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Hey , nobody working on our Primarch lol ?


whitewolfmxc

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http://www.bolterandchainsword.com/index.p...howtopic=140471

 

http://www.bolterandchainsword.com/index.p...howtopic=108064

 

Our Primarch is still being seen as "Need Help !" while some other Primarchs are already considered to have working rules

 

Heres my post on it :

 

http://www.bolterandchainsword.com/index.p...t&p=1914538

 

feel free to input your thoughts and help RUSS ! XD ROARRRRRRRRRRR

 

heres what i got so far :

 

 

 

0-1 Primarch

 

A Space marine army may include One Primarch as an HQ choice. Primarchs can only be used in games of 2500 Points or more and costs respectively as listed on their own list. Each SM army can only take their own Primarchs, and He can not join other units in his army but can take his own body guard units listed in their own list with him.

 

Leman Russ: 500 points

 

“Ws 8 Bs 5 S6 (7) T6 W5 I6 (7) A5 Ld 10 Sv 2++, Inv 4++”

 

A) War gear: Blessed thrice artificer armor (2 + armor can reroll), Master Crafted Frost blade “Mjalnar” (Frost weapon which is a power weapon but +1S as written in SW codex, Rending), Master Crafted bolt pistol (1 reroll to hit), Belt of Russ (4 + Inv, can reroll), Blackmane Wolf talisman (any psychic ability casted on Russ and his bodyguards by the enemy is ignored by a roll of larger roll or on a tie from a D6 plus leadership on compare what the enemy has rolled for at the same time) , Morkai Wolf Pelt (When Russ counter attacks , instead of + 1 for counter attack he gets + 2 attacks no matter counter attack successful or not by rolling , and these attacks can stack with the 2 + attacks he gets for successful counter attack as if he was charging which is already 2 + for berserker charge ) , Morkai Wolf tooth necklace (Always hit on a 3+ ignoring the enemies WS / war gear or special / psychic abilities , re rolls to hit ) , Frag grenades

 

B ) Body guards (count as Retinues):

 

1) Giant Fenrisian Wolves (Russ’s wolf brothers), Fenri and Greki (stats below, no extra point cost). The Wolves stay within 2 inches beside Russ, attacking any unit in base to base with him.

“Ws5 Bs0 S5 T5 W2 I6(7) A3 Sv4+, Inv 4+”

 

Special Rules (in use as long as either Fenri or Greki are still alive):

 

- ) Wild Scouts : Fenri and Greki grants Move Through cover special Rule to Russ and his bodyguards, which grants them 3 D6 rolls when entering difficult and they may pick the highest roll on one dice and ignore the other rolls. As the wolves are leading the way, which makes it safer and faster to go through these difficult ground by their experiences gained in the wild. Also in close combat the whole unit (including them) attacks without the cover initiative penalty when charging into enemies inside cover as they can smell their position before charging in.

 

Any enemy that tries to outflank / infiltrate on the field when Fenri and Greki are on the field must roll a 4 + in order to call in these units, each unit entering has to roll independently, if they fail to call in these units they remain in reserve only to come in as reserves (from enemy retreating side only) after rolling 4+ at the start of every enemy turn. As the acute senses and scouting moves by the wolves makes it hard for enemies to sneak up on Russ

 

2) Russ may bring 1 – 9 Wolf Guard battle leaders, all close combat weapons wielded by the unit count as master crafted without additional cost (use stats and point cost /Rules / upgrade options as listed in SW codex but no mark of the Wulfen but can use terminator armor, but if using terminator armor the whole unit can not sweeping advance)

 

C) Special Rules for Russ:

 

- ) Primarch: Immune to instant death, no matter what the circumstance. He is simply too tough. Also 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 the Primarch’s Legion can re-roll whether they have LOS or not as long as he is alive, and may rally using “And they shall know no fear” in the SM codex even if the enemy is within 6 inches.

