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One thing to remember, is that not all relevant characters need rules, and not all characters with rules need be relevant. Take for example Durak Rask, Shabran Darr, or Castrmen Orth. They exemplify some traits of their legion, yet bear no major importance to the legion as a whole. They played a role in the Heresy, but they are no heroes of renown.

 

I felt a need to quote this as it is something that I'd not considered before, but thinking about it it is incredibly poignant. The characters we write rules for need not be the best or brightest, just those who show off certain traits of the legion they represent.

 

Legiones Astartes: Iron Bears

 

Legions Astartes:Units with this rule may attempt to regroup at normal leadership regardless of casualties.

 

The Mountain That Breaks The Storm:any model or unit with this special rule counts as having the Counter Attack special rule and any scoring units gain Stubborn when controlling an objective.

 

Strength of Iron: All models with this rule have Void Hardened Armour (see the Cold Void mission special rules on page 173 of The Horus Heresy Book One - Betrayal).

 

Martial Pride: Any Character with this special rule must issue challenges when possible (if more than one eligible target the controlling player may chose whom it is issued to) or accept any issued challenges. The character gains +1 to strength in the first round of combat and the Hatred special rules for the duration of that combat.

 

Phalanx kin: Breachers may not be taken.

 

The Iron Bears legion Rite of War:

The Artificer's Warpath.

 

It's well noted that only the Primarch Niklaas and the Emperor himself can match Daer'dd's arcane mechanisms and masterful metallurgy & smithing. And it is shown in his sons, each warrior of the VIth wears a unique set of armour, pieced together by the warrior himself, and each Astartes bears unique masterful weapons customized to be perfect for them alone. It is in this that each Astartes is able to shine, using their mastercrafted wargear to become a singular expression of War as Art, to show the beautiful strength of iron.

 

The Iron Masters: Every non named Character and Independent Character is automatically upgraded to Artificer Armour for free and may further upgrade to Ironbound Armour for +7 points or Totem Armour for +15 points. In addition to this they may select one weapon to be upgraded to mastercrafted for +10 points.

 

Mark of the Master: all units with a designation of either Warrior, Slayer, or Hunter must take the following special rules for +3 points per model.

Warrior:Relentless & Feel no Pain (5+)

Slayer: Furious Charge & Precision Strikes

Hunter: Tank Hunter & Precision Shots

 

Strength of Iron: Legion artillery Squadrons lose the 0-1 limit and Whirlwind Scorpious may be taken in squadrons of 1-3.

 

The power of few: Veteran Tactical squadrons may be taken as a troop choice, they must purchase either combat shields for +3 points per model or Ironbound Combat Shields for +5 points per model.

 

Claws of the Bear:Legion Anvillus Pattern Dreadclaw Drop pods and Legion Kharybdis Assault Claws may be taken as Dedicated Transports for Clans that can fit in them. The detachment may not take any other vehicles with a transport capacity.

 

Limitations

-Compulsory troops selection must be filled by Veteran Tactical squadrons

-Standard Tactical Squadrons may not be taken

-Any non individual character units able to purchase either Combat Shields, Ironbound Combat Shields, Superior Pattern & Phalanx Pattern Storm Shields must do so.

-No Flyers save for Anvillus Dreadclaws and Kharybdis Assault Claws may be taken

-May not take any fortifications.

 

Special characters:

 

Daer'dd Niimikiikaa,

Paragon of War, The Forge Giant, Leviathan of the North, The Fell Axe.

Primarch of the Iron Bears.

475 points

 

WS BS S T W I A LD Sv

6 6 8 7 7 5 5 10 2+

 

Unit Composition: 1 (unique)

Unit Type: Jump Infantry

 

Wargear:

-The Gauntlets of Ares

-The Ganzhymekwahawk

-Shell of the Juggernaut

-Stormwalker

-Tomahawk Charges

 

 

Special Rules:

-Sire of the Iron Bears

-Primarch

-Extremely Bulky

-Independent Character

-A Father's Rage

-Forge Breaker

-Slow and Purposeful

 

The Gauntlets of Ares: Given to Daer'dd by none else than Kelbor Hal at the signing of the Demiurge Mechanicum treaty. Daer'dd tinkered and rebuilt the Gauntlets into his most visceral connection to war. The interbanded Huronian copper coated adamantium rings that make up inner structure are in a constant state of movement and covered in Runes crafted by several of his brothers. The outer structure of heavy black bands at wrist and elbow and the top and bottom of his forearms are made out of a material Daer'dd only refers to as Huron's Iron. Heavy pyramidal rivets connect these pieces, and on the top brace that runs the length of his forearms there are three radiant orange gems whose light pools off almost as if steam. Each knuckle has a perfect black diamond said to have been pulled from the deep ocean magmatic river known as Hel by Daer'dd's own hands. Each finger is finished in a large black hooked claw extending from the second knuckle upwards, creating the killing edge.

Range STR AP Type

* usee 2 Melee, Mastercrafted, Specialist, Shred, paired.

 

The Ganzhymekwahawk: Not a singular weapon but a series of Tomahawks Daer'dd has crafted over the years from chain to jewel bladed variations all with different techno secrets Daer'dd is unwilling to give up, though all share in common the use a a small teleporter to make sure they return to Daer'dd no matter where they are.

Range STR AP Type

24" 6 4 Assault 4, Rending (4+)

 

Shell of the Juggernaut: though it looks like a normal suit of armour on the Leviathan of the North. It is said that Daer'dd's plate weighs as much as a Mark IV Dreadnought. Full of field generators and a miniature fusion reactor, the Shell of the Juggernaut lives up to it's name as it's allowed Daer'dd to nigh unstoppable for two centuries.

2+ save 3+ invulnerable save may reroll one missed non invulnerable save per phase.

 

Stormwalker:

An advanced teleportation unit devised from the deconstruction of Eldar tech. Built by Daer'dd for himself to compensate for his lumbering nature. it allows to deploy via Deep Strike without scatter and he may choose to move up to 30" during his movement phase one per game, though he may not charge afterwards.

 

Sire of the Iron Bears:

All units with the special rule Legiones Astartes: Iron Bears within 12" if Daer'dd gain +1 attack and Feel No Pain (4+) (including Daer'dd himself). In addition to this Totem Guard may be taken as a troop selection.

