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		<title><![CDATA[Latest posts for the thread "Horus Heresy characters yet to be given rules"]]></title>
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				<title>Horus Heresy characters yet to be given rules</title>
				<description><![CDATA[ This is a fairly large project, and will likely be uploaded in pieces, but here we go.<br /> Hopefully people like these.<br /> <br /> The Emperor of Mankind<br /> <div style="margin-top:5px; margin-bottom:10px;">
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<span class="glossaryitem" onmouseover='gp(149);'>WS</span>:9 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:6 S:7 T:7 W:7 I:7 A:6 <span class="glossaryitem" onmouseover='gp(82);'>LD</span>:10 <span class="glossaryitem" onmouseover='gp(157);'>SV</span>:2+/3++ 1250 points<br /> Unit Type: Gargantuan Creature (same as the C'tan only the Emperor is a way bigger threat fluffwise regardless of perspective)<br /> Special Rules: Golden God, Sire of the Primarchs, Master of Mankind<br /> Wargear: The Burning Blade, The Aquilla's Talons, The Emperor's Aegis, Frag Grenades<br /> -Golden God: The Emperor has a variety of unique powers only usable by him. The powers do not use warp charges in the traditional sense (or any), and other psykers have no hope of adding to the Emperor's godlike power for the purposes of casting these powers. A power with the -+- symbol means another power with the -+- symbol may be used the same turn. Otherwise only one power may be used per turn. The powers count as costing 4 warp charges for the purposes of Denying them.<br /> ---------------Storm of the Emperor's Wrath: Witchfire/ Apocalyptic Mega Blast, S: D <span class="glossaryitem" onmouseover='gp(6);'>AP</span>:1 Center/ S:8 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>:3 in 6-10" circle/ S:6 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>:5 in 11-15" circle/ 72" range<br /> ---------------Empyrean Cannon: Witchfire/ Soulblaze, S: D, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>:1, Assault 10, 90" range.<br /> ---------------Empyrean Firestorm: Witchfire/ S: D, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>:1, Massive Blast, Vortex, 72" range<br /> ---------------Adamantium Arm: Blessing/ The Emperor gains 3 Strength, 3 Toughness, a 4+ <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>, and a 5+ save that may be taken against rolls of 6 on the S: D table. -+-<br /> ---------------Grand Blessing: Blessing/ 3 target units within 48" of the Emperor may reroll all failed armor and invulnerable saves, and all failed to hit rolls.-+-<br /> ---------------Grand Malediction: Malediction/ 3 target units within 48" of the Emperor must reroll all successful armor and invulnerable saves, and all successful to hit rolls. -+-<br /> ---------------Grand Enfeeblement: Malediction/ 3 target units within 48" of the Emperor lose 1 Strength, 1 Toughness, and 1 Weapons Skill. -+-<br /> -The Sire of the Primarchs: The Emperor counts as having the Primarch special rule, and may be taken as a Lords of War choice in any loyalist legion army.<br /> -Master of Mankind: The Emperor grants all units within his controlling player's army <span class="glossaryitem" onmouseover='gp(8);'>ATSKNF</span> if the <span class="glossaryitem" onmouseover='gp(136);'>USR</span> is applicable. He grants all units the option to deep strike with only a <span class="glossaryitem" onmouseover='gp(24);'>D6</span> of scattering instead of the normal <span class="glossaryitem" onmouseover='gp(1);'>2D6</span>. He grants all reserves in his controlling player's army the option to Outflank, and allows all units in his controlling player's army thd ability to reroll charge distances..<br /> -I Stand Alone: The Emperor may not take cover saves, and may not join units.<br /> -The Burning Blade: S:+3, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>:1, Melee, Master Crafted, One Handed<br /> -The Aquilla's Talons: S:As User, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>:2, Melee, Master Crafted, One Handed, Disabling Strike (as per the Talon of Horus' ability)<br /> -The Emperor's Aegis: Grants the Emperor a 2+ armor save and a 3++ invulnerable save.
