Sunday, July 16, 2017

Plans for 'Post-Rift' Background for the Order of Our Crystal Lady

All of the history & background I have created so-far for the Order of Our Crystal Lady is not only set before the "current time" but was invented by me before the release of the 8th edition with its timeline and lore "advancement" (I haven't written down everything, but I do know what happens!) The question was asked in a Facebook group I am a member of ("what are you doing with your fluff post-rift?" was the way it was formulated) and so I gave some thought to it. Here is a vomiting of unformed thoughts into a blogpost in no particular order!

Firstly, some general thoughts about the setting of 40K. This Dakka-Dakka thread (spoilers!) not only does a good job of summarizing the changes and events in the new setting, but also identifies potential sources of conflict and presents some very well-thought-out theorizing of where things could go. While the changes are significant and open up some very interesting questions and storytelling opportunities, they don't fundamentally change the nature of the setting - the Imperium is still a benighted realm of ignorance and superstition, teetering on the brink of destruction, beset by foes both inside and out. There are new players - Guilliman and Cawl, in the main - but the old players are still there and playing much the same roles. The Emperor is still on the Golden Throne and Abaddon is still making war on the Imperium and the Dragon still slumbers on Mars. Even the new players' presence doesn't detract from that - yes, Guilliman is now effectively running the Imperium but it is a realm of a million worlds (even half-a-million on this side of the Rift) and he cannot possibly have a complete influence. What GW have done with this "advancement" is more expand the setting than actually change it, if that makes sense.

I think I can confidently say major changes - and I am thinking specifically of the death of the Emperor or the fall of Terra or the awakening of the Dragon of Mars (even just the revelation of specifically and explicitly what the Dragon of Mars is) - aren't going to happen in this edition or any edition. The "grimdark mystery" of 40K is something GW aren't going to want to mess with and "five minutes to midnight" is absolutely fundamental to the setting. Everything is going to carry on much as it did before, just with the addition of the new players.

Similarly, any advancement of my Order's background must avoid such dramatic changes (no resurrection of the Emperor!) and must also be able to work within future revelations (whatever they may be). I need to keep my Order's background both in the background and sufficiently vague.

