[Dark Talon]Dark talon Character Vote Poll - Wargaming Forum and Wargamer Forums
View Poll Results: Which characters do you want the Dark talons to use?
First Disiple Hezek 1 3.57%
Taskmaster Gallo 2 7.14%
Sorcerer yeremos 0 0%
Inquisitor LKigarius- Defiler of Monastaries 2 7.14%
Aspiring Champion Garius 1 3.57%
Reclusiarch tanthus 1 3.57%
Torturor Issatroth 5 17.86%
Master Retrave 6 21.43%
Dazhain the Desolator 2 7.14%
Amandeculus the Swordsman 8 28.57%
Voters: 28. You may not vote on this poll

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post #1 of 56 (permalink) Old 05-16-09, 11:50 PM Thread Starter
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Default [Dark Talon]Dark talon Character Vote Poll

The Time has come to vote for the remaining two character slots for the Dark Talons. Please vote

Do not disallusion yourself brothers, today we die, our bodies broken and our souls shattered, we will be remembered as corpses on a battlefield.Raise hell my brothers for one day our great Father will hear of our struggle, and he will be honoured to call us his Sons. In death our Glory shall become eternal.' Karik Farron, 1st Lord of the Dark Scorchers at the Fall of Kempar.


'like a blind man in a dark room trying to find a black cat that isn't there'-imntdead
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Torturer Issatroth.

The mysteries of the flesh held dark paths for Issatroth. The once apothecary saw soon after the betrayal the effect chaos had on men; regeneration, advanced growth and even resurrection. He soon became obsessed with trying to find ways to control this great power to heal. He had soon concocted wide range of agents and chemicals which he had psykers imbue with the powers of the warp. The effects were varied, some worked wonders other formed hideous mutations and grotesque monsters. Retrave ordered his work unfit to be performed on battle brothers and soon he could find no volunteers to test his crucial work. And so he began to stalk battlefields for limbs and bodies and soon he requested from Van Gaur to take prisoners. The usual slave rabble would have its fittest and its strongest removed for Issatroth’s next grand concoction. This brutal but thorough testing gave Issatroth the title of torturer rather than healer. He designed and created the Dark Talon weapon to draw blood and tissues from every race and enemy which he gave to the greatest champions among his brothers knowing well that they would fight only the strongest. Even after the second Betrayal when much of his data was lost with the retreating Van Gaur, Issatroth would not be denied his test subjects or experiments.
It was only when Fabius Bile heard of Issatroth’s work did he seek out the Dark talons. Issatroth’s pleas to master Retrave to dock saw that their meeting would go ahead and both learned much. It was however clear that they needed to learn more. The exchange was not only information; Issatroth gave to Fabius a talon and all of the mutagenic ichors he had created. In return Fabius altered the weapons to feed directly into the omophagea of the astartes allowing not only collection but incorporation of genetic material into the Astartes genetic structure. Along with this Fabius gave to Issatroth and the Dark Talons several suits of terminator armour, with the understanding that he could come and go as he pleased within the chapter. Issatroth now leads one of the only Terminator squads available to the Dark Talons and Master Retrave has given him the right to pursue his mission on the many battlefields they fight across.

Torturer Issaroth-170

Ws-4
BS-4
S-5
T-4
W-3
I-4
A-3
Ld-10
Sv-2+

Unit Type-Infantry
Number/Squad-1
Wargear-Terminator Armour
The True Talon
Bolt Pistol
The Twisted Narthecium
Special Rules-Fearless
Independent Character
5+ Invulnerable Save

