Jump to content

Hobby/Background - 17th Turador Regt, "The Shadow-Walkers"


Henimann

Recommended Posts

 

 
“Him-On-Earth.  All we have done, we have done for Him-On-Earth.  We bled in the ruins of our homes, fighting first against the heretics, then amongst ourselves, all in the name of Him-On-Earth.  When I was young, bright-eyed and naïve like you youngsters are, I thought I was invincible.  I learned quickly, fighting under the burning spires of our home world, that not only am I not invincible, but that I only live by the good graces of Him-On-Earth!  You believe the traitor, the xenos, the heretic, will fall to your volley fire, your plasma, your shot and shell, leaving you all-conquering heroes?   You are all fools!  The enemies I have faced would have left you broken and bleeding upon the battleground!  You believe your service in the line regiments means anything to me?  I have fought on battlefields you only know as histories!  I was serving Him-On-Earth when your fathers’ fathers were infants! You would not be here today if not for the blood shed by my brothers and sisters over a century ago!  By some Divine grace, you have been chosen to be members of the 17th Turador, the most venerable of the Venerables!  We are the Shadow-Walkers, the hunters in the dark!  We strike the enemy unseen, from all angles, rifles firing, and blades bare!  We are the chosen instrument of Him-On-Earth, for exacting vengeance upon the traitors, heretics, and xenos that have made our world bleed!  Prove to me today, as His instrument on this battle-field, that you are worthy of the name!”

 

-Master Sergeant Alessandra Doru, 17th Turador Regiment, addressing recently tithed inductees, Romvis II Campaign 

 

 

 

++++++++++++++++++++++++++++++++++++++++++++++++++

 

 

17th Turador Regiment, Venerables - "The Shadow-Walkers"

 

 

 

Hey everyone,

 
I have been playing 40K for a long time,  starting in 3rd edition with a steel legion squad and a Chimera.   I fell out of the hobby back after 4th, real life being what it is, but got swept back into it following the release of 8th and the surge in 40k participation that came with it.   I happened to jump back onto the B&C right as Trooping the Colour started, giving me a good bit of motivation to salvage what I had left of my old Guard troops and rebuild my forces.   Going back through my stuff, I came across my old regiment, the 17th Turador Guards, the "Shadow-Walkers".   If any of you were on the old 40kO forums about ten years ago, you might have known me as General Henimann then.  I had a  very long, very detailed history of my regiment that I was very proud of at the time.   But, it being about twelve years old and written by a high schooler, looking back it needed some work.  Figured I would use this space to post my new regimental background as I work on it.  I have been trying to figure out how I could have my regiment exist in the new timeline of 40k, and would appreciate any and all feedback!   I will also be using this space to post WIP pics of my forces, both for those part of my Trooping the Colour vows and others.
 
If you are interested in reading the original, you can read my 40kO post from 2005 here: http://www.40konline.com/index.php?topic=101819.0.

 

 
 
 

Link to comment
Share on other sites

"The other regiments in the sector have come to calling us “The Shadow-Walkers”, after our fighting style.  Suits me fine.  Better to be alive and notorious, rather than dead and infamous.” 

-Captain Amaedus Walker, Kernow Square Company,  The Sacking of Turador

 

 

 

One of the most decorated regiments of the northern Segmentum Solar, the 17th Turador Regiment has had a record of service to the Emperor dating back to the first foundings from its home planet in the 34th millennium.   Its current iteration has seen service across the northern Segmentum Solar, and northwestern Segmentum Pacificus, for over two centuries. 

 

 

 

HOMEWORLD - TURADOR

 

Turador (Milleston IV) is located in the Carnor Sector, of the Segmentum Solar.  When discovered by advance elements of the Sardonian Crusade in M34, the planet had been divided into three warring nations, each centered around a central hive complex. In the north, Torant; the oldest hive on the planet, and the largest of the three.  In the southwest was Corduna; the major trading center of the planet, and to the southeast was Neopolis, the youngest and smallest of the three warring hive-nations.  Vast wall networks marked the edge of each hive-state's claimed territory, and hundred-mile long no man's lands stretched in between. Even from orbit, the fires set by the warring neighbors could be seen.  The only place where peace reigned was at the meeting point of the three nation's territories, a large plateau rising from the otherwise battle-scarred plains of the planet, known simply as the Acra.  It was here that the new Imperial overlords decided that their capital city would be built, named Acra after the plateau it was built on. 

