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So, a spur of the moment idea on one of the legion specific units, The Tazmanien Devils

 

Tazmanien Devils 165 points

 

Compositon:

2 Handlers

4 Devils

 

Handler    WS  BS  S  T  W  I  A  LD  SV

                  4      4   4  4   1  4  2   9    3+

Devil        WS  BS  S  T   W  I  A  LD  SV

                  3     0    5  3   1   4 2   5    6+

 

Unit Type: Beast (Devil only) Jump Infantry (Handler)

 

Wargear

Power Armour (Handler only)

Boltgun (Handler only)

Claws and teeth (Devil only)

Jump Pack (Handler only)

 

Special Rules

Savage: All to wound rolls of a six made by the Devils are resolved at AP2.

Legiones Astartes (SJ)

Bloodlust: If, after winning a combat, the enemy successfully falls back, roll a die for each Devil remaining in the unit. On the roll of a 6, the Handlers immediately take one automatic hit. Roll to wound as normal.

Furious Charge (Devils only)

Counter Attack (Devils only)

 

Options

May add up to three additional Handlers, who each come with two Devils +40 points per Handler/Devils

Any Handler may take Melta Bombs +5 points per model

Any Handler may take a Power weapon +10 points

                                        Power fist +15 points

                                        Single Lightning Claw +15 points

 

C&C welcome

Fugion, Home World of the Jackal Lord

 

Fugion was a sparsely populated world filled with sprawling forests, mountains that eclipsed the clouds and massive desserts. The populace lived in groups, called kinships or tribes. Some of these tribes were always on the move, such as the Aebaken, would inhabit an area, taking all of the resources available, and then begin large fires to hasten the process of regrowth. Others, such as the Beylgu, holed themselves up in cast and sprawling cities and keeps. There may have been over 300 of these tribes, numbering from scarcely 50 people to over 10,000. The major tribes, called The First, each ruled over a vast tract of land. The First consisted of the Aebaken, Beylgu, Gimbilang and Jairongy. Each ruled over one of the four continents, borders set by the raging oceans. There was a rudimentary planetary vox network in place, but the secrets to maintaining such a device had died with the first settlers, and as such contact between the continents was fleeting and sporadic, news often coming from the slow moving trawlers that journeyed through the raging seas to trade and fish.

 

Aebaken

 

The Aebaken inhabited the Sourthen most continent of Fugion, and had only rudimentary technologies to help them face the searing heat, but made the best use possible of the land around them. Their continent housed many sprawling forests and grassy plains, along with the scarred husk of a ship that had first brought the settlers to Fugion. However, they did proudly boast two great engines of war, which they called  Beast Striders. As it would turn out, these were actually ancient patterns of Imperial knights, boasting great hunting lances and searing energy weapons. These two behemoths kept silent vigil over the North and West coasts of the continent. As such, the Aebaken enjoyed great peace among their lands.

 

Beylgu

 

The Bailgu inhabited the Northern most continent. Their King operated out of a great Ceramite fortress built into the sheer face of the Wolfenshire mountain, utterly impenetrable once sealed. It was here that young Jackel came to rest. Found by the Kings most trusted Swordsguard, who had been sent to investigate the object seen hurtling down from the sky, he was taken before the King, who immediately declared he would adopt him and teach him the ways of the Beylgu. The Beylgu were arguably the most advanced tribe on Fugion, having taken most of the technology from the ship that took them to Fugion and left for new land, to make a fresh start. They also took the most learned men from the settling party, stealing them away and taking every secret they could.