 

- ) Space Wolves: Has all Space wolves special rules, such as counter attack / acute sense (as written in SW codex), all apply to him and his bodyguards

 

-) Stubborn but fearless: When Russ is on his last wound, he gains +1 A, and he may never chose to use the voluntary Fall back rule and also Russ and his bodyguards must always use sweeping advance (whenever possible) after winning close combat. Russ and his body guards also automatically pass all Morale Tests for him and his body guards and they can never be pinned.

 

- ) The Fenris Way: Russ and his body guards unit may not be teleported by their army or allies nor can Russ and his body guard take up any jump packs or vehicles except a Drop pod or any variant of land raiders (but do not count as Dedicated transports)

 

- ) Cold Fury: Russ is a legendary warrior who has a trembling effect on its enemies, in close combat any unit model touching Russ’s model base has – 2A (minimum of 1), unless they are mindless creatures or incredibly courageous (Swarms / Fearless)

 

- ) Howl of the Great Wolf: Once per game, Russ can use the Howl during the SW player’s combat phase. All Space Wolf units on the board, including Russ himself / bodyguards and his Wolves, go into frenzy and get +2 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 Great Wolf. All Fenrisian Wolves in the army count as being at S5, not S4 as in Codex: Space Wolves

 

- ) Berserker Charge: Russ and his body guards gets 2 + attacks for charging instead of 1 and increase him and his body guards initiative in close combat by +1 on the charge . (Works with counter charge also)

 

- ) Hard to kill: Russ is well known to have regeneration powers, every start of the player turn Russ regains 1 wound from a roll of 2 or 3 on a D3.

 

- ) Jotunblod: Leman Russ is a giant of a man, stout and incredibly strong. He counts as a monstrous creature for the purposes of assault (when hitting on a vehicle use 2 D6 for armor penetration, apply an extra D3 for every 6 it rolls for penetration, as Russ counts as a Monstrous creature in Close combat and also has rending on its weapon) and he moves like monstrous creature (while being alone without his bodyguards) and must be mounted on a 40MM base (counts as in terminator armor for transport purposes). He can always be singled out in close combat. As you can’t miss such giant in combat.

 

- ) Great Wolf: Russ is always the wolf lord of your SW army. If you take him you cannot take any other special characters from SW codex however the 0-1 restriction of all HQ units is removed as Russ himself rally’s the whole chapter into battle.

 

 

 

PS: http://www.tempusfugitives.co.uk/pdf/AotE/...l%20Edition.pdf

 

Heres some primarch rules made from others for :"30k tournaments" , have a look and compare you can

Sanguinius

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

Points: 380

 

he's done

 

Lion El'Jonson

 

Ws8 Bs6 S5 T5 W4 I6 A5 Ld10 Sv2+ (4+ Inv)

he still need help but hey,

 

i'd say lion is handier with the sword as Russ seening their epic duel where lion can strike Russ several times causing little wounds so also Ws7 like sanguinius

seeing that russ lived over a PF kick in the head russ has to be atleast T6 when lion would be 5

Bs 6 would do the trick fine

Russ is far stronger then lion and sanuinius, S6+1 from his frostblade?

W4 as with the other primarchs

A 5 seems good

Ld10

2+/4+

 

so:

Leman Russ:

Ws:8 Bs:6 S:6 T:6 W:4 A:5 Ld:10 2+/4+

 

Points: 400

 

Weapons: Artificer Armor, Master-Crafted Bolt Pistol, Mjolnir, Belt of Russ, Wolf Pelt, Blackmane Wolf Tooth Necklace, Frag and Krak Grenades.

 

Mjalnar: A gift from the Emperor Himself, Mjalnar counts as a Legendary powerweapon.

Blackmane Wolf Tooth Necklace: a better servion of the normal wolf tooth necklace: always hit on a 2+?

 

 

SPECIAL RULES:

Howl of the wulfen:Leman russ' hawl can be heard on the whole battlefield; as a result every space wolf in the army gains +1 A for that turn. only once per game.

