The Skereig Subsector

This post is part of the Skereig Subsector project

Click to Enlarge. It’s really big and impressive!

Overview

The Skereig Subsector is located in the Chiros Sector on the western side of the Segmentum Tempestus, close to the border of the Segmentum Pacificus, around 22,500 light years from Holy Terra. It has remained loyal to the Emperor for several thousand years, despite occasional isolation by warp storms and Xenos incursions.

The subsector extends for 15 light years around the Skereig system, although the furthest inhabited world is just over 8 light years from the capital. There are numerous uninhabited worlds further out, some of which are scheduled for colonisation over the next few centuries.

As of 991.M41 the subsector is dealing with the aftermath of an invasion by the Orks of Waaagh! Krumpfist, who attacked from the galactic south-west in 923.M41. Invasions of several systems – including Cnossath and St Cuthbert’s Slumber were repelled, but two systems remain under Ork control. The Subsystem Governor has been appealing to Imperial authorities for support in retaking these systems for over 7 decades, particularly the agriworld of Feargal, the loss of which has caused food shortages across the subsector.

Saints

The two most popular Saints in the Skereig Subsector are Saint Guinefort and Saint Beinagrind.

Saint Guinefort was the pet canid of High Ecclesiarch Zosimus CXXXVII of the Orphean Conclave. During an official visit to the Basilica of Saint Hermon on Skereig Prime in 885.M39 the Ecclesiarch was informed that he could not bring the animal inside. He reacted to this by immediately canonising the creature. Unable to bar entry to a confirmed Imperial Saint the door wardens reluctantly acquiesced and the canid accompanied the Ecclesiarch to all religious services for the duration of his stay in the subsector.

The general unpopularity of the Ecclesiarch – who was notable for his more worldly appetites – appears to have encouraged adulation of his saintly canid instead, although it is certainly possible that such worship was initially tongue in cheek, only transitioning to a genuine cult in later centuries.

Saint Guinefort is invoked as a protector of children and a defender of the Emperor’s realm against Xenos infiltration. He is typically depicted as a noble hunting hound with yellow or golden fur. This is despite accounts from the period describing the animal as resembling a stumpy-legged, overstuffed sausage with thinning fur and a jowly, scowling face.

Typical Icon of Saint Beinagrind

Saint Beinagrind, also know as the Holy Skeleton or Saint Bones is said to have been martyred on Ragnar’s World some time in M36. During a time of religious schism he remained true to the Imperial Creed and was executed by having his flesh scraped from his bones with sharpened scallop shells. Afterwards his bare skeleton arose and took holy vengeance by killing his persecutors. Attempts to correlate the legend with historical records have failed, nonetheless the Holy Skeleton remains popular on all worlds in the subsector, invoked against heresy and loss of faith.

Saint Beinagrind is typically depicted as a human skeleton bearing a scallop shell in its left hand and a fishing harpoon in its right – this being the tool he is said to have used to slay his murderers.

Notable Worlds

Cnossath: Cnossath is a Knight World allied to the Adeptus Mechanicus Forgeworld of Volund 27. It is home to three Knight Houses, Ventris, Cashel and Krater and with the assistance of the Valhallan 294th “Toecutters” Astra Militarum Regiment repelled the Orks of Waaagh! Krumpfist in 925.M41. More on Cnossath…

Dullrock 431: Apparently named by an extremely bored Explorator this lifeless body was later found to be rich in numerous rare minerals, with mining colonies established in the early 300s.M41. The highly corrosive atmosphere requires all colonies to be heavily shielded, with the majority of facilities placed deep underground adjacent to the ore deposits. Some Ork landings were reported in the 920s.M41, but the hostile conditions appear to have made short work of the would-be invaders.

Feargal: A highly fertile agriworld, Feargal supplied much of the subsector’s grain before being occupied by the Orks of Waaagh! Krumpfist in 923.M41. An expedition to reclaim the world has been waiting for Astra Militarum support for close on 75 years.

Gruts: An agriworld famous for a variety of wild truffle traditionally prepared by frying in butter. Several forested areas of the planet have been left undeveloped solely for the production of these rare delicacies.

