Wednesday, November 27, 2024

M32: The Third Xhorik War - Initial Stage

Opening

During the War of the Beast, WAAAGH! Zuffskull first materialized in the Gothic Sector, where it swept across several systems before striking at the heart of the Laygus Sector. Initially, the Ork fleet and Battlefleet Laygus inflicted heavy losses on each other as the Ork armies made planetfall across multiple systems. The Ork armies quickly overcame the research stations on the moons of Phoenis, the Deathworld of Oymykon, the shrine world of Atalya, and the industrial world of Korvis-Octis and its asteroid mines. UberBoss Zuffskull personally led the largest armies against the biggest prize, the heavily fortified hive planet of Occular. As the Imperial armies and fleets fell back before the Ork onslaught, Occular, as seat of the Sectoris-Capitalis, became the rallying point. As tens of millions of soldiers and war machines from both sides poured into the meat grinder on Occular, the Ork momentum was finally slowed. 

As the intense fighting on Occular was consuming massive resources at an unsustainable rate, UberBoss Zuffskull sent one of his most capable warlords, the Blood Axe General Woundwart, to outflank the Imperial forces and capture the ample resources of the Xhorik System for use in his campaign. As a Blood Axe, General Woundwart was unusually organized by Ork standards. This led to some of Zuffskull's other warlords to distrust the General for his non-Orky behaviors, such as making a plan before attacking, but Zuffskull recognized and utilized his unique talents for logistics and discipline. The General in turn selected a few warbosses to augment his personal Blood Axe forces on the mission to take Xhorik. He brought Dagzag's Speed Freaks for their ability to scout and raid across vast distances, keeping the human defenders guessing where the next Ork attacks will land and preventing them from concentrating their forces. Finally, he would bring Ugwurr Grimzod (Ugwurr Blueface) and his Deathskull warband for their proficiency in looting, scavenging and collecting all manner of potentially useful supplies. Woundwort elected to bypass the outer planets entirely and direct his attack at Xhorik Prime, the most populous and developed planet of the system, where the looting would be richest.

The Ork invasion occurred under the cover of an attack by their fleet, led by Woundwort's personal rok and command ship, the Morkfist. With most of Battlefleet Laygus heavily engaged at Occular, the Xhorik System was left to its own defenses. Orbital battle stations and planetary defense ion cannon batteries provided formidable protection, destroying two Ork killkroozers and numerous landing craft during atmospheric entry. However, as a large, converted asteroid, even superheavy planetary defense weapons could not penetrate the Morkfist's hull which was hundreds of meters thick. 

To reduce their losses during planetfall, Orks concentrated their landings in the far northern latitudes, far from the heavily defended population centers. The few human defenders fought valiantly to buy time for the rest of the planet to organize their ground defenses, but they were overwhelmed by vastly superior Ork forces. As the Orks consolidated their landing zones and drove south toward the main continent, the stage was set for a battle for control of Xhorik Prime. 


A New Threat Awakens

Sometime during the previous centuries, a vast number of spore pods had also arrived in the northern polar region of Xhorik Prime, carried to the planet on a crashing comet from outside the galaxy. Nearly 8,000 years later during the Tyrannic Wars, Imperial scholars determined these were most likely among the first Tyranids ever observed in the galaxy. They hypothesized that the Hive Mind sent spore pods on comets through the warp to investigate a multitude of galaxies for the presence of life to serve as fuel for their consumption. Some of these comets would eventually crash into random planets and if any signs of life were detected, the Hive Mind could be psychically notified. Millenia later, the true Hive Fleets would arrive in vast numbers to consume the identified biomass. The spore pods that had arrived on Xhorik Prime were eventually identified to be associated with Hive Fleet Tarasque, but of course that understanding only came much later when the full Hive Fleet arrived. 

Upon landing, a few select spores containing Lictors and Genestealers were genetically coded to open first and scout for signs of life. If any potential food sources were found, they would signal additional pods to open and release their hungry contents, and so on in a chain reaction. Due to landing in the far northern polar regions, the initial Lictors did not find any significant life and so the vast majority of the spores remained in a state of stasis, buried in the frozen glaciers and tundra where they landed after being scattered by the explosion of the crashed comet. And there they remained for centuries, waiting for something to waken them. On some planets, spores have remained in place waiting for lifeforms to evolve in-situ or to colonize the planet from afar. The Hive Mind is immensely patient, and millennia are but moments to its eternal consciousness. 

