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this is joe. Born Joseph DĂșnmharĂș, he was stolen by the dark angels at an earlier age than most, however he showed extreme improvement and leadership skills, far superior to that of the others in his age group, his first decade of service however gave no chance for him to display his prowess on the battle field as his unit was never deployed to deal with anything more than minor chaos uprisings, facing little more than cultists and the occasional stray chaos marine.
however, during his 15th year of service his unit received orders:
capture a wrecked IG airship, that crash landed for unknown reasons, improper prayers to the machine spirit are the suspected cause,
opposition should be little more than wild animals
upon reaching the site, the squad was ambushed by plague marines. though ultimately victorious, joe received a minor laceration on his right leg, though nearly decimated there where six survivors in Joe's squad, his commanding officer, Joe himself, his best friend Epsilon and three others whom Joe knew little about.
later that week, an librarian came to question the entire unit and debrief them, after all, how could a new unit, hardly even broken in have faced down and destroyed Plague marines?
as the librarian came closer and closer to Joe's unit through the weeks, his cut grew more and more infected, and he began hearing paranoid whispers in the back of his mind.
one morning Joe woke up before all the others, even the librarian had not begun his morning prayer. Joe looked about and was not surprised to see Epsilon and his anonymous three battle brothers rise silently from their bunks, wordlessly they slipped into their power armor and started to the entrance. each grabbing their preferred weapons off of the rack outside of the bunkhouse. Joe and Epsilon crept noiselessly to the officers room and began methodically stabbing each one once in the neck before creeping on to the next. as Joe neared his own lieutenant, he motioned for epsilon to move on to helping the other three recruit. this one would be settled like men, face to face, and mono e' mono
meanwhile the other three combed the bunks for those they knew where not tainted by chaos, and they knew.
as Epsilon wandered through the corridors he heard chanting from an opened door, he listened as the librarian reported to the inquisition in a hurried and almost fearful tone
yes, fearful, that is what he heard, and he liked it. as soon as the report ended he moved in on him. He would prove to his new masters that he was worthy.
at this point Joe has disposed of his old offer, and stolen his famed plasma pistol. the very one which had never overheated on him in the heat of battle, and always rang true when fired, hitting the target as though with a rifle. Joe knew he was not as skilled, but it would suffice. he began the march through the narrow, catacomb like halls, and slowly he noticed a sizable gathering that shadowed him, his new brothers.
in short time the echoes of a battle caught Joe's attention, as he ran towards the sound he became aware of a strange thrill, the thrill he knew would only come from rushing into glorious battle.
as he rounded a corner he saw his old friend, laying on the floor in a pool of his blood, with the librarian about to end him with his power sword. without thinking Joe raised his new pistol and pulled the trigger, for a split second he was worried it would not fire, and burn his hand, forfeiting his friend life, but then the weapon discharged, throwing the librarian several feet, with a smoking hole in his chest.without thinking, Joe threw his friend over his back, and picked up the power sword. he raised it in victory to the shouts of his new brethren.
together they would bring brimstone and fire from the very pits of hell to the Imperium, and spread chaos until the very corpse emperor they recently served lay dead at their feet.
this is the story surrounding my first painted model, and first conversion, joe. i also made Epsilon but don't have any pictures. againg, joe looks a LOT nicer now
Hive Fleet Grootslang: I went for a simple route. An army of highly advanced apex predators gets stranded on a giant rock of a planet for a few million years without any form of food. After degenerating into self cannibalism and extreme starvation in order to survive, the Imperium discovers a wonder barren planet with disturbingly high concentrations of natural tunnels beneath the surface. They determine that this is a wonderful chance for some easy mining operations, and then they find that they have a whole new problem to deal with. As guests, they have been invited to dinner, and the hosts aren't taking no for an answer.
Probably going to wind up building a Space Marine army, just so I can field the other side of the fight.
The Iron Reavers: After Chaos was forced back into the Eye of Terror, the Space Marines were reorganized. However, soon roving war bands of Iron Warriors began to appear in the Imperium, causing massive destruction where they could. The Lords of Terra decided to fight fire with fire. Under the cover of the 13th founding, The Shields of Iron were founded using scavenged loyalist Iron Warrior geneseed with the greatest view that only warriors also bred for siege warfare could chase down the bands and keep them penned up within the Eye itself. Unfortunately, the Alpha legion discovered the origins of this chapter, and sent word to the Iron Warriors. In their infancy, a full scale demonic invasion was launched on their homeworld, hoping to lure the newly forged marines to chaos, or destroy them outright. A Imperial Fist exterminatus fleet put an end to that, with the casualties however being most of the chapter still fighting on planet. The injured Master of the Forge takes over with barely a hundred marines under his command, and they take the chapters only surviving piece of equipment, a Battle Barge, and flee into space.
Long story short. They hate Imperial Fists, become raging siege experts with a passion for maintaining what little tech they have left, including a large amount of dreadnoughts. They rapidly become friends with the Iron Hands and their successors for teaching them how to maintain what tech they have, and subsequently turn pirate. They turn that lovely battle barge of theirs into the center of a space hulk that they operate out of, and proceed to pretty much lie their way through any forge world, taking whatever gear they can get their hands on, including a disproportionately large amount of Imperial Fists supplies. They manage to buy themselves a general amnesty from the Martian Techpriests with a pair of recovered STCs and the Lords of Terra keep wanting to declare them traitors.
I am still working on their command structure, but I like 5s and 10s. As it stands, with what marines they do have, they augment them with Ogryn Shock Troops. Each marine has a squad of 4 Ogryn under him and that quickly adds up to 50 soldiers in a squad.
"There is a cancer eating at the Imperium. With each decade it advances deeper, leaving drained, dead worlds in its wake. This horror, this abomination, has thought and purpose that functions on an unimaginable, galactic scale and all we can do is try to stop the swarms of bioengineered monsters it unleashes upon us by instinct. We have given the horror a name to salve our fears; we call it the Tyranid race, but if is aware of us at all it must know us only as Prey."
Hive Fleet Grootslang 15000+
Servants of the Void 2000+
Oh gods this thread is gonna be my candy land, most of my fluff centers around characters and their armies. I'm at work so I can't do too much detail but I'll come back later and add in.
Spoiler:
Chaos Khorne
Gorgos Baruk'draal "Gorgos The Mad": Once captain of the Iron Hands 26th company, Gorgos was present at the dropsite massacre where he was captured by the Emperors Children who gifted him to their Dark Mechanicus allies. The DM used his mostly bionic frame to test the effects of daemonic possession. Though his body has mostly been recrafted over the centuries Gorgos will occasionally regain control of his body and will start hacking into the traitors around him.
Slaanesh
Absalom Phract "The Sin Eater":
Once an honored chaplain of the Emperors Children Absalom feeds off of the sins of others and delights in corrupting the pure. For 6 thousand years he has kept the Grey Knight Justicar Godwyn prisoner in an effort to pervert the greatest purity.
Nurgle
Tzeentch
Undivided
Taranis The Black, Herald of The Tempest, Voice of Damnation:
"From the Abyss there will come a warrior blessed of The Four, he shall tread the stars and his voice shall be that of Chaos. 8 beasts will he tame and from their blood will be born a mighty storm. And in its wake shall Chaos inherit the galaxy."
Necron
Akenarekh The Destroyer of Creation:
Prior to his ascension to his metallic form Akenarekh was amongst the greatest generals of the Necrontyr, legendary for his hatred of the rebellious Dynasties Akenarekh was at the front of every assault and every siege. When Szarekh united the dynasties in war against the Old Ones and their creations Akenarekh was outraged at the Silent Kings decision.
