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Longtime Dakkanaut




Houston, Texas

Legion Special Rules
Spoiler:
-Legiones Astartes (Space Wolves): The Space Wolves are known as savage barbarians throughout the known galaxy, and their actions in war certainly comply with this image. Units with this rule have the Stubborn USR, and may reroll 1 failed roll for charge distances (1 reroll per game, per unit)
-Legiones Astartes (Thousand Sons): The Thousand Sons have the greatest number of Psykers, and it is believed all Thousand Sons have a certain level of psychic ability. However the Thousand Sons have been plagued with the lowest numbers of any Astartes legion. As such Tactical squads, Assault squads, Support squads, and Breacher Siege squads count as having 1 Psychic Mastery level per 10 marines, and units of these types cost an additional 5 points per marine and the squad. These squads do not however actually generate powers.
-Legiones Astartes (White Scars): The White Scars have an emphasis on speed, in all aspects of warfare. All infantry models in a White Scars primary detachment have the Fleet USR, and all bikes and jetbikes may turbo-boost 15 inches instead of the normal 12.
-Legiones Astartes (Dark Angels): The Dark Angels are balanced fighters, and highly adaptable. The secrets of their legion are numerous indeed. All Infantry models within an Dark Angels primary detachment add +2 to their roll when taking any leadership test, and count as having killed 1 additional enemy model when determining Victory at the end of a melee phase.
-Legiones Astartes (Blood Angels): The melee prowess of the Blood Angels legion and it's Primarch is rivaled only by the World Eaters legion. All Infantry models within an Blood Angels primary detachment have the Crusader USR, and gain the Furious Charge rule when attempting to charge a fleeing enemy.

Primarchs
The Emperor of Mankind
Spoiler:
WS:9 BS:6 S:7 T:7 W:7 I:9 A:6 LD:10 SV:2+/3++ 1000 points
Special Rules: Psyker (Mastery Level 6), Psychic God, God of War, Primarch, Master of Mankind,
Wargear: The Burning Blade, Talons of the Imperium, Supreme Regalia, Assault Grenades, Teleportation Matrix, Cognis Signum
-Psychic God: The Emperor is the single greatest mortal psyker to ever exist, with only those daemons of Tzeentch that rule supreme over hordes of Lords of Change able to match him, and only Tzeentch himself able to surpass him. The Emperor does not roll for psychic powers and instead knows all powers from the Telekinesis, Biomancy, and Sanctic Daemonology disciplines. He automatically harnesses warp charges, instead of on a 4+, and may cast up to 6 powers from any combination of disciplines per turn. Psychic powers cast by the Emperor with the Blast rule cast by the Emperor instead use the Large Blast template, and powers using the Large Blast template instead use the Apocalyptic Blast template. The Emperor treats all powers as costing 1 warp charge. The Emperor may cast the same power any number of times per turn (the effects of the same blessing don't stack), and may not be under the effects of more than two blessings at a time.
-Master of Mankind: The Emperor grants all friendly units that can draw LOS to him the Fearless, and Crusader USRs. He also grants all friendly units within 12" of him a 6+ FNP, and the ability to reroll all failed charges. He grants Legion Tactical Squads the ability to rapid fire their bolters from up to 18" away instead of the normal 12". The Emperor is automatically the Warlord, and possesses 2 Warlord traits chosen (not rolled on) from the Horus Heresy series.
-The Burning Blade: S:+3, AP:1, Master Crafted, Melee
-Talons of the Imperium: S:As User, AP:1, Melee, Master Crafted, Disabling Strike (As per the Talons of Horus' rule)
-God of War: The Emperor may distribute his attacks between his blade, and talons as he chooses.
-Supreme Regalia: The single greatest piece of armor ever constructed by the Imperium. Grants the Emperor a 2+ armor save, and a 3+ Invulnerable save. Also grants an un-modifiable 2+ Deny the Witch, and halves the strength of melee attacks (rounding up) inflicted by Daemons on the Emperor.

Magnus the Red, Primarch of the Thousand Sons
Spoiler:
WS:7 BS:7 S:6 T:6 W:6 I:6 A:4 LD:10 SV:2+/4++ 500 points
Special Rules: The Sorcerer King, Psyker (Mastery level 5), Sire of the Thousand Sons
Wargear: Heqa Staff, Scarab Armor, Frag Grenades
-The Sorcerer King: Magnus knows all powers from the Telekinesis, Biomancy, and Telepathy disciplines. Magnus does not roll to set off a power on a 4+, but instead instantly casts it. Magnus may not be under the effects of more than 1 blessing at a time. Magnus may cast up to 5 powers, from any combination of disciplines per turn.
-Psyker (Mastery Level 5): Magnus generates 5 warp charges per turn.
-Heqa Staff: S:+1, AP:2, Melee, Force
-Scarab Armor: Grants Magnus a 2+ armor save and 4+ invulnerable Save
-Sire of the Thousand Sons: Magnus inspires his sons to greater feats of psychic control. Magnus grants all Thousand Sons Psychic Brotherhoods within 12 inches of him an additional level of psychic mastery.

Roboute Guilliman, Primarch of the Ultramarines
Spoiler:
WS:7 BS:6 S:6 T:6 W:6 I:6 A:5 LD:10 SV: 2+/4++
Special Rules: Primarch, Sire of the Ultramarines, Tactical Genius
Wargear: Gauntlets of Ultramar, The Azure Shield, Frag Grenades
-Gauntlets of Ultramar: S:x2, AP:2, Melee, Unwieldly/ S:5, AP:4, Assault 3, 24” range
-Tactical Genius: Guilliman grants his army the ability to steal the initiative on a 4+, and all units in his army the Outflank USR. Guiliman is automatically your warlord, and has his pick of 2 warlord traits.
-Sire of the Ultramarines: Guilliman grants all units with the legions Astartes Ultramarines special rule the ability to rapid fire their bolters from 18” rather than 12”, and all unit with the aforementioned rule now count as having defensive grenades.
-The Azure Shield: This Azure and Golden armor grants Guilliman a 2+ armor save and a 4+ invulnerable.

