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Lysimachus

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Lysimachus last won the day on September 13 2024

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About Lysimachus

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  1. Bud, I totally agree with you that it would look chicken-like (or even duck-like?) if the wings stay where they currently are... However, I think that if someone (with more skill than me) resculpted the whole upper fairing as per my sketch so that they swept downwards, I think it would give the bird a more streamlined look?
  2. This is what I was thinking. Will reserve judgement for clearer pics, but if it does block their firing line that will be a big negative... Edit: I think I'd have put the head on the fairing above the bolters (where the oddly flat Crux is). In fact, that way the whole fairing could have been styled as downswept wings...? Edit edit: Forgive the abominable art skills, but this: The ammo feed, etc could even have been worked into the feathers!
  3. Agreed, bit disappointing at first glance. A step backwards in terms of variety. I hope there are more bits on the sprue. I like the bling on the Bike Captain, but I'm worried that eagle head of the front wheel is going to block los for the twin bolters - reserving judgement for better angles...
  4. Index Astartes: Stormbringers With a well-earned reputation for ruthless savagery and a callous disregard for human life, the Stormbringers Chapter of the Adeptus Astartes is as much feared and hated by those it professes to serve as it is by their enemies. The Stormbringers themselves care not for such petty concerns. They know that the Imperium of Man constantly walks the line between life and death, struggling to survive against its enemies from within and without. They, as its guardians, must do whatever is necessary to ensure its continued existence. Origins ”Strike first, strike fast, strike hard.” - Tsubodai Khan The Stormbringers Chapter was formed during the 17th Founding from the mighty gene seed of the Primarch Jaghatai Khan. Their training cadre and first commander, a powerful warrior by the name of Tsubodai Khan, were drawn from the third Brotherhood of one of the White Scars fiercest successor Chapters, the Rampagers. The Chapter's first battles were fought as part of a combined Imperial force making war along the north-western borders of the Ultima Segmentum against a series of Ork invasions. Led by Tsubodai, the new Chapter first came to the world Tuphon while hunting down an Ork cruiser carrying a cunning Warboss who had somehow escaped an ambush set by ships of the Imperial Navy. The Khan was immediately impressed both by the resistance of the native tribes against the alien invaders and by the wild nature of the planet itself. When the battle to destroy the Orks was finally over, Tsubodai declared Tuphon to be his by right of conquest, and to honour its brave people he gave his Chapter the name and colours they bear to this day. Homeworld “Tuphon is a world as close to Hell as I have ever seen.” – Inquisitor Raymien Saint Tuphon is designated as a Class IV Death World but even this ominous description does no justice to the harshest of realities. Its surface is mostly covered by deep, dark and tempestuous seas, their swirling, raging waters broken only by jagged spires of black stone that pierce into the sky. Tuphon’s single continental land mass, covering perhaps one eighth of the planet’s surface near the equator, is little more than a vast slab of the same dark, unyielding stone. Tuphon has three moons and they, by their proximity and gravitational pull, have a massive impact on the world’s weather systems. Near continuous storms wrack the surface, hammering the rocky ground and turning the oceans into a churning maelstrom. Angry grey clouds fill the sky completely, hurling torrential rain down onto the dark stone. Bolt after bolt of lightning blasts from the sky and hurricane force winds howl through the mountains and valleys. At their worst, the storm winds increase in speed to hundreds of miles per hour, picking up boulders the size of men and pitching them around like pebbles. Even more dangerous are the smaller shards of rock shattered by lightning strikes. Gathered up by the wind, they turn the storm into a horrifying weapon that can strip the flesh from a man’s bones in a matter of seconds. Only the most advanced armour can withstand such an onslaught. Very little could live in such a land were it not for the great Ironwoods, mighty trees adapted to their environment with a bark tougher than plascrete and the ability to thrive on the low light that filters through the heavy clouds. Even they cannot survive out in the open, against the full force of the storms, but in the valleys and ravines cut by the passage of vast rivers of dark water, they bring life to Tuphon's surface. Beneath the eaves of these protective giants a fragile ecosystem of flora and fauna clings to being. Thin grasses and shrubs grow around the bases of the great trees, providing food for a variety of herbivorous creatures, ranging from tiny rodents to great thick coated stags. There are no carnivorous creatures under the forest canopy, all such species having been wiped out by their rivals, Tuphon’s greatest predators – men. Men had been on Tuphon for long millennia before the Stormbringers came. Little is known about when or how they came there, but whatever technology brought them there must have been quickly destroyed by Tuphon's harsh climate. Any kind of civilized society must have broken down with equal speed, degenerating into a primitive, almost feral, system of clans and tribes that has remained ever since. Life is incredibly harsh for these people, a constant struggle to find food and shelter beneath the Ironwoods. Both are exceedingly scarce and are therefore a root of near continuous conflict between the various clans as they endeavour to survive. Clan holdings are often destroyed by particularly violent storms or raging flood waters, forcing their people to search for new homes, even making war to conquer and take the lands of other clans. The men and women of Tuphon are a hardy race, lean and pale skinned but strong and resilient. Their men are warriors from birth, beginning their training with axe, spear and bow almost as soon as they can walk. This makes them ideal candidates for initiation into a Chapter of the Adeptus Astartes. In temperament the clanspeople are savagely cold and pragmatic, a