Tau Empire
Shas'o Elsy'eir Ka'mesa Mon'sha'is "Commander Black Wind" regent of Ta't'suam, pilot of the XV8-38 Liberator Battlesuit
Aun'el T'olku Cera've Kles'ro
Gue'vesa'vre Ta't'suam Luken Ekain
Larillya Night Lance Ethnarch of the Starblade Contingent
Eldar
Craftworld Lan-Rhiantha
Ash dyann yi rhiantha: the guardians of starlight
Avinyr Stormclaw Autarch of Lan-Rhiantha
Farseer Lellima Starsong
More detail when I get off
This message was edited 1 time. Last update was at 2013/09/04 17:14:51
Currently my Tau is a exploratory cadre on the fringes on the empire. sent there by the ethereals as they are considered a bit radical in there methods but still useful. they travel with earth cast engineers and scientists that like to reverse engineer and study tech that they encounter.
Currently my Tau is a exploratory cadre on the fringes on the empire. sent there by the ethereals as they are considered a bit radical in there methods but still useful. they travel with earth cast engineers and scientists that like to reverse engineer and study tech that they encounter.
This must open the flood gates for conversions outside of standard tau models. I like!
Imperial Fist-6k
Dark elves-4k
Dark eldar 2.5k
Warriors of chaos-4k
Dakka swap shop trades.....12
Over many millenia, the Necrontyr, then still a young and aggressive race, grew to become a dominant force with a galaxy spanning empire. During their expansion, they had often encountered the Old Ones, ancient beings even then. The Old Ones were many in number then but preferred a nomadic lifestyle which allowed them and the Necrontyr to live in relative peace as the Old Ones had no territory to conquer. Their nomadic lifestyle suited them well as they went about the galaxy, finding overlooked planets that could support life but had little or none, and then creating intelligent beings similar to themselves in being in tune with the Warp. However, such a peace between this ancient race and the young hot blooded Necrontyr could not last. As the Necrontyr empire grew in size, the encounters between the two species greatly increased and the Necrontyr soon took notice of the longevity of the Old Ones. Being creatures damned to walk a brief life, the Necrontyr attempted to barter with the Old Ones for the secrets of their biological immortality. The Old Ones were unobliging. Being ancient and long lived, they moved through life with a cool temperament and few, if any, desires for things beyond their reach thus were unimpressed with the technological feats of the Necrontyr and had no need to barter with the Necrontyr. Perhaps the Old Ones would have eventually given consideration to the pleas of the Necrontyr if it were not for another factor; the Old Ones were disgusted by the mere presence of the Necrontyr, a species that had no connection nor presence in the Warp. The Fates had cast their die, the galaxy was doomed to burn.
The Necrontyr, their patience worn thin and their desperation for life consuming them, decided to launch ambushes upon some of the many small nomadic fleets of the Old Ones in order to capture and study them in hopes of discovering the secret to their seemingly limitless longevity. They, however, underestimated the power of the Warp and the Old Ones who wielded that power. The psychic screams of the Old Ones who were experimented upon resounded across the galaxy, alerting their brethren to their crisis. The Old Ones, normally slow to anger, quickly united, and in the defense of their brethren and protection of their own species, launched a war that of the likes would never be seen again. Thus what would come to be known as The War in Heaven began.
The War in Heaven
The Old Ones were well aware of the technological marvels the Necrontyr were capable of and knew a direct march against the Necrontyr Empire would place the odds against themselves. They found their answer in the Webway, an amazing piece of technology in itself, it was a subspace, a sprawl of tunnels that lay between the Warp itself and reality that allowed one the ability to cross the span of the galaxy within a blink of an eye. Herein lie the key to the Old Ones' initial victory. Using the Webway, the Old Ones launched a series of surprise assaults upon the very worlds ruled by the Necrontyr, decimating planet after planet before the might of the Necrontyr military could be brought to bear. For two solid centuries, the Necrontyr were damned to fight a defensive war that they could not hope to win. In hopes of retaining their empire, they tried to press for peace with the Old Ones sending ambassadors to plead on their behalf. It was all for naught. The Old Ones, as slow as they were to anger, were equally, if not more so, slow to allay. There was no room for mercy for the Necrontyr.
Ceasefire
The light of hope against the Old Ones' relentless onslaught lay within the minds of a now forgotten group of Necrontyr scientists known as crypteks. These crypteks had been studying and experimenting upon the few Old Ones that the Necrontyr had been able to abduct and had stumbled upon the discovery of the Warp and through further interrogation, the Webway. Understanding the nature of the Warp and what the Warp truly is, they abandoned the project for immortality, as what use is long life if they could not stay or counter the devastating campaign of the Old Ones? Now, they began trying to discover a method wherein they could take away from the Old Ones their source of power. After many experiments and the deaths of all the Old Ones the Necrontyr held, these crypteks had successfully created an arcane engine that could severe the connection between reality and the Warp. Quickly, the Necrontyr erected massive obelisks that housed these arcane devices upon the meager few worlds they were now crowded upon and successfully created a relatively small sphere of influence in which the Old Ones could no longer access the Warp. The advance of the Old Ones had been halted, within the Warp dead sphere of influence of the Necrontyr, the Old Ones had lost their one key advantage, now they began patrolling the new border of the Necrontyr empire, ready to pounce upon any Necrontyr ship that dare stray across the invisible line. The war had been brought to a pause.
The Era of Despair
The Necrontyr were not given much time to relax, though now safe from the Webway borne assaults, they now faced a grave internal crisis that threatened to finish what the Old Ones started. The entire Necrontyr race was trapped in the area of real space they had severed from the Warp, any vessel that tried to leave the area was quickly destroyed by the Old Ones and now increasing amounts of the races the Old Ones had created including the Eldar. Being thus trapped upon a few increasingly overcrowded worlds and vessels, the Necrontyr now faced a silent enemy they had long since forgotten of: Famine. Quickly dissent grew within the Empire and soon Dynasties began rebelling and striking out at one another in hopes of gathering enough resources to sustain themselves. The Triarch, the triumvirate of Necrontyr Lords that ruled the Empire, could only sit by and watch silently, quietly cursing the Old Ones as did all Necrontyr. Utter destruction loomed upon the horizon for the Necrontyr and all seemed hopeless and lost. But in this dark hour, the crypteks once again found a ray of hope, the C'tan.
Coming of the C'tan
The crypteks had turned to the stars with desperation in search for a method in which they could save the Necrontyr. Somehow, they discovered the C'tan, immortal behemoths of cosmic energy that feasted upon the stars, and somehow, they were able to attract the attention and interest of these beings who had gone through billions of years of only moving from star to star in search of sustenance. The crypteks were convinced that they had discovered the gods themselves, and in order to better interact with these star gods, they crafted necrodermis shells that could house the immense essence of the C'tan. The C'tan soon learned of the plight of the Necrontyr and like gracious gods, went out and pacified the Dynasties, seemingly pulling out from thin air all the resources the Necrontyr were desperate for and more. After quelling the insurrections, the C'tan sent one of their own, now known as the Deceiver, to speak to the Triarch who had become known as the Silent Kings for their inability to do anything when their people were caught up in utter despair. The Deceiver wove a tale of tragedy of the C'tan, that they were once a race like the Necrontyr, doomed to walk a brief existence who found hope in the seemingly immortal beings the Necrontyr knew as the Old Ones. Just like the Necrontyr, the had attempted to barter for the secrets to immortality but the Old Ones would have none of it and had viciously attacked them in a war that doomed the C'tan to extinction. The C'tan however, found a ray of hope when a scientist of theirs had discovered a way to both gain the immortality they so longed for and an escape from elusive yet deadly Old Ones in the forms they held now. Alas, only a meager handful had been able to obtain this form of energy when the Old Ones had come about in full force and in one decisive blow, had wiped out the billions of C'tan that had yet to obtain such godhood including the genius who had made the current form the C'tan held possible. The Triarch were deeply moved by this tale, not knowing the deceitful nature of the C'tan. The Deceiver, well aware that the Triarch were now pawns to the C'tan brought forth a plan that would ensnare the Triarch and damn the entirety of the Necrontyr Race.
