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Made in us
Perfect Shot Black Templar Predator Pilot





The Veiled Region

I am attempting to make rules for Magnus the Red. I would like to field the Primarch and am shooting for him + 1000 point Chaos army to be able to fight a 3000 point enemy. This is what I have so far and would like any input you guys can give! I tried to take the lore into consideration when making his move/skill set. Additionally, I know it will be hard to tell whether he is balanced or not (since he is worth so many points) but I think I did an alright job (worked with a few people I play with when making him). Thanks!

---------------------------------------------------------------------------------------------

Magnus the Red: 2000 Points

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


Wargear:

Primarch's Mantle - Hand-crafted Armor confiding a 2+ Armor Save and a
2+ Invulnerability Save.

The Red Mist - A mighty bladed staff, this Force Weapon is also a Power Weapon which gives rerolls on "to hit" and "to wound" rolls in close combat. It also has the following profile that can be shot along with any other weapon during the shooting phase. The attack scatters 1d6 and it may only target vehicles, but can shoot up to 2 different targets in one turn: 60" Str 10 AP 1 Barrage 2, Blast, Arch

Warpfire Gauntlet - This gauntlet forfeits the +1 attack from 2 CCWs. When in Close Combat you may use the following attack (regardless of being in close combat) as well as during Regular Shooting (counts as shooting a weapon). Whether used in Close Combat or the Shooting Phase (or both), every time it counts as a Psychic Power: Template Str 6 Ap 3


Psyker Powers: * = Standard Chaos Powers

*Doombolt - 18" Str 4 Ap 3 Assault 3

*Warptime - If successful, Psyker may reroll all to hit and to wound rolls.

*Wind of Chaos - If successful, shoot a Template. All people under the Template wound on a 4+ with no cover or armor saves allowed. Vehicles touching the template glance on a 4+.

*Gift of Chaos - Pick a unit within 6", roll a D6, if the D6 is above the units toughness they are transformed into a Chaos Spawn and removed from combat.

*Bolt of Change - 24" Str 8 Ap 1 Assault 1

The Eye of Chaos - Magnus's Single Eye holds the depths of infinite Chaos in it. The turn it is cast, every non-vehicle unit with
LoS to Magnus suffers 2d6 hits that wound on a 3+, with no Armor or Cover saves allowed. This rule does not effect Daemons, and may only be used once during the battle. All wounds caused by this do not force leadership tests.

Warp Storm - Magnus summons a hole in the Warp to transport himself where he is most needed. Magnus may use this power to Deep Strike anywhere on the field with 1d6 scatter. Every model within 6" before and after the deep strike suffer a Str 5 AP - hit. This can be used to exit Close Combat during the assault phase. If used in the assault phase, Magnus exits the field and re-enters combat during your next movement phase.


Special Rules:

Grand Sorcerer of Tzeentch - Magnus is a master of Sorcery, and may cast 3 Psychic Powers per turn; which may be the same power. Additionally, Magnus is immune to wounds from Perils of the Warp. However he must still pass the test, if the
test fails due to leadership the power simply does not go off. Being a Master Sorcerer himself, Magnus may negate any enemy Psychic Effect cast against him on a 5+.

Primarchs Fury - Magnus's fury is matched only by his fellow Primarchs. Magnus is Fearless in Close Combat, and has the Counter Attack special rule. Due to the danger imposed by standing beside the Primarch, Magnus may never attach to any squad on the field.

God Among Men - Close to death Magnus draws his Chaotic Powers out in full force. Magnus returns to the table where he died on your next turn with 2 wounds and Fleet. This ability may only be used once during the battle. It may not be used after accepting Tzeentch's Gift.

Tzeentch's Gift - Tzeentch looks over his most valued servant, ensuring he continues to fight even in death. If Magnus is removed from combat, you may return him anywhere on the table your next turn as a Tzeentch Daemon Prince, he retains all Psychic Powers available to Daemon Princes (Standard Chaos Powers).

Towering Behemoth - Magnus is a towering figure, almost twice the size of normal Men. Magnus has the Eternal Warrior special rule. He may not ride any Transport, nor enter a building.


This message was edited 1 time. Last update was at 2012/05/17 22:33:08


 
   
Made in gb
Renegade Inquisitor de Marche






Elephant Graveyard

Do you want rules for a 2000 point character that happens to be a primarch or balanced rules for a primarch?

