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> Codex: Primarchs, That was some hard work...
Brother Guillerm...
post Aug 19 2002, 06:02 AM
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As it seems it will be not possible to bring back posts from old server I will bring the info here. Many people made a really good work and dont seems nice for this work to be lost.
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CODEX: Primarchs base rules
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**********************************************

Basic Primarch Stats

Ws6 Bs6 S5 T5 W5 I6 A5 Ld10 Sv2+, 4+Inv

Warp Energy: The Primarchs were infused with latent psychic abilities. Much of their physical prowess was owed to these

powers, especially their toughness. Each Primarch has a psychic ward providing him an invulnerable save taken in addition to

any normal armor or invulnerable saves, This ward cannot be negated by any weapon.

Chaos Bane: Primarchs were anathema to Chaos entities, and their merest touch would cause daemons of the warp to cower in

fear. A Primarch will always wound daemonic entities on a 3+ or better.

Super-human: The Primarchs were to marines as marines are to ordinary humans. They could withstand blows that would

decapitate a lesser being, and horrific injuries could not stop them. A Primarch can never be insta-killed, no matter what

the circumstance. He is simply too tough.

Vitality: The pure psychic energy channeled through the Primarchs enables them to recover lost strength and heal faster than

even a Space Marine. At the start of his own turn an injured Primarch regains one wound on a roll of a 6.

Leader of Men: Any friendly unit with LOS to at least one Primarch can re-roll failed Morale Checks (cumulative with items

such as Imperial Guard standards). Space Marines from a Primarch’s Legion can re-roll whether they have LOS or not, and may

rally using “And they shall know no fear” (if applicable) even if the enemy is within 6”.

**********************************************



Magnus the Red:
Ws6 Bs6 S5 T6 W5 I7 A5 Ld10 Sv2+ (Inv4+)

Wargear: Staff of Knowledge, Book of Magnus, Runic armour

Special Rules:
Monstrous Creature: Magnus is the tallest and most profoundly mutated Primarch, he stands at least 12ft tall and causes fear.

He counts as a monstrous creature and follows the rules as specified in the Warhammer 40K rulebook

Staff of Knowledge: counts as a heavy flamer (in close combat always hits on a 3+ and counts as a force weapon),and may be

used as a template weapon in shooting.
The staff may be used to make your opponent must deploy before you and you can store an extra minor spell if these rules are

being used for no points cost.

Book of Magnus: as he dabbled in the occult and is manipulated by Tzeentch Magnus, counts as having a Tzeentch Psychic power

and 2 minor powers at no extra cost. Magnus does not have to pass Ld tests to use his powers, but may not use his Force

weapon if he uses his psychic powers

All Seeing Eye: allows Magnus to see into the soul of his enemies and uses his occult powers to bring them to a delusional

state of madness. He may use his baleful glare on any enemies within 24" instead of shooting. This attack does NOT require

LOS.
On a d6 roll of 1-3 entire squad makes a morale check, on a roll of 4-5 one enemy model goes insane and opens fire on one of

his comrades, on a roll of 6 the unit in the squad goes into a trance like stupor and may do nothing that turn, if engaged in

Hand to hand combat they may not defend themselves and are hit automatically

Gargantuan Size: Magnus was the largest and most imposing Primarch by far so any enemy unit within 6in. gets a -1 modifier on

their leadership.

Space Wolf Grudge- To Magnus, Russ is a ignorant barbarian, who seeks to destroy what he doesn’t understand. As Russ is his

fiercest critic, if he is ever fighting against Space Wolves the Blood Feud special rule applies, with all Thousand Sons hit

on 3+. This is reciprocated by the Space Wolves

Guile and Cunning: Magnus won the majority of his campaigns through trickery and deceit rather than brute force, to represent

this he may deep strike any unit- even if not usually allowed, indicating the use of occult prophecies and visions

Sorcerorous Legion: The sorcerors of the Thousand Sons are imposing figures, more powerful than the Librarians of any other

Legion. Any Veteran Sergeant may be upgraded to an Epistolary level junior Librarian at +10 points, and can purchase a

psychic hood and force weapon together with having Smite.
Note that the sergeants of Terminator squads MUST be so upgraded.
A Librarian may purchase one additional psychic power at the appropriate points cost, and the first HQ choice in an army will

always be a Librarian.
See the Glittering Tower, home of the High Elf Fleet
Go to the Sword and Shield, the discussion site for WHFB
********************************************************************