The Heavens Burn
The Deceiver, after telling the false tale of the C'tan to the Triarch, then offered a deal that the Triarch could not refuse. The C'tan were thirsty for vengeance and with their knowledge of real space and the numbers and technological prowess of the Necrontyr, it would be possible for them to bring the Old Ones to justice once and for all. In return for their revenge, the C'tan would gather their best minds to try and discover a way in which the Necrontyr could ascend to immortality. The secrets of how to ascend to the level of the C'tan were lost, the Deceiver said, but he was certain that his brethren would be fully capable of discovering a way to give the Necrontyr a different form in which they would obtain the long life they were so desperate to have. The Triarch were overjoyed, it seemed that the Fates had finally chosen to graciously reward the Necrontyr race after millenia upon millenia of what had seemed to be fruitless struggle. If they had only known then what so many of their kind know now.
With the wealth of knowledge of the C'tan and their reality altering powers, the Necrontyr launched a new assault upon the Old Ones. With the knowledge provided by the C'tan, the crypteks of the Necrontyr were able to construct faster than light engines that could compete with the lightning speed of the Webway. Rapidly, the Necrontyr were able to advance and reclaim the empire that had once been theirs with the help of the C'tan who could annihilate entire fleets of the Old Ones within moments. However, the Old Ones had allies of their own in their creations such as the Eldar and the Krork and quickly brought to bear the immense numbers of these creatures in tune with the Warp. Once again the galaxy was set ablaze in a bloody standstill between the immense might of the weaponry of the C'tan and the Necrontyr and the raw numbers of the Old Ones and their creation along with their Warp spawned powers. For decades the galaxy burned in a flame of war that seemed to never falter and would go on forever, but every war must come to an end.
The Birth of the Necrons
The breakthrough in the war came when the Deceiver proclaimed to the Triarch that they had found a way to grant immortality to the Necrontyr race, if the Necrontyr were willing to give up their flesh, the C'tan would then place the essence of the Necrontyr into bodies of living metal much like the ones the C'tan themselves now inhabited in which they would be able to recover from all but the most devastating injury within moments. These shells also had a series of back up systems so in the event that a Necrontyr was damaged beyond the recovery capabilities of the necrodermis, the scraps of their body as well as their mind would be teleported back to a factory in which their conscious would enter a new body. The Triarch were greatly pleased and sent out a verdict to the Necrontyr to inhabit these new immortal bodies. Many came willingly in joy of eternal life. Few others rebelled as it was not the form of immortality that they had wished for but were quickly subdued and forced into the roaring furnaces the C'tan had constructed to transfer the minds of the the Necrontyr. Little did the Necrontyr know that they had in fact been betrayed by the C'tan.
The Necrontyr could not have known that when they inhabited these bodies of metal, they had surrendered their will and life essence to the C'tan. The C'tan had always planned to enslave the Necrontyr but during the war they had discovered a tasty morsel the raging stars they had fed on for so long could not compare to. The essence of life. The C'tan had stumbled upon this discovery quite by accident when destroying a large fleet of the Old Ones when one of their kind had detected some form of energy leaving the bodies of the Old Ones, snatching it up, the star god had discovered a delicious treat that invigorated his entire being and increased his powers greatly. For years he had hidden this secret from his brethren until he believed he had reached a point that would be untenable by his brethren. Then did he reveal this secret to the other C'tan who in glee joined him in his feasting of the essence of life, this C'tan was none other than the Void Dragon. It was the Deceiver however, who brought to the attention of the C'tan that their allies, the Necrontyr, were in fact a meal in waiting. The C'tan then had almost turned upon the Necrontyr except for that the Deceiver also pointed out that they could easily be turned into legions forever bound to their will. Thus did the C'tan devise the bodies the Necrontyr, now Necrons, would inhabit stripping them of their life essence while giving them that immortality the had been so desperate to obtain. The C'tan had also realized that they only needed the minds of the most capable of the Necrons, but they needed these minds to remain loyal to themselves. From here they crafted a devious plot in which they inserted a program into every Necron body that would override the will of the Necron when given commands by their new masters that the Necrons would be unable to detect as they would think it was their own choice to follow the advice of the C'tan. As to not arouse suspicion early on, all the Necrons were allowed to retain their minds, but even here the C'tan had come up with a scheme that would only allow the most brilliant and capable minds to be retained. In the bodies inhabited by the average citizens of the Necrontyr, their minds would slowly decay into those of subservient slave with no will of their own and an incapability to think for themselves. The soldiers the C'tan believed needed to be able to make decisions but had no need for individuality nor personality and their bodies were infused with a program to slowly destroy that. Those of higher rank and intelligence the C'tan left them their personalities to varying degrees to allow them to be able to still be effective upon the field of battle. With their new Necron slaves, the C'tan began a bloody harvest of life in the galaxy.
A Galaxy in Ashes
With the bodies of living metal the Necrons now possessed and the ever growing powers of the C'tan, the Old Ones were thrown into desperation. They began creating life forms to counter the Necrons such as the technologically savvy Jokaero, but it was all for naught.Over many millenia, the Old Ones were pushed towards extinction and desperate measures. They disappeared into the Webway, a safe haven they were certain in which they were unreachable by the likes of the Necrons and the C'tan, and began working on one last desperate project to counter the C'tan.
With the Old Ones gone, much of the galaxy was damned and entire species were annihilated by the C'tan and their slaves. Knowing the Old Ones had hid away in the space beyond space, the put their minds as well as the best minds of the crypteks together in order to discover a way to break into the Webway. After many years, they created the Dolmein Gates, a technological masterpiece that allowed the C'tan to rip into the Webway and chase down the Old Ones. The Old Ones, knowing full well that defeat and extinction were close at hand, set their project into motion. When the last of the Old Ones fell, a powerful psychic scream was released across the Warp birthing god like beings and planting seeds for more to come in the ensuing chaos that engulfed much of the Warp. The chaos resulted in Enslavers, beings that naturally live within the Warp, bursting through the boundary that seperates reality from the Warp, feasting upon the minds and souls of those in tune with the Warp, driving them into hiding. The C'tan soon realized that the Old Ones had devised a plan in which if they were to die, they would also take away from the C'tan their source of food, the galaxy had become a wasteland with hardly any life left.
The Long Sleep
The C'tan, though tremendously enraged at having been foiled by the Old Ones in their death, were not in a state of panic. Being the ethereal creatures they were, they had been born when the universe was created and knew that life would bloom once more from the ashes of the galaxy, for that was the very nature of life itself. Quickly they and their Necron servants constructed tombworlds throughout the galaxy in which they would slumber until the galaxy was once more filled with life ripe for another harvest. Suddenly, the galaxy was at peace. Those who arose from the ashes first were the Eldar and the Krork, and soon new life began to grow once. They would have millions of years to themselves before the Necrons would arise to plague the galaxy once more.
Awaking to a New Galaxy
After millions of years of slumber, the Necrons began to stir, making themselves known to the galaxy once more. The Awoken Lords discovered a galaxy teeming with life and war, and that they indeed had not been able to purge the galaxy of the warp tainted scum they so deeply had grown to loathe. The waking Necrons quickly began reestablishing their empire, taking back what was their from the warp tainted scum, the creations of the Old Ones. The galaxy, already quaking with violence, precariously teetering on the edge of utter collapse, had now a new menace to face.
