Category: Warhammer 40k

Daemon-Cember Plans

Daemon-Cember Plans

So I’ve released rules for some of the upcoming events at Drawbridge Games–our third-annual September Knight Night / Fight Night and third-annual November “TANKS-giving” event. This post is to formalize the preparations and plans for our biggest event of the year, an apocalypse sized mega battle in December that we’re calling “Daemon-Cember”. It will be a huge battle spanning multiple boards that link together into one cohesive story. We’ll have individual missions for each participant (what is their force trying to accomplish?) as well as the usual set of really cool prizes to give out.

So to give some guidance on what people can prepare for the event, I wanted to put this info out there.

Where: Drawbridge Games (4146 Library Rd Suite C, Pittsburgh, PA 15234)

When: The store will open early on Saturday December 16th and run the full day. There will be breaks for food and just to marvel at the spectacle.

What: The battle will consist of a simultaneous Chaos assault on five planets at he same time. Each planet has a site of great warp resonance, and if they can capture them and conduct the right ritual, then the gates of the Warp will truly open and pour forth hell into realspace. And while humanity is the bastion that fights back the Warp most often, this time Abaddon’s plans try to sidestep them–and have located the conjunction across a variety of Xenos-held worlds in a sub-sector alongside their usual Imperial foes. This has been forseen by the Aeldari farseers, who were forced to put in motion a variety of unsavory events that would provide enough defenders for each world–even if some of those defenders would happily destroy or enslave the Eldar if they had a chance.

Chaos forces will be led by Daemons, but include Chaos Space Marines, Death Guard, Thousand Sons, World Eaters, Chaos Knights, Adeptus Mechanicus (Dark Mechanicum), Astra Militarium (Chaos Renegades), and Genestealer Cult forces. If the sides balance, then unwitting Imperial forces might end up on the side of Chaos in their drive to purge the Xenos.

The Non-Chaos forces will defend five total planets. Groups of defenders will be arranged, and they will be split by type of Xenos forces, and also include at least one Imperial Planet as well. The following can ally with each other on various tables: Aeldari, Drukhari, T’au Empire, and Leagues of Votann. Leagues of Votann and Imperials can ally as well. Any Necrons or Orks will have to be their own planet.

If Chaos can conduct their ritual on three or more worlds, they win and usher forth a new era of destruction. If they can only do the ritual on two (or fewer) worlds, then the rag-tag Xenos-coordinated defenses will triumph… for the moment.

Who: Players should rsvp with me in advance to be added to the list. We’ve chosen this story to hopefully get the most variety of faction possibilities while still making it one fluff story. We’ll have sides roughly even by points, so even if you have a single HQ and unit, you’re welcome to join into the mix.

This is a rough list (subject to change) of who has RSVP’d for each side so far, with rough aspirational painting goals of points for the event. Here’s the Xenos side:

PlayerFactionAspirational Points
SteveAeldariTBD
SeanT’au Empire5,400
ChrisT’au Empire3,600
Gwen Aeldari 4,000
 Nick PrimeAeldari 600-800
AmosAeldariTBD
MichaelVotann and OrksTBD
MikeImperials2,000
AndrewImperials1,600

Points are still being calculated by folks, and we won’t nail things down till after TANKS-giving in November. Here’s the All Things Chaos side:

PlayerFactionAspirational Points
EnricoWorld Eaters and DaemonsTBD
RayWord Bearers, Daemons, Chaos KnightsTBD
TomDeath GuardTBD
JustinDaemons, Chaos KnightsTBD
Dave F.Chaos Knights4,000
RafiqDaemonsTBD
 Cody Death Guard 1,000-1,500
 Nick Chaos Space Marines and Genestealer Cult TBD
AlexAlpha LegionTBD

Why: Well, for the fun. And door prizes. And to be part of a great big end-of-the-year mega battle at Drawbridge games.

Painting Update

I got in one practice game lately with my Aeldari and one with some Adeptus Mechanicus models (as I finally broke down and painted a bit of non-Eldar). Normally I’d do battle reports but figured I’d post all the painting progress here just to get it up and listed on the blog.

Five new Genestealer Cult Abberants, and an Ironstrider Balistarii with some genestealer cult influences for my Cult of the Four-Armed Omnissiah that I want to eventually flesh out.

Painted up my first Phoenix Lord, Maugan Ra. Was a fun model to work on. Different than a lot of other Aeldari.

And a Falcon in my simple Saim Hann color scheme. I’m pleased with how it turned out. Future grav vehicles will have a few white stripes, but wanted to make the first one just straightforward for each tank type.

Army Painted Totals

40k Aeldari (Primarily Drukhari but also Asuryani, Ynnari, and Harlequins): 4,450 points in 10th edition

Aeronautica Imperialis Aeldari: 373 points

Battletech Draconis Combine: Commando, Panther

Battletech Clan Jade Falcon: Timber Wolf, Mongrel, Adder, Dire Wolf, Elementals (x1), Locust

Cult of the Four-Armed Omnissiah: 1,920 points in 10th edition

TANKS-Giving Three: King of the Hill

TANKS-Giving Three: King of the Hill

It’s way before the Month of November, the the good folks at Drawbridge games have cooked up the rules we’ll be using for our Third Annual TANKS-Giving event. And we just couldn’t wait to share them. This is an event where players field a host of tanks in a knock-down, drag-out survivor wins it all style event.

WHEN: Thursday, November 9th. Set-up for game, pictures, and painting accomplishments inspection at 6:30pm, dice start at 7:00pm sharp.

WHY: A motivation to paint tanks for our 40k armies, and then to field them en masse in one glorious free-for-all battle. Fun at the event, motivation for painting new things, and prizes!

WHAT: Players can bring up to 1,200 points of tanks and sorta-tank-like vehicles (see full list below). All models must be painted to tabletop standard. Unlike prior years, we want to do a bit more encouraging of new painting and faction developing, so people can field any two fluff-appropriate alliance forces, but cannot field forces together that simply would not collaborate. For instance, that does permit taking Chaos Space Marine tanks alongside Imperial Guard tanks, or Space Marine tanks alongside Sisters of Battle tanks, or Adeptus Mechanicus tanks alongside Votann tanks, or Aeldari with Drukhari, or Chaos with Genestealer Cult (deep lore!), etc. However, no Ork tanks alongside Tau tanks, or Space Marines with Necrons, for examples. No HQ, character, or proper-named vehicles allowed. This year we are allowing choices with the Titanic keyword, so paint up them big behemoths if you want. However, no Legends or Horus Heresy stuff. Also, this is a shooting war–so while some tanks have melee options there will be no charge or combat phases, to keep things rolling nice and smooth. As always, if I missed something just contact me on socials or here to verify if it’s permitted.

HOW: There will be a door prize raffle with some great 40k prizes as always for our big events. Everyone who shows up with a painted force, from a single tank to a full 1,200 points gets one name entry. For each newly-painted (painted for this event specifically) model, you’ll get an extra ticket with your name in the prize drawing. The winner (last tank or team of tanks standing) will get five extra tickets with their name in the drawing. And we’ll vote for best painted single model as well as best painted overall tank-squad, winner of both getting extra entries to the drawing as well. As for the game, we’ll use the playing card system as often is the case with our big events: each round every player will be dealt a card that will determine turn order.

KING OF THE HILL: Added this year is that there will be a king-of-the-hill element to the game. We’re going to have a hill built to span two boards, and two other smaller hills, one on each board. The tank that is most central on each hill will get a Feel-No-Pain sort of ability to shrug off wounds. For the two smaller hills it will be a 5+ Feel-No-Pain, and for the big central hill it will be a massive 4+ Feel-No-Pain. The last tank to be atop the large central hill will get a bonus entry into the drawing as well, even if it’s not the final survivor.

WHO: You! Entry is $5 for Drawbridge Gatecrasher Members (only $35 for the entire year, and includes 10% discount on all purchases for that year plus 20% on select pre-orders), and $7 for General Admission.

