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  1. Recently while perusing the W.I.P Forums, I came across Kizzdougs' excellent log, and his CSM to Sons of Horus conversion. So, as is the case with hobby butterfly syndrome I decided to give it a whirl. I have some CSM stuff, and some MkIV stuff so I figured I'd give it a whirl. the results are as follows: Now, he's obviously a Traitor late in the Heresy. But the question is which legion does he hail from? I can see him as a Son of Horus, a Word Bearer, or maybe a Night Lord. What do my brothers in the Age of Darkness think? I'm thinking he will be the first in a small Zone Mortalis force, at least for now. We'll see. Thanks in advance for any comments!
  2. I fielded a 3500pts variant of this army a few nights ago for an Extermination (Mission 6) game and it worked really well as an alpha strike list. Ideally, you need to go first – the aim is to swamp your opponent with infiltration. Alpha Legion 3000pts – Coils of the Hydra HQ Armillus Dynat - [200] Troops 10x Legion Tactical Marines – Bolt Pistol/Chainswords – Sergeant Power Fist - [165] Rhino - Infiltrate – [35] 10x Legion Tactical Marines – Bolt Pistol/Chainswords – Sergeant Power Fist - [165] Rhino - Infiltrate – [35] 10x Legion Tactical Marines – Bolt Pistol/Chainswords – Sergeant Power Fist - [165] Rhino - Infiltrate – [35] 5x Support Squad – Meltaguns - (Armillus Dynat) - [175] Drop Pod – Deep Strike - [35] Elites 10x Cataphractii Terminators – 5x Chain Fists – 5x Power Fists – Deep Strike – 2x Reaper Auto Cannons - [430] 10x Dark Fury Assault Squad - Infiltrate – [325] 3x Laser Destroyer Rapier - Infiltrate or Outflank – [165] 3x Laser Destroyer Rapier - Infiltrate or Outflank – [165] Fast Attack Xiphon Pattern Interceptor – Chaff Launchers – [210] Primaris Lightning Fighter- 4x Kraken- Ground Attack Auguries - [195] Heavy Support 1x Land Raider Proteus – Explorator Augury Web – Armoured Ceramite – [270] Legion Whirlwind Scorpius – 115 Legion Whirlwind Scorpius – 115 Start turn 1 by · Drop pod Support Team + Armillus straight into enemy deployment to deal with heavy support. · Rhino’s flat out towards enemy deployment (Who cares if they die… it’s more about bringing the fight straight into their deployment - if your playing objectives you may want to do this differently). · Infiltrating all of your Laser Destroyer Rapiers in range of anything you wish to remove. · Infiltrate Dark Fury’s so they can hold middle board or start covering ground for a turn 2-3 charge. Follow this up in turn 2 with · Either disrupt enemy reserves so they suffer a total of -2 to reserve rolls or give yourself the bonus using the Proteus. · Attempt to Deep Strike your deathstar of Terminators - (Armillus provides re-rollable Deep Strike to a single squad) by turn 3 this will eat anything… · Hopefully get your flyers in – (Xiphon for Anti-Air/Primaris for Anti-Lord-of-Wars). · Disembarking the troops if they still have their Rhino’s. Finish up around turn 3 by · Declaring every charge you possibly can – Dark Fury’s, Termies, Legion Tacticals… Detaching Armillus from the support squad can be useful for separate charges. · Mop up with your remaining Whirlwinds, Proteus sponsons, flyers and Rapiers. Would love any suggestions or further ideas – I originally ran Armillus inside the Proteus and he took care of any enemy drops on the back-board heavy support. I figured the Cognis bonus on the support squad + more chaos in their deployment would come in handy. If you don’t get first turn it would be a good idea to outflank the Rapiers and Dark Fury squad.
