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Listing potential ideas to explore.

 

The pre primarch Xth legion.

 

Niklaas meets the Emperor.

 

Obsailes in general and the Witch War.

 

Niklaas reorganization of the legion.

 

The 333rd and 1445th Expeditions.

 

The supporting elements army, mechanicum, knights etc.

 

Relationships between Niklaas and other primarchs/ major characters.

  • 2 weeks later...

Let me be nemesis to the walls that bar His armies,

Let me have fire with which to scourge witch and alien,

Let me stand with my kin as the rock on which the tide of foes breaks,

Let me be the hammer in the hands of my sire and Emperor.

- Xth Legion catechism

Edited by bluntblade
  • 6 months later...

High Chaplain Hezekiah 190 points

 

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

 

Wargear

Artificer Armor

Refractor Field

Master Crafted Volkite Serpenta

Phosphex Bomb

Frag & Krak grenades

Rod of Iron

 

Special Rules

Legion Astartes (Fire Keepers)

Independent Character

Preferred Enemy

Living Icon

Zealot

Warlord

 

Rod of Iron

Range:- S:+3 AP:3Melee, Concussive, Instant Death(psykers,daemons)

 

Living Icon

Friendly units with the LA:FK rule within six inches of Hezekiah gain Zealot.

 

Warlord

Hezekiah always has the following Warlord Trait.

Inspiring Presence

 

Maveshalak Support Squad

 

Maveshalak WS4 BS5 S4 T4 W1 I4 A1 Ld8 Sv2+

 

Sergeant WS4 BS5 S4 T4 W1 I4 A2 Ld9 Sv2+

 

4 Maveshalak

1 Sergeant

 

Wargear

Artificer Armor

Multi Melta

Obsailan Scale

Volkite Charger

 

Special Rules

LA: Fire Keepers

Kohathite Votary

 

Options

 

May take up to 5 additional Maveshalak for – points per model.

 

May exchange Multi Meltas for Lascannons for – points.

 

Obsailan Scale provides a 6+ invulnerable save against template and blast weapons.

 

Kohathite Votary- all of the unit’s attacks gain the Wrecker special rule.

 

Niklaas Primarch of the Fire Keepers 455 points

 

The Steel Prince, The Sudden Storm, Bane of Witches, The Beast Slayer

 

Niklaas WS: 7 BS: 6 S: 7 T: 7 W: 6 I: 5 A: 4 Ld: 10

 

Special Rules

Primarch

Sire of the Fire Keepers

The Sudden Storm

Very Bulky

Deep Strike

 

Wargear

The Habergeon

The Redeemer

Peacemaker

 

The Habergeon is a suit of terminator armor forged by Niklaas himself, it provides unparalleled protection from harm both physical and psychic.

 

The Habergeon includes the following features.

 

-A 2+ armor save and a 3+ invulnerable save.

 

-A null matrix that allows Niklaas to successfully Deny the Witch on a 4+ when targeted by a psychic power. Additionally Niklaas may never benefit from friendly Psychic powers of any type.

(Niklaas does not receive this bonus when attempting to Deny the Witch on powers that are not targeting him, such as enemy psykers casting blessing on themselves.)

 

-A Nuncio Vox.

 

-A built in Heavy Flamer.

 

The Redeemer

Wrought from an ancient meteorite found deep in the forests of Obsailes the head of this war hammer has the appearance of polished black stone and a dread reputation among friend and foe alike.

 

Range:- Strength:10 AP:1 Melee,Concussive, Bane of Witches

 

Bane of Witches: Failed to wound and armor penetration rolls against models with the psyker or daemon type made with this weapon may be rerolled.

 

Sire of the Fire Keepers

Niklaas has the Monster Hunter special rule. All Fire Keepers units gain the Stubborn special rule while Niklaas is on the table.

 

The Sudden Storm

Legion Terminator Squads with the Legion Astartes: Fire Keepers rule in an army that includes Niklaas gain Deep Strike.

