Tuesday, December 19, 2017

Khymara Strike Force

The planet Khymara is near the Malestrom and this is where my gaming group has been planning campaigns, tournies, and games around for about 2 years. It is a desert mining world with criminals mining the resources from the planet. 


Type                      Mining World
Orbital radius    Khymara is the largest planet in its System and third planet of 8 in its system
Gravity                 .96 G
Temperature     35-50 degrees Celsius (95 - 122 degrees Fahrenheit), Hyper Arid Desert
Population         100,000 (human)
System                 Khymara System
Sector                   Khymara Sub- Sector
Segmentum       Ultima Segmentum

The present Mining World of Khymara is an Imperial Mining World. It is in the control by Imperium of Mankind's in the Segmentum Ultima. The capital of the arid planet is the city is the Khymara’s Spire. Today Khymara is mainly inhabited by humans who were formerly citizens of the Imperium but became Penial workers for various crimes against the Imperium.
Imperial records do not detail the early colonization of Khymara. It is most likely that the planet was discovered by humans during the early years of the Dark Age of Technology. No records specifically refer to the system, but it is known that many star systems on the Western Fringe of the galaxy were first being explored at this time. On first discovery Khymara may have been dead world, bereft of any life, a hot desert planet of sand and rock with a semi breathable atmosphere. If life ever tried to evolve on Khymara, the constant heat never allowed life progress beyond the level of microorganisms. The planet had few areas of liquid ground water and very little atmospheric moisture. The atmosphere was breathable for humans and the environment was too harsh to foster life. But early human explorers must have noted that although lifeless now, the planet's ecosystem was not far from being life-sustaining. Temperatures were high (in the deep deserts very high) but not to the point of making the world uninhabitable. There was some atmospheric moisture and better still, the planet was extremely rich in strategic metals. Huge quantities of useful ores were present and much of it was close to the surface and easily accessible to strip-mining techniques. There was a stable atmosphere which could be manipulated. Khymara was not beyond hope for human colonization. The lure of the ore deposits made the planet a viable prospect for terraforming.
During the Dark Age of TechnologyMankind had both the advanced technology and knowledge required to alter planetary atmospheres and ecosystems to create a habitat conducive to human life. The transformation did not have to be extensive, only creating a climate where a colonist could survive without an environmental suit and dig a mine. Aided by long-forgotten advanced technology, these human explorers set about terraforming the lifeless desert world into something humanity could survive upon. It did not happen overnight. It may well have taken as long as 5,000 Terran years of hard work, but more liquid water was eventually introduced to the planet's surface in the form of artificial seas. Genetically engineered plants and algae were also introduced to the Khymaraian ecosystem, creating a completely breathable oxygen atmosphere in time. Careful management and nurturing slowly changed the atmosphere. How this was done is a mystery in the less technically sophisticated Age of the Imperium, but some now life now exists on Khymara. The first mention of Khymara in Imperial records is in the 30th Millennium, just after the end of the Age of Strife. The planet was rediscovered by the armies of the newborn Imperium's Great Crusade as they spread out from Earth, reconquering the Milky Way Galaxy for Mankind and reuniting the scattered human colony worlds that had long been sundered from one another by Warp Storms and wars. Humanity had barely survived on Khymara, degenerating into a savage, Stone Age tribal existence. The population, probably never large, had dwindled to less than 10 thousand people. In another thousand years, human life on the planet would have been extinct.
Rediscovery of the planet's mineral wealth resulted in the Imperium deciding to recolonize Khymara. The regressed and now hostile colonists were exterminated by one of the Great Crusade's Expeditionary Fleets and new Imperial colonists moved in, establishing mining stations and a spaceport. Over the next 10,000 years of the Imperium's rule, Khymara's population steadily grew to its current level of approximately 5 million people. One major city, Khymara’s Spire, developed around the spaceport. Metal ore mining remained the planet's main value to the Imperium.
Departmento Munitorum records indicate that in the entire history of the Imperium, Khymara raised only 3 Imperial Guard regiments. The Khymaraian 1st Regiment was annihilated during the 5th Black Crusade. The Khymara 2nd and 3rd served as part of the Rogue Trader Saen expedition and were eventually disbanded, with their survivors being folded into another Imperial Guard unit.
Climate and Environment
Khymara's climate could be described in a single word: hot. The coolest climates were in the highly mountainous regions, although they were never cold enough for water ice to form and it was hottest in the deep deserts. The nights on Khymara are extremely cold, with little cloud cover. The major proportion of the evaporated water condenses and returns to the surface during the night. There is minimal recorded precipitation, less than 1 millimeter per annum. Khymara was divided into four principle climatic regions; Mountains, Arid Deserts, Semi-Arid Deserts and Seas. Shifting sands and bare rock covered 95% of the planet's surface. The largest region is the Arid Deserts. The Great Sand Seas are habitable by humans and whilst there may be vast mineral resources buried beneath the sands the logistics of working in such a hostile environment with very high temperatures, low water supply, high winds and the threat of large sandstorms make it hard but not impractical. Most of the deserts also remain unexplored wildernesses Semi-arid regions, concentrated around the coasts are mostly barren, rocky badlands. At ground level, strong, sand-filled winds are commonplace. The second largest region of the planet are the mountains.  Low mountainous highlands cover 20% of the planet's surface. Ancient and heavily eroded by the desert sands, they are not tall, but are extremely rugged. There are no major routes through the mountain regions and no known settlements. They remain an unexplored desert wilderness. The few seas help to mediate Khymara’s extreme temperatures. Surrounding the small seas are the inhabited areas of semi-arid desert. These regions are home to the planet's hydro-farmers. There are two main seas on Khymara called the Mara-sai and the Khy-sai these small, landbound seas are Taros' only source of surface water and were probably artificially created as part of the planet's terraforming by humanity during the Dark Age of Technology. Today the seas are highly alkaline, but provide two-thirds of the population's water supply from hydro-processing.
Hot air rising from the deep Khymaraian deserts collides with the cooler air from over the polar highlands' mountainous regions. The pressure difference causes a high-speed river of air in the planet's upper atmosphere. This air stream can reach incredible speeds, up to 400 mph. This pressure system dominates the climate of Khymara. As the small amount of water in the air condenses to form the wispy clouds common to the skies of Khymara, in the hottest areas these begin to form localized storm clouds, heavily laden with water vapour. The storm clouds rise on hot thermals. If they meet one of the fast-moving air streams, the top of the cloud begins to rotate in the fast-moving wind. This spinning force radiates down through the cloud, spinning faster and faster to form a hurricane. These hurricanes can be huge and blow for days on the surface of Kyhmara. Sucking up huge amounts of sand, these become the sandstorms called Sand Devils by the local population. Most blow themselves out in the deep deserts, but occasionally Sand Devils destroy water farms or mining facilities.
Once, in the distant past before the Age of the Imperium, Khymara was a dead world. Barely inhabitable by humans, it was a bare, scorched desert wilderness. In the Dark Age of Technology, after the discovery of its rich mineral wealth, it was terraformed by the introduction of liquid water and genetically-engineered flora to produce an oxygenated atmosphere. This has managed to create an environment that a small population of humans can survive in.
Flora and Fauna
There is no flora native to Khymara. Genetically-engineered flora was imported to the world millennia ago and survives in the semi-arid zones as scrub and cactus-like plants. The seas contain toxic algae, which generates most of the planet's breathable oxygen. There is no recorded native fauna.
Economy and Society
Almost 100, 000 people inhabit Khymara, mostly in and around the various mining camps and the semi-arid regions surrounding the small seas. Khymara Spire is situated in the Mara-Sai region, where several small landbound seas are Kymara’s only surface water. The water is highly alkaline, but hydro-processing plants situated on the shores turn it into potable, fresh water. This process is aided by the scattered water-farms, which gather ambient moisture from the air. Water farmers sell their produce to the Sector Governor through exclusive contracts. The Governor and his officials control all water distribution on Khymara and therefore all life. Khymara Spire is the single largest urban area with the planet's only spaceport facility. Most Khymaraian inhabits are Penial workers in the mines, working long hours at the strip mines and quarries out in the desert. Other major industries include water-processing and hydro-farming. Hydroponics workers grow food in atmospheric-controlled hydroponic plants. Ore transportation is another large Khyamaraian industry, moving raw ore from the desert mines to collection points in Khymara Spire before transportation off-world. Short distance transportation uses physical manpower (literally labourers carrying a sack of ore each) or tractors towing trains of ore carts. Long-distance transportation uses large cargo aircraft.

