For Holy Terra Because space is scary

11Jan/120

RPC – Halo Knights

Second place, which gets the tricked-out Rhino!

Submitted by Graham:

Name:

Halo Knights

Founding chapter:

Imperial Fists

Founding:

19th Founding

Chapter Master:

Arcan Valcarus

Homeworld:

Fleet-based, Crusading Chapter

Main colours:

Silver, Bronze

Specialty:

Armoured Assault, Siege

Estimated strength:

8 companies ~ 900 Marines and Recruits

Halo Knights SymbolFounded in the chaotic years following the Nova Terra Interregnum, the Halo Knights were one of many Chapters tasked with bringing the heretic worlds back into the fold of the Imperium. Serving with distinction, the Halo Knights were rewarded with the opportunity to claim one of the recaptured worlds as the Chapter’s homeworld, which the Knights’ Master Drago Arcteris turned down, instead requesting that the Halo Knights remain as a Crusading fleet, bringing the Emperor’s Justice wherever it was needed. The High Lords of Terra, perhaps insulted by the refusal of their gift and certainly inspired by the Chapter’s own iconography, agreed to master Arcteris’ request and sent the Halo Knights on a crusade to the very edge of the Imperium. For a thousand years the Halo Knights guarded the edges of the Segmentum Pacificus from encroaching Ork hordes, Eldar corsairs and the agents of Chaos, gathering members from the worlds they saved or conquered to replace their losses. The Knights were slowly diminished over time, as the constant battles the Chapter engaged in claimed more losses than could be replaced and by the closing of M38 the Chapter was a shadow of its former self, with only four companies of Battle-Brothers to its credit.

The end of the Chapter came during the Parssus Crusade against the Dark Eldar of the Cabal of Grief, vicious slavers who preyed on the outlying worlds of the Segmentum Pacificus and eluding all Imperial attempts to end their savagery. The Halo Knights took up the call to battle and through a series of planned raids against Cabalite strongholds lead the xenos pirates into the waiting gunsights of an Imperial Navy fleet. While the Navy battleships ground down the Dark Eldar ships to rubble and dust, the Halo Knights stood ready to catch any ships that broke free of the Imperial encirclement. At the climax of the battle, the Dark Eldar flagship Lament of Thorns broke free of the Navy blockade and fled for open space. Determined to see the end of the foul slavers’ reign of terror, the Halo Knights pursued in the Chapter’s lone Battle Barge Argent Glory, chasing the xenos cruiser far beyond the borders of the Imperium. The Argent Glory and the core of the Halo Knights leadership and fighting strength was never seen in the Imperium again. What remained of the Halo Knights were disbanded by the High Lords of Terra and folded into other Chapters, ending the short but successful history of another minor Chapter.

The Argent Glory and the Halo Knights inside survived however, hounding the Lament of Thorns beyond the rim of the galaxy into the scattered Halo Stars themselves. Finally crippling their prey, the Knights boarded the Dark Eldar cruiser and systematically eliminated every xenos warrior they could find. Far beyond the borders of the Imperium and running short of supplies, the Argent Glory began the long, cautious journey back to the Imperium. As power and supplies dwindled, the Halo Knights made a shattering discovery, human-populated worlds far beyond the Imperium, colonized long ago but never appearing on any star chart or record within the Argent Glory’s libraries. Fearing some trap or heresy but critically short of supplies, the Halo Knights made contact with these worlds and discovered their origins. Claiming descent from the ancient Imperial crusade under Admiral Usurs in M33, the dozen inhabited worlds of the Halo Stars had been settled and held since the Admiral’s crusade and had been waiting for contact with the Imperium for generations (while never recorded in official histories, Admiral Usurs had been exiled beyond the Imperium by the High Lords of Terra and the crusade into the Halo Stars had been a way of ‘diplomatically’ removing the Admiral from power. The Admiral’s reports of conquered and settled worlds were never followed up and abandoned).

