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2017/01/10 16:18:55
Subject: Re:My Imperial Guard Hive World Regiment 'Codex'
THE UNDERHIVE
The Underhive lies beneath Hive City and beyond the laws of House and Hive. Its depth varies from a few hundred metres to almost a mile and its extent is neither constant nor strictly delineated. The crumbling margins of Hive City simply melt into the upper zones of Underhive. It is a no-man’s land: the Badzones... Downhive. Here a man can make a new beginning or come to a sudden end. Everyone knows there are fortunes to be won in the depths for those willing to take the chance. Underhive is where gang fighters pit themselves against each other. This is the place of battle and as such it is the part of the hive that we are most interested in.
STRUCTURE
The physical structure of Underhive is the same as the rest of the hive. The hive probably began as a single hab-dome of plascrete or some other highly durable material. Over the years, more domes were added together with broad tunnels and shafts to connect them. Eventually, new domes were built on top of the old, and further domes were raised on top of these, producing a honeycomb of large enclosed spaces. The thick walls and foundations of these man-made caverns give the hive its structural integrity. A dome provides a broad open space which is further divided into zones of factories, houses, commercial buildings and a myriad other structures. Each dome sits upon a deep foundation layer which incorporates a sub-level maze of power lines and supply pipes. Larger domes also have tall reinforcing pillars which support the roof. The geography of the hive is therefore one of a series of interconnected domes or caverns linked by major tunnelways or shafts, and divided internally into built up areas.
BADZONES
It is with good reason that the hivers often refer to the Underhive as the Badzones. Hive City is dark, polluted and decaying but Underhive is a hundred times worse. Its domed caverns are dark and ruinous. Collapsed floors and fallen buildings have reduced many areas to wastezones of rubble and debris. Poisonous effluvia, toxic dust and the filth of the hive seep downwards and bury everything in a thick layer of detritus. Underhive has a geography all of its own. Amongst the tangle of ruins there are isolated pockets which can be made habitable with a little effort. In places the rubble conceals remnants of previous occupation – machinery or artefacts which can be reclaimed or traded. Scattered across Underhive are outcrops of naturally formed ores or ancient refuse which can yield rare and valuable minerals. Entire regions remain unexplored, and much of the hive is unreachable because of blocked and flooded tunnels. There are plenty of domes which are simply wastezones, neither habitable nor containing anything of obvious worth. Tunnels and vertical shafts link the domed chambers together. The tunnel structures are weaker than the domes they serve, so they are often destroyed or partially blocked even if the dome itself is intact. Sometimes a narrow crawlhole through the debris may allow a man to squeeze through, but narrow tunnels are dangerous and often lead nowhere or end in flooded sumps or sudden drops. The whole of Underhive is a complex maze where it is only too easy to become disorientated and lost.
SETTLERS
Despite the appalling conditions there is no shortage of people who seek to make their home in the Underhive. The discontented, the poor, the disinherited and outcasts naturally gravitate downhive, away from the power of the Guild factories and family patriarchs. These refugees from the Hive City are sometimes called ‘green hivers’ by established downsiders. The Badzones are a place of opportunity to impoverished but peaceable hivers who are unable or unwilling to endure the life of Hive City. With hard work tunnels can be opened up, generators and air pumps can be installed, effluent flows can be diverted and water stills erected. Slurry pits and hive dust can be coaxed to yield crops of algae, mutant fungus and nutritious slime. Over the years order can be restored and eventually an area may even be reclaimed for Hive City. Underhive communities tend to be small affairs, a few simple holes and dens rather than entire towns. There are also some fair sized and well established settlements such as Glory Hole, Slag Town, Dust Falls and Dead End Pass. All the larger downhive settlements are protected by tall stockades which the inhabitants raise out of the surrounding debris. Shelters and other buildings are converted from the ruins and materials scavenged from the refuse. It’s possible for a family to survive by cultivating edible fungi, algae, slime or the parasitic lichen that grows upon them. In some places settlers raise animals native to the Badzones such as rats, blood beetles, giant slugs, blind snakes and mutant dogs.
The bigger settlements have a kind of order, albeit utterly unlike the strict social codes of Hive City. There are places to trade, small workshops where equipment can be made or repaired, and people offering services to travellers. A bed for the night, a room, an annual bath, or just food and drink, all can be readily bought or bartered. The most valuable commodity of all is often information. News of ore strikes and tunnel openings are typical of the rumours that can make a man rich if he’s quick enough.
GUILDER TRADERS
Most settlements have trade posts where Guilders can sell their wares, or buy things that have been found, made or stolen in Underhive. Sometimes they hire fighters to protect themselves or their cargoes. The Guilders’ heavily guarded slave trains carry goods within the Underhive and between Underhive and Hive City. In larger communities it is the Guilders that really run things. Anyone who tried to cheat or harm a Guilder would soon meet with rough justice. Guilders are notoriously protective of their own kind, and will hunt down anyone who kills or robs from them. None-theless, the Guilders are not immune from attack and their cargoes are a favourite target for outlaw gangs. Poorer Guilders sometimes strike out alone, chasing rumours of ore strikes or finds of archeotech. For every lone explorer that makes his way back to Dust Falls, likely as not mad-eyed with his clothes in tatters and babbling of untold riches, a hundred are never seen again. Underhive swallows them up.
ORES AND MINERALS
Some hivers come to the Badzones to make their fortune from the vast natural wealth of the Underhive. Pollutants transmute over the millennia, gradually losing their toxic properties and forming new stable compounds, including sparstone, adonite crystals, carnotite gems and dark nuggets of igneous adamantorite. These precious substances are found in the deeper parts of Underhive and the Hive Bottom. Rich deposits are very rare and searching for them amongst the poisonous wastes is hazardous. Mineral ore deposits are more common. These often originate from liquid discharges from Hive City. Working their way downwards, ore-laden wastes reach open spaces and form stalagmites and stalactites of ferrous haematite or ‘iron slag’. Some pollutant liquids filter through porous wastes which act as sieves, depositing solid ore in the form of a crust or pan. These substances are bulky and not tremendously valuable, but their exploitation is relatively easy. Ore diggers work either on their own or in groups. They often build temporary shelters round the site of a strike, and may well have to defend their workings from marauding outlaw gangs.
HIVE FUNGUS
Further riches can be gleaned from the mutant fungoid life forms which grow in the dark Underhive. The detritus of the downhive provides the ideal medium for fungi to grow in and, as a result, Underhive supports a substantial ecology of parasites and mutant creatures. There are tens of thousands of varieties of fungi and moulds, some edible or otherwise useful, others highly toxic and downright dangerous. Valuable fungi are much sought after. The slow growing pearl spore forms tiny lustrous pearls within its flesh; the colour and quality of individual stones depends upon which pollutants the fungus grows upon as well as its age. The most valuable of all is the Necromundan black pearl, a single large example of which is sufficient to keep a man in life-long luxury. Iron mould is not valuable in itself, but grows on rust piles and detritus saturated with sequestered iron and other metals. The mould extracts water and bound oxygen from the substrate leaving nodules of metal underneath. Other fungi have medical or intoxicant properties. Examples include the dangerous but costly icrotic slime. The possession of living icrotic slime is one of the most serious crimes in the Spire, and its export from Necromunda is forbidden by Imperial decree. Spook is a relatively common but dangerous psychic stimulant formed from fungal spoor. More useful is the curative Stinger mould, which has powerful recuperative abilities as well as strong antibiotic properties.
ARCHEOTECH
Much of the Underhive is unexplored or inaccessible and amongst the ruins lie factories, machines, stockpiles of raw materials and stores of artefacts buried millennia ago. Sudden structural catastrophes are not uncommon in the lower parts of the hive, so it is easy to imagine how a collapsed dome could be buried along with its inhabitants. Over time the dome will be forgotten, wastes leak in from above, and layers of hive dust pile on top of the ruins. All this can remain untouched for centuries, perhaps for millennia, until erosion or a hivequake open up a small crawlhole into the ancient dome. When a tunnel into a new area is discovered it becomes a magnet for fortune hunters. Any attempt at secrecy can only succeed for a short while, and soon the dome will be teeming with rivals. Inevitably there will be battles over the spoils, and the victors will carry away the choicest items for themselves. Archeotech is the term given to ancient finds of technical artefacts. The richest source of archeotech is lost domes, but it is possible to find old machines at the bottom of any deep layer of hive debris. The value of an item depends very much on what it is. Old rusted machinery is only good for scrap and will have to be sold for the value of the metal it contains. Isotropic crystal fuel rods, on the other hand, remain good so long as they are unused, and can be traded for a good price
MUTANTS
The constantly recycled air, water and food of the hive have an inevitable effect on its inhabitants. Pollutants and toxins build up in the bio-system causing genetic instability and mutation. The effects of this are worse further down the hive where toxins are more concentrated. Because mutation is so common minor deformities are tolerated to a degree, even in the Spire and Hive City. However, conspicuous mutants are rooted out and destroyed according to the strict laws of House and Hive. Only those who flee downhive can hope to escape and start new lives, losing themselves amongst the ever-shifting population of the Underhive. Underhive inhabitants are more tolerant of mutants than other hivers. So long as mutants keep a low profile, and are not obviously or grossly deformed, they can live peacefully even inside a big settlement. Underhivers are not inclined to ask questions or look too closely at their neighbours, and are more sympathetic to mutants in general. Of course not all are equally tolerant. House Cawdor especially are quick to turn upon mutants. Other fanatical groups such as the Redemptionists hate all mutants no matter how minor their deformities. Their creed preaches the uncompromising destruction of all deviants. For those too mutated to live in the big settlements the lawless expanse of the badzones provides ample opportunity to hide. Mutants of the most heinous varieties, scaly many-limbed monstrosities, will naturally gravitate towards the deeper parts of the hive and the Hive Bottom. They are outcasts even from the badzones. Not all mutants are physically grotesque. Some appear normal, but actually have psychic powers of one kind or another. These mutants are more readily accepted into Underhive than conspicuous deviants. Some are even welcomed and protected because their abilities are useful, such as psychic healers and precognostics
OTHER OUTCASTS
Underhive exists beyond the laws of House and Hive. The Houses have little influence and family patriarchs care little about life beyond their borders. Even the Imperial House would think twice about trying to impose its will in the anarchic bowels of the hive. Underhive provides a natural refuge for those seeking to escape retribution or revenge. Individual criminals and political dissidents can melt into society without fear. Larger groups of outcasts can find a secluded place to make their home. Amongst these groups are crazed religious zealots, mutanthating Redemptionists, Utopionists, cannibals, headhunters and any number of misfits and madmen. Amongst those who have taken refuge in the Underhive are members of the ruling family itself. After the murder of Marius Helmawr his surviving son, Caetrus, fled into Underhive where he became a celebrated outlaw leader and popular hero. Although his uncle Lord Tiberius Helmawr tried to capture or kill Caetrus for many years he never succeeded. The Delaque agents sent to root out Caetrus and his followers were finally forced to admit defeat. Caetrus lived to reclaim his birthright after Tiberius’ death, but never forgot his Underhive years and rewarded his supporters generously.
Gangs
Underhive is a dangerous place where people gather together into gangs so they can explore, travel and fight together. Those who join a gang are called gangers. House traditions are so strong and their identities so distinct that even in the Underhive gangs are formed from gangers of one House. A Necromundan’s entire sense of self is based upon House loyalty so even the descendants of downhive settlers retain their House identity to a large extent. The bulk of gangers come from the Underhive itself. They are the descendants of settlers, some from families established in Underhive for generations. The loyalty of these established Underhivers to their House is tempered with romantic notions of life in Hive City, a place they have never been to and can only dimly imagine. Some gangers come downhive from Hive City. Young juves and discontented hivers are keen to join or form gangs, and there are always hardy Underhivers willing to give them a chance. As well as its ordinary gangers a gang might also include hired help in the form of mercenary fighters, psychic mutants or Ratskin trackers.
ALL HOLED UP
The place to start is one of the big settlements that adjoins the wastezones and deeper parts of the Underhive. Places like Dead End Pass and Dust Falls are full of gangers passing the time of day in the drinking holes, trade posts and workshops. They wait for news of tunnel openings, rumours of ore strikes, and any information that might lead them to a fortune. News is soon public knowledge. Rumours, real or false, spread faster than rat pox. Settlements suddenly empty as rival gangs scramble for a piece of the action. It’s easy to pick up odd jobs inside a settlement. Guilders hire gangers to take things from one place to another, or to protect them as they travel through the hive. The town’s traders are more than willing to pay for information or services. Local settlers often hire help to round up livestock or hump slime barrels into the nearest settlement. If all else fails a day’s scavenging in the adjoining wastezones will always turn up a few trinkets or bits of junk to sell to one of the workshops. Odd jobs depend upon good contacts, and it is these contacts which keep the gang going from day to day. The more people you know, the more favours you are owed, and the easier it is to build up your gang’s numbers and weapons stock.
FIGHTING FOR FORTUNE
Out in the Badzones any meeting between rival gangs is likely to end in a fire fight. A gang which runs from its rivals will end up scavenging through the poorest wastelands or raking over the spoil heaps of others. Only gangs that stand up for themselves earn the respect of other Underhivers, local traders and rival gangs. Mutual respect doesn’t stop gangs shooting at each other, but it establishes the right to scavenge over or move through a particular area. Such things are simple matters of understanding amongst the local gang leaders. Fights break out for all kinds of reasons. Accidental meetings are common, especially where rival gangs share tunnels or scavenging territory.
Sometimes a gang will deliberately attack a small settlement or lone water still that their rivals use. Many gangers come from established Underhive families that live in out-holes in the wastezones. Gangs take great care to look after friendly downhivers who give them food, water and news. Often a gang depends on such people for its survival. News of freshly discovered tunnels or domes draws rival gangs like boreflies to an open wound. The richer the booty the more determined and the more bloody the fighting. Finds of archeotech, sparstones, carnotite gems, pearl spore, and any other tremendously valuable discoveries always end in fierce battles over the spoils. Even if a gang manages to fill its bags with sparstones there is no guarantee it won’t be trailed and ambushed on the way home. Big finds are often broken up and buried in secret out in the wastezones away from the prying eyes of rival gangs.
GUNS FOR HIRE
Few gangs have more than twenty members and most have fewer than a dozen. Of these some will be fully fledged gangers, fighters of experience who know how to look after themselves in the Badzones. Others may be young juves, out to prove their mettle to their older companions. Gangers like this can be hired in any of the larger settlements, and the price paid will depend very much on the calibre of the fighter. If a gang leader wants he can hire specialists or perhaps even one of the notorious gunfighters who offer their services to the highest bidder. These loners usually owe no allegiance to any House. They are outsiders, often half-castes or people of mysterious origin, who will fight for anyone at a price. A gang leader will occasionally want to hire a Ratskin tracker as a guide, especially if he intends to move into an unexplored or dangerous part of the downhive. Ratskin trackers can guide a gang through obscure crawlholes and tunnels, and they know ways through the hive which the gangers could never find or follow. Ratskins have uncanny senses, and can smell, feel and listen their way through a hive in a way no ganger can even imagine. Less easily found are the infamous renegades and loners. They are notorious and mysterious characters: some have an almost legendary past and many stories are told about their adventures. It is hard to imagine why many of these characters stay in Underhive. Many could afford to return uphive if they wished, but perhaps something else keeps them in the Badzones. Some of the most famous gunfighters are mutants whilst some are barely human. On the whole it is best not to enquire too closely about the origins or motives of these most powerful of all fighters.
OUTLAW GANGS
Even in the Underhive there is a code of behaviour which most gangers abide by. At least it is true to say that most like to be seen to abide by these standards. What they do when no-one is watching is another matter entirely. Those who break the downhive code can find themselves outlawed by a Guilder court. Outlaws are not welcomed in settlements, traders won’t deal with them openly, and other gangs can claim bounty for hunting them down. The Downhive Code Inside settlements a ganger who kills another hiver can be outlawed together with his entire gang. Serious fighting inside settlements isn’t tolerated by the Guilders who employ hired guns called Watchmen to keep the peace. Similarly, theft, fraud and violent crime within a settlement are likely to get a person outlawed or lynched. Small settlements and out-holes are also covered by this code of behaviour, although they are more vulnerable to unscrupulous raiders than big settlements. Outlaws often leave no witnesses to point an accusing finger. Any gang that attacks a Guilder, his property, or any hivers in his employment can also find itself outlawed. If a Guilder is killed other Guilders will offer a bounty for the capture or destruction of the gang responsible. Any ganger found with the property of a Guilder is likely to be executed and his entire gang outlawed. Even in the Underhive, Guilders enjoy special status and are able to move freely throughout the hive. Many Underhivers depend upon Guilder trade, so killing or robbing a Guilder is regarded as one of the most serious breaches of the downhive code.
Captives and Ransom
Beyond the confines of the settlements, gangs fight, wound and kill each other all the time. Inevitably, wounded gang fighters sometimes fall into the hands of their enemies, gangers who would slay them instantly if they met in combat. However, it is commonly accepted that it is unnecessarily brutal to kill a captive in cold blood. Instead, captives are ransomed back to their gang or, if this is impossible, sold off to slavers. Few gangers would stoop so low as to murder a captive as they could easily be captured themselves one day. Outlaw gangs find it hard to get by because they can no longer enter settlements to trade. With a bounty on their heads they may be hunted down and slain. Their situation can even force them to rob settlers or Guilders just to stay alive. Although they may have loyal friends or relatives who continue to support them, it is not an easy or profitable life. An Outlaw gang can buy out its outlaw status by paying a Guild price for hivers they have killed and property they have destroyed. However, if they have killed a Guilder they are never safe. The Guilders accept no blood money for their own kind and will go to any lengths to exact vengeance.
Sorry for no tangible updates lately, I have hit a block with coming up with Hive World names for the Hellhounds, Devil Dogs and Bane Wolves of the recon regiments – I could really use some ideas from you guys with this.
I have been working on other things that need doing relating to the Regiments, but as its not got a huge amount to do with the fluff there isn't much to post about, but I thought I should give you guys a brief overview of what I have been doing.
Instead of sorting out the organisation for the recon hive, I have been working on getting the infantry regiment nailed down unit by unit.
This is just me putting it in a format that will allow me to create data cards for every unit and vehicle in the regiments (due to a programme I have this part will actually relatively painless), but I need to know what each and every unit is geared with and its points cost first (I'm going with broad brush strokes for this assuming that every hive has a favoured special weapon and a favoured heavy weapon (as in this is what they produce more of than any other) that it equips each of its units with (so Hive Ranrence for example it is heavy bolter and sniper rifle - that means if the unit has the option to take a heavy weapon, its a heavy bolter, if it has the option to take a special weapon, its a sniper rifle).
Each of the Infantry Hives has a different combination of favoured special and heavy weapon, which is going to result in some units being more effective than others, but given I am planning to randomise what units end up together, this shouldn't be a major problem and could result in some interesting games
The fluff reason for all the units getting jumbled up basically comes down to each transport only holding approx. 3,000 troops and equipment, and given that the hives aren't used to such a mass simultaneous raising chaos and confusion reigns with which ships different troops end up on resulting in the officers on board the transports have to organise the forces they have as best they can.