In the 38th Millennium, as part of the then-Planetary Governor's drive to improve Khymarian productivity, he requested an order from the Adeptus Administratum to import off-world assitance in the form of Enforcers. A thousand Enforcers were depolyed en masse to Khymara to “increase” productivity in the mines.  Equipped to “increase” the penial workers productivity, the enforcers were effective for a while. Uprisings, riots, protests occurred in many of the mining villages. Adeptus Aribites in the Sub Sector were dispatched to end the uprisings riots and protests with force. Enforcers are still used by many Khymaraian mines to increase productivity. The last census carried out by the Adeptus Administratum, in the mid-41st Millennium, estimated a population of less than 500 Enforcers scattered across the planet.

The rest of the Khymara population is made up mostly of poor Water and Hydroponic farmers operating in across the Planet. A medium level of technology is maintained, with many tasks automated because of the difficult environment and the importance of Khymara minerals to the Imperium's war machine. The Ecclesiarchy's Missionaria Galaxia missionaries report that there is little evidence of genetic mutation or psychic abilities among the Khymaraians.

Due to the extreme aridity of the planet water is the primary resource on Khymara. Hydro-farming is an important industry, as is hydro-processing from the alkaline seas. Sea water is processed to make it fit for human consumption. All water trade is centrally-controlled by the Sector Governor through his official "water-agents." Processing plants are situated on the coast and purify the water via a three-stage process. Hydro-farms are widely scattered across the Khy-Sai region.