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</div><br /> Magnus the Red, Primarch of the Thousand Sons<br /> <div style="margin-top:5px; margin-bottom:10px;">
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<span class="glossaryitem" onmouseover='gp(149);'>WS</span>:7 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:6 S:6 T:6 W:6 I:6 A:5 <span class="glossaryitem" onmouseover='gp(82);'>LD</span>:10 <span class="glossaryitem" onmouseover='gp(157);'>SV</span>:2+/ 4++ 525 points<br /> Special Rules: The Sorcerer King, Psyker (Mastery Level 5), Primarch, Sire of the Thousand Sons, Extremely Bulky<br /> Wargear: Heqa Staff, Scarab Armor, Frag Grenades<br /> -The Sorcerer King: Magnus chooses 4 powers in any combination from up to 2 (any 2) of the <span class="glossaryitem" onmouseover='gp(13);'>BRB</span> psychic disciplines. Magnus may cast any number of witchfires equal to or less than his Mastery Level. Magnus requires half the normal minimum number of warp charges/ successes (rounding up) necessary to cast witchfires. Magnus may only ever be under the effects of blessings with added warp charge cost of 2 or less.<br /> -Sire of the Thousand Sons: Magnus gives all Thousand Sons units with the Brotherhood of Psykers special rule 1 additional level of psychic mastery.<br /> -Heqa Staff: S:+1, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>:2, Force Weapon, Melee, Master Crafted<br /> -Scarab Armor: Grants Magnus a 2+ armor save, and a 4++ Invulnerable save.
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<span class="glossaryitem" onmouseover='gp(149);'>WS</span>:8 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:6 S:7 T:7 W:6 I:5 A:4 <span class="glossaryitem" onmouseover='gp(82);'>LD</span>:10 <span class="glossaryitem" onmouseover='gp(157);'>SV</span>:2+/4++ 450<br /> Freki and Geri<br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span>:5 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:5 S:5 T:5 W:3 I:5 A:4 <span class="glossaryitem" onmouseover='gp(82);'>LD</span>:10 <span class="glossaryitem" onmouseover='gp(157);'>SV</span>:4+ (each)<br /> Special Rules (Leman Russ): Psychic Executioner, Sire of the Space Wolves, Primarch, Furious Charge, Dirty Fighter, Very Bulky<br /> Special Rules (Freki and Geri): Furious Charge, Fearless, Fear<br /> Wargear (Leman Russ): Frostmourne, The Jaws of Fenris, The Great Wolf's Mantle, Frag Grenades<br /> Wargear (Freki and Geri): Count as Frag Grenades<br /> -Psychic Executioner: Leman Russ counts as S:10 when in combat against psykers or daemons, and may reroll all failed to hit rolls.<br /> -Dirty Fighter: Instead of attacking normally Leman Russ may make D3 attacks with his default Strength and <span class="glossaryitem" onmouseover='gp(6);'>AP</span>:2, that reduce Strength, Weapons Skill, and Ballistics Skill by 1 for ever unsaved wound.<br /> -Sire of the Space Wolves: Magnus allows all units with the Legiones Astartes Space Wolves special rule to treat all vehicles as assault vehicles for the purposes of charging.<br /> -Frostmourne: S:+1, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>:2, Rending, Melee, Master Crafted<br /> -The Jaws of Fenris: Master Crafted Plasma Pistol with S:8 and Assault 2.<br /> -The Great Wolf's Mantle: Grants Leman Russ a 2+ armor save and a 4++ Invulnerable Save.<br /> -Leman Russ may be accompanied by Freki and Geri for 75 points
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</div><br /> Revamped Angron, the Red Angel<br /> <div style="margin-top:5px; margin-bottom:10px;">
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<span class="glossaryitem" onmouseover='gp(149);'>WS</span>:9 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:5 S:7 T:7 W:6 I:7 A:6 <span class="glossaryitem" onmouseover='gp(82);'>LD</span>:10 <span class="glossaryitem" onmouseover='gp(157);'>SV</span>:2+/ 4++ 500 points<br /> Special Rules (additions marked with +, otherwise unchanged): Rage+, Rampage+, Red Sands, Primarch, Sire of the World Eaters, Bulky, Hatred (Everything)<br /> Wargear (Unchanged): The Butcher's Nails, Gorefather and Gorechild, The Spite Furnace, Armour of Mars, Frag Grenades<br /> Notes<br /> -These are the house rules for Angron at my <span class="glossaryitem" onmouseover='gp(38);'>FLGS</span> for the 2 people who play legion there (me included).<br /> -I've showed these before, with mixed results, but it's my belief and the belief of the majority of comers from other wargaming communities that Angron should be able to hilariously overpower any other primarch in CQC.
