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Made in nz
Furious Raptor






Kenya

Last Updated November 29 2011

Univeral upgrades by Deadshot

Exterminatus-
This may be used like an Orbital Bombardment.

+75pts Fusion Torpedo
Str 10/ AP 1/ 7" blast, rolls Str 10+3D6 vs Vehicles. 4D6 under Central Hole.

+100pts Virus Bomb
Str 8/ AP 2/ 5" blast

Models under the Template must pass a T test at -1 T, and if they fail they must count their Sv as - for the game. Vehicles reduce their AV by 1 for each roll of 4+ on 6D6. They are also poisoned 3+, but may reroll all failed.

Cyclone Torpedo +150pts
Str D/ AP 1 /10" Blast

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Primarch Horus(traitor)--- Pts 800 By Crudcakes

WS- 9/BS- 7/S- 8/T- 7/W- 6/I- 6/A- 6/Ld- 10/Sv- 2+/3++

Wargear
Armour of Horus, Power Maul, Talon of Horus

Armour of Horus- Gives Horus a 2+ armour save
Power maul, Talon of Horus- The power maul and talon of Horus work as one weapon that does the following.
All attacks from Horus count as str 10, roll 2d6 for armour penetration, ignore armour saves, re roll failed rolls to wound and all successful invulnerable saves made must be re rolled.
Horus also strikes with d6 extra attacks but if he rolls a 1 for these attacks something has gone wrong and he fights without any extra attacks.

Special rules
Mark of Chaos Ascendant, Chosen of the Gods, Primarch, Inspiring presence, Psychic blast, Warp rift, fearless

Mark of Chaos Ascendant- Horus has resisted becoming a pawn of any individual god and instead has the blessings from all four. This rule confers Horus all the marks of the gods
which have already been put in his stat line.
*Please note that Horus's 3++ invulnerable is his modified save

Chosen of the gods- Horus has the divine protection from all four gods and so has a 3++ invulnerable save, the warptime psychic power
and the following special rules: feel no pain, fleet
Also any attack that would remove Horus immediately instead only takes d6 wounds of him.

Primarch- Confers Horus the furious charge, Independent Character, acute senses and eternal warrior special rules.

Inspiring presence- All friendly units within 12 inches of a primarch strike with an extra attack in close combat and when the primarch is on his last wound all units with a model within 12 inches gain the furious charge special rule. Friendly Infantry units in the same combat as the primarch now also count as a bodyguard.

Psychic Blast- Horus was capable of delivering a crippling psychic blast to an unfortunate enemy. This is a psychic shooting attack with the following profile.
Range/ 24''/ Str/ 10/ Ap/ 1/ Special/ inflicts d6 +d3 hits

Warp rift- Due to the fact that Horus can hold open powerful warp rifts any daemon unit that deep strikes does not scatter

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Corax, Primarch of the Raven Guard --- Pts 650
By Deadshot/OmegaStriker

HQ - Jump Infantry - Independent Character

WS-8 / BS-5 / S-6(7) / T-5(6) / W-4 / I-8 / A-5(6) / Ld-10 / Sv- 2+/3++

Wargear:

The Raven's Talons- These are a pair of master crafted Lightning Claws with the Rending rule. They grant an additional 1 strength. Once per game, Corax may energize his claws, making them Str 9 AP 1 for a turn. Once per each player turn, one roll to hit and one roll to wound may be re-rolled.

Armor of Deliverance - This suit of artificer armor grants a 2+ armor save and a 3+ invulnerable save. Also, Corax's vital signs are controlled and Once per each player turn, one armor save and one invulnerable save may be re-rolled.

Wings of Deliverance - This areo-tech jump harness grants Corax the Lord of Deliverance special rule. If Corax is alone, he may move and assault 12 inches each. When deepstriking, alone or attached to a squad, ignore the scatter results and place the models as if an accurate result was rolled.


Special Rules:
And They Shall Know No Fear, Independent Character, Eternal Warrior, Hit and Run, Furious Charge, Primarch.

The Lord of Deliverance - All infantry gain the Fleet special rule. All Jump Infantry gain the Fleet special rule, and may roll +1d6 and add that to their fleet rolls, and move the extra distance.

Tactical Genius - Reserves are extremely precise under Corax's command. Instead of rolling for reserves, the player may choose what arrives on each turn, what method it arrives with, and where it arrives. In addition, roll all deep strike rolls twice and choose the result you desire.

Primarch - When Corax is on the field, all Raven Guard units capable of leadership rolls may use his leadership for any leadership tests. When Corax is slain, remove him from the table and place an objective marker where he was. This marker is worth 3 objective points to the enemy but 1 to the Raven Guard.

Furthermore, when alone or attached to a jump infantry squad, and conducting a Death or Glory, may choose to move out of the path of the Tank and re-postion themselves within 12 inches of their original position, using deep strike rules as per Wings of Deliverance.

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Primarch Rogal Dorn---Pts 700 By Deadshot

Ws- 8 /Bs- 7 /S- 7 /T- 7 /W- 5 /I- 6 /A- 5 /Ld- 10 /Sv- 2+

Wargear

The Fist of Dorn- This is master crafted Thunderr Hamnmer that strikes at Str 10. It adds 1 to the damage chart.
Termanator Armour
Storm Shield
Iron Halo
Bolter
Special Ammo


Special Rules
ATSKNF, Combat Tactics, Chapter Tactics( see Pedro Kantor), Bolster Defenses

Siege Master- Dorn, and his unit have the Tank Hunters USR. Any uniot in the army can roll an addittional D3 when penetrating armour, but not if they have Melta Weapons, Lance Weapons, Ordnance, or have rending qweapons that rend that turn.

"No remorse, No Pity, No Fear- Any Vanillla Marines gain the Counter Attack, Furious Charge and Preferred Enemy Special Rules, Black Templar gain up to 3 Extra vows. In addition, their faith in their liege is such that they may gain an additonal rules, rolled on a D6 below. Roll for each unit seperatelly. The effects last the battle.

1-Furious Charge
2-FNP
3-Relentless
4-Tank hunters
5-6++ save, or +1 to existing Invulnerable, after all other saves applied.
6-EW and roll again.


"Abhor the Witch, destroy the witch"-
An army with Dorn may not have any psykers, other than Grey Knight Space Marines. Inquisitors, Mystics, and other, non Grey knight psykers may not be included. If an allied army includes a psyker, it will be tolerated, but if they suffer a perils of the Warp, or target an Imperial Fist/Black Templar unit with a powerr, or even scazttering blast markers, then Dorn will charge the enemy. Dorn and his unit will i9mmediately try and shoot and assault them. If this happens, Dorn and his unit can and must run after shooting, and gain fleet.

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Primarch Jaghatai Khan--- Pts 550 By Deadshot

WS- 8 /BS- 6 /S- 6 /T- 6(7) /W- 4 /I- 6 /A- 4 /Ld- 10 /Sv- 2+ 4++

Wargear

Moonfang- This is a power weapon that inflicts ID on a to wound roll of 6.
Moonfable- This bike gives Khan the ability to run in the shooting phase, as well as being fleet. Furthermore, he may always move 6" faster than normall when assaulting or moving.
Ie, he may move up to 18", but not turbo boosting. He may turbo boost up to 30", getting a 3++ cover. He may assault 12".

Artificer Armour
Iron Halo


Special rules
ATSKNF, Combat Tactics, Chapter Tactics( see Kor'sarro Khan), Hit and Run, IC, EW, Acute Senses.

Lord of Hunters- The Great Khan is destined to be a hunter.
At the start of the game, pick one Named Character. If your opponent does not have one, an IC will do, or a UC if you must.
Khan always hits and wounds this model on 2+.

Drive By slashing- Unlike other units, Khan may move through other units. if he moves through an enemy, he may make D3 CC attacks, and his squad, 1 each, though they hit on 6+, against them, although they may not strike back. if he turbo boosted, he may only hit on 6+, whiole his squad may not attack. If he does so, he may not run or shoot, but may assault that unit.