 

A Father's Rage:

If Daer'dd is within 12" of a unit in direct line of sight with the LA(IB) that gets destroyed, swept or otherwise removed from play, he gains the Rage and Rampage Special rules for the remainder of the game.

 

Forgebreaker:

There are few pure physical forces in the Galaxy like Daer'dd Niimkiikaa. On a charge he gains D3 Hammer of Wrath attacks with the concussive special rule. He also has the Furious Charge, Smash, and Wrecker special rules.

 

Aandeg Gitchi Noodin Niimkiikaa: 275 points

The Great Raven of the storm of change. Master Shaman, Chief Librarian of the VIth legion.

WS BS S T W I A LD Sv

6 5 4 5 4 4 4 10 2+

 

Unit Type: Jump Infantry (Character)

 

Wargear: Totem Armour, Spear of Fates, Superior Pattern Storm Shield, Jump Pack, Ironbound Hide, Tomahawk Charges, Psychic Hood.

 

Warlord Trait: Void Walker

 

Special Rules: Legion Astartes (Iron Bears), Independent Character, Psyker (Mastery Level 3)

 

Master Psyker: When generating psychic powers Aandeg may re-roll any or all psychic powers, though the player must take to the second roll.

 

Psyker: Aandeg generates his powers from the Biomancy, Pyromancy, Telekinesis, and Telepathy disciplines.

 

The Spear of Fates:

Wrought by his brothers hands, the Spear of Fates is one of the finest force weapons in the Galaxy. With assistance from all three of his psychic master Primarch brethren Daer'dd was able to create a fearful extension of his brother's vast psychic talents.

Range S AP Type

- +2 3 Melee, Force, Master Crafted, Concussive.

 

Lord Chief R.Damon Redd: 270 points

Lord Chief of the 4th Grand Wartribe, Master Slayer, The Iron King,

Master of the fleet.

WS BS S T W I A LD Sv

7 5 6 5 4 5 5 10 2+

 

Unit Type: Infantry (Character)

 

Wargear: Totem Armour, The Weight of War, Master Crafted Power Tomahawk, Dream Catcher, Ironbound hide, Gauntlets of Terra, Tomahawk Charges.

 

Warlord Trait:World Burner

 

Special Rules: Legion Astartes (Iron Bears), Independent Character, Master Slayer, The Iron King, Bulky, Slow and Purposeful, Eternal Warrior.

 

Master Slayer: As the Master Slayer there is no better a technical fighter in the Legion than R.Damon Redd, he's mastered every aspect of it, and how to defend or attack anything. He counts as having, the Fleet, Precision Shots, and Precision Strike special rules.

 

The Iron King: It is believed by many that he is the natural choice for the legion's High Lord Chief and head of the council of Three Fires, should anything happen to Daer'dd. He is truly Daer'dd's best student, and over the two centuries of service he's had the finest augments and artificial replacements after grievous wounds. It is said he weighs twice as much as another Astartes his size. He has D3 hammer of wrath attacks on the charge with the Concussive special rule, and Feel No Pain (5+)

 

The Weight of War:

The Weight of War is said to the single finest Tomahawk ever produced. Very little is know about it, the only thing that is known is it uses hyperdense liquid Osmium suspended in magnetic fields and antigrav suspensors. When the blade recognizes a strike coming it turns off the antigrav suspension and allows the tube of meta material slide down a tube in the handle generating Titanic proportions of energy able to sunder a land raider in one blow.

Range S AP Type

- +2 4 Melee, Unwieldy, Master Crafted, Rending (4+), Armourbane Concussive.

 

Dream Catcher:

A Superior pattern Storm Shield with a staggering amount of psychic wards and a sheet of Aurc metal from Terra it self. It sings like a bell when struck.

 

Dream Catcher is a storm shield that gives it's bearer Adamantium Will (4+).

 

Marked units:

Warriors: Terminators, Veteran Tactical Squads, Tactical Squads, Seeker Squads,

 

Slayers:Terminators, Destroyers, Assault Squads.

 

Hunters:Terminators, Rapier batteries, Reconnaissance Squads, Tactical Support Squads, Heavy Support Squads.

Edited by Chief Captain Redd

A bit of a redo, these guys are still supposed to be my BIG hitters so I left the stats pretty well as is, they're oversized massive, super augmented Bear totems. which I feel the rules encapsulate pretty well, plus they aren't very tactically versatile, more point, click, and kill.

 

 

Units:

Ironbound Slayers:

Founded by Lord Chief R.Damon Redd the Ironbound Slayers are the ultimate in brutal fighters. They are second in to none in ferocity and considered only second in their elite nature to the Totem Guard. Their nature is boisterous and brutal, though they do not torture their enemies. They make it a competition to see whom can kill either the largest or most as quickly as possible often taking trophies. To be at the wrong end of their blade is to look unto death.

 

Fast Attack

Ironbound Slayer Clan 400 points

WS BS S T W I A LD Sv

Ironbound Slayer 4 4 5 5 2 4 2 8 2+

Chief Sergeant 5 5 5 5 2 5 3 9 2+

 

Unit Composition

9 Slayers

1 Chief Sergeant

 

Unit Type

Legion Astartes Ironbound Slayer

Legion Astartes Chief Sergeant

 

Wargear

Bolt Pistol

Chainaxe or Tomahawk

Ironbound Armour

Ironbound Combat Shield

Ironbound Hide

Tomahawk Charges

 

 

Special Rules

Legion Astartes

Slayer

Fleet

Unrelenting Assault

Rending

Bulky

Hammer of Wrath

 

Unrelenting Assault:

The Unyielding nature of the Ironbound combined with extensive augmentics results in Astartes that move as if forces of nature, unnatural storms of iron and bloodshed of tooth and claw. any unit or model with this special rule count as having the Slow and Purposeful rule, they may how ever both make over watch attacks and sweeping advances. The unit may also make a run move and still assault, furthermore anytime the model or unit charges into the Assault they gain +1 to their initiative, though if the unit is within charging distance they must attempt to make the charge.

 

Dedicated Transport

The Clan may take Spartan as a dedicated transport.

 

Options

 

The entire Clan may take Meltabombs for +5 points per model.

