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IL X - The Fire Keepers


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#51
Demus Ragnok

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Replaced.

Edited by Demus Ragnok, 18 March 2016 - 09:57 PM.

Of Fire.

Fire gives light removing dark and shadow.

Fire gives purity driving out corruption.

Fire gives strength consuming weakness.

#52
simison

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I can't check points and stats details from my phone, but I really like what you've done conceptually. It really encapsulates the legion's psyker weakness.

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#53
Grifftofer

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They look to be about right, points wise, from my point of view at least. I would suggest dropping the cost of the artificer armour down to 10 points though as that is the standard across the Legion lists. I think that you should restrict the weapons oprtions on the initiates to maybe one in three, to stop them becoming a support squad with psychic powers. I am also very disappointed by the lack of a flamer option for the Initiates :P


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#54
Demus Ragnok

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Cleaning up

Edited by Demus Ragnok, 09 March 2016 - 11:42 PM.

Of Fire.

Fire gives light removing dark and shadow.

Fire gives purity driving out corruption.

Fire gives strength consuming weakness.

#55
Hesh Kadesh

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While I ponder on the Stormwall further have a look at this guy.

Chief Captain Jehu 210 points
Chief Captain of Tribe Nerius,Blood Brother to the Primarch,Commander of the 333rd Expedition

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

Wargear
Artificer Armor
Frag & Krak Grenades
Iron Halo
Bolt Pistol
Iona Wave Blade

Special Rules
Legion Astartes(Fire Keepers)
Independent Character
Master of the Legion
Jealous Command
Not Today
Orbital Bombardment
Warlord

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

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


Not Today
While Jehu is on the table his controlling player may force the opposing player to reroll successful reserve rolls. The second result must be taken.

Orbital Bombardment
Jehu commands the 333rd Expedition from the venerable Battle Barge Perditio Rex. In the heat of battle he can call upon the fire power of this great ship to scour enemies from the field.
Once per game if not locked in combat Jehu may call down an orbital bombardment with the following profile.

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

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

Warlord
Jehu always has the Strategic Genius warlord trait.

I've just realised that there could be a decent Bro-Team here of Hennasohn and Jehu ruleswise, although expensive. Hennasohn flat out makes enemies roll for reserve Turn 3, and you force the reroll of reserves. It's a shame we're both Jealous Commanders :P


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#56
MikhalLeNoir

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I know you posted it somewhere. But how does Niklaas look? I remember a beard and a hammer. What else? Armorvise? Would the perturabo modell fit as a base?

Open for Comissions, just PM me. The Wardens of Light were like golden blades, cutting down their enemies scarring the darkness.

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#57
Demus Ragnok

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I know you posted it somewhere. But how does Niklaas look? I remember a beard and a hammer. What else? Armorvise? Would the perturabo modell fit as a base?


Yes Pert would be a good base.
Of Fire.

Fire gives light removing dark and shadow.

Fire gives purity driving out corruption.

Fire gives strength consuming weakness.

#58
MikhalLeNoir

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Anything besides the short black hair and beard? Like robes or spikes all over the armor? Or hmm the armor is engulfed in everlasting fire?

Open for Comissions, just PM me. The Wardens of Light were like golden blades, cutting down their enemies scarring the darkness.

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#59
Demus Ragnok

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Anything besides the short black hair and beard? Like robes or spikes all over the armor? Or hmm the armor is engulfed in everlasting fire?


No robes, no cape, no bling. His battle armor is very simple and unadorned. After the first battle of the Insurrection he begins carrying smoking censors in remembrance of those lost in battle against traitors.
Of Fire.

Fire gives light removing dark and shadow.

Fire gives purity driving out corruption.

Fire gives strength consuming weakness.

#60
Demus Ragnok

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Armory of the Fire Keepers

Adamantine Mantle
All flamer,fusion,Volkite,melta and plasma attacks against a model with an AM have there strength reduced by 1.

Infravisor

Obsailan Falchion
Str:+1 AP:2 Melee -1 initiative

Shock Gauntlet
Str:user/x2 AP:-/2 Melee, Overcharge
May be purchased in addition to other Melee weapons. May not be taken along with digital weapons.
Overcharge: Once per game this weapon may make a single Str: x2 AP:2, Melee, concussive attack, declare this attack is being used before rolling to hit.

