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• A Brief History
• A Historical Timeline • Notables
5 26 27
• An Astrographic Record • A Terragraphic Record • Warzones 38 41 42
• Campaign Rules • New Aircraft • New Missions • Advanced Rules 48 54 96 105
and power drove the rival Rogue Trader cartels to probe the outer reaches of the Belt of Varin. Only the most recent documentation is available. the cost of exploration was steep. burned out by Pulsars. prestige. These included primitive xeno and human civilizations. the Adeptus Mechanicus petitioned the Imperial Navy to lift the “Perditas” status of the sector. the two rival Rogue Trader houses uncovered amazing finds. in 341M41 competition between the established House Hurtzui. and other hazards. it had been listed in Imperial Navy records as “Perditas” by order of Gorge Vandire during the Age of Apostasy. as entire exploration fleets were swallowed into the darkness of space. Quickly. The Explorator‟s haughtiness was soon tempered by wrack and ruin. Therefore. or engulfed in uncharted Super-Novas. in 641. celestial phenomenon. Nearly three centuries after the exploration and exploitation of the Belt of Varin began. However. and the emerging Rousch Dynasty caused them to violate the edict. as the Great Fleets were some of the largest Explorator efforts seen entering the core in centuries. secreting back into Imperial space. the Admirals of the Imperial Navy could see no reason to keep ban in place.Blood for Irongard A Brief History The planet of Irongard has a long history. this ban had been observed by the local Rogue Traders and other Imperial agencies. these were referred to as the Great Fleets. unable to navigate the many stellar and warp obstacles of the Belt of Varin. For the most part. that dates all the way back to the Dark Ages of Technology. Those few records that are available indicate that the area of the Core in which Irongard is located in the Belt of Varin. However. destroyed. This section of space is full of stellar hazards. Locally. Ships were lost by the dozens as they were sucked into black holes. as earlier details have been lost. Therefore. After consulting their own records. These massive fleets entered the Belt of Varin to catalogue and explore the region. and rare mineral elements. Soon after. Their leaders were confident in success. the finds and discoveries of House Hurtzui and the Rousch Dynasties did not go unnoticed. or sealed by order of the Inquisition. ancient technologies.M41 the “Perditas” status of the Belt of Varin was lifted. the Great Fleets were forced to breakup. the Explorator Fleets of the Adeptus Mechanicus moved into the area. Many of the records for this obscure planet in the Galactic Core has been lost. This competition for wealth. The Adeptus Mechanics took a keen interest in the discoveries the Rogue Traders were . lost ruins. However. As they probed. This only adds to the planet‟s enigma.
they logged the incident in their cogitator systems and returned home. The nearby planet was radiating signs of human development and colonization. the Sect of the Siblitariate used their influence within the Ad-Mech to get their first. the legend of the incident with Mutara’s Gift soon spread. the Priesthood of Mars is a stubborn lot. A semisecret society was formed. . It was swept by anomalies. As they powered their hastily repaired systems back up. the craft was slowly pulled in by the gravitic influence of Irongard. the ship was repaired enough for the Explorator‟s to try to escape the Belt of Varin.The Adeptus Mechanicus were learning a lesson that the Rousch Dynasty and House Hurtzui had learned long ago. It was as if the Belt of Varin itself was trying to keep the Ad-Mech away from its secrets. This included extensive mine works and potential STC remnants. The Adeptus Mechanicus Explorator ship Mutara’s Gift was badly damaged in a freak ion storm while exploring the Axe Head Cluster. determined to unlock the mystery of the Belt of Varin. Inquisitors. Instead. However. However. As the group‟s influence spread. Rogue Traders from House Hurtzui and the Rousch Dynasty raced in looking for the fabled planet. House Hurtzui aligned themselves with the Sect of the Siblitariate. The Explorators were intrigued. This group was called the Sect of the Siblitariate. but lacked the ability to perform a more complete diagnostic. and lay claim to the world of Irongard. With such influential followers. both physical and the warp. but also Magos from other disciplines. After a month had passed. As the Explorator crew worked to repair their vessel Irongard grew closer. barely calculated warp jump to safety. Drifting nearly powerless. and local Rogue Trader cartels. the Adeptus Mechanicus withdrew the Great Fleets. they began to recruit believers and aligned individuals from other Imperial groups as well. Much to both Rogue Traders‟ chagrin. Only a combination of skill and luck allowed it to make a short. The Core was a dangerous place. Due to the great losses. This jump brought it into the unexplored system that was home to Irongard. This included Navigator Houses. the Sect‟s efforts to explore the Belt of Varin grew. Irongard Revealed The discover of Irongard was a fluke of nature. For example. This groups was composed of mostly Explorators. or perhaps a twist of destiny. Guard Commanders. Such a find could bring great wealth. they were stunned by the reading their secondary augur arrays were sending them.
but only for the briefest of moments. However. carved from the mine‟s rock. and made planet fall at the largest of the mine heads. With a deafening roar. As the realization sunk in to the expedition leader‟s cogitators. The Skitarii expertly formed ranks around the fleeing tech-priest‟s and laid down a withering hail of fire. as those stranded on the surface cried out and danced hopelessly for them to return. There. protected by Skitarii and Praetorian Combat Servitors. the disciplined ranks of the Skitarii were broken by the inflexible laws of mathematics. and those that could ran for the safety of their landers. the savage aliens redoubled the efforts. The Adeptus Mechanicus research team was greeted at on the planet‟s surface by a huge. All thought of rank or the tenets of the Machine-God were lost in the mad rush to escape. the Magos in charge of the expedition became impatient. The craft lumbered upwards. Their were too many Orks emerging from the mines below grounds for them to halt. the Ajax Landers attempted to take-off. It caused the emerging surge of orks to pause.The First Expedition In 815M31. Their thrusters blasted Ork and Tech-Priest equally as they vectored into position and powered into life. The group consisted of Adeptus Mechanicus members of the Sect. He gathered his research team. the distinctive Ork battle cry echoed across the wind blasted surface of Irongard. the electrically charged atmosphere and rock formations made the expedition‟s augurs unreliable at best. After a full cartographic scan. The small expedition made the long journey to Irongard. Seeing the commotion below. Chaos erupted as the fleeing expedition tried to clamber onboard the landing craft. the Sect of the Siblitariate managed to organize a small expedition to Irongard. they slumped. In a moment. he was sure he would find the source of the strange Augur signals. Only a handful of the Ad-Mech expedition had managed to reboard the Ajax Landers before take-off. The initial assault staggered the expedition. and they only added to the confusion. Swarms of the greenskins poured from under the ground and attacked the expedition. The mad scramble hindered the Skitarii and Praetorians from responding properly to the threat. Now. crude. The crude design matched that of Ork architecture seen across the galaxy. exhausted in the . Their initial scans indicated that the mine was populated by unknown life forms.
The Ork gunboatz harried the Ad-Mech until the ship made the warp jump out of the system. Their mix of cogitators and brains reeling from their harrying escape. The pilots eager to go fast. Soon. Lightning‟s dashed and dove. From the scrap heaps rose Ork AAA Kannon. and shoot long bursts from their gunz. Faced with the oncoming Ork warships. and their heavy bolters chattered away.uncomfortable acceleration couches. Ork Fighta Shootaz roared. the AdMech ship fled. The first expedition to Irongard was a failure. The landing party and her escorts were left to their fate. The weapons gleefully roared to life as they chased the Ajax upward into the sky. Ork Gunships were detected powering up in the shadow of Irongard. Caught by surprise. the Ad-Mech launched a counter-attack to escort the Ajax back. The Imperial gunners opened fire on their pursuers. The Skitarii pilots roared downward. . In addition. predatory cunning that made orks such a fearsome opponent. and back towards Imperial space. However. their ordeal was not over. Their flak blasts rocking the retreating craft. the Ad-Mech and Ork fighters were caught in a vicious furball at high altitude. There they had been waiting with the low. the roar of the Kannonz was matched by the squeal of jet engines as Ork aircraft raced upwards to intercept. As the battle reached a critical climax. and Ajax Landers tried desperately to break into low orbit. the Augur arrays onboard the Ad-Mech ship began to scream their warnings.
He let his escorts lure the Ork Gunships past his position. the intelligence the first expedition gathered was seen as a boon. and other hazards forced the Second Expedition to crawl through real space and the warp. the Second Expedition faced new challenges. However. Astrocartography proved to be more difficult than anticipated. the Ad-Mech outriders went unmolested. It took nearly a decade before the Sect was ready to launch the Second Expedition. and land assets. the overall command of the expedition was given to a researcher and scholar. the Imperial vessels fled and the Orks gave chase. Therefore. few even took note of it. The Gunships swung out from their hiding places and attacked. It took the second expedition six years to finally make its way to Irongard. noted and documented its path to Irongard. loose ends tied up. including space. However. the Magos cunningly sent his smaller escort squadrons in to probe the Orks defenses. he knew his force could out gun the Ork system ships. The way was clear to Irongard. resources gathered. Magos Vandros waited patiently in the shadow of a Gas Giant. as they loitered in orbit for a few days. Instead. Political connections had to be forged. however his primary interests were scholarly. . when the second expedition departed under the cover of a new Explorator fleet into the Belt of Varin. they knew that the Ork inhabitants were not to be trifled with. Magos Vandros had been an Explorator and was no stranger to using force. before swinging the rest of his taskforce in behind them. The second expedition carefully tracked. the Orks became impatient and attacked. At first. Now. Based on the intelligence from the First Expedition. The small taskforce was primarily provided by the Adeptus Mechanicus wing of the Sect of the Siblitariate. This one would have a larger military component. as the Ad-Mech taskforce methodically dismantled the aggressive Ork gunships. They were eager to avoid the Ork gunships until a time of their choosing. Despite this larger military component. organizing such an expedition in relative secret took time. solar storms. gravitational anomalies. As planned. air. Once in system. and old alliances strengthened. Magos Vandros was cautious. The result was a turkey shoot. the Orks may have beefed up their forces. the Sect of the Siblitariate began to plan for the second expedition. The fleet carefully maneuvered around the outlying planets and debris.The Second Expedition The first expedition to Irongard limped back into port beaten and broken. Immediately. However. The strange gas clouds. However.
the Orks stayed hunkered down in their bunkers behind power fields. and augur readings from the First Expedition to determine the point of their attack. pict captures. Mektoof Gobsbad convinced several of the local wierdboyz and warpheadz to send a Waaagh! Message out to any of the local Ork Pirates to come join the party. They busily began preparing to welcome their new foes. However. The goal was to suppress the Ork artillery hidden in the area. After the defeat of their space forces. The objective was not total conquest. Instead of landing at the main mine. and launched his attack. the Magos decided to land at a secondary mine head. Big Boss Irongob personally toured the gun batteries of his boyz. but to determine if Irongard had anything worth investigating further.Planetstrike Magos Vandros and his Skitarii commanders had spent their time in space carefully planning for the inevitable planetstrike onto Irongard. the Orks were alert to the incoming Adeptus Mechanicus fleet. designated as the Totem Head Mine. . followed by fortifying their camp. The cannons aboard the task forces‟ warships opened fire and began to clear the area around the Red Robes and Totem Head mines. This one his forces designated the Red Robes Mine. The mek hoped to attract a suitable new boss to take him off planet and back to the stars. The Magos knew that time was of the essence. The plan was a simple clear and hold strategy. Using the scans. Using the Bog Boss‟ absence. The Astropaths aboard Magos Vandros taskforce heard the Ork call and reported it.
Sky Hammers and other Adeptus Mechanicus craft began strafing the landing zones. the Ork attack was furious and nearly overwhelming. Thunderbolts. The Ork artillery remained silent and the orbiting warships held their fire. Storms. With the air support. Just in time. Fighta-Bommaz. the local Nobz led their boyz out onto the field of battle. Big Boss Irongob and his boyz stayed silent… waiting. They quickly formed a perimeter under the protective umbrella of aircraft. Burna Bommaz. and more sallied forth.The rare Stratos Bomber led the next assault waves. Ork pilots began dropping out of the fight for lack of fuel and ammo. Within 48 hours from the initial drop. The base was continually under the . For the moment. This was followed by more aircraft as Lightning Strikes. However. With the air assets of the humans tied up. eager to get to grips with the enemy defilers. the Adeptus Mechanicus craft refocused on clearing the ground. Pre-made bunkers. The air battle would prove to be decisive. Ork Fightas. supported by Marauders. walls. Magos Vandros and his command staff cunningly rotated aircraft reserves in and out of the growing furball over the Red Robes Mine. unlike the Imperials who kept up a steady stream of reinforcements. the landing site at the Red Robes Mine was secure. their were no replacements ready. the Adeptus Mechanicus had managed to construct a fortified forward operating base at the entrance head of the Red Robes Mine. From their hidden and fortified bunkers Boss Dakkadeff led the counter-attack. as Ork artillery began to come to life. Their pent-up Waaagh! Energy was vented with a mighty battle cry. Still. citadels and other components were space dropped into position. They surged from their underground bunkers. a mini-Void Shield generator was activated. It was at this moment that Big Boss Irongob and his boyz struck. after the initial assault it began to exhaust itself. Skitarii and Praetorian combat servitors were dropped into the hot zone around the Red Robes Mine via Valkyrie and Ajax Landers. Quickly. servitors and the Skitarii began fortifying their position. The battle was up close and personal. and Lightning Strike fighters. Dakkadeff‟s red Dakkajet was leading the way. As they peeled away. The Orks fell back. The Discoveries Life at the Red Robe Mine would prove to be difficult. This base would be the backbone of the Imperial presence on Irongard. tech-priests. They mercilessly pounded the area around the Red Robes Mine in an effort to suppress any Ork activity in the area. This ensured freshly fuelled and armed aircraft. licking their wounds. Once the Ork air attack had been blunted. For their part. the Skitarii forces were able to push back the Ork ground assault.
They discovered STC designed technology. It wasn‟t long before the Adeptus Mechanicus expedition uncovered tantalizing clues to who had once built the mine works at Irongard. Little did he realize that others would be listening. as the researchers were able to dig deeper. Kua Loa Ra knew that his Dark Mechanicus master. the discoveries they made were even more exciting. during the Age of Apostasy. However. Vandros researched deeply into the known history of this area of space. Instead. all signs pointed to the previous inhabitants having had a much older civilization. However. the records went cold. In addition. However. as the Void Shield countered Ork artillery bombardments. However. Magos Vandros himself had landed at the site and supervised the excavation work.distinctive purple flash. the devices had slight non-STC modifications that potentially were an improvement over the initial designs instead of a degradation! Of course. All of these made service at the Red Robes Mine trying. a rift had occurred long ago. . Therefore. Finally. The Corpse King. Magos Vandros was loathe to examine it further. would find such information useful. The Tzeentchian Sorceror Kua Loa Ra and his cabal were listening. The Quadrillion The Astropathic cries back to Magos Vandros‟ Sect were intercepted by those who were not meant to hear. what was left of his wasted lips curled up into a smile. this conclusively proved that the former inhabitants were indeed human colonists. Ork ground attacks of varying sizes also became a daily occurrence. Armed with this information. he had his fleet‟s Astropaths send signals back to his Sect of the Siblitariate masters of his discoveries. His memory reached beyond the Heresy. The Ork refuse was only a relatively recent and superficial layer on the history of the planet. However. There were signs that the former inhabitants had been in conflict with the Orks for sometime prior to their occupation. Little remained. but there was references to ancient empires allied with the Imperium. Few among his loyal Adeptus Mechanicus brethren would have any memory of those ancient days but he remembered. such work many in the Adeptus Mechanicus would consider heretical. When the Corpse King learned of the discoveries on Irongard. their technology seemed to be based on human STC designs. More interesting. Afterwards. the Orks often harassed supply drops with hit and run aircraft raids. They plucked the signal from the warp as easily as a an ordinary mortal would pluck a grape from a vine. Most of it was very common and basic technologies. His data-memes and script demons would never allow him to forget.
they assembled their fleet. From orbit.With a haste he had not felt in decades. The Adeptus Mechanicus forces were caught unaware as the Corpse King‟s fleet fell upon them. Combined. they had spread the faith of chaos fostering numerous cults. they found that the Adeptus Mechanicus forces on Irongard weren‟t the only obstacle. eager to claim the STC prizes for himself. the Quadrillion was a motley band of Chaos Space Marines. corrupting loyal Imperial followers. His dark rituals allowing him to bypass the greatest dangers and enter the Irongard system with amazing haste. There. In the Maelstrom. Guided by the malevolent pacts. the Adeptus Mechanicus force put up surprisingly fierce resistance. He had given them a free hand to rampage freely around the edges of the Maelstrom. traitors. However. the dark forces exited the warp much closer to Irongard than was practical. with a renewed purpose. the Corpse King launched an assault on the Red Robe Mine. and outright attacking anything they could get away with. the Quadrillion launched a series of probing attacks. the Corpse King called the Quadrillion back to his lair in the Maelstrom. Throwing caution to the wind. the Quadrillion‟s fleet skirted the Imperial defenders and made their way to the Belt of Varin. Soon. heretek and bound demons. However. psykers. In his haste to claim the STC material. it wasn‟t enough. Their leaders represent the four major Chaos gods. . Despite their surprise. with the Corpse King as their undivided leader. and they were forced to withdraw into the debris belt closer to Irongard‟s sun. and cultists. The Corpse King guided his fleet through the hazards of the Belt of Varin. the Quadrillion flocked back to their dark master. mutants. renegades.
however his underlings were spoiling for a fight and took it. but with the growing strength of the Chaos ground forces. However. and other Demonic Engines. The Adeptus Mechanicus had spent the last several years fortifying against Ork raiders. the outer walls and bastion were cleared of defenders and the Noise Marines were pushing towards the Void Shield generator. In the meantime. Lord Epycurien and his retinue laid waste to any Skitarii foolish enough to oppose them. All semblance of tactics and strategy were tossed out the window as pilots simply tried to stay alive. Hell Talons. Once there. Instead. His drop pods sliced through Irongard‟s thin atmosphere leaving a fiery trail in their wakes. The Corpse King was simply waiting to see if Lord Epycurien‟s attack would succeed. the pilots eager to kill the followers of the falseEmperor. they were greatly surprised when the artillery and AAA of the Orks opened fire from their positions dug into the surface of Irongard. Chaos assault transports began to trickle onto the surface. From there. Magos Vandros recognized the threat. many of the nimble Chaos craft were destroyed by the unexpected barrage. The Praetorians were a tough nut to crack. The Corpse King was taken a back by the unexpected developments. they met stiff resistance from the dug-in skitarri defenders. Lord Epycurien surveyed the defense through his augurs and vid-links with the assault teams on the surface. They skimmed the edge of the Void Shield and smashed into some of the outlying bastions of the forts‟ curtain wall. An armada of chaos assault transports descended towards Irongard. protected by a swarm of Hell Blades. . their indiscriminate AAA fire was taking its toll on the Quadrillion‟s craft. Within half and hour. he began to organize the evacuation of the base to a series of pre-planned locations in the badlands. He was confident that the Adeptus Mechanicus defenses could hold back the rabble of Chaos followers that were attacking it. and the bastions around the Red Robes Mine were very formidable. Confusion reigned as the chaos assault turned into a supersonic knife fight. the Chaos Marines were able to break through. As the two air forces swarmed above the Red Robe Mine. Big Boss Irongob was eager to properly welcome the newcomers. However. what was left of the Adeptus Mechanicus air defenders joined the battle. Caught by surprise.Despite the swirling melee. the Orks were losing their momentum. In the air. They were doubly surprised when a horde of Ork aircraft rose up to challenge them as well. He moved his Praetorian Heavy Combat Servitors to intercept the rampaging Chaos Marines. he gathered his personal bodyguard of Chaos Marines and took to their drop pods.
The Imperials would occasionally raid the Orks or Quadrillion for supplies. The Corpse King launch a series of drop bases over Irongard. However. and even with her depleted army she began to dig the entrenchments and defensive works to pin the Orks to their positions on the wall. Lady Ja-Rell organized a series of plans to bring the Ork wall down and allow her into the Nameless Ruins. Lady Ja-Rell decided to implement her air attack plan. The Lady Ja-Rell‟s preparations lasted for nearly a year. Hit and run raids became the order of the day as no force was willing to fully commit. Finally. each side simply bleeding the other. Magos Vandros signaled for the evacuation to begin. Operating from her bases in the wasteland. Meanwhile. It looked like the Corpse King would be able to snatch a victory from his foes. meticulously laid out the timing. as her co-commanders and the Orks skirmished across the outskirts of the mine works nearly everyday.With the muffled “Whumphf” of detonating Melta charges. However. and to collect Ork skulls for Khorne. After her undermining techniques were thwarted by Mektoof‟s cunning. the Adeptus Mechanicus Void Shield dropped. and planned a wall breaking bombing run. The Siege of the Nameless Ruins Despite the scattering of their forces. With the loss of the Void Shield. The warlord was surprised to see that the Orks living in the Nameless Ruins had shoddily patched up the old defensive walls surrounding the ruins. his key commanders taking command at the ground. her fellow Quadrillion commander. She carefully drew up the diversionary attack. the Lady JaRell was bent on capturing the STC artifacts for her lord. but the Orks are particularly resilient to Nurgle‟s Gifts. Lady Ja-Rell was a master of siege warfare. Ork. With the two forces combined. the Corpse King began a limited Orbital strike on the fort protecting the Red Robe Mines. to help cover the evacuation the Adeptus Mechanicus fleet returned and engaged the Quadrillion in orbit. Behind the screen of their dog fighting aircraft. but the surprise was enough to damage the Quadrillion‟s forces to the point where both fleets were forced to retire to more strategic positions. Master Villars began a continuous bombardment of plague shells into the Ork camp. the Honored Master Villars moved to support her. but they remained quiet. and Imperial forces were scattered through out the wastelands. They would prove to be a formidable obstacle. From their various strongpoints in the wastelands the forces of the Quadrillion began their campaign to capture the artifacts on Irongard. Chaos. she moved towards the Nameless Ruins as soon as her base camp was secured and established. Almost immediately. and personally supervised the . and began counter-mining. Mektoof Gobsbad was wise to her plans. but the threat was not over. the Adeptus Mechanicus defenders scattered into the wastelands with any supplies and artifacts they could carry. with the help of Sorceror Kua Loa Ra and his demonic pacts she sourced the weakest point of the wall. his surviving forces on Irongard regrouped and withdrew to where the drop bases were established. However. Before departing. She began to dig shallow mineshafts under the Ork walls so she could undermine them. The hardest part was protecting her flanks. The Chaos attack had been blunted. The battle was sharp and brief.
Behind the front lines a specially organized and armed rebel air wing took to the skies. victory was at hand. it was too little too late. However. the Chaos artillery opened up all along the siege lines. Chaos rabble surged from the trenches towards the walls. The Chaos forces stormed into the Nameless Ruins. At their head was the greatly feared outline of a Harbinger bomber. However. On H-hour. and the hand picked storm squads rushed the breach. The deadly rain smashed aside the Orks ramshackle walls and wiped the area clear. However. and then nose dived into the Ruins below. Lady Ja-Rell‟s ruthless discipline soon got them moving. The Orks were still reeling from the Harbinger assault. Ork flak kannonz and wagonz opened fire. . pinning the Ork defenders in place. The explosions were so massive. and a cascade of of bombs fell. All of her meticulous planning culminated in one daring operation. The Ork defenders saw the dreaded outline of the huge craft approaching and attempted to intercept. smashing whole squads to bloody pulps.personally supervised the training of the storm squads. The mighty bomb bay doors fell open. that the Chaos assault forces were momentarily paralyzed. Praise to Khorne. Defeat from the Jaws of Victory Chaos forces were on the brink of total victory in the Nameless Ruins. itself now a ruin. A huge swathe of destruction trailed it as the behemoth settled into the ancient rubble. they were already engaged by the swarming Lost and the Damned. escorted by Hell Talons and assorted rebel aircraft. Debris rained down on the Chaos assault forces below. The great ship began to keel badly. Chaos fighters dove in and engaged Ork air assets sent to engage them. The black air bursts enshrouding the mighty machine. However. Above. things took a dramatic turn when the might Harbinger was suddenly wracked by a series of explosions.
and as a result they are particularly strict in their adherence to the Path system. but recent decades have seen the Shining Path to expand all Eldar who have come to the Craftworld as well. The Chaos attack had been broken. Demoralized at the loss of their mighty bomber and confused by the sudden appearance of this new enemy. The Shining Path The Craftworld of Fae Laedre lies between the Maelstrom and the Core. However. they have been willing to let the lesser races endanger themselves in the . The most ancient seers in the Crystal Dome and haunting the Infinity Circuit remember their old alliances within the Belt. she organized an orderly withdrawal back to her base in the Wastelands. The threat of chaos has long loomed on their mind. Fae Laedre has developed an organization known as the “Hy Cuith Ath” that roughly translates to “The Shining Path” It is a combination of political philosophy. Fae Laedre sees itself as the protector of the few Exodite colonies within its range of operations. thought. Therefore. and zealous protectionism. at the base she let her rage loose. its people are relatively active visiting and trading with the Exodite tribes. Lady Ja-Rell‟s rage knew no bounds. the people of Fae Laedre have a long history with the Belt of Varin. For the most part. The events surrounding the Belt of Varin have long been of interest to the Shining Path. The deadly attackers streaked in and whining shuriken shredded any caught outside of cover. However. clan association. In addition. feeling as if the sky was falling upon them. Due to their location and local history. and symbolism and the Shining Path is no different. The Chaos ground forces looked up. and Path. now was not the time to indulge it. Eldar structure and hierarchy is a convoluted web of relationship. It is claimed that the stench from burning pyres of her sacrifices made even Honored Master Villars of the Carnival of Nurgle blanch. In addition. The Shining Path does this through a combination of fierce mental discipline. and the planes of Chaos fell in their wake. Traditionally. However.From above flashed a series of hazy and distorted blurs. her ancient seers can recall the stories of the Eldar‟s ancient betrayal to those who once dwelt there. Instead. militaristic ritual. kin band. They rushed in amongst the Chaos aircraft. The key element of the Shining Path is to help guide the Craftworld and her protectorates through the turbulent space and times the Eldar have found themselves in since the Fall. Lady Ja-Rell and Honored Master Villar‟s troops broke and fled back to the safety of their trenches. The malevolent rift to the warp from real space has cast a long psychic shadow on its people. The Shining Path has an open membership to all Eldar. this has meant the Craftworlders of Fae Laedre. Many of the younger generation have little memory of what occurred in the Belt. emotion. The members of the Shining Path frequently have once walked the Path of one of the Aspects of Khaine.
