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Made in ca
Longtime Dakkanaut





Vulkan
Points: 360, Power Level: 19

M 6"
WS 2+
BS 2+
S 8
T 6
W 9
A 5
Ld 10
Sv 2+

Weapons:
Dawnbringer - melee - x2 - AP -3 - Damage 4 - Before making attacks with Dawnbringer, Vulkan may choose for one piece of Wargear carried by the target unit to be ignored during attacks made with Dawnbringer for the remainder of the turn.
The Furnace's Heart (standard) - Pistol 2 - 12" - S8 - AP -3 - Damage 2
The Furnace's Heart (supercharged) - Pistol 3 - 12" - S9 - AP -3 - Damage 3 - When making attacks with this weapon, any hit rolls of 1 cause a mortal wound to the bearer after all attacks with it have been made.

Wargear:
The Draken Scale: Vulkan has a 4+ Invulnerable saving throw. Additionally, halve any damage that would be dealt to Vulkan, to a minimum of 1 damage.

Dawnbringer Teleporter: Once per game Vulkan may use Dawnbringer's internal teleporter. Remove Vulkan from the battlefield and set him up anywhere on the battlefield further than 9" from enemy units.

Special Rules:
Perpetual: Vulkan regains d6 previously lost wounds at the start of each of your turns. If Vulkan is slain, mark the spot where he died and roll a d6. On a 4+, return Vulkan to the battlefield at the start of your turn as close to the position where he died as possible, and further than 1" from enemy models.

Primarch of the XVIIIth: You may reroll all failed hit rolls for <Salamanders> units within 6" of Vulkan.

The Lord of Drakes: Once per turn, when an objective is scored by a friendly <Salamanders> unit within 6" of Vulkan, you may score the maximum number of Victory Points instead of rolling a dice, or may score an additional Victory Point.

==Keywords== Character, Monster, Primarch, Vulkan
==Faction Keywords== Imperium, Adeptus Astartes, Salamanders

 Galef wrote:
If you refuse to use rock, you will never beat scissors.
 
   
Made in gb
Lord of the Fleet






London

I would remove the Dawnbringer effect of "removing Wargear". It's clunkly and could be overpowered.

Ditch the Perpetual rule; he has Character targeting restrictions, T6, 4++ and he halves any damage, as well as D6 wound regeneration every turn?? No.
   
Made in ca
Longtime Dakkanaut





 Valkyrie wrote:
I would remove the Dawnbringer effect of "removing Wargear". It's clunkly and could be overpowered.

Ditch the Perpetual rule; he has Character targeting restrictions, T6, 4++ and he halves any damage, as well as D6 wound regeneration every turn?? No.


Hmmm, yeah, he's a tough one. Perhaps I should make him 10 wounds and a degrading profile? Because, yes, he's really, really, really hard to put down. I like Dawnbringer's effect of removing wargear, because it allows him to ignore Inv saves granted by wargear, but not special rules, or FnP granted by Wargear, but not special rules, or hit penalties granted by wargear, but not special rules. It's very unique, and helps with the idea that the hammer was able to "break through any defense mounted against it".

 Galef wrote:
If you refuse to use rock, you will never beat scissors.
 
   
Made in ca
Steadfast Ultramarine Sergeant






Little Vulkan the forgefather has a 3++ I doubt big Vulkan would be less equipped than him, but that would be too much if he's halfing all damage

As for the perpetual rule I'd just make him gain a wound every turn. He can't go to 10 wounds or he'll go down easier than magnus or mortarion.

I don't get why he's S8? Is it well know that he's stronger than Guilliman? Let's just get crazy and make him S6 but his hammer is Sx3!

Shouldn't he have a flamer?
   
Made in ca
Longtime Dakkanaut





 fraser1191 wrote:
Little Vulkan the forgefather has a 3++ I doubt big Vulkan would be less equipped than him, but that would be too much if he's halfing all damage

As for the perpetual rule I'd just make him gain a wound every turn. He can't go to 10 wounds or he'll go down easier than magnus or mortarion.

I don't get why he's S8? Is it well know that he's stronger than Guilliman? Let's just get crazy and make him S6 but his hammer is Sx3!

Shouldn't he have a flamer?


Oddly, yes! It is specifically stated that he was perhaps one of the physically strongest Primarchs, and one of the tallest as well, so I felt +1 S to the standard Primarch profile was suitable. Plus, it allows him to wound even big stuff on 2's. However, he also has 1 fewer attacks than the standard Primarch profile, as he's never stated as being exceptionally fast compared to other Primarchs. As for the flamer? Again, oddly, it's not one of his common weapons. Instead, he has a special Plasma Pistol designed and given to him by Ferrus Manus. I really would've expected him to have a flamer weapon. Maybe it could be a Plasma-Flamer, but I never saw any reference to that in the fluff.

 Galef wrote:
If you refuse to use rock, you will never beat scissors.
 
   
Made in dk
Loyal Necron Lychguard






Vulkan
Points: 360, Power Level: 19

M 6"
WS 2+
BS 2+
S 7
T 7
W 9
A 5
Ld 10
Sv 2+

Weapons:
Dawnbringer (bam) - melee - x2 - AP -3 - Damage 4 -
Dawnbringer (boom) - melee - 8 - AP -2 - Damage 1 - Increase the number of attacks made with this profile by the wielder's Strength.
The Furnace's Heart (standard) - Pistol 2 - 12" - S8 - AP -3 - Damage 2
The Furnace's Heart (supercharged) - Pistol 3 - 12" - S9 - AP -3 - Damage 3 - When making attacks with this weapon, any hit rolls of 1 cause a mortal wound to the bearer after all attacks with it have been made.