La Salle: An arid, sun-blasted, desert world, La Salle is rich in rare mineral salts which are extracted by convicted criminals from across the subsector. Being condemned to the salt mines of La Salle is as good as a death sentence for all but the strongest convicts, with very few surviving the 20 years of servitude required for a preliminary parole hearing.

Mandrenke: The ocean world of Mandrenke teems with life, almost all of it inimical to humanity.

Ragnar’s World: An ocean world chiefly notable for the subsector’s main Naval facility, the orbital shipyards of Port Ragnar. It is also the reputed site of the martyrdom of Saint Beinagrind and many pilgrims make the journey to worship at the Grand Basilica on the island of Saint Skeleton, or the smaller, rival, Shrine of Bones on Beinagrind’s Strand.

Ravenser: The subsector’s only significant hive world, Ravenser has six major hive cities and around four-dozen smaller dependent hive conglomerations with a total estimated population of around 120 billion. The majority of the subsector’s manufactured goods are produced on Ravenser with raw materials sourced from the system’s three massive asteroid belts.

Keeping the population of Ravenser fed has always presented a challenge, but has been particularly problematic since the occupation of agriworld Feargal by the Orks in 923.M41. Food related riots and uprisings have become a permanent feature of the planet with three entire regiments of Skereig Varyags seconded to the planetary Arbites to enforce the peace.

San Guinefort: Named after the Saintly Hound, San Guinefort is home to the Battle Sisters of the Order of the Argent Veil – a minor order believed to have split off from the Order of the Sacred Rose in the early M40s.

St Cuthbert’s Slumber: An unremarkable agriworld, St Cuthbert’s Slumber was invaded by the Orks of Waaagh! Krumpfist in 924.M41. The attackers were successfully confined to the northern continent, but the Xenos scourge was not completely eliminated until 932.M41. Advice on proper cleansing of contaminated areas from Valhallan units in the relief force has kept feral Ork outbreaks to a minimum.

Werinos: Werinos is a mostly oceanic world with highly acidic oceans. The major native form of life are gigantic bacterial colonies established around deep geothermal vents and extending into the planetary crust. These colonies produce massive amounts of volatile gas which diffuses into the oceanic water column, from which it is extracted by thousands of floating platforms and piped to refineries on the single, middle sized continent on the planet’s equator for conversion into promethium. Promethium exports from Werinos provide upwards of 80% of the subsector’s fuel requirements.

Much technology on Werinos and on the nearby Forgeworld of Volund 27 has been adapted to use the gas in its raw form, with both planets’ manufactoria greatly skilled in the production of highly efficient gas turbines. The experimental Werinos Pattern Gatling Cannon uses two such miniature turbines for power, providing the same rate of fire as a standard Punisher Cannon with a simpler mechanism and fewer moving parts. Deployment of Werinos Pattern cannons on the battlefield is currently limited by the difficulty of keeping them supplied with gas – they are common on both Werinos and Volund 27, but are rare elsewhere.

Vinegar Tom

Well, it’s been a while.

The world continues to burn down around our ears, but WA is (for now) COVID free, vaccines are being rolled out and the orange dingus in the White House is on the way out – assuming he doesn’t manage to get a coup up and running. There’s also a nice planetary alignment tonight, which will be great as long as I remember to go out and take a look at it.

I have been busy for the last couple of months producing a couple of expansions for the classic board game Arkham Horror. As is usual with me I decided to wait until the worst possible time to do this – Arkham Horror 3rd edition is out and has been out for quite some time, but I’ve been building my expansions for 2nd edition not only because 2nd edition is clearly far superior, but is also (more importantly) the only version I have access to.

The first expansion – Hyperborea – is based around the Hyperborean cycle of stories by the wonderful Clark Ashton Smith. I actually started work on this about five years ago, but the project popped back into my head a few months back so I jumped back in and finished it. It has not been play tested, but should be a bit of fun.

