Showing posts with label Background Fluff. Show all posts
Showing posts with label Background Fluff. Show all posts

Friday, January 14, 2011

With Malice Aforethought - Choosing Dark Elves

I checked in on the website for AdeptiCon earlier tonight and saw that it kicks off only 77 days from now. Allowing for travel time that leaves me with right around ten weeks to prepare for the events in which I'm registered to participate. The first morning of the con I'm playing in the 1000 point, four round Warhammer Fantasy: It's How You Use It tournament for which I plan on assembling and painting a new Dark Elf army. This is one of the events I'm most looking forward to and has sparked a renewed enthusiasm for the game that I haven't felt in quite a long time. Therefore tonight I want to begin the chronicle of my experiences with this army by discussing how I came to choose the Dark Elves and what it is about collecting them that appeals to me.

Some of you may remember when 8th edition was released last summer that I was very excited about returning to the fantasy game after an absence from it of several years. I'd drifted away from the game and, despite several attempt at getting involved again with various armies, ended up sitting on the sidelines through the entire duration of the previous edition of WHFB. With the game set to undergo what promised to be a thorough overhaul, the launch of 8th edition seemed like an ideal time to start playing again. At that point I wanted to collect a Bretonnian army but struggled with the army book and decided it was just not a good fit for me. Thus ended my brief allegiance to Bretonnia and with it my hopes for a triumphant return to Warhammer Fantasy, at least for the time being.

Feeling somewhat stung by this I didn't think much more about WHFB until preregistration for AdeptiCon 2011 began last October. Described as being particularly suitable for new players, the 1000 point Warhammer tournament seemed perfect for me and as a half-day event would still leave plenty of time for hobby seminars. Wunderbar! As I had hoped it would, signing up to play in this little tournament has given me the motivation I needed to revisit my choice in army and have another go at adding WHFB back to my hobby rotation.

Before finally choosing to play Dark Elves, I had narrowed the finalists down to either them, Orcs and Goblins, a skink-themed Lizardmen army, or my old standby, the Dwarfs. I read through the background sections for each army book and dutifully ogled all the pretty miniatures, but unlike when I selected the Bretonnians, this time to help decide which army to collect I set about making list after list for each of the contenders. I wanted to be sure that whichever army I chose would be one that offers a wide variety of styles of play, a quality that I felt was lacking from my experience working with the Bretonnian army book. Although my short term goal is to have 1000 points ready in time for AdeptiCon, ideally what I'm looking for is an army to which I can commit for the long haul.

Orcs & Goblins were eliminated because I expect to be pressed as it is getting the initial 1000 point army painted in time and thus picking a horde type of army seemed like an obvious bad call for me. Plus it's possible there will be a new O&G book coming out soon and this introduces more uncertainty than I'm presently willing to accept given the circumstances. Next I considered Dwarfs because building an updated army to replace my old collection of beards wearing armor has been on my hobby to-do list for a scandalously long time. Also my familiarity with Dwarfs seemed like it could simplify some of the learning process I will face with 8th edition and would allow me to start off already within a comfort zone of sorts. I decided against them however largely due to this familiarity. I feel like I'm starting WHFB fresh all over again and want to try out new approaches to the game than what I've done before. Therefore going right back to one of my primary armies from the past ceased to interest me once I thought about this and I moved on.

That means it came down to Dark Elves vs. the Lizardmen. The latter of the two offers so much of what I'm looking for in an army that it was a very close decision choosing between them. The strongest lure I felt for the Lizardmen came from what I consider to be one of the greatest Games Workshop kits of all time, the mighty Stegadon! This beautiful chunk of plastic is by itself ample reason to start a Lizardmen army and was likely the main cause of my prolonged indecision. Eventually I decided the skink-based army that I wanted to play, focused on skirmishing light troops backed by Salamanders, Terradon Riders and a Stegadon, would not be a good choice for me as an army with which to learn the game. It seems like it would be too tricksy for me to handle while still coming to grips with the basic mechanics and fundamental strategies of the game. Also I do not know if I would want to expand the army beyond its core emphasis on skinks so I thought it best to save this one for a later, more frivolous project.

