“Sir, I need you to turn the cogitator off, recite the Third Canticle of the Omnissiah, then it on again.”
“Yes, I know you’ve already done that, but please, humour me and do it again.”
“Are you sure you’re turning off the cogitator and not just the holo-projector, the cogitator should take at least a minute to…”
“Sir, if you continue to use that kind of language I’ll end this call and inform the Inquisition.”
“Thank you. Alright, the cogitator is the large, glowing cylinder covered in purity seals beneath your desk. You should be able to see a brain suspended in the fluid.”
“No… the brain definitely should not have ‘mushrooms’ growing out of it. Are the purity seals intact?”
“Why in the name of the God Emperor did you remove the purity seals?!”
“Sir, that noo-mail was a hacking attempt from the Dark Mechanicum! Didn’t you read the security bulletin!?”
“Alright sir, disconnect the cogitator from the power feed and wait by your workstation. An Ordo Malleus support team will be with you shortly…”
Let me tell you, discovering that your site isn’t running is just a GREAT way to start the day. Turns out MySQL fell over for some reason. I’ll need to keep an eye on that…
Anyway here’s yet another blank 40k template, this time for all 8 Marks of classic Astartes Power Armour.
Can you fry me up some slab, Mamma? ‘Cause I’m as hungry as can be Life in this hive is just so drab, Mamma You know that everyone hates me
Like the Gangers with their hair, Mamma Down by the manufactory arch There was some lightning from the air, Mamma And now they’re turning them to starch
Think I’m a Psyker, don’t you Mamma? The warp into my mind it drips Think I’m a Psyker, don’t you Mamma? They’re gonna take me to the ships
You won’t believe the things I’ve seen, Mamma When I lay me down to rest I’ve been having crazy dreams, Mamma About this lady named ‘Slaanesh’
She has all these wild plans, Mamma And they all seem really great But I just don’t understand, Mama Why she keeps calling me ‘The Gate’?
Think I’m a Psyker, don’t you Mamma? You think I’m gonna lose control Think I’m a Psyker, don’t you Mamma? They’ll put those bindings on my soul
You know the Temple by the shore, Mamma? Well I was feeling kind of lost So I walked in through the door, Mamma But everything got rimed with frost
An Ecclesiarchy Clerk, Mamma Offered me the Emperor’s Grace Well I kind of went berserk, Mamma And somehow melted off his face
Think I’m a Psyker, don’t you Mamma? Please Mamma hide me here at home Think I’m a Psyker, don’t you Mamma? Don’t let them feed me to the Throne
Think I’m a Psyker, don’t you Mamma? The Inquisition’s drawing near Think I’m a Psyker, don’t you Mamma? But Mamma… Didn’t you die last year?
(And some versions of the original, in case you’re not familiar…)
NAME: Sons of Pavlach CHAPTER MASTER: Matteus Vyev HOMEWORLD: Freo Prime, Insignus Cluster, Skerieg Subsector, Chiros Sector, Segmentum Tempestus FORTRESS MONASTERY: The Anchor RECRUITING WORLDS: Freo Prime, Saversnake III PROGENITOR CHAPTER: Unknown. Raven Guard Presumed. FOUNDING: Unknown. Earliest Known Reference 300.M36 GENESEED DEFECTS: Defective Melanchromic Organ and Betcher’s Gland. Missing Mucranoid. CODEX COMPLIANCE: High Compliance BATTLE CRY:Spectant Tenebris – “Look to the Darkness” TACTICAL SPECIALTIES: Stealth, Infiltration STRENGTH: Estimated at 847 Battle Brothers as of 985.M41
The Sons of Pavlach Astartes Chapter is based on the ocean world of Freo Prime in the Skerieg Subsector of the Chiros Sector of the Segmentum Tempestus. Established since at least 300.M36 the Chapter’s Fortress Monastery is constructed within the planet’s highest mountain – the Anchor – which is located near the centre of the world’s only continent.
Aspirants are recruited from the fishing people of the planet’s main archipelago, and expeditions are made approximately every 20 years to the feral world of Saversnake III to supervise the ‘Games of Ayefel’ – a tournament held to select the strongest and most athletic youths for induction into the Chapter.
Similarly to their presumed progenitors in the Raven Guard, the defective Melanchromic Organs of the Sons of Pavlach result in pale white skin and coal black hair and eyes. Unlike the Raven Guard however they possess semi-functional Betcher’s glands capable of generating a dilute form of the acidic venom produced by other marines. They completely lack the Mucranoid system.
