-
Posts
1228 -
Joined
-
Last visited
About Master Ciaphas

Contact Methods
-
Website URL
http://
-
ICQ
0
Profile Information
-
Location
Europe, Denmark
-
Interests
Books, history and politics, fitness (running, golf, fencing), food law
-
Faction
Dark Angels
Previous Fields
-
Armies played
Dark Angels, Chaos Space Marines, Chaos Daemons, Tyranids
Recent Profile Visitors
Master Ciaphas's Achievements
-
Mithrilforge reacted to a post in a topic:
Master Ciaphas' Illuminations of War & Death
-
Master Ciaphas reacted to a post in a topic:
Battlefleet gothic showcase
-
Master Ciaphas reacted to a post in a topic:
Zardu Layak: The Crimson Apostle
-
Grotsmasha reacted to a post in a topic:
Master Ciaphas' Illuminations of War & Death
-
sitnam reacted to a post in a topic:
Master Ciaphas' Illuminations of War & Death
-
Valkia the Bloody reacted to a post in a topic:
Master Ciaphas' Illuminations of War & Death
-
Alby the Slayer reacted to a post in a topic:
Master Ciaphas' Illuminations of War & Death
-
Dr_Ruminahui reacted to a post in a topic:
Master Ciaphas' Illuminations of War & Death
-
W.A.Rorie reacted to a post in a topic:
Master Ciaphas' Illuminations of War & Death
-
Tallarn Commander reacted to a post in a topic:
Master Ciaphas' Illuminations of War & Death
-
Master Ciaphas' Illuminations of War & Death
Master Ciaphas replied to Master Ciaphas's topic in + ARTISANS' WORKSHOP +
Hail! So - managed to knock out another terrain piece - the Thermoexchanger Shrine. A lovely, simplistic piece, and I went a bit light on the detailing. Really, I just wanted it done and out of the Pile of Shame. Still, that said, I am please with how it turned out! Cheers! Faithfully, Master Ciaphas- 203 replies
-
- Chaos Space Marines
- Forge World
- (and 7 more)
-
Dark Angels and Boarding Actions in 10th ed?
Master Ciaphas replied to Master Ciaphas's topic in + DARK ANGELS +
Cheers, mate! I did not get the Boarding Actions book, no. As far as I can tell from the Internet reviews and the index page, the Dark Angels are not specifically named in that book, though. Might just have to house-rule some stuff, then, inspired from the Arks of Omen, common sense and so on... Cheers! -
Hail frateris! So - my nephew has been introduced to the glorious world of wargaming...and my daughter has also been inspired. Not one to discourage the younger generation from an amazingly rewarding hobby (that will permanently leave them too poor to do drugs...), I have bought the Boarding Actions terrain set second hand. Wanting to use my Dark Angels, I am struggling to find rules for them, as they had in 9th ed Arks of Omen books - and the 10th Boarding Actions book does not seem to contain rules for the Dark Angels... The Titus: 500 Worlds book refers to finding the Mustering Rules on the WarCom...but the download sections are empty when it comes to that? So - help, hilfe, aide moi - where can I find the relevant rules for the Dark Angels? Cheers! Faithfully, Master Ciaphas
-
Dr_Ruminahui reacted to a post in a topic:
Master Ciaphas' Illuminations of War & Death
-
Master Ciaphas' Illuminations of War & Death
Master Ciaphas replied to Master Ciaphas's topic in + ARTISANS' WORKSHOP +
Hail and happy New Year to you all! I have had a good start to 2026 and (started &) finished this during the first few days....the Zone Mortalis Gang Stronghold. I am quite pleased with the result - as painting terrain is a rabbit hole when it comes to doing the details. Cheers! Faithfully, Master Ciaphas- 203 replies
-
- Chaos Space Marines
- Forge World
- (and 7 more)
-
Master Ciaphas reacted to a post in a topic:
Rate what you Read, or the fight against Necromancy
-
Mithrilforge reacted to a post in a topic:
Master Ciaphas' Illuminations of War & Death
-
Master Ciaphas reacted to a post in a topic:
Rate what you Read, or the fight against Necromancy
-
