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XIth: Wardens of Light - Destined to be forgotten


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  • 2 months later...
Sorry, for the long absence, but university is consuming all my time, but the term is nearly over, so I can continue with some new WIP.
 

Tacticals + Bors + Llenlleawg + Kaine

Bors Llenlleawg Kaine

Kaine

 

 

Edited by MikhalLeNoir
  • 3 weeks later...

Well, lived under a stone, but what is this for a coincedence???

2015 03 26 16.45.42

2015 03 29 12.12.31

2015 03 26 16.44.35

2015 03 26 16.46.26

 

Maybe I should sue GW for ripping of my design and color scheme^^

 

By the way? anybody out there who could either model my legion symbol on different shoulder pads and cast them or make an 3d model, so I can order them from shapeways?

Not so good at fine details with greenstuff and my 3D modelling skills are not reaaly advanced.....

 

Second: How can I get of some grainy color texture from my models without letting them sleep in alcohol or similar things. I want only to get rid off the gritty texture. Lost half of my posted squad to a malfunctioned base can.....

Edited by Bryan Blaire
Removed AoS image - inappropriate for this forum
  On 8/2/2015 at 2:14 PM, MikhalLeNoir said:

Well, lived under a stone, but what is this for a coincedence???

 

Maybe I should sue GW for ripping of my design and color scheme^^

 

By the way? anybody out there who could either model my legion symbol on different shoulder pads and cast them or make an 3d model, so I can order them from shapeways?

Not so good at fine details with greenstuff and my 3D modelling skills are not reaaly advanced.....

 

Second: How can I get of some grainy color texture from my models without letting them sleep in alcohol or similar things. I want only to get rid off the gritty texture. Lost half of my posted squad to a malfunctioned base can.....

I didn't even think of that when looking at the Sigmarines, maybe you have a fan at GW on the AoS team!

 

I'm liking how your models are coming on. Michel the Scorpion is looking great!

Edited by Bryan Blaire
Removed AoS image - inappropriate for this forum

Once more unto the breach, dear friends, once more;

Or close the wall up with our brave brothers dead.

When the blast of war blows in our ears,

Then imitate the action of the tiger;

Stiffen the sinews, summon up the blood,

Disguise fair nature with hard-favour'd rage;

Now hold hard the breath and bend every spirit high.

On, on, you noblest sons of men;

Once more unto the breach, dear brothers, once more.

~Gwalchavad, Primarch of the Wardens of Light, during the Siege of Terra, adressing the last defense in front of the Eternity Gate~

http://images.dakkadakka.com/gallery/2016/10/29/835734-BOTL%20Title%20Page.png

"Join us brothers. Join us in the shadows where we stand vigilant. Join us as we carry out the duty that cannot be forsworn. And should you perish, know that your sacrifice will not be forgotten. And that one day, we shall join you."

Oath of the Wardens of Light


“ The Wardens of Light were like golden blades, cutting down their enemies scarring the darkness..”


Remembrancer Meros, witnessing the Liberation of Occulus Prime


http://i.imgur.com/gJ3whbk.jpg
Wardens of Light
NUMERATION: .............. The XIIth Legion

PRIMOGENITOR: .................. Gwalchavad

COGNOMEN (Prior): ............. Apostels of War

OBSERVED STRATEGIC TENDENCIES: Multi-angled combat -> Crossfire Tactics, Swift surgical strikes in order to prevent harm from population, Flexible Approach on Warfare. With focus on fast attack and mobility( landspeeder, jetbikes, jumppacks)Anti-Psyker Operations. Close Combat Specialists

NOTEWORTHY DOMAINS: Caerbannog and Caerbannog Corridor, Terra

FORTRESS MONASTERY: ........ Tower of Light (Avalon on Caerbannog)

GENE-SEED: ... Very stable, no mutations. Inactive Pariah gene on terran supplies, active ones of newer heritage

ALLEGIANCE: ......... Fidelitas Tenebrae









T
he Wardens of Light represent an exotic arm of the Legiones Astartes. For most of the Wardens have the potential to become Pariahs of varying strength, whose powers are contained by a masque capable of restraining their nature. With this tool, the Wardens of Light have turned their natures into a surgical weapon, emulating their ways of war. Moving with expert precision, the Wardens of Light seek to overwhelm their enemies with unearthly skill as they initiate complex military maneuvers to strike their enemies from several angles, collapsing the enemy's resistance. With an unusual streak of pacifism, Gwalchavad is a forgiving soul, attempting to integrate the lost colonies of Man as bloodlessly as possible.Although he knows, that sometimes he has to sacrifice his noble worldview to defeat the enemies of mankind. Fate, in turn, would not spare this idealistic soul from the cruelty of a brother's dagger.

Content:
A History of Light
Army Organisation
Legion Tactics
Legion Specific Units
Notable Characters
Primarch
Stories

http://images.dakkadakka.com/gallery/2016/10/29/835730-Wardens%20of%20Light%20Banner.png

A HISTORY OF LIGHT

Thought for the Day:
Protect the Innocent
Apostels of War

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Apostle of War Legion Symbol and Apostle Legionaire with MKIII Power Armor, equipped with Shield and Sword
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Terra Unification Wars
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Across the Stars
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When Darkness falls
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Out of the Dark.
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Chapter Into the Light
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Origin of Light

Warden of Light Assault Breacher with a paired powertonfas
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Battle Meditation of the Wardens of Light

Breathing, spirit, discipline
Focus the mind, cleanse the soul,
keep sight of your target
Concentrate
Focus
Be prepared for the unexpected
Concentrate, mind and body as one
Achieve tranquility through movement
Integrate spirit and flesh
Channel the powers
Focus the mind
Cleanse the soul
Release that which is negative!

Separate darkness and light
Mind and body as one

Give birth to yourself
Oneness through knowledge

Define your existence
Oneness through emotions

Create your definition
Oneness with the heavens

From strength, learn gentleness
Through gentleness, strength will prevail!

Be prepared for the unexpected

Mind and body as one
Be prepared for the unexpected

What do you see beyond your fist?
Our Fate.

REUNION
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THE AVATAR OF LIGHT AND THE AZTEC
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FAMILY MATTERS
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THE WAIT IS OVER
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FIRST BLOOD

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THE IMPURE PRINCE, THE WOLF, THE DIPLOMAT & THE PEACEKEEPER

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DAY OF REVELATION

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A MEMORY OF LIGHT

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SIEGE OF TERRA
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THOSE WHO REMAIN
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ORGANIZATION
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SELECTED BATTLE HONORS
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Homeworld
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PARIAH-LEGION
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Edited by Kelborn

Little WIP-Update:

 

As you can see: Before the bling, comes the....copper!!!

 

Untitled 1

 
And here some WIP for my Shock Troop Special Unit. Pariahversion of the AshenCircle you could calle them. And instead of Poweraxes, the wield.....GUESS IT^^

Untitled 3

Untitled 2

 

Legion Tactics

 

Legiones Astartes (Wardens of the Light)

All models and units with this special rule are subject to the following provisions:

  • Legiones Astartes: All units with this special rule may always attempt to regroup regardless of casualties.

  • The Wardens: A Wardens of Light primary detachment may not take more tanks than infantry units (of all types) in an army. Also no fortifications may be taken.

  • Legion of Blanks and Pariahs: No psykers of any kind may be used in a Wardens of Light detachment additionally, any unit with this rule may purchase the soul of light for 15 points per unit or 10 points per character. A unit/model with this upgrade gain the Adamantium Will special rule. A model with the 'character' unit sub-type may take the Pariah (Tertius) rule for 20 points. If the character is an Independent Character, he may be further upgraded to a Pariah (Secundus) for an additional 20pts, and to a Pariah (Primus) for another 20 pts.

  • Battle Meditation- By performing an extensive group meditation before battle the Wardens of the Light are able to synchronise themselves with one another to an even higher degree than is normal for those of the Legiones Astartes. Using this rule is optional, but if used the Wardens of the Light must go second and may not attempt to Seize the Initiative. In exchange they may pick abilities from the lists based upon the commander of the army. Units which have their own Battle Meditations must use those abilities and gain no additional benefit from this rule, however they will always benefit from them regardless of whether the army chooses to use this special rule.

