Hello all,
It's been a while since I last posted, but I'm trying to keep my posts regular enough. Having recognised that this is my 12th post I thought a competition was in order. It had been an idea rummaging around in my head for a while and I like giving you the opportunity to effect the background of the roleplay you'll be participating in.
So the idea is this... create a boss, a villain you will confront. Choose a name, race and gender. Give him/her some background text, maybe even an illustration. Enclose it all in an email, in form of email, document or pdf and send it to me using my email address.
Remember that this is a military roleplay in a set background and any evidence that you've created a character that will fit in with this background is more likely to be chosen as the winner. Also, making sure your spelling is at an understandable level is a natural plus. 50-300 words is the kind of length I'm looking for. Be descriptive and imaginative, just because this boss is an enemy of yours doesn't mean he has to be evil. On the other hand maybe that's exactly what you want. Maybe you want a heartless murderer who'll happily put entire colonies of innocents to death or maybe you want an honourable and virtuous foe who you'd back just as readily as your own characters. A last note, don't make them too overdone or underdone. Lazrax ender of worlds is a bit O.T.T. but Corporal Jaq of the Flavian Light Infantry 2nd heavy weapons team is too average to be noticed.
The winner will have there character feature in a few sessions (or maybe more) of the Deathwatch Roleplay. So post in your interesting villains and may the best entrant win.
Saturday, 19 June 2010
Saturday, 12 June 2010
And They Shall Know No Fear...
"They shall be my finest warriors, these men who give of themselves to me.
Like clay I shall mould them, and in the furnace of war forge them.
They will be of iron will and steely muscle.
In great armour shall I clad them and with the mightiest guns will they be armed.
They will be untouched by plague or disease, no sickness will blight them.
They will have tactics, strategies and machines so that no foe can best them in battle.
They are my bulwark against the Terror.
They are the Defenders of Humanity.
They are my Space Marines and they shall know no fear."
+++The Emperor of Mankind+++
They will be of iron will and steely muscle.
In great armour shall I clad them and with the mightiest guns will they be armed.
They will be untouched by plague or disease, no sickness will blight them.
They will have tactics, strategies and machines so that no foe can best them in battle.
They are my bulwark against the Terror.
They are the Defenders of Humanity.
They are my Space Marines and they shall know no fear."
+++The Emperor of Mankind+++
Creations of the God-Emperor. Denizens of battle. Incarnations of doom. His iron fist. Space Marines are bound in unity through brotherhood. They are the most elite force in the galaxy. Dangerous weapons capable of besting a dozen normal men in combat. Fearsome warriors who know not of the haunts of the mind. To be such a man warrants a level of genetic engineering that gives you a sharp edge over any normal soldier. It grants an ability to exact retribution against the Emperor's enemies like that of demi-gods. Immunity to poisons and diseases becomes a commonplace. Given the chance, would you strive above your brethren and honour your Chapter with admission to the Deathwatch? Would you take upon the chance to join a covert ops kill-team who is sent on the highest priority missions? Would you rid the Imperial worlds from the menace of xeno influence, invasion? If so, you're at the right place, welcome into the prestigious ranks of the Ordo Xenos.
"Brothers! War calls you. Will you answer?"
+++Captain Cato Sicarius+++
Saturday, 5 June 2010
Tau Empire Battlefield Strategies
IMPORTANT NOTICE: Those of you who wish to try for squad leader please read this through. It will help with the test undeniably. - Ed.
Tau have a whole range of strategies they employ on the battlefield, much like the Imperium. Trying to list all of these would be a long-winded process indeed. Better yet to instead tell of the two most common strategies in their pure forms, Mont'ka and Kauyon.
Mont'ka (Trans: Killing Blow)
Mont'ka is the art of identifying a target of opportunity and attacking it swiftly with a Hunter Cadre, often deployed from a Manta missile destroyer. A Cadre pursuing the Mont'ka may stand in readiness for several days awaiting the command to strike. During this time they will plan the exact movements they will perform when the call comes. Often the decision to strike will come from a Shas'el or Shas'o with a good view of the enemy or the input of a well-sited Pathfinder team.
It is firmly believed that the bond of trust between the Cadre that conducts the Mont'ka and the Commander who orders it brings honour to both. The attack will be immediately called off if the prey remains resilient or evasive.
