Friday, 17 October 2014

More Battlefleet Gothic

Oh my goody god I totally forgot to update this! It's been left frozen in time while the rest of the world has developed around it, like Ripley in Aliens. So, where to start...

First Games Workshop started releasing the End of Times series. It was a bold, ambitious new attempt to revitalise their Warhammer Fantasy setting, and everyone loved it....

... except me. I myself want nothing to do with it. Where everyone else seems to adore it, and where it's brought them back into Warhammer Fantasy, or drawn them to start it, I've had the exact opposite reaction - I don't like it one bit, and it's all but destroyed my enthusiasm for Warhammer Fantasy. You see, when I first started up Warhammer Fantasy, so many moons ago (well ok just under two years), I began to create the background for my Wood Elf army and it's allies and enemies with the assumption that the official parts of the Warhammer setting would remain largely static. Sure, some things would be changed or retconed, but the overall setting, including the point of time that was it's present would remain largely the same. And that's how I liked it. Because it left me with the freedom to take that setting anywhere I wanted. And I did - I created an entire miniature world within a world, a rich extensive backstory filled with characters and factions and events.. and it's own future end-state. And, in short, that end-state is fundamentally incompatible with the End Times series. So now all my background, which I greatly prefer to the official material from the End Times, has now had it's validity seriously compromised. And no, I'm not going to change mine, partially because I'm a stubborn old soul, but mostly because it's largely complete in my head, background is extremely important to me, and, like I said before, I like my background more than the latest official one.

I think a lot of my frustration with it is from the End Times series' popularity - if there were more like-minded individuals out there who rejected the End Times backstory and were happy to go on as if it never existed, then I'd probably feel a lot better about it, but as it stands it seems to me that in an rare occurrence the silent majority and the vocal minority are in unanimous total agreement that the End Times background material is the best thing since coca-cola, which leaves me all by myself in my background vision, with no-one to share it with (which isn't too bad, it was after all written for me first and for others second, but it's still nice to share it with others and have them like it), and leaving me feeling kind of alone in a crowd.

I think I might now know how fans of the Old World of Darkness felt when White Wolf rolled out the Time of Judgement and the New World of Darkness.

Anyway, this post isn't really about ranting and bellowing out to the heavens in outrage. Because (again, in what seems like the total opposite of the general trend in the Warhammer/40k community at the moment) while my interest in Fantasy is almost dead, my interest in Warhammer 40,000 has skyrocketed, and I've been very busy with my beloved Battlefleet Gothic. Since last posting, I've finished up my squadron of Tau Castellan class escorts, Lacuna Squadron.




And more recently an Emissary class starship, the Sharon Den Adel.





And I wrote up some background on Tau Orbitals and my fleet's flagship. Enjoy!


Vessels of the Kor'vattra 


Part 8: Orbitals 





For almost all of its history, the cornerstone of the Tau Empire's space capability has been its Orbitals. Indeed, some argue that the network of Orbitals that honeycombs the Tau Empire are the true backbone of the Tau fleet and indeed even the empire itself more than any starship. The tried and true SX-8 modular Orbital station remains the most common of these and, despite being an aging design and no longer as well known as newer forms of orbital stations and platforms, continues to be a vital link in Tau supply chains and communications relays. Much like the Kor'vattra series capital ships that are of the same vintage, the SX-8 owes much of its success to the versatility and simplicity of its modular design. The Orbital core and ancillary modules are easily transported via a Gal'leath or Il'fannor class starship, and can be quickly set up in a variety of configurations, ranging from habitat stations to defence platforms to docking hubs and anything in between. Indeed, SX-8 Orbitals can be found across the Tau Empire fulfilling almost any role imaginable, including defence stations, habitats, manufacturing plants, trading posts, communications centres, engineering bays, dockyards, medical aid-stations, science and research facilities, observation posts, command centres, starbases and much more besides. The modular nature of the SX-8 also enables them to be quickly and easily dismantled, either for redeployment to a new location, or to withdraw the orbital in the face of an imminent overwhelming attack.

As well as providing all the main command, communication and sensor facilities and systems for the Orbital, along with the Orbital's primary power-plant and habitation for all its core staff, the core module for an SX-8 Orbital array also incorporates a standard long range deep-space communications suite, featuring all the communications systems, computer networks, communications transponders and transmission broadcast relay antennae needed to relay messages across the Tau Empire, forwarding them onto other stations, ships or even Sept Worlds as required, although dedicated communications stations will often have additional communications equipment. The SX-8 Orbital system is also fully capable of operations in both deep-space and planetary orbit. An SX-8's habitat modules, while somewhat Spartan compared to those in an Air Caste orbital city or Fortress Station, are nonetheless comfortable enough and can hold an astonishingly large number of inhabitants, and SX-8 Orbitals outfitted as habitat stations house a considerably large portion of the Tau Empire's citizens, especially the Air Caste. Indeed, those citizens that are Orbital based are more likely to live on an SX-8 than the more well known Orbital Cities, which are usually only built around the most established and developed Sept Worlds and are thus comparatively rare.

Without the need for forward thrust, an Orbital does not need to power immense fusion drives like those commonly found on starships, and so instead the extra energy can be used to improve the performance of the various systems and equipment on the Orbital, especially any weaponry or defence systems, where the additional energy can be used to give extra-drive to auto-loaders and rapidly charge capacitors, allowing railcannon turrets on an Orbital to achieve a massive rate of fire, firing far faster than those mounted on a starship, which lets Orbitals lay down a vicious hail of fire far greater than what would be thought possible of their comparatively few anti-ship weapons. Such barrages surprised Imperial fleets on numerous occasions during the Damocles Gulf Crusade, most notably during the famous ambush over Pra'yen where Orbital fire crippled a number of Imperial capital ships and destroyed numerous escorts. SX-8 Orbital arrays are still able to deliver more firepower than newer purpose-built Security Orbitals, with their multiple hardpoints allowing for a larger number of weaponry, though even the most heavily armed SX-8 Orbital possesses a far lighter armament than that of the massive Ta'Shiro Fortress Stations. SX-8 Orbitals also often feature more extensive hanger bays than Orbital Cities, being able to hold, deploy and support naval fighter and interceptor wings as well as Manta strike wings.

Finally, the SX-8 modular Orbital station system is also used as the basis for the majority of the deep-space Waystations that can be found liberally scattered across the Tau Empire. Arguably even more important than full-scale Orbitals, Waystations are small outpost stations, usually consisting of little more than a core module and a single defensive security module, positioned in deep space between Septs and colonies, and perform essential functions for passing ships, including repair, resupply, medical treatment and acting as a cargo delivery and transfer point, as well as relaying long-distance communications between Septs. Much like the crews of Kir'qath class starships, the small, tight-knit group of staff manning a lonely Waystation is an endearing and iconic image in the Tau Empire, and has given rise to a number of Tau media products, including a popular text publication series and an unrelated but equally popular video broadcast series.

Though older and less glamorous than newer designs such as the Air Caste Security Orbitals, Orbital Cities and Fortress Stations, the reliable SX-8 modular Orbital station remains at the heart of the Tau Empire's space-based infrastructure, and like the Kor'vattra vessels that are its close relatives, it will continue to serve alongside its newer counterparts for many Tau'cyr yet. 

Common Orbital Configurations 


Class 1 Orbital: habitat stations consisting of a core module and four habitat modules. These are the most common Tau Orbitals, providing additional living space for the citizens of the Tau Empire.

Class 2 Orbital: an orbital or deep space defence platform consisting of a core module and four security modules with gunnery weapons systems, either railcannons or ion cannons in any combination. Later examples of these Orbitals are often highly automated, featuring only a small detachment of Shipboard Security Firewarriors and a skeleton crew needed to oversee, monitor and direct the various drone controlled systems onboard.

Class 3 Orbital: a general purpose Orbital consisting of a core module, at least one habitat module, at least one security module, and at least one capital-scale docking port including a grav-hook. This configuration lacks some of the advanced systems and extensive docking facilities of the Class 4 Orbital, but is more economical to produce and maintain, and as such is a widespread configuration, especially on fringes and backwaters of the Tau Empire where resources are not quite as plentiful as other areas.

Class 4 Orbital: a general purpose Orbital consisting of a core module, one security module with gunnery weapons systems, one manufacturing and research module, one capital-scale docking port including a grav-hook and one docking facility and launch bay for small craft. This is considered the standard Orbital configuration template, able to fulfil a wide range of roles, and many can be found throughout Tau space.

Class 5 Orbital: a heavy-duty port for capital and escort ships, consisting of a core module and four capital-scale docking ports including grav-hooks. These are commonly found in orbit around Tau Sept worlds and colonies to facilitate the transfer of cargo and personnel between starships and the planet surface, but can also be found in deep space where they act as resupply points for starships, as well as cargo transfer points. These can also be used as trading posts.

Class 6 Orbital: a starbase for small craft up to Manta class, consisting of a core module and four docking facilities and launch bays for small craft. These are most common in orbit above Sept Worlds and colonies to accommodate small craft assets and facilitate the transfer of cargo between starships and the planet surface using small transport craft. They are less common in deep space, as it is unusual for small craft to travel that far independently of a larger carrier ship. These can also be used as trading posts.

Class 7 Orbital: a production site consisting of a core module and a combination of habitat modules and manufacturing and research modules, often including a docking port and grav-hook or docking facility and launch bay. These are industrial and scientific stations, often acting as manufacturing plants, research laboratories or even shipyards, and can be found in equal numbers around worlds and in deep space. This class also includes dedicated Orbital medical centres and aid stations.

Class 8 Orbital: a messenger station consisting of a core module and advanced communications centres and facilities or observation and surveillance equipment and long-range sensor arrays. These Orbitals are used to relay communications across Tau space, to observe distant locations or as an early warning station against enemy invasion. 


