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If Horus became a daemon prince!
#1
Posted 17 March 2008 - 03:53 AM
you can try to make rules and a stat line for him if you want.
For some Pre-Heresy Night Lords action with a little Mechanicum fun too!
#2
Posted 17 March 2008 - 04:09 AM
#3
Posted 19 March 2008 - 10:43 PM
http://www.bolterand...howtopic=113980
EDIT: Scroll down to the stats in the quotation box since the first one, I feel, is underpowered to represent Horus after being transformed by the chaos gods
Edited by Silent Shadow, 19 March 2008 - 10:48 PM.
HE HAS A LIGHTNING BOLT
#4
Posted 01 April 2008 - 09:11 AM
WS:10 BS:6 S:10 T:10 W:8 I:10 A:8 Ld:10 Sv:2+/2+
For some Pre-Heresy Night Lords action with a little Mechanicum fun too!
#5
Posted 02 April 2008 - 03:36 PM
WS:10 BS:6 S:10 T:10 W:8 I:10 A:8 Ld:10 Sv:2+/2+
I would say that is too powerful every model has to be hypothetically beatable, no offense but it looks like u just picked the highest things you could. I agree that he has to be insanely powerful, but toughness 10 with a 2+ armour and invulnerable save and 8 wounds, thats impossible to kill.
He's also got to have a lot of cool special rules and wargear to signify he is the one and only Horus.
HE HAS A LIGHTNING BOLT
#6
Posted 10 April 2008 - 04:00 AM
what weapons should i give him? i was thinking since he's like a god now ill make the talon fuse with his hand so it becomes a part of him already.
should i keep the mace or give him something else?
maybe T8 W6 ?
For some Pre-Heresy Night Lords action with a little Mechanicum fun too!
#7
Posted 10 April 2008 - 07:42 PM
maybe T8 W6 ?
He'll be almost impossible to kill but wraithlords have T8 plus normal marines at str 4 can't hurt whch seems reasonable. So I say sure why not
what weapons should i give him? i was thinking since he's like a god now ill make the talon fuse with his hand so it becomes a part of him already.
should i keep the mace or give him something else?
It makes sense about the fusing and basing it on the fluff I'd say keep the mace since I can't think of the alternative, also I'd suggest to base his special rules upon the ones created and myabe alter and add new ones in since why would his special rules completely change.
Also due to him being blessed by all the gods, I'm thinking he could be have psychic powers,
HE HAS A LIGHTNING BOLT
#8
Posted 10 April 2008 - 10:49 PM
Daemon Primarch Horus, Warmaster of the Black Legion
WS:8 BS:6 S:7(9) T:6(7) W:5 I:7 A:8 Ld:10 Sv:2+
Wargear: Armor of the Warmaster, Talon of Horus, power mace, Mark of Chaos Ascendant, twin-linked bolter
Mark of Chaos Ascendant: Horus has resisted becoming the pawn of any individual patron, instead combining all of the Marks of Chaos into a unique Mark reflecting his status as Warmaster of Chaos. Because of the Mark of Tzeentch, the invulnerable save provided by his armour is increased to 4+. The other benefits are included in his profile.
Armor of the Warmaster: Created for him by the Fabricator-General of Mars, this ornate black suit of armor protects Horus from nearly all attacks, granting him a 2+ armor save. In addition, the amber Eye of Horus on his breastplate incorporates a defense field generator, giving him a 5+ invulnerable save.
Talon of Horus and Power Mace
The most feared weapon associated with the Warmaster, the Talon of Horus is a huge gauntlet with bladed fingers, with an early edition of the Imperial storm bolter mounted on it. Since Horus has become a daemon prince, it has become fused with his hand. The effect of the two powerful weapons means that Horus counts as equipped with a Infernal power weapon that increases his strength by 2, his attacks by 2, and he may re-roll any failed roll to wound in close combat. (still the same, suggest changes)
Special rules:
Daemon Primarch: Horus, having become a daemon prince, now uses the rules for Daemon Primarchs.
Warmaster of Chaos: The Warmaster is the supreme warlord of the Traitor Legions, second to no one and in command of a vast wave of both Astartes and Daemons. Units within 24" gain the Fearless USR. In addition, all units may automatically pass target priority tests.
