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'We have come to destroy you!'

Wednesday, November 28, 2012

A short history of the Helion system


The Helion system is a stronghold of Imperial power, a bulwark of strength, a shining ray of hope in wild and grim Eastern Fringe yet its name is not widely spoken, it only whispered of in the dimly lit bars in the many neighboring systems. To speak its name is to tempt fate, to bring about a cataclysm of unspeakable horror.

The Helion system was once ork controlled. Their raids and sorties took a fearsom toll on the shipping lanes causing untold destruction and loss of vital supplies. The desperate planetary governers were powerless to stop until a huge fleet appeared. The Black Scorpion Legion, on a penitent crusade, the cause of which has long since been forgotten, sailed through the region. The Adeptus Terra petitioned the Legion to protect the shipping lanes. The Black Scorpions set about their task with a fury belonging only to the Astartes. Not only did they protect the ships, they took the fight to the orks and pushed deep into the system. Over the next 17 years the Scorpions slowly conquered the 8 planets of the Helion system. Their slaying of the Ork Warlord was celebrated, a clarion call rang out across the region. Their penitence was deemed to be over and they were granted ownership of the system which was now little more than ruins.

The neighboring governers underestimated the value of the system and within years the Black Scorpions had fully established themselves, building a new fortress and replacing the many losses of the long campaign. New trade corridors opened up and the system flourished under the protection of the Legion. With no tithe to pay wealth accumulated to astronomical levels. Rogue traders from all corners of the galaxy flocked to the system to make their fortunes. It was at this point that the planetary governers of the neighboring systems had enough.

The attack begins

They declared the Scorpions to be heretics using falsified evidence. 5 greedy planetary governers gathered their forces and struck out at the chapter hoping to take them by surprise. This would become the known in the region as the War of Folly. The destruction wrought by both sides was on a terrific scale. The Black Scorpions, expert ship to ship combatants, slowly gained the upper hand by capturing ship after ship. When evidence surfaced that the claims against the Scorpions had been falsified the planetary governers and their generals were quickly and mysteriously killed one by one. Eventually newly appointed governers sued for peace. The Trial of Hapolus concluded that the Scorpions were free of taint and cleared of wrong doing.

The Scorpions withdrew, cutting all contact with neighboring systems and isolating themselves. The Helion system is now extremely heavily fortified. Ships captured during the war now patrol the outer rim, crewed by loyal captains. The planets themselves boast considerable military might. Millions of of men at arms guard the cities and spaceports, all firmly loyal to the Black Scorpions.

The Heavily defended planet of Arcturus, Home of the Black Scorpions
Trade and commerce soon flourished, the capital planet Arcturus boasts the largest markets and the finest goods on the Eastern Fringe yet there lies a darkness behind the facade. The Legion has never forgiven the perceived betrayal.

The Capital Hive of Arcturus - 'Hydrobius'

The Legion Master, Isembard Kane, maintains cordial relations with all neighboring systems yet has declared numerous times that he answers to no man. Many whisper that he wields too much power and will be consumed by it. He controls 2000 marines, having long since discarded the Codex Astartes, a formidable fleet of captured ships, billions of soldiers and 8 fully fortified planets.

He fights for humanity, ever protective of imperial civilians, the Scorpions have participated in many glourious campaigns, winning hearts and minds across the region. There are those that claim this is simply a ploy to increase their influence. Whatever the truth.... Kane's power grows daily. If he were ever to turn away from the light of Emperor or an envious party were to draw plans against him... it would spell a conflict not seen since the Badab War.






Sunday, November 18, 2012

Armoured Support!

No imperial guard army should be without armoured support. I've never really liked the Leman Russ model... It always seemed to high, to bulky. A bit too WW 1. I found a really nice blog where a guy had made is own Blood Pact Tank: http://pickadamnarmy.blogspot.no/2009/10/at70-bloodpact-tank-scratch-built.html

I loved the idea

I present my own version - The AT-80 Battle Tank  - a sleeker, more compact Leman Russ.

I'm VERY happy with the result. Everything came together really well. My only issue is that I should have read the rules first. The Lascannon is essentially 15 points down the drain seeing as I can only snap fire it, even if the tank stands still!!! Ordinance be damned!

This is one of three currently in production. Beware!





Saturday, November 17, 2012

New Army has begun!

