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![[Post New]](/s/i/i.gif) 2009/11/07 07:00:45
Subject: Re:The Primarch Project and the End Times
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Tough-as-Nails Ork Boy
Winston-Salem/Chattanooga
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Slow down here guys. Maybe a few of the demon primarchs get psychic powers (not angron), but as a generic template I think that being super pskers makes no sense. Magnus was pretty much the only real psker of the group. Traitor primarchs, definitely give magnus his due and maybe a few to mortarion or lorgrar. but loyalist primarchs are a bit short in that department.
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![[Post New]](/s/i/i.gif) 2009/11/10 07:37:38
Subject: Re:The Primarch Project and the End Times
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Speedy Swiftclaw Biker
CT, RSA
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I second the motion! Only Magnus and Lorgar were considered psychic at all (prescience doesn't count) With the manreaper thing I mean give him a moerse scythe rather than a sword and give it the rules you want, just seems more thematic...? The two bodyguards are mentioned in Flight of the Eisenstein. They weild manreapers and never remove their helms or speak. Supposedly a warrior is chosen by the primarch and struck from the rolls (listed as KIA) so know one but Mortarion knows who they realy are. I think theyre called the Slain or something to that effect in reference to their position as 'dead' warriors. Maybe now that he's a traitor they may be daemons? realy not sure of the name though.
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This message was edited 2 times. Last update was at 2009/11/10 09:00:44
"A fortress circumvented ceases to be an obstacle. A fortress destroyed ceases to be a threat. Never forget the difference"-Leman Russ
If you see the Wolf Scout he's the distraction...
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![[Post New]](/s/i/i.gif) 2009/11/10 21:09:39
Subject: Re:The Primarch Project and the End Times
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Battlewagon Driver with Charged Engine
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Well, I certainly don't want to give him a scythe if his bodyguards have Manreapers. Mortarion needs to stick out!
That said, if you should ever make a Mortarion model and use these rules, by all means use a Manreaper. Don't let my preconceptions stop you.
I'm adding the Slain. Tell me what y'all think.
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![[Post New]](/s/i/i.gif) 2009/11/12 06:52:49
Subject: The Primarch Project and the End Times
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One Canoptek Scarab in a Swarm
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I like this. I've done one for the smurfs, based off of Berzerker's template.
Robute Guilliman: Primarch of the Ultramarines
WS:7(8) BS: 6 S: 5(6) T:5 W:4 I:5 A:4 LD:10 Sv:2+/3++
Unit Type; Infantry, Independent Character
Guilliman may only join forces with Space Marine armies that follow the Codex Astartes (Not BAangels, DAngels, BT, Space Wolves etc.)
Weapons/Equipment; Thunderous Voice of Macragge, Daemonshear, and Resolute, The Shield of Ultramar. Artificier Armor.
Thunderous Voice of Macragge: This titanic storm bolter is much too large to wield, and the explosive recoil of the shells are far too much for anyone other than Guilliman himself. Emblazoned with the screaming beaks of the aquila as barrel finnials, this weapon counts as a bolter for true grit, Frag Grenades, and Fires with the following template:
Range: 24 S:6 AP:2 Assault: 4
Daemonshear: This great weapon's blade is engraved with scenes of the emperor leading his great crusade against the Xenos, and is still as sharp as the day it was forged, 10,000 years ago. This weapon counts as a +2 Strength power weapon, confers Prefered Enemy: Xenos, Chaos, Daemons, and provides a +1 bonus to weapon skill when enemy units assault Guilliman (Marked in profile. This only affects To-Hit rolls against Guilliman in melee)
Resolute, The Shield of Ultramar: Resolute is an ornately decorated and totally impenetrable wall of adamantium and crackling energy that protects the Primarch of the Ultramarines from even the most dire of weapons. Resolute confers a 3+ Invul Save, Prevents Guilliman's initiative from being reduced by any model or special rule, and should Guilliman be removed from play for any reason other than suffering all his wounds, he instead suffers a wound.
Special Rules; Relentless, Eternal Warrior, Bearer of Ancient Wounds, Codex Astartes, Primarch.