Fulgrim: Ws6 Bs6 S5 T5 W5 I7 A5 Ld10 Sv2+, 4+Inv


Master Crafted Armour and Weapons:
Artificer Armour,- results in –1 to hit in close combat by all sentient creature (ie not Necrons or Nids) as they are

overwhelmed with the magnificience of the Armour.
Bolter-plasma combi-weapon (counts as linked bolter and plasma gun, plasma gun does not overheat)
Force Weapon

Inspirational Leader: Fulgrim words and passionate belief in humanity inspired even the Emperor himself, thus all Emperor’s

Children and allied humans can re-roll failed Morale Checks whether they have LOS or not.

We Are His Children: The Emperor’s Children will not fail the Emperor, history records how they were never routed in combat

so will never flee under any circumstance.

Obsessed with Perfection - The veteran Emperor's Children Space Marines may re-roll all to hit rolls of 1 in shooting and

close combat if Fulgrim is present. This only applies to Elites and HQ units.

Humanity Transcendent : Humanity is destined to rule the galaxy and rise to the peak of civilization. Alien Civilizations

such as the Tau Empire and the Eldar are an anathema to Fulgrim, thus when fighting in close combat Fulgrim and his Legion

will always hit on at least 3+ in close combat. Renegade Humans who resist the Emperor’s will are beneath Contempt, thus the

rule becomes 2+ in this instance
Orks are too primative to be regarded, Nids and Necrons aren’t truly civilized in Fulgrim’s eyes

FUN RULE - just incase you wantto re-enact the Great Crusade



Warp Energy: The Primarchs were infused with latent psychic abilities. Much of their physical prowess was owed to these

powers, especially their toughness. Each Primarch has a psychic ward providing him an invulnerable save taken in addition to

any normal armour or invulnerable saves, This ward cannot be negated by any weapon.

Chaos Bane: Primarchs were anathema to Chaos entities, and their merest touch would cause daemons of the warp to cower in

fear. A Primarch will always wound daemonic entities on a 3+ or better.

Super-human: The Primarchs were to marines as marines are to ordinary humans. They could withstand blows that would

decapitate a lesser being, and horrific injuries could not stop them. A Primarch can never be insta-killed, no matter what

the circumstance. He is simply too tough.

Vitality: The pure psychic energy channelled through the Primarchs enables them to recover lost strength and heal faster than

even a Space Marine. At the start of his own turn an injured Primarch regains one wound on a roll of a 6.

******************************************************


Leman Russ

Ws6 Bs6 S6 T5 W5 I6 A5 Ld10 Sv2+, 4+Inv

Artificer armor, Frostblade Mjalnar (power weapon, +1S, always hits on 3+), bolt pistol, Giant Fenrisian Wolves Fenri and

Greki (stats below). The Wolves stay within 2” of Russ, attacking any unit in base to base with him.

Ws4 Bs- S5 T4 W2 I6 A3

Stubborn: When Russ is on his last wound, he gains +1 A

Impetuous: Russ and any unit he joins always sweep after winning close combat.

Cold Fury: Russ can give up all his normal attacks to land one crushing blow at twice his strength (12), that hits like a

normal attack (Ws6, I6), doing 2 wounds rather than 1 and adding +1 on vehicle damage charts.

Howl of the Great Wolf: Once per game, Russ can use the Howl during any player’s combat phase. All Space Wolf units on the

board, including Russ and his Wolves, go into a frenzy and get +1 A each for that combat phase only.

Greater Wolves of Fenris: The Wolves of Fenris at the time of Russ are massive creatures, with an undying loyalty to their

King and Master, the Wolf on Two Legs...
All Fenrisian Wolves in the army count as being at S5, not S4 as in Codex: Space Wolves

********************************************************


Jaghatai Khan

Ws6 Bs6 S5 T5 W5 I6 A5 Ld10 Sv2+, 4+Inv

Artificer armor, Spear of the Khans (one shot, 18” range, S10 Ap1, Assault 1), Master-Crafted power scimitar, bolt pistol

White Scar: If a White Scars army is included on Jaghatai's side, all White Scars special rules apply.

Strike like Lightning: All White Scars in battle with Jaghatai are treated as if under the influence of a horsetail talisman

(may choose to not shoot and move D6 inches). The White Scars are therefore allowed to take a Holy Relic and Chapter Banner

as per the normal Codex: Space Marine rules.