Kauyon (Trans: Patient Hunter)
In the Tau language the words for hunter and patience are derived from the same root. This technique is the oldest of the Tau techniques and has the most variations. Essentially the technique relies on the interaction of the hunter and the lure. In recent times, auxiliary troops such as Kroot are used are used as the lure, although some septs still regard the role as one that honours both hunter and prey and allow only bonded Fire Warrior teams to undertake it.
The lure's role is to expose itself to the prey and draw it into a position where it can be killed by the hunter. The more subtle Commanders have been known to use the absence of troops as a lure. Once the prey is in position, the lure is free to escape or help the hunter as the situation dictates. Hunters are frequently equipped with Crisis, Stealth or Broadside armour with weapons carefully selected for the particular prey.
Tau Phrases
Hunter Cadre - The Tau Empire's rough equivalent of an Imperial Guard Company.
Shas'el - A Tau Commander of twelve years active service.
Shas'o - A Tau Commander of sixteen years active service.
Sept - A world colonised by the Tau Empire.
Tau have a whole range of strategies they employ on the battlefield, much like the Imperium. Trying to list all of these would be a long-winded process indeed. Better yet to instead tell of the two most common strategies in their pure forms, Mont'ka and Kauyon.
Mont'ka (Trans: Killing Blow)
Mont'ka is the art of identifying a target of opportunity and attacking it swiftly with a Hunter Cadre, often deployed from a Manta missile destroyer. A Cadre pursuing the Mont'ka may stand in readiness for several days awaiting the command to strike. During this time they will plan the exact movements they will perform when the call comes. Often the decision to strike will come from a Shas'el or Shas'o with a good view of the enemy or the input of a well-sited Pathfinder team.
It is firmly believed that the bond of trust between the Cadre that conducts the Mont'ka and the Commander who orders it brings honour to both. The attack will be immediately called off if the prey remains resilient or evasive.
Kauyon (Trans: Patient Hunter)
In the Tau language the words for hunter and patience are derived from the same root. This technique is the oldest of the Tau techniques and has the most variations. Essentially the technique relies on the interaction of the hunter and the lure. In recent times, auxiliary troops such as Kroot are used are used as the lure, although some septs still regard the role as one that honours both hunter and prey and allow only bonded Fire Warrior teams to undertake it.
The lure's role is to expose itself to the prey and draw it into a position where it can be killed by the hunter. The more subtle Commanders have been known to use the absence of troops as a lure. Once the prey is in position, the lure is free to escape or help the hunter as the situation dictates. Hunters are frequently equipped with Crisis, Stealth or Broadside armour with weapons carefully selected for the particular prey.
Tau Phrases
Hunter Cadre - The Tau Empire's rough equivalent of an Imperial Guard Company.
Shas'el - A Tau Commander of twelve years active service.
Shas'o - A Tau Commander of sixteen years active service.
Sept - A world colonised by the Tau Empire.
Tuesday, 1 June 2010
The Raven Guard
Amongst the many Space Marine Chapters, the Raven Guard and their successors are unique for their covert tactics. They are legendary for not engaging enemies in frontal battle unless no other means is available.
Typically the Raven Guard will rely on Scout squads acting without support for extensive durations of time. Assault Troops equipped with jump packs are then used to capitalise upon the foes weakness. It is also common for Thunderhawk strikes and Drop Pod assaults to be used for much the same reason.
The Raven Guard's homeworld, Deliverance, is in fact capable of acting as a small forge world. This enables their Chapter to make full use of such aforementioned tactics.
Commanders of the Raven guard are fiercely independent, dispensing their services when and where they believe they are required. It is more than likely that a Captain of the Raven Guard will have found a world warranting their attention and gone to it with his company along for the ride without having informed the Chapter Master. Such behavior, however, goes to show the Chapter's eagerness to serve and not their tendency to disobey orders.
The Mighty Corax
Primarch of the Raven Guard
During the Great Crusade Corax's talents for planning and sabotage were of great effect and the Raven Guard, fighting frequently under the orders of Horus, became renowned for an unmatched ability with covert ops, sabotage, infiltration and lightning strikes. But the pair never saw eye-to-eye, and after an argument, the two Primarchs nearly fought each other. Corax left Horus's command.
The Raven Guard Primarch only met Horus again on Isstvan V.