The sudden arrival of the Faceless One and his troupe began to shift perceptions on Fae Laedre. The “Dance of the Flayer” was closely linked to Fae Laedre‟s ancient past. for the most part her people were unwilling to get involved. something not seen in Fae Laedre in living memory. the events on Irongard have caught the attention of the Shining Path. As Lain-Kyre and her circle of command conferred. long since thought lost. Prince Imiril‟s corsairs. the Faceless One met with Lain-Kyre and the wandering Seer Altru Ithra. In addition. This would prove fortunate. the cost of their selfishness was the sundering of ancient bonds. However. isolation. the Faceless One offered to accompany the expedition. and their oratory was backed by the psychic weight of the Faceless One‟s performance of the “Dance of the Flayer”. The Corsair Prince Imiril was suitably moved by Lain-Kyre‟s words. There were calls to action. This included letting the savage Orks roam free within the Belt. The meddling of Chaos forces in their area of influence has greatly disturbed the Shining Path‟s members. With the tacit support of the council of Fae Laedre. In it. the Belt of Varin was no longer open to them. The two were a formidable pair in Fae Laedre‟s council. The Faceless One and his Harlequin band performed the “Dance of the Flayer”. and pledged himself to the Shining Path. The .hazards of the Belt. volunteers from its own ranks. Their intervention was to send a clear message to the lesser races. The Council of Fae Laedre reluctantly assented to allow the Shining Path to intervene on Irongard. as no Eldar knew the Belt of Varin better than Prince Imiril. the Dark Eldar Dracon Ikylio. However. However. the noble Eldar were haughty and aloof. The Shining Path was there to keep their ancient oath and finally protect the home worlds of their ancient allies. and the Faceless One‟s Harlequins the Shining Path prepared to intervene on Irongard. the Faceless One added a new twist to the proceedings. These meetings led to the two Craftworlders forming an alliance. especially by Autarch LainKyre. In addition to his Troupe‟s performance. and fated doom. caring more for their own sense of superiority than in friendship.
they made up for these deficiencies with strategy and advanced technology. the Dracon Ikylio cared little for the fulfilment of ancient pacts. Dracon Ikylio and Autarch Lain-Kyre successfully blunted the Chaos forces‟ attack. As Prince Imiril and his fleet evacuated to the relative safety of the outer system. He craved only one thing. Their powers of foresight proved to be the deciding factor. They would strike swiftly. However. and then withdraw under the cover of their holo-shields. They did not need to completely destroy the various enemies on Irongard. Ikylio cared little from who they came. Lain-Kyre and her staff of advisors immediately organized a multi-pronged attack on Irongard. or denying resources to the lesser races. for such a feat. This would allow the Shining Path to establish beach heads and forward operating bases in the Wastelands. in the air. Autarch Lain-Kyre and Prince Imiril were strongly against allowing the Dark Eldar to become involved. and in space. The Eldar on Irongard Farseer Athra‟s senses immediately recognized the danger of the Harbinger‟s raid when the Shining Path entered the system. he would need the only currency his people cared about. they only needed to make maintaining their presence on the planet untenable. The enemy had them outnumbered on the ground.The Shadow Seer argued that the ancient pacts were not just the responsibility of the Craftworlder Eldar. Dracon Ikylio and Autarch Lain-Kyre would lead an aerial attack on the Chaos siege forces at the Nameless Ruins. To screen this attack. Autarch Lain-Kyre and her closests advisors began to take stock. but of all Eldar. These raids became costly to both Chaos and Imperial lives and material. the initial Corsair perimeter teams departed the ship and secured the exits to the Webway portals. they soon bowed to the wisdom of Farseer Athra and the Faceless One. the Shining Path launched their attack. the dangers of the lurking Chaos and Adeptus Mechanicus fleet were bypassed with speed. However. For his part. souls. Prince Imiril and his small fleet made haste to the planet. and the fools of the Shining Path would only make his desires easier to attain. The friendship of the Faceless One was just as much a mystery to Ikylio as it was to Autarch Lain-Kyre. Once Prince Imiril put his fleet in Orbit. a return to his people in the Warp. The Eldar began to launch a campaign of harassing raids using Hit-and Run tactics. However. . There. overwhelm local defenses. The primary element would deploy portable webway portals in the wastelands around the key strategic locations of Irongard. With the Chaos attack blunted. More importantly. Inbound. the attacking Shining Path forces withdrew to these preliminary bases. the webway insertion drops were successfully carried out.
This system has allowed the Dynasty to minimize risk to the “official” charter while still profiting from a diffuse power structure. However. and just as quickly disappear. Alexander knows he can only be bold and blustery so much. Frequently. For the most part. The more profitable locations around the Maelstrom have been claimed by the greater members of the cartel. The Dynasty itself has had a long history in the Belt of Varin. In addition. The Rogue Trader has seen his wealth and power slowly whittle away as the storm encroaches further. Alexander came into contact with a band of freebooting mercenaries under the command of Ako Helmsward.Alexander’s Gambit The Rousch Dynasty is a Rogue Trader Cartel that has long history in the Belt of Varin. Warp storms surge out. This charter is held by the “Rightful Heir” of the Rousch Dynasty on behalf of the others within the clan on the Dynasty‟s home world of Bulow. the grave of desperate hopes and dreams. Planets and routes are being lost and reclaimed on an almost daily basis. However. However. Of course. Alexander Rousch is one of the power hungry up and coming Rogue Traders within the Rousch Dynasty. or scramble for the scraps. he has managed to keep his rivals unaware of his ever weakening position through bluster and bold action. However. Alexander was . the Maelstrom is a fickle place. but also reward. the Rousch Dynasty has faced growing rivalry with House Hurtzui and other independent Rogue Traders around the edges of the Maelstrom and closer to the Belt of Varin. leaving the lesser members to either work for them. During one of his expeditions near the Maelstrom. It expands and contracts at random. Over the centuries. Such a situation is filled with risk. Therefore. his hold on power and success has been threatened by a slow moving Warp Storm infringing into his chartered territory. their remit kept them locked near the edges of the Maelstrom and the Core. the Rousch Dynasty has managed to continue to grow and prosper. the many hazards and long history of death and destruction associated with the Belt do little to dissuade these desperate Rogue Traders. lesser members of the family see the Belt of Varin as a place ripe for exploration and exploitation. Alexander turned his network towards the Belt of Varin. Each of these lesser members of the Dynasty work as a semi-independent entity under the framework of the larger family Charter. Some would consider such routes to be less lucrative than those found on the fringes of the Galaxy. The Rousch Dynasty was granted their Rogue Trader Chart after the rise of Sebastian Thor had put an end to the Age of Apostasy. In addition. The Rousch Dynasty is composed of a tangled web of relatives and distant relations who make up a convoluted hierarchy of wealth and power within the cartel. the competition for power and prestige within the Dynasty itself forces each family member to further attempt to expand the Dynasty‟s reach.
The Rogue Trader quickly realized that Ako and his “brothers” were fabled survivors from the Belt of Varin. weapons. the last True Man who led them into the Core during the Dark Age of Technology. and his people suffered and died. Eventually. However. the people of Varin united their Strongholds into powerful trading cartels called Leagues. In the Belt of Varin they had grown and prospered. High Guard Ako Helmsward revealed his people‟s tale to Alexander Rousch. In them. There. They had seen themselves as the Sons of Varin. The Belt of Varin was at peace. they had migrated down into the Strongholds. He also stroked their egos by seeking Ako‟s consel on key matters and decisions. Alexander invited Ako‟s Brotherhood of Mercenaries to a great banquet in their honor. Alexander carefully built his connections with Ako and his band. Grunhag the Flayer‟s attack was strong. The Belt was an inhospitable place. Militant Georg Khrymer spiked their drinks with powerful narcotics and truth serums. but not strong enough. They had once populated the Belt of Varin on a number of worlds. The Saga of Ako Helmsward Ako‟s people referred to themselves as the Varingyr. The Varingyr established trading relations with many Xenos species. while the Varingyr‟s Xeno allies looked on and did nothing. until the coming of the Ork Warlord Grunhag the Flayer. paid them handsomely. The Spirit of Varin himself helped the people throw off the invader and scatter the Orks through out the Belt of Varin. he saw his opportunity to exploit the Belt of Varin for his own purposes. to return to the stars. Eventually. The Flayer cracked the Leagues asunder. the Varingyr were able . and provided them plenty of perks. trading their precious minerals and rocks in exchange for technology. Their ancestors were proud of their accomplishments. great mines they had carved into the surface of their new Home Worlds. However. In a drug induced drunken bout. and gifted them with ancient technologies. and flattered Helmsward‟s wisdom and skills. Over the course of years. With these. However. He used them for several key missions. in exchange for their sacrifice they were able to scratch a meager existence out of the rocks. and goods.
and they fought with a fanaticism. After a bitter series of internal wars of purity. The Old Humans‟ strength was overwhelming. They used horrifying weapons long since lost. Clans were destroyed. The used these ancient devices to trigger a series of stellar explosions within their outlying star systems. Fearful of the Old Humans‟ fury. eventually. . These cataclysmic devices left a swathe of burned out and dead star systems between the Old Humans and the Varingyr. At first. This proved to be unwise as a wave of genetic mutation and abomination swept the isolated Varingyr people. Strongholds were laid barren. and the Old Humans attacked the Strongholds they knew about. things were well. However. the Strongholds grew insular and focused on protecting their own. and the Leagues were shattered. This disease struck at the roots of Varingyr culture as brother turned against brother in a grim civil war. and their Homeworld behind. Such a fate befall Ako‟s own Home World. To make matters worse.the cost was great. claiming them to be impure degenerates. Ork marauders long scattered aroudn the Belt of Varin returned to pick off the weakened Strongholds. Afterwards. Decades later as the Varingyr rebuilt. the Varingyr people were a shattered race. The Old Humans thought the Varingyr destroyed by their own foul technologies. the Varingyr were betrayed. They left their Stronghold. some of the outer Strongholds made contact with the Old Humans. His family and clan were forced to flee into the stars to escape. The very genetics of the people of Varin were corrupted. and withdrew. the Old Humans also turned on the Varingyr. Again. The Old Humans and the Varingyr made peace and established trading relations. their ancestors. and the tenuous links between the isolated Varingyr Strongholds were strained or broken. the Varingyr launched a desperate gamble.
he hatched a very dangerous scheme. From there. This race was hungry and expansionistic. Alexander knew that such a task was beyond his current means. They were a nation at arms. and information about the Imperium. his spies reported to him that certain forces within the Adeptus Mechanicus were very interested in a particular planet within the Belt of Varin. relics. The Ethereals saw an opportunity for the Empire to learn much about the Imperium. Rousch and the Tau gathered their strike force. Even then. The Adeptus Mechanicus interest in Irongard complicated things. Rogue Trader Alexander Rousch made contact with Por‟El Smooth Water. If he journeyed there. To cross so much of the Galaxy took years. In an abandoned relay station in an abandoned and desolate part of space. and make a deal. Despite this. Their . The Varingyr of Ako‟s Brotherhood had sworn a mighty Oath to someday return to their home world and reclaim it. The Rogue Trader would supply transport to Irongard for the Tau forces. and drained the Rogue Traders‟ resources. After consulting with Ako. In exchange. The scheming mind of Rousch saw an opportunity. Alexander determined that Irongard was none other than the mercenaries‟ former home world. the Tau and their Allies would help the Rogue trader evict the Adeptus Mechanicus from Irongard. Ako and his people had lived a nomadic existence. and use them to dispose of the Ad-Mech on Irongard in exchange for technology. he knew that the Ad-mech would block his claim to the planet. The Por‟El did what was commanded. After reviewing his mercenary forces with Militant Krhymer. However. once he was there he had to cultivate his resources to contact these Xeno known as the Tau. his Ethereal superiors thought differently. However.Since their flight. and brokered a deal with Alexander Rousch. Alexandre reasoned that he could make an alliance with these Xenos. and the various Brotherhoods dispersed around the Belt of Varin and beyond. Over the course of the next half decade. the Tau would be able to recover and share any found technology on Irongard with the Rogue Trader. the journey was long and treacherous. They deemed the Varingyr a worthy and honorable race. information that would take years to acquire through other methods. His only chance was to dislodge them from Irongard before registering his own claim. He would also allow them to mount sophisticated Tau sensors on his ship to gather needed astrographic data. He vowed to help the Varingyr return to their homeworld. It had even managed to thwart the Imperium on the frontiers. Luckily for the Rogue trader. Deals and Bargains Ako Helmsward dazzled the Rogue Trader with tails of the riches of his former Stronghold. Por‟El Smooth Water was ordered to meet with Rousch again. Ako believed that he and his mercenaries were all that were left of his people. He had learned about a strange Xeno race on the Eastern Fringe. Then. The Rogue Trader departed on his fastest ships towards the Eastern Fringe. In addition. warp intelligence and other scientific records on their journey. the Tau had had previous working relationships with Varingyr mercenary Brotherhoods. After submitting his report. the first meeting did not go well as the Por‟El simply did not believe his people would benefit from such a deal.
When the task force was forced to make port. the more nervous Alexander became. The deeper they went into Imperial space. However. and Imperial forces on Irongard . Eldar. The Tau and their allies deployed themselves into the wastelands of Irongard. After reading the Augur readings in the Irongard system. Por‟El Smooth Water saw that the Rogue Trader Rousch was now forever embroiled with the Tau Empire. After evicting his rivals. At the last moment. Alexander Rousch knew his huge roll of the dice had failed. and offered to allow his forces to lead the attack. During planet fall. Ako helped guide Rousch‟s ships through the Belt of Varin and safely to Irongard. With pre-planned precision. and he was to claim its technology for the tau. the Rogue trader fleet managed to hide their approach behind the signature shadow of Irongard‟s neighboring planets. Using the Highguard Ako‟s knowledge of the system. the Tau were hidden away and the Human Gue‟Vesa acted as a front. Alexander reluctantly agreed. and his nerves were beginning to show the strain. Already. spearing towards Irongard. part of his mission had been a success. the fleet broke away at full burn. as their augurs and sensors were fixed on their rival factions.Journey across the Galaxy and to the Core was fraught with danger. The Rogue Trader kept off the main trade routes. the Tau‟s strike components deployed into low orbit as the Rogue Trader craft rushed past. Once there. The Tau Intervention The Rogue trader knew that returning to the Imperium would be impossible. he could then bestow the planet back to the Varingyr and mercenary contracts to the Tau in return. he still had his orders. The other fleets nearby were slow to react. The Rousch was taking a great gamble. and he would simply need to ride along and watch events play out. and kept a low profile. the Tau task force was shocked to find the world embroiled in another war. The Por‟El smiled to the Rogue Trader. The Chaos. Por‟El Smooth Water and Ako Helmsward would have to steel his nerve. They found themselves out of position as the Tau intervention rushed in. True to his Oath. He was to thwart the Imperium and any others from taking Irongard. the tau deployed Drone Satellites to provide them needed intelligence on the location of enemy forces. Events were now out of his control.
As a result. The Great Enemies of mankind had gathered. and the Imperium had to respond. as the Tau forces spearheaded into the planet. After action reports indicated that the Tau strike force had been a relatively small force. Rogue Trader Rousch moved to engage the poorly equipped transports. all combatants moved to disengage. Mercenary and Tau fighter craft led the way. A screen of Gue‟vesa. Thanks to the efforts of Captain Magryg of House Hurtzui. Despite the number of organizations involved. Adeptus Mechanicus. The other fleets in system realized the threat to their surface efforts and they converged like wolves on the larger Imperial fleet.scrambled to meet the unexpected threat. However. the actual numbers were small. Commander Patient Hunter was content to successfully make planet fall. This gave the support ships time to deploy their cargo to the surface of Irongard below. Their political efforts were spearheaded by Inquisitor Min Valus. Upon entering the Irongard system. Imperial Guard. The fleet departed its bases with little fanfare. Seeing the threat to his support craft. The Sect and their political allies had managed to organize an Imperial strike force that included elements of the Imperial Navy. With the ground forces deployed. The battle had been indecisive. the strike fleet managed to navigate the Belt of Varin with relative safety. before retreating further into the system. and prepare his limited resources. and mercenaries from House Hurtzui. The Corpse King‟s flag ship and Admiral Hark‟s flagship exchanged close range broadsides as the Chaos fleet tried to block the Imperial from deploying to the surface. All involved realized that the success of the strike force would be a close run thing. his guns taking opportunistic shots at warships trying to disengage from the battle. Prince Imiril‟s forces darted along the edges of the battle. the Sect of the Siblitariate actively lobbied for an intervention. The Tau and their allies had come to liberate Irongard. Instead. The space battle around Irongard was fierce as the Imperial reinforcements closed in on the planet. she had established an assault force to try and dislodge the Xeno and heretic threat from Irongard. Astartes volunteers. and reclaim it for the Varingyr people. Admiral Harks prepared to withdraw. it soon became obvious that the fighter attack was simply a diversion. Meanwhile. . Rear Admiral Harks forced the fleet through the torpedo gauntlet and closed with the planet. Imperial forces under Magos Vandros on Irongard were reinforced and ready to claim the planet for the Imperium. As soon as the transports were landed. It did not outnumber any of the existing factions all ready deployed on Irongard. but massive carnage was left in its wake. Despite the massive scrum that developed over the key strategic point on Irongard. the Tau fighters broke off and covered the rest of the landing. The Sect of the Siblitariate Responds After the scattering of Magos Vandros forces on Irongard. it was set-up by various chaos raiders who would attack from range. Meanwhile. the remnant of the Adeptus Mechanicus fleet in system darted forward and drove off Rousch‟s ships in a gunnery duel. the Tau drop craft were landing and deploying in the Wasteland instead of trying to run the gauntlet to the mine works. Meanwhile. Soon. Varingyr.
M41 The Sect of the Siblitariate is first established within the Adeptus Mechanicus.M41 Rogue Trader Cartels. 705.M41 A second expedition is organized and launched to Irongard.M41 The Adeptus Mechanicus launches a series of Explorator fleets into the Belt of Varin to catalogue.M41 Elements of the Chaos forces of the Quadrillion make a series of lightning strikes onto the surface of Irongard. 835. missing civilization using STC technology. This group is ostensibly organized and dedicated to learning the secrets of the Belt of Varin. . the researchers‟ initial communications indicate tantalizing finds. “Perditus” was put in place during the Age of Apostasy.M41 The Chaos Raids are checked by the sudden appearance of Eldar. unusual warp currents. However. such as the Rousch Dynasty and House Hurtzui begin to finance exploration into the Belt of Varin.M41 The planet Irongard is identified. 641. 845.M41 The Sect of the Siblitariate counter-attack.M41 A Tau assault force joins the bloody conflict on Irongard. supported by a patchwork of xeno and human allies. 765. bent on keeping the STC materials out of the hands of the lesser races. 851. Navigator Houses.M41 The first of many of the Great Fleets is lost to the Stellar hazards. armed with the “official” Imperial power to escalate the war and reclaim Irongard. and many dangers of the Core. including the Rousch Dynasty. 860. They begin to excavate the planet. 856. 701. 796. and uncover intriguing clues pointing to ancient technologies and STC material. Rogue Trader Cartels.M41 With the urgings of the Adeptus Mechanicus. They appear intent on claiming the STC material for themselves. 855.M41 The second expedition makes planet fall and establishes key forward operating bases. This one is better equipped and armed to ward off the hostile Orks. and research this region of the Core. with signs of extensive mining works and an unknown. map. 815.M41 The Sect of the Siblitariate is expanded to include groups outside of the Adeptus Mechanicus. These are referred to as the Great Fleets.M41 Investigators from the Sect of the Siblitariate are killed by marauding Orks that appear to be native to the system. the Imperial Navy lifts the “Perditus” status of the Belt of Varin. and others. 858. including the Inquisition.Irongard A Historical Timeline 341.
however his career at higher ranks has been spotty at best. attempting to identify and categorize systems re-emerging from the warp rift.Raven Brothers Chapter When the re-conquest was announced. However. His specialization in regressive Imperial cultures made him a logical choice. He does not seek authority.Valiant Heart Harks. . Quadrillion. Sergeant Two-Feathers.Notables Imperial Rear Admiral Hero Harks. He does not ask permission. None doubt his ability to handle a ship. he was recruited by the Sect of the Siblitariate to lead this expedition to Irongard. His family has served the Imperial Navy since before the Age of Apostasy. Eldar. and Tau raids. ship-to-ship actions suppressing raiders near the Maelstrom. when he speaks his words are action.Imperial Navy. It is unclear if the Magos is up to the military challenge. The Rear Admiral is not a member of the Sect of the Siblitariate. a successor of the Dark Angels.Adeptus Astartes. Magos Vandros. He is mostly content to allow the other command staff to set strategy. Two-Feather is a largely silent individual. the Rear-Admiral gained fame as a captain of small scale. their agents within the Imperial Navy command arranged for him to lead the response fleet to Irongard. Most of his service was in the fringes of the Maelstrom. he states facts. but has been forced to lead his planetary exploration team against the Orks. a handful of Space Marine volunteers from various chapters agreed to take part. he holds it. However. The largest contingent was from the Raven Brothers Chapter. As a result.Adeptus Mechanicus. he is a relatively new member of the Sect. However. Sergeant Two-Feathers was assigned leadership of the Space Marine contingent. like many Imperial Navy Officers. The Magos is a scholarly adept. However.Sect of the Siblitariate Magos Vandros is a member of the Adeputs Mechanicus Explorator fleets. comes from a hereditary line of naval officers. Perhaps it is part of a larger political move. As such.
The Colonel is the younger brother of a scion of House Hurtzui.House Hurtzui House Hurtzui has been very integral in the exploration of the Belt of Varin.Imperial Guard. and profit. Some even whisper that the Sect had a hand in Inqusitor Valus‟ rise to her current rank. Of course. some whisper that these troops are often deployed where the Rogue Trader House needs them. the discoveries on Irongard could change their fortunes in the Belt. However.Sect of the Siblitariate Valus has served the Holy Ordos for two decades. personnel. The Belt of Varin is a treacherous area to navigate. the Inquisitor insinuated herself into the good graces of Rear-Admiral Harks.Sect of the Siblitariate General Krayger was hand picked by the leadership of the Sect of the Siblitariate to lead the ground attack on Irongard. When the relief fleet for Irongard was assembling. She is to act as a liaison and advisor to the Imperial efforts on behalf of House Hurtzui. However. General Krayger leads the massive 12th Bulow Army Corps. . As a member of the Imperial Guard. However. Captain Magryg is one of their most experienced captains when navigating the Stellar and Celestial phenomena that haunt the Core. However. Captain Magryg and her patrons in House Hurtzui expect to have exclusive trading rights after the reconquest.General Latz Krayger. She has come equipped with the mercenaries of House Hurtzui to aid in the relief effort. These troops are traditionally raised by House Hurtzui as a tithe to the Adeptus Administratum.Rogue Trader. Captain Loryna Magryg. This dedication has been at great cost in equipment. She and her retinue have been very keen to accompany the relief forces planet side to investigate the ruins. Inquisitor Min Valus. the exact nature of her interest is unknown.Ordo Xenos. Since then. It was only natural then that she would become a member of the Sect of the Siblitariate. His family has a long history of operating within the Belt of Varin. only recently has she been awarded the Rosette. However. she has spent her time researching and investigating the Belt of Varin. the Captain is not alone.
