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XIth: Wardens of Light - Destined to be forgotten


MikhalLeNoir
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Well, lived under a stone, but what is this for a coincedence???

2015 03 26 16.45.42

2015 03 29 12.12.31

2015 03 26 16.44.35

2015 03 26 16.46.26

 

Maybe I should sue GW for ripping of my design and color scheme^^

 

By the way? anybody out there who could either model my legion symbol on different shoulder pads and cast them or make an 3d model, so I can order them from shapeways?

Not so good at fine details with greenstuff and my 3D modelling skills are not reaaly advanced.....

 

Second: How can I get of some grainy color texture from my models without letting them sleep in alcohol or similar things. I want only to get rid off the gritty texture. Lost half of my posted squad to a malfunctioned base can.....

Edited by Bryan Blaire
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Well, lived under a stone, but what is this for a coincedence???

 

Maybe I should sue GW for ripping of my design and color scheme^^

 

By the way? anybody out there who could either model my legion symbol on different shoulder pads and cast them or make an 3d model, so I can order them from shapeways?

Not so good at fine details with greenstuff and my 3D modelling skills are not reaaly advanced.....

 

Second: How can I get of some grainy color texture from my models without letting them sleep in alcohol or similar things. I want only to get rid off the gritty texture. Lost half of my posted squad to a malfunctioned base can.....

I didn't even think of that when looking at the Sigmarines, maybe you have a fan at GW on the AoS team!

 

I'm liking how your models are coming on. Michel the Scorpion is looking great!

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Once more unto the breach, dear friends, once more;

Or close the wall up with our brave brothers dead.

When the blast of war blows in our ears,

Then imitate the action of the tiger;

Stiffen the sinews, summon up the blood,

Disguise fair nature with hard-favour'd rage;

Now hold hard the breath and bend every spirit high.

On, on, you noblest sons of men;

Once more unto the breach, dear brothers, once more.

~Gwalchavad, Primarch of the Wardens of Light, during the Siege of Terra, adressing the last defense in front of the Eternity Gate~

http://images.dakkadakka.com/gallery/2016/10/29/835734-BOTL%20Title%20Page.png

"Join us brothers. Join us in the shadows where we stand vigilant. Join us as we carry out the duty that cannot be forsworn. And should you perish, know that your sacrifice will not be forgotten. And that one day, we shall join you."

Oath of the Wardens of Light


“ The Wardens of Light were like golden blades, cutting down their enemies scarring the darkness..”


Remembrancer Meros, witnessing the Liberation of Occulus Prime


http://i.imgur.com/gJ3whbk.jpg
Wardens of Light
NUMERATION: .............. The XIIth Legion

PRIMOGENITOR: .................. Gwalchavad

COGNOMEN (Prior): ............. Apostels of War

OBSERVED STRATEGIC TENDENCIES: Multi-angled combat -> Crossfire Tactics, Swift surgical strikes in order to prevent harm from population, Flexible Approach on Warfare. With focus on fast attack and mobility( landspeeder, jetbikes, jumppacks)Anti-Psyker Operations. Close Combat Specialists

NOTEWORTHY DOMAINS: Caerbannog and Caerbannog Corridor, Terra

FORTRESS MONASTERY: ........ Tower of Light (Avalon on Caerbannog)

GENE-SEED: ... Very stable, no mutations. Inactive Pariah gene on terran supplies, active ones of newer heritage

ALLEGIANCE: ......... Fidelitas Tenebrae









T
he Wardens of Light represent an exotic arm of the Legiones Astartes. For most of the Wardens have the potential to become Pariahs of varying strength, whose powers are contained by a masque capable of restraining their nature. With this tool, the Wardens of Light have turned their natures into a surgical weapon, emulating their ways of war. Moving with expert precision, the Wardens of Light seek to overwhelm their enemies with unearthly skill as they initiate complex military maneuvers to strike their enemies from several angles, collapsing the enemy's resistance. With an unusual streak of pacifism, Gwalchavad is a forgiving soul, attempting to integrate the lost colonies of Man as bloodlessly as possible.Although he knows, that sometimes he has to sacrifice his noble worldview to defeat the enemies of mankind. Fate, in turn, would not spare this idealistic soul from the cruelty of a brother's dagger.

Content:
A History of Light
Army Organisation
Legion Tactics
Legion Specific Units
Notable Characters
Primarch
Stories

http://images.dakkadakka.com/gallery/2016/10/29/835730-Wardens%20of%20Light%20Banner.png

A HISTORY OF LIGHT

Thought for the Day:
Protect the Innocent
Apostels of War

"Do you remember?

At the dawn of the imperium stood 12 Legions. Among those forerunners were the Bearers of Lightning, Iron and Steel Guards and the Morning Stars The youngest of these 12 original legions were the Apostles of War, bringing the sword to the enemies of the emperor. They spread the imperial truth to those who would listen ans to those who dared not to, they brought war and destruction.

Can't you remember them? They looked like those knights of old. Living tales in grey armor with white shoulderpads and blue trims. The whole regiment wearing white cloaks. It was a sight to behold. They looked so noble, while cleaving their greatswords through enemy lines and blasting the enemies defense lines away their bolter. The first to enter the battle and the last to leave was their motto.

You can't remember them, but I can.

They were recruited from old basquia, fronk and hispana. It was said, that people from those countries carried a fire in their hearts. Oh it was so true. You could see the will of fire in their eyes. They carried it to the enemy. The will to destroy them.
And they all followed Guaire Amalasan, and his burning sword. They followed him through the Unification Wars and into the Great Crusade.
Oh yes, I remember them.

What happened to them you ask?

They found their father..."


Remembrancer So'rem Galyg, introduction for a lecture on imperial history.


Apostle of War Legion Symbol and Apostle Legionaire with MKIII Power Armor, equipped with Shield and Sword
http://images.dakkadakka.com/gallery/2016/11/3/836457_sm-.png


Terra Unification Wars

Outdated Information The Apostles of War were the XIIth legion created and fought many battles during the Terran Unification Wars. Testing the experimental proto power Armor Mark 1 in combination with the use of jump packs on the field, the Apostles were famous for their fast approach and skill in close combat. Like maniacs they hurled themselves into the air and crashed down on the enemy lines cleaving their way through the ranks with gigantic two handed powerswords. It must be irony of history, that the early Apostles were known for their swordskills, the weapon their later brothers from Caerbannog will despise for it's single purpose to kill. Equipped with Imperial Greatswords, a variant of a two handed Power Sword, and as big as a man, the Apostles pierced through enemy lines, hacking and sweeping their foes aside. A typical strategy of the Apostles was to advance with their assaultr and gun most of the enemies down with a salvo of bolterfire and heavy weapons, using the power armors as shields, and then the swordsr would destroy the rest of enemy resistance.

Many Apostles were recruited from Basquia, Kreolia, Fronk and Hispana and even today the Wardens of Light draw their terran recruits primarily from those regions. Is it out of tradition or because people of those regions tend to be hotblooded and balance the more cold blooded Caerbannogi recruits? This will remain a secret of their primarch.

The Apostles earned their Name, because they were known to arrive first and leave last on any battlefield and During the Siege of Kief, the Apostles finished the their bloody craft, before the main troops of the Emperor even set foot on the battlefield. And thus the Emperor called them his Apostels of War.

The greatest among those aspirants was a young Man, gifted with tactical genius, enough charisma to outmatch any other Astartes the Apostels had to offer and the right skill with the sword. This Man was called Guaire Amalasan, and he quickly became Legion Master. He was able to read a battle and make the right decisions when needed. But as men are only mere mortals, they all had their flaws and Guaire Amalasan was no exception. Seeing himself invulnerable for his skills, over the time he became arrogant and to self assured. Something which should lead the legion on the brink of destruction.


[add more terran examples for the legion]


Across the Stars

Although one of the 12 original legions who fought on terra, the apostles took their time to enter the great crusade. It was only known to the emperor, why he held them back, some suspected it had something to do with heavy injured marines who survived but changed significantly afterwards. It became later known, that those "others" awakened some gift from their unknown father and became pariahs and therefore were researched upon this unusual thrait. Those Marines were locked away and this is a reason that the Legion had no Dreadnoughts and also today field only a few.
The legions unrest grew and after they were allowed to enter the great crusade, they unleashed themselves upon the enemies of mankind, just in time to free segmentum solar from the dangers that awaited them. They wiped pluto from a KI Power, and old leftover of the Dark Age and helped to defeat scary mutants on uranus, who adapted themselves to the gas athmosphere.

After the Segmentum Solar was pacified, the legions aimed for the Galaxy and there waited other threats.


When Darkness falls

Several years into the great crusade the apostles of war enter the rangdan system togheter with other legiones astartes of the human imperium. Never have they met such an enemy and never stood the 11th legion so close on the brink of destruction. May the emperor guide them.

Guaire Amalasan made a terrible mistake in battle planning and underestimated and the xenos of the rangdan system, the Apostles of War would have been destroyed, if not for the heroic deeds of Arngrim Valten and the young Brothers Dumah & Cervantes de Leon. Thanks to them, the Wardens held the Green Flood long enough at bay, until the Eagle Warriors broke through and saved the day.


Out of the Dark.

After the brutal onslaught which nearly destroyed the Apostles of Light, the survivors struggle with the recreation of the Legion.
With Guaire Amalasan stepped down from command, the Apostles of War struggle to rebuilt thmselves and find back to past glory for the first years of the Great Crusade. But the young generations will take control.



Chapter Into the Light

After decades the Legion is finally reunited with their primarch. However the reunion means also a threat to the legion which could tear them apart as several cultures and beliefs clash togheter.

http://images.dakkadakka.com/gallery/2016/10/29/835730-Wardens%20of%20Light%20Banner.png

Origin of Light

Warden of Light Assault Breacher with a paired powertonfas
gallery_4536_13867_284520.png


THE ORIGIN OF LIGHT

The Cold of War
When the Primarchs were spirited away from the Emperor's genelabs under the Himalayan mountain by the powers of the vile chaos gods, the gestation pod containing the XIIth primarch was damaged in the process, allowing inhabitants of the warp access into the young primarchs sanctuary. Burning with red hot fire, he plunged into the depths of the warp. Unspeakable pain and relentless agony made it feel like time ceased to exist for the young primarch as countless daemons fed on him. The continuous torture deepened his hatred of the fate that damned him to this hell. After what seemed like an eternity passed, when all seemed lost, a white light emerged from the primarchs eyes as the pariah powers planted by the emperor awakened, Burning through the denizens of the warp and tearing a hole into the immaterium, ending the agony and bringing the infant back from the precipice of madness.

The infant Primarch landed on the far western boarder of the known galaxy, on Caerbannog. A planet of rare structure, consisting not of landmasses surrounded by seas, but of islands and continents drifting in the skies. Thick layers of clouds hid the inner core of the world.
The cause of this state was heavily argued upon among the people of Caerbannog. Some speculated it must be the effect of long lost archeotech or incredibly powerful magic. Others saw them as evidence of powerful deities that wanted to reach the light of the sun and lifted the landmasses into the sky.


Littered across surface of the floating continents were ruins from a distant past, holding within them the keys to technologies long forgotten and to unknown riches.
Eventually, the humans who set foot on Caerbannog began to exploit these forgotten technologies. With fleets of primitive airships and proto-jumppacks, civilization spread across the face of the world, but soon splintered into smaller tribes fighting over riches from the ancient age. More and more ancient weapons were excavated from the dormant ruins, but power gave birth to ambition, and ambition to war. Nations declared war on neighboring lands, who had also discovered ancient weapons. The battles became epic struggles. And peace was a dream discarded for superiority over one another.


These were indeed dark times and the peasants of Caerbannog prayed for a ray of light to end the time of constant wars and free people from the yoke of violence they were unable to escape.
When the red comet of the incubation pod appeared over the skies of the shattered world, many inhabitants of Caerbannog did not realize that it announced the arrival of the son of the Master of Mankind.

The incubation pod crashed near the capital of Boletaria, a relatively small and insignificant nation. The people of Boletaria suffered at the hands of their warmongering neighbours, as those conflicts often crossed over into the small state's borders. Living in constant peril from wars not their own, the rain turned red with the blood of innocents.
When the infant Primarch emerged from the wreckage, his powerful pariah gaze wrought absolute havoc. Most who looked into his eyes lost their souls. Those unfortunate enough to survive the encounter spoke of unspeakable pain and fear, as something gripped their soul and tried to tear it from their body. Many peasants died on that day, and through what must have been sheer luck, the royal knights of Boletaria managed to capture the starchild.
The queen of the tiny nation, Luiseach, a woman of remarkable intellect and ambition, having witnessed the destructive nature of the child, ordered her brightest scholars to find a way to utilize the boy as a weapon to defend Boletaria if war once again spilled over their borders.