necessity in their extreme environment. Every member of a clan must be strong, able to provide in some way towards the survival of their people, and any who cannot are quickly cast out. There is no care expected or given for children born with even the slightest disability, and any found to bear such at birth are ritually ‘returned to the earth’. If any clan member reaches a point where he or she can no longer be of use to their brethren - perhaps becoming too old, sick or injured to fight or to care for other responsibilities - they will willingly and proudly walk alone and naked out onto the plains to be taken by the great storms, rather than impose any further burden on their brothers. In battle, a clansman will unhesitatingly commit acts of horrific bloodshed against another clan, if it will keep his tribal brothers alive for another day. However, he would be just as willing to give up his own life if he deemed the sacrifice to be worthwhile and for the good of the clan. The only creatures of Tuphon that can challenge the supremacy of the clans are the great wyverns, ferocious beasts of scale, talon and fang. They begin their lives from eggs laid into the oceans of Tuphon, hatching into lithe, 2 metre long hunters, feasting on the abundance of aquatic life beneath the waves. Over the course of many years they grow, doubling or even tripling their size, becoming a grave threat to the few clansmen who brave the fierce seas to fish for their people. As a wyvern approaches full adulthood, though, a change comes over them. They drag their bodies, now nearer 10 metres in length, from the seas onto the rocks that break the water’s surface and enwrap themselves in a cocoon like state where they remain for several days. When they emerge their backs have sprouted a huge pair of leathery wings and their scales have hardened to a state more resilient than diamonds. The adult wyvern now nests in the mountains of Tuphon and feeds on both the fish of the oceans and on the beasts and men of the land. It is the only creature of all Tuphon untroubled by the great storms, its hide grown impervious to even the most brutal winds. In fact, the more ferocious the tempest, the more the beasts seem to enjoy it, spiralling wildly through the windswept skies and screeching their heart-freezing, terrible cries to all who may hear. Chapter Organisation “The effect of the ‘Codex Tempestus’ on the Stormbringers Chapter could be compared to that of giving a penal legion killer a dress uniform to wear; the countenance appears more refined, yet the murderous sociopath beneath remains unchanged.” – Inquisitor Holst after the Torros incident. The single greatest influence on the organization of the Stormbringers was undoubtedly their 4th Chapter Master: a warrior named Isegrimm who was born, raised and inducted into the Chapter on Tuphon. By his day, the majority of the Chapter were natives of their home world, and the Stormbringers had already developed a reputation among Imperial commanders for savage, uncontrollable brutality, occasionally even against allied troops and civilians. The Chapter was investigated by the Inquisition and Isegrimm was told in no uncertain terms that he must rein in his forces or face the threat of Excommunication. Isegrimm was not only a great warrior but also a cunning strategist and a devoted student of the myriad ways of making war. He responded to the Inquisition’s threats by writing a book that would save the Stormbringers, the ‘Codex Tempestus’ or ‘Book of Storms’. This tome was based in equal parts upon Guilliman’s Codex Astartes, the teachings of Jaghatai Khan handed down from their Rampagers forebears, and his own years of combat experience. The Book of Storms codified the varying structures of the individual Brotherhoods into the strictly organized Strike Companies that remain to this day. There are eight such Companies, each of which is an autonomous fighting unit of approximately 100 Space Marines. As in a typical Battle Company, the majority of this number is made up by six Tactical squads. However, in harmony with the teachings of the Khagan, these warriors are also trained to deploy as fast moving Bike Squads. Again following the Codex Astartes, each Strike Company includes two ten man Assault squads; but it is among their heavy support units that the Stormbringers most diverge from Guilliman’s masterwork. The final twenty members of a Strike Company are split into Speeder crews who provide heavier firepower but can still maintain the pace set by their brethren. Finally, each Company is led into battle by their Strike Captain and a small cadre of command staff and company veterans who will often act as a fast moving spearhead, equipped with either Bikes or Jump Packs to carry them swiftly to war. The Chapter’s First Company follows the same pattern as set by the Strike Companies, with the exception that its 100 members are instead comprised of highly experienced Sternguard, Vanguard, and Bike or Speeder-mounted 'Stormguard' veterans, chosen from the very best warriors the Strike Companies have to offer. This Company acts as the personal guard of the Stormbringers’ Chapter Master, and their badge is a mighty wyvern of Tuphon clutching a lightning bolt in its scaly claws. This symbol is all too appropriate, for the First Company are undisputed masters of the rapid assault. The Chapter has only a few dozen suits of ancient Tactical Dreadnought Armour. These relics are carefully maintained, to be used only in times of direst need by the very finest warriors among the First Company. When deployed in this this way, the Stormbringer veterans are often carried into battle by one of the Chapter’s three Land Raiders: the Wyvern’s Claw, the Spear of Tsubodai and the Innocent’s Blood. Finally, in addition to these nine Companies, there is the Chapter’s Tenth Company, including its recruiting Captain, Sergeants and Initiates. The Stormbringers do not consider it efficient to send Space Marines not fully trained into combat, so Initiates are not assigned to a Strike Company until the Master of Recruits deems them ready to become full Battle Brothers. However, the Tenth is given the serious responsibility of defending the Chapter fortress when all of the Strike Companies are on campaign. The Tenth Company can number anywhere from 50 to 200 Initiates at any given time. Although the Stormbringers do not permit their Initiates to take to the battlefield, the role of scout must still be filled. Therefore a small corps of experienced First Company veterans, typically