Inspired by the resilience and tenacity of these colonists, long sundered from the Imperium, the Halo Knights’ Chapter Master Broma Hargull made the decision to remain in the Halo Stars, protecting the scattered human worlds at the edge of the galaxy until the Imperium finally came to reclaim its own. The long vigil of the Halo Knights continues to this day, a single Space Marine Chapter aided only by the few worlds they choose to protect, exemplars of the honour and chivalry espoused long ago by their ancient Primarch, Rogal Dorn.

Organization:

Halo Knights

The Halo Knights are a fleet-based chapter, perpetually patrolling the Halo Stars between scattered human worlds. Central to the Chapter’s fleet is the ancient Battle Barge Argent Glory, the same vessel that brought the Halo Knights to the Halo Stars nearly three thousand years ago. The rest of the Chapter Fleet is made up of over a dozen Strike Cruisers and numerous smaller escort vessels. Whenever possible, the Halo Knights prefer to operate as a whole Chapter, or at least to divide themselves between as few fronts as possible, to deliver maximum strength against their foes as possible rather than trying to hold down multiple engagements. This doctrine means that the Halo Knights are always on the move as they hammer down each battle in turn before moving on to the next, but does ensure that they are never spread so thinly that their strength is wasted.

Having been so long in isolation from the rest of the Imperium, the Knights have drifted from the rule of the Adeptus Astartes, instead adopting a structure closer to their crusading kin, the Black Templars. Each new recruit to the chapter is put through rigorous testing by the Chapter Chaplains before being seconded to a serving Knight as a Squire. The Squire will follow and serve his master Knight on and off the battlefield, all the time learning the ways of the Chapter and of war. Only when his master is satisfied will the Squire be raised to the full rank of Knight and don the full suite of Space Marine Power Armour. With the newest members of the Chapter folded into the regular line units, infiltration and scouting duties fall to the Knights Errant, experienced battle-brothers who have an inherent knack for subterfuge and unconventional warfare. Clad in full suits of power armour in dull or mottled hues, the Knights Errant range ahead of the main battle force, identifying targets of opportunity and wreaking havoc on poorly protected supply lines and depots. The sudden appearance of armoured Knights wielding heavy weapons from the rear or flank has turned the tables on many enemies over the years and will do until the chapter is no more, such is the respect earned by the independent and often unorthodox Knights Errant.

Instead of rigidly organized Battle Companies, the Halo Knights create Task Forces in a more flexible, ad hoc manner suitable for the requirements of the task at hand, its members drawn from standing Companies that specialize in a given battlefield role. This inherent flexibility allows the Halo Knights to respond to multiple calls for aid with little delay, invaluable for a Chapter that must patrol so large a territory.

With only a limited ability to resupply their fighting forces through the Forge World of Grougal, the Halo Knights have several elements missing from the Chapter armouries. Foremost of these is the almost complete absence of Tactical Dreadnought Armour. The singular suit of neigh-invulnerable “Terminator” armour left to the Halo Knights is reserved for the exclusive use by the Chapter Master and over the centuries has been modified and upgraded with a host of protective wards and augmentations to further enhance its abilities.  The Halo Knights also have a severe shortage of Land Raider transports, having lost many to slow attrition over the centuries without means of replacement. As such the use of such valued vehicles has become reserved for the veteran 1st Company, allowing the finest warriors of the Chapter to be delivered directly into the thickest fighting. Without ready access to Land Raiders the Halo Knights rely heavily on the many vehicles based on the venerable Rhino chassis, the Predator and Vindicator tanks, Razorback transport and Whirlwind missile launcher.

