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What with the release of Russ’s model approaching rapidly but with his rules still being a long way off, who wants to have a guess as to what they might be. This is just for fun and to get an idea of what people expect from the Primarch of the Space Wolves.
At this point if I was to guess his rule set then it would be something like this:
First attempt:
Spoiler:
Leman Russ:
WS-9 BS-5 S-7 T-6 W-6 I-7 A-5 LD-10 SV-2+
Special Rules:
*Primarch (Independent Character, Eternal Warrior, Fear, Adamantium Will, Fleet, Fearless, It Will Not Die, Master of the Legion, Precision Strike, Precision Shot)
*Sire of the Space Wolves- Russ and any unit he joins add +6 to their charge distances and gain the Furious Charge special rule (he must join a unit to benefit) . All models with the Legiones Astartes (Space wolves) special rule in the same army as Russ that are killed in melee may make one additional attack before they are removed, in addition they also gain or improve their Adamantium Will by +1 when he is in play.
* Warriors of Fenris: (enter Space Wolf special unit here) become troop choices as long as Russ is your warlord.
*Brothers of Russ: Freki and Geri may join or leave Russ and any unit he has joined, they have the following Profile:
WS-5 BS-0 S-5 T-5 W-2 I-5 A-4 LD-6 SV-4+
Freki and Geri have the Acute Senses, Counter-attack and scout Special rules. On the turn Russ charges they receive +2 attacks instead of the normal +1. When Russ receives a wound the player may elect for either Freki or Geri to take the wound instead of Russ as long as they are within 6 of Russ at the time.
*Bulky
War gear:
*The Armour of Russ- The armour provides an 2+ armour save and a 4+ invulnerable save and in addition it also contains a Teleport Homer that provides a non-scatter area of 6, models entering from within 6 may run and assault on the turn they arrive. When within 12 of Russ all psykers must treat the area as dangerous terrain (Magnus can reroll this test and will only take one wound if he fails)
* Balenight- power sword with the following profile:
* Helwinter- power axe with the following profile:
Range- - ST-2+ AP-2 Type- Melee, Instant death (I really don’t want to give it the Helfrost special rule), Unwieldy, Specialist Weapon.
(Russ can choose to split his attacks between Balenight and Helwinter)
* Storm Shield- Russ may exchange either Helwinter or Balenight for a storm shield for a 3+ inv save but losses the additional attack he would normally receive when using two weapons. When assaulting an enemy he may use it to perform a single barge attack with the following profile:
Range- - ST-7 AP-4 if the attack kills the first model in base contact with Russ then the attack continues on too the model directly behind it and will continue until the attack is stopped or there are no more models left in the line of the attack.
* Archeotech pistol
*Frag and Krak grenades
Second attempt: based on feed back.
Leman Russ:
WS-8 BS-5 S-7 T-6 W-6 I-7 A-5 LD-10 SV-2+
Special Rules:
*Primarch (Independent Character, Eternal Warrior, Fear, Adamantium Will, Fleet, Fearless, It Will Not Die, Master of the Legion, Precision Strike, Precision Shot)
*Sire of the Space Wolves- Russ and any unit he joins add +3 to their charge distances and the unit gains the Furious Charge special rule ( Russ does not gain Furious Charge).
All models with the Legiones Astartes (Space wolves) special rule in the same army as Russ gain Adamantium Will when he is in play.
* Warriors of Fenris: (enter Space Wolf special unit here) become troop choices as long as Russ is your warlord.
*The power of Fenris: Russ counts as having a Mastery Level of 1 with a single witchfire power with a range of 18, the target unit must pass a Leadership test for each model in the unit or suffer a wound with no armour or cover saves allowed, invulnerable saves can be taken as normal. Psykers must take this test at -2 their normal leadership.
