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Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/03 02:00:52


Post by: Deadshot



These are rules for ultra mega units like primarchs and gods,if they were reincarnated and fighting in 40k next to calgar and present day units


these are written based on my views only ,with no outside opinion or negotiation.there are mor to come like necrons,tau,eldar tyranids and dark eldar.

give feedback if you make it to the end



Gods of War


Gods of War are commonly Gargantuan Creatures.While most are much bigger than most monstrous creatures,in general this simply refers to their awesome power.Gods of War that are also Gargantuan Creatures or is noted as using gargantuan creature rules may not perform stomping attacks and fight in combat like any other unit.
Gods of War are usually independent characters.An infantry modal can join Infantry or monstrous creatures.A monstrous creature can join infantry units and other monstrous creatures.A gargantuan crature can join gargantuan creatures and monstrous creatures,but not infantry.
No god of war may join a artillery,or vehicle unit.
They may only join a beast/cavalry,bike or jump infantry unit if they themselves can mount a an animal or bike or can move like jump infantry, through wings, jetpacks teleporters,etc
For example,Magnus the Red is a Daemon Prince with wings,also a monstrous creature, could join a unit of infantry,jump infantry or monstrous creatures.Leman Russ is a cavalry modal so he would be able to join a unit of infantry,monstrous creatures or a beast/cavalry unit
It goes without saying that gods of war are unique and you can only include 1 in your army.It is also pretty obvious that they must be your leader for all purposes(Clash of the Heroes battle mission,Yarrick’s Stand scenario,etc)
These units are not limited to apocalypse and may be used in normal games



Roboute Gulliman,Primarch of the Ultramarines...............................1500pts
Roboute Gulliman is an HQ choice for a Space Marine Army,as long as the Chapter is Ultramarines or one of their descendants.Note that Blood Ravens are included in this category,despite not Knowing their Primarch.
Ws Bs S T W I A Ld Sv
9 7 7 7 5 8 6 10 2+
Type:Infantry
Unit Type:Infantry
Wargear
The Consul's Sword
This is a Master-crafted two handed power weapon that inflicts instant death on a to-wound roll of 6.
The Shield of Macragge
This is a storm shield that allows you to re-roll failed invulnerable saves his time succeeding on a 4+
Boltgun
Special Ammunition.
Terminator Armour with built in locator beacon.

Special Rules
And they shall know no fear!
Combat Tactics
Eternal warrior
Preferred Enemy
Independent Character
God of War
Titanic Might
Exterminatus
This can be use once per game using the following profile
Range S AP Type
N/A D 1 Ordnance Barrage 1,Destroyer,7'' Blast
If the marker scatters,the Primarch's Ballistic Skill makes no difference,the distance rolled is the distance it moves!
In the Shadow of our Lord
Any unit of Ultramarines OR Ultramarine Successor Chapters have the Furious Charge,Counter Attack and Fleet special rules rules.These modals are not affected by Chapter Tactics of any other character.Gulliman may take a retinue of Honour Guard,which must have the Chapter Standard.



Corax,Primarch of the Raven Guard............1500pts
Corax is an HQ choice for a Space Marine army,as long as the Chapter is Raven Guard or one of their descendants
Ws Bs S T W I A Ld Sv
10 6 6 6 4 10 7 10 2+
Type:Infantry
The Black Talons
These are a pair of master-crafted lightning claws that allow the re roll to wound to be rerolled a second time.
The Raven's Wings
These mechanical wings allow Corax to move as Jump Infantry,but count as infantry.
Artificer Armour
Iron Halo
Boltgun
Special Rules
And they shall know no fear!
Eternal Warrior
Stealth
Hit&Run
See,but remain unseen
Chapter Tactics(see Shadow Captain Shrike Entry,Raven Guard only)
Combat Tactics
Exterminatus
Independent Character
In the Shadow of our Lord
Any Raven Guard Or Raven Guard Successor Chapter units gain Furious Charge and Stealth.Any of these units that have a jump pack as an option may take it for free.Units that do not have an option for a Jump pack may take a Drop pod for free.

Jagahtai Khan,Primarch of the White Scars........1500pts
Jagahtai Khan is an HQ choice for a Space Marine Army,as long as the Chapter is White Scars or one of their descendants
Ws Bs S T W I A Ld Sv
8 7 7 7(8) 4 8 4 10 2+
Type:Bike
Wargear
Artificer Armour
Iron Halo
The Scar Sabre
This is a master-crafted Relic Blade
Moonfable
This bike gives Jagahtai Khan an extra 6'' of movement and assault range
and the ability to run in the shooting phase,using 2D6.

Special Rules
Independent Character
And they shall know no fear!
Combat Tactics
Chapter Tactics(See Kor'sarro Khan Entry,White Scars only)
Master of the Hunt(See Kor'sarro Khan Entry)
Eternal Warrior
Scouts
Ride them Down!
Enemy modals that fall back from a combat automatically lose the sweeping advance roll if
1:Jagahtai Khan charged into the combat this turn
2:Jagahtai Khan has a higher initiative
3:The unit has Slow and Purposeful
In the Shadow of our Lord
White Scars OR White Scars Successor Chapters units that may have a bike as an option may take it for free.Bike Squads and Scout Bike Squads become Troop Choices.These units gain the skilled rider special rule


Vulkan,Primarch of The Salamanders...............1500pts
Vulkan is an HQ choice for a Space Marine Army,as long as the Chapter is the Salamanders.NB There are two characters named Vulkan,the Primarch,and Vulkan He'stan.When referring to Vulkan He'stan,the rule will say,Vulkan He'stan.If it is simply Vulkan,it refers to the Primarch.
Ws Bs S T W I A Ld Sv
8 6 6 6(7) 4 5 5 10 2+
Type:Bike
Wargear
Artificer Armour
Iron Halo
Servo-Harness
The Obsidian Chariot
This is a Space Marine Bike with The Engine of Woes and The Song of Entropy
The Engine of Woes
This engine allows Vulkan to act normally after using Turbo-boosters.
The Song of Entropy is a Master-crafted Flamestorm Cannon the replaces the Bike's built in Boltguns.
The Eye of Vulkan.
Vulkan's Exterminatus use the 10" blast marker
The Unbound Flame
This is a master crafted Thunder Hammer that strikes in initiative order
Special Rules
Independent Character
Eternal Warrior
And They shall know no Fear!
Combat Tactics
Chapter Tactics(See Vulkan He'stan Entry,Salamanders only)
Exterminatus
Bolster Defences
Blessing of the Omnissiah
In the Shadow of our Lord
Salamanders with Thunder Hammers do not count their weapons as Master crafted as detailed in Chapter Tactics,but have the Preferred Enemy Special Rule.All Weapons that are not Twin-linked or are used by an owner that can re roll to hit in combat are Master crafted.The Exception are the weapons used by Vulkan(the Primarch) or Vulkan He'stan.

Rogal Dorn,Primarch of the Imperial Fists.......1500pts
Rogal Dorn is an HQ choice for a Space Marine Army,as long as the Chapter is Imperial Fists,Crimson Fists or another Imperial Fists descendant
Dorn may also be used as part of a Black Templar Army.If so,Black Templars may ally with any Space Marine,Dark Angel,Blood Angel or Space Wolves Army including Psykers,as long as that army includes their Primarch.
Ws Bs S T W I A Ld Sv
8 6 7 7 5 5 5 10 2+
Type:Infantry
Wargear

The Fist of Blades
This was the final weapon Dorn used before death,having lost his weapon,torn from the body of a dead battle brother and has long since beenarelic on the Imperial Fists.Now,reincarnated,he wields it again for the Imperium.
The Fist of Blades is a chainfist that adds +1 to the vehicle damage chart.Modals other than Primarchs,Daemon Primarchs and Gargantuan Creatures suffer instant death if wounded by the Fist of Blades,even if the are an Eternal Warrior
Terminator Armour
Iron Halo
Storm Bolter
Special Rules
Eternal Warrior
And they shall know no fear!
Combat Tactics
Chapter Tactics(See Darnath Lysander Entry,only affects Imperial Fists and their Successor Chapters.)
Bolter Drill
Exterminatus
Stubborn
Counter Attack
In the Shadow of our Lord
Imperial Fists and Imperial Fists Successor Chapters(excluding Black Templars)units gain the Hold the Line and Sternguard Veteran Squads become Troop choices.
Black Templars gain the benefits of cover.Dorn is a master tactician and knows that faith does not protect you from a Stompa's Supa-Gatler!However,even Dorn can't convince them of this fully,so the maximum cover save they can claim is a 4+.
All Imperial Fists and Successors(including Black Templars)gain the Furious Charge and Counter Attack special rules.


Ferrus Manus,Primarch of the Iron Hands...1500pts
Ferrus Manus is an HQ choice for a Space Marine Army,as long as the Chapter is Iron Hands or one their descendants
Ws Bs S T W I A Ld Sv
8 9 7 6 4 6 4 10 2+
Type:Infantry
Wargear
Terminator Armour
Iron Halo
The Iron Gauntlet
This is a master crafted Thunder hammer with an Incorporated conversion beamer.
Servo-Kit.This is Manus' personal,scratch built servo-harness,with two additional servo arms,an Auxiliary Grenade Launcher and a signum.This gives him 4 servo-arms,a flamer,and a plasma cutter(a twin linked plasma pistol which has no effect on close combat.Note that due to additional cooling systems,the plasma cutter does not get hot),a signum and an Auxiliary Grenade Launcher.Manus may fire The Iron Gauntlet or Exterminatus and two Servo-mounted weapons or all three servo-weapons.He may not use the Iron Gauntlet and Exterminatus in the same turn.He may fore-go any of these weapons to use his signum,once per weapon he is normally allowed to use,which he may not use on himself.
Digital Weapons
Special rules
Eternal Warrior
And They Shall know no Fear!
Combat Tactics(This is not exchanged for another character's Chapter Tactics)
Exterminatus
If,when Manus uses his Exterminatus,the blast scatters,he may use his signum to reduce the diatance by 9”,in lieu of another weapon
In the Shadow of our Lord
In an Iron Hands or Successor Chapter,Devastator Squads may be taken as Troops.Any Devastator Squad may replace its sergeant for a Techmarine at +35pts or Master of the Forge at +80 Pt's.In both cases the Techmarine or Master of the forge loses the Independent character rule.However,a unit upgraded to include a master of the forge may add up to 3 servitors to the squad at the appropriate costs.

