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-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 subtract 2 to their roll when taking any leadership test, and count as having killed 1 additional enemy model when determining Victory during combat resoultion.
-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 (5") Blast template instead use the Massive (7") Blast template. 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, Primarch
Wargear: Heqa Staff, Scarab Armor, Nuncio Vox, Cognis Signum, Assault and Defensive Grenades
-The Sorcerer King: Magnus knows all powers from the Telekinesis, Biomancy, and Telepathy disciplines. Magnus does not roll to harness warp charges on a 4+, but instead instantly harnesses them (Due to this Magnus does not suffer from the effects of Perils of the Warp) 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 one additional level of psychic mastery. Magnus grants all units with the Legiones Astartes (Thousand Sons) special rule +1 Ld (to a max of 10), and allows his controlling player to reroll any Peril of the Warp roll once per Psychic phase
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 (you may choose not to roll to see if nightfighting continues, meaning you may cancel it at any time, or continue it indefinitely)
-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, and The Lion may grant the Infiltrate special rule to any 2 units.
-Great Relic Blade: S:+2, AP:2, Melee, Two Handed
-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: Sangunius may choose to attack with either the Spear of Telesto, or Blades Encarmine during an Assault Phase. He may not mix attacks between the two. 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 (Thousand Sons, Word Bearers, World Eaters, Death Guard, Sons of Horus, Iron Warriors, Emperor's Children, Night Lords, Alpha Legion) 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 / 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:
Unit Composition: Leman Russ, Freki and Geri
Unit Cost: 475 points
WS:8 BS:6 S:7 T:6 W:6 I:6 A:5 LD:10 SV:2+/4++ (Leman Russ)
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, Wolf Brethren
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 roll 2d6 and pick the higher di for for all rolls to run.
-Wolf Brethren: The combined unit of Leman Russ, and Freki and Geri uses Leman Russ' toughness of 6 rather than the average toughness of the unit (which is 5)
-The Great Wolf: Leman Russ fights dirty. He will go for the groin, spit at , and target existing 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. The effects of this ability are permanent, but may not stack.
Jaghatai Khan, Primarch of the White Scars
Spoiler:
On Foot= WS:8 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:8 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.
-Sire 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, Murderous Strike
-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, Defragrate
-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, Master of the Legion
Wargear: Bolter, Power Sword, Artificer Armor, Assault and Defensive Grenades
-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, Untraceable, Master of the Legion
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, Legiones Astartes (Dark Angels), Master of the Legion, Boon of Chaos
Wargear: Great Relic Blade, Artificer Armor, Assault and Defensive Grenades, Plasma Pistol, Nuncio Vox
-Great Relic Blade: S:+2, AP:2, Two Handed, Master Crafted
-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.
-Boon of Chaos: Luther has been transformed by the Dark Gods for his malevolent purpose. He possesses an additional point of Strength, Toughness, and Initiative, as well as an additional Attack and Wound. All of this already in his profile. Luther possesses the Daemon special rule, and possesses the Hatred (Lion'El Johnson) rule.
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, Master of the Legion
Wargear: Bifrost, Artificer Armor, Assault and Defensive Grenades, MC Plasma Pistol
-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, Murderous Strike
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
-Relic Blade: S:+1, AP:2, Melee, Master Crafted
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:8 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 (adding all bonuses from charging and the Butcher's Nails before multiplying by 1/2. Rounding up) 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. (Chosen from any combination of warlord traits from the 6E Chaos Daemons codex, and or the Horus Heresy books (Betrayal, Massacre, etc)
-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!!!). Angron does not need to go to ground before charging, and may do so after swooping or gliding.
-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. (Chosen from any combination of warlord traits from the 6E Chaos Daemons codex, and or the Horus Heresy books (Betrayal, Massacre, etc)
-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:
Unit Type: Gargantuan Creature
WS:10 BS:6 S:7 T:7 W:7 I:10 A:7 LD:10 SV:2+/3++ 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. (Chosen from any combination of warlord traits from the 6E Chaos Daemons codex, and or the Horus Heresy books (Betrayal, Massacre, etc)
-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.
-Gold Hemmed Armor: Grants Fulgrim a 2+ armor save, and a 3+ invulnerable save..
Mortarion Ascended, Greatest of Nurgle
Spoiler:
Unit Type: Gargantuan Creature (Character)
WS:9 BS:6 S:9 T:9 W:10 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. (Chosen from any combination of warlord traits from the 6E Chaos Daemons codex, and or the Horus Heresy books (Betrayal, Massacre, etc)
-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. (Chosen from any combination of warlord traits from the 6E Chaos Daemons codex, and or the Horus Heresy books (Betrayal, Massacre, etc)
-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++ 800 points
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. (Chosen from any combination of warlord traits from the 6E Chaos Daemons codex, and or the Horus Heresy books (Betrayal, Massacre, etc)
-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.
Some people may take offense to the Daemon Primarchs.
