds Of Salvation The Dead do not rest easy Warlord: Michael Vilepox Colours: Pale blue Founding: believed to be .M34 Geneseed: Iron Hands Allegiance: Traitoris extremis Homeworld: Original Homeworld purged now fleet based Known Ships: Slaughter class Cruiser "Spectral Revenant" Believed Strength: 140 Traitor Astartes, ~ large unknown number of zombie thralls and daemon engines Speciality: Terror, Boarding actions, , Forbidden Archeotech, Necromancy Battle Cry: Death Beckons Us!!! Fall from grace Founded in the early 34th Millennium it was believed the Heralds of Salvation were solely formed to further the goals of the Adeptus Ministorum, they were their executioners against heretics and those who stood against the Ecclesiarchy in its rise of supremacy. Due to their feral home world, the chapters began to develop a morbid worship of Death devolving into more savage practices and rituals that had many imperial branches questioning the chapter’s Geneseed and loyalty. Founded as part of a initiative by the Imperium to reclaim dozens of worlds fallen to heretics, the chapter became even more merciless against their enemies using terror tactics striking fear in their enemies. Whilst the Ecclesiarchy were disturbed by the chapter’s strange ideologies, the chapter's use far outweighed their questionable tactics resulting in them turning a blind eye to the chapter as this was era with the rise of the Ecclesiarchy as long as the Heralds served them unquestionably they did not care. This ultimately protecting the chapter as well as ensuring the chapter was well supplied and equipped compared to other chapters in their early stages of being created, however the chapter grew the stigma of being over zealous fanatics by other Imperium forces. Their pride and fanatical zeal would be their downfall as their unwavering nature would leave deep wounds within the chapter that would eventually fester and rot leading to their demise. Due to their fanatic devotion the the Ecclesiarchy during the Reign of Blood unlike most chapters the Heralds supported Gorge Vandire's ascension. They saw Vandire as a visionary and dedicated to purging the unworthy within the Imperium. The chapter unleashed a brutal campaign of terror upon those who opposed Vandire committing brutal purges against those who were deemed heretics, this ultimately led the chapter to come into conflict with other chapters who opposed their wanton destruction. With the Death of Vandire and rise of Sebastian Thor the Heralds, who were far from Terra during the second siege of Terra became hunted by those they previously attacked. Labelled as heretics and cut off from the support of the Ecclesiarchy the Heralds continued their war of faith refusing to believe that they were wrong for siding with Vandire. Eventually their crimes would catch up with them as the entire chapter which had surprisingly remained at full strength through the reign of blood, was lured to an Ecclesiarchy sub- sector under the pretence of reclaiming what they had lost. However this was a pretext devised by those who had sworn revenge and a mighty Imperium force comprised of by several elements from different chapters ambushed the Heralds in order to destroy them, though they fought with a fanatical resolve the Heralds were massively outnumbered and were nearly annihilated with barley 300 marines left . They would of been utterly destroyed had the inquisition not stepped in demanding the Heralds surrender and face judgement for their crimes, escorted to Terra in chains the chapter with only a damaged Strike Cruiser left to carry them of the as the remainder of the chapter’s fleet was destroyed or taken as spoils of war along with most of the chapter’s relics. Brought before the new High Lords of Terra, the Heralds were charged with crimes against the Imperium for aiding Vandire following him blindly. Whilst many called for the chapters destruction for their atrocities against the Imperium and siding with Vandire, the chapter was instead sent on a penitent crusade to the far reaches of the Segmentum Pacificius until they could redeem themselves. To add further cause of shame, the Herald's home world was destroyed with all traces of it expunged as well as being forbidden to recruit until absolved of their heresy, this was effectively a death sentence as without the ability to recruit the chapter would slowly diminish to nothing especially with their weakened forces. Slowly doubt began top creep into the minds of the chapter they started to believe that they had been abandoned and betrayed by corrupt forces within the Imperium they had sacrificed so much for. Only their morbid faith kept them going as it began seeking a way to transcend death so they would be able to fight to protect the Imperium from outside enemies as well as the corrupt fools who would destroy it from the inside for all eternity. Joining forces with an exploratory fleet of the Mechanicius under the pretence continuing their penitent crusade, the Heralds sought rumours of an ancient STC that could revive the dead in their quest to transcend death. On an abandoned world known as Orcus the Heralds found their prize, a strike force led by Crypt keeper Michael joined the Explorator Magos as they searched for the STC. In the abandoned mausoleum city they uncovered the STC for the Sarcosan wave form generator, an ancient piece of Areotech that was forbidden millennia ago by the Emperor and Priesthood of Mars millennia ago that could bring the dead back to life through the use of warp energy. When the Magos and his forces tried destroying this forbidden tech for its heresy against the Omnissiah, they were massacred by the Heralds who cut them down with no mercy to protect what the chapter saw as their salvation. Acting quickly the Crypt keeper sent a signal to the rest of the chapter in orbit who opened fire upon the explorator fleet, whilst they were outnumbered the Heralds managed to destroy or capture the majority of the fleet. This was mostly achieved though both surprise and treachery when corrupt elements within the explorator fleet turned on their comrades allying with the Heralds in their goal to transcend Death. However this betrayal could not go unnoticed as moments before the last loyal elements were destroyed they managed to send out a warning to the nearest imperial world through Astropaths. Using the discovered STC, the chapter created a gigantic wave form generator (Anima Chorus) right in the centre of the city which began to bring the dead back to life, through sorcery and forbidden Archeotech the Heralds assembled a massive army of undead including a large amount of corpse thralls, constructs and undead marines of the Heralds which were slain before their censure but whose remains were kept as their chapters cult decreed. Eventually word of their heresy reached the Imperium with a massive crusade fleet assembled to wipe out the newly declared Heretic chapter, elements of nearly all branches of the Imperium were part of the fleet as all had a reason to see the Heralds destroyed. The Mechanicius who wanted to punish the chapter for their tech heresy, those chapters who originally decimated them to finish the job and the newly formed Adeptus Sororitas of the Eccelesiarchy led by inquisitors who were keen to purge the stigma the chapter represented to the Ecclesiarchy through their previous crimes. Even chapters who once sought vengeance for the Herald's past crimes during the Age of Apostasy were once again keen to fully destroy the traitors finally seeking justice against them. Whilst their undead forces and devastating tactics made the chapter deal serious casualties to the crusade fleet, eventually one by one the Heralds were slain as well as their undead army destroyed with Crypt Lord Michael and the chapter's remaining