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Heresy Dark Angels Consul/Archeotech relics


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Having looked at IHF's thread on creating rules for consuls/notable captains in admiration, I thought to myself, why not zoidb- I mean Dark Angels? :P

 

Now, to my knowledge, I've been the only one pioneering heresy dark angel rules at the moment, but I'd like to create something of a unique consul for the venerable 1st legion with help from heresy community. To make said consul, I tried imagining a list of various things that the Dark a Angels are known for that could reflect very well within a special leader. Here were the two paths I've devised:

 

 

http://i911.photobucket.com/albums/ac316/treacyjohn2/e9b037d2f8a98699de401853f0939339_zpscuapwyxe.jpg

 

1.) Tactical brilliance - It was said that the Dark Angels have a victory streak second only to the Luna Wolves, and this may be largely due in part to the LWs having big daddy Horus around for so long. I looked to the 1st Legion's counterparts in 40k, however, this trait isn't quite reflected well other than characters unlocking various elite troops.

 

For a consul of this nature, I thought it would just be too dismissive and vanilla to give him reserve manipulations as I felt that that would be more of a Luna Wolves or Alpha Legion sort of thing. From what we know now, the Dark Angels were more precise in planning - having units arrive on time in the exact spot they would be needed - almost similar to the Emperors Children in nature. I could go two different ways with this: use outflanking in a similar manner to the Maru Skaru rite of war, or have units arrive like the 40k deathwing assault.

 

 

Here is my idea of a Dark Angel Strategos-

 

http://i911.photobucket.com/albums/ac316/treacyjohn2/l_zps0d003a85.jpg

 

Consul stat line +50 points

WS 5 BS5 S4 T4 A3 W3 I5 LD9 SV3+

 

**may not take terminator armor, bike, jetbike or jump pack

 

Wargear:

Power armor

Bolt pistol

Close combat weapon

Nuncio vox

Target designator*

Cyber familiar

 

Rules-

 

Precise planning

During the early years of the reunification and Great Crusade, 1st Legion members were left to their own devices in tactical planning and prosecution. Having been trained by some of the greatest military minds in the Emperor's cadres, it was no surprise that the Angels Tenebrous would arrive directly on target by brilliantly planned maneuvers. This rule allows d3+1 units rolled for before deployment for both sides to be kept in reserve for a special precision strike. These declared units, whether vehicles or infantry, may arrive via outflanking starting turn 1 on a regular reserve roll. If one of the declared units has terminator or void hardened armor, they may deploy via deep strike on turn 1 or 2 automatically, but must be declared or written on a piece of paper when they will come in.

 

*Target Designator

Range 30" S: none AP:none, twin linked

Using a similar armor upgrade chassis to Masters of Signal within the legions, Strategos replace the relay sensoriums and orbital locutors within their suit apparatus for Mechanicum approved localized data djinn, partially aware machine spirit coordinators, shotgun laz projectors, and ballistic trajectory computers. Strategos are frequently seen with demi cyber familiars trailing them to help compute the elaborate trigonometric formulas and battle calculus to provide unprecedented control over the battlefield. The Target Designator allows a Strategos the Split Fire special rule for himself only, but each turn, instead of firing a weapon, the Strategos may "Mark a Unit" using his regular ballistic skill and the Taget Designator profile. A unit marked in this manner allows all units with the Legion Astartes: Dark Angels rule to twin link all of their weapons fired at the marked unit. Designating an enemy unit in this manner does not count as a "hit" for the purposes of taking saves, jinking, or causing grounding checks.

 

 

What are your thoughts on this consul? I will write up my ideas for a Paladin Consul shortly, but would like to hear your feedback :)

2.) Paladin/blade master - This consul would be FW go to choice if they decided to make something special for the Dangels whenever they get to it. These guys have been seen in the fluff and have been mention as the dolorous swordsman of the first - guys like Astelan, Corswain, and Alajos. I'm pretty sure in keeping to the Medieval European Knight theme that these guys would've had tournaments, jousts, and feasts of blades. Alajos in Savage Weapons mentions that Corswain was able to last a few minutes in a sword fight against the Lion, who's no slouch himself. This leads me to believe that a few exceptionally gifted swordsman are given the title of paladin for their particular Order and may even be given a chance to duel against their primarch for their company's pride.