 

 

 

 

Freki and Greki:these 2 fenrisian wolves count as part of Russ' retinue and their cost is included in leman russ profile, ws:5 Bs:/ S:4 T:4 W:2 Ld:9 6+

special rules: rending

 

 

wolf guard bodyguard:

since the legion wasn't split and seeing that 1 of Russ' bodyguard becomes the great wolf after leman russ left, Russ has a special bodyguard

1-9 wolf guard battle leaders with wargear chosen from C:SW who will join up together as 1 retinue

note: these wolf guard can't take bikes, not fenrisian wolves

well, lets go over it

 

Leman Russ 500 points :

imo a bit too costly compared to some other primarchs

 

Ws6 Bs6 S7 T5 W5 I6 (on charge 7) A6 Ld10 Sv2+, 4+Inv i'd say leman russ is as good with the blade as sanguinius, but stronger yet he doesn't get a +1 S because mjolnir isn't a FB, his T should be higher then the other primarchs because Russ's the only one i know that survived a kick of a PF in the face. his wounds would be the same as other primarchs though. 5 profile attacks are fine, remember he'll get a +1 A from his 2nd weapon+ charge bonusses

 

 

A) War gear: Artificer armor (2 + armor), Frostblade Mjalnar (power weapon, +1S listed in profile already, always hits on 3+), Master Crafted bolt pistol, Wolf Helm of Russ (4 + Inv), Master Wolf talisman (any psychic ability casted on Russ and his bodyguards is by the enemy is ignored by a roll of larger rolls or on a tie from a D6 plus leadership on compare what the enemy has rolled for at the same time)

 

well mjolnir was a flaming sword i believe, not a frost blade,so the +1 S wouldn't count i figure since sanguinius has almost the same blade but doesn't get it., i like his wargear although he would need a special wolf pelt and a wolf tooth necklace

 

B ) Body guards (count as Retunes):

 

- ) Giant Fenrisian Wolves, Fenri and Greki (stats below, no extra point cost). The Wolves stay within 2 inches beside Russ, attacking any unit in base to base with him.

Ws4 Bs0 S5 T4 W2 I6 A3 Sv4+

 

these are also a nice option for his wolves

 

Special Rule:

 

- ) Wild Scout : Grants Move Through cover special Rule to Russ and his bodyguards, which grants them 3 D6 rolls when entering difficult or dangerous terrain and they may pick the highest roll of one dice .

i'd limit it if the bodyguard used TDA

 

- ) Chooser of the Slain: Any enemy that tries to outflank / infiltrate will must roll a 4 + in order to call in these units.

i believe the chooser of the slain was developed way after Russ disapearence, made by a iron priest for njal stormcaller,so it wouldn't be around then

 

- ) Russ may bring 1 – 9 Wolf Guards (use stats and point cost /Rules / upgrade options as listed in SW codex but no terminator armor is allowed)

 

why no terminator bodyguard=/ must be a joke, also, since the legion wasn't split and seeing that 1 of Russ' bodyguard becomes the great wolf after leman russ left, Russ has a special bodyguard using battleleaderstats or even wolf lord stats might suit them better given them the retinue rule

 

 

C) Special Rules for Russ:

 

- ) Close combat Master: + 1 attack on profile (already included in profile) and always use sweeping advance after winning close combat. not sure about this one, seems a silly rule and not needed i figure, sanguinius is a close combat master too and dopesn't get such a bonus

 

- ) Primarch: Immune to instant death, no matter what the circumstance. He is simply too tough. Also 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 the Primarch’s Legion can re-roll whether they have LOS or not, and may rally using “And they shall know no fear” even if the enemy is within 6 inches.fine

 

- ) Space Wolves: Has acute senses, counterattack rules (as written in SW codex), all apply to his bodyguardsfine

 

-) Stubborn but fearless: When Russ is on his last wound, he gains +1 A, and he may never chose to use the voluntary Fall back rule but he and his body guards also automatically passes all Morale and Pinning Tests to him and his body guards.fine

