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RULES - Primarch and Legion


simison

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While the Reunited Family is for lore and fluff, here is a reference section for Primarch & Legion rules so we don't have to jump through 15 different threads. Additionally, include some basic personality information for both Primarch and Legion as well.

 

Alexandros Darshan VonSalim                                                      430 points

The Strategos, The Seer, Shield-Lord of the Halcyon Wardens

 

Of all of the Emperor's sons, it was Alexandros who united his world through words alone, bypassing the usual civil war before becoming its sole leader, in deed if not in title. As such, of all the Primarchs, Alexandros has sought the least bloody path on the Great Crusade, relying on his words and his powers of Divination and Telepathy to navigate and re-unite Terra's lost colonies of Humanity. Yet, when words fail or xenos stand in his way, Alexandros is every bit able to fulfill the role of conqueror and general. His lists of conquests are shorter than his brothers for glory has never been his desire. Time devoted to the path of peace slows the Wardens' conquests, and he is always the first to volunteer to aid his brothers while giving them the glory of their inevitable triumph. Not only does he seek peace among humanity, but also among his fellow Primarchs, endeavoring to befriend them and keep his 'family' happy. 

 

Between these two traits, the Lord of the Wardens is not as acclaimed as his brothers. Yet, those with wisdom realize that his influence is far greater than what it appears. Of all the Primarchs, Alexandros has the trust and loyalty of over half of them. The planets and cultures he has liberated have been noted as the most loyal to the Imperium. It is these two facts that make Alexandros one of the most dangerous  Primarchs. For if he ever should turn his back on the Imperium, the havoc he would unleash would be terrible.

                       

                                     WS     BS     S      T     W      I      A     LD     Sv

Alexandros                    7        5      6      6      5      6      5     10      2+

 

Unit Composition

  • 1 (Unique)

Unit Type

  • Infantry (Character)

 

Wargear

  • The Auspice Armor
  • The Aegis
  • Xiphos
  • Ultimatum
  • Frag grenades

Special Rules

  • Primarch (Independent Character, Eternal Warrior, Fear, Adamantium Will, Fleet, Fearless, It Will Not Die, Master of the Legion)
  • Sire of the Halcyon Wardens
  • Psyker Level 4
  • Foresight
  • Bulky

Special Rules

 

Sire of the Halcyon Wardens

Whether protecting an Imperium world from attack or exterminating a hostile xeno race, the Lord of the Wardens always directs the battle with special attention to minimizing his casualties, be they Space Marine, Imperial Army, or Mechanicum. As such, he places himself in the most dangerous zone of the battlefield leading his Myrmidon to protect his lines.

 

All units in both primary and allied detachments may use Alexandros' leadership value in lieu of their own for Morale and Pinning tests if Alexandros is in play. Additionally, Alexandros is able to watch over the units closest to them and forewarn them of danger, granting a 6+ Invulnerable save or a +1 to an existing Invulnerable save that can't improve beyond a 3+ save to all units within 12 inches of Alexandros.

 

Foresight

Before the enemy commander knows that there will be a battle, the Seer already knows where and when it will be. As such, Alexandros may choose two Warlord traits from the Strategic table.

 

Psyker 

Alexandros always knows the Precognition psychic power. He may also generate three more powers from the Divination and Telepathy disciplines.

 

Armor of Auspice

Upon completing his instruction on Terra, the Emperor himself presented this unique armor to Alexandros. Utilizing lost technology from an earlier age, this artificer armor provides powerful protection, while enhancing Darshan's control over his powers and defend his soldiers from foul warpcraft. This armor provides a 2+ armor save, adds +1 to Perils of the Warp chart, and may roll for Deny the Witch for any unit targeted within 24 inches of him.

 

The Aegis

With mirroring convictions to protect humanity, Alexandros and Daer'dd would prove to be fast friends and learned a great deal from each other. After their first campaign together, Daer'dd gave his 'little brother' one of the finest plasma blasters in existence. Not only did he accepted this gift, Alexandros asked that Daer'dd guide him in creating his own gift. Daer'dd assented and the Aegis was the result. The shield combined a power shield and grav generator to protect its owner from harm.

 

The shield combined a power shield and grav generator to protect its owner from harm. The Aegis provides a 4+ Invulnerable Save and every enemy model in close combat with Alexandros and his unit have their attacks reduced by 1, to a minimum of 1. Due to its size, Alexandros may never claim an additional attack from being armed with two close combat weapons.

 

Xiphos

Based on ancient Grekian designs, Xiphos is a perfectly balanced short sword with edges and a point sharpened to a monomolecular level. It's maneuverability combined with Alexandros skill has ended many opponents with one surgical attack. 

 

                   Range      S          AP                        Type

Xiphos            -         User        2              Melee, Force, Rending

 

Ultimatum

To celebrate their new brotherhood, Daer'dd, the master smith, crafted this elegant weapon for Alexandros' use. This plasma blaster contains an expertly balanced power system, preventing any kind of overheating and does not have the Gets Hot! special rule.

