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  1. So, it's been a long long time since I posted anything here. With the confinement, I started a new projet that was on my mind: Warp Ghost. I tried to imitate the classic 5th edition color scheme to the best I could. I added some green ectoplasm/fire to make the weird ''green glow'' they're suppose to have The allied forces we'll be some Sarum dark mechanicum to stay canon. Those wip are still too early to be post thought... But a warpsmith, a hellwright, a venomcrawler, a decimator (I know, it's supposed to be crafted by the Silent Forge, not Sarum, but I love the model) and a brass scorpion are comming up soon I hope. HQ, lord of executions/chaos lord. The axe of dismemberment can be taken away and I'll make a black mace to switch with it First CSM squad Some undivided warp entities (Bloodletters). Warp Ghosts aren't supposed to worship any gods so making them look like normal khorne daemons seemed silly Comments and suggestions are more than welcome. Thanks all, stay safe
  2. Hey all, welcome to my work in progress thread. I've had terrible luck in the past getting these maintained but I'm nothing if nae optimistic so I'm starting a new thread!! Fun! I'll use this first post to be a title page (Ambitious!), models forthcoming.
  3. It's about time I put up my Iron Warriors WIP's Here is my Chaos Lord for my Iron Warriors, I've got a lot built and undercoated but what to build at the moment so looking to get some characters into my force. This is the early WIP for my lord in terminator armour. I've got some ideas for the body and the left arm is looking good in mock up. I'm not sure on the right arm I was considering a combi melta raised to the sky slightly or an arm with a hand either holding a primaris head or a skull or auspex etc. I'm open to some suggestions
  4. From the album: Black Legion

    new balefire acolyte for my chosen/legionary kill team
  5. From the album: Black Legion

    new commander for my chosen/legionary kill team
  6. From the album: Black Legion

    new body for my warpsmith, the mad angry jokaero Mojo Jojo.
  7. From the album: Black Legion

    new body for my warpsmith, the mad angry jokaero Mojo Jojo
  8. With Codex: World Eaters just around the corner, I thought it was time to bring up the topic of how to approach a new codex release with an existing Crusade. The natural reaction to any new Codex might be to simply start again, but I find that solution extremely unsatisfying. Being a narrative format, it would be disappointing to simply throw out all the narrative development I've put into this force so far. On the other hand, the Chaos Warband rules for CSM are pretty powerful, as far as benefits go. I have lost most of my battles, but all three Glory trackers are at Favoured status thanks to a judicious use of Agendas. And when a Chaos Warband is Favoured in a category, they get some significant discounts on important Requisitions - especially increasing supplies and adding WLTs and Relics. Importantly, there's no requirement to use those free Requisitions on CSM units, so you can add free WLTs and Relics to allied units as well... There is one big disadvantage to this, however: if you have started a Chaos Warband, your trackers always go down in every battle, regardless of whether you even use CSM units or not. But to increase your Glory trackers, you must use your Warband Champion in battle. This means your Champion is always exposed to battle scars, and our campaign house rules state that scars can only be removed if a unit skips a battle. This is why Kratus, prior to his ascension, was being used in every battle (even when not the best choice) and had accumulated two very detrimental battle scars. For several battles, Kratus had been unable to perform Heroic Intervention, for example. Ultimately, my concern is that I have benefited heavily from using the Chaos Warband rules, and those benefits might not be replicable with Codex: World Eaters, so they might feel undeserved. But then I did the Agendas and I suffered the battle scars on my Champion, to my detriment in many battles. So, I have a solution: All CSM-specific battle traits and Crusade relics will be exchanged for the nearest World Eater equivalents. Arkrath benefits from keeping all his pre-ascension Chaos Boons. This is something currently unique to CSM, since both Death Guard and Thousand Sons Daemon Princes lose their boons upon ascension. I don't know which way World Eaters will go, but if WE Daemon Princes lose their boons on ascension, then I will need to drop those as well. Similarly to (2), any benefits gained through the Chaos Warband that can't be done using the World Eaters' rules will be reversed. For example, Dreior's Berzerker squad gained a battle trait because I had a Favoured Warfleet - if World Eaters don't have some equivalent mechanic then I'll simply remove the trait. If Berzerker PL changes to account for the new Berzerker Eviscerator, I may need to change unit sizes or I'll be at a significant disadvantage. The main reason they're at 8-man squads now (other than Khorne's number) is to match the 1:20 PL/points ratio. Units that I've lost access to will need to be replaced with their nearest equivalents. The last one will be easy enough for most things: Thrax the Exalted Champion will become a Master of Executions and the Cultists will become Jakhals. But the Dark Apostle, Baruda, will be a bit trickier. I may have to consider giving him a new weapon so he can conceivably use the rules for an MoE as well, but it feels boring to have two virtually identical characters. I'll have to think on that one. Of course, all of this is assuming that World Eaters even get Crusade rules. There's no reason to believe we won't, but this Codex is looking like enough of a departure from existing 9th edition Codexes that there's a small part of me that wonders if maybe we won't. But hey, if that happens then I'll just continue using the CSM Crusade rules!
  9. Terminators have to be some of my favourite models in the game. Personal tank armour? Hell yeah! I've been sitting on a couple of boxes of the newer Chaos Terminators for some time, but have been hesitant to build them with Codex: World Eaters around the corner, especially since some earlier rumours suggested that there wouldn't be any Terminators at all. Now that we've seen all the releases and have multiple leaks indicating that Terminators are still in, I feel a lot more comfortable working on some replacements for Murdax's Butchers. Here are the first five members of the new Butchers: The heads and crests are 3D printed to resemble the old Forgeworld upgrade kit. The heads are a simple STL file, but the crests came from a Berzerker head kit that I modified to fit the Terminator armour body. I also added some weapons and bits from the new AoS Chaos Chosen kit for a little variety, and added some chains to the weapons to resemble the upcoming Berzerker kit. Murdax himself is already made from the new Terminator kit, so once these guys are done it'll just be a matter of making four more Terminators to round out the squad.
  10. Took a month, but Arkrath is finally done! Painting red Daemonic flesh when the model is also wearing red armour is always tricky, so I went with the option of painting the flesh like a redder version of his moral skin tone. Of course, had to slather on the blood for the oversized chainfist! I expanded on the rock that the Daemon Prince model comes with, making it feel more like the type of rocks the rest of the army uses. I also added some more similar rocks made it feel less like a random "hero rock". I'm also particularly pleased with how the bionic leg turned out - I've been wanting to do a biomechanical Daemon for years! That Venomcrawler leg just happened to be the perfect bit and I couldn't be happier. Overall, I'm very happy with how it turned out. The Daemon Prince model is such a great kit, I honestly can't get over just how neatly everything fits together and how many options it has. It did take a long time to paint, though - there are just so many details. I noticed several details that I missed just while taking these photos, but honestly, it gets to a point where you have to call good enough "done". Enjoy!