Master Ciaphas reacted to a post in a topic:
Rate what you Read, or the fight against Necromancy
-
Hail! Lovely! Love the era correct base! And this model was released just the month before 2nd ed finished. Great job on the sergeant! Cheers! /Master Ciaphas
-
Master Ciaphas reacted to a post in a topic:
Master Ciaphas' Illuminations of War & Death
-
Master Ciaphas' Illuminations of War & Death
Master Ciaphas replied to Master Ciaphas's topic in + ARTISANS' WORKSHOP +
Aaaaannd finished two small pieces of scatter terrain last night. You can never have enough scatter terrain in Necromunda! Cheers! Faithfully, Master Ciaphas- 203 replies
-
- Chaos Space Marines
- Forge World
- (and 7 more)
-
Master Ciaphas reacted to a post in a topic:
Dr. Ruminahui's mostly Slaaneshi stuff
-
Master Ciaphas' Illuminations of War & Death
Master Ciaphas replied to Master Ciaphas's topic in + ARTISANS' WORKSHOP +
Thank you both for your kind comments! Now - five years after getting the Gang Stronghold as a Christmas present, I have managed to paint part of it - the Gunk Tank! Huzzah! Took me about two hours of Sunday morning - but I am well pleased with how it turned out. Cheers!- 203 replies
-
- Chaos Space Marines
- Forge World
- (and 7 more)
-
Master Ciaphas reacted to a post in a topic:
Master Ciaphas' Illuminations of War & Death
-
Master Ciaphas reacted to a post in a topic:
Master Ciaphas' Illuminations of War & Death
-
Master Ciaphas reacted to a post in a topic:
Era of Ruin
-
Dr. Ruminahui's mostly Slaaneshi stuff
Master Ciaphas replied to Dr_Ruminahui's topic in + ARTISANS' WORKSHOP +
Well done, Dr. Ruminahui! A very impressive army that you have accumulated there!- 107 replies
-
- chaos
- emperors children
-
(and 3 more)
Tagged with:
-
And here battle 4 and the battle report: Battle 4: “Siphoning Black Slick Dwell” The debacle at Theta-7 had devastated the Triggershot Savants. Their Prime in recovery with a smashed hand, and their archeotek dead, leadership had fallen to Coldstar. However, all was not lost yet! If they could gather a few creds, they would be able to purchase desperately needed supplies – and perhaps even hire a Juve to make up their numbers. Not far away lay the abandoned Black Slick Dwell. Once a massive refinery station, it was now abandoned. A catastrophic incident had laid waste to the facility and the vast majority of the laborers. After the Mercator Pallidus had removed the corpses for procession, the Administratum had decided it would economically inefficient to repair and repopulate the facility. Hot on the heels of the Triggershots came the Palanites. With an ironcast determination to vindicate himself after his abysmal failure in Sector 17, Captain Laerdon would do his very best to bring order and some semblance of justice to Lone Junktion Valley. How Van Dijk, however, had known about this place, and how the Triggershots were going here to steal supplies belonging to Lord Helmawr was a mystery to him. What mattered now was preventing the criminal Van Saar in stealing the valuable gunk and getting it back to his – admittedly scruffy – “precinct”. Scenario played: Gunk Tank (p. 94, Book of the Outcastl) Gangs: Helmawr’s Own Outland Patrol vs The Triggershot Savants Battle report "All right boys, we need materials, move out!" Captain Laerdon watched his squad deploy and move forward, when he saw something moving in the distance. Looked like those bloody Van Saar they'd met the other night. Van Dijk's voice came over the com: "Captain, targets sighted, looks like it is the Triggershot Savants again, asking for more holy bolter fire." Laerdon heard the crack of Van Dijk's sniperrifle, and moved up in support of Wagner and Becker, both closing on the ancient terminal. Then he heard the unmistakable sound of a bolter and smiled. Bloody place stank, disgusting fluids running out of the ceiling