The True Talon-While many brethren have been issued with new Talons and some aspiring champions have taken to wearing imitations, Issatroth has in his possession the original as worked on by himself and Fabius Bile. All others are inferior copies wrought from its brilliance. The Dark Talon upon piercing the body then begins to drain the target of bodily fluids through a series of tubes linked to the almost needle like claw tips that can pierce armour even if the larger part of the claw cannot. Most go into shock immediately from serious blood loss if they are not killed outright. The blood is collected and some is absorbed by Issatroth and incorporated into his DNA. The infusion of the warp in this device also allows memories, feelings and combat styles to be stolen along with physical matter.
The True Talon carried by Issatroth counts as a lightning claw with the following additions. Infantry models hit by the True Talon have their initiative reduced to 1 in the next round of combat as they go into shock from blood/memory loss. After causing an unsaved wound on a troop squad Issatroth gains preferred enemy special rule against that particular squad. The Talon has no effect on Necrons.
The Twisted Narthecium- Issatroth is still an apothecary no matter how far he has fallen. He will attempt to save one of his brothers should they fall in battle. Every time an unsaved wound is taken by the squad that is attached to Issatroth he will use his temperamental warp drugs on them to attempt revival. Roll a D6 and consult the table below for results.

5-6 = Success. The wound is ignored and the model continues as normal

3-4 = Mutation. Something has gone horribly wrong with the mix and the model becomes a mewling mass of flesh. If the player controlling Issatroth has a spawn model he can be replaced with that, if not the model is removed as a casualty. The spawn counts as a single independent model from the squad and Issatroth (it’s worth 40 victory points if killed.)

1-2 = Failure. The mixture is flawed and has no effect. The model is removed as a casualty.





First Disciple Hezek.

Under the example and tutelage and guidance of Kilm Vanshal many of the dark talons have embraced possession as a further escape from any ties of mortality. But none have risen so far and achieved so much since this trend began as Hezek, first disciple of Vanshal. Deeply fanatical but utterly loyal, Hezek is captain to the contingents of possessed now massing the ranks of the Dark talons and it falls to him to lead and control them in war.

First Disciple Hezek-170

WS-5
BS-5
S-5
T-4
W-3
I-5
A-4
Ld-10
Sv-3+

Unit Type-Infantry
Number/Squad-1
Wargear-Power Armour
Daemonic Talons
Frag and Krak Grenades
Special Rules-Fearless
5+ Invulnerable Save
Daemonkin
Daemon Brotherhood

Daemonic Talons-Hezek is armed with two mighty talons that have mutated from his body. These are classed as Rending Lighting Claws.
Daemonkin-Disciple Hezek is possessed by a daemon of the warp and acts accordingly. At the start of ever game he must roll a D6 dice to see which power he receives from the possessed abilities chart (pg 29 CSM codex). On a roll of 4 Hezek gains an extra attack. On a roll of 6 he gains the Warptime psychic power.
Daemon Brotherhood-Hezek may be accompanied by a unit of possessed chaos marines. If this is the case roll a single D6 when determining possessed abilities for both Hezek and his unit of possessed. When in a unit this result can be re-rolled once. You must accept the second result.





Taskmaster Gallo

Abandonment is something the Dark Talons remember well and can no longer forgive. Any who flee from battle, even when it is beneficial to, are looked upon with disgust and resentment for many years and it will take great lengths for any of these disgraced Talons to regain their brothers respect. There are some in the Dark Talons however who see the act of retreat as the greatest sign of mortal weakness any can display. These individuals have become the chapter taskmasters whose charge it is to ensure that none falter in battle. Gallo is the self appointed leader of this radical sect within the Dark Talons. They have taken it upon themselves to police their bothers in battle and ensure that no one shall flee. If their history of betrayal through retreat has not educated those around them against falling back, then the taskmaster will do so through force and pain.