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Primarch Perturabo(traitor)--- Pts 700
By Deadshot

WS- 8 /BS- 7 /S- 6 /T- 7 /W- 5 /I- 5 /A- 4 /Ld- 10 /Sv- 2+/3++

Wargear

Stormhammers- These are a pair of Thunder Hammers that's hits count as Ordnance.
Terminator Armour
Servo Harness( see codex SM)

Special Rules
Fearless, EW, MTC

Siege Master- Perturabo is a master of sige warfare. In an army that includes him, Lance and melta Weapons become TL, and Ordnance weapons roll 3D6 instead of 2 when penetrating vehicle armour and pick the highest. Furthermore, when playing planetstrike, his armies may make an additional D3 Firestorm attacks, even if they arer the defender, to represent powerful AA weapons. Perturabo and his squad have the Tank Hunters special rules.

Iron Skin- Perturabo's Iron hard skin gives him +1 T, +1 wound, and a 3++ save, though he becomes SNP and -1 Int. Bonuses and penaltiesd already included in the profile.

"Daemons, not gods"- In an army with Perturabo, you may not include any Summoned Daemons

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Primarch Lorgar, Prophet of the Chaos Gods--- Pts 600 By Lord Magnus

WS- 6 /BS- 6 /S- 6 /T- 5 /W- 5 /I- 6 /A- 4 /LD- 10 /Sv- 2+/3++

Wargear

Dark Crozius - This is a Crozius, which gives the bearer +d6 attack in CC
Bolt Pistol
Artificer Armour
Frag and Krak Grenades


Special Rules
combat tactics, atsknf

Chaos Protection - Lorgar gains a 3+ invulnerable save

Favor of the gods - Lorgar and any unit he is with benefit from the warptime psychic power, which always counts as being in effect without casting, and cannot be nullified.

Bearer of the Word - All units withing 18' inches of Lorgar benefit from the Furious Charge and Fearless rules, and +1 attack in close combat.

Body guard
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 1 Argel Tal,The Crimson Lord

Special Rules
The Blessed Sons, Fearless, Feel No Pain

Daemons- The Gal Vorbek are Daemons and are treated as such. They have a 5++.
For all intents and purposes,the Gal Vorbak are treated as Possessed Chaos Space Marines.

The First Heretics- The Gal Vorbak may have two Possessed powers. If you get the same power, you may choose which one

The Crimson Lord(Argel Tal only)-
Argel Tal may have 3 Possessed powers.These may be different to the others.Roll your three powers separately

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Primarch Fulgrim--- Pts 700 By Durza

WS- 8 /BS- 6 /S- 6 /T- 6 /W- 4 /I- 8 /A- 4 /Ld- 10 /Sv- 2+/4++

Wargear:
Either:
-Firesword- Power weapon, can make a shooting attack with the following profile:
Range: Template, S6 AP3, Assault 1
-Laeran Blade- Power weapon, inflicts Instant Death.
-Anatheme- Power weapon, always hits on a 2+, always wounds on a 2+.

Bolt Pistol.
Artificier Armour.
The Emperor's Aquila- confers a 4++ save.
Frag and Krak grenades.

Special Rules:
IC ,EW ,ATSKNF ,Combat Tactics ,Furious Charge

Perfectionist- Can re-roll all failed to hit and to wound.

Phoenician- When a member of a unit that Fulgrim has joined takes a wound in combat, Fulgrim can make an attack after all other attacks (one for each wound taken by the unit)

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Primarch Corax--- Pts 700 By Deadshot

WS- 8 /BS- 6 /S- 6 /T- 6 /W- 4 /I- 7 /A- 5 /Ld- 10 /Sv- 2+/3++

Wargear
The Raven's Talons- These are a pair of master crafted Lightning Claws with the Rending rule. Note that only one reroll to hit per turn is allowed
Bolt Pistol
Artificer Armour- Frag Studded artificer armour ( counts as Artificer armour and Frag Grenades)
Raven Flight Pack- Basically a pair of ultra low density mechanical wings, these allow Corax to move as Jump Infanrty, but still embark on vehicles, counting as 2 models. if the vehicle can actually carry JI, eg, Stormravens, the he counts as one.

Special Rules
ATSKNF ,IC ,EW ,Acute Senses ,Hit and Run ,Combat Tactics ,Chapter Tactics (see Captain Shrike) ,See, but Remain, Unseen

Flight of the Raven- Corax does not Scatter when deep striking. Further more, he may assault on the turn he does so, but only if he is alone. if he has joined a unit the back draft from ther JP, the phasing out of the Warp or whatever, else, leaves his squad disorientated and he is wrong footed to charge. Furthermore, when conducting a Death or Glory, he may do one of the following.

Strike against the Side(top) armour, to represent him flying up them slashing down.
If he fails to stop the tank, he may escape on a 5+. If successful, place him within 12" of his last position using the DS rules. if this situation he scatters 3D6", and may not move, run or Assault in his next turn.

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Primarch Vulkan--- Pts 700 By Deadshot

Ws- 7 /Bs- 6 /S- 6 /T- 6 /W- 4 /I- 5 /A- 4 /Ld- 10 /Sv- 2+ 3++

Wargear

The Song of Entropy and the Unbound Flame- These are a pair of MC TH.
The Spear of Vulkan
The Gauntlet of the Forge
Kesare's Mantle
Artificer Armour
Frag and Krak Grenades

Special Rules
ATSKNF, Combat Tactics ,Chapter Tactics(see Vulkan He'stan) ,IC ,EW ,Night Vision

The Eye of Vulkan- If Vulkan doesn't move, he can fire an Orbital Bombardment of Str D, AP 2, using the 10" template

The Obsidion Chariot.

The obsidian Chariot is a dedicated Transport for Vulkan and 1 unit that he joins. The Chariot has a trasnport capacity of 10+Vulkan.. It must start the game with Vulkan and up to one unit embarked, or empty, but it may not start the game with unit embarked if Vulkan isn't.


300pts
AV 14/14/14

BS 5

Special Rules
Assault Vehicle

Tempermental Machine Spirit.

If a unit is embarked, but Vulkan isn't, then it may become angry. Roll a D6 every movement phase. on a 1-2 nothing happens. on a 3-5 the passengers may not disembark and the vehicle immediatly fires a weapon at the nearest target, friendly or enemy, not including Vulkan and his unit. This does not follow the normal rules for shooting, and other unitsd may move as normal. Alternatively, the Vehicle may immdiately move 12+D6" straight forward, tank shocking and ramming all units in the way.On a 6, then the unit is burnt by the heat inside. The embarked unit takes 2D6 Str 5, AP 4 hits.

Power of the Macine Spirit.
This may not be used if Tempermental Machine Spirit forces it to fire.

Magma's Child- The Obsidion Chariot only takes D6+Str when melta weapons firwe upon it. in additon, Lava and fire features are clear terrain to the Chariot, even if the wopuld normally be impassable.

Access Points
2 each side, 1 at front.

Wargear
2 Sponson Mounted Flamedrake Cannons
Range Str AP Tpye
Template 7 4 Heavy 1

OR

Range Str Ap Type
Template 5 2 Assault 1 Melta

Hullmounted TL MultiMelta

Pintle Mounted Melta Gun or Flamer.

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Primarch Alpharius--- Pts 700
By Durza

WS- 6 /BS- 6 /S- 6 /T- 6 /W- 4 /I- 5 /A- 4 /Ld- 10 /Sv- 2+/ 4++

Wargear
Gladius- MC power weapon.
Bolt Pistol.
Alpha Armour- Artificier armour which also makes him Unidentifiable when in a unit (cannot be targeted) and confers a 4++ save.
Frag+Krak grenades.

Special Rules:

IC, ATSKNF, Combat Tactics, EW.

I am Alpharius: When Alpharius dies, on a roll of 3+ an Alpha Legion sergeant anywhere on the board can be replaced with Alpharius on 3W. This can only be used once per battle.

According to plan: The player controlling Alpharius always chooses the location of the enemy's Deep Strikes.

Draw them out: Once in the battle, the player controlling Alpharius can force one unit in the opponent's army to assault a unit under the control of the Alpha Legion player. They must be able to get into combat with the target unit, and never gain any bonuses from assaulting because of this.