*Bulky
War gear:
*The Armour of Russ/Belt of Russ- The armour/belt provides an 2+ armour save and a 4+ invulnerable save and in addition it also contains a Teleport Homer that provides a non-scatter area of 6, models entering from within 6 may run and shoot the turn they arrive. Units with the Legiones Astartes (Space Wolves) within 12 of Russ are treated as if they had the relentless Special rule.
* Balenight- power sword with the following profile:
(Russ can choose to split his attacks between Balenight and Helwinter)
* Storm Shield- Russ may exchange Helwinter for a storm shield for a 3+ inv save but losses the additional attack he would normally receive when using two weapons.
When in close combat an invulnerable save roll of 6 causes the attacker to suffer an immediate hit resolved at Strength 7 AP-2. This hit has the Concussive special rule.
* Bolter
*Frag and Krak grenades
Freki and Geri
WS-5 BS-0 S-5 T-5 W-2 I-5 A-4 LD-6 SV-4+
Special Rules:
Freki and Geri have the Acute Senses, Counter-attack, scout and rending Special rules.
Russ can choose to be accompanied by Freki and Geri for xxx additional points. If chosen they must remain by his side for the entire game but will be able to join any unit that Russ is apart of.
When a wound is allocated to Russ in the shooting or melee phase Freki and Geri may attempt a Look Out Sir tests on a 3+
What do you think is he too strong, too weak or just about right, if someone could do the MathHammer on this and tell me how you think he will fare against his brother’s. Also what points cost do you think would be appropriate, remember Freki and Geri will be costed separately.
(sorry this should have been posted in the Proposed Rules, my mistake )
This message was edited 5 times. Last update was at 2016/10/09 13:35:54
heshman wrote: I mean, if he's 600 points sure, otherwise he needs a wekaness
cue the arms race to sanguinius
Thank you for the reply.
So would you say about 480-500 pts for Russ and an Additional 50-60 pts for each Freki and Geri. That would mean if he took both Freki and Ger he would fall somewhere between the 580-620 pts range.
It took about ten minutes to throw together so I know it’s not going to be perfect. I’m just throwing ideas at the wall to see what sticks. What weakness do you think would be a good way to balance him out?
And good god I’m not even going to attempt to do sanguinius, I pity whoever it is at Forgeworld who gets that job.
This message was edited 1 time. Last update was at 2016/10/06 06:23:51
Well - balance wise, he should definitely not be able to take Angron (on average) since the Red Angel kicked his teeth in in short order. He should be better than Magnus (which we don't know yet) but worse than Angron, statline-wise.
Rather than his armour conferring an invulnerable save, I would include his belt as a seperate wargear item:
Each Great Company has a single Belt of Russ. The belts were crafted by master Iron Priest Stef Blacksoul following Russ' disappearance and are said to have been based on the mighty belt that Russ himself wore. Each belt incorporates a device that generates a protective field which will protect its wearer from harm. In game terms they have the same effect as an Iron Halo
Helwinter/Baleknight If he's going to have a choice of weapons....I don't mind trading unwieldy for instant death. I wouldn't give Baleknight rending, though - he's already S7, so with Baleknight is already S9. That's enough tank-killing ability without allowing him to do it at initiative silly. Generally even a primarch actually has to sweat a bit to take down a contemptor dreadnought or similar.
The storm shield.....okay on him having a storm shield. But the 'barge attack'just feels like too many special rules for the sake of special rules. Just give him hammer of wrath and be done with it. Also, pick a specific weapon for him to swap rather than either or. Where primarchs have weapon options it's always very specific.
Have we ever seen artwork of him with a shield, anyway?
* Archeotech pisto
He's firing what is pretty clearly an all-up bolter in the original John Blanche sketch. Fine with it being a named, specialist ammo or otherwise awesome bolter, but still not a pistol. No holster that I can see, either.
On the turn Russ charges they receive +2 attacks instead of the normal +1. When Russ receives a wound the player may elect for either Freki or Geri to take the wound instead of Russ as long as they are within 6 of Russ at the time.