Sanguinius,Primarch of the Blood Angels....1500pts
Sanguinius is an HQ choice for a Blood Angels Army or one of their decedents.The Sanguinor is the spirit of Sanguinius,made manifest by his psychic might,so an army that includes Sanguinius may not include the Sanguinor
Ws Bs S T W I A Ld Sv
8 7 7 7 6 7 5 10 2+
Type:Jump Infantry
Wargear
The Blade of Red Heaven
This is a Master crafted two-handed force weapon.Sanguinius may use his force attack once per enemy modal,per player turn,provided that he doesn't exceed his limit on psychic powers.
Celestial Armour
This suit of Artificer Amour's divine qualities grant the Primarch a 3+ invulnerable save.
Wings.
Sanguinius has wings,like an angel.He is jump Infantry.
Special Rules
Psyker.Sanguinius has access to all Blood Angel psychic powers,except Wings of Sanguinius,there's no point!He may use 5 per turn.
Independent Character
And they shall know no fear!
The Red Thirst
The Blood Rage
All modals with the Red Thirst(including Sanguinius)succumb to it on a roll of 1-4.All Death Company modals lose the Rage Special rule.If Sanguinius dies,Death Company regain the rule.Also,any none-Death company modals use the rules and profile of a Death Company.Furioso(not Librarian)Dreadnoughts become Death company Dreadnoughts(they still retain their armour values).Captain Tycho IMMEDIATELY becomes Death Company Tycho.The exceptions are Sanguinary Guard,Chaplains,HQ units,Honour Guard and named characters other than Tycho.They instead succumb to the Red Thirst(if they have not already done.so)and gain the Rage special rule.
Exterminatus
In the Shadow of our Lord
Only non-vehicle modals with a jump pack or similar may be included in a force with Sanguinius.Those that have it as an option may take it for free.Unique Characters without a jump device may still be taken.Vehicles have no limitations.Any unit may take a Stormraven Gunship for a 35 point discount.The Gunship may transport the whole unit,no matter its size.If there are more than 6 Jump Infantry Modals in the transport,no Independent Characters may enter the transport as long as they are there.

Leman Russ,Primarch of the
Space Wolves,the Wolf King.........1500pts
Leman Russ is an HQ choice for a Space Wolves Army or one of their descendents
Ws Bs S T W I A Ld Sv
Leman Russ 9 7 7(8,9)7 4 7 8 10 2+
Brom 4 0 5 5 2 5 3 - 4+
Type:Cavalry
Wargear
Brom
Brom is a gigantic Thunderwolf,who fights as a separate modal in close combat.He has the second profile.Enemies may attack him.He uses all the rules for monstrous creatures(move through cover,Russ may shoot two weapons,no going to ground,ignores armour,2D6+S Armour Penetration).If Russ is killed,Brom drags away his body.They are both removed.If Brom is killed,Russ carries on.He loses all bonuses from Brom and counts as Infantry for the rest of the game.Place a marker on the spot Brom used to be.This is an objective marker and is also worth 3 Kill points where they are being used.Riding Brom allows the Wolf King to move 12" in the movement phase.
The Spear Of Russ
This almost mythical Spear counts as a Frost Axe in close combat(granting him +2S)When Russ declares an assault,he may hurl his spear.Make an out-of-order shooting attack with the profile below.If Russ use this ability,he may not gain any bonuses from The Spear in the first round of combat as he must retrieve it.
Range S AP Type
N/A 10 1 Assault 1
Frost Axe
Runic Armour
Boltgun
Roar of the Wolf
This may be fired at a unit includng a psyker.Any psykers take one Perils of the Warp for each hit.These may be allocated like wounds
Special Rules
And they shall know no fear!
Acute Senses
Counter-Attack
Fleet(On foot)
Furious Charge
Eternal Warrior
Preferred Enemy(Thousand Sons)
Independent Character(Can Only join Thunderwolf mounted units while on Brom)
Exterminatus
The Wolf King
At the start of the battle roll a D6 and apply the effect listed below to all Space Wolves

1-2;Deep Growls arise in their throats but little else
3;The Wolves encircle their prey.Any unit of Space Wolves may outflank.
4-5;In the name of the Wolf,the Space Wolves charge their foe if possible.If they are
they must move as close as possible,to the limit of their assault range.
6;Howls of Wolves echo in the distance,all Space Wolves gain Rage.Roll again
on the chart.If you score another 6 it is ignored.
In the Shadow of our Lord
All Space wolves on Thunderwolves(excluding Russ himself)and Fenrisian/Cyber Wolves gain +1S,T,I and A and may use his Ld for all intents and purposes as long as he lives
All Space Wolves or Space Wolves Successor Chapters Gain Fleet,Fearless and Furious Charge.



The Emperor…….5000pts
The Emperor may be taken as an HQ choice for an army taken from the following Codexes;Space Marines,Blood Angels,Dark Angels,Space Wolves,Black Templars,Imperial Guard,Grey Knights,Daemonhunters,Witch Hunters,Sisters of Battle.The Emperor takes up all available HQ slots,however,all other HQ units become elites choices.Other Gods of War may still be taken,but you must choose the overall commander of the army.To represent his might, the Emperor uses all the rules for Gargantuan Creatures. He still follows all Infantry rules for movement and assault range(i.e.6”)and may still board transport vehicles, although he takes up 5 spaces.


Ws Bs S T W I A Ld Sv
8 8 7 7 10 7 6 10 2+
Unit Type:infantry
Wargear
The Sword of Mercy,Custodian armour

The Sword of Mercy
This is a Nemesis Greatsword.

Special Rules
Independent Character
Fearless
Acute Senses
Deep Strike
When the Emperor Deep Strikes, after all modals have been placed, place the 10” template over him. All modals under the marker suffer a Destroyer hit but him. He does not suffer Deep strike mishap. If he lands on another modal that survives the blast, he is treated as assaulting. Any mishaps may affect his unit but not him.
Psyker
The Emperor is the most powerful Psyker ever known,with the exception ofTzeentch,maybe.He has access to all psychic powers usable from any Imperial codex or datasheet. He may use 6 a turn. When used with Imperial Guard, he may use a combination of psychic powers and orders up to a total of 6 between the two. His command radius is 36” and they automatically are given.

Awesome Might
This modal always benefits from a 2+ invulnerable save. This cannot be removed in any way(i.e.vindicare assassins firing shield-breaker rounds)

Master of War
To compensate for his overwhelming powers, any opposing army that does not have a unit with this rule gains an additional 1500pts to spend. If a modal with this rule is slain, the army in which they are included is removed, but allies are unaffected. If there are no allies on the board, that side loses.
All friendly units with line of sight to the this modal and all friendly units within 12”(line of sight or not) gain the Fearless, furious charge counter-attack and move through cover special rules.

Retinue: The Emperor may take a retinue of Custodies


Adeptus Custodies,Guardians of the Emperor………..315pts

Ws Bs S T W I A Ld Sv
Custodian 5 5 5 5 2 4 2 10 2+
Head 6 6 5 5 3 5 3 10 2+
Custodian

Unit type Infantry
Unit composition
9 Custodians
1 Head custodian

Wargear
Custodies Spear
This is a two handed power weapon the adds 2 to the wielder’s initiative.It features a built-in bolter.
Custodian Armour
This grants the wearer a 2+ armour save, a 5+ invulnerable save and the Deep Strike special rule.Models embarked on Transport vehicles count as two modals,except were modals in Terminator armour count as 1(like on-board a Caetus Assault Ram).Modals in Custodian armour can perform sweeping advances and still gain the +2 bonus for their spear when they win an assault,but not when falling back.

Special Rules
And they shall know no fear
Relentless
Move through cover
Acute senses
Feel no pain
Counter-attack


Options
May include up to 30 extra custodians at 30pts per modal



The Omnissiah………5000pts
The Omnissiah may be included in any Imperial army that contains only vehicles or tech-priest units(i.e. Techmarines, tech priest engineers etc)The Omnissiah takes up all available HQ slots but other HQ units become elites choices instead.Other Gods of War may still be taken,but you must choose the overall commander of the army.

Ws Bs S F S R I A
2 10 10 14 14 14 2 4

Unit type: Super heavy walker
Structure points:15
Void Shields:10

Wargear
Carapace
8(can be same)options chosen from
Volcano Cannon
Vulcan Mega-Bolter
Melta Cannon
Inferno Gun
Quake Cannon
Laser Blaster
Plasma Destructor
Gatling Blaster
Apocalypse Missile Launcher
Vortex Support Missile
Arms
2 options from
Vengeance Cannon
Hellstorm Cannon
Doomsday Missile Launcher
Plasma Annihilator
-each with a co-axial weapon that must be used as a main weapon for an Imperial Guard super-heavy tank(Baneblade cannon,Vulcan mega bolter,magma cannon,etc)
Titan close combat megafist with co-axial weapon chosen from any of the Omnissiah’s carapace options.The Vortex missile may not be chosen.
-A Titan megafist is a Titan sized power fist is employed to specifically fight other Titans and super heavy tanks.It is a titan close combat weapon that automatically inflicts a structural damage result in addition to any other result on the super-heavy damage chart on a roll of 5+.If it has no structure points left then it inflicts a single drive damaged or weapon destroyed result instead(attacking players choice)in addition to all results on the super heavy damage chart on a roll of 5+.Against gargantuan creatures,any modal that suffers an unsaved wound from it has its WS and I reduce to 1 in the next player turn.This has no additional effect against modals that already have WS and I 1,either by being wounded by the megafist already,any other special rule,or simply because that’s their profile.Superheavy walkers follow rules for vehicles and suffer no penalties to their WS or I

Transport:60 modals per foot

Access points: one at each heel, modals may disembark any where on the Omnissiahs base
Fire points:0

Special Rules
Master of War
To compensate it’s overwhelming powers, any opposing army that does not have a unit with this rule gains an additional 1500pts to spend. If a modal with this rule is wrecked or explodes,the army in which they are included is removed, but allies are unaffected. If there are no allies on the board, that side loses.

Reactor Meltdown
If the Omnissiah suffers a Apocalyptic Explosion, his reactor goes nuclear! This is the same as an Apocalyptic Explosion, except the range is 10D6” and modals in range suffer a Destroyer hit.Any units transported inside are utterly obliterated and removed with no way to save them.
Titanic Tread
All but Flyers, Super heavy vehicles and Gargantuan Creatures moving within 18” of the Omnissiah treat it as difficult terrain.
Towering Behemoth
All weapons on the Carapace of the Omnissiah have a minimum range of 48”.
The Omnissiah can move 15” in the movement phase and has an assault range of 15". Each Drive Damaged result reduces this by 3”.
Other modals count the Omnissiah’s base as clear ground and may be placed on it if they can fit. If the Omnissiah moves then all modals(friend or foe) will be stomped.
The Omnissiah’s stomp attack has the Destroyer rule(he can do this as normal)
The Omnissiah can only make attacks with its Megafist or any other combat attacks against Superheavy vehicles and Gargantuan Creatures.Other modals can only be stomped.
To represent Its great height,the Omnissiah can attack Flyers in assault if it is armed with a megafist.If you choose to do so,IGNORE ALL PREVIOUS CLOSE COMBAT RULES and roll to hit with your attacks as normal.Only a roll of 5 or 6 will do.on a roll of 5,it inflicts a single glancing hit.on a 6 it’s a penetrating hit.Both hits suffer an additional -1 modifier to the damage chart.