and broken pipes. Well, they did need the gunk from this "Black Slink Dwell". **** Wagner and Johnson moved forward together, bolter and stub gun at the ready. Van Dijk had reported a special looking casket on their flank that they had to secure. Wagner led, looking forward to a good scrap. All of sudden something came flying out of the gloom, some crazy bitch on a flying board. Wagner tried to hit her with his gun, but she just flew on and right into his body Johnson. Holy Helmawr that thing was fast! Next thing he knew Johnson was set a blaze. "We're taking fire, Johnson is down." He threw himself in behind the container. **** Van Dijk drew a bead on the enemy sniper again, he'd already missed the bastard twice, and had just had to reload. He saw a flash, and shortly after he felt a heavy impact, out of breath he lost his balance and fell of his perch. **** Laerdon yelled for Van Dijk to take out the hover board, he could see the pilot flame on the womans hand flamer, and then watch a third of squad get doused in flame. Someone else had to take care of that he thought, and concentrated on the ancient terminal. He never could understand all that tech gibberish. "Becker, get over here and fix this Emperor damned thing!" Racking his bolter he shot at the Van Saar ganger behind the pipes, and enjoyed seing the bastard go down. At the same time, he heard Becker shout with glee, as he managed to interact with the terminal. **** Schwarz tried to get up, he'd just hit the deck after the screaming woman came flying in with her flamer ready. Both his teamates were down, rolling around trying to put ot the flames. As soon as he stood up, he was greeted by another wall of flame, and fell to the ground screaming in pain. **** Van Dijk came to, the area around the gunk tank was bathed in fire, and he could see a woman on a hover board, he took a quick shot with his rifle, but even though he saw her hit, she didn't go down. She flew into cower, behind the transformerstation. Wagner shouldered past him and raised his stub gun, drawing a bead on the woman, putting a good round in her. Van Dijk hoped she would stay down. **** Johnson moved over to the barrels, he could see the ganger writhing on the ground ahead of him. He raised his bolter, and poured three shots into the bastard. Then he opened the chest perched on the barrels. It contained a beautiful vial of some kind of oil. He felt the Emperors Grace fill him, took the vial and ran off. **** Becker legged it, three of the squad taken out by that bloody hand flamer! **** Laerdon looked around. Where was everyone?! He caught sight of Van Dijk standing alone on the stairs close to the gunk tank. "Concentrate old man!" he thought, then went forward, caught sight of the enemy sniper, and pressed the trigger. The weak law breaker went down! He looked up again, saw a shadow moving close to the container. Where the hell had Van Dijk gone - and Wagner?? Laerdon tried the com, nothing. He went around the container, bolter at the ready, and caught sight of the enemy champion, Coldfire he had heard someone yell. He poured bolter fire into the bastard, and down he went! "Get in here you bastards, area secured!" he yelled into his com. The boys came slinking out of the gloom, Van Dijk with his usual smug smile. "Right gentlemen, get the gunk, and move back to the precinct!" Laerdon finished his report. Happy to be able to tell his superiors of how they had kept the Triggershot Savants from securing the gunk, and making his own position stronger. Results: Palanites gained a truckload of XP, 70 Credits, a bit of Scrap and The Oil Geld of Saint Cognus (which grants the Evade skill to Patrolman Johnson). The Triggershots gained -1 Rep for bottling and some XP for their Fighters. Pietta the neotek gained the first advancement, which was +1 Toughness. She is a buff teenager!
