Glorious Lord of Chaos
The burning pits of Hades, also known as Sweden in summer
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Howdy, fellow Dakkanauts!
I and some friends of mine play a SM Chapter (and I have accordingly started a nemesis warband). We are looking for people who want to join either, whether in 40k, DoW2, or Space Marine.
First, the fluff: (i have written much more, and I am even writing a story here:http://www.dakkadakka.com/dakkaforum/posts/list/415478.page) There is also an article, with the same fluff but with information on colors.http://www.dakkadakka.com/wiki/en/Thunder_Dragons/Glacier_Serpents
Three thousand years ago, the Thunder Dragons was a chapter in peril. Their home world of Karyvan, a rocky planet with mixed terrain, was under assault by an Ork Waaagh! under Warlord Nekbrakka. The Orks would have been victorius, destorying the Chapter and their world, if not for the intervention of the Craftworld Yhana.
The Yhana Eldar had been hunting Nekbrakka for a long time, performing hit-and-run attacks on the horde and disrupting their travel. Yet, they could not defeat the horde all by themselves, for the orks were many, and the Eldar were few. Isha'Ni, Farseer of Yhana and in command of the Craftworld, had always had a more friendly view of humanity than most other Eldar, decided that the Space Marines would be a powerful ally in the future if they were saved. And so, the Orks were crushed between the hammer of the Eldar force and the anvil of the Astartes defenses, and Nekbrakka finally slain by the combined effort of Isha'Ni and Master of Sanctity Turan Aleo.
The Eldar might've saved them, but the Thunder Dragons were still resentful against them. Casualties were high, but not catastrophic. In the end, it was decided that the Yhana Eldar were not enemies; however, neither were they true friends. They would simply prioritize other enemies if they ever met again.
The war was over, the planet saved. The Chapter began the long process of repairing the damage done by the Orks. The Eldar took their farewell, promising that they would meet again on the battlefield, one way or another.
However, the greatest catastrophe were yet to come....
Calun, a Codicier of the Thunder Dragons, had long been interested in the forbidden arts. He had been chastised, put under control of Chaplain Aleo. However, Calun decided that the only way to see the truth of the Warp was to gaze in it, unprotected of his Psychic Hood that normally shielded him. As he did so, he was instantly attacked.
A mysterious Daemon, called Z'sath possessed Calun and subtly began to infiltrate the Chapter. He knew that trying to open a Warp Rift would be too hard to hide, so instead he began to seek out those Astartes that were least strong in their faith, whispering words of treachery in their minds.
Aleo, being a Chaplain, soon realised what was happening. Z'Sath, however, had already completed his work. It was too late.
Almost two hundred Thunder Dragons stole a Battle Barge and ambushed the loyalists.
Turan's warning came in the last moment. The Chapter Master mobilized his forces, and counter-attacked the traitors.
Z'Sath had wrought many changes in Calun's body. Now more resembling a daemon than a man, he threw loyalists with his psychic powers like leaves to the wind.
Turan soon realized that any attempt to swamp Calun with numbers would fail; so he resolved to slay him himself. Thus, the duel that would decide who seized victory began.
Calun tried to kill Aleo, but, protected by his Rosarius, Aleo survived long enough to crush Calun's head with his Crozius. but that was just what Z'Sath had been waiting for.
With the death of the host body, Z'Sath took the advantage to enter the world. Now, the Thunder Dragons saw their true enemy.
Aleo immediately realized that it was beyond their ability to kill the Daemon. And so, he commanded the remaining Librarians to bind the Daemon into a rune, protecting them with his life.
The death of Aleo gave the Librarians the time they needed to capture the daemon. Thus, the battle was won. Without the Daemon, the traitors retreated to their ship and set course for they Eye of Terror.
The rune were sent to be buried at a sanctum in a distant moon, forever guarded to make sure the Daemon would not escape.
What happened with the traitors, none know...........
Allrighty, here follows the rules. We have not yet made much rules for the Thunder Dragons, but we are about to.
Captain Marius, the "main character" (and a masterful model by my friend) is currently used as captain Sicarius.
Right now, the most important "bi-character" is Haraldus (who I take care of, and yes, i have named my profile after him). He is currently a sergeant in the 6th company, but he will sooner or later get a promotion.
I have made two sets of rules for him; one as a fresh Captain, newly promoted, (which I will use first) and one as a grizzled, experienced captain. (which I will use later) in tournaments and such, I will simply use him as Shrike.
Haraldus, Captain of the 8th company (young)
WS5 BS4 S4 T4 W2 I5 A2 LD9 SV3+ PTS ?
ATSKNF
Combat Tactics (?)
Independent Character
Captain of the 8th: up to two assault squads may be taken as Troops choices, but Devastator squads may not be taken.
Wargear: Iron Halo, Power armour, Jump pack, a pair of powerfists or a pair of lightning claws (choose before the battle) frag grenades, krak grenades.
