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Terminators- Relics, Veterans, Heroes
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Old 01 Dec 2008, 21:57   #1 (permalink)
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Default Terminators- Relics, Veterans, Heroes

Terminators- Relics, Veterans, Heroes

Introduction

The Terminators of the Adeptus Astartes may not be too terribly cost effective on the tabletop but in the fluff they are truly epic and this article is a short introduction into the legendary Terminators of the Space Marines.

Origins

Tactical Dreadnaught Armor, also known as Terminator Armor, has its origins late in the Great Crusade. Designed for ship to ship actions, such as boarding Space Hulks. Terminator Armor is a redesign of heavy duty environmental exoskeletons used for maintenance on ship power cores and the interiors of drive systems where no other protection would be adequate. The Space Marines adapted the armor for use in battle and it quickly became popular towards the end of the Great Crusade and saw a lot of action in the Horus Heresy.

However a great deal was lost during the Horus Heresy, Mars itself tore itself apart in internecine warfare and a lot of the secrets to constructing Terminator Armor were lost. Those suits that survived the Horus Heresy are revered relics, guarded closely by all Space Marine Chapters and not all have access to the armor. Newer Chapters may have to wait centuries before being able to acquire suits of the armor and even ancient legendary chapters may have limited resources. The Iron Hands for instance have almost no suits available and thus do not field any Terminator Squads. Instead they spread the armor out to Squad leaders and officers to give the inspirational armor the widest impact on those fortunate enough to fight alongside the few relics the Chapter can maintain. The Ultramarines recently lost the entire 1st Company in the Battle for Macragge merely two and a half centuries previously and many of the Chapters suits of Terminator Armor are still out of commission.

In the 41st Millennium suits of Terminator Armor are more than just pieces of wargear to the Space Marines. They are relics, pieces of history dating back to the origins of the Chapter. Each suit will have been worn by dozens of the Chapters greatest heroes, and often the armor will be lovingly inscribed with passages of holy texts, scenes of past victories, the names of campaigns and warriors who wore the armor previously and each suit will be recovered at all costs should the wearer fall in battle. The loss of a single suit of Terminator Armor is a disaster for a Chapter and no matter how badly damaged each suit will be recovered at nearly any cost and nothing will be spared to bring it back to working order.

Originally Terminator Armor was worn wielding arcane Combi-Bolters of various types, supplemented by the infamous reaper autocannon. More recent improvements over the original weaponry include the perfection of the Assault Cannon and the Storm Bolter, as well as the back mounted Cyclone Missile Launcher that once required the sacrifice of a Terminators Power Fist to wield the cumbersome targeter, now however the missile racks can be launched easily without sacrificing the crushing might of the powered gauntlet. These weapons give loyalist Terminator units an edge over their traitor counterparts, helping to make up for the millennia of experience the traitors generally possess over their loyalist brethren.

Legendary Terminator Units

Some Chapters Terminators have gained legendary reputations and are well known outside the Chapter for one reason or another, here are some of those formations:

Iron Hands Morlocks
-The Morlocks of the Iron Hands are an extinct breed. They were the personal bodyguards of Ferrus Mannus and were utterly wiped out during the Drop-site Massacre on Istvaan V taking most of the Legion's suits of Terminator Armor with them. Since that fateful day the Iron Hands have been unable to effectively field Terminator Squads and have ceased the practice, effectively ending the existence of the Morlock Terminators. A shameful end to the legendary bodyguards of Primarch Ferrus Manus.

Salamanders Firedrakes
-The Firedrakes are the entire first company of the Salamanders, however the most iconic members of the 1st Company are of course the Salamanders Terminators. The Salamanders immense mineral wealth, ties to the Adeptus Mechanicus, and the craftsman skills of the Chapter all mean that the Salamanders are able to field many, many more suits of Terminator and Artificer Armor than many Chapters. The Chapter can also maintain a higher quantity of other pieces of advanced technology like Thunder Hammers and Master-Crafted Weapons. But the image of the Firedrakes Terminators is one few forget and their fame is well deserved. Draped in the hides of the mighty drakes of Nocturne, their armor decorated in totems and flame motifs and their eyes burning with infernal light. The enemies of the Salamanders quake at the tread of the Firedrakes and die mercilessly before their guns, flames and blades.

