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An attempt to fix Horus Heresy Dark Angels

horus heresy dark angels

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#1
The Observer

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Hello everyone! I decided to post this up here, because a lot of HH players in my area are disappointed by the mess that the 30k Dark Angels rules are. Several issues seemed particularly egregious to us:

 

1.) Horrible or downright unplayable Rites of War (See the Stormwing and the Deathwing Rites of War in particular)

2.) Confused rules writing (See Enigmatus Cabal, Farith Redloss and Marduk Sedras' inability to utilize his special rule if in a Dreadwing RoW)

3.) Overcosted and oftentimes useless Hexagrammaton rules

4.) A legion trait that is very limited in use (Sure, quite a few things such as praetors, tacticals, despoilers and destroyers may profit from it but nobody is taking Terminators, Centurions or Sergeants with swords - AP2 is just too much of a must in that regard)

 

Thus, I have decided to homebrew large parts of the DA rules section (With heaps of help from players around me). We have playtested these for about one and a half months now (around 20 games ranging from 1k to 4k in points) and have come to the conclusion that we are slowly inching in on something that we would consider not just playable, but also more similar in power level to legions such as the Blood Angels, White Scars, Space Wolves and the updated Night Lords.

 

I'll spoiler each section as the rules blocks are pretty big - each spoiler section includes my thoughts as to how or why something was decided upon. Feel absolutely free to use these yourself. I'd appreciate your thoughts, suggestions and criticisms in this matter - I have never homebrewed anything to this extent so your words will be invaluable to me.

 

Spoiler

 

Legion Equipment

 

While the two swords we received are pretty cool, a lot of use have used the crow's beak hammers that come with the Ravenwing Knights kit from 40k for our units and sergeants - so we decided to make both a cool legion item as well as grant our sergeants some legion-native AP2 options. We have also decided to make the Calibanite Charge Blade more widely available to the army as well as patch it up slightly, as we think it's a bit too naff for a Unit that completely centers itself on slaying characters.

 

Spoiler

 

Now, we move to the Rites of War. You will be quick to notice that there are only four Rites of War here (Fire, Death, Dread and Stormwing). The reason for that is simple: I consider the two Protocol rites of war (the ones from book 6) to be the best Dark Angels Rites of War out of any that were written for the First Legion and as such have oriented myself on those when coming up with the other four Protocols. Me and my group still use the Ironwing and Ravenwing Protocols on the regular, so we didn't really need any newly written up ones. As you will see, the four following Rites of War add significant bonuses to the army in question, but they also impose a lot of limitations. You will also notice that attention was paid to encourage people to play their units as specific Scions. I.e. your compulsory units must belong to a particular Wing but the advantages given out with the Protocols are only accessible to Scions of the Wing in question.

 

The Deathwing Protocol

 

Spoiler

 

The Stormwing Protocol

 

Spoiler

 

The Firewing Protocol

 

Spoiler

 

The Dreadwing Protocol

 

Spoiler

 

Phew, lots of writing.

 

A few final notes: Some of you may notice that all of the Protocols introduce Legion Veterans as potential troops. This has been done for both crunch and fluff reasons. I've noticed that people like Veterans - they want to build them, paint them and fully lean into legion aesthetics and gimmicks that may otherwise feel like too much on more run-of-the-mill squads like Tacticals. They are fun to build and come with so many options that they can fulfill completely different purposes in different armies. This is an option for people to make their armies more varied or to have units pull double duty if they want to be able to run several different RoW. Fluff wise, Crusade tells us that one of the reasons the Dark Angels were so successful as a force was because the hosts and wings heavily relied on their veterans teaching new recruits and sharing their wisdom with them - as such, I wanted to give people the ability to display that on the table. Once Wings are assimilated into proper forces, the veterans pull together in much larger numbers and the expertise of all wing-members becomes apparent - or so I imagine it at least.