Fulgrim,Daemon Primarch of the Emperor’s Children………1500pts
Fulgrim is an HQ choice for a chaos Space Marine Emperor's children army.In an army including Fulgrim,only Noise Marines may be taken as troops.
Ws Bs S T W I A Ld Sv
9 7 6 6 4 7 5 10 2+
Unit type:Monstrous Creature
Wargear
Firesword and the Laeran Blade
Firesword is power weapon that grants Fulgrim +1 WS(already included in profile).The Learan Blade is a Daemon Weapon.Note that due to his size(and multiple arms),Fulgrim may wield both as a single handed weapon and gain the bonus from both.
Mark of Slaanesh(Bonus already included in his profile.)
2 SONAR Cannons
These may be fired as any type of Sonic Weapons.Declare before you fire.The two cannons may be the same or different weapons in the same turn.In addition,Fulgrim and his squad roll 4D6X2 for night fighting
Special rules
Daemon Primarch
Modals with this rule follow all the rules for Daemon Princes.Daemon Primarchs may reroll all failed Daemonbane tests.Daemon Primarchs always benefit from a 4+ invulnerable save.
Fleet
Furious Charge
Chosen of Slaanesh
Any unit of Noise marines or those with a mark of Slaanesh gains the Furious Charge,Fearless,move through cover and feel no pain special rules,whilst they have line of sight to Fulgrim

Perturabo,Daemon Primarch of the Iron Warriors………1500pts
Perturabo is an HQ choice for a Chaos Space marine Iron Warriors army,In an army including Perturbo,Chaos Predators and Chaos Vindicators may be included in Vehicle squadrons of up to 3


Ws Bs S T W I A Ld Sv
8 8 D 7 5 5 4 10 2+

Unit Type:Monstrous Creature
Wargear
Forgebreaker
This Thunder Hammer grants Perturabo the Destroyer rule in close combat.Weapons that roll to wound against the S characteristic(like Tyranid strangleweb) have no effect on Perturabo and he automatically passes strength tests.
Siege Cannon
This may be fired as a Demolisher Cannon.When penetrating the armour of buildings,roll 3D6 instead of 2 and pick the highest!It also adds +1 to the vehicle damage chart.
Special Rules
Independent Character
Daemon Primarch
Furious Charge
Fearless
Counterattack
Siege Specialist
When playing Plantstrike and a force including Perturabo is the attacker,D6 of your units can roll twice the number of dice to penetrate the armour of vehicles and buildings and pick the highest(or 2 highest for melta weapons,chain fists,etc)!
When playing as Defenders,intercepter weapons may reroll to hit and wound/penetrate armour.


Konrad Curze,Traitor Primarch of the Night Lords……..1500pts
Curze is an HQ choice for a Chaos Space Marine Night Lords army.

Ws Bs S T W I A Ld Sv
9 7 7 7 4 6 5 10 2+
Unit Type:Infantry
Wargear
Nightclaws
These are a pair of Lightning claws.Such is the fear these claws that these claws instill that for every wound that Curze inflicts on a unit,one modal(owning players choice) in that unit must take a Morale Test on his own Ld,not the highest Ld in the unit..Any that fail leave their parent unit and form their own unit consisting of the modals that fail and immediately fall back.
Black Night Armour
This Suit of Power Armour grants Curze a 2+ armour Save,a 4+ invulnerable save and any unit attempting to assault a unit including Curze must pass a Ld test or be unable to assault.This has no effect on Fearless units.
Bolt pistol
Special Rules
Independent Character
Fleet
Infiltrate
Scouts
Stealth
Eternal Warrior
Creature of the Blackest Night
Any unit wishing to target Curze must use the Night Fighting rules when doing so,halving the distance rolled.If the Night Fighting Rules are actually in play then you must half the maximum range of you weapon before firing as well.This rule has no effect if Curze is embark in a vehicle.
“Unknown Hostile in our ranks!”
Curze may move within 12” of an enemy when using his scout move,but not within 6”.Similarily,Curze and his unit may Infiltrate 6” away from an enemy as long as there is no line of sight or any where that is 12” away from an enemy.
Mixed Minds
At the start of each of Curze’s turns he is not locked in combat he must take a leadership test.If he passes he may act as normal.If he passes on a double 1,there is no need to roll next turn,he stays under your control for the entire game. if he fails then your opponent may control him during your turn, they may move,shoot and assault your units with him exactly like he belonged to your opponent. If he fails on double 6,your opponent gets control of him for the entire game.He may not join any other units.The Night Lords have stopped trusting him and the enemy never started.If Curze has joined a unit he may reroll the test but if he fails he may not move or shoot(or run)but must immediately assault the unit he has joined.If curze is locked in combat with one of your squadshe immediately returns to your control at the beginning of your next turn.

Angron,Daemon Primarch of the World Eaters
Angron already has rules and these can be found in the Liber Apocalyptica section of the Games Workshop website.When used as a God of War,a Chaos Space Marine Army including him may take Khorne Berserkers as troops and no others.An army including Angron may not include any psykers.

Additional Special Rules
Daemon Primarch
Independent Character
Chosen of Khorne
Any unit of Khorne Berserkers or unit with a Mark of Khorne with line of sight to Angron gain Fearless,Furious Charge,Fleet and feel no pain rules.


Mortarion,Daemon Primarch of the Death Guard……….1500pts
Mortarion is an HQ choice for a chaos Space Marine army.A force including Mortarion can only take Plague Marines as Troops.

Ws Bs S T W I A Ld Sv
8 7 7 7(8)6 5 5 10 2+
Unit Type;Monstrous Creatures
Wargear
Mark of Nurgle(bonus already included in profile
Manreaper
This follows all rules for Typhus’ Manreaper,but it is a Poisoned(2+) weapon
Lanturn
This energy pistol may be fired with the following profile
Range S AP Type
12” 8 2 Pistol,blast
Poison Necklace
Mortarion wears a necklace of delicate globes that contain poisonous gas from his homeworld

Any modal that wounds Mortarion must take a Toughness test or suffer a wound with no armour or cover saves allowed,invulnerable saves may be taken as normal.After 7 wounds have been inflicted by this ability it no longer has effect because there are no globes left.
Boon of Mutation
Aura of Decay
Special Rules
Independent Character
Psyker
Daemon Primarch
Prince of Plagues
Any weapons with the Poisoned ability have no effect on Mortarion.
Chosen of Nurgle
Any unit of Plague Marines or unit with a Mark of Nurgle with line of sight to Mortarion gains Feel no pain,relentless,move through cover and Fearless
Retinue:Mortarion is always accompanied by the Deathwardens.The Deathwardens are 2 plague marines who wield Manreapers(see Typhus’ entry) and Plasma Pistols.The Deathwardens are legion and as such gain +1 to all their characteristics and wear Chaos Terminator Armour.

Magnus the Red,Daemon Primarch of the Thousand Sons……1500pts
Magnus the Red is an HQ choice for a Chaos Space Marine army.If your force includes Magnus,Thousand Sons are the only troops choice available for your army.

Ws Bs S T W I A Ld Sv
7 8 7 7 5 6 4 10 2+
Unit Type:Monstrous Creature
Wargear
Staff of the Red and the Book of Magnus
This is a two handed force weapon and the Tome allows Magnus to use 5 psychic powers a turn,even more than 2 psychic shooting attacks.
Wings
Upon ascending into Daemonhood,Tzeentch awarded Magnus with wings and he may move as jump infantry.
Special Rules
Daemon Primarch
Psyker
Independent Character
Tzeentch’s Disciple
Magnus has learned his formidable psychic prowess from Tzeentch himself.Magnus knows all the psychic powers from codex Chaos Space Marines and one other codex.roll D6 at the beginning of each turn and consult the chart below.You cannot get the same result twice in one game.If you roll a result you have already had,reroll it.
1-Imperial Guard and Witchhunters
2-All Space Marines except Black Templars and Grey Knights
3-Orks and Dark Eldar
4-Eldar and Tyranids
5-Chaos Daemons
6-Grey Knights
Chosen of Tzeentch
Any unit of Thousand Sons or unit with a Mark of Tzzentch gains the Furious charge,Move through cover and Inferno rounds.Any modal that already had Inferno rounds may either give their bolter +1S or AP2.In additon,Thousand Sons lose the Slow and Purposeful special rule.

Horus the Arch Traitor,Daemon Primarch of the Black Legion, Herald of the Chaos Undivided…………..5000pts

Horus is a HQ choice for any Chaos Space Marine army, no matter the legion or warband.However you must include Abbaddon the Despoiler in your force, as he is essential to summon Horus. Horus takes up all available HQ slots, though HQ choices become Elites instead. Other Gods of war may still be taken, but you must choose the overall commander.


Ws Bs S T W I A Ld Sv
9 7 9 8 10 6 7 10 2+

Unit type: Gargantuan Creature

Wargear:The Warmaster’s Claw
In an assault, this claw grants Horus the Destroyer ability against any non-gargantuan creature, super heavy vehicle or god of war. In the shooting phase, he may fire a warp rift using the Hellstorm template in a random direction rolled on the scatter dice, his controlling player choosing if it is a hit. Anything other than the following units are removed. Gods of war suffer D3 wounds, gargantuan creatures,D6 and super heavies lose D3 structure points.
Mark of Chaos Undivided
This counts as all 4 marks of Chaos and a chaos icon and grants him a 2+ armour save.

Special Rules
Daemon Primarch
Horus is not affected by Daemonbane.
Master of War
Awesome Might
Independent Character
Fearless
Acute Senses
Furious Charge
Preferred Enemy: Imperium
Special Deployment
Horus is never deployed at the start.Instead,you must have Abbaddon the Despoiler on the field. When Horus becomes available, remove Abbaddon and replace him with Horus.Any unit Abbaddon has join is destroyed by the power of the Warp If Abbaddon dies before Horus becomes available, he is instead left standing with one wound,not awarding a kill point.Horus loses one wound automatically with no saves allowed every time Abbaddon has died after the first.i.e. if Abbaddon had died 3 times then Horus automatically loses 2 wounds.To enable this,Abbaddon must be taken as part of your force, but is free and does not use up a force organization slot.

Retinue:Horus may have a retinue of 8 Daemon Princes for the price of 4(pay for 1 of each God,do not pay for the ones without marks,they are free),chosen from codex chaos space marines that function as a single unit.1 must have a mark of Khorne,1 must have a mark of Tzeentch,1 must be of Nurgle and Slaanesh,1.These marks are free to take. They all use the profile below and may only have 1 upgrade each, not including their mark of Chaos.4 have no marks and may have 2 upgrades,but may not take a mark of chaos.Any Daemon Prince may be upgraded to a Traitor or Daemon Primarch for 100pts,using the chart below




Ws Bs S T W I A Ld Sv
6 4 5 5 3 4 4 10 3+
Daemon Prince with
no Mark:,Perturbo,Konrad Curze,Lorgar,Alpharius
Mark of Khorne:Angron
Mark of Tzeentch:Magnus the Red
Mark of Nurgle:Mortarion
Mark of Slaanesh:Fulgrim




Lorgar,Daemon Primarch of the Word Bearers……1500pts
Lorgar is an HQ unit for a Chaos Space Marine Word Bearers army.



Ws Bs S T W I A Ld Sv
7 7 7(10) 7 5 5 5 10 2+
Unit type:Monstrous Creature
Wargear
Illuminarium,Tainted Faith
This is a master crafted Daemon Weapon that doubles Lorgar’s Strength.
Daemonic Flight
Special Rules
Daemon Primarch
Independent Characters
The True Gods
If you include Lorgar in your force,the0-1 limitation on summoned Greater Daemons is removed.Furthermore Lorgar counts as a chaos icon.
Pysker
While nowhere near as powerful as Magnus or Sanguinius,Lorgar has some psychic ability.Lorgar can take up to 2 powers from Codex Chaos Space Marines.He may use one per turn.These must be written on your army list.If he chooses not to take any he does not count as a Psyker.