 

Gimbilang

 

The Gimbilang were unusual to the eyes of outsiders. Instead of sticking together in one spot as a group, like so many other tribes, they were encouraged to split off and form their own trading colonies, to increase the greater wealth of the tribe. Comprised of traders, mercenaries, thieves and scum, The Gimbilang earned a reputation for their hired services. One could find a man to do anything he desired in any of their labyrinthine cities. They earned a reputation for always keeping their word, something much valued when doing shady business, as was so often done in the underground of a city. One of their greatest cities, the Free Heights, was inhabited by the finest artists, smiths and muses that ever walked Fugion. It was also the root of the Comtretist revolution that levelled entire sections of the planet using weapons of mass destruction unseen since the first settling, and experimental gene manipulation forbidden long ago. It was in this crisis that Jackel, even though only 4 Fugionite years old but as tall as any man, stepped into the void and rallied the armies of the four continents under the banner of the King, and crushed the insurrection.

 

Jairongy

 

The Jairongy are more savage than civil. Roaming the desserts with the Devils and the Wyrmbats, their continent was rarely visited except by the historians appointed to document them. They were not just renowned as savages though, having a earned the moniker Flesh Fury for their valiance and aptitude for physical combat.

 

Thats Jackels homeworld. 

 

 

Also, thinking of a colour scheme for the Jackals. I was thinking something along these lines:

 

http://i1065.photobucket.com/albums/u382/DG101/Screen%20Shot%202015-08-07%20at%209.00.04%20PM_zpsalvdtk4j.png

 

c&c welcome

So, time to hammer out some legion rules. The theme I had in mind for the Jackals is that they work together to take down large targets, and split off into smaller packs, etc.

 

Legiones Astartes (Stygian Jackals)

 

Strike Together: When a Stygian Jackals unit makes a shooting attack at an enemy that has already been shot at by a unit with the same type from the same army, they get to reroll rolls of 1 when rolling to hit (e.g. an Infantry unit shoots at a unit, then another infantry unit shoots at that same squad) 

 

Hunting Packs: If a troops unit numbers 30 models, it may choose to split down into 3 squads of 10 models. These all function as if they were different units, but there may only be one sergeant, vexilla and nuncio-vox operator in total.

 

Bigger they are, the harder they fall: Legion troops choices and veteran tactical squads gain the Monster Hunter Universal Special Rule. Note that veteran tactical squads must choose between this and the usual veteran tactics.

 

Styigan Jackals armies also gain access to Two Legion specific units, Two Legion specific HQ's and one Legion specific Lord of War:

The Tazmanien Devils (Fast Attack) 

The ++REDACTED++* (Elites)

Uten Tuskan (HQ)

++REDACTED++* (HQ)

Willym Jackel (LoW)

 

 

Optional force organisation chart: Tracking Cadre

 

Compulsory:

1 HQ

1 Troops

1 Fast attack

 

Optional:

+2 HQ's

+5 Troops

+2 Elites

+3 Fast attack

+1 Heavy support

 

Lord of War detachment (optional)

+1 Lord of War

 

Independent characters in this army gain access to a unique piece of wargear: The Wyrmbat hide. 

 

Wyrmbat Hide +20 points

Confers the Feel No Pain (6+) special rule and Adamantium Will special rule to the bearer.

 

Jackal Dydery +25 points (replaces Legion Vexilla option)

The Dydery gives all models in the unit +1 leadership (to a maximum of 10) and all Legiones Astartes (SJ) units within 6" re-roll failed morale checks.

 

 

 

Stygian Jackals Unique Rite of War: Hunting Pack

 

Effects:

All Infantry models gain the Infiltrate rule

All Infantry models gain Stealth (Forests)

Opportunistic: When in combat with a unit that has less models than it, the Styigan Jackals unit gains +1 to combat resolution.

 

Limitations:

Must be taken in conjunction with the Tracking Cadre Force Organisation chart. 

Must take either a Legion Outrider Squad or Legion Jetbike Sky hunter squadron as its compulsory Fast Attack choice.

May not take Drop Pods of any kind or Flyers of any kind.