 

I imagine that Paladins are similar in nature to champions within a legion, but have better access to relics/weaponry and are supposed to be exemplars of thei order - oathsworn to fight the biggest foe and provide a stonewall for morale.

 

 

Dark angel Paladin

Consul +40 points

WS6 BS5 S4 T4 A4 W3 I5 LD9 SV2+

 

War gear:

Master crafted Power weapon

Bolt pistol

Artificer Armor

Frag and krak grenades

Combat shield

 

May replace MC power weapon with a paragon blade......+10 points

May replace combat shield with refractor field............+10 points

May take digital weapons............................................+10 points

May swap bolt pistol for a plasma pistol......................+5 points

May take melta bombs................................................+5 points

 

Rules-

 

Champion of the Order:

Paladins are voted in by their brethren for their skill at arms, fierce charisma, and dedication to duty. While Masters of the Dark Angels Legion may be directing combat and planning maneuvers, Paladins are entrusted to lead charges, assault breaches, and provide a rallying point for their brothers in the heat of combat. They are often seen dueling the best combatant their foes have to offer and would rather stand their ground and fight with all of the stoicism that characterizes the 1st Legion. Paladins must issue and accept challenges when possible. Paladins also have preferred enemy (characters) and confer the fearless USR to themselves and attached unit when in a challenge.

 

Thoughts?

The paladin reminds me of a certain black champion of the emperor from a certain chapter ;).

 

I like him. For some reason I feel like he should have monster hunter. Doesn't caliban have some kind of beasts that the order hunted for glory? I like him. I feel like their should be something a little more to him. Maybe stances? One that's defensive and one that's offensive. Maybe re roll invulnerable a taken?

 

The strategos is an interesting concept the only thing is that he's got a job similar to

Master of the signals.im not sure what to do with him.

 

Also after seeing that picture now I want to start 30k dark angels. Sigh...

The paladin reminds me of a certain black champion of the emperor from a certain chapter ;).

I like him. For some reason I feel like he should have monster hunter. Doesn't caliban have some kind of beasts that the order hunted for glory? I like him. I feel like their should be something a little more to him. Maybe stances? One that's defensive and one that's offensive. Maybe re roll invulnerable a taken?

The strategos is an interesting concept the only thing is that he's got a job similar to

Master of the signals.im not sure what to do with him.

Also after seeing that picture now I want to start 30k dark angels. Sigh...

Haha a paladin reminds you of Siggy? :P lol the Templars jacked the First's knight theme, color black, and tabards haha

 

I was thinking of giving him monster hunter too, or some variable rules, but I just wanted to see the consensus on the base rules first :)

 

My thoughts were such:

 

1.) I could give the Paladin a random/chosen buff before the game to reflect the singular nature of the chosen champion. It functions in a similar nature to SW sagas.

 

On a D6 (or just chosen):

1 - Knight of the Bear Sigil - This Paladin is exceptionally strong for a marine due to genestock, origin, etc. The Paladin gains +1 S

 

2 - Calibanite Monster Slayer - A veteran of the purging of the warp beasts on Caliban, this Paladin is versed in killing large beasts. Gains the Monster Hunter USR

 

3 - Archeotech relic - one close combat weapon carried by the Paladin gains deflagrate

 

4 - Preternatural speed - Paladin gets +1 Initiative

 

5 - Back to the Wall - this Paladin has fought in particularly suicidal missions, his only goal is to take as many with him to the grave before death. Gains Rampage.

 

6 - His Angels of Death - gains an additional VP for killing any Independent Character

 

 

2.) Or I could do a different weapon/battle stance [ill write it up tomorrow :)]

The paladin fits very well with the fluff and I love the table. It's very thematic and allows for each individual knight to be unique. Remember that some of that dark angels that were of the original 5000 (master of the First audio book, think it's that number) founding space marines were still kicking (astelan for example). Potentially you could have another table for the consul to be such a veteran?

 

Great start so far! ;)

The Strategos' rules have absolutely nothing to do with Strategy, though? I could conceive of him providing a rule like Djinn sight. Copy pasting a Praevians rules on a battlefield scale is a bit annoying. For 'balance' purposes I'd give him Support Officer.

 

The Paladin is essentially just a Legion Champion. Rather than making the Champion even less useful, why not just grant the Champion the ability to roll on a D6 granting him a random special rule like Monster Hunter. This upgrade could be free as a Rite of War or as a result of the Legiones Astartes rules.