The world's primary exports, first to the Imperium are mineral ores for ferro-alloys, including lead, vanadium, rhenium, cobalt and manganese. Vanadium is a toxic, silvery-white metallic element, occurring in vanadinite which is a red/yellow/brownish mineral formed by the weathering of lead ores in desert climates. It is used in steel alloys to provide extra hardness and as a catalyst in other military-grade alloys. Rhenium is a dense, silvery-white metallic element with a high melting point that occurs in gadolinite and molybdenite. It is used in alloy with tungsten in high-temperature thermocouples. Manganese is a brittle, greyish-white metallic element that occurs in manganite,a black mineral consisting of a form of manganese oxide. It is used in some steel and other ferromagnetic alloys. Manganese steel is a very hard form of steel containing 11-14% manganese by volume to produce hard-wearing tools such as rock crushers, heavy pistons and gun barrels with high-tensile properties. Lead is a heavy toxic blue-white metallic element that occurs in galaena (a blue-black mineral that consists of lead sulphides). It is highly malleable, and it is used in alloys for accumulators, cable sheathing and radiation shielding. Cobalt is a brittle, hard, metallic element that is a ferromagnetic metal and occurs in cobaltite, and it is used in steel alloys to help resist corrosion. Taros' principle imports are food and fresh water.

Khymara’s native food supply is largely grown under cover in large, atmospheric-controlled hydroponic plants. Many Khymaraian buildings have their own hydroponic plants, but the largest are situated around Khy-Sai and in the coastal regions. This provides the population with 90% of their food supply, the other 10% being imported from surrounding worlds. Khymara’s principle crops are variants of the millet and sorghum plants, both members of the grass family, providing highly nutritious grain. Groundnuts, related to the soya bean, are a growing source of protein and provide many varied foodstuffs. Some exotic off-world fruits are grown. All Khymaraian crops have evolved to survive on a minimal water supply, which is heavily recycled by the hydroponic plants to prevent any wastage. Other sources of vitamins and protein come from algae and marine microorganisms harvested from the seas and chemically processed to make an edible gruel called "grud" by the natives. This is the staple diet of the Khymaraian miners and workers. Other foodstuffs, meats, dairy products and luxury items must be imported and are only available for celebrations.

Only one city exists on Khymara, Khymara’s Spire which has a population of approximately 25,000 people. It acts as an ore collection point, the centre of the planet's political administration, Space Port, the only area constantly patrolled under the watchful eye of 100 Adeptus Arbites, the distribution center for water and food supplies and other smaller industries. The largest town is Ira Khy-Sai which has the highest density of hydro-farms and water processing plants. There are very few other large settlements. Those that do exist are towns built up around the largest strip-mining and quarrying operations.

Geographical features
Khymara’s Spire - The only City on Khymara and the most populated area around the Mara-sai is called "Khymara’s Spire" and is home to approximately 25,000 of Khymara's population. This area has the most temperate climate on the planet, due to the proximity of the seas and the prevailing wind conditions and as a result, the majority of the world's population lives here.
Ira Khy-Sai- The strip of land near the Khy-Sai, seas on which the town of Ira Khy-Sai is situated. It is the largest hydroponics facilities on the planet. Population is estimated to be near 5,000 Khymaraians.
Alpha Class mines- Living in mining settlements around the mining facilities are the other 70,000 residents of Khymara are Penial Workers. Alpha class mines are worked by penial troops. Each mine is classified as a vertical grid coordinate 0-9, Horizontal grid coordinate 0-9 and Material ie Lead, Vanadium, Rhenium, Cobalt and Manganese. All One of the most productive and largest mines on Khymara is Alpha-67c.
The Great Sand Sea - The vast empty deserts of Khymara, The Great Sand Sea is uninhabited and there are no roads. It is empty except for rolling sand dunes. Huge mineral deposits may still remain undiscovered here, yet to be exploited.
The Pyre - An area of desert surrounded on all sides by mountains. It is accessible only by aircraft. The highest temperatures on Khymara occur within this heat trap. Rumored to be a mass graveyard for the inhabitants of Khymara

The Naolg Heights - An area of rocky badlands and low hills with a reputation for banditry but also very lucrative mineral deposits.

Raptors Khymara Strike Force will consist of:

Lias Issoden

Primaris Chaplain attached to 5th Co
Chaplain attached to 10th Co

Primaris  Librarian attached to 5th Company
Librarian attached to 10th Company

Primaris Apothecary attached to 5th Company
Apothecary attached to 10th Company 

4 Techmarines (3 are Thunder fire gunners)
4 Servitors
2 Predator Destructors
1 Predator Annihilator
3 Thunderfire Cannons
Damocles Rhino
Land Raider
3 Land Speeder Typhoons
3 Land Speeder Tempests
2 Storm Hawks
Storm Eagle
3 Tarantula Heavy Bolter emplacements
3 Tarantula Lascannon Emplacments
3 Tarantula Air Defense Emplacemnts
Mortis Dreadnought