 

 

 

 

Crusade Army List Appendix: The Halcyon Wardens

Legiones Astartes (Halcyon Wardens)

  • Legion Astartes (Halcyon Wardens): All units with this special rule may always attempt to regroup regardless of casualties.
  • Preeminent Defenders: All units with LA:HW equipped with a shield of any kind, gain +1 Initiative when charged. This bonus is lost in subsequent combat sub-phases beyond the first.
  • Shields of the Imperium: All units with LA:HW and any Dreadnoughts part of a HW primary detachment confer a +1 cover save to any non-Xenos units behind them. The entire unit must be equipped with a shield of some kind to confer this bonus. Dreadnoughts ignore this restriction.
  • Bonds of Brotherhood: Any Halcyon Warders Primary Detachment may include generic Legion units that utilize other Legion Unique rules in lieu of the Legiones Astartes (Halcyon Wardens) special rule, limited by the Allies Matrix. Units chosen in such a manner retain their own specific Legion Astartes rules and any Benefits or Detriments that may confer. Up to 2 units may be substituted for Battle Brothers, while only 1 unit is allowed for Fellow Warriors. No units are allowed to substitute for either Distrusted Allies or By Order of X! No independent character, HQ, or unique legion units may be chosen.
  • Tempered Fury: All units with LA:HW roll a D3 for Sweeping Advances. 

 

 

The Halcyon Wardens is a legion that excels in the defense, making it an oddity considering the Great Crusade's purpose. Yet, if a good defense is a good offense, the same can be true in reverse. Seizing strategic positions with a short but furious assault, the Wardens create fortifications made of living bodies housed by an array of shields. Once the 'walls' are formed, enemy positions are bombarded by veteran tank commanders, enticing the enemy into attacking. Once exhausted, the Halcyon Wardens end the conflict with a final counter-attack. All throughout this well-rehearsed play of war is the legion's empowered librarius who operate in an effective support position. 

 

The average Warden is a space marine who has been taught to value the common man and to value himself. Encouraged to practice other talents besides their skills as a warrior, a Warden is a marine well aware of the power of unity. 

Edited by Lord Thørn
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here's my eagle warriors rule set:

Eagle warrior special rules:

Inventive war: May choose one of the following special rules. this rule is given to all units in the army: Infiltrate, battle focus, counter attack, stubborn

 

Everything must be extracted: If the Eagle Warriors have suffered more units destroyed then it's enemy, the enemy gains a additional VP.

 

Masters of the combat drugs: ANY unit with the infantry or bike/jetbike type may buy A-type drugs for 30 pts per unit or 15 pts per character. Drugs are used as the following: Roll a D6 each phase in the controlling players turn, the drugs are activated on a 4+ each phase:

Movement phase: May move 2" further then normal

Shooting phase: when shooting at a unit Gain precision shot on the rolls of 6's to hit

Combat phase: Gain +1A and +1I the turn they charge.

 

+++++++++++++++++++++++++

Rite of war: Prisoner Hunt

unexpected- Every infantry and bike unit in the army gains counter-attack and must always move towards the closest enemy unit.

Ancient masters: Veterans (so not terminators) become compulsory troop choices. Tacticals may not be taken. Kaskuta become non-compulsory troops.

We only.- May not take allies.

Logic leaders- One medicineman must be taken, he becomes a HQ, does not have to be the warlord

 

+++++++++++++++++++++++++

Alexos 445 pts on foot.

 

Ws7 bs5 s6 t6 w6 I7 A4 ld10 sv2+/4++

 

wargear:

The Obsidian Tora spear (shooting: R12" S8 Ap1 lance, one use/ combat: R.- S+2 Ap2, two handed, when two or more wounds are dealt with this weapon in one phase on the same model, that model counts as being blinded)

Artificer armor

iron halo

Nactherium

A-type drugs

Psyker (lvl 2): only can know spells of biomancy

bolt pistol

 

special rules:

Primarch

Furious charge

Hit and run

The aztecian: All jetbike units become non-compulsory troops. all models within 12" may use his LD for all tests they may get. He may give D3 units in his army the hit and run special rule

Gene builder: All Kaskuta, Eagle Warriors or Jaguar Toa units may purchase the flesh change special rule when Alexos is taken in the army for 35 pts per unit. (Flesh change:+1s, +1T, +1A, -1Ld, -2bs)

 

May buy: A jetbike with two flasma fusils for 45 pts (Alexos then also gains 1T and becomes a jetbike unit)

 

OR

Galrauchii: +275 pts

 

Ws:6 bs:1 S8 T8 W6 A5 I6 Ld- (alexosses) sv: 2+

 

wargear:

claws (counts as two power fists, may strike on normal I the turn the beast charges)

2 heavy flamers

Plasma cannon

 

Special rules:

Rage

Rampage

character

steed

relentless

furious charge

beast

monstrous creature

 