 

As millennia passed, the three city-states expanded and grew as they continued to fight each other.  The linked continents of Odha and Fezoa became covered in an urban sprawl spilling out from the home hives, the only locations spared being Acra, the largely unsettled island continent of Illyria, and the impassible Voria mountain range.  The Imperial Governor maintained a strict leash on the three states from his palace in Acra, with strict regulations and mandates that essentially changed inter-city warfare into a refined process of vast amounts of paperwork and short, bloody, decisive battles.  The three hive-states eventually became sprawls, with vast hab-zones, industrial areas, and agri-domes reaching out like tendrils from the home hive.  Eventually, the entire surface of Turador was covered in urban sprawl, with only Acra, with its palace grounds and Imperial Basilica raised high above the smog and smoke of the industrialized planet.   Despite this vast growth, the occasional inter-hive war helped keep the population in check, thus restraining the cities from becoming mega hives.  It was a brutal but necessary equation; the Planetary Senate did not wish for the planet to become too dependent on other planets for the basics of food and water, and would often force wars to occur between city-states, with the death-toll often spiraling into the tens of thousands in only a few days’ time.  This constant bickering and feuding, along with a harsh, survivalist society, produced a hardy, dependable soldier, perfect for service in the Imperial Guard.  The first tithed regiments were raised in M34 in response to Ork raids in neighboring sub-sectors.  By the end of the 41stmillennium, Turador had raised 234 regiments, in multiple foundings, for service in the Astra Militarum. 

 

 

EARLY REGIMENTAL HISTORY - THE SACKING OF TURADOR

 

In 985.M41, the Astropathic Enclave in Acra reported a growing warp disturbance at the jump points within the Milleston system.  Upon receiving notification of this, the Turadorian General Command dismissed all concerns; an Imperial Navy taskforce was expected to transport seven newly-founded Imperial Guard regiments, including the 17th Guards, to reinforce the campaign against the Drukhari on Oxim IV.  When a fleet group emerged from the Milleston warp gate, it seemed the Command’s assurances were correct.  But as the fleet continued on an approach vector, no hails from Turador or its outlying monitor stations were returned.  Governor Malkavian had ordered the planet’s Orbital Defense Corps to prepare to fire upon the unknown ships, but as the guns and missile batteries were to open fire, the fleet unleashed an apocalyptic bombardment upon the unsuspecting planet.

 

The devastation unleashed upon Turador was harrowing; a full third of the population of the planet perished during the unrelenting days-long bombardment.  While some would blame Governor Malkavian and his General Command for leaving the planet under-protected, it has since been discovered by Inquisitorial investigation that enemy agents had compromised Turadorian communications channels, misdirecting the Imperial response.  Turadorian PDF forces, as well as the new Imperial Guard regiments, were shattered by the sudden bombardment.   The 17th, stationed in the North Plains industrial district, lost half its number in the opening days of the attack, with only ten of its twenty battalions able to find shelter from the unceasing bombardment.  Fourteen solar cycles after the fleet first opened fire on the planet, the bombardment stopped.   The survivors emerged from their shelters to find their planet in ruins. As they looked to the skies, they saw dozens of dropships descending from orbit, carrying invaders to desecrate their home.
 
It was at this time that the invaders were recognized; as they descended from their dropships and landers, the invaders were identified as traitor Astartes of the Alpha Legion.  Leading a horde of cultists and heretic Militarum units, the invading forces of Chaos surged out from their landing zones, scattering any defenders found before them and securing vital strongholds throughout the planet.  Few were able to effectively resist; units of PDF and Guard within the southern fortress of Vohom Keep were able to fend off the invaders in the opening days of the assault, and PDF units and militias operating out of the ruined remnants of Corduna hive were able to stage an admirable defense of the western hab zones.  The northern portions of the planet, particularly in the territories under the control of Torant, were not as fortunate:  the northern territories had been heavily targeted by the Chaos fleet in the bombardment, resulting in widespread destruction and loss of life.  The survivors of the 17th Guards, along with other scattered Guard and PDF regiments, found themselves fighting for their survival against the Alpha Legion forces and their traitor and cultist auxiliaries.
 
