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Hmmm - when I uploaded the file, it said it'd have to be authorised by a Mod - I guess that's the pre-requisite for user downloads, but I have no idea how it works :huh.:

 

Edit: as with other stuff, just noting this down here as a record for my ideas:

 

Inspire by how the 'Doctrine' style rules for the Imperial Milita are turning out, I'm planning on doing a series of sketches over the summer depicting the various auxiliary regiments attached to each of the Legions.

 

This'll be a fun opportunity to draw inpiration from a range of cultures, and give more creative freedom to the stylings of the illustrations. Plus, whilst I'll only be doing one sketch per Legion (possibly with the exception of the Xth:tongue.: ), the drawings will have a 50/50 gender split, so it'll be a great opportunity to draw some female soldiery (I've allready got a pretty cool plan for a female Spireguard with a Kopesh). Here's my ideas as they stand for each of the Legions:

 

  • Dark Angels: Caliban Jaegers - mix of 'classic' cadian appearance (similar to this), but with heavy doses of monastic / knightly theme
  • Emperor's Children: Archite Palatines - stylings based around the Vostroyan Firstborn, but themed quite heavily towards rennaisance Italy
  • Iron Warriors: Thorakara - DKoK / WWI influences, with industrial, utilitarian equipment, chem-inhalers & ancient greek hints
  • White Scars: airbourne / drop-troops - possibly slight samurai influence in layered armour
  • Space Wolves: Kaerls
  • Imperial Fists: Some kind of naval reserve, a second line of defence for the VIIth Legion's ships - heavy ties to the Solar Auxila, also with cues taken from this and hints of templar-style decorations
  • Night Lords: Penal legions - think up-armoured jumpsuits, so influences from Necromunda's Van Saar, but spikier
  • Blood Angels: ????
  • Iron Hands: Chainveil / Medusan Clanguard - Chainveil will have a heavy steampunk vibe - lots of layered, undecorated plate, whilst the Clanguard will tie back into the techno-barbarian feel of Medusa's nomadic culture (advanced tech, cybernetics, but lots of exposed flesh, digital styled tatoos & punk hairstyles)
  • World Eaters: Death Cults - very grim looking, evidence of scarification, kill-markings, cult tatoos - still career, professional soldiery, but with darker undertones
  • Ultramarines: Ultramar Accensi - styled similar to Solar Auxilia (large force, with common equipment) but with heavy Roman influences
  • Death Guard: similar outfits to chemical warfare specialists - almost 19th century diving suit style equipment in order to enable them to survive the weapons used by the DG
  • Thousand Sons: Prosperine Spireguard - obviously Egyptian / Middle-eastern vibe, although I might add some Ottoman / Byzantine influences
  • Sons of Horus: Cthonian Headhunters
  • Word Bearers: - presumably some force of cultists, but I'll wait to see how they're handled in Tempest
  • Salamanders: ????
  • Raven Guard: Therion Cohort
  • Alpha Legion: Geno Cadres - similar bodysuits to Imperial Assasain aesthetic, but with heavier duty combat gear (webbing, rain capes, selected pieces of carapace armour)
Edited by Iron Hands Fanatic

great work! I love ec, and good to see that there's still a couple with a love for them too.

Will you be doing a lucius ruleset and art?

I'm sure you can make him prettier than old julius :-)

 

Probably not to be honest - I have a feeling ol' Lucius is probably next on FW's list for EC characters, and there's quite a bit of content out there about him - if I'm gonna be doing yet-to-be covered characters, I prefer having more leeway in the design, and that means less fleshed out characters

 

So less characters like Fabius Bile, more characters like Astropath Cistor

 

That said, the possibility of doing illustrations of some of my favourite characters is proving hard to resist, even if Argel Tal is probably gonna be in the next FW book....

Sad to see that there will be no more of the FW Photoshop mock-ups, they were always my favourite parts of your threads :(

 

Still, its your decision, so you do whatever you feel is best.

