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Made in us
Inspiring SDF-1 Bridge Officer





Mississippi

Preamble:

Back when I first started 40K somewhere in the 90's, after having my head stomped in one too many times by folks playing nothing but Chaos armies (seriously it was like my friends had no idea there are other armies in 40K), I started to work on a Loyalist marine chapter that, in theory, would be dedicated to combating Chaos. This was the chapter I came up with. With the 6th edition ally rules, this force could probably be done solely through those rules, but I wanted to make a slightly more "integrated" force with an actual backstory behind it.

Most of this was written back in '94, I've been going back through an updating - if you notice anything I need to address, please let me know

The Imperial Avengers

When the great Horus Heresy ended, a thousand thousand space marines were dead. In the confusion that followed Horus's death those traitor marines who had been under his banner sought to escape as the forces of chaos were scattered before the dying emperor’s psychic blow.

As the scattering forces of chaos abandoned the Emperor’s palace, some of the traitor marines whose had unknowingly been tricked to side with the forces of chaos came back to their own minds. With the parting of the veil that had been clouding their judgment, they realized they had been fooled into thinking the Emperor had become the slave to darkness, and that his motives were to turn man over to the powers of chaos.

As this growing group of former traitor marines came to their senses, they knew their fate. They had betrayed man's last protector, and now he lay dying from his wounds. Some went mad and killed themselves for what they saw as unforgivable sins. Others threw themselves at the true traitors, and were in turn cut down. Only a small contingent managed to fight their way back to the Emperor’s Palace itself, where they willingly turned themselves over to the nearest imperial unit they could find. Fate found these marines captives of a contingent of Imperial Guard from Cadia. Unknown to the marines, these guardsmen themself had already endured long years of fighting against the rising forces of chaos. The hatred within the imperial guard for these traitors was very great, and very quickly the marines would have died had not a great mourning come up from them as they awaited their fate.

Many of the guard shouted for the marines to be quiet, but they would not. When accused of cowardice of the fate they faced, they denied it. "We mourn we have no way to redeem ourselves," they replied.

One newly assigned commisar, Jacobs Nethkith, found himself taking pity on the former traitor marines. At first he feared this pity was the work of chaos, but in short order he found his sympathies reinforced by the thoughts of the Emperor himself. In his own mind, Jacobs could hear the thoughts of the Emperor calling out to him to stay the hands of the guardsmen.

Though Jacobs could barely contain the fury of the guardsmen, they remained loyal to the Emperor’s decree. In short order, the Emperor’s own guard retrieved Jacobs and took over the watch of the traitor marines. Five hundred marines, led by the small group of Imperial Guard and watched over by the Emperor’s guard marched to the palace, and were allowed beyond the broken gates to await their fate in the debris-strewn outer palisade. Jacobs was led into the Emperor’s great hall, where the greatest minds of the Adeptus Mechanicus hastily busied themselves with installing the Golden Throne to save the Emperor’s dying body.

Though the Emperor’s body was rent from his battle with Horus, his mind was still strong and hale. Telepathically, the Emperor informed Jacobs that he had plans for the former traitor marines outside his doors. The warriors had been beguiled by chaos, and though their acts of treason were unforgivable, he still had use for them. He would form a new legion around them – one dedicated to the eradication of those marines who had fallen to the dark powers.
The traitors would be stripped of their names, chapter and gear. By all rights, they would be dead. The new chapter they would be forged into would be founded by those marines. They would stripped of their gene-seed, so that the chapter’s seed could not be corrupted. Any new marines would come from worlds and guardsmen who had witnessed the terrible power of chaos – and overcome it. The chapter would be known as the Imperial Avengers, and Jacobs would lead them.
As the Emperor commanded, it was done. The traitor marines were taken away, stripped of their gear and names and subjected to psychic interrogation by the nascent Ordo Mallaeus. Jacobs himself underwent both psychic surgery to augment his minor psychic abilities and underwent physical transformation into a space marine.

As the Imperium evolved in the wake of the Horus Heresy, so too did the formation of the Imperial Avengers. The ninth company of the Grey Knights were assigned to the Imperial Avengers as it’s first company, and the sixth through tenth company was filled out not with space marines, but with Imperial Guard drawn from Cadia and other worlds.

There is no Primarch of the Imperial Avengers. Only one thing binds these marines together. Each has experienced the insinuations of the powers of the Warp, and overcome it. Many are pyschers who have been touched by the Warp, but resisted it's siren's charm. Its new troops are drawn from the myriad worlds where Chaos has not yet been vanquished, but has not yet overrun the spirit of the people who dwell there. Its members have been enveloped by the warp and Chaos itself, but emerged unscathed and free of the taint of Chaos.

Yet, a duality exists among the Imperial Avengers. Chaos bound into suits of armor are forged by the First Company for use by the Imperial Avenger’s Terror Squads. Mutated weapons and vehicles are rare sometimes captured and inducted into the Imperial Avenger’s forces, though all attempts are made to return the item back to its former state and appearance - and Daemon engines such as the Mauler Fiend or Heldrakes are destroyed or torn apart and rebound as enslaved daemon weapons or armor.

----------Sidebar: The Commune With the Emperor---------------
On the Long Night, those Imperial Avengers lucky enough to be at the fortress-monastery at Savior’s End are allowed to relive the “last words of the Emperor”. By means of psychotropic incense and telepathic , the current Jacobs “takes” the space marines present back in time to the day when the chapter was founded, ending with the fateful meeting with the Emperor. (Unknown to the marines at large, the Grey Knights use this time to mentally scan the Imperial Avengers for signs of corruption or malcontent)

Jacobs had not uttered a word since he had entered the inner sanctum of the Emperor. He passed by the towering forms of the great Primarchs that had fought through Horus’s flagship to rescue their Emperor. Though bloody and battered, they bent over holoprojectors of the ruined Terran fortifications to immerse themselves in their work of driving back the remains of the traitor legions and paid no heed to Jacobs as he passed by them.

As he passed into the grander, deep, dark halls of the Great Palace, Jacobs was brought through a throng of wailing women. Each had gouged out their own eyes as the cried bloody tears for the fallen Emperor. An unease filled Jacobs; the whole palace stank of death and decay, yet Jacobs could clearly feel the Emperor’s ghost gliding alongside him as he approached the adamantine doors that now barred entrance to the hastily erected Golden Throne.

“Enter,” the mighty voice of the Emperor boomed as the great carved doors ground open. The marble floor of the great hall beyond had been stripped away, and in its place a narrow iron walkway led to the malachite dias where the Emperor’s corpse sat motionless.