Nurgle The Honored Master is the debased leader of Nurgle‟s Carnival of Delights. Honored Master Andre Villars. around him he has gathered an intriguing court of cultists. He has travelled the fringes of the Maelstrom. Andre is a remarkably jolly man. On his own apparatus. His carnival is often welcomed by unwitting fools and bored nobles eager for new experience. However. and actions. The Corpse King hails from the Maelstrom. and foul things. There he has garnered a horde of followers in the form of the Quadrillion. Lord Epycurien.Dark Mechanicus. However. Lord Epycurien has been a numbed husk for decades. He is truly the Lost and the Damned.Slaanesh The life of a Noise Marine is one of excess and hedonism. even though he is inflicted by the most heinous plagues imaginable. and seeks to ever grow his flock. It is only too late until they realize their folly. he is an evangelist at heart. Lord Epycurien can whip up even the most jaded of cultists to new heights of emotions with words. The Corpse King has followed the whispers of hereteks and Demons to Irongard. deeds.Chaos Space Marine. tormenting the citizens of the Imperium with his gifts. They debase themselves before him.Notables The Quadrillion The Corpse King.Undivided The Maelstrom is a dangerous real-warp space overlap that is the home of chaos renegades by the millions. He desires the secrets of technology that are housed within the planet‟s underground vaults. and only the pomp and devastation of war stirs even a whisper in his soul. mutants.Chaos Renegade. he sits suspended to life-sustaining devices in the service of Chaos. When so moved. . The Corpse King is a sad mockery of the Golden Throne of Terra. ever eager to try and stir some reaction from their Lord. an excess indulged in to simply feel… something. Hence. his growing cult of followers.
and he condemned his own world into the clutches of Tzeentch through byzantine plotting. Her prowess with a blade is also impressive. Lady Ja-Rell has no desire to recount her ancient tales. He had vast fortunes. sacred oaths broken.Chaos Renegade. time for all things to come to fruition. and power. As he aged the whispers of the warp seduced him. . She serves the Corpse King in order to gain the weapons she needs to slay. love lost. Lady Ja-Rell has amassed a large following of blood thirsty warriors who gladly bow their knee to her command. he has unnaturally prolonged his life and garnered additional powers. For now.Khorne It is unusual for a woman to be such a powerful follower of Khorne. His patience is legendary as he has time. especially in the art of Siegecraft. However. However. She has proven to be a skilled tactician. he serves the Corpse King. lands. Now she wishes only to write a new legacy in blood. The Lady Ja-Rell.Tzeentch Kua Loa Ra was once the grand vizier of a shrine world located near the Maelstrom. as a follower of Tzeentch his ambition knows no bounds.Chaos Sorcerer. family killed. Some whisper of her tragic back story.Notables The Quadrillion Kua Loa Ra. it wasn‟t enough. Through dark demon pacts.
seeing combat first hand in the Third Sphere Expansion has hardened him. Commander Granth Mythchel. the Ethereals authorized Smooth Water to cooperate with Alexander Rousch and his insane gambit on Irongard. He was a natural leader and quickly rose in the ranks. Now. This led to his current post. He also welcomed their technological advances as a life saving measure in the mines. He had been a young and impressionable miner who was all too willing to convert to the Tau‟s idea of the Greater Good.Water Caste Envoy In order to firm up the relationship between the Tau and their allies. bolster the alliance with the Tau Empire‟s allied races. . Alexander is an ambitious. and personally negotiated with Alexander Rousch their inclusion. and hence at the outer edges of the Rogue Trader dynasty‟s power. As such. The Por‟El is not optimistic of his chances. It was Smooth Water who selected the forces to participate in the effort.Rogue Trader. Alexander is the bastard son of the Dynasty‟s former Scion. and escape home. The Por‟El reluctantly complied. Granth volunteered. he has hatched a plot to try and raise his power within the cartel and expand his own power base. However. he seeks to use the Xeno as his pawn. Surprised by his aptitude tests. explore the vast distances to the Core. his connections to the Rousch Dynasty have allowed him the fortunes he needs to feed his megalomania. impulsive.Tau Empire. Gain any advance technology for the Tau.Tau Empire. Smooth Water‟s goals are simple. the explorations of this region have been a sideshow. When the Tau called to form Gue‟Vesa units. Por’El Smooth Water.Notables The Rousch Dynasty Alexander Rousch. learn as much as he can about the Imperium‟s structures. and power hungry man.Gue‟Vesa Commander Granth‟s planet was absorbed into the Tau Empire during the Second Sphere Expansion. However. he registered for the flight corps and was accepted.The Prince The Rousch Dynasty has long been a player in the Belt of Varin. However.
Of course. Khrymer now commands Alexander‟s mercenaries.Tau Empire. As such. His mission is to help secure the Tau presence on Irongard while the Earth caste attempts to secure vital technology and resources from the ruins. but the majority of the Core-bound abhumans began to think of themselves as the “true” humans. and is wary of Oath Breakers. the sons of Varin. the Commander is a Defensive specialist.Varingyr Mercenary Helmsward is a proud member of a ancient race of Core dwellers called the Varingyr. and the former gang leader has been forever grateful.Rausch Dynasty. It is only his personal loyalty to Rousch that allows him to proceed.Notables The Rousch Dynasty HighGuard Ako Helmsward.Fire Warrior Shas‟El Commander Patient Blade has run afoul of the Ethereals after he expressed mild support of Commander Farsight‟s actions to the wrong Tau. The Imperium has long referred to them as Squats. Suitably chastised. to cement the Tau/Varingyr alliance he hopes the Tau Empire will return him to what he believes is his ancestral home world. He distinguished himself as a gang leader. Commander Patient Blade has made a bond oath to restore his honor and return to the Empire successful. Rousch raised Khrymer from the muck. Now. Not surprisingly. his mercenary Brotherhood roamed far to find allies in Rousch and the Tau. Militant Georg Khrymer. Commander Patient Blade. the most recent scheme consorting with Xenos has made him uncomfortable. the seat of the Rousch Dynasty. . he is not sure how much he can trust his new allies.Mercenary Commander Georg grew up in the sumps of Bulow. However. This political blunder has led Smooth Water to assign him to the Rousch Dynasty Expedition into the Core. Helmsward is anxious to reclaim Irongard for his people.Tau Empire. He is more than willing to do the impetuous Rogue Trader‟s dirty work. and providence brought him to the attention of Alexander Rousch.
Orkoid spores have managed to take root in the tunnels and mines works that bore deep into Irongard‟s surface. Now. The surface of the planet is inhospitable to most forms of life. but his zeal for going fast and flying was fed by the off-world tales of Mektoof. However. but to follow them to the stars! Mektoof Gobsbad. Some claim he is fueling Irongob‟s desire for the stars. he collapsed near the Red Robes Minehead and found by the native orks there.Irongard Native The Orks on Irongard are a hard lot.Mekaniak. Since then.Notables Irongobz Boyz Big Boss Irongob.Airboss. but the Ork is a tough breed. he has hated Docs. They started to demand their own jets. they acknowledged Dakkadeff as their leader. However. the Kult was inbred into his genes. Big Boss Irongob is that boy.Ork Warboss. His face was badly damaged by prolonged exposure to the planet‟s surface. Of course. The coming of the xenos only made him more angry and aggressive. scarred by wind swept sands. He leads ruthlessly. The ork who controls the entrance to the mines controls the flow of new boyz. He was marooned here as punishment by a warboss unhappy with his services. gasping for breath. Now he has vowed to not only throw the invaders out of Irongard. and singed by lightning. He barely survived on the surface.Ork Oddboy. As the number of flyboyz grew. Irongob in exchange for refuge. he builds war machines for his new warboss.Kult of Speed Some claim that Dakkadeff is the “leader” of the Kult of Speed on Irongard. some overeager Docs fixed it with some clever bitz.Ork Nob. . other Orks saw Dakkadeff having the time of his life and wanted to emulate him. He insisted that the Mek build him a Dakkajet! After that. Boss Dakkadeff. and with a will to dominate.Blood Axe Klan Gobsbad is not native to Irongard.
Notables Shining Path Eldar Autarch Lain-Kyre. Ikylio was convinced by the Faceless One to join his hated brothers on their Shining Path.Craftworld Fae Laedre Lain-Kyre has war in her blood. he would gain enough for his return! . he found his way to Fae Laedre and took up a temporary residence. During his exile.Eldar Autarch. The Farseer had become enchanted with the skeins of fate surrounding Lain-Kyre. However. Despite his disdain for the weakness of his Craftworld cousins. the Farseer joined its ranks. and the girl was raised by an Aspect Warrior who found her in the colony‟s ruins. She has an abiding hatred for the followers of Chaos. he has said little of his reasons for joining the expedition. he left the Shrine. but continues her struggle. he was struck by a terrible vision of death and destruction. She was borne in the fires of battle as the colony of her Craftworld was under attack from Chaos marauders.Eldar Farseer. Like so many of his kind. but she tempered her need for vengeance by walking the many paths of the warrior. but fell short. During one of his meditations.Shrine of Elronhir The Farseer Altru had left his home long ago to serve at the mystical Shrine of Elronhir.Dark Eldar Dracon. Dracon Ikylio. Ikylio saw the advantage of letting his allies do the fighting while he was free to loot and plunder. When the Shining Path was established. Hopefully. he fled into the webway with his followers. There he took part in various spirit quests and honed his skills. Since that time. he aspired to greatness. She avoided the path of the Exarch by force of will. and instead focuses on his triumphant return to the Dark City. Her family was killed. Shaken by this experience. He speaks little of those times. Farseer Altru Ithra. Lain-Kyre has only desired one thing: to protect others from the fate of her family. To survive.Kabal of the Splintered Blade Ikylio is an exile from Commoragh.
but few know of his past. The Prince intends to keep it that way. Prince Imiril joined the Shining Path as a political move to gain alliance with the people of Fae Laedre.Guide of Ariedne Prince Imiril and his band of Corsairs had been a plague to explorers within Varin‟s Belt. . No one is sure of where he comes from.Eldar – Harlequin Shadow Seer The Faceless One seems to have been granted the gift of prophecy impressive even to his own kin. Imiril left his home Craftworld under a dark cloud.Notables Shining Path Eldar Prince Imiril the Deft. He seems to be everywhere and no where. but he and his troupe have willingly joined their fellows‟ ranks. He has no love of their kind. moving with his troupe. He was one of many dangers within the bleak stars of the Core. sometimes reportedly in the same place at the same time. The Faceless One. The Faceless One has been sighted far and wide across the galaxy. The Faceless One has taken a personal interest in the Shining Path and what it can accomplish.Eldar Corsair. or what his agenda is. A forever wanderer. However. What his stake in it is unclear. Autarch Lain-kyre‟s passionate speeches have stirred in him something he had long ago buried under cynicism and bitterness. why he travels the webway.
Imperial Dominatus The Belt of Varin Galactic Core Irongard .
. The Belt of Varin is located to the Galactic North of the Maelstrom Zone. Ancient Comets and rogue Asteroids are also physical hazards in this region of space.Irongard An Astrographic Record The planet of Irongard is part of a sector of space known as the Belt of Varin located within the Galactic Core. the Voidborne consider the Galactic Core to be a dangerous and inhospitable place. the Core is a dangerous place to navigate. hard rocks with little or no atmosphere circling dying stellar bodies. what these planets lack in life sustaining conditions they tend to make up in valuable minerals and rare deposits. extraction is difficult. Therefore. Most of these star systems are long past their potential prime life sustaining years. However. Novas. due to the condition of most of these worlds. Cautious Captains avoid it as much as possible. In addition. The Galactic Core is the oldest part of the Galaxy. that are burning towards the end of their lifespan. They must constantly be vigilant for an errant Warp Tide. but on the Galactic West of the Core. The planets that surround these ancient stars are also old beyond human reckoning. Pulsars. Sudden Warp tides can ripple through the warp space around the Belt and turn it from a calm journey into a treacherous Warp Gale in moments. Warp travel through the Belt of Varin is also difficult. the stars themselves are grouped in unusually dense clusters. Warp tendrils and eddies from the Maelstrom tend to drift out and over The Belt of Varin. In general. Radiation Waves. In addition. Black Holes. These natural hazards can be a danger to passing ships. The Belt of Varin The Belt of Varin is a wilderness region at the edge of Imperial Space and the Galactic Core. making the Warp unpredictable and unstable. No navigator can assume a journey through the The Belt of Varin will be calm or peaceful. Many of the stellar bodies within have outlived their life cycles. It bears many of the same hallmarks of the rest of the Galactic Core. The stars there are old stars. Many spacers have dread superstitions about the region. However. and bears many of the same dangers. and Quasars are common. Most are cold. The closest major Imperial planet is Jagga. Some have the wreckage and ruins of ancient civilizations that pre-date humanity still clinging to their barren surfaces.
The Irongard star is surrounded by an asteroid belt. debris fields. potentially from a former planet. However. Irongard Tertiary through Sextus are all Gas Giants of various sizes and types. This means as you enter the Belt of Varin. This planet also has a large metallic core. but its proximity to the Irongard star has stripped its gaseous atmosphere away. This star is reaching the end of its life cycle. The extensive mine works on BOV-Lambda/Zeta-KIISecundus was considered significant enough to warrant the colloquial naming. Granted. No known moons exist. The Adeptus Mechanicus Explorator Fleets designated this star and its system BOVLambda/Zeta. there are very few star systems. Irongard Secundus‟ orbit is bracketed by rock and metallic asteroid belts. you are met by a vast. Nothing of value has been identified in this belt. and extraction of its metallic compounds is considered too difficult to be of value. the density of the stars leads to strange gravitic disturbances that make traversing the cluster hazardous and slow. and radiation emitting pulsars that make the surrounding planets unlivable. Primarus has no atmosphere remaining. or some other unique properties are identified.The Belt of Varin has another odd astrological feature. It is within this cluster where explorers have identified the most potentially habitable planets. These rocks are made of rocks and metallic deposits. It is a KII type star. and rogue asteroids. Irongard Primaris is a Chithonan world. The second planet orbiting the Irongard star is Irongard Secundus. dangerous black holes. a system does not get a colloquial name until a habitable planet is established. the more likely you are to encounter an actual star system. but breathable. dangerous swathe of derelict space. All that is left is its metallic core. there are dead stars orbited by mysterious debris fields. In addition. For example. and they seem incapable of sustaining life. At one point. Each planet also has a small cluster of moons. the main star is an ancient one. Typically. Therefore it is a Red Giant. This can make approach to the planet challenging. and therefore gives of a dim light. The side of the Belt closer to the core is composed of a star cluster called the Axehead Cluster. Currently. Of course. The world is a rocky and barren world. They have no known exploitable resources. It shares many of the same characteristics of many of the star systems within the Belt. It is this world where the possible former colony was discovered. which indicates some primitive or low intensity terraforming may have occurred in its past. Within the Axehead Cluster there are a number of densely packed stars with their surrounding planetary systems. Closer to Imperial space. . Instead. There are no known satellites. The atmosphere is thin. none of the planets in the Belt of Varin are particularly inviting. but a complete review of each satellite has never been completed. This was colloquially named Irongard once a habitable planet was identified. The Irongard System Amongst the many stars of the Axehead Cluster within the Belt of Varin is the Irongard System. there is no interest in these outer planets. However. most simply refer to the world as Irongard. The surface of which is less than 3500 Kalvin. it was a Gas Giant. The deeper you move into the Belt.KII. there are a number of stray comets.
rocky.Unknown Climate Classification: Barren Thin. barren Wasteland Large mountain ranges Wind eroded ravines Flora and Fauna: None Society: None Economy: None Former mining world Food Supply: Generated via Hydroponic Farming Currently imported Settlement/Infrastructure: Nameless Ruins Underground facilities Military Data: Scattered military bases and outposts in the Wastelands Currently Engaged: Orks Imperials Eldar Tau Chaos Climate/Habitability: Temperate -Light Side: Mean 10 C -Dark Side: Mean -47 C Dust and Wind Storms common . breathable Atmosphere High winds and Dust Storms Terrain Classification: Barren/Dead World Dry.15.0 Native Orks.Irongard Planetary Survey Irongard System: 6 Planetary Bodies 2nd Planet Only habitable system Classification: Terrestrial Desert Equatorial Distance.897 Kilo Astrographic Stats: Rotation:48 Standard Hours Revolution: 401 Standard Days Satellites: No known Satellites Population: Indigenous.
It is unclear if the Orks were the cause of the previous civilization‟s destruction. Ork pirates are common in the Belt of Varin. Its surface is covered in a dry. There are ruins left by the former inhabitants. and is mostly stable. . but they are believed to have a link with early humans. Little is known or understood about these previous inhabitants. However. jagged canyons. it is a long slow process. It has a standard elliptical orbit around the Irongard star. The planet has no native flora or fauna. Despite the rough terrain. It has gravity that is slightly weaker than that of Earth normal. and the topography of Irongard is still jagged and sharp. the planet is a common example of the type of planet you will find in the Belt of Varin. These take the forms of mine works and surface support structures. they seem to live clustered around the main mines. and be dangerous to the unprepared. These occur on a daily basis and last approximately 10120 standard minutes. However. but bearable with the proper gear. Now. In addition. so it is possible they are remnants of a crashed ship or they were intentionally marooned on the planet. The sand and dust carves out the rocky soils and wears down the existing mountain ranges. The only climactic patterns are regular Wind and Sandstorms that blow across the surface. There are sections with soaring mountain ranges and other regions with carved out. In most respects. They have helped shape the topography. The day time temperatures are cold. night time temperatures plunge. with very few scattering out into the wider wastelands. There is no known ground water or aquifers. These wind storms are the leading cause of erosion on Irongard. the friction generated by these storms leads to significant lightning and potential lightning strikes. There is no precipitation.Irongard A Terragraphic Record The planet Irongard is a desolate wasteland. The current inhabitants are savage ork tribes. These storms can have gusts of over 45 Kilo Per Hour or more. it does have signs of previous habitation. Such conditions can stress machinery. has a thin but breathable atmosphere. Most of them have been destroyed over centuries of neglect. It is covered in broken ground and rough terrain. The only water on Irongard can be found frozen at the poles. rocky crust. Irongard is no longer geologically active. However. The planet has a small axial tilt that has minimal impact on the planet‟s climate. or if they arrived on Irongard later.
The Gardens Red Robe Minehead Totem Head Mine The Black Pit The Nameless Ruin . Other areas of the planet are worthless tracks of blasted rock. supply dumps.Irongard The Warzones Irongard has several key features that each faction has been fighting to maintain possession of. These key features are represented on the map below. and other logistical support. suitable only for short term forward operating bases.
Either way. However. Exactly what lies beneath the surface is a mystery the victors on Irongard will surely investigate. In addition to the surface variation. The facility had some above ground presence. they are only a shadow of their former self. This area maybe the original spawning ground of the Orks on Irongard. the small amount of exploration commenced by the Sect of the Siblitatirate‟s landing parties revealed incredible discoveries of potential STC materials. From the destruction. off by cave-ins or swallowed up by collapsed support beams.Irongard is a vast barren rock. causing a small green oasis in the vast wasteland of Irongard‟s surface. and supply depots across the surface of Irongard. From this locations. most are no longer functional. The Gardens The Gardens is the only location on Irongard that has naturally occurring flora. Despite the size of the underground hydroponic farms. Most of the initial camp and fortifications have been destroyed and overrun during the course of the campaign to claim Irongard. or in a state of disrepair. the various factions have been able to set-up command posts. The facilities have mostly been destroyed. No one has been able to confirm this. most Sect of the Siblitariate scholars have hypothesized that originally the Orks arrived as raiders and freebooterz from off planet. It has slowly spread outward. there are signs that the Orks use the Gardens as a spawning ground now. Entire sections have been blocked Red Robe Minehead The Red Robe mines is a series of smaller mine heads and mine shafts that connect to the underground labyrinth of tunnels. Its surface is a windswept wasteland of broken ground. The actual depths of the site are unclear. forward operating bases. The locations listed below are the only targets of strategic worth on Irongard. Preliminary excavations have indicated that an extensive Hydroponics facility is at this location. as most of the chambers within are unexplored. and Boss Poles. augur and orbital detection hint at the possibility that the Gardens are linked with other parts of the Mine Works via underground tunnels. Whoever controls the majority of these locations will be able to control Irongard. Now. that is now mostly destroyed. that only a very small portion has ever been explored and mapped by off-worlders. and only add to the . jagged mountains. as the area is dotted with Ork Totems. However. they have been able to stage attacks and incursions into the only strategic targets on Irongard. Glyphs. However. and dry deserts. The area know as the Red Robes Minehead was a bastion of the Adeptus Mechanicus survey teams. The underground tunnel complex is so elaborate. some particularly hardy types of moss and lichen have managed to take root upon Irongard‟s surface. It also hinted at the the former civilizatin that constructed these ruins had links to Dark Age of Technology resources. the old Hydroponics facility delves deep into the crust of Irongard. There is very little of worth. For the most part.
It is not clear if it connects to the larger tunnel system beneath Irongard. the signs of Ork habitation are also present. the distinctive markings of Ork activity are also common. There are some signs that the Orks used the Black Pit as a sort of waste dump as well. scrap totems. These have been long eroded and worn by time and atmospherics. These were constructed using sophisticated techniques. or if it is a stand alone cavern. It is unclear whether the Black Pit is a naturally occurring part of the landscape. huts. Despite their age. Only the entry ways to the largest mines have ever been examined. Like other parts of the planet. due to the conditions. This area has a number of mine heads ranging in sizes.array of old ruins and mine works that fill the area. Why are there signs of previous settlement around its lip? No one has been able to find out. A few can fit only a single man. This has been identified simply as the Black Pit. the Pit is shrouded in mystery. In addition to the Adeptus Mechanicus ruins. Ork skeletons. the area has old ruins from the previous inhabitants of Irongard. but most are barely large enough to fit a single Rhino. No one has been able to stay long around the edges of the Black Pit to do further investigation. jagged outcroppings. or if it was made artificially. Therefore. The only lasting monuments to Irongard‟s older culture is the mine heads themselves. Now. In addition to the old ruins. These take the form of discarded Ork wargear. glyphs and busted wargear are common. with some big enough to fit a parade of Leman Russ battle tanks. the normal Ork ecology seems to have failed to take root. What secrets lie beneath Irongard‟s crust can surely be uncovered by a careful search of these mine works. Readings come back garbled and contradictory. as the Augur‟s readings have been incapable of penetrating far into the pit. and other flotsam and jetsam. gaping black maw cuts through the surface of Irongard and leads down into inky blackness. Surrounding the Black Pits are more of the eroded ruins of Irongard‟s former inhabitants. they resemble shapeless mounds. The Black Pit A huge. and still remain clearly visible. . and other unnatural forms. The usual totems. they seem to have been resistant to the harsh conditions of Irongard. Cursory evaluation and investigations of the phenomenon have proven unsuccessful. However. Even the powerful augurs of orbiting warships have been unable to delve into the Black Pit‟s secrets.
and rusting hulks. much of what had once been on the surface has been destroyed by Orks. the general shape seems to correspond to early STC Hab-block templates with a few specialist buildings mixed in. and other wreckage is a common sight. this area is dotted with mine entrances of various sizes. and their significance to the Ork inhabitants is unknown. Some speculate that this mine was the center of the lost civilization on the planet. the mine entrances seem to be constructed using highly skilled. and the Orks have taken their toll on these landmarks. Sadly. However. The evidence of these constructs is clearly visible. Troops on the ground have even reported unusual howls and moaning coming from the depths of the Pit. These carvings seem to be unique to this region of Irongard. In addition. Of course. most of these reports have simply been dismissed. The area is littered with smaller such carved totem heads. Like the Red Robes Mine Head. . forts and other artifacts of Ork warfare. The ones located here are even larger and more numerous then those found elsewhere on Irongard. Of course. This location seems to have seen the most Ork infighting prior to the coming of the Adeptus Mechanicus. There have also been reports of unusual lights and strange things seen in the sky. The Nameless Ruins It is clear that the mines on Irongard were made by an advanced civilization. few have been able to explore the many shafts and ruins of this region. time. it has most recently been the center of Irongard‟s Ork population. In addition. However. and advanced works. the largest feature is a huge. Irongard‟s conditions. Totem Head Mine Like the Red Robes Mine Head. but most pilots try to avoid flying over the Pit‟s gaping maw. much of the former inhabitant‟s work has been defaced and destroyed. The Nameless Ruins is the largest above ground settlement from this lost race. In addition. bleached Ork bones. As such. Pilots in the area have reported strange readings on their instruments. the usual ork totems and Glyphs are also a common occurrence. stone carved Ork head that overlooks many of the larger mine shafts. this is not the only specimen of its type. Only the location of some of the most obvious mine heads have been documented a recorded for future exploration. It has never really been cleaned up. All that remains is s a series of eroded and decaying ruins. Now. As this was once the center of Irongard‟s former community. trench works. However. One can only assume that the construction techniques of the shafts themselves match the highly skill and sophisticated nature of the Red Robes Mine Heads.All that leaves is gossip and speculation. the ruins were surrounded by a sturdy defensive wall and blast shield. this area is dotted with former gun emplacements.
