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Made in us
Leutnant







Primarch Garuss Acine

Ws7 Bs6 S5 T5 W4 I6 A5 Ld10 Sv2+ (3+ Inv)


Son of the Emperor: being one of twenty primarchs Garuss Acine is son to the Emperor himself, knowing not pain or weakness, he is powered on with a drive equal to his father, grants Garuss Acine Eternal Warrior and he also ignore multiple wounds

Regenerate: Garuss Acine is son of the Emperor, his internal organs the perfection from which the Marines of his legions are cloned m, his Larraman Organ has adapted with his age and has become far more potent, the Larraman cells have evolved during his long life to not only seal wounds but to grow lost tissue, but to do such an amazing feat takes a deal of Garuss’s concentration, on a roll of a 4+ 1 lost wound is gained, may do this once per turn as long as he is not locked in close combat or gone to ground

His Will be Done: Garuss Acine, unlike Captains and Chapter Masters has seen war in its purest form, and has fought through many battles that nearly claimed the life of himself and his legion, he knows that a well placed force can fight, but to become an immobilized force that does nothing but fire is easy to cut off and cut down, so he has trained with members of his legion’s veterans in commando warfare, all Veteran Squads and Terminator Squads gain Infiltrate

Warpbane: having slain many Daemon Princes during the Legion’s civil war as well as clashing with the dark elder and other beings of the warp, Garuss Acine can see weak points that others just lack the experience to find. all daemons and other warp beings( Choas Marines, Dark Eldar, Warp Beasts and Daemons) in base-to-base with the Primarch half their weapons skill

Warp Void: having lost the ablitity to throw out psychic attacks to a poisoned blade gifted to a Prince of Tzeentch, Garuss through much training has learned how to silence such attacks, may challenge psychic powers as if a librarian, but adds +3 to roll, may use this effect till a test is past by the enemy, per turn.

Follow the Primarch: all friendly units with line of sight to the primarch have the Stubborn Universal Rule, also all friendly units within 24" (even without LOS) may choose if they pass or fail morale tests

The Emperor's Will: within the books of the legion’s teachings, the first and most repeated rule to be followed is to strike for first blood, and Garuss Acine does not falter from this belief and does his best to push into the thick of combat, may steal the intitive on a roll of a 4+

Built in Beacon: units may teleport up to 14” away from Garuss Acine without scattering

Emperor's Fury: this power mace was built using a mix of Dark Age technology, Eldar forge world crafts and with the technology of the Tau , the old weapon had once been sundered in half while fighting a deamon prince of Khorne(former Marine of the 11th legion's 10th chapter), with the help of his new found allies Garuss Acine’s deadly mace came back to life deadlier than before, +3 S and hits as a normal power weapon

Sundering Flame: a custom built gift built as a sign of the power of the combined races, using the frame of a storm bolter, Tau technology and Eldar forge crafts where poured into the weapon, though the materials used are rare, meaning it is the only one of its kind, it spits out plasma filled shells, able to mow down most foes within mere moments . Range: 24, Str: 6, AP: 4, Assault 4 Rend

Points 400

now this is a very rough draft, and some of the rules will need hammered out, i started this back in 4th ed, and now i am blowing the dust off of him and getting some sense into him, i am wanting some help, so please feel free to leave comments



Ketara wrote:
Would you willingly associate with murderers, rapists, or alien invaders? Tournament Gamers are all of these things! Vicious grasping WAAC scumbags who will stop at nothing to win a game! They'll arrange for your family to be murdered just to distract you enough for them to win! Be warned! Be aware! Shun these foul abominations wherever they may appear!
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Made in us
Longtime Dakkanaut





Too many special rules, no cost equivalents to work from.

So I have no idea if this is fair or not.

Is this for regular games or just apocalypse?

Jack


The rules:
1) Style over Substance.
2) Attitude is Everything.
3) Always take it to the Edge.
4) Break the Rules. 
   
Made in us
Hierarch




Pueblo, CO

Outflanking Land Raiders?


Have you playtested this yet?

Things I've gotten other players to admit...
Foldalot: Pariahs can sometimes be useful 
   
Made in us
Leutnant







Dronze wrote:Outflanking Land Raiders?


Have you playtested this yet?


i didn't know units that are infiltrating could bring a transport with them, to fix this i will change the rule a little bit
His Will be Done: Garuss Acine, unlike Captains and Chapter Masters has seen war in its purest form, and has fought through many battles that nearly claimed the life of himself and his legion, he knows that a well placed force can fight, but to become an immobilized force that does nothing but fire is easy to cut off and cut down, so he has trained with members of his legion’s veterans in commando warfare, all Veteran Squads and Terminator Squads gain Infiltrate, but in doing so these units lose the option to take a transport of anykind, but may embark once on the board as normal.

Jackmojo wrote:Too many special rules, no cost equivalents to work from.

So I have no idea if this is fair or not.

Is this for regular games or just apocalypse?

Jack


well he is a primarch, and to add to this he is still kicking around, long after other primarchs have died or given into chaos, so he has a few extra powers, he is the leader of not 1000 marines, but of 10,000 marines, a few of the Chapter Masters have 3 or more special rules, but it may be too much and i am thinking of cutting a few, and yes he will be apoc only, i plan to make the army the same way, and when it says, friendly units over just marines, there is a reason

This message was edited 1 time. Last update was at 2009/04/16 01:39:44




Ketara wrote:
Would you willingly associate with murderers, rapists, or alien invaders? Tournament Gamers are all of these things! Vicious grasping WAAC scumbags who will stop at nothing to win a game! They'll arrange for your family to be murdered just to distract you enough for them to win! Be warned! Be aware! Shun these foul abominations wherever they may appear!
~Brought by the Dakka Casual Gaming Mafia~



 
   
Made in us
Longtime Dakkanaut





If its for Apocalypse I'd suggest running him at 600 points and see how it works out, that seems a decent enough starting place for it, given that many of the rules have nothing we can compare them too.

Jack


The rules:
1) Style over Substance.
2) Attitude is Everything.
3) Always take it to the Edge.
4) Break the Rules. 
   