The first is Rage. The second is "always pass look out sir! rolls so long as the wound would be redirected to Freki or Geri". Try to use standard rules where they exist - it's just easier to compare.
Brothers of Russ: Freki and Geri may join or leave Russ and any unit he has joined, they have the following
I would frankly nail them to russ. If you don't want 'em, don't take em.
*Bulky
Definitely not. There is no way a blackmane wolf should be anything but a "beast", which is not allowed to go in a transport.
Since they have (and hence confer to Russ) scout and acute senses, he's fine without being able to get in a transport - buying them allows him to outflank. Make sure he can still join a unit whilst attached to them, just as with fenrisian wolves.
If they're essentially a thunderwolf, rending would be appropriate.
o would you say about 480-500 pts for Russ and an Additional 50-60 pts for each Freki and Geri. That would mean if he took both Freki and Ger he would fall somewhere between the 580-620 pts range.
It's Freki and Geri; they are iconic as a pair. I would therefore say you take both (which allows you to outflank) or neither (if you want to do the classic "primarch in a tin" spartan rush).
Remember Russ' howl. Like a lot of primarchs he was a low-level psyker.....sorry "channeled the spirit of fenris" (bloody hypocrite); I'd say a level 1 - something like Severian or pre-transfigured lorgar with his power tied to Psychic Shriek. That would also give you an alternative to him having a 'normal' ranged weapon if he's not modelled with one. Or give him something akin to a one-use shadow in the warp. (since it affected primarily psykers).
This message was edited 5 times. Last update was at 2016/10/06 07:31:27
Well - balance wise, he should definitely not be able to take Angron (on average) since the Red Angel kicked his teeth in in short order. He should be better than Magnus (which we don't know yet) but worse than Angron, statline-wise.
He should Defiantly not be able to take Angron easily but the problem i feel is more with Guilliman and how good his rules make him in a one on one against another Primarch (he is the only Primarch capable of attaining WS-10). He should be able to take Guilliman in a fight but also struggle against Angron so where do you think the balance should be? would it be best to change his sat line to WS-8 (i really don't like the idea of Guilliman having +2 WS over Russ)
Rather than his armour conferring an invulnerable save, I would include his belt as a seperate wargear item:
Each Great Company has a single Belt of Russ. The belts were crafted by master Iron Priest Stef Blacksoul following Russ' disappearance and are said to have been based on the mighty belt that Russ himself wore. Each belt incorporates a device that generates a protective field which will protect its wearer from harm. In game terms they have the same effect as an Iron Halo
This is a good point. The reason I left it as part of the armour is because I was basing it upon the basic rule set of the previously released Primarchs which all have the Inv sav as part of their armour.
Helwinter/Baleknight If he's going to have a choice of weapons....I don't mind trading unwieldy for instant death. I wouldn't give Baleknight rending, though - he's already S7, so with Baleknight is already S9. That's enough tank-killing ability without allowing him to do it at initiative silly. Generally even a primarch actually has to sweat a bit to take down a contemptor dreadnought or similar.
Ok so if we remove rending would you add a different rule instead to make it more unique or just leave it as it is?
The storm shield.....okay on him having a storm shield. But the 'barge attack'just feels like too many special rules for the sake of special rules. Just give him hammer of wrath and be done with it. Also, pick a specific weapon for him to swap rather than either or. Where primarchs have weapon options it's always very specific.
Have we ever seen artwork of him with a shield, anyway?
There is a Shield strapped to his back. it could be there for simple decoration but I like the idea that it’s there to give him a bit more flexibility in his load out.
* Archeotech pisto
He's firing what is pretty clearly an all-up bolter in the original John Blanche sketch. Fine with it being a named, specialist ammo or otherwise awesome bolter, but still not a pistol. No holster that I can see, either.
It was mentioned along with the names of his weapons
Russ' sword is called Balenight Sword. He also has a Helwinter Axe and an archeotech pistol^^
of course there is always the possibility that the person could be mistaken.