Infiltrators may only infiltrate on the second turn

 

 

Willym Jackel - 425 points

Jackal Lord, Relentless Hunter, Whisper in the Trees

 

WS  BS  S  T  W  I  A Ld  SV

  8     5    6  6   5  7 4  10  2+

 

 

Unit Compositon:

1 (Unique)

 

Unit Type:

Jump Infantry (Independent Character)

 

Wargear:

Bite

Penitance

The Hounds Axe

Frag and Krak Grenades

Whisper Plate

 

Bite:

Range: -    S: User     Ap: 1   Type: Melee, Master Crafted, Throat Ripper, Unwieldy, Electro Charge

 

Throat Ripper: Jackel must be in base contact with at least one enemy to use Bite. Wounds cause by Bite can only be applied to models Jackel is in base contact with.

Electro Charge: Once per game during the owning players combat phase, Bite may become strength D. This lasts until the end of the Combat phase.

 

 

The Hounds Axe:

Range: -    S: +2   Ap: 2     Type: Melee, Murderous Strike, Specialist Weapon

 

 

Penitance:

Range: 24"    S: 5   Ap: 3    Type: Salvo 2/4

 

 

Whisper Plate:

The Whisper Plate confers a 2+ armour save and a 4+ invulnerable save. It also Incorporates a Wyrmbat Hide.

 

Special Rules:

Primarch

Sire of the Stygian Jackals

Furious Charge 

Bulky

Lurking

Surrounded By Friends 

 

Sire of the Stygian Jackals:

All units with the Legiones Astartes (SJ) and Imperialis Militia squads with the feral warriors provenance gain +1 Leadership while Jackel is alive and on the board. Additionally, Jackel may take a compliment of 2 Tazmanien Devils for +60 points

 

Lurking:

If Jackel moves into area terrain, and there is another piece of area terrain within 6", he may choose to appear there. He may be placed anywhere inside the terrain, but may not run, charge or voluntarily move until the start of the controlling players next turn. This ability may only be used once per turn and can not be used if Jackel is accompanied by any units other than Tazmanien Devils.

 

Surrounded By Friends

Jackel can include a single Imperialis Militia squad as a non-compulsory troops choice. This squad must have the Feral Warriors Provenance and must choose to take the close combat weapons and las pistol upgrade. This units gain the outflank rule for +20 points.

 

 

C&C welcome (I don't bite you know http://image.bolterandchainsword.com//public/style_emoticons/default/msn-wink.gif, even if Jackel does) . I'd really like to come up with some better names for some of the special rules, especially Jackels surrounded by friends.

Edited by Praefectus Invictus

Only Critique would be the Wyrmbat Hide.

 

30pts for FNP (6+) and Adamantium will isnt all that great since you can pay ~45pts for an Apothecary to give FNP (5+) and possibly an extra wound to the squad.

 

For 15-20 points it seems fair.

 

 

I'd also opt to make Jackel Jump Infantry so that he can move 12" alongside his Beasts.

Really like the looks of Willym Jackel. Though I do wonder why his Combi-bolter needs to be master crafted, it already gets re-rolls. I'd consider going for a Primarch scale bolt weapon instead. Dorn's bolter seems to give a reasonable facsimile of what one would look like.

 

A small thing is the Dydery. I think they should either be ~20pts or only give re-rolls for the unit and not within range. The reason I say this is because if you get 2 units under the influence of it you are getting the same benefit as 2 Vexilla AND a +1 LD for one of the units for -5 points. And if you only have the carrying unit in range you get +1 LD for a pretty low price.

Really like the looks of Willym Jackel. Though I do wonder why his Combi-bolter needs to be master crafted, it already gets re-rolls. I'd consider going for a Primarch scale bolt weapon instead. Dorn's bolter seems to give a reasonable facsimile of what one would look like.

 

A small thing is the Dydery. I think they should either be ~20pts or only give re-rolls for the unit and not within range. The reason I say this is because if you get 2 units under the influence of it you are getting the same benefit as 2 Vexilla AND a +1 LD for one of the units for -5 points. And if you only have the carrying unit in range you get +1 LD for a pretty low price.