Dark Angels Deathwing
-The Dark Angels are the only Chapter that always fields its first company as Terminators. Others are capable of fielding their entire first company as Terminators but the Dark Angels are the only ones who always do so. The Deathwing form an inner circle within the Dark Angels, keepers of the Chapter's darkest secrets and hunters of the Fallen Angels. Bedecked in bone white armor the Deathwing are a stark contrast to the dark green of their battle brothers plate. Greatly feared for their skills and their sheer fearless determination the Deathwing are not a foe to mess with.

Ultramarines 1st Company
-The Ultramarines 1st Company, particularly the Terminators, are famed for their part in the Battle for Macragge. The Terminators were the last to fall and reaped the highest tally of Tyranid dead, the final squad of Veterans falling in the very deepest chamber of the northern polar fortress, fighting to the last against impossible odds. Since then the Ultramarines 1st Company has become more diverse including the controversial Tyranid Hunter squads but the Terminators of the 1st Company live on in legend for their part in defeating the vile xenos foe in the first Tyrannic war.

The Imperial Fists Terminators
-The Imperial Fists are renowned for their Terminators. The Phalanx, the mobile fortress monastery and flagship of the Chapter is an incredibly ancient vessel and is equipped with highly sophisticated teleport arrays. Because of this the Imperial Fists are capable of devastatingly effective and accurate teleport assaults by the Terminators of the 1st Company. Lysander himself was once famed for leading such assaults. The Titanhammer Assault Terminator formation was first invented by Captain Lysander. In essence multiple squads of Assault Terminators armed with Thunder Hammers and Storm Shields led by a Captain with a Vortex Grenade would teleport around the legs of a Titan, using the grenade and their formidable hammers to bring the monstrous engines down. A dangerous and near suicidal tactic but one that has proven effective more than once.

Grey Knight Terminators
-The mysterious and secretive Grey Knight Chapter of the Adeptus Astartes, designated the 666th Chapter stand apart from their brethren. Based out of a top secret Fortress Monastery on the moon of Titan in the Sol system, the Grey Knights are daemonhunters without peer. Each warrior is a potent psyker trained to combat the powers of the warp. However while the battle brothers of the Chapter are mighty heroes, the Terminator armored veterans are walking legends. Each Terminator of the Grey Knights will have overcome foes more terrible and powerful than any normal human could hope to overcome and dangers even other marines would be powerless to face. Each squad of Terminators is led by a Brother-Captain, and all commanders of the Chapter wear suits of holy Terminator Armor. Wielding potent Nemesis Force Weapons each warrior is capable of cleaving his way through hordes of foul daemons with contemptuous ease and standing firm in the face of the most terrifying foes of humanity. During the 1st War for Armageddon the Daemon Primarch Angron of the World Eaters was only defeated through the efforts of 100 Grey Knight Terminators under the command of Brother-Captain Aurellian. Angron and his bodyguard of Daemon Princes were defeated at great cost to the Grey Knights for barely a handful of the legendary warriors survived, but no other force in the galaxy could have stood before the mighty Angron with so few and hoped to survive let alone achieve victory.

Terminators on the Tabletop

Terminators are well letís face it not always cost effective options compared to other units. Sternguard for a similar cost will likely put out more firepower than a unit of Terminators and have more wounds to absorb damage as well. Vanguard, Assault Squads, Command Squads and so forth will often likely be more cost efficient in close combat than the expensive and likely overkill Assault Terminators. However while not necessarily the most bang for your buck Terminators have several advantages.

First is dedicated Land Raider Transports. If your heavy support options are already filled and you want some more oomph a squad of Terminators or Assault Terminators can bring along a Land Raider as a dedicated transport. This can be useful for large games and tournaments where youíre restricted to a single force organization chart. Nifty but not the best of the Terminators advantages.

Durability is the obvious advantage to Terminators but coupled with their mobility they can be a real nasty force. Most people wouldn't say Terminators are mobile, but because of the rules for Terminator Armor, Terminators can move and fire their weapons without any problems and lose no range or firepower in doing so. Meaning Terminators can set up a walking, iron wall of firepower and they rarely have to hug cover unless your going up against a battery of starcannons. With the new Space Marine Codex Assault Terminators with a Thunder Hammer and Storm Shield have a brutal 2+/3+ making them horrifically tough to bring down. While normally I'm not a fan of any 40k unit without a gun, the new rules make Assault Terminators ideal for weathering assaults by howling banshees and other hard hitting assault units with power weapons while retaining enough punch in cc themselves to put out some hurt.

