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Made in us
Yellin' Yoof on a Scooter



Moruya, NSW, Australia

G’day folks, I been looking over all the old Codices and between the nostalgia and dust mites I came across the idea of updating some of the more characterful Special Characters who are no longer in use anymore. So after a couple of hours I came up with these the other day... presented for your mockery are redo's of Makari, Nazdreg, Zodgrod, Xavier, Cypher and Doomrider, but note that these have not yet been playtested.


Makari, Da Luckiest Grot Eva (and Ghazghull's former Banner Waver)
+75 pts, Codex Orks: May be taken as an option for Ghazghull, Nazdreg or an 'on-foot' Warboss
WS BS S T W I A Ld Sv
3 4 3 2 - 3 2 6 3+
Wargear: Choppa, Slugga, Stikkbombz, 'Uge Waaagh! Banner
Special Rules: Banner Waver, Da Luckiest Grot, Eternal Warrior, Waaagh!
#Banner Waver - Makari must remain in 2" of the owning model, if said model is removed from play Makari is also removed from play
#Da Luckiest Grot - Makari may always take his 3+ Save on any wound he suffers on 2D6, if he fails a Save he is removed from play
#'Uge Waaagh! Banner - All friendly Ork units in 6" gain +2 WS, does not stack with the effects of a Waaagh! Banner

Note: Makari was no Wounds, however he can still be targeted and have wounds allocated to him as normal.

Ideas behind the Statblock: I've always wanted Makari back on the field since the 3rd edition Codex Orks came out without him and I was so crushed when I read he had died in the current Codex Orks (stupid Ghazghull), what I remember of him in 2nd edition and the Chapter Approved article for 3rd was him being really annoying and hard to kill, so that's where I went with his design. I also wanted him to be useful to some degree as well, so his stats are a bit higher than normal for a Gretchin, most obvious being the Str3, but I just write that off as him having to carry that Banner all the time. Points wise he's probably reasonably priced, I mean any normal Ork would be able to knock him dead if it wasn't for his special rules, although I'm sure a similar points value worth of Grots would get rid of him far more easily.


Nazdreg Ug Urdgrub, Bad Moon Warboss
250 pts, Codex Orks: HQ Choice
WS BS S T W I A Ld Sv
5 2 5 5 4 4 5 9 2+
Wargear: Bosspole, Cybork Body, Gitfinda, Mega-armour, Stikkbombz, Twin-linked Kustom Mega Blasta
Special Rules: Da Rich Git, Furious Charge, Independent Character, Kunnin' Plans, Mob Rule, Waaagh!
#Da Rich Git - Nazdreg allows the army to take an additional Heavy Support Choice
#Kunnin' Plans - Nazdreg can reroll any dice when determining whether a Deep Striking or Reserves unit arrives, including those of his enemies

Ideas behind the Statblock: Someone who got dropped from the latest Codex Orks, but honestly he was kind of a lesser Ghazghull, but with that in mind I've decided to make him a bit different, they may have similar Statblocks, but as far as rules go he's just as unique and useful. First I avoided Da Big Boss rule that all Warbosses (including Ghazghull) have and instead gave him a special rule similar to his 3rd edition rule. Secondly whilst I originally considered reusing his old Kunnin' Plan special rule I was worried about the effectiveness of it so I added a 'S' to Plan and gave him a hell of a lot of tactical power, which in the end I decided made him more expensive than Ghazghull overall. Lastly much like his Statblock, Nazdreg's wargear mirrors Ghazghull's, except replacing the Adamantium Skull for a less useful Gitfinda (which still has its uses however) and the Twin-linked Big Shoota with a Twin-linked Kustom Mega Blasta, I originally gave him a Twin-Linked Meltagun instead but changed it after I added the Kunnin' Plans special rule to balance him out better.