Completely forgot about the TL bit on the Combi Bolter lol. Also, I'll edit it an make the Dydery cost more.

Minor update: Today I started building Tuskan, will post pictures tomorrow when he is done.

 

On another front, I got the idea for either a new consul type or a Hq that replaces the praetor

 

Basic rules:

 

Track master: either 110 points base (praetor) or +60 points (consul)

 

praetor

WS  BS  S  T  W  I  A  Ld  Sv

 6      4    4  4   3  6  3  10  2+

 

Consul

WS  BS  S  T  W  I  A  Ld  Sv

  5     5    4  4   2  5  2   9    3+

 

Unit type:

Infantry (Independent Character)

 

Unit Compositon

1 Track master

 

Wargear (Praetor)

Artificer Armour

Wyrmbat Hide

Close combat weapon

bolt pistol

Advanced tracking augment

frag and krak grenades

 

And all the usual stuff at same points cost (Paragon blade at 5x MB for example)

 

Wargear (Consul)

Power Armour

Close Combat Weapon

[stalker] Boltgun

Advanced Tracking augment

cameleoline

frag and krak grenades

 

Special Rules (praetor)

Master of the legion

LA (SJ)

Infiltrate

relentless hunters

 

special rules (Consul)

LA (SJ)

Infiltrate

relentless hunters

 

Stalker Botlgun

Range: 30"   S: X   Ap: 5  Type: Heavy 2, Sniper

 

relentless hunters: The (Consul or Praetor) and D3 Units get the preferred enemy special rule against a nominated enemy unit (e.g. Legion tactical squad, eldar dire avengers, etc)

 

advanced tracking augment:Enemy units shot at by a unit which contains one or more models with an advanced tracking augment receive a -1 to their cover save. Note that this does not stack with other advanced tracking augments.

 

 

AND

 

 

Jackal Swordhunter: consul type +50 points

 

BS  WS  S  T  W  I  A  Ld  Sv

 6     4    4   4   2  4 1   9    4+

 

Wargear:

Scout armour (or is it recon?)

Suppression Rifle

Krak, frag and rad grenades

melta bombs

Cameleoline

 

Special Rules

support officer

Infiltrate

LA (SJ)

Take out the leaders!

 

Suppression Rifle:

Range: 96"   S: 6    Ap: 2  Type: Heavy 1, Pinning, Massive

 

massive: gives the model the bulky special rule when embarking upon transports (therefore cannot embark upon rhinos)

 

Take out the leaders: The Swordhunter has the precision shot special rule. He may also re-roll one to wound roll of 1 against characters per game.

 

 

C&C welcome and definitely appreciated, these are just a bunch of ideas I formed inside my head and wanted to get down before I forgot them http://image.bolterandchainsword.com//public/style_emoticons/default/biggrin.png .

Hum, I can get the point of a Sniper consul (the Swordhunter), but I don't really get the point (at least fluffwise) of the trackmaster as consul: he seems to be a mashup of Vigilator with sniper bolter. Probably have him as a Praetor type if you absolutely have to, but come up with a reason for him in the fluff.

 

Why "swordhunter", he hasn't got a sword ! also, give that suppression rifle sniper rather than just pinning: he'll get to roll against most people as if it were strength six, but against big monstrous creatures (or gargantuan creatures) he'll wound at least on 5+ (I believe), which is of course the whole point about the character.

give him monster hunter as well, and just reroll 1s to wound against characters, rather than one 1 in the whole game: since he's only got one shot, it shouldn't make him op.

I'd also add that he can't join units (even recon units) (except perhaps for transport purposes), he can't take terminator armour, jetbike or jump pack, but it would be fun to give him the option to have a bike (even though he can't fire the suppression rifle if he moves): I think this would give him more of a loner big game hunter vibe, who's now turning his talents to tracking enemy characters.

