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Colonel Myrymma
23-01-2008, 04:03
Well after re-reading a white dwarf article about fighting on a daemon world I was inspired to go one step more. I kinda want to create a usable rules set that two people more concerned about fun and fluff rather then winning would enjoy. Something that would add to the game, be it chaos VS. chaos, chaos VS. Imperium or Chaos VS. anyone!
I'll be adding more rules as I go as this is still in progress, In the end I hope to have stuff for chaos as well as whoever is invading the daemon world. Thoughts and comments are very welcome, just no death threats please:p

(Undivided terrain can be used by all four chaos factions)
(Use in place/as well as other terrain)
Charnel pits(nurgle)-Huge piles of rotting corpses litter the landscape, the flesh jelly and the bones brittle with rot. To stray anywhere near the cadavers invites at the very least a painful plague or contagion of some sort.
Any models that moves within 6" suffers a wound on a 5+, armor saves are usable. The owner of the models affected can chose which models he/she removes.(note that this will affect any chaos model as well, excepts daemons)

Mountains of skulls(Khorne)-The skulls of many an innocent litter the galaxy twice over. On a daemon world it is even more so! Whole worlds have had their population sacrificed to the dark gods, and some times an unearthly malice comes to reside in the remains of the killed. Do to the collective need for vengance or a beast from the warp, no one can tell. What they do know is that the need to kill over rides all normal thoughts around such monuments.
At the start of each player's turn every unit within 6" needs to pass a leadership test at -1. If the test is failed then the unit must make it's move(along with fleet of foot and assault) towards the nearest unit in line of sight(friend or foe) and if possible get into assault. Units that are locked into assualt with an enemy are not effected and any friendly unit locked into assualt with another friendly unit do to the failed leadership continues to fight untill it passes a leadership test. (Note even fearless models and daemons are affected)

Changing pits(tzeentch)-On some daemon worlds, the fabric of real space was begun to fray and dissolve. Deep holes and chasms form, all leading to the warp. Surrounding such anomalies is a current of madness and change. Creatures that venture near such places begin to warp and show stigma.
Any model or unit that comes within 6" of the pit/chasm suffers a str D6 ap-D6 hit. If the model's last wound is removed then replace it with a minor spawn(coming later). (Daemons are not affected)

Orgy piles(slaanesh)-Some of the followers of the prince of lies are so desperate for sensation that even during battle they pile onto each other, ignoring everything but their need. It is said that the dark prince watches over such events, granting such favored beings with his protection.
Any unit with a model within 6" of the orgy pile is granted the feel no pain rule. If the unit that is granted the protection is Imperial, then the Inquisition will have strong words with it after the game. (Daemons not affected)

(continued alternate terrain ideas/pieces)
Desacrated temple(undivided)-What would be a great irony? Convert a place of great spiritual faith of your enemies and turn it to your gods. On many worlds the forces of chaos have taken over, temple after temple have either been destroyed or defiled.
All friendly units within 6" may regroup automatically even if below 50% as the sight of something pure defiled so brings new resolve into their hearts. However all enemy models gain counter attack and stubborn universal rule as they fight to reclaim their sacred site.

Daemon wire(undivided)-Sometimes insanity is the great inventor. Arch heretic Magdralis of Indifor was the first chaos lord to have the insane idea of binding lesser spawn daemons into razor wire. An action not always benificial to the defender...
Any unit that moves through a patch of daemon wire suffers from both dangerous and difficult terrain. In addition, if the unit suffers any causalties then it has to test for pinning. Fearless models are not affected by the pinning.

Cauldrons of hate(Khorne)-Before the battle, the bloodthirsty warriors of the slaughter god strew the field with clusters of brass pots filled with boiling blood. Such idols invoke madness and hate in all who are near.
Every unit (friend or foe) with a model within 6" of the cauldrons and that are locked in combat gain +1 attack per model. However during the assault phase, both players have to yell "blood for the blood god! Skulls for the skull throne!" and other Khorne warcries.