Kor'vattra Fleet K-42 


T'au'Il'fannor'B'Kyse'Kais'Y'eldi'Aloh ('Serenity') 





Ship name: T'au'Il'fannor'B'Kyse'Kais'Y'eldi'Aloh
Gue'la Imperial designation: Serenity
Class: Il'fannor (Merchant)
Configuration: Kel'shan standard
Mission role: Flagship
Serial designation code: T356K448446O42
Sept of origin: T'au
Notable deployments:

- Exploration of the O'leath asteroid belt
- Discovery of artefact world Y-19
- Evacuation of Du'vr'Da colony
- First contact with Caityrakan protectorate (NOTE: contact lost with this species at later date. Current status of allied power unknown)
- Transport of first trade shipment to Gue'la world Monarch's Haven
- Fleet engagement in defence against Gue'la Imperial aggression around the Vash'Tor Sound. 2 confirmed kills on enemy shipping, 1 unconfirmed
- Guidammerg relief operation (Cross-reference: Kor'O'T'au Kais'Y'eldi'Aloh, K-42, Relief of Guidammerg)
- Ufa'Li'Sun'yi incident (Cross-reference: Kor'O'T'au Kais'Y'eldi'Aloh, K-42, Ufa'Li'Sun'yi disaster, Ufa'Li'Sun'yi reconstruction program)
- Escort of convoy V-03 (Cross-reference: Kor'O'T'au Kais'Y'eldi'Aloh, K-42, V-03 incident, Y'he, Y'he Vanguard Swarm, Y'he activity, Zone of Silence, Eldar, Eldar pirate activity)
- Fleet action in Thespa system. 7 confirmed kills on enemy shipping, 20 unconfrimed (Cross-reference: Kor'O'T'au Kais'Y'eldi'Aloh, K-42, Battle of Thespa, Thespa system, Grand Thespian Armada, Mont'au Gue'la, Mont'au Gue'la activity, Marc Baeth, Eldar, Eldar pirate activity)
- Re-enforcement of Fio'da (Cross-reference: Kor'O'T'au Kais'Y'eldi'Aloh, K-42, Necron, Necron activity, Tomb World)
- First ATT Station incursion (Cross-reference: Kor'O'T'au Kais'Y'eldi'Aloh, K-42, Shas'O'T'au Kais'ka'Eoro Da'Anuk, 42nd T'au Guards Cadre/Hunter Cadre Kais'Da'Anuk, ATT, Mont'au Gue'la, Mont'au entity, Etheric anomaly, Tzchael, Change incident, Embrace Change)
- Edge Expedition
- Defence of Tan'is. 3 confirmed kills on enemy shipping, 1 unconfirmed (Cross-reference: Kor'O'T'au Kais'Y'eldi'Aloh, K-42, Gue'la, Gue'la fleet activity, Gue'la fleet actions, Destruction of Tan'is)
- Fleet action around Celestial Moon. 2 confirmed kills on enemy shipping, 3 unconfirmed (Cross-reference: Kor'O'T'au Kais'Y'eldi'Aloh, K-42, Gue'la, Gue'la fleet activity, Gue'la Fleet actions, Battle of Celestial Moon, V-47)
- Second ATT Station incursion (Cross-reference: Kor'O'T'au Kais'Y'eldi'Aloh, K-42, Shas'O'T'au Kais'ka'Eoro Da'Anuk, 42nd T'au Guards Cadre/Hunter Cadre Kais'Da'Anuk, ATT, Gue'la, Gue'la terror activity, Gue'la Inquisition, Jotunheim, Jotunheim raid, Vanaheimr, Taleghan, The Emperor Calls Turn Not Away Lest Ye Be Judged)

First Commander: Kor'el'T'au B'Kyse
Current Commander: Kor'O'T'au Kais'Y'eldi'Aloh
Crew: 6,000 Kor, 3,000 Fio, 200 Por, 1 Aun (attached to fleet), 6 Shipboard Security Cadres, numerous assorted Kor'vessa
Powerplant: Hybrid Fusion/Nova system (4 Fusion reactors, 2 Nova reactors)
Propulsion: Standard Fusion Drive/Gravitic Field hybrid system
Defences: Class 2 multi-tier close-in point defence grid, including 4 mass drivers. Class 1 gravitic shield
Armament: Three light railcannon batteries (Total armament composition: 18 heavy railcannons in 6 2-railcannon turrets, 2 single railcannon turrets and 2 2-railcannon casemates in prow)
Docking Capacity: 2 Gravitic Hooks
Compliment: 2 Kass'l (Orca) class gunships
Status: Active in Warzone 

Overview: 

The first ship Kor'O'T'au Kais'Y'eldi'Aloh was given command over upon his promotion to Kor'el, the Merchant class starship T'au'Il'fannor'B'Kyse'Kais'Y'eldi'Aloh, more commonly known by it's reporting name of Serenity, may at first seem an unusual choice for the flagship of a fleet. While many other flagships are often extremely large capital ships such as grand cruisers or battleships, and Tau flagships are frequently lavishly equipped with numerous additional command systems and experimental equipment, the T'au'Il'fannor'B'Kyse'Kais'Y'eldi'Aloh has neither of these qualities - aside from the re-enforced hull structure common to later model Merchants, it is a completely standard Il'fannor.

Despite this, the T'au'Il'fannor'B'Kyse'Kais'Y'eldi'Aloh has had an illustrious history in numerous guises under a long line of captains. In it's first mission after launching from the T'au shipyards the vessel pioneered the exploration of the O'leath belt, almost single-handedly charting the vast expanse of asteroids over the course of several years, an achievement that earned it's first commander their namesake. The ship also played a major role in the evacuation of Du'vr'Da after the colony was threatened by dangerous celestial phenomena, saving the lives of countless thousands of colonists. The T'au'Il'fannor'B'Kyse'Kais'Y'eldi'Aloh was the first ship to make contact with a number of alien powers, and was instrumental in a number of significant trading exchanges. She served as the secret refuge for Aun'El'T'au Li’Sun’yi when the Ethereal was targeted by Imperial agents, and it was fire support from her railcannons that broke the back of the Ork horde assaulting D'Upt, turning the battle there from an almost certain defeat into a decisive victory.

But it has been in recent times that the T'au'Il'fannor'B'Kyse'Kais'Y'eldi'Aloh has made her largest mark on history, participating in a rapid string of major actions and being instrumental in numerous major victories. Twice now the ship has commanded Kor'vattra fleet K-42 in the defence of one of the Tau Empire's most prestigious military academies and science and engineering facilities, the famous ATT orbital, during significant attacks on it, each time relaying important information and delivering support to the Fire Caste hunter cadres fighting against incredible odds, and overseeing evacuation operations and re-enforcement delivery, and both times have ended in victories for the Tau forces. Even now it acts as the nerve centre for K-42 as it fights in the defence of Tau space against an enormous Imperial offensive. Indeed, as K-42 is at present the only combat-effective fleet in the immediate region it is located in, the T'au'Il'fannor'B'Kyse'Kais'Y'eldi'Aloh effectively acts as the command centre for the defence of an entire sector.

The general consensus among analysts is that the key to the success of the T'au'Il'fannor'B'Kyse'Kais'Y'eldi'Aloh, in recent times at least, is two-fold. In part it is due to the very nature of the ship's lack of modification, as it's standard systems are, typical of all Kor'vattra vessels, extremely reliable, and without the experimental or customised equipment commonly mounted on other flagships, there is no risk of such comparatively exotic additions failing when needed most - the command and communication systems onboard the vessel are much less likely to malfunction, and it's targeting systems rarely deviate too far off target. The simplicity and familiarity of the ship's systems also allows them to be quickly and easily repaired in the event of damage. The vessel's greatest strength, however, is undoubtedly that of the personnel that man it, and it's commander Kor'O'T'au Kais'Y'eldi'Aloh himself. Kais is an exceptionally gifted admiral, known for his creative thinking, and his crew are extremely close to each other and the ship, each fully aware of his or her fellow crew-members' abilities and limitations, as well as those of the ship itself - indeed a number of them have occasionally boasted that they know the ship better than the Fio that built it. It was this combination that enabled the T'au'Il'fannor'B'Kyse'Kais'Y'eldi'Aloh to evade and thoroughly outwit the fleets opposing it in naval wargame exercises, and after these feats earned Kor'O'T'au Kais'Y'eldi'Aloh command of the ship the skills and tactics learned during them were tested to the limit in a baptism of fire when, during it's first mission with Kais commanding it, the vessel and it's two escorts were cut off from the rest of the Tau fleet and left stranded in hostile territory pursued by Task Force Vandal of the Imperial Navy. Over several grueling months Kais and his crew led the Imperial fleet on a cat-and-mouse chase across an enormous tract of space before finally slipping past the Gue'la and making their way back to Tau territory. This would be followed by a long string of cunning ploys and masterful gambits, ranging from successfully running the immense Ork blockade of Nars'Yanoi and delivering vital re-enforcements and supplies to the embattled Tau forces on the surface to the destruction of the heavy cruiser Crucius Imperator by luring it into a black hole.

