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Space Marines, and Inquisition.
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[Artel W]: Thunder Warriors
Heru replied to sockwithaticket's topic in + NEWS, RUMORS, AND BOARD ANNOUNCEMENTS +
A Zeph Mathuin who looks a lot like Batou from Ghost in the Shell... -
Heru started following Drunes 40 K Wanderings - A fallen knight , Dark Mechanicum , The 38th Harrow 'Children of Eris' and 1 other
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Heru started following Serpent Sons , Serpent Sons badge (proper) , Phantom Hounds Primaris and 1 other
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The Shadow Kings
Images added to a gallery album owned by Heru in Heretic Astartes / Traitor Legiones Astartes
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lamby reacted to a post in a topic:
Inqu][sitor
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The problem I think with the mask is that it is too flat and too thin on her face. Only way to wear a mask that flat is if you removed your nose and remodelled your mouth and chin. If you bulk it out forwards it would look more practical.
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Is there really any point using Drach’nyen over the Talon, the Talon hits at x2 strength and has the same AP and does the same amount of damage, whilst Drach’nyen has that one in six chance of causing a self inflicted mortal wound and scuppering it's use? For a legendary daemon weapon that Abaddon launched a whole Black Crusade for it seems extremely under par. It doesn't even inflict mortal wounds (except on Abaddon) or the like. Didn't it used to cause instant death back in 3rd?
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The Falcons Pride
Images added to a gallery album owned by Heru in Adeptus Astartes / Legiones Astartes
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Almost ten years ago I began work on a new human faction independent from the Imperium. The faction basically consisted of two groups originally in conflict over resources who came together and pooled their technological resources. The Zaskians (who specialised in infantry technologies) and Kaldorians (who specialised in warmachines). The pooling of resources allowed the development of Heavy Armour (think Arm Suits from Ghost in the Shell 2nd Gig or Appleseed's Land Mates) and Armour Suits (think Gundam like machines). - Before riptides were cool. Obviously the rules with the introduction of 8th Edition are now completely out of date, which might actually be a good thing from a rule variance perspective (which was actually one of the stumbling blocks that slowed development). Obviously before it wasn't really something I could put on the B+C before it became open to all factions. What I had at last look: Kestrel Weapons - Pistols - Strike Pistol: Range - 12 . S - 4 . AP - 5 . Type - Pistol Repeater Pistol: Range - 12 . S - 5 . AP - 5 . Type - Pistol Zaskian Elite Strike Pistol: Range - 12 . S - 4 . AP - 4 . Type - Pistol - Standard Weapons - Strike Carbine: Range - 18 . S - 4 . AP - 5 . Type - Assault 2 Strike Rifle: Range - 24 . S - 4 . AP - 5 . Type - Rapid Fire Repeater Rifle: Range - 24 . S - 5 . AP - 5 . Type - Assault 2 - Special Weapons - Flamer: Range - Template . S - 4 . AP - 5 . Type - Assault 1 Penetrator: Range - 24 . S - 5 . AP - 1 . Type - Assault 2, Pinning Particle Weapon: Range - 36 . S - 7 . AP - 3 . Type - Assault 1 Surge Caster: Range - 12 . S - 10 . AP - 1 . Type - Assault 1 Reaper Sniper Rifle: Range - 36 . S - X . AP - 3 . Type - Heavy 1, Sniper, Pinning - Heavy Weapons - Strike Repeater: Range - 36 . S - 4 . AP 5 . Type - Heavy 3 Heavy Repeater: Range - 36 . S - 6 . AP - 4 . Type - Heavy 3 Missile Launcher: Anti-Infantry: Range - 48 . S - 4 . AP 6 . Type - Heavy 1, Blast Anti-Armour: Range - 48 . S - 8 . AP 3 . Type - Heavy 1 Anti-Armour Grenade Launcher: Range - 36 . S - 8 . AP - 3 . Type - Heavy 1 True-strike Missile Pods: Range - 48 . S - 9 . AP - 4 . Type - Heavy 3, Seekers - Super Heavy Weapons - Aggressor Dominion Anti-Ship Cannon (Blast Mode): Range - Unlimited . S - D . AP - 1 . Type - Ordnance 10" Blast, Primary Weapon, Pinning Aggressor Dominion Anti-Ship Cannon (Laser Mode): Range - Unlimited . S - 10 . AP - 1 . Type - Ordnance, Primary Weapon, Pinning, Cascade - Close Combat Weapons - Vibroblade: Counts as a Power Weapon. Vanquisher Blade: As Power Weapon whose hits are resolved at +2 user's Strength. The user also cannot get an extra attack for an additional close combat weapon when using a Vanquisher Blade. Wrist-Mounted Vibroblade: As Power Weapon. When combined with a second Wrist-Mounted Vibroblade the user gets +2 additional attacks rather than 1. - Other Equipment - Exo-Harness: Doubles wearer's Strength to a maximum of 10. Epsilon Class Personal Shield: Gives the wearer a 6+ Invulnerable Save. Delta Class Personal Shield: Gives the wearer a 5+ Invulnerable Save. Gamma Class Personal Shield: Gives the wearer a 4+ Invulnerable Save. Beta Class Personal Shield: Gives the wearer a 3+ Invulnerable Save. Alpha Class Personal Shield: Gives the wearer a 2+ Invulnerable Save. - Armour - Carapace Armour: Gives the wearer a 4+ Save. Proto-Armour: Gives the wearer a 3+ Save. Exo-Armour: Gives the wearer a 3+ Save and a 5+ Invulnerable Save. Powered Exo-Skeleton: Gives the wearer a 4+ Save. - Super Heavy Vehicle Armoury - Force Shields: As Void Shields except that it requires a 6 to restore a single collapsed Force Shield. Phase Armour: Everytime a hit is scored against a Vehicle or Armour Suits armour (not Force Shields) roll a die, on a 5+ the hit is discarded. Only applicable for Vehicles and Armour Suits equipped with Phase Armour. - Weapon Special Rules - Cascade: After getting a penetrating hit on a vehicle or super heavy vehicle with a weapon with this rule calculate the effect point value. The effect point value is calculated by adding every armour point above 10 on a vehicle or super heavy vehicle's highest armour value, plus any remaining structure points, void shields, power fields and force shields. The resulting number is how many times you can roll to penerate again, until either you fail to penetrate, get a glancing hit or destroy the target, at which point you lose any further effect points. Also when a weapon with this effect hits and successfully wounds a gargantuan creature, the effect point value is calculated by adding every toughness point above 5, plus any remaining wounds. The resulting number is how many times you can roll to wound again, until either you fail to wound, the target successfully makes an armour, invulnerable or cover save or is killed, at which point you lose any further effect points. Seekers: True-strike missile pods do not use their own line of sight to fire, instead they get their line of sight from other target light equipped weapons mounted on the same vehicle. - Kestrel Unit List Overview - - HQ - 01. Senior Officer / General Jacob Korsare + Senior Command Squad 02. Storm Marine Commander / Commander Trax / Rogue Commander Taal 03. Major Deathstrike - Elites - 04. Reaper Assassins 05. Storm Marine Squad 06. Ghost Squad - Troops - 07. Shocktrooper Platoon + 1 Platoon Command Squad + 2 - 5 Shocktrooper Squads + 0 - 3 Advanced Recon Squads + 0 - 5 Heavy Weapons Squads 08. Peacekeeper Platoon + 1 Platoon Command Squad + 2 - 5 Peacekeeper Squads + 0 - 3 Suppression Squads - Fast Attack - 09. Land Warrior Squadron 10. Wolf Squadron 11. Starhawk VTOL Transport Squadron 12. Warhawk VTOL Gunship Squadron - Heavy Support - 13. Eagle Battle Tank Squadron 18. Longbow Mobile Artillery Vehicle (LMAV) Battery 19. Wasp Hive Support Vehicle (WHSV) Battery 15. Juggernaut Heavy Armour Squadron 16. Enforcer Heavy Armour Squadron 17. Protector Heavy Armour Squadron - Transport - 18. Warden APC 19. Land Warrior - Super Heavy Support - 20. Aggressor Dominion Land Master (ADLM) 21. Defender Dominion Land Master (DDLM) 22. G - Class Armour Suit Squadron + G - CAS: Black Dragon 23. H - Class Armour Suit Squadron 24. M - Class Armour Suit Squadron 25. U - Class Armour Suit Squadron 26. X - Class Armour Suit / X - CAS: Vicious King / X - CAS: Forbidden Edge - Air Support - 27. Heaven Sword Bomber 28. Jax Interceptor 29. Merlin Lander 30. Falcon Unit Rules - What rules I had down at the time Major Deathstrike WS - 6 BS - 5 S - 3 T - 3 W - 3 I - 5 A - 4 Ld - 10 Sv - 4 Unit Type: - Infantry (Unique) Special Rules: - Independant Character - Eternal Warrior - Move Through Cover - Blademaster - Gunmaster - Fleet - Stealth - Fearless - Infiltrate - Scout - Hit and Run - Umibozu Wargear: - Carapace Armour - Wrist-Mounted Vibroblades - Dual Zaskian Elite Strike Pistols - Gamma Class Personal Shield Special Rules Expanded: Blademaster: Major Deathstrike's close combat attacks made using his Wrist-Mounted Vibroblades have the Rending Universal Special Rule. Gunmaster: Major Deathstrike can fire both Zaskian Elite Strike Pistols in the same shooting phase. Umibozu: In an army that includes Major Deathstrike, Ghost Squads may also be taken as Troop choices. In addition all Ghost Squads get the Umibozu upgrade for free. Reaper Assassins WS - 5 BS - 5 S - 4 T - 3 W - 2 I - 5 A - 2 Ld - 8 Sv - 4+ (5+ Inv) Unit Composition: - 1 Reaper Assassin Unit Type: - Infantry Special Rules: - Independent - Fearless - Infiltrate - Invulnerable - Optical Camouflage - Fleet Wargear: - Powered ExoSkeleton (4+ Sv) - Vibroblade - Strike Pistol - Optical Camouflage Options: - You may include up to a maximum of 3 Reaper Assassins as one Elites choice at X points per model, they are deployed as a single unit but do not need to be placed together and operate independently during the game. - Any Reaper Assassin may replace it's Vibroblade with a Reaper Rifle. Special Rules Expanded: Invulnerable: Reaper Assassins in addition to their 4+ save also have a 5+ Invulnerable save. Optical Camouflage: Enemy models attempting to fire at a model with Optical Camouflage must roll to check their spotting distance by rolling 2D6x3 as if firing at night. If the model is not within spotting range, the firer may not choose to fire at a different target. The firing unit may, however, choose to ignore a model equipped with Optical Camouflage and fire on a more distant target, and in this case will not be required to take a Target Priority test if this target is the next closest. Models equipped with Optical Camouflage count as being in cover if they are assaulted. If firing at models equipped with Optical Camouflage while the Night Fighting special rule is in effect, they can only be see if they are within half the normal range of the unit's vision. Barrage weapons roll an additional D6 for scatter when targeting a model equipped with Optical Camouflage. Storm Marine Squad Storm Marine WS - 4 BS - 4 S - 4 T - 3 W - 1 I - 4 A - 1 Ld - 9 Sv - 3+ Sergeant WS - 4 BS - 4 S - 4 T - 3 W - 1 I - 4 A - 2 Ld - 10 Sv - 3+ Unit