The Strategos' rules have absolutely nothing to do with Strategy, though? I could conceive of him providing a rule like Djinn sight. Copy pasting a Praevians rules on a battlefield scale is a bit annoying. For 'balance' purposes I'd give him Support Officer.

 

The Paladin is essentially just a Legion Champion. Rather than making the Champion even less useful, why not just grant the Champion the ability to roll on a D6 granting him a random special rule like Monster Hunter. This upgrade could be free as a Rite of War or as a result of the Legiones Astartes rules.

The Stategos is mainly for directing troops and essentially being what a praetor should be doing rather than being a beatstick. Should I give him a points increase, master of the legion, and/or support officer? Another person on a separate forum though he was under costed for what he did, which is providing a unique rite of war that is better than the Maru Skaru.

 

As for the designator, it is definitely pilfered from the praevian but I was unsure of what to use. I've used the MoS before and I can tell you that for 95 points he's still a steal with the bombardment and +1 BS. I was looking at something similiar to the Star Phantoms rules that get twin-linked to all weapons on one turn of the game.

 

For the paladin, the champion is already useless. I have yet to see anyone take him over a praetor or anything else. I feel like he needs access to better weapons in order to be appealing. I was thinking of some unique weaponry similiar to the Caedere armory.

 

Thanks for the input man, let me know what ideas you have for the target designator - should it be a markerlight? A cover stripper? Also, is the wording a bit janky on it? I was originally planning it to not knock things out of the sky by pointing a laser dot on the canopy, but is not allowing any way to negate it and twin linked too OP?

Perhaps give the paladin a better Monster Hunter of Caliban? Or perhaps depending on what weapon you equip him with determines what special rules he gets?

 

Charnabal saber = shred, improved parry

Power Sword = ???

Power Axe = ???

2H executioner axe/sword = momentum, after first round of combat strength goes up or can elect to hit multiple models up to 3 in b2b that are hit. Unwieldy

 

These are just ideas I'm spitballing

Here's my Consuls 2.0 version:

 

Dark angel Paladin

Consul +45 points

WS6 BS5 S4 T4 A4 W3 I5 LD9 SV2+

 

War gear:

Master crafted Power weapon

Bolt pistol

Artificer Armor

Frag and krak grenades

Combat shield

 

May replace MC power weapon with a paragon blade......+15 points

May replace combat shield with refractor field............+10 points

May take digital weapons............................................+15points

May swap bolt pistol for a plasma pistol......................+5 points

May take melta bombs................................................+5 points

 

Rules-

 

Champion of the Order:

Paladins are voted in by their brethren for their skill at arms, fierce charisma, and dedication to duty. While Masters of the Dark Angels Legion may be directing combat and planning maneuvers, Paladins are entrusted to lead charges, assault breaches, and provide a rallying point for their brothers in the heat of combat. They are often seen dueling the best combatant their foes have to offer and would rather stand their ground and fight with all of the stoicism that characterizes the 1st Legion. Paladins must issue and accept challenges when possible. Paladins also have preferred enemy (characters). If a Paladin defeats an IC in the assault phase and removes the last wound, then he and his squad gain the Zealot USR for the remainder of the game.

 

Some Paladins are relics from the early days of Caliban or the Emperor's reunification wars and have countless experiences to draw upon. For an additional 10 points, a Paladin may take any one of the following on a D6 roll, if the Paladin is taken for the Dark Angel rite of War, he may choose to take one instead of rolling:

 

1 - Knight of the Bear Sigil - This Paladin is exceptionally strong for a marine due to genestock, origin, etc. The Paladin gains +1 S

 

2 - Calibanite Monster Slayer - A veteran of the purging of the warp beasts on Caliban, this Paladin is versed in killing large beasts. Gains the Monster Hunter USR

 

3 - Archeotech relic - one close combat weapon carried by the Paladin gains deflagrate

 

4 - Preternatural speed - Paladin gets +1 Initiative

 

5 - Back to the Wall - this Paladin has fought in particularly suicidal missions, his only goal is to take as many with him to the grave before death. Gains Rampage.