Alpha and Omega: For +500pts, Omegon can be taken too. He has the same wargear, stats and rules (and is treated as another Alpharius for the purposes of I am Alpharius), apart from the following:
-Stealth Armour: 2+Sv, improves Cover save by 2. Grants Unidentifiable.
-Doesn't have According to Plan or Draw them Out.

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Lion'el Johnson, Dark Angels Primarch:---------------------- 750pts By BlapBlapBlap

WS 8 - BS 7 - S 6 - T 5(7) - W 5 - I 6 - A 5 - Ld 10 - Sv 2+/3++

Wargear:

Bolt Pistol, Frag and Krak Grenades

The Lion Sword: This is a Master-crafted Power Weapon that wounds on a 3+
Armour of Caliban: This grants a 2+ Armour save and a 3++ Invunerable save. It also adds 2 points onto his toughness.

Rules: Fearless, Furious Charge, Acute Senses, IC, Eternal Warrior

Rivalry: Lion'el is a bitter ally with the Space wolves, at best. If Lion'el fights alongside Leman Russ, both armies lose 2 points in leadership.


Retinue:

Captains of the Order:

WS 5 - BS 5 - S 4 - T 4 - W 2 - I 5 - A 2 - Ld 10 - Sv 2+/ 5++

Unit Composition: 5 Captains of the Order

Wargear: Bolt Pistol, Artificer Armour, Power Weapon,

Dark Mantle: This Grants the bearer a 5++ invunerable save

Rules: Fearless, Furious Chage, Accute Senses

Transport: Furious Vengance:

AV: F 14 - S 14 - R 14-------------BS 5

Wargear: Twin Linked Lascannon Sponsons, Multi-Melta,

Traitorbane: Traitorbane is a Str 7, AP 1, Rng 36", Heavy1

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Primarch Lion El'Johnson--- Pts 700 By deadshot

WS- 8 /BS- 6 /S- 6 /T- 6 /W- 4 /I- 6 /A- 4 /Ld- 10 /Sv- 2+/3++

Wargear

The Lion Blade- This is a master Crafted Power Weapon that gives +1 str. if you roll a 6 to wound with this Plasma infused sword, the opponent must reduce his Armour Save by 1 untill the end off the following Player turn. However, if a 1 to wound is rolled, Lion must take a wound with no armour saves allowed, as the massive flux of Plasma discharges in his face.
Plasma Blaster- this is a plasma weapon with the following profile.
Range- 24 /Str- 7 /AP- 2 /Type- Assault 2, Gets Hot!
Artificer Armour
The Hide of the Lion- Taken from the lion he killed on Caliban, the impenatrble hide gives him a 3++ save.

Special Rules
ATSKNF, IC, EW, Acute Senses, Furious Charge

Beast hunter- The Lion and any squad he has joined gain the Prefered Enemy (Beasts and Cavalry), USR.

The Lion and The Wolf- Such is the kinship between Leman Russ and The Lion, that you may include a single unit of Wolf Guard from Codex: SW in your army as an Elites choice. They may not split up to lead other units in this case. These Wolf Guard do not benefit from anything the DA have, such as Banners and Special Rules granting extra atacks, and vice versa. No DA IC may join the Wolf Guard unit, and they may embark on a DA vehicle."

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Primarch Angron (Traitor)--- Pts 700 By Crudcakes

Ws- 10 /Bs- 6 /S- 7 /T- 6 /W- 5 /I- 7 /A- 6 /Ld- 10 /Sv- 2+/3++

Wargear
Gore father, God tearer, Mantle of the world eaters

Gore Father- Angron's chain axe gore father confers the following. Gore father doubles angron's strength, counts as ap 1, rolls 2d6 for armour penetration and gives angron 2d6 extra attacks
God tearer- angron's custom storm bolter with the following profile.
Range- 24 /S- 5 /Ap- 4 /Special- assault 2
Mantle of the World Eaters- Angron's personal suit of armour gives him a 2+ save and furthermore any psychic power directed at angron friendly or enemy does not effect him.

Special Rules
Primarch, blessings of the blood god, Inspiring Presence, Avatar of khorne, fearless

Primarch- Confers Angron the furious charge, fleet, Independent Character, acute senses and eternal warrior special rules.

Inspiring presence- All friendly units within 12 inches of a primarch strike with an extra attack in close combat and when the primarch is on his last wound all units with a model within 12 inches gain the furious charge special rule. Friendly Infantry units in the same combat as the primarch now also count as a bodyguard.

Avatar of Khorne- Angron can re roll all failed rolls to wound and always hits on a 2+. This rule also gives angron a 3++ invulnerable saving throw

Blessings of the blood god- Gives angron a 2++ save against force weapons and psychic shooting attacks

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Primarch Mortarion--- Pts By Black Templar

WS- 7 /BS- 6 /S- 6 /T- 8 /W- 5 /I- 5 /A- 5 /Ld- 10 /Sv- 2+/3++

Wargear
Manreaper, Lantern, Artificer Armour, Shroud of Barbarus

Manreaper- Fashioned back on Barbarus he carried a huge two handed archaic Scythe he called Manreaper: It counts as a Power Weapon. Mortarion gains +1 attack for every opponent he faces.
Lantern- Mortarion carried a rare hand crafted energy pistol of Shenlongi design: Counts as Master crafted Plasma Pistol which does not suffer from the “gets hot” special rule
Artificer Armour- Mortarion wears a full suit of uniquely crafted power armour coated with brass and bare steel: Counts as Artificer Armour giving a 2+ save.
Shroud of Barbarus- He wore a tattered flapping cloak at all times wrapped round his body and face which oftenconfuse his outline and distracted from his actual position making him hard to hit. Rumor within the Legion suggested it was the death shroud used to bury the very last Necromancer Mortarion killed on Barbarus. Counts as a 3+ invulnerable save

Special rules
combat tactics, atsknf

Death Incarnate- The death like spectre of Mortarion advancing across the battlefield was enough to make even hardened veterans soil themselves in fear: Mortarion causes Fear and any unit wishing to assault him (and any unit he attached to) must pass a leadership test on 3D6 (discarding the lowest) otherwise they remain frozen to the spot.

Toxic Personality
- About his person he also wears a string of globe-shaped brass censers which contain poisonous gases from his home world: Any unit assaulting Mortarion must reduce its WS by 1 (to a minimum of 1) this is cumulative each turn.

Independent character

Deathshroud(This rule replaces the Honor of the Primarch rule)- These are his personal bodyguard. They are marines who are listed as killed in action and then made to wear a mask for the rest of their lives so that only Mortarion may know their true identity. They may never be more than 49 paces away from Mortarion at any time: Must remain within 6" of Mortarion at all times (therefore acting as a single unit). However, if Mortarion is killed, they may move and function as Independent Characters. For game play purposes, treat them as Masters (per Codex: Space Marines HQ) with the fixed set of warger listed below, and unable to take retinues.

Also, due to their presence, Mortarion may not be targeted out separately (despite his size), they are immune to all psychology and benefit from +1T. Armed with Manreapers (Two-handed Power Weapon, bearer gains +D6 against multiple opponents OR a single attack against 1 opponent) and Assault Cannons, wearing Terminator Armour.

Relentlessly Forward- Mortarion was a great believer in the infantry army and trained his troops to advance on the enemy no matter what was thrown at them. Must always move towards the enemy in his movement phase (he must end his turn at least 1" closer to an enemy unit than he started it, though he does not have to move the full 6"))-though he does not have to charge in the Assault phase (should he choose not to). May never fall back-if a rule calls for this and it states no matter what-he will simply stand his ground.* If Mortarion has joined a unit containing heavy weapons they may still fire if they move 1” or less, if forced to move .*

Infantry Above All-
Eschewing vehicles in preference of a steady advance on foot witling down the enemies numberswith a hail of Bolter fire is the way of the death Guard-so teaches Mortarion: May not take Rhinos or Razorbacks but Drop pods, Thunderhawks etc cost half points (rounding up).

____________________________________________________________________________________________________________________________

Primarch Mortarion--- Pts 500 By Lord Magnus

WS- 7 /BS- 6 /S- 6 /T- 6(7) /W- 5 /I- 5 /A- 5 /LD- 10 /SV- 2+/4++

Wargear
Artificer Armour, Iron Halo, The Lantern, Man Reaper, Frag Grenades.

