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Made in ca
Longtime Dakkanaut





Hey folks,

I got so insanely pumped in hoping that the next Primarch was about to be released, and that it would be Fulgrim. I love the Primarchs, intending to collect all of them as they are released, because the models and the stories and the rules are insanely awesome. Yes, I don't own Ultramarines, but I got Gulliman, and he's amazing. My dream is to one day put all of these Primarchs together in a Primarch-only force, Open-Play, and see what happens when you have them all walking about. We don't have rules for Fulgrim, but we have three other Primarchs to go by, so here's my design of what Fulgrim could potentially look like. I'm not 100% on the fluff, though I did try to do a bunch of reading before posting this, so I hope I'm getting it mostly right and feel free to correct me where I'm wrong. I've tried to hold up to the "these guys are crazy strong" premise that most Primarchs seem to have, and yet also try to find a certain place for where they fit that's different from the others. Fulgrim proved really interesting in that his Wargear comes from so many different places and does such different things. Here's my attempt.

Fulgrim: Points: 445, Power Level 23

M 18"
WS 2+
BS 2+
S 8
T 7
W 18
A 7
Sv 3+

5-9 wounds: S7, A6, M 14"
1-4 wounds: S6, A5, M 10"

Weapons:
Fireblade - 12" Pistol 1 - S8, AP-2, Damage 1 - Whenever a unit wounded by this weapon fails a save, you may make an additional attack with this weapon against the same target.

Fireblade - melee - S user, AP-2, Damage 1 - Whenever a unit wounded by this weapon fails a save, you may make an additional attack with this weapon against the same target.

Kinebrach Anathame - melee - S 8, AP-4, Damage D6 - At the start of the battle, select a unit. Hits by this weapon against units with the same name as the selected unit cause d6 mortal wounds instead of the weapon's normal damage.

Special Rules:
The Guilded Panoply: Fulgrim has a 4+ Invulnerable save.

III Primarch: <Emperor's Children> units within 12" of Fulgrim can reroll failed hit rolls of 1.

Rapturous Beauty: Enemy units within 12" of Fulgrim suffer -2 to their Ld. Furthermore, whenever a model in a unit within 12" of Fulgrim flees, Fulgrim may have that model make one melee attack, or shoot with one of its weapons, as if it were a unit under your control.

The Phoenician: Whenever Fulgrim loses a wound, roll a d6. On a roll of 5+ Fulgrim does not lose that wound. In addition, whenever Fulgrim is reduced to 0 wounds, roll a d6. On a 4+, set him up again at the end of the phase, as close as possible to his previous position and more than 1" from any enemies, with 1 wound remaining.

=Faction Keywords= Chaos, Heretic Astartes, Emperoro's Children
=Keywords= Character, Monster, Daemon, Primarch, Psyker, Fly, Fulgrim

Psyker:
Fulgrim can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny two psychic powers in each enemy Psychic phase. He knows the Smite power and two psychic powers from the Hedonism discipline.

 Galef wrote:
If you refuse to use rock, you will never beat scissors.
 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Why does Fulgrim have a FNP?

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Decrepit Dakkanaut




I'm not opposed to him getting a 6+++, but having the same FNP value as Mortarion is silly.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in ca
Longtime Dakkanaut





Good points; my thinking was that there's this weird thing about FnP in the Slannesh abilities. There's a psychic power that gives it, and previous editions had a banner that gave it. It's quite strange to be honest, but after reading about how Fulgrim had kind of a Phoenix thing going on, I thought it made some sense. Perhaps it'd be better just to have the 4+ "staying alive" thing going on, since you can reroll it phase after phase with a Command Reroll and it's not limited to once per game like Gulliman's.

 Galef wrote:
If you refuse to use rock, you will never beat scissors.
 
   
Made in us
Fixture of Dakka





 Yarium wrote:
Good points; my thinking was that there's this weird thing about FnP in the Slannesh abilities. There's a psychic power that gives it, and previous editions had a banner that gave it. It's quite strange to be honest, but after reading about how Fulgrim had kind of a Phoenix thing going on, I thought it made some sense. Perhaps it'd be better just to have the 4+ "staying alive" thing going on, since you can reroll it phase after phase with a Command Reroll and it's not limited to once per game like Gulliman's.


It's supposed to be a spooky masochism thing. Like, sure, your body has been horrifically maimed, but it's still technically capable of moving as long as your nervous system doesn't freak out and make you pass out from the intense pain. Being thoroughly Slaaneshi, you interpret the pain as being something you want to remain awake for or else your nervous system is just so accustomed to overwhelming sensation that you don't pass out. So like, a guardsman that has his face horrifically burned by a near-miss from a meltagun would fall to the ground clutching his mutilated visage, possibly passing out and definitely out of the fight even if he doesn't. A Slaaneshi model is just like, "Oh! Now that's an interesting sensation!"

Some mechanical notes:

* Fireblade. I assume that the additional attacks are not meant to generate further attacks? As written, Fulgrim could pretty reliably wipe out hundreds of points of mooks in a single phase if they don't happen to have a decent save. Which is cinematic, but not much fun for your opponent. Also, watching Fulgrim kill 20 guardsmen one pistol attack at a time would be super tedious and time-consuming.