1st Company
5 man Tartaros Terminator Squad
2 5 man Sternguard Squads
1 5 man Vanguard Squad

5th Company (Primaris Co)
Primaris Captain
2 Primaris Lieutenants
Primaris Ancient
6 5 man Intercessor Squads
3 3 man Inceptor Squads
3 5 man Hellblaster Squads
2 5 man Reiver Squads
2 5 man Aggressor Squads
2 Redemptor Dreadnoughts
2 Repulsors

7th Company (Reserve Co)
2 5 man Tactical Squads
10 man Tactical Squad
10 man Tactical squad (vehicle Crew)

8th Company (Reserve Co)
5 man Assault Squad
9 man Assault Squad (Land Speeder Crews)

9th Company (Reserve Co)
2 5 man Devastator Squads 
1 10 man Devastator Squad

10th Company (Scout Co)
6 5 man Scout Squads
6 man Scout Bike Squad
3 Land Speeder Storms

I plan on putting all the non primaris/ Scout models in MK IV cause it looks cooler.  Plus it makes them look cohesive as a force.

Thursday, December 14, 2017

Paint is here! Paint is Here

So a few weeks back I when I started flipping between continuing to build my Primaris as Imperial Fists, or make them Crimson Fists, or make them Raptors this image was stuck in my head.

I have played Crimson Fists for awhile now and I still really like their fluff and and Kantor but im not a fan of what GW has turned them into....blue Imperial Fists. So They were ruled out.

Imperial fists were not bad paint scheme took some time but not bad. Then I started reading their rules again. Boring.  But not enough to make me want to stop playing them in the Blue Version with red fists.

Raptors.....On of may favorite things is talking to the other Members at Bolter & Chainsword  in the Raven Guard & Successor section. We have a good group of  Friendly members in that section. Along with the Raptors Facebook group and seeing other peoples Primaris Raptors, the decison was made.

I'm still waiting on my decals to arrive from Chapter Customizer (Raptor Heads and Squad markings), along with some other bits I recently ordered.....more on that another day.

But more importantly my paints are here.....

One of the Raptors FB Group Members runs  The Mighty Brush Blog and some really amazing techniques and tutorials
Tell me that is not sexy!

I will be attempting to follow his Tutorial on Painting Raptors with one exception......the FW Castellan Bronze...yeah don't have that color and well its expensive to get from FW.  I still need to get some of the GW colors I don't have from his tutorial, but I did get all my Vallejo paints. 

I plan on finish building what I have left to build then do bulk painting, before breaking them down further. I need to check to see if I have enough white V decals too....if not I can do them by hand.

Wednesday, December 13, 2017

New Name and hopefully it sticks for a while this time.

So I changed the name again.....oh well.

Been super busy with work and other things but did finally get some time to sit down and get cracking on my Primaris Marines last week.

Between my 10th Company and now 5th Company (all Primaris), I figured why not and eventually create a Multi Company strike team over time. I plan to use only MK IVs and scouts to match the armor of my Primaris Marines.

I will post some army pics eventually along with unit breakdowns.

Wednesday, November 29, 2017

Death of an Army and An Expansion of another

Over the past few months I keep staring at the unfinished projects I have laying around.  Here they are in no particular order:

-Order of Our Martyred Lady: This army is my baby I always feel like that is my show army, I occasionally play......which I hardly ever have time to play as it is.

-Crimson Fists: This is a huge army and I get tired of paint blue quickly.

-Emperor's Children (30K): This army has stalled mainly due to the rules set.

-Imperial Fists: Ugh yellow, Ugh same rules as my CF, but with a crappy relic and all Primaris.

-Raptors: Thanks GW for 8th Edition...ruined my battle plans and army. All Scouts and vehicle support in 7th and now don't know what to do with them.

Grey Knights: They are in storage....somewhere

Deathwatch: in the boxes never built...in storage

Elysians: Very slow going

So looking at that I knew it was time to fold the Imperial Fists into another army.....and the only real option was removing logos and paint and starting fresh with them as Raptors. Maybe this is the kick start I need.

Thursday, November 23, 2017

Immolator Mk Ib build

The Adepta Sororitas Mk I Immolator. 

The Mk I was the only exclusive vehicle to the Sisters of Battle when they first appeared in 2nd edition. Eventually we would get a Forge World Upgrade kit for the rhino in 3rd edition allowing Sisters of Battle to take either Heavy Flamers or Multimeltas. Games-workshop would eventually release the 3rd version of the Immolator in a dual kit with a Sisters Rhino, allowing us to take Heavy Flamers, Multimeltas or Heavy bolters. 

I have previously stated that the FW variant was my favorite followed closely by the Mk I. Now I have 3 FW Variants for my Sisters and personally I am not a fan of the GW new version or really any of the recent GW Sisters vehicles. Most of my vehicles are FW Variants, they look cooler. 

Why the Mk I immolator. then? Something about it soothes the soul. And it will be nice to have as my Command Vehicle. 