When I get myself a bit better organised I’ll host it here on the Wyrmlog. Until then it can be downloaded from the following dropbox links…

The other, much larger expansion is based on Ramsey Campbell’s Severn Valley setting. I got the card creation part of this sorted over the weekend – which involved learning how to create plugins for Strange Eons, ow my poor brain! – and just need to write up the rules, so hopefully it will be ready to go by new year.

In the course of this project I was reminded of the strange case of the familiar spirits allegedly uncovered by Witch-Finder General and all round psychopath Mathew Hopkins in 1644. The story – as with all stories of ‘witch’ finding – is tragic, with a number of harmless old women tortured and murdered, but did produce some wonderful weirdness in the supposed names of the familiars the witches are said to have provided. Here, take a look…

Here we see a number of the creatures the witches supposedly summoned along with the deliriously delightful names they attributed to them. “Sacke and Sugar”, “”Pyewackett”, “Griezzel Greddigutt”, “Peeke in the Crowne” and best of all “Vinegar Tom”. In my opinion – almost four centuries on – Vinegar Tom is a simply brilliant name for anything. I wouldn’t mind being called Vinegar Tom, would you?

Thoughts of this nature led to me coming up with the following ridiculous novelty. Yes, you can now find out what your name would be were you a familiar spirit from the 17th century! If of course that’s your idea of a morally acceptable good time…

As is the way of these things I created this silliness in a white heat of creativity with the result that my own familiar name is the somewhat dull Newes Elme Tree. I could have gone back and rejigged the options to create something more exciting, but that would be cheating, wouldn’t it?

Anyway, enjoy! And keep an eye out for the upcoming release of Severn Horror, where you can summon up all the imps mentioned by Hopkins, should you be willing to risk your strength and sanity to do so!

Volcanoes and Sulphur and Geysers oh my!

As is my way, rather than deal with the various important things that should be occupying my attention I’ve instead been thinking about Minecraft and how it needs a volcanic biome.

The Volcanic Biome would be a rare, warm biome and consist of stone, gravel and terracotta. Plants would be limited to dead bushes, tree stumps and occasional mushrooms and berry bushes. There would be extensive lava lakes and scattered lava source blocks – the latter especially underground so mining would be problematic.

There would be no villages, although perhaps ruined villages (nothing but stone walls left) could be a feature. There would be occasional lakes, mostly floored with magma blocks.

Open topped ravines would be common. Also common would be long, linear caves – lava tubes – just under the surface. Some of them would be roofed by gravel, so having the ground collapse beneath your feet would be a constant risk, which would be particularly unfortunate over one that’s still full of lava.

Volcanoes – conical hills with deep, lava filled shafts at their crests- would of course be common.

The real attraction in the Lava Biome however is geysers!

A geyser block only occurs in a Volcanic Biome. It is extremely hard and if broken is destroyed – unless broken with a Silk Touch pick. It naturally generates on the surface layer with between 1 and 5 lava blocks in a line below it. A water block generates on at least one side.

As long as a geyser block has a lava block below it and is touching a water block on at least one side it will randomly erupt. An eruption is preceded by an increasing rumbling sound for a few seconds (giving players time to run away). It then shoots a stream of particles upwards 5 metres for every lava block below it, to a maximum of 25 metres. Blocks above the geyser will suffer damage and may be destroyed – as per an explosion.

The particles fall to the ground like snow, but inflict fire damage on any mob they hit. They build up in layers, again like snow, and can be harvested with a shovel – although they are tougher than snow and each layer removed only has a 20% change of producing a drop. Particles falling on a geyser block are destroyed and do not create layers – thus keeping the geyser clear.

There are at least two types of geysers, white and yellow. White geyser layers drop bone meal, making them an excellent source of fertilizer. Yellow geyser layers drop sulphur, which is a new resource that can be used in dyeing and potion making. Most importantly it can be combined with charcoal and bone meal to produce gunpowder!

So that’s the idea. I expect my cheque from Mojang directly!

On Horny Space Salamanders

Horny Space Salamanders Batman!

You know, Threshold – the infamous episode where Tom Paris travels really fast, turns into a salamander then has salamander babies with Captain Janeway) really should have been the last episode of Star Trek: Voyager.

