Jump to content

Recommended Posts

TITHI - I just spent 2 hours writing up my Liber Challenge II Forgeworld, I was logged on, I then posted it and then I was told I wasn't logged on and it is now all gone.

EXcept on paper though.

There's still over a fortnight, so plenty of time yet to submit it smile.png

Mkay so, I have an idea for a chaos forced which is an amalgam of Chaos Marines and renegade militia serving as the military arm of a Dark Mechanicus forgeworld. The problem I am having is that this force isn't going to be the typical chaos warband with various militiant groups coming together under one banner, but a cohesive unit with the CSM as the upper tier who recruit from the best of the human elements. This group is supplied with manpower and resources from the forgeworld, and the CSM are actually part of the hierarchy of the forge world. So given all of this, would my ideas fit a Chaos Marine or LATD type liber challenge better then this current one?

Any update to this question?

Sorry that you didn't get an answer yet. I'd say: any or all of the above.

 

You have an ambitious DIY concept that incorporates elements derived from various factions. Use these Challenges to approach these elements on their own, tying them together both within and outside of these Challenges into your cohesive unit.

 

Since your Forge World is the common denominator, with these other elements revolving around it, I'd make this your 'parent' Challenge. The other Challenges will serve to further flesh out your forge world by filling in on these orbiting or subordinated elements.

 

By the end of it you should have something well worth the work.

Sorry that you didn't get an answer yet. I'd say: any or all of the above.

You have an ambitious DIY concept that incorporates elements derived from various factions. Use these Challenges to approach these elements on their own, tying them together both within and outside of these Challenges into your cohesive unit.

Since your Forge World is the common denominator, with these other elements revolving around it, I'd make this your 'parent' Challenge. The other Challenges will serve to further flesh out your forge world by filling in on these orbiting or subordinated elements.

By the end of it you should have something well worth the work.

Apologies for not responding sad.png For some reason, the notification for this topic went south sad.png Hopefully, fixed now. I can only echo what Conn has said though thumbsup.gif

Name of Knight House
House Peregrine
 
Home planet/planet army is based upon
House Peregrine has been operating in their entirety on the planet of Flurbutine. The House was marooned after their carrier ship was damaged and unable to achieve orbit following a Tau Expansion. The household operated while under occupation performing hit and run attacks before fading away into the forests and lakes of the planet. 
 
Name of its Founder(s)
House Peregrine took its name from the founder Alexander “The Peregrine” Klashkov. Klashkov was a commander of great renown in the Imperium. Of particular note was his ability to use overhead shots of the terrain to notice how it could be exploited in battle. He was selected to be the founder of a Household when he was able to see a damaged area on a Chaos Titan. With concentrated fire from three squadrons of battle tanks, the titan fell and was able to be reclaimed by the Mechanicum.
 
Notable characters (including names of Titans, Knights etc)
Alexandra Klashkov - Scion of the Founder and operating the founding knight the Emerald Falcon. She has inherited the Peregrine’s eyesight for battle and has successfully lead the household during their marooning. When the planet was reclaimed by the Imperium, Klashkov assisted the Imperial forces by harrying the Tau supply lines and bases far from the battle zones.
 
The Emerald Falcon - The oldest knight in the household. It is armed with a battle cannon and chainsword. One of the few knights still operating solid ammunition. This is attributed to some of the modifications made to allow the pilot to see with exceptional clarity over long distances. Allowing the pilot to use the battle cannon like a sniper’s rifle and fire the weapon with pinpoint accuracy at a vulnerable point in they enemy’s armor. Alexandra has been working on ways to improve the range of the cannon to allow her to target the Tau broadsides without having to risk her own knight by getting in range of their rail guns.
 
History
House Peregrine was originally established to fight alongside the Militarum as a quick response force to combat super heavy forces. Alexander was noted for taking down large targets with smaller forces. The knights were flexible and mobile enough to move anywhere on the battlefield where they were needed most. As Alexander already held a high rank within the Militarum, he was given a high level of autonomy on the battlefield and many a general were pleased with the knights responses to threats allowing them to focus on taking the objectives needed for victory.
 
House Peregrine served with valor alongside the Crusader Fleets until they encountered the Tau. The long range firepower was more than the Imperial forces could withstand and the Knights were stretched thin battling forces that mimicked their own battle style, except no they were they larger target. The knights covered the withdrawal of Imperial Forces, but when they were attempting their own withdrawal, their ship was shot down by the Tau Broadswords. Their vessel crashed in the forests of Flurbutine. House Peregrine converted the downed carrier into a repair bay and was able to repair the damaged knights and rearmed them for fighting in the forest. The House knew that the carrier would come under close watch once the knights took up arms against the Tau again. In the time when they were left alone, they found several places to hide away and set up several hidden field bases. 
 
