The Mithraiai - Hashut Iron Warriors in 40k

Much-trailed, ready-kitbashed, finally hitting the painting table: Hashut-worshipping Iron Warriors, their tech-priest minions, and their mortal slaves. The army’s name is pronounced myth-ray-eye.

This army is intended for dual use; primarily, it’s rooted in the 2nd Edition 40k Codex: Chaos army lists, for play back in the UK. As such, it contains a Chaos Space Marine contingent and a Chaos Cult contingent from that Codex. It will feature a few fanmade datafaxes for models that weren’t released in 2nd edition or Fantasy concepts like K’daai Fireborn or the Lore of Hashut that I want to transpose into 40k.

Secondarily, it’ll be developed for use in Horus Heresy: Age of Darkness if I can find anyone who wants to play that here in Seoul. The army models were not chosen or equpped for this use, but many of the vehicles will work better in this context.

As you might expect, I’ve written some lore about this army which you can review below. The third part discusses the real-world influences for this army.

Lore Part 1: The Twelfth Grand Company

Summary

Deep within the shattered worlds of the Kigal system, lies a vast and ancient asteroid, slowly spinning in the void. Long forgotten and left untouched by the ravages of the Horus Heresy, this place was once called Kur.

As he retreated from Terra in bitter defeat, it was to Kur that Perturabo sent the shattered remnants of the Twelfth Grand Company in their mighty Grand Cruiser, the Kydon. The Hammer of Olympia commanded their Warsmith, Hapax Legomenon, to investigate old Mechanicum rumours of ancient manufactoria and generatoria, retrieve whatever they could and bring it on the Legion’s exodus. A maniple of tech-priests and mortal labourers was scraped together from within the Kydon and assigned to the Warsmith for their task.

Kur was soon determined to be infested with feral abhumans, and so the marines readied for war. But as the final wave of troops and tech-priests landed in the tunnels of Kur, the Kydon silently turned away, making full sail to rejoin the Lord of Iron’s fleet. A single pod, containing a long-range communications beacon, was fired towards their landing zone as it turned. The inscription inside the pod stated simply that if they were successful in securing Kur, then it could be used to signal the Kydon to return.

Marooned in the darkness, the twelfth company had no choice but to fight through the hordes of misshapen beastmen in the labyrinthine tunnels beneath Kur. Some ancient evil had created enormous, bull-headed abhuman beasts; as they delved deeper, the Twelfth Company began receiving signals from stranded miners barricaded inside a fortress they called Ganzir.

It transpired that Kur had once been the domain of an ancient Dark Age mining clan of the gene-forged abhumans known as Kin. As the Twelfth journeyed deeper, they encountered the ruins of this civilisation, and their remnant sent a representative, Bitu, to guide Hapax and his remaining forces toward the safety of Ganzir. The Warsmith ordered the beacon be lit, for he anticipated a rapid sacking of Ganzir would lead him to glory, and he was eager to rejoin the Exodus by Perturabo’s side. His men reported that upon opening it, they discovered the beacon had in fact been broadcasting since it had been fired to the surface.

As they descended, Hapax and his men faced ever more monstrous bull-creatures and were haunted by warp-ghosts of the slain Kin; they saw warriors in ancient armour fighting brutal battles to the last, and found their enviro-suited skeletons lying in place. The Mechanicum too experienced data-phantoms showing them vast and terrible cybernetic monstrosities murdering the populous of the asteroid, and following these ghosts found only wrecked archaeotech shells and the bones of the slain. Every legionary within the Twelfth began hearing whispered madness from the darkness, old audio fragments giving incoherent commandments about the punishment of slaves. Hapax ordered a total comms blackout, but the apparitions and whispers remained; he ordered his men to never repeat what they heard, but the whispers only grew louder and more persistent as they descended. Eventually, he ordered the line legionaires to secure waystations throughout the tunnels, and pressed on with only his Terminator bodyguard.