Galrauchii attacks apart from Alexos, if Galrauchii dies, Alexos loses one wound, representing him falling of. When firing at this model. choose if you shoot at Alexos or Galrauchii. They are allowed to die apart from each other)

 

+++++++++++++++++++++++++

Jaguar Toa: 305 pts for first 5

Ws5 bs5 s4 t4 w2 I5 A2 ld10 sv2+/4++

Wargear:

Thora armor (Tartaros armor with iron halo)

Power javelins (R12" S3 Ap3, rending, assault 3)

Obsidian long axe (R.- S+2 Ap2 melta, two handed)

 

special rules:

Hit and run

Counter attack

Astartes (EW)

Chosen warriors

fearless

 

may buy up to 5 extra toa's for 50 pts each

One in 5 may take a graviton gun or plasma blaster for 15 pts

 

May choose to become Taskura for 75 pts per unit: Every model gains +1W and deamon special rule. Lose all BS, lose long axe. lose iron halo in their thora suit. May never capture objectives. Gain two CC and gain rending special rule. Attacks characteristic becomes D6+1

 

+++++++++++++++++++++++++

Eagle hunters 175 pts for first 3

Ws5 bs4 s4 T5 w1 I5 A2 ld9 sv2+

Wargear:

Jetbike

Obsidian lance (shooting: 18" S4 Ap5, rending, assault 3/ r.- S+1 Ap3, two handed, gain +1I turn they charge)

Bolt pistol

frag/krak grenades

power armor

 

Special rules:

Legion astartes (EW)

furious charge

Hit and run

stubborn

 

upgrades: may buy up to 7 extra hunters for 40pts each.

One in three may take a pair of plasma fusils for 15 pts per model

the unit may take melta bombs for 25 pts

One model may take a long axe for 20 pts

 

+++++++++++++++++++++++++

Kaskuta warband 250 pts for 10

Ws5 bs3 s4 t5 w1 i5 aD3+1 ld8 sv2+

 

wargear:

Artificer armor

power sword

combat shield

bolt pistol

 

special rules:

Rampage

rage

furious charge

A-type drugs

rending on all weapons

Lost (All kaskuta always get hit on a 4+)

 

options: Melta bombs for the whole unit for 25 pts

Any model in the unit may take a plasma pistol for 15 pts each

may take up to 5 extra kaskuta for 25 pts each.

+++++++++++++++++++++++++

Medicinemen: Upgrade for apothecary for +35 pts, only 3 may be taken in a army, gains the following:

+1ws,-1Ld, +1sv, +1a, power sword, A-type drugs, fearless and sacrificial master: Once per game, at the start of the owners turn. the medicineman may sacrifice a model from the unit he is attached to. The sacrficed model is removed from play immediatly. The medicine man then rolls on the following table with a d6, the result is given to the unit and the medicineman, it stays in play for the rest of the game:

1= -1I, 2= -1S, 3= +1I, 4= +2I, 5= +1T, 6= +1T and +1A

Edited by AlphariusOmegon108
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CRUSADE ARMY LIST APPENDIX: THE GRAVE STALKERS
LEGIONES ASTARTES (GRAVE STALKERS)

All models and units with this special rule are subject to the following provisions:

  • Legiones Astartes: All units with this special rule may always attempt to regroup regardless of casualties.
  • Untouchable: Although not all of the Grave Stalkers possess the Pariah gene in it’s dominant form all of them are particularly resistant to psychic powers. All units gain the Adamantium Will special rule. Additionally any model with the Daemon special rule must re-roll successful invulnerable saves when locked in combat with a unit with this special rule. However none are capable of manifesting psychic powers themselves, therefore a Grave Stalkers detachment may never take any Librarian Consuls.
  • Apparitions: The Grave Stalkers have become particularly adept at fading away after a strike. All units gain the Stealth special rule.
  • Fabricator-General’s Ire: Legion Squad Sergeants and Legion Apothecaries lose the option to take Artificer Armour.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

 

K’AWIL PAKAL                                                                      445 POINTS

THE SOULLESS, SHIELD AGAINST THE EMPYREAN

Soulless he was named, and so he became. Hardened by a life of persecution K’awil was already taciturn and insular when he was discovered. Meeting his brother Primarchs did little to improve his opinions on humanity, for they showed all of the myriad personalities of the people he had known on Kabyieb. It was only amongst his sons that K’awil found any respite, for they knew as he that humans would always commit their worst offences against their own. Under his influence the XIth Legion began to exhibit greater strength and numbers of Pariahs. Whilst this allowed the XIth to operate more independently it also led to them becoming further separated from their brother Legions and from the goals of the Crusade. It has be theorised that the Pariah gene may have been the cause of the downfall of the XIth, which given the times that followed is perhaps one of the greatest of tragedies.