  11. THE CRUENTES Arkrath, the Hand of Khorne DAEMON PRINCE, 11PL For ten thousand years, the Astartes who would become Arkrath, Kratus, has led his warband of Chosen Terminators. Entering the Long War as a veteran warrior in the ranks of the XII Legion's Terminator elite, Kratus was frequently found in the most bloody of battles. This boldness amassed for him a significant following of Terminators, and they adopted the moniker of Red Butchers, once a reviled and pitied name but one that had since taken on a new sense of respect in their new worship of Khorne. It was from these same ranks that a warlord named Bardûl rose to prominence, his single-minded devotion to the Blood God eclipsing even Kratus's own. When Bardûl declared the founding of the Aksha'i Cruentes and the start of the Red Crusade, Kratus stood beside him, ready to go to war with the galaxy. As Bardûl's chief bodyguard and confidant, Kratus defended the man who called himself Hand of Khorne, as well as delivering justice to those who impeded the Bloodfather's dominance. It was not uncommon for Kratus to be dispatched to kill other Champions of Khorne who had displeased the Hand in some way. During the War for Janus, however, Bardûl grew impatient with the gifts his Daemonic patrons bestowed upon him, and he drank too greedily from the well of power that is Chaos worship, transforming into a monstrous Chaos Spawn. The power vacuum was quickly filled by the former Terminator Champion, who tore the symbolic chainfist from his erstwhile master's broken Terminator plate and took it for his own. Kratus's ascent was meteoric, and before long he was courting the same Daemonic patrons as his former master. Unlike Bardûl, however, Kratus's ambition and arrogance were tempered by personal sacrifices, having suffered several grievous wounds, including the loss of his own leg. Such losses displayed a certain dedication to the Lord of Battles, however they were still defeats in the eyes of the Blood God and would be punished. After one such defeat, Kratus was whisked away to the Warp before the alien witch's magicks could kill him. It was there that Kratus was first imprisoned and tortured by his patron, known to him as Ska'nzand the Wrathforged. He was held here for eight hundred years, by his perception, however never did his faith and determination waver. Impressed by this, Ska'nzand released Kratus on a quest of penitent rage throughout the Eye of Terror for another eight hundred years. In realspace only hours later, a winged figure manifested before the Cruentes, who were on the verge of tearing themselves apart to find a new leader. Monstrous in stature, this figure was armoured in what appeared to be a mockery of Terminator plate and bore a warped chainfist on its right vambrace. It did not use the name Kratus, for the man who bore that name was dead, it said. This was now Arkrath, the True Hand of Khorne. Warlord Trait: Hatred Incarnate Relic: Gorget of Eternal Hate Rank: Legendary Battle Honours: Scorpion Tail (Chaos Boon) - +1A Serpent's Fangs (Chaos Boon) - +1 to wound in first round of combat Warp Stalker (Chaos boon) - reroll advance and charge Razor-edged - improve AP of melee weapon by 1 Blackstone Shard Amulet - cannot be targeted by psychic powers Null-field Disruptor - ignores invulnerable saves Baruda, Blood Priest of Kharneth DARK APOSTLE, 6PL An early convert to the Cult of the Blood God, Baruda was instrumental in the formation of the Cruentes. He wears the charcoal black armour of Loyalist chaplains in dark mockery of his misguided counterparts. Baruda is an extremely - and some might say excessively - zealous individual, to the point that those around him view him with slight unease. However, there is no denying that his entreaties to the Dark Powers are an effective tool. He knows the Dark Zealotry, Wrathful Entreaty and Illusory Supplication prayers. Warlord Trait: Eternal Vendetta Relic: Mantle of Traitors Rank: Heroic Battle Honours: Detestation (Path of the Righteous) - cannot be targeted by psychic powers Stoic Fervour (Path of the Righteous) - 6+ FNP, 4+ FNP vs mortal wounds Just Killer (Path of the Righteous) - +1S when attacking units smaller than his Daemonic Flesh (via Chaos Reward Requisition) - unit gains +1T Aspect of Khorne (via Chaos Reward Requisition) - once per game free use of Fury of Khorne or Scorn of Sorcery stratagems Razor-edged(?) Crozius (via Victor Bonus) - AP of Crozius improved by 1 Thrax Gorechosen EXALTED CHAMPION, 6PL Thrax is a wandering traveller, claiming to be an original member of the War Hounds Legion and claiming to be the bearer of the coveted relic, Gorefather. Regardless of the truth to his words, the Berzerkers who follow Thrax into battle are invariably inspired to great deeds of bloodshed as Thrax himself frequently seeks out the strongest enemies he can find. Warlord Trait: Flames of Spite Relic: Gorefather Rank: Blooded Battle Honours: Sigil of the Shadowlord - 4+ Invul, 4+ FNP vs mortal wounds Validon's Bloodthunderers 8x KHORNE BERZERKERS, 10PL Validon is one of the Cruentes' longest-serving Berzerker Champions, and has been instrumental to the cohesion of the Cruentes as a fighting force. He instituted a gradual change to the Eternal Warrior's fighting pits: instead of individual combat, the pits would focus more on squad-based combat. Through repeated training in this manner over hundreds of years, the instinct to fight in a squad of brothers became so ingrained that even in the deepest frenzy, Berzerkers would know to fight together. Validon leads seven Berzerkers, collectively known as the Bloodthunderers. Rank: Battle-hardened Battle Honours: Hate-fuelled Butchers - +1 to WS Divine Guidance (Path of the Righteous) - improves melee AP by 1 Dreior's Hunters 8x KHORNE BERZERKERS, 10PL A newer member of the Cruentes, Dreior is a vat-grown gift from Fabius Bile's gene clinics. Implanted with false memories, he believes himself to be a veteran of the Long War, and despite his relative youth, he is a consummate fighter. He and his squad are often seen breaking through enemy lines and hunting down specific targets. Dreior leads seven Berzerkers simply known as the Hunters. Rank: Battle-hardened Battle Honours: Bitter to the Bone - can choose their Wanton state Fervid Focus (Path of the Righteous) - can move horizontally through terrain and models Trusted Hounds (via Warfleet Favour) - can choose a character's aura to always be in range Gorm's Stalkers 8x KHORNE BERZERKERS, 10PL Another long-serving member of the Cruentes, Gorm leads the newest inductees into battle. His strict command gives these initiates their first taste at combat, and puts them on the path to becoming fully-fledged Berzerkers of the Cruentes. Gorm's habit of consuming the flesh of the dead, however, often permeates through the ranks of those under his command. As a result, a significant number of Cruentes share his cannibalistic tendencies. Gorm leads seven Berzerkers known as the Stalkers. Rank: Battle-hardened Battle Honours: Hate-fuelled Butchers - +1 to WS Fervid Focus (Path of the Righteous) - can move horizontally through terrain and models Serpentine Fangs (via Dark God Favour) - Gorm's attacks gain +1 to wound on the charge Covenant of the Bloody Hand 20x CULTIST MOB, 5PL Despite this cultist warband's high attrition rate - or, perhaps, because of it - the cult members rarely have any trouble finding more volunteers for their ranks, as few mortal followers of Khorne can resist being given the opportunity to have their blood spilt on the battlefield. Members of this warband have begun adopting a sigil of a bloody handprint as they are inducted, signifying the dead passing on their covenant to the new warriors. Rank: Blooded Battle Honours: Believers of the True Faith - gain the Let the Galaxy Burn ability Murdax's Butchers 10x CHAOS TERMINATORS, 19PL Led by the dangerously ambitious champion, Murdax, the Butchers are a sub-warband of Terminators within the Aksha'i Cruentes. Fierce warriors all, this warband adopted the nickname of Red Butchers upon their descent into the worship of the Blood God. With Terminator plate being difficult to manufacture amongst the Traitor Legions, and with the World Eaters' excessively high attrition rate, the warriors in the Butchers are, ironically for their namesake, some of the more measured of the Cruentes. However, this should not be taken as a lack of aggression - they are capable of as much as their Berzerker