And so that left the Dark Elves as the victors of my army search. Although it may seem as if this was just through surviving the process of elimination, there was in fact a lot going in their favor from the beginning and only increased their lead the more I thought about it. For starters I think their range of miniatures is, with just a few exceptions, one of the nicest available. Over the past few years I've purchased a modest selection of Dark Elf models just because they looked neat and seemed like they'd be fun to paint, chief among them the much ballyhooed and likewise bemoaned War Hydra. That's not to say the other army choices I considered do not also have their own awesome models. But unlike the others, I have essentially no prior experience painting Dark Elf miniatures which adds to the whole newness vibe that I'm grooving on. I've painted my share of Dwarfs, Orcs, Goblins, and even Lizardmen in the past, but I have previously painted at most perhaps only a half dozen or so Dark Elf models.

A fire breathing, regenerating, terror causing monster with Thunderstomp... YES PLEASE!

Cool miniatures alone are not enough to sway me however because Games Workshop has us spoiled for choice on that account. Therefore I believe the time I spent working on army lists at a range of point levels was particularly helpful. I quickly came to appreciate the variety of units available to Dark Elf armies and am confident I could add to my collection for a long time to come before exhausting my interest in them. I think it's an impressive mix of heroes and units, including: both cheap and elite infantry, skirmishers, missile troops, fast cavalry, heavy cavalry and chariots, competent magic users, a quality warmachine, and perhaps best of all, a big ugly monster worthy of being the centerpiece for my army. That's pretty much everything I could want and more.

Lastly, I noticed something unusual about the Dark Elves. Although I've at least dabbled in close to every army available at some point or other, it appears as though I've managed to avoid almost entirely the Dark Elves. Not only have I painted just a meager few of their miniatures, but I also have read and absorbed precious little of their fluff and background material prior to this undertaking. Other than the fluff contained in previous versions of their army book I cannot recall having read anything else concerning Dark Elves and their place in the world of Warhammer. As much as I liked the miniatures and their style, the concept for mean elves obsessed with revenge had virtually no appeal for me.

Something clicked though as I was reading through their current army book a couple of months ago when I started this army evaluation process. This time around I was totally hooked by the story of the Druchii and found their history and social dynamics fascinating. It was therefore something of a special bonus when I realized that I have the Malus Darkblade and Malekith novels available to read as I work on my Dark Elf raiders. I don't know if I've ever had the pleasure of reading a Black Library book while at the same time working on the main army featured in the novel. That makes this sort of a unique treat for me and sealed my choice in favor of the Dark Elves once I realized how well this had worked out.

Having gone through all of this and really having taken my time with my decision, I feel confident that the Dark Elves are indeed the right choice for me. I like the painting and collecting opportunities, there seems to be a strong variety of units and army styles with which I can experiment, and the fluff offers for me a new and previously unexplored perspective on the Warhammer world with more than 1800 pages of fiction to read related to my choice of army. Like I suggested before, it's all I had hoped for and more.

So that's the story of how I came to be a Dark Elf player, I do apologize for letting this turn into such a lengthy saga. In my defense however this did cover the past three months of Warhammer Fantasy contemplation in which I've indulged. Now that I'm caught up to the present with my account, I doubt there will be further reason to write at such length anytime soon. I ended up not having much time to begin work on the army this past week so I'm looking forward to diving in this weekend. In the coming days I will discuss things like potential themes for my collection, developing army lists, assembly and painting notes, and so on. For now though I feel exhausted and am quite ready to stop writing.

Therefore goodnight and happy gaming!

Sunday, October 10, 2010

Killzone WIP: Rogue Trader Crew

One of the things I enjoy the most about Killzone is the amount of customization available when it comes to putting together your Special Ops team. There are so many options that it is really easy to personalize your team and make each member feel like a unique individual. Add to this the strong narrative element found in games of Killzone and your team naturally becomes a characterful cast of either protagonists or antagonists. For today's 10.10.10 blitz I wanted to assemble a new team with as much emphasis on this as I could muster. After much procrastination and dithering I finally settled on making a Rogue Trader accompanied by his closest associates.