Warfare ravaged the planet of Turador for almost a decade; records from this period are intermittent at best, as the survivors of Turador were more focused on survival rather than posterity.  What is known is that during this period the 17th regiment earned its nickname, “The Shadow-Walkers”, for their sudden and stealthy assaults on traitor positions.  By the time fifteen Imperial Guard regiments and  two companies of Astartes arrived in 992 to relieve the defenders, two thirds of the planet had been liberated through the toil of the Turadorian Imperial Guard and PDF units.  The war ended with the retaking of the former Imperial Palace on Acra, with Turadorian forces led by General Cornelius Richter, the last surviving member of the Turadorian General Command.
 
 
 

EARLY REGIMENTAL HISTORY - THE AFTERMATH

 

The planet had suffered, however.  Turador was a third of its previous population; many had either been killed in the opening bombardment, killed in the fighting, or executed as heretics for collaborating with the enemy.  The majority of the planet was a ruin; the ancient walls which had long separated the three nation-states had crumbled, and the spires of the hives were broken and shattered.  The remaining Turadorian forces were a shadow of their former selves, a mishmash of Imperial Guard, PDF, and inducted civilians.  The 17th was no exception, despite being one of the more cohesive fighting units left on the planet. Following consultation with the Adeptus Terra, Turador was given a temporary tithe grade of Solutio Tertius, to allow the planet to rebuild while continuing to serve the Imperium.   When an emergency tithe was requested in response to the beginning of the 13th Black Crusade, the Turadorian General Command prepared two regiments, the 282nd and the reorganized 17th, for service in the Imperial Guard.   Both had been earmarked for service in the Cadian Gate, to help stymie the Despoiler, but due to warp storms blocking access to the warzone, were reassigned elsewhere in the Segmentum. While it is unknown what became of the 282nd, the 17th found itself assigned to the 40th Army Group, under the command of Lords Militant Weller and Morte. 

 

When attached to the 40th Army Group,  the 17th Turador, now numbering over 11,000 troopers, was split into two demi-brigades, the 1st and 2nd.  Each demi-brigade operated as a semi-autonomous unit within the regiment, with regiment-level specialists being shared between the two units and their affiliated battalions. A legacy of the Sacking, this decentralized organization, while not standard amongst Militarum regiments, allowed the regiment to maintain a flexible presence on the battlefield, suited to their fluid and rapid combat style.  The regiment became an indispensable part of the new battleforce,  fighting in actions across the northwestern Segmentum Pacificus.  As a result of the regiment’s successes,  its commanding officer, Commandant Andros Henimann, was chosen to lead a brigade of the Army’s 38thDivision. 

 

Tragedy befell the regiment in 908.M42, when a Tyranid splinter fleet attacked the Army Group’s headquarters.   The 1st Demi-Brigade, along with Commandant Henimann, sacrificed themselves to allow the rest of the Army Group to rally and turn back the xenos horde.  The loss of half the regiment, along with their commander, broke the spirit of the surviving Shadow-Walkers.  At the Imperial Governor’s personal expense, the colors of the 1st demi-brigade, along with the few survivors of the unit, were returned to their homeworld.  The people of Turador, having suffered so much loss already, were determined to keep their most lauded regiment alive, no matter the cost.  The 1st Demi-Brigade was disbanded, the survivors used as cadre to raise a new generation of Shadow-Walkers to fight the wars of the 42nd millennium.  The 2nd Demi-Brigade was placed in 40th Army Group’s strategic reserve, under the command of Major Kourten. 

Link to comment
Share on other sites

  • 2 weeks later...

"Traitor's Bane, Traitor's Bane...Him-On-Earth, will bring them pain..."

- Turadorian Children's Rhyme, referencing the Traitor's War.