So, bearing all that in mind, here are some things I have decided. Note that these bullet points contain both post-Rift background for my Order, but also notes about events I'd already decided on but not written / published;
  • I see no reason to change the background for the foundation of the Order at all; when the Silent King returns to the galaxy and awakens the Tomb Worlds to fight the Tyranids (c. 744.M41), Verity emerges from the Crystal Vault. She has spent the last 10,000 years sequentially freeing and defeating / absorbing "coils" of the Seraph's programming. There is much of the Necron construct left behind code-locks in the Vault, but Verity has absorbed enough of it that she not only possesses much of its power but is aware of the Silent King's call.
  • Speaking through visions, locutions and other supernatural phenomena, Verity gathers a small band of female followers from the inhabitants of the 'Dust Zone. The leaders of the Convents and other high-ranking prelates are distrustful of this new group - they claim to follow a saint whom the Ecclesiarchy's intelligentsia believe to be nothing more than a pious fiction, and are also a challenge to existing power structures. However, the Ecclesiarch is sympathetic (rumored to be because Verity visits him) and not only offers them political protection, but also grants them a charter as an Ecclesiarchal Prelature Militant (essentially a Sisters of Battle Minor Order answering directly to him) and gives them part of the Via Imperator for their cloister-fortress.
  • As detailed here, the Order of Our Crystal Lady takes as its charism the protection, education and care of the workers in the 'Dust Zone (what was the mountain region surrounding the Via Imperator, the Emperor's edict long-since ignored or forgotten, became). It participates in Crusades with the Convent Sanctorum and performs specific missions for the Ecclesiarch. It also pursues the inscrutable goals of Verity and works closely with the Inquisition, who find the unique (and inexplicable) ability of Daughters of Verity to neither lie nor be lied to useful.
  • Three of my major characters - Canoness Shania, Palatine Alicia and Inquisitor Danforth Laertes - were created by me many years ago (when the first iteration of the Thirteenth Black Crusade was being played out in 3rd edition, since retconned away). Then, my intention had been to have them at the peak of their power and influence during the Black Crusade. Alicia - a loyal follower of Laertes and his lover (yes . . .) - was going to be sacrificed by him in a (fruitless) attempt to kill Abaddon (a anvilicious "the Inquisition are heartlessly pragmatic" moment). That aspect of their relationship was (thankfully!) dropped for the new background, but others remained.
  • With the advancement of the timeline, I had decided to have the three of them be the leaders of the Order during the Indomitus Crusade, and place the beginnings of Laertes' and Alicia's (who are contemporaries) careers just before the Thirteenth Black Crusade in 999.M41.
  • Danforth is an orphan of the 'Dust Zone of Ophelia VII; his family is not known and (as is the policy) he is adopted into the ruling family and given the family name Laertes. He is taught in the Order's schools but manifests psychic powers when he hits puberty, and a literal witch hunt (with pitchforks and torches) chases him through the streets. He is saved from being burned alive by a Sister of the Order called Shania who (because she cannot be lied to) knows the accusations against him are lies; he is certainly psychic but not in league with dangerous powers. She hands him over to the Arbites who pass him to the Black Ships. En route to Terra, he is recruited by the Inquisition.
  • During her first action as a Novice, fighting alongside Blood Angels, all of Alicia's squad and the accompanying Marine squad are wiped out by artillery fire with the exception of her and a veteran sergeant. They fight through the enemy forces (in the original background, this was Slaaneshi Marines and corrupted Sisters - but such things are gratuitous and so that will be changed) but he is grievously wounded protecting her. Rather than allow his geneseed to be lost, he orders her to cut it out of him - but the organic tissue cannot survive outside of statis or a living body. She cuts her own flesh open and puts the progenoids inside her. They do not, of course, turn her into a Space Marine or anything ridiculous - these are progenoids, not implants cultured from them; they simply attach themselves to her bloodstream and draw nourishment from it, keeping themselves alive. But geneseed is more than merely biological - it has a psychic component, especially Blood Angels geneseed. Alicia is wracked by visions and temptations - Black Rage visions of fighting Horus and temptations from Ka'bandha to fall to Chaos in exchange for martial skill. She resists these, fights her way through the lines, and returns the progenoids to the Chapter. However, she remains "touched" by Sanguinius - a significant (perhaps the most significant) saint in the Imperial Cult - and so she quickly rises to a position of both military and spiritual leadership in the Order, becoming a very young member of the Palatine Council.
  • Laertes serves as an Interrogator for a number of years, rising to the rank of Inquisitor of the Ordo Hereticus around the same time Alicia is made a Palatine (to replace Shania who has been appointed Canoness). His first action is to return to Ophelia VII and all-but-confront Shania - he has uncovered evidence which suggests she is his mother.
  • Unable to lie and unwilling to be silent, she confirms this. She was raped when a Postulant by an Inquisitor making use of the Order's unique talents. When accused, he fervently denied it, casting Shania as a slut and whore, but the Order's inability to lie or be lied to means they know the truth. The Ecclesiarch - knowing what Daughters of Verity are capable of - sided with the Order and found it politically expedient to go against the Inquisition at that time. The Inquisitor (unable to be brought to trial by anyone other than a fellow Inquisitor) fled Ophelia. Rather than abort the baby, she brought him to term and handed him over to the orphanage.
  • (In terms of age, Shania was raped when she was a young Postulant - sixteen - and gave birth to Danforth when she was 17. Danforth and Alicia are around the same age; she was 18 when she fought alongside the Blood Angels and became a Palatine in her mid 20s which was when Danforth became an Inquisitor, making Shania in her early 40s. Such ages are quite young for 40K - although Eisenhorn is described as being in his 40s in Xenos, and he seems to have been an Inquisitor for a while - but this is justifiable if they are exceptional individuals in a small Order.)
  • Danforth leaves Ophelia on Inquisition business, taking Alicia and a detachment of Sisters with him. It is during this period that he encounters the Athanasians. (I will probably edit the background so that the suits of armor worn by the renegade Marines are the ancient suits of Custodian armor trapped inside the Crystal Vault, repaired and modified by Verity . . . who has taken a definite interest in Danforth as a son of the 'Dust Zone and one of her Daughters. It may also be good to set this event during the Third War for Armageddon - many Chapters are represented there.)
  • During the Thirteenth Black Crusade, Danforth, the Athansians and the Order are tasked by the Ecclesiarch with policing the 'Dust Zone in particular and the Ophelia system in general - with Chaos on the ascendant, cults and subversive organizations have appeared, and it is vital to the Convent Sanctorum's war effort that not only does materiel keep flowing to Sororitas forces on the front lines, but that sabotage and treachery do not occur. They are far away from the fall of Cadia, the Celestinian and Terran Crusades and the rise of the Primarch.
