#vindicator siege tank
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titanomancy · 2 years ago
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Do you think that all four of the magna laser’s barrels fire at once? Or sequentially? I can’t decide between “ZOTT!” and “ZAPPAZAPPAZAPPA!”
Miss me with that “FREEEM!” business, freeem is for volkites only.
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maddyaddy · 1 year ago
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The Greymanes use the Vindicator primarily as a strike tank, since they prefer pitched battles rather than the sieges it was designed for. While its speed leaves something to be desired, each Fyrd - the eight self-contained warbands that make up the Chapter - keeps at least a small pool of these Rhino-chassis vehicles for their usage. In particular, the Hounds of Wayland and Sons of Ghogmagog favor fielding the Vindicator in squadrons, as befits their temperaments and favored tactics.
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likea-black-widow-baby · 2 years ago
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One thing I loved about MoM is that Wanda is allowed to be messy.
Full analysis under the cut
The MCU's treatment of Wanda has changed dramatically from AoU to MoM. Today we'll be tracing her journey from a standard postfeminist Strong Female Character to the more layered, messy, human version of her we see now.
Wanda doesn't get to look messy in the early MCU. Her first on-screen breakdown after Pietro's death is a perfect example of postfeminist objectification.
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She gets to be powerful, but she tears through Ultron bots the same way that the only woman in a spy movie struts out of an explosion in a torn tank top carrying a single giant machine gun while all the men wear practical fighting gear. Wanda gets to be powerful as long as her titties are out and she's totally unscathed.
Elizabeth Olsen commented on the stigmatization of looking messy in an Age of Ultron promo interview: “Usually facial expressions aren’t great in slo-mo, because sometimes we’ll do super slo-mo moves, and, you know, you’re trying to do effort…But what I did just then, in slo-mo, is quite literally the most unattractive thing you could ever see anyone do. It’s so weird. And Joss [Whedon] would always remind me to use a calm face because that is okay to watch.”
The result being that Wanda looks dead-eyed in the movie where she's supposed to be the youngest and least experienced. So not only was she treated poorly in terms of over-sexualization, but media's (and Joss Whedon's) obsession with the picture-perfect woman prevented Elizabeth Olsen from portraying a human-feeling superhero in a franchise about humans trying to be superheroes.
The MCU starts moving away from this in Wandavision, exemplified when Wanda has her existential crisis and spends episode 8 in sweats.
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She looks messy-- not yet violent-messy, but casual. She's allowed to be a mess in a very human way-- arguably the first time we see a woman coming apart mentally without her struggle being played for laughs (see, Pepper in Iron Man 2 and 3).
Side note-- I think this kind of breakdown is different from the ways we've seen Natasha weak because Natasha is permitted weakness in a very dramatic "look how pretty and sad and hot she is" kind of way. Pepper was always cast as hysterical for fretting over Tony and, while her concerns may be vindicated by the plot later, she is brushed off in the moment like one might pat a child having a tantrum on the head.
Anyway, Wanda is allowed to be an everyday coming-apart-at-the-seams messy in a manner not previously permitted to women in the MCU. But she's still immaculate in the final fight scene.
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Agatha drains her power and it briefly gives her a haunted look, but it's still fantasy-messy. No real person is looking that much like a zombie, and even if Wanda briefly looks less than flawless, it's in an unrealistic way.
Which brings us to Multiverse. At the beginning of the movie, especially during her siege on Kamar Taj, I was fearful that it was going to be another repeat of AoU, CA:CW, or IW where Wanda gets to go a little crazy but remain the immaculate-looking Strong Female Character. Here's the scene that disproved my fears.
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One might argue that it's just another instance of fantasy-messy, but what makes it different is how real her bones snapping back into place is portrayed. We can hear it. We watch her body twist back into its normal shape like a puppet seized by the strings, complete with ugly cracking noises that make her body seem real and breakable. It's a move a director like J*ss Wh*don wouldn't allow because it's gross and unsexy. Like people can be sometimes.
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Gif credit: @lokihiddleston
Here's where all of this has been leading. Seven years and five directors later, Wanda gets to look like a human being. Cracked lips, tired eyes, greasy hair, face blotchy. It doesn't get more real than that. I hope Elizabeth Olsen enjoyed looking like this on screen, because I sure loved watching it.
P.S.
While searching for Elizabeth's quote, I found this very well-written article on postfeminism in Hollywood and the problematic handling of Black Widow, Scarlet Witch, and Mystique.
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weatherman667 · 3 years ago
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Darksiders 3
I am a huge fan of Darksiders.  Darksiders 2 was not quite as good as the original, but still a fantastic game.  What makes up for the slight drop in quality is that it’s a completely different game.  THQ then tanked, we got Darksiders 3, and, honestly, I’ve been afraid to play it.  I was afraid that the game would be hollow.
And I was right.
It’s a pale imitation of the original.  So, first off, the Lore:
Heaven and Hell are fighting.  The Char Council was created to keep the balance until Mankind is strong enough to survive the Endwar.  The enforcers of the council are the Four Horsemen, the last members of Nephlim, created from both Angels and Demons.  The Four Horsemen were lead by Death, who earned the name Kinslayer.  This is because the Nephilim were waging war across all of creation, until they made a siege against Eden.  Eden was a gift for Mankind, a gift the Nephilim wanted to possess.  Somehow Death made a deal with the council, protected by the Seven Seals that locked away / enhanced their power.
In the first, War is charged with breaking the seals and causing the Endwar.  He goes on a roaring rampage of revenge, slaughtering anything between him and the truth behind his vindication.  He accompanied by a Watcher who’s job is to hold his leash.  The two have a... harsh relationship throughout the story.
In 2, Death seeks to find a way to undo War’s sin, and so absolve him.  Death has a crow named Dust that acts as is guide, which while a similar mechanic to The Watcher from Darksiders, is emotionally completely different.
In 3, is a royal bitch mary sue.  Now, royal bitch characters can be interesting, but not if they are mary sues.  She has a watcher join her, who does nothing but praise her.  Her quest is ANOTHER quest on earth, just before War is sent on his inquest, this time to fight the Seven Deadly Sins, (this was one of the first clues that they were going to Mary Sue her).  Within a few minutes you fight Envy, in a very boring, underwhelming way.  It reminds of of Death’s fight with Jamaerah the Scribe, except with none of the majesty.  It also completely fails to have a camera that would make the battle make sense, and so Envy just attacks REALLY SLOWLY, to give you time to do your jumping puzzle.  Envy’s fight could have been made a LOT more interesting if they widened out the camera, and let you control how close you get.
Darksiders 2 involved a number of jumping puzzles, which it does a LOT better than Darksiders 3.
Fury’s main attack is a chain-whip-sword thing, which doesn’t have the impact of War’s Chaos Blade, nor the close quarters rapid assault of Death’s scythes.  Fury’s needs room.  So, what does the game do?, have the camera lower and closer to her.  This makes it impossible for for her to take advantage of the primary benefit granted by her fighting style, which makes it impossible to have it be a truly different game.  It tries to rewrite the combat engine of Darksiders, which is one of if not the best 3D action/adventure combat engine ever created.  It basically took the best part of Devil May Cry’s combat engine, and streamlined it.  They claim it makes the game less hack-and-slashy, but it actually makes it more hack-and-slashy.  Your game designer insulting the best parts of your previous games is not a good sign.
Instead of Easy, Normal, and Apocalyptic, they modernize it into Story, Balanced, and other euphemisms for hard.  This is like vanity sizing, but with Easy Mode for gamejournos.  When you have two starting difficulties, Easy and Normal, it makes it REALLY easy to figure out which one to start with.
Darksiders and Darksiders 2 both had gameplay that is fair enough that increasing the difficulty makes it fun because of the challenge, but Darksiders 3 has much longer combo-lock, along with jump and dash recovery.  In a game where controlling your distance should be a fundamental aspect of gameplay.
It’s pretty sad when Onimusha 3, with it’s tank-controls, has a much better use of the whip’s range and grappling abilities.  Or play Bloodstained:  Ritual of the Night, (fantastic game), and pick up a whip to see how whip-based gameplay can be done right.
Instead, Darksiders 3 forces you to get up close and personal.  The camera is closer than it is for War.  War fights up close and personal because he has the strength, heavy armour, and ability to block.  Fury fights up close and personal because... she’s a strong, independent woman.  She demands the council make her the leader of the Horsemen.  Death is the leader of the Horsemen, because of his leadership.  And his hidden team-dad ness, (behind his deathmask).
Now, they could have used this as a method to HUMBLE her.  Have her learn humility over the story, which would actually allow her to maximize her own combat style.  War forces his way through battle like an unstoppable force.  Death enters within extremely close range out of nowhere to take off your head with his scythe.  Strife strikes at range, never stopping to give his opponents the advantage.  Fury could use her whip to dance through the battlefield.  But she doesn’t.
Except everything she does it perfectly right because she’s doing it.  War has to earn every inch of acceptance, while Death’s deathmask hides the burden he carries from the weight of his sins.  Fury does not.
Now, they changed the Horsemen, a bit, they changed Conquest into Strife, and Famine into Fury.  Now, Strife, the word, is actually a fantastic way to explain the traits given to Conquest in the bible.  For Famine, Famine isn’t just a lack of food, but a lack of necessities with an abundance of vanities.  Gold will last the apocalypse, but food, water, medicine?, no.
He’s the original Fury:
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Pretty much an icon of vanity over necessity.  And here’s the one when she’s given her own game:
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Notice something different?!  Aside form her armour, notice her hair?
They try to give her hair an effect similar to War’s hood:
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And failed miserably.
Darksiders used souls as currency, because the only merchant is a demon who is implied to eat them.
Darksiders 2 uses Gilt as currency, a form of gold coins.  This is obviously a play on Guilt and Gilded.
What does Darksiders 3 use?  Souls, but not quite, and with no explanation for why you are using souls as a currency.  It seems to implies it’s a Dark Souls kind of thing, that apparently she is the only one in creation that knows how to do.
Because.
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THQ is fallen.