 

 

Those IW mortar troops look awesome rules-wise, can't wait for sketches (if they're coming!) :D

Conquest mentions a auxilia unit for the Sons of Horus, Cthonian Headhunters. Patterned after Solar Auxilia but still leaves some room for creativity

 

Ugh, how could I forget that? :happy.:  - cheers sitnam

You could use Kaerls for the Space Wolves^^ also, keep in mind, Cthonian Headhunters are Solar Auxilia regiments (but if i remember it right, there are also "normal" guard dudes with a similiar name for the XVIth legion >.>) :tongue.: oh, and the Iron Warrior guard uses helmets similiar to the MK IV armours' :)

Edited by Atia

You could use Kaerls for the Space Wolves^^ also, keep in mind, Cthonian Headhunters are Solar Auxilia regiments (but if i remember it right, there are also "normal" guard dudes with a similiar name for the XVIth legion >.>) :tongue.: oh, and the Iron Warrior guard uses helmets similiar to the MK IV armours' :smile.:

 

Thanks for Kaerls - hmm, I'll probably have a browse through Betrayal to see if I can find a mention of the SoH' non-SA auxilia

 

Yeah my notes for the Thorakara have them in fatigues, with flak armour, mock IV helms & protective wrappings for their equipment - although I'm gonna try and add a slight steampunk vibe to their flakk plate

 

thanks for the input y'all :biggrin.:

Selucid Thorakite - The Selucid Thorakite was composed of Imperial Army regiments raised from natural-born Olympian soldiers who had joined with the Iron Warriors in the genocide of their homeworld in the days just before the IV Legion went over to the cause of Horus. The Thorakitai were grim-faced men and women who wore faded khaki, scaled breastplates and combat helms fashioned in the image of the helms used as part of the Astartes' suits of Mark IV Power Armour.

So they definitely have scaled armour, but you don't have to follow it to the letter obviously. The rest seems correct though :)

 

 

thanks for the input y'all :biggrin.:

valar dohaeris^^ can't wait for the kaerls^^ for the salamanders, they had "kind of Catachans" as auxilia in promethean sun ^^ and for the SoH auxillia - what's with the Byzant Janizars? their "classic" imperial army from the opening trilogy?

Edited by Atia

 

 

 

thanks for the input y'all :biggrin.:

valar dohaeris^^ can't wait for the kaerls^^ for the salamanders, they had "kind of Catachans" as auxilia in promethean sun ^^ and for the SoH auxillia - what's with the Byzant Janizars? their "classic" imperial army from the opening trilogy?

 

 

I'm not 100% sure about the Byzant Janizars, partially because loyalist regiments of that name crop up later in the Macharian Crusade, and partially because doing a vaguely Solar Auxilia force with heavy doses of Cthonian imagery just sounds fun :P

 

I'll have to look into the Sallies - I kinda like the idea of individual members of the Imperial Army pledging their service to the XVIIIth Legion, which would tie into their humanitarian approach pretty well - similar to how the Xth Legion inducted Auxilia formations which performed above their expectations into the Chainveil

I like the idea of Caliban jaegers :)

 

Ironically I was doing something similar when brainstorming a Solar Auxilia complement for my DAngels, but since they were so mechanized, I decided to name them Panzergrenadiers instead.

 

I can imagine the elite forest units; better trackers, shooters, and flankers. Kind of the proto Catachan, but not jungle warfare. Smaller units, less armor, and such. Maybe a nice forest camo or dunkelgelb.

Rules for the Iron Hands Ironwrought & Death Guard Alchemex Consuls, fluff soon to follow:

 

CONSUL TYPE: IRON HANDS IRONWROUGHT:

 

Wargear:

* Servo-arm

* May not take a boarding shield, Jump pack, Bike or Jetbike

* May take an augary scanner

* May exchange their bolt pistol or chainsword / combat blade for one of the following:

            - Heavy bolter

            - Graviton gun

            - Multi-melta

            - Volkite culverin

            - Missile launcher

            - Plasma cannon

            - Conversion beamer

* May purchase a suspensor web for any of the listed weapons except a conversion beamer

 

Special Rules:

* Preferred Enemy (Everything!)

* Feel no Pain (6+)

* Annihilation Protocols: Any transport the Ironwrought is embarked upon may use their Ballistic Skill for the duration they are within the transport. Additionally, any ranged attacks made by a unit the Ironwrought has joined which have the heavy or ordnance types may also use their Ballistic Skill (this includes rapiers).

 

CONSUL TYPE: DEATH GUARD ALCHEMEX:

 

Wargear:

* Needle pistol

* Death cloud

* Toxin array

* May not take a Jump pack, Bike or Jetbike

 

Special Rules:

* Support Officer

* Tainted Ground: units joined by an Alchemex may never claim or contest objectives.

* Bio-alchemic arsenal: Legion Tactical Squads, Legion Veteran Tactical squads and Legion Terminator Squads in the army may select Corrosive rounds for their bolters or combi-bolters for free, which adds the Rending and Gets Hot! Special rules to these weapons. Any model with the Character unit type in the army may purchse a toxin array for +15 points per model.