Hum, I can get the point of a Sniper consul (the Swordhunter), but I don't really get the point (at least fluffwise) of the trackmaster as consul: he seems to be a mashup of Vigilator with sniper bolter. Probably have him as a Praetor type if you absolutely have to, but come up with a reason for him in the fluff.

 

Why "swordhunter", he hasn't got a sword ! also, give that suppression rifle sniper rather than just pinning: he'll get to roll against most people as if it were strength six, but against big monstrous creatures (or gargantuan creatures) he'll wound at least on 5+ (I believe), which is of course the whole point about the character.

give him monster hunter as well, and just reroll 1s to wound against characters, rather than one 1 in the whole game: since he's only got one shot, it shouldn't make him op.

I'd also add that he can't join units (even recon units) (except perhaps for transport purposes), he can't take terminator armour, jetbike or jump pack, but it would be fun to give him the option to have a bike (even though he can't fire the suppression rifle if he moves): I think this would give him more of a loner big game hunter vibe, who's now turning his talents to tracking enemy characters.

The Swordhunter basically shoots enemies from afar, and then picks up their (Swords) after the battle has ended, creating a trophy collection.

 

 

With this in mind, how about this?

 

Jackal Swordhunter: consul type +50 points

 

(Cannot be equipped with terminator armour, artificer armour, jump pack or jetbike)

 

BS  WS  S  T  W  I  A  Ld  Sv

 6     4   4  4  2  4   1   9    4+

 

Wargear:

Scout armour (or is it recon?)

Suppression Rifle

Bolt pistol

Krak, frag and rad grenades

melta bombs

Cameleoline

Advanced Tracking augment

 

 

Special Rules

support officer

Infiltrate

LA (SJ)

Take out the leaders!

Swordhunter

 

Suppression Rifle:

Range: 96"   S: 6    Ap: 2  Type: Heavy 1, Pinning, Massive, Sniper

 

 

massive: gives the model the bulky special rule when embarking upon transports (therefore cannot embark upon rhinos)

 

Take out the leaders: The Swordhunter has the precision shot special rule. He may also re-roll one to wound roll of 1 against characters per game.

 

Swordhunter: If, at the end of the game, the Swordhunter is still alive and has killed at least one enemy independent character, then the controlling player get D3 victory points. If the Sword hunter dies, the enemy gets 1 victory point.

 

Trackmaster no longer exists rules wise, but it'll just become the fluffy name for praetors.

Bit of a double post, but whatever. First of Tuskans fights against other characters (Mostly against those from the canon-verse, but if anyone  wants him to fight their own characters to test out what they can do, I'll be happy to do it)

 

Match 1: Against Remus Ventanus 

 

Ventanus wins roll off, goes first.

 

He moves up 6", shoots his pistol, hits and wounds, Tuskan saves. Then he declares a charge! but sadly fails

 

"TRAITOR! I will smite you down for your ignorance!" Ventanus screams, running wildy at Tuskan, who remains utterly calm, snapping off a few shots of his bolter, to make Ventanus wary. Deciding he was done with his little game, he advanced towards him and combat was truly joined.

 

Tuskan moves up six, and throws a grenade so he can charge. The krak hits, wounds but ventanus passes his save. Tuskan then declares a charge. ventanus misses with overwatch. Tuskan makes it in. Ventanus hits twice, does one wound, Tuskan passes save. Tuskan hits once, gets another from master crafted, and... rolls ones to wound.

 

"Are you so far down the path of the traitor that you can't even land a telling blow?" Ventanus taunted as he danced around Tuskans lunging chainsword, but failing to find any openings himself.

 

Tuskan swings again, this time landing 3 hits, but again rolls 2 ones to wound. Ventanus fails his iron halo save. In reply, Ventanus swings savagely as his wounds drive him into a fury, and hits all three times, and wounds all three times. Tuskan rolls 2 ones on his artificer armour, and is reduced to one wound.