After the near decimation of his legion at the hands of the grand traitor, Corax began rebuilding his army. Searching for a way to rapidly reproduce a legion his Emperor needed so badly, Corax delved into the works of the Librarium of Ravenspire. There he found ancient books telling the techniques used in creating the Emperor's first genetically enhanced warriors. Duplicating these techniques Corax quickly reconstructed his legion. Yet this method had dire consequences.
The Saga of Weregeld tells of ferocious monsters lead to combat by their Raven Guard Battle Brothers.
Corax was never able to forget the growling monsters that he had personally created. Wracked with guilt he locked himself in his chambers begging for the enthroned Emperor's mercy. Nobody knows if he received the absolution he required but a year to the day after he locked himself in, he left his chambers on course for the Eye of Terror, never to be seen again. His last recorded words were "never more".
Conclusion
Okay there's some background on the Chapter chosen by yourselves to join you in the Deathwatch RPG. Until next time - Ed.
Typically the Raven Guard will rely on Scout squads acting without support for extensive durations of time. Assault Troops equipped with jump packs are then used to capitalise upon the foes weakness. It is also common for Thunderhawk strikes and Drop Pod assaults to be used for much the same reason.
The Raven Guard's homeworld, Deliverance, is in fact capable of acting as a small forge world. This enables their Chapter to make full use of such aforementioned tactics.
Commanders of the Raven guard are fiercely independent, dispensing their services when and where they believe they are required. It is more than likely that a Captain of the Raven Guard will have found a world warranting their attention and gone to it with his company along for the ride without having informed the Chapter Master. Such behavior, however, goes to show the Chapter's eagerness to serve and not their tendency to disobey orders.
The Mighty Corax
Primarch of the Raven Guard
During the Great Crusade Corax's talents for planning and sabotage were of great effect and the Raven Guard, fighting frequently under the orders of Horus, became renowned for an unmatched ability with covert ops, sabotage, infiltration and lightning strikes. But the pair never saw eye-to-eye, and after an argument, the two Primarchs nearly fought each other. Corax left Horus's command.
The Raven Guard Primarch only met Horus again on Isstvan V.
After the near decimation of his legion at the hands of the grand traitor, Corax began rebuilding his army. Searching for a way to rapidly reproduce a legion his Emperor needed so badly, Corax delved into the works of the Librarium of Ravenspire. There he found ancient books telling the techniques used in creating the Emperor's first genetically enhanced warriors. Duplicating these techniques Corax quickly reconstructed his legion. Yet this method had dire consequences.
The Saga of Weregeld tells of ferocious monsters lead to combat by their Raven Guard Battle Brothers.
Corax was never able to forget the growling monsters that he had personally created. Wracked with guilt he locked himself in his chambers begging for the enthroned Emperor's mercy. Nobody knows if he received the absolution he required but a year to the day after he locked himself in, he left his chambers on course for the Eye of Terror, never to be seen again. His last recorded words were "never more".
Conclusion
Okay there's some background on the Chapter chosen by yourselves to join you in the Deathwatch RPG. Until next time - Ed.
Saturday, 29 May 2010
Weaponry of the Adeptus Astartes
When it comes to the battlegear of the Space Marines a whole plethora of weapons are there for the warrior's choosing. Weapons available to the warrior depend on their battlefield role and experience. A fresh initiate will only be given responsibility of standard issue weapons whereas a battle-hardened veteran of many centuries will have exceedingly little he can't take on missions. Here, for your consideration, is an almost full list of weapons used by the Adeptus Astartes:
Bolt Pistol
The standard issue sidearm of the Space Marines. Bolt pistols are compact ranged weapons that spew explosive-tipped shots at the enemies of Mankind. Magazines of these weapons are typically only big enough for closing the distance on enemy soldiers. In protracted firefights they lack long range and run low on ammunition quickly.
Plasma Pistol
An uncommon sidearm, it is never-the-less a hard task to find a Space Marine squad without one. Plasma weapons as a rule are inaccurate and prone to overheating but the superheated charges they produce can knock a hole clean through most materials. Because of this Plasma weapons are valuable yet untrustworthy weapons that can wreak havoc upon heavy armoured units and demolish cover.
"Do not forsake your sidearm. It is the deliverer of wrath and a constant companion in a life of unending battle."
