Reading all the other entrants, puts my effort to shame
However, here is my updated version, with some attempt at rules.
Captain Jarmu
The legend of Captain Jarmu really began with the Incident at Paigural Pass. A particularly corpulent trader was drinking in the Tavern of the Grishak’s Head. He was recounting how he had had to evade a large Devanu tribe. He was especially scathing about the militia unit that was supposed to be protecting his caravan. He was regretting wasting his hard-earned money on his escort. At that moment, a badly wounded Captain Jarmu staggered in.
The Captain told the real tale. The caravan had indeed been attacked. The tribe of Devanu was one of the largest he had heard of. The attack was especially ferocious. His entire militia unit was wiped out. However, they had bought enough time for the caravan to escape to the safety of the settlement. Captain Jarmu never revealed how he had managed to escape, nor how many of the Devanu he had killed.
Jarmu did, however, force the trader to admit the true version of events. As an apology, he agreed to fund the cremation and memorial to the brave militia who had perished. The fact that the Devanu had not eaten the corpses was felt to be testament to Jarmu’s bitter fight. The memorial is an inspiration for many lowly members of the militia throughout the Empire.
In truth, Jarmu had always been an incredible warrior. Even as a young Jenta he had defended his peers from a Grimblar attack when the hunter with them had been killed. He was now a battle-hardened, heavily scarred hero. The stories of his exploits were legion. He was always incredibly modest, though. With a wry smile he would refuse to comment if an astounding feat had really happened.
Captain Jarmu is the only wearer of the fabled ‘Crimson Helm’. Legend has it that he originally wore his helmet stained with so much Devanu blood that its colour was altered. Later the Emperor himself presented Jarmu with the specially fashioned helmet in recognition of his valour. It has Devanu kopas sculpted above the side flaps. The bold captain rarely wears the plume – only if a visiting dignitary insists.
The rest of his armour is fairly standard militia captain issue. He does, however, adorn his shoulder pads in a rather unusual fashion. He has hung the claws of slain Devanu from the edges, to resemble rather gruesome epaulettes. His shield bears the head of a grishak to commemorate his most famous victory.
Jarmu has a range of weapons. His trusty Enuk carries a veritable arsenal. Jarmu rarely rides the beast, but he follows him everywhere. The baggage contains spears and other ranged weapons. However, Jarmu’s favoured weapon is a fearsome sword with a heavy cleaving blade and two extra barbs between the main blade and the handle. The captain uses this weapon to get ‘up close and personal’ to Devanu. Few survive the experience.
Jarmu’s relationship with the authorities is ambiguous. None doubt his devotion to his duty, nor his integrity. Allegedly he has always refused promotion, so that he can stay with his beloved militia unit. He has always felt that he is where his skills can be best utilised. Rumours abound that he was offered positions as diverse as the Emperor’s personal bodyguard, his chief of staff and various Captain posts within elite knight units. Others say, though that those in higher roles in the military fear his potential power if he were to be promoted. They fear a popular uprising or coup d’etat.
Captain Jarmu is, however, one of the few militia captains who is invited to train the imperial knights. His training sessions are in themselves legendary!
Rules for Captain JarmuElite (Unique)Move: 6 Tough: 4+
Combat: 4 Stamina: 3
Support: 2 Size: Small
Captain [L]: This model may activate up to eight friendly Troops or Civilians.
Command Range: 6”
Coordinated Strike* [C]: Used during a model’s activation. Immediately make an attack against an adjacent model. Do not benefit from support, but gain one additional Combat Stone for each friendly Troop or Elite directly Engaged with the target model.
Combat Trained [C]: Recast up to two failed combat stones. Can be used once per combat.
Combat Discipline* [C]: Recast any or all Combat Stones.
Very Tough* [T]: Reroll a failed Tough save.
Inspire* [T]: All models directly activated by this model gain Inspired. A model with Inspired may recast one failed Combat Stone during their next combat.
Venerated [T]: If this model is killed then permanently discard one Initiative counter.
Devanu Hunter* : Nominate a Devanu model within 6”. That model cannot use any of its Activation or Combat abilities for this turn. This ability uses 2 stamina points.