The scattered debris of open war dots the landscape. This makes identification and classification of the previous inhabitants even more difficult. The Nameless Ruins could be a site of profound importance. Random totem and glyphs identify which tribe or warband controlled what part of the Nameless Ruins. no one is sure how deep or dangerous the mines of Irongard may be. and workshops. It is unclear why any surface dwellings would be present. brew halls.All of these structures have been rebuilt and expanded upon by the Ork warbands that roamed the ruins. This has led him to speculate that the majority of the population on Irongard must have lived Underground. Many of the dead were simply left to rot where they fell. In addition. . Former ruins have been built upon with scrap to make Ork shacks . with their bleached bones glittering in the Irongard sun. Only cursory research has been done on the Nameless Ruins. However. and the Nameless Ruins would prove easier pickings. surrounding the outer walls is the trench works of Lady Ja-Rell‟s efforts to break the wall and enter the ruins. Many of the Tech-priests and Magos on Irongard feel it is the best location to find STC material quickly. Magos Vandros is certain that the size and scope of the ruins on the surface of Irongard would be insufficient to house a population that could work and maintain the extensive mine works. In addition.
The Campaign .
Irongobz Boyz and Ork Air Waaagh squadron lists FACTION BASE This campaign does not make use of the Faction Base mechanic.Tau Air Cadre.Imperial Navy. That warzone will be the de facto Faction Base. At the end of the Blood and Irongard campaign. Purchase Campaign Points can only be allocated to the Warzone that contains the Faction Base. WINNING Each faction is attempting to gain control of all the territory of Rutilus in order to pursue their own goals in the future. and where (i.Chaos Raiders. Space Marine. The players can assign points to any warzone they wish. FLGS. You participate by buying. 1 point = 1 campaign point. This campaign is an online campaign open for all factions and all players of Aeronautica Imperialis to participate in. What fun! FACTIONS The Blood and Irongard campaign includes the following Factions: Sect of the Siblitariate. and Chaos Space Marines squadron lists Rousch Dynasty. E-bay.5 point Every Bomber= . -Purchasing: You can earn Campaign Points by buying new Aeronuatica Imperialis models or rulebooks. and Adeptus Mechanicus squadron lists The Quadrillion.5 point Super Heavy= 2. ForgeWorld Website. The points system is based on a single digit basis. The factions do this by controlling the air space of as many Warzones as possible. Sect of the Siblitariate.) •Detail when you purchased the product.5 points Aeronautica Imperialis Core Rules= 5 points Tactica Imperialis= 3 points .Dark Eldar Pirates and Craftworld Eldar Sky Host squadron lists Irongobz Boyz. and playing with your Aeronautica Imperialis models.Welcome to the Blood and Irongard campaign. SCORING POINTS There are four primary ways to score points in the campaign. Rogue Trader. In order to score the points for purchasing. Any points scored that are not assigned will automatically be place in reserve and added to the Warzone that has the most fellow faction players reporting in it.e. Lost and the Damned. The methods for scoring points are detailed below. painting. Points earned: Every two fighters= . the faction that controls the most Warzones is declared the winner. Varingyr Brotherhoods and Gue‟Vesa Human Auxillaries The Shining Path. You control air space by scoring more campaign points in a Warzone than any other faction. you must do the following: •Post a picture of your new purchase in the appropriate campaign thread •Detail what you have purchased. You can include products purchased up to 1 month before the start of the campaign. etc. and may change throughout the course of the campaign.
In addition. scratch building and converting will be an important factor if you wish to use these aircraft in your games. Since this campaign has new aircraft types that do not exist in the current model range. In order to score points for scratch building or modeling you must do the following: •Post a picture of what you built in the appropriate campaign thread •Detail what it represents Points earned: Convert existing models= . -Modeling The second way you can earn Campaign Points is by scratch building or converting Aeronautica Imperialis aircraft.5 points per model Every fighter= 1 point Every bomber= 1 point Super Heavy= 5 points Ground defense= . Greg builds a pair of Locust fighters for his Chaos force. •Post a picture of the unfinished model (partial painted or base coated count as unfinished) in the appropriate campaign thread . He posts the pictures to the Blood and Irongard thread. he includes a tutorial (with pictures) of how he built them on the site. In order to score points for painting you must do the following.5 point Other= Campaign Moderators Choice Post a tutorial with pictures = 5 points For example.For example. Greg has earned his faction 7 points. -Painting The third way to score Campaign Points is to paint your models. Greg buys the Aeronautica Imperialis Bundle from the Forge World website. This would earn his faction 8 points.
To enter a battle report.5 point Other= Campaign Moderators Choice Post a tutorial with pictures = 5 points For example: Greg has a pair of vultures for Epic. He finishes off the detail work and reposts the final product that day.•Post a picture of the final result •Allocate a Warzone for points Points Earned: Every fighter= 1 point Every Bomber= 1 point Super-Heavy= 5 points Ground Defenses= . which have a simple base coat. Note: It is possible to score Campaign Points for purchasing. Greg has earned 1 Campaign Point for his faction to try and gain control of the air space of The Black Pit. He decides to paint them up for the campaign. Points earned: Lose= 1 points Draw= 2 points Win= 5 points Narrative Batrep = +3 points for writer Pictures for the Batrep= +3 point for writer . that both factions that appear in a Batrep earn points. you need the following pieces of information: • Batreps must be posted in the appropriate campaign thread •Batreps must clearly state what faction was the winner and which faction was the loser •Batreps should specify the Warzone they took place (Winners choice) It is important to note. He chooses to allocate the points to The Black Pit. converting and painting the same model in the same Campaign Turn. He shows the unfinished models. -Battles The final and most effective way to score Campaign Points is to play battles and post battle reports (Batreps).
It is possible that some factions will have an overwhelming number of players compared to another faction. and +. and another +3 points for the pictures. Feud of the Red Clouds. Otherwise.5 in Warzone 3. Using the example above. Orbital Intercept. +. This means that the point earned for the game are: Greg (Imperials) 5 points. Imperials (Greg) 12. Bonus points can be used to attack or bolster a Warzone. He posts the following in the batrep thread: Imperials versus Chaos. The dual scoring for participants in a Battle is an attempt to remedy this to some degree. it will be possible to score bonus points for your faction. They earn an additional +1 campaign point each. In addition. **Number of Players** As a side note.25 for the landmark reference. and Chaos (Chad) to 8. Both Greg and Chad must clearly state that these additional posts are follow-ups to the previous battle.5 campaign points. Chad also sprinkles his campaign report with references to the Red Robes Mine and his loyalty to Magos Vandros. or they risk earning 0 additional points. Not bad for one battle. and Chad earned 1 point for his faction.For example: Greg plays a battle with his new Vultures in the list. Later. The important thing for players to worry about is scoring Campaign Points for their faction. •Buy. scratch build. or paint an Airspace specific aircraft= +1 campaign point Note: It is possible to score more than one bonus point for each model •Play a Campaign scenario from the Blood and Irongard. Chad posts the same battle. but he adds a narrative report with some pictures for the battle.25 Campaign Points for the writer •Follow the Instructions for the campaign turn posted in the Campaign Special Events thread= The campaign points earned will be detailed in the Special Event thread. Mention a Blood and Irongard landmark in your narrative report= +. who plays as Quadrillion forces.25 for the Blood and Irongard notable reference. This brings the point totals for each faction for the one battle to. and Chad (Chaos) 7 points. these types of campaigns tend to have very few players. He is playing the Imperial forces versus his friend Chad. = +1 campaign point for each faction involved . it would be Bonus Points During the campaign. Investigation of Bin Mazar or the War Over Zephyrus campaign booklets. The following rules will detail ways to earn Bonus Points for the campaign. Greg returns and adds a narrative of his own.25 Campaign Points for the writer •Include a Blood and Irongard Notable in your narrative report= +. and some new pictures. Chad earned +3 points for the narrative. but it is a background element. He has now increased the Imperial points total to 11. Later that day. Chad and Greg played a Bin Mazar mission. He has earned another . The scoring system takes this into account. Warzone 3: The Black Pit Greg has earned 5 points for the Imperials. Imperials win. it is possible that a certain faction will have no active players.
EARNING MEDALS Players can earn faction specific medals for their Airspace Signature lines. CAMPAIGN MODERATOR The overall Campaign Moderator is Easy E. CAMPAIGN UPDATES Campaign updates will occur one week after the end of the Campaign Turn. Each Campaign Turn starts at 12:01AM CST on Monday. The Campaign Moderator is the final arbiter of points and Campaign results. CAMPAIGN TURN Each Campaign Turn is two weeks long. CST of second Sunday. and Gold. Silver.possible for a single faction to flood the campaign early. The Campaign Moderator will also settle any rules disputes. The deadline for a campaign turn is midnight. As you score more campaign points for a faction. and the final day on . That means there will be approximately six full Campaign Turns. The only exceptions will be the opening day of the campaign Sept 1st. DURATION The Blood and Irongard Campaign will last three months from the start of the campaign. The Campaign Moderator will be using the forum CST time stamp for reference. These updates will give a narrative style update for each Warzone. There are three colors. They will not include total points in each Warzone by faction. and make judgments on the flow of the Campaign. using the following break points: Level Ribbon One Star Two Stars Three Stars Four Star Points Earned 5 points 15 points 30 points 60 points 120 points November 30th. Other factors have also been included in the background of the scoring to help deal with this possibility. Other updates may occur during the Campaign Turn as time or events permit. Bronze. but will make it clear who is in control of the air space of each warzone for every update. you will be awarded a medal for that faction.
The Avenger Strike Fighter boasts firepower that exceeds most other Imperial aircraft of its size. Extra 6+ . and its particular reputation as a tank-killer is due to the Avenger bolt cannon it carries. Holding a glamour of holy import in the wider Imperium. The Avenger is an ancient design. the Avenger is often specifically requested by the Adeptus Sororitas should they require close support in their purgations. Hits: Max Speed: Thrust: 2 5 2 Transport: Min Speed: 0 2 Weaponry: Weapon Arc Avenger Front Heavy StubberRear. believed to originate on Ancient Terra sometime during the Age of Strife. Extra 6+ Additional Weapons An Avenger can be armed with one of the following additional weapon loads: Weapons Load 1 Weapon Arc Bombs Rear Weapons Load 2 Weapon Arc Lascannons Front Hellstrikes Front Weapons Load 3 Weapon Arc Lascannons Front Auto-cannons Front Firepower 8/0/0 Damage 2+ Ammo 1 Special Ground. Extra 6+ Firepower 0/1/1 2/3/0 Damage 2+ 4+ Ammo 4 4 Special Ground. Up Firepower 12/6/0 3/2/0 Damage 5+ 6+ Ammo 4 4 Special Ground.Imperial Strike Fighter Type: Fighter Maneuver: High Max Altitude: 8 the Divine Saint Sebastian Thor during the bloody wars of faith and schism now called the Age of Apostasy. low-level attacks on ground targets. Extra 5+ Firepower 0/1/1 2/2/2 Damage 2+ 3+ Ammo 4 2 Special Ground.Avenger Strike Fighter The Avenger is a dedicated strike fighter. intended to conduct high-speed. It was adopted by forces loyal to Avenger. with armored vehicle formations and high-value strategic assets such as munitions dumps forming its principal prey. Extra 6+ Ground. Avengers were an important element of the Aeronautica Imperialis forces during the Campaign in the Belt of Varin. Its effectiveness is such that it is now a staple of any Imperial Navy air support mission.
Extra 6+ Firepower 3/2/0 Front Damage 4+ 2/2/2 Ammo 5 3+ Special 4 Ground . Extra 6+ Ground. Extra 5+ Ground. Extra 5+ Firepower 3/2/0 2/2/2 Damage 4+ 3+ Ammo 5 2 Special Ground. Extra 6+ Firepower 4/0/0 2/2/2 Damage 2+ 3+ Ammo 1 2 Special Ground. Extra 6+ Firepower 3/2/0 4/0/0 Damage 4+ 2+ Ammo 5 1 Special Ground. Extra 6+ Firepower 0/1/1 4/0/0 Damage 2+ 2+ Ammo 4 1 Special Ground.Additional Weapons Continued: An Avenger can be armed with the following additional weapon loads: Weapons Load 4 Weapon Arc Auto-cannons Front Hellstrikes Front Weapons Load 4 Weapon Arc Bombs Rear Hellstrikes Front Weapons Load 5 Weapon Arc Lascannons Front Bombs Rear Weapons Load 6 Weapon Arc Auto-cannons Front Bombs Rear Weapons Load 7 Weapon Arc Multi-laser Front Hellstrikes Front Weapons Load 8 Weapon Arc Multi-laser Front Bombs Front Weapons Load 9 Weapon Arc Multi-laser Front Lascannons Front Weapons Load 10 Weapon Arc Multi-laser Front Missile Launcher Firepower 2/3/0 2/2/2 Damage 4+ 3+ Ammo 4 2 Special Ground. Extra 5+ Firepower 2/3/0 4/0/0 Damage 4+ 2+ Ammo 4 1 Special Ground. Extra 5+ Firepower 3/2/0 0/1/1 Damage 4+ 2+ Ammo 5 4 Special Ground.
Extra 6+ Firepower Front 2/2/2 Damage 2/2/2 3+ Ammo 3+ 2 Special 4 Ground Ground.Additional Weapons Continued: An Avenger can be armed with the following additional weapon loads: Weapons Load 11 Weapon Arc Missile Launcher Lascannons Front Weapons Load 12 Weapon Arc Missile Launcher Hellstrikes Front Weapons Load 13 Weapon Arc Bombs Rear Missile Launcher Weapons Load 14 Weapon Arc Multi-laser Front Rockets Front Weapons Load 15 Weapon Arc Auto-cannons Front Rockets Front Weapons Load 16 Weapon Arc Rockets Front Missile Launcher Weapons Load 17 Weapon Arc Rockets Front Lascannons Front Firepower Front 0/1/1 Damage 2/2/2 2+ Ammo 3+ 4 Special 4 Ground Ground. Extra 6+ . Extra 5+ 4 Ground Firepower 3/2/0 6/4/0 Damage 4+ 6+ Ammo 5 2 Special Ground Firepower 2/3/0 6/4/0 Damage 4+ 6+ Ammo 4 2 Special Ground Firepower 6/4/0 Front Damage 6+ 2/2/2 Ammo 2 3+ Special Ground 4 Ground Firepower 6/4/0 0/1/1 Damage 6+ 2+ Ammo 2 4 Special Ground Ground. Extra 6+ Firepower 4/0/0 Front Damage 2+ 2/2/2 Ammo 1 3+ Special Ground.
xenos. The Storm has a number of local variants that make minor sanctioned modifications to the power plant. the airframe is less robust than the Sentry. and their simple. and the enemies of mankind. they are easy to maintain. there are a number of STC designs for combat aircraft that are considered lesser designs. Despite these advances. it was deemed inferior to the Lightning and Thunderbolt fighters. ease to repair. However. it makes up for this shortcoming with a more lethal standard armament of Quad Auto-cannons in the nose. The Adeptus Mechanicus has licensed the STC designs out to individual planets and trading houses for construction. sturdy airframe makes them popular with PDF and paramilitary forces throughout Imperial space. The Storm fills a similar role to the PDF Sentry aircraft. Imperial Storm . The Imperial Storm is such a design. and not capable of mounting a Skystrike missile systems. However.Imperial PDF Storm Fighter The Adeptus Mechanicus constructs a variety of aircraft designs based on the STC designs. avionics. However. and power supply. The best designs are allocated to the Imperial Navy for use against heretics. control systems. However. is was successful enough to be used as a combat aircraft for the Planetary Defense Forces across the Imperium. In trials.PDF Interceptor Type: Fighter Hits: Maneuver: High Max Speed: Max Altitude: 8 Thrust: Weaponry: Weapon Quad Auto-cannons Arc Front Firepower 8/4/0 1 6 1 Transport: Min Speed: 0 2 Damage 4+ Ammo 5 Special - .
the local Tech-priests carefully reconstructed the aircraft and began test trials under the auspices of the Arch-Magos.PDF Bomber Type: Bomber Maneuver: High Max Altitude: 7 Weaponry: Weapon Arc Auto-cannons Front 2/3/0 ground attack weapons. The Thunder can be considered a light tactical bomber. and other Imperial Thunder . It is much cheaper to produce than a larger Marauder. However. used to saturate a target with explosives. and common Thunderbolt design. and Weapon‟s Officer. However. rockets. Hits: Max Speed: Thrust: Firepower 4+ 3 5 1 Damage 5 Transport: Min Speed: 0 2 Ammo - Special Additional Weapons A Thunder can be armed with one of the following additional weapon loads: Weapons Load 1 Weapon Arc Bombs Rear Weapons Load 2 Weapon Arc Bombs Rear Rockets Front Firepower 10/0/0 Damage 2+ Ammo 1 Special Ground. its size and speed make it faster and more maneuverable than a Marauder. From there. the STC is still licensed and manufactured by the Red Tower to other factory worlds in the Old Guard Stars. Often. Its power plant allows it to carry a devastating array of bombs. However. navigator. these strange characteristics mean the Thunder does not fit cleanly into a combat role. Extra 5+ Firepower 6/0/0 6/4/0 Damage 2+ 6+ Ammo 1 2 Special Ground.Imperial PDF Thunder The Thunder is a strange STC design that appears to be derived from the versatile. Most PDF forces use it as a front line bomber. the Thunder could not compare with the flight characteristics and ability of existing frontline Imperial craft. The Thunder was first uncovered buried deep in the dataarchives of the Red Tower on Ammoriss. the crew is only a pilot. Overall. durable. In addition. These licenses are used to supplement the existing licensed aircraft for PDF and other military air forces. it requires a smaller air crew to train. This gives it an advantage over other fighter/bomber hybrids. Extra 5+ Ground .
The Stratos is huge. it will return to a planet side base to be picked up by a specialized Naval tender and returned to orbit. The crew is the size of a small Imperial Guard platoon. and the Stratos can carry an impressive ordnance load. Instead it must be tough enough to absorb the damage. it will return to low orbit and retrieved by its own carrier vessel. Alternatively.Heavy Strategic Bomber Type: Bomber Maneuver: Low Max Altitude: 9 (Rocket) Weapon‟s Officer. Each craft also has a permanent assignment of two tech-priests to act as an Engineer. In addition. individual targets. The suspensor technology required to create such massive bomber is difficult to manufacture and delicate to maintain. Up Dorsal Turret Rear. Where the Marauder and its variants are tactical Bombers designed to target key. The Bomber then maintains a high altitude to minimize drag and other stresses on the air frame during the mission. the Stratos has a large logistics trail to support a single aircraft. the Stratos is typically dropped from low orbit by a specialized Imperial Navy vessel. Bombardier. and dish it back in the form of defensive weapons. and Co-pilot.Stratos Strategic Bomber The Stratos is the largest stand-alone aircraft fielded by the Aeronautica Imperialis. Due to its size. Up Heavy Bolter Rear Heavy Bolter Right Heavy Bolter Left Firepower 6/4/2 6/4/2 6/4/2 6/3/0 6/3/0 6/3/0 6/3/0 Damage 4+ 4+ 4+ 5+ 5+ 5+ 5+ Ammo 6 6 6 Unl Unl Unl Unl Special - Additional Weapons A Stratos can be armed with one of the following additional weapon loads: . The Stratos is a big juicy target that simply is unable to avoid enemy fighters. 12 4 1 Transport: Min Speed: 0 2 Hits: Max Speed: Thrust: Weaponry: Weapon Arc Auto-Cannons Right Auto-Cannon Left Dorsal Turret Rear. Pilot. This is supplemented by a number of non-commissioned crew and servitors. It‟s primary offensive capabilities is its multiple bomb bays. After a mission. comparable in size to the Chaos Harbinger. and Stratos. with the key officers being the Commander. the Stratos is designed for saturation bombing and spreading destruction across a maximum area.
Extra 5+ Firepower 15/0/0 15/0/0 Damage 2+ 2+ Ammo 1 1 Special Ground. Extra 5+ Special Rules: Bomber: The Stratos can not perform a strafing run. Colossus: See Tactica Aeronautica for special rules on the Colossus bomb. Special Ground.Weapon Load 1 Weapon Arc Colossus Rear Weapon Load 2 Weapon Arc Colossus Rear Bomb Bay Rear Weapon Load 2 Weapon Arc Bomb Bay Rear Bomb Bay 2 Rear Firepower 6/0/0 Damage * Ammo 2 Special Ground. Special Firepower 6/0/0 15/0/0 Damage * 2+ Ammo 1 1 Special Ground. . Extra 5+ Ground.
The missile itself has a sophisticated Servitor system built into it. an EagleStrike is a clear threat to larger less mobile aircraft such as strategic and tactical bombers. when encountered. Such defense systems are typically too costly and resource intensive to build in lesser colonies. However. Each EagleStrike is also armed with a powerful. such as Void Shield Generators. it also destroys the missile. and important Imperial worlds. The onboard Servitor will attempt to trigger the warhead when a target is in range. shaped Plasma warhead. The EagleStrike itself is a huge weapon. The Servitor is linked to the guidance fins that provide the missile limited maneuverability. etc. The missile is also equipped with a powerful thruster to close in on its prey. and are considered destroyed. any missiles that have not fired can not be used. . The EagleStrike is the most common STC template for such weapons. similar in design to a Deathstrike missile. Such an attack can have horrifying results to the light superstructure of an aircraft. Ecclesiarchy cathedrals.Heavy Anti-Aircraft Missile Ground Type: Defense Hits: Maneuver: Low Max Speed: Max Altitude: 9 Thrust: Weaponry: Weapon Warhead Arc Front Firepower 6/0/0 Damage 2+ 1 9 2 Ammo 1 Transport: Min Speed: 0 4 Special - Special Rules: Launcher: EagleStrike Heavy Anti-Aircraft Missiles are purchased separately from the launch system. new warzones. Remove the EagleStrike from play regardless of the results of the attack. The Launcher can only fire a single EagleStrike per turn. fixed emplacement weapon systems to protect key airspace and strategic ground targets. the missile itself is typically destroyed by the plasma surge. The EagleStrike is typically only found on wellestablished. One example of a sophisticated anti-air missile defense system is the Manticore. the Imperium also makes use of larger. If the launcher is destroyed.EagleStrike Heavy AA Missile Not all Imperial ground defenses and anti-air units are simple cannons. The Launcher itself is a ground installation with 4 hits. Each launcher may hold up to four missiles. Once the Warhead is triggered. Hive gates. etc. EagleStrike. Self-Destruct: When the EagleStrike attacks. allowing the missile a limited ability to respond to a target‟s movements. The Plasma Warhead detonates and projects a cone of Plasma into the kill zone. However.
ready to plow into enemy lines. The Adeptus Astartes have used it as both an interceptor and ground-attack aircraft. It can be used as an aerial escort to protect the most valuable of commanders or Astartes squads on a battlefield. It is fast enough to engage all but the swiftest of enemies and sufficiently well-armed to reduce the chosen foe to a mangle of twisted wreckage and ruined flesh. Whether its weapons are pointed at enemy ground positions or incoming aerial opponents. The Stormtalon can always be counted upon for a hail of ferocious firepower. The Stormtalon possesses Vertical Takeoff and Landing (VTOL) capabilities which allows it to hover in place while unleashing its potent barrage as well as engaging in more conventional dogfights like a supersonic interceptor. However it can just as easily be sent screaming across the battlefield at the vanguard of a Space Marine assault with other swift ground units and vehicles.Stormtalon Gunship The Stormtalon Gunship is a small one-man flyer employed by Space Marine forces. it is more than capable of obliterating the threat.Space Marine Gunship Type: Fighter Hits: Maneuver: Very High Max Speed: Max Altitude: 6 Thrust: Weaponry: Weapon Assault Cannons Arc Front Firepower 5/4/0 Damage 4+ Ammo 3 Special Extra 5+ Additional Weapons A Storm Talon MUST be armed with one of the following additional weapon loads: Weapon Load 1 Weapon Heavy Bolters Weapon Load 2 Weapon Las-cannons Weapon Load 3 Weapon Typhoon Missiles Weapon Load 4 Weapon Skyhammer Missiles Arc Front Firepower 5/4/0 Damage 5+ Ammo 5 Special - Arc Front Firepower 0/2/2 Damage 2+ Ammo 2 Special Extra 6+ Arc Front Firepower 0/4/2 Damage 3+ Ammo 2 Special Arc Front Firepower 0/1/2 Damage 3+ Ammo 2 Special Extra 6+ . The Stormtalon gunship is a remarkably versatile and dependable aircraft. 2 6 1 Transport: Min Speed: 0 0 Storm Talon.
the Nephilim has been a common sight in Unforgiven hands. when a trio of Nephilim Jetfighters were able to shoot down four dozen Ork aircraft. twin-linked Lascannons. Of a robust and sturdy design. Nephilim Fighter. clearing the skies to allow their brethren on the ground to operate without fear of enemy air attacks. perhaps most notably during the Piscina IV campaign. The Nephilim has proven itself on innumerable occasions. The Nephilim Jetfighter has only been used by the Unforgiven since M40. Designated the Lionheart Engine.Nephilim Fighter The Nephilim Jetfighter is a fighter aircraft utilized by the Dark Angels and their Successor Chapters. when the STC for improved jet engines was discovered by the Dark Angels in the Nephilim Sector. The Nephilim was part of the Raven Brothers taskforce sent to Irongard. they are most commonly armed with twin-linked Heavy Bolters. the main role of the Nephilim Jetfighter is to conduct interceptor or air superiority missions over the battlefield. and played a key role in supporting the Imperial campaign. By keeping the skies clear of foes.Space Marines Type: Fighter Hits: Maneuver: High Max Speed: Max Altitude: 9(Rocket) Thrust: Weaponry: Weapon Heavy Bolters Las-Cannons Blacksword Missiles Arc Front Front Front Firepower 5/4/0 0/2/2 1/1/1 2 7 2 Transport: Min Speed: 0 2 Damage 5+ 2+ 4+ Ammo 4 2 6 Special Extra 6+ - . Employed by their Ravenwing formations. they allowed the Dark Angels and local PDF to hold out against the Greenskin advance. Since then. the technology was used to modify older aircraft designs and the end product was an agile fighter with improved speed. and six Blacksword Missiles.
the Nephilim Jetfighter. On Irongard. Developed during the Dark Age of Technology. . sometimes referred to as the Stained Glass Cannon.When the Rift Cannon hits roll 1d3 for damage. these fearsome aircraft were used to clear key landing zones of Orks prior to Space Marine assaults. The Dark Talon is thought to be the deadliest weapon in the Ravenwing's arsenal. Dark Talons usually fly low in attack runs. When fired. the Rift Cannon emits a beam of light that cracks reality itself. consuming those too near the rift while those who survive the brief tear in the Materium find themselves thrown awry. the weapon is barely understood by the Unforgiven's Techmarines. following the contours of the surrounding terrain and hitting its ground-facing boost jets to hang in the air and fire accurately on its prey below. The Rift Cannon. See Below Special Rules: Warp Rift. Dark Talon Fighter. A close air-support aircraft armed with two Hurricane Bolters and a Rift Cannon. However. is an arcane weapon used mounted on the Dark Talons.Dark Talon Dark Talons are fighter aircraft used by the Dark Angels and their successors Ravenwing formations. It plays a pivotal role in the 2nd Company's eternal hunt.Space Marines Type: Fighter Hits: Maneuver: High Max Speed: Max Altitude: 9(Rocket) Thrust: Weaponry: Weapon Bolters Rift Cannon Arc Front Front Firepower 5/4/0 1/0/0 2 5 2 Transport: Min Speed: 0 0 Damage 6+ 2+ Ammo 4 2 Special Ground. Dark Talons are ornately and finely decorated with artifacts recovered from Caliban itself. They tend to be slower than their counterparts. their slow speed made them vulnerable to counter-attack from interceptors.