I came up short in my push to get everything painted and did not finish in time for today's festivities. It was a fun few days trying to make it and I'm still happy with how much I was able to get done. What follows therefore is a review of my progress and some notes about each team member with details on likely wargear, abilities and such. I made it as WYSIWYG as I could without resorting to any conversion work, though there are a few cases where I deviated from this standard and these are pointed out as well. To represent my Rogue Trader crew I am using the Witch Hunters Codex rules for the Ordo Hereticus Inquisitor and Henchmen.

Rogue Trader Scorpio

Rogue Trader Henri Marcellus Scorpio (Ordo Hereticus Inquisitor): laspistol, power weapon, digital weapons, frag grenades, melta bombs, Psychic Power - Scourging, Refractor Field. 81 points. I wanted my team leader to be armed with something stronger than a laspistol upgraded with either the Twin-Linked or Extra Shot specialist skill as I had initially considered. That's why I gave him the psychic attack Scourging with the WIP fluff explanation that it represents his fancy dueling pistols, perhaps psychically attuned to him or coming from some other exotic alien technology. Of course he sports the mandatory Jokaero digital weaponry as well. : )

Dietrich (left) and Prugg (right)

Arch-Militant Xiomara Dietrich (Acolyte Henchman): bolt pistol, power weapon, frag grenades, General Skill: 6+ invulnerable save. 25 points. Scorpio's dodgy bodyguard, armed with a big pistol and a nasty power spike.

Void Master Gustav Prugg (Acolyte Henchman): plasma pistol, close combat weapon, frag grenades, +1 Toughness. 39 points.

Lovejoy (left) and Sphek (right)

Father Bastian Lovejoy, Imperial Missionary (Warrior Henchman): hell pistol, close combat weapon, frag and krak grenades, Specialist Skill: Twin-Linked. 20 points. In this case I couldn't figure out how to switch out the single hell pistol for something more appropriate based on the model I'm using. I'm therefore going with the fluff explanation that they are a pair of autopistols loaded up with armor piercing rounds.

Senior Armsman Vigo Sphek (Warrior Henchman): shotgun, close combat weapon, frag and krak grenades, +1 Strength. 25 points. I think his bionic arm is a cool little detail and gave him the stat upgrade to go along with it.

Lamont (left) and Sprungfeld (right)

Gun-Servitor Lamont (Warrior Henchman): heavy bolter. 25 points.

Chief Steward Hans Sprungfeld (Acolyte Henchman): laspistol, power weapon, frag and krak grenades. 21 points. Scorpio's personal valet and wielder of a huge sword.

Dauterive (left) and Niku (right)

"Doc" Rolando Dauterive (Chirurgeon Henchman): laspistol, close combat weapon, medipack. 20 points.

Trade Seneschal Serpi Niku (Sage Henchman): laspistol and close combat weapon. 10 points.

Lord Winthrop

Lord Winthrop, Cyber-Mastiff (Death-Cult Assassin): power weapon and additional close combat weapon. 40 points.

Alright, that's what I've got so far for my Rogue Trader crew. If you tally up the points for each model you will see that the total is well above the recommended Killzone ceiling of 250. There are also eight total henchmen but an Ordo Hereticus Inquisitor is limited to a maximum of six. My plan is to select the actual team members from this group with consideration for the point size, story, or type of game I want to play. It should usually then just be a matter of adding or subtracting a piece of wargear or a specialist skill for the final points balancing, thus giving me what I hope will be a very versatile team.

Here are some sample lists based off of the above descriptions. Modifications are noted but otherwise assume everything else is as described for each model.

200 Points: Scorpio, Dietrich, Prugg, Lovejoy, Sphek, Niku.

225 Points: Scorpio w/ +1 Leadership, Dietrich, Prugg, Lovejoy, Sphek, Dauterive.

250 Points: Scorpio, Dietrich, Prugg, Lovejoy, Sphek, Dauterive, Lord Winthrop.

I will post updates as I finish painting these models. I also have plans for a rival team to match up against these guys and will begin working on it after finishing this group. So expect more Killzone to come. Blitz on!

Sunday, August 22, 2010

The Drones of Sector 7G (Illustrated)

A couple of weeks ago Old School Terminator of Dark Future Games posted an interesting piece entitled "How Do You Pick Units? How Do You Build Your Army?" In it he examines the thought process that he goes through when planning out an army, offering up his Tyranid army as a very thorough example of how it works in practice. I find these trips through a gamer's list-making mind fascinating and informative, in addition to highlighting for me just how different people's approaches to army building can be, and indeed to the game itself. OST hoped to start an open discussion on this topic and asked for additional examples of this, so I thought it might be interesting (well, for me at least...) to do the same for my new Imperial Guard army that is just now getting underway.