Lion’El’Johnson, Primarch of the Dark Angels
Spoiler:
WS:8 BS:6 S:6 T:6 W:6 I:7 A:5 LD:10 SV: 2+/4++
Special Rules: Sire of the Dark Angels, Primarch, The Cunning Lion
Wargear: Great Relic Blade, Lion’s Mantle, Assault Grenades
-Sire of the Dark Angels: Lion El Johnson grants all units with the Legiones Astartes Dark Angels special rule the Fearless, and Dark Secrets, special rules. He also grants Dark Angels units the Night Vision special rule, the option to infiltrate and grants his player control over nightfighting.
-Dark Secrets: Dark angels units with this special rule have leadership 10, and fearless.
-The Cunning Lion: The Lion is the most creative of his brethren. Lion El Johnson possesses the Scout, and Counter Attack special rules, and grants these to any unit currently joined to him. Friendly units Deep-Striking within 12 inches of the Lion do not scatter.
-Great Relic Blade: S:+2, AP:2, Melee, Rending
-Lion’s Mantle: Grants Lion El Johnson a 2+ armor save and a 4+ invulnerable save.

Sanguinius the Angel, Primarch of the Blood Angels
Spoiler:
WS:9 BS:6 S:6 T:6 W:6 I:9 A:6 LD:10 SV: 2+/3++ 500 points
Special Rules: Sire of the Blood Angels, Primarch, The Angel, Divine Duelist
Wargear: The Blades Encarmine, The Spear of Telesto, The Archangel’s Panopaly, Frag Grenades, On the Wings of Angels.
-Divine Duelist: For every point of difference between Sangunius’ Weapons Skill, and Weapons Skill of the enemy he is locked in combat with he may make an additional attack.
-The Angel: Every friendly unit with LOS to Sanguinius has the Fearless, Relentless and Preferred Enemy: Traitors special rules, but should the angel fall, his enemy gains an additional 2 victory points, and every unit in Sanguinius’ controlling player’s army loses 1 LD for the duration of the game.
-The Spear of Telesto: S:+1, AP:2, Murderous Strike/ S:9, AP:2, Assault 1, 36” range
-The Blades Encarmine: S:As User, AP:2, A:+1 (Paired Weapons, not in profile), Murderous Strike
-The Archangel’s Panopaly: This golden bejeweled armor grants Sangunius a 2+ armor save, and a 3+ invulnerable save.
-On the Wings of Angels: Sangunius has a unique mutation in the form of glorious wings that sprout from his back. Sanguinus counts as a FMC for the purposes of movement.
-Sire of the Blood Angels: Sanguinius grants all units with Legiones Astartes: Blood Angels special rule the Furious Charge, and Counter Strike USRs.

Leman Russ, The Great Wolf, Primarch of the Space Wolves
Spoiler:
WS:8 BS:6 S:7 T:6 W:6 I:6 A:5 LD:10 SV:2+/4++ (Leman Russ) 475 points
WS:5 BS:0 S:5 T:5 W:3 I:5 A:3 LD:10 SV:4+ (Freki and Geri, each has this statline)
Special Rules: Psychic Executioner, The Great Wolf, Primarch, Sire of the Space Wolves
Wargear: Freki and Geri, Fenrir, Runic plate, Fenrir, Frag Grenades
-Psychic Executioner: any Psyker of mastery level 4 or less may not cast any powers while in combat with Russ. Psykers of mastery level 5 or greater have their mastery reduced by 2 while they are in combat with The Great Wolf. Russ denies psychic powers as if he were a mastery level 4 psyker.
-Fenrir: S:+1, AP:2, Melee, Murderous Strike, Rending
-Sire of the Space Wolves: Leman Russ grants all units with the Legiones Astartes: Space Wolves special rule the Unstoppable Charge special rule (unaffected by defensive grenades), as well as the ability to automatically roll a 6 for all rolls to run.
-The Great Wolf: Leman Russ fights dirty. He will go for the groin, spit at wounds, and blind his opponents. If Leman Russ won combat, roll a d6 For every wound he inflicted on an enemy character. On a 1-3 The model is only wounded. On a 4 the model loses a point of toughness on top of the wound. On a 5 the opposing model loses a point of strength on top of the wound. on a 6 the opposing model loses a point of Strength AND Toughness on top of the wound.

Jaghatai Khan, Primarch of the White Scars
Spoiler:
On Foot= WS:9 BS:6 S:6 T:6 W:6 I:7 A:6 LD:10 SV:2+/4++ Independent Character (Infantry) 400 points
On Red Hare= WS:9 BS:6 S:7 T:7 W:6 I:8 A:6 LD:10 SV:2+/4++ Independent Character (Cavalry, Bike) 475 points
Special Rules: The Khan, Sire of the White Scars, Primarch
Wargear: Grand Dao, White Steel Armor, Assault Grenades
-The Khan: When Jaghatai is on top in a fight, it takes a miracle to shake him. Whenever Jaghatai wins combat against an enemy unit, that unit loses 1 attack per model in the unit (to a minimum of 1 attack per model in the unit), and does not gain any benefits from charging. They also treat all terrain as being difficult for 1 turn.
-Red Hare: Jaghatai’s tricked out bike. Grants +1S, +1T, +1I, and makes Jaghatai cavalry (bike) with a normal movement of 12 inches, and the ability to turbo boost.
-Primarch of the White Scars: Jaghatai grants all units with the legiones Astartes White Scars special rule Fleet, Skilled Rider, the ability to ignore dangerous and difficult terrain when charging, and makes White Scars Honor guard a troop choice.
-Grand Dao: A relatively simple weapon for one of the simplest primarchs S:+1, AP:2, Melee,
-Shrapnel Pistol: A brutal weapon representing Jaghatai’s drive for victory S:4, AP:5, Assault 4