Once battle was joined, the House fought several grueling battles and several knights were felled by the long range firepower of the Tau. Alexandra continued to refine their tactics to get in ever closer to the Tau bases in an effort to make the largest impact before withdrawing. The Tau’s aversion to fighting up close became the weakness the knights exploited and once in the narrow confines of the terrain, the tau began to suffer heavy losses. In time the Tau set up demilitarized zones in an effort to protect their fire warriors. The legacy of the Peregrine continued to live on and the House was able to find blind spots to get behind the sentry towers and attack Tau controlled areas and damage their infrastructure. 
 
As the Tau were mobilizing their forces to attack the knights, drop pods from Space Marine Battle Barges landed with violence. The elite warriors of the Imperium caught the Fire Warriors off balance and the resulting slaughter was enough to force the withdrawal of the Tau. But this time, it was the knights coming out of hiding  that gave the final insult to the Tau and returned the favor of bringing down the few remaining tau ships as they tried to escape and then followed up by making sure there are no survivors. 
 
Now reunited with the Imperium, the remaining knights were given governorship of the world and have begun the process of purging the world of the taint of the tau. Many of their old hideaways were rebuilt into formal staging and repair facilities but their ability to remain hidden was preserved for it would only be a matter of time before the Tau would return again.
 
Significant battles joined
 
The Demiurg Treachery
It is rare for the Imperium to get into conflict with the Demiurg race. However, they apparently took an apparent liking to the planet of Torah’s Respite. They had arrived and decimated anything within a 100 kilometers of their landing sites. Then they began working on their defenses without pressing any further. The local PDF forces were unable to breach the defenses and sent out a request for aid. It took the Imperium three years to scrape together a large enough force to address what was considered a lower priority threat.  House Peregrine with the 45th Imperial Regiment landed to a find the planet in shambles. Cities had been reduced to ruins and yet the defenses of the diminutive Demiurg looked as solid as an Astartes Fortress Monastery. It was not until a knight fell into the earth that the secret was revealed. Massive tunnels ran through the bedrock of the planet. Large enough for two knights to walk abreast. Now below surface, the Knights and their infantry support spread out along the tunnels to find their foes. House Peregrine faced a foe worthy of their attention when they encountered the large tunneling machines. Thinking the machines dug only one way like Imperial models was a mistake that cost the lives of three pilots when the machine turned its series of melta and las cutters in reverse and moved back along the tunnel it had dug. Only the quick thinking of Juri Karanov saved his detachment. The tunnelers could not make tight turns due to their size. By hiding in alcoves along a tunnel or in a cross-tunnel. The knights were able to damage the machines from the sides and essentially tunnel their way through the machines themselves. Once stopped, the Demiurg made best their retreat but the veterans of the 45th let few escape. After the battle, the Mechanicum spent five years analyzing the wreckage and repairing and salvaging the knights of House Peregrine. 
 
Waaagh Rugnubz
House Peregrine assisted the Militarium with the rise of a new Ork Warlord Rugnubz. The knights of House Peregrine focused on the dreadnoughts and kans that the orks had deployed while the competent tank crews took on the mobile forces. This changed with the appearance of a lone gargant on the field of battle. House Peregrine rallied to the call and Petrov Klashkov took the Emerald Falcon into battle with the far larger gargant. The smaller knights were easily able to outmaneuver the larger machine and they hit it from the sides and even the rear with impunity. With the gargant slagged and the knights behind the ork lines. The orks were crushed in a vice by the knights and the units of the Militarium.

Edited by Grand Master Belial

01001001 Dragonlover, 01110110 01101111 01110111 00100000 01110100 01101111 00100000 01100011 01110010 01100101 01100001 01110100 01100101 00100000 01100001 00100000 01000100 01100001 01110010 01101011 00100000 01001101 01100101 01100011 01101000 01100001 01101110 01101001 01100011 01110101 01110011 00100000 01000011 01100001 01100010 01100001 01101100 00100000 01101001 01101110 00100000 01101000 01101111 01101110 01101111 01110101 01110010 00100000 01101111 01100110 00100000 01110100 01101000 01100101 00100000 01000100 01100001 01110010 01101011 00100000 01000111 01101111 01100100 01110011 00100001 00100000 01100010 01111001 00100000 00110110 01110000 01101101 00100000 01000111 01001101 01010100 00101011 00110001 00100000 01101111 01101110 00100000 01110100 01101000 01100101 00100000 00110001 00110111 01110100 01101000 00100000 01001101 01100001 01111001 00101110 

 

''The human body is a machine, and like all machines, it must be upgraded'' - Magos Acheri of the Osseus Cog

 

First run is here: http://www.bolterandchainsword.com/topic/307215-index-heretek-the-order-of-the-osseous-cog/

 

Dragonlover

Edited by Dragonlover

I Targetlock submit the following for the Liber Challenge, detailing the foul fallen mechanicus force of K'Thull:

 

Incoming Message:

 

Classification: Magenta Source: [Data Source Corrupted]

Thought: The Flesh is Weak

 

 

Located within the warpstorm known as the Maw, The forge world of K'Thull is a fallen heretical forge world long ago fallen to the forces of chaos, its forces radical in the extreme, the technology and forces corrupted and infused with the power of chaos, the force having the full power and forces of a forge world, making it a high-level threat to the nearby systems.