My current thinking is that the chaos stems from when transporting cargo to cargo ships a las gun is a las gun is a las gun regardless of which hive produced it. The regiments have been labelled and transported in the same way - an infantry squad is an infantry squad, a tank is a tank, an artillery piece is an artillery piece without specifics of what type or which hive it comes from, combine that with the independent nature and distaste for being told what to do that all gangs have, sprinkle with a bit of nobles getting their own way regardless of what the loading orders say and you have a recipe for chaos and confusion.
Assuming each transport is carrying the equivalent of a normal sized regiment, the grand commanders (who I was planning to be off worlders not familiar with the regiments) will deploy their forces by regiment (transport), without knowing what exactly is on each one. At most they will have some data slates from before the embarking of troops and equipment designating each transport as carrying Infantry, Armour, Artillery or Recon. But by the time the boarding has finished these designations are useless.
It could be entirely possible that a baneblade or shadow sword be deployed with a bunch of artillery and some infantry on a recon mission (the mission determined by high command). I could also see this resulting in a lot of the ground commanders making deals with each other (hey, they have that corporate element) and trading units with each other, which could be great for some short stories that I want to do later on. Also, being mostly from the Underhive, my regiments will be natural scavengers so as they get used in game, in addition to getting some specific background and a short piece of flavour text or mini story, their equipment will evolve with items they will have acquired from the battle (either traded or scavenged from other units or from the enemy dead).
I have also been chatting with Benny Badmen and we are looking to come up with some joint background for our various forces. Benny, don't know if you have your own post for your guys or not. If you do, feel free to plug them in this post, or alternatively create one, or even use this post for the information you have.
I did some thinking on the Arbites and Factory Temples and I'm including it here.
If you need me to remove any of these posts because they're interfering with your stuff, just let me know.
----------------------------------------------
ARBITES
For as long as the hives have existed – and tales of the Arbites stretch back even farther – the Justicar Corporate Arbites (JCA) have been the ultimate enforcers of justice within the hives. The arbites answer only to the Presidential Cabinet and the Inquisitor, with the Inquisitor’s demands taking precedence in every case.
The Arbites strive for a representation of one Arbite per ten thousand souls across the many hives. However, the realities of operating where they are needed, and indeed, where they can reach greatly affects their actual numbers. The Arbites can generally meet this quota in the main hive city sections, but their authority tends to be diminished or absent in sections of the underhive. In the spire, their presence tends to go unnoticed, but they do continue to work behind the scenes to ensure that the wealthy are protected and watched.
The Arbites have their own power structure and organization.
Honcho
Marshall
Sectoris
Beat
Honcho: The head of the organization, this individual is responsible for the overall performance of the Arbite offices. The Honcho makes regular reports to the Presidential office and the Inquisitorial office, but otherwise is free to act within the directives of the office.
Marshall: There are twenty Marshalls, each one with direct control over the offices of the Arbites in a given hive. The central office of the Marshall comprises the hive’s upper Wall that forms the boundary between the hive city proper and the spire. The marshall’s actual office resides on the spire side of the boundary so that if the Wall is sealed, they are the spire-protected side of the hive.
Sectoris: The various areas of the hive city – the spire, the city proper and the underhive – are divided into sections known as a Sector (the plural form is Sectoris). The Arbites maintain one (or in some hives, such as Ranrence and Colstein, two) central headquarters supervised by an Arbite Section Officer. All Arbites in a Section receive commands and report to their central Section office.
Beat: Each Sector is further broken up into various areas known as Beats. A given beat is patrolled and monitored by a single Arbite and his staff. Within a given beat, the Arbite has complete authority over the individuals there. If a criminal passes from one Beat to another, Arbites are required to turn over legal matters to the Arbite of the controlling Beat - unless they are in hot pursuit of an individual from their own Beat.
Although only Arbites are allowed to directly act in the name of the law, all but the most rookie Arbite has a personal household to assist them in their duties. The majority of these individuals – with the exception of the enforcers and informants – generally work out of the Arbite’s personal office or are attached to the central Arbite offices located at the Wall of each Hive City.
A typical Arbite office consists of:
3 Lawyers (often, one who is an approved psychic)
1 Secretary/Recordkeeper
5-12 informants
3-8 Enforcers
2-5 Staff
Sectoris, Marshall and Honcho offices are similar but often 2-3 times larger than the office below them (with the exception of the Triumverate Lawyers, which is always three).
Lawyers: Known as the Arbite’s Triumverate ,these individuals are students of the law and the Arbite’s “conscious”. They act as advisors to the Arbite and may be contacted for reference by an on-patrol Arbite when he may need to refer to legal statutes – or need code or authorities clearance codes or other accesses. They also have a secondary duty to report any Arbite activities to superiors that they believe may be questionable or unlawful.
Secretary/Recordkeeper: This individual is the “face” of the Arbites – they monitor incoming and outgoing communications to the Arbite office, including civilian requests for actions in Sectors as well as commands from higher-ranking Arbites or Presidential/Imperial requests. Likewise, the Recordkeeper is responsible for logging the Arbite’s activities, including judgements, chases and equipment requests made by the Arbite.
Informants: Whether willing or co-oerced, an Arbite keeps his ear to the ground about events in his sector through his personal informants. Nearly all informants keep their association with the Arbite a well-guarded secret and pass their information to the Arbite through office channels. Only in dire circumstances do Arbites actually meet with their informants, as these meeting can sometimes be traps or ambushes to eliminate an unpopular Arbite. In the case of Sectoris, Marshall and the Honcho offices, informants often include several Arbites of lower stature whom have been tapped to monitor their fellow officers.
Enforcers: Whether junior officers-in-training or gang members serving a sentence of public repentance, these well-armed thugs are used by the Arbites for raids or other times when the Arbite needs to project force among the populace. They are kept on a short leash by the Arbite, who is directly responsible for any and all mayhem his enforcers may instigate.
Staff: These are either individuals serving a public works sentence or simple office staff workers. They perform minor tasks and duties around the Arbites office, from shuffling paperwork, cleaning, clerking, acting as gophers or even monitoring news channels and other media for incidents that may need the Arbite’s attention.
FORGE TEMPLES
Each factory in the various hives requires the direct oversight of the Adeptus Mechanicus to ensure both proper Imperial quality and the proper procedures are followed to honor the Machine God. As such, each hive has at least a memorial for factory staff to administer the proper obecience before taking their positions in the factory.
In the major factories at Sleedaw, Shadfax, Zabsul, Nondowns, Branrence, Ivseam, Veargong, and Tuytait have a full-fledged Forge Temple attached to the local factory. Relbrou houses the central office of planet-side Mechanicum, which also houses an Ad Mech academy as well.
A typical Forge Temple has an attending staff consisting of
1 Master of the Forge
4 Technicians
9 Enginseers per Technician
10-30 Servitors per Technician
Master of the Forge: This individual is responsible for the temple and the running operation of the nearby factory. If there are mechanical issues with the factory, it is the responsibility of the Master of the Forge to see that the appropriate machine spirits are appeased to restore functionality to the factory. Each Master of the Forge keeps a small personal armed force (generally a single detachment) from the Cult Mechanicus at their disposal to deal with temple-based issues or troublesome factory saboteurs.
Technicians: Each of these individuals is in charge of different duties within the temple and nearby factory. One technician is the designated Floor Technician, who oversees the maintence and prayer schedules for the factory machines. Another technician is designated as Forge Technician, who is charge of the temple’s own forge where replacement parts for the factory and hive are manufactured, inspected and consecrated. The third technician is the designated Scroll Technician, who keeps a list of blueprints and prayer books that are used to maintain and supplicate the various industrial machines within the factory and hive at large. The last technician is the Reverent Technician, who is responsible for the servitors and lesser Mechanicum staff within the temple proper.
The Prime Temple in Relbrou is staffed as follows
1 High Magus
2 Magisters
5 Overseers
23 Superintendents
High Magus: The High Magus answers directly to the Cult of Mars, though is also answerable to the local Inquisitor – though there is normally little to no interaction between the two. The High Magus has at his disposal the armed might of a Skitarii legion to enforce the will of the Cult of Mars on the planet, or defend the factories against hostile forces.
Overseers: The overseers outwardly are factory overseers, with one overseer assigned to one of the five branches of the four Corporate Groups. However, their true, secret purpose is as generals in charge of the Skitarri forces, and if the need arises, the subsuming of the various Cult Mechanicus forces into a single army.
Magisters: The two magisters oversee the various hive temples, ensuring their proper obedience and seeing to each temple’s needs. Each Magister has at his disposal a personal security staff composed of Skitarri (mostly Rust Stalkers and Vanguard) that can be deployed to deal with troublesome strikes, issues with manufacturing forgery, resource theft or other acts against the machine god.
Superintendent: Each attendant is assigned to a hive factory and reports directly to the Magister. Their duty is to inspect and directly maintain the factory they oversee, ensure that daily quotas are met and oversee the factory staff employed at each work site. Each superintendent has a large supporting household staff under their jurisdiction to handle the everyday bureaucracy of management.
It never ends well
2017/01/11 04:35:07
Subject: My Imperial Guard Hive World Regiment 'Codex'
I actually like the posts being here - I will no doubt be using some bits, modifying others and possibly throwing some bits that don't fit with my image.
Part of the reason for these posts (in addition to giving me a chance to show off the fluff) is so people can see how it grows and changes as new ideas are thrown into the mix, or things I had overlooked/messed up/ gotten lazy with are commented on (just like how the Inquisitor detachment is getting an overhaul and the ratio of Infantry/Armour/Artillery/Recon regiments changed.
Also, even though some parts may not make it into my army, or be so modified its no longer recognisable, it may still provide inspiration for others.
Again, this has been copied and put in my notes file. Its likely it will be a while before I get to it as I still need to sort out the recon regiments, then the Storm Troopers Regiment, Then Sisters of Battle. I also need to figure out how I am going to deal with the Psykers that were in the Inquisitorial detachment
That being said, your post has given me some ideas and has given me a starting point that I didn't have before..
Forge Temples vary in sizes depending on their function. Remember, not all Mechanicus are militant and care about technology outside plasma cannons. So you could have a smaller forge that makes Power Cutlery, or more importantly; the Power Spork. You'll never need a knife or fork again, the Power Spork does it all! Hehe
Just a fun little example. Anyway, militant Mechanicus would most certainly have foundries that encompass several city blocks. I wouldn't go too far with it like dedicating a whole Hive to it because, well, that's giving them far too much power. So since your Hive's are so damn huge you could dedicated certain districts to their workings and research.
Basically what Stormanu said with a bit of silliness involved. I know Mechanicus like to throw their weight around and when you give them an inch, welp, they take a few miles. Maintain hierarchy, my good man!
Wow... That's one hell of a map for Hives, that's for damn sure. Using the MS Paint, I can see what you're building on here. I know for certain there would be patchy spots that are exposed to the outside elements. Be kinda neat to have excursions into these breaches where PDF lead by lesser variants of Arbites must track and kill those mutated from exposure. Might want to revisit that for possible story telling later.
So I'm just going to drop a props to Stormanu for putting that much effort and work into helping someone create a Hive World and regiment. Good on, that's solid fan-power right there. Not a lot of people invest so much into helping others like you have... You know what, give yourself a hardy pat on the back, you've earned it.
UnderHive Damn, now I do love this feature of your overall Hive world. As you probably already know from the non-sense I've sent you; I love it gritty and simply savage. You've taken this technological wonder and managed to dial it back to the 13th century without actually heading back into the 13th century. So now there's this untapped treasure trove of creativity and sheer whimsical hell that can be spun. Hell, I'm actually thinking about working on and applying to have my own gang thrown into your Hive world.
Structure You're doing a fantastic job of painting the picture here by going into such depth. 40K is about humanity surviving, not thriving but simply surviving. So you got this horribly polluted planet that grossly over populated that's cramming the said populace into massive honeycomb complex. Why are they doing this? Welp, that's the only way to give some meager form of shelter without letting the outside fry their skulls.
So now you got wealthier, more privileged/ambitious individual who expand beyond their lowly hab and create business. Either buying out their neighbors (Probably blowing their brains out) or just moving to another dome. Either way, my mind is mauling this over and I'm thoroughly enjoying your work more than you might think.
Badzones I already touched upon this earlier in my reply but I'm replying as I go. That aside, the Underhive and Badzones are probably my favorite parts of your Hive, thus far. The corporations and Imperial Regiments are the meat of this project but I do hope, in the distant future, you might think of writing an Arbites or Gang short stories. I'll wager you could begin writing a bit of a mytho's about the Underhives that might intrigue certain characters of powers. Perhaps there's legends hinting at an STC or maybe ancient war machines... Or that one particular Power Spork to rule all Power Sporks. So take that with a grain and food for thought.
I need to finish replying back to you here in a wee bit but I need to go pick up my niece at school. Take this all as food for thought.
One last time, props to Stormanu; that's a man who's certainly earned his purity seal.
2017/01/11 19:30:21
Subject: Re:My Imperial Guard Hive World Regiment 'Codex'
Each of my Infantry squads is a whole gang that has been rounded up, and I plan on giving them each a bit of backstory as they get used. So yes, there will be plenty of gang and Underhive stories later. The more a unit is used (assuming it survives) the more history and short stories it gets. After each game I play the casualties will be rolling on an injury chart to see what happens to them (I think it works out around a 1 in 20 chance of them actually being dead (plenty of room for horribly scared, needing bionic replacements and such like though), and injuries can be cumulative over several games.
Now for the actual post I was planning:
Hi All
As mentioned yesterday, I have been working to get my regiments organisation nailed down in a unit by unit format. I thought I would put it here or those who are interested in seeing it as it stands at the moment (I've done the Infantry, Armoured and Artillery Hives, so 16 of the 20 Hives). I've put it under spoilers due to the sheer size of it, the large amount of repetition and the fact that I wont be explaining the choices or the units as you can find that in my previous posts – this is simply a list. I have worked out all the points values and model count, and if you wish to know what it is, send me a PM with your guess and I'll send you the answer (a bit like guess how many sweets are in the jar lol), it will also be nice to see how many people are watching this thread even if they are not commenting.
I have made some small changes. An occasional change which super heavy rules set is being used. The Artillery Command Squads have gotten bunkers now rather than chimeras and the Infantry have gotten fortifications at Company and Corporation Level as mentioned in a previous post.
