Legiones Astartes – Fulgrim
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PRIMARCH

The mercurial and prideful Fulgrim was the Primarch of the Emperor’s Children Legion. Fulgrim strove to be a paragon in all things: generalship, martial skill, governance, reason and endeavour, and passed on his values to the Legion where they became enshrined as a remorseless dedication to perfection in war. The Emperor’s Children under his rule rose from the ashes of near-extinction to become shining exemplars of the Emperor’s vision for the Legiones Astartes. Fulgrim maintained clear and rigid lines of authority within his Legion; his personal beliefs, opinions and inclinations in all matters filtered down through the ranks as ironclad doctrine that was not to be questioned. His sons modelled their lives around him, adoring him and striving to reach the ever-rising heights of his ambitions.

  • Fulgrim 425 pts
The Phoenician, The Prefector of Chemos, High Lord of the Emperor’s Children
M WS BS S T W I A Ld Sv Base
Fulgrim (base: 40mm)
Fulgrim 8 8 6 6 6 6 8 6 10 2+ 40mm
Unit Composition
  • 1 Fulgrim
Wargear
  • The Gilded Panoply
  • The Blade of the Laer
  • Firebrand
  • Frag grenades
Unit Type
Special Rules
  • Legiones Astartes (Emperor’s Children)
  • Master of the Legion
  • Bulky (6)
  • Sudden Strike (1)
  • Crusader
  • Tactical Excellence
  • Sublime Swordsman
  • Traitor
  • Warlord: Sire of the Emperor’s Children
Options
  • Fulgrim may exchange the Blade of the Laer for Fireblade for no additional points cost

Tactical Excellence

Fulgrim’s art of war focused around the perfect execution of pre-planned strategies and tactics, enabling him to adapt to the battlefield and foe he and his Legion must encounter and leaving little opportunity for that foe to disrupt his plans.

Once per battle, at the start of any Phase, Fulgrim’s controlling player may declare the use of this special rule. For the duration of that Phase any enemy units that attempt to declare a Reaction against a Move, Shooting Attack or Charge made by Fulgrim or a unit that he has joined, must first pass a Leadership test (using the highest Leadership Characteristic in the unit attempting to make a Reaction), unless the unit that is making the Reaction includes at least one model with the Primarch Unit Type, in which case the unit may declare Reactions as normal.

Sublime Swordsman

Fulgrim’s skill as a duellist and swordsman is beyond that of any mortal warrior or even one of the enhanced Space Marines of the Emperor’s Legions.

When Fulgrim makes Melee Attacks as part of a Challenge, he gains a number of additional Attacks equal to the amount which his Initiative Characteristic is greater than that of his opponent. For example, if Fulgrim attacks an enemy model with an Initiative Characteristic of 5 as part of a Challenge, Fulgrim’s Initiative of 8 grants him 3 extra Attacks.

Warlord: Sire of the Emperor’s Children

In his glory days, Fulgrim was an exemplar of what all the Emperor’s Primarchs could be – a brilliant tactician, superlative warrior and a hero to those that followed him into battle. It was, perhaps, the great praise he garnered for his success that led to his slow corruption. Rightful pride in his accomplishments turned to self-obsession and hubris would soon see him fall into the service of Horus and the heresy he would unleash upon the galaxy.

If chosen as the army’s Warlord, Fulgrim automatically has the Sire of the Emperor’s Children Warlord Trait and may not select any other Warlord Trait.

Sire of the Emperor’s Children – All friendly models with the Legiones Astartes (Emperor’s Children) special rule that can draw a line of sight to Fulgrim may use Fulgrim’s Leadership Characteristic for all Morale checks and Pinning tests they are required to take and all friendly units composed entirely of models with the Legiones Astartes (Emperor’s Children) special rule on the battlefield while Fulgrim is also on the battlefield gain +1 to the Wound value used to calculate if the unit has won a close combat. In addition, the first Reaction made in each Game Turn by Fulgrim and any unit he has joined does not use up a point of the controlling player’s Reaction Allotment.

The Gilded Panoply

Fulgrim was known to enter battle wearing an ornate suit of artificer armour designed to give free rein to his phenomenal speed and agility.

