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The VIth Legion: the Iron Bears of Daer'dd Niimkiikaa


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Chief Captain Redd

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Hello! This is my WIP log for my legion the Iron Bears, this will be primarily focusing on background, rules, stories, artwork, and minis in regard to The Brotherhood of the Lost thread. These are all mostly developed ideas from note books that I will expand on time as I sort my ideas.

My influence behind the legion is my own personal ancestors I'm Anishinaabeg Huron Odawa (Native American), Celtic, and Nord Goth.
The legion is based on the idea of an advanced noble society of Houses, Clans, and Tribes. I didn't want to do a mono influence world or legion so there will be a blend of said cultures in addition to influence from pre colonial/Colonial Michigan and Terran Astartes.

Legion: Iron Bears
Primarch: Daer'dd Niimkiikaa
Home world: Huron
Recruitment worlds: Three Fire Sub Sector & Terra
Flagship: The Dragon of Autumn

Legion Structure: The Iron Bears legion was heavily restructured after being reunited with there genesire Daer'dd Niimkiikaa. Daer'dd based the legion structure on the Grand War Tribes he used to conquer and unite Huron and the whole Three Fires sub sector. Daer'dd reorganized the legion into six Grand War Tribes all roughly numbering around 20,000 warriors each. Daer'dd also formed a personal retinue called the Totem Guard numbering around 10,000 veterans from Terra and his most trusted Huronian recruits. He gave command of each Grand War Tribe over to six hand selected Iron Kings or the honorary title Lord Chief. Each Iron King selected a council of seven Chief Praetors whom acted as advisors. Each Grand War Tribe is then broken down into Clan Companies organized by tactical specialization. Because of this the number of Astartes in each Clan Company fluid. Each Clan Company is named after it's commander whom holds the title of Chief Captain. Clan Companies would often fight in groupings commanded by one of the Tribes Chief Praetor.
Legion Structure for the VIth Legion, the Iron Bears of Daer'dd Niimkiikaa.

Daer'dd> Lord Chiefs(6)/Masters (forge, Librarium, etc)> Chief Praetors(42)> Chief Captains> Chief Centurions>Chief Sergeants> Master Sergeants> Sergeants> Master Brethren> Brethren> Neophytes

Each Grand Wartribe is led by a Lord Chief and council of seven Chief Praetors; they in turn act like Chapter Masters leading cadres of Clan Companies. Clan Companies are led by and named after a Chief Captain and are extremely fluid in size ranging from 70-1500. Chief Centurions are relatively rare, and denote brethren whom performed extreme acts of valour; though they are still roughly Chief Sergeants. Chief Sergeant's lead Clans (Squadrons).

Chief is honorary title to show command and trust, so there occasionally might be say a Captain whom is not a Chief because his actions disgraced the Clan Company and will be replaced where he will then be placed in a non command role.
Master denotes someone whom has Mastered their Mark, and it is possible to gain multiple Marks highest amongst these brethren are the Paragons whom mastered s three marks, there has never been more than a dozen Paragons in the legion at a time.


*Primarch & High Lord Chief Daer'dd Niimkiikaa
*Master Shaman Aandegg Niimkiikaa
*High Cleric "Old Man" R.L Cullen
*Master of the Totem Brutus Niimkiikaa
*Legion Champion Solomon Grimm

1st Grand Wartribe
*1st Lord Chief Therox "Cass" Casstiel (Dreadnought)
*Cheif Praetor Leonas Niimkiikaa Master Paragon
*Chief Praetor Achille Nibaasiniiwi


4th Grand Wartribe
*Lord Chief R.Damon Redd-Master Slayer, Master of the Fleet
*Chief Praetor Ah'nek the Giant.
*Chief Cleric of the 4th Or'tan Songblade
*Chief Praetor Lucius Woodward the Architect
*Cheif Praetor Seraph Maximus Ironhill- Master Shaman, The Fire Drake
*Chief Praetor R.L. Blinstrubas,Ordnance Master
*Cheif Praetor Jericho Talltree
*Chief Praetor Ragnar Stormbreaker, Historian
*Chief Praetor Yoxer Bellows
*Bjorn the Fellwolf Master of the Hunt
*Wartribe Champion Cyrn'ss Songblade.