In OST's case he studies the attributes of his favorite few units from the codex and then develops a theme for his army around those key features, selecting additional units that will allow his to play the style of army he envisions and to meet specific strategic needs. I admire his clarity of thought and his careful consideration of the impact his choices have on his army's tactics and overall performance. My own approach to building an army is perhaps somewhat more... quixotic? Keep that in mind as I do not mean to present this an example of good army-list building technique but really more as a contrast to the well-reasoned approach of someone with tactical acumen like OST. So with that caveat, let's being:

The Drones of Sector 7G
Sometime during the summer I began to think that it would be fun to put together and paint some models to go with my 40k terrain project, named "Sector 7G" in honor of that part of Springfield Nuclear Power Plant where Homer Simpson works. In one episode Mr. Burns points to Homer and asks who he is, to which Smithers responds, "One of you drones in Sector 7G." From that little exchange came the idea of putting together a squad of servitors and so that I could eventually let them wander around the table in scenario games blasting away randomly at nearby targets and being a nuisance for the competing armies. They'd be my drones and I'd have another Simpsons reference in my gaming nonsense... hooray, mission accomplished!

I call the middle one "Grimey."

I was quite satisfied with having a handful of zombie-like, cyborg workers run amuck on my table and left it at that for a while. It eventually occurred to me though that if I'm going to have a bunch of servitors, why not include a Techpriest to lead them in their efforts to repair 7G? Thus was born Techpriest Enginseer Smithers, as well as the realization that I could take the joke even further and put together a Springfield power plant-themed army to represent the workers and defenders of my Imperial manufactorums. I've been trying to find a way to get excited about the Guard again after several years away from them, having previously played a conventional Infantry Co. style list with LRBT platoon in support, and so even the most tenuous of connections to the Simpsons proved to be enough inducement for to me start a new army. Ever one to beat a joke in ground, especially bad ones, I was off to get my Codex to see what other things could be twisted to my silly plan.

Techpriest Enginseer Smithers

With the themed I'd chosen, I would obviously have to somehow include Mr. Burns himself in my army. After searching through a lot of potential models, I settled on using the Astropath from the Imperial Advisors pack. I think he has a suitably frail yet sinister appearance for playing the role of Mr. Burns. I don't want someone as important as Monty Burns to be just a mere astropath, however, so I promoted him to Primaris Psyker and thus he can appropriately be the leader of my army. Maybe in the 41st millennium Plant Manager Burns would be a psyker, though I prefer instead thinking of his powers as representing his control over the Sector's automatic defenses (Lightning Arc) and the dread he inspires in others (Nightshourd). Also, as my opponents are likely to recognize the model as an Imperial astropath, I'm hopeful that it will be easy enough to explain that he's just a simple counts-as Primaris Psyker.

Plant Manager Burns

Next up for consideration was the section of Troops, from which I elected to employ Penal Legion squads. These guys will provide the labor force needed to keep 7G humming along despite the massive damage it's suffered, in addition to being responsible for defending the plant in times of danger. I didn't want to worry about the command structure that you get with Infantry Platoons, nor did I feel the grunts of 7G befitting of the prestige and myriad special weapons available to Veteran squads. The independently functioning nature of Penal Legion squads seemed like a good way of portraying the various work details, each lead by a Crew Boss but otherwise with nothing special about the members of the squad. The deployment options gained from being Scouts should help them get to their job sites faster, while being Stubborn should let them demonstrate their tenacity and commitment to their work.