The Gilded Panoply provides Fulgrim with a 2+ Armour Save, a 3+ Invulnerable Save against Melee Attacks and a 4+ Invulnerable Save against all other Wounds inflicted upon him.

The Blade of the Laer

Fulgrim’s weapon of choice was a slender, two-handed sword presented to him by the Warmaster himself. The sword’s quicksilver blade, able to slice stone and steel without mar, was by common repute reforged from the masterwork weapons of the xenos Laer, but in truth may have had darker origins yet.

Range
Str
AP
The Blade of the Laer
-
User
2
Melee, Duellist’s Edge (1), Fleshbane, Master-crafted, Specialist Weapon

Firebrand

One of a number of arms Fulgrim carried as his mood took him, Firebrand is a masterpiece of the gunsmith’s craft, as much a work of art as it was a fearsome weapon of war.

Range
Str
AP
Firebrand
15"
6
4
Pistol 2, Deflagrate, Shred, Master-crafted

Fireblade

During the Great Crusade Fulgrim wielded Fireblade, wrought for him by the hand of Ferrus Manus. This heavy bladed longsword was a rare gift from the Gorgon, a sign of his unlikely friendship with the Phoenician and a deadly tool of war.

Range
Str
AP
Fireblade
-
+1
2
Melee, Murderous Strike (5+), Master-crafted, Specialist Weapon
Melee Type
Weapons with the Melee type can only be used in close combat.
Specialist Weapon

The mightiest weapons only reach their full potential when wielded in pairs, as they require an entirely different battle stance from that of more commonplace weapons.

A model fighting with this weapon does not receive +1 Attack for fighting with two weapons unless it is armed with two or more Melee weapons with the Specialist Weapon rule. The additional weapon does not have to be the same weapon as the one used to attack, but it must have the Specialist Weapon rule in order to grant an additional Attack for fighting with two weapons.
Shred

Some weapons and warriors strike in a flurry of blows, tearing flesh asunder in a series of brutal strikes.

If a model has the Shred special rule, or is attacking with a Melee weapon that has the Shred rule, it re-rolls failed To Wound rolls in close combat.

Similarly, if a model makes a Shooting Attack with a weapon that has the Shred rule, it re-rolls its failed To Wound rolls.
Bulky (X)

This creature is so massive, it takes up an inordinate amount of space in any vehicle or building it enters.

Bulky models count as a number of models equal to the value X in brackets after the rule’s name for the purposes of Transport Capacity and whether a given unit outnumbers another in combat.

For example, a unit comprised of five models all of which have the Bulky (3) special rule, would count as 15 models when attempting to Embark on a Transport Vehicle or when deciding if they outnumber an enemy unit (see, for example, Rampage (X)).
Deflagrate

The ancient volkite weaponry employed by the armies of Terra in the earliest years of the Great Crusade fired arcing blasts of energy rather than solid projectiles.

After normal attacks by this weapon have been resolved, count the number of unsaved Wounds caused on the target unit. Immediately resolve a number of additional automatic Hits on the same unit using the weapon’s profile equal to the number of unsaved Wounds – these can then be saved normally. Models in the targeted unit must still be in range in order for these additional Hits to take effect. These additional Hits do not themselves inflict more Hits and do not benefit from any other special rules possessed by the attacking model, such as Preferred Enemy (X) or Precision Strikes (X).
Pistol Weapons

Pistols are light enough to be carried and fired one-handed.

A model attacking with a Pistol weapon makes the number of Attacks indicated on its profile regardless of whether the bearer has moved or not. A model carrying a Pistol weapon can make a Shooting Attack with it in the Shooting phase and still Charge in the Assault phase. A Pistol weapon also counts as a close combat weapon in the Assault phase. In addition, all models with two Pistol type weapons can attack with both in the same Shooting phase. This follows the normal rules for shooting.

RangeSAPType
Volkite serpenta10"55Pistol 2, Deflagrate
Pinning

Coming under fire without knowing where the shots are coming from, or having ordnance rain down from the skies, can shake the resolve of even the bravest warriors, making them dive flat and cling to whatever cover presents itself.

If a non-Vehicle unit suffers one or more unsaved Wounds from a weapon with the Pinning special rule, it must take a Leadership test once the firing unit has finished its Shooting Attacks for that Phase. This is called a Pinning test. If the unit fails the Test, it is Pinned. As long as the Test is passed, a unit can be called upon to take multiple Pinning tests in a single turn, but only once for each unit shooting at them.