Adeptus AstartesGladiator, Hunter, Impulsor, Land Raider, Predator, Razorback, Repulsor, Rhino, Stalker, Vindicator, Whirlwind
Adepta SororitasCatigator, Exorcist, Immolator, Rhino
Adeptus CustodesLand Raider
Adeptus MechanicusDunecrawler, Skorpius
Astra MilitarumBasilisk, Chimera, Deathstrike, Hellhound, Hydra, Leman Russ, Manticore, Taurox, Wyvern, Rogal Dorn, Baneblades (and all the other super-heavy tanks that share that same chassis)
Chaos DaemonsBurning Chariot, Skull Cannon, Soul Grinder
Chaos Marines, World Eaters, and Thousand SonsLand Raider, Predator, Rhino, Vindicator, Defiler
Death GuardBlight Hauler, Land Raider, Plagueburst Crawler, Predator, Rhino, Vindicator
Leagues of VotannSagitaur, Hekaton Land Fortress
AeldariFalcon, Fire Prism, Night Spinner, Wave Serpent, Cobra, Scorpion, Star Weaver, Void Weaver
DrukhariRaider, Ravager, Venom, Tantalus
NecronsAnnihilation Barge, Doomsday Ark, Ghost Ark, Monolith, Obelisk
T’au EmpireDevilfish, Hammerhead, Piranha
OrksBattlewagon, Boomdakka Snazzwagon, Gunwagon, Hunta Rig, Kustom Boosta-Blasta, Megatrakk Scrapjet, Rukkatrukk Squigbuggy, Shokkjump Dragsta, Trukk, Kill Tank, Grot Mega-Tank, Grot Tanks
Genestealer CultAchilles Ridgerunner, Goliaths

Models are straight off of the index card, so no faction rules or detachment rules (sorry Aeldari players, no Strands of Fate). No command points or stratagems will be included in the game. If a model’s index card has a synergy rule for other models, then it works only on models from the same Faction.

Knight Night / Fight Night Three: The Eliminator!

Knight Night / Fight Night Three: The Eliminator!

One of the most popular 40k theme events at Drawbridge is back for round three: it’s Knight Night / Fight Night Three! This time it’s an Eliminator Match. The event happens on Thursday, September 14th with setup at 6:00pm and start time promptly at 6:45pm. Rules and restrictions for the event follow, and whether you took part last year or are new this time we welcome you to this great event.

Knight Night / Fight Night Three will be an Eliminator style match at Drawbridge Games, where Knights of all shapes and sizes will be able to climb into the ring and try and see who can make it to the end.

Knight Night / Fight Night Three Rules:

There will be five tables set up as “rings” for the event. In each ring there will be a maximum of 5 Knights (we’re going to cap entries at 25). The one that is the most points will start in the center, and then each turn one of the others will be added at random. The goal is to be the last model standing–knocking all of other competitors by “pinning” them. The last standing model at each table then moves to the championship table, where those five champions duke it out in the same way for the honor of being the Knight Night Fight Night champion.

Every round of combat all participant Knights in the ring are dealt a playing card, and play turns will run in that order: lowest numbers first, with suit order high-to-low in reverse-alpha to break numerical ties, so Spades > Hearts > Diamonds > Clubs, with Aces low. The active Knight will move, shoot, can charge and fight. Note that models attacked won’t swing back (there’s no ordinary combat phase). The goal is to incapacitate opposing Knight models by taking all of their wounds, which represents knocking them out and pinning them. There are a few different special rules we’ll be using that will both help this happen, and give Knights a chance to keep fighting in the ring.

“Recover In the Corner” action: Declare at the start of your turn. Roll 1d6 and recover that many wounds. Can move (including advancing) but cannot fire any weapons, charge, or make any melee attacks until the start of its next turn.

“Re-roll Chip”: Every Knight gets one re-roll chip. Every player who puts up a promo (posted on the Drawbridge Events social media page) gets a second re-roll chip per player participating in that promo. The player with the best promo (judged by Enrico) gets a third re-roll chip. Re-roll chips can be exchanged or traded as you wish during the game with other players. They can be spent to re-roll any one d6 roll (including the “Going for the Pin” table or the result of a “Recover in the Corner” action). They can also be spent to get rid of the card you’re dealt at any point for turn order, and be dealt a new random card from the deck. Note that no one will have CP’s or faction/detachment abilities to keep things nice and simple, this is a sort of replacement for that.

“Going for the Pin” chart: Whenever a model is reduced to 0 wounds, the player who reduced them to zero immediately must roll on the following chart (any model rules that might trigger on “when reduced to zero wounds” such as exploding are ignored). Conceptually a wrasslin’ match is about pinning your opponent. While we don’t have rules for pinning, these are the results when the participants take those devastating finishing attacks. Note that in this case, the model

RollResult
1 “Heat after the Pin”The model reduced to zero wounds is pinned, and out of the match. However, they immediately get a single turn of shooting to try and take an opponent with them (using lowest profile), and then are removed from the board. This represents them getting heat or doing a cheap shot after being defeated.
2 “Clean Pin”The model reduced zero wounds is pinned and out of the match.
3 “Finisher, then Pinned Flat”The model reduced to zero wounds is pinned and out of the match.
4 “Foot on the Ropes”The model reduced to zero wounds hangs on, just barely. It is restored to 1 remaining wound, and cannot be targeted any further this round until it acts or until the start of the next round if it has already acted this round.
5 “One… Two… TWO!”This model reduced to zero wounds grits its teeth manages to kick out of the pin. Immediately roll a d6 and restore that many wounds to the model. This model cannot be targeted/damaged any further during the current opponent’s activation.
6 “What a reversal J.R.!”This model reduced to zero wounds was just playing possum, and baiting its opponent. Immediately restore the model half its total wounds plus one. This model cannot be targeted/damaged any further during the current opponent’s activation.

Painting Requirements: All models participating in Knight Night must be painted to a tabletop standard and based. Part of this hobby is, well, the hobby, so I want to encourage people to paint and get models finished for events. There will be additional chances at prizes for those who paint up a new Knight model for the event.

Knight Options and Choices

Knights: Players can choose any non-character Knight from the Imperial Knights or Chaos Knights indices. These are vanilla versions of the index sheets folks, so just those rules that appear on the card (no detachment or army rule). If you’re inclined to run one of the Knights from Forgeworld like the Acastus or Cerastus (which I guess is coming to plastic soon), that’s fine too–we’re using those as the upper echelon comparison to other factions). All Knights must be the Titanic ones, so no Wardogs or Armigers or other smaller-class Knights.

When is a Knight not a Knight: We’re not able to allow in every Xenos and Chaos faction, but applications to field other types are allowable if they’re comparable in stature to the various Knights (note they may not be comparable in points). We know this limits participants in a way, but don’t worry we’ve always got another event on the horizon.

  • Stormsurge
  • Ta’unar Supremacy Armor
  • Wraithknight
  • Revenant
  • Gorkanaut
  • Morkanaut
  • Stompa
  • Lord of Skulls
  • Seraptek Heavy Construct
  • Hierophant
  • Norn Emissary

If I’m missing anything, let me know. I’m excited to see what cool models people put together for this fun event.

Whirlwind Review

Whirlwind Review

Played my last games of 9th edition versus Zack’s Space Wolves, and first two games of 10th edition against Mark’s Necrons and Ray’s Tyranids. All three were Crusade games while I was toying around with Drukhari and Ynnari (Aeldari). I think I’m going to refocus on another force for a bit after seeing how the start to 10th edition is going, so no story updates sadly–but a few pictures from the games and a painting update!

Drukhari vs Space Wolves!

Tried a massed infantry force which was a lot of fun.

Look at those great Space Wolves!

Next game was vs Necrons. First of 10th edition. Again, trying the massed foot soldiers approach to Drukhari.

Necron Warriors are a slog.

Great-looking clash with cool Necron conversions.

Third game was vs Tyranids. The Wraithknight with Farseer supporting it is as ridiculous as everyone is saying. Deleted whole units with mortal wounds (got one lucky roll where I did 6d6 mortal wounds to a unit… poof).

Yvraine did not have what it took to stand up to a Broodlord.

Painting Progress

I’ve painted so much lately I’m going to just do a whirlwind review of it all to simply get it posted! First up, my eldritch horror Court of the Archon:

Beastmaster beasts

Extra Kabalite Warriors (and one Wrack) to complete weapons options for existing squads:

Progress on the Phantom Titan:

Chronos Pain Engine:

Farseer:

Test Dark Reaper:

And Panther for Battletech:

Army Painted Totals

40k Aeldari (Primarily Drukhari but also Asuryani, Ynnari, and Harlequins): 4,180 points in 10th edition

Aeronautica Imperialis Aeldari: 373 points

Battletech Draconis Combine: Commando, Panther

Battletech Clan Jade Falcon: Timber Wolf, Mongrel, Adder, Dire Wolf, Elementals (x1), Locust

Planetfall

Planetfall

Another set of games in our ongoing campaign, which now has moved out of the Boarding Actions phase as some of the forces on the space hulk spread out onto the nearby planet surface (players could choose to keep competing for the Hulk or move to the planet). I got in two games to represent the initial clashes as my forces expanded out into the surface of the planet–great games vs Dave’s Ultramarines and Gwen’s Aeldari (who have a cool Metroid-inspired color scheme). For game #7 I took an all-Drukhari list as for the start of 10th as I’m not sure if Ynnari will be a thing, so wanted to get ready for running just one of them in case. Our campaign organizers indicated we’ll get a sort of reset then (the full faction reveal comes in two days after this post for both Aeldari and Drukhari!).

Above is the initial map of where the different forces started their control of the planet and who remained on the hulk. Given that I run lava bases, I had to go for the equator of the planet where there is the lava flows, hah!

