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EX IL - The Ghost Walkers


depthcharge12

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XXth Legion. The Ghost Walkers

The Hot-Blooded, Scorpios Children, Black Sun Curs'd



Numeration: XXth Legion

Primogenitor: Coch'ise "The Fallen Star", "Scourge of Nations", Head Chieftain of the XXth

Cognomen Prior: "Pathfinders" was the sobriquet earned by the XXth Legion prior to discovery of their Primarch. They were commonly found supporting Imperial Army groups in an auxiliary capacity providing advanced recon and designating landing zones for the main advance. The Pathfinders were no mere picket force however, and would strike from their concealed forward observation points to cause chaos and provide brutal short range charges to relieve pressure on the Imperial Army lines. They were particularly fond of the brutal affairs in forest and urban warfare as it reduced the footprint of their legion force and focussed on the strengths of the Legion Astartes.

Strategic Tendencies: Close range assaults, recon by force, razing and exterminatus campaigns. Note - disposition of the legion is largely composed of destroyer and "despoiler class" units.

Notable Domains: Teutoberge (Homeworld), Hesperus (Legion Staging point), various other tribute and mechanicum domains pledged in service


"...Take away a man's father and he will give you sorrow. Take away a man's birthright, and he will give you war. My sons...this galaxy belongs to you."

-Attributed to Coch'ise, Primarch of the XXth Legion "The Ghost Walkers"


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Unknown Legionary - Red bands at wrists denote this warrior as a despoiler marine.

Edited by Lord Thørn
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Yeah, like the Legion Symbol. Kinda opposed to mine

Now complete with legion painter action :)

 

I took it as it represented a common symbol for the Sun by Native Americans. The Ghost Walkers Primarch is called the Fallen star from myth...so that made it easy.

 

http://www.bolterandchainsword.com/sm/bpe=d0d1ab&bpj=d0d1ab&bp=d0d1ab&bpc=d0d1ab&hdt=d0d1ab&hdm=d0d1ab&hdl=d0d1ab&ey=5bd3eb&er=d0d1ab&pi=d0d1ab&nk=d0d1ab&ch=d0d1ab&eg=d0d1ab&sk=d0d1ab&abs=d0d1ab&bt=d0d1ab&cod=d0d1ab&ull=d0d1ab&lk=d0d1ab&lll=d0d1ab&lft=d0d1ab&url=d0d1ab&rk=d0d1ab&lrl=d0d1ab&rft=d0d1ab&slt=5bd3eb&sli=d0d1ab&srt=5bd3eb&sri=d0d1ab&ula=d0d1ab&lel=d0d1ab&lla=d0d1ab&lw=d0d1ab&lh=d0d1ab&ura=d0d1ab&rel=d0d1ab&rla=d0d1ab&rw=d0d1ab&rh=d0d1ab&bg=FFFFFF&rb=ededdd&gr=FFFFFF&wg=true&hsk=true&aq=true&dm3=true&loin=7A0C0C&ai=730D0D&bs=000000&rkg4=FFFFFF&bpr=000000&cs=000000&frag=00AA00&krk=CC0000&spl2=533B1C&spr2=533B1C&/spacemarine.jpg

 

Assault Veteran legionary, 4th Battalion

 

Ah much better.

Edited by depthcharge12
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  • 1 month later...

Excellent start. Could you tell us more about Coch'ise?

Sorry I haven't been as active - one of the few reasons I'm able to write now is because I'm waiting with my mother in the ER.

 

 

Coch'ise is taciturn and guarded with how he talks to others. He holds few people in high regard, primarily due to his exacting standards, but also because he holds himself to a higher standard that sometimes he is unable to even reach. However, he will always lead from the front and will never let another man go in his stead - his honor and untrusting nature would never allow it.

 

Coch'ise and his gene sons would suffer from bouts of blood lust and be driven into bouts of fury on the eve of battle - this would be collectively be known as the Red Haze - where the warrior's vision would tint red and he would have tunnel vision. This wouldn't be a berzerker rage or fits of madness, rather, it would guide the warrior into a singular drive to kill a focussed target, hence leading to squads of "Hunter-Killers". If anything so crude could be equated, each legionnaire would be like a guided missile on their chosen target. They would fight with every fiber of their being when encountering particularly egregious enemies or ones that would taunt them in combat. This could lead to breaks of tactical, levelheaded nature needed for the heat of combat, however, it would drive the Ghost Walkers into a deadly weapon in the close confines of their preferred combat.

