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Made in us
Fresh-Faced New User



Staten Island

Me and my friends are having a massive apoc. game soon, and one of my opponents is using the thousand suns primarch, "Magnus the Red", this dudes fcing insane, I play orks i love the green-skinned basterds but im worried magnus will just single handidly overpower all of my forces, is there any special ork characters that are playable in apocalypse that i could field to go toe to toe with "magnus the red (1000 pts.) alone", if so who and where can i get a mini, if one exists?

 
   
Made in au
[MOD]
Making Stuff






Under the couch

Without knowing what rules he's using to represent Magnus, that's a little hard to say.

Presumably they're some sort of home-brew rules, as there are no official rules for any of the Primarchs.

 
   
Made in jp
Longtime Dakkanaut



Aizuwakamatsu, Fukushima, Japan

insaniak wrote:Without knowing what rules he's using to represent Magnus, that's a little hard to say.

Presumably they're some sort of home-brew rules, as there are no official rules for any of the Primarchs except Angron.


Fixed that up a bit.
   
Made in us
Battlewagon Driver with Charged Engine




Between Alpha and Omega, and a little to the left

Grazghkull is still a face kicker extraordinaire, so long as he attacks on the Waaagh!

This message was edited 2 times. Last update was at 2011/01/21 02:54:46


Want to help support my plastic addiction? I sell stories about humans fighting to survive in a space age frontier.
Lord Harrab wrote:"Gimme back my leg-bone! *wack* Ow, don't hit me with it!" commonly uttered by Guardsman when in close combat with Orks.

Bonespitta's Badmoons 1441 pts.  
   
Made in us
Monstrous Master Moulder




Secret lab at the bottom of Lake Superior

If you're using orks, just assault with a mob, and tie him up. I don't know the stats of this chap, but a big old riot of boyz should be able to get him stuck in the mud.

Commissar NIkev wrote:
This guy......is smart
 
   
Made in us
Fresh-Faced New User



Staten Island

Here are Magnus the Red Rules
Unit: Magnus the Red Type: Monstrous Creature, Jump
Infantry, Independent Character

Weapons and Equipment:
Eye of Magnus, Staff of Change, Pistol of the Ipsissimus, Blade of the Veil

Psychic Powers:
Bolt of Change, Doombolt Gift of Chaos, Inspiration of the Warp, Psychic Deception, Warptime
Wind of Chaos

Special Rules:
Primarch Core Rules, Blessings of Tzeentch, Daemon Primarch, Fearless,
Master of Sorcery, Wings, 4+ Invulnerable Save

Any enemy psychic power being used (that requires a test) while Magnus is on the table will cease to function on a 4+, on a 6, the enemy will suffer an immediate perils of the warp.
Inspiration of the Warp: Before either player's turn, Magnus may use this power. This power gives all squads engaged in close combat at the beginning of the turn the ability to ignore up to two wounds. Wounds that would normally cause instant death or kill the marine outright can not be ignored. Wounds can only be ignored from the unit that was engaged with the Thousand Sons unit at the beginning of the turn. Example: UnitA of Space Wolves is engaged in close combat with TSons unit1. If UnitB of Space Wolves joins in the combat, TSons unit1 may only ignore wounds from UnitA.

Psychic Deception: Magnus' power of sorcery has also given him the ability to command thoughts. If, before any enemy squad makes a morale test, Magnus wishes to cloud the unit's thoughts (possibly making them think they are heavily outnumbered, or that they received orders to retreat), he may do so. After he passes a psychic test, the squad must take the test at -D3 Ld, as well as any other modifiers that may come into play.

Blessings of Tzeentch: Magnus is the favorite of Tzeentch, and he is incredibly knowledgeable when it comes to traversing the ever-changing realm of the Empyrean. Once per game, instead of moving the standard amount, Magnus may make a move through the warp. Roll a D6. On a 2-5, Magnus has been allowed to move through the warp. On a 1, Tzeentch has forbidden the movement, and on a 6, the daemonic creatures within the warp have attacked Magnus and he suffers an instant Perils of the Warp attack. If this roll is failed, this move may be attempted in the owner's next movement phase.

If a "Warp Rift" is in effect on the field, he may teleport to that location. If no such location is in effect, Magnus may instead move 5D6" in any direction. He may not assault on the turn that he makes this move unless directed through a rift.
Also, when deep-striking Magnus the Red, should a mishap occur, Magnus always goes back into reserve instead of the usual mishap table. Any unit Magnus is attached to automatically gains the "Deep Strike" special rule for deployment purposes.
Unit Stats:
WS: 8 BS: 6 S: 8 T: 7 W: 6 I: 7 A: 5 Ld: 10 Sv: 2+/4+/3+

Special Rules:
Eye of Magnus: The great, golden flecked eye of Magnus allows the Primarch to peer into the warp, foreseeing all that has yet to come. Magnus may make up to five re-rolls per turn for any type of roll. Regardless of other rules in effect, rolls may only be re- rolled once.
Staff of Change: Magnus is armed with the staff of change. The staff can absorb the energy from enemy psykers.