Made in us
Unrelenting Rubric Terminator of Tzeentch





Akron, Ohio

>.> You are aware that this guy completely breaks a lot of fluff writing guidelines, right? A primarch, check. Not one of the known 18, check. Still alive/active/not daemon, check. Legion, LEGION, of marines, check. This guy would COMPLETELY change the fluffscape of WH40k. Plus, I'm fairly certain he's some kind of goody-two-shoes, based off of his equipment.


As far as primarchs go, look at Angron. He was hardly any better than a standard Bloodthirster. I know you want this guy to just be an unstoppable beast, but the primarchs are still mortals. I'd tone down some of those special abilities.

SotE- Interesting, he may be unique with the ignore multiple wounds thing.
Regenerate- Even Carnifexes need a 6 to do it, I'd drop it to a 5+.
HWbD- First off, Captains and Chapter masters have seen war, and lots of it. Secondly, drop Infiltrate from Terminators. They aren't sneaking anywhere in that armor.
Warpbane- I'd drop this to always hits on a 3+. Him knowing weak spots won't stop them from hitting them. Plus forcing almost everything to hit on 5's isn't nice.
Warp Void- This guy will shut down nearby psykers. Drop this to once a turn.
Follow the Primarch- Eh, not to shabby. Is kinda funny how Calgar's is better.
The Emeror's Will- Apoc doesn't have stealing the initiative. And no, letting him in Apoc is not balanced at all.
Built in Beacon- This guy would allow you to deepstrike an entire army around him. Drop this down to the regular 6".
Emperor's Fury- The incredibly xeno-phobic Emperor has a heretical weapon named after him? Other than that, this weapon is fine.
Sundering Flame- Pocket Assault Cannon? Huh, strange. BTW, I think all Plasma weapons are AP2.

As he is now, I'm thinking more in the ball parkof 750+ points.

Just wondering, do you have any fluff written for this guy?

DR:90S+G++MB+I+Pw40k07++D++A++/eWD-R+++T(Ot)DM+
 
   
Made in us
Infiltrating Hawwa'





Australia

Garuss Acine wrote:

Sundering Flame: a custom built gift built as a sign of the power of the combined races, using the frame of a storm bolter, Tau technology and Eldar forge crafts where poured into the weapon, though the materials used are rare, meaning it is the only one of its kind, it spits out plasma filled shells, able to mow down most foes within mere moments . Range: 24, Str: 6, AP: 4, Assault 4 Rend


Hard to justify the creation of a weapon using Tau (heretic), and Eldar (heretic) technology. Not only is the weapon incredibly powerful, which is fine, but the backstory needs a bit of work. The Prim. would more than likely be using a weapon of unknown manufacture, or one of the finest works of the Imperium.

DakkaDakka.com does not allow users to delete their accounts or content. We don't apologize for this.  
   
Made in us
Leutnant







well to answer both questions in one, yes i have fluff for him and his entire legion, and no he is not a "good guy" he fights the Imperium of man, seeing the lords of terra and the inquisition as the main targets for his attacks against mankind, and the normal foes are also there, necrons, nids, orks, Dark Eldar etc etc
here is a link to the fluff http://www.dakkadakka.com/dakkaforum/posts/list/224898.page and there are 20 legions in total, two of which are wiped clean of the record, i have done some fluff reading to throw this together

RustyKnight wrote: >.> You are aware that this guy completely breaks a lot of fluff writing guidelines, right? A primarch, check. Not one of the known 18, check. Still alive/active/not daemon, check. Legion, LEGION, of marines, check. This guy would COMPLETELY change the fluffscape of WH40k. Plus, I'm fairly certain he's some kind of goody-two-shoes, based off of his equipment.

this is covered in the link, he is no normal primarch, and it will become a little more clear once his fluff is looked over


RustyKnight wrote: >.> As far as primarchs go, look at Angron. He was hardly any better than a standard Bloodthirster. I know you want this guy to just be an unstoppable beast, but the primarchs are still mortals. I'd tone down some of those special abilities.

as said before i will be cutting some of them, but he is ment to be a monster, having slain a collection of daemon princes, leading his 1st chapter into the remenants of a tomb world, taking a lost craft world from a collection of dark eldar, also he as stated before has survived where most other primarchs have fallen so he would have a skill level almost unmatched, but i still refused to just be lazy and give him Avatar of Khaine stats as easy as it would be, he is not a god, just a monster meant to maul and lead effectively

RustyKnight wrote: >.> SotE- Interesting, he may be unique with the ignore multiple wounds thing.


well thats kind of the point, but i also didn't give him the feel no pain rule which is just ubberness, so yes he is tough but he is killable with only 4 wounds, he can die rather easily
RustyKnight wrote: >.> Regenerate- Even Carnifexes need a 6 to do it, I'd drop it to a 5+.


carnifexes are mass produced while the Primarch is a single being, not built, but forged, but i see your point, prehaps have it be the more wounds he has, the easier it is for him to heal, so at 3 wounds, he needs a 4+, at 2 wounds he needs a 5+ and at 1 wound he needs a 6?

RustyKnight wrote: >.> HWbD- First off, Captains and Chapter masters have seen war, and lots of it. Secondly, drop Infiltrate from Terminators. They aren't sneaking anywhere in that armor.


i do not deny that, but Garuss has fought his foes since before the Horus Heresy, so he is far more skilled in the art of war, having been fighting for more years than most chapters are old, and for the terminators, i don't mind letting it slip, but maybe grant it to both types of vet squads?

RustyKnight wrote: >.> Warpbane- I'd drop this to always hits on a 3+. Him knowing weak spots won't stop them from hitting them. Plus forcing almost everything to hit on 5's isn't nice.


well he is not a very nice character lol, but anyways, knowing weakspots is a very vital thing, perhaps i should have had it written to where he can read such opponents, able to judge their movements before it happens, and the effect only confers to attacks aimed at the primarch

RustyKnight wrote: >.> Warp Void- This guy will shut down nearby psykers. Drop this to once a turn.

how about instead of dropping it to once a turn i give it a range, of say 24"?