  • They are - along with all the forces of the Ophelia system - forced onto the defensive after the appearance of the Great Rift, defending against Chaos armies. An arm of the Indomitus Crusade comes to Ophelia, bringing relief forces and allowing the Sororitas to drive Chaos back.
  • The Indomitus Crusade is too large an undertaking to simply be a single force rampaging through the galaxy - it must be a series of smaller actions and armies, multiple campaigns being mounted, running their course and then new armies being raised (the Crusade is canonically stated to last for more than one hundred years - that is four generations of humans, and so there would be Guardsmen fighting in the Crusade whose grandfathers had not been born when it started!)
  • News of the Primarch's return comes to Danforth and the Order - both react positively to what he is doing; Danforth is heavily influenced by the outlook of the Order (a reverence for truth as well as compassion and fairness towards regular citizens) and so Guilliman's rejection of cruelty and bureaucracy resonates with them. They join the Crusade, but more focused on investigation of Chaos cults and so forth rather than pitched battles.
  • As the Crusade progresses, Verity is seen more and more often - she has now absorbed enough "coils" of the Seraph that she can now act as it acted during the War in Heaven; it is not just a single war machine, but rather a vast construct capable of producing entire armies of robotic warrior constructs, a lynchpin in the war plan of the one who created it. She adopts larger, more fearsome and more monstrous forms in combat, and creates ever-growing phalanxes of metallic soldiery to send against the enemies of Man.
  • The Mechanicus of Ophelia have always suspected this was the case, and have been studying Verity warily and from afar since her first appearance. Now, a faction within the Mechanicus (a faction perhaps connected with Cawl, perhaps the Cult of the Dragon, perhaps both) show a significant interest in her.
  • Tensions over Verity grow; she and her legions are clearly recognizable as at least related to Necrons, and it becomes increasingly difficult for the Ecclesiarch to defend the Order. Factions of the Inquisition see it as an opportunity to move against Danforth (who also has enemies within the Astartes because of his support for the Athanasians). Mechanicus factions also want to gain access to / possession of Verity (either to destroy, imprison or study and reverse engineer, depending on their philosophy).
  • The Metatrix and Seraphim make more and more cryptic pronouncements, and dire warnings are seen in the Emperor's tarot. "The Fingers of the Dragon's Hand reach out. Mag'ladroth is stirring - soon he will wake." Danforth leads his team to investigate and, after piecing together scraps of information, rumor and fragments of records in sealed Inquisition libraries, realizes the truth.
  • The Void Dragon of Mars, Mag'ladroth the C'tan, was imprisoned on Mars by the Emperor in eons past and has slumbered in the Noctis Labyrinth for millennia, its dreams influencing the Mechanicum and then Mechanicus of Mars. Legend tells that this star god's created warriors were nigh-invincible and that they could not be defeated, only driven back or imprisoned.
  • Mag'ladroth created the Seven Serpents - insanely sophisticated artificial constructs capable of reforming their software into legions of war machines - to serve as both his generals and armies. A Serpent could form itself into a legion of infantry, a battlefleet of void ships, or a single titanic war engine capable of laying waste to entire planets. A fully-functioning Serpent was more than a match for almost any army that could be brought against it, not only because of its power and strength, but also because its single animating intelligence - which grew and learned at a terrifying rate - could react and control its manifold elements in perfect harmony and without hesitation.
  • The Seraph of the Crystal Vault of Ophelia was, of course, one of the Serpents - imprisoned there by the Void Dragon's ancient foes. It had not been truly defeated; instead, its programming had been modified so its software was code-locked into the Vault itself. In her lonely battle against it, imbued with the Emperor's power, Verity had sequentially unlocked its coils, defeating each one and bringing its power under the control of her will and personality.
  • Another one of the Serpents had been Asirnoth, the great silver wyrm of Medusa. There, the Old Ones had fragmented the Serpent by editing its network protocols, breaking it into hundreds or thousands of smaller, weaker constructs. These were the relic machine-creatures the Primarch Ferrus Manus of the Iron Hands Legion defeated in the legendary mythohistories of the Medusan people and Iron Hands Astartes, culminating in his final battle with the central code-fragment of the Serpent, the wyrm Asirnoth, which he defeated by holding it a river of magma.
  • The location and status of the five remaining Serpents are unknown; but the cryptic pronouncements (there are five "fingers" on a hand) make it clear they are not destroyed. Likely, they are imprisoned or weakened as Asirnoth and the Seraph were. The risk (and goal of Mag'ladroth's followers) is clear - that the Serpents will be freed and brought together, and that Mag'ladroth will be woken from his prison on Mars.
  • And so begins the next phase of the Order's life - supported by Danforth and the Athansians, they (supported by the elements of the Ophelian armed forces - including elements of the Mechanius . . . who they might not entirely trust) set out on a crusade to find and destroy the five remaining Serpents of Mag'ladroth, the Fingers of the Dragon's Hand. Guilliman has announced his triumph at the conclusion of the Indomitus Crusade, but all is not well in the Imperium - Cawl's ambition is worrying, and his eagerness to embrace innovation causes great concern. It is possible he is influenced, or will be influenced, or is influencing, the Cult of the Dragon on Mars - and that they, consciously or not, are working to find and release the Serpents. Cawl or other hereteks like him would want to find the Serpents - to study them and learn their secrets. Perhaps some would be foolish enough to want to release Mag'ladroth, not understanding or caring about the dangers posed.
  • Further complicating matters is the arrival of a Primaris Council - a group of 18 Marines (drawn from each of the original Legions) - as tactical advisors to the Order and Danforth. These are a post-Indomitus development - perhaps coming directly from Cawl, but details are fragmentary. The idea is that these Marines will both provide tactical advice and learn from the rest of the Imperial war machine - many such Councils have been sent out. But the concern is that they may be spies for Cawl or Guilliman, and the presence of Traitor geneseed is a grave concern (rumors swirl that Guilliman forbade it, but also that Gulliman allowed it, and the plan of Marines from different geneseed working together to avoid rivalries is entirely in keeping with Gulliman's known-policy of the Unnumbered Sons . . .) The Marines of Primaris Council are beginning to show development of personalities reflecting their Primarchs and Legions . . . something which is really weird, because they weren't raised in that environment, and is it really possible that personality is genetic?
  • In addition to all this, of course, are tensions between the various factions who do not understand Verity or who are enemies of Danforth.
So those are ALL the notes to bring the background up to speed. As I said, lots of "spoilers" there - and perhaps some will be edited or changed. What I have tried to do is give a clear mission for the Order, a mission that can bring them into conflict or alliance with anyone or everyone ("there is only war!"), and which isn't likely to conflict with future canon. The various tensions and schisms between the different groups in the Imperium won't contradict any of this - the only thing that could do it is the waking of Mag'ladroth . . . which I don't think is going to happen.