brethren, however they have all trained for millennia to hone their use of the Butcher's Nails. Rank: Heroic Upgrades: Red Butchers (via Specialist Reinforcements Requisition) Battle Honours: Ambition's Edge - Murdax gains +1A, +1W and +1Ld Trusted Hounds - can benefit from certain character auras outside of range Hate-fuelled Butchers - +1WS Fervid Focus (via Path of the Righteous: Glorious Ceremony Requisition) - can move horizontally through terrain and models Vervek the Condemned HELLBRUTE, 7PL Vervek's fate is a cautionary tale for any individual who stands in the way of a mighty Champion of Khorne and his glory, for this former Terminator stole a trophy kill that Kratus had claimed. In the eyes of the Blood Father, of course, such triviality didn't matter - however, in the eyes of the corporeal judge and executioner claiming the god's authority, he was little more than a usurper. Vervek was carved out of his Terminator plate with little care, being no more than a head and torso before he was entombed within a Dreadnought's sarcophagus. Rank: Battle-ready Xarian the Bloody Idiot HELLBRUTE, 7PL Once the champion of a whole Cruentes warband, Xarian - formerly known also as Doomgore - was deposed of his position after it was apparent that he did not deserve to lead. Originally, he was the lieutenant of a rival World Eaters warband, the control over which he seized through betrayal, before he pledged them to the Cruentes. As a reward for bolstering their ranks, Xarian was gifted with command of his own warband and a rebellious Daemon sword. The sword resisted Xarian's ownership at first, having not been seized through combat. However, after several battles, Xarian appeased the weapon by stabbing it through his own stomach. Amused by this attempt at sacrifice, the sword appeared to capitulate. It soon became apparent that the sword still had not deemed Xarian worthy. Even though its power had been unlocked, it still rebelled at some of the worst moments possible, often leading to Xarian's defeat. Out of frustration, several conspirators - including Kratus and his Terminators - turned on the champion, dismembering his body and burying the Daemon sword deep within the Eternal Warrior. Xarian was kept alive as an amusement, more than anything, and was interred within a dreadnought sarcophagus. Xarian is a Helbrute, armed with a plasma cannon and hammer. Rank: Battle-hardened Battle Honours: Hate-fuelled Butcher - +1 to WS Despoiler Without Mercy - +1 to BS Chaos Rhino Motorpool CHAOS RHINOS, 4PL x2 Ranks: Rhino I - Battle-ready Rhino II - Battle-ready Rhino III - deleted Bardûl the Wretched Fool CHAOS SPAWN, 1PL A horrid, mutated mess of flesh, Bardûl is kept by the Cruentes as a "living" cautionary tale for those who would squander the gifts of the gods. Bardûl was once a mighty Champion of Khorne, blessed by the Blood God's favour and a promising locus around which the shattered remnants of the World Eaters Legion could gather. However, Bardûl was tempted with more power than he could bear. One of his Daemonic patrons offered him a tiny sliver of immortality, but the Chaos Lord demanded more. In a painful twist of hubris, the mighty Hand of Khorne was wracked with torment as his wrathful masters poured ever more mutating power of Chaos into the champion, until he was no longer recognisable. Rank: Battle-hardened Battle Honours: Fleet of Foot - +1Mv, +1 Advance and Charge rolls Grizzled - 6+ FNP THE PACT CRUENTES - DAEMONIC ALLIES Gorethane RENDMASTER, 7PL Equally at home hewing through ranks of foes from atop its warped chariot as it is duelling with enemy champions, the Gorethane is a dark master of battle. It can be seen directing its Bloodletter hordes from the front, always eager to slay. Warlord Trait: Glory of Battle Rank: Battle-ready Bloodseeker SKULLMASTER, 7PL The Bloodseeker is a swift butcher, and one of the first Neverborn to swear allegiance to Arkrath during his penance. Wielding the accursed axe Bloodbane and thundering into battle atop a loping Juggernaut, the Bloodseeker is a terrifying foe in battle. Relic: A'rgath, King of Blades Rank: Battle-ready Bloodletter Packs 6PL Rank: Battle-ready Bloodcrushers 6PL Rank: Battle-ready Flesh Hounds 5PL Rank: Battle-ready
  12. For weeks, Kratus's physical form had been in flux. His movement was not a fluid motion, as if viewed through a pict feed at a low framerate. In the blink of an eye, Kratus would appear in a totally different position; blink again, and he might appear to have never moved, as if he were totally disconnected from reality. Kratus has offered many a worthy skull to the Blood God's throne, felling skilled warriors and titanic Knights alike. It was the foul xenoform known as the Salt Wyrm that evaded his wrath: blows that would have landed perfectly, with a ferocity that would tear apart a battle tank, were evaded at the last moment by the Genestealer Patriarch. Bleeding from a dozen wounds and on the verge of a brain haemorrhage from the xenos's cowardly psychic attack, Kratus's blurred form emitted wisps of pure darkness, like smoke made of the stuff of black holes. In a swirl of swallowed light, he vanished. Minutes turned to hours as the Cruentes' menials pulled injured warriors from the battlefield and the xeno-mutants burrowed back into their lairs, with no sign of the Chaos Lord. Challenges rang out amongst champions of the Cruentes, and blood was spilled in a race for the warband to find a new leader before it tore itself apart. It was at the apex of this bloodshed, when it looked like the Cruentes were about to splinter, that a font of blood erupted and coagulated into a dozen or more forms. Most were roughly human-shaped, and several were atop black and brass steeds. One, however, was larger than the rest, its ancient Terminator plate twisted to match its stature. 'Kratus is dead,' it said. 'Long live Arkrath, the Hand of Khorne.'
  13. Or: I really need to make a proper urban-themed board for this narrative campaign that is set in a bloody city... 18 November, 2022 The sharp claws hunting us from the shadows have all but confirmed it: an ancient relic is buried under the surface of Hive Secundus, one that is of particular significance to the World Eaters. Rumour and hearsay had led them to this place, and it is time to claim the prize. The final preparations must be made to bombard this city and reach the relic within. Now, Genestealer Cultists have been found swarming the city, and we suspect that the foul xenos may have worked out how to use the fell technology within. Kratus, his flickering form uncertain in the material universe, leads Baruda, Murdax's Red Butchers, Validon's and Gorm's Berzerker squads, Xarian the Bloody Idiot and Vervek the Condemned in their Dreadnought chassis, and a mob of Cultists. The mission objective is essentially kill points (score VPs equal to the PL value of enemy units destroyed). The defender gets Light Cover while they're in their deployment zone, unless the attacker can turn off the objectives, which also earns the attacker VPs. Ever keen to show his worthiness to the Blood God, I have chosen Eye of the Gods (kill characters, vehicles or monsters for XP and Personal Glory) and Reaper (unit that kills the most gets XP) as my main Agenda picks. For my third, I figure that Deploy Vox Relays would be a good narrative choice for the story. I deploy aggressively, as normal with the Terminators and Cultists. I lose the first turn, but decide to rush both units up the board anyway with Apoplectic Frenzy to hopefully keep my opponent on the back foot. I figure the Atalan Jackals (gods, that name is going to be confusing in a few months...) will spring forward and try to threaten my Helbrutes, so I get the Cultists to help screen the machines against the dirt bikers' damnable bombs. Terminators plod up the field, knowing full well that they won't be protected by Illusory Supplication just yet. It's just GSC, how much firepower could they have? I keep Gorm's Berzerkers in Strategic Reserve, in the hope that they can nab an objective late in the game. In my opponent's first turn, the Goliath truck rumbles forward on my left flank. As expected, the bikers zip forward, past the suspiciously xenoform ruin in the centre, to harrass my Cultists. A Goliath Rockgrinder and a couple of light Ridgerunners wheel around to get some shots off at the Terminators. A not insignificant amount of shooting later, and four Red Butchers are taken out of