As an interesting note, upon it's initial construction the T'au'Il'fannor'B'Kyse'Kais'Y'eldi'Aloh possessed a small but critical defect that somehow managed to evade quality control. While usually the viewports of any starship are made to be extremely durable, with immense amounts of re-enforcement and armouring to ensure they will not easily rupture and thus form a hull breach, the central main viewport of the T'au'Il'fannor'B'Kyse'Kais'Y'eldi'Aloh was somehow left much thinner and fragile than usual, enough so that it could be broken through with concentrated fire from high-powered heavy weapons. This fault was quickly discovered early on in the ship's service, but was never rectified, and nearly all of the Kor that served aboard the vessel feared at one point or another that it would spell their doom. As it transpired, the faulty viewport ultimately proved to be the salvation of the ship and it's crew during the first incursion of the ATT orbital station. During the conflict a large host of Mont'au creatures materialised on the bridge of the T'au'Il'fannor'B'Kyse'Kais'Y'eldi'Aloh, but the Shipboard Security units stationed on the bridge at the time were able to concentrate their weaponry onto the weakened viewport, breaking it and flushing the entire Mont'au force into space with the resulting decompression while a quick evacuation of the bridge beforehand and the sealed environments of Fire Caste combat armour and battlesuits issued to Shipboard Security cadres resulted in no Tau losses (although the bridge was left out of action for some time afterwards). In the aftermath of the battle the viewport was repaired and brought up to standard strength.

Whether eluding pursuit in a high-stakes mission or directing an engagement at the heart of an entire battlefleet, Serenity, the T'au'Il'fannor'B'Kyse'Kais'Y'eldi'Aloh is a testament to the age old truth that it is not a vessel's power or equipment that makes it a worthy flagship - it's the crew commanding it that does. 


Crew Profiles: Key personnel 



Captain: Kor'O'T'au Kais'Y'eldi'Aloh

"Unidentified Gue'la vessel, this is Kor'O'T'au Kais'Y'eldi'Aloh commanding Kor'vattra fleet K-42. You are in direct violation of Tau space during a time of war, and are hereby ordered to stand down and surrender your ship. Lower your shielding, power down your weapons and main drives and prepare to be boarded for inspection. Failure to comply to these terms or resistance to inspection will force us to open fire on your ship."

- Kor'O'T'au Kais'Y'eldi'Aloh contacting the Imperial cruiser Terra Unbound, prior to it's engagement and destruction



Kor'O'T'au Kais'Y'eldi'Aloh has had plenty of experience with the darker, malevolent side of the galaxy over his lifetime. Much of his early life was spent as a Kor'la serving aboard the T'au'Gal'leath'Savon'Taal'Fann, an Explorer class starship assigned as a hospital ship in support of Fire Caste campaigns on numerous worlds, giving the young Kais a brutal introduction to the horrors of total galactic war - severed limbs, mutilating scars, gruesome infections and casualties torn and mangled beyond almost all recognition screaming for aid, loved ones, the Tau'va or just in sheer pain were but a few of the sights he witnessed making his rounds on the ship. Eventually the T'au'Gal'leath'Savon'Taal'Fann was boarded and stormed by Ork pirates and Kais got a glimpse of but one of the sources for such misery as he and the rest of the vessel's crew desperately fled the invaders in a frantic race to the escape pods that resulted in just over half the ship's crew reaching safety. Later as a Kor'ui he spent a hellish Kai'rotaa stranded in the ruined derelict of the T'au'Il'fannor'Ko'Eoro'Cea'Cha after it was stormed by Chaos-aligned humans, never quite being sure that his nightmarish tormentors had left, until a Tau salvage team rescued him. Later Kais served on a ship that formed part of an evacuation convoy for a colony recently consumed by the Tyranids, and he and the rest of the crew were constantly accompanied by the bloodcurdling sounds that spilled out over communications channels from those ships unfortunate enough to be caught by the pursuing splinter fleet. Perhaps the two most crushing blows of all dealt to him, however, were the death of the Ethereal Aun'vre'T'au Ko'Ta under his watch when their ship was boarded, and the loss of his beloved companion Kor'vre'T'au Or'Ro, who was swept away by pirates later identified as Dark Eldar and never seen again.

It is perhaps surprising then that despite all this, Kor'O'T'au Kais'Y'eldi'Aloh remains as bright and idealistic as the Tau that first expanded into the stars, and indeed has been described as "A relic of the First Sphere" by his peers. Where recent history has led many Tau, particularly amongst the Fire Caste, to adopt a mindset that might perhaps be described as 'cynical', Kais remains as optimistic as ever about the future and the Tau'va, and genuinely believes in the best of both the universe in general and the various species and powers that reside within it, remaining staunchly so even in the face of a galaxy seemingly determined to break him. While many critics might consider this to be naivety, it cannot be questioned that such a positive influence has proved beneficial to the Kor of K-42, who are reported to be well-motivated and highly diligent as a result. Kais is also known to be somewhat eccentric by Tau standards and is often prone to sentimental or romantic feelings. This has never been considered extreme enough to warrant corrective action however, and he is still fully able to contribute to the Tau Empire in a productive manner, which has meant that he has always been accepted but never been especially popular with the Kor'ar'tol. It is believed by many that this is a key reason for his assignment to the command of K-42 rather than a more prominent Kor'O'vesh posting.

It should be noted, however, that with the recent appearance of Dark Eldar raiders in the regions near K-42, Many of Kais's closest peers and friends have claimed to have noticed a slight, yet unmistakable change in his mindset and behaviour. The ageing Kor'O seems to have become more determined, more relentless in combat and less compromising to both enemies and those under his command, though this is only noticed by those who have served with him for an extremely long time. This change is not officially noted by Water Caste psych-analysists, who claim that his thought-processes are no different to the past and that his aforementioned compatriots are simply over-reacting to the fatigue and stresses near-constant combat action inevitably has. Those who claim to have noticed the change however remain unconvinced and quite concerned..

Fleet Advisor: Aun'O'T'au Ret'Sav'cyr

It is common practice for Tau fleets to have an Ethereal attached to them in order to provide guidance for the fleet and inspire ship crews to operate to the absolute best of their ability. For the Kor'vattra fleet K-42 this role is performed by Aun'O'T'au Ret'Sav'cyr. Despite his prestigious rank the enigmatic Ethereal is little-known within what constitutes the Tau political landscape, having far less of a public profile than the likes of Aun'va, Aun'Shi or even the late Aun'vre that accompanied the T'ros expedition. Instead Ret'Sav'cyr prefers to lead from the background, allowing others large amounts of autonomy and only giving occasional subtle suggestions and advice. An idealist despite his senior rank, he has extremely strong moral convictions and holds a firm belief that for every problem and dilemma there is a solution and there is a correct solution, and strongly advocates the need to do the morally right thing at all times. By his own account the Aun'O specifically requested his current posting after growing tired of greater Tau politics and the High Council's dabbling in questionable actions.

Aun'O'T'au Ret'Sav'cyr has travelled to much of the Tau Empire over his lifetime, helping to resolve a number of diplomatic disputes and monitoring numerous important research and development projects, such as the current development initiative for greater numbers of high-precision fleet support weaponry and options begun after combat experience during the first ATT station incursion highlighted a deficiency in this area. He has also been involved in a considerable number of military conflicts, including both fleet engagements and ground campaigns with Fire Caste Hunter Cadres, perhaps most notably accompanying the renowned Hunter Cadre Kais'Da'Anuk, otherwise known as the 42nd T'au Guards Cadre, in several battles. In following with his indirect approach to guidance, he will often remain neutral in major decisions, especially during fleet actions, but if he does issue a directive it will be considered sacrosanct and carried out to the utmost ability of the fleet, as is typical of all directions and orders given by members of the Ethereal Caste.

Over the course of his time spent in K-42, Aun'O'T'au Ret'Sav'cyr has come to thoroughly enjoy his fleet posting, sharing many of Kais's views and ideals and showing great acceptance of and even fascination with the various eccentricities and quirks of the fleet's personalities, and it is unlikely that he would ever want to return to the great domes and towers of T'au any time in the foreseeable future. It is perhaps interesting to note, however, that many who have encountered the Aun'O claim to have felt as though he knows a great deal more about a given subject, or indeed the nature of the galaxy itself, than he makes immediately apparent, and there have even been occasional reports that he has successfully predicted events or actions before they occur. What to make of this, however, none are certain...

Chief Officer: Kor'El'T'au M'yen'Cha

Though in practice the T'au'Il'fannor'B'Kyse'Kais'Y'eldi'Aloh is commanded by Kor'O'T'au Kais'Y'eldi'Aloh himself, the ship's technical captain is currently Kor'El'T'au M'yen'Cha, whose responsibilities include command of the ship should Kais be incapacitated or otherwise rendered incapable of leading, as well as helping in administrative work, informing the Kor'O of current developments, ensuring the Kor'O's orders are carried out and in general acting as a second in command. He has an excellent record, being a veteran captain of both civilian and military missions, including one of the last voyages of a T'au Merchant class starship outside of K-42, and a masterful ship defence against Ork pirates that earned him his current posting.

Kor'El'T'au M'yen'Cha is the newest addition to the crew of the T'au'Il'fannor'B'Kyse'Kais'Y'eldi'Aloh, having been assigned to it after Kais's promotion to Kor'O. This means that he has not had the same amount of time the ship's crew has had to grow accustomed to each other, and as a result he is at times something of an outsider amongst the crew. Although he has since quickly started to adapt to the crew's own particular characteristics and idiosyncrasies this disconnect can at times lead to tension amongst the crew. While undoubtedly a capable officer, M'yen'Cha still lacks some of the experience and command skill of Kor'O'T'au Kais'Y'eldi'Aloh, as well as the latter's ability to think outside the box, and his knowledge is slightly more based in academic studies and theory. While this is not usually a problem when in his typical role or when in command of a single ship, it does result in a greater tendency to make critical errors in judgement, especially when placed in situations or duties outside of his main areas of expertise. This was perhaps most prominently illustrated during the first ATT Station incursion, when after relieving Kais of his command M'yen'Cha's lack of direction when giving the order to disengage from the main battle and commence deep space anti-shipping patrols, to prevent enemy reinforcement from outside the orbital station, resulted in the loss of four entire wings of Mantas after they were hijacked by internal saboteurs and turned against Tau forces. Although not severely reprimanded for this mistake, Kais is still yet to truly forgive him for it..