                                         WS      BS        S       T       W        I        A         LD       Sv
K’awil Pakal                           7          5         6        6        6        6       6         10        2+

 

Unit Composition

  • 1 (Unique)

Unit Type

  • Jet Pack Infantry (Character)

Wargear

  • The Kinsik Blades
  • Tun Winik
  • Sotz’hun
  • Frag grenades

Special Rules

  • Primarch (Independent Character, Eternal Warrior, Fear, Adamantium Will, Fleet, Fearless, It Will Not Die, Master of the Legion)
  • Sire of the Grave Stalkers
  • Pariah Gene (Alpha)
  • Soulless
  • Uk’ik Pixan
  • Preferred Enemy (Psykers)
  • Very Bulky

 

SPECIAL RULES
Sire of the Grave Stalkers
Any model with the Daemon special rule must re-roll successful invulnerable saves when locked in combat with K’awil Pakal. All models with the Legiones Astartes (Grave Stalkers) special rule gain the Hit & Run special rule. Reaper Squads may be taken as Troops choices in an army with K’awil Pakal as its Warlord.
 
Soulless
K’awil Pakal’s nature is even more pronounced even than that of his most blessed sons. Simply being near to him confuses and disheartens. Unfortunately this is not an ability over which he has conscious control, so it affects allies as well as enemies.
Any unit (friend or foe) with a model within 12” of K’awil Pakal, that does not have the Legiones Astartes (Grave Stalkers) special rule, suffers a -3 penalty to it's Leadership.
 
Pariah Gene (Alpha)

  • Any psykers within 12”of K’awil do not generate Warp Charge (they do not add dice to the Warp Charge Pool during the psychic phase) and only harness Warp Charge Points of a 6. This does not stack with the Aetheric Tempest special rule.
  • K’awil provides +4 dice to the Warp Charge pool in his opponent’s psychic phase. Additionally K’awil always counts as being a Psyker of a higher Mastery Level when rolling Deny the Witch rolls.
  • An army that contains K’awil always gets +1 to all Deny the Witch rolls (Including those to resist Blessing powers.) and can re-roll any failed Deny the Witch rolls.

Uk’ik Pixan
K’awil Pakal’s mere presence is sufficient to draw the life force out of even the hardiest foes. Those attuned to such things can see the spirits being ripped from their bodies when K’awil strikes. He can literally cause death with but a touch.
All of K’awil Pakal’s attacks in combat have the Instant Death special rule. (Including his Hammer of Wrath attack)


WARGEAR
Tun Winik
Tun Winik provides a 2+ armour save and a 4+ invulnerable save. It also provides K’awil with the Hammer of Wrath, Stealth, Shrouded and Hit & Run special rules. Additionally K’awil Pakal counts as being equipped with Shroud Bombs.

The Kinsik Blades
A pair of blades gifted to K’awil upon his ascension to leader of the Grave Stalkers from a vault deep within Terra itself. Their origin is unknown, though they are truely ancient, they remain extremely potent weapons.
These twinned blades provide K’awil with an extra attack, which has already been included in his profile. They use the following profile:

                                Range       S         AP      Type
The Kinsik Blades    Melee     User        2        Melee, Rending, Duellist’s Edge


Sotz’hun
This headgear of unknown, potentially xenos, origin is able to amplify K’awil’s voice into a dangerous sonic weapon. The frequencies at which the weapon operates interact directly with a target’s nervous system causing enemies to simply drop dead as their brains fail to process the intense input of information. Certain mechanicum adepts have noted the similarity between this relic and the Neural Shredders carried by Callidus Assassins.
Sotz’hun is a piece of headgear that allows K’awil to emit a deady howl that can incapacitate or kill those that hear it. It uses the following profile:

                             Range       S         AP       Type
Sotz’hun             Template      1          1         Assault 1, Pinning, Neural Shock

Neural Shock
Hits from this weapon always wound on a 4+. This special rule has no effect against vehicles or buildings.

 

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

 

K’AWIL PAKAL (CRIPPLED)                                            395 POINTS

THE SOULLESS, SHIELD AGAINST THE EMPYREAN

                                         WS      BS        S       T       W        I        A         LD       Sv
K’awil Pakal                        7          5         5        6        5        5       4         10        2+

 

Unit Composition

  • 1 (Unique)

Unit Type

  • Jet Pack Infantry (Character)

Wargear

  • The Kimi Etinab
  • Tun Winik (damaged)
  • Frag grenades

Special Rules

  • Primarch (Independent Character, Eternal Warrior, Fear, Adamantium Will, Fleet, Fearless, It Will Not Die, Master of the Legion)
  • Sire of the Grave Stalkers
  • Pariah Gene (Alpha)
  • Soulless
  • Uk’ik Pixan
  • Preferred Enemy (Psykers)
  • Hatred (Loyalists)
  • Slow & Purposeful
  • Very Bulky

 

SPECIAL RULES
Sire of the Grave Stalkers
Any model with the Daemon special rule must re-roll successful invulnerable saves when locked in combat with K’awil Pakal. All models with the Legiones Astartes (Grave Stalkers) special rule gain the Hatred (Loyalists) special rule. Reaper Squads may be taken as Troops choices in an army with K’awil Pakal as its Warlord.
 