Arch Truncheon
Str:user AP:4 Melee, Haywire

Archeotech Carbine
Range:24 Str:6 AP:3 Rapid Fire, Master crafted

Graviton Warhead
Str:8 AP:2 Ordnance 1, Barrage, Large Blast, Concussive, Collapsing Singularity

Collapsing Singularity: Before firing the weapon roll a D6. On a roll of 1 the firing unit suffers 1 hull point of damage with no saves allowed. On a roll of 6 the attack is carried out with the Vortex rule.
If a Forge Lord or Kohathite Master is part of an army a single Medusa may upgrade to Graviton Warheads.

Masters of the Guilds
Among the ranks of the Fire Keepers legion there are those commanders who have mastered not only the leading of men but also the arts of stone, and steel, and circuits. These rare savants are the senior most masters of the War Guilds of the 10th legion. The Guilds were born long ago on Obsailes as a means to teach young men the skills to survive that harsh world. Over the centuries they became closed brotherhoods. The coming of the Emperor and the Mechanicum to Obsailes saw the Guilds find a kinship with the Adepts of Mars, and the Guild’s teachings found a home within the legion among those brothers with talent for iron and stone.

Legion Praetors may upgrade to one of the following Masters

Master of the Kohathite Guild
The Kohathites were the great builders of Obsailes, raising walls, and fortifying keeps to protect the people of that world from the beasts that roamed in the seemingly endless “ Long Nights”. Those who are experts at building structures also have an intimate awareness of how to break them down.
A Kohathite Master has a Cognis-Signum and a Nuncio Vox.
Heavy Support units in a detachment that includes a Kohathite Master gain Tank Hunter and Wrecker special rules.
All enemy units have their cover saves reduced by 1.

Master of the Merarite Guild
Merarites were the smiths and mechinators of Obsailes. Forging weapons and armor and maintaining machines from ancient times. It is to this Guild that almost all legion tech marines belong.
A Merarite Master has a Servo Arm, Battle Smith, and Feel No Pain special rules.
All models with the option to take Artificer Armor in a detachment with a Merarite Master may do so for free.
All units that are able to take grenades may upgrade to Rad Grenades.
Units able to take a Plasma Gun may instead take a Archeotech Carbine.

First draft of some more rule type things.

Edited by Demus Ragnok, 23 February 2016 - 05:38 AM.

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Of Fire.

Fire gives light removing dark and shadow.

Fire gives purity driving out corruption.

Fire gives strength consuming weakness.

#61
Demus Ragnok

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So by way of summary.

Units from 77th Expedition
The Big Red Mechanic (Niklaas) done
The Triakonta( monster hunter body guard unit) done
Super Chaplain done
Super shooty terminators/terminator destroyers(not sure yet) maybe done
Djozer equerry to the primarch with mad sword skills but crippled so not Sigismund


From the 333rd Expedition
Jehu blood brother to Nik and a tactical genius
Would like another special unit to show that Jehu thinks/fights differently than his brother/primarch

1445th Expedition
Former librarians no psyker tricks till after Insurrection can't be in army with Nik ( thinking of redoing this as an upgrade for vet tactical squad)
Want to do character to represent Niks guy that "watches" former librarians
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Of Fire.

Fire gives light removing dark and shadow.

Fire gives purity driving out corruption.

Fire gives strength consuming weakness.

#62
Hesh Kadesh

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Just had a look through the rules;

 

The Adamantine Mantle is something synonymous with old 40K players for providing Eternal Warrior equivalent. That is doesn't is a travesty to its name! 

 

Infravisor - awesome. Character option, or IC only? Character is a good shout.

 

Obsailan Falchion; is this a character or IC only option also? After seeing the rules for White Scars, Death Guard and Dark Angels, I don't see this as a problem. Depending on points (PFist equivalent), I'd give it the Reaping Blow special rule rather than just a flat -1 initiative. 