 

Which leaders give what?:

  • The Primarch Gwalchavad- May pick any two abilities from either list(s).

  • Master of the Legion- May take one ability from each list.

  • Independent Character- May take one ability from the Major Meditations list.

  • Anyone else- May take one ability from the Minor Meditations list.

  • Special Characters- Have their own rules relating to picking Battle Meditations. (Perhaps being required to take specific ones/pairings to represent their favoured tactics?)

 

Major Meditations:

  • Fleet

  • Move Through Cover

  • Hit and Run

  • Scout

Minor Meditations:

  • Spread the Void- All units gain Hatred(Psykers).

  • Burning Light- Heavy weapon squad and support squad units equipped with a weapon with the "Heavy" or "Salvo" special rule may choose to take one of the following special rules for the rest of the game for no additional cost: Pinning, Blind or Soul Blaze. This rule must be the same for all models with a heavy weapon in the same unit.

  • Perfect Assault- Units with the jump unit specification may re-roll one dice from a charge roll if another unit with the Legiones Astartes (Wardens of the Light) shot at the same unit.

  • Flight of Light- Units with the Jump Infantry unit type gain the Hit and Run special rule in the turn which they charge.

 

 

 

BATTLE MEDITATION
Before a battle starts, the wardens meditate togheter and enter a state of nothingness in order to fully focus on the find and unleash their true potential. Because of this, they are able to figure the weaknesses of enemies defenses or sudden changes in battle tactics, before others would do and swiftly adapt to take counter measures.

 

 

Legion specific Units:

  • :HQ: Heavy Support: Illuminator Heavy Speeder, Storm Blast
  • :HQ: Fast Attack: Saigheadair
  • :HQ: Elite: Coimheadair, Sitheadair

 

 

:HQ: Heavy Support

 

Storm Blast (180 Points)
WSBSSTWIALdSvBlast Knight454414183+Blast Lord
554424293+

Unit Composition

  • 4 Blast Knights
  • 1 Blast Lord

Unit Type

  • Blast Knights: Infantry
  • Blast Lord: Infantry (Character)

Wargear

  • Power armor
  • Heavy Bolter
  • Bolt Pistol
  • Frag & Krak Grenades

Special Rules

  • Legiones Astartes (Wardens of Light)
  • Battle Meditation "A Storm of Fire"
  • Art of Ranged Combat
  • Preferred Enemy (Vehicles)

Options

  • The Storm Blast may take:

- Up to 5 additional Blast Knights +25 points each
- The entire squad may take Jump Packs +75 Points

  • The entire Squad (Including the Blast Lord) may replace their Heavy Bolters with the following Weapons

- Autocannon for +5 points each
- Missile Launcher (with Frag & Krak missiles) for +5 points each
- Plasma Cannon for +15 points each
- Volkite Culverin for +10 points each
- Lascannon for +15 points each

- Heavy Flamer for free


  • The Blast Lord may take and of the following:

- Augury scanner for +5 points
- Melta-bombs for +5 points
- Upgrade to artificer armor for +10 points


Focus your mind, become one with the gun, one with the trigger, one with the bullet. See your enemy, witness his fear, pull the trigger twice, hit him, beat him. Guide him on his way to eternal peace.

A unit of Storm Blast may choose to initiate a Storm of Fire at the beginning of their shooting phase. If so, all weapons in the unit may fire twice in that turn. They may not fire their heavy weapon the turn after, as they would either be recharging or reloading.
Special Rule - Battle Meditation "A Storm of fire"



The Storm Blast were trained to make impossible shots, which will have the enemy think twice if they want to be a target again, if they were once hit.

A unit that suffers wounds from a shooting attack from the Storm Blast must pass a I-test with -2 or else be unable to fire overwatch this player turn. In addition every Warden of Light Unit who charges the same into a Squad who has been shot by the Storm Blast, gains Hit and Run for this turn.
Special Rule - Art of Ranged Combat





:HQ: Heavy Support

 

Illuminator Heavy Speeder(175)

 

Name



 

BS



 

Front



 

Side



 

Rear



 

HP



 

Illuminator Heavy Speeder



 

4



 

11



 

11



 

10



 

3



Unit Composition
  • 1 Illuminator Heavy Speeder

Unit Type

  • Vehicle (Skimmer, Fast)

Wargear

  • Heavy Flamer
  • Arachnus Heavy Lascannon Battery

Special Rules

  • Legiones Astartes (WoL)
  • Lux Invicta
  • Let there be Light
  • Deep Strike
  • Grav Backwash

Options:

  • 0-1 additional Illuminator Heavy Speeder can be added for +175 Points.

Not only does the Illuminator bring destruction to the enemies of mankind, he is also a beacon of hope which enhances the resilence of the Wardens of Light and their allies. With an Illuminator at their side, the Wardens of Light fight with improved will against the Enemies of mankind.
  • Enemy units within 6" of the Illuminator may not perform Overwatch.
  • All allied Infantry units within 24" may re-roll failed Morale checks.

Special Rule - Lux Invicta


Not only is the Illuminator Landspeeder equipped with deadly weapons, the Illuminator is also equipped with multiple Search Lights. So if the Wardens of Light send an Illuminator after their enemies, hiding is useless. Always remember: They will find you!
  • Units within 6" of the Illuminator suffer -2 to their cover saves
  • The Illuminator may never benefit from the Stealth/Shrouded.

Special Rule - Let there be Light





:HQ: Fast Attack



Saigheadair (Demolisher) (190 Points)
WSBSSTWIALdSvSaigheadair444424193+Rìgh nan Dùl
554424293+

Unit Composition

  • 4 Saigheadair
  • 1 Rìgh nan Dùl

Unit Type

  • Saigheadair: Infantry
  • Rìgh nan Dùl: Infantry (Character)

Wargear

  • Rotorcannon
  • Bolt Pistol
  • Jump Pack
  • Power Armor Armour
  • Frag and Krak Grenades

Special Rules

  • Legiones Astartes (The Wardens of Light)
  • Precision Shot
  • Rending (shooting attacks only)
  • Battle Meditation: batailt fòcas (Battle Focus)

Options

  • The Saigheadair Squad may take:
  • -- Up to 5 additional Saigheadair (+32 points each)
  • The Entire Squad may replace their Rotorcannons with the following Special Weapons:

- Meltergun for +15 points each
- Plasmagun for +15 points each
- Volkite Caliver for +5 points each
- Flamer for free

  • The Rìgh nan Dùl is equipped with a Close Combat Weapon, Bolt Pistol and the same Special Weapon his Squad has. He may exchange his Close Combat Weapon with the following:

- Powerweapon +10 Points
- Powerfist for +15 Points
- Lightning Claw for +15 Points

- With a Legion Relic Close Combbat Weapon

  • The Rìgh nan Dùl can be equipped with:

- Augury scanner for +5 points
- Melta-bombs for +5 points
- Upgrade to artificer armor for +10 points


The Saigheadair have their own Battle Meditation and can't profit from general battle meditations given by the lord of war.

Trained to be highly mobile in combat and fire at will at the enemies of the Imperium, the Saigheadair of the Wardens of Light Legion developed a special Battle Meditation for them, which allows them to become one with their weapons and the battlefield, so that they are able to move while shooting and suddenly change their direction to attack the enemy but keep themselves always out of close combat.

The "batailt fòcas" is an active battle meditation which allows the Saigheadair unit to run and shoot (in either order) in the same phase. This means that the threat range of an Saigheadair unit fluctuates by d6" and also allows the Saigheadair to "jump-shoot-jump".
Special Rule - Battle Meditation: "batailt fòcas" (Battle Focus)




:HQ: Elite

 

Coimheadair(170 Points)
WSBSSTWIALdSvCoimheadair444414283+Techmarine
444414292+Empyric Manipulator---73---3+

Unit Composition

  • 3 Coimheadair
  • 1 Techmarine
  • 1 Empyric Manipulator

Unit Type

  • Coimheadair: Infantry
  • Techmarine: Infantry
  • Empyric Manipulator: Artillery

Wargear

  • Power armor (Coimheadair only)
  • Artificer Armour (Techmarine only)
  • Servo-arm (Techmarine only)
  • Bolt Pistol
  • Electro-staff
  • Frag & Krak Grenades

Special Rules

  • Legiones Astartes (Wardens of Light)
  • Twisted Brotherhood of pariah type secundus(Coimheadair only)
  • Aether Channel (Empyric Manipulator)
  • Battlesmith (Techmarine only)

Options

  • The unit may take up to 2 additional Comheadair......... +25 points each

The Coimheadair are one of the greatest mysteries of the Legion. They use arcane technology never seen somewhere else to enhance their Pariah Powers and protect their fellow brothers from the powers of the warp.