Teleporting can also be advantageous, combined with teleport homers Terminators can deep strike fairly safely and bring a lot of nasty firepower into the flanks, center, or rear of an enemy with no problem. In the 4th Edition Codex Lysander's Teleport Assault Rule was fantastic but that is gone. Deathwing still have some advantages with teleporting though and while dangerous and with uncertain timing teleporting can nevertheless bring squads of heavily armed Terminators into the heaviest fighting unharmed and throw a serious wrench into your opponentís battle plans.

Lastly is the advantage of fear, Terminators are big, imposing and quite obviously nasty. They will draw a lot of attention and a lot of firepower, used carefully Terminators can draw a greatly disproportionate amount of attention and firepower and luckily have a decent chance of surviving despite the odds. Just by putting a squad of Terminators down on the field your getting your opponents attention and more often than not in my experience they will do everything they can to remove that squad as though it were the plague and the advantages in distracting your opponent are truly endless.

Now any Marine player can bring some Grey Knight Terminators as allies. These can be for both rules purposes and fluff. Grey Knight Terminators can represent an elite cadre of Librarians from the Blood Ravens 1st Company, or a desperate force of Grey Knights aiding their brethren in defeating the powers of the warp. Grey Knight Terminators have some extra advantages, Psycannons and Incinerators negate invulnerable saves, making them excellent for annihilating pesky Warlocks, Farseers, and Daemons of all sorts. In addition the Shrouding and Aegis rules of the Grey Knights make them difficult to engage from range and very effective at dealing with psykers. You can increase that advantage by giving the Brother Captain or Grand Master leading the squad a psychic hood and the squad leader can take psychic powers including the devastating Holocaust power. If you need some extra psychic punch or you have enemy sorcerers to deal with Grey Knight Terminators can really come in handy, but be prepared to pay through the nose for them.

Now another thing to consider is the delivery system for your Terminators. This is where a lot of people get held up, but you don't necessarily need one. Grey Knight Terminators and standard ranged Terminators can both be highly effective just walking around. Grey Knight Terminators with the Shrouding are immune to all firepower over a certain range and an enemy has to be very close to be sure of hitting them at all. Normal Terminators can also be nice big, juicy targets just walking around. But if you really want Terminators to arrive into battle in a different way there are a few options.

Teleporting

Terminators can teleport... well not Space Wolves but... whatever. Teleporting has some advantages, it gets Terminators right into the thick of things without getting shot, but they also can't move or charge when they do, they can only shoot (and by extension run but that doesn't get them into the safety of close combat). So this means Assault Terminators arent' generally going to be a good choice if you want to teleport. Teleporting is also fairly dangerous in that a bad scatter can send the Terminators off the table or into impassable terrain and instant death. But when it works you can land a heavy flamer right next to a Tau firebase, or drop an Assault Cannon or Cyclone Missile Launcher right behind a Leman Russ or a Falcon, and of course no enemy is going to ignore a squad of Terminators in their lines and this can be a wonderful distraction.

Now that said there are some additional things to consider with teleporting. Teleport homers can make the whole process a lot safer, with a homer you can bring in that teleporting squad safely and accurately and make the best use out of it. You can make sure to land that heavy flamer right next to the enemy squad cowering in the woods and flame the bejeesus out of them. Or land the squad behind cover so they don't get shot to oblivion.

The Dark Angels also have the wonderful Deathwing Assault, which lets up to half of all Terminator Squads held in reserve, rounding fractions up, to teleport onto the field on Turn 1. This may not be at first such a good thing, but it means that you can "deploy" the Deathwing Terminators after deployment and more effectively counter your enemies forces, it also means that you can be sure to have a sizeable chunk of your Terminators on Turn 1 instead of having to hope they arrive soon. If you have just a single squad in reserve you'll be sure to have it arrive right away which can take a lot of the guesswork out of reserves.

Land Raiders

The Land Raider is another option, of course there isn't just one. Now there are 3 standard variants to choose from and each has its advantages. The standard Land Raider has some potent armament, and can still effectively fire on the move thanks to Power of the Machine Spirit. Grey Knight Land Raiders have some nice vehicle upgrades to choose from but they are still fairly pricey. The standard Land Raider has a fairly small carying capacity for Terminators so use it wisely but it can still deliver your warriors into the heart of the enemy.

The Land Raider Crusader is personally my favorite work horse for ferying Terminators though. Its high rate of fire low strength armaments means it can lay down a lot of anti-infantry support fire on its way into the fray. The Multi-Melta and Assault Cannon are still effective at dealing with most armor you encounter, except for Monoliths of course. Additionally the assault ramp, assault launchers and the extra cargo capacity are all excelent for delivering a nice big squad of Assault Terminators right into your opponents lines.