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</div><br /> Sanguinius, Primarch of the Blood Angels<br /> <div style="margin-top:5px; margin-bottom:10px;">
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<span class="glossaryitem" onmouseover='gp(149);'>WS</span>:9 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:6 S:6 T:6 W:6 I:7 A:6 <span class="glossaryitem" onmouseover='gp(82);'>LD</span>:10 <span class="glossaryitem" onmouseover='gp(157);'>SV</span>:2+/ 4++ 500 points<br /> Special Rules: Divine Swordsman, Primarch, Furious Charge, Sire of the Blood Angels, Bulky<br /> Wargear: The Spear of Telesto, The Blades Encarmine, Frag Grenades, Archangel's Panopaly, Cognis Signum, The Angel's Wings<br /> -Divine Swordsman: For every point of difference between the <span class="glossaryitem" onmouseover='gp(149);'>WS</span> of Sangunius and his current enemy in Close Combat, he has one additional attack.<br /> -Sire of the Blood Angels: Sangunius grants all infantry units with the Legiones: Blood Angels special rule the ability to take Jump packs for 5 points a model (all models in the unit) to become jump infantry<br /> -The Angel's Wings: Sangunius counts as a Flying Monstrous Creature for the purposes of movement, jinking, and charging (Hammer of Wrath).<br /> -The Blades Encarmine: S:As Users, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>:2, Melee, Master Crafted, +1A, Decapitation Strike<br /> -The Spear of Telesto: S:+1, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>:2, Melee, Master Crafted, Instant Death/ S:8, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>:2, Assautl 1, 48" range.<br /> -The Archangel's Panopaly: Grants Sangunius a 2+ armor save, and a 4++ invulnerable save.
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</div><br /> Lion'<span class="glossaryitem" onmouseover='gp(555);'>El</span>'Johnson, Primarch of the Dark Angels<br /> <div style="margin-top:5px; margin-bottom:10px;">
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<span class="glossaryitem" onmouseover='gp(149);'>WS</span>:8 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:6 S:6 T:6 W:6 I:6 A:5 <span class="glossaryitem" onmouseover='gp(82);'>LD</span>:10 <span class="glossaryitem" onmouseover='gp(157);'>SV</span>:2+/ 3++ 430 points<br /> Special Rules: Sire of the Dark Angels, Primarch, Bulky, Hatred (Space Wolves, Traitors)<br /> Wargear: The Nemean Plate, The Nemean Helm, Nemean Greatsword, Frag Grenades, Cognis Signum<br /> -Sire of the Dark Angels: The Dark Angels are known for their utter fearlessness, and in the face of their primarch these traits are magnified. Lion <span class="glossaryitem" onmouseover='gp(555);'>El</span> Johnson grants all units with the Legiones Astartes: Dark Angels special rule the And They Shall Know no Fear!, and Stubborn Universal Special Rules in place of their normal Fearless.<br /> -The Nemean Plate: The Nemean Plate grants Lion <span class="glossaryitem" onmouseover='gp(555);'>El</span> Johnson a 2+ armor save and a 4+ Invulnerable save.<br /> -The Nemean Helm: The Nemean Helm grants Lion <span class="glossaryitem" onmouseover='gp(555);'>El</span> Johnson +1 to his invulnerable save making it a 3+ and grants Lion <span class="glossaryitem" onmouseover='gp(555);'>El</span> Johnson the Inspiring Presence, and Intimidating Presence Traits, on top of what Warlord Traits he receives when rolling<br /> -The Nemean Greatsword: S:+2, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>:2, Melee, Master Crafted, Decapitatiand incendiarieson Strike, Two Handed
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</div><br /> Jaghatai Khan, Primarch of the White Scars<br /> <div style="margin-top:5px; margin-bottom:10px;">
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<span class="glossaryitem" onmouseover='gp(149);'>WS</span>:8 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:6 S:6 T:6 W:6 I:7 A:6  <span class="glossaryitem" onmouseover='gp(82);'>LD</span>:10 <span class="glossaryitem" onmouseover='gp(157);'>SV</span>:2+/3++ 450 points<br /> Special Rules: Primarch, Bulky, Sire of the White Scars, Skilled Rider,<br /> Wargear:The Khan's Plate, Liberation, <span class="glossaryitem" onmouseover='gp(93);'>MC</span> Melta Pistol<br /> -Sire of the White Scars: The Khan makes Attack bikes, and Jet bikes troops, and grants these units the Skilled Riders special rule. He grants all units with the Legiones Astartes: White Scars special rule the Outflank special rule.<br /> -Liberation: S:+2, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>:2, Melee, Master Crafted, Two handed, Rending/ S:+1, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>:2, Melee, Master Crafted, One Handed<br /> -The Khan's Plate: Grants a 2+ armor save, and a 4+ Invulnerable save<br /> -The Khan may take his Jet Bike Naiman for 75 points. Naiman grants +1 toughness. Naiman is armed with 2 Twin Linked Volkite Culverins (both of which may be fired per turn) with Assault 4 instead of Heavy 4. Naiman allows for D3 Hammer of Wrath attacks instead of the normal 1.<br /> Naiman makes Khan Extremely Bulky.