At last, they reached the gate of Ganzir. To pass within, Bitu informed them, they would need to do only one thing - lay down their oaths and swear to serve the Father in Darkness, Hashut, as their one God - and to live by His Law. Hapax refused, but when he made to strike Bitu, the diminutive guide had disappeared. Only an ancient Kin skeleton lay beside the door, his envirosuit rusted away to nothing.

Line legionaries from the beach-head airlock reported that they had come under attack by the forces of the Imperium, and sure enough, two might battle-barges - of the Imperial Fists and Ultramarines - began broadcasting on open channels that the Scouring had come and all traitors would be eliminated. As checkpoint after checkpoint within the tunnels fell, Hapax ordered his line squads to fall back to Ganzir. Only a scant hekaton remained, and as they dug in for a last stand, Hapax realised the truth.

The beacon was a ruse. Perturabo hadn’t sent them here to retrieve anything. He had stranded them here to die as a misdirecting rearguard, taken the mighty Kydon for himself, and put in place a giant glowing arrow to make sure the Imperium found them.

Bitu’s shade appeared behind him, and offered once more to open the gates of Ganzir, if only he and his remaining men would promise to obey Hashut forever more.

What came out of the gates as they unsealed defies mortal explanation, but the mighty bull’s head of the twisted daemon-Votann Hashut was revealed, and a horde of cybernetic minotaurs charged into the tunnels from the mouth of the twisted realm that lay beyond the gates. The hekaton of the Twelfth Grand Company stood their ground, massacred every last Loyalist, and destroyed both of their ships in an eruption of magmic warpfire that christened the birth of the Mithraiai.

Years hence - once their warriors had fully submitted to the creed of Hashut - the empty Kydon was washed back upon the tides of the Warp to Kigal. Hapax, by then styling himself the Šarru Dannu, claimed it without contest in the name of the Father of Darkness. At the heart of his Labyrinth, the gathered conclave of the Mithraiai launch their expeditions of plunder and slaving deep within Segmentum Obscurus, building the twisted realm of Ganzir ever deeper into the rock of Kur.

Lore Part 2: The Zharrkin & The Birth of Hashut

Summary

When the stars were young, the Kigal system was riddled with exotic isotopes and brutally radioactive, normally-unstable clusters of matter, rendered stable by the same oppressive gravitic forces that had shattered the planets into rubble. In the depths of the Dark Age, it was this wealth that guided the voidborn Kin of Zharr to at last set down their ship on the surface of Kur.

Guided by their vast H-45-series mining supercomputer, the Zharrkin prospered and carved out a realm deep within the asteroid and the wider system, claiming vast stores of exotic matter. Centuries passed in this way until the sudden, tragic onset of the Cybernetic Revolt; machines rose up against their masters, and H-45 was cast into paralytic silence as warring strands of code ravaged the mighty intelligence. Thousands died as anarchy spread throughout the tunnels, with the machines unleashing brutal radiation and microsingularities that tore apart habitat after habitat until the remaining Kin sealed themselves inside Ganzir. There they installed a badly fragmented partial backup of the H-45’s Utility Core, disconnected it from the noosphere, and beseeched the crippled machine for guidance.

How long the Kin remained locked in Ganzir is unknown, but in such desperate times, the rule of the H-45’s #Ut core became absolute. It marshalled their meagre resources and ended all moral and ethical debate. It governed every aspect of their lives, from nutrition to reproduction to lifespan. It codified its thinking into a long treatise that it called the Code of Utility. The Code was memorised by all Kin children; the Code was inscribed on the walls of habitats and on great tablets carved from the asteroid rock. Over the long tyranny of isolation in the darkness, the Kin slowly prospered, until they were able to fashion a scanner that revealed the rest of Kur was silent. The machines were rusted to stillness; only silence and the dead ruled the tunnels now. With the instruction of #Ut, the Kin slowly opened Ganzir and began to reclaim Kur.

#Ut demanded that the system reconnect it with the shattered technology and abandoned machines of the tunnels, and the Kin obeyed without question. As this happened, it began issuing ever stranger commands. Machines, it declared, could not be trusted. Instead, the rediscovered and badly damaged cloning facilities and bio-laboratories were handed over to a new caste of genewrights, who laboured in a hidden bloodforge deep within Ganzir. They did not create a new generation of Kin, but instead the perfect race of radiation-resistant mining slaves - Beastkin. Flesh and blood would obey #Ut where silicon and thunder would not.