Mounted: Khan travels into battle in either his personal Rhino or personal attack bike at the player’s discretion.

-Rhino: counts as normal Rhino with extra armor and a 4+ Inv save against shooting. Khan stands in the top hatch, leaving

room for 10 other marines inside. If the Rhino is destroyed Khan will disembark automatically. Similarly, if the Rhino is

assaulted Khan leaps from the hatch to engage the enemy unit.

-Attack Bike: Khan occupies the sidecar, chariot-style. Simply add +1 T and +1 A to Khan’s stats, and count his movement as

normal for a bike.

Countercharge: Such is the speed and ferocity of Khan that units charging him or a unit he has joined do not receive +1A for

charging.

Outflank: D6 bike-mounted White Scars units may use the Flankers special rule as described in IA White Scars (Even if mounted

in his attack bike, Khan himself may not use this rule).


***************************************************

Konrad Curze

Ws6 Bs6 S5 T5 W5 I6 A5 Ld10 Sv2+, 4+Inv

Artificer Armor, Master-crafted Lightning Claws, jump pack (re-rolls difficult terrain tests)

Night Haunter: If the night fight special rule is in use, Curze can force any enemy squad shooting at him to re-roll their

vision test. In addition, as long as the night fight special rule is in use Curze may not be hit on better than a 4+ in close

combat, even with attacks that always hit on better than a 4+.

Son of the Night- The Night Haunter is exceptionally stealthy and fast, consequently in Night Fight Scenarios his I is

increased to 8 .

Lone Wolf- Grim, melancholy and maudlin, Curze never settles in social situations, consequently Night Haunter always stalks

the battlefield alone and will never be accompanied by a retinue.

Rule by Fear: Any friendly unit within 12” of Curze which would fall back due to failing a Morale check automatically passes

their test for that turn. Remove the squad leader from play as Curze has either killed him or ordered him killed as an

example to the rest of the squad. This rule may only be used once per game by each unit, once their leader is dead they are

affected by Morale checks as normal and fall back an extra D6 distance straight away from Curze to escape his wrath, even if

this means they move closer to the enemy or die due to crossfire.

Talons of Darkness- The Night Haunter tears his opponents to shreds with his bare hands. He fights as if equipped with

Lightning Claws.

Terror: Any enemy unit beaten in a hand-to-hand involving Curze can be forced to re-roll their Morale test.

Dark Visions- Night Haunter frequently has visions of the future. These visions are a curse- they are always the worst case

scenario of possible future events. At the beginning of each turn, roll 2d6. On a 12, Night Haunter has had a horrible vision

and will do nothing that turn. (Note that he loses his invulnerable save for that turn on the roll of a 12)

Self Loathing- Night Haunter hates who he is to the core, but he takes it out on those around him. In the first round of any

combat Night Haunter may re-roll all missed attacks.

Raptors- All Night Lords marines including Curze may use the Hit and Run rules for Raptors and the Terror rules for Konrad

Curze


************************************************

Ferrus Manus

Ws6 Bs6 S5 T5 W5 I5 A5 Ld10 Sv2+, 4+Inv

Hands Of Living Metal; Ferrus Manus counts as being armed with a pair of Dreadnought close combat weapons (note that the

bonus attack has not been included on his profile)

Show No Doubt Nor Flaw; All Iron Hands within 12" of Ferrus are Fearless and thus pass all Morale tests. They never fall back

and are never pinned.

Unyielding Body; If Ferrus is killed, do not remove him from the board as a casualty. Instead, lie him on his side. At the

beginning of the next turn, roll a D6. On a 1-3, remove Ferrus as a casualty. On a 4-6, stand him back up with a single Wound

left.

Ring Of Iron; During the Heresy, the Iron Hands became famous for the punishing bombardments that their Devastator squads

would deal. If Ferrus is included in the Iron Hand army, ONE Devastator squad may be designated as a Ring Of Iron squad. A

Ring Of Iron squad may take up to SIX heavy weapons.
"I warn you brother. As my stature has grown, so it is matched by my appetite. Step forward... morsel!" Zephon to Raziel

*************************************************

Peturabo:

Ws6 Bs6 S5 (+1) T5 W5 I6 A5 Ld10 Sv2+ Inv4+

Wargear: MC Artificer armour, Forgebreaker, MasterCrafted melta-bolter combi, krak gernades and melta-bombs.