Zodgrod Wortsnagga, Snakebite Runtherd
+65 pts, Codex Orks: One Runtherd may be upgraded to Zodgrod Wortsnagga
WS BS S T W I A Ld Sv
4 2 4 4 2 3 2 8 4+
Wargear: 'Eavy Armour, Grabba Stikk, Grot-Prod, Slugga
Special Rules: Furious Charge, Grot Mob Rule, Well Trained Runts
#Grot Mob Rule - All Gretchin and Runtherds in the army gain a variation of the Mob Rule which only works with other Gretchin and Runtherds
#Well Trained Runts - All Gretchin in the same unit as Zodgrod replace their It's a Grot's Life special rule with the Furious Charge special rule

Ideas behind the Statblock: Another Ork who last appeared in that early 3rd edition Chapter Approved article, of all the Special Characters who disappeared in the 3rd edition Codex Orks I actually expected this guy to make a return, like the good ol' Flash Git Kaptain, sadly that didn't happen. Basically this guy is here to make Grots tougher through making them more like Orks. I thought it was silly that Gretchin didn't have a Mob Rule, so that was the first thing to add, this'll basically make all Gretchin mobs over 11 models Fearless, although considering you suffer additional wounds if you're Fearless and don't retreat, well it'll probably result in further casualties anyway for the Grots. In the second case, one of the things about Zodgrod was that he loves his little pet Gretchin and Snotlings and tried where possible for them not to be thrown in the nearest Shokk Attack Gun or Squiggoth mouth, so with that in mind I firstly didn't give him a pet Squig (so it couldn't eat his precious Grots) and I replaced their suicidal mine clearing rule with one that better represented the effort he had put into them. Overall he's pretty characterful and hopefully not overpowered, that is until someone gets the idea of making a swarm army of Fearless Gretchin.


Chaplain Xavier, Salamanders Hero
200 pts, Codex Space Marines: HQ Choice
WS BS S T W I A Ld Sv
5 4 4 4 2 4 2 10 3+
Wargear: Bolt Pistol, Crozius Arcanum, Frag Grenades, Krak Grenades, Power Armour, Rosarius, Salamanders Mantle, Vulcan's Sigil
Special Rules: And They Shall Know No Fear, Combat Tactics, Honour of the Chapter, Independent Character, Liturgies of Hate, Servant of the Forgefather
#Salamanders Mantle - Flamer weapons (including Hand Flamers, Heavy Flamers, etc) cannot wound Chaplain Xavier
#Servant of the Forgefather - If the army also includes Vulcan He'stan, Chaplain Xavier does not take up a HQ Choice, but still counts as a HQ unit
#Vulcan's Sigil - This is a Master-crafted Thunderhammer and grants all Salamanders Space Marines units in 12" the Stubborn special rule

Ideas behind the Statblock: This guy came to me because out of all the different Space Marine Special Characters who aren't Smurfs this is one of the cooler models I've seen, however he's since been replaced by a Company Master of his Chapter, but I thought he could have another go on the battlefield somewhere. This was actually the hardest model to do, just because I didn't want him to be more powerful than Vulkan He'stan, but at the same time I still wanted to make him a viable choice. First of all I thought of the rule to making him not count as a HQ Choice when in the same army as Vulkan He'stan which would make him a tempting choice. Secondly I wanted him to have a Mantle like the model and like in Codex Armageddon, but I again didn't want it to be too similar or more powerful than Vulkan He'stan's so I actually based it on the concept that the Salamanders are all resistant to heat and flame, so why not have his Mantle have those properties, making it still meaningful and not generally overpowered. Lastly I wanted to do something with Vulcan's Sigil, it's such an important piece of the model and yet it's apparently not even used in combat, so doing away with the old version I've made it an alternate weapon choice, giving him the choice of two weapons or one stronger one and then adding a rule to it to relay some of its importance to the Chapter which inspires the men to keep fighting. Again this was a very characterful model and it needed an appropriate Statblock, so hopefully I didn't do it too much of an injustice.