Gifted by the Gods: While not a Daemon Prince, Horus still possesses powerful abilities in his own right. Legend has it that during his duel with the Emperor, Horus lashed out at an intruding Custodes with a bolt of unholy fire. He is a psyker and has the psychic powers Bolt of Change, Lash of Submission, and Doombolt. In addition, if Horus is targeted or within the area of any psychic powers, roll a D6. On a 4+, the psychic power is negated.
Master of Warfare: A tactical mastermind with few rivals, Horus is an expert in the arts of war. After deployment, an army led by Horus may adjust it after the enemy is fully deployed but before first move. This option is exercised after all Infilitrators, Scouts, and other 'free' moves. Nominate a unit and re-deploy it, on a 4+ you may exercise this option again. Note that this means you could potentially re-deploy your entire army. In addition, an army led by Horus may deploy in any order they wish, and adds +1 to its Reserve rolls and strategy rating.
Not too different. Help on stuff.
#9
Posted 11 April 2008 - 03:55 AM
Daemon Primarch Horus, Warmaster of the Black Legion
WS:8 BS:6 S:8(10) T:7(8) W:6 I:7 A:8 Ld:10 Sv:2+
Wargear: Armor of the Warmaster, Talon of Horus, power mace, Mark of Chaos Ascendant, twin-linked bolter
Mark of Chaos Ascendant: Horus has resisted becoming the pawn of any individual patron, instead combining all of the Marks of Chaos into a unique Mark reflecting his status as Warmaster of Chaos. Because of the Mark of Tzeentch, the invulnerable save provided by his armour is increased to 4+. The other benefits are included in his profile.
Armor of the Warmaster: Created for him by the Fabricator-General of Mars, this ornate black suit of armor protects Horus from nearly all attacks, granting him a 2+ armor save. In addition, the amber Eye of Horus on his breastplate incorporates a defense field generator, giving him a 5+ invulnerable save.but now that his armour has been totally altered by the dark gods, it works with the mark of Tzeentch and together they increase his invulnerable save to 3+.
Talon of Horus and Power Mace
The most feared weapon associated with the Warmaster, the Talon of Horus is a huge gauntlet with bladed fingers, with an early edition of the Imperial storm bolter mounted on it. Since Horus has become a daemon prince, it has become fused with his hand. The effect of the two powerful weapons means that Horus counts as equipped with a Infernal power weapon that increases his strength by 2, his attacks by 2, and he may re-roll any failed roll to wound in close combat. (still the same, suggest changes)
Special rules:
Daemon Primarch: Horus, having become a daemon prince, now uses the rules for Daemon Primarchs.
Warmaster of Chaos: The Warmaster is the supreme warlord of the Traitor Legions, second to no one and in command of a vast wave of both Astartes and Daemons. Units within 24" gain the Fearless USR. In addition, all units may automatically pass target priority tests.
Gifted by the Gods: While not a Daemon Prince, Horus still possesses powerful abilities in his own right. Legend has it that during his duel with the Emperor, Horus lashed out at an intruding Custodes with a bolt of unholy fire. He is a psyker and has the psychic powers Bolt of Change, Lash of Submission, and Doombolt. In addition, if Horus is targeted or within the area of any psychic powers, the psychic power is negated.
Master of Warfare: A tactical mastermind with few rivals, Horus is an expert in the arts of war. After deployment, an army led by Horus may adjust it after the enemy is fully deployed but before first move. This option is exercised after all Infilitrators, Scouts, and other 'free' moves. Nominate a unit and re-deploy it, on a 4+ you may exercise this option again. Note that this means you could potentially re-deploy your entire army. In addition, an army led by Horus may deploy in any order they wish, and adds +1 to its Reserve rolls and strategy rating.
i still didn't change it much so i need more comments and suggestions.
For some Pre-Heresy Night Lords action with a little Mechanicum fun too!
#10
Posted 11 April 2008 - 03:25 PM
Stay with T7 and 4+ Inv save.
#11
Posted 11 April 2008 - 04:27 PM
You're giving a T8 creature a 3+ Inv save? He also has crazy special rules as well, you know.