-
Hail! The third and fourth battles have now been fought, and we have entered the second campaign "week". Battle 3: “Smoke and Secrets” Cerexa-19/b lies deep in the sub-levels of Ceraxa-19 on the outskirts Hive Hive Crucible, a festering warren of forgotten manufactoria, broken mag-rails, and rust-choked servitor pens, in what is also called Lone Junktion Valley. Amid the smoke and fumes of ancient machinery still half-heartedly churning out component parts for obsolete wargear, lies Factorum P-74 —a semi-operational facility rumored to harbor both archeotech and long-lost data caches. Normally ignored, the manufactorum has recently flared to life—glowing auspex signatures, encrypted vox-chatter, and unexplained power surges. Something valuable has awakened beneath the grime. Whether this is connected to the recent skirmish in Theta-7 over eastwards is currently unknown. The Tendrils of Truth, a reclusive and manipulative Delaque cell, have traced a data-thread suggesting that P-74 once processed not just scrap but encrypted neural imprints—the kind used for storing subversive intel, possibly from the time of the Sump Prophet Rebellions. They've infiltrated Ceraxa-19/b over the past cycle, setting up surveillance webs and bribing local Outlanders who have been deputized into the Palanites. They now believe the manufactorum’s central core houses a long-forgotten Delaque info-vault—possibly seeded by their own ancestors. Their mission is surgical and quiet—but will become brutal if necessary. The secrets in P-74 must not fall into the wrong hands. Rather, it must be guarded until it can be safely removed and relocated to a protected location. The Ironspine Excavators are a well-drilled group of Squat Prospectors, whose leader, Durgan “Grim” Gorgrim, has recently been awarded a rare salvage contract for this sector. A pre-meltdown land-rights dispute just resolved in their favor—though the legal victory may have been suspiciously accelerated by a few missing Administratum files. To the Ironspine, P-74 isn't just a facility—it's an ancestral claim, part of a half-buried chain of forge-holds that predates even the rise of the Hive’s current rulers. The prospectors have detected deep-signal mineral veins beneath the floor—and their ancestors’ schematics point to hidden vaults full of forgotten Guild tech and valuable isotope cores. However, it seems that some pale hivers have constructed something ontop of these vaults – something that needs to be rightfully removed to grant access to what legally belongs to the Ironspine Excavators! They’ve come to lock it down, and they’ll defend it with stubber, plasma, and drilling rigs if need be. Scenario played: Manufactorum Raid (p. 80, Book of Peril) Gangs: Ironspine Excavators vs The Tendrils of Truth *** *** *** The outcome was, that the Tendrils of Truth sucessfully managed to defend the facility against the Squat Prospectors. The Prospectors had appaling luck with their dice!
-
Master Ciaphas' Illuminations of War & Death
Master Ciaphas replied to Master Ciaphas's topic in + ARTISANS' WORKSHOP +
Hail! Well. I have not gotten a lot of painting done...but this was finished last week! I am well pleased with the outcome. It took about three evenings of "work" Cheers! Faithfully, Master Ciaphas- 203 replies
-
- Chaos Space Marines
- Forge World
- (and 7 more)
-
Flashheart's Scurriers - Master Ciaphas' Van Saar gang
Master Ciaphas replied to Master Ciaphas's topic in + NECROMUNDA +
Lone Junktion Valley Battle 2 - The Battle for Vault Theta-7 The battle for Vault Theta-7 began with a cacophony of gunfire. Four gangs, each driven by their desires for loot, converged upon the vault. The New Nomads, the Triggershot Savants, Helmawr's Own, and the Crusaders of the Torch all sought to claim the vault's treasures for themselves. The early moments of the battle were chaotic, as all four gangs began shooting at each other. The vault's point defense systems, ancient but still potent, fired upon any fighter who dared to venture too close, adding to the carnage. The New Nomads' leader, Captain MB, struck a fell blow against the Triggershot Savants, killing their archeotek champion, Aldert Alexeyev. Also hunter Alq Purpoe shot and took out of action the Tek Gert de Neuchter, though he was only out cold. Worse fared Prime Kynon, who was taken out of action by Captain Laerdon, and sent into recovery with a lasting hand injury, permanently reducing his melee skill. The only retaliation