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  1. Hi everyone, I started a Youtube Channel a couple of months ago, and this is my first big project: painting every Skitarii forge world featured in the codex. First Mars Stygies VIII
  2. So I've been struggling to keep Cawl in the list without killing the rest of the list. Most recently I've been using a Crusader Knight but Cawl really doesn't maximize that sort of unit very well. I've been trying to keep the command points up and that means 6 squads of troops. The elite/heavy portion of the list feels pretty flexible. But as far as troops I'm wondering what others are doing for the core? I've tried variants of Vanguard and Rangers. Sniper style, plasma etc. The Kataphrons are interesting, but I can't seem to get them firing on all cylinders. Perhaps CC Kastelans would make it safer to do so? But then the double shoot / Cawl Wall loses a lot of effectiveness... however if I'm honest, I rarely play that way, and typically only use 2 Kastelans. I'm curious what others are doing for a Cawl based Brigade core? Any thoughts?
  3. OK! So, inspired by seeing Prot get work up on here really fast the other day, I thought id share my WIP so far on my admech. These guys have been worked on over the last year and are about 2/3rds complete...quite a bit of tidying up to do and slight details to improve on (and bases...always bases!!) but im getting to a point where im generally happy with the overall look/feel Bit of a background to this, ive played/painted space wolves for years, but last year ran into a bit of a wall with what i wanted to do with my wolves, and was fed up painting power armour, so i picked up an admech get started box, and have slowly been growing my collection since. Loved the Metalica colour scheme (despite not liking the name...goes back with me having issues with the band..and always hating their name too haha)...so these are gonna eventually be a DIY forgeworld that just happen to look very similar to Metalica. Photo quality aint great (espeically on the closeups) but thats what i get for using my old phone in the middle of the night last night. Skitarii Vanguard TechPriest & Kastelans Destroyers Onagers And finally - some vangaurd alongside my new SW scheme I've just started on after the admech break gave me just what i needed to get back to my wolves. Gonna be writing some full fluff to justify why these mkIII wolves are kicking about with an admech contingent (post prospero warp storms may feature quite heavily), but idea was to keep the heresy era grey, but have the weapons be more themed to my admech, as theyve been working on their weapons for a few millenia
  4. So a super fast run down of a game I just had with metalica. The game was 2k, Maelstrom Deadlock (start with 6 cards, discard one a turn.) . I had first turn with Metalica. My List looked like this: +++ Unfortunately it's obviously not entirely WYSIWYG. The Scouts represent Fulgurite Priests. Eight of them. And I'm proxying a tech priest - The idea of my list was to utilize the Metalica Dogma and the WL trait to move around the board quickly, and be able to disengage from CC and still shoot. - His Dark Angel list was unusual, and did have a huge slant on Deathwing Terminators. Basically 3 full Tact squads, and 3 Terminator squads with Belial (the guy is a beast for his points). And that eats up a ton of points, but he still had the Ravenwing Bikers.... with Plasma talons and a Libby/Chappy on bike. - I take the high ground with Rangers, everything else is in the middle, and the Rangers spread out as far as humanly (inhumanly?) possible to prevent Deep Strike. + The Rangers did squat all this game. Their role was to pick off HQ's and only hit and wounded one out of 4-6 shots (lost track). Abysmal as usual. But they did prevent deep strike on the flank I guess... - My first turn is stellar... I mean I've never had a first turn this big in 8th edition Maelstrom. I score 7 points on 6 cards. Plus First Blood. His troops were spread out, and I really didn't know what to target. We have a house rule that no more than 2 points can be scored PER CARD to prevent runaways. I was glad we had that house rule or I very well could have ran off with it worse. I got a few objectives drawn in my zone which was darn lucky. The rest were 'kills'. - I zap one squad of Tacticals down to zero, and target the Ravenwing bikers with their speed. I barely manage to get all of those bikers, because I did not want to advance any Vanguard yet because his sizable Deathwing Termie star would rip me a new one if I wasn't defensive. - His turn the Termies come in. My opponent was good about