 

- ) The Fenris Way: Russ and his body guards unit may not be teleported by their army or allies nor can Russ and his body guard take up by any vehicles or jump packs. =/ no vehicles,again, why? :)

 

- ) Cold Fury: Russ can give up all his normal attacks to land one crushing blow at twice his strength (S14 since using Frost blade), that hits like a normal attack (Ws6, I6), doing 2 wounds rather than 1 and adding +1 on vehicle damage charts. this equals a S D attack, way overtop imo

 

- ) Howl of the Great Wolf: Once per game, Russ can use the Howl during the SW player’s combat phase. All Space Wolf units on the board, including Russ himself / bodyguards and his Wolves, go into frenzy and get +2 A each for that combat phase only.fine

 

- ) 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 Great Wolf on Two Legs.

All Fenrisian Wolves in the army count as being at S5, not S4 as in Codex: Space Wolves

 

- ) Berserker Charge: Russ and his body guards must charge into the closest infantry unit (counting monstrous creatures), if there is no other SW unit within 12 inches. But Russ and his body guards gets 2 + attacks for charging instead of 1 and increase him and his body guards initiative in close combat by +1 .

 

Russ isn't this stupid that he can't control himself like a young bloodclaw

 

- ) Wulfen body: Russ and his Brother Wolves (Fenri and Greki), will regain one wound after each turn automatically.

do the other primarchs can regenate wounds too? otherwise over the top

 

- ) Hard to kill: If Russ is killed in battle, his model stays in place (so does his body guards in that turn). At the start of the next player turn, the player has to roll a D3,

 

-) Role a 1 Russ is killed on battle (and all his body guards will retreat automatically without being sweeping advance if in close combat, count as using retreat rules so they can shoot or run towards their own table edge, they will never regroup as they will have to move Russ body into safety, but they will still benefit from “They shall know no fear rule” but with only change of the rule of they cant regroup but can still be in close combat if enemy charged them)

 

-) For a 2 Russ regains one 1 wound and he may move / shoot / assault as any unit that turn onwards (and body guard will still be attached to Russ and act with him)

 

-) On a 3 Russ regains all wounds and is into play again but he cannot shoot or assault that turn as his strength has all gone to healing himself (but his body guards can still shoot that turn).

 

these last rules would just make it a bit too difficult with too much special rules

 

all in all some good things, some ott, i don't fnd your statline very fitting compared to other primarchs

 

 

what do you think of mine;)?

1 ) Nah im pretty sure Russ has a Frost blade (from lexicanum http://wh40k.lexicanum.com/wiki/Leman_Russ_(Primarch) ) :

 

 

Russ was placed at the head of his Legion (newly named the Space Wolves) and joined the Great Crusade. He was armed with a thrice blessed suit of armor and a new sword forged from the maw of the "Great Kraken Gormenjarl " (Frost blades are made from their teeth) and reputably, the blade could cleave the ice mountains of Fenris in half.

 

 

As for you stats i think they do suit Russ and i find hte suggestions to be useful mate , so im modifying it again , rules will be updated on the same post i made in the Primarch project (same link in first post here)

 

2 ) As for why no terminator wolf guards , although its not that fluffy , but if Russ always use sweeping advance , he cant bring terminator wolf guards can he ?

 

3 ) Whats TDA ?

 

4) yes stats of WGBL for Russ bodyguard is more suitable

 

5) no Vehicles for Russ , as written in SW codex (3rd ed) where most SW tend to fight "as Russ intended them to be" , which is on foot . So most SW prefer fight on foot (there fore blood claw jump packers are rare , while bikes are less rare but still not too common) , so i assume Russ likes ot fight on foot

 

6) yes changed the rules for Cold fury

 

7) Russ was commonly (or wrongly accused perhaps) to be a hot headed barbarian , so i thought a mix of head strong / berserker charge / furious charge is a good rule to represent Russ) also it represents Russ fears nothing and will attack it upfront while kicking ass with it , it doesn't represent him being stupid , just Fearless and laughs as death