I'll point them to the fething Tauvar who is on the same level of toughness as fething Mortarion and is 250 points cheaper. It also has actual guns. Good guns. And lots of them.
This message was edited 10 times. Last update was at 2015/12/20 15:14:19
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."
Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.
Yeah the "all powers cost one charge" combined with all the other buffs was too much.
Removed.
This message was edited 2 times. Last update was at 2015/12/19 06:00:54
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."
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
Angron is already ws9, so "piss off" really wasn't warranted, sanguinius is also likely to be ws9.
My only issue it Luther, deamon Allies is absolutely a bad idea, he may have fallen to chaos but in all the fluff we have no evidence of Demons being present on caliban (other than part of tuchalka) prior to the fall.
Angron and Horus already have WS9.
Goes to say that Sanguinius would also have WS:9
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."
Angron and Horus already have WS9.
Goes to say that Sanguinius would also have WS:9
Horus is WS 8 and Angron has no shooting capabilities so WS 9 is warranted there (He's practically a Human bloodthirster, which is WS10), but the rest of them? No.
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
Angron and Horus already have WS9.
Goes to say that Sanguinius would also have WS:9
Horus is WS 8 and Angron has no shooting capabilities so WS 9 is warranted there (He's practically a Human bloodthirster, which is WS10), but the rest of them? No.
Sanguinius is commonly called "the most skilled" primarch, and is considered by Horus and Lorgar to be on equal footing with Angron.
Him having WS:9 makes sense.
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."
Angron and Horus already have WS9.
Goes to say that Sanguinius would also have WS:9
Horus is WS 8 and Angron has no shooting capabilities so WS 9 is warranted there (He's practically a Human bloodthirster, which is WS10), but the rest of them? No.
Angron has a master crafted plasma pistol, not amazing but he has a gun, guilliman can be W's 10 quite easily, sang is blatantly gonna have ws9 and possibly jaghatai Khan will too, so you negativity is unwarranted.
Angron and Horus already have WS9.
Goes to say that Sanguinius would also have WS:9
Horus is WS 8 and Angron has no shooting capabilities so WS 9 is warranted there (He's practically a Human bloodthirster, which is WS10), but the rest of them? No.
Angron has a master crafted plasma pistol, not amazing but he has a gun, guilliman can be W's 10 quite easily, sang is blatantly gonna have ws9 and possibly jaghatai Khan will too, so you negativity is unwarranted.
Yeah I had Jaghatai as WS:9, but despite his performance against Mortarion I don't think he's on Angron's or Sanguinus' level.
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."
Disabling strikes doesn't really make sense on the emperor. Horus has it because that epitomised his whole military strategy. He fought in a slow and calculated way to exploit his opponents weaknesses. The emperor was never known to fight in that way, just seems like an attempt at making him good in duels tbh
BaconUprising wrote: Disabling strikes doesn't really make sense on the emperor. Horus has it because that epitomised his whole military strategy. He fought in a slow and calculated way to exploit his opponents weaknesses. The emperor was never known to fight in that way, just seems like an attempt at making him good in duels tbh
As lazy as it is, that's kind of the point.
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."
If everyone would take a look at the FW bulletin they have a jigsaw for something thats supposed to release very soon.
It's Sanguinius, You can see the Primarch like base and the tip of one of his wings
<Dynasty> ~10500pts
War Coven of the Coruscating Gaze ~3000pts
Thrice-Damned Plague Corps ~3250pts
Admech (TBN) ~3500pts +30k Bots and Ulator
I have to disagree on most of these:
-thousand sons costing more to take extra guys: they were a small legion, but still ~10,000 strong at the time of prospero, so paying extra for the same stuff would be silly.
-the limit on the wolf's reroll a 1 to charge ONLY once is just to complex, just make it a flat reroll 1's to charge.
-I don't know if increasing the flat out makes sense for the scars (they like biking and going fast, so they someone modded all of their bikes without the mechanicus eating them) however, the fleet is a nice idea. their stuff should play into the fact that they were fairly neutral and distant from most their brothers (barring TS)
- the Dark Angels weren't super secretive untill after the heresy, yes?
- Blood Angels function fine, though I would add in something along the lines of the red thirst, since that makes more sense then having them run down fleeing enemies better.
-The emperor should not be T or S 7, probably 5 or 6 since he was basically a super strong human. making him have to not harness is just to OP, even for the Man Emperor of Mankind. Burning blade is to strong, he should be hitting at MAX S: 8 with it, as I said before, he's a human ( a strong one, probably around primarchs, but not the best of the primarchs)
-why does Magnus only have a 2+/3++? shouldn't it be closer to 2+/3++ since that's where most newer primarchs are going? remove the blessing limit and the free successes, increase his S: by 1 (probably me fanboying, but he kicked the gak out of russ untill he was blinded, and he was only half trying) Sire of the Thousand Sons should not be in a 12" bubble, no one else really does that, he just improves the entire army, no range limit.