They then released a generic isometric multiplayer game, that every single franchise seems to be falling into, because money, obviously.
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am-i-right-marines · 4 years ago
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Prompt: A Random Idea I had
Rain.
Mud.
Lightning.
Darkness.
The epitome of trench warfare.
John-117 wasn’t a stranger to these natural elements, but admittedly he didn’t typically experience them in this context all together.
The Spartan walked along the five foot wide trench with his MA5B Individual Combat Weapon System at the ready. To his right was a concrete steel-reinforced firing-step about four and a half feet off the ground, as to allow Marines to fire over the parapet of the ten foot deep concrete trench. To his left, a concrete wall occasionally broken up by the entrance to a dugout containing a few dozen bunks or ammo crates. He watched a pair of marines climb up onto the firing step and take position by a mounted machine gun. The Master Chief recognized them from last week.
“Will you shut up?”
“‘Who’s Bob?’ The hell kinda question was that? Haven’t you heard of a first name?”
“Your first name is Private, you’re gonna be Private all your life.”
Private Schmegeggy and Private Rosen.
The pair had charged a trio of Elites that had pinned down a Corpsman in a shell crater as he tried to help the artillery officer that had been caught in the blaster. With a few close calls, the pair of Privates had rescued both men and returned to friendly lines.
John could respect that bravery. As such, when Rosen glanced over at him as he walked by, he nodded at the young Marine, who’s face broke into a smile and nodded back.
John understood that he was considered a hero to the ranks. A very long successful mission record, plenty of eyewitness accounts of “heroism”, and the Office of Naval Intelligence’s Section Two hyping up his achievements with propaganda had led to him being one of, if not the most revered human alive.
Just because he understood it didn’t mean it didn’t confuse him. A soldier didn’t deserve the title ‘hero’ just for doing his job. But, he did what was needed of him. Sometimes people needed a hero, be they real, fictional, willing, or unwilling.
The Spartan walked down a set of stairs to pass under a pillbox that spanned over the top of the trench and was partially buried to hide it from Covenant air strikes. Inside the pillbox was an M68 Gauss Cannon along with two M247H Heavy Machine Guns, capable of being manned by just four marines; Two for the M247s, and two for the M68. There were several dozen just like it in the outer defense ring of Firebase Romeo.
Firebase Romeo may have been called a Firebase, but it was more like a fortress. Three rings of trenches with a dozen pillboxes each, artillery batteries between those trenches in concealment holes, several dozen M79 Multiple Launch Rocket Systems mounted on the base walls, countless heavy machine guns, ten M808C Scorpion Main Battle Tanks, a dozen M12 LRVs, the list went on.
Making a turn down another trench, John made for the main section of the Firebase, only to stop. His instincts started screaming at him.
Something’s wrong
Something’s wrong
Somethi—
“Incoming!”
The trenches sprang to life, Marines diving for cover, looking out for incoming fire, dragging comrades to safety.
John’s eyes immediately found the barrage of incoming plasma bombs, and subsequently deduced where they had come from.
A nearby ridge line with heavy foliage concealed the dozen or so Wraith tanks that had fired the barrage, and he could already see readying a second barrage. He blinked into his HUD and connected to the comm channel the artillery crews used to communicate.
“Romeo Battery Command, Sierra-117. Eyes on hostile armor. Request One Round, followed by Battery Fire For Effect at following coordinates.” The Spartan blinked again and transmitted said coordinates to the Battery Commander.
“Confirmed Sierra, standby.”
A pause. Then a single boom.
“Shot! Over.”
A few seconds.
“Splash! Over.”
The Wraith rounds finally landed as he saw the single artillery shell land in exactly the right place. Crouching down against the trench wall just to be safe as dirt and residual plasma washed over him, he spoke again. “Splash confirmed. Fire For Effect.”
“Understood, Firing For Effect!” And a second later, deafening booms started echoing over the trenches as Romeo Battery opened up with everything it had. John saw fire erupt over the Wraith line followed by a second plasma barrage before several explosions in the tree line as the line of Wraiths went up in purple flames.
Blinking into the open-comm frequency, John caught the next major problem.
“Pillbox 17, hostile infantry in sight, north-by-northwest. Contact. Contact.” Followed by the sound of both heavy machine guns in the pillbox opening up.
From closer to him, John heard Private Rosen scream. “Here they come!”
As he quickly made his way back to the outer trench, John reconnected to the Artilerry Frequency and examined the open field the UNSC Corps of Engineers had created when constructing Firebase Romeo that the Covenant were now crossing. Open, muddy ground with little to no cover. Hundreds upon hundreds of Covenant infantry and vehicles charging across No Man’s Land.
“Battery Command, Sierra. Recommend adjust firing position by twelve degrees East.”
“Understood Sierra, adjusting. Keep your heads down.”
Shells started flying overhead leaving trails of fire in the sky, slamming into the Covenant lines.
John shouldered his MA5B and added his own fire to the roaring staccato.
No shots missed. Two Grunts. An Elite. Even a Brute.
He heard the anti-air cannons on the base walls open up, followed by the sound of Banshee engines screaming. “Strafing run!”
John dozen to the ground as his shields started draining from high-power plasma strikes. As he stood up, he watched a pillbox detonate in a ball of green fire as a Fuel Rod blast detonated the M68’s power cell.
The Master Chief spotted Private Rosen staring in fear at the fireball approaching and then turning to run.
He’s not gonna make it.
The Spartan launched himself down the trench and grabbed Rosen’s wrist, flinging him into one of the dugouts and covering the entrance with his own body to protect the other marines inside.
His shields shattered. Heat washed over him. He heard a grunt of pain escaped his lips as small bouts of flame slipped past, but nothing more. When the flames passed, he moved away without another word and returned to the firing step.
“Master Chief, we just received an E-BAND transmission from a Ranger unit on a nearby hill-“
And then leaped out of the trench as he spotted a Brute Chopper zipping towards him. He sprinted towards the vehicle, sidestepped the spikes it shot at him, then grabbed the Brute in the driver’s seat as it drove by. He tore it from its seat and took its place.
“-assist if you can.”
“Mayday! Kilo 279, I’m hit!”
“-Delta Two Bravo, Mine Strike!”
John spotted the flaming Pelican descending through the clouds, and knew he had a decision to make.
Kilo 279...
or the Rangers.
Not enough time.
John revved his engine as Kilo 279 slammed cockpit-first into the dirt, running over Covenant troops in the process. He depressed the triggers on the handles and mowed down more. Then he spotted the Locust.
Pulling a grenade from his belt, he primed the detonator and shoved it into the wheel-well before leaking into the air and pulling backflip as the Chopper slammed into one of the Locust’s legs and detonated, destroying the siege-platform.
John landed at a kneel with one fist on the ground and tilted his visor upwards.
“The Demon-!”
Spartan Time kicked in.
His MA5B practically teleported into his hands.
Body after body dropped to the dirt.
The Spartan shot forward and grabbed a Jackal by the throat, throwing it at a pair of Sangheili that were charging him in slow motion. As the Jackal took flight, John whirled and emptied and entire magazine into a Brute, then tossed his rifle onto his mag-clamps on his back.
No time to reload.
Magnum in his hand without even realizing, he downed three Jackals and a pair of Sangheili with one mag.
As time sped up again, he became aware of a shout from behind him.
“Cover the Chief!”
He didn’t have to look behind him to hear the dozens of marines and the crew of Kilo-279 rallying behind him.
Then engines screaming. Shouts of joy.
“Hell yeah! Air support!”
John looked up as a flight of B-65 Shortswords swooped low over the valley and dropped napalm on the Covenant advance. A second flight focused on the Covenant armor, dropping Mark 208 High-Yield Gravity Buster bombs.
And then nearly all of them exploded.
Covenant point defense weapons had shot them down. A Covenant frigate lowered through the clouds, and John tensed. Not even he could deal with that. Not from the ground.
“Sierra-117, Vindication-Actual. Standby for MAC strike.”
—————
So, this is a thing. I don’t know what it is but I like it.
See if you can spot the movie references I dropped in here!
Also, @ladywolvesbayne , I think you might like this one because of how badass John is.
And you asked to be provided with this, @cloakedinfall !
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ariesgamesandminis · 4 years ago
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Massive Restock for BattleTech!
MASSIVE restock for BattleTech from Iron Wind Metals...and this isn't even ALL of it!
PLEASE REMEMBER...I'm out with my kids this weekend for some fun before they go back to school, so there will possibly be a delay in shipping depending on order volume.