Haraldus, Captain of the 8th company (older)
WS6 BS5 S4 T4 W3 I6 A3 LD10 SV3+ PTS?
ATSKNF
Combat Tactics (?)
Independent Character
Captain of the 8th
Wargear: Iron Halo, Power armour, The Wyrmwings, The Dragon Claws, frag grenades, krak grenades
The Wyrmwings: This is a jump pack that bestows the Fleet special rule on Haraldus.
The Dragon Claws: This masterful piece of wargear was originally a pair of lightning claws. however, after extensive customisation and modification, the claws can now be sheathed and power rapidly switched to the fists, granting great flexibility. The Dragon Claws is a pair of lightning claws. However, it can be changed to a pair of powerfists, and back again at will. You must make all attacks with one setting, and you cannot change one of the claws- both must be changed.
The Glacier Serpents
(these rules have already been discussed and refined here on Dakka, but opinions are still welcome)
Lord Kraxis
The Allchosen, Lord of the Glacier Serpents
The systems surrounding Karyvan is normally quite safe, being protected by the Adeptus Astartes that have their homeworld there. However, there is one thing that they all fear.
The Glacier Serpents, the Arch-Traitors, The Cold Ones.
Once, they were loyal Thunder Dragons, fighting for the emperor with great fervor.
But three thousand years ago, a powerful Daemon Prince named Z’Sath possessed Calun, a Thunder Dragons librarian. He slowly began to corrupt the chapter, going unnoticed for years. Eventually, he was discovered by Chaplain Turan Aleo, but by then it was too late.
Almost two hundred Thunder Dragons turned traitor, inflicting great damage on the planet’s infrastructure before escaping on a Battle Barge. Calun was killed by Turan, but the Daemon Prince was too strong to banish. Thus, the Chapter’s gathered Librarians bound the Daemon into a rune, which was hidden on a moon many systems away.
After Calun’s death and Z’Sath’s imprisonment, the traitors were divided. Leadership was contested between Kraxis, a former Veteran sergeant, and Sharikh, a talented former Lexicanum.
However, Kraxis was slightly stronger, both tactically and martially, and was also more popular. Thus, Sharikh became second-in command.
Training, fighting in the Eye of Terror and occasionally entering the normal world to wreak hovoc, the new-proclaimed Glacier Serpents was making a name for themselves.
However, the original warriors were dwindling in number, and so Kraxis decreed two acts. First, small groups of traitors from all kinds of chapters would be absorbed into a “rabble” squads; Marines with different colours and backgrounds, and these would act as the main fighting unit.
The other was that Sharikh would enchant all the original Serpents, increasing their might with a ritual known as the Icebinding. And so it did, raising the strength, speed and endurance of the traitors to even higher levels. However, it also made their bodies incredible cold. Sharikh meant that this was well, for none of them should feel warmth while the loyalists were still alive.
Now, the original traitors are even fewer. Only Kraxis, Sharikh and a few Terminators are still alive, though their experience has rendered them even deadlier. Kraxis has already stolen the rune in which Z’Sath was imprisoned, crafting the rune into his sword, thus taking the Daemon’s power for himself.
Now, three thousand years later, the Glacier Serpent’s fleet leaves the warp, and it has its sights set on the Optimus system….
Lord Kraxis
pts: 225
WS7 BS5 S4 T4 W3 I5 A4 LD10 SV2+
Wargear:
Terminator Armor
Combi-melta
Melta Bombs
Z’Sath
Mark of the Favoured (4++ save & Eternal Warrior)
Z’Sath: Z’Sath is a power weapon that grants +1 strength, +D6 attacks (roll each turn) and forces the enemy to reroll successful invulnerable saves.
Z'Sath is not loyal, and so if a 1 is rolled for the bonus attacks, no attacks are made, just like a normal Daemon Weapon.
However, over the years Kraxis has began to get control over his blade, half due to his on strength of will, half due to his Master Sorcerer's incantations.
Unlike normal Daemon Weapons, Kraxis does not damage himself if a 1 is rolled for the attacks by the weapon.
Special rules:
Fearless, Independent Character, The Iceborn, Tactical Mastery, 4+ invulnerable save.
The Icebound
The warriors that accompany their leader to war is the elite of the Glacier Serpents; the best of the best. Pick a Chaos Chosen squad or a Chaos Terminator squad. That squad (not including Independent Characters) has +1 WS. However, there is no more than five of the original ex-Thunder Dragons left. As a result, the squad chosen to get this bonus may not number more than five models (not including Independent Characters)
Tactical Mastery
In an army that is lead by Kraxis, Chosen are scoring units.
Sharikh
The Doombringer, The Dark Master
Sharikh is a true master of sorcery, capable of conjuring massive storms and summoning legions of daemons to his aid.
Before the Great Corruption, Sharikh was a Lexicanum, whose talents were promising indeed. However, at the time, the chapter was currently quite restricted with psykers; they were forced to learn at a very slow pace, and many secrets were hidden from him. Sharikh, however, did not fear what would happen to him if his spirit ventured into the Warp. Thus, he began to look into the warp, learning more and more, and becoming more and more powerful; even taking of his Psychic Hood, the better to see what others dared not.