The Land Raider Redeemer is the new kid on the block and I don't have much experience with it. But it looks like it would be second to none at flushing lightly armored enemies out of cover and it still has the cargo capacity and armor to deliver Terminators into the breach. Plus there's nothing fluffier for Salamanders than a flamer toting Land Raider.

Land Raiders are expensive though and even more so with a full squad of Terminators on board. So you have to be carefull and make sure that your not putting all your eggs in one basket so to speak, but especially at larger point levels Land Raiders can take a lot of damage and deliver a squad of Terminators to their target with a minimum of danger.

Drop Pods

Not all Terminators can access Drop Pods, but the Black Templars and Space Wolves at least can, and a Drop Pod while it has a limited carying capacity can still deliver a nice squad of Sword Brethren or Wolf Guard Terminators into the heart of the foe a lot more safely than teleporting. Plus you now have a nice big Drop Pod to hide the Terminators behind and make sure the enemy can't focus too much firepower on them while they are vulnerable, and can give them some additional firepower.

Of course the Terminators have a number of disadvantages that have to be taken into account. As I said earlier they are generally not going to be as offensively effective as other units for the same cost, or with Assault Terminators are too effective and are many times overkill which can be problematic. On top of that while durable Terminators are only a single wound each and a smart opponent can easily gun them down. Helios battle suits, plasma armed Guardsmen and Marines, Eldar Starcannons, high initiative Power Weapons and so on are all going to cut down Terminators like there's no tomorrow. So Terminators need to be used carefully if you are going to get the most out of them. Throw them out front of your army facing a squad of Plasma Cannon armed Devastators and you can kiss your Terminators goodbye. But used carefully Terminators can distract your opponent and turn the tide of battle.

Plus they just look really freakin cool!

Conclusion

So Terminators may not be the most cost effective units of all time, but they have their uses and they deffinitely have the coolness factor. Walking relics of a past age shrugging off incredible ammounts of fire and wielding huge weapons in each hand Terminators are a lot of fun and I hope this article has proved enlightening and useful!

Sources
Armageddon Campaign Website
Codex: Daemonhunters
Codex: Blood Angels
Codex: Space Marines 3rd, 4th & 5th Editions
Codex: Dark Angels
Codex: Black Templars
Index Astartes: Terminator Armor
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Old 01 Dec 2008, 22:53   #2 (permalink)
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Default Re: Terminators- Relics, Veterans, Heroes

Reading your posts, i found a big flaw, either with yours, or with the GW or BL fluff....

Why would salamanders have closer ties to the mechanicum than the Iron Hands?

Therefore, why would the salamanders have higher access to terminator armour if the Iron Hands ought to have
a much closer tie?

Confusing!
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Old 01 Dec 2008, 23:21   #3 (permalink)
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Quote:
Originally Posted by Mr. T. Marine
Reading your posts, i found a big flaw, either with yours, or with the GW or BL fluff....

Why would salamanders have closer ties to the mechanicum than the Iron Hands?

Therefore, why would the salamanders have higher access to terminator armour if the Iron Hands ought to have
a much closer tie?

Confusing!
The Salamanders have a close tie to the Mechanicum through trade. Nocturne boats truly epic mineral wealth that the Salamanders trade to the Mechanicum in exchange for technology and resources. The Iron Hands ties to the mechanicum are more through doctrine and alliance but the Iron Hands have little in the way of pull with the Mechanicus.

Ontop of that the Salamanders are all craftsman, each marine maintains his own weapons and wargear. This leaves the Techmarines of the Salamanders blissfully free to spend all their time working on maintaining, repairing and building new suits of Terminator Armor, Artificer Armor, Thunder Hammers, Master Crafted Weapons and all sorts of other goodies.

On the other hand the Iron Hands Techmarines, known as Iron Fathers, are a mixture between Techmarines and Chaplains. Where the Sallies Techmarines have lots of free time on their hands to devote to more laborious and difficult tasks, the Iron Fathers of the Iron Hands have the additional task of maintaining discipline and morale leaving them with less time to do those same tasks.

At first you might think its a flaw but when you think about it there are good reasons. Mutual ties of doctrine and faith are one thing but if the Mechanicum aren't nice to the Sallies the supply of minerals from Nocturne stops and Forge Worlds of the neighboring systems similarly grind down to a trickle of activity. Plus of course the Sallies didn't lose ALL their 1st Company on Istvaan V like the Iron Hands did.
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Old 01 Dec 2008, 23:27   #4 (permalink)
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Default Re: Terminators- Relics, Veterans, Heroes

Quote:
Originally Posted by Vash113
Quote:
Originally Posted by Mr. T. Marine
Reading your posts, i found a big flaw, either with yours, or with the GW or BL fluff....