veterans slain making a last stand defending the Sarcosan Wave Generator. Imperial forces destroyed the chapter's forbidden Archeotech however this released a shock wave of pure warp energy which engulfed the entire planet and surrounding fleet as the thin barrier between the immaterium was torn asunder. A warp storm created from the unleashed energy descended upon the sector utterly destroying ships as well as opening small warp rifts from which poured hordes of Nurglite Daemons decimating the the crusade fleet which were desperately escaping from the grasp of the warp. Only a few ships of the mighty fleet survived the devastation, the remainder engulfed by the fury of the warpstorm created by the destruction of the Anima Chorus which sealed off the entire sector for centuries, eventually the Heralds of Salvation passed into myth as all trace of their heresy was purged in order to prevent any from following in their footsteps, however they would not stay dead and would finally transcend death to take their vengeance against the living. Coming Soon!!!!!! The Corrupted Believed to be founded during the start of the M34, it was believed that the Herald's were founded in an attempt by the Ecclesiarchy to create chapter's that were loyal only to them following the church's rapid rise to power and complete control of the High Lords of Terra. Ultimately believed to be of the Iron Hands Geneseed it is unknown which successor chapter they were founded from as even before the purge of the chapters history by the Inquistion. Whilst their predecessor were pure without any mutation the Geneseed of the Heralds became debased and impure resulting in their hyper stimulated Omophagea which became corrupt in the chapters early history. Over time the chapter became addicted to the processes of the Omophagea, actively consuming the flesh of their fallen enemies which began to be ritualised by the chapter seeing it as becoming one with death as well as denying the souls of their enemies an afterlife. Another mutation the chapter suffered in their geneseed was that every Battle Brother over a few years of being inducted into the chapter began to pale taking on a corpse like pallor further deepening the suspicion the Inquisition had about the chapter as well as other chapters that fought alongside them. With the extinction of the Heralds of salvation and the warp rift being unleashed by the destroyed Anima Chorus, the barrier between the Immaterium was shattered enabling the foul energies of the Chaos God Nurgle to rebirth the Heralds into unholy life as decayed revenants. Their forms have become truly corrupt and decayed with foul warp sorcery sustaining their diseased forms. COMING SOON!!!!!! A Growing Threat It is believed that the Heralds of Salvation have little in the way of fleet capacity as there has only been a few ships recorded to be used by them. However with the unholy rebirth of the Heralds the numbers of zombie ships reported in the sectors around the edge of the Segmentum Pacificus has disturbingly been rapidly increasing. These ships to all purposes are devoid of all life filled to the brim with corpses these desolate corpse ships will drift aimlessly through the regions like some mobile graveyard floating through space. To greedy What is most alarming is that the dead on board do not stay dead, if these "corpse ships" are boarded then the the dead are reborn through foul sorcery as shambling zombies. Seemly controlled by an malignant intelligence these decayed monsters will overwhelm those foolish enough to board their ship with even the most determined foe dragged down by the undead's all consuming hunger for flesh. Successful boarding and destruction of zombie ships have led the Inquisiton to believe that the Heralds of Salvation are the cause for this filling captured ships with the dead as well as daemon engines. these daemon engines have limited control of the desolate ships they infected guiding the ship towards the living. Bound with foul sorcery and dark Archeotech the daemon engines contain a wave form generator which reanimates the dead through foul necromancy. There have even been reports of zombie ships crashing into imperial worlds which cause those zombies to survive intact to attack those who investigate the wrecks with zombie outbreaks spreading across the Segmentum Pacificius "Spectral Revenant" http://wh40k.lexicanum.com/mediawiki/images/9/9b/Slaughter_Cruiser.jpg Slaughter Class Cruiser Dimensions: Approximately 5 kilometres long, 0.8 kilometres abeam. Mass: Approximately 28.5 Megatonnes. Crew: Approximately 140 plague marines with 50 000 plague zombies including daemonic support Acceleration: 2.4 Gravities maximum acceleration. A heavily modified and corrupted ship this once proud vessel once served as part of the Imperial Fleet that was sent to destroy the Heralds of Salvation for their crimes against the Imperium, before it's fall it was once known as the "Heretics bane" with a noble history which has now turned black. With chapter's dark rebirth this vessel dubbed the "Spectral Revenant" has become feared as a silent hunter of Nurgle which preys on ships along the edges of the Segmentum Pacificius spreading death and decay. Being masters of undeath this ship serves as the flagship of the Heralds with a crew made entirely of the undead which shamble around the ship's confines, these mindless zombies crew the ship through foul sorcery as well as acting as a limitless defence against enemy boarders. Modified to have Torpedo tubes replacing the ships standard prow weapon this fast and deadly ship has been known to ambush other ships in hit and run attacks with its deadly short ranged weapons that can leave larger ships crippled or destroyed. A disturbing tactic has been observed that the Spectral Revenant uses blasphemous boarding torpedoes filled with deadly plagues and zombies inside. When these torpedoes penetrate their target they release a cloud of noxious gas which kill those within the blast radius, zombies which were crammed within the tubes swarm the interior of the ship so plague and undeath take a deadly toll on the ship's crew. Fitted with ancient Archeotech it features a Sarcosan Wave form Generator that sustains the undead on board through the sorcery of the warp as well as bringing the dead back to life nearby, built within the ship's Warp Field Generator as being undead means the heralds have little to fear from the denizens of the warp. The Spectral Revenant is believed to house an ancient Teleportarium from which squads of Plague marines and worse launch raids against key targets on board other ships or even planets. The Lost Graveyard There is a myth whispered in hushed fearful tones by both Rogue traders and the Imperial Navy of a massive graveyard of ships that lies hidden along the edges of the Segmentum Pacificius known as the fabled Lost Graveyard. It is believed that the area of space was sight to a forgotten fleet battle long ago which mysterious left both sides utterly destroyed leaving the desolate ships to drift within the graveyard. Whilst it is rumoured to be a treasure trove of technological and scientific bounties it is also believed to be haunted by the dead who lurk within the graveyard with those foolish enough to enter never leaving alive again,however in truth it is far worse. The Heralds of Salvation and their armies of the undead have made the graveyard their base of operations within a crippled Repulsive Grand class cruiser acting as their stronghold. The Graveyard's defence lies not only in the horror stories that keep nearly everyone away but those foolish enough to enter the graveyard find their greed be the death of them as they are overwhelmed by the undead which roam the countless desolate ships that drift aimlessly within the graveyard.