The heat, pressure, and vibration of the landings of millions of orks in the polar region was enough to alert and awaken a number of spore pods. As Orks streamed over the frozen surface, in search of human defenders to attack and supplies to pillage, the smell of biomass was triggering the most sensitive spore pods to burst open, freeing their contents. As Lictors and Genestealers emerged, they ambushed small bands of Orks to feed. This feeding triggered the release of synapse signals that began to awaken more and more pods to burst, enabling tens of thousands of Tyranids to claw free and dig themselves out of the snow and ice, searching for more life. The Orks continued their march south, unaware of the loss of stragglers and small bands to the Tyranids behind them that were growing in number every day. As the Tyranid scouts moved farther south, they came into contact with plants and trees. This plethora of biomass was enough to trigger most of the remaining spores. In addition to the scouting bioforms of the Lictors and the hunting bioforms of Warriors and Gaunts, some pods contained the bioforms that would start harvesting the planet's biomass and converting it into more Tyranids. 

Tuesday, November 26, 2024

M32: The Third Xhorik War - Background

 The War of the Beast

After the Horus Heresy and the Great Scouring, the fractured and ravaged Imperium went through a period of rebuilding, consolidation, and reconquest of lost systems known as the Time of Rebirth. It was during this time that Roboute Guilliman in his new capacity as Imperial Regent restructured the fighting forces of the Imperium, separating the Imperial Army into the Astra Militarum and the Navis Imperialis. He also divided the Loyalist Space Marine Legions into Chapters in the Second Founding. This era of relative peace and rebuilding came to an end with the most massive Ork wars of all time in 544-546.M32, known later as The War of the Beast. A multitude of simultaneous Ork attacks occurred across the galaxy, eclipsing even the gigantic WAAAGH! defeated by the Emperor and Horus in the Ullanor Crusade in 000.M30.

Despite countless wars with the Orks, there was very little formal study dedicated to the greenskin races prior to the War of the Beast. Only after the unprecedented destruction and near collapse of the Empire itself wrought by the War was the new Ordo Xenos established. Applying immense resources to the study of the interdependent Ork psychology, physiology and sociology, the Ordo Xenos learned that Ork activity resembled a field of random waves, each interacting with its neighbors. Mostly the waves cancelled each other out as rival warlords grew their armies and then fought each other. Sometimes the waves interacted in just the right way to stack their amplitudes, such as when one Ork warlord defeats another and subsumes his entire warband, growing in strength and reputation and attracting more Orks who are always drawn to strength and the promise of the biggest battles. Fighting causes the physical bodies of Orks to grow in response and also causes the size of their effective society to grow with a warlord's influence. This growth in turn leads to bigger battles and more growth. This simple wave stacking model can be used to help understand the origin of an Ork WAAAGH! However, given enough time and enough waves, sometimes multiple stacked waves combine to form a wave of such magnitude that it starts to drive the behavior of all of the rest of the waves, in effect reaching the equivalent of a resonant frequency. This is what happened during the War of the Beast, as nearly every Ork across the galaxy was drawn into a series of wars across all of known space. It was only by (unknowingly) disrupting this resonance that the Ork crescendo was brought down, breaking apart once again into countless individual warbands and scattered waves. One of the primary directives of the Ordo Xenos is to disrupt this momentum from ever again becoming a resonant wave of such destructive potential.


The Xhorik System and the Xhorik Wars

Situated along the intersection of two relatively stable channels of warp space, the Xhrorik system served as the lynchpin of the Laygus Sector, located in the far east of the Segmentum Obscuris, near the Gothic Sector. This strategic location has always defined the critical importance of Xhorik. When the Emperor's Great Crusade reached the Laygus sector, the Xhorik System acted as the capitol of a local empire of considerable size and reach that took the combined might of several Legions and Imperial Armies over two years to fully subdue (the First Xhorik War). During the Horus Heresy, the Xhorik system's location was once again shown to be of prime importance, located along the main warp current between Isstvan and Terra. This led to the bloody conflict between Traitor and Loyalist forces known as the Second Xhorik War. Although Imperial forces were under pressure across countless systems, the same strategic logic that led to such fierce wars to control the system once again dictated that Xhorik must be defended from the rampaging Ork warbands during the War of the Beast. The escalating conflict, centered around the planet Xhorik Prime, became known as the Third Xhorik War in the Imperial data-logs. 