A unit that is affected by any of the following conditions does not take Pinning tests, and if called upon to do so is considered to automatically pass them:
  • The unit is locked in combat.
  • The unit is already Pinned (the unit remains Pinned, but takes no further Tests).
  • The unit is composed entirely of Vehicle models.
  • The unit is Embarked on a Transport Vehicle.
  • The target unit is affected by the Fearless special rule.
A unit that has become Pinned cannot Move, Run or Charge. It can only fire Snap Shots if it attacks during the Shooting phase and cannot make Reactions in any Phase. At the end of its following turn, the unit returns to normal and the unit is free to act as normal from then on. Whilst it is Pinned, a unit is affected normally by enemy actions (for example, it takes Morale checks as normal). If the unit is forced to move, for example if it has to Fall Back, it returns to normal immediately. If assaulted, the unit will fight as usual, but because they are not set to receive the Charge, enemy units do not receive the Initiative penalty for assaulting a unit in Difficult Terrain, even if the unit is in Difficult Terrain. If a unit becomes Pinned during a Charge, then that Charge automatically fails. Units that are locked in combat cannot be Pinned and do not take Pinning tests.
Army List
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Frag Grenades

This class of grenade contains only a small explosive charge, and is intended primarily to disorientate and distract the foe while closing on a fixed position.

A unit that includes at least one model with frag grenades makes attacks at its normal Initiative Step during an Assault after it has successfully Charged through Difficult Terrain or Dangerous Terrain, but still suffers any penalties to Charge rolls imposed by Difficult Terrain or Dangerous Terrain when resolving a Charge through Difficult Terrain or Dangerous Terrain.
Fleshbane

Many are the weapons and creatures whose merest caress is fatal.

If a model has this special rule, or is attacking with a Melee weapon that has this special rule, they always Wound on a 2+ in close combat.

Similarly, if a model makes a Shooting Attack with a weapon that has this special rule, they always Wound on a 2+.

In either case, this special rule has no effect against Vehicles or Buildings.
Duellist’s Edge (X)

Some weapons have such a fine balance that they leap and spin in their wielder’s hands like living things, eager to spill the blood of the foe.

When fighting in a Challenge, the user of this weapon gains a bonus to their Initiative value equal to the value in brackets after the rule when making attacks with this weapon. If there is no value in brackets after a given instance of this special rule, then assume the value is 1 (thus adding +1 Initiative to that model).
Invulnerable Saves
Some warriors are protected by more than physical armour. They may be shielded by force fields or have a constitution that can shrug off hits that would destroy a tank. Models with Wargear or abilities like these are allowed an Invulnerable Saving Throw.

Invulnerable Saves are different to Armour Saves in that they may always be taken whenever the model suffers a Wound, or, in the case of Vehicles, suffers a Penetrating Hit or Glancing Hit – the Armour Piercing value of attacking weapons has no effect on an Invulnerable Save. Even if a Wound, Penetrating Hit or Glancing Hit ignores all Armour Saves, an Invulnerable Saving Throw can still be taken.
Master-crafted

Some weapons are lovingly maintained artefacts, crafted with skills now lost. Though the exact form of master-crafting varies, it is always considered to be the pinnacle of the weaponsmith’s art.

Weapons with the Master-crafted special rule allow the bearer to re-roll one failed roll To Hit per turn with that weapon.
Murderous Strike (X)

Some weapons are so cruel of form or powerful in aspect that a well-placed strike can slay even the toughest opponent.

Attacks with this special rule cause Instant Death on a To Wound roll equal to or greater than the number listed in brackets associated with the specific rule. Roll any viable Saves against this Instant Death-causing Wound separately and before any other Wounds the attack inflicts.
Reaction Allotments
The Reactive player may attempt a set number of Reactions in each Phase of the Active player’s turn. This set number is referred to as the Reaction Allotment, and always begins at a base value of one. A player must expend one point of their Reaction Allotment in order to have a unit under their control make a Reaction and once the Reaction Allotment for that Phase is reduced to 0, sometimes referred to as being exhausted, then no more Reactions may be made.

Any player, unless a special rule or other effect specifies otherwise, may make one Reaction in each Phase of their opponent’s turn.