 

 

 

THE TRAITOR'S WAR

 

The collapse of the Eye of Terror, the fall of the fortress world of Cadia, and the emergence of the Cicatrix Maledictum were traumatic experiences for the Imperium as a whole.  Planets throughout Imperial territories suffered uprisings and fates worse.  Turador was no exception.   As the Sacking of Turador neared its end, the retreating Alpha Legion forces seeded heretic cults amongst the remaining nobility of the hive-nation of Torant.  Within the noble houses of Old Spire, the Torantian capital, nobles who were found to have “miraculously” survived the Sacking secretly dedicated themselves to the Chaos Gods.   While some were discovered and eliminated in the purges that followed Imperial liberation, many more remained.  When the Great Rift emerged in the opening years of the 42nd millennium, the cultists viewed the Warp phenomenon as a sign of their ascendance.  Swiftly seizing control of Torant and its defense forces, the cultists established themselves as Torant’s new leadership.  While the outer territories of Torant, and the few loyalist hive nobles, rose up in retaliation, a civil war erupted amongst the Torantian habs and mines.  Unaware of the corruption in the leadership of Torant, the rest of Turador viewed the uprisings as simply an internal matter, unaware of the insidious corruption at the heart of the Torantian leadership.  This all changed when the cultists openly declared their true allegiance to the Chaos Gods, and launched massive missile strikes against their loyalist neighbors, followed by strikes by indoctrinated Torantian Defense Force troops on Corduna, Neapolis, and the Acra itself.  

 

Realizing that Torant was not simply in upheaval but in the thrall of heretics,  the hive-nations of Corduna and Neapolis, along with the Imperial authorities in Acra, rallied together to stamp out the traitors and restore honor to their planet’s name. Reinforcing the outnumbered Torantian loyalists, the Turadorian forces pushed back the heretic advance. Ferocious fighting between the heretics and loyalists lasted nine years, with the already-damaged infrastructure of the planet once again torn asunder by war.  As the war reached its crescendo, it was realized that those within Old Spire, the primary hive of Torant, were beyond redemption, and Governor Ossrum grimly ordered the orbital defense batteries to fire on the hive spire, reducing it to nothing but blackened and twisted foundations.  The remaining heretic forces attempted to scatter, only to be hunted down by vengeful loyalists.  The nation of Torant was dissolved, with its exclaves claimed by Corduna and Neapolis, and the southern portions of its territories in Odha seized by the Governor, placing them under the direct control of Imperial authority.  This new region was renamed the Palatine Territories. The unclaimed portions of Odha became known as the Deadlands, a sparsely populated region dotted with small mining and salvage communities eking out an existence among the decaying and overgrown ruins of Torant's former urban glory.  The ruins of Old Spire, now known as the Black Shards, were placed under interdict, and are now guarded by the Wolf  Brigade, an elite heavy infantry regiment of the Turadorian Defense Force.  

 

 

TURADOR IN THE 42ND MILLENIUM:

 

Turador in the 42nd millennium is a different planet than it had been in the 41st. The traumas of the Sacking and the Traitor’s War reformed the political and social structures of the planet; the massive depopulation from The Sacking, and the dissolution of Torant at the end of the Traitor’s War, resulted in a culture starkly different from before.  Where once a visitor to Turador would notice few differences between it and any other major hive planet in the Imperium, now they would find a world scant on people, and those left with a bitter, sarcastic outlook on their lot in life.  This outlook often manifests in a brooding, dark humor, with Turadorians finding levity in otherwise dark occurrences. Despite this, the people of Turador are more unified than their predecessors, viewing themselves more as a single people rather than identifying by their nation. They are also unified in their indisputable hatred of the forces of Chaos; having suffered together from the depredations of the Great Enemy.  While many welcome the changes that occurred after the Traitor’s War, others are not as welcoming of the new state of affairs. The leaders of the Hive-nations of Corduna and Neapolis viewed the seizure of Torantian lands by the Imperial Governor, and the subsequent creation of the Palatine Territory, as an encroachment on their sovereignty.  In the same manner, the survivors of the Torantian loyalist movement resent being unable to reclaim their homeland.  Split into two groups, the Reclaimers and the Exiles, they seek to reform the nation of Torant while also attempting to prevent the others from achieving their goals.  The Reclaimers, mostly consisting of the miners and Torant Defense Corps soldiers that rose up against their traitorous leaders, wish to establish a new hive-republic among the ruins of the Deadlands, while the Exiles, the descendants of Torant’s loyalist elite, wish to recreate the autocracy they had once led.  Governor Ossrum is aware of these movements within the Palatine Territory, and is able to keep the two groups squabbling with each other to in order to keep from interfering with his rule. 