Cypher the Fallen Angel
175 pts, Codex Chaos Space Marines: HQ Choice
WS BS S T W I A Ld Sv
6 8 4 4 3 6 3 10 3+
Wargear: Bolt Pistol, Frag Grenades, Krak Grenades, Power Armour, Plasma Pistol, Power Weapon
Special Rules: Divine Protection, Eternal Warrior, Fallen Angels, Fearless, Gun Fighter, Hunted, Independent Character, Infiltrate
#Divine Protection - If reduced to 0 wounds Cypher is not worth any Kill Points and does not negatively effect combat results on a roll of 4+ on 3D6
#Fallen Angels - Chosen Space Marines squads may be taken as Troops Choices, called Fallen Angels, which gain Cypher's Hunted special rule
#Gun Fighter - Cypher may shoot at a target once each with both his Bolt Pistol and Plasma Pistol during his Shooting Phase
#Hunted - All Dark Angels Space Marines units with a WS count as having the Preferred Enemy special rule when rolling To Hit in assault against this model

Ideas behind the Statblock: Another characterful model and a guy with some good back-story behind him to boot, I wanted to simplify him and also allow him to have a characterful relationship with Dark Angels armies who have since gotten rid of the rule that related to him. Firstly with his Statblock I swapped his Initiative for his BS on his old profile, somehow I could never imagine a Space Marine really outmanoeuvring the best of the (Dark) Eldar and with the new rules for BS over 5, having an even higher BS gives him a decent reroll. Secondly with his equipment it stayed basically the same, however I got rid of the Master-crafted quality from both his pistols, just so it wouldn't clash with his new BS (or his old BS either to be honest), it does make him less likely to hit on the reroll, but I couldn't reduce his BS to 5 because it just didn't seem right. Thirdly I kept a lot of his special abilities, especially Divine Protection and Gun Fighter, with very few alterations, merely updating them for the current rules. Lastly came the rules relating to the Fallen Angels and the Dark Angels, first of all instead of giving him just a squad of Fallen Angels, I've given the ability to have up to six total, which helps if you want to make a Fallen Angels' army and rather than making a new unit for them I just made it an alternative option for an existing Elites Choice to become a slightly different Troops Choice; and on the subject of dealing with the Dark Angels I gave Cypher and all of these Fallen Angels squads a drawback of sorts which overall makes them more characterful and balances them out a bit better (especially considering no one else is doing the Dark Angels any favours at the moment).


Doomrider, Daemon Prince of Slaanesh
225 pts, Codex Chaos Space Marines: HQ Choice
WS BS S T W I A Ld Sv
7 5 5 (6) 3 6 4 10 3+
Wargear: Chaos Space Marine Bike*, Daemon Weapon, Frag Grenades, Krak Grenades, Power Armour, Mark of Slaanesh*
Special Rules: 5+ Invulnerable Save, Daemonic Ride, Eternal Warrior, Fearless, Independent Character
#Daemonic Ride - Doomrider's Chaos Space Marine Bike follows all the rules for Eldar Jetbikes and replaces its Twin-linked Bolters for Twin-linked Meltaguns
#Summond - Doomrider must be summond using the rules for summoning Lesser Daemons as described in Codex Chaos Space Marines
*Modifiers already incorporated in the Statblock

Ideas behind the Statblock: I was originally against posting this Statblock, because out of all of them it's the least inventive conversion I've done, all I did was simply take a Daemon Prince and put him on a bike. Okay to be more accurate I replaced his Monstrous Creature type with the (Jet)Bike type and replaced his Bolt Pistol, Plasma Pistol and Power Sword with a Daemon Weapon and Mark of Slaanesh. His unique special abilities merely got an update to the current rules more or less, however I did change his Bike from being some weird Bike/Jump Pack combination to being an Eldar Jetbike, just to make him a bit more interesting. Points wise he's about what you'd expect for a Daemon Prince of Slaanesh, but with a Bike, Meltagun and Daemon Weapon, so I'm not worried about him being overpowered points wise.