RustyKnight wrote: >.> Follow the Primarch- Eh, not to shabby. Is kinda funny how Calgar's is better.

well it some places yes calgar is better, but they are two different minds, so their skills will differ greatly, but i think i should re-write it, and if so how should i change it?

RustyKnight wrote: >.> The Emeror's Will- Apoc doesn't have stealing the initiative. And no, letting him in Apoc is not balanced at all.

then i should toss the apoc idea and have him stay playable in 2000+pt games?

RustyKnight wrote: >.> Built in Beacon- This guy would allow you to deepstrike an entire army around him. Drop this down to the regular 6".

point taken, dropping it down to 6

RustyKnight wrote: >.> Emperor's Fury- The incredibly xeno-phobic Emperor has a heretical weapon named after him? Other than that, this weapon is fine.

in truth the weapon was originally human made, then it was broken in combat and made better, so the name stuck

RustyKnight wrote: >.> Sundering Flame- Pocket Assault Cannon? Huh, strange. BTW, I think all Plasma weapons are AP2.

well its a trading AP for staying safe and more shooting, like the plasma rifles of the tau that takes away 1 power for staying safe, and the hail of rounds is a very eldar like tactic, so it fits so far, trading 2 points of AP and 1 point of Str seems fair to still claim plasma, just more controlled

RustyKnight wrote: >.> As he is now, I'm thinking more in the ball parkof 750+ points.

well he is tough, but he can easily be cut down, 4 wounds is all he has alot of the bigger creatures have 4+ wounds and cost about the same, but playing him at 750pts is fair enough in my eyes, he trades up front power for supporting powers, which is marine-ish in my mind

again thank you all for your help so far i want to hear what you all have still, and i will be getting the second prototype put up soon

This message was edited 1 time. Last update was at 2009/04/16 02:31:47




Ketara wrote:
Would you willingly associate with murderers, rapists, or alien invaders? Tournament Gamers are all of these things! Vicious grasping WAAC scumbags who will stop at nothing to win a game! They'll arrange for your family to be murdered just to distract you enough for them to win! Be warned! Be aware! Shun these foul abominations wherever they may appear!
~Brought by the Dakka Casual Gaming Mafia~



 
   
Made in us
Leutnant







Che-Vito wrote:
Hard to justify the creation of a weapon using Tau (heretic), and Eldar (heretic) technology. Not only is the weapon incredibly powerful, which is fine, but the backstory needs a bit of work. The Prim. would more than likely be using a weapon of unknown manufacture, or one of the finest works of the Imperium.


it would be but, the are not religious fanatics and don't see things as heretical, and two these races are allies with the 11th, so close allies would share technology with each other, well for the most part, i don't see a marine ever letting his suit of armor or his boltgun into the hands of anyone else than a marine, but thats far from religion thats, more of training than anything else



Ketara wrote:
Would you willingly associate with murderers, rapists, or alien invaders? Tournament Gamers are all of these things! Vicious grasping WAAC scumbags who will stop at nothing to win a game! They'll arrange for your family to be murdered just to distract you enough for them to win! Be warned! Be aware! Shun these foul abominations wherever they may appear!
~Brought by the Dakka Casual Gaming Mafia~



 
   
Made in us
Infiltrating Hawwa'





Australia

Garuss Acine wrote:
Che-Vito wrote:
Hard to justify the creation of a weapon using Tau (heretic), and Eldar (heretic) technology. Not only is the weapon incredibly powerful, which is fine, but the backstory needs a bit of work. The Prim. would more than likely be using a weapon of unknown manufacture, or one of the finest works of the Imperium.


it would be but, the are not religious fanatics and don't see things as heretical, and two these races are allies with the 11th, so close allies would share technology with each other, well for the most part, i don't see a marine ever letting his suit of armor or his boltgun into the hands of anyone else than a marine, but thats far from religion thats, more of training than anything else


Space Marines are some of the most xenos-hating amongst the Imperium. Them using Tau or Eldar tech, or better yet, being "close allies" with those that don't pray proper reverence to the Machine Spirits, or the Emperor, is unthinkable.

Really, that part of your fluff is unimportant, just make the gun an exceptional piece of Imperial-crafted weaponry, the art of which has been lost. Same weapon on the table, but is compatable with Space Marines fluff.

DakkaDakka.com does not allow users to delete their accounts or content. We don't apologize for this.  
   
Made in us
Longtime Dakkanaut






Scyzantine Empire

Che-Vito wrote:
Garuss Acine wrote:
Che-Vito wrote:
Hard to justify the creation of a weapon using Tau (heretic), and Eldar (heretic) technology. Not only is the weapon incredibly powerful, which is fine, but the backstory needs a bit of work. The Prim. would more than likely be using a weapon of unknown manufacture, or one of the finest works of the Imperium.


it would be but, the are not religious fanatics and don't see things as heretical, and two these races are allies with the 11th, so close allies would share technology with each other, well for the most part, i don't see a marine ever letting his suit of armor or his boltgun into the hands of anyone else than a marine, but thats far from religion thats, more of training than anything else


Space Marines are some of the most xenos-hating amongst the Imperium. Them using Tau or Eldar tech, or better yet, being "close allies" with those that don't pray proper reverence to the Machine Spirits, or the Emperor, is unthinkable.

Really, that part of your fluff is unimportant, just make the gun an exceptional piece of Imperial-crafted weaponry, the art of which has been lost. Same weapon on the table, but is compatable with Space Marines fluff.


Wasn't the Axe Morkai weilded by Logan Grimnar formerly owned by a Bloodthirster? Reforged by the Runepriests, but a power of Chaos nonetheless...

That being said, you might want to say it's a weapon from the dark age of technology just to quash fluff-bunnies who want to stick it to you.

Also, there's a reason that GW said there were 20 primarchs created by the emperor, but only 18 were "officially" named. It's so you can make your own... Also, who's to say that he's not running a 20K or 30K game instead of 40K?