 

If you have made it this far, then I want to say thank you for taking your time to read this. Thank you even more, if you contribute anything to this - be it kind words or sharp criticism, I appreciate both in equal measure and am very reliant on what you think concerning balancing and power-levels.

 

The next post will contain my attempts at working out a new/less confused version of Farith Redloss as well as an overhaul of the Scions of the Hekatonystika.

 

Have a good one,

 

The Observer


Edited by The Observer, 18 January 2021 - 01:27 AM.

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#2
Metaliptica

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Only my humble opinion here :

 

I like the change to the LA DA and points adjustments to the scions rule. That said : the additional weapons aren't really necessary and the calibanite Hidebreaker is too powerfull IMO (compare it to the WS glaive and you'll start to know why). The change to the original LA rule is already powerfull and is sufficient enough.

As for the RoW : not going to lie I like what you did here. At least the idea and fluff behind them. 

Can't wait to see your take on the rest :) 


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#3
The Observer

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Thanks, Metaliptica! I've logged your suggestions in my file. I think it might be the smartest to cut the additional rules as you suggest - the new LA does seem to take care of most issues in hindsight, if not all of them. :)
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#4
Cadmus Tyro

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Ok, so the first thing I’m going say, and you’re not going to like this, is that your legion is in an incredibly privileged position. I get that some of the rules are less competitive, but that is something that is common to almost all legions.

The Alpha legion are my main force, headhunters lack synergy and are overcosted, lernaeans have odd mixed weapon options. I could argue the headhunter leviathanal is unusable. But non of that stops me using those options, in fact one of my most enjoyable games was using headhunters and their RoW, I lost by virtue of the victory conditions, but the game was so immersive and fluffy, that didn’t matter.

I too long for a day when all options to every legion are fully useable, and balanced, but the history of 30k (and its haphazard support) and the complexity of rule writing suggests this will never happen.

Onto the rules, bravo for taking the time to consider the improvements. I’m not going to comment on everything, I’m not a DA player, but I will make a comment on a few obvious issues.

Generally, small rules tweaks are all that’s needed to move something from being terrible to viable. So try making a small adjustment first and then play test the outcome.

The obvious issues for me are:

1. Eskaton imperative, this is a fluffy and useable RoW without any tweaks. The fact you have to all take dedicated transports is actually a balancing factor. Giving access to rad and phosphex whilst fluffy, encroaches on the death guard RoW. It’s not needed. Your basic troops (destroyers etc) already have access, avoiding the tactical tax is advantage enough.

2. Veteran tactical squads in all RoW as compulsory troops, again unnecessary. It invalidates “chosen duty” and “pride of the legion”, it takes away from the flavour of your DA RoW. Pride of the legions only real benefit is to put vets and terminators into the troops slot, at the cost of potential lost VPs. Chosen duty requires you to run a delegatus, so no LoW and your probably only going to run it at low points levels. There’s nothing to balance the inclusion of veterans in each RoW.

3. Wide access to AP2 initiative CC weapons. Again this detracts from other legions unique ability (BA/WS). AP2 initiative CC weapons should be a rarity, to those legions who posses them it adds character they are both famed for their martial skill and speed in combat.

It’s widely supported that the DA were masters of all forms of legionary warfare. But I still believe that individual legions that focus on a particular variant of war would outperform them. IH with their tanks and mechanicum ties, DG with their predilection for rad and phosphex, WS for their rapid strike tactics etc etc.

I think the current DA rules represent that reasonably well, access to a lot of options, at a cost.

Hope that helps in some way,

Cadmus
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Alpha legion and Iron hands work in progress:

http://www.bolterand...legion-wip-log/


Blackshield/World eaters log:

http://www.bolterand...omega-complete/

#5
Varyn

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I intended to provide some feedback and suggestions and having read over the details I honestly couldn't have put it any better than Cadmus!