Splitting of the Empire
As the Necrons awoke, they discovered their godly masters remained asleep. Try as they might, the Necrons could not waken the C'tan. After a prolonged time of operating without the C'tan, the protocols the C'tan had implanted in the Necrons - which bent their will to the C'tan - shut down in many of the Necrons. Suddenly regaining their willpower, the overall empire of the Necrons began splitting. Some loathed their bodies of living metal, preferring their old mortal bodies of flesh to the callous cold metal bodies they had now, and began recruiting crypteks to find a way to reverse the biotransference. Some had found their bodies to be a great boon, the pinnacle of evolution even. However, they were as disturbed and enraged as their brethren who craved the old bodies of flesh at the C'tan for imprisoning and destroying their minds. Others decided to remain in line with the will of the C'tan afterall, who were they to question the wisdom of such ancient and powerful gods? However, for every Necron Lord that had regained their will and mind, there was another that remained bound to the C'tan's will, a massive relentless wave of merciless slaughter.
The Sleeping Gods
In their initial search for a way to awaken the C'tan, the crypteks had stumbled upon a way in which they could isolate relatively small shards of the essence of the C'tan and forcefully awaken them. With this technology now in hand, the many dynasties began utilizing it for their many purposes. Some enslaved these shards as their entirety had done to them, using them as weapons against the warp tainted creatures of the galaxy. Though nowhere near as powerful as a C'tan as a whole, these shards remained as devastating as ever to the enemies of the Necrons. Other Lords had their crypteks begin to break apart the sleeping C'tan, imprisoning the broken up essences in the tesseract labryrinthes, inescapable dimensional prisons. However, those that still follow the will of the C'tan use the shards in order to fight alongside their masters and lead them into battle like the days of old.
Nonetheless, no matter how much of the essence of the C'tan has been seperated from the whole, they remain sleeping with no sign of stirring. Whether this was by accident or design, no one knows. Some say it was a boon from the fates to reverse their betrayal unto the C'tan. Others say that the C'tan are well aware of the situation of the galaxy and have deemed it not yet ripe for a new red harvest. Few speculate that the gods are waiting until the Spawn of the Old Ones have succeeded in wiping themselves out before waking and creating a galaxy they see fit for themselves. Whatever the reason may be, there is one thing the Necrons are certain of; the C'tan will sleep for many more millenia.
Gods? There are no gods. Merely existences, obstacles to overcome.
"And what if I told you the Wolves tried to bring a Legion to heel once before? What if that Legion sent Russ and his dogs running, too ashamed to write down their defeat in Imperial archives?" - ADB
This is for a Chaos Warband that I don't (yet) use on the tabletop, but more in DH/BC campaigns:
The Heralds of the 13th Hour
The Heralds of the 13th Hour are an enigmatic cult in service to the Ruinous Power known as Tzeentch, the Great Mutator and the Architect of Fate. Precisely when the warband came to be is unknown, for the ways of Tzeentch are mysterious and strange, and several events throughout history have been attributed to the Heralds, even though some of these events have happened in the far ancient past, while others are believed to have yet to occur. The Heralds comprise, at its core, the Sorcerer Lord Sammael Solistramos, Champion of Tzeentch, thirteen Rubric Marines of the Thousand Sons Legion, and a coven of thirteen Thrall Wizards. Serving this core coven are a multitude of summoned and bound daemons, Chaos Beastmen, mutants and Warp-born horrors that serve as soldiers, bodyguards and distractions while the Heralds work towards their true aims, whatever they might be.
The Heralds of the 13th Hour have been active throughout Imperial space since the end of the Heresy, though it is believed that it makes its home within the Eye of Terror itself, for how else can its Sorcerer Lord remain alive after ten thousand years? Recently, it has been reported to be active in the Segmentum Obscurus, in the Hali Sector, and is considered to be the cause of the loss of the Talis system, which fell after the Hive World was infiltrated by agents of the Arch-Enemy and a civil war instigated, which ended with the deaths of countless billions as the Hives launched nuclear weapons at each other, each convinced the others had fallen to heresy and veneration of the Ruinous Powers. The resulting deaths triggered a localized Warp Storm, covering the Talis System and a neighboring five parsecs of space, which has lasted for a thousand years.
Rarely do the Heralds use blunt military force to achieve their goals. Though they possess a number of potent relics and artifacts, in addition to possessing the means to produce an array of warp-based technologies, the direct approach does not bring glory to Tzeentch, so various plots and plans are devised, with numerous contingencies and patsies, some planned to fail, others relying on seemingly-unrelated events (sometimes half a galaxy distant) in order to come to fruition, with others designed to accomplish seemingly-insignificant results. At the heart of the warband, its blind Sorcerer Lord continues to study the arcana of Tzeentch and concoct elaborate plans that further the goals of his patron, and his own aims as well.
It is best to be a pessimist. You are usually right and, when you're wrong, you're pleasantly surprised.
A little peek at the history of the Rodina Frost Sabres.
Hailing from the cold civilized world of Rodina are the Frost Sabres Imperial Guardsmen, Order of the Cold Purity Sisters of Battle, and Ice Dragons Space Marines who act as mutual protectors of the "sister" planet of Krajina, a notable forgeworld that is home to the Legio Nix Malleum of the College Titanica and it's Skitarii and Legio Cybernetica forces. Rodina herself is a world somewhat distant from her sun, and noticeably larger than Holy Terra, though ancient relics left behind from mankind's dark age of technology and beyond have negated what should have been a gravity field on which only Ogryns and Squats could have thrived.
While cold, Rodina is largely survivable, with even the polar caps being survivable in winter with the adepts of the Mechanicus often comparing the overall clime of the world to a long lost ice age in the pre-imperial days of humanity. The world herself, despite it's classification as a civilized world, has vast tracts of untamed wilderness, inhabited by both native life forms, invasive species brought forth by the ancient forebears of the Imperium which include cloned or gene altered animals to create what some theorize was originally a world for hunting game and other activities now associated with paradise worlds, and the descendants of xenos incursions such as Ambulls or even feral Tyranids left in wake of Hive Fleet Hydra's invasion in M42 273 and Orks that have remained on the world for millenia..
The vast fields, Wild Tyranids and Feral Orks forced to remain on world by the hand of the Administratum for training purposes, and most recently the discovery of a network of webway gates and the detritus of the war in heaven provide plenty of training areas for the Rodinav soldiers, who sometimes even train in combined arms with the Sisters and Space Marines who also call the world home to practice working with other branches of the Imperial military, and more rarely engage in exercises with the Skitarii and Legions of Krajina and Imperial navy aircraft from Battlefleet Ultraeus. The practice of having to defend their cities from webway raiders, tyranid "boilovers" and Feral Ork waaaghs has made for soldiers who have a proper reason to have contempt for the alien and a chance to see just what is at stake. Soldiers and officers are taught to be practical and seek victory above glory and to honor their homeworld as their motherland, the Imperium as their lords and charges, and the Emperor as their great skyfather.
Situated in the Ultraeus Sector in the Inciphis Region of the Ultima Segmentum, Rodina lies in a blood soaked portion of the galaxy that has known war from virtually ever comer with the capacity to reach it, with non stop violence dating to the days before the War in heaven when the ancient Necrontyr Empire warred amongst itself. And then to that cataclysmic conflict itself, and then to the Eldar's struggles with other legacies of their now deceased creators and the Slaugth, maggots uplifted by shadowed masters into becoming a new race of pawns, to mankind's first forray into the area before the Emperor was known to man, then between techno-barbarians in the age of strife, then during the great crusade, and in the blood soaked years that followed to the apocalyptic times of ending.