Soulless
K’awil Pakal’s nature is even more pronounced even than that of his most blessed sons. Simply being near to him confuses and disheartens. Unfortunately this is not an ability over which he has conscious control, so it affects allies as well as enemies.
Any unit (friend or foe) with a model within 12” of K’awil Pakal, that does not have the Legiones Astartes (Grave Stalkers) special rule, suffers a -3 penalty to it's Leadership.
 
Pariah Gene (Alpha)

  • Any psykers within 12”of K’awil do not generate Warp Charge (they do not add dice to the Warp Charge Pool during the psychic phase) and only harness Warp Charge Points of a 6. This does not stack with the Aetheric Tempest special rule.
  • K’awil provides +4 dice to the Warp Charge pool in his opponent’s psychic phase. Additionally K’awil always counts as being a Psyker of a higher Mastery Level when rolling Deny the Witch rolls.
  • An army that contains K’awil always gets +1 to all Deny the Witch rolls (Including those to resist Blessing powers.) and can re-roll any failed Deny the Witch rolls.

Uk’ik Pixan
K’awil Pakal’s mere presence is sufficient to draw the life force out of even the hardiest foes. Those attuned to such things can see the spirits being ripped from their bodies when K’awil strikes. He can literally cause death with but a touch.
All of K’awil Pakal’s attacks in combat have the Instant Death special rule.

 

 

WARGEAR
Tun Winik (damaged)
Tun Winik provides a 2+ armour save and a 4+ invulnerable save. It also provides K’awil with the Stealth and Shrouded special rules.

 

The Kimi Etinab
The only weapon to make it out of the conflict which crippled K'awil. It was re-forged in a Warp-fuelled forge and a Greater Daemon unwillingly bound into its core. It now exists only partially in this reality allowing it to pierce the most potent of defenses.

                                    Range       S         AP      Type
The Kimi Etinab             -         User        2       Melee, Phasing Hits, Duellist’s Edge

 

Phasing Hits

Each successful to wound roll of a 6 results in a Phasing Wound. Invulnerable saves may not be taken against Phasing Wounds.

Edited by Grifftofer
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Legion-specific rules:


 


Legiones Astartes:  Godslayers:


Adamantium will. Additionally, if the army's warlord is killed, the entire army gains Feel No Pain (6+) and may re-roll one dice when making morale, fear or pinning tests.


 


 


Piercing blow:  Ignores armour saves on to Wound rolls of 5+


 


 


Koschei Kharkovic – 415 pts


Primarch of the Godslayers, The Dreamer, The Light in the Darkness


WS: 7   BS: 5   S: 6   T: 6   W: 6   I: 6   A: 4   Ld: 10   Sv: 2+


 


Unit Composition:


·         1 (Unique)


 


Unit Type:


·         Infantry (Character)


 


Wargear:


·         The Black Mantle


·         God’s Hand


·         Blade of the Pariah


·         Frag, krak and psyk-out grenades


 


Special Rules:


·         Primarch


·         Preferred Enemy (psykers)


·         Sire of the Godslayers


·         Bulky


·         Psychic Suppressant


 


Warlord Trait:


·         Inspiring Presence


 


God’s Hand:  RNG: -   S: x2   AP: 1   Melee, Unwieldy, Concussive


 


Blade of the Pariah:  RNG: -   S: User   AP: 3   Melee, Murderous Strike, Piercing Blow, Psy-bane


Psy-bane:  Gains the Instant Death special rule when targeting a psyker.


 


The Black Mantle:  2+ armour save, 4+ invulnerable save, Aegis


Aegis:  Destroyer weapons suffer a -1 modifier on the Destroyer chart when targeting Koschei.


 


Sire of the Godslayers:  Feel No Pain.  All friendly models with Legiones Astartes (Godslayers) gain Feel No Pain (6+). If Koschei is slain, all friendly models with Legiones Astartes (Godslayers) gain Feel No Pain and Fearless.


 


Psychic Suppressant: All blessing and maledictions within 6" inches immediately cease to effect. All psykers within 6" inches suffer -2 leadership. He and his unit may not be targeted by any psychic powers, and he grants all units fully within 6 inches +2 to Deny the Witch rolls.

Edited by Big Bad Squig
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Sorry for the double post, just realised I didn't put up the Dune Serpents (Azus is now cross with me.  Despite being fictional. I'm sorry):

 

Legiones Astartes (Dune Serpents): Cover and going to ground grant an additional +1 cover save (e.g. Ruins are 3+, going to ground is 5+, open ground is still no save). This does not affect Stealth or Shrouded.

When units have at least one model within 3” of their target, all models in the unit gain Twin-Linked.