Bearer of Ancient Wounds: Guilliman has suffered greatly at the hands of his fallen brothers, and recovered from the most grievous injuries suffered by any mortal in existence. As such, he is confered Feel No Pain, True Grit, and at the end of every turn rolls a D6 for every wound he has taken. On a 6, He regains the lost wound.
Codex Astartes: Robute Guilliman carries the original copy of the Codex Astartes, penned in his own hand, and bound in adamantium. All space marines know Guilliman on sight, and so long as they can draw line of sight to him, may automatically regroup with no need to roll, and may move up to six inches towards the nearest enemy unit. Units that have moved in such a way may not shoot in the same turn they have regrouped in, they may assault however. In addition, units attached to Guilliman are inspired and may choose to pass or fail all morale checks, his men (USR)Feel No Pain, Sever as his personal (USR)Bodyguards, as well as gain (USR)True Grit.
Primarch: Guilliman is the icon of that which space marines aspire to be, a legendary warrior who takes the field surrounded by the elite of his Chapter and it's second foundings. His presence fills the emperor's chose with righteous furor and disgusting xenos or the minions of chaos with primal dread. An army led by Robute Guilliman may take one extra Elites or HQ choice; thus, it may potentially contain 3 HQ choices or 4 Elites (but not both). All Codex: Space Marines models in an army led by Robute Guilliman are Stubborn, unless they are normally Fearless. In addition, any Leadership tests which the enemy is forced to take suffer an additional -1 penalty if the unit can draw a line of sight to Guilliman.
Design Schema: The idea was to try to make Guilliman a Rock, as well as a living totem of the Emperor's might. Troops in his presence are simply unable to be routed. Men lay down their lives for him, and his ancient relics prevent even the most devilish rule-play (Gift of change, for example, or old school force weapons) from denying him his ability to fight in the name of the god emperor.
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This message was edited 5 times. Last update was at 2009/11/13 04:38:19
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![[Post New]](/s/i/i.gif) 2009/11/12 11:45:30
Subject: Re:The Primarch Project and the End Times
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Unrelenting Rubric Terminator of Tzeentch
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Magnus the Red Points: To come soon.
WS7 BS8 S7 T6 W4 I6 A4 LD10 Sv: 2+/3++
Unit Type:
Monstrous Creature
Wargear:
Axe of Prospero
Bulwark of the Immaterium
Special Rules:
Prescience
Psyker
Fearless
Master of the Warp
Enemy of the Mongrels
Descriptions of Special Rules/Wargear:
Prescience: Magnus is capable of looking into the future for guidance. Magnus may choose to change the positions of three units before the game begins, after the deployment of any infiltrators.
Master of the Warp: Magnus had an incredible amount of psychic power before pledging allegiance to the Architect of Fate. After the burning of Prospero, his power over the immaterium grew to seemingly impossible levels. Magnus may cast up to four powers a turn even shooting powers, but he may not use any power twice. He may target different units however. In addition, he automatically succeeds all psychic test. He has a 2+ save to ignore any items such as Pschyic Hoods that attempt to stop his power. Magnus may choose from the following powers:
Sorcerous Might: This power may be used at the beginning of any of Magnus's turn. For his turn, Magnus has +1 Strength, +1 Toughness, and +2 Attacks.
Aura of Change: This power counts as a psychic shooting weapon. All non-Tzeentch models within 6" suffer a strength 3 AP:- hit.
Bolt of the Warp: This power counts as a psychic shooting weapon. Trace a 24" line straight out from Magnus in any direction you choose. Any non-Tzeentch models this line cross suffer a strength 8 ap:1 hit. Note, this model does hit specific models.
Cloak of the Empyrean: This power may be used at the start of any of Magnus's movement phases. Remove Magnus from the table and place him using Deep Strike rules anyhere on the table within 24". He scatters as normal, but will reduce his scatter by the amount neccesary to avoid any mishaps. Magnus may not move afterwards, but may assault.
More powers to come soon...