Already, great electric-blue glass canisters had been slid in between the latticework of iron walkways. Jacobs tried to drown out the muffled cries of the humanity bound within the glass tubes. Little did he realized that these first souls being brought here were the life force the Emperor would require to power the beacon of the Astronomican and keep the threat of Chaos at bay.

“Come forward,” the thunderous voice of the Emperor boomed again, though no sound escaped the throne-bound corpse. Without hesitation, Jacobs obeyed.

“The forces of Chaos are in retreat,” the Emperor continued to telepathically engage Jacobs. “Those who betrayed me have paid the price for their folly.” The Emperor paused, and then continued. “And now I see that some of those who fell prey to Horus’s venomed words have come to realize their mistake.”

Jacobs nodded. Living on the hive world, he had learned a little about the powers of Chaos, though he had no idea of the terrible truths of the forces they represented. “Despite their folly, their hearts are true to mankind, this I can sense.” the Emperor continued. “They have come to you and your men to seek Absolution in my name. Yet...” the Emperor mentally paused, “I will not give it to them yet.”

Jacobs frowned. What did the Emperor want? He could feel the weariness in the Emperor’s thoughts, and the fury against the traitors as well.

“Jacobs, I sense in you a man who desires to be the sword of my fury. Against the traitorous legions swayed by Horus you and your men have fought bravely and righteously.
“But now is the time for Redemption.”

Intently, Jacobs listened. “Those who betrayed mankind must be slain, for they are our enemies. But we must be willing to grant mercy for those of our own who, in the darkest of moments, came to their senses and defended their Emperor.”
“Therefore, each of the marines who surrendered to you outside is being stripped of his garments, his weapons, his name. In effect, he is dead. He has no brothers, no chapter, no homeworld to return to. To all who knew him, he is dead, his name to never be spoken again, for it betrayed mankind. That is their death.”

“Now what remains are new men - new marines. Suits of armor, new weapons and new names shall be chosen for them. To a chapter all of themselves will they belong. Their fury, their hatred of the enemies of mankind will drive them. They will fight not like beasts, like the mindless minions they served, but as skilled and crafty warriors who will not fall to the tricks of our enemies. They shall strive to prove themselves worthy of the title Space Marine, and they shall seek their Redemption, but only when they die in my name, shall they know Absolution."

Jacobs paused, absorbing the words of the Emperor. He did not understand the grace of the Emperor, but he would not dispute it. “Great Emperor,” Jacobs asked, “It is very gracious of you to do these things, but why do you tell me?”
“For you shall guide them, Jacobs.”

Jacobs was shocked. Why him?

"You have lived on a world that has struggled against the forces of Chaos. You and your men know how to resist the power it offers. Your resistance, your fortitude, will strengthen theirs. From your world, and the countless worlds like yours, who battle against the forces of Chaos that surround you, will come more warriors like those before you now. They will seek to avenge mankind of the horrors chaos has brought. You will become the eternal flame of my fury against what Chaos has done. You shall avenge the wrongs of Horus, and the disgrace he placed upon himself, but did not realize until the end. You shall lead the Imperial Avengers against the children of Horus and his ilk."
Jacobs bowed before the Emperor. “The task you give me is mighty, Great Emperor, and I shall do my utmost to obey.”

----------------------End Sidebar-------------------------------





Chapter History

SAVIOR'S END

Savior's End is a vicious world that lies perilously close to the Eye of Terror. The planet follows an elliptical orbit around its sun that lasts a little under one earth year.

As the first undertaking of the still-forming Imperial Avengers, the newly equipped marine force scoured the world of the heretic legion Sons of Horus. Though the Imperial Avengers were outnumbered on the order of 5 to 1, they drove the traitor legions into their daemon-infused fortress at the northern pole and annilated the fortress into it’s deep catacombs via an orbital strike.

When the dust finally settled, the Imperial Avengers settled in, built their own fortress-monastery upon the blasted crater of the old chaos fortress.

Savior’s End is a world whose only inhabitants other than the Imperial Avengers of Horus is a wide variety of creatures touched by the strange warp energies that rip across the planet. Many of the surviving native species of Savior’s End have a natural immunity to the mutating forces of the warp, and the attached Grey Knight techmarines were able to construct an energy barrier around the fortress that mimicked this ability, stilling warp incursions around the fortress-monastery.
The fortress of the Imperial Avengers is perhaps the only stable island on the planet. The rest of Savior’s End is a molten maze of churning islands in a desert slurry, with mountainous, lush jungles near the polar regions.
The Great Lodge of the Avengers is protected by enormous Power Field generators and the constant efforts of no less than two great pysckers whom never leave the confines of the Great Lodge. The duty of the psyckers is to protect the planet from any being of the Warp, including other pysckers.

Within the Great Lodge, the Avengers discuss their plans of infiltrations into the Eye of Terror to destroy the works of Chaos, and they chart the progression of the other foes of mankind.

THE MAKING OF AN IMPERIAL AVENGER

There are no other standing structures on Savior’s End besides that of the fortress-monastery known as the Redoubt. Therefore, the legions of the Imperial Avengers is drawn from other worlds. Likewise, the gene-seed of the Imperial Avengers has been rendered sterile, and they depend upon gene-seed that is secretly gathered from other Codex chapters of the Imperium.

New members to the Imperial Avengers are drawn from imperial guard recruits that have witnessed and overcome chaos. Though the Inquisition has standing orders to annihilate those who have close contact with chaos, if the Imperial Avengers scouts can reach the individuals first, they can be saved from the blind purging of the inquisition. Only the most strong-minded and loyal individuals are allowed even into the Guard Squads, and even such members are thoroughly and rigorously psychically scanned for treachery or sympathy toward chaos.

In recent centuries, most of the new recruits have come from the wars on Cadia, and as such the imperial guard units of the Imperial Avengers have adopted the uniforms and weapons of Cadia guardsmen.

THE MARKING

When Imperial Avenger Guard Squads return from the field, on occasion some will have faced enemy psychers or attacks by chaos opponents. In exceptionally rare cases, a renegade marine may repent and surrender to the Imperial Avengers.
When such an event has occurred to a Guardsman, he is taken aside and psychically examined by the inquisitors of the First Company. If it is revealed that the guardsman failed to resist the psychic attack, or showed mercy of any kind to the being of chaos, he is slain on the spot.

If it is revealed that the Guardsman resisted the psychic effort valiantly, or dispatched the chaos being with great zeal, he is turned over to the Avengers Marine Chapter and taken to Savior's End for "further study".
For renegade marines who turn themselves over to the Avengers, they too are psychically examined for impurity. If they are found unworthy or treacherous, they are slain. If they are truly repentant of their sins against the Emperor, they are taken to Savior's End. Either way, the Guardsman or marine is never seen again by his fellows.


