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Sorrowsworn Morro (apologies for the editing and spelling mistakes, I'm typing this on a phone and incredibly bored during a train journey).

 

This is intended to represent him at the point of the Heresy, once he has been worked over by Urien Rakarth.

 

Morro, 480pts

WS BS S T W I A Ld Sv

8 5 7 8 8 8 6 10 2+

 

Unit Size; 1

Unit Type; Infantry (Character)

 

Equipment;

- Agoniser-Tendrils

- The Deeping Plate

- Plasma, Rad, and Haywire grenades.

- Searchlight

 

Special Rules;

- Primarch

- Sire of the Drowned

- Impure Prince

- Fleshwarped Abomimation

- Hymns of Misery

- Furious Charge

 

Agonizer-Tendrils; unlike the other Primarchs, who are still reliant on their forged weapons, Morro IS the weapon, symbionts and parasitic fauna stitched and melded into his form, vile poisonous slime dripping from alien hagfish, tentacles from the drifting Boreal-jellies, stun-spines from Void-Manta and even razor-mawed Tremor wyrms are among the various creatures latched on his flesh. These strike out with a mind of their own, mirroring the hunting patterns of their pater-cretin from which they originated. Of all of Rakarths most twisted applications is the addition of body parts from the Sea-Between, its necrotic canker blossom particularly inimical to the constructs of the Eldar, although few biological lifeforms have any resilience to the panoply of toxins arrayed against them.

 

Range; - / Str; As User / AP; 2 / Melee, Fleshbane, Tendricular Mass, Bioluminescence

 

Tendricular Mass; The grants the wielder the Deflagrate special rule and increases his attacks by one (already included in the rofile above). This rule is lost for the duration of any challenge that Morro is fighting in. While this is not as a result of the burning caused as Volkite Weaponry, the unpredictable lashing can rip through enemy formations with ease.

 

Bioluminescence; A unit suffering any unsaved wounds caused by Morro during the assault phase must take an Initiative Test after his Initiative Step is resolved, but before the next step starts. This Initiative Test has a penalty of -1 for every unsaved wound caused, but does not include those caused by the Deflagrate rule. If failed, enemies are reduced to WS1 until the start of the next assault phase as the soporific lights distract them. Enemy models immune to Blind are immume to the effects of Bioluminescence as well.

 

The Deeping Plate; This is a Styx-Tartaros Pattern Terminator armour, and as such may be transported by a Caestus Assault Ram. Any time that Morro is rolling for It Will Not Die within the effects of a Graviton Pulse, he may reroll any failed rolls. His enhanced physiology designed to work in the most hostile areas known to the Imperium, like the intense pressures at the semi liquid heart of a gas giant, the deepest of trenches or the heart of a starships engineerium. This immensely porportioned terminator plate does not have a fixed colour, instead flashing in tune with his emotions.

 

Sire of the Drowned; Any unit made entirely of models with the Legiones Astartes (The Drowned) special rule held in Deep Strike reserve count towards the number of units with the Drop Pod Assault special rule when determining how many may automatically arrive in the first turn. In additon, any Legiones Astartes (The Drowned) model equipped with a Lascutter may reroll misses and failed armour penetration rolls with that weapon. Legiones Astartes (The drowned) and Dreadnoughts in the same detachment as Morro may reroll failed charges and to hit rolls against units with one or models affected by Graviton Pulse.

 

Impure Prince; Morro does not have the Independent Character special rule, unlike other Primarchs, and is treated as an enemy for the purposes of Psychic Powers from all players. In addition, whenever he is taken, all other Legions consider The Drowned to be 'By the Order'. This persists after his death, If he is permanently killed during a campaign, at the start of each turn after that, roll a dice, on a 4+, then levels of allegiance revert back to their previous state. Morro must always accept challenges whenever possible

 

Fleshwarped Abomination; The multitude of changes wrought of his body by the Haemonculus Rakarth has significantly altered his body and abilities, such as his resilience, and speed. This is represented by the increased statistics block. In addition, the first It Will Not Die roll made per turn by Morro is passed on a 2+ rather than a 5+ and may assault after running. When Morro issues a challenge, only those enemy models in base contact with him may accept, and count as Initiative 1 for the purposes of Glorious Intervention and Hit and Run, while Outside Forces to the challenge must pass a Strength test to direct against Morro. Friendly Outside Forces however gain +1 to hit rolls against an enemy model in a challenge with Morro.