Dakka Bingo! By Ouze
"You are the best at flying things"-Kanluwen
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Seal up your lips and give no words but mum.
Equip, Reload. Do violence.
Watch for Gerry. 
   
Made in us
Fixture of Dakka





purplefood wrote:Do you want rules for a 2000 point character that happens to be a primarch or balanced rules for a primarch?

Indeed, those things are entirely different.

This guy is ludicrously more powerful than Magnus has ever been shown to 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
Regular Dakkanaut




North Carolina

Something a bit more reasonable...something I'd actually be willing to play against.

Magnus the Red: 1000 Points

WS BS S T W I A Ld Sv
6 6 8 6 4 6 510 2+/3+


Wargear:

Primarch's Mantle - Hand-crafted Armor confiding a 2+ Armor Save and a
3+ Invulnerability Save.

The Red Mist - A mighty bladed staff, this Force Weapon is also a Power Weapon which gives rerolls on "to hit" and "to wound" rolls in close combat. It also has the following profile that can be shot along with no other weapon during the shooting phase. The attack scatters 1d6 and it may only target vehicles 36" Str 7 AP 2 Barrage 2, Blast.

Warpfire Gauntlet - This gauntlet forfeits the +1 attack from 2 CCWs. When in Close Combat you may use the following attack (regardless of being in close combat) as well as during Regular Shooting (counts as shooting a weapon). Whether used in Close Combat or the Shooting Phase (or both), every time it counts as a Psychic Power: Template Str 3 Ap 5


Psyker Powers: * = Standard Chaos Powers

*Doombolt - 18" Str 4 Ap 3 Assault 3

*Warptime - If successful, Psyker may reroll all to hit and to wound rolls.

*Wind of Chaos - If successful, shoot a Template. All people under the Template wound on a 4+ with no cover or armor saves allowed. Vehicles touching the template glance on a 4+.

*Gift of Chaos - Pick a unit within 6", roll 2 D6, if the 2D6 is above the units Ld they are transformed into a Chaos Spawn.

*Bolt of Change - 24" Str 8 Ap 2 Assault 1

The Eye of Chaos - Magnus's Single Eye holds the depths of infinite Chaos in it. The turn it is cast, every non-vehicle unit within 18" and
LoS to Magnus suffers 2d6 hits that wound on a 5+, with no Cover saves allowed. This rule does not effect Daemons, and may only be used once during the battle.

Warp Storm - Magnus summons a hole in the Warp to transport himself where he is most needed. Magnus may use this power to Deep Strike anywhere on the field with 1d6 scatter. Every model within 6" before and after the deep strike suffer a Str 5 AP - hit.


Special Rules:

Grand Sorcerer of Tzeentch - Magnus is a master of Sorcery, and may cast 3 Psychic Powers per turn. Additionally, Magnus is immune to wounds from Perils of the Warp. However he must still pass the test, if the
test fails due to leadership the power simply does not go off. Being a Master Sorcerer himself, Magnus may negate any enemy Psychic Effect cast against him on a 5+.

Primarchs Fury - Magnus's fury is matched only by his fellow Primarchs. Magnus is Fearless in Close Combat. Due to the danger imposed by standing beside the Primarch, Magnus may never attach to any squad on the field.

God Among Men - Close to death Magnus draws his Chaotic Powers out in full force. Magnus returns to the table where he died on your next turn with 1 wound. This ability may only be used once during the battle. It may not be used after accepting Tzeentch's Gift.

Towering Behemoth - Magnus is a towering figure, almost twice the size of normal Men. Magnus has the Eternal Warrior special rule. He may not ride any Transport, nor enter a building.

   
Made in gb
Grim Dark Angels Interrogator-Chaplain





Earth

there seems to be several schools of thought on the primarchs, ranging from "they are still only human" which is odd since that contradicts the fluff, this line of thought leads to the
WS BS S T
5 4 4 4
primarch

then you have the OMFG PRimarzzz school of thought, which leads to the
WS BS etc.
10 10
primarch

now i will be making my take of the primarchs in the middle ground between the two, useing existing fluff on the primarchs, useing USR's where i can

Lorgar

WS BS S T W I A LD SV
6 6 6 6 5 5 4 10 3+/ 4++
Wargear: Crozius arcanum, Bolter (counts as pistol in CC)
Special rules: Golden Warrior: once per game Lorgar may increase his WS S T and A to 7, for that game turn.
Bearer of the word: all Freindly models mays use his ld for morale and pinning checks
Fearless.