 

 

Magganon Superheavy Artillery Tank

 

BS:4 FA:14 SA:13 RA:12 HP:12

 

Macro Shell Range:72 Strength:D AP:1 Primary Weapon 2, Large Blast

 

Quake Shell Range:180 Strength:10/7/5 AP:1/4/6 Primary Weapon 1, Apocalyptic Blast 9”,Sonic Boom

 

Wargear

Magganon Siege Gun

Hull mounted Twin linked Heavy Flamer

Two Sponson mounted Heavy Bolters

 

Options

Twin linked Heavy Flamer may be exchanged for Twin linked Heavy Bolter

 

 

Chief Captain Jehu 220 points

Chief Captain of Tribe Nerius,Blood Brother to the Primarch,Commander of the 333rd Expedition

 

WS:6 BS:5 S:4 T:4 W:3 I:5 A:4 Sv. 2+4++ Infantry(character) Unique

 

Wargear

Artificer Armor

Frag & Krak Grenades

Iron Halo

Bolt Pistol

Iona Wave Blade

 

Special Rules

Legion Astartes(Fire Keepers)

Independent Character

Master of the Legion

Jealous Command

Not Today

Orbital Bombardment

Warlord

 

Iona Wave Blade

These blades are the work of artificers on the Scion Hospitalier home world of Iona. Jehu received the blade he bears as tribute after leading a campaign alongside a Hospitalier force against Orks in the Oxican Gulf.

 

Range:- Strength: +2 AP: 3 Type: Melee, Specialist Weapon,Rending 5+,Duelists Edge, Master Crafted

 

 

Not Today

While Jehu is on the table his controlling player may force the opposing player to reroll successful reserve rolls. The second result must be taken.

 

Orbital Bombardment

Jehu commands the 333rd Expedition from the venerable Battle Barge King Slayer. In the heat of battle he can call upon the fire power of this great ship to scour enemies from the field.

Once per game if not locked in combat Jehu may call down an orbital bombardment with the following profile.

 

Range: Infinite Strength: 9 AP: 2 Type: Ordnance 1, Barrage, Large Blast, Orbital

 

Orbital: This weapons scatters the full distance regardless of the firers ballistic skill.

 

Warlord

Jehu always has the Strategic Genius warlord trait.

Triakonta Terminators 185pts

 

Triakonta Terminator WS:5 BS:4 S:4 T:5 W:2 I:4 A:2 Ld:9 Sv:2+ 4++

 

Unit Type Infantry

 

Unit Composition:

3 Triakonta Terminators

 

Wargear:

Corinthian Pattern Terminator Armor

Gibborim Pattern Power Axe

Grenade Harness

 

Special Rules:

Legion Astartes (Fire Keepers)

Fearless

Furious Charge

Monster Hunter

 

Corinthian Pattern Terminator Armor

Designed and built by the primarch of the Fire Keepers Corinthian Pattern Terminator Armor offers the Triakonta a level of protection that is unsurpassed by any other Astartes armor pattern.

 

Corinthian Pattern Terminator Armor confers a 2+armor save, a 4+ Invulnerable save, as well as + 1 toughness. All failed armor saves must be rerolled. Corinthian Pattern Terminator Armor also has the Bulky and Relentless special rules and may not make Sweeping Advances.

 

Gibborim Pattern Power Axe

Modeled after the weapons used by the beast hunters on the legion’s home world, Gibborim Pattern Power Axes are formidable weapons.

 

Range: - S:X2 AP:2 Melee, Two Handed, Unwieldy, Sunder, Murderous Strike

 

May take a Legion Banner for 20 points.

 

May take two additional Triakonta at 55 points each.

 

May take a Land Raider as a dedicated transport.

 

 

CRUSADE ARMY LIST APPENDIX THE FIRE KEEPERS

 

Legion Astartes Fire Keepers

 

Legion Astartes: Units with this rule may always attempt to regroup regardless of casualties.

 

Like a Storm: LA:FK units that are within 7 inches of an eligible target may charge automatically, they need not roll for charge distance. Charge distances greater than 7 inches must be rolled for as normal. Units that make a successful charge greater than 7 inches gain the Hammer of Wrath special rule. Units that already have HoW gain no benefit. Units making a disordered charge gain none of the above benefits.