 

Shock Gauntlet, I'm not entirely sure what this entails. An at initiative S8 AP2 attack triggering Concussive is pretty rough. This sounds a little bit like a relic (35pts?) although I'd probably let it have the haywire special rule?

 

Arch Truncheon - whoa. As much as I love Haywire, depending on how easy it is to give access to this weapon, giving them a haywire melee weapon is asking for trouble. Just nopes Dreadnoughts. I'd possibly let it be a special type of Power Maul that triggers an additional automatic Haywire hit on a 6 to wound or penetrate?

 

Archaeotech Carbine - Don't see a problem with this, although it strikes as less a legion specific weapon, and more a general legion relic? A Vigilator with one of these, (or a Terminator, most probably) for +20pts could put some wounds down range. That said, having this legion with unique access to it as a none-relic weapon (like the Scions Hospitaller have Wave Blades) could be pretty cool.

 

Graviton Warheads - No Haywire? Am Disappoint. Having said that, the Drowned would happily make use of these? They'd also need to have some form of difficult terrain also?

 

Kohathite; Praetor with a Cognis and Nuncio? All Heavy Support gains Tank Hunter/Wrecker? Reduce all cover by -1? You're looking at +100pts of upgrades there in total. This blends a Master of Signal, Siege Breaker and grants half an Enhanced Targeting Array on every friendly unit; so +7pts a model, basically for just that bit. This could do with a scale back somewhat.

 

Alternatively, what about this;

 

(+50pt) "Kohathite Master"; In a detachment including a Kohathite Master, any Legion Medusa may exchange their normal ammunition for Phosphex Shells and/or any one Legion Medusa may exchange any other form of ammunition for a Graviton Warhead. In addition, immediately before the game starts, a Praetor of this guild must choose to gain either benefits of either the Master of Signal or Siege Breaker Consuls. No additional equipment may be purchased for them, although they gain any of the upgrades mentioned in the consul entries as normal.

 

Merarite rule is similar, although I'd just simplify it;

 

(+50pt) "Merathite Master"; A Praetor of the Merathite Guild gains the Feel No Pain (5+) and the Consul special rule, but must select the Forge Lord. Any Servo Arm may be exchanged for a Machinator Array (+10pts). 

 

The rest of the benefits (Rad Nades and free Artificer) are something that feels more like RoW worthy. Otherwise, you're paying for whatever cost you elect to give free Artificer Armour to a sergeant. 


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#63
Demus Ragnok

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Masters of the Guilds
Among the ranks of the Fire Keepers legion there are those commanders who have mastered not only the leading of men but also the arts of stone, and steel, and circuits. These rare savants are the senior most masters of the War Guilds of the 10th legion. The Guilds were born long ago on Obsailes as a means to teach young men the skills to survive that harsh world. Over the centuries they became closed brotherhoods. The coming of the Emperor and the Mechanicum to Obsailes saw the Guilds find a kinship with the Adepts of Mars, and the Guilds’ teachings found a home within the legion among those brothers with talent for iron and stone.

Legion Praetors may upgrade to one of the following Masters. A Master loses access to Praetor wargear options and Legion Command Squads but retains the Praetor special rules.

Master of the Kohathite Guild
The Kohathites were the great builders of Obsailes, raising walls, and fortifying keeps to protect the people of that world from the beasts that roamed in the seemingly endless “ Long Nights”. Those who are experts at building structures also have an intimate awareness of how to break them down.
(50pts) A Kohathite Master may gain the benefits and options available to either the Master of Signal or the Siege Breaker Consul.
If a Kohathite Master is taken a single Legion Medusa may take Phosphex Shells or Graviton Warheads in place of its normal munitions.

Master of the Merarite Guild
Merarites were the smiths and mechinators of Obsailes. Forging weapons and armor and maintaining machines from ancient times. It is to this Guild that almost all legion tech marines belong.
(50pts.) A Merarite Master gains the benefits and options available to the Forge Lord Consul. A Merarite Master has the Feel No Pain(5+) rule. A Servo Arm may be upgraded to a Machinator Array for 10pts.