Retinue:Lorgar may take the Gal Vorbak as a retinue

The Gal Vorbak,The First Heretics…..500pts






Ws Bs S T W I A Ld Sv
Gal Vorbak 5 5 6 5 2 5 3 10 3+
Argel Tal 6 6 6 5 3 6 4 10 2+



Unit Type:Infantry
Unit Composition
4 Gal Vorbak
Argel Tal,The Crimson Lord
Special Rules
The Blessed Sons
For all intents and purposes,the Gal Vorbak are treated as Possessed Chaos Space Marines.
The First Heretics
The Gal Vorbak may have two Damonkin powers.If you get the same power,you may choose which one
The Crimson Lord(Argel Tal only)
Argel Tal may have 3 Daemonkin powers.These may be different to the others.Roll your three powers separately.Duplicates may be picked by the owner



Khorne,The Blood God…………5000pts
Khorne is an HQ choice for a Chaos Daemons army.Only Daemons of Khorne may be included.Furies,Soul Grinders and Daemon Princes without a mark of Khorne may not be included.Khorne takes up all available HQ slots,but other HQ choices may be taken as Elites

Ws Bs S T W I A Ld Sv
10 0 10 8 10 6 8 10 2+
Unit type:Gargantuan Creature
Wargear
The Brass Axe of Khorne
This brass battleaxe counts as a titan close combat weapon.Psykers hit by this suffer 1 perils of the Warp per hit.
Brass Armour
This gives Khorne a 2+ armour save.In addition,any psykers attempting to cast a poweron Khorne suffer perils of the warp on ANY double for the psychic test.Any modals that attempt to use a force weapon instant death attack against Khorne suffer a single hit from Khorne instantly and automatically.
Daemonic Flight
Khorne may fly 24” per turn

Special Rules
Furious Charge
Independent Character
Rage
Preferred Enemy:All Enemys
Massive Bulk
Khorne may move through ruins and terrain other than buildings and impassable terrain as if it were not there.He follows normal rules for for difficult terrain for buldings and impassable terrain.Khorne does take dangerous terrain tests.
Bloodthirst
Khorne can reroll all failed rolls to hit and wound in close combat.If these attacks also miss or failed to wound,one unit friendly unit in the assault with Khorne suffers one hit from Khorne for every failed to hit roll and one wound for every failed to wound roll.Invulnerable saves can be made as normal.If there is no friendly unit in the assault with Khorne then this rule has no effect,including the re-rolls to hit and wound.
Master of War
Awesome Might
Daemon God
A daemon god is treated like any other Daemon for all intents and purposes and deploys like other Daemons,through Daemonic Assault,but always must be placed in the second half.A Daemon God is not affected by the Daemonbane rule(one bad 11 can really destroy your day,seeing as this would remove you from the game because of the Master of War rule)

Retinue:Khorne may take 8 Bloodthirsters from Codex Chaos Daemons.Any Bloodthirster may be replaced with a named bloodthirster like Skarbrand or An’ggrath th Unbound for the point difference between the bloodthirster and the named bloodthirster.


Tzeentch,Changer of Ways……..5000pts
Tzeentch is an HQ choice for a Chaos Daemons Army.Only Daemons of Tzeentch may be taken.Furies,Soul Grinders and Daemon Princes without a mark of Tzeentch may not be included.Tzeentch uses up all available HQ slots,but other HQ choices may be taken as elites.


Ws Bs S T W I A Ld Sv
6 10 6 6 10 5 4 10 -
Unit Type:Gargantuan Creature
Wargear
Staff of Eternity
This is a force weapon.Only one psychic test is required per combat round,if it is passed then every attack inflicts instant death like a force weapon.Eternal warriors suffer 3 wounds instead and Gargantuan creatures,other than gods of war,which just suffer 1,suffer 2
Daemonic Gifts
Daemonic flight
Tzeentch may fly 24” per turn
Unholy might.
Special rules
Psyker
Tzeentch is the Master of Sorcery.He may use 10 psychic powers a turn.Tzeentch can use all psychic powers of all armies in Warhammer 40,000,except for Tyranids,who do not draw power from the Warp.
Oracle of Eternity.
Any Daemons within 18” of Tzeentch may reroll their invulnerable save.In addition,Tzeentch may himself reroll any rolls,including deployment and first turn,steal the initiative,hits and wounds,saves,psychic tests and any thing inbetween
Independent Character
Master of War
Awesome Might
Daemon God

Retinue:Tzeentch may take a retinue of 9 Lords of Change from codex Chaos Daemons.Any Lord of Change can be upgraded to a named one like Fateweaver for the points difference between the normal Lord and the named one.




Nurgle,Lord of Decay……..5000pts
Nurgle is an HQ choice for a Chaos Daemons army.Only Daemons of Nurgle may be taken.Furies,Soul Grinders and Daemon Prices may not be taken.Nurgle takes up all available HQ slots,but other HQ units may be taken as elites choices.NB:as there are no fast attack units for Nurgle Daemons,a force with Nurgle can take up to 3 extra slots,which can be elites,troops or heavy support


Ws Bs S T W I A Ld Sv
6 6 7 10 10 3 5 10 4+

Wargear
Nurgle’s Scythe of Plagues
Any attacks made from this weapon are Poisoned(2+) and inflicts instant death.The Poisoned Attacks affect Gangantuan Creatures just like any other modal,but it does not inflict instant death.
Iron hide
Unholy might

Special rules
“2 more Herald!”
When Nurgle is included in the same army as Epidemius,then each victim for the tally of Nurgle counts as twice of what it would.
Putrid Aroma
Any modal moving within 12” of the Lord of Decay must take a difficult and dangerous terrain test.Nurgle counts as being armed with defensive and melta grenades.Any modal other than Daemons of Nurgle are automatically suffer a S8 AP1,Poisoned(2+),hit that rolls 2D6 for armour penetration if they move within 6” of Nurgle for any reason.gargantuan creatures and necron tomb stalkers are wounded on a 2+ instead of 6,in this case
Independent Character
Slow and Purposeful
Master of War
Awesome Might
Daemon God

Retinue:Nurgle may have a retinue of 7 Great Unclean Ones.Any Great Unclean One may be exchange for a named one like Scabeiathrax at the poinst cost between the two.








Slaanesh,The Dark Prince……….5000pts
Slaanesh is an HQ choice for a Chaos Daemons army.Only Daemons of Slaanesh may be included.Furies,Soul Grinders and Daemon Princes without a Mark of Slaanesh may not be included.Slaanesh takes up all available HQ slots but other HQ units may be taken as Elites



Ws Bs S T W I A Ld Sv
8 0 6 6 10 10 6 10 -
Unit Type:Gargantuan creature
Wargear
Slaanesh does not have any wargear and counts as being armed with a single close combat weapon.
Special Rules
Independent Character
Daemon God
Master of War
Awesome Might
Whatever you want me to be…”
Any unit wishing to fire or strike Slaanesh in close combat must pass a leadership test on -4 Ld,representing him/her/it seducing them and tempting them.
There’s no way to get out of this simply because of the modal attacking.It doesn’t matter that your Hive tyrant doesn’t care about anything,just take the test
Daemonic Speed
Slaanesh always counts as being the highest initiative in the assault and always strkes first,even if other modals are I10,regardless of modifiers..Slaanesh always counts as I10 for tests and Sweeping advances,and may reroll the dice if you wish.

retinue:Slaanesh may take a retinue of 6 Keepers of secrets and any may be upgraded to a named one at the poinst difference between them.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/03 02:44:01


Post by: Coolyo294


Why would a Primarch call in Exterminatus on a planet he was still fighting on?


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/03 02:46:55


Post by: Deadshot


Exterminatus to wipe out a planet involves thousands of missles all over.1 would be an orbital bombardment,just a bit more powerful.It's just a name the name can easily be changed


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/03 02:52:23


Post by: Raythor


Truly epic. It would be awesome to playtest some of these ideas.

But couldn't any space marine chapter take Gulliman since they all regard him as their spiritual liege?


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/03 02:59:08


Post by: Deadshot


any ultramarine descendent and blood ravens.so crimson fists couldn't take him but nova marines could.the primarch restrictions really gives someone a reason to make up fluff for their own chapter and really get into the painting.

btw the loyal primarchs was written months ago and sent away to GW email,who sent it to the design team


Automatically Appended Next Post:
remember i still have unwritten ones for necrons and DE and eldar.can't think of one for tau but im edging towards a titan sized battlesuit thing


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/03 03:10:31


Post by: terranarc


In the current DA codex, there's a segment about Lion and Luther's fight.
The shizzle was ridiculous. Apparently the impacting blows from one onto the other was so powerful that it tore the entire planet apart.

I think instead of normal melee attacks that roll to hit and wound, you should get a teardrop template with the tip of the round end touching the model and the pointy end as far away from the model as possible.
All models touched by the template suffers a strength D hit.
You get 1 template per attack value.

Give the emperor something like every turn, all enemy models within LOS of the emperor are wounded on a 4+ with armor saves allowed. Vehicles take D6 glancing hits.
If the emperor rolls a perils of the warp, he gets irresistible force instead and wounds on a 2+ with no armor saves while vehicles take D6 penetrating hits instead.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/03 03:13:40


Post by: Surfboard66


I saved this onto my computer. Insane!


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/03 03:24:08


Post by: Deadshot


terranarc the only problem is then they become OP.the extra 1500pts is ment to balance it out if your opponent doesn't use Horus or something.Giving them that 4+ wound is over the top.i want to make them powerful but not unbeatable.

btw what did everyone think of slaanesh.im not too sure he is just right


Automatically Appended Next Post:
sorry have found misprint.slaanesh can tke a retinue of keepers and upgrade to named ones like the others


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/03 03:27:57


Post by: Raythor


Looks pretty good, maybe include a negative ld modifier for "whatever you want me to be".


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/03 03:32:37


Post by: Deadshot


so

“Whatever you want me to be…”
Any unit wishing to fire or strike Slaanesh in close combat must pass a leadership test [b]on -4 Ld,representing him/her/it seducing them and tempting them.
There’s no way to get out of this simply because of the modal attacking.It doesn’t matter that your Hive tyrant doesn’t care about anything,just take the test

and

retinue:Slaanesh may take a retinue of 6 Keepers of secrets andany may be upgraded to a named one at the poinst difference between them


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/03 03:34:28


Post by: SnaleKing


no problem with any of it except All-knowing Tzeentch, the omniscient Changer of Ways, the Architect of Fate, is not a psyker. He is the Great Sorcerer, Master of Unholy Majicks. <end rant> other than that, cool!


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/03 03:36:11


Post by: Deadshot


i've been up since 7 yesterday and its 4.30 so im going to sleep so don't expect replies anytime soon


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/03 04:03:59


Post by: LordCommissarBucher


I think these rules are mind blowing and I will certainly play test these one day. But we seem to be missing something....ah, yes, Gork and Mork! Although that might not be fair, since they are as powerful as they are...but hey, it might be worth the effort of making them!


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/03 04:31:37


Post by: terranarc


Deadshot wrote:terranarc the only problem is then they become OP.the extra 1500pts is ment to balance it out if your opponent doesn't use Horus or something.Giving them that 4+ wound is over the top.i want to make them powerful but not unbeatable.

btw what did everyone think of slaanesh.im not too sure he is just right


Automatically Appended Next Post:
sorry have found misprint.slaanesh can tke a retinue of keepers and upgrade to named ones like the others


Hey, you're the one making chaos gods walk around as if they were ctans or something *snickers* ctan.. T8 4++... lawl..