 

Face any Foe: All units with LA:FK must reroll one d6 on all failed fear, morale, and penning tests.

 

Suffer not the Witch: A LA:FK detachment may not include a librarian consul as an HQ choice. Furthermore a LA:FK detachment that is allied to a detachment that includes a librarian/ psyker must take a chaplain consul as its HQ selection.

 

Boots on the Ground: A LA:FK detachment may not include more units of the jump infantry, bike, or jet bike type than units of the infantry type. Given this restriction some Rites of War are not available to a LA:FK army.

 

 

 

 

 

 

 

High Chaplain Hezekiah 190 points

 

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

 

Wargear

Artificer Armor

Refractor Field

Master Crafted Volkite Serpenta

Phosphex Bomb

Frag & Krak grenades

Rod of Iron

 

Special Rules

Legion Astartes (Fire Keepers)

Independent Character

Preferred Enemy

Living Icon

Zealot

Warlord

 

Rod of Iron

Range:- S:+3 AP:3Melee, Concussive, Instant Death(psykers,daemons)

 

Living Icon

Friendly units with the LA:FK rule within six inches of Hezekiah gain Zealot.

 

Warlord

Hezekiah always has the following Warlord Trait.

Inspiring Presence

 

Maveshalak Support Squad

 

Maveshalak WS4 BS5 S4 T4 W1 I4 A1 Ld8 Sv2+

 

Sergeant WS4 BS5 S4 T4 W1 I4 A2 Ld9 Sv2+

 

4 Maveshalak

1 Sergeant

 

Wargear

Artificer Armor

Multi Melta

Obsailan Scale

Volkite Charger

 

Special Rules

LA: Fire Keepers

Kohathite Votary

 

Options

 

May take up to 5 additional Maveshalak for – points per model.

 

May exchange Multi Meltas for Lascannons for – points.

 

Obsailan Scale provides a 6+ invulnerable save against template and blast weapons.

 

Kohathite Votary- all of the unit’s attacks gain the Wrecker special rule.

 

Niklaas Primarch of the Fire Keepers 455 points

 

The Steel Prince, The Sudden Storm, Bane of Witches, The Beast Slayer

 

Niklaas WS: 7 BS: 6 S: 7 T: 7 W: 6 I: 5 A: 4 Ld: 10

 

Special Rules

Primarch

Sire of the Fire Keepers

The Sudden Storm

Very Bulky

Deep Strike

 

Wargear

The Habergeon

The Redeemer

Peacemaker

 

The Habergeon is a suit of terminator armor forged by Niklaas himself, it provides unparalleled protection from harm both physical and psychic.

 

The Habergeon includes the following features.

 

-A 2+ armor save and a 3+ invulnerable save.

 

-A null matrix that allows Niklaas to successfully Deny the Witch on a 4+ when targeted by a psychic power. Additionally Niklaas may never benefit from friendly Psychic powers of any type.

(Niklaas does not receive this bonus when attempting to Deny the Witch on powers that are not targeting him, such as enemy psykers casting blessing on themselves.)

 

-A Nuncio Vox.

 

-A built in Heavy Flamer.

 

The Redeemer

Wrought from an ancient meteorite found deep in the forests of Obsailes the head of this war hammer has the appearance of polished black stone and a dread reputation among friend and foe alike.

 

Range:- Strength:10 AP:1 Melee,Concussive, Bane of Witches

 

Bane of Witches: Failed to wound and armor penetration rolls against models with the psyker or daemon type made with this weapon may be rerolled.

 

Sire of the Fire Keepers

Niklaas has the Monster Hunter special rule. All Fire Keepers units gain the Stubborn special rule while Niklaas is on the table.

 

The Sudden Storm

Legion Terminator Squads with the Legion Astartes: Fire Keepers rule in an army that includes Niklaas gain Deep Strike.