  16. THE ORDER OF THE ROTTEN HEART Penned by Inquisitor Vivian Drasquette Excerpts retrieved from interrogation session of [EXPUNGED] at [DATE UNKNOWN] =][= SEALED BY ORDER OF THE INQUISITION, TO BE VIEWED WITH ORDO HERETICUS PERMISSION ONLY =][= I should start this document by stating that the information contained within is not to be shared with anyone beneath Inquisitorial Clearance Level 3. If it became known that the holy warriors of the Adeptas Sororitas were vulnerable to Chaotic corruption, the results would be truly disastrous. All combat personnel below this level who encounter them are to be instructed they are facing traitor guardswomen bearing pillaged armour from loyal Battle Sisters, and to be mind-scrubbed if necessary. +++ ORIGINS +++ The Heretic Sororitas Order known as the Rotten Heart were once known as the Order of the Virtuous Deed. Originally based on the shrine/agri-world of Karidad within Segmentum Obscurus, the Sisters of the Virtuous Deed were known across the sector for their selflessness and generosity, as often performing charitable work and helping to rebuild war-ravaged worlds as waging battle. Karidad was a largely waterlogged world within the optimum inhabitable zone (if a little close to its parent star), with a mostly tropical climate and landmasses consisting predominantly of island chains. A large exporter of food for the sector, the population was somewhat impoverished due to various factors, including labyrinthine Administratum errors leading to the planet not receiving the correct monetary tithes for its food output. Between this, the fairly low technology base of the world's people and the sudden appearance of the Cicatrix Maledictum cutting it off from the blessed Astronomicon and leaving it stranded in the Imperium Nihilus, the Order was hard pressed to maintain some semblance of the rule of law. Nevertheless, it must be noted that the efforts they made to keep the far-flung world in the fold of the Imperium whilst also caring for its inhabitants was commendable, which makes their fall far more tragic. The Order was headed by Canoness Ramza Dalisay, an experienced leader and great philanthropist, whose belief in the importance of kindness and protecting the weak was inspirational to all who met her, and shaped the beliefs of the Order- and also brought them to their downfall. Whilst the exact date is unknown, some time around Mortarion's Plague Wars, an otherwise unassuming meteorite descended upon the world. It was far too small to cause any planetary damage, and indeed most of it burnt up in the atmosphere, but it is believed that this meteorite was somehow tainted with a foul daemonic prion. A few mere days afterwards, sickness began to spread across the world. Crop yields failed, the usually bountiful harvests being riddled with disease. Livestock were struck down with hideous deformities. Water became foetid and undrinkable. Before long, the entire planet was starving, with all forms of sustenance being seemingly contaminated. Naturally, the Order was quick to act, doing what they could to support the communities and putting the people's needs before their own. But they were few in number, and what resources they had were stretched thinly; they too were dependent on the produce of the world's farmers. It was on the 7th week of this ordeal that the plagues began to spread to the people. Various infections and diseases were noted, but the most common was what is now known to be the Walking Pox strain known as “Crooked Curse”. Causing bones to warp and joints to misalign, sufferers became horrifically crippled and in constant pain. The resulting plague spread quickly and soon a third of the world's population was incapacitated. Despite having only three Sister Hospitalers on the entire planet, Canoness Ramza declared that the Order would do their absolute best to cure the disease and save their beloved planet from the ravaging sickness. Hospitals were set up and Sisters were deployed to every settlement they could reach. The sick were quarantined, but cared for by the Sisters, and the healthy were routinely monitored for any sign of ailment. Alas, it did not take long for the situation to break down. In spite of the utmost care being taken to maintain quarantine procedures, before long the infections began to spread outside the care centres- and worse still, to the Sisters themselves. Cut off from the wider Imperium, with scant resources and mounting death tolls, despair began to drive itself deep into the souls of the Sisters of the Virtuous Deed. Within three months the entire population was infected, and three quarters of the Order had been contaminated. With a heavy heart, Ramza was forced to recall the survivors back to the fortress-shrine of Puregrove. Sadly, even here there was no escape from the tide of contagion that had consumed the once-verdant world. And on the seventh month of the catastrophe, every single Sister and Order serf was infected with some manner of plague. The world was a charnel house of decay and misery, and there seemed to be no escape for the Sisters of the Virtuous Deed. Through spasms of agony, they prayed to the Emperor for relief, for an end to the suffering. Their prayers did not go unanswered- but not by the Emperor. Instead, the Daemon of Nurgle known as Botarax the Blightbringer materialized within the central sanctum of Puregrove, and offered Ramza and her Sisters an ultimatum- either die in excruciating agony, or submit to the God of Decay and be released from pain. She accepted the offer of the Daemon, and the entire Order was damned. Every single Sister that still lived was transfigured into a living idol of entropy and pestilent fecundity. Invigorated with the power of the Plague God, and having seen the “beneficence” of Grandfather Nurgle firsthand, they pledged themselves to him mind, body and soul. The Order of the Virtuous Deed was no more- now they were the Order of the Rotten Heart. Emerging from the ruins of their fastness, they gathered the populace- now a mixture of plague cultists and Poxwalkers- and delivered a blasphemous sermon, denouncing Him and declaring unholy war upon the Imperium. The assorted rabble of the damned were herded onto their now-tainted spacecraft, and the Order abandoned the world on a dark pilgrimage, to spread decay and plague wherever they went. +++CURRENT ACTIVITIES+++ The Rotten Heart has been confirmed as operating with the Death Guard Vectorium known as the Congregation of Filth (formerly the Iron Hands successor chapter the Knights Penitent), and are regularly witnessed together on the battlefield; where one force appears, the other is inevitably close behind. Most notably they have been sighted as assisting with the operation of the “Carnicropolis” disease factory/human livestock plantation on the tainted world of Molus III. Forces of the 188th “Tangmyr Hunters” Astra Militarum regiment and the Raven Guard successor chapter the Emperor's Warhawks have faced heavy losses against them in recent years. +++NOTABLE PERSONALITIES+++ The former Canoness Ramza Dalisay's current status is unknown. Multiple Imperial Assassins claim to have eliminated her, and her followers claim she is very much alive. In addition, there have been multiple individuals claiming to be Ramza, including at least two Daemon Princesses. It is hypothesized that