 

Leventh Lamina cut a deep wound in Ventanus' side, driving him to one knee. With strength only a superhuman could muster, Ventanus swung his power sword up, creating a deep gash from groin to chest in Tuskan's armour, the onyx brown turning a bright red as pulsing blood seeped from the wound. 

 

Sensing his time was near, Tuskan attempted one last flurry of attacks. He hit and wounded four times, but Ventanus passed all but 1 of his Invuls. Ventanus reacts by hitting three times, wounding twice, and then Tuskan fails one save. The veteran warrior goes down!

 

The despair in the final blows unleashed by Tuskan caught Ventanus off guard, and he was dealt another savage wound. With pity in his eyes, the fourth captain decapitated the ancient first master, watching his kneeling body tumble down, covered in crimson.

 

 

 

Tuskan woke with a start. A glistening sweat crowned his forehead. He shook off the dream, knowing their was no way he would turn from the light of the Emperor. But who was this Ventanus? Why did he wear bright blue Astartes armour? What was the mysterious sigil etched upon it? Vowing to seek council with the legions librarius later, he drifted back to sleep, once again facing the strange Ventanus.

 

In round two, the spate of horrible rolling continued for Tuskan, but he did do a wound to Ventanus through a well thrown grenade. He lost a wound to Ventanus' power sword in the first round of combat, and dealt none in return, rolling four ones in his to hit rolls.

 

No wounds dealt in the second round of combat

 

Same with the third

 

Ventanus finally dies in the fourth round, with four hits, three wounds and two failed invuls.

 

This time, Tuskan got the better of his strange opponent, parrying his opening strikes, waiting for his moment and taking it, dealing three disembowelling strikes from Leventh Lamina. But his elusive opponent kept coming back...

 

Score stands at 1 all now.

 

Third round. Ventanus goes first (3 times in a row http://image.bolterandchainsword.com//public/style_emoticons/default/dry.png )

Moves up, shoots pistol, no wounds delt.

 

Tuskan moves up and throws his grenade wide. Barely makes the charge. Hits and wounds with 4 attacks. Ventanus fails 3 invuls. 

 

This time, Tuskan wasted no time, rushing in and disembowelling Ventanus. The warriors blue plate, stained with the deep crimson blood pouring from his stomach, still echoed on Tuskans mind.

 

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

 

Elsewhere, in another universe, another galaxy, Remus Ventanus, saviour of Calth, awoke with a start. He could still remember the massive chainblade tearing into his stomach. Another of the Word Bearers tricks, he thought, there is no Legion that bears those colours, and I know of no Warrior named Tuskan...

 

DUN DUN DUNNNNNN! What could possibly happen next http://image.bolterandchainsword.com//public/style_emoticons/default/tongue.png ?

Uten Tuskan, First Master

 

http://i1065.photobucket.com/albums/u382/DG101/IMG_2026_zpscjoh8hvh.jpg

 

And the fluff I completely forgot about, concerning the reuniting of Jackel with the Emperor.

 

"Brother!" Russ roared as his newest sibling stepped into the light. "Join us, learn of the magnificence of our fathers efforts, and of how humanity shall rise to a height only imagined by Him!"

 

Jackel stepped warily into the light, taking in the measure of the three beings surrounding him. Russ he already knew, as he had come down with their father to enlighten him earlier. The other two he knew only from whispers, passed along by the ships crew who had accompanied him around the Pugias. Alexandros, The Seer, was known for his way with words, able to turn any conversation with a lesser man to his favour. The other, Raktra, was barely spoken of at all. What was said was that he was a madman, a bloodthirsty slaughterer who had no place in the Emperors great crusade. Taking measure of each, Jackel decided that this what not the case. He could see the need for those like Raktra, people who weren't afraid to get the job done. With Alexandros, he couldn't be so sure. Jackel had always distrusted the way of the word, finding it cowardly and redundant. 