The sons and daughters of Rodina and Krajina have fought against Orks, Hrud, Thyrrus, Dark Eldar, Tyranids, Tau, Craftworlders, Slaugth, Necrons, Chaos, Secessionists, Wormhole traveling Qo'orl, Barghesi, Slann and their Saurian minions, Draxians, Galciaxs, Enoulians, Fra'al, resurgent Helgrammites, Demiurg, Khraves, and more foul enemies of man. And yet in this dark hour, they often find themselves allying with other factions that can at least be reasoned with in the face of more implacable threats that would annihilate them all. As a practical people, they are more keen to ally with factions such as the Eldar and Tau, who can at the very least be bargained with in the face of mutual threats such as the Necrons, Chaos, Slaugth, and Tyranids.
Like many other regimental systems, the Rodinav are emulated by many other worlds with varying degrees of success, though certainly not to the degree of the Cadians.
====The army proper====
The Rodinav Frost Sabres, while organized in regiments as is standard, deploy in much larger army groups and rarely show up to any battle with less than three hundred thousand men and are tithed out in bulk, believing in overwhelming concentration of force above all else. As such, individual regiments do not possess names, and pride is associated with the army group rather than the regiment and corps. Army groups are deployed in mix gender assignments, to ensure "a tithe that keeps on giving" in the words of one Lord General for the send offs of so many men and women to the frontline at a time.
With a heavy emphasis on overwhelming force on the offense and defense, the Frost Sabres are somewhat infamous for their colossal expenditure of ammunition for their "alpha strikes" which often leave cratered wrecks of battlefields in thirty second barrages given enough pauses to let the enemy poke their heads out of their fortifications before firing and bombing again until the main force is finally within Battle cannon range, at which point a rapidly advancing creeping barrage afterwards that heralds a thrust with maximum force and shock to shatter the enemy with a fist of tanks and mechanized infantry with close in air and artillery support.
In defense, the Frost Sabres prefer an in depth system that pummels attackers with air and artillery support at the moment of an offense's beginning or just before if they can help it before grinding the enemy against multiple layers of mobile and static defense to bleed the enemy while organizing counter offensives into the flanks of enemy salients to cut them off and destroy them. When all goes as planned, these tactics and strategies are almost unparalleled in their brutality and effectiveness, but when unanticipated maneuvers are made that cannot be rapidly adjusted to, this can often lead to catastrophic defeat.
This has made the Thyrrus a foe that has routinely and repeatedly crushed Frost Sabre army groups time after time with startlingly few losses because their tactics do not even begin to make sense. Over ten army groups were lost in a single battle to a Thyrrus force merely one percent of their size when the aliens so catastrophically flounted all the expectations of war and crushed their attack, then their defense, then their counter offensive until all ten million Frost Sabres perished in the ignonimous loss of the hive world Herzekolv. Every maneuver was met with a nonsensical response, every tactic flubbed by an incomprehensible counter, every plan dashed in the face of militarized performance arts.
This has also made the Rodinavs face disastrous defeat when the enemy does not quite meat expectations, such as when unusually cunning war bosses or Hive Tyrants rise to the fore with little forewarning, preventing the Imperial guard from switching it's gears to deal with a more strategic and less predictable opponent. Indeed, the Inertia of the Frost Sabres is probably their greatest weakness, once set on a specific method, they may find it difficult to make a radical correction in course before all is lost.
======Against the Hydra=======
The greatest stand of the Rodinavs was their defiance in the face of a massive assault by multiple bloated Tendrils of Hive Fleet hydra on the Svarog system. Having already destroyed so many Chaos, Imperial, and Xenos worlds, three tendrils of the hive fleet converged on the Svarog system, which had dug in for a last stand after just barely hammering down a massive genestealer uprising. Having been reinforced with offworld Imperial Guard, Mechanicus, Space Marine, and Sorirtas forces, the Imperium was unexpectedly joined in the defense by an Eldar host from Craftworlds Alaitoc, Iyanden, and Ulthwe.
What could have lead to a conflict that would have dangerously destabilized the defense effort was resolved through hasty tripartisan negotiations and a concise explanation of the Eldar's reason for being here, namely to stop the Tyranids from not only devouring a host of craftworlds, but finding a way to force their way into the webway through the old gates on Rodina. The battle saw the allied fleets meeting a colossal force of the enemy, popular accounts saying the very stars were blotted out by the enemy. The system which had already seen Ork Waaaghs, Chaos incursions, Slaugth assaults, Dark Eldar raids, Necron attacks, Fra'al invasions, and Hrud Migrations was now in it's darkest hour, supported by an unholy alliance.
But despite the efforts held in the space battle, the Tyranids could not be stopped from making landfall on both Krajina and Rodina.
This message was edited 2 times. Last update was at 2013/09/04 20:51:27
Midnightdeathblade wrote: Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
Regiment - 147th "Stalwarts"
Origin - Cadia
Status - In conflict
Current Commander - Lord General Hasten, Macragge Veteran Commander, highest ranking official in subsector
Subsector Location - Artiom
The 147th, nicknamed the Stalwarts due to their refusal to retreat in warfare, is a veteran regiment stationed in the Eastern Fringe to look out for activity from the newly emerging Tau empire and Tyranid threats. Located in the Artiom Subsector, they use the planet Torus as their base of operations. Torus was once an Imperial research centre, before drastic changes to its atmosphere caused it to plunge into an ice age. Not wishing to spend extra resources on upkeep costs, and with more hospitable planets close by, Torus was abandoned.
Or so they thought....
Years later, when Lord General Hasten made the planet his own, his scout companies discovered clues to an unexpected neighbour. Soon after discovering the evidence, the 147th were set upon by Chaos Space Marines dedicated to the Night Lords Legion, and brooding hives of Tyranids emerging from Typhon Secundus began to flock to Torus' icy surface. But to the Lord General, this is just a warm up from the Tyrannic wars he fought in all that time ago. Now aged almost 160, Hasten leads his poorly prepared soldiers to war on the icy wastelands. Prepared for the harsh eternal winters they might not be, but being composed of Veterans of a hundred wars, the 147th were more than ready for a fight. Grossly underestimated by the Night Lords, the 147th have locked them in a war where they know the terrain better, where they see things that even the mighty sons of Kruze cannot see.
So, from frozen plains to frost covered, abandoned research stations, the 147th begin to pulverise the Tyranid hordes and the Night Lord warband. Armed with battlefield knowledge that in some cases dwarfs a Space Marine in comparison, these die hard veterans will drive the traitors and xenos out of the subsector, as long as the cold doesn't get to them first.... Frozen their lungs might be, but their hearts are made of fire and nothing else. They desire nothing but war against their enemies - enemies of the Imperium. They are not fuelled by Imperial propaganda, nor by the close watch of a Commissar, for their hatred for anything that threatens them can propel them to levels of fighting ability that could never have been calculated by their recruiters. Whether they serve the Imperium wholly, or simply fight for their survival in this galaxy, is yet to be seen entirely. But as long as Lord General Hasten still has energy to lead them personally into battle and fight by their side, then the Stalwarts are waging war for nothing more than destruction of the Imperium's enemies.