 

But then again i tweaked the rules again

 

8) For fluff , im sure the T and S of Russ is greater than other Primarchs , yeah as you stated , he got hit by power fist from the emperor and Lion and didn't kill him (T6) , and im pretty sure he beat Horus regular on arm wrestling (listed somewhere , which i dont remember right now)

 

also other Fluff ( mostly on the same link on lexicanum):

 

Later in his life, he is said to have been able to turn back whole armies of the king's enemies by himself without a scratch ( thats where i got the regeneration idea , Logan anyone ? XD , ok tweaked the rules again too) and there was no fluff evidence that Russ was ever wounded as in cuts or any visible wounds, (of course fluff is changing everyday ><) even when he wasn't a Primarch (so perhaps he can heal ? no to mention actually in fluff all marines have it but less effective) , to tear whole oak trees from the ground and snap them (multiples) over his back , and to wrestle Fenrisian Mammoths to the ground , and not to mention he killed Krakens up close and personal (rumored to be Tyranid left over monstrous creatures in the sea of Fenris) to make his Frost blade

 

All these are monstrous creatures (S 10 at least) , i m pretty sure S 6 for Russ is suitable

 

9) yeah a bit too complicated for th Hard to kill rule so i changed it to be simple (although the original rules are fluffy as Fernis wolves do take their masters body out of the battlefield)

 

10) lowered Russ BS as a compensation balance and also he already has master crafted Bolt pistol XD

 

11) and hey if wufens can have a max of 6 attacks (not including charging) , dont see why Russ cant do any better , but tweaked it back to 5

Do they actually want help in there this time? I was rebuffed fairly heavily last time and Im not going to put my nose in where Im not wanted. If you meant a pet project here on our section of the board though....

 

Well for one thing while its debatable wether freki and gerri live up to their myths of being the size of a rhino APC Id say S/T 5, WS 5/6, and two wounds a peice would be about right. I 4, 3 attacks, rending, 4+ armorsave. So that makes it : WS: 5 BS: 0 S: 5 T: 5 W:2 I:4 A: 3 LD: 10 SV:4+.

 

For the primarch himself his helmet alone gave a 4+ invulnerable save, so the question becomes: do we want him to reflect the fluff or do we want him playable in a 3k game? Personally I feel playability is important so Id make his save 2+/3++ and regeneration. Call it artificer armor and the origional belt of russ. *shrugs*.

 

As a primarch his huge, tough and strong. One of the strongest IIRC, so lets go ahead and give him S 6 and T 6 as you guys said, and the origional frostblade should probly be S+2 and a powerweapon. Call him a monstrous creature, hes big enough and has the statline. To keep in line with that how about 4 wounds and five attacks, six with an additional CCW. Hes a great warrior etc etc etc... so that gives me this statline:

 

WS: 8 BS: 6 S: 6 T: 6 W:4 I:6 A: 5 LD: 10 SV: 2+/3++/4+.

 

He can bring a Wolf Gaurd unit as his personal bodygaurd with the options included in the unit entry as normal. Note however that russes bodygaurd are the best warriors of a legion, not a chapter and given some of the best equipment available during the great crusade. All Close combat weapons wielded by the unit count as mastercrafted, including those of russ himself.

 

Wargear: Mastercrafted Mjolnir, Mastercrafted Plasma Pistol, Artificer armor, THE belt of Russ, Wolf Pelt, Wolf Tooth Necklace, Mothers tail, Runic Charm, Frag grenades.

 

Mothers Tail: As a wolf tail talisman, but the save is 5+ instead.

Without Fear: Leman Russ is a primarch and as such is an unstoppable force of nature more than a leader. He is Fearless in all respects and causes any unit in an army led by russ to become stubborn. This replaces "no matter the odds" or "combat tactics" if applicable.

Guard Leader: You may take the following allied units from C: IG- Gaurd Platoon, Veteran squad, Kaskrin. They may not take any doctrines.