 

6 - His Angels of Death - gains an additional VP for killing any Independent Character

Dark Angels Strategos:

Consul stat line +50 points

WS 5 BS5 S4 T4 A3 W2 I5 LD9 SV3+

 

**may not take terminator armor, bike, jetbike or jump pack

 

Wargear:

Power armor

Bolt pistol

Close combat weapon

Nuncio vox

Target designator*

 

May also take a Cyber familiar, augury scanner, and/or infravisor for 15 points each

 

*Target Designator

Range 24" S - AP - Assault 1, Assisted Targeting*

 

Assisted Targeting:

A unit hit by the Target Designator suffers no wounds, but is instead 'marked'. Place a counter on the unit to represent this. Any unit in the same Detachment as the Strategos may 'spend' this counter to make all it's shooting attacks Twin-linked against the marked unit. The counter can only be spent once, but a unit may be 'marked' more than once

 

Precise Planning:

Before each side deploys, D3 Dark Angel units may be given the Outflank USR and are put into reserves. They may arrive starting turn one, but come in on a 4+ instead of 3+. If the Strategos is taken as the Warlord, terminator and void hardened armor may take a teleport transponder for 15 points a unit.

Let's just make it simpler, and present it in the same format that all the others are. Also, bear in mind that the Legion Tactics have an effect on everything; for example, when i created my White Scars, I granted as a Legion Astartes rule, the ability for all White Scars Characters to gain Hit and Run on the turn they charge; this meant that as long as a White Scars unit charged, they could make a Hit and Run attack. However, for true Hit and Run, I gave them their unique Consul, which gave units with one or more models within 6" the Hit and Run special rule. While a 6" Hit and Run bubble is pretty powerful, it's less of a must take considering the nature of the White Scars tactics.

 

Conversely, combining a lot of small buffs turns a unit into a very powerful assault unit, a bit like combining Hit and Run, Rage, Move Through Cover and Furious Charge all individually don't add too much, but combined, into a first class unit.

 

Again, I wouldn't make the Paragon an actual consul, but just build his rules into the Champion; effectively, they do the exact same thing, but a Champion has less reason to be taken. At the moment, he is just a Praetor+, however.

 

Compare a Praetor with MC'd Paragon Blade at 140pts - 4 Attacks at WS6 S5 Ap2 with a single reroll to hit, 3 wounds and a 2+. Paragon has 4 Attacks at WS6 with S5 Ap2, 3 wounds and a 2+ Save for 110pts. Sure, he doesn't bring a Rite of War, but if you're not bringing a Rite of War (something that isn't particularly applicable to Dark Angels as they stand; and if you were to give them a Rite of War that made it worth the 30pt tax for a Praetor all that, that brings into question what use is a Paragon, considering that the otherwise only benefit they have is to pray to RNGesus.

 

The Strategos; another Nuncio Vox bubble? Again, the assisted targeting for TL reeks of piggy backing off of the Praevian rules, why not make Tactical Marines more flexible, like allow those within a certain radius to Fury of the Legion and Move in the same phase? having them based on a Leadership tests as well might come in rather than a weapon. Considering the nature of the game, granting any one unit free Twin-linked for the entire turn can be a bit broken; for example, Deep Striking Twin-linked Heavy Flamers, perhaps?

 

The D3 Outflanking units steps on the toes of Emperor's Children, and the other Outflanking units.

 

Considering that the Night Lords were able to ambush the Night Lords, it seems less like Outflanking, but hitting them at an inopportune time; being able to Reroll Sieze the Initiative, choose the deployment side, and/or ignoring enemies the ability to Go To Ground against shooting attacks during the first turn. Another one would be selecting a single objective, and reducing its VP value by D3.

Let's just make it simpler, and present it in the same format that all the others are. Also, bear in mind that the Legion Tactics have an effect on everything; for example, when i created my White Scars, I granted as a Legion Astartes rule, the ability for all White Scars Characters to gain Hit and Run on the turn they charge; this meant that as long as a White Scars unit charged, they could make a Hit and Run attack. However, for true Hit and Run, I gave them their unique Consul, which gave units with one or more models within 6" the Hit and Run special rule. While a 6" Hit and Run bubble is pretty powerful, it's less of a must take considering the nature of the White Scars tactics.

 

Conversely, combining a lot of small buffs turns a unit into a very powerful assault unit, a bit like combining Hit and Run, Rage, Move Through Cover and Furious Charge all individually don't add too much, but combined, into a first class unit.

 

Again, I wouldn't make the Paragon an actual consul, but just build his rules into the Champion; effectively, they do the exact same thing, but a Champion has less reason to be taken. At the moment, he is just a Praetor+, however.