Chief Engineer: Fio'El'T'au D'Yan

"Red sector team 5, reinforce that bulkhead now! If it pops the entire 3 decks next-door go with it! Don't worry about the causeway team 8, just focus on the oxygen feeds, the Juntas gun crews need air more than they need to get to the docking port. Team 2 black sector, what's the status on the number 3 reactor? What do you mean you don't know what to do with it!? To'tau'va, you've been on this metal brick for how long and you're telling me you don't know how to handle a fluctuating reactor!? What does the emission indicator look like!? Then get over and replace the containment unit regulator circuit, it's not plotting an etheric dive! Noo, kna, the spare one is in the passenger quarters, what else do you think would be in a compartment labelled 'Reserve containment circuit', use your head for Aun's sake! Klkn, if I have to go back there and fix it myself you're going to wish that last hit to the engine room had gotten through the hull plating!"

- Fio'El'T'au D'yan, during an encounter with two cruisers from Task Force Vandal during the T'au'Il'fannor'B'Kyse'Kais'Y'eldi'Aloh's escape from the Kindjal system


From her earliest days as a Fio'la working alongside Air Caste ground crews to service and repair Mantas, Fio'El'T'au has displayed an extraordinary affinity for machines and exceptional talent for understanding their workings. Such a gift quickly saw her promoted to higher duties in a highly promising career cumulating in the position of chief engineer on a Custodian class battleship. Eventually however, her renown gave way to discontent as her superiors grew increasingly aware of her character. Whatever the reason for it may be, D'yan has a long-standing history and reputation for being notoriously sardonic and derisive, as well as being extremely strong-willed and fiercely stubborn, and has been known to make frequent use of morbid or black humour. While early in her rise to fame such traits were ignored due to a combination of her immense technical skills and a belief that wisdom and experience would see them phased out of her, eventually such a personality proved too much for such a prominent position, and D'yan was transferred to the much less glamorous role of chief engineer aboard the T'au'Il'fannor'B'Kyse'Kais'Y'eldi'Aloh when the ship was placed under command of Kor'O'T'au Kais'Y'eldi'Aloh (at the time only a Kor'El). It was thought that placing D'yan on an old Kor'vattra vessel meant to only perform mundane tasks in the quiet corners of the Tau Empire would be the ideal way of getting her out of the way and keeping her busy until she finally learnt more 'proper' conduct.

As it transpired this would turn out to be a stroke of genius. D'yan found the rugged, simple mechanical systems of the Merchant class starship to be an absolute joy to work on, and Kais, himself more than a little unorthodox, proved more than willing to turn a blind eye to her snarking - indeed, Kais would prove to be one of the few individuals of authority that D'yan treated with considerable respect, with the two quickly becoming good friends. Now more motivated than ever, D'yan would go on to prove her worth time and again. During the fateful first voyage of the T'au'Il'fannor'B'Kyse'Kais'Y'eldi'Aloh under Kais's command her careful monitoring and direction of the engines of the T'au'Il'fannor'B'Kyse'Kais'Y'eldi'Aloh while the ship was on silent running was instrumental in evading Imperial patrols, while her exquisite command of the ship's engineering teams enabled swift repairs that kept the T'au'Il'fannor'B'Kyse'Kais'Y'eldi'Aloh fully operational during the Battle of Thespa despite being targeted multiple times by enemy capital ships.

As the crew of the T'au'Il'fannor'B'Kyse'Kais'Y'eldi'Aloh has grown closer over time, Fio'El'T'au D'yen has grown to be extremely protective of her shipmates, and will not hesitate to retaliate against visitors that she feels have insulted the crew in some way, making her very popular with a number of the ship's crew members. Her derisive and often dark sense of humour also often makes her popular with Gue'vessa being transported aboard the T'au'Il'fannor'B'Kyse'Kais'Y'eldi'Aloh, providing them with a source of relate-able amusement on what might otherwise be an uneventful voyage.

Chief Science Officer: Fio'vre'T'au Gal'T'koreth

Not all of the major crew members of the T'au'Il'fannor'B'Kyse'Kais'Y'eldi'Aloh were placed there by the ar'tols of T'au to hide their quirks. Indeed, Fio'vre'T'au Gal'T'koreth is considered by many to be a model citizen of the Tau Empire, a renowned scientific mind well known for his dynamic enthusiasm and utmost belief in the Tau'va, and is something of a 'rising star' in the Tau scientific community, rapidly establishing a reputation as one of the Tau Empire's leading experts in the field of astronomy. It was because of this extensive knowledge base that Kor'O'T'au Kais'Y'eldi'Aloh personally requested Gal'T'koreth's posting on the T'au'Il'fannor'B'Kyse'Kais'Y'eldi'Aloh, believing that his expertise could prove highly useful for deep space missions. Gal'T'koreth himself was happy to comply, reasoning that being stationed aboard the ship would be an ideal way to study the mysteries of the cosmos without being likely to be frequently exposed to dangerous combat.

Fio'vre'T'au Gal'T'koreth would swiftly find out he was incorrect in his assessment, as the T'au'Il'fannor'B'Kyse'Kais'Y'eldi'Aloh, but Kais would be greatly vindicated in his judgement, with Gal'Tkoreth's insights proving invaluable on several occasions. It was his knowledge of celestial phenomena that allowed the crew of the T'au'Il'fannor'B'Kyse'Kais'Y'eldi'Aloh to lay the fateful trap that doomed the Crucius Imperator, and to escape pursuit from Eldar pirates in the Hydrapses System, using the movements of the system's celestial bodies to mask the ship's course and taking advantage of the local solar winds to hinder the aliens. In return, the various journeys and missions K-42 and the T'au'Il'fannor'B'Kyse'Kais'Y'eldi'Aloh have undertaken have lead Gal'T'koreth to all manner of exciting new discoveries and breakthroughs.

But Fio'vre'T'au Gal'T'koreth is not just learned in material space features. He is also a leading authority on Etheric or warp-based events and developments, a subject of immeasurable importance in interstellar travel. Gal'T'koreth's insights have allowed the T'au'Il'fannor'B'Kyse'Kais'Y'eldi'Aloh to successfully navigate several minor warp storms, as well as successfully avoiding a number of small warp rifts, and during the first ATT station incursion it was Gal'T'koreth's analysis of the etheric breach in the orbital's Upper Concourse section that allowed the fleet's engineers to jurry-rig several 'etheric polarity reversal charges' that succeeded in sealing the rift, cutting off a key source of enemy reinforcements. Once again this arrangement is mutually beneficial, as the travels of K-42 and the T'au'Il'fannor'B'Kyse'Kais'Y'eldi'Aloh frequently bring Gal'Tkoreth into contact with new and unusual etheric anomalies to study, observe and categorise, further expanding the collective knowledge of the Tau Empire.

Chief Security Officer: Shas'El'T'au B'kais

All Tau vessels maintain a Fire Caste shipboard security force of some description, ranging from just one or two Firewarrior teams on an escort to an entire contingent of Shipboard Security Cadres stationed on a capital ship. These forces are functionally analogous to marines or naval armsmen, acting as an internal security force to defend the ship in boarding actions, police any disputes that occur between the occupants of the vessel, and in general act to ensure the safety of all on board the ship. While the Tau are usually loathe to initiate boarding actions against a hostile ship themselves, Shipboard Security forces nonetheless also conduct the task of securing enemy ships that have surrendered to Tau forces, disarming the crew and ensuring they pose no danger, as well as confiscating any illegal contraband the vessel may be carrying.

In the case of capital ships where multiple cadres are present, one of the Fire Caste commanders present will be appointed an overall commander of the entire shipboard security force, in a similar manner to being appointed overall commander of a Contingent or Battle during ground warfare, however unlike terrestrial multi-cadre groupings that are almost entirely temporary in nature, the long-term nature of most deep-space missions and ship crew postings mean that the position of overall commander of a shipboard security force is for all practical purposes a permanent one, lasting until the Fire Caste commander in question is either killed or assigned a new mission. These overall commanders or Chief Security Officers then report directly to the ship's captain, as well as the fleet admiral if applicable, and are not only responsible for organising and directing the vessel's Shipboard Security Contingent, but also for the safety of the ship's commander, effectively acting as a bodyguard for the Kor'El or Kor'O. Hunter Cadres assigned Shipboard Security duty are often met with mixed feelings by other Fire Caste forces, as while they frequently see much less combat than terrestrially-bound Fire Caste units, what combat they do see is invariably extremely dangerous, as the tight confines of a starship interior often place severe limits on the amount and variety of heavy equipment and weaponry that can be deployed, and leaves Tau forces highly vulnerable to close assault. Victory in such circumstances usually comes down to cunning tactical ploys and clever use of the ship's layout, and consequently veteran shipboard security commanders often have a reputation for being devious and underhanded.

The current chief security officer in command of the shipboard security forces aboard the T'au'Il'fannor'B'Kyse'Kais'Y'eldi'Aloh, Shas'El'T'au B'kais is relatively new to the position, having been promoted to Shas'El for her valorous actions during the first ATT Station incursion, where she played a key role in fighting off the Mont'au forces' assault on the ship's bridge, and then given the role of chief security officer after it's previous holder was killed protecting Kor'O'T'au Kais'Y'eldi'Aloh from an assault by a boarding party of Gue'ron'sha heavy infantry that teleported directly into the interior of the T'au'Il'fannor'B'Kyse'Kais'Y'eldi'Aloh. Nonetheless B'kais has a considerable amount of leadership experience despite her relatively new posting, having commanded small forces of Shipboard Security Firewarriors in several boarding actions during her time as a Shas'vre - a common occurrence among shipboard security forces due to the frequently chaotic nature of fighting in the confines of a starship, which often sees force elements cut off from main command channels. She has already displayed an impressive aptitude for the unique challenges of starship interior combat, and her tactical approaches and thinking on the subject are beginning to revolutionise the way such battles are fought, having already been adopted by many of the other shipboard security forces in K-42, and are even starting to diffuse to other Tau fleets.