 

I think the biggest takeaway is Cadmus' comment that small tweaks are the way forward. This is echoed in the 2019 FAQ with the tweaks to some of the older units; the changes are relatively small but make the units feel a lot more viable. 

 

I feel that a lot of the problems that are trying to be addressed are the result of comparisons against some of the perceived imbalances in other legions, which leads players to feel that their own legion has been overlooked or left behind.


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#6
Metaliptica

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In an attempt to give you ideas and feedback : this is the custom rules we are using at my LGS when playing DA. YOu'll notice some similarities as I suspect we did gather thoughts and ideas from the same place.

LA rules:

·           Legiones Astartes: Units with this special rulke may always attempt to Regroup at their normal Leadership value, regardless of casualties.

·           An Order of Knights: When fighting in an assault with a close combat weapon and when fighting a model with an equal Weapon Skill, a model with this special rule hits on a 3+.

·           Scions of the Hexagrammaton: Eligible models with the Legiones Astartes (Dark Angels) special rule may select additional options from both the Scions of the Hexagrammaton or Scion of the Hekatonystika section.

·           Inviolate and Alone: Models with the Legiones Astartes (Dark Angels) special rule may never benefit from the Leadership characteristic or any Leadership related bonus or special rule from any model which does not also have the Legiones Astartes (Dark Angels) or Sire of the Dark Angels special rules.

 

Both Scion rules now cost 15 points and are as follow (Hekatonystica options remain unchainged):

·           Scion of the Stormwing: A model with this special rule and all models in the unit with the Legiones Astartes (Dark Angels) special rule it has joined or is part of make Snap Shots at a Ballistic Skill of 2.

·           Scion of the Deathwing: A model with this special rule and all models in the unit with the Legiones Astartes (Dark Angels) special rule it has joined or is part of have the Feel no Pain (6+) special rule.

·           Scion of the Dreadwing: A model with this special rule and all models in the unit with the Legiones Astartes (Dark Angels) special rule it has joined or is part of Have the Move Through Cover special rule.

·           Scion of the Ironwing: A model with this special rule and all models in the unit with the Legiones Astartes (Dark Angels) special rule it has joined or is part of gain the Rending special rule when attacking a vehicle.

·           Scion of the Firewing: A model with this special rule and all models in the unit with the Legiones Astartes (Dark Angels) special rule it has joined or is part of have the Precision Strike special rule.

 

·           Scion of the Ravenwing: A model with this special rule and all models in the unit with the Legiones Astartes (Dark Angels) special rule it has joined or is part of gain the Acute Senses and Night Vision special rule.

 

Legion wargear and wargear prices is unchainged

 

Concerning the RoW:

 

The Dreadwing Protocol:

Effects:

·           Dread Legion: Legion Destroyer Squad and Dreadwing Interemptors may be taken as Troops choices in a primary Detachment using this Rite of War.

·           Marshall of the Eskaton: All enemy models within 12” and that can draw line of sight to an Independent Character with the Scion of the Dreadwing of Sire of the Dark Angels special rule have their Leadership value reduced by 1. This effect does not apply to units that are immune to the effect of the Fear special rule. This effect is not cumulative, and any given enemy unit may only be affected by it once regardless of how many models with this special rule are within range and line of sight.

·           Masters of the Blackened Earth: Before any models are deployed, the Dark Angels player may choose to place up to three Eskaton markers anywhere in the playing area that is 6” from any table edge. The area within 6” of an Eskaton marker, including terrain pieces within the zone of this effect is counted as Dangerous terrain in addition to any other effects for the duration of the game.