Edit: Lastly, Marines have indeed allied themselves with xenos scum in the "past"... if we recall the lost allies rules, they were able to hook up with eldar and squats

This message was edited 1 time. Last update was at 2009/04/16 21:39:41


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Made in us
Leutnant







empty

This message was edited 3 times. Last update was at 2009/04/17 03:05:56




Ketara wrote:
Would you willingly associate with murderers, rapists, or alien invaders? Tournament Gamers are all of these things! Vicious grasping WAAC scumbags who will stop at nothing to win a game! They'll arrange for your family to be murdered just to distract you enough for them to win! Be warned! Be aware! Shun these foul abominations wherever they may appear!
~Brought by the Dakka Casual Gaming Mafia~



 
   
Made in us
Leutnant







Primarch Garuss Acine

Ws7 Bs6 S5 T5 W4 I6 A5 Ld10 Sv2+ (3+ Inv)


Son of the Emperor: being one of twenty primarchs Garuss Acine is son to the Emperor himself, knowing not pain or weakness, he is powered on with a drive equal to his father, grants Garuss Acine Eternal Warrior and he also ignore multiple wounds

Regenerate: Garuss Acine is son of the Emperor, his internal organs the perfection from which the Marines of his legions are cloned m, his Larraman Organ has adapted with his age and has become far more potent, the Larraman cells have evolved during his long life to not only seal wounds but to grow lost tissue, but to do such an amazing feat takes a deal of Garuss’s concentration,his roll is dependent on how many wounds he has left, at 3 wounds, he needs a 4+, at 2 wounds he needs a 5+ and at 1 wound he needs a 6, may do this once per turn as long as he is not locked in close combat or gone to ground

His Will be Done: Garuss Acine, unlike Captains and Chapter Masters has seen war in its purest form, and has fought through many battles that nearly claimed the life of himself and his legion, he knows that a well placed force can fight, but to become an immobilized force that does nothing but fire is easy to cut off and cut down, so he has trained with members of his legion’s veterans in commando warfare, all Sternguard Squads and Vanguard Squads gain Infiltrate

Warpbane: having slain many Daemon Princes during the Legion’s civil war as well as clashing with the dark elder and other beings of the warp, Garuss Acine can see weak points and read the movements of his foes, that others just lack the experience to find. all daemons and other warp beings( Choas Marines, Dark Eldar, Warp Beasts and Daemons) in base-to-base with the Primarch half their weapons skill, when attacking or being attacked by the primarch this effect does not travel over to the attached unit

Warp Void: having lost the ablitity to throw out psychic attacks to a poisoned blade gifted to a Prince of Tzeentch, Garuss through much training has learned how to silence such attacks, may challenge psychic powers as if a librarian but can reach all units he can draw line of sight to, but adds +1 to roll if the model is within 12", 2+ if within 6" and 3+ if they are in base to base contact , may use this effect once per turn for every enemy psychic user.

Follow the Primarch: all friendly units with line of sight to the primarch have the Stubborn Universal Rule, also all friendly units within 24" (even without LOS) may choose if they pass or fail morale tests

The Emperor's Will: within the books of the legion’s teachings, the first and most repeated rule to be followed is to strike for first blood, and Garuss Acine does not falter from this belief and does his best to push into the thick of combat, may steal the intitive on a roll of a 4+

Built in Beacon: units may teleport up to 6” away from Garuss Acine without scattering

Emperor's Fury: this power mace was built using a mix of Dark Age technology, Eldar forge world crafts and with the technology of the Tau , the old weapon had once been sundered in half while fighting a deamon prince of Khorne(former Marine of the 11th legion's 10th chapter), with the help of his new found allies Garuss Acine’s deadly mace came back to life deadlier than before, +3 S and hits as a normal power weapon

Sundering Flame: a custom built gift built as a sign of the power of the combined races, using the frame of a storm bolter, Tau technology and Eldar forge crafts where poured into the weapon, though the materials used are rare, meaning it is the only one of its kind, it spits out plasma filled shells, able to mow down most foes within mere moments . Range: 24, Str: 6, AP: 4, Assault 4 Rend

Points 750

This message was edited 1 time. Last update was at 2009/04/17 03:04:54




Ketara wrote:
Would you willingly associate with murderers, rapists, or alien invaders? Tournament Gamers are all of these things! Vicious grasping WAAC scumbags who will stop at nothing to win a game! They'll arrange for your family to be murdered just to distract you enough for them to win! Be warned! Be aware! Shun these foul abominations wherever they may appear!
~Brought by the Dakka Casual Gaming Mafia~



 
   
Made in ca
Regular Dakkanaut





Canada

Jesus man, 750 for a character? that's sarcasm btw
What happens when he gets hit by a cobra's primary and gets nuked in 1 shot, same with a void missile from a titan. They ignore wounds and invulnerable saves you know? Only thing that survives is super heavies, taking massive structure point damage.
Tone down the rules and stats man, you're just going overboard for the sake of going overboard.

These rules are needlessly complicated and are just going to confuse people. The net result of using this character is just going to be your opponents watching you do all this stuff while they're bored waiting for you to finish, then getting frustrated when you pipe up 'no you can't do that because of my character' or 'they got there because of his rule' which they forgot about. Consider the actual game while you're coming up with these fancy rules.
I don't disagree with his stat line, I mean if he is a primarch he's gonna be uber. But something like regenerate is just gonna take time (have you ever actually played a big apoc game? they're already not a short event as it is) to figure out what you need to roll each time.

Btw you should have an appropriate model for this guy, like a chapter master level of detail on par with marneus or vulkans armour.

This message was edited 5 times. Last update was at 2009/04/18 02:34:58


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Made in us
Leutnant







Primarch Garuss Acine

Ws7 Bs6 S5 T5 W4 I6 A5 Ld10 Sv2+ (3+ Inv)


Son of the Emperor: being one of twenty primarchs Garuss Acine is son to the Emperor himself, knowing not pain or weakness, he is powered on with a drive equal to his father, grants Garuss Acine Eternal Warrior and he also ignore multiple wounds,so instead of taking two wounds from an Instant Death attack he only takes one, all other attacks harm him normally.