 

When fighting in a challenge, Morro loses the Tendricular Mass rule from his Agonizer Tendrils. However he may attempt to grapple one opponents weapon; to do so, at the start of Morro's Initiative Step before any blows are struck, he and his opponent roll a d6 each, and add this to their strength values (ignoring any modifiers from weapons). If Morro's is equal or higher, then the enemy challenger may not use that weapon to attack. If an enemy loses their only melee weapon in this manner and don't have a pistol type weapon, they are considered equipped with a single close combat weapon. At the start of each assault phase, this grapple may attempt to be broken by the grappled model passing a Strength Test, leaving Morro free to attempt to grapple once when it is his Initiative Step.

 

Hymns of Misery; if Morro is unengaged and does not move during his movement phase, then he may begin to hum the songs amd poems of his youth, the warp-tinged lyrics causing the ears and eyes to bleed, hallucinatory images of the death and decay of what they hold dear flashing in their minds. Any nonvehicle units declaring a charge against Morro in the following enemy assault phase subtract D3" from any charge distances, and is considered a disordered charge even if they make it. Fearless models are not subject to this. If Morro ends any assault phase engaged with an enemy unit, this effect ends.

 

Opinions? He is meant to be a brute, capable of killing his fellow primarchs, and rather than making him a complete blender against them. He can potentially kill 14 models as a result of his charge, but if you have a model capable of challenging him, you can stall him for a turn, preventing him from sweeping the squad (no deflagrate) on the charge.

He is definitely pretty tough and a killer in cc...but I feel that all of his rules might be unwieldy @_@

 

I'm not saying this without considering that most of these models or armies will ever see the light of day, but it may just be beneficial to streamline the rules into like 2 paragraphs. Maybe it's just because I'm on a phone reading it, but it just seems a lot to remember :)

 

I was concerned with his state line at first but it makes sense considering he's a solo unit and will need to take a transport for himself too. He's essentially a greater daemon. I really like his background though of becoming Aquaman- err a symbiote with deep sea creatures :P

so deamon primarchs anyone?

 

 

Alexos, The denier of truth and the bane of sense: 925 pts

 

Ws8 bs5 s8 t8 w8 I9 a6 ld10 sv2+/4++

 

wargear:

Artificer armor

Iron halo

obsidian Tora Spear

Deamonic Ripper claw

Wings (counts as jump pack)

 

Special Rules:

Primarch

Deamon

Monstrous creature

fear

The Aztecian

Gene builder

rage

furious charge

unfocussed (May never make overwatch shots and may never join a unit)

weapon master

 

Deamonic Ripper claw: CC: R.- S+1 ap1 Melta, concussive, soulblaze, unwieldy

Shooting: R.Template S: poison 3+ ap3 rending, soulblaze

 

Check Alexosses normal profile for some of the rules, yes I know this guy is a total BEAST, but he is 925 pts and may never join a friendly unit... So actually, with concentrated fire power, pretty killable.

Comments on Morro

  • I am mostly in agreement with the statline, but feel he probably shouldn't be I8 on top of everything else.
  • I think that he also shouldn't have deflagrate and fleshbane on his weapons, one or the other would be fine, but both are just too much. I'd suggest getting rid of deflagrate for rampage as it would give him a better way to deal with groups.
  • The Fleshwarped abomination ability to get IWND on a 2+ for the first rolled each turn makes him get them all on 2+ as you only get to roll for it once per turn. Plus he sometimes gets to re-roll it, its too much healing for a Primarch in my opinion.
  • Also the ability to rip weapons away from enemies seems very much too powerful, especially when you use it to take a Primarch's weapon, which you will most of the time due to your higher than most S value. It makes it so you get to tank all their attacks on your 2+ whilst they get pummeled by your own fleshbane ones. I suggest making the in challenge rule something that reduces say WS or I by D3 if you win the contest. It would represent them fighting against your tentacles and being distracted. If combined with an I reduction it would also maybe let you regain the initiative over faster enemies.
  • Hymns of Misery is interesting, but you could as easily make it cause difficult and dangerous terrain around you, which would let you use existing rules.
  • Bioluminescence could also be pretty easily substituted with Blind to my mind.
  • Just realised he doesn't technically have an invulnerable save. I assume that his Terminator armour should include one, but was maybe forgotten.
  • He needs to have at the very least the Bulky rule, probably the Very Bulky rule due to being in Terminator armour.
  • I also have to wonder why he seems to have the best grenades in each sub-type. Plasma I can kind of understand, but he doesn't really need the other two due to his massive strength and the fact that he will always wound on 2s anyway because of hie weapon's rules.
  • I would consider maybe giving him Hammer of Wrath as he seems to be pretty massive and can slam into people as part of a charge so it seems appropriate.
  • Lastly as he is supposed to go around on his own I suggest giving him a rule that means he cannot be joined by Independent Characters to stop him just forming a retinue of HQs and running around the board with then to take some of the hits directed at him.
  • Just want to add that I love that you gave him a searchlight. Very cool :)
Edited by Grifftofer