action, their riddled bodies barely held together by their ancient armour. On the left, a wall of fire from the cultists (soon to be Jakhals?) inflicts a minor burn on the Jackals. The bikes charge, killing a few cultists, who in turn knock two bikers out of their saddles while the other speeds away. In my turn, the cultists advance to turn off the objective on the left. Weirdly, this is not an Action, so can be done after advancing - fine by me! Unfortunately, I forgot that they can't score VPs in the first round, but at least they'll be a distraction. In the middle/right, I send the Terminators out to secure the middle objective, and the Rhino to threaten the right objective. The Terminators also deploy a vox beacon for one of my Agendas. The Helbrutes ponder up and inflict a few wounds on each of the Goliaths. The Genestealers' second turn sees some Purestrains leap out of cover to maul the hapless cultists, turning the objective back on in the process. While the Rockgrinder hops on the objective on the right. Despite the Illusory Supplication from Baruda, the Terminators lose three models (note to self: trans-hit doesn't help much against BS4 enemies...), the Rhino suffers significant damage, and the Kellermorph pick off both of Baruda's little buddies and wound the priest himself. Oof. The cultists prove about as resilient as one can expect, and swiftly become a xenos meal. Frustratingly, the Genestealers burrow underground and head into Strategic Reserves. I always forget about that Stratagem... Meanwhile, the Rockgrinder ploughs into the Rhino, destroying it. Four (!!!) Berzerkers apparently tried, in vain, to stop the machine using nothing but their own bodies. It did not work, and half the squad disappears in a blisteringly bad roll. Things are not looking good, but I know I can still get this if I can disable some objectives and kill a bit more. On the left, Xarian the Helbrute atomises a good portion of the Goliath truck, destroying it. I didn't get good photos of this, but the Terminators likewise melt the Rockgrinder on the right, which turns out was rigged with explosives, killing a Berzerker and wounding everything else around it. Turns out that having 90% of your shooting be short-ranged against such a Stratagem is not wise! In my opponent's turn three, the trap is sprung and his Genestealers and the Muscle Beach make themselves known. Some sneaky buggers are also set up to cordon off the table edges against my own reserves. Back in the centre, the Aberrants and Purestrains clobber and scrabble into the remnants of my force. Unfortunately, one of Kratus's battle scars prevents him from performing a Heroic Intervention, so it's pretty much just down to the Terminators and Baruda. In a show of favour from the Bloodfather, Baruda is barely left standing, though the Genestealers' quick reflexes prevent his return swings from landing. The Red Butchers were not so lucky, and the Aberrants demolish the veteran warriors, though Murdax brings a couple of them down with him. My third turn is one of desperation. Kratus flickers into combat with the Purestrains, supported by Xarian, while the remaining Berzerkers from Validon's squad and Vervek launch themselves at the Aberrants. Meanwhile, my reserves move on from my own table edge, utilising an often-forgotten rule to be able to set up close to the enemy by keeping one model within 1" of my own table edge. Sadly, the charges in the middle weren't as successful as I had hoped. Vervek's power scourge was not the best weapon against 3W Aberrants, and the Berzerkers didn't quite finish them off, while the Purestrains proved to be too quick for even Astartes physiology. They finished off Baruda with numerous, viscious slashes. The lone Aberrant did end up fleeing, however unfortunately it wasn't due to my attacks, so I couldn't get XP for it. At least I could get VPs, though! At least Gorm's Berzerkers on the left were a little more successful, wiping out the Purestrains trying to hunt them down. Unfortunately, despite thinning my opponent's force somewhat, he still has tricks up his sleeve. The Patriarch, which we've learned calls itself the Salt Wyrm (though I still prefer "Big Daddy") blitzes through the ruins to stalk Kratus in an eerily familiar showdown. Meanwhile, shooting from the Ridgerunners knock out the last of Validon's Berzerkers, and the Hybrids that had been guarding the board edge throw themselves at Vervek, cutting at hydraulics and power cables, disabling the dreadnought. I try a couple of tricks: first, negating the damage from one of Big Daddy the Salt Wyrm's attacks using the Divine Shield stratagem from the Righteous Path rules. The blood shield succeeds in protecting him from the Patriarch's attacks...but I hadn't factored in the final genestealer. Kratus's blurred form, one second standing and fighting was on the ground bleeding in less than the blink of an eye. Fine, we'll play it that way! I use the last of my CPs on He Is Risen!, also from the Righteous Path rules. For a second, Kratus's body blinks out of existence... ...Only for him to reappear, a blood-curdling warcry on his lips. Kratus lays into both xenos, finally slaying the last of the Purebloods, but the legendary dexterity of the Big Salt Daddy Wyrm saves him from harm. Luckily, Kratus's terminator armour keeps him alive with only one wound remaining. GSC turn four, he still has some substantial shooting left, and Gorm's squad takes heavy casualties, In the middle, the Patriarch's witch powers prove too much, even for the divinely-inspired Kratus. Invading the heretic's mind with dark tendrils of energy, Kratus - standing in a pool of his own blood oozing from many wounds - begins bleeding from his eyes and other cranial orifices. He drops to his knees, but before the Patriarch can take his head, reality shudders around the Chaos Lord, and he disappears again in a wisp of warp smoke. With that, there's not much else that the World Eaters can do, and the Genestealers succeed in defending their territory from the Heretic Astartes once again. I do, however, manage to scrounge two Chaos Points to help keep some of my trackers at reasonable levels. Result: 53-65 Loss Kratus's Personal Glory: 7 -> 7Khorne's Dark God Glory: 6 -> 7Cruentes' Warfleet Glory: 7 -> 6 After the battle, however, Kratus doesn't reappear. At least, not immediately...
  14. It's been a hot minute since I provided much of an update to my Order of Battle! It also took a couple of months longer than intended to advance to the next phase of the Path of the Righteous that my force has begun. A quick reminder: these are optional rules from White Dward 472-476 from earlier this year. They follow your force at it walks a path of pure zeal, potentially leading to damnation in the process. These issues can be found in the Warhammer Vault, if you are a WH+ subscriber. In this phase of the Path, called the Absolution of Faith, a unit's Righteous Inspiration limit is raised from 4 to 8 points. For units with 7 or less points of Righteous Inspiration, several new stratagems are available. Notably: They Are Risen!, which allows the player to resurrect a character for 2CP on a 2+, once per battle. Doing so increases that character's Inspiration by 3 points, so you can only get away with this a couple of times per character! Divine Shield, which allows you to change the Damage characteristic of an incoming attack to 0 for 2CP, once per battle. This also increases that unit's Inspiration by 2 points. The Last Righteous Act, which is a fight-on-death Stratagem for 2CP. This increases the unit's Inspiration by 1 point. The rest of the stratagems do various things to improve a unit's combat ability (or psychic ability, for those inclined), and each increase the target unit's Inspiration by another 1 point. This phase of the Path also introduces a handful of new Requisitions, which simply allow the player to spread Righteous Inspiration points, redistribute Righteous Crusade Relics, or have a Righteous character teach a unit a Righteous Battle Trait. Oh, and there's some psychic stuff, but whatever So far, only Baruda (of course) has any Righteous Inspiration from taking a couple of Battle Traits in the previous phase. For some reason, Kratus also has a couple of Inspiration points - I must have started using the stratagems a few weeks ago, though I have no memory of doing so! Ah well, it's on the Unit Card, so Past Cheex must have been keeping track of something...right?