And even if it does it doesn't invalidate the Order's mission of trying to find the Serpents - it just means another method was found to wake the Dragon. Even my seeming hard-and-fast declaration that Mag'ladroth = C'tan = Void Dragon = Dragon of Mars isn't insurmountable if contradicted; "Danforth was wrong".

(It wouldn't be the first time.)

Anyway - lots of notes. Let me know what you think!

=][= Danforth Laertes

Sunday, July 2, 2017

House Rules for Inquisitorial Warbands

In previous editions of 40K, there were rules for mixed units of Inquisitorial henchmen, designed to represent the ragtag band of heroes, anti-heroes, sidekicks and hangers-on that work with an Inquisitor (for example, Betancourt, Bequin and Amos et al working with Inquisitor Eisenhorn). Under the 8th edition rules, this is not possible - partially because of the new way characters (even previously "squad upgrade", non-independent characters) work in 40K (as individual units), but also because the rules just don't have that degree of granularity currently.

Hopefully, this will change with the Inquisition Codex release - but perhaps not, because 8th edition does seem to be simpler, quicker game and this kind of complexity does make the game more fiddly. These suggested house rules certainly do!

For that reason, these rules are (of course) only to be used in friendly games and with the permission of your opponent. They are intended to allow players to field a characterful and unique Inquisitorial warband, not to gain a massive gaming advantage or create a "death star" unit. Model selection should be made with a view to background and lore - ideally, each model in the warband should have a name and a (short) biography, a reason for why and how he serves the Inquisitor.