On the turn Russ charges they receive +2 attacks instead of the normal +1. When Russ receives a wound the player may elect for either Freki or Geri to take the wound instead of Russ as long as they are within 6 of Russ at the time.
The first is Rage. The second is "always pass look out sir! rolls so long as the wound would be redirected to Freki or Geri". Try to use standard rules where they exist - it's just easier to compare.
True but I wanted to portray that they are following Russ and his actions as he is the alpha of the pack, so they themselves do not have the rage special rule but gain the additional attack when they are working alongside Russ. As for the lookout sir bit if i remember correctly during the Russ and Magnus fight they did interfere and were swatted aside by Magnus. So maybe some form of improved Lookout Sir would be better.
Brothers of Russ: Freki and Geri may join or leave Russ and any unit he has joined, they have the following
I would frankly nail them to russ. If you don't want 'em, don't take em.
Freki and Geri are going to be sold separately from Russ so to me it makes sense for them to be additional extras. Russ should be strong enough without them but still have the option of taking them in addition to his normal setup.
*Bulky
Definitely not. There is no way a blackmane wolf should be anything but a "beast", which is not allowed to go in a transport.
Sorry the Bulky rule was supposed to be for Russ not Freki and Geri
Since they have (and hence confer to Russ) scout and acute senses, he's fine without being able to get in a transport - buying them allows him to outflank. Make sure he can still join a unit whilst attached to them, just as with fenrisian wolves.
If they're essentially a thunderwolf, rending would be appropriate.
This is more or less what I intended.
o would you say about 480-500 pts for Russ and an Additional 50-60 pts for each Freki and Geri. That would mean if he took both Freki and Ger he would fall somewhere between the 580-620 pts range.
It's Freki and Geri; they are iconic as a pair. I would therefore say you take both (which allows you to outflank) or neither (if you want to do the classic "primarch in a tin" spartan rush).
Ok so Freki and Geri would be better as a set, i'm fine with that and it does make more sense that way.
Remember Russ' howl. Like a lot of primarchs he was a low-level psyker.....sorry "channeled the spirit of fenris" (bloody hypocrite); I'd say a level 1 - something like Severian or pre-transfigured lorgar with his power tied to Psychic Shriek. That would also give you an alternative to him having a 'normal' ranged weapon if he's not modelled with one. Or give him something akin to a one-use shadow in the warp. (since it affected primarily psykers).
The idea was to represent the Howl using the armour instead of giving him a mastery level. It just seemed more efficient to me that way.
Again thank you for taking the time to reply, it looks like its going to be harder to balance Russ then i first thought.
He should Defiantly not be able to take Angron easily but the problem i feel is more with Guilliman and how good his rules make him in a one on one against another Primarch (he is the only Primarch capable of attaining WS-10). He should be able to take Guilliman in a fight but also struggle against Angron so where do you think the balance should be? would it be best to change his sat line to WS-8 (i really don't like the idea of Guilliman having +2 WS over Russ)
But he doesn't start at WS10. Russ should be aiming to win by putting him down before he gets to that point (or at least injuring him so much it doesn't really matter).
Also, WS is not the only combat stat that matters - WS10 still only changes a 4+ to hit to a 3+ and Russ isn't specifically noted as a skilled swordsman (I mean he is, he's a primarch. But compared to The Lion, Dorn, Fulgrim and Khan, who are excellent technical bladesmen, he's far more the ferocious barbarian).
Ok so if we remove rending would you add a different rule instead to make it more unique or just leave it as it is?
It's a master-crafted, S7, AP2 sword. The man's landing three rapid-firing plasma guns at a higher initiative than an Emperor's Children Praetor. It's special enough - the special thing is the option of striking at lower initiative and delivering instant death lascannon hits instead.