Pus geysers(nurgle)-The power of the great poisoner has seized the planet with it's full grip. Randomly great gouts of rotten meat and boiling hot pus erupts from the bowels of the planet spraying the surrounding areas with sickness.
Every turn roll a D6, on a 4+ the geyser erupts in a spectactular explosion of filth. Center the ordanence template on the geyser. Then roll to scatter 2D6 to represent the gross stuff drifting around. Any model underneath the template(partials hit on 4+) suffer a str6 ap5 hit. This even affects those devouted to nurgle as in concept it's like a bath or shower(which plague marines hate).

Lashes of ectasy(slaanesh)-The followers of slaanesh strew the battlefield with insanely colored lashes and whips. Viewing such decorations gives the viewer the feeling of looking at a demented party. To pass through such places begs for madness.
Any unit with a model that passes through the lashes must take a pinning test at -1.

Summoning rift(undivided)-On chaos controlled planets, reality is weak. There are many acounts(suppressed by the Inquisition) of daemons appearing out of nowhere to carry the day for the chaos forces.
The summoning rift counts as an icon of "chaos glory(also known as undivided)" in terms of daemon summoning. However such is the whim of the fickle chaos gods/greater daemon lords/Bert/gerbils that such summoning is never 100% sure. Thus when rolling to summon daemons you may choose to summon the daemon squads within 6" of the rifts. However for evey daemon squad that enters play this way, roll a D6, on a 3+ the squad is fine. On a 1 or a 2 the squad is killed and the opposing player gains the victory points for them.(The daemons fail to appear or if they do they're just minor gristle daemons of no real importance)

Corrupted munitions factory(undivided)-Many worlds produce bombs and guns for the armies of He on earth. Often times when the world falls, such factories are then turned towards working for the other side. Such was the fate of Armis prime, a forge world captured and recaptured twenty six times by the Imperium and blood pact.
Any friendly unit within 6" of the arms factory may choose to re-roll failed to hit rolls with ranged weapons. However if a model misses again using the re-roll then it suffers an automatic wound, armor saves allowed. (Faulty bolt shells, crudy power packs, etc)

Planetary defence battery(undivided)-These massive guns protect the planet from attacks made by enemies in orbit. The smaller batteries are used to discourage airborne attackers from landing or attacking nearby.
The defence battery may attempt to discourage on unit from deepstriking. Once per turn the chaos player may target one enemy unit entering play from deepstriking on a 2+ the unit is forced to take evasive actions and may not enter this turn(roll again next turn). However on a roll of a 1, something goes horribly wrong!!!(Enemy actions or innept gunners). The opposing player chooses 1 unit on the board to take D6 str-8 ap-3 hits (cover saves usable)

Daemon mines(undivided)-Chaos has ruled certain worlds for ages, long enough for even mundane things like razor wire to be affected by the taint. Daemon mines are roughly a foot round sphere, most of them studded with hooks and flesh tearers. They go off in proximity with a living creature, though it matters not if the creature is aligned with the gods or not. When activated, the mines released the insane daemon contained inside of it in a flurry of screaming and pain.
Daemon mines count as diffiicult terrain. In addition any model that moves through the mine field suffers a wound on a 4+, armor saves usable. Vehicles suffer a glancing hit on a 6+ and may clear the minefield with the mine sweeper upgrade.

more to come...

Colonel Myrymma
24-01-2008, 04:43
Corrupted medicae(nurgle)-In times of war, there is often not much time for anything but to take care of the wounded. In more desperate cases, when the dead and dying pile up to fast for the meniels to take care of them, they are often stacked in a spare room. Such measures leads to disease spreading along with rats and other pests.
Any unit within 6" of the medicae gains +1 toughness against all attacks. However each model, at the start of the player's turn, with such improved toughness must take an armor save(no feel no pain or invulnable) or suffer a wound.