A unit with this rule may only be joined by a character with the Pariah special rule. Aether Channel's effect covers an area 4" per Comheadair in the unit with it (measured from the Empyric Manipulator) if the Empyric Manipulator remains stationary. If the Empyric Manipulator moves then the area of effect is only 3” per Comheadair in the unit. The effect of the field depends upon the exact abilities taken by the Pariahs of the unit. Where X is a function of the number of Pariahs in the unit.
  • Soulless inflicts -X leadership on all units within range. Where X is the number of Pariahs with the ability divided by two (rounded down).
  • Dark Presence makes all enemy units within range have to test for fear in combat.
  • Aetheric Tempest all friendly units within range get murderous strike/instant death (as appropriate) vs psykers.
  • Psychic Void inflicts -X to all manifest rolls within range (maximum of 6 required). Where X is the number of Pariahs with the ability divided by two (rounded down).
  • Indomitable Will allows the unit to roll DtW for all units within range and count their Mastery Level as equal to the number of Pariahs number of Pariahs in the unit.

Special Rule - Aether Channel



Coimheadair can only those become who have activated their pariah gene by themselves. They are a brotherhood of pariahs dedicated to protect those brothers of the Legion who don't have their abilities and would be defenseless against the ruinious powers of the warp.

The Comheadair are limited to only taking the base power of each ability, though they must purchase the Focus upgrade if there is one.
Special Rule - Twisted Brotherhood




Coimheadair are so well trained to defend themselves with their weapons, that even the most experienced enemy champion will have problems to find a way to pierce their defense. Their defenseskills are absolute.

Electro-staffs are Two-handed power mauls with a rule that means their bearers may only be hit of 4+ at best.
Special Rule - The Ultimate Defense





:HQ: Elite

 

Sitheadair (Pacifier) (??? Points)
WSBSSTWIALdSvSitheadair544415292+Maighstir
5444253102+

Sitheadair must always be modelled/painted to be visually distinct from standard Legion Assault squads/Command squads to avoid confusion.

Unit Composition

  • 4 Sithheadair
  • 1 Maighstir

Unit Type

  • Saigheadair: Jump Infantry
  • Maighstir: Jump Infantry (Character)

Wargear

  • Artificier armor
  • Bolt pistol
  • Twin Tonfa Blades (Count as Combat Blades)
  • Jump Pack
  • Frag & Krak Grenades

Special Rules

  • Legiones Astartes (WoL)
  • Favoured of Gwalchavad
  • Psy-hunters
  • Precision Strikes
  • Counter Attack
  • Death smiles at us all
  • Battle Meditation "A Storm of blades"
  • Battle Stances "Power of Light" & "Defenders of Light"

Options

  • The Sitheadair Squad may take:

- Up to 5 additional Sitheadair (+45 points each)

  • The Entire Squad may replace their Twin Tonfa Blades( Count as Combat Blades) with the following Weapons (They replace always both Blades):

- Twin Power Tonfas +10 points each
- Legion Wargear Dual Saber +15 points each
- The entire Squad may take Melterbombs for +25 points

  • The Maighstir may replace his Twin Tonfa Blades with the following Weapons:

- Twin Power Tonfas +15 Points
- Master Crafted Dual Saber +25 Points
- Paragon Blade +?? Points
- With a Legion Relic Close Combbat Weapon

  • The Maighstir may replace his Bolt Pistol with a Plasma Pistol + ?? Points

The Sitheadair have their own Battle Meditation and can't profit from general battle meditations given by their Lord of War.

When the Sitheadair charge into the enemy, they are like a storm, cutting through the ranks of their enemies. As they storm forward, the meditate and see only they enemy in front of them, focussing totally the moment they meet their foe and then letting out a barrage of swift strikes.

The Sitheadair may both move 12" and gain the impact hits rule on the charge, also, on the turn they charge, they gain +d3 attacks for charging instead of the mandatory +1 attack.
Special Rule - Battle Meditation "A Storm of Blades"



Among the ranks of the Wardens of Light are no finer Warriors then those of the Brotherhood of the Sitheadair. Trained in Close Combat, they unleash a storm of blades upon their enemies.

A unit of Sitheadair may be chosen instead of a Command squad as bodyguards for any Jump Pack equipped Praetor of the Wardens of Light Legion (Or the Primarch Gwalchavad himself).
Special Rule - Favoured of Gwalchavad



In order to become a Sitheadair, a warden has to endure unspeakable pain amd torment. Some die on their way to unlock their full potential. Rumors have it about a dark side in the Sitheadair Brotherhood. That worthy aspirants were killed or limbs were intentionally amputated and the aspirant left in unspeakable pain in order to awake his true powers.

Because of the hardships they have to endure during their training the Sitheadair gain FeelNoPain 5+.
Special Rule - Death smiles at us all




Only pariahs who mastered the full control of their powers are allowed into the ranks of the Sithheadair. Collectively the Sitheadair are able to have negative effects on enemy psykers and are ble to negate their powers.

They count as being equipped with Psyk-out grenades.
Special Rule - Psyhunters


The Sitheadair are close combat specialists unmatched in the ranks of the Wardens of Light. In battle they switch between various battle forms to adapt to their enemies. Either they counter them from a perfect defene or they crush them with a storm of multiple attacks thrown at their foes. The result is always the same: The Sith have beaten their enemies.
Stances can't be taken on the charge, because a charge is always an offensive movement and then the battle meditation is active there.

Before the Assaultphase, the Player has to decide if the Sitheadair take up an offensive or defensive stance.
Offensive Stance “Power of Light”:
The Sitheadair get one Additional Attack at the cost of -1 WS as they are trying to overhelm the Enemy with their attacks neglecting their defense.


Defensive Stance “Defenders of Light”: On the cost of -1 Iniative any bonus additional attack and enemy would get for extra weapons or charge are taken away, as the sitheadair concentrates on deflecting the blows.
Special Rule - Battle Stances



Legion Specific Wargear:

Dual Sabre Profile: Dual sabre: str +1 Ap3 shred, rending, 2-handed.
Legion Specific Wargear - Caerbannog Dual Saber(Independent Characters only)
Edited by MikhalLeNoir

Notable Wardens of Light

The Wardens of Light had many heroes during the course of the great crusade. From Arngrim Valten, who was called the Legend, over Cervantes de Leon, once the most reckless Recruit the Legions have ever seen, now respected Praetor of the Jetbike Company "Sun Spears" to the unknown Legionaires who died at the Siege of Terra.
A lot of tales could be told about them all, and yet it would cover only a glimpse of their heroic tales. But during the Insurrection 3 notable Wardens should be introduced.
Mikhal "the Scorpion", First Warden and Lord of the Sitheadair, Guaire Amalasan the "Unfocused", former Legion Master of the Apostles of War, now a Pariah Prime Nemesis with uncontrollable pariahabilities and Master of the Fortress Volscott Moragh, an old Veteran of the Unification Wars, he survived through the centuries and every new Warden Recruit was once under his tutelage.

But among those Wardens, one raises above them all. The Legion Primarch, Gwalchavad, the Avatar of Light, whose deeds became legend and whose story in the insurrection is a tragic tale of wrong trust, a broken dream, hesitation and redemption.