from the tactically minded Sternguard, are trained to serve as Hunters. Two or three members of this highly specialized elite group are assigned to serve with each of the Strike Companies. Clad in unmarked black armour and draped in cameoline cloaks, these warriors range far ahead of their Company, preparing the way for their brethren’s advance. Each Hunter works alone and unaided, answering only to his brother Hunters and the Strike Captain. They are masters of reconnaissance, skilled in interrogation and torture, as well as being highly trained in all aspects of guerrilla warfare, including sabotage and assassination. There are many instances where an enemy force has been utterly defeated thanks to the carefully gathered information or carefully placed sniper’s bullet of a ruthless Hunter. The Chapter Master is also responsible for the Chapter HQ, including overall command of the Stormbringers Librarium, Apothecarium, Reclusiarchy and Forges; as well as the Chapter's Fortress Monastery, Armoury and Fleet, including the myriad Chapter staff that care for these assets. The Strike Companies each have an assigned Strike Cruiser, enabling them to react quickly to any Imperial cry for help. The First Company, however, is privileged to use the Chapter’s flagship, a Battle Barge named the “Emperor’s Wrath". These vessels are berthed and maintained at a massive space dock that the Stormbringers keep in orbit around Tuphon’s second moon. The reforms made by Master Isegrimm in the ‘Book of Storms’ also included strict regulations on the appearance of the Chapter’s Marines, requiring them to decorate their armour as any other Codex Chapter might, with similar Company and squad designations, honour and campaign badges, kill markings and personal litanies. Isegrimm even took the step of taking a new name, Octavian, that of a revered warrior hero of the Imperium rather than that of his own clan. He further decreed that each warrior of the Chapter must do the same so that the Stormbringers would show no outward signs of their savage tribal origins. ‘Octavian’ asserted that his goal was simply to bring his Chapter in line with what was acceptable to the Adeptus Terra. However, the Stormbringers’ many critics claim that the ‘Book of Storms’ has proved to be nothing more than a smokescreen, a facade of civility to fool the unwary, and that the Chapter is no less vicious than it ever was. Combat Doctrine “Terror is a weapon with a strength greater than that of a hundred bolt guns.” – Book of Storms LXII.VI “A Commander who fails to use every weapon at his disposal is nothing more than a fool.” – Book of Storms LVI.II On the battlefield, the Stormbringers Space Marines think little differently than one of their former clan brothers, willing to use all manner of terror tactics and commit the most unspeakable atrocities in order to achieve their objectives. Stormbringers commanders have been known to use innocent civilian populations to bait traps for enemy forces, to use other Imperial units as cannon fodder to protect their own, more valuable, troops as they enter combat; even to fire upon friendly forces once they have been used to bog down an enemy at close quarters. Often such tactics do win battles and wars, frequently with far more acceptable losses to the Imperium’s assets overall; but those used by the Stormbringers rarely see it that way. Most local Imperial commanders view the Chapter as cruel, without conscience, and believe they are better off without the Space Marines' help, many even refusing to fight beside them. It is unsurprising that the Stormbringers tactical dogma focuses primarily on rapid deployment and assault stratagems. While not as totally reliant on the use of Bike Squads as their parent Legion, these do feature heavily in Stormbringers forces, along with jump pack equipped assault units and Speeders. Tactical squads are invariably assigned APCs to allow rapid redeployment, unless the force is being deployed directly into combat via drop pods, and rarely use heavy weapons that might slow the unit down. Dreadnoughts and Devastator squads are never used, being far too static for the Stormbringers style of warfare, and additional heavy support is provided solely by the Chapter’s battle tanks. Beliefs ”You will be labelled as savages and barbarians. This is incorrect. Savagery and barbarism are merely tools to be used as any other.” - Chaplain Vespasian addressing new Chapter Aspirants. The Stormbringers believe first and foremost in the survival of the Imperium of Man. It is their sole purpose in life that the Emperor’s realm should not fall, and they feel no compunction over taking whatever course they deem necessary to ensure its continued existence. For example, if a battle costs the lives of one hundred civilians rather than that of a single Astartes, this is viewed as entirely acceptable, simply by virtue of their comparative value to the Imperium. In the present time, with Mankind attacked on all sides by countless enemies and always in desperate need of its finest warriors, it is debatable whether any could truly prove that they are wrong. Many have branded the Chapter as cowardly because of their methods but such accusations are inaccurate. If the Stormbringers feel that the sacrifice is necessary, or the objective important enough, they will willingly and without hesitation give their lives to achieve it. Others call the Chapter cruel, disloyal or heartless. The Stormbringers themselves feel that they are simply being efficient. The Chapter has on several occasions been investigated by the Inquisition because of their savage use of other Imperial citizens. However, while some more youthful, fiery Inquisitors would like to see the Stormbringers punished, the Chapter is lucky enough to enjoy the favour of several high ranking and more experienced Lords of the Inquisition. These are men and women who recognize that there are times when the ends must justify the means. Thus, for the present time at least, the Stormbringers are free to continue in their bloody-handed ways. However, it should be noted that while the Stormbringers have a reputation for doing whatever is necessary to achieve their goals, they do have limits. No true member of the Chapter would countenance having anything to do with xenos of any species or even less with the corrupting taint of Chaos. The clans of Tuphon, while usually a coldly utilitarian people, do venerate the Emperor of Mankind, giving him the place of the Tuphonic tribal god, the “Lord of The Sun Rising". On