+++++Excerpted Account of Lanto Tokastio, Lexmechanic of the Adeptus Mechanicus, appended to Ministorum world Suldon Tertius, Segmentum Obscuris+++++
It’s difficult to trace the movement of idea, you realize. Quite difficult. And I’m a specialist. My main task has been monitoring the spread of language amongst the faithful for sixteen cycles now on our glorious Shrine World of Suldon. The way that one parishioner’s slight variation in phrasing a blessing to the Emperor can not only spread but become dogma. To illuminate to your Ministorum superiors just how faith… flows… from pilgrim to pilgrim as they arrive on our great world and depart carrying faith to all the planets in the Imperium.
And I’m certainly not a xenobiologis, but the core root of the Orkoid language structures are still Low Gothic. So while they do have some degree of differences, we presume that ideas might spread from Ork form to Ork form using similar structures of spoken language, mimic behaviors, and more. That is excepting the strong evidence of imprinted notions in their species or collective psychic potential, of course.
This is predicated on the presumption that the Orks indeed do want what their hideous broadcasts from those massive landing vehicles demanded. I think the exact broadcast was “World of Teef. We iz here for da Teef!” As such the root of our question is: why did this Waaagh migration go out of their way to reach Suldon Tertius? They skipped many more resource-laden and other defended systems to get here. And given that Orks seek scrap and a fight most of all, those would have come to the Waaagh easier elsewhere.
There’s a bigger plan in place, and the best I can figure is that some notion made its way through the race to their leaders. In the course of their predations, they did hit another Shrine World prior to heading here–Karasan VII–which was pre-emptively subjected to Exterminatus when it was found that the holy tombs of heroes were being pillaged. At least some Orks returned to their ships from the initial assaults and before the planet was destroyed. And my best hunch is that some one of the Orks found their way into the crypts there.
For good Imperial citizens, the crypts are places of solemn contemplation on Shrine Worlds–as we pass by the stacks of skeletal remains we’re reminded of all who sacrificed their lives for conquests in the great Emperor’s name. But what would an Ork see? What would they see?
Teeth. “Teef”. Rows and rows of skulls, all of which hold the prospect of the teeth amidst them. All it would take is a single Ork who saw the catacombs making it back to its ship. Then when relating tales to each other in transit–as Orks are known to converse socially, mostly as a prelude to violence, but still–that single Ork could have remarked that it was a shame that Karasan VII was destroyed as underground it was full of teeth. I’m sure it would have been much more crude. [At this point Lexmechanic Tokastio adopts a low loud voice to impersonate an Orkoid]. “Pity wut da planet gone. Dem tunnels wuz full of teef, I tellz ya.”
Again, I’m no xenobiologis, but if ideas can spread through rumor, idle comment, and more amongst Imperial Gothic, is there a reason that speech in the Orks’ crude Low Gothic could not be the same? We see it amongst our own Low Gothic speakers. Why would the Orks be different? The story of vault after vault of teeth could spread, and not just spread but grow. Certain points of re-telling one is inclined to exaggeration. And goodness knows the Orks are stupid in their way. Stupid enough to believe it? To believe that an Imperial Shrine world is a haven of teeth waiting to be simply plucked from the skulls of the dead?
Never mind the fact that yes, with our massive population on Suldon plus the contents of our own crypts, that there are technically more teeth on this world than perhapsall but the densest of hive worlds. And yes, to the extent that a Waaagh of Orks could hyper-fixate on the commodity that passes for wealth in their system, it would make them see this world as particularly valuable. And the Orks are certainly cruel enough to torture some captives from prior Imperial worlds they’ve demolished to learn of the nearest other Shrine World.
That’s my guess of why they’re here. Memetic language actions transforming pure happenstance into aggressive focus. My only hope is that the Sisters of Battle who were first dispatched, and the company of Space Wolves that are en-route to support with counter-planetfall, will arrived in time. Sources say that the general Ministorum troops and pilgrim-conscripts are not stopping the Ork forces spreading from their landing zones. May the both the Sisters and Sons of Russ save us from this mad Greenskin attack on our planet.
One of the most popular 40k theme events at Drawbridge is back for round two: it’s Knight Night / Fight Night Two! This time with Tag Teams. The event happens on Thursday, June 2nd with a start time of 7pm. Rules and restrictions for the event follow, and whether you took part last year or are new this time, we’re hoping this is a great event that can coincide with all the new Knight releases that are soon dropping from Games Workshop. We purposefully are timing it to fall with enough time to get new kits and rules, build, and paint for the event. So check out the rules below!
Knight Night / Fight Night Two will be a tag team royal rumble style event held at Drawbridge Games, where Knights of all shapes and sizes will be able to climb into the ring and try and see who can make it to the end.
Knight Night / Fight Night Rules:
Teams of two Knights (can be a single player who brings two, or pairs of players who each have one) will be placed in a central, circular Royal Rumble arena. The goal is to be the last model standing–knocking all of other competitors “out of the ring”–and that last standing model wins the event for their team.
To start the event, all teams will have the Power Level of the two models in their team calculated. The highest two PL total teams will have their models start in the ring. After each round, the next two teams in PL are added to the ring (making their grand entrances, with entrance music if so desired).
Every round of combat all participant Knights in the ring are dealt a playing card, and play turns will run in that order: lowest numbers first, with suit order high-to-low in reverse-alpha to break numerical ties, so Spades > Hearts > Diamonds > Clubs, with Aces low. The active Knight will move, shoot, can charge and fight. Note that models attacked won’t swing back (there’s no ordinary combat phase). The goal is to incapacitate opposing Knight models by taking all of their wounds, which represents knocking them out of the ring (over the top rope). There are a few different special rules we’ll be using that will both help this happen, and give Knights a chance to keep fighting in the ring.
“Recover In the Corner” action: Declare at the start of your turn. Roll 1d6 and recover that many wounds. Can move (including advancing) but cannot fire any weapons, charge, or make any melee attacks until the start of its next turn.
“Re-roll Chip”: Every Knight gets one re-roll chip. Every Tag Team who put up a promo (posted on the Drawbridge event page, see below) gets a second re-roll chip per player participating in that promo. The player with the best promo (judged by Enrico) gets a third re-roll chip. Re-roll chips can be exchanged or traded as you wish during the game with other players. They can be spent to re-roll any one d6 roll (including the “Out of the Ring” table or the result of a “Recover in the Corner” action). They can also be spent to get rid of the card you’re dealt at any point for turn order, and be dealt a new random card from the deck. Note that no one will have CP’s to keep things simple, this is a sort of replacement for that.
“Out of the Ring” chart: Whenever a model is reduced to 0 wounds, they immediately must roll on the following chart (any model rules that might trigger on “when reduced to zero wounds” such as exploding are ignored). Conceptually a Battle Royale is about throwing your opponent out of the ring and their feet hitting the ground (indicating they’re out). While we don’t have an actual ring to be thrown out of, these are the results when the participants take those devastating finishing attacks.
1 “I’ll get you back”
Both feet hit the ground and this model loses. However, they’re not quite ready to accept that. They immediately get a single turn of shooting to try and take an opponent with them (using lowest profile), and then are removed from the board.
2 “Ouch, he’ll feel that one”
Both feet hit the ground and this model loses. It is removed from the board.
3 “Thats a tough break, J.R.”
Both feet hit the ground and this model loses. It is removed from the board.
4 “Hanging on the ropes”
The Knight hangs on, just barely. It is restored to 1 remaining wound, and cannot be targeted any further this round until it acts or until the start of the next round if it has already acted this round.
5 “Push thru the pain”
This model grits its teeth and keeps on fighting. Immediately roll a d6 and restore that many wounds to the model. This model cannot be targeted/damaged any further during the current opponent’s activation.
6 “You just made me angry”
This model channels the punishment into newfound strength. Immediately restore the model to the highest number of remaining wounds for its middle tier on its damage chart. This model cannot be targeted/damaged any further during the current opponent’s activation.