Cages of hellfyre(Khorne)-some of Khorne's more favored servants have spent decades fighting each other in the eye of Terror. Their combined blood lust and rage some times forms crystals on some of the more bizzare worlds. When carried onto the battlefield the crystals appear in the form of crystaline cages in which roiling fire burns in it's interior.
Any unit with the mark of Khorne and starts within 6" gains 2d6 extra movement in the movement phase. However, the unit also counts as moving through dangerous terrain.

cask of the damned(slaanesh)-appearing as a large urn or some other container, with expensive gold and jewels gilded on it's exterior. In each such cask, the souls of one world that have sold themselves to the Darkling of Lust are contained. Their screams and cries of agonizing ecstacy serve to make sonic weaponry stronger, albiet more prone to accidents.
All models with a sonic blaster, blastmaster or doom siren add +1 to the str of the weapon. However all misses count as "get hot" results.

Mutated stone eye(tzeentch)-one of the more bizzare pieces of landscaping out in the galaxy is a mutated eye of tzeentch. It appears as a massive eye carved from the purest of marble, about the height of a leman russ battle tank. It serves to ward away the more hungry of the warp spirits away from those who use the warp's power.
Any psyker who suffers a "perils of the warp" roll may attempt to negate it on the roll of a 4+. However if the psyker fails to ward off the perils of the warp, he suffers two perils hits instead of one.

Drogmir
24-01-2008, 04:56
Well after re-reading a white dwarf article about fighting on a daemon world I was inspired to go one step more. I kinda want to create a usable rules set that two people more concerned about fun and fluff rather then winning would enjoy. Something that would add to the game, be it chaos VS. chaos, chaos VS. Imperium or Chaos VS. anyone!
I'll be adding more rules as I go as this is still in progress, In the end I hope to have stuff for chaos as well as whoever is invading the daemon world. Thoughts and comments are very welcome, just no death threats please:p



1Mountains of skulls(Khorne)-The skulls of many an innocent litter the galaxy twice over. On a daemon world it is even more so! Whole worlds have had their population sacrificed to the dark gods, and some times an unearthly malice comes to reside in the remains of the killed. Do to the collective need for vengance or a beast from the warp, no one can tell. What they do know is that the need to kill over rides all normal thoughts around such monuments.
At the start of each player's turn every unit within 6" needs to pass a leadership test at -1. If the test is failed then the unit must make it's move(along with fleet of foot and assault) towards the nearest unit in line of sight(friend or foe) and if possible get into assault. Units that are locked into assualt with an enemy are not effected and any friendly unit locked into assualt with another friendly unit do to the failed leadership continues to fight untill it passes a leadership test. (Note even fearless models and daemons are affected)


2Orgy piles(slaanesh)-Some of the followers of the prince of lies are so desperate for sensation that even during battle they pile onto each other, ignoring everything but their need. It is said that the dark prince watches over such events, granting such favored beings with his protection.
Any unit with a model within 6" of the orgy pile is granted the feel no pain rule. If the unit that is granted the protection is Imperial, then the Inquisition will have strong words with it after the game. (Daemons not affected)


3Mutated stone eye(tzeentch)-one of the more bizzare pieces of landscaping out in the galaxy is a mutated eye of tzeentch. It appears as a massive eye carved from the purest of marble, about the height of a leman russ battle tank. It serves to ward away the more hungry of the warp spirits away from those who use the warp's power.
Any psyker who suffers a "perils of the warp" roll may attempt to negate it on the roll of a 4+.

more to come...


I only read about half way and while I think it's very fun there are 3 problems.

1. with even fearless models taking the Khorne test, that renders Grey Knights's fearless useless against Khorne and therefore able to fall under the sway which is against fluff. My solution is to either make Grey Knights (and the like) immune, use some other rule, or get rid of the Fearless are effected as well.

