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    • My entry for challenge one is complete! I have my first squad of Carnivores ready for challenge two.   Gaze upon my wall of text, and despair
    • Byahk’tcha Kindred “The Bluebeaks” History War in the Place of Union      The Bluebeak Kindred as a familial unit can trace its origins back to the War in the Place of Union. The Bluebeaks were formed from various scattered refugees, of whom all had lost their homes and kindreds to the rampaging Orks. With the victory on Pech, and the annexation within the T’au empire, these battered survivors formed a new kindred: the Byahk’tcha, which loosely translates to Bluebeaks. The kindred would soon take on the cultural practice of dying their beaks blue, as a show of unity with the T’au.        The Bluebeaks swiftly assimilated within the T’au Empire. Being a collection of disparate survivors and refugees, the philosophy of the Greater Good appealed to the fledling Kindred. Their auxiliaries would work closely with allies, integrating within the command structures of their assigned cadres. As this relationship went on, the warriors of the Bluebeaks began to build an appreciation for technology outside the norms of their species.          As the T’au and Kroot reclaimed lost worlds from the Orks, the Bluebeaks were also searching for a new home. The Shaper Council debated resettling a portion of one of the lost worlds, but others wanted to continue the fight alongside their allies in honor of the perceived blood debt. This debate was ended when the Kindred fought to liberate the world of Pak’il. During the void battles above the lost Kroot world, nearly the entire Kindred was deployed in a  mass boarding action of a massive Ork vessel. As Kroot and T’au fought and bled on the ramshackle craft, the Kroot soon realized that the core of the behemoth was a Warsphere the Greenskins had looted. Once the Orks had been hunted down and expunged, the Bluebeaks reclaimed the ship. This Warsphere was to be christened the Gio’co’cyks, or the Star Runner.   In Service of the Empire       Their new home secured, the void bound kindred stayed at the forefront of the T’au Expansions. Within time the Kindred would develop a close relationship with the Dal’yth Sept, with which it would operate most frequently. The Bluebeaks would serve in the traditional auxiliary  roles as guerilla fighters and skirmishers, but the Water Caste of Dal’yth would find additional uses for the culturally open kindred.         The Bluebeaks, while seeing themselves as part of the Greater Good, still participate in the Kroot tradition of mercenary work. Whilst the Gio’co’cyks and the core of the Kindred fought alongside T’au cadres, bands of Bluebeak Farstalkers would travel outside the Empire to collect genetic material. The Water Caste of Dal’yth took note of this over time, and eventually forwarded the Bluebeaks a proposal: the kindred could continue and expand their mercenary work in return for escorting Water Caste ambassadors outside the Empire and returning alien technology for the Earth Caste to study. The kindred agreed, and soon the number of Bluebeak Farstalkers kindreds multiplied, providing the kindred with a genetic and technological bounty          As the T’au expanded, the Bluebeaks mercenary work would wax and wane according to the needs of the Greater Good. In time of war, such as the War of Dakka, Hive Fleet Gorgon, or the Damocles Crusade, the kindred would recall most of its Farstalkers. In times of relative peace however, larger groups would be sent out, with even the Gio’Co’Cyks travelling the edges of the T’au domains.  This was often at the behest of the Water Caste, who would use the mercenary expeditions to expand trade agreements, build diplomatic relations, and even add client worlds to the Greater Good.     Odyssey        It was near the end of M.41 that Por’o Dal’Lyth Y’eldi’aata (Ambassador Pridewing) proposed a new expedition for the Gio’co’cyks. Instead of wandering the periphery of the empire with a few Water Caste diplomats and Earth Caste scientists in tow, the Bluebeaks would head a reinforced expedition deeper into the galaxy, hopefully cutting around the hateful Imperium and finding what lies beyond humanity. Alongside the Kroot and their Warsphere would be a Vespid Nest Vessel and two converted Imperial vessels, crewed by Empire-born Gue’vesa with Air Caste overseers. In addition to their typical T’au attendants, a number of Fire Caste cadres would embark upon the Warsphere, with sections having been heavily converted to better transport the T’au and their panoply of war.  