Also, the Human Mercenaries have now gotten a name - The Last Division. These are the military forces that the Rogue Trader has gathered together over time. Each are the last unit(s) of various Imperial Guard Regiments who have fought in dozens of warzones. As such, they have no unified look, each squad or vehicle wearing the different uniforms or painted in the colours of their previous regiments. Since I am planning to use the Cadia Uniform as a sort of standard issue to all of my regiments guardsmen (assuming that GW doesn't stop the Cadian kit and bring out a totally different one), by using some of the older models (Mordian Iron Guard, Valhellan Ice Warriors etc), they will stand out on the battlefield with a minimum of converting. The Eldar Mercenaries have also now got a name - Craftworld Daraleath
Spoiler:
Hive Ranrence
Shift
Hive Name Codex Description
Stubjack Crew Platoon Command Squad, Medi-Pack, Vox-Caster, Platoon Standard,Sniper Rifle, Bolter
Gang Infantry Squad, Vox-Caster, Heavy Bolter, Sniper Rifle, Bolter
Gang Infantry Squad, Vox-Caster, Heavy Bolter, Sniper Rifle, Bolter
Gang Infantry Squad, Vox-Caster, Heavy Bolter, Sniper Rifle, Bolter
Gang Infantry Squad, Vox-Caster, Heavy Bolter, Sniper Rifle, Bolter
Gang Infantry Squad, Vox-Caster, Heavy Bolter, Sniper Rifle, Bolter
Heavy Crew Heavy Weapons Squad, 3 Heavy Bolters
Heavy Crew Heavy Weapons Squad, 3 Heavy Bolters
Heavy Crew Heavy Weapons Squad, 3 Heavy Bolters
Heavy Crew Heavy Weapons Squad, 3 Heavy Bolters
Heavy Crew Heavy Weapons Squad, 3 Heavy Bolters
Scum Crew Special Weapons Squad, 3 Sniper Rifles
Scum Crew Special Weapons Squad, 3 Sniper Rifles
Scum Crew Special Weapons Squad, 3 Sniper Rifles
Juve Crew 10 Conscripts
Juve Crew 10 Conscripts
Juve Crew 10 Conscripts
Juve Crew 10 Conscripts
Juve Crew 10 Conscripts
Bounty Hunter Commissar, Bolter
Wagon Chimera
Wagon Chimera
Wagon Chimera
Wagon Chimera
Wagon Chimera
Wagon Chimera
Sector
Hive Name Codex Description
Guild Boss Company Command Squad, Medi-Pack, Vox Caster, Company Standard, Carapace Armour, Bolter, Sniper Rifle
Preacher Adaptus Ministorum Priest, Auto Gun
Preacher Adaptus Ministorum Priest, Auto Gun
Preacher Adaptus Ministorum Priest, Auto Gun
Tech Enginseer, 4 Servitors, 2 Heavy Bolters
Tech Enginseer, 4 Servitors, 2 Heavy Bolters
Tech Enginseer, 4 Servitors, 2 Heavy Bolters
Guilder Caravn Chimera
6 Shifts
Pre Spyre Noble Company Command Squad, Medi-Pack, Vox Caster, Company Standard, Carapace Armour, Power Weapon, Plasma Pistol, Sniper Rifle
Household Guard Veteran Squad, Grenadiers, Vox-Caster, Heavy Bolter, 3 Sniper Rifles, Bolter
Household Guard Veteran Squad, Grenadiers, Vox-Caster, Heavy Bolter, 3 Sniper Rifles, Bolter
Household Guard Veteran Squad, Grenadiers, Vox-Caster, Heavy Bolter, 3 Sniper Rifles, Bolter
Household Guard Veteran Squad, Grenadiers, Vox-Caster, Heavy Bolter, 3 Sniper Rifles, Bolter
Household Guard Veteran Squad, Grenadiers, Vox-Caster, Heavy Bolter, 3 Sniper Rifles, Bolter
Household Guard Veteran Squad, Grenadiers, Vox-Caster, Heavy Bolter, 3 Sniper Rifles, Bolter
Honour Guard Rough Rider Squad
Honour Guard Rough Rider Squad
Honour Guard Rough Rider Squad
Commissioned Officer Commissar, Bolter
Confessor Adaptus Ministorum Priest, Auto Gun
Confessor Adaptus Ministorum Priest, Auto Gun
Confessor Adaptus Ministorum Priest, Auto Gun
Tech Priest Enginseer, 4 Servitors, 2 Heavy Bolters
Tech Priest Enginseer, 4 Servitors, 2 Heavy Bolters
Tech Priest Enginseer, 4 Servitors, 2 Heavy Bolters
Carriage Chimera, Extra Armour
Carriage Chimera, Extra Armour
Carriage Chimera, Extra Armour
Carriage Chimera, Extra Armour
Carriage Chimera, Extra Armour
Carriage Chimera, Extra Armour
Carriage Chimera, Extra Armour
6 Levels
6 Sectors
Company
Hive Name Codex Description
Spyre Team Company Command Squad. Medi-Pack, Vox Caster, Carapace Armour, Blade of Conquest, Wrath of Cadial, Sniper Rifle
Command Tower Imperial Bastion, Quad Gun
Astropath Astropath
Officer of the Fleet Officer of the Fleet
Master of Ordnance Master of Ordnance
Ogryn Squad Ogryn Squad
Ogryn Squad Ogryn Squad
Ogryn Squad Ogryn Squad
Honour Guard Rough Rider Squad, Power Lance
Honour Guard Rough Rider Squad, Power Lance
Honour Guard Rough Rider Squad, Power Lance
The Last Division Veteran Squad, Grenadiers, Forward Sentries Vox-Caster, Heavy Shotguns, Heavy Flamer, 2 Flamers, Power Weapon, Plasma Pistol
The Last Division Veteran Squad, Grenadiers, Forward Sentries Vox-Caster, Heavy Shotguns, Heavy Flamer, 2 Flamers, Power Weapon, Plasma Pistol
The Last Division Veteran Squad, Grenadiers, Forward Sentries Vox-Caster, Heavy Shotguns, Heavy Flamer, 2 Flamers, Power Weapon, Plasma Pistol
The Last Division Veteran Squad, Grenadiers, Forward Sentries Vox-Caster, Heavy Shotguns, Heavy Flamer, 2 Flamers, Power Weapon, Plasma Pistol
The Last Division Veteran Squad, Grenadiers, Forward Sentries Vox-Caster, Heavy Shotguns, Heavy Flamer, 2 Flamers, Power Weapon, Plasma Pistol
The Last Division Veteran Squad, Grenadiers, Forward Sentries Vox-Caster, Heavy Shotguns, Heavy Flamer, 2 Flamers, Power Weapon, Plasma Pistol
Pontifices Adaptus Ministorum Priest, Auto Gun
Pontifices Adaptus Ministorum Priest, Auto Gun
Pontifices Adaptus Ministorum Priest, Auto Gun
Artisans Enginseer, 4 Servitors, 2 Heavy Bolters
Artisans Enginseer, 4 Servitors, 2 Heavy Bolters
Artisans Enginseer, 4 Servitors, 2 Heavy Bolters
Chimera Chimera, Extra Armour, Camo Netting
Chimera Chimera, Extra Armour, Camo Netting
Chimera Chimera, Extra Armour, Camo Netting
Chimera Chimera, Extra Armour, Camo Netting
Chimera Chimera, Extra Armour, Camo Netting
Chimera Chimera, Extra Armour, Camo Netting
Armoured Truck Chimera
Armoured Truck Chimera
Armoured Truck Chimera
Carriage Chimera, Extra Armour, Auger Array
6 Zones
6 Levels
Corporation
Hive Name Codex Description
Hive Lord Company Command Squad, Medi-Pack, Vox Caster, Carapace Armour, The Tactical Auto-Reliquary of Tyberius, Volkov's Cane, Sniper Rifle
Command Base Imperial Strongpoint, 3 Bastions, 5 Defence Lines with 3 Tank Traps, 3 Tanglewire and a quad gun each
Astropath Astropath
Officer of the Fleet Officer of the Fleet
Master of Ordnance Master of Ordnance
Personal Assistants Ratling Squad
Personal Assistants Ratling Squad
Personal Assistants Ratling Squad
Messengers Rough Rider Squad, Power Lance
Messengers Rough Rider Squad, Power Lance
Messengers Rough Rider Squad, Power Lance
Craftworld Daraleath Rangers Eldar Rangers
Craftworld Daraleath Rangers Eldar Rangers
Craftworld Daraleath Rangers Eldar Rangers
Craftworld Daraleath Rangers Eldar Rangers
Craftworld Daraleath Rangers Eldar Rangers
Craftworld Daraleath Rangers Eldar Rangers
Commissar Lord Commissar Lord, Carapace Armour, Emperors Benediction, Power Sword
Magos Enginseer, 4 Servitors, 2 Heavy Bolters
Magos Enginseer, 4 Servitors, 2 Heavy Bolters
Magos Enginseer, 4 Servitors, 2 Heavy Bolters
Deacon Adaptus Ministorum Priest, Auto Gun
Deacon Adaptus Ministorum Priest, Auto Gun
Deacon Adaptus Ministorum Priest, Auto Gun
Limousine Chimera, Extra Armour, Auger Array
20 Company's
Hive Votlill
Shift
Hive Name Codex Description
Stubjack Crew Platoon Command Squad, Medi-Pack, Vox-Caster, Platoon Standard, Grenade Launcher, Bolter
Gang Infantry Squad, Vox-Caster, Mortar, Grenade Launcher, Bolter
Gang Infantry Squad, Vox-Caster, Mortar, Grenade Launcher, Bolter
Gang Infantry Squad, Vox-Caster, Mortar, Grenade Launcher, Bolter
Gang Infantry Squad, Vox-Caster, Mortar, Grenade Launcher, Bolter
Gang Infantry Squad, Vox-Caster, Mortar, Grenade Launcher, Bolter
Heavy Crew Heavy Weapons Squad, 3 Mortars
Heavy Crew Heavy Weapons Squad, 3 Mortars
Heavy Crew Heavy Weapons Squad, 3 Mortars
Heavy Crew Heavy Weapons Squad, 3 Mortars
Heavy Crew Heavy Weapons Squad, 3 Mortars
Scum Crew Special Weapons Squad, 3 Grenade Launchers
Scum Crew Special Weapons Squad, 3 Grenade Launchers
Scum Crew Special Weapons Squad, 3 Grenade Launchers
Juve Crew 10 Conscripts
Juve Crew 10 Conscripts
Juve Crew 10 Conscripts
Juve Crew 10 Conscripts
Juve Crew 10 Conscripts
Bounty Hunter Commissar, Bolter
Wagon Chimera
Wagon Chimera
Wagon Chimera
Wagon Chimera
Wagon Chimera
Wagon Chimera
Sector
Hive Name Codex Description
Guild Boss Company Command Squad, Medi-Pack, Vox Caster, Company Standard, Carapace Armour, Bolter, Grenade Launcher
Preacher Adaptus Ministorum Priest, Auto Gun
Preacher Adaptus Ministorum Priest, Auto Gun
Preacher Adaptus Ministorum Priest, Auto Gun
Tech Enginseer, 4 Servitors, 2 Heavy Bolters
Tech Enginseer, 4 Servitors, 2 Heavy Bolters
Tech Enginseer, 4 Servitors, 2 Heavy Bolters
Guilder Caravan Chimera
6 Shifts
Zone
Hive Name Codex Description
Pre Spyre Noble Company Command Squad, Medi-Pack, Vox Caster, Company Standard, Carapace Armour, Power Weapon, Plasma Pistol, Grenade Launcher
Household Guard Veteran Squad, Grenadiers, Vox-Caster, Mortar, 3 Grenade Launchers, Bolter
Household Guard Veteran Squad, Grenadiers, Vox-Caster, Mortar, 3 Grenade Launchers, Bolter
Household Guard Veteran Squad, Grenadiers, Vox-Caster, Mortar, 3 Grenade Launchers, Bolter
Household Guard Veteran Squad, Grenadiers, Vox-Caster, Mortar, 3 Grenade Launchers, Bolter
Household Guard Veteran Squad, Grenadiers, Vox-Caster, Mortar, 3 Grenade Launchers, Bolter
Household Guard Veteran Squad, Grenadiers, Vox-Caster, Mortar, 3 Grenade Launchers, Bolter
Honour Guard Rough Rider Squad
Honour Guard Rough Rider Squad
Honour Guard Rough Rider Squad
Commissioned Officer Commissar, Bolter
Confessor Adaptus Ministorum Priest, Auto Gun
Confessor Adaptus Ministorum Priest, Auto Gun
Confessor Adaptus Ministorum Priest, Auto Gun
Tech Priest Enginseer, 4 Servitors, 2 Heavy Bolters
Tech Priest Enginseer, 4 Servitors, 2 Heavy Bolters
Tech Priest Enginseer, 4 Servitors, 2 Heavy Bolters
Carriage Chimera, Extra Armour
Carriage Chimera, Extra Armour
Carriage Chimera, Extra Armour
Carriage Chimera, Extra Armour
Carriage Chimera, Extra Armour
Carriage Chimera, Extra Armour
Carriage Chimera, Extra Armour
6 Levels
6 Sectors
Company
Hive Name Codex Description
Spyre Team Company Command Squad. Medi-Pack, Vox Caster, Carapace Armour, Blade of Conquest, Wrath of Cadia, Grenade Launcher
Command Tower Imperial Bastion, Quad Gun
Astropath Astropath
Officer of the Fleet Officer of the Fleet
Master of Ordnance Master of Ordnance
Ogryn Squad Ogryn Squad
Ogryn Squad Ogryn Squad
Ogryn Squad Ogryn Squad
Honour Guard Rough Rider Squad, Power Lance
Honour Guard Rough Rider Squad, Power Lance
Honour Guard Rough Rider Squad, Power Lance
The Last Division Veteran Squad, Grenadiers, Forward Sentries Vox-Caster, Heavy Shotguns, Heavy Flamer, 2 Flamers, Power Weapon, Plasma Pistol
The Last Division Veteran Squad, Grenadiers, Forward Sentries Vox-Caster, Heavy Shotguns, Heavy Flamer, 2 Flamers, Power Weapon, Plasma Pistol
The Last Division Veteran Squad, Grenadiers, Forward Sentries Vox-Caster, Heavy Shotguns, Heavy Flamer, 2 Flamers, Power Weapon, Plasma Pistol
The Last Division Veteran Squad, Grenadiers, Forward Sentries Vox-Caster, Heavy Shotguns, Heavy Flamer, 2 Flamers, Power Weapon, Plasma Pistol
The Last Division Veteran Squad, Grenadiers, Forward Sentries Vox-Caster, Heavy Shotguns, Heavy Flamer, 2 Flamers, Power Weapon, Plasma Pistol
The Last Division Veteran Squad, Grenadiers, Forward Sentries Vox-Caster, Heavy Shotguns, Heavy Flamer, 2 Flamers, Power Weapon, Plasma Pistol
Pontificates Adaptus Ministorum Priest, Auto Gun
Pontificates Adaptus Ministorum Priest, Auto Gun
Pontificates Adaptus Ministorum Priest, Auto Gun
Artisans Enginseer, 4 Servitors, 2 Heavy Bolters
Artisans Enginseer, 4 Servitors, 2 Heavy Bolters
Artisans Enginseer, 4 Servitors, 2 Heavy Bolters
Chimera Chimera, Extra Armour, Camo Netting
Chimera Chimera, Extra Armour, Camo Netting
Chimera Chimera, Extra Armour, Camo Netting
Chimera Chimera, Extra Armour, Camo Netting
Chimera Chimera, Extra Armour, Camo Netting
Chimera Chimera, Extra Armour, Camo Netting
Armoured Truck Chimera
Armoured Truck Chimera
Armoured Truck Chimera
Carriage Chimera, Extra Armour, Auger Array
6 Zones
6 Levels
Corporation
Hive Name Codex Description
Hive Lord Company Command Squad, Medi-Pack, Vox Caster, Carapace Armour, The Tactical Auto-Reliquary of Tyberius, Volkov's Cane, Grenade Launcher
Command Base Imperial Strong-point, 3 Bastions, 5 Defence Lines with 3 Tank Traps, 3 Tangle-wire and a quad gun each
Astropath Astropath
Officer of the Fleet Officer of the Fleet
Master of Ordnance Master of Ordnance
Personal Assistants Ratling Squad
Personal Assistants Ratling Squad
Personal Assistants Ratling Squad
Messengers Rough Rider Squad, Power Lance
Messengers Rough Rider Squad, Power Lance
Messengers Rough Rider Squad, Power Lance
Craftworld Daraleath Rangers Eldar Rangers
Craftworld Daraleath Rangers Eldar Rangers
Craftworld Daraleath Rangers Eldar Rangers
Craftworld Daraleath Rangers Eldar Rangers
Craftworld Daraleath Rangers Eldar Rangers
Craftworld Daraleath Rangers Eldar Rangers
Commissar Lord/Inquisitor Agent Commissar Lord, Carapace Armour, Emperors Benediction, Power Sword
Magos Enginseer, 4 Servitors, 2 Heavy Bolters
Magos Enginseer, 4 Servitors, 2 Heavy Bolters
Magos Enginseer, 4 Servitors, 2 Heavy Bolters
Deacon Adaptus Ministorum Priest, Auto Gun
Deacon Adaptus Ministorum Priest, Auto Gun
Deacon Adaptus Ministorum Priest, Auto Gun
Limousine Chimera, Extra Armour, Auger Array
20 Company's
Hive Prooccaws
Shift
Hive Name Codex Description
Stubjack Crew Platoon Command Squad, Medi-Pack, Vox-Caster, Platoon Standard, Melta Gun, Bolter
Gang Infantry Squad, Vox-Caster, Las-Cannon, Melta Gun
Gang Infantry Squad, Vox-Caster, Las-Cannon, Melta Gun
Gang Infantry Squad, Vox-Caster, Las-Cannon, Melta Gun
Gang Infantry Squad, Vox-Caster, Las-Cannon, Melta Gun
Gang Infantry Squad, Vox-Caster, Las-Cannon, Melta Gun
Heavy Crew Heavy Weapons Squad, 3 Las-Cannons
Heavy Crew Heavy Weapons Squad, 3 Las-Cannons
Heavy Crew Heavy Weapons Squad, 3 Las-Cannons
Heavy Crew Heavy Weapons Squad, 3 Las-Cannons
Heavy Crew Heavy Weapons Squad, 3 Las-Cannons
Scum Crew Special Weapons Squad, 3 Melta Guns
Scum Crew Special Weapons Squad, 3 Melta Guns
Scum Crew Special Weapons Squad, 3 Melta Guns
Juve Crew 10 Conscripts
Juve Crew 10 Conscripts
Juve Crew 10 Conscripts
Juve Crew 10 Conscripts
Juve Crew 10 Conscripts
Bounty Hunter Commissar, Bolter
Wagon Chimera
Wagon Chimera
Wagon Chimera
Wagon Chimera
Wagon Chimera
Wagon Chimera
Sector
Hive Name Codex Description
Guild Boss Company Command Squad, Medi-Pack, Vox Caster, Company Standard, Carapace Armour, Bolter, Melta Gun
Preacher Adaptus Ministorum Priest, Plasma Gun
Preacher Adaptus Ministorum Priest, Plasma Gun
Preacher Adaptus Ministorum Priest, Plasma Gun
Tech Enginseer, 4 Servitors, 2 Heavy Bolters
Tech Enginseer, 4 Servitors, 2 Heavy Bolters
Tech Enginseer, 4 Servitors, 2 Heavy Bolters
Guilder Caravan Chimera
6 Shifts
Pre Spyre Noble Company Command Squad, Medi-Pack, Vox Caster, Company Standard, Carapace Armour, Power Weapon, Plasma Pistol, Plasma Gun
Household Guard Veteran Squad, Grenadiers, Vox-Caster, Heavy Bolter, 3 Plasma Guns, Bolter
Household Guard Veteran Squad, Grenadiers, Vox-Caster, Heavy Bolter, 3 Plasma Guns, Bolter
Household Guard Veteran Squad, Grenadiers, Vox-Caster, Heavy Bolter, 3 Plasma Guns, Bolter
Household Guard Veteran Squad, Grenadiers, Vox-Caster, Heavy Bolter, 3 Plasma Guns, Bolter
Household Guard Veteran Squad, Grenadiers, Vox-Caster, Heavy Bolter, 3 Plasma Guns, Bolter
Household Guard Veteran Squad, Grenadiers, Vox-Caster, Heavy Bolter, 3 Plasma Guns, Bolter
Honour Guard Rough Rider Squad
Honour Guard Rough Rider Squad
Honour Guard Rough Rider Squad
Commissioned Officer Commissar, Bolter
Confessor Adaptus Ministorum Priest, Auto Gun
Confessor Adaptus Ministorum Priest, Auto Gun
Confessor Adaptus Ministorum Priest, Auto Gun
Tech Priest Enginseer, 4 Servitors, 2 Heavy Bolters
Tech Priest Enginseer, 4 Servitors, 2 Heavy Bolters
Tech Priest Enginseer, 4 Servitors, 2 Heavy Bolters
Carriage Chimera, Extra Armour
Carriage Chimera, Extra Armour
Carriage Chimera, Extra Armour
Carriage Chimera, Extra Armour
Carriage Chimera, Extra Armour
Carriage Chimera, Extra Armour
Carriage Chimera, Extra Armour
6 Levels
6 Sectors
Company
Hive Name Codex Description
Spyre Team Company Command Squad. Medi-Pack, Vox Caster, Carapace Armour, Blade of Conquest, Wrath of Cadia, Plasma Gun
Command Tower Imperial Bastion, Quad Gun
Astropath Astropath
Officer of the Fleet Officer of the Fleet
Master of Ordnance Master of Ordnance
Ogryn Squad Ogryn Squad
Ogryn Squad Ogryn Squad
Ogryn Squad Ogryn Squad
Honour Guard Rough Rider Squad, Power Lance
Honour Guard Rough Rider Squad, Power Lance
Honour Guard Rough Rider Squad, Power Lance
The Last Division Veteran Squad, Grenadiers, Forward Sentries Vox-Caster, Heavy Shotguns, Heavy Flamer, 2 Flamers, Power Weapon, Plasma Pistol
The Last Division Veteran Squad, Grenadiers, Forward Sentries Vox-Caster, Heavy Shotguns, Heavy Flamer, 2 Flamers, Power Weapon, Plasma Pistol
The Last Division Veteran Squad, Grenadiers, Forward Sentries Vox-Caster, Heavy Shotguns, Heavy Flamer, 2 Flamers, Power Weapon, Plasma Pistol