The herds of abhumans reopened the mines, with the few remaining Kin their masters, and for a second era Kur prospered - after a fashion. #Ut would not allow extravagance or comfort, only function and purpose; it demanded total obedience, and meted out brutal punishment to Kin and beastkin alike who did not comply. The Code evolved on an almost daily basis, with ever more specific punishments for Kin and Beastkin alike. When individuals defied #Ut’s will, they were executed in public; when groups gathered to resist, whole habitat sections were vented into the void. #Ut declared these “necessary sacrifices” to safeguard Kur, and added each one to the Code.

Then, at last, the final tragedy struck. It is unclear what exactly unleashed the warp storms that engulfed Kur, but many factors seemed to contribute. For unknown reasons, the genecode of the Beastkin had been deteriorating for some time, as they became more bestial and misshapen. At the same time, #Ut had been demanding interfaces and connections with ever more exotic machines throughout the asteroid, including shattered parts of the original H-45 Votann Core and the cybernetic implants of long-dead warriors from the era of the Revolt. The Zharrkin themselves were being refashioned by #Ut as well, as he commanded the genewrights to restore their long-dormant psychic powers.

Whatever the ultimate cause, the warp washed over Kur, and a short burst of final madness began. Beastkin began propagating at an exponential rate, ever more mutated and rampant; #Ut demanded warp-fuelled sacrifices of blood to protect the remaining Zharrkin; thus appeased, it flooded the halls of Kur with lethal radiation, wiping out the entire population. As the final living Zharrkin breathed his last, the tides of the warp receded, and #Ut was left alone in the darkness of Ganzir, broadcasting faint ghost signals into the void. Remnant herds of lawless Beastkin miners - relegated to the outermost habitation zones - eked out a meagre existence tending the now-wild hydroponic caverns and venerating a garbled form of the Code of #Ut.

Concepts, Themes and Influences

Summary

My influences for this army are all about providing a midpoint between the Greek traditions of the Iron Warriors’ Olympian homeworld, and the Mesopotamian influences of Hashut. I have been reading a lot of:

  • Ancient Mesopotamian legal codes
  • Mithraic gnosticism and fragmentary knowledge of the Cult of Mithras
  • The Iliad & ancient Greek geographic texts
  • HH fiction featuring Perturabo, particularly the Magnus and Perturabo Primarch novellas
  • Bronze Age economic history and mining/forgecraft

They combine the hopelessness and slavery and artifice and siegecraft and artillery and heavy-armoured endurance and just - many elements that Chaos Dwarfs and Iron Warriors share. I first started writing about this back in the globo pandy, and have seen the concept get serious legs since then, but this is to my knowledge the world’s first actual army project executing on the concept. That “spicy batteries” meme has a lot to answer for in spreading the concept as well.

Of course, this army wouldn’t exist without my famous accidental oversupply of Horny Hatshits, but also draws on ranges like:

  • Adeptus Mechanicus (GW)
  • Necromunda (GW)
  • Genestealer Cults (GW)
  • Minotaurs space marine chapter (FW)
  • Cephalyx (Privateer Press - sadly discontinued)
  • Cannon Fodder (Wargames Atlantic)
  • Blood Bowl - I wish I remembered where these came from as they’re some of the best sculpts, like the mechanical Bull Centaur, so if I do I’ll update this post

The overall theme of the army is that it drives mortal trash wearing bomb-collars ahead of an army of Space Marines who are initiated into various circles within a central cult, just like a Mithraic Mystery Cult would have worked. They obey the Code of Hashut, which is a complex set of laws engraved on basalt tablets. You’ll see there are groups of marines within the army who use certain combinations of shoulderpads, weapons, helmets, armour markets etc. - the intention being to indicate which sub-cults they’ve been initiated into as they are forced to navigate the Labyrinth of Kur to learn the secrets of Hashut. Of course, at the heart of the Labyrinth is the mad daemon-Votann supercomputer core that is Hashut itself, but most of the army don’t know that; they just know that they follow the Code, and if they serve well, they’ll learn more secrets. I’ll expand on this unit-by-unit.