To clear up space, a portion of the Kroot population was resettled upon a jungle moon on the edges of the Dal’lyth sept borders.        The expedition launched M41.992, traversing the eastern fringe of the Imperium of Man. Contact was made with a few human worlds on the outskirts of the Imperium. Most of the worlds reacted with immediate hostility, but a few of the more downtrodden planets were marked as possible targets for Water Caste envoys for later expeditions. New alien civiliations were found as well, with a warmer reception then humanity in most cases. In M41.999, the Gio’co’cyks  and its attendant fleet would find themselves in the southern reaches of the sector of space the Imperium terms Segmentum Obscurus. Soon, this region of space would hold another moniker by the flock of Terra: Imperium Nihilus.        The opening of the Great Rift sent the expedition far off its projected course, deep in a hostile region of space and cutoff from the T’au Empire. All communication has been lost with the Empire. Stranded, the expedition has now spent decades searching for a way home. In that time, the Kroot and their allies have had to rely upon a combination of diplomacy and trade alongside outright piracy and raiding to stay supplied.        With Imperial authority asunder in Nihilus, the expedition has continued its work of diplomacy and exploration as it seeks a safe passage to the T’au Empire. With entire sectors cut off from each other, the Kroot and their allies have ironically been able to carry out their original function of trade and diplomacy far easier then if they found themselves in a stable region of Imperial space. Trading T’au firepower and Kroot muscle for fuel and supplies, the Bluebeaks now have several safe ports of harbor as they continue the mission. The possibility of eventually integrating these worlds into the Empire is outside the reach of the expedition, though several cadres of Gue’vesa infiltrators have been seeded to slowly spread the message of the Greater Good for the T’au to exploit in the future. That is, should the Gio’co’cyks  ever return to the empire.        The latest location of the Gio’co’cyks  is above the world Lubok V. In return for supplies and safe harbor, the Kindred has been tasked with clearing the jungles surrounding the hive cities of rebellious elements. Little does the planetary authority know, these elements are actually a genestealer cult that has spread throughout the primitive  jungle tribes.   Organization      Prior to the expedition that trapped them in Nihilus, the Blubeak Kindred number over 300,000 Kroot.  Gio’co’cyks was home to the vaat majority, though a significant portion of Kinbands were  sent out to support Dal’yth cadres or serve as Farstalker mercenaries. The majority were recalled prior to the expedition, though around 30,000 resettled a jungle moon within Dal’yth space.        The Bluebeaks, just as other kindreds, can be seen as a massive familial clan just as much as a military organization. This organization is inherently less structured then those of a T’au cadre or Astra Militarum regiment, but hierarchy does exist. Seven tribal sub-families compose the Kindred, each led by its own council of Shapers. The elect Master Shaper of each sub-family is then a member of the Master Council. All major planning and command is directed by this Council.         Each sub-family maintains its own unique genetic code and horde of high-tech loot from the spoils of war. The trading of both technology and genetic traits greases the wheels of inter-tribal politics, and forms an integral part of the intra-Kindred economy.        The decision to settle a portion of the Kindreds population was both to preserve the cultural and genetic legacy of the Bluebeaks should the Warsphere be lost, but it also opened up a section of the Warsphere for retrofit to house multiple cadres of Fire Caste Warriors and attendant Water and Earth Caste members. It was decided that the smallest tribe would be repopulated to make room for the T’au; one knock of affect was that the Master Council was left with an even number of members. Fearing a tribal deadlock, it was decided that the highest ranking Water Caste member would be given a tiebreaking vote for diplomatic and civil affairs; the Fire Caste would likewise be given representation on military decisions.         