Boltgun
Much like the Bolt pistol, the Boltgun is the standard issue firearm of the Space Marines. A deadly assault rifle that spews explosive-tipped rounds into enemy ranks. This, however, is where the similarities end. Boltguns have a much larger magazine. If that wasn't enough Tactical Marines carry round extra magazines. Those bearing Boltguns are now capable of fulfilling what they couldn't with Bolt Pistols. Boltguns are also one of the Bolt Weapons to make use of different types of ammunition, something that other weapon types are incapable of. This makes the Boltgun by far the most adaptable battlefield weapon.
"A warrior is as skilled as the quality of his armament permits."
Storm Bolter
Like a carbine unto the Boltgun, the Storm Bolter is the standard firearm of the Terminator Squads, though it is sometimes used by those outside their ranks. Storm Bolters have big drum-magazines and a higher rate of fire. This does have it's own drawback, Storm Bolters are known to jam when letting off uncontrolled automatic fire. They are still a great weapon for mobilization and carry all the benefits of any other Bolt weapon.
"One can never have too much firepower."
Heavy Bolter
The Heavy Bolter is a rapid-fire heavy weapon with an almost unending feed of large-caliber bolt-rounds. It is capable of cutting through harder enemies than the standard Boltgun and is best used from a fortified position in stationary stance. Not too manoeuvrable, the Heavy Bolter is usually first to set up and last to pack away.
"The heavy bolter sings praises to the Emperor with a voice that will never tire."
Plasma Gun
Almost a hand cannon in terms of how it handles, the Plasma Gun is an intimidating weapon. It is quite capable of taking down light vehicles and heavily armoured troops. Like all Plasma weapons the Plasma Gun recharges after each shot. This means a slow rate of fire but it can optionally use its rapid fire setting at loss of shot power.
Plasma Cannon
The Plasma Cannon is a heavy weapon of titanic destruction. It's pure weight requires much the same handling as a Heavy Bolter but it remains true of all Plasma Weapons. It overheats, it's powerful and it's inaccurate. An added bonus, though, is such is the radius of a Plasma Cannon's shot that it can eliminate enemies standing next to the target when hit.
"The noblest works incur the heaviest risks."
Flamer
Great for flushing enemies out of their hiding places, Flamers are the bane of cover heavy combat. This is the only real role of the Flamer, burning enemies to a cinder at close proximity. It isn't very effective against heavily armoured targets but can cover areas of troops is a wall of flame. It may not be as damaging as a Boltgun but watch the swathes of enemies drop as they seek shelter behind a low wall.
Heavy Flamer
A much more powerful adaption of Flamer weaponry, there is little than can survive the fiery onslaught of the Heavy Flamer. Such is the rarity of the weapon, only Squads of a Chapter's 1st company can make use of them.
"It is more than just a weapon. It is the redeemer of the corrupt and the purifier of the tainted."
Missile Launcher
A Missile Launcher launches missiles at opponents. Most commonly these vary between Frag missiles and Krak missiles. Frag missiles are used for eliminating groups of lesser opponents and Krak missiles fulfil an anti-tank role, destroying vehicles and breaching buildings. Though reloading such a weapon is a slow task, firing it always has a devastating outcome.
"Never permit thine enemy to find you unprepared for the battle."
Assault Cannon
Akin to the Gatling guns of old is the Assault Cannon. Multiple chambers provide a barrage of shots that mow down swarms of light infantry in split seconds. Even the Heavy Bolter does not have a rate of fire *this* fast. Such a weapon can only be wielded by Terminator Squads.
Chainsword
This weapon is standard issue of the Assault Marines and commonly seen with Sergeants of almost any Space Marine Squad. When set into whirring motion it chews into foes with grinding teeth, brilliant for close combat. Combined with a pistol it makes a great offensive or even with a shield for additional protection when engaging in melee.
"Taste the fear of your enemy as he dies."
Power Sword
The Power Sword cuts through armour like a knife through butter. Only tanks are safe from the slashing, hacking and piercing attacks of such weapons. In the hands of a skilled sword fighter, this weapon can have even the most deadly enemies routed on a charge.
"Armour is no protection against the blessed tools of the righteous."