Non-Astartes personal interacting with the Sons of Pavlach have reported unusually high levels of unease – occasionally approaching outright panic – in their presence, beyond that typically categorised as “transhuman dread”. It is theorised that this is the result of a low-level or subconscious psyker ability inherent in the Chapter’s geneseed. The Subsector authorities prefer to communicate with the Chapter via vox and viewscreen over which this effect does not manifest – a preference that does not appear to concern the Chapter in the slightest.
The current Chapter Master is Matteus Vyev, a native of Freo Prime who was promoted from Captain of the Second Company in 878.M41 after the death of Chapter Master Kristoss Mann and First Company Captain Lang during the Purge of Adderstone.
In case you were wondering, the Sons of Pavlach – originally the Freo Marines – began as a joke based around creating Space Marine chapters out of AFL teams. But then I decided to incorporate them into my Skerieg Subsector project and had to clean them up some. They are now slightly less ridiculous, although it is sadly unavoidable that any AFL fan would recognise their origin immediately.
The Skereig Subsector is located in the Chiros Sector on the western side of the Segmentum Tempestus, close to the border of the Segmentum Pacificus, around 22,500 light years from Holy Terra. It has remained loyal to the Emperor for several thousand years, despite occasional isolation by warp storms and Xenos incursions.
The subsector extends for 15 light years around the Skereig system, although the furthest inhabited world is just over 8 light years from the capital. There are numerous uninhabited worlds further out, some of which are scheduled for colonisation over the next few centuries.
As of 991.M41 the subsector is dealing with the aftermath of an invasion by the Orks of Waaagh! Krumpfist, who attacked from the galactic south-west in 923.M41. Invasions of several systems – including Cnossath and St Cuthbert’s Slumber were repelled, but two systems remain under Ork control. The Subsystem Governor has been appealing to Imperial authorities for support in retaking these systems for over 7 decades, particularly the agriworld of Feargal, the loss of which has caused food shortages across the subsector.
Saints
The two most popular Saints in the Skereig Subsector are Saint Guinefort and Saint Beinagrind.
Saint Guinefort was the pet canid of High Ecclesiarch Zosimus CXXXVII of the Orphean Conclave. During an official visit to the Basilica of Saint Hermon on Skereig Prime in 885.M39 the Ecclesiarch was informed that he could not bring the animal inside. He reacted to this by immediately canonising the creature. Unable to bar entry to a confirmed Imperial Saint the door wardens reluctantly acquiesced and the canid accompanied the Ecclesiarch to all religious services for the duration of his stay in the subsector.
The general unpopularity of the Ecclesiarch – who was notable for his more worldly appetites – appears to have encouraged adulation of his saintly canid instead, although it is certainly possible that such worship was initially tongue in cheek, only transitioning to a genuine cult in later centuries.
Saint Guinefort is invoked as a protector of children and a defender of the Emperor’s realm against Xenos infiltration. He is typically depicted as a noble hunting hound with yellow or golden fur. This is despite accounts from the period describing the animal as resembling a stumpy-legged, overstuffed sausage with thinning fur and a jowly, scowling face.
Saint Beinagrind, also know as the Holy Skeleton or Saint Bones is said to have been martyred on Ragnar’s World some time in M36. During a time of religious schism he remained true to the Imperial Creed and was executed by having his flesh scraped from his bones with sharpened scallop shells. Afterwards his bare skeleton arose and took holy vengeance by killing his persecutors. Attempts to correlate the legend with historical records have failed, nonetheless the Holy Skeleton remains popular on all worlds in the subsector, invoked against heresy and loss of faith.
Saint Beinagrind is typically depicted as a human skeleton bearing a scallop shell in its left hand and a fishing harpoon in its right – this being the tool he is said to have used to slay his murderers.
Notable Worlds
Cnossath: Cnossath is a Knight World allied to the Adeptus Mechanicus Forgeworld of Volund 27. It is home to three Knight Houses, Ventris, Cashel and Krater and with the assistance of the Valhallan 294th “Toecutters” Astra Militarum Regiment repelled the Orks of Waaagh! Krumpfist in 925.M41. More on Cnossath…
Dullrock 431: Apparently named by an extremely bored Explorator this lifeless body was later found to be rich in numerous rare minerals, with mining colonies established in the early 300s.M41. The highly corrosive atmosphere requires all colonies to be heavily shielded, with the majority of facilities placed deep underground adjacent to the ore deposits. Some Ork landings were reported in the 920s.M41, but the hostile conditions appear to have made short work of the would-be invaders.