There is a Shield strapped to his back. it could be there for simple decoration but I like the idea that it’s there to give him a bit more flexibility in his load out.
for some reason I hadn't noticed the shield. In which case, he's carrying all 3 - make it so that he can increase his save to a 3+ (in combat only) and gain the Hammer of Wrath rule but can only fight with.....pick one weapon. I'd say the sword, actually, because he's invariably shown with the sword in artwork. That leaves you with a nasty choice against a big dreadnought - the 3++ of the shield is better but you're unlikely to hurt it with the sword (fine if he's got a Varangii bodyguard with him to take it out). The Axe is more likely to put it down but you're leaving yourself (comparatively) open and letting it strike first.
of course there is always the possibility that the person could be mistaken.
I'm claiming no expertise - just looking at collected visions and the books. If he's been sculpted with an Archeotech Pistol, an archaeotech pistol he has.
Freki and Geri are going to be sold separately from Russ so to me it makes sense for them to be additional extras. Russ should be strong enough without them but still have the option of taking them in addition to his normal setup.
I'm fine with them being optional extras. What I meant was the approach you see with Space Wolves characters in 40k - you don't have to take the wolves, but if you do buy them you can't 'detach' the character from them.
The idea was to represent the Howl using the armour instead of giving him a mastery level. It just seemed more efficient to me that way.
It's no problem it being a seperate rule. If the rule itself requires explaining, putting it under a seperate title doesn't cost anything.
The problem with the Howl being a general rule (especially 'dangerous terrain') is that it's not an 'aura' or 'bubble' projected by the armour. It's Russ explicitely doing something to trigger it. He's not howling every phase of every turn like a wounded mongel; he's going to do it probably once or twice in a game. Making it a specific effect feels better.
Russ and any unit he joins add +6 to their charge distances and gain the Furious Charge special rule (he must join a unit to benefit)
Also - I know some of the "Sire of the" rules are good, but.....that's a bit harsh.
Firstly, There are a few "increased run/charge distance" rules in 40k (daemons of slaanesh, dunestriders, banshees, maelstrom of gore bezerkers) and it's always +3" for infantry. That's nasty enough, I assure you - especially with the availability of assault vehicle transports.
Secondly, Furious Charge makes him S8, which makes his sword cause instant death to astartes characters at I7. Be very, very cautious about giving characters the ability to do this.
Thirdly, why is Russ slower when on his own?
Thirdly, the Army-wide rule is pretty nasty already:
All models with the Legiones Astartes (Space wolves) special rule in the same army as Russ that are killed in melee may make one additional attack before they are removed, in addition they also gain or improve their Adamantium Will by +1 when he is in play.
Adamantium Will is a fair enough one to just hand out. I don't think there are more than a handful of ways for a marine to get adamantium will so just give out the rule. If one model in a 3,000 point army gets duplicates, deal with it....
A "death attack"......errk. That potentially opens up a whole can of worms. At what initiative? Higher than they would normally be? What if they've already attacked? Do they get to use a chainfist? The legion rule for Sons Of Horus is the closest example I can think of, and it's very specific when you get your bonus attack.
This message was edited 2 times. Last update was at 2016/10/06 12:13:12
He should Defiantly not be able to take Angron easily but the problem i feel is more with Guilliman and how good his rules make him in a one on one against another Primarch (he is the only Primarch capable of attaining WS-10). He should be able to take Guilliman in a fight but also struggle against Angron so where do you think the balance should be? would it be best to change his sat line to WS-8 (i really don't like the idea of Guilliman having +2 WS over Russ)
But he doesn't start at WS10. Russ should be aiming to win by putting him down before he gets to that point (or at least injuring him so much it doesn't really matter).
Also, WS is not the only combat stat that matters - WS10 still only changes a 4+ to hit to a 3+ and Russ isn't specifically noted as a skilled swordsman (I mean he is, he's a primarch. But compared to The Lion, Dorn, Fulgrim and Khan, who are excellent technical bladesmen, he's far more the ferocious barbarian).