 

Compare a Praetor with MC'd Paragon Blade at 140pts - 4 Attacks at WS6 S5 Ap2 with a single reroll to hit, 3 wounds and a 2+. Paragon has 4 Attacks at WS6 with S5 Ap2, 3 wounds and a 2+ Save for 110pts. Sure, he doesn't bring a Rite of War, but if you're not bringing a Rite of War (something that isn't particularly applicable to Dark Angels as they stand; and if you were to give them a Rite of War that made it worth the 30pt tax for a Praetor all that, that brings into question what use is a Paragon, considering that the otherwise only benefit they have is to pray to RNGesus.

 

The Strategos; another Nuncio Vox bubble? Again, the assisted targeting for TL reeks of piggy backing off of the Praevian rules, why not make Tactical Marines more flexible, like allow those within a certain radius to Fury of the Legion and Move in the same phase? having them based on a Leadership tests as well might come in rather than a weapon. Considering the nature of the game, granting any one unit free Twin-linked for the entire turn can be a bit broken; for example, Deep Striking Twin-linked Heavy Flamers, perhaps?

 

The D3 Outflanking units steps on the toes of Emperor's Children, and the other Outflanking units.

 

Considering that the Night Lords were able to ambush the Night Lords, it seems less like Outflanking, but hitting them at an inopportune time; being able to Reroll Sieze the Initiative, choose the deployment side, and/or ignoring enemies the ability to Go To Ground against shooting attacks during the first turn. Another one would be selecting a single objective, and reducing its VP value by D3.

I like your ideas for the Strategos, it makes him dictate the flow of battle better. Should I give him only one rule or allow him to choose from three different ones each turn sort of like a Tau Ethereal?

 

I could replace his precise planning rule with something like Khârn's - +1 to steal the initiative and choosing sides?

 

Three ideas, choose one each turn, Strategos must make a successful leadership check to use:

 

1.) Bounding fire - tactical squads within 6" of the Strategos may move as normal and fire using the Fury of the Legion special rules if it had not done so last turn. Tactical squads will not be able to fire as usual next turn or during over watch this turn.

 

2.) "I've lazed the designated target" - remove a cover save of an enemy unit within 24" by 1 point during this shooting phase.

 

3.) "Assault this target" - designate an enemy unit within 24", all units assaulting this target gain an additional D3 inches to their charge distance.

 

 

As for the Paladin, what would you suggest? I don't want him to be weak like the Champion, but I don't want him on the same beatstick level as a Praetor. Considering the Paladin has no access to an Iron Halo, a 3++ save, or eternal warrior that marks particularly tough beatsticks, what should he look like? Now I know these rules are made for the community, but I can see the two consul choices being used in conjunction - one to fight, and one to direct. I'd like them to be more specialized than a praetor in each of their fields.

 

It's a bit difficult but I'm glad to be able to hammer this out to make it an acceptable ruleset. I'd like to hear what you've done for White Scars too. I've come up with Dark Angels Legion rules, and while they look sometimes OP, they are more of a paper tiger.

I was thinking of some ideas for Archeotech wargear to take being the First Legion and all that entails it:

 

1.) Stasis Grenades - 20 points

 

Range: Melee, S-, AP-, One-Use

 

Ancient spherical canisters resembling censer urns are found deep within the vaults of the 1st Legions armory and guarded under similar stringent care that is afforded to things such as virus and phosphex macroweapons. These canisters release a miniaturized stasis field for a short duration, though it may be all an upper Order member may need to dispatch a foe.

 

Any independent character without the support officer rule or a command squad may take the grenades. On a turn the bearer charges in the assault phase, the grenade is may be used by the controlling player. Any models in base contact with the bearer or in a challenge has their Weapon Skill and Initiative lowered by D3 until the end of the assault phase.

 

2.) Lightning Labrys - 25 points

 

Range: Melee, S +1, AP2, Master-crafted, Unweildy, Deflagrate

 

An ancient double headed axe found in the archaic Minoan sea labyrinths, this weapon was believed to be infused with the power of a storm deity. Though such superstitions were dismissed by later cultures, the weapon still released a lethal electrostatic discharge upon impact that would cause a target to spontaneously combust in an explosive array of bio matter.

 

3.) Testudo pattern flare shield - 30 points

 

One of a handful of Astartes portable flare shields that were ever created, this one found its way into the armory of the Dark Angels solely through the provenance of being the First Legion. However, it is speculated that darker pacts were made between the Angels Tenebrous and the representative Mechanicum member who traded for this unique piece of wargear. Said representative's name or designation has been lost to time as well as the bearer himself...