20-209 Rifleman RFL-8D 20-217 Crusader CDR-5K 20-223 Saladin Hover Tank (2) 20-235 Partisan Heavy Tank 20-264 Marauder MAD-9S / MAD-5R 20-279 Clint IIC 20-290 Ajax Assault Tank Prime 20-305 Scorpion Light Tank (2) 20-346 Crimson Hawk 20-382 Heavy LRM Carrier 20-397 Orion ON1-M 20-424 Bombardier BMB-12D 20-450 Hiryo Armored Infantry Transport 20-451 Copper SecurityMech CBK-6 20-482 Xanthos XNT-30 20-496 Thunderbird TRB-D36 Aero Fighter 20-497 Moltke M1 Main Battle Tank 20-5007 Turhan Wheeled Vehicle (2) 20-5016 Apollo APL-1M 20-5021 Deimos 20-5023 Hyena Salvage Mech HYN-4A 20-5025 Mad Cat IV "Savage Wolf" 20-5041 Nyx NX-80 / NX-90 20-5049 Carnivore Assault Tank (Standard) (2) 20-5074 Dola DOL-1A1 20-5082 Gyrfalcon (Standard) 20-5088 Hollander III BZK-D1 20-5093 Lament LMT-2R 20-5096 Dragon II DRG-11K 20-5098 Black Knight BLK-NT-5H 20-5106 Tiburon 20-5110 Carronade CRN-7M 20-5114 Zeus-X ZEU-X4 20-5121 Lu Wei Bing LN-4B 20-5122 Tenshi TN-10-O Prime 20-5123 Wendigo Prime 20-5126 Gun GN-2O Prime 20-5127 Flashman FLS-8K Resculpt 20-5131 Centurion CN11-O Prime 20-5132 Templar III TLR2-O Prime 20-5133 Gotterdammerung GTD-20S 20-5134 Juliano JLN-5A 20-5148 Flea FLE-14 20-5151 Avalanche AVL-1O 20-5155 Cougar Prime / B Resculpt 20-5163 Mongoose Gunslinger MON-66GX 20-5167 Raven II RVN-5X 20-5169 Shadow Hawk SHD-2Hb 20-5170 Ryoken III-XP (Skinwalker) Prime 20-5173 Scourge SCG-WF1 20-5182 Catapult CPLT-C1 / K2 20-5183 Locust LCT-1V / 1E / 1Vb Royal 20-5184 Griffin GRF-1N 20-600RE Vulture "Mad Dog" Prime 20-603RE Mad Cat "Timber Wolf" Prime 20-695 Fire Falcon Prime 20-706 CHIPPEWA FIGHTER CHP-W5 20-723 Warrior Helicopter H-7 20-739 Ontos Heavy Tank (2) 20-741 J-27 Tow Vehicle 20-747 Zhukov Heavy Tank (2) 20-774 Black Knight BL-6-KNT 20-777 Falcon FLC-4N 20-779 Manticore Heavy Tank (2) 20-798 Hammer HMR-3M 20-800 Hex Bases (4) 20-800 Hex Bases (4) 20-802 Mongoose MON-66 20-803 Hoplite HOP-4D 20-806 Hunter Missile Tank (2) 20-822 Demolisher Tank 20-865 Commando COM-2D 20-869 Jenner JR7-D 20-876 Dervish DV-6M 20-879 Clint CLNT-2-3T 20-898 Imp IMP-3E 20-899 King Crab KGC-000 20-932 Vindicator VND-1R 20-976 Hellion Prime 20-983 Mad Cat Mk II 20-991 Shadow Cat Prime AR20-246 EAGLE EGL-2M AR20-248 DONAR ASSAULT VTOL AR20-249 CRONUS CNS-5M AR20-294 MAGI INFANTRY SUPPORT VEHICLE AR20-325 Morpheus MRP-3S AR20-344 Flashfire FLS-P5 AR20-349 HACHIWARA AR20-363 Koto KTO-2A AR20-367 SPIDER SDR-7K / SDR-7K2 AR20-405 Great Turtle GTR-1 AR20-418 Huron Warrior HUR-WO-R4L AR20-421 Ronin SA-RN7 AR20-429 Mantis MTS-S AR20-445 Longshot LNG-2 AR20-466 Neptune Submarine (full and waterline) AR20-637 MANTIS LIGHT ATTACK VTOL (2) AR20-655 Fire Scorpion AR20-720 THRUSH AR20-745 SKULKER WHEELED SCOUT VEHICLE AR20-785 DEMOLISHER II HEAVY TANK AR20-790 SALAMANDER PPR-5S     AR20-931 URBAN MECH IIC     AR20-943 ARCTIC WOLF AR20-957 LAO HU  LHU-2B   AR20-977 CESTUS CTS-6Y   AR20-985 ARCAS 20-9122 Battleforce Hex Base 99-201 Large Flat Top Hex Base #1 99-202 Large Flat Top Hex Base #2 99-203 Extra Large Flat Top Hex Base ATLASLTD-12 Limited Edition Jumping Atlas BT-004 Afreet Battle Armor BT-005 Grenadier Battle Armor BT-006 Phalanx Battle Armor BT-008 Void Battle Armor BT-011 Thor "Summoner" B BT-019 Leopard BT-026 Union BT-028 Cavalier Battle Armor BT-031 Infiltrator MK 2 BT-064 Trike BT-065 Minigun Cycle BT-067 Golem Battle Armor BT-129 Infiltrator Mk I Battle Armor BT-130 Hauberk Battle Armor BT-132 Clan Medium Battle Armor BT-133 Corona Battle Armor BT-160 Elemental Battle Armor Point BT-172 Prowler Tank BT-178 Jade Hawk JHK-03 BT-187 Djinn Battle Armor BT-192 Purifier BA C (2 pc) (advancing) BT-197 Aerie Battle Armor BT-198 Tengu Battle Armor BT-199 Asura Md. Battle Armor BT-200 Shedu Assault Battle Armor BT-201 Nephilim Assault Battle Armor BT-202 Rogue Bear Heavy Battle Armor BT-207 Delphyne ProtoMech BT-209 Se'irim Medium Battle Armor BT-210 Armorcast 28mm Elemental Battle Armor BT-217 Dragon's Breath BT-224 Heavy Jump Infantry BT-230 Kopis Battle Armor BT-231 Ironhold Battle Armor BT-232 Warg Battle Armor BT-234 Davion Firefighter ATV BT-239 Jump Support Infantry BT-243 XTC Marine BT-245 Heavy Infantry - Firing BT-250 Ignis Infantry Support Tank BT-251 Blood Asp A BT-252 Blood Asp E BT-253 Cauldron-Born "Ebon Jaguar" Prime BT-257 Concordat Frigate BT-260 Sprint Scout VTOL BT-269 Sling SL-1G BT-270 New Sytris Carrier BT-271 Conqueror Battle Cruiser BT-272 Davion Destroyer BT-273 Osteon D BT-276 Maxim Hover Tank (3058) BT-278 Panther PNT-9R BT-282 Pandion Combat WiGE BT-283 Svartalfa Ultra ProtoMech (Standard) BT-291 Super-Griffin GRF-2N-X BT-292 Shiro SH-2P BT-294 Hatamoto-Suna HTM-30S BT-303 Vulture Mk III Prime BT-305 Thor II Prime BT-306 Thor II B BT-311 Savior Repair Vehicle BT-312 Gun Trailers (2) BT-319 Wheeled APC BT-320 Tracked APC BT-321 Hover APC BT-322 Rifleman RFL-1N BT-326 Stinger LAM MK I STG-A1 (Air Mech) BT-335 PWWKA S-PW-1LAM (Air Mech) BT-343 Tomahawk II A BT-346 Griffin GRF-1A BT-348 Centurion CN9-D / CN9-AL Resculpt BT-349 Lament LMT-4RC BT-351 Mad Cat MK II 5 BT-363 Swiftwind Scout Car BT-364 Gabriel Hovercraft BT-369 Elemental Battle Armor (3) BT-370 Kurita Infantry (3) BT-371 Davion Infantry (3) BT-372 Savannah Master Hovercraft BT-381 Basic Inner Sphere Battle Armor (3) BT-385 Grey Death Legion Battle Armor (3) BT-387 Gnome Battle Armor (3) BT-388 Salamander Battle Armor (3) BT-390 Fa-Shih Battle Armor (3) BT-391 Fenrir Battle Armor (1) BT-393 Kage Battle Armor Squad (4) BT-395 Centurion CN9-YLW / CN9-YLW2 "Yen Lo Wang" BT-397 Gùn GN-2O A BT-399 Shadow Hawk SHD-2K BT-403 Highlander HGN-738 BT-407C Orion ON1-H Arm Sprue BT-408 Loki II A BT-411 Archer ARC-1A BT-413 Marauder Battle Armor BT-416 Testudo Siege Tank (Standard) BT-418 Saladin MK II HCV BT-419 Wolverine WVR-1R BT-425 Uziel UZL-8S BT-427 Balac Strike VTOL (Standard) & (LRM) BT-429 Catapult CPLT-C2 (Dark Age) BT-430 Wulfen H BT-434 Leonidas Battle Armor BT-437 Regulator Hovertank (Arrow IV) BT-438 Von Rohrs (Hebis) VON-4RH-5 BT-439 Black Wolf Battle Armor BT-440 Bellerophon BEL-1X BT-442 Wulfen A BT-444 Flatbed Truck (2) - Cargo & Wpn options CE-001 Primitive Shadow Hawk FT-002 Boomerang Spotter Plane FT-003 Sea Skimmer FT-005 Monitor Naval Vessel FT-008 Avatar AV1-OB FT-012 Nightsky NGS-5T FT-025 Samurai Mech Scale Fighter FT-026 Sabre Mech Scale Fighter FT-027 Gotha Mech Scale Fighter MS-001 Union Dropship OP-005 Thor B Arms (2) (from BT-11) OP-007 Thor C Left Arm (from 20-320) OP-029 Gladiator C Left Arm OP-030 Gladiator C Right Arm OP-033 Gladiator E Left Arm OP-034 Gladiator E ATM 9 OP-040 Gladiator E Torso OP-045 Black Hawk C SRM4 OP-084 Masakari Torso OP-097 Generic Missile Launcher (3) OP-098 Missile Launcher Front Panel (3) OP-099 Gauss Rifles OP-100 Ultra Autocannons OP-101 Hyper-Assult Gauss Rifles OP-102 Inner Sphere PPC's OP-103 LB-X Autocannons OP-104 Extended Range Lasers and PPC OP-105 Pulse Lasers OP-106 Small Launcher Plates OP-107 Medium Launcher Plates OP-108 Large Launcher Plates OP-109 XL Launcher Plates OP-110 XXL Launcher Plates OP-111 Inner Sphere Small, Medium, and Large Launchers OP-112 Inner Sphere XL and XXL Launchers OP-113 Clan Small, Medium, and Large Launchers OP-114 Clan XL and XXL Launchers SFB-016 Upper Stackable Steel Building 20-220C Longbow Missile Pod Sprue 20-233C Warhammer IIC Missile Sprue I 20-233D Warhammer IIC Missile Sprue II 20-317D Ostroc 4C Arms Sprue 20-325C Morpheus Left Arm 20-325D Morpheus Shoulder Pad 20-326D Loki Anti-Personal Pod Sprue (From 20-326) 20-360C Paladin Arms Sprue 20-412E Grigori Weapon Pod Sprue II 20-413B Archangel Spikes/Arm Sprue 20-432B Valiant DA Mech Legs 20-432C Valiant DA Mech Arm Sprue 20-432D Valiant DA Mech Shield Sprue 20-442B Copperhead Arm Sprue 20-453G Pariah Jump Jet Sprue (from 20-453) 20-5136 Hound HD-2F Weapon Sprue 20-603E Mad Cat (Omni) Missile Pack 20-605E Masakari (Omni) Right Arm 20-605F Masakari (Omni) Left Arm 20-610D Black Hawk (Omni) Arms 20-613C Koshi (Omni) Arm Sprue 20-616B Grand Titan TIT-N10M Right Arm 20-616C Grand Titan TIT-N10M Left Arm 20-616GN Grand Titan TIT-N10M Small Gun 20-617B Tempest TMP-3M Right Arm 20-617C Tempest TMP-3M Left Arm 20-627BTUR LRM Carrier Turret 20-699AMG Emperor EMP-6A Arm / Gun 20-779TRT Manticore Heavy Tank Turret 20-780AGN Hussar HSR-200D Arm / Gun Sprue 20-793GN Hollander BZK-F3 Gun 20-802ARM Mongoose MON-66 Arm Sprue 20-810B Hatamoto-Chi Fin / PPC Sprue 20-864ARM Hatchetman Arm Sprue 20-873FNS Spider Fins 20-888ARM Grasshopper Arm Sprue 20-969B Banshee Arm Sprue 20-987A/WP Locust Arm / Weapon Sprue 20-988ARM Phoenix Hawk Arm Sprue 20-993D Thunderbolt Arm Sprue
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lordsofmedrengard · 5 years ago
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2 500 Points Iron Warriors, Terminator list, Orbital Assault RoW
With 30 points left for minur upgrades, like a few chain fists on the Siege Tyrants? This isn’t the most competitive build, and is obviously fluffed as Golg/your OC terminator character leading some sort of focused decapitation strike or boarding attack. Golg unlocks Legion Terminators as troops choices, and the Orbital Assault Rite of War gives them the option of teleporting/deep striking in. It’s a pretty neat combination, and most Legions can’t really do this to the same extent as IW can.