rare occasions the storms abate, allowing the sun to shine through onto the surface. In response, thousands of tiny seedlings and roots embedded in the rocky ground burst forth into frantic life, seemingly desperate to propagate their species. Many swell in what seem mere moments with rich vegetation and fruits that the clans gather to enjoy great feasts with their temporary plenty. Such times are considered holy days dedicated to the “Lord of The Sun Rising", a brief respite from the hardship and conflict that are the only way of life on Tuphon. While the Stormbringers follow few of Tuphon's tribal rituals, they still do enjoy these days of light and peace dedicated to the Emperor, with all brethren present gathering to feast and celebrate. Portions of Chapter lore remembering great victories are read aloud, trials of strength and skill are contested and the Chaplains lead the Chapter in prayer to the “Lord of The Sun Rising". Geneseed The gene seed of the Stormbringers is largely stable but the Melanochrome implant appears to have an unusual effect in conjunction with the genetic make-up of the Tuphonic people. The clansmen are, by reason of their harsh environment, naturally pale and gaunt featured but in those who become Space Marines these characteristics seem profoundly accentuated, while by some chemical reaction their hair is bleached to a shocking white blonde. These combine to make the Stormbringers appearance highly unsettling to most other humans, a fact that the Strike Captains always use to their advantage on the rare occasions they require something from their Imperial 'allies'. Battle Cry The Stormbringers recognize that a battle cry is a weapon that has a greater effect on some enemies than others and thus their war cries vary depending on what foes they face. Against a fearless enemy that would be totally unaffected, such as Tyranids or Orks, the Battle Brothers remain silent, conserving energy for fighting; whereas against a more easily demoralized foe, such as traitorous Imperials, Tau or some Eldar, they enter battle screaming terrifying, wordless howls of pure, unbridled rage and hate amplified through the voxcasters of their power armour. *******************************
  5. Index Astartes: Stormbringers With a well-earned reputation for ruthless savagery and a callous disregard for human life, the Stormbringers Chapter of the Adeptus Astartes is as much feared and hated by those it professes to serve as it is by their enemies. The Stormbringers themselves care not for such petty concerns. They know that the Imperium of Man constantly walks the line between life and death, struggling to survive against its enemies from within and without. They, as its guardians, must do whatever is necessary to ensure its continued existence. Origins ”Strike first, strike fast, strike hard.” - Tsubodai Khan The Stormbringers Chapter was formed during the 17th Founding from the mighty gene seed of the Primarch Jaghatai Khan. Their training cadre and first commander, a powerful warrior by the name of Tsubodai Khan, were drawn from the third Brotherhood of one of the White Scars fiercest successor Chapters, the Rampagers. The Chapter's first battles were fought as part of a combined Imperial force making war along the north-western borders of the Ultima Segmentum against a series of Ork invasions. Led by Tsubodai, the new Chapter first came to the world Tuphon while hunting down an Ork cruiser carrying a cunning Warboss who had somehow escaped an ambush set by ships of the Imperial Navy. The Khan was immediately impressed both by the resistance of the native tribes against the alien invaders and by the wild nature of the planet itself. When the battle to destroy the Orks was finally over, Tsubodai declared Tuphon to be his by right of conquest, and to honour its brave people he gave his Chapter the name and colours they bear to this day. Homeworld “Tuphon is a world as close to Hell as I have ever seen.” – Inquisitor Raymien Saint Tuphon is designated as a Class IV Death World but even this ominous description does no justice to the harshest of realities. Its surface is mostly covered by deep, dark and tempestuous seas, their swirling, raging waters broken only by jagged spires of black stone that pierce into the sky. Tuphon’s single continental land mass, covering perhaps one eighth of the planet’s surface near the equator, is little more than a vast slab of the same dark, unyielding stone. Tuphon has three moons and they, by their proximity and gravitational pull, have a massive impact on the world’s weather systems. Near continuous storms wrack the surface, hammering the rocky ground and turning the oceans into a churning maelstrom. Angry grey clouds fill the sky completely, hurling torrential rain down onto the dark stone. Bolt after bolt of lightning blasts from the sky and hurricane force winds howl through the mountains and valleys. At their worst, the storm winds increase in speed to hundreds of miles per hour, picking up boulders the size of men and pitching them around like pebbles. Even more dangerous are the smaller shards of rock shattered by lightning strikes. Gathered up by the wind, they turn the storm into a horrifying weapon that can strip the flesh from a man’s bones in a matter of seconds. Only the most advanced armour can withstand such an onslaught. Very little could live in such a land were it not for the great Ironwoods, mighty trees adapted to their environment with a bark tougher than plascrete and the ability to thrive on the low light that filters through the heavy clouds. Even they cannot survive out in the open, against the full force of the storms, but in the valleys and ravines cut by the passage of vast rivers of dark water, they bring life to Tuphon's surface. Beneath the eaves of these protective giants a fragile ecosystem of flora and fauna clings to being. Thin grasses and shrubs grow around the bases of the great trees, providing food for a variety of herbivorous creatures, ranging from tiny rodents to great thick coated stags. There are no carnivorous creatures under the forest canopy, all such species having been wiped out by their rivals, Tuphon’s greatest predators – men. Men had been on Tuphon for long millennia before the Stormbringers came. Little is known about when or how they came there, but whatever technology brought them there must have been quickly destroyed by Tuphon's harsh climate. Any kind of civilized society must have broken down with equal speed, degenerating into a primitive, almost feral, system