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.