Angron, the Red Angel Revamped
Spoiler:
WS:9 BS:5 S:7(8*) T:7 W:6 I:7 A:6(7*) LD:10 SV:3+/4++ 435 points
Special Rules: Rage, Rampage, Furious Charge, Primarch, Sire of the World Eaters, Lord of the Red Sands, Berserker, Hatred (Everything!!!)
Wargear: Gorefather and Gorechild, The Butcher's Nails, Armor of Mars, Frag Grenades
-The Butcher's Nails: For every Infantry unit or character Angron kills (removes the last model from the unit, or last wound from the character) he gains 1 attack, to a max of 12 base attacks. So this can stack 6 times.
-Gorefather and Gorechild: S:+1 (in profile*), AP:2, +1A (in profile*), Armorbane, Murderous Strike, Melee
-Armor of Mars: Grants Angron a 3+ armor save, and a 4+ invulnerable save.
-Sire of the World Eaters: Angron grants Fearless to all units with the Legiones Astartes:World Eaters special rule within 12 inches. Angron has a 6+ FNP.
-Lord of the Red Sands: Angron may issue and accept as many challenges as he has attacks, reserving a minimum of 1 attack per challenge.
-Berserker: Units in combat with Angron roll to hit as if they had +2 to their WS. Angron's FNP becomes a 5+ during the Assault Phase.

Assorted Other Characters
Constantin Valdor, Master of the Custodes
Spoiler:
WS:6 BS:5 S:5 T:5 W:5 I:6 A:5 LD:10 SV:2+/ 4++ 305 points
Special Rules: Fear, Fearless. Feel No Pain (6+), Eternal Warrior, Master of the Custodes
Wargear: Valdor's Spear, Plate of the Sue, Assault Grenades, Light in the Dark
-Master of the Custodes; Valdor grants all Custodes units the ATSKNF, Zealot, and Crusader special rules.
-Valdor's Spear: S:+2, AP:2, Two Handed, Deflagrate
-Light in the Dark: S:8, AP:2, Assault 2, 12" Range
-Plate of the Sue: No one knows why this plate carries the name it does. Grants Valdor a 2+ armor save and a 4+ invulnerable save.

Phosis T’Kar, Master Telekine
Spoiler:
WS:6 BS:5 S:4 T:4 W:3 I:5 A:3 LD:10 Sv:2+ 180 points
Special Rules: Legiones Astartes (Thousand Sons), Psyker (Mastery Level 3), Master of the Raptora
Wargear: Bolter, Power Sword, Artificer Armor
-Master of the Raptora: Phosis knows all powers from the Telekinesis discipline and does not need to roll for what powers he possesses. He treats all Telekinetic powers as having +1S (If applicable), -1AP (If applicable), and an additional 3" of range,

Cypher the Fallen
Spoiler:
WS:6 BS:6 S:4 T:4 W4 I:5 A:4 LD:10 SV:2+/5+ 240 points
Special Rules: Legiones Astartes (Dark Angels), Chain Fire (As per the Moriat’s rule), Gunslinger, Psyker (Mastery Level 3), Untraceable
Wargear: Frost and Flame, Lucifer’s Mantle, Assault & Defensive Grenades, Untraceable
-Frost and Flame: The pair of ornate bolt pistols were constructed specifically for the greatest amongst the fallen angels. Massive bolt pistols firing 60mm high explosive rounds. S:6, AP:4, Rending, Shred, Strikedown, 18” range, Assault 1 (each)
-Lucifer’s Mantle: An armor with it’s name taken from some piece of terran literature. Grants a 2+ armor save and a 5+ invulnerable save.
-Untraceable: Even amongst the blatant superhuman abilities of the Astartes, Cypher appears to literally appear and disappear. If Cypher is not currently in combat he may redeploy from another side of the board on a 3+ if he chooses.

Luther the Arch Traitor
Spoiler:
WS:6 BS:6 S:5 T:5 W:4 I:6 A:6 LD:10 265 points
Special Rules: Protector of the Old Ways
Wargear: Legiones Astartes (Dark Angels), Great Relic Blade, Artificer Armor, Assault and Defensive Grenades
-Great Relic Blade: S:+2, AP:2
-Protector of the Old Ways: Luther will do whatever it takes to keep control on Caliban. He allows Dark Angels to ally with Daemons if taken as the warlord.

Bjorn, the Fell Handed
Spoiler:
WS:7 BS:5 S:5 T:4 W:4 I:5 A:4 LD:10 SV:2+ 195 points
Special Rules: Legiones Astartes (Space Wolves), Hatred (Thousand Sons), Lasting Legend, Master of the Wolves
Wargear: Bifrost, Artificer Armor, Assault and Defensive Grenades
-Lasting Legend: Bjorn is hard to put down permanently. As in unbelievably hard as history will show. He possesses the It Will Not Die! (5+) and Feel No Pain (6+) special rules.
-Master of the Wolves: Bjorn’s feats of strength drive his wolves to greater feats themselves. Bjorn grants Stubborn to all Legiones Astartes: Space Wolves units.
-Bifrost: S:+1, AP:2, Melee

Ariarcha, Champion of the Sisters of Silence
Spoiler:
WS:9 BS:5 S:4 T:4 W:3 I:5 A:4 LD:10 SV:2+ 150
Special Rules: Fearless, Zealot, Crusader, Psychic Blank
Wargear: Relic Blade, Plasma Pistol, Artificer Armor, Assault and Defensive Grenades
-Psychic Blank: Psychic powers may not be used by units in combat with Ariarcha, and Psykers take all leadership tests on -2 leadership. Ariarcha treats her relic blade as having the Poisoned (4+) rule when engaging Psykers in combat