 

 

 

:HQ: GWALCHAVAD, PRIMARCH OF THE XIIth LEGION, THE BLANK, THE AVATAR OF LIGHT

 

876997-Gwalchavad%20Botl%20XIIth%20Prima

 

Gwalchavad (475 Points)
WSBSSTWIALdSvGwalchavad7566645102+/3++[tr][td=20%]

Unit Composition

  • 1 (Unique)

Unit Type

  • Jump Infantry (Character)

Wargear

  • The Masque
  • Ellbowblades "Grandfather" & "Peacekeeper"
  • Armor of Light
  • Hidden Blade
  • Jump Pack
  • Frag grenades  

Special Rules

  • Primarch (Independent Character, Eternal Warrior, Fear, Adamantium Will, Fleet, Fearless, It Will Not Die, Master of the Legion)
  • Sire of the Wardens of Light
  • Wisdom of Ages
  • Very Bulky
  • The Eight Gates (Na hOcht Gàidhlig) & “Gate of Death”
  • Dance of Death (rince na marbh)
  • Speed of Light

 

 

  • All models with the Legion Astartes: Wardens of Light (LA:WoL) special rule gain +1 Ld (to a maximum of 10).
  • Any unit with the LA:WoL special rule gain +1 to their Combat resolution results as long as they are within line of sight of Gwalchavad.

Special Rule - Sire of the Wardens of Light

 


Gwalchavad always allows his foes to strike first, in order to better judge their fighting ability and see their true intent.

Gwalchavad adds the turn number to his Initiative value (to a maximum of 10) for all purposes.
Special Rule - Wisdom of Ages

 

 

 


Gwalchavad was trained for centuries in the art of close combat and his ellbowblades, although disgusted by him, are like a part of his body. If Gwalcahvad finds a hole in the defense of an enemy and wounds him, he instantly unleashes follow-up attacks and try to overwhelm his adversary with a barrage of attacks.

Before the Initiative 10 step Gwalchavad may choose to enter the Dance of Death. If he does so then for the rest of the assault phase his invulnerable save is reduced to a 5++, but for every unsaved wound caused by his ellbowblades „Grandfather“ or „Peacekeeper“ in close combat, Gwalchavad immediately makes an additional attack. These extra attacks can generate further additional attacks in the same way, until no further unsaved wounds are caused, or all of the enemies are slain. Attacks/Wounds conjured this way ignore any FNP-Special Rule..
Battle Form “Dance of Death (rince na marbh)”

 


If Gwalchavad is severely hurt, he performs the Battle Meditation "Eight Gates Form" (Na hOcht Gàidhlig). Through an advanced form of battle meditation Gwalchavad is able to release the full potential of his inner powers.

Gwalchavad increases his stats as his wounds reduce. When on 3-4 Wounds he gets WS +1 and when on 1-2 Wounds he gets WS +2 and S +1 If IWND or another effect takes his Wounds value above the threshold his stats correspondingly reduce.

 

Opening the Gate of Death: At the beginning of any turn Gwalchavad may choose to reduce his remaining wounds to 2. Doing so increases his stats as per above, but due to him pushing his body far beyond it's normal limits he cannot use the IWND special rule for the rest of the game if he uses this Option.

Battle Meditation: The Eight Gates (Na hOcht Gàidhlig)

 

 

 

 

 

 

 

 

WARGEAR

The Masque: Of unknown origin the Masque is a powerful device allowing his bearer to control his pariah powers, this archaic device is capable of focusing Gwalchavad's powers into a coruscating blast of energy which rips apart the target at the atomic level resulting in complete disintegration.

Range Strength AP Rules
Mask 12" 1 2 Assault 1, Piercing Gaze, Life Drain, Aetheric Blast

Piercing Gaze: All shots with this weapon are precision shots.
Life Drain: When used against a Psyker this weapon gains the Instant Death special rule.
Aetheric Blast: This weapon has a to wound roll based upon the Mastery Level of the target hit. ML0: 4+ to wound, ML1: 3+ to wound and ML2+: 2+ to wound.

Finally Gwalchavad may unmask himself and let his nature run rampant. He may choose to unmask at the beginning of any of his turns at which point he may no longer make use of his mask as a ranged weapon. However Gwalchavad gains the following benefits, these changes last until the end of the game:

  • All fear checks caused by him are at -2 Ld
  • He may re-roll any failed Deny the Witch rolls.
  • Any attacks he makes in close combat gain the Soul Blaze and Murderous Strike special rule. If the attacks already have Murderous Strike then the number required to activate it on the to wound roll is reduced by one.
  • All units (friend or foe) within 6" must, at the beginning of each turn, make a Ld test which is made a -1Ld. For each point the Ld test is failed the unit suffers a wound with no armor saves allowed.
  • OR If the dice rolled for Warp Charges during the Psychic phase is a 6, then place the large blast template over his head. Every model touched (friend or foe) suffers a wound with no armour saves allowed and the instant death special rule.

Ellbowblades "Grandfather and Peacekeeper":
Given to him by his brother primarch Daer'dd, Gwalchavad mastered the use of these in no time. These paired weapons are precisely balanced to enable Gwalchavad to unleash a barrage of strikes on his enemies, whilst protecting him from harm. Built inside is a H'rud entropic field which let Opponents who were hit age in mere seconds and reduce them to atomic dust.

Range Strength AP Rules
Grandfather - User 2 Melee, Rampage, Counter-attack, Murderous Strike
Peacekeeper- User 2 Melee, Rampage, Rending, Counter-attack, Blind
The Armor of Light (trealamh gréine) : This artificial primarch Armour was given to Gwalchavad by his father to support him in his swift combat style.
The Armor grants Gwalchavad a 2+ save and Hit and Run

Speed of Light: Despite his size, he's too swift for some eyes to track.
Gwalchavad has a 3++ Invulnerable Save.
Jump Pack: Hammer of Wrath (D3), Turbo-boost (12")

Hidden Blade: A model equipped with a hidden blade may make an additional single attack per turn as well as any they would normally be eligible to make. This is done using the weapon profile shown below:

Range S AP Rules
Hidden Blade - User -1 - Melee, Unexpected Strike

Unexpected Strike: This attack comes from an unexpected angle leaving opponents little chance to defend themselves. When rolling to hit for attacks with this special rule the target counts as having -1WS (to a minimum of 1).

The attack with the hidden blade doesn't count for the "dance of death" special rule.

I added the term Battle Form for the dance of death. so the eight gates are the passive meditation which will occur depending on the wounds left and i thought to make the "gate of death" also a battle form, cause it must be activated. (i thought of adding to the gate of death a t test. and when gwal fails, he gets an additional wound or hit to show the stress his body is put on, but i am not entirly sure about the mechanics. maybe the more live he has, the easier the test will be)

 

 

 

:HQ:Mikhal the Scorpion, First Warden of Light and Master of the Sitheadair(205 points)

http://pre03.deviantart.net/6884/th/pre/f/2015/282/c/9/warden_of_light_by_d1sarmon1a-d9ch9c1.jpg

Unit Composition

  • 1 (unique)

Unit Type

  • Jump Infantry (Character)

Stats

  • WS BS S T W I A LD Sv
  • 7 5 4 4 3 6 4 10 2+/4++

Wargear

  • Artificer Armor
  • Iron Halo
  • Frag Grenades
  • Krak Grenades
  • Psyout Grenades
  • Spear Scorpions Sting
  • Ashanderei
  • Hidden Blade
  • Jump Pack

Spear Scorpions Sting
This Spear is Scorpions signature weapon, a spear on a chain, in his youth used to hunt the sky whales of caerbannog, scorpion uses now to hunt the enemies of light.

  • R15" S5 ap3 rending, assault one
  • „GET OVER HERE!“: If a model is hit and a succesfull to wound roll is made. the model is automatically pulled into combat against the Scorpion, counting as a challenge in which Scorpion counts as charging)

Ashanderei
This mastercrafted dual saber is built from the black stone found on caerbannog and emmits a faint red glow. It seems tob e able to cut everything and in Scorpions hand it is a terrible weapon.

  • r.- S+1 Ap3 duelist edge, melee weapon, rending (4+) murderous strike, master crafted, parry

Hidden Blade
A model equipped with a hidden blade may make an additional single attack per turn as well as any they would normally be eligible to make. This is done using the weapon profile shown below:

Range S AP Rules
Hidden Blade - User -1 - Melee, Unexpected Strike

Unexpected Strike: This attack comes from an unexpected angle leaving opponents little chance to defend themselves. When rolling to hit for attacks with this special rule the target counts as having -1WS (to a minimum of 1).