Game Six: Yncarne Uncontrolled

The Sergeant’s helmet vox chirped with confirmation as his heads-up display showed the initial markers of the Aeldari attack force that approached the Ultramarines’ positions. A scout walker led the way, its long legs somehow gracefully picking their way thru the ruined streets. The Seargent hated the xenos war machine for its sheer existence, and even the marvel of its technical achievement in motion could not balance out his revulsion.

The firefight began with a surge from the Aeldari forces, which the Ultramarines weathered at first. The raw firepower kept some units buttoned up in cover to keep the tactical edge for returning fire, but some saw immediate attack. A squad of Aeldari dressed in different finery than the others shot up a terminator squad before charging in–the leader carried some manner of cursed sword which slew one of the brothers outright. However, the sturdy terminators returned the favor by eliminating the remainder of the squad.

However, the speed of the Aeldari was proving effective in severing groups of battle brothers from each other, to be beaten down from successive attacks. Even the stalwart lieutenant fell amidst the attacks of a giant construct and some blade-wielding elves who struck him from both sides.

Worse yet, there was a strange force that kept materializing and attacking in a whirl of energy. The Sergeant growled: some manner of daemon was supporting the elves’ attack. What new mode of devilry and heresy was this?!?! The great enemy and the xenos collaborating? He had his squad train their bolters on the creature and unload a salvo. It had cut through a number of squads already, and his was the last remaining.

The Sergeant kept firing as the rest of his squad was annihilated by the creature’s whirling blades and streaks of foul sorcerous energy. He drew his combat knife and without hesitation leapt into the creature slicing best he could. The thing had taken enough damage to kill a space marine ten times over–including multiple assault cannons that tore chunks of its corporeal form away. And it continued to fight… until the Sergeant struck. His combat knife hit the glowing green gem on the thing’s leg dead on, and with the raw force of a Space Marine’s strength, the gem shattered. With a whoosh of energy, the daemon coiled back into whatever warp-hell it spawned from.

The other Aeldari forces were rapidly solidifying ground, and the Sergeant was left entirely alone. He dashed into cover and took stock of his ammo. Was it time to return to base, or time to strike in vengeance for his fallen brethren? In a moment he decided, and dashed from cover…

Game Seven: Embrace the Dark

“Working with the Ynnari is such a dreadful bore…” Archon Yraleath the Calcimineer said out loud, the words falling on his silent bodyguard of Incubi. “Our kin, so united in their cause of death… so serious, I can barely stand it.” Yraleath had joined the raid Yvraine engineered in order to gain a bit of esteem back in the Commorragh, but that exchange was rapidly seeming less desirable as they had become stuck on this Kaela Mensha Khaine-forsaken planet. “Perhaps I could have some fun while Yvraine is occupied,” he mused. And like always, the plan formed almost instantly… why not have a bit of sport and get a few choice slaves for the market back home before slipping back through a webway gate to be done with all this nonsense?

The Craftworld of Fenn’Dara had contributed a sizeable contingent to the leadership of Yvraine to fulfill an obligation they had to another Craftworld. The seers had seen this plan one that would bring success, regardless of whether the Autarchs believed in Yvraine’s claims of the rising death god. Their hearty Guardians and speeding jet bikes were busy covering a sector on the far side of the planet, while Yvraine’s contingent had massed on the near side of the planet. But something was amiss–as their troops fanned out they realized that their communications beyond local were not working. The Farseer that commanded the contingent quickly turned her mind to the fates, and the rune of betrayal burned bright.

Over the communications channel came a newly-familiar voice… that of one of their Drukhari kin that Yvraine tolerated. “Well Craftworlders… it’s been swell, but the swelling has gone down,” cooed the Archon. “I think it’s time we depart, and perhaps we can take a few of you with us.” The Farseer looked around… there was only a Venom and a Ravager nearby, how could that possibly threaten her war host?

Suddenly from behind some ruins, a group of the skyboard-riding Hellions surged forward and struck at at a unit of Scouts, eliminating three and wrapping the other two in nets and barbed hooks to carry them off. The Aeldari raced to respond, converging on the point where the Hellions struck. The Farseer tried to shout a warning–this must be a trap.

The Hellions scattered in the face of the massed fire the Windriders produced. Just as the Aeldari converged to where they had been, a near-imperceptible whine from above sounded as a Voidraven Bomber streaked across the battlefield. It dropped its bomb payload, the darklight explosion consuming a number of Banshees and Corsairs alike.

Winged warriors descended, not the serene Swooping Hawks but the dark city’s grotesque mockeries called Scourges. Three different units of them descended and began unloading their weapons from all sides. The Ravager raced forward, exchanging shots with the Wave Serpent desperately trying to unload its complement of Dire Avengers to the battlefield.

The Archon’s own bodyguard of Incubi finished off a group of Windriders, only to run into the Dire Avengers and face their volleys of ferocious shuriken fire. The Avengers shored up a defensive position, but it was too little too late.

The Farseer launched a cascade of psychic energy into one squad of Scourges, only to have another set of the winged abominations pounce upon him. She was lucky that this group was armed with haywire weapons, which burst on her bike but didn’t manage to finish her off. She dashed away, accompanied by the scant few Windriders and Corsairs that remained.

Archon Yraleath took stock of his situation as the pilot of his Venom pulled up the coordinates for the webway they were going to utilize. Six prisoners bound and chained, and a whole stretch of kin blood scrawled across the ground. “Good luck with your quest Yvraine” he thought. “But I’m headed home.”

Painting Progress

I’m still going back-and-forth with Aeldari and Drukhari models, as the new edition of the game is drawing near and I’m intrigued to see how each faction shakes out (and whether Ynnari will still be a thing to blend the two together). Speaking of Ynnari, first thing is that I finished up is the Yncarne.

Second I got another unit of Drukhari Scourges completed, this time with bat-like wings rather than the eagle wings my other units have.

I also painted up a couple of Battletech minis for a campaign. One is a Draconis Combine Commando in the colors of the 15th Alshain Avengers (light grey with what I see as a slight lavender tone), the other a Locust scout mech in Star League colors with a flash of Jade Falcon, like an old-service mech used in home defense or scouting by the clan.

Pretty productive painting progress overall.

Army Painted Totals

40k Aeldari (Primarily Drukhari but also Asuryani, Ynnari, and Harlequins): 218 PL / 4,290 points

Aeronautica Imperialis Aeldari: 373 points

Battletech Draconis Combine: Commando

Battletech Clan Jade Falcon: Timber Wolf, Mongrel, Adder, Dire Wolf, Elementals (x1), Locust

Bug Hunt – Drawbridge 40k 10th Launch Event

Bug Hunt – Drawbridge 40k 10th Launch Event

10th edition Warhammer 40k is just around the corner, which means the amazing architects of Drawbridge Games’ mega-events have been hard at work plotting the first big event for the edition launch this Summer 2023. Given that there is a major Tyranid revamp and a lot of players are plotting to start or add-to their Tyranid armies, it was time for a BUG HUNT!

Background: Pocket dimensions are perfect for the mysterious Hunt-Master to stage his little games. And this time he’s crafted one where he can see just how effective the various hunters of the universe fare when set loose on quarry. Across all sorts of armies and races there were strange disappearances, as units turned up missing without explanation. As their peers searched for them, these wayward forces find themselves waking up on a shoreline of an island teeming with Tyranid organisms, from the smallest to the greatest. And given one simple explanation in a carefully filigreed scroll with writing bafflingly in their own native tongue: “Hunt as many as you can. The winners will be returned, the rest kept for eternity. Kill your trophies and compete for the greatest haul… but at least one of your number needs to return to your transport to keep them.”

What: This will be a staged event that runs all evening on Thursday, July 6th. Players can contribute in two ways, both by painting Tyranid models to populate the island, and by bringing a single squad and a transport that can hold them (see more info below) and seeing just what all they can hunt before escaping the island with their haul. There will be multiple GM’s on hand so people can compete starting at different points on the 12 foot island board we’ll have, and we’ll keep a “leader board” through the night detailing which players have the most Tyranid kills on their safari expeditions… while still managing to get a single model back and free. If there’s room, players can even give a try multiple times during the evening with their squads. As always, prizes at Drawbridge will be based upon a random draw amongst participants where additional draws will be entered for not only the winner, but for each unit newly painted for the event that participants bring (as we ask all models in these events be a minimum of three colors and based), and for “best painted” Tyranids and hunting squads alike.