I’m going to convert Golg from Calas Typhon, maybe with Tyberos the Red Wake’s chainfist? The Tartaros squad is going to be made with a couple of Gorgon Terminator squads, which is why it’s so sparsely upgraded. 10 power axe terminators is still enough to threaten most units, so it’ll still be a useful addition to the list and helps bulk it up somewhat. I went with axes since the Gorgon kit comes stock with that, but of course you can use mauls or swords to suit yourself.
This list is not strong in the shooting phase (20 cyclone missile launchers seems like a lot, but the models are normal Cataphractii Terminators toughness-wise and only 1 ML per squad has the Split Fire rules) and will require good deployment via teleportation, due to a lack of speed. For 3K points I’m considering another identical Tartaros squad with axes and some multi-melta Land Speeders, to target vulnerable tanks. Maybe 2 squadrons of 2 LS with MM, to hunt Rhino tranports, the rear armour of Predators/Vindicators and the like?
At any rate, target priority is going to be key with the Siege Tyrants - this list lacks the numbers and the mobility to keep up with more balanced lists, so causing much damage in the first few turns is vital.
I don’t like the price and storage for Drop Pods and Flyers, so this is a nice way to get some Orbital Assaults in.
HQ: 175 points Erasmus Golg - 175 points
Troops: 1530 points Legion Terminator Squad, 10x Cataphractii Terminator, 1x Terminator w. heavy flamer & lightning claw, 4x pair of lightning claws, 3x chainfist, 2x power fist - 440 points
Legion Terminator Squad, 10x Cataphractii Terminator, 1x Terminator w. heavy flamer & lightning claw, 4x pair of lightning claws, 3x chainfist, 2x power fist - 440 points
Legion Terminator Squad, 10x Tartaros Terminator, 10x power axe - 325 points
Heavy Support: 1090 points Tyrant Siege Terminator Squad, 10x Tyrant - 545 points
Tyrant Siege Terminator Squad, 10x Tyrant - 545 points
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just-a-loyal-ultramarine · 6 years ago
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Greetings and salutations, fellow Ultramarines.
This post is about the vile Alpha Legion, and how those vile traitors might have fought during their early history. We march for Macragge!
In the lore, the Alpha Legion is characterized by a willingness to use human auxiliaries, a mastery of stealth and misdirection, and a near-unmatched flexibility both on a tactical and on a strategic level. Just about the only form of warfare the Unbroken Chain tries to avoid is attrition and siege warfare, so while a list with 9 Vindicators and 120 Breachers might not mesh very well with the spirit of this Legion, most everything else fits like a glove.
As with the post about building fluffy Iron Warriors lists, this post will be divided into four parts detailing the Unification and Solar Wars, the Early and Late Crusade eras, and the Heresy to the Scouring.
Part the first: the late Unification Wars and the Solar Campaign Canonically, the Alpha Legion didn’t really partake in the large battles. What we know is that they MIGHT have been used to conduct surgical strikes, false flag operations, abductions, assassinations, asset retrieval and that sort of wetwork.
If you’re making a force for the Unification Wars, you might as well play Kill Team. Since Mars hasn’t joined the Imperium yet and almost everything the Crusade Army List uses has yet to be developed, you’re pretty much stuck with MK II power armour and stuff like archaeotech pistols, paragon blades, simpler bolt weapons, box dreadnoughts, charnabal sabres and the like. Most non-volkite special weapons are probably permissible, though you might want to keep that sort of thing to a minimum since most Imperial special weapon options are quite flashy in their function.
For the paintjob, keep in mind that the Alpha Legion of this era hasn’t adopted the hydra as a symbol. If they’re using anything, they’re using the Greek alphabet, repeating geometrical patterns and the like – quite often I imagine they’re using the colours of other Legions, like the Dark Angels, White Scars or Iron Warriors.
Part the second: the early Great Crusade This is where variety starts to kick in. MK II power armour is the standard pattern, Veteran Squads and Destroyers are feasibly a thing, Contemptors become more common, MK III power armour, Breacher Squads and Cataphractii Terminator armour is being developed and can be justified in smallish numbers, and the Legions begin to develop away from the basic pattern developed by the Emperor at Terra – but not the Alpha Legion.
The XXth Legion of this era is starting to pick up a cognomen, the “Ghost Legion”, and since they still haven’t found Alpharius Omegon they haven’t adopted the Hydra motif. As an elite stealth force, you might want to shy away from masses of terminators, dreadnoughts or tanks – instead consider an army of Veterans, Reconnaissance marines, bikes, attack bikes, land speeders… Fast stuff that lets you manoeuvre the battlefield, essentially. Since the ability to out-move or at least keep pace with the enemy is desirable to the Alpha Legion’s way of war, infantry should probably be mechanized or even mounted in fliers. The Alpha Legion was the Legion to develop the Seekers, so a squad or two won’t go amiss. Vigilators and Saboteurs are obvious picks for supporting officers, but consider the Master of Signals and the Forge Lord also.
Quite unlike the Iron Warriors I wrote about on my main blog, the Alpha Legion rules actually fit the Legion quite well even at this early stage, representing a flexible force with a focus on catching the enemy off their guard.
Part the third: the late Great Crusade Heyho! In the closing decades of the Great Crusade, the Primarch has been found! The hydra motif is introduced, the Lernaean Terminators are probably created, the Headhunters are refined from the Seekers, and the entire Crusade List is, at last, available to the Unbroken Chain.
Since the Alpha Legion is a highly well-supplied force, it is particularly appropriate to use MK IV and Tartaros armour. You could use some MK VI armour as well, to represent the Corvus-Alpha pattern, but I recommend you mix in some Alpha Legion upgrade parts if you do to make the marines REALLY look the part – you don’t have to, certainly, but 30K is played largely by fluff enthusiasts and people who are willing to go the extra mile with their forces are generally thought highly of, compared to people who do the barest minimum.
Everything I said about the Early Crusade rings true here as well. While the XXth legion is capable of fielding heavy artillery and superheavy tanks, it isn’t optimal for their doctrine – in a force known for subterfuge and mobile, maneuverer-style warfare you might be happier with half a dozen Predators in your Heavy Support section than a Baneblade.
My recommendation is for players who aren’t unwilling to modify unit stats or cost to field their Headhunters as Seekers instead. Both are expensive, fragile units, but as things stand at the point of writing you’re much likelier to get your money’s worth with Seekers than Headhunters. If you’re using the “Coils of the Hydra” Rite of War, you need to go out of your way to pick a unit that has good synergy with the rest of your force. Your other benefits are pretty decent and synergize well with the Alpha Legion rules, but compared to your average RoW you don’t really get your money’s worth if you skip taking another Legion’s unit. Rock up with some Iron Havocs, Grave Wardens or Sekhmet Terminators – and keep in mind that this opens up the option to use upgrade sets for other Legions in your force, representing stolen, scavenged parts – or even Legionnaires who have been inducted into the Unbroken Chain from other Legions!
Part the fourth: the Great Betrayal and the Scouring Nothing much has changed. This is the era most appropriate to use Banestrike bolters in, but since they aren’t very good you probably shouldn’t.  
Chances are I’ll remember something else to add later, in which case I’ll make a separate post.
For the Emperor!
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Daily After Action Report
Marshal,
This report is entrusted to you in all due speed and respect. We anticipate that it shall be a good one. At present, our operations have seen several victories against Orkoid elements in our present sector, ahead of requests made by imperial command of our crusade. I’ve capitalized on our good fortune by ordering additional dispatches and detachments from the primary crusade force to assist allied elements complete their objectives. So far, the present Champion, Brother Johan, has been useful in spearheading these smaller detachments and is quickly becoming a reliable source of inspiration. He may someday, if he is pure enough, and can survive a few more decades, be a chaplain candidate.
In any event, here are the tallies of the dead. It should be self evident that we request a reinforcement from our keeps to refresh the manpower pool, as our neophytes are taking the brunt of our losses. I may also request of the Adeptus Mechanicus additional tarantula turrets and combat servitors to augment our troops in case reinforcements are not forthcoming. With our own crusade fleet indisposed under the Grand Marshal’s command, we may need to utilize an Imperial naval vessel to facilitate transport. I leave such matters in your care.