I've chosen to use Kolony Militia heads from Pig Iron as a way of suggesting the faceless, anonymous regard in which Plant Manager Burns sees his workers. On the subject of modeling, I would like to note that I am gluing on grenades despite Penal Legionnaires not being armed with them. I foresee possibly wanting to adapt this collection sometime down the road into a more traditional mechanized veterans type of army and therefore would like to keep my options as open as possible concerning WYSIWYG. That way, whether working for now at Sector 7G or on some other battlefield in the future, I expect these minis to be versatile enough to serve me for years to come. Here then are the first of the Blisstonian* 9th Volunteers:

Work detail, Blisstonian 9th Volunteers

At about this point my wife asked what I was up to and, upon hearing of my plans for another Simpsons 40k project, pointed out that I had overlooked an important asset available to Mr. Burns... his hounds. She insisted that during a game Mr. Burns be able to "release the hounds," or else my army of cartoon references would be an unmitigated failure.

Of course! She was right and I thought it was a great idea but was initially unsure as to how to do that with Imperial Guard. My first idea was to go with a squad of Rough Riders as Burns' hounds, modeled using Chaos Warhounds and sporting a variety of comical laser guns and rockets. Something about this didn't seem right, especially as the models would have a much lower profile than a normal squad of Guard cavalry. I then pictured Burns sitting next to one of his dogs, which somehow stirred within my mind the image of a fire-belching IG sentinel. I liked that and decided Plant Manager Burns would have Sentinel squadrons as his hounds. Initially I was leaning toward Armoured Sentinels, but after playing around with some various lists I now believe I will most likely build them as Scout Sentinels. This is partly due to the Scout variants being cheaper in points but also because I now really like the Pig Iron heads and want to also use them for my vehicle crews.

Release the hounds! Well... build the hounds, then release them!

I've mentioned before that I had ordered the Manticore/Deathstrike kit just because I really liked the model and thought it could be fun to use in scenario or narrative gaming. At the time I had no intention of including it in an army, but I saw this Drones project as a great excuse to make use of the Deathstrike Missile Launcher which I'd already assembled some months ago. It's a highly unpredictable, one-shot gimmick in which to invest precious points, hence why it's probably one of the least deployed weapons in the Imperial Guard's tabletop wars. But the doomsday quality of the Deathstrike seems to me like just the sort of thing Plant Manager Burns would want to have at his disposal. I concede that it is really more of a Hank Scorpio type of thing, but I believe Burns40k would also see the value in a weapon of such destructive potential. One should be enough at a thousand points but when this army grows any larger, I'd like to include more of them.... Kaboom!

"Exxxxcellent."

Casting about for more ways to expand on the army's theme, I recalled Mr. Burns' preference for the "personal touch you only get with hired goons." Therefore to act as his bodyguard, keeping Burns safe from xenos and disgruntled employee alike, as well as to give his authority some extra muscle, I've chosen to include a Storm Trooper squad equipped with the army's only pair of special weapons. I had tucked away enough of the older style of storm trooper miniatures to make up a full squad of them and was happy to see that their gas mask faces appeared to be a good match for the Pig Iron ones I was using on the rest of the army.

Hired Goons

I would like to have a way for those Storm Troopers to get around the battlefield more quickly and the IG Valkyrie has got to be one of the coolest kits ever released by Games Workshop. Mr. Burns is conveniently known to ride in style so for this army I'll be including an IG bird to serve as his limousine, but one that is armored and flying because it's the future! Even if it's guaranteed to get shot down every game, this is one of those units I really want to play around with as it just looks like a fun model to have. When I get back to expanding on Sector 7G, one of the first terrain pieces I plan on adding will be a landing pad so I don't think a single flyer would look terribly out of place in this collection. Also, should things turn against Plant Manager Burns, I'm sure he'd appreciate being able to make a speedy departure.

Burns' armored, flying limo

It would be reasonable for the Imperium to keep an eye on someone like Burns so to round out my HQ section I've included a Lord Commissar. Again I did not want to go with any of the infantry command squads for this particular army, thereby hopefully avoiding any confusion about Burns being an astropath. I do think however that a commissar could fit in nicely and monitor both Plant Manager Burns and those loaf-about carbon blobs of the Blisstonian 9th. The commissar with the plasma pistol and sword is another of my favorite models that I've looked forward to painting for a long time so he goes into the list-mix, too. Overseeing this entire operation will therefore be a stern and dutifully suspicious member of the Emperor's Nuclear Regulatory Commissariat.