Hunting Squads: Players participating in the bug hunt will bring one infantry squad of their choosing, attach one character (non-epic, so no “named” characters), and a vehicle that can transport that squad and character. Note that while the temptation may be the most expensive transport, note that the Tyranids will have a set of “Artificial Intelligence” rules for when they notice something and attack it–so a Land Raider firing off lascannons 48″ away might just alert the entire half of the island. That means no jump infantry or other “doesn’t fit in a transport” types, and that some armies will have different limitations (e.g. Necrons can only transport Warriors in their Ghost Arks, but they can bring a Night Scythe if they want a different sort of unit… tho who knows what flying Tyranids might notice that tasty flying croissant). Also, no Drop Pods… as the point is needing to “get away to safety” in the transport. There will be entries into the prize draw for newly painted squad, newly painted transport, best painted combo squad+transport, and best “Hunters” themed squad (aimed at those who want to convert up a squad of specialized hunters or even specifically Tyranid hunters). And sorry: no Knights armies and no Daemons, given the nature of this event being about a squad striking out from a transport (don’t worry: Knight Night Fight Night 3 will happen later this summer/early fall and we’ll have some Daemon-fight events soon enough).

Bugs for the Cause: The goal is to cover the table in groups of Tyranid models, from large to small. The more the merrier. So to encourage people to paint up those units in the new Leviathan box set, or other models that they have lingering in their piles of shame, each squad of Tyranid models that are painted up for the event give the person bringing them a bonus two draws in the prize pool. And we’d love if the established Tyranid players bring along their masses as well, just to crowd the board with some amazing Nid biodiversity.

How Will it Run? Well, there’s the secret part. We’ll be using 10th edition rules and unit stats. And expect a clear “if/then” set of “Hive Mind” reactions that will guide when and where Tyranid units respond to the attacks of the hunter squads. The sound of battle, the smell of casualties, the sight of long range gunfire, all will have a chance to draw other squads of Tyranids into the fray. Especially dangerous when the last stragglers are trying to get back to their transport with a haul of bug trophies! As always with our big events, the goal is simple, silly, and thematic rules to get us throwing dice together and laughing at the fortunes (and misfortunes) of squads as they compete for glory in the Bug Hunt!

Leaders: As mentioned above, players can choose to have one character attached to the squad as well. Initially we envisioned them only as support characters, particularly apothecary/hospitaller/painboy type models, but polling our community we decided to allow any one character that is not an epic hero (so you can bring a Warboss but you cannot bring Ghazgull).

However, to reward those who were taking the time to do up their dedicated medic-type models, those fielding a medic will get a bonus in the game. That list is: Apothecary, Sanguinary Priest, Hospitaller, Painboy, Painboss, Plague Surgeon, and Biophagus. Anyone fielding those models will get one “emergency patch-up”, where they can once during their mission, at the end of any phase, roll a d6 and restore that many models to their unit. That’s in addition to their other rules. It’s a very limited list by design, really only the proper healers (sorry rebuilders in Necrons and cloners in Drukhari).

Tyranid “Artificial Intelligence” Rules:

Every player turn their units will be doing things, and those things generate chances for the Tyranids to hear, feel, smell, or sense them and attack back. Each player will have a d20 placed near their forces to represent the “alert level” for their turn. The list below has the various things that increase alarm amongst the Tyranids. They are additive (cumulative?), and certain Tyranids have a chance to sense some things more than others (burrowers sense movement of heavy vehicles, while Psychic powers being used can be seen by Hive Mind critters). At the end of the player’s turn (move, shoot, charge, assault), note the number that the alert level has risen to that turn and then the player must roll ABOVE that number to remain undetected.

Action/OccurrenceAlert Level ModifierType
Unit Advances+1Sound
Hover Transport Moves+1Sound
Tracked or Wheeled Transport Moves+2Sound, Vibration
Aircraft Transport Moves+1Sight
Aircraft Transport’s Move comes within 24” of Flying Tyranid model+4Sight
Massive Transport Moves (really huge hard-to-miss stuff that people might bring… Monolith or Stompa for instance)+4 Sight
Tyranids Unit damaged by ranged attacks+4Sound, Smell
Ranged Attacks from Silenced source (GM uses judgment, but needs to be like sniper rifles or properly silenced stuff… note that Ork Kommando guns are NOT silenced)-2Sound
Ranged attacks fired from a vehicle or infantry “Big Gun” or “Loud Gun” source (again GM judgment–machine guns and big cannons here, any projectile weapons that make a “bang” louder than a bolter)+2Sound, Vibration
Tyranids Unit damaged by melee attacks+4Sound, Smell
Melee Attacks from Silenced Source (only commando troops get this: Kommandos, Catachans, Night Lords, Raven Guard, Scouts, Reivers, Striking Scorpions, etc.)-2Sound
All Targeted Unit(s) Completely Wiped Out in this turn-2Synapse
Model uses an ability or an attack with the “Psychic” keyword+2Synapse
Something else that would alert a unit (GM’s discretion)+X by GM’s discretionGM’s discretion
Something else that would keep a unit hidden/silent/unobserved, such as move after shoot to a hidden position or specific wargear (GM’s discretion)-X by GM’s discretionGM’s discretion

The player then checks for Alert at the very end of their turn by rolling a d20 and comparing to their Alert Level for their prior turn. If they roll ABOVE their Alert level, no problem, their hunt has remained undetected. Any Tyranids that are in engagement range, have been shot but not killed by them, or have noticed them in a prior term but not reached them, get to respond with movement, shooting, charge, fight as normal, but no other Tyranid units notice and remain dormant. Tyranid units in melee also get to fight back in the player turn as normal. 

If the player rolls BELOW their Alert level, then the GM rolls a d3. That many units beyond any shot/hit respond to the attack. What units respond depend on the modifier descriptions (they indicate which model responds first). After that it is simply the nearest three models to affected Tyranid units or to the player units themselves (GM discretion for what makes sense given the situation). 


Synapse: If this modifier was involved, the first unit to respond is the nearest Synapse creature. The GM may then designate any one other Tyranid model within 12” of that Synapse creature to be notified by their Synapse leader if a 2 or 3 was the result of the d3 . 

Sight: If this modifier was involved, the first unit to respond is the closest flying or winged creature

Smell: If this modifier was involved, the first unit to respond is the nearest unit of Rippers or Gaunts

Sound: No special choices, just nearest models

Vibration: If this modifier was involved, the first unit to respond is the closest burrowing creature (Raveners, Mawloc, Trygon, etc.)

If multiples of these are involved, the GM can use their discretion about what units compose the d3 responding (as long as they’re drawn from the correct sorts of units)

Death in the Darkness

Death in the Darkness

Campaign boarding actions continue, these two weeks versus Enrico, Dave, and Michael. My Ynnari force expanded from last week, grabbing more of the Generator Cluster on the space hulk. The race is on to grab the last portions before it crashes into the planet and spills out into a broader territories game (we think that’s the plan of the amazing Justin and Sean who are running the show).

Also a note: normally Walkers are not allowed in Boarding Actions, but our campaign rules included them to allow people who wanted the icon boarding action Dreadnaught crashing through bulkheads to be able to run them. My first of these three games (my one loss so far in the campaign) I decided to field a Wraithlord just to see. And I saw that while it was funny, I vastly preferred more troops for objective-seeking.

Anyhow, without further ado the write-ups of my latest games. Huge thanks to my opponents Enrico, Dave, and Michael (in order) as each of these were super-enjoyable challenges.

Game Three: Cramped Spaces

“Cut. Maim. Tear.” Aleksandr whispered to himself over and over as his heavy greaves thudded across the decking making the distinct “clunk” of the auto-maglocks at work. “Maim. Tear. Cut.” His helmet’s auto-senses included the dim outlines of enemy targets at the far end of long access halls. The optic tech was old and battered, but it worked enough to identify shapes. Something in Aleksandr’s mind thought “space elves”, but he only continued muttering… “Tear. Maim. Cut.”

Two groups of his brethren World Eaters, along with Chaos Spawn, were cutting their way through the bulkheads in two parallel paths. A group of lithe elves attempted to hold a door shut to delay them, only to have it torn off its hinges by a squad sergeant’s empty, blood-stained hands. Even though the elves’ rapid strikes managed to fell the first warrior through the door, the raw force of the following marines dismembered them. Little room to dodge in such close confines, which left the elves at a disadvantage.