Special Rules:

  • Independant Character
  • Legion Astartes (Wardens of Light)
  • Master of the Legion
  • Rampage
    • the model gains +D3 attacks when outnumbered
  • Blank
    • Denies the witch on a 2+ and psychic powers used by the model he is in a challenge with does not get its bonusses from psychic powers etc.
  • Lord of the Sitheadair
    • As a Sitheadair Scorpion can both move 12" and he always gets the impact hits on the charge together with the re-roll charge distances. If he joins a unit equipped with Jump Packs, they gain the same benefits.
  • Fearless
  • Inspirational Leader
    • All wardens within 12" of Scorpion gain fearless as long as they have line of sight to him and they are within the 12"

 

:HQ:GUAIRE AMALASAN, THE REAVER, NEMEAN LION, THE UNFOCUSED

 

 

:HQ: VOSKATT MORAGH, HAWKEYE, MASTER OF THE SAIGHEADAIR

 

WS BS S T W I A Ld Sv
  5    6   4 4  3 4 2 10 2+/5++

WARGEAR:
Volkite Combi-Flamer: This arcane piece of wargear takes the traditional Combi-Weapon one step further. This unique weapon is a master crafted Volkite Charger, with a combi-flamer attachment which uses the following profile:

Range     S AP Type
Template 5  4   Assault 1, One Use Only

Artificer Armour
Refractor Field
Bolt Pistol
Power Sword
Jump Pack
Frag Grenades
Krak Grenades

SPECIAL RULES
Gunslinger: Voskatt may fire both parts of his Volkite Combi-Flamer in a single turn. Furthermore, Voskatt and any unit he joins may fire Overwatch at full ballistic skill.

Gone like the wind: Against shooting attacks, Voskatt's 5+ Invulnerable save is increased to a 3+. Furthermore, after a shooting attack against Moragh where one wound or more was saved, he can immediately make a run move on 1D6. If the Fleet Battle Meditation is used by Captain Moragh, both himself and any friendly Warden of Light unit within 6 inches benefit for as long as Moragh is alive.

Battle Meditation: Fleet
Split Fire
Consul
Independent Character

Edited by MikhalLeNoir

No, the copper is just the undercoat over which I paint the gold. If done correctly the copper shines through and gives this deep gold variant. And I could weather them more easily.

I have power tonfas and chaintonfas as well as power sickles. And chain dual sabers for my elite troops.



Here I have some possible rules worked out with Grifftofer. Kudos to him for his great work. Rules are still in progress, but please comment and help.

I want to utilze the Battle Meditation around the wardens, and the funny thing is; as we found some for the 2 special units, the primarch has still one to be found and the assault shock pariahs too.


 

Legion: The Wardens of Light
Primarch: Gwalchavad, the Avatar of Light, The Blank
Home world: Caerbannog
Recruitment worlds: Caerbannog Sub System & Terra
Flagship: Peacebringer
Fighting Style: Heavy Weapons Artillery and Fast Close Combat
Special Traits: Pariah, no swords for pariahs. only Terran-born will use swords, so the pointcost for swords are 1,5 the normal price to show, that swords are very rare amongst the wardens.

Special Legion Equipement: Hidden Blades, Chain Tonfas, Double Saber.
Special Units: lùth de òganach, [falamh 's gun èifeachd] coimheadair, sraonadh doininn


GWALCHAVAD 499 POINTS
THE BLANK, THE AVATAR OF LIGHT



WS BS S T W I A Ld Sv
Gwalchavad 7 5 6 6 6 5 6 10 2+


Unit Composition

  • 1 (Unique)

Unit Type

  • Jump Infantry (Character)

Wargear

  • Mask "mwgwd ddi-rym"
  • Tonfas/Ellbowblades "Grandfather" & "Peacekeeper"
  • Armor of Light "trealamh gréine"
  • Hidden Blade
  • Jump Pack
  • Frag grenades

Special Rules

  • Primarch (Independent Character, Eternal Warrior, Fear, Adamantium Will, Fleet, Fearless, It Will Not Die, Master of the Legion)
  • Sire of the Wardens of Light
  • Wisdom of Ages
  • Very Bulky
  • Battle Meditation "The Eight Gates" (Na hOcht Gàidhlig )
  • Battle Meditation "Whirlwind from Beyond"(cuaifeach ó thar)
  • Battle Meditation "Dance of Death" (rince na marbh)
  • "Speed of Light"

 

SPECIAL RULES

Sire of the Wardens of Light

  • All models with the Legion Astartes: Wardens of Light (LA:WoL) special rule gain +1 Ld (to a maximum of 10).
  • Any unit with the LA:WoL special rule gain +1 to their Combat resolution results as long as they are within line of sight of Gwalchavad.

Wisdom of Ages
Gwalchavad always allows his foes to strike first, in order to better judge their fighting ability and see their true intent.

 

Gwalchavad gains +1 I per Round. This effect starts in Round 3. And cannot increase over a max of I 9 in Round 6.
So he has in round 1,2 I5->Round 3 : I6->Round 4: I7 ->in Round 5 I 8 and finally in Round 6 I 9.


Battle Meditation "The Eight Gates" (Na hOcht Gàidhlig)
If Gwalchavad is severely hurt, he performs the Battle Meditation "Eight Gates Form" (Na hOcht Gàidhlig). He focus entirely on the battle and releases the hidden powers which sleep deep within.

Gwalchavad gains additional Statbonusses for every 2 Wounds he receives. So if he gets down to 4 Wounds he gets WS + 1 and if he drops down to 2 Wounds he gets WS + 2 and S +1 If he heals a wound and rises above 2 Or 4 Wounds, then his Stats are reduced in line to his remaining wounds.

 

Battle Meditation :„ cuaifeach ó thar (Whirlwind from Beyond)“:
Instead of making normal attacks, Gwalchavad can instead choose to whirl himself around in spinning dance of death. If he does so, Gwalchavad inflincts a single automatic hit on all enemy models in base contact. Declare whether or not if Gwalchavad will perform a „Whirlwind from beyond“ before any blows are struck.

 

Battle Meditation „rince na marbh ("dance of death")“:

Although he hates violence, Gwalchavad is an amazing fighter, trained for centuries in the art of close combat. If Gwalcahvad finds a hole in the defense of an enemy and wounds him, he instantly unleashes follow-up attacks and try to overwhelm his adversary with a barrage of attacks.

For every unsaved wound caused by his ellbowblades „Grandfather“ or „Peacekeeper“ in close combat, Gwalchavad immediately makes an additional attack. These extra attacks can generate further additional attacks in the same way, until no further unsaved wounds are caused, or all of the enemies are slain. Attacks conjured this way ignore any FNP-Special Rule.
 

WARGEAR

The Mask "mwgwd ddi-rym": Givien to him by the lady of the lake to let him control his pariah powers, this archaic device is capable of focusing Gwalchavad's powers into a coruscating blast of energy which rips apart the target at the atomic level resulting in complete disintegration.

 

It has the following profile:

Range Strength AP Rules
Mask 12" 1 2 Assault 1, Piercing Gaze, Life Drain, Aetheric Blast

Piercing Gaze: All shots with this weapon are precision shots.
Life Drain: When used against a Psyker this weapon gains the Instant Death special rule.
Aetheric Blast: This weapon has a to wound roll based upon the Mastery Level of the target hit. ML0: 4+ to wound, ML1: 3+ to wound and ML2+: 2+ to wound.

Finally Gwalchavad may unmask himself and let his nature run rampant. He may choose to unmask at the beginning of any of his turns at which point he may no longer make use of his mask as a ranged weapon, but gains the following benefits. These changes last until the end of the game:

  • All fear checks caused by him are at -2 Ld
  • He may re-roll any failed Deny the Witch rolls.
  • Any attacks he makes in close combat cause Instant Death on a 5+ and gain the Soul Blaze special rule.

 

Weapons:

Ellbowblades "Grandfather and Peacekeeper":

Given to him by his brother primarch Daer'dd, Gwalchavad mastered the use of these in no time.These paired weapons are precisely balanced to enable Gwalchavad to unleash a barrage of strikes on his enemies, whilst protecting him from harm. Built inside is a H'rud entropic field which let Opponents who were hit age in mere seconds and reduce them to atomic dust.