 

Toxin Array:

A savage and Pyrrhic ‘failsafe’ weapon, Toxin Arrays were rarely distributed to Death Guard officers during the Great Crusade, turned to only during the most brutal attritional engagements, or as a twisted mark of censure. The increasing use of such weapons by the XIVth  Legion during the Heresy is a dark example of the Death Guard's increasing reliance on alchemic weaponry - amongst other prohibited sciences - with the accelerated and infamous recruiting protocols of the Traitor Legions excusing the fact that toxin arrays commonly rendered geneseed unrecoverable.

 

If a model with a Toxin Array is killed in close combat, before any further action is taken, roll a D6. On a roll of 3+, the toxin array is activated, and the owning player should place a Large Blast template (5”) over the enemy model or unit which killed the character in possession of the toxin array, covering as many enemy models as possible. The unit(s) covered (this can include friendly units) then resolve an attack with the following profile:

 

Toxin Array:   Range: -   Str: -   AP: 4   Type: Large Blast (5”), Toxin, Blind, Ignores Cover Saves, Lingering Death

 

Edited by Iron Hands Fanatic

Also, the Emperor's Children get a new unit:

 

EMPEROR’S CHILDREN SERAPH STRIKE SQUAD:

 

Formed from among the ranks of the IIIrd Legion’s Tactical Veterans, Seraph Strike units are an elite cadre of reserve troops found amongst most Emperor’s Children detachments of Battalion size and above. Over the course of an engagement, Seraph units will be continuously re-deployed to combat myriad targets, utilising high mobility and considerable firepower to counter any conceivable threat, prioritising versatility to ensure victory by any means.

 

Usually deployed as a superior reserve force to engage unprecedented hazards which threaten to stall the Legion’s advance, the Seraph are a lance against any opponents which lie outside of their commanders’ plans. Amongst the rank-and-file of the Legion, the Seraph have a well-deserved reputation for seizing victory from the jaws of defeat, although this is a standing paid for many times over in the bloodiest sacrifice.   

 

Seraph:   WS: 4   BS: 4   S: 4   T: 4   W: 1   I: 4   A: 2   Ld: 8   Sv: 3+

Seraph Paradigm:   WS: 5   BS: 4   S: 4   T: 4   W: 1   I: 4   A: 2   Ld: 9   Sv: 3+

 

Unit Composition:

* 4 Seraph

* 1 Seraph Paradigm

 

Unit Type:

* Seraph: Jump Infantry

* Seraph Paradigm: JumpInfantry (Character)

 

Wargear:

* Power armour

* Volkite charger

* Bolt pistol

* Chainsword or combat blade

* Frag and krak grenades

* Jump Pack

 

Special Rules:

* Legiones Astartes (Emperor’s Children)

* Hit and Run

* No Matter the Odds

 

Options:

* The Emperor’s Children Seraph Strike Squad may take:

            - Up to 15 additional Seraph

* The entire squad may take melta bombs

* For every four models in the squad, one Seraph may exchange their volkite charger for one of the following:

            - Flamer

            - Melta gun

            - Plasma gun

            - Volkite caliver with suspensor web

            - Missile launcher with suspensor web and frag & krak missile

* Alternatively, instead of exchanging their volkite charger, for every four models in the squad, one Seraph may exchange their chainsword / combat blade for one of the following:

- Single lightning claw

            - Thunder hammer

* The Seraph Paradigm may exchange their bolt pistol for one of the following:

            - Plasma pistol

            - Inferno pistol

* The Seraph Paradigm may exchange their chainsword / combat blade for one of the following:

            - Charnabal sabre

            - Single lightning claw

            - Phoenix power spear

            - Thunder hammer

 

No Matter the Odds:

This unit, and any Legiones Astartes (Emperor’s Children) units within 12” automatically regroup, and ignore any negative modifiers to their Leadership value.

Edited by Iron Hands Fanatic
Really like the idea behind the new unit, though i'd probbaly give their sergant a power spear option since its the signature EC weapon. I'd also rethink the power weapon for everyone option, steps on the Palatine Blades toes a bit

Yeah, fair point - I've done both

 

By the way, I'm considering changing their names to 'Emperor's Children Seraph Strike Squad' -  are Seraphs too close to the Sister's Seraphim? Or does the gap in chronology make it fine - I know it certainly sounds better & suits the EC well.

Edited by Iron Hands Fanatic

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