it, but he did keep noting the way I deployed prevented him from getting the Termies anywhere he really wanted to go... so he took a far right table side and opened up on some Ironstrider Ballistarius' and they were easily over run, and the Vanguard took a bit of a beating. One thing I'm not sure about is he took shots at my Onager Dunecrawlers, but just piecemeal. In his defense he really hadn't played against Admech. I let him know these were repairable. MID GAME: - With his Termies in, I could move about the map and do what had to be done. He had scored a point or two and I was less concerned about scoring at this point and more concerned about testing some theories. - I moved Vanguard aggressively. The Priests moved up to cover them. The Vanguard shooting was fantastic with the Plasma but that S3 Radium Carbines on Termies was doing absolutely nothing... I knew I was going to take a blunt of a massive charge soon. - I realized through my 2nd/3rd turn that this many Terminators was a serious problem. I know he had beaten a pretty tough Ork opponent with this list (he had 120 Orks) and it was the 2+ save that was too much to get through.... Sure enough I'm seeing even with Dunecrawlers a lot of it was luck based. - I used the Strategem to get to +2 BS on the Vanguard with Plasma. This did good, but not great! Sure enough the inevitable charge happens. + Here it comes.... - I barely remove any models, I don't score a point. Sure enough he's slowly gaining in points on me but the Deadlock scenario is hard if you can't empty your first turn hand and he has a few tough cards he can't get out of his hand.... - The Termies make it in, but somehow I hold the line. I think I actually made 2 x 6 up Invulns! - My army positions for the counter strike, I have my Infiltrators come in..... and The Termies have to be dealt with..... + the Infiltrators bounce really hard on these marines.... I wanted to stop them from scoring a few points on this objective. And I needed it as well, but it went pretty badly... - Back at the close combat, I didn't lose any to battle shock, so I retreat, and move my Warlord up high enough to 'rally' the Vanguard, and they shoot at -1 back into the Termies. This was huge. - All resources I have hit those termies to free up my lines. This is enough to bring them down but I am shocked how much trouble I am having dropping them. The Kastelans really don't do a heck of a lot.... so he was ignoring them and focusing on the volume / plasma fire of the Vanguard. - The termies in cc with the vanguard are all shot up. So the Priests need a new task, I advance them to where the Infiltrators were destroyed. - My opponent gets another point... I COULD get one myself but I'm more curious about the assault in the corner and now I see the remaining 7-10 Termies as a challenge to get rid of.... - - The last of the Vanguard retreat while the bulk of the army unloads. - So the priests get into CC and they do very well delivering Mortal Wounds on the way in..... And since the Dragoons lead the charge, they took the overwatch. Sure enough his Chappy and Libby hit back (on Bikes) and slap a few Priests around. In his turn I manage to finally kill the remaining Tacticals with the Priests bringing their Invuln up to 3++ and they were ready to take on the Chappy and Libby next. - Much closer to my zone, he moved his termies up as much as he could but with only 5" he really couldn't catch me as I knew I had to kite him... I did so with the Dunecrawlers and I advanced my last, full Vanguard Squad up to get into rapid with him... I got a 6 allowing me a 12" move with no penalty, used the Strategem again and unloaded overcharged Plasma re-rolling 1's.... only the Plasma really did much though, but it was a high volume of stuff... combined with the rest of my army firepower, it finally took down theTermies. He had to concede with only a Sarge and Belial left. - He was a good sport after a tough first turn for sure. And as down on termies as some people are... I was shocked how much trouble I had getting rid of them.
  5. Another thing I thought would be using a Brigade. In my last 3-4 games this is what I've been using for the detachment... in part because it's nice to have an army that can actually do this now! But as games go on I realize my list building is super static, meaning I have no wiggle room once I fill mandatory slots (with often the cheapest items I can) it leaves just enough points in a 2K game for stuff like Kastelans, and a flood of Vanguard/Rangers. Do you guys think this is worth it for 12 CP's? Or do you think it's too restrictive in requirements to build the list you like to use?