Argel Tal, Master of the Gal Vorbak
Spoiler:
WS:7 BS:5 S:5 T:5 W:4 I:6 A:5 LD:10 SV:2+/5++ 210
Special Rules: Legiones Astartes (Word Bearers), Rage, Daemon, Lord of the Gal Vorbak, Fearless, Rending (CC), Master Combatant, Psyker (Mastery Level 1)
Wargear: Spear of the Avenger; Blades of the Avenger, Artificer Armor, Assault Grenades
-Spear of the Avenger: A former Custodes spear: S:+2, AP:2, Melee/ S:4, AP:5, Assault 2, 24" Range
-Blades of the Avenger: A pair of Custodian power swords: S:As User, AP:2, Murderous Strike, Dismemberment (Challenges Only, Lowers number of attacks successfully wounded Character makes by 1 to a minimum of 1.)
-Master Combatant: Argel Tal switches between his Blades, and Spear with an unearthly quickness. He may assign attacks between his two weapons as he desires.
-Lord of the Gal Vorbak: Argel Tal removes the Damned rule from all friendly Gal Vorbak units, makes them scoring, and grants them the Fearless special rule.

Daemon Primarchs
Angron Ascended, Greatest of Khorne
Spoiler:
WS:10 BS:10 S:10 T:8 W:7 I:9 A:8 LD:10 SV:2+/3++ 1000 points
Special Rules: Power of the Greatest of Khorne, Great Instability, Daemon Primarch, Sublime Ferocity
Wargear: Black Blade of Angron, Brass Armor of Khorne, Assault Grenades, The Butcher’s Nails, Breath of Hate
Flying Gargantuan Creature (Character)
-Power of the Greatest of Khorne: Angron’s power is literally mountain shattering. Angron possesses an additional d6 extra attacks on the charge instead of the normal 1. Angron makes 3 stomp attacks instead of d3, and his stomp attacks use the Large Blast (5”) template (Again placed anywhere in btb with Angron). Angron may halve his attacks and choose not to make stomp attacks to make his attacks at S: D rather than S:10. Angron possesses an unmodifiable 2+ DTW and may not have his stats lowered under any circumstance.
-The Butcher’s Nails: For every unit or character Angron kills (removes the last wound from the character or the last model from the unit) he gains 1 attack. This may stack up to 5 times.
-Black Blade of Angron: S: As User, Armorbane, Melee, Incites (grants) rage to friendly models within 12 inches of Angron (not Angron himself), and grants Furious Charge to friendly models within 24 inches. Models within 12 inches receive both.
-Brass Armor of Khorne: Grants Angron a 2+ armor save, and a 3++ Invulnerable save.
-Daemon Primarch: Fear, Fearless, Hatred (Imperium), Eternal Warrior, Fleet, It Will Not Die!, Automatically the Warlord, Possesses 2 chosen Warlord traits.
-Sublime Ferocity: Angron may choose to swoop whenever he has the option to move normally. Including the first turn he is on the board. Angron has Hatred (Everything!!!)
-Great Instability: If a model with this rule is to ever lose combat for any reason he automatically takes a wound with no saves allowed. At the end of the controlling player’s turn a model with this rule rolls a d6. On a 3+ they continue normally. Should they fail they take a wound with no saves allowed.
-Breath of Hate: Angron spews forth the power of the warp, in the form of flames as hot as a star. Has the Following profile: S: D, AP:2, Hellstorm Template, Assault 1

Magnus Ascended, Greatest of Tzeentch
Spoiler:
WS:9 BS:8 S:8 T:8 W:7 I:6 A:7 LD:10 SV:2+/ 3++ 1000 points
*Special Rules: Rage of the King of Sorcerers, The Sorcerer King, Psyker (Mastery Level 6), Great Instability, Daemon Primarch
*Wargear: Grand Stave of Change, Golden Scarab Armor, Assault Grenades
Flying Gargantuan Creature (Character)
-Rage of the King of Sorcerers: Magnus may choose to not move or use other powers for a turn at the start of the movement phase. If he does so he has the option to cast the following power at the start of the shooting phase. Magnus does not add his psychic mastery to the warp charge pool the turn he uses this power.
There may only be one of these Vortexes on the field at a time. This power may only be used once per game.
S: D, Apocalyptic (10”) Blast, Vortex, Infinite Range, Magnus may control the direction (not the distance) of the scatter,
-Chosen of Tzeentch: Magnus possesses an unmodifiable 2+ Deny the Witch, and grants his player the ability to force a reroll of any one di (rolled that turn) once per turn (the same ability as Fateweaver).
-Daemon Primarch: Fear, Fearless, Hatred (Imperium), Eternal Warrior, Fleet, IWND, Automatically the Warlord, Possesses 2 chosen Warlord traits.
-Great Instability: If a model with this rule is to ever lose combat for any reason he automatically takes a wound with no saves allowed. At the end of the controlling player’s turn a model with this rule rolls a d6. On a 3+ they continue normally. Should they fail they take a wound with no saves allowed.
-The Sorcerer King (Humbled) Magnus knows all powers from the Telekinesis, Change, and Biomancy disciplines. Magnus may not be under the effects of more than 1 blessing at a time. Magnus may cast up to 6 powers, from any combination of disciplines per turn. Magnus treats all powers as requiring 1 less psychic charge than normally needed, and harnesses warp charges on a 3+ rather than a 4+
-Golden Scarab Armor: Grants Magnus a 2+ armor save and a 3++ invulnerable save.
-Grand Stave of Change: S:As User, AP:2, Force, Melee, Grants all units within 12 inches of Magnus (except Magnus himself) with the "Psyker" special rule +1 to their psychic mastery level, Infantry models killed by the stave (Magnus' melee attacks) are transmuted to Chaos Spawn under the control of Magnus

