MARDUK THORSSON, GRAND WARLORD OF THE LEAGUE OF THOR

A Daewar army of 2,000 points or more may be led by Marduk Thorsson. If you decide to take him then he counts as one of the HQ choices for the army. He must be used exactly as described below and may not be given extra equipment from the Daewar Armoury. In addition he may only be used in a battle where both players have agreed to the use of special characters.

MARDUK THORSSON
Points WS BS S T W I A Ld Sv
Marduk 150 5 4 4 4 4 3 4 10 4+ (Invulnerable)

Marduk Thorsson is the Grand Warlord of the League of Thor, and it is he who led the Daewar fleet into exile in the Eastern Fringe to escape the Imperium. Not only is Marduk both a masterful tactician and a highly skilled fighter, but it was his foresight and logistical skills that allowed the Daewar race to escape total annexation at the hands of the Imperium. Living a life in exile in the Eastern Fringe, Marduk gathers to him his forces and studies those of the Imperium so that one day the Daewar may finally free the planets of the Homeworlds from their Imperial oppressors.

In battle he is always accompanied by an elite cadre of Royal Hearthguard. These are his most trusted and loyal retainers - greater in skill than even the Space Marines of the Imperium, and as devoted to their lord as any Marine is to his chapter.

Wargear: The Axe of Thor (counts as both a master-crafted Warlord's Axe and Stronghold Heirloom), plasma pistol, Blessing of the Ancestors (bonus already included on profile), beam grenades.

SPECIAL RULES

Never Falls Back: Marduk and his Royal Guard never fall back. If called upon to take a Fall Back test he automatically passes it without the dice needing to be rolled. If attacked by a weapon or creature that causes troops to fall back without a test, then the instructions to fall back are ignored.

Retinue: Marduk must be accompanied by his Royal Guard, as detailed below. Note that Marduk's Royal Guard count against the normal limit of 20 Hearthguard in the army. Additionally, Marduk may also be accompanied by a Living Ancestor as detailed in the HQ section of the Army List.

Leader: Marduk is a strong and charismatic leader. As long as Marduk is alive, any Daewar model within 12" may use his Ld value for morale and pinning tests. Additionally, any squad using Marduk's Ld receives no modifiers to Morale tests for being below 50% of starting strength, and will only take a morale check if they lose 50% of their number in a turn of shooting (rather than 25%). However if Marduk is killed, all Daewar units within 12" must take an immediate morale check, with an additional -2 modifier.

MARDUK'S ROYAL GUARD
Points WS BS S T W I A Ld Sv
Royal Hearthguard 40 5 4 4 4 2 3 2 9 4+

Squad: Marduk's Royal Guard consists of between 3 to 9 Royal Hearthguard. Marduk and his Royal Guard form a single unit.

Options: Any model may be given equipment from the Hearthguard section of the Daewar Armoury.

Up to one in three models (rounding fractions up) may be armed with a heavy weapon (those marked with a 'H').

Marduk's Retainers: One Royal Hearthguard may carry the Warlord's banner at a cost of +20 points.

Transport: Marduk's Royal Guard may be mounted in a Tiamat at +120 pts. The Tiamat cannot be taken unless Marduk and his Royal Guard can all fit into the vehicle.

SPECIAL RULES

Royal Bodyguard: Marduk's Royal Guard are honour bound to protect their lord, thus you may choose to take any shooting hits on Marduk on any Royal Hearthguard within 2" instead. In addition, in the close assault phase, after models have moved but before combats are resolved, Marduk and any one Royal Hearthguard within 2" may swap places.


ZAKAR, ANCESTOR LORD OF THE LEAGUE OF THOR

A Daewar force of 2,000 points or more may include or be led by Zakar. If you decide to take him then he counts as one of the HQ choices for the army. He must be used exactly as described below and may not be given extra equipment from the Daewar Armoury. In addition he may only be used in a battle where both players have agreed to the use of special characters.

ZAKAR
Points WS BS S T W I A Ld Sv
Zakar 125 5 4 5 5 3 3 3 10 4+ (Invulnerable)

Wargear: Rod of the Ancestors.

SPECIAL RULES

Independent Character: Zakar is an independent character and follows the Independent Character special rules in the Warhammer 40,000 rulebook. 

Favoured of the Ancestors: The Ancestors of the Squat race watch over and protect Zakar, giving him a 4+ invulnerable save (already included on profile).

Psychic Power - Force Dome: Zakar can use the Force Dome psychic power at the start of any Daewar turn. Place the ordinance template within 12" of Zakar - any troops covered by the template count as being in cover, and any vehicles under the template count as hull down. The Force Dome lasts until the start of the next Daewar turn. 

Psychic Power - Hammer of Fury: As long as he does not move, Zakar can use the Hammer of Fury psychic power during the shooting phase. The Hammer of Fury is counted as an ordinance weapon with the following statistics:

  Range Str. AP Type
Hammer of Fury 18" 6 3 Ordinance 1 Blast

Precognition: Zakar has precognitive abilities far in excess of other Living Ancestors. After both sides have deployed at the start of a game, the Daewar player may reposition D3 units in his army. No unit can be repositioned outside its normal deployment zone, and may only be moved up to 6" from its original position.


KAL DARGON, DAEMON-SLAYER

A Daewar force of 2,000 points or more may include or be led by Kal Dargon. If the army includes a Berserker Cult then Kal Dargon must lead the Berserker Cult, otherwise he will operate as an independent character. If you decide to take him then he counts as one of the HQ choices for the army. He must be used exactly as described below and may not be given extra equipment from the Daewar Armoury. In addition he may only be used in a battle where both players have agreed to the use of special characters.

KAL DARGON
Points WS BS S T W I A Ld Sv
Kal Dargon 120 6 3 4(5) 5 4 3(4) 4 10 5+ (Invulnerable)

Wargear: Seeker and Savager, beam grenades and grav bombs.

SPECIAL RULES

Independent Character: Unless accompanying a Berserker Cult Kal Dargon is an independent character and follows the Independent Character special rules in the Warhammer 40,000 rulebook. 

Daemon Slayer: Kal Dargon is an accomplished Daemon Slayer, and as such wounds Daemons, monstrous creatures and Wraithlords on a roll of 3+, regardless of their toughness.

Brush Aside Blow: Kal Dargon is a master at close combat, and may ignore the first hit he suffers in any round of close combat - count it as a miss instead.

Seeker and Savager: Kal Dargon wields two mighty Rune Axes in battle, Seeker and Savager. In addition to the normal rules for Rune Axes, Seeker allows Kal Dargon to re-roll missed to hit rolls and Savager allows him to re-roll missed to wound rolls. The Daewar player must choose which axe to attack with each round.

Berserker: Kal Dargon is a Berserker, and as such is subject to the usual special rules for Berserkers as listed in the Berserker entry.