- Dark secrets is just dumb unless I missed something in the fluff, the Angels weren't all secret untill the legion was split in two. beyond that, again with the 2+3++ thing that seems more common. why does he have scout? the relic blade would probably be unweildy, also, why the focus on night-fighting?
- just add fearless into sire of the blood angels, not with the LoS thing. just have his wings either count as an improved jet pack, or gives him flight. your Sire of the Blood Angels should already be half part of being a blood angel (furious charge via the red thirst)
- Psychic executioner is stupid, Magnus used powers in their duel, and if he was so anti-psykic, why did they bring the sisters of silence? this seems like a rule only to counter Magnus for a prospero campaign, and as such would just be silly. I would not let Russ drop stats for "fighting dirty" that seems a bit silly as well.
-why does Khan cause people to loose attacks? because he's steady? also, how does his bike let him hit faster and stronger with his sword? maybe +1 S and I for the turn he charge make the Shrapnel pistol leagues better, probably S: 5 AP: 3 Assault 3 or 4
- why 12 base attacks? what's wrong with 10? again with the bubble buffs from sire: he's there, everyone buffs since everyone knows he's there, it's not like world eaters forget their primarch is there and they stop trying as hard.
All in all, it's a nice idea, but I feel that the rules are mixes of too good, too situational, and too out of left field. Why is Russ so good at countering Psykers? why does Khan's bike suddenly make him permanently stronger? is the plate of the Sue a marry sue joke? why does Valdor's spear have Deflagrate? Cypher arguably wouldn't be the fallen quite yet. Bjorn only got good after prospero, IIRC. Why is Ariarcha's WS and BS so damn high? she is someone better at fighting then most damned primarchs!
I hate to sound so negative, but these rules just seem so... off.
I'll never be able to repay CA for making GW realize that The Old World was a cash cow, left to die in a field.
1....The Emperor is physically larger than most primarchs. He's over 13 feet tall if a lot of the earlier art is to be believed. And T5 is beyond "strong human" anyway.
2 Dark Secrets refers to to the very secretive warrior cults of the Dark Angels. Far more than other legions which were open.
A lot of fethed up gak on the Lion's homeworld? Remember the watchers? The single most insidious alien in the setting?
3. LOS is there for flavor. He is an angel after all. He wows everyone who SEES him.
4. You're 100% wrong here. Russ explicitly has some strong anti psychic powers, which is the only reason he even had a chance against Magnus. He's not a blank but he can feed off power like when he swelled in size like Magnus. And with that rule the way it is, Magnis can still cast powers.
5. Again more or less 100% wrong. In Scars that's kinda how he fights. He slowly gains the upper hand against Mortarion until he's passing up kill shot after kill shot. Genghis Khan as a leader was the same way. If he took a village he took the WHOLE village. Enlist the men, train the children, take all the gold, eat all the livestock, rape the women. 1 victory went a long way for the Mongols.
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."
ThePrimordial wrote: 1....The Emperor is physically larger than most primarchs. He's over 13 feet tall if a lot of the earlier art is to be believed. And T5 is beyond "strong human" anyway.
2 Dark Secrets refers to to the very secretive warrior cults of the Dark Angels. Far more than other legions which were open.
A lot of fethed up gak on the Lion's homeworld? Remember the watchers? The single most insidious alien in the setting?
3. LOS is there for flavor. He is an angel after all. He wows everyone who SEES him.
4. You're 100% wrong here. Russ explicitly has some strong anti psychic powers, which is the only reason he even had a chance against Magnus. He's not a blank but he can feed off power like when he swelled in size like Magnus. And with that rule the way it is, Magnis can still cast powers.
5. Again more or less 100% wrong. In Scars that's kinda how he fights. He slowly gains the upper hand against Mortarion until he's passing up kill shot after kill shot. Genghis Khan as a leader was the same way. If he took a village he took the WHOLE village. Enlist the men, train the children, take all the gold, eat all the livestock, rape the women. 1 victory went a long way for the Mongols.
1) 13' may be a bit of an over statement. A lot of that old artwork was obviously out of scale.
2) kinda, but I don't think the "secrets" would have been that prevalent. same goes for the watchers, it's not like the angels were all secret 'cause some weird aliens. but like I said, not to well versed on the dark angels
3) if it's for flavor, I kinda get it more
4) I still don't think so. in most of the fluff about there fight, it was to the point where magnus was able to spill his heart out to russ mentally, so large was his advantage. He only lost 'cause he was only half fighting, was preoccupied with dealing with tzeentch, and the whole "poked out his only eye" thing.
5)yes, he starts to gain the upper hand, but it's not 'cause he was causing morty to hit him less, but because Khan was better at fighting. also, that still doesn't explain why having him sit on a bike let's him hit harder and faster all the time. like I said, maybe a bonus on the charge, but beyond that, I don't see how the bike does these things without some weird stuff going on.
I'll never be able to repay CA for making GW realize that The Old World was a cash cow, left to die in a field.
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."