  6. So I'm off for another game shortly and just wanted to get this up before I get too back logged with pictures.... This was a really strange game for me. My opponent was Dark Angels and he's new to the game within the last year and doesn't have everything he'd like to bring to a game yet. I will say as preamble I should confess I helped him with tactics where I thought it was critical, but his list was surprisingly... functional. Perhaps that is the best admech type description I could use. :) Sorry but this is all from memory, which like Cawl's is sometimes swapped out for more useful memories such as.... where did I park my Dunecrawler? His list: - Belial - tons of Termies. Mostly 5 man squads with assault cannons. - 3 full tactical squads, usually with mixed weaponry like Missile launcher + special weapon, all in Rhino's - Librarian w/ Adversion (whatever it's called the ol' DA power that makes you -1 to hit something within 24" of him.) - Captain. - Vindicator - Dread with fist/twin Las. Adeptus Mechanicus of the mighty red sands of Mars: - Brigade: - 2 Tech Dominus, 1 Engineseer - 6 x 5 or 6 Vanguard/Rangers. A few Arquebus' etc. Some Plasma Cavaliers sprinkled in. - 3 Onager Dunecrawlers. 2 with Neutrons, 1 with Icarus. - 2 Kastelan's with shooty fists - 1 Datasmith -5 Sicaran infiltrators - 5 Corpuscarii Electro Jazz Hands! - 2 individual Ironstrider Ballastarii with twin cognis Autocannons - 3 Sydonian Dragoons with cattle prods The Game: Red Rock vs the Black Rock. Sand vs Secrets, etc etc... - Maelstrom: We get the mission where you start with one objective card, and can draw up a card in subsequent turns for as many objective markers as you control. This is always hard for my AdMech, as we prefer controlling... code over inanimate things on the battlefield! - Deployment: - Admech deployment features killy stuff around the aura, with defensive positioning on the outskirts by Vanguard/Rangers to prevent uninvited Terminator party crashers. - Dark Angels put rhino's on flanks, and the meat of his shooting is dead center. The Vindicator, Dread and HQ's advance. I know he wants to get his Termies into my board edge but as the Dark Angel player realizes I've spaced things with no way he can do this... so he reconsiders his options and plops all Termies down to my left flank. - He draws a card he can complete, and he gets First Blood and takes the early lead.... His first turn shooting is obviously plinking away at my Vanguard. It is only Stormbolter fire but it is quite a bit of it! Thankfully Shroupsalm is in effect and although he gets first blood I still have some Skitarii left on the flank. His first blood actually game from downing an Ironstrider. - Admech turn is a card I can't complete. He's already owning the middle of the board and the left flank is in serious danger.I elect to keep the Infiltrators in reserve due to unfavourable positioning in his zone. - I change the protocol on the Kastelans successfully, but the middle is decidedly owned by DA and there are two large imperial cylinders that literally block off all LoS. As a side note the Libby cast Averson on my forward squad of Vanguard making them -1 to hit. - Admech start firing back on Terminators while cautiously advancing, but it is quite bad... very bad. A few scattering of wounds. No points for Mars this turn. - Dark Angels advance and capitalize on Mars' lack of CC units and hunker down in the middle of the city preparing for a close quarter fire fight. - Dark Angels draw up 3 cards and some are quite doable. He gets some very handy objectives near his zone, and most of the objective markers he placed are mid field. This works very much to his advantage has he is drawing the right cards to advance and sit on those objectives. Mars is forced to advance. - The Terminators shoot up a lot of Vanguard, The Dominus orders a retreat, and units 'reverse advance' to create a gap, trying to lure the Terimnators into range of the Kastelans. - Dark Angels cast Aversion on the Kastelans this time... which really hurts... and confuses Mars. How is a robot depreciated in efficiency by the warp magic???? Does not compute...! Anyway, I realize the Dark Angels are trying to pinch me in. I have no answer for the Termies in CC, but he is taking the bait on the running Vanguard.... still he draws good cards on my right side, and starts to advance a Rhino with squad to claim one in his zone getting 3 objective markers, and earning D3 points. He's now got a healthy lead of 1111 to 0. That's binary for... I'm getting my ass kicked! ++ Counter measures are made. The Dominus takes control of the Dragoons