THE MAKING

When the marine contestant arrives at Savior's End, they are brought to the catacombs of the Great Lodge, and taken to the Chamber of Purity.

There in the Chamber, they are met by the strongest pyskers of the Imperial Avengers First Company, and systematically assaulted by the powers of the psyckers. This assault not only is meant to test the mental fortitude and state of mind of the individual, but is also a form of psychic surgery meant to augment the individual’s defense against the powers of the warp and chaos itself.

As soon as the psyckers finish their assault and surgery, two squads of Terror Guard are brought in, wearing armor dripping red with blood. In the guise as saviors in the name of Chaos, each of the Terror Guard tries to dissuade the contestant to the side of Chaos, and promising revenge against the psyckers who attacked them. If the contestant falls to the pleas of the Terror Guard, he is immediately slain. If he resists, the Terror Guard drags him away, lashing and beating at the contestant for his “obstinance”. The lashing and beating continues until the recipient is beaten unconscious. He is then brought to The Hall of Redemption, the vast medical facility of the Great Lodge, where he is kept unconscious and the gene-seed and extra organs of an imperial marine are implanted into the contestant.

From there, the applicant is dragged to the dungeon deep beneath the Great Lodge, stripped of any garments he had, and left weaponless.

There, he is thrown in with the mutated creatures of Savior's End. If the contestant survives the week, and slays no less than three of the creatures within the dungeon, he is brought out as a full member of The Imperial Avengers. If he fails, he is left in the dungeon until he dies.

The dungeons are infested with many beasts. Some are mutated contestants who have failed their own test, left to live out their feral lives in the dungeons. Other, more terrifying creatures inhabit the dungeons as well - Astral wolves, for one, and the psychic-nulling Terrus, as well as a host of mutated other beings brought from afar.

Those whom are brought out of the dungeons are taken to the Halls of Memory where they begin their training as Imperial Avengers, and learn the secrets of the Warp which they will come to face in the future.

CHAPTER ORGANIZATION

Since the Imperial Avengers must follow the strict doctrine of the empire to overcome the individualism that arises from rebellion and heresy, they adhere to the Codex Astartes as much as possible to disallow fragmentation or individualism among its members.

At present, there are twelve companies in force of the Imperial Avengers, with a thirteenth company composed of robots and other non-sentient equipment.

The first company actually consists of the 9th company of the Grey Knights, who are “on loan” from the Grey Knight chapter. It is not possible for Imperial Avengers to be promoted into this company, and their function is as much to watch over the Imperial Avengers as it is for them to assist in missions against daemonic forces. The first company hosts two squads of grey knight terminators, four grey knight strike squads and two each of grey knight interceptor squads and purgation squads. Unlike normal grey knights, the grey knights of the Avengers are bedecked in white armor studded with gold trim and green cloaks.

The second company consists of the Imperial Avenger’s veterans – though the only marines from those who returned at the Horus Heresy have long become dreadnoughts. Currently, there are 10 such dreadnoughts still among the first company, with two of each comprising half of the first through 5th squads manpower. The remaining veterans are far younger, though still experienced warriors. The second company is noted for it’s white armor with gold trim.
The third through sixth companies are stock space marine squads. Normally, one squad or more of terminators and two squads of terror guard exist in a given company. This is in addition to the ten squads of normal Imperial Avenger marines. Any given company is headed by an Avenging Redeemer, who surrounds himself with a five man squad of hand-picked warriors. The squads are generally dressed in green armor with white or gold markings, while the terror squads are dressed in black with gold trim. Generally, the lighter the green color of the armor, the longer the squad has been serving. Assault squads in these companies often have white or (for veterans) gold armor.
The seventh company of the Imperial Avengers is composed of scout marines. All scout marines begin with bile green armor, which is replaced with darker and darker green armor as the squad becomes more experienced.
The eight through eleventh companies of the Imperial Avengers is composed of imperial guardsmen squads. These squads are augmented by an appropriate force of sentinels, chimera transports and an assortment of tanks and artillery. The eleventh company, known as the Pale Riders is a mix of mechanized and rough rider squads. These guardsmen squads are generally issued special gear - extreme weather overcoats and optical gear/facemasks that provide some small measure of benefit when facing against demonic forces.

The twelfth company of the Imperial Avengers is reserved for imperial Assassins, and their number and composition is kept a secret even from the other companies of the Imperial Avengers – save that of the first company, of course. In fact, this twelfth company directly answers to the first company, and usually receives its mission orders from the commanders of the first company only.

The thirteenth, and most secret company of the Imperial Avengers is composed entirely of machines – primarily robots. The thirteen company is generally only fielded on those worlds where chaos mutation is rampant. These soulless machines are generally immune to the ravages of chaos and can be deployed against daemonic forces without fear of them being corrupted.

All the companies are under the current command of their inquisitor leader, Jacobs Nethkith XXXI, and ultimately, the Emperor. When not in the field, the forces of the Imperial Avengers are kept in their shielded quarters on Savior’s End, where they undergo training and observation by the attendant psychic inquisitors of the fortress.

Each marine company is headed by a psychic field commander, known an Avenging Redeemer and his command retinue. The mental and spiritual needs of the company are overseen by a Purifier, a psychic who acts much in the manner of a Confessor, Librarian and Chaplain.

Besides the thirteen active companies, and the sole reserve company, there exists the High Command, which oversees the care of Vehicles, Robots and other combat equipment, as well as the Great Command, which contain the loyal advisors and battle tacticians who are under Jacob's direct command. The Great Command consists primarily of Chaplains, Librarians, Arcaniums and the Dreadnought pilots of the chapter.



Arcaniums

Arcaniums are psykers with great fortitude. They are able to tap the psychic energy of their fellow marines to produce protective shields against enemy psychic assaults. Some of the more powerful arcanium have the power to even reflect attacks back upon the psyker.


Assassin Girdles

Members of the twelfth company are composed of specially trained assassins. Former scout marines, the assassins of the Imperial Avengers are formed into two varieties: the lone Culexus or Vindicare assassins, and the augmented Imperial death cult assassins.


Avenging Redeemers
These marines are more than merely the leaders of a given company. Each of these marines has the power to bestow the Emperor's absolution to any marine who dies nobly on the battlefield. Without the words of the Avenging Redeemer, the marine's death is unforgiven, and the marine is doomed to be devoured by the powers of Chaos.