of clans and tribes that has remained ever since. Life is incredibly harsh for these people, a constant struggle to find food and shelter beneath the Ironwoods. Both are exceedingly scarce and are therefore a root of near continuous conflict between the various clans as they endeavour to survive. Clan holdings are often destroyed by particularly violent storms or raging flood waters, forcing their people to search for new homes, even making war to conquer and take the lands of other clans. The men and women of Tuphon are a hardy race, lean and pale skinned but strong and resilient. Their men are warriors from birth, beginning their training with axe, spear and bow almost as soon as they can walk. This makes them ideal candidates for initiation into a Chapter of the Adeptus Astartes. In temperament the clanspeople are savagely cold and pragmatic, a necessity in their extreme environment. Every member of a clan must be strong, able to provide in some way towards the survival of their people, and any who cannot are quickly cast out. There is no care expected or given for children born with even the slightest disability, and any found to bear such at birth are ritually ‘returned to the earth’. If any clan member reaches a point where he or she can no longer be of use to their brethren - perhaps becoming too old, sick or injured to fight or to care for other responsibilities - they will willingly and proudly walk alone and naked out onto the plains to be taken by the great storms, rather than impose any further burden on their brothers. In battle, a clansman will unhesitatingly commit acts of horrific bloodshed against another clan, if it will keep his tribal brothers alive for another day. However, he would be just as willing to give up his own life if he deemed the sacrifice to be worthwhile and for the good of the clan. The only creatures of Tuphon that can challenge the supremacy of the clans are the great wyverns, ferocious beasts of scale, talon and fang. They begin their lives from eggs laid into the oceans of Tuphon, hatching into lithe, 2 metre long hunters, feasting on the abundance of aquatic life beneath the waves. Over the course of many years they grow, doubling or even tripling their size, becoming a grave threat to the few clansmen who brave the fierce seas to fish for their people. As a wyvern approaches full adulthood, though, a change comes over them. They drag their bodies, now nearer 10 metres in length, from the seas onto the rocks that break the water’s surface and enwrap themselves in a cocoon like state where they remain for several days. When they emerge their backs have sprouted a huge pair of leathery wings and their scales have hardened to a state more resilient than diamonds. The adult wyvern now nests in the mountains of Tuphon and feeds on both the fish of the oceans and on the beasts and men of the land. It is the only creature of all Tuphon untroubled by the great storms, its hide grown impervious to even the most brutal winds. In fact, the more ferocious the tempest, the more the beasts seem to enjoy it, spiralling wildly through the windswept skies and screeching their heart-freezing, terrible cries to all who may hear. Chapter Organisation “The effect of the ‘Codex Tempestus’ on the Stormbringers Chapter could be compared to that of giving a penal legion killer a dress uniform to wear; the countenance appears more refined, yet the murderous sociopath beneath remains unchanged.” – Inquisitor Holst after the Torros incident. The single greatest influence on the organization of the Stormbringers was undoubtedly their 4th Chapter Master: a warrior named Isegrimm who was born, raised and inducted into the Chapter on Tuphon. By his day, the majority of the Chapter were natives of their home world, and the Stormbringers had already developed a reputation among Imperial commanders for savage, uncontrollable brutality, occasionally even against allied troops and civilians. The Chapter was investigated by the Inquisition and Isegrimm was told in no uncertain terms that he must rein in his forces or face the threat of Excommunication. Isegrimm was not only a great warrior but also a cunning strategist and a devoted student of the myriad ways of making war. He responded to the Inquisition’s threats by writing a book that would save the Stormbringers, the ‘Codex Tempestus’ or ‘Book of Storms’. This tome was based in equal parts upon Guilliman’s Codex Astartes, the teachings of Jaghatai Khan handed down from their Rampagers forebears, and his own years of combat experience. The Book of Storms codified the varying structures of the individual Brotherhoods into the strictly organized Strike Companies that remain to this day. There are eight such Companies, each of which is an autonomous fighting unit of approximately 100 Space Marines. As in a typical Battle Company, the majority of this number is made up by six Tactical squads. However, in harmony with the teachings of the Khagan, these warriors are also trained to deploy as fast moving Bike Squads. Again following the Codex Astartes, each Strike Company includes two ten man Assault squads; but it is among their heavy support units that the Stormbringers most diverge from Guilliman’s masterwork. The final twenty members of a Strike Company are split into Speeder crews who provide heavier firepower but can still maintain the pace set by their brethren. Finally, each Company is led into battle by their Strike Captain and a small cadre of command staff and company veterans who will often act as a fast moving spearhead, equipped with either Bikes or Jump Packs to carry them swiftly to war. The Chapter’s First Company follows the same pattern as set by the Strike Companies, with the exception that its 100 members are instead comprised of highly experienced Sternguard, Vanguard, and Bike or Speeder-mounted 'Stormguard' veterans, chosen from the very best warriors the Strike Companies have to offer. This Company acts as the personal guard of the Stormbringers’ Chapter Master, and their badge is a mighty wyvern of Tuphon clutching a lightning bolt in its scaly claws. This symbol is all too appropriate, for the First Company are undisputed masters of the rapid assault. The Chapter has only a few dozen suits of ancient Tactical Dreadnought Armour. These relics are carefully maintained, to be used only in times of direst need by the very finest warriors among the First Company. When deployed in this this way, the Stormbringer veterans are often carried into battle by one of the Chapter’s three Land