Fulgrim Ascended, Greatest of Slaanesh
Spoiler:
WS:10 BS:6 S:7 T:7 W:7 I:10 A:7 LD:10 750 points
Special Rules: Greatest of Slaanesh, Divine Duelist, Daemon Primarch, Great Instability
Wargear: The Lash of Slaanesh, Glorious Dueling Sword, Gold Hemmed Armor, Assault Grenades
-Greatest of Slaanesh: Fulgrim’s aura of perfection is all encompassing. As such All non Khornate enemy units within 12 inches of Fulgrim have their leadership reduced by 2, and units engaged in combat with Fulgrim must pass a leadership test on 2d6 to be able to make their attacks. If they fail, they continue combat with Fulgrim but do not actually attack him. They may attempt to pass the leadership test the next turn assuming there is an ongoing combat, and may attack him normally if they succeed.
-Divine Duelist: For every point of difference between Fulgrim’s Weapons Skill, and Weapons Skill of the enemy he is locked in combat with he may make an additional attack.
-Great Instability: If a model with this rule is to ever lose combat for any reason he automatically takes a wound with no saves allowed. At the end of the controlling player’s turn a model with this rule rolls a d6. On a 3+ they continue normally. Should they fail they take a wound with no saves allowed.
-Daemon Primarch: Fear, Fearless, Hatred (Imperium), Eternal Warrior, Fleet, IWND, Automatically the Warlord, Possesses 2 chosen Warlord traits.
-Lash of Slaanesh: S: As User, AP:2, Attacks in btb melee by Fulgrim possess the Sweep special rule.
-Glorious Dueling Sword: S:+1, AP:2, models wounded by this sword must take a leadership test on 2d6. If those models fail they are unable to attack this Assault Phase.

Mortarion Ascended, Greatest of Nurgle
Spoiler:
Unit Type: Gargantuan Creature (Character)
WS:9 BS:6 S:9 T:9 W:8 I:5 A:5 LD:10 SV:2+/3++ 850 points
Special Rules: Greatest of Nurgle, Daemon Primarch, Great Instability, Aura of Decay
Wargear: Complete Silence, Barbaran Plate, Assault Grenades
-Greatest of Nurgle: Mortarion's durability borders on invincibility. Mortarion has a 4+ Feel No Pain, and may attempt to heal up to two wounds per turn with his It Will Not Die!. He is immune to weaponry and antagonistic effects that wound on a flat dice roll.
-Aura of Decay: Mortarion is surrounded with by an immense field of pure entropic energy. Mortarion is encased in an aura that inflicts d6 S:4, AP:- auto-hits to all enemy units within 10" of himself. This effect is constant, and enemy units continue to take these auto-hits, every assault phase (the assault phase of the models effected) as long as they are within 10" of Mortarion.
-Great Instability: If a model with this rule is to ever lose combat for any reason he automatically takes a wound with no saves allowed. At the end of the controlling player’s turn a model with this rule rolls a d6. On a 3+ they continue normally. Should they fail they take a wound with no saves allowed.
-Daemon Primarch: Fear, Fearless, Hatred (Imperium), Eternal Warrior, Fleet, IWND, Automatically the Warlord, Possesses 2 chosen Warlord traits.
-Complete Silence: Silence infused with the raw powers of Entropy: S:As User, AP:2, Fleshbane, Armorbane, Master Crafted, Instant Death
-Barbaran Plate: Grants Mortarion a 2+ armor save, and a 3+ invulnerable save.

Lorgar Ascended, Scion of Chaos Undivided
Spoiler:
Unit Type: Monstrous Creature (Character)
WS:8 BS:6 S:7 T:7 W:6 I:7 A:6 LD:10 SV:2+/3++ 600 points
Special Rules: Psyker (Mastery Level 4), Transfigured, The Blessed Lord, Great Instability, Daemon Primarch
Wargear: Grand Crozius, Armor of the Word, Assault Grenades
-Transfigured: Lorgar does to roll for what powers he possesses. Instead he possesses all powers from the Malefic Daemonology, and Telekinesis disciplines. Lorgar may cast up to 4 powers per turn in any combination of powers from his two disciplines. Lorgar harnesses warp charges on a 3+ rather than a 4+.
-The Blessed Lord: Lorgar grants all friendly units within 12" the Crusader, and Stubborn USRs.
-Great Instability: If a model with this rule is to ever lose combat for any reason he automatically takes a wound with no saves allowed. At the end of the controlling player’s turn a model with this rule rolls a d6. On a 3+ they continue normally. Should they fail they take a wound with no saves allowed.
-Daemon Primarch: Fear, Fearless, Hatred (Imperium), Eternal Warrior, Fleet, IWND, Automatically the Warlord, Possesses 2 chosen Warlord traits.
-Grand Crozius: S:+2, AP:2, Melee, Master Crafted
-Armor of the Word: Grants Lorgar a 2+ armor save and a 3++ invulnerable save. Also grants Lorgar a -1 to all DTW rolls (4+ becomes a 3+).

Perturabo Ascended, Champion of the Soul Forge
Spoiler:
Unit Type: Gargantuan Creature (Character)
WS:8 BS:6 S: D T:8 W:7 I:5 A:4 LD:10 SV:2+/3++
Special Rules: Metallum Malefica, The Siege Lord, Daemon Primarch, Great Instability
Wargear: Forgebreaker, Soulforged Arch-Plate, Assault Grenades, Cognis Signum
-Metallum Malefica: Perturabo grants the Feel No Pain (5+), It Will Not Die (5+), and Rage USRs to all Vehicles with the Daemon special rule.
-The Siege Lord: Perturabo grants all friendly units the Furious Assault special rule when they are within the enemy deployment zone. Friendly units deep-striking within the enemy deployment zone do not scatter, and all attacks made by friendly models against enemy fortifications have the Deflagrate special rule.
-Great Instability: If a model with this rule is to ever lose combat for any reason he automatically takes a wound with no saves allowed. At the end of the controlling player’s turn a model with this rule rolls a d6. On a 3+ they continue normally. Should they fail they take a wound with no saves allowed.
-Daemon Primarch: Fear, Fearless, Hatred (Imperium), Eternal Warrior, Fleet, IWND, Automatically the Warlord, Possesses 2 chosen Warlord traits.
-Grond: Earthshattering Blows (attacks made in melee combat with Grond have the Blast (3") rule. This is placed anywhere in BTB with Perturabo), AP:2
-Soulforged Arch Plate: Grands Perturabo a 2+ armor save, and a 3+ invulnerable save.