Taskmaster Gallo-130
WS-5
BS-4
S-4
T-4
W-2
I-4
A-3
Ld-10
Sv-3+

Unit Type-Infantry
Number/Squad-1
Wargear-Power Armour
Neural Whip
Plasma Pistol
Frag and Krak Grenades
Special Rules-Fearless
Independent Character
None Shall Fail Me
The Cost of Retreat

Neural Whip-Used to slay foes and discipline weak comrades the Neural Whip is a stolen Power Weapon from the Ordo Hereticus that raises Gallo’s initiative by 2 in Close Combat.
None Shall Fail Me-All soldiers under Gallo know what awaits them should they run. Any unit within 12” of Gallo may re-roll leadership tests as If they carried an icon of chaos glory.
The Cost of Retreat-If a unit does attempt to flee within 12” of Gallo he will persuade them that they have chosen wrongly. The fleeing unit or character loses one wound with no saves allowed as the punishment is administered. After this the unit or character will hold his ground and not retreat.






Sorcerer Yeremos

All talons bare distaste and resentment for their abandonment. It is the hatred from the betrayals that has kept the talons alive and will spur them on to great victories in the future. To those warp touched among them however, this hatred has become something far more than just a driving force. Yeremos was the first to discover that the hatred of the brothers around him made his powers stronger. Eventually he mastered this vast well of emotions to form an attack all on its own. In the heat of battle he can unleash a warpcry forged from all the anger, hate and despair felt by his comrades that shocks any enemy to its core. It was this discovery that has raised Yeremos to the current level of captain advisor.

Sorcerer Yeremos-140
WS-5
BS-5
S-4
T-4
W-2
I-5
A-3
Ld-10
Sv-3+

Unit Type-Infantry
Number/Squad-1
Wargear-Power Armour
Force Weapon( this allows Yeremos to use two psychic powers per turn)
Bolt Pistol
Personal Icon
Frag and Krak Grenades
Special Rules-Fearless
Independent Character
5+ Invulnerable Save
Screams of Vengeance
Despise the Mortal

Screams of Vengeance-The anger shared by his brothers over the betrayal is a great source of power for Yeremos in the warp. Screams of Vengeance is a psychic power that is used in the shooting phase. After a successful roll to hit against the enemy unit they must take a leadership test at a -2 Ld modifier or be pinned. Fearless units must still take the test but without the modifier.
Despise the Mortal-Mortals are weak, the betrayals have taught the Talons that. If Yeremos can he will try to alleviate the situation. Yeremos has the gift of Chaos psychic power.





Inquisitor Ligarius: Defiler of Monasteries

Inquisitor Ligarius was once a noble servant of the Imperium, defending the will of the God-Emperor wherever he went. He was fanatical about destroying the taint of chaos in all shapes and forms. Eventually, he became a ‘radical Inquisitor’ who used pacts with bound Daemons to further his campaigns of war. Eventually, their continued presence wore at him, eroding his mind. The last daemon he tried to bargain with attempted to posses Ligarius. The possession failed, but shredded his mind. Like others in the past, his sanity was warped by Chaos, in this case, a Daemon of Slaanesh. Ligarius still considers himself on the side of justice, his fanatical drive urging him on. He seeks to punish those he deems heretical… which consists of any and all Imperial servants.

Inquisitor Ligarius-160

WS-5
BS-6
S-4
T-4
W-3
I-8(9)
A-3
Ld-10
Sv-3+

Unit Type-Infantry
Number/Squad-1
Wargear-Power Armour
Inferno Shot
MC Bolt Pistol
Mark of Slaanesh
Special Rules-Iron Will
Live to Fight Another Day
Awe Inspiring
Gun Slinger

Inferno Shot-This weapon is a master-crafted Inferno Pistol.
Iron Will-Ligarius is classed as being fearless. In addition to this he may choose to pass or fail any morale or pinning test he is required to make.
Gun Slinger-Ligarius is very skilled with his pistols. He may use both in the same turn, and he may rapid-fire both pistols.
Awe Inspiring-Ligarius is greatly gifted by his patron, Slaanesh. Because of this he is awe inspiring to behold. Any unit joining Ligarius must roll a D6 dice, on a roll of 1 the unit takes no action for the turn.
Live to Fight Another Day-Ligarius has no desire to die. Because of this when he suffers his last wound roll a single D6 dice. On a roll of 4+ Ligarius is carried away by Dark Powers and leaves the battlefield alive. If this happens you gain no kill points from his death.





