Jump to content

Stats for the remaining primarchs?


b1soul

Recommended Posts

I think Magnus should be super broken but super expensive. He really should just dominate the field offensively but maybe have only a 3+ Save with a power to get a 3++

 

 

I expect the thousand sons legion's rules to reflect their small number, maybe like no more than 10 guys per squad max, but stronger with their psychic powers.

 

 

I fully expect Magnus to drop giant warp rifts in the middle of the enemy's army and suck them all up.

I think there is going to be a lot of disappointment at Magnus' rules. I feel like some people are expecting that he will be destroying units at a time with his super psyker awesomeness, but I suspect that he won't be as "broken" as some people expect him to be. I expect a base statline of around 6 6 6 6 5 5 4 10 3+/4+ with decent psychic powers and casting bonuses, but I don't think he'll be able to psychically wipe out another primarch in just a turn or two.

I'd like to see Russ right up there in terms of melee prowess, not just being the anti-psyker-Magnus-foil. I wouldn't mind seeing Magnus have potential for huge destruction psychically. but have it a high risk/high reward relationship. The Lion and Rob suggestions so far seem pretty decent. I am hoping that the Angel isn't overpowered-point-and-win...

I'd like to see Russ right up there in terms of melee prowess, not just being the anti-psyker-Magnus-foil. I wouldn't mind seeing Magnus have potential for huge destruction psychically. but have it a high risk/high reward relationship. The Lion and Rob suggestions so far seem pretty decent. I am hoping that the Angel isn't overpowered-point-and-win...

No more so than Horus is, I suspect. Something like Horus-lite with a jump pack?

 

Forge World seems have done a great job at balancing the Primarchs out while making them feel powerful so far. I doubt the Angel will be any different. 

I'd like to see Russ right up there in terms of melee prowess, not just being the anti-psyker-Magnus-foil.

 

Russ should be the anti-psyker-Magnus-foil (i.e. his special rules are hard counters to Magnus' psychic abilities) and a top-notch warrior.

 

However...I think that in a brawl, he should lose statistically to Horus, Sanguinius, and Angron. My position is somewhat supported by the Night of the Wolf and Corax's thoughts on Angron (how only Sang and Horus have a chance against Angron in CC)

 

In other words...Russ should be an anti-psyker and one of the best close combat guys...but not the best

Yeah, Sang, Ang and Hang (incorrect, don't care, must rhyme) need to be the top dogs. Especially give that a good chunk of the reason behind the entire Shadow Crusade was making sure Angron was around to possibly slow Sanguinius down for a bit...

Too long to type out but Lorgar more less tells Horus straight that he's saving Angron because A) He's their brother and B ) Angron is the only one other than Horus who could survive Sanguinius when he goes all guns blazing as it were

 

It's more along the lines of " I've seen the possibility that if you face Sanguinius, you will lose the war. Angron is the only one who can do it in your stead."

 

Oh, the irony.

Well Sanguinius was incredibly tired and hurt because he had just fought in the siege and against one of the biggest, baddest, bloodthirsters to ever manifest. Horus had plenty of time to chill on his ship, grab a margarita, and talk to chaos before Sangy came after him.

 

Angron just had a stare off with the guy, huffed, and walked away.

If Sanguinius can enter by deep strike, then they have to let him do it without scatter.  It's be stupid powerful, but I'd rather that then try to come up with a rational why a guy who has his own set of wings somehow ended up crashing into a nearby tree.

 

I'm not sure how you can do Magnus to give him the feel of a super-psychic killing machine without major changes to the way psychic powers are manifested in 7th.  

Roll for powers?  What, the most powerful playable psyker has no idea what he'll be able to do when he wakes up in the morning?  

Let him choose the powers?  Enjoy that invisible primarch eating your army for lunch.

DTW rolls?  Nearly everyone in 30k can barely control their bladders when they see a primarch, much less gather the energy to stop their mind magic.

 

There's also the issue that the few times we've seen Magnus cut loose, he's blown a hole in an Eldar titan and explodified Astartes heads with a thought.

 

I'm glad I'm not trying to design the guy because I don't think there's a way to do it without either breaking the game or making him a major letdown.  