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/03 09:25:40


Post by: Deadshot


bear in mind

1)these are the chaos gods
2)they are gargantuan
3)if they die all of yourarmy is removed instantly and with no exceptions.Master of war rule.only Emperor,horus,chaos gods,gork+mork and the omnissiah,and the still to come
Spoiler:
hive mind,Khaine,Dark Khaine and Necron Gauss titan supreme,and whatevertau thing I come up with.
so primarchs are acceptable to lose in battle.


Automatically Appended Next Post:
Does anyone have a comment to add?I really need Dakka opinions


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/06 12:34:36


Post by: loller0pallero


Hmmm actually they cost too much points, not to brag about orks superior close combat, you can wipe any of them kinda easily if you have 1500-500 points of CC nobz, just sayin.
I would love to see Gork and Mork, even though they are very different compared to others, as they have never actually been seen or confirmed to exist. But just for you to know, hive mind isn't a single creature to fight, so you kinda can't make rules for it. Hive mind is all tyranids together.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/06 18:22:04


Post by: Deadshot


The Hive Mind is a single tyranid creature.It has to be as it says so in ALL fluff.

I realize that that amount of nobs would OP them,but as I said I want a overpowered unit but not unbeatable unit.

They cost that much because I don't want anyone using Primarchs outside of 2000pts+ games.The others are 5500pts+ only and as GCs they will be good in normal games because this single man,takes up your enetire army and gives your opponent 6500 pts vs him(master of war rule) unless using Horus or Khorne etc. which evens it out.At 5500pts minimum,most players will try to be playing apoc, in whch case there will be titans and GCs galore so its even.

Edit:Most of the GCs can take a retinue.Are you saying Nobs can take on Horus,and 8 Daemon Princes,which can be upgraded to Traitor Primarchs for a mere 100pts?


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/06 22:41:47


Post by: Fairfeldia


this might just be me, but fulgrim seems a little weak, as does she who thirsts... might just be me, nice rules


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/07 00:19:55


Post by: Deadshot


Fulgrim has a two handed daemon weapon that he can wield one handed,still gaining bonuses for Laeran Blade,and take two sonar cannons,which are any tyoe of sonic weaponry each turn,and rolls 4D6X2 for Night Fighting.

Slaanesh strikes before everything,even I10,regardless of modifiers,and has a retinue of 6 Keepers.She/He/It also is a Daemon god and gets to ignore the loathsome daemonbane,and is GC.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/07 13:08:27


Post by: Khe-Loc


um... Isn´t the emperor himself the ommnisiah? anyway I think these units would all be way too powerfull...

Also whats the point of the emperors custodes, if the deepstrike blast would kill them all of?


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/07 13:13:43


Post by: Deadshot


They would only die if they join him in reserve and he deep strikes.

The Omnissiah is the Emperor according to the Eccliasy thing.I can't spell it.But the Mechanicum believes different.The first one I wrote after the good primarchs was the Machine God,basically a bigger,better Emperor class battle titan.

The most fun to write was The Omnissiah,Russ and Curze.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/07 17:19:55


Post by: loller0pallero


Not trying to be rude or anything, but still in codex, though mine is last edition says that hive mind is all tyranids together. You know, it's like with ants, none of them are smart individually,but when grouped together they can do stuff.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/07 20:39:50


Post by: Deadshot


No I understand completly.Thing is,I can't give the Imperium the Emperor and all the primarchs and the Omnissiah,Chaos the Trator Primarchs and Gods,the Eldar and DE their God,and necrons a titan and the tau a titan thing or whatever,and the turn to the nids players,their eyes full of hope in that I give them a new ultra powerful dcreature,and say go home.You're finished.Want a God,buy Chaos.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/08 20:18:45


Post by: Just Dave


I'm not trying to be rude, however I will be honest and you did request input, including me specifically...

I do not feel characters such as the Emperor, Primarchs and most certainly Gods do not belong on the tabletop. These are nigh-invincible beings; gods and demigods. Some psychic apparitions that simply to look upon would cause death.

Mortals that look upon the Primarchs are typically brought to tears or drop to their knees in awe. Yet, these Primarchs barely compare to a god and that kind of thing cannot be represented in-game.
Slaanesh destroyed most of the Eldar race with her birth, a Bloodthirster capable of destroying entire armies barely touched Khorne. The powers needed to summon a greater daemon are immense, imagine what would be needed to bring an entity such as a Chaos God onto the battlefield.

It is rumoured that C'tan will be dropped from the Necron Codex because of how illogical it is to try and represent a god in-game, particularly in a D6, max-stat-10 system.

These demi-gods and gods are essential to the background of 40K, have vast 'plot armour' and would be incredibly difficult to represent in-game, let alone represent fairly, accurately or enjoyably.

This (and more) is why I do not believe such beings should have in game stats and I'm still yet to see rules or an argument that would convince me otherwise.

Again, I'm not trying to be rude but you asked for my input and you knew it wasn't positive and it isn't. Not just for these or you, but for any attempts to represent such beings; in my mind at least it just will not work and nor have I ever seen anything to suggest otherwise to me...


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/08 20:25:38


Post by: Monster Rain


Well said, Just Dave.

I would also like to point out that anyone who would write proposed rules should read his Chaos Fandex to see what proposed rules done correctly should look like.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/08 20:30:12


Post by: Just Dave


Monster:



Thanks man. Seriously!


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/08 20:36:28


Post by: Melchiour


I found it an interesting read, and humorous at parts for how crazy some abilities are, but as said, trying to place these characters into such a limited system is flawed to begin with.

Fun idea, but flawed.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/08 20:48:14


Post by: Nicholas


Trying to give all of them numbers in the 40K system is a bad idea as they are all underpowered and overcosted a lot compared to fluff in which even the primarch's are supposed to be nigh unbeatable.

Also if Sanguinus is alive the red thirst and black rage wouldn't exist.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/08 21:51:08


Post by: Deadshot


Reread the section that says that Death Company lose the rage rule.But if he dies then everyone tbut the best becomes Death Company.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/09 01:23:00


Post by: Nicholas


Red thirst doesn't exist either both are results of the psychic scream before Sanguinus died they were pretty much red ultramarines that preferred close combat.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/09 04:05:48


Post by: Brian P


I would go a completely different route with Primarchs.

They have special rules to replace their statlines (except for attacks) They always hit in close combat on a 2+ and can choose to strike anywhere in the initiative order at all times. Shooting always hits on a 2+/4+ and they can allocate the wounds like the Vindicare assassin. They always wound on a 2+ and their attacks ignore armour saves and inflict instant death. They are all psykers who can cast 3 powers per turn. Fearless and so on and so forth. Maybe something really sick like "no retreat" wounds caused by a Primarch ignore all saves.

So in general they are freaking monsters ability-wise. They shoot anything they can see and whatever they assault dies very quickly. They don't have any titan-crushing shooting powers or anything like that. They're just Space Marines with a god-like skill level.

In addition they would all have a chapter tactics ability that functions in addition to whatever chapter tactics or other special rule that the army gets.

And whatever special rule is appropriate to the specific primarch. Wings, etc.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/09 04:25:27


Post by: TechMarine1


Horus never made it to Daemonhood.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/09 04:55:35


Post by: Anvildude


Surprisingly, well, not- uber, is what I say. You kept the rules awesome, but, well, small enough that you'd actually be able to play a game with them, instead of just saying "I have the Emperor, I win"

Something you ought to do is make some rules for Ghazzy, that would more accurately represent him. Actually, Ghazzy, the Arch-Arsonist of Charadon, maybe Tuska da Daemon Killa (after a couple millenia in the Warp, killing daemons every day with all 'iz Boyz an' Nobz, e'z bound to be Bigger and Badder than other Orks). Gork an' Mork wouldn't really work, since they're literally unbeatable according to fluff- and that's not just me being a fanboy, either. Every other unit shown here has, in fluff, a limit. A weakness, a way to kill them. If not explicitly stated, then hinted at through the lack of calling them 'invincible'. Gork and Mork are actually, in the fluff, known to be able to bash the other god's 'eads in without so much as a by-your-leave.

However, Ghazkull Mag Uruk Thrakka's been fighting on Armageddon for decades. He's described in the fluff as being, what was it, 10, 20 metres tall? That's over 30 feet, 2 stories of a building. Monstrous, if not Gargantuan.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/09 05:08:52


Post by: TechMarine1


What about the Void Dragon, a Norn Queen, or some of the other Eldar gods(besides Kaela Mensha Khaine)?


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/11 07:34:22


Post by: AnomanderRake


May I point out for the sake of argument that Angron at least already has rules in 40k (one of the Imperial Armor books, I think) and he is seriously outclassed by a Bloodthirster? I think most of the Primarchs' awesomeness comes from the fact that we only hear about it from Imperial sources that venerate them as gods.

Also, the very concept of putting the Chaos Gods into a fight with anyone on the tabletop scale is just silly. It implies that you can, in fact, harm the manifestations of various emotions.

@TechMarine: Isha's locked up in a cage, Cegorach doesn't come out of the webway, and everyone else in the Eldar pantheon is dead.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/11 09:31:42


Post by: Deadshot


I will be doing 2 things for Necrons to compensate for their poor choice in units and I am doing the Hive Mind or Dominatrix.The Norn Quen is space bound as part of hte Hive Ship.I will do both and you can vote for the best.Khaine is the only surving god for eldar other than the father god,IIRC.I am giving the DE their own GoW.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/11 10:04:55


Post by: Gorechild


One small point, these are obviously for apoc only, apocalypse doesn't use a force organisation chart. The "no other HQ's, but HQ's count as elites" part is pointless. I also dont think all the primarchs and gods should be worth the same amount of points.

Other than that they seem okay, ridiculous, but okay.

Edit: Typo's


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/11 10:05:28


Post by: Ixias


Nicely written rules, but I agree with JustDave on the previous page. These beings are extremely hard, if not impossible, to represent on the table-top. Your rules are nice, but they would fit better if you changed them to something other than the primarchs and chaos gods. Seriously, chaos gods? They virtually cannot be defeated, and neither can most of the beings on the list.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/11 14:25:22


Post by: loller0pallero


According to fluff either gork or mork wields a hammer that is a size of a planet, now even for gods, that's just too much.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/11 15:54:08


Post by: Deadshot


Brian P wrote:I would go a completely different route with Primarchs.

They have special rules to replace their statlines (except for attacks) They always hit in close combat on a 2+ and can choose to strike anywhere in the initiative order at all times. Shooting always hits on a 2+/4+ and they can allocate the wounds like the Vindicare assassin. They always wound on a 2+ and their attacks ignore armour saves and inflict instant death. They are all psykers who can cast 3 powers per turn. Fearless and so on and so forth. Maybe something really sick like "no retreat" wounds caused by a Primarch ignore all saves.

So in general they are freaking monsters ability-wise. They shoot anything they can see and whatever they assault dies very quickly. They don't have any titan-crushing shooting powers or anything like that. They're just Space Marines with a god-like skill level.

In addition they would all have a chapter tactics ability that functions in addition to whatever chapter tactics or other special rule that the army gets.

And whatever special rule is appropriate to the specific primarch. Wings, etc.