Lion El'Jonson
WS BS S T W I A LD SV
8 6 6 6 5 6 5 10 2+/4++
Wargear: The lion sword: +2 Strength, master crafted power weapon, Bolter (CC weapon)
Special rules: Master strategist: El'jonson may redeploy any unit before the game starts, but after scouts, infiltraters etc.
Untrusting: Jonson may never join another unit

Corax
WS BS S T W I A LD SV
7 6 6 6 5 7 5 10 3+/4++
Wargear:Angel wing jetpack: moves as jump infantry, confers hit and run to corax
Master crafted lightning claws (cant believe i forgot this lol)
Heavy Bolter (assault 3)
Special rules: Monstrous creature
Unseen, Unheard: Corax can infilttrate, even if the mission does not allow it. Idependent character
The Raven Guard: assault marines as troops, all infantry may fleet.

Angron
WS BS S T W I A LD SV
7 4 7 6 5 5 6 10 4+/4++
wargear: Gorefather: Angron always hits on an unmodified 2+.
Bolter(CC weapon)
Special rules: montrous creature
Rage USR
Bezerk charge: angron has +2 attacks on the charge.

Peturabo
WS BS S T W I A LD SV
6 8 5 6 4 5 4 10 2+/3++
Wargear:Master crafted thunder hammer
Heavy bolter: Assault 3
Special rules: Siege master: Any building or ruin occupied by the iron warriors confers +1 to cover save, additionally any builing or ruin occupied by
the enemy confers -1 to cover save.
The Guns never tire: Peturabo may confer his BS to any model with 6", this can be Vehicles, infantry etc. (I.E a vindicator fires useing his BS, rolls a scatter and a double 4, minus the 8 for Peturabo's BS!)

Fulgrim

WS BS S T W I A LD sv
9 5 5 6 5 8 4 10 3+/4++
Wargear: Flaming sword: Master crafted power weapon, causes D3 wounds for any unsaved wound (I.E 1 wound = 1D3, not 2 wounds = 2D3)
Bollter (CC weapon)
Special rules: The perfect warrior: Fulgrim is almost the perfect warrior, as such he may re-roll all missed to hit rolls (shooting and CC) this extends to any unit he leads, but not to any other primarch that is in the same sqaud (just in case lol)
Pride: Fulgrim will never back down from a fight, as such is his unit flees he must stay and will be subject to the "no retreat" USR.

Leman Russ
WS BS S T W I A LD SV
6 6 7 7 5 6 6 10 3+/4++
Wargear: Blade of morkai (see logan grimnar)
Bolter (CC weapon)
Special rules: Bezerker: once per game Russ may go into a berzerk rage, he and his unit gains +D6 attacks (max10)
Not just a beast: Russ crude exterior belies a shrewd tactition, he may give D6 infantry units the following USR
Hit and run, Scout, tank hunter.

Rogal Dorn
WS BS S T W I A LD SV
6 6 6 7 6 5 4 10 2+/4++
Wargear: Hammer of Dorn: Dual master crafted thunder hammers
Special Rules: Master of defence: Dorn may set up 2D6 fortifications from the following
Barb wire
Tank traps
Mine fields (max 4)
Reinforce building (max 4)
And c onfers the Stubborn USR to his army (Imperial fists only)

Alpharius
WS BS S T W I A LD SV
5 5 6 6 4 5 3 10 3+
Omegon
WS BS S T W I A LD SV
5 5 6 6 4 5 3 10 3+
Wargear: both have power weapons and bolters (CC weapon)
Special rules: We are Legion: Any unit thats A and O join counts as having the retinue special rule (so they cannot be targeted in CC as a IC, etc. )
We were never here: A and O do not setup normally, they are always held in reserve, the owning player can choose to deploy them at the begining of any of his turns, when they arive replace any member of a chosen unit (Alpha legion only) with A or O, they may fight, assault and shoot the turn they arrive.
Masters of infiltration: Any Freindly Alpha legion army has the infiiltrate USR

Sanguinius free

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

Wargear: Spear of tolesto, red sword
Frag/krak, Wings, Meltagun (counts as CCW)
Special rules: Primarch
Sangunius confers the following to a blood angels army:
Furious charge
Spear of tolesto: MC relic blade, in adition, is lew of attacking normally
Sanguinius may activate the spear, if he does so place a large blast marker over sanguinius
all enemy models take a Str6 ap3 hit
The red sword: MC force weapon