The 147th preferred style of warfare is generally through Specialist operations and clever ambushes, for while they can spare battlefield knowledge and skill, they cannot spare an inch of manpower. Hasten may be brutal towards soldiers who do not perform their duties correctly, but he respects his soldiers, and their livelihoods in his service, above anything else. Much like the similar minded (and similar looking) Lord General Castor, Hasten is willing to use unconventional strategies and aims to lead his men to victory. Whether through fierce close quarter encounters in the old research stations of Torus, or through mechanised warfare on its sub zero plateaus, he will get the job done, or die alongside his men in the process.
The Stalwarts have earned their title, and they most certainly have the power through experience to combat the Tyranids and the Traitors. But time isn't on their side - Psykers predict a gigantic drop in temperatures within a few years that will even prevent a sturdy Marine from going outside. The 147th must defeat the Night Lords and Tyranids before this frozen cataclysm, or else they shall all perish together....
Chaos Khorne Gorgos Baruk'draal "Gorgos The Mad": Once captain of the Iron Hands 26th company, Gorgos was present at the dropsite massacre where he was captured by the Emperors Children who gifted him to their Dark Mechanicus allies. The DM used his mostly bionic frame to test the effects of daemonic possession. Though his body has mostly been recrafted over the centuries Gorgos will occasionally regain control of his body and will start hacking into the traitors around him. Gorgos has built up a following known as The Bloodforged, the warband has developed of sacrificing their own body parts to Khorne and replacing them with bionic enhancements.
Slaanesh Absalom Phract "The Sin Eater":
Once an honored chaplain of the Emperors Children Absalom feeds off of the sins of others and delights in corrupting the pure. For 6 thousand years he has kept the Grey Knight Justicar Godwyn prisoner in an effort to pervert the greatest purity. He carries the Justicars sword into combat though the centuries spent within the Warp has corrupted the weapon from a tool of the righteous to an instrument of Slaanesh.
Nurgle Ereshkigal The Duke of Worms:
Prior to the Horus Heresy Ereshkigal was often described by his fellow Astartes as unsettlingly charming and humorous, an uncommon trait amongst the Death Guard legion. Though he still maintains a joyous attitude for those unfortunate enough to cross his path he is a skilled warrior wielding his mace as though it where a child's toy. Currently Ereshkigal is the host of the Flesh Swarm, his body and terminator armor has become a bloated hive of flesh eating parasites. Ereshkigal dotes on each and every one of his "pets" and any who kill one becomes the target of his irascible rage.
Tzeentch
Undivided Taranis The Black, Herald of The Tempest, Voice of Damnation:
"From the Abyss there will come a warrior blessed of The Four, he shall tread the stars and his voice shall be that of Chaos. 8 beasts will he tame and from their blood will be born a mighty storm. And in its wake shall Chaos inherit the galaxy."
Necron Akenarekh The Destroyer of Creation:
Hailing from the Akhoris Dynasty a house long known for its creations of war, Akenarekh was amongst the pre-eminent generals in the court of the Silent King. Legendary for his hatred of the rebellious Dynasties and his loyalty to the "pure" dynasties Akenarekh was at the front of every assault and every siege, brutally destroying entire civilizations without a hint of mercy or remorse. When Szarekh united the dynasties in war against the Old Ones and agreed to the Pact of the Deceivers Akenarekh was outraged at the union, believing the Necrontyr had no need of beings that could not win their own war nor those who in Akenarekhs mind where no better than the lesser races of the galaxy. Wisely he directed his hatred towards the destruction of the Old Ones content that when the greater threat was eliminated retribution would fall on the impure.
Following the defeat of the Old Ones and the destruction of the C'tan Akenarekh prepared to purge the weakness from the Necron Empire. However when the order came from Szarekh that the Necrons would instead sleep and that his ancient enemies would not be punished he denounced Szarekh declaring him unfit to rule. Though it cost the lives of 4 Lychguard Akenarekh was subdued and imprisoned, forced into the Great Sleep for all time. Akenarekh has only recently awoken, freed by the unwitting actions of Ordos Xenos Inquisitor Lucius Gaul The Destroyer of Creation has begun to rebuild the Akhoris Dynasty in preparation for his coming war.
Ork Warboss Nazdreg Worldbreaker, High Bombadier of The Burning Maw Empire: Gifted with an unhealthy love for explosions and a strange adeptness with machinery Nazdreg is as much machine as he is Ork. In combat Nazdreg uses a modified thunderhammer known as Godsmasha, the temperamental nature of the modifications made to this weapon makes it as much a danger to its owner as it does its target. Heavily armored and covered with soot Nazdreg is a terrifying figure, his right arm is a bionic (the result of one of Godsmasha disagreements with the prow of a Tau Devilfish) and much of his face (what remains of it) is covered by a heavily armored gas mask. Nazdregs forces share his love for explosions and contain a large number of warriors known as Booma Boyz, these Orks are so obsessed with explosions they strap themselves to the biggest explosives they can cobble together and charge headfirst into the enemy.
Nazdregs first action as Warboss was the first Siege of Barros, on the borders of Imperial Space the planet was under the protection of the Ultramarines Chapter. In response to Nazdregs invasion the 4th company under the command of Ultramarines Captain Titus Varanus engaged the Orks at what would be called the battle of Barren Drift. During the battle Nazdreg killed Captain Varanus and claimed his thunder hammer for his own. After driving the Ultramarines from Barros Nazdreg launched Cyclonic torpedos from the newly looted Space Marine vessel Indomitable Spirit rechristened as "Gorks Wrath, thus did he earn the ork title Worldbreaker. Until recently Nazdreg ruled his empire from his fortress Bloodrock on the planet Hephaestus, built into the most tectonically active volcano of the planet Hephaestus Bloodrock was a massive complex originally built as an Imperial geo-thermal station Nazdreg spent 56 years expanding the facility using the planets human population as a enslaved work force. When Hephaestus fell to the Tau Empire after a 6 year campaign Nazdreg fled with what remained of his tribe, though his current whereabouts are unknown he is no doubt rebuilding his forces.
Tau Empire
943.M38 Unclassified volcanic planet discovered by Imperial Cartographers on the Eastern Fringe, designated Hephaestos the planet becomes an Imperial mining world due to its rich mineral wealth.
937.M41 Hephaestos is invaded and conquered by the forces of Ork Warlord Nazdreg Worldbreaker, the planet remains as Nazdregs seat of opperations for over 50 years fueling his Waaagh against the Tau Empire.
993.M41 A Tau fleet under the operational command of Shas'o Tau'n Auk'nan fights its way into the Burning Maw Empire in an attempt to eliminate The Worldbreaker and end his reign of conflict. Utilizing the Kau'yon way of warfare Shas'o Auk'nan engages The Worldbreakers fleets in hit and run battles, enraged at the lack of a good fight Nazdreg abandons the safety of Hephaestos and sets out to bring the Fire Caste to blade. Having lured his prey from hiding Auk'nan sprung his trap personally leading a boarding strike against Nazdregs Krooza. During the battle Shas'o Auk'nan is killed by Nazdreg but the Krooza is critically damaged forcing the Warboss to return to Hephaestos.
With the death of O'Auk'nan and with the blessings of Aun'O Tau B'elan Command of the Tau forces passed to Shas'vre Elsy'eir Ka'mesa, Favoring the Mont'ka school of warfare Shas'vre Ka'mesa planned a mass attack under the cover of heavy railgun fire and the guidance of stealth teams in an attempt to kill the warboss with one decisive stroke, prior to the drop he ordered that all battlesuits would be painted black in honor of the late commander. Though Ka'mesas bid was successful Nazdreg was able to escape with what remained of his forces. During the battle the planets human population rose up against their Ork master in a revolt instigated and lead by a young male named Amyntas Sebastos.