Painting Requirements: All models participating in Knight Night must be painted to a tabletop standard and based. Part of this hobby is, well, the hobby, so I want to encourage people to paint and get models finished for events. There will be additional chances at prizes for those who paint up a new Knight model for the event.
Tag Team: Players can choose to field two Knights from the following lists, or bring one Knight and team up with another player. You can choose and coordinate teams in advance, and we can also pair up likely allies on the day of the event–so don’t let having just a single Knight limit you. Come and have fun and game with new and old folks in the community alike. Activations are separate by Knight model, but victory goes to the team (even if one of the team member Knights has been eliminated). And we’ll have an extra Knight model with rules on hand in case we have uneven numbers to make certain all can join in the fun.
Knight Options and Choices
Knight Options: Players can choose any non-character Knight from the Imperial Knights or Chaos Knights codex with gear allowable from the data sheet (no relics or warlord traits). None of the rules for households or dreadblades or infernal/iconoclast or whatever the new rules hold for factions or for detachments are permitted, and no upgrades that aren’t part of the basic datasheet entry for the Knight are allowed. If the new codecies have stuff that are odd, we’ll review case-by-case. These are vanilla versions of the data sheets folks. If you’re inclined to run one of the Knights from Imperial Armor Compendium, just run which one you’re thinking of past me. All Knights must be Titanic, so no Wardogs or Armigers or other smaller-class Knights.
When is a Knight not a Knight: We’re not able to allow in every Xenos and Chaos faction, but applications to field other types are allowable if they’re comparable in stature to a Knight (note they may not be comparable in points). We know this limits participants in a way, but don’t worry we’ll be sorting out other new events soon (we’ve got a Biker squad based plan coming on the horizon, hint).
Lord of Skulls
Seraptek Heavy Construct
That said, you know you want to paint a Chaos Knight. Give in. Paint one up.
What about my special rules?
Instead of the normal faction or chapter or household rules (or warlord or relic or chaos mark or detachment or…), instead you get to pick one of the following Wrestling Roles or Tropes for your Tag Team. Everyone knows that what makes good rumbles is the storylines, so at the start of the event or before, you (and your partner) can pick the trope for your team, get your benefits, and cut that promo.
Wrestling Role / Trope
Start the battle as the good guy team, the audience favorites. The crowd’s cheering spurs them on. As such, at the end of each team member’s activations, rolls a d6. On a 4+ they regain one lost wound. The team can make a Heel turn during one of their activations if they wish (they have to turn on an another Knight while it’s down, or cut a nasty promo, etc.). If they do so, they get the Heels ability which replaces their Babyfaces ability for the rest of the game (cannot subsequently change again).
Each Knight in the team gets an extra re-roll chip at the start of the event.
Can only be taken if the team includes one of the Xenos options (Eldar, Tau, Orks, Necrons). You’re playing up your Xenos status in front of the crowd, and they’re booing like crazy. You gain one bonus re-roll chip each time you reduce an Imperial or Chaos Knight to zero wounds for the first time.
Either player on the team can spend one of their re-roll chips to immediately negate any opponent’s reroll chip usage. The team can make a Face turn during their activation if they wish (again, they have to do something kind: jump in to help a Knight that is being ganged up on or cut a positive promo, etc.). If they do so, they get the Babyfaces ability which replaces their Heels ability for the rest of the game (cannot subsequently change again).
The Mordian Screwjobs
Once, and only once, during the event the team members can choose the result of any opponent’s out-of-the-ring roll rather than them rolling. Be careful, the fans can get pretty angry at this one.
Make sure you insult the city in which you’re fighting. You come out of the gates strong. On your first turn on the table you cannot be targeted until you’ve acted, and you get a +1 to all hit rolls for that first activation of the game of each of the team’s Knights.
The Ricky Mortons
You know your job is to take a beating. So take a beating you shall. Both members of this team automatically go last in every round, but they both get the Feel No Pain (6+) rule.
The others might fight fair, you brought a chair. Notify the tourney organizers in advance if you’re doing this one. If you have a folding chair (or ladder or table) modeled at the size of your Knight model, you can use them in battle as an additional one-shot weapon. You can bring one (or a different one) for each member of the team. Revealing the rules now:
Chair Melee Str 16 AP -3 Damage 3d3 Special: This weapon can only be used once per game. When attacking with this weapon, you do a single additional attack with the Chair in addition to any other melee attacks. This attack gains +1 to hit rolls.
Charlie Browns from Outta Town
Okay, so you play Tyranids or Genestealer Cult and you’re not allowed at this match. Well, come in a mysterious costume and wrestle under an assumed name. This one is for the converters only: if you do up a tag team of Tyranid monstrosities with assimilated Knight parts or Genestealer Cult looted Knights, then I suppose we would reward your creativity. They must be modeled appropriately (show us pics in advance) to “count” as an Imperial Knight. If so, we’ll let you field it with the rules of an Imperial Knight.
Yes, promo. Players and/or Teams are encouraged to make a promo and share it in advance of the main event. Think of the pilot of the Knights as their manager, and cut a promo about how your Knight is gonna triumph in the event. You can write it on the facebook page by starting the post with [Knight Night 2 Promo] in brackets so we know what it is. Be sure to include a picture of your painted Knight (or tag team or knight equivalent). And if you’re really feeling it, feel free to record a video promo version. Be as creative as you wish. It’s not required, but you do get bonus re-roll chips if you try something (and the best gets even more bonus re-roll chips). So give it a go!
As always, we’ll have a few prizes for the event. Everyone who attends and plays will get entered in the draw, and players will get additional entries for various things during the course of the evening. Bonus entries for painting a new model for this event in particular, for eliminations of opposing models, and for being the first eliminated. Five bonus entries will go to the winner of the event and the model voted to be best painted by the players. The draw will be at the end, and players need to be present to win.
Drawbridge Games Events
And also as always, these big events are free to members. Non-members can participate for $5 and are absolutely welcome, but at the low price of a single yearly membership ($35 for the year, rather than any monthly dues) you get the benefits all year long: 10% discount on all product, 20% discount on select preorders, and ability to use the tables and terrain in the store for all your gaming.
Planetary Empires campaign continues to churn, and I slide to a more flexible raiding party role for a while to reset my force to explore some Ynnari lists that get me blending Drukhari and Asuryani forces (and maybe a few Harlequins at some point too).
The prophet had come, had walked the halls of the Craftworld and the alleys of Commorragh. More thana few had followed her, seeking guidance and insight or perhaps more insidious things. Followers of Archon Yraleath the Calcimineer noted that he had sent some envoys to make contact with those of the Saim Hann Craftworld, where their Kabal had some ties through varied exodites, corsairs, and more. There was a rumor that a Spiritseer was in contact with him, some long-lost ally who had spent time amidst high Commorragh themselves. The call of the prophet, the sounding of a potential for so much death, had motivated the sights of Kabal and Craftworld together on the planetary cluster Scylla Quintus.
The forces gathered in the Webway, united by the prospect of war against the varied assembled forces, war in the name of the goddess of death. Drukhari Kabalites stood in long ranks, eyeing their long-lost relatives amdist the Rangers and Guardians who stood in the Asuryani force. Yraleath stood speaking to the Seer, their conversation low. Sharp eyes noted a curved Hekatarii blade slung at the Seer’s waist. Had they spent time in the fighting pits, or a gift from some Drukhari consort? The opaque blue glow of their Seer’s mask gave no hints on the wearer’s demeanor, and their body language was deferential to that of Yraleath.At their feet glowed a single rune carved in the strange earth of the unstable realm. As they spoke, it seemed to glow, until lighting on fire.