 

The choleric temperament of the legion left them with few friends (though they wanted fewer), however, the ones they did have were inseparable and the closest ones could have between separate legions. When fighting in theaters of combat with comrades from other legions, it was noted that the Legionaries would practice a ritual bonding with those that they found favor with in the heat of combat, and would become Blood Brothers - unbreakable ties of brotherhood and promised help or redemption depending on the situation.

 

Though few in number, the friends the XXth legion made were always exuberant in the praise of the legion. A bond once made would never be broken - sometimes even Ghost Walker contingents would leave half way through an engagement if they had recieved a distress call from a favored legion. One renowned leader from the Drowned legion remarked after a campaign:

 

"Though the sun may be hot and unyielding, you could rely on it to rise everyday and keep away the evils of the long night. So too could this be said of the Ghost Walkers and their Primarch."

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Here's a backstory to the quote ;) it may seem like a Drowned story but bear with me.

 

 

Solidarity. Pride. Honor.

 

These raw emotions bled through his men's minds and glowed to him like the bioluminescent aquatic life of his homeworld. Ironically, the Old Man thought to himself, the Gift was not needed to read these things from his brother's psyche, instead, each of the men at parade rest held their heads high and their chests out. Less than a Terran cycle ago, they would've been bleeding out into the damned planet below them, bearing a stain upon the Legion's impeccable record.

 

Commander Hennasohn, Lord of the Abyss, Helmsman of the Drowned Legion, or as he was known to his men - "The Old Man" - stood in polished plate at the head of the docking bay turned ceremony chamber aboard his ship, awaiting the arrival of the XXth legion envoy. The likeness of the current situation he was in caused the Old Man to grab the pulpit in support as his mind was flooded with a psychic flashback.

 

"Commander?" the young adjutant captain spoke to him, "are you..."

 

"Are you alright Commander?"

 

Knocked to the cursed ground by a bio plasma blast, Hennasohn accepted a hand up from the inquiring lieutenant. The blasted quasi daemons had been burning through the ranks of his men for the past week of this campaign he'd found the misfortune of receiving. To his men, the xenoforms were no different to any other his men had encountered, however, those lacking the Gift could not see what possessed the giant insectoid monsters into the raging forms they had been holding out against.

 

Hennasohn's command squad had largely been decimated by the blast as he ran his old eyes over the battlefield to survey the situation. His adjutant captain Ezrah was, unfortunately, just a soot outline on the ground as the beloved man sought to push his commander out of harms way. The daemon-bugs, or Locusti, as they were soon becoming known as, were rolling up the Drowned's right flank in a tide of maddened hunger. Without warning, the Locusti had descended from deep space and had been scouring Imperial worlds of life, the Emperor himself giving the orders to the Drowned to repel the tide and reclaim the lost worlds.

 

"Mot." Hennasohn swore in an ancient tongue. "Lieutenant, take your platoon and rally here, we must not let those damned bugs reach our grav artillery or we're all going to swim in the abyss."

 

The Drowned's predator and medusa mounted weapons threw large grav imploder shells that were slowing the Locusti's ravenous advance, and were likely all that stood between the Drowned and utter bloody annihilation.

 

Hennasohn looked back to the lieutenant who seemed as if he'd been struck by lightning. Hand pressed up against his mkIV helmet, the boy was dumbfounded as his vox set crackled to life.

 

"Boy, I said move your men over there, are your comms malfunctioning-"

 

"No commander...I...I don't believe it. We are...receiving reinforcements?"

 

Hennasohn damn near shot the young Astartes on the spot with his artificed pistol, however, the gene crafting gone into making the legionnaires protected them from mental degeneration. The Drowned were not to receive any reinforcements on this campaign that they were bleeding to, but they desperately needed to do something or the Locusti would eat through their lines until the Legion itself was destroyed. Hennasohn's eyes looked to the sky as his Torc armor buzzed at him of incoming objects.