Special Rules:
Iron Warriors are Siege Masters

Master of Seige: because of Peturabo's genius in siege warfare he always chooses if he is attacker or defender

Forgebreaker: this warhammer was given to Peturabo by Horus himself as a token of friendship. with it Peturabo can render

almost any armour helpless against its power. in close combat it is treated as a power weapon and against vehicles and

bunkers it is treated as a siege hammer. it also adds +1 to Peturabo's strength.

Bombardment: once per game Peturabo can call upon seige guns behind his main lines to bombard all troop targets (no vehicles

or buildings) D6 enemy squads may be targeted with one S4 hit (use the big template)


**************************************************

Reboute Gulliman, Primarch of the Ultramarines

Ws6 Bs6 S5 T5 W5 I6 A5 Ld10 Sv2+, 4+Inv

Wargear:
Artificer Armour, Gauntlets of Ultramar, Codex Astartes

Gauntlets of Ultramar:
Reboute Strikes with these at I4, disregarding normal power fist rules.

Codex Astartes:
The player using Reboute can choose to go first or second, choose his deployment zone, and choose whether to deploy first or

second.
***************************************************

Alpharius

Ws7 Bs7 S5 T5 W4 I5 A5 Ld10 Sv2+, 4+Inv

Equipment; Master-crafted bolt pistol, master-crafted power weapon

Martial Prowess; Alpharius is an undisputed master of close combat; his will to perfect his mind, body and spirit is immense,

and all too often he has injured himself in harsh sparring exercises that would kill a normal Marine.
Alpharius will always hit his opponents on 2+ in close combat, regardless of Weapon Skill, though other modifiers will apply.
In addition, Alpharius may force any enemies that attack him in close combat to re-roll any "to hit" dice that roll 6s.

The Will To Succeed; Alpharius is the youngest of the Primarchs and craves only the attention he so rightly deserves. This

often leads to him being wild and reckless, and taking unnessecary risks. Alpharius must ALWAYS assault if possible, and he

must always make a Sweeping Advance; he may never consolidate.

Alpha, The Omega; Alpharius's deepest hatred is that he is named after the first, when truly he is the last. His resentment,

and the resentment of his Legion, are so great that they will rather die in a blaze of glory, rather than be seen falling

back.
(For sake of simplicity, I'll just write it down like this... )
If Alpharius is fielded, all Alpha Legion Marines count as having the Black Templar's rule "Righteous Zeal"- they will

instead charge forward instead of falling back from shooting casualties.
"I warn you brother. As my stature has grown, so it is matched by my appetite. Step forward... morsel!" Zephon to Raziel

************************************************

Lion’el Jonson

Ws6 Bs6 S5 T5 W5 I7 A5 Ld10 Sv2+ 4+Inv

Equipment:
ARTIFICER ARMOUR: save included above.
LION SWORD: Created by skilled artisans and imprinted with part of the emperor’s soul, this weapon exists at the same time in

the material world and in the warp so it can be used to negate the powers of chaos. It counts as a master crafted power

weapon with +1S. When fighting against any kind of daemon or miniature with a chaos mark or gift, this weapon negates any

invulnerable save. Otherwise, it just gives +1S.
LION HELM: This is not the same “Lion helm” used by the actual Dark Angel’s masters, which is just a replica from Jonson’s

own helmet. Supposed to be a craft from the dark age of technology and given as a gift by the emperor himself, this device

projects a force field all over Jonson and some of his nearest men. He and all miniatures within 4” receive a 3+ invulnerable

save.
MASTER CRAFTED BOLT PISTOL.
FRAG GRENADES.

Special Rules:
GREAT LEADER OF MEN: Jonson is capable of showing the humanity’s golden age the emperor will bring to all with very little

effort, raising the moral to everyone hearing him. He can convince anyone to make his role in the new age to come and die for

this if it is needed. As long as Jonson remains in play all Dark Angels and allies are affected by a deep faith and pass all

moral checks automatically, even those that would fail automatically.
MASTER TACTICS: All the years he spent at Caliban’s in total solitude gave him a great inner understanding that made to

better understand the teachings given to him by the emperor and war master Horus, increasing the already brilliant tactical

skills he gained when battling alongside his brothers in The Order. You can choose to be attacker or defender. When both

players have finished to deploy their armies, the player using Jonson can re-deploy 1d6 units. All deep strike units enter

