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Made in us
Revving Ravenwing Biker





Sherman Oaks, CA

:This has been heavily updated from the original post. Note that some comments were made before the edits. These are my WIP rules for Primarchs to be used in 40k and Apocalypse battles:

PRIMARCHS

LOYALISTS

Lion El’Jonson, Primarch of the Dark Angels – 500 points
WS BS S T W I A LD Sv
8 8 6 (7) 6 4 6 4 10 2+

Equipment:
Frag and Krak Grenades
Bolt Pistol

- Lion’s Roar: This is a Master-Crafted Combi-plasma gun (This means that if a 1 is rolled, resulting in an overheat, Lion El’Jonson may re-roll the result).

- The Lion Sword: The Lion Sword is a Master-Crafted Rune Blade that gives +1 strength. It can also be used two-handed and will confer a +2 strength bonus but Lion El’Jonson will not receive an additional attack for any close combat weapons. In addition, the sword confers the Slayer special rule. Lion El’Jonson must choose to use the sword one-handed or two-handed before any rolls are made for that combat.

- Lion Helm: The Lion helm is a masterfully crafted helmet that accompanies Lion El’Jonson’s artificer armor. It confers a 4+ invulnerable save to any unit he accompanies.

- Lion’s Armor: This armor is considered Artificer armor in all regards (2+ save). In addition, it gives Lion El’Jonson a 3+ invulnerable save.

Special Rules:
And they Shall Know no Fear
Independent Character
Eternal Warrior
Fearless
Acute Senses
Relentless

Slayer: Lion El’Jonson is a precise and efficient fighter, and has slain many beasts and opponents throughout Caliban and the galaxy. As such, Lion El’Jonson has learned the precision necessary to kill any foe. If his sword is being used one-handed then a roll of a 6 on the to-wound die will cause instant death. If the opponent is immune to instant death then it deals d3 wounds instead. If being used two handed, then the sword will cause instant death on a 5+. Again, if the opponent is immune to instant death, then the model will suffer d3 wounds.

Lion and the Wolf: Due to Lion El’Jonson’s previous experiences with Leman Russ and his Space Wolves, if the two Chapters ever find themselves allied together, then the Dark Angels will do everything in their power to prove superiority over their Space Wolf brethren. As such, if any Space Wolves are within 12” of a Dark Angels unit, then the Dark Angels unit will be given the Stubborn special rule but must pass a leadership test or be forced to fire on the nearest enemy unit. If the Dark Angels and the Space Wolves are not allied, then the Dark Angels (but not their allies) will receive the Preferred Enemy (Space Wolves) rule.

Master Tactician: Lion El’Jonson is renowned for his tactical prowess and calculating demeanor. As such, he is granted the ability to redeploy up to d3 units in his army before the game starts but after deployment OR redeploy d3 units of the opponent’s army after both sides have deployed. If redeploying an enemy unit it may not be placed in impassable terrain or within 1” of any other unit (friend or foe). In addition, he can confer one of these special rules to himself and the squad he is attached to and one other squad in the Dark Angels army – Preferred enemy, tank hunters, scout, outflank, fearless or stubborn. (He may give the same rule to his squad as another, but may not give the same squad two abilities).


Leman Russ, Primarch of the Space Wolves – 580 pts
WS BS S T W I A LD Sv
8 8 6 6 4 6 4 10 2+

Equipment:
Frag and Krak grenades
Master-Crafted Bolt Pistol

Warfare: Leman Russ has learned the ability to fight with an array of deadly weapons including spears, axes, swords, and claws. He must wield Mjalnir into combat, but may choose one other weapon along side his sword. Leman Russ may split his attacks between weapons but must declare which he will use and for how many attacks, before the combat begins:

Mjalnir: This frost blade is Leman Russ’s favored and most prized weapon. Russ’s skill with this weapon is unmatched and can throw him into an unparalleled Frenzy in the heat of battle. This weapon gives Leman Russ +d3 attacks when charging instead of the standard +1. This can be coupled with the +1 attack bonus for using two close-combat weapons.

Claw of the She-Wolf: In homage to his fallen mother wolf, Leman Russ wears a small set of claws on his off-hand. Coupled with another weapon, these can turn Leman Russ into a flurry of blades, tearing apart his opponents. This weapon counts as a close combat weapon and gives Leman Russ an extra attack when counter-charging.

Frost Axe of Fenris: This is a massive double-headed frost axe that can be wielded alongside Russ’s sword. All attacks made with this weapon will strike at -2 Initiative, but grant +2 strength. If Russ decides to use this weapon in combat at all, then the +d3 attacks granted by Frenzy cannot be used with the Frost Axe of Fenris. Instead, Russ will receive the +1 attacks conferred by using two close-combat weapons.

Spear of Russ: Although Leman Russ is not partial to this weapon he may still use it in combat. Once per turn he may make a special attack before charging. After declaring a charge, but before any close-combat attacks are made, Leman Russ may throw the spear at the enemy. It has the following profile:

Range: N/A Str: 10 AP1 Assault 1

If Leman Russ chooses to throw his spear, then he will not receive any bonuses for charging into combat (this includes his +d3 attacks from his frenzy). This attack may be used during Counter-Charge as well, but no additional attacks will be granted for charging or for having two close-combat weapons.

Armor of Russ: This set of artificer armor is superbly crafted just for Leman Russ. It gives him a 2+ save and a 3+ invulnerable save.

Helm of Russ: This terrifying helm is carried to symbolize Russ’s presence on the battlefield. As such, any enemy unit that attempts to assault Russ or his squad must pass a Ld test to do so.

Special Rules:
And they Shall Know no Fear
Independent Character
Acute Senses
Eternal Warrior
Fearless
Counter-Charge
Saga of the Wolf Born (add +1 attack for every wound caused in the previous assault phase)
Preferred Enemy (Thousand Sons)

Howl of Russ: During battle Leman Russ may unleash a fearsome war cry. Make a leadership test to see if Russ does so. If he passes, then all psychic abilities made against Space Wolves and their allies that turn must test for Perils of the Warp regardless of whether the ability is successful or not. If the attack is unsuccessful, then two tests must be made. In addition, any enemy psyker within 12” of Leman Russ suffers one additional Perils of the Warp test.

Lion and the Wolf: Due to Russ’s previous experiences with Lion El’Jonson and his Dark Angels, if the two Chapters ever find themselves allied together, then the Space Wolves will do everything in their power to prove their vicious reputation against their Dark Angel brethren. As such, if any Dark Angels are within 12” of a Space Wolves unit, then the Space Wolves unit will be given the Furious Charge special rule but must pass a leadership test or be forced to attack the nearest enemy unit.
If the Dark Angels and the Space Wolves are not allied, then the Space Wolves (but not their allies) will receive the Preferred Enemy (Dark Angels) rule.



Robute Guilliman, Primarch of the Ultramarines – 450 pts
WS BS S T W I A LD Sv
8 8 6 6 4 6 4 10 2+

Equipment:
Frag and Krak Grenades
Master-Crafted Chainsword
Master-Crafted Bolt Pistol
Master-Crafted Bolter
All types of special ammunition

Primarch Armor: This expertly crafted armor gives Robute Guilliman a 2+ save and a 3+ invulnerable save.

Master at Arms: Guilliman is a master of all forms of weaponry and may draw from any of the following weapons/weapon combinations.

May replace any of his standard weapons with the following: master-crafted plasma pistol for +15 pts, a master-crafted power sword for +15 pts, a master-crafted power fist for +25 pts or a master-crafted thunder hammer for +30 pts, a master-crafted combi-weapon (plasma, flamer, or melta) for +10 points, a master-crafted plasma gun or melta gun for +15 pts, or a twin-linked flamer for +5 points.

Orbital Strike: Guilliman commands a powerful fleet of Imperial ships. As such, he can call down an Orbital Strike anywhere on the table. If the target is within sight, then roll one d6 to determine scatter. If not, then roll 2d6. Guilliman’s BS value is not subtracted from the result rolled. The strike may take any of the following forms:

Bombardment: Imperial Ships rain down air to ground missiles, demolishing anything in their path.