Tactics:

The standard battle doctrine of the Halo Knights is of encirclement and siege, which proceeds in ever-shrinking circles as the enemy is reduced to static positions before the Knights grind them down with concentrated heavy weapons support. On arriving in a battle zone the large Chapter Fleet begins the encirclement and blockade of enemy planets. As reinforcements from local Imperial Navy flotillas arrive, the Chapter Fleet will tighten the blockade and begin direct bombardment of surface positions. Once the enemy is cut off from escape or reinforcement the Halo Knights begin landing operations, centered around the ancient Battle Barge “Argent Glory” which carries the bulk of the Chapter’s ground forces into battle. When the landing zones are secured and the Knight Errant have identified the enemy’s most important positions, the Chapter makes full use of its extensive armoury of tanks and armoured vehicles, surrounding enemy forces with roaming squadrons of Predator tanks with bike and Landspeeder outriders. Once contained, the Halo Knights will besiege the enemy with companies of Marines delivered by Rhino and Razorback transports before grinding them down under Vindicator and Whirlwind barrage.

Heraldry:

The Chapter Icon of the Halo Knights is a vertical sword within a twelve-pointed ring. Armour is silver-grey in colour with bronze trim and highlights. Chaplains, Librarians and Tech-Marines retain the main armour colours with the distinctive colour of their station displayed on the shoulder pads. Librarians also wear a sand-coloured ceremonial robe and hood. The Knight Errant have armour in more subtle tones of darker greys and non-metallic browns and are often daubed with a disruptive pattern suitable for the local terrain. Since Task Forces of Halo Knights are never statically organized, a Knight’s personal heraldry adorns either the right shoulder or knee pad; the Chapter Icon of the Halo’d Sword adorns the left or both shoulders. Veterans are distinguished by the reversal of the Chapter colours on the shoulders, silver trim on bronze; the helmet is also bronzed.


WIPs
Halo Knights WIP 1

Halo Knights WIP 2

13Jun/111

Grey Knights Rhino/Razorback

Not quite finished, but it's Miniature Monday!

Grey Knights Razorback

Click to enlarge

Grey Knights Rhino

Click to enlarge

Grey Knights Rhino

Click to enlarge

Yep, Forgeworld on the front, top and back!  The back hatch it glued in place because the two that I got (for this and the Stormraven) were almost as flexible as rubber.  They retain their shape well, but moving them caused them to flex a great deal, so I just glue the door shut.  The interior is nicely painted and visible from the top hatch, so I'll have shots of that later.

The best part about the Grey Knights Rhino chassis was not having to worry about sponsons!  Side doors used the spare book bits from one of my two Blood Angels Stormravens.

The heraldry on the front sides was my first experiment with a lot of masking tape and an airbrush.  I'm rather pleased with the results.  I only had to do a little cleanup around the edges, but otherwise, it made working with red and white far less rage-inducing than normal.

4Apr/110

Drake’s Fury – Salamanders Razorback

 

Salamanders LasPlas Razorback

Click to enlarge

Drake's Fury is the dedicated Razorback for the 2nd tactical squad of the Salamander's 4th Company.  Bearing the rare single Lascannon and twin-linked Plasmagun pattern, Drake's Fury entered service over a millennia ago.  In that time, it has seen numerous engagements and earned a host of battle honors.

In 907.M41, during the final push in the battle for Gangreatha III, Drake's Fury bore then-Captain He'Stan, along with his successor, then-Sergeant Doc'Tyr, leading a tank column into the heart of the battle against the heavily-armored Mantis Warrior contingent.  Drake's Fury's guns were responsible for immobilizing the rebel Land Raider serving as a mobile command.  He'Stan and his retinue charged forth into the enemy line while Drake's Fury showered the rebels with plasma fire.  Within minutes, the Mantis Warriors were in disarray and falling back.  Drake's Fury led a small detachment of Razorbacks to harry the retreat, breaking what remained of the rebel's will to fight.  Within a week, Gangreatha III was back in the Emperor's Grace.

Painting note:  The chipped paint effect came from this tutorial by BuyPainted.  I haven't mastered it yet, but I'm very happy with the way this turned out.  Adding the decals first is definitely a good idea.

11Mar/110

Blood Angels Tank Column

Blood Angels Tank Column

Click to enlarge

(Note, the rear two tanks are still works in progress.)