Remaining Lords
*2nd Lord Chief Ezibiknh "Ezekiel" Spinebreaker. Master Warrior
*3rd Lord Chief Orr'eon Lakestrider. Master Hunter, Master of the Armoury
*5th Lord Chief Echo Pontiac Master Rider
*6th Lord Chief R.Logan Drake Sentinel of Huron

Non Astartes
Iron Queen and fleet mistress Lotara Sarrin
Iron Queen Ara'ssa Augustus-Redd, Master of Knight House Augustus (wife of R.Damon Redd)
Captain Ezekiel Savage, Captain of the Ogryn Serf Auxiliary
Honorable Trenn- Ogryn Bodyguard for Lotara Sarrin


As it currently stands the 4th Grand War Tribe the "Leviathans" of Lord Chief R.Damon Redd is the largest standing War Tribe at 42,000+ Astartes. And the 5th Grand War Tribe the "Wind Riders" of Lord Chief Echo Pontiac is the smallest at roughly 21,000 Astartes. Current estimates put the legion between 190,000-210,000 Astartes in part due to low death/attrition rates thanks to the noted tough nature, high augmentation rates, and talented armour artificers.

The system of totem marks.
After reuniting with Daer'dd the legion adopted the Huronian practice of Totem marks. There are three primary marks, the Mark of The Warrior, The Mark of the Slayer, & The Mark of the Hunter. This allowed all Astartes of the legion to focus on their given natural talent.

Slayers focused on close quarters combat, regular use of blades, pistols, and shields. Slayers are also typically found in heavily reenforced armor with extra motivation units in the legs of their armour and modified jump packs. Slayers are also noted for their development of the Ironbound subculture of the legion.

Hunters focus on range and stealth. Units typically associated with hunters include Recon, and the legion's unique Warborn clans, hunters have access to the Legion's most archaic and rare ranged weaponry, and have use of quick insertion tactica including limited use of personal teleporters outside of Tactical Dreadnought Armour.

The Warrior mark is the most common of Legion and therefore most commonly associated with Tactical clans. The mark is given to those with strong tactical sense and whom are balanced in both blade and bolter. The Warrior mark does carry a very esteemed role in the legion, they are the masters of the phalanx, Shield Bearers become the anvil to break the enemy upon and typically grind the enemy down.

Huron:
Huron is the Jewel of the Three Fires subsector, a "Super Earth" at 1.8x the size of Terra and 2.1x the gravity. It is a world rich with dense metals including Iron, Copper, Tungsten, Cobalt, and Osmium. It is covered in vast, relatively shallow fresh water oceans with little more than glorified islands covered in coniferous and hardwood forests. It has a semi elliptical orbit around a single star leading to long Autumnal and Winter seasons. While standing at a high technological state, space travel had been almost non existent outside of the subsector because of warp storms.


Primarch Daer'dd Niimkiikaa
On a cool night at the end of the northern summer, a comet fell with an unusual strike of thunder and lightning.
The comet fell into the shallows of a golden sand beach. A couple found the young giant in a pod of scorched adamantium. She was a well standing maiden of one the largest Knight households of Huron, and he was one the finest warriors of the Tribe Niimkiikaa. Their Union had signified a new age in the Three Fires sector and it had gained them many enemies. They were already with a Daughter but now too they had a son, a son like no other, a Primarch.
It would only take a few years before Daer'dd found him fighting in the war along side his father, his Father Noodiin was a master of the Tomahawk and knife fighting, in a war of Knights, las and accelerator weaponry, Noodiin only needed his blades to make an impact. Though in part because he was a decently skilled Psyker or Shaman. In their relatively basic power armour the Shaman Father and his Giant son turned the tide of a hundred battles in less then 5 years they had gained more than 5,000 miles of new territory, all under Niimkiikaa rule.
It was around this time that he gained a younger brother Aandeg Gitchi Noodiin Niimkiikaa. And though he did not know it yet one of his greatest allies.
Daer'dd fought for another 10 years, as his armies and followers became swollen in number the unification became easier and easier and finally stepping onto the fortress world of Acer Ferris, he was met with their king on bended knee they swore fealty to their new God King without a single shot fired.