 

 

Magganon Superheavy Artillery Tank

 

BS:4 FA:14 SA:13 RA:12 HP:12

 

Macro Shell Range:72 Strength:D AP:1 Primary Weapon 2, Large Blast

 

Quake Shell Range:180 Strength:10/7/5 AP:1/4/6 Primary Weapon 1, Apocalyptic Blast 9”,Sonic Boom

 

Wargear

Magganon Siege Gun

Hull mounted Twin linked Heavy Flamer

Two Sponson mounted Heavy Bolters

 

Options

Twin linked Heavy Flamer may be exchanged for Twin linked Heavy Bolter

 

 

Chief Captain Jehu 220 points

Chief Captain of Tribe Nerius,Blood Brother to the Primarch,Commander of the 333rd Expedition

 

WS:6 BS:5 S:4 T:4 W:3 I:5 A:4 Sv. 2+4++ Infantry(character) Unique

 

Wargear

Artificer Armor

Frag & Krak Grenades

Iron Halo

Bolt Pistol

Iona Wave Blade

 

Special Rules

Legion Astartes(Fire Keepers)

Independent Character

Master of the Legion

Jealous Command

Not Today

Orbital Bombardment

Warlord

 

Iona Wave Blade

These blades are the work of artificers on the Scion Hospitalier home world of Iona. Jehu received the blade he bears as tribute after leading a campaign alongside a Hospitalier force against Orks in the Oxican Gulf.

 

Range:- Strength: +2 AP: 3 Type: Melee, Specialist Weapon,Rending 5+,Duelists Edge, Master Crafted

 

 

Not Today

While Jehu is on the table his controlling player may force the opposing player to reroll successful reserve rolls. The second result must be taken.

 

Orbital Bombardment

Jehu commands the 333rd Expedition from the venerable Battle Barge King Slayer. In the heat of battle he can call upon the fire power of this great ship to scour enemies from the field.

Once per game if not locked in combat Jehu may call down an orbital bombardment with the following profile.

 

Range: Infinite Strength: 9 AP: 2 Type: Ordnance 1, Barrage, Large Blast, Orbital

 

Orbital: This weapons scatters the full distance regardless of the firers ballistic skill.

 

Warlord

Jehu always has the Strategic Genius warlord trait.

Triakonta Terminators 185pts

 

Triakonta Terminator WS:5 BS:4 S:4 T:5 W:2 I:4 A:2 Ld:9 Sv:2+ 4++

 

Unit Type Infantry

 

Unit Composition:

3 Triakonta Terminators

 

Wargear:

Corinthian Pattern Terminator Armor

Gibborim Pattern Power Axe

Grenade Harness

 

Special Rules:

Legion Astartes (Fire Keepers)

Fearless

Furious Charge

Monster Hunter

 

Corinthian Pattern Terminator Armor

Designed and built by the primarch of the Fire Keepers Corinthian Pattern Terminator Armor offers the Triakonta a level of protection that is unsurpassed by any other Astartes armor pattern.

 

Corinthian Pattern Terminator Armor confers a 2+armor save, a 4+ Invulnerable save, as well as + 1 toughness. All failed armor saves must be rerolled. Corinthian Pattern Terminator Armor also has the Bulky and Relentless special rules and may not make Sweeping Advances.

 

Gibborim Pattern Power Axe

Modeled after the weapons used by the beast hunters on the legion’s home world, Gibborim Pattern Power Axes are formidable weapons.

 

Range: - S:X2 AP:2 Melee, Two Handed, Unwieldy, Sunder, Murderous Strike

 

May take a Legion Banner for 20 points.

 

May take two additional Triakonta at 55 points each.

 

May take a Land Raider as a dedicated transport.

Edited by Demus Ragnok

The Embers are Lit

 

Of the 18 Legions the majority would enter combat during the Terran Unification Wars. A lesser number would only be ready after the Emperor's conquest of Terra had been completed. Amongst these would be the Tenth, who after an inexplicable delay in deployment would nevertheless display exceptional professionalism in their first battle, and the last one to take place in the Sol System until the coming of the Insurrection.