Monday: Battle on the Ruhr heartlands. Largely a skirmishing action between razorbacks and Land speeders, two squads of assault marines proved to be highly effective at eliminating hostile units. Three brothers lost; I ordered the force to fall back when the Orks returned with heavy armor.
Battle over Scrap Pile 3-7. Once again it seems that 3-7 is a point of bitter contention with a wide variety of ork hordes, some of whom fight amongst themselves for the chance to hold it. We’ve given up any intent of actually holding the damn pile after losing some 15 brothers to heavy enemy assaults. Instead, the crusade’s vindicators were dispatched along with as many boltermen as possible to form a firing line around the damn scrap heap, and thanks to your actions, good orbital support severely weakened the ork hold on the mound. We mopped up with crusader squads, suffering an additional 5 dead- largely neophytes im afraid. If this keeps up we’ll need to see if we cant just have a naval element glass this area. I don't want to keep losing men over worthless junk.
Tuesday: Pitched armored combat in the Ruhr- this was indecisive. We skirmished with Orkish armor, but their commander was particularly cunning, and after I surveyed the combat myself, I ordered us to eventually break off. 13 confirmed battle tank kills, with two predators and a vindicator lost. We recovered the hulks now for repair and refit- the techmarines report that it will take a week or two for any of them to see action again. Crusaders moved to support the armor, but they had to be drawn back as they kept throwing themselves out of position. Eight men died needlessly for that- their surviving sergeants will be punished for it in time.
Wednesday: A classic ambush on a poorly lead ork Infantry force moving through Sector 7. The Champion took part as did the lions share of our infantry. Because I committed the assault marines, they lost the most- four brothers, but the rest of the crusade only took two casualties. Considering the size of forces involved, it was very clean.
Disaster struck Wednesday night; Brother Sergeant Jacobus and his entire squad were assassinated by ork Kommandos. We have already redoubled our security measures, and I’m now demanding all frontier outposts have a staunch perimeter of tarantula turrets and servo skull sentries in addition to brothers on watch. Hopefully the automated systems will catch what the brothers miss and relay alarms and reinforcement calls in time.
Thursday was spent positioning and maneuvering as we relocated our primary crusade base. Orkoid aircraft and Artillery had begun to zero in on the old one.
Friday was the largest combat of the entire week. I broke the crusade up into four battlegroups and engaged four seperate Ork strike forces alongside Steel Legion support elements, including a full company of their tanks. One such engagement had to be broken off due to overwhelming ork firepower, the other three saw victory. See the attached report about this day for details and numbers. In total, we lost 39 brothers.
Saturday was tied up in defensive combat. Half the crusade helped our steel legionaire allies hold positions, the other half fended off a raid on our crusade command post. Despite losing some crusade facilities to the siege, we held them off. Total casualties numbered 25, with several more wounded, between the two battlezones.
Sunday I demanded a day of rest for the crusade, and only small detachments of brothers were sent out. The rest reinforced our bases perimeter, and enjoyed a day of celebration. I with-held this weeks traditional sunday fasting due to our hard fighting. Ceremonies for the dead were also held.
Your servant,
Castellan Gothard
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jakkosisle · 6 years ago
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The Battle For Lordaeron:  Part II - Strategic Bombing
Marbelma had been polishing her hammer for the last ten minutes.  Until the order for battle came, there wasn’t much else to do save for nervously watching the walls of Lordaeron, wondering when the Horde would finally get tired of waiting for the Alliance to attack and pour out all at once.
The atmosphere in Brill was one of tension.  More and more heroes of the Alliance poured into Brill, the hour to launch the final assault growing nearer and nearer.  Engineers, mostly gnomes, were running to and fro, tinkering with war machines of all shapes.  Not just Ironforge siege tanks, but also Darnassus glaive throwers and even Auchenai ballistas.  Not only that, but the engineers had been busy building up the all-important siege towers, which would be crucial in assaulting the city of the dead.
Marbelma’s gaze eventually drifted away from the Undercity gates and over to a building that was heavily guarded by several knights.  The building was half bombed-out, so Marbelma could easily see the two kings.  King Greymane, the leader of the worgen and the King of Gilneas, and King Wrynn, High King of the Alliance.  The two of them were hovering over a map of the area, no doubt planning their attack.
Treasonous as it might’ve been to even think such a thing, Marbelma wasn’t so sure about the Alliance’s new High King.  Anduin had always been too much of a softie, too eager to choose peace over war.  Now, credit where it’s due, he’s trying.  He ordered this siege to begin with, after all, and is even wearing a fancy new set of armor so he could join his troops in battle.
But Marbelma wasn’t fooled.  She doubted many within the Alliance were.  It was all one big tough guy act, meant to hide his weakness.  Unlike his father, Anduin didn’t have the stomach for war, a flaw that the Horde are sure to exploit somewhere down the road.
“Ah - I was wondering when I’d find you.” said a very familiar voice, snapping the dwarf from her thoughts.  Marbelma looked up and was starstruck.  Clad in plate armor adorned with gems, and even wielding one such larger gem as her hammer, was a warm face smiling down on her - Rhyliaandra.  Her mentor.  Her hero.
“Rhyliaandra.” Marbelma breathed as she stood up rigidly.  “I thought you were injured at the Battle of Darkshore.”
“She was.” Roniaar said as he appeared by his sister’s side.  “You’ve still got a bit of a limp, Rhyli.”
Rhyliaandra scoffed.  “The final battle between Alliance and Horde?  After all these years?  It will take far more than a limp to keep me from this fight.
She turned to Marbles with a small smile.  “So how have you been?  I have not seen your face since the Tomb of Sargeras.”
“I’ve been great!” Marbelma said.  “I’ve joined me own guild, made some friends, and best of all - I’m a full paladin now like you!” she paused.  “Hey - this is the first time we’ll be heading into battle as equals!”  Marbelma was finding it difficult not to completely revert back to being twelve-years-old, she was so excited to fight by Rhyliaandra’s side.
“Not exactly.” the vindicator said.  It was at that moment that a human scout trotted up to her and saluted.
“Commander, Siege Tower Foxtrot is almost done!” he reported.
“Ah, that brings us to six.  Thank you, soldier.  As you were.” Rhyliaandra replied.  As the human trotted off, the draenei smirked at her old squire.  “I’ve been promoted to Field Commander.  I now have an entire army at my beck and call.”
Marbelma chuckled.  “Well, it’s about bloody time.  Light knows you’ve seen enough action to have earned a promotion.”
The reunion was interrupted, however, by the sound of bells.  The bell towers from the church was one of the few buildings that hadn’t been bombed out.  “Incoming Horde!  Incoming Horde!”
All eyes turned to the Undercity, but saw no soldiers charging out of the gates.  Instead, they saw an aerial threat heading towards them.  Wyverns and proto-drakes and of course, bats of every size.  Rhyliaandra took a telescope out of her satchel and took a closer look.  “Those are bombs strapped to their saddles!” she looked around.  “It’s a bombing run!  Gryphon riders, to your beasts!  Everyone else, take cover!”
As Alliance forces scrambled, Marbelma rushed over to her hippogryph and mounted it, getting ready to take off and engage the Horde in aerial combat.  It wasn’t something she hadn’t really done before, fought from the air, but she damned sure wasn’t going to do nothing.  “Marbelma!  Wait!”
“I’m not a little kid anymore, Rhyliaandra!” Marbelma shouted, preemptively cutting off whatever lecture her old mentor had planned.  “I’m ready!  I’m gonna take those bastards-“
“You should wear this.” the vindicator said as she tossed Marbelma a red plated helmet.  The dwarf weighed the helmet in her hand and looked up to the elder paladin, who only smirked knowingly.  Marbelma smirked back and nodded before putting it on.
“Roniaar?” Rhyliaandra asked.
“Don’t worry.” The shaman said as he mounted his own flying mount, a wind drake.  “She won’t be flying alone.”
“Good.” the vindicator replied.  “Burn them, Marbelma.”
“It’s what I’m good at…” Marbelma growled.  She kicked her hippogryph, prompting it to take to the air, Roniaar’s wind drake not far behind.
“Here comes the welcoming committee!” cried a Highmountain tauren riding an eagle.  Sure enough, an air force about the same size as theirs was heading right towards them - mostly gryphons, but a splash of drakes, hippogryphs, and other flying creatures as well.
“Shit…” Jakko muttered under his breath.  Yeah, there’s some hippogryphs in that group.  Here’s hoping one of these undead assholes doesn’t mistake him for a night elf and take a swing at him.  In fact, just to make sure that doesn’t happen, he reached into his bag and pulled out a Horde banner, which he tied to Stoneheart’s saddle.  Jakko’s way of telling any murder-happy orcs or forsaken ‘I’m on your side, assholes.’
As the Horde air force drew closer, Marbelma tied an Alliance banner to the saddle of her hippogryph.  It was made of ember silk - any other kind of fabric would get burned up by Cinderwing’s flames.  She withdrew her hammer and twirled it around.  She’d been waiting all day for this…
And then, the clash.  Talons raked against enemy wings as riders took shots at each other, firing arrows or fireballs, or failing that, getting up close and personal.  Either flying by or, more rarely, the mounts getting into a scrap.
Like Marbelma, whose hippogryph just got into a scrape with a Horde hippogryph.  An aerial duel to the death!  Marbelma couldn’t believe her good luck!
Jakko couldn’t believe his shit luck.  Of COURSE one of the Alliance hippogryphs would choose to tango with his own.  A FLAMING hippogryph, no less.  The two hippogryphs cawed and scratched each other with their talons as they hovered in the air, Stoneheart being at a slight disadvantage on account of the other one being on fire.  The other hippogryph’s rider, a dwarf, raised her hammer over her head and tried to bring it down on Jakko’s head.
“Pikskap!” he cursed in goblin as he took out his swords and crossed them, blocking the hammer blow before it made contact with his skull.  Is the hammer on fire too?  Really?  Did this paladin seriously have a theme going on?
‘Pikskap?’  Why did that phrase sound so familiar…..no!  Focus!