As the decades have ground on in Imperium Nihilus, the short-lived T’au onboard the Gio’co’cyks have had to settle their portion of the Warsphere and build a community. A few generations of T’au children have been raised to maintain the strength of the constituent Castes. With only a few hard-bitten survivors from the pre-expedition strength, the majority of T’au onboard are native to the Warsphere. This has culturally shifted the T’au to see themselves as a family similar to the Kindred, though the Caste system is still strictly adhered. Some more liberal members of the Bluebeaks see the T’au as a part of the Kindred, though this is seen as to radical by the majority.        The auxiliary Gue’vesa, Vespid, and Nollar onboard the expeditions other vessels are nominally under T’au command; in practical terms, they are subservient to the Master Council.The presence of T’au on the council soothes much of the friction, but some traditionalist Gue’vesa rankle at the culture of the savage Kroot.     Culture        Two traits define the Bluebeak Kindred: their utter devotion to the Greater Good, and their  predilection for technology.        The Bluebeaks see themselves as citizens and soldiers of the T’au empire. Whereas some other Kindreds or individual Kroot might see the relationship as  purely transactional, the importance of the Greater Good is ingrained in the Kindred. Since the Kindred was formed after the War in the Place of Union was fought, it was easier for the founders to accept the philosophy.        The Bluebeaks preference of technology and scientific discovery is another byproduct of the Kindreds relationship with the T’au, particularly the Earth and Water Caste of Dal’yth. The Bluebeak Farstalker bands were often tasked with bringing the T’au back pieces of xenos tech for research. Their exposure to this tech led to a preference amongst Farstalkers to loot and horde xenos tech for their own usage. The Kroot began to tinker with the various weapons and gadgets they captures, often with the assistance of Earth Caste technicians. As the mercenary veterans returned to the Gio’co’cyks, this practice spread through the Kindred. The Flesh Shapers began prioritizing sentient beings for their consumption, specifically those of high scientific intellect. The genes combined with the Kindreds curiosity to promote a culture of tinkering and experimentation.        This practice mostly takes the form of personal equipment and weapons. The Bluebeaks have a appreciation for technology, but only as a supplement to the genetic adaptation of the Kroot. The Bluebeaks enhance their strengths with this equipment; their allies within the Empire can provide the heavy firepower and armored support the Kroot eschew. The Bluebeaks are not quite inventors, but rather adaptors. They modify other xenos technology to suit their needs, and sometimes combine tech of dissimilar origins. Traditionalist Kindreds might prefer to fight through skill and genetic adaptation alone, yet  Bluebeaks warriors will bring along comms beads, magnoculars, bionics, grappling hooks, auspex, and a whole range of other tech besides. This integration of technology does allow for a greater degree of cooperation with non-Kroot species.        The sole exception to Bluebeaks tinkering being small-scale is the Gio’co’cyks. With assistance from the Earth Caste, the kindred has continually modified the Warsphere. The ship has had extensive batteries of T’au firepower added, alongside modifications of species such as the Eldar, Orks, and Imperium   Notable Battles   Capturing the Gio’co’cyks (932.M38): The young Kindred engage in battle against orks occupying the former Kroot world of Pak’il. During this void battles above the world, thousands of Bluebeaks board a massive Ork vessel, engaging the Greenskins in close quarters combat. It soon became apparent the ship was actually a looted Warsphere; the Kroot adjusted the mission from sabotage to capture, clearing the vessel of its Ork crew and founding a new home for the Bluebeaks   A Feast of Meks and Lizards (499.M39): A Bluebeak Farstalker band is hired by Craftworld Ulliel to fight Ork raiders on a Exodite world.  Paid with the flesh of Saurians and Eldar weapons, the Kroot engage alongside the Craftworlders and Exodites in a protracted guerilla campaign. Using a Kauyon strategy the Shapers learned from the T’au, the Orks were wittled down and harried by stealthy Kroot and lightning fast Eldar. This culminated in a final counter-attack, with Kroot and Eldar closing the distance with the ravaged Greenskins. With several slain Meks, the Flesh Shapers directed the warband to absorb their genetic code. The Farstalkers would return to the Gio’co’cyks and spread these genes to the rest of the Kindred. The growing technologist aspect of the Kindred would soon dominate the Kindreds culture.   