Range Strength AP Rules
Tonfas - User 2 Melee, Rampage, Rending, Counter-attack, Two-handed, Blind, Murderous Strike

Armor:
"The Armor of Light" (trealamh gréine) : This artificial primarch Armour was given to Gwalchavad by his father to support him in his swift combat style.

The Armor grants Gwalchavad a 2+ save and Hit and Run

 

Speed of Light: Despite his size, he's too swift for some eyes to track.

 

Gwalchavad has a 4++ Invulnerable Save that can be re-rolled on a 5+.
 

Jump Pack: Hammer of Wrath (D3), Turbo-boost (12")
 

Hidden Blade: A model equipped with a hidden blade may make an additional single attack per turn as well as any they would normally be eligible to make. This is done using the weapon profile shown below:

Range S AP Rules
Hidden Blade - User -1 - Melee, Unexpected Strike

Unexpected Strike: This attack comes from an unexpected angle leaving opponents little chance to defend themselves. When rolling to hit for attacks with this special rule the target counts as having -1WS (to a minimum of 1).

The attack with the hidden blade doesn't count for the "dance of death" special rule.


..................................................................................................................................................................................................................................................................
Special Units

[falamh 's gun èifeachd] COIMHEADAIR


[falamh 's gun èifeachd] COIMHEADAIR 70 POINTS
WS BS S T W I A LD Sv
COIMHEADAIR 4 4 4 4 1 4 2 8 3+

Techmarine 4 4 4 4 1 4 2 8 2+
Empyric Manipulator - - - 7 2 - - - 3+

Unit Composition

  • 2 COIMHEADAIR

Unit Type

  • COIMHEADAIR: Infantry (Character)

Wargear

  • Power armor (COIMHEADAIR only)
  • Artificer armor (Techmarine only)
  • Bolt Pistol
  • Chaintonfa, Lance or combat blade
  • Frag & Krak Grenades
  • Servo-arm (Techmarine only)
  • Bike (only if Empyric Manipulator wasn't purchased)

Special Rules

  • Legiones Astartes (Wardens of Light)
  • Battle smith (Techmarine only)*
  • Psy-shield (Empyric Manipulator only)
  • Battle Meditation Hexagramic Wards (Warders only)

*A Techmarine may restore a single wound to the Empyric Manipulator with each use of it's Battlesmith ability.

Options
A COIMHEADAIR-Team may take:
- Up to 3 additional COIMHEADAIR.................................................... +30 points each
- 1 Empyric Manipulator with Techmarine............................... +60 points*
*Choosing an Empyric Manipulator changes the Warding Team's Unit Type to Artillery.

Psy-shield: If the Empyric Manipulator is not moved during the movement phase then until the beginning of it's next turn it produces a shield that covers everything within (3 x No. of COIMHEADAIR)". The Empyric Manipulator rolls Deny the Witch rolls for ALL units targeted within this radius (friend and foe) including blessings that effect units within the area. Each attempt to Deny the Witch gains a number of additional dice equal to the number of successes made on the harness roll. And all Deny the Witch rolls made by the Empyric Manipulator succeed on a 4+.

Battle Meditation "Hexagramic Wards": Each COIMHEADAIR adds one dice to the Warp Charge pool, but only in the enemy psychic phase.

Battle Meditation "Summon the Vortex": If the COIMHEADAIR-Team has not purchased an Empyric Manipulator then they must all be deployed within 6" of each other, but afterwards operate independently. Any turn in which all remaining members do not move during the movement phase summons a vortex that lasts until the beginning of their next turn. The vortex effects the entire battlefield and has the following effects:

  • If 1 COIMHEADAIR is alive then the vortex causes Psykers to suffer Perils of the Warp on any manifestation roll that includes two or more 6s and/or two or more 5s.
  • If 2 COIMHEADAIR are alive then the vortex causes Psykers to suffer Perils of the Warp on any manifestation roll that includes two or more 6s; and/or two or more 5s and/or two or more 4s.
  • If 3 COIMHEADAIR are alive then the vortex causes Psykers to suffer Perils of the Warp on any manifestation roll that includes two or more 6s; and/or two or more 5s; and/or two or more 4s and/or two or more 3s.
  • If 4 COIMHEADAIR are alive then the vortex causes Psykers to suffer Perils of the Warp on any manifestation roll that includes two or more 6s; and/or two or more 5s; and/or two or more 4s; and/or two or more 3s and/or two or more 2s.
  • If 5 COIMHEADAIR are alive then the vortex causes Psykers to suffer Perils of the Warp on any manifestation roll that includes two or more 6s; and/or two or more 5s; and/or two or more 4s; and/or two or more 3s; and/or two or more 2s and/or two or more 1s.

................................................................................................................................................................................................................................................................

Lùth de òganach 170 POINTS
WS BS S T W I A LD Sv
Lùth 5 4 4 4 1 4 2 9 3+


Unit Composition

  • 5 Lùth

Unit Type

  • Jump Infantry

Wargear

  • Power armor
  • Hand Flamer
  • Hand Melter (Squad Leader)
  • Chain Tonfa
  • Jump Pack
  • Frag & Krak Grenades

Special Rules

  • Legiones Astartes (Wardens of Light)
  • Psy-hunters
  • Favoured of Gwalchavad
  • Precision Strikes

Options
The Lùth de òganach may take
- Up to 5 additional Lùth.................................................... +30 points each

Any Lùth may exchange its Chain Tonfa for
- Eviscerator(?)......................................................................... +18 point (well...it is a sword...)
- dual chain sabre................................................?? point
The entire squad may take melta-bombs................................ +25 points

Favoured of Gwalchavad
A unit of Lùth de òganach may be chosen instead of a Command squad as a bodyguards for any Jump Pack equipped Praetor of the Wardens of Light Legion (Or the Primarch Gwalchavad himself). Lùth de òganach must always be modelled/painted to be visually distinct from standard Legion Assault squads/Command squads to avoid confusion.

Psy-hunters
Collectively the Lùth de òganach are able to have negative effects on enemy psykers. Theyt count as being equipped with Psyk-out grenades.

Chain tonfas
Range S AP Type
Chain tonfas - User 6 Melee, Two-handed, Parry

Chain Dual Sabre - User 4(?) Melee, Two handed, Duelist Edge

Battle Meditation: "Focus on the enemy"
A weapon with rule give its user a 5+ invulnerable save in close combat.


.................................................................................................................................................................................................................................................................


Sraonadh Doininn 165 POINTS
WS BS S T W I A LD Sv
Blaster 4 5 4 4 1 4 1 8 3+

Storm Leader 4 5 4 4 1 4 2 9 3+

Unit Composition

  • 4 Blasters
  • 1 Storm Leader

Unit Type

  • Blasters: Infantry
  • Storm Leader: Infantry (Character)

Wargear

  • Power armor
  • Heavy Bolter
  • Bolt Pistol
  • Frag & Krak Grenades

Special Rules

  • Legiones Astartes (Wardens of Light)
  • Storm of Fire
  • Trajectory Analysis Protocols
  • Preferred Enemy (Vehicles)

Options
The Sraonadh Doininn may take
- Up to 5 additional Blasters.................................................... +24 points each

All of the Space Marines in the squad (including the Storm Leader) may exchange their heavy bolters for one of the following other heavy weapon types. If chosen, then all the heavy bolters in the squad must be exchanged for the same weapon:
- Autocannon...................................................................... +5 points each
- Missile Launcher (with Frag & Krak missiles).......... +5 points each
- Plasma Cannon.............................................................. +15 points each
- Volkite Culverin................................................................ +10 points each
- Lascannon....................................................................... +15 points each
The Storm Leader may take the following:
- Augury scanner................................................................ +5 points
- Melta-bombs.................................................................... +5 points
- Upgrade to artificer armor.............................................. +10 points

Battle Meditation "A Storm of Fire"
A unit of Sraonadh Doininn may choose to initiate a Storm of Fire at the beginning of their shooting phase. If they do so they make a single attack, as a unit, with the profile of the weapons that they are carrying. However this attack has additional special rules depending on how many models are remaining in the squad:
1-3: No Storm of Fire shots may be made
4-7: Blast
8+: Large Blast

Trajectory Analysis Protocols
A unit of Sraonadh Doininn using their Storm of Fire ability may choose to use the Barrage special rule when resolving the shots.