Master of the Gershonite Guild
The Gershonite Guild was the smallest of the Obsailan Guilds. It was also the most mysterious. The history of the Guild before the Imperium came to Obsailes is whispered rumor. What is known is that the Guild found a place among the Fire Keepers Legion. Upon taking command the Primarch Niklaas dismantled his legions’ existing Librarius and placed the former members under watch of the Gershonites. Despite the association with the former librarius those believed to be members of the guild have only ever been seen in battle where massed Automata were deployed.

Armory of the Fire Keepers

Any non unique Character or Independent Character may take

Archeotech Carbine 20 points
Range:24 Str:6 AP:3 Rapid Fire, Master crafted
(Unit must have access to a bolter to be able to take a Archeotech Carbine)

Cyber Familiar 15 points

Infravisor 5 points

Obsailan Falchion 20 points
Str:+1 AP:2 Melee

Any Praetor may take

Adamantine Mantle 20 points
Grants Eternal Warrior

Vehicle Equipment

Graviton Warhead
Str:8 AP:2 Ordnance 1, Barrage, Large Blast, Concussive, Collapsing Singularity,Haywire,Seismic Shock

Collapsing Singularity: Before firing the weapon roll a D6. On a roll of 1 the firing unit suffers 1 hull point of damage with no saves allowed. On a roll of 6 the attack is carried out with the Vortex rule.

Seismic Shock: Models that suffer wounds or lost hull points from this attack may only move half their normal movement, may not run,Charge or go Flat Out and count as being in dangerous terrain on their next turn.

If a Forge Lord or Kohathite Master is part of an army a single Medusa may upgrade to Graviton Warheads.

Relics

The Silver Axe 40 points
Strength:+2 AP:2 Melee, Armorbane, Instant Death, Unwieldy

Never psychically potent the librarians of the Tenth Legion began operating in large conclaves at their founding. Despite training with librarians of the First and Fifth Legions those of the Tenth only ever became adept at Pyromacy. With the discovery of their primarch and the renaming of the legion as Fire Keepers some regarded the coincidence as extraordinary.
The Gershonites were a war guild of Obsailes, the majority of the librarius was subsumed into this new order, placed under Obsailan commanders within Tribe Mogon. Mogon was assigned to the 1445th Expedition and sent to the far side of the Imperial frontier. Far away from a primarch that held nothing but hatred for "witches".

Veteran Tactical Squads taken as Elite choices may upgrade to a Librarius Conclave. This upgrade may not be taken in a detachment that includes the Primarch Niklaas, High Chaplain Hezekiah, or a Chaplain Consul. These upgrades replace the option to take a Veteran Tactic. Other options may be taken for the squad as normal.

Gershonite Conclave 45 points
Unit gains Brotherhood of Psykers Mastery Level 1
Sergeant replaces Close Combat Weapon and Bolter with a Force Weapon.
May take psychic powers from Pyromancy.

Gershonite Conclave Prime 65 points
Unit gains Brotherhood of Psykers Mastery Level 2
Sergeant replaces Close Combat Weapon and Bolter with a Force Weapon.
May take psychic powers from Pyromancy or Telekinesis.

Edited by Demus Ragnok, 15 March 2016 - 02:26 AM.

Of Fire.

Fire gives light removing dark and shadow.

Fire gives purity driving out corruption.

Fire gives strength consuming weakness.

#64
bluntblade

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A Fire Keeper, a Crimson Lion and a Warrior of Peace all go into a toxic wasteland...

-----

A field full of corpses, before the fighting had even began. Well, Assault Captain Thirgen considered, he'd never seen it that way round before. Could anything better exemplify the abhorrence of the psyker and xeno?

The dead marched in misshapen ranks. They had been grafted together by despicable surgeries and animated by Warp-sorcery. Some sported extra limbs ending in clubs of bone. Others carried blades of dull iron. Most were bundles of bone and dessicated skin, but many were bloated horrors of rot and maggots. Thirgen was grateful for the weak light of Barbarus’ sun, as it barely illuminated the foulness before.

They numbered in the tens of thousands, lurching down the valley towards the men who challenged their masters for control of the planet. A phalanx of Crimson Lions stood immobile and defiant, alongside formations of Fire Keepers.

