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  1. #11
    Librarian
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    Rukkuz Blitzwizza is not so much a Leader as a Focal Point. A total Speed Freak, Rukkuz was uninterested in Wazdakka Gutzmek's interplanetary Highway, preferring to take "da backroads". As such, Rukkuz and his small group of drinking cronies have ridden their bikes across a vast number of worlds, with no particular destination in mind.

    Seeing as the most interesting worlds tend to be populated, Rukkuz and his small group of biker nobs often end up fighting a wide variety of enemies. Other Ork groups keep an eye on Rukkuz, knowing that where he goes there's always a good fight. As such, it's not uncommon for Rukkuz to ride through an Imperial City followed by a seemingly random assortment of other orks following in his wake.

  2. #12
    Brother-Sergeant
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    I have written pretty extensive fluff for my Templar Crusade, based around my Marshal. I have basically based it off of the old World Wide Campaigns, and how my collection of Templar has grown since the late summer of 1999.

    They have fought on Tabletopicus 4 (oh yeah, the good old dinner table), the Wastes of Armageddon, Fortress World Keep (My old store was the Keep Games, played there for 6 years), The Eye, and have soldiered on since then, the Crusade continually getting larger.

    My Orks are going to be a Kult of Speed, the very first model has been painted for that. Based on Deathskullz and Red Sunz clans.

    My Dwarves are from Barak Varr. I have sculpted shield bosses, etc, to help keep that theme, as well as the solid blue base for my paint.

    Themes really tie the army together. And as you play the army, keep track of things, its fun to "flesh" out the army based on how it actually performs. The little metal and plastic men become more then just that when you give them a character and history of their own.

    -Eric

  3. #13
    Battle-Brother
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    I have a team tournament coming up this weekend where I wanted a quick background write up for my multi-god Chaos Daemon army.

    Three Powers Unite
    A collection of souls will always call to the warp like meat to a feast. Zylixus knows this far too well. As the Harbinger of Change, this loyal servant of Tzeentch heralds the onslaught of demonic assaults that transforms worlds forever. His warp spawned cadre is never far behind. The Horrors of the Prismatic Essence and Phantasma eagerly contribute to the process while the Flamers of Tzeentch preach the gospel of change. Words from the Searing Mist, Burning Wind and Storm of Fire deliver the blazing message to all who would hear it.

    This transformation should prove particularly interesting as multiple powers are descending on this world. Molluscipox, the Virulent Father has come to spread the gifts of disease and pestilence lovingly crafted by Grandfather Nurgle. Led by the Plague Warden Tricosis, the Plaguebearers of the Infected Children and the Sons of Contagion will distribute their pox to every living thing.

    The siren call of war and death has also brought warriors to claim the prize for the blood god. Va’Tuhan, the Warbringer of Khorne demands skulls for his master and will not be denied. Joined by the Bloodletter squads Visceral Hatred and Goremongers, his wake of slaughter and death can never be enough to satisfy the thirst for blood.

    With the stage set, the players will soon arrive to perform their act of death. Encore after encore will deliver new souls to the warp as the forces feed their insatiable hunger. Will any foe dare question their fate?
    Everything is better with bacon!

  4. #14

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    The planet known by Imperial designation as Zeati XIV is a death world. Possessing a hydrogen-rich atmosphere and unusual planetary electromagnetic field, it is wracked by constant disaster - violent lightning storms continually torment and reshape the landscape as a result of these unique conditions. Miles of rock melt down and resettle after countless lightning strikes, resulting in gentle glass-like slopes and flatlands that last as long as it takes for strong tectonic shifts to break them apart once again, sometimes giving rise to volcanic activity and warping the terrain even more. 'Safe' zones across the surface of Zeati XIV are spared the stronger storms and earthquakes momentarily, but they are ever moving along with the planet's whims. Few native fauna exists on this death world, the most important qualities for surviving being the ability to travel swiftly to avoid the natural dangers and reach the aforementioned havens, or in the case of most plant life, to grow quickly and then spread thousands upon thousands of seeds in hope of them being carried to a fertile area.