This message was edited 35 times. Last update was at 2015/11/16 16:21:44


Finally found my quote from a gym buddy born and raised in South Korea:
"It is the soldier, not the reporter who has given us the freedom of the press.
"It is the soldier, not the poet, who has given us the freedom of speech.
"It is the soldier, not the campus organizer, who gives us the freedom to demonstrate.
"It is the soldier who salutes the flag, who serves beneath the flag, and whose coffin is draped by the flag, who allows the protester to burn the flag." 
   
Made in us
Longtime Dakkanaut




Houston, Texas

I'd really like to get some feedback on this.
I went plum loco on the daemon primarchs, but I feel like that's somewhat counteracted by Great Instability making them take an average of 2 wounds in a 5 turn game.
The Lion and Guilliman are mainly army buffing units as can be seen. They actually get phased by bolters in their appearances.
Ariarcha and Hellenika (custom Sisters of Silence characters), Phosis T'Kar, Bjorn, Thiel, and the OG Cypher will have thier rules on here in matter of hours.

Finally found my quote from a gym buddy born and raised in South Korea:
"It is the soldier, not the reporter who has given us the freedom of the press.
"It is the soldier, not the poet, who has given us the freedom of speech.
"It is the soldier, not the campus organizer, who gives us the freedom to demonstrate.
"It is the soldier who salutes the flag, who serves beneath the flag, and whose coffin is draped by the flag, who allows the protester to burn the flag." 
   
Made in au
Trigger-Happy Baal Predator Pilot





Give Angron Hartred (Everything) and replace Russ' rending with Armourbane.
   
Made in us
Longtime Dakkanaut




Houston, Texas

Anyone else?
I feel like I'm a ghost in a crowded room. Talking to people who don't appear to notice me.

Finally found my quote from a gym buddy born and raised in South Korea:
"It is the soldier, not the reporter who has given us the freedom of the press.
"It is the soldier, not the poet, who has given us the freedom of speech.
"It is the soldier, not the campus organizer, who gives us the freedom to demonstrate.
"It is the soldier who salutes the flag, who serves beneath the flag, and whose coffin is draped by the flag, who allows the protester to burn the flag." 
   
Made in au
Trigger-Happy Baal Predator Pilot





Don't worry, they're all very good. I just think people look at these threads and think that they're some poorly made, cheesy Mary Sues when that is not the case.
   
Made in gb
Member of a Lodge? I Can't Say



UK

I think when sanguinius dies instead of everyone in his detachment loosing leadership it should be something like on the next turn all blood angels must move as directly as possible towards the nearest enemy unit and charge. All blood angels have Rage and Furious charge for this turn.

I'm sure you already know but when he died the blood angels didn't get scared, they all went into a mad battle frenzy.

Otherwise they're all pretty cool, especially rules like leman russ's dirty fighting.

You should add Azkaellon or First Captain Raldoran to the assorted other characters


"That's how a Luna Wolf fights."
"If you can't keep up, go and join the Death Guard"
"It had often been said that Space Marines knew no fear, but when Angron charged, he ran" 
   
Made in au
Trigger-Happy Baal Predator Pilot





Just A Few Suggestions:
1. The gauntlets of Ultramar are not unwieldy and in the shooting phase, they're AP2, Assault 2

2. Make The Lion WS8 and give him +1 initiative. S7 on Russ is fine, because he is described as stronger than The Lion, but The Lion in described as quicker than Russ. Their skill in combat is also described as evenly matched.

3. Khan is normally depicted on a jet bike, so maybe the Red Hare makes him a Jetbike type?

4. I agree with the above, the leadership penalty should still apply, but if Sanguinius dies, Blood Angels should get rage etc. Maybe a 4++ for Sanguinius? It can become a 3++ in close combat (like Fulgrim) or it can increase when he beats someone in a challenge. I would say the WS9 is a bit excessive, but Sanguinius needs to be able to hold his own against a bloodthirster. Also, there was never 2 blade encarmines, just one.

This message was edited 2 times. Last update was at 2015/02/26 09:22:10


 
   
Made in us
Dakka Veteran






The psychic buffs for Pre Ascention Magnus are a little much, I think.

Some ideas: He boosts his detachment's psychic phase so that they gain an extra d3 WC in the phase. Maybe limit this to an 18" bubble around him.

Instead of auto- casting, make it so he sets off powers on a 2+; he also has a 24" bubble where psychic denial for units in his detachment get +1.

Make the Heqa Staff AP 3, maybe even 4; he can be a super- duper force multiplier OR a combat monster, not both and for the sake of my favorite legion, I hope he multiplies my force by oodles.

Sanguinius should just be jump infantry, maybe even jet pack infantry; MC movement rules are a little much.

I went to Hershey Park in central PA this year, and I have to say I was more than a little disappointed. I fully expected the entire theme park to be make entirely of chocolate, but no. Here in America, we have "building codes," and some other nonsense about chocolate melting if don't store it someplace kept below room temperature. 
   
Made in us
Loyal Necron Lychguard






Palm Beach, FL

The Gauntlets are post heresy.
   