Raiders: the Wyvern’s Claw, the Spear of Tsubodai and the Innocent’s Blood. Finally, in addition to these nine Companies, there is the Chapter’s Tenth Company, including its recruiting Captain, Sergeants and Initiates. The Stormbringers do not consider it efficient to send Space Marines not fully trained into combat, so Initiates are not assigned to a Strike Company until the Master of Recruits deems them ready to become full Battle Brothers. However, the Tenth is given the serious responsibility of defending the Chapter fortress when all of the Strike Companies are on campaign. The Tenth Company can number anywhere from 50 to 200 Initiates at any given time. Although the Stormbringers do not permit their Initiates to take to the battlefield, the role of scout must still be filled. Therefore a small corps of experienced First Company veterans, typically from the tactically minded Sternguard, are trained to serve as Hunters. Two or three members of this highly specialized elite group are assigned to serve with each of the Strike Companies. Clad in unmarked black armour and draped in cameoline cloaks, these warriors range far ahead of their Company, preparing the way for their brethren’s advance. Each Hunter works alone and unaided, answering only to his brother Hunters and the Strike Captain. They are masters of reconnaissance, skilled in interrogation and torture, as well as being highly trained in all aspects of guerrilla warfare, including sabotage and assassination. There are many instances where an enemy force has been utterly defeated thanks to the carefully gathered information or carefully placed sniper’s bullet of a ruthless Hunter. The Chapter Master is also responsible for the Chapter HQ, including overall command of the Stormbringers Librarium, Apothecarium, Reclusiarchy and Forges; as well as the Chapter's Fortress Monastery, Armoury and Fleet, including the myriad Chapter staff that care for these assets. The Strike Companies each have an assigned Strike Cruiser, enabling them to react quickly to any Imperial cry for help. The First Company, however, is privileged to use the Chapter’s flagship, a Battle Barge named the “Emperor’s Wrath". These vessels are berthed and maintained at a massive space dock that the Stormbringers keep in orbit around Tuphon’s second moon. The reforms made by Master Isegrimm in the ‘Book of Storms’ also included strict regulations on the appearance of the Chapter’s Marines, requiring them to decorate their armour as any other Codex Chapter might, with similar Company and squad designations, honour and campaign badges, kill markings and personal litanies. Isegrimm even took the step of taking a new name, Octavian, that of a revered warrior hero of the Imperium rather than that of his own clan. He further decreed that each warrior of the Chapter must do the same so that the Stormbringers would show no outward signs of their savage tribal origins. ‘Octavian’ asserted that his goal was simply to bring his Chapter in line with what was acceptable to the Adeptus Terra. However, the Stormbringers’ many critics claim that the ‘Book of Storms’ has proved to be nothing more than a smokescreen, a facade of civility to fool the unwary, and that the Chapter is no less vicious than it ever was. Combat Doctrine “Terror is a weapon with a strength greater than that of a hundred bolt guns.” – Book of Storms LXII.VI “A Commander who fails to use every weapon at his disposal is nothing more than a fool.” – Book of Storms LVI.II On the battlefield, the Stormbringers Space Marines think little differently than one of their former clan brothers, willing to use all manner of terror tactics and commit the most unspeakable atrocities in order to achieve their objectives. Stormbringers commanders have been known to use innocent civilian populations to bait traps for enemy forces, to use other Imperial units as cannon fodder to protect their own, more valuable, troops as they enter combat; even to fire upon friendly forces once they have been used to bog down an enemy at close quarters. Often such tactics do win battles and wars, frequently with far more acceptable losses to the Imperium’s assets overall; but those used by the Stormbringers rarely see it that way. Most local Imperial commanders view the Chapter as cruel, without conscience, and believe they are better off without the Space Marines' help, many even refusing to fight beside them. It is unsurprising that the Stormbringers tactical dogma focuses primarily on rapid deployment and assault stratagems. While not as totally reliant on the use of Bike Squads as their parent Legion, these do feature heavily in Stormbringers forces, along with jump pack equipped assault units and Speeders. Tactical squads are invariably assigned APCs to allow rapid redeployment, unless the force is being deployed directly into combat via drop pods, and rarely use heavy weapons that might slow the unit down. Dreadnoughts and Devastator squads are never used, being far too static for the Stormbringers style of warfare, and additional heavy support is provided solely by the Chapter’s battle tanks. Beliefs ”You will be labelled as savages and barbarians. This is incorrect. Savagery and barbarism are merely tools to be used as any other.” - Chaplain Vespasian addressing new Chapter Aspirants. The Stormbringers believe first and foremost in the survival of the Imperium of Man. It is their sole purpose in life that the Emperor’s realm should not fall, and they feel no compunction over taking whatever course they deem necessary to ensure its continued existence. For example, if a battle costs the lives of one hundred civilians rather than that of a single Astartes, this is viewed as entirely acceptable, simply by virtue of their comparative value to the Imperium. In the present time, with Mankind attacked on all sides by countless enemies and always in desperate need of its finest warriors, it is debatable whether any could truly prove that they are wrong. Many have branded the Chapter as cowardly because of their methods but such accusations are inaccurate. If the Stormbringers feel that the sacrifice is necessary, or the objective important enough, they will willingly and without hesitation give their lives to achieve it. Others call the Chapter cruel, disloyal or heartless. The Stormbringers themselves feel that they are simply being efficient. The Chapter has on several occasions been investigated by the Inquisition because of their savage use of other Imperial citizens. However, while some more youthful, fiery