The Last Division Veteran Squad, Grenadiers, Forward Sentries Vox-Caster, Heavy Shotguns, Heavy Flamer, 2 Flamers, Power Weapon, Plasma Pistol
The Last Division Veteran Squad, Grenadiers, Forward Sentries Vox-Caster, Heavy Shotguns, Heavy Flamer, 2 Flamers, Power Weapon, Plasma Pistol
The Last Division Veteran Squad, Grenadiers, Forward Sentries Vox-Caster, Heavy Shotguns, Heavy Flamer, 2 Flamers, Power Weapon, Plasma Pistol
Pontificates Adaptus Ministorum Priest, Auto Gun
Pontificates Adaptus Ministorum Priest, Auto Gun
Pontificates Adaptus Ministorum Priest, Auto Gun
Artisans Enginseer, 4 Servitors, 2 Heavy Bolters
Artisans Enginseer, 4 Servitors, 2 Heavy Bolters
Artisans Enginseer, 4 Servitors, 2 Heavy Bolters
Chimera Chimera, Extra Armour, Camo Netting
Chimera Chimera, Extra Armour, Camo Netting
Chimera Chimera, Extra Armour, Camo Netting
Chimera Chimera, Extra Armour, Camo Netting
Chimera Chimera, Extra Armour, Camo Netting
Chimera Chimera, Extra Armour, Camo Netting
Armoured Truck Chimera
Armoured Truck Chimera
Armoured Truck Chimera
Carriage Chimera, Extra Armour, Auger Array
6 Zones
6 Levels
Corporation
Hive Name Codex Description
Hive Lord Company Command Squad, Medi-Pack, Vox Caster, Carapace Armour, The Tactical Auto-Reliquary of Tyberius, Volkov's Cane, Plasma Gun
Command Base Imperial Strong-point, 3 Bastions, 5 Defence Lines with 3 Tank Traps, 3 Tangle-wire and a quad gun each
Astropath Astropath
Officer of the Fleet Officer of the Fleet
Master of Ordnance Master of Ordnance
Personal Assistants Ratling Squad
Personal Assistants Ratling Squad
Personal Assistants Ratling Squad
Messengers Rough Rider Squad, Power Lance
Messengers Rough Rider Squad, Power Lance
Messengers Rough Rider Squad, Power Lance
Craftworld Daraleath Rangers Eldar Rangers
Craftworld Daraleath Rangers Eldar Rangers
Craftworld Daraleath Rangers Eldar Rangers
Craftworld Daraleath Rangers Eldar Rangers
Craftworld Daraleath Rangers Eldar Rangers
Craftworld Daraleath Rangers Eldar Rangers
Commissar Lord Commissar Lord, Carapace Armour, Emperors Benediction, Power Sword
Magos Enginseer, 4 Servitors, 2 Heavy Bolters
Magos Enginseer, 4 Servitors, 2 Heavy Bolters
Magos Enginseer, 4 Servitors, 2 Heavy Bolters
Deacon Adaptus Ministorum Priest, Plasma Gun
Deacon Adaptus Ministorum Priest, Plasma Gun
Deacon Adaptus Ministorum Priest, Plasma Gun
Limousine Chimera, Extra Armour, Auger Array
20 Company's
Hive Petkett
Shift
Hive Name Codex Description
Stubjack Crew Platoon Command Squad, Medi-Pack, Vox-Caster, Platoon Standard, Sniper Rifle, Bolter
Gang Infantry Squad, Vox-Caster, Mortar, Sniper Rifle, Bolter
Gang Infantry Squad, Vox-Caster, Mortar, Sniper Rifle, Bolter
Gang Infantry Squad, Vox-Caster, Mortar, Sniper Rifle, Bolter
Gang Infantry Squad, Vox-Caster, Mortar, Sniper Rifle, Bolter
Gang Infantry Squad, Vox-Caster, Mortar, Sniper Rifle, Bolter
Heavy Crew Heavy Weapons Squad, 3 Mortars
Heavy Crew Heavy Weapons Squad, 3 Mortars
Heavy Crew Heavy Weapons Squad, 3 Mortars
Heavy Crew Heavy Weapons Squad, 3 Mortars
Heavy Crew Heavy Weapons Squad, 3 Mortars
Scum Crew Special Weapons Squad, 3 Sniper Rifles
Scum Crew Special Weapons Squad, 3 Sniper Rifles
Scum Crew Special Weapons Squad, 3 Sniper Rifles
Juve Crew 10 Conscripts
Juve Crew 10 Conscripts
Juve Crew 10 Conscripts
Juve Crew 10 Conscripts
Juve Crew 10 Conscripts
Bounty Hunter Commissar, Bolter
Wagon Chimera
Wagon Chimera
Wagon Chimera
Wagon Chimera
Wagon Chimera
Wagon Chimera
Sector
Hive Name Codex Description
Guild Boss Company Command Squad, Medi-Pack, Vox Caster, Company Standard, Carapace Armour, Bolter, Sniper Rifle
Preacher Adaptus Ministorum Priest, Auto Gun
Preacher Adaptus Ministorum Priest, Auto Gun
Preacher Adaptus Ministorum Priest, Auto Gun
Tech Enginseer, 4 Servitors, 2 Heavy Bolters
Tech Enginseer, 4 Servitors, 2 Heavy Bolters
Tech Enginseer, 4 Servitors, 2 Heavy Bolters
Guilder Caravan Chimera
6 Shifts
Spyre Team Company Command Squad. Medi-Pack, Vox Caster, Carapace Armour, Blade of Conquest, Wrath of Cadia, Sniper Rifle
Command Tower Imperial Bastion, Quad Gun
Astropath Astropath
Officer of the Fleet Officer of the Fleet
Master of Ordnance Master of Ordnance
Ogryn Squad Ogryn Squad
Ogryn Squad Ogryn Squad
Ogryn Squad Ogryn Squad
Honour Guard Rough Rider Squad, Power Lance
Honour Guard Rough Rider Squad, Power Lance
Honour Guard Rough Rider Squad, Power Lance
The Last Division Veteran Squad, Grenadiers, Forward Sentries Vox-Caster, Heavy Shotguns, Heavy Flamer, 2 Flamers, Power Weapon, Plasma Pistol
The Last Division Veteran Squad, Grenadiers, Forward Sentries Vox-Caster, Heavy Shotguns, Heavy Flamer, 2 Flamers, Power Weapon, Plasma Pistol
The Last Division Veteran Squad, Grenadiers, Forward Sentries Vox-Caster, Heavy Shotguns, Heavy Flamer, 2 Flamers, Power Weapon, Plasma Pistol
The Last Division Veteran Squad, Grenadiers, Forward Sentries Vox-Caster, Heavy Shotguns, Heavy Flamer, 2 Flamers, Power Weapon, Plasma Pistol
The Last Division Veteran Squad, Grenadiers, Forward Sentries Vox-Caster, Heavy Shotguns, Heavy Flamer, 2 Flamers, Power Weapon, Plasma Pistol
The Last Division Veteran Squad, Grenadiers, Forward Sentries Vox-Caster, Heavy Shotguns, Heavy Flamer, 2 Flamers, Power Weapon, Plasma Pistol
Pontificates Adaptus Ministorum Priest, Auto Gun
Pontificates Adaptus Ministorum Priest, Auto Gun
Pontificates Adaptus Ministorum Priest, Auto Gun
Artisans Enginseer, 4 Servitors, 2 Heavy Bolters
Artisans Enginseer, 4 Servitors, 2 Heavy Bolters
Artisans Enginseer, 4 Servitors, 2 Heavy Bolters
Chimera Chimera, Extra Armour, Camo Netting
Chimera Chimera, Extra Armour, Camo Netting
Chimera Chimera, Extra Armour, Camo Netting
Chimera Chimera, Extra Armour, Camo Netting
Chimera Chimera, Extra Armour, Camo Netting
Chimera Chimera, Extra Armour, Camo Netting
Armoured Truck Chimera
Armoured Truck Chimera
Armoured Truck Chimera
Carriage Chimera, Extra Armour, Auger Array
6 Zones
6 Levels
Corporation
Hive Name Codex Description
Hive Lord Company Command Squad, Medi-Pack, Vox Caster, Carapace Armour, The Tactical Auto-Reliquary of Tyberius, Volkov's Cane, Sniper Rifle
Command Base Imperial Strong-point, 3 Bastions, 5 Defence Lines with 3 Tank Traps, 3 Tangle-wire and a quad gun each
Astropath Astropath
Officer of the Fleet Officer of the Fleet
Master of Ordnance Master of Ordnance
Personal Assistants Ratling Squad
Personal Assistants Ratling Squad
Personal Assistants Ratling Squad
Messengers Rough Rider Squad, Power Lance
Messengers Rough Rider Squad, Power Lance
Messengers Rough Rider Squad, Power Lance
Craftworld Daraleath Rangers Eldar Rangers
Craftworld Daraleath Rangers Eldar Rangers
Craftworld Daraleath Rangers Eldar Rangers
Craftworld Daraleath Rangers Eldar Rangers
Craftworld Daraleath Rangers Eldar Rangers
Craftworld Daraleath Rangers Eldar Rangers
Commissar Lord Commissar Lord, Carapace Armour, Emperors Benediction, Power Sword
Magos Enginseer, 4 Servitors, 2 Heavy Bolters
Magos Enginseer, 4 Servitors, 2 Heavy Bolters
Magos Enginseer, 4 Servitors, 2 Heavy Bolters
Deacon Adaptus Ministorum Priest, Auto Gun
Deacon Adaptus Ministorum Priest, Auto Gun
Deacon Adaptus Ministorum Priest, Auto Gun
Limousine Chimera, Extra Armour, Auger Array
20 Company's
Hive Collstein
Shift
Hive Name Codex Description
Stubjack Crew Platoon Command Squad, Medi-Pack, Vox-Caster, Platoon Standard, Grenade Launcher, Bolter
Gang Infantry Squad, Vox-Caster, Las Cannon, Grenade Launcher, Bolter
Gang Infantry Squad, Vox-Caster, Las Cannon, Grenade Launcher, Bolter
Gang Infantry Squad, Vox-Caster, Las Cannon, Grenade Launcher, Bolter
Gang Infantry Squad, Vox-Caster, Las Cannon, Grenade Launcher, Bolter
Gang Infantry Squad, Vox-Caster, Las Cannon, Grenade Launcher, Bolter
Heavy Crew Heavy Weapons Squad, 3 Las Cannons
Heavy Crew Heavy Weapons Squad, 3 Las Cannons
Heavy Crew Heavy Weapons Squad, 3 Las Cannons
Heavy Crew Heavy Weapons Squad, 3 Las Cannons
Heavy Crew Heavy Weapons Squad, 3 Las Cannons
Scum Crew Special Weapons Squad, 3 Grenade Launchers
Scum Crew Special Weapons Squad, 3 Grenade Launchers
Scum Crew Special Weapons Squad, 3 Grenade Launchers
Juve Crew 10 Conscripts
Juve Crew 10 Conscripts
Juve Crew 10 Conscripts
Juve Crew 10 Conscripts
Juve Crew 10 Conscripts
Bounty Hunter Commissar, Bolter
Wagon Chimera
Wagon Chimera
Wagon Chimera
Wagon Chimera
Wagon Chimera
Wagon Chimera
Sector
Hive Name Codex Description
Guild Boss Company Command Squad, Medi-Pack, Vox Caster, Company Standard, Carapace Armour, Bolter, Sniper Rifle
Preacher Adaptus Ministorum Priest, Auto Gun
Preacher Adaptus Ministorum Priest, Auto Gun
Preacher Adaptus Ministorum Priest, Auto Gun
Tech Enginseer, 4 Servitors, 2 Multi Meltas
Tech Enginseer, 4 Servitors, 2 Multi Meltas
Tech Enginseer, 4 Servitors, 2 Multi Meltas
Guilder Caravan Chimera
6 Shifts
Pre Spyre Noble Company Command Squad, Medi-Pack, Vox Caster, Company Standard, Carapace Armour, Power Weapon, Plasma Pistol, Grenade Launcher
Household Guard Veteran Squad, Grenadiers, Vox-Caster, Las Cannon, 3 Grenade Launchers, Bolter
Household Guard Veteran Squad, Grenadiers, Vox-Caster, Las Cannon, 3 Grenade Launchers, Bolter
Household Guard Veteran Squad, Grenadiers, Vox-Caster, Las Cannon, 3 Grenade Launchers, Bolter
Household Guard Veteran Squad, Grenadiers, Vox-Caster, Las Cannon, 3 Grenade Launchers, Bolter
Household Guard Veteran Squad, Grenadiers, Vox-Caster, Las Cannon, 3 Grenade Launchers, Bolter
Household Guard Veteran Squad, Grenadiers, Vox-Caster, Las Cannon, 3 Grenade Launchers, Bolter
Honour Guard Rough Rider Squad
Honour Guard Rough Rider Squad
Honour Guard Rough Rider Squad
Commissioned Officer Commissar, Bolter
Confessor Adaptus Ministorum Priest, Auto Gun
Confessor Adaptus Ministorum Priest, Auto Gun
Confessor Adaptus Ministorum Priest, Auto Gun
Tech Priest Enginseer, 4 Servitors, 2 Multi Meltas
Tech Priest Enginseer, 4 Servitors, 2 Multi Meltas
Tech Priest Enginseer, 4 Servitors, 2 Multi Meltas
Carriage Chimera, Extra Armour
Carriage Chimera, Extra Armour
Carriage Chimera, Extra Armour
Carriage Chimera, Extra Armour
Carriage Chimera, Extra Armour
Carriage Chimera, Extra Armour
Carriage Chimera, Extra Armour
6 Levels
6 Sectors
Company
Hive Name Codex Description
Spyre Team Company Command Squad. Medi-Pack, Vox Caster, Carapace Armour, Blade of Conquest, Wrath of Cadia, Grenade Launcher
Command Tower Imperial Bastion, Quad Gun
Astropath Astropath
Officer of the Fleet Officer of the Fleet
Master of Ordnance Master of Ordnance
Ogryn Squad Ogryn Squad
Ogryn Squad Ogryn Squad
Ogryn Squad Ogryn Squad
Honour Guard Rough Rider Squad, Power Lance
Honour Guard Rough Rider Squad, Power Lance
Honour Guard Rough Rider Squad, Power Lance
The Last Division Veteran Squad, Grenadiers, Forward Sentries Vox-Caster, Heavy Shotguns, Heavy Flamer, 2 Flamers, Power Weapon, Plasma Pistol
The Last Division Veteran Squad, Grenadiers, Forward Sentries Vox-Caster, Heavy Shotguns, Heavy Flamer, 2 Flamers, Power Weapon, Plasma Pistol
The Last Division Veteran Squad, Grenadiers, Forward Sentries Vox-Caster, Heavy Shotguns, Heavy Flamer, 2 Flamers, Power Weapon, Plasma Pistol
The Last Division Veteran Squad, Grenadiers, Forward Sentries Vox-Caster, Heavy Shotguns, Heavy Flamer, 2 Flamers, Power Weapon, Plasma Pistol
The Last Division Veteran Squad, Grenadiers, Forward Sentries Vox-Caster, Heavy Shotguns, Heavy Flamer, 2 Flamers, Power Weapon, Plasma Pistol
The Last Division Veteran Squad, Grenadiers, Forward Sentries Vox-Caster, Heavy Shotguns, Heavy Flamer, 2 Flamers, Power Weapon, Plasma Pistol
Pontificates Adaptus Ministorum Priest, Auto Gun
Pontificates Adaptus Ministorum Priest, Auto Gun
Pontificates Adaptus Ministorum Priest, Auto Gun
Artisans Enginseer, 4 Servitors, 2 Multi Meltas
Artisans Enginseer, 4 Servitors, 2 Multi Meltas
Artisans Enginseer, 4 Servitors, 2 Multi Meltas
Chimera Chimera, Extra Armour, Camo Netting
Chimera Chimera, Extra Armour, Camo Netting
Chimera Chimera, Extra Armour, Camo Netting
Chimera Chimera, Extra Armour, Camo Netting
Chimera Chimera, Extra Armour, Camo Netting
Chimera Chimera, Extra Armour, Camo Netting
Armoured Truck Chimera
Armoured Truck Chimera
Armoured Truck Chimera
Carriage Chimera, Extra Armour, Auger Array
6 Zones
6 Levels
Corporation
Hive Name Codex Description
Hive Lord Company Command Squad, Medi-Pack, Vox Caster, Carapace Armour, The Tactical Auto-Reliquary of Tyberius, Volkov's Cane, Grenade Launcher
Command Base Imperial Strong-point, 3 Bastions, 5 Defence Lines with 3 Tank Traps, 3 Tangle-wire and a quad gun each
Astropath Astropath
Officer of the Fleet Officer of the Fleet
Master of Ordnance Master of Ordnance
Personal Assistants Ratling Squad
Personal Assistants Ratling Squad
Personal Assistants Ratling Squad
Messengers Rough Rider Squad, Power Lance
Messengers Rough Rider Squad, Power Lance
Messengers Rough Rider Squad, Power Lance
Craftworld Daraleath Rangers Eldar Rangers
Craftworld Daraleath Rangers Eldar Rangers
Craftworld Daraleath Rangers Eldar Rangers
Craftworld Daraleath Rangers Eldar Rangers
Craftworld Daraleath Rangers Eldar Rangers
Craftworld Daraleath Rangers Eldar Rangers
Commissar Lord Commissar Lord, Carapace Armour, Emperors Benediction, Power Sword
Magos Enginseer, 4 Servitors, 2 Multi Meltas
Magos Enginseer, 4 Servitors, 2 Multi Meltas
Magos Enginseer, 4 Servitors, 2 Multi Meltas
Deacon Adaptus Ministorum Priest, Auto Gun
Deacon Adaptus Ministorum Priest, Auto Gun
Deacon Adaptus Ministorum Priest, Auto Gun
Limousine Chimera, Extra Armour, Auger Array
20 Company's
Hive Graivsu
Shift
Hive Name Codex Description
Stubjack Crew Platoon Command Squad, Medi-Pack, Vox-Caster, Platoon Standard, Melta Gun, Bolter
Gang Infantry Squad, Vox-Caster, Missile Launcher, Melta Gun, Bolter
Gang Infantry Squad, Vox-Caster, Missile Launcher, Melta Gun, Bolter
Gang Infantry Squad, Vox-Caster, Missile Launcher, Melta Gun, Bolter
Gang Infantry Squad, Vox-Caster, Missile Launcher, Melta Gun, Bolter
Gang Infantry Squad, Vox-Caster, Missile Launcher, Melta Gun, Bolter
Heavy Crew Heavy Weapons Squad, 3 Missile Launchers
Heavy Crew Heavy Weapons Squad, 3 Missile Launchers
Heavy Crew Heavy Weapons Squad, 3 Missile Launchers
Heavy Crew Heavy Weapons Squad, 3 Missile Launchers
Heavy Crew Heavy Weapons Squad, 3 Missile Launchers
Scum Crew Special Weapons Squad, 3 Melta Guns
Scum Crew Special Weapons Squad, 3 Melta Guns
Scum Crew Special Weapons Squad, 3 Melta Guns
Juve Crew 10 Conscripts
Juve Crew 10 Conscripts
Juve Crew 10 Conscripts
Juve Crew 10 Conscripts
Juve Crew 10 Conscripts
Bounty Hunter Commissar, Bolter
Wagon Chimera
Wagon Chimera
Wagon Chimera
Wagon Chimera
Wagon Chimera
Wagon Chimera
Spyre Team Company Command Squad. Medi-Pack, Vox Caster, Carapace Armour, Blade of Conquest, Wrath of Cadia, Melta Gun
Command Tower Imperial Bastion, Quad Gun
Astropath Astropath
Officer of the Fleet Officer of the Fleet
Master of Ordnance Master of Ordnance
Ogryn Squad Ogryn Squad
Ogryn Squad Ogryn Squad
Ogryn Squad Ogryn Squad
Honour Guard Rough Rider Squad, Power Lance
Honour Guard Rough Rider Squad, Power Lance
Honour Guard Rough Rider Squad, Power Lance
The Last Division Veteran Squad, Grenadiers, Forward Sentries Vox-Caster, Heavy Shotguns, Heavy Flamer, 2 Flamers, Power Weapon, Plasma Pistol
The Last Division Veteran Squad, Grenadiers, Forward Sentries Vox-Caster, Heavy Shotguns, Heavy Flamer, 2 Flamers, Power Weapon, Plasma Pistol
The Last Division Veteran Squad, Grenadiers, Forward Sentries Vox-Caster, Heavy Shotguns, Heavy Flamer, 2 Flamers, Power Weapon, Plasma Pistol
The Last Division Veteran Squad, Grenadiers, Forward Sentries Vox-Caster, Heavy Shotguns, Heavy Flamer, 2 Flamers, Power Weapon, Plasma Pistol
The Last Division Veteran Squad, Grenadiers, Forward Sentries Vox-Caster, Heavy Shotguns, Heavy Flamer, 2 Flamers, Power Weapon, Plasma Pistol
The Last Division Veteran Squad, Grenadiers, Forward Sentries Vox-Caster, Heavy Shotguns, Heavy Flamer, 2 Flamers, Power Weapon, Plasma Pistol
Pontificates Adaptus Ministorum Priest, Plasma Gun
Pontificates Adaptus Ministorum Priest, Plasma Gun
Pontificates Adaptus Ministorum Priest, Plasma Gun
Artisans Enginseer, 4 Servitors, 2 Plasma Cannons
Artisans Enginseer, 4 Servitors, 2 Plasma Cannons
Artisans Enginseer, 4 Servitors, 2 Plasma Cannons
Chimera Chimera, Extra Armour, Camo Netting
Chimera Chimera, Extra Armour, Camo Netting
Chimera Chimera, Extra Armour, Camo Netting
Chimera Chimera, Extra Armour, Camo Netting
Chimera Chimera, Extra Armour, Camo Netting
Chimera Chimera, Extra Armour, Camo Netting
Armoured Truck Chimera
Armoured Truck Chimera
Armoured Truck Chimera
Carriage Chimera, Extra Armour, Auger Array
6 Zones
6 Levels
Corporation
Hive Name Codex Description
Hive Lord Company Command Squad, Medi-Pack, Vox Caster, Carapace Armour, The Tactical Auto-Reliquary of Tyberius, Volkov's Cane, Melta Gun
Command Base Imperial Strong-point, 3 Bastions, 5 Defence Lines with 3 Tank Traps, 3 Tangle-wire and a quad gun each
Astropath Astropath
Officer of the Fleet Officer of the Fleet
Master of Ordnance Master of Ordnance