that the Triggershot Savants managed, was for the neotek, Pietta, to take out hunter Alq Purpoe with her handflamer. While The Crusaders of the Torch, used the blessings of the emperor in order to keep as much out of sight of the enemies as possible, waiting for the three gangs to weaken each other to the point where the Crusaders could bless them with the purifying fire. The Triggershot Savants, taking heavy casualties, began to falter. and they fled the battlefield, their dreams of plunder shattered. The New Nomads, though unscathed, also retreated. This left only Helmawr's Own and the Crusaders of the Torch standing. Helmawr's Own, fought valiantly however the Crusaders were truly blessed by the emperor, Shady Lakis removing two enforcers with two shots from his heavy crossbow, while blunderbuss and exterminators made the heretics taste the purifying flames. In the end, Helmawr's Own retreated, their ranks thinned. They took with them some loot, but the most of the treasures of Vault Theta-7 belonged to the faithful. Abreas the Confessor stood amidst the spoils, his heart filled with gratitude. This victory was a sign, a confirmation that his mission to cleanse Lone Junktion Valley of heresy was just and true. The Crusaders of the Torch brought home a significant haul of 360 credits and various scrap. Helmawr's Own gained 80 credits and 6 salvage, while neither Nomads nor Triggershot Savants gained anything. -
Flashheart's Scurriers - Master Ciaphas' Van Saar gang
Master Ciaphas replied to Master Ciaphas's topic in + NECROMUNDA +
And now, an interlude! Captain Laerdon collected the last of his gear. His old medals, earned in his prime. His stub gun issued at his graduation from the academy. His trusted bolter, that had never failed him. His body armour, now scarred and damaged, he had recently tried repainting it. He still held to some standards. That bloody Van Dijk, had to go and become unpopular up in the hive. His old friend Schaefer dead, and half his squad send to other precincts. He looked down into the yard of precinct, all smashed up by all those blasted gangers. The few patrolmen he had left packing up any gear that hadn't been stolen. They had a long trek ahead of them, out to the edge! At least they had been allowed to establish their new "precint" on the edge of the hive. They might have a chance to establish defences, so that they might survive this venture. He reread the his orders: +++TRANSMISSION: AUTH-VO/CRN-AP LVD+++ Origin: Arbitrator-Prime Licinus Valerius Domitius, Precint Fortress Prime, Sector 18 ENCRYPTION: Magenta-Level Clearance. Vox-Tether Verified. SUBJECT: Orders for Palanite Enforcers Captain Maximilian Laerdon ------------------------------------------------------------------------- To Captain Maximilian Laerdon You are hereby ordered to relocate your precint to Lone Junction Valley. Evidence of archeotech has been discovered in the area. It seems that the valley is no longer silent and evidence of unsanctioned gang violence, sacrilege, heresy, traders and locals disappear and other criminal acts abound. Your principal mission is to secure the archeotech in the name the Emperor and House Helmawr. Establish a precint at the Edge of the Hive, a secure base of operations. From here you will quell all opposition to the Pax Emperialis! You will send out patrols to eradicate any heretics. AND YOU WILL FIND AND SECURE THE ARCHEOTECH! Arbitrator-Prime J. Bender has been informed of your immediate arrival, and expects your presence within two (2) day cycles. Do not fail! May his light guide you! Arbitrator-Prime Licinus Valerius Domitius +++END OF TRANSMISSION+++ "Van Dijk, Krüger, wrap it up, we're leaving! -
Flashheart's Scurriers - Master Ciaphas' Van Saar gang
Master Ciaphas replied to Master Ciaphas's topic in + NECROMUNDA +