Feargal: A highly fertile agriworld, Feargal supplied much of the subsector’s grain before being occupied by the Orks of Waaagh! Krumpfist in 923.M41. An expedition to reclaim the world has been waiting for Astra Militarum support for close on 75 years.
Gruts: An agriworld famous for a variety of wild truffle traditionally prepared by frying in butter. Several forested areas of the planet have been left undeveloped solely for the production of these rare delicacies.
La Salle: An arid, sun-blasted, desert world, La Salle is rich in rare mineral salts which are extracted by convicted criminals from across the subsector. Being condemned to the salt mines of La Salle is as good as a death sentence for all but the strongest convicts, with very few surviving the 20 years of servitude required for a preliminary parole hearing.
Mandrenke: The ocean world of Mandrenke teems with life, almost all of it inimical to humanity.
Ragnar’s World: An ocean world chiefly notable for the subsector’s main Naval facility, the orbital shipyards of Port Ragnar. It is also the reputed site of the martyrdom of Saint Beinagrind and many pilgrims make the journey to worship at the Grand Basilica on the island of Saint Skeleton, or the smaller, rival, Shrine of Bones on Beinagrind’s Strand.
Ravenser: The subsector’s only significant hive world, Ravenser has six major hive cities and around four-dozen smaller dependent hive conglomerations with a total estimated population of around 120 billion. The majority of the subsector’s manufactured goods are produced on Ravenser with raw materials sourced from the system’s three massive asteroid belts.
Keeping the population of Ravenser fed has always presented a challenge, but has been particularly problematic since the occupation of agriworld Feargal by the Orks in 923.M41. Food related riots and uprisings have become a permanent feature of the planet with three entire regiments of Skereig Varyags seconded to the planetary Arbites to enforce the peace.
San Guinefort: Named after the Saintly Hound, San Guinefort is home to the Battle Sisters of the Order of the Argent Veil – a minor order believed to have split off from the Order of the Sacred Rose in the early M40s.
St Cuthbert’s Slumber: An unremarkable agriworld, St Cuthbert’s Slumber was invaded by the Orks of Waaagh! Krumpfist in 924.M41. The attackers were successfully confined to the northern continent, but the Xenos scourge was not completely eliminated until 932.M41. Advice on proper cleansing of contaminated areas from Valhallan units in the relief force has kept feral Ork outbreaks to a minimum.
Werinos: Werinos is a mostly oceanic world with highly acidic oceans. The major native form of life are gigantic bacterial colonies established around deep geothermal vents and extending into the planetary crust. These colonies produce massive amounts of volatile gas which diffuses into the oceanic water column, from which it is extracted by thousands of floating platforms and piped to refineries on the single, middle sized continent on the planet’s equator for conversion into promethium. Promethium exports from Werinos provide upwards of 80% of the subsector’s fuel requirements.
Much technology on Werinos and on the nearby Forgeworld of Volund 27 has been adapted to use the gas in its raw form, with both planets’ manufactoria greatly skilled in the production of highly efficient gas turbines. The experimental Werinos Pattern Gatling Cannon uses two such miniature turbines for power, providing the same rate of fire as a standard Punisher Cannon with a simpler mechanism and fewer moving parts. Deployment of Werinos Pattern cannons on the battlefield is currently limited by the difficulty of keeping them supplied with gas – they are common on both Werinos and Volund 27, but are rare elsewhere.
And while I’m posting homebrew Warhammer 40,000 content, there’s this…
The Herkimer Pattern Chimera was created in M41.338 on the order of Lord General Casanova Herkimer who desired a suitably martial – yet comfortable – personal transport to be used for post-battlefield assessment and ceremonial occasions. In the centuries since it has become a favourite vehicle for high ranking Astra Militarum officers, Ecclesiarchy officials and the occasional Inquisitor who value its enhanced sensor suite, extra armour and luxurious interior.
The Herkimer lacks the multi-laser turret and lasgun arrays of the standard Chimera, retaining only a hull mounted heavy bolter for defensive purposes*. The passenger compartment lacks a rear ramp or top hatch, with entry and egress only via a reinforced rear door – it does however feature heavily armoured windows and an optical periscope for comfortable surveying of the battlefield. The vehicle’s extra armour is compensated for with a souped-up engine, and the enhanced communication and sensor suite allow the occupants to keep in touch with their base, or easily issue orders to their underlings.