  15. 11 November, 2022 With news of Hive Secundus housing something powerful, several armies are converging on the city. Kratus, having been thwarted in breaking into the catacombs himself, has resolved to instead locate the weakest crust of the inner city and simply bombard it from space, cracking it open and exposing the bounty within. The Cruentes believe they have found the perfect position. The only problem is that a strike force of Imperial Knights stand in their way. As a further obstacle, something seems to be lurking in the shadows. Superstitious cultists rant about "vampyrs" and "shapeshifters" that have hunted the city's denizens since the war began, snapping up whole communities as they tried to escape the conflict. Indeed, the darkness itself seems to have eyes...and claws... For this battle and the next, units in range of objectives (or in area terrain, if there are no objectives) are at -1Ld and -1 to Combat Attrition tests, as somthing unnervingly stalks the shadows and preys on the unwary. Kratus's physical form is becoming increasingly detached from time and space. His outline appears almost wispy. And his movements, rather than being smooth motion, appear more like short-distance jumps through space. One moment he might be looking away, the next moment he could be turned to face you - only to suddenly be looking away again, all without appearing to move. Baruda, ever the zealot, loudly proclaims it is simply yet another boon bestowed upon his Lord by the god of war. Kratus is accompanied by Baruda the Dark Apostle, Murdax's Red Butchers, Validon's Berzerkers, a mob of Cultists, and Bardûl's wretched form. In this mission, the objective is to secure the battlefield - however, the communication issues present in Secundus and the presences in the shadows have jumbled the orders somewhat. There are four objectives, two of which can only be captured by part of your army, and the other two can only be captured by the rest of your army, randomly determined before deployment. Kratus, Baruda and the Berzerkers are trying to take the nearer two objectives, while the Terminators, Cultists and Spawn are trying to take the farther two objectives. For Agendas, I choose the nearly ubiquitous Eye of the Gods to kill characters and vehicles, and supplement that with one of the Agendas from this mission pack, Machine Vendetta, to get even more experience from killing vehicles. I deploy almost everything on the right flank, hoping to overwhelm this side of the board and prevent the Knights from taking my closer objectives, while sneaking up and capturing one of his for just a turn or so. Kratus himself deploys on the far right with the Cultists, hoping to hold an objective while the mortals are thrown into the fray. As is normal, the Terminators form the anvil in the centre of the battlefield, supported by Baruda's dulcet singing voice. Unfortunately, the Knights win first turn, so I don't have a chance to activate my defensive prayer with Baruda. Despite this, I push on with the plan, and with a blood-curdling roar the Terminators and Cultists move up the field with Apoplectic Frenzy. Baruda uses his Warlord Trait, Eternal Vendetta, to mark the big Knight, Prince Arthur, for death. The chivalrous fools leap at this chance, knowing the Red Butchers' reputation for resilience. The two melta Armigers round on Murdax's squad, supported by the autocannon Armiger in the distance. Prince Arthur likewise moves down the street to offer his - not insubstantial - firepower. On the right flank, a few Cultists were slain by some incidental stubber fire, while a few more were dragged silently into the shadows by the denizens there. (In hindsight, I have no idea why I moved them onto the objective that they couldn't even capture anyway...) The combined firepower of all four Knights sends a storm of shrapnel, high-calibre shells and superheated gas towards the ancient, frenzied warriors. Their priceless plate holds surprisingly well without the machinations of the warp to help them, however six of them are still felled - four of them to the Helverin's autocannons! The ground rumbles as Arthur and one of his Armigers thunder into the survivors. Prince Arthur swings first, cutting open three of the berserk Terminators. Murdax himself survives and, of course, barrels into the Armiger in a Counter Offensive. The junior Knight suffers terribly from the Champion's chainfist as it carves through metal plating, reinforced conduits and locomotive stabilisers. With only four wounds left, the Knight is unable to land a killing blow on the World Eater. Losing nearly an entire Terminator squad on the top of turn 1 is obviously not ideal, however this now means that around two thirds of my opponent's force is out of position. The Berzerkers vault over the pipelines, while Baruda leaps over his attendants to hammer into the damaged Armiger. Kratus - not visible in this photo - moves up to try charging into Arthur as well. Unfortunately, his blasted bionic leg continued to plague him, as he failed his charge even with a reroll from Warp Stalker. The Berzerkers struck first, swarming up the Knight's legs and sawing into various joints and other weak spots, bringing the adamantine giant down to just 10 wounds. Arthur swung back, choosing to mete out his vengeance against the bugs clinging to his hull, killing most of the Berzerkers. Murdax leapt from the Armiger and slammed his chainfist into Arthur's weakened hull, inflicting just enough damage (12) to cause the Knight to lose its remaining power and topple onto its back. Meanwhile, Baruda slammed his corrupted crozius into the Armiger, likewise only bareuly causing enough damage (4) to sever the right hydraulics and conduits to cripple the war machine. In my opponent's turn, having lost two critical Knights, he steps up with his last Warglaive to avenge his fallen. Another punishing salvo from the last two Armigers incapacitates the last Berzerkers and knocks out Murdax. The plucky Knight pilot sees his chance, and launches into Baruda. Luckily, the priest still has two lackeys happy to sacrifice themslves, with one dying. Baruda swings back, inflicting significant damage to the Armiger's hull. In my turn, the Spawn gribbles up to help Baruda in his struggle against the warmachine. Elsewhere, unpictured, Kratus continues to set up his bombardment beacon, while the cultists advance onto one of my opponent's objectives to do the same there. The Spawn knocks a few more wounds off the Armiger, who splits his attacks between Baruda and the Spawn. The Spawn is easilly cut in half, but Baruda's final attendant leaps in the way of the whirring chainblades (an outstanding feat in itself, given that the disciple lacks a face), allowing his master to continue his onslaught, breaking the Knight's steed. Since I controlled more objectives for this turn, I now took the lead in VPs. Now it's just a matter of surviving long enough to keep it that way! In my opponent's turn, the last Armiger makes a good attempt at killing everything left in my army. The autocannons thump away at Baruda, knocking off two wounds thanks to his 6+ FNP, while the heavy stubbers kill off the Cultists (though maybe one or two more were claimed by the shadowy claws!). At this point, I had a choice to make: either keep Baruda on his objective and guarantee the win, or "do the Khorne thing" and charge. I do the Khorne thing and charge. The Armiger lands a single hit in overwatch, killing Baruda. Hmpf. With one model each left on the table, there's not much that either of us can do. He spends the last two turns firing on Kratus, whose Gorget of Eternal Hate easily deflects the heavy rounds while he finishes setting up the beacon. What a battle! The fates certainly swung from one side to the other, and my plan to just nab more objectives ended up working in my favour. Just one single turn of scoring more VPs than my opponent is all it took. Unfortunately, such a narrow victory (I assume) means that I only gain a paltry 4 Chaos Points. Bardûl the Wretched Fool earns the Fatigued Battle Scar. Baruda is the clear MVP for this battle, and so is Marked for Greatness, though this is not quite enough to progress to Heroic level. With the first of the beacons set, the warfleet of the Cruentes begins moving into position... Result: 45-35 Win Kratus's Personal Glory: 7 -> 7Khorne's Dark God Glory: 6 -> 7Cruentes' Warfleet Glory: 7 -> 7
  16. Ok, I promise this will be the last time I update this model! I haven't been happy with my choice of head for this guy, and I wanted something to represent his Serpentine Fangs. The problem is that I couldn't find any models that were doing it for me. So, back to the 3D print solution! This handsome fella's head came from a collection of Vampire Heads by WildMesh, which I digitally kitbashed with some Butcher's Nails by Hellforged Miniatures. (I, erm, paid a lot more money for access to those Butcher's Nails than I'd like to admit...) I thought it turned out pretty well for my second ever digital kitbash! Buuuut you can barely see them in the photos. Ah well. Like the interior of a Rhino, at least I know it's there and that's all that matters... You may also notice his slightly ruddy complexion around the edges of his face. That's not just the lighting, but an intentional effect to demonstrate his Warp-born gifts. As if the scorpion tail wasn't enough... Anyway, I have definitely tinkered with this model enough! Next time will be something new, I promise...