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</div><br /> <br /> Captains and Other Officers during the Heresy<br /> <br /> Argel Tal<br /> <div style="margin-top:5px; margin-bottom:10px;">
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Argel Tal<br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span>:6 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:5 S:5 T:5 W:4 I:5 A:4 <span class="glossaryitem" onmouseover='gp(82);'>LD</span>:10 <span class="glossaryitem" onmouseover='gp(157);'>SV</span>:3+/4++ 215 points<br /> Special Rules: Lord of the Gal Vorbak, Daemon, Rage, Furious Charge, Rending in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, Legiones Astartes: Word Bearers<br /> Wargear: Custodian Halberd, Power Armor, Frag Grenades<br /> -Custodian Halberd: S:+2, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>:2, Master Crafted, Melee/ S:5 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>:5 Assault 2, 24" range<br /> -Lord of the Gal Vorbak: Argel Tal makes Gal Vorbak a troop choice, grants his force the Dark Channeling option, and allows Gal Vorbak to use his leadership.
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</div><br /> Phosis'T'Kar<br /> <div style="margin-top:5px; margin-bottom:10px;">
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<span class="glossaryitem" onmouseover='gp(149);'>WS</span>:5 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:4 S:4 T:4 W:3 I:4 A:3 <span class="glossaryitem" onmouseover='gp(82);'>LD</span>:10 <span class="glossaryitem" onmouseover='gp(157);'>SV</span>:3+ 175 points<br /> Special Rules: Psyker (Mastery Level 3), Grand Telekine, Legiones Astartes: Thousand Sons, Fearless<br /> Wargear: Heqa Staff, Psychic Hood, Storm Bolter, Inferno Bolts<br /> -Grand Telekine: Phosis knows all powers from the Telekinesis discipline, and Witchfires cast by Phosis have double the normal range
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				<pubDate><![CDATA[Sun, 19 Oct 2014 19:56:44]]> GMT</pubDate>
				<author><![CDATA[ ThePrimordial]]></author>
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				<title>Horus Heresy characters yet to be given rules</title>
				<description><![CDATA[ Going to need to review some of the rules in depth, but this is what my cursory read gave up:<br /> <br /> For the Emperor, I feel the "Sire of the Primarchs" rule is just kinda unnecessary. Just give him the Primarch special rule and make him a <span class="glossaryitem" onmouseover='gp(787);'>LoW</span>, no need for a special rule to make it so for it.<br /> <br /> The psychic special powers are a bit confusing for their rules with the -+- thing. I understand it, but it is kind of obtuse and I feel there's a better way to explain and note it. I also feel like there is more that could be done rather than Iron Arm/Enfeeble/etc +1  for some of them. They just lack flavor to me.<br /> <br /> For Magnus, nothing jumps out at me as particularly nasty. But it could do with some clarification. I'm really not sure what the whole witchfire shot limit actually means. As a bit of advice, always be as direct as possible.<br /> <br /> For Russ, I do have a few qualms. For one, Frostmourne is the sword from Warcraft, and in conjunction with that, the only weapon I know Russ using in the lore is the Spear of Russ. Use that, instead. Also I don't understand the line of Freki and Geri "counting as frag grenades". <br /> <br /> Finally, for Angron....well we've been down this road before.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 19 Oct 2014 20:21:13]]> GMT</pubDate>
				<author><![CDATA[ curran12]]></author>
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				<title>Horus Heresy characters yet to be given rules</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/51789d5078a1a73fa3a7d55531358b42.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/619698/7291585.page"><b>curran12 wrote:</b></a><br/>Going to need to review some of the rules in depth, but this is what my cursory read gave up:<br /> <br /> For the Emperor, I feel the "Sire of the Primarchs" rule is just kinda unnecessary. Just give him the Primarch special rule and make him a <span class="glossaryitem" onmouseover='gp(787);'>LoW</span>, no need for a special rule to make it so for it.<br /> <br /> The psychic special powers are a bit confusing for their rules with the -+- thing. I understand it, but it is kind of obtuse and I feel there's a better way to explain and note it. I also feel like there is more that could be done rather than Iron Arm/Enfeeble/etc +1  for some of them. They just lack flavor to me.<br /> <br /> For Magnus, nothing jumps out at me as particularly nasty. But it could do with some clarification. I'm really not sure what the whole witchfire shot limit actually means. As a bit of advice, always be as direct as possible.<br /> <br /> For Russ, I do have a few qualms. For one, Frostmourne is the sword from Warcraft, and in conjunction with that, the only weapon I know Russ using in the lore is the Spear of Russ. Use that, instead. Also I don't understand the line of Freki and Geri "counting as frag grenades". <br /> <br /> Finally, for Angron....well we've been down this road before.