game with 3+.
TACTICAL SQUAD: When Jonson knows he is about to face a fierce fight, he calls some of his most skilled men, the ones he most

trust and keeps in a special place outside the main force, into his retinue. This squad consists from 5 to 9 veteran

sergeants. All are equipped with a bolter or a close combat weapon and a bolt pistol. Each veteran sergeant can buy equipment

from the space marine armory.
MASTER SWORDSMAN: Jonson was one of the greatest masters of the sword. After the emperor found him, Horus saw in him an

excellent student: a great desire for improvement and enough serenity to ignore distractions. When any opponent hits Jonson

but before rolling to wound, you can roll as many dice as Jonson’s A stat or less, using his WS against enemy’s WS. For every

success, Jonson dodges the attack and makes the opponent’s to wound roll to fail automatically. For every dodged attack,

Jonson receives a –1A for the next close combat phase.
COOL MINDED: He is fearless. All moral and leadership tests are automatic succeses (even pinning). This dont apply to psychic

checks.

Psychic powers:
Having the fortune of being one of the first found primarchs, he received from the emperor great knowledge on the use of his

psychic powers and the ways of the warp. Being not as skilled as his brother Magnus, he tried to make good use of the

teachings given to him and by doing so he mastered 2 psychic abilities:
SPEED OF LION: This power combines a short sight of the near future and a psychic influenced physical upgrade. No psychic

check is needed but all Jonson’s attacks are halved down for this turn. Jonson increases his initiative to 10 for this turn.
ROAR OF LION: With this power, Jonson focuses all the inner feelings he keeps deep in his heart and soul and never lets

himself to show. All hatred, deception, hesitation, anger and fear is focused in his mind and then thrown away in the form of

a very horrifying and potent psychic cry. This power has range of 24” and it makes one enemy unit to roll a leadership test

with 4d6 or 3d6 for fearless units. If test is failed unit falls back automatically. If the unit is fearless or has rules

protecting it from falling back, it cannot move or cannot shoot in enemy’s next turn, effect is chosen by you. Psychic check

is needed.

***********************************************************


Angron:

Ws6 Bs6 S5(6) T5 W5 I6 A5 Ld10 Sv2+ (Inv4+)

Wargear: Rune sword, bio-neural implants, Boltpistol, Master Crafted Artificer armour (2+)
Special Rules:

Bio-neural implants: Angron was fitted with implants upon being found by a slaver. This heightened even Angrons strength and

aggression this gives him D3 attacks when he charges and +1S on the charge.

Rune sword: This counts as a master crafted power weapon

Blood lust: Must always sweeping advance and must charge if in range of a target.

BEZERKERS: Any World Eaters within 12 of Angron and in combat are infused with his bllodlust, this causes them to attack with

rage and fury, thus they must always sweeping advance and charge all enemy within range.(ie they were like Beserkers before

they turned to Khorne)

Butchery: In the height of battle, World Eaters were totally frenzied, thinking nothing of butchering any living creature in

sight. Consequently any unit lead by Angron, consequently the unit will always catch and butcher any enemy forced to fall

back after an assault phase. Any enemy unit within 6” must also take a morale check as the brutality of the World Eaters

assault is utterly unnerving

Devoted Leader: Angron would never abandon his followers, his honour would not allow it, thus his troops are dedicated to him

also. All World Eaters automatically pass morale checks if Angron is fielded. Furthermore should Angron be removed as a

casualty all World Eaters will move recklessly towards the unit/model that bested Angron and attack with “Frenzied Hatred” -

double attacks and re-roll misses in first round of combat only
"We are the future of humanity, we are the true Children of the Emperor" Eidolon, Lord Commander of the Emperor's Children

***********************************************

Rogal Dorn:

Ws6 Bs6 S5 T5 W5 I6 A5 Ld10 Sv2+ Inv4+

Wargear: Master Crafted Artificer armour, Master Crafted Powersword and Storm Shield, MasterCrafted combi-bolter .

Special Rules:
Imperial Fists are Siege Masters

Dogged Determination;
the Legion had a tendency to fight until the end no matter what the cost, consequently all fully fledged Space Marines are

always treated as Stubborn. Scouts are not affected. Thus Imperial Fists never voluntarily fall back but must test for

pinning.

Relentless;
Dorn and his Sons are relentless in pursuit of the Emperors enemies, thus in games of variable length the Imperial Fists

force an extra turn sequence to be played.