 

The discovery of massive ore deposits on the sparsely settled continent of Illyria brought a much needed boon to Turador’s efforts to rebuild. The rush by Cordunan and Neapolian merchant guilds to capitalize on the discovery, and the wealth that came from exploiting it, spurred the regrowth of Turador’s shattered hive-cities.   Miners, support personnel, and their families immigrated to Turador looking to make their futures in Illyria's massive underground mines, spurring a regrowth of Turador's near-empty cities.  The massive spike in Turadorian ore production also gave Governor Ossrum greater clout in negotiations with the nearby Forge World of Kestrum-Fel.  While negotiating with the Magi of the Forge World for weapons, machinery, and vehicles, Ossrum was able to negotiate a treaty by which both planets would benefit.  Granting the Mechanicum the former Torantian manufactora districts of North Plains, as well as priority for ore production, the enclave of Iron Plains was formed.  In return, Turador would receive Mechanicum-grade weapons and vehicles to re-equip its diminished defenses and troops, as well as materiel support to rebuild its cities.  

 

In the first decades of the  42nd millenium, many Turadorian regiments were destroyed in the service of the Emperor. The emergence of the Great Rift, the internecine warfare of the Traitor’s War on Turador itself, and the demands of the newly launched Indomitus Crusade, took a great toll on the 283 Turadorian regiments then in service with the Astra Militarum.   The walls of the Basilica Imperialis on Acra were inscribed with the names of thousands of troopers, as the loss of each regiment was reported through Astropathic communication. A great stone pillar, hewn from the rock of the Acra plateau itself, was raised in Imperial Square in the capital city, engraved with the insignia of each fallen regiment.  By the end of the first decade of the new Millenium, only twelve Turadorian regiments, including the 17th, remained in active service.  In recognition, the Senatorum Turador retired the numbers of the destroyed regiments, hanging their colors in the Basilica Imperialis above the names of their fallen members.  The twelve surviving regiments were declared “Venerable” –   now the most senior and elite regiments of the Turadorian contributions to the Astra Militarum. The Venerable regiments are the premier contribution of Turador’s tithe to the Imperium.  While non-Venerable regiments raised from Turador are considered consummate cityfighters or keen tankers and artillerymen, the Venerables are a cut above.  By special agreement with the Departmento Munitorum, veterans from existing Turadorian regiments are used to replenish the Venerables’ losses, resulting in the select regiments maintaining a level of proficiency, morale, and effectiveness matched only by other elite formations of the Astra Militarum.  The Venerable regiments also receive priority for equipment and weapons as the troops are inducted, often with a Turadorian line regiment losing some of its most effective specialist weapons to aid its members who are chosen to be part of a Venerable unit.  It is seen as a great honor for a Turadorian regiment to have members chosen to become part of a Venerables unit, and the favor is returned in kind - the Venerables do not forget the regiments that contributed to their strength in the past.   The 17th Turador is the most senior infantry regiment of the Turadorian Venerables, preceded in seniority only by the 98th Armored and 112th Artillery.  These regiments have brought honor and glory to Turador in the new era of the Dark Imperium.

Link to comment
Share on other sites

Another update to my regiment's history!  Hope you enjoy.  Should have one last segment up by Thursday.

 

Some hobby news!  I've finally received the last bits from Mad Robot needed to finish building the squads for my Trooping the Color Vow and hope to start painting by the end of the week.   Hope to have a test model done this weekend, if not a squad.