Daemon Primarch: Enemy units must pass a morale check to charge a daemon primarch. Enemy units in combat with a daemon primarch take a morale test on 3D6.

Eternal Warrior: Like all Daemon Princes, the gods of Chaos have a greater plan for Magnus in mind. He is immune to the “Instant Death” rule.
Master of Sorcery: Magnus is the greatest mind the galaxy has ever known, other than the Emperor or Tzeentch themselves (if gods can be considered "minds"). Because of his power over the immaterium, Magnus
has all psychic powers listed on page 88 of the Chaos Codex and the powers that are listed below and may make up to five psychic tests per game turn. He may repeat powers at his will. Due to his altered physique and immense power, his body and mind can handle up to three shooting powers per turn.

Wings: Magnus counts as having a jump pack. Because of his bulk and strength, he never has to check for dangerous terrain when landing in difficult terrain.

Magnus the Red: Weapons
Pistol of the Ipsissimus: The side-arm of Magnus the Red, an arcane device meant for channeling the psychic powers of the Primarch himself. It was forged in the early days of Prospero's history, and given to Magnus by the
people of Tizca, marking him as their leader. Now infused with the warp, it can unleash devastating blasts of pure psychic energy. Roiling and tearing the enemy apart, until they cease to exist or are swallowed by the empyrean. Magnus may fire this weapon once per turn, and it does not count towards the 3 psychic shooting attacks he may still make (this is a one handed weapon, he can still cast with the other). This weapon doubles the maximum range of Magnus' psychic powers.
It has the following profile: Pistol of the Ipsissimus: Str: 6 AP: 2 Assault 3 Range: 12"

Blade of the Veil: The close combat weapon of Magnus the Red. An archaic cleaver of ceremonial purposes designed by the ancient smiths of Prospero. Warped by the Changer of Ways, it erases the souls of those it slays. It counts as a force weapon, but no psychic test must be taken for the instant death rule, and this does not count against the number of psychic powers that can be made per turn. Successful invulnerable saves made against this weapon must be rerolled. It does 8 + 2D6 armor penetration against vehicles.

 
   
Made in au
[MOD]
Making Stuff






Under the couch

Chrysis wrote:
insaniak wrote:Presumably they're some sort of home-brew rules, as there are no official rules for any of the Primarchs except Angron.


Fixed that up a bit.

Where are Angron's rules?

 
   
Made in us
Fresh-Faced New User



Staten Island

I have no idea..

 
   
Made in au
Lady of the Lake






He seems to have a few holes in his rules...
The warp rift he can teleport through; doesn't say how it's made.

The Staff of Change would do nothing actually as it doesn't seem to have any rules at all.
Staff of Change: Magnus is armed with the staff of change. The staff can absorb the energy from enemy psykers.

Inspiration wouldn't really work too much anyway. Seems kind of cheesy as well, big daemon hard to wound, but ignores some wounds anyway just to be extra hard.
Also way too many special rules.

I'm not sure, maybe just throw a Green Tide at it, all of those fancy rules would be rather useless against them.

   
Made in bn
Mutilatin' Mad Dok





J F C. Are those really the rules? Is that some sort of wacky fandex? What book is that from if they really are GW?

I have a hard time suggesting ork units for you because that guy seems O frikkin P. How in the hell do you get 3 different armour saves??
Unless that guy can show you some OFFICIAL rules, I'd say don't even play against that. It's the most ridiculous pile of tripe I have ever seen passed off as an apocalypse unit.

Why don't you just invent yourself a slowed unit to match his slowed unit while you're at it.
Start writing yourself the "Manifestation of Gork (or possibly Mork)" and make it as cheesy as you can


S'all fun and games until some no life troll master debates all over your space manz & ruins it for you  
   
Made in us
Fresh-Faced New User



Staten Island

There his own rules, he's a friend of mine, yeah i know cheesy as hell, just lookin for some side tips, in the future I am planning on making a gork and mork lol

 
   
Made in gb
Ultramarine Land Raider Pilot on Cruise Control




Bristol, UK

Well, it's entirely up to you if you want to face him on the table or not.

If you can keep your head, while all about you are losing their's, then you have probably completely misunderstood the situation!

6,000pts
5,500pts
3,500pts
2,500pts 
   
 
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