Tuesday, November 5, 2013

Codex: Adepta Sororitas Army List

Good news all! Adepta Sororitas (Formally known as Sistes of Battle) have a new codex, and yes, even with all the negative comments about the new 'dex, I am a very happy camper. With all the doom and gloom reported on the fate of my Sisters, I am happy that we got love, and not just the pass-it-on love of which they could of solely republished the White Dwarf Codex (and charge money for it!) but they gave us an honest update to sixth edition!

And, going against the wave on this one, almost everything got better. I am always a glass half-full type of guy, but I can see use for most of the units now.

But I digress, here is my current 'proto' list; and I will explain my reasoning of my choices:

Headquarters:
Saint Olivia- 135pts
*I used to play Jacobus, but with his new lower stats (ld 9!!!), I am now playing the Saint. I never played her with the White dwarf codex, due to my friends not liking the ability to not kill her, but now, she is very fair, and has a very good cost. I love giving her the Lascannon with my Ageis Defense Line, it gives her a use for her impressive BS 7. Though this means I use her defensively, but she rocks at it.  


Troops:
20 Battle Sisters(240)
+Multi-Melta (10)
+Melta (10)
*Priest (25)
+Book of St. Lucian (5)
=290pts

*My lawn chair unit. With a priest, it takes forever to take them down. Anything scary that comes near them have to deal with two meltas. Plus, if any other squads runs away, they will regroup around them. They are my rock to this army list. 

9 Battle Sisters (108)
+HF (10)
+Flamer (5)
*Crazy Ol' Man (Priest) (25)
+Plasma-gun (15)
+combi-flamer(10)
+Melta-bombs (5)
*Sacred Rhino (40)
+laud Hailer (10)
+Dozer (5)
=233
*One of my take-objective units, I always head in the direction where I can team up with my outflanking /scouting dominions. Laud Hailer is key to keep the faiths/war hymns from working.  When I get one, this unit will be going into a Repressor. 

Heavy Support:
Exorcist of Chad – 125
+Storm Bolter (5)
+Laud Hailer (10)
Holy Shrine of Barbara – 125
=265
* I am taking out the laud Hailer, with the Saint hanging out in the back field this piece of gear is useless, but the tanks are awesome. Focus fire for the win! 
5 Battle Sisters (60)
+HF (10)
+Flamer (5)
+Vet(10)
-Combi-Flamer (10)
-Power Maul (15)
*Priest(25)
-Eviscerator (30)
-Combi-flamer(10)
*Holy-Flame Immolator w/ Dozer (65)
=240
*I use this unit defensively and offensively depending on the scenario and the army I am fighting against. I am tempted to switch out the heavy flamer for a multi-melta  since that's a free. A lot of people look down on the Eviscerator, but....I love me some 2-3 str 10 ap2 hits! It surprises many people!

Fast Attack:
5 Dominions (65)
+Three Meltaguns (30)
+Simulacrum Imperialis (10)
+Plasma Pistol (15)
*Old Man Smitpz (Priest) (25)
+Condemnor Boltgun (10)
+Litanies of Faith: (15)
*Holy-Melta Immolator w/ Dozer (65)
=235
 *One of the best units in the book; many people claim to take three,but thus far I am happy with one. I don't like rolling out with less than 4 troops, and I don't want to take out an Excorcist. I am tempted to take out the Litanies of Faith, and put in a Vet. Sister instead. I was worried that three meltaguns won't do the job, but (so far!) they are just doing fine. I am trying hard to make them not go into a suicide role, but rather a supportive one. It's not the competitive choice, but I don't like throwing my Men into a no-win will-die scenario. I always play with them going in with multiple squads. 
~Sistershood of Saints (Grey Knights) ~

High Lord Inquisitor Oleg of Tarsis Ultra, Ordo Hereticus (25)
-Inferno pistol (10), Power Armor (8), Psyker (power - pyro) (30), Servo-Skull(3)= 76 pts
Sisterhood of Saints {Grey Knight Terminators} (200pts)
-Incinerator (5) = 205pts
San Leor Pattern Storm Raven Gunship, Nadezhda (205)
-Las Cannon, Multi-melta
-Hurricane bolters (30), = 235pts
* My fun squad! My prime take-objective unit, usually going in where the Dominion squad are rolling up. These guys have been awesome. A serious threat that takes the enemy at least two turns to take'em down, which give the rest of the Sister army breathing room to move out. I have been having problems with Gravguns, they take out Terminators too easily (which is funny because I was hoping that 6th would be the return of the Terminators, but oh well).  From now on against Space Marines they will be moving to assault, which will probably mean my Storm Raven will go *boom*, but at least they can mop-up some Space marines troops off their home objective. 