Perhaps I’m being a bit over zealous WS-8 should be fine. Again this was only thrown together very quickly and I may not have thought this through enough. But again the whole point is to see what other people think and to get their input.
would WS-8 BS-5 S-7 T-6 W-6 I-7 A-5 LD-10 SV-2+ be better or should there be any other changes?
Ok so if we remove rending would you add a different rule instead to make it more unique or just leave it as it is?
It's a master-crafted, S7, AP2 sword. The man's landing three rapid-firing plasma guns at a higher initiative than an Emperor's Children Praetor. It's special enough - the special thing is the option of striking at lower initiative and delivering instant death lascannon hits instead.
Ok so the sword should be fine without the need for any more additional rule.
Balenight- Range- - ST-user AP-2 Type- Melee, Master crafted, Specialist Weapon
There is a Shield strapped to his back. it could be there for simple decoration but I like the idea that it’s there to give him a bit more flexibility in his load out.
for some reason I hadn't noticed the shield. In which case, he's carrying all 3 - make it so that he can increase his save to a 3+ (in combat only) and gain the Hammer of Wrath rule but can only fight with.....pick one weapon. I'd say the sword, actually, because he's invariably shown with the sword in artwork. That leaves you with a nasty choice against a big dreadnought - the 3++ of the shield is better but you're unlikely to hurt it with the sword (fine if he's got a Varangii bodyguard with him to take it out). The Axe is more likely to put it down but you're leaving yourself (comparatively) open and letting it strike first.
So if it was changed so you can swap Helwinter for the Storm Shield but not Balenight, meaning you could either choose from Sword/ Axe combo or Sword/Shield combo would that be better.
Freki and Geri are going to be sold separately from Russ so to me it makes sense for them to be additional extras. Russ should be strong enough without them but still have the option of taking them in addition to his normal setup.
I'm fine with them being optional extras. What I meant was the approach you see with Space Wolves characters in 40k - you don't have to take the wolves, but if you do buy them you can't 'detach' the character from them.
That seems fair if you choose to take them then they can not be separated from Russ but can join any unit that Russ is also apart of.
The idea was to represent the Howl using the armour instead of giving him a mastery level. It just seemed more efficient to me that way.
It's no problem it being a seperate rule. If the rule itself requires explaining, putting it under a seperate title doesn't cost anything.
The problem with the Howl being a general rule (especially 'dangerous terrain') is that it's not an 'aura' or 'bubble' projected by the armour. It's Russ explicitely doing something to trigger it. He's not howling every phase of every turn like a wounded mongel; he's going to do it probably once or twice in a game. Making it a specific effect feels better.
Ok so what if before the turn begins you get to choose the direction in which the howl is directed (using a template) in a similar way to how the shields works on imperial knights.
Russ and any unit he joins add +6 to their charge distances and gain the Furious Charge special rule (he must join a unit to benefit)
Also - I know some of the "Sire of the" rules are good, but.....that's a bit harsh.
Firstly, There are a few "increased run/charge distance" rules in 40k (daemons of slaanesh, dunestriders, banshees, maelstrom of gore bezerkers) and it's always +3" for infantry. That's nasty enough, I assure you - especially with the availability of assault vehicle transports.
Secondly, Furious Charge makes him S8, which makes his sword cause instant death to astartes characters at I7. Be very, very cautious about giving characters the ability to do this.
Thirdly, why is Russ slower when on his own?
Thirdly, the Army-wide rule is pretty nasty already:
All models with the Legiones Astartes (Space wolves) special rule in the same army as Russ that are killed in melee may make one additional attack before they are removed, in addition they also gain or improve their Adamantium Will by +1 when he is in play.
Adamantium Will is a fair enough one to just hand out. I don't think there are more than a handful of ways for a marine to get adamantium will so just give out the rule. If one model in a 3,000 point army gets duplicates, deal with it....