Axe of Prospero: This is a force weapon that also allows Magnus to negate any psychic power cast within 18" on a 4+.
Bulwark of the Warp: This confers a 2+ save and a 3++ invulnerable save on Magnus. In addition, Magnus counts as an Icon of Chaos with a 9" area of effect for all Tzeencth units.
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DR:90S+G++MB+I+Pw40k07++D++A++/eWD-R+++T(Ot)DM+
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![[Post New]](/s/i/i.gif) 2009/11/12 19:37:35
Subject: Re:The Primarch Project and the End Times
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Tough-as-Nails Ork Boy
Winston-Salem/Chattanooga
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Guilliman looks great there and I love the wargear you've made. My only beef is with the 4W and 4A but at T5 i guess that should work.
Magnus isn't bad either, but I know i've seen a datasheet (not official) somewhere that was like the best magnus I've seen. I'll look around for that. That aura of change is cool though
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![[Post New]](/s/i/i.gif) 2009/11/12 23:01:37
Subject: The Primarch Project and the End Times
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Unrelenting Rubric Terminator of Tzeentch
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Lol, Aura of Change is just Nurgle's Rot for Tzeentch. I was going to have it be like a short ranged AoE gift of chaos, but there was no way I could do it without it being OP.
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DR:90S+G++MB+I+Pw40k07++D++A++/eWD-R+++T(Ot)DM+
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![[Post New]](/s/i/i.gif) 2009/11/12 23:06:30
Subject: Re:The Primarch Project and the End Times
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Battlewagon Driver with Charged Engine
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I like Magnus. However, I think he should be given a psychic power which subverts the enemy; like the old "Puppetmaster" power from the Daemonhunter's codex. That would be perfect for him.
One question about Guilliman; You reference USR: Bodyguard. Is that the rule I wrote for the Slain on page 2, or is there a USR with that name that I didn't know about?
Edit; on second thought, Sorceror's Might looks like a bit much for Magnus. I don't think Magnus should really have close-combat powers; a master-crafted force weapon is enough.
See, my idea with the primarchs is to write their rules based on their history, but in conjunction with their role on the battlefield. I wanted Perturabo to be a support character, so I gave him lots of nasty shooting options but no super-CCWs, so that players would avoid close-combat with him. I wanted Mortarion to be a combat character, not a support character, but at the same time the Death Guard has never been about rapid assault. I gave him Relentless, a single special gun and a better special CCW, together with highly assault-oriented bodyguards, so that anyone who played him would advance continuously while firing and get him stuck in, leading the fight. Since CSM near him get FNP, he'll probably be leading the advance of the whole army.
Magnus I envision as a support character. I would say you should give him more indirect, morale-affecting powers and possibly a long-range multi-hit Psychic shooting attack, but take away Sorceror's Might. If Magnus ever gets into CC with another Primarch, he oughta be boned, and even a tooled-up regular HQ ought to be able to hurt him in an assault.
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This message was edited 2 times. Last update was at 2009/11/12 23:28:27
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![[Post New]](/s/i/i.gif) 2009/11/13 04:17:06
Subject: Re:The Primarch Project and the End Times
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One Canoptek Scarab in a Swarm
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BeRzErKeR wrote:
One question about Guilliman; You reference USR: Bodyguard. Is that the rule I wrote for the Slain on page 2, or is there a USR with that name that I didn't know about?
Well, I remember that The Ogryn special character and Tyrant Guard have a special rule called Bodyguard, which means that whenever a wound is allocated to the unit being guarded (usually an IC, like a Hive Tyrant or Lord Commissar,) The player may allocate the wound to one of the bodyguard units instead before armor/invul saves are thrown. This includes specifically targeted wounds, such as vindicare and Telion attacks. I figure it will make hiding him inside of squads of an honor guard would be his deal, so it'd be extremely effective in prolonging his already considerable survivability.
Tortoiseer wrote:
Guilliman looks great there and I love the wargear you've made. My only beef is with the 4W and 4A but at T5 i guess that should work.