Baal Predator Fidelus and Razorbacks Eas In Crucem and Saevio Angelus cross the Ingeltos River into Port Barston at the beginning of the Haerid Prime campaign.  Fidelus was responsible for breaking the forward command headquarters of the rebel faction, which allowed the Eas In Crucem to deliver the Death Company close to the rear.  Assault Squad Quartus Æolus followed them in Saevio Angelus and ensured that their sacrifice was capitalized upon.  The three members of the Death Company produced a 48-1 kill ratio, while Sergeant Æolus and his squad provided cover fire.  By the time the Death Company had been brought down, the entire Western command structure had been left in disarray.

Assault Squad Quartus Leander arrived via Stormraven with Brother-Priest Lombrec and joined with the rest of Assault Squad Quartus.  Together, the squad and three tanks harried the Western flank before eventually joining up with the main strike force.

9Mar/111

Salamanders Predator and Vindicator

Salamanders Vindicator and Predator

Click to enlarge

The Vindicator Anvil of Prometheus and Predator Nocturne are frequently deployed in support of the the 4th Company, and have been used by Vulkan He'Stan's expeditionary forces on a number of engagements.

Anvil of Prometheus has been lovingly maintained by its crew for generations, and the magma-and-salamander emblem on its siege shield is meticulously repainted after every battle.

Salamanders Vindicator and Predator

Click to enlarge

Nocturne is the preferred chariot of Honored Forge-Brother Kro'Nes, the 4th Company's chief techmarine.  Not content to sit on the sidelines, Kro'Nes is famous for leading his tank column directly into the heart of battle. Nocturne is a sort of legend among the Salamanders, having been crippled on the battlefield a score of times, and each time revived by Kro'Nes and his techmarines.  Kro'Nes is also notorious for leaping from his stricken vehicle to engage enemy forces hand-to-hand rather than allow them to further ruin his beloved Predator.  Despite the amount of firepower it has absorbed, Nocturne is rebuilt and repainted, returning like a phoenix again and again.

7Mar/110

Blastimus Maximus pattern Predicator

Cheese

Click to see bigger cheese

Some of you may have noticed that I've joined two new blog networks - International House of Paincakes and Badab Bloggers (in addition to ::coughshamelessplug:: The Hobby Core network).  Paincakes has some good member promotion going on, and my Salamanders Vindicator post was featured in the #2 slot on their Weekly Top X.  In the feature was a request for an Apocalypse datasheet for the dreamy "Ultimate" version.  Well, I'm not one to back down from such a blatant challenge, so here it is:

The Blastimus Maximus pattern Predicator
Type: Tank (Ridiculous)
250 Points

BS F S R
4 13 11 10

Wargear:
Demolisher Cannon
Two sponson-mounted Lascannons
Pintle-mounted Multi-melta
Siege Shield
Extra Armour
Smoke Launchers
Searchlight

Special Rules:
Death Blossom - The Blastimus Maximus may choose to fire all available weapons in a single turn (Demolisher cannon and all others), and each at a different target.  However, if it choses to do this, all shooting is resolved at BS 2, and it suffers a "Crew Shaken" hit, making it ineligible to fire on the next round.   If all shots miss and/or scatter completely off of their intended target, the Blastimus Maximus has suffered a catastrophic failure and it suffers a single penatrating hit.  If the result of this hit is "Crew Shaken" or "Crew Stunned," the result is treated as "Crew Stunned" regardless of the vehicle's Extra Armour, as the crew sits around for a turn trying to figure out exactly what went wrong.

Options:
May take any of the following:
- a Storm Bolter - 10 points
- a Hunter-Killer Missile - 10 points

I expect to see battle reports and conversions!

5Mar/110

Salamanders 4th Company, 2nd Tactical Squad Su’Ryn

Salamanders 4th Company, 2nd Tactical Squad Su'Ryn

Click to enlarge

Honored Veteran Sergeant Su'Ryn has commanded the 4th Company's 2nd Tactical Squad since the time thatVulkan He'Stan was the company's captain.  The 2nd squad distinguished itself on Armageddon during the Third War, earning a number of honors and commendations, the most prominent being the Imperial Aquila for its heroism in defense of Imperial citizens.

