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Flagship: Ark Mechanicus Omnissaiah's Will
Archmagos Dominus Inveniet Fulcrum found the Ark Mechanicum that would become the Omnissiah's Will in 333 M40 in a debris field orbiting dangerously close to a highly unstable and active red dwarf star. The ship was the only thing he could salvage as the rest of the material was either completely destroyed by the ancient battle or rendered unusable by the nearby star. It took over a hundred years of careful work, but the ship was eventually de-radiated and restored to full working order.
The Omnissiah's will is a unique ship in many ways. It is built for self sufficiency and autonomy in operations. It has slightly reduced manufacturing and scientific capabilities compared to its kin in exchange for the capacity to not only repair and rearm ships up to a light cruiser, but also manufacture just about anything up to and including void fighters and bombers. Subject to GM approval Where it does not differ from it's brethren, however, is in the sheer world-ending firepower it can bring to bear and the near impenetrable bulwark that is its void shields.
The crew of the Omnissaiah's Will, comprises a regiment of Techsorcists, Tech priests who specialize in chaos-exposed tech and chaos-brand tech heresy. It also contains a regiment of Classiarii, a brand of Skitarii who specialize is shipboard and void operations, and two regiments of standard Skitarii.
Battle Line:
--- Ark Escort: two Mechanicus pattern cruisers
--- Forward Battle Line: one Lunar Class cruiser, one Dictator Class cruiser, one Defiant Light Cruiser, and one Endurance Light Cruiser
--- Escorts (5 per cruiser and one group for the {I}OW[/I]): two Falchion and thee Sword class escort destroyers
Total Combat Stength: 1 super-capital, 4 cruisers, 2 light cruisers, 25 destroyers
Support Fleet: Because of it's tremendous production capabilities, the Omnissaiah's WillIs almost always accompanied by four Heavy Transports, three for raw materials and storage and one reserved for its Collegio Titanica forces, and one Goliath Forge Tender for fleet maintenance and repairs.
Ground Forces
1 Warlord class Titan Heretic's Sorrow with attached Skitarii regiment
2 Reaver class Titans Calligo Belli and Purity of Flame with one attached Skitarii regiment each.
2 pairs of Warhound scout titans
-- One pair typically armed in the Mastiff variant for hit and run tactics on the flanks and the other pair in the more heavily armored Mastiff patterns to act as rearguard, supply security, and maneuver covering roles.
4 Knight detachments of 4 knights each of the following types
- 1 Knight Porphyrion detachment
- 1 Knight (armiger class) Warglaive detachment
- 1 Knight Castellan detachment
- 1 Knight Preceptor detachment
8 Skitarii Regiments including: Ballistarii Ironstriders, Sydonian Dragoons, Skitarii Vanguard (rad-troopers), Battle Servitors and 3 standard skitarii regiments.
I'll wait until you specify if I need to choose a certain set of loadouts for the titans / ships or not before I go any further. I did not give the light cruisers a destroyer escort to keep the number of destroyers down, but if they warrant an escort too it would bring my cruisers to 35. I can also flesh out the knightly houses if you wish.

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Yaaa. Switch Preceptors for Knight Valiants for close range fire support and switch the Warclaives with Knight Crusaders for their longer range and anti-air.

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As for you, Lord General, I propose you get a feel for which style of combat you want to engage in, maybe? Do you, as a commander, prefer sieges, quick assaults, attrition? That might help you narrow down the forces you want.
I, for example, imagine needing a range of heavy firepower to either lock down a site for the extraction of some tech, or assault a strongpoint to recover said tech from hordes of screaming, insane chaos madmen/orks/tyranids/whatever. Any way you slice it I'm going to need to kill lots of units and fast. I'm still thinking about my Skitarii layout in respect to that, but you'll notice that my mechanized units are on the heavy side so that I can lay down as much hurt as possible on as many different targets as possible while still getting things done.
Secondary to that is putting as much hurt on chaos as possible because they had the balls to cut the galaxy in half and lost a precious Blackstone Fortress and destroyed Necron pylons in the process. That really, literally, grinds my gears and I plan to remove aforementioned balls in retribution!