Range: N/A S6 AP3 Heavy 5, Blast, Pinning, Ignores Cover,

Orbital Laser: A massive cannon fires from an orbiting ship, splitting apart the earth and melting anything in its radius.

Range: N/A S10 AP1 Heavy 1, Large Blast, Ordnance

Firestorm: Two incendiary bombs are launched from orbit, igniting the air with sparks and deadly flames.

Range: N/A S5 AP3 Heavy 2, Large Blast, Ignores Cover

Special Rules
And they Shall Know no Fear
Independent Character
Acute Senses
Eternal Warrior
Fearless
Relentless

Master of War: Robute Guilliman and any squad he joins may benefit from one of the following abilities per turn (abilities do not stack up): Preferred Enemy, Tank-Hunters, Furious Charge, or Counter Charge.


Rogal Dorn, Primarch of the Imperial Fists – 500 pts
WS BS S T W I A LD Sv
8 8 6 6 4 6 4 10 2+

Equipment
Frag and Krak Grenades
Master-Crafted Bolter
Master-Crafted Bolt pistol

Fist of Dorn: This massive armored power fist was worn proudly into battle by Rogal Dorn during the Horus Heresy. It is a master-crafted power fist that may re-roll to wound results, and causes instant death. If the target is immune to instant death it suffers d3 wounds instead. Against vehicles, the Fist of Dorn will automatically cause a crew shaken result if any hits land, and adds an additional D6 for armor penetration. The player must declare how many attacks will be made by the power fist before combat begins.

Defender of the Keep: Rogal Dorn may use this gleaming chainsword in addition to any other weapon. It is a chainsword that may re-roll all to-hit results and has the rending special rule. Additional attacks may be granted by using this weapon in conjunction with the bolt pistol. It may be used along with the Fist of Dorn but no additional attacks will be granted. The player must declare how many attacks are going to be made with the Defender of the Keep before combat starts.

Special Rules
And they Shall Know no Fear
Independent Character
Acute Senses
Eternal Warrior
Fearless
Relentless
Preferred Enemy (Iron Warriors)

Defender: Rogal Dorn is a master of defense and siege warfare. As such, any unit he joins receives +1 to their cover save rolls. In close-combat, the player in control of Rogal Dorn may allocate one extra wound to Rogal Dorn than is usually allowed in combat, as Rogal Dorn defends his brethren.

Bolster Defenses: Before the game begins, the player in possession of Rogal Dorn may select any two pieces of terrain on the table. All friendly units gain +1 to any cover saves made while in this cover. This can stack with Dorn’s Defender ability (potentially giving his squad a 2+ cover save). Remember that a roll of 1 will always fail though.

Bolter Drill: Any unit that is led by Rogal Dorn may re-roll all failed to-hit rolls with bolter weapons. (Bolt pistols, bolters, heavy bolters and twin/storm bolters).

Inspiring Presence: Rogal Dorn is golden hulk of inspiration on the battlefield. As such, all friendly units within 12” of him will benefit from the Stubborn special rule.


Corax, Primarch of the Raven guard – 500 points
WS BS S T W I A LD Sv
8 8 6 6 4 6 4 10 2+

Equipment:
Frag and Krak Grenades
Master-crafted bolt pistol

Primarch Armor: As with all primarchs, Corax is encased in a suit of expertly crafted armor. It gives Corax a 2+ save and a 3+ invulnerable save.

Raven’s Talons: These are Corax’s prized weapons and have slain hundreds of foes. They count as a pair of lightning claws that may re-roll to-hit and to-wound rolls. In addition, they give Corax the Rending special rule. For every rending result, Corax may make an additional attack.

Wings of the Raven: This is a custom built jump pack that Corax uses in battle. It confers the Surestrike special rule, and allows Corax to count as jump infantry. In addition, he may re-roll any dangerous terrain checks caused by moving in or out of difficult terrain with his jump pack.

Special Rules:
And They Shall Know No Fear
Independent Character
Acute Senses
Eternal Warrior
Fearless
Fleet
Hit and Run

Surestrike: Corax, may choose to enter play via deepstrike using the Wings of the Raven. If the squad he is accompanying is also equipped with jump packs, they may also deploy via deepstrike. If Corax does so, he and his squad will not scatter. In addition, Corax and his squad may still charge that turn, but may not shoot or run. In addition, any squad that Corax joins will benefit from the Hit and Run and Fleet rules.
If Corax is entering from deepstrike alone, he may choose to land inside an enemy squad, striking from the skies with both his claws. Place a small blast template anywhere in the squad, representing where Corax has landed. All enemies under this template suffer an automatic Str 8 hit that ignores armor (invulnerable saves are still allowed). Corax must roll a dangerous terrain test (allowed to be re-rolled due to his Wings of the Raven) if he does this attack. From this point on, the squad he has engaged is considered to be in assault and may not be shot at, but may still be assaulted. In the assault phase, Corax strikes as normal and counts as having charged. Units may not counter charge against Corax when he uses Surestrike.

Master Tactician: Corax is a master of strategy and ambush. As such, a player with Corax in his/her army may re-roll when attempting to seize the initiative. He/she may also re-roll all reserve rolls if desired. When friendly models are entering from the outflank rule, the player in control of Corax may choose which table edge those units will arrive from.



Vulkan, Primarch of the Salamanders – 500 pts
WS BS S T W I A LD Sv
8 8 6 6 4 6 4 10 2+

Equipment
Frag and Krak Grenades

Armor of the Dragon: This is a perfectly crafted set of primarch armor adorned with Kesare’s Mantle, a legendary drake scale cloak. It gives Vulkan a 2+ save and a 3+ invulnerable save.

Gauntlet of the Forge: This is a wrist-mounted heavy flamer that strikes with the following profile:

Range: Template Str: 5 AP 2 Assault 1

The Dragon’s Breathe also counts as an additional close combat weapon and can give the +1 attack bonus.

Spear of Vulkan: Vulkan uses this powerful spear in conjunction with his flamer in order to wreak havoc on the enemy. It counts as a master-crafted power weapon in all respects. If used one-handed, Vulkan will receive a +1 attack bonus for his wrist flamer. If used two-handed, he will lose this bonus but will receive +1 strength instead.

This spear also gives Vulkan the Reach special rule, which allows him to direct his attacks to any enemy Independent Character or Monstrous creature within 3”, not just base-to-base.

Drakesbane: This is a master-crafted thunder hammer in all respects. In addition, it may roll 2d6 for armor penetration and choose the highest result. Vulkan may choose to strike with this weapon in close-combat only if he is using his spear one-handed. Split attacks between the spear and hammer before combat begins and roll them in initiative order once combat has begun.

Special Rules
And they Shall Know no Fear
Independent Character
Acute Senses
Eternal Warrior
Fearless
Relentless
Reach (Spear)

Master of the Forge: Vulkan, and his Salamanders, are masters of creating flame, melta, and energy weapons. As such, all melta and flame weapons in the Salamander’s army count as being twin-linked. Also, any thunder hammers in the army benefit from the master-crafted special rule.

Dragon Slayer: Vulkan is renowned for his tenacity and ability to slay the mighty drakes that inhabit his home planet. As such, Vulkan will always wound Monstrous Creatures on a 3+. He may also re-roll any to hit rolls against Monstrous Creatures.


Sanguinius, Primarch of the Blood Angels– 600 points
WS BS S T W I A LD Sv
8 6 6 6 4 6 4 10 2+

Equipment:
Bolt Pistol
Frag and Krak Grenades

Armor of Baal: This is a golden suit of Primarch Armor. It gives Sanguinius a 2+ save and a 3+ invulnerable save.

Blade Encarmine: This Blood Angels sword is wielded in Sangunius’s off-hand during combat. It counts as a master-crafted force weapon.