The Lantern - This is Mortarion's pistol, it has the following profile:
S- 8 /AP- 1 /RNG- 12" /
Manreaper - This is daemon weapon which increases the bearers strength by 2 and allows 2d6 armour penatration for vehicles. It also has a potent poison of nurgle that allows rerolls to wound.

Special Rules
Independent Character, Feel No Pain, combat tactics, atsknf

Primarch - This special rule grants the Eternal Warrior, Fleet, Night Vision, and Preferred Enemy special rules.

Mark of Nurgle (included in profile)

Toxic Gas - Mortarion emits the toxic gases of his home planet, strengthened by nurgle to poison foes, at the end of each Chaos player turn, any enemy model within 6 inches of takes a wound on a 4+ with armour saves allowed. He also counts as being equipped with defensive grenades

Deathshrouds (Mortarion's Retinue)--- Pts 320

Infantry
Unit Composition: 2 Deathshrouds
Profile: See Chaos Lord (C:CSM)

Mark Of Nurgle (See C:CSM)

Manreaper: (See Typhus, C:CSM), Artificer Armour

This is Mortarion at his "Chaos Lord" and "Plague Marine" Stages, before he is granted the gift of being a Daemon.

____________________________________________________________________________________________________________________________


Primarch Konrad Curze--- Pts 650 By Lord Magnus

WS- 7 /BS- 7 /S- 6 /T- 5 /W- 5 /I- 7 /A- 4 /LD- 10 /SV- 2+/3++

Wargear
Iron Halo, Talons of Midnight, Corona Nox, Armor of Midnight, Jump Pack.

Talons of Midnight- These are a pair of Lightning Claws that grant Curze +1 attack and rending.
Armor of Midnight- This is a set of Artificer Armour, when a unit shoots at Curze they must use the night fighting rules, Curze and his squad also gain 5+ cover that is increased to 3+ while night fighting is in effect.
Corona Nox - The crown of the Night Haunter, which is possesed and gives him further protection, his invulnerable save is increased by 1, and he gains the Feel no Pain special rule.

Special Rules
combat tactics, atsknf

Primarch - This special rule grants the Eternal Warrior, Fleet, Night Vision, Stubborn, Move Through Cover and Preferred Enemy special rules.

Scout

Lord of Night and Terror - any unit attempting to assault Curze must first make a leadership at -3 or have its weapon skill and intiative reduced by 2.
If night fighting rules are in effect then the leadership must be taken at -4.

Furious Charge

Dual Personality - Curze suffers from 2 personalities, at the beggining of the game roll a d6, and consult the following chart.

1 - Takes an automatic wound as his two selves battle with each other, then apply the result for 2
2 - has the Rage usr, may not join a unit, and counts as jump infantry as his anger surges through him
3,4 - works as normal and is balanced between the 2 personalities
5 - Curze gains +1 attacks as he contiues his crusade for justice
6 - Curze gains +1 to Weapon Skill, Intiative, and Attacks. He gains holy rage to cut down the enemies of the Emperor.

Night Lords Intimidation - All friendly Chaos Space Marine units gain furious charge, and cause a -1 to leadership when the enemy loses combat.

Cut Them Down - anytime Curze takes an intiative test to pursue, add +1 to his dice roll for intiative.

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Primarch Gulliman(Pre Heresy)--- Pts 700 By Deadshot

WS- 7 /BS- 7 /S- 6 /T- 6 /W- 4 /I- 6 /A- 4 /Ld- 10 /Sv- 2+/3++

Wargear
The Gaunlets of Ultramr- See Marneus Calgar (a pair of powerfist with an AP 2 Stormbolter)
The Sword of the Consuls-This is a master crafted Power weapon that is 2 handed
Shield of Macragge-This is a Storm Shield that grants a reroll if the 3++ is failed, but this is only passed on a 6+.
Bolter with Special Ammunition
Termiantor Armour with Built in Locator beacon.


Special Rules
ATSKNF, Comabt Tactics, IC, EW, God of War

Orbital Strike- This works exactly like an Orbital bombardment, but is str D and AP 2.

Master Tactician- After all infiltarte and scout moves have been made, D3 units in the army may do one of the following
They may redeploy in their deployment zone, at least 12" away from any enemy.
They may make scout moves
They may be reserved and gain the outflank rule.

Grand Statagy- Select D3 Infantry, Jump Infanrty or Walker units. these units gain one of the following.
They may capture as if they were troops
They may reroll 1s to wound
TYhey may gain scout
They gain Counter Attack
____________________________________________________________________________________________________________________________

Primarch Leman Russ--- Pts 700 By Deadshot

WS- 8 /BS- 7 /S- 6 /T- 6 /W- 5 /I- 6 /A- 6 /Ld- 10 /Sv- 2+/4++

Type Calavalry

Wargear
Rune Armour of the Frost Wolves- This is runic armour that has a 3++ save against attacks caused by Force Weapons or Psychic powers.
Spear of Russ- This functions as a Frost Axe that grants +2 str. When Russ charges, he may make an out of order shooting attack at Str 10 and AP 1. This attack is always in range. If Russ does throw the spear, he may not gain any CC bonuses from it, because he must retrieve it fr4om a body.
Mjarnil( or whatever it was called)- Russ' favourite Frost Blade, this grants him the same benefits as one. In addition, when wielding Mjarnil, he may use it in one of 2 manners. The first is a Bloody Harvest, where he makes D3 extra attacks against every model, friend or foe, in base contact with him. the second is to use it a ThunderHammer.
Iron Halo.
Storm Bolter

Special Rules
Acute Senses, Eternal Warrior, Fleet, IC, Counter Attack, combat tactics, atsknf

Brom- Russ' mount is a massive Thunderwolf. When riding Brom, Russ counts as also being a Monstrous Creture, and follows such rules, as well as being Cavalry. In CC, Brom may be attacked as if a seperate model( He is not hit by the Bloody Harvest) with the following Profile.

WS- 4 /BS- 0 /S- 5 /T- 5 /W- 2 /I- 4 /A- 3 /Ld N/A /Sv- 4+

Brom's attacks use the Rending Rule.
Should Brom be slain, leave a suitable marker. This becomes an additional objective, and is worth 3 KP where applicable. Should Russ be slain, Brom drags his body away and they are both removed.

Frecki and Grecki( fix if needed)-
These count as a pair of Fenrisian wolves with the Rending Rule and the following upgrades.
+1 Str, +1 Int, +1 attack, +1 Sv and count as Beasts.

Roar of the Wolf Even though Russ is not psychic, this counts as a PSA, though a test is not needed. If this is not canceled, it automatically hits a unit within 12". Any psykers in the unit suffer Perils.

Wolf King- Roll a D6 and apply the results to all SW.

1-2- The SW growl, but nothing more.
3- Bloodlust- All SW gain Furious Charge and Rage
4- Pack Leader Doctrine- All SW models use the highest Ld of any SW ion the board
5- Encirclement- Any unit may outflank
6- It's Wolf Time- All models become beasts, even Dreadnoughts, and the effects of Wolf Banners extend 12" in all directions.

The Great Wolves - The Great Wolves are 5 Wolf Guard Battle Leaders. They may be armed with any equipment and weapons. They have Mark of the Wulfen, a Thunderwolf mount, a Belt of Russ and Terminator Armour. They must have these upgrades. Note thast they must still have at least 1 wargear option different, as per the HQ rules in Codex:SW.

____________________________________________________________________________________________________________________________

Primarch Sanguinius--- Pts 475 By Lord Magnus

WS- 8 /BS- 7 /S- 6 /T- 5 /W- 5 /I- 6 /A- 5 /LD- 10 /SV 2+/4++

Wargear
Golden Armour of Baal, Spear of Telesto, Blade Encarmine, Angelic Wings.

Angelic Wings- These are the wings of Sanguinius, he counts as being equiped with a jump pack. Sanguinius never is obligated to make dangerous terrain tests because of leaving or entering terrain.
Blade Encarmine- This counts as a force weapon that adds +2 to strength.
Spear of Telesto- This was given to Sanguinius by the Emperor of Mankind. It projects a blast of energy which vaporises any in its path. It counts as a singing spear that adds +1 on the vehicle damage table and counts as a power weapon.