Personal Assistants Ratling Squad
Personal Assistants Ratling Squad
Personal Assistants Ratling Squad
Messengers Rough Rider Squad, Power Lance
Messengers Rough Rider Squad, Power Lance
Messengers Rough Rider Squad, Power Lance
Craftworld Daraleath Rangers Eldar Rangers
Craftworld Daraleath Rangers Eldar Rangers
Craftworld Daraleath Rangers Eldar Rangers
Craftworld Daraleath Rangers Eldar Rangers
Craftworld Daraleath Rangers Eldar Rangers
Craftworld Daraleath Rangers Eldar Rangers
Commissar Lord Commissar Lord, Carapace Armour, Emperors Benediction, Power Sword
Magos Adaptus Ministorum Priest, Plasma Gun
Magos Adaptus Ministorum Priest, Plasma Gun
Magos Adaptus Ministorum Priest, Plasma Gun
Deacon Adaptus Ministorum Priest, Auto Gun
Deacon Adaptus Ministorum Priest, Auto Gun
Deacon Adaptus Ministorum Priest, Auto Gun
Limousine Chimera, Extra Armour, Auger Array
20 Company's
Hive Urdni
Shift
Hive Name Codex Description
Stubjack Crew Platoon Command Squad, Medi-Pack, Vox-Caster, Platoon Standard, Flamer, Bolter
Gang Infantry Squad, Vox-Caster, Auto Cannon, Flamer, Bolter
Gang Infantry Squad, Vox-Caster, Auto Cannon, Flamer, Bolter
Gang Infantry Squad, Vox-Caster, Auto Cannon, Flamer, Bolter
Gang Infantry Squad, Vox-Caster, Auto Cannon, Flamer, Bolter
Gang Infantry Squad, Vox-Caster, Auto Cannon, Flamer, Bolter
Heavy Crew Heavy Weapons Squad, 3 Auto Cannon
Heavy Crew Heavy Weapons Squad, 3 Auto Cannon
Heavy Crew Heavy Weapons Squad, 3 Auto Cannon
Heavy Crew Heavy Weapons Squad, 3 Auto Cannon
Heavy Crew Heavy Weapons Squad, 3 Auto Cannon
Scum Crew Special Weapons Squad, 3 Flamers
Scum Crew Special Weapons Squad, 3 Flamers
Scum Crew Special Weapons Squad, 3 Flamers
Juve Crew 10 Conscripts
Juve Crew 10 Conscripts
Juve Crew 10 Conscripts
Juve Crew 10 Conscripts
Juve Crew 10 Conscripts
Bounty Hunter Commissar, Bolter
Wagon Chimera
Wagon Chimera
Wagon Chimera
Wagon Chimera
Wagon Chimera
Wagon Chimera
Sector
Hive Name Codex Description
Guild Boss Company Command Squad, Medi-Pack, Vox Caster, Company Standard, Carapace Armour, Bolter, Flamer
Preacher Adaptus Ministorum Priest, Auto Gun
Preacher Adaptus Ministorum Priest, Auto Gun
Preacher Adaptus Ministorum Priest, Auto Gun
Tech Enginseer, 4 Servitors, 2 Heavy Bolters
Tech Enginseer, 4 Servitors, 2 Heavy Bolters
Tech Enginseer, 4 Servitors, 2 Heavy Bolters
Guilder Caravan Chimera
6 Shifts
Pre Spyre Noble Company Command Squad, Medi-Pack, Vox Caster, Company Standard, Carapace Armour, Power Weapon, Plasma Pistol, Flamer
Household Guard Veteran Squad, Grenadiers, Vox-Caster, Heavy Bolter, 3 Flamers, Bolter
Household Guard Veteran Squad, Grenadiers, Vox-Caster, Heavy Bolter, 3 Flamers, Bolter
Household Guard Veteran Squad, Grenadiers, Vox-Caster, Heavy Bolter, 3 Flamers, Bolter
Household Guard Veteran Squad, Grenadiers, Vox-Caster, Heavy Bolter, 3 Flamers, Bolter
Household Guard Veteran Squad, Grenadiers, Vox-Caster, Heavy Bolter, 3 Flamers, Bolter
Household Guard Veteran Squad, Grenadiers, Vox-Caster, Heavy Bolter, 3 Flamers, Bolter
Honour Guard Rough Rider Squad
Honour Guard Rough Rider Squad
Honour Guard Rough Rider Squad
Commissioned Officer Commissar, Bolter
Confessor Adaptus Ministorum Priest, Auto Gun
Confessor Adaptus Ministorum Priest, Auto Gun
Confessor Adaptus Ministorum Priest, Auto Gun
Tech Priest Enginseer, 4 Servitors, 2 Heavy Bolters
Tech Priest Enginseer, 4 Servitors, 2 Heavy Bolters
Tech Priest Enginseer, 4 Servitors, 2 Heavy Bolters
Carriage Chimera, Extra Armour
Carriage Chimera, Extra Armour
Carriage Chimera, Extra Armour
Carriage Chimera, Extra Armour
Carriage Chimera, Extra Armour
Carriage Chimera, Extra Armour
Carriage Chimera, Extra Armour
6 Levels
6 Sectors
Company
Hive Name Codex Description
Spyre Team Company Command Squad. Medi-Pack, Vox Caster, Carapace Armour, Blade of Conquest, Wrath of Cadia, Flamer
Command Tower Imperial Bastion, Quad Gun
Astropath Astropath
Officer of the Fleet Officer of the Fleet
Master of Ordnance Master of Ordnance
Ogryn Squad Ogryn Squad
Ogryn Squad Ogryn Squad
Ogryn Squad Ogryn Squad
Honour Guard Rough Rider Squad, Power Lance
Honour Guard Rough Rider Squad, Power Lance
Honour Guard Rough Rider Squad, Power Lance
The Last Division Veteran Squad, Grenadiers, Forward Sentries Vox-Caster, Heavy Shotguns, Heavy Flamer, 2 Flamers, Power Weapon, Plasma Pistol
The Last Division Veteran Squad, Grenadiers, Forward Sentries Vox-Caster, Heavy Shotguns, Heavy Flamer, 2 Flamers, Power Weapon, Plasma Pistol
The Last Division Veteran Squad, Grenadiers, Forward Sentries Vox-Caster, Heavy Shotguns, Heavy Flamer, 2 Flamers, Power Weapon, Plasma Pistol
The Last Division Veteran Squad, Grenadiers, Forward Sentries Vox-Caster, Heavy Shotguns, Heavy Flamer, 2 Flamers, Power Weapon, Plasma Pistol
The Last Division Veteran Squad, Grenadiers, Forward Sentries Vox-Caster, Heavy Shotguns, Heavy Flamer, 2 Flamers, Power Weapon, Plasma Pistol
The Last Division Veteran Squad, Grenadiers, Forward Sentries Vox-Caster, Heavy Shotguns, Heavy Flamer, 2 Flamers, Power Weapon, Plasma Pistol
Pontificates Adaptus Ministorum Priest, Auto Gun
Pontificates Adaptus Ministorum Priest, Auto Gun
Pontificates Adaptus Ministorum Priest, Auto Gun
Artisans Enginseer, 4 Servitors, 2 Heavy Bolters
Artisans Enginseer, 4 Servitors, 2 Heavy Bolters
Artisans Enginseer, 4 Servitors, 2 Heavy Bolters
Chimera Chimera, Extra Armour, Camo Netting
Chimera Chimera, Extra Armour, Camo Netting
Chimera Chimera, Extra Armour, Camo Netting
Chimera Chimera, Extra Armour, Camo Netting
Chimera Chimera, Extra Armour, Camo Netting
Chimera Chimera, Extra Armour, Camo Netting
Armoured Truck Chimera
Armoured Truck Chimera
Armoured Truck Chimera
Carriage Chimera, Extra Armour, Auger Array
6 Zones
6 Levels
Corporation
Hive Name Codex Description
Hive Lord Company Command Squad, Medi-Pack, Vox Caster, Carapace Armour, The Tactical Auto-Reliquary of Tyberius, Volkov's Cane, Flamer
Command Base Imperial Strong-point, 3 Bastions, 5 Defence Lines with 3 Tank Traps, 3 Tangle-wire and a quad gun each
Astropath Astropath
Officer of the Fleet Officer of the Fleet
Master of Ordnance Master of Ordnance
Personal Assistants Ratling Squad
Personal Assistants Ratling Squad
Personal Assistants Ratling Squad
Messengers Rough Rider Squad, Power Lance
Messengers Rough Rider Squad, Power Lance
Messengers Rough Rider Squad, Power Lance
Craftworld Daraleath Rangers Eldar Rangers
Craftworld Daraleath Rangers Eldar Rangers
Craftworld Daraleath Rangers Eldar Rangers
Craftworld Daraleath Rangers Eldar Rangers
Craftworld Daraleath Rangers Eldar Rangers
Craftworld Daraleath Rangers Eldar Rangers
Commissar Lord Commissar Lord, Carapace Armour, Emperors Benediction, Power Sword
Magos Enginseer, 4 Servitors, 2 Heavy Bolters
Magos Enginseer, 4 Servitors, 2 Heavy Bolters
Magos Enginseer, 4 Servitors, 2 Heavy Bolters
Deacon Adaptus Ministorum Priest, Auto Gun
Deacon Adaptus Ministorum Priest, Auto Gun
Deacon Adaptus Ministorum Priest, Auto Gun
Limousine Chimera, Extra Armour, Auger Array
20 Company's
Hive Sleeddaw
Shift
Hive Name Codex Description
Frigate Leman Russ Exterminator, Heavy Bolter Side Sponsors
Light Cruiser Leman Russ Battle Tank, Heavy Bolter Side Sponsors
Light Cruiser Leman Russ Battle Tank, Heavy Bolter Side Sponsors
Light Cruiser Leman Russ Battle Tank, Heavy Bolter Side Sponsors
Light Cruiser Leman Russ Battle Tank, Heavy Bolter Side Sponsors
Light Cruiser Leman Russ Battle Tank, Heavy Bolter Side Sponsors
Line Breaker Leman Russ Demolisher Tank, Heavy Bolter Side Sponsors
Line Breaker Leman Russ Demolisher Tank, Heavy Bolter Side Sponsors
Line Breaker Leman Russ Demolisher Tank, Heavy Bolter Side Sponsors
Line Breaker Leman Russ Demolisher Tank, Heavy Bolter Side Sponsors
Line Breaker Leman Russ Demolisher Tank, Heavy Bolter Side Sponsors
Light Destroyer Leman Russ Vanquisher, 2 Heavy Bolter Side Sponsors
Light Destroyer Leman Russ Vanquisher, 2 Heavy Bolter Side Sponsors
Light Destroyer Leman Russ Vanquisher, 2 Heavy Bolter Side Sponsors
Gun Boat Leman Russ Punisher
Gun Boat Leman Russ Punisher
Gun Boat Leman Russ Punisher
Gun Boat Leman Russ Punisher
Gun Boat Leman Russ Punisher
Sector
Hive Name Codex Description
Command Cruiser Tank Commander, Battle Tank, Heavy Bolter Side Sponsors
Tech Enginseer, 4 Servitors, 2 Heavy Bolters
Tech Enginseer, 4 Servitors, 2 Heavy Bolters
Tech Enginseer, 4 Servitors, 2 Heavy Bolters
6 Shifts
Level
Hive Name Codex Description
Siege Breaker Tank Commander, Leman Russ Demolisher, Heavy Bolter Side Sponsors, Dozer Blade
Cruiser Leman Russ Battle Tank, Heavy Bolter Side Sponsors, Dozer Blade
Cruiser Leman Russ Battle Tank, Heavy Bolter Side Sponsors, Dozer Blade
Cruiser Leman Russ Battle Tank, Heavy Bolter Side Sponsors, Dozer Blade
Cruiser Leman Russ Battle Tank, Heavy Bolter Side Sponsors, Dozer Blade
Cruiser Leman Russ Battle Tank, Heavy Bolter Side Sponsors, Dozer Blade
Cruiser Leman Russ Battle Tank, Heavy Bolter Side Sponsors, Dozer Blade
Enginseer Enginseer, 4 Servitors, 2 Heavy Bolters
Enginseer Enginseer, 4 Servitors, 2 Heavy Bolters
Enginseer Enginseer, 4 Servitors, 2 Heavy Bolters
6 Sectors
Zone
Hive Name Codex Description
Capital Cruiser Tank Commander, Executioner, Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour
Escort Leman Russ Exterminator, Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour
Escort Leman Russ Exterminator, Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour
Escort Leman Russ Exterminator, Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour
Escort Leman Russ Exterminator, Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour
Escort Leman Russ Exterminator, Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour
Escort Leman Russ Exterminator, Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour
Siege Breaker Leman Russ Demolisher, Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour
Siege Breaker Leman Russ Demolisher, Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour
Siege Breaker Leman Russ Demolisher, Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour
Tech Priest Enginseer, 4 Servitors, 2 Heavy Bolters
Tech Priest Enginseer, 4 Servitors, 2 Heavy Bolters
Tech Priest Enginseer, 4 Servitors, 2 Heavy Bolters
6 Levels
6 Sectors
Company
Hive Name Codex Description
Dreadnought (Stormsword, Noble, Post Spyre Trials, Ash Waste Hauler) Stormsword, 4 Las-Cannon Turrets, 4 Twin Linked Heavy Bolter Side Sponsors, Hull Mounted Twin Linked Heavy Bolter
Heavy Escort Leman Russ Exterminator, Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour, Auger Array
Heavy Escort Leman Russ Exterminator, Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour, Auger Array
Heavy Escort Leman Russ Exterminator, Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour, Auger Array
Capital Cruiser Leman Russ Executioner, Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour
Capital Cruiser Leman Russ Executioner, Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour
Capital Cruiser Leman Russ Executioner, Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour
The Last Division Leman Russ Vanquishers, 2 Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour
The Last Division Leman Russ Vanquishers, 2 Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour
The Last Division Leman Russ Vanquishers, 2 Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour
The Last Division Leman Russ Vanquishers, 2 Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour
The Last Division Leman Russ Vanquishers, 2 Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour
The Last Division Leman Russ Vanquishers, 2 Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour
Artisans Enginseer, 4 Servitors, 2 Heavy Bolters
Artisans Enginseer, 4 Servitors, 2 Heavy Bolters
Artisans Enginseer, 4 Servitors, 2 Heavy Bolters
6 Zones
6 Levels
Corporation
Hive Name Codex Description
Flagship Stormlord, 4 Las Cannon Turrets, 4 Twin Link Heavy Bolter Side Sponsors, Hull Mounted Twin Linked Heavy Bolters
Heavy Cruiser Leman Russ Battle Tank, Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour, Auger Array, Relic Armour
Heavy Cruiser Leman Russ Battle Tank, Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour, Auger Array, Relic Armour
Heavy Cruiser Leman Russ Battle Tank, Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour, Auger Array, Relic Armour
Vendetta Vendetta, 2 Sponsor Mounted Heavy Bolters
Vendetta Vendetta, 2 Sponsor Mounted Heavy Bolters
Vendetta Vendetta, 2 Sponsor Mounted Heavy Bolters
Commissar Tank Commander, Leman Russ Demolisher, Heavy Bolter Side Sponsor, Dozer Blade, Extra Armour
Craftworld Daraleath Windriders Eldar Windriders, Twin Link Shrunken Catapults
Craftworld Daraleath Windriders Eldar Windriders, Twin Link Shrunken Catapults
Craftworld Daraleath Windriders Eldar Windriders, Twin Link Shrunken Catapults
Craftworld Daraleath Windriders Eldar Windriders, Twin Link Shrunken Catapults
Craftworld Daraleath Windriders Eldar Windriders, Twin Link Shrunken Catapults
Craftworld Daraleath Windriders Eldar Windriders, Twin Link Shrunken Catapults
Magos Enginseer, 4 Servitors, 2 Heavy Bolters
Magos Enginseer, 4 Servitors, 2 Heavy Bolters
Magos Enginseer, 4 Servitors, 2 Heavy Bolters
20 Company's
Hive Shanfax
Shift
Hive Name Codex Description
Frigate Leman Russ Exterminator, Heavy Bolter Side Sponsors
Light Cruiser Leman Russ Battle Tank, Heavy Bolter Side Sponsors
Light Cruiser Leman Russ Battle Tank, Heavy Bolter Side Sponsors
Light Cruiser Leman Russ Battle Tank, Heavy Bolter Side Sponsors
Light Cruiser Leman Russ Battle Tank, Heavy Bolter Side Sponsors
Light Cruiser Leman Russ Battle Tank, Heavy Bolter Side Sponsors
Line Breaker Leman Russ Demolisher Tank, Heavy Bolter Side Sponsors
Line Breaker Leman Russ Demolisher Tank, Heavy Bolter Side Sponsors
Line Breaker Leman Russ Demolisher Tank, Heavy Bolter Side Sponsors
Line Breaker Leman Russ Demolisher Tank, Heavy Bolter Side Sponsors
Line Breaker Leman Russ Demolisher Tank, Heavy Bolter Side Sponsors
Light Destroyer Leman Russ Vanquisher, 2 Heavy Bolter Side Sponsors
Light Destroyer Leman Russ Vanquisher, 2 Heavy Bolter Side Sponsors
Light Destroyer Leman Russ Vanquisher, 2 Heavy Bolter Side Sponsors
Gun Boat Leman Russ Punisher
Gun Boat Leman Russ Punisher
Gun Boat Leman Russ Punisher
Gun Boat Leman Russ Punisher
Gun Boat Leman Russ Punisher
Sector
Hive Name Codex Description
Command Cruiser Tank Commander, Battle Tank, Heavy Bolter Side Sponsors
Tech Enginseer, 4 Servitors, 2 Heavy Bolters
Tech Enginseer, 4 Servitors, 2 Heavy Bolters
Tech Enginseer, 4 Servitors, 2 Heavy Bolters
6 Shifts
Level
Hive Name Codex Description
Siege Breaker Tank Commander, Leman Russ Demolisher, Heavy Bolter Side Sponsors, Dozer Blade
Cruiser Leman Russ Battle Tank, Heavy Bolter Side Sponsors, Dozer Blade
Cruiser Leman Russ Battle Tank, Heavy Bolter Side Sponsors, Dozer Blade
Cruiser Leman Russ Battle Tank, Heavy Bolter Side Sponsors, Dozer Blade
Cruiser Leman Russ Battle Tank, Heavy Bolter Side Sponsors, Dozer Blade
Cruiser Leman Russ Battle Tank, Heavy Bolter Side Sponsors, Dozer Blade
Cruiser Leman Russ Battle Tank, Heavy Bolter Side Sponsors, Dozer Blade
Enginseer Enginseer, 4 Servitors, 2 Heavy Bolters
Enginseer Enginseer, 4 Servitors, 2 Heavy Bolters
Enginseer Enginseer, 4 Servitors, 2 Heavy Bolters
6 Sectors
Zone
Hive Name Codex Description
Capital Cruiser Tank Commander, Executioner, Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour
Escort Leman Russ Exterminator, Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour
Escort Leman Russ Exterminator, Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour
Escort Leman Russ Exterminator, Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour
Escort Leman Russ Exterminator, Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour
Escort Leman Russ Exterminator, Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour
Escort Leman Russ Exterminator, Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour
Siege Breaker Leman Russ Demolisher, Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour
Siege Breaker Leman Russ Demolisher, Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour
Siege Breaker Leman Russ Demolisher, Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour
Tech Priest Enginseer, 4 Servitors, 2 Heavy Bolters
Tech Priest Enginseer, 4 Servitors, 2 Heavy Bolters
Tech Priest Enginseer, 4 Servitors, 2 Heavy Bolters
6 Levels
6 Sectors
Company
Hive Name Codex Description
Dreadnought (Stormsword, Noble, Post Spyre Trials, Ash Waste Hauler) Stormsword, 4 Las-Cannon Turrets, 4 Twin Linked Heavy Bolter Side Sponsors, Hull Mounted Twin Linked Heavy Bolter
Heavy Escort Leman Russ Exterminator, Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour, Auger Array
Heavy Escort Leman Russ Exterminator, Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour, Auger Array
Heavy Escort Leman Russ Exterminator, Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour, Auger Array
Capital Cruiser Leman Russ Executioner, Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour
Capital Cruiser Leman Russ Executioner, Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour
Capital Cruiser Leman Russ Executioner, Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour
The Last Division Leman Russ Vanquishers, 2 Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour
The Last Division Leman Russ Vanquishers, 2 Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour
The Last Division Leman Russ Vanquishers, 2 Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour
The Last Division Leman Russ Vanquishers, 2 Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour
The Last Division Leman Russ Vanquishers, 2 Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour
The Last Division Leman Russ Vanquishers, 2 Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour
Artisans Enginseer, 4 Servitors, 2 Heavy Bolters
Artisans Enginseer, 4 Servitors, 2 Heavy Bolters
Artisans Enginseer, 4 Servitors, 2 Heavy Bolters
6 Zones
6 Levels
Corporation
Hive Name Codex Description
Flagship Stormlord, 4 Las Cannon Turrets, 4 Twin Link Heavy Bolter Side Sponsors, Hull Mounted Twin Linked Heavy Bolters
Heavy Cruiser Leman Russ Battle Tank, Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour, Auger Array, Relic Armour
Heavy Cruiser Leman Russ Battle Tank, Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour, Auger Array, Relic Armour
Heavy Cruiser Leman Russ Battle Tank, Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour, Auger Array, Relic Armour
Vendetta Vendetta, 2 Sponsor Mounted Heavy Bolters
Vendetta Vendetta, 2 Sponsor Mounted Heavy Bolters
Vendetta Vendetta, 2 Sponsor Mounted Heavy Bolters
Commissar Tank Commander, Leman Russ Demolisher, Heavy Bolter Side Sponsor, Dozer Blade, Extra Armour
Craftworld Daraleath Windriders Eldar Windriders, Twin Link Shrunken Catapults
Craftworld Daraleath Windriders Eldar Windriders, Twin Link Shrunken Catapults
Craftworld Daraleath Windriders Eldar Windriders, Twin Link Shrunken Catapults
Craftworld Daraleath Windriders Eldar Windriders, Twin Link Shrunken Catapults
Craftworld Daraleath Windriders Eldar Windriders, Twin Link Shrunken Catapults
Craftworld Daraleath Windriders Eldar Windriders, Twin Link Shrunken Catapults
Magos Enginseer, 4 Servitors, 2 Heavy Bolters
Magos Enginseer, 4 Servitors, 2 Heavy Bolters
Magos Enginseer, 4 Servitors, 2 Heavy Bolters
20 Company's
Hive Rulbrou
Shift
Hive Name Codex Description
Frigate Leman Russ Exterminator, Heavy Bolter Side Sponsors
Light Cruiser Leman Russ Battle Tank, Heavy Bolter Side Sponsors
Light Cruiser Leman Russ Battle Tank, Heavy Bolter Side Sponsors
Light Cruiser Leman Russ Battle Tank, Heavy Bolter Side Sponsors
Light Cruiser Leman Russ Battle Tank, Heavy Bolter Side Sponsors
Light Cruiser Leman Russ Battle Tank, Heavy Bolter Side Sponsors
Line Breaker Leman Russ Demolisher Tank, Heavy Bolter Side Sponsors
Line Breaker Leman Russ Demolisher Tank, Heavy Bolter Side Sponsors
Line Breaker Leman Russ Demolisher Tank, Heavy Bolter Side Sponsors
Line Breaker Leman Russ Demolisher Tank, Heavy Bolter Side Sponsors
Line Breaker Leman Russ Demolisher Tank, Heavy Bolter Side Sponsors
Light Destroyer Leman Russ Vanquisher, 2 Heavy Bolter Side Sponsors
Light Destroyer Leman Russ Vanquisher, 2 Heavy Bolter Side Sponsors
Light Destroyer Leman Russ Vanquisher, 2 Heavy Bolter Side Sponsors
Gun Boat Leman Russ Punisher
Gun Boat Leman Russ Punisher
Gun Boat Leman Russ Punisher
Gun Boat Leman Russ Punisher
Gun Boat Leman Russ Punisher
Sector
Hive Name Codex Description
Command Cruiser Tank Commander, Battle Tank, Heavy Bolter Side Sponsors
Tech Enginseer, 4 Servitors, 2 Heavy Bolters
Tech Enginseer, 4 Servitors, 2 Heavy Bolters
Tech Enginseer, 4 Servitors, 2 Heavy Bolters
6 Shifts
Level
Hive Name Codex Description
Siege Breaker Tank Commander, Leman Russ Demolisher, Heavy Bolter Side Sponsors, Dozer Blade
Cruiser Leman Russ Battle Tank, Heavy Bolter Side Sponsors, Dozer Blade
Cruiser Leman Russ Battle Tank, Heavy Bolter Side Sponsors, Dozer Blade
Cruiser Leman Russ Battle Tank, Heavy Bolter Side Sponsors, Dozer Blade
Cruiser Leman Russ Battle Tank, Heavy Bolter Side Sponsors, Dozer Blade
Cruiser Leman Russ Battle Tank, Heavy Bolter Side Sponsors, Dozer Blade
Cruiser Leman Russ Battle Tank, Heavy Bolter Side Sponsors, Dozer Blade
Enginseer Enginseer, 4 Servitors, 2 Heavy Bolters
Enginseer Enginseer, 4 Servitors, 2 Heavy Bolters
Enginseer Enginseer, 4 Servitors, 2 Heavy Bolters
6 Sectors
Zone
Hive Name Codex Description
Capital Cruiser Tank Commander, Executioner, Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour
Escort Leman Russ Exterminator, Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour
Escort Leman Russ Exterminator, Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour
Escort Leman Russ Exterminator, Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour
Escort Leman Russ Exterminator, Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour
Escort Leman Russ Exterminator, Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour
Escort Leman Russ Exterminator, Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour
Siege Breaker Leman Russ Demolisher, Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour
Siege Breaker Leman Russ Demolisher, Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour
Siege Breaker Leman Russ Demolisher, Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour
Tech Priest Enginseer, 4 Servitors, 2 Heavy Bolters
Tech Priest Enginseer, 4 Servitors, 2 Heavy Bolters
Tech Priest Enginseer, 4 Servitors, 2 Heavy Bolters
6 Levels
6 Sectors
Company
Hive Name Codex Description
Dreadnought (Stormsword, Noble, Post Spyre Trials, Ash Waste Hauler) Stormsword, 4 Las-Cannon Turrets, 4 Twin Linked Heavy Bolter Side Sponsors, Hull Mounted Twin Linked Heavy Bolter
Heavy Escort Leman Russ Exterminator, Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour, Auger Array
Heavy Escort Leman Russ Exterminator, Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour, Auger Array
Heavy Escort Leman Russ Exterminator, Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour, Auger Array
Capital Cruiser Leman Russ Executioner, Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour
Capital Cruiser Leman Russ Executioner, Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour
Capital Cruiser Leman Russ Executioner, Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour
The Last Division Leman Russ Vanquishers, 2 Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour
The Last Division Leman Russ Vanquishers, 2 Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour
The Last Division Leman Russ Vanquishers, 2 Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour
The Last Division Leman Russ Vanquishers, 2 Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour
The Last Division Leman Russ Vanquishers, 2 Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour
The Last Division Leman Russ Vanquishers, 2 Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour
Artisans Enginseer, 4 Servitors, 2 Heavy Bolters
Artisans Enginseer, 4 Servitors, 2 Heavy Bolters
Artisans Enginseer, 4 Servitors, 2 Heavy Bolters
6 Zones
6 Levels
Corporation
Hive Name Codex Description
Flagship Stormlord, 4 Las Cannon Turrets, 4 Twin Link Heavy Bolter Side Sponsors, Hull Mounted Twin Linked Heavy Bolters
Heavy Cruiser Leman Russ Battle Tank, Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour, Auger Array, Relic Armour
Heavy Cruiser Leman Russ Battle Tank, Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour, Auger Array, Relic Armour
Heavy Cruiser Leman Russ Battle Tank, Heavy Bolter Side Sponsors, Dozer Blade, Extra Armour, Auger Array, Relic Armour
Vendetta Vendetta, 2 Sponsor Mounted Heavy Bolters
Vendetta Vendetta, 2 Sponsor Mounted Heavy Bolters
Vendetta Vendetta, 2 Sponsor Mounted Heavy Bolters
Commissar Tank Commander, Leman Russ Demolisher, Heavy Bolter Side Sponsor, Dozer Blade, Extra Armour
Craftworld Daraleath Windriders Eldar Windriders, Twin Link Shrunken Catapults
Craftworld Daraleath Windriders Eldar Windriders, Twin Link Shrunken Catapults
Craftworld Daraleath Windriders Eldar Windriders, Twin Link Shrunken Catapults
Craftworld Daraleath Windriders Eldar Windriders, Twin Link Shrunken Catapults
Craftworld Daraleath Windriders Eldar Windriders, Twin Link Shrunken Catapults
Craftworld Daraleath Windriders Eldar Windriders, Twin Link Shrunken Catapults
Magos Enginseer, 4 Servitors, 2 Heavy Bolters
Magos Enginseer, 4 Servitors, 2 Heavy Bolters
Magos Enginseer, 4 Servitors, 2 Heavy Bolters
20 Company's
Had a flash of inspiration while sorting out the organisation for my recon hives and have changed some of the names I have been using – given how long my previous post was I wont edit it, but just list the changes here:
The Command Base for the Infantry Hives has now become Corporate Spires.
The Command Tower for the Infantry Hives has now become a Spyre.
The Flat Pack Bunker from the Artillery Regiments has now become Command Office (still unsure about this name, there are a couple other possibilities that I am considering).
I felt that this was more in keeping with my Hive World (and I will get around to naming the planet eventually). A note on the difference between Spyre and Spire. Or though a subtle difference in spelling and pronunciation, Spire is used when referring to the ruling corporation of a Hive and Spyre is used when referring to nobles and companies not from the ruling corporation. And now I have realised another change I will need to make:
A Hive Lord is now referred to as either a Spire Lord (if they are from the Ruling Corporation of the Hive), or a Spyre Lord (If they are from one of the non ruling companies). The title Hive Lord will be used only for the leader of the Ruling Corporation of a Hive, or though he will most likely hold other titles as well, as will Spire Lords and Spyre Lords).
A note on the Command Squads at Zone and Company Level. The members of zone Command Squads team are all nobles and hold the title Spyre Nobel. At zone level, these are all pre Spyre trial nobles who are friends (either genuine, because of social standing or business alliances) and led by the highest ranking (socially) member of their group, sometimes, this may be a Spire Nobel. It is likely that had they not joined the Imperial Guard they would have been a team for the Spyre Trials.
At Company level, the command squads are also made up nobles and hold the title Spyre Lord or Spire Nobel, along with their other titles, but as they take to the field in their Spyre Trial gear alongside those that formed their Spyre Trial team, they continue to refer to themselves as a Spyre Team. Having spent time in the Underhive during their Spyre Trials, they will have formed their own hierarchy, often not related to social rank, but who is more suited to the role.
I have also decided to put the organisation and any significant background of the Sisters of Battle, Skitari and Space Marine Chapter on the back burner and focus purely of my Hive regiments. I will do the organisation for the Storm Troopers, Wyrdvanes and Primaris Psykers as I believe this will be relatively easy, and they are all entries in the Imperial Guard Codex.
I've also decided to hold off on the Faux Arbites at this time. I will have a think about them when I am doing the organisations For the Storm Troopers and Wyrdvanes. Or though they will definitely exist, I don't actually know if they will be part of the tithe for the guard, or if they will be exempt. I suppose it will come down to whether I consider them part of the PDF or not. I do know that in the Underhive and the lower parts of Hive City, the enforcement of law would be left mostly to the guilders. I imagine what Faux Arbites there are will focus on guarding the wall to the Spire, casual policing of Hive Spire (more a case of being seen than actually enforcing laws). And keeping the areas just below the wall reasonably safe. They will also often be drafted in to reinforce the guilders and a company's own forces should any worker riots happen.
I'm also not planning to go into much more details regarding the Inquisitor beyond what I have already, leaving him more of a shadowy figure in the background for the foreseeable future. The same applies to the Rogue Trader. Most likely these two will get special character entries at a later date, with all the rich background and details that such individuals deserve.
I have finally finished organisation of my (now) 3 Recon Hives. To clarify, these units are not used for recon in the hives, but is a term used purely for the tithed units of the Imperial Guard in order to give them an acceptable designation for the Imperium. Unfortunately, this can often lead to these regiments being used for missions and operations that they are ill suited for (I've got a couple of short stories in mind that will show this off).
Shift
1 Lead Fire Wagons (Hellhound)
5 Fire Wagons (Hellhound)
5 Cutters (Devil Dog)
3 Water Wagons (Bane Wolf)
5 Drill Crews (3 Armoured Sentinels)
In the Underhive there are areas of partially collapsed domes and tunnels. It is not uncommon for guilders to hire gangs to cut up this debris (most of which is Plasteel and Rockcrete) and then melt it into slag heaps to be mined for whatever minerals can be extracted. In fact, this is considered by many gangs good work if you can get it as it is relatively safe (or though further collapses as they cut aren't unheard of) compared to the constant gang fights where a single shot can leave you dead, or worse, crippled.
Due to the large scale of the debris Industrial Cutters and Fire Wagons are brought into cut it up into manageable pieces to be melted down. Because these excavations are often done away from nearby settlement (people tend to frown on your activities bringing the ceiling down on their homes), water wagons are required. Given the similarities in design of all these vehicles to the hellhound and its variants (indeed it may be that these vehicles were originally modified versions of the hellhound), they can easily be modified for a battlefield role.
Once the debris has been cut up and melted down it is the turn of the Drill Crews to come in and mine it so it can be transported. These drills are modified lifters with high powered laser cutters attached. Due to the blinding light caused by the drilling the compartments are enclosed, resulting in a hot and stuffy environment for the operator. As such it is usually juves who get this job.
Almost all settlements in the Underhive will have at least one brewery and several moonshine stills. However the taste and quality varies widely, from stuff that could easily be mistaken as engine degreaser to thick dark liquid that has a gritty texture and a few that are actually have some sort of taste.. Because of this, some Guilders have taken to buying large quantities of what would be considered the better quality stuff produced in the Underhive and transporting between settlements, and of course, charging exuberant prices for these 'top shelf' drinks. To transport the large quantities they will use water wagons.
Those guilders who have been transporting Underhive brews for some time have noticed that the taste of the brews they transport change while in transit. Whether they know it or not, this is due to the sediment and flavours of other brews they have transported building up (they don't wash out their cargo holds between brews, and most brews are strong enough that they will kill any bacteria anyway). In some cases this has caused the brews they are transporting to become actually palatable. These guilders are able to charge prices that only the most prosperous gangs can afford. Because of the high value of the cargo these guilders will employ enforcers to drive Cutters to cut routes through the debris and Fire Wagons to clear out the areas of any potential ambushers seeking to steal his valuable cargo.
Those Guilders who havent realised why their brews taste better than normal usually find their success short lived as sooner or later they fill up their containers with some strong low end brew that removes or destroys the taste that has built up.
A small number of guilders who realise what has happened to make there brews taste better often start to experiment with different mixes (blends would be too strong a word) in order to refine and improve the taste. Their Water Wagons can often be seen with separate barrels containing there latest concoctions, and for a small fee, gangers can sample these before it being made more widly available. Indeed, bottles from a particularly good batch can change hands for large sums of credit in the Underhive. A very few guilders become talented enough at their different mixes (you might even be able to call them blends) find their way up hive into the collections of Spyre Nobles. In truth, many a Spire Lords collections started out with such brews when they were Spyre Nobles and will often contain at least one bottle of Underhive Brew as a keepsake from their earliest collection.