So far here is the parts breakdown:


-Sisters of Battle upgrade sprue Heavy Flamers
- Mk I Immolator gunner

Optional parts

-Scout Bolt pistol (no hands same version carried by seraphim)
-bolter (no hands)
-Various Space Marine pouches (large and Small)
-Purity Seals (lots of them)
-Sisters of Battle upgrade bits
-Spare Rhino track 


-Deimos Rhino upgrade
-Sister of Battle rear door

Third Party Companies bits

Zinge Industries: Hoses, rivets, hose connectors, and spare road wheel

Wargames Exclusive: Head Lights (Optional)

Chapterhouse Studios:  Rhino Front plate  (Optional)

-I consider this optional as I had it laying around and since it is going to be covered up plasticard why not use it. 

Secret Weapon Miniatures:  Brass Mesh 

Hopefully this weekend I will have a model update for everyone. 

Tuesday, November 21, 2017

New update......New Title of the Blog.

                                                                         A spiritu dominatus,
Domine, libra nos,
From the lighting and the tempest,
Our Emperor, deliver us.
From plague, temptation and war,
Our Emperor, deliver us,
From the scourge of the Kraken,
Our Emperor, deliver us.

From the blasphemy of the Fallen,
Our Emperor, deliver us,
From the begetting of daemons,
Our Emperor, deliver us,
From the curse of the mutant,
Our Emperor, deliver us,
A morte perpetua,
Domine, libra nos.
That thou wouldst bring them only death,
That thou shouldst spare none,
That thou shouldst pardon none
We beseech thee, destroy them.
-(commonly known as the Battle-prayer of the Adepta Sororitas)

So I have been toying with this idea long enough. With the amount of time I have due to other commitments. I need to focus on one army and only one army. 

Adepta Sororitas have been my favorite army for over 20 years now and I should be giving them the love they deserve. 

Currently I have began working on my Mk Ib Immolator Conversion

The Story

One of my favorite kits is the Mk I Immolator. It was such a fun kit and I had so many of them thanks to an ordering mistake at LGS (that is now out of business) having an extra 0 on the order and ended up selling them for $12.50 to get rid of them.  Good times

With  that being said I love the OOP FW model more and have a few kicking around still to build and the current one is ok but I want the Original one to transport my Original Canoness around .


GW Rhino

FW Deimos Rhino

GW Immolator/ Rhino bits

Chapter House Mk I upgrade kit (front plate)

Grishnak War Maidens Bolter

Wargames Exclusive lights

Zinge Industries (cables, rivets and various parts)

Lots of Various bits from GW

Icons from Shapeways




As I am doing a Mk IB Immolator I am going all out with a detailed transport interior. Cause why not. 

I opened the vision slit on the Driver/ Gunner entry door, Removed the Godwyn Pattern bolter under the Command Console.  I then opened up the doors on the side. 


WIP Close up showing the Doors Removed. 


Test fitting the Deimos exterior plates. 


Mock up of the Grishnak War Maiden Bolter  replacing Godwyn Bolter.

Next post I'll talk about some of the history of Canoness Athena's Immolator 01 and It's Crew. 

Friday, September 29, 2017


Need to add brass etch to Storm Eagle, Prime Arms, Shoulder pads, back packs for Kakophani, and get apothecary from a friend. 

Still waiting on confirmation from the Dreadtober blog, but will start working on them this sunday

Thursday, September 28, 2017

Another project just got bumped forward

So will checking out Hersey 30k Forum, Mordian 7th post up about a another Group Build/ Paint log going on for the month of October. After checking it out I decided to join in the fun.


Goal is to build and paint a Deadnought class vehicle in October.

I decided to build my Emperor's Children Contemptor Dreadnought with Volkite and Powerfist. Eventually I will get him plasma cannon.

This along with my 1000 pt build for Tale of X Warlords will give me a smallish 30k army.

Dreadtober link

and if you want to see some very Pretty Sons of Horus check out Mordian 7th's blog

Ill try to get pictures up soon....Saturday is a full day already but I will try to get some over the next few days.

Thursday, September 21, 2017

Post update

Been super busy at work and have not been able to update blog in a while.

1- Started building a Soviet Army for Team Yankee....Expensive game but fun

2- Campaign fizzled out mainly cause everyone could not get together enough...

3- Pulled the 30k Emperor's Children army out......DAMN I have a alot of stuff for them.

4- Did not finish my Raven guard vows....

5-Planning on working on my 30k/ 40k Emperor's children for a Tale of Painters starting in October.

Once the tale of painters campaign starts. I'll link it here.

and Now a name Change!