This is my first fully painted model for my new army (as yet unnamed)

I present Forward Air Controller Harkin Von Straum (Counts as both Company Commander or Master of Ordinance) Quite happy... Its my first go with such light colours but they are working OK. looks nice on the table top.


C&C!!!!

Tuesday, October 30, 2012

Reinforcements! - Imperial Guard Big Guns!

My Black Scorpions are almost complete. A few vehicles here and there, a couple of HQ models to paint and I'm pretty much there. I'm content with the kind of army I wanted to build, and now I have it. So I'm moving on to a project I've been waiting for for a long time! My Imperial Guard!

Not sure what I'm calling them yet but I'm going for a gritty, modern warfare style desert theme.

These old tanks have been in my possession for around 15 years. I bought one eons ago and inherited another from a friend. There were in a terrible state but thankfully only undercoated black. I did my best to glue bits back together and recover them. I'm OK with the result. This is the first time I've tried a desert camo scheme... It's hard to get right I feel. I'm not 100% happy but I can see, with a little effort and practice I'll get it right.

Also my first attempt at camo netting. That was chalenge to make it look nice.








Friday, September 14, 2012

Crusade of Vengeance - Character Death Table



CAMPAIGN
Character Death Table:
D12

2 - Death! - The Character is dead!
3 - Crippled - The Character is mangled: -1 to WS, wounds and attacks for the next battle/phase
4-  Severely Wounded: -1 wound, -1 attack for the next battle/phase
5-  Badly Wounded: -1 wound for the next battle/phase
6-  Recovery - The Character makes a recovery  but is shaken from his experience -1 to leadership for the next phase/battle
7-  Recovery - No ill effects
8-  Recovery - No ill effects
9-  Recovery - No ill effects
10- Good Recovery- Gains vital experience! - (re roll 1 missed hit roll, both shooting and melee)
11- Excellent Recovery - Full recovery, He gains new insights into battle - +1 WS
12- Miraculous Recovery - He is back! Stronger than before and hungry for revenge - +1 toughness!

MODIFIERS:
If a Character dies from an attack that is double his/her toughness add a modifier of -2 to the roll.
If a Character loses his last wound from an attack that has a strength below his toughness add +1 to the roll
If the Character dies in a challenge: -1 to the roll
If the Character  dies in a challenge against the enemy Commander: -2 instead
If the Character dies due to running away/morale: +1 to the roll
If the Character dies to a force other than the enemy (dangerous terrain, mysterious objective etc): +2 to the roll







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CAPTURED!

If your Character dies and you also lose the game - Roll on the character death table above as normal and roll on the table below immediately after:

D6
1: The character is captured. Mission 1
2: The character is captured. Mission 2
3: The character is captured. Mission 3
4: The character has escaped, barely. He is behind enemy lines and cannot be used in the next battle
5: The character has escaped and promptly made his way back through enemy lines
6: The character has escaped and has valuable information about the enemy (??)

Mission 1

The character is being held at a fortified facility. Attack it and attempt a rescue!
Standard eternal war mission.
Rules:  Defender gets 1 free fortification, Character counts as an objective using relic rules.
Victory in this battle results in a rescue of the character.

Mission 2

The character is being held at a temporary forward base. Attack it and attempt a rescue!
Standard eternal war mission.
Rules:  Defender gets 1 free fortification, Character counts as an objective using relic rules.
Victory in this battle results in a rescue of the character.

Mission 3

The character is being transferred back to enemy lines by the enemy. You have key information about enemy forces! Prepare your ambush and attempt a rescue of your character!
Standard eternal war mission.
Rules:  Defender's army list is open as your intel has revealed the forces opposing you.
Victory in this battle results in a rescue of the character.




Monday, September 10, 2012

Reinforcements! - MEDIC!!!!!!

Here are wee few things I've been working on recently.

2 Battle Surgeons and Centurion Verlaine (Seth) in the middle

I think I might have to give him Artificier armour... hmm.


Saturday, September 8, 2012

Crusade of Vengeance - First Blood! - The Return to Kemlik

Background: The planet, Kemlik was ravaged by war. Only the timely intervention of the Grey Knights prevented it's complete destruction. The planetary governor and his family are slain and the planet lies open for the taking. The survivors of the planet eke out a living from the shattered factories and ruined cities. It seems the Sons of Keraz are not finished with Kemlik yet. Rumours of demagogues and enforcers rounding up simpler minds are rife. Local arbiters are overwhelmed. Chief Judge Hekon has requested aid. It seems Kemlik is in danger of returning to all out war. The Legion will answer! Kemlik will not fall.