2. Orgy pit is funny but I'm sure we can think of something better for Slannesh. ;)

3. We need some kind of penalty for Tzeentch. remember the gifts of Chaos do not come freely.

Colonel Myrymma
24-01-2008, 23:19
Ok so everyone BUT sisters of battle and grey knights?

but slaanesh loves orgies lol...

for the eye, it could be something like if the psyker fails to negate the perils of the warp, he takes 2 hits instead of one?

Son of Makuta
25-01-2008, 10:55
I like this stuff. Sounds like good fun and some nice conversion ideas.

Mercer
25-01-2008, 11:03
The daemon wire sounds really cool. What about if the daemon could fire some small ranged attack? Perhaps a S3 shot 6" range against every model within range.

Mercer

Colonel Myrymma
25-01-2008, 22:21
Son of Makuta-thank you, It's here for everyone to enjoy.

Mercer-hmm I'll have to add that rule to something

please keep the ideas flowing.

Drogmir
26-01-2008, 01:47
Ok so everyone BUT sisters of battle and grey knights?

but slaanesh loves orgies lol...

for the eye, it could be something like if the psyker fails to negate the perils of the warp, he takes 2 hits instead of one?

sounds good

Colonel Myrymma
26-01-2008, 05:58
Landscapes
In the case of you wanting more varied terrain themes and rules roll 2D6 and add the two numbers (before the game) to get a theme going. Or you could just choose which one you want.

2-Graves of the restless-Buried beneath the surface of the battlefield, lie hundreds upon thousands of forgotten dead. As the bombs and shells start falling, they uncover some of the sleepers, who seek to drag down more unfortunates to join them.
The entire board is considered difficult terrain(but grants no cover save). In addition all models who move, lose one dice when rolling for difficult terrain. However the fate of those who remain standing still is far more worse*insert evil chuckle* as the dead try to pull them down into the loam and mulch. Any model that dosn't move during the movement phase (those locked in assault are ignored as all that stomping and screaming tends to scare away the zombies, who in all fairness just want to be friends) must make an armor save or be dragged down into the ground and count as killed (Yes that means characters also die if they fail a save, no medics cannot save them and yes you have to chant "BRaaiinss" as the models are removed)

3-planes of shifting currents-The planet is partially submerged in the warp, allowing some very strange things to happen. People sometimes dissapear, only to turn up somewhere else...
At the start of each player's turn each unit he/she controlls must take a leadership test. Those units that fail are sucked into the warp with a random noise and are put aside next to the table. At the start of the player's next turn(yes the player also sees if more of his/her units are sucked away) roll a D6 for each unit lost in the warp, on a 4+ the unit may come onto the board In the opponent's deployment zone!. At the end of the game, if a unit still hasn't made it's way onto the table, it's considered lost and full victory points are rewarded to the other player(The unit turns up somewhere like vegas or Khain's bathroom). And yes daemons and fearless models have to take the leadership test, and no vehicles do not as they have no leadership.

4-circus of horrors-no Imperial citizen in their right minds likes clowns as to many bad pict movies are about killer Klowns(from outer space of course). For whatever reason, this almost galaxy wide fear and hatred of clowns(and mimes) condenses on this world. Crazy circus tents the size of battle ships stand next to demented carnival games, while that damn creepy music plays in the background. It is a world of horror for the average imperial citizen, of course not many other things enjoy it too.
Every unit on the board suffers -1 to their leadership, except clowns, daemons and fearless models(who are to macho to admit to being afraid of clowns).

5-null zone-Such is the randomness of the warp, that it sometimes results in the lose of pyskic abilities. Kinda wierd considering that its on a daemon world...
All models on the board may not and cannot for whatever reason what so ever, use psykic powers. Daemon summoning rolls suffer a -1 modifier as they struggle to break into the *null zone*.