Yraleath then spoke to the assembled forces. “It’s time for us to depart, to join our forces in attacking those of this system. The sheer scale of death and destruction these planets have seen have merely set the stage for death yet to come. Whether you believe the prophet’s words, or are here simply to chase some excess and violence to shave off another day of chase from She Who Thirsts, we go forth for war united. Fight in your bands, but know we fight together. It’s a particular delight seeing you brethren commit to war. A very particular delight seeing you needing… nay, wanting… to see your shots flense the foe, your blades draw blood. You grew up on the Craftworld, but inside is something older.”
The Spiritseer then spoke, their voice low but commanding as it modulated through the mask’s speaker. “We may work at similar aims, but we are different. Do not forget that.” The Archon bowed with an absurd deference, as if accepting the comment but also making light of it. The Seer continued, undeterred. “Our actions in these battles walk the line of death, bringing forth Ynnead as we are promised. The very spirits buried in our stones and our wraithbone cry out for death–the death we are about to mete out. Let us sally forth and destroy all we face. In the name of Ynnead and of the Prophet herself!”
Game One: Demons and Dust
The initial strike of the combined force of Ynnari devotees brought them to the outskirts of an industrial segment of a small town, once occupied by the mon-keigh. There was death here, and soon enough it revealed just what sort. The very walking dead–spirits of dust in armor–had convinced some cults amongst the mon-keigh to rise up and start unspeakable rituals to spread their predations.
The mechanized portions of the Aeldari force dispensed with the cultists on the left flank, whilst on the right a group of arena-trained wyches dove into the masses of warriors to tear them apart. The sheer bloodshed was unimaginable, as the wyches had to fight desperately given the tight quarters atop a small industrial platform.
In the distance, the rituals of the dust-suited warriors culminated, and daemons of a sort leached their way into realspace. The lines of Kabalite warriors barely got to fire before the malign sorceries of the assembled foes tore into them. Heads exploded and bodies fell rigid with destroyed minds in the mental onslaughts.
While the masses fell, the damage to the armored dust-warriors carried the day. Too many suits perished, and their leader fled on their strange disk-like conveyance–followed by their warriors teleporting to some distant fighting ship. The core of the Ynnari held long enough to secure the battlefield, and turn the carnage and interrupted rituals into work for the goddess of death.
Game Two: Breeding Nests
Pouring over careful scan data, Archon Yraleath found a likely spot to strike. The Seer may be a true believer, but Yralreath was more cagey. Finding a way to use violence and war to duck the predations of She Who Thirsts had been what he had done for generations. He painted pictures of the battlefields, triptychs of life becoming death, and it had held her at bay thus far. Tho each time, a bit less, he knew. That’s why the words of the prophet were at least worth listening to now. And if he could turn that Seer and their forces into a tool for his own machinations in the Commorragh, then all the better.
But that meant playing the Seer’s game, and interpreting the strange visions. After their prior battle, the Seer had spoken of the various ways the goddess of death was denied–the armored warriors of the mon-keigh with their dust bodies being only one such method. His scans turned up another: multiple tendrils of a cosmos-spanning hive fleet had reached Scylla Quintus, and the way that the fleet destroyed everything but turned it into more Tyranid… life… was perverse enough an affront to him. Their sheer lack of artistry, of freedom, of creativity in destruction? That was worth ending–and Yralreath pitched that much to the Seer.
Agreeing to strike at the hive fleet, the forces set upon a spot where an initial tendril bombardment had seeded the very ground with the invasive organisms that called to and guided their forces. The Ynnari forces were tasked with finding the various nests where they were buried and eliminating them, so that the spread of the Tyranid vanguard organisms would be blunted. Of course, some of the beasts were already on the ground near these, defending them while the rest of the fleet drew closer. Fierce Tyranid Warriors were cut down in droves by the Wyches, but they seemed almost limitless in response–and killed many of the area-trained themselves.
The Spiritseer’s Guardians rode with them in a Wave Serpent, and rushed toward the mental commanders of the Tyranid force. A pod of Zoathropes nearly destroyed the crew of the Wave Serpent with their mental onslaught. The pilot hung on long enough to deliver them, and the Spiritseer put an ancient curse of Doom upon them, which enabled shuriken to tear through their armored forms with precision.
The forces of the Archon and the Seer were able to unearth and destroy all four of the buried nascent vanguard organism nests–fusion blasts and grenades destroying each of them. The worse of the Tyranid forces were held at bay, in no small part thanks to the sacrifices of both Drukhari and Asuryani transport craft crew. One daring Raider interposed itself of the hordes of smaller beasts and the birthing creature that carried them, only to be shattered by their small claws and finally shot thru by the spines launched by the mother-creature. As the Ynnari forces withdrew in victory, they knew that deaths of some of their number were the price to pay for the goddess of death to tighten her grip on the system, and the eventual rise of Ynnead herself.
Plenty of painting these past two weeks. First, I finally managed to put the highlights on my second Ravager, this one equipped with Dark Lances. As I’m playing Ynnari right now, I’ll have to paint up a Heavy Support choice for the Asuryani to be able to field this one. But glad it got it done, as it adds more heavy firepower to my forces.
Very first of my Asuryani forces that I finished up was a Wave Serpent. I’ve got a pretty mechanized infantry approach to Drukhari, so to balance that I’ll need a whole lot of Wave Serpents too (tho I may swap back on occasion to a pure Drukhari list just to make progress on many Venoms). Pretty pleased both with how it turned out, and with how it matches my Drukhari forces well. These two armies are going to really click together.
Finally, I needed to complete the Spiritseer leader of the Asuryani side of the force. I did them up with a weapon swap to be holding a Hekatarii blade, to make them fit just a bit closer to my Drukhari forces. I will likely do up a Farseer too soon, but I had this model and they seemed good to try out the various colors (hard to do the arms/glove with the armor highlights, but do a different set of lowlights for the robes still in the same base color. I think it turned out okay tho.
Overall I’m pretty pleased with the painting progress so far, and if I’m going to hit 365 or more Power Level painted this year it’s time to focus in (as we’re nearing the end of April already). So I think it’ll be Aeldari that become the year’s focus–especially because when I set them on the table they look so slick and unified (even between Asuryani and Drukhari).
Painting Challenge 2022 Progress
Warhammer 40k Aeldari 2022 Power Level Painted Total: 115/365
As I said in my prior post, I’m looking to do a bit more of a narrative hook for my various Crusade armies of 40k. After completing the Archon, my next target was a model for me Genestealer Cult force. I want to also do a more modified Patriarch and Magus both, but I started with a model I’ve been dying to do since the cover of the new Codex. Tucked amidst the crowd of bodies (a whole lot of them very characterful in-and-of-themselves) was one certain figure that caught my eye.
The figure is in Astra Militarum armor to my view, has a bandage covering his right eye, and most importantly seems to be carrying a swaddled little baby… something… in his arms. I immediately told myself the story of him in my mind. As he seemed to have no particular sign of the Genestealer blood in him, I envisioned him as a Fourth Generation–the nearly human. But when 4th Generation hybrids have children they are 5th Generation Purestrain Genestealers. I pictured just that: his wife was pregnant with their little 5th Gen, and a segment of the cult was found out and attacked. He, learning of the attack, defected from his unit and ran to support his family. She was grievously injured, and in a moment of desperation het cut open her belly to save the child. It was born premature and stunted in this way, but it stubbornly clung to life, so he stubbornly clung to it. As I told the story more in my head, I pictured her as a Jackal Alphus and him as a soldier in a planetary Astra Militarum force. And as he was now in open revolt (having defected from his unit when he learned her forces were exposed), he simply picked up her sniper rifle and joined the swirling masses of the cult. The 5th Gen child won’t ever get older, and there are times when he believes it’s even dead, only to have it twitch with life. The man undertook training as a Sanctus, combining his military mind with his wife’s sniper rifle, and was even gifted a Soulsight Familiar by the Magus of his cult–which he’s taken to referring to as “older brother” in his frequent conversations with his stunted offspring. As a father, a caregiver, and a sniper all his patience is his strong suit: waiting for just the right moment to act.