this is a deliberate ruse intended to spread confusion amongst Imperial forces, but the actual status of the true Ramza is a mystery. The current and most frequently sighted battlefield leader of the Order of the Rotten Heart is known as Grandmother Masakita Mabuloka. Though she appears to be physically frail and clearly of great age, she has been observed as being frighteningly strong and resilient, clearly as a result of Nurgle's favour. There have been other leaders encountered in confrontations with the Rotten Heart, however, most notably the Daemon Princess Ur'bloth the Bountiful (notable for her repulsive spawn which she produces which follow her at all times), the tripartite priestesses of Nurgle known as the “Sisterhood of the Harvest” (consisting of the Arch-Deacon Ibilia Vitiso and her younger sisters Xama and Clori), and the entity known only as Mortilatia (who appears to be clad in heavily modified Terminator armour). This is in addition to the many who have referred to themselves or been referred to by others as Ramza. Other notable figures within the Order include Sister-Butcher Hegritha Klommox, Plaguesmith Cereties Gorg, and the infamous “Blighted Siren”. +++ORGANIZATION+++ The Order is not especially large and is heavily bolstered by Nurgle cults and renegade Astra Militarum contingents. Generally speaking, a Rotten Heart operation will consist of a relatively small number of traitor Sororitas commanding other forces. The Plague Sisters of the Order are generally equipped for long-range combat, utilizing their lesser pawns as meat shields. Notably, the former Retributor squads make extensive use of Heavy Bolters, though other weapons have been witnessed in use as well. The Order of the Virtuous Deed was never particularly well supplied, and most of their original vehicle fleet has long since fallen into disrepair. As such they are largely an infantry-based force, with most of their vehicles being plundered from Imperial storage. +++NOTABLE ASSETS+++ Despite being relatively poorly equipped prior to their fall, the Rotten Heart has access to a number of rare assets of war materiel. Most notably, they were a very rare example of a Sororitas Order in possession of a Dreadnought, to be exact the incredibly scarce Castra Ferrum-Ignea pattern which was designed explicitly for the Sisters of Battle. The current occupant is unknown. In addition, the “Plague Dogs” warband splintered from the former 43rd Vastivian regiment of the Astra Militarum, which works closely with the Order, possess a tainted Mars-pattern Baneblade, which is often sighted alongside the Rotten Heart. Having had to replace a great deal of their existing vehicle inventory, the Order does not use many Sororitas vehicles. They do, however, utilize corrupted vehicles taken as spoils of war from foes and also a small amount of Daemon engines, many of which appear to be based on tainted agricultural machinery. Most prominent amongst these are the insectoid constructs known as Carrion Mites, which appear to be somewhat based on the Venomcrawler design, and the loathsome creations known as Thresherfiends, a former grain harvesting device twisted and perverted into a foul engine of war. A great deal of the weaponry utilized by the Rotten Heart is Bolt based, with Heavy Bolters being a particularly favoured weapon amongst the Order. Other non-Sororitas-standard weapons have been incorporated into their armoury for other roles such as anti-armour, and some Plague Sisters have been sighted wielding “Fumigator Guns”, modified Flamer weapons loaded with poisonous chemicals instead of Promethium. +++TACTICS+++ The Order's tactics are largely based on ranged combat and weight of firepower, using screens of lesser minions to protect their gunline and drowning the enemy in bodies and ammunition. Due to their “blessings” they are extremely resilient and can tolerate an absurd amount of punishment before expiring, with some Plague Sisters being able to take blows that would slay an Astartes. They also make use of psychological warfare to some extent- though how much of this is intentional as opposed to a side effect of their twisted attempts at “charity” is unknown. Civilian areas captured by the Order are usually “tended to” by the rearguard of the force, with disease and sickness consuming the populace with a grim inevitability. They have also been observed using the dead of both sides for a variety of purposes, ranging from blasphemous rituals to rations and biological weapons. There have been reports of them summoning Daemons of Nurgle to the field, but these are usually difficult to confirm and may have been summoned by their allies in the Congregation of Filth. +++CONCLUSION+++ The Order of the Rotten Heart is a dire threat to the safety of the Imperium that I fear has been overlooked in the face of other, more obvious threats such as Hive Fleet Goliath and the Legion of Vice. It is my considered opinion that we should be focusing our efforts on fighting them and their allies, lest they grow to become a truly fearsome enemy indeed. (OOC details for those wishing to run a Rotten Heart force for some reason)
  17. Sooo after flipping through my codex, watching a buddy play a game with them, and watching a few bat reps and multiple videos explaining and ranking them, I get the impression that nurgle daemons kind of suck and are the worst of the 4 in the book. It feels like they were meant to have DR, but that made them way too strong, so they took it away but didn't lower any of the point costs in late testing. Epidemius got the hardest nerf in the codex and is probably the worst unit in the codex. I'm fine with that, his old model was kind of crap and I would never use him. Technically one unit has to be the worst so it is what it is. Rotigus is worse than the other 3 named greater daemons it seems like. Great unclean ones are easily the worst greater daemon. You can make a good one with a relic and WLT, but that's it. Someone argued how amazing it is, but it only shines against named things with damage caps like ghaz and abaddon, but they can easily avoid or screen the big slow GUO. They don't have any fun built in rules like -1 to be hit or +2 for spells like the others. To get any decent rule you have to sacrifice a much better damage dealing weapon. Want the cool looking bell to support your Plaguebearers? Get rid of your only weapon that can deal a decent amount of damage. Want that plus one to ONE of your spells while taking a mortal wound you can no longer shrug off with 5+++? Get rid of the flail for a much weaker dagger. At least he still looks cooler than the other three... (my opinion of course). They have decent heralds, Scrivener is good. Plaguebearers got nerfed. 