6-zone of plenty-There are places that the warp that are more powerful then others. Any being able to manipulate to warp stands to gain great power, though also as usual can lose their soul.
Any psyker attempting to use a pyskic power automatically passes the psykic test. In addition the power used is cast TWICE!!!. Such display of power however attracts many predators living in the warp. Any model which used it's psykic powers immedielty suffers D6 perils of the warp hits, invulnerable saves may be used.

7-Whispering plains-The warp sometimes plays tricks on the minds of those in it. Loved ones dead for centuries, long hated foes, pizza delivery men and clowns can all speak to the mind of an individual on certain planets.
Each turn every non fearless and nondaemon unit must make a leadership test. If the test is failed, the unit starts to hear things (Ex lovers, gerbils, etc). The unit that fails the test and hears things may not do anything, just sit and stare/talk back, but may defend themselves normally if assaulted.

8-plane of falling objects-The daemon world is wracked by warp storms of magical nature. Objects are constantly thrown about, often landing with messy results.
At the start of each and every player's turn they may use prelim bombardment(each turn) on one enemy unit of choice. When doing so scream out at the top of your lungs "the sky is falling!"

9-Void anamoly-On certain unfortunate planets there are right conditions for the formation of materials used for making vortex weapons. In it's raw state, it tends to move around a bit...
Place one 5" template in the center of the board. At the start of each player's turn roll 2D6 and a scatter die,move the template in that direction the disatnce indicated. Any models touching or under the twmplate are sucked away somewhere gribbly and are removed from the table (use the rules for vortex grenades, but the template will never dissapear from rolling doubles). In the case of the template going off the table edge, it's gone for the rest of the game, everyone can breathe a sigh of relief.

10-daemon fog-clouds of crimson fog cover the battlefield, the faces of daemons appearing in the thicker clouds.
Everyunit counts as being in cover and gets a 4+ cover save, all ranged weapons are halved for the distance they can shoot.(also known as me being nice)

[SIZE=7]11[SIZE=7]-alls clear(boo hiss!!!)-There are no real disturbing things floating around, play the game normally. The crazy daemon worlds are always watching, waiting for the next time you come...

[SIZE=7]your choice[SIZE=7]-if you roll this, think of a crazy daemon world effect, I'm off to bed...

Serg. Lynchbox
26-01-2008, 06:24
For Slaanesh, you should have something like mirrors or a portal so when unit is withing 12" of it and in sight of it, they can see their reflections of their greatest desires. D6 for each model and on a roll of a 6+, they succumb to their fantasies and the model breaks rank and moves 2 X D6 to it. They cannot shoot or assault anyone. So its like they are running to their deepest desires without a care in the world for wat's going on around him.

So the cool thing is.... Say that your IG or space Marine succumbs to the desire of Slaanesh. You can shoot or assault the model that betrayed you.

Someone please tell me what they think and/or slightly change that. Positive Criticism is welcome. :D

P.S. Love what you have done so far!

Drogmir
26-01-2008, 06:30
For Slaanesh, you should have something like mirrors or a portal so when unit is withing 12" of it and in sight of it, they can see their reflections of their greatest desires. D6 for each model and on a roll of a 6+, they succumb to their fantasies and the model breaks rank and moves 2 X D6 to it. They cannot shoot or assault anyone. So its like they are running to their deepest desires without a care in the world for wat's going on around him.

So the cool thing is.... Say that your IG or space Marine succumbs to the desire of Slaanesh. You can shoot or assault the model that betrayed you.

Someone please tell me what they think and/or slightly change that. Positive Criticism is welcome. :D

P.S. Love what you have done so far!

problem with that is that would mean a space marine has the same will as a guardsmen. Perhaps they use their LD instead?

also firing on your own guys would be pointless, holding them up is enough punishment.

Colonel Myrymma
26-01-2008, 16:26
Serg-I agre, leadership probably would be better. Could it also affect chaos as well?