Composition: - 1 Sergeant - 4 Storm Marines Unit Type: - Infantry Special Rules: - Fearless Wargear: - Exo-armour (3+ Sv) - Repeater Rifle - Strike Pistol - Anti-Infantry Grenades - Anti-Armour Grenades Options: - The Squad may include five additional Storm Marines - The Sergeant may replace his Repeater Rifle with one weapon from the following list: + Close Combat Weapon + Vibroblade + Vanquisher Blade - The Sergeant may have a Exo-Harness - One Storm Marine may replace it's Repeater Rifle with one weapon from the following list: + Flamer + Penetrator + Particle Weapon + Surge Caster - If the Squad numbers ten models one additional Storm Marine may replace his Repeater Rifle with one weapon from the list above. - If the Sergeant does not have an Exo-Harness the entire squad may have Jump Packs, if they do they gain the Deep Strike Universal Special Rule. Shocktrooper Squad Shocktrooper WS - 3 BS - 3 S - 3 T - 3 W - 1 I - 3 A - 1 Ld - 8 Sv - 4+ Sergeant WS - 3 BS - 3 S - 3 T - 3 W - 1 I - 3 A - 2 Ld - 9 Sv - 4+ Unit Composition: - 1 Sergeant - 9 Shocktroopers Unit Type: - Infantry Wargear: - Carapace Armour - Strike Rifle - Strike Pistol - Anti-Infantry Grenades - Anti-Armour Grenades Options: - The Sergeant may replace it's Strike Rifle with one weapon from the following list: + Close Combat Weapon for free + Vibroblade + Vanquisher Blade - The Sergeant may have a Exo-Harness - One Shocktrooper may replace it's Strike Rifle with one weapon from the following list: + Flamer + Particle Weapon + Surge Caster - One Shocktrooper may replace it's Strike Rifle with one weapon from the following list: + Missile Launcher + Strike Repeater Peacekeeper Squad Peacekeeper WS - 3 BS - 3 S - 3 T - 3 W - 1 I - 3 A - 1 Ld - 8 Sv - 4+ Sergeant WS - 3 BS - 3 S - 3 T - 3 W - 1 I - 3 A - 2 Ld - 9 Sv - 4+ Unit Composition: - 1 Sergeant - 4 Peacekeepers Unit Type: - Infantry Wargear: - Carapace Armour - Strike Carbine - Strike Pistol - Anti-Infantry Grenades - Anti-Armour Grenades Options: - The Squad may include five additional Peacekeepers. - The Sergeant may replace his Strike Carbine with one weapon from the following list: + Close Combat Weapon + Automatic Shotgun + Vibroblade + Vanquisher Blade - The Sergeant may have a Exo-Harness - Any Peacekeeper may replace it's Strike Carbine with an Automatic Shotgun. - One Peacekeeper may replace it's Strike Carbine with one weapon from the following list: + Flamer + Penetrator + Particle Weapon + Strike Repeater - If the Squad numbers ten models one additional Peacekeeper may replace his Strike Carbine with one weapon from the list above. Land Warrior Squadron Land Warrior BS - 3 F - 11 S - 10 R - 10 Unit Composition: - 1-3 Land Warriors Unit Type: - Vehicle (Fast) Wargear: - Twin-linked Strike Repeater - Smoke Launchers - Searchlight Transport Capacity: - Six models Options: - Any Land Warrior may replace it's Twin-linked Strike Repeater with: + Twin-linked Heavy Repeater Wolf Squadron Wolf BS - 3 F - 10 S - 10 R - 10 Unit Composition: - 1-3 Wolves Unit Type: - Vehicle (Fast, Open-topped) Wargear: - Twin-linked Strike Repeater Options: - Any Wolf may replace it's twin-linked Strike Repeater with: + Twin-linked Heavy Repeater Eagle Battle Tank Eagle Battle Tank BS - 3 F - 14 S - 13 R - 11 Unit Composition: - 1 Eagle Battle Tank Unit Type: - Vehicle (tank) Wargear: - Special Rules: - Juggernaut Heavy Armour WS - 4 BS - 4 S - 6 T - 7 W - 2 I - 4 A - 2 Ld - 10 Sv - 3+ Unit Composition: 1 Juggernaut Heavy Armour Options: Must be equipped with one selection from the following list: - Tactical Hammer Rifle - Twin Cleaver Combat Attachments Special Rules: Fearless Monstrous Creature