Special Rules
combat tactics, atsknf

Tactical Precision Sanguinius and any unit with the DoA rule that he joins does not scatter when Deep striking.

Psychic powers- Might of Heroes, Blood Boil, Smite, Shackle Soul, Fear of Darkness.
*Sanguius may cast 3 powers a turn, only one of which may be a shooting attack

Primarch - Eternal Warrior, Preferred Enemy, Furious Charge, Acute Senses, Independent Character.

Inspiring Presence - All Blood Angels units that can draw line of sight to Sanguinius have the stubborn USR.

Foresight - Sanguius may reroll the dice for first turn or siezing the initiative, whichever you choose.

Heroic Intervention- see space marines codex

Pre-Heresy - Blood Angels in an army which includes Sanguinius is not subject Red Thirst tests, and Black Rage is ignored, however, if Sanguinius is killed during the battle, all units immediately take the required test for red thirst, and black rage is used as normal.

____________________________________________________________________________________________________________________________


Primarch Magnus the Red--- Pts 700 By Crudcakes

WS- 7/BS- 5/S- 6/T- 6/W- 6/I- 6/A- 4/ld- 10 /Sv- 2+ 3++

Wargear
Armour of Magnus, Staff of Faith, Bolt Gun with Inferno Bolts, psychic hood

Armour of Magnus- Gives a 2+ armor save
Staff of Faith- Is a master crafted force weapon that allows Magnus to use up to five powers a turn
psychic hood- works like any other psychic hood with the exception that when rolling off the opponent suffers a negative 2 modifier

Special Rules
Master of Sorcerers, Primarch, combat tactics, atsknf, Psyker, Psychic might

Primarch- Confers Magnus the furious charge,Independent Character, acute senses and eternal warrior special rules.

Psychic might- Gives Magnus a 3++ invulnerable save.

Inspiring presence- All friendly units within 12 inches of a primarch strike with an extra attack in close combat and when the primarch is on his last wound all units with a model within 12 inches gain the furious charge special rule. Freindly Infantry units in the same combat as the primarch now also count as a bodyguard.

Master of Sorcerers- Magnus can use any of the Librarian Powers, Chaos marine powers (apart from nurgle's rot and lash of submission) and the following.
Time Warp: Choose one unit within LOS it may not move, shoot, assault, be shot at, be assaulted, or be targeted by any powers.* note that a unit frozen on the last turn of the game will not count towards victory points.
*Magnus may never suffer wounds from perils of the warp.
*The might of the ancients power is modified to be str 8 and 3d6 for armour penetration
*The force dome power is replaced by the following

Kine shield: this power is used at the start of any turn and can be cast on any unit of your choice. When cast the unit is protected from one attack of your choosing before any saves are taken
*Kine shields only last for the turn they are cast

Telekinesis- Once per game nominate an enemy vehicle within LOS and roll off against the enemy player if you score higher the vehicle is automatically removed. Note that you can add the amount of unused powers to your dice roll. but your opponent can add the amount of used powers to his dice roll.
e.g Magnus faces off a reaver battle titan and uses this power. he has already used 2 powers this turn so rolls a 2 and adds 3 to his dice roll, the opponent rolls a 2 and adds 2. As his result is lower the titan is destroyed. Note any powers you add to your dice roll you cannot use that turn.

Monstrous size- Magnus was a giant among his fellow primarchs and so is a monstrous creature.

____________________________________________________________________________________________________________________________

Primarch Ferrus Manus--- Pts 450 By Luggnuts

WS- 7/BS- 7/S- 6/T- 7/W- 6/I- 6/A- 4/LD- 10/SV- 2+ 4++

Wargear
Melta Cutter (counts as multi melta)
Servo Arm
Iron Arms (allows forgebreaker to be swung at I4)
Armour of Manus (confers 2+ save)
Forgebreaker- This is a master crafted thunder hammer that when in close combat
the controlling player may sacrifice his normal attacks to make one special hit that automatically wounds or penetrates vehicle armour. This attack also inflicts instant death.
*The special hit counts as ap1

Special rules
Primarch, Master of Technology, relentless, combat tactics, atsknf

Inspiring presence- All friendly units within 12 inches of a primarch strike with an extra attack in close combat and when the primarch is on his last wound all units with a model within 12 inches gain the furious charge special rule. Freindly Infantry units in the same combat as the primarch now also count as a bodyguard.

Primarch- Confers Ferrus the furious charge,Independent Character, acute senses and eternal warrior special rules.

Master of Technology (Allows him to repair any shaken, stunned, weapon destroyed or immobilised result of a vehicle that he is in base contact with at the start of his movement phase)

____________________________________________________________________________________________________________________________

I have taken parts from other threads on dakka please tell me what you think

Also feel free to make your own primarch rules using this as a guideline.

This message was edited 93 times. Last update was at 2011/11/29 21:43:03


kitch102 wrote:Ahriman - "My lord Primarch, how do you cast the time warp?"

Magnus - "It's just a jump to the left. And then a step to the right. Put your hands on your hips. You bring your knees in tight. But it's the pelvic thrust, that really drives you insane.
Let's do the time-warp again...."

Ahriman - "O.....K...... (best call the Space Wolves, Magnus has lost it again)"
 
   
Made in us
Agile Revenant Titan






Oregon

Only 4 wounds?!

Eldar -5000 points 
   
Made in nz
Furious Raptor






Kenya

Sorry here is an update
crudcakes wrote:

WS/BS/S/T/W/I/A/Sv
7 /9 /6 /6/6/7/4/2+/3++

Wargear
Sorcerers Robes, Staff of Faith, Bolt Gun with Inferno Bolts

Sorcerers Robes- Gives a 2+ 3++ armor save
Staff of Faith- Is a master crafted force weapon that allows Magnus to use up to five powers a turn

Special Rules
Master of Sorcerers, Fearless, Psyker

Master of Sorcerers- Magnus can use any of the Librarian Powers, Chaos marine powers (apart from nurgle's rot and lash of submission) and the following : Time Warp: Choose one unit within LOS it may not move, shoot, assault, be shot at, be assaulted, or be targeted by any powers.* note that a unit frozen on the last turn of the game will not count towards victory points.

Magnus was a giant among his fellow primarchs and so is a monstrous creature.
____________________________________________________________________________________________________________________________

I have taken parts from other threads on dakka please tell me what you think

Also feel free to make your own primarch rules using this as a guideline.

This message was edited 1 time. Last update was at 2011/10/17 21:17:27


kitch102 wrote:Ahriman - "My lord Primarch, how do you cast the time warp?"

Magnus - "It's just a jump to the left. And then a step to the right. Put your hands on your hips. You bring your knees in tight. But it's the pelvic thrust, that really drives you insane.
Let's do the time-warp again...."

Ahriman - "O.....K...... (best call the Space Wolves, Magnus has lost it again)"
 
   
Made in au
Steadfast Grey Hunter





At what point cost?

"For Allfather, for Russ, for Fenris!"

Your Dark Side...

¶▅c●▄███████||▅▅▅▅▅▅▅▅▅▅▅▅▅▅▅▅|█
▄███████████████████▅▄▃▂
█████████████████████►
◥☼▲⊙▲⊙▲⊙▲⊙▲⊙▲⊙▲⊙☼◤
 
   
Made in nz
Furious Raptor






Kenya

I don't know what do you suggest?

kitch102 wrote:Ahriman - "My lord Primarch, how do you cast the time warp?"

Magnus - "It's just a jump to the left. And then a step to the right. Put your hands on your hips. You bring your knees in tight. But it's the pelvic thrust, that really drives you insane.
Let's do the time-warp again...."

Ahriman - "O.....K...... (best call the Space Wolves, Magnus has lost it again)"
 
   
Made in au
Steadfast Grey Hunter





Well he seems pretty OP with 5 powers a turn, but he is a primarch after all.
I'd say he is worth around the 350 to 400 mark

"For Allfather, for Russ, for Fenris!"

Your Dark Side...

