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.
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