The rapidly growing boy was given an archeotech mask excavated from the ancient ruins, which would hide his eyes to protect the people around him from is pariah nature. As long as he wore the mask and concentrated on suppressing his powers he could stay in control. He was tutored in the arts of war and battle meditation the boletarians had cultivated over the centuries and when the ordained time finally came, the boy Primarch was unleashed upon the enemies and drove the hostile forces out of the land.

Fueled by righteous hatred and combat stimulants, the boy quickly grew to manhood mastering all aspects of warfare his teachers had to offer. The Queen saw this as her chance to break from the insignificance and write her own destiny. The small country started to attack its neighbours and began conquering the floating lands of Caerbannog. With the wild primarch leading her army, the queen plotted to destabilize the surrounding countries. Utilizing airship cannons to shell shock the enemy, the Primarch would lay down a storm of explosions on the opposing armies before he and his troops hurled themselves towards enemy fortifications in suicidal maneuvers only equipped with jetpacks and twin blades. Having destroyed most defenses with brutal efficiency, the primarch unmasked himself in front of the remaining defendants holding their ground to sow terror in the enemies ranks and break their last resistance. Whenever a victory could not be achieved to weapon strength alone, Luiseach sent the primarch to assassinate those in command, leaving the enemies army without proper leaders. Blood flowed in deep crimson rivers wherever the boy went and left only trails of burning waste and corpses behind.


With every victory the young Primarch, who the people had named Gwalchavad, felt that the tides were turning. The victories filled the queen with pride and she grew fond of her prized weapon, like a aristocrat growing fond of his successful attack hound.
But after continuous attempts at her life the heart of Queen Luiseach hardened. The years passed and the Queen who only wanted to defend her homeland vanished, leaving Luiseach to become an ambitious and mistrustful ruler. Battle by battle the people of Boletaria had gone from the oppressed to the oppressors, conquering continent after continent. Always afraid of finding traitors around the next corner, Luiseach established a system of torture and cruelty to ensure that nobody will rise against her or question her legitimate reign.

As the forces of Boletaria approached one of the last free city on Caerbannog, fate struck and Gwalchavad's airship was shot down from skies. He disappeared into the sea of clouds, further below the islands than any has ever returned from. Luiseach in her rage blamed the defenders, and sacked the city, slaughtering all residents as a warning to all that would dare to stand in her way. Seeker Squads were sent out to recover the Queens prized weapon, but they always returned empty handed and as the years passed the hope of finding the primarch kept dwindling. However, after years of fruitless search one seeker squad finally managed to return with Gwalchavad at their side. However, the man that returned was no longer the same.


The Warmth of Light
When Gwalchavad regained his consciousness he was alone. His ship had crashed and he was the sole survivor. Thick mist made it difficult to see further than a few metres. As the fog lifted slightly and the sun shined through, he realized that he stood amidst the remnants of an ancient city, now lost to time. Ruins and scarred earth told a sad story, everywhere around him Gwalchavad found the terrible traces of a war long past. The entire city was broken. More buildings had roofs fallen in than had them whole. Towers stood shattered, abrupt and jagged like broken sticks. Uneven mountains made of rubble could have been the remnants of palaces and blocks of the once proud city. Scattered everywhere, and preserved from the grasp of time bleached bones surrounded Gwalchavad, grinning skulls with hollow eyes watching the lone intruder.
Gwalchavad felt mystified, as the sheer size of the city and its dead citizens was more than he had ever witnessed. To him the city was one gigantic grave, and he did not want to add himself to the collection of bones so he searched for a way out of the maddening surroundings.


The battlefield had a cold malevolent air to it, the wind howling past the primarch from all directions, as if trying to express it’s own uncertainty at the picture before it. As Gwalchavad wandered the city, he felt eyes on his back, tingling the hairs on his neck. The moment night set in, the fog intensified and from the ruins ancient forms emerged, approaching the primarch. Red eyes flared through the mist. Following his instincts Gwalchavad drew his weapons and attacked, smashing the unfamiliar constructs made from materials he had never encountered. It seemed truly otherworldly, the material was very resilient to the primarchs blows and with every construct destroyed, new ones appeared and those that were smashed seconds before would reassemble themselves. Gwalchavad roared in wild anger as he attacked anew, he fought for hours and the fearsome clash didn’t end until the the first rays of the rising sun lifted the fog and the unknown constructs retreated into the ruins. Every following night the scene repeated. As the sun sunk, and the mist thickened, the constructs returned and Gwalchavad met them head on in furious combat. But with every day that passed, the night held more and more constructs ready for the young primarch. The nightly fights drew heavy on Gwalchavad and he realized, that he can’t go on much longer and soon the constructs will overwhelm him. His deep anger and fury long vanished, he made a choice for himself. Tired of fighting he prepared himself for the end. The endless fighting only pronounced the inevitable.
He remembered the lessons of meditation and brought himself to accept his fate, and when the night finally approached, the primarch laid his blades aside and waited for the killing blow. But it never came. When he looked around himself he only saw the constructs watching him with red eyes from afar, but none made any attempts to attack him. It was only then that he realized that all the nights before, it was always him attacking first and that in the countless weeks he lived through this neverending nightmare, the constructs only reacted to his attacks.


Free from the burden to fight, Gwalcahvad felt at peace. A feeling at first unknown to the young primarch but soon welcomed as a much needed companion.
The following months Gwalchavad investigated more and more of the lost city and was able to retrieve several tomes of knowledge. At first he was not able to comprehend them as they were written in a language few humans were ever able to speak. As the days passed, he taught himself how to read the ancient tomes and mastered the language of old. In those ancient rites, Gwalchavad found answers that forever altered his perceptions of Caerbannog, and the universe as a whole. He learned that he stood on sacred ground and that the island was called Avelorn, a place where no violent behavior was permitted and the constructs served as wardens to ensure peace in this sacred place.


He learned that the original inhabitants of Caerbannog came to this planet to seek a new path for themselves, fleeing the corruption which befell their race. But soon the corruption found its way into their hearts once more and thereafter war after war was waged against each other much like the humans who now settled on this planet. Their arrogance was limitless and only amplified by their knowledge of destruction. Weapons of mass destruction were created and after centuries of constant war, the spiral of violence flew out of control. With the weapons created by the ancients, the planet’s surface was torn apart apart and the ancient civilization came to an end. Those who withstood the corruption had created Avelorn, a city hidden in the mist. But as the ruins suggested, they too were destroyed along with their brethren. The ruins were a mere glimpse of the true power the ancients inherited and with Gwalchavad’s previous experience of war they were a cruel warning to him that violence would only lead to more violence and eventually obliteration.


Gwalchavad spent his days meditating and studying every bit of knowledge he could obtain. Like a sponge he sucked up all information and called into question the way he lived before. He realized that he was little more than a weapon used by his mother to feed her ambition. His past victories turned now to ash in his mouth and he was ashamed by all the atrocities he committed in the name of his mother and worse that he enjoyed it. In front of his mind’s eye he could see every man, women and child he had killed, seeing the shock in their eyes as life bled out of them. Gwalchavad wept bitter tears and found humanity in himself. He swore to himself, that he would no longer be a tool of war.
Gwalchavad spent several more years in exile before he was finally found. Although the odds were slim, the Queen never stopped searching for her son. His loss meant a heavy blow to the queen's campaign of conquest as her opponents resisted attacks and managed to regain land in return. Everywhere riots broke out against the terror regime and the Queen of Boletaria stood with her back to the wall.


So when message arrived that the prized weapon was retrieved, the Queen rejoiced and a celebration in front of the people was arranged to show them their combined power. However, the man that arrived was a different man and when Gwalchavad was brought before his queen, he confronted her with his newfound views, declaring that he would not serve as weapon anymore. The warmth left the face of the queen and her smile changed to a frown. Furious, she ordered her son to be restrained in chains. She responded to his views with her own and that the only peace Caerbannog would ever have would be achieved through fear of her rule. Anybody who opposed her would suffer pain, along with their relatives suffering the same pain. So that as long as people remembered that pain, nobody would dare rise up against her and defy her peace. Looking disappointedly at Gwalchavad, the Queen ordered her guards to kill her son.


Gwalchavad accepted his fate, but the crowd witnessing the whole scene did not and they left their places to stand in and fight for their peace. When the Royal Knights drew their swords and attacked the people, Gwalchavad made his choice. He would not be a tool of war, but he would give the people of Caerbannog real peace and freedom. And so he broke out from the chains and met the Royal Knights with nothing more than his bare hands. He fought for the Fate of Caerbannogs people and the people fought along with him. Together they managed to overpower the guards and confront the mad queen. Now alone the Queen begged for mercy which Gwalchavad was willing to grant for her. However it was only a foul trick, shrieking out the Queen drew a knife and swung at Gwalchavads throat but the reactions of a primarch greatly outstripped a mere mortal and she only managed to hit the fastening of his mask. When their eyes met, the time seemed to freeze as Luiseach’s soul was claimed by her son, leaving only an empty husk behind that dropped to the floor.



The people of Boletaria elected Gwalchavad as their leader and from there on the primarch erased the name of his mother from history and reformed the authoritarian state she and her corrupt advisors had established. He gave the people of Caerbannog true peace. The movement spread across the planet and the people rejoiced at the changing of their fate, believing Gwalchavad’s return as the ray of light they had been praying for for. Soon they spoke of him as the “Avatar of Light”, sent by the heavens to free them of the darkness. Peace had quickly reached the remaining nations as the people finally freed themselves from the cycle of conflict.

Weapons only capable of killing were tossed aside and under Gwalchavads guidance the people finally found peace. Only in traditional ritual dances and ceremonies would weapons be allowed as Gwalchavad established a form of visual storytelling to remind the people about the atrocities committed by the rulers of old and what decades of war had done to the people of Caerbannog.
When he considered his work done, Gwalchavad put down the mantle of leadership and installed a council of wise men and women, representatives of the countries of old, giving his power back to the people of Caerbannog. They would work together for Caerbannog's prosperous future.

Gwalchavad retreated to Avelorn, the remote island hidden in the mist, where he had conquered his vicious nature and pursued further enlightenment. Every leader-to-be made a pilgirmage to Gwalchavad's sanctuary in order to study the ancient histories of Caerbannog and the wars that had nearly consumed it in ages long past to prevent anything like this from happen again. Gwalchavad himself became a legend and the people told the story of the Avatar of Light who had freed them from the darkness of war.


The Emperor arrives
Several decades after Gwalchavad had retreated to his quiet exile, the Emperor of Mankind's Great Crusade arrived on Caerbannog. The strangers were welcomed with open arms by Caerbannogs open-minded population.
When the Emperor heard the legends of the so called 'Avatar of Light', he knew that one of his sons must have landed on this world. He made his way to Gwalchavad, accompanied by Icarion Stormborn, primarch of the Ist Legion and Alexos Travier, primarch of the XIIIth.

http://images.dakkadakka.com/gallery/2016/10/29/835730-Wardens%20of%20Light%20Banner.png

Battle Meditation of the Wardens of Light

Breathing, spirit, discipline
Focus the mind, cleanse the soul,
keep sight of your target
Concentrate
Focus
Be prepared for the unexpected
Concentrate, mind and body as one
Achieve tranquility through movement
Integrate spirit and flesh
Channel the powers
Focus the mind
Cleanse the soul
Release that which is negative!

Separate darkness and light
Mind and body as one

Give birth to yourself
Oneness through knowledge

Define your existence
Oneness through emotions

Create your definition
Oneness with the heavens

From strength, learn gentleness
Through gentleness, strength will prevail!

Be prepared for the unexpected

Mind and body as one
Be prepared for the unexpected

What do you see beyond your fist?
Our Fate.

REUNION


When first marines appear on caerbannog they were.greeted.with kindness by the people. They were.invited to visit granseal , one of thr main city states/ island of caerbannog. They were welcome and listen to the lore of the people. One legends tell of a great darkness accompagnied by the avatar.of darkness to which the skies of caerbannog succumbed and they tell of the avatar of light, wjo freed them of the darkness.and gave power back to the people. ( people.don't knowBut the avatar vanished. The marines (canonverse I tend to be bloodangels here eagle warriors) recognize the avatar of light as one of the lost sons of the emperor. So they send word to him. So when the emperor arrived accompanied by two of his sons ( Icarion and Travier in canonverse sanguinius and kurze) they found the location of the mythical island of avalon. Well to speed things up. They find a lonely figure meditating. The figure wears a mask. The emperor introduces thrmselves and tells the.figure he is his father and wants gwal to join him. Gwal responds that the last man who called him father used him to slaughter innocent people. So how can he be sure that the emperor wouldn't do the same so je jas to refuse the offer. Travier ( who suffers from a personality disorder is outraged) and attacks gwal who does nothing to prevent it. Travier rips the mask from bis face, letting the pariah run rampant


Icarion cries out in pain


The.emperor realizes what is going on and shouts not to look him into the eyes.and. rushes between gwal.and icarion blocking the line of sight. Although he is in great pain. Only travier is unaffected and knocks gwal out. When he looks at travier asking in wonder "how". ( the reason is that travier changes very fast his persona.and the.power.of gwal can't influence him. Icarion amd the emperor who looked directly in jos face have great pain and if not for the emperor, icarions soul would habe been sucked out. (okay here it could be also alex or another botl primarch).