Aspiring Champion Garius

Garius was leading his squad of assault marines behind the enemy lines to destroy a vital supply post at the time of the first betrayal. After the promised air extraction didn’t arrive and no answer was heard on the vox he made the difficult choice to lead his men in fighting their way back to friendly lines. After several days of fighting only he and his closest comrade Kardon were left but just as they sighted their own lines several platoons of Blood pact fell on them, in the resulting chaos Kardon was killed and Garius barely escaped alive but as he reached the relative safety of the Dark Hands headquarters the sight of the last thunderhawk leaving broke the last pitiful vestiges of his sanity, at this point he came to the dreadful certainty that they had been betrayed and if not for his cowardly brethren his brothers might still live. Now Garius is a nearly unstoppable force of destruction bringing death to anyone, friend or foe that gets in his way.

Aspiring Champion Garrus-200

WS-5
BS-4
S-4
T-5
W-3
I-6
A-3
Ld-10
Sv-2+

Unit Type-Jump Infantry
Number/Squad-1
Wargear-Power Weapon
Plasma Pistol
Jump Pack
Armour of the Betrayed
Mark of Khorne
Special Rules-Independent Character
Fearless
Feel No Pain
Insane

Armour of the Betrayed-After the first betrayal the powers of Chaos easily infested the once proud Garius, warping and changing his Wargear. His Armour now confers a +1T modifier and a 2+ armour save.(Bonus already included in profile)
Insane-Garius has completely lost his sanity and in the middle of a battle he can suddenly launch into a killing frenzy, during which no one is safe from his attacks. Due to this he is counted as having rending attacks however any fails to hit automatically wound Garius. In addition he is unable to join any unit to protect his teammates from his insane attacks.





Reclusiarch Tanthus-210

WS-5
BS-5
S-4(5)
T-4
W-3
I-5
A-4
Ld-10
Sv-3+

Unit Type-Infantry
Number/Squad-1
Wargear-Power Armour
Forcestaff
Frag and Krak Grenades
Special Rules-Fearless
Independent Character
4+ Invulnerable Save
Psychic Powers-Warptime
Doombolt
Wind of Chaos

Forcestaff-This weapon is classed as a force weapon. However by wielding it two handed Tanthus can significantly increase his strength. Because of this his strength is increased by one. (Bonus already included in profile) Furthermore it allows him to use two psychic powers per turn.





Master Retrave- 185 points

WS-6
BS-5
S-4
T-4
W-4
I-5
A-3
Ld-10
Sv-3+

Unit Type- Infantry
Number/Squad- 1
Wargear- Power Armour
Relic Blade
Bolt Pistol
Frag and Krak Grenades
Special Rules- Fearless
Independent Character
5+ Invulnerable Save
War machine

Relic Blade- A painful reminder from his days as part of the Dark Hands, Retrave gains +2 strength from this two handed weapon.
War Machine- In close combat Master Retrave appears as an unstoppable killing machine. He is gifted with the Counter Attack, Feel No Pain and Furious Charge special rules. Also he gains +D3 extra attacks when charging instead of the normal +1.





Dazhain the Desolator = 190pts

Dazhain the Desolator, former Master of the Forge of the Dark Hands was once a prominent member of the forward assault units, frequently supporting the Vanguard Veterans of the Chapter with bike and Rhino mounted assault marines crushing flank the flanks of enemy resistances.

An outsider, and a jealous guardian of the Chapters Secrets, Dazhains love of combat was to be his downfall. It was he, when riding with the 4th company, who managed to destroy the Blood Pacts armour that covered the entrance to the Hive, and launch the strikes that crippled the Blood Pact forces, meeting up with the few remaining marines from the other companies.