Baaltharus
26-01-2008, 17:32
It probably should, the whims of Chaos are fickle after all and they don't have a great track record of getting along.

Serg. Lynchbox
27-01-2008, 00:26
So how about they take leadership. If they fail, roll D6 to see the outcome of how many models in that unit break ranks and moves towards the Slaaneshy thingy. The question is..... What should it be? Orgy pit? Or any better ideas?

Well my thought is this, you got an enemy like 24" away but then you have your model running towards the "Orgy Pit." What do you think should happen? you can see through him like he was still one of yours? What models does it not affect? Is he now an enemy because he leaves you there fighting for the enemy so he can have an "orgy"! :p


problem with that is that would mean a space marine has the same will as a guardsmen. Perhaps they use their LD instead?

I do agree with that, but what about a squad of mixed LD?

also firing on your own guys would be pointless, holding them up is enough punishment.
If you have nothing to shoot at or charge, why not? It's more for a fluff thingy.... I say the player can choose if he want to kill hisa own model that betrayed him. :evilgrin:


Serg-I agre, leadership probably would be better. Could it also affect chaos as well?

Yes!!.........But the question is, should it effect the models that have the mark of Slaanesh? Cause they are already experiencing their own desires and fantasies.

Drogmir
27-01-2008, 01:39
Well for mixed LD I think you should use the highest.

I'm assuming that guy is keeping his men under control, in the sense that (Commissar points gun at guardsmen, guardsmen knows self control means he won't get shot)

spagunk
27-01-2008, 02:37
I have thought about these type of scenarios so this is way cool.

I did have a suggestion though:

Psychic Protection
An army who contains at least 1 unit classified as a psycher may project a field of protection from the effects of the daemon world. Each turn, the psycher may project this field in the movement phase. The model must perform a psychic test in order to conjur the projection. This test is performed with a -1(2?) modifier due to how highly susceptible psychers are to warp entities.

Once cast, the field of protection extends 3d6 inches around the psycher. Any model within this field are protected to any effects the daemon world has on your army. During this time, the psycher is very vulnerable to assaults and incoming fire. To reflect this, the psycher may only move d6 inches per turn and may not assault. However, if the psycher is assaulted by an enemy model, the psycher gets +1 init during the first round of combat. A psycher may only fire pistol weapons in the shooting phase as any other weapon requires too much concentration to fire accurately.

Just a thought.

Serg. Lynchbox
27-01-2008, 03:47
So anyone you can choose up to one can be a Psycher? or just if you have any at all in your army. I think maybe it should be with the unit he's with can only be protected so there wont be a lot of confusion.

I also think maybe he should take some other special test since HE IS ON A CHAOS WORLD!!!

BTW, sounds like a good idea!........ I just thought of changing it slightly if you don't mind.

zerachiel
27-01-2008, 03:52
I don't think Pus Geysers should affect Nurgle-marked forces, as the Nurgle Baneblade's pus spraying upon destruction does not affect Nurgle-marked forces who "find it quite pleasant" or something along those lines.

I guess it's a reverse bath? Anti-bath? Or just a whole lot of ungood, I suppose.

Colonel Myrymma
27-01-2008, 03:59
Well even if the pus and rotten meat dosn't hurt them, the fact that it's super heated does.

Triggerdog
27-01-2008, 04:02
Orgy pile is quite possibly the best idea for terrain ever.

"shoot that"
"I cant, sir."
"why in the name of the emperor can you not shoot?"
"Well 3rd platoon got ambushed by Daemonettes."
"Then shoot the Daemonettes!"
"I cant, I might hit 3rd platoon."
"what? I thought you said they were ambushed!"
"well they were but not in the stabbing way."
"in what way then?"
"in the thrusting way."
"...."
"Orders, sir?"
"um....yes.....er.....avoid visual contact and radio contact with 3rd platoon, continue fighting as normal."

Colonel Myrymma
27-01-2008, 04:04
Any thoughts on what the Imperial/invader should get?