In the centuries after the destructive battles of the Heresy, the planet of Xhorik Prime was terraformed by Imperial agriculturalists to transform some of the vast eastern deserts into temperate zones of woodland and fields, and the population of the planet grew significantly. The Imperium maintained control by the appointment of a hereditary governor, who could trace his ancestry to a distant second cousin of a High Lord of Terra. Day to day administration was carried out by the Planetary Council, consisting of representatives from the various regions. In addition to the former rival powers of the Stratocracy of Kozar and the Federation of Unimund, the terraforming of the eastern deserts to arable land resulted in the rapid ascension of the new planetary power of Bhorivor, upsetting the historical balance of power within planetary politics. The Xhorik System once again became a hub of commerce and industry for the Empire, providing vast Imperial tithes of men and resources. The planet was known for providing highly-specialized regiments of drop troopers from the Kozar region, mechanized regiments with stocks of chemical weapons from the Unimund region, and massed infantry regiments from the rising region of Bhorivor. But the era of peace and prosperity would not last. 


WAAAGH! Zuffskull and the Dark Hour

One of several simultaneous Ork invasions of the Imperium during the War of the Beast, WAAAGH! Zuffskull struck the periphery of the Gothic Sector and then attacked straight into the heart of the Laygus Sector. Although the largest battles took place on the hive planet of Occular where hundreds of millions of greenskins invaded, a large contingent under Warboss Woundwort was sent to the nearby prosperous Xhorik System to acquire materiel for the Ork war machine. 

The Laygus Sector includes Carthage, the home planet of the Red Brotherhood chapter of Space Marines, formed during the third founding from the genestock of the Imperial Fists. Tasked with defending their sector against all threats, the Red Brotherhood were heavily engaged in the campaigns for Occular and Xhorik. The chapter fought bravely against insurmountable odds and was nearly completely destroyed in a central episode of the chapter's lore that ever lives on as the The Dark Hour. In end, only a few understrength companies of the Red Brotherhood would survive to rebuild their chapter. 

It was during this desperate time, with the beleaguered Imperial forces facing both the unrelenting attacks of the Orks and a hitherto unknown Xenos species in apparently unending numbers, that a request for aid went out across the psychic channels guided by the Astronomican. With Imperial forces engaged on a thousand battlefronts, the chances of substantial reinforcements seemed slim. By the Emperor's divine mercy, the Blood Angels Strike Force Belarius, consisting of the 2nd battle company plus reserves elements from the 7th, 8th and 9th companies, was within range of the astral signal and available. They had just participated in the successful defense of Valhalla and were preparing to return to Baal to rearm when the urgent distress calls came in. Resupplying as best they could from the Imperial Guard armories of Valhalla, the strike force made the warp jump for the Xhorik System.

Monday, November 25, 2024

Chronology of the Xhorik Wars

Although there have been countless conflicts that have involved the Xhorik System over the millennia, there have so far been four of such scale and impact that they are known in the Imperium's official histories as the Xhorik Wars. 

The First Xhorik War was the conquest of the system during the Great Crusade. The Xhorik System was the core of a local empire known as Yitus that resisted the Emperor's Compliance circa 948-950.M30. The war involved forces from the Sons of Horus, Death Guard and White Scars, along with numerous armies of Auxillia, arrayed against the combined local forces of the surrounding systems.  

The Second Xhorik War was the campaign for the Xhorik System in 007-008.M31 during the Horus Heresy. Because of its key location on critical warp current jump points between Istvaan and Terra, both sides fought tenaciously for this strategic system. Ultimately, Horus gained control of the system on his long march to Terra. The main belligerents were Sons of Horus, Death Guard, and World Eaters against White Scars, Blood Angels and a small detachment of Imperial Fists, with both sides making extensive use of Auxillia. 

The Third Xhorik War occurred in 546.M32 during the War of the Beast (544-546.M32) when Orks rampaged across the Imperium on a massive scale. The war ended with the destruction of a massive Ork Rok in orbit around Xhorik Prime, vastly altering the planet's ecosystem for millennia. In hindsight, this was likely one of the first encounters of the Imperium with the lifeforms now known as Tyranids, but this was not recognized at the time. The importance was not understood and so the records remained unread, buried deep in Imperial libraries for millennia until they were sought out in the midst of the Tyrannic Wars. 

The Fourth Xhorik War occurred in 993-997.M41. What started as a seemingly minor and routine Ork incursion escalated into a war that engulfed much of the sub-sector during a time of great turmoil in the Imperium: what became known as the Time of Ending and the Tyrannic Wars. The fate of the Xhorik System during this massive conflict is yet to be written... 