 

 

 

Azus Bahmut – 430 pts

Primarch of the Eleventh, Ghost of the Sands, The Mad King

WS: 7   BS: 7   S: 7   T: 6   W: 6   I: 7   A: 5   Ld: 10   Sv: 2+

 

Unit Composition:

·         1 (Unique)

 

Unit Type:

·         Infantry (Character)

 

Wargear:

·         Armour of the Sands

·         Devil’s Vengeance

·         Anarchy

·         Frag, krak and smoke grenades

 

Special Rules:

·         Primarch

·         Sire of the Dune Serpents

·         Ghost of the Sands

·         Very Bulky

 

Warlord Trait:

·         Night Attacker

 

Armour of the Sands:  2+ armour save, 4+ armour, Phantom Plate

Phantom Plate:  Azus still may take cover saves with the Ignores Cover special rule, and gains a 3+ invulnerable save against shooting weapons.

 

Devil’s Vengeance:  RNG: 36   S: 6   AP: 3   Assault 3   Deflagrate, Pinning, Rending

 

Anarchy:  RNG: -   S: +1   AP: 2   Melee, Instant Death, Master-crafted, Duellist’s Edge 

 

Sire of the Dune Serpents:  Azus and his unit gain Stealth and Deep Strike, and may charge on the turn they enter play if they do not scatter.  All friendly models with the Legiones Astartes (Dune Serpents) special rule gain Stealth if they are within 12 inches of Azus.

 

Ghost of the Sands:  Once per game, at the end of the friendly turn, Azus may use this ability. This means that no enemy models may draw line of sight to him, and all enemy units within 12 inches that could draw line of sight to Azus must take a morale check as if they had just lost a combat.  This ability lasts until the beginning of the next friendly turn.

Edited by Big Bad Squig
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Rites of War

Blood of the Lion: If a Crimson Lions unit loses 25% of its starting strength then it must take a LD at -2 test. If it passes this, then every model in the unit gains the rage special rule.

Shield wall: If two or more units Crimson Lions Breachers are within "6" of each other then their toughness get upgraded by 1 against shooting attacks.

 

+++++++++++++++++++++++++

 

Hectarion Mycenor, 475 points(Lord of War)

The Mycenor, The Shield Bearer, Lord of a Thousand Spears.

WS8 BS6 S6 T6 W6 I6 A6 LD10 SV2++/4++

Wargear: Godstooth, Hereah's Breath, Primarch armour, Hoplon shield, the Lion Stone.

Godstooth: +1S AP2

Hereah's Breath: S6 AP4, template, rending

The Lion Stone: Gives friendly units within "6" Furious Charge.

Special rules: Furious Charge, rage, Sons of Mycenae, the Mycenor, Primarch(and all the special rules that entails)

Sons of Mycenae: All Crimson Lions units within 12" of Hectarion may re-roll charge distances

The Mycenor: Before the game starts, Hectarion must take a LD test with a -2 modifier to his LD. If he passes then he gains +1I. If he fails then Hectarion must always attempt to charge any enemy unit within "12" of him.

You are Lions!: Any unit Hectarion is attached to may re roll 1s on to hit rolls for CC. a

Also, all units within 12" gain the fearless special rule.

Raised amongst the savage tribesmen of Mycenae, Hectarion values honesty and skill atarms above all. While around the planning table and in peace Hectarion is as calculating as his brothers Perturabo and Roboute Guilliman on the battlefield he's just as deadly as Angron, ripping through dozens of enemy warriors in mere moments using his giant axe Godstooth and his Hoplon Shield. When paired with his elite Myramodon bodyguard, Hectarion is nigh unstoppable on the battlefield.

 

While on the surface, Hectarion appears to be exactly what the Emperors sons should be, a capable administrator in peace and a fearsome warrior and brilliant tactician in war, he harbours a dark secret, one which he fears may spell doom for his legion if discovered. While the Emperor managed to expell the majority of the Bloodthirsters from his sons soul, it left behind a molten core of rage, a trait passed on to his sons. Hectarion fears that should he, or his legion, ever lose control, they may slide over the precipe to the point where they can no longer control themselves and the Emperor will be forced to sanction them. It's this fear that drives him ever onwards in the Crusade, the fear that someday he'll fail his father and so he pushes his legion and himself harder in an attempt to prove himself to his father.

Edited by Sigismund229
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So, heres mine:

Pionus Santor 480pts
The Healer, The Ocean Walker, The Perfector, The Immovable Object

WS BS S T I W A LD SV
7 5 6 7 6 7 4 10 2+

Unit Composition: 1 (Unique)
Unit Type: Jump Infantry (Character)

Wargear:
-The Leviathan:

+ A Trident of Unmatched Splendor Created specifically for Pionus by Daer'dd, this Weapon was Presented to the Former at their first meeting, this Weapon would serve him unerringly though innumerable conflicts and the dark times that would soon Follow. Imbued with a sophisticated Teleporter attuned to Pionus through Arcane means, this permitted him to Throw the Weapon and have it return to his hand without fail.