As for Shas'El'T'au B'kais herself, she is soft-spoken and will often prefer to speak through actions rather than words, and is reputed to be highly honourable in battle, in contrast to the common stereotype of shipboard security commanders. Tall and powerful even by Fire Caste standards, she often presents an intimidating sight, and is extensively trained in combat and leadership both from within and without a battlesuit, a requirement for shipboard security commanders due to the restrictive nature of many starship interiors. Despite this imposing presence, she is often surprisingly compassionate, and frequently acts as a comforting presence in times of stress. 


And that people, is how you cram in 3 post's worth of new developments and material into just one. 

Saturday, 2 August 2014

Daybreak

Fjeldir faltered and braced against a tree, panting heavily. He fought to calm the raging tempest his mind had become, and regain order to his thoughts. The Beastmen! His mind stood in sharp focus now, centred on the knowledge that the Children of Chaos must be exterminated. In a single fluid movement Fjeldir drew and notched an arrow to his sturdy longbow, and singled out a target amongst the maelstrom of battle that raged in the forest around him. Effortlessly the elf let fly and landed the bodkin straight through the vile creature's eye. The screaming howl the creature let out as it fell to the leaf-strewn ground was brief, but nonetheless filled Fjeldir with a deep, base satisfaction. He shuddered. This feeling was not right, it seemed... unnatural somehow. Fjeldir was an Asrai of the Meadows of Heaven, he was a being of compassion as much as vengeance. All life was precious, and there should be no joy in murder. And yet at the same time it was a compelling sensation, one that implored him to relish in it again, to feed it....

He felt disconnected from the world, as if he were in a dream or watching things from afar. All around him in the forest his fellow Asrai fought with the Warherd of Belphegor, a mortal enemy of the Meadows of Heaven, close enough that he could potentially travel a few paces and reach out and touch one of the combatants, and yet everything seemed distant. The air was filled with howls and screams and cries from the countless warriors fighting, as well as the metallic pangs and clinks of their weapons and ghostly whistling songs of arrows as they sped through the air. In the background horns both savage and regal rang out as musicians on either side relayed signals to their comrades. Yet all these sounds were faint to Fjeldir's ears, as if he were underwater or was listening with them blocked. Fjeldir felt hot. The whole world around him seemed sweltering, the air felt suffocating. Colours somehow seemed darker. At the same time however the efl's reflexes and perception sharpened immensely when focused on death and killing. And all the while that dark and terrible feeling, the sensation of revelling in slaughter, pulled at his mind and called out to his soul, begging to be satiated.

As Fjeldir dashed across to retrieve the arrow he had loosed, for he would certainly have need for it soon, A marauding Gor, cloven-hoofed and bristling with ruddy matted fur, leapt behind him and bellowed a challenge, froth spraying from the beast's fanged maw. In one massive fist it held a large worn axe, while the other was empty. Presumably the creature had carried a shield that had been lost in the fighting. It mattered not, Fjeldir was well-trained in the art of death, and while his Elven reflexes were not as developed as those of Asrai from other parts of Athel Loren, in this instance they were more than enough. In a blur the Wood Elf ducked down to avoid the wild swing of the Gor's axe, then swung around and slashed the creature's ankle tendon with his combat dagger. Fjeldir swerved aside as the hulking brute toppled backwards, and then plunged his combat dagger into its throat. The Gor swung around with its axe, and Fjeldir twisted out of its way before losing an arrow point-blank into the top of its mouth. The sensation of the kill set Fjeldir's nerves on fire. Retrieving the dagger and the arrow caused tainted blood to well out of the creatures mouth and pool on either side of it. Blood was everywhere now. It stained the forest floor like paint. Dark Beastman blood mixed brighter crimson blood from Fjeldir's fallen kin. Its vapours filled Fjeldir's nostrils, the scent was... intoxicating. Fjeldir felt a tug deep within his conscience, a primal base urge to see more blood, to shed it and revel in its spilling. Rage at the deaths of his Asrai kin mingled with the thrill of the hunt.

Finally he retrieved the arrow he had sent into the first child of Chaos. As he did so, Fjeldir took the time to look around him and admire the savage beauty of the slaughter. He saw countless other Elven archers, Glade Guard like himself, slaying beast after beast. He saw Warhawk Riders swooping in and out of combat, tearing an adversary apart and then climbing upwards into the sky out of harm's reach. He saw Treekin smashing their way through a regiment of Bestigors. He saw Wardancers twirling and pirouetting, whirlwinds of death swirling like leaves in a gust around the heart of the Elven battleline, the renowned Defenders of the Glade of Poppies, with the Wishmaster himself at its head. Next to him was his King's Executioner Gaerielle. She held aloft the royal horn of the Meadows of Heaven, and as she unwound it Fjeldir blinked in disbelief. The note that sounded from it was the signal for a withdrawal. Retreat? Now? But they were surely massacring the horde, it would almost certainly break at any minute! Yet even now the phalanx was moving back, away from the fighting, towards Aneaeth Ollissin, the premier Spellweaver of the Meadows of Heaven who had joined the Wishmaster for this battle. She seemed locked in a clash of will with a cabal of gibbering whispering Bray Shamans deep within the Beastmen horde. At once Fjeldir saw one of the twisted bestial priests spasm and lurch down to the ground, a long arrow protruding from its chest where some unseen Waywatcher must have sent it. Such was their accuracy that the creature was dead before it hit the ground, its blackened heart skewered by the bodkin. As it died the air seemed to pulse and ripple, and suddenly Fjeldir felt clearer of mind. He realised, for the first time, that he was out of rank. In fact almost all of the Elves fighting in formation had forsaken their ranks. Thoughts came to him of his foe.

Beast became man and man became beast.

And slowly, surely, like dawn illuminating night, Fjeldir began to realise the true scope of what was happening. A trap!

The feelings he was experiencing were not his own. Every urge of violence and bloodlust, every thought driving him to kill more, the invigorating scent of blood, even the hellish heat of the forest, it was all the result of some elaborate spell, some new feat of sorcery performed by the beasts of Belphegor's warherd. A dark enchantment to drive the Asrai into a bestial berserk killing frenzy, such that they would be so lost in their desire for carnage that they would be driven apart, separate, alone and divided, and oblivious to the doom approaching them. Only those with the greatest will, such as the Wishmaster, Aneaeth and the Defenders of the Glade of Poppies had been unaffected by the trickery, and had realised the true danger. Those they had slain were but a small fraction of the greater force, and Fjeldir began to see that the entire Wood now teemed with more of the Children of Chaos, a titanic horde that had been clouded from sight until moments ago.

As Aneaeth progressed in undoing the deception, more and more of the Elves began to take note of their impediment, and heed the call to withdraw. They began to regroup into their kinbands and formations, and take up new positions, preparing for the new threat. Fjeldir joined them, retaking his place in his own kinband of archers.

Now the true fighting would begin in earnest...

Thursday, 24 July 2014

Return to Battlefleet Gothic

So I'm taking a break from my Wood Elves at the moment and getting back to my big tabletop gaming love - Battlefleet Gothic. Last year for Christmas I showed off the first one of the Kor'O'vesh series of Tau ships I have that I painted, a Warden class gunship. The other day I finished painting up the other three of them. Now they stand complete as Cristina Squadron.





And here's also some pictures of my Messenger class starships, with a side order of background. Like the rest of the Kor'vattra series of Tau ships I have, I painted these ones a while ago, but have only just recently gotten around to photographing them.

Skether'qan class starship 






The smallest starship in Tau space capable of independent faster than light travel (though considerably larger than the Kass'l), the Skether'qan or Messenger class starship is rarely seen by observers and spacecraft enthusiasts, or indeed much of the Tau Empire's population not directly related to the operation of one. They are mostly found in deep space in the depths of the Empire between Septs, where they regulate and monitor data remotely and keep watch over shipping routes, and commonly act as a 'mobile waystation' relaying communications between Sept worlds. The class was originally designed to patrol the space around Sept worlds, guiding shipping or intercepting smugglers, and so while perhaps no longer common within its intended habitat, the Skether'qan does nonetheless excel at such roles commonly assigned to it.

Possessing only standard armoured hull plating and shielding for its size, the Skether'qan is not particularly intimidating by itself militarily. Its trio of light railcannons, which when combined are roughly equal in power to the deck guns of an Imperial Cobra class destroyer, are paltry for the primary armament of even an escort sized vessel, though the Skether'qan does possess a formidable close in point defence armament for a ship of its size. The Skether'qan, however, is not intended for direct ship-to-ship combat. The vessel's real strengths lie in its electronics and phenomenal speed. Much of the Skether'qan's mass is given over to the vessel's large and extremely powerful engines and gravitic drive, which makes the Skether'qan the fastest starship operated by the Tau - only Barracuda space superiority fighters can match a Skether'qan's top speed. The ship's gravitic drive, a development on the older model used in the Kir'qath, allows the vessel to travel immense distances for much longer periods of time without needing to recharge, giving the Skether'qan excellent operating range. The Skether'qan is also the only Tau vessel to possess advanced tracking systems, an extensive suite of sophisticated and state-of-the-art sensors, tracking equipment, communications centres, supercomputers and data storage and processing facilities normally only seen on orbital stations. These tracking systems are extremely valuable in fleet engagements, where they can be used to route this data to nearby Tau ships in the form of a direct data feed to the ships' turrets and weapon systems, making both their long-range railcannon fire and their close-in defence systems unerringly accurate, much to the shock of many Imperial admirals and captains facing Tau fleets with Skether'qan support. These tracking systems, placed on the highly mobile platform of the Skether'qan, also afford a Kor'O an immense wealth of situational awareness information, and a combination of the Skether'qan's speed, tracking systems, sensor suites and extended supply stores make it an excellent scout, with Skether'qans acting as the eyes and ears of the Kor'vattra in military actions. Indeed, it was a small flotilla of Skther'qans that first identified and then tracked and shadowed the Imperial response force to Nimbosa during the Tau annexation of that world, relaying the Gue'la fleet's progress to the Tau leadership, information that proved invaluable during the initial negotiations with the Imperium. The Skether'qan is also fast enough to intercept small fast shipping, and has enough firepower to at least threaten small light craft such as merchant transports, allowing the vessel to be used, in a pinch, as a commerce raider. A number of Skether'qans were used in this way to inflict significant losses on supply convoys during an Imperial incursion into the abandoned artefact world of Arthas Moloch.