Stay with T7 and 4+ Inv save.
I'd rather have Horus as being even more powerful than the normal daemon primarchs, so I'd say either have T8 and a 4+ Inv save or T7 and a 3+ Inv save.
HE HAS A LIGHTNING BOLT
#12
Posted 12 April 2008 - 04:07 PM
Post 888, 8/10/08 8:28, For Khorne!
#13
Posted 13 April 2008 - 01:49 AM
BTW, S4 weapons can't wound T7. T6 is the lowest that they can wound.
#14
Posted 13 April 2008 - 03:27 AM
[quote] when a 6 is rolled for to wound, the wounded unit is killed outright. however, if you are re-rolling the D6 for to wound, even a 6 will just deal a normal hit.[quote]
For some Pre-Heresy Night Lords action with a little Mechanicum fun too!
#15
Posted 13 April 2008 - 04:47 AM
Yeah. I'm gonna leave. For sanity and my cheesy side wants to make the Emperor statline now.
#16
Posted 13 April 2008 - 08:31 PM
BTW, S4 weapons can't wound T7. T6 is the lowest that they can wound.
They can, you just need a 6, which is why he should be T8.
when a 6 is rolled for to wound, the wounded unit is killed outright. however, if you are re-rolling the D6 for to wound, even a 6 will just deal a normal hit.
Just stick with the normal stats because str 10 will instant kill most things.
HE HAS A LIGHTNING BOLT
#17
Posted 14 April 2008 - 12:11 AM
So: Str10, T8?
#18
Posted 14 April 2008 - 05:12 AM
WS:10 BS:6 S:10 T:8 W:6 I:8 A:8 Ld:10 Sv:2+/4+[quote]
For some Pre-Heresy Night Lords action with a little Mechanicum fun too!
#19
Posted 15 April 2008 - 05:34 PM
WS:10 BS:6 S:10 T:8 W:6 I:8 A:8 Ld:10 Sv:2+/4+
Not too bad but not sure about Inia 8 or WS 10, marines hit him on 5's, I think thats a bit excessive since on top of that only MEQ's of str 5 or above can wound him.
HE HAS A LIGHTNING BOLT
#20
Posted 15 April 2008 - 09:13 PM
my bet
@Silent Shadow:it is not meant to be balanced
Now totaly revamped. So if you seen it before, do it again! (5/20/2009)
Codex: Black Legion
Also revamped, but it's not finished yet.
#21
Posted 16 April 2008 - 01:03 AM
#22
Posted 16 April 2008 - 05:42 AM
it just doesn't seem right to not give him s10 t8 w6 and a8.
Edited by Sons of Horus, 16 April 2008 - 05:45 AM.
For some Pre-Heresy Night Lords action with a little Mechanicum fun too!
#23
Posted 17 April 2008 - 09:22 PM
@Silent Shadow:it is not meant to be balanced
I know but I don't want him impossible to kill
WS:9 BS:6 S:10 T:8 W:6 I:7 A:8 Ld:10 Sv:2+/4+
Seems reasonable, I prefer him to have T8, because I can imagine him just brushing off marines when they attack him
HE HAS A LIGHTNING BOLT
#24
Posted 19 April 2008 - 05:05 AM
maybe give it on a 4+ on the to wound roll the unit is killed outright.
For some Pre-Heresy Night Lords action with a little Mechanicum fun too!
#25
Posted 19 April 2008 - 08:18 PM
really wanna give the talon a new rule since he's a Daemon prince now and its his trade mark weapon. the current rule makes it seem so ordinary.
maybe give it on a 4+ on the to wound roll the unit is killed outright.
Too overpowered, it would kill anything too easily. How about:
-Horus' lightning claw is a dreaded weapon that strikes fear into all enemies who see it. Enemies within 12" (increase range?) suffer from-1 leadership in addition to any other modifiers.
-Horus' lightning claw is surrounded by dark energy which Horus can direct at his enemies, he counts as having the psychic power wind of chaos, however he doesn't need to pass a psychic test to use the power (a test or not?)
Not exactly original but at least theres some rules which make it stand out.
HE HAS A LIGHTNING BOLT
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