and warns the Skitarii of the long term plans. This means direct confrontation with the misguided space men of the wrong rock. ++ - Admech have a decent draw but where I am hoping for 'kill' type objectives instead I get 'grab stuff deep in your opponent's zone' type of cards which Admech LOVE to do. (that's Martian Sarcasm btw). - One objective is up my right flank. Another is to have something in my opponent's zone. The Dominus calculates a plan to kill two birds with one stone... prevent the Rhino squad from taking a 'Defend' point, and score the objective instead, while grabbing a point for being in his zone; the brings out the Infiltrators, as well as moving up the Dragoons, and Vanguard. - On the left flank protocols have set in and the trap is set, terminators are in Kastelan range. I heal up two Onagers, and commit the entire double shooting of the Kastelans, and remaining Vanguard into the Terminators, BUT with Aversion still affecting the Kastelans this is a tough turn for me... the Termies with two wounds are still falling but nearly as fast as I need... - The infiltrators do terrible in shooting. The middle is still a mosh pit I can't seem to crack. The Dunecrawlers have been really mediocre to this point. The Vindicator and Dread are still picking away at my heavies but my ability to repair keeps everything going. I do score a point and I'm on the board. ++ Terminators are drawn in to the killing grounds, but the "Aversion'd" Kastelans have technical issues. And the 'bait' Skitarii aren't too happy about it.++ Mid to Late Game: - Although I'm on the board, it's become apparent the game is going poorly for me. Dark Angels have me pinched in on the left flank. Mars tries to hold the middle ground while facing the mounting thread at Mid Table..... - Dark Angels now draw a few objectives that are based on the MID table objective which he is sitting on. Some of these I can't do anything about, but one of them is 'Defend' so Angels have to keep that for consecutive turns. - He starts to put a greater dent into my Dunecrawlers but I keep reminding him to focus fire because my repairs out pace his wound rate. He FINALLY fails Averson. This gives the Kastelans a chance to clear the malware, and reboot quickly! - Dark Angels advance termies closer, and take down a few more vanguard, and damage my last Ironstrider which is taking pot shots at them. He also drew an objective near his right flank Rhino, I have to prevent it... - He scores for mid table, and my Sicarian Infiltrators are hit hard (I could not charge them last turn to get the point for being in his zone). But somehow I pass the armour saves. With his point scored, he's now up by 5-1. - The Datasmith resets the Kastelans and they double fire on the Terminators again, this time with full ballistic skill. This (finally) Kills a great deal of them, the Deathwing are forced to drop their Assault Cannons, Belial and a few heavy handed termies still live, they plod forward... - I grabbed a few decent cards in this turn, and had to push the right side, BUT to make matters worse (or more interesting depending on who you are) I draw the same mid field objective he has been sitting on because he needs 'Defend'. Ouch. I get another card specific to Admech: Do a full repair on something and score a point.. this I can do, But I need to use a Strategem to perform a double repair on a Dunecrawler, but a point is scored. - The Jazz hands turn the corner, and shoot up his mid field stuff... .I use 'Wrath of Mars' but it's terrible... I feel like I did something wrong, and I did.. .(more on that later). ++ Electrolysis-Priests offer free hair removal; Dark Angels refuse the service...+++ - Jazz hands don't do too well here but it's my fault. It turns out I only fired half their shots, total missread of their rules on my part, even though I knew better... very strange, but oh well. As you can see he's loaded up at mid and AdMech is forced to flank. - Finally the Dunecrawlers hit solidly enough to take down the Dreadnaught, giving the rest of the army some breathing space to take on the mid table...if there's enough time, maybe I can salvage this mess? - My fight phase and the Dragoons bring out the cattle prods and smack down the 10 man Dark Angel tactical squad. The Sicarians unfortunately fail their charge into the characters that are supporting the mid table (just off camera above). This means I can't score anything at mid Table. - I do score a few though and I'm within reach of a few points of Dark Angels. END GAME: - Dark Angels score to go up to 7 points holding mid, He can't score points, but he still leads and