It roars through the sky. The Mekz are always eager to build a Dakkajet for a paying customer.Ork Interceptor Type: Fighter Maneuver: High Max Altitude: 8 Hits: Max Speed: Thrust: Firepower 8/4/0 2 7 1 Transport: Min Speed: 0 3 Weaponry: Weapon Supa Shootas Arc Front Damage 4+ Ammo 5 Special - . the single engine of the Dakkajet is sufficient to make it just as fast and maneuverable as other Ork interceptors. The Dakkajet is commonly seen operating in the Belt of Varin. This makes them eager to join the tribes that can dazzle them with some flashy Dakkajets. It has proved a great aircraft for transitioning feral Ork tribes into Ork Kulture propa. it only takes one to ruin your day. There noise. the more “serious” Ork flyboyz recognize that the Supa Shootas on a Dakkajet may require more teef to buy. Despite the inaccurate spray of bullets. tormenting fleeing infantry or enemy aircraft. they will have to do more krumpin‟ It is a cost well worth paying. Other fliers don‟t take a Dakkajet any less seriously then other Ork craft. the Dakkajet is propelled by a single. A blur of color and noise amidst the smoke and clamor of battle.Dakkajet The Dakkajet is an Ork aircraft. massive jet engine. That means. and dakka appeal to their “lesser” Ork instincts. and commonly bolt as many guns as possible to their aircraft . However. Dakkajet pilots believe firmly in quantity over quality. Dakkajet. Plus. those bullets are high velocity rounds compared to typical Ork firepower.some of those bullets are bound to hit the target. gunz blazing a near constant stream of bullets. It is a favorite of aspiring Ork Airbosses as it feeds their addiction to speed and to Dakka. speed. Plus.
they can have a hard time keeping up with its escorting Fighta cover. the Blitza-Bommer‟s slower speed means they are more susceptible to enemy interceptors. you can‟t trust a Grot to do a Boyz job. the Blitza has been known to crash or stall trying to perform maneuvers they have no business performing. Plus. The BlitzaBommer has proven far more accurate that Grot fired artillery at destroying key ground targets. As every flyboy knows. The Blitza Bommer has proven popular in the Belt of Varin for attacking ground targets and Blitza-Bommer – Ork Strike Fighter Type: Fighter Hits: Maneuver: High Max Speed: Max Altitude: 7 Thrust: Weaponry: Weapon Supa Shootas Big Shoota Arc Front Rear. Once they've blown everything up (and hopefully not themselves) then there's a pair of supa shootas ready to mop up any stray or squishy targets. you go much faster when plummeting downwards. and some Orks completely forget to pull out of their dive and end up smashing into the ground. 2 5 1 Transport: Min Speed: 0 3 Damage 4+ 5+ Ammo 4 3 Special - Additional Weapons A Blitza-Bommer may be armed with one of the following additional weapon loads: Weapon Load 1 Weapon Big Bombs Arc Rear Firepower 4/0/0 Damage 2+ Ammo 1 Special Ground. Far too frequently. On the down side.Blitza-Bommer The Blitza-Bommer is an Ork dive bomber suitable for the bravest (some might say the most unhinged) Flyboys. Goes to show. These aircrafts 'aim' their bombs by diving at the target. Extra 5+ . releasing their Boom Bomb at the very last moment possible something which tends to panic the onboard Grot Gunner. Extra 3+ Weapon Load 2 Weapon Bombs Arc Rear Firepower 8/0/0 Damage 2+ Ammo 1 Special Ground. Up Firepower 6/2/0 2/1/0 mobile columns of enemy troops.
It has a radius of 1d6 inches as opposed to the normal 3 inches.thus the Burna-Bommer was born. Equipped with incendiary bombs and missiles. this aircraft performs its attack runs at as low an altitude as possible. fleeing columns of civilians are great fun To round up as slaves. guns might not be as fun as flamethrowers. The scream of Ork jets followed by the licking flames of Skorcha Rokits have become rightly feared on the frontiers of Imperial space. Orks love fire and it was therefore inevitable that someday a Mek would think of attaching canisters of volatile promethium to the underside of an Ork Bommer . and not only for the target. Such a technique is. or kick around like a bunch of Grots. predictably dangerous. chase down in your truk. as they burn the best! Plus. Weapon Load 2 Weapon Skorcha Rokits Arc Front Firepower 6/4/2 Damage 5+ Ammo 4 Special Ground Special: Bomb Creep: Skorcha Rokits follow the rules for Bomb Creep. For some Flyboyz. Burna-Bommer – Ork Strike Fighter Type: Fighter Hits: Maneuver: High Max Speed: Max Altitude: 7 Thrust: Weaponry: Weapon Supa Shootas Big Shootas Arc Front All Around Firepower 6/2/0 4/2/0 2 5 1 Transport: Min Speed: 0 3 Damage 4+ 5+ Ammo 4 3 Special - Additional Weapons A Burna-Bommer may be armed with one of the following additional weapon loads: Weapon Load 1 Weapon Burna Bombz Arc Rear Firepower 4/0/0 Damage 5+ Ammo 1 Special Ground Special: Bomb Creep: The Bomb creep on Burna Bombz is 1d6 inches instead of the normal 3. The Burna-Bommer is particularly popular for attacking civilian targets. .Burna-Bommer Burna-Bommer is a type of Ork attack aircraft.
and then distribute the remaining 5 in a ring around the first mine. The Ethereals called upon the Earth Caste to modify the Tiger Shark to be able to deploy active air mines behind them in flight. . and seeker missiles. Previously. denying them the ability to rapidly respond to the Tau attack. and with less risk.Tiger Shark (Weapon Variant) The Tiger Shark is the primary Tau Bomber aircraft. The Earth Caste added a delayed activation subroutine. The Tau have used these weapons to mine enemy airfields early in a campaign. it has a variety of payloads and Configurations to assist Tau Air Cadres in defending the Greater Good. Tiger Shark– Tau Tactical Bomber Type: Bomber Hits: Maneuver: Low Max Speed: Max Altitude: 9 Thrust: Weaponry: Weapon Ion Cannon Missile Pods Drone Cannons Air Mines Arc Front Front All. This allowed the bomber to evacuate the scene of a drop quicker. Air Mines: See Tactica Aeronautica for rules on the Air Mines and how they operate. They can not be more than 6 inches away from the center mine. the air mines were activated via remote control by the Tiger Shark crew. The most common payloads are drones. essentially. The Tiger Shark carries two sets of 6 air mines. after the campaign on Typha-IV drone air mines became another key component of the Tau arsenal. The Air mines are deployed to the rear within short range. so almost immediately after deployment from the Tiger Shark. the mines would activate. As such. Place the first Air Mine. However. Down Rear Firepower 3/2/1 2/2/0 4/0/0 - 4 6 1 Damage 3+ 3+ 6+ - Transport: Min Speed: 0 1 Ammo 5 3 4 - Special See Below Special Rules: Mine Layer: The Tiger Shark can deploy Tau Air Mines.
Lamprey Drone AA Missile
The Tau have recognized that the Imperium of Man has a near inexhaustible supply of weapons and manpower. It is a difference that the Tau Empire can not hope to match. Instead, the Ethereals have realized that their only hope is in using their advanced technology to act as a force multiplier to off set the numbers advantage of the Imperium. The Remora drone fighters are an example of the Tau‟s emerging strategy. Their air dropped remote turret emplacements is another. The Earth caste has simply continued this trend with the creation and deployment of the Lamprey anti-aircraft missile. The Lamprey is a large, self guiding missile. It is controlled by a limited drone brain. This brain steers the missile towards its intended targets and once in range detonates itself. Lamprey- Drone Anti-Aircraft Missile Ground Type: Defense Hits: Maneuver: Low Max Speed: Max Altitude: 9 Thrust: Weaponry: Weapon Warhead Arc Front Firepower 1/0/0 Damage 2+ The detonation sends a stream of shrapnel projecting towards the target at high velocity. This shrapnel is typically enough to damage the delicate mechanisms of an aircraft.
These weapons are in the experimental phase of deployment, so their numbers are limited. The Earth caste are also working on an aircraft mounted version. Thus far, their efforts have been in vain.
1 8 3 Ammo 1
Transport: Min Speed:
Special Extra 5+
Special Rules: Launcher: Lamprey Drone Anti-Aircraft missile is fired from an emplaced launcher or air dropped drone tower. Each emplacement has 2 damage points and must be purchased separately from the missiles. Each launcher can hold up to six missiles. The Launcher can only fire a single Lamprey per turn. If the launcher is destroyed, any missiles that have not fired can not be used, and are considered destroyed. Self-Destruct: When the Lamprey attacks, it must be within 3 inches of the target and at the same altitude level. The attack destroys the missile. Remove the Lamprey from play regardless of the results of the attack.
Interceptor Drones are a modification and standardization of the Remora Drone Fighter. Unlike a remora, and Interceptor Drone is a much less sophisticated weapon platform. Typical Tau Air Caste doctrines calls on Interceptor Drones to act as a distraction from the primary Tau attack. The Interceptor Drones are used to help protect the flanks and rear of closing bombers and similar craft. The Interceptor Drone is designed to be expendable. It has limited firepower, a weak power plant, and limited AI capabilities. Typically, it must be controlled and operated by
a Drone Control ship or weapon operator. There are two main ways to deploy Interceptor Drones in the field. The primary method is for a Tau aircraft to deploy the Interceptor Drones and also act as the command and control ship. The second way is to deploy them as a Ground Defense, and use ground observers to act as the primary operator. The second way is preferred to defend and support mobile ground operations. No matter the deployment doctrine, the Interceptor Drone is not considered a mainline combat unit. At best it is a distraction and stop gap measure.
Interceptor Drone– Tau Drone Type: Fighter Maneuver: Very High Max Altitude: 9
Weaponry: Weapon Drone Ion Rifles Arc Forward
Hits: Max Speed: Thrust:
1 3 1
Transport: Min Speed:
Special Rules: Drone- The Interceptor Drone must be accompanied by a Drone Carrier craft. Sun Sharks can operate two, while a Tau Ax-01-02 can control up to four. See the Remora entry in the Aeronuatica Imperialis: Tactica Imperialis rules for more details. Drones can not gain experience or perform Advanced Maneuvers.
The Sun Shark is the latest in Tau aircraft technology. The Tau method of warfare disdains the use of ground based artillery. Instead, the Tau Fire Warriors on the ground depend on the support of Air Caste pilots and equipment to fulfill this niche. The Sun Shark is designed to fulfill this battlefield role. The Sun Shark is an atmospheric craft. It does not have orbital or space capabilities, which makes it distinct from other Tau aircraft.
The main weapon is the Pulse Bomb generator. These are not traditional bombs. Instead, the generator spins rapidly to create a ball of pulse energy. This ball of plasma energy is then released on ground targets below. This means the Sun Shark as a virtually limitless bomb load. In addition, it is often supported by Interceptor Drones and a Smart Missile system to help defend it from enemy interceptors. Despite these additions, it is no match for dedicated interceptor units.
Sun Shark– Tau Tactical Bomber Type: Bomber Maneuver: Low Max Altitude: 9
Weaponry: Weapon Missile Pod Seeker Missiles Pulse Bomb
Hits: Max Speed: Thrust: Firepower 2/2/0 1/1/1 4/0/0
2 5 1 Damage 3+ 3+ 2+
Transport: Min Speed:
Arc Around, Up Front Rear
Ammo 3 2 Unl
Special Ground Ground
Special Rules: Drones: The Sun Shark comes equipped with a pair of Interceptor Drones. When deployed, these Units act as independent Units. Once deployed, they can not return to the Sun Shark during the game.
This can turn light vehicles and fortifications into wreckage with a few careful salvoes. In addition to the powerful Quad Ion Turret. it uses direct fire strafing tactics as opposed to the Sun Sharks bombing techniques. Razorshark– Tau Strike Fighter Type: Fighter Maneuver: Low Max Altitude: 9 Weaponry: Weapon Burst Cannon Seeker Missiles Quad Ion Hits: Max Speed: Thrust: 2 6 1 Transport: Min Speed: 0 1 Arc Front Front Around. the Razorshark mounts a Quad Ion turret which is configured for ground attack. Down Firepower 4/0/0 1/1/1 6/4/- Damage 6+ 3+ 4+ Ammo 5 4 4 Special Ground Ground. These missile systems are often guided to the target by ground based marker lights. The Razorshark has proven itself effective during the Tau operations during the Third Sphere Expansion. and an internal bay of Seeker Missiles. the Razorshark carries a nose mounted burst cannon for dealing with infantry targets. Extra 6+ . However. Instead of the Pulse Bomb Generator.Razorshark The Razorshark is a similar design to the Tau Sun Shark. They have proven particularly popular with the Fire Warrior cadres they support. It also fills a similar role as a ground attack aircraft.
Nightshade– Eldar Aspect Interceptor Type: Fighter Hits: Maneuver: Very High Max Speed: Max Altitude: 9 Thrust: Weaponry: Weapon Bright Lances Pulse Laser Arc Front Front Firepower 2/2/0 1/1/1 2 9 3 Damage 2+ 3+ Transport: Min Speed: 0 2 Ammo 4 4 Special Extra 6+ Extra 5+ Special Rules: Aspect Pilots: The pilot of a Nightshade Interceptor must use the Aspect Warrior rules found in the Airspace Rules Compendium. The Nightshade is a high speed craft designed to knock out any enemy aircraft. and each Aspect Path has a warrior shrine dedicated to it. This system is designed keep the Eldar mind restrained and focused. they are armed with the Holofields to protect them from enemy fire. Holo-field: The Eldar craft can resist damage from a hit on a d6 roll of 5+. the Dark Eldar. It represents the pinnacle of Eldar aeronautical technology. even those of the Eldar‟s wicked cousins. They are the most well known and wide spread of such aspects. Such aspect warriors are trained in all manner of piloting skills and marksmanship. Crimson Hunters are one of many Aspect Shrines dedicated to the arts of aerial warfare. The military Paths are called Aspect Warriors. . The Nightshade has a plethora of advanced weaponry including the Brightlance and the Pulse lasers. The Nighshade Interceptor is the aircraft of choice for many Aspect Warrior shrines. In addition.Eldar Night shade The society of the Craftworld Eldar is divided into a rigid system of specialization known as the Eldar path.
Nightshade– Eldar Aspect Interceptor Type: Fighter Hits: Maneuver: Very High Max Speed: Max Altitude: 9 Thrust: Weaponry: Weapon Bright Lances Star Cannon 2 9 3 Transport: Min Speed: 0 2 Arc Front Front Firepower 2/2/0 4/3/0 Damage 2+ 4+ Ammo 4 4 Special Extra 6+ - Special Rules: Aspect Pilots: The pilot of a Nightshade Interceptor must use the Aspect Warrior rules found in the Airspace Rules Compendium. Holo-field: The Eldar craft can resist damage from a hit on a d6 roll of 5+. However. . Such an individual is considered cursed by his fellows. This weapon variant is typically flown by Crimson Hunter Exarchs. they are the most lethal of Eldar pilots. or other Aspect Warrior Shrine. Therefore. This individual is trapped upon the path of the warrior and can not leave it. Each Crimson Hunter. They are an object of pity. the Exarch‟s mind is focused purely on perfecting the arts of his Aspect Shrine.Eldar Night shade (Weapon Variant) The Nightshade Interceptor has an additional weapon variant that is often flown by the most skilled Eldar pilots. This variant swaps out the deadly Pulse Laser and replaces it with the more versatile rapid firing Star Cannons. is led by an Exarch.
for in Eldar myth the silvered strand that ties the soul to the body can only be cut by the Crone Goddess Morai-Heg. or having his own spirit join the ranks of the dead within the ghost craft. for it blends the psychic ability of its Spiritseer pilot with the energies of the Eldar dead channeled through Spirit Stones in its Wraithbone core that functions as a miniature Infinity Circuit. The Spiritseer's own abilities are magnified many times over by the mindshock pod in his cockpit. Only in the most dire of circumstances do the Eldar deploy Hemlock's. leaving behind nothing more then an empty husk.Eldar Hemlock Wraithfighter The subject of much controversy on Craftworlds the Hemlock is one of the Eldar's ultimate weapons of terror and to use such a construct is to flirt with atrocity. Yet these dangers are necessary given the arcane weaponry the Hemlock can wield. leaving behind no blast. the Hemlock's spirits will fire the Heavy D-Scythes mounted under each wing. Each Spiritseer pilot risks being driven slowly insane by the whispering voices within his Hemlock. Just as this fear reaches its peak. allowing him to send out a wave of terror from his craft that is capable of shattering the enemy with feelings of panic. . This is an act the Eldar have dubbed the 'Cutting of the Crone's Cord'. damage. The spirits within the Hemlock's hull can even operate the craft's on a basic level if the Spiritseer is incapacitated. or trail. which is useful given the constant mental strain the pilot constantly suffers. but rather only a stream of corpses as the victims souls are ripped from their bodies. Thus to deploy Hemlock's is to defy their own cultures traditions and dogma.
roll a d6. etc. Add a modifier of +1 to the roll for each shot past the first. The crew has temporarily abandoned their posts or are frozen by fear. If any roll plus modifiers is 6 or above. the Ground Defense can not be fired that turn. the D-scythe is out of ammo and may no longer fire. Daemonic Aura. D-Scythe: The D-scythe ignores saves such as Durable. any Ground Defense within 6 inches must make a Pilot Check.Hemlock– Eldar Wraithfighter Type: Fighter Maneuver: Very High Max Altitude: 9 Weaponry: Weapon D-Scythes Arc Front Hits: Max Speed: Thrust: Firepower 6/-/- 2 7 3 Damage 4+ Transport: Min Speed: 0 2 Ammo * Special Extra 4+ Special Rules: Holo-field: The Eldar craft can resist damage from a hit on a d6 roll of 5+. . Holo-fields. Terror: The power of the Wraithfighters Infinity Circuit allows the Hemlock to wear fear like a glove. Shadow Fields. If passed the Ground Defense may fire as normal. Every time the D-scythe is fired. When the D-Scythes fire. The weapon is a psychic as well as physical attack. If failed.
They can never Bail Out. and therefore save all hits on a 6+ on d6. They are protected by the mysteries auras that demons have. Mimicking the chain axe of his famous Berzerkers. and therefore can not gain experience. slaves. As such. It is not uncommon for the greatest aces of Khorne to find themselves transformed into such a craft. Its only respite is the death and destruction it causes to Khorne‟s enemies. mutants. It is a demon engine dedicated to the lord of slaughter. and is within one altitude band. It is a blasted amalgamation of demonic will and machinery. . These weapons can be used on any aircraft the plane comes base-to-base with.Destroyer Khorne is the patron chaos god of slaughter and bloodshed. The blood can be from warriors. they may begin play able to use Advanced Skills. However. awarding them immortality and an eternity in his service. The Khorne Destroyer aircraft is not simply a machine. They have a pilot skill of 4+ . Like all demon infused aircraft. His warriors and followers are bent on spilling blood in his name. the demon that possesses such a weapon is forever enraged Destroyer– Khorne Demon Engine Type: Fighter Hits: Maneuver: Very High Max Speed: Max Altitude: 9 Thrust: Weaponry: Weapon Arc Firepower Heavy Bolter Front 3/2/0 1 8 3 Damage 5+ Transport: Min Speed: 0 3 Ammo 3 Special Special Rules: Chain Blades: Attached to the wings of the Destroyer are the favored weapons of Khorne. It is far worse. Khorne cares not from where the blood flows. Right Firepower 4/0/0 Damage 3+ Ammo Unl Special Extra 4+ Demonic Aura: Demonic Engines are vile creations of a twisted fusion of the real and the unreal. to be trapped between the warp and real space. The Chain Blades have the following stats: Arc Left. As such. Possession: Demon Engines have no pilots. The Destroyer is encountered rarely as only a pure warband that has pleased Khorne will be awarded such a craft. It is his great gift to them. only that it flows. it personifies the essence of its chaotic master. the demonic essence that drives it is anchored in real space by its machine components. or even the blood god‟s own followers.
multi-faceted and ever changing. and his demons are infused with arcane magiks. and therefore can not gain experience. it is a creation brought to life and infused with the stuff of chaos. triengine thrusters. Doom Wing – Tzeentch Demon Engine Type: Fighter Hits: Maneuver: Very High Max Speed: Max Altitude: 9 Thrust: Weaponry: Weapon Mystic Flame Cannon Arc Front The Doom Wing has a very distinctive general shape. They can never Bail Out. the chaos and anarchy created near the Maelstrom proved to be a fertile spawning ground for such abominations. 2 8 3 Transport: Min Speed: 0 3 Firepower 3/4/- Damage 3+ Ammo 4 Special - Special Rules: Demonic Aura: Demonic Engines are vile creations of a twisted fusion of the real and the unreal. it is capable of maneuvers no ordinary pilot could manage. The Doom Wing is not just an aircraft. for it is instead driven by the essence of a demon. However. and therefore save all hits on a 6+ on d6. and the magical fire projected by its under slung flame cannon. like a the very demons of the warp. Only truly deranged minds or favored pawns would dream of summoning such a malign creation. . an amalgamation of a machine possessed by a demon. Therefore. for the Doom Wing is in fact the material personification of such creatures. Such is the way of the malefic Doom Wing. They have a pilot skill of 4+ . They are protected by the mysteries auras that demons have. Only arcane and dangerous sorcery can summon and create the Doom Wing. Very few have risen high enough in Tzeentch‟s favor to be granted the boon of creating such a monstrosity. Possession: Doom Wings have no pilots. they may begin play able to use Advanced Skills. Doom Wings are only encountered rarely. the magical bolts of which seem to defy the laws of nature itself. Such is the method of the Changer of Ways. The demonic craft is also partially insubstantial. The key features are its bird like visage. but it seems to distort and change even as it flies. He delights in sorcery and magic. However.Doom Wing The ways of Tzeentch are twisting.
the Fire Lord carries a supply of warp fire bombs capable of destroying the most heavily armed bunkers with a touch. As if that wasn‟t enough. They are protected by the mysteries auras that demons have. They are powerful assault craft and bombers. They have a pilot skill of 4+ . Down Rear The Fire Lord comes equipped with the magical flame cannons beloved by Tzeentch.Fire Lord The Fire Lord is another malevolent demon engine. 4 7 2 Transport: Min Speed: 0 3 Firepower 4/5/0/2/1 0/2/1 6/0/0 Damage 3+ 2+ 2+ 2+ Ammo 4 4 4 1 Special Extra 6+ Extra 6+ Ground Special Rules: Fire Storm Bombs: The bombs are filled and saturated with warp energy. Up. Down Rear. yet remarkably constant. However. a horrifying mixture of demon and machine. created by the essence of things that should not be. Such is the mercurial nature of the warp Demonic Aura: Demonic Engines are vile creations of a twisted fusion of the real and the unreal. Possession: Demon Engines have no pilots. and shimmers in the eye of the viewer like a mirage. Fire Lord– Tzeentch Demon Engine Type: Bomber Hits: Maneuver: Very High Max Speed: Max Altitude: 9 Thrust: Weaponry: Weapon Mystic Flame Cannon Las Cannons Las Cannons Fire Storm Bombs Arc Front Front. Up. However. In addition. Any target hit with the bombs take 1d6-2 damage points from being hit. It appears to constantly be in a state of change. and therefore save all hits on a 6+ on d6. They are a symbol of his mastery of magic and the essence of the warp. The Fire Lord maintains the vaguely bird like shape that Tzeentch finds pleasing. To look upon one for too long is to invite madness. the Fire lord is infused with powerful Las-cannons to help destroy ground targets at the whim of its master. it pulses with unnatural energy. Only the most twisted and honored followers of Tzeentch would be gifted with such a foul blasphemy against nature. They can never Bail Out. they may begin play able to use Advanced Skills. . and therefore can not gain experience.
