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Dune Serpents - XIV
The Envenomed Hunters

http://i284.photobucket.com/albums/ll24/demarcs/f9569692-7595-4f83-8116-d141f8447dae_zpshdvreyh9.png

 

http://images.dakkadakka.com/gallery/2016/3/28/788744_md-.JPG
 

They are a dark, terrifying Legion.  Barely human at all.  They view honour and bravery and kindness as diseases, to be excised from themselves and exploited in others.  And they will stop at nothing to get what they want.  –Diary entry of [REDACTED], Remembrancer attached to the 412th Expeditionary Fleet

 

Numeration:  XIVth Legion
 
Primogenitor:  Azus Bahmut

 

Allegiance:  Fedelitas Scindere
 
Cognomen (Prior):  Sightless Fourteenth.

Observed Strategic Tendencies:  Stealth Operations, Guerrilla Warfare, Terror Tactics, Use of Chemical Weaponry
 
Noteworthy Domains: Dhul’Hasa and its orbiting space stations.

 

The Emperor’s Fourteenth were often known as an honourless Legion.  Of all that was whispered of them, that much, at least, was true.  Operating from the shadows, striking only where they knew they could win, and fleeing before the enemy had a chance to strike back, the Dune Serpents’ way of war was described by their Primarch as ‘practical and practical alone, for war’s purpose is to yield results no matter the means’.

 

If others had viewed the Fourteenth Legion as unpleasant and without boundaries during the Great Crusade, the Icarion Insurrection would escalate these views tenfold.  The Legion splintered after news of the Stormlord’s betrayal, with nearing 40% of the Serpents casting off their Imperial colours and joining forces with the Insurrectionists, or simply making their own way in a galaxy of war.  Their Primarch, however, stayed loyal to the Imperium, though whether out of respect for the Emperor or simply a need to survive is to this day murky.  The Dune Serpents exemplify the belief of some that, to wage war against monsters, one must become a monster oneself.

 

 

FLUFF CHAPTER

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AZUS BAHMUT, PRIMARCH OF THE DUNE SERPENTS

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DJINN STEALTH SQUAD

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DURSK RASSAN HEAVY ASSAULT SQUAD

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KALHU NACHASH, ARCH-CAPTAIN OF THE DURSK RASSAN

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ZULFIQ FAL'UAK, SHAMSHIR PRIMUS

to be completed

 

 

SHAMSHIR RAIDERS

to be completed

 

 

VENERABLE JON LAWRENCE, LEGION MASTER OF THE DUNE SERPENTS

to be completed

 

 

AL'LARRAMAD OUTRIDERS

to be completed

 

DHUL'HASAN DICTIONARY (for my benefit as much as anyone so I don't accidentally develop inconsistencies in my naming convention)

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  Edited by Lord Thørn
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Way of the Desert

 

PRIMARIS:  Sandstorm – WC 2

Sandstorm is a malediction with a range of 48”.  All models in the target unit suffer -1 ballistic skill until the start of the next friendly psychic phase, and must immediately take a pinning check.

 

 1:  Burning Heat – WC 1

Burning Heat is a witchfire that uses the following profile:

 

Burning Heat:  RNG: 18   S: 6   AP: -   Assault 1   Blast, Ignores Cover

 

2:  Serpent’s Venom – WC 1

Serpent’s Venom is a focused witchfire with a range of 24”.  The target must immediately take a toughness test.  If failed, the model takes a single wound with no saves allowed.

 

3:  Mirage – WC 1

Mirage is a malediction with a range of 24”.  Any unit targeted by the target unit counts as having the Shrouded special rule when determining cover saves.

 

4:  The Land Recedes – WC 2

The Land Recedes is a malediction with a range of 36”.  The target unit immediately receives -2 to their cover saves until the start of the next friendly psychic phase.

 

5:  One With The Darkness – WC 2

One With The Darkness is a blessing with a range of 24”.  The target unit gains the Shrouded and Fear special rules.

 

6:  Fire of the Sands – WC 2

Fire of the Sands is a witchfire that uses the following profile:

 

Fire of the Sands:  RNG: 24   S: 5   AP: -   Assault 1   Large Blast, Deflagrate, Soul Blaze, Ignores Cover

  • 2 weeks later...