Regenerate: Garuss Acine is son of the Emperor, his internal organs the perfection from which the Marines of his legions are cloned , his Larraman Organ has adapted with his age and has become far more potent, the Larraman cells have evolved during his long life to not only seal wounds but to grow lost tissue, but to do such an amazing feat takes a deal of Garuss’s concentration,his roll is dependent on how many wounds he has left, at 3 wounds, he needs a 4+, at 2 wounds he needs a 5+ and at 1 wound he needs a 6, may do this once per turn as long as he is not locked in close combat or gone to ground

His Will be Done: Garuss Acine has fought in wars older than most of the newer chapters within the Imperium of Man, and has fought through many battles that nearly claimed the life of himself and his legion, he knows that a well placed force can fight, but to become an immobilized force that does nothing but fire is easy to cut off and cut down, so he has trained with members of his legion’s veterans in commando warfare, all Sternguard Squads and Vanguard Squads gain Infiltrate

Warpbane: having slain many Daemon Princes during the Legion’s civil war as well as clashing with the dark elder and other beings of the warp, Garuss Acine can see weak points and read the movements of his foes, that others just lack the experience to find. all daemons and other warp beings( Choas Marines, Dark Eldar, Warp Beasts and Daemons) in base-to-base with the Primarch Drop their Weapon Skill by 3 when attacking or being attacked by the primarch this effect does not travel over to the attached unit

Warp Void: having lost the ablitity to throw out psychic attacks to a poisoned blade gifted to a Prince of Tzeentch, Garuss through much training has learned how to silence such attacks, may challenge psychic powers as if a librarian but can reach all units he can draw line of sight to, but adds +1 to roll if the model is within 12", 2+ if within 6" and 3+ if they are in base to base contact , may use this twice per turn.

Follow the Primarch: all friendly units with line of sight to the primarch have the Stubborn Universal Rule, also all friendly units within 24" (even without LOS) may choose if they pass or fail morale tests

The Emperor's Will: within the books of the legion’s teachings, the first and most repeated rule to be followed is to strike for first blood, and Garuss Acine does not falter from this belief and does his best to push into the thick of combat, may steal the intitive on a roll of a 4+


Emperor's Fury: this power mace was built using a mix of Dark Age technology, Eldar forge world crafts and with the technology of the Tau , the old weapon had once been sundered in half while fighting a deamon prince of Khorne(former Marine of the 11th legion's 10th chapter), with the help of his new found allies Garuss Acine’s deadly mace came back to life deadlier than before, +3 S and hits as a normal power weapon

Sundering Flame: a custom built gift built as a sign of the power of the combined races, using the frame of a storm bolter, Tau technology and Eldar forge crafts where poured into the weapon, though the materials used are rare, meaning it is the only one of its kind, it spits out plasma filled shells, able to mow down most foes within mere moments . Range: 24, Str: 6, AP: 3, Assault 4

Points 300pts

Advanced Locator Beacon: units may teleport up to 12” away from Garuss Acine without scattering +90pts




Ketara wrote:
Would you willingly associate with murderers, rapists, or alien invaders? Tournament Gamers are all of these things! Vicious grasping WAAC scumbags who will stop at nothing to win a game! They'll arrange for your family to be murdered just to distract you enough for them to win! Be warned! Be aware! Shun these foul abominations wherever they may appear!
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I know you have put a lot of work into this, but I would never enjoy playing against someone who fielded a primarch in a game. If one of the lost legions was found, or the primarch was still active, it would break the 40k fluff so hard it wouldn't even be funny. A primarch just can't be represented by the 40k rules in any fair or fun way.

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So he's basically a supergod that has abilities that 4 or 5 characters may have, have fun finding an opponent that won't get pissed at that!
   
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I'd play against someone using a Primarch, but only if I get to make and use the Omnissiah XD

Seems interesting though, but way too overpowered for it to be used.

   
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Akron, Ohio

Statline looks good. I'd maybe be okay with his WS bumping up another point.

The whole "ignore abilities that cause more than one wound" thing is very gamey. It's like "lol, you can't use the special rules you paid for cuz I brought super Calgar". I'd drop it.

Regenerate is still a bit too good. I'd just make it a 5+ base. As it is now, he's practically regrowing limbs in six seconds.

His Will Be Done- Looks good, isn't overly powerful in Apocalypse.

Warpbane- I'd just make this Prefferred Enemy against anything chaosy (this guy is for apoc, it shouldn't be that hard to determine what is chaosy). Minus three Weapon Skill is HUGE.

Warp Void is much better now. Still powerful, but no longer instant win against psyker armies.

Follow the Primarch is arguably better than God of War. Asuming you're making a suitably large, impressive model (which would be needed to play this guy) for this guy, LoS shouldn't be a problem.

The Emperor's Will is pointless. This guy should never see a regular game of 40k, and there is no stealing of the initiative in Apoc. Giving him the ability to steal in Apoc would make him stupidly powerful.

Emperor's Fury is a powerfist at initiative. Very nasty, but on par with a lot of Apoc stuff.

Sundering Flame is nice, but not a big deal in Apoc.

Advanced Locator Beacon is very, very nasty. I'd drop it down to a regular Locator Beacon.


For pointing this guy, I'd rate him closer to the 450-500 point area. He's so much better than Calgar. I'd also make his beacon 150 points minimum. Twelve inches allows you to drop in an ungodly amount of things.

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Primarch Garuss Acine

Ws8 Bs7 S5 T5 W4 I6 A5 Ld10 Sv2+ (3+ Inv)


Son of the Emperor: being one of twenty primarchs Garuss Acine is son to the Emperor himself, knowing not pain or weakness, he is powered on with a drive equal to his father, grants Garuss Acine Eternal Warrior and for each wound caused by the same the same attack(IE, a Force Weapon Causes two wounds over killing him out right, he rolls a D6) he may roll a dice on a 4+ he ignores the multiple wound, all other attacks harm him normally(IE multible attacks from the same model).