“Cut. Maim. Tear.” Aleksandr uttered again. He and his squad raced forward along the junction lines, heedless of a few bolts of fire that streaked from the darkness ahead. Suddenly, the opening at the far end of an access junction was filled by an enormous form. The elves had brought some manner of dreadnaught of their own onto the ship. It was stooped over and moved slowly, but the two massive laser cannons it wielded began sending crackling beams of illuminating energy at his squad, cooking two members of the other squad into nothing more than ashes. “Maim! Tear! Cut!” he roared, and thumbed the control for his chainaxe as he rushed forward. For all the menace of the crackling power fists of the elf dreadnaught, in that constrained space it never got a chance to swing them. Aleksandr’s axe tore open slice after slice of whatever material it was made of, which along with the blows of his mates dispatched it in short order. Panting with the exertion, he gasped “Tear… Maim… Cut…”

One of the elf witches appeared from a corridor, surrounded by shrouded elves with long laser rifles. Aleksandr could tell it was a witch from the sudden crackle feeling of psychic energy, which enraged him further. “Cut! Maim! Tear!” he bellowed. His onrushing squad would be at the witch in moments, and it must have started the abomination because the witch drew an enormous burst of power and directed it into his squad. Two of Aleksandr’s mates stumbled and fell, their vital signs on his display dropping to flatline. “Maim! Tear! Cut!” he shrieked. But the power the witch discharged was evidently rushed or too much for its own resilience, because with an echoing wet “bampf” the vile creature’s head exploded from its own energy. The explosion was so powerful that the eyes burst out of four of the five shrouded warriors right behind him, their light forms crumpling down onto each other. Even the remaining one’s mono-molecular tripwire couldn’t save him from Aleksandr’s charge and swinging chainaxe. With a single swipe and a gravely shout of “Tear! Cut! Maim!” the last of the elves were dead. This section of the ship was cleared.

Aleksandr toggled his sensor suite to a wider sweep. There had to be more enemies around. “Cut. Tear. Maim.” echoed in his vox as he stalked deeper into the halls of the hulk.

Game Four: Elf in the Machine

Landsyrr followed his Klaivex through the hallways, keen to the sound of grating machinery coming from all sides. The Space Hulk was simply deafening to his ears, but then much of the the sounds of his life in the past three hundred years had been the silence of the Shrine of the Coiled Blade. While some Incubi shrines were rife with competition, with thronging supplicants, or with the screams of sacrifice, theirs had been one of martial training in near silence–only the occasional bargaining with an Archon to use their services saw words echoing the halls. At least until the Visarch–servant of Yvraine–took over, and devoted the shrine to the cause of the Ynnari.

Since then, Landsyrr and the others in his shrine had followed Yvraine, including this newest endeavor to extract some sort of gain from scourging foes from the decks of this massive Space Hulk. Landsyrr was impressed by her. Such a mystery. So many things at once. Both a herald of death incarnate, striking down foes with her mind or her rainbow-hued power blade. And yet she had that side of the Asuryani kin with odd tenderness at moments, something that was somehow alien to Landsyrr. He saw her once bend down over a fallen Wych gladiatrix who had foolheartedly tried to hold a bulkhead door shut from a raging Space Marine, and issue the softest of kisses on the fallen warrior’s forehead before gently closing her eyes. Landsyrr wondered yet again why he was following this woman in this mad attempt to save their race.

Perhaps it was the chance to strike down so many foes. Their current engagement was against a group of Necrons–such ancient foes. The Space Hulk carried some sort of prize worth fighting for, as all sorts of races found themselves vying for control of the damnable things. Landsyrr’s squad sighted a strange floating Necron surrounded by their strange scarab servitors and charged into their midst. The Necron seemed to be some manner of scientist, as it cocked its head to examine them as a phase shift field went off, protecting him from the first of their strikes.

With a sound like metal scraping across the deck, the thing spoke. “You are in error, no? Records show your heraldry–sub-category reference: “shrine”–to be incongruous to that of the others with you. Yes?” Even as their slicing blades cut through the remaining scarabs and severed the thing’s limbs, it seemed more invested in asking its question than defending itself. After a couple more blows, the light from the Necron’s single cyclopean eye grew suddenly dull.

Landsyrr watched as Yvraine stalked the deck of the ship past their unit. Her blade nearly sang with the speed of cuts it made through the foes. At one point she deftly sliced the hinges on a portal, and the cut down each of the Necron warrior caste enemies that had been waiting behind it.

Yet in his mind, Landsyrr kept again and again turning the phrase that the monocular Necron leader had uttered. These Ynnari, the bulk of them Craftworlders… the Incubi, the Wyches, and the other denizens of the Commorragh were not so much like them. This alien machine could see the categorical difference. Why could Landsyrr and the other Incubi not see that. What was it about Yvraine that made her different? Made her the bridge? Was it simply Vect’s endorsement?

Regardless, there were more machines to dispatch. So dispatch they did.

Game Five: Hero in the Hallways

Narunn the Lucky, Einhyr Champion, had the knack for salvage. The Space Hulk “Dolorous Tidings” was his target, and as his team breached into the hallways Narunn could literally smell the promise of materials to be extracted and absconded-with amidst the various forces vying for control of the massive conglomeration of ships. After moving through a few decks, his vox buzzed from his team member carrying the auspex scanner. “Closest sentient macrofauna are on this deck, moving toward us… by their weapons and uniform energy frequencies they are.. elves.” Naurnn could hear the audible spit noise the operator made after muttering that final word.

While Narunn ordered close drill and careful advances, the elves came pouring out of the dimly lit hallways and right into the midst of his Hearthguard forces. While their armor turned aside much of the elves’ precision shooting and vicious melee attacks, slowly casualties started to accumulate. Strange acrobatic elf warriors with whirling blades danced along their lines, while a wave of blue-armored warriors poured shuriken fire into the midst of them. Each time the warriors were eventually repulsed, but eventually only a single Hearthguard remained in the “Aurachs” squad that was sweeping the far side of the ruins, and only Narunn remained on the near side.

Striding forth from amidst the multitudes of elven warriors came a clear leader–a woman in what elves must count as fancy clothing, bearing a sword that shimmered with the colors of the rainbow. She started with a psychic assault which felt like voices shouting at top volume in his head. Lightning-fast she darted forward and followed the disorienting psychic manifestation with a flurry of rainbow slices. While one scored a hit slicing his leg, Narunn’s armor power field repelled the remainder. The elf-queen seemed taken aback for a moment, having thought her blade would surely fell him. “We’re made of stronger stuff than that, elf harlot” thought Narunn as he swung his powered hammer forward. It connected with her midsection, sending her sprawling. She barely survived it, but it was clear that something broke inside her as she began coughing up blood. She shouted something in her foul tongue–which was echoed by a hiss from her strange cat-like companion–and then retreated into the darkness. “Lick your wounds or succumb to them in the dark” Narunn cursed as she left.

Narunn rampaged forward into the elf forces, who were left reeling with the complete and sudden dispatching of their leader–apparently she was revered amongst her people. Finishing off one squad of elf warriors with his hammer, and ending the stragglers of another with his pistol, Narunn found a central maintenance hatch. His own scanner did a quick translation of the runes–and he knew that good salvage was simply a deck down. He keyed in the location on his transponder to summon labor robots for the extraction to his own ship. The elves were swarming everywhere on this deck, clearly controlling the space. But he had bought enough time to grab some goods and escape. Sad to lose warriors, doubly-so to flower-pickin’ elves. But at least he could eke out some salvage.

The elves mounted one last attack on his position, led by yet another psychic threat–a conclave of their seers. Their blades and psychic assault was just not enough to stop him, and he struck them down as easily as he did their leader. It seemed their more numerous remaining warriors were fine simply controlling the entire deck beyond his locale, giving Narunn a wide berth.

After a tense 35 minutes expecting further attacks–and some holes cut in an exterior bulkhead–Narunn was finally back on his own ship, reviewing what he had acquired in the costly raid. Three large matching crates of goods. Opening them he found deeply disappointing contents. A shipment of uniform patches and fancy berets for some long-lost human guardsman regiment. “Damnation” he swore. He made a mental note to himself, a grudge of sorts. If the rainbow-sword elf-queen survived, and he meet her or her red-uniformed elf ilk again, he would spare nothing to repay this slight in full to her ten-fold.

Painting Progress

Lots of painting, not in terms of models but certainly in surface area! I finished a Wraithlord which I was quite proud of.


Which led me to break out and finish up a Wraithknight as well–the largest of the plastic kits for the Aledari. I’m really pleased with the pilot screen and the gem on it.

More painting to go, as we next land on the planet in the campaign (as lots of people are playing so spaces on the crashing hulk were captured fast–a great problem to have!).

Army Painted Totals

40k Aeldari (Primarily Drukhari but also Asuryani, Ynnari, and Harlequins): 198 PL / 3,935 points

Aeronautica Imperialis Aeldari: 373 points

Battletech Clan Jade Falcon: Timber Wolf, Mongrel, Adder, Dire Wolf, Elementals (x1)

Return to Scylla Quintus: Gallowdark Conflicts

Return to Scylla Quintus: Gallowdark Conflicts

My three whole readers of this blog (thanks gang!) may have noted that in 2022 we ran a bunch of games linked to a Campaign Map, the Scylla Quintus campaign, at our local gaming store Drawbridge Games. With the release of the boarding actions rules and the forthcoming 10th edition of Warhammer 40k, Justin and Sean (our great Crusade organizers) decided to sort of re-start things again. First with forces trying to vie for control of a Space Hulk, followed by (I think) using that as a launching point for a re-invasion of the Scylla Quintus cluster. A brand new map campaign ahead!