  17. This battle occurred a few weeks ago, but real life got in the way. Sorry for the lack of updates! Regular scheduling is to follow. I've also noticed that the recent formatting change on the B&C has deleted all of my paragraph breaks in previous entries, so I will eventually go back and fix them...eventually. 7 October, 2022 Burning with the power of the warp following his last encounter with the Imperial Knights, Kratus presses onwards through the dust-strewn wreckage of Hive Secundus. He's on a mission to uncover something buried in the heart of the city. With an awkward, limping gait, Kratus leads his forces onward to a processional way to the dark belly of the hive. Those who can see Kratus notice something unusual about him - like if they see him from the corner of their eyes, his outline is slightly blurred. Kratus is supported by the raving chants of Baruda the Dark Apostle, Validon's and Dreior's Berzerkers, a mob of Cultists, Murdax and his Red Butcher Terminators, Xarian the Helbrute, and a new Helbrute named Vervek. One of the Berzerker squads is mounted in a Rhino. This newcomer was, in fact, one of Kratus's former bodyguards who stole a glory kill from him several games back, and has been languishing in torture ever since... The World Eaters are defending in this mission, as they must secure this site as a point of ingress to the core of the city. The Genestealers, being the current owners of this mysterious objective, must sabotage this potential entryway by performing actions on the objectives. I choose the following Agendas: Blasphemous Ritual (perform an action in the centre of the table for potential XP and Dark God Glory points) - the World Eaters wish to 'consecrate' their entryway to the city's centre. Cull the Hordes (gain XP for killing 6+ models in one phase) - Khorne demands blood. Assassins (gain XP for killing characters) - Khorne demands worthy skulls. As always with GSC, you get very little information on where they're going to deploy, and I know they can spring up out of nowhere so I try to screen my weaker left flank while focusing mainly on the right. Kratus sees his unnamed follower loping off ahead, moving in a way that Terminator plate shouldn't, apparently unnoticed by the other Berzerkers. The figure, clad in the colours of the War Hounds Legion, turns back and reveals the positions of the enemies. The warning was of little help, however. On the left, the mutants' bikers scream as they surge forward before the battle was even underway, followed by the skittering of claws on dusty pavement. On the right, the jerryrigged civilian vehicles scamper back to try and avoid the fire of the two Helbrutes. In the ruins of some ruins of strangely non-Imperial origin, some shadowy figures can be seen waiting and watching. With a roar, the Berzerkers and Terminators surge forwards using the Apoplectic Frenzy stratagem. Note: these photos were taken after pre-game moves, but before my opponent had taken his first movement phase. The bikers zip forwards, prayers to their Four-Armed False Emperor on their lips as they prepare their demolition charges. Their pure-blooded brothers follow in the dust they kick up. In the centre, a mutant witch saunders forwards, her skull writhing with disgusting energies as she strikes down a couple of Berzerkers with mind bullets. The makeshift explosives do their destructive work, blasting armour plates off Vervek's dreadnought hull and damaging several systems, before barrelling into the Cultists. The cultists open fire in Overwatch, slightly damaging one of the bikes. Elsewhere, other shots ring out across the battlefield, including more than a little firepower directed at Vervek's already damaged form. However, none of them are able to finish off this beast and - despite the photo you see below - he is reduced to a single wound. The bikers run down several Cultists, but their bodies gum up the light steeds. One of the bikers is thrown from the saddle and clubbed to death, while another suffers some damage. Luckily, the Cultists are so intoxicated by the bloodshed that none of them flee. In my first turn, Xarian the Helbrute and the Berzerkers on foot advance up the centre, hoping to draw out the Genestealers. The Rhino moves up cautiously in a position to send reinforcements where needed. Xarian fires up his new multimelta, sighting the foul mutant witch across the battlefield, and in an explosion of superheated matter, wipes her off the table. (Though I have no doubt she used some kind of trickery to escape!) Meanwhile, Vervek lends a hand to the cultists, killing two more bikers as they struggle to extricate themselves from the mass of maddened humans. A few more Cultists are trampled, but again they pass their Morale test with a heroic stubbornness. Vervek gets bored and wanders off to fight the Genestealers...with his whole remaining wound. Meanwhile, I realise I should probably invest in some more disposable bait units, as the Genestealers on the right scamper forwards and make short work of Dreior's squad. And the incredibly fast blue buggers just bypass Vervek entirely to grab one of my home objectives. Some lesser mutants show up to help them out and they sabotage his potential Hive Core entrance. A mutant gunslinger appears with altogether too many arms and altogether too many pistols, taking aim at Baruda, whose chanting is messing with reality around the Terminators in the middle. He(?) succeeds in killing two of Baruda's buddies, and wounding the priest himself. I spend a command point to reroll one of his saves and he survives. The outcome against Dreior's berzerkers was never really in question, but I take a photo anyway. Even less contentious was the other Genestealers against the Cultists and Vervek, however here at least I am able to perform a Counter Offensive to kill a few of them with Vervek before he crumples to the ground. Somehow, the Cultist champion actually survives...and passes another Morale test! Turning to deal with the new threat to the rear, Kratus blurs through reality to charge the mutants. The Red Butchers begin desecrating the Imperial shrine in the centre of the table, knowing they could draw the attention of Khorne to the battle. I seem to have missed a photo here, but Validon's berzerkers jump out of their Rhino and easily take care of the Genestealers on my right. In my opponent's turn, the Patriarch makes himself known, followed by several Abominants as they counter my countercharge. Kratus butchers the lesser mutants in my rear, chasing down the gunslinger that was leading them, but rescue is at hand. Meanwhile, some more mutants appear to demolish another possible route into the heart of the city. They really don't want me in their lair, for some reason. Various combined arms brings Xarian practically to his knees. He retaliates out of rage using the Fire Frenzy stratagem, blasting a decent hole out of the Goliath truck but failing to destroy it. Kratus is surrounded by horrid, blue aliens. His ancient warplate wards off most of pistol shots from the Kellermorph as it disengages, but he is starting to bleed. As he bleeds, however, his silhouette begins to blur more and more frequently. On the right, a variety of mutants, aliens and vehicles launch into the Berzerkers and Helbrute. Taking first swing, the Genestealers tear at Kratus, cutting deep into his armour. His strange warping and blipping through reality continues as he fights off the aliens, before he eventually disappears entirely. Seizing the initiative with Counter Offensive, the Berzerkers launch themselves at the Patriarch and the Abominants, killing all but one of the horrible mutants and almost dragging down the Patriarch himself. However, despite being forced to the ground himself, the Patriarch tears through the Astartes, scattering the squad, while Xarian is knocked over by the truck. Emboldened by their newly desecrated/consecrated shrine to Khorne, the Terminators hurl themselves at the enemy with a mighty 12" charge. Baruda is also feeling lucky, and turns to show the Genestealers his stick. The Red Butchers, unsurprisingly, butcher their way through what was left on my right. While Baruda knocks down a couple of xenos and takes a couple of scratches in the process. Thinking their job was done, the Terminators failed to notice the biotech grafted into the Patriarch's carapace. His Archeotech Nano-meds pump stimulants into his body and he scurries away to join some mutants that had been skulking around my right flank for some time. The Genestealers in my rear, clearly deciding that they had no interest in Baruda's shiny stick, scamper off to take my other objective.... ...while the gunslinger mutant easily caps the priest. In my final turn, Murdax's Butchers close in with the slippery Patriarch, burning his makeshift bodyguards with their heavy flamers, before pummelling the Genestealer lord again. The battle ends there, with the Genestealers having danced around the battlefield and destroying all of the objectives. The Terminators, seeing this fate, head back to the World Eaters' drop zone, leaving behind the Patriarch's corpse. They fail to notice the swarm of nanobots still in the creature's bloodstream, knitting its flesh back together. One of the Terminators turns....only to see the body missing. Back at the drop zone, Kratus rematerialises with cuts and bruises all over. His silhouette is now blurred even when viewing him directly, and his blood is looking unusually black in colour. No units level up this battle and the Rhino (which was destroyed at some point, but I now can't remember how) gains a pretty inconsequential battle scar. However, a solid roll for my Chaos Points after the battle and one successful Blasphemous Ritual puts my force in a better position to when they started. Result: 30-65 Loss Kratus's Personal Glory: 7 -> 7Khorne's Dark God Glory: 5 -> 6Cruentes' Warfleet Glory: 7 -> 7
  18. I didn't get to play a game last week, so instead I got some more hobby done! I hesitate to call it progress, since it's really just a distraction from getting stuff done that's been sitting in the Pile of Opportunity for too long, but hey, it was fun. Not content to just say "Kratus has bionics under his armour now", I went online and found a cheap ($1) bionic leg STL, fired up the old Photon Mono and made Kratus a new leg to represent his recent battle scar. I took the opportunity to fix a few things about the model I didn't like: his old pose made him look like he was leaning a bit, I moved the right shoulder pad up a touch to emulate the newer Terminator design, and I touched up his eyes a tad. It turns out it's very hard to paint eyes when the lower half of a model's face is blocked. Combined with his rather fetching tail, I think this Chaos Lord has quite a bit of character now! Now all he needs is something to represent his Serpentine Fangs (+1 to wound when charging) - any ideas?