this is turn 5. The game goes on... - Belial is too far out of reach but the remaining terminators rush an Icarus Dunecrawler. The Dunecrawler would retreat in my turn, and the Dominus combined with an Ironstrider would kill the last of them. Belial would retreat, denying me Slay the Warlord. - The mid table fails a few critical psychic tests. The Vinidicator moves up to prevent me from assaulting the last mid table characters. - Now in my turn I know I need good cards, and a chance to table him... but Belial is clearly out of sight. ++ Mars boldly goes where no Martian has gone before... towards characters at mid table ++ - Desperation time. I draw the card that forces me to get everything out of my deployment, and have no opponents in my zone. I draw mid table, and an objective I'm already sitting on! - This works well with the Dominus' plan to be aggressive at mid. The Kastelans are ordered to fire everything at the Vindicator and kill it. - Jazz hands try shooting again with 'Wrath of Mars'. This time I realize I undershot previously. Even though the squad isn't full strength, I get 4 mortal wounds on top of 6-7 more wounds and a tactical squad is vaped. - I get 'kill a character' by making him the closest unit to a squad of Rangers I advanced. - Dark Angels are nearly tabled, and I have the points in this final turn to put me over the edge. Techically the game should have continued to turn 7, however the cards I drew put me over the top and with only Belial, he could not prevent me from scoring. Admech pulls off a very, very, narrow final turn victory. Conclusions: - I make a point of having the tables with lots of obscuring terrain, but this was brutal. He got to camp pretty darn good at mid field. I'm glad I had the legs on the table to advance without fear of losing high cost units. - I screwed up with the Priests. That miss count almost cost me the game, but I liked them a lot. Fun unit with Wrath of Mars. - Arquebus'. I just cannot get these things to do anything to characters. My best use of them is against Rhino's.. .this seems to happen a lot. But I think people may write them off as vehicle killers but I like them to finish off vehicles. - Tacticals. At first glance I saw his list and thought... tacticals... very juicy for Admech to tear into. I couldn't believe how much trouble I had getting rid of them. Aversion on my Kastelans, turning a 4+ to hit into a 5+ really, really sucks. Having no Psychic defence continues to be an issue. - Terminators. Wow. It's not that I can't kill them, it's just that a lot of the stuff I can kill them with, also happens to be what I need for anti-vehicle, and with the Kastelans psychicly 'nerfed' I had a lot of problems there. - BTW it occured to me in about.. turn 3 that I forgot to deploy my second Dominus. lol But I did not end up deploying him at all. Just in case anyone noticed he was missing. This was a much closer game than I though it would be. It was well fought by the DA. Thanks for reading this!
  7. Hi all, A buddy and I had an interesting interaction the other day... I used Tide of Traitors to move my Cultist blob and my buddy used Infoslave Skull to fire on them with his Vanguard. Now for Infoslave Skull to activate the opposing unit needs to be coming in from reserve. But Tide of Traitors doesn't come from Reserves, it starts on the board and since it is removed from the battlefield then placed again and not coming from Reserves, it's more of a redeployment, right? We ended up placing my Cultists but not firing on them because we weren't sure. Or is it just a matter of us overthinking it and since ToT doesn't state the Cultists come from reserve there was no issue? We are still wrapping our heads around 8th since we don't get to play very frequently. Thanks for any help.
  8. Dark Mechanicum with a Tzeentchian twist. That's the plan with this new Plog. Myself and a group of fellow hobbyists have been fully engrossed by 8th Edition and all it brings and this has led to us deciding to do a Tale of Hobbyists. I have decided to actually start working on the Adeptus Mechanicus models i picked up two years ago (on release) and create a Dark Mechanicus army led by Tzeenchian aligned Archmagos. Anyway, enough chat on to some pictures! http://i.imgur.com/6STkf2N.jpg http://i.imgur.com/iuSdJ7m.jpg http://i.imgur.com/qVvgYhe.jpg http://i.imgur.com/8i0QrF5.jpg http://i.imgur.com/zHYVc4B.jpg http://i.imgur.com/aE7Vi1g.jpg
  9. My army of Adeptus Mechanicus is complete, 98% painted during the month of September 2020: THE SPICE MUST FLOW!!!!!! ... also the WIP and rest of the army pics can be found here. Cheers!