With the model completed, I wanted to paint him up. I’m still exploring how I might add in Astra Militarum models to a force with the Brood Brothers rule. I’ve got a couple of boxes of the Death Corps Veterans models, as well as a few models that might be good Hades Breaching Drills (to carry the industrial theme forward). For right now not sure on what regimental colors I’d use, other than something that meshes with the existing cult tones. So I decided to do a slight variation on the Armageddon Steel Legion colors, where the greatcoats and gas masks could fit right in, with the splash of the deep maroon from the Genestealer Cult plus a yellow wrap or scarf somewhere. Pretty neutral still, and should fit in fine with my other Cult forces as the bodies of the Familiar and Baby both click to the rest of that force’s look. And it’s okay if they’re a bit rag-tag. Here’s the finished version:
I’m pretty pleased with the overall result, and he should have the desired effect of adding a fun character to my force that’s properly customized so I care about them a lot more. It’s worked enough that I’m keen on fielding my Genecult’s Crusade in my next Crusade game, so that’s a plus in itself.
Painting Challenge 2022 Progress
Warhammer 40k Genestealer Cult 2022 Power Level Painted Total: 75/365
Warhammer 40k Aeldari 2022 Power Level Painted: 57/365
Warhammer 40k Necrons 2022 Power Level Painted: 39/365
So part of my flip-floppery in the current Planetary Empires Crusade we’re doing (swapping from Genestealer Cult to Drukhari to Necrons) has been that I’m not yet really telling the story of my central character: the commander of my force. I’ve done a bit with the prose battle reports, but in all three cases the model I’m using is pretty much standard basics. Nothing special with the Genestealer Patriarch or the out-of-the-box Archon for the Drukhari. I swapped around the arm with the Tachyon Arrow for the Necron Overlord, but even then he’s still pretty stock from the package.
So I decided that I’d do up a more personalized leader for each force, which could maybe help me connect to the story, connect to my opponents, and have something extra fun to do with each battle. I started with my Archon. The build is below, made from a Crimson Court model (from the Direchasm Underworlds game by GW), with parts from the old Eldar Guardians box, back bits from Incubi (and shoulder pads from their thigh pads), the Blaster Pistol from the Scourge kit, the medic bag from the Death Corps veterans kit (Kill Team), some banner poles and flag from the Raider kit, and the big Clawed Fiend skull from the GW skulls set.
I decided I’d do my Archon as a sort of artist-of-death, to represent the way that Drukhari need to feed on the pain and suffering of their foes. He captures moments of suffering by painting them, and thus has the floating easel that he brings along everywhere in case inspiration strikes.
I used to do little tiny illustrations on stickers for my DM screen when I ran Living Greyhawk D&D events: every time a PC died I’d illustrate the death, and then add it to the screen. In this case I’m going to get white post-it notes and cut them to size, do little illustrations of the suffering of the battle on them, and then put them onto his easel (I’ll do them in red ink, as if he’s painting in blood). Then put them in my crusade journal to save them, a memento from each battle. Should be a really fun way to add some flavor to the games, and I’ll always be fielding an Archon because it’s such an ubiquitous piece for the force.
Here’s the finished model, which I’m really pleased with. My Drukhari color scheme remains really striking to my eyes. I like the Necrons and Genestealer Cult schemes too, but the red of these just pops–particularly with the occasional blue glows, the white sections of helms, and the lava bases that I use for all my armies.
And here he is with the easel, front and back shots both:
I’m really pleased with the way he turned out, and I think this will make for a lot of fun with my Crusade games. I’ll post the pictures of the little drawings I do for each battle to commemorate them when I get enough completed, that is if I stick with them long enough. /sigh. And I’ll do similar “story” models up for my other forces as well, to really personalize what I’m playing with.
Painting Challenge 2022 Progress
Warhammer 40k Aeldari 2022 Power Level Painted: 57/365
Warhammer 40k Necrons 2022 Power Level Painted: 39/365
Warhammer 40k Genestealer Cult 2022 Power Level Painted Total: 72/365
The Planetary Empires crusade continues, here’s the current map of the system with my force’s holdings. I grabbed a home base as a Star Port, and expanded to another Star Port on the ice planet. The advantage of those structures is that I count as adjacent to all tiles on all planets, which makes sense given that my Crusade represents an Acquisition Phalanx deploying from an orbital tomb ship.
Game Three: A Scythe in the Fields
“So many… unclean… biologicals…” said Nemesor Sebekh out loud, choosing to emphasize his ire by deploying his vocalizers. The group of Warriors next to him stood at attention, barely understanding the words he said. They were not part of their war-programming, so just washed over the near-mindless rank and file. Across the battlefield was a massing swarm of strange bug-creatures.
He let his distance oculars zoom in on one side of the swarm. Sebekh had to marvel just a bit: the sheer capability of these beasts to manifest the weapons they needed for a fight. From sword-like extensions on their limbs to massive bio-cannons, they were a strangely engineered race. In a way they reminded him of the destroyer cults amongst the Necrontyr: constantly refining their bodies to destroy all biomass. Sebekh shook his head: no, these creatures didn’t want to destroy all biomass. They wanted to consume it all, and turn it into more of themselves. They were unclean biology and needed destroyed, as fast as possible as far as he was concerned.
Sebekh sent a command to the Doom Scythe, to target the creatures that would be able to target it back. The crescent-shaped flyer dove across the enemy lines, scouring them with its flensing death ray and killing one of the massive gun beasts. A mighty winged leader-beast tried to reach it with flight, no doubt hoping its razor-sharp sword of bone could slice the flyer to pieces. But the pilot–some minor noble from his dynasty–jinked at the last moment and the beast’s flying charge fell short. The Doom Scythe turned down the lines and obliterated the other larger gun beast. With both of the gun beasts downed, the flyer moved to further distance to begin damaging the forces at more range.
Sebekh ordered his ground forces to close on the hordes, their burning gauss and tesla shots cutting swathes thru the foe. A few of the clawed beasts managed to reach the Ghost Ark and damage its integrity enough to deploy the warriors it carried, but other than that the biologicals were all stopped before they reached his lines proper. The last few beasts streamed away when their leadership fell, and the biologicals fled before him. Nemesor Sebekh felt that odd pulse down inside him that had reflected on the destroyers’ notions surge a bit. “Scour all life,” he whispered to himself, and began super-heating his body to burn even the grass he stood on.
Game Four: Night of the Wolves
With the Tyranids fled, Nemesor Sebekh set about ordering his units to conduct scans of the area. He would have preferred his Cryptek advisors be supporting the forces, but he needed their technical knowledge to find Trazyn’s prize for him. Soon enough, he got an interstitial alert from one of them. The Cryptek’s voice had a certain wheezing quality, perhaps an affectation from the time when she had flesh. Sebekh had hoped for news of the beacon, but instead she warned that a human ship was moving into high orbit at rapid speed, and that a land-based force was marching fast to match it’s approach. The human ship started dropping cargo containers which floated down on gravitic parachutes. A resupply mission, and by the looks of the approaching force it was another group of the augmented humans racing to get their hands on the supplies: no doubt ammunitions and fuel to power their fighting. “Now, that cannot do…” said Sebekh. He motioned to Warden Nesos, and issued a command to attack with all forces.
This breed of mutant warriors wore different, more utilitarian armor than the prior ones his forces had clashed with. They operated in much more tactical fashion as well, standing off and firing at times rather than simply rushing into melee with despite lacking numbers. A cluster of them guarded a spot where a supply pod was drifting toward, and unleashed their chemical propellant weapons at the Ghost Ark.
Sebekh’s Flayed Ones took a different track, and came up against one of the mutant biologicals’ transports. He hated unleashing them, as he had to watch for any signs of degeneration and curse amidst the others in his command. But they were effective at times. Setting them to tear apart the vehicle best they could, Sebekh readied another weapon he had brought for these battles. Too many of these mutant humans in their armor had refractive shield generators borne amidst their armor–and that was blunting too many of his attacks. So he had gone to the reliquary on the Tomb Ship and removed a potent surprise.
