Master of the Hunt--- 100 pts
WS7 BS4 S4 T4 W3 I6 A3 LD10 Sv3+
Wargear: Bolt Pistol, Power armor, Spear of the Huntsmen
Spear of the Huntsmen: The Master of the Hunt is not a Master of the Hunt without his Spear of the Huntsmen. This weapon shows that he has forged his way to the top through trials of fire and blood. This is a power weapon that wounds on a 3+. If the spear is used against Independent characters or Monstrous creatures, The Master of the Hunt gains preferred enemy and Furious Charge against that model.
Special Rules:Fearless, Trophy kill, Feel no Pain
Trophy Kill: When the Master of the Hunt kills a powerful being, he brandishes it's head in the sky and roars. As the enemy sees their commander's head, they begin to feel as though they all hope of defeating their enemy, but the God Hunters gain renewed vigor. When The Master of the Hunt kills a Monstrous creature or an Independent character, all models that have line of sight of The Master of the Hunt when he kills the Monstrous Creature or Independent Character, must take a Leadership test at 3D6, The God Hunters do not need to do this. If an enemy unit does not make their Leadership role, they flee 3D6 inches towards the nearest Independent character that the enemy controls , or if there is no Independent character then they must run towards their table edge. If an allied army sees this, then role a D6. On a 1-3, nothing happens as they care not for the enemy morale being broken for they are still alive. On a 4-6, their men see this and rejoice, they can now move 2D6 in the movement phase and count as having assault grenades. The God Hunters gain Furious Charge, Counter Attack, and count as having assault grenades. This affect doesn't stack, though it may be repeated for other units that did not see the kill before. If a unit is in assault, they are too busy to notice their commander dying.
Retinue: If the GodHunter's army is over 1,000 points, then the battle become a grand hunt.
Pack of the Master Huntsman
Herald of the Hunt 45pts 1-3
WS:4 BS:4 S:4 T:4 W:2 I:5 A:1 LD:9 Sv:3+
Wargear: Call of the Hunt, Power armor, Power Sword
Call of the Hunt: this is a non offensive weapon that cannot shot or attacked with. The Call of the Hunt is a horn the size of an arm. When blown, all God Hunters know that a new prey has been found and that glory will soon be had. Any friendly unit that is within 12" of the Herald of the Hunt may use The Master of the Hunt's leadership and weapon skill. Also, any unit that begins it's movement phase within 10" of the Herald when falling back, may automatically regroup, even if normal restrictions say other wise.
Special Rules: Fearless, Feel no Pain
Pathfinder 50pts 1-3
WS:5 BS:4 S:4 T:4 W:2 I:6 A:2 LD:9 SV:4+
Wargear: Claw of the Hunter, Light Carapace Armor
Claw of the Hunter Range:72" S:X AP:4 Rules: Sniper, Assault 1
Claw of the Hunter (Heavy) Range:72" S:X AP:1 Rules: Sniper, Heavy 1
Special Rules: Fearless, Scent of the Trail, Feel no Pain
Scent of the Trail: Like Deus, these marines have the same powers as their True Hunter, able to smell their prey and see a trail of blood that lead towards a strong foe. While the Pathfinder is within The Master of the Hunt's retinue, night fighting rules to not apply to the group and the retinue gains +1 initiative. This does not stack.
Guardian of the Master 100 pts 1-3
WS:6 BS:4 S:5 T:5 W:3 I:3 A:4 LD:10 SV:3+
Wargear: Predator sword, Guardian Shield, Power armor
Predator Sword: The Predator Sword is a close combat weapon that allows no invulnerable saves to be made. When an unsaved wound is made by the Predator Sword, roll a D6. On a roll of 1-3 nothing happens. On a roll of 4-6, an extra attack is made against the enemy unit, these attacks cannot generate extra attacks.
Guardian Shield: The Guardian Shield confers a 4+ invulnerable save to the Master of the Hunt and to the Guardian.
Special Rules: Fearless, Feel no Pain, "None shall hurt the Hunt Master!"
"None shall hurt the Hunt Master!": As his duty of the Guardian of the Master, he is expected to protect the Hunt Master with his life. If an attack is made against the Master of the Hunt, you may allocate that wound to the Guardian of the Master. If the Master of the Hunt is killed, the Guardian of the Master gains the Rage special rule and Hammer of Wrath.
Daemon Hound 10pts
WS:3 BS:0 S:5 T:5 W:4 I:8 A:4 LD:-
Wargear: Daemonic Fangs, Daemonic essence
Daemonic Fangs: These fangs count as a Power Weapon that gains +2 strength when attacking a vehicle.
Daemonic Essence: The Daemon Hound confers a 5+ invulnerable save.
Special Rule: Insane Daemon, Furious Charge, Release the Hounds!
Insane Daemon: The daemons has possessed their hounds for so long, they have gone mad. As long as the Daemonic Hounds are within 12" of the Master of the Hunt, the Daemon Hounds may move normally and attack normally. If they are outside 12", the hounds go insane. They gain Rage and will attack the nearest model they can find, friend or foe.
Release the Hounds!: The Master of the Hunt yells to the hounds to find their target. The Daemon Hound leaves the retinue and moves 2D6" and gains fleet. If the Daemonic Hounds number is only one, the Daemonic Hound now counts as an Independent character. If the Daemonic Hounds number more than one, they must stay in unit coherency. They may return to the retinue after they kill at least one unit.
Prophet of the Hunt
WS:6 BS:4 S:4 T:4 W:3 I:6 A:3 LD:10 SV:3+
Wargear: Bolt Pistol, Force Staff, Armor of Fortune
Armor of Fortune: As a Prophet of the Hunt grows stronger in his abilities, so too does his armor as it is a part of him and warns him and his pack of danger. The Armor of Fortune grants a 4+ invulnerable save to the Prophet of the Hunt and a 4+ cover save to the pack he is with. He may also take another psychic power of your choosing.
Special rules: Fearless, Feel no pain, Psyker, Sees all
Sees all: The Prophet of the Hunt is exactly what his name is, he is a prophet of fortune and misfortune. He can help avert crisis and bring doom to his enemies. To represent this, all units within 12" of the Prophet of the Hunt must re roll all To Hit rolls and To Wound rolls. All God Hunters must re roll failed to hit and to wound rolls.
Take a look at all the primarchs that stayed loyal.
Dead, missing, or in critical condition.
Now, take a look at the chaos primarches.
One missing primarch, the rest are Daemon Princes.
Chaos, The Better Solution.
Paid for by the Word Bearers.
Last edited by demonlord24; 07-03-12 at 04:21 PM.