In and of themselves, Avenging Redeemers are heroes beyond compare. Each knows that at his death he will stand beside the Emperor in his last battle against Chaos, and this makes each Avenging Redeemer fight in earnest to prove he is worthy of his title.

Avenging Redeemers are always dressed in Artificer armor of the purest white ceramics and metals. They normally bear a iron halo about their helmet, made of gold and/or precious jewels. They wear absolutely no green clothing, nor do they have a mark of green upon them, which among the chapter is denoted as the color of Horus, and of heresy.

Avenging Redeemers are normally armed with two power fists, with a built in weapon in one of the fists - normally a hand flamer or bolt pistol, but in some more extravagant cases, with needler guns bearing deadly toxin or plasma guns.


Chaplains

Chaplains are perhaps the second most tested of all Avenger marines, with the torture they endure barely short of the agony any psycker receives upon induction. When contestants are brought out of the dungeons, they are briefly examined for their knowledge of the imperium and its ways. Those who express an expansive knowledge of the imperium are taken to a special sanctum in the Great Lodge, and left to study the ancient texts there for 40 days. After the forty days, they are brought before the Great Chaplain and the Arcaniums. There he is questioned on all that he has had time to study. Many of the questions the board asks are about obscure material found in books allowed to the contestant. Others are trick questions. For every wrong answer the contestant gives, he receives a stunning psychic backlash from the Great Chaplain and the Arcaniums. As the talk goes on, the questions become more heated and less time is given to answer. Slowly, questions about the contestant's knowledge of the powers of Chaos is brought up. Here, not only is the contestant's knowledge tested, but so is his devotion to the Emperor, and the Imperium he has founded.

If the contestant survives the psychic, mental and physical assault, which can last for days (in which the contestant is allowed no respite, nor time to eat, sleep or even relieve himself), he is given the codex of a lesser Chaplain and made into Chaplain's Assistant, or Praxeum. Those who fail, die. In the case of those who fail, knowledge by those who do not understand the truth is too dangerous a threat to the chapter, and such danger must be removed.

Successful survivors of the ordeal are granted a tome of proverbs from which they read during combat to the troops to inspire them and ward off the powers of Chaos. They are assigned to a Chaplain, and watched for a period of two years before they are allowed to become full-blown Chaplains in their own right. Chaplains and Praxeums of The Avengers of Horus tend to dress in black armor, with Chaplains being allowed to wear skull-faced helmets. They are marked and protected with golden seals of purity, affixed by the highest officers of the Avengers. The only green they are allowed to carry is a bookmark for their tome. Avenger Chaplains are usually armed with awe-inspiring close combat weapons such as plasma pistols, shuriken pistols or needler pistols coated with deadly poison.


Devastator Girdles

Devastator girdles are the heavy assault troops of a given company. With two marines bearing las-cannons and two marines with melta-cannons, they are a force to be reckoned with. These troops are primarily deployed against enemy vehicles or greater daemons and are rarely involved in infantry-based fights. Their dress depends on the length of their allegiance and success in combat. Less efficient or new troops are in dark, forest green armor with thin white and gold bands marking them. More successful troops have lighter colored greens with more gold and white upon them. Elite troops are mostly white with light green shin plates and helmets and golden fists. Each squad is dressed the same, and progress through the lighter color advancements as a unit, not individuals.


Dreadnoughts

The dreadnoughts of the Imperial Avengers house the most ancient, knowledgeable and crafty warriors of the chapter. Some are old enough to remember fighting in the Horus Heresy. All are inhabited by warriors who have suffered wounds so grievous they could not survive outside. They keep the lessons of the past alive with the stories they tell younger members of the chapter, and they relish battle against the forces of Chaos, often their heroic actions rallying nervous marines or guardsmen.

The dreadnoughts are primarily machines of white armor with gold markings and light green weapon housings. Dreadnoughts whose shape has been mutated by chaos are stark, sappy green, with white highlights.

Imperial Guardsmen

The imperial guardsmen of the Avengers is drawn from various worlds, all with one thing in common - Chaos is or was rampant upon their world. All guardsmen are tested for any sort of bend towards chaos, and the unworthy are removed - often by brutal means.

The color scheme of the guardsmen are dark green suits with green shoulder protectors, helmets, and golden boots. Weapons are silver and/or gold (gold being usually reserved for command sections), and officers wear clothes that is nearly solid white, with gold accents reserved for higher ranking officers. Variety in the distribution of green to white indicates the status of the guard company - those companies with more white have been with the Avengers longer and have performed heroically whilst those with mostly green colorations are new initiates to the Avengers. Unlike the marine sections, whose colorations vary from squad to squad, each company of guardsman has the same coloration, and as each member advances his coloration changes with the rest of his company - the bad performance of one can delay or impair a Guardsman's company from moving to uniforms containing more white.

Imperial Avenger guardsmen squads are organized in normal imperial fashion. Once, ogryns, ratlings and even beastman squards were part of the Avengers, but after M36.774, they were removed by order of the High Council as “tainted” following the Minotaur Wars of Celestian III.


Meditians

The medics of the Avengers, the Meditians, are special marines who have been given the gift of knowledge on how to tend to the injuries of their brethren. Of all the Avengers, it is the Meditians who must be the purest, for at times often they must draw forth their own life fluids to save another, and in such cases, they cannot allow even a tint of Chaos to flow into the soul of another. In cases where they cannot save the life of the fallen, they must be willing to incinerate the fallen bodies so their geneseed cannot become prey to the creatures of chaos.

Meditians and Chaplains often work together. In fact, Chaplains are always present at any medical operation a Meditian does not perform on the field, to help in saving the soul of the fallen brother, and aid in speeding the recovery of a fallen friend. On the battlefield, the two often find that they must work separately, though the Meditians always welcome the prayers of the Chaplains to speed the recovery of a fallen marine, and the Chaplains appreciate the medical skills of the Meditian to save the lives of their brethren.

A Meditian wears armor of white and is always equipped with a jump pack to quickly reach fallen brethren. This jump pack is a light green and often contains extra supplies the Meditian needs. A Meditian is armed with primarily defensive weapons - a hand flamer and/or chain sword is the norm.