Niklaas had initially deployed the Astartes at his disposal in small groups, with single companies being sent to every human settlement the expedition found once the plight of the natives became clear. When the alien necromancers sent their corpse-thralls to claim more victims from the humans, they were met with flamers and chainblades.

Soon the Astartes were venturing into the fog, their armour impervious to the poisons, pursuing the warlords and putting any they caught to the sword. Hectarion had offered his brother the service of a III Legion Clan, and Niklaas gladly accepted. He wanted nothing less than to crush these xenos, and teraform the planet to purge it of their filth. To begin with he had pursued his usual tactics, breaking the sorcerers' fortresses, but now the aliens had changed their strategy, and forced him into open warfare.

As the scale of the threat became clear to the cruel rulers of Barbarus, the mightiest of these sorcerer-lords came forth to unite his foul ilk. Under his leadership they pillaged every tomb and utilised every screed of their vile grimoires, building an army the like of which Barbarus, and perhaps the Galaxy, had never seen before. Not content with reanimating the dead, they had taken whatever they could find of Barbarus’ wildlife. The results were grotesque hybrids and beastfolk, some of which stood taller than an Astartes, all ripe with decay.

Here and there, a warlord rode upon a steed of bone and withered sinews. They were gaunt, reptilian things with yellow-grey skin and pitiless eyes, armoured in rust and bone and crowned with twisted metal. Many carried whips, torturous blades and staves flickering with noisome light. Their leader, however, held a great scythe of iridescent metal, the bone handle scrimshawed with obscene runes. He was crowned with tarnished silver and misshapen horns, and, standing as tall as the Primarch he exuded a terrible authority and power.

His eyes never left the waiting enemy, and they shone with what looked like hunger. No doubt he desired to wreak fresh atrocities on the Astartes’ flesh, and forge unprecedented horrors. The idea of such blasphemy comitted on the Emperor's work infuriated Thirgen, and he had to work to restrain himself. Niklaas will make them pay, but for him to succeed we have to follow our orders. Those orders were to remain hidden until the signal came, so here they crouched among the foliage with their fellow assault troopers from the Lions.

Not that the Lions were finding it easy. The Getae were the youngest and most eager of the Clans, and Thirgen frequently had to reprimand them with a blink rune for growling and revving chainswords. Why did they have to send us Clan Daran? Baldan would be perfect for this world. Fortunately the noises were obscured by the shouts coming from the main force. At least Niklaas had no problems keeping them in formation; even with a Chapter Master from another legion they might have slipped their leash. But no one was about to shame his Legion under the eyes of a Primarch.

Thirgen himself had to fight to keep the kill-urge in check as his brothers and the Lions strode forward and the war cry boomed out as his Primarch led them toward the enemy. Artillery opened up behind them, striking deep into the enemy ranks and raining down rotten flesh. Jets of promethium and Bolter fire lit the front ranks. The dead things burned and great chunks of gore were blasted from them, but they kept coming. Then blades were drawn and Niklaas’ hammer smashed into the putrid foe. Surrounded by his Triakonta guards, he laid into them, every blow echoing like thunder and scattering limbs.

On a front as wide as the valley itself, the two sides met in a mass of seething flesh and ceramite. The reanimated were destroyed in their hundred, but the Astartes were not without losses. Here and there battle-brothers were dragged down and ripped apart, or crushed under the rotten behemoths that now barged forward to attack. Niklaas and the Terminator squads moved to intercept them, and the intensity of the combat was redoubled.

The Imperials regained the initiative as Niklaas battered aside a four-armed giant and stove in a horned skull, but now some of the warlords joined the fray as well, turning their foul witchery on the invaders. Artillery salvoes burst in the air, well before reaching their targets. Astartes were engulfed in pallid green fire or found themselves entangled in roots that struck at them from the ground. Under the direction of the silver-crowned necromancer, the sheer weight of the dead would see them roll over the Imperials, even with Niklaas at their head.