Spear of Telesto: This is Sanguinius’s prized weapon and one of the most powerful pieces of wargear to ever be employed by the Imperium. In combat it counts as a master-crafted force weapon. It may be used in a variety of ways in close combat, but the player must choose before each combat begins:

Flurry of Blades: Sanguinius wields his spear and sword in tandem, holding enemies at bay and slashing them to pieces. Sanguinius receives +2 attacks for having two close combat weapons instead of the traditional +1

Wrath of Telesto: Sanguinius’s spear becomes embroiled with the psychic energy of its master. Sanguinius must pass a psychic test. If successful, Sanguinius strikes at Str 10 and his attacks cause instant death without needing to roll a psychic test for the ‘Force Weapon’ rule. If the target is immune to instant death, it causes d3 wounds instead. Sanguinius cannot receive any attack bonuses for having additional close combat weapons, charging, etc.

Red Death: Before combat begins, Sanguinius may pass a psychic test (this uses one of his available psychic abilities per turn) in order to make a pre-emptive psychic shooting attack. If Sanguinius passes the test, he fires a red beam of energy from his spear. It has the following profile:

Range: N/A Str: 7 AP2 Assault 1, blast, pinning

This attack may be used when charging or when counter charging. If used when counter charging, if the assaulting unit becomes pinned, they immediately stop their assault and become pinned where they stand, before moving to assault.

Special Rules:
And They Shall Know No Fear
Independent Character
Acute Senses
Eternal Warrior
Fearless
Relentless
Hit and Run
Counter-Charge

Wings of the Angel: As a young primarch on the moon of Baal, Sanguinius sprouted a massive pair of angelic wings. This gave him the ability of flight as well as an angelic appearance. This mutation allows Sanguinius to move as if he had a jump pack. In addition, any Blood Angels (or successor chapter) unit within 12” of Sanguinius benefits from the Fearless special rule.

Gifted: Sanguinius has been gifted with psychic abilities, fierce combat prowess, and a strong battlefield intelligence. Horus himself made remarks that Sanguinius should have been Warmaster. As such, Sanguinius is a master psycher and may use up to three of his psychic abilities per turn (this includes the Red Death and Wrath of Telesto ability above). Powers may be duplicated (with some restrictions). His abilities are as such:

Foresight: If Sanguinius successfully passes this test, then he may re-roll all to-hit and to-wound results in close combat. This ability must be made at the beginning of either player’s turn before any actions are taken.

Descent of the Angel: Sanguinius may pass a psychic test before charging. If successful, he and his squad benefit from the Furious Charge special rule, as he blinds the enemy with a blaze of light, empowering his brethren. Consequently, Sanguinius and his squad may automatically pass their hit-and-run test if they decide to do so. This may not be used when counter-charging.

Quickening: While flying is Sanguinius’s primary mode of transportation, sometimes a little extra burst of speed in combat or on the ground is required. If Sanguinius passes a psychic test, then he and his squad benefit from the Fleet special rule for one turn. If Sanguinius has used Quickening, then he may not use Descent of the Angel, as he has opted to run on the ground instead of fly.



TRAITORS

Warmaster Horus– 700 points
WS BS S T W I A LD Sv
9 9 6 6 5 7 5 10 2+

Equipment:
Frag and Krak grenades

Armor of the Warmaster: This hulking suit of Chaos terminator armor is adorned with glyphs of chaos, and the some of the remains and severed heads of Horus’s many victims. It gives Horus a 2+ save and a 3+ invulnerable save. In addition, he may re-roll one failed invulnerable save per turn.

Talon of Horus: This is the main weapon of Warmaster Horus. It is a massive lighting claw capable of ripping apart any foe. It counts as a Master-Crafted Lighting Claw and can re-roll any to-hit or to-wound roll made in close combat. It may also fire the wrist-mounted storm bolter with the following profile:

Range: 24” Str: 5 AP 2 Assault 2

Chaos Power Mace: Horus wields this mighty weapon in his off-hand, using it to crush enemies in tandem with the thrashing of his claw. It counts as a master-crafted power weapon that always wounds on a 3+ unless a better result is possible (i.e. his strength 6 allows him to wound on a 2+). It also grants an additional d3 armor penetration against vehicles. When rolling for close-combat attacks, declare how many attacks will be made with the mace and how may will be made with the claw before combat begins. Horus may still receive the +1 attack bonus for using two close combat weapons when using the mace in conjunction with the Talon of Horus.

Special Rules:
Independent Character
Acute Senses
Eternal Warrior
Fearless
Mark of Chaos Ascendant: Horus is not allied to any Chaos god in particular, but instead has seemed to have caught the eye of all four together. As such he has received +1 A (already added in stat line). In addition, he may choose one of the following bonuses per turn: +1 A, +1 I, +1 T, or the ability to automatically pass all psychic tests that turn. The chosen bonus is lost at the beginning of the next turn, but Horus may select a new bonus or renew the bonus he has already selected.

The Betrayer: Horus is the most infamous traitor to all of mankind and responsible for the split of the Space Marine forces during the Heresy. As such, all Imperial models (except the Emperor) gain the Preferred Enemy special rule against Horus and any unit he is part of. Conversely, Horus and his unit also gain the Preferred Enemy special rule against any unit benefiting from this rule.

Warmaster: Horus is a tactical genius and has acquired the highest number of victories of any of the Primarchs. As such, he benefits greatly when initiating a battle. Any army containing Horus may roll 2d6 and choose the highest when rolling to decide who gets to go first or second. Also, if attempting to seize the initiative, Horus will succeed on a 5+. After deployment, you may re-deploy Horus and any unit he is part of. Lastly, you may add +1 to all rolls made for determining if reserves arrive. Reserves still must come in on turn 2 or later, as per the normal Warhammer 40,000 rules.

Psycher: Horus may use up to 2 of the following psychic powers per turn. They are used at the beginning of Horus’s shooting phase unless otherwise noted.

Psychic Duel: Horus spots an enemy psycher and attempts to overpower them with his own psychic energy. Choose any psycher within Horus’s Line of Sight as he attempts to overpower and disrupt their psychic prowess. Both Horus and his target roll a d6 and add their LD value. If Horus ties or loses, nothing happens and the psycher may perform as normal. If Horus wins, the enemy psycher has had his defense breached and Horus disrupts his mental fortitude. The affected psycher must roll an additional d6 when attempting to use any psychic abilities.

Pavane of Slaanesh: Horus casts tempting offers into the minds of his enemies in order to overtake their better judgement and loyalty to the Emperor. Choose one enemy unit within Horus’s line of sight. If the power is successfully cast, then that unit may be moved d6” in any direction by the player in control of Horus. The unit may not be moved into impassable terrain or off the table edge.

Bolt of Change: Tzeentch’s eye has fixated itself on Horus enemies and will blast his targets into oblivion. If successfully cast, Horus gains a ranged attack with the following profile:

Range: 36” Str 9 AP 1 Assault 1

Miasma of Pestilence: Nurgle has shown his favor to Horus and encompasses him in a cloud of fetid air and disease, harming all of those who do not follow the path of Nurgle. This attack may may be used in close-combat instead of the shooting phase. All models without an allegiance to Nurgle within 3” of Horus take a Str 4 hit. Armor saves are allowed.


Angron, Primarch of the World Eaters– 550 points
WS BS S T W I A LD Sv
8 6 6 6 4 6 5 10 2+

Equipment
Frag and Krak Grenades
Master-Crafted Bolt Pistol

Gorefiend & Gorechild: Gorefiend is a Master-Crafted chain axe of massive proportions. It can be partnered with the smaller master-crafted Gorechild or used two-handed to devastate enemies. If used with Gorechild, Angron receives +d3 attacks on the charge in addition to any other bonuses added from using two close-combat weapons etc. The flurry of attacks from these two weapons can send Angron into a Blood Feast, allowing him to strike more and more. This recklessness can cause severe damage to himself and all others around him (see rule below). In addition, all of Angron’s attacks cause rending on a roll of a 3+.

If used two-handed, then Gorefather gives Angron +2S and -1I. He removes his +d3 attacks on the charge but all his attacks ignore armor. In addition, any to-wound roll of a 6 will cause instant death. If the target is immune to instant death, it suffers d3 wounds instead. Angron still has the Rending (3+) rule as well.