Su'Ryn, like most of the company's veteran sergeants, is equipped with a combi-melta and a powerfist.  He is joined by two other veterans, Kelan and Paz'Uth, who wield a flamer and a multi-melta, respectively.  Honored Brother Kel'an, bears the Imperial Aquila award for the squad. Both Kelan and Paz'Uth serve as squad corporals, with Paz'Uth frequently leading a static support fire team when the squad splits.

 

Salamanders 4th Company, 2nd Tactical Squad Su'Ryn

Click to enlarge

Su'Ryn and Kelan typically ride with the forward squad in the Razorback Drake's Fury, commanded by Tech-Brother Ka'Ros.  Drake's Fury bears the rare lascannon-and-plasmagun pattern and has been in the service of the 4th company for over 1,200 years.

17Feb/110

Salamanders Vindicator

Salamanders Vindicator

Click to enlarge

 

I'm pretty satisfied with the way that the freehand turned out on this one.  The most difficult part was putting the dirt on the bottom after all that detail work.   The armor panels on the side are magnetized, and the siege shield isn't glued in place.  I don't like the idea of the extra armor panels on the Vindicator, because it's still AV11 on the sides.  I'll put them on if I actually give it the Extra Armour upgrade

I've had this Vindicator for a while, and I'm not actually sure why I decided it should get painted up in Salamanders livery.  In fact, I've only ever used it for my Blood Angels (it seems that the Salamanders loaned a lot of mech to the Blood Angels).  To rectify this, I've made a 2000 point Salamanders list that uses the Vindicator:

HQ
Vulkan He'Stan

Troops
Tac Squad x10, Sergeant with Power Fist and Combi-melta, Flamer, Multi-melta.
Razorback with Lascannon and Twin-linked Plasmagun, Extra Armour

Tac Squad x10, Sergeant with Power Fist and Combi-melta, Flamer, Missile Launcher.
Razorback with Twin-linked Heavy Bolter, Storm Bolter, Extra Armour

Tac Squad x5, Sergeant with Power Weapon and Combi-flamer

Elites
Assault Terminator Squad x7, Thunder Hammers and Storm Shields
Land Raider Crusader with Multi-melta, Extra Armour

Heavy Support
Land Raider Godhammer

Predator with Lascannon Sponsons
Brother-Sergeant Chronus

Vindicator with Siege Shield, Extra Armour

Both 10-man tac squads split up with the Sergeant and Flamer riding in the Razorbacks, which slowly move up the field laying down fire.  The 5-man tac squad hangs out in the Godhammer, which stays back and snipes at targets along with the Predator.  Vulkan rides with the Termies in the Crusader, which presents itself as a juicy fire magnet.  Meanwhile, the Vindi grabs any cover it can as far up as possible, and drops pie plates.   This provides a lot of different threats that all demand to be dealt with.

Now, if only I had the points for this:

Ultimate Vindicator

Click to enlarge

6Dec/104

Salamanders update (with pictures!)

I've been consistently building and painting, and I swear it never seems like I'm making progress. There's a lot more green marines, though.

I haven't played a lot, but when I have, it's been better than the beatings I'd been receiving. With a few exceptions, though, my opponents weren't very good. One of my FLGS (Comics & More) attracts a... younger... crowd. I seriously don't know where 8-15 year-olds get the money for this hobby, but they do. Playing them is one part teaching and one part vengeance for all the time I had my backside handed to me by 12-year-olds at Magic: The Gathering (which I said good riddance to in order to finance my Crimson Fists). If nothing else, it's good practice.

My best match came with my Salamanders against Nids, played by a quite worthy opponent (who usually plays Chaos). We were both surprised when I wiped him out on turn 4 - Apparently, bugs burn and are squished by thunder hammers.

My Blood Angels trounced another Nid player and two Space Marine players (Sicarius/Tigirus and Lysander armies, respectively).

But, you're tired of text from me. This time... I have pictures!

