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Hi there. I have been lurking for some time now and decided to try out this thread making business. Now I know this have been tried a couple of times before, but I thought I would take a stab at it.
HQ: Grand Master Cantarro
Many heroes have been spawned by the Empire of Mankind and many a tale have been spun about them, bearing testament to their astonishing acts, creating legends of epic proportions. Legends that are retold time and time again, inspiring hope where there is none, rallying troops to seemingly impossible causes. But as admirable as these heroes and their legends are, they pale compared to those that are unknown, to those of which there are no tales: The unsung heroes of the Grey Knights. To count the times where these righteous warriors have saved the Imperium from certain doom, would be harder than to count the stars in a clear night sky. Every single knight in the Ordo Malleus are heroes in their own right, but the enemy they face is so fearsome and so terrifying, that none outside the Ordo Malleus can know of it. They alone must bear the burden. And even amongst these greatest warriors of the Emperor, there are those that stand out. One of these, one of the true heroes of the Empire, is Grand Master Cantarro.
Cantarro distinguished himself not long after his initiation to the Grey Knight and was promoted to justicar unusually early. His squad was joined with a small battle group that was overwhelmed by an ambush. They fought valiantly and hurt the enemy severely, but there were too many. The Grey Knights fell one after another until only Cantarro was standing. He barricaded himself in a bunker along with his commanding justicar, who was only just hanging on to his life. Cantarro refused to succumb and held back his attackers for a day and a night. When reinforcements arrived he was found unconscious in front of his still breathing commander. Around them was lying several dead traitor marines, some of them cleaved cleanly in twain.
When commanding his own squad he continued to impress and Cantarro climbed the ranks quickly. He became known for his relentlesness and ruthlesness, but also his recklesness. As a Brother-Captain that trait almost became his undoing. Answering a distress call from an Imperial Guard commander that requested assistance against a small daemonic incursion, Cantarro and the 30 men he had brought with him teleported down to the planet. It did not take long for Cantarro to realize that he should have brought reinforcements. The daemonic incursion was all but small and the Imperial Guard commander was a traitor, taking orders from a revenge seeking lowly Sorcerer that had escaped Cantarro in the past. Cantarro and his men was attacked and his shiip in orbit shot down. They took men and daemons by the hundreds with them, but even Cantarro himself could not keep standing, the vast number of enemies too great. He and his surviving brothers were taking captive and brought to one of the Sorcerers fortresses. There they were tortured for months. For every ounce of pain Cantarro felt his anger increased tenfold, but he kept it in. He could not escape this one by being overconfident, as the guards were careful. They keept their captives at distance and always had an abundance of weapons pointed at them. A day in the fifth month of torture, where Cantarro was sure the Sorceror was present in the fortress, he and his twelve surviving brothers took their escape. After being subject to excruciating torture for so long, the guards were sure that even a Space Marine would be weakened. They were wrong, and they were dealing with no mere Space Marines either. When the opportunity showed itself, Cantarro gave the order and they killed their guards, snapping them like twigs. With improvised weapons and armor, they stormed the fortress, taking the large number of guardsmen by surprise. They found the Sorcerers chambers, and while the look of suprise and fear on his face was still fresh, Cantarro jumped him and wrestled from him his weapon. In a deafening roar of rage, Cantarro decapitated the Sorceror. Commandeering a ship Cantarro went to Titan, where his return was celebrated as he was presumed dead. Not long after this was Cantarro granted the title of Grand Master.
Grand Master Cantarro has now served and slayed for the Emperor a little over a thousand years. Beyond comprehension is the number of times he has kept his brothers standing against hopeless odds, running in front of the army into the claws of the enemy, but always has he come out on top. Even when defeat is imminent, he takes no step back and keeps his enemy at bay until reinforcements are available.
For his outstanding accomplishments he has been granted a great treasure of the chapter. A pair of Nemesis Force Weapons, a sword and a mace. Not only are their craftmanship astonishing, but when psychic energy is channeled through them, they amplify each other and with the extra energy, a highly potent force field is created around the user. Along with them he recieved the Mantle of Warding, a suit of Terminator Armor used by many former Grand Masters. It is masterfully inscribed with Unguents of Warding, protecting the wearer from psychic enemies.