Below is a map of the initial displacement of forces seeking control of the hulk. Kudos to Sean for the design and updating of it! There are also other players who are joining in the campaign who will be adding into it as we roll forward (and at least one change in force already… tho I promise it’s not me!).

My mixed Aeldari force (will be Ynnari, but I had to start Drukhari just because that’s what I had more painted) took over one of the generator clusters initially, and I hope to expand out into those power sections by launching raids via the exterior of the hulk.

The first two games I played are detailed below. Both were wins with pretty solid control of the objectives. The first I suffered a lot more casualties than the second, but both were great fun versus good opponents with some beautifully painted models on really neat-looking terrain. Makes me pretty pleased.

Game One: Expendables

Altaya the Huntmistress heard the “hiss” as the laser cutting charges fired and opened access into the Space Hulk. Her honed gladiatrix’s senses immediately took stock of the sounds coming from the corridors ahead, as well as the peculiar scent. Something… fungal… was in the stale air. Appropriate enough, as fungi deal with dead matter.

It was a curious thing, joining with the followers of Yvraine, Prophetess of Ynnead. Altaya had even fought at Yvraine’s side a few times in the fighting pits of Commorragh–of course before her rebirth. Altaya had watched quietly as Yvraine’s influence spread amongst her people, and in a moment of sudden clarity (in an arena battle versus a hulking Cthellean Cudbear pumped full of Paingbringer drugs) recognized that she herself already walked the path of Ynnead. Altaya killed and killed, so that the power of Ynnead could grow to eventually free her people from the grip of She Who Thirsts. This was the purpose. This was her role.

Amidst the flotilla of ships conveying Yvraine when Altaya joined her, she was tasked with a particularly gruesome first task. One of the Drukhari crafts had a sizeable retinue from a Haemonculus coterie. And their fleshcraft was anathema to the path of Ynnead. So they had to go. But a tool is a tool, so after she slew their Haemonculi masters, Alaya was tasked with using the remaining Wracks to assault their way onto a Space Hulk where there was rumored information that might lead to a lost Crone World. She was given the task with the understanding that the Wracks were “expendable”. That she ought return without them, so the other Aeldari forces could then make their way into the Space Hulk.

The fungal scent became quickly clear when Altaya noted a tiny green humanoid scampering along a gantry. Orks. At least that meant it should be a quick affair. She advanced with her retinue of Wyches along one corridor, while tasking the Wracks to move down the opposite corridor where the sounds of Orks were loudest.

Quickly the battle was met for the Wracks, as they piled into a room with Ork Boyz, Meganobz, and a frightening Warboss with a massive chain axe. The cruel acids from their liquifier guns melted the initial waves of Orks, but the Mega Armored Nobz and Warboss managed to crash into their lines. For her part, Altaya and her Wyches were carving their way through lighter resistance of Boyz and Gretchin, securing key access points along the way.

The Wracks were no match for the sheer fury of the Nobz and Warboss. Despite their modified and muscled frames, they were not-so-smoothly cut down. The last of the Wracks died being sawed in half by the Warboss. The ping went off on Altaya’s bio-tracker… the last of their heartbeats had ceased. The Wracks were gone, their force used but now disposed of. Make way for the more dignified devotees of death.

As she turned to go back to the entry point she heard a dreadful metal crunch, and turned and saw the Warboss had torn a bulkhead door clean off. Despite her reflexes, the sheer surprise of the Warboss’ arrival caught her off guard. And it gave him just a moment to slash out with his axe and sever her right arm. Altaya tumbled away swiftly, stowing her glaive and putting pressure on the stump that remained. The beast of an Ork struggled to fit through the bulkhead, and that gave her time to sprint away and back to her point of entry.

She’d accomplished her mission, and secured an entry site. But at the cost of her arm. Good thing that she hadn’t… fully… eliminated all of the Haemonculi. One, a vile creature named Oribraq, had bargained with her after she eliminated the others. He worked for Archon Yraleath the Calcimineer, a rising Archon of the Commorragh who was lending troops to Yvraine’s cause (whether he was a true believer or just garnering favor was unclear). And Oribraq indicated she should she need it, Altaya would be free to use his services should anything happen to her. A whole coven of Haemonculi would be an affront to Yvraine surely, but a single one? Willing to use fleshcraft to support her lieutenants? Well, that’s another matter. She cauterized the wound with the glowing edge of her electrified blade, and made her way through the corridors to the newly-hidden workshop where Oribraq had best prove his worth as a fleshcrafter and restore her arm like new.

Game Two: A Crisis of Leadership

“Something is off,” thought Elramyn, as her team of Corsairs rushed down the hallway of the Space Hulk. Their ship had been moored mysteriously outside of Craftworld Fenn’Dara for two days before making the webway route to join the larger Aeldari flotilla assaulting the Space Hulk. The Craftworlders had been led into a private chamber by the Bosun and they had remained locked in there the entire flight. Elramyn caught word from the galley mate that brought them food that they were Banshees, as he saw their masks when he dropped off their food. “Why all the secrecy?” she had wondered then. At least that was clearer now. Elramyn’s raiding team was being led by Jain Zar herself. The legendary Banshee Phoenix Lord. “Supposedly”.

There were subtle signs that puzzled Elramyn. “Was it just a fancy suit of Exarch armor? Why would she go with such a small contingent into the unstable space of a disintegrating hulk? Why was she missing the soft chalk marks on the wall left undoubtedly by Aeldari Rangers that this section had already been cleared?” But could she question the Phoenix Lord herself? And not be just cut down by screaming Banshees?

They had definitely moved into a space where another Aeldari boarding party was located, and Elramyn could make out the distinctive camoweave cloaks of Rangers ahead. They didn’t look good in the ship settings, and the Rangers’ obvious discomfort made it more abrupt. Clearing a ship was not their usual task. Where were their other forces?

With a sudden howl, Jain Zar dashed down the access corridor, launching her spinning triskele into the Rangers, felling one of them. An odd voice sounded over their helmet communicators: “Follow and strike, for she is aberration!” She raced ahead into the access corridor, and Elramyn watched as the graceful paragon of war blithely blundered into a wireweave net that the Rangers had no doubt left supporting their position. The binding fibers tore into the Aeldari warrior’s leg armor, slicing the muscles and leaving her hobbling. Elramyn was in utter shock.

The shock turned to awe at what happened next. Striding from behind the barricades came a regal figure: Yvraine, the Prophetess of Ynnead. Forces of Asuryani and even some Drukhari swarmed at her side. The banshees that had accompanied Jain Zar and some of Elramyn’s compatriot Corsairs rushed into Yvraine’s forces with equal abandon, to sadly equal results–lithe Incubi sliced with huge blades, while Dire Avengers shredded with shuriken fire.

Amidst it all, the stalled Jain Zar hissed and cursed as Yvraine approached. A momentary tilt of her head was all it took, and a sudden burst of necrotic psychic energy shot from her eyes and detonated about an inch behind Jain Zar’s mask. The lifeless, headless body fell in a crumple on the ground.

Elramyn couldn’t help but blurt out: “You killed a Phoenix Lord!”

Yvraine turned and looked at her, and responded with a serene voice.

“Did I, child? Look closely at what you know. Is this the Phoenix Lord Jain Zar, the greatest of all Banshees, first of the Exarchs, student of Asurmen? Would such a warrior be felled so easily?”

Elramyn blanched as Yvraine continued.

“I pose to you, that query does not even truly matter. Because she fell in this manner, she was not Jain Zar. Maybe she believed she was and acted on some misguided concern of rejecting my endeavors in the name of Ynnead. Maybe she was an agent put up to the task by some meddling Archon of Commorragh–or a quite-the-same meddling Farseer in a Craftworld. Regardless. She has perished so simply, she must never have been Jain Zar in the first place.”

Elramyn puzzled for a stretch of seconds in silence.

“Return to your ship, Corsairs, lest I hold you accountable beyond the actions of this charlatan leader,” Yvraine continued after the pause. “There are so many others on this Hulk that we could be fighting. Why give in to base plots and schemes, when you could either be free plying the stars or taking up arms and fighting alongside me. She made the choice to betray Ynnead, and got Ynnead’s embrace instead. Tarry not long in making your decisions.”

And with that, Yvraine turned and led her forces away thru the decking and bulkheads. Elramyn looked at the few remaining Corsairs, who looked back to her for guidance. She was at a complete loss for words at first, then finally spoke.

“Something was off,” she said to them. “I noted it too. Glad we’re through that. Let’s go back to the ship.”

Painting Progress

I started by doing up two new leader options for my Boarding parties, Yvraine leading a force of Ynnari devotees herself and a Succubus conversion in case I feel like going all Drukhari on occasion (as I did with my first campaign game).

This was a super-fun model to work on, tho I definitely converted her headdress down and made it so her hair braced on her arm. Because this kit is a heart-breaker if you don’t do that, hah. The slightest bump or drop and it all would break.