When gwal awakes he has his mask on him and the.empeor sits in front of him. The emperor tells him again of his plans to unite humanity and bring peace to every.human beeing. This time Gwal listens and.he changes his mind because he saw how the emperor protected icarion like a real father would do and he saw the kindness in his eyes

( and he wants to know why travier was immune to him.as since he was a child he had to wear the mask)



THE AVATAR OF LIGHT AND THE AZTEC

On their way to Terra, Gwal is tutored by Alexos, who is angry at the Emperor to get stuck on such a useless duty, but soon a friendship blossoms and the roles got interchanged.


FAMILY MATTERS

Gwalchavad is introduced to some of his brothers.


THE WAIT IS OVER

Gwalchavad is introduced to the Apostles of War and reorganizes them.

http://images.dakkadakka.com/gallery/2016/10/29/835730-Wardens%20of%20Light%20Banner.png

FIRST BLOOD


On their first mission the Wardens of Light come to aid the Drowned against an unknown threat which reveals itself as Mechanicum Abyssii. After some struggles and bloodshed, a solution is found and the Abyssii are introduced into the Imperium. And the wardens have won in the Abyssii a strong ally.

http://images.dakkadakka.com/gallery/2016/10/29/835730-Wardens%20of%20Light%20Banner.png

THE IMPURE PRINCE, THE WOLF, THE DIPLOMAT & THE PEACEKEEPER


Sorrowsworn Morro, the Primarch of the Drowned Legion argues with Leman Russ, Primarch of the Space Wolve Legion. As the Fight escalates, Alexandros and Gwalchavad are there to separate their fighting brothers. However, when Sorrowsworn Morro in an act of blind rage tries to kill his Brother, Gwalchavad is the first to react and has no other choice and cuts Morros Swordarm off to safe his wolven Brother.

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DAY OF REVELATION



Wardens first fleet meet with the eagle warriors for a joint venture

Wardens join onboard

Gwal is accompagnied by scorpion, arngrim valten, maybe another named char and a squad of sith.

Gwal and Alexos go into alexos private chambers and share tea togheter, bodyguards are led elsewhere ( maybe into a lodge meeting)

After small talk, alexos discuss more important matters.

News from icarion treason

Alexos makes clear that he joins icarion.

Gwal can't move. He was poisened by alexos.then he injects him quarith drugs technology whatsoever to completly paralyze him.

Cut

Arngrim is curious. His hair on the neck tryiing to say something. He feels that something is not right. Looks around. Talks to the guy next to him. Sees that the guy is nervous. Asks if something is wrong. Scorpion tells him to back down and leave the guy alone.

Arngrim sees sweat on the brow of the surroundi g eagles and that they hold their weapons tight. He sees a guy communicating and his weapon preparing. Suddenly arngrim drwas agony(his axe) and kills all men in the room.

Scorpion shouts what is wrong with him. Scoprion as honor ful as he is didnt get the situation. Arngrim explains and shows the evidence ( which w e should make up). Communicating is blocked, can't reach gwal.

Gwal is hanging from the ceiling, naked, only his mask on. Alexos tells him his plan to destroy the wards with the help of gwals wardens. That gwal should look for himself. Apothecaries enter. Tgey have torment instruments and a lot of injections.

Window opens and you can see the fleet of the wardens. Alex communicates with the bridge bellowing orders. The ships take aim for the wardens flagship.

Alex switches to warpsight. Some form of ritual. Connecting to the warpgods. Touxhing the powers. At the same time fire opens, destroying the wardens fleet. Alex collects the powrr if souls. Sacrifice is accepted. Si much power. To control. He is infused. He directs the thoughts to the throne room sees the emperor. Emperor sees him. They talk. Alexos has the power of the gods and the power of the sacrifice, the more loyalist die, the atronger he gets. he obliterates the barriers on terra, ripping through the real space. Tryijng to kill the emperor in the process but he can't. But it is enough to pin him to the golden throne.

Gwal cries out. He is helpless. Alex is furious that he wasnt able to kill the mwpror. His fury is directed to gwal. He beats him. Takes a knife. Cuts him. Tomrents him. Injecting things which pseeds up the process. Things which work also psychological. Nanorobots who attack the brain. He cuts off huge junks of flesh.

Eagles enter to report that the bodyguard fled. Alex makes a comment and orders the apethecaries to not stop until gwal is broken. Apotecaries start to work you hear gwals cries of agony.

(maybe alex is on thw bridge the whole time and others torment gwal so that they arent in the same room but i found jt better to have alex torment gwal)

The wardems work rhemselves through the ship. Getting input what happened. They see their flight engaging in combat and losing. They fight off different eagles unit. They might split ( if we have another named char here, scorpion and arngrim have to be togheter)

Alexos finds the other group and mirders thrm. But group scorpiin and arngrim find finally their way to tgeir primaexh, but what they see shocks them. Gwal hesvily injured. Sinews cut, under drugs, big parts of skin cut out, helpless


Over the destruction of their sire arngrim reacts as the first and runs amok. Killing every last of the apothecaries in the brutalest manner possible. They take their naked father of the ceiling and carry him.

They are heading to the shipyard, tryiing to escape, fend off various eagles, leaving a trail of blood. As they draw close to the shipyard, they see a great number advancing ti their position. Arngrim stays back. Scorpion wants to stay there too. Arngrim declines, pushing him through a door, giving him agony ( his axe) because he don't want to leave it in the hands of the eagles. Scorpiin argues but is hinderd by other sith. They urge him forward. Some stay with arngrim, some go with Scorpion.

- they seal the door, destroying the electronics, arngrim draws his sword, a good sword, but compared to agony it is a stranger in his hands.

They meet the enemies. Big battle

At last every eagle is death. Arngrim still alive bleeds from countless wounds.

Alexos appear. Arngrim is hifh spirited to face such a splendid foe. Tgey battle but arngrims rips are shattsred by a punch from alexos fist.

Arngrim fights on, is able to sink his blade into alexos flesh.

Alexos admits his strength and that he has understimated him.

A devaststing counterattsck, breaking all of arngrims bones.

Arngrim raises agai , barely able to stand. He blocks two thrusts from alexos apear but can't escape the third. The spear crushing his lungs.he his spiiting oht his own blood.

Alexos draws the impaled astsrtes.close, monloging something about bis superiority. Arngrim laughs, drawing a melterbomb. "Vae victis" and the bomb explodes. Alexos arm and half of his face are torn off. But it doesn't seem to hurt him much (chaos influence already to big)

Arngrim the blademaster is dead but he bought scorpion enough time to board a ship and flee with their primarch.

Communication is repaired and he tes the wardens ship that yheir primarch is hurt and that they need protection. Wardens ship try to block of the followers. Here rhe flagship is deatroyed( maybe it is deatroyed earlier, we habe a text somewhere in the botl about that)

Gwal murmurs in delirium That he failed. That he wish. Ot to fight his brothers. It is his faumt. No fught. No fight no fig.....

In the absence of their Primarch, the Lords of the Legion are torn between acting and attacking the insurrectionists and those who claim, that the last orders of their primarch meant, that they have to stay out of the conflict. Finally the number of those who want to stay out of the conflict overtops those who want to take action and the circle decides to follow the wishes and the wardens stay neutral even as they had taken heavy losses. Although the others accept the decission, over time, this will lead to a split in the legion, not even their father will be able to fix.

http://images.dakkadakka.com/gallery/2016/10/29/835730-Wardens%20of%20Light%20Banner.png

A MEMORY OF LIGHT


- After the wardens return to caerbannog they send a diatress call having all wardens fleets return.


- gwal is badly hurt physically and mentally by the quarith drugs and torture travier has done to him. The wardens, whose leader is tgerefore absent argue what to do. There arw the ones like scorpion who want to take action and the ones who want to follow the wishes of their primarch not to fight their brethren. That revenge is bad etc.


- refugee ships arrive on caerbannog and tge wardens try to at least pacify a corridor so that tge ships can travel safely if they reach the corridor. But often those ships are target to raiders lile the jackals but i can see too that imperial troops stop them too to take the men and let them fight in the militia. Well the wardens who often see ghost ships with only dead refugees on board question the ways. -> of those some could become knights errant.


- captain kylan who found one ship too much beeing raided by the jackals gathers his men and hunt down the jackals who were responsible ( about blood crusade time i assume) . he kills them to the last but loses quite alot of men in the attempt. When he returns the circle of wardens ( or the table like in arthurian legend) has to trial over him. An argue between those who want an active role and those who stay neutral occurs over the fate of kylan and his men. It is then that Gwal shows up for the first time in recent years. Still not fully healed ( atm i am argueing with myself if i should give him a few bionic implants)


- he sees that even among his legion a twist has come and makes a salomonian decission. Je sents kylan and his men to tge nightguard. Some of the activist like scorpion join them.


- while on duty at the nightguard they see the whole scale of treachery and when they return they try to convince gwal to take action, but he can't bring himself to fight against his brotgers. Even if they backstabbed him, they are his brothers. It is not his fight.


-scorpiom rallies then about half of the wardens and leave for terra (about 25th year of the insurrection).


- with his men gone, gwal rethinks all. Meditates on the problem etc and comes to a decission, that he can't stay neutral. The war has reached his legion as well even if he don't want to admit it. So he heads with the rest of the wardens for terra, reaching it just in time of the insurrection.



SIEGE OF TERRA

- the wardens arrive at the last minite and were able to push through the blockade of the insurrectionists and land on terra, reuniting with their fellow wardens amd gwal finally reunites with his brothers. And they are glad about this extra help.
During the siege the wardens hold the eternity gate and gwal battles.down a deamon prince.alexos. although alexos is about to win he underestimated gwal amd falls for a trick. As alexos is now.one soul, the pariah powers of gwalchavad.work on him and the daemon primarch is banned. But the.victory comes.at a high price. Gwals is heavily injired and his eyes were bleeding after banning the once proud primarch into the abyss of the warp. Too much emergy was needed amd to much force used to bann him. Nearly blind and rid of his powers, gwal heads for the eternity gate to help to hold the door.
- Hectarion and Gwal face the daemon primarch of khorne, their former brother raktra. Only with their joint effort are they able to emerge victorious and drive the traitors first from the door and them from the planet. But gwal didn't take action anymore as both fights took a heavy toll and he lost Conscious ness. But scorpion and guaire amalasan hunt the traitors and secure segmentum solor.


THOSE WHO REMAIN


- Gwal is devastated over the deaths of his brothers and can't forgive himself because he believes that if he had taken an active role earlier he could have averted tge deaths of alex and tge crippling of tge emperor. So he vanishes to find a cure for the emperor. But not before he disbands the wardens because all his dreams.of peace lie shattered before him and he can't heal his broken legion. So a new start.in smaller warbands is the only solution to him.


http://images.dakkadakka.com/gallery/2016/10/29/835730-Wardens%20of%20Light%20Banner.png

ORGANIZATION

The Wardens of Light organize their Legion with mystic trees in mind.
The Primarch is the earth from which the Army draws the energy to grow, the Lord Commander and Preators symbolize the Roots, as they have direct contact to the Primarch and highly influence the army. The Stem consists of the Marines of the army, about 10000-15000 Astartes. The different companies are divided into Branches of about 1000, the twigs consist of about 100 Astartes and a leaf is a unit of 10-20 Astartes.
A branch of its own are the different pariah branches. Most notably the Sitheadair and the Coimheadair. Where the Sith are a destructive force aiming to quickly overhelm the enemy, the Coimheadair function as support unit to protect other units without the pariah gene from the influence of warp energy and support them with army buffs. To become a Sith or a Coim requires an self activated pariah gene, which can only be aquired through traumatic events and close to death experiences, as well as an outstanding focusing control of their pariah powers.

The Wardens rely on ranged warfare and close combat fast attacks. tryiing to combine both into a state where both directly support each other. Because of this, they are very flexible and adapt to their enemies.

Ranks of the Wardens of Light[/b
Here the ranks of The Wardens of Light: (from top to lower ranks)

Primarch
First Warden(Praetor Rank)
Blade Master(Duelist (no command rank)
Lord of Light ( Highest Command Rank except for the first Warden)
Chamberlain of Light (Legion Master Rank)
Master of the Fortress ( Responsible for the creation and preparation of new Wardens)
Bearer of Light ( Chapter Master Rank)
Disciple Of Light ( Captain Rank )
Senior Warden of Light (Veteran)
Warden of Light ( standard marine)
Child of Light( Scouts/ new Wardens)

Apothecary and Techmarine Ranks will come with an update. maybe someone has an idea for the techmarines?