  19. Or: It's Fistin' Time! 22 September, 2022 After a series of stinging defeats and anaemic offerings to the Blood Father, the World Eaters are eager for a worthy fight. Kratus, in particular, is determined to prove his worth as a successor to the Hand of Khorne. As scattered bands of Cruentes stalk the streets, they encounter a scouting force of Imperial Knights, presenting them with an opportunity to take some worthy trophies. Since the last battle, I used Repair and Recuperate to remove the battle scar from Thrax, the Exalted Champion. It appears his pact with a shadowy daemon has instilled him with new confidence... Kratus and Thrax lead this force, composed of all three Berzerker squads led by Validon, Dreior and Gorm, and backed by a Cultist mob and Bardûl, the Spawn. Eager to salvage his reputation and silence any possibility of usurpation from within his ranks, Kratus seeks to draw the Eye of the Gods (kill characters or vehicles) and solidify himself as an Instrument of Vengeance (Path of the Righteous - kill characters or units bearing relics). In this mission, half of each player's units (rounding down) must start in Strategic Reserve, at no cost. With seven units in my army, I opt to keep Kratus, two Berzerker squads and the Cultists on the board. Thrax leads a reserve band of eight Berzerkers and the Spawn. The objectives for this mission are simply to kill enemies and end the game in the opponent's deployment zone. We also set up a couple of supply cache secondary objectives, per our campaign's rules. Performing a special Action on these objectives would provide free uses of certain Requisitions. A wave of determination sweeps over the World Eaters, and although my opponent gains first turn I decide to use Apoplectic Frenzy to sprint almost everyone forwards. In the Knights' first turn, their warlord, Prince Arthur, shimmies between two ruins to draw a bead on the Berzerkers on my right. In a storm of extremely accurate firepower, six Berzerkers are blasted apart. On the left, one Berzerker is downed by an autocannon from the shooty Armiger. Following up on his successful shooting, Prince Arthur barrels between the ruined buildings to charge and easily destroy the two remaining Berzerkers. Kratus, still suffering from some Deep Scars, cannot use Heroic Intervention. (Our campaign has a house rule where a unit can only use the Repair and Recuperate requisition if they sit out a battle, and Kratus has been fighting in every battle since gaining that scar.) In response, I abandon my original plan of using the Cultists to just nab some supplies, and instead hurl them at the Knight along with Kratus. If push comes to shove, they can use Fury of Khorne to help get a few extra wounds in if needed. The Berzerkers on the left instead head over to pick up those supplies...but I forget that they have the Battle-weary scar, preventing them from performing Actions. Dangit. Kratus leaps from the corpses of dead Berzerkers to latch onto the Knight's carapace. With the help of the Wrath of the Chosen (+1 to hit with Terminators or Chosen) and Stoke the Nails (puts the unit into Wanton Slaughter) stratagems, as well as his various abilities, Kratus drives his chainfist repeatedly into the Knight's body. Inflicting an impressive 27 damage, Kratus manages to rupture the fuel cells of Prince Arthur's mighty steed, causing a catastrophic explosion that kills several Cultists and wounds the Chaos Lord. Seeking retribution for the demise of their Warlord, the two Armigers in reserve start racing towards Kratus. Six cultists (and a couple of Berzerkers on my left) are slain by the Knights' firepower. Wading into the Cultist mob, the Armigers make short work of the mortals and their remains are sprayed onto the walls of the nearby ruins and silo, leaving Kratus decidedly vulnerable. In my second turn, Thrax and his Berzerkers stream in from Strategic Reserve, taking advantage of the ability to set up closer to the enemy if you arrive close to your own table edge. Thrax's aim with his combi-melta is uncanny, scoring a direct hit on one of the Armigers and stripping six wounds off it. Elsewhere, Bardûl wanders onto the table near my opponent's deployment zone, ready to wander in on the last turn to earn some endgame VPs if things go badly. Meanwhile, Gorm's Berzerkers stalk through the ruins, hoping for a long charge on the Armigers to help out the Chaos Lord. Unfortunately, everyone except Kratus fails their charges. I guess it's down to the Hand of Khorne, now! Kratus has an impressive nine attacks on the charge, so I allocate three to the wounded Armiger and six to the other. Using the Wrath of the Chosen and Stoke the Nails stratagems again, he gains an absurd number of attacks from exploding 6s, but even so he barely finishes off the wounded Armiger and, with a lucky Command Re-roll to wound, he destroys the unwounded Armiger. Unfortunately, Kratus's luck can't last forever. The last Armiger sidesteps the ruin and unloads his autocannons into the Chaos Lord, who fails two of his 2+ saves, so even a Command Re-roll wouldn't help. High-impact, explosive rounds tear into Kratus and he crashes to the ground, ending his rampage. In my third turn, Thrax and all the Berzerkers hurl themselves at the last Armiger, eager for the kill. In the Knights' fourth turn, he knocks out a couple more Berzerkers from Gorm's squad, but the writing is definitely on the wall. Thrax and Validon's Berzerker squad pack into the last Armiger, with Thrax severely damaging the machine (seriously, I can't seem to roll 6s to save my life with Gorefather), and it is easily dismantled by the Berzerkers. What a brutal game. I made one mistake in sending my one Berzerker squad that can't perform Actions after some objectives that require Actions, but other than that things went unbelievably well, and probably need to start screening Berzerkers with Cultists to prevent them from getting charged so easily. I also kept forgetting to use the Skulls for the Skull Throne stratagem, since all of the Knights were Characters. But I think that would've just been rubbing salt in the wound at that point! Result: 50-10 victory Kratus's Personal Glory: 1 -> 7Khorne's Dark God Glory: 6 -> 5Cruentes' Warfleet Glory: 7 -> 7 I only gain four Chaos Points for the victory, but with Kratus killing the enemy Warlord and two more characters/vehicles, he gains another three Personal Glory points. I put another three Chaos Points from the victory into Kratus's Personal Glory (I think he deserved it!), catapulting him from being Forsaken to being Favoured! Evidently, his followers were impressed by his showing in this game. Unfortunately, Kratus does fail his Out of Action test, and it turns out that one of his legs was turned into a pulpy mess by a hail of mass-reactive rounds. His body has not yet accepted the crude bionic replacement, giving him the Lost Leg battle scar (-1Mv, -1 to Advance and Charge rolls). Oof. However, he gained a whopping 8XP from the Eye of the Gods agenda, and a further 4XP (and 2 Righteous Inspiration points) from the Instrument of Vengeance agenda, plus he killed three units and was Marked for Glory for a total of 17XP (including the one for fighting a battle). And this is the part I've all been waiting for: Kratus finally levelled up to Heroic rank, giving him another chance to roll on the Chaos Boons table. He already has serpentine fangs (13) and a scorpion's tail (21), and if I roll either of those two results again he gets to join Bardûl in the ranks of spawndom. I roll the Chaos Boon - and get 23. Warp Stalker (reroll Advance and Charge rolls). My heart skipped a beat on the first D3 roll, but that result was a very good one, and partially offsets the Lost Leg battle scar. Kratus is now at 47XP, so levelling up to Legendary rank is realistically only a couple of games away. And who knows what awaits him when he does...
  20. In today's episode of "What Painted Thing Will Cheex Redo Next?", we have an older eBay rescue that I had already rescued, but wanted to rescue again: Thrax Gorechosen, the Exalted Champion of the Gorefather! This model is a kitbash of many models together. The base model is the current Exalted Champion (formerly the "Aspiring Champion" from Dark Vengeance), with a head from the AoS Skullreapers/Wrathmongers kit, arms from the AoS Blood Warriors kit, backpack from an old metal Chaos Lord, and an axe head made from the Skullreapers daemon axe and a Cataphractii Terminator chainaxe. This guy just wasn't doing it for me, though. The axe looks nothing like Gorefather, the helmet - although grand - doesn't fit my vision of this guy, and the backpack's tassles are swinging the wrong way for his momentum. The whole thing just felt off. But what to do about it? After rummaging through my bits box, I found the model's original backpack. It's a little understated, but at least it has the combi-melta that the Exalted Champion comes with as standard now, so he can start being WYSIWYG again. But I wasn't happy with the assortment of heads and chainaxes. However, after hunting around for some good STLs, I found an excellent (if a touch expensive) set of heads with the Butcher's Nails, and then also found a great rendition of Gorefather. A few hours of printing, curing and painting later, and Thrax's facelift was complete! I also took the opportunity to also improve the painting of the skin on the exposed arm, keeping the same dusky tone but with better blending on the shadows. Weirdly, the shading on the skin and on the metals seems to have been washed out a bit by the lights, but I'm pretty happy with the model. I also darkened the blood pools on his base a little to better match the rest of my army. Aside from a bit of resolution-related stepping on the axe (had I printed it at a better angle I would've avoided that!), the print turned out really well, especially for just a 2k printer. I might have another go at the axe another day, but for now it's fine.