Herkimers are most usually seen in parades or during the mop-up after combat, however some desperate commanders have been known to throw them into battle, where they can act as surprisingly effective makeshift command vehicles. A few more eccentric Astra Militarum commanders actually prefer to control their troops from a Herkimer, although they will typically receive (carefully muted) ridicule from the common troopers for riding around in a “General Jitney” or “Chicken Chariot”.
* The Heavy Bolter may be swapped out for a heavy flamer, however this modification is unpopular as it requires the drinks cabinet to be removed to make room for promethium tanks.
I’ve formatted up my 40k rules for Saint Sabbat, and included an option to give her a retinue of Servo Skulls, as she had on Herodor. All still completely untested and probably badly overpowered. Enjoy!
A few months back the great Duncan released the following video on how to build a brilliant techno-gothic locomotive out of Warhammer 40k scenery sprues…
There are a few bits I’d do differently if I was building one myself – a taller smokestack, sealing the rear of the engine assembly and moving the whole thing forwards a bit on the carriage – but overall, awesome!
Now, it’s intended as a terrain piece, but it got me thinking – why couldn’t you have some kind of battle actually on a moving train? The idea makes no sense for standard 40k, but for a skirmish game like Necromunda…
So naturally my brain immediately started throwing ideas around. A copy of the Necromunda rules and a whole lot of thinking later I’ve come up with a scenario I’m calling “The Great Necromunda Train Robbery”!
(It should be noted that I have never played a game of Necromunda in my life and have only skimmed the rules, so there are undoubtedly things I’ve got horribly wrong. Those that actually know what they’re doing with the game will need to bash my ideas into shape, and I’m more than happy to receive feedback on exactly what kind of bashing they’ve seen fit to employ.)
(Also you could probably adapt these rules to Kill Team, which I know even less about that Necromunda.)
THE PLOT
Automated trains run through and between the hives of Necromunda, carrying goods and supplies between mines, manufactoria and marketplaces. Your gang has decided to raid one of these trains, jumping on board at a slow turn then throwing off as much cargo as possible for later retrieval as it hurtles along its tracks. Unfortunately it seems a rival gang has had exactly the same idea for exactly the same train and a high speed confrontation is inevitable…
BATTLEFIELD
The battlefield is set up as a line of carriages, each of equal size. The carriage at the front of the train is the Engine. The carriage at the end of the train is the Caboose. There is no limit to the number of carriages but the minimum number should be five.
Each Carriage is categorised as a High Carriage or a Low Carriage. A High carriage is a tanker or bulk carrier. It can only be traversed by going over the top or climbing along the sides. A Low Carriage is a flatbed – there may or may not be cargo on it, but it can easily be climbed over or moved around.
The Caboose is a Low Carriage with a Control Console at the rear end (see below). The Engine is a High Carriage, with a Cabin at the rear end which contains a Control Console.
At least one Carriage must be equipped with a Defence Cannon at the front or rear end.
Two carriages (which cannot be the Engine or Caboose) are designated as Deployment Carriages. They must be separated by at least one other carriage and are where fighters will begin the game.
Each carriage (except for the Engine and Deployment Carriages) has a centrally placed Loot Casket.
CREW SELECTION
This scenario uses the standard rules for choosing a crew. Both players use the Custom Selection (X) method, however the number of fighters available is equal to the number of carriages +2.
TACTICS CARDS
Each player may select three Gang Tactics cards. If during the pre-battle sequence the total Credits value of fighters in one player’s starting crew is less than their opponent’s then they may randomly draw an additional Tactics card for each full 100 credits of difference.
DEPLOYMENT
The winner of a roll-off selects one of the Deployment Carriages and sets up their entire Crew on that Carriage. The other player then sets up their entire Crew on the other Deployment Carriage.
OBJECTIVES
Both gangs are attempting to throw as much cargo off the train as possible while preventing their enemies from doing the same. Each gang scores 1 point for each item of cargo thrown from the train and 1 point for each enemy fighter that goes Out of Action.
ENDING THE BATTLE
If one gang has no fighters left on the board at the end of any round, the battle ends immediately and the other gang scores D3 bonus points.
FLEEING THE BATTLEFIELD
If one gang voluntarily bottles out and flees the battlefield, their opponent automatically wins the scenario.
VICTORY
The gang with the most number of points at the end of the battle wins the scenario.
REWARDS (CAMPAIGNS ONLY)
CREDITS
Each unit of cargo a fighter throws from the train earns their gang 4 credits. The winning gang receives a bonus 1D6x4 credits. In the case of a draw, neither gang receive bonus credits.