 

Got a game in this past weekend as well!  Had a small skirmish game (500 points) against a guy wanting to try out his friend's Necron Army.  Game ended in a draw, but MVP of the game goes to my Company Commander with the Claw of the Desert Tigers, who was assaulted by my opponent's Overlord, made all his invulnerable saves, and then proceeded to one-shot said Overlord on the hits back.  Need to paint this guy up and come up with a story for him!  

 

  

 equbqSu.jpg

Link to comment
Share on other sites

This looks promising. Is this Regiment one of light infantry, as expected from its history and its decentralized organization? Or has Turador and its industries recovered, allowing the Regiment to be one of combined arms, with tanks and artillery?

  

 

I always saw them as light infantry-ish.  They are still known for their light infantry skills, and urban assault and reconnaissance, but make use of certain armored support options when they can.  Being that they are the most senior infantry regiment from their world, and having a treaty with a nearby forgeworld, also gives them an excuse for some cool toys once in a while!  I always ran them with the Light Infantry doctrine and no tanks other than Griffons and Demolishers to keep the urban theme when playing with the 3.5 codex back in the day.  I plan on playing them the same now, but have a few non-standard units planned as well.   Have two boxes of Cold One Knights I picked up cheap that I plan on using as a basis for my regiment's version of Death Riders...the story goes that the mounts were "liberated" from a feral world by the regiment's reconnaissance company while on campaign!

Link to comment
Share on other sites

  • 2 weeks later...

"They are a people who have become inured to loss, and as such give no quarter in combat, and expect none.   They fight for no one but Him-On-Earth.  Compared to other regiments from hive worlds, discipline is high - I am pleased to inform you that summary executions have not exceeded a dozen in the last cycle. "

- Commissar Haakon Ossut, Officio Prefectus report, following end of Battle of Tennoch VIII.

 

THE 17th TURADOR IN THE AGE OF THE DARK IMPERIUM

 

After the destruction of the 1st Demi-Brigade, the 2nd Demi-Brigade remained under the command of the 40th Army Group, effectively becoming 17th Turador in its entirety.  Assigned to the Army Group's strategic reserve, the smaller regiment found itself used as an elite supporting force, or as urban combat instructors for other regiments. The veterans began applying themselves diligently to their reserve tasks, maintaining their reputation for reliability and unique urban combat techniques.  When the 40th Army Group was  made an auxiliary force of Lord Commander Guilliman's Indomitus Crusade, the 17th found itself  part of the crusade forces operating in the southeastern portions of the Segmentum Tempestus, reinforcing and liberating worlds beleaguered by the resurgence of the Great Enemy.  Here, the regiment evolved in its role, perfecting the guerrilla tactics they first learned in the pyres of their homes and honing those skills to become one of the premier urban warfare units of the Indomitus Crusade's auxiliary forces.  The regiment found itself often operating in small battlegroups, using the tactics they learned fighting traitor Astartes during the Sacking to blitz enemy positions, strike at opposing headquarters, and also to act as elite reserves for other forces.   In 908.M42, the 2nd demi-brigade, under newly-promoted Commandant Kourten, were ordered to the Gellox system as part of a Militarum battlegroup.  The Navy taskforce upon which the 2nd had embarked was last seen departing for Gellox without issue, but never arrived at its destination, and was presumed lost.

 