 

Recruited primarily from Franc, and in lesser degrees from across Europa and Nordafric the Tenth would not fight until late in the liberation of the Sol System. Part of the reason for this late deployment has been attributed to the unstable atmosphere in Franc itself, whose people's had proven resistant and rebellious. It has even been supposed by some that after Havuleq D'agross’s revolting army was destroyed at the Massacre of Gaduare that the entirety of the still forming Tenth and its future recruits are subjected to a level of scrutiny that served to slow its preparations substantially. However other, albeit unsubstantiated, accounts speak of sizeable detachments of prototype Astartes bearing the sigil of the Tenth being fully outfitted for war and undergoing training maneuvers along the very route took by the Thunder Warriors when they made their final March into immortal glory at Mount Ararat. This would indicate that the Tenth was at least partially readied for war far earlier than they were deployed, but attempts by remembrancers to gain testimonies or footage of the last March of the Thunder Warriors have been firmly rebuffed. If units of the Tenth did witness such an event it will be a treasure they will hold till their graves.

 

The first battle of the Tenth Legion would be the Destruction of Sedna, a massive nine Legion endeavour that not only cleansed the Xenos construct but one that destroyed the false planet in its entirety. Although it was the First Legion that masterminded, lead and are rightfully credited with undertaking the most daring actions of the campaign, the Tenth were also praised for maintaining excellent tactical coordination and proficient uses of supporting vehicles, artillery and heavy weapons in dispatching their foes. Detractors - and detractors there were, both within the Legions Astartes and the mortal generals of the newborn Imperial Army - claimed that they seemed unwilling to operate without these elements, or to engage their foe in close assaults at all. Neither could deny that for their first campaign the Tenth fought with consummate professionalism, never balking at the nature of their prey. This professionalism did not seem to extend to off the battlefield, for comments about glory and honour seemed to be received at best as unwitting barbs. One unnamed captain simply stated, “I have witnessed the truth behind what others claim to be glory and what befalls those who earn it,” and commented no more. Destroying Sedna was the final step in the liberation of the Sol system. These observations would come to describe the Legion aptly as it began it's voyage across the stars.

 

Where other Legions might have relied upon or exploit their transhuman nature at least in part the Tenth regarded these traits as far less of an advantage. They seemed always to wait in expectation of an enemy that was either faster, stronger, or simply more ferocious than themselves. Shunning typical Astartes shock and awe tactics, upon occasion they would be decried by others for such methods upon the grounds that they slowed Compliances needlessly. Even when their target appeared utterly helpless or when a successful shock assault could finish a war in days the Tenth demurred to break from its standard stratagems.

 

At the same time they maintained tactics of close coordination and concentrated fire allowed them to face physically superior foes such as elder Khrave with comparatively low casualties. A prime example of this was joint compliance of the planet of Miraalton alongside the Storm Riders. While the Storm Riders burst through the defences of the mainly baseline human population, the Tenth advanced at its own pace and never placed one element outside the supporting range of the other. When the planets doomed rulers released the stasis locks upon their ancient vaults and unleashed gene horrors that they had preserved from a darker age the over extended Storm Riders were initially forced back with heavy casualties. The Tenth on the other hand were able to maintain their prior rate of advance with only acceptable losses as they calmly concentrated firepower and attempted to minimize the effects of head on engagement.

 

Other than such tactical tendencies the early Tenth remained mostly compliant with the Tactica Bellicosa except in one regard. Early on the psykers of the Tenth, never known for their potency, had banded together into a conclaves in order to focus their strength. Even tutelage from First Legion librarians failed to dispel this. At some point it became mandatory for each Tenth Legion librarian to have a mastery of the Pyromancy discipline, selected as being the most fitting with accepted doctrine and tactics. As such, Pyromancy became the predominant discipline of the Tenth.

 

The Tenth were also the only Legion prior to Pionus' discovery that was able to build any form of rapport with the Legion which had become known as the Drowned. United by a shared cynicism and low level disregard for their fellow Legions the two would commonly share tactical doctrines, most clearly seen in the similarities between the two Legions Terminator elite. Hennasohn, Legion Master of the Sixteenth, would serve directly alongside the Tenth upon numerous occasions before the discovery of their Primarch wrought myriad changes upon their nature.