Sebekh’s dynasty, the Szerakhan, had captured a number of the fragments of the Nightbringer during their war of vengeance upon the C’tan. A row of them were stored in stasis units on the ship, and he had brought one along. Setting down the unit, he released the swirling entity inside out onto the battlefield, directing it with the enslavement protocols of its capture system toward the lines of the mutant warriors. A roaring metal suit–which scans said contained a corpse of a fallen mutant–rushed forward from the lines to face the swirling mass of C’tan energy, but it was quickly sliced down by the massive scythe of the thing. With the Nightbringer shard controlling the middle of the field, Sebekh’s forces were expanding on all fronts but one.
The leader of the mutants emerged from the transport, a frozen sawblade of a sword in his hands, and laid waste to the Flayed Ones. While they managed to drag down the squad that emerged with him, they were no match for his destructive might. Sebekh watched the carnage at a distance, and recorded the battle patterns of the great warrior. He would be a worthy match in the future. With the supply drops entirely disrupted, Sebekh ordered his forces to withdraw with their victory–to not damage more of their forces unduly. The sky-blue armored warriors would have to scrounge for ammo and fuel, and that would slow their advances on the spaces that Sebekh needed to search. “Good enough for now,” he mused.
Game Five: Mindshackle Interrogation
“Honored Nemesor, we have word of a human scout,” messaged Warden Nesos after a period of further searching–this time amidst the dusty ruins of a city. “Some manner of surveyor team for the humans has been creeping through the ruins. Should we intercept them and see if they’ve seen our objective?”
Sebekh sent glyphs of acceptance and satisfaction in response. His forces moved quickly into the city, and started searching the various spots where the surveyors may have hidden. Unfortunately, they must have issued a distress call, as with flashes of translation black-armored warriors from that same group of over-adorned mutant monkey-forms started appearing and massing for an assault.
His initial forces sallied forth to delay their attacks, including even his Canoptek Reanimator sacrificing itself to slow down the vanguard of the approaching force. The armored warriors fought well and with what he presumed they would describe as “heroism”. But their defenses and protection meant that they moved slowly. As long as he fed their jetbike unit things to distract them and whittle them down, he would have time for the search.
Ranged fire from the ornate monkey-form warriors’ weapons wrought terrible losses amongst his Flayed Ones in particular, downing all but one of the unit. However, one was still enough. Say what you wanted about the curse that held them in their thrall, but the one upside was that their scent for organics–at least those with proper “meat” to them–was ideal. It tracked the movements of the scout group of humans, and indicated to the Immortals where they were hiding: in a bolt-hole of a trenchworks.
A few were killed in the extraction, but the Immortals finally hauled up one poor Imperial scout–a trembling human who likely used his field glasses far more than the crude light-emitting sidearm he carried. Sebekh approached, and realized just what an inconvenience this meat-form was going to be. He couldn’t just translate away and take this one along for proper interrogation, and yet the warriors seeking to rescue him were coming in strong force and slicing through everything he sent to stop them.
“This needs to be quick, and I need to buy more time,” he thought. Sebekh ordered his Warriors into delaying actions. All he needed to do was keep the monkey-forms at bay long enough. The main group of warriors surged around the leader of the foes, and the combat ground on and on. The leader was close, had teleported in, and could only watch amidst his destroying of the Warriors while Sebekh issued a set of mindshackle scarabs onto the skin of the scout. As the burrowed in the man started screeching and screaming, as the skin on his forehead and temples writhed as the scarabs made their way into his very thoughts.
Again, Sebekh deployed the Nightbringer shard, this time to delay and confound the enemy with its strange permanence. Eventually it was smashed down by their forces, their blades finally taking their toll. The leader of the mutant monkey-forms continued to fight on, and Warden Nesos had withdrawn the Warriors to use their gauss reapers on him rather than continue the fight. Which was the window the warrior needed to attack Sebekh himself. The leader was lightning-fast despite his bulk, and Sebekh quickly realized he was outmatched in melee. “I guess I watch this one from afar,” he said, and recalled himself to the Tomb Ship while slaving his consciousness over-ride to the Doom Scythe so he could keep viewing the assault. The monkey-form leader seemed to do much the same with his own teleportation matrix that must be embedded in his armor, as a fusillade of tesla fire from the Immortals found weak points in his armor thanks to sheer volume.
At the end there were two lone warriors of the ornate monkey-form mutants left, suffering the fire of his forces while they stood back to back and slowly advanced. The had reached the edge of the trench, and could see only the remnants of the man they were seeking to rescue as he lay at the feet of the Immortals. His eyes were blank, glassy, and his jaw moved slowly as if he was speaking. Small bulbs on his head would bubble up where a scarab moved from one vantage point on his mind to another, crawling between skull and skin. With a final squealing screech, the last of his mind was well and truly stripped. Sebekh reviewed what had been obtained: only things of interest to the monkey-forms. Not a bit about his beacon. “Bah,” he said aloud. “Initiate full recall. Let the last of the monkey-forms have their rescue.” His forces began phasing out, all except the mindshackle scarabs themselves. They had nothing more to recover from the man’s broken mind, but Sebekh instructed them to stay. To become even more visible on his skin, and start causing pain. The ornately-armored monkey-forms would find their prize to be in very poor state, and no doubt need to carry out their xenophobic judgment on their own ally and subject of their rescue, thanks to the presence of the scarabs. “A little gift from me to you,” Sebekh said to the air, as if the monkey-form leader was there with him. “Enjoy.”
Finished up the Nightbringer C’tan shard. This isn’t the original Games Workshop model, but a resin model from Creature Caster (called their Death Elemental). I think it makes an amazing alternative Nightbringer model. Really pleased with how it turned out, and I like the way it’s got hints of the Necron color scheme in the metal portions and weapon.
A reverse view to show the portal it’s emerging from is below. This does a good job too of making it feel like a shard: just a piece of the entity of cosmic power.
I also finished up 10 Warriors with Gauss Reapers, these are the ones that get ported around in the Ghost Ark. Good to have more models finished to round out options for the force.
In all some good painting progress. I’m still behind pace on hitting the goal (today is exactly 70 days into the year, so at a PL-per-day pace I would be at 70. But such is, and I’m still really pleased with the project.
Painting Challenge 2022 Progress
Warhammer 40k Necrons 2022 Power Level Painted: 39/365
Warhammer 40k Aeldari 2022 Power Level Painted: 53/365
So my 2022 goal is to paint 365 PL worth of Warhammer 40k models for a single faction. Readers may note that I’ve dabbled with Drukhari and with Genestealer Cults already, and that I do have a sizable Night Lords Chaos force along with Khorne Daemons that I could work on. But I’m truly feeling the call of the Necrons. So I’m committing (a bit late into 2022) to painting 365 brand new Power Level of Necrons this year. I already have 100 PL (exactly, hah) of Necrons forces painted, so by end of year I should have a pretty Apocalyptic-size force if I stick to my progress. I may try to push to 500 PL total.
So every good goal needs a bit of inspiration and tracking, so here’s a listing of what I’m hoping to add to my force to try and reach the goals for the year.
As I go, I’ll occasionally update this master list–both marking units that I’ve completed and painted with black text instead of red, and adding any new units as I get a sense of what gets me to 365 points for the year and beyond. This set of ambition units is almost 600 PL by-the-way, so plenty enough to get to the finish line and beyond. This is just new stuff for 2022, not the 100 PL I’ve already got finished. Should make for a heck of an apocalyptic force, and the cover photo for this post is appropriate: as I’ve got long-term plots of a super-huge game against my friend Ryan’s burgeoning T’au Empire force (painted even in the Vior’la color scheme, no less). As an extra bonus I’ll also be painting up some Necron planes for Aeronautica Imperialis as well.