I was kinda really pleased with how Yvraine’s sword turned out. I saw a tutorial for a prismatic blade, and I followed that best I could. I think it’s pretty neat.

The other leader I did up was a Succubus, as I wanted a model that was armed with a different weapon set than the Razorflails (which is how I did up my first Succubus). I converted over an Age of Sigmar model that had a great coiled whip, using the normal glaive of a Succubus and some Wyches parts.

I got a few more Drukhari Kabalite Warriors completed, as I want to keep rolling with small squads of them (to do a massed Venom mobile hunting cadre at some point). One of these was an old classic metal model, the crouching one with the Shredder.

I also completed a unit of Dire Avengers too, as doing Ynnari means painting up a new Asuryani unit for every Drukhari unit I wish to field. I definitely need to get rolling on the Craftworlds side of things!

I’m pretty pleased with how they turned out, and I also am really happy with how the Saim Hann color scheme could be layered with their aspect colors. The back banner on the Exarch particularly was a spot to do it, and I also like how the decal transfers worked for it. Huzzah for Micro Set and Micro Sol as the adhesives to make decal transfers perfect.

And I also added an Aledari Warlock just because I was on a roll with painting Aeldari forces! I might be more proud of him than any of the other models in this set, hah.

And finally a non-boarding actions model, just because I wanted to finish it up. An Aeldari War Walker with Bright Lance and Eldar Missile Launcher.

And if all that painting was not enough, I even squeaked in two more Battletech Mechs: first an Adder, a little quick one.

And then a Dire Wolf. Both for my Clan Jade Falcon, which I’m really digging the look for.

Phew!!! All told a really monumental couple of weeks of painting new models this time. Huge progress, and deciding to go with Ynnari for the campaign really helped me put wind into what I was painting.

Finally, there’s a new edition of Warhammer 40k coming out relatively soon–so while I’m doing PL currently for my totals, there will be a brand new points system at some moment that is rapidly nearing. When it happens I’ll convert over accordingly. For now I figured I’d list both the PL and the current points in the edition as they stand.

Army Painted Totals

40k Aeldari (Primarily Drukhari but also Asuryani, Ynnari, and Harlequins): 167 PL / 3,315 points

Aeronautica Imperialis Aeldari: 373 points

Battletech Clan Jade Falcon: Timber Wolf, Mongrel, Adder, Dire Wolf, Elementals (x1)

Neo-Normandy Commando Raid 1: Capture the Town

Neo-Normandy Commando Raid 1: Capture the Town

This is the third game of our “Invasion of Planet No’ohrm Ha’an D” series of battles, the first of the commando raids to simulate drop troops of the Aeldari striking Tau emplacements on the eve before the battle. The prior fluff is here: https://the-dark-muse.com/2023/01/02/the-invasion-of-planet-noohrm-haan-d/ and my site has recaps of the prior air missions. The rules for the Commando Raids can be found here: https://the-dark-muse.com/2023/02/13/assault-on-neo-normandy-missions-2-commando-raids/. Enjoy.

Warlock Baranyl stood on the deck of the Saim Hann command ship, watching the monitors scroll with image captures. Coordinating an attack across two different Craftworlds was a lot of work, and adding in the unpredictable and highly irregular forces of some Drukhari brethren was all the more of a nightmare. Her role was to speak to the ship’s spirit stones that processed battle information and enhanced command-and-control. And the “wraiths” were… unruly… given the strange bedfellows.

The morning would see the ground assault committed in full, landing on a beachside city to extract the Aeldari artifacts that brought the combined assault to this planet in the first place. Tonight was a series of coordinated commando raids to capture some of the nearby villages and destroy some of the heaviest of mech-suits in their motor pools so that forces the next day were divided in response, allowing the assault to slip in and disgorge the troops needed at the site of the main battle.

The Tau ground forces had posted picket lines of sentries around their facilities, and while their heavier units were at the ready there was still some element of surprise. The Tau scouts, so graceless and clunky in their shod footsteps, were all keyed into displays on the system as they patrolled the grounds. Even the stealthiest amongst this young race were like lowing bovine on the plains with the noise they made compared to the silently approaching Aeldari. A number of sentries were eliminated by the fast-moving Drukhari on their skyboards, which opened the window to then bring the drop forces screaming down via Wave Serpents and Venoms alike.

The Craftworld forces were tasked with capturing a hamlet where a number of the larger battlesuits were waiting in reserve. Meanwhile the Drukhari dove into the main Tau infantry and smaller battlesuit forces with abandon. Baranyl watched the feeds and saw the moments where Drukhari were taking pleasure in the torment they inflicted upon the Tau soldiers. A sudden flash, deep within her, rose for but a brief moment. Like a whisper from She Who Thirsts, a memory of what her people had locked away and retreated from all those ages ago. Baranyl shook her head in disgust. The sooner these forces were split the better.

As the Aeldari forces started to reach their target markers Baranyl was pulled out of those dark thoughts. She could feel the various threads of motion all captured in the spirit matrix of her ship, feeding back all the impressions across the battlefield. Her concern focused on the heavier battlesuits, as those would be the ones most jeopardizing their forces in the morning. A contingent of Wraithguard with Wraithcannon unloaded on one of the larger suits, and while a pure hurricane of missile shots and large laser blasts were returned, the Tau suit caught the worst of the exchange as chunks of its superstructure were displaced with the blasts.

Chancing a look back toward the feeds from the Drukhari command net, Baranyl observed that they had deployed numerous winged jump troops they referred to as “Scourges”. At first glance they seemed like the noble Swooping Hawks aspect warriors with their wings, but she quickly realized that those were grafted, living tissue wings. Whether birds or bats, the warriors had mutilated their own bodies to provide them with that mobility on the battlefield. She shuddered in renewed disgust.

The battle was close amidst the barracks sector, where the Drukhari and Tau were near-even in exchanging destruction with each others’ forces. The Drukhari way of war was elegant but cruel, and they chanced far too much at seeing the destruction in the eyes of their prey up close. On her Craftworld monitors she saw much more orderly advance: Falcon grav tanks landing aspect warriors into cover to slowly make their way forward with suppressing fire. She honed in on a bright spot: a unit of Fire Dragons had downed one of the big suits, but was pinned down into cover and losing members from the ranged fire response of the enemies.

A screen started flashing as another Tau priority target was engaged. Baranyl flashed to that screen in time to see another monstrosity–some twisted Drukhari construct–tear into the Tau battlesuit from behind. She could see the flesh of the thing’s neck and arms, but otherwise it was mechanical. It floated on a repulsor motor like a distended marsh suckerfly, full up on blood from some woeful host. Finally it tore free the reactor from the back of the suit, and with a “whoomp” the Tau weapon of war imploded. Chunks hung limply from the Drukhari creature itself, critically damaged in the explosion. Baranyl wished its demise, unsure if because of revulsion or pity for whatever vestige of life remained inside the cruelly-fashioned thing.

Alerts started to sound, as in both drop sites the Tau commanders were taking a toll on Aeldari forces. Some of the most capable warriors on the Tau side were engaging with precision and destructive armaments, landing devastating damage onto the Aeldari forces. One feed caught a Tau commander surging forward on jet propulsion, his missile pods blasting into the terrain where the remaining Fire Dragons were hunkered. While the commander inflicted damage, the loss of all of the larger suits started to be felt and Baranyl responded to the tactical command from the fleet “target complete: withdraw to safe engagement range” by passing it through the varied units via the matrices.

The Drukhari drop site was an utter mess, with both sides in near ruin. The Drukhari commander himself, Archon Yraleath, had insisted on being part of this raid–even tho he was also planning on joining the central invasion in the morning. Despite all the losses around him, he launched into battle with one of the Tau Commanders. From Baranyl’s vantage point it was almost like he was toying with the commander: his blade struck key points numerous times but was always turned in a way to not pierce the armor. What is he up to? she wondered. Why are his strikes so cautious and hesitant? Why is he not slicing them down? She made a note to raise this to her own commander. As the Tau suit blazed away with its firepower despite the close proximity, the Archon was a bit slow and caught a plasma blast that seared away a section of armor on his chest. He immediately sprang backward in a rush, darting back between the obstructions of the battlefield to safety. He’s hearty and capable even injured, so why the hesitance in the fight?

The Aeldari drop site had been thoroughly scoured of heavy troops, and captured by their forces. The Drukhari site much more closely fought–one town building barely controlled by a few straggling troops while the Tau Commander sheltered in the structure that dominated the other side of town. As close to a draw as possible. It was clear the Drukhari needed the Aeldari to pull of this raid in every way, and that applied even to the ground-level combat it seemed. So why did Archon Yraleath hold back so in his assault? What was his game?

Baranyl filed those thoughts to mention to her commander soon, and turned her attention to the other set of commando missions about to unfurl: strikes on the very heaviest Tau weapons of war. She hoped all this was worth the destruction, that the artifacts recovered would lead toward the path of wholeness and peace. Not in the moment surely, but in generations. She could hope.