    In the first category belongs a familiar and violent race, who have come to refer to the planet on which their space hulk crashed ages ago (by their reckoning) as 'Zagrokk': the Orks of the 'Thunda Crunchaz' warband. Obviously taking their clan name from the conditions of the world they inhabited, the actual origin of the Orks before their crash-landing is lost, as only the greenskins themselves were in any position to make note of it, and their kind are not particularly reknowned for their historical scholars. As such, they have always been the Thunda Crunchaz and will remain so until the next time they change their mind. For as long as they lived on Zagrokk, the Orks continued in their usual habits of fighting amongst themselves thanks to a lack of anything else to direct their primitive urges at. The Ork ecology was relatively well adapted to this particular death world, being as hard to root out as weeds, benefiting from a spore-based reproduction cycle (Ork fungi in particular grows hardy and heat-resistant on Zagrokk, resulting in many outcroppings emerging even outside of safe zones for long periods of time until a strong series of lightning strikes sets the whole lot ablaze, scattering their spores to the wind once again) as well as their advanced technology, thankfully recovered from their hulk before it became a pile of molten slag. Affairs on Zeati XIV progressed like this for quite a while until, in a pattern familiar to Xenologists well versed in the social nuances of the greenskins, a certain Ork emerged from the crowd and rallied the whole lot into a planet-wide clan. Warboss Ruddz Badtredd, a rather jovial Ork by the standards of his kind, united the squabbling warbands under his banner. With aspirations that seemed to come out of nowhere, he convinced the Mekboys and Big Meks to gather all the ork technology scattered across the warbands and construct a new hulk to launch into space and conquer new worlds. The project was completed at the expense of many Mekboys who had the misplaced bravery to question what might happen if the spacecraft didn't work. Their fears would turn out to be justified - the hulk floundered just short of escape velocity when it launched thanks to an engine malfunction and nearly fell back to the surface. Perhaps what followed was inevitable given the nature of Zagrokk, but Ruddz afterwards insisted it was because Gork and Mork smiled on his 'Waaagh!': the space hulk was struck by numerous lightning strikes which nearly fried all the support systems aboard, crude though they were, and ignited the craft's massive fuel tanks. The resulting explosion hurled roughly 3/4s of the hulk free of Zeati XIV's pull (as well as countless of Orks unfortunate enough to have been in the remaining fourth of the craft).

    Finally in space, but stuck on the trajectory fate had provided them, there was not much for the Thunda Crunchaz to do. Ruddz continued his rule over the warbands, but unrest and general boredom meant that there were the occasional uprisings and riots to quell, which he took to settling with his characteristic glee. The Warboss was known to laugh loudly and often in battle or when tearing through the narrow corridors of the space hulk on his warbike (his earlier missive of reclaiming all technology for the sake of building their current residence of course had not applied to his personal belongings). While he would enforce his position forcefully whenever it was needed, his underlings were roughly amicable with him and such instances were rare. As they continued on their course, one notable exception to this emerged. A young mekboy had swiftly gained strength and influence among his peers ever since they had gone spaceborne, having a reputation for a snide attitude and an uncanny knack in his craft. By then he was Big Mek Gogbitz, and while he had never outright contended for dominion over the Thunda Crunchaz, he and his allies were no doubt a faction of their own within the clan. More problematic was that he had every single mekboy aboard the craft under his grease-covered thumb, and as such Ruddz had no choice but to deal with the Mek 'dippermatikally' as he would put it. Gogbitz himself shared a love of the vehicles and engines of death that they had all relied on back on Zagrokk, however he and Warboss Badtredd were forever at odds over the particulars of what was a proper mode of transportation for an Ork. Ruddz of course favored neck-breaking speed over everything else, in order to 'get to da fight fasta'. The Big Mek on the other hand enjoyed hardy war machines bristling with all manner of deadly weaponry, perhaps owing this preference to a protectiveness of his masterpieces. Putting aside the divide between meks and regular boyz, they would still often engage in loud, extensive debates over the matter on nearly a daily basis. In the end, Gogbitz remains deferential to Badtredd, providing him and his followers with maintenance and new machinery as per the Warboss' specifications, though he demands a spoils tithe afterwards as well as regular payment for each time his services are incurred.