Acheron,Bringer of Terror
27-01-2008, 06:36
Bolter and Chainsword have some sort of Daemonworld rules. check it out:)

spagunk
27-01-2008, 18:49
So anyone you can choose up to one can be a Psycher? or just if you have any at all in your army. I think maybe it should be with the unit he's with can only be protected so there wont be a lot of confusion.

I also think maybe he should take some other special test since HE IS ON A CHAOS WORLD!!!

BTW, sounds like a good idea!........ I just thought of changing it slightly if you don't mind.

I don't mind if you change it.

When I say an army containing a psycher, I meant if the list contains a psycher unit ie Librarian, sanctioned Psycher, eldar warlock etc. This would follow the standard FOC rules and point cost.

You could also make a rule that the psycher has to make a psychic test each turn in addition to any other tests needed to cast a psychic power. Would be difficult but if it saves your army from going nuts, i think it is worth it.

Colonel Myrymma
31-01-2008, 04:06
Just some sample daemon worlds, feel free to add rules to them.

Medrengard-The daemon world home of the Iron warriors traitor legion. Peturabo used his newly found powers to turn the world into a world of metal and never ceasing industry. Trees of glittering chrome raise their sharpened iron branches to the monochrome sky. It is a world designed to withstand an eternity of siege.

Efflue-Located near the Eastern edge of the Eye of terror, Efflue is home to the daemon lord Effluectnxetic. The souls of those who feast on their kin's flesh dwell here, always tormented by the legion of daemons that dwell here. Each day sees the damned's stomachs torn open and fed to the owner, their limbs fried, their eyes boiled. The world it's self is freezing cold, with thick dark stands of trees dotting the hilly landscape. Anything that the damned manages to catch burns to ash in their hands, while any fires they light freeze solid.

Dujitamus-Located near the eye of terror, Dujitamus echoes constantly with the bedlam of war. Screams and shouts continue none stop as the souls of those who kill for avrice continue to fight. Men and women all fight each other day after day to protect their treasure from one and another. Every night glittering coins and precious food and water falls from the sky to drive the exuasted into a new wave of fighting. At dawn anyone who was killed the previous day rises up again, their passion for wealth restored. Twisting canyons and deep caves help to further drive up the paranoia of those on the planet, many burying their stash only to forget where it is.

Hatioli-Located near the northern rim of the maelstrom, Hatioli hangs in the sky like a cloudy marble. It's mist enshrouded surface conceals many a pit fall and sudden drop. Instead of continents or a central landmass, the world is broken up into thousands of floating islands, some as small as a man, others as large as a battle fleet in tight formation. The world is held in control by it's lord, Lokisen the restless. He was once a cardinal of the Imperium, untill the thirst of forbidden knowledge caused him to flee into the eye of terror. He sits on his wooden throne constantly watching unfolding events in hopes of understanding his thirst for knowledge.

Kapitruin-It appears to those stuck on the planet as a pleasant town spanning the world. Quaint red shingled houses sit in neat rows while there is a healthy bustle of trade and activity. Those condemned to the world are those who have betrayed an great deal of trust, be the rape of the princess they were to protect or the murder of a friend in their care. The damned go about life as they had always when they were alive, yet something is never quiet right about the world or it's people. Hideous death can come in a blink of an eye, the townspeople turning into daemons and moster, and throughout the ensuring painful death, the soul is kept alive far longer then it should have. Betrayal is common place as the damned descend into madness. Every 459 days a soul is released into the world, to live a new life. Their dreams of the realm lead them to lead a pious honest life. Yet no matter how hard they try, the soul slowly begins to degrade again, leading to acts of even greater vileness.

Serg. Lynchbox
03-02-2008, 06:11
Well for the Iron Warrior world.... just have a bunch of tank traps, barb wire, bunkers etc....... I can't really think of something really interesting for them but I play them so I will think of something soon!