15pts for no more -1 to be hit in a large group, no more large group, no 5+++, less leadership, still at 4+ WS and no rerolling wounds. Yes they gained a toughness, wound and slightly better save for ranged, but that's kind of it. If you math out the old stats and point costs to the new one they are less durable per point in alot of situations, and less killy. Compare them to a plaguemarine. Only 6 points less but no -1 damage, no 3+ WS/BS, less attacks in melee, no ranged at all, worse save (3+ with armor of contempt and being able to use cover for the basic troop is much better than the Daemon save, it's troops, most shots won't be at 4AP for troops). No special weapons like flails or launchers. Need a herald to reroll ones to wound unlike the built in on melee for plague marines. Just a much worse unit for so little less points. Nurglings got hit. Can't be your required troop choice and doesn't come with obsec. I get the idea behind it, they didn't want people to avoid Plaguebearers and spam nurglings, but they could have, you know, not made Plaguebearers suck so people would want to take them more. Beasts are cool and do what they are supposed to. Drones are not that bad, still a little expensive and not that killy, but they do provide flying and movement, two things nurgle sorely lack. I started building and painting some of my nurgle stuff (got 3 start collectings, 3 beasts, a GUO and then that sigmar box with 20 bearers and the 2 other heralds). I've lost all desire to put them on the table as their own 2k force, will probably just make a little of everything to use as an addition to my DG for fluff reasons, definitely not for crunch. I was hoping they would suck me back in to talk to my brother and some guys to get back into 40k, but they are not. Most of my group quit because of the codex creep and are hoping for a 10th reset. No complaints about the core rules, just some of the bonker codexes they released. Anyone else get that vibe with nurgle? I know it's really early to "stick the nail in the coffin", but I feel like nurgle is not doing well for being part of the newest codex. Still has the best looking models of the 4 though. Who needs to be pretty with lobster claws, or be a red imp with a sword or a dancing fireball when you can be a cyclops covered in pimples and open sores with a beer gut! Edit: I also understand alot of the strengths that come with the codex are in the deepstriking and Warpstorm stuff. Deepstriking I will be able to take advantage of because my whole group has multiple mats and tables made from previous editions so we are hardliners on 6 x 4 tables, I'll have room to deepstrike. But nurgle's best Warpstorm is +1 to hit, but they left all the units at 4+ so it really only brings them inline with other codexes and does nothing for the HQ's already at 2+ most of the time. Wasn't trying to make a doom and gloom post, just at work on the night shift with hours to kill so I figured I'd share an opinion. And that's all it is, you don't have to agree with all or anything I said.
  18. With the release of the new Death Guard models, I know a lot of us have been working on adding to our collections, myself included. A lot of us already have blogs, but I saw a thread in the Hall of Honor just for posting HQs. I thought it would be neat if we did a similar thing but opened it up to include various characters, given how many elite choices we have in the new codex. As long as he/she/it serves Papa, they belong. We're all just one big happy family, after all. Chaos lords, daemon princes, maggotmancers, whatever; as long as it is finished and poxy! A little blurb of background might be cool too. Often it is fun to learn the explanation behind any particularly twisted mutations or artifacts. I will kick things off with my two favored daemon princes. First up is Marrow-Eater, one among seven daemonic overlords: Once a human scientist, the man that became Marrow Eater released a series of retroviruses in an effort to bring about utopia. The viral treatments eradicated genetic diseases and vastly extended human life, and the scientist and his people celebrated as they entered a golden age. However, these secrets of viral manipulation had been unwittingly learned from the Master of Plagues himself; in time the retroviral treatments subtly mutated, causing widespread side effects including mass-sterilization. The planet would die a slow death, as those initially infected enjoyed a life of tainted longevity. The scientist worked tirelessly to undo his work, but rampant mutation of his samples resulted in constant failures. Decades stretched into centuries and society teetered and then collapsed as the infected finally began to die, and still the scientist strove to undo the hell he had wrought, hidden away in a vault. In the end, he was reduced to cannibalism, gnawing on the bones of the deceased for sustenance as he finally perfected a lasting solution. Nurgle, in his mercy, did eventually deign to to reveal a cure: daemonhood. Unfortunately, by that point, there was no one else left to save... Barabbas, the Saint of Mutants Skedren X was a bustling hive world that declared for the warmaster at the height of the Horus Heresy. When elements of a Death Guard cohort made planetfall, searching for weapon caches during their retreat towards the Eye of Terror, they discovered a world half-devoured by the warp. Nine-tenths of the planetary population were dead after decades of bitter fighting. All those that survived were of two camps: the ordinary citizens and Imperial Army soldiers had devolved over only a few generations, and now were little more than death-worshipping mutants. Arrayed against these were the descendants of the rich and powerful elite of Skedren X totally enthralled to Tzeentch. Barabbus was among the mutants, a preacher who bore the three-lobed mark of god. It was Barabbas that brokered a truce between the mutant throngs and the Death Guard, guiding them into the very trap-filled heart of Skedren's capital. Barabbas herded his deranged, self-hating people to their doom, using them as living minesweepers and wire-trippers even as he promised salvation through death. The preacher's words held such captivating descriptions of death and decay even some among the XIV Legion were grudgingly inspired by his dolorous oratory. Amid ambushes and pitched firefights, the servants of Nurgle battled on. When the pompous captain of the Death Guard was felled by a giga servitor, it was Barabbus that slew the mechanical behemoth, manifesting miraculous powers enacted by the will of Nurgle. When the last Tzeentch cultist died screaming, Barabbus was granted an epiphany. Skedren X was not the end, but the beginning of another cycle. He preached a new gospel to his mutant followers: they were to follow the Death Guard forever. After this, bloated and corpulent with the power of the warp, Barabbus ascended, having finally brought Skedren X into Nurgle's clutches after all those years.
  19. It's time of the year and Papa Nurgle is bring us his Christmas gifts. I am thinking about what DG goods I could get for myself. I only have models from the DI box so I wanted to get some from the releases that we've had since then. I am certain that I am getting the Blight-hauler and the ETB Lord Felthius and cohort but I wanted to get something else. I don't want Mortarion just yet as I only play games with few points and also I'm still fairly new at painting and he seems a very complicated model. Therefore I am also excluding the Deathshroud as I feel they should be in an army with their Primarch. However, I was considering either the Blightlord terminators or one or two of the other single model units: Biologous Putrifier, Foul Blightspawn, Plague Surgeon or Tallyman. I think I would have fun painting any of them but I wonder how they perform in the TT. Terminators seem like a no-brainer but I haven't heard/read anything about those units. Any ideas/advice? Thanks in advance!