He was lost from memory, when the Warp Storm came, and claimed the 200 or so remaining Marines from the 5 companies who landed on Kabal III. However, he was said to be the last to fall, his quest for knowledge gnawing away at him, and only when his Iron Beast, the bike that had borne him faithfully since he had been a lowly scout was brought before him, growling, and attempting to break free of its shackles, like some captured wolf, did he join the rest of his Chapter in heresy. While others fought and died in the Emperors name, and others freely joined, Dazhain himself only cared for that beast, and the quest for knowledge.

That armour which had been taken from him was given back, the warped red and black armour running like liquid marble, the mechadendrites that implanted into his black carapace twisted into daemonic whips, the barbs and meat hooks that lashed with impatient malice, ripping apart those few fallen marines who deigned to help him into his armour, as befitting his new rank, as the Desolator, before Dazhain could even draw breath.

He has forever been the rider of the storm, leading small squads to recover any information regarding the lost archeotech, on occasion fighting with the Salamanders Forge Father Vulkan, the Ancient Spear of the Dragon Primarch himself the prize between the two.

It was the first day the Dazhain had known defeat, the barbs of his daemonic chainscythe choking the loyalist, until as life finally was about to leave its body, did the Forge Father grasp the dropped Spear of Vulkan, and sever those chains. With the relic blade captured, the Salamanders quit the field, leaving the crushed forces of the Dark Hands to recover their losses.


WS BS S T W I A Ld Sv
6 5 4 4(5) 3 5 3 10 3+

Equipment: Chaos Space Marine Bike, Chainscythes, MeltaBombs, Frag Grenades

Special Rules: Fearless, Furious Charge

Chainscythes: These ferocious blades trail from behind Dazhain the Desolator, catching any foes. Although they seemingly whip and clash in the wind, it is with a daemonic mind they strike, draining the essence from Dazhains foes, and empowering him.

These count as Power Weapons, and give Dazhain +D3 attacks. The flickering chains deflect enemy blows and drain the energy of his foes, giving him unending vitality. Dazhain has a 5+ Invulnerable Save and Feel No Pain. However, due to the daemonic nature, they will lash at anything nearby, and he may never join a unit.

Master Biker: Over his centuries of experience, Dazhain has become the epitomy of a Rider, his bike roaring away with the fires of hell burning in his exhaust, the screams of the damned echoing as he charges.

Dazhain has the Skilled Rider and Hit and Run special rules.





Amandeculus the Swordsman-170 points

WS 5
BS 4
S 4
T 4
I 6
W 2
A 2
Ld 10
Sv 3+

Special Rules
Master Swordsman-Amandeculus is a master swordsman and if he is in close combat he always strikes first and is able to re-roll any failed hit rolls.
Independant Character
Counter Attack

Wargear
Sword of Gorgant (master crafted power sword)
Bolt Pistol
Power Armour

Unit Type-Special/Independant Character

Fluff

Amandeculus (will put as arm for short) fought with his brothers until they were captured at the final battle. He was thought to be dead after a stray missile hit the roof under which he was standing and it collapsed on him. He infact survived, breaking out from under the rubble shortly after his brothers had been taken away. He followed them until they had reached a space port and saw his brothers being loaded onto a transport ship. he ran towards it, hoping to save his brothers, but one of the Loxatl saw him and sounded the alarm.

All the Loxatl that were holding weapons fired at him, and he made it within 10 metres of the ship before he crashed to the ground, almost killed from all the wounds he had taken. he awoke tied to a chair with thick chains and surrounded by Loxatl. He was left their for three days until the door blew opened and a mysterious figure emerged out of it and killled all the Loxatl guarding him. The man led Arm to a transport ship, and told Arm to fly to the nearest planet. Arm obeyed and saw there was a planet not even a light year away. He flew to it and landed in the space port, but when he got out he saw that the dock was deserted. The man then came to him and introduced himself as Val-Gaur. He said he would train him personally so he could gain vengence against those who had taken his brothers away. Arm was tested even harder than his brothers, although he never realised they were only on the other side of the palace. One day Arm saw a group of Loxatl talking to Val-Gaur. Arm flew into a rage and killed the Loxatl and demanded to know why they were here. Val-Gaur told him that they were mercinaries he had hired to help him and had not told Arm because arm would have killed them, like what had happened here.