Cantarro and his trusted men quickly regained their wits after the strain of teleportation. The esteemed Grand Master consentrated for a moment and psychic rage poured unto the daemons in front of them, followed by a volley of bolts from his brothers. The chaos scum piled on them with the power of an avalance, but the determination of the Knights was not faultered by these lesser beings, a mere hindrance for them to get to their primary target. They could clearly see it, the Bloodthirster of Khorn leading this army of filth. They could see it taking off from the ground and they could feel the ripples that was sent through the ground. As a single mind Cantarros brothers cleared space around him so he could focus on the task at hand, for this would be no easy fight. Even from afar as the chaos daemon closed in, Cantarro could identify its feautures and from the great grimoire he had studied for countless hours, he brought forth the daemons name. He began chanting the unspeakable words that was the essence of the daemons existence in this world, and even as the daemon brought its great axe to bear unto Cantarro, its resolve weakened. It felt agonizing pain, and while it clashed away on Cantarro, it roared its hatred into his face. It uttered curses that would drive ordinary men to insanity. Cantarro starred directly into its coal black eyes. He remained vigilant. He remained pure of thought. But even though the daemon had been distracted, it was still a force to be reckoned with. Cantarro caught a blow from the daemons axe on his mace. Faster than most would expect from such a bulky monster, the daemon struck again. Although prepared for the celerity of the beast, Cantarro was only barely able to parry. The daemon was quick to take advantage, and the blade of the axe punched through Cantarros ancient Aegis Terminator Armour, and was driven deep into the Grand Masters shoulder. Shrugging off the grievous and, to many others, fatal wound, Cantarro reached out and grabbed a hold onto the mighty axe. Unexpecting, the Bloodthirster withdrew its weapon to strike a finishing blow. Cantarro, holding on with all his physical strength and psychic might, was flung into the air. Before the daemon could comprehend its mistake, Cantarro pushed himself toward the chest of the daemon, empeddeding his sword deep into its heart. Cantarro imbued his weapon with psychic energy, and he could feel the daemon loose its grip on reality. He increased the potency with a powerful chant, and a shriek escaped the maw of the beast. It sounded almost like a cry of fear. It was the last impression on this world this filth would have. Cantarro could clearly feel the effect of their loss on the rest of the army of chaos. He quickly scanned the battlefield. It was still abundant with enemies. Confused humans, traitorous Astartes and a lot of daemons. More Grey Knights started to join the battle, some teleporting in close by and some charging in from the frontline. Victory was ensured. The enemy outnumbered them a paltry three to one, good odds for any Grey Knight.
Points WS BS S T W I A Ld Sv
275 6 5 4(6) 4 4 5 4(5) 10 2+/3++
Blessing of the Pure and Mantle of Warding.
Blessing of the Pure: A pair of Master Crafted Nemesis Force Weapons that, when used together, grants a 3+ invulnerable save.
Mantle of Warding: A suit of terminator armor that gives a 4+ save against any and every psychic power, both to the wearer and the unit he is with.
Options: Grand Master Cantarro may be given any equipment allowed by the Daemonhunters Armoury.
Ancient Canticle, Eternal Warrior, Grey Knight, Independant Character, Psyker, Retinue and Unsung Legend.
A paragon of the Emperors wrath, Cantarro will always personally lead the speartip of the force into the thickest mobs of the most powerful enemies. Chanting an ancient prayer in tune with his brothers, he can easily cut a bloody swathe through the middle of any enemy army.
If Grand Master Cantarro is accompanied by a retinue of Grey Knight Terminators, they will count as a Scoring Unit for the purposes of claiming objectives. In addition, the unit may make a free 6" move after both armies have deployed, but before the first turn.
The presence of Cantarro inspires a will to prevail in his fellow Knights that makes them fight with unparalleled ferocity.
As long as Grand Master Cantarro is present on the table, all Grey Knight squads gain the Furious Charge special ability.
Independant Character: Grand Master Cantarro does not have this ability as long as he is accompanied by his retinue.
Retinue: Grand Master Cantarro may be accompanied by a retinue of 3-9 Grey Knight Terminators.
Mind over Metal and Scourging.
Mind over Metal:
Through the centuries of destroying chaos in all its forms, Cantarro has observed that what he seeks to purge sometimes hides behind, or manifests in, the thickest of armor. To remove this obstacle, he has learned to let his precious weapons carve through steel as easily as it tears through flesh.
Mind over Metal is a psychic power that may be used in the players assault phase. If the test is passed, 2d6 is rolled for armor penetration for the remainder of that assault phase.
Any comments are welcome.
Last edited by Zebub; May 5th, 2009 at 23:21. Reason: Changed according to suggestions and added fluff.
Love this. Grand Masters suffer versus big tanks, since they can't take Meltabombs.Originally Posted by ZebubThis might be overkill, especially when joined to 9 Grey Knight Terminators.Originally Posted by Zebub
I suggest dropping the Point Cost to around 180, keep Mind Over Metal, and rid yourself of other upgrades. You could just as easily say, "He may choose up to 100 points of Wargear from the Daemonhunters Armory." and then leave it up to the player using him. Keep the Storm Shield / Nemesis Force Weapon combination, granting a 3++ save, and drop him down to 3 or 4 attacks. If he has 5 attacks and a 3++ save, why would you ever want to use a normal Grand Master? Whenever you consider special characters, there has to be a downside, and I don't think a heavy Points Cost is enough of a downside. Daemonhunter players are used to paying a ton of points for very few models!
2H - LEGIO HYDRA
He's a combat monster, no doubt about that, but 300 points? You pay less for Calgar and he rerolls all his failed hits and wounds, has an AP2 ranged weapon and gives your entire army Iron Will. Heroic Intervention in a unit of Grey Knight Terminators would be insane; Painboy Nob Bikerz insane, and that psyker power would make him the equivalent of a Drop Podding melta-Dread. People would complain. I'm not complaining, mind you; he's on my side so I think it's brilliant >_< I'm just sayin'...