There is, finally another, perhaps more sinister use for the Skether'qan class. Skether'qans are frequently used by the Tau Empire for covert insertion missions into hostile territory. While most of the Skether'qan's internal space is taken up by its engines and gravitic drive, tracking systems and the other necessities of a starship such as a bridge, stores for supplies and tools and living quarters for the 7 Kor, 2 Fio and 6 Shipboard Security Firewarriors that make up the vessel's crew (along with numerous drones of varying kinds), the Skether'qan does possess a modest cargo hold, enough to carry roughly 24 personnel and 2 vehicles of Devilfish size, allowing it to transport small forces across interstellar distances. Once near the destination, the Skether'qan is able to use its advanced tracking systems to detect holes in enemy patrol patterns and sensor grids, which the ship can then use its speed and small size to exploit. The Skether'qan's small size also enables it to land on planets if need-be, allowing it to touch down on the surface of a world to deliver its passengers, though they are more commonly deployed in a high-altitude pass using grav vehicles or jetpacks to allow the Skether'qan to escape more easilly. Such operations are commonly used to insert advance Pathfinder teams onto a world targeted for invasion so that they can reconnoitre potential landing sites, enemy concentrations, and other features and points of interest, but they are also used to deliver Stealth Teams and infiltration cadres, and it is rumoured they are used to deploy even more covert elements.

Like other Kor'vattra escorts such as the Kass'l and Kir'qath, Skether'qans and their crews are greatly respected by the Fire Caste, who often refer to the Messenger class as the Stealthsuit of the Kor'vattra, though vehicle crews will often instead liken them to the Tetra. There is much joking and friendly debate as to which comparison is 'correct'.

Much like the Air Caste itself in the greater Tau Empire, the Skether'qan class starship is an often unseen, but nonetheless vital, component in the Tau armada. 

Tau Covert Ops: Special Insertion Threat Containment Teams and the Saer'loq



While much of the Tau Empire's direct military might is well-known across the Eastern Fringe, much less is known about the various covert elements used by the Tau Empire. Two of the more common of these secretive special units are the Fire Caste Special Insertion Threat Containment Teams and the alien Saer'loq bounty hunters.

Special Insertion Threat Containment Teams

Not all veterans and heroes of the Tau Fire Caste go on to become battlesuit pilots and commanders. Many of the most skilled and experienced Firewarriors instead go on to become part of the Special Insertion Threat Containment Teams. A joint initiative between the Air and Fire Castes both working together for the Greater Good, Special Insertion Threat Containment Teams are one of the premier special forces units in the Tau Empire, consisting of small teams of exceptionally well-trained, highly-motivated and battle hardened Firewarriors outfitted with some of the best weaponry and equipment the empire can provide. In addition to the combat armour, photon and EMP grenades and pulse weaponry common to line Firewarrior teams, Special Insertion Threat Containment Teams have access to a mind-boggling number of special equipment including flamer attachments, flechette or frag grenades, decoy projectors, longshot pulse rifles, rail rifles, ion rifles, hard-wired support systems, personal shield generators, enhanced scopes and targeting systems, target priority programs, bionics, blacksun filters and even advanced infantry armour such as the XV-12, and much more besides. Team members will also often receive additional specialist training, ranging from standard training courses such as endurance or medical training, to more esoteric training such as advanced computer hacking or the study of alien technology and artefacts. Finally, Special Insertion Threat Containment Teams are also given cutting edge experimental equipment to field-test, such as anti-shield 'screen breaker' rail-rifle ammunition or immensely destructive nova charges.

Rather than being attached to Fire Caste formations, Special Insertion Thread Containment Teams are instead attached to Air Caste fleets, which provide transportation to their missions, which range from assassination and sabotage work, to support of indigenous movements sympathetic to the Tau'va, to abduction of key enemy personalities, retrieval of important objects or information, escort and protection of important personnel, counter-insurgency operations, and many more tasks besides. Once deployed, a Special Insertion Threat Containment Team can count on no additional support, their only link to the Tau Empire being a small number of secret communications channels known only to them and the fleet they're attached to - Special Insertion Threat Containment Teams are expected to complete their missions on their own, using a combination of skill, teamwork, cunning and high-tech weaponry and equipment to overcome whatever obstacles they encounter.

Overall the Special Insertion Threat Containment Team program has proven to be highly successful, managing to accomplish a number of high-stakes assignments. Special Insertion Teams dispatched to the world of New Hael managed to destroy a series of key military infrastructure targets without ever drawing attention to themselves, allowing human rebels wishing to join the Tau Empire to overthrow the Imperial regime and bring the system into the fold of the Greater Good. It was a Special Insertion Team that infiltrated into the Ork Infested world of August's Folly and landed the fatal shot on the Warlord Murguk, ending a potentially devastating WAAAAAGH before it began. When Hive Fleet Gorgon swept through the region now known as the Zone of Silence, a Special Insertion Team made planetfall on one of the worlds being consumed, before making their way through the endless swarms of Tyranids to collect and retrieve genetic samples and research data on Tyranid behaviour, before successfully extracting to deliver the information to the greater empire where it proved invaluable to Earth Caste science efforts. Perhaps even more notably, a number of Special Insertion Threat Containment Teams attached to Kor'vattra fleet K-42 served with distinction during the defence of one of the Tau Empire's most renowned academy stations against a number of assaults. In the aftermath of the second of these battles, instigated by Gue'la Imperial agents, a pair of Special Insertion Threat Containment Teams pursued the withdrawing Imperial forces and managed to infiltrate the damaged battlecruiser Jotunheim as it lay in dry-dock, before destroying all traces of the advanced shielding technology it had been outfitted with and erasing any information about it from the Imperial databases, ensuring that the technology could never be disseminated across the Imperium. Following this both teams managed to make their escapes in the saviour pods of the battlecruiser and the station it was docked with, before exfiltrating Imperial space and successfully returning to the Tau Empire.

Saer'loq Bounty Hunters

The Saer'loq are one of the many minor alien races and factions dotted across the Eastern Fringe. They control little territory, barely a couple of systems, but their technology is highly advanced. Saer'loq society is extremely individualistic, with most honour and credit going only into individual achievements, and Saer'loq warriors are fiercely competitive. As a result most Saer'loq military technology is geared towards the enhancement of single infantry, and includes advanced powered exoskeletons, advanced optics and targeting gear, personal jump-jets and a staggeringly wide range of both kinetic and energy weapons, and a large number of advanced close combat equipment. It is said that a single Saer'loq fighter fully equipped for combat is comparable to a soldier equipped with a battlesuit, and can face down small armies single-handedly. This is fortunate for the Saer'loq, as their population is small and grows slowly, and they have historically been surrounded by enemy powers, making such odds a necessity.

Because of the individualistic nature of Saer'loq culture, their initial response to first contact with the Tau was hostility, as the concept of working for the greater good of the collective at the expense of the individual was an alien concept to them, and shortly afterwards a short but highly violent war was fought between the Tau and the Saer'loq. Initially the Saer'loq did well, scoring decisive victories in a number of early battles, and quickly proved to be formidable adversaries to the Fire Caste. Saer'loq equipment and weaponry proved to be a close match for Tau technology, and Saer'loq warriors proved to be adept at hit-and-run raids, guerrilla attacks and brutal ambushes. However, the Saer'loq's own emphasis on individual achievement and thinking ultimately proved to be their undoing, leading them to have a tendency to win battles but loose the greater war. The collaborative thinking of experienced Tau commanders and a greater sense of larger overall schemes, the result of a lifetime spent serving the Greater Good, enabled Tau forces to gain considerable strategic advantages that eventually allowed them to win the war with the Saer'loq. Tau naval power proved decisive in this conflict, with Saer'loq space forces being severely underdeveloped and limited to little more than raiding actions with small ships, which were ultimately ineffective at stopping the supporting Tau fleets from blockading Saer'loq worlds and providing invaluable support to forces on the ground.

After their defeat, the Saer'loq were sufficiently impressed with the power the Tau had demonstrated and were quietly integrated into the empire, in exchange for military aid against many of their historical enemies. While Saer'loq fighters, or bounty hunters as they are more commonly called, are known to perform mercenary work for a number of powers on the Eastern Fringe, ever since their defeat they have served the Tau Empire as covert operatives, a task that makes the best use of their limited numbers, individual focus and high technology. Saer'loq strike cells are frequently smuggled onto worlds opposing the Tau, where they conduct a wide range of secret missions, and are reputed to be highly competent at performing them. They are particularly popular amongst many Tau leaders as they cannot be immediately traced back to the Tau Empire, especially due to their frequent mercenary contracts, thus allowing the Tau Empire to conduct clandestine operations while still maintaining an attractive image to other powers.