There are good but flawed suggestions here.

1st,not all primarch's were psychic,only Magnus and Sanguinius.Lorgar did have power but very little and that's why he get's 1 power a turn.
2nd,No Retreat isn't caused by any particular modal.
3rd,they all have a power weapon of some degree.
3rd,They do all have a chapter Tactics,except for manus,who has no special characters,and Gulliman,whose combat tactics are his chapter tactics.
4th,the allocate wounds is good,but the primarchs need to command the wider battle,so the are too busy to take that careful aim.
5rth,Sanguinius and Corax do have wings,Khan has his ultra fast bike(18" move/assault,30" turbo boost),Manus has his servo kit etc.
6th,they all are excedingly fast,bar Vulkan and Manus,who has a TH that strikes in Int order and a plain TH with conversion beamer.


Automatically Appended Next Post:
Gorechild wrote:One small point, these are obviously for apoc only, apocalypse doesn't use a force organisation chart. The "no other HQ's, but HQ's count as elites" part is pointless. I also dont think all the primarchs and gods should be worth the same amount of points.

Other than that they seem okay, ridiculous, but okay.

Edit: Typo's



The first paragraph says that they can be used in a normasl game.Whikle at first this may seem OP,it isn't.In order to field a primarch,you need a game of 2000pts+,to fit in the primarch and 2 troops,plus a little extra.The gods need at least 5500 to fit them in and 2 troops.


This means that you opponent has 1500pts/5000ptsd to fight your god of war with.Also,if fielding one of the 5K characters,your opponent gets another 1500pts.


I didn't just amke these up a say there you go.I put real thought into balance.



For fluff wise stuff,I want to put these characters in present day 40K.The 41st Millenium is drawing to its close,so I'm here to put something new in.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/11 16:12:46


Post by: Anvildude


's just that the threshold between 'normal' and Apoc is about 3000 points, so the ones that cost 5000 or more by themselves? Cannot be used in 'normal' games.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/11 16:28:19


Post by: Deadshot


You don't have to play Apoc if it's 3000opts+.It is just the standard gameplay now at that level.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/11 19:40:22


Post by: blood reaper


This is not for normal games, most armies would require Titans to deal with these characters.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/11 20:25:08


Post by: Semper


You have to remember based on fluff even the basic space marine is meant to be THE man, literally so and the basic stat lines have been made to represent that in a relative format. You can see from Angrons DP rules in Apoc that these guys are not meant to be this strong when put into that system. Angron doesn't have T8 or 9 wounds and when elevated to Daemonhood he's meant to be stronger than the run of the mill Primarch. Just because they beef them up during a single titanic duel in fluff doesn't mean much. Emperor and Horus fought on a battle barge.. i'd have a guess that it wouldn't be as resilient as an entire planet and they managed NOT to destroy that during the scrap and that single story/fluff is probably one of the most cemented in all warhammer. You're using different generations of writers, some obviously influenced by the absurd lengths anime goes too, some obviously channeling something a little more restrained such as Star Wars.

Using the Gods is outrageous. They're Gods man. Tzeentch has repeatedly been described as the guy who pulls EVERYONE's strings of fate and Khorne is supposedly stronger than him... the only way they'd ever truly be in a toble top game is...well never... because unless they were fighting one another it'd always be 'Chaos God wins' as the single special rule. Hell they toyed and took out the Eldar Pantheon of Gods like it was a sunday morning, their closest vassals (the Greater Daemons) are quite possibly the strongest group of models in the standard game and Khorne took one of them out like it was nothing... Slan decimated the eldar race like he was rolling around in his sleep and accidentally smacked the galaxy in the face, no matter your logic or rhym.. I hate to be a kill joy but there is no true possible way of putting them in the system without denying them their true nature and you only tarnish the concepts of them by trying in my opinion.

I know... i'm an ass, but meh.

I'd probably have a Primarchs basic stat line in the region of...
WS BS S T W I A LD SV
7 7 6 5 4 6 4 10 2+

As for Empy then pop him on an extra wound and attack and pump his I, WS, BS to 10.



Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/11 22:33:19


Post by: Deadshot


I am not influinced by anything.


As for you stat line,an assassin has WS and BS 8,so your telling me an assassin is better than this.4 wounds?C'mon,a Great Unclean One has 5.You telling me it's ahrder to kill him than Magnus the Red?

As for Angron,his inserttion is simply "read GW website,but add these rules".He is cheaper,but is accompanied by betwwen 2 and 12 bloodthirsters.This more than compansates for his rubbishness.



Just FYI,the closest aids and highest ranking Daemons are the Daemon Lords.Also,The Chaos Gods are no different to any other daemon except that they are extraordinarily powerful and need a big Rift with a capital everything.


Automatically Appended Next Post:
blood reaper wrote:This is not for normal games, most armies would require Titans to deal with these characters.




Most people would not require titans,you have an extra 6500pts to fight gods or another God to fight him with.With Primarch's you get 1500.Primarch's are simply Infantry or MC,depending on which side you're on.Quite easy to fight.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/11 22:42:26


Post by: blood reaper


No the Chaos Gods aare while Daemons are created by the gods while others are created by emotion, the Chaos gods are pure emotion while daemons are the creations of the gods or a small cluster off emotions and if created by the gods they are simply part of the Chaos god. The gods of Chaos are bound to the warp, and the primarchs really should be for Apoycalypse games.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/11 22:51:29


Post by: Deadshot


So one,insignificent HQ is running around,getting trampled by titans and Squiggoths?No thank you.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/11 22:56:00


Post by: blood reaper


There are no force organisation charts in apoycalypse, HQ choices rant as bad as you say if you have units to counter them. These are overpowered and just horrid for normal games, there are plenty space marine HQ choices.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/11 23:21:44


Post by: RogalDorn69


Raythor wrote:

But couldn't any space marine chapter take Gulliman since they all regard him as their spiritual liege?


Where is that said, Imperial Fists couldnt care less about him nor any chapter that actualy took part deffending the Emperor as that took all the credict and he couldnt even be asked to move when needed, almost half opposed him when he wanted to do Chapters not legions(especialy Rogal Dorn) , but then some chapters dont give a toss to the extent of completely ignoring him and what he wanted...( Black Templars - decendent of Imperial Fists)
And if that is something GW shat out then it's just cause they got ultramarines stuck up their rectum



Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/12 00:13:12


Post by: TechMarine1


I'd actually suggest using Abaddon's stats as a base for the Primarchs (considering that he is rumored to be Horus's clone son).


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/12 01:46:47


Post by: DPBellathrom


so...err...khornes sword kills planets with a single swing.....I dont think you could represent that on a table top not to mention all who see slaanesh instantly give their soul to shim. Sorry man but a big NO to chaos gods on the table


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/12 04:05:18


Post by: Anvildude


Maybe use them in Battlefleet Gothica instead? You'd have them wandering around, killin' ships and smashin' planets all over the board.

For Gork an' Mork, you could just use little Epic Gargants.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/12 16:07:37


Post by: Deadshot


I want to be able to play with my brainchildren.I only do 40K,no clue how BFG works.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/12 19:31:25


Post by: Just Dave


TechMarine1 wrote:I'd actually suggest using Abaddon's stats as a base for the Primarchs (considering that he is rumored to be Horus's clone son).


I've never heard of any evidence for this rumour/

RogalDorn69 wrote:
Raythor wrote:

But couldn't any space marine chapter take Gulliman since they all regard him as their spiritual liege?


Where is that said

Mat Ward (writer of the SM Codex) said that in what dwarf.

blood reaper wrote:There are no force organisation charts in apoycalypse, HQ choices rant as bad as you say if you have units to counter them. These are overpowered and just horrid for normal games, there are plenty space marine HQ choices.


The mans got a point; people can struggle to deal with Mephiston at 1500-2000pts, let alone these Primarch stats...



Automatically Appended Next Post:
And Mephiston can't join other units...


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/12 19:58:04


Post by: jbunny


The Red Thirst
The Blood Rage
All modals with the Red Thirst(including Sanguinius)succumb to it on a roll of 1-4.All Death Company modals lose the Rage Special rule.If Sanguinius dies,Death Company regain the rule.Also,any none-Death company modals use the rules and profile of a Death Company.Furioso(not Librarian)Dreadnoughts become Death company Dreadnoughts.Captain Tycho IMMEDIATELY becomes Death Company Tycho.The exceptions are Sanguinary Guard,Chaplains,HQ units,Honour Guard and named characters other than Tycho.They instead succumb to the Red Thirst(if they have not already done.so)and gain the Rage special rule.
Exterminatus
In the Shadow of our Lord
Only non-vehicle modals with a jump pack or similar may be included in a force with Sanguinius.Those that have it as an option may take it for free.Unique Characters without a jump device may still be taken.Vehicles have no limitations.



Sorry, but this makes no sense.

First, Blood Angels did not get the Red Thirst or Black Rage until after his death. As others mentioned they were basicly red ultramarines that favored fast attack Assault Marines.

Also, when he did die, the entire army did not fall to the Black Rage. And then lets look at the game mechanics. The Dreads Armor goes from a 13 to a 12 just because someone accross the board died? You really need to rethink his powers and abilities.

Maybe give him a 12" bubble of FNP, FC. Or have all units have FNP and FC while he is alive, but if he dies, then all units must test or gain Rage. Also No DC or DC Dreads allowed.

EDIT:

A few more things I missed. Does not have Eternal Warrior, so the first Force weapon that comes along kills him, also he has 5 Psychic Powers but NO Hood????

You also gave Ultramarines almost every Universal Special Rule in the book, and you did not give The Blood Angels, the one Chapter that use to have FC as a Standard Rule? No offense, but you shouldnot write the rules for chapters Primarchs unless you actually know their fluff and history.

Where in the fluff does it say there were no tact squads or Dev squads until after his death? That is what you rule about only JP Infantry does.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/12 21:21:19


Post by: Deadshot


The EW is a typo.He should indeed have it.He should also have Tactical Prescision.

I think a force weapon that can be used to ID 5 guys and a Hood is pushing it



The Furioso Dread will retain his armour values,I will edit this.




The background to these,are bringing these units into modern day 40K.That way characters can fight alongside them.I think Dante,who is a mere 1400 yrs old is not going to be around to see sSanguinius die.


When he died the firast time in HH,he was alone except for Horus and The Emperor,so the asignal was weaker.This time,he is right beside them,so not only would they be emotionally scarred,it would enhance the signal.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/12 21:41:57


Post by: Nightwalker


This would mess the fluff up bad becauase eventually someone will kill like the emporer and battle and then say hey that wasn't so hard, hwy is he so over powered in the fluff, this is unfornately only wishful thinking


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/12 21:42:11


Post by: jbunny


We will agree to disagree. I still feel you don't know enough of the BA fluff to do this justice. Esp compared to other Primarchs that give USR's that don't make any sense what so ever.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/12 21:48:17


Post by: Deadshot


To which are you refering?


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/12 22:31:35


Post by: Cain


I think points need to be different for some like gulliman has a 3++ then a 4++ FNP while all dorm has is a 4++ kinda weak sauce either that or give dorn something better, also would love to see stats for a sigisimund, since well he is the equalivent of abaddon just for the IF and he was a CC master as well actually I think he bested abaddon once


Automatically Appended Next Post:
Brian P wrote:I would go a completely different route with Primarchs.