 

Any model in the clan may upgrade their bolt pistol for a hand flamer for +2 points or a Volkite Serpenta for +5 points

 

One model may take a Nuncio Vox for +10 points

 

Another model may carry a legion vexilla for +10 points

 

2 models in the clan may exchange both their bolt pistol and or chain axe for

power weapon +10 points

inferno pistol +10 points

plasma pistol +15 points

power tomahawk +15 points

Warhawk +20 points

Ironhawk +20 points

Warclaw +20 points

pair of Warclaws +30 points

 

The Clan's Chief Sergeant my exchange his bolt pistol/chainaxe for a

Heavy Chainsword +5 points

Inferno pistol +10 points

Plasma pistol +15 points

Power Tomahawk +10 points

Evicerator +15 points

Warhawk +20 points

Ironhawk +20 points

Warclaw +20 points

pair of Warclaws +30 points

Warblade +35 points

The Clan's Sergeant may upgrade his Ironbound Combat shield for a Storm Shield +10 points

 

The Clan's Chief Sergeant may exchange his Ironbound armour for Totem Armour for +7 points.

 

The elite of the elite of the Iron Bears legion, Astartes whom have proven themselves time and time again over the decades. Virtually all have sustained severe injuries and have exstensive augmetics. Legion apothecaries use drugs to further promote from the Biscopea and Ossmodula to further push the Astartes physically even closer to their gene father.

Whilst serving as Daer'dd's personal Wartribe they also serve as the six Lord Chief's personal retinues. Their value to the VIth Legion is such that they are rarely deployed in mass. But when they are it is said even the most heavily defended planets last less than day before it's over run.

 

HQ 0-1

Totem Guard Clan 200 points

WS BS S T W I A LD Sv

Totem Guard 5 4 4 5 2 4 2 9 2+

Chief Centurion 5 5 4 5 3 5 3 10 2+

 

Unit Composition

2 Totem Guard

1 Chief Centurion

 

Unit Type

Legion Astartes Totem Guard

Legion Astartes Chief Centurion

 

Wargear

Volkite Serpenta

Power Tomahawk

Totem Armour

Ironbound Combat Shield

Tomahawk Charges

Servo Arm (Iron Smith only)

 

Special Rules

Legion Astartes

Totem Guard*

Fleet

Bulky

Hammer of Wrath

Battlesmith (iron smith only)

 

Dedicated Transport

The Clan may take either a Land Raider Phobos, Land Raider Mauler, or Spartan as a dedicated transport.

 

The Totem Guard clan must select either the mark of the Warrior, Slayer, or Hunter

As per the rite of war.

 

Options

The Clan may take up 3 additional Totem Guard at 50 points per model.

 

The Chief Centurion maybe upgraded to a Legion Champion as per the Centurion consul rules for +35 points

 

One Model may be upgraded to an Iron Smith for +15 points.

 

The entire Clan may take Meltabombs for +5 points per model.

 

One model may take a Nuncio Vox for +10 points

 

One model may carry a Wartribe totem standard for +15 points, or if Daer'dd or Aandeg Niimkiikaa are your warlord the Legion Totemic standard for +40 points

 

Any model may exchange their power tomahawk for a Warhawk or Ironhawk +10 points

 

Or both their Tomahawk and Volkite Serpenta for a pair of Warclaws for +20 points

 

Any model without Warclaws may take the Gauntlets of Terra upgrade for +15 points

 

Any model may take a

Bolter for +2 points

combi bolter for +3 points

combi weapon or Volkite Charger for +10 points

Lightning Gun for +15 points

 

Any model may exchange their ironbound combat shield for a storm shield at +10 points per model.

 

The entire clan may take teleportation matrixes for +3 points per model.

 

Serving as the legions primary breacher marines and shield wall troops. It takes incredible skill and patients to be a Leviathan kin. Their bravery is unwavering, and whilst they might not get the most glory, the thanks from their brothers is unparalleled.

 

 

Troops

Phalanx Leviathans 275 points

WS BS S T W I A LD Sv

Phalanx Leviathan 4 4 4 4 1 4 2 8 3+

Chief Sergeant 5 5 4 4 2 4 3 9 3+

 

Unit Composition

9 Phalanx Leviathans

1 Chief Sergeant

 

Unit Type

Legion Astartes Phalanx Leviathans

Legion Astartes Chief Sergeant

 

Wargear:

Tomahawk or Chain Axe

Void Hardened Power Armour

Superior Pattern Storm Shield

Servo mounted Phalanx Bolter

Tomahawk Charges

 

Special Rules

Legion Astartes

Warrior

Shield Wall

Brace for Impact

 

Shield Wall:

Any units behind and within 6" of the Clan have a 3+ cover save.

 

Brace for Impact:

Phalanx Leviathans whom have not charged may make an overwatch attack at full BS with their Tomahawk Charges, this then counts as using defensive grenades that turn.

 

Dedicated Transport

If The Clan numbers 10 it may take either Land Raider Phobos. a Land Raider Mauler, or an Anvillus Dropclaw. They may always take a Spartan as a dedicated transport.

 

Options:

 

The Clan may include up to 10 additional Phalanx Leviathans at 26 points per model.

 

Any Leviathan may upgrade their Chain Axe or Tomahawk for either a Power Tomahawk or Power Kopis for +5 points

 

One member of the clan may take a Nuncio-Vox for +10 points

 

Another member of the clan may be a Legion piper for +10 points

 

Any Phalanx Leviathan may upgrade their combi-bolter to a

-Combi weapon +7 points

-Twin linked Volkite Charger +7 points

 

The entire Clan may take Melta bombs for +5 points per model.

 

For every 5 models in the unit one member of the clan may upgrade their combi-bolter to a

-Heavy Flamer +5 points

-Plasma Blaster +15 points

-Lightning Gun +20 points

 

Additional Leviathans may choose to upgrade their close combat weapon 1 for every fifth member of the clan.

Warblade +10 points

Warhawk +5 points

Ironhawk +5 points

Warclaw +15 points

 

The Chief Sergeant may upgrade to Totem armour for +10 points

 

The Chief Sergeant may exchange his power Tomahawk for a

-Warhawk +5 points

-Ironhawk +5 points

-Warblade +10 points

-Warclaw +15 points

 

 

Phalanx Bolter: 18" str4 ap5 assault 2 twin linked

 

Power Kopis +1str ap3 rend.

 

These are all the rules I've redone so far.

Edited by Chief Captain Redd

Wow, a lot of work has gone into this re do(doffs hat) I salute you sir.