Hail! The second game of the campaign was played Monday 9th of June 2025. It had the following set-up: Battle 2: “Last Light of Theta-7” Out on the shattered fringes of Hive Crucible, where the ash storms chew through steel and memory alike, lies the graveyard of Lone Junktion Valley. Once a logistical outpost supporting Sector 12’s ore traffic, its lifelines were severed during a now forgotten Hive War. What is left, now festers: a cancer of buckled ferrocrete slabs, ruptured coolant tunnels, and oxidized bulkheads half-submerged in sump tides. Lone Junktion wasn’t on any current map of the Hive Administratum, written off as non-viable—until something deep beneath its surface stirred. An encrypted Palanite signal burst from a buried relay node: “Vault Theta-7 unlocked. Assets vulnerable.” No further data. No response. But that was all it took. Within cycles, scavenger networks went silent. Vox-hackers buzzed with theories. The Grey Hand Conclave sent probes – and even filed a formal injunction with the Palanites stipulating ancient trading rights. And then… the gangs came. Captain Laerdon, once a decorated Enforcer of Sector 17, now disgraced and exiled for failing to hold back the riots that burned much of his Sector and, ultimately also Precinct Fortress 17. Given a chance at redemption—or erasure—Laerdon leads a hardline splinter of the Palanite Enforcers cadre, known grimly as Helmawr’s Own. Their orders: silence the source, seal the vault, and retrieve whatever truths Helmawr doesn’t want the public to know. From the furnace-choked domes of Cawdor comes Abreas the Confessor, firebrand preacher of the Crusaders of the Torch. To him, Vault Theta-7 is a cancer of machine-sin left to rot in the Emperor’s domain. Cycles ago, Abreas clashed with Van Saar artificers in the smog-stacks of Iron Sump Gulch—and the memory of their heresy still festers in his sermon-scorched mind. He comes now to finish what he began: a purge in flame and faith. Not far behind, cloaked in the hiss of cooling plasma coils, comes Prime Kynon Abarca and his Van Saar gangers—the Triggershot Savants. Their archeoteks long calculated the reactivation of Vault Theta-7. Within, Abarca believes, lies lost Mechanicus Arcana—holy remnants of a vanished STC blueprints, perhaps even fragments of self-aware logic engines. For the Savants, this isn’t plunder. It’s reclamation. Lastly, drifting in unseen from the gully routes and smuggler shafts, is Captain MB, flanked by the contract killers and revenant mercs of The New Nomads—a Venator gang with no banners, no allegiance, and no history anyone can verify. They received the vault’s coordinates before the signal even pulsed. Who hired them remains unknown. Why they’re here? Same as everyone else: to make sure no one else gets out. But the vault isn’t the only thing waking. Theta-7 has long been overrun by Critter Swarms—sump-born nightmares formed of rustlice, radroaches, tunnel ticks, and chittering scrap-gnashers. Drawn to movement, heat, and blood, they erupt from storm drains and collapsed ducting in a tide of mandibles and legs. They've consumed entire scav-crews before. They will again. What malign intelligence dictates their movements, but rumours abound of the so-called “Free Men”, being involved. Meanwhile, ancient Mechanicus devices - Arcana - pulse faintly within the wreckage of Settlement Theta-7. Two, that anyone knows of. Their functions are lost, but their presence distorts auspex readings, flickers the minds of the weak-willed, and may shift the very rules of the fight. Van Saar call them priceless relics. Cawdor calls them daemons. Enforcers label them “evidence”. The Venators? Just another thing to sell—or use. The vault is open. The signal is dying. Gangs descend like vultures, and the rusted bones of Lone Junktion Valley creak beneath their boots. The air tastes of ozone and oil. The sump gurgles with unseen life. The walls whisper with old code. There will be no reinforcements. No clean kills. No second chances. Just one vault. Four gangs. Two Arcana. And a thousand hungry teeth waiting beneath the dust. Welcome to Theta-7. Light your torch. Load your clip. And pray the swarm takes someone else first. Scenario played: The Big Score (p. 98, Book of the Outcast) Gangs: New Nomads vs Helmawr’s Own vs. Triggershot Savants vs. Crusaders of the Torch -
Flashheart's Scurriers - Master Ciaphas' Van Saar gang
Master Ciaphas replied to Master Ciaphas's topic in + NECROMUNDA +
Thank you for the comment, Dr. Ruminahui! Very much appreciated - and thank you for your observations! It not meant to be a secret at all! The campaign can be found here on Yaktribe: Junktion Valley Campaign Lone Junktion Valley has the following fighting for dominance: The Sacrament of the Coming Truth - Genestealer Cult Whoremoaners - House Goliath Triggershot Savants - House Van Saar Tendrils of Truth - House Delaque Grey Hand Conclave - House Delaque Ironspine Excavators - Squat Prospectors Crusaders of the Torch - Cawdor Redemptionists Helmawr's Own Outlander Patrol - Palanite Enforcers New Nomads - Venators The Free Men - Ash Waste Nomads More to follow!