¶▅c●▄███████||▅▅▅▅▅▅▅▅▅▅▅▅▅▅▅▅|█
▄███████████████████▅▄▃▂
█████████████████████►
◥☼▲⊙▲⊙▲⊙▲⊙▲⊙▲⊙▲⊙☼◤
 
   
Made in nz
Furious Raptor






Kenya

Leon wrote:Well he seems pretty OP with 5 powers a turn, but he is a primarch after all.
I'd say he is worth around the 350 to 400 mark


Ok id think about 450 would do then. Ill edit the rules.

kitch102 wrote:Ahriman - "My lord Primarch, how do you cast the time warp?"

Magnus - "It's just a jump to the left. And then a step to the right. Put your hands on your hips. You bring your knees in tight. But it's the pelvic thrust, that really drives you insane.
Let's do the time-warp again...."

Ahriman - "O.....K...... (best call the Space Wolves, Magnus has lost it again)"
 
   
Made in gb
Secret Inquisitorial Eldar Xenexecutor





Leeds, UK

Ahriman - "My lord Primarch, how do you cast the time warp?"

Magnus - "It's just a jump to the left. And then a step to the right. Put your hands on your hips. You bring your knees in tight. But it's the pelvic thrust, that really drives you insane.
Let's do the time-warp again...."

Ahriman - "O.....K...... (best call the Space Wolves, Magnus has lost it again)"

Pmsl

   
Made in ca
Space Marine Scout with Sniper Rifle




kitch102 wrote:Ahriman - "My lord Primarch, how do you cast the time warp?"

Magnus - "It's just a jump to the left. And then a step to the right. Put your hands on your hips. You bring your knees in tight. But it's the pelvic thrust, that really drives you insane.
Let's do the time-warp again...."


Beat me to it.

My thoughts:

Needs a Ld value (Obviously 10, but may as well complete the stat line)

BS 9? The man only has one eye!!! If this was 7 I wouldn't throw a fit if I played against him.

5 powers per turn might be a bit much, maybe one power per phase, in both yours and your opponent's turns? Works out to more per round and gets away from avenger spam.

Does anyone have him modeled? I would love to see that.
   
Made in gb
Secret Inquisitorial Eldar Xenexecutor





Leeds, UK

Time Warp related serious question, how would this affect the unit as far as victory points are concerned? Ie, it's got to turn 7, magnus' last act was to cast this on a large unit of whatever (can it affect vehicles?) obviously that unit doesn't get to do anything, but aren't technically dead - what happens there?

   
Made in us
Fixture of Dakka





He should not have more wounds and higher initiative than Angron.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
Made in nz
Furious Raptor






Kenya

SuckMuffin wrote:
kitch102 wrote:Ahriman - "My lord Primarch, how do you cast the time warp?"

Magnus - "It's just a jump to the left. And then a step to the right. Put your hands on your hips. You bring your knees in tight. But it's the pelvic thrust, that really drives you insane.
Let's do the time-warp again...."


Beat me to it.

My thoughts:

Needs a Ld value (Obviously 10, but may as well complete the stat line)

BS 9? The man only has one eye!!! If this was 7 I wouldn't throw a fit if I played against him.

5 powers per turn might be a bit much, maybe one power per phase, in both yours and your opponent's turns? Works out to more per round and gets away from avenger spam.

Does anyone have him modeled? I would love to see that.


Thanks for the feed back i have modified the stat line to be complete and lowered his ballistic skill.
In response to the powers per turn i wanted him to be a psyker supreme and coupled with being a primarch i think it would be justified.
Also the people i play with wont like me shooting them in their turn.

http://www.dzer0.com/?p=1708 here is the link to the model i wanted to use.



Automatically Appended Next Post:
kitch102 wrote:Time Warp related serious question, how would this affect the unit as far as victory points are concerned? Ie, it's got to turn 7, magnus' last act was to cast this on a large unit of whatever (can it affect vehicles?) obviously that unit doesn't get to do anything, but aren't technically dead - what happens there?


I would think it says one unit so that means vehicles too but the unit does not count for victory points if it is frozen on the last turn.


Automatically Appended Next Post:
DarknessEternal wrote:He should not have more wounds and higher initiative than Angron.


imo angron's rules are I mean seriously, a bloodthirster is better than him.

This message was edited 3 times. Last update was at 2011/10/17 21:26:36


kitch102 wrote:Ahriman - "My lord Primarch, how do you cast the time warp?"

Magnus - "It's just a jump to the left. And then a step to the right. Put your hands on your hips. You bring your knees in tight. But it's the pelvic thrust, that really drives you insane.
Let's do the time-warp again...."

Ahriman - "O.....K...... (best call the Space Wolves, Magnus has lost it again)"
 
   
Made in us
Automated Rubric Marine of Tzeentch




Milwaukee, Wisconsin

I like the model you would use, though it strikes me as lacking some armour, What about psychic defense? Surely, as Psychic Hood would be the minimum, and maybe with a negative modifier as well.

 
   
Made in nz
Furious Raptor






Kenya

Lord Magnus wrote:I like the model you would use, though it strikes me as lacking some armour, What about psychic defense? Surely, as Psychic Hood would be the minimum, and maybe with a negative modifier as well.


Thanks for the suggestion i completely forgot that. I will update the rules again.



Automatically Appended Next Post:
kitch102 wrote:Ahriman - "My lord Primarch, how do you cast the time warp?"

Magnus - "It's just a jump to the left. And then a step to the right. Put your hands on your hips. You bring your knees in tight. But it's the pelvic thrust, that really drives you insane.
Let's do the time-warp again...."

Ahriman - "O.....K...... (best call the Space Wolves, Magnus has lost it again)"

Pmsl


permission to signature this?

This message was edited 1 time. Last update was at 2011/10/17 22:07:55


kitch102 wrote:Ahriman - "My lord Primarch, how do you cast the time warp?"

Magnus - "It's just a jump to the left. And then a step to the right. Put your hands on your hips. You bring your knees in tight. But it's the pelvic thrust, that really drives you insane.
Let's do the time-warp again...."

Ahriman - "O.....K...... (best call the Space Wolves, Magnus has lost it again)"
 
   
Made in us
Fixture of Dakka





crudcakes wrote:

imo angron's rules are I mean seriously, a bloodthirster is better than him.

No, a Bloodthirster is not. It's simple math there.

Either way, there are rules for him and they are official. Anything that can be directly compared should be.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
Made in us
Willing Inquisitorial Excruciator





Imperial Embassy

magnus the red should NOT be BS 7. he only has one eye so his depth perception is horrible...it's say more BS 3. and by the way, please read this: http://www.dakkadakka.com/dakkaforum/posts/list/402641.page

This message was edited 1 time. Last update was at 2011/10/18 17:19:42


"Those that Dare impersonate the dead are judged to join their ranks!"- Alucard
6970 points of Preheresy Night Lords 7681 points Preheresy thousand sons 8230 points Preheresy Iron Warriors 3230 points Preheresy Death Guard 4940 points preheresy Dark Angels 4888 points preheresy Iron Hands 2030 points preheresy Blood Angels 2280 points preheresy space wolfs 1065 points preheresy white scars 3210 points preheresy sons of Horus 1660 points Grey Knights 628 points Sister of Battle 2960 points adeptus mechanicus 18650 points Titanicus legio Nex Caput capitis 5566 points Imperial Guard 5875 points Preheresy Emperor's Children 3735 points Preheresy World Eaters 1710 points Preheresy Word Bearers 2090 points preheresy Imperial Fists 1570 points preheresy Alpha Legion 4600 points necrons 1420 points prehersy Raven Guard 960 points prehersy Salamanders 6334 points Tau Empire 20942 points tyranids 8722 points eldar 3125 points dark eldar 10745 points Bearers of the Light 1415 points Preheresy Luna Wolves 8508 points Chaos

 
   
Made in us
Been Around the Block






TyraelVladinhurst wrote:magnus the red should NOT be BS 7. he only has one eye so his depth perception is horrible...it's say more BS 3. and by the way, please read this: http://www.dakkadakka.com/dakkaforum/posts/list/402641.page


First he may have only one eye. but hes a primarch.all his senses are like comparing all the combat prowess you are able ot muster and compare it to the combat prowess of a goldfish. Magnus is a beast and I belive most primarch stat's should be at min. 5. Most primarchs are able to do massive feats of strength and various things. Sangauinouis (spelling) breaks the back of a bloodthrister over his knee. And some people argue that he cant be STR10 T8. And you seem to be one of those.