Except that Niklaas had not banked solely on brute force to win this battle. Flares suddenly shot skyward from the Imperial ranks, and in response Thirgen and his comrades gunned their jump packs, the Lions roaring as they broke cover. Swooping low over the dead army, they let loose on the flanks with jets of promethium and krak grenades. Gaps appeared in the putrid ranks, and several of the warlords were thrown into confusion. But even this was a feint of sorts. Amidst the carnage, none of the enemy spotted the other objects they dropped near the warlords, or if they did, they failed to understand their significance. Jade flight flared throughout the ranks of the dead, and suddenly there were Astartes in their midst, clad in shimmering black.

The Warriors of Peace. When the sorcerous nature of the xenos had become clear, Niklaas had petitioned his Pariah brothers for assistance. The Jade General had been the first to respond, lending him three companies of the null-warriors. Anchored by their Terminator squads, these now struck at the heart of the dead army, and their remarkable powers dampened the necromancers’. Wherever they fought, the odious flames were extinguished and their minions lost something of their momentum as the warlocks struggled to maintain their hold on them.

Even as the enemy reacted the Warriors of Peace, abetted by the Fire Keepers' assault squads, began to target the warlocks. Thirgen swooped down to take a witch’s head with his power sword, and felt a fierce rush of satisfaction as the xeno's retinue of corpses crumpled around their fallen master. Below him, Terminators pulled the xenos from their mounts and crushed them underfoot, or pulverised them with gunfire. The Warriors of Peace fought with surgical precision, never attacking except to kill as efficiently as possible. They moved with a cohesion that put even other space marines to shame, and the dead army was helpless to resist. It was a glorious feeling, and Thirgen grinned as the enemy burned under their righteous anger.

The greatest of the sorcerers watched his army disintegrate, and knew he had only one chance to avert disaster. He urged his mount toward Niklaas. But there was no concealing his advance, and Niklaas leapt to meet him. A crash, and the warlock sprawled in the dirt, still gripping his broken scythe. Niklaas’ hammer descended, and the monster's head was reduced to a ruin of bile-yellow blood and bone. With that, the remaining corpse-things went limp as death reclaimed them.

-----

Hours later, the field was one vast funeral pyre as the bodies of the necromancers burned along with their creations. Niklaas stood on a ridge, his officers behind him, watching with satisfaction. “There is no finer thing than to burn such putrescence from the Galaxy,” he intoned, turning to the Warriors of Peace captains. “I am glad that your Primarch also understands the foulness of the sorcerer. I thank you for your aid today.”

The officers bowed, politely accepting his thanks. With nothing else to say, they withdrew; other warzones called and their companies were already preparing to leave. The Lions too were withdrawing, as Mechanicus ships descended to begin the process of terraforming the world and making it hospitable to humans. Despite his respect for them, Thirgen was glad of the nulls' departure. His commander noticed and inclined his head in acknowledgement. “Aye, the Pariahs are difficult to coexist with. However, they are our finest weapon against the witch. As we advance, they shall become more and more vital to purifying mankind.”

Thirgen couldn't think of a response, so instead he asked, “Where are we to go after this?”

“We have summons from the Emperor” the Primarch replied, and let slip a rare smile. “We are to reunite with the rest of the Legion over Carpathia, and then you, with a select group of your brothers, will accompany me to Terra. Evidently, whatever we missed at the Triumph, it was quite the occasion."

Edited by bluntblade, 15 March 2016 - 09:19 PM.

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#65
simison

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Two errors. One, the primary color of the Warriors of Peace is black armor. Two, you wrote 'Warriors of Light'. 

 

Other than that, I think you captured them very well.


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#66
Sigismund229

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There was one small error in your mention of the Lions assault elements. Those would be the getae and they're the youngest and most glory hungry of the Lions so getting them to lie in wait would be difficult to say the least. There'd be at least some revving of chainblades, growls, curses muttered and they'd be straining at the leash to charge in to battle.

Other than that though I liked it

Edited by Sigismund229, 08 March 2016 - 03:19 PM.