I don’t mean production should have been shut down, everyone fired and the sets put to the torch – although a case for that can certainly be made – I mean that they discovered a perfectly plausible way to get back to Earth in no time flat.

The souped-up, transwarp shuttlecraft that inexplicably turns people into horny amphibians moves at infinite speed – it occupies every point in the universe at once until the pilot decides where to drop out of transwarp. As such there’s nothing stopping the pilot jumping instantly from the Delta quadrant to Earth orbit. The transformation into a space salamander takes some time to start, so they can land at the nearest medical facility and explain that they’re about to grow gills and cough up their own tongue, but that their doctor has prepared a complete treatment protocol and it’s right here on this PADD. A couple of days later they’re back to normal with no harm done and they’re home.

Janeway should instantly have devoted all of Voyager’s resources into building transwarp shuttles, packing them full of crew members and sending them back to Earth. The last person to leave the ship sets the self destruct to avoid contaminating the Delta quadrant with Federation tech, and everyone arrives back home safe and well with only the slight inconvenience of turning into an amphibian for a couple of days.

But no. Gotta hit that end-of-episode reset button! How else would we have been treated to the exquisite cringiness of the Doctor and Seven-of-Nine duetting on You Are My Sunshine?

The Herkimer Pattern Chimera

And while I’m posting homebrew Warhammer 40,000 content, there’s this…

The Herkimer Pattern Chimera was created in M41.338 on the order of Lord General Casanova Herkimer who desired a suitably martial – yet comfortable – personal transport to be used for post-battlefield assessment and ceremonial occasions. In the centuries since it has become a favourite vehicle for high ranking Astra Militarum officers, Ecclesiarchy officials and the occasional Inquisitor who value its enhanced sensor suite, extra armour and luxurious interior.

The Herkimer lacks the multi-laser turret and lasgun arrays of the standard Chimera, retaining only a hull mounted heavy bolter for defensive purposes*. The passenger compartment lacks a rear ramp or top hatch, with entry and egress only via a reinforced rear door – it does however feature heavily armoured windows and an optical periscope for comfortable surveying of the battlefield. The vehicle’s extra armour is compensated for with a souped-up engine, and the enhanced communication and sensor suite allow the occupants to keep in touch with their base, or easily issue orders to their underlings.

Herkimers are most usually seen in parades or during the mop-up after combat, however some desperate commanders have been known to throw them into battle, where they can act as surprisingly effective makeshift command vehicles. A few more eccentric Astra Militarum commanders actually prefer to control their troops from a Herkimer, although they will typically receive (carefully muted) ridicule from the common troopers for riding around in a “General Jitney” or “Chicken Chariot”.

* The Heavy Bolter may be swapped out for a heavy flamer, however this modification is unpopular as it requires the drinks cabinet to be removed to make room for promethium tanks.

Servo Skulls for a Crown Additional

I’ve formatted up my 40k rules for Saint Sabbat, and included an option to give her a retinue of Servo Skulls, as she had on Herodor. All still completely untested and probably badly overpowered. Enjoy!

The Great Necromunda Train Robbery

A few months back the great Duncan released the following video on how to build a brilliant techno-gothic locomotive out of Warhammer 40k scenery sprues…

There are a few bits I’d do differently if I was building one myself – a taller smokestack, sealing the rear of the engine assembly and moving the whole thing forwards a bit on the carriage – but overall, awesome!

Now, it’s intended as a terrain piece, but it got me thinking – why couldn’t you have some kind of battle actually on a moving train? The idea makes no sense for standard 40k, but for a skirmish game like Necromunda…

So naturally my brain immediately started throwing ideas around. A copy of the Necromunda rules and a whole lot of thinking later I’ve come up with a scenario I’m calling “The Great Necromunda Train Robbery”!

(It should be noted that I have never played a game of Necromunda in my life and have only skimmed the rules, so there are undoubtedly things I’ve got horribly wrong. Those that actually know what they’re doing with the game will need to bash my ideas into shape, and I’m more than happy to receive feedback on exactly what kind of bashing they’ve seen fit to employ.)

(Also you could probably adapt these rules to Kill Team, which I know even less about that Necromunda.)