Made in us
Krazed Killa Kan




Homestead, FL

Give Sanguinius a psychic ability, in all the fluff he has foresight.

I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all

Marine General James Mattis, to Iraqi tribal leaders 
   
Made in us
Daemonic Dreadnought






AL

If Luther is in archtraitor mode, shouldn't his stats be comparable to the lion? Considering they dueled and Luther came out on top...

Gods? There are no gods. Merely existences, obstacles to overcome.

"And what if I told you the Wolves tried to bring a Legion to heel once before? What if that Legion sent Russ and his dogs running, too ashamed to write down their defeat in Imperial archives?" - ADB 
   
Made in gb
Longtime Dakkanaut




Magnus is definately a bit much for the points (especially when considering he gets free invisibility).
I would tone down his other stats for balance. He's a scholar ,not a warrior.

DFTT 
   
Made in ca
Sybarite Swinging an Agonizer




Girly man will be getting rules soon, FW already shown his model, it has a sword and a regular power fist.

10k+ Tau, Ke'lshan
10k Dark Eldar Kabal of the Flayed skull
1k Scions
 
   
Made in us
Bounding Dark Angels Assault Marine





down range

Still waiting for my Luther and Lion model....

Sometimes there's Justice, sometimes there's Just Us... 
   
Made in us
Longtime Dakkanaut




Houston, Texas

Gonna be adding to this pretty soon.
WTF Forgeworld? Why can Girlyman win against Angron?

Finally found my quote from a gym buddy born and raised in South Korea:
"It is the soldier, not the reporter who has given us the freedom of the press.
"It is the soldier, not the poet, who has given us the freedom of speech.
"It is the soldier, not the campus organizer, who gives us the freedom to demonstrate.
"It is the soldier who salutes the flag, who serves beneath the flag, and whose coffin is draped by the flag, who allows the protester to burn the flag." 
   
Made in au
Slippery Scout Biker





Because he is an Ultramarine. "With the thickest plot armour from the emperor himself, and the most powerful win weapons fueled by ownage ammunition, the Ultramarine are the most powerful army in the 40k universe" - Gamesworkshop

This message was edited 1 time. Last update was at 2015/07/21 11:08:48


40k:
Salamanders - 3500 points
Inquisition - 500
30k:
Salamanders - 4000
Imperial Militia - 1500
 
   
Made in fi
Stalwart Tribune





Why Magnus has no Divination? I remember that he used it a lot.

If you wish to grow wise, learn why brothers betray brothers. 
   
Made in gb
Dispassionate Imperial Judge






HATE Club, East London

Khan seems a bit underpowered - apart from the Jetbike, I'm not really sure what he 'has'.

He's meant to be a master swordsman (definitely one of the more 'single combat'/martial primarchs) and blindingly fast, with a good, simple, tactical mind based on glorious strikes and first charges.

Leman Russ should certainly be stronger than him, but I get the impression Khan should have the higher WS and I, and maybe a bonus on the charge?

Also, I don't think there's any actual depiction of him on a jet bike - I agree it's fluffy, but the only time we've yet seem him in action he's been on foot or leading a teleporting terminator squad to the dead centre of the combat.

This message was edited 1 time. Last update was at 2015/07/21 11:21:02


   
Made in us
Longtime Dakkanaut




Houston, Texas

Edits made all around.

Finally found my quote from a gym buddy born and raised in South Korea:
"It is the soldier, not the reporter who has given us the freedom of the press.
"It is the soldier, not the poet, who has given us the freedom of speech.
"It is the soldier, not the campus organizer, who gives us the freedom to demonstrate.
"It is the soldier who salutes the flag, who serves beneath the flag, and whose coffin is draped by the flag, who allows the protester to burn the flag." 
   
Made in us
Been Around the Block





I think that the changes you made to Angron's statline make sense, but ultimately he ends up being worse than he used to be, rather than better.

For 75 more points, what does Angron gain? +1 Toughness, +1 Wound, Rage, and Rampage. But he loses Hatred (All), his Feel No Pain (6+), and now is easier to hit while having a harder time hitting.

Not sure if this was intentional or not, but he ends up being overall worse than before especially since he also loses his only Ranged weapon. Normal Marines would hit him on a 5+ in combat, now a 4+. Primarchs that might have hit him on a 4+ before now hit him on a 3+, and Angron has a harder time hitting now with loss of Hatred and his superior WS.

For example, old Angron vs Rogal Dorn had 7 attacks, hitting with 6.16 (Hatred) and wounding with with 4.144, then reduced to 2.07 before IWND
Dorn hits 2 times, wounds 1.5 times, 0.625 wounds after saves and FNP and IWND will take that down to 0.4166667 wounds at the start of the next turn.

Now, Angron hits on a 4+ due to Berserker. He does the same amount of wounds to Rogal.
Dorn now attacks back, hits with 2.66668, wounds with 1.3334, down to .6667 after saves and IWND takes that down to .4444 wounds dealt. So now Rogal actually does -more- damage versus Angron!

Sure, Angron has an additional Wound and Toughness, but the 6+ FNP and better WS made up for it. Plus, that version was also 75 points less, which is a big deal.


The biggest problem Angron has versus any other Primarch is that not only will he still lose to some of them, but these Primarchs also provide FORCE MULTIPLIERS. Angron provides 1, and only if you're within 12".

Personally I recommend you drop Angron down to 440, drop the Berserker rule, and have Sire of the World Eaters grant all models in the army (and himself) a Feel No Pain (6+) and perhaps allow D3 units to Scout (but it must be towards enemy units). And perhaps disallow Librarians within 12" of him?

Or if you don't do that, drop Angron to 410 points imo, Guilliman beats Angron 1v1 and costs only 400, but provides so many other benefits!

I hope I was able to be constructive in how I posted, I really like the changes you made to the Primarchs and overall the rules are really sweet. Just wanted to provide my own input.