Saturday, August 19, 2017

First game of 8th edition in the books

So I am running an Escalation Campaign in my gaming group. The Planet was decided pre 8th ed to be named Khymara near the Maelstrom. Now with the Warp Rift reach across the Galaxy, I decided to leave the name and continue on with the campaign with the missions being selected through the Open War deck for deployment and objective. Twist and Ruse are pulled before each game to add unique flair to each game. The card we currently are not using is the Sudden Death cards.  Each of the 12 players in the group is building an army of their choice starting at 500 pts for the first few missions then will bump up to the next increase. The players each were allowed to choose a faction (Imperium, Xenos or Chaos) and can jump between the different armies in their Faction. Here are a list of the armies the Players are fielding so far


Iron Hands/ Astra Militarum
Dark Angels/ Astra Militarium
Dark Angels/ Raven Wing
Crimson Fists/ Imperial Fists
Raven Wing


Traitor Dark Angels (using Dark Angel list but against the Imperium)
Khorne Daemons


Eldar (All types)

I finally was able to play the first mission and played against the Traitor Dark Angel player.

Lt. Huron Grimm of the Crimson Fists 2nd Company looked at his small task force assembled before him. Each squad was picked by him to perform a routine patrol of the area while the rest of the Imperium Forces set up a base of operations. 

Lt. Grimm served with each of these squad leaders when he was a Veteran Sgt of  the 2nd Company defending New Rynn City during the Ork invasion of Rynn's World. Shortly after the cleansing of the Orks was done, Chapter Master Pedro Kantor would promote Veteran Sgt Grimm to Lt of the 2nd Company to lead the remaining members of the company while the Chapter was being was rebuilt. The 2nd Company would be replenished eventually but then the Tear of the Warp occurred and  The Crimson Fists would be once again decimated. The arrival of the Indomintus Crusade replenished the Chapter with the new Primaris Class of Adeptus Astartes. Former 5th Company Captain Rork was the most Senior Captain at the time was moved to take charge of the 2nd. Lt Grimm was glad to have another Captain that reminded him of Captain Drigo Alvez. 

Lt. Grimm walked over Sgt Mendes' Tactical squad and asked 'Dez, referring to the Sgt by his nickname, Your squad ready?"

"Yes Lt." Responded Dez. Dez had taken over as squad leader during the battle of New Rynn City when the previous squad leader was killed and was the most obvious pick as Grimm's replacement of 1st Squad.

"Good," Replied Grimm as he walked toward Veteran Sgt Torga and his Assault squad. "Tor, you and your men ready to be our eyes in the sky?"

"Yes Sir" responded Tor. Veteran Sgt Torga, was not a member of the 2nd Company during the Ork invasion of Rynn's World, but instead was a Vanguard Veteran Sgt serving at the Silver Citadel before the attack came. Tor and Grim created a bond in the battle s they fought during the siege. When asked if he wanted to join the 2nd Company he agreed. 

"Good" replied Grimm once again, and continued walk towards Veteran Sgt Macnamra and his devastator squad. "and your men, Mac?"

"I wouldn't be here if they weren't ready, Huron" Mac said with a crooked smile. Mac was one of the few that would and could break formalities with Lt. Grimm. They have served together since they were recruits, have saved each others lives more then they could count or felt they need the other to rescue them. Grimm requested Mac to be promoted to Lt. and Mac declined the promotion stating 'my job is to make sure my men are ready, I would not be here if they weren't ready. Plus I like shooting big guns and yelling at the new squad members'. Grimm knew it was because during the Battle of New Rynn's City Grimm saved Mac from dying after an Ork Warboss had burned some of his face and removed his left arm at the bicep and was beating him with his own arm. Grimm went to see his friend in the apothecarion while he recovered and Mac told told him, "that was the first time I felt helpless and thought I was dead. I owe you and will not left you forget it." the Promotion would not allow him to fulfill his promise. 

"Excellent, Men, We will be cond....." Grimm was saying when he was interrupted.

"Lt. Huron Grimm, we have a change of orders from Chapter Master Kantor and the Imperial High Command in charge of this operation," said Sternguard Veteran Sgt Leotim. Sternguard Veteran Sgt Leotim was considered the right hand of Kantor. Leotim's Squad often accompanied Kantor in the field and formed his bodyguard.

"Your mission is to recon the area, established contact with Astra Militarium unit in Zone 6.32.9 and give them this," continued Leotim.

"Dez, have one of your men carry this. Anything else, Veteran Sgt Leotime?" responded Grimm.

"Yes one more thing Lt., Kantor want us to assist you on this mission," replied Leotim

"We leave in 5 minutes, join me in Storm Raven 6" 

His List 

Librarian with a Force Axe
Company Champion
5 man Tactical Squad with Plasma gun
5 man Tactical Squad with Heavy bolter
3 Raven Wing Knights
* I can't remember what other wargear he took

My Crimson Fist List

Lt Master Crafted bolter, bolt pistol and Fist of Vengeance
5 Man Sternguard Sgt had Power Axe
10 man tactical squad Meltagun, Heavy bolter, Sgt had a power sword
5 man Assault Squad Sgt had a power sword
5 man Devastator squad with 2 heavy bolters



Both armies choose Tactical marines with bolters.


I pulled the Twist card as he had less Power Points than me and was getting a Ruse Card. 

Twist was Everyone gained +1 attack. 


Originally he pulled Dug in where he could benefit from cover in the open if he did not move. I suggested he re pull as I would negate it with My Chapter Tactics and he even stated he would be moving so he re drew. 