Amidst our 40k Planetary Empires campaign my Archon was killed, so I thought it a decent time to adjust to giving my Necrons a spin… this is the beginning of their story.
Nemesor Sebekh was accustomed to waiting. He was not accustomed to the terrain of this accursed system. Not a single one of the clustered worlds were tomb worlds, as all of them were too remote and too volatile to have been of use even in the expansion phase of the Necrontyr. “A large world of greenery, teeming with… ugh… life,” thought Sebekh, reflecting on why his dynast had assigned him to this task. Bad enough he had to bring war here, but to do so to meet the bidding of a noble from a different Dynasty. It was that most infamous of Nihilakh–Trazyn the Infinite–that he waited for now. Finally, the shadow of a Night Scythe passed, and the familiar crackle of translocation resonated.
“Ah, Sebekh, glad you could be here,” vocalized Trazyn, while Sebekh sent courtesy glyphs to the newly-arrived Overlord. “I know that our Dynasties have not always cooperated in the past, but the orders from the Silent King are certainly binding enough. We are to cooperate, to gather our strength together.”
Sebekh nodded at this. His Phaeron and that of Trayzn (Krispekh of the Nihilakh) were the ones instructed to cooperate, and perhaps to keep the notoriously disruptive Trazyn at bay, Krispekh empowered him to be the one to cooperate. And thus the duty of Sebekh was to endeavor to do just that. He recalled his own Phaeron’s words of command: “Trazyn has great needs, but also access to great power. You will endeavor to feed his needs, such that we might gain his power on our side.”
Sebekh spoke: “Glad to be here, in the name of dynastic cooperation, Overlord Trazyn. My Phaeron extends his esteem and hospitality, and I’m here to assist whatever pursuit you have amidst these planets. I was not provided further details of those goals in the packets of information about this system, just copious notes about current competitors, flora, fauna, the living cycles and industrial development of the human hive cities here, the precise water cycles of the lake systems on the moon…”
Trazyn interrupted the listing. “Yes, yes. I sent everything that might be needed. One never knows where the key to a puzzle may lie. Even in the music of a world, but that is a story for another time. What matters is this.” Trazyn sent a quick additional packet of information to Sebekh, and immediately the technical details of a casket pillar filled his consciousness.
Trazyn continued “I want you to help me find this. The glyphs suggest it is a boundary marker of sorts, placed by some lost dynasty that may have had claim over this pathetic system. And where there is a marker, there may be a path to the remains of that dynasty… and their historical knowledge of the War in Heaven. Take your forces and scour these planets. The conflict between the various young races at war here will be perfect cover to seek it out. I know only of its dimensions, that it is protected from long-range scan identification, and that the image of it–which I extracted at no small difficulty from the mind of some burrowing degenerate cultist inhabitant–included a set of curious plant growth upon it.”
“While you’re seeking it,” Trazyn continued, “I don’t mind other trophies or items of note from the various combatants in this system: their endless variety excites me, and anything unique you find I welcome you preserve with one of these.” Trazyn handed him a set of small cubes, and quick inspection revealed each to be a stasis projector–Trayzn was a collector and antiquarian, and Sebekh realized that even just sending him some frozen oddities would curry his favor. He placed them in an inter-dimensional pocket for safe-keeping.
Sebekh then responded. “I’ll search with you for this wayward marker, but with my own forces in a manner of my choosing. Investigating in more spots at once will help the search go quickly.” Trazyn’s nod indicated he was pleased with that arrangement, and Sebekh was glad that he would not need to sully his own forces with the Nihilakh amidst them. “Point me in the direction of where you found the inhabitant who saw this structure.”
Game One: Laughter on the Wind
Weeks of scanning had turned up little information on either the marker or natives who may have seen it. Nemesor Sebekh had his tomb ship in synchronized orbit in the system, with full stealth protocols enabled. While the other combatants in the system were racing to grab territory, Sebekh took care to catalogue the forces that were warring, as well as to set up reconstruction matrix projectors into high orbit–disguised as orbital wreckage–to support his troops on every possible battlefront. Sebekh’s adjutant, Warden Nesos, finally prompted that their preparations were likely well-completed, and that ground forces could start to be deployed to likely spots. At the very least the crypteks in reserve in the force could start to sample the soils and sort out how to run more effective ground-piercing data sweeps–as Sebekh had mused that the marker would likely be underground.
They began landing troops on the surface of the main planet of Scylla Prime, the planet’s name in the local vernacular, translated from all the fleet relay messages that were bouncing all over the system. Sebekh had chosen a spot that looked more remote, keen to avoid the places that had the thickest populations of humans and their degenerate mutant versions (both Astartes and the hive-infected qualified in this way to Sebekh’s reckoning). He was keen to also avoid the other marauding forces in the area: the blue-skinned goat-people, the mis-firing weapon of the Old Ones (the Orks), loathsome worshippers of a warp entity, and the inscrutable Tyranids.
Initial landings went well, and seemed utterly un-opposed. That is until the wind started carrying an odd sound that started to register on Sebekh’s and Nesos’ auditory capture nodes: laughter. Sebekh had only just laid down a change to combat protocols when a band of near-phantoms leapt out of hidden portals to strike at his landing forces. He recalled they were a form of theater mummers that fought in the service of the Old Ones: harlequins.
However, the resilience of his forces started to carry the day for Sebekh. While each elf lost from the small roving bands of them left them under-gunned. His block of Immortals not-surprisingly proved to be very effective, even when in such close range to foes.With new blocks of Warriors deploying from a Ghost Ark and spraying the elves with Gauss fire, the Necrons began to prevail.
The harlequins were seeking something that swirled in the winds of the planet’s atmosphere, perhaps drawing a bead on where supplies were stashed for them in webway portals. It made for an erratic fight, and one where even lowly canoptek swarms had a role to play. A particularly deadly harlequin, who dispatched a unit of Wraiths on his own, was stopped by a sacrifice protocol that had the scarabs merely cluster onto him and then detonate their cores–an explosion that he could not dodge in time.
As they had arrived, the harlequins fled in nearly the same breath. It seems like they had failed to get what they were seeking, and even if his forces were oblivious to the objective–his presence and the toll his forces took caused them to retreat. Sebekh’s forces were now bloodied, and he was already concerned that Trazyn’s deployment of him here in this system was going to be a painful experience. He shut down the doubt centers of his mind–slapping an hour ban on them–and got back to work with arraying his forces for survey and acquisition.
Game Two: The Enemy of my Enemy
After a few days of exploration Warden Nesos signaled Sebekh that their Doom Scythe’s long-range arrays detected a firefight in the distance. Swapping his sensor feed to that of the Scythe’s pilot-noble, he saw a tense firefight between an armored column of the blue-skinned goat people and what looked like two combined phalanxes of the mutated human strains–particularly large and ornately decorated mutants of their kind at that. While the initial ambush of the goat-people inflicted huge casualties, it seemed like the mutant strains were defending some sort of crashed cargo pods. “With luck,” thought Sebekh, “our forces can strike amidst the chaos and maul the humans while they’re so focused on stopping the tanks of the goats.”
Sebekh materialized his forces from his ship onto the far side of the battlefield from the rest of the fight, but very quickly his long range shots from Triarch Stalkers were doing enough damage that the humans sent some of their number his way. Two of them on primitive jet propulsion and hover-tech vehicles flew at his front lines, and the screen of Canoptek Wraiths. The Wraiths’ durability kept them distracted, until he commanded the Wraiths simply leave the combat making a firing gallery of his Warriors’ gauss reapers which tore apart the vehicles and their riders in a hail of green flensing energy.