  10. House Datafile:House Jenius Primary Data Motto Historia docet, aut mori aptet (History teaches, adapt or die) Battle CryIllustrant eas (Commander only) FoundingApprox 020.M41 Homeworld Verdazur AllegianceImperium; Questor Mechanicus ColoursMagenta, white, grey, silver edging House EmblemA lightning bolt over (bisecting) a cog (image in the works) INTRODUCTION House Jenius was founded on the bones of an old abandoned experiment. During an expedition, Magos Perficio der Klaue discovered a buried knight hangar on the planet Verdazur. Those mostly intact were quickly recovered to be placed into service. Further exploration revealed training equipment and a near intact base. An amazing discovery considering the age of the area dates back to just after the great crusade. The faded lightning bolt over a cog symbol on a few of the knights pointed to the venerated House Taranis as the original owners. While the data files are incomplete magos Der Klaue theorized that the base might have been a way station or forward base for resupply and even training of new pilots. Given it's far distance from the venerated homeworld of Mars. With luck, the local sector governor had contact with a pair of Freeblade pilots in his domain. While it took a little convincing to get the freeblades to agree to train new pilots, they only agreed to train one group and that group would have to train any future generations. A large keep was constructed near the site of the hangar as Magos Der Klaue worked to restore the underground base. With that House Jenius was formed, named after the top student Llywelyn Farnia Jenius. She was granted a Lordship over the area and is the current head instructor and dean of the academy "Thank you Ms. Morwen, good to know someone was studying the material." the professor nodded to the female student as she sat down. The dozen youths in the classroom turned their attention from their fellow student to the teacher as he began speaking, "Just remember that to better prepare for your future you do need a basic understanding of the past. Human civilization has forgotten more in its long history of existence in this galaxy than it can relearn in the next thousand years." The familiar chimes sounded from outside, signalling the end of the lesson. A few students yawned and stretched before rising from their seats and heading towards the exit. "Tomorrow we will be discussing the battle of Molov City, make sure to study the datafile. Also I noticed Sir Ashley was in one of his moods, make sure to study with your running shoes on." One of the students let out an audible groan as they passed through the doorway. +++++++++++++++++++++++++++++++++++ The Jenius Knight Academy was built to train knight pilots and sacristan. House Jenius being it’s guard and faculty. For the past hundred years it has produced a few pilots and many sacristans in its mission given by the Confederation of Teradox. A semi-autonomous group of human controlled worlds located under the Ghoul Stars. The primary mission of the academy and the reason for the Confederation fully supporting it is what is known as the Knight Initiative. That one day every planet in the Confederacy will have their own knight lance to defend it. A lofty goal, but possible in time. HISTORY Unlike other houses, House Jenuis has little true history and is only currently forging it’s path in the galaxy. It is the goal of the current leadership to set up the house and it’s academy to have a history as rich and full as it’s progenitor. Once the first few knight frames were repaired, pilots were needed. The first pilots of the house were trained by the freeblades, Bjorg Rhonwen and Sebastian Seras. All the new trainees were taken from the titan crew training program on request of Magos Der Klause. Only eight made it through the harsh training of the freeblades. They took on the surname of Jenius by decree of the magos and Llywelyn was chosen as the commander. Llywelyn doesn't keep this practice on the next generation since she believes the right of command is earned not inherited. Since the opening of the academy there have been twenty graduate classes in its eighty years of operation. Of which six groups have gone to establish their own garrisons within the Confederacy via the Knight Initiative. During this time the House has sortied dozens of times as mentors take their charges out onto the battlefield to earn the right to pilot a knight. Outside of its’ early days, the house has not had to fully deploy to a war front, though Lady Jenius fears it may one day have to. HOMEWORLD Home Planet: Verdazur Planetary exports: Food, focusing crystals, rare metals (asteroid mining) and tourism Classification: Garden World Population: appox 1.5 million Tithe Grade: Decuma Particular (Resource yearly, Regimental decade) History: Discovered in M36, Verdazur is a watery planet covered with several archipelagos. The largest land mass ,Gaufertier, is barely large enough to be called a continent. While Gaufertier hosts the planet’s capital of Havrisar as well as the knight household’s primary base in the city of Davumior. The planet is dotted with several island towns and estates. Verdazur is classified as a garden world. Though it has a few industries, food production and underwater mining being it’s primaries. It’s natural beauty with thousands of beaches and centralized location in the Confederacy make it an excellent vacation spot for the richer nobles of the area. However in the opening year of the 41st millenium, Mt St Hilary, thought to be a dormant volcano on Gaufertier erupted. After it had calmed, investigation into the surrounding area revealed the entrance to the buried knight keep. The keep was dated to over ten millennia