Horus

WS 9
Bs 8
S 7
T 6
W 6
I 6
A 5
LD -
Sv 2+, 3++
Wargear: Thunder mace, Claw of horus
Speacial rules: Horus may take units from both the space marine and choas codex's
Terminators may be taken as both troops and elites

Thunder mace: instead of attacking normally, hours may place a small blast template
in contact with his base, all models underneat take a str 10 ap1 hit, with no saves of any kind allowed, these hit
use the special rules of a thunder hammer.
Talom of horus: MC lightning claw, with built in MC Combi bolter, str 5 ap3
Confers +1 attack for 2 ccw

these are my bare bones primarchs to be built upon


Automatically Appended Next Post:
Ferrus manus
WS BS S T W I A LD SV
6 6 6 7 5 5 4 10 2+/3++
Wargear: Master Crafted thunder hammer
Master crafted Inferno pistol (Range 12", always counts as at half range for melta)
Special rules: The Gorgan: Ferrus manus is renouned for his toughness, he may never lose more than 1 wound due to an attack (so no force weapon of any kind etc.)
Living metal hands: Ferus may forgo useing his thunder hammer and instead use his living metal hands, they strike at iniative order and act as a power weapon that ignore invunerable saves.

Vulkan
WS BS S T W I A LD SV
6 6 6 6 4 5 4 10 2+/3++
Wargear: Master crafted Relic blade with built in Incinerator (the GK one)
Special Rules: As per Vulkan hestan (MC thunder hammer etc.)
Tbh i am not sure with this one, as there is not alot of information to go on at the moment.

KKKKHHHHAAAANNNN!!!
WS BS S T W I A LD SV
7 5 6 6(7) 4 7 5 10 3+
Wargear: Space marine bike with twin linked bolters (with the special round from the sternguard) assault 4 (replaces the ammount of shot allowed by special ammunition)
Master crafted Hunting lance (+2 str, +2 Iniative on charge, power weapon, may use in first turn of any assault)
The Great hunt: Bikes as troops choice, tac sqauds in rhinos may outflank OR scout, all bike have skilled rider (including khan)

Mortarion
WS BS S T W I A LD SV
6 5 6 7 6 5 4 10 3+/4++
Wargear: Manreaper: +d6 attacks, power weapon
Special rules: Mortarion is only wounded on a 6 by weapons that are poisoned or weapons that wound on a set value (like agonisors etc.)
Mortarion may take up to 9 troop choices, Tac sqauds are T5 and cost 18pts per model

The Pimp Daddy himself... Roboute Gulliman
WS BS S T W I A LD SV
6 6 6 6 5 5 4 10 3+/4++
Wargear: Roboute may take any of the options given to a chapter master.
special rules: Titanic might
Warrior king of ultramar: Any model in a frienly army may choose to pass or fail any morale or pinning check they are required to make.
The largest legion: Any tactical sqaud may purchase "without number" for +50 pts


Konrad Curze
WS BS S T W I A LD SV
6 6 6 6 4 6 5 9 3+/4++
Wargear: Tarot cards( curze uses these to devine possible futures, this allows him to re-roll a single invunerable save or armour save per turn)
Master cafted lightning claws
Special rules:
Fear incarnate: In order to charge curze a leadership check is needed (LS not morale, so fearless models need to still check) in combat with curze all enemy models are - 1 ld in addition to any other modifiers
Darkness calls: Any wargear item that allows bonus's to night fighting no longer work while curze in on the field (spotlights, blacksun filters etc.)
If the player chooses the first or last turn of the game is under the night fight mission rule.
Hit and run


Magnus the Red
~WS BS S T W I A LD SV
5 8 7 7 5 6 4 10 3++
Wargear: Force weapon (MC)
Special rules: Master sorceror: Magnus knows all the powers from the space marine AND chaos space marine codex, he may use up to 3 powers a turn
these may be the same power.
Magnus may confer his BS to ANY model with the psyker rules on the table.
Magnus may nulify Enemy psychic powers on a 2+, however if he fails this he takes an imediate wound, with no saves of any kind allowed, he is immunce to perils


oops forgot these ones,all these were made about 2 years ago and recent info and fluff hasnt been used to update them, but as i said they are just bare bones primarchs to be built upon , i like to keep things simple, so i didnt over doo the rules and if anything i under did them.