Friday, 18 July 2014

Ailyn the Spellsinger, and some stuff about background and Tau (I couldn't think of any clever title puns or cool sounding titles)

An owl hooted off in the gloomy distance as Mir'q'arielle steadily made her way along the winding forest path. At least she thought it was an owl as she trod on through the shadows, it occurred to her that it could just as easily be some form of spite or other fey spirit, or even other Asrai communicating with each other in secret. Either way the Wood Elf thought it best to keep moving. Though still daylight in the outside world (by her reckoning at least), the canopy of this part of Athel Loren was dense enough to block out almost any sunshine, casting an ominous and eerie darkened shade over the wood. Anywhere beyond a few dozen or so paces was completely obscured by darkness, and as was common in Athel Loren small beady eyes occasionally glinted out of crevices and hiding places, and every so often something would skitter or scamper across the path just out of sight. Nonetheless, the dusty, twisting, leaf-strewn path was at least somewhat illuminated, and had yet to turn in upon itself or vanish off at a dead end. It seemed that The Forrest was at least allowing Mir'q'arielle to continue on her quest, for now at least.

And it was fortunate indeed that Mir'q'arielle continued to be uninterrupted in her journey, for it was of utmost importance - she was to travel to the Oak of Ages itself, and appear before Ariel, the Queen in the Wood herself, and make one final attempt to reason with her and the rest of the Asrai. One last attempt to peacefully reconcile the Meadows of Heaven with the rest of Athel Loren, through diplomacy and negotiation. One last attempt to talk sense into the rest of the Elves, to try and get them to see and realise the danger and madness that was sweeping through the once great forest, and to convince them to take action against it alongside the Meadows of Heaven.

The Asrai noble plucked a string of the Rhymer's Harp she had brought with her from the royal armoury of the Meadows of Heaven, and instantly its magic propelled her through another sizeable part of the forest path in the span of a few short moments. Normally Mir'q'arielle did not travel with one, but this was an important task and so she had been provided with one and a small satchel bag to carry it in. The musical note's effect wore off and she returned to her normal speed, passing through another stretch of the lonely forest path.

At once, Mir'q'arielle's cloak took on a life of its own, trembling and shifting as the Murder of Spites that called its folds and feathers home suddenly rushed out to confront an unseen danger, Kaereon taking flight in the same direction. In a blur of movement Mir'q'arielle spun around to face the danger, only to face nothing but more shadows. A movement caught on the edge of her vision sent her turning to the other side, but the obscured shape twirled away behind her. She heard footfalls just behind her before the mysterious assailant leapt over her head and somersaulted to her front in a whirl of colour and streamers, before settling into the shape of a tall athletic female elf with deep rich electric red hair, a long spear in one hand and an elegant sword in the other.

"What such dull wits you've been left with Traveller," the Elf said with a chuckle, "Your companions spotted me quick enough, but even then its a wonder you've gotten on this far through the woods. All that time spent picking foes off with that old longbow of yours must have left you flat-footed."

Mir'q'arielle could not believe her eyes. "Aemiria!" She exclaimed, "By Isha! We thought you were dead! The horde-"

The Deathdancer laughed, and jumped and shifted as she spoke. "It takes more than a few hundred servants of Chaos to slay the Queen of Muses. By Loec's good graces, and the steel of his blades, I managed to survive the battle, but was separated and some distance from the Asrai lines. After much wandering, battling darkness at every turn, I managed to find my way back to Athel Loren."

"Why did you not return to the Meadows of Heaven?" Mir'q'arielle asked.

"I intended to, but the Elvenpath was secreted from me. It seems that The Forrest wished a new and different adventure for me, for instead I ended up journeying deep into the wood. At long last I arrived in the heart of Athel Loren, in the area they now call Fyr Darric, where I visited the great stronghold of my kind, the Feast Halls of the Wardance. It has become a dark and twisted place, filled with sadism and wanton cruelty and malice. They consider it now a game to have blood contests with captives, only to execute them as slowly and painfully as possible. Such an appalling practice I would expect from the corrupt and bitter Druchi, but not from noble Asrai, I would like to think we're better than that. And that is but one of their many degenerate sports. Alas, they are also extremely vigilant. I was kept in the region for many many seasons, unable to leave."

"How awful. It must have been painful for you to see the great bastion of your people fallen so."

"My people are the Elves of the Meadows of Heaven Mir'q'arielle, never forget that. But it did fill my heart with sorrow to see my Wardancer kin so depraved. Fortunately a few weeks ago, at least that's what it feels like, I was able to escape my retainers and slip out of the territory along with my Blades of Loec, which I was sure to steal away with me from where they were being kept after their confiscation. I've been wandering the forest ever since."

Mir'q'arielle stood, taking in everything she was being told as the Spites returned to her cloak. "It is good that we ran into each other then."

"Always good to have a travelling companion, but we must make haste. My escape cannot have gone unnoticed. Fyr Darric's hounds must surely be hunting for me even now. We must return to the Meadows of Heaven. I have seen much of what Athel Loren has become, and much of the darkness creeping through it. I must speak with the Wishmaster at once."

"We know as well Aemiria. I had set out to seek audience with Ariel to rouse the Asrai to action."

"Ariel has grown as decadent and corrupt as any of them. She has grown intoxicated with the accursed Dark Magic that they even now practice with wanton abandon. I'm afraid she would not listen. I'm not sure any of them would. The Wishmaster must be informed of the full extent of the danger."

"Then we could send word with an Eagle. I have good ties with-"

"No, some of the Eagles have ties with Argwylon, a place of magic academia in the north, they could easily report us to them. As noble as they may be, the Eagles cannot be trusted with this. We must travel back and deliver the news ourselves."

Mir'q'arielle looked down. She had a long history with the Great Eagles, to think they could not be depended on was difficult to bear. "I see," she said. "Let us be off then."

"Excellent," Aemiria replied, "Lead on friend. Along the way I will recount to you all of my thrilling escapades and adventures I have had along the way."


"Only if you retell them again when we get there," Mir'q'arielle said, "I am sure the Wishmaster will want to hear all of your tale as well." 

So the other day I finally finished something that's been sitting on my hobby space ever since I got the characters for my Wood Elf army - my Spellsinger on a Unicorn. It was long, and it was hard, and working with greenstuff is now one of the top contenders for 'most horrific excruciating torture I have ever endured in this hobby', but I finally did it. And now here she is, my Spellsinger, Ailyn! 




When I first conceived the idea of my Wood Elf army I had four very clear ideas about the characters I wanted in it. Two of those became Maxamaron and Moni'qeth, my general and standard bearer. The other two were the wizards I wanted in my army. I knew right from the get-go I wanted two wizards, one with the Lore of Athel Loren, and the other with another Lore, which I decided would be life (this was the days before the new Wood Elf book, so I couldn't choose just anything, but Life fits in with my idea of Wood Elf wizards acting as medics or healers in the Wood Elf army, and I also wanted to make sure I could keep my warriors in top health. I care about them like that).

I also had a clear vision of exactly what I wanted them both to be like. The typical Warhammer wizard is often somewhat flamboyant and extravagant, and so I wanted one of my wizards to break away and be different from this archetype by being quite humble and simple in their attire and the items they used, an older wiser magic user that knew that adding gems to something doesn't make it magical, it just makes it expensive - this would become Aneaeth Ollissin, my Spellweaver. The second wizard, on the other hand, I wanted to be much more extravagant, to contrast. At the same time, I knew as soon as I saw it as an option that I wanted one of the wizards to be riding a Unicorn. I love classic fantasy tropes and conventions, and it doesn't get much more classic than a beautiful Elven maiden riding a Unicorn and wielding magic. Finally, I knew I wanted one of the wizards to have red hair. I put these trains of thought together to create a quintissential vision of a classical attractive young Elf mage atop a Unicorn with flowing red hair, and this fitted perfectly with my want for an extravegant wizard. It also lead to the nucleus of the character backstory, she would be a young inexperienced, but gifted Spellsinger, in contrast with the aforementioned wiser, older one. This younger Spellsinger I decided to name Ailyn.

After scouring GW's model range for suitable female heads for converting these two magic practitioners (I never liked the puffed out 'super saiyan' style hair of the official female Wood Elf wizards), it quickly became obvious what model would be used as the basis for the younger spellsinger - The Fey Enchantress from the Bretonnian range. Its a model I deeply love (much like the rest of the Bretonnian model range), and even knowing that it was a sacrifice for the greater good it was heard to cut her to bits, but in the end I managed it by promising myself that one day I would put together and paint up the Fey Enchantress in all her Bretonnian glory. Anyway, the first thing I did was remove the Unicorn, replacing it with the unmounted one (re)released for Storm of Magic, ever so subtly converted. My original plan was to then cut away the Enchantress's torso and replace it with one from a Spellweaver model, but that eventually proved far too impractical to do (getting her off her Unicorn ended up being hard enough as it was!), so in the end I resorted to my contingency plan of simply switching her goblet arm with the staff arm from the aforementioned spellweaver model. I feel that most wizards should have a staff, and even if they don't, I planned on giving this one Calaingor's Stave anyway, so it'd be nice and WYSIWYG that way, as well as helping to differentiate her from the normal Fey Enchantress model. The other part of said contingency plan was the addition of vines along her dress to make it look more Wood Elfish, which I think I did quite well on, even if one of them broke off as I was undercoating her (which is why there's one leaf just above her knee awkwardly floating there. Oh well, I don't think it looks that bad). The next step was to fill out the top of the model's head. The Fey Enchantress has a crown topped with a big fleur-de-lis, which I removed along with all the other fleur-de-lisses on the model, but this ended up leaving a big space of flat resin on the top of her head, so I had to sculpt something to cover it up. I was going to go with leaves, but hair proved to be easier to do. After that I added a daisy-chain around her head, its an element right back from my original vision of the character, and I feel the idea of a lovely young Spellsinger with flowers in her hair is very Wood-Elfish. I'd originally planned to have the Unicorn be completely unadorned, a wild free creature with nothing on it except the Spellsinger that was riding it. However, Spellsingers come with a longbow as standard issue, just like any other Asrai character, and there wasn't anywhere on the Spellsinger herself to put one, so I stuck it and a quiver of arrows for it on the Unicorn, slung on with a leather loop greenstuffed around the Unicorn's body.