The Reaction Allotment of any player may be modified by special rules or other effects, granting that player additional Reactions either in every Phase (an increase of the Reaction Allotment) or in specific Phases. This may either increase the base Reaction Allotment, that is the number of Reactions allowed in every Phase, or only grant a bonus to the Reaction Allotment in specific Phases.

For example, a player might have a special rule that states ‘This special rule increases the Reaction Allotment to two’, which would indicate that the player could make two Reactions in every Phase of their opponent’s turn. However, a special rule that states ‘This special rule increases the number of Reactions that may be made during the Assault phase by +1’ would allow a player with a Reaction Allotment of one to make a single Reaction in the Shooting and Movement phases, but two in the Assault phase.

Regardless of any special rules or other effects, no player may ever increase their base Reaction Allotment above three, nor may any player ever make more than three Reactions in a given Phase unless a special rule specifically allows for a number of Reactions above the normal limit of three.

A Reaction may be made with any unit controlled by the Reactive player, though in a number of situations a special rule or condition may deny a unit the opportunity to react. The most common such conditions where a unit may not make a Reaction are:
Line of Sight
Line of sight determines what a model can ‘see’. Many situations call for you to determine whether or not a model has line of sight. A model normally needs line of sight whenever it wishes to attack an enemy, whether with a melee attack, or shooting attack. Line of sight literally represents your warriors’ view of the enemy – they must be able to see their foes through, under or over the battlefield terrain and other models (whether friendly or enemy).

For one model to have line of sight to another, you must be able to trace a straight, unblocked line from its body (the head, torso, arms or legs) to any part of the target’s body.

Sometimes, all that will be visible of a model is a weapon, banner, or other ornament they are carrying. In these cases, the model is not visible. Similarly, mechanical appendages such as cables, probes and ammo feeds are ignored, even though they may be part of a model’s body. These rules are intended to ensure that models don’t get penalised for having impressive banners, weaponry, and so on.

In many cases, what a model can ‘see’ will be obvious – if there’s a hill, building or mechanical construct in the way, the enemy might be blatantly out of sight. In other cases, two units will be clearly in view of each other as there is nothing at all in the way.

On those other occasions, where it’s not entirely obvious whether or not one unit can see another, the player will have to stoop over the battlefield and look from behind the model’s head for a ‘model’s eye view’. This means getting down to the level of your models and checking the battlefield from their perspective to ‘see what they can see’. You will find that you can spot lurking enemies through the windows of ruined buildings, catch a glimpse of a model’s legs under tree branches and see that high vantage points become very useful for the increased line of sight that they offer.

This datasheet has Primarch Battlefield Role. Full list of Legiones Astartes units sharing same Battlefield Role follows:

Armour Saves
If a model has an Armour Save Characteristic of 6+ or better on its profile, then a further dice roll may be made to see if the armour prevents the Wound. This is called an Armour Saving throw, or Armour Save.

To take an Armour Save, roll a D6 and compare the result to the Armour Save Characteristic of the model that has been allocated the Wound. If the dice result is equal to or higher than the model’s Armour Save Characteristic, the Wound is negated. If the result is lower than the Armour Save Characteristic, the model suffers a Wound. This means that, unlike most Characteristics, an Armour Save is better if it is a lower number.
Owning Player, Opposing Player and Controlling Player
Sometimes a rule will ask the owning, opposing or controlling player to make an action or decision of some kind. The owning player is always the player who ‘owns’ the model in question – the one who has the model in their army. The opposing player is always their opponent. The controlling player is always the player in current command of that model – there are some special rules which can force models to switch sides during the course of the game.
Master of the Legion

The greatest commanders of the Space Marine Legions are all but peerless in their strategic and tactical abilities. The genecraft of the Emperor that created them, honed by individual talent and the experience of countless battles, has sharpened their acumen to a preternatural degree.