Power Fist
Power Fists are weapons of colossal impact damage. Granted they are cumbersome but a blow landed of one can leave an enemy in several places or rip the hull off a tank. If an Astartes Warrior can be prepared to weather the blows of his enemy, the power fist can exact vengeance upon even the largest, most deadly of foes. Suddenly the large monsters that Chaos and the Tyranids can throw at you seem far less invulnerable.
"The powerfist smites the foe with all the fury of a thousand men."
Thunder Hammer
The exacter of godly smiting as such that only Terminators and Veteran Sergeants may use these most powerful of all melee weapons. Despite being much like a lengthier version of the Power Fist, the Thunder Hammer also has enough force to put any lucky survivor unluckily on their feet, leaving them vulnerable to more melee attacks.
"Conviction lends it strength. Justice gives it purpose."
That's my extensive look at Space Marine weapons for you. Sorry I hadn't posted much on this blog in prior days. Hope you enjoy planning which weapons you wish to destroy your enemies with - Ed.
Bolt Pistol
The standard issue sidearm of the Space Marines. Bolt pistols are compact ranged weapons that spew explosive-tipped shots at the enemies of Mankind. Magazines of these weapons are typically only big enough for closing the distance on enemy soldiers. In protracted firefights they lack long range and run low on ammunition quickly.
Plasma Pistol
An uncommon sidearm, it is never-the-less a hard task to find a Space Marine squad without one. Plasma weapons as a rule are inaccurate and prone to overheating but the superheated charges they produce can knock a hole clean through most materials. Because of this Plasma weapons are valuable yet untrustworthy weapons that can wreak havoc upon heavy armoured units and demolish cover.
"Do not forsake your sidearm. It is the deliverer of wrath and a constant companion in a life of unending battle."
Boltgun
Much like the Bolt pistol, the Boltgun is the standard issue firearm of the Space Marines. A deadly assault rifle that spews explosive-tipped rounds into enemy ranks. This, however, is where the similarities end. Boltguns have a much larger magazine. If that wasn't enough Tactical Marines carry round extra magazines. Those bearing Boltguns are now capable of fulfilling what they couldn't with Bolt Pistols. Boltguns are also one of the Bolt Weapons to make use of different types of ammunition, something that other weapon types are incapable of. This makes the Boltgun by far the most adaptable battlefield weapon.
"A warrior is as skilled as the quality of his armament permits."
Storm Bolter
Like a carbine unto the Boltgun, the Storm Bolter is the standard firearm of the Terminator Squads, though it is sometimes used by those outside their ranks. Storm Bolters have big drum-magazines and a higher rate of fire. This does have it's own drawback, Storm Bolters are known to jam when letting off uncontrolled automatic fire. They are still a great weapon for mobilization and carry all the benefits of any other Bolt weapon.
"One can never have too much firepower."
Heavy Bolter
The Heavy Bolter is a rapid-fire heavy weapon with an almost unending feed of large-caliber bolt-rounds. It is capable of cutting through harder enemies than the standard Boltgun and is best used from a fortified position in stationary stance. Not too manoeuvrable, the Heavy Bolter is usually first to set up and last to pack away.
"The heavy bolter sings praises to the Emperor with a voice that will never tire."
Plasma Gun
Almost a hand cannon in terms of how it handles, the Plasma Gun is an intimidating weapon. It is quite capable of taking down light vehicles and heavily armoured troops. Like all Plasma weapons the Plasma Gun recharges after each shot. This means a slow rate of fire but it can optionally use its rapid fire setting at loss of shot power.
Plasma Cannon
The Plasma Cannon is a heavy weapon of titanic destruction. It's pure weight requires much the same handling as a Heavy Bolter but it remains true of all Plasma Weapons. It overheats, it's powerful and it's inaccurate. An added bonus, though, is such is the radius of a Plasma Cannon's shot that it can eliminate enemies standing next to the target when hit.
"The noblest works incur the heaviest risks."
Flamer
Great for flushing enemies out of their hiding places, Flamers are the bane of cover heavy combat. This is the only real role of the Flamer, burning enemies to a cinder at close proximity. It isn't very effective against heavily armoured targets but can cover areas of troops is a wall of flame. It may not be as damaging as a Boltgun but watch the swathes of enemies drop as they seek shelter behind a low wall.
Heavy Flamer
A much more powerful adaption of Flamer weaponry, there is little than can survive the fiery onslaught of the Heavy Flamer. Such is the rarity of the weapon, only Squads of a Chapter's 1st company can make use of them.