  20. Howdy y'all, I decided to start a small force of Chaos Daemons, picked up a few start collecting boxes (2 of Nurgle, 1 of Khorne) while those are still available, as well as a Beast of Nurgle and figured I'd start painting some stuff up before the Daemon codex comes out. Right now, I'm focusing on Nurgle and Khorne daemons kind of to pair at least thematically with the Death Guard and hopefully the upcoming World Eaters. One question I do have is for when making the larger blobs of Plaguebearers/Bloodletters, do you normally take a banner and instrument per 10, or just one throughout the squad? To start us off, I've just finished a Herald of Nurgle from one start collecting box, as well as the Beast of Nurgle that I picked up Some more images http://i.imgur.com/9kRy23f.jpg
  21. Index Traitoris Legion: Death Guard Vectorum: Seventh Pestilence Threat Rating: Extremis Known Leader: Julgolax Homeworld: The Plague Planet Colors: Bone White, Rotten Green, Tarnished Brass and Silver Insignia: a 7 made of 7 fly icons. Strength: Roughly a company, unknown Battlecry: none Motto: "A blessing is best given to those who do not look for it." History The Seventh Pestillence is the remnant of a much larger company of Death Guard from the aftermath of the plague. These plague marines are all natives of Barbarus before it's destruction and have carved out a location for themselves on the Plague Planet similar to their company's barracks on their birthworld. The Seventh Pestillence Vectorum is lead still by it's original leader, the former commander Julgos Nothan who took up a new name after the great infection. The company was one of many within the 4th Great Company of the Legion to embrace their new situation during the days of the Horus Heresy. Since then they had been primarily a raiding force which made excursions out of the Eye of Terror in search of new worlds to conquer and new populations to destroy. Like many Vectorums, they see themselves as bringers of Nurgle's blessings, that each plague is a new and glorious opportunity for each imperial and alien alike to serve the will of the Plague God. Organization The Vectorum still adheres to it's ancient battle tactics and marches forth in waves of combined arms assaults, now supported by hordes of captured Poxwalkers and daemons of Nurgle. Their tactics mostly rely on fighting on foot but their twisted Warpsmith still keeps watch over a small host of Rhino and Land Raider APC vehicles for terrain too difficult to cross effectively on foot. The favored tactic of Julgolax is to send in his hordes of infected Poxwalkers flanked by swarms of daemonic flies and jabbering Nurglings to pin the enemy down in combat before his main force arrives to create a crescendo of plague-ridden violence. He orders his warriors to practice restraint though, as any survivors are taken to replenish his beloved Poxwalkers and the corpses of the dead are used to create grotesque hives for his cherished fly swarms. Recruitment Since the geneseed of Mortarion has long since been corrupted beyond all reproduction and all known reserves destroyed, recruitment is nearly impossible. The Death Guard have employed the sorcerous powers of their Plaguecasters to replenish their ranks via pacts and agreements with the Dark Mechanicum. Through the bargains struck by the Plaguecasters, the souls of the most worthy fallen warriors can be brought back and summoned into new bodies grown by allied forces in the Dark Mechanicum but it is rare and these warriors must fight all the harder to gain acceptance among the members of the Vectorum. The cost is usually quite high for the Plaguecasters as more pacts are made with daemons, they face great torment should their charges fail and die again... Alliances The Seventh Pestilence has always found itself aided in times of war by the forces of their patron, when circumstances warrant it, and they view direct intervention by the Plague Hosts of Nurgle as a sign of great favor and blessing from Grandfather. In particular, the Great Unclean One known as Gholburast has shown great interest in the forces of Julgolax and was the one who gifted him the Black Tree those millennia ago on Nurgle's behalf. The Seventh Pestilence has allied itself with a few outside organizations in order to keep their war efforts supplied and operational. Julgolax has made personal pacts with the Dark Mechanicum and a warband of Iron Warriors under Warpsmith Thulbor. In exchange for war material and support from the famed daemon engines of the Iron Warriors, Julgolax has given his allies an entire world on the border of the Eye of Terror (now Cicatrix Maledictum) with which to practice their craft. In addition to them, Julgolax has known to ally himself on occasion with members of the Word Bearers, Black Legion and even the Night Lords should they agree. Notable Battles (WIP) Notable Individuals Julgolax - Formerly 7th Company Captain Julgos Nothan of the 4th Grand Company, Julgolax took up a new name as the last vestiges of humanity rotted away. From a lifetime of despair that weighed heavily on his Legion, new joy came in the form of spreading the plagues of Nurgle to the people of the Emperor's fractured domain. He spent nearly a decade of leading raids into realspace to rid any lingering regret from his blackened soul in the aftermath of the Horus Heresy, and subsequently corrupting his body beyond return. He is a warrior loyal to Mortarion through and through, and has always possessed an independent streak that made him a born commander. Regoth Molod - During the Great Heresy, Molod was one of many psykers who were repressed by Mortarion and who eventually were given free reign to explore their powers after the Legion had fallen. Regoth Molod was one such psyker who fervently embraced the varied and bizarre powers available for him to learn from communing with the daemons of Nurgle. He has always been a part of the same company as Julgolax and though he is sometimes a challenge to his lord's rule, he would not dare cross the ancient and favored commander of the Vectorum. His powers have given him great status and respect among the host of warriors and will often lead his fellow plague marines in the absence of Julgolax. Subolod - Once the most honored of Julgos' company, bearing the standard of the 7th company to battle, Subos Galt had followed his captain ever since he was promoted to Captain and they had always been friendly rivals. Since the great infection, Subos had followed suit with his commander and embraced the fall from grace. He too took up a new name as part of washing away any lingering doubts or regrets and bore the gifts and burdens of Nurgle proudly. His great Plague Bell and Tocsins of Nurgle ring mournfully as they sound the approach of the Vectorum's plague marines, a death knell to many beleaguered defender. Known Relics Plague Bell of Gholburast - This Plague Bell which bears the great symbol of the Fly, thrums with an aura of despair as it's mournful gong drives the enemy to despair and the swarms of daemon flies to a frenzy of stinging, biting and lacerating. Plaguereaper of Julgolax - This mighty flail was fashioned in similar fashion to the other plague weapons wielded by the mighty Lords and Plaguecasters of the Legion but instead of a traditional scything blade, it's affixed with a cruel spiked censor globe with a diminutive Nurgling inside called "Gibblet" who constantly expels virulent slime and noxious gasses. The Black Tree - This abhorrent, infected tree is a twisted, slimy, black growth that lives in the heart of the company's Strike Cruiser "Exhumed Fury". It's rotten, fungal heart pulses with fell energies that it draws from the ships' reactor core and supplies many of the incredibly tough Rotwood for use in creating the Vectorums' plague weapons. It was a gift from Nurgle earned for the victory over the Blood Angels during the Putrefaction of Blood campaign. ​The Rotwood Known by several names, The Blackbone Plague, The Ebonheart Plague, The Ossifactor, the Rotwood derived from the Vectorum's Black Tree. This gnarled, fell spore is used not only to make terrible plague weapons for the worthy to bear into battle but also a vehicle for the doom of worlds. Taken and cultured from the Black Tree, samples of the Rotwood are encapsulated within munitions designed to hammer into the target world from orbit and begin an uncontrollable pattern of growth. The Rotwood is resilient, voracious and grows alarmingly fast when exposed to an energy source, be it biological or mechanical. The target population will experience the sudden and terrible surprise of grey clouds of spores released from selected sites which immediately begin infecting their hosts with nigh unstoppable black growths over their bones. Meanwhile, the spores can also manage to find energy sources to create mirrors of the original strain, the Black Tree. The Rotwood is notorious for spreading quickly because of it's highly mutable form, able to transition in minutes from an airborne spore to an infection and back to a spore within days once the host has reached the last stage of infection and dies, being reborn as a Poxwalker. Once a single Rotwood spore finds purchase, doom is practically assured.