This message was edited 1 time. Last update was at 2012/05/18 12:43:32


 
   
Made in au
Scrap Thrall




Sydney, Australia

personally i think WS 6 is far to low for the Primarchs. I have always more seen the Demi-gods like the Phonix Lords/Assasins with the one profile for the lot. Just on the fact really there all the same bar up-bringing and there as capable as each other.

My group and i have tried a few diffent rules around the Avatar of Khaine with this as the frame: 300-350

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

Eternal Warrior, ATSKNF, Primarch (think Ulricks wolf helm) and Rites of Battle (Sicirus/Dark Angels/Black Templars)

just with a few nips and tucks per Primarch mostly in the wargear area.

   
Made in za
Fixture of Dakka




Temple Prime

DarknessEternal wrote:
purplefood wrote:Do you want rules for a 2000 point character that happens to be a primarch or balanced rules for a primarch?

Indeed, those things are entirely different.

This guy is ludicrously more powerful than Magnus has ever been shown to be.

And at the same time nowhere near worth 2000 points. A reaver titan would cost less and do much more damage.

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in gb
Grim Dark Angels Interrogator-Chaplain





Earth

hence why my primarchs are more ballanced, they are old though and i will be updating them
   
Made in ca
Calm Celestian




Windsor Ontario Canada

Magnus the red should have a low BS due to him having only one eye.
   
Made in gb
Grim Dark Angels Interrogator-Chaplain





Earth

his high bs isnt his actual BS, its his Psy sense
   
Made in us
Automated Rubric Marine of Tzeentch




Milwaukee, Wisconsin

Formosa wrote:there seems to be several schools of thought on the primarchs, ranging from "they are still only human" which is odd since that contradicts the fluff, this line of thought leads to the
WS BS S T
5 4 4 4
primarch

then you have the OMFG PRimarzzz school of thought, which leads to the
WS BS etc.
10 10
primarch

now i will be making my take of the primarchs in the middle ground between the two, useing existing fluff on the primarchs, useing USR's where i can

Lorgar

WS BS S T W I A LD SV
6 6 6 6 5 5 4 10 3+/ 4++
Wargear: Crozius arcanum, Bolter (counts as pistol in CC)
Special rules: Golden Warrior: once per game Lorgar may increase his WS S T and A to 7, for that game turn.
Bearer of the word: all Freindly models mays use his ld for morale and pinning checks
Fearless.


Lion El'Jonson
WS BS S T W I A LD SV
8 6 6 6 5 6 5 10 2+/4++
Wargear: The lion sword: +2 Strength, master crafted power weapon, Bolter (CC weapon)
Special rules: Master strategist: El'jonson may redeploy any unit before the game starts, but after scouts, infiltraters etc.
Untrusting: Jonson may never join another unit

Corax
WS BS S T W I A LD SV
7 6 6 6 5 7 5 10 3+/4++
Wargear:Angel wing jetpack: moves as jump infantry, confers hit and run to corax
Master crafted lightning claws (cant believe i forgot this lol)
Heavy Bolter (assault 3)
Special rules: Monstrous creature
Unseen, Unheard: Corax can infilttrate, even if the mission does not allow it. Idependent character
The Raven Guard: assault marines as troops, all infantry may fleet.

Angron
WS BS S T W I A LD SV
7 4 7 6 5 5 6 10 4+/4++
wargear: Gorefather: Angron always hits on an unmodified 2+.
Bolter(CC weapon)
Special rules: montrous creature
Rage USR
Bezerk charge: angron has +2 attacks on the charge.

Peturabo
WS BS S T W I A LD SV
6 8 5 6 4 5 4 10 2+/3++
Wargear:Master crafted thunder hammer
Heavy bolter: Assault 3
Special rules: Siege master: Any building or ruin occupied by the iron warriors confers +1 to cover save, additionally any builing or ruin occupied by
the enemy confers -1 to cover save.
The Guns never tire: Peturabo may confer his BS to any model with 6", this can be Vehicles, infantry etc. (I.E a vindicator fires useing his BS, rolls a scatter and a double 4, minus the 8 for Peturabo's BS!)

Fulgrim

WS BS S T W I A LD sv
9 5 5 6 5 8 4 10 3+/4++
Wargear: Flaming sword: Master crafted power weapon, causes D3 wounds for any unsaved wound (I.E 1 wound = 1D3, not 2 wounds = 2D3)
Bollter (CC weapon)
Special rules: The perfect warrior: Fulgrim is almost the perfect warrior, as such he may re-roll all missed to hit rolls (shooting and CC) this extends to any unit he leads, but not to any other primarch that is in the same sqaud (just in case lol)
Pride: Fulgrim will never back down from a fight, as such is his unit flees he must stay and will be subject to the "no retreat" USR.