On a rules basis, Daer'dd and your characters seem fine in terms of power(although I'd be iffy about the special rule giving non named characters artificer for free) although I fear every marine getting void hardened armour is a bit too much. Breachers pay a lot for that and you get, for free, an army of T5 marines(if I remember right). Of course, it could just be me jealously guarding the Crimson Lions specialism but that:s just my opinion on it.

 

Aside from that though, my only quibble would be, if you can't take breachers why can you take a specialized breaching unit?

I have a couple of questions/points to raise.

  • Artificer's Wrath: You appear to be giving for free every (non-unique) character access to 25 points worth of equipment (roughly) on top of quite a lot of other benefits. I would suggest that maybe characters should only get one or the other of the artificer armour or mastercrafted weapon and if the artificer armour is the one you choose that only those who normally have the option be allowed to take it. Otherwise you get odd circumstances where Terminator Sergeants actually become worse due to swapping their armour.
  • Daer'dd: I truly think that his Attacks characteristic should be reduced to 4. I say this as he will already have 5+ attacks due to having a paired weapon, which will go up to 6 should the Father's Rage rule come into effect. As he is already the strongest Primarch (S8 with Shred) I don't think that he should also have the same number of base attacks as the faster and weaker Primarch, even given his points cost.
  • Ironbound Slayers: I feel that these guys need a small-medium points increase. I say this as they compare well to Gal Vorbak, except that where Gal Vorbak have Power armour your guys have 2+ saves, which makes them much more resilient to incoming fire. Also Gal Vorbak may never score, which can something be an important consideration.
  • Phalanx Leviathans: I think these guys need to have their points increased or lose some of their special rules/stats. When comparing them to Phalanx Warders they would come out on top in basically every way, but cost 5 points less for a base squad. The points difference is different for a full squad due to the cheap cost of additional models for the Warders, but even so. If nothing else all of your Leviathans have +1 attack over their counterparts; a sergeant with +1 WS/BS; better base equipment and a more defined role on the table (fairly combat focused, where Warders/Breachers are dual combat/shooting).

Sigismund: I would just like to point out that Void-Hardened armour is not quite the same as Hardened Armour as the former only protects against the pseudo-rending that occurs in Zone Mortalis games. Where the latter grants re-rolls to armour saves against template/blast weapons.

I will take all the advice and apply accordingly. My only one disagreement is with Daer'dd's a fathers rage rule; it only kicks in typically if a lot of points just got wiped out around him usually around a 400 point boon (from play testing) to kick in for him to get that bonus. So before then he's fairly tame. He is also the second or third most expensive Primarch so I don't feel too bad when he rage murders TDA squads.

 

Oh and no Breachers is a fluff thing, for Bears it's Phalanx or nothing, Phalanx Leviathans are lifers lot.

Hammering out some rules for the Ghost Walkerrs, I need to redo Coch'ise for balance -

 

Scorched Earth

Any unit with the infantry or jump infantry type may take rad grenades for +25 points for the whole unit.

 

Ghost Walk

All infantry and jump infantry gain move through cover in forests and ruins.

 

Meteor Strike

All hammer of wrath attacks made by bikes or jetbikes may use the profile of a melee weapon they carry (for example: a model equipped with a power sword makes a HoW attack with a s:user AP:3 profile).

 

Bound by the Ancients

Any Ghost Walker detachment must contain a Primus medicae and at least one contemptor or legion dreadnought, which may count as a mandatory HQ choice. If both are destroyed, then the opposing player gains d3 VPs.

Hammering out some rules for the Ghost Walkerrs, I need to redo Coch'ise for balance -

 

Scorched Earth

Any unit with the infantry or jump infantry type may take rad grenades for +25 points for the whole unit.

 

Ghost Walk

All infantry and jump infantry gain move through cover in forests and ruins.

 

Meteor Strike

All hammer of wrath attacks made by bikes or jetbikes may use the profile of a melee weapon they carry (for example: a model equipped with a power sword makes a HoW attack with a s:user AP:3 profile).

 

Bound by the Ancients

Any Ghost Walker detachment must contain a Primus medicae and at least one contemptor or legion dreadnought, which may count as a mandatory HQ choice. If both are destroyed, then the opposing player gains d3 VPs.

Looks pretty cool, my only objection might be the rule allowing you to take rad grenades on every squad. That's a huge level of T nerfing power you have available there. My personal feeling would be that it should be limited to Elites and HQ's in order to give the Ghost Walkers access to a larger amount of rads than normal but at the same time it limits it so that you can't have Tac squads armed entirely with rads which would be slightly OP(if cool) in my opinion. 

Hammering out some rules for the Ghost Walkerrs, I need to redo Coch'ise for balance -

 

Scorched Earth

Any unit with the infantry or jump infantry type may take rad grenades for +25 points for the whole unit.

 

Ghost Walk

All infantry and jump infantry gain move through cover in forests and ruins.

 

Meteor Strike

All hammer of wrath attacks made by bikes or jetbikes may use the profile of a melee weapon they carry (for example: a model equipped with a power sword makes a HoW attack with a s:user AP:3 profile).

 

Bound by the Ancients

Any Ghost Walker detachment must contain a Primus medicae and at least one contemptor or legion dreadnought, which may count as a mandatory HQ choice. If both are destroyed, then the opposing player gains d3 VPs.

Those are some pretty nice rules, especially the Meteor Strike. Might be better to restrict models from weapons with the unwieldy rule, cause I can see bike sergeants with power fists or thunder hammers quite silly...

I'll adjust it accordingly :) I just wanted to make infantry more tenable and deadly. Basic infantry squads are a bit meh compared to all the big baddies out there, so I just wanted to make them more appealing.

 

Here's Coch'ise's rules just for tallying:

 

Coch’ise, The Fallen Star

Points: 450

Stats:

WS:8  BS:6  S:6  T:6  W:5  A:6  I:8  LD:10  SV 2+

Unit type: Infantry

Rules:

-          Primarch

-          Sire of the Ghost Walkers

-          Preferred Enemy (Independent Characters)

-          Move through cover (forests and ruins)

 

Wargear:

-          Fury and Lament

Coch’ise’s twin photon tomahawks, forged from his birth pod remains. He believes them linked to his past, present, and future.

 

Range: - S +1 AP2 Melee, Deflagrate, +1 attack (not included in profile)

 

-          Thunderhead

The Fallen Star’s rotary barreled magnum that fires hand crafted loads. It erupts with the sound and strength of a coming storm.