The Shield can also defend other ground defenses and buildings within 3 inches. It is entirely unclear how. but the Silver Towers managed to migrate to other worlds in the around the edges of the Maelstrom. powered by the will of and power of a Tzeentch sorcerer. . but as the campaign spread. so did the chaos response to it. and engraved with writhing symbols of burning warp energy. Only the more powerful sorcerors of Tzeentch can manage to imbue their fortresses with such demonic energy. they are few in number. The Silver Tower has 4 hits. It is a collection of stunning and intricately carved towers. It can change altitude 1 level up or down per turn. The only possible explanation for their spread is the power of the warp. as they can be exceedingly difficult to destroy. Silver Tower -Tzeentch Ground Defense Weaponry: Weapons Arc Altitude Bolt of Change All Around +/-1 Warp Cannons All Around +/-3 Firepower 3/2/1 1/2/1 Damage 2+ 4+ Ammo Special Unl Extra 6+ 4 Extra 6+ Special Rules: Hovers: The Silver Tower of Tzeentch hovers in place. Thankfully. Within the tower. The towers themselves rest upon great circular discs of rare metals. a powerful sorcerer and his cabal of thrall wizards powers the Silver Tower through their dark arts. The Silver Tower of Tzeentch was only encountered in the Maelstrom prior to the Irongard campaign. The weapons of the Silver tower are literally fuelled by magic and the efforts of the cabals Thrall Wizards. Therefore the Silver Tower can save all hits on a 5+ on d6. They are adorned with jewels and ruins of great artistry.Silver Tower The Silver Tower forms an outlandish sight. Runic Shield: The Silver Tower is protected by sorcery fueled wards and runes. The great towers hover above the ground.
They can never Bail Out. 1 3 2 Transport: Min Speed: 0 0 Firepower 2/4/0 2/0/0 Damage 4+ 4+ Ammo 3 3 Special Ground Special Rules: Demonic Aura: Demonic Engines are vile creations of a twisted fusion of the real and the unreal.Blight Drone The Blight Drone is a Daemon Engine of Chaos. and therefore save all hits on a 6+ on d6. Blight Drone prefer to operate in swarms and are drawn to battlefields with large amounts of dead. and daemon engine. usually employed by followers of the Chaos God Nurgle. However. . They are protected by the mysteries auras that demons have. It is not uncommon to see them descend en mass onto a target and Blight Drone– Nurgle Demon Engine Type: Fighter Hits: Maneuver: Very High Max Speed: Max Altitude: 3 Thrust: Weaponry: Weapon Auto-cannons Toxic Maw Arc Front Rear leave nothing but a twisted pool of corrosion and decay in their wake. the Blight Drone is armed with rapid-fire auto-cannons and a maw-like apparatus capable of spewing noxious poisons and acid which can eat through both metal and flesh within seconds. Blight Drones have since been seen in use by The Purge Chaos Space Marine forces. but the toxic spew is most effective against ground targets. Its autocannons are fine against other fliers. during Chaos invasion on Irongard and in the 13th Black Crusade. they may begin play able to use Advanced Skills. Possession: Blight Drones have no pilots. They delight in contaminating and despoiling that which is unblemished. Now they have been spotted on the dark fringes of the Maelstrom. Seemingly a bizarre conglomeration of insect larvae. Only a dark pacts and rituals can create such monstrosities. particularly the Death Guard. Though they were first encountered during the Siege of Vraks. They have a pilot skill of 4+ . and therefore can not gain experience. It is a malign combination of the man-made and the malefic. machine.
and become separate aircraft using the stats for Blight Drones. Plague Carrier– Nurgle Demon Engine Type: Bomber Hits: 4 Transport: Special Maneuver: Low Max Speed: 4 Min Speed: 0 Max Altitude: 5 Thrust: 1 Weaponry: Weapon Arc Firepower Damage Ammo Special Auto-cannon Front 4/6/0 4+ 4 Blight Bombs Rear 2/0/0 * 1 Special *= See Tactica Imperialis for rules on Blight Bombs Additional Weapons A Plague Carrier may be armed with one of the following additional weapon loads: Weapon Load 1 Weapon Arc Firepower Damage Ammo Special Blight Drones Rear Special Weapon Load 2 Weapon Toxic Maw Arc Rear Firepower 6/0/0 Damage 4+ Ammo 3 Special Ground Special Rules: Demonic Aura: Demonic Engines are vile creations of a twisted fusion of the real and the unreal. the aircraft carries two Blight Drones. and are instead the Nurgle‟s dreaded demonic aircraft is the squat crude mismatching of machinery and the malign and ugly Plague Carrier. and therefore can not gain experience. are hideously ugly and reek with the stench of no human flies a Plague Carrier.Plague Carrier Such craft are not natural. They have a pilot skill of 4+ . They are protected by the mysteries auras that demons have. Blight Drones: Instead of Blight Bombs. However. they may begin play able to use Advanced Skills. rotor engines guided by a daemonic will. miasma of death. They can never Bail Out. They buzz about on four. protruding from long. These Nurgle will be gifted with such a unholy machine. As such. they across the land. Behind them comes a skies. These fat. The sight of one of these craft has caused the weak Thankfully. and therefore save all hits on a 6+ on d6. slow craft powers of the warp into a single entity. Possession: Demon Engines have no pilots. only the most depraved followers of willed to begin retching uncontrollably. maggot like bodies. They move slowly and became a common sight in the planet‟s cursed inevitably forward. and it is instead rot. Theses can be deployed in the shooting phase. after the planet fall on Irongard. . malign craft spread the foul-father‟s pestilence However.
flowing silks. those who have demonstrated their zest for excess and strive for perfection. Possession: Demon engines have no pilots. It is unclear if the “song” of the aircraft‟s movements somehow feed the weapon systems of the aircraft. handling. Nothing personifies it better than the Siren. The demonic entities that fly such craft are said to be capable of poisoning one‟s soul with the “song” of the Siren. Both firing methods can be lethal. and the second method is a boom base drone that literally rattles the target to pieces. As the aircraft flies. The very aircraft itself is sleek and sensual to behold. these ornamentations cause the aircraft to “sing”. they may begin play able to use Advanced Skills. However. They can never Bail Out. However. As it changes direction and maneuvers it changes the harmonics and the craft will change pitch and tone. They are a gift of chaos to the most successful of war leaders. others to a deadly spear point. They have a pilot skill of 4+ . . air channels and other artifices that adorn the craft. It has been seen adorned with delicate chains. for it has amazing speed. and therefore save all hits on a 6+ on d6. No matter the overall look one striking element is the thousands of myriad whistles. one delivering a hail of cacophonic notes that tear into the target.Siren Slaanesh is the god of excess. and other bizarre elements. Siren– Slaaneshi Demon Engine Type: Fighter Maneuver: Very High Max Altitude: 9 Weaponry: Weapon Doomblasters OR Doomblasters Arc Front Front Hits: Max Speed: Thrust: Firepower 4/6/0 1/2/0 2 9 3 Damage 3+ 2+ Transport: Min Speed: 0 3 Ammo Unl Unl Special Extra 5+ Special Rules: Demonic Aura: Demonic Engines are vile creations of a twisted fusion of the real and the unreal. The Siren is a physical embodiment of Slaanesh‟s favor. grills. and is armed with the discordant sonic weaponry much beloved by the followers of Slaanesh. and therefore can not gain experience. The Siren will only appear in the most depraved Slaaneshi worshippers war band. Some observers have likened it to a debased xeno fighter of Eldar manufacture. the sonic weapons of the Siren can fire in two distinct ways. They are protected by the mysteries auras that demons have.
The original pilots are still inside the beast. Many have speculated that the Heldrake is the transformation of an aspiring Chaos champion from pilot to daemon. Hits: Max Speed: Thrust: Firepower 4/6/- 3 7 2 Transport: Min Speed: 0 3 Damage 4+ Ammo 4 Special - Special Rules: Demonic Aura: Demonic Engines are vile creations of a twisted fusion of the real and the unreal. and harnessed rage. and then swoop down on unsuspecting aircraft below. The Heldrake were once fighter aircraft. the Heldrake is equipped to tear and shred its rivals to pieces with daemonic infused claws. that have since been mutated by the powers of the Warp into something far more hideous. It is a common tactic for such craft to lurk in low orbit. and daemon. After long years mutating and becoming overcome by the daemons that inhabit it.Heldrake The Heldrake is a form of twisted demon engine used by Chaos Space Marines and other Renegades. They have become fused to their machines for eternity. probably Hell Talons. If a Heldrake touches the base of another aircraft at the same altitude or within one altitude. This wicked aura add to the unsettling feeling of wrongness about the craft. It is a blasphemous fusion of man. It is their anguish and hate that powers the Heldrake. They are protected by the mysteries auras that demons have. it can use its Talons.Chaos Demon Engine Type: Fighter Maneuver: High Max Altitude: 9 (Rocket) Weaponry: Weapon Hades AutoCannon Arc Front The Heldrake is fully capable of traversing space. Talons: Unlike most aircraft. the pilot is just a fetal ball that burns deep in the craft. Talons have the following profile: Weapon Talons Arc Around Firepower 6/-/Damage 4+ Ammo Unl Special Extra 6+ . machine. Heldrake. Their longer ranged weapons spew forth daemonic bullets and warp fire. talons. and therefore save all hits on a 6+ on d6. The Heldrake then attacks with short ranged weapons fire.
Iron Eagle – Varingyr Gyrocopter Type: Fighter Hits: Maneuver: Very High Max Speed: Max Altitude: 7 Thrust: Weaponry: Weapon Mag Cannon Arc Front Firepower 3/2/0 2 5 1 Transport: Min Speed: 0 0 Damage 6+ Ammo 4 Special Additional Weapons An Iron Eagle may be armed with one of the following additional weapon loads: Weapon Load 1 Weapon Fusion Lance Weapon Load 2 Weapon Mjolnir Missile Weapon Load 3 Weapon Mag Cannons Arc Front Firepower 0/1/1 Damage 2+ Ammo 2 Special Extra 6+ Arc Front Firepower 0/1/2 Damage 6+ Ammo 2 Special Extra 6+ Arc Front Firepower 3/2/0 Damage 6+ Ammo 4 Special . What is lacks in speed it makes up for with agility. This allows the Iron Eagle to hover and turn in ways that are difficult for more conventional aircraft to match.Iron Eagle The Iron Eagle is the primary aircraft of the Varingyr strongholds. The Iron Eagle is slow compared to other interceptor craft. It is based on a robust and durable STC template. Both members of the crew are guildsman of the Varingyr‟s secretive Engineers‟ Guild. and forms the backbone of a number of variants. The second crewman is the weapon specialists who operates the aircrafts array of weaponry. One acts as the pilot who controls and coordinates the sophisticated nozzle system used to divert the engines thrust where it is needed. The Iron Eagle has a crew of two. The Iron Eagle is the Varingyr‟s primary interceptor and fighter aircraft. The Iron Eagle has unprecedented maneuverability thanks to a combination of elaborate turbofans and gravitic thrusters.
The Strike Eagle is a easy example of this ethic in action. This aircraft is often used in a counter-artillery role. the Strike Eagle is configured with hard points for a dedicated ground attack role.Strike Eagle The Strike Eagle is a varient of the reliable and durable Iron Eagle chassis. Unlike the Adeptus Mechanicus of the Imperium. Strike Eagle – Varingyr Strike Gyrocopter Type: Fighter Hits: Maneuver: Very High Max Speed: Max Altitude: 7 Thrust: Weaponry: Weapon Mag Cannon Arc Front Firepower 3/2/0 2 5 1 Transport: Min Speed: 0 0 Damage 6+ Ammo 4 Special Additional Weapons A Strike Eagle may be armed with one of the following additional weapon loads: Weapon Load 1 Weapon Rockets Mag Cannon Weapon Load 2 Weapon Hearth Missile Mag Cannon Weapon Load 3 Weapon Bombs Mag Cannons Arc Front Front Firepower 6/4/2 3/2/0 Damage 3+ 6+ Ammo 2 4 Special Ground Ground Arc Front Front Firepower 2/2/2 3/2/0 Damage 3+ 6+ Ammo 2 4 Special Ground. Extra 5+ . the Varingyr Engineers are more than willing to adapt and modify STC templates to fit their needs. or to attack enemy command-and-control points. Unlike the Iron Eagle. It can also be seen supporting Varingyr air assaults by clearing away defending Anti-aircraft units. Extra 6+ Ground Arc Rear Front Firepower 4/0/0 3/2/0 Damage 2+ 6+ Ammo 1 4 Special Ground.
and also deep striking infantry into the rear of the enemy lines. Therefore. the Drop Eagle is relatively lightly armed. Drop Eagle – Varingyr Assault Gyrocopter Type: Fighter Hits: Maneuver: Very High Max Speed: Max Altitude: 7 Thrust: Weaponry: Weapon Mag Cannon Arc Front Firepower 3/2/0 2 5 1 Transport: Min Speed: 1 0 Damage 6+ Ammo 4 Special Additional Weapons A Drop Eagle may not be armed with any additional weaponry: . the Drop Eagle only has a crew of one. It is not uncommon to see them buzzing around Varingyr mining sites and between Strongholds. they are seen being supported by other Varingyr aircraft such as the Iron Eagle or Strike Eagle. In is not only a troop transport. and the pilot doubles as the weapons operator. Due to its role.Drop Eagle The Drop Eagle is another variant of the classic Iron Eagle design. This variant has stripped much of the internal weapon mounts and extended the hull for added carrying capacity. The Drop Eagle has been seen operating in support of larger Varingyr attacks. The Drop Eagle is probably the most common Varingyr aircraft in service. This allows it to transport a brotherhood of Clanguard or Hearthguard into the fray. it only carries the standard nose Mag-Cannon. and lacks the hard points for further armaments. Frequently. but doubles as a logistics craft and general transport workhorse. Unlike the Iron Eagle. moving mobile reserves.
As such. bringing its potent firepower down on enemy lines. etc. the Varingyr have used several ingenious engineering methods to reduce the likelihood of explosion such as compartmentalization. evacuation pumps. they have proven a valuable asset to the mercenary Brotherhoods across the galaxy. they are methodical. and other relatively static targets. In addition. laying waste to anything that lies in their path. Despite these engineering marvels. The Overlord acts as a tactical bomber. and dedicated. headquarters. To support this mission. However. and relentless. taciturn. . The Overlord is focused more on destroying ground targets and breaking static battle lines than attacking enemy aircraft. However. The Overlord airship epitomizes these Varingyr qualities. it is well protected from enemy interceptors with a formidable array of point defense weapons and stand-off capabilities. When roused to violence. the very nature of the combustible combination of gaseous materials that keep the Overlord afloat can cause issues. Overlord Airships have proven their worth on countless battlefields. it is often accompanied or protected by Iron Eagle attack craft. Unlike most aircraft. the Overlord is still more vulnerable than conventional aircraft to high powered weapons such as lascannons. They slowly cruise the battlefield. rather than straight ahead. They continue to serve the isolated Varingyr well. to keep enemy fighters at bay. In addition. ammo dumps. it can be equipped with a formidable array of ground attack weapons and barrage weapons. the bulk of the Overlord‟s firepower is housed in its broadsides. powerful.Overlord The Varingyr are not known for being deliberate. as they face the encroaching menaces of the larger galaxy. The Overlord is well armored in its own right.
Extra 6+ Special Rules: Zeppelin: Zeppelins do not gain or lose speed for going up and down in altitude.Overlord– Varingyr Airship Type: Bomber Maneuver: Low Max Altitude: 8 Weaponry: Weapon Mag Cannon Mag Cannon Fusion Lance Hits: Max Speed: Thrust: 5 3 1 Transport: Min Speed: 0 0 Arc Front Left/Right Left/Right Firepower 3/2/0 9/6/0 0/3/3 Damage 6+ 6+ 2+ Ammo 5 5 3 Special Extra 6+ Additional Weapons An Overlord may be armed with one of the following additional weapon loads: Weapon Load 1 Weapon Bombs Arc Rear Firepower 12/0/0 Damage 2+ Ammo 1 Special Ground. Extra 6+ Weapon Load 3 Weapon Mag Cannons Rockets Hearth Missile Arc Left/Right Front Front Firepower 3/2/0 6/4/2 2/2/2 Damage 6+ 5+ 3+ Ammo 5 4 4 Special Ground Ground. Extra 5+ Weapon Load 2 Weapon Mag Cannon Fusion Lances Arc Left/Right Left/Right Firepower 6/4/0 0/3/3 Damage 6+ 2+ Ammo 5 3 Special Ground Ground. Explosive: Any weapon that causes Extra Damage gains an additional +1 to the role to determine if Extra Damage was inflicted. .
Weapons Load 1 Weapon Arc Firepower Damage Ammo Bomb Bay Rear 12/0/0 2+ 1 * Note: If a Bomb Bay is taken. the Warlord can be vulnerable to small fighter swarms. the transport capacity is reduced to 0. the Warlord still has the same vulnerabilities of its smaller cousin. Barrage Cannon: Shots from a Barrage Cannon use the Bomb Creep special rules . This gargantuan war machine is a rare and terrifying sight. the Warlord protects itself with an array of point defense weapons Like the Overlord. 15 3 1 Damage d6 6+ 6+ 2+ Transport: Min Speed: 6 0 Warlord– Varingyr Super Heavy Airship Type: Super Heavy Hits: Maneuver: Low Max Speed: Max Altitude: 8 Thrust: Weaponry: Weapon Barrage Cannon Mag Cannon Mag Cannon Fusion Lance Arc Left/Right Front Left/Right Left/Right Firepower 15/8/2 4/3/0 12/9/0 0/4/4 Ammo 4 5 5 3 Special Ground Extra 6+ Additional Weapons A Warlord can be armed with the following additional weapon loads. its massive size. The Warlord is used as a line breaker and strategic bomber. or reduce a trench line to ruin. armor plating. In. These weapons can smash bunkers buried deep underground.Warlord Even larger and more imposing than the Overlord is the Varingyr Warlord. turn defensive walls to dust. The Warlord mounts a terrifying array of mighty weapons. Special Ground Extra 5+ Special Rules: Zeppelin: Zeppelins do not gain or lose speed for going up and down in altitude. addition. Only the wealthiest clients or patrons can contract out for such a massive killing machine and terror weapon. and point defense weapons make it a formidable foe. Warlord Airships have broken the back of countless enemies of the Varingyr. and to move it requires the super-heavy characteristics of the Warlord. Explosive: Any weapon that causes Extra Damage gains an additional +1 to the role to determine if Extra Damage was inflicted. However. The massive Barrage Cannon is the largest weapon in the Varingyr arsenal. It is a weapon that strikes terror in the Varingyr‟s foes. However.
bombardment. Therefore. It is most effective against strike aircraft coming in for an attack run. which then detonate and throw shrapnel over a wide spread of sky. However. and then applied different warheads to fit the needs of the Brotherhoods on the ground. or providing over watch on Varingyr mine heads. The Multi-Launcher works best against low flying aircraft. A Multi-launcher armed with Sky Burst shells has a unique combination of rapid firing capability and aerial blast radius to make it deadly to unwary or overconfident flyers. The secret to the Multi-launcher‟s versatility is its ability to fire a vast array of shell types. The Varingyr Engineers‟ Guild has created a general shell pattern. and targets that are closer to the gun. It is a multi-chambered artillery platform.Varingyr Ground Defense Weaponry: Weapons Arc Altitude Sky Burst All Around +6 Multi-launcher can fire multiple shells into the air in a cluster. it is no surprise to see them employed to defend ammo dumps. it is also used as an anti-aircraft weapon. The Multi-launcher is a ubiquitous weapon in Varingyr Brotherhoods. The Multi-Launcher. yet versatile design. These range from tactical artillery support. the MultiLauncher uses a round known as the Sky Burst. Firepower 3/2/1 Damage 3+ Ammo 6 Special . and the like. This provides maximum chance for intercepting the target with a solid wall of shrapnel. and the Varingyr use it in a wide variety of battlefield roles. In the Air defense role. The idea is to launch the shells in front of any oncoming aircraft. protecting Brotherhoods on the ground. but struggles against higher altitude bombers.Varingyr Multi-Launcher The Multi-launcher is a simple. antibattery fire.
Ork Air Waaagh! and Irongobz Boyz •Tau Intervention.Chaos Raiders and the Lost and the Damned . players representing these factions can choose from the appropriate list in the core rulebooks as well as the aircraft listed below. each aircraft or ground defense must be represented by an appropriate model or marker. a force representing the Sect of the Siblitariate can use the aircraft in the Squadron Lists here. These lists are designed to be additional forces for use in the Blood and Irongard campaign.Blood and Irongard Squadron Lists Picking Squadrons Players use the squadron lists found here to supplement the Squadron Lists found in the main Aeronautica Imperialis rulebooks or the Airspace Aircraft Compilation. Players should write their squadron choices down on a piece of paper prior to any game being played. For example. Adeptus Mechanicus. Finally.Eldar Skyhost and Dark Eldar Kabal •Irongobz Boyz. Space Marines. Sect of the Siblitariate •Shining Path. or any combination of the two. During the Blood and Irongard Campaign the factions were broken down as follows: As a result. Missions may restrict the number of points or types of aircraft used. In addition. be sure your opponent is aware of any rules that they may be unfamiliar with before the game begins. the Squadron List for the Imperial Navy in Aeronautica Imperialis core rules. Rogue Trader.Imperial Navy.Tau Air Cadre. Rogue Trader. Gue‟Vesa. •Sect of the Siblitariate. and Varingyr Brotherhood •The Quadrillion.
Imperial Navy .Rogue Trader .Units from the Airspace Aircraft Compilation Fighter: Dakkajet Blitza-Bomma +Additional Weapon Load Burna-Bomba +Additional Weapon Load Points: 14 14 +6 14 +6 80 +10 5 10 Chaos Raiders These craft can be used with the following list: .Eldar Sky Host .Adeptus Mechanicus .Planetary Defense Force .Lost and the Damned .Units from the Airspace Aircraft Compilation Fighter: Avenger Strike Fighter + Additional Weapon Load PDF Thunder Bomber: PDF Storm + Additional Weapon Load Super Heavy: Stratos Bomber +Additional Weapon Load Ground Defense: Eagle Strike AA Missile Launch Station Points: 12 +6 12 Space Marines on Irongard These craft can used with following lists .Space Marines .Chaos Raiders .Sect of the Siblitariate These craft can be used with the following lists: .Chaos Space Marines .Units from the Airspace Aircraft Compilation Fighter: Nightshade + Exarch Pilot Hemlock Wraithfighter Points: 30 +5 36 .Units from the Airspace Aircraft Compilation Fighter: Stormtalon Gunship + Additional Weapon Load Nephilim Jet Fighter Dark Talon Points: 12 +6 24 20 14 +5 Irongobz Boyz These craft can be used with the following lists: .Units from the Airspace Aircraft Compilation Fighter: Heldrake Points: 24 The Shining Path These craft can be used with the following list: .Ork Air Waaagh! .
Imperial Navy* .Chaos Space Marines .Lost and the Damned These craft can be used with the following list: .Tau Air Cadre .Units from the Airspace Aircraft Compilation Fighter: Destroyer Doom Wing Blight Drone Siren Bomber: Plague Carrier + Additional Weapon Load Fire Lord Points: 16 20 Vainrgyr Brotherhood These craft can be used with the following list: .Gue‟Vesa Squadron Fighter: Iron Eagle +Additional Weapon Load Strike Eagle +Additional Weapon Load Drop Eagle Points: 12 +4 12 +4 12 12 22 Bomber: Overlord +Additional Weapon Load Super Heavy: Warlord +Additional Weapon Load Ground Defense: Multi-Launcher 25 Tau Intervention Force These craft can be used with the following list: .Units from the Airspace Aircraft Compilation Fighter: Razor Shark Points: 18 20 +10 22 +5 26 60 +12 Ground Defense: Silver Tower 12 *=A Lost and the Damned force can not have more Imperial Navy craft than other Chaos aligned craft Bomber: Points: Tiger Shark (Weapon Variant) 32 Sun Shark 24 Ground Defense Lamprey AA Drone Missile 4 Launch Station 10 Interceptor Drone 6 .Chaos Raiders .Tau Air cadre .Lost and the Damned .