Regenerate: Garuss Acine is son of the Emperor, his internal organs the perfection from which the Marines of his legions are cloned , his Larraman Organ has adapted with his age and has become far more potent, the Larraman cells have evolved during his long life to not only seal wounds but to grow lost tissue, but to do such an amazing feat takes a deal of Garuss’s concentration,his roll is dependent on how many wounds he has left, at 3 wounds, he needs a 4+, at 2 wounds he needs a 5+ and at 1 wound he needs a 6, may do this once per turn, but for the rest of the turn, he may not run, fire a weapon, challenge a pysker, or assault

His Will be Done: Garuss Acine has fought in wars older than most of the newer chapters within the Imperium of Man, and has fought through many battles that nearly claimed the life of himself and his legion, he knows that a well placed force can fight, but to become an immobilized force that does nothing but fire is easy to cut off and cut down, so he has trained with members of his legion’s veterans in commando warfare, all Sternguard Squads and Vanguard Squads gain Infiltrate

Warpbane: having slain many Daemon Princes during the Legion’s civil war as well as clashing with the dark elder and other beings of the warp, Garuss Acine can see weak points and read the movements of his foes, that others just lack the experience to find. this ability is treated like Grimoire of True Names, though it will effect all warp beings( Choas Marines, Dark Eldar,Warp Beasts and Daemons) in base-to-base with the Primarch half their Weapon Skill.

Warp Void: having lost the ablitity to throw out psychic attacks to a poisoned blade gifted to a Prince of Tzeentch, Garuss through much training has learned how to silence such attacks, may challenge psychic powers as if a librarian but can reach all units he can draw line of sight to, but adds +1 to roll if the model is within 12", 2+ if within 6" and 3+ if they are in base to base contact , may use this twice per turn.

Follow the Primarch: all friendly units with line of sight to the primarch have the Stubborn Universal Rule, also all friendly units within 24" (even without LOS) may choose if they pass or fail morale tests

The Emperor's Will: within the books of the legion’s teachings, the first and most repeated rule to be followed is to strike for first blood, and Garuss Acine does not falter from this belief and does his best to push into the thick of combat, may steal the intitive on a roll of a 4+


Emperor's Fury: this power mace was built using a mix of Dark Age technology, Eldar forge world crafts and with the technology of the Tau , the old weapon had once been sundered in half while fighting a deamon prince of Khorne(former Marine of the 11th legion's 10th chapter), with the help of his new found allies Garuss Acine’s deadly mace came back to life deadlier than before, +3 S and hits as a normal power weapon

Sundering Flame: a custom built gift built as a sign of the power of the combined races, using the frame of a storm bolter, Tau technology and Eldar forge crafts where poured into the weapon, though the materials used are rare, meaning it is the only one of its kind, it spits out plasma filled shells, able to mow down most foes within mere moments . Range: 24, Str: 6, AP: 3, Assault 4

Points 300pts

Advanced Locator Beacon: units may teleport up to 12” away from Garuss Acine without scattering +150pts



RustyKnight wrote:Statline looks good. I'd maybe be okay with his WS bumping up another point.

The whole "ignore abilities that cause more than one wound" thing is very gamey. It's like "lol, you can't use the special rules you paid for cuz I brought super Calgar". I'd drop it.

well i have fixed it to be like a FNP roll, he can ignore it, but its 50/50 either way

RustyKnight wrote:Regenerate is still a bit too good. I'd just make it a 5+ base. As it is now, he's practically regrowing limbs in six seconds.

well i have nerffed it a bit now, he is no longer able to do anything on the turn he heals, so i can heal him, or he can keep trying to effect the army as a whole

RustyKnight wrote:Warpbane- I'd just make this Prefferred Enemy against anything chaosy (this guy is for apoc, it shouldn't be that hard to determine what is chaosy). Minus three Weapon Skill is HUGE.

well it truely is not that bad, look in the Deamon Hunters Codex, the Girmore of True Names Halves the WS of all Deamons in base contact with the wielder of it, so it is aimed towards in geranl towards the races he would have had the most time fighting, Chaos and Dark Eldar

RustyKnight wrote:Warp Void is much better now. Still powerful, but no longer instant win against psyker armies.

well i see your point to nerfing this, there was no way around it

RustyKnight wrote:Follow the Primarch is arguably better than God of War. Asuming you're making a suitably large, impressive model (which would be needed to play this guy) for this guy, LoS shouldn't be a problem.

he will be roughly true scale marine compared to the normal GW scale marines, he will not be modeled for an advantage, his fluff states he is far from the largest of the primarchs

RustyKnight wrote:The Emperor's Will is pointless. This guy should never see a regular game of 40k, and there is no stealing of the initiative in Apoc. Giving him the ability to steal in Apoc would make him stupidly powerful.

well i think i will make him for both, but set a minimum to the pointt level before bringing him, like say the army must be at least 2000pts(excluding the Primarch's points) to be played


RustyKnight wrote:For pointing this guy, I'd rate him closer to the 450-500 point area. He's so much better than Calgar. I'd also make his beacon 150 points minimum. Twelve inches allows you to drop in an ungodly amount of things.

i could see him more along the lines of 300-450 myself but i have to test him, the guy i would test him with in on the other coast so test games are hard to come by, and i think your right i will beef the price on the beacon up, maybe add some quirks to it, or have the scatter roll for the units use his BS to adjust the drift, something along those lines

but on another note, thank you and keep it coming, i want to get this guy nailed down, to where at least some of the more understanding player would say yes


This message was edited 6 times. Last update was at 2009/05/20 20:06:30




Ketara wrote:
Would you willingly associate with murderers, rapists, or alien invaders? Tournament Gamers are all of these things! Vicious grasping WAAC scumbags who will stop at nothing to win a game! They'll arrange for your family to be murdered just to distract you enough for them to win! Be warned! Be aware! Shun these foul abominations wherever they may appear!
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Im sorry if this is not very helpful but...

NO fething WAY SHOULD HE BE THAT STRONG, AND STILL HAVE INIATIVE 6.

Warp VOid is a no

Follow the Primarch is WAY TOO GOOD. Lower Range is needed

The only way this guys is going to be played is in Apoc(Unless with REALLY NICE FRIENDS), so Emps Will can go away

He needs to be at least 700+.
Reasons:
WS 8
BS 7
S 8
T 5
W 4
I 6
A 5
LD 10
SV 2+
Inv 3+

So many rules

He is too powerful
   
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Org, Abaddon is almost the same statline. That statline realy isn't that outta place (for Apocalypse).