  22. Ceremonia de Fornax Mortuus Forgeship: The Shallow Grave Current Leader: Lord Mortician Septrax (Given Designation: Gamma-Sierra-Victor: Zayin) Last Sighting: Segmentum Solar – Agretian Sector – 043.993.M41 +++Excommunicate Tratoris++++ +Records Sealed by Order of the Inquisition+ The Fall of a Magos -- Origins The ships of Magos Biologis Zayin were originally sent from Mars in late M38 to gather data on the xenobiology found among the enigmatic Ghoul Stars. However, little remains of this noble expedition. Once they had arrived in the region, they uncovered the strange phenomenon of the Necron Flayed Ones that inhabit the region. Entranced by the intricacies of Necron living-technology, Zayin ordered his forces to learn all that they could. However once they had established themselves in the system, they found how elusive the Necrons could be. For years the Mechanicum forces hunted the Necrons, only to find nothing but empty dead worlds. Occasionally neuro-link would be lost with a surveying team and all that rescue teams would find was piles of mechanical parts, all flesh stripped from them. Finally, ten years after arriving, a damaged Necron Flayed One was found amongst the rubble of a recently destroyed outpost. Zayin imprisoned it and spent many Earth-cycles attempting to glean its secrets. With such amazing technology of just one living Necron set before the Magos, it is perhaps unsurprising that the draw to break Mechanicus tradition was so great. Frustrated with the lack of progress, the magos released the Flayed One from its bindings under heavy guard, hoping to gain an insight in how to communicate with it. However Zayin had underestimated the guile and killing power of a single Necron. The creature went on a killing rampage throughout the ship. As he felt mind-link after mind-link severed and heard the screams of the dying echo through the ship, the grief for what he had done and for the loss of his brother techpriests drove Zayin past the brink of sanity. In his madness and grief, he was suddenly struck by the enormity of the entropy of the universe. Despite the vast knowledge and enhancements granted by the Adeptus Mechanicus, even its esteemed members would suffer and die. Whether it be from age, battle, or an experiment gone wrong, every living thing in the galaxy would wither and die. He cornered the Flayed One and demanded that it submit to his rule and share its secrets. Unsurprisingly the Necron paid no heed to his words, and Zayin mercilessly slew it in single combat. Upon returning to the command pit of the ship, he realized he was the only sentient member of the crew left alive. Knowing that he would no longer be welcome on Mars after his act of hubris and folly, he set off to find a new destiny. The Corpse Forge Rises – Current Strength and Organization Years of travelling would see Magos Zayin enter the Eye of Terror in search of forbidden knowledge and the keys to escaping death. He formalized his fall to Chaos by pledging his allegiance with the Dark Mechanicum. He renounced his name, symbolically giving in to the death of his former self, and rose again at the head of the machine cult “Ceremonia de Fornax Mortuus” with the assumed title of Lord Septrax. Other lesser magos and tech-priests rallied to his banner. Current Inqusitorial estimates place the cult at 5 heretek magos and 25 heretek enginseers supported by hundreds of slave-drones and combat servitors. Consumed with the desire to find a way to escape the inevitable fate of death, Septrax has fallen further and further into heresy. While docked at a neutral port in 877.M39, he was approached by a chaos space marine in bone colored armor. The marine shared with him dark secrets and incantations of rebirth. In the dark recess of living hell, they forged a pact. Together, they would serve the Plague God and search for the secrets to eternal life. And so The Ceremonia de Fornax Mortuus joined the chaos warband The Shepherds of Rot in the Long War against the Imperium. Septrax retained command of his own ship, but refitted it to be a monstrous Forgeship filled with half-machine, half-undead horrors. The Ceremonia would supply the warband with weapons, armor, and daemon engines in exchange for forbidden lore and all the biological material needed for their experiments. Septrax took to this new calling with gusto and the partnership would see both groups flourish. Now at the close of the 41st Millennium, The Shepherds of Rot and Ceremonia de Fornax Mortuus wage war to conquer a dead planet and a long forgotten relic of the Imperium…. Hell-forged Pacts – Notable Alliances The Shepherds of Rot- CSM Warband The Shepherds and Ceremonia forged a pact due to similar ideologies. It is a mutually beneficial partnership that has lasted since their initial alliance in 879.M39. As both are relatively small organizations, their loyalties are rarely tested. The Rotten – Traitor Guard and Heretic Regiment The Rotten is the name for the human cults and military forces slaved to the will of the Shepherds of Rot. Interaction between the Ceremonia and Rotten generally revolve around refitting, rearming and the occasional forced participation in experiments. Legio Fulgo – Traitor Titan Legion with Skitarii Support Elements Pacts with the Dark Mechanicus have allowed the Ceremonia to call on Titans in times of great need. Usually these reinforcements come from the ranks of the Legio Fulgo. The Legion specializes in ranged combat and is known for their extensive use of rad weapons. Forgeship The Ceremonia have no known permanent base of operations. Instead, they operate from the gigantic forgeship The Shallow Grave. The Shallow Grave’s heart is still the very same ship that carried Magos Zayin into the Ghoul Stars, however none would know it today. Bloated and warped, it has expanded far beyond is original modest size. Its armaments are average by Imperial standards, it instead relies on chaos battleships acting as bodyguards. Those who have seen the ship describe it as a hulking mass, nearly the size of a small moon, but with no aesthetics or reason to its design. Crazed half-meat, half-mechanism abonimations patrol the halls and ghostly screams ever echo down the corridors. Doctrine The drive to postpone death is the galvanizing force behind the endeavours of the Ceremonia. Septrax's madness has spread and his faithful magos attempt to find ways to preserve the body and mind of their ruling elite. Spetrax himself is now over two thousand years old, his body kept alive by dark mechanisms and the will of the dark powers. The warriors of the Ceremonia can hardly be called alive either, but they are not pure machine either. Some resemble zombies, with limbs reblaced with cutting implements or shooting weapons. Others are steel skeletons with meat and muscle grafted on and animated by a daemons soul.