The Brotherhood of the Lost

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The IIIrd legion, the Crimson Lions formerly known as the Blood Wolves. http://www.bolterand...-crimson-lions/

 

 

 

 


#67
MikhalLeNoir

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There was one small error in your mention of the Lions assault elements. Those would be the getae and they're the youngest and most glory hungry of the Lions so getting them to lie in wait would be difficult to say the least. There'd be at least some revving of chainblades, growls, curses muttered and they'd be straining at the leash to charge in to battle.
Other than that though I liked it



Well that could be cool if implemented. Their captain tries to keep them and they are really wild and want to fight. I can feel the tension. Especially if the commanding officer is from another legion.


Two errors. One, the primary color of the Warriors of Peace is black armor. Two, you wrote 'Warriors of Light'. 
 
Other than that, I think you captured them very well.



Well, later at the scouring we can make a chapter consisting of wardens of light and warriors of peace ;)

Edited by MikhalLeNoir, 08 March 2016 - 05:15 PM.

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Open for Comissions, just PM me. The Wardens of Light were like golden blades, cutting down their enemies scarring the darkness.

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#68
Sigismund229

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There was one small error in your mention of the Lions assault elements. Those would be the getae and they're the youngest and most glory hungry of the Lions so getting them to lie in wait would be difficult to say the least. There'd be at least some revving of chainblades, growls, curses muttered and they'd be straining at the leash to charge in to battle.
Other than that though I liked it




Well that could be cool if implemented. Their captain tries to keep them and they are really wild and want to fight. I can feel the tension. Especially if the commanding officer is from another legion.

 

A commander from another legion would have a very difficult time holding the getae on a leash(especially seeing as the CL commanders tend to let them charge in and cause as much damage as possible) as they don't have much respect for authority figures who they haven't seen fight and bleed alongside them. If there's sperothai(CL who never grew up enough to leave the getae. Think Lukas the Trickster) present then I wish any commander, III legion or otherwise, good luck controlling them. 


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The IIIrd legion, the Crimson Lions formerly known as the Blood Wolves. http://www.bolterand...-crimson-lions/

 

 

 

 


#69
bluntblade

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Tweaked. The Getae have a Primarch watching, they don't want to look bad in front of Niklaas.

Edited by bluntblade, 08 March 2016 - 06:25 PM.


#70
Demus Ragnok

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Commanders of Fire Keepers Legion

Niklaas Primarch of the Tenth Legion, The Steel Prince, Witchbreaker

Djozer Equerry to the Primarch

Naihab Paragon of the Legion

The Three
Tachmon, Ahoth, and Harar
Answering only to Niklaas these are the senior most commanders of the legion, out ranking even the twelve Chief Captains.

The Judges The Chaplains of the Fire Keepers
The Judges were a tradition among the Obsailan tribes from time long forgotten. They served as civil mediators, business arbitrators, and criminal prosecutors. They were also task with keeping vigil against the taint of the witch. It was from this tradition that the chaplain corp of the Fire Keepers Legion was born.

Masters of the Guilds
Among the ranks of the Fire Keepers legion there are those commanders who have mastered not only the leading of men but also the arts of stone, and steel, and circuits. These rare savants are the senior most masters of the War Guilds of the 10th legion. The Guilds were born long ago on Obsailes as a means to teach young men the skills to survive that harsh world. Over the centuries they became closed brotherhoods. The coming of the Emperor and the Mechanicum to Obsailes saw the Guilds find a kinship with the Adepts of Mars, and the Guilds’ teachings found a home within the legion among those brothers with talent for iron and stone.

Master of the Kohathite Guild
The Kohathites were the great builders of Obsailes, raising walls, and fortifying keeps to protect the people of that world from the beasts that roamed in the seemingly endless “ Long Nights”. Those who are experts at building structures also have an intimate awareness of how to break them down.

Master of the Merarite Guild
Merarites were the smiths and mechinators of Obsailes. Forging weapons and armor and maintaining machines from ancient times. It is to this Guild that legion tech marines belong.

Master of the Gershonite Guild
The Gershonite Guild was the smallest of the Obsailan Guilds. It was also the most mysterious. The history of the Guild before the Imperium came to Obsailes is whispered rumor. What is known is that the Guild found a place among the Fire Keepers Legion. Upon taking command the Primarch Niklaas dismantled his legions’ existing Librarius and placed the former members under watch of the Gershonites.
The First Company
Though a company in name the First is closer to a chapter in size. This force is composed entirely of veteran terminators and their support elements. The First is most often led into battle by Niklaas himself, a hammer to crush the enemy.