Wargear:
The Draken Scale: Vulkan has a 3+ Invulnerable saving throw. Reduce damage dealt to Vulkan from any weapon that can roll more than 1 dice to determine damage and all weapons which can either remove the firing model from play or deal mortal wounds to the firing model to 1.

Dawnbringer Teleporter: Once per game Vulkan may use Dawnbringer's internal teleporter. Remove Vulkan from the battlefield and set him up anywhere on the battlefield further than 9" from enemy units.

Special Rules:
Perpetual: Vulkan regains 1 previously lost wounds at the start of each of your turns. If Vulkan is slain, mark the spot where he died. Vulkan returns to the battlefield with one wound remaining at the end of your Movement phase on a roll of 4+ as close to the position where he last died as possible, and further than 1" from enemy models.

Primarch of the XVIIIth: You may reroll all failed hit rolls and wound rolls for <SALAMANDERS> units within 6" of Vulkan.

Master of Drakes: You can re-roll the number of shots for flame weapons and the damage done by Melta weapons fired by friendly models within 12" of Vulkan. You can re-roll Leadership tests for friendly units within 12" of Vulkan.

==Keywords== Character, Monster, Primarch, Vulkan
==Faction Keywords== Imperium, Adeptus Astartes, Salamanders

----

Reduced the S by 1 to 7, so you need that bonus strength from the WL trait to wound Knights on 2s and Marines on 2s with the smaller profile. Removed the item destruction effect in favour of something similar to what he does in 30k with making a blast at S8. Draken Scale to 3+ invul from 4+ and the secondary effect is much better against a few things, but removed against most things because he now has the 3++. I think all human Primarchs should give re-roll everything to their chapter because their own presence is going to be that much smaller.

How does this Vulkan stack up to Guilliman? Salamanders already have re-rolls. Guilliman can get back once with several wounds, Vulkan keeps healing and has a chance to come back at the end of every single one of your Movement phases. Vulkan hits harder in melee but is slower. Flamers and Meltas aren't too good, but Vulkan is better in lists filled with those. I'd say this version if fluffy, strong but not too good.

This message was edited 1 time. Last update was at 2018/11/27 21:34:55


 
   
Made in us
Fixture of Dakka





I like vict0988's changes with the exception of the Draken Scale. A 3+ invul is fine, but the second half of that rule is just too clunky. Why not simplify it to, "Reduce the damage of unsaved wounds inflicted on Vulkan by 1 to a minimum of 1."

He already has multiple rules to help him stay alive on top of being a concealable character with great saves. We can probably streamline the damage reduction thing. Or even just drop it. He usually won't be targetable until halfway through the game, and he's still extremely durable, automatically healing, and potentially coming back to life on top of all that.

His revival mechanic is a little redundant with Guilliman's but I feel that's more of an argument for Guilliman to lose or nerf his version of that mechanic. He's already almost as killy and supporty as you can reasonably make a unit. He doesn't need to also be the most durable guy on the table if there is to be design space for his fellow loyalist primarchs.

I'd strongly consider ditching the Lord of Drakes rule, Yarium. I wish there was more VP manipulation in the game, but the current system isn't really set up to support it. An extra VP here and there might mean you get a 10% boost to your overall score in one format or mission, but a 33% boost in another. Consider how this would work in the Relic versus the Scouring or Purge the Alien. If you're playing Maelstrom, it gets extra wonky. If you're playing another variation of 40k (like ITC), even wonkier.



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 dk
Loyal Necron Lychguard






Wyldhunt wrote:
I like vict0988's changes with the exception of the Draken Scale. A 3+ invul is fine, but the second half of that rule is just too clunky. Why not simplify it to, "Reduce the damage of unsaved wounds inflicted on Vulkan by 1 to a minimum of 1."

That would be much stronger, my suggestion only affects a fraction of ranged weapons and I can't think of any melee weapons it affects. It's a port of 30k Vulkan's heat resistance, I was thinking of Aeldari fusion weapons and Necron heat weapons, listing all of those is a chore. I removed the VP for the listed reason, I'm also not sure why Vulkan should be the VP generator.I can't think of any human Primarch that should be tougher than Vulkan who would that be?
   
Made in ca
Longtime Dakkanaut





Didn't realize that the Salamanders had a strength-boosting warlord trait; that's awesome and definitely makes this guy work as intended when you take him as your Warlord. That's a great bonus for sticking to the fluff with army construction.

I have to agree with Wyldhunt; that's a CONFUSING mechanic for the Draken scale. I was thinking that Gulliman's 3+ Inv should be unique, because a 3+ Inv is crazy hard to crack, and the guy is already very tough. Then again, changing his Draken Scale bonus to being -1 to damage, rather than half, seems fitting, and Space Marines as a whole have the easiest access to 3+ Inv as it is, so they definitely have the tech/relics to give him for it. I like Wyldhunt's better.

Lastly, I like the VP modifications of his ability. Of all the Primarchs, Vulkan was a teacher, someone who doesn't just do great deeds himself but teaches others on how to be great. Gulliman was a strategist, but Vulkan cared. I didn't want something that increased damage, because Vulkan himself wasn't about being destructive, but about creating something. Changing how you score points, to me, is a great way of reflecting that. While it might cause headaches in ITC-type scoring systems due to people being able to score more than the maximum VP in a game (theoretically, up to 12 additional VP over the course of 12 players turns), I think the rules works easily and intuitively in all other situations. Having the ability be better in some missions than others is no different from having "kill a unit, +1 VP" rules, which also heavily benefit one army type over another.

 Galef wrote:
If you refuse to use rock, you will never beat scissors.
 
   
Made in us
Steadfast Ultramarine Sergeant






From a fluff perspective, dawn bringers teleport ability. Can it teleport more than just him? I think that would be cool being able to move himself and a unit too
   
 
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