For Dorn and the Emperor;
the notion of self sacrifice is deeply imbued within the ethos of Fist Ideology, thus any member of a squad is more than

willing to lay down his life for his brethren. Consequently on a roll of 4+ last attacks only affect one model in the squad,

as he smothers the full force of blast with his body

Shrewd General;
Dorn was an Impeccable Military tactician, to represent his diligent leadership and meticulous planning, any unit of troops

(except Terminators) may be re-deployed following the opponents set up

Duelist:
Dorn fights with a Powersword and Stormshield in close combat, his bolter slung aside. Dorn’s skills with these weapons make

all enemies at –1 to hit in close combat

Fueds;
Dorn’s role as the Emperor’s Praetorian chafed at the pride of other Primarchs. Opponents resented the honours bestowed upon

him and viewed his honesty and humility as a veil for conceit and arrogance. Consequently the following Primarch’s are

subject to the (3+ to hit in close combat) Bloodfeud rule. Peturabo, Night Haunter, Alpharius and Lorgar


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Imperial Guardia...
post Aug 21 2002, 12:50 AM
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wooooooo.... this board is cool.... hehe I'm templar3245 sportinf new duds ph34r.gif ... he he... good idea on bringing that post here and hopefully some of those pple that worked hard on it will make sure it gets transfered over here....
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LeonatoS
post Aug 21 2002, 01:39 PM
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they r nice... but... i want Sanguinius, our Blood Angels lord biggrin.gif


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By the Blood of Sanguinius!!!
Can u find my lovely Blade Encarmine please!?

enjoy the silence
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Hemal
post Aug 21 2002, 11:54 PM
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Soon, very soon...


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Quote Bro Nihm:
QUOTE
Super fast super slick, in my regal blue spandex suit I fly - onwards towards my destiny, through the night sky!

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Brother Guillerm...
post Aug 22 2002, 05:11 AM
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Brother Hemal, I got some notes about him... want to share?


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Lord Commander E...
post Aug 22 2002, 09:05 PM
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well gentleman, i am back on board, lets get this all finished shall we


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"We are the future of Humanity, We are the true Children of the Emperor" -- Eidolon, Lord Commander of the Emperor's Children

The Emperor's Children Legion

Humanity Transcendent - 1st Grand Company Emperor's Children
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MacaliMaelstrom
post Aug 23 2002, 01:08 AM
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Sanguinius
base primarch stats

Weapons: Master-Crafted Force Sword

Master of Winged Combat: Sanguinius can use his wings as jump packs, as well as the normal rules for winged monsters( in effect, 12" move, and 12" assault") also, they allow for him to roll 4d6 and discard the lowest for sweeping advances.
This uncanny speed also allows him to be under the effect of a premanent 'quickening' spell(+d3) attacks per round( this may seem over powered, but it mainly counteracts the penalty for only one close combat weapon)

Angel Among Men: Sanguinius bestows an innate fear of the fury of the emporer in his opponents, causing them to doubt their cause for fighting, if not thier lives. This works exactly as the 'Death Mask of Sanguinius', but increases(decreases?) the mod to -2, also this grants him immunity to firing from squads due to sweeping assault (identical to the howling banshes immunity to fire)

Prophesy: Sanguinius can use powers of clairvoyance to see into the future and react accordingly, he is given the psychic powers guide and fortune with range 12"(codex: eldar) but may never use this on a squad he has joined, and may never join a squad he has used this on(Sanguinius is said to have seen his own fate and death, and will not take actions to avoid it)(these psychic powers follow the normal rules for number of abilities used per turn)

Death before Betrayal: If Sanguinius is in close combat with a demon(chaos demon, avatar, c'tan), he may, at any time, take a wound(no saves or primarch healing allowed) to inflict a wound on a demon of his choice, no saves allowed. this may reduce Sanguinius to 0 wounds, but not below 0 wounds.