"It is more than just a weapon. It is the redeemer of the corrupt and the purifier of the tainted."
Missile Launcher
A Missile Launcher launches missiles at opponents. Most commonly these vary between Frag missiles and Krak missiles. Frag missiles are used for eliminating groups of lesser opponents and Krak missiles fulfil an anti-tank role, destroying vehicles and breaching buildings. Though reloading such a weapon is a slow task, firing it always has a devastating outcome.
"Never permit thine enemy to find you unprepared for the battle."
Assault Cannon
Akin to the Gatling guns of old is the Assault Cannon. Multiple chambers provide a barrage of shots that mow down swarms of light infantry in split seconds. Even the Heavy Bolter does not have a rate of fire *this* fast. Such a weapon can only be wielded by Terminator Squads.
Chainsword
This weapon is standard issue of the Assault Marines and commonly seen with Sergeants of almost any Space Marine Squad. When set into whirring motion it chews into foes with grinding teeth, brilliant for close combat. Combined with a pistol it makes a great offensive or even with a shield for additional protection when engaging in melee.
"Taste the fear of your enemy as he dies."
Power Sword
The Power Sword cuts through armour like a knife through butter. Only tanks are safe from the slashing, hacking and piercing attacks of such weapons. In the hands of a skilled sword fighter, this weapon can have even the most deadly enemies routed on a charge.
"Armour is no protection against the blessed tools of the righteous."
Power Fist
Power Fists are weapons of colossal impact damage. Granted they are cumbersome but a blow landed of one can leave an enemy in several places or rip the hull off a tank. If an Astartes Warrior can be prepared to weather the blows of his enemy, the power fist can exact vengeance upon even the largest, most deadly of foes. Suddenly the large monsters that Chaos and the Tyranids can throw at you seem far less invulnerable.
"The powerfist smites the foe with all the fury of a thousand men."
Thunder Hammer
The exacter of godly smiting as such that only Terminators and Veteran Sergeants may use these most powerful of all melee weapons. Despite being much like a lengthier version of the Power Fist, the Thunder Hammer also has enough force to put any lucky survivor unluckily on their feet, leaving them vulnerable to more melee attacks.
"Conviction lends it strength. Justice gives it purpose."
That's my extensive look at Space Marine weapons for you. Sorry I hadn't posted much on this blog in prior days. Hope you enjoy planning which weapons you wish to destroy your enemies with - Ed.
Saturday, 22 May 2010
A New Poll.
After a while that space in which the Imperial Guard regiment was concluded by your good selves started to look unused. Luckily I've had a couple of Ideas on what's next. I've decided upon letting you decide on a Space Marines Chapter to be assigned to the Jericho Reach (your area of operations) from my shortened list. Some of you may ask why select an army of Space Marines to do watch over an area of space that you as Space Marines have already been given watch over? The answer is simple: the deathwatch is not meant for front line conflict, theirs is covert operations. On the front line Deathwatch kill-teams would quickly become outnumbered and overwhelmed, whereas on their missions surprise and tact weigh in their odds. Here are the choices:
Brazen Claws
Origin: Iron Hands second founding
Homeworld: Talus IV
After the destruction of their Chapter planet by daemonic forces, the Brazen Claws embarked on a crusade into the Eye of Terror. There have been few sightings since their departure, but Lord Castellan Creed of Cadia insists that the Brazen Claws are still active in the Imperium's defence.
Hawk Lords
Origin: Unknown
Homeworld: Preyspire
The Hawk Lords eschew Drop Pods in favour of Thunderhawk gunships for low-altitude insertion. They are undisputed masters of such tactics, and it is not unknown for Thunderhawk pilots of other Chapters to hone their skills on temporary service as part of a Hawk Lords' Talon Wing.
Novamarines
Origin: Ultramarines second founding
Homeworld: Honourum
The Novamarines are scattered throughout the galaxy, and have not fought together as a Chapter since the early years of M37.
Raven Guard
Origin: 19th Legion
Homeworld: Deliverance
The Raven Guard are masters of the unseen war, engaging in frontal battle only when no other option presents itself. In pursuit of their covert goals, the Raven Guard depend heavily upon Scout forces able to act alone for extended periods of time, and rapid-reaction forces such as jump-pack equipped assault troops who can easily capitalise on the foe's weaknesses.