 

Hurtling through the sky like a thrown tomahawk, cream and turquoise drop pods screamed into orbit and impacted the ground with a thundering roar. The Locusti were taken aback and reeled for a moment as dreadclaws slammed into their largest xenoforms and burned the ground beneath them. Chainaxe armed warriors warriors leapt from their drop harnesses and whooped their battle cry as they slammed into the rear of the Locusti lines and cut them down like wheat through a scythe. Astartes of the XXth legion, daubed in red patterns and known as Hunter Killers, descended through the portal on their dreadclaw to assault the mega insectoids, swarming them like wolves on the hunt.

 

In all his years as a warrior, Hennasohn was never so rooted to the spot in awe as the Ghost Walkers cleaved through the lines with unbound fury, unasked for, but not unwelcome. His armor chimed again as hulking cataphractii armored Astartes teleported around the Drowned's lines in a protective posture as they unleashed seven forms of hell with their combi bolters and man packed heavy weapons.

 

Astartes bedecked in personal totems and colorful robes that had come in the teleport assault wove through the lines of the Drowned, administering medical and spiritual aid to the dying or wounded. Hennasohn felt latent pulses of psychic energy and recognized the apothecaries as the famed "Medicine Men" - those who showed medical and psychic aptitude to heal men's wounds, both outside and in.

 

Within the space of a Terran hour, the Locusti were thoughly annihilated by the Ghost Walker assault and rallying of the Drowned's lines, snatching victory from defeat.

 

"Are you well Commander?" The newly appointed adjutant captain asked Hennasohn. "The Ghost Walker delegation just arrived on ship."

 

Hennasohn peered over the ad hoc pulpit he stood at as a loose formation of Ghost Walkers gracefully strode down the launch bay. The Astarte leading war party from their descended drop ship looked up at Hennasohn to greet him and took off his right gauntlet...

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  • 4 months later...

So long time no post, what are people's opinions on these rules?

 

Scorched Earth

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

 

Ghost Walk

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

 

Meteor Strike

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

 

Bound by the Ancients

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

 

 

It's supposed to reflect the nature of the Ghost Walkers (Native American fantasized combat). Lots of close combat "light" infantry (lacking transports but fast moving). They are supported by outriders and jetbikes that perform quick strikes and are constantly moving. A very infantry focussed army that enviably will force the player to pick only a few vehicles, that are generally suited toward tank killing (Venators, dreads, etc).

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I like them. I think it would be justified to allow the Meteor Strike to cover all models with the LA:GW special rule rather than just bikes/jetbikes. Also I think that the Primus Medicae and dreadnought requirement should be limited only to primary detachments, in the same way as the Word Bearers Centurion/Chaplain.

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Thanks guys!

 

Here's what I've got for Coch'ise:

 

Coch’ise, The Fallen Star

Points: 450

Stats:

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

Unit type: Infantry

Rules:

-          Primarch

-          Sire of the Ghost Walkers

-          Preferred Enemy (Independent Characters)

-          Move through cover (forests and ruins)

 

Wargear:

-          Fury and Lament

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

 

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

 

-          Thunderhead

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

 

Range: 12” S8 AP2 Sunder, Assault D3

 

-          The Oaken Plate

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

 

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

 

Special Rules:

-          Sire of the Ghost Walkers

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

 

 

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

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My only concern is that the Oaken Plate makes him able to run roughshod over other Primarchs in a duel (particularly the non 2+/3++ or T7+ ones). I would like to suggest that the armour instead limits the strength of incoming melee to a maximum of [user]. In that way he would have significantly increased resilience against anyone who looks to gain from their equipment. You could potentially also add something that means that you cannot re-roll to-wound rolls against him so shred and preferred enemy are of reduced effect. I think that would make him tough enough in combat without giving him a functional 2++ in melee.