 

Range: 12” S8 AP2 Sunder, Assault D3

 

-          The Oaken Plate

This armor encases Coch’ise in an odd synthesis of metal and natural wood from his homeworld. He harvested the material from the plentiful Ironoak trees that turn away axe cutting blade; only harvestable through ancient and hidden methods.

 

The Oaken Plate confers Coch’ise a 2+ armor save and a 5+ invulnerable save. All weapons that hit Coch’ise in close combat reduce their AP by 1 when hitting him (for example, a power axe, AP2, becomes AP3 when hitting Coch’ise).

 

Special Rules:

-          Sire of the Ghost Walkers

Adept at striking first from cover to gain the momentum, Coch’ise has honed his legion to lay in wait before releasing all their pent up energy in a single killing action. When Coch’ise is part of a Ghost Walkers force, the controlling player may add +1 to the roll off and seize the initiative. The first turn of the game allows all units with the LA:GW to gain fleet and relentless for the duration of the turn.

 

 

The Star of OrtholosCoch’ise has a dedicated Kharybdis assault claw that has been recrafted by his highest artificers to suit the Fallen Star’s meteoric descent to the battlefield. The Star of Ortholos may be taken for Coch’ise in games over 3000 points. The Star of Ortholos is a Kharybdis with 2 void shields and can alternatively fire 2 krak missiles from each missile pod instead of the regular firing mode. The Star of Ortholos costs 325 points.

Just collecting all the CL rukes into one place(as all I need now is a vehicle)

Legiones Astartes (Crimson Lions); Units with this special rule may always attempt to regroup regardless of casualties.

Blood of the Lion; All models with this special rule gain the Zealot rule when outnumbered by enemies in an assault. When working out the outnumbering, models with the Bulky, Very Bulky or Extremely Bulky special rules use the number of models that they count as for the purposes of transport capacity. Walkers and Monstrous Creatures count as 3 models for this purpose, while Gargantuan Creatures and Super Heavy Creatures are ignored, as they are simply to big to worry about.

Destiny Awaits; Models with this special rule ignore the penalties Hardened Armour inflicts on distances rolled for Charges, Sweeping Advances and Run moves. In addition, once per battle at the start of a friendly assault phase, declare you are using this rule. All friendly units in an army containing one or more models with this special rule gains the Fleet special rule for the rest of the phase.

Blood Debt; Choose one Independent Character without the Support Officer special rule in any Crimson Lion Detachment to be the Warband Leader. If the Warlord has this special rule, then the warlord must be nominated the Warband Leader. The Warband Leader must always Issue and Accept Challenges if able to, even if there are other models eligible (or required for that matter) to accept. If the Warband Leader is killed in a challenge, your opponent gains an additional Victory Point if the challenger survives the battle.

 

Legion Specific Restriction; Unsullied Lines; Crimson Lions prefer to stand their ground, and fight as one immense shieldwall, crushing all in front of them with shield boss and chainaxe. Deploying by Drop Pod into the fray is often seen as unwieldy and allows weak points in the line through which an enemy can flow around, and only do so through necessity. If taken as a Primary Detachment, no models with the Drop Pod Assault special rule may deploy in the first turn. Rather than choosing half and automatically deploying them in the first turn, all such models must be rolled for and come on from Deep Strike Reserve as normal (usually from the second turn onwards).

Honour is everything: Armies who have this rule may not include Destroyer Squads. Note, this does not prevent an allied detachment from taking them.

The Crimson Lions special rules, unique wargear and first RoW as they stand atm. Partly this is so that people can see them all together and tell me if they seem overly powerful without needing to sift through the entire rules thread and partly so that I can keep it all together.

 

Legion Special Rules

  • Blood of the Lion: If a unit with LA(CL) is outnumbered in an assault then they gain A equal to the number by which they are outnumbered unless they are an independent character or walker.
  • Our destiny awaits!: When initiating a charge move, any squad with LA(CL) may roll three dice for the charge distance and choose the two highest results.
  • Blood debt:If the warlord of your army is killed, then all squads with LA(CL) may re roll to wound rolls of 1. Also, the squad which killed your armies warlord becomes an objective. If, by the end of the game, that squad has been destroyed, then you gain 1VP and if that squad has not been destroyed, your opponent gains 1VP.
Unique Wargear
  • Hoplon Shield: May be taken by any IC or sergeant for +15 points. Confers on them a 4++ invulnerable save.
  • Falcan blade:Among the sons of Mycenae, the falcanath is a common weapon. Weighted at the end of the blade, these weapons are designed to hack their way through shield walls and any armour their enemies may be wearing. May be taken by any IC, sergeant or model with the Chosen Warrior special rule for +15 points. Has the following profile: S: user AP: 4 rending.
  • Behona:Derived from the war horns of Mycenae, the Behona is still carried into battle by the Crimson Lions, despite the antiquated nature of such an item. May be taken by any unupgraded member of a squad with LA(CL) instead of a legion vexilla for +25 points. . If taken, it may be blown once every game and in the turn that it is blown, all squads within "12 may shoot rapid fire weapons and charge in the same turn.
  • Torc of Jurfik(Relic): When King Artorus of Jurfik was defeated by the V legion, his torc, that was traditionally the mark of a King of Jurfik, was taken up by his brother, Rolon,who was elected by the Thingar as the first legion master of the Blood Wolves. While Rolon is long since gone, his ashes interred aboard the Lupa Sanguis in the Hall of Heroes, the Torc endures and has become a symbol of the legions deeds and accomplishments. For a warrior to be awarded the right to wear it into battle is a great honour and one that only the hardiest of Mycenae's sons are given. May be given to any independent character for +50 points. Any model equipped with this Torc gains the Eternal Warrior, It Will Not Die and Adamantium Will special rules. If reduced to 0 Wounds or lower, then the bearer may roll a d6; on a 4+, the bearer remains alive with a single wound remaining. However, the Torc may not be used for the rest of the battle.
  • The Sword of Ages(Relic): Legend has it that the sword of ages was first wielded by the Lord of Dawn, founder of the Kingdom of Jurfik. Forged using magic and the power of the gods, the blade confers on its user all the martial skill of the past users, whose warrior souls still linger within its blade. Originally the sword of the Legion Master of the Blood Wolves, the Sword of Ages is now wielded by the finest champions of the III, warriors who have proved their worth on a hundred battlefields. May be given to any independent character for +60 points. Any model equipped with the Sword of Ages gains +1WS and uses a weapon with the following profile: S: user AP: 3 Shred, Rending

Rite of War: Sons of Mycenae

 

Crimson Lions Unique Rite of War; X X

- Wall of Shields; Units made up entirely of models with the Legiones Astartes (Crimson Lions) special rule equipped with Boarding, Combat or Hoplon Shields gain the Counter Attack special rule, and reduce the strength of all overwatch shooting attacks made against them by -1 when they initiate a charge.