Having proven his command Shas'vre Elsy'eir Ka'mesa was promoted to the rank of Shas'o and given the name of Mon'sha'is (Black Wind), the planet is renamed Ta't'suam (soul of fire) and its human population are subsumed into the Tau empire. Construction begins on the city of Ko'taal (worthy of preservation) which would grow to become a shining symbol of the Tau Empires determination in even the most hostile environments. Nazdregs fortress is destroyed and is dubbed "The Monument to Disunity".
997.M41 The mineral dubbed Senescium is discovered by Earth Caste excavation teams, early studies show that the mineral may have life extending properties. Testing begins on the XV8-06 Liberator Battlesuit.
Eldar Though most Eldar look only to themselves and their own survival the Eldar of Craftworld Lan-Rhiantha believe that as an elder race which is dying it is their duty to prevent the younger races of the galaxy from destroying themselves as the Eldar have. To this end the Eldar of Lan-Rhiantha have more friendly contact with alien races than any other Craftworld and have made an alliance with the Tau Empire brokered by Aun'el T'olku Cera've Kles'ro, though they still retain their independence relations with the Tau are such that the Empire has a permanent enclave on the Craftworld itself while there is a population of Eldar living on the Tau Sept of Ta't'suam. The Eldar of Lan-Rhiantha have always sought to protect the younger races from the ancient evils of the galaxy, in recent centuries the most pressing being Necron Lord Akhenarkh The Destroyer of Eternities. To the Eldar he is known as Yan'arith or "The Red King", a brutal warlord whose command has led to the extinction entire races. The Red King has recently been freed by the unwitting actions of Inquisitor Lucius Gaul, and his attention currently rests on the Tau Empire.
I've not yet begun wargaming, and I have only a dozen models, a codex, and a core book, but I remember a year ago when my friend introduced me to 40k. I was relatively uninterested until he explained the orks to me. The way he described their physical and social traits felt like I was hit in the head with a bat. Of Awesome. Just a month later, I was thinking of ideas for my warband. I decided on my warboss' attitude by basically making him what you would get if you threw a noise marine and a nob in a blender.
Spoiler:
Krukka's Kroosaderz
Boss Krukka Loudmouth was once a Goff shouta nob on Armageddon, in command of a battery of kannons that he purchased with the teeth he had fought hard to earn. They were quickly destroyed by a baneblade, and Krukka went into a frenzy, killing the tank's commander with a shout. After that, he chose to leave to form his own warband, aided by a Snakebite weirdboy (Bludhowla),and a Bad Moons big mek (Dakkabrainz) and his half dozen Flash Gitz. They took control of a recently landed Deathskull ship by murdering their warboss and taking command of his crew, the 'Ardside Raiderz. They immediately jumped to a far off system where they could start anew, and began destroying and looting a Slaaneshi Chaos warband, where Krukka looted a doom siren. Another system they jumped to contained a world being contested by necron forces and tyranids. They took this opportunity to loot a monolith using a teleportation suppression device fashioned from one of their broken tellyportas. Krukka saw this massive haul and decided to ork it up, making it his stage, his "Boss Towa'," from which he would broadcast his orders to his lowly peons, and spread the Kroosaderz' chaotic noise throughout the stars.
Soon, the Kroosaderz had enough forces that made them believe that they could take on bigger opponents, and ventured to a tiny backwater forge-world to start some serious looting. They assumed that they had the upper hand, as they breezed past the orbital defenses and teleported to the middle of the residential area and started destroying everything in sight. upon discovering that every single building was empty, they dejectedly strode up to the manufactorum gates and saw them opening for them. Before they could even fire a shot, hundreds of lead streams poured from the guns of their ambushing attackers. The Kroosaderz ground forces were wiped out, save for Krukka, who managed to order his crew to teleport him back before the guns of their enemies could target them. That forge-world, the orks discovered, belonged to a maniacal, trigger-happy chapter of space marines known as The Emperor's Buzz-Saws. Krukka swore vengeance on them and left the sector, hoping to one day return with enough orks to destroy that chapter, and loot every world they owned.
The Emperor's Buzz-Saws is the chapter of the friend that introduced me to 40k. He asked me for help coming up with names for his characters, such as Chapter Master Gatlus, Captain Browning, and Chaplain Maxim. If you couldn't tell, they are kind of obsessed with dakka.
That's the simple description of what I've come up with so far, but I can see clearly that I will never be able to describe my army the way Ironskull did with his. Seriously, that sounded like something right out of an official codex, though I do know of a different Nazdreg being mentioned as the warlord that assisted Ghazgkul's assault on Armageddon.
This message was edited 1 time. Last update was at 2013/09/07 00:51:29
"BOYZ! Stormboyz, today de uvva gitz are... Uh, ovah dere! We'z know da job, an' we'll do it! We fight ta fight, as Blood Axes, as stormboyz, an' we fight in da name a' Gork an' Mork!"
Well, its not like I have a word document over 20 pages (and growing) devoted to the fluff of my space marine chapter. Im not a fluff Nazi or anything *cough*.
Its also not like I have another similarly lengthly document detailing the fluff of my Tau, Necrons, IG and Inquisition *cough*.
In reality though its more of a narrative and story all around one small region of space where all of these factions are linked. Here is a VERY brief summary of the factions:
The Cyclops Chapter: Formed in late M39 to stabilise a recently recovered region of space in distant Ultima Segmentum. Largely codex adherence with some small divergences, Ultramarines geneseed, "parent" chapter is the Praetors of Orpheus. Most of their history was spent fighting Orks and rebels but have more recently become far more useful with the growth of the Tau empire and the Tyranid hive fleets. Currently in a temporary alliance with the Tau in order to more easily fend of the Tyranids. (Colours: Dark Blue primary, with White secondary Red and Silver tertiary)
Nigran Infantry Regiments: Hive world IG from the planet of Nigra, second planet in the same system as the Cyclops Chapter. As a result both organisations rely heavily on each other. Rely more heavily on overwhelming numbers than armoured support. (Colours: Grey primary, Black secondary, Red tertiary)
Xanioc Necron Dynasty: Only a few thousand of these necrons survived after their eons long slumber. Their Phaeron's objective is therefore only to return himself and his surviving followers to organic bodies. They have had to rely on subterfuge, alliances and their extremely advanced technology to advance this goal due to their extremely low numbers and unwillingness to fight pitched battles. (Colours: Corroded Copper, Green lighting)
Sa'Conas Tau Sept: A very remote, polar Tau frontier sept. Only set up very recently, it serves as a staging point for tau operations further to the galactic south. (Colours: Khaki primary, Grey secondary, Green tertiary)
Radical Ordo Xenos Inquisitor Daniel Raihus: Not an army per se, just the inquisitor and his retinue. Radical in every sense of the word, Raihus is prepared to use almost any means to achieve his goals, though the value of human life is his primary concern. He very often forms alliances with various xenos species in order to further his goals, indeed his retinue is made up of at least 7 different xenos species. As a Thorian his main goal is searching for technology which may be able to revive the Emperor in a new body. This line of research puts his goals very close to a certain Necron Phaeron... (Colours: NA)
As you can probably tell, for me 40k is much more about the fluff than the models or the game.
Inquisitor_Syphonious wrote:All I can say is... thank you vodo40k...
Zweischneid wrote:No way man. A Space Marine in itself is scary. But a Marine WITHOUT helmet wears at least 3-times as much plot-armour as a Marine with helmet. And heaven forbid if the Marine would also happen to have an intimidating looking, vertical scar. Then you're surly boned. Those guys are the worst. Not a chance I'd say.