Meanwhile, the survivors of the 1st were sent back to their homeworld, with Imperial Governor Ossrum providing their transportation at his own expense. Arriving at Turador in 927.M42, the aging survivors were lauded as heroes, feted and feasted by nobility and commoners alike, despite the planet still recovering from the recently ended Traitor’s War.  The veterans were given a choice from their kinsmen: retire with honors and help rebuild their homeworld, or be subjected to juvenat treatments provided by the Magos Biologis of  Kestrum-Fel and help train a new generation of Shadow-Walkers.  88% of the returning troopers elected to train the new units, becoming the first officers and NCOs of the new 3rd demi-brigade.  The colors of the 1st were retired with honor, given a prominent position at the main nave of the Basilica Imperialis on Acra.   The 3rd demi-brigade was raised on Acra in 936.M41, consisting of Traitor’s War veterans trained and commanded by the veterans of the disbanded 1st.  When hearing of the apparent loss of the 2nd demi-brigade, the new members of the 17th regiment were unfazed, unwilling to allow their regiment’s legacy to die.  The 3rd demi-brigade took to the stars to serve in Lord Commander Guilliman’s ongoing Indomitus Crusade.  It was while partaking in the Crusade that the regiment was truly reformed.  The 3rd demi-brigade, now acting as the 17th Turador in its entirety, served notably in the Crusade’s auxiliary fronts, helping to wrest back control of planets thought lost to Chaos following the emergence of the Great Rift. It earned through its efforts a reputation equal to that of their missing contemporaries. During a campaign in the Serma system, the regiment found itself fighting alongside a regiment claiming to be its twin.  Due to the vagaries of warp travel, the Second Demi-Brigade had not arrived in the Gellox system until 943, nearly four decades after departing.  Reunited during the Serma Campaign, the two demi-brigades reformed themselves as a reformed and expanded 17th Turador Regiment, under the colors first issued to the regiment prior to the Sacking of Turador, and under the command of Junot Esabal, a elderly but  energetic veteran of the sacking and former company commander in the 1st Demi-Brigade.

 

In the subsequent decades, the 17th added multiple campaign honors to its colors.  While fighting within the jungle step-cities of Hudaxis IV, the regiment's reconnaissance companies used local beasts known as Grumms to move quickly through the rough terrain, striking the Eldar defenders from flanks they thought secure.  While defending the capital of Ducalia IX from the attack of a traitor Astartes warband, the regiment used explosives to collapse hab-blocks onto the unsuspecting attackers, earning both censure and commendation from Ordo Prefectus Commissars attached to the unit.  When Commandant Esabal fell during the defense of Luthien Hive, his chosen successor was one with a prestigious pedigree - Enara Henimann, the great-niece of the regiment's first commander. Under her leadership, the regiment has been reorganized and streamlined, combining 2nd demi-brigade veterans with the younger 3rd, to make each company of the 17th a truly elite and ferocious fighting force. The regiment has since served with distinction in multiple campaigns throughout the northern Segmentum Solar, attached to Astra Militarum forces fighting across dozens of worlds.  Due to constantly moving from warzone to warzone, and with the Sacking and Traitor’s War veterans aging past the effectiveness of Juvenat treatments, the need to maintain fighting strength is essential.    When fighting alongside regular regiments from Turador, the 17th will invoke its Venerable status to intake troops found deserving of the title “Venerable”.  The regiment continues to fight for the Imperium to this day.   The 17th is currently stationed on the planet of Vorn's Rest, regrouping prior to continuing a campaign against Orks in the Maldoma system.  

Link to comment
Share on other sites

That should be the last fluff piece - I'll consider my regimental fluff done, for now at least!

 

Had some time off the last couple of days due to a springtime snowstorm, so was able to put together another two infantry squads, and also was able to get everything primed.  Going to mess around with one unlucky infantryman to try out my planned paint scheme, and hoping to get at least one or two squads done this coming week. 

 

gbBaobe.jpg

 

 

 

 

 

 

Also, put together my regimental commander - Commandant Enara Henimann!

 

jYGY1bG.jpg

 

Link to comment
Share on other sites

  • 1 month later...

Not aiming to commit thread necromancy, but had a very belated update on my regiment!

 

After painting my first two squads,  I was a bit unhappy with my original color scheme and did some revisions.   So below is what I think my infantry scheme will be going forward!

 

New infantry scheme

Demo model for the new infantry scheme!

 
Might be a few small tweaks here and there - I went for different flesh tones and the one on the individual model pictured might have been too yellowy, but overall they fit the look I was going for!
 
I recently entered a sizable vow for this year's ETL - now that I have a scheme going, I plan to knock out the infantry squads I have left to paint a lot quicker than those I have done up to now!  

 

Link to comment
Share on other sites

  • 4 weeks later...

Its been a while since I have posted here,  I am overdue for a hobby update! 

 

I have finished another 2 infantry squads in the last few weeks, also as part of my ETL pledge.  Getting into a groove with painting my infantry, which is good, because I've realized that I will need a lot more of them for a full army!

Rifle Squad 2 completed

Squad 2 Complete

 

 

 

 

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.