It would be almost 20 years from that day that is Father and Brothers would walk on Huron. But in that time he made a sweeping movement to unite humanity under one banner, everyone serving their place. Ogryns regularly found their muscle useful as the primary ground troops along side Knight households and Titan legions fighting against Orks. The Demiurge and Cult of Mars were able to sort their diffences under Daer'dd's guidance and allowed the Forge moons of Huron and Acer Ferrus to burn hot again. And the nature touched, so called "Beastmen" found a peaceful life maintaining the Agricultural systems for the worlds. Halflings found their place in kitchens and inns.

Daer'dd's personality:
Many called Daer'dd the ultimate advocate for peace within humanity; despite his bravado and gusto for war he is ultimately an artist whom simply seeks to create and sees war as another art. Though unlike most of his primarch brothers, he mastered not personal combat skills nor tactica, he won wars simply with feats of strength and his mind for science, developing weapons that won on strength of iron. As such he has always relied on his commanders to be better tacticians then that of himself. Daer'dd continues to rely on feats of strength to motivate them. It is said that Eldar and Orkish Titans have fallen to his hand personally, teleporting onto their hulls then simply tearing his way inside the hulls and killing the crews, though one early purported tale tells of him flipping an Ork Gargant.

Rules:
Daer'dd Niimikiikaa,
Paragon of War, The Forge Giant, Leviathan of the North, The Fell Axe.
Primarch of the Iron Bears.
475 points

WS BS S T W I A LD Sv
6 6 8 7 7 5 5 10 2+

Unit Composition: 1 (unique)
Unit Type: Jump Infantry

Wargear:
-The Gauntlets of Ares
-The Ganzhymekwahawk
-Shell of the Juggernaut
-Stormwalker
-Tomahawk Charges


Special Rules:
-Sire of the Iron Bears
-Primarch
-Extremely Bulky
-Independent Character*
-A Father's Rage
-Forge Breaker
-Slow and Purposeful

The Gauntlets of Ares: Given to Daer'dd by none else than Kelbor Hal at the signing of the Demiurge Mechanicum treaty. Daer'dd tinkered and rebuilt the Gauntlets into his most visceral connection to war. The interbanded Huronian copper coated adamantium rings that make up inner structure are in a constant state of movement and covered in Runes crafted by several of his brothers. The outer structure of heavy black bands at wrist and elbow and the top and bottom of his forearms are made out of a material Daer'dd only refers to as Huron's Iron. Heavy pyramidal rivets connect these pieces, and on the top brace that runs the length of his forearms there are three radiant orange gems whose light pools off almost as if steam. Each knuckle has a perfect black diamond said to have been pulled from the deep ocean magmatic river known as Hel by Daer'dd's own hands. Each finger is finished in a large black hooked claw extending from the second knuckle upwards, creating the killing edge.
Range STR AP Type
* usee 2 Melee, Mastercrafted, Specialist, Shred, paired.

The Ganzhymekwahawk: Not a singular weapon but a series of Tomahawks Daer'dd has crafted over the years from chain to jewel bladed variations all with different techno secrets Daer'dd is unwilling to give up, though all share in common the use a a small teleporter to make sure they return to Daer'dd no matter where they are.
Range STR AP Type
24" 6 4 Assault 4, Rending (4+)

Shell of the Juggernaut: though it looks like a normal suit of armour on the Leviathan of the North. It is said that Daer'dd's plate weighs as much as a Mark IV Dreadnought. Full of field generators and a miniature fusion reactor, the Shell of the Juggernaut lives up to it's name as it's allowed Daer'dd to nigh unstoppable for two centuries.
2+ save 3+ invulnerable save may reroll one missed non invulnerable save per phase.