Background During the Tau Intervention on Irongard, they deployed a number of drone satellites in the planet‟s orbit. The Tau used these satellites to help them identify the strengths and deployments of their enemies on the ground. This intelligence would prove invaluable for determining the Tau and their allies‟ strategy for trying to reclaim the planet. Normally, such satellites can be destroyed by friendly space craft at will. However, after the final Imperial assault on the planet, no space craft were available to destroy these satellites. Therefore, it was up to the Imperial Navy forces on Irongard to blind these satellites on their own. By blinding the satellites, they could protect the secret locations of their bases in the Wasteland and eliminate the Tau‟s ability to detect aircraft traffic. Attackers 2 Lightnings + Extra Weapon Load- StarStrike 2 Thunderbolts Total: 80 pts Alternative Forces Both forces should be of relatively equal points. The Attacker must have an aircraft that can normally select bombs as a weapon load. This aircraft must purchase a Weapon Load of bombs, which is instead replaced by two Starstrike (or race specific version) missiles. This weapon is used to attack the satellite. Special Rules Measure in from the defenders board edge by 12 inches. From there mark out a 6 inch by 6 inch box extending towards the Attacker‟s short board edge. The Attackers must have an aircraft enter this area at its maximum altitude and fire their Starstrike missiles. A satellites has 1 damage. Starstrike Missile Firepower Damage -/-/2 3+ Defenders 2 Barracudas 1 Tiger Shark Ax-2-2 + 2 Remora Drones Total: 72 pts Starstike Missiles can only be used to attack satellites in low orbit, and not other aircraft. The Satellite always counts as being at one altitude higher than the attacking aircraft. Attackers begin on the opposite board edge of the box, at altitude 5 or lower and any speed. They can be up to 4 inches in. The Defenders can start at any speed or height on the alternate board edge up to 4 inches in. Victory Conditions This scenario does not use Victory Points. However, planes can disengage as normal and the usual 12 turn limit applies. If the satellite is destroyed, the attackers win. If the Satellite survives, then the defender wins.
Rules Space Only
Background As Chaos forces overran the Adeptus Mechanicus installation at the Red Robes Mine, Magos Vandros gave the order to evacuate the base. The Imperial defenders fled to pre-designated evacuation points in the wastelands that cover Irongard. However, the evacuation was contested by Chaos fighters and ground attack craft. Many Imperial transports were targeted on the ground as they loaded supplies and evacuees. Adeptus Mechanicus and Imperial Navy aircraft tried to defend the waiting tranport craft, buying them time to load more cargo before they could proceed with the evacuation. Attackers 6 Chaos Hell Blades 3 Hell Talon + Weapon Loads Defenders 2 Lightnings + Weapon Loads 2 Thunderbolts + Weapon Loads 3 Hydra Platforms 4 Arvus Lighters 2 Aquila Landers Total: 156 pts Total: 156 pts
Alternative Forces Both forces should be of roughly equal points. The Attacker must spend 25% of their points on ground attack craft. The Defender must have at least 6 Transport spaces available, and can spend up to 25% of their points on Ground Defenses
Special Rules The Defender‟s transport craft start landed on the ground within 6 inches of the center of the board. They are considered landed, and cannot attempt to take-off until a successful Reserves roll is made for each aircraft. The Defender‟s aircraft can deploy up to 4
inches in from a short board edge at any speed or altitude. Ground Defenses can be deployed anywhere on the board. The Attacker sets-up on the opposite board edge at any height or speed and up to 4 inches in. Victory Conditions The Attacker is trying to destroy the transports. Each point of transport capacity is worth +10 Victory Points. If the Transport is Destroyed the Attacker gains the bonus Victory Points. If the Transport survives or disengages successfully it is worth +10 Victory Points to the Defender
Ground Defenses can be placed anywhere on the defenders half of the board. Aircraft can be placed up to four inches in at any speed or altitude. All other results are a draw. In an orchestrated and complicated series of attacks. and will fire every other turn. They can be placed anywhere on the Defenders half of the board. and 6 inches from a long board edge. . and placed at any altitude and speed. the Ork forces were unable to penetrate the curtain wall that protected the Void Shield generators of the Hive. The Attacker must spend 50% of there points on Ground Attack aircraft or Bombers. at least 12 inches from a short edge. the Meks of the Ork forces constructed a set of Zoopa Kannonz deep in their own territory.Background During the Siege of the Red Robe Mines. Victory Conditions The Kannonz will begin to fire on turn 2. and the Attackers have lost. The Attackers are placed on the opposite short board edge from the Defender. In response to this set back. and took precautions. The Defenders are set up on the board edge closer to the short edge. Special Rules The Orks have built three Zoopa Kannonz. the mine would be in terrible peril. These Kannonz were well behind the Ork front lines. The Attacker can place his aircraft up to four inches in. Imperial Strategos realized that the only way to eliminate the Zoppa Kannonz would be by launching a daring air raid. the Ork warbosses were also aware that the Kannonz were vulnerable to air attack. If the Kannonz are all destroyed the Defenders win. but still capable of pounding the curtain wall into dust. If the Kannonz fire more than 12 shots. If the kannonz were not destroyed. and allowed an Imperial Navy tactical strike force to attack the Kannonz. Each Gun has 3 hits each. Attackers 4 Vultures +Weapon Loads 2 Lightning Strike +Weapon Loads 2 ThunderBolts Defenders 4 Fightas +Weapon Loads 2 Fighta Bommas +Weapon Loads 3 Flak Wagons 2 „Eavy Flak Kannon Total: 152 pts Total: 152 pts Destroy the Kannonz Alternative Forces Both forces should be of relatively equal points. the Imperial defenders were able to draw out and tie up the majority of the Ork flyboyz. The Defender can choose fighters and must spend at least 25% of their points on Ground Defenses. they have breached the curtain Wall. Of course.
160 pts 4 Marauder Bombers + Weapon Loads 2 Thunderbolts + Weapon Loads 2 Heavy Flak Cannons 6 Hydra Platforms 3 Sabre Platforms Total: 300 pts Alternative Forces The Attacker should be around 500 points. but split into 3 attack waves.Background After the retreat from the Red Robes Mine. set-up several ground targets. Wave 1 can only be fighters.112 pts 2 Lightnings +Weapon Loads Defenders 6 Hell Blades 2 Hell Talons Wave Attack 3 Thunderbolts + Weapon Loads Wave 2. Wave 2 must have at least 60% of its total points spent on Bombers. and spend over 50% on Ground Attack and 25% on Transport craft. the Imperial Navy on the planet decided to stage a Wave Attack to distract the Chaos forces around the Red Robe Mine and weaken the Chaos ground forces. The Chaos forces were not so easily overwhelmed. A wave attack is a very formalized and structured attack that has various waves that follow-on from the attack of the previous wave. To help cover the retreat of the Adeptus Mechanicus forces. such attacks overawe minor xenos. On half of the board. Wave 3 should be composed of the remaining points. and others weak willed beings with a show of force. Attackers Wave 1. 8 small buildings Wave 3 – 200 pts 4 Vultures + Weapon Loads 4 Valkyries 2 Lightning Strikes + Weapon loads 2 Thunderbolts +Weapon Loads Total: 472 pts . lesser rebellions. and be between 150 and 200 points. This should be a combination of buildings and targets including. at least 30% of which must be spent on Ground Defenses. The rest can be spent on Fighters or Bombers. The Defender can spend up to 300 points. and be between 100 and 150 pts. Typically. the Imperial forces were determined to thwart the efforts of the Chaos forces that were slowly overwhelming Irongard.
and 2 large buildings with 8 hits each.with 2 hits each.e. 4 medium buildings with 4 hits each. and can not be more than three inches from the next closest building. then they will disengage as normal. The Defenders will not disengage at 50%. The Attacker sets-up Wave 1 up to 4 inches in on the opposite short board edge. The Attackers will not disengage from losses. and the Defender aircraft can either be placed in Reserve OR along the defenders board edge up to 4 inches in. On the beginning of Turn 6. On the beginning of turn 3. Attackers or Defenders that come in from off board (i. The Defender then places their Ground Defenses anywhere on their half of the board. Wave 1 enters play. alternate Waves or Reserves) can enter play on their respective board edge at any speed or Altitude. and plays normally. The Attacker follows the following rules for the Wave attack. . Any aircraft. begin rolling reserves for Wave 3. then Wave 1 must attempt to disengage off any board edge. They start at Alt 1 and Min Speed to represent that they have just scrambled. unless the aircraft from Wave 3 are reduced below 50%. Defenders gain victory points as normal. The player with the most Victory Points wins the battle. Once the Wave 2 enters play. They can be at any speed or altitude. Defenders continue to play as normal. Once Wave 3 successfully enters play. then Wave 2 must attempt to disengage off the opposite board edge. Attackers gain additional victory points for destroying buildings and landing troops within 6 inches of undestroyed buildings. begin to make reserve rolls for Wave 2. Victory Conditions This scenario uses Victory Points to determine the winner. They can choose to disengage as normal. The buildings must be within 12 inches of a board edge.
or within 6 inches behind the wall. The Attacker must have at least 1 bomber. and the Attackers should have about 80% of the Defenders total. Ace Pilot 2 Fightas Fighta-Bomma +Weapon Load Total: 139 pts anywhere along the wall. The primary attack was going to be carried out be a Harbinger bomber. This mission does NOT use Victory Points. the Attackers win. the Bomber had to be supported by other chaos craft to support it. Defenders must spend at least 40% of their total points on Ground Defenses. Defenders 6 Flak Wagons 2 Eavy Flak Kannonz Wall Breaker Total: 142 pts Alternative Forces Defenders can choose up to 150 points. If the Wall is breached. the Orks on the ground were eager to try and bring down such a big target and an array of flak rose up to meet the oncoming Chaos forces. If the wall is not breached the Attackers lose. Victory Conditions The Attacker is trying to destroy the wall to create a breach for follow-on forces to exploit. Every six inch section of wall has 4 hits. The Defenders can set-up their Ground Defenses .Background During the siege of the Nameless Ruins. A bomb equipped Hell Talon also provided escort to try and suppress ground defenses during the raid. and runs from long edge to long edge. The Attacker sets-up on the opposite board edge at any height or speed and up to 4 inches in. Attackers Harbinger Heavy Bomber + Weapon Load 3 Chaos Hell Blades 1 Hell Talon + Weapon Loads Reserves: Fighta +Weapon Load. Boss Dakkadeff sent up flyboyz of his own to try and thwart the attack. and can not have ground defenses. Reserves enter play on the Defenders board edge at any altitude or speed. Lady Ja-Rell turned to air power to reduce the Ork wall the defenders were sheltering behind. In addition. Special Rules The Ork wall is set-up 10 inches in from the Defenders table edge. However. The Orks were not eager to let Lady Ja-Rell and her cultists smash their defenses.
Tactical strike forces of Imperial craft were deployed in the dark of night to remove the threat. The Defender must spend 50% of their points on Ground Defenses. Imperial strategists quickly realized the threat. Victory Conditions This is a Victory Point mission. This is a Night Fight. and altitude 1 or 2. and should form a rough circle. The buildings can not be more than 3 inches from the nearest building. 1 EagleStrike launch station (4 hits). It contains. They start at any speed. Attackers 2 Lightning Strikes +Weapon Loads 3 Vulture Gunships +Weapon Loads and IR Targeting 3 Valkyries +Jump Troops Defenders 3 Manticore Platforms 4 Sabre Spotlight Platforms 4 EagleStrike Heavy AA missiles + Launch Building Reserves: 5 Hell Blades Total: 154 pts The Attackers can choose a short table edge to attack from. The Defender may then set-up ground defenses anywhere within 6 inches of the installation‟s buildings. . Defenders reserves come in on the opposite board edge at any height and speed. 1 control building (4 hits).Background Once the Quadrillion forces became entrenched. Air Defense Suppression Total: 157 pts Alternative Forces The Attacker and the Defender should be roughly equal in points. an Augur Station (4hits). The Attacker must spend all of their points on Ground Attack capable craft. and barracks (2 hits). They knew an Imperial counter-attack would emerge. and began their attack runs. Special Rules The Defender sets up their Air Defense station in the center of the board. Victory Points can be scored by the attacker for destroying the Air Defense installation or landing troops within 6 inches of an undestroyed building. and prepared for it. They slipped in under the radar. and made plans to eliminate the Air Defense stations. they soon took over existing military facilities. The powerful Air Defenses around the Red Robes Mine were quickly brought back on line to protect the new Chaos occupants from Imperial bomber attack.
Pitched Battle Total: 162 pts Alternative Forces The Attacker and the Defender should be roughly equal in points. you only earn victory points by destroying enemy vehicles. 0-100 points = 10 Vehicles per side 101-200 points = 15 Vehicles per side 201-300 points = 20 Vehicles per side The Defender chooses a short table edge.Background The Ork attack on the Red Robes Mines was proceed by a series of running tank battles in the wastelands surrounding the mine. He can place one of his target vehicles anywhere on the board at least 18 inches from his edge. Lastly. the Attacker does the same. using the same rules as the defender. The Attacker then places a vehicle. but he cannot place his vehicle within 3 inches of an enemy. They can start at any speed or altitude. chaotic affairs with Ork and loyalist vehicles becoming intermingled in the dashing to-and-fro of battle. and keeping yours alive. and no closer than 6 inches from any other edge. Each player earns +5 Victory points for destroying an enemy vehicle. . However. Both sides can choose fighters. The Adeptus Mechnicus Skitarii called on the help of the Imperial Navy and the Aeronautica Imperialis to help fend off the tightening grip of the Ork forces. and +5 Victory Points for each of there vehicles still alive at the end of the game. Special Rules Each player gets a number of ground targets vehicles based on the points value of the game. . The Defender does the same on his table edges. Bombers. These battles were brutal. Continue alternating until all vehicles are placed. Once complete. Victory Conditions This is a Victory Point mission. the Defender places his Ground Defenses using the same rules for placing vehicles. Attackers 2 Ork Fightas +Weapon Load 3 Fighta-Bommas +Weapon Load 1 Blasta-Bommer + Weapon Loads 3 Flak Wagons Defenders 2 Thunderbolts +Weapon Loads 2 Vultures +Weapon Load 1 Marauder Destroyer +Weapon Load 3 Hydra Tanks Total: 150 pts The Attacker places his aircraft on his table edge within four inches from the edge. or Ground Defenses.
The are frequently the first to encounter new worlds. some armor. or Ork Equipment. new civilizations. and conquerors. and new booty. Rogue Traders are a force unto themselves. Most Rogue Traders will have a ship. pirates. or annex them into the Imperium. a typical Rogue Trader has a number of resources at his disposal. Tau. Some are powerful dynasties with long histories of service. • Rogue Trader forces may not have more Imperial Navy aircraft than they have PDF aircraft. convert them. with the most successful Traders having a small fleet of roving merchants and explorers. Others are a single ship passed down through the generations. In very rare instances. He can try to eliminate them. missionaries. it is not uncommon for them to support a fully functioning private army. • Rogue Trader‟s pilots have a Pilot Skill of 5+ • Rogue Traders choose aircraft from the Imperial Squadron List. merchants. He will surround himself with a gaggle of important advisors. This includes infantry. Due to the nature of a Rogue Trader‟s work. and even air assets. Aircraft provide a Rogue Trader a number of advantages. limited artillery. • Rogue Traders may make use of Imperial. . Their unique and fairly autonomous privileges are granted by Imperial order in the form of a hereditary Warrant or Charter of trade. shape and structure. The only common element is that they are primarily made up of mercenary bands bought and paid for out of the Rogue Traders own resources. trade with them. As such. led by Arch-militants. • Rogue Trader pilots gain Experience as normal. their personal armies vary in size . Likewise. not all of which are military in nature. Many will have their own personal armies. These documents provide the Rogue Trader broad latitude to explore the edges of Imperial space. Rogue Traders in Aeronautica Imperialis The mercenary forces of a Rogue Traders Militants use the following rules in games of Aeronautica Imperialis. It is at the Rogue Trader‟s discretion on how he and his minions interact with these new discoveries. they will even be granted authority over an entire world.Rogue Traders Rogue Traders are a breed apart in Imperial society. Rogue Traders come in varying degrees of success. They are a strange combination of explorers.
move cargo from one point to another. charms. but Valkyrie transports are also common. Beside the usually combat compliment. However. Typically. they are much more liberal with the Machine Spirits than Ad-Mech orthodoxy allows. Pilots like this are typically hired away from PDF outfits. the typical mercenary outfit keeps tight discipline when onboard ship and “on duty”. Therefore. it is not uncommon to see aircraft with unique heraldry. These are typically transport craft that the Rogue Trader uses to move merchandise. In addition. Many of them have disreputable pasts and skeletons best left in the closet. instead of corporal. once in the possession of a Rogue Trader. However. the bulk of the fleet is made up of Imperial PDF models. and transport his key advisors from place to place. that isn‟t the only source of a mercenary bands pilots. and pilot wash-outs from the PDF and Imperial Navy. leads to contract repercussions in his and his crew‟s paycheck. . and the aircraft at their disposal reflect this. or stolen to enhance the craft‟s performance. Rogue Traders are not focused purely on military matters. the pilots and air crews must be ready to perform a number of unconventional roles. Discipline is enforce through contract penalties. and the loss of his plane. Therefore. Despite the enforced discipline on ship. it is not beyond a typical air crew to install items scavenged. and other features that make them unique. hardened criminal scum at worst. A successful aircraft and pilot leads to a richer air crew. those who sign up for service in a Rogue Traders‟ mercenary bands do so voluntarily. However. bought. It is not unknown for Rogue Trader mercenaries to be equipped with equipment of xeno manufacture as well. The Arvus and Aquila Landers are popular options for such roles. such modifications are “officially” frowned upon. each pilot and air crew has a sense of personal ownership of their craft. In addition. aircraft can allow a Rogue trader to quickly and efficiently survey a planet‟s surface. a Rogue Trader‟s fleet also has a host of auxiliary craft. Rogue Trader Aircraft The majority of a Rogue Trader‟s planes are purchased through legitimate Imperial channels. Rogue Trader Pilots Pilots who sign on with a Rogue Trader are a mercenary lot. civilian pilots trying to cash a better paycheck. but they are typically economic in nature. They also recruit starryeyed farm boys looking for adventure. Some particularly wellconnected or wealthy Rogue traders may even acquire the occasional Imperial Navy fighter craft. Since combat is involved. and are frequently deserters at best. Each Pilot is responsible for his own aircraft.For example. Therefore. Squadron and Fleet markings are rare among a Rogue Trader‟s force. a Rogue Trader‟s men have a reputation for hard-partying when on shore leave.
and armaments. Tau Earth Caste technicians will modify existing imperial STC technology in a client planet‟s armory. Of course. the technologic benefits often manifest in trade goods. Unlike the Imperium of Man. Humans. These modifications will include upgraded Tau equipment and war gear to allow the new Gue‟Vesa allies to coordinate with their Tau partners. the Tau often provide their new allies with technology and advisors to help them learn the ways of the Greater Good. Kroot. On some of these worlds. • Gue‟Vesa may make use of Imperial or Tau Equipment. Nicassar. eager to gain an ally closer than distant Terra. they encountered many human worlds. the Humans have been eager to assist their “friends”. such an act will eventually brand them as traitors and heretics in the eyes of the Imperium of Man. Once you have entered the fold of the Tau. As the Tau expanded in the eastern Fringe. as long as they follow the teachings of the Ethereals. Vespid. Therefore. but the Tau‟s Gue‟la allies deny such claims. • Gue‟Vesa pilots have a Pilot Skill of 5+ • Gue‟Vesa choose aircraft from the Tau Air Cadre and Imperial Navy Lists • Gue‟Vesa forces may not have more Tau Air Caste aircraft than they have other aircraft. Eventually. such client states are inextricably linked with the Tau Empire. luxury items. Some claim that these advisors serve a darker purpose. The human world will be absorbed into the Sphere Expansion of the Tau. Air Caste pilots may also join the client planet‟s PDF to give them additional instruction and training in the Tau way of war. even going so far as to augment their military forces with those of the Tau Empires. Either way. These races include the Tau. the Tau Ethereals will install their own government. The following are the rules for their use in Aeronautica Imperialis. claiming they are spread by Imperial loyalists and dissidents. and others lesser races. . there is no going back. other races are welcomed into the Greater Good.Gue’Vesa Auxilliaries The Tau Empire is different from most of the galactic empires as it is a polyglot community of races. From there. Such acts are done under a treaty of friendship. Frequently. several Human worlds have entered the Tau sphere of influence. • Gue‟Vesa pilots gain Experience as normal. Gue’Vesa in Aeronautica Imperialis The Gue‟Vesa are human allies of the Tau that are willing to fight for the Greater Good. In exchange for their “friendship”. and will often willingly choose to serve the Greater Good. Slowly the Tau Water Caste Envoys will pull these client states closer and closer into the Tau‟s sphere of influence.
and have had loyalty to planet and home at their core. forehead scars. Tau Sept Tattoos. and other ornamentation are common. typically such pilots have served in the planet‟s military force before. and many pilots will bring their own personal “spin” to the meaning of the term. This can prove to be a liability during long campaigns. They often seek to emulate them or mirror some of their stylistic touches. They depend on Earth Caste technicians to maintain and repair the equipment. They are typically men and women who are focused on defending their planet. or STC designs with Tau upgrades. the Tau trainers emphasize short bursts of violence to achieve political objectives. The human client states depend on the Tau Air Caste to help train new pilots in its operation. . Frequently. However. However. and begrudgingly tolerated by Tau Air Caste trainers. In fact. It is also not uncommon for Gue‟Vesa pilots to paint their aircraft in ways which mimic their trainer Tau‟s Caste markings.Gue’Vesa Pilots Gue‟vesa pilots are very similar to the pilots you would find in the PDF. Therefore. Earth Caste technicians have become adept at modifying these craft for Gue‟Vesa use. many of them become envious of their Tau comrades. One of the main challenges of the Gue‟Vesa is operate such a wide variety of aircraft. However. It is shaped into a loyalty towards serving the Greater Good. a typical PDF force only has a handful of these craft available. the Greater Good is simply a nebulous concept to these pilots. However. This helps the Gue‟vesa build espirt de corps. The base models are typically procured for the usual channels. and providing the logistical support. the Gue‟Vesa aircraft are a political tool as much as a weapon of war. Such a style of war reduces the potential logistics risks. It is open for interpretation. and Valkyrie. this loyalty to their homes is often used and shaped by the Tau into a loyalty to more than just their home world. Therefore. Marauder. Such practices are subtly encouraged by the Tau Water Caste. The aircraft built on the planet may have their designs modified at the Manufactorum level. but the majority are added onto after production is complete. The added Tau technology serves to make the Gue‟Vesa partially dependent on the Tau going forward. Gue’Vesa Aircraft The majority of Gue‟Vesa aircraft are either stock PDF aircraft models. their understanding of the Greater Good often is reduced to simply serving and protecting their home planet. For example. The Tau have created a few standard package upgrades for common Imperial aircraft such as the Lightning. or built under contract on the planet. Gue‟Vesa pilots have overcome their natural abhorration of the Xeno.
their status as abhumans should be nullified and the Varingyr exterminated. They are an organization dedicated to ensuring technology is shared. and is an entity that includes all Strongholds. For the most part. The Brotherhood is the Varingyr military organization that all members of the Clan are part of. The clan is more than just a political body. and the Guild. Families are subordinate to the Clan. There is some debate about the nature of the Varingyr‟s abhuman status. The Clan. each world. and other disputes. • Varingyr pilots have a Pilot Skill of 5+ • Varingyr choose aircraft from the Varingyr Squadron List • Varingyr may make use of Imperial Equipment. the Homeworlds are a warren of caverns. Now. they have lived an isolated existence within the Core of the galaxy. and the Clan is ruled by the hereditary Thane of the stronghold. and what his ancestors have provided. However. Long ago they split with humanity over trade. • Varingyr pilots gain Experience as normal. Therefore. Instead. the Imperials will refer to the Varingyr by the derogatory term. In essence. but also dictates the structure of life. Three primary organizations dominate Varingyr life. the populations are relatively small and are affiliated with a single clan. is self-sustaining. The Guild is beholden to no single Stronghold. Abhumans are a genetically stable sub-species of humanity that has developed due to natural conditions on their home worlds. Squats. The Clan is essentially the hyper-extended family group that controls a single stronghold. These worlds were know as the “homeworlds”. each one depending on the others. judges Oaths upheld. Often times. the Varingyr live an isolated and clannish life. but beyond human. and apart from their mineral resources had little to recommend them. The Varingyr are not a “true” xeno race. The Varingyr see themselves as no longer human. mines. they claim that the Varingyr were an artificially develped “slave” race. and acts as the civil authority within a Stronghold. race wars. Varingyr in Aeronautica Imperialis The Varingyr Mercenaries use the following special rules in games of Aeronautica Imperialis. genetics are pure. it is an oath driven system that all Varingyr are a part of. Ogryns and Ratlings are the most notable examples. For the most part. the Brotherhood. . or Stronghold. and the members of each are bound by Oath and cultural bond. but are in fact abhumans. and hive domes. Inside these worlds. and act as a third party arbiter to Clan or Stronghold disputes. A Stronghold will have many different Brotherhoods. The ranks of the Guild are open to anyone who can pass the Guild‟s tests and gain a mentor. Some in the Adeptus Mechanicus claim that it is impossible for the Varingyr to have naturally developed from human colonists on their high-gravity mining worlds.Varingyr Brotherhoods Varingyr are a race whose origin lies in the history of humanity itself.