As this is pre-heresy, the blood angel gene-seed is not yet debased, and they do not suffer from the "death company" or "black rage" special rules listed in codex: blood angels. Until Sanguinius dies in battle, only he is restricted by 'the black rage'(gaining +1 S, I when charging, having to sweep)After the Primarch's death the black rage rules come into effect, and models gain the usual +1 S and I when charging


tell me what you think

ed's note: although Sanguinius wasn't affected by the black rage, through his prophesy he forsaw the angels of the future, and fought so that the memory of battle would remain imbedded in the gene-seed, and i think that he should have the rule:)
ed's note #2, i wrote this late at night, excuse any typo's
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Master Jeridian
post Aug 23 2002, 09:09 PM
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You could take your example from the C'tan. Rather than have loads of wounds and special rules for auto-kills and invulnerables to make them tough just make their Toughness (7 or 8) so high that all but the most powerful opponents and weapons can't harm them. After all they were near indestructable infused with the very stuff of Chaos perhaps more powerful than the Emperor some believe.
Have you considered a minimum points allowance?
U know like other special characters, can only be used in an army of 1500pts or more, etc.


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Commodus
post Aug 23 2002, 09:15 PM
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AARGHH! We've been over this already! We have debated the basic statline OVER and OVER and OVER AGAIN! This is a dead horse here people. Focus on the special rules. The basic stats are finished.


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With the number of DIY marine chapters and Grand Companies of loyal pre-heresy traitor marines that seem to have got lost in the warp, it is a miracle that anyone can make a warp-jump without smashing into one of them. Those ships must be stacked end-to-end in there by now.
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Veteran Sergeant...
post Aug 23 2002, 11:03 PM
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great work on the stats, i think they are perfect, not too weak, not too godlike, also, great work on the speical abilities. You have done the imperium a great honor with your works, your name shall be added to the book of honor
Whats next? Horus and the big Emp himself?


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Brother Guillerm...
post Aug 24 2002, 04:11 AM
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Hehehe... in a try for saving Brother Commodus' sanity I will beg you people new to this topic: go and read the LONG original thread back in the old server. We debated many things over there and it would not be nice to start it all over again... I just hear somebody say "shield" and I tremble in fear. laugh.gif


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Brother Tyler
post Aug 24 2002, 05:10 AM
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The Looooooooong Thread

And a couple of other threads about the Primarchs...

http://pub106.ezboard.com/fthebolterandcha...icID=1058.topic

http://pub106.ezboard.com/fthebolterandcha...icID=1060.topic

http://pub106.ezboard.com/fthebolterandcha...icID=1071.topic


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MacaliMaelstrom
post Aug 24 2002, 03:25 PM
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lol, does anyone have any thoughts on Sang? i think they are balanced with the other primarchs, but i do have a BA army in my collection, so i might be a little partial...help me out, if this group decides they are good, im gonna make a model, and use him in some fun games w/my friends
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LeonatoS
post Aug 24 2002, 04:19 PM
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hmmm about sanguinius ...
woah a force sword... ok wheres his blood sword and melta pistol?
they could be more fluffy biggrin.gif
but its nice... msn-wink.gif


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Brother Guillerm...
post Aug 24 2002, 06:37 PM
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Yep... I agree with that. Some of these rules are not as fluffy as I would like. I made Lion'el Jonson's rules as fluffy as I could achieve... and then some people dont liked that, too much fluff. sad.gif

Anyway... these are house rules and all sugestions are welcome. laugh.gif

About Sanguinius, as well as the chapter, he uses all that "vampiric" fluff?


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Brother Tyler
post Aug 24 2002, 06:49 PM
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Nope. The vampiric stuff is the result of Sanguinius' death. If you were to create rules for Sanguinius and allow him in play, the BA army wouldn't use the Black Rage, Death Company, Sanguinary High Priests (they'd use simple Apothecaries), etc. The Blood Angels would essentially become a Codex army with a winged Primarch.


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Bartol the Unfor...
post Aug 25 2002, 02:20 AM
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hello everyone. it is i the infamouse Garomus of the Thousand Sons. although my name has changed i am still a dedicated servant of the 40k universe. i like the Sanguinius stats but i think that if the lion can have psychic powers then the other primarchs should too. but only powers that coincide with each primarchs' demeanor/profile. i am here to help you all if any subjects come up that you might need help on.


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Hemal
post Aug 26 2002, 12:42 PM
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I think the Sanguinius stats are great and the rules are excellent, much of it is similar to my own thoiughts (I was away for a few days, and I got beaten to the draw..damn!!)
Anyway, I agree about Psychic powers - Maybe ALL Primarchs come with SMITE as standard, and the more able ones can have a choice of a couple more maybe give Sanguinius Quickening and perhaps a version of Weaken Resolve (Divine Wrath?)