This message was edited 2 times. Last update was at 2015/07/23 03:25:37


 
   
Made in us
Longtime Dakkanaut




Houston, Texas

 Quintinus wrote:
I think that the changes you made to Angron's statline make sense, but ultimately he ends up being worse than he used to be, rather than better.

For 75 more points, what does Angron gain? +1 Toughness, +1 Wound, Rage, and Rampage. But he loses Hatred (All), his Feel No Pain (6+), and now is easier to hit while having a harder time hitting.

Not sure if this was intentional or not, but he ends up being overall worse than before especially since he also loses his only Ranged weapon. Normal Marines would hit him on a 5+ in combat, now a 4+. Primarchs that might have hit him on a 4+ before now hit him on a 3+, and Angron has a harder time hitting now with loss of Hatred and his superior WS.

For example, old Angron vs Rogal Dorn had 7 attacks, hitting with 6.16 (Hatred) and wounding with with 4.144, then reduced to 2.07 before IWND
Dorn hits 2 times, wounds 1.5 times, 0.625 wounds after saves and FNP and IWND will take that down to 0.4166667 wounds at the start of the next turn.

Now, Angron hits on a 4+ due to Berserker. He does the same amount of wounds to Rogal.
Dorn now attacks back, hits with 2.66668, wounds with 1.3334, down to .6667 after saves and IWND takes that down to .4444 wounds dealt. So now Rogal actually does -more- damage versus Angron!

Sure, Angron has an additional Wound and Toughness, but the 6+ FNP and better WS made up for it. Plus, that version was also 75 points less, which is a big deal.


The biggest problem Angron has versus any other Primarch is that not only will he still lose to some of them, but these Primarchs also provide FORCE MULTIPLIERS. Angron provides 1, and only if you're within 12".

Personally I recommend you drop Angron down to 440, drop the Berserker rule, and have Sire of the World Eaters grant all models in the army (and himself) a Feel No Pain (6+) and perhaps allow D3 units to Scout (but it must be towards enemy units). And perhaps disallow Librarians within 12" of him?

Or if you don't do that, drop Angron to 410 points imo, Guilliman beats Angron 1v1 and costs only 400, but provides so many other benefits!

I hope I was able to be constructive in how I posted, I really like the changes you made to the Primarchs and overall the rules are really sweet. Just wanted to provide my own input.

I completely forgot he had hatred, and that FNP. Edited,

Finally found my quote from a gym buddy born and raised in South Korea:
"It is the soldier, not the reporter who has given us the freedom of the press.
"It is the soldier, not the poet, who has given us the freedom of speech.
"It is the soldier, not the campus organizer, who gives us the freedom to demonstrate.
"It is the soldier who salutes the flag, who serves beneath the flag, and whose coffin is draped by the flag, who allows the protester to burn the flag." 
   
Made in us
Longtime Dakkanaut




Houston, Texas

At this point all we're missing is Lorgar, Perturabo, and Ahriman.

Finally found my quote from a gym buddy born and raised in South Korea:
"It is the soldier, not the reporter who has given us the freedom of the press.
"It is the soldier, not the poet, who has given us the freedom of speech.
"It is the soldier, not the campus organizer, who gives us the freedom to demonstrate.
"It is the soldier who salutes the flag, who serves beneath the flag, and whose coffin is draped by the flag, who allows the protester to burn the flag." 
   
Made in au
Slaanesh Chosen Marine Riding a Fiend




Australia

Mortarion's Silence should keep its instant death rule

The Circle of Iniquity
The Fourth Seal
 
   
Made in gb
Grim Dark Angels Interrogator-Chaplain





Earth

Also for angron return his challenge ability to be able to choose the order of the challenges, being able to kill.that apothecary before fighting Vulcan for example.is pretty bloody useful.
   
Made in se
Glorious Lord of Chaos






The burning pits of Hades, also known as Sweden in summer

To be fair, if Angron gets in a challenge with Vulkan they will probably sit in that challenge all game anyway.

Currently ongoing projects:
Horus Heresy Alpha Legion
Tyranids  
   
Made in us
Longtime Dakkanaut




Houston, Texas

All done here except for Ahriman.

Finally found my quote from a gym buddy born and raised in South Korea:
"It is the soldier, not the reporter who has given us the freedom of the press.
"It is the soldier, not the poet, who has given us the freedom of speech.
"It is the soldier, not the campus organizer, who gives us the freedom to demonstrate.
"It is the soldier who salutes the flag, who serves beneath the flag, and whose coffin is draped by the flag, who allows the protester to burn the flag." 
   
Made in us
Regular Dakkanaut



Nashville, TN

Why does Cypher have a psyker mastery level 3, and two bolt pistols?

He is never a psyker in the books, and has a plasma pistol in them as well.

Currently he's better than every legion librarian (As the army list maxes at 2)


Joe Smash. 
   
Made in us
Guard Heavy Weapon Crewman





A part of me would really like to see El Johnson mounted. I mean yeah on a lion, but a larger than average horse would work too. A jet bike.

This message was edited 1 time. Last update was at 2015/07/31 07:10:30


 
   
Made in gb
Longtime Dakkanaut




I would give phosis tkar an enhanced kine shield power. One that holds up against a D hit, like it does in the novel.

DFTT 
   
Made in gb
Boosting Ultramarine Biker





So you're saying that Be'lakor is a better payer than the Emprah.

Albert Einstein wrote:
If you don't think you have any TFG's at your club, you are the TFG

Full Chapter + Kabuki Guilliman

3700 Points + Kabuki Vulkan
XIIIth Legion 8500 Points + ForgeWorld Guilliman
'Does Sigismund deserve a slap, Captain Torgaddon? Probably. In the spirit of comradeship, let him be. He bruises easily.’ - Rogal Dorn  
   
 
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