Leman Russ
WS BS S T W I A LD SV
6 6 7 7 5 6 6 10 3+/4++
Wargear: Blade of morkai (see logan grimnar)
Bolter (CC weapon)
Special rules: Bezerker: once per game Russ may go into a berzerk rage, he and his unit gains +D6 attacks (max10)
Not just a beast: Russ crude exterior belies a shrewd tactition, he may give D6 infantry units the following USR
Hit and run, Scout, tank hunter.

Rogal Dorn
WS BS S T W I A LD SV
6 6 6 7 6 5 4 10 2+/4++
Wargear: Hammer of Dorn: Dual master crafted thunder hammers
Special Rules: Master of defence: Dorn may set up 2D6 fortifications from the following
Barb wire
Tank traps
Mine fields (max 4)
Reinforce building (max 4)
And c onfers the Stubborn USR to his army (Imperial fists only)

Alpharius
WS BS S T W I A LD SV
5 5 6 6 4 5 3 10 3+
Omegon
WS BS S T W I A LD SV
5 5 6 6 4 5 3 10 3+
Wargear: both have power weapons and bolters (CC weapon)
Special rules: We are Legion: Any unit thats A and O join counts as having the retinue special rule (so they cannot be targeted in CC as a IC, etc. )
We were never here: A and O do not setup normally, they are always held in reserve, the owning player can choose to deploy them at the begining of any of his turns, when they arive replace any member of a chosen unit (Alpha legion only) with A or O, they may fight, assault and shoot the turn they arrive.
Masters of infiltration: Any Freindly Alpha legion army has the infiiltrate USR

Sanguinius free

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

Wargear: Spear of tolesto, red sword
Frag/krak, Wings, Meltagun (counts as CCW)
Special rules: Primarch
Sangunius confers the following to a blood angels army:
Furious charge
Spear of tolesto: MC relic blade, in adition, is lew of attacking normally
Sanguinius may activate the spear, if he does so place a large blast marker over sanguinius
all enemy models take a Str6 ap3 hit
The red sword: MC force weapon

Horus

WS 9
Bs 8
S 7
T 6
W 6
I 6
A 5
LD -
Sv 2+, 3++
Wargear: Thunder mace, Claw of horus
Speacial rules: Horus may take units from both the space marine and choas codex's
Terminators may be taken as both troops and elites

Thunder mace: instead of attacking normally, hours may place a small blast template
in contact with his base, all models underneat take a str 10 ap1 hit, with no saves of any kind allowed, these hit
use the special rules of a thunder hammer.
Talom of horus: MC lightning claw, with built in MC Combi bolter, str 5 ap3
Confers +1 attack for 2 ccw

these are my bare bones primarchs to be built upon


Automatically Appended Next Post:
Ferrus manus
WS BS S T W I A LD SV
6 6 6 7 5 5 4 10 2+/3++
Wargear: Master Crafted thunder hammer
Master crafted Inferno pistol (Range 12", always counts as at half range for melta)
Special rules: The Gorgan: Ferrus manus is renouned for his toughness, he may never lose more than 1 wound due to an attack (so no force weapon of any kind etc.)
Living metal hands: Ferus may forgo useing his thunder hammer and instead use his living metal hands, they strike at iniative order and act as a power weapon that ignore invunerable saves.

Vulkan
WS BS S T W I A LD SV
6 6 6 6 4 5 4 10 2+/3++
Wargear: Master crafted Relic blade with built in Incinerator (the GK one)
Special Rules: As per Vulkan hestan (MC thunder hammer etc.)
Tbh i am not sure with this one, as there is not alot of information to go on at the moment.