When the Val-Gaur went down to Kabal III, Arm saw some pics taken from orbit. To his great surpise he saw his brothers fighting, but they seemed to be helping Val-Gaur. He realised Val-Gaur had tricked him so he put on his power armour, armed himself and headed to the docking bay of the ship. when he arrived he saw that Val-Gaur had returned in his ship, and when he emerged he appeared to be greatly disstressed.

Val-Gaur ordered Arm to gather all the Loxatl on the ship and bring them to the surface of the planet. Arm refused, lifted Val-Gaur up and threw him arcoss the dock. Arm then got into the ship Val-Gaur had just arrived in tried to fly to the surface of Kabal III. Val-Gaur had recovered just as Arm hwas entering the atmossphere of Kabal III and lauched a payload of missiles at the ship. Arm's ship was hit and he could no longer control it. he crashed on Kabal III, but Kilm found him on his way to meet the brothers on the planet. He now fights for the Dark Talons cause and is one of their best swordsman

Do not disallusion yourself brothers, today we die, our bodies broken and our souls shattered, we will be remembered as corpses on a battlefield.Raise hell my brothers for one day our great Father will hear of our struggle, and he will be honoured to call us his Sons. In death our Glory shall become eternal.' Karik Farron, 1st Lord of the Dark Scorchers at the Fall of Kempar.


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post #3 of 56 (permalink) Old 05-17-09, 01:28 PM
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I wasn't expecting the Inquistor to be apart of the polls. To me he just doesn't fit in fluffwise no matter how you look at him.

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post #4 of 56 (permalink) Old 05-17-09, 02:02 PM
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Bah, not got the fluff up yet.

Dazhain the Desolator, former Master of the Forge of the Dark Hands was once a prominent member of the forward assault units, frequently supporting the Vanguard Veterans of the Chapter with bike and Rhino mounted assault marines crushing flank the flanks of enemy resistances.

An outsider, and a jealous guardian of the Chapters Secrets, Dazhains love of combat was to be his downfall. It was he, when riding with the 4th company, who managed to destroy the Blood Pacts armour that covered the entrance to the Hive, and launch the strikes that crippled the Blood Pact forces, meeting up with the few remaining marines from the other companies.

He was lost from memory, when the Warp Storm came, and claimed the 200 or so remaining Marines from the 5 companies who landed on Kabal III. However, he was said to be the last to fall, his quest for knowledge gnawing away at him, and only when his Iron Beast, the bike that had borne him faithfully since he had been a lowly scout was brought before him, growling, and attempting to break free of its shackles, like some captured wolf, did he join the rest of his Chapter in heresy. While others fought and died in the Emperors name, and others freely joined, Dazhain himself only cared for that beast, and the quest for knowledge.

That armour which had been taken from him was given back, the warped red and black armour running like liquid marble, the mechadendrites that implanted into his black carapace twisted into daemonic whips, the barbs and meat hooks that lashed with impatient malice, ripping apart those few fallen marines who deigned to help him into his armour, as befitting his new rank, as the Desolator, before Dazhain could even draw breath.

He has forever been the rider of the storm, leading small squads to recover any information regarding the lost archeotech, on occasion fighting with the Salamanders Forge Father Vulkan, the Ancient Spear of the Dragon Primarch himself the prize between the two.

It was the first day the Dazhain had known defeat, the barbs of his daemonic chainscythe choking the loyalist, until as life finally was about to leave its body, did the Forge Father grasp the dropped Spear of Vulkan, and sever those chains. With the relic blade captured, the Salamanders quit the field, leaving the crushed forces of the Dark Hands to recover their losses.