Emperor's Nuclear Regulatory Commissar

Another individual whom I felt compelled to include in my army was a Homer stand-in of some sort. Fortunately I've got Guardsman Marbo to adapt to my purposes, and as GW saw fit to simply reverse the letters of one syllable, so shall I. My counts-as Marbo will therefore be known as "Safety Inspector Moher." While I still haven't entirely planned out this conversion, I'll probably end up using mostly Catachan parts and one of these tox-guard heads from MaxMini. I plan on replacing the usual demolition charge with a dangerously mishandled radioactive fuel rod. Thus in true Homerian fashion, Safety Inspector Moher will be both a champion of his fellow workers and simultaneously one of the greatest threats to their lives.

My inspiration for Safety Inspector Moher

By now I was pretty happy with the army lists I had drawn up and was ready to stop at the 1500 point mark. I thought the inspiration well had run dry and that I wouldn't be able to wring anything more out of the codex. I looked at some other heavy support choices and more elite options but couldn't see a good way to work any of them into my theme. I did not want to force anything in that doesn't belong and thought to myself, "Oh well, I don't need to fill the FOC completely." The list making was done, or so I believed until I remembered one last thing...

Lawyers! I have no doubt that Plant Manager Burns would want legal council while navigating the many byzantine layers of Imperial governance and the myriad perils that would entail. Burns' legal defense team will be played by the more bookish-appearing Inquisitor henchmen models and will be a counts-as Psyker Battle Squad for the army. I don't think it will be too hard for people to accept that their powers, Weaken Resolve and Soulstorm, represent the terrifying potency of such an aggressively litigious group of attorneys. I'm not too sure what to do about the unit's overseer, though I'm considering using either a Necromunda Enforcer or a spare commissar model to help keep the egg-heads in check.

The start of Burns' legal defense team.

And that was basically it... ta-da! As best as I can recall that was the thought process I went through in developing my plans for this project. So this time around at least there wasn't much worry given over to tactical performance or cost efficiency and instead most of my decisions were based on the visual and interpretive expression of my chosen theme. Along the way I wrote out a bunch of different army lists to see how the point totals were shaping up and am still tinkering some on the margins with the leftover points. Below are the lists that I'm going to be incrementally building toward for use in Sector 7G. Thanks for sticking with me through all that and indulging me in this narcissistic exercise. While I may have nothing enlightening to offer in all this prattle, at a minimum I hope I've explained how my army came about, one which I'm sure to most veteran generals would likely appear to be just an odd and hopelessly outclassed assortment of units masquerading as an army. I imagine the more cut-throat gamers will still snicker and roll their eyes, but you've now seen why I'm willing to put the effort into making this a reality.

And so at long last, the army lists:

Primaris Psyker
Techpriest Enginseer: 5 servitors, heavy bolter, mult-melta
Psyker Battle Squad
Penal Legion Squad
Penal Legion Squad
Scout Sentinel: heavy flamer
Total Points = 500

Primaris Psyker
Techpriest Enginseer: 5 servitors, heavy bolter, mult-melta
10 Storm Troopers: plasma pistol, meltagun, plasma gun
Penal Legion Squad
Penal Legion Squad
Penal Legion Squad
Penal Legion Squad
2 Scout Sentinels: heavy flamers
Deathstrike Missile Launcher
Total Points = 1000

Lord Commissar: plasma pistol, power weapon
Primaris Psyker
Techpriest Enginseer: 5 servitors, heavy bolter, mult-melta
10 Storm Troopers: plasma pistol, meltagun, plasma gun
Guardsman Marbo
Penal Legion Squad
Penal Legion Squad
Penal Legion Squad
Penal Legion Squad
3 Scout Sentinels: heavy flamers
Valkyrie Assault Carrier: multiple rocket pods, heavy bolters
Deathstrike Missile Launcher
Deathstrike Missile Launcher
Total Points = 1500

Lord Commissar: plasma pistol, power weapon
Primaris Psyker
Techpriest Enginseer: 5 servitors, heavy bolter, mult-melta
Psyker Battle Squad: 5 additional Sanctioned Psykers
10 Storm Troopers: plasma pistol, meltagun, plasma gun
Guardsman Marbo
Penal Legion Squad
Penal Legion Squad
Penal Legion Squad
Penal Legion Squad
Penal Legion Squad
Penal Legion Squad
2 Scout Sentinels: heavy flamers, smoke launchers
2 Scout Sentinels: heavy flamers, smoke launchers
Valkyrie Assault Carrier: multiple rocket pods, heavy bolters
Deathstrike Missile Launcher
Deathstrike Missile Launcher
Deathstrike Missile Launcher: dozer blade
Total Points = 2000