The private office is effectively a flat pack bunker, usually deployed as either a forward observation post or intelligence post. The only way to take away the Spyre Nobles luxurious carriage without the arguing, foot stomping, temper tantrums and sulking was to tell them that they are getting a private office instead, something considered a sign of status in the Companies and Corporations (they may have forgotten to tell the Spyre Noble that their private office was located near the enemy lines).
The hives are truly ancient structures and or though built to last, breaches in the floors, ceilings and even occasionally the metres thick outer shell happen. When this does happen they need to be patched up or whole sections of the hive abandoned. In hive city you will often see work crews with hand held welders patching up these cracks and breaches. In the Spire however these repairs are done by Weld Tracks.
Given the sub zero temperatures outside the hives, ice and frozen chemicals build up on the outer shell. In order to keep this in check there are huge numbers of Ice Cutters that travel the outer shell melting these frozen build ups. Both Weld Tracks and Ice Cutters are easily converted for the battlefield.
Or though less common in the hives, the pacifiers are actual Bane Wolves. However, unlike their military counterparts, they spew non lethal gas for dispersing large crowds and riots.
Company
1 Spyre Team (Company Command Squad)
3 Weld Tracks (Devil Dog)
1 Asropath (Astropath)
3 Pacifiers (Bane Wolf)
3 Honour Guard (Armoured Sentinels)
6 The Last Division (Hellhound)
3 Pontificates (Adaptus Ministorum Priest)
3 Artisans (Enginseer)
1 Intelligence Spyre (Imperial Bastion)
6 Zones
6 Levels
Not a huge amount to say here that hasn't already been said. The armoured sentinels are often used to patrol a company's territory and are overly embellished and used to show off wealth.
The Intelligence Spyre is an easy to construct Imperial Bastion. These structures are used as central hubs for any intelligence to be reported to. They will have a communications relay and an astropath to transmit this intelligence to where it is needed.
Corporation
1 Spire Lord (Company Command Squad)
1 Central Intelligence Spire (Imperial Strong-point)
1 Astropath (Astropath)
1 Officer of the Fleet (Officer of the Fleet)
1 Master of Ordnance (Master of Ordnance)
3 Personal Assistant teams (Ratling Squad)
3 Messengers Teams (Rough Rider Squad)
6 Craftworld Daraleath Walkers (Eldar War Walker)
1 Inquisitoral Agent (Commissar Lord)
3 Magos (Enginseer)
3 Deacon (Adaptus Ministorum Priest)
20 Company's
The Central Intelligence Spire is where all the information gathered by the various intelligence hubs is sent, reviewed and decisions made as to where troops should be deployed. It will often be well behind the front lines and specialist equipment allows for real time holographic communication with other officers, both on the ground and in orbit. These will often form the base of operations for any garrison forces left on the planet after the pacification of the planet has been achieved. At this point they will often be upgraded further to allow inter system communication (or though obviously not in real time).
Next up will be the flier regiment. This will take a little while as I know what I want the look and feel to be, I'm not sure what units will be used and how they may fit into some parts of the hive, so got a few ideas I will need to play around with until it feels right.
As always, comments, ideas and suggestions are always welcome.
Just out of curiosity, I calculated how much moonshine a recon corporation can carry around at a time. The answer: 6,600 water wagons worth of the stuff. And honestly, that sounds about right in terms of numbers.
40k drinking game: take a shot everytime a book references Skitarii using transports.
2017/01/12 23:10:59
Subject: My Imperial Guard Hive World Regiment 'Codex'
Just don't park them near the Ice Cutters, one wrong spark could result in a not so small mushroom cloud (not to mention some very pissed off guardsmen).
Interesting - most military gear starts its life out as civilian gear re/overengineered for war (extra armor, upgraded engines, weapons strapped on, etc.). Your civilian vehicles appear to be military versions "downgraded" for civilian use. Is that your intention?
It never ends well
2017/01/13 06:53:12
Subject: My Imperial Guard Hive World Regiment 'Codex'
Stormonu wrote: Interesting - most military gear starts its life out as civilian gear re/overengineered for war (extra armor, upgraded engines, weapons strapped on, etc.). Your civilian vehicles appear to be military versions "downgraded" for civilian use. Is that your intention?
That was exactly my intention. The Hive World (I promise I'll name it) biggest export is equipment for the Imperial Guard, it makes sense that they would take these designs and modify them for civilian use.
An interesting way to think of it:
If an alien race came to earth and showed us how to make military vehicles in order that we could mass produce them for their war effort, how long do you think it would be before we started modifying those designs for civilian use (assuming we didn't kill ourselves and each other with the tech first).
In a way this is what has happened to the Hives, they didn't invent the vehicles, the Imperium came along and showed them how to make them. Since they have such an abundance of them it is reasonable to assume that rather than creating something new, they would modify what they already had. Given the relationship the Imperium has with technology, I suspect a lot of these designs will have first come about with a small number of the vehicles being smuggled into the Underhive and the techs (who are not tech adepts and have at least a basic understanding how things work) have done the modifications and then over time these modified designs have found their way back up the Hive. It's also why the vehicles up the Hive will look far more like the original as only minor modifications will have been made, where as those from the Underhive will have slightly more unorthodox designs to fill the purpose they are being used for - a Water Wagon having far more carrying capacity for example than a hellhound, or the moonshine carriers having multiple compartments to carry different types.
Today I present to you the organisation of my final Hive – Hive Tuytait.
Unlike all the other Hives of my world, Hive Tuytait does not supply the Imperial Guard with men and equipment in order to fulfil its share of the Tithe, but rather the Imperial Navy in the form of Planetary Landers and Gunships. This was achieved through political manoeuvring, careful purchases of smaller organisation, bribes and outright threats in the distant past allowing them to gain a monopoly in the transporting of goods from the surface to orbit.
The gangs from the Underhive are often press ganged into service aboard Navy ships as gun or shuttle bay crews. It is debatable who gets the better deal, those of the guard who have some level of control over their fate (however small that may be), or those of the Navy who toil away in the gun chambers, protected by the ships hull and only truly as risk should the ship they are on engage in a space battle, where they have no control over if they live or die.
Due to their connection to the Imperial Navy, there is a much larger enlistment rate amongst the nobles of Hive Tuytait than is seen amongst the other Hives. No doubt many who enlist dream of commanding their own warship. In practice this is very unlikely, and most will find their careers limited to that of minor officers and occasionally command crews aboard the numerous and various ships of the Imperial Navy. Only a small number are likely to find themselves aboard an actual warship. A few lucky and talented few may find themselves in command of a troop transport or cargo ship, but these are rare indeed.
The production of Hive Tuytait is limited to interplanetary craft. This is due to the Adeptus Mechanicus closely guarding the secrets of warp reactors (even in their limited understanding of these machines), and to prevent the Hive World from being able to threaten the Imperium. Or though this stretches the letter of the division of forces, the need of these craft means that it is tolerated.
For the time being I have chosen to keep the designations Shift, Sector, Level and Zone for the purpose of consistency, but will most likely be changed at a later date to things like Hangers, squadrons, wings, flights or something similar. Unlike the other hives, there is very little, if any, direct chain of command between the different layers, so when you see 6 of the previous layer, its is used only to show the ratios involved. Most pilots are independent operators picking up each commission and load as they arrive. Often pilots will form agreements or alliances with other pilots where they will employ entire ground crews to prioritise the fuelling and loading of their ships first. These alliances are also able to pool their resources to employ watchers who tag cargo crates and containers indicating higher value contents and monitoring which loading bay the containers end up in.
SHIFT
2 Gunships
10 Light Landers
8 Heavy Landers
The Light Lander is the work horse of the Hives cargo transporting fleet. It is small, rugged with a simple construction. It main not be pretty, but it is reliable and easy to repair. The Light Lander is capable of carrying small cargo such as crates of lasguns or a small number of personnel. It does not have any weapons.
The Light Lander is often preferred for transporting smaller items as it requires less space to land, can be quickly loaded and refuelled to make another cargo run. This is ideally suited for the Hives as despite their size, space is still at a premium.
The Light Lander is a common sight on almost every launch bay in the Imperium, ideal for transporting crew between ships or to a planets surface. Or though not designed for combat, it is not uncommon for the Light Lander to have weapons attached (all be it crudely) and for it to be used to drop squads directly into battle. More than one enemy has believed the day to be won when the sky fills with these Light Landers plummeting towards the planet, burning orange as they fire their retros and laying down a barrage of covering fire as they disgorge squads of guardsmen to bolster the fight.
Due to its light armour and vulnerability to small arms fire, it is not uncommon to find these craft littering the battlefield after the battle has been won, having been shot down. It is a testament to the solid construction and durability of these craft that the pilot is often found alive in the crash, and that the craft can often make a quick return to service.
For rules purposes the Light Lander will be treated as an Avrus Lighter.
SECTOR
1 Gunship
3 Techs
6 Shifts
The Heavy Lander is the second most common cargo ship in the Hive's fleet, right behind the Light Lander. The Heavy Lander is designed to carry the larger and heavier items produced by the Hives. It is able to carry an entire cargo container (think modern day shipping containers) that has been preloaded with cargo. Each cargo container is large enough to hold a single Leman Russ Battle Tank and protect its contents from re-entry into a planets atmosphere.. These containers are also used to transport the various flat pack fortifications produced by the Hives and used by the Imperial Guard.
Because of the way in which it carries the cargo container, the Heavy Lander is not suited for combat drops, it just takes to long to unload a container to be viable. As such it will land its supplies behind the front lines. Once relieved of the cargo containers, pilots will note that due to its powerful engines the Heavy Lander has impressive manoeuvring capabilities, on par with that of the Vendetta. As such it is not uncommon for field commanders and pilots to equip these Heavy Landers with weapons and use it to support troops on the ground. This is not an officially approved role for the craft and it lacks the transport capabilities of the Vendetta.
Many guilders who join the PDF do so in order to become pilots of both the Light and Heavy Landers. It is surprisingly easy for the odd box of weapons or cargo container to go missing in transit. Each pilot is paid a commission for each load that is delivered, and in theory, do not know what they are carrying. This is meant to encourage the pilots to deliver the cargo rather than take it for themselves. More than one guilder has decided to take a gamble on a haul and ended up with a container full of standard issue boots or socks.
The preference as which of the Landers is preferred by the pilots depend on the pilots themselves. The Light Lander can make more runs a day than a Heavy Lander can, and it is easier for the odd box from its cargo to go missing, however the commission is lower.
A cargo container from a Heavy Lander is more likely to be noticed if it goes missing but it is more likely you can hit a big win on a single load. The commission is higher, but due to refuelling times, a pilot will get less runs a day.
For the Heavy Lander, I imagine something very similar to the transport craft from the TV series Space Above and Beyond (for those of you who remember it). For those that don't remember the show, I have a sketch (not mine) of what it looked like and how it worked.
I imagine my Heavy Lander to be a bit shorter and a bit fatter. The removable pod would be the cargo container.
The Heavy Lander will be treated as a Vendetta without transport capability for the purpose of the rules.
LEVEL
1 Gunship
6 Medium Haulers
3 Enginseers
6 Sectors
The Light and Heavy Landers purpose is to transport the goods from the Hives to the planet's orbiting moon. The moon along with many of the asteroids in the system are hollow due to extensive mining in the distant past. The Moon and the Asteroids have ancient technology that create a thin atmosphere inside them. After the cargo is has been delivered to the moon, it is sorted and then dispatched to the various asteroids to await transport to the various ships of the Imperial Navy as and when they arrived for resupply. It is rumoured that across the system, there are enough arms and equipment to equip every person on the Hive World should the need ever arise. Whether this is true or not, it is certain that no matter how large an Imperial Guard force arrives for resupply, there is never a shortage of what they need.
The Light and Medium Landers are (relatively) short range craft. In order to transport personnel and cargo from the moon to the various storage asteroids the fleet includes Medium and Heavy Haulers. The Medium Hauler is a variation of the Heavy Lander. With the Medium Hauler, the cargo container is fixed rather than removable and part of the space used to store additional fuel. The main role of the Medium Hauler is the transport of personnel between the moon and the various storage asteroids. It also has a rear loading ramp in order to load material and equipment as required by the asteroids.
Because of the rear loading door, it is not uncommon for the Imperial Guard to utilise these craft for grav chute deployment of troops. To assist in such roles it is possible to arm the Hauler with a small number of weapons to lay down suppressive fire during the deployment of the troops.
The Heavy Haulers are large craft capable carrying 12 cargo containers at once. Only a small number of pilots rise to a position to fly these craft. It is possible for these craft to be modified to carry fuel with which to refuel haulers on the longer runs to and from the storage asteroids.
Due to the shear size of the Heavy Hauler is generally only used by the Navy for the mass landing of equipment and materials to a planets surface. When in a planets atmosphere the handling of a Heavy Hauler is sluggish and only remains in the air due to its raw engine power. It is possible, with extensive modification, to convert a heavy hauler to carry and drop high yield bombs. This is done only rarely when more suitable alternatives are not available. Such bombers have very little manoeuvrability and can generally only fly in straight lines.
Those Guilders who show enough skill as pilots and pay the right people can find themselves piloting a Gunship. The primary role of the Gunships is to protect the storage asteroids from any raiders. However, with Hive Tuytait having made several deals with local Eldar 'raiders' (there is actually no evidence that the Eldar have ever raided these facilities), the real role of the gunships is to direct traffic in and out of both the moon and the various storage asteroids. At first glance this may seem a tedious, and not very lucrative position (as they don't receive commission), more than one Hauler pilot has found themselves waiting substantially longer than other haulers for not paying a sufficient fee to the Gunship pilot.
For the purpose of the rules the medium hauler will be treated as a Valkyrie, The Heavy Hauler as a Marauder Bomber and a Gunship as a Venture Gunship
ZONE
1 Spyre Noble
1 Officer of the Fleet
1 Communication Bunker
1 Landing Pad
3 Gunships
3 Heavy Landers
3 Medium Haulers
1 Commissioned Officer
3 Confessor
3 Tech Priest
6 Levels
6 Sectors
Many of the spyre nobles who enlist in the Imperial Navy soon find themselves planet side manning forward landing pads used to resupply front line troops or worse (in the eyes of the spyre noble) assigned to imperial guard command squads to act as liaison officers on the front lines. Spyre nobles will find the first few years of their careers in the Navy in such roles. Only after they have proven themselves will they receive a permanent posting aboard a ship. Even though such a posting is likely to be a transport or cargo vessel, the spyre noble is often simply happy not to be planet side anymore.
The Commissioned officer is likely to be a retired Navy officer employed to teach the spyre noble about the various systems they will encounter aboard a ship.
COMPANY
Spyre Team
Control Spyre
Landing Pad
Astropath
Officer of the Fleet
Master of Ordnance
3 Heavy Hauler
3 Gunship
6 The Last Division Venture Gunships
3 Pontificates
3 Artisans
6 Zones
6 Levels
Where as the Spyre Nobles often resent their assignment to planet side postings, members of the Spyre Team are eager for such a posting. Being the first to volunteer they often are given command of a control spyre responsible for directing the landing of heavier equipment and munitions and most importantly the direction of the orbital bombardments. The members of the Spyre team know that they are more likely to be noticed by command in such a position, and if they perform well, can find them selves quickly assigned to a warship as a weapons control officer for one of the gun batteries. From there, with a lot of skill and even more luck, it is possible to find their way onto the command crew. A Master of Ordnance is often assigned to this post due to the large amount of ordnance being landed on these pads.
Members of the Last Division are employed by the various noble families to keep their personal cargo safe and 'convince' any gunship pilots to give their haulers and landers priority landing.
The Pontificates who arrive at such bases come in order to appear to be part of the war, without actually putting themselves in danger.
Spire Lord
Airbase
Astropath
Officer of the Fleet
Master of Ordnance
3 Heavy Haulers
3 Medium Haulers
6 Craftworld Daraleath Nightwing
1 Commissar Lord Gunship
3 Magos
3 Deacon
20 Company's
Most Spire Lords are assigned a position of rank aboard an Imperial Navy ship immediately due to their various titles and deals made. Occasionally though, a Spire Lord will request the position to command an air base on a planet. The Spire Lords who request such a posting enjoy the challenge of mass logistics and supply. These are usually the first bases to be established once a landing site has been secured. Almost all troops and supplies land at this base and they can quickly become sprawling encampments.
The rulers of the Hive have made various deals with various Eldar 'raiders' in the area not to raid the asteroid storage facilities. The Spire Lords believe that the fact that have been no Eldar raids, that there foresight and negotiating skills have kept the facilities safe for generations. Those few who take note of such things have noticed that these Eldar raiders bare similar colours and markings as those employed by other Hives from the Rogue Trader.
Well, that's the organisation for the final Hive done. It feels good to have finished this stage of the project. The next stage of the project is to put each of the units on data cards. As this stage is fairly dull I will often be doing other bits to add to the background and depth of the Hives, the World and individuals both minor and major. As such I will be updating this post with a mix of short stories, descriptions of different aspects of the hives, historical events and anything else that takes my fancy and will add depth to my Regiment.
If there is anything you would like to know more about, or some short stories about, let me know and I'll see what I can do. Also, if you have any suggestions for historical events, the 'character' of a particular hive or anything else to add more depth, feel free. Anything I like and fits with the image I have I'll try and incorporate and give credit where its due.
You should consider using Naval terms for Tuytait, instead of Aerial.
Port, Harbor, Fleet, Convoy sound very appropriate, for example.
Have you considered putting some work into the "opposing forces" faced by the hives? Bandits in the barrens, cartels, pirates, black market and other forces could be used to introduce special penal legions to your forces (such as a variant on Schaffer's Last Chancers), and it may be that your imperial forces practice and occasionally lead crusades against these criminal elements when they become too bothersome.
It never ends well
2017/01/15 13:04:24
Subject: My Imperial Guard Hive World Regiment 'Codex'
Stormonu wrote: You should consider using Naval terms for Tuytait, instead of Aerial.
Port, Harbor, Fleet, Convoy sound very appropriate, for example.
Have you considered putting some work into the "opposing forces" faced by the hives? Bandits in the barrens, cartels, pirates, black market and other forces could be used to introduce special penal legions to your forces (such as a variant on Schaffer's Last Chancers), and it may be that your imperial forces practice and occasionally lead crusades against these criminal elements when they become too bothersome.
I went down the Naval route with my armoured forces (taking inspiration from how the first tanks were often called land-ships). I went for areal terms as I saw them more of an air force than a naval fleet being that they were inter-planetary ships rather than interstellar.
Truthfully, I haven't given much thought to opposing forces. Probably one of the biggest potential threats would be the gangs of the Underhive themselves, its only the constant fighting amongst themselves that prevent them from becoming an actual threat. I am thinking that there was such an uprising in the past (I'm considering that one of the current hives was actually an Underhive force - rough idea is that a major family/corporation fell from power and retreated into the Underhive to avoid being wiped out. Realising the potential of the Underhive they spend several decades slowly making alliances with all the major players of the Underhive and retake power - their noble name is what prevents the other hives from crushing the uprising and allowing them to keep the power they seized, obviously a lot of the Underhive gangs were rewarded with positions of power and noble titles.