Well there they are, any criticism is welcome...


Cheers
Rowan/LSWSjr

This message was edited 17 times. Last update was at 2009/10/30 04:45:15


 
   
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Made in us
Yellin' Yoof on a Scooter



Moruya, NSW, Australia

I'll definately consider it if I manage to find some more characters in need of an update, at the moment I only found that Crimson Fists character from the 3rd edition Codex Space Marines and he not really anything more than a Captain with a Powerfist, Boltgun, the Stubborn special rule and a rule which would make him too similar to Cypher and my Makari write-up, so I'm not really that interested in updating him. I'll be honest and say that in part it's also in the support of a friend who's Chapter missed out on a Special Character due to the Crimson Fists getting one instead.

Although just thinking about it now, another character I just thought of was the old Legion of the Damned special character (I've still even got the model around her somewhere), if I can find his 3rd edition Chapter Approved statblock I'll give him a shot next, I've also done one earlier today for Doomrider, but he's been updated more recently than all these other characters I already added here, so I may or may not add him here.


Cheers
Rowan/LSWSjr
   
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Riverside CA

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Made in us
Yellin' Yoof on a Scooter



Moruya, NSW, Australia

If anyone wants to PM me with some of the old characters, with their statblocks, weapons, equipment, special rules, as much flavour text as possible and an illustration or picture of the model, I'd be happy to update it to the most recent edition. I've got every Codex from 3rd onwards but my 2nd edition collection is restricted to Ultramarines and Orks at the moment, although I believe I have access to the old CSM and SoB Codices, I just need to find the members of my club who have them.

Primarily I'm looking to update characters who haven't made the transition from the 2nd and 3rd editions to a 4.5/5th edition book, so any dropped characters from the Eldar, Imperial Guard, Blood Angels, Dark Angels, Chaos Space Marines or other Space Marines Codices, but at the moment I think I've updated all of the Ork ones now already.

I'm less interested, but still willing to update special characters from the greater Warhammer 40,000 universe who's own Codices are yet to be updated, I know a couple of ones from the 2nd edition SoB Codex who didn't make it into the Witch Hunters Codex, so that's always an option.


Cheers
Rowan/LSWSjr

   
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Boston, MA

You know, I was really expecting the typical homebrew syndrome where everything is stupid overpowered, but your "reimaginings" of these characters are actually pretty good. The only thing I don't like is Cyphers 4+ save on 3D6. That's just annoying. I know he's supposed to be impossible to catch, but that could make him a really game breaking tarpit character.

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Made in us
Yellin' Yoof on a Scooter



Moruya, NSW, Australia

Yeah I've just readjusted his Diving Protection special rule, should be less broken now.

Cheers
Rowan/LSWSjr


Automatically Appended Next Post:
Reaver83 wrote:I can only whisper his name, because to invoke his name is to call him, but would anyone consider doing...

DOOMRIDER!


As I said, I had done him, I just wasn't happy enough with it to post it, however ask and you shall recieve.


Cheers
Rowan/LSWSjr

This message was edited 2 times. Last update was at 2009/10/30 01:21:32


 
   
Made in us
Regular Dakkanaut




I like them all except Nazdreg and Makkari.

I love Makkari myself and want him back too (in fact I'm modelling up a banna wava just because their cool) and I think your rules are decent but i'm slightly confused how his rules work? How does he make a save if he has - wounds? When can he make his save with no wounds? I think just giving him 1 wound and allow hits, etc to be allocated to him as normal would do the trick. If he gets a shot and an attack then he really should have a wound and basically be another model.

Uge Waaagh Banner seems a little OTT. WS6 orks! WS5 is fine and for 50pts with KFF range that is an absolute bargain, he could be 10 or 15pts more and I'd probably take him.

Incidentally what units may he be attached to? I'm guessing just warbosses and nobz mobz/MANZ which does limit his effectiveness somewhat.