A, and concerning fleet master: the chamberlains and the bearers of light are all fleet masters. the navigator would be just master navigator, senior navigator, navigator and noob^^


Concerning the organisation, gwal views the army as a tree.

Units(5-20)=leaf, company(50-250)= twig, chapter(anout 700-2000)=branch, battalion(between 5-15000 marines)= stem, lord of light and leaders are the roots and the primarch is the earth/ground from which the tree gets his nutrition. Apothecary,techmarines, coimheadair, sitheadair, saigheadair and stormblast are special units amd branches of their own but are spread among the other trees to help them ( maybe they could count as Fruit) is this allegory understandable? And do you think you can write it as an army organisationtext?
]






http://images.dakkadakka.com/gallery/2016/10/29/835730-Wardens%20of%20Light%20Banner.png


SELECTED BATTLE HONORS

- Disaster on Batu (Rangdan Xenocides)


- the second should show the speed with the willl to end the killing fast ( i have a siege in mind where the population is weakened becausethe siege masters cut off all food and water and just wait until the people die of hunger. wardens speed the whole process up. with the Sith

Battle of Malkier [???]
- technobarbarbarians control enslaved psyker via a collor across their throat, which is connected to a bracelet on the hands
- Don’t want to have peace, xith great fleet arrive. Diplomat envoy who were sent return home headless
- wardens prepare for war.
- Tight space defense around the system
- plan is fort he void eagles to destroy the tight defense. Warden support as acting decoy. Defense contrates on decoys, void eagles topple them and open a breach in the astral defense Wardens main fleet make planetfall on main planet
- engage the enemy on different locations at the same time:
- Exemplary battle on Gwalchavads trail.
- heavy ranged warfare to pin the enemy lines down.
- fast speed attack to get behind enemy lines and attack from all sides.
- comhedair protect the heavy infantry from harm by the xenos
- Sradoinin pick their targets and focus fire and battlewalkers and heavy tanks.
- rogue psykers attacked by the luth under leadership from Gwalchavad
- Gwalchavad recognizes that the colloarbearer are slaves and attack the controller
- The controller were slain and the freed psykers turn against their enslavers.
- Defense forces all across the planet fall. Command is given to free psykers, they attack their enslavers.
- Planet and whole system falls before the Void Eagles and Wardens of light. After the main planet is won, negotiations are begun. System is integrated into the empire. Gwalchavad promises freedom fort he psykers.
- Psykers were deportated against Gwalchavads will, but the greater good and the emperors order goes before Gwalchavads honor.



Homeworld
CAERBANNOG
Caerbannong, located in the far south west, only a blink away from the galactic void, is unique under the worlds of the Imperium. Some are unsure if you can call this a planet at all. This is because Caerbannog has many Islands and contintents drifting in the sky above a sea of clouds. Which hide the core and the island Avalon. Ever moving the Continents fly over the sky in a solid pattern as if it was arranged this way. Never did a landmass colide with another. Although the planet is 12 times as big as the earth, the gravitation is slightly less strong. This is due to the strange kind the planet is. The core is consists of an ultrahard black metal which produces enough gravitation to keep the contintens in its orbit but not enough to draw them closer. It is speculated by many researchers of the imperial academies, that this planet is an artificial contruct and all over the place you can find remnants of xenos origin. According to the local legends, the place was inhabited by wandering eldar. it is s peculated, that the primarch of the legion had some closer ties to them. But further information is not accessible. But the the architecture of the building points to another solution

Culture
Caerbannog developed a culture of wisdom, spirituality and peace. Although wars were fought in the oast, between the disappearence of the Avatar of Light and the Arrival of the Emperor, wars were a relict of the past. The famous Tonfas and Twinsabers were used only on the hunt and in shamanistic rituals, praising the sun, were caerbannogi fell into a state of trance and danced with the blade. Wielder and Blade become one, one mind, one body.




PARIAH-LEGION

First^^: Not all Wardens of Light are Pariahs. We have 2 Sources of Genmaterial from Gwal. The one on Terra, unaltered and with a passive Pariahgene embedded, and the one harvested from Gwalchavad, after he is found. The Droppod was damaged while Gwal was in the Warp and the creatures of the immaterium feasted on his soul. The Pariah gene in Gwal was meant to be a insurance for the emperor, should the powers of the warp turn against him. And as they tormented the infant primarch, it was activated and his gestation capsule was thrown out of the warp, centuries before he was even born.
So what does this mean for his sons?
Well, every neophyte starts the same, they get the progenoids from terran origin, but when the black carapace is to be inserted, they have to choose: Either take one from the awakened geneseed, and become a pariah, or take one from terra and become a normal marine.
But if you choose the awakened form, you can’t be able to reach a very high pariah lv. Mostly you stay on the pariah tertius. Just like a vaccination, the vaccine gives you some form of protection, but most of the time you would grow stronger if you defeat the illness with your own merits. Same goes for the pariah powers of the Wardens of Light. The strongest pariahs were those, who awakened that by themselves. Scorpion. Guiare Amalasan. But in order to awaken it, you have to die. Sounds easy^^ After the Warden awakes his pariah trait, he has to choose which branch he will follow: Comheadair or Sith (Rumors has it, that the Luth look out for promising candidates and try to kill them. Even abduction and torment are whispered)

The Wardens Masques
The Wardens Masques is the secret of their ability to focus and control their pariah abilities. Thanks to them, they don't affect their allies and can focus on their targets. Where for example the Grave Stalkers are the Claymore, chopping everything to pieces in their way, regardless of friend or foe, the Wardens of Light resemble more a Katana, fast and deadly, but able to cut with surgical precission, cutting only what they want.

After studying the ancient masque which enabled Gwalchavad to contain his pariah powers, the Mechanicum Abyssii was able to massproduce the Masque for the Wardens.
The exact process is unknown, but accourding to sources in the mechanicum abyssii. little Focus crystals are embedded inside the mask, creating a special pattern, which allows the Warden to direct their inner void and focus their powers where they want. Nowadays there exist different Shapes and Patterns for the masques.
Because of this, the Wardens are not shunned like their other pariah brothers, nontheless the masks give some sort of discomfort. But that is a regular human feeling, because you can#t be sure, if the Mask will malfunction and no one wants to share the same room with an uncontained Pariah.
But If enemies happen to utilize many psykers, then it is a safe bet, that wardens of light are called upon, to neutralize that danger.


Horst von Schlemmer, Author, Remembrancer, Adventurer "Things you don't believe exist in the Galaxy"

http://images.dakkadakka.com/gallery/2015/11/10/756648_sm-Great%20Crusade%2C%20Lost%20Legion%2C%20Warhammer%2030k%2C%20Xith%20Legion.JPG

Edited by Kelborn
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Little WIP-Update:

 

As you can see: Before the bling, comes the....copper!!!

 

Untitled 1

 
And here some WIP for my Shock Troop Special Unit. Pariahversion of the AshenCircle you could calle them. And instead of Poweraxes, the wield.....GUESS IT^^

Untitled 3

Untitled 2

 

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Legion Tactics

 

Legiones Astartes (Wardens of the Light)

All models and units with this special rule are subject to the following provisions:

  • Legiones Astartes: All units with this special rule may always attempt to regroup regardless of casualties.

  • The Wardens: A Wardens of Light primary detachment may not take more tanks than infantry units (of all types) in an army. Also no fortifications may be taken.

  • Legion of Blanks and Pariahs: No psykers of any kind may be used in a Wardens of Light detachment additionally, any unit with this rule may purchase the soul of light for 15 points per unit or 10 points per character. A unit/model with this upgrade gain the Adamantium Will special rule. A model with the 'character' unit sub-type may take the Pariah (Tertius) rule for 20 points. If the character is an Independent Character, he may be further upgraded to a Pariah (Secundus) for an additional 20pts, and to a Pariah (Primus) for another 20 pts.

  • Battle Meditation- By performing an extensive group meditation before battle the Wardens of the Light are able to synchronise themselves with one another to an even higher degree than is normal for those of the Legiones Astartes. Using this rule is optional, but if used the Wardens of the Light must go second and may not attempt to Seize the Initiative. In exchange they may pick abilities from the lists based upon the commander of the army. Units which have their own Battle Meditations must use those abilities and gain no additional benefit from this rule, however they will always benefit from them regardless of whether the army chooses to use this special rule.

 

Which leaders give what?:

  • The Primarch Gwalchavad- May pick any two abilities from either list(s).

  • Master of the Legion- May take one ability from each list.

  • Independent Character- May take one ability from the Major Meditations list.

  • Anyone else- May take one ability from the Minor Meditations list.

  • Special Characters- Have their own rules relating to picking Battle Meditations. (Perhaps being required to take specific ones/pairings to represent their favoured tactics?)

 

Major Meditations:

  • Fleet

  • Move Through Cover

  • Hit and Run

  • Scout

Minor Meditations:

  • Spread the Void- All units gain Hatred(Psykers).

  • Burning Light- Heavy weapon squad and support squad units equipped with a weapon with the "Heavy" or "Salvo" special rule may choose to take one of the following special rules for the rest of the game for no additional cost: Pinning, Blind or Soul Blaze. This rule must be the same for all models with a heavy weapon in the same unit.

  • Perfect Assault- Units with the jump unit specification may re-roll one dice from a charge roll if another unit with the Legiones Astartes (Wardens of the Light) shot at the same unit.

  • Flight of Light- Units with the Jump Infantry unit type gain the Hit and Run special rule in the turn which they charge.

 

 

 

BATTLE MEDITATION
Before a battle starts, the wardens meditate togheter and enter a state of nothingness in order to fully focus on the find and unleash their true potential. Because of this, they are able to figure the weaknesses of enemies defenses or sudden changes in battle tactics, before others would do and swiftly adapt to take counter measures.

 

 

Legion specific Units:

  • :HQ: Heavy Support: Illuminator Heavy Speeder, Storm Blast
  • :HQ: Fast Attack: Saigheadair
  • :HQ: Elite: Coimheadair, Sitheadair

 

 

:HQ: Heavy Support

 

Storm Blast (180 Points)
WSBSSTWIALdSvBlast Knight454414183+Blast Lord
554424293+

Unit Composition

  • 4 Blast Knights
  • 1 Blast Lord

Unit Type

  • Blast Knights: Infantry
  • Blast Lord: Infantry (Character)

Wargear

  • Power armor
  • Heavy Bolter
  • Bolt Pistol
  • Frag & Krak Grenades

Special Rules

  • Legiones Astartes (Wardens of Light)
  • Battle Meditation "A Storm of Fire"
  • Art of Ranged Combat
  • Preferred Enemy (Vehicles)

Options

  • The Storm Blast may take:

- Up to 5 additional Blast Knights +25 points each
- The entire squad may take Jump Packs +75 Points

  • The entire Squad (Including the Blast Lord) may replace their Heavy Bolters with the following Weapons

- Autocannon for +5 points each
- Missile Launcher (with Frag & Krak missiles) for +5 points each
- Plasma Cannon for +15 points each
- Volkite Culverin for +10 points each
- Lascannon for +15 points each

- Heavy Flamer for free


  • The Blast Lord may take and of the following:

- Augury scanner for +5 points
- Melta-bombs for +5 points
- Upgrade to artificer armor for +10 points


Focus your mind, become one with the gun, one with the trigger, one with the bullet. See your enemy, witness his fear, pull the trigger twice, hit him, beat him. Guide him on his way to eternal peace.

A unit of Storm Blast may choose to initiate a Storm of Fire at the beginning of their shooting phase. If so, all weapons in the unit may fire twice in that turn. They may not fire their heavy weapon the turn after, as they would either be recharging or reloading.
Special Rule - Battle Meditation "A Storm of fire"



The Storm Blast were trained to make impossible shots, which will have the enemy think twice if they want to be a target again, if they were once hit.

A unit that suffers wounds from a shooting attack from the Storm Blast must pass a I-test with -2 or else be unable to fire overwatch this player turn. In addition every Warden of Light Unit who charges the same into a Squad who has been shot by the Storm Blast, gains Hit and Run for this turn.
Special Rule - Art of Ranged Combat





:HQ: Heavy Support

 

Illuminator Heavy Speeder(175)

 

Name



 

BS



 

Front



 

Side



 

Rear



 

HP



 

Illuminator Heavy Speeder



 

4



 

11



 

11



 

10



 

3



Unit Composition
  • 1 Illuminator Heavy Speeder

Unit Type

  • Vehicle (Skimmer, Fast)

Wargear

  • Heavy Flamer
  • Arachnus Heavy Lascannon Battery

Special Rules

  • Legiones Astartes (WoL)
  • Lux Invicta
  • Let there be Light
  • Deep Strike
  • Grav Backwash

Options:

  • 0-1 additional Illuminator Heavy Speeder can be added for +175 Points.

Not only does the Illuminator bring destruction to the enemies of mankind, he is also a beacon of hope which enhances the resilence of the Wardens of Light and their allies. With an Illuminator at their side, the Wardens of Light fight with improved will against the Enemies of mankind.
  • Enemy units within 6" of the Illuminator may not perform Overwatch.
  • All allied Infantry units within 24" may re-roll failed Morale checks.