Sunday, November 17, 2024

Termagant Horde

 I am using Contrast to paint up some of Bill's termagants to a tabletop standard. Pete will tackle the warriors and maybe some of the other bigger bugs. We are going to try to get the army mostly painted up before our campaign in late December. 

For the first update, here are the first 20 that I painted. The first batch was 11 painted in one weekend and the second batch of 9 was painted the next weekend. Another 9 to go, and then when added to what Bill already has painted, it will give him around 40 to make a few big broods.



Sunday, November 10, 2024

32nd Millenium Campaign Armies

We decided to do a throw-back campaign of Warhammer 40k using the Fourth Edition rules. Since our space marines are all Horus Heresy now, we decided something set just after the Heresy and long before the 41st millennium would be appropriate for the look of the armor. Technically, it will be a little early for the Tyranids, so we will have to bend the lore a bit to say the first hive fleet actually arrived in the galaxy earlier than later chroniclers realized. It seems the official records were stored away in large warehouse in a Raiders of the Lost Ark style...

Here is a first stab at some army lists that we can make with our currently painted collections and a manageable amount of additional painting before the campaign. 


Hive Fleet Tarasque:

  • Broodlord with rending claws and scything talons (70), extended carapace (10), acid maw (12) = 92
  • Lictor with rending claws, scything talons, flesh hooks and feeder tendrils (80) = 80
  • 9 Genestealers with rending claws (144), scything talons (36) = 180 [painted]
  • 10 Genestealers with rending claws (160), scything talons (40) = 200 [painted]
  • 5 Warriors (70), extended carapace (15), scything talons (20), 3 x deathspitters (24), 1 x devourer (5), 1 x barbed strangler (10) = 144
  • 20 Termagants (80), fleshborers (40) = 120 [11 painted]
  • 20 Termagants (80), fleshborers (40) = 120
  • 11 Hormagaunts (110), extended carapace (11) = 121 [5 painted]
  • 2 Zoanthropes with toxic miasma and Warp Field (70), Warp Blast (40) = 110
  • Carnifex (85), extended carapace (25), scything talons x 2 (16), tusked (10), toxic miasma (8) = 144 
  • Subtotal: 1311
  • 2 Warriors (28), extended carapace (6), 1 x scything talons (4), 1 x rending claws (6), 1 x venom cannon (15), 1 x devourer (5) = 64
  • 6 Termagants (24), fleshborers (12) = 36
  • 6 Hormagaunts with scything talons (60), flesh hooks (6), extended carapace (6) = 72
  • Subtotal: 172
  • Total: 1483


Blood Angels:

  • Master Captain (75), artificer armor (20), power weapon (15), jump pack (20), bolt pistol (1), iron halo (25) = 156
  • Dreadnought (105), twin-linked lascannon (20), venerable (20) = 145
  • 9-man Tactical Squad with bolters (135), frag grenades (9), terminator honors sergeant (15), plasma pistol (10), power fist (15) = 175
  • 9-man Tactical Squad with bolters (135), frag grenades (9), terminator honors sergeant (15), thunder hammer (30), combat shield (5) = 194
  • 7-man Assault Squad (154), terminator honors sergeant (15), plasma pistol (10), power fist (15), frag grenades (7) = 201
  • 7-man Assault Squad (154), terminator honors sergeant (15), power weapon (10), frag grenades (7) = 186
  • 5-man Devastator Squad (75), 4 x lascannons (140) = 215
  • 5-man Devastator Squad (75), 4 lascannons (140) = 215
  • Total: 1487



Traitor Guard - Chem Dogs:

  • Command Platoon
    • Command Squad w/ Heroic Senior Officer (70), power fist (20), Bionics (5), refractor field (15), medic (5), 2 x flamers (12) = 122
    • Anti-tank squad (35), 3 x missile launchers (60) = 95
    • Anti-tank squad (35), 3 x lascannons (75) = 110
  • Infantry Platoon
    • Command Squad w/ Junior Officer (40), lascannon team (25), medic (5) = 70
    • Infantry Squad (60), lascannon team (25), plasma gun (10) = 95
    • Infantry Squad (60), melta gun (10) = 70
  • Infantry Platoon
    • Command Squad (not enough models)
    • Infantry Squad (60), missile launcher team (15), plasma gun (10) = 85
    • Infantry Squad (60), missile launcher team (15), plasma gun (10) = 85
  • Leman Russ with battle cannon (140), lascannon (15) = 155
  • Leman Russ with battle cannon (140), lascannon (15) = 155
  • Leman Russ Demolisher with Demolisher cannon (150), heavy bolter (5) = 155
  • Regimental doctrines: Chem-inhalers (80); carapace armor (160); hardened fighters (120)
  • Total: 1562