The only reall issue I have with this guy is is Grimoireof True Names type ability. I still think it is too punishing against too many players. The DH get their anti-daemon thing because they are handicapped in a lot of other regards, this guy is far from handicapped. I'm actually thinking that always hitting warpy enemies on a 3+ (like the old pref. enemy) would be better.

I really, relly doubt that you should be using this in regular ol' 40k. This guy is better than anything else in the vanilla game. Regular 40k just isn't extreme enough for such massive beings as primarchs and titans.

I mentioned modelling because, the way GW minis are modelled, a primarch should be huge. If you have a suitable model, I think it'd be easier to find opponents.

For points, I'd put this guy at about 375 for the current version. Using Calgar as a base, you have the following things over him: one better invuln save, two better WS, two better BS, one better T, five better I, one more A, FnP thing against multiple wounds, regenerate, His Will Be Done, Warpbane, two psychic hoods, Follow the Primarch (arguably better than God of War), and Sundering Flame.

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Leutnant







Primarch Garuss Acine

Ws8 Bs7 S5 T5 W4 I6 A5 Ld10 Sv2+ (3+ Inv)


Son of the Emperor: being one of twenty primarchs Garuss Acine is son to the Emperor himself, knowing not pain or weakness, he is powered on with a drive equal to his father, grants Garuss Acine Eternal Warrior and for each wound caused by the same the same attack(IE, a Force Weapon Causes two wounds over killing him out right, he rolls a D6) he may roll a dice on a 4+ he ignores the multiple wound, all other attacks harm him normally(IE multible attacks from the same model).

Regenerate: Garuss Acine is son of the Emperor, his internal organs the perfection from which the Marines of his legions are cloned , his Larraman Organ has adapted with his age and has become far more potent, the Larraman cells have evolved during his long life to not only seal wounds but to grow lost tissue, but to do such an amazing feat takes a deal of Garuss’s concentration,his roll is dependent on how many wounds he has left, at 3 wounds, he needs a 4+, at 2 wounds he needs a 5+ and at 1 wound he needs a 6, may do this once per turn, but for the rest of the turn, he may not run, fire a weapon, challenge a pysker, or assault

His Will be Done: Garuss Acine has fought in wars older than most of the newer chapters within the Imperium of Man, and has fought through many battles that nearly claimed the life of himself and his legion, he knows that a well placed force can fight, but to become an immobilized force that does nothing but fire is easy to cut off and cut down, so he has trained with members of his legion’s veterans in commando warfare, all Sternguard Squads and Vanguard Squads gain Infiltrate

Warpbane: having slain many Daemon Princes during the Legion’s civil war as well as clashing with the dark elder and other beings of the warp, Garuss Acine can see weak points and read the movements of his foes, that others just lack the experience to find. Garuss Acine Hits all Warp Beings(Chaos Marines, Dark Eldar, Deamons, and War Beasts) on a roll of 3+ no matter their Weapon Skill, the unit attached also gains this ability.

Warp Void: having lost the ablitity to throw out psychic attacks to a poisoned blade gifted to a Prince of Tzeentch, Garuss through much training has learned how to silence such attacks, may challenge psychic powers as if a librarian but can reach all units he can draw line of sight to, but adds +1 to roll if the model is within 12", 2+ if within 6" and 3+ if they are in base to base contact , may use this twice per turn.

Follow the Primarch: all friendly units with line of sight to the primarch have the Stubborn Universal Rule, also all friendly units within 24" (even without LOS) may choose if they pass or fail morale tests

The Emperor's Will: within the books of the legion’s teachings, the first and most repeated rule to be followed is to strike for first blood, and Garuss Acine does not falter from this belief and does his best to push into the thick of combat, may steal the initiative on a roll of a 4+


Emperor's Fury: this power mace was built using a mix of Dark Age technology, Eldar forge world crafts and with the technology of the Tau , the old weapon had once been sundered in half while fighting a deamon prince of Khorne(former Marine of the 11th legion's 10th chapter), with the help of his new found allies Garuss Acine’s deadly mace came back to life deadlier than before, +3 S and hits as a normal power weapon

Sundering Flame: a custom built gift built as a sign of the power of the combined races, using the frame of a storm bolter, Tau technology and Eldar forge crafts where poured into the weapon, though the materials used are rare, meaning it is the only one of its kind, it spits out plasma filled shells, able to mow down most foes within mere moments . Range: 24, Str: 6, AP: 3, Assault 4

Garuss Acine may only be used in games of 2000pts or more, the needed 2000pts may not include his points.

Points 375pts

Advanced Locator Beacon: units may teleport up to 12” away from Garuss Acine without scattering +150pts



Ketara wrote:
Would you willingly associate with murderers, rapists, or alien invaders? Tournament Gamers are all of these things! Vicious grasping WAAC scumbags who will stop at nothing to win a game! They'll arrange for your family to be murdered just to distract you enough for them to win! Be warned! Be aware! Shun these foul abominations wherever they may appear!
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Akron, Ohio

Only suggestion would be to reword the "only at XXX points thing" to "Garuss may only be fielded in games of 2,500 points or more." It effectively allows the same points range, but reads easier.

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Leutnant







Primarch Garuss Acine

Ws8 Bs7 S5 T5 W4 I6 A5 Ld10 Sv2+ (3+ Inv)


Son of the Emperor: being one of twenty primarchs Garuss Acine is son to the Emperor himself, knowing not pain or weakness, he is powered on with a drive equal to his father, grants Garuss Acine Eternal Warrior and for each wound caused by the same the same attack(IE, a Force Weapon Causes two wounds over killing him out right, he rolls a D6) he may roll a dice on a 4+ he ignores the multiple wound, all other attacks harm him normally(IE multible attacks from the same model).