One of the reasons I chose to use the 4th Company was the flexibility as far as fluff goes. The only solid facts about the 4th Company are the current captain, Francesi Castigon, who replaced captain Abel Zoreal after the Battle of Khartas, and the name "Knights of Baal" as their company signature. The base of my fluff goes that Castigon was with Zoreal during the Khartas incident, and was one of the six surviving Blood Angels left after the Chaos forces were defeated. My model of Castigon used the half-augmetic head from the Tactical sprue and the half-augmetic arm from the Captain sprue. My explanation is that during the fight, Castigon single-handedly took on a horde of the Bloodletters with nothing but a storm sheild and power axe. Although he fought valiantly and took down far more of the chaos vermin than should have been possible, there was one thing he could not account for; ka'Bandha, the demon who led the Bloodletter incursion. As he watched the demon slay his captain, Castigon was filled with a vengeful rage that took control of his body. The champion rushed forward to avenge his fallen mentor, fuelled by the Red Thirst, but the Chaos spawn had already taken notice. It struck Castigon's outstretched power axe with such force that the holy weapon shattered into thousands of shining fragments. The demonic being lunged to strike again, but as it did so a golden blur struck it with a tremendous force. It staggered mid-swing, not enough to cause a miss but just enough to spare the soon-to-be captain's life. The cursed blade slid right through the marine's left arm, severing it just above the elbow. The demonic weapon continued on its altered path, slamming into the champion's helmet and caving in a small section of his skull. The last thing he saw as his consciousness faded was his Lord Sanguinius carrying the Chaos beast into the sky, a gold and red mass of strugglung bodies. Francesi became not only the captain of the 4th Company, but one of the few people to see the Sanguinor himself and live to tell the tale. The chain blade of his late master Zorael would be handed down as his token of captaincy, as it always had been and always would be until such a time as there was no longer anyone to posses the weapon.
My Necron army has been building slowly, and I wrote some fluff for the dynasty as I went
Spoiler:
Dynasty name; Kharunokh Dynasty
Crownworld; Trivocarus, Segmentum Solar. Current reanimation 60%, estimated maximum 86% due to seismic disruption to repair systems.
Phaeron; Mitranekh the Omniscient, awoken 598 M41. Mitranekh is semi peaceful and often employs emissaries to reclaim worlds and artefacts, although MSS often play a key role in "negotiations". He also has no qualms about skipping over the codes of battle, nearly causing conflict with attached Triarch forces on several occasions.
Royal court;
Vargard Prestrakh, leader of Lychguard phalanxes and main guard to the Phaeron
Lord Vranikta, former Phaeron deposed by Mitranekh in 769 M41 (y'know what they say about keeping your enemies closer after all....)
Lord Xamdis, primary ambassador for the Kharunokh dynasty)
Coreworlds;
Lorikha; governed by Overlord Quozekh, Mitranekhs main ally during his Overthrow of Vranikta
Yttroken; governed by Xamdis
Fruxior; governed by Lord Botokh, Vranikta's Vargard prior to the conflict with Mitranekh, now used as a spy in Quozekh's court
Fringeworlds
Varkus; destroyer world ruled by Wiranokh, the Silver Reaper
Chermona; governed by Vranikta
Jeggornas; governed by Givrul, a rigorous follower of the codes of battle, currently under investigation by Botokh
Ginodarvos; Severed world controlled by master programme, which Mitranekh refuses to work alongside due to paranoia
Kuvrakin; flayed One World tainted by Craftworld Alaitoc in M35, 'ruled' by Heratiken the Carrion Lord, who upholds half-remembered bonds of loyalty to his dynasty, and often brings back subjects for study concerning biotransference
"The galaxy knelt before us once, and it will do so again" "'Anton, you could not outsmart that rock'
'I'm still smarter than the Imperial Guard'"
Why my Imperial Fists fifth company has two veteran squads.
In the final days of the Horus Heresy, during the siege of the mighty palace of the Emperor, there reached a point where the staunch defensive perimeters of the Imperial Fists began to waver. Sensing this, those Centurions and Captains of the Fists in charge of the defense came together and decreed what must be done. A force of Imperial Fists was to be led beyond the perimeters and into the killing zone and bring the fight to the traitors at the gates in an unorthodox maneuver.
The Iron Warriors like the Fists were also masters of siege craft and would not expect such a maneuver, especially when the outcome was so certain and to any other would be seen as a futile gesture. The Captain chosen to lead this fight was truly a warrior of legend as despite the odds of certain death he relished the chance to take the fight to his hated brethren. Giving a speech to the three thousand battle brothers chosen to go with him they were so roused each swore an oath to follow him into death. With the final words of the Captains speech on their lips "Steel sunders Iron!" they charged out of the Imperial Palace in a righteous storm.
For sixty-three hours they fought and having completely caught the Iron Warriors off guard they wreaked untold havoc upon the enemies. In the end only the Captain and twenty of his warriors were left but each of the fallen three thousand had reaped a devastating tally on the Iron Warriors and their supporting legions. Continuing to fight in a last stand with no hope of making it back to the Palace the group prepared themselves for death right as the White Scars came to reinforce their position, breaking through previously unbreakable battle lines due to the sacrifices of the Fists. The siege relented and they made it back to the palace. The Captain was given the title "Siege breaker". Soon after the final hours of the Heresy Commenced.
After the incident and when Guilliman's decree bade the Legions to divide themselves, the Captain was given the rank of 5th company Captain of the newly formed Imperial Fists Chapter. The twenty survivors were offered a place within the first company and yet they refused for they had sworn an oath to follow the Captain unto death and no other.
To this day the Imperial Fist's fifth Company commander is given the honorary title Siege breaker and the Fifth Company maintains two veteran squads drawn from the company in place of the first and second tactical squads. Members of the Fifth swear an oath and no member of the Fifth is ever transferred to another Company. The exception being the promotion of a Captain to Chapter Master. They still use the warcry "Steel sunders Iron" especially when facing the Iron Warriors.
This message was edited 2 times. Last update was at 2013/09/09 06:14:33
Well, I got interested in this stuff about the same time 'Nidsnik up there did. (Hell, I'm the guy that badgered him about those Orks! Looking back, it's hilarious that that guy of all people used to refer to Orks as 'stupid nonsense')
While I'm not done, I have a custom Space Marine chapter dubbed the Empra's Buzzsaws. The basic concept is during the cursed founding the Mechanicum also worked on creating a chapter they would have control over (Similar to the Administratum and the Minotaurs) They had taken Salamander Gene-seed (I guess it was just handy, there is no particular reason to use Salamanders above any other chapter) And were trying to experiment on the Gene-Seed so that the hypno-therapy would be more efficient, and completely annihilate their free will. It worked. Mostly. What happened was while it was very effective and leaved them as little more than robots, the Mechanicum had not realized that it also made them VERY impressionable. So to test out their new super-secret personal chapter, they sent them to a remote forge world to liberate the planet. From Orks. When the Buzzsaws (then called the Iron Drakes) fought the Orks, something Terrible/wonderful happened. They were being massacred, but then the chapter master, a man by the name of Isaac Cain had took a moment to study the Orks, and he had a brilliant idea: The Orks were winning because their guns had Higher fire-rates. He had noticed the Orks were always shouting about their fire-rate, and how they needed more. So he figured that there was more power in big fast guns than there was in hammers and sharp sticks. On that day, the Iron Drakes and Isaac Cain died, And the Empra's Buzzsaws were born, led by Chapter Master Gatlas, Lord of the almighty Fire-rate. It started out simple enough, but eventually the chapter devolved into the gun-obsessed whackos they are today. Yet through it all, they have retained their fierce sense of loyalty.
This message was edited 1 time. Last update was at 2013/09/12 03:31:40
"and the most pimpin' of them all... were the Salamanders.