  23. Origins The Knights Adamant were a chapter of Ultramarine gene-stock. Up until their distinguished service in quelling a devastating Hrud migration from the Ghoul Stars, the chapter was fleet based. The Knights Adamant had never previously encountered a threat as grave as the Hrud, and the conflict left a mark on the chapter culture. The Hrud’s ability to accelerate entropy, prematurely aging enemy troops and degrading enemy materiel make them a particularly deadly species of alien. The chapter watched in horror as entire Agri-Worlds withered and died, and whole hives collapsed under their own weight as the steel girders holding them up oxidized and crumbled. The effect on the Imperial Guard regiments the chapter was fighting alongside was even more chilling. Young conscripts grew old and frail in a matter of minutes. Fuel lines degraded as if they had not been maintained for decades and vehicles would not function, no matter how the machine spirit was appeased. Not even the transhuman physiology of the marines of the Knights Adamant kept them safe. By the end of the campaign, barely enough marines to field two companies survived. The highest ranking officer still surviving, and not interred in a dreadnought, was a techmarine named Nikola Carnot. In a controversial move, Carnot took up the mantle of Chapter Master. To calm suspicions about his dual dedication to the chapter and to Mars, Carnot formally renounced his vows to the Machine Cult, a slight that would not be forgotten for the rest of the chapter’s service. Carnot also declared that the chapter would begin construction of a fortress monastery on the surface of MX-115, a planet recently reclassified from Hive World to Dead World, where the Hrud incursion had been most destructive. The post-apocalyptic landscape of the planet served as a morbid reminder of what was lost, and the threats that humanity needed protection from. Possibly due to the analytical mind of their Chapter Master, or possibly due to the macabre landscape where they made their home, the Knights Adamant became obsessed with entropy as a physical quantity. It alone determined the fate of any chemical reaction or process. To the chapter, entropy proved an even greater threat than any xenos ever would. They scoured the sector for ancient texts and data repositories where the sages of antiquity described the esoteric rules by which entropy determines all of existence. These heretical texts marked the downfall of the chapter, for in opening their minds to the idea that there existed a fundamental property of the universe that not even the might of the Imperium – not even the might of the Emperor Himself – could overcome, they had damned themselves. Over the next few centuries, the Knights Adamantine returned to near full strength. A silent feud with the Machine Cult of Mars had left the armouries of the chapter with fewer vehicles than the Codex dictates, but the chapter was flush with marines and their genestocks were full. Carnot had also tasked his chaplains with compiling the Index Thermodynamica, a treatise outlining how best to limit the resources lost to the great thief of entropy. Under the oversight of the chaplaincy, squads were sent out to the worlds that the chapter recruited from to conduct an inventory of each of the planets in the sub-sector. The results of the inventory were grim. The planets were found to be excessively wasteful. Imperial bureaucracy, a corrupt and greedy nobility, and an ill maintained infrastructure was losing trillions of units of entropy every year, far in excess of what was deemed necessary by the Index Thermodynamica. At these rates, the planets would survive a scant few millennia before becoming useless in the defense and support of the Imperium. Furious, Chapter Master Carnot penned an ultimatum to the offending planetary governors and noble houses who ruled the planets in the sub-sector. In it he demanded that if the planets were to continue to enjoy the aegis of the Knights’ Adamantine protection, they would have to make steps to comply with the Index Thermodynamica. The response from the planetary leader’s was silence. The terms were wholly unacceptable. The austerity measures outlined in the Index described a level of luxury, while far in excess of the living conditions that the planets menials laboured under, were unthinkable to the upper classes who enjoyed the lion’s share of the fruits of the planets’ industry. Astropathic messages were sent out to the Ecclessiarchy, the Inquisition, and anyone else who would listen, describing the heretical text penned by the renegade Astartes holding the sub-sector hostage. Within months a fleet of vessels led by Inquisitor Pangloss broke system and began a bombardment of MX-115. The orbital defense batteries fired back on the fleet but were quickly overwhelmed. Beyond the automated defenses, no response came from the surface. No chapter vessels were found at anchor in orbit. The planet had been deserted. Inquisitorial scouts reported back from the surface that the fortress monastery was deserted. Signs of internal violence were present, and the corpses of scores of marines as well as no few dreadnoughts lay shattered in the halls of the fortress. The librarium, reclusiam, and armoury were cleared out, but most curious of all was the geneseed repository. Signs of a great fire, and the remnants of demonic formulae were all that remained. Homeworld Coming soon. Combat Doctrine Coming soon. Organisation Coming soon. Beliefs Coming soon. Geneseed Coming soon. Battlecry “No future! No hope!”
  24. Well thought I might as well start a seperate one for my Nurgle daemons as slowly starting to expand more on them with how pretty bad my death guard are slowly starting on just using them as allied units but working on building a seperate daemons force so far just Rotigus and a couple of beasts but looking to add plague bearers drones and a few other Nurgle units
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