The Master of the Legion special rule grants the following benefits:
  • Rites of War: If a Detachment with the Legiones Astartes Faction includes at least one model with the Master of the Legion special rule then that Detachment may select a single Rite of War. Rites of War are presented in the Legiones Astartes Rites of War section.
  • The Few and the Proud: An army may only include a maximum of one model with this special rule per 1,000 points. This counts across all Detachments of an army. Thus, an army that totals at least 1,000 points may include only a single model with the Master of the Legion special rule, and an army that totals at least 2,000 points may include up to two models with the Master of the Legion special rule, etc.
  • Retinue: A model with this special rule may also include a Legion Command Squad, Legion Cataphractii Command Squad or Legion Tartaros Command Squad as part of the same Force Organisation slot as the model with the Master of the Legion special rule.
Morale Checks
Morale represents the grit and determination of warriors on the battlefield. Morale checks are a specific kind of Leadership test.

Similar to other Leadership-based tests, Morale checks (also sometimes referred to as Morale tests) are taken by rolling 2D6 and comparing the total to the unit’s Leadership value.

If the total is equal to or less than the unit’s Leadership Characteristic, the test is passed and the unit does not suffer any ill effects.

If the total is higher than their Leadership Characteristic, the test is failed and the unit will immediately Fall Back.

Some units have special rules pertaining to Morale checks that are detailed in their Army List or Army List entry. For example, some units might always pass Morale checks, while others might always pass all Leadership tests. This difference is subtle, yet important. A unit that always passes Morale checks still has to test when hit by an attack with the Pinning special rule, while a unit that always passes all Leadership tests wouldn’t.
Warlord Traits
Your Warlord is a potent force upon the battlefield. Not only are they a mighty hero, with all the skills and renown you might expect from the leader of a great army, but over the course of a long career they will also have picked up specialised abilities, which we refer to as ‘Warlord Traits’. Each Warlord has one Warlord Trait, chosen during army selection, from the list of Core Warlord Traits (or another list of Traits made available as part of that model’s Allegiance or Faction) and noted on the player’s Army List or roster. Some special rules attached to certain Factions or models may allow a Warlord to select Warlord Traits other than those presented in the Core list – such rules will specifically note which other Traits may be selected.
Crusader

Bolstered by their ultimate faith in their goal, the crusader is tireless, sweeping from one foe to the next in a battle that never ends.

A unit that contains at least one model with this special rule rolls an extra dice when making Sweeping Advances and discards the lowest scoring dice before determining the result.
Sudden Strike (X)

Some warriors are skilled in the swift and deadly arts of guerilla warfare, relying on ambush and surprise to take their opponents unaware. These warriors are deadly on the attack, but must press this advantage to overcome more heavily equipped foes.

In a turn in which a model with this special rule Charges into combat, it adds a bonus to its Initiative Characteristic until the end of the Assault phase. The bonus added to the model’s Initiative is equal to the value in brackets after the special rule; for example, a model with Sudden Strike (2) adds a bonus of +2 to its Initiative.

A model that has made a Disordered Charge that turn receives no benefit from Sudden Strike (X).
Leadership Tests
At certain times, a model or unit might be called upon to take a Leadership test. This usually represents them drawing upon their courage to face disheartening circumstances.

To take a Leadership test, use the following procedure:
  • Roll 2D6 and compare the result to the model’s Leadership Characteristic.
  • If the result is equal to or less than the model’s Leadership Characteristic, then the test has been passed.
  • If the result is greater than the model’s Leadership Characteristic, the test has been failed and the model faces the consequences as detailed in the rule that prompted the test.
If a unit has to take a Leadership test and it includes models with different Leadership values, always use the highest Leadership from among them.

The Gilded Panoply

Fulgrim was known to enter battle wearing an ornate suit of artificer armour designed to give free rein to his phenomenal speed and agility.

The Gilded Panoply provides Fulgrim with a 2+ Armour Save, a 3+ Invulnerable Save against Melee Attacks and a 4+ Invulnerable Save against all other Wounds inflicted upon him.

The Blade of the Laer

Fulgrim’s weapon of choice was a slender, two-handed sword presented to him by the Warmaster himself. The sword’s quicksilver blade, able to slice stone and steel without mar, was by common repute reforged from the masterwork weapons of the xenos Laer, but in truth may have had darker origins yet.

Range
Str
AP
The Blade of the Laer
-
User
2
Melee, Duellist’s Edge (1), Fleshbane, Master-crafted, Specialist Weapon

Firebrand

One of a number of arms Fulgrim carried as his mood took him, Firebrand is a masterpiece of the gunsmith’s craft, as much a work of art as it was a fearsome weapon of war.