- Fury of the Lion; Models with Boarding Shields gain Fury of the Legion special rule. Independent Characters with this special rule equipped with a Boarding Shield may also participate in a Fury of the Legion attack in exception to the normal rule.

- Hold the Wall; Enemy units suffering one or more casualties as a result of an overwatch attack from a model with the Legiones Astartes (Crimson Lions) special rule must immediately take a Leadership test. If failed, they count as having made a Disordered Charge. In addition, Legion Assault Squads entirely taking Combat Squads may instead upgrade to Hoplon Shields for +7pts per model.

- Honour the Fallen; In Challenges, models with this special rule gain +1 Attack. While in a challenge, any morale tests taken by the same unit roll one additional dice for a Leadership test and discard the highest. In addition, if ever a Unit made up entirely of models with this rule is destroyed, a single unit also consisting entirely of models with this rule with one or more models within 18" of it and and in Line of Sight gains +1 Ld and +1 Attack for the rest of the battle. A unit may never

Edited by Sigismund229

benefit from this bonus more than once.

Limitations

- Units made up entirely of models with the Legiones Astartes (Crimson Lions) special rule equipped with Combat, Boarding or Breaching Shields must pass a Leadership test when a charge is declared against them before any other actions are resolved. If this test is failed, they may not make overwatch attacks and enemies do not count as making a Disordered Charge as a result of charging Boarding Shields, as well as reducing their Initiative by 1. Note that any other cause that an enemy unit may have for making a Disordered Charge are still not ignored.

- Characters in detachments with this Rite of War may not decline challenges, and if the Warlord is killed, your opponent gains +D3 Victory Points.

- Detachments using this Rite of War may not include more Fast Attack units than they have non-compulsory Troop choices.

- In missions which would normally have a random game length, the Crimson Lions player's opponent can opt to play to six full turns instead of the roll to end the game being made.[/size][/font]

 

 

30 years before the Imperium landed on Mycenae, a small metal pod crashed into the earth on the outskirts of the mountains. From out of it crawled a young boy who was adopted by King Alryd Mycenor of the Sakseath tribe and was named Hectarion. Over the course of 30 years, the boy grew to conquer every tribe on Mycenae and unite them into a single Kingdom. However, a greater destiny awaited. When the Emperor arrived, Hectarion discovered himself to be a primarch. Now, he wages war amongst the stars alongside his sons, the Crimson Lions.

Hectarion Mycenor, 500 points.

WS8 BS6 S6 T6 W6 I6 A6 LD10 SV2+/3+

Wargear: Primarch armour, Aros' blessing, Godstooth, the Lion Stone, the great Stone Lion pelt.

 

Godstooth. S: +1 AP: 2 Murderous strike, Shred.

 

Hereah's Breath. R: Template S: 6 AP: 4 Rending.

 

Aros' blessing: The shield that Hectarion carries into battle, Aros' blessing confers a 4++ invulnerable save on him.

 

The Lion Stone: The traditional symbol of the King's of the Sakseath tribe of Mycenae, this stone embodies the pride and honour of Mycenae. Any Crimson Lions within "12 gain Fearless.

 

The great stone lion pelt: An eternal reminder of Hectarion's earliest achievement, this stone lion pelt reminds all the Lions that their father is watching their every move, causing them to charge into battle with ever greater fury and heedless of the dangers. Any squads with LA(CL) initiating a charge move within "6 of Hectarion may re roll failed charge distance rolls.

 

Special Rules: Furious Charge, Primarch, Sire of the Crimson Lions, Boundless Fury, Victory or death!, Pariah's bane, the Indomitable four.

 

Sire of the Crimson Lions: With Hectarion fighting alongside them, the Crimson Lions are near indefatigable, charging their enemies ranks with the same belligerence as the getae and if an enemy charges them, instead of meekly waiting for the charge to come to them, the Crimson Lions will leap forwards and counter charge their enemies, smashing their way into the enemy ranks using the bulk that their gene seed gave them to hammer their enemies into submission.

In an army containing Hectarion all squads with LA(CL) gain Counter attack and all squads with breacher shields gain Hammer of Wrath.

 

Boundless Fury: While most think the Bloodthirster shard to have been banished from Hectarion's mind long ago, they are wrong. The remnants of it still linger in the back of his mind, tormenting him and urging him to give in and to slaughter anything he comes across.

At the beginning of each game, Hectarion must take a LD test. If he passes then use him as normal. If he fails it then he loses -2LD and -1WS but gains +2A and all failed to hit rolls in the assault phase are instead directed at the squad Hectarion is attached to(if he is attached to a squad).

 

Victory or death!: Hectarions presence is a constant reminder to his warriors that retreat is not an option, they can only triumph or die and with their father taking to the field, death isn't an option.

Any squad within "12 of Hectarion that has LA(CL) and is retreating re groups automatically at the beginning of the next turn.

 

Pariah's bane: Pariah's cause Hectarion unimaginable pain, for while he is in their presence the bloodthirster within him is struggling for dominance with their pariah abilities. Because of this, Hectarion avoids contact with them and, if he is brought into combat with them, disembowels them as quickly as possible.

An army containing Hectarion may never contain a squad or character with the pariah special rule. If Hectarion is fighting a character or squad with the pariah special rule then he may re roll all to hit rolls of 1.

 

The indomitable four: Alexandros, Pionius, Hectarion and Dear'dd. The indomitable four. The closest of the primarchs, it has often been said that there is no foe that could stand against them if they strode the same battlefield together. Indeed, all these four compliment each others abilities so that when they take to the field together they create an unstoppable war machine that will scythe its way through anything sent against it.

If Hectarion is part of the same army as Alexandors Darshan von Salim, Pionius Santor or Dear'dd Nimkika then he automaticaly passes his LD test at the beginning of the game. If the other primarch is killed at any point during the game then Hectarion gains Rage and Hatred.