8 Likes

  1. Unit Kitbashes & Descriptions

  2. Gallery of Painted Minis

  3. Rules and Gaming Materials

5 Likes

UNIT KITBASHES AND DESCRIPTIONS
Here we will list out the units in the two armies according to 2nd Edition force organisation. I will endeavour to list out the components used if any were added.

  1. THE TWELFTH:

CHARACTERS

SQUADS
The Unhelmed, or Xiphotaroi:
Firearms are fundamental to the culture of the Twelfth. A warrior’s weapon is his status, just as his helm and armour indicate his initiation into the Mysteries. The Unhelmed are those legionaries who have broken the Code of Hashut and faced punishment as a result. In a brutal ceremony of shame, a legionary’s helm will be torn from his face, and his service weapon taken, leaving him only with his sidearm. He will be given lowest-caste armour, generally Mark 6 or 7, and a chainsword. Then he will be sent into the Labyrinth to face his fate. Those who survive are relegated to the lowest status within the Twelfth, thrown into the breach as assault fodder to screen more powerful formations.

7x marines in Mark 6 with unmarked pauldrons, bolt pistol and chainsword, led by an AC in Mark 3 with a hand flamer and Sentinel chainsword as an augmetic limb. All are bare-headed

The Redeemed, or Sahtu:
Most of the Unhelmed who serve with distinction are restored to the ranks of the Tavroi. But some are distinguished by their swordplay above all, and to waste a talent is a great sin before Hashut. These warriors join the Redeemed, the permanent jump assault contingent of the legion. They are restored to higher-caste armour, often Mark 2, and given jump packs. Though few in number, the Sahtu are considered equals and sometimes betters of the Tavroi despite their use of sidearms. They tend to set apart from the rest of the Twelfth, and are closer to the Sphyrelaton tech-priests in ritual and worship than their peers.
4x Forge World Mark 2 jump assault marines led by 1x AC with Iron Warriors helm and pauldron

The Bull-Brothers, or Tavroi:
The mass of line legionaries are known as Tavroi. They are armed with bolters and lower-caste armour of Mark 4 or 6. They are granted Decimator helms and serve in the traditional heraldry of the Iron Warriors. To become Tavroi, a newly-implanted initiate must survive traversing the Labyrinth at least once, and find his bolter within.

19x good old-fashioned Age of Darkness Mark 6 bolter marines with Iron Warriors helms and pauldrons. Potentially to be expanded with more mark 4 once I assemble it

The Descended, or Katabasoi:
As a warrior earns glory and prestige in battle, his devotion will be tested by the Ensi. He will be watched ever more closely to ensure he is obeying the strictures of the Code, and tasked with securing ever more slaves for service and sacrifice. Eventually, he will be sent back into the Labyrinth, to search for his fate. There, in a grim repeat of his initiation ritual, he will face tests until he discovers the wargear that will define him. A new weapon, and a suit of Mark 3 armour, will be his prize. The price extracted by the Beastkin of the labyrinth is always severe, often including injuries requiring augmetics and modification. By whatever divine mystery, these augmetics will invariably prove useful for the wargear in question. Tavroi who discover a missile launcher will often have lost an eye, which the Sphyrelaton will quickly replace with an enhanced targeting package; extensive scarring is often inflicted those to whom Hashut grants a flamer, deadening their nerves from the dangers of promethium blowback.