The Second Company
Like the First Company, the Second is called a company but, is in fact, far larger. Composed of Astartes vowed to the War Guilds as well as Mechanicum and human Auxillia the Second answers directly to the Primarch. The primary function of this force is the construction of specialized structures (such as the Coliseum on Baal), the appropriation and study of STCs and other advanced technologies, and unusual and unconventional breaching and siege engagements.

Heraldry of the Tribes

Esus – two white axes crossed on a black field

Mogon- a red mountain crowned with white stars on black field

Esus and Mogon serve along side the 1445th Expeditionary Fleet.

Nerius- a scepter clutched in a sea serpent's coils
Chief Captain Jehu of Tribe Nerius is Lord Commander of his own 333rd Expeditionary Fleet.

Grannus- gold sun disk on red field
Considered Niklaas’ own tribe includes First Company

Rudianos –red horse on white field

Smertrius –black dragon on white field

Leucetios –silver lightning bolt on black field
Chief Captain Mykaal is the only commander beside Niklaas to have a Triakonta body guard

Intarabus –black wolf on white field

Vindonnus –black horse head breathing fire on white field

Barinthus- silver sword on black field

Dispater- red spiked helm on black field

Ankou- two white scythe on red field

Edited by Demus Ragnok, 14 May 2016 - 06:11 PM.

Of Fire.

Fire gives light removing dark and shadow.

Fire gives purity driving out corruption.

Fire gives strength consuming weakness.

#71
Demus Ragnok

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Edit.

Edited by Demus Ragnok, 15 March 2016 - 07:42 PM.

Of Fire.

Fire gives light removing dark and shadow.

Fire gives purity driving out corruption.

Fire gives strength consuming weakness.

#72
Demus Ragnok

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I find my every attempt at legion rules very much lacking.
Of Fire.

Fire gives light removing dark and shadow.

Fire gives purity driving out corruption.

Fire gives strength consuming weakness.

#73
Grifftofer

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Anything specific you're having trouble with? Or is it just a general thing? Either way I can offer my time (and "expertise" :P).


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#74
Demus Ragnok

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Anything specific you're having trouble with? Or is it just a general thing? Either way I can offer my time (and "expertise" :P).

CRUSADE ARMY LIST APPENDIX THE FIRE KEEPERS

Legion Astartes Fire Keepers

Legion Astartes: May always attempt to regroup regardless of casualties.

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

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

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

Legacy of Obsailes: The Fire Keepers home world of Obsailes has ever been home to all manner of danger. Long cold nights, violent storms and monstrous beasts both natural and unnatural. These conditions force those who survive there to become unyielding warriors.

I'm happy with this much of what I've come up with. But here I get bogged down. I suppose my primary frustration is that I want the FK to be unique both within the Broverse and when compared to the Canonverse. I don't want Iron Warriors or Salamanders or Death Guard or Imperial Fists.

So far I have a no psyker, infantry focused, force that is hard to break. But then I feel that they need that "something".

To take a position held by FK legionnaires requires killing them all. They will not yield. But at the same time to be assaulted by the FK is like the rising sun, unstoppable.

And I can't put rules to those concepts that please me.

Edited by Demus Ragnok, 15 March 2016 - 09:08 PM.

Of Fire.

Fire gives light removing dark and shadow.

Fire gives purity driving out corruption.

Fire gives strength consuming weakness.

#75
Grifftofer

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Well with them re-rolling 1D6 for most morale effects I think they have unyielding down pretty well, anything more would likely be overkill. Though if you disagree I did have one idea for them getting +1Ld when making regroup rolls (max 10).Would mean they try to fall back into a more defnsible position and not just run away.

For the assault side. Maybe a conditional Hammer of Wrath (based on distance charged)? Or a better idea that just came into my head is that before rolling they may choose to take a fixed value for charges (say 6 or 7"?) That way their assault would be a foregone success, but it doesn't specifically help them win like the rules of a 'true' assault legion.
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