 

 

When Hectarion's boarding pod first landed upon Mycenae, the first man to find him was a young shaman, Innos. Once Hectarion was adopted by the King of the Brigantii tribe, it was Innos who was responsible for his education and, when he became King of the tribe, for advising him on matters of state. However, Innos had a son, Traghaias and, to honour his old tutor, when the Imperium came to Mycenae, Traghaias was one of the first Mycenaeans inducted into the ranks of the III legion. In time, he became Master of the Gutuatri, the III's librarius, and continues to advise his primarch to this day.

Traghaias Two-Blade, 180 points.

WS5 BS4 S4 T4 W3 I4 A3 LD10 SV2++

Wargear: Artificer armour, Frag&Krak grenades, Iona Wave Blade, Force Weapon, Stone Lion cloak, Pyschic Hood.

 

Special Rules: LA(CL), Pysker(Mastery Level 3), Independent Character, Two-Blade.

Two-Blade: While Traghaias wields two weapons in battle, he only ever attacks with one, using the other to parry any strikes that come his way

Traghaias may never get the bonus for wielding two weapons but instead must choose at the begining of the Assault Phase which of his weapons he will use in Combat. He gains a 6++ invulnerable save from the other weapon in close combat.

 

The Power of Mycenae

Primaris Power

Nature's Call(Warp Charge 1)

Pysker gains Move Through Cover.

 

1.Lightning Strike(warp charge 1)

Pysker may make shooting attack with S5 AP6 small blast, assault 1

2.Winds of Fate(Warp Charge 2)

Unit or character that the Pysker casts it on gains either a 6+ invulnerable save or may re roll their existing invuln

Edited by Sigismund229

rable save

3.World Blaze(Warp Charge 1)

Hit all enemy units within a straight "18 line with a S3 AP- assault 1 attack.

4. Word of the Gods(Warp Charge 1)

When making shooting attacks, the unit gains ignore cover.

5.Fury of the Sun(Warp Charge 2)

A unit of the Pysker's choosing may gain Rage.

6.Lion's Roar(Warp Charge 2)

The Pysker gains Fear for that turn and causes a S1 automatic hit to any enemy unit within "12.

 

Ærrion is ancient, the first member of the III legion to be interred within a dreadnought. The only member of the III left who remembers the killing fields of Mons Batonic and the last stand of Artoros and his Hirt, Ærrion is ancient, a relic from a bygone age, the age of the Blood Wolves.

Ancient Ærrion, 350 points.

WS5 BS5 S7 F13 S12 R12 I5 A3 HP4.

Wargear: Fonrir's Bite, Tors judgement, Kucholan's shield, extra armour, smoke launchers, searchlight.

 

Fonrir's Bite: S: user AP2 Shred, Murderous Strike.

 

Tors Judgement: S:6 AP3 assault 3, small blast.

 

Kucholan's shield: Gives Ancient Ærrion a 3++ invulnerable save.

 

Special Rules: Last of the Blood Wolves, Ancient Wisdom, Fury of the Dead, Legiones Astartes(Crimson Lions), Inspirational presence.

 

Last of the Blood Wolves: Ancient Ærrion may never be taken as part of the same army as Hectarion Mycenor. However, any army which contains Ancient Ærrion may take Veterans and Aishetari as non-compulsory troops choices.

 

Ancient Wisdom: An army containing Ancient Ærrion may re roll failed reserve rolls and any squad shooting at a squad that has suffered casualties from a shooting attack made by a unit with LA(CL) may re roll its to hits rolls of 1.

 

Fury of the Dead: On charging, Ancient Ærrion gains +D3 attacks.

 

Inspirational Presence: Any retreating squad with LA(CL) within "6 of Ancient Ærrion regroups automatically.

 

Amongst the III legion's ranks, the Myramodons are whispered of in awe. Each a hero in his own right and a veteran of a hundred wars, it is these warriors who were blessed with the opportunity to fight as their primarch's bodyguard.

Myramodons, 375 points. 0-1.

WS5 BS4 S4 T4 W2 I4 A3 LD10 SV2+/4+

 

Wargear: Tartaros pattern terminator armour, Paragon blades, Hoplon shields.

 

Unit size: 3 Myramodons.

 

Unit type: Infantry

 

Special rules: Legiones Astartes(Crimson Lions), Hammer of Wrath, Sworn Guard, the Ultimate Sacrifice, Sworn Shields.

 

Sworn Guard: The Myramodons may only be taken in an army which contains Hectarion Mycenor and if they are taken then Hectarion Mycenor must be attached to them.

 

The Ultimate Sacrifice: The Myramodons may re roll failed "Look.out sir!" rolls for Hectarion Mycenor.

 

Sworn Shields: If Hectarion Mycenor is attached to a unit of Myramodons then deduct -1 from his "Boundless Fury" rolls.

 

Options:

May take up to 7 more Myramodons for +20 points each.

I have to admit to some confusion as to which set of Myramodons rules I should be looking at. Though in either case I can tell you that the +20/25 points for additional members is not enough :P

Deleted the incorrect version. Hmm...time to re asses points cost again.

My assessment of them would be that the base unit should probably be around 240points (~80 each) and then each additional one beyond the first 3 should be about 60-65 points each. This is based off of the Salamander Firedrakes equipped with fists and shields and then a bit of a points increase to account for the fact that you are more killy if a little bit less tanky overall plus the slightly improved kit and special rules.

It's been a while since the IXth got any rules, but here are some!

 

Streltsy Marksmen Squad (190pts) Heavy Support

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

Streltsy Miecznik:  WS:4 BS:4 S:4 T:4 W:1 I:4 A:1 Ld:9 Sv:3+

 

Unit composition:

4 Strelets

1 Strelets Miecznik

 

Unit type:

Strelets: Infantry

Strelets Miecznik: Infantry (Character)

 

Wargear:

Power armour

Autocannon

Bolt pistol

Frag & Krak grenades

 

Special Rules:

⋅Legiones Astartes (Warbringers)

⋅Tank Hunters

⋅Shatter Shot

⋅Anti-armor rounds

 

Options:

⋅The Streltsy Marksmen Squad may take:

 -5 additional Strelets ………+25 points each

⋅The entire squad may exchange their autocannons for one of the following weapons:

 -Rotor Cannon ………………Free

 -Heavy Bolters…………………Free

 -Lascannons …………………+15 points each

⋅The squad's Miecznik may take any of the following options:

 -Exchange their autocannon for a nuncio-vox and power weapon………+5 points

 -Artificer armor ………………+10 points

 -Augury scanner ……………+5 points

 -Melta bomb …………………+5 points

 

Shatter shot: after a unit has been shot by Streltsy, any ally shooting at the same target does so at +1BS

 

Anti-armor rounds: attacks made against vehicles gain Rending.