    It took a while, but eventually fortune smiled upon the Thunda Crunchaz again. After escaping the Zeati solar system and drifting across the sector, their space hulk was pulled into a natural Warp rift and cast across its aetheric currents, emerging close to the eastern fringe of Imperial space. Since then, Waaagh! Badtredd has been rampaging at frightening speed carelessly throughout the Lorven sector, encountering Tau forces as well as malicious Dark Eldar raiders, stalwart Imperial defenders, elusive Eldar strike forces, rival Ork warbands, and even splinter fleets of Tyranids. Once again armed with their beloved trukks and warbikes repurposed from looted technology, the Thunda Crunchaz can be heard roaring their battlecry even above the clamor of engines - "We is fasta than lightnin' an' 'arda than thunda!"

  5. #15
    Veteran-Sergeant
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    Default The Genesis of the Vitiators.

    "To some the call to corruption is a blessed release, a chance to lay down the painful obsession with perfection and order, and become one with decay, with entropy and with that which claims all living matter in the end. We call it vitiation."
    Vitiator Le Tharge at Komarr IV.

    Even the most vital and committed scions of the Imperial Cult will some day become worn out through their devotion to the Golden Throne. Even the giants of the Adeptus Astartes can weary from endless battle. It is at this point that they may hear the call to corruption, a tiny worm of doubt that grows in the mind, that feeds on the realisation that the struggle will never end, except in death.

    For most this worm retreats quickly as love, duty, honour and obedience bring the careworn servants of mankind back to the fight. But for some it continues to grow. The victim becomes lethargic and neglects his duties, coming to resent those that urge him to conform and expend his life in the unrelenting pursuit of an impossible dream. Some self-justify their neglect by telling themselves that decay and entropy are the ultimate reward for all living things.

    It is only a small, and often unrealised, step from this lethargy and resentment to heresy, rebellion and the corruption of Nurgle. All across the Imperium the call to corruption results in reduced productivity, endless acts of petty sabotage and active neglect, and eventually to subversion, the subborning of rightful authority and thence to open rebellion.

    This is why the procurators of the Imperial Cult are so fierce in their dedication to discipline. Why Commissars reward disorder with swift death and you will find Inquisitors decimating workforces on hiveworlds where productivity has fallen. But their actions often only hasten the path from doubt to heresy. For amongst the billions of unnamed and forgotten subjects of the Imperium are agents of corruption who use these harsh penalties as recruiting sergeants for the cause of vitiation.

    No ordinary man becomes such an agent. It takes great strength of body and mind to sing the call to corruption. Indeed often only former Inquisitors, Commissars, Priests and Space Marines have this strength. These agents are called Vitiators and form a renegade legion in the service of Nurgle.

    The core of the legion are Traitor Marines. They form the fighting force that aids the corrupted once they are in rebellion, and then fade away as the Imperium brings its might to bear and exterminates the unfaithful. The other agents are those that sow the seed through the call to corruption.

    Some might disbelieve that members of the Adeptus Astartes can fall so low. The truth is though that the legions, and latterly the chapters, have always had a regular, if very small, desertion rate. This is how such forces as the Red Corsairs came to exist. Some Space Marines desert to pursue dreams of glory and power, others fall to madness, and a steady few heed the call to corruption.

    These last few are often the most experienced, the most devoted and thus the most disappointed. Those that have given everything and more, but seen no end to their struggles, no reward for their pain, only an ungrateful humanity that does not deserve their sacrifice. When such heroes as these fall they become some of the most dangerous enemies of the Imperium. Utterly corrupted, they embrace entropy and Nurgle with a truly horrifying totality, bending their considerable skills, power and minds to the destruction of everything. Nothing is safe, nothing is sacred to such men.

    Most of the Imperium has no knowledge of the Vitiators. Even if a world is aware of the war against Chaos, and has shown that it is dedicated to defeating it, there are Puritans within the Inquisition that would snuff it out rather than allow even the name of this legion to escape.