Daemon Armor of Khorne: This unholy set of armor is treated as daemon armor and confers a 2+ save and a 3+ invulnerable save.

Special Rules
Furious Charge
Independent Character
Eternal Warrior
Acute Senses
Rending (3+)
Fearless
Preferred Enemy (any)

Blood Feast: Angron is fully loyal to the Blood God Khorne. He will spill as much blood as possible in his name and often at the peril of his physical well being as well as those around him (friend and foe). Every to-hit result of a 6 will grant Angron another attack (which can be a 6 and continue the cycle). Conversely, if any of Angron’s to-hit rolls are a 1 (after the master-crafted re-roll), he will inflict a wound on himself or any member of his squad (invulnerable saves allowed).

Follower of Khorne: No psykers may be used in an army that uses Angron. Chaos allies may still use psykers. Also, troops may only select the Mark of Khorne upgrade when choosing a mark. Allies may use other types of troops and marks etc freely.

Daemon Prince Angron– 750 points + Daemonguard
WS BS S T W I A LD Sv
10 - 8 7 7 6 6 10 2+

Equipment
Angron’s Black Blade: Counts as a Mater-Crafted Daemon Weapon that causes instant death. If the target is immune to instant death, it causes d3+1 wounds instead (invulnerable saves are still allowed).

Daemon Armor: Grants Angron his 2+ save as well as a 4+ invulnerable save due to his Daemon skin.

Special Rules
Monstrous Creature
Furious Charge
Fearless
Daemonic Flight: Angron may move and charge as if he had a jump pack.

Roar of Hate: All enemy models within 12” of Angron suffer from -1Ld. In addition, any unit attempting to fire at or charge Angron must pass a Ld test to do so.

Blood-drinker: When Angron becomes wounded in combat, he may attempt to reap the life force of an ally or enemy in order to recover some life. When Angron drops to 3 wounds or less, he may roll a die. On the roll of a 6, Angron has successfully consumed one wound off of any friendly model within 2” of Angron. This ability may also be used against any enemy in base-to-base combat, however wounds may be allocated just as in close combat. This ability may only be used once per turn.

Daemonguard: 2-3 Bloodthirsters must accompany Angron as his personal retinue.



Mortarion, Primarch of the Deathguard– 500 pts
WS BS S T W I A LD Sv
8 8 6 6 4 5 4 10 2+

Equipment
Frag and Krak Genades

Plague Armor: Mortarion wears a corrupted set of Primarch Armor. It gives him a 2+ save, 3+ invulnerable save, and adds the Feel No Pain special rule due to Mortarion’s devotion to Nurgle. It also slows his initiative as his decaying body grows weary from the heavy armor (already accounted for in the above stats).

Reaper: This massive plague bringing scythe is Mortarion’s close-combat weapon of choice. It counts as a master-crafted power weapon with the poison 3+ rule. In addition, if a 6 is rolled on the to-wound dice, Mortarion’s scythe will cause an additional wound (invulnerable saves are allowed), as Reaper has landed a critical blow and pumped additional toxins into the victim.

The Lantern: This is a master-crafted plasma pistol that never overheats.

Special Rules
Feel No Pain
Independent Character
Acute Senses
Eternal Warrior
Fearless
Relentless

Aura of Decay: The stench of Nurgle encompasses Mortarion and his allies. Any enemy unit that attempts to charge Mortarion, or a unit he has joined, must pass a leadership test at -2 Ld. In addition, all enemies locked in combat with Mortarion or a unit he has joined will suffer from -2 Ld when determining combat resolution.


Daemon Prince Mortarion– 800 pts
WS BS S T W I A LD Sv
9 - 7 8 7 5 5 10 2+

Equipment
Reaper: Mortarion’s beloved scythe has accompanied him throughout his journey into Daemonhood, but has been further enhanced by the powers of Nurgle. It counts as a daemon weapon with the poison 3+ rule. In addition, if a 6 is rolled on the to-wound dice, Mortarion’s scythe will cause instant death. If the target is immune to instant death, Mortarion will deal d3 wounds instead.

Daemon Armor of Nurgle: This stained and rotten armor covers Mortarions body beneath billowing tattered robes. It gives Mortarion a 2+ save and the Feel No Pain Tspecial rule. Mortarion also receives a 4+ invulnerable save to due his daemon skin.

Special Rules
Monstrous Creature
Fearless
Feel No Pain

Aura of Death: The stench of Nurgle has grown even stronger with Mortarion. All enemy units within 12” of Mortarion must take a Ld test. If they fail, they immediately fall back and may not regroup until they are further than 12” away from Mortarion. In addition, any enemy unit that attempts to charge Mortarion must pass a leadership test at -2 Ld. In addition, all enemies locked in combat with Mortarion will suffer from -2 Ld when determining combat resolution.

Reap: When Mortarion falls to one wound, he may attempt to reap the life energy of a friendly model within 2” or an enemy model within base contact. On a 5+ Mortarion has successfully done so and will regain a wound and the reaped model will suffer -1W (invulnerable saves are allowed). This can be attempted as many times as is needed to regain one wound but can only be attempted once per model within 2” or base contact. Mortarion may only use Reap once per turn and if he does so, he will make no other attacks that turn. Reap has no effect on vehicles.



Fulgrim, Primarch of the Emperor’s Children– 560 pts
WS BS S T W I A LD Sv
9 8 6 6 4 8 4 10 2+

Equipment:
Frag and Krak Grenades
Master-Crafted Bolt Pistol

Laeran Daemon Weapon: This is the infamous blade recovered from the world of Laeran, and probably the sole cause for Fulgrim’s turn to Chaos. This sword counts as a master-crafted power sword, with the poison (3+) ability and causes instant death. If the target is immune to instant death, it will suffer an additional wound on the roll of a 4+, as the poisons seep into the target’s body. When Fulgrim, and any unit he accompanies, charge into close combat, they become Initiative 10 until the end of that turn.

Combat Drugs: Fulgrim and the Emperor’s Children Chaos Space Marines were known for the heavy use of pleasure enhancing drugs. As such, any unit Fulgrim accompanies may choose to use Combat Drugs at the beginning of the turn. If chosen to do so, this unit will receive +1I and the Feel No Pain special rule. However, all members of the squad must take a Toughness test (a 6 always fails) or suffer a wound (This includes Fulgrim).

Chaos Armor of Slaanesh: This suit of Primarch armor gives Fulgrim a 2+ save and a 4+ invulnerable save. Due to its lighter weight, however, Fulgrim receives +1 Initiative and +1 WS (already included).

Special Rules:
Independent Character
Acute Senses
Eternal Warrior
Fearless
Mark of Slaanesh (+1 initiative, already included)

Depravity: All models with the Mark of Slaanesh within 12” of Fulgrim become Fearless.

Seeker of Perfection: Fulgrim may re-roll any to-hit roll in close combat. If the re-roll is a failure, then Fulgrim’s unit will reduce combat resolution by 1 for that turn.

Duelist: Fulgrim has perfected the art of one-on-one combat. As such, he must always attack an enemy character or HQ choice in close combat if possible. If Fulgrim rolls a to-hit roll of a 6, he is granted an immediate extra attack against that character, as he parries and ripostes with lighting speed.


Daemon Prince Fulgrim–750 pts
WS BS S T W I A LD Sv
10 - 7 7 6 8 7 10 2+

Equipment
Laeran Daemon Blades: Bestowed to him by the powers of Slaanesh, these blades are wielded by Fulgrim in each of his four arms. They count as Master-Crafted Daemon Weapons and have the Posion (3+) rule or may roll to-wound as normal (whichever is better) and cause instant death. If the target is immune to instant death, it will suffer an additional wound.

Slaanesh Daemon Armor: This twisted set of armor is similar to Fulgrim’s original set, but has been further altered by Slaanesh. It grants a 2+ save and a 4+ invulnerable save due to Fulgrim’s daemonic skin.

Special Rules
Monstrous Creature
Fearless
Fleet

Temptations: Any enemy unit within 12” of Fulgrim must take a leadership test. If they fail, then the player controlling Fugrim may move the affected unit however they wish for the remainder of the player’s turn. In addition, any unit attempting to assault Fulgrim must pass a leadership test, or they are unable to do so.