Range
Str
AP
Firebrand
15"
6
4
Pistol 2, Deflagrate, Shred, Master-crafted
Legiones Astartes (Emperor’s Children)
All models with this special rule are subject to the following provisions:

FLAWLESS EXECUTION
On a turn in which they make a successful Charge, even if that Charge is considered a Disordered Charge, models with the Legiones Astartes (Emperor’s Children) special rule make their attacks in an assault at one Initiative step higher than normal – after any Initiative modifiers from other special rules have been taken into account. Models with the Legiones Astartes (Emperor’s Children) special rule and the Vehicle Unit Type gain a bonus of +1 to all To Hit rolls made for Defensive weapons when making a Shooting Attack as part of a Reaction.

The Perfect Tools
Models with this special rule gain access to unique Wargear options (see The Armoury of the Emperor’s Children).

The Phoenician’s Own
Any Legion Tartaros Centurion with this special rule may select the Phoenix Warden Consul upgrade.

Exemplars of War
A Warlord with this special rule may select a Warlord Trait from the Emperor’s Children Warlord Trait list.
Tactical Excellence

Fulgrim’s art of war focused around the perfect execution of pre-planned strategies and tactics, enabling him to adapt to the battlefield and foe he and his Legion must encounter and leaving little opportunity for that foe to disrupt his plans.

Once per battle, at the start of any Phase, Fulgrim’s controlling player may declare the use of this special rule. For the duration of that Phase any enemy units that attempt to declare a Reaction against a Move, Shooting Attack or Charge made by Fulgrim or a unit that he has joined, must first pass a Leadership test (using the highest Leadership Characteristic in the unit attempting to make a Reaction), unless the unit that is making the Reaction includes at least one model with the Primarch Unit Type, in which case the unit may declare Reactions as normal.
Sublime Swordsman

Fulgrim’s skill as a duellist and swordsman is beyond that of any mortal warrior or even one of the enhanced Space Marines of the Emperor’s Legions.

When Fulgrim makes Melee Attacks as part of a Challenge, he gains a number of additional Attacks equal to the amount which his Initiative Characteristic is greater than that of his opponent. For example, if Fulgrim attacks an enemy model with an Initiative Characteristic of 5 as part of a Challenge, Fulgrim’s Initiative of 8 grants him 3 extra Attacks.
Traitor

In the name of the Warmaster Horus, a vast host took up arms against those they had once called brothers – some driven by a lust for power and others by a misguided desire for justice. Regardless of the cause they held dear, there could be no turning back for these warriors, only victory or damnation.

A model with this special rule may only be included in an army that has the Traitor Allegiance.
Warlord: Sire of the Emperor’s Children

In his glory days, Fulgrim was an exemplar of what all the Emperor’s Primarchs could be – a brilliant tactician, superlative warrior and a hero to those that followed him into battle. It was, perhaps, the great praise he garnered for his success that led to his slow corruption. Rightful pride in his accomplishments turned to self-obsession and hubris would soon see him fall into the service of Horus and the heresy he would unleash upon the galaxy.

If chosen as the army’s Warlord, Fulgrim automatically has the Sire of the Emperor’s Children Warlord Trait and may not select any other Warlord Trait.

Sire of the Emperor’s Children – All friendly models with the Legiones Astartes (Emperor’s Children) special rule that can draw a line of sight to Fulgrim may use Fulgrim’s Leadership Characteristic for all Morale checks and Pinning tests they are required to take and all friendly units composed entirely of models with the Legiones Astartes (Emperor’s Children) special rule on the battlefield while Fulgrim is also on the battlefield gain +1 to the Wound value used to calculate if the unit has won a close combat. In addition, the first Reaction made in each Game Turn by Fulgrim and any unit he has joined does not use up a point of the controlling player’s Reaction Allotment.

Fireblade

During the Great Crusade Fulgrim wielded Fireblade, wrought for him by the hand of Ferrus Manus. This heavy bladed longsword was a rare gift from the Gorgon, a sign of his unlikely friendship with the Phoenician and a deadly tool of war.

Range
Str
AP
Fireblade
-
+1
2
Melee, Murderous Strike (5+), Master-crafted, Specialist Weapon
© Vyacheslav Maltsev 2013-2024