Why would salamanders have closer ties to the mechanicum than the Iron Hands?

Therefore, why would the salamanders have higher access to terminator armour if the Iron Hands ought to have
a much closer tie?

Confusing!
The Salamanders have a close tie to the Mechanicum through trade. Nocturne boats truly epic mineral wealth that the Salamanders trade to the Mechanicum in exchange for technology and resources. The Iron Hands ties to the mechanicum are more through doctrine and alliance but the Iron Hands have little in the way of pull with the Mechanicus.

Ontop of that the Salamanders are all craftsman, each marine maintains his own weapons and wargear. This leaves the Techmarines of the Salamanders blissfully free to spend all their time working on maintaining, repairing and building new suits of Terminator Armor, Artificer Armor, Thunder Hammers, Master Crafted Weapons and all sorts of other goodies.

On the other hand the Iron Hands Techmarines, known as Iron Fathers, are a mixture between Techmarines and Chaplains. Where the Sallies Techmarines have lots of free time on their hands to devote to more laborious and difficult tasks, the Iron Fathers of the Iron Hands have the additional task of maintaining discipline and morale leaving them with less time to do those same tasks.

At first you might think its a flaw but when you think about it there are good reasons. Mutual ties of doctrine and faith are one thing but if the Mechanicum aren't nice to the Sallies the supply of minerals from Nocturne stops and Forge Worlds of the neighboring systems similarly grind down to a trickle of activity. Plus of course the Sallies didn't lose ALL their 1st Company on Istvaan V like the Iron Hands did.
Hmmm
Thanx for that...I'm changing my colours now then i think, i was gonna paint my marines up as a mix chapter of crimson fists and iron hands colours...(successive chapter)...
But now i think salamanders are more fitting, ( I love Terminator armour and prefer squads over leaders...)
I'll have to make a new scheme then. And of course make some super awesome fluff from this comment you just posted, and the main one

For one, the each marine maintaining his own armour and weapons is kind of already in my idea of fluff, so it fits perfectly with the mix of them both now.....
Again, Cheers.
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Old 02 Dec 2008, 00:00   #5 (permalink)
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What?! No Grey Knight Terminators? Probably the best Terminators around? Vash, you disappoint me :P Anyway, anther good write up that needs some updating
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Old 02 Dec 2008, 00:06   #6 (permalink)
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Well this is an article for Space Marines not Daemonhunters and while Grey Knights are Space Marines they use another codex so I figured on keeping them seperate but I might add them in now that you mention it... we'll see.

Oh and Mr. T. Marine, check out the Salamanders: A Comprehensive History for more information on the Salamanders.
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Old 02 Dec 2008, 02:09   #7 (permalink)
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Besides, we as progressive 40k players have a calling, no.... a Duty to throw cost effective to the wind and capitalize on fun! Maybe you should make: Tactica: Random Goodnes.

Just make sure there's something nominally more scary looking out there to shoot at, otherwise the starcannons shall maketh Terminator soup!

Nice and neutral, the way it's meant to be *turns around in chair* Kudos!
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Old 02 Dec 2008, 02:49   #8 (permalink)
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Default Re: Terminators- Relics, Veterans, Heroes

Quote:
Originally Posted by Vash113
Well this is an article for Space Marines not Daemonhunters and while Grey Knights are Space Marines they use another codex so I figured on keeping them seperate but I might add them in now that you mention it... we'll see.
Well, Space Marine Players can always add Grey Knight Terminators to his own force so why not? I mean 1. They look cool 2. They have Relic Blades 3. They can be given Psychic Powers 4. They're equipped with "Psychic Hood" 5. Couple of cool Special Rules which will help as well

So, they're like a squad of Terminator Armor-clad Librarians with Relic Blades. Now, that I think about it. They can represent Blood Raven's Librarian Squad in Terminator Armor!
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Old 02 Dec 2008, 11:31   #9 (permalink)
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Good, informative post as usual Vash . It was interesting to read about the Iron Hand's Morlocks and Salamander's Firedrakes. However, some of the grammar and spelling was incorrect, not like you to make mistakes like that. Interesting post anyway though. Flagged.
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Old 02 Dec 2008, 12:32   #10 (permalink)
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Lysander's formation was called the Titanhammer, wasn't it? Was Sternhammer something else?
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