________________________________________________________________________________________________________________________________


Rules for additional Characters are in the works (I know you all want to fight against scorpion, so ideas are welcome). Maybe you have some armywide special traits, which work for the wardens.

My alternate heresythread can be found here: http://www.bolterandchainsword.com/topic/312353-brotherhood-of-the-lost-the-wardens-of-light/

Edited by MikhalLeNoir

To show, that the thread is not dead yet.

 

A small Update.

 

Now with a BLING!!!!

DSC0041

DSC0047

DSC0046

DSC0045

DSC0043

DSC0042

 
 
Still far from finished, but they are on the right direction.
I want the belts be a more vibrant red. mine is always dark. Some advice?
 
 

 

Work is slowly progressimg :smile.:

 

Some pics. As you can see, I am weathering the wardens now, and some salt still sticks on the models^^ Have to tone the weathering down a bit, at least the Wardens are not the Death Guard.

 

DSC0048

DSC0049

DSC0050

DSC0051

DSC0052

DSC0053

DSC0054

DSC0055

DSC0056

DSC0057

DSC0058

DSC0059

DSC0060

 
 
And here some design studies for the "Lùth de òganach" with their commander Scorpion.
 

DSC0061

DSC0063

DSC0065

DSC0066

DSC0067

 
They wield the Wardens exclusive ("Well, at least in the BotL-Timeline) developed Dual Chain Sabers.
Edited by MikhalLeNoir

Legion: The Wardens of Light
Primarch: Gwalchavad, the Avatar of Light, The Blank
Home world: Caerbannog
Recruitment worlds: Caerbannog Sub System & Terra
Flagship: Peacebringer
Fighting Style: Heavy Weapons Artillery and Fast Close Combat
Special Traits: Pariah, no swords for pariahs. only Terran-born will use swords, so the pointcost for swords are 1,5 the normal price to show, that swords are very rare amongst the wardens.

Special Legion Equipement: Hidden Blades, Chain Tonfas, Double Saber.
Special Units: lùth de òganach, [falamh 's gun èifeachd] coimheadair, sraonadh doininn


GWALCHAVAD 480 POINTS
THE BLANK, THE AVATAR OF LIGHT



WS BS S T W I A Ld Sv
Gwalchavad 7 5 6 6 6 5 6 10 2+


Unit Composition[/font]
  • 1 (Unique)
Unit Type
  • Jump Infantry (Character)
Wargear
  • Mask "mwgwd ddi-rym"
  • Tonfas/Ellbowblades "Grandfather" & "Peacekeeper"
  • Armor of Light "trealamh gréine"
  • Hidden Blade
  • Jump Pack
  • Frag grenades
Special Rules
  • Primarch (Independent Character, Eternal Warrior, Fear, Adamantium Will, Fleet, Fearless, It Will Not Die, Master of the Legion)
  • Sire of the Wardens of Light
  • Wisdom of Ages
  • Very Bulky
  • Battle Meditation "The Eight Gates" (Na hOcht Gàidhlig )
  • Battle Meditation "Whirlwind from Beyond"(cuaifeach ó thar)
  • Battle Meditation "Dance of Death" (rince na marbh)
  • "Speed of Light"
SPECIAL RULES
Sire of the Wardens of Light
  • All models with the Legion Astartes: Wardens of Light (LA:WoL) special rule gain +1 Ld (to a maximum of 10).
  • Any unit with the LA:WoL special rule gain +1 to their Combat resolution results as long as they are within line of sight of Gwalchavad.
Wisdom of Ages
Gwalchavad always allows his foes to strike first, in order to better judge their fighting ability and see their true intent.


Gwalchavad gains +1 I per Round. This effect starts in Round 3. And cannot increase over a max of I 9 in Round 6.
So he has in round 1,2 I5->Round 3 : I6->Round 4: I7 ->in Round 5 I 8 and finally in Round 6 I 9.


Battle Meditation "The Eight Gates" (Na hOcht Gàidhlig)
If Gwalchavad is severely hurt, he performs the Battle Meditation "Eight Gates Form" (Na hOcht Gàidhlig). He focus entirely on the battle and releases the hidden powers which sleep deep within.

Gwalchavad gains additional Statbonusses for every 2 Wounds he receives. So if he gets down to 4 Wounds he gets WS + 1 and if he drops down to 2 Wounds he gets WS + 2 and S +1 If he heals a wound and rises above 2 Or 4 Wounds, then his Stats are reduced in line to his remaining wounds.


Battle Meditation :„ cuaifeach ó thar (Whirlwind from Beyond)“:
Instead of making normal attacks, Gwalchavad can instead choose to whirl himself around in spinning dance of death. If he does so, Gwalchavad inflincts a single automatic hit on all enemy models in base contact. Declare whether or not if Gwalchavad will perform a „Whirlwind from beyond“ before any blows are struck.


Battle Meditation „rince na marbh ("dance of death")“:
Although he hates violence, Gwalchavad is an amazing fighter, trained for centuries in the art of close combat. If Gwalcahvad finds a hole in the defense of an enemy and wounds him, he instantly unleashes follow-up attacks and try to overwhelm his adversary with a barrage of attacks.
For every unsaved wound caused by his ellbowblades „Grandfather“ or „Peacekeeper“ in close combat, Gwalchavad immediately makes an additional attack. These extra attacks can generate further additional attacks in the same way, until no further unsaved wounds are caused, or all of the enemies are slain. Attacks conjured this way ignore any FNP-Special Rule.

WARGEAR
The Mask "mwgwd ddi-rym": Givien to him by the lady of the lake to let him control his pariah powers, this archaic device is capable of focusing Gwalchavad's powers into a coruscating blast of energy which rips apart the target at the atomic level resulting in complete disintegration.

It has the following profile:

Range Strength AP Rules
Mask 12" 1 2 Assault 1, Piercing Gaze, Life Drain, Aetheric Blast

Piercing Gaze: All shots with this weapon are precision shots.
Life Drain: When used against a Psyker this weapon gains the Instant Death special rule.
Aetheric Blast: This weapon has a to wound roll based upon the Mastery Level of the target hit. ML0: 4+ to wound, ML1: 3+ to wound and ML2+: 2+ to wound.

Finally Gwalchavad may unmask himself and let his nature run rampant. He may choose to unmask at the beginning of any of his turns at which point he may no longer make use of his mask as a ranged weapon, but gains the following benefits. These changes last until the end of the game:
  • All fear checks caused by him are at -2 Ld
  • He may re-roll any failed Deny the Witch rolls.
  • Any attacks he makes in close combat cause Instant Death on a 5+ and gain the Soul Blaze special rule.
Weapons:
Ellbowblades "Grandfather and Peacekeeper":
Given to him by his brother primarch Daer'dd, Gwalchavad mastered the use of these in no time.These paired weapons are precisely balanced to enable Gwalchavad to unleash a barrage of strikes on his enemies, whilst protecting him from harm. Built inside is a H'rud entropic field which let Opponents who were hit age in mere seconds and reduce them to atomic dust.

Range Strength AP Rules
Tonfas - User 2 Melee, Rampage, Rending, Counter-attack, Two-handed, Blind, Murderous Strike

Armor:
"The Armor of Light" (trealamh gréine) : This artificial primarch Armour was given to Gwalchavad by his father to support him in his swift combat style.

The Armor grants Gwalchavad a 2+ save and Hit and Run


Speed of Light: Despite his size, he's too swift for some eyes to track.

Gwalchavad has a 4++ Invulnerable Save that can be re-rolled on a 5+.

Jump Pack: Hammer of Wrath (D3), Turbo-boost (12")

Hidden Blade: A model equipped with a hidden blade may make an additional single attack per turn as well as any they would normally be eligible to make. This is done using the weapon profile shown below:

Range S AP Rules
Hidden Blade - User -1 - Melee, Unexpected Strike

Unexpected Strike: This attack comes from an unexpected angle leaving opponents little chance to defend themselves. When rolling to hit for attacks with this special rule the target counts as having -1WS (to a minimum of 1).