Depravity: Fulgrim’s presence is deeply inspiring to all Chaos Forces. Any Chaos unit within 12” of Fulgrim will become Fearless unless it is already devoted to another Chaos God.



Perturabo, Primarch of the Iron Warriors– 500 pts
WS BS S T W I A LD Sv
8 8 6 6 4 6 4 10 2+

Equipment:
Frag and Krak Grenades

Traitor Forged Primarch Armor: This heavy, master crafted suit of armor gives Perturabo a 2+ save and a 3+ invulnerable save. In addition, he may re-roll one failed save result per turn (but not an invulnerable save), as Perturabo has customized his armor to near perfection.

Forgebreaker: This is a master-crafted thunder hammer, wielded by Perturabo in battle, and used to construct Chaos mechanical monstrosities. Perturabo may roll 2d6 when rolling for armor penetration against vehicles and fortifications when he uses this weapon in close combat.

Master-forged Combi-Weapon: This combi-weapon incorporates a multi-melta and twin-bolter into one. Perturabo may fire the melta twice per game, as opposed to the traditional one-shot. This heavily modified twin-bolter can also fire with the following profile:

R: 24” Str 5 AP 4 Assault 2, Twin-Linked

Siege Harness: This twisted metal contraption may be worn by Perturabo at the cost of +35 pts. It resembles a techmarine’s harness but is customized for siege warfare. It has the following weapons and attachments: Heavy flamer, plasma gun, and a servo - claw. Perturabo may fire with his combi-weapon, and one of the other ranged weapons on the harness per turn. If using the harness, Perturabo may use the servo-claw to repair any vehicle damage result within 2” on the roll of a 5+. This is made in the shooting phase, and no other actions may be taken. Perturabo may still assault after making repairs, however.

Special Rules:
Independent Character
Acute Senses
Eternal Warrior
Fearless
Relentless
Tank-Hunter
Preferred Enemy (Rogal Dorn and Imperial Fists)

Siege Master: Perturabo and his Iron warriors are masters of siege warfare. Any unit he joins benefits from the Tank-Hunter special rule and will reduce the cover save of any enemy models they fire at by 1. (Ex. A unit with a 4+ cover save would receive a 5+ cover save instead).

Master of Technology: Perturabo is a master of the forge and all forms of wargear, from hand-held weapons to lumbering mechanical behemoths and artillery pieces. At the beginning of the game, Perturabo may apply two of the following effects to different squads or vehicles, as he enhances their wargear, armor, strategies etc:

The squad/unit benefits from the Relentless special rule but also becomes Slow and Purposeful. In the case of a vehicle, it gains the Lumbering Behemoth special rule, and may only move up to 6” but can fire all weapons regardless.
The unit/vehicle may measure range before declaring a target.
The unit may increase its invulnerable armor save by 1 (a 5+ would become a 4+) or receive a 5+ invulnerable save if it does not already have one. If the selected unit is a vehicle, it may increase the AV of the front, or sides, or rear, of the vehicle by 1 (to a maximum of 14).
ALL of the unit’s weapons become rending.


Comments are always appreciated.

-VardenV2

This message was edited 4 times. Last update was at 2012/04/07 23:43:25





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Courageous Space Marine Captain






Glasgow, Scotland

Very nice. Some of these are very similar to my own primarch rules, namely the spear of russ, so I can't really fault you there.

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[CLASSIFIED]

I like them. Not over the top but just right for a Primarch.
Very well done.



in Inquisitor, a Space Marine can take a krak grenade, pull out the pin, eat the grenade, throw the pin, and the thrown pin will actually kill a normal man, whereas the Space Marine won't even have indigestion. This has actually happened in a game. Hell, a marine can throw his bolt shells and do more damage than by shooting his boltgun 
   
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Mostly acceptable, so good job there. Toughness 6 is enough though.

Lion:
His shooting weapon was The Lion's Roar. Azrael carries it now. Its stats are in Codex Dark Angels.

"'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

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Sherman Oaks, CA

Deadshot wrote:Very nice. Some of these are very similar to my own primarch rules, namely the spear of russ, so I can't really fault you there.


Yes I read your page extensively and took what I liked. So thanks for that haha.

Mostly acceptable, so good job there. Toughness 6 is enough though.

Lion:
His shooting weapon was The Lion's Roar. Azrael carries it now. Its stats are in Codex Dark Angels.


Thanks for that. I couldn't remember what it was called. So in this case it would be a combi-plas IIRC. I haven't used Azrael but of course I play DA.

I ave written up rules for Angron in both forms as well. I will post them shortly. My other friend plays Chaos with a heavy influence on World Eaters lore etc. so we figured we'd put him in our bash as well haha.

-VardenV2





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DarknessEternal wrote:Mostly acceptable, so good job there. Toughness 6 is enough though.

Lion:
His shooting weapon was The Lion's Roar. Azrael carries it now. Its stats are in Codex Dark Angels.


nope it was made after the fall of caliban whatever lion carried was not found yet

8000 Dark Angels (No primaris)
10000 Lizardmen (Fantasy I miss you)
3000 High Elves
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captain collius wrote:
DarknessEternal wrote:Mostly acceptable, so good job there. Toughness 6 is enough though.

Lion:
His shooting weapon was The Lion's Roar. Azrael carries it now. Its stats are in Codex Dark Angels.


nope it was made after the fall of caliban whatever lion carried was not found yet

I stand corrected. Not sure why I thought that. (also, it's the Lion's Wrath but that's hardly still relevant to this thread).

"'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. 
   
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Courageous Space Marine Captain






Glasgow, Scotland

VardenV2 wrote:
Deadshot wrote:Very nice. Some of these are very similar to my own primarch rules, namely the spear of russ, so I can't really fault you there.


Yes I read your page extensively and took what I liked. So thanks for that haha.


Thanks and your welcome! Its great to know a.months work was read and appreciated!

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Sherman Oaks, CA

captain collius wrote:
DarknessEternal wrote:Mostly acceptable, so good job there. Toughness 6 is enough though.

Lion:
His shooting weapon was The Lion's Roar. Azrael carries it now. Its stats are in Codex Dark Angels.


nope it was made after the fall of caliban whatever lion carried was not found yet


Ok thanks. It did feel iffy but i couldn't find any information as to what weapon he used, aside from the sword. I imagine it was a large array, but a plasma pistol, gun, or combi-plas seemed to make the mos sense. Do you think I should give him back his plasma pistol instead of a bolt pistol and call it a day? Or should I give him a bolt pistol for the +1 attack and then give him a combi-plas, like Azrael? I mean, primarchs are the inspiration for many of the CHapter Masters after all.

-VardenV2




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Lion El’Jonson – 500 points
WS BS S T W I A LD Sv
8 8 6 (7) 6 4 6 4 10 2+

Equipment:
Frag and Krak Grenades
Bolt pistol

- Lion’s Roar: This is a Master-Crafted Combi-plasma gun (This means that if a 1 is rolled, resulting in an overheat, Lion El’Jonson may re-roll the result).

- The Lion Sword: The Lion Sword is a Master-Crafted Rune Blade that gives +1 strength. It can also be used two-handed and will confer a +2 strength bonus but Lion El’Jonson will not receive an additional attack for any close combat weapons. In addition, the sword confers the Slayer special rule. Lion El’Jonson must choose to use the sword one-handed or two-handed before any rolls are made for that combat.

- Lion Helm: The Lion helm is a masterfully crafted helmet that accompanies Lion El’Jonson’s artificer armor. It confers a 4+ invulnerable save to any unit he accompanies.

- Lion’s Armor: This armor is considered Artificer armor in all regards (2+ save). In addition, it gives Lion El’Jonson a 3+ invulnerable save.