 

[The Maw]

 

The Antilles system used to lie on the edge of imperial space until late into the 38th millennium when the system was consumed within an incursion into the warp forming the warpstorm known as the maw, damning the worlds within lost to the Imperium.

The exact cause of the incident is kept in secret, only the highest level inquisition know of what caused this disaster but it is believed to be linked to the actions of the chaos Doom-Cult of the World Serpent, who were able to over the course of many years influence and control the feudal world of Ymir, and orchestrated over the course of several days the psychotic and bloody slaughter of most of the population, this caused the massive warp incursion, the world utterly destroyed and consumed in the process

 

[The World]

 

The worlds trapped within the maw have become drowned in the power of the warp, shaping and bending the rules of reality in ways impossible outside of the Maw, the denizens of planet changed and warped too, becoming daemon-worlds, the most significant of these is K'Thull

The world is a harsh wasteland, the landscape littered with forge-cities and spires surrounded by techno-wastes, nightmarish mountainous junk-yards filled with the wreckage and waste of the forges and the failed experiments and rejects, the land masses surrounded by oceans of toxic waste, black oceans filled with monsters and other horrors. The forge-cities are each ruled over by Magi and their personal forces, each striving towards their own personal goals and foul experiments but they all work in union, the hell-forges and manufactorums supplying the forces within the Maw. The forces sometimes venture forth in expeditions, usually for fresh subjects for experimentation or to test new experimental technologies. This world has it own unique and nightmarish creations and technologies they jealously guard over.

 

[Forge-Cities]

 

The world is dominated by eight Forge-cities, a huge hive-sized factory and fortress each a unique structure in design and focus of its work influenced by its Magos and their own mad schemes. There is one Forge-city which is the largest and most powerful with seven lesser forge-cities ruling over different regions of the planet. Among these are the following forge cities and their Magi:

 

Nuggarath: the largest and most powerful of the forge cities, it is vast mountain of metal and rock. Its master the most ancient and powerful of the Magi, one of the original Magi when the world was dragged into the Maw, his ancient form huge and extensively mechanised. His agents everywhere, his servo-skull spies watch over everything, he knows all and influences all. The main army of K'Thull comes from Nuggurath, the huge Skitarii Vat-Fields producing legions of cloned near identical footsoldiers, the other forge-cities preferring to create more specialised forces and soldiers for the worlds wars and forces.

 

Cthugon: built into and onto the worlds largest volcano, the city draws it power from the volcano beneath, using ancient technology controls and holds back the immense power lying below. The forges within the city create a vast array of firearms of staggering variety, designs stolen from across imperial records and worlds or recovered from lost sites, the city becoming a repository of firearms and weaponry.

 

Tsathogguan: This rising structure is a city slowly falling to ruins, the denizens within consumed by madness worshipping the decay and rust of their home, the city lying within the heart of the junk-yards, the foul creatures that call it home treating it as both a sanctuary and temple. The Magos, the Lord in Verdigris as he is known is as mad as his 'flock' treated with both fear and veneration, the 'flock' are regularly bestowed to be used in the Skitarri forces as zealous shock troops.

 

[skitarri]

 

K'Thull has its own Skitarri force, similar in structure and organisation to the loyalist forces but like its home-world corrupted with chaos influence. The soldiers are created either through blasphemous Gholam technology, vat-grown life forms or captured and 'improved' prisoners, effectively transforming them into little less than better equipped servitors, their forms improved with heretical augmetics and bionics. Neither technique is perfect, sometimes creating failed creations and rejects who are left to the wastelands or re-purposed into shock-troops.

Just realized I hadn't posted a link to the finished article:

Edit: and my stupid computer wont let me post the link.furious.gif Aqs, the completed (for now) article is somewhere on pg 2 of the AdMech forum, would you mind marking me as done in the second post?

Edited by LySiMachus

My WiP of my Forge Temple is in the Ad-Mech forum but i don't know how to link it here...some help pleaseblush.png unsure.png

Mithril

You can do it one of two ways. Either you can cut and paste an address link straight into a reply, like so:

http://www.bolterandchainsword.com/topic/307551-liber-challenge-ii-forge-temple-terra-cimmeria/

Or, if you want to be slightly fancier, you can make a word the link instead and avoid placing an unsightly full address where you don't want it. You'll need to cut the address again, highlight the relevant word, click the chainlink button with the green blob (that has a barely discernible plus symbol in it) and paste the address in the bar there.

Linky

I hope that helps.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.