Jotunblod: Leman Russ is a giant of a man, stout and incredibly strong. He counts as a monstrous creature for the purposes of assault and must be mounted on a 40MM base. He can always be singled out in close combat, there is simply no way to not notice him in a mellee.

Great Wolf: Russ is always the wolf lord of your army. If you take him you cannot take any other special characters however the 0-1 restriction of Wolf Lords, Wolf Priests, and Rune priests is removed.

 

For all of this Im going to say around... 425pts+90 for Freki and Geri. Puts his personal power level at about that of a tooled up demon prince with a couple of extras, and then you throw in the cost of the abilities he adds to the army etc.... Yeah. Playtesting would be needed of course, but I feel 425 is approximately correct.

Do they actually want help in there this time? I was rebuffed fairly heavily last time and Im not going to put my nose in where Im not wanted. If you meant a pet project here on our section of the board though....

 

I posted once and was ignored - took it to be a private affair. Happy to help out if there is a serious intention to up the discussion.

 

I suggested:

 

"I think that the rule for the wolves in C:SW suit Freki and Geri great as a starter but yes, they should be tougher because they are mentioned as being beasts even amongst Fenrisian wolves.

 

However, why make them both the same, much like an inquisitor's retinue give him attributes, why not let one act as an auspex and the other give him berserk charge or something.

 

Just a thought."

Nah im pretty sure Russ has a Frost blade (from lexicanum http://wh40k.lexicanum.com/wiki/Leman_Russ_(Primarch) ) :

i based my thought on the pictures, where there are no kraken teeth to be seen so i reread my sources and have to admit you're right

 

 

 

 

As for you stats i think they do suit Russ and i find hte suggestions to be useful mate , so im modifying it again , rules will be updated on the same post i made in the Primarch project (same link in first post here)

 

2 ) As for why no terminator wolf guards , although its not that fluffy , but if Russ always use sweeping advance , he cant bring terminator wolf guards can he ?

i see what you mean but i think he doesn't need that, a TDA bodyguard however.

if you give him a PA bodyguard he'll still be able to sweeping advance so i think we should include the TDA bodyguard just so that the players can choose which version to use

 

3 ) Whats TDA ?

 

Tactical Dreadnaught Armor

 

 

5) no Vehicles for Russ , as written in SW codex (3rd ed) where most SW tend to fight "as Russ intended them to be" , which is on foot . So most SW prefer fight on foot (there fore blood claw jump packers are rare , while bikes are less rare but still not too common) , so i assume Russ likes ot fight on foot

 

sure Russ likes to fight on feet but this "as Russ intended to" is for the jump packs, not for normal tanks.

i'm pretty sure i've even seen a SW vehicle carrying about 20 SW in it in that cardgame but i can't find anymore informaton on that one right away.

 

6) yes changed the rules for Cold fury

 

7) Russ was commonly (or wrongly accused perhaps) to be a hot headed barbarian , so i thought a mix of head strong / berserker charge / furious charge is a good rule to represent Russ) also it represents Russ fears nothing and will attack it upfront while kicking ass with it , it doesn't represent him being stupid , just Fearless and laughs as death

 

But then again i tweaked the rules again

 

8) For fluff , im sure the T and S of Russ is greater than other Primarchs , yeah as you stated , he got hit by power fist from the emperor and Lion and didn't kill him (T6) , and im pretty sure he beat Horus regular on arm wrestling (listed somewhere , which i dont remember right now)

 

also other Fluff ( mostly on the same link on lexicanum):

 

Later in his life, he is said to have been able to turn back whole armies of the king's enemies by himself without a scratch ( thats where i got the regeneration idea , Logan anyone ? XD , ok tweaked the rules again too) and there was no fluff evidence that Russ was ever wounded as in cuts or any visible wounds, (of course fluff is changing everyday ><) even when he wasn't a Primarch (so perhaps he can heal ? no to mention actually in fluff all marines have it but less effective) , to tear whole oak trees from the ground and snap them (multiples) over his back , and to wrestle Fenrisian Mammoths to the ground , and not to mention he killed Krakens up close and personal (rumored to be Tyranid left over monstrous creatures in the sea of Fenris) to make his Frost blade

 

All these are monstrous creatures (S 10 at least) , i m pretty sure S 6 for Russ is suitable

 

 

 

is this with the frostblade bonus already included?