An "Inquisitorial Warband" is a new Detachment type, consisting of one compulsory HQ (which must have the INQUISITOR Keyword), one compulsory Elite (which must be a unit of Inquisitorial Acolytes), up to a single Dedicated Transport model with the IMPERIUM Faction Keyword, up to five models selected from Troops, and up to five models selected from Elites. Models selected from Troops and / or Elites must have the IMPERIUM Faction Keyword and the INFANTRY Keyword, and cannot have the FLY or JUMP PACK Keywords. Fulfilling the requirements for this Detachment grants zero Command Points.

The total number of models selected from Troops and / or Elites with the IMPERIUM Faction Keyword cannot exceed the number of models in the Inquisitorial Acolytes unit. The total number of models in the Detachment (including the Inquisitor, but excluding the dedicated transport) cannot exceed 11.

Models selected from Troops and / or Elites are selected as individual models, not as units. Ignore the usual unit composition rules and instead select (any) single model from the chosen unit. You may take any upgrades, weapon choices etc. allowed by the unit's datasheet. You may only choose a single model from any one datasheet. Pay the appropriate points cost as determined by the appendix for that Faction for each model. *

Each model so chosen functions as an individual unit. It retains all its existing rules, Abilities and Keywords, and gains the following Abilities;

Inquisitorial Henchman: All models from the same Detachment with this rule must remain within 2" of that Detachment's Acolyte unit. If the Acolyte unit is destroyed, all models with this Ability from the same Detachment must remain within 2" of another model from the same Detachment with this Ability. This restriction is removed when only a single model with this rule remains from the same Detachment.

"I'm With The Boss": When embarking or embarked on the same Transport as the model with the INQUISITOR Keyword from the same Detachment, the model gains the Ability Authority of the Inquisition.

"Sidekick, not Redshirt": If the model is within 2" of a model with the ACOLYTE Keyword from the same Detachment, it gains the effects of the CHARACTER Keyword in the shooting phase only (i.e. cannot be targeted in the shooting phase unless it is the closest model). It does not gain the CHARACTER Keyword (unless it already has it).

These additional Abilities are designed to both require and allow the models to remain with the Inquisitorial Acolytes unit, while giving them a degree of protection from shooting. Certain models will not be well-served by being included in an Inquisitorial Warband (assassins, for example) and others might not fit the lore very well (Space Marines in particular). The Warband rules are intended to allow the creation of a characterful selection of models, not an overly powerful unit; there are many ways these rules can be abused and players should be sensitive to this. An opponent can not only refuse to allow these rules to be used, but also refuse a particular expression of these rules. I created these rules as a bit of fun, and they should be used as such.

* Obviously, these rules do not work well when designing an army a Power Level. I suppose it would be possible to work out the PR for a single model, but that sort of granularity is better served by points. If you have to use these with Power Levels, it might work to figure the points and then divide them by 20 (which seems to be about the ratio) to get an idea of PR. But that certainly would be a fudge.

Let me know what you think!

=][= Danforth Laertes

"Magdalena" Apostle-Class Knight-Titan pt II: Rules

I'd decided to build a Knight-Titan for my Sisters of Battle army not only before 8th edition was released, but before it was announced. If I had given any thought to gaming with it, I would have fielded it as an allied Knight (as pretty much any Imperial army could do in 7th) using the old workhorse of "count as". Magdalena (a piece of background which I feel is relevant; no-one calls her "Maggie" twice within earshot of a member of the Order . . .) is armed with a power fist and melta weapon; there would be some similar configuration I could field.

In 8th edition, of course, the same could be done - the Knight Errant has a thermal cannon and can upgrade its reaper chainsword for a thunderstrike gauntlet. The Errant's heavy stubber would have to stand in for the anti-infantry torso guns and the heavy flamers on the back of the power fist would just have to be cosmetic and have no in-game effect.

But the unique army construction method of 8th edition gives a different option. The datasheets detail the weapons a model may be armed with and appendices give the costs for those weapons and the basic model in points. It is, theoretically, possible to arm any model in an army with any weapon available to that army (or even any weapon at all) by simply adding up the points.