Ageis Defense Line (50)
+35 Icurus Lascannon
=85
*The frosting on the cake. I prefer the lascannon because it makes my Saint the boss. Also, for those vehicles hiding in cover, pair her up with a dominion squad and ignore cover. Fun times! Plus my exorcist hugs the ADL granting them a 4+ cover. 

=1999pts

Below is my 'pure' list. I havn't played it yet though, when I do; I'll come and comment about the other pieces of the Sisters. 

Pure Sisters:

Saint Olivia – 135pts

Cannoness Vanderaa – 110pts
w/ Inferno & Blade of A

Command Squad:
w/Hospitaller, Heavy Flamer, 3 power swords
·       Priest w/ Litanies of Faith w/ Melta bomb
·       Priest w/ Power sword & Condemnor boltgun
=225pts

*Rhino + Dozer + Laud Hailer =55pts

Troops:

19 Battle Sisters
+ Multi-melta
+Flamer
·       Priest w/ Book of St. Lucian
=273 pts
10 Battle Sisters
+Heavy Flamer
+Flamer
·       Crazy Priest w/ Plasma-gun, combi-flamer, Melta Bomb
=190pts

5 Battle Sisters
+Heavy Flamer
+Flamer
*Priest w/ Eviscerator
*Immolator w/ MM& Dozer = 190pts

Fast Attack:
10 Battle Sisters
+ Sim. Imp.
+Vet
+4 meltaguns
=190 pts

5 Seraphim
+ 2 sets of Flamers
=95pts

Heavy Support:

Two Excorcist
+ Laud Hailer, Storm Bolter
=265 pts

Retributors:
6 Battle Sisters
+4H. Flamers
+Vet 
*Immolator w/H. Flamer& dozer
=187 pts

ADL w/ Lascannon = 85pts 

Tuesday, September 24, 2013

A new Day

Okay, it's been a while since I've wrote anything. I lost my job and my life had to do a complete re-work. That all means that 40k has taken a back seat, but it is still my hobby I and will not forget it. I rather play this game than anything else, and I have kept the flame within me burning. With that said, I have to make sure I can put food on the table and hopefully soon I will be able to do so. In the next coming months my financial outlook is growing brighter so that I can pick off where I left off on the Tyranid campaign. Since a whole lot of time has passed, the campaign is going to wait until the new codex is released, and during the meantime I am going to try to rope some new players into the fray. 

Until next time,

The Sea! 

Saturday, December 8, 2012

The Battle of Corvus-Majoris

The battle of Corvus-Majoris:

Pre-deployment:


The fleet of the Crusade of Fire arrived in the orbit of the still lush-green world of Corvus-Majoris with all possible haste. Once all needed preparations were underway, preparing crews for combat, sensors sweeps of the planet, and other highly critical preventive measures, the proud Captain of the Acclivous Marines, Numa Chad, stands in the center of the his bridge. Men of the Imperial Navy, like children running around their parent, moved with all haste and determination to get this ship, and the surrounding fleet, ready for a planetary drop, ready for war.

It is not everyday, an entire chapter of the mighty Space Marines mobilized for war. For the Acclivous Chapter this is the first time in their short history of mobilizing all ten of their companies, all one thousand Space Marines. Numa stands proud, and rubbed his stubby chin. His bald head reflecting the myriad of lights on the bridge in the red lit room. His armor, one of the most powerful in the Imperium, bore none of the reflections of the light. The Acclivous chapter firmly believed in camouflage, proper military tactics and discipline, as the dull disruptive pattern of gray, browns and pale green of his armor indicates. His chapter does not take needless risks, and only acts in overwhelming force.

Others, more well established Space Marine Chapters, look down on his yet unproven Space Marines. Fewer still, are displeased with his unusual acceptance of adopting Imperial Guard tactics and training procedures. Some question his geneseed founding on nothing but Imperial Guardsmen; not their officers, not their commanders, just the grunts. Higher-ups on the chain of power question the wisdom of allowing them to keep all of their memories. His Marines still know their homes. His Marines still know what they are fighting for. His Marines are still soldiers.