A Taste for Genius (743.M41): In the midst of the Damocles Crusade, the Bluebeaks engage Astra Militarum armored regiments upon the outlying Day’lyth colony of Te’han. Whilst the Bluebeaks lack the firepower to engage the armored columns head on, they are able to harry supply lines and engage in night attacks against rear area camps. During these battles the Bluebeaks first encounter members of the Adeptus Mechanicus, regimental Enginseers. Several are captured, and though they lack the normal amount of flesh one expected from a human, their minds were intact and full of knowledge. From then on, Bluebeak forces would make it a point to track and hunt down the tech-priests.   Raid Upon Abilos IV (~M42):  Lost in Imperium Nihilus, the Gio’co’cyks found itself within the Tixkan Subsector. This region of Imperial space was notably stable, with a number of Imperial elements holding the subsector under its grasp. Low on supplies, and with no allies nearby, the Bluebeaks raid a Mechanicus research facility on the planetoid Abilos IV. The Skitarii elements, belonging to Forgeworld Lareso III, are engaged by veteran kinbands who have specialized in fighting the Mechanicus. The rad-resistant Kroot employ their own technology to stymy the Skitarii tactics, and the initial contact leads to the cyborgs routing. The tide is shifted when the demi-company garrison of Dancing Scythes Chapter Astartes counter attack. Allies to Lareso III, the Dancing Scythes are an unexpected element that are only held off by the emergency deployment of Gue’vesa weapons teams and a Crisis Retaliation Cadre. With the Marines pushed back, the expedition extracts as much material as possible and leaves the sector. Aware of their presence, the Imperial forces of the Tixkan subsector begin to hunt the expedition.   Tainted Jungles (~M42):  On the jungle  hiveworld of Lubok V, the Imperial authorities have been harried by seditious elements. Multiple hive cities dot the planet, though outside the hives the planet is mostly a jungle landscape. Terrestrial travel between the hives is difficult, with the natural fauna and jungle tribesmen harrying the supply routes. Since the opening of the Great Rift, the planetary defence forces and enforcers have had to constantly suppress numerous cults that infest the underhives, leaving few forces available to patrol the jungles. With no nearby Imperial reinforcements, the arrival of the Bluebeak expedition is the governors only hope of reinforcements. With supplies and the genecode of whatever suitable jungle monsters they find as payment, the expedition begins clearing the outlaw gangs and savage tribes of the jungle. It becomes soon apparent that the rogue elements in the jungle are not just simple bandits and criminals, but a genestealer cult. The Kroot and their allies are embroiled in a guerilla war with the Cult of the Ochre Successor, a genecult with a abnormally high rate of bio-weapon mutation.     That giant wall of text is my entry for the first challenge of the 2024 Iron Gauntlet. I had more ideas I wanted to throw in there, such a distinctions between the different tribes and descriptions of the non-Kroot forces, but I ran short on time. I will likely revisit and expand this effort later on
    • In my opinion a lot of the flaws with LI come down to the game can't decide if it wants to be a detailed representation of large armies or abstracted so you can run huge armies in a reasonable amount of time.  So parts of the rules are weirdly detailed (how many slightly different versions of lascannons and autocannons are there in the rules?) then the next page over the point cost for every version of a Titan is the same despite different weapons being wildly more/less useful.  Also movement speed and weapon ranges don't make sense, Infantry shouldn't be able to move multiple times their weapon range in a single move, it makes ranged weapons pointless.  The whole project rules wise feels rushed/done by people who don't care.   I love the models and despite the fact that I plan to use other rules for gaming with them the overall quality of the project has massively lowered my motivation to paint either of the armies I have.
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