The truth be told most of the regular troops come from the Underhive and would be seen as criminals (whether convicted or not) by those of the hive spires. Its why they round up as many as they can find and ship them off each time a tithe is required. They don't classify them as such though simply because this would affect their tithe requirements (and they would have to give up skilled and productive workers for the tithe).
The Only 'Pirates' so far are the Eldar, but I am sure there is room for more small bands.
Black Market deals are rife, but the systems in place actually help facilitate such trade (even if officially they denounce it). The Guilders are responsible for the transport of almost all goods within the hive (like I said I'll be using your description re the trade hive for the guilders), however, it is also the guilders who 'regulate' themselves and are responsible for the day to day law 'enforcement' (so long as it doesn't effect their business, they aren't that interested). The Spire will only likely get involved if it effects productivity and profits (such as worker riots). Its in the interest of guilders to ensure things don't get too out of hand as they were be the ones blamed for not keeping things under control (usually followed by a bolt round).
You're certainly putting in a whole lot more effort into this than I thought was possibly. Now I know some people wouldn't care too much about the finer details but I'm giving you props for establishing the commission system for hauler pilots; that does emphasize the trade dependency your planet has. Instead of being hyper militarized like I originally thought those smaller details help the average Joe see there's more elements at play here.
Eldar pirates aside I feel like elements of Freebooterz and former pilots turned into raiders would help rationalize the need for gunships and weaponized haulers. If trade is undisturbed as is suggested between the moon and hives, why add weapons to landers or even employ gun ships? This could probably be explained by the simple fact you're going between the planet and moon but outside I think the galaxies more dangerous elements threatening the economic balance could further establish your hives military beefy-ness.
All that aside I do have one idea; trade dominance. Where your Hive is located in the Halo Stars, you could take the route of establishing trade superiority over neighboring systems, possibly even sub-sectors. The corporate heads could easily be imposing themselves on other worlds trade routes, perhaps even sabotaging to help push this objective. If your Hive World was a key trade world within the wilderness of the Halo Stars it would help set it up to become even more prosperous while establishing a strong political stance... JUST FOOD FOR THOUGHT!
2017/01/16 20:06:10
Subject: Re:My Imperial Guard Hive World Regiment 'Codex'
Benny Badmen wrote: You're certainly putting in a whole lot more effort into this than I thought was possibly. Now I know some people wouldn't care too much about the finer details but I'm giving you props for establishing the commission system for hauler pilots; that does emphasize the trade dependency your planet has. Instead of being hyper militarized like I originally thought those smaller details help the average Joe see there's more elements at play here.
Eldar pirates aside I feel like elements of Freebooterz and former pilots turned into raiders would help rationalize the need for gunships and weaponized haulers. If trade is undisturbed as is suggested between the moon and hives, why add weapons to landers or even employ gun ships? This could probably be explained by the simple fact you're going between the planet and moon but outside I think the galaxies more dangerous elements threatening the economic balance could further establish your hives military beefy-ness.
All that aside I do have one idea; trade dominance. Where your Hive is located in the Halo Stars, you could take the route of establishing trade superiority over neighboring systems, possibly even sub-sectors. The corporate heads could easily be imposing themselves on other worlds trade routes, perhaps even sabotaging to help push this objective. If your Hive World was a key trade world within the wilderness of the Halo Stars it would help set it up to become even more prosperous while establishing a strong political stance... JUST FOOD FOR THOUGHT!
An interesting thought about trade dominance. from a shear production standpoint they could dominate most planets, couple of problems with it though is that their primary production is military equipment, and the fact that they don't have their own warp capable craft. There is no way the IoM would let a world with this sort of man power, and the ability to produce armour and artillery along with their infantry to have access to their own warp capable ships, otherwise they could quite literally start invading their neighbours and carve out an empire. I imagine they do dominate a large area in regards to the supply of military equipment, but I suspect it is done through the rogue trader (and those working on the rogue traders behalf). I suspect most of their trade is actually done with Agri Worlds.
With regards to the Nobles and corporations, they are the big players on their world, but actually have very little influence in the wider area of space. They need the agri worlds more than the agri worlds need them. Basically the Nobles are the Big Fish in a very small pond, but put them in a bigger pond and they are very very small fish.
Hey, sorry it took my so long to get back to this but my niece uses my laptop and I think she closed my tab answering this... From there I kinda forgot entirely.
See this is where I think you might benefit from having a large Arbites involvement in your Hive World. Think about it for a moment; you mass produce weapons and armaments throughout the Imperium, so, why not dial that up a notch. For instance, say a few worlds try to succeed from the Imperium because reasons... Weeeeell, your Hive World would have means to slip on over there and see what's happening (And lay a vicious smack down). What I'm saying is that from all that's been discussed here, you're essentially a wrecking ball capable of mauling other worlds, possibly even entire systems. If you commit productions and facilities to Arbites, you could give your corporate bosses a good stance in intergalactic politics by being Those Guys who equip and train Imperial Judge Dredds and give them the means to dispense justice on a far reaching scale.
What I'm playing at here is trying to show the extent of the ambition your Hive World has and what it might resort to in order to properly show their ambition without stepping on toes. I love the idea of intricate political webs criss-crossing throughout the greater Imperium, so your Hive World seems like it's in a perfect position to step into that web. You could say you're committed to upholding the value's of Imperial Laws but really, it's a power play to give the chaps back home that idea the they themselves have power beyond their factorums.
Personally, that's straight 40K lore right there. You get these ridiculous characters and useless morons taking charge but then you get those seldom clever ones who skillfully navigate beyond the reaches of their realm to establish a certain amount of strength with just their name... But hey, just food for thought!
This message was edited 1 time. Last update was at 2017/01/18 15:52:52
2017/01/23 05:05:24
Subject: Re:My Imperial Guard Hive World Regiment 'Codex'
Sorry there hasn't been anything new in the last few days, been running some play test games with the army. I am making some minor changes to the structure as written based on my experience.
Infantry Squads no longer get heavy or special weapons. The (fluff) reasoning behind this is that those from the gangs who were heavies and have experience with (and in theory) know how to maintain such weapons, have been formed into their own squads, same with special weapons. These squads get their pick of the weapons simply by being bigger and stronger than the regular gangers. The fact that most gangs would be around 8 members means losing their heavies would bring them down to 6, plus the loss of a Juve means that 10 man Infantry Squads are likely to be two gangs put together. This could provide some interesting fluff text, especially if the two gangs are bitter rivals. I am also taking this one stage further and combining Infantry Squads, so could be interesting to explore what happens when squads from different Hives are put together.
Despite each Hive having favourite weapons, this does not mean that is what they are issued with. This comes from the chaos and confusion of loading the supplies. Remember in a previous post when I mentioned Hives intentionally making inferior products and then putting rival hives logos on them, well these heated bar room debates that you would normally get could inflame an already tense situation with the combined squads (as it is not generally known between hives that this happens).
The Final change so far is that the Battle Tanks no longer have side sponsors. The reason being is that they don't fit in the cargo container with them attached (but are shipped in the same container). There aren't enough tech adepts to fit them all and it is too complicated for regular Underhive techs. The Adepts aren't about to show the techs how its done. However, through battlefield experience, the tank crews are realising they need dozer blades - this they have gone to the techs to, or done themselves, so some interesting designs are likely to come out for them.
I haven't used anything more than two shifts and a Guild Boss yet, so still more play testing to do.
For my next piece I am hoping to give an overview of the planet itself beyond the few lines here and there that I have done so far.
I have finally settled on a name for my Hive World (yes, I know, its about time). I've also started writing a more 'codex' style description of the world. As its likely to take a while as I go into more and more details about the world and its individual Hives and Corporations, I figured I'll post it here a page at a time to get comments and suggestions. Also it means you will be able to read through it in sensible bites rather than sit down for a long haul read. Oh, within two paragraphs of starting to write this, I realised that there was another power group that I needed to add to the mix. So enter the mining guild (more on them when I get to describing them and their role in everything). For now, they are the miners who mine the various asteroids in the system that still have materials worth mining. Given that the asteroids are either low or zero atmosphere, I am thinking any troops drawn from this group will most likely be similar to elysian drop troops. I will be creating a regiment specifically for them, but it is likely to be similar in size to a normal regiment, rather than the mega regiments produced by the Hives.
The World of Discord
To the North West of the galaxy, towards the Halo Stars lies the grey world of Discord. Set in a system with a single star, it is the only remaining planet. The system is littered with asteroids, thought to be the remains of other planets, destroyed in some long forgotten war during the Dark Age of Technology. Many of these asteroids are now hollow, having been mined of all useful materials, many more are continually mined to this day.
Approaching Discord a viewer will see a world covered in a swirling mass of dark grey ash and poisonous green clouds. The grey and green layer is pierced by mountains of plasteel, plascrete, ferrocrete and rockcrete, 20 in total, each sparkling with uncounted lights. These are the Hives of Discord.
Once, the Hives of Discord were 20 different hives, separated by polluted Ash Wastes, however over the millennia they have grown both outwards and upwards until they became a single, planet spanning Hive. In the 41st Millennium, on Discord the term Hive refers less to physical boundaries, but political boarders. Not only did the hives expand upwards, but also downwards as more and more of the planets resources were mined. Discord, or though still classified as a planet, is much more akin to a planet sized space station.
The main export of Discord is manufactured goods, ranging anywhere from humble Las Gun to the Leman Russ Battle Tank. Much of this is supplied to the Imperial Guard, either directly, or indirectly by equipping the Planetary Defence Forces of other planets. It is estimated that a single days production output is enough to supply over 6,000 Regiments of the Imperial Guard.
Each Hive is ruled over by a Corporation who constantly vie with each other for influence, power and money. The headquarters of each Corporation is located above the layer of poisonus gasses and swirling ash storms, at the pinnacle of one of the 20 Spires. These are areas of scented fresh air, crystal clear water pools, imported vegetation and palaces of stone from far off worlds. On these few levels of the Hive, you could forget that you were inside a structure of plasteel and rockcrete.
Or though all the Corporations have the ability to produce any of the goods manufactured on Discord, each one is known for a specific items that it produces of superior quality and/or quantity than the other Hives. This has been achieved through generations of careful investment in companies directly involved in the production of these goods, to the point they are the major shareholder in almost all the Companies involved in the items production.
Below this is the Spyre, the domain of the Companies. Whilst nowhere near as luxurious as the Spire, the air here has only been recycled a few times and is still scented with incense and spices from offworld. The water has also been recycled, but still tastes fresh. Or though there are no open spaces, each Company occupies numerous rooms and corridors furnished with soft rugs and walls hung with rich paintings and artfully crafted statues, any one of which would cost more than any dweller of Hive City would earn in their lifetime.
Each Spyre has a dozen or so major companies a numerous minor companies. Each Company owes its loyalty to one of the Corporations, either through the direct financial investment of the Corporation, or though other larger and more influential Companies investments.
Each Company specialises in the production of a specific item, whether it be the power cell to the screw of a las-guns grip or the battle cannon of the Leman Russ tank or anything in between. Even the smallest of Companies own and control at least one zone in Hive City, and the larger owning several zones.
The base of the Spyre is where the Hives have joined and is considered the current surface level. Outside the Hive, the ash and frozen chemicals from production is expelled before it settles and is in turn collected and processed by large Ash Waste Haulers.
We have just left warp space and are on route towards the planet designated FRIUQ 3G4K. I attach the survey report as a reminder not to get a survey reports from a servitor, they are wholly unimaginative and contain very little useful information.
+++ Long Range Survey Report +++
+++ Planet FRIUQ 3G4K +++
+++ Classification Agri/Mining World +++
+++ Population Undetermined +++
+++ Anomalies Undetermined Electromagnetic Field +++
+++ All Further Scans Inconclusive +++
+++ End Report +++
See what I mean.
Anyway, long range probes indicated that this was a habitable world falling with in the parameters of either an Agriculture World and/or a Mining World. The probes scans were limited due to an unidentified electromagnetic field surrounding the planet.
Upon entering the system we did not detect any indication of advanced technology such as artificial satellites or orbital constructions. Orbital Scans of FRIUQ 3G4K indicated the existence of substantial historical mining activity and large quantities of grassland. Also noted was a large number of ruins.
No indication of recent activity of intelligent life, or life signs have been detected.
+++End Personal Log of CLASSIFID+++
This message was edited 1 time. Last update was at 2017/02/02 17:34:49
Rumours are abound of a deployment of troops happening. I have acquired and appended the official orders.
+++ Orders +++
+++ Primary Objective +++
Make planet fall in platoon strength on FRIUQ 3G4K and establish an initial landing zone +Classification Landing Zone Gold+ and establish a perimeter.
+++ Secondary Objective +++
Conduct initial reconnaissance of area surrounding Landing Zone Gold
+++ Orders End +++
I have not been selected for the deployment, non the less, I shall ensure that I am aboard one of the landers.
My understanding is that the purpose of this deployment is to try and get more cohesion out of the Discord 1st. Since there is no threat, live ammunition has not been authorised. Probably a good thing. I will of course be taking my own supply of ammunition.
Well that was a Frag Storm. They attacked at mid morning, obviously waiting for us to go out on patrol to leave. We had no warning. All that was left at Gold were the untested Juves, Stubjack Adriokvar our Heavies and Gewete.
We rushed back as soon as we received the vox call about the attack as did the other patrols. By the time we arrived the Juves and Gewete were already in combat with 3 walker type machines. As best as I can describe them is that they looked like heavily modified versions of our own Sentinels. The modifications wasn't anything I have seen before. The drivers were wielding some form of lance.
I don't know what happened to our Las Cannon Teams, but they weren't firing. We had a squad advancing on our position, I took out two before they overwhelmed us with fire. I noticed that a couple of the other gangers had packed their own ammunition or weapons and were able to take a couple down from another squad, but with so many of the shift being issued with blanks, there was very little they could do.
I have revised my opinion regarding Gewete, she managed to keep the juves fighting where many seasoned veterans would have run, despite none of them being able to hurt the walkers. I saw regular detonations of krak grenades against one of the walkers, but they didn't seem to be able to stop it. I cant say much of Stubjack Adriokvar's command ability, but I can't doubt her courage. He charged into the fray against the walkers and through the sharing of Gewetes grenades, they were finally be able to take one of the walkers down.
After what seemed like an eternity landers arrived carrying reinforcements and the attackers withdrew.
From what I could tell of the few enemy corpses there were, they were human in appearance, but heavily augmented.
The adepts of Mars were quick to haul away the walker that was felled, but had very little interest in the corpses.
I feel at this time compelled to record the names of the fallen:
Estee, The Sapphire Rebel Posse, Hive Gregvan
Huongshai, The Gold Crow Brotherhood, Hive Urdni
Ildius, The Fire Enigma Gang, Hive Nannaim
Jaeden, The Azure Boar Company, Hive Henslerd
Lytton, The Azure Boar Company, Hive Henslerd
Octlf, The Vipers, Hive Ranrence
I would also make special mention of Caustita, a Juve from Hive Votlill who fought on despite receiving numerous injuries.
I have arranged for the following recommendations to be made:
The Silver Spyre to be awarded to Stubjack Adriokvar for his courage in confronting the enemy walker even knowing he had no hope of damaging it.
The Medallion Crimson to Juve Caustita for his self sacrificing defence of his position.
I have not put Gewete up for an award as I understand she has received something from the troops as a whole. Or though I don't know the specifics, I have noticed that she holds the respect of members from all the Hives, and no doubt her legend continues to grow.
We've been planet side for 3 days now and have received reinforcements in the form of an armoured shift and an artillery shift. There have been no further attacks and scouting of the surrounding area has proceeded as expected. We have discovered a large network of tunnels and caverns nearby, several of which have small settlements of humans. They speak a form of low Gothic indicating that they were at some point part of the Imperium, or though given the significant differences to our own Gothic, I would surmise that it has been a very long time. These humans have so far shown themselves to be non threatening. Or though communication has been difficult, we have determined that these settlements are located within the cave system to avoid attack by what they call metal demons. I can only assume they are referring to the hostile forces that attacked us.
Or though we cant be certain, they seem to indicate other possible hostile forces on this planet. There is much debate between the officers about what the 'Urgs' are, but from the crudely drawn images I can only conclude that they are Orks, a race that the troops of Discord are unfamiliar with.
The troops are definitely more comfortable in the tunnels and as such the landing zone has spread out in the direction towards them. The other noted structures in the surrounding area are ruins that appear Imperial in origin and several abandoned mine workings.
It should also be noted that several individuals have started to brew some form of alcohol from local plant life.
When it is time to found a new regiment, teams of arbites swarm into the Underhive rounding up all who they cross paths with, whether ruthless gangs or simple civilians simply trying to survive and press gang them into the Guard. Those rounded up in such a way form the backbone of a Hive Infantry Regiment and are formed into Shifts, similar in strength and combat effectiveness to that of an Imperial Guard Platoon.
Stubjacks are gang leaders who have gained a fearsome reputation within their local settlement. It is a brave or foolish underhivers who would pick a fight with such individuals, or though many do so in the hopes of enhancing their own reputations, finding out too late that the Stubjacks reputation is well deserved.
The Underhive is a dangerous place where people gather together into gangs so they can explore, travel, fight together or simply survive the perils of the Underhive. Those who join gangs are known as Gangers.
The bulk of gangers come from the Underhive itself. They are the descendants of settlers, some from families established in the Underhive for generations. The loyalty of these established Underhivers to their Corporation is tempered with romantic notions of live in Hive City, a place they have never seen and can only dimly imagine.
Each gang is led by a Gang Leader. Gang Leaders are usually experienced fighters who know the local Badzones and understand the dangers of the Underhive. Sometimes a ruthless desperado from Hive City will set up his own gang, but only the greenest juve or the most impoverished ganger would follow him.
Before being press ganged, the aim of every gang leader, and eventually every ganger was to get rich and move uphive, now, it is distant promise of conquering enough worlds for the imperium that they may eventually be granted settlement rights. For most however, all they will find is a forgotten death on a distant battlefield.
Heavies provide a gang with the additional fire power of a heavy weapon. Heavies are big and burly individuals on account of the gear they carry. Also, due to the complex weapons they carry they have a basic understanding of how weapons work, and will often be found making simple modifications to their gangs weapons. In a Shift, Heavies are often formed into groups to combine their fire power.
Scummers, or Scum for short are individuals who have no loyalty for gang nor hive, and will drift between gangs for pay. Often they will have acquired one of the rarer weapons of the Underhive, such as a melta gun or flamer. Gangs do not trust these individuals, but cannot deny the extra fire power they can bring. In a shift, these individuals will often band together forming small teams of specialists.
Juves are inexperienced fighters. The settlements are full of wannbe fighters eager for a chance to join a gang and see some real action. Often Juves are younger brothers or cousins of the full-blooded gangers. Others are simple settlement inhabitants caught up in the Arbites 'recruitment' and press ganged into Imperial service. Juves are inevitably poor shots and prone to running away. In the shift, these fighters are formed into a single unit, where numbers, if not ability, will ensure that they can be of use.