Special Rules:
And they Shall Know no Fear
Independent Character
Eternal Warrior
Fearless
Acute Senses
Relentless

Slayer: Lion El’Jonson is a precise and efficient fighter, and has slain many beasts and opponents throughout Caliban and the galaxy. As such, Lion El’Jonson has learned the precision necessary to kill any foe. If his sword is being used one-handed then a roll of a 6 on the to-wound die will cause instant death. If the opponent is immune to instant death then it deals d3 wounds instead. If being used two handed, then the sword will cause instant death on a 5+ instead. Again, if the opponent is immune to instant death, then the model will suffer d3 wounds instead.

Lion and the Wolf: Due to Lion El’Jonson’s previous experiences with Leman Russ and his Space Wolves, if the two Chapters ever find themselves allied together, then the Dark Angels will do everything in their power to prove superiority over their Space Wolf brethren. As such, if any Space Wolves are within 12” of a Dark Angels unit, then the Dark Angels unit will be given the Stubborn special rule but must pass a leadership test or be forced to fire on the nearest enemy unit. (continued)
If the Dark Angels and the Space Wolves are not allied, then the Dark Angels (but not their allies) will receive the Preferred Enemy (Space Wolves) rule.

Master Tactician: Lion El’Jonson is renowned for his tactical prowess and calculating demeanor. As such, he is granted the ability to redeploy up to d3 units in his army before the game starts but after deployment OR redeploy d3 units of the opponent’s army after both sides have deployed. If redeploying an enemy unit it may not be placed in impassable terrain or within 1” of any other unit (friend or foe). In addition, he can confer one of these special rules to himself and the squad he is attached to and one other squad in the Dark Angels army – Preferred enemy, tank hunters, scout, outflank, fearless or stubborn. (He may give the same rule to his squad as another, but may not give the same squad two abilities).


Leman Russ – 580 pts
WS BS S T W I A LD Sv
8 8 6 6 4 6 4 10 2+

Equipment:
Frag and Krak grenades
Master-Crafted Bolt Pistol

Warfare: Leman Russ has learned the ability to fight with an array of deadly weapons including spears, axes, swords, and claws. He must wield Mjalnir into combat, but may choose one other weapon along side his sword. Leman Russ may split his attacks between weapons but must declare which he will use and for how many attacks, before the combat begins:

Mjalnir: This frost blade is Leman Russ’s favored and most prized weapon. Russ’s skill with this weapon is unmatched and can throw him into an unparalleled Frenzy in the heat of battle. This weapon gives Leman Russ +d3 attacks when charging instead of the standard +1. This can be coupled with the +1 attack bonus for using two close-combat weapons.

Claw of the She-Wolf: In homage to his fallen mother wolf, Leman Russ wears a small set of claws on his off-hand. Coupled with another weapon, these can turn Leman Russ into a flurry of blades, tearing apart his opponents. This weapon counts as a close combat weapon and gives Leman Russ an extra attack when counter-charging.

Frost Axe of Fenris: This is a massive double-headed frost axe that can be wielded alongside Russ’s sword. All attacks made with this weapon will strike at -2 Initiative, but grant +2 strength. If Russ decides to use this weapon in combat at all, then the +d3 attacks granted by Frenzy cannot be used with the Frost Axe of Fenris. Instead, Russ will receive the +1 attacks conferred by using two close-combat weapons.

Spear of Russ: Although Leman Russ is not partial to this weapon he may still use it in combat. Once per turn he may make a special attack before charging. After declaring a charge, but before any close-combat attacks are made, Leman Russ may throw the spear at the enemy. It has the following profile:

Range: N/A Str: 10 AP1 Assault 1

If Leman Russ chooses to throw his spear, then he will not receive any bonuses for charging into combat (this includes his +d3 attacks from his frenzy). This attack may be used during Counter-Charge as well, but no additional attacks will be granted for charging o for having two close-combat weapons.

Armor of Russ: This set of artificer armor is superbly crafted just for Leman Russ. It gives him a 2+ save and a 3+ invulnerable save.
Helm of Russ: This terrifying helm is carried to symbolize Russ’s presence on the battlefield. As such, any enemy unit that attempts to assault Russ or his squad must pass a Ld test to do so.

Special Rules:
And they Shall Know no Fear
Independent Character
Acute Senses
Eternal Warrior
Fearless
Counter-Charge
Saga of the Wolf Born (add +1 attack for every wound caused in the previous assault phase)
Preferred Enemy (Thousand Sons)

Howl of Russ: During battle Leman Russ may unleash a fearsome war cry. Make a leadership test to see if Russ does so. If he passes, then all psychic abilities made against Space Wolves and their allies that turn must test for Perils of the Warp regardless of whether the ability is successful or not. If the attack is unsuccessful, then two tests must be made. In addition, any enemy psycher within 12” of Leman Russ suffers one additional Perils of the Warp test.

Lion and the Wolf: Due to Russ’s previous experiences with Lion El’Jonson and his Dark Angels, if the two Chapters ever find themselves allied together, then the Space Wolves will do everything in their power to prove their vicious reputation against their Dark Angel brethren. As such, if any Dark Angels are within 12” of a Space Wolves unit, then the Space Wolves unit will be given the Furious Charge special rule but must pass a leadership test or be forced to attack the nearest enemy unit.
If the Dark Angels and the Space Wolves are not allied, then the Space Wolves (but not their allies) will receive the Preferred Enemy (Dark Angels) rule.


Angron– 550 points
WS BS S T W I A LD Sv
8 6 6 6 4 6 5 10 2+

Equipment
Frag and Krak Grenades
Master-Crafted Bolt Pistol

Gorefiend & Gorechild: Gorefiend is a Master-Crafted chain axe of massive proportions. It can be partnered with the smaller master-crafted Gorechild or used two-handed to devastate enemies. If used with Gorechild, Angron receives +d3 attacks on the charge in addition to any other bonuses added from using two close-combat weapons etc. The flurry of attacks from these two weapons can send Angron into a Blood Feast, allowing him to strike more and more. This recklessness can cause severe damage to himself and all others around him (see rule below). In addition, all of Angron’s attacks cause rending on a roll of a 5+.
If used two-handed, then Gorefather gives Angron +2S and -1I. He removes his +d3 attacks on the charge but all his attacks ignore armor. In addition, any to-wound roll of a 6 will cause instant death. If the target is immune to instant death, it suffers d3 wounds instead. Angron still has the Rending (5+) rule as well.

Daemon Armor of Khorne: This unholy set of armor is treated as daemon armor and confers a 2+ save and a 3+ invulnerable save.

Special Rules
Furious Charge
Independent Character
Eternal Warrior
Acute Senses
Rending (5+)
Fearless
Preferred Enemy (any)

Blood Feast: Angron is fully loyal to the Blood God Khorne. He will spill as much blood as possible in his name and often at the peril of his physical well being as well as those around him (friend and foe). Every to-hit result of a 6 will grant Angron another attack (which can be a 6 and continue the cycle). Conversely, if any of Angron’s to-hit rolls are a 1 (after the master-crafted re-roll), he will inflict a wound on himself or any member of his squad (invulnerable saves allowed).

Follower of Khorne: No psykers may be used in an army that uses Angron. Chaos allies may still use psykers. Also, Khorne berserkers are the only troop choice available to Angron’s army. Allies may use other types of troops freely.
Daemon Prince Angron– 750 points + Daemonguard
WS BS S T W I A LD Sv
10 - 8 7 7 6 6 10 2+

Equipment
Angron’s Black Blade: Counts as a Mater-Crafted Daemon Weapon that causes instant death. If the target is immune to instant death, it causes d3+1 wounds instead (invulnerable saves are still allowed).

Daemon Armor: Grants Angron his 2+ save as well as a 4+ invulnerable save due to his Daemon skin.

Special Rules
Monstrous Creature
Furious Charge
Daemonic Flight: Angron may move and charge as if he had a jump pack.

Roar of Hate: All enemy models within 12” of Angron suffer from -1Ld. In addition, any unit attempting to fire at or charge Angron must pass a Ld test to do so.

Blooddrinker: When Angron becomes wounded in combat, he may attempt to reap the life force of an ally or enemy in order to recover some life. When Angron drops to 3 wounds or less, he may roll a die. On the roll of a 6, Angron has successfully consumed one wound off of any friendly model within 2” of Angron. This ability may also be used against any enemy in base-to-base combat, however wounds may be allocated just as in close combat. This ability may only be used once per turn.