Painting Progress

I’ve been toying with some Ynnari plans for my Aeldari forces lately, so finished up a group of Aeldari Rangers with Saim Hann colors (that of course match my Drukhari color scheme).

I’ve also been working on some Battletech miniatures recently, as the new models coming out for that game are finally not hideous enough that I’m willing to give it a go with my friends. I always enjoyed the crunchy style games with the hit locations, so I’m kind of keen to get into it more. I decided on Clan Jade Falcon mostly because of the cartoon show from back in the day, hah. The colors are a bit John Deere, but I dig them. I started with a base of Elementals, a Mongrel, and the iconic Clans Timber Wolf.

So yeah, a fair amount of painting progress completed. More fun ahead as well!

Army Painted Totals

40k Aeldari (Primarily Drukhari but also Asuryani, Ynnari, and Harlequins): 143 PL

Aeronautica Imperialis Aeldari: 373 points

Battletech Clan Jade Falcon: Timber Wolf, Mongrel, Elementals (x1)

“Into the Dark” and “A (First) Head Hunted”

“Into the Dark” and “A (First) Head Hunted”

Played two games with my Drukhari recently, one a Boarding Actions game using the new set of terrain for that I painted up, and the other the first of a series of games I’m going to tie together this year where my goal is to kill a Commander of every faction in the game before I’m done for the year. Two great games, and the battle reports for both are below.

Into the Dark

This was a Boarding Actions clash between my Boarding Patrol led by a Haemonculus versus Zack’s Space Wolves. It used all the Arks of Omen boarding rules both in force composition and gameplay.

Haemonculus Oribraq cackled to himself as the last quiet whine of the cutting devices died down. They were into the ship. It was a bold plan. A daring plan. A master stroke that would surely cement his worth within the Coven’s hierarchy, and maybe impress his Archon if he was lucky as well. Slipping onto a Space Wolves escort ship on deep patrol in the system of Fenris using a drive-silenced slip, Oribraq had a fantastic objective: the geneseed storage system of the ship. This ship had seen action recently–an Ork cruiser from a neighboring system had tried to land forces on an outlying exoplanet. There were sure to be a few losses, and the ship had not yet returned home. The possibility of both the mon’keigh’s rudimentary cloning system data and their super-engineered clone stem cells whet Oribraq’s lips with possibility. So many variations to craft from flesh, and the knowledge and seeds there could help immensely.

His force of Wracks stormed onto the ship from the hole they had cut thru the hull, and at first their surprise attack was devastating. Early casualties fell amongst the Space Wolves that responded, and while there was some resistance–particularly from the terminator-armored amongst them–initially Oribraq’s silent, slavering creations covered varied decks with their furious assault.

Even a modified Clawed Fiend from the arena pits was unleashed into the hold, but it was torn down by the hail of bullets coming from some of the Space Wolves’ modified suits. Where the Drukhari could get into combat they slew their foes, but the hail of firepower whittled down even the sturdy frames of Oribraq’s Wrack creations.

The small squad of silent Incubi that Archon Yraleath had dispatched to “oversee” the mission (Oribraq rankled at their presence, but if it got him his target it was fine) moved off to a different area of the ship, where they cut down a squad of the Wolves who were trapped in a small service shunt. However, their destructive power being aimed at a corner of the board rather than helping clear a pathway to the Geneseed repository proved to be a problem.

Two Space Wolves heroes fought side-by-side in the corridors, repelling every Drukhari that tried to make their way past to get to the precious geneseed. Despite the weight of numbers, Oribraq’s forces came up just short of controlling enough of the decks to snatch their prize. Seeing that the numbers were bound to fail, Oribraq decided on discretion rather than valor, and turned his attention to taking some captives from the servile classes that worked upon the ship. The Space Wolves could perhaps be duped that his goal was not their geneseed, but simply an ill-advising capture raid in the void of space. That way, he could return in the future. His agents would watch and wait from their hidden routes of the webway, and keep him appraised of the next time there might be a bounty of Space Marine stem cells to be purloined.

All-in-all a fun game that ended up being pretty close in the results. The Space Wolves were able to be a bit more durable in the key phases of the game, so while they were wiped out except for characters the lead on points became insurmountable for the Drukhari to quick close the door on. A great game: awesome painted models clashing on cool terrain vs an awesome opponent.

A (First) Head Hunted

This was a regular game of 40k where my Realspace Raid took on Dave’s Ultramarines, looking for the trophy kill of his Commander.

Archon Yraleath the Calcimineer had paced the corridors of his mansion for the three hundred fourteenth time when he finally decided. He was an artist, a bon vivant, a profligate sensualist… and his walls lacked the décor they deserved. Yraleath painted with the blood of foes, and had done canvas after canvas with the blood of all manner of creatures from the galaxy. But his best work, the best of inspirations, came from the blood of the very greatest of foes. And he realized–it was time for a massive multi-section mural on the wall of the east wing, just before the doors that opened out onto the terrace and the cold perpetual twilight of Commorragh. One detailed with the blood of leaders of every faction and race that strode the stars. It was time to begin the most ambitious hunt of his long, long life. A collector’s hunt. A trophy hunt. A heads-hunting endeavor of sorts. A painting of the agonies of each foe, with pigments mixed out of their own blood. A worthy décor for him.

Why not start with the most ubiquitous of foes–the most dreadfully hum-drum and straight-laced amongst the mon’keigh’s super soldiers, the so-called Ultramarines. It took his agents mere days to locate a force of Ultramarines in a sector with a webway exit. And judging from his handling of some other threats, their commander was indeed a delightfully fierce opponent. “Perfect” thought Yraleath, “It will be his blood and visage I start with.

Yraleath’s haemonculus advisor Oribraq had returned from a recent raid with a new batch of experiments, so it was time to give him a bit of a knock-back-down-to-size. Yraleath landed his forces on the planet, using the haemonculi’s Coven to provide a distraction on the ground while the two Venoms laiden with Yraleath’s elite shrieked toward their target. The Ultramarines used tactics and technology blended to surround the ground forces, and savaged the assembled Wracks that Oribraq had lugged along on the strike.

Yraleath’s Ravagers had their sights full with the Imperial Knight that supported the Ultramarines, doing some damage but ultimately falling to the firepower of it and one of the Ultramarines’ ancients encased in dreadnaught battle armor. However, an ambitious young Succubus that Yraleath had recruited was not deterred. Even while the squad of hypex-drugged Wyches she led were gunned down by the lumbering titan upon approach, she herself laid into it with an asburd fury. The slicing fever of her Tryptich Whip landed mortal blow after mortal blow on the massive warsuit–and while there was a good amount of luck that was included in her success, her nasty precision with her swirling strikes and deadly weapon was sufficient to just barely down what remained of the titan. Yraleath made a note to watch her in the future–as an ally and as a threat both. Maybe he should give her an impossible task… hmm.

With many of the Ultramarines and their allies cleared from the field, Yraleath himself closed upon the Captain of the enemy forces. Using hidden speed he struck, managing to injure the Captain severely in the first strike. However, it was just not enough to take out the Captain, who had some manner of force projector that protected him from the most lethal of the blows–in addition to the full suit of powerful armor. In turn, his own Shadowfield failed after the second strike of the Captain, leading to Yraleath losing a leg and an arm in the wink of an eye. Bloodied and tumbling backward, the Archon shouted with his last mortal breaths for his haemonculus. Yraleath treated Oribraq quite well (especially considering his forces played decoy today), and he was confident that the blackmail he had on the twisted flesh-crafter was sufficient for him to trust the re-vivification process ahead. She Who Thirsts would not get his soul this day. Yraleath’s last command before he slumped into unconsciousness was to his Incubi. “Bring me… his head… it will aid my own convalescence to do some art.” He blacked out as the cruel blades of the Incubi sliced into the Captain from all angles. He’d need to be more careful ahead, to ensure he gets the full joy of the kill.

Again, a fun game. I managed to win the game and defeat my foe. Dave is a great opponent, and I had a blast facing such a beautifully painted army. So here’s my head-hunting tally, which I’ll update as I go and defeat more leaders/HQ/Warlords.

Painting Progress

Finished up a group of five Hellions–the first of many (many). These are fun to paint, and I’m glad that I had the practice of doing my Beastmaster on Skyboard conversion and my units of Wyches before tackling these.

They took me longer than expected, but now that I’ve got down the reminder of how to do them (as it was a while since I last painted those Wyches)

I’m also really proud of the Into the Dark boarding action terrain set I painted up (in the first pictures above, and a few detail examples below). Took a lot of my painting time of late but was entirely worth the labor.

Army Painted Totals

40k Aeldari (Primarily Drukhari but also Asuryani, Ynnari, and Harlequins): 133 PL

Aeronautica Imperialis Aeldari: 373 points