Special Rule - Lux Invicta


Not only is the Illuminator Landspeeder equipped with deadly weapons, the Illuminator is also equipped with multiple Search Lights. So if the Wardens of Light send an Illuminator after their enemies, hiding is useless. Always remember: They will find you!
  • Units within 6" of the Illuminator suffer -2 to their cover saves
  • The Illuminator may never benefit from the Stealth/Shrouded.

Special Rule - Let there be Light





:HQ: Fast Attack



Saigheadair (Demolisher) (190 Points)
WSBSSTWIALdSvSaigheadair444424193+Rìgh nan Dùl
554424293+

Unit Composition

  • 4 Saigheadair
  • 1 Rìgh nan Dùl

Unit Type

  • Saigheadair: Infantry
  • Rìgh nan Dùl: Infantry (Character)

Wargear

  • Rotorcannon
  • Bolt Pistol
  • Jump Pack
  • Power Armor Armour
  • Frag and Krak Grenades

Special Rules

  • Legiones Astartes (The Wardens of Light)
  • Precision Shot
  • Rending (shooting attacks only)
  • Battle Meditation: batailt fòcas (Battle Focus)

Options

  • The Saigheadair Squad may take:
  • -- Up to 5 additional Saigheadair (+32 points each)
  • The Entire Squad may replace their Rotorcannons with the following Special Weapons:

- Meltergun for +15 points each
- Plasmagun for +15 points each
- Volkite Caliver for +5 points each
- Flamer for free

  • The Rìgh nan Dùl is equipped with a Close Combat Weapon, Bolt Pistol and the same Special Weapon his Squad has. He may exchange his Close Combat Weapon with the following:

- Powerweapon +10 Points
- Powerfist for +15 Points
- Lightning Claw for +15 Points

- With a Legion Relic Close Combbat Weapon

  • The Rìgh nan Dùl can be equipped with:

- Augury scanner for +5 points
- Melta-bombs for +5 points
- Upgrade to artificer armor for +10 points


The Saigheadair have their own Battle Meditation and can't profit from general battle meditations given by the lord of war.

Trained to be highly mobile in combat and fire at will at the enemies of the Imperium, the Saigheadair of the Wardens of Light Legion developed a special Battle Meditation for them, which allows them to become one with their weapons and the battlefield, so that they are able to move while shooting and suddenly change their direction to attack the enemy but keep themselves always out of close combat.

The "batailt fòcas" is an active battle meditation which allows the Saigheadair unit to run and shoot (in either order) in the same phase. This means that the threat range of an Saigheadair unit fluctuates by d6" and also allows the Saigheadair to "jump-shoot-jump".
Special Rule - Battle Meditation: "batailt fòcas" (Battle Focus)




:HQ: Elite

 

Coimheadair(170 Points)
WSBSSTWIALdSvCoimheadair444414283+Techmarine
444414292+Empyric Manipulator---73---3+

Unit Composition

  • 3 Coimheadair
  • 1 Techmarine
  • 1 Empyric Manipulator

Unit Type

  • Coimheadair: Infantry
  • Techmarine: Infantry
  • Empyric Manipulator: Artillery

Wargear

  • Power armor (Coimheadair only)
  • Artificer Armour (Techmarine only)
  • Servo-arm (Techmarine only)
  • Bolt Pistol
  • Electro-staff
  • Frag & Krak Grenades

Special Rules

  • Legiones Astartes (Wardens of Light)
  • Twisted Brotherhood of pariah type secundus(Coimheadair only)
  • Aether Channel (Empyric Manipulator)
  • Battlesmith (Techmarine only)

Options

  • The unit may take up to 2 additional Comheadair......... +25 points each

The Coimheadair are one of the greatest mysteries of the Legion. They use arcane technology never seen somewhere else to enhance their Pariah Powers and protect their fellow brothers from the powers of the warp.

A unit with this rule may only be joined by a character with the Pariah special rule. Aether Channel's effect covers an area 4" per Comheadair in the unit with it (measured from the Empyric Manipulator) if the Empyric Manipulator remains stationary. If the Empyric Manipulator moves then the area of effect is only 3” per Comheadair in the unit. The effect of the field depends upon the exact abilities taken by the Pariahs of the unit. Where X is a function of the number of Pariahs in the unit.
  • Soulless inflicts -X leadership on all units within range. Where X is the number of Pariahs with the ability divided by two (rounded down).
  • Dark Presence makes all enemy units within range have to test for fear in combat.
  • Aetheric Tempest all friendly units within range get murderous strike/instant death (as appropriate) vs psykers.
  • Psychic Void inflicts -X to all manifest rolls within range (maximum of 6 required). Where X is the number of Pariahs with the ability divided by two (rounded down).
  • Indomitable Will allows the unit to roll DtW for all units within range and count their Mastery Level as equal to the number of Pariahs number of Pariahs in the unit.

Special Rule - Aether Channel



Coimheadair can only those become who have activated their pariah gene by themselves. They are a brotherhood of pariahs dedicated to protect those brothers of the Legion who don't have their abilities and would be defenseless against the ruinious powers of the warp.

The Comheadair are limited to only taking the base power of each ability, though they must purchase the Focus upgrade if there is one.
Special Rule - Twisted Brotherhood




Coimheadair are so well trained to defend themselves with their weapons, that even the most experienced enemy champion will have problems to find a way to pierce their defense. Their defenseskills are absolute.

Electro-staffs are Two-handed power mauls with a rule that means their bearers may only be hit of 4+ at best.
Special Rule - The Ultimate Defense





:HQ: Elite

 

Sitheadair (Pacifier) (??? Points)
WSBSSTWIALdSvSitheadair544415292+Maighstir
5444253102+

Sitheadair must always be modelled/painted to be visually distinct from standard Legion Assault squads/Command squads to avoid confusion.

Unit Composition

  • 4 Sithheadair
  • 1 Maighstir

Unit Type

  • Saigheadair: Jump Infantry
  • Maighstir: Jump Infantry (Character)

Wargear

  • Artificier armor
  • Bolt pistol
  • Twin Tonfa Blades (Count as Combat Blades)
  • Jump Pack
  • Frag & Krak Grenades

Special Rules

  • Legiones Astartes (WoL)
  • Favoured of Gwalchavad
  • Psy-hunters
  • Precision Strikes
  • Counter Attack
  • Death smiles at us all
  • Battle Meditation "A Storm of blades"
  • Battle Stances "Power of Light" & "Defenders of Light"

Options

  • The Sitheadair Squad may take:

- Up to 5 additional Sitheadair (+45 points each)

  • The Entire Squad may replace their Twin Tonfa Blades( Count as Combat Blades) with the following Weapons (They replace always both Blades):

- Twin Power Tonfas +10 points each
- Legion Wargear Dual Saber +15 points each
- The entire Squad may take Melterbombs for +25 points

  • The Maighstir may replace his Twin Tonfa Blades with the following Weapons:

- Twin Power Tonfas +15 Points
- Master Crafted Dual Saber +25 Points
- Paragon Blade +?? Points
- With a Legion Relic Close Combbat Weapon

  • The Maighstir may replace his Bolt Pistol with a Plasma Pistol + ?? Points

The Sitheadair have their own Battle Meditation and can't profit from general battle meditations given by their Lord of War.

When the Sitheadair charge into the enemy, they are like a storm, cutting through the ranks of their enemies. As they storm forward, the meditate and see only they enemy in front of them, focussing totally the moment they meet their foe and then letting out a barrage of swift strikes.

The Sitheadair may both move 12" and gain the impact hits rule on the charge, also, on the turn they charge, they gain +d3 attacks for charging instead of the mandatory +1 attack.
Special Rule - Battle Meditation "A Storm of Blades"



Among the ranks of the Wardens of Light are no finer Warriors then those of the Brotherhood of the Sitheadair. Trained in Close Combat, they unleash a storm of blades upon their enemies.

A unit of Sitheadair may be chosen instead of a Command squad as bodyguards for any Jump Pack equipped Praetor of the Wardens of Light Legion (Or the Primarch Gwalchavad himself).
Special Rule - Favoured of Gwalchavad



In order to become a Sitheadair, a warden has to endure unspeakable pain amd torment. Some die on their way to unlock their full potential. Rumors have it about a dark side in the Sitheadair Brotherhood. That worthy aspirants were killed or limbs were intentionally amputated and the aspirant left in unspeakable pain in order to awake his true powers.

Because of the hardships they have to endure during their training the Sitheadair gain FeelNoPain 5+.
Special Rule - Death smiles at us all




Only pariahs who mastered the full control of their powers are allowed into the ranks of the Sithheadair. Collectively the Sitheadair are able to have negative effects on enemy psykers and are ble to negate their powers.

They count as being equipped with Psyk-out grenades.
Special Rule - Psyhunters


The Sitheadair are close combat specialists unmatched in the ranks of the Wardens of Light. In battle they switch between various battle forms to adapt to their enemies. Either they counter them from a perfect defene or they crush them with a storm of multiple attacks thrown at their foes. The result is always the same: The Sith have beaten their enemies.
Stances can't be taken on the charge, because a charge is always an offensive movement and then the battle meditation is active there.

Before the Assaultphase, the Player has to decide if the Sitheadair take up an offensive or defensive stance.
Offensive Stance “Power of Light”:
The Sitheadair get one Additional Attack at the cost of -1 WS as they are trying to overhelm the Enemy with their attacks neglecting their defense.


Defensive Stance “Defenders of Light”: On the cost of -1 Iniative any bonus additional attack and enemy would get for extra weapons or charge are taken away, as the sitheadair concentrates on deflecting the blows.
Special Rule - Battle Stances



Legion Specific Wargear:

Dual Sabre Profile: Dual sabre: str +1 Ap3 shred, rending, 2-handed.
Legion Specific Wargear - Caerbannog Dual Saber(Independent Characters only)
Edited by MikhalLeNoir
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Notable Wardens of Light

The Wardens of Light had many heroes during the course of the great crusade. From Arngrim Valten, who was called the Legend, over Cervantes de Leon, once the most reckless Recruit the Legions have ever seen, now respected Praetor of the Jetbike Company "Sun Spears" to the unknown Legionaires who died at the Siege of Terra.
A lot of tales could be told about them all, and yet it would cover only a glimpse of their heroic tales. But during the Insurrection 3 notable Wardens should be introduced.
Mikhal "the Scorpion", First Warden and Lord of the Sitheadair, Guaire Amalasan the "Unfocused", former Legion Master of the Apostles of War, now a Pariah Prime Nemesis with uncontrollable pariahabilities and Master of the Fortress Volscott Moragh, an old Veteran of the Unification Wars, he survived through the centuries and every new Warden Recruit was once under his tutelage.

But among those Wardens, one raises above them all. The Legion Primarch, Gwalchavad, the Avatar of Light, whose deeds became legend and whose story in the insurrection is a tragic tale of wrong trust, a broken dream, hesitation and redemption.

 

 

 

:HQ: GWALCHAVAD, PRIMARCH OF THE XIIth LEGION, THE BLANK, THE AVATAR OF LIGHT

 

876997-Gwalchavad%20Botl%20XIIth%20Prima

 

Gwalchavad (475 Points)
WSBSSTWIALdSvGwalchavad7566645102+/3++[tr][td=20%]

Unit Composition

  • 1 (Unique)

Unit Type

  • Jump Infantry (Character)

Wargear

  • The Masque
  • Ellbowblades "Grandfather" & "Peacekeeper"
  • Armor of Light
  • Hidden Blade
  • Jump Pack
  • Frag grenades  

Special Rules

  • Primarch (Independent Character, Eternal Warrior, Fear, Adamantium Will, Fleet, Fearless, It Will Not Die, Master of the Legion)
  • Sire of the Wardens of Light
  • Wisdom of Ages
  • Very Bulky
  • The Eight Gates (Na hOcht Gàidhlig) & “Gate of Death”
  • Dance of Death (rince na marbh)
  • Speed of Light

 

 

  • All models with the Legion Astartes: Wardens of Light (LA:WoL) special rule gain +1 Ld (to a maximum of 10).
  • Any unit with the LA:WoL special rule gain +1 to their Combat resolution results as long as they are within line of sight of Gwalchavad.

Special Rule - Sire of the Wardens of Light

 


Gwalchavad always allows his foes to strike first, in order to better judge their fighting ability and see their true intent.

Gwalchavad adds the turn number to his Initiative value (to a maximum of 10) for all purposes.
Special Rule - Wisdom of Ages

 

 

 


Gwalchavad was trained for centuries in the art of close combat and his ellbowblades, although disgusted by him, are like a part of his body. If Gwalcahvad finds a hole in the defense of an enemy and wounds him, he instantly unleashes follow-up attacks and try to overwhelm his adversary with a barrage of attacks.