EXPERIENCE
Each fighter that took part in the battle earns 1 XP.
The Leader of the gang that scored the most points gains an additional 1 XP (regardless of whether they took part in the battle or not). In the case of a draw, neither Leader gains this bonus.
REPUTATION
The victorious gang gains 2 Reputation. If either gang bottled out, they lose 1 Reputation.
SPECIAL RULES
SPEED
The Speed of the train is represented by a number from 1 (very slow) to 6 (very fast). At the start of the first Priority Phase roll 1d6 to determine the starting speed.
HAZARDS
Running around on a speeding train is dangerous. At the start of each Priority Phase roll 2D6 to see what Hazard occurs.
2D6
Effect
2
Engine Vents Steam All fighters on the Engine (with the exception of fighters
within the Cabin) must make an Initiative check or suffer a hit at 1d6 Strength
3
Rough Points All fighters must make an Initiative check or suffer a hit at strength Speed. Additionally if they roll a 1 they are Thrown Off
4
Defence Protocols Triggered All Defence Cannons fire at the nearest two eligible fighters at BS 4+.
5-6
Decrease Speed Speed decreases by 1. If already at 1, no effect
7-8
Increase Speed Speed increases by 1. If already at 6, no effect
9
Low Beam All fighters on top of a High carriage must make an Initiative check or suffer a hit at strength Speed x 2. Additionally if they roll a 1 they are Thrown Off
10
Burnt Out Lumens Pitch Black rules apply until the end of this round
11
Narrow Passage All fighters on the side of a High carriage must make an Initiative check or suffer a hit at strength Speed x 2. Additionally if they roll a 1 they are Thrown Off
12
Gas Pocket All fighters suffer a Choke Gas attack.
DEFENCE CANNON
The train is equipped with at least one Defence Cannon. This can only be operated from one of the Control Consoles. Defence Cannons cannot run out of ammo and never need to be reloaded, they can however jam.
S Rng
L Rng
S Acc
L Acc
Str
AP
D
Ammo
Traits
12″
24″
+1
–
4
-1
1
4+
Rapid Fire 2
ENGINE CABIN
A space at the rear of the the Engine is the Cabin. It has room for two fighters and provides Partial Cover. A fighter in the Cabin has access to the front Control Console.
CONTROL CONSOLES
There are two Control Consoles on the train, one in the Engine Cabin and the other at the rear of the Caboose. A standing fighter in the Engine Cabin or within 1″ of the Caboose Console may make a Basic Action to activate it and invoke an Effect. Each effect requires an Intelligence check with the modifier indicated. Both Consoles start the game Unlocked, but may be Locked with the appropriate Effect. The only Effect that may be attempted from a Locked Console is to Unlock it.
Console Effect
Int Modifier
Lock either console
-3
Unlock this console
-4
Speed train up by 1 (to a maximum of 6)
0
Slow train down by 1 (to a minimum of 1)
0
Vent Steam from Engine (as per Hazard Table)
-1
Make one attack with a Defence Cannon (treated as if the fighter is at the Cannon’s location)
-2
Throw three units of Cargo from the train
-1
CARGO
A standing fighter within 1″ of a Loot Crate may make a basic action to throw a piece of cargo off the train. This scores 1 point.
MOVING BETWEEN AND AROUND CARRIAGES
A moving fighter may attempt to leap from one Carriage to another, provided that they have enough Movement to do so. The fighter stops at the end of the Carriage and makes an Initiative check. If they pass, they leap the gap and may continue moving. If they fail, their movement ends. If they roll a one they suffer a strength Speed hit.
Low Carriages have one level. High Carriages have two. A fighter may climb between levels of a High Carriage or jump down from the top level to the bottom level. A fighter may move along the side of a High Carriage, however this counts as Difficult Terrain.
THROWN OFF
If a Fighter is Thrown Off the train, they are placed next to the carriage they fell from, suffer a hit at strength Speed+2 and are Prone and Pinned.
GETTING BACK ON
A fighter beside the train may make an Initiative check with a negative Speed modifier to clamber back onto an adjacent carriage. If successful they are placed back on the top of a Low Carriage, or the side of a High Carriage.
ADVANCING THE TRAIN
At the end of the End Phase, after any Rally tests, move any fighters that are off the train back a number of carriages equal to the train’s Speed. Any fighter that goes past the Caboose is removed from the game and counts as Out of Action when making Bottle Tests and scoring points at the end of the game.
So, that’s it! Hope it works, and any feedback will be greatly appreciated.