    The Legion of the Corrupted - The Vitiators.
    This legion is a brother organisation to the Death Guard. Although formed after the Great Heresy it has grown so large that it no longer merits the term 'chapter'. Unlike their brothers, the Vitiators never took refuge in the Eye of Terror. Instead they have created a number of fleets, each based around an ancient space hulk, that hide in the warp between missions. Being under the protection of Father Nurgle they have nothing to fear from the empyrean, and will even carry out acts of piracy upon Imperial and other ships travelling through it that are unlucky enough to cross the hulk's path.

    Each fleet is called a 'Source'. This is because as soon as it emerges from the Warp the hulk begins emitting a low power psychic broadcast, the source of the call to corruption. This mingles with all the usual low level communications clutter and seeps unnoticed into the consciousness of those who are otherwise unaware of it. Only the most skilled astropaths and psykers can sense the call, and those that do frequently fall prey to it.

    Sources will often sit for years, even decades, in deep space, but just within reach of a number of Imperial worlds. Most of the hulk's systems and inhabitants lying in hibernation, while the call to corruption slowly does its work. Once the time is right individual Vitiators will visit the affected worlds, stirring the cauldron of disillusionment and heresy. Only when the rebellion is ripe will the hulk awaken its Traitor Marines and their engines of war.

    On the field of battle Vitiator squads will often form the hard edge of a Lost and the Damned Army, though the legion does deploy alone as a coherent Chaos Space Marine force where this is tactically advantageous.

    Where they are deployed alongside rebels, the legion seems happy to work with the locals' leader, often referring to him as 'Recusant No1'. But wherever they go the legion spreads the corruption of Nurgle. Rot and Plague Zombies are common in theatres of war where this legion operates.

    What is not common are daemons. Other than the occasional Great Unclean One and a few spontaneous Nurgling infestations, the legion rarely attempts to actually summon daemons. As they operate far from the Eye of Terror this is just as well as few demons are capable of maintaining their form at that distance. That said many of the more senior Marines seemed to have been blessed with individual Nurglings as pets or servants.

    A disturbing (well for the victims anyway) aspect of the legion is the happiness of its Marines. The Vitiators often go into battle chuckling and laughing. As they have embraced corruption and death so thoroughly they no longer seem to have any fears or woes, and so are blissfully happy. Squads of Vitiators are frequently reported as having not advanced after wiping out their foes due to the Marines falling about in joyous histrionics.

    The most recent contact with a Source was during the Vitiation of Komarr IV. This Source was led by the Daemon Prince Vir Venaliter (Corruption of Man). The Source's Hulk was called The Fall of Man. In this incursion the Vitiators fought both alone and as leaders of a number of corrupted Imperial Guard regiments. The Legion left before the Space Wolves and Bloodtearers arrived leaving the Guard regiments to fight a hopeless battle against such fierce opponents. After several attempts to wipe out the Zombie Plague they left behind, Inquisitor Qualtus declared the world unclean and authorised full Exterminatus.

  6. #16

    Default

    For the past few years I was aiming to create my own background for a Space Marine Chapter. I came up with different themes (The Desert Scorpions - a highly mobile, desert themed force, and the Stone Condors - a Salamanders successor force). Test minis were painted and much fluff was written.

    However the background of the army I have spent the past year collecting, painting and gaming with can all be found in a certain book by a Mr Dan Abnett. Brothers of the Snake for me blew everything else away. Here was a force that combined the humanity of the Wolves with the martial/ancient world references of the Ultramarines. Here was a force that could be just as cool sending a single marine to save a planet as it could with a whole host of marines, fighting 300 style, arrayed against a vast Ork horde.
    So that is my background. The writing of one of the best 40k authors around. Thats not to say I won't add or embelish on the work already done, but rarely has an exisiting fluff spoken to me so strongly. ( not to mention the ease of the paint scheme!)