Before the Initiative 10 step Gwalchavad may choose to enter the Dance of Death. If he does so then for the rest of the assault phase his invulnerable save is reduced to a 5++, but for every unsaved wound caused by his ellbowblades „Grandfather“ or „Peacekeeper“ in close combat, Gwalchavad immediately makes an additional attack. These extra attacks can generate further additional attacks in the same way, until no further unsaved wounds are caused, or all of the enemies are slain. Attacks/Wounds conjured this way ignore any FNP-Special Rule..
Battle Form “Dance of Death (rince na marbh)”

 


If Gwalchavad is severely hurt, he performs the Battle Meditation "Eight Gates Form" (Na hOcht Gàidhlig). Through an advanced form of battle meditation Gwalchavad is able to release the full potential of his inner powers.

Gwalchavad increases his stats as his wounds reduce. When on 3-4 Wounds he gets WS +1 and when on 1-2 Wounds he gets WS +2 and S +1 If IWND or another effect takes his Wounds value above the threshold his stats correspondingly reduce.

 

Opening the Gate of Death: At the beginning of any turn Gwalchavad may choose to reduce his remaining wounds to 2. Doing so increases his stats as per above, but due to him pushing his body far beyond it's normal limits he cannot use the IWND special rule for the rest of the game if he uses this Option.

Battle Meditation: The Eight Gates (Na hOcht Gàidhlig)

 

 

 

 

 

 

 

 

WARGEAR

The Masque: Of unknown origin the Masque is a powerful device allowing his bearer to control his pariah powers, this archaic device is capable of focusing Gwalchavad's powers into a coruscating blast of energy which rips apart the target at the atomic level resulting in complete disintegration.

Range Strength AP Rules
Mask 12" 1 2 Assault 1, Piercing Gaze, Life Drain, Aetheric Blast

Piercing Gaze: All shots with this weapon are precision shots.
Life Drain: When used against a Psyker this weapon gains the Instant Death special rule.
Aetheric Blast: This weapon has a to wound roll based upon the Mastery Level of the target hit. ML0: 4+ to wound, ML1: 3+ to wound and ML2+: 2+ to wound.

Finally Gwalchavad may unmask himself and let his nature run rampant. He may choose to unmask at the beginning of any of his turns at which point he may no longer make use of his mask as a ranged weapon. However Gwalchavad gains the following benefits, these changes last until the end of the game:

  • All fear checks caused by him are at -2 Ld
  • He may re-roll any failed Deny the Witch rolls.
  • Any attacks he makes in close combat gain the Soul Blaze and Murderous Strike special rule. If the attacks already have Murderous Strike then the number required to activate it on the to wound roll is reduced by one.
  • All units (friend or foe) within 6" must, at the beginning of each turn, make a Ld test which is made a -1Ld. For each point the Ld test is failed the unit suffers a wound with no armor saves allowed.
  • OR If the dice rolled for Warp Charges during the Psychic phase is a 6, then place the large blast template over his head. Every model touched (friend or foe) suffers a wound with no armour saves allowed and the instant death special rule.

Ellbowblades "Grandfather and Peacekeeper":
Given to him by his brother primarch Daer'dd, Gwalchavad mastered the use of these in no time. These paired weapons are precisely balanced to enable Gwalchavad to unleash a barrage of strikes on his enemies, whilst protecting him from harm. Built inside is a H'rud entropic field which let Opponents who were hit age in mere seconds and reduce them to atomic dust.

Range Strength AP Rules
Grandfather - User 2 Melee, Rampage, Counter-attack, Murderous Strike
Peacekeeper- User 2 Melee, Rampage, Rending, Counter-attack, Blind
The Armor of Light (trealamh gréine) : This artificial primarch Armour was given to Gwalchavad by his father to support him in his swift combat style.
The Armor grants Gwalchavad a 2+ save and Hit and Run

Speed of Light: Despite his size, he's too swift for some eyes to track.
Gwalchavad has a 3++ Invulnerable Save.
Jump Pack: Hammer of Wrath (D3), Turbo-boost (12")

Hidden Blade: A model equipped with a hidden blade may make an additional single attack per turn as well as any they would normally be eligible to make. This is done using the weapon profile shown below:

Range S AP Rules
Hidden Blade - User -1 - Melee, Unexpected Strike

Unexpected Strike: This attack comes from an unexpected angle leaving opponents little chance to defend themselves. When rolling to hit for attacks with this special rule the target counts as having -1WS (to a minimum of 1).

The attack with the hidden blade doesn't count for the "dance of death" special rule.

I added the term Battle Form for the dance of death. so the eight gates are the passive meditation which will occur depending on the wounds left and i thought to make the "gate of death" also a battle form, cause it must be activated. (i thought of adding to the gate of death a t test. and when gwal fails, he gets an additional wound or hit to show the stress his body is put on, but i am not entirly sure about the mechanics. maybe the more live he has, the easier the test will be)

 

 

 

:HQ:Mikhal the Scorpion, First Warden of Light and Master of the Sitheadair(205 points)

http://pre03.deviantart.net/6884/th/pre/f/2015/282/c/9/warden_of_light_by_d1sarmon1a-d9ch9c1.jpg

Unit Composition

  • 1 (unique)

Unit Type

  • Jump Infantry (Character)

Stats

  • WS BS S T W I A LD Sv
  • 7 5 4 4 3 6 4 10 2+/4++

Wargear

  • Artificer Armor
  • Iron Halo
  • Frag Grenades
  • Krak Grenades
  • Psyout Grenades
  • Spear Scorpions Sting
  • Ashanderei
  • Hidden Blade
  • Jump Pack

Spear Scorpions Sting
This Spear is Scorpions signature weapon, a spear on a chain, in his youth used to hunt the sky whales of caerbannog, scorpion uses now to hunt the enemies of light.

  • R15" S5 ap3 rending, assault one
  • „GET OVER HERE!“: If a model is hit and a succesfull to wound roll is made. the model is automatically pulled into combat against the Scorpion, counting as a challenge in which Scorpion counts as charging)

Ashanderei
This mastercrafted dual saber is built from the black stone found on caerbannog and emmits a faint red glow. It seems tob e able to cut everything and in Scorpions hand it is a terrible weapon.

  • r.- S+1 Ap3 duelist edge, melee weapon, rending (4+) murderous strike, master crafted, parry

Hidden Blade
A model equipped with a hidden blade may make an additional single attack per turn as well as any they would normally be eligible to make. This is done using the weapon profile shown below:

Range S AP Rules
Hidden Blade - User -1 - Melee, Unexpected Strike

Unexpected Strike: This attack comes from an unexpected angle leaving opponents little chance to defend themselves. When rolling to hit for attacks with this special rule the target counts as having -1WS (to a minimum of 1).


Special Rules:

  • Independant Character
  • Legion Astartes (Wardens of Light)
  • Master of the Legion
  • Rampage
    • the model gains +D3 attacks when outnumbered
  • Blank
    • Denies the witch on a 2+ and psychic powers used by the model he is in a challenge with does not get its bonusses from psychic powers etc.
  • Lord of the Sitheadair
    • As a Sitheadair Scorpion can both move 12" and he always gets the impact hits on the charge together with the re-roll charge distances. If he joins a unit equipped with Jump Packs, they gain the same benefits.
  • Fearless
  • Inspirational Leader
    • All wardens within 12" of Scorpion gain fearless as long as they have line of sight to him and they are within the 12"

 

:HQ:GUAIRE AMALASAN, THE REAVER, NEMEAN LION, THE UNFOCUSED

 

 

:HQ: VOSKATT MORAGH, HAWKEYE, MASTER OF THE SAIGHEADAIR

 

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

WARGEAR:
Volkite Combi-Flamer: This arcane piece of wargear takes the traditional Combi-Weapon one step further. This unique weapon is a master crafted Volkite Charger, with a combi-flamer attachment which uses the following profile:

Range     S AP Type
Template 5  4   Assault 1, One Use Only

Artificer Armour
Refractor Field
Bolt Pistol
Power Sword
Jump Pack
Frag Grenades
Krak Grenades

SPECIAL RULES
Gunslinger: Voskatt may fire both parts of his Volkite Combi-Flamer in a single turn. Furthermore, Voskatt and any unit he joins may fire Overwatch at full ballistic skill.

Gone like the wind: Against shooting attacks, Voskatt's 5+ Invulnerable save is increased to a 3+. Furthermore, after a shooting attack against Moragh where one wound or more was saved, he can immediately make a run move on 1D6. If the Fleet Battle Meditation is used by Captain Moragh, both himself and any friendly Warden of Light unit within 6 inches benefit for as long as Moragh is alive.

Battle Meditation: Fleet
Split Fire
Consul
Independent Character

Edited by MikhalLeNoir
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No, the copper is just the undercoat over which I paint the gold. If done correctly the copper shines through and gives this deep gold variant. And I could weather them more easily.

I have power tonfas and chaintonfas as well as power sickles. And chain dual sabers for my elite troops.



Here I have some possible rules worked out with Grifftofer. Kudos to him for his great work. Rules are still in progress, but please comment and help.

I want to utilze the Battle Meditation around the wardens, and the funny thing is; as we found some for the 2 special units, the primarch has still one to be found and the assault shock pariahs too.


 

Legion: The Wardens of Light
Primarch: Gwalchavad, the Avatar of Light, The Blank
Home world: Caerbannog
Recruitment worlds: Caerbannog Sub System & Terra
Flagship: Peacebringer
Fighting Style: Heavy Weapons Artillery and Fast Close Combat
Special Traits: Pariah, no swords for pariahs. only Terran-born will use swords, so the pointcost for swords are 1,5 the normal price to show, that swords are very rare amongst the wardens.

Special Legion Equipement: Hidden Blades, Chain Tonfas, Double Saber.
Special Units: lùth de òganach, [falamh 's gun èifeachd] coimheadair, sraonadh doininn


GWALCHAVAD 499 POINTS
THE BLANK, THE AVATAR OF LIGHT



WS BS S T W I A Ld Sv
Gwalchavad 7 5 6 6 6 5 6 10 2+


Unit Composition

  • 1 (Unique)

Unit Type

  • Jump Infantry (Character)

Wargear

  • Mask "mwgwd ddi-rym"
  • Tonfas/Ellbowblades "Grandfather" & "Peacekeeper"
  • Armor of Light "trealamh gréine"
  • Hidden Blade
  • Jump Pack
  • Frag grenades

Special Rules

  • Primarch (Independent Character, Eternal Warrior, Fear, Adamantium Will, Fleet, Fearless, It Will Not Die, Master of the Legion)
  • Sire of the Wardens of Light
  • Wisdom of Ages
  • Very Bulky
  • Battle Meditation "The Eight Gates" (Na hOcht Gàidhlig )
  • Battle Meditation "Whirlwind from Beyond"(cuaifeach ó thar)
  • Battle Meditation "Dance of Death" (rince na marbh)
  • "Speed of Light"

 

SPECIAL RULES

Sire of the Wardens of Light

  • All models with the Legion Astartes: Wardens of Light (LA:WoL) special rule gain +1 Ld (to a maximum of 10).
  • Any unit with the LA:WoL special rule gain +1 to their Combat resolution results as long as they are within line of sight of Gwalchavad.

Wisdom of Ages
Gwalchavad always allows his foes to strike first, in order to better judge their fighting ability and see their true intent.

 

Gwalchavad gains +1 I per Round. This effect starts in Round 3. And cannot increase over a max of I 9 in Round 6.
So he has in round 1,2 I5->Round 3 : I6->Round 4: I7 ->in Round 5 I 8 and finally in Round 6 I 9.


Battle Meditation "The Eight Gates" (Na hOcht Gàidhlig)
If Gwalchavad is severely hurt, he performs the Battle Meditation "Eight Gates Form" (Na hOcht Gàidhlig). He focus entirely on the battle and releases the hidden powers which sleep deep within.

Gwalchavad gains additional Statbonusses for every 2 Wounds he receives. So if he gets down to 4 Wounds he gets WS + 1 and if he drops down to 2 Wounds he gets WS + 2 and S +1 If he heals a wound and rises above 2 Or 4 Wounds, then his Stats are reduced in line to his remaining wounds.

 

Battle Meditation :„ cuaifeach ó thar (Whirlwind from Beyond)“:
Instead of making normal attacks, Gwalchavad can instead choose to whirl himself around in spinning dance of death. If he does so, Gwalchavad inflincts a single automatic hit on all enemy models in base contact. Declare whether or not if Gwalchavad will perform a „Whirlwind from beyond“ before any blows are struck.

 

Battle Meditation „rince na marbh ("dance of death")“:

Although he hates violence, Gwalchavad is an amazing fighter, trained for centuries in the art of close combat. If Gwalcahvad finds a hole in the defense of an enemy and wounds him, he instantly unleashes follow-up attacks and try to overwhelm his adversary with a barrage of attacks.