 

 

Legiones Astartes (Warbringers)

 

⋅Legiones Astartes: Units with this special rule may always attempt to regroup at their normal Leadership value, regardless of casualties.

⋅Lead by Example: Ever mindful of exemplifying nobility in the eyes of humankind, the Warbringers shun the use of destructive weaponry. An army using LA(W) may not take rad grenades, phosphex bombs, or Destroyer squads.

Tide of Steel: If an unit has been shot by a model with the LA(W) rule, allies may re-roll 1s to hit when shooting at the same target.

⋅Stigmata of the Prosecution: After the prosecution of the legion at Baal, its apothecarion was crippled by decree of the Emperor. Apothecaries and Primus Medicae cost an additional +5 points.

Edited by Skalpynock

Most of this looks fine to me, although I think the Streltsy may cost too much(although you should probably take my opinions on costing with a pinch of salt)

forgot to add the rules for Maridius.

 

Maridius "Iron-arm", Lord of the Hypaspists. 350 points. 

WS6 BS5 S4 T5 W3 I4 A3 LD10 SV2+/5+
Wargear: Artificier void hardened armour, bionics, Soul Reaver, volkite charger. 

Soul Reaver: Ever since the primarch's discovery, Maridius has gone into battle wielding Soul Reaver, a two handed broadsword given to him by Hectarion himself. It is said that Soul Reaver not only cuts into your body but also your soul. 
S: +1S AP: 2 Murderous Strike, Soul Blaze, Two handed. 

Special Rules: Adamantium Will, Feel No Pain, Eternal Warrior, Hatred(Grave Stalkers), Lord of the Hypaspists, King of battle, It wont keep me down, Form up, LA(CL)

Lord of the Hypaspists: If Maridius is your warlord then Aishetari and Veteran Squads become compulsory troops choices and all Elites choices become scoring units. Veteran squads may also take breacher shields for +10 points each. 

King of battle: On the first round of any combat, the squad Maridius is attached to may use his WS in place of their own. 

It wont keep me down: Maridius has suffered many wounds in his time that, by all conventional reasoning, should have killed him. Battling on through these injuries he kept fighting through sheer force of will. 
If Maridius is reduced to 0 wounds then he may elect to take a LD test. If he passes then he continues fighting with 1W remaining at -1I. 

 

Form up: If Maridius is attached to a squad, then that squad and any squad it is in base contact with may upgrade their invulnerable save by 1 in the first round of any assault. 

Edited by Sigismund229

To me the Streltsy look to be about right points wise (compared to Heavy Support squads and Iron Havocs at least) especially because their rules will combine well with the Legiones Astartes (Warbringers). Though I do think the Heavy Bolter upgrade should be free too, as it is no better than an autocannon.

 

Looking at the LA rules, the one that I like the least is the Stigmata of the Prosecution. Mainly because I'm a big fan of the idea that we all draw from the same base list and pay the same points for all those 'base' units and get the same functionality for the price paid. I can see that you are trying to make them rarer, but I think there may be a better way than adjusting points costs. Perhaps Apothecarion Detachments may only be taken in an army that has a Primus Medicae and only one Apothecarion Detachment may be taken per Primus Medicae. That way you would be required to buy a (fairly expensive) consul for each set of apothecaries and you could never have more than 2 in an army due to Primus Medicae having the support officer rule.

 

I also feel that you have two drawbacks and only one medium power advantage. So I think you could easily add another rule in and still have them balance out well with the other legions. A brief look through your thread to me suggests they should have something that allows them to advance as an infantry wave whilst under fire. Possibly immunity to pinning. It would give only a small advantage, but allow your marines to avoid being forced to go to ground. Another thing that came to mind was that an equipment option for some of your units might be to have Suspensor webs as an upgrade option. That would allow you to focus on the infantry wave advancing with heavy weaponry theme.

To me the Streltsy look to be about right points wise (compared to Heavy Support squads and Iron Havocs at least) especially because their rules will combine well with the Legiones Astartes (Warbringers). Though I do think the Heavy Bolter upgrade should be free too, as it is no better than an autocannon.

 

Looking at the LA rules, the one that I like the least is the Stigmata of the Prosecution. Mainly because I'm a big fan of the idea that we all draw from the same base list and pay the same points for all those 'base' units and get the same functionality for the price paid. I can see that you are trying to make them rarer, but I think there may be a better way than adjusting points costs. Perhaps Apothecarion Detachments may only be taken in an army that has a Primus Medicae and only one Apothecarion Detachment may be taken per Primus Medicae. That way you would be required to buy a (fairly expensive) consul for each set of apothecaries and you could never have more than 2 in an army due to Primus Medicae having the support officer rule.

 

I also feel that you have two drawbacks and only one medium power advantage. So I think you could easily add another rule in and still have them balance out well with the other legions. A brief look through your thread to me suggests they should have something that allows them to advance as an infantry wave whilst under fire. Possibly immunity to pinning. It would give only a small advantage, but allow your marines to avoid being forced to go to ground. Another thing that came to mind was that an equipment option for some of your units might be to have Suspensor webs as an upgrade option. That would allow you to focus on the infantry wave advancing with heavy weaponry theme.

Thanks for the criticism, the cost of of Heavy Bolters was just an error in re-checking costs.

The Stigmata rule was the only thing that came to my mind, and I hoped someone would come with a better way. I think having to take a Chaplain, rather than a PM, to unlock the Apothecarion Detachments will be more fluffy.

And thanks for the suggestion of immunity to pinning, that's a thing I knew I wanted conceptually, but didn't really know how to translate to rules. That goes for the Suspensor Webs too.

On the Suspensor Web idea, just state that units with Access to weapons with the Heavy rule and LA:WB can purchase Suspensor Webs for those weapons at +5 over their original cost but must be applied to all eligible weapons in a squad.

 

So for a 10 man HSS or Caliver Equipped TSS thats +50 on the unit for them to be able to get Half-Ranged Assault Weapons. Which essentially turns Calivers into more Potent Chargers with the option of doubling their range at the cost of movement or 24" Assault 1 Lascannons :P

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