  7. #17
    Battle-Brother
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    Name: Golden Brotherhood
    Founding: 17th founding
    Status: Excommunicate Traitoris
    Homeworld: (Former) Malachina (Current) Vexnus
    Leader: (Former) Chapter Master Domnaq Vellus
    (Current)Rasscare 'The Imperious' Vallax
    Founders: Unknown
    Warcry: "Impefection is Death!"
    Colour scheme: Golden armour with Black Trim. (Pre-fall) Burnished gold and vermillion (After rebellion

    Many believe the Astartes arrogant. The Golden Brotherhood were the very pinacle of disdain. Working poorly with other Imperial forces, even fellow Astartes, The Brotherhood were often un officially censured for their attitude. Officially however thier record dismissed all such thoughts. Notable action include the Cleansing of the Baphron System and the anhilation of WAAAAAGGGHH! Gragsnikt.
    The Brotherhood's disdain continued to grow however and 2000 years after their founding The Brotherhood ceceded from the Imperium.
    The Imperial forces in the area reacted far quicker than the Brotherhood could have imagined. The entire 51st Cadian Rifles and 16th Varda Scourgers along with 2 companies from The Night Hawks Chapter came to teach the upstarts a leson.

    Fighting raged for 20 years with The Brotherhood launching deadly thrust attacks deep into enemy territory. However even The Brotherhood realised this was a war they could not win. Towards the end the Brotherhood allowed the Loyalists to come closer and closer to their Fortress Monastery. During the final attack the attackers encountered only drone servitor and serf resistance. It was then that The Brotherhood pulled it's most spectacular maneuvere. Using the ancient Teleporter devices provided by the Adeptus Mechanicum the remains of the Chapter teleported to the Orbiting 'Gaze of Justice'. The Marines quickly slaughtered the
    crew who would not surrender, comandeered the ship and jumped to Warp under heavy fire-But only after detonating their Monastery's stockpile. The loss of the entire 51st and 100 marines was the Brotherhoods last 'defiant gesture to the Imperium.
    It was 100 years until the Brotherhood reappeared. Lurking in the warp they developed their organisation and 'philosophy'. The Brotherhood seek Perfection-but this has several meanings. As a Chapter Perfection means total rulership of the galaxy-a sure sign they are truly mad.
    But each marine is encouraged to pursue his own 'Perfection'-be that perfection of his mind, body, combat etc. The Brotherhood also seem to embrace Meritocracy. Any brother can challenge another to take his place ie a simple marine can challenge his sergeant, a lieutenant the Leader etc. However the challenger better be damned sure of himself-a successful sergeant or leader is often succesful for a reason.
    Recriutment: The Brotherhoods recruitment process is unusal to say the least. They seek those who have high standards and seek thier perfection-mainly in battle. Often 'The Pinacle of Humanity' (As the 'Gaze' has been renamed) is often found orbiting worlds where civil war has broken out. The Brotherhood watch the fighting, aiding the rebels and choosing those who show exceptional prowess. Although the Brotherhood are aware of the problems with implantation of geneseed after puberty they dismiss the high washout rate-stating "It is merely a sign of Imperfection that they cannot overcome the changes wrought."

    The Golden Brotherhood are not Chaos worshippers however-seeing reliance on anyone other than themselves or their Chapter as weakness.. Most mutations are scorned and removed-or the unfortunate killed if it cannot be. However if a mutation is deemed to be bringing an individual closer to his perfection then it is allowed. It is this contradictory nature that puzzles the Inquisition. Not courting Chaos but almost coexisting with it.
    In thier pursuit of perfection nothing will stand in the Brotherhoods way...Not the Imperfect Imperium, The deluded Tau ,corrupt Chaos or any of the other races of the Galaxy.

    It shall be a perfect humanity that inherits the galaxy...even if it must be dragged kicking a screaming towards the Golden future.

    tl;dr-******* Marines.


    And now for some loyalists

    Name: Vexker Penal Battalion (The Hellions)
    Founding: 21st founding
    Status: Active on operations
    Homeworld: (Numerous. All members have passed through Vexker Prime Prison
    Leader: Chief Judge Kaine
    Warcry: "Pray for forgivnes-for we offer none!!"
    Colour scheme: Black/red prison uniforms with grey flak armour