  3. Indicies Partialus This a collection of semi-formalized concepts for Chapters that haven't yet evolved into full IA's, but for whom I would still like to paint a model or two, and so I felt worth sharing. Even though they won't immediately be developed, feedback is still quite welcome. Contents: Emerald Crests Baal Pythons Children of the Skull Chapter Datafile: Emerald Crests (aka the Hikiri) Primary Data Founding 4th Progenitor Legion Dark Angels Known Descendants Emerald Scions [Lost] Homeworld Delta-Nu Farore Allegiance Loyalist Notable History A highly secretive Chapter, even for the Unforgiventhe Emerald Crests now keep to themselves because they have no other choice. Once a ceaselessly crusading Chapter, the system they call home in the Kiri subsector has become pockmarked by warp storms that make navigating in or out of the sub-sector nigh impossible, rendering the Chapter almost immobile, and largely forgotten. They maintain deep ties to their homeworld, where they are known by the natives as the Hikiri, or Men of the Star Forest. What Imperial contact has been made with them in recent years tells that they spend most of their efforts fortifying and defending the homeworld from the constant chaotic incursions caused by the seething warp in the region, and go to great lengths to keep the knowledge of this evil from the natives. Any admonishment or request to aid other sectors is denied with the repeated claims of the desperate need to protect an artifact on the homeworld. What this artifact might be is unknown. For millennia they have trusted only one marine at a time, always a Captain, with their hunt for the Fallen. Becoming mere legend on the Homeworld and in the Chapter, his name is ritually removed from Chapter records. The mandate of this lone warrior includes aiding any fellow Astartes in need throughout his quest, and the only other law by which he lives is that he never use his name again, and it is common for these chosen marines to refer to themselves as Links to the Kiri. Each piece of gear and armor, as well as his weapons are heirlooms of the Chapter, of origins unknown. Perhaps most important among these is the Servo-skull that records the deeds of every Link for the Librarium of the Crests. Known as Navigator, and suspected indeed to be housed in the skull of a great navigator, the Servo-skull is something of a guide and familiar to the lone avatar. Icon and Colors ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4. + CXXVI Grand Company - IV Legio Astartes + Arahak slammed his pauldron against the rockrete of the bastion wall. Gunfire blazed all around him, tracer fire stitching the skies and shredding the troop lander's as they descended towards the fortress. The thick mud on the approach to the wall erupted as heavy caliber shells detonated among his squad mates, a cracked helmet slammed into the wall beside him, the pulped head rolling free. Arahak swung out and hauled himself up the heavy duty siege ladder; its thick rungs braced to support the weight of so many Astartes warriors. He was ten rungs up when a fellow legionary plummeted to the ground below; the impact crunch curled Arahak's lip inside his battle helm. His legs pushed him upwards, biceps pumping as he hauled himself ever upwards. He fired with his right hand, sending mass reactive bolts screaming up at his assailants while he pulled with his left. The Astartes above him reached the top of the wall and leaped over the battlements into the brawl just out of sight. Arahak growled in his helm as a solid shot pinged off his backpack, a warning sigil flickering into life across his dirty visor. He blinked it out of the way and brought up his gun-camera feed. Then he was over, someone heaving against him from below. He landed hard onto the rockrete battlement and tucked his shoulder underneath him, with a barrel roll he came up firing. Two bolts soared through the air and pitched the enemy off their feet; the once gold armour of his foe, cracked and spurting blood. It took but a second to survey and analyse the battle swarming around him. Arahak surged to his feet, firing from his hip. His camera feed jerked as he blasted golden armoured warriors from their feet. More of his brethren were taking the wall top now, he could hear their grunts of exertion and the heavy stomp of their foot falls. He could hear the flickering of their chain mail banner. The wall top was theirs; Arahak's lips split in a silent snarl as he flicked his bolter to burst fire. Streams of shells sped out and soon enough the number of enemy resisting the push of his allies had whittled to nothing. A golden warrior pushed himself up onto his elbows, blood drooling through the grille of his helmet. Arahak raised his bolter and put a round through the warriors visor. He sniffed and ejected his spent magazine. A single warrior stood facing the tide of gun metal grey Astartes that now dominated the wall top. Missing an arm and his breath coming in haggard rasps, the Imperial Fist opposed the approaching figures with his power sword held by his side. Like starving wolves surrounding a wounded bear in the dead of winter the enemy formed a ring around him. The sounds of battle raged on around them, but it was clear the fortress wall had all but fallen and the resistance was confined to the keep. Striding from the breach at the wall top came a tall warrior clad in blood splattered battle plate, the red crest splayed across his helm misted dust and soot around his broad shoulders. The rustle of his pteruges across his iron clad thighs signaled the warriors crowding the Imperial Fist to part. Sergeant Khanat of the 126th Grand Company strode into the circle to face the survivor. "I am Captain Veru-" The Imperial Fists skull exploded in a shower of gore, splattering the face plates of the Iron Warriors behind him. Khanat turned to the nearest warrior and his voice hissed over the unit-vox. "Legionary Arahak, inform the warsmith we have taken the wall. We are proceeding below. Meet Kharnasus as he comes up with the support weapons and help him secure the wall top for the arrival of command." Khanat didn't even wait for an acknowledgement. He prowled his way down the inner stair case of the bastion wall, heading for the keep. Barban Falk would have his victory. After a long reflection process I have thrown off my shackles and embraced the traitorous side of the Heresy. I present the start of my IVth Legion Blog. This army is in its infancy and located in both California and England. I'm hoping by the end of this year I have it fully formed and ready to attend some meet ups and regular gaming as I'll be moving to California in the near future. Thank you for reading and seeing where I've decided to lay my loyalty. Iron Within.