“Lord Numa,” said a man in a tight tan uniform giving a sharp salute, “we are ready to drop. All Space Marines are in holding.”

“Understood. Be prepared. We will clear the landing ground.”

The officer, a Commander Marpol, noticeably twitches his check and upper lip, “Lord, if I may speak free-”. Numa interjects with sharp motion of his hand, “No. We will clear the field. Your boys will follow us.”

The Commander, a vet of many campaigns, knew full well not to press the issue any further, but he knew the younger officers are bristling in anger as these, Acclivous Marines for taking the lead of the Crusade. Everyone wants glory and treasure, but his 'boys' won't be getting any of it. Space Marines have multiple lifetimes to prove their worth, his men only have one.

Numa knew the Commander's worry, but he cares for the Guardsmen. Ribbons and medals are pinned for the dead. He will not allow a thousand men to die to aid in the advancement of one lieutenant. The Space Marines will clear the landing site, then the Imperial Guard will follow with the voice of thunderous cannons. The Tyranids will die from this planet and Sector. Numa smiles as he leaves the bridge, he will kill them all without sacrificing his boys, and by boys, he means everyone.

Thursday, December 6, 2012

Crusade of Fire Tyranid Edition


Hello all,

Making a campaign with the new Crusade of Fire that GW released. We are making the 'Nids the evil bad guy instead of chaos. We replaced the warp storm with a super shadow of the warp for the narrative. Below is my first draft, enjoy!


Crusade of Fire : Tyranid Version!
 
Additional Factions:


The Guard of Corvus:


After the fall of the Great Shadow, the major planets fell within the first century; Corvus-Majoris, Illias, and Junkatta. Without the connection of the greater Imperium, the sector could only sustain roughly seven billion people. And that is by the vast stores stockpiled on Alfrost which is dedicated to the Guard. Many Imperial regiments were order to abandon the said above planets, moving all fighting men and supplies to Alfrost. A great rebellion was fought for these arms and food by the people who were left behind. After the system-wide massacre, the few survivors succumbed to the temptations of Chaos. Over the Centuries, the Guard of Corvus trained and fought on every planet, with the goal to reclaim the system. Near the ending of the Great Shadow, The Guard of Corvus overthrew their military dictators in a velvet revolution forming their own newly Democratic government. After the fall of the great shadow, and the coming of the Crusade of Fire, The Guard of Corvus has a choice, surrender their hard fought freedom, or surrender to the Imperium of Man.


Tyranid Tendril 768-A “Kraken”:

It started with a wreck falling out of warp, it was small, almost undetectable. Within a few years of drifting, a Imperial Navy patrol intercepted the unknown craft. They were never heard from again. Within months after the search was called off, reports of genestealer activity on Illias and Savrap were recorded. The situation escalated quickly and a Space Marine Death Watch squad was sent to Savrap. The moment they landed the true terror began. All at once, a Great Shadow descended upon the entire system, all communication was instantly lost. This was something larger than just the 'Shadow of the Warp' experience of previous encounters with the Tyranids. This system was completely smothered; where a warp storm is turbulent and powerful, this shadow was dead waters and no wind. If a ship traveled through real space or warp, they couldn't move; they sat frozen until they lost power, and died. All attempts to pierce this veil has been in vain. Meanwhile, A small tendril of Hive Fleet Kraken, almost a millennium in time away, changes direction in the dark spaces between stars and began their slow advance upon the system...

Additional Rules:

A single flag can be placed into orbit of any planet. This flag represent your faction's fleet. It can move to any planet, and the player is then allowed to place only one flag on said planet. If a fleet is already in orbit, a 'force insertion' scenario must be played. The victor place their flag into orbit, and the defeated fleet must retreat to a planet without a fleet in orbit.

The Planets of the Corvus Sub-Sector:

Savrap:

This is a Tyranid world. There is no history how this came to be, or of what occurred with Deathwatch. All is known now is that seas of hormagaunts roam the continents. Bizarrely they are fighting among themselves, killing each other, digesting each other, and being born again to continue the carnage. To what ends, no one but the Hive Mind knows...