    Vexker Prime is a large planet in the system of the same name. Located in Segmentum Pacificus it has but one function-to contain those whose crimes, though not heretical
    are too monstrous to be believed. Millions of Rapists, serial killers and worse are sent here to atone for their sins in the only way possible for such animals-producing ammunition and
    Sewing uniforms until too weak. They are then rendered into servitors, to further try and unburden themselves of their sins. However Chief Judge, Hecate Excruciatus deemed even this too good for such filth.
    Liasing with contacts in the Administratum and Imperial guard Excruciatus was given the go ahead
    to create a Penal legion. Before it had been too dangerous to contemplate letting these madmen out of the atmosphere of Vexker. But the Chief Judge assured his critics there would be no problems-all squads would be, not only attached to the usual bomb collars, but also would be lead by Arbiters. They were under strict instructions to shoot at ANY perceived slight or deviation from orders and NEVER to turn their backs on the men.
    21 times has an army been raised from Vexker. 20 times it has been annihilated. Each man fights to the death, a brutal savage monster, not for the Emperor’s glory, but merely to murder destroy and
    torture. Many consider them little better than Heretic cultists and most guard units will refuse to even travel near them. Tales of their ‘victories’ are sickening to most, and many are the stories of missing women and children around their camps. And yet their sheer ferocity has allowed them to win many victories until, inevitably, they are slaughtered to a man.
    Now lead by Chief Judge Kaine the 21st has seen combat several times already-including serving as ‘cover’ for Cadian commando’s during the 14h Black Crusade.
    Though their methods are highly questionable, their ideals corrupt and their very existence disgusting, The Hellions will keep killing in the Emperor’s name.... At least until someone figures out how to crack the explosive collars....


    Leadership-Arbites, Commisars
    Special troops-Conscripts,Penal Legionaries, Ogryns
    Preferred weapons- Flamers, Missile launchers
    Armour- Hellhounds (Hellhound variant) Leman Russ (Erradicator variant)
    "Impefection is Death!"-Rasscare 'The Imperious' Vallax, Warlord of The Golden Brotherhood.

  8. #18

    Default

    Story for my army of Space Marines, the army is based around using the Legion of the Damned unit but since i have to field normal HQ and troops and all that, this is the story for those Units who fight along side these cursed warriors. sorry if its hard to read, grammar and i never got along really well.


    The Forsaken Heralds of the Legion


    In their mission of redemption, The legion of the damned guide themselves to battles where brothers stand shoulder to shoulder against certain death. Battlefields where Angels of Death, Weapons of the Emperor, know above all else that the end is near and so prepare themselves for a death to honor Him. Only death never comes, only those of The Legion of the Damned, warriors cursed to fight on in the Emperors Name long after their own death. Seeking only his redemption and mercy, they throw themselves into the fray of battle certain of defeat. Only to be victorious, saving the life of the Battle Brothers who now stand alone on a field with little signs of their savior .

    Those who they leave behind, those of forgotten chapters, broken companies, are left only in confusion and awe. For some they thank the emperor and wait for others of their chapter to find them or they leave seeking their fellow brothers. Others though are driven made by the images they saw in the night, bitter over the honor of dieing for the Emperor stolen from them at the pinnacle of the battle. They are mocked by banners left behind on the battlefield, Words that remind them of what was taken from them, "Memento mori" Remember you shall die.

    They grouped together with other brothers, from others chapters, who feel driven to find the legion that drove them mad. At first they fallowed the legion, finding more brothers to join them, more signs of the Angels of death that mock them. Their pattern of attack is all but random until a Librarian, so crazed to call himself Legion, discovered the secret to tracking down the Legion of the Damned. After long study through divination with the Emperor's Tarot, he found he could predict the sites of battle on worlds as forgotten as themselves where the legion had fought or will.

    At first, they would warp to reach the planet quickly, often time even before the start of the battle that would predict the legions presence. Fighting would commence but they would fail to show. Surely the legion saw that battle was not lost with the presence of these extra battle brothers.

    During one battle that all changed, Legion, the Librarian who discoved the means to track the legion was dueling a Chaos Sorcerer when his psychic hood failed to protect him, the Force blade quickly destroyed him. All seemed lost when the legion showed, fighting back the forces of chaos, they routed the enemy quickly but remained. Their they stood, the legion and those who they had stolen the glory of an honorable death. They seemed to have no formal rank, no captain or chapter master, but one who stood tall and who had seemed to have the respect of the others stood forward. Appearing only to be a sergeant.