Nazdreg just seem a wee bit too similar to Gazzie for me. I'd rather you weakened his statline and made the appeal the kunnin planz, extra HS and possibly give him a better gun. Standard warboss stats for S/T, etc are fine W3, A3 and maybe WS 4 but a BS of 3 (he had it in the last codex).
   
Made in us
Yellin' Yoof on a Scooter



Moruya, NSW, Australia

bravelybravesirrobin wrote:I like them all except Nazdreg and Makkari.

I love Makkari myself and want him back too (in fact I'm modelling up a banna wava just because their cool) and I think your rules are decent but i'm slightly confused how his rules work? How does he make a save if he has - wounds? When can he make his save with no wounds? I think just giving him 1 wound and allow hits, etc to be allocated to him as normal would do the trick. If he gets a shot and an attack then he really should have a wound and basically be another model.

Uge Waaagh Banner seems a little OTT. WS6 orks! WS5 is fine and for 50pts with KFF range that is an absolute bargain, he could be 10 or 15pts more and I'd probably take him.

Incidentally what units may he be attached to? I'm guessing just warbosses and nobz mobz/MANZ which does limit his effectiveness somewhat.


Nazdreg just seem a wee bit too similar to Gazzie for me. I'd rather you weakened his statline and made the appeal the kunnin planz, extra HS and possibly give him a better gun. Standard warboss stats for S/T, etc are fine W3, A3 and maybe WS 4 but a BS of 3 (he had it in the last codex).


Thanks for the comments BravelyBraveSirRobin.

On the subject of Makari he's actually a bit like a Walker but with a Toughness score instead of AV, if you think of him like that it works better and just like a Walker when he's wounded he reacts differently to regular Infantry. In his case it's just that if he ever fails his Save then he is removed from play and the - Wounds also works when you consider that if the model he's attached to is killed then so is Makari, unlike the case of say Inquisitorial Henchmen who continue to fight on after the Inquisitor (Lord) is dead.

I don't think the Banner is that OTT. Would an extra 15 points really be that big a difference for what is essentially a Waagh Banner carried by a really hard to kill (or easy if you kill his owner) Grot? Would it be better instead if he only affected the unit his owner was attached to? Does an extra +1WS make Orks that much better in assault than they already are? These are questions I haven't really looked into as he hasn't been field tested yet and won't be for another fortnight, so if you can get him into a game as is to see about these I'd appreciate it.

In regards to units he can be attached to, he can be attached to whichever unit his owner is attached to, which if it decided to join a 'Ard Boyz Mob with Sluggaz and Choppaz I'd start to feel bad for their opponents, which as mentioned above is something I'd like someone to test out for me.

Now onto Nazdreg, honestly he's always been and probably always will be a lesser Ghazghull, to be honest from the fluff I thought they were pretty evenly matched all round, which is the main reason only the more interesting one of them made it into the Codex. With that said though seriously look at the Statblocks for most of the Special Characters in Codex Space Marines and you'll see how little variety there can be between them when it's three of four at a time, just with differen't Wargear and Special Rules. His WS is already 1 lower than Ghazghull's from memory and whilst I noted the BS3 I eventually decided against it to keep the whole BS2 Ork theme. As for his ranged weapon I actually did a number of versions of the Kustom Mega Blasta X, swapping whether it was Twin-linked or not, AP2 or AP1, 24" or 36" range, whether it kept the Gets Hot rule, has a Blast Marker, etc, etc, and in the end I thought the safest and most balanced thing to do was just make it a Twin-linked Kustom Mega Blasta and leave it at that.


Cheers
Rowan/LSWSjr


Automatically Appended Next Post:
I've decided to put Makari up by another 25 Pts just to be sure, although they may go down again once I get some feedback from the battlefield.