Stormwalker:
An advanced teleportation unit devised from the deconstruction of Eldar tech. Built by Daer'dd for himself to compensate for his lumbering nature. it allows to deploy via Deep Strike without scatter and he may choose to move up to 30" during his movement phase one per game, though he may not charge afterwards.

Sire of the Iron Bears:
All units with the special rule Legiones Astartes: Iron Bears within 12" if Daer'dd gain +1 attack and Feel No Pain (4+) (including Daer'dd himself). In addition to this Totem Guard may be taken as a troop selection.

A Father's Rage:
If Daer'dd is within 12" of a unit in direct line of sight with the LA(IB) that gets destroyed, swept or otherwise removed from play, he gains the Rage and Rampage Special rules for the remainder of the game.

Forgebreaker:
There are few pure physical forces in the Galaxy like Daer'dd Niimkiikaa. On a charge he gains D3 Hammer of Wrath attacks with the concussive special rule. He also has the Furious Charge, Smash, and Wrecker special rules.

Daer'dd may upgrade his gauntlets to the Maul given to him by his brother Hectarion for free


*Daer'dd may never be joined by any unit or independent character.


I am still working on straightening out adding more and more from my note books but it's been a busy day.

Edited by Chief Captain Redd, 31 July 2016 - 04:15 AM.

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simison

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You wrote all of this on your phone!? You must have an awesome phone or the patience of a saint!


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The Lost IInd Legion: The Halcyon Wardens (http://www.bolterand...enegade-legion/)
 
The Third Son: Narrative of the Lost IInd Legion Primarch (http://www.bolterand...-the-third-son/)

 

 

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Chief Captain Redd

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Yeah patience for me lol, I've just got a Droid Razor M.
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Chief Captain Redd

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Added the first bit on Daer'dd's history.
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#5
Chief Captain Redd

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I actually thought of two bits I should share. My naming system is typically rooted in Anishinaabeg which is the language spoken by Ojibwa, Odawa, and Potawatomi tribes and is very closely related to Algonquin. I will be using other Native naming traditions from tribes like the Sioux, because no name is as epic as Chief Robert Whitekiller's. There will be some Latin-esque to show the more traditional Imperial Names. For instance names that will come up will include Lord Chief Ezibikenh "Ezekiel" Spinebreaker, Chief Praetor Jericho Talltree, and High Shaman Seraph Maximus Ironhill.

The second bit is the Marks are Totemic nature of the Legion are based off of the Anishinaa Clans. The Bear clan are protectors, the Wolf clan hunters, the Martin/Wolverine clan Warriors and so on.
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Slipstreams

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I've been really liking the "Jedi/Sage Smith" vibe from your weapon creation posts in the other thread!

 

Also, you're lucky to be blessed with having such an easy time coming up with names...I'm not :(


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Chief Captain Redd

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Thank you! Yeah I really didn't Daer'dd to come off as just hulk smash or Russ 2.0 he is rarely prone to anger, and I'm glad his meditative comes across well.
And if you need any help with names I'm more than glad to help if I can.
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AlphariusOmegon108

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what color scheme do these guys have? I might wanna paint a model.. hehe ;)

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Chief Captain Redd

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Black Iron (bolt gun drybrush with heavy black wash) and Burnished Copper Gauntlets and Greaves (trollslayer orange base, thin hashut copper, reikland fleshshade wash) that's how I paint my troops.
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AlphariusOmegon108

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A iron bear heavy flamer guy shall be painted soon msn-wink.gif


Edited by AlphariusOmegon108, 14 August 2015 - 10:40 AM.