I'd consider ditching the Bionics too, that'll let you justify dropping his points cost to something affordable. 300pts for a single model is far too steep for a Grey Knights army to carry.
I would of course like to lower his point cost if possible. As he is now, is he worth the 300 pts?
I'm thinking about maybe altering his intervention ability so that it only applies when you roll a hit or when in range of a telehomer... That way you have to depend on being lucky if you want to DS him in the middle of an enemy army, or you have to get another squad up close. Would that work?
Last edited by Zebub; May 1st, 2009 at 09:48.
Frankly no. His only shooting attack is ordinary at best and requires you pass a psychic test to use it, he's only marginally better in CC than most other Codexes' special characters, and on balance he really isn't much more formidable than an ordinary Grandmaster.I would of course like to lower his point cost if possible. As he is now, is he worth the 300 pts?
If I were you I'd go with TwoHats suggestion of setting his points cost (180-200 seems fair) then taking away his wargear and allowing the player to choose it; I know it's not fluffy, but it'd make him a fantastic utility character. Other army's characters work because they give you non-specific advantages, like Calgar's God Of War or Fateweaver's rerolls. Stern sucks precisely because he's tooled up to kill Daemons, yet no self-respecting Daemon player is going to go anywhere near him with any of their units because they know he halves their WS and his force weapon will kill them dead regardless of Eternal Warrior. Against anything else he's extremely ordinary.That'd turn the goatee into a beard Santa himself would be proud of; the thing with Heroic Intervention is that you have to declare it before you roll for scatter, which means if you scatter too far you can't use it and nor can your unit do anything else on the turn it arrives. Giving him the option to only use it if it was certain to work, thereby allowing him to ignore the penalties, would make the ability extra-powerful.I'm thinking about maybe altering his intervention ability so that it only applies when you roll a hit or when in range of a telehomer... That way you have to depend on being lucky if you want to DS him in the middle of an enemy army, or you have to get another squad up close. Would that work?
That said, I can see how it is probably too powerful in any case, when being able to eliminate the risk with teleportation homers.
I will remove his wargear, change his price to 200 pts and remove intervention. I would just like to add something else other than Mind over Metal, as it is basically identical to Might of the Ancients. Something teleporty seems fitting as GK must be using those teleporters aheluva lot of times, and it must be easier the 1000nd time than the 1st. Any suggestions? Maybe rolling 3d6 and choosing the two lowest? Only rolling 1d6?
And, well, it may seem a bit arrogant, but come on, it's the Grey Knights, shouldn't they have a hero that at least matches the pt cost/power of the best of the smurfs? A suggestion to a special rule or something to bring him up to 250 pts worth would be very appreciated.
Last edited by Zebub; April 30th, 2009 at 21:19.
Aha, I see what you mean; you're saying if he uses a teleport homer to land on or rolls a hit he CAN'T use Heroic Intervention. I had it bass-ackwards, sorry; your way's fine >_<Since Daemonhunters had the telehomer already, I don't see it becoming more powerful. Before, if an intervention is declared he would be unable to do anything if he scattered too much, but if he was in range of a telehomer there would be no danger. Modified, if he scattered at all he would be unable to do anything, but same thing with the telehomer.Is that a bad thing? All we have at the moment is Hammerhand, which is fine for what it is, but 2D6+6 would be better.I will remove his wargear, change his price to 200 pts and remove intervention. I would just like to add something else other than Mind over Metal, as it is basically identical to Might of the Ancients.
If you really want to give him some kind of "awesome" power allow him to make two psychic tests a turn. That way he can use Holocaust AND his force weapon in the same round of combat, that'd be pretty snazzy. Besides which it'd also be fluffy; as you said the Grey Knights are meant to be Smurfs on Steroids. What sense does it make that some bum Librarian from a normal Smurf Chapter can use two powers a turn, yet the Grand Masters of the Grey Knights are stuck with just one?
EDIT: If you want to make him cost 250pts I'd suggest making him along the lines of Calgar; give him a psycannon as part of his standard wargear, and have him bestow some sort of buff on the entire army, something as awesome as God Of War. Allowing all Grey Knights units to Counter-Attack or Furious Charge while he's on the table, or increasing The Aegis saving throw from 4+ to 3+, something like that.
Last edited by Frank Fugger; April 30th, 2009 at 21:53.
Would make for an awesome model, though he would be very Abaddon-like in his slow expensive march across the battlefield.
While if used the way you interpreted it would perhaps make it usable, it would not make any sense.
The fact that SM do not have the likes of a teleport homer to ensure a hit and thus a guaranteed assault, which would be the case if this guy had it, I can see why it will be too cheesy.
Would indeed make for an awesome model though.
Fluff added. Don't be too harsh, it is my first try at something like this.