And you link was quite troublesome. I only got as far as the emperor;
The Emperor………………………..550 points
[WS][BS][S][T][W][I][A][LD][SV]
Emperor] 7 5 3 3 7 8 5 12 0+
Unit Type: infantry
Wargear: Fireblade, Eagle’s Claw, Armor of The Imperium, Green wreath, psychic hood (counts as hood of hellfire)
Options: may take an emperor’s gift APC for 90 points, an artificer land raider for 290 points, an artificer rhino for 80 points. May be accompanied by custodes Veterans in artificer or custodes in terminator armor
Special Rules
Eternal warrior, relentless, liturgies of battle, Orbital bombardment, Honor or death, feel no pain 3+, Master psyker, inspiring presence, iron will
Fireblade: may be used once per game to deal a strength 10 AP 1 attack in close combat or as a ranged attack with the following profile; range hailstorm strength 7 AP 2 heavy 1
Eagle’s Claw: +4 strength lighting claw that may re roll hits and wounds
Green wreath: confers a 3+ invulnerable save
Armor of The Imperium: may re roll one armor save per turn
Custodes terminators count as troops as well as elites

Now lets make something for a huge cut in pts using dark eldar;
Archon............................165PTS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
ws7bs7s3t3w3i7a4ld10sv4+/6+
unit type: infantry
wargear:huskblade,ghostplate armour,combat drugs,soul-trap,djin blade,clone field. and a webway for a total of 200pts
special rules;fleet,night vision, power from pain, Independent character.
Huskblade-unsaved wound = instant death.
Ghostplate:gives SV 4+/6+
combat drugs; nice bag of tricks.
soul-trap; doubles str each unit killed.
Djin Blade; +2 attack's.
Clone field: creates images of one's self. add 3 more wounds.

So lets recap...Archon is 6wounds, 6 possiable str6-10 attacks that instant kill. plus combat drugs giving all kinds of nasty stuff. combat drugs-rolled a 2,4,5 or a 6 and your gold.
so stat wise besides saves hes even with the Emperahhhh. some special tricks here and there on him but for a nice point cut. The emperahhh has got nothing on a buffed archon. let alone if someone fielded that target would copypasta my archon and incubi and rush the emperahhh and most likly slaughter him. so for 580pts i have two of those archon and 10 incubi. I know your trying to no overpowered but god damn dude its the emperahh he is OP. And Magnus ripped a titan aprt with his mind ...yes five powers make sense.

>Dark Eldar are the psychopath who meticulously plans his killing and enjoys every second of it.

>Chaos are the mental ward patient who goes on a killing spree for gaks and giggles.

=DE: the sophisticated man's evil 
   
Made in nz
Furious Raptor






Kenya

I agree with mora
not that your rules aren't good but there just under powered.

And now that i think of it, any suggestions what a psychic power that could rip a titan apart would be like?

kitch102 wrote:Ahriman - "My lord Primarch, how do you cast the time warp?"

Magnus - "It's just a jump to the left. And then a step to the right. Put your hands on your hips. You bring your knees in tight. But it's the pelvic thrust, that really drives you insane.
Let's do the time-warp again...."

Ahriman - "O.....K...... (best call the Space Wolves, Magnus has lost it again)"
 
   
Made in us
Willing Inquisitorial Excruciator





Imperial Embassy

crudcakes wrote:I agree with mora
not that your rules aren't good but there just under powered.

And now that i think of it, any suggestions what a psychic power that could rip a titan apart would be like?

balance that is why they seem weak, but game wise their monsters. as for the psychic power, i'd say strength D, but under normal games strength 10

"Those that Dare impersonate the dead are judged to join their ranks!"- Alucard
6970 points of Preheresy Night Lords 7681 points Preheresy thousand sons 8230 points Preheresy Iron Warriors 3230 points Preheresy Death Guard 4940 points preheresy Dark Angels 4888 points preheresy Iron Hands 2030 points preheresy Blood Angels 2280 points preheresy space wolfs 1065 points preheresy white scars 3210 points preheresy sons of Horus 1660 points Grey Knights 628 points Sister of Battle 2960 points adeptus mechanicus 18650 points Titanicus legio Nex Caput capitis 5566 points Imperial Guard 5875 points Preheresy Emperor's Children 3735 points Preheresy World Eaters 1710 points Preheresy Word Bearers 2090 points preheresy Imperial Fists 1570 points preheresy Alpha Legion 4600 points necrons 1420 points prehersy Raven Guard 960 points prehersy Salamanders 6334 points Tau Empire 20942 points tyranids 8722 points eldar 3125 points dark eldar 10745 points Bearers of the Light 1415 points Preheresy Luna Wolves 8508 points Chaos

 
   
Made in gb
Secret Inquisitorial Eldar Xenexecutor





Leeds, UK

Maybe an AOE quake type spell, capable of either ripping the ground apart underneath a unit of infantry (ld / pinning test or ID) or capable of ripping a vehicle to shreds. Not sure how you'd work out the damage against a vehicle though, as it'd have to be an immediate penetrate against non titans... if you're to include this rule I can see magnus becoming an apoc only character! Unless it was restricted to being used against the largest / toughest target on the board and only once in the game, IIRC Magnus was pretty drained after using this power in thousand sons (though that was against 2 titans...i think)

   
Made in nz
Furious Raptor






Kenya

TyraelVladinhurst wrote:
crudcakes wrote:I agree with mora
not that your rules aren't good but there just under powered.

And now that i think of it, any suggestions what a psychic power that could rip a titan apart would be like?

balance that is why they seem weak, but game wise their monsters. as for the psychic power, i'd say strength D, but under normal games strength 10


kitch102 wrote:Maybe an AOE quake type spell, capable of either ripping the ground apart underneath a unit of infantry (ld / pinning test or ID) or capable of ripping a vehicle to shreds. Not sure how you'd work out the damage against a vehicle though, as it'd have to be an immediate penetrate against non titans... if you're to include this rule I can see magnus becoming an apoc only character! Unless it was restricted to being used against the largest / toughest target on the board and only once in the game, IIRC Magnus was pretty drained after using this power in thousand sons (though that was against 2 titans...i think)


I had an idea

Once per game nominate an enemy super heavy vehicle and roll of against the enemy player if you score higher the vehicle is automatically removed. Note that you can add the amount of unused powers to your dice roll.
e.g magnus faces off a reaver battle titan and uses this power. he has already used 2 powers this turn so rolls of and adds 3 to his dice roll, the opponent rolls lower and the titan is destroyed.

In games where there are no super heavy vehicles this power can not be used.

kitch102 wrote:Ahriman - "My lord Primarch, how do you cast the time warp?"

Magnus - "It's just a jump to the left. And then a step to the right. Put your hands on your hips. You bring your knees in tight. But it's the pelvic thrust, that really drives you insane.
Let's do the time-warp again...."

Ahriman - "O.....K...... (best call the Space Wolves, Magnus has lost it again)"
 
   
Made in gb
Secret Inquisitorial Eldar Xenexecutor





Leeds, UK

Could be a bit unbalanced, how much do titans cost to field (in points)? You wouldn't want a 400 point model trouncing a 1000 point model just because he rolled a 3, got a +3 to the roll and you pulled a 5 out of the bag. If anything I think it needs to be more diufficult... how about using the same method as you mentioned but rolling against each structure point / body part? So you get the chance to immobilise by blowing the legs off, destroying the left arm weapons, killing the crew by targeting the head / brdige... etc ? Make it a little less one sided / disastrous for whoever owns said titan

   
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Furious Raptor






Kenya

kitch102 wrote:Could be a bit unbalanced, how much do titans cost to field (in points)? You wouldn't want a 400 point model trouncing a 1000 point model just because he rolled a 3, got a +3 to the roll and you pulled a 5 out of the bag. If anything I think it needs to be more diufficult... how about using the same method as you mentioned but rolling against each structure point / body part? So you get the chance to immobilise by blowing the legs off, destroying the left arm weapons, killing the crew by targeting the head / brdige... etc ? Make it a little less one sided / disastrous for whoever owns said titan


Titans cost about 750 to 5000 pts

I see where your coming from with this so ill rethink it. Keep in mind that since it is a one use power there are no second chances for magnus.