  5. Iron Warriors 49th Grand Company "The Iron Hounds" Who do you kill for, cousin? Who would you die for? The Imperium betrayed the Emperor as surely as the Emperor betrayed his sons. Do not seek your Way there. What reward do you see your brothers earning from the Gods of the Warp? Do not seek your Way there. Hwaet! I will tell you of the true Way. - Excerpt from "Sayings of the Warsmith" http://i78.photobucket.com/albums/j91/montismo/hosting/49th-grand-company-300-v2_zps14101c7b.jpg http://i78.photobucket.com/albums/j91/montismo/hosting/ironhound-300_zps39d9223c.jpg Origins All of this? An illusion. A floating world of dreams and fancy. Nothing more, but nothing less. We eat, drink, and sing. We make war, we make art. We float along. That is all. TThe 49th Grand Company Iron Hounds was an autonomous battle group of the Iron Warriors Legion formed during the latter stages of the Great Crusade. The purpose of the unit was to draw out the bulk of enemy maneuver units in the early stages of a planetary assault, by whatever means necessary, so that enemy formations could be assessed and their weaknesses exploited by follow-on units of the main assault force. The 49th was rumoured to be one of Perturabos exile postings for Legion personnel who were deemed loyal but of unorthodox temperament. Nothing much is said of the 49th during the subsequent Horus Heresy and their place within the IV Legion Order of Battle during any of the major engagements is not known. Following the Horus Heresy the 49th Grand Company fled with the bulk of the Legion into the Eye of Terror but did not stay long on Medrengard. Their last known location under their original Warsmith was a battle fought in the ruins of an unrecorded Crone World against a warband of the III Legion. Following this conflict no word of the 49th Grand Company was heard of on Medrengard for several millennia. It wasnt until the run-up to Abaddons 7th Black Crusade that the 49th Grand Company returned to the homeworld of the IV Legion in their unusual spacehulk, their armour rededicated in orange and black, and a new Warsmith at their head. They ventured forth with the Iron Warriors flotilla during the break out of the Eye of Terror, but took advantage of the confusion of the so-called Ghost War, slipping the leash of the Warmaster and headed for the fringes of galactic civilisation. There they reestablished themselves as mercenaries and pirates, known only to the galaxy at large as the Iron Hounds space marines chapter. Homeworld The boundless vastness of the great Galaxy is my enclosed property, and I bury the dead on my own premises. The Iron Hounds are a fleet based warband. Though they control a number standard warships and their escorts, it is the ancient space hulk The Child of Calamity that is truly their home, and it is far and away their most dangerous asset. Its origin is obscured by dozens of void ships from multiple species, many of which are lost to history, all captured in an impossible framework of leviathan girders and protected by enormous sheets of armour and modular collections of weapons. The outer layers of the spacehulk features the ships and structures of the many auxiliaries and clients of the warband, refugees from burned worlds and shattered cultures who have sworn their service to the Warsmith in return for the dubious haven of the The Child of Calamity. The overall result is as deadly as a star fort, defying Imperial classification, bristling with weapons and launch bays, capable of housing hundreds of marines and their thousands of auxiliaries, able even to maintain and land Dark Mechanicum war engines and superheavy battle tanks. Deep within the bowels of the monstrous hulk, protected by dark, labyrinthine passages where the fey and otherworldly mislead and snatch away the careless, lies the Warsmith's fortress. A virtual city, the home of the Iron Hounds is crafted of stone and iron inside the cavernous holds of the ancient, forgotten vessel at the center of the hulk. The towers, barracks, temples, manufactorums, monuments, and museums of the fortress are connected by open plazas and promenades, with the skies and environs cloaked in visions of lost planets and histories that never were. At the center of this web, high above the other structures like an Olympian temple, is the throne room, where the Warsmith holds court with his subjects and guests, and communes with the ancient and bizarre gestalt machine spirit which controls the space hulk. Combat Doctrine The Old Gods are always watching, and it is a sin to leave them bored. Me, I like the big