Scout Girdles

Scouts of the seventh company play an important role for the Imperial Avengers. They are the first to observe the combat field, and often the first to investigate enemy positions. Low-level Psychic Avenger marines may be advanced into the twelfth company as assassins, otherwise they eventually are advanced to the third through sixth company as their skills mature and openings are made in the various companies.
Without the knowledge the scout marines return to their comrades on the operations of their chaos opponents, most Avenger attacks would.
For Imperial Avenger marines, initial service in the marine force is in the scout squads, where the troops pick up the basics of tactical deployment and diplomacy. Scouts quickly learn to assess enemy forces and prepare reports on their sensations they receive from the enemy. Psychic scout squads exist, in the first and fifth company.
Avenger Scouts dress in typical standard Scout Marine armor. New scouts start out in mostly dark green suits with gold knee pads and white gloves. As the scouts become more experienced in their service to the Emperor, they are given suits containing more white and lighter greens. Scout officers often have leg guards of gold, and more prominent Scout commanders may even have suits that are all gold in color and have had their skin tinted to a gold color to match. All Scout squads in a given company are dressed the same, not by individual or by squad.


Tactical Girdles

Tactical girdles make up the majority of the battle squads of the Imperial Avenger marine force. They are the front line battle troops, armed with bolter and bolt gun, with a missle launcher and flamer for support. The captain of each squad is normally armed with a power fist, which is engraved with a seal of purity. Before any combat begins, the captain of each squad beats his fist upon the ground and leads his group in a long mourning wail that may last up to as much as five minutes. The sound of this mourning is said to drive psychic opponents mad, and drive fear into the hearts of the powers of chaos.

Tactical girdles are colored according to their squads legacy of service. Inductees often are found in dark green armor with thin traces of white and gold marks, with weapons of white and green ammo clips. More experienced squads will have lighter greens, more areas of white and larger bands of gold. In such experienced squads, their weapons will be white. Elite troops are dressed in armor with white shin guards, arms, chest plate and backpack. They have light green elbow pads, fists and upper leg plates. Their waist protector and helmet are gold colored, and weapons are gold.

Techmarines

The techmarines of the Avengers are not only the master of normal imperial machinery, but are also capable of understanding the twisted workings of chaos equipment. This knowledge is two-fold, and is quite effective on the battlefield among techmarines working together.

Techmarines are chosen among those who have an incredible skill for understanding the complex nature of machines. When leaders notice such marines displaying these skills (perhaps by tinkering with their own armor, or keeping their own equipment in tip-top shape), they are brought before the Great Techmarine of the Avengers. The Great Techmarine then proceeds to question the marine in private, attempting to find out the degree of aptitude of the marine. If the aptitude is light, he may be put in charge of armor or weapon care, or may become the permanent painter of a certain type of gear, depending on what skill and to what degree the marine knows of machinery.
If the marine shows abnormal skill with machines, he is taken to the Library of the Mechanics deep in the Great Lodge's vaults. There he is allowed to converse with other Techmarines, is given access to the chapter's codexes of machinery, and allowed to communicate with the great Dreadnoughts and other machines (such as robots) about their workings.

After an apprenticeship of about six months, the marine is tested - he must put together, from a totally disassembled model, a Land Raider. Of course, the marine is not told that parts of the Land Raider are missing, and that fake and faulty parts have been put in the place of some of the needed components to fix the machine. Using his wits, the marine must find the components he needs to make the Land Raider work again. He is closely monitored throughout the process, and if he fails, his status is reduced to a mere Library guardian.

If the marine succeeds however, he earns the title of Mechanic, and is adopted by the Techmarines as a brother. From there on, the Mechanic works closely with the Techmarines until he receives his "iron", a special badge forged of a peice of machinery that was destroyed long ago, a machine the Mechanic is a specialist with repairing. When the Mechanic receives his "iron", he is considered a full-blooded Techmarine.


The Terr

The Terr (pronounced Turr) is a terrifying creature once thought to be native to Savior's End. Recent research by one of the inquistors of Savior’s End seems to have brought to light that the Terr might be, in fact, a Tyranid hive tyrant whose hive fleet was stranded on Savior’s End millennium ago.

It stands fifteen meters tall when fully erect, and is night black in color. It is humanoid in shape, reminicant of a Praying Mantis standing on two legs instead of four.

The two upper arms end in wickedly shaped knifes, and its middle two hands have long claws for grasping and rending.

A great web-like shield projects back along its cranium, which glows blue with pyschic energy it collects from those beings around it. The terr seems to drain psychic energy from those around it, and bleeds it off in a manner that “deadens” the warp around it – making it a sort of null-field for psychic energy.

Worse still, the great Terr produces handfuls of offspring each year. Even though the young are far less terrifying, appearing more humanoid and less insectoid, with elongated craniums and only four limbs (lacking the shredding limbs), they are psychic as well, though to a lesser extent. Luckily, the Terr does not allow any of its young to mature beyond the adolescent stage into a full-grown Terr.

Both strong physically and psychically, the Terr are truly terrifying foes to face - almost the match of a genestealer, with a tougher hide.


Terror Squads

Terror squads are composed of the elite of the elite troops of each company. Only twenty strong per company, Terror guards live up to their name. Armed with grey knight storm bolters and force weapons, these terrifying troops always dress in chaos armor looted from previous battles against chaos. They are lightning fast, and as deadly in close combat as they are at a distance. They project an aura of absolute terror about them that even makes their own troops nervous to approach them. In combat, they fight with both cunning and ruthlessness, taking no prisoners, and giving no mercy to the enemy.





Imperial Avengers Characters[i][u]


Inquisitor Commisar Jacobs Nethkith XXXI
Chapter Commander of the Avengers

While the original Jacobs Nethkith has passed on, there has always been a Jacobs Nethkith to command the Imperial Avengers. It is not clear if Jacobs has been cloned or if his successors have merely had surgery to make themselves resemble the former leader, but it is clear that each Jacobs retains the sum of the memories of his predecessors.

Jacobs Nethkith is an amazingly loyal Commissar of the Imperium. Several centuries ago, he was summoned before the Emperor and elevated to the post of Chapter Commander of the newly formed Imperial Avengers. He has received training as an Inquisitor as well as a Commisar, and is well-versed in the terrors of Chaos.

Jacobs appears to have some low-level psychic abilities of his own, but his most fastidious ability is his resistance to Chaos. Over the centuries, his vigor has made him virtually immune to the powers of Chaos, and have given him great resistance to psychic attacks. Jacobs does not retain the innate hatred all Avengers have to psychic attacks, and never goes berserk when attacked psychically.

Wargear

Terminator Power Armour
Imperial Rosary
Nemesis Force Sword
Storm Bolter

Psyker (Mastery Level 3)

Resist Chaos (Blessing) : Range: Self; WC: special. This power grants the model a +1 bonus to Deny the Witch rolls per Warp Charge point spent. Since this power is generally used in the opponent’s turn, the user must have remaining Warp Charge points from his own turn to use this ability.