Detachment D-99 Drop Troop Veterans - Bug Hunters

  • Veteran Command HQ w/ Senior Officer (75), Power weapon (5), carapace (5), refractor field (15), missile launcher team (15), vox (5), medi-pack (5) = 125
  • Veteran Command HQ w/ Officer (60), power fist (20), carapace (5), grenade launcher (8), medi-pack (5) = 98
  • Special Weapons Squad (60), 3 x melta guns (30) = 90
  • Special Weapons Squad (60), 3 x melta guns (30) = 90
  • 10-man Veterans Squad (105), demo charge (10), melta gun (10) = 125
  • 10-man Veterans Squad (105), 2 x grenade launchers (16), missile launcher team (15) = 136
  • 6-man Veterans Squad (65), missile launcher team (15) = 75
  • 2-unit Drop Sentinel Squadron (70), 2 x multi-melta (40) = 110
  • Tauros (40) with grenade launcher (5) = 45
  • Sentry Gun Battery with heavy bolters (45) = 45
  • Sentry Gun Battery (45), with lascannons (30) = 75
  • Valkyrie with multi-laser and two heavy bolters (140), with rocket pods (50) = 190
  • Vulture Gunship with heavy bolter (100), 2 x twin-linked lascannons (45), 2 x hellstrike missiles (20) = 165
  • Total: 1369


Codex: Imperial Guard - Xhorik 87th Drop Troops

  • Command Platoon
    • Heroic Senior Officer and Command Squad (70), carapace (5), power weapon (5), bolt pistol (1), refractor field (15), medic (5). standard bearer (5), 2 x grenade launcher (16) = 117
    • Anti-tank squad (35), 3 x missile launchers (60) = 95
    • Anti-tank squad (35), 3 x missile launchers (60) = 95
    • Fire Support Squad (35), 3 x heavy bolters (45) = 80
  • Infantry Platoon
    • Junior Officer and Command Squad (40), carapace (5), power fist (20), medic (5), 3 x melta guns (30) = 100
    • Infantry Squad (60), melta gun (10) = 70
    • Infantry Squad (60), grenade launcher (8) = 68
  • Infantry Platoon
    • Junior Officer and Command Squad (40), carapace (5), power fist (20), medic (5), 2 x melta guns (20) = 90
    • Infantry Squad (60), plasma gun (10) = 70
    • Infantry Squad (60), plasma gun (10) = 70
    • Infantry Squad (60), missile launcher team (15) = 75
    • Infantry Squad (60) = 60
  • Storm Troopers with hellguns (100), veteran sergeant (6), power weapon (5), plasma pistol (10), plasma gun (10), melta gun (10), deep strike (10) = 151
  • Storm Troopers with hellguns (100), veteran sergeant (6), power weapon (5), 2x flamers (12), deep strike (10) = 133
  • 10-man Veteran Squad (85), 3 x melta guns (30) = 115 
  • 2-unit Sentinel Squadron (70), 2 x lascannons (40) = 110
  • Doctrines: Storm Troopers, Drop Troops
  • Total: 1499


Orks

  • Warboss (60), power klaw (25), 'eavy armor (5), boss pole (5) = 95
  • Weirdboy (55), warphead (30) = 85
  • 3-boyz Meganobz (120) = 120
    • Trukk (35), rokkit launcha (5), reinforced ram (5) = 45
  • 7-Tankbustas (75), nob (10), 'eavy armor (5), bosspole (5) = 95
  • 10-Kommandos (100), burna (15), nob (10), power klaw (25), boss pole (5) = 155
  • 19-Ork Boyz with choppas and sluggas (114), rokkit launcha (10), nob (10), power klaw (25), boss pole (5) = 164
  • 14-Ork Boyz with shootas (84), big shoota (5), nob (10), boss pole (5) = 104
  • 11-Ork Boyz with choppas and sluggas (66), eavy armor (44), nob (10), power klaw (25), boss pole (5) = 150
    • Trukk (35), rokkit launch (5), reinforced ram (5) = 45
  • 17-Gretchin (51), runtherd (10) = 61
  • Warbuggy (30), twin-linked rokkit launcha (5) = 35
  • Warbuggy (30), skorcha (10) = 40
  • 7-Warbikers (175), nob (10), power klaw (25), boss pole (5) = 215
  • Killa Kan with ccw (35), rokkit launcha (15) = 50
  • Total: 1459