Warlord traits 

I took the +1 attack on my Lt. and he took the +1 Leadership on his Librarian

Storm Ravens 6 and 7 descended, quickly touched down, dropped their passengers off and took off all in a matter seconds.

"Mac your squad cover our right flank, Dez, your team rear, Squad leader Mora Your team on the the left flank. Leotim's squad and me are taking point. Tor keep an eye on us from Raven 9." Grimm issued to his teams. and they began moving to meet the Astra Militarium team. 

Grimm and the squads approached a rocky out crop and some ruins. Mac and his squad  climbed into a rocky hill to scan the area. Grimm and Leotim's squad approached the base of a large hill. Squad leader Mora took cover in ruins to the left of the large hill. Dez and his demi squad took cover in the ruins covering the rear. Brother Sandigo checked to make sure the package for the Astra Militarium was still on his belt and gave a quick thumbs up to Dez. 

"Movement north of your position, Lt.," announced Tor over the comms from Storm Raven 9. 
"Astates pattern armored Infantry and bikes, no heavy armor, IFF is not picking them up as friendlies of foes. Imperial Command is reporting no other troops in the vicinity, Storm Raven 6 has visual confirmation on Astra Militarum troops 2 klicks west of your current position," continued Tor.

"Prepare for combat, Crimson Fists'" replied Grimm.


He won the dice roll and decide to deploy first. He deployed his courier and his unit to to my right near the table age in a rocky out crop. I countered by deploying Sgt Dez and his demi squad in the rear in ruins. he then deployed his next troop squad on his side of the large hill in the center of the table. This was countered by deploying Veteran Sgt Leotim and his squad in a position to wrap around to gun them down. He then deployed his Company Champion with the same squad. I deployed Sgt Mac and the devastators in a small rocky hill to engage both of his tactical squads. He deployed his librarian near the courier squad. I deployed Sqaud leader Mora with his demi squad on the left to cover the Leotim's advance. He then deployed his Ravenwing knights as his last option in a position to engage me in a fire fight turn 1. I them deployed Grimm near Leotim's squad and placed tor's squad in reserve. 


Turn 1
I failed stealing the initiative and the game was on. He moved his troops 6 inches forward and moved his bikes 12 inches curving around the center hill. He opened fire on Leotim's squad killing 2 guys. Rest of his fire was ineffective and the Sternguard held strong. 

My turn saw some effective and ineffective fire. I was able to remove 3 wounds off the bikes killing only 1 and killing some marines in the squad with the champion. Tor and his assault squad landed 9 inches away from the tactical squad containing the Librarian. After a failed charge from Tor's assault marines and losing one to overwatch, Leotim's squad followed suite and failed their charge against the knights and suffered no overwatch wounds. Grimm attempted to charge took 2 wounds and and made it into contact with the knights. The knights died from Grimm's Fist of Vengeance before they got to swing. 

As the Crimson Fists moved into postions bolter rounds bounced off their armor or flew wide of the mark. the Leotims squad turned the corner to only to have two of their number taken out of the fight. "Well this is great...."stated Grimm. Leotim looked over at Grimm. "Tor drop on the right flank and engage that unit over there, Mac cover them. Dez protect Sandigo, Mora cover us we are going in."

Turn 2
His squad with the courier fell back to increase the distance between them and Tor's assault squad. His other squad advanced closer to the large hill in the center of the table. He then played his ruse card for tactical  reserves and the knights returned. His shooting was had a little effect and his Librarian successfully cast Aversion on Mac and his squad. 

My turn saw Grimm run around the rocks to engage the squad with the champion while Leotim and his squad cut through the center hill to assist him. Tor and his assault squad moved forward to engage the librarian and his tactical squad. Squad Leader Mora and Sgt Dez's squad both moved forward. I inflicted wounds on the knights, and killing models from the both tactical squads. Most damage inflicted by the heavy bolters fom Mac's team. During the assault phase, Grimm took his 3rd wound from overwatch, but make contact with tactical squad to be counter charged by the Champion. Tor and his squad took no casualties from overwatch and made their charge to only be counter charged by the librarian. Grimm inflicted 1 wound on the champion before being taken out of the fight. Tor and his squad fell to damage the tactical squad and lost 2 more marines. 

The fighting was thick and intense as bolter rounds flew through the air. Tor and his squad chased down and engaged the squad on the right flank. Leotim and his squad were fighting in the center of the table.  "Grimm's down," yelled Leotim as the Champion bested him in combat. 

Turn 3
His knights decided to go around the mountain like the previous ones did in turn one. His Tactical squad with the Champion advanced towards the Leotim's squad. The knights open fired killing 3 members of Mora's demi squad and his librarian failed to cast his psychic power. The Leotim were charged by the Champion as the overwatch killed the tactical squad. The champion killed 2 of 3 members of the squad. In the other melee the librarian killed the last marine only leaving Tor alive. 