*Tyranid players always begin with one free flag on Savrap

Alfrost:

After the Great Shadow descended on the Corvus sector, the only remaining Imperial Guard Post is on this planet. The thousand years saw carnage on all other imperial worlds and have brought total destruction. Many refugees fled to this outpost and survive in a single colony deep within the planet's crust near the heated core. After being alone for a millennium, fighting off both Chaos and Tyranids, they have developed a fiercely independent society that may not want to fold back into the Imperium easily.

*Guard of Corvus always begin with one free flag on Alfrost

Illias:

Before the great shadow, this world used to hold over 400 billion people. The military might of this planet rivaled any in the Impeium where many of its people have fought heroically over thousands of planets for the Imperial Guard. When the shadow fell, this planet lingered on for only a few decades before the food ran out. Anarchy quickly spread. Only the wealthy, or the lucky, made it to Alfrost. Within a few centuries both Daemons of Chaos and Tyranid Genestealers spread over the planet in a never ending clash of small skirmish battles, with each side never gaining an advantage over the other. Miraculously, a small Sanctuary of the Sisters of the Ivory Blade still remains, defiantly fighting off all xenos, deamons, and mutants for more than 900 years.

*The Crusade of Fire always begin with one free flag on Illias.


Additional Scenarios:

Forced Insertion:

This game follows all the rules for an Annihilation game with the following modifications:

Deployment: The defending player deploys first by placing his forces anywhere on the board, and it allowed to place either one bastion or an aegis defense line for free after all terrain is placed. The defending player chooses any board edge to be their 'deployment' board edge. The attacking player is forced to place his entire army in reserves.

Reserves: The Attacking player goes first, and deep-strikes his entire army. The attacker may outflank with units that are allowed to do so but cannot infiltrate. Flyers may come in on turn one automatically; however, if they choose to do so all turret based/pintle mounted weapons have the interceptor rule for the first turn only.

Death From Below: Due to the engagement in orbit and defenses placed by the defending player's fleet, a forced insertion is a risky gambit for the attacker. All attacking deep striking units must roll a D6, on a roll of a 6, they are utterly destroyed with all victory points and secondary objectives awarded to the defending player. Flyers that choose to come in normally on turn 2 do not need to roll. Good luck!



Against All Odds:

On the planet of Savrap, on the highest coldest peak, the slopes are littered with ancient carcasses of hormagaunts, carnifixes, and tyrants. Deep pits of acid, trip wires fashion out of twisted bands of fibrous tissue, and booby traps of all sort scatter across the landscape. A lone Space Marines still stands. Untouched by corruption, and a powerful unending will, he fights on. His other comrades fell many centuries ago, he is hopelessly surrounded, and death forever at his heels...

This battle is fought on Savrap. This planet uses the modified Daemon world rules.

Roll as normal for deployment/first turn.

The game uses the living objectives rules, but there is only one objective: Captain Doug Monroe. He follows all the stats/rules of a Captain in the Space Marine codex. In addition, he has all the wargear and special rules of Guardmen Marbo from the Imperial Guard Codex. He always has preferred enemy Tyranids. The Tyranid player places him out of reserves, but the other player controls him.

If Captain Monroe is rescued, all Space Marines in the campaign has Preferred Enemy Tyranids, as the Captian, after fighter 1000 years, knows a thing or two about fighting Tyranids.

If Captain Monroe is captured by the Tyranids, then the Hive Mind will have completed their assessment on Space Marine genes and fighting style after spending a millennium meticulously studying them. With the Great Shadow now gone, Tyranids everywhere will be able to adapt to all Space Marines. All Tyranids from now till eternal will have preferred enemy Space Marines.

Shield of Faith:

This mission is fought on Illias. Roll normally for deployment/first turn. The player controlling Crusade of Fire/ Guard of Corvus is allowed to deploy two bastions and two aegis defense lines or a Fortress of Redemption in their deployment zone after terrain has been placed. Each bastion, defense line, or section of the Fortress, is an objective point. Who ever controls the most objective points (whether destroyed or not) wins the game. All core rules are in play (secondary objectives, infiltrators etc.)

Shield of Faith: The Sisters of Battle Sanctuary is the only untouched building on the planet. Clean of filth and corruption, the endless murals of the Emperor rally the hearts of all those who defend such a sacred site. Every Imperial unit receives a 5+ invulnerable save that is within the deployment zone of the Sanctuary (bastions/line or fortress) and they are stubborn. After years of fighting off the Tyranids, the weapons have been modified to fend off Tyranids, all weapon systems of the Sanctuary are twin-linked and cause rending!