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Chief Captain Redd

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Dead or alive it is an honor. Though the fallen are always avenged. 😁
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Chief Captain Redd

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So the one thing I'm having trouble with is concepts for rules. I've got a number of specialty units in mind.

Leviathan Kin (boarding unit with servo mounted combi weapon, power tomahawks)

Oathbound Slayers (Elite CC unit 1-3 per selection)

Ironbound Slayers (Heavy Fast Attack, jump pack S5 T5 2W, 2+, access to storm shields)

Warborn Hunters (heavy support, TDA accessible, deep strike, Plasma cannons)

And some other things but I could use some general advice with how to balance legion rules and such. And Daer'dd I've no idea how to balance him.
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Slipstreams

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When I wake up later today (time off has really screwed my sleep schedule), I could help you with some unit concepts to get you on track.

If you could give some background info for the units as well as the above posts "whatd theyd be equipped with" and a why they would be itd give me enough of a Framework to help you along.

As to Balancing your Primarch, if you can find the pages in Simison and/or Athrawes II legion threads, they both go over how they balanced their own Primarchs.

I cant really speak for mine since I went with my gut and just readjusted what was called out as blatantly overpowered :P I mostly formed an Idea for what the character would be like in my head, set some hard limits for potential stats (hes an apothecary so, tough, but not the best fighter so low WS,BS,S and A l, etc) and mostly used pre existing rules as inspirations or otherwise making my own but nerding it down a few notches (disembowel being a Prime Example even though I feel that its still VERY powerful as is).

I dunno. Hope this helps in some way :P

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Sigismund229

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Come up with a basic idea of how you want his rules to be. It normally helps to base it off and existing unit. Then, once you've written the "proto" rules it helps to consult with someone else and ask if they think the rules and piints cist are balanced. Then you should test your new unit against someone else of a similair specialism/points range. If the fight is incredibly one sided, you need to change your rules a bit
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Grifftofer

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Seems there are a few of us who are offering some help if you want it. I'd suggest coming up with some adjectives to describe Daer'dd and the Iron Bears so you can use those to focus his concept and rules so that he doesn't get loads of extra things just because they would be cool.


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Chief Captain Redd

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The way Daer'dd fights is obvious to brothers and enemies. He's never had to be greatly skilled because up until he meets the Emperor he's never ran into something that could challenge him strength or toughness wise. Literally I don't even think he'd use his Axes/Tomahawks most of the time because he'd find it too easy. I imagine that Daer'dd is probably the least skilled fighter in a sense of WS/BS amongst his brothers because at least on a character level he might know Hectarion, Raktra, Alexos, Alexandros, Icarion, etcetera are all more skilled then him as fighters, but he'd ponder what good is skill when he can just tear your arms off?

And so I think of him as not outdueling his brothers classically, but they have to make damn sure he doesn't hit them. And he just soaks up the hits until he finds an opening.

And the same goes for his legion. I think of the like Wolves meet Iron Hands (obvious I know) they break their enemies on a wealth of iron, they probably act in smaller numbers then their brother legions. Lots of TDA, Dreads, Land Raiders, Spartans, and Mastodons just outlasting their more numerous enemies. They're the ageless rock that all storms break upon.

That's what I was thinking with, with the specialized units. Warborn deepstrike into the heart of opponents plasma blasters/cannons blazing allowing their Cataphractii plate to absorb the damage, while their Ironbound Slayer and Leviathan kin brethren become the anvil to their hammer roughly.

I've been looking over everything from our threads and I'm starting to get very solid ideas. I've actually written quite a few homebrew rules before I'm just more adjusting to legion format more than anything.
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Slipstreams

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Alright, starting to form an Idea for his potential stats. In that vein, which of the current canonverse Primarchs that have rules do you think fit Daer'dd the best?  It can even be a mix if you feel it gives a better representation.

 

Initially, I'd put him at WS 6 and BS5 and feel that S8 base is fair enough. What level of toughness do you feel is appropriate? Because, as it stands, due to the way I built Pionus, he's the toughest one of the bunch currently, due to a mix of  T7, 2+/3++/FNP(4+)/IWND(5+ with 2 Re-rolls per  game) and 6 Wounds.