The Leviathan has the Following Profiles:


Range: 15", Strength: 8, Ap2, Assault 1, Pinning, Blast (3"), Haywire.

Range: ---- Strength: +2, Ap2, Melee, Two-Handed, Disembowel*, Haywire, Instant Death.

Disembowel: On a To-Wound roll of a 6+, a Model that suffers one or more unsaved wounds must take a Strength Test at -2 (to a Minimum of 1). If failed, the Models Attacks Statistic is reduced by -2 (to a minimum of 1) for the Duration of the Game. This does not affect Bonus Attacks granted by Rage and Rampage Special Rules. This Effect is not cumulative with itself or Similar Modifiers. The More Powerful Rule (The one that reduces the statistic the most) is always chosen should a model be subjected to multiple rules of this nature.


-Opalescent Ward:


+ This Suit of Artificer Wrought Power Armor of Pionus' own Design was created in a Long-Lost Forge, dating back to the Dark Age of Technology, far bellow the planets surface where the pressure would strain even the mightiest of Starships. The Resulting Armors Sturdiness and Durability was unmatched throughout the Imperium. The Opalescent Ward is also equipped with powerful Grav Compensators to make the Armor essentially weightless. This has the added effect of greatly improving the Primarchs Mobility represented by his classification as Jump Infantry.


The Opalescent Ward confers a 2+ Armor Save and a 3+ Invulnerable Save. The Armor also permits Pionus to Ignore the Effects of any Special Rule that would Negatively modify Pionus' Initiative. Confers the Move Through Cover and Relentless Special Rules and reduces the Strength of Weapons Hitting Pionus in the Shooting Phase by -1 to a minimum of 1 unless their Strength Value is 7 or Greater.

 

Additionally, once per game, Pionus may overload the Grav Compensators present on the Opalescent Ward; this action can be performed in the Shooting or Assault Phase (even if Pionus is Locked in Combat). However, until the end of the Next Controlling Players Turn, Pionus may only move at Half his normal movement, cannot perform any shooting attacks and has a -4" Modifier to any Charges he and any unit he's attached to may attempt to perform.

 

+ Graviton Overload: Pushing the Grav Compensators on his armor to the brink, Pionus causes a single attack with the following profile to every model within range.

Range: -; Strength: *, Ap3, Assault 1, Blast (5" Centered on Pionus), Haywire, Concussive, Hyper-Dense Graviton Pulse*, One Use Only.

Hyper-Dense Graviton Pulse: Wounds caused by a weapon with this special rule always wounds on a 4+ but otherwise follows the normal rules for Graviton Pulse However, any model attempting to move through the Resulting Marker immediately stops and may not proceed further until their next movement phase. This Includes models already inside the Marker.


-Ultima Narthecium Array:


+ All friendly units within 10" of Pionus Santor may Re-roll Failed Feel No Pain rolls and may still make Feel No Pain rolls against wounds that cause Instant Death. Feel No Pain Rolls made against Instant Death Wounds cannot be re-rolled. Weapons with a Strength of D Ignore this Rule.


+ Additionally, Pionus Santor and His Squad have Feel No Pain (4+) though it may never be re-rolled through the effects of the Ultima Narthecium Array. Additionally, Pionus' Unit gains the Eternal Warrior special rule.


+The Ultima Narthecium Array also permits Pionus to re-roll failed It Will Not Die! Rolls Twice Per Game.


-Plasma Grenades

Special Rules:
-Primarch
-Very Bulky
-Independent Character
-Sire of the Scions Hospitalier:


+ Units Entirely Composed of Models with the Legiones Astartes (Scions Hospitalier) special rule within the same army as Pionus Santor may use his Leadership instead of their own so long as he is present on the Table and not Embarked in a Vehicle.


+ All Squad Sergeants with the Legiones Astartes (Scions Hospitalier) Special Rule and part of the same Detachment as Pionus may opt to purchase a Narthecium for +20pts.


+ Phantom Squads and Depthstrider Squads may be taken as Troop Selections in an Armies Primary Detachment containing Pionus Santor.


-Beacon of Salvation:


+ Any Friendly Unit making a Fallback move within 24" of Pionus automatically pass their Regroup Test and gain the Stubborn Special Rule until the end of the next Controlling Players Turn.


-Crashing Wave / Enveloping Sea:


+Crashing Wave: On the Turn that Pionus and his Unit Charges, they may Perform D3 Hammer Of Wrath Attacks (A single roll is used for the entire Unit) resolved at S: As User, Ap4. Additionally, the Unit may re-roll any failed Charge Distances


+Enveloping Sea: Pionus May perform Overwatch attacks with the Ranged Profile of The Leviathan even though it is a Blast Weapon. Additionally, Pionus, His unit and any models with the Legiones Astartes (Scions Hospitaliers) within 12" of Pionus perform Overwatch Snap Shots are BS3 Instead of BS1 so long as Pionus is not locked in Combat.