  21. Or: Maybe Don't Choose To Go Second Against Custodes Next Time 16 September, 2022 After being surrounded by the foul xenos forces, the World Eaters only manage to fall back thanks to the enemy armies' preoccupation with each other. Returning in force and hoping to catch these enemies off-guard, the Cruentes are surprised to not see Necrons or xenos mutants, but instead the transhuman might of the Adeptus Custodes. After the last battle, I used the Repair and Recuperate requisition to remove the battle scar from the Terminators. Kratus and Baruda lead the force, consisting of Murdax's Red Butchers, all three Berzerker squads led by Validon, Dreior and Gorm, a big mob of Cultists, Xarian the Helbrute and Bardûl the Spawn. In this mission, there are six objective markers in No Man's Land, which players must perform "loot" actions on to score VPs. Each objective can be looted three times in total before being removed. I choose the agendas Blasphemous Ritual (perform an action in the centre for XP and Chaos God Glory), Instrument of Vengeance (a Path of the Righteous agenda to kill characters) and Reaper (unit that kills the most gets bonus XP). I win the roll-off for first turn, and decide that I want to go second, to draw the enemy forward or something. It sounded like a good idea at the time. At the top of the first battle round, I spend a few CPs on Apoplectic Frenzy to rush the Red Butchers, Cultists and two Berzerker squads forward. The Berzerkers on my left flank rage forward but somehow maintain the wherewithal to take cover. The Cultists move into a position to capture an objective on my first turn, while the Terminators look all menacing in the middle. And finally, the Berzerkers on the right start shuffling around a piece of terrain. Why didn't I Frenzy the other Berzerker squad, you ask? You know, the one in a perfect position to nab an objective on turn 1? Your guess is as good as mine, dear reader. In my opponent's first turn, things move up and start shooting. I quickly realise that I should've taken the first turn, if only to get Illusory Supplication off on the Apostle. Thankfully, my dice are extremely hot - who knew that frenzied Berzerkers would be so situationally-aware that they could make so many saves in cover! A few Terminators are, however, blasted off the table. Remind me again why I chose to go second? In response, everything surges forward in a great, red tide. Terminators begin a mission action in the centre of the table, while Baruda sings them a nice prayer. I didn't want to risk failing the dice roll, so I quite happily used the Fell Prayers stratagem to guarantee it. On the left-centre, the Cultists also begin the mission action on an objective. Near them, some Berzerkers Advance to cover. Not sure why I didn't Frenzy them at the start, since it would've meant that they could do the mission action now...but I digress. Past Cheex is not best Cheex. On my right, Berzerkers file forwards, while Xarian opens up on the Custodes with jump packs (I forget their name). Xarian gets a little too trigger happy, rolling two shots and landing both a 1 and a 6 - thanks to Wanton Destruction, the 6 turns into two hits but the 1 still causes a mortal wound. In my opponent's turn, some fancy bolters kill several Berzerkers out on the left flank, a pile of Cultists are turned to mist, and a couple more Terminators are killed. Many Terminators are saved by the Illusory Supplication, though - against an army that relies on a small number of high-quality shots, nearly halving their ability to shoot is extremely useful. I seem to be missing some photos of my second turn, but simply: Terminators continue moving forward, this time enacting the Blasphemous Ritual on the centre of the table. Baruda again uses Fell Prayers to automatically succeed in using Illusory Supplication on them. On the right, my Berzerkers charge and massacre some Sisters of Silence who were on an objective, while the remnant Berzerkers on the left attempt to charge some bolter-wielding Custodes. Unfortunately, Tanglefoot Grenades root them to the spot (reduced my charge range by a whopping 6"!). On my opponent's turn, he decides he's had enough of the Dark Apostle's shenanigans and sends a Shield Captain over to assassinate him. Meanwhile, more jetbikers head off to intercept the Berzerkers on my right, and a couple of Terminators are killed. The Berzerkers on my left, out in the open from their failed charge, are mercilessly cut down, with four dying to shooting. The few that are left are easily mopped up in melee. Yeah, this turn isn't looking good. On the right, the Berzerkers there are skewered by the jetbike charge. The only glimmer of hope this round is Baruda, whose loyal disciples are cut down while the Apostle himself is merely wounded. In return, he lands a successful hit on the Captain. In my turn, I remember that Baruda has the Mantle of Traitors relic, so he can use the Fell Prayers stratagem once for free. He beseeches his daemonic patrons to splinter reality around the Red Butchers once more, while he turns his attention back to the Captain. Sensing an opportunity for a gory kill, Kratus steps up to claim a worthy skull for Khorne. Xarian stomps forward to handle the jetbikes on the right flank. Meanwhile, the Cultists keep chanting "wE cAptOrEd iT fOr ChAyOssS" into their vox for some reason. They've just been quietly earning me VPs all game, bless their hearts. I've got some good charges lined up, which would give me the opportunity to stay in the game. If I can clear out a few of these enemy units, I'll be able to stay ahead on VPs and potentially win the game. Unfortunately, the dice gods would not agree. Tanglefoot Grenades yet again ruin my day, dropping the Terminator charge by 6" again (my opponent profusely apologised for rolling a 6 twice with that stratagem!). They end up failing their charge, even with a reroll. Even more unfortunately, this leaves his Allarus Captain free to use his own relic, which allows him to perform a Heroic Intervention to anywhere on the table. He chooses to go after Kratus. Had this not happened, I would've activated Xarian first to kill the jetbikes on my right, trusting that I could weather the attacks from one captain. But with two captains squaring off against my characters in the centre, I opt to activate Kratus first. He splits his attacks between the two captains (first mistake). The jetbike captain makes enough Invulnerable saves to barely survive, while the Allarus captain uses Transhuman Physiology to absorb the rest of the attacks. Of course, the jetbikes then interrupt combat and demolish poor Xarian, and a string of bad saves means that both my characters die. From there, my opponent simply had to mop up the rest of my Terminators and Cultists to win the battle. Result: 25-45 loss Kratus's Personal Glory: 2 -> 1Khorne's Dark God Glory: 6 -> 6Cruentes' Warfleet Glory: 7 -> 7 Oof, what an unfortunate series of events. My opponent played his stratagems well, twice using Tanglefoot Grenades to severely hamper key charges, but that last Hail Mary charge just fell apart spectacularly. Kratus's Personal Glory suffered again after that disastrous mishap, while the Blasphemous Ritual and my paltry 1 Chaos Point kept my Dark God and Warfleet glory at their previous levels. Thankfully, no rivals tried to challenge Kratus still. Gorm's Berzerkers gained the Battle-weary battle scar, while Bardûl lost 1XP from a Devastating Blow. I made a few key mistakes in this game again, particularly with regard to going first and not Frenzying my third Berzerker squad. They would've been able to nab another objective early on, while benefiting from cover. I also should've kept Baruda better covered, rather than letting a jetbike character charge him. I also failed a few key rolls, especially the Terminator charge in the middle. Had they succeeded, they probably would've killed the Allarus Captain while Kratus killed the Jetbike Captain and the Helbrute killed at least one or two of the jetbikes. No units gained a rank in this game, but I did make Kratus Marked for Glory (though in hindsight shouldn't have bothered, given his performance!), which put him just 1XP behind reaching Heroic rank...
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