Edited by Beren

I suggest adding some context to the detractors. Like "detractors - and detractors there were, within the Legiones Astartes and the mortal generals of the newborn Imperial Army -"

 

Actually, that paragraph feels like it could do with splitting. Perhaps noting in the first that this dislike of rapid strikes meant that some compliance so ground on longer than they might have done with another Legion, but then the second paragraph points out the pros of this approach.

Edited by bluntblade
  • 3 weeks later...

The Fire in the Forest of Night

 

Obsailes, like most of Humanities ancient holdings, was hard hit by Age of Strife. Reduced to reproducing feudal technology alone the native tribes venerated the few technological heirlooms of their past for two reasons; firstly their immense power — compared to their primitive devices — and secondly because they were untouched by witch taint. Warp tainted weapons were common on Obsailes, for as long as could be remembered it had been plagued by covens of malicious psykers. Nor could it be told when their leader, the Witch King, had first risen to terrorise the tribes.

 

Spread across Obsailes’ northern continent, its tribespeoples had sequestered themselves within cities akin to fortresses, each one with walls strong and tall. Watchmen armed with muskets and pikes patrolled the ramparts watching warily for threats. By day they could hold such foes at bay and armed convoys would cautiously sally forth from their walls in strength. By night however the Witch King ruled, and the nights upon Obsailes were long and dark.

 

Not only do day and night upon Obsailes last far longer than on than Terra, but in addition the nature of its orbit means that for a third of the year a 'Long Night’ prevails. Between Obsailes and it's sun lies a vast debris field, the remains of some long forgotten battle from the Age of Strife. Thanks to its density and some unfathomable form of half functioning shielding technology commonplace among the wrecks this could shroud the sun for months at a time. The debris field's chaotic nature means that such periods are unpredictable and of indeterminate length and the only warning was a strange dappling of the light that sent foraging parties, no matter how numerous or well armed, flying in terror to their cities before they were cast the anomaly's shadow. For this time the tribes were constantly under siege. Countless holdings fell as warp fuelled monstrosities with unbreakable hides tore down their walls, or as sorcerer’s used their foul arts to beguile the minds of gate sentries so that their doors swung open. Others moved as shadows unhindered by any barrier, caring not for wall nor watch fire, murdering where they pleased. The night was for them both as concealment and a weapon, for humanity has ever feared the dark.

 

The tribes retaliated in the only way they could, casting out any psyker child they found amongst them into the forests to fend for themselves. However, the reach of the Witch King was long: his whispers would guide the outcasts regardless of distance, and they would invariably join the creatures that assailed their human brethren. In truth it might well have been the practice of abandonment that began the threat, with survivors building up over generations. Another possibility is that ancient cults had endowed themselves with abhorrent abilities, though some native scholars claimed that it was a curse brought with or even to them from the stars citing beastly remains and bizarre artefacts worshipped by certain cults. Such was the world that Niklaas came upon.

 

Fortune favoured Niklaas, for his pod landed both during daylight and within view of the sentry towers of Tribe Grannus.The patrol sent to investigate returned with a prize beyond their imagining.

 

As Niklaas was watched warily by his mentors. They might well have taken him to be a creation of the Witch King. Instead, they saw him as a weapon to ensure their tribe’s survival not just because of his physical prowess, but by how fast he exceeded the lessons given to him in smithing and fortification. He designed methods of reinforcing the walls and when the walls were breached he was the first to fall upon the attacker, often helping repair any damage to the defences with his own hands. While most adhered to a binary shift some sleeping at night and some at day the Primarch seemed constrained to neither, working intermittently during the day and standing sentinel during the night.