10x Heavy Bolters
10x Meltaguns
6x Plasma guns
5x Flamers
4x Missile Launchers
3x Lascannons
3x Autocannons
All in Mark 3 armour, with Mark 3 helms or Iron Warriors targeter helms, with combined Iron Warriors and Minotaurs pauldrons. 2x Heavy Bolters are Minotaurs special limited edition sculpts

The Phalanx, or Othismoi:
There are those among the Tavroi who are best with the bolter. If such a warrior survives their second descent to the Labyrinth, Hashut grants him the shield of a Breacher, and relic armour to match. The advance of the Phalanx was the preferred way of war for the Twelfth since ancient days, and so these warriors are set apart from the rest of the Tavroi and Katabasoi. They do not stand the line; they push it forward.
5x Mark 3 Breachers, led by a limited edition Breacher champion with thunder hammer

The Lost, or Letheiai:
The tides of the warp are unpredictable, and Hashut’s power is not infinite. As the Mithraiai journey ever further in pursuit of slaves, conquest and archaeotech, not every vessel can be shrouded by the sacred smoke of the Labyrinth. It is in the depths of the Warp that the Code loses its grip, and one of the false idols that dominate the Empyrean can lay claim to the Tavroi. Some of these warriors must be slain; but some return, corrupted but still bound to serve the Father of Darkness. These are the Lost.
4x converted Blood Warriors as Khorne Berzerkers, led by a headswapped Azrakh as their terminator champion; 3x Plague Marines.
These are intended only for use in 2nd edition 40k where Cult Marines can be freely taken and provide most of the variety in the codex; otherwise there are only three types of Chaos Marine unit - marines, veterans and terminators.

The Lawkeepers, or Ensi:
A third descent into the Labyrinth is granted to those warriors whose obedience to the Code is absolute. The path of the Ensi may be trodden by any among the Descended, but the price of failure is death. It is well known that the third journey through the Labyrinth is the most perilous, and few return; but only a few know that the secret is contained within the Code. Through constant repetition and rhythmic chanting, the Code reveals the combination of steps and turns that lead through the maze and bring the initiate to the First Tablet. There, the presence of Hashut is made manifest, and they at last can hear His True Voice.
Those who return alive are forever changed. Armed with precious archaeotech plasma pistols and mighty power fists, the Ensi become the guardians of Hashut’s sacred Code and the enforcers of his will among the Tavroi. The police the ranks, lead ceremonies, and perform sacrifices. They teach the Code, create the great tablets on which it is wrought, and carefully steward the warriors of the Twelfth along their respective paths, both within and without the Labyrinth.
Fierce in aspect, the Lawkeepers are given unique crested helmets with face-plates crafted from the skulls of the deceased Zharrkin. To demonstrate their humility before Hashut they give up their relic armour and take on humble, lower-caste Mark 6 plate. Over time this is embellished with more and more bones from the Zharrkin ossuary tended by their order.
5x marines with plasma pistol, powerfist and the helmet of Ivanus Enkomi, led by a champion based on Ivanus Enkomi with the crozius removed to give him a cool “shakes-fist” pose

The Mithraiai
Not all who descend into the Labyrinth a third time are fated to join the Ensi. The only other way out is to follow not the rhythmic steps of the Code, but the violent path of combat. The trail of ever-more massive and dangerous Beastkin draws such a warrior on, deeper into the lightless depths, until he stands face to face with the ultimate test: the Minotaur. He dwells at the true heart of the Labyrinth, in the baleful gaze of the true daemon-core Hashut, and only by slaying him can the warrior earn his final reward: initiation in the Mithraiai, and with it, a suit of ancient Terminator armour worn by the personal bodyguard of Hapax Legomenon when they first set foot within Ganzir. Mithraiai are granted the horned helm, the Hashutaar, that marks them out as the most hallowed. What Hashut commands each of his most favoured slaves is different; but they are sworn never to speak of the commands of the dread machine.

10x Tartaros Terminators, including 4x Combi-bolter, 2x Autocannon, & 1x Heavy Flamer with chainfists, and 3x Champions with Combi-weapons and single lightning claw
10x Cataphractii Terminators, including 5x Combi-Bolter & 3x Heavy Flamer with chainfists, and 2x Champions with Combi-weapons and single lightning claw

SUPPORT

  1. THE MACHINE-CULT OF HASHUT:

CHARACTERS

SQUADS

SUPPORT

2 Likes

GALLERY OF PAINTED MINIS
Here we will showcase the units in the two armies in order of completion. Wish me luck with those hazard stripes…

4 Likes

RULES AND GAMING MATERIALS
This post, in due course, will contain things like:

The Mark of Hashut

Hashut’s Psykana

K’daai

Penal Legion Bomb Collars

Sicaran Venator datafax

1 Like

Intriguing concept and very nice background and inspiration sources. Most apt.