<br /> <br /> </div></blockquote><br /> Thank for a quick reply.<br /> Understand that (especially for Emps) all of these are a <span class="glossaryitem" onmouseover='gp(148);'>WIP</span> and will have dashes of flavor added in later after most of them are up.<br /> The witchfire limit for Magnus from a lore perspective is meant to establish that he's more powerful than the entire rest of your army in terms of psychic prowess, so he has his only little pool (sort of). From a crunch perspective it's meant to stop people from putting him in front of your opponent's army with gate of infinity, and having him annihilate everything there with psychic maelstrom at a reduced cost.<br /> I couldn't think of a non boring name for the Spear of Russ. That's literally the only reason I didn't use it. Freki and Geri have count as frag grenades for the same reason the rest of primarchs do: so they can charge things without being pestered to death by mountains of return fire. Do you think Angron has frag grenades? Of course not. Him jabbing something has more explosive power.]]></description>
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				<pubDate><![CDATA[Sun, 19 Oct 2014 20:34:12]]> GMT</pubDate>
				<author><![CDATA[ ThePrimordial]]></author>
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				<title>Horus Heresy characters yet to be given rules</title>
				<description><![CDATA[ Right. Well, based on your response, here's how I'd point you:<br /> <br /> In my perspective, the Emperor should shine most as a leader and a leading from the front kind of way. So I think his psychic powers should focus on improving those around him rather than brain explosions. Big AOE buffs as he leads the glorious charge feels more Emperor to me, and encourages me as a player to use him as a leader. After all, with his current power set, the most advantageous use of the God-Emperor of Mankind is to sit back and be a wizard. Doesn't fit in my opinion.<br /> <br /> Fair enough on Magnus, I think it just needs some word-tightening. And, just to go all the way with looking for something to break, let me ask you this: Magnus treats all powers as having half cost, and he has a cap as to how much buffs he can have him himself by warp charge, right? Does it use the BASE warp charge of the spell, or Magnus' MODIFIED cost? For example, if a blessing costs 2 normally, does it count as 2 on Magnus, or 1?<br /> <br /> For naming weapons, I say the simpler the better. The Spear of Russ is direct, forward and carries some majesty to it that is not wrapped up in an overly elaborate name. I suppose that is entirely a matter of taste but to me, names of legendary weapons should be easy to say and easy to remember.]]></description>
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				<pubDate><![CDATA[Sun, 19 Oct 2014 20:45:58]]> GMT</pubDate>
				<author><![CDATA[ curran12]]></author>
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			<item>
				<title>Horus Heresy characters yet to be given rules</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/51789d5078a1a73fa3a7d55531358b42.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/619698/7291636.page"><b>curran12 wrote:</b></a><br/>Right. Well, based on your response, here's how I'd point you:<br /> <br /> In my perspective, the Emperor should shine most as a leader and a leading from the front kind of way. So I think his psychic powers should focus on improving those around him rather than brain explosions. Big AOE buffs as he leads the glorious charge feels more Emperor to me, and encourages me as a player to use him as a leader. After all, with his current power set, the most advantageous use of the God-Emperor of Mankind is to sit back and be a wizard. Doesn't fit in my opinion.<br /> <br /> Fair enough on Magnus, I think it just needs some word-tightening. And, just to go all the way with looking for something to break, let me ask you this: Magnus treats all powers as having half cost, and he has a cap as to how much buffs he can have him himself by warp charge, right? Does it use the BASE warp charge of the spell, or Magnus' MODIFIED cost? For example, if a blessing costs 2 normally, does it count as 2 on Magnus, or 1?<br /> <br /> For naming weapons, I say the simpler the better. The Spear of Russ is direct, forward and carries some majesty to it that is not wrapped up in an overly elaborate name. I suppose that is entirely a matter of taste but to me, names of legendary weapons should be easy to say and easy to remember.</div></blockquote><br /> No he only treats Witchfires as costing half. Though I may edit that.]]></description>
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				<pubDate><![CDATA[Sun, 19 Oct 2014 21:54:20]]> GMT</pubDate>
				<author><![CDATA[ ThePrimordial]]></author>
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