Cheers
Rowan/LSWSjr

This message was edited 1 time. Last update was at 2009/10/30 04:37:48


 
   
Made in us
Regular Dakkanaut




WS6 just seems... wrong to me I guess. The kind of units that have WS6 are ancient eldar, skilled commanders of entire forces, etc. If running a horde force and using the same range as the KFF you could potentially have close to a hundred models all with WS6 which lets them hit nearly everything else in the game on 3's.

WS5 would still confer this advantage without being quite so wrong seeming in the fluff.

AS for cost it really depends on who gets to use him. If any old nob can have him then it is really very powerful. I typically run 3 x 25 strong shoota mobs. For a mere 50pts I can give all of them and anyone else nearby a WS of 6 from a model that is basically untargetable due to the large size of the mob.

Giving it to Warbosses, Manz and Nobz Mobz seems a bit less powerful and probably could remain at 50pts. Nobz and Manz will range ahead of the main force anyway so it'll be hard to get any units within the 6" range. A footslogging or biker boss could confer the "whole army" WS upgrade or confer it on a small contingent but is able to be picked out in cc and dealt with more easily.

Giving it to the big Mek feels a little off fluffwise and a Big Mek with a KFF and Makkari would be such a fantastic centrepiece unit that it would be an auto-take for hordes.

So yeah, pts cost depends on the range, who can take it and what bonus it confers. IMHO only Manz, Nobz Mobz and Bosses, WS 5 but KFF range at 50pts seems fair. I'll have to see if my gaming group will let me test him out when my banna wava model is finished.
   
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Biloxi, MS USA

Brother SRM wrote:The only thing I don't like is Cyphers 4+ save on 3D6. That's just annoying. I know he's supposed to be impossible to catch, but that could make him a really game breaking tarpit character.


It's the exact rule he had in 3rd edition.

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Moruya, NSW, Australia

bravelybravesirrobin wrote:AS for cost it really depends on who gets to use him. If any old nob can have him then it is really very powerful. I typically run 3 x 25 strong shoota mobs. For a mere 50pts I can give all of them and anyone else nearby a WS of 6 from a model that is basically untargetable due to the large size of the mob.

Giving it to Warbosses, Manz and Nobz Mobz seems a bit less powerful and probably could remain at 50pts. Nobz and Manz will range ahead of the main force anyway so it'll be hard to get any units within the 6" range. A footslogging or biker boss could confer the "whole army" WS upgrade or confer it on a small contingent but is able to be picked out in cc and dealt with more easily.

Giving it to the big Mek feels a little off fluffwise and a Big Mek with a KFF and Makkari would be such a fantastic centrepiece unit that it would be an auto-take for hordes.

So yeah, pts cost depends on the range, who can take it and what bonus it confers. IMHO only Manz, Nobz Mobz and Bosses, WS 5 but KFF range at 50pts seems fair. I'll have to see if my gaming group will let me test him out when my banna wava model is finished.


BravelyBraveSirRobin, this whole time it's been clearly indicated who can take him, look under his name which at the time of this reply reads "+75 pts, Codex Orks: May be taken as an option for Ghazghull, Nazdreg or an 'on-foot' Warboss " it's always said this only with an alternative points value, he's only meant to accompany a Warboss or Warboss Special Character.


Cheers
Rowan/LSWSjr


Automatically Appended Next Post:
Platuan4th wrote:
Brother SRM wrote:The only thing I don't like is Cyphers 4+ save on 3D6. That's just annoying. I know he's supposed to be impossible to catch, but that could make him a really game breaking tarpit character.


It's the exact rule he had in 3rd edition.


No that comment was acutally regarding the first post of Cypher which instead had that we would never lose his last wound on 3D6 4+, which was an error on my part which I later fixed.

Cheers
Rowan/LSWSjr

This message was edited 1 time. Last update was at 2009/11/01 21:11:05


 
   
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I brought back Moriar the chosen for my big apoc games as well as redid Tycho rules

Both of them are in the PDFs in my signature! I love bringing back old characters

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