 

This relic may only be taken by an independent character wearing terminator armor (as the shield projector requires large amounts of volatile energy). Place a "shield marker" at the end of your movement phase up to 6" away from the bearer and place another marker within 6" of the first marker. Any shots passing through the line between the two markers suffer -1 to S or -2 if a blast weapon.

 

 

Just some ideas I was spitballing around in my head today.

I quite like the stasis grenade, but as it stands, it's near enough an auto take or auto ignore (if you have a Power Fist, it's near worthless - you're already +1WS when outnumbered IIRC from your rules anyway, so making you WS6-7, meaning that unless you're targeting *just* Consul level characters and happen to roll a 5+, then there's no real benefit from the WS - and if you're equipped with an Unwieldy weapon), that means the only real option for it is either Paragon Blade+Stasis Grenade, or Pfist budget option.

 

What about turning it into a Graviton Grenade, which could make any model hit by the blast reduced to WS1 and I1 until the end of the next assault phase. It has a bit of randomness to it (you might miss the model), but it doesn't come with the reality bending idea that it's only models in base contact or a challenge. I'd up the points to 35 or maybe 40. After all, it's still stripping a hull point often with haywire.

 

I love Deflagrate melee weapons; I'd make it two handed though as some form of balance, because a Praetor can get 7 Attacks on the charge, which combined with a forge lord gives you a potential 14 wounds. Two Handed reduces that potentially game breaking damage. Unwieldy or not, it's vile damage, and is about the best weapon in the game. 

 

The Testudo is a particularly poorly worded, where things like Barrage Weapons could be affected. I'd have a rethink about it, but that seems more like a unique Fortification, rather than a piece of Wargear. This seems like something that would be better served by just being a Void Shield Harness. If you were to do that, just copy paste the wording, and have it affect the models within the bubble, rather than on shots that pass through.

Thanks for the input Hesh :) here's rules 2.0

 

1.) Stasis Grenades - 35 points

 

Range: 12" S:X AP4 assault 1, blast, haywire, grav field*

 

Ancient spherical canisters resembling censer urns are found deep within the vaults of the 1st Legions armory and guarded under similar stringent care that is afforded to things such as virus and phosphex macroweapons. These canisters release a miniaturized stasis field for a short duration, though it may be all an upper Order member may need to dispatch a foe.

 

Any independent character without the support officer rule or a command squad may take the grenades.

 

*Grav field

Rules: Any model hit by the blast template becomes Initiative and Weapon Skill 1 until the end of the next assault phase.

 

 

2.) Lightning Labrys - 25 points

 

Range: Melee, S +1, AP2, Master-crafted, Unweildy, Two-handed, Deflagrate

 

An ancient double headed axe found in the archaic Minoan sea labyrinths, this weapon was believed to be infused with the power of a storm deity. Though such superstitions were dismissed by later cultures, the weapon still released a lethal electrostatic discharge upon impact that would cause a target to spontaneously combust in an explosive array of bio matter.

 

 

3.) Testudo pattern flare shield - 30 points

 

One of a handful of Astartes portable flare shields that were ever created, this one found its way into the armory of the Dark Angels solely through the provenance of being the First Legion. However, it is speculated that darker pacts were made between the Angels Tenebrous and the representative Mechanicum member who traded for this unique piece of wargear. Said representative's name or designation has been lost to time as well as the bearer himself...

 

Place a Large Blast marker over the shield bearer's model, all models under the marker have incoming shots reduced by -1 S. All incoming blast weapons have -2 S.

 

 

Rules are shortened for brevity and ease of use.

 

I was thinking of a unique 1st legion sword as well able to be taken by any character or veteran that can take a power sword:

 

Europan Longsword

S: User AP:2 Melee, Two-handed

 

A weapon commonly carried by Terran Techno-Vassals before the Reunification Wars, this weapon is a lovingly crafted weapon made from refined steel in the forges of various Feudal Vaults all over Europa. The Longsword is an easy weapon to learn, but difficult to master, and is often seen by old hands within the 1st Legion that have trained with the blade since they were able to walk. Various techniques like Schnappen or Half-swording allow a bladesman to deliver fatal cuts and thrusts through gaps in his enemy's armor.

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