A "death attack"......errk. That potentially opens up a whole can of worms. At what initiative? Higher than they would normally be? What if they've already attacked? Do they get to use a chainfist? The legion rule for Sons Of Horus is the closest example I can think of, and it's very specific when you get your bonus attack.
I still think there should be some form of movement bonus so as to allow them to get into melee faster but perhaps there is a better alternative, i'm open to suggestions.
After some thought i have to agree that Furious Charge applying to Russ might be too much but would it be fine for it to apply to the wolves around him, to represent how just being near their Primarch drives them to push themselves even harder.
The reason i said Russ needed to be apart of the unit for it to apply is because I wanted to show a sort of pack mentality, showing Russ although dangerous on his own is even deadlier when surrounded by his pack (think the Russ Angron fight where Angron ends up surrounded by wolves by the end)
The "Death Attack" was inspired by the Wulfen(please forgive me) of 40k as a way to represent how the Space Wolves are effected by just being near them. I can only imagine that Russ would have an even greater effect on the wolves around him. If this was to apply how do you think it should be represented without it becoming overpowered?
models entering from within 6 may run and assault on the turn they arrive.
Holy power creep, Curze. There is currently, to my knowledge, absolutely nothing in 30k currently allowing for a charge from deep strike/reserve, let alone being able to both run and charge in the same turn. Add into that the proposed +6" to charge distance, that's just patently ridiculous. I know 40k is getting a little carried away with assaulting from reserves lately, but 30k doesn't need to go down that path. I know there's been some Primarch power creep already (Guilliman) but that doesn't mean we need to make it worse. 30k is regarded as being more balanced (except for Ad Mech to a degree) and this combination of rules would be a very troubling move away from that.
4000 pts
4700+ pts
2500 pts Hive Fleet Gungnir
St. Peter don't you call me 'cause I can't go. I owe my soul to GW's store.
models entering from within 6 may run and assault on the turn they arrive.
Holy power creep, Curze. There is currently, to my knowledge, absolutely nothing in 30k currently allowing for a charge from deep strike/reserve, let alone being able to both run and charge in the same turn. Add into that the proposed +6" to charge distance, that's just patently ridiculous. I know 40k is getting a little carried away with assaulting from reserves lately, but 30k doesn't need to go down that path. I know there's been some Primarch power creep already (Guilliman) but that doesn't mean we need to make it worse. 30k is regarded as being more balanced (except for Ad Mech to a degree) and this combination of rules would be a very troubling move away from that.
. I think I should point out that the +6 only applies to the unit Russ is attached to not those that arrive though deep strike around him so they will not get the bonus movement. But I will take this on board however, how about removing the run but still allow them to assault?
This message was edited 1 time. Last update was at 2016/10/06 14:57:35
I still think charging from reserves/deep strike is too strong. Maybe allowing run and shoot from reserves while Russ is on the board, to highlight their ferocity such that they can shoot and still move at full speed? I just don't think assault from reserves is a direction 30k needs to move in.
Edit: or, instead of run and shoot, maybe allow them to move and still use Fury of the Legion? Army-wide, not just from reserves. Or a pseudo-relentless where they can charge after firing rapid fire weapons.
This message was edited 1 time. Last update was at 2016/10/06 16:42:49
4000 pts
4700+ pts
2500 pts Hive Fleet Gungnir
St. Peter don't you call me 'cause I can't go. I owe my soul to GW's store.
Russ>Angron. Tempered fury always beats pure rage. What people alude to in Betrayer was as is stated, a lesson. Russ was not attempting to kill Angron; Angron was all out as he cannot help but be anything else while fighting. This is why I would say Russ would at least match Angron in a 1v1 bout to the death. my2c
Well, it looks like the Warhammer 30K forum has finally made it! A new pointless speculation thread on unreleased model rules, just like in the 40K forums!
Kara Sloan shoots through Time and Design Space for a Negative Play Experience