* Rapturous beauty is flavorful, but I'd worry about it maybe being a bit more time consuming than necessary. Plus, some units are much better at killing themselves than others. Maybe just roll a d6 for fleeing models, and have their unit suffer a mortal wound on a 6+ or 5+ or something? I'm also concerned that this synergizes too well with Night Lords rather than Emperor's Children. You could easily stack a bunch of leadership debuffs and then use Rapturous Beauty to do even more damage. So I suspect you'd end up seeing Fulgrim hanging with the bat men and snubbing his own sons much of the time. Perhaps this should be a psychic power similar to the GSC mind control power instead?

* I'm mildly concerned about his survivability. Magnus can potentially keep himself alive with buffs and Tzeentch rules. Mortarion can heal up over time. Fulgrim is roughly as tough as Mortarion, but he seems prone to being alpha struck and finished off on turn 2. That's more of a daemon primarch problem in general than a Fulgrim-specific issue though.


ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in ca
Longtime Dakkanaut





Wyldhunt wrote:
It's supposed to be a spooky masochism thing. Like, sure, your body has been horrifically maimed, but it's still technically capable of moving as long as your nervous system doesn't freak out and make you pass out from the intense pain. Being thoroughly Slaaneshi, you interpret the pain as being something you want to remain awake for or else your nervous system is just so accustomed to overwhelming sensation that you don't pass out. So like, a guardsman that has his face horrifically burned by a near-miss from a meltagun would fall to the ground clutching his mutilated visage, possibly passing out and definitely out of the fight even if he doesn't. A Slaaneshi model is just like, "Oh! Now that's an interesting sensation!"


Yeah, that's what I figured, and hence, why I included it stock for him. Again, not 100% sure its the right thing for him, but it's been enough places that he and Mortarion are just about the only two Chaos Primarchs that it really makes sense on.

Wyldhunt wrote:
Some mechanical notes:

* Fireblade. I assume that the additional attacks are not meant to generate further attacks? As written, Fulgrim could pretty reliably wipe out hundreds of points of mooks in a single phase if they don't happen to have a decent save. Which is cinematic, but not much fun for your opponent. Also, watching Fulgrim kill 20 guardsmen one pistol attack at a time would be super tedious and time-consuming.
Probably a better idea. I took this rule from the similar Deflagrate rule in Horus Heresy. This blade was apparently made from the same kind of technology. Difference is that this tech in that game is AP5 (7th edition), and caused additional wounds, not hits. The idea here was indeed to make a weapon that can chain off very easily, but it's probably a mistake to let it go unbounded. The AP -2 was meant, however, to allow for the wholesale slaughter of really weak units like Guardsmen, but to naturally cap out against Space Marine-type enemies who would still get a 5+ save against the attack. Perhaps changing to an additional automatic wound at the same AP would still be more preferable, but then I'd toss the points down some too.

Wyldhunt wrote:
* Rapturous beauty is flavorful, but I'd worry about it maybe being a bit more time consuming than necessary. Plus, some units are much better at killing themselves than others. Maybe just roll a d6 for fleeing models, and have their unit suffer a mortal wound on a 6+ or 5+ or something? I'm also concerned that this synergizes too well with Night Lords rather than Emperor's Children. You could easily stack a bunch of leadership debuffs and then use Rapturous Beauty to do even more damage. So I suspect you'd end up seeing Fulgrim hanging with the bat men and snubbing his own sons much of the time. Perhaps this should be a psychic power similar to the GSC mind control power instead?


I'd disagree on this. First, I don't think it's time consuming because it's a pretty rare occurrence as it is. However, the -2 Ld aura would definitely help make this more regular, but even then, likely no less than once per turn, so I don't think that part of it would suck up a lot of time. I also didn't want it to cause mortal wounds because then Fulgrim starts feeling a bit too much like Mortarion in how he handles threats. As for syngery with the Night Lords, sadly, while this is very true, I haven't found the Primarchs to be none too beneficial to their Legions outside of their reroll auras and maybe a few other bells and whistles. For example, Mortarion works best along non-Death Guard sorcerers whom have access to Warptime. For that reason, while the ability is awesome all on its own, it would indeed pair hilariously well with the Night Lords. Considering how rare it is to see Night Lords right now, I don't really feel that this is a problem.

Wyldhunt wrote:
* I'm mildly concerned about his survivability. Magnus can potentially keep himself alive with buffs and Tzeentch rules. Mortarion can heal up over time. Fulgrim is roughly as tough as Mortarion, but he seems prone to being alpha struck and finished off on turn 2. That's more of a daemon primarch problem in general than a Fulgrim-specific issue though.


Yeah, definitely Daemon Primarch problem in general. If you get the first turn on him though, he's stupidly fast (courtesy of Slaanesh). In addition to that, he's pretty good (with a reroll in your pocket) at staying alive at the brink of death.


Good thoughts all around. Will definitely consider this for the next model in the Primarch series!

 Galef wrote:
If you refuse to use rock, you will never beat scissors.
 
   
Made in ca
Been Around the Block




Does Fulgrim still wield Fireblade in the fluff?
   
Made in ca
Longtime Dakkanaut





Not sure. As far as I know, it's still in his possession, so I've included it here.

 Galef wrote:
If you refuse to use rock, you will never beat scissors.
 
   
 
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