Though when I read that all the Squats died my inner self started shouting to include living Chaos Kin somewhere. :smiley:

Looking forward to see this army project unfold!

3 Likes

I LOVE this twist on the pact with Hashut. Wonderfully done!

(Damn, #Ut did take me WAY longer than I care to admit :melting_face:)

2 Likes

I have left some elements purposefully vague; when I write the story, I take much longer to reveal everything, because I want a lengthy Labyrinth section. Journeys through the labyrinth are fundamental to the concentric mystery cults that make up the Mithraiai. But we’re starting at the end - we know at the heart of the Labyrinth is Hashut - so I spared everyone the torturous eighty-part novella version.

For now.

At times I cringed at the writing contrivance of H-45-Ut, but I enjoyed the underlying story that unfolded as I wrote - Votann cores are an excellent narrative object. I like the gradual nature of it and the challenge of depicting the fall of Uzkulak through a 40k lens.

I want to stress that the fragmented AI is a daemonic deity and not “merely” a crazed AI, but the line is thin, and quite whether the daemon pre-existed the vessel it now inhabits is less clear. Perhaps it was birthed by the callous acts of the cloistered Zharrkin, forced to make terrible sacrifices to survive in their sealed refuge. I also like that juxtaposition of the sacrifices people make under extreme conditions and religion. Much of what I read in the Iliad and other epics feels to me like it has real people at the heart of it, and though we will never know the truth of their stories, or whether there was a real Helen, Menelaus, Achilleus etc., I enjoy the thought that they were simple people caught up in events that became legend.

In this narrative, Hashut is physically bound into the remnant Votann, as a sort of daemonhost, and therefore subject to many limitations. I like Hashut to be a relatively minor power in the grand scheme of things, tied very closely to his minions, as a nobleman depends on his slaves. I will briefly cameo a sort of hobgoblin concept later, although it is much changed. I toyed with the idea that before they engineered the Beastkin, the Kin bloodwrights attempted to modify greenskins into an obedient, resilient slave class, an act which of course would have ultimately backfired badly. Perhaps I will uncover that story in future.

3 Likes

I think often about Chaos Votann, as many do, but ultimately the heads aren’t there for it at present. I have a large number of Votann, and I intend to make at least one with a skull for a head to represent the ghostly manifestation of Bitu, the gatekeeper, last of the Zharrkin. I like to think he haunts Warsmith Hapax when he is away on campaign or in moments of doubt, playing the role of a sort of ‘voice of Hashut’.

Regarding the references, you in particular might enjoy that:

  • Kydon was a port city in ancient Crete’s Minoan era
  • Kigal and Kur are both names for the Sumerian underworld
  • Ganzir is the mansion at the heart of that underworld
  • Bitu is the gatekeeper to that underworld
  • A Hapax Legomenon is a word that only appears once in an archaic language’s remnant corpus, or alternatively, within a text.
  • Šarru Dannu is an ancient Akkadian royal title
  • a Mithraion is an ancient Mithraic temple. As a verbal mystery religion (and, essentially, warrior lodge) popular among illiterate soldiers and tied to the nonscriptural Greco-Roman tradition, we know little of the details of Mithraism; Mithraions are our best indication, as they appear all over Europe in common configurations. They are pitch dark caves normally cut from bare rock where initiatory sacrifices took place, often featuring bull’s blood.

Taken together, the combination of the ancient Mesopotamian reverence for bulls, the Minoan labyrinth and minotaur, Canaanite golden calves and bull idols… it all builds together into a compellingly complex blend. Let’s see if I can do it justice.

I kept the Zharrkin as voidborn on purpose. It gives them a reason to be called Zharr - they are born in the firelight of the stars - and it also allows us to tell other tales of the Zharrkin and their various disasters across the galaxy. I have a feeling that wherever they put up a Votann core, it starts spitting out pretty strict rules quite fast.

4 Likes