Stunning Blast (Malediction): Range: Template; WC: 1; ST 4; Target of this power is stunned until the end of its next turn. The model cannot move, shoot, run or assault. If engaged in close combat, the target is treated as having a WS of 0 and no attacks. This power has no effect on enclosed vehicles.


WS BS S T W I A Ld Sv
Jacobs Nethkith 6 6 5 5 3 6 2 10 2+


-------------Sidebar: The Sublime Emperor-------------

Jacobs was one of the last individuals who was able to communicate with the Emperor before even the voice of the Golden Throne went quiet.
Buried deep in the Phantom Library at Savior’s End is a semi-heretical tome penned by Jacobs himself, written shortly after the founding of the fortress-monastery, Redoubt. In it, Jacobs contemplates the then fledgling Cult of the Emperor and the Emperor himself.

In Jacobs fateful meeting with the Emperor, though the battle with Horus had been completed, Jacobs still sensed that Emperor was doing battle. Likewise, though the Emperor seemingly drew sustenance from the souls of psychers entombed in the Imperial Palace, Jacobs could not bring himself to believe the Emperor to have merely become some form of psychic vampire such as an infantile C’tan - that such a fate would be an ignoble end to such a noble man.

As he wrestled with the nascent Cult of the Emperor that was being thrust upon the chapter, Jacobs delved more and more into the mystery of the Emperor upon which to base his faith.

After delving into then-scraps information on the ancient Necron C’tan and cross-referencing forbidden tomes of Eldar lore as well and the fall of their race at the hands of Slaanesh, Jacobs believed he had uncovered a terrifying, yet wonderful truth.
The Emperor was becoming a god. Further, he was able to deduce that it was not the Emperor that was devouring the souls of the psychers being sent to his palace. Instead, he was recruiting them in his ongoing war against Chaos. The Astronomican was not only a beacon, it was a psychic shield and warhost. The psycher’s death was one of violent war of the mind and soul.

At it’s heart, the mental force exuded from the Golden Throne solidified and bent the Warp around Terra in such a way that no demon could hope to manifest and assail Earth while it existed.

From there, the Emperor’s mind blazed out like a great sword. Though it’s sweep was narrow, wherever it fell, the immaterium was solidified, organized and purged - if only for a moment - of the forces of Chaos.

Yet, without a warhost of thousands, not even the Emperor would have long held fast against the forces of Chaos. Those psychers imprisoned with the Emperor - bent to his will by his great charisma and leadership - raged an unending battle in the immaterium for the fate of all humanity. A secret war none could see nor could know that kept them safe from the worst ravages of Chaos.

Not only that, but as the gestalt of the Cult of the Emperor would grow over the ages, it would lend psychic strength to the Emperor, further enhancing his will.

At some point - when the worship of the Emperor reached a tipping point, the Emperor would be reborn as a Warp Spirit - mirroring in a way the birth of Slaanesh from the vile excesses of the Eldar.

If the worship of the Emperor could be kept pure, Jacobs realized, the Emperor would be reborn as a defender of mankind easily with the power of any of the four gods of Chaos.

With this truth in mind, Jacobs helped to secretly sow the Cult of the Emperor wherever his legions went.

Only the First Company was ever made aware of Jacobs findings - and a few Lords of Terra that bothered to examine the writings - and as the millennia have passed on, his teachings have been argued by those few. Some have argued in favor of Jacob’s wisdom, others have argued it as folly and fantasy.

Yet among the wisest among the Inquisitors there is a realization that if Jacobs prognostications are true, even one misstep on the Emperor’s path to godhood could have as disastrous ramifications as the birth of Slaanesh - but this time, for the fate of humanity.

--------------------End Sidebar ----------------------------


Argus the Arcanium
Master Arcanium of the 2nd Company

One of the two greatest Arcaniums in the chapter, Argus is a master psycher who is more than a match for any mortal psycher. It is only Argus and Caliptus who can master the great Terr, and the two are the only barrier of protection between Savior's End and the chaos power of the Eye of Terror.
Rarely does Argus leave Savior's End to do battle. His psychic power is so greatly needed that when he is encountered on the battlefield, it is only his psychic shell. This psychic shell is a special suit of solid metal animated by Argus. Through it, he can project a small fraction of his powers for use against the enemy in the Chapter's aid.
The listing below is for Argus's Psychic Shell. Argus is too precious to enter the normal fights of the Chapter, and thus his personal stats are not listed below.

Equipment

The psychic shell is made of solid metal, jointed so as to be as flexible as a real human being. Only Argus and Calyptus have access to the power to animate the psychic shells, and if they are destroyed, it will be months before another can be readied for use. There is no circuitry, no true being within the metal shell. Argus uses his psychic powers to animate the shell, and can control it from nearly anywhere within the universe the Avengers move to.
The psychic shell has an penetration rating of 12. It bears a Warp cloak (effects described below) and is protected by a refractor field as well.

Weapons

The psychic shell bears a force sword and bolt gun for combat use. The shell is unearthly resistant to most attacks, and the mental strength of Argus is enough to give the psychic shell considerable strength for hand-to-hand combat.

Special Rules

Fear
Those facing Argus quickly realize that what they face is neither man or machine. Argus causes fear as per the base rules.

Psychic Attack

Because control of the psychic shell is done by Argus's mental prowess, any psychic attack that he fails to save against expels him from the shell, rendering the shell a lifeless hunk of metal for the rest of the combat. This occurs whether or not the attack is capable of scoring enough wounds against Argus's shell to destroy it.

Psychic Abilities

In addition to Argus's normal abilities as an Arcanium, he has the following abilities that he may project from the shell: Likewise, he has psychic points for useage.
The following Arcanium powers are available to Argus:

DISRUPTION FIELD: By expending 10 psychic points, Argus may envelope a Large Burst template about him in which he drains away the Warp. To Chaos beings (including those with Chaos attributes and Daemons) and psychers, this causes a Strength 10 attack that causes 2d6 wounds if successful. Regardless of the outcome of the attack, after the Disruption field has been released, a D6 must be cast for Argus. On a roll of 1,2, or 3, the psychic shell is defenseless for one turn, then may move and act normally. On a roll of 4,5 or 6, Argus is badly stunned by the energy to create the Disruption Field and loses control of the psychic shell. The psychic shell immediately falls lifeless, and is useless for the remainder of the battle.

RESIST CHAOS : This power allows Argus an additional saving throw in addition to his normal save if the attack is from a warp-powered weapon or being. Psychic attacks do not count. The basic saving throw is 6, and Argus can adjust this by +1 per additional psychic point spent.