Tactical Hammer Rifle: Counts as a Heavy Repeater with underslung Anti-Armour Grenade Launcher. Cleaver Combat Attachment: Counts as a Close Combat Weapon, and doubles the Strength of the wielder (to a maxium of 10) in close combat. Also rolls 2D6 for Armour Penetration. When combined with a second Cleaver Combat Attachment it also provides +1 Attack. Aggressor Dominion Land Master Type: Super-heavy tank Structure Points: 6 Force Shields : 4 BS - 4 F - 14 S - 14 R - 14 Weapons and Equipment: - Turret Mounted Aggressor Dominion Anti-ship Cannon. - Four Corner Mounted Anti-Air Turrets with Twin-linked Heavy Repeaters. - Four True-strike Missile Pods. - Phase Armour. Special Rules: Reactor Meltdown: If the Aggressor Dominion Land Master suffers an Apocalyptic Explosion result on the Catastrophic damage chart, it's reactor goes nuclear! This is the same as an Apocalyptic Explosion, except that the range is 6D6", and models within range suffer a Destroyer hit. Power Drainage: On the turn the Aggressor Dominion Land Master wants to fire it's Primary Weapon it cannot have moved, or fired any of it's other weapons. In addition it may not in the following turn it may not move, use it's Phase Armour save, or fire it's primary weapon, though it may fire it's other weapons as normal. Unit rundown Reaper Assassins - Cybernetically enhanced assassins equipped with optical camouflage (cloaking devices). Storm Marines - Generational Super soldiers cloned from the best soldier from the Kestrel forces. Each generation is an improvement on the last, with more Storm Marines being able to be created per generation. They are enchanced through a combination of genetics and cybernetics. Ghosts - The Kestrel Alliance special forces. Also equipped with optical camouflage. Shocktroopers - The infantry backbone of the Kestrel Alliance. Peacekeeper - Law enforcement. Land Warriors - Space Humvees... Wolf Squadron - Lightly armoured buggies. Starhawk VTOL Transport - Atmospheric VTOL aircraft transport variant Warhawk VTOL Gunship - Atmospheric VTOL aircraft gunship variant Eagle Battle Tank Squadron - Primary tank of the Kestrel alliance, well armed and armoured. Longbow Mobile Artillery Vehicle (LMAV) - Fairly self explanatory. Wasp Hive Support Vehicle (WHSV) - Another artillery vehicle. Juggernaut Heavy Armour - Military version. Enforcer Heavy Armour Squadron - Law Enforcement version. Protector Heavy Armour Squadron - Bodyguard version designed for the protection of heads of state and high ranking military officers. Warden APC - A wheeled APC. If you've ever played FEAR 3, the APC used in that game was the inspiration. Aggressor Dominion Land Master (ADLM) - Monstrous super heavy vehicle, primarily used as mobile anti-space ship platforms. Defender Dominion Land Master (DDLM) - Transport variant of the ADLM, doesn't have the anti-ship weapons. G - Class Armour Suit - The G stands for General, as in it's the primary "mass produced" variant of Armour Suit. They don't have jetpacks or anything fancy like that. H - Class Armour Suit - The H stands for Hurricane, they have jetpacks. M - Class Armour Suit - Mammoth Class, bigger heavier slower artillery variants. U - Class Armour Suit - Umbra Class, special forces variant equipped with stealth technology. X - Class Armour Suit - The experimental class, each X CAS is a unique prototype carrying unique gear. Heaven Sword Bomber - Super Heavy bomber spacecraft that can operate in atmosphere. Jax Interceptor - Space interceptor can also operate in atmosphere. Merlin Lander - Super Heavy space to atmosphere transport. Falcon - Another fightercraft that can operate in and out of space.