·           Salt the Earth, Burn the Sky: All Infantry units with the Legiones Astartes (Dark Angels) special rule that include at least one model with the Scion of the Dreadwing special rule, and all Independent Characters with the scion of the Dreadwing special rule may take the following additional options:
 - Any model in the unit may be equipped with rad grenades …………………………………………………………………………………………………..+10 points per model

 - Any model in the unit may be equipped with stasis grenades ………………………………………………………………………………………………..+20 points per model
 - All models with the option to select a Heavy weapon may instead take a plasma incinerator .………………………………..………………….+15 points per model

- All models with the option to select a Heavy weapon may instead take a plasma incinerator with suspensor web………………..……….+20 points per model

Limitations:

·           All compulsory troops choices in a detachment must include at least one model with the scion of the Dreadwing special rule.

·           If the enemy has any units that are not falling back in your deployment zone at the end of the game then the enemy counts as having scored an additional Secondary Objective.

·           The Army Warlord must have the Scion of the Dreadwing or Sire of the Dark Angels special rule.

·           All infantry units and Independent Characters included in this army without the Scion of the Dreadwing or Sire of the Dark Angels special rule must be deployed embarked within a Transport vehicle, including those placed into Reserves.

 

·           The Army may not include a Fortification Detachment or Allied Detachment.

 

The Ironwing Protocol:

Effects:

·           Iron Brethren: All Infantry units that include at least one model with the Scion of the Ironwing special rule gain the Fearless special rule during the turn they Disembarked from a transport.

·           Marshall of the Steel Fist: Every time an Independent character with the Scion of the Ironwing or Sire of the Dark Angels special rule Roll on the Vehicle damage table, Crew Shaken results apply the effect of Crew Stunned instead.

·           Armored Assault: All vehicles with the Tank type in a detachment using this Rite of War automatically ignore the first Dangerous Terrain test they failed.

·           Goliaths of War: All Dreadnoughts (of any type) included in detachments that use this Rite of War have the Fear and Tank Hunters special rules.

Limitations:

·           All infantry units in the army must begin the game deployed in a transporting vehicle with the Tank type that has sufficient Transport capacity to carry them

·           At least half of the units in the army must consist entirely of Vehicles with the Tank type.

·           Should all the tanks in the force be destroyed in the battle, then the enemy counts as having scored an additional Secondary Objective.

·           The Army Warlord must have the Scion of the Ironwing or Sire of the Dark Angels special rule.

·           The Army may not include a Fortification Detachment or Allied Detachment.

 

The Stormwing Protocol:

Effects:

·           Masters of the Storm: All Infantry units with the Legiones Astartes (Dark Angels) special rule that include at least one model with the Scion of the Stormwing special rule, and all Independent Characters with the scion of the Stormwing special rule may take the following additional options:
 - Independent Character may upgrade their armor to Hardened Armor…………………………………………………….……………………….…….+5 points
 - All models from a squad may be equipped with Hardened Armor .………………………………..………………………………………….……….….+25 points

·           Marshall of War: Independent character with the Scion of the Ironwing or Sire of the Dark Angels special rule gain the Interception special rule.

·           Field Maneuvers: each turn, one unit may come out of Reserve automatically and gains the outflank special rule

·           Hold the Line: When a unit with at least one model with the Scion of the Stormwing special rule did not move in its precedent movement phase, it automatically pass any Fear and Pinning test.

Limitations:

·           All Compulsory Troop choices must include at least one model with the Scion of the Stormwing special rule.

·           At least half of the units your army must be Infantry.

·           Should all of your Scoring units with the Scion of the Stormwing special rule in the force be destroyed in the battle, then the enemy counts as having scored an additional Secondary Objective.

·           The Army Warlord must have the Scion of the Ironwing or Sire of the Dark Angels special rule.

 

·           The Army may not include a Fortification Detachment or Allied Detachment.

 

The Deathwing Protocol:

Effects:

·           The Hammer of Caliban: Legion Veteran Squads and Legion Terminator Squads may be selected as Troops choices in this detachment.

·           Marshall of the Unbroken Vow: Independent character with the Scion of the Deathwing or Sire of the Dark Angels special rule add +1 to the wound value used to determine which side has won a given close combat. This effect is not cumulative, and any given enemy unit may only be affected by it once regardless of how many models with this special rule are within range and line of sight.