However. and marauders. and bloodlines. The terms may vary. the Varingyr people are now ready to emerge again from their mines and strongholds. membership in a Brotherhood is a hereditary honor. the Varingyr is allowed to return to his Stronghold and start a family. and use common parts wherever possible. These initial forays outside of the Core have provided the insular and isolated Varingyr important lessons on the ways of the wider galaxy. However. the Varingyr people have sent out Brotherhoods to act as mercenaries. This term of service is typically on a rotational basis. Varingyr who sign up for a Frjal Brotherhood have few Oaths to keep them linked to their Stronghold. led to the Varingyr retreating farther into the Core. After the blood letting of the Genestealer Purges. they seek to reforge ancient trading pacts. time. In addition. This is in addition to trading envoys and ambassadors. they have access to a wide array of STC templates. modified STC designs. However. After a century‟s long bitter civil war and purge. but he is then bound by the terms of that contract. Where the Imperium uses VTOL fixed wing aircraft. service in a Brotherhood comes with Oaths of service that bind the members of a Brotherhood together outside of military life. they are completely different aircraft than those used by the Imperium. The very ties that bound Varingyr together. This makes them ideal for operations far from home. Afterwards. A Varingyr pilot is simply fulfilling his obligation of service. A Frjal is a dedicated Brotherhood to act as mercenary companies. A member of such a group signs a contract for service. Combined with Varingyr air crews‟ natural technical abilities. passed from one generation of Varingyr to the next. were put to the test. and have been adapted by the Varingyr Guild over the centuries to fulfill the unique needs of their home worlds. a Brotherhood‟s aircraft can stay in operation long past the stress point of other craft. They are easy to maintain. develop new markets. racial tensions led to friction along the two empires borders. In addition.The Varingyr were once part of the larger Imperium. and settle old grievances. A series of border wars. Typically. all Varingyr are required to be part of a Brotherhood and perform military service. and is a set number of years. Varingyr Aircraft The Varingyr use ancient. the Varingyr aircraft have to be able to survive use far from their base of operations. and pirates. the Varingyr political system was put under enormous strain as a Genestealer infestation struck at the root of their culture. After completing his term of service. Varingyr Pilots At the forefront of re-emergence. called Frjal. As Varingyr were originally humans from the dark Age of Technology. By design. . clan. freebooters. As a result. They seek to reclaim Strongholds lost to infection. any member of a Brotherhood can be called back into service. the Varingyr also have Free Brotherhoods. Their aircraft are derived from these templates. in an emergency. Typically. ancestry. the Varingyr have adopted the use of Gyro-copters and anti-grav plates. It makes no distinction between males or females. Invariably they are of sturdy construction to survive the harsh environments of the Core.
What madness drove them to side with the ruinous powers may never be known. within the Eye of Terror. clerics. and psykers. they must be obliterated. cults often seek the darker mysteries of sorcery. Such unfortunates have always known the four Great Powers. and devastation. these cults represent a moral threat. . They are made up of a motley band of mutants. The existence of such cults speak of a world without the God-Emperor of Mankind.The Lost and the Damned Chaos Raiders are typically followers of the dark gods who have never known another life. They provided needed manpower. and evil intent. Occasionally. rogues. Soldiers. Such paths lead them to summon terrible creatures from the warp to do their evil bidding. In addition to their bodies. the Lost and the Damned are a wicked force bent on bringing down the Imperium of Man from within. or were seduced by the Dark Powers. Such is the corruption of Chaos. The Lost and the Damned are something different. Packs of Lost and the Damned marauders will willing join encroaching Raiders for glory. traitors. Secret cabals and cults spring up on hundreds of planets. factory workers. Such cults are an existential threat to the order of the Imperium. heretics. escape. There is no redemption for them. They were loyal followers of the Emperor who have lost their way. summoned monstrosities. Even in worlds where the Imperial Cult is rigidly adhered to. and aboard starships. and pack mentality. Even as the Inquisition ruthlessly purges these sects and hidden organizations. The Lost and the Damned also act as a vital element to Chaos raids and assaults. or other similar warp/real overlaps such as the Maelstrom. there are some who are lured by the power of chaos. in the barracks house. logistics. and a better world. more appear to take the place of those destroyed. They are lost souls . they are the Lost and the Damned. Such cults can not only rise up an cause disruption. but they are not without the possibility of redemption in the Emperor‟s eyes. Their souls are forever forfeit. Such ill founded sorcery only seals their damnation. for they have never known his grace. and the chance at a new life. They are traitors. bloodshed. Imperial citizens from every walk of life can become ensnared by the whispers of chaos. Therefore. With a combination of stolen wargear. for they willing turned their back on the light of the Emperor of Mankind and sided with the arch-enemy. and to live their miserable lives without recognizing them is anathema. they will twist and turn the very nature of reality to possess vehicles and aircraft with the twisting power of a bound daemon. they overthrow the rightful rule of the Imperium and replace it with something debased and wicked. The cult covertly spreads the doctrines of chaos. Even worse. Often. They may have been born outside of the Emperor‟s light. vengeance. even high ranking officials can be duped with the promises of power. Any semblance they once had to more civilized citizens has long ago devolved into baser instincts. and intelligence.
Lost and the Damned Pilots The pilots of the Lost and the Damned come from a variety of sources. The most common is renegade Imperial Navy personnel, who have abandoned the discipline of the Navy and their faith in the God-Emperor. These traitorous pilots have often become reckless and sloppy, the rigorous demands of the Imperial Navy long forgotten. However, pilots can also come from other sources such as former civilian pilots, hastily trained recruits, mutants eager to prove themselves and take revenge on their former masters, or any other source. Typically, such pilots have little to no combat training, and very little flight time. Very few survive long. However, those that do are hardened killers, eager to kill in the name of the dark Powers. Lost and the Damned Aircraft The aircraft of the Lost and the Damned are a motley collection of whatever they can scrape together. Often, traitor pilots will bring their own fighting machines. However, lack of spare parts and technical personnel leads them to degrade. Therefore, each aircraft is unique in its own strung together and ramshackle way.
In addition, it is not uncommon for Lost and the Damned aircraft to be imbued with sorcery or other dark pacts. This demon infused technology can function and operate beyond the limits the laws of nature allow. The Lost and the Damned in Aeronautica Imperialis Cult planes use the following rules in games of Aeronautica Imperialis. They assume you are using the Experience Rules in the Airspace Rules Compedium sourcebook: • Lost and the Damned pilots have a Pilot Skill of 5+ • Lost and the Damned choose aircraft from the Lost and the Damned Squadron List. • Lost and the Damned pilots may choose Marks of Chaos as normal • Lost and the Damned may make use of Chaos and Imperial Equipment. • Lost and the Damned aircraft are often poorly maintained. Therefore, they lose any Durable special rules they have.
A daemon engine is a blasphemous fusion of technology and the malefic. This mix of heretek and the daemonic are the playthings of the forces of Chaos. Daemon Engines can vary greatly in form and function, but they are unified by one factor - the physical shells of the vehicles contain bound Daemons which control their actions. Daemon Engines have an insatiable bloodlust and revel in violence and destruction. Often they will destroy anything that lies in their path, regardless of allegiance, and so must be chained up until they can be unleashed upon the enemy. Like all entities of the Warp, Daemon Engines exude an aura of death and hatred that can overwhelm a lesser man. Untainted humans near one of these beasts often fall to their knees in horror and the demons presence fills their minds. Creating a Daemon Engine requires that the entity be summoned by one who has knowledge of such things, such as a Chaos sorcerer or it can be gifted to successful champions. The Daemon is summoned into the hull of the machine so that the corruption spreads throughout it's circuits, gaining complete control of all functions. This process frequently warps and twists the appearance to one that the demon finds pleasing. Daemonic Engines Daemonic Engines use the following special rules in games of Aeronautica Imperialis:
Daemonic Aura: The Daemonic Engines are fused with the power of the warp, and the machine forms the basis of their link to reality. However, the link is still tenuous. The aircraft will benefit from a Daemonic Aura. This allows it to resist physical attacks on a d6 roll of 6+.
Possession: Daemonic engines do not have pilots. Instead, they are driven and controlled by the will of a possessing Daemon. Therefore the following rules apply: • The aircraft has a Pilot Rating of 4+ • The aircraft does not gain experience, and can not become an Ace. • The aircraft pilot cannot Eject. • The aircraft can start using all advanced rules such as: • Sustained Burst • Extreme Maneuvers • Yo-Yoing • Emergency Manuevers • Advanced Tailing
Gifts of Chaos
Mortals are drawn to the chaos powers by a lust for power. The gods of chaos offer a path to quick and easy power, but in exchange for damnation. For many, this is a price they are willing to pay. In exchange for their service, the followers of chaos are frequently blessed with the gifts of chaos. The Mark of Chaos is just one form of gift bestowed by the ruinous powers. Typically, this is reserved for those who have demonstrated their loyalty and skills over time. However, this is not the only gift that a chaos patron can bestow upon their followers. Such gifts take the form of exotic war gear, mutations, psychic powers, or other more insidious forms. They may twist the normal form of the recipient, blight their mind, or stain their souls. The gifts of chaos are at the whim of their patron power, and therefore the recipient has no control or power over the gifts they receive. Such are the whims of chaos, that not all gifts are even beneficial, but instead serve as a hindrance. The majority of the followers of chaos follow a broad and indistinct form. This is often referred to as Chaos Undivided. Those who follow this corrupting path have access to the normal special equipment for chaos found in the Tactica Aeronautica booklet. However, many followers are drawn to one of the specific gods of chaos. Such worshippers will dedicate themselves to their patron god, and receive special attention and gifts from them. These insane few tend to gather together in a purity of worship, and create their own warbands dedicated to the whims of their patron god. Once a pilot accepts the gifts from one chaos god, they can no longer accept the gifts of another. In addition, they will not willingly fly with pilots who have other gods as patrons. Therefore, a pilot who accepts gifts from Khorne, will not fly with pilots who have accepted gifts from Tzeentch, Slaanesh, or Nurgle. They will continue to fly with pilots of Chaos Undivided. Each god offers their own special and unique gifts to their patron pilots. It is possible for a pilot to receive more than one gift. A pilot does not need to have a Mark of Chaos from their patron in order to receive gifts. Gifts of Khorne
Khorne is the patron god of slaughter, bloodshed, and warfare. His rage can never be satiated. He directs his followers to gather skulls
as those who follow her crave sensation. The aircraft now has unlimited ammo on one weapon system of the pilots choice. in a rage. On a roll of a 1. The aircraft now fires bolts of pure warp enshrouded hatred and rage. and may be worse or better than the normal roll.for his throne. The weapon has been bound by a demonic entity of Khorne. when a more subtle or obvious maneuver would have been sufficient. This replaces the normal bomb creep of 3 inches. as the warp infested bombs spread the boiling blood across the battlefield. This blood is boiled by the Khornate influences infusing the craft. Destroyer The Destroyer is a bizarre warp infused tangle of blades. This allows the pilot to turn his very craft into a weapon. Their sole concern is to kill and slay in their god‟s name. They seek perfection in their flying. and the blood is housed inside the body of the craft. This god is frequently associated with the extremes of all types. and other close combat weapons that sprout from the edges of the Pilot‟s plane. She is the embodiment of excess. they often perform extreme maneuvers. and mastery over their aircraft. Demonic Weapon The pilot has been gifted with a demonic weapon for his aircraft. perfection. Firepower 1/0/0 Damage Ammo 4+ Unl Special Extra 6+ A d6. They are braggarts and show-offs. Cauldron of Blood The twisting power of chaos has mutated and warped the aircraft. and experience. intent on downing his prey in a spray of fire. The pilot can now sacrifice victims directly to his machine. roll Slaanesh is often referred to as the Prince of Pleasure. it can attack with the Destroyer. the demonic weapon inflicts one hit on the controlling aircraft. chains. They slam down on the firing pin on his aircraft with reckless abandon. She is a cruel mistress. The pilot of the aircraft can use Sustained Burst without a pilot check. If the aircraft comes in base-to-base with a target. their movements flowing and controlled. Their flying is often inelegant and brutal. The pilots of Slaanesh are frequently skilled and graceful. However. The pilot does not need to be an Ace to use the Sustained Burst rules. but slowly become immune to that which they seek. and is within one altitude. often straight to the point. as if it had been hit by the demonic weapon. whenever the weapon fails to cause damage. . Gifts of Slaanesh Rage The pilot is filled with a barely controllable killing rage. However. The pilots who fly for Khorne are filled with anger and hatred of their foe. Her form is strangely alluring and repulsive. Any bombs used by the aircraft now have a bomb creep of d6.
The pilots of Nurgle are jolly. As the pilot flies. The pilot is no long impacted by Night Fight rules. Sonic Weapon The followers of Slaanesh are drawn to cacophonic noise. roll a d6 for each point over the maximum. and pumps. Enhanced Senses To follow Slaanesh is to crave new experience and sensations. They are often mirthful with cynicism and fatalistic humor. and inflexibly approaching their goals. for they no longer adhere to the normal laws of nature. The control thrones are lined with a perversely beautiful array of needles.Combat Drugs Frequently. When an enemy aircraft tries to fire on this craft. but made them the living embodiment of disease and decay. she gifts her followers with the ability to experience more than any normal mortal. they are wracked by disease and illness. On a 1. These enhanced senses provide a near overwhelming access to the world around them. Gifts of Nurgle Nurgle is the patron god of the inevitability of decay. Their flying is stubborn. and relentless. However. it creates a dizzying display as it moves. the enemy pilot has been momentarily hypnotized by the craft. and no ammo is expended. when the craft is in motion. Visually. The aircraft naturally attracts the eye. . However. Slaaneshi pilots infuse their bodies with a cocktail of narcotics. On a roll of 1 on a d6. the pilot is temporarily overwhelmed and may not shoot that turn. stimulants. welcoming them as signs of Nurgle‟s favor. the pilot has overdosed on Combat Drugs. Sonic weapons do extra damage on a 6+. death. Combat Drugs allow the pilot to exceed their maximum speed of the aircraft without crashing. Often. To simply sit in the throne is to be embraced by their puncturing kiss. They are frequently flatulent. that viewers are drawn to look at. the pilot must first roll a d6. However. and disturbing music that only they can appreciate. these various combat drugs are automatically administered. every turn where the maximum speed is exceeded. and worse. but they now add the “Sonic” special abilities. The warp enhanced nature of these weapons allows them to function. A sonic weapon replaces the regular weapons on the aircraft. On a roll of 6+. plodding. In exchange. or improve a weapon‟s Extra damage ability by +1. syringes. depressants. Nurgle has eased their torment. bloated. even above the speed of sound. any turn where they bypass the normal night fight rules roll a d6. to a maximum of 2+. and can not pull the trigger. These blaring and discordant sounds are the basis of a number of Slaaneshi sonic weapons. and crashes as normal. and pestilence. His followers are frequently those who have faced death and disease and cried out for mercy. determined. fine silks. Hypnotic The pilot‟s aircraft is encrusted with jewels. No shot is made. and ill-looking. The weapon profiles stay the same. and a garish paint job.
This often takes the form of a bloated and unnatural look to the craft and pilot. He frequently intervenes with the skeins of fate in order to fulfil his own. Firepower Arc Damage Ammo Special 4/0/0 Rear 6+ Unl Extra 6+ Tough Nurgle has gifted the aircraft with durability and toughness beyond that normally associated with such craft. and are always on the look-out of an opportunity to exploit. On a roll of 1. A miasma of corruption and disease follow the craft in flight. Pilots of Tzeentch are a slippery lot. everchanging and complex plots. so any aircraft that gets behind a Nurgle Rot infested craft can be targeted in the shooting phase. The Blight Cannon has the following stats: Arc Firepower Damage Ammo Special Front 1/1/0 1d6-2 1 Demonic The Blight Cannon is a Demonic Weapon. In motion.Cloud of Flies The aircraft is constantly spewing forth a dark cloud of fat. They are often double dealing liars. bent on spreading contagion and despair. In battle. Blight Cannon The Blight Cannon is a demonic weapon. On a 6+ the wound is ignored. The aircraft is always targeted as if subject to the rules of Night Fight. Inside it is a bound daemon of Nurgle. but is closer to a Warp Rift. Cannon is an additional weapon that grows from the ship itself. The aircraft gains the Durable special rule. and less by the situation in the moment. Tzeentch delights in those who have grand plans especially those who wish to upset the status quo and the flow of history. If the final damage point is about to be removed from the aircraft. and blisters. sorcery. Nurgle‟s Rot The hull of the craft and the flesh of the pilot are covered in boils. roll a d6. At rest. black flies. they billow from the hull. Every point of damage the cannon inflicts roll a d6. The Blight Tzeentch is the patron god of change. A sickly sweet smell exudes from the unfortunate craft. welts. They pop and weep openly. the insects buzz and boil around the craft. and causes 1 point of damage. leaving dissipating streams in their wake. Their tactics are often dictated by a larger strategic aims. Their numbers are countless. A Tzeentch aligned warband is often riven by political intrigues and turmoil. The Gifts of Tzeentch The aircraft is constantly surrounded by the filthy creatures. Nurgle‟s Rot is counted as a weapon. Bolt of Change As the patron god of sorcery and magic. and counts as an extra weapon. However. Tzeentchian pilots often use elaborate feints and ruses to try and draw in their foes. the Blight has spread to the firing aircraft. it is not uncommon for the pilots of Tzeentch to harness . and scheming. it is a passive defense system.
the spell is failed. The shells of the aircraft are wreathed in blue-white flame. It can be used on any dice roll you like. Good fortune follows the pilot as they traverses the skeins of fate. This third eye allows the pilot to see along the skeins of fate. Only one weapon can use the Inferno Bolt for the duration of the game. The pilot of this aircraft gains one re-roll for the game. A pilot will not fly with pilots that have gifts or marks from another chaos god. If successful. The price listed is two numbers. The second result must be abided by. to a maximum of 2+. and the skeins of fate are tangled. If the test rolls a 1. and therefore granted the god‟s mercurial favor. Gifts of Chaos Any aircraft can be granted a Gift of Chaos as Special Equipment. The pilot can re-roll failed Ejection rolls. the second is for bombers. The vision is not clear. The results of the second roll must be abided by. A common spell granted to the loyal followers of Tzeentch is the Bolt of Change. Eye of Tzeentch The pilot has been gifted with a third eye located on their body or as part of the aircraft. The Inferno Bolt reduces the normal damage roll for the aircraft‟s weapons by one. A roll of 1 will always fail to wound. The first number is for fighters. the pilot must pass a pilot check. and the pilot crashes his plane as he is attacked by a peril of the warp. immediately after the dice is rolled. Inferno Bolts Inferno Bolts are a sorcerous ammunition. In order to use the Bolt of Change. and explode on contact with warp fueled power. however the skilled observer can gain a glimpse of the future. even if it is worse than the first roll. The pilot does NOT need the Mark of Chaos to be granted gifts. Khorne Destroyer Rage Daemonic Weapon Cauldron of Blood Slaanesh Combat Drugs Hypnotic Sonic Weapon Enhanced Senses Nurgle Swarm of Flies Nurgle‟s Rot Tough Blight Cannon Tzeentch Bolt of Change Boon of Tzeentch Inferno Bolts Eye of Tzeentch Pts +1/+2 +2/+4 +1/+2 +1/+4 +1/+3 +4/+5 +2/+3 +2/+2 +4/+5 +3/+5 +2/+4 +3/+5 +4/+5 +2/+1 +2/+4 +5/+5 . the pilot can use the following weapon: Arc Firepower Damage Ammo Special All 3/2/1 4+ Unl Extra 6+ Boon of Tzeentch The aircraft has been blessed by the sacred rune of Tzeentch.the power of the warp to their advantage in battle. Ground Defenses can not be given Gifts.
This special equipment can also be used with aircraft found in this campaign book and other Airspace rulesets. and provides some benefits to the aircraft. The rules found in that tome remain unchanged. However. Imperial Ejector Seat Flares/Chaff IR Targeting Distinctive Paint Scheme Armored Cockpit Chaos Demonic Possession Warp Rift Blight Bombs Tau Blacksun Filter Disruption Pod Decoy Launcher Escape Pod Target Lock Advanced Stabilization Eldar Star Engines Spirit Stones Webway Portal Orks Rokkit-Boosta Extra Armor Kustom Big Shootas Kustom Engine +2/+2/+2 +2/+2/+9 +3/+4/+5/+4/+3/+3/+3 +3/+6/+15 +5/+5/+5 +6/+6/+18 +3/+3/+15 +2/+2/+9 +2/+2/+9 +2/+2/+2 +2/+2/+9 -/+5/+26 +6/+8/+5/+6/+6/+6/- +4/+8/+16 +2/+4/+8 +5/+10/+30 +4/+8/+24 . This equipment is purchased for extra points. Ground Defenses can not be given Special Equipment. and the third is for Super Heavies. each race had their own list of unique equipment. Special Equipment Any aircraft can be provided with Special Equipment at the appropriate points cost is paid. It is important to note that you will need a copy of Tactica Aeronautica in order to make use of Special Equipment. the second is for bombers. The price listed is three numbers. this section will cover the points costs for any Airspace Compilation or campaign aircraft.Special Equipment In the Tactica Aeroanutica booklet. They can only be purchased during squadron selection. The first number is for fighters. Orbital Landers are treated as Bombers on this chart. This section will detail how to use the existing Special Equipment with these new additions. In addition. there is a list of race specific equipment that can be equipped on your aircraft.
Allies The Belt of Varin is a violent and dangerous place. This gives you an idea of what factions and Squadron Lists will ally with other Factions or Squadron Lists. even in the most common. so does the authority of the Imperium of Man. Survival in the Belt of Varin can spawn many strange alliances. The long. those who live at the Galactic Core must rely on their own might. there are some enemies that even imminent death can not unite. Nothing trumps old rivalries like the desire to survive and thrive. Below you will find an Allies chart. There is no quarter given or asked between such hated foes. only death. As the light of the Astronomicon weakens. they could find themselves fighting together. Those who were killing one another one day. Therefore. may suddenly find themselves lumped together to face a greater foe on another. There will be three types of allies: Yes= These groups can always come to some sort of understanding to cooperate. In the right situation. Sometimes= These groups are much more opportunistic when dealing with each other. However. Imperial Navy Imperial Navy Space Marines Ad-Mech Rogue Trader PDF Chaos Renegades Lost and the Damned Eldar Dark Eldar Orks Tau Gue'vesa Necron Varingyr Y Y Y Y N N S N N N N N S Space Marines Ad-Mech Y Y Y Y S S N N S N N S S N N S Y N N N N N N N S Y Rogue Traders Y Y Y PDF Y Y Y Y Chaos Lost and the Renegade Damned N N N N S N N N N S Y Y N S S N N S S N S S N N N S Eldar S S N Y S N N Dark Eldar N N N S S S S Y Orks N N N Y S S S N N Tau N S N S S N N S S S Gue‘ vesa Necron Varingyr N S N Y S N N S S S Y N N S S S S N N S N N S S Y S S N Y Y S S S S S N Y Y S Y N N Y S Y S Y S Y S S S S S S S S S Y N S S N S N S S S S S S N N Y N Y . myriad history of the Core attests to the strange bedfellows adversity can create. Their can be no compromise. The light of the Astronomicon is weak and navigation is difficult. No= These groups are bitter enemies and will never see eye-to-eye. and power to survive. cunning.
• If your race.Using Allies in Games Use the following rules to use Allies in your games of Aeronautica Imperialis. • Yes Allies can use up to 50% of their total points from an Allies‟ Squadron List • Sometimes Allies can use up to 25% of their total points from an Allies‟ Squadron List • No Allies cannot use aircraft from their Allies‟ Squadron List • The normal Scenario rules for the mix of aircraft types still applies. they may Ally. and your Ally race has a Y or S on the chart. • Allies can use aircraft from the Allies Squadron Lists when choosing aircraft. • You cannot use more than one Allied Faction in your Squadron List at a time .
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