Another wave of the mutated humans, these in more ornate battle plates, came rushing at Sebekh’s forces. As the subsequent volley of gauss fire slew many, and his contingent of cursed flayed ones tore apart the rest, Sebekh got only the most crude of scans underway of the warriors. They all seemed to have the same mutation-set, as if they were planned or literally grown from infant-status into these mutant forms… by design. “Ghastly,” said Sebekh to no one in particular, as he was surrounded by Immortals and Warriors only. “Refined biology is still disgustingly… biologic.”
Sebekh could see that the warriors were surely effective: a single one of their leaders circled and circled one of his Triarch Stalkers, and annoyingly Sebekh had to keep transmitting additional script to activate full quantum shielding on the great walker to keep it alive and functioning amidst the warrior’s onslaught. “All biologics have some crude effectiveness, some apex creatures amidst them,” he thought. “Still, put a mutated monkey-form into ornate golden armor and it’s still just a mutated monkey-form.”
The flank where the goat-people had tried to hit hardest was being reinforced by the humans, theirwarriors clustered around what seemed to be an escape pod of some sort. Sebekh was under-interested in trying to shift them from that spot, as they seemed determined to keep it.
On the other flank, his forces and the goat-people had eliminated all of the resistance, leaving the other strange pod to them. It seemed to be some sort of crude vat full of biological materials, and disgusted Sebekh ordered it destroyed on the spot. The monkey-forms got one, lost one. Good enough. The seeming leader of the goat-people had flown to that point as well, and perhaps he was interested in what remained of it. But of course, the flayed ones that Sebekh had somewhat reluctantly released alongside his troops were particularly interested in what was inside of this suit. Hopefully he didn’t tarry too long at the destroyed vat, lest they crack him open and wear his blue skin as their next decoration.
The battle was ultimately one where no side particularly triumphed over the other, and at least the goat-people had the good sense to not fire their weapons upon his dynastic troops while he too was attacking the mutant humans. Of course he’d have to annihilate them, but for the moment they were a convenient ally. “Enemy of my enemy and all that,” said Sebekh as he reinstated security partitions for the flayed ones in a pocket dimensional stasis. He then ran a debugging protocol on his Warriors to ensure none of them picked up any taint from the cursed flayed ones–but Warriors were the least observant so least likely to fall prey to what they see. “While I’m on old proverbs,” he thought, ruminating on the flayed ones as a dangerous tool to deploy amidst his forces “perhaps ‘monkey-form see, monkey-form do’ is appropriate here.”
Part of this switch was the relative fragility of my Drukhari forces, but also part of it was finally pushing myself to complete the white whale of the Necrons army: the Ghost Ark. It was such a pain to complete, but now that it’s done I absolutely love the look of it and have enjoyed it in both games so far.
Also painted up a new Overlord to lead my forces, the one with the glaive and tachyon arrow. I adjusted the arm to have it pointing, which was a little conversion but one I’m really pleased with.
I’m nearly done with another ten Warriors (I’ll surely have them painted in the next post, for the next phase of the campaign), and have more to go after that.
Painting Challenge 2022 Progress
Warhammer 40k Necrons 2022 Power Level Painted: 14/365
Warhammer 40k Aeldari 2022 Power Level Painted: 53/365
I’ve been playing in a Planetary Empires Crusade campaign (see all the posts starting with “Crusade” hah?), and after the first phase it was time to expand onto the planets–including the emergence of a whole new planet for conquest. The map below shows where all the forces are located.
My initial starting area with the Drukhari was on Scylla Prime (as I was the LAST of the 15 players to get to choose hah), where my home base was the star port. That lets me more easily conquer tiles that are non-adjacent, so you’ll see in the first phase I spread my forces to take two other star ports: one on Glaucus and one on Phorcys, the newly revealed planet. Given that the Harlequins player Frank seized the Hive City on Phorcys, we’ve declared that “Elf Planet” and are determined to take more of it in the next phase (perhaps Steve’s Aeldari will be willing to help in the next expansion phase). I’m proud because at least my luck was strong on the planetary phase, and I’m currently holding 6 tiles (while every other force holds 5 or fewer). I’ve got my eyes set on expanding on Phorcys, because the lava paint scheme matches my basing of my models.
Managed to get three games in to this cycle of clashes, and the battle reports are below. I’m still toying with what my army should contain, as while I’ve been skewing a bit toward shooting I realize I might need to have a bit more melee punch.
Archon Vÿr was determined to re-establish leadership in his raiding force. What he needed was a target where he could out-maneuver the foe, and keep them guessing. No doubt the herd-like Tyranids would prove easy prey for this purpose, he mused. While his adjutants were nervous, Vÿr’s blusterous manner seemed to at least motivate the Kabalites if nothing else.
Vÿr unleashed his forces, ensuring that they struck at the leadership beasts of the Tyranids. His speeding Venom cornered the mind-beasts of the horde, driving a wedge into their command while his Ravagers opened up and decimated the Warrior caste beasts.
Meanwhile Haemonculus Oribraq was much more cagey with his forces, knowing just how violent and savvy the Tyranids could be. He committed his Talos pain engine to take out a massed group of Termagaunts and drive the attack into the Neurothrope behind the force. Disposable pain beast were better to commit than other warriors in this case, as the stinging attacks of the Tyranids surely took their toll.
Archon Vÿr rushed forward, desperate to get into personal combat himself. He cut his way to a hulking Broodlord, and engaged it in extended combat. His strikes eventually overwhelmed the beast, and while it cut at him frequently and with deadly force, his Shadowfield held and he went unscathed by the beast. With enough damage inflicted on the leadership of the throng, the various smaller beasts started to wander, and the Drukhari retreated with a victory. Archon Vÿr felt confident–that show of force would make his raiders cleave to him. This was all going to go well.
Still riding high from victory, Archon Vÿr took his forces to raid some mon-keigh industrial facilities, and take more prisoners. His Kabalites were echoing his elevated spirits, plunging into the buildings and fighting to assail the victims within with gleeful abandon.
The mon-keigh had reached out to their supporting forces, and in this case the call for help was answered by some of the most able warriors amongst their brutish enclaves: a different company of their corpse-god protectors the Custodes.
While the Drukhari outnumbered and out-speeded the Custodes, the insert strikes of the elite warriors took a dreadful toll. Archon Vÿr scrambled to call in reinforcements, but found his communications jammed while the Custodes controlled a set of Imperial command nodes that brought other forces in the area toward their site: great Imperial battleships and phalanxes of star warriors turned their eyes toward the spot where Archon Vÿr’s small group was operating.
It was an ancient warrior encased in a full tactical battlesuit that proved most disruptive of the Drukhari forces. It shattered the last hope of Vÿr’s force sending messages for reinforcements, downed two of his vehicles, and eliminated all the newly-recruited Scourges that he had recruited. Vÿr cursed them, as they were specifically equipped with vehicle-destroying weaponry and failed to take the marauding suit down. He once again sounded a retreat and fled from the force. Vÿr brooded in his quarters of their raiding ship, the lessons of the recent battles skewing his thoughts toward the need for he himself leaping into the fray to motivate his warriors in battle.
One of the forces of the mon-keigh that blocked his path may not have been arriving to help, but rather to attack the planet dwellers themselves. These augmented warriors were pox-marked and swollen, no doubt given to horrific disease. Even the plants of the area were wilting with the vaporous clouds of death emitted from their armor.
Vÿr had his forces stay at range best he could, even with his recent swell of bravado. These mon-keigh were almost no longer human, and worse yet, their bodies were so torn and broken that the damage done to them did nothing to help the Drukhari’s own souls in feeling release. At times clusters of splinter fire from the Venom and the Kabalites didn’t even seem to register with them when they pierced armor and shredded skin.
Vÿr hung behind his forces, waiting for a moment to strike–but was ambushed by a teleportation attack from the mon-keigh opponents themselves. A number of their hulking warriors, and no doubt the one that was their leader, appeared in a shimmer of energy and rushed his position and that of his warriors. The warriors were dissolved in spurts of acid from sprayers before being cleaved down by massive scythes the warriors hewed.