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post #5 of 56 (permalink) Old 05-17-09, 05:13 PM Thread Starter
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I thnink we can get away with the Inquisitor, the fluff is very basic at the moment, so it can be improved to give a good reason for him joining the,.

Do not disallusion yourself brothers, today we die, our bodies broken and our souls shattered, we will be remembered as corpses on a battlefield.Raise hell my brothers for one day our great Father will hear of our struggle, and he will be honoured to call us his Sons. In death our Glory shall become eternal.' Karik Farron, 1st Lord of the Dark Scorchers at the Fall of Kempar.


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post #6 of 56 (permalink) Old 05-18-09, 04:14 AM
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Quote:
Originally Posted by Zondarian View Post
I thnink we can get away with the Inquisitor, the fluff is very basic at the moment, so it can be improved to give a good reason for him joining the,.
Yeah; but its that whole distrust thing that the Dark Talons would have for outsiders. Not to mention hes an Inquisitor not many space marines are to fond of Inquisitors to begin with. In my opinion he is as bad as trying to have a daemon prince as a special character for the Dark Talons and not to mention you did not even submit Azwraith's character Coloth the BoneCrusher for this poll who would have a far greater chance of being part of the Dark Talons then the Inquisitor. Not to mention the Inquisitor runs away because he is afraid of death.

If we are gonna look at the fluff as being basic and improve it just to fit in characters then we should have gone with the original polls and kept the Daemon Princes and then we could say that the Dark Talons are no longer 400 marine because the killed some chaos warlord and now control his entire legion which is made up of everything so we can have Berzerkers, Thousand Sons, Obliterators all the fun stuff we said we couldn't have because it didn't match our fluff. Basically what I am saying is as cool as something might be or sound we must go by our fluff because we have declared this as a rule maybe not a full on established unbreakable rule; but we ave said it. And if we change or alter it now well then we are not being fair and we look like a bunch of hypocrites. We can not be partial or suddenly flexible towards certain things and not others because it will come back and bite us in the ass.

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post #7 of 56 (permalink) Old 05-21-09, 08:05 AM
 
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Amedeculus the Swordsman is the bomb! come on, personally trained by Val-Gaur, then found out he had been betrayed, pwned Val-Gaur and returned to his brothers! Thats something even a Grey Knight would find hard to do! it's like a Space Marine whos just joined the chapter throwing the chapter master across the room and walking out of the fortress monastery! I now call him Captain Kickass!
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thanks Kajman101! thats the only completely positive comment on Amendeculus the Swordsman since i posted him! thanks, man!

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Zond, I don't suppose you could bump my fluff for Dazhain into the First Post? It get's lost 3 things down. Cheers mate ;)



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post #10 of 56 (permalink) Old 05-21-09, 04:44 PM Thread Starter
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sure thing vaz. and realistically the swordmasters fluff would have to be altered slighty. just the val wouldn't happen, he has an army of 750k men, you couldn't throw him to the floor and walk off. He is also appaarently a powerful guy. Realistically the most likely thing to happen would be Arm trying to fight he, being beaten shitless, locked up. Then made his escape through the ship, and being found by the Talons seriously injured. No one would be powerful enough just to walk away and get in a ship, it would be a shitstorm on his head as soon as he raised his fist to the Val.


Edit: I have sorted the fluff out Vaz.

Do not disallusion yourself brothers, today we die, our bodies broken and our souls shattered, we will be remembered as corpses on a battlefield.Raise hell my brothers for one day our great Father will hear of our struggle, and he will be honoured to call us his Sons. In death our Glory shall become eternal.' Karik Farron, 1st Lord of the Dark Scorchers at the Fall of Kempar.


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Last edited by Zondarian; 05-21-09 at 06:11 PM.
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