guns. Nothing builds dramatic tension quite like a cannonade. The Iron Hounds favour attack through combined arms, depending heavily on their unique war engines and aerial assets. Mobility and firepower are central themes, with the Iron Hounds breaking radically from their parent Legion's image of protracted siege specialists. Swiftly bringing as many heavy weapons forward to fire as rapidly as possible, the Iron Hounds seek to overwhelm defenses early in the fight then destroy the survivors of the initial bombardment piecemeal. When a swift and decisive victory cannot be claimed, the Iron Hounds will often simply leave, preferring the exhilaration of the initial attack to the boredom of a steady campaign. Indeed, when withdrawal has been impossible or delayed, the Iron Hounds are known to seek out honour duels from the enemy, challenge one another in acts of suicidal daring, or even play deadly pranks upon ostensible allies. Tradition & Culture Tradition is a duty. Without it we have no identity. Without it we are just another group of rabble, clawing at the edges of the Imperium. The culture of the Iron Hounds is a curious mixture of romantic literature, heroic age poetry, and the mystical philosophies of several tribes of Ancient Terra, deliberately blended by the new Warsmith to achieve his own hidden ends. Outwardly they resemble most strongly the ancient Saexn and Skandic warrior cultures, and have superficial similarities with Fenrisian culture. Carefully selected Hindik and Nihon aspects guide the inner culture of the warband, demanding that individual space marines pursue self control through refinement of the mind in imitation of ancient Zen practices. This exercise of internal control and focus allows them to face the vagaries of fate stoically. Even more radical than this, however, is a peculiar assembly of myth and legend they have developed concerning the nature of the gods and reality itself. Waelheim & The Old Dead Gods He refused to believe unless he could see it for himself, which is not unreasonable. I told him to go ask the Old Warsmith and his brothers down in the Armoury, but he cried out that talking to Dreadnoughts was liable to get him killed. Of course it would get him killed! How else do you see Waelheim? The new Warsmith hardened his heart and will toward the Ruinous Powers. To be mutated into a Chaos Spawn, enslaved through daemonic ascension, or to have his soul torn apart in the Warp was all the same to him. The Long War was ashes in his mouth, and the Great Game a bitter joke. The Imperium was a perverted shadow of what it once was, and the glorious promise of the Great Crusade a scorned memory. Redemption was instead revealed through the Warsmith's twisted vision of The War in Heaven. When the Ruinous Powers formed and overthrew the gods of the Eldar, so too must they have usurped the true gods of Mankind. The 10,000 gods of human history were but multiple facets of the same basic truth, a central pre-Chaos pantheon, and they were not destroyed when the Ruinous Powers overthrew them. They reside in a sanctuary realm beyond the Warp that the Iron Hounds call Waelheim, and a divinity known as Khalder moves freely from that realm and the Warp. The Iron Hounds believe that the Old Dead Gods are always watching, calling out to Mankind. Khalder is their herald, who gathers those worthy of them. Souls that are fearless, those that die glorious deaths in combat and with clean souls, these will burn bright in the eyes of Khalder. He will pluck them from the Sea of Souls and spirit them away to the Pure Land of Waelheim to live in a warrior's paradise with Mankind's most ancient forefathers. So the Iron Hounds fervently believe. Organisation & Disposition Do not bother me with details. Except the good ones. The Iron Hounds are organised into specialised companies: Battle, Assault, Attack, Support, and Reserve. In addition to this is the Comitatus, which is essentially a veteran Terminator company, as well as the war machines of the Armoury and the specialists of the Apothecarion and the Temple. In support of the main space marine forces the Iron Hounds also make extensive use of unaugmented human auxiliaries. At the head of all this is a council known as the Isarnhauld, a group composed of company captains, masters of the warband, and favored sergeants and champions. While their organisation is not far from codex adherent loyalists, their method of arranging a task force is more haphazard. The Warsmith chooses a force commander and gives him a mission. It is up to that force commander to assemble an appropriate