Click to enlarge

 

This is Honoured Sergeant Tel'Yan, 6th Company Detachment. See what I did there with the name? I am soooo original. This model was fun (and is obviously not finished). I wanted the elongated barrel, stock and strap, so I cut one of the spare sniper rifles up and heated some plasticard. The camo pattern is straight out of my camo tutorial, using desert tones (Graveyard Earth, Kommando Khaki and Bleached Bone with an Ogryn Flesh wash and dotting with Chadronite Granite).

 

Click to enlarge

Click to enlarge

Land Raider 1 of 2 (2 is still in the box), "We Are His Righteous Hammer," is currently built out as a Crusader pattern. After my first Blood Angels Land Raider where I magnetized all of the weapons, I realized that I wasn't very happy with the hurricane bolters. I had an extra set of sponson mounts (without the weapons) laying around, so I used the Godhammer sponsons specifically for the Hurricane bolters. The Flamestorm cannons and lascannons will share a separate set, which I have yet to build (all of my current lists use Crusaders, so I'm not in a rush).

The freehanding on the top uses an non-metallic metal technique. I didn't use it on the rest, because I actually like the multi-angle shine that metallics give you. I went with it on the freehand, because I wanted it to look like it was actually painted on by the chapter.

Lastly, the Rhino chassis I spoke about in my last post:

Click to enlarge

I messed up when I was magnetizing the Predator sponsons, and the only fix was to make them permanently Lascannons (which is about all I use anyway). Other than that, this has nearly every option I could think of (except for HK missiles and an extra Storm Bolter, that is). Not show are the Heavy Bolter turret, which needs to be primed, and the Dozer Blade that I forgot to put into the picture. I built it in such a way that I can clip it to any Rhino chassis. I've even got the lascannon/plasmagun combo in there. Next project for this will be a heavy flamer turret.

Here's what it turns into:

 

Click to enlarge

Click to enlarge

Click to enlarge

Click to enlarge

Now, I've got to go make a not-cheezy list for the next tournament. Because against these kids, I can't justify 14 Thunder Hammer terminators, Vulkan, and two Land Raiders. It's just not sporting.

Maybe I'll get those Sternguard primed and ready.

5Nov/100

Whoa, I have a blog here!

Apparently I haven't updated in a while, which sucks a bunch because I've been doing a lot of work (mainly on my Salamanders) and haven't bothered to take pictures.  I really should rectify that, because here's what I've been up to:

1) A squad of 10 Sternguard complete with combi-weapons (flamers and meltas).  I started with a tac squad box and tossed in Terminator Honour shoulder pads, and then converted the weapons.  They look pretty awesome!  Two of them even have heavy flamers, which are also conversions.

2) A Rhino chassis with a bunch of upgrades.  Initially it was intended to be the Sterguard's chariot (which it will still likely be at some point).  I used a Vindicator box for the chassis and extra armour (I still need to build the rest of the Vindi), and grabbed a spare Heavy Bolter turret to give it a Razorback option. I'm pretty happy with the paint job, and there's some freehanding on the back.

4) Assault marines!  I've got a 5-man squad of them built and primed, and another waiting to come out of the box.  The sarge has a Thunder Hammer that I made using the power axe they come with and the head of one of the hammer from the Death Company box.

5) Scouts! One squad built, primed and basecoated, and another squad half built.  Did a custom conversion on the sarge to allow him to count as Telion - even used some plasticard and green stuff!

6) Land Raider - completely built and ready to prime.  Well, completely built as a Crusader.  The Redeemer/Godhammer sponson is still in process.   With this one and the Rhino, I decided to just seal them up.  I could have spent the time to paint the interior, but (like a Drop Pod) the door actually gets in the way when playing, and I have built two Land Raiders already with the moving door, and I can't get it right.  It always winds up off-kilter, and for that money, I wanted a really good looking tank.

7) On the Blood Angels front, I've actually worked on painting an assault squad!  I've also got another Land Raider in the box, and the Adeptus Mechanus says it's going to them.