They have special rules to replace their statlines (except for attacks) They always hit in close combat on a 2+ and can choose to strike anywhere in the initiative order at all times. Shooting always hits on a 2+/4+ and they can allocate the wounds like the Vindicare assassin. They always wound on a 2+ and their attacks ignore armour saves and inflict instant death. They are all psykers who can cast 3 powers per turn. Fearless and so on and so forth. Maybe something really sick like "no retreat" wounds caused by a Primarch ignore all saves.

So in general they are freaking monsters ability-wise. They shoot anything they can see and whatever they assault dies very quickly. They don't have any titan-crushing shooting powers or anything like that. They're just Space Marines with a god-like skill level.

In addition they would all have a chapter tactics ability that functions in addition to whatever chapter tactics or other special rule that the army gets.

And whatever special rule is appropriate to the specific primarch. Wings, etc.


And I agree as well, they should all be close to equal, just a little better at certain things.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/13 01:08:08


Post by: Nicholas


Not all the primarch's were that close to each other in actual combat. Horus and Sanguinus were considered the best fighters 1v1 while Russ and Angron competed for the best on the battle field. The ones that weren't great fighters like Guillman and Alpharius made up for it with Tactics or sneakiness.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/13 02:10:16


Post by: Cain


Nicholas wrote:Not all the primarch's were that close to each other in actual combat. Horus and Sanguinus were considered the best fighters 1v1 while Russ and Angron competed for the best on the battle field. The ones that weren't great fighters like Guillman and Alpharius made up for it with Tactics or sneakiness.


Ok I understand that but a 1500 point model with a 4++ is absurd, especially seeing as how gulliman has a 3++, then a following 4++, I mean fateweaver has a better save than perttymuch any of them and heck ghazkul could tear almost any of the primarch's facTes if he waagh's and has any heavy nobs with him, I mean come on they should pretty much all have 2++ saves, heck not pretty much I mean for 1500 points they SHOULD.

Although many just give them 4 wounds, but heck I think 5 wounds isn't even unreasonable considering he's 1500 points

Have to add 1 more thing Dorn got boned I mean his stateline sucks compared to the rest, and to top it off his special rules aren't even that great, especially when compared to some of the others, especially when he was considered one of the bet strategists out of the primarch's, and furthermore he was considered great in combat by his brothers (by far the best all around primarch's there was only second to Horus in the emperors eyes, even Horus considered Dorn to be a great candidate for Warmaster. He turned to Dorn for advice all the time.)

Honestly overall I don't agree with most of these, I would never let someone use one in a game simply because the ok ones are ... Ok I guess, but to many points then compared to others there to cheap compared to their equal points cost counterparts just an array of off set state lines and special rules IMHO.

And what's the deal with Horus he's way better then the emperor, he removes models from play in shooting, gives you abbadon and 8 dad
On princes for free are you kidding me, if that's the case the emperor better get some
More free custodes.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/13 19:03:13


Post by: Deadshot


Cain wrote:I think points need to be different for some like gulliman has a 3++ then a 4++ FNP while all dorm has is a 4++ kinda weak sauce either that or give dorn something better, also would love to see stats for a sigisimund, since well he is the equalivent of abaddon just for the IF and he was a CC master as well actually I think he bested abaddon once


I might do a ruling for Sigismund.(WS 10,hit's on 2+ with rerolls,acceptable?)

Remeber that dorn has a chainfist that ignore's EW,+1 on damage chart,and inflicts ID.That's Str 10,ID on everything except the units listed here.Or 10+2D6 Arm. Pen and +1 damage.That's not enopugh for you.


[si.


Remeberze=9]Automatically Appended Next Post:[/size]
Brian P wrote:I would go a completely different route with Primarchs.

They have special rules to replace their statlines (except for attacks) They always hit in close combat on a 2+ and can choose to strike anywhere in the initiative order at all times. Shooting always hits on a 2+/4+ and they can allocate the wounds like the Vindicare assassin. They always wound on a 2+ and their attacks ignore armour saves and inflict instant death. They are all psykers who can cast 3 powers per turn. Fearless and so on and so forth. Maybe something really sick like "no retreat" wounds caused by a Primarch ignore all saves.

So in general they are freaking monsters ability-wise. They shoot anything they can see and whatever they assault dies very quickly. They don't have any titan-crushing shooting powers or anything like that. They're just Space Marines with a god-like skill level.

In addition they would all have a chapter tactics ability that functions in addition to whatever chapter tactics or other special rule that the army gets.

And whatever special rule is appropriate to the specific primarch. Wings, etc.


And I agree as well, they should all be close to equal, just a little better at certain things.



They are close to equal.The all have the same basic ruyles,but,IE,Gulliman is an all rounder,Khan is fast,Vulkan has rocking wargear,Corax is mighty fast and skilled....



Automatically Appended Next Post:
Cain wrote:
Nicholas wrote:More free custodes.




You mean Mega Space Marines who come in squads of 10,and can quite ably rip Kaldor Draigo several new ones easily.If they join the Emp and deep strike with him,they die most of the time anyway.

BTW,they are not free.The squad costs the same as 9,30 pts custodes,+45 for the Head.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/14 04:22:17


Post by: AnomanderRake


Also, in at least one canon incident the Emperor was nearly killed by one Ork Warboss. We may be exaggerating the awesomeness of the Emperor and the Primarchs because all we know about them comes from Imperial propaganda/legends.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/14 11:56:58


Post by: Deadshot


Still,the fluff is all we have.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/14 13:45:12


Post by: Anvildude


Nah, the Emperor's actually All That and a bag of Soylent chips; it's just that Orks is da Best!


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/14 14:59:46


Post by: Deadshot


I will be getting around to the other armies.I just ahve been busy.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/14 15:12:47


Post by: Ridealgh


Where are the Eldar gods in this?


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/14 15:15:48


Post by: Deadshot


As I said,not here yet.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/14 16:46:16


Post by: Deadshot


Don't worry.They are coming soon.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/14 21:39:49


Post by: loller0pallero


Well orks cannot field their gods in field, but how about their prophets, the grand warlords. Propably over hundred of these bad boys live somewhere, but ghazzy is the only one that imperium knows. They are bigger than a carnifex, very ill tempered, fitted with the best armor, even after that fitted with some more armor and bionics, then given the biggest and baddest wepons of them all. I think a grand warlord would be something cool to see. Because curently there is no warboss that has been beaten in combat(If I'm right)


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/14 22:34:20


Post by: TechMarine1


loller0pallero wrote:Well orks cannot field their gods in field, but how about their prophets, the grand warlords. Propably over hundred of these bad boys live somewhere, but ghazzy is the only one that imperium knows.


What About the Arch Arsonist of Charadon?


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/14 22:36:05


Post by: Deadshot


Not a living one anyway.Except Ghaz.But he just got more popular.




I am glad I have a reason to post on this thread,because I just finished rules for Khaine.Anyone want to see?


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/15 02:00:22


Post by: Anvildude


Arch-Arsonist: So much Burninating...

Probably dual-wields twin-linked Mega-Skorchas. Strength 8 AP1 Hellstorm Template weapons, and is allowed to fire through his own troops, even into close combat. After all, everything burns.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/15 02:06:26


Post by: TechMarine1


Anvildude wrote:Arch-Arsonist: So much Burninating...

Probably dual-wields twin-linked Mega-Skorchas. Strength 8 AP1 Hellstorm Template weapons, and is allowed to fire through his own troops, even into close combat. After all, everything burns.


And we'z orks. So we can alwayz come back fer anuva go.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/15 09:33:21


Post by: Deadshot


Here is the rules for Khaine,the Bloody Handed God



Kaela Mensha Khaine,The Bloody Handed God……5000pts
Khaine is an HQ choice for an Eldar army.He uses up all available HQ slots,but HQ units may be taken as elites.Other Gods of War may still be chosen,but you must choose the overall commander.


Ws Bs S T W I A Ld Sv
10 7 9 8 10 8 8 10 2+
Unit Type:Gargantuan Creature
Wargear
The Sword of Khaine
This is a Titan close combat weapon.Wounds inflicted by this weapon ignore invulnerable saves and Eternal warrior.Gargantuan creatures suffer D6 wounds.Gods of War that are not gargantuan still suffer instant death.Against vehicle,this weapon rolls 3D6 for Armour Penatration.This even applies to Monolithes and other units that negate extra armour penatration dice.
Special rules
Independent Character
Preferred Enemy: Daemons
The God of War
Khaine and any Eldar unit within 24” of Khaine is Fearless and has Feel No Pain.
Warp Entity
For all intents and purposes,Khaine is trated as a Daemon,but is not affected by Daemonbane.
Magma’s Child
Khaine treats lava and fire features as clear terrain.Khaine is not affected by heat based weapons or weapons with the melta rule.Heat based weapons are Flamers,Heavy Flamers,Flamestorm Cannons,Inferno Cannons,Inferno Guns,Incinerators,Heavy Incinerators,Flamespurts,Dragon’s Breath Flamers,or any other weapon described as being heat based at any point.If a modal attempts to use one of these within 12” of Khaine,roll a D6.On a 4+,the shot is negated and Khaine regains 1 wound,up to a maximum of 10.In addition,Khaine may shoot with the following profile;


Range S AP Type
48” 10 1 Assault 1,Melta*


*Against vehicles that are within 12”,this rolls 3D6 for armour penetration. Against modals that have a ceramite plating or equivilent,this rolls 2D6 for Armour penetration.
Bloody Handed
At the beginning of each of Khaine’s turn,take a Ld test.If it fails,Khaine succumbs to guilt,and gains furious charge,rage and fleet rules untill the beginning of his next turn.If the test is failed on double 6,he gains these abilities for the remainer of the game.

Retinue:Khaine amy take a retinue of Pheonix Lords,one of each aspect.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/15 10:35:54


Post by: blood reaper


That is completely overpowered and could never be used in a normal game, free retinue of Phoenix lords? You best be trolling if you think that is fine in a normal game.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/15 11:17:39


Post by: Deadshot


Edited to make the retinue cost the points.And think about it.In a squad of 6 pheonix lords and 1 God,the majority toughness is 4,so easy killings.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/15 11:56:47


Post by: zilegil


I think, as many have said, that the chaos gods and the emperor are a ridiculous idea for even an apocalypse game. So howsabout a realistically powered greater deamon or avatar? Rathe than those pansy things that GW created.

As for the emperor being overrated, just saying, a deamon prince of nurgle pretty much killed him on that deamon moon in false gods.

I think a norn queen would be a rather fun. Probably being a static gargantuan creature that pukes out carnifes. I don't actually know the high gothic plural for carnifex, but it comes from the latin third conjunction.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/15 12:26:57


Post by: Deadshot


In think it is carnifeges.And Norn Queens are part of the bio-ship,attached to the floor.The closest possible creature would be the Dominatix.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/15 20:33:30


Post by: BoTW


so how is khaine not OP? in close combat nothing, not even the emperor can stand against him


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/15 20:33:47


Post by: reaverX


So my 9 man squad of Warriors with LW/BS, Toxic sacs are going to destroy your emperor.
I see no Eternal Warrior on there.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/15 20:44:37


Post by: BoTW


the emperors toughness is 7, is your BS strenght 14?