Well, guilliman isn't really a sort of "tank buster" type character, He's more for fighting hordes of xenos and traitors, and being one of the toughest single units on the battlefield. Think of him as the infantry equivalent to a monolith, if you spend your entire shooting phase pouring bullets and railgun rounds and the like into him, you can bring him down. If he has 5 wounds, that means he's basically a weaker carnifex with higher weapon skill, which isn't really what i think the character is about. He is essentially a beefed up version of Marneus Calgar, but with about 15x the group-buff utility, and is thus a much more powerful unit. His immunity to "Tricks" that instant kill Eternal Warrior Multi-wound models alone is worth an additional 50 points. Remember, he also has true grit, and thus his bolter gives a bonus attack in melee on the charge.
RustyKnight wrote:Lol, Aura of Change is just Nurgle's Rot for Tzeentch. I was going to have it be like a short ranged AoE gift of chaos, but there was no way I could do it without it being OP.
My suggestion:
Aura of Change: The very air around Magnus becomes infused and twisted with the energies of the warp. Place a large blast marker over Magnus, centered over his head. All units within the blast radius take a strength 4 hit, with no armor saves allowed. Should a model suffer a wound after Invulnerable saves have been thrown, instead of being wounded the model is removed from the table as a casualty having had no wounds dealt to it, and awarding no kill points. If the player controlling Magnus wishes, he may place a chaos spawn base in the former location of the model. This power may be used when locked in close combat. Chaos Spawn created by this power are considered to be a single squad, and must remain in cohesion.
Reasoning: Firstly, this power seems to work as far as the fluff is concerned. The strength 4 may look daunting, but it doesn't ignore invul, and thus special characters and demons (who you would think would be more resistant to warp energies than mortals) have a much lower chance of being affected by it. It still has the desired effect however. The fact that the spawn end up in a squad is so that this power doesn't backfire horribly when your enemy guard army (who's penal legion just had 15 members explode into chaos spawn), don't just calmly reach for the large blast templates, and get 15 killpoints with their bassalisks. This is balanced out by the fact that the ability itself gives no killpoints.
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This message was edited 3 times. Last update was at 2009/11/13 08:01:54
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![[Post New]](/s/i/i.gif) 2011/04/13 21:06:00
Subject: The Primarch Project and the End Times
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Fresh-Faced New User
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Just Bought the Sanguinus model, called the winged knight on ebay. I Definitely want to try and run him as a primarch in some friendly games. A lot of the entries here read very similar to the Sanguinator from the BA codex, and IMHO I thought that Sanguinus should be a cut above that. And for anybody thinking that T6 should be for Carnifexs only, see Mephiston in the BA codex as well. So, i definitely want to make a model that is good, and has a fair cost. (Unlike the Forgeworld tomb stalker) He's Basically going to be a mash up of the Sanguinator and Mephiston and Astorath the Grim
Sanguinus, Primarch of the Blood Angels- 350 points
Weapon Skill- 7
Ballistic Skill- 5
Strength- 6
Toughness- 6
Wounds- 5
initiative- 7
Attacks- 6
Wargear-
Sword of Sanguinus (counts as having an extra d6 for amour penetration)
Artificer Armour
Frag + krak Grenades
Special Rules-
Decent of Angels
Liturgies of Blood
Honour of the Chapter
Independent Character
Sanguinius's Blessing (Same effect as Blood Grail)
Aura of Fervour
Unyeilding Will (2+/3++ save)
Psychic Powers (Can use 3 per turn)
Sword of Sanguinus
Unleash Rage
sheild of Sanguinus
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' '= 3,000 points |
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![[Post New]](/s/i/i.gif) 2011/04/13 21:15:54
Subject: The Primarch Project and the End Times
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Homicidal Veteran Blood Angel Assault Marine
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You really shouldn't revive a thread as old as this one...
As I suggest to everyone, go look for the Tempus Fugutive's heresy rulesets for Loyalists and Traitors.
It has the best rules I have ever seen for the heresy era, including rules for all the Primarchs besides Horus and the Emperor (because no one can compare to them). It even has rules for the Adeptus Custodes, and the Sisters of Silence.
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