KKKKHHHHAAAANNNN!!!
WS BS S T W I A LD SV
7 5 6 6(7) 4 7 5 10 3+
Wargear: Space marine bike with twin linked bolters (with the special round from the sternguard) assault 4 (replaces the ammount of shot allowed by special ammunition)
Master crafted Hunting lance (+2 str, +2 Iniative on charge, power weapon, may use in first turn of any assault)
The Great hunt: Bikes as troops choice, tac sqauds in rhinos may outflank OR scout, all bike have skilled rider (including khan)

Mortarion
WS BS S T W I A LD SV
6 5 6 7 6 5 4 10 3+/4++
Wargear: Manreaper: +d6 attacks, power weapon
Special rules: Mortarion is only wounded on a 6 by weapons that are poisoned or weapons that wound on a set value (like agonisors etc.)
Mortarion may take up to 9 troop choices, Tac sqauds are T5 and cost 18pts per model

The Pimp Daddy himself... Roboute Gulliman
WS BS S T W I A LD SV
6 6 6 6 5 5 4 10 3+/4++
Wargear: Roboute may take any of the options given to a chapter master.
special rules: Titanic might
Warrior king of ultramar: Any model in a frienly army may choose to pass or fail any morale or pinning check they are required to make.
The largest legion: Any tactical sqaud may purchase "without number" for +50 pts


Konrad Curze
WS BS S T W I A LD SV
6 6 6 6 4 6 5 9 3+/4++
Wargear: Tarot cards( curze uses these to devine possible futures, this allows him to re-roll a single invunerable save or armour save per turn)
Master cafted lightning claws
Special rules:
Fear incarnate: In order to charge curze a leadership check is needed (LS not morale, so fearless models need to still check) in combat with curze all enemy models are - 1 ld in addition to any other modifiers
Darkness calls: Any wargear item that allows bonus's to night fighting no longer work while curze in on the field (spotlights, blacksun filters etc.)
If the player chooses the first or last turn of the game is under the night fight mission rule.
Hit and run


Magnus the Red
~WS BS S T W I A LD SV
5 8 7 7 5 6 4 10 3++
Wargear: Force weapon (MC)
Special rules: Master sorceror: Magnus knows all the powers from the space marine AND chaos space marine codex, he may use up to 3 powers a turn
these may be the same power.
Magnus may confer his BS to ANY model with the psyker rules on the table.
Magnus may nulify Enemy psychic powers on a 2+, however if he fails this he takes an imediate wound, with no saves of any kind allowed, he is immunce to perils


oops forgot these ones,all these were made about 2 years ago and recent info and fluff hasnt been used to update them, but as i said they are just bare bones primarchs to be built upon , i like to keep things simple, so i didnt over doo the rules and if anything i under did them.


Thank you SO much. These are basic balanced Primarchs, no, all Primarchs are not strength and toughness 8. The way you make a complete Primarch is the rules and wargear, not 8-10's across the board.

 
   
Made in au
Purposeful Hammerhead Pilot






Newcastle, NSW ,Australia

3=When you think about it imperial guard are just human and are 3 across the board. Space marines are super humans and have one extra so 4 across the board. Then you have hero's of the space marines who are +1 on some of their state line. Then you would have you primarchs being a step above them.

Then you end up with the basis of a primarchs states, and then work from their to shape them to their fluff.
WS 7 - Remember they are close combat beasts and are only trumped by other primarchs and the emperor.
BS 6 - They are above a super human and have near perfect accuracy.
S 6 - they are super strong.
T 6 - They are way tougher then their space marine descendants.
W 5 - They don't go down easy.
I 8 - Their reaction time and speed is unmatched
A 6 - they are close combat ninja's they will kill you 10 times before you hit the ground.
LD 10 - They are primarchs they are great leaders, they should ignore and negative modifiers to their LD and always get to re-roll it.
SV 2+/3+ - They wore the finest terminators armour that the imperium could forge.

They were all psychers, but the would always suffer perils, remember perils is how corruption came about.
They would all be eternal warriors, and have feel no pain because they can just shrug of even the hardest enemy fire.

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Made in us
Fixture of Dakka





IXLoiero95XI wrote:
I 8 - Their reaction time and speed is unmatched

6 is as fast as they ever showed themselves to be, relative to the things they fought.
IXLoiero95XI wrote:
SV 2+/3+ - They wore the finest terminators armour that the imperium could forge.

Very few of them wore Terminator armor. Almost none had force fields of any variety. Any invulnerable save would be coming off dodging.
IXLoiero95XI wrote:
They were all psychers,

Not all of them.

"'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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The Veiled Region

DarknessEternal wrote:
This guy is ludicrously more powerful than Magnus has ever been shown to be.