Inquisitors would like to see the Stormbringers punished, the Chapter is lucky enough to enjoy the favour of several high ranking and more experienced Lords of the Inquisition. These are men and women who recognize that there are times when the ends must justify the means. Thus, for the present time at least, the Stormbringers are free to continue in their bloody-handed ways. However, it should be noted that while the Stormbringers have a reputation for doing whatever is necessary to achieve their goals, they do have limits. No true member of the Chapter would countenance having anything to do with xenos of any species or even less with the corrupting taint of Chaos. The clans of Tuphon, while usually a coldly utilitarian people, do venerate the Emperor of Mankind, giving him the place of the Tuphonic tribal god, the “Lord of The Sun Rising". On rare occasions the storms abate, allowing the sun to shine through onto the surface. In response, thousands of tiny seedlings and roots embedded in the rocky ground burst forth into frantic life, seemingly desperate to propagate their species. Many swell in what seem mere moments with rich vegetation and fruits that the clans gather to enjoy great feasts with their temporary plenty. Such times are considered holy days dedicated to the “Lord of The Sun Rising", a brief respite from the hardship and conflict that are the only way of life on Tuphon. While the Stormbringers follow few of Tuphon's tribal rituals, they still do enjoy these days of light and peace dedicated to the Emperor, with all brethren present gathering to feast and celebrate. Portions of Chapter lore remembering great victories are read aloud, trials of strength and skill are contested and the Chaplains lead the Chapter in prayer to the “Lord of The Sun Rising". Geneseed The gene seed of the Stormbringers is largely stable but the Melanochrome implant appears to have an unusual effect in conjunction with the genetic make-up of the Tuphonic people. The clansmen are, by reason of their harsh environment, naturally pale and gaunt featured but in those who become Space Marines these characteristics seem profoundly accentuated, while by some chemical reaction their hair is bleached to a shocking white blonde. These combine to make the Stormbringers appearance highly unsettling to most other humans, a fact that the Strike Captains always use to their advantage on the rare occasions they require something from their Imperial 'allies'. Battle Cry The Stormbringers recognize that a battle cry is a weapon that has a greater effect on some enemies than others and thus their war cries vary depending on what foes they face. Against a fearless enemy that would be totally unaffected, such as Tyranids or Orks, the Battle Brothers remain silent, conserving energy for fighting; whereas against a more easily demoralized foe, such as traitorous Imperials, Tau or some Eldar, they enter battle screaming terrifying, wordless howls of pure, unbridled rage and hate amplified through the voxcasters of their power armour. ******************************* View full article
  6. No worries, mate. If things change and you want to join later, that might well be doable? But in the meantime, @Machine God it looks like you get that 2nd Librarian slot if you want it! So, looking at people's sheets, have I got the following all correct? 1. Mazer - Daceon - Librarian, Feudal, Plotter, GS:7 2. Necro - Ormenos - Techmarine, Hive, Plotter, GS:8 3. Tro - Gerbrand - Tactical, Agri, Hunter, GS:1 4. MG - Torrek - Librarian, Feral, Brawler, GS:8 5. AT - Cadfael - Apothecary, Feudal, Firebrand, GS:1 6. Ikka - Drekar - Assault, Hive, Savage, GS:5 6 is a nice solid squad, and we've got a good mix of Archetypes and backgrounds, but if anyone else still wants to join in, please do post and let us know! Edit: As previously mentioned re the Geneseed rolls, I'm going to randomly assign the 9 Loyalist gene-lines a number between 1-10. The last number will represent something more... chimeric... or even traitorous. But you won't know which you've got unless/until it comes up in the course of the game! Interesting that a few of you have some of the same choices and roll results... these should create some good potential for interaction?
  7. Hi all, Apologies for the radio silence, everything got a bit busy! I'm kinda back on track (ish), so I thought I'd get an IC opened up. I can't quite remember where everyone was in terms of being ready to play, but there's no great rush. If anyone still has questions, feel free to ask?
  8. Iron Gods: Scions of Talek Varn Prologue: New Blood You stand in the vast, dark, echoing stone chamber that is the Crag's Auditorium. Almost a hundred Astartes have gathered on the wide tiers that lead downwards towards the brightly lit podium. A high proportion, perhaps eight or nine of every ten, are like you - youthful, largely clad in beaked MkVI armour painted in the grey and red of the Iron Gods. Some wear heraldic patterns or devices reminiscent of Feudal Houses. Others bear randomised camouflage designs. Pictograms and slashes of feral origin are oddly similar to and interchangeable with the gang tags and graffiti of Hive slums. There is an air of excitement, eagerness at this first prospect of battle, of glory. The hubbub is tremendous, as young warriors jostle and mock in friendly - and sometimes less friendly - rivalry. The few veterans of the Iron Gods who are present do not hold themselves aside from you, but nevertheless each one stands out in your midst. For the most part, their wargear is a mishmash, decorated with a wealth of trophies and knick knacks. In manner, most seem outwardly cool and calm. Some even appear bored. However, a few are almost as raucous and eager for bloodletting as the new recruits. Either way, whether they run cold or hot, each one has open space around him, respect demanded - and given - by their younger brethren. Atop the stage, another Astartes waits. He has stood silently, unmoving in shadow, towards the rear of the podium as you filtered in. Even as the Iron Gods veterans are lions amidst wolves, this figure is yet another step beyond - some monstrous apex predator of myth. He is clad in ill matched Terminator warplate, and armed with a wicked axe and a brutal power fist/storm bolter combi-weapon. His helm has become a new source of legends whispered over the last half-decade, a terrifying, grimacing skull mask with piercing green lenses. Talek Varn. He steps forward and raises his axe aloft, and silence falls immediately, a deathly hush. With