However, the authorities of the Chapter did not approve of such things, and Sharikh was restrained by the chaplain Turan Aleo, one of the greatest heroes of the Chapter, and put under control.
When the Great Corruption erupted, Sharikh escaped to join the traitor forces, having seen the wonderful things that existed in the Warp. Seeing his talent, Culan accepted him.
After Culan’s death, Kraxis, a veteran sergeant, realized how useful Sharikh could be and made him second-in-command, and that he remains to this day.
Since then, Sharikh has persuaded Kraxis to attack worlds with knowledge about sorcery, his power growing with each forbidden tome he read. Now, having read enough to become an extremely powerful sorcerer, Sharikh searches the knowledge of the Eldar, for with their power surely he would be unstoppable.
Sharikh
Points: 180
WS6 BS5 S4 T4 W2 I5 LD10 SV3+
Wargear: Force Weapon, Bolt pistol (with inferno bolts)
Power armor, frag grenades, krak grenades, Mark of Tzeentch.
Special rules:
Independent Character,
Psyker,
Master of Sorcery,
Fearless,
Inferno Bolt Curse,
Master of Cultists.
Master of Sorcery
Sharikh can use two psychic powers each turn, even two Psychic shooting attacks.
He can use any of the undivided and Tzeentch psychic powers in the Codex.
Inferno Bolt Curse
Sharikh has learned the secrets of the Inferno Bolts from the Thousand Sons, and he uses these to empower his own warriors. Any squad that Sharikh joins get Inferno bolts as long as he stays with the unit.
Master of Cultists
Sharikh often uses a large amount of deranged cultists as both sacrifice and protection. Up to two Heretic squads may be taken as one Troops choice in an army that includes Sharikh.
Here is the Heretic rules.
3 pts per model
10-50 models per squad
WS2 BS2 S3 T3 W1 I3 LD7 SV6+
Wargear: Close combat weapon
Special rules:
Doom Blast
Whenever a heretic squad fails a LD test (of any kind) you may immediately place one small blast template on a Heretic of your choice. Any models hit takes a S4 AP- hit. Then remove the model. This can be repeated until the test succeeds or until you've run out of models.
Worship
You may declare in the beginning of your movement phase that your heretic squad has begun worshiping. Treat the squad as if it's gone to ground, except that no cover save bonus is recieved.
Any of your squads that is within 12" of a worshipping Heretic squad gains the bonus of the Heretic squad's mark, unless they already have the corresponding mark. if the Heretic squad doesnt have an icon, treat it as having the Icon of Chaos Glory for this purpose only.
Upgrades:
Icon of Chaos Glory 10 pts
Icon of Nurgle: 50 pts
Icon of Tzeentch: 20 pts
Icon of Slaanesh: 15 pts
Icon of Khorne: 25 pts
Any model may take a laspistol or lasgun for 1 point per model.
The squad may be lead by an Aspiring Champion for 25 pts:
WS4 BS4 S4 T4 W1 A2 I4 LD10 SV3+
Wargear: close combat weapon, bolt pistol, bolter, power armour, frag grenades, krak grenades.
May exchange bolt pistol for plasma pistol: 15 pts
May exchange bolter for:
Plasma gun 15 pts
Melta gun 15 pts
flamer 5 pts
May exchange close combat weapon for:
Power weapon: 15 pts
Power fist: 25 pts
I've considered making a Plague Champion special character too, he features in my short stories and i wanted to include him (i'll find some way to get around the max 2 HQ limit, APOC or something.)
Karnus
PTS: 180
WS6 BS5 S4 T4(5) W4 A3 I4 LD10 SV3+
Wargear: power armor, Plague Knife, Unholy Bolt Pistol, krak grenades, frag grenades, blight grenades, Unholy Bolter
Unholy Bolter
Range 24" S4 AP5 Rapid Fire, Poisoned (3+)
Unholy Bolt Pistol
Range 12" S4 AP5 Pistol, Poisoned (3+)
Plague Knife
The Plague Knife is treated as a close combat weapon with the poisoned (3+) special rule.
Special rules: Independent Character, Fearless, Feel No Pain, Swarm of Flies, Plague Father, Bloated
Plague Father: Karnus can use the following psychic power: Nurgle's Rot.
However, he is not treated as a psyker for any purposes, such as preferred enemy: psykers. he also does not suffer Perils of the Warp. Instead, the psychic test is taken on LD 8.
Swarm of Flies: Karnus gives a 6+ cover save to friendly models within 6"
Bloated: Karnus is not the most agile of warriors, and if the enemy flees, they will find him too slow to catch up. Karnus cannot make a Sweeping Advance
Whoah, that was a lot. I think that's enough for now. If you are interested, PM me or answer to this thread. Also, an admin hinted me that I should put this up in both fiction and proposed rules, and so I have.
Live well!
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