Once per game nominate an enemy vehicle and roll off against the enemy player if you score higher the vehicle is automatically removed. Note that you can add the amount of unused powers to your dice roll. but your opponent can add the amount of used powers to his dice roll.
e.g magnus faces off a reaver battle titan and uses this power. he has already used 2 powers this turn so rolls a 2 and adds 3 to his dice roll, the opponent rolls a 2 and adds 2. As his result is lower the titan is destroyed. Note any powers you add to your dice roll you cannot use that turn.

I cannot think of any other way that would still remain fluffy.

edit: if magnus can crush a titan i think he can crush a landraider

This message was edited 1 time. Last update was at 2011/10/19 02:56:52


kitch102 wrote:Ahriman - "My lord Primarch, how do you cast the time warp?"

Magnus - "It's just a jump to the left. And then a step to the right. Put your hands on your hips. You bring your knees in tight. But it's the pelvic thrust, that really drives you insane.
Let's do the time-warp again...."

Ahriman - "O.....K...... (best call the Space Wolves, Magnus has lost it again)"
 
   
Made in ca
Dakka Veteran






I think his stats in general are waaaaaaaay too high. They were extraordinary Marines, not Daemons. We have to remember that Imperial lore is from an Imperial standpoint, thus is prone to bias and favoritism. There are a few gems in the same lore, however, as Marines old enough to remember have said that the Emperor was no god, he was just an extraordinary man (with insane psychic power, given all the stuff he is still able to do in his weakened state).

I keep telling people that if they want an accurate comparison to what a Primarch statline should look like, just look at the Sanguinor as he could very well be the manifestation of Sanguinius (or rather Sanguinius sans his darker side). Mephiston is a bad example as he could very well no longer be human (as some of the lore potentially hints at).

Max Stats for a Primarch (excluding extenuating circumstances such as bionics, wargear, etc)...

WS no higher than 9 (most Primarchs would have 7-8, 9 should be reserved for a few close quarters specialists such as Russ).
BS no higher than 5.
S no higher than 6.
T no higher than 5.
W no higher than 4.
I no higher than 6.
A no higher than 5.
LD of 10.
SV of 2+ with an Invulnerable Save of 4+ naturally, unless they have some wargear or mental/physical trait which would make it higher.

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Made in nz
Furious Raptor






Kenya

Most of my stats are fine in accordance to your rules

I have kept the t at 6 because being bigger than all the primarchs must mean he's tougher, but if anyone else agrees then i will change it.

please check the edit.

This message was edited 2 times. Last update was at 2011/10/19 08:13:12


kitch102 wrote:Ahriman - "My lord Primarch, how do you cast the time warp?"

Magnus - "It's just a jump to the left. And then a step to the right. Put your hands on your hips. You bring your knees in tight. But it's the pelvic thrust, that really drives you insane.
Let's do the time-warp again...."

Ahriman - "O.....K...... (best call the Space Wolves, Magnus has lost it again)"
 
   
Made in gb
Steadfast Ultramarine Sergeant





Liverpool, England

I think a toughness of 6 is, if anything, low for a Primarch. I mean look at Chaplain Cassius, he's just an old Ultramarine with a few bionics and he's T6, I just think it's really hard to accurately make a Primarch using the scale we have, but I think these rules for Magnus are by far the best and fairest I've seen so far.
If I see someone over/under powering a Primarch in a similar thread, I know I'll be directing them here as a reference.
   
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Courageous Space Marine Captain






Glasgow, Scotland

my comments are in Bold and red text.

Marik Law wrote:WS no higher than 9 (most Primarchs would have 7-8, 9 should be reserved for a few close quarters specialists such as Russ).

Fine.
BS no higher than 5.

Draigo has BS 6, so does Telion. Assassins have BS 8

S no higher than 6.

7 Minimum. Higher than a Lictor is what I say.

T no higher than 5.

Draigo is 5. 7 minimum. Keeps them tougher than MCs, but less tough as C'tan abnd Wraithlords.

W no higher than 4.

5 minmum. A Primarch will take more damage than a Carnifex or Calgar.

I no higher than 6.

As fats as genestealers or Wyches?


A no higher than 5.

Russ would have more, maybe 5.

LD of 10.

SV of 2+ with an Invulnerable Save of 4+ naturally, unless they have some wargear or mental/physical trait which would make it higher.

This message was edited 4 times. Last update was at 2011/10/19 18:15:20


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Made in nz
Furious Raptor






Kenya

i think that at strength 7 and toughness 7 its going a bit to far to still be 650 pts and friendly.

Here are some plausible primarch rules http://img839.imageshack.us/img839/2737/primarchrules.jpg

I think at str 6 t 6 it has a good balance.

This message was edited 1 time. Last update was at 2011/10/19 21:08:37


kitch102 wrote:Ahriman - "My lord Primarch, how do you cast the time warp?"

Magnus - "It's just a jump to the left. And then a step to the right. Put your hands on your hips. You bring your knees in tight. But it's the pelvic thrust, that really drives you insane.
Let's do the time-warp again...."

Ahriman - "O.....K...... (best call the Space Wolves, Magnus has lost it again)"
 
   
Made in ie
Mutated Chosen Chaos Marine





Why does Magnus have the lowest BS there?

And the BS should definitely be higher than 5. Chaos Lords have 5.

Arguing with some people is like playing chess with a pigeon. You can play the best chess in the world, but at the end of the day the pigeon will still knock all the pieces off the board and then gak all over it. 
   
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Automated Rubric Marine of Tzeentch




Milwaukee, Wisconsin

Deadshot wrote:my comments are in Bold and red text.

Marik Law wrote:WS no higher than 9 (most Primarchs would have 7-8, 9 should be reserved for a few close quarters specialists such as Russ).

Fine.
BS no higher than 5.

Draigo has BS 6, so does Telion. Assassins have BS 8

S no higher than 6.

7 Minimum. Higher than a Lictor is what I say.

T no higher than 5.

Draigo is 5. 7 minimum. Keeps them tougher than MCs, but less tough as C'tan abnd Wraithlords.

W no higher than 4.

5 minmum. A Primarch will take more damage than a Carnifex or Calgar.

I no higher than 6.

As fats as genestealers or Wyches?


A no higher than 5.

Russ would have more, maybe 5.

LD of 10.

SV of 2+ with an Invulnerable Save of 4+ naturally, unless they have some wargear or mental/physical trait which would make it higher.



Deadshot, A primarch should not really be represented by his stats, the TOUGHEST Primarchs (Ferrus Manus) May have t7 but that should be the limit, honestly, as a human goes untainted by chaos should be 6, even Primarchs, Some of them should be 5, The weakest would have 4 wounds, Like Kurze for example, however, they may be faster, or more skilled that others, Magnus being a giant of a Primarch should have 6's for toughness and strength, and maybe wounds as well, but Primarchs should have special rules like, Fearless, Acute Senses, Preferred Enemy, Furious Charge, And Eternal Warrior, While they may not be as physically resilient as a gigantic lumbering carnifex, they would take just as much damage, and they would have amazing combat/shooting powers, or chapter boosting abilities, You cannot make primarchs all 7's and 8's across the board, the CRAZY special rules is what makes them what they are, special. Also, yes, primarchs are wearing up to hundreds of pounds of armour, even as great warriors, they should not step on the toes of elves in space, which are the fastest thing there is. Maybe without armor they would warrant a higher initiative but I6 for a walking tank of doom isn't actually that horrible. The attacks would be 4-6 depending on the speed and ferocity of the Primarchs, Law is right on a 2+ 4++, and LD 10, but the point is, you can't make primarchs the primarchs they are just by making their stats way OTT, its the rules that make the primarch, and the wargear he carries, this can represent all of his prowess, not, WS10 BS8 S8 T7 I8 A 24 1/2 LD 10 Sv 2++

 
   
 
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