Ancient


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The Ancients are armoured fighting machines that walk into battle on piston-powered legs, bedecked in slab-like armour plating and carrying a fearsome assortment of deadly weapon.

Each Ancient is piloted by a veteran of countless wars, who at some point, was nearly slain whilst fighting an enemy. With the careful attentions of the Chapter's Apothecaries and meticulous consideration of the lead Techmarine, such warriors can continue to fight again, suspended in a tank of ammonic fluids and wired into the Ancient's cybotic systems. Thusly, they are reborn as warriors anew, able to move their new bodies with a surety and purpose unknown to anyone else.

No matter the task or mission, Ancients have the ability to be outfitted with the weaponry required for the mission or the enemy. Lascannon armed Ancient stride to war against massed enemy tank formations whilst Ancients carrying the massive Foebreaker Hammers are employed against armoured fortifications. Should the enemy be numerous, Ancients armed with twin-linked heavy bolters are employed as mobile gun platforms, giving the Fists of Flame the perfect tool for the task at hand.

A great many Fists of Flame assaults are spearheaded by the Chapter's Ancients, often deployed directly upon the enemy's position by Drop Pod, following quickly by Drop Pod mounted Vengeance Squads and jump-packed equipped Storm Squads and once on the ground, the Ancients are more then able to keep pace with their lighter armed brethren as the few Stormraven attack craft the Chapter possesses are exclusively utilised to ferry the Ancients from attack site to attack site, ensuring that no Fists of Flame assault need not proceed without the Chapter's finest warriors wading into the fires of battle proper.

Unique Wargear:

Assault launchers: Certain Ancients go to war with specially adapted launch types that launch high-explosive grenades into armoured positions.

An Ancient with assault launchers counts as being armed with frag grenades in combat.

Foebreaker Hammer: Certain Fists of Flame Dreadnoughts go to war with the potent Foebreaker hammers. These larger versions of the Thunder hammers employed by Terminators allow an Ancient to literally crack open enemy fortifcations or armoured vehicles with equal ease.

Foebreaker hammers could as Dreadnought close combat weapons, but roll 2D6 when rolling for Armour Penetration. In addition, when attacking a building, an Ancient with a Foebreaker hammer may re-roll the dice when rolling for Armour Penetration.

Special Rules:

Extreme Determination: Marthenues never relents, never gives up. He tirelessly persues his enemies.

Marthenues may re-roll one dice per turn. This re-roll can be used on any To Hit roll, To Wound roll, Armour Save, Morale Check or Pinning Test.

Fury of the Ancients: Ancients are known for their ponderous advance which is nigh on unstoppable to slow or halt once they start.

Ancients have the Counter-attack Universal Special Rule and count as having Leadership 10 for the purposes of counter-attacking.


Fists of Flame Ancient170 points

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Ancient44612121043

Section:

  • Elites

Unit Type:

  • Vehicle (walker)

Unit Composition:

  • 1 Ancient

Wargear:

  • Assault cannon
  • Dreadnought close combat weapon (with storm bolter)
  • Homing beacon
  • Smoke launchers

Special Rules:

  • Extreme Determination
  • Fury of the Ancients

Options:

  • You may upgrade the Assault cannon to one of the following:
    • Twin-linked lascannons for +35 points
    • Twin-linked heavy bolters for free
    • Twin-linked heavy flamers for free
    • Twin-linked autocannons for +20 points
  • Any Ancient may upgrade the Dreadnought close combat weapon (and storm bolter) to one of the following:
    • Foebreaker hammer for +15 points
    • Flamespike for +20 points
    • Missile launcher for +10 points
  • Any Ancient may take Assault launchers for +10 points
  • Any Ancient may be upgraded to any of the following:
    • Venerable for +15 points
    • Master of War for +15 points
    • Tarsissian Veteran for +10 points



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