The attack with the hidden blade doesn't count for the "dance of death" special rule.
..................................................................................................................................................................................................................................................................
Special Units

[falamh 's gun èifeachd] COIMHEADAIR


[falamh 's gun èifeachd] COIMHEADAIR 70 POINTS
WS BS S T W I A LD Sv
COIMHEADAIR 4 4 4 4 1 4 2 8 3+

Techmarine 4 4 4 4 1 4 2 8 2+
Empyric Manipulator - - - 7 2 - - - 3+

Unit Composition
  • 2 COIMHEADAIR
Unit Type
  • COIMHEADAIR: Infantry (Character)
Wargear
  • Power armor (COIMHEADAIR only)
  • Artificer armor (Techmarine only)
  • Bolt Pistol
  • Chaintonfa, Lance or combat blade
  • Frag & Krak Grenades
  • Servo-arm (Techmarine only)
  • Bike (only if Empyric Manipulator wasn't purchased)
Special Rules
  • Legiones Astartes (Wardens of Light)
  • Battle smith (Techmarine only)*
  • Psy-shield (Empyric Manipulator only)
  • Battle Meditation Hexagramic Wards (Warders only)
*A Techmarine may restore a single wound to the Empyric Manipulator with each use of it's Battlesmith ability.

Options
A COIMHEADAIR-Team may take:
- Up to 3 additional COIMHEADAIR.................................................... +30 points each
- 1 Empyric Manipulator with Techmarine............................... +60 points*
*Choosing an Empyric Manipulator changes the Warding Team's Unit Type to Artillery.

Psy-shield: If the Empyric Manipulator is not moved during the movement phase then until the beginning of it's next turn it produces a shield that covers everything within (3 x No. of COIMHEADAIR)". The Empyric Manipulator rolls Deny the Witch rolls for ALL units targeted within this radius (friend and foe) including blessings that effect units within the area. Each attempt to Deny the Witch gains a number of additional dice equal to the number of successes made on the harness roll. And all Deny the Witch rolls made by the Empyric Manipulator succeed on a 4+.

Battle Meditation "Hexagramic Wards": Each COIMHEADAIR adds one dice to the Warp Charge pool, but only in the enemy psychic phase.

Battle Meditation "Summon the Vortex": If the COIMHEADAIR-Team has not purchased an Empyric Manipulator then they must all be deployed within 6" of each other, but afterwards operate independently. Any turn in which all remaining members do not move during the movement phase summons a vortex that lasts until the beginning of their next turn. The vortex effects the entire battlefield and has the following effects:
  • If 1 COIMHEADAIR is alive then the vortex causes Psykers to suffer Perils of the Warp on any manifestation roll that includes two or more 6s and/or two or more 5s.
  • If 2 COIMHEADAIR are alive then the vortex causes Psykers to suffer Perils of the Warp on any manifestation roll that includes two or more 6s; and/or two or more 5s and/or two or more 4s.
  • If 3 COIMHEADAIR are alive then the vortex causes Psykers to suffer Perils of the Warp on any manifestation roll that includes two or more 6s; and/or two or more 5s; and/or two or more 4s and/or two or more 3s.
  • If 4 COIMHEADAIR are alive then the vortex causes Psykers to suffer Perils of the Warp on any manifestation roll that includes two or more 6s; and/or two or more 5s; and/or two or more 4s; and/or two or more 3s and/or two or more 2s.
  • If 5 COIMHEADAIR are alive then the vortex causes Psykers to suffer Perils of the Warp on any manifestation roll that includes two or more 6s; and/or two or more 5s; and/or two or more 4s; and/or two or more 3s; and/or two or more 2s and/or two or more 1s.
................................................................................................................................................................................................................................................................

Lùth de òganach 170 POINTS
WS BS S T W I A LD Sv
Lùth 5 4 5 4 1 4 2 9 3+


Unit Composition
  • 5 Lùth
Unit Type
  • Jump Infantry
Wargear
  • Power armor
  • Hand Flamer
  • Hand Melter (Squad Leader)
  • Chain Tonfa
  • Jump Pack
  • Frag & Krak Grenades
Special Rules
  • Legiones Astartes (Wardens of Light)
  • Psy-hunters
  • Favoured of Gwalchavad
  • Precision Strikes
  • Airborn
Options
The Lùth de òganach may take
- Up to 5 additional Lùth.................................................... +30 points each

Any Lùth may exchange its Chain Tonfa for
- Eviscerator(?)......................................................................... +18 point (well...it is a sword...)
- dual chain tonfas.................................................................?? (get parry as rule+ 1 A)
- dual chain sabre................................................?? point
The entire squad may take melta-bombs................................ +25 points

Favoured of Gwalchavad
A unit of Lùth de òganach may be chosen instead of a Command squad as a bodyguards for any Jump Pack equipped Praetor of the Wardens of Light Legion (Or the Primarch Gwalchavad himself). Lùth de òganach must always be modelled/painted to be visually distinct from standard Legion Assault squads/Command squads to avoid confusion.

Airborn
Any Luth de Oganach can both move 12" and always gets the impact hits on the charge together with the re-roll charge distances.
Psy-hunters
Collectively the Lùth de òganach are able to have negative effects on enemy psykers. Theyt count as being equipped with Psyk-out grenades.

Chain tonfas
Range S AP Type
Chain tonfas - User 6 Melee, Two-handed, Parry

Chain Dual Sabre - S+1 3 on Charge(4) Melee, Two handed, Duelist Edge

Battle Meditation: "Focus on the enemy"
A weapon with rule give its user a 5+ invulnerable save in close combat.


.................................................................................................................................................................................................................................................................


Sraonadh Doininn 165 POINTS
WS BS S T W I A LD Sv
Blaster 4 5 4 4 1 4 1 8 3+

Storm Leader 5 5 4 4 1 4 2 9 3+

Unit Composition
  • 4 Blasters
  • 1 Storm Leader
Unit Type
  • Blasters: Infantry
  • Storm Leader: Infantry (Character)
Wargear
  • Power armor
  • Heavy Bolter
  • Bolt Pistol
  • Frag & Krak Grenades
Special Rules
  • Legiones Astartes (Wardens of Light)
  • Storm of Fire
  • Trajectory Analysis Protocols
  • Preferred Enemy (Vehicles)
Options
The Sraonadh Doininn may take
- Up to 5 additional Blasters.................................................... +24 points each

All of the Space Marines in the squad (including the Storm Leader) may exchange their heavy bolters for one of the following other heavy weapon types. If chosen, then all the heavy bolters in the squad must be exchanged for the same weapon:
- Autocannon...................................................................... +5 points each
- Missile Launcher (with Frag & Krak missiles).......... +5 points each
- Plasma Cannon.............................................................. +15 points each
- Volkite Culverin................................................................ +10 points each
- Lascannon....................................................................... +15 points each
The Storm Leader may take the following:
- Augury scanner................................................................ +5 points
- Melta-bombs.................................................................... +5 points
- Upgrade to artificer armor.............................................. +10 points

Battle Meditation "A Storm of Fire"
A unit of Sraonadh Doininn may choose to initiate a Storm of Fire at the beginning of their shooting phase. If they do so they make a single attack, as a unit, with the profile of the weapons that they are carrying. However this attack has additional special rules depending on how many models are remaining in the squad:
1-3: No Storm of Fire shots may be made
4-7: Blast
8+: Large Blast

Trajectory Analysis Protocols
A unit of Sraonadh Doininn using their Storm of Fire ability may choose to use the Barrage special rule when resolving the shots.

________________________________________________________________________________________________________________________________


And here some WIP Design for the Lùth de òganach together with Scorpion. They wield the exclusive warden weapon, the Caerbannog Dual Saber.

DSC0061


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If you wand to see more pics, just look in my WIP-Thread over here :

http://www.bolterandchainsword.com/topic/303402-ave-dominus-lux-xi-legion-the-wardens-of-light-170815/page-4 Edited by MikhalLeNoir

Just wanted to introduce you to a new friend of mine.

Say hello to Arngrim Valten, the Blademaster. Terran born he stands against everything Gwalchavad teaches, yet the wardens need people like him, who do the dirty work.

DSC0072


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DSC0068




And here some more Luth in the making

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DSC0073

Edited by MikhalLeNoir

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