The Ghost of War |

Good news, it is not Lord General (commanding several battlegroups on one front) it is rather Lord General Militant as you rule over several battlegroups in different fronts. Yay for ranks :-)
For setup, have a look at 'Units and Armies' -> [IG] Composition.
I threw something together for you there.
You still are probably the player with the most freedom about troop composition.
Instead of several infantry regiments of the same type, you can also opt to go with a super sized regiment of that type having more men than even two regiments normally have - of course this will cost you some flexibility and an oversized regiment will take longer to deploy than a two single ones.
@All: I love the enthusiasm!
I have to reign in myself a bit though, as there are other games as well and birthday season is coming.
I don't expect to get this 'really' started within the next two weeks or maybe even this month. There is just sooo much we have to discuss and I have to set-up.
This should give everyone enough time to mill over their forces and come up with more fluff.
Given the very open area we play in, I issue an open call for systems&contained planets, holding a total of five major establishments per faction.
So:
- recruitment worlds of IG / Marines
- orbital docks and shipyards
- industrial centres (may be a forge world or simply a planet with much industry)
- Knight worlds
- strongholds (ground or orbital)
...
Cooperation between players to create up to three major Imperial systems with more than one important hold is very welcome.
Those will by no means be all there is but I love the idea of
A) have you come up with systems and fluff for your side yourself
B) offload some more work ;-)
@Choon, weapon load-out:
You may select one major weapon per Warlord/Reaver that you have an alternative around.
Switching it will take a time equal to a deployment, which is at least one full round for them and requires them to be aboard the Ark rather than their deployment vessel.
Knights and Warhounds can be deployed faster.

cmd-keen |

No subway for me the last 2 days(which is the free time I have for pbp) so I'm lacking behind a bit with the chapter write up. Still working on it thought and.
Current iteration of the chapter name: Lightning Claws. I always loved the weapon and it sounds chaptery AND martial. At least in my head.
Being fleet based I won't create systems the chapter "owns" but I think Planets(and thus rough outlines of their systems) on which the chapter has holdings and probably even more importantly planets the chapter has won glories on in the past.
The chapter would probably expect them to be willing allies, but how much of that past thankfulness remains would probably vary. Some would carry legends of the shadow warriors from the sky for millenia, some would forget in a few decades.
Of course if anyone takes a liking to those systems and/or planets and wants to "own" them feel free. Having fought together or clashed interests in the past would define our standings towards eachother at the beginning of the game better.

The Ghost of War |

That is exactly the idea.
You don't own the place but you likely have a small hold offering participation in ritual-of-ascendance like tasks for new recruits or something else to filtrate the locals for possible candidates.
@Chapter name: Sounds fitting, although 'Lightning' is not exactly what I'd associate with stealth but more with a drop-assault specialized chapter. Only my association of course.
But how about Shadow Claws? Or: Night Claws?
To emphasize the stealth aspect of your ravens?

cmd-keen |

I thought that would be a little too cheesy. Like that 12 year old kid in an fps
called murder death terminator or that wow rogue called "Sh4dow Ass4ssin".
Because the proper spellings were taken of course.
The thing is lightning claws are a kind of signature weapon of the raven guard
anyway, even going so far that the "Ravon's Talon" pattern of lighning claw is a
jelously guarded secret of the chapter(and its successors I'd assume)
And while the chapter prefers to be stealthy that is not always possible.
From my writeup so far:
## Combat Doctrine
The unexpected blow wins.
The unexpected blow can be delived by stealth, by speed or by subterfuge
Explanation(not yet in the writeup):
So the enemy not even knowing they are there is their prefered modus operandi.
But if that is not possible being seen fighting some minor incursion at the
back end of nowhere - then appearing 2 hours later at the major battle field
many kilometers away tearing up that flank that was left wide open because the
imperial commander just "happened to not have troops that could contest on that
side of the battle field".
Still assembling your tanks, suddenly: space marines. Also a good way to handle
things.
Sooo I think lightning claws are pretty apropriate. They can be used to murder
from stealth but they can also slice you up good and proper in a more
conventional "open" combat.