For every unsaved wound caused by his ellbowblades „Grandfather“ or „Peacekeeper“ in close combat, Gwalchavad immediately makes an additional attack. These extra attacks can generate further additional attacks in the same way, until no further unsaved wounds are caused, or all of the enemies are slain. Attacks conjured this way ignore any FNP-Special Rule.
 

WARGEAR

The Mask "mwgwd ddi-rym": Givien to him by the lady of the lake to let him control his pariah powers, this archaic device is capable of focusing Gwalchavad's powers into a coruscating blast of energy which rips apart the target at the atomic level resulting in complete disintegration.

 

It has the following profile:

Range Strength AP Rules
Mask 12" 1 2 Assault 1, Piercing Gaze, Life Drain, Aetheric Blast

Piercing Gaze: All shots with this weapon are precision shots.
Life Drain: When used against a Psyker this weapon gains the Instant Death special rule.
Aetheric Blast: This weapon has a to wound roll based upon the Mastery Level of the target hit. ML0: 4+ to wound, ML1: 3+ to wound and ML2+: 2+ to wound.

Finally Gwalchavad may unmask himself and let his nature run rampant. He may choose to unmask at the beginning of any of his turns at which point he may no longer make use of his mask as a ranged weapon, but gains the following benefits. These changes last until the end of the game:

  • All fear checks caused by him are at -2 Ld
  • He may re-roll any failed Deny the Witch rolls.
  • Any attacks he makes in close combat cause Instant Death on a 5+ and gain the Soul Blaze special rule.

 

Weapons:

Ellbowblades "Grandfather and Peacekeeper":

Given to him by his brother primarch Daer'dd, Gwalchavad mastered the use of these in no time.These paired weapons are precisely balanced to enable Gwalchavad to unleash a barrage of strikes on his enemies, whilst protecting him from harm. Built inside is a H'rud entropic field which let Opponents who were hit age in mere seconds and reduce them to atomic dust.

Range Strength AP Rules
Tonfas - User 2 Melee, Rampage, Rending, Counter-attack, Two-handed, Blind, Murderous Strike

Armor:
"The Armor of Light" (trealamh gréine) : This artificial primarch Armour was given to Gwalchavad by his father to support him in his swift combat style.

The Armor grants Gwalchavad a 2+ save and Hit and Run

 

Speed of Light: Despite his size, he's too swift for some eyes to track.

 

Gwalchavad has a 4++ Invulnerable Save that can be re-rolled on a 5+.
 

Jump Pack: Hammer of Wrath (D3), Turbo-boost (12")
 

Hidden Blade: A model equipped with a hidden blade may make an additional single attack per turn as well as any they would normally be eligible to make. This is done using the weapon profile shown below:

Range S AP Rules
Hidden Blade - User -1 - Melee, Unexpected Strike

Unexpected Strike: This attack comes from an unexpected angle leaving opponents little chance to defend themselves. When rolling to hit for attacks with this special rule the target counts as having -1WS (to a minimum of 1).

The attack with the hidden blade doesn't count for the "dance of death" special rule.


..................................................................................................................................................................................................................................................................
Special Units

[falamh 's gun èifeachd] COIMHEADAIR


[falamh 's gun èifeachd] COIMHEADAIR 70 POINTS
WS BS S T W I A LD Sv
COIMHEADAIR 4 4 4 4 1 4 2 8 3+

Techmarine 4 4 4 4 1 4 2 8 2+
Empyric Manipulator - - - 7 2 - - - 3+

Unit Composition

  • 2 COIMHEADAIR

Unit Type

  • COIMHEADAIR: Infantry (Character)

Wargear

  • Power armor (COIMHEADAIR only)
  • Artificer armor (Techmarine only)
  • Bolt Pistol
  • Chaintonfa, Lance or combat blade
  • Frag & Krak Grenades
  • Servo-arm (Techmarine only)
  • Bike (only if Empyric Manipulator wasn't purchased)

Special Rules

  • Legiones Astartes (Wardens of Light)
  • Battle smith (Techmarine only)*
  • Psy-shield (Empyric Manipulator only)
  • Battle Meditation Hexagramic Wards (Warders only)

*A Techmarine may restore a single wound to the Empyric Manipulator with each use of it's Battlesmith ability.

Options
A COIMHEADAIR-Team may take:
- Up to 3 additional COIMHEADAIR.................................................... +30 points each
- 1 Empyric Manipulator with Techmarine............................... +60 points*
*Choosing an Empyric Manipulator changes the Warding Team's Unit Type to Artillery.

Psy-shield: If the Empyric Manipulator is not moved during the movement phase then until the beginning of it's next turn it produces a shield that covers everything within (3 x No. of COIMHEADAIR)". The Empyric Manipulator rolls Deny the Witch rolls for ALL units targeted within this radius (friend and foe) including blessings that effect units within the area. Each attempt to Deny the Witch gains a number of additional dice equal to the number of successes made on the harness roll. And all Deny the Witch rolls made by the Empyric Manipulator succeed on a 4+.

Battle Meditation "Hexagramic Wards": Each COIMHEADAIR adds one dice to the Warp Charge pool, but only in the enemy psychic phase.

Battle Meditation "Summon the Vortex": If the COIMHEADAIR-Team has not purchased an Empyric Manipulator then they must all be deployed within 6" of each other, but afterwards operate independently. Any turn in which all remaining members do not move during the movement phase summons a vortex that lasts until the beginning of their next turn. The vortex effects the entire battlefield and has the following effects:

  • If 1 COIMHEADAIR is alive then the vortex causes Psykers to suffer Perils of the Warp on any manifestation roll that includes two or more 6s and/or two or more 5s.
  • If 2 COIMHEADAIR are alive then the vortex causes Psykers to suffer Perils of the Warp on any manifestation roll that includes two or more 6s; and/or two or more 5s and/or two or more 4s.
  • If 3 COIMHEADAIR are alive then the vortex causes Psykers to suffer Perils of the Warp on any manifestation roll that includes two or more 6s; and/or two or more 5s; and/or two or more 4s and/or two or more 3s.
  • If 4 COIMHEADAIR are alive then the vortex causes Psykers to suffer Perils of the Warp on any manifestation roll that includes two or more 6s; and/or two or more 5s; and/or two or more 4s; and/or two or more 3s and/or two or more 2s.
  • If 5 COIMHEADAIR are alive then the vortex causes Psykers to suffer Perils of the Warp on any manifestation roll that includes two or more 6s; and/or two or more 5s; and/or two or more 4s; and/or two or more 3s; and/or two or more 2s and/or two or more 1s.

................................................................................................................................................................................................................................................................

Lùth de òganach 170 POINTS
WS BS S T W I A LD Sv
Lùth 5 4 4 4 1 4 2 9 3+


Unit Composition

  • 5 Lùth

Unit Type

  • Jump Infantry

Wargear

  • Power armor
  • Hand Flamer
  • Hand Melter (Squad Leader)
  • Chain Tonfa
  • Jump Pack
  • Frag & Krak Grenades

Special Rules

  • Legiones Astartes (Wardens of Light)
  • Psy-hunters
  • Favoured of Gwalchavad
  • Precision Strikes

Options
The Lùth de òganach may take
- Up to 5 additional Lùth.................................................... +30 points each

Any Lùth may exchange its Chain Tonfa for
- Eviscerator(?)......................................................................... +18 point (well...it is a sword...)
- dual chain sabre................................................?? point
The entire squad may take melta-bombs................................ +25 points

Favoured of Gwalchavad
A unit of Lùth de òganach may be chosen instead of a Command squad as a bodyguards for any Jump Pack equipped Praetor of the Wardens of Light Legion (Or the Primarch Gwalchavad himself). Lùth de òganach must always be modelled/painted to be visually distinct from standard Legion Assault squads/Command squads to avoid confusion.

Psy-hunters
Collectively the Lùth de òganach are able to have negative effects on enemy psykers. Theyt count as being equipped with Psyk-out grenades.

Chain tonfas
Range S AP Type
Chain tonfas - User 6 Melee, Two-handed, Parry

Chain Dual Sabre - User 4(?) Melee, Two handed, Duelist Edge

Battle Meditation: "Focus on the enemy"
A weapon with rule give its user a 5+ invulnerable save in close combat.


.................................................................................................................................................................................................................................................................


Sraonadh Doininn 165 POINTS
WS BS S T W I A LD Sv
Blaster 4 5 4 4 1 4 1 8 3+

Storm Leader 4 5 4 4 1 4 2 9 3+

Unit Composition

  • 4 Blasters
  • 1 Storm Leader

Unit Type

  • Blasters: Infantry
  • Storm Leader: Infantry (Character)

Wargear

  • Power armor
  • Heavy Bolter
  • Bolt Pistol
  • Frag & Krak Grenades

Special Rules

  • Legiones Astartes (Wardens of Light)
  • Storm of Fire
  • Trajectory Analysis Protocols
  • Preferred Enemy (Vehicles)

Options
The Sraonadh Doininn may take
- Up to 5 additional Blasters.................................................... +24 points each

All of the Space Marines in the squad (including the Storm Leader) may exchange their heavy bolters for one of the following other heavy weapon types. If chosen, then all the heavy bolters in the squad must be exchanged for the same weapon:
- Autocannon...................................................................... +5 points each
- Missile Launcher (with Frag & Krak missiles).......... +5 points each
- Plasma Cannon.............................................................. +15 points each
- Volkite Culverin................................................................ +10 points each
- Lascannon....................................................................... +15 points each
The Storm Leader may take the following:
- Augury scanner................................................................ +5 points
- Melta-bombs.................................................................... +5 points
- Upgrade to artificer armor.............................................. +10 points

Battle Meditation "A Storm of Fire"
A unit of Sraonadh Doininn may choose to initiate a Storm of Fire at the beginning of their shooting phase. If they do so they make a single attack, as a unit, with the profile of the weapons that they are carrying. However this attack has additional special rules depending on how many models are remaining in the squad:
1-3: No Storm of Fire shots may be made
4-7: Blast
8+: Large Blast

Trajectory Analysis Protocols
A unit of Sraonadh Doininn using their Storm of Fire ability may choose to use the Barrage special rule when resolving the shots.

________________________________________________________________________________________________________________________________


Rules for additional Characters are in the works (I know you all want to fight against scorpion, so ideas are welcome). Maybe you have some armywide special traits, which work for the wardens.

My alternate heresythread can be found here: http://www.bolterandchainsword.com/topic/312353-brotherhood-of-the-lost-the-wardens-of-light/

Edited by MikhalLeNoir
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To show, that the thread is not dead yet.

 

A small Update.

 

Now with a BLING!!!!

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Still far from finished, but they are on the right direction.
I want the belts be a more vibrant red. mine is always dark. Some advice?
 
 

 

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Work is slowly progressimg :smile.:

 

Some pics. As you can see, I am weathering the wardens now, and some salt still sticks on the models^^ Have to tone the weathering down a bit, at least the Wardens are not the Death Guard.

 

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And here some design studies for the "Lùth de òganach" with their commander Scorpion.
 

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They wield the Wardens exclusive ("Well, at least in the BotL-Timeline) developed Dual Chain Sabers.
Edited by MikhalLeNoir
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Legion: The Wardens of Light
Primarch: Gwalchavad, the Avatar of Light, The Blank
Home world: Caerbannog
Recruitment worlds: Caerbannog Sub System & Terra
Flagship: Peacebringer
Fighting Style: Heavy Weapons Artillery and Fast Close Combat
Special Traits: Pariah, no swords for pariahs. only Terran-born will use swords, so the pointcost for swords are 1,5 the normal price to show, that swords are very rare amongst the wardens.

Special Legion Equipement: Hidden Blades, Chain Tonfas, Double Saber.
Special Units: lùth de òganach, [falamh 's gun èifeachd] coimheadair, sraonadh doininn


GWALCHAVAD 480 POINTS
THE BLANK, THE AVATAR OF LIGHT



WS BS S T W I A Ld Sv
Gwalchavad 7 5 6 6 6 5 6 10 2+


Unit Composition[/font]
  • 1 (Unique)
Unit Type
  • Jump Infantry (Character)
Wargear
  • Mask "mwgwd ddi-rym"
  • Tonfas/Ellbowblades "Grandfather" & "Peacekeeper"
  • Armor of Light "trealamh gréine"
  • Hidden Blade
  • Jump Pack
  • Frag grenades
Special Rules
  • Primarch (Independent Character, Eternal Warrior, Fear, Adamantium Will, Fleet, Fearless, It Will Not Die, Master of the Legion)
  • Sire of the Wardens of Light
  • Wisdom of Ages
  • Very Bulky
  • Battle Meditation "The Eight Gates" (Na hOcht Gàidhlig )
  • Battle Meditation "Whirlwind from Beyond"(cuaifeach ó thar)
  • Battle Meditation "Dance of Death" (rince na marbh)
  • "Speed of Light"
SPECIAL RULES
Sire of the Wardens of Light
  • All models with the Legion Astartes: Wardens of Light (LA:WoL) special rule gain +1 Ld (to a maximum of 10).
  • Any unit with the LA:WoL special rule gain +1 to their Combat resolution results as long as they are within line of sight of Gwalchavad.
Wisdom of Ages
Gwalchavad always allows his foes to strike first, in order to better judge their fighting ability and see their true intent.