THE PLOT

Automated trains run through and between the hives of Necromunda, carrying goods and supplies between mines, manufactoria and marketplaces. Your gang has decided to raid one of these trains, jumping on board at a slow turn then throwing off as much cargo as possible for later retrieval as it hurtles along its tracks. Unfortunately it seems a rival gang has had exactly the same idea for exactly the same train and a high speed confrontation is inevitable…

BATTLEFIELD

The battlefield is set up as a line of carriages, each of equal size. The carriage at the front of the train is the Engine. The carriage at the end of the train is the Caboose. There is no limit to the number of carriages but the minimum number should be five.

Each Carriage is categorised as a High Carriage or a Low Carriage. A High carriage is a tanker or bulk carrier. It can only be traversed by going over the top or climbing along the sides. A Low Carriage is a flatbed – there may or may not be cargo on it, but it can easily be climbed over or moved around.

The Caboose is a Low Carriage with a Control Console at the rear end (see below). The Engine is a High Carriage, with a Cabin at the rear end which contains a Control Console.

At least one Carriage must be equipped with a Defence Cannon at the front or rear end.

Two carriages (which cannot be the Engine or Caboose) are designated as Deployment Carriages. They must be separated by at least one other carriage and are where fighters will begin the game.

Each carriage (except for the Engine and Deployment Carriages) has a centrally placed Loot Casket.

CREW SELECTION

This scenario uses the standard rules for choosing a crew. Both players use the Custom Selection (X) method, however the number of fighters available is equal to the number of carriages +2.

TACTICS CARDS

Each player may select three Gang Tactics cards. If during the pre-battle sequence the total Credits value of fighters in one player’s starting crew is less than their opponent’s then they may randomly draw an additional Tactics card for each full 100 credits of difference.

DEPLOYMENT

The winner of a roll-off selects one of the Deployment Carriages and sets up their entire Crew on that Carriage. The other player then sets up their entire Crew on the other Deployment Carriage.

OBJECTIVES

Both gangs are attempting to throw as much cargo off the train as possible while preventing their enemies from doing the same. Each gang scores 1 point for each item of cargo thrown from the train and 1 point for each enemy fighter that goes Out of Action.

ENDING THE BATTLE

If one gang has no fighters left on the board at the end of any round, the battle ends immediately and the other gang scores D3 bonus points.

FLEEING THE BATTLEFIELD

If one gang voluntarily bottles out and flees the battlefield, their opponent automatically wins the scenario.

VICTORY

The gang with the most number of points at the end of the battle wins the scenario.

REWARDS (CAMPAIGNS ONLY)

CREDITS

Each unit of cargo a fighter throws from the train earns their gang 4 credits. The winning gang receives a bonus 1D6x4 credits. In the case of a draw, neither gang receive bonus credits.

EXPERIENCE

Each fighter that took part in the battle earns 1 XP.

The Leader of the gang that scored the most points gains an additional 1 XP (regardless of whether they took part in the battle or not). In the case of a draw, neither Leader gains this bonus.

REPUTATION

The victorious gang gains 2 Reputation. If either gang bottled out, they lose 1 Reputation.

SPECIAL RULES

SPEED

The Speed of the train is represented by a number from 1 (very slow) to 6 (very fast). At the start of the first Priority Phase roll 1d6 to determine the starting speed.

HAZARDS

Running around on a speeding train is dangerous. At the start of each Priority Phase roll 2D6 to see what Hazard occurs.

2D6 Effect
2 Engine Vents Steam
All fighters on the Engine (with the exception of fighters within the Cabin) must make an Initiative check or suffer a hit at 1d6 Strength
3 Rough Points
All fighters must make an Initiative check or suffer a hit at strength Speed. Additionally if they roll a 1 they are Thrown Off
4 Defence Protocols Triggered
All Defence Cannons fire at the nearest two eligible fighters at BS 4+.
5-6 Decrease Speed
Speed decreases by 1. If already at 1, no effect
7-8 Increase Speed
Speed increases by 1. If already at 6, no effect
9 Low Beam
All fighters on top of a High carriage must make an Initiative check or suffer a hit at strength Speed x 2. Additionally if they roll a 1 they are Thrown Off
10 Burnt Out Lumens
Pitch Black rules apply until the end of this round
11 Narrow Passage
All fighters on the side of a High carriage must make an Initiative check or suffer a hit at strength Speed x 2. Additionally if they roll a 1 they are Thrown Off
12 Gas Pocket
All fighters suffer a Choke Gas attack.