Marbelma growled as the troll caught her hammer mid-swing with his blades.  She growled more as she tried to push down, putting all her weight onto the hammer.  She smiled as she felt the troll’s strength getting overwhelmed by her own.
Okay, the dwarf is stronger than he is.  This isn’t good.  The hammer is getting closer to his face.  He kicked Stoneheart, who broke off from the other hippogryph by dipping down and flying underneath the flaming bird.
“Oi!” Marbelma shouted as she chased the troll through the air.  “Get back here!”
“Bite me!” Jakko shouted back as he directed his hippogryph towards one of the siege towers.  As he passed, he pulled the pin on one of the bombs and dropped it.  He looked over his shoulder to confirm the kill…
Only to see one of the gnomes toss the bomb off the tower before it detonated.  It exploded in mid-air, singing the tower but otherwise not doing much damage.  He cursed again, realizing he’d have to make another go around.
“They’re targeting the siege towers!” Rhyliaandra shouted.  “Riflemen!  Archers!  Shoot those monsters out of the sky!”
On the vindicator’s orders, the air was filled with arrows, bullets and crossbow bolts of every conceivable length and calibre, desperate to shoot the Horde flyers down before they could do any real damage.
“Yipe!” Spritzie yiped as her cloud serpent, Spritzie Jr., narrowly avoided a particularly large arrow.  With a whistle, she directed the serpent to actually fly over a squad of archers.  She pulled the pin on one of her bombs and dropped it.
Boom!  It detonated and meaty chunks of former archer flew all over the battlefield, earning an archetypically goblin cackle from the hunter.  She flew over another archer and dropped another bomb.  Followed by another!
After bombing three squads of archers, she flew for a siege tower and dropped a bomb right down the chute into the interior.  With a fiery explosion near the bottom of it, the tower collapsed in on itself, gnomes near the top jumping off, desperately trying to save themselves.  Only a few succeeded.
“There!  The big one!” Rhyliaandra shouted as she pointed her hammer to a large jade cloud serpent raining hell on her troops.  “Shoot it down!”
The crew of the auchenai ballista loaded the massive crystal-tipped spear into the launcher.  The gunner took careful aim.  The cloud serpent was proving a difficult target, on account of the way it twisted to and fro through the air in an unpredictable pattern.  Though it WAS heading in the general direction of another siege tower, so maybe if she lead the shot a bit…
The gunner pulled the lever and fired.  A moment later, she cheered.  “Direct hit!”
With a jolt, Spritzie Jr. suddenly stopped in mid-air.  Spritzie pulled on the reins, but for some reason, the serpent wasn’t responding.  In fact, it was suddenly falling fast, unresponsive to Spritzie’s whistles.  She let out a different whistle.
Spritzie and Spritzie Jr. hadn’t flown into the battle alone.  Angel, Spritzie’s wolfhawk, wasn’t far behind.  Spritzie jumped from the serpent onto the wolfhawk, then watched in mute horror as her cloud serpent crashed into a patch of forest just outside Brill.
“Spritzie Jr.!” she shouted, instructing the wolfhawk to fly towards the downed serpent.  She found her under the shade of a tree, surrounded by thick bushes, sheltered from the rest of the battle.  She rushed over with her first aid kit.  “It’s okay baby, Mama’s here…” she cooed as she petted the serpent’s mane.
But the serpent didn’t respond.  At all.  Not even a whine of pain.  She checked her eyes - clouded.  She checked her chest and listened for breath.  None.
And that’s when she saw it.
The massive javelin impaled in Spritzie Jr.’s chest.
The young goblin was in shock.  Her Cloud Serpent.  The one she had raised herself since she was an egg.  With beautiful jade scales and a red mane, not unlike her own green skin and red hair.  The creature who had been her noble flying steed for the better half of a decade.
Spritzie Jr. was dead.  Slain.
She broke down.  Not since Rikko’s death in the first wave of Legion invasions had she cried this much.
Jakko started to panic.  He had seen Spritzie successfully destroy a siege tower, but he also saw her cloud serpent get shot down.  She was able to save herself with a backup flying mount (only she would have a backup flying mount), but she was now in the brush where he couldn’t see her.  Were there Alliance down there?  Had she been captured?  Worse?
He wasn’t going to find the answers to these questions with this damn dwarf up his ass though.
He grabbed one of the bombs and, pulling the pin, chucked it at the dwarf.
Marbelma yiped as she swatted the bomb away with her hammer, the explosive detonating behind her.  The troll must’ve been getting desperate to shake her off, if he was wasting his payload just to get rid of her.
“PISS OFF ALREADY!” the troll shouted in common (surprising - how would a troll know common?) as he chuckled another bomb at the dwarf, who once again swatted it out of the air.  She grinned a mad grin as her hippogryph got closer.
Jakko wasn’t sure what was scarier.  Spritzie’s possible fate, or the fact that this dwarf looked like she was about to EAT him.  Chucking bombs at her barely even phased her, so he didn’t know how the hell he was going to shake her off.  He supposed it was time to do something stupid.  He leaned into Stoneheart’s ear.  “Find Spritzie, get her back to the city.” he instructed.  The hippogryph nodded in understanding.  He then stood up on his saddle…
Marbelma was a bit surprised by the way the troll was starting to stand up on his saddle as she closed in on him.  What was he doing?
Marbelma was even MORE surprised when he leapt off the saddle, turned into a large tiger in mid-air, and latched onto Cinderwing’s body, sinking his claws into her feathery mane.  “Oi!  Get off!”  Marbelma tried to swing her hammer at the tiger, but the tiger snarled and slashed at her face - she would’ve lost an eye if it weren’t for the helmet.  
Before she could think of a new plan, that’s when the troll-tiger-thing plunged its huge fangs into Cinderwing’s neck, the hippogryph’s pained cry turning into a gurgle.  “No!” the dwarf shrieked as she tried to use her own fists to beat the tiger that was killing the beast she had raised from an egg.
But it was too late - the hippogryph’s wings went limp as the creature was quickly losing blood, oxygen, and consciousness.  The tiger then leapt off, and morphed into a bat in mid-air.  Marbelma didn’t see where the druid went before she and Cinderwing crashed in the forest.
“Fucking finally.” Jakko muttered as he flew into the patch of forest where Spritzie crashed, morphing back into his troll form as he landed.  With that paladin finally off his back, he can make sure Spritzie was okay.  “Spritzie?  You here?” he called out.  He knew it was dangerous to shout this far behind enemy lines, but he needed to find her ASAP.
Thankfully, finding her didn’t take too long.  He found her with her two mounts, the cloud serpent and the wolfhawk.  His hippogryph was there too, looking at Spritzie in a concerned way.  Was she…crying?  “Spritz?  What’s goin’ on?”  Jakko asked as he approached.  He saw the answer to his question as he approached, though - there was a javelin impaled through the cloud serpent���s chest.  “Oh shit…Spritz…”
“She was my baby…” she sniffed.  “I raised her from an egg and….and they killed her!  They killed my baby!”
“Okay, come on.” Jakko said as he tried to help his little sister to her feet.  “Cryin’ won’t fix nuthin’, and we can’t stay here.”
“Wait….wait, the bombs!” Spritzie said as she started frantically unhooking the bombs from her serpent’s saddle.  “We gotta finish the bombing run!”
“Forget it - we’re not goin’ out there a second time.” Jakko replied.  “Those Alliance assholes are out for blood.  I wasted two of my own bombs just trying to get some psycho dwarf off my ass.  We’re heading back to the city where it’s safer.”
“We HAVE to finish!” Spritzie shouted.  “Otherwise Spritzie Jr. died for nothing!”
“She DIDN’T die for nuthin’!  You and her took out a whole siege tower, didn’t ya?!” Jakko argued.  “I’d call that a point for Team Horde!”
He grabbed the two remaining bombs from Spritzie and affixed them to his hippogryph’s saddle, effectively replacing the two he tossed at the dwarf earlier.  “We’re both gonna fly back to the city - I’ll drop bombs on whatever targets of opportunity we fly over.”
“But I can-“
“Don’t argue, Spritz!” Jakko snapped.  “Just do it!”
The goblin shot Jakko a hateful glare before hopping atop her wolfhawk and flying back toward the Undercity.
Marbelma groaned as she tried to sit up, then immediately regretted it as she gripped her arm.  She must’ve landed on it when she and Cinderwing crashed.
She then gasped.  Cinderwing!  “Cinder!  Where are you, girl?” Marbelma called out.  She groaned as she got up - nearly everything hurt.  After few minutes of searching, she eventually found her hippogryph.
She wished she hadn’t.
Cinderwing laid on the ground, motionless.  Her wings bent at unnatural angles, blood leaking freely from her neck.  Marbelma had seen enough corpses in her day to know when something was dead, and as she gazed into the feathermane’s glazed eyes, she knew that Cinderwing was dead.
She froze where she stood.  Her brain was having trouble believing what she was seeing.  Cinderwing?  Dead?  It didn’t…feel right.  It didn’t seem real.  It couldn’t be real.  It couldn’t…be….
That’s when she collapsed onto her knees and cried.  She hadn’t cried this much since that night…
“Marbles?!” called a voice that came through the brush.  “Marbles, are you - “  Roniaar’s voice paused as Marbelma heard the shaman stop next to him.  “Oh….Marbles…” he said as he saw the dead hippogryph.  He gently wrapped his giant arms around the dwarf, trying his best to comfort her.  She didn’t fight it.
When Marbelma ran out of tears, Roniaar went to work mending her wounds.  Though Wind was Roniaar’s preferred element, he was adept enough with Water to be able to heal her arm.  “Come on - let’s head back to Brill.” Roniaar said as he helped Marbelma up.
“Right.” Marbelma said, taking a breath to try and steady herself.  “Regroup with the others.  Battle’s not over yet.”
“Maybe it should-“
“No!” Marbelma snapped.  She turned back to Cinderwing’s body, but only for a moment, as she looked back up to Roniaar.  “I’m finishing what I started!  I’ve been waitin’ for this day all my life!  It’s what I was made for!  I’m not going anywhere!”