Vÿr fought desperately against the leader, but the Shadowfield’s protections from strikes were not able to protect him from the creeping poisons and disease that sprayed across him in the battle. Finally, with a sweeping strike the leader’s roaring, spinning-bladed axe caught his left leg, shearing it entirely off. Vÿr fell to the ground, and as he looked down even a moment saw the flies landing on the stump and laying their eggs. He dragged himself back as best he could, and called for assistance. As always, his faithful warriors managed to grab him and drag him aboard a transport. But as he lay there on the deck with strange diseases eating into him, a dread worry started to reach his mind. It was as if his soul was being spoken to, and the Great Deceiver whispered his name as his force retreated into the night. “Vÿr… I dine on your soul tonight.”
One unit to add to the painted list at least…
These Drukhari Scourges with Haywire Blasters were a lot of work to paint. Especially the wings. They took a lot more layers and blending than I normally do, and I’m really pleased with how they turned out. The effort was worth it, and while that slowed down my painting progress I’ve loved to see them on the table. Of course, they’ve been entirely underwhelming with their weapons hah. And their survivability is just the pits. So I’ve got to work on tactically supporting them better and positioning them in ways that they can be useful but not exposed.
Painting Challenge 2022 Progress
Warhammer 40k Aeldari 2022 Power Level Painted: 53/365
Warhammer 40k Genestealer Cult Total Power Level Painted: 64 / 365
More Crusade games these weeks, and some more painting progress as well. Got threegames in, setting me up decently for the first expansion phase on the Planetary Empires side of the battle (that we’re pairing with the Crusade-style rules).
Archon Vÿr was keen on pursuing more easy prey across the surface of Scylla Prime, and that posed a problem. Succubus Maril’eth, the harridan who he suffered in his presence only because of her command of the Wych Cult forces he needed, exceeded in the face of the more backwards and simple of prey. The running of his raid was a carefully balanced endeavor, ensuring that neither Maril’eth nor his Haeomonculus advisor–Oribraq–got too much power or glory from any fight. He had set his sights on some mon-keigh forces that had high numbers of infantry soldiers–from their designations a large number of whom were indentured criminals forced to fight.
His forces prepared an ambush of sorts, using Archon Vÿr’s own presence as the bait for the mon-keigh. They hid in wait amid some ruined buildings as the legions of conscripts approached to try and capture the leader of the raiding force that was so obviously shown to their sensors. It was too easy, herding the prey like this, tricking them into hunting him down while his forces waited to pounce.
He set Succubus Maril’eth and her Wyches upon the regimental troopers, the ones who herded their own convict squads ahead of them. As expected, they had a fair amount more fight in them, and the Wyches took heavy losses–losing almost as many as they killed of the mon-keigh due to massed firepower. Meanwhile, Archon Vÿr strode confidently into the fray, his blade carving through the conscript forces.
It was then when Vÿr’s arrogant miscalculations came home to roost, as the conscript prisoners were not the meek sheep of those indentured to Drukhari forces, but possessed the menacing threat of thirty-some hardened criminals who knew how to shoot and to fight. He slew them time and again, but yet the waves of them were able to continue to attack. Soon enough, the sheer press of las-rifle fire managed to finally short out Archon Vÿr’s shadow field. He hoped that no panicked tone was present in his voice when he called his Raider for extraction. He had taken a number of hits that bored thru his armor and left smoking holes punched thru his limbs when he finally was able to leap over the press of assailants onto the deck of one of his Raiders. As he hauled himself up he heard the clucking tone of Haemonculus Oribraq: “I suppose I’ll need to start growing you a new right arm and leg… who would have known that their chattel soldiers could fight quite so well…”
Archon Vÿr steamed and nursed his wounds, knowing that nursing his pride would need an action of much more immensity–and perhaps Oribraq’s tragic demise.
Archon Vÿr desperately needed easy pickings to satiate the rapacious tendencies of his forces, so he struck out to try and make a raid on a distracted foe. Noting a spot where the last remnants of the Genestealer Cult remained (must be a strain that did not share the same blood transfusions as the others he eliminated), he waited for them to strike at a rampaging Ork force that was in the area. His plan was to strike both sides suddenly when they were engaged, and make off with captives.
At first, it worked well–the Talos pain engine pulped enough Ork boyz that the few remaining could be subdued, and loaded onto the waiting Venom as captives. These would give Haemonculus Oribraq something to investigate, and tide him over for a while. The more distracted Oribraq got, the more stable Archon Vÿr’s raiding force would remain.
Meanwhile Archon Vÿr’s forces attempted to distract the Genecult forces. His Voidraven Bomber screamed overhead, killing the leader of the Genecult who stood exposed. They were of far less interest to his forces than the Orks, as getting some good arena beasts seemed to be a popular aim with his Kabalites as well.
The Kabalites managed to decimate the Orks, luring them to attack them in cover and then striking hard with the bayonets of their splinter rifles and their curved Kabal blades. Four or five of the beasts were subdued by them, and bundled to be carried off.
Just when Archon Vÿr felt things were going his way, the Genecult struck. They had been holding back some horrific warriors, four-armed creatures that came rushing out of crevices in the broken earth, no doubt concealed by mining tunnels on their approach. The creatures tore into the center of his force, while their Genecult outriders’ demolition charges blew up a Raider and a Ravager both. With the sudden reversal, there was nothing to do but flee again–even leaving all but the Coven-gathered Orks behind. Archon Vÿr faced an even more unhappy Kabal, and having to again draw from his households reserves to replenish the fighting forces he lost.
With Archon Vÿr’s support in flux, Haemonculus Oribraq had a chance to assert a bit of control. He knew that Archon Vÿr was haughty and proud, and giving him a gambit to exploit that would pay off. Oribraq nudged that they work to destabilize nearby mon-keigh elites, as a force of the augmented armored mon-keigh was holding some nearby terrain. What brought them was unclear, but they served as a good way to get Vÿr to perhaps die at one of their hands.
Oribraq’s own forces fought admirably, his Wracks managing to hold off one of the crude mon-keigh jetbikes while Oribraq set up for the kill himself. His ichor injector proved deadly, and his scissorhand more than enough to cleave thru the armor and slice the leg off the passing biker. Oribraq scoffed, thinking what a pity the mon-keigh were so… limited… in their imaginations of what could be done with genetic engineering, cellular growth cultivation, and organ improvement.
The armored mon-keigh however proved to be more than a match for the remaining wyches that accompanied Archon Vÿr’s raid. A group of them were fighting atop an industrial structure, and the limited space for mobility made the lightly-armored fighters easy prey for one of the mon-keigh’s deadly swordsmen.
Much to Haemonculus Oribraq’s dismay, Archon Vÿr and his Kabalites managed to hold on to a victory through shrewd crowding of the foe. Only a single teleporting mon-keigh in golden armor remained at the heart of the battle near the end, his blows falling fruitlessly on Vÿr’s Shadowfield. With a laugh, he managed to intrude upon the space enough to disrupt the mon-keigh’s plans. The raid always had to strike then fade, and this time was no different. The mon-keigh were bested, and the Drukhari escaped with spoils from the community left un-protected by the golden warriors and their arrogance.
“I’ll have to try harder next time to get him killed,” thought Haemonculus Oribraq, as Archon Vÿr strolled back to his command seat of the retreating skimmer.
Added two big things that have both been on my painting table for a while: 10 more Kabalite Warriors to round out a full squad of 20 as a firebase, and the Voidraven Bomber I’ve been mucking with for ages.
As my list is forming up to a more clear “this is how I’ll be structuring the Crusade” feeling, I’ve got to get rolling on more painting ahead: definitely more Kabalites and Venoms in my future.
Painting Challenge 2022 Progress
Warhammer 40k Aeldari 2022 Power Level Painted: 48/365
Warhammer 40k Genestealer Cult Total Power Level Painted: 64 / 365