Of course, some common sense has to be (or maybe should be) applied - vehicle-only weapons shouldn't go on infantry, for example, and the number of weapons should be reasonable. One should also only use weapons from a different Faction whose costs are comparable to those in your Faction (one element of the cost of a weapon is the BS or WS of the model using it). And, naturally, any unique entries so created can only be used in friendly games and with your opponent's permission.

But with all that, it was very easy to come up with the rules and points values for Magdalena. Each of the five Knight classes has an identical profile and special rules - the only difference is in the weapon loadout - and each model has the same points cost (320) in the appendix. A basic Knight "chassis", therefore, has no weapons, the Knight Abilities, and costs 320 points.

Magdalena's weapons loadout is obvious just by looking at her; she has a thunderstrike gauntlet, a thermal cannon, titanic feet, twin heavy flamers on the back of the fist, and torso-mounted anti-infantry guns (which look like overscaled hurricane bolters). The first three weapons are easy to select from the Questor Imperialis appendix - 35pts, 76pts and 0pts respectively. The other two are a little trickier, because they are not standard Knight weapons (and it isn't entirely clear what the torso guns actually are).

I could choose two heavy flamers from the Knight appendix at 17 points each. That would be perfectly WYSIWYG and from the same Faction. But Magdalena is a Sororitas Knight - the background is not that she is seconded or oathsworn to the Sisters, but that she is actually part of their armory. Two heavy flamers are also two separate weapons, capable of firing at two different units under 8th ed rules - that didn't seem entirely reasonable given the weapons' placement.

Instead, I chose to go with an immolation flamer (35pts) from the Sororitas appendix. This is a uniquely Sisters' weapon (not just a twin-linked heavy flamer) and so seemed in character. I reasoned it was fair to use the Sisters' appendix for the points values because Knights and Sisters have the same BS (3+) and so weapons are equally effective. It was also the case that the weapons which appeared in both appendices - heavy flamer and meltagun - were the same points values, suggesting parity.

For the torso guns, I considered using hurricane bolters - that is, after all, what their appearance is inspired by. But that would have meant drawing from a different Faction (Space Marines) and I didn't want to do that. I could have counted them as heavy stubbers but that didn't seem quite right (it is not one of the "holy trinity"). Instead, I reasoned they were basically multi-barreled heavy bolters synchronized to fire together - twin-linked heavy bolters at 17 points.

So, Magdalena points out as follows:

Basic Knight chassis: 320pts
Thunderstrike gauntlet: 35pts
Thermal cannon: 76pts
Titanic feet: 0pts
Immolation flamer: 35pts
Twin heavy bolter: 17pts
TOTAL: 483pts

To calculate Power Rating requires a bit more math, and a degree of fudging. Firstly, I calculated the points cost of each of the five classes of Knight in the Index (basic weapon loadout, no carapace weapon) and compared it to the Power Rating, getting a pts : PR ratio;

Errant: 430pts / 23PR = 18.7 ratio
Paladin: 458pts / 24PR = 19.08 ratio
Warden: 466pts / 25PR = 18.64 ratio
Gallant: 389pts / 21PR = 18.52 ratio
Crusader: 512pts / 27PR = 18.96 ratio
(all ratios rounded to two decimal places)

I then averaged the ratios (getting 18.78) and divided Magdalena's points value by that to get a Power Rating of 25.71. That rounds up to 26, of course, so her pts:PR ratio is 18.58. This gives her the second "worse" ratio (after the Gallant) but the actual variation is minor (a 26PR Knight at the "best" ratio would be 496pts, only 13 points more than she is).

In terms of Keywords, it would be an unfair advantage to change them - the Faction Keywords remain IMPERIUM, QUESTOR IMPERIALIS and <HOUSEHOLD>. The chosen household is, of course, CRYSTAL LADY but there is no synergy between my Sisters' <ORDER> Faction Keyword. My army will be unified by the IMPERIUM Faction Keyword. The non-Faction Keywords of TITANIC and VEHICLE remain, with the individual class of Knight being replaced with KNIGHT APOSTLE.

So that was how I went about using the material in the Indices to create a unique entry for my army. Again, such things are only intended for fun games and with your opponent's permission. But I hope this exercise has not only shown you how I did it, but also encouraged you to consider doing similar things. In 8th edition, we might be seeing a return to the glory days of vehicle design rules and other imaginative, freeform unit creation and army selection!

Let me know what you think!

=][= Danforth Laertes