 

9) yeah a bit too complicated for th Hard to kill rule so i changed it to be simple (although the original rules are fluffy as Fernis wolves do take their masters body out of the battlefield)

i know it was fluffy and i'm sure it took some time to come up with that, but in an apoc game using extra more difficult rules might be a bad thing?

Jotunblod: Leman Russ is a giant of a man, stout and incredibly strong. He counts as a monstrous creature for the purposes of assault and must be mounted on a 40MM base. He can always be singled out in close combat, there is simply no way to not notice him in a mellee.

 

hm, not sure about this one. would the retinue rule still work then?

if we give him this however Russ wouldn't need cold fury anymore because a MC gets 2D6+S when he attacks vehicles

I worded it that way so the retinue rule wouldnt apply to him as a bit of balance. After all a 12 foot primarch is hard to mis, insanely hard to miss for that matter. Russ will stand out in a crowd of his "sons".

 

As for when russ was wounded, Ill note the lion did peirce his heart on one occaision.

and it didnt kill Russ XD and yeah he healed after it XD

 

PS: yeah ill add in the changes and suggestions here to my post later today XD

 

PS: retinue should still work as long as we state it in the retinue list (like Hive tyrant with tyrant guard) , also Russ is only a MC when his "assualting" and being alone by himself (all bodyguards including wolves are killed) so you cant target him on shotting

 

PS: yes if Russ is MC he wont need cold furry for tanks , but against other monstrous creatures ? S10 carnifexes ? but ill change the rules again later today

 

ps : no S6 doesnt include the Frost blade

 

 

PPS: ok rules redone (same link on front post)

- ) Cold Fury: Russ is a legendary worrier who has a trembling effect on its enemies,...

 

Warrior. If he was a legendary worrier, then I think the Wolves might have caved in on themselves due to overanxiety and insane levels of stress from worrying.

 

I'll have to get my group's permission for playtesting. Maybe just one of them will be up to it. Who knows. I already scared the hell out of them when I said I had a Leman Russ model, though I meant the Exterminator tank, not the primarch (Though I have one of him too.)

 

Guard Leader: You may take the following allied units from C: IG- Gaurd Platoon, Veteran squad, Kaskrin. They may not take any doctrines.

 

I like this one Grey Mage. I know I read about it somewhere. The Imperial Army groups working with the Space Wolves were just as loyal to Leman Russ and just as willing to die for him as the Space Wolves were. Leman Russ having this special rule goes along with our "We care for the little man." Nature. BUT, how many IG units and at what cost?

yeah just changed the wording XD

 

thanks for the heads up lone sniper XD

 

also i like the IG idea too , but think of this , this Russ rules already need the SM / SW codex , and if we bring the IG codex......its so chaotic to use wouldn't it ?

 

Also what do you think of the rules i did ? anymore suggestions ?

 

also give us some info on your play test after wards mate XD

The cost would be as C: IG, they wouldnt be compulsory choices under any circumstances, and you can have two troops, 1 FA, 1 Elite... as standard for allies. We could tweak it though.

 

As for it being a mess... this is Leman F'in Russ. If your opponents up for that a lil IG action is probly going to be welcome. This is really an apocalypse style character and as such you could probly do it anyways yes? This is for those 3k "normal" games.

Updated , about the Rending rules for Russ in CC / point cost / regeneration rules / Cold fury/ Wild scouts

tell me what you think

 

PS: Anyone play tested this yet ? (actually i already have the Russ model , but didn't have time to play test the rules i made lol)

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