Roniaar backed off from the dwarf as the fire within her soul was suddenly reignited.  “…Alright, Marbelma.” Roniaar conceded.  “But we need to stay together.”
“Fine.” Marbelma conceded as she forged her way out of the forest.  “Now which way’s Brill?”
It was then that they heard it - marching.  The two adventurers headed towards the sound, eventually emerging out of the forest back into the open field.  That’s when they saw nearly the entire Alliance army marching as one towards the gates of the Undercity.
“Looks like we’re not going back to Brill.” Roniaar said.  Marbelma took off like a shot towards the army to join in the assault.  “Marbles!  Wait for me!” the draenei called as he gave chase.  How was that dwarf so fast?  Her legs were so short!
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coolyo294 · 7 years ago
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the typhon was nicknamed the “spine-breaker” by the marines that operated it due to the massive recoil its dreadhammer siege cannon generated when firing. and because it was developed at the request of perturabo most other legions dumped on it because they thought he was stupid for essentially inventing a bigger vindicator until they realized how godawfully effective it was, being a superheavy siege tank it could fire that thing on the move and then just plow through whatever was left in the rubble 
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penwiper26 · 7 years ago
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Friendship, Eros, and some notes on the Queen’s Thief series (with spoilers)
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littleclevercat · 7 years ago
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Legion Specific Rules
Indomitable Will - all units with Legiones Astartes (Stormwalkers) rule are immune to Pinning and can never go to ground.
Shattering Firepower - you may choose d3 units before the game and give them Wrecker rule.
The Bitter End - you enemy may force full 6 game turns rather than rolling for the random length.
Legion Specific Equipment
The Sentinel-pattern combat shield - a predecessor of the Storm shield, the Sentinel-pattern combat shield was developed by Techmarines of the Stormwalkers for their siege troops. It had built-in refraction field projector, allowing Terminators to protect themselves from incoming attacks. It grants +1 to the innate invulnerable save of model and gives the Hammer of Wrath rule, but does not count as a melee weapon. This shield can be taken by the Desolation Terminator Unit and Independent Characters with rule Legiones Astartes (Stormwalkers) in Terminator armor for 10 points, replacing model's default ranged weapon.
The Squall mortar – a downscaled Vindicator’s mortar, it was designed to be installed into Predator’s turret. Any Predator tank in the Stormwalkers’ detachment may replace its autocannon with a Squall mortar for 20 points. It has following characteristics: S8, AP2, Range: 24”, Ordnance 1, Large Blast.
The Grav-Projector (relic) – a variation of the Graviton Gun, this weapon projects a crushing field. It costs 15 points and has following characteristics: S:-, AP3, Range: Template, Assault 1, Concussion, Graviton Pulse, Haywire.
Legion Specific Unit
Desolation Terminator Squad
Desolators are elite Terminator troops of the Stormwalkers, equipped with a Cataphractii-pattern powersuit and consisted from the most battle-hardened Astartes from Breacher Squads. They are specialized in for urban and siege combat. They are Elite choice.
Unit consists from 4 Desolators and 1 Desolator Segeant.
Unit cost - 220 points.
Unit type – Infantry (Desolator Sergeant – Infantry (Character)).
Characteristics
Desolator - WS5 BS4 T4 S4 W1 I4 A2 Ld9 Sv2+
Desolator-Sergeant - WS5 BS4 T4 S4 W2 I4 A2 Ld10 Sv2+
Equipment: Cataphractii-pattern Terminator armor, powerfist, heavy flamethrower, frag and krak grenades, augury scanner (sergeant only).
Rules: Legiones Astartes (Stormwalkers), Furious Charge, Implacable Advance.
Upgrades
Up to three Desolators may replace heavy flamethrower with:
- Grav-gun for 7 points;
- Reaper autocannon for 5 points;
- Multi-melta for 10 points;
- Boarding shield for 10 points.
Each Desolator may replace his heavy flamethrower with the Sentinel-pattern combat shield for 10 points.
Any member of squad may replace his powerfist with:
- chainfist for 5 points;
- thunderhammer for 5 points. 
The entire squad may take rad-grenades for 30 points.
You may add up to 5 Desolators to squad for 40 points each.
Dedicated transport - Land Raider Spartan.
P.S.: Stormwalkers' rules needed to be updated. They are pretty different from the canon Iron Hands.
What can you say?
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techmarineall3n · 7 years ago
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Army Showcase Space Marines: BOMBARDMENT!!!!!! Part 2
and here we come to the vindicators
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one of these is not like the other, and is actually still a WIP, i do not plan to show WIP’s during this but with this and two others, most of whats left is minor superfical detials
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years ago i trawled several wiki’s over space marine tanks, and came across the sabre tank hunter that marines had access to in Epic, and well i like the idea of a tank killer vindicator. and only got around to trying to make not long age (like 4 months he’s been sitting there for me to finish off)
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and here we have the real BOMBARDMENT machine, and the siege shield is removable without it being magnetised.
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that ability was entirely an accident as it was originally glued in to place, and the got knocked of the work bench. breaking the shield where it connected to the tank.
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ariesgamesandminis · 6 years ago
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Massive Restock for Iron Wind Metals!
Do they make a Dropships big enough for this kind of restock???
10-042 Fire Lance 10-046 House Liao Light-Medium Lance Set 20-200D Griffin Gun / Missile Pod 20-203D Solitaire Main Gun 20-209E Rifleman Gun Tips 20-210C Battlemaster Arm Sprue 20-211 Archer ARC-8M 20-211E Archer Antenna 20-212D Shadow Hawk Gun 20-234 Marauder II MAD-4S 20-265 Commando IIC 20-268 Guillotine IIC 20-305 Scorpion Light Tank (2) 20-364 Dragonfly "Viper" Prime 20-402 Uller "Kit Fox" Prime 20-407B Seraph Leg Sprue 20-413B Archangel Spikes/Arm Sprue 20-413C Archangel Arm Bits 20-435 Hellstar 20-476 Toro TR-A-6 20-5008 Flamberge Prime 20-5022D Blade BLD-7R / BLD-XL Jump Jets Sprue 20-5023 Hyena Salvage Mech HYN-4A 20-5025 Mad Cat IV "Savage Wolf" 20-5035 Wolfhound WLF-2H 20-5040 Mad Cat MKII (Enhanced) 20-5045 Vulcan Aerospace fighter 20-5050 Thunder THR-1L 20-5054 Mjolnir MLR-B2 20-5061 Osteon Prime 20-5064 Cephalus Prime 20-5088 Hollander III BZK-D1 20-5099 Bruin (Standard) 20-5118 Tomahawk II Prime 20-5124 Quasimodo QSM-3D 20-5129 Calliope CAL-1MAF 20-5136E Hound HD-2F Weapon Sprue 20-5137 Gauntlet GTL-1O Prime 20-5159 Catapult II CPLT-L7 20-5163 Mongoose Gunslinger MON-66GX 20-5167 Raven II RVN-5X 20-5169 Shadow Hawk SHD-2Hb 20-600B Vulture (Omni) Base / Feet 20-600C Vulture (Omni) Legs 20-600F Vulture (Omni) Gun / Arm Sprue 20-600RE Vulture "Mad Dog" Prime 20-603RE Mad Cat "Timber Wolf" Prime 20-609AMH Fenris (Omni) Arms w/Hands 20-654 Hunchback IIC 20-662 Battle Cobra Prime 20-686AMG Mackie MSK-6S Arm Guns 20-686LG Mackie MSK-6S Leg 20-775 Wyvern WVE-5N 20-778 Crockett / Katana CRK-5003-1 20-780B Hussar HSR-200D Base 20-780LGS Hussar HSR-200D Legs 20-781 Kintaro KTO-20 20-783 J. Edgar Hover Light Tank (2) 20-790MSA Salamander PPR-5S Missile Arm 20-800 Hex Bases (4) 20-800A Hex Base (BULK) 20-804WPS Crab CRB-27 Weapons 20-810 Hatamoto-Chi HTM-26T 20-812 Lancelot LNC25-01 20-829 Hetzer Wheeled Assault Vehicle (2) 20-847 Awesome AWS-9Q 20-870 Whitworth WTH-1 20-891 Wolfhound WLF-1 20-932 Vindicator VND-1R 20-935B Axman AXM-2N Arm Sprue 20-942RE Atlas AS7-K 20-969B Banshee Arm Sprue 20-976 Hellion Prime 20-980ARM Sagittaire Arm Sprue 20-980GN Sagittaire Gun 20-994E Marauder Gun / Foot Sprue 20-994I Marauder Small Gun Sprue 99-201 Large Flat Top Hex Base #1 99-202 Large Flat Top Hex Base #2 99-203 Extra Large Flat Top Hex Base AR20-045 BASTION SPACE STATION AR20-205 LOBO AR20-226 OSTROC OST-4L AR20-230 WHITE FLAME WHF-3B AR20-273 ICE STORM AR20-287 PINTO ATTACK VTOL AR20-436 Construction Mech / MOD w/ Variant Arm AR20-615 PUMA 'Adder' PRIME AR20-677 GRENDEL 'Mongrel' PRIME   AR20-681 LONGBOW LGB-7Q AR20-682 KOMODO KIM-2 AR20-701 SPARROW HAWK SPR-H5 AR20-702 CORSAIR AEROTECH AR20-703 STUKA STU-K5 FIGHTER AR20-714 BATU PRIME FIGHTER AR20-820 MARSHALL MHL-XI   AR20-872 QUICKDRAW QKD-4G AR20-892 SHOGUN SHG-2F AR20-897 ANNIHILATOR ANH-2A AR20-918 STALKING SPIDER   AR20-943 ARCTIC WOLF AR20-957 LAO HU  LHU-2B BT-002 Chrysaor Protomech BT-003 Basilisk Protomech BT-005 Grenadier Battle Armor BT-006 Phalanx Battle Armor BT-013 Black Hawk "Nova" A Variant BT-123 Potemkin Troop Cruiser (2750) BT-133 Corona Battle Armor BT-134 Gray Death Legion Battle Armor BT-160 Elemental Battle Armor Point BT-188 Nighthawk Battle Armor BT-189 Kobold Battle Armor BT-200 Shedu Assault Battle Armor BT-201 Nephilim Assault Battle Armor BT-202 Rogue Bear Heavy Battle Armor BT-211 Malak Dominus BT-216 Archangel Dominus BT-246 Ironsides Mech Scale Fighter BT-247 Hammerhead Mech Scale Fighter BT-248 Zero Mech Scale Fighter BT-264 Dreadnought Battleship BT-278 Panther PNT-9R BT-290 Revenant UBM-1A BT-302 Gürteltier MBT (Standard) BT-303 Vulture Mk III Prime BT-321 Hover APC BT-369 Elemental Battle Armor (3) BT-373 Centaur Protomech BT-375 Gorgon Protomech BT-376 Minotaur Protomech BT-383 Longinus Battle Armor (3) BT-390 Fa-Shih Battle Armor (3) BT-402 Highlander HGN-734 BT-407 Orion ON1-H BT-416 Testudo Siege Tank (Standard) BT-427 Balac Strike VTOL (Standard) & (LRM) BT-429 Catapult CPLT-C2 (Dark Age) BT-438 Von Rohrs (Hebis) VON-4RH-5 BT-440 Bellerophon BEL-1X CATLTD-06 Limited Edition Catapult FT-002 Boomerang Spotter Plane FT-016 Black Lanner D HTMLTD-09 Jumping Hatchetman HCT-6D OP-011 Thor E left arm (from 20-326) OP-065 Puma B Left Arm OP-066 Puma B Right Arm OP-086 Mad Cat Torso - Modified OP-098 Missile Launcher Front Panel (3) RFL7XLTD-11 Limited Edition Rifleman RFL-7X SFB-001 Communications Building SFB-010 Deep Space Shipping Container SHD2Hb-18 Shadow Hawk SHD-2Hb (Jumper)