Gwalchavad gains +1 I per Round. This effect starts in Round 3. And cannot increase over a max of I 9 in Round 6.
So he has in round 1,2 I5->Round 3 : I6->Round 4: I7 ->in Round 5 I 8 and finally in Round 6 I 9.


Battle Meditation "The Eight Gates" (Na hOcht Gàidhlig)
If Gwalchavad is severely hurt, he performs the Battle Meditation "Eight Gates Form" (Na hOcht Gàidhlig). He focus entirely on the battle and releases the hidden powers which sleep deep within.

Gwalchavad gains additional Statbonusses for every 2 Wounds he receives. So if he gets down to 4 Wounds he gets WS + 1 and if he drops down to 2 Wounds he gets WS + 2 and S +1 If he heals a wound and rises above 2 Or 4 Wounds, then his Stats are reduced in line to his remaining wounds.


Battle Meditation :„ cuaifeach ó thar (Whirlwind from Beyond)“:
Instead of making normal attacks, Gwalchavad can instead choose to whirl himself around in spinning dance of death. If he does so, Gwalchavad inflincts a single automatic hit on all enemy models in base contact. Declare whether or not if Gwalchavad will perform a „Whirlwind from beyond“ before any blows are struck.


Battle Meditation „rince na marbh ("dance of death")“:
Although he hates violence, Gwalchavad is an amazing fighter, trained for centuries in the art of close combat. If Gwalcahvad finds a hole in the defense of an enemy and wounds him, he instantly unleashes follow-up attacks and try to overwhelm his adversary with a barrage of attacks.
For every unsaved wound caused by his ellbowblades „Grandfather“ or „Peacekeeper“ in close combat, Gwalchavad immediately makes an additional attack. These extra attacks can generate further additional attacks in the same way, until no further unsaved wounds are caused, or all of the enemies are slain. Attacks conjured this way ignore any FNP-Special Rule.

WARGEAR
The Mask "mwgwd ddi-rym": Givien to him by the lady of the lake to let him control his pariah powers, this archaic device is capable of focusing Gwalchavad's powers into a coruscating blast of energy which rips apart the target at the atomic level resulting in complete disintegration.

It has the following profile:

Range Strength AP Rules
Mask 12" 1 2 Assault 1, Piercing Gaze, Life Drain, Aetheric Blast

Piercing Gaze: All shots with this weapon are precision shots.
Life Drain: When used against a Psyker this weapon gains the Instant Death special rule.
Aetheric Blast: This weapon has a to wound roll based upon the Mastery Level of the target hit. ML0: 4+ to wound, ML1: 3+ to wound and ML2+: 2+ to wound.

Finally Gwalchavad may unmask himself and let his nature run rampant. He may choose to unmask at the beginning of any of his turns at which point he may no longer make use of his mask as a ranged weapon, but gains the following benefits. These changes last until the end of the game:
  • All fear checks caused by him are at -2 Ld
  • He may re-roll any failed Deny the Witch rolls.
  • Any attacks he makes in close combat cause Instant Death on a 5+ and gain the Soul Blaze special rule.
Weapons:
Ellbowblades "Grandfather and Peacekeeper":
Given to him by his brother primarch Daer'dd, Gwalchavad mastered the use of these in no time.These paired weapons are precisely balanced to enable Gwalchavad to unleash a barrage of strikes on his enemies, whilst protecting him from harm. Built inside is a H'rud entropic field which let Opponents who were hit age in mere seconds and reduce them to atomic dust.

Range Strength AP Rules
Tonfas - User 2 Melee, Rampage, Rending, Counter-attack, Two-handed, Blind, Murderous Strike

Armor:
"The Armor of Light" (trealamh gréine) : This artificial primarch Armour was given to Gwalchavad by his father to support him in his swift combat style.

The Armor grants Gwalchavad a 2+ save and Hit and Run


Speed of Light: Despite his size, he's too swift for some eyes to track.

Gwalchavad has a 4++ Invulnerable Save that can be re-rolled on a 5+.

Jump Pack: Hammer of Wrath (D3), Turbo-boost (12")

Hidden Blade: A model equipped with a hidden blade may make an additional single attack per turn as well as any they would normally be eligible to make. This is done using the weapon profile shown below:

Range S AP Rules
Hidden Blade - User -1 - Melee, Unexpected Strike

Unexpected Strike: This attack comes from an unexpected angle leaving opponents little chance to defend themselves. When rolling to hit for attacks with this special rule the target counts as having -1WS (to a minimum of 1).

The attack with the hidden blade doesn't count for the "dance of death" special rule.
..................................................................................................................................................................................................................................................................
Special Units

[falamh 's gun èifeachd] COIMHEADAIR


[falamh 's gun èifeachd] COIMHEADAIR 70 POINTS
WS BS S T W I A LD Sv
COIMHEADAIR 4 4 4 4 1 4 2 8 3+

Techmarine 4 4 4 4 1 4 2 8 2+
Empyric Manipulator - - - 7 2 - - - 3+

Unit Composition
  • 2 COIMHEADAIR
Unit Type
  • COIMHEADAIR: Infantry (Character)
Wargear
  • Power armor (COIMHEADAIR only)
  • Artificer armor (Techmarine only)
  • Bolt Pistol
  • Chaintonfa, Lance or combat blade
  • Frag & Krak Grenades
  • Servo-arm (Techmarine only)
  • Bike (only if Empyric Manipulator wasn't purchased)
Special Rules
  • Legiones Astartes (Wardens of Light)
  • Battle smith (Techmarine only)*
  • Psy-shield (Empyric Manipulator only)
  • Battle Meditation Hexagramic Wards (Warders only)
*A Techmarine may restore a single wound to the Empyric Manipulator with each use of it's Battlesmith ability.

Options
A COIMHEADAIR-Team may take:
- Up to 3 additional COIMHEADAIR.................................................... +30 points each
- 1 Empyric Manipulator with Techmarine............................... +60 points*
*Choosing an Empyric Manipulator changes the Warding Team's Unit Type to Artillery.

Psy-shield: If the Empyric Manipulator is not moved during the movement phase then until the beginning of it's next turn it produces a shield that covers everything within (3 x No. of COIMHEADAIR)". The Empyric Manipulator rolls Deny the Witch rolls for ALL units targeted within this radius (friend and foe) including blessings that effect units within the area. Each attempt to Deny the Witch gains a number of additional dice equal to the number of successes made on the harness roll. And all Deny the Witch rolls made by the Empyric Manipulator succeed on a 4+.

Battle Meditation "Hexagramic Wards": Each COIMHEADAIR adds one dice to the Warp Charge pool, but only in the enemy psychic phase.

Battle Meditation "Summon the Vortex": If the COIMHEADAIR-Team has not purchased an Empyric Manipulator then they must all be deployed within 6" of each other, but afterwards operate independently. Any turn in which all remaining members do not move during the movement phase summons a vortex that lasts until the beginning of their next turn. The vortex effects the entire battlefield and has the following effects:
  • If 1 COIMHEADAIR is alive then the vortex causes Psykers to suffer Perils of the Warp on any manifestation roll that includes two or more 6s and/or two or more 5s.
  • If 2 COIMHEADAIR are alive then the vortex causes Psykers to suffer Perils of the Warp on any manifestation roll that includes two or more 6s; and/or two or more 5s and/or two or more 4s.
  • If 3 COIMHEADAIR are alive then the vortex causes Psykers to suffer Perils of the Warp on any manifestation roll that includes two or more 6s; and/or two or more 5s; and/or two or more 4s and/or two or more 3s.
  • If 4 COIMHEADAIR are alive then the vortex causes Psykers to suffer Perils of the Warp on any manifestation roll that includes two or more 6s; and/or two or more 5s; and/or two or more 4s; and/or two or more 3s and/or two or more 2s.
  • If 5 COIMHEADAIR are alive then the vortex causes Psykers to suffer Perils of the Warp on any manifestation roll that includes two or more 6s; and/or two or more 5s; and/or two or more 4s; and/or two or more 3s; and/or two or more 2s and/or two or more 1s.
................................................................................................................................................................................................................................................................

Lùth de òganach 170 POINTS
WS BS S T W I A LD Sv
Lùth 5 4 5 4 1 4 2 9 3+


Unit Composition
  • 5 Lùth
Unit Type
  • Jump Infantry
Wargear
  • Power armor
  • Hand Flamer
  • Hand Melter (Squad Leader)
  • Chain Tonfa
  • Jump Pack
  • Frag & Krak Grenades
Special Rules
  • Legiones Astartes (Wardens of Light)
  • Psy-hunters
  • Favoured of Gwalchavad
  • Precision Strikes
  • Airborn
Options
The Lùth de òganach may take
- Up to 5 additional Lùth.................................................... +30 points each

Any Lùth may exchange its Chain Tonfa for
- Eviscerator(?)......................................................................... +18 point (well...it is a sword...)
- dual chain tonfas.................................................................?? (get parry as rule+ 1 A)
- dual chain sabre................................................?? point
The entire squad may take melta-bombs................................ +25 points

Favoured of Gwalchavad
A unit of Lùth de òganach may be chosen instead of a Command squad as a bodyguards for any Jump Pack equipped Praetor of the Wardens of Light Legion (Or the Primarch Gwalchavad himself). Lùth de òganach must always be modelled/painted to be visually distinct from standard Legion Assault squads/Command squads to avoid confusion.

Airborn
Any Luth de Oganach can both move 12" and always gets the impact hits on the charge together with the re-roll charge distances.
Psy-hunters
Collectively the Lùth de òganach are able to have negative effects on enemy psykers. Theyt count as being equipped with Psyk-out grenades.

Chain tonfas
Range S AP Type
Chain tonfas - User 6 Melee, Two-handed, Parry

Chain Dual Sabre - S+1 3 on Charge(4) Melee, Two handed, Duelist Edge

Battle Meditation: "Focus on the enemy"
A weapon with rule give its user a 5+ invulnerable save in close combat.


.................................................................................................................................................................................................................................................................


Sraonadh Doininn 165 POINTS
WS BS S T W I A LD Sv
Blaster 4 5 4 4 1 4 1 8 3+

Storm Leader 5 5 4 4 1 4 2 9 3+

Unit Composition
  • 4 Blasters
  • 1 Storm Leader
Unit Type
  • Blasters: Infantry
  • Storm Leader: Infantry (Character)
Wargear
  • Power armor
  • Heavy Bolter
  • Bolt Pistol
  • Frag & Krak Grenades
Special Rules
  • Legiones Astartes (Wardens of Light)
  • Storm of Fire
  • Trajectory Analysis Protocols
  • Preferred Enemy (Vehicles)
Options
The Sraonadh Doininn may take
- Up to 5 additional Blasters.................................................... +24 points each

All of the Space Marines in the squad (including the Storm Leader) may exchange their heavy bolters for one of the following other heavy weapon types. If chosen, then all the heavy bolters in the squad must be exchanged for the same weapon:
- Autocannon...................................................................... +5 points each
- Missile Launcher (with Frag & Krak missiles).......... +5 points each
- Plasma Cannon.............................................................. +15 points each
- Volkite Culverin................................................................ +10 points each
- Lascannon....................................................................... +15 points each
The Storm Leader may take the following:
- Augury scanner................................................................ +5 points
- Melta-bombs.................................................................... +5 points
- Upgrade to artificer armor.............................................. +10 points

Battle Meditation "A Storm of Fire"
A unit of Sraonadh Doininn may choose to initiate a Storm of Fire at the beginning of their shooting phase. If they do so they make a single attack, as a unit, with the profile of the weapons that they are carrying. However this attack has additional special rules depending on how many models are remaining in the squad:
1-3: No Storm of Fire shots may be made
4-7: Blast
8+: Large Blast

Trajectory Analysis Protocols
A unit of Sraonadh Doininn using their Storm of Fire ability may choose to use the Barrage special rule when resolving the shots.

________________________________________________________________________________________________________________________________


And here some WIP Design for the Lùth de òganach together with Scorpion. They wield the exclusive warden weapon, the Caerbannog Dual Saber.

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If you wand to see more pics, just look in my WIP-Thread over here :

http://www.bolterandchainsword.com/topic/303402-ave-dominus-lux-xi-legion-the-wardens-of-light-170815/page-4 Edited by MikhalLeNoir
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Just wanted to introduce you to a new friend of mine.

Say hello to Arngrim Valten, the Blademaster. Terran born he stands against everything Gwalchavad teaches, yet the wardens need people like him, who do the dirty work.

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And here some more Luth in the making

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Edited by MikhalLeNoir
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