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		<title><![CDATA[Latest posts for the thread "Homebrew Rules for Chapter Master"]]></title>
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				<title>Homebrew Rules for Chapter Master</title>
				<description><![CDATA[ Recently, I got an idea for making home-brew rules for my Chapter Master of the Burning Blades (my DIY chapter)<br /> He is only referred to as 'Grand Prometheal'<br /> Mostly because I haven't found an adequate name for him yet, but below is his stat line.<br /> <br /> | <span class="glossaryitem" onmouseover='gp(149);'>WS</span> | <span class="glossaryitem" onmouseover='gp(14);'>BS</span> | S | W | I | A | <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> | <span class="glossaryitem" onmouseover='gp(157);'>Sv</span> |<br /> | 7     | 4    | 4 | 4 | 5 | 4  | 10 | 2+ |<br /> <br /> <b>Wargear:</b><br /> Artificer Armour<br /> Frag Grenades<br /> Krak Grenades<br /> Bolt Pistol<br /> <br /> <b>Chapter Relics:</b><br /> Evaryn and Xenosious<br /> Flame of Deliverance<br /> <br /> <b>Special Rules:<br /> And They Shall Know No Fear</b><br /> <b>Chapter Tactics (Burning Blades)</b> As per the rules for all Chapters who do not know their primogenitor Chapter, the Burning Blades do not have a unique Chapter Tactic. Instead, the player can elect to use any existing Chapter Tactics from Codex: Space Marines and any Forge World supplements.<br /> <b>Independent Character</b><br /> <b>Orbital Bombardment</b><br /> <b>Honour or Death</b><br /> <b>I Refuse to Fall:</b> When the Grand Prometheal is reduced to 1 wound, he can elect to Refuse to Fall. When he does, he receives a 5+ Feel No Pain, and Hatred until your next turn. However, if the opposing player slays him while in this state, he scores 2 Victory Points, and units within 6” of his last position receive -1 to their Leadership<br /> <b>Flying Assault:</b> For 10 points, you unlock the ability to equip the Honour Guard with Jump Packs. Note that you still have to pay for the jump pack upgrade on the squad<br /> <br /> <b>Flame of Deliverance:</b> This is a Jump Pack, which gives the Prometheal’s Hammer of Wrath +1 Strength. In addition, once per game, he can force the pack into overdrive, receiving +2” to his movement, run and charge range, as well as his Hammer of Wrath receiving the Soul Blaze special rule for the remainder of the turn. <br /> Here is a rule I made for slight balancing<br /> <div style="margin-top:5px; margin-bottom:10px;">
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<br /> Before he initiates Overdrive, roll a <span class="glossaryitem" onmouseover='gp(24);'>D6</span>. On a 2+, nothing happens, but on a 1, the coolants in his jump pack have been pushed too far. Roll a further <span class="glossaryitem" onmouseover='gp(24);'>D6</span>. On a 4,5 or 6, the emergency coolants have worked; all is well. However, on a 1, 2 or 3, the coolants fail, and he takes a S5 AP3 hit, and cannot use his jump pack for the remainder of the turn. <br /> 
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</div><br /> <br /> <b>Evaryn and Xenosious</b>: Each blade can be used as a melee weapon with the following profile.<br /> <b>Range		S	<span class="glossaryitem" onmouseover='gp(6);'>AP</span> 	Type</b>[/u]<br /> 	     -	         User         3             Melee, Master Crafted, Killstrike<br /> <br /> <b>Killstrike:</b> The Prometheal concentrates the power of the dual blades, into one single, powerful attack. If so, his has +2 Strength, and the attack has AP2 and the Fleshbane Special Rule<br /> <br /> Any and all feedback welcome, as well as a suggested points cost.<br /> ]]></description>
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				<pubDate><![CDATA[Sun, 15 May 2016 08:33:44]]> GMT</pubDate>
				<author><![CDATA[ Flaming Marine]]></author>
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