·           Shock and Awe: Units comprised of models equipped with any kind of Terminator Armor may be equipped with teleportation transponders for +15 points.

·           The Unbroken Vow: Models with the Scion of the Deathwing special rule add +1 to their Feel no Pain roll while in a challenge (to a maximum of 2+).

Limitations:

·           All Compulsory Troop choices must include at least one model with the Scion of the Deathwing special rule.

·           Should all of your Legion Terminator and Legion Veteran Squad with the Scion of the Deathwing special rule in the force be destroyed in the battle, then the enemy counts as having scored an additional Secondary Objective worth 2 Victory Points.

·           The Army Warlord must have the Scion of the Deathwing or Sire of the Dark Angels special rule.

 

·           The Army may not include a Fortification Detachment or Allied Detachment.

 

 

The Ravenwing Protocol

Effects:

·           Iron Knights: Legion Jetbike Sky Hunter Squadrons and Legion Outriders Squads may be taken as Troops choices in a primary Detachment using this Rite of War.

·           Marshall of the Seeker’s Arrow: Independent Characters with the Scion of the Ravenwing or Sire of the Dark Angels special rule ignore the effect of defensive grenades and the effect of difficult/dangerous terrain when charging at enemy units.

·           Search and Destroy: Jet Bikes and Skimmers (including those taken as mounts by Independent Characters) may leave the table in their own movement phase and be placed into Ongoing Reserves. These units re-enter play using the Outflank special rule

·           Graceful, Unerring and Deadly: Units that include at least one model with the Scion of the Ravenwing special rule may add +2 to one of these each turn: Charge rolls or Turbo-boost distances.

Limitations:

·           All compulsory troops choices in a detachment must include at least one model with the scion of the Ravenwing special rule.

·           If the enemy has any units that are not falling back in your deployment zone at the end of the game then the enemy counts as having scored an additional Secondary Objective.

·           The Army Warlord must have the Scion of the Ravenwing or Sire of the Dark Angels special rule.

·           Your army can only include Vehicles with the Fast or Flyer type.

 

·           The Army may not include a Fortification Detachment or Allied Detachment.

 

 

The Firewing Protocol:

Effects:

·           Decapitation Force: Legion Assault Squads and Firewing Enigmatus Cabal may be taken as Troops choices in a primary Detachment using this Rite of War.

·           Marshall of the Serpent’s Bane: Independent Characters with the Scion of the Firewing or Sire of the Dark Angels special rule make Precision Strike on a roll of 5+.

·           Priority Target Kill List: At the end of Deployment, after infiltrators have been set up, nominate 3 Units with the HQ, Elite or Lord of War role. all Units that include at least one model with the Scion of the Firewing special rule may add 1 to the wound roll (to a maximum of 2+) when targeting designated units

·           Forward Deployment Protocol: At the beginning of the game, you can nominate up to 2 Units. These units (and any transport they are embarked in) gain the Scout special rule.

Limitations:

·           All compulsory troops choices in a detachment must include at least one model with the scion of the Firewing special rule

·           Should any of the designated targets from the Priority Target Kill List did not get removed from play as casualties or aren’t retreating at the end of the last turn, then the enemy counts as having scored an additional Secondary Objective worth 2 Victory Points.

·           The Army Warlord must have the Scion of the Firewing or Sire of the Dark Angels special rule.

 

·           The Army may not include a Fortification Detachment or Allied Detachment.

 

I hope this helps.


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#7
The Observer

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Okay, work's done and I see there is quite some feedback! I've decided to put each specific response into spoilers just so that we save some pagespace - my answers/questions/thoughts/whathaveyou are coloured in each time.

 

Cadmus Tyro

 

Spoiler

 

Varyn

 

Spoiler

 

Metaliptica

 

Spoiler

 

 

Again, thanks to everyone for their suggestions and ideas - they've all been noted and will be taken in account for the homebrew 1.1!