White Scars
Origin: 5th Legion
Homeworld: Chogoris
White Scars are the masters of reconnaissance and adherents of the hit-and-run attack. They are hunters and raiders without peer, using ultra-rapid deployment to ensure that the foe's first sight of them is also his last.
When this is concluded it may be a while until I purchase any Space Marines to paint up for this army, however, they will be included. Plus the Space Marine bike in my ruins will have a nice colour scheme ready and waiting. Have fun voting!
Brazen Claws
Origin: Iron Hands second founding
Homeworld: Talus IV
After the destruction of their Chapter planet by daemonic forces, the Brazen Claws embarked on a crusade into the Eye of Terror. There have been few sightings since their departure, but Lord Castellan Creed of Cadia insists that the Brazen Claws are still active in the Imperium's defence.
Hawk Lords
Origin: Unknown
Homeworld: Preyspire
The Hawk Lords eschew Drop Pods in favour of Thunderhawk gunships for low-altitude insertion. They are undisputed masters of such tactics, and it is not unknown for Thunderhawk pilots of other Chapters to hone their skills on temporary service as part of a Hawk Lords' Talon Wing.
Novamarines
Origin: Ultramarines second founding
Homeworld: Honourum
The Novamarines are scattered throughout the galaxy, and have not fought together as a Chapter since the early years of M37.
Raven Guard
Origin: 19th Legion
Homeworld: Deliverance
The Raven Guard are masters of the unseen war, engaging in frontal battle only when no other option presents itself. In pursuit of their covert goals, the Raven Guard depend heavily upon Scout forces able to act alone for extended periods of time, and rapid-reaction forces such as jump-pack equipped assault troops who can easily capitalise on the foe's weaknesses.
White Scars
Origin: 5th Legion
Homeworld: Chogoris
White Scars are the masters of reconnaissance and adherents of the hit-and-run attack. They are hunters and raiders without peer, using ultra-rapid deployment to ensure that the foe's first sight of them is also his last.
When this is concluded it may be a while until I purchase any Space Marines to paint up for this army, however, they will be included. Plus the Space Marine bike in my ruins will have a nice colour scheme ready and waiting. Have fun voting!
Friday, 14 May 2010
Imperial Guard confirmed.
And the results are in...
I'm not going to go through a rundown of the votes, you can see those to the right hand side. I am going to announce our winner though. So here we are, winner of the Imperial Guard who'll feature in the deathwatch roleplay goes to...
The Armageddon Steel Legion
Native to the Hive World* of Armageddon, the Armageddon Steel Legion are the victors of three planetwide wars of their home. As a result of these wars they have become adept at fighting Orks.
Donning a uniform unique to only their legions, their guardsmen make use of mechanization to deliver an armoured fist to enemy formations. On occasion Steel Legion regiments are supported by conscripts or the abhuman ratling snipers. Also, rarely, it has been known for them to make use of Stormsword superheavy tanks. Tanks of such proportion that they can be the key to changing the tide of entire campaigns.
There's a short snippet of the background of this most famed of Imperial armies. I have been down the local Games Workshop computer-hub and ordered some. Hopefully soon I'll have some photos of these and other minis to show.
Until next time,
Ed.
*Hive World - A planet that is covered in vast metropolises.
I'm not going to go through a rundown of the votes, you can see those to the right hand side. I am going to announce our winner though. So here we are, winner of the Imperial Guard who'll feature in the deathwatch roleplay goes to...
The Armageddon Steel Legion
Native to the Hive World* of Armageddon, the Armageddon Steel Legion are the victors of three planetwide wars of their home. As a result of these wars they have become adept at fighting Orks.
Donning a uniform unique to only their legions, their guardsmen make use of mechanization to deliver an armoured fist to enemy formations. On occasion Steel Legion regiments are supported by conscripts or the abhuman ratling snipers. Also, rarely, it has been known for them to make use of Stormsword superheavy tanks. Tanks of such proportion that they can be the key to changing the tide of entire campaigns.
There's a short snippet of the background of this most famed of Imperial armies. I have been down the local Games Workshop computer-hub and ordered some. Hopefully soon I'll have some photos of these and other minis to show.
Until next time,
Ed.
*Hive World - A planet that is covered in vast metropolises.
Subscribe to:
Posts (Atom)