"Magnus the Red finally answered the pleas of his dying sons as he made his presence known. He presented a glorious sight, clad in golden Artificer Armour, his wild red hair ablaze with psychic energy. His flesh burned with the touch of immense power, greater than anything it had ever contained before. His bladed staff threw off blinding arcs of lightning that destroyed armoured vehicles in thunderous explosions. Magnus swept his one good eye across the horrified Space Wolves, and all who met his gaze died in an instant as they were driven to madness by the stygian depths of infinite Chaos they saw there. Only Leman Russ and his Fenrisian Wolf companions stood unfazed by the sorcerous power of Magnus, a gleam of anticipation in the Wolf King’s eyes, as though he relished the idea of the coming conflict with his brother. "

http://warhammer40k.wikia.com/wiki/Fall_of_Prospero

Feel free to read about the rest of the Battle, where until he is stabbed in the eye him and LR go hand to hand as almost equals. LR earlier in the battle literally crushes waves of Thousand Sons at once, and Magnus is able to kill off almost every Space Wolf with just a stare. He is indeed that powerful, however I will take all the suggestions here into account if/whenever I play him in the game I was thinking about.
   
Made in us
Fixture of Dakka






40k wikia is fanfiction, you know.

"'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 gb
Grim Dark Angels Interrogator-Chaplain





Earth

DarknessEternal wrote:

40k wikia is fanfiction, you know.




prospero burns is fan fiction....

I do agree not all prims have I8 some were insanely fast (sanguinius/fulgrim) some were crazy tough (ferrus/vulkan/Mortarion) so when i did the rules i simplified them
   
Made in us
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The Veiled Region

It was at least produced by the Black Library, so it's a bit more on target than "fan fiction" from some random person. Either way, it is one of the accounts of Magnus and compared to what the other Primarchs should be able to do it's not out of his grasp to accomplish the things in that book.

What is the exact canon than stated about Magnus?
   
Made in us
Gore-Soaked Lunatic Witchhunter







Have I ever pointed out to anyone here that at the end of the day everything we know about any of the Primarchs is entirely composed of Imperial propaganda created by a society that venerates them as gods? Making horribly, horribly powerful rules for people we have no evidence are any more powerful than a Space Marine Special Character seems to be a giant waste of time and energy to me...

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Earth

AnomanderRake wrote:Have I ever pointed out to anyone here that at the end of the day everything we know about any of the Primarchs is entirely composed of Imperial propaganda created by a society that venerates them as gods? Making horribly, horribly powerful rules for people we have no evidence are any more powerful than a Space Marine Special Character seems to be a giant waste of time and energy to me...



True.... well... actually not true, the horus heresy books are 1st hand accounts not "look backs" from historians, if a horus heresy book says magnus can surive an attack from an eldar titan and then bitch slap is with mind bullets... then he can, now if a 40k index astartes says he can destroy worlds with said mind bullets... then that properganda
   
Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

AnomanderRake wrote:Have I ever pointed out to anyone here that at the end of the day everything we know about any of the Primarchs is entirely composed of Imperial propaganda created by a society that venerates them as gods? Making horribly, horribly powerful rules for people we have no evidence are any more powerful than a Space Marine Special Character seems to be a giant waste of time and energy to me...


When Manus dies in Fulgrim it is said Fulgrim, his murderer, is hurled about by the titanic energies realeased.
In the same book Manus hefted Forgebreaker into the air without effort. The same hammer that can't be lifted by a human and a space marine has to slightly exert himself.
Fulgrim also bests the Avatar of Khaine in combat, and rips it apart with his hands. I say that is a wee bit more powerful than your average marine.
Sanguinius is also noted as having broken a BLOODTHIRSTER over his knee. In mid air. With broken legs. How many marines do you know can lift, let along fight, a Bloodthirster single handed outside the Grey Knights?


And yes I know I am a little late but I fell asleep.

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Made in gb
Possessed Khorne Marine Covered in Spikes






The Magnus for epic could blow buildings & even titans up easily, If you go down that route then he's ridicuously powerful.
The problem is the fluff changes. Even within the HH series you have primarchs described as shining, untouchable, god-like warriors of ultimate ultimateness right down to being described as just bigger, faster more mariney marines.

 
   
Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

In the latst HH book, the Primarchs, Fulgrim destroys a warhound by mentally implanting a blackened, bulging piece of flesh that expands untill the Titan is gone, crushed.

I'm celebrating 8 years on Dakka Dakka!
I started an Instagram! Follow me at Deadshot Miniatures!
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Credit to Castiel for banner. Thanks Cas!
 
   
 
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