Daemonguard: 2-3 Bloodthirsters must accompany Angron as his personal retinue.


Robute Guilliman – 450 pts
WS BS S T W I A LD Sv
8 8 6 6 4 6 4 10 2+

Equipment:
Frag and Krak Grenades
Master-Crafted Chainsword
Master-Crafted Bolt Pistol
Master-Crafted Bolter
All types of special Ammunition

Primarch Armor: This expertly crafted armor gives Robute Guilliman a 2+ save and a 3+ invulnerable save.

Master at Arms: Guilliman is a master of all forms of weaponry and may draw from any of the following weapons/weapon combinations.

May replace master-crafted bolt pistol with a master-crafted plasma pistol for + 15 pts.
May replace master-crafted chainsword with a master-crafted power sword for +15 pts, A master-crafted power fist for +25 pts, or a master-crafted thunder hammer +30 pts.
May replace the master-crafted bolter with a master-crafted combi-weapon (plasma, flamer, or melta) for +10 points, a master-crafted plasma gun or melta gun for +15 pts, or a twin-linked flamer for +5 points.

Gauntlets of Ultramar: These massive power fists are expertly crafted to deliver punishment to the enemy. Each is equipped with a built-in bolters that uses the following profile:

Range: 24” S6 AP2 Assault 2 (twin linked)

In addition, these twin power fists grant the Titan’s Strength ability, allowing for Robute Guilliman to strike at Str 10 and use 2d6 when rolling for armor penetration. They also allow for the +1 attack bonus for using two close-combat weapons. The Gauntlets of Ultramar may be taken for +75 pts, and replace all weapons and ammunition types.

Orbital Strike: Guilliman commands a powerful fleet of Imperial ships. As such, he can call down an Orbital Strike anywhere on the table. If the target is within sight, then roll one d6 to determine scatter. If not, then roll 2d6. Guilliman’s BS value is not subtracted from the result rolled. The strike may take any of the following forms:


(continued)
Bombardment: Imperial Ships rain down air to ground missiles, demolishing anything in their path.

Range: N/A S6 AP3 Heavy 5, Blast, Pinning, Ignores Cover,

Orbital Laser: A massive cannon fires from an orbiting ship, splitting apart the earth and melting anything in its radius.

Range: N/A S10 AP1 Heavy 1, Large Blast, Ordanance

Firestorm: Two incendiary bombs are launched from orbit, igniting the air with sparks and deadly flames.

Range: N/A S5 AP3 Heavy 2, Large Blast, Ignores Cover

Special Rules
And they Shall Know no Fear
Independent Character
Acute Senses
Eternal Warrior
Fearless
Relentless

Master of War: Robute Guilliman and any squad he joins may benefit from one of the following abilities per turn (abilities do not stack up): Preferred Enemy, Tank-Hunters, Furious Charge, or Counter Charge.

These are the revised and additional primarchs i have come up with. I guess I kinda got hooked and wanted to just make rules for all of em instead of just the two or three we were going to use. Please let me know if any changes should be made, as I am less familiar with some of these primarchs.

-VardenV2




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Nigel Stillman





Austin, TX

I already mentioned this to you but I really like the stats so far. I'll leave it to you to make choices regarding what you want to do with the Angron Primarch rules I sent you, though I figure they're pretty balanced so no worries.

As for Roboute, I'd make it so that the Gauntlets of Ultramar came standard and add 50 points to his price tag. I know that the current Space Marine codex has rules for them already (2 Powerfists with Str5 Ap2 bolters iirc) so you could just add those.
   
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Sadistic Inquisitorial Excruciator






The Midlands

Maybe +1I, +1W, +1A and lose a toughness, loving the rules etc however, great work!

 
   
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Violent Space Marine Dedicated to Khorne





I would suggest that Leman Russ had six attacks, as he was famed for his savagery. If he only had four he'd have the same as a wolf lord then. I would also give him saga of majesty, as he was well respected by his fellow fenrisians, and confer his Preferred Enemy Thousand Sons to any army he was in.

Maybe you could make some rules for his special retinue of wolf guard also!

Other than that, love the rules especially the multiple combat weapons that Russ can field.
   
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Hoary Long Fang with Lascannon



Marrickville (sydney) NSW, Australia

I would lose the berserker's only for angron. Khorne isn't just about berserkers. Maybe make it so that everyone has to have the mark or khorne instead?

ChrisWWII wrote:"Yea verily, though I pass through the valley of the shadow of death, I shall fear no evil for I am driving a house sized mass of FETH YOU!"

themocaw wrote:I view slaanesh as a giant ball of boobs and genitalia of both sexes.

Edmondblack: There's something about some str10, AP2 blast weaponry which says "i love you" in that very special way. 
   
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Revving Ravenwing Biker





Sherman Oaks, CA

I am really liking all of these suggestions. I think I will add an attack to everyone and make their T6 all across the board.

My main concern with giving Russ 4,5, or 6 attacks his that he will become incredibly overpowered on the charge. He gets +d3 attacks as is + his attacks for the previous turn. I feel that those would add up to make him a close combat monster. I'll give him the same base stats as everyone already has.

For Angron, I looked at the Forge World rules and in Daemon form he can only take berserkers. I think I will keep that, but in Primarch form I like that all followers must take mark of Khorne (not really a downside)

thanks for your suggestions




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Grim Dark Angels Interrogator-Chaplain





Earth

if you have not read the new Heresy book i will fill you in on a couple of details, Roboute didnt have twin fists, he has 1 and a power sword (prob a special one), the man is a living computer, so his rules should reflect his logistical matery
   
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Sherman Oaks, CA

Formosa wrote:if you have not read the new Heresy book i will fill you in on a couple of details, Roboute didnt have twin fists, he has 1 and a power sword (prob a special one), the man is a living computer, so his rules should reflect his logistical matery


Ok thanks for the update. I wasn't sure if he had them or not. I heard from some people that he did and from others that he did not.

Now, to follow up on the second suggestion, how might I do such a thing? I mean, he has a sort of tactical rule like Lion does. Should I have a X can be taken as an X choice to let your army be more flexible or focused depending on the moment or what? I'm not quite sure.

-VardenV2




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How's about for the Power Fist(s) that Roboute has, because he is a Primarch the Initiative decrease is only half because of his great strength?

 
   
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Or no Int penalty? Abbadon has an Int order PF IIRC and he isn't even a Primarch.

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Formosa wrote:if you have not read the new Heresy book i will fill you in on a couple of details, Roboute didnt have twin fists, he has 1 and a power sword (prob a special one), the man is a living computer, so his rules should reflect his logistical matery

Lion was the living computer. Roboute was also strategically sharp, but his ultimate skill was in organization.

Also, Angron already has stats from GW. And they remembered that he carried a big black sword, given to him by the Emperor, not axes. Shame the authors of the Horus Heresy series were unaware of that.

"'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.


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Didn't he have Gorechild and Horefather and give Child to Kharn? I think he broke Father so he got the Black Blade.

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Deadshot wrote:Didn't he have Gorechild and Horefather and give Child to Kharn? I think he broke Father so he got the Black Blade.

No. Kharn built Gorechild himself for himself.

"'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.


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I think that Russ should have more base attacks and less of a charge bonus. If you look at his base stats, he is almost exactly the same as the Lion (not counting his charge bonus). However, Lion has much better tactical abilities, and I don't think that Russ's +d3 attacks compare to Lion's tactical buffs and the fact that he gives his squad a 3++ save. I think they are even right now, just not as fluff representative as they should be. Russ should be able to best pretty much everyone (exception: maybe not Angron) in close combat, but the Lion should easily out think Russ.
Russ - more base attacks, less charge bonus, weaker tactical special rule
Lion - tone down wargear just a little, maybe?

I'm not expert, but I guess the bottom line I guess is that I would polarize Russ and the Lion a little bit more, make their strength's stronger and their weaknesses greater.

P.S. - I know I play Space Wolves, but I try not to be biased!