 

Eventually the Primarch rose until he was the ruler of the Grannus holdings. The so called nightsiders were won over first by Niklaas’s leadership and skill whenever a breach was suffered. The daysiders were slower to come around, but during the Long Nights their shift too suffered the dark and they too witnessed Niklaas’ full abilities. Not all on the soldier's and builder's councils were willing to bow to the Master of the Walls, a few argued that he could not surpass their collective efforts. The next day, Niklaas was gone. As dawn had risen over the city, he had given the guards of the Western Gate orders to let him pass. They complied without word. None in the city would set out after him for of late a mutant beast they called 'the Devil’ had plagued them during night and day, slaughtering any who dared set foot beyond the walls. Yet as dusk stole across the woods and the watch fires were set alight sentries spied Niklaas approaching the Northern Gate. Behind him he dragged a corpse three times his size, its mottled hide torn pierced by a steel shafted spear driven clean through its misshapen skull. The next morning Niklaas was declared to be their leader. His first commandment was that no psyker would be cast forth from the city. Instead each and every one would suffer execution. Grannus would provide no more monsters to prey upon its peoples. Roughly a year later Niklaas would lead the first overnight expedition outside the city walls in living memory. The expedition was almost feared lost until it arrived back at the city with a cargo of nigh unfindable anti-psychic ore. This was the first sign that Niklaas would retake Obsailes from the witches.

 

Upon his return Niklaas took the ore to his personal forge and spent two weeks toiling. During this time the cities besiegers roused their hate once more and began again to assail its walls. In the night the Steel Prince blunted such assaults and in the day flames were seen billowing from his forge. Then one night when shadow walkers had emerged within the city Niklaas burst out of his forge wielding a great war hammer of polished night. Where mundane weapons proved useless his hammer smote them, dispersing them into mist that burnt away as light fell upon them. The surviving shadowkin fled.

 

 

The war hammer, the Redeemer, would serve Niklaas into the Insurrection and beyond. For now it would slay a god. Again he announced his intention to leave the cities confines. He spoke clearly of intentions to find and slay the Witch King. From another this was insanity. Indeed, it was perilously near to the fall of the next Long Night. His only assurance to the tribe was that a broken vessel was useless to the Witch King. Niklaas would be gone for nearly a month. During this time they forged many weapons of the Beast Hunter's design. Caches of blasting powder and steam powered mining contraptions were cautiously repaired for their Lord’s return. The next Long Night fell and at first they despaired. Yet even as the woods raged with witchfire and was pierced by the cries of the damned, no assault came. The few intruders were battle weakened and seemed almost to be seeking refuge. They were met with fire.

They nearly greeted their Lord that way also. He had knocked upon the gate thrice, and the sentries could not believe that the shadows were not deceiving them. It took witnesses warded by Niklaas' tokens to convince the sentries that he was who he appeared to be. Rather than be enraged their actions Steel Prince praised the wardens vigilance. By now the city folk knew that the psykers were warring amongst themselves. Niklaas now confirmed their hopes. The Witch King was slain.

 

As they waited out the long night the tribe continued with the preparations that were now overseen personally by the Witch’s Bane. At First Light he led contingents out of the city in daytime hunts for the hidden lairs of the horrors. Where these were found blasting powder was brought to blow them open and leave their inhabitants in sunlight. These beings were lethal in nature and such forays cost the tribesmen, but the witches were weakened by their strife. For the first time in living memory the mortals of Obsailes struck back at their tormentors. Niklaas did not pick his targets without care, instead seeking to clear corridors to where other cities might stand. Soon they witnessed smoke upon the horizon.

 

The Nerius tribe was astounded by the mortal army before their gates, and more so at the figure leading it. A witch's spawn, some claimed, who had managed to enthrall an entire city. They would not even let his voice be heard. It took time and many dead horrors before the leaders of tribe Nerius consented to accept his aid in fortifying against the warp tainted that attacked the cities coastal border. After the work's completion they attacked Nerius from the sea direct only once and it ended in massacre for the foul beasts. Satisfied, the Nereids swore to follow the Steel Prince.