I've got about another week left of vacation and plenty still to assemble and prime before going home to the enveloping humidity of the South. I try to remain as flexible and open as possible so if anyone thinks of any Simpson references that I've missed but could include in this project, please let me know. As always, I welcome any and all suggestions, criticisms, angry muttering, et cetera. I know it was a lot to go through with the only reward being a few pictures of unpainted miniatures. Oh joy. Thanks again for letting me share with you my thoughts about this army... updates to come as things get painted.

*In episode #5F23 of season 9, “The Joy of Sect,” Homer joins a cult whose leader promises to take his followers away to the planet Blisstonia. Great episode, I highly recommend it.


Monday, September 21, 2009

Fluff for the Stonecutters

Fonsager, homeworld of the Stonecutters, was originally a civilized and well-populated Agri world until suffering a series of devastating failures with the planet's numerous nuclear power facilities. The surviving populations were consolidated into a pair of hive cities and put to work producing the weapons and equipment needed by their Space Marine overlords. Meanwhile the Stonecutters had been forced by this planetary catastrophe to move their Chapter fortress to Fonsager's moon, Hertagha. Due to the intensity of radiation still prevelant on Fonsager, mutation is sadly much more common than on most Imperial worlds and the Stonecutters are rarely able to locate suitable new recruits from the planet's population. The Stonecutters therefore select their Initiates from peoples throughout the Imperium, often testing and screening potential candidates from pacified warzones before moving on. Those who pass are sent back to the chapter fortress to begin the process of becoming a Space Marine and where they will eventually be inducted into the Tenth Company, thus becoming an Initiate Brethren of the Stonecutters. For the sake of convenience the Stonecutters also routinely search their neighboring systems for recruits as traveling through the warp from distant warzones is rarely a simple affair.

The tragedy that befell Fonsager occured just shortly after the founding of the Stonecutters and the establishment of the planet as their Homeworld. In recognition of the disastrous turn of events on their once beautiful world, the Stonecutters abandoned their original heraldic colors and switched to the dark reds seen worn by them today. In remembrance of their early history, it has become custom for those exceptionally rare Brother Marines drawn from Fonsager's native population to paint their power armour in the chapter's initial colors, but otherwise devoid of chapter insignia or squad markings. In accordance with an edict issued by the first Chief Librarian of the Stonecutters, no more than one such Marine may ever be assigned to each Company at any one time. As a practical matter, however, this has never been a problem due to the low percentage of recruits from Fonsager, typically occuring with a rate of less than one per one hundred Initiates that survive to become Battle Brothers of the Chapter. The Scouts of the Tenth Company are never given this honor regardless of their ancestry or parentage, as it believed that the Initiates must first prove themselves worthy of even wearing a suit of sacred power armour. Great things are expected of those Brother Marines who wear these ancient colors and the induction of such a Marine into one of the Battle Companies is a solemn and portentious occasion laden with much ritual, fasting, and meditation.

Since its successful conversion into an industrial hive world, Fonsager is still able to serve the Stonecutters with the output of its manufactorums and weapon forges. The harsh environment that covers the majority of the planet's surface also provides to the Chapter's recruits excellent conditions for survival training, as well as the opportunity to engage in some dangerous combat exercises. There still lives amongst the ruins of Fonsager's old cities significant populations of the heavily mutated descendants of those who were exposed to the worst effects of the nuclear calamity but somehow managed to survive. These unfortunate people were subsequently deemed to be too high risk to be brought into the newly formed hive cities, instead being simply left to live and die in the shattered remains of their previous existence. What has survived to the present day, and in some areas even flourished, is a horribly gruesome race of degenerate cannibals known as the Ghestrani against whom Stonecutter recruits are frequently tested. Were it not for their value as opponents for these young Marines, it is likely that they would have been exterminated entirely by agents of the Imperial Inquisition who remain understandably wary of allowing these abominations any space within the Emperor's realm.