remarkable precision, the fingers of his unpowered glove reach up and delicately remove the skull-faced helm, revealing the cruel, patrician features of the Lord of the Solios Nebula. He nods to someone in the darkness to one side, and a moment later the hololithic emitters create a huge, glowing orb of light in the air above his head. A planet, a temperate world of broadly even division between landmass and blue seas. All is given a grayish cast, an all-pervasive haze that suffuses the atmosphere. “Iktab III.” Varn's voice is a deep, gravelly rumble. “One of our vassal worlds in the Ultima Segmentum, located a short distance beyond the north-western border of the Solios Nebula. It lies directly between our home and the ‘Great Rift’. Iktab III is a mining world, sending a vast wealth of raw materials to the Adeptus Mechanicus… and diverting a much smaller percentage to the Solios Nebula. However, that fraction is not small to us. In fact, it is vital to our ability to continue to grow.” “We have lost contact with Iktab. Reason unknown. It was only a matter of weeks since our last communication. All was well at that time, but the ship that was supposed to be carrying our supplies never arrived, and no answer has been forthcoming since.” “We are not aware of any movement of Imperial forces that would account for this sudden silence. Perhaps it is something out of the Rift, Chaos worshippers? Maybe Xenos? Equally, it could be that some more independent Imperial group - a Rogue Trader, Astartes… even the Inquisition? - has arrived unscheduled at Iktab.” “You will go in Company strength, aboard the Avarice. Degier will lead, aided by Ghoran. For many of you, this will be your first mission with the Iron Gods. A new generation of our brotherhood. It is your opportunity to begin making a name for yourself. Prove your skill, your loyalty, your value. You will be rewarded, with glory, with wealth… and with the knowledge that you are having a share in building something better for Mankind than the moribund Imperium.” Whether Varn says it openly or not, whether each of you understands it or not, to a discerning listener the truth is clear. The resources of Iktab III cannot be that important to the Iron Gods. There are always other ways to find what is needed. So, this mission is a test. The odd breakdown of communications with the mining world is a perfect opportunity to turn loose and evaluate the new warriors that have been created at the Crag. A trial run, before the next generation of homegrown Iron Gods - several hundred more Astartes - reaches deployment readiness in a matter of months. Eighty-plus Astartes, even new-minted ones, should be more than enough to bring this world back into Talek Varn's fearful fold. And if something truly terrible has engulfed Iktab, something beyond the ability of such a force to defeat? Well, the Pride of Kings has given Varn temporarily deep pockets in terms of weapons and armour… …and there are always more young rebels ready to take up those arms against the hated Imperium… *** OOC: Well, firstly, apologies for the delay in getting things started! I'm still not in a great rush to get things going, but I thought I could start up the IC with an opening post. If people would like to add posts to introduce and/or describe their characters, please do. Feel free to interact with one another if you wish, either during the hubbub before Varn begins his mission briefing, or after it has concluded.
  9. What? Charge? What kind of idiot was this Sergeant? They had superior weapons and the enemy was already going down in droves. Why would they give up their advantage at range and go in close where the foe could use knives… or blow everyone to hell together with those satchel IED's? Cal wasn't stupid enough to risk ignoring the order altogether - that was a good way to end up in front of a firing squad yourself! - but he wasn't going to drop his gun and charge in like an animal either. “Roly, move and fire! Flank them, support the charge!” Then he dashed out from behind the crates, moving around what was left of the rebels without actually getting any closer and firing his lasgun wildly. Comrade Orders: Move, Ranged Volley Cal Actions: Half Move SAB: BaS43 +10(Short) +5(Ranged Volley) = 58, Roll: 79, Miss!
  10. Cal nodded to Roly, doing his best to stay calm even as his heart began to race. “Ignore the ones at the back. Stop the closest ones from reaching the valks.” He followed his own advice, spotting another scruffy rebel armed with a bag move towards one of the transports, and fired another quick burst of semi-auto las fire at the man's back. Comrade Orders: Ranged Volley Cal Actions: Half Aim SAB: BaS43 +10(Short) +10(Aim) +5(Ranged Volley) = 68, Roll: 50, Hit with 1DoS Lasgun Barrage grants +1DoS to a successful Hit = 2DoS, so 1 additional hit Dam 1d10+3 Pen0 1: (9)+3 = 12 2: (2)+3 = 5
  11. Molina dropped into a crouch as soon as he heard the first explosion. He hustled across to take cover behind a stack of heavy crates that separated the firing yard from the landing field. Behind him, he heard running feet and then Roly dropped into cover beside him. Cal could see the insurgents rushing in towards the row of precious transport aircraft, and had to wonder how the enemy had managed to penetrate their defences so easily. No time to stop and think about it now. He raised the borrowed m.36 and fired a volley into the mass of approaching bodies. Comrade Order: Half Move, Take Cover Cal Actions: Half Move to be in cover SAB: BaS43 +10(Short) +??(Horde Size?) = 53, Roll: 39, Hit with 1DoS Lasgun Barrage grants +1DoS to a successful Hit = 2DoS, so 1 additional hit (or maybe 2 if the Horde bonus is +20 or more?) Dam 1d10+3 Pen0 1: (5)+3 = 8 2: (8)+3 = 11 maybe(?) 3: (3)+3 = 6
  12. Ah, my mistake, yep will have see if there is a NPC who can do stuff like that. As to the fight, I think Cal would take a half move to get closer to the attack, but also if possible to get into some cover? And then a SAB with the lasgun he's already holding at whichever insurgents are closest? (From the description of the scene, I'm thinking he's probably within 50m for Short Range?)
  13. For some reason (I'm not sure if its the way the weapons are posed, or the collar and helm combo, or a mixture of things) the Marine Sgt in the introductory set is giving me the feel of the old metal Marine veteran with the power mace? If I got hold of one, I think he'd definitely get a weapon swap to match it more closely!
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