And:

Legiones Astartes: Scions Hospitalier
-Legiones Astartes:


Units and Models with the LA(SH) special rule may always attempt to regroup at normal leadership regardless of casualties sustained.


-The Scions Hospitalier:


All Models with the LA(SH) special rule gain the Feel No Pain (6+) and Move Through Cover Special Rules.


-Magna-Apothecarium:


Models Equipped with a Narthecium or an Iona-Pattern Narthecium possessing the LA(SH) special rule permit them and the squads they've joined to re-roll a single failed Feel No Pain roll once per phase. The Primarch Pionus Santor and Inna Santor can never benefit from this effect.


-No Man Left Behind:


Units with the LA:SH special rule suffer a -1 modifier to Sweeping Advance and Fall Back rolls. This modifier increases to -2 once the unit has suffered 25% casualties. Additionally If the unit contains a model with a Narthecium, Iona-Pattern Narthecium, The Saviour or Ultima Narthecium Array they may not add their Initiative score to Sweeping Advance rolls, this replaces the former modifiers to Sweeping Advances rather than being in addition to them.


-Loyalty and Purity Above All:


Models with the LA(SH) special rule gain the Preferred Enemy (Xenos) special rule as well as Hatred (Traitor Legions)

Edited by Slipstreams
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Looking nice!  Although I can't help feeling Pionus Santor is a little underpriced considering 7 wounds, jump, anti concussion and the super narthecium.  Maybe just a slight bump?  I'd have to see how he fared in combat with the canonverse Primarchs though.

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Looking nice!  Although I can't help feeling Pionus Santor is a little underpriced considering 7 wounds, jump, anti concussion and the super narthecium.  Maybe just a slight bump?  I'd have to see how he fared in combat with the canonverse Primarchs though.

I'm not against bumping him up. Considering that he started even stronger and cheaper at 440pts :tongue.:

Edited by Slipstreams
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Uhm....Hectarion seems a little bit strong. WS8 plus I7 and if he doesn't fail his leadership roll, he has I 8... what a machine. Maybe you can balance him more out?

 

We all want our Primarchs to be amazing.  Hence why I use Fulgrim as a base for mine :wink:

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Yeah. But there is no fun if we give all our primarchs a 10 to 10 lets smash a chaos god profile.

 

Why does he have the I test? Fluffwise?

And how does he fare now against raktra and angron?

After having tested Hectarion both Angron and Raktra and having him utterly demolish both, I've lowered Hectarions base Initiative by 1 and made the Mycenor LD test be at a -2 modifier.

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Well I guess that puts K'awil at the very bottom of the food chain, in spite of his fairly hefty points. Because against Horus he got beat down in all three rounds I did between them. In fact he only got more than 1 victory in 3 against Lorgar, although I did have one draw against Angron, which was interesting.

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Well I guess that puts K'awil at the very bottom of the food chain, in spite of his fairly hefty points. Because against Horus he got beat down in all three rounds I did between them. In fact he only got more than 1 victory in 3 against Lorgar, although I did have one draw against Angron, which was interesting.

To be fair though, the reason mine was a Stalemate was because Pionus Wasnt dealing much damage and Horus' damage was being Mitigated very effectively :p

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Fluffwise the LD test is to see if he mqnages to resist tge bloodthirster. The +1I is because I thought he'd probably be faster if his mind was clear(ish)

He pretty much destroyed Raktra and Angron. Round 1 of Hectarion vs Raktra is on my thread.

Edited by Sigismund229
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Hmm.if you destroy raktra and angron, maybe there is a little powerdysbalance.

 

As for the bloodthirster. A bloodthirster wants to fight, wants to kill. Wouldn't that make him faster and when he holds him in check wouldn't that slow him down?

 

Just my two cents

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I do have to wonder at the number of Primarchs we have with Initiative 7. It's supposed to be a big thing and yet about half of the Primarchs so far have it and combine it with high strength from either their stats or combined with weapons. Of the canon Primarch only Angron, Fulgrim, Konrad and Corax have Initiative 7+ and only one of those can hit at strength higher than 7 which is angron, so you can almost discount him as he should be an absolute beast in combat. We have Pionus hitting at S8, Azus at S8, Alexos at S8 and Hectarion at S7 (albeit normally at I8). I think as a collective we maybe overreaching in terms of both speed and hitting power for our Primarchs.

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Yeah, I might be reducing Pionus' initiative Down to 6. That way hes not punching you at S8 super fast. also might lowe his Bs to 5 but consequently bump his WS to 7 which I think is the more common of the stats to be 7, right?
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Right, I've tested Hectarion against Angron and Raktra and Alpharius tested him against Alexos. Hectarion wins or draws against Angron with it mainly depending on who gets the charge off. Against Raktra and Alexos, Hectarion wins pretty consistently with 1 or 2 wounds left over. I think he's reasonable for his points cost.
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