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lizardwolf19 wrote:I think that Russ should have more base attacks and less of a charge bonus. If you look at his base stats, he is almost exactly the same as the Lion (not counting his charge bonus). However, Lion has much better tactical abilities, and I don't think that Russ's +d3 attacks compare to Lion's tactical buffs and the fact that he gives his squad a 3++ save. I think they are even right now, just not as fluff representative as they should be. Russ should be able to best pretty much everyone (exception: maybe not Angron) in close combat, but the Lion should easily out think Russ.
Russ - more base attacks, less charge bonus, weaker tactical special rule
Lion - tone down wargear just a little, maybe?

I'm not expert, but I guess the bottom line I guess is that I would polarize Russ and the Lion a little bit more, make their strength's stronger and their weaknesses greater.

P.S. - I know I play Space Wolves, but I try not to be biased!


I play Dark Angels so I try not to be biased either haha. I mean, you also have to consider that Russ can take the axe and give himself a lot of killing potential. The one thing that I think everyone is forgetting is that Leman Russ is a 'snowball' character. For every kill he gets the turn previous (which is going to be a lot) he gets more and more attacks. Say he fights Lion, he is going to be getting WAAAAAY more attacks and kills throughout the game than Lion will be. He can realistically be getting around 10 attacks every turn as long as he stays in combat, which is pretty damn gross. Lion will pretty much always be at 5 or 6 attacks (albeit a little stronger sometimes). I think it adds a much different style to them, and imo Russ would definitely beat Lion in combat with these stats (depending on what gear he brought). These are just my thoughts however. If anyone else has more to add, please do so. I am open to suggestions.

I am sort of trying to go for 'styles' of characters. Support/versatile, 1v1, and 'snowball' or slayer characters (or a mix). Lion is a support/1v1, Russ is a slayer/versatile. Angron would be a slayer/1v1. I have made up some rules for Vulkan as well and he is a support/1v1 (monster slayer) etc.




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You're right, I hadn't factored in the Saga of the Warrior Born type effect. And in the end, all Primarchs should be pretty damn deadly in CC. In that case, I can definitely see Russ being better at taking out hordes and whatnot. I certainly agree with you that the Primarchs should each posses a very different style!

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lizardwolf19 wrote:You're right, I hadn't factored in the Saga of the Warrior Born type effect. And in the end, all Primarchs should be pretty damn deadly in CC. In that case, I can definitely see Russ being better at taking out hordes and whatnot. I certainly agree with you that the Primarchs should each posses a very different style!


Yes sir! Deadly in all forms I'd say, just some prefer other forms haha.

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VardenV2 wrote:
lizardwolf19 wrote:You're right, I hadn't factored in the Saga of the Warrior Born type effect. And in the end, all Primarchs should be pretty damn deadly in CC. In that case, I can definitely see Russ being better at taking out hordes and whatnot. I certainly agree with you that the Primarchs should each posses a very different style!


Yes sir! Deadly in all forms I'd say, just some prefer other forms haha.

-VardenV2


Varden, is there any chance you could make a list of all the primarchs? especialy sanguinius as i play ba as well. horus before chaos, and chaos horus that fought the emperor and sanguinius on his ship. you could make a pdf with all the primarchs, if you really get into it, you could make base rules for every famous character that you would like, I know that I would use it in all my games etc, I play with about 8 people, and it would be cool if there was a balanced template, with pts costs (it would be cool if all primarchs were the same pt cost, and strengths roughly). I would support this 100%.
   
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sanguinius1123 wrote:
VardenV2 wrote:
lizardwolf19 wrote:You're right, I hadn't factored in the Saga of the Warrior Born type effect. And in the end, all Primarchs should be pretty damn deadly in CC. In that case, I can definitely see Russ being better at taking out hordes and whatnot. I certainly agree with you that the Primarchs should each posses a very different style!


Yes sir! Deadly in all forms I'd say, just some prefer other forms haha.

-VardenV2


Varden, is there any chance you could make a list of all the primarchs? especialy sanguinius as i play ba as well. horus before chaos, and chaos horus that fought the emperor and sanguinius on his ship. you could make a pdf with all the primarchs, if you really get into it, you could make base rules for every famous character that you would like, I know that I would use it in all my games etc, I play with about 8 people, and it would be cool if there was a balanced template, with pts costs (it would be cool if all primarchs were the same pt cost, and strengths roughly). I would support this 100%.


Hey man, I'm helping Varden out with rules for all of the Primarchs (though it's primarily him who's working on them since it was his idea!) and the ultimate goal as far as I know is to have rules for all of the Primarchs.

Right now we're working on the Chaos Horus, and Sanguinius is definitely going to be worked on soon I'm sure.
As for all Primarchs being primarily the same point cost and strengths, I don't want to speak for Varden but each Primarch had their own individual strength so they're not all going to be able to duke it out evenly. For example, Angron and Russ will definitely be able to beat Vulkan or Dorn in close combat but Vulkan and Dorn have other strengths.
However, most of the Primarchs are fairly evenly priced so that shouldn't be a big deal!

Chaos Horus is going to be the most powerful because let's face it, he was the most powerful. Of course, he will cost more points.

If you wanted to start playtesting them now that would be awesome and would definitely speed up the process! haha

This message was edited 1 time. Last update was at 2012/03/22 02:18:00


 
   
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Vladsimpaler wrote:
sanguinius1123 wrote:
VardenV2 wrote:
lizardwolf19 wrote:You're right, I hadn't factored in the Saga of the Warrior Born type effect. And in the end, all Primarchs should be pretty damn deadly in CC. In that case, I can definitely see Russ being better at taking out hordes and whatnot. I certainly agree with you that the Primarchs should each posses a very different style!


Yes sir! Deadly in all forms I'd say, just some prefer other forms haha.

-VardenV2


Varden, is there any chance you could make a list of all the primarchs? especialy sanguinius as i play ba as well. horus before chaos, and chaos horus that fought the emperor and sanguinius on his ship. you could make a pdf with all the primarchs, if you really get into it, you could make base rules for every famous character that you would like, I know that I would use it in all my games etc, I play with about 8 people, and it would be cool if there was a balanced template, with pts costs (it would be cool if all primarchs were the same pt cost, and strengths roughly). I would support this 100%.


Hey man, I'm helping Varden out with rules for all of the Primarchs (though it's primarily him who's working on them since it was his idea!) and the ultimate goal as far as I know is to have rules for all of the Primarchs.

Right now we're working on the Chaos Horus, and Sanguinius is definitely going to be worked on soon I'm sure.
As for all Primarchs being primarily the same point cost and strengths, I don't want to speak for Varden but each Primarch had their own individual strength so they're not all going to be able to duke it out evenly. For example, Angron and Russ will definitely be able to beat Vulkan or Dorn in close combat but Vulkan and Dorn have other strengths.
However, most of the Primarchs are fairly evenly priced so that shouldn't be a big deal!

Chaos Horus is going to be the most powerful because let's face it, he was the most powerful. Of course, he will cost more points.

If you wanted to start playtesting them now that would be awesome and would definitely speed up the process! haha


Awesome, I would definitely try to get my group to adopt these rules. but could you do some xenos as well? famous tau or eldar or orks. they would be weaker then primarchs, but my group is half of each. Would be awesome though thanks.
   
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Hey guys, glad to hear that you all are liking the responses! I have added Rogal Dorn and Vulkan and Mortarion in Primarch and Daemon form. I am still doing research to conclude Vulkan (which is proving to be difficult) as well as Sanguinius, Corax, Ferrus Manus, and Conrad Curze.

I am intent on getting all the loyal primarchs done ASAP, as the Chaos ones have a lot more 'crazy' to consider and are very diverse. Sanguinius is #1 on the list in terms of loyals.

As Vladsimpaler said, I am working on a PDF with pics etc just like a GW dex, however I have not found a way to accurately post it yet. Can anyone help me out with this?

I am mostly responsible for the primarchs but Vlad has taken the liberty of updating me on some of the Chaos participants, as he is more familiar with them (although I do love Mortarion).

-VardenV2




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