 

He could be T8, 2+/5++/IWND, 7 Wounds. Not as insanely tough as Pionus and gives you more room to make him more of a Warrior than Pionus, potentially.


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Chief Captain Redd

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So far what I'd been thinking about after going over my HH books was
WS6 BS5 S8 T7 W6 maybe 7 I5 A7 LD10

I was thinking maybe 2+3++ armor to relate to his Smith's nature. Maybe the 2+/3++ at toughness 8 and 7 wounds would make him tough as nails but without any resistances or rerolls or a benefit to IWND it would make him less resiliant in the long run. But I'm worried about that looking OP at first glance.

Vulkan was obviously the first comparable I thought of. Attack wise I was thinking at strength 8 to just give him HOW, FC, Smash and Concussive which for a Primarch 8 or 9 I5 Str 9 AP 2 concussive attacks isn't that insane. With Ferrus and Vulkan both hitting harder.
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Slipstreams

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Well, to start, the Tougher the Primarch, the less of a CC Beast you want him to be unless you make him one-dimensionaly so. The Best Examples being Angron and Vulkan.

 

One has a TON of CC capability, kinda tough-but-not-really and nearly no army buffs.

 

The Other is UBER Tough, Hits like a Truck but has low amount of attacks (4) and also has minimal Legion benefits.

 

Vulkan also has WS7 and T7 alonside 2+/3++ with a nasty rule for being shot at by Flamer, Volkite, Plasma, Melta or Fusion Weapons and can re-roll all his Failed IWND rolls.

 

Comparatively to Mortation who costs the same:

 

WS7 and T7 as well, but a 2+/4++, the same level of army buffing, but considerably more Mobility and re-rolls IWND and Toughness tests, Auto-passes Dangerous Terrain, and has Gargantuan Creature style resistance to weapons that wound on a flat die roll (Sniper, Poisoned, Fleshbane, etc.)

 

He However, has 5 Unwieldy S7 Attacks at Ap2 (Instant Death as well) but can opt to hit every Unit in B2B contact in a similar fashion to Vulkans Hammer Smash.

 

+++

 

To That end, how much of an effect do you want him to have on your Army? That might also play into how much of a CC Beast / Tank you can make him out to be. In this case, Simpler is better.

 

So, going forward, if you want T8, He cant have a 3+ Invulnerable since most weapons will already have a hard time actually hurting him. Coupled with IWND and a 2+ Armor Save for those non-Ap2 High Strength Weapons and hes already very tough. If you want a 3+ invulnerable, T7 is as high as you'd go, imo.

 

I5 is fair enough but, 8-9 Attacks is A LOT since even Angron needs to put some work into getting that many attacks on the Charge and he himself only having 6 Attacks Base; especially when you couple it with concussive. You're essentially as tough as Mortarion/Vulkan with the same-if-not-better CC Punch as Angron on the Charge with an admittedly lowed WS.

 

What I see as fair in terms of statline is: WS:6 BS:5 S:7 (+1 From Weapon), T:7 W:7 I:5 A:4 LD:10 Sv:2+/3++ Admittedly, Pionus is a bit of a better fighter at this stage but lets get into that.

 

Next, His 'Sire Of ...' Rule could make it that, when facing a 'Worthy Foe' he gains a number of attacks equal to the difference in their Weapon Skill with those being Below him conferring no Bonus. Meaning, if you fight a WS:7 enemy, thats +1A. WS:8, +2, etc.

 

Next, if his Weapons are a Pair, they could innately give him +1A for a technical base of 5 and have Master-Crafted and Shred to make up for his Lower Volume of attacks making it through to actually hurt another Primarch.

 

Additionally, to play off his Legions name, he could also have the Rampage special Rule to have more attacks when outnumbered. That or you could give him a Sweep Attack-like rule.