STUN CHAOS : This power allows Argus to stun all opponents with Chaos attributes within 3" of his person. A normal psychic saving throw is allowed, and those who fail fall to the ground, moaning in pain, until a roll of 4,5, or 6 is rolled on a D6 in the following turns.

REVOKE CHAOS : This ability allows Argus to remove one random Chaos attribute from an opponent in his line of sight. The victim loses this chaos attribute permanently, though it can later be won if rolled up again.

Warp Cloak

Like all Arcaniums, the Warp cloak hides the mind of the psycker eneveloped in it in an impenentrable layer of Warp distortions, preventing daemons and other such powers from being able to see or identify Argus at a range greater than the intitive score of the daemon. Non-daemonic creatures are unaffected by the warp cloak, other than to suffer a -1 penalty to hit due to the refraction it creates around Argus.


Argus The Arcanium : Points Value

M WS BS S T W I A Ld Int Cl WP
Argus The Arcane 4 6 6 6 8 5 4 1 10 10 10 10



Coylptus the Arcanium
Master Arcanium of the 3rd Company

Second of the two greatest Arcaniums in the chapter, Coliptus is a powerful psycher whose name is feared throughout the space of Chaos. It is only Argus and Calyptus who can master the great Terr, and the two are the only barrier of protection between Savior's End and the chaos power of the Eye of Terror.
Unlike Argus, Coliptus occassionally marchs forth from Savior's End to do battle. His psychic power is great, but his battlelust is even greater. When he is encountered on the battlefield, it is impossible for opponents to know if they face Coliptus himself or his psychic shell. Coliptus's psychic shell is a special suit of solid metal animated by the will of Colyptus. Through it, he can project a small fraction of his powers for use against the enemy in the Chapter's aid. However, Coliptus and the psychic shell are never encountered on the battlefield at the same time.
It is said that Coliptus is very lucky, for legends among the Avengers say he has several clones of himself lodged away in the Great Lodge, and if his body is slain on the field that he may transfer his mind to one of the other clones. It is unknown for sure by all except Jacobs and Argus as to whether this is true, but Colyptus's body has been reported destroyed on the battlefield one time in the past.
The listing below is for Colyptus's Psychic Shell. The real statisics for Colyptus follow after the Psychic Shell listing, and it can be assumed that Argus's statistics are very similar. After all, the two are twins.

Equipment

The psychic shell is made of solid metal, jointed so as to be as flexible as a real human being. Only Argus and Caliptus have access to the power to animate the psychic shells, and if they are destroyed, it will be months before another can be readied for use. There is no circuitry, no true being within the metal shell. Coliptus uses his psychic powers to animate the shell, and can control it from nearly anywhere within the universe the Avengers move to.

SHELL WEAPONS

The psychic shell bears a force sword and bolt gun for combat use. The shell is unearthly resistant to most attacks, and the mental strength of Coliptus is enough to give the psychic shell considerable strength for hand-to-hand combat.

SHELL SPECIAL RULES

Fear
Those who face Colyptus quickly realize what they face is neither man nor machine. Colyptus causes fear as per the base rules.

Psychic Attack

Because control of the psychic shell is done by Colyptus's mental prowress, any psychic attack that he fails to save against expels him from the shell, rendering the shell a lifeless hunk of metal for the rest of the combat. This occurs whether or not the attack is capable of scoring enough wounds against Colyptus's shell to destroy it.

Psychic Abilities

In addition to Colyptus's normal abilities as an Arcanium, he has the following abilities that he may project from the shell: . Likewise, he has ____ psychic points for useage.
The following Arcanium powers are available to Colyptus:

DISRUPTION FIELD: By expending 10 psychic points, Colyptus may envelope an area the size of the Large blast template about him in which he drains away the Warp. To Chaos beings (including those with Chaos attributes and Daemons) and psychers, this causes a Strength 10 attack that causes 2d6 wounds if successful. Regardless of the outcome of the attack, after the Disruption field has been released, a D6 must be cast for Coliptus. On a roll of 1,2, or 3, the psychic shell is defenseless for one turn, then may move and act normally. On a roll of 4,5 or 6, Coliptus is badly stunned by the energy to create the Disruption Field and loses control of the psychic shell. The psychic shell immediately falls lifeless, and is useless for the remainder of the battle.

RESIST CHAOS : This power allows Colyptus an additional saving throw in addition to his normal save if the attack is from a warp-powered weapon or being. Psychic attacks do not count. The basic saving throw is 6, and Coliptus can adjust this by +1 per additional psychic point spent.

STUN CHAOS : This power allows Colyptus to stun all opponents with Chaos attributes within 3" of his person. A normal psychic saving throw is allowed, and those who fail fall to the ground, moaning in pain, until a roll of 4,5, or 6 is rolled on a D6 in the following turns.

DISMISS CHAOS : With this ability, Coliptus may cause any one being with chaos attributes within 9" of his line of sight to be thrown back into the Warp, removing it from play (Deny the Witch rolls are allowed). This power can be extended 3" for each additional psychic point used, but runs the risk of a cumulative 1 in 6 chance of stunning Coliptus, thus rendering the psychic shell useless for the rest of the combat.

Warp Cloak

Like all Arcaniums, the Warp cloak hides the mind of the psycker enveloped in it in an impenetrable layer of Warp distortions prevents daemons and other such powers from being able to see or identify Coliptus at a range greater than the initiative score of the daemon. Non-daemonic creatures are unaffected by the warp cloak, other than to suffer a -1 penalty to hit due to the refraction it creates around Colyptus.

Colyptus The Arcanium - Psychic Shell : Points Value

M WS BS S T W I A Ld Int Cl WP
Colyptus (Shell) 4 6 6 6 8 5 4 1 10 10 10 10


COLYPTUS'S WEAPONS

Coliptus wears the armor of an Arcanium (Power Suit with Refractor Field)

SPECIAL RULES

Psychic Abilities

In addition to Colyptus's normal abilities as an Arcanium, he has the following abilities that he may project from the shell: Likewise, he has ____ psychic points for useage.
The following Arcanium powers are available to Colyptus:

DISRUPTION FIELD: By expending 10 psychic points, Coliptus may envelope a Large Burst about him in which he drains away the Warp. To Chaos beings (including those with Chaos attributes and Daemons) and psychers, this causes a Strength 10 attack that causes 2d6 wounds if successful. Regardless of the outcome of the attack, after the Disruption field has been released, a D6 must be cast for Coliptus. On a roll of 1,2, or 3, the he is defenseless for one turn, then may move and act normally. On a roll of 4,5 or 6, Coliptus is badly stunned by the energy to create the Disruption Field and falls into a coma. Thereafter, he may only be revived on a roll of 6 on a D6 in following turns (roll once each turn).