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My only concern is that the Oaken Plate makes him able to run roughshod over other Primarchs in a duel (particularly the non 2+/3++ or T7+ ones). I would like to suggest that the armour instead limits the strength of incoming melee to a maximum of [user]. In that way he would have significantly increased resilience against anyone who looks to gain from their equipment. You could potentially also add something that means that you cannot re-roll to-wound rolls against him so shred and preferred enemy are of reduced effect. I think that would make him tough enough in combat without giving him a functional 2++ in melee.

I like that a bit, he's meant to be a one on one killer. I'd imagine there'd be some AP1 cc weapons though that'd negate his 2+ and bring him down to a 5++. Also, the armor doesn't protect him from ranged weaponry, so plasma gun squads would still annihilate him.

 

It's the trade off that he's a glass cannon, let him get into cc and you're likely going to get boned. But keep him at range and pie plate humans he'll be down quicker than a sack of potatoes.

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  • 2 months later...

A character I based off a well known character from the American frontier for those astute readers:

 

Sharpshooter Hawkeye

 

Hailing from Terra, the XXth legionary known as Hawkeye had a dubious past, one which is sealed beyond lock and key. Those within his legion whisper rumors that this Astartes was was an Assasin in training before being indoctrinated into the XXth legion. Even among those fabled pathfinders among the Ghost Walkers pale in comparison to Hawkeye's superlative tracking and hunting skills...seeming to meld into the forest upon a whim.

 

Still yet another feature distinguishes from his more choleric brethren as he prefers an instrument which earned the sobriquet "La Longue Carabine." An incredulously long firearm of antique vintage, the weapon fires a micro atomic sabot pellet through a magnetically rifled barrel, which penetrates its target before exploding in a similiar atomic fire to a volkite.

 

For all of his mythical nature and hidden death from afar, his Ghost Walker brothers renamed him Chingachgook, "The Great Serpent."

 

Hawkeye - Points 160

WS 5 BS 5 S 4 T 4 W 3 A 2 I 5 LD 10

 

•Independent character

•Infantry

•Marked for death (see seeker entry)

•Stubborn

•Shrouded

•Legion Astartes Ghost Walkers

•Support officer

•"Death waits for no man"

•Scout

 

Wargear

•Void hardened Recon armor

•Cameleoline cloak

•Shroud bombs

•La Longue Carabine

•2 Archeotech pistols

•Rad grenades

 

**Hawkeye may only join recon squads or seeker squads.

 

La Longue Carabine

Range: 48" S:X AP:2 Sniper (3+), Heavy 1, Murderous strike, deflagrate

 

"Death waits for no man"

When Hawkeye rolls to hit, when the die is a 4, Hawkeye may choose which model in the unit is hit. If the die is a 5 or a 6, then he may choose the model, and that model may not perform or have a lookout sir performed upon them.

Edited by depthcharge12
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Might need to write something about him soon.

 

BTW, in case I forgot to mention it in a message, as of an exemplary battle the Scions Hospitalier are By Order Only in terms of working with the Walkers. Unfortunate incident involving a city, nuclear weapons and phosphex.

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I will mention that Recon Armor can't be void hardened since they aren't hermetically sealable suits :p

 

Otherwise, S'cool.

And yes, we hate eachother now.

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Aww man I was trying to be like the cool kids :P Maybe a different form of plate for him then?

 

"World meld"

Hawkeye's unique armor, woven through with the skin of an arch predator of the legion's home world that contains chameleon like properties. It confers a 4+ save that lets him reroll failed cover saves against non-template weaponry used in the shooting phase.

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Given that that basically means he re-rolls all cover saves (templates ignore cover anyway) it might a little much in combo with both cameleoline cloak (stealth) and shrouded. It means that in practically any cover he would be getting a 2+ re-rollable cover save.

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Given that that basically means he re-rolls all cover saves (templates ignore cover anyway) it might a little much in combo with both cameleoline cloak (stealth) and shrouded. It means that in practically any cover he would be getting a 2+ re-rollable cover save.

I agree with you, but it should be impossibly hard to hit someone hidden in a good spot without saturation (blast weapons, flamers, etc), and that's kinda the point. He should be annoying, but resilient enough that a regular squad of dudes shouldn't be making him push up daisies. The opponent will have to dedicate some firepower to take care of him.

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  • 1 month later...
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