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Brother Guillerm...
post Aug 28 2002, 02:33 AM
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Mmhhh... I dont know much about Sanguinius' fluff but I would like to suggest for the people who made his rules something for his psychic powers.
He was suppossed to have the power to view the future in a more limited way than the emperor... but even he saw the dark storm of the heresy when the emperor dont. This power may be used to force your opponent to do something the way you like: deploy units, assault, move...
The second power may be used against all chaos tainted foes... psychic test... if good then suffer a wound without saves and enemy daemon or chaos marked unit receives a wound without save.
What you think?


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MacaliMaelstrom
post Aug 28 2002, 05:30 AM
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dude great ideas...arnt they both incorperated though?...i mean...both of those concepts (seeing the future, and deamon wounding) are already incorperated..
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Lord Commander E...
post Aug 28 2002, 10:23 AM
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i think HEMAL has the right idea with his proposals, it just means we have to go back add add some more to the others, and look at making Magnus even more proficient in sorcerory


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Lord Commander E...
post Aug 28 2002, 10:34 AM
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well since i wrote this i became aware of the Black Sword, we chaos lads don't really know to much about your wargear, but i definately think it fitting that a pre-heresy Dorn should have it, so i have ammended the rules as such.. i don't real feel Dorn requires any other additions other than smite to his reportiore

enjoy


Rogal Dorn:

Ws6 Bs6 S5 T5 W5 I6 A5 Ld10 Sv2+ Inv4+

Wargear: Master Crafted Artificer armour, Black Swordand Storm Shield, MasterCrafted combi-bolter .

Special Rules:
Imperial Fists are Siege Masters

Dogged Determination;
the Legion had a tendency to fight until the end no matter what the cost, consequently all fully fledged Space Marines are always treated as Stubborn. Scouts are not affected. Thus Imperial Fists never voluntarily fall back but must test for pinning.

Relentless;
Dorn and his Sons are relentless in pursuit of the Emperors enemies, thus in games of variable length the Imperial Fists force an extra turn sequence to be played.

For Dorn and the Emperor;
the notion of self sacrifice is deeply imbued within the ethos of Fist Ideology, thus any member of a squad is more than willing to lay down his life for his brethren. Consequently on a roll of 4+ last attacks only affect one model in the squad, as he smothers the full force of blast with his body

Shrewd General;
Dorn was an Impeccable Military tactician, to represent his diligent leadership and meticulous planning, any unit of troops (except Terminators) may be re-deployed following the opponents set up

Duelist:
Dorn fights with the Black Sword that would be passed down to sigismund at the sSege of Terra, all special rules apply. He uses the storm shield, as a Buckler, so so opponents are at -1 to hit in close combat

Fueds;
Dorn’s role as the Emperor’s Praetorian chafed at the pride of other Primarchs. Opponents resented the honours bestowed upon him and viewed his honesty and humility as a veil for conceit and arrogance. Consequently the following Primarch’s are subject to the (3+ to hit in close combat) Bloodfeud rule. Peturabo, Night Haunter, Alpharius and Lorgar


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Brother Guillerm...
post Aug 28 2002, 11:58 AM
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Well... yes brother Eidolon... it is my feeling some of the primarchs are something both unfluffy and underpowered. Let me browse all them and give some proposals for you people to consider.
Oh! Also... werent we suppossed to be designing the still loyal primarchs? I found a lot of them already with the chaos gifts and powers. It is my suggestion to leave that for later.


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Lord Commander E...
post Aug 29 2002, 07:21 PM
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I think the ones like Mgnus and Lorgar can actually have chaos powers and still be considered pre-heresy. Magnus was unwittingly a pawn of Tzeentch, and used sorcery way way before the Heresy, and Lorgar was actual a chaos worshipper before Horus was tainted. It would be fitting to leave them as somewhat chaotic


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40kenthus
post Aug 29 2002, 11:40 PM
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May I make a suggestion?
This is really only regarding Guilliman since he's the primarch I'm most familiar with. Going from the IA article we know he was a master strategist etc designed the codex astartes and you've already got that in his profile. But, in previous accounts of Guilliman(2nd edition Codex: Ultramarines, which the IA never conflicted with just didn't say everything in it) he was also one of the first High Lords of Terra as well as being the only person post Heresy who commanded the entirety of the Imperial military as well as commanding the IG and PDF force that was raised on Ultramar.

Basically I'm saying he should be able to be the commander for ANY
Imperial force, with the exception of the SoBs who weren't around at the time, but be able to only take a body guard from the Ultramarines.
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