RESIST CHAOS : This power allows Colyptus an additional saving throw in addition to his normal save if the attack is from a warp-powered weapon or being. Psychic attacks do not count. The basic saving throw is 6, and Jacobs can adjust this by +1 per additional psychic point spent.

STUN CHAOS : This power allows Colyptus to stun all opponents with Chaos attributes within 3" of his person. A normal psychic saving throw is allowed, and those who fail fall to the ground, moaning in pain, until a roll of 4,5, or 6 is rolled on a D6 in the following turns.

DISMISS CHAOS : With this ability, Colyptus may cause any one being with chaos attributes within 9" of his line of sight to be thrown back into the Warp. If the victim fails a Willpower roll on 2D6, the being is thrown back into the Warp, and removed from play. This power can be extended 3" for each additional psychic point used, but runs the risk of a cumalative 1 in 6 chance of stunning Coliptus, who may rise in later turns on a roll of 1,2, or 3 on a D6 (roll once each turn).

Warp Cloak

Like all Arcaniums, the Warp cloak hides the mind of the psycker enveloped in it in an impenetrable layer of Warp distortions prevents daemons and other such powers from being able to see or identify Colyptus at a range greater than the intuitive score of the daemon. Non-daemonic creatures are unaffected by the warp cloak, other than to suffer a -1 penalty to hit due to the refraction it creates around Colyptus.


Colyptus The Arcanium : Points Value

M WS BS S T W I A Ld Int Cl WP
Colyptus (Arcane) 4 6 6 6 5 3 6 2 10 10 10 10


Daniel the Redeemer
Company Commander of the 2nd Company
<Story and stats TBD>

Brother Titus
Chaplain Dreadnought of the 2nd Company
<Story & stats TBD>

Terror Squad

Terror squads are the secret weapon of the Imperial Avengers. While their use borders on heresy, they are allowed to exist for the sheer usefulness of their unorthodox skills.
In the hundred-thousand battles that the Imperial Avengers have undertaken against Chaos, they have found themselves in the possession of the spoils of war on more than one occasion. While most chao wargear is immediately put the pyre following the battle, a small tithe of the gear is kept for use by the chapter’s Terror Squads.
While normally kept in stringently purified and warp-deprived vaults deep beneath Redoubt in Saviour’s End, the gear is brought out of statis for one purpose and purpose only - to cause discord among an enemy.
Most of the gear consists of warped space marine armor and standard weapons. Nothing is allowed to survive that actively has a daemon bound into it - the items only have a daemonic appearance. However, the warp-taint augments the psychic abilities of the Space Marines within, allowing them to affect the minds of their opponents and fooling the enemy’s senses.
So armed and armored, the specially trained psychic space marines use the gear to infiltrate the enemy’s forces and either eliminate enemy forces or disrupt alliances between various chaos space marine forces.
The nature of these missions is often suicidal in nature; few terror squads deployed in the field return intact from their missions. However, being selected for such missions is considered to be a great honour for any space marine to fulfill.

Use Veteran Space Marine stats.

Deepstrike
We’re One of You: If a Terror Squad arrives on the board from Deepstrike, the Terror Squad may shoot or assault in the round it arrives (though it is considered to have moved for the purpose of firing). The Terror Squad is considered to have a BS of 6 for any shots its makes this turn against enemy units. If assaulting a enemy unit, the assaulted unit cannot use Overwatch against the Terror Squad. Likewise, the Terror Squad has an Initiative of 10 and the enemy unit is considered to have a WS of 1 for determining whether the Terror Squad’s attacks hit (The enemy squad uses its normal WS when counterattacking). This effect is only in place for the first round of attacks.

Army List

Note: Characters are limited to taking equipment from their associated force armoury. No character may take a daemonblade from the armoury.

HQ
Grey Knight Grand Master
Grey Knight Brother-Captain
Grey Knight Brotherhood Champion
Grey Knight Librarian
Imperial Guard Company Command Squad
Imperial Guard Lord Commissar
Imperial Guard Primaris Psyker
Imperial Guard Ministorum Priest
Imperial Guard Techpriest Enginseer
Space Marine Chapter Master (+Honour Guard Squad)
Space Marine Captain (+Command Squad)
Space Marine Librarian
Space Marine Chaplain
Space Marine Master of the Forge

* One HQ choice MUST be either Space Marine or Grey Knight

Elites
Grey Knight Venerable Dreadnought
Grey Knight Terminator Squad
Grey Knight Strike Squad
Grey Knight Paladin Squad
Grey Knight Culexus Assassin
Grey Knight Eversor Assassin
Grey Knight Techmarine (+Servitors)
Imperial Guard Psyker Battle Squad (+Dedicated Transport)
Imperial Guard Storm Trooper Squad (+Dedicated Transport)
Space Marine Tactical Squad (+Dedicated Transport)
Space Marine Terminator Squad (+Dedicated Transport)
Space Marine Terminator Assault Squad (+Dedicated Transport)
Space Marine Terror Squad

Troops
Imperial Guard Infantry Platoon (+Dedicated Transport)
Imperial Guard Veteran Squad (+Dedicated Transport)
Space Marine Scout Squad (+Dedicated Transport)


Fast Attack
Grey Knight Stormraven Gunship
Grey Knight Interceptor Squad
Imperial Guard Scout Sentinel Squadron
Imperial Guard Armored Sentinel Squadron
Imperial Guard Rough Rider Squad
Imperial Guard Hellhound Squadron
Imperial Guard Valkyrie Assault Carrier Squadron
Imperial Guard Vendetta Gunship Squadron
Imperial Guard Leman Russ Squadron
Imperial Guard Hydra Flak Tank Battery
Imperial Guard Ordnance Battery
Space Marine Assault Squad
Space Marine Vanguard Veteran Squad
Space Marine Land Speeder Squadron
Space Marine Bike Squad
Space Marine Attack Bike Squad
Space Marine Land Speeder Storm
Space Marine Scout Bike Squad


Heavy Support
Grey Knight Purgation Squad
Grey Knight Dreadnought
Grey Knight Nemesis Dreadknight
Grey Knight Land Raider
Grey Knight Land Raider Crusader
Grey Knight Land Raider Redeemer
Space Marine Dreadnought
Space Marine Ironclad Dreadnought
Space Marine Devastator Squad
Space Marine Land Raider
Space Marine Land Raider Crusader
Space Marine Land Raider Redeemer
Space Marine Predator
Space Marine Whirlwind
Space Marine Vindicator

It never ends well 
   
 
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