DEFENCE CANNON

The train is equipped with at least one Defence Cannon. This can only be operated from one of the Control Consoles. Defence Cannons cannot run out of ammo and never need to be reloaded, they can however jam.

S
Rng
L
Rng
S
Acc
L
Acc
Str AP D Ammo Traits
12″ 24″ +1 4 -1 1 4+ Rapid Fire 2

ENGINE CABIN

A space at the rear of the the Engine is the Cabin. It has room for two fighters and provides Partial Cover. A fighter in the Cabin has access to the front Control Console.

CONTROL CONSOLES

There are two Control Consoles on the train, one in the Engine Cabin and the other at the rear of the Caboose. A standing fighter in the Engine Cabin or within 1″ of the Caboose Console may make a Basic Action to activate it and invoke an Effect. Each effect requires an Intelligence check with the modifier indicated. Both Consoles start the game Unlocked, but may be Locked with the appropriate Effect. The only Effect that may be attempted from a Locked Console is to Unlock it.

Console Effect Int
Modifier
Lock either console -3
Unlock this console -4
Speed train up by 1 (to a maximum of 6) 0
Slow train down by 1 (to a minimum of 1) 0
Vent Steam from Engine (as per Hazard Table) -1
Make one attack with a Defence Cannon (treated as if the fighter is at the Cannon’s location) -2
Throw three units of Cargo from the train -1

CARGO

A standing fighter within 1″ of a Loot Crate may make a basic action to throw a piece of cargo off the train. This scores 1 point.

MOVING BETWEEN AND AROUND CARRIAGES

A moving fighter may attempt to leap from one Carriage to another, provided that they have enough Movement to do so. The fighter stops at the end of the Carriage and makes an Initiative check. If they pass, they leap the gap and may continue moving. If they fail, their movement ends. If they roll a one they suffer a strength Speed hit.

Low Carriages have one level. High Carriages have two. A fighter may climb between levels of a High Carriage or jump down from the top level to the bottom level. A fighter may move along the side of a High Carriage, however this counts as Difficult Terrain.

THROWN OFF

If a Fighter is Thrown Off the train, they are placed next to the carriage they fell from, suffer a hit at strength Speed+2 and are Prone and Pinned.

GETTING BACK ON

A fighter beside the train may make an Initiative check with a negative Speed modifier to clamber back onto an adjacent carriage. If successful they are placed back on the top of a Low Carriage, or the side of a High Carriage.

ADVANCING THE TRAIN

At the end of the End Phase, after any Rally tests, move any fighters that are off the train back a number of carriages equal to the train’s Speed. Any fighter that goes past the Caboose is removed from the game and counts as Out of Action when making Bottle Tests and scoring points at the end of the game.


So, that’s it! Hope it works, and any feedback will be greatly appreciated.

The Saint

I’ve been thinking about how to field Saint Sabbat in a game of Warhammer 40,000.

Saint Sabbat. I can’t seem to find the name of the artist, but official GW art and hence copyright to them.

The obvious place to start is with the only Living Saint that actually has rules – Saint Celestine. I figure Sabbat should have the same statline as Celestine, with the exception of her movement, because while the Beati is undoubtedly awesome, the God Emperor declined to give her wings.

(It would have been highly thematic to give her 9 Wounds, but that’s just short of a Chimera APC, which seems a bit over the top)

MWSBSSTWALdSv
6″2+2+336692+

With stats sorted out the next step is wargear. Celestine wields the Ardent Blade – the handy-dandy, flame-throwing, power sword from hell, man! While very cool, this is a one of a kind weapon, and there is sadly a complete dearth of accounts of Saint Sabbat incinerating people with a sword thrust. So I decided to give her a knockoff Ardent Blade clone without the ranged attack.