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tabletopwargaming · 6 years ago
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Knight hawk chapter founding M32
Founded by inquisitional order on the knight world of Hawks Maw and taken from the imperial fists chapter known for their siege craft and fortifications. Traits the Inquisition wanted for the planet an eternal fortress against any opponent. The chapter’s mission was told to be to stop chaos from taking the world. The Chapter Master's Informed the true purpose is an stc of the rare tempest warblade was found on the world. Along with it several unfinished cerastus knight frames. The chapter’s first company captain and his veteran company act as its guardians the knight guard. To the chapter they exist to guard the knights in battle, rest and their pilots.      In the beginning the knightly houses resisted the new rule of the space marines. They soon found it a mistake as the space marine forces beat them in a honor battle that was like no war the planet has seen in thousands of years. The space marine Victor's where made a knightly house and gifted an imperial knight from each house. Along with it the chapter master was named high king able to summon the full power of all the knightly houses. This was the start of the eternal vigil of the Knight Hawks chapter.    The Inquisition kept secret that they are using the stc and others to build their own army of imperial knight cerastus loyal not to the houses or mars but them. Not as strong as a titan war machine from mars it still gives a powerful war machine to command when they will be needed. The current chapter master aware of this somewhat has agreed to remain quite for one of those rare knights every ten years.  
Chapter Customs    Having lived on the chapter home world and the feudal world Hawk maw for generations customs have developed. The chapter a knightly house and adopting imperial Knight's into the chapter female consorts were bound to each space marine. Normally wives and lovers in the chapter they record the marines battle history act as console, advisor, lead the serf's in their duties and bare the chapters children. This a natural thing as the consorts have the space marine their bound to and are allowed a lover for comfort. This lover is of no import as the child becomes the space marines upon birth. If a girl she carries his legacy forward as a consort. A male is trained from youth to be a Space Marine upon failure their tested to pilot a chapter imperial knight. If they fail and live from it they become a chapter serf serving in lesser rolls. This being the case even the serfs are treated like brothers in the chapter. With consorts bearing the chapters children family ties can be traced back to their founding. This family history is as important as their gene seed. Every recovered gene seed is returned to the surviving consort and given to the next child in the line that passes the trails of honor and duty. This tight family bond has leaded many a line to bare psykers for the chapter.  In the trails brutal tests of strength, mind and body many fail only to take back their honor as imperial knights. Those that do become space marines and rise to captaincy are honored in the halls of every knightly house on the planet. If the chapter master dies in battle a new one is chosen by honor battle. This battle puts every company of the chapter in a tournament the victor’s captain rise’s to the rank. The chapter master also holds the rank of high king till they die. Every captain holds the rank of baron as well.   The scouts of the tenth company train on the planet for years hunting the beasts that rampage in the dense forests. This company’s number unregulated by the codex is thought to be in the thousands. Many are recently joined scouts of no older then fifteen given consort having past the trials. The first company or Knight Guard breaks the codex's teachings begin of unknown size except to the chapter master. Records from consorts say that each scion has at least one assigned to him at all times. Every knight guard has some pattern of terminator armour at his disposal.   The tradition of fortresses building from their founding chapter the Imperial Fists persist to this millennium in massive forts on the planet. Each fort and knightly strong hold is a gauntlet of turrets, traps and choke points. Each structure is protected by ship void shields and orbital guns. A planet sized void shield is housed in the chapter fort on the planets largest continent.  Every strike cruiser, battle barge and thunder hawk transport that could was modified to rapidly deploy imperial knights. Some were extensive changes others easy. A larger air force of storm talon and ravens also occupy the chapter’s armory to strengthen the knight’s only weakness. An army’s worth of tech marines are in the chapter to keep all the chapter's vehicles running. The most important the imperial knight’s.       Chapter structure:
  Chapter command
Chapter Master/High king
Phila the 3rd cosha
Honor guard Consorts Serfs and Servitors Armoury
Master of the forge Desiderio
Techmarines Servitors Battle tanks Gunships Questor imperialis   Reclusiam
Reclusiarch Aguistin
chaplains
House of Knights
High King
Lord of houses
Consorts
Twenty houses
Duke
Baron
 Apothecarion
Chief apothecary Leonuns
Apothicaries  Librarius
Chief librarian  mesh Oberen  
Epistolaries
Codiciers
Lexicaniums
Accolytum
1st Company  ‘Knight guard’
Veteran company Captain Har russ
Veterans Dreadnaughts  Assault Centurions
Trim: gold Knight -guard :armour red and dark blue
2nd Company ‘walls of terra ‘
Battle company
Tactical squads Assault squads Dreadnaughts
Trim: silver
3rd company ‘fury of Angels’
Battle company
 Tactical squads  Assault squads  Dreadnaughts
Trim: yellow
4Th company ‘guns of the primarch’ Primaris company end of M41  Battle company
 Tactical squads  Assault squads  Dreadnaughts
    Trim: tan
5thcompany ‘Houses Redemption’
Battle company
 Tactical squads  Assault squads  Dreadnaughts
Trim: black
   6th Company ‘master of hawks’ Reserve tactical company
Tactical squads Dreadnaught
Trim: light blue
    7th Company ‘soul of the blade’ Reserve tactical company
Tactical squads Dreadnaught
Trim:  brown
    8th Company ‘the blade’ Reserve Assault company
Assault Squads
Trim:  green  
   9th Company ‘hammer of Dorn’ Reserve company
Tactical squads Dreadnaught Primaris
Trim: red  
    10th Company  ‘hawks vision’ Scout company
Scouts Questor imperialis
Trim:  white  
Knight hawk chapter special rules and relics Special rules: 1 all imperial knights count as chapter vehicles and replace vindicators in the chapter armoury.
2 the chapter may not use vindicators even if an imperial knight is not on the field instead they must use land raiders, storm ravens or talons.
3 the chapter receives all other bonuses from the imperial fists warlord traits, chapter tactics and space marine or chapter relic’s.
Relics: Vestment of hawks: a terminator suit that gives the wearer a 4+ invulnerable save arm mounted plasma pistol and storm bolter (terminator captain only)
Combi plas/melta: a plasma gun bounded to a melta gun follows rules of combi weapons.
Helm of the hound: (imperial knights only) a knight equipped with this relic does not suffer loses to BS even as they degrade from damage.
Armour of the untouched: (imperial knights only) once per game a knight can take a single mortal wound to cancel out any multi damage shooting or melee attack. Chapter fleet    Chapter flag ship:  Knight of Maw  
  Length 8864.5m   Beam 3206.4m    Height 4730.0m
  The Knight Of Maw a grand ship if part of any fleet was once a humble vessel of an astartes battle barge.  Till the arch duke a lunar cruiser tasked as the chapters first battle barge and the battle barge knight of maw were wrecked in an Ork waaagh that came towards the chapter world in M32. In a terrible sacrifice to end the threat both ships became one on the chapter masters command. The new Knight of maw a temple to the emperor’s resolve and his angel’s vengeance was born.   Its prow shattered in the battle lances now bore as fangs from it built from the shattered remains of the Arch Duke’s batteries.  Hangers re-tasked from another vessel beyond repair lengthened the keel restoring the launch bays with port and star board sections.  Hangers for knight landers put in place of the lunar cruisers lances gave the ship a capability for terrible violence in planetary assaults.   The three dorsal bombards placed on its hull would show those that would think the chapter weak how wrong each of those words could be. The Duke Archers broad side macro-cannons left in good shape from her down fall remained in its hull to sing fury and flame once more. The knight of maw a symbol of the chapter came from the ashes of two sacred chapter vessels to be stronger then both ever could have been.  Proven a thousand times since in planet taking assaults that end conflicts in mere hours as knights and marine destroyed insurrectionist camp’s, sundered forts and marched on capitals. The chapter and ship a perfect mirror as marine joined knight a battle barge joined a battle barge.  To all but the most determined it would stand firm, resolute in duty and service to the chapter slaying void born foes and keeping its cargo unharmed for the millennium to follow.  
 Chapter battle barge: Sword of storms
Active
Strike cruiser:  Knight of Dawn
Lost with all hands in chaos ambush. Remaining  vessel’s :  8 strike cruisers  35 escort vessels  100 rapid strike vessels
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