task force by petitioning individual leaders throughout the warband to join their respective squads to his efforts. The interpersonal relationships of the warbands leaders is hugely important, and a good deal of charisma and luck is necessary to cajole an effective force into existence. It is unusual for an entire company to go to war under its own captain and fight as cohesive force, but not unknown. The captaincy of a particular company is largely administrative and a matter of title. Gene-seed & Purity Nothing of lasting value can be achieved by being a slavish plaything to the creatures from another dimension that dare to call themselves "gods" or "daemons". They exist to be subdued, used, then disposed of. The galaxy belongs to Humanity, and Humanity belongs to the Legions. Make them to know their proper place, bind them into iron and brass, yours to command, or suffer not their unclean presence. The Iron Hounds maintain a rigorous apothecary program. As well as retrieving the gene-seed of fallen battle-brothers, the progenoids of noteworthy adversaries are highly sought after. While the Iron Hounds prefer the gene-seed of their Primarch, pragmatism and all-important purity outweighs any prejudice in selection. The apothecary-brothers also serve a religious function, zealously excising mutations, which are seen an impediment to earning Khalder's favoring eye. The summary execution of battle-brothers who succumb to becoming Chaos Spawn or are in danger of daemonic ascension is also a duty of the grim apothecaries. The warband makes extensive use of cybernetic augmentation enabled by the advanced facilities aboard the Child of Calamity, and it is not unheard of for long-lived veterans to be more cybernetic than flesh. Past a certain point, survival in this manner is considered unlucky or ill-fated. Alongside the apothecaries, the Iron Hounds also maintain a corps of warriors who function similar to chaplains. Where the apothecaries excise sin from the flesh, these priests focus the minds of the Iron Hounds. On top of attending meditation sessions and ritual, each herjar-brother is expected to practice an art, and to pursue it with dedication and zeal during the down time between battles. A favorite among the Iron Hounds is epic poetry, though more creative herjar-brothers sculpt or paint, while the more eccentric become experts on obscure scholarly topics. The priests monitor these activities, assigning deadlines for new content and organising exhibitions to ensure the constant engagement of the warriors' minds. Herjar-brothers who fall behind in their artistic or scholarly endeavors are censured, with the priests having broad power to inflict punishment on stubborn warriors to ensure that the chaos of the warp does not find purchase within undisciplined minds. Battlecry Yes, a dream. That is all. But there are idylls and nightmares. I bring terror in order to cleanse the soul. I bring death in order to release the soul. They call me evil, but they have no understanding. I bring darkness in order to exalt the light. Most commonly heard is "To Waelheim! To Waelheim!" Also heard is the old Legion battle cry, "Iron Within! Iron Without!"
  6. "The Legio Vorus, Devourers, hailing from the Forgeworld of Xerox IV. Never amongst the most illustrious Legios, Vorus nevertheless accrued a reputation of consistency and dependability. This was largely owed to their dogged adherence to what they termed "the Great Algorithm", a marginal creed amongst the Cults Mechanicus." Legio Vorus Walks!
  7. So I decided it was time to start a thread for these guys instead of clogging up the TIAT thread So far I have a Warhound and Reaver basically complete, they both need transfers, weathering, and basing. I'm super stoked with how they are coming out, got some games against an Astorum player coming up soon. I have two more Warhounds and another Reaver to get painted before then. Here's another pic of the finished Reaver: More pictures to come as I work on things! ++++ EDIT Just realized I never washed/finished the Reaver's toes. Will do that asap!
  8. 929 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).
  9. 1558 downloads

    First part of a commission by Atia, Grand Master Laertes, and depthcharge12. Incaladine Mechanicum logo in black, white, red, and yellow.
  10. What would you say is the best loadout and role for two squads of Sons of Horus Cataphractii Terminators? One squad will be with Maloghurst in a Landraider and the other will be with a Master of Signals in a Landraider..
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