 

+++

 

So think on this a bit and when you get a more concrete idea of how you want his statline to be, we can continue with the rest of his Entry such as Special Rules, Wargear and the like.


Edited by Slipstreams, 17 August 2015 - 02:52 AM.

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#20
Chief Captain Redd

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I don't want him to have very much of a tactical or army wide effect, at best he's an inspiration in sight and that's about it. Fluff wise he's always left tactical command to his more gifted sons or brother Primarchs.


As far as his weapons go, I'm thinking I wanted to primarily have him go with his fists, just to represent him relishing that raw primal aspect of war. And maybe either have his Tomahawks represented purely by a ranged attack or maybe by a purchasable upgrade if used in close combat.
And thank you for all the help.

Edited by Chief Captain Redd, 17 August 2015 - 03:19 AM.

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#21
Slipstreams

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No Problem!

 

If hes using his Fists, will they be Power or Chain Fists or will you make something of your own design? If they are and you stick to the x2 Strength of the Weapon, you can realistically lower his base Strength down to 6 since he's always going to be hitting at S10 at that point.

 

Throwing Tomahawks are fair enough. Look to Curze Profile for inspiration since he uses Throwing Knives.

 

+++

 

Nitty Gritty:

 

How strong of an Inspiration? 24" Fearless Bubble or armywide +1LD or LD10 if they have direct LoS to him?

 

Also, have you thought about how his Sire Rule will work? In most cases its an exemplification of the Base Legiones Astartes rule and is more or less their Warlord Trait. Its also used to unlock certain units as Troops and is usually the LD Modifying rule in their profiles.

 

So, since he's mostly going to be a CC Machine and less of an Army Buffer we could go with:

 

Daer'dd

Primarch of the Iron Bears, The Smith

 

WS  BS  S  T  W  I  A  LD  Sv

  6   5   6   7  7  5  4  10   2+

 

Unit Composition: 1 (unique)

Unit Type: Infantry

 

Wargear:

-Melee Weapon

-Ranged Weapon

-Armor

-Secondary Special Wargear (For Example, Pionus' Narthecium)

-Grenades (if any, these can be used as a balancer for CC Primarchs for when they charge into terrain)

 

Special Rules:

-Sire of the Iron Bears

-Primarch

-Bulky/Very Bulky (this can also serve as a balancer for things like transport options)

-Independent Character

-2-3 Additional Special Rules that further Emphasize what you want his playstyle to be; preferably derived from his fluff to tie it together

 

All you have to do is fill in the Blanks, then we'll get to some refinement/balancing and a points cost; imo ~400-425 being his upper limit.


Edited by Slipstreams, 17 August 2015 - 03:40 AM.

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#22
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Very cool, I'm just mulling over some ideas I'll post in the morning. Also he's going to be Very Bulky for sure, and I was tempted to make him Extremely Bulky to to show how huge he is haha.
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#23
Slipstreams

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Hah fair enough :P


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I agree with basically everything Slips has mentioned up till this point with perhaps one exception. I remember that you said that Daer'dd was by far the largest and probably the strongest of the Primarchs therefore to me he needs to have at least S7 to match the highest of his brothers. Even if he never actually gets any direct benefit of that extra strength. Although I believe that the Jade General may be able to stop you from using the profile of weapons with one of his fighting styles so potentially the extra strength will be useful.


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#25
Slipstreams

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I agree with basically everything Slips has mentioned up till this point with perhaps one exception. I remember that you said that Daer'dd was by far the largest and probably the strongest of the Primarchs therefore to me he needs to have at least S7 to match the highest of his brothers. Even if he never actually gets any direct benefit of that extra strength. Although I believe that the Jade General may be able to stop you from using the profile of weapons with one of his fighting styles so potentially the extra strength will be useful.

Welp, forgot that Tidbit. If his Weapons end up being Sx2 then I dont see a reason why, as the largest and probably strongest of the Primarchs that he doesnt have Profile S8 if not S7


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