If Sanguinius can enter by deep strike, then they have to let him do it without scatter. It's be stupid powerful, but I'd rather that then try to come up with a rational why a guy who has his own set of wings somehow ended up crashing into a nearby tree.

This image brought a smile to my face. laugh.png

Maybe they can make Magnus will two profiles, like Orikan from the Necron codex. Regular Magnus and Magnus "Empowered" with him as regular magnus just being a primarch in general, killing stuff, but when he goes crazy he gets superstats and supersaves for a turn or so. They could also give him "bound spells" that he doesnt have to manifest the regular way, and instead he can choose to manifest 1-2 powers from a list of, say, 5 powers a turn. Making him awesome, but not over the top. And Russ would obv be immune to all of the special magnus powers =) 

I expect the thousand sons legion's rules to reflect their small number, maybe like no more than 10 guys per squad max, but stronger with their psychic powers.

 

Why? Bearing in mind the RG are specifically stated to be the smallest Legion at 83,000 (iirc). So you're probably looking at the XV at 85,000 strong minimum. If the RG didn't get rules representing their size, why would a larger Legion.

 

Wearing my conspiracy tinfoil hat, I have a (not entirely serious) theory that Prospero has been delayed because FW are waiting for 8th, and a more 'suitable' psychic powers ruleset, because I don't know how the gel the Sons with the current psychic phase.

 

I expect the thousand sons legion's rules to reflect their small number, maybe like no more than 10 guys per squad max, but stronger with their psychic powers.

 

Why? Bearing in mind the RG are specifically stated to be the smallest Legion at 83,000 (iirc). So you're probably looking at the XV at 85,000 strong minimum. If the RG didn't get rules representing their size, why would a larger Legion.

 

Wearing my conspiracy tinfoil hat, I have a (not entirely serious) theory that Prospero has been delayed because FW are waiting for 8th, and a more 'suitable' psychic powers ruleset, because I don't know how the gel the Sons with the current psychic phase.

 

 

Well, I guess for massed unit psychic powers, they could always circumvent it by having a special ranged profile, but using a modified leadership value instead of BS to determine whether it hits? That might be crazy however, I don't actually play.

But for how many points? Because that is most certainly not equal to other Legion special rules. Plus, my issue with that is, depending on the power availability, it could quite easily be horribly broken, with basic units acting as psychic batteries to (for example) make those Spartans full of terminators invisible. With how poor psychic defence is in 7th (apart from Culexus assassins and, I assume, Sisters of Silence) that sounds like it would play merry hell with 30k's supposed balance, bringing in the 40k Death Star shenanigans that it seems many fled to 30k to get away from.

Regular Magnus and Magnus "Empowered"

 

Magnus isn't like that in the fluff 

 

Lorgar and Lorgar Transfigured makes fluffy sense. Magnus is a super-psyker. He doesn't have to be mad to be extremely powerful. He's powerful at all times. I suppose you could have two version of Magnus:

1. Sulking in his chambers Magnus

2. Finally fighting Magnus

One idea for how to handle Magnus is to have him as a high risk, hit and miss character. Have basically unlimited, game-breaking potential powers but with some serious risk of him getting sucked into the warp, whether by Big E or Tzeentch. I mean we are talking about the guy who wrote the book on delving too deep.

As for Guilliman the only sources for his combat prowess are unreliable, i.e. him or Ultramarines and while he held off Angron and Empowered Lorgar both were extremely battered after their encounter with a Titan earlier in the battle. So I think his CC stats should definitely be in the bottom quarter (though better than unempowered Lorgar) but he should have some serious buffs not necessarily in terms of +1 attack but in more strategic terms, like extra slots for example. The Lion who is meant to be one of the best tactical commanders of the Primarchs so he should have more combat orientated buffs and they should be significant, while Sang's should be more morale focused. 

For the actual legion itself I would imagine that you will have the option to upgrade squad sergeants to be able to cast a psychic power, say the Primaris power of their chosen discipline. Maybe generating 1 warp charge dice for the sergeant and 1 dice for the squad. I'd also assume that depending on the squad you will be limited to one psychic discipline that you can actually take, eg Divination for the Corvidae, Pytomancy for the Pyrae, Biomancy for the Pavoni etc.

 

Would that make sense? You'd still have way more psychic ability than the other legions, but it should limit the power a bit.

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.