Automatically Appended Next Post:
or does BS inflict instant death? can't remember lol


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/15 20:59:13


Post by: reaverX


BoTW wrote:the emperors toughness is 7, is your BS strenght 14?


Automatically Appended Next Post:
or does BS inflict instant death? can't remember lol


No but if he takes a wound roll leadership if you fail...you die.
Since he's not a garg creature insta death still works on him and I see no eternal warrior.




Automatically Appended Next Post:
Also Swarmlord with Tyrant guard who has LW.

Going first and hitting on 3's. Preferred enemy in the shooting phase. Wounding on 5's. If he takes a wound insta death. Re-rolling all made invuls.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/15 21:01:50


Post by: XCom


I would play a Chaos army just to field Konrad Curze. Night Lords all the way.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/15 21:34:26


Post by: Deadshot


From the OP.Reread it.
Deadshot wrote:
The Emperor…….5000pts
The Emperor may be taken as an HQ choice for an army taken from the following Codexes;Space Marines,Blood Angels,Dark Angels,Space Wolves,Black Templars,Imperial Guard,Grey Knights,Daemonhunters,Witch Hunters.The Emperor takes up all available HQ slots,however,all other HQ units become elites choices.Other Gods of War may still be taken,but you must choose the overall commander of the army.To represent his might, the Emperor uses all the rules for Gargantuan Creatures. He still follows all Infantry rules for movement and assault range(i.e.6”)and may still board transport vehicles, although he takes up 5 spaces.



Automatically Appended Next Post:
Instead of giving him EW,which would mean Vortex Missiles/Grenades could kill him anyway,and remove his force from the game,I made him a GC,so he would instead suffer D6 wounds.GCs are immune to instant death.


Automatically Appended Next Post:
Also,he should be included in a SoB army.This was written before they came out.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/15 21:59:53


Post by: jbunny


Deadshot wrote:To which are you refering?


Ultramarines get FC,CA, and Fleet

Blood Angels get Free JumpPacks on IC's, Honor Guard and VV's? Thanks great. Also we can NOT take Termies, Bikes, Devs, or Tacts.

Yeah, cause that is remotely fair and balanced.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/08/15 22:09:23


Post by: Deadshot


It is a fluufy rule.
And they trade,2/3 times your units get Furious Charge and Fearless,and should he die,your entire army gets relentless.

A BA should be about getting stuck in and fighting,as Sanguinius designed them.He favoured arial attacks,so you get arial attacks.


However,look out for my edit in In shadow of our Lord for Sanguinius..It will possibly make it more fair.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/09/03 22:08:59


Post by: Deadshot


Hey guys.I know this hasn't been commented on for a bit,but I didn't want to open a duplicate thread,I want to keep these all together.I have new rules,for Crons and DE.The Necron one would be good,even if it wasn't a god of war,just a normal Necron Super-Heavy.Anyway,here is the Necron Gauss Titan,and Dark Khaine.


Necron Gauss Titan……………5000pts
The Gauss Titan is an HQ choice for a Necron army.It uses all available HQ slots,but other Hqs may be selected as Elites.Other Gods of War may still be chosen,but you must choose the overall commander.



Ws Bs S Fr Sd Rr I A
2 10 10 14 14 14 1 2
Unit type:Super Heavy walker
SP-10
Void Shields-4
Wargear
Hyper density armour plating
Hits against the Necron Supreme Guass Titan always suffer an additional -2 modifier to the damage chart.If the total modifiers bring the result to less than 1,the hit is ignored.
2 arm mounted Gauss Lasers
The Gauss laser may fire in one of 3 modes.It is a primary weapon
Laser beam mode
In this mode,selct a target within 72” of the weapon.This unit sufferes a Str 10,AP 1 hit for every model in the unit.Vehciles are hitm on the side armour.Then,draw a line that is no more than 36” long,and no part of it is more than 72” away from the weapon.Each unit touched by it suffers a Str 6,AP 3,Gauss hit.Vehicles are hit on the side armour.
Focus mode.
Pick a point on the board.Place the 10” blast over this point and leave it there.Any model moving onto this spot suffer a Str D,AP 1 hit for each modal on the marker.
Burst Mode
Range Str AP Type
72” 8 1 Ord. 6,7” blast,Lance
2 Shoulder mounted Heavy Gauss cannons
1 chest Mounted Particle whip.
Special Rules
Living Metal
Awesome Might
God of War
Towering Behemoth.
Weapons mounted on the shoulders of the Gauss Titan have a minimum range of 12”.
Titanic Tread
Models moving within 12” of the Gauss Titan count it as difficult terrain.Models actually in difficult terrain also count it as dangerous,and roll only 1 dice.
The Guass Titan may move 15” in the movement phase,and exch drive damaged result reduces this by 3”.
Models may move onto the Titan’s base as if it were clear terrain,but if the Titan movers the will be stomped.
The Titan’s stomp attacks have the Destroyer rule.
Gauss Reactor Meltdown.
When the Titan suffers an Apocalyptic Explosian! Result,the range is 6D6”,and the Str is D.If it suffers an Explodes result,the range is 3D6”,and the strength is 9.



Dark Khaine……….5000pts
Dark Khaine is an HQ choice for a DE army.If you include him in your force,then he taes up all available HQ slots,but other Hqs may be taken as Elites.





Ws Bs S T W I A Ld Sv
8 5 7 7 10 7 5 10 2+
Gargantuan Creature
Wargear
Painsabre
For each unsaved wound Dark Khaine inflicts on a unit,every model in the unit must take a Toughness test.For each test failed,the model that failed takes a S6,AP2 hit.Veghicles are not affected.
Shadowsphere
Dark Khaine,and every unit with a model within 6” of him,has a 3+ cover.Any unit firing on one of these units must do so using Night Fighting Rules.In additon,Dark Khaine is counted as being armed with a Webway Portal.
Special Rules
Independent Character
Awesome Might
Master of War
Fleet
Power from pain
Master of Pain.Dark Khaine gains 1 pain token for every wound he inflicts,in addition to the normal rules for Poweer from Pain.At the beginning of any phase,Dark Khaine may spend a number of pain tokens to upgrade any of his characteristics by 1,up to the number of pain tokens spent.No characteristic can be above 10.He amy recover wounds in this way.If Dark Khaine is S10,he may upgrade this to Strength D,following these rules.
Combat Drugs
Dark Khaine comes with 2 sets of combat drugs.The first are rolled for as normal.The second may be taken at any time,straight away,in your opponent’s turn,after assault moves,After hitting,even between saves.He must abide by the firast result,untill he comsumes the second.When he uses the second,her loses the effect from the first,unless it was a 6,which he keeps.If he rolls a 6 for his second Combat Drugs,he loses the effects of the first roll(unless this was also a 6),and gains 1 pain token.












Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/09/03 22:23:11


Post by: blood reaper


Are these seriously for normal games because if so they are far over powered, the normal game points cost is 2500 and there are no force organization charts in Apocalypse.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/09/03 22:30:39


Post by: Mr. Self Destruct


The Primarchs are fine but the Chaos Gods are nowhere near what they should be. They shouldn't even be thought of in game terms. Might as well just give them 10's all around with a re-rollable 2++, EW, 30 Wounds and Attacks because you aren't just going to kill, yknow, Khorne by shooting the Cyberdemon until it dies.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/09/03 22:31:39


Post by: Deadshot


Yes,they are seriously intended for nrormal gameplay.They may seem op to begin with,but essentially,the 5000pts means that you will be vastly outmanned.If you don't have a counterpart,then your opponent gets an additional 1500pts.So,in a 5500pts game,it would be the Emperor and a couple of Tac squads vs a 6500pts army,OP?No.

If you include the counterpart for your army,you don't gain the addaitional 1500pts,but then it is equal becasue they have similar power..

Like I said,the Necron Tiotan could be used as a normal Apoc unit(losing the Awesome Might and Master of Wra rules),and fit right in with the Necrons,and give them a decent unit.


In terms of FOC,there could be a custom or Battle mission out there that makes Elites,HS and FA 2 KP,HQ 3,troops and DT 1.So,even in Apocalypse,taking one of these would make Calgar worth 2 KP instead of 3.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/09/03 22:35:14


Post by: blood reaper


That's called Apocalypse, the term given to a game type over 3000 points. I doesn't matter if you use a small amount of models the points cost determines that. Yes it is if its a normal game which it technically is not.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/09/03 22:39:15


Post by: Deadshot


If it is 3k+,it doesn't have to be Apoc.Apocalypse is an option with a minmum requirement of 3000pts,in additon to a maximum limit.It is an optional expansion,like Battle Misiions,COD and Planetstrike.Most people play Apocalypse anyway at 5000pts,and then there is no problem anyway.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/09/04 02:06:36


Post by: Anvildude


Look, I'll give it to you straight.

Apocalypse is not like Spearhead or Cities of Death. Those are additions to the normal game. Apocalypse is all new rules. Different deployment, different win conditions, different (as in no) Force Organization Chart, and different types of units. There is actually no limits, either minimum or maximum, for an Apocalypse game. You could have an Apoc game at 500 points each side. Silly? Yes. But possible. By the same token, you could have an Apoc game with one million or more points on each side. Impractical? Again, yes. But possible. The hallmark of an Apoc game is the lack of a FoC and the different rules, both for deployment, turn order, and win conditions. That's it.

You can play a regular game up to any points value. You can play a regular game down to any points value, as long as you follow the FoC. Because of the limiting nature of the FoC, this means that it generally becomes impractical to play non-Apoc games after about 3000 points, simply because it becomes difficult to fill a full 3000 points with only 2 HQs, 6 Troops, and 3 each of Elite, Fast Attack and Heavy Support. Yes, some Armies may be able to do this, but not most.

For example, the very maximum number of points it's possible to field using the Ork codeks is... 10417? Okay, so maybe you have a point there. Still, the point stands that most people will not have a single army that large. Much of the points cost in an Apocalypse game goes to Superheavies, which cannot be fielded in 'normal' games. 1 model which costs most of a thousand points makes it much easier to play multi-thousand point games.

You know what? I think I just convinced myself contrary to my original point. You apparently can play an actual 'normal' game with units that cost upwards of 5000 points. Huh. I think the turning point came when I realized that, with the Mad Dok, it's possible to make Nob Mobz that are worth more than one thousand points. almost 1250 with a Battlewagon. That's kinda insane.


Rules for awesome mega units like emperor and primarchs in 40k present day @ 2011/09/04 13:46:23


Post by: Deadshot


Anvildude wrote:Look, I'll give it to you straight.

Apocalypse is not like Spearhead or Cities of Death. Those are additions to the normal game. Apocalypse is all new rules. Different deployment, different win conditions, different (as in no) Force Organization Chart, and different types of units. There is actually no limits, either minimum or maximum, for an Apocalypse game. You could have an Apoc game at 500 points each side. Silly? Yes. But possible. By the same token, you could have an Apoc game with one million or more points on each side. Impractical? Again, yes. But possible. The hallmark of an Apoc game is the lack of a FoC and the different rules, both for deployment, turn order, and win conditions. That's it.


It is the same.It is optional to play Apocalypse,just like it is optional to play Planet Strike or Spearhead,and they have strategems and different deployment as well.


Multiple detachment games are non apocalypse games,and they are basically 2 different armies,fighting under 1 list.It is essentially 2 FOC.