The hum of electrical equipment irritated Kaine, he was impatient, sitting on the bridge of a starship did not suit him. He desired combat and war. Answers were needed! He surveyed the holographic map of 84th district. The arbiters in this area had been pushed back to their precinct fortess. What had started as a riot had turned into a battle. 
'Sir' interrupted a crewman, 'We are receiving a vidcom from Chief Hekon'
'On screen' growled Kaine. An injured, dirty man appeared on the screen, his once gleaming gold armour was burnt and marked by las blasts and shrapnel. ' My lord' he panted, 'We are surrounded, they are too strong. Here, I'm sending you images from our pict feed, we need assistance!'
Images flashed across the screen in quick succession, hangings, slaughter, chaos markings on walls, death, mass graves, street fighting, an arbiters head on a spike'
'STOP!' Bellowed Kaine. An image froze on the screen in front of him. Cultists standing around a mass grave, in the background a large figure clad in black and gold armour. A member of the Black Legion! Traitorous scum!  Kaine stood up, his towering form accentuated by the baleful glow of the viewscreen. 'Hold fast Hekon, we are coming!'

1500 point game - Big Guns Never Tire - 5 objectives - Vanguard Strike
The Town - The red circles indicate where the objectives were placed.


The Black Scorpions arrive in Force, rescuing the beleagured Arbites Chief Hekon.

Gorius the Everliving oversees the battle from the roof of the ruins

A diagonal setup saw the Scorpions deploy onto the precinct with predators, land speeders and rhinos. The precinct would not fall and order would be restorted! The Black Legion and Sons of Keraz deployed on some ruins.


The first turn saw the Scorpions moving out, securing 3 objectives already. The Predators in this game would count as scoring due to 'Big guns never tire
The Lord Enforcer takes casualties!
The Scorpions press the attack, Sargeant  Lucius secures the ruins at the top left. taking objective nr 4!

The Rhino near the fountain is blown up, the Rubric marines spill out.

The Tacticals try to take another objective but are beaten back!

Summary: The battle resulted in a victory for the Scorpion Legion. 3 Objectives taken vs 1 for the Sons of Keraz. All in all a relatively strong victory for the Scorpions. The precinct was taken quickly, as were 3 other objectives. The Scorpions managed to hold their objectives whilst pummeling the Traitor lines. This allowed the Scorpions to hold on and start pushing back later in the game.

The 4th objective would see lots of carnage. 3 Spawn, 10 guardsmen, 1 chimera and a banewolf battled agains a tactical squad and a death company with a chaplain. The result? The traitors lost everthing and the Scorpions lost the Death company and 5 tacticals. The tacticals withdrew leaving only the chaplain to contest. As the game drew to a close and night fell, Gorius and his remaining forces withdrew!.

Chief Hekon peered out of the shattered precinct. The broken bodies of the traitors lay strewn about the ruined town. The Predators were still firing away into the darkness. Each blast of the autocannons shook the building, bright streaks of tracer fire leapt from the barrels, lighting up the town in eerie shadows. Hekon stood in awe. He shook with both utter terror and boomin pride. He saw daemons, traitors and those dreaded fallen marines he's heard stories of as a child, Yet he had also stood side by side with the Imperiums greatest warriors. A hulking chaplain strode over to him. Hekon straightened his back, brushed some dirt and grime of his tarnished uniform and saluted the Chaplain proudly. 'My lord! You saved us!'
'You saved yourself Arbiter. Now we must press the attack, where are these warp spawned scum operating from?' 
Hekon marched purposefully back into the precinct with the Chaplain, he would gladly share all he knew about these so called Sons of Keraz!'

Experience gained: A tactical squad lead by a brave sergeant annhiliated  the Lord Enforcer (commissar) and his squad with effective fire and then fended off a squad of bloodletters all whilst moving through ruins. This squad earned the ability to declare themselves 'Relentless' once per game.

The Squad led by Gorius was almost wiped out. Only Gorius and an icon bearer remained. However, 4 full turns of 3 predators firing at them could not remove them from their objective. All in all they shrugged off approximately 40 wounds. I.e Mattias just would not fail his armour saves. This unit earned the ability to declare 'feel no pain' once per game.

The next game will be the Scorpions pressing through the city towards The Sons of Keraz' headquarters.