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Get Ready For Chapter Approved
Heru replied to Interrogator-Chaplain Ezra's topic in + AMICUS AEDES +
The legendary Rogal Dorn Battletank can make a return. -
Just going to leave this here: From the files of Inquisitor Julian Lore: Legion XI: The Serpent Sons (Sunbearers pre-Primarch discovery) Primarch: Uraeus World of Discovery: Oracle Date of Primarch Discovery: ca. 840s.M30 World of Disappearence: Iram (Veiled Region, Segmentum Tempestus) Date of Disappearence: ca. 960s.M30 Reason of Expunction: Censure followed by Disappearence Symbol: Other: Krivbeknih
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Heru started following Malchy's WIP thread : Kohuru head hunter squad (up 12/10)
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You could go the route of an alliance of Xenos species that utilise a shared battleforce. For example a group of species brought together through their usage of battle robots. Each species would bring their own enhancements to their particular robots. For example: One race could be synthetic and their robots could be more intelligent. Another race could be cyborgs and their robots more durable. Then another race could be master craftsmen and their robots could have more powerful weaponry. There is a lot of avenues, another idea would be a mercenary race that hires themselves out to other races. Mol don't you have a reptilian race you were working on that could provide inspiration?
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Iron Lords guard the Barghesi. Death Spectres watch over the supernatural inhabitants of the Ghoul Stars (:cough: xenos vampires :cough:).
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Looking at two ideas in regards to the homebase. 1. A base in orbit of the Galactic Core, and when I say the core I mean the core as in in orbit of Sagittarius A*. Think Mass Effect 2 and the Collector Base. 2. A lost Eldar city in the webway (like Calastar), which would play into the excommunicated Inquisitor's postulated theory about their origins. It does lead to a number of questions in regards to how they maintain their access to the webway, but it does let them operate pretty much anywhere in the galaxy.
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The list of associated hunter Primaris grew...
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Heru started following AtomicKnight
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The Primaris fluff has put me at a loss as well, it's basically put what we know about Chapters on its head but not really given us all that much detail as to how. Probably the biggest reason for me to focus on my traitors (who aren't organistionly affected) and leave my loyalists to the side for the time being.
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Haha yeah, I wasn't going to mention it, but it did make reading your response difficult. Especially as the Extinction Angels already exist in 40k. Case by case basis I guess as much as anything. I hear you, I think the idea came around because I wanted to give the warband a bit more of their own identity outside of just being as Stygian Pantheon worshipping group. It definitely would create a fair amount of friction. Though I think the ideologies also does that. Chaos forces want the dominion of Chaos over the Universe, the Shadow Kings want to end the Universe which works counter.
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Well I've had awhile to sit on and stew various ideas. Yeah that was a big concern, I'm hoping the more I work on them and the more feedback I get that they'll at least fit as well as the Sons of Malice (and Malal). The warbands obviously operate in certain areas, they are too small to be everywhere (even though Guilliman somehow manages to do that in recent fluff). The Shadow Kings themselves, I'd like them rival the size of a Traitor Legion, but they wouldn't be everywhere. That's why there are the warbands to fill in the gaps. They are defiantly minor Chaos Gods, I mean if it was a Immaterium grudge match between one of the pantheon and one of the Big Four, the Stygian God would not win by a long shot. Their followers do give them power and makes them stronger than they started out, but I think what sets the Stygian Gods apart from the Big Four is that they came before their followers. Malacar obviously tapped into the same raw energy provided by living beings that created the Warp that otherwise subconsciously created the Big Four so there is similarities, but as the Chaos Gods essentially made themselves, the Stygian Gods (minus Malacar) were specifically created.
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