The base is another holdover from my original vision (to which the final model is actually extremely close to). In the background Ailyn is so full of the power of the forest that life springs up and blooms wherever she walks (or wherever her Unicorn walks when she's riding it), and so her base is covered in flowers, both small ones made from grated up sponge (using the very fine tutorial on this very forum) and larger ones crudely formed out of wire and greenstuff, along with a single large bumblebee, again crudely formed from greenstuff. Yes, I am fully aware that a bee that size would in fact be the size of a large kitten, I do not care - it is clearly a magical giant bee. I imagine a magical forest like Athel Loren needs plenty of magical pollenators, and Spites only do so much. Besides, there are giant hawks and giant eagles, why can't there be giant bees as well?

All in all I'm actually quite content with how Ailyn turned out. I think I might have liked more flowers on the base, but I think it worked out ok in the end. Anyway, background time. 

Ailyn, Glamourweave Spellsinger of the Meadows of Heaven 



In these darkened days, Ailyn is of an increasingly fewer kind. The newest and youngest of the four mages that govern the Fey Glades and the Celestial Heath, Ailyn is one of the last remaining members of the Kindreds of Yenayla - the Glamourweave Kindred. A smaller Kindred within the Spellsinger and Spellweaver Kindreds, the Glamourweave Kindred is known by many names; Shaper, Tree-Singer, Skein-Weaver, Shadow-Walker, Changeling, Wood-seer, Grove-kin and Wood-shaper are just a few well known titles they are known to go by. Glamourweaves are extremely closely linked to Athel Loren, and are as much Forrest Spirit as they are Elf, in a similar manner to the Wild Riders of Kurnous. They are dedicated to maintaining the correct balance in Athel Loren, and in times past they would often act as envoys to the older spirits of The Forrest. Alas, as the Asrai turned away from the older traditions of Athel Loren, the Glamourweaves, much like many of the other more specialised Kindreds, largely died out, and in the present time in most of Athel Loren they are all but extinct. The Meadows of Heaven, however, never abandoned the older ways, and so the territory remains a haven for all Kindreds, the Glamourweave included, and so a number of Glamourweaves continue to keep their Kindred and its teachings alive, though as they were never a large Kindred to start with they are few in number.

As well as this, Ailyn is also one of the last few who practice the fabled Lore of Athel Loren. A strange and subtle lore, the Lore of Athel Loren is a form of spellcraft that comes from magic flowing trough Athel Loren's web of consciousness. This fey form of magic can be used to create powerful glamours and illusions, or to heal even the most grievous of wounds with a touch. An Elf using the Lore of Athel Loren can weave spells of confusion and trickery to hide important areas, objects, or even entire armies, and can cast dangerous blasts that can strip a target of its memories and wits. This lore can even be used to access the secret and hidden pathways in the world, even those inaccessible by Moonstone, allowing allies to move quickly unimpeded by even the most daunting of terrain, or to disappear completely and reappear somewhere else entirely. Most impressive of all of the powers available through the Lore of Athel Loren however, is the ability to influence and alter the growth of trees and foliage, whether it be to incite a tree to grow into a beautiful structure or monument, or to cause entire groves to uproot and shift to create new glades or pathways or seal off existing ones. Many Asrai in the rest of Athel Loren no longer have a strong enough connection to the raw mystical power of Athel Loren, with their connection having over the seasons been corrupted by the use of Dark Magic, and so most territories in Athel Loren no longer practice its use - even Argwylon, for all its vaunted knowledge, retains little education or expertise regarding it. The Asrai of the Meadows of Heaven, however, never took to practising the more unwholesome forms of magic. Such forms of magic are illegal in the Meadows of Heaven, in the eyes of the Asrai of the Meadows of Heaven, magic forms such as the Dark Magic, the Lore of Death or even the Lore of Shadow are the magics used by the hated Druchi and Beastmen, and consequently they consider the use of such lores to be stooping to the level of those tainted beings, and thus abhorrent. As a result, the connection between the Spellsingers and Spellweavers of the Meadows of Heaven and the consciousness of Athel Loren is pure enough to still be able to make use of the Lore of Athel Loren, and so its practice remains common within the territory.

As a result of this, the mystical power of Athel Loren flows through Ailyn's veins as much as Elven blood does, and she feels much of what The Forrest feels. In recent times this has been the cause of great pain, as she feels madness and corruption twisting through Athel Loren's glades and trees. Her Glamourweave nature also gives Ailyn a close affinity to Forrest Spirits, especially Spites, and together with the ancient Treeman Avyrrnhan she represents the interests of the Forrest Spirits in the Meadows of Heaven, speaking for their needs before the Wishmaster. This deep connection with Athel Loren alone makes Ailyn a valuable member of the royal court of the Meadows of Heaven, but it is not for this reason that she rose to her current position. Instead, Aneaeth Ollissin chose her to become the fourth member of the ruling council of the Fey Glades and the Celestial Heath, representative of Spring, because of the immense magical capacity Ailyn possesses. Though still quite young by Elf standards, Ailyn holds unprecedented amounts of magical ability, perhaps rivalling that of even Ariel herself. She is however, still young and extremely inexperienced, and currently lacks the skill and knowledge to use her abilities to their fullest extent, and so the vast majority of this incredible power remains latent and untapped. Nonetheless, she has already demonstrated this exceptional talent - one of the first actions she ever did as a Spellsinger was to inadvertently awaken the slumbering Avyrnhan completely effortlessly, and it was this action that brought her to the attention of Aneaeth, who since then has made it her task to take the young Spellsinger under her wing as an apprentice, teaching her the ways and knowledge of magical practice.

She also gave Ailyn the staff she now wields, one of Calaingor's Staves. The Calaingor's Staves of the Meadows of Heaven, however, are very different to the ones now used in other parts of Athel Loren. Where the latter purify and strengthen a Spellsinger or Spellweaver's connection with Athel Loren enough to make use of basic spells from the Lore of Athel Loren, a Calaingor's Stave of the Meadows of Heaven enhances a Spellsinger or Spellweaver's command over the Lore of Athel Loren, allowing them to Tree-Sing repeatedly, commanding entire swathes of Forrest at once. The immense raw magical ability of Ailyn has also brought a Unicorn into her service, the magical creature being utterly seduced by the power within her. In addition, such is the extent that the Spites of the Meadows of Heaven adore her that she is escorted at all times by a Pagent of Shrikes.

In the days following the estrangement of the Meadows of Heaven from the rest of Athel Loren, Ailyn has been increasingly pained and saddened by the plight of the forest, and so she has taken it upon herself to restore The Forrest to its true glory. In recent times she has come to spend more and more time roaming the forest of Athel Loren, healing the damage done to it and restoring harmony to it. She brings Daylight to Modryn, and seasons to Arranoc, Atylwyth and Tirsyth, and does what she can to equalise the other areas of Athel Loren. However, she is but one individual, and cannot be everywhere at once, and such is the extent of the changes wrought upon Athel Loren that the Forrest invariably returns to its disharmonious state when she leaves. Even so, Ailyn continues her long quest, determined to do as much as she can to restore the proper balance to Athel Loren, no matter how long it takes.

Somewhat bizarrely however, Ailyn may not be alone in her quest. In recent days rumours and talk have begun to spread about a startling phenomena. Spites have reportedly been seen or glimpsed in vast numbers, entire armies of them pouring through the Forrest. According to tales, this 'Spite Crusade' works ceaselessly and relentlessly to undo the changes in Athel Loren, healing corruption and mercilessly battling intruders, and even occasionally striking out at Elves practising certain forms of magic. Most who claim to have seen this also say that these Spite armies head in directions that have an uncanny tendency to coincide with the direction Ailyn travels in, and all apparently can be traced back to the Meadows of Heaven. The exact nature or purpose behind this supposed 'Spite Crusade' remains a mystery. Some suggest that they might be a secret weapon unleashed by the Meadows of Heaven to dominate the rest of Athel Loren covertly. Others think that Ailyn's quest to heal Athel Loren has created an example that the Spites aspire to emulate. Others still claim that it is the work of Drycha, or that it is the first stage in a rebellion against the Elf presence in Athel Loren. Some instead argue the simple explanation that it is a natural reaction to some of the worst excesses of the Season of Retribution (or the Season of Lunacy as it is known in the Meadows of Heaven). Whatever the truth may be, the so called 'Spite Crusade' remains largely unproven, the stuff of fancy tales told in Halls by travellers. Still, talk and sightings of the phenomenon grow more and more numerous each season. While the Spites may have good intentions at heart, if the 'Spite Crusade' is indeed true it could have dangerous consequences for Athel Loren, as its invasive activities, especially the reported attacks on Elves, could give Araloth and the other Asrai opposed to the Meadows of Heaven and its ways the pretext they need to make war upon the Meadows of Heaven.... 

And finally a short while ago my local Games Workshop store had its birthday, and to celebrate they threw a giffle giveaway where I won.... this. 



In case you can't tell, its a Tau bundle including a Hammerhead, 3 Crisis Suits, a Firewarrior team and some Gun Drones. According to my estimates its roughly $265 worth of models for free. And it goes great with the Devilfish, Crisis Suit and Stealth Team I won in the Christmas giffle giveaway. Granted, this one didn't include bases for the models, so I'll have to get those seprately, but even taking that into account its still a massive discount off what it usually would cost. 

Assuming there's another Christmas giffle giveaway, with a bit of luck I might end up with a small Tau army entirely for free. This pleases me. 

Right then, back to more hobby. 

Exunt