 

Not all cities bowed. Some fought Niklaas out of fear or pride. Others were enthralled by psykers and their cities themselves became lairs for the damned. Such holdings were costly to take but more costly to leave, for they served as seats of power and rallying points for the Witch King’s surviving lieutenants. By the time Niklaas and his armies had swept the continent clean of warpspawn and the only foes left had fled beyond Niklaas’ wrath into the waves, the Witch's Bane had twelve tribes under his control that would expand until all the old cities were retaken. Despite peace neither the Steel Prince nor his followers forgot the ancient threat: the constant culls of born psykers served as a constant reminder. Such was the state of affairs when the Emperor came to Obsailes.

 

A bit which I cut out of the main text due to length but which I wanted to keep noted down anyway.

 

What was left of the ore after it had been smelted, purified and then forged was rendered by the Iron Prince into tokens and sigils which would be gifted to his most faithful soldiers. Some were lost during the Witch Wars and more fell alongside their Astartes bearers in the fury of the Great Crusade. The rest were ruined in the chaos of the Insurrection. Niklaas would personally retrieve one the last, taken as a trophy by Traitors, but otherwise the Redeemer would be the final relic of that time.

 

I also had an idea of a red box about a Drowned delegate messing up during the Fire Keepers first meeting with their Primarch, but I'm not sure whether it would fit in the Chapter.

Edited by Beren

Doing a bit o rule polishing.

 

Niklaas Primarch of the Fire Keepers 455 points

 

The Steel Prince, The Sudden Storm, Bane of Witches, The Beast Slayer

 

Niklaas WS: 7 BS: 6 S: 7 T: 7 W: 6 I: 5 A: 4 Ld: 10

 

Special Rules

Primarch

Sire of the Fire Keepers

The Sudden Storm

Very Bulky

Deep Strike

 

Wargear

The Habergeon

The Redeemer

Peacemaker

 

The Habergeon is a suit of terminator armor forged by Niklaas himself, it provides unparalleled protection from harm.

 

The Habergeon includes the following features.

 

-A 2+ armor save and a 3+ invulnerable save.

 

-A Nuncio Vox.

 

-A built in Heavy Flamer.

 

The Redeemer

Wrought from an ancient meteorite found deep in the forests of Obsailes, the head of this war hammer has the appearance of polished black stone and a dread reputation among friend and foe alike.

 

Range:- Strength:10 AP:1 Melee,Concussive, Bane of Witches

 

Bane of Witches: Failed to wound and armor penetration rolls against models with the psyker or daemon type made with this weapon may be rerolled. Additionally, Niklaas may successfully Deny the Witch on a 4+ when targeted by a psychic power. Niklaas may never benefit from friendly Psychic powers of any type.

(Niklaas does not receive this bonus when attempting to Deny the Witch on powers that are not targeting him, such as enemy psykers casting blessing on themselves.)

 

The Peacemaker

This massive side arm fires rounds that ignite targets with the burning death of Phosphex.

 

Rng:18 Strgth:5 AP:2 Assault:1 Burning Death, Poisoned 3+

 

Burning Death: Each successful To Hit Roll made with this weapon yields three hits against the target unit instead of one. Units hit by this weapon have their cover save reduced by 1 until the end of the phase. Units charging a unit hit by this weapon may reroll charge distances until the end of the turn.

 

Sire of the Fire Keepers

Niklaas has the Monster Hunter special rule. All Fire Keepers units gain the Stubborn special rule while Niklaas is on the table.

 

The Sudden Storm

Legion Terminator Squads with the Legion Astartes: Fire Keepers rule in an army that includes Niklaas gain Deep Strike.

Edited by Demus Ragnok

The unpredictability is good, it makes the overall situation worse and the Obsailans more cautious. But would an asteroid/asteroids be able to cause a long term eclipse?

 

The size, cohesiveness or trajectory of certain asteroids or asteroid clusters could be deemed anomalous for unknown reasons . It could be mentioned later that these features were exploited by Niklaas to place fortifications which also destroyed any evidence, or that the field was deemed out of by him outright. Or a combination thereof.

Edited by Beren

Ooh ooh ooh (because we already have Mardum's broken sister world) perhaps it holds the wreckage left over from a huge Age of Strife battle. Multiple entities on the level of sun-snuffers being destroyed would leave a lot of matter

Now that is a rather interesting little tid bit.

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