The Warden – 175 pts

Slaanesh’s Chosen, Nameless, The Changeling

WS: 6   BS: 5   S: 4   T: 4   W: 3   I: 6   A: 4   Ld: 10   Sv: 2+

 

Unit Composition:

·         1 (Unique)

 

Unit Type:

·         Infantry (Character)

 

Wargear:

·         Artificer Armour

·         Refractor Field

·         Plasma Pistol

·         Frag, krak and smoke grenades

·         Daemon’s Gift

 

Special Rules:

·         Independent Character

·         Changeling

·         Zealot

 

Options:

·         If using Legiones Astartes (Eagle Warriors) as per the Changeling Special Rule, The Warden may purchase A-type drugs for 15 pts

 

 

Daemon’s Gift:  RNG: -   S: +3   AP: 4   Melee, Concussion, Rending, Duellist’s Edge

 

 

Changeling:  The Warden may never be taken as a part of a loyalist Dune Serpents army, gains Hatred (Dune Serpents), and enemy models with the Dune Serpent Faction gain Hatred (The Warden).  Additionally, The Warden and all friendly models with the (Traitor) Dune Serpents faction may choose to use Legiones Astartes (Dune Serpents) or Legiones Astartes (Eagle Warriors).  If the latter is chosen, all Independent Characters with the (Traitor) Dune Serpents faction (including the Warden) may purchase A-type drugs for +30 points (see Eagle Warriors).

  • 4 months later...

“Maintain formation. We are 2km from where they were sighted.” The great block of men and machines trudged along the road. These strange men who came to them with lies of another Emperor were out here, following the execution of their seditious delegation. Their heresy would be expunged under a hail of righteous gunfire. Then the Terran Empire would set out to bring these renegade worlds to heel.

 

These were the finest, most ruthless troops the Emperor could muster, led by a cadre of his prized Invisibles. The dawn light gleamed on their guns and armour, immaculate in majenta and silver. Their weapons had ground dozens of weaker worlds into submission. Nothing had stood before them, nor ever would. The major glowed with pride as his mind turned to the subsequent conquests and the glory yet to-

 

Geysers of bile green erupted among the platoons. Men fell to their knees, as corrosive gases ate away at their skin. Panic engulfed the army as soldiers fumbled at their bio-sec gear and officers tried to maintain the formations. The major realised that the gas wasn't spreading far, despite the horror it had inflicted. This wasn't the main attack.

 

“To arms! To arms!” He screamed, but his words were lost in the storm of gunfire as volleys stabbed into the formation with hideous. Every shot saw a man's head or chest blasted open. Suddenly armoured giants were all around them, between their formations, mowing them down and closing rapidly. In one synchronised motion they let go of their guns and drew wicked, curved swords. Then, with the same chilling precision as before, they dismembered the platoons. More puffs of gas, but colourless- small bursts of neurotoxins, which destroyed any remaining discipline as men dropped like flies. The giants walked through the dispersing fumes without any apparent trouble.

 

The Major turned and ran to his tank, but tripped over something on the ground. A man's lower torso. He recognised the armour. They kill Invisibles. He made to crawl away, activating a vox-link to his superiors.

 

“General, the capital must be fortified! They are butchering us, they-” something hard and heavy set itself down on his back, and a vast hand pulled his head back.

 

“General,” a deep voice growled into his mic as a knife slid under his throat, “my name is Azus. I believe your subordinate has informed you sufficiently of his situation. Now he will tell what we are going to do to you, and your false Emperor.” The knife twisted to stab up, and the major’s last message came as a series of gurgles, as he drowned in his own blood. The last thing he heard was “Azus” issuing orders. “Tell 2nd, 5th and 11th companies to commence. The capital falls at dusk tomorrow.”

 

-----

 

The Compliance of what, in another lifetime, was called "63-19".

Edited by bluntblade
  • 4 weeks later...

I painted a thing!

 

http://images.dakkadakka.com/gallery/2016/3/28/788748_md-.JPG

 

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Edited by Big Bad Squig
  • 1 month later...

We have a scimitar-wielding legion champion on the way. One Zulfiq Fal'uak, dervish of the fourteenth.

 

I did take a cursory look on /tg to be certain that we're not accidentally nicking from their Middle Eastern-flavoured homebrew chapters. Surprisingly enough, only one of theirs involves scimitars.

 

A couple more thoughts- if we're going with a ghazi, stealthy jetbikes should be pretty well represented. Also, is there any chance they or some Successors might get some of those fancy bows from the Interex?