My turn saw forces depleting quickly. Sgt Tor jumped away from melee and Dez and his squad moved up to brace for storm coming. Mora's demi squad heavy bolter wounded Raven Wing  knight. Mac's squad opened up on the 2 remaining tactical marines near the librarian, inflicting 2 wounds, dice roll for saves, 1 & 3. both marines dead. Victory Crimson Fists. 

The forces of the Crimson Fist were being taken out of combat faster then they were taking out the enemy. Mora and Tino were the only members left of Mora's demi squad, Stern guard Jonez was fighting a losing battle against the Champion, Tor was the last man in his squad. 

"Tor clear melee, everyone else engage, Ravens request pick up on my frequency," called out Mac. 

Mac's squad heavy bolter engaged the tactical squad Tor had just left dropping the 2 marines. The enemy Librarian sensing all was lost issued a retreat. 

Storm Ravens 6, 7, and 9 touched down and the wounded were loaded up first. No serious casualties inflected thought Mac. 

"Mac, the mission'' asked Dez pointing at the package Sandigo was holding. 

"Tor, Mora, Tino, finish up here and get them back to base. Raven 7 make contact with Astra Militarium forces and plot a course. Squad Dez and Mac, once Raven 9 and 6 depart we complete the mission."

Wednesday, July 12, 2017

Imperial Fist Inceptor Squad PIP 1

Small update today....was distracted a lot last night so I didn't get much done or so it felt like.
So after painting my LT I realized that with my paint scheme it would be much easier to touch up the bone color then it would be to do the complete yellow process (bone, Argrax earthshade/ lahmia medium, white, lamenters yellow) when I make mistakes with the red paints. I still need to do more bone touch ups and I will probably do the metallic and black colors next before moving on to the yellow. The banner is also slowly being worked as my paint is drying distraction.

Tuesday, July 11, 2017

Imperial Fist Primaris WIP Update


Was able to get priming done and ran out of spray right after I finished......lucky me. So I'll need to get another can of Army Painter bone today at FLGS. 

also I caved and bought another 2 primaris Intercessors to round out the 3 from First Strike.....still need another 2 reivers but I will probably buy the 3 pack saturday. 

So the army as stands right now: 

Gravis Captian- Primed
Captain- Waiting on Delivery (Damn you GW!)
Librarian- Waiting on Delivery (Stupid FedEx smartpost mailing)
LT- Auto Rifle- Almost done....Needs Company marking and clear coat
LT- Power Sword- Primed
Primaris Ancient- Primed
Rievers-  3 of 6 Picking up Saturday from local GW Store preorder maybe the other 3 too
Intercessor I- 1 of 5 primed other 4 unbuilt
Intercessor II- 0 of 5 built
Intercessor III- 0 of 5 built
Intercessor IV- 3 of 5 in First Strike (pick up saturday) other 2 bits order
Inceptor VII- 3 of 3 primed
Inceptor VIII- 0 of 3 built
Hellblaster IX- 0 of 5 built
Hellblaster X- 0 of 5 built

on to the pictures









Monday, July 10, 2017

Update time....

With the Summer Monsoon season upon us in the Hell that is called AZ.....I was not able to get anything primed do to the humidity and being 107-117 all weekend (Nothing like 102 * at midnight)

so with the lack of priming I built some stuff.  

First off What needs to be painted so far


My Imperial Fist Scout "Spy" Mission Marker






He is based off this image


and what good is a Mission Marker without a scenic base 





The Scout will be climbing the rocks facing the shoulder plate. 

Parts break down

Scout Body- Land Speeder Storm Rider  Boot replaced with one from a regular scout

Arms- Heavy bolter bare arms

bolter- scout

Knives- Cadian, anvil industries, scout

pouches- modified marine ones

purity seals- Grey Knights

Ork bits- sniper and boyz bits...

Cork and green stuff

Head mohawk from mad robot miniatures

Friday, July 7, 2017

Imperial Fist Spy and Objective Counters

Double Post Friday

So as a distraction from working on just my Imperial Fist Primaris Marines army, I am working on my Objective Counters and Spy for 8th edition.

I keep jumping between ideas for my objective counters for the 3rd Company but after looking at this image I decided on what I am doing:

Servo Skulls as my Objective Counters. Considering the fluff of the Imperial Fist scrimshawing bones of  their deceased brothers servos skulls makes sense. I have a four from my Grey Knights and one from my Deathwatch. I will be getting some from friends (about 3 or so servo skulls if not more) so I have a variety of them. At one point I thought lets add the number of servo skulls that each counter represents but I don't want to have buy another 13 as they are not cheap on ebay. I will be suspending the with brass to have them floating off the ground and paint the number they represent on the dirt in brown.

Imperial Fist Spy. I was originally thinking of having another skull but that may get confusing. So what is the best option, build an Imperial Fist Scout. My Spy will be based off this pose and details

I already started some of the work on him but need to do some green stuff work on him and get it to where he holds the bolter properly. it wont be 100% accurate to the image but close. The body I'm using is the Scout getting to repel off the Land Speeder Storm. I'll update this post eventually with pics and a parts break down.