 

While he was studying the three beings arrayed before him, he felt a distinct presence inside his head, a prying consicence trying to get a measure off of him. Get out! Jackel battled with the entity inside, forcing it out through sheer force of will. Long seconds passed, but finally Jackel managed to cast off the entity. Though he had given no signal of what was happening, he was surprised to see Alexandros staring at him with a look of confusion. So it was you, Jackel mused, smiling for the first time at the revelation. I suppose they do call you The Seer, he mused. 

 

Jackel would be keeping an eye upon Alexandros. He didn't trust the mutant, and with powers like that, he didn't trust Alexandros, at least no until he had proven his worth by combat.

 

"Brothers, how nice to meet you"

 

Raktra grunted in disgust. "This is one of Fathers sons? One of my brothers?" he said, incredulous at the thought. "The one they call the Berserker obviously doesn't value much over brute strength, does he?" Jackel grinned mischevously. He could have fun with this one. "How about a round or two of sparring?" Raktra retorted. "Wai-" began Alexandros, but he was interrupted by Jackel. "Fine! Find me a weapon, an axe would be preferred, and some armour. Then we will see who is superior!"

 

This would be, as Simison suggested, the time when Raktra and Jackel butt heads, and become friends soon after. C&C welcome!

Edited by Praefectus Invictus
  • 5 months later...
  • 4 months later...

I know someone mentioned the Jackals disappearing late in the Insurrection, but not to join the Suzerainty. What do they do, in that case?

 

It's obviously unconfirmed, but the general theory I was working off is that they blast off toward the galactic edge of Segmentum Ultima where Jackel establishes his own empire because he wants nothing to do with Chaos or the Imperium. Icarion launches punitive strikes against them but is unable to conquer them because the Insurrectionists can't afford to fight a three-front war against the Imperium, the Suzerainty, and the Jackels. So, they're left alone, perhaps contained by a ring of fortified systems.

 

From there, they sit out the rest of the war with Jackel launching raids against the systems to keep himself sharp, but unwilling to truly involve himself in the war. 

 

So, from a meta perspective, the Jackels fade from the spotlight. I was going to compensate by having Jackel be the only Primarch who doesn't die/disappear, remaining active all the way to 40k. It would explain why the Jackel empire can stave off the Imperium. At that point, I had nothing else for them other than a notion that perhaps is where the Tyranids strike first, making Jackel the first one to sound the alarm and becoming their mortal enemy. 

That sounds interesting but I'm not sure the Jackels could survive the numerous threats of the galaxy on their own, let alone the first Hive Fleet.

Depending on their respective locations in the galaxy maybe this prompts the Jackals to join the Suzerainity to survive? Willym, assuming he survives the Nids, could become the Suzerainity's main military honcho, Jade being the Scientist and Kozja governing?

That sounds interesting but I'm not sure the Jackels could survive the numerous threats of the galaxy on their own, let alone the first Hive Fleet.

Depending on their respective locations in the galaxy maybe this prompts the Jackals to join the Suzerainity to survive? Willym, assuming he survives the Nids, could become the Suzerainity's main military honcho, Jade being the Scientist and Kozja governing?

 

It's an idea. Invictus should be back next month, if not in a week or two, so, hopefully, we'll start seeing the Jackels take proper shape. 

That sounds interesting but I'm not sure the Jackels could survive the numerous threats of the galaxy on their own, let alone the first Hive Fleet.

Depending on their respective locations in the galaxy maybe this prompts the Jackals to join the Suzerainity to survive? Willym, assuming he survives the Nids, could become the Suzerainity's main military honcho, Jade being the Scientist and Kozja governing?

 

Whatsmore, three empires is already perfectly enough, we don't want them to proliferate surely ?

 

However, I'm not sure if I can see Willym either governing his own empire or joining a new one either. I'd see him just going off in his own corner to do his own thing, right, but not another empire.

I'm thinking more along the lines of Willym doing it simply to survive, swallowing his pride after his Legion suffers hugely at the claws of Behemoth, they're vulnerable with their reduced numbers and devastated territory, so they turn to the Suzerainty for help.

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