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#8
Brother Sutek

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As long as Deathwing gain access to teleportation for their terminators I'm happy.

I may disagree with what you say but I respect your right to be punished for it.


#9
Cadmus Tyro

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I agree that you can’t compare the alpha legion “deficiencies” directly to the DA ones. I think the idea behind mentioning them was to help empathise with the issue and also to give context to the idea that rule writing is not a new issue. But if you’ve played a lot of HH, you already know that! I don’t think comparison with other legions is helpful in any context.

Ive had a think about the deathwing RoW, and I fully agree that it’s unplayable as it is. 3VP per turn if your opponent holds the central objective is far to punishing without the ability to meaningfully hold the objective turn one. Games based on objective turn scoring can be fast paced and bias certain builds, RG and AL have the distinct advantage here as they can set up on any objective.

However, I do like the idea behind the mechanic, it changes the priority of the game and adds another unique dimension. I think it represents a “Forlorn Hope” mission quite well, you have Pride of the legion to represent the Deathwing in a more regular deployment.

I think it needs adapting, and I would do this in two ways (remember my point about small tweaks). First by addressing the deathwing scion rule. I would keep it the same cost and benefit but, I would suggest it also gives the unit that the character is attached to teleportation transponders if the character and unit are equipped with terminator armour, for no additional cost. That way, you gain access to the teleportation rule outside of that RoW, and it encourages you to build more towards terminators.

Secondly, I would adapt the RoW to include a rule that allows up to half of your deathwing scion terminator units to arrive from reserve turn one (via teleportation) in the same way the drop pod assault rule works. This gives you a strong ability to take and hold the central objective turn one, when combined with other units to remove artillery (or anything that poses risk with AP2) and the benefits from attached apothecaries and FNP etc you have a much better chance of holding the centre.

Another option would be to also reduce the number of VP the opponent gets for holding the central objective. But you might find that the above alterations are enough to balance the scenario, and it lends more of a sense of desperation for you to hold the objective. It might be worth play testing the first two alterations and seeing how it runs. The aim is to create a balanced scenario for both players, but also keeping the original theme of the RoW.


Cadmus
Alpha legion and Iron hands work in progress:

http://www.bolterand...legion-wip-log/


Blackshield/World eaters log:

http://www.bolterand...omega-complete/

#10
Volth

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3. Wide access to AP2 initiative CC weapons. Again this detracts from other legions unique ability (BA/WS). AP2 initiative CC weapons should be a rarity, to those legions who posses them it adds character they are both famed for their martial skill and speed in combat.

 

Are you mixing up Dark Angels with Space Wolves? Last time I checked the Calibanite War Blade was AP3.



#11
Cadmus Tyro

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Yes they are, but this thread is a discussion about new play test rules.
Alpha legion and Iron hands work in progress:

http://www.bolterand...legion-wip-log/


Blackshield/World eaters log:

http://www.bolterand...omega-complete/

#12
Volth

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My bad. I can't really add to the discussion as I like to stick to official rules no matter how broken they are. Build-a-dex gets eventually to the point that you own an army thats hell expensive and hardly playable outside your gaming group. That said, the Deathwing mess really is a point I'd make an exception for. When to house-rule something about DA it's this.



#13
Brother Sutek

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I agree that the changes should be as minimal as possible. The object isn't to make the Rite or unit without flaws or an obvious 1+ pick but to make the list as a whole fit the fluff and be balanced both internally and externally. I (as an example) would love to see hvy bolter squads used more often and not just volkite etc. Other than the old Acid rounds I didn't see that. Was that upgrade too strong? Yes but the new version doesn't make hvy bolters too exciting IMO so unless going against bikes or Mechanicus they aren't going to be used by me. That being said no-one will complain about the amount or rolling dice or that they are OP anymore. I'd still prefer if they had gotten rending instead but that's me.

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