old, pre-dating the founding of the colony. Further examination of the underwater region known by the locals as Lyza’s Ring points to an extinction level event in the planet’s history. Based on the timing some in the higher government fear it might have been a man-made event. Notable Locations: Sacventdeile - Founder’s old estate, currently a major resort. Jenius Knight Academy Lyza’s Ring - A 10 km wide hole in Verdazur’s ocean, the bottom resting on the mantle of the planet. The walls contain several crystal deposits with the most pure being closer to the bottom. Between the heat and pressure few have been mined. COMBAT DOCTRINE Light lance - A questoris or dominus pattern escorted by a squad of armigars. Students are taught this method for a two fold reason. First, the mentor phase is done in this formation so it doesn’t take much tactical relearning. Second, the Throne Mechanicum is the hardest part of the knight to manufacture making the larger knights rarer currently. If a larger force is needed then a few light lances are combined into a more formal Knight lance. NOTABLE KNIGHTS All knights of House Jenius have the lion helm, a design from Magos Der Klaue to mark her charges. The house took them up as a design for the thier knights. Graduate pilots of the academy use other helms and colours of their design if they chose garrison duty. The house emblem is still displayed on all knights (garrison or house) in some fashion. Königin der Löwen - Llywelyn’s personal knight frame, the frame was modified to allow for weapon swaps prior to battle allowing her to use whatever class is needed for the mission. Her preferred class is Crusader. Jägerin Mond - Warden class Questoris operated by Lady Hotaru Jikan, one of the academy’s primary mentors. The Jägerin Mond has fought on many battlefields, it’s avenger gatling cannon taking the lives of many foes. Zorn des Löwen - A Castellan class, it wreaked havoc during the Flesh War campaign. With its volcano lance and upgraded plasma destructor it had the honour of standing up to and defeating a chaos warhound near single handedly. It’s current owner is the house second in command Lady Gwyneth Thranc Jenius. NOTABLE PERSONNEL Lady Llywelyn Farnia Jenius - Headmistress of the academy and leader of House Jenius. She was already tracked for the coveted Titan program before being tapped for knight training. She has helped in the training of several generations of knight pilots. Even in her advanced years she manages to hold her own versus many foes. Her ruthlessness is legendary, both on campus and the battlefield. Her mount ,Königin der Löwen, has the ability to mimic any class of knight, showing that she has the ability to teach for any frame. Lady Gwyneth Thranc Jenius - Llywelyn’s second in command and the primary administrator of the academy. She is a stoic and pragmatic woman, one of the reasons she was given command of the castellan Zorn des Löwen. Which she has piloted to victory in many sorties. Lady Hotaru Jikan - Current lead mentor of the academy. She only takes on two students at a time, but pits them against the odds and is as harsh a master as Lady Llywelyn Jenius. She pilots the Jägerin Mond with skill and grace, though that might also be due to her more ingrained connection. A paraplagic, her limbs are bionic augments that integrate with her throne. Awateru Tsuki - Recent graduate of the academy. During her senior term she kept the skies above her allies clear while piloting the helverin Beta 02. Fighting alongside her mentor Lady Jikan and her twin brother Kyofu she earned her seat with honours. She is currently piloting the Echavalier XX, leading her lance on a pilgrimage to Mars. NOTABLE CAMPAIGNS: BRIEF More detailed descripts are here The Cleansing of Block 76 - Early battle against a necron force to reclaim a forge. The Flesh War: The house’s first major campaign against a durkari incursion. The Sunsus Campaign - House Jenius assists a forgeworld in dealing with a xenos incursion. Lady Jikan used it as the final trial for her students. The Mecha Trail - The pilgrimage of Lady Tsuki’s lance to Mars Organizational Connections Confederation of Teradox - A semi-autonomous group of human controlled worlds located under the ghoul stars. Verdazur is in their territory. (My IG army) Conclave of Esus - Perfactio’s mechanicus group. They not only teach new sacatians but build new knight frames for House Jenius and their allies. (Admech) Fel Knights - A group of freebladed knights that roam the area under the Conferatacy’s protection. They can be spotted by the wolf helms their knights wear.
  11. Version 2.3

    82 downloads

    This supplement allows for the use of all 40k admech units - and some custom ones - in 30k. This is a complete book, containing a full army list designed to be integrated with Taghmata Mechanicum or used standalone, lore, and much, much more. This has even been endorsed by the mournival team! It's regularly patched in response to feedback so before you use it please ensure you grab the latest version. If you do have any feedback, please join the HH Age of Darkness discord (via the link below!) and let me know in the dedicated channels there. https://discord.gg/HH-Age-of-Darkness I really hope you all enjoy it.
  12. Whilst on a covert mission on a strange alien planet, the Raven guard uncover a huge egg that is on the brink of hatching a dangerous creature! They also expose an Admech force, led by Belisarius Cawl himself who has his own plans for what lives inside. Enjoy this custom mission guys! Was incredibly fun . We also have a link in the video to the rules so you can also play it. Cheers. https://youtu.be/H9qUS9AAnvc
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