Regenerate: Garuss Acine is son of the Emperor, his internal organs the perfection from which the Marines of his legions are cloned , his Larraman Organ has adapted with his age and has become far more potent, the Larraman cells have evolved during his long life to not only seal wounds but to grow lost tissue, but to do such an amazing feat takes a deal of Garuss’s concentration,his roll is dependent on how many wounds he has left, at 3 wounds, he needs a 4+, at 2 wounds he needs a 5+ and at 1 wound he needs a 6, may do this once per turn, but for the rest of the turn, he may not run, fire a weapon, challenge a pysker, or assault

His Will be Done: Garuss Acine has fought in wars older than most of the newer chapters within the Imperium of Man, and has fought through many battles that nearly claimed the life of himself and his legion, he knows that a well placed force can fight, but to become an immobilized force that does nothing but fire is easy to cut off and cut down, so he has trained with members of his legion’s veterans in commando warfare, all Sternguard Squads and Vanguard Squads gain Infiltrate

Warpbane: having slain many Daemon Princes during the Legion’s civil war as well as clashing with the dark elder and other beings of the warp, Garuss Acine can see weak points and read the movements of his foes, that others just lack the experience to find. Garuss Acine Hits all Warp Beings(Chaos Marines, Dark Eldar, Deamons, and War Beasts) on a roll of 3+ no matter their Weapon Skill, the unit attached also gains this ability.

Warp Void: having lost the ablitity to throw out psychic attacks to a poisoned blade gifted to a Prince of Tzeentch, Garuss through much training has learned how to silence such attacks, may challenge psychic powers as if a librarian but can reach all units he can draw line of sight to, but adds +1 to roll if the model is within 12", 2+ if within 6" and 3+ if they are in base to base contact , may use this twice per turn.

Follow the Primarch: all friendly units with line of sight to the primarch have the Stubborn Universal Rule, also all friendly units within 24" (even without LOS) may choose if they pass or fail morale tests

The Emperor's Will: within the books of the legion’s teachings, the first and most repeated rule to be followed is to strike for first blood, and Garuss Acine does not falter from this belief and does his best to push into the thick of combat, may steal the initiative on a roll of a 4+


Emperor's Fury: this power mace was built using a mix of Dark Age technology, Eldar forge world crafts and with the technology of the Tau , the old weapon had once been sundered in half while fighting a deamon prince of Khorne(former Marine of the 11th legion's 10th chapter), with the help of his new found allies Garuss Acine’s deadly mace came back to life deadlier than before, +3 S and hits as a normal power weapon

Sundering Flame: a custom built gift built as a sign of the power of the combined races, using the frame of a storm bolter, Tau technology and Eldar forge crafts where poured into the weapon, though the materials used are rare, meaning it is the only one of its kind, it spits out plasma filled shells, able to mow down most foes within mere moments . Range: 24, Str: 6, AP: 3, Assault 4

Garuss Acine may only be used in games of 2000pts or more

Points 375pts

Advanced Locator Beacon: units may deep strike up to 12” away from Garuss Acine without scattering +150pts

This message was edited 1 time. Last update was at 2009/05/22 22:13:57




Ketara wrote:
Would you willingly associate with murderers, rapists, or alien invaders? Tournament Gamers are all of these things! Vicious grasping WAAC scumbags who will stop at nothing to win a game! They'll arrange for your family to be murdered just to distract you enough for them to win! Be warned! Be aware! Shun these foul abominations wherever they may appear!
~Brought by the Dakka Casual Gaming Mafia~



 
   
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well had a test game today against a mixed battleforce, and came to see that Garuss's T was just a little to low, think of bumping it up to 6, any thoughts?



Ketara wrote:
Would you willingly associate with murderers, rapists, or alien invaders? Tournament Gamers are all of these things! Vicious grasping WAAC scumbags who will stop at nothing to win a game! They'll arrange for your family to be murdered just to distract you enough for them to win! Be warned! Be aware! Shun these foul abominations wherever they may appear!
~Brought by the Dakka Casual Gaming Mafia~



 
   
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Australia

Garuss Acine wrote:well had a test game today against a mixed battleforce, and came to see that Garuss's T was just a little to low, think of bumping it up to 6, any thoughts?


I have no idea how you managed to have a problem with his toughness in a game. Please go into more detail...I can't imagine what you were doing with him.

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well the majorty of the force was Blood Angels led by noe other than the Death Lord with T5 S5, going into assault, he ate 3 marines on his charge, then took some power fist wounds, and failed his invul, no issue, he had three left, well a lucky multi melta hit him and ate another wound(rolled another 1) well as time was getting short we tested Garuss against the Death Lord both at full wounds, the fighting lasted for 3 turns the first round of assault ended up giving 1 wound to Garuss 2 to Mep, Mep survived the armor save then round two, Garuss took a wound and did no damage, auto passed his LD test due to FTP so no extra wounds and finally the next turn Garuss took nothing and applied three wounds giving an over kill on Mep.

all around he made a dangerous character and when using Warp Void, not once did i stop Mep's powers, considering they both had LD10 all he had to do was tie or beat me, the die rolls where in his favor and not once did he tie, he just out did my rolls. the games lasted for three turns, but it showed just how brutal Garuss can be to me, i had him skirt to the side in a Land Raider, when i should have driven him straight down the middle into the main force of the others, with that Power Fist Str power weapon he would have chewed through a ton of the bad guys. but he seemed just to take more wounds than he should, even the other player agreed that his T and S should be Bumped, i think just his T needs to go up, his S is good enough anything higher and he would easily become broken.



Ketara wrote:
Would you willingly associate with murderers, rapists, or alien invaders? Tournament Gamers are all of these things! Vicious grasping WAAC scumbags who will stop at nothing to win a game! They'll arrange for your family to be murdered just to distract you enough for them to win! Be warned! Be aware! Shun these foul abominations wherever they may appear!
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can we not make up things? pweese? lol

501 Agathonian Grenadiers
Blood Angels strike force

Glory for the first man to die!

the caption says " when there is something scary at the front, put something even scarier at the back." 
   
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The Angry Commissar wrote:can we not make up things? pweese? lol

?



Ketara wrote:
Would you willingly associate with murderers, rapists, or alien invaders? Tournament Gamers are all of these things! Vicious grasping WAAC scumbags who will stop at nothing to win a game! They'll arrange for your family to be murdered just to distract you enough for them to win! Be warned! Be aware! Shun these foul abominations wherever they may appear!
~Brought by the Dakka Casual Gaming Mafia~



 
   
 
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