Now a Saint cannot live by swords alone, so what else could Sabbat wield? Her description in Sabbat Martyr notes that her left hand is adorned with a gilded glove with eagle claws. This could simply be some Saintly bling, but I decided to do something with it. I have declared that the Eagle’s Talon gives anyone the Saint whacks with it a nice debuff, making it easier for everyone else to get stuck in.

Finally, what’s a Saint without ranged firepower? In Anarch she’s seen to be carrying a fancy golden autopistol, so let’s throw one of those in as an alternative for the Eagle’s Talon.

WEAPONRANGETYPESAPD
Power SwordMeleeMelee+4-32
Eagle’s TalonMeleeMelee+1-2*
* Target is at -1 Toughness until the end of the Battle Round
Master Crafted Autopistol12″Pistol 2301

Now we get to the fun bit, special rules!

I’m thinking that as Saint Celestine is a Saint for the Adepta Sororitas, Saint Sabbat should be a Saint for the Astra Militarum. So we’ll start by giving her the ability to inspire/boss around nearby infantry with Voice of Command. We’ll then nick Aura of Discipline from the great Commissar Yarrick, although we’ll call it Aura of Inspiration instead.

Checking back in with Celestine we’ll borrow The Armour of Saint Katherine, file off the serial numbers and call it Aquilan Aura, to represent that cool, glowing green eagle thing that shows up whenever Sabbat gets pissed off (see pic above).

Celestine also has that nice Shield of Faith ability. The 6+ Invulnerability Save is a bit much, but slapping down enemy Psykers is totally in character, so we’ll chop the save off it and call it No Miracles, Only Men (you know, since that’s a direct quote).

Finally we need something unique, an ability that only Saint Sabbat has access to. I can think of nothing better than giving her an Honour Guard. At the start of the battle a player fielding Saint Sabbat can designate a friendly unit with the INFANTRY and ASTRA MILITARUM keywords. As long as Saint Sabbat remains on the field that unit has +1 Toughness.

With that sorted the only thing left to do is set keywords and costs. Saint Sabbat’s Faction Keywords are IMPERIUM, ASTRA MILITARUM and <REGIMENT>, and her general Keywords are CHARACTER, INFANTRY, OFFICER and SAINT SABBAT. Her POWER level is 8 and points cost 150 – both estimates based on Saint Celestine

So, there we go. Completely untested and probably overpowered, but what the hey!

Saint Sabbat 40k Rules

Return to Brichester

I have finally got around to finalising the updated version of my Campbell Country map that’s been sitting on my desktop for months.

The changes are pretty minor – basically just tweaks to fix a few discrepancies uncovered by a re-read of the source material. Brichester for instance only has one train station, located in Lower Brichester, Temphill is surrounded by woods, and there’s actually a road running out to the Devil’s Steps. There are also some carvings in the woods near Castle Morley – I think that’s it.

Anyway, here ’tis!

For info on my cartographic process see Brichester and Parts Beyond.

EDIT: And of course – the universe being perhaps not quite as bleak and hostile as Lovecraft thought but still a thorough pain the posterior – no sooner do I publish this updated map than I discover more geographic detail. “Brichester Lake”, the favoured abode of Gla’aki, should actually be named “Deepfall Waters”.

I discovered this fact courtesy of Justin Alexander over at The Alexandrian, who has come up with a fantastic solution to the limited geography of the Vale of Berkely that simply never occurred to me despite the puzzle pieces lying in plain sight.

We Didn’t Start the Cryptids…

Sea monk, Dobhar-chú,
Globster, Loup Garou,
Goatman, Grassman,
Beast of Gévaudan,

Morag, Wampus Cat,
Nandi-Bear and Spring Heeled Jack,
Momo, Gambo,
Mantis-Headed Man,

Kongamato, Tatzelwurm,
Grootslang, Lambton Worm,
Mothman, Trunko,
Thylacine and Shōjō,

Hodag, Hoop snake,
Creatures in Tianchi Lake,
Lizard Man of Scape Ore Bog,
Jackalope and Loveland Frog,

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