Edited by bluntblade
  • 3 weeks later...

Two Legion elites.

 

+++++

 

While the Dune Serpents lean more heavily on ranged tactics than many of their fellow Legions, Azus Bahmat also recognised that they would need warriors with a talent for hand-to-hand combat. To this end he founded the elite Shamshir and Dursk Rassan companies.

 

-----

 

The Shamshir are made up of the Serpents' most lethal warriors, and typically deploy in squads dispersed amongst their brethren in combat. Identifying weaknesses in enemy formations or dangerous opponents, they move in surreptitiously to intercept, striking quickly before vanishing again. On occasion the Shamshir are deployed in larger groups, holding enemies back so their comrades can strike with massed volleys of gunfire. Consequently they have become masters of feints and fighting retreats. This reputation has only grown since Zulfiq Fal'uak, a superlative blademaster even by Astartes standards , assumed leadership of these warriors.

 

This prowess was demonstrated to lethal effect when the Serpents conquered Scabra IV. The insectile xenos which occupied the planet fielded warrior forms which were immensely strong but unintelligent, requiring leader forms to direct them. The Shamshir took the field against them, isolating and killing the leaders to destroy the enemy's cohesion and initiative. Fal'uak is said to have slain a dozen such mosnters in the space of thirty minutes with his unique power sword Su'en.

 

Unlike most elite bodies among the Legiones Astartes, the Shamshir largely forego displays of individualism and are marked solely by a sigil on their left vambrace. This extends to their wargear; they are almost universally armed with scimitars and volkites or las-rifles. This allows them to close with and slay unsuspecting opponents; it is said that by the time you recognise a warrior of the Shamshir, you only have to time close your eyes.

 

-----

 

Taking their name from an ancient Dhul’Hasan war prayer, the Dursk Rassan or "they who rise" were formed from the Legion's assault companies, but bear striking differences from the likes of the XIXth Legion’s Phantoms. They are tasked with occupying key positions and holding them until reinforcements arrive, and as such are more heavily equipped than most assault companies.

 

Besides melee weapons they also wield hand flamers and chem-munitions, and while most of their comrades use Mk IV armour, the Dursk Rassan favour Mk III armour. These suits, augmented with modern auto-sense and targeting systems, have enabled them to endure the grinding battles that often follow their lightning assaults. They are also adept users of gas weapons, favouring substances which induce or intensify fear in their enemies. Unlike the Shamshir, they embellish their armour extensively, seeking to frighten their enemies.

 

Initially considered an oddity by their peers, under the leadership of Kalhu Nachash they have earned a reputation as bold, tenacious warriors. Nachash is revered by his brothers for securing a bridgehead on the walls of the Thabosian High City in the battle against the so-called “Emperor” of that system. The imposter’s forces had been severely depleted on the plains of Thabos III, but nonetheless he retained hundreds of thousands of soldiers armed with technology that was a match for the Imperium's. Despite this, Nachash and his men seized their objectives, holding the enemy at bay until the main Legion force joined them. As the defenders were driven back, the Dursk Rassan assaulted the palace and slew the pretender.

Edited by bluntblade
  • 2 weeks later...
While there are always anomalies, the majority of Serpents (especially those from Azus' homeworld) would either be fairly detached, or hold the enemy in Night Lords style contempt. I've always thought of them as unlikely loyalists to say the least.

In that case the Halcyon Wardens Legate and Icarion will stress the importance of the planet's (human) resources rather than that it'd be bad to to butcher the Avenians into submission.

 

With the Wardens and Army attacking from below and the Serpents striking up top, I need to figure out what the Lightning Bearers will be up to.

  • 2 weeks later...
The Serpents operated in lots of small groups scattered around the Galaxy, and when the insurrection happened each group pretty much decided on their loyalty independently based on which would benefit them the most. Because of that, there isn't one leader that stands out so far, although nothing's stopping you from having one traitor Serpent leading a significantly larger group than most others. Essentially, I don't have one yet, so go wild.

Hm...

I might have a potential successor chapter for the Dune Serpents at hand. Or at least a blackshield force, depending on how they will developed.

 

I'm currently working on a loyalist Alpha Legion chapter, and regarding your last post, they could fit the Serpents' theme quite well. :)

 

Interested?

  • 2 months later...
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