Without Number: the Hive mind wants this planet and the Sisters of Battle so that the Hive Fleets can adapt to them, but they have proven unwilling. Every Sister caught has martyred herself with melta-charge tied to her waist and thus far, no bio-mass has been gained. With the fall of the Great Shadow, a massive Tyranid invasion soon followed. All Tyranid units removed from play may reenter the next turn via outflank.

Never Ending War: Genestealers have been fighting on this planet without the aid of the hive mind for generations. They all have the Ymgarl Genestealers ability to enter play, and may assault if they outflank.

The Red Terror: Throughout the ages on this planet, tales of a mighty red Mawlock that has somehow grew and survived on this planet. Indeed, every other hundred years the Sanctuary is attacked by this mythical beast where the victory is always deadly, and hard won. In every attack on the shine, the Red Terror is reported to have been killed, but it always seem to come back....again, and again. The Red Terror is a Mawlock with all the abilities/rules of the Death Leaper. It has a +4 Regeneration and causes an extra D6 hits in close combat! The Red Terror is deployed using the Terror of the Deep rules on turn four. However, the Red Terror causes d6 hits on each model (friend/foe)!


Tyranid Word (Daemon world Modification):


Poisons/gasses (Deamonic Possessions). As the Hive Mind is trying to developed the perfect swarm for this galaxy, the Poison/Gasses effect Tyranid creatures as well! Any models that dies with a possession counter or by a possession counter, creates Ripper Swarms like in the rules described in the parasite special character in the Tyranid Codex.


All One Mind: The Hive Mind presence is unusually strong here. All non-tyranid units must pass the Shadow of the Warp test. Also, any failed Tyranid psychic tests causes a perils of the warp test on every Tyranid psyker!

Slithering Earth (From Beyond the Veil): Instead of a unit of Daemons, D6 Ripper Swarms are placed. They were hoping for a quick meal.

Truely Mindless: All Ripper Swarms will attack the closest model, including Tyranids! They just want to eat!

Ignore Deamon Hunters, Sworn to the Dark Gods, Lord of the Daemon Worlds and Spirit stones.
 

Thursday, July 5, 2012


Very excited in the new edition. Here is my current Sisters of Battle list that I will be playing. I am working on the gunship and will post some photos soon.

Cheers!


{} - Represents count as models
() - Point Cost

...of the Hammer : Represents defensive units/ stay in deployment zone and protect home objectives. Utilizes Ageis Defense Line.

...of the Sickle: Represents offensive units/ enter enemy deployment zone to take objectives. Utilizes Allies (storm raven + terminators).

===Sisters of the Hammer & Sickle: Total 1850===

High Lord Inquisitor Oleg Lenin of Tarsis Ultra, Ordo Hereticus of Hammer & Sickle's Sisters of Battle (25)
-Inferno pistol (10), Power Armor (8) , Psyker (power - Divination) (30) = 73 pts

Sisterhood of Saints ( power - Pyromancy) {Grey Knight Terminators} (200pts)
-Incinerator (5) = 205pts

San Leor Pattern Storm Raven Gunship, Nadezhda (205)
-Las Cannon, Multi-melta
-Hurricane bolters (30), = 235pts

Hq
Old Man Smpitz: Warlord of the Sisters of the Hammer & Sickle (Command Trait) {Jacobus} – (90pts)

Elites
9 Celestians of the Sickle, Led by Sister Superior Diana– (198pts)
w/ Heavy Flamer, Flamer, Storm Bolter, Simulacrum imperialis, and power hammer {power maul}
Rhino , Dozer – (40pts),

Troops:

10 Battle Sisters of the Hammer, Led by Sister Superior Anna (125pts)
-Heavy Flamer (20), Flamer (5), Power Hammer {power maul} (10)

10 Battle Sisters of the Sickle, Led by Sister Superior 'Z' (125pts)
-Storm Bolter (3),
Power Sickle {power ax} (10)
Rhino, Dozer– (40pts)
=301pts

Fast Attack:
10 Dominions of the Sickle, Led by Sister Superior Nicole -(190pts)
w/ four Melta guns & Plasma pistol
Rhino, Dozer– (40pts)
=240pts


Heavy Support:

10 Retributors of the Hammer, Led by Sister Superior Nile - (148pts)
w/ four Heavy bolters and a Storm bolter

Excorist of the Hammer, Lotus Blossom (135)

Excorist of the Hammer, Trung Sisters (135)
=1287

Fortification
Aegis Defense Line (50)

The Ten Tactic Commandments for the Sisters of Hammer & Sickle

  1. Only use Smoke on the 2ed turn, Never the First
    2. Never Sacrifice a Unit for a single kill, Fight as One
    3. Thou Shall Focus Fire & Follow Through
    4. Never Rely on Reserves
    5. Never outflank or reserve on Marines or Equivalent of
    6. Outflank or Reserve on Xenos forces
    7. If the Sickle Breaks, Attack with Hammer!
    8. STOP, pause, hold the dice. Take the time to make the right call!
    9. When death is imminent, and You're completely Surrounded: There is but One option: Attack!
    10. Never Give Up, Never Surrender; Play games to the End


Wednesday, May 2, 2012


Raise Your Sword
(Bases on Pink's Raise Your Glass)


Fight fight, in the Emperor's light
Battle-Sisters won't lose tonight
What's the dealio?

I love it when Sixes roll
Five turns in, never giving up
Where's my faith points go?

Multi-melta, Heavy flamer
Light me up if you a sister
Don't have mercy, just get dirty
Why so serious..?
So raise your sword when plans go wrong
Dice don't roll your way,
Ahhh! My Seraphim!
They will never be never be
causing me to lose
To witty-pity Nerdy little geeks,

Wont you play and play on and raise your sword
Just play on and play on and raise your sword
Bam Bam, oh hot damn
What part of this bolter don't you understand?
Wish you'd just geek out
Can't stop shooting hot
Rhino immobilized on the spot!
It's so on right now
Plasma Pistol, Heavy bolter
Light me up if you a sister
Don't have mercy, just get dirty
Why so serious..?

So raise your sword when plans go wrong
Dice don't roll your way,
Ahhh! My Dominions!
They will never be never be
causing me to lose
To witty-pity Nerdy little geeks,

Wont you play and play on and raise your sword
Just play on and play on and raise your sword

Wont you play and play on and raise your sword
Just play on and play on and raise your sword
Oh sh**, I just lost again
That sucks
So if you're too hurt to lose
And you're treated like a fool
You can choose to let it go
We can always we can always
Play by myself

So raise your (aw f***)
So raise your sword when plans go wrong
Dice don't roll your way,
Ahhh! Retributors!
They will never be never be
causing me to lose
To witty-pity Nerdy little geeks,

So raise your sword when plans go wrong
Dice don't roll your way,
Ahhh! Celestians!
They will never be never be
causing me to lose
To witty-pity Nerdy little geeks,

Wont you play and play on and raise your sword
Just play on and play on and raise your sword

Wont you play and play on and raise your sword
Just play on and play on and raise your sword

For us


Tuesday, April 17, 2012

A snip-it of writing

I was bored this night and decided to write below; it is very rough, but it is a portion of what I do. I don't have a lot of free time, so I write the story in sections, and, in the end, piece them together. 

----------------
Blood and bone mixed with the mud and moss. Broken and battered, she laid as the slow marching steps of the Necron warriors move pass her, uncaring to the broken shell of a human, reading her as no threat. Footstep after footstep in perfect marching order, thumping rhythm in the mud. Her finger twitches in a last effort to move, to stand, to raise her bolter one last time to fire, but with all of that inner hatred, her body can only respond with a twitch.

A deep sorrow, like a tide, fills her. She had failed. She had lead her Order to failure. The emptiness is strange for her, always filled with the light and knowledge of the Emperor., but at this moment, all she can sense is darkness, gnawing at her soul. She fought hard. She gave it her all. She has fought in the Emperor's name on more than twenty one battlefields, but this time her strength and spirit can no longer sustain her, and the gnawing darkness approaches, dimming her vision, cooling her touch, and ebbing the pain away.

NO. A voice within beacons. A light. Pinprick. Growing. The darkness, as if it was alive, flees. The worldly sights around her is overcome by the light, Necrons, earth and all. A heavy hand, a large hand, paws her shoulder like a father would. TRUTH. Olivia turns, facing the light, and sees a large shadow with an outstretch hand. She grasped it. 
-----

With hope, I shall write on this later!