    He walked over to the body of the Librarian with a skull in his hand that glowed with energy unknown to mortals, and finally spoke. "Sum quod eris; fui quod es" I am what you will be. I was what you are.
    Then the body of legion stood up, his armor empty but his hood formed as if his body still filled his armor. From that day, those forsaken living and those of the legion of the damned would fight together. As those of their mortal brethren fell, they would return as legionnaires, as Legion himself did. Together, seeking a battle to earn redemption, seeking to finally rest with the Emperors blessing.

  9. #19
    Scout
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    Default

    Bayern XVI Panzergrenadiers
    The industrial world of Bayern is no stranger to warfare, having seen internecine conflicts between its great Houses Industrial on a near-constant basis since the Horus Heresy. Such brushfire wars have hardened the armed forces of the world, and those Imperial Guard regiments raised from Bayern are famed for their indomitable fighting spirit.

    Most common are the Panzergrenadier regiments, formed primarily of mechanised infantry mixed with heavier armour in a mobile yet flexible force. Traditionally a Bayern regiment recruits from a single House Industrial; the XVI, however, is a composite regiment containing troops from a number of other depleted regiments. Previously such amalgamations have been avoided- the old rivalries between the Houses have caused infighting within the ranks and a reluctance to accept command. Such regiments have only been kept combat-effective through constant supervision by the Commissariat, and as such have a short life expectancy. In the XVI, however, the mix has proven successful- good-natured rivalries balanced by a common cause have led the component parts of the force to drive each other to greater feats of valour.

    The Bayern XVI's core fighting force is based around a cadre of veteran troopers, grizzled survivors of the regiments that preceded their founding. A standard Bayern squad eschews embedded heavy weapons, riding to battle in a Chimera so that their flamers and grenade launchers may find the enemy's range quickly. The infantry are supported by assault tanks with chem-sprayers and heavier flame weapons, and heavier tanks loaded for street-to-street combat. Outside the main line of battle, weapons teams use mortars and artillery vehicles to provide barrage support to the advancing troops, while special weapons teams rove forward, seeking out high-value targets for their longrifles and meltas.

    The standard battledress of the XVI is a three-colour lightweight desert fatigue set, using a combination of multiple lightweight layers to aid temperature control in Bayern's deep deserts. A standard Imperial Guard respirator is issued to all troops and standard combat drills call for it to be worn whenever combat is expected; chem-shells are frequently employed by the regiment's artillery sections. The fixed-stock full-length lasgun is based on the Ryza-M pattern, favoured for its reliability in the arid or otherwise inhospitable climates that Bayern warriors often find themselves warring in.

  10. #20
    Chaplain
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    Thumbs up

    Quote Originally Posted by ThePov View Post
    Right, I know a lot of you out there have custom armies (Space Marine Chapters, Chaos Warbands, IG Regiments, Tau Enclaves, and the like) and if you're anything like me, you like to have a good running background for them. So, whats your story? Why is your particular band of Orks ravaging the galaxy, what worlds has your Hivefleet devoured?

    So, what's your story?

    Well my Imperial guard Army is Caiphus Cain & the 597th Valhallans & continues Caiphus's adventures (& misadventures) in an ongoing trip through the Galaxy. I have his Salamander transport & of course his faithful batman Jurgen. I have special stats for both with suitable points & Jurgan has a Psychic Hood to equate with him being a Blunt.

    My other Armies are Black Templars who need no special back story, Sisters of Battle are the Order of the Clensing Flame & are an off shoot of the Order of the Argent Shroud & finally 2 Inquisitors Daemonhunter & Witchhunter with Grey Knights & Storm Troopers respectively who each have their own names & Retinues & back Stories.

    Oh & bye the way all my Templars & Sisters have individual names under their bases but only the main charactors & Sargents & Commisars in the 597th have names. In the IG you die too quickly to have your name remembered!
    Last edited by imperialsavant; 08-18-2009 at 11:05 PM. Reason: additional info.
    Regards Barry H. "the Emperor Protects!"

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