I had cinsidered that, but i've felt that some Primarchs are underutilised to their abilities. Angron, for example, is put him down with the hardest unit you have and charge with passive buffs boosting the army. For such an impressive unit its very... Point and click. Maybe that was their intention, for angron.

 

As for complex eh, rules either happen or they don't. Hymns of Misery might be too much; I might reserve those for his Equerry, Corvo. He essentially has two weapon progiles, challenge and not challenge. If not challenging, 6-7 fleshbane ap2 attacks. With furious charge and rad nades he is hitting with fleshbane (no biggy here, most primarchs in this universe have s8 anyway, so no difference) against t3 enemies; the big thing is that combo comes in to play against a 2 wound t5 unit like Gal Vorbak, where he does his big boy thing, and slots in 7 id attacks. Meaning that I wanted to put across the feeling of abject horror as he munches through enemy units; removing choice from the enemy player.

 

However should he get challenged he must accept, so a canny player should be able to intersect him with something to take the initial charge (and no deflagrate to carry on). Chosen Warrior squads with would be his 'bane' (nearly halving his attacks and stopping the force multiplyer of radnades) and he will need a transport; 6+d6" reroll only gets you so far (so he basically needs a Dreadclaw, 580pts please). I do need to clarify that the DPA rule works even when he is in reserve too, and that he ignores difficult terrain as well.

 

If anyone is wondering over the majootty of themes amd influence for the legion, it is a combination of high chaos Dishonored (with the tentacles of #2), Darksiders, and the Leviathan short film, and other floating islands in the sky tropes for the homeworld.

 

Edit; thanks griff, posted while replying, will address when I get to my books :)

Edited by Hesh Kadesh

New piece of wargear I made for the Crimson Lions although any of the other legions are welcome to use it should they wish.

Energised buckler, +1 point per model.

While it proved unpopular in many legions, the Crimson Lions employed energised bucklers extensively throughout the Great Crusade. While it didn't offer the same degree of protection as a boarding shield, the energised buckler was used by those squads who it would he impractical to equip with a boarding shield and my Crimson Lions who had been forced by circumstance to abandon their boarding shield for the sake of combat efficiency.

May be taken for +1 point per model by Tactical, Assault, Veteran and Reconnaissance squads. Confers a 6++ invulnerable save in melee.

What about combat shields?

30k Combat Shields are different than 40k Combat Shields.

 

Ours give: 6++/5++ in CC

40k is flat 6++

 

For +1pt I cant see a real downside to it but it does fill a role a piece of wargear we already have. Though, to be fair, Combat Shields are very restricted in their availability only being taken en masse by Assault Squads at 3ppm.

Don't forget that the buckler's role is as much offensive as defensive (Or nearly as much anyway): bucklers aren't small so you can strap them on your arm (despite what d&d say about it), they're designed so that you can punch people with them. As such, I'd say these can provide an additional attack (like bolt pistols, but unlike storm shields, and I believe combat shields).

 

In that case it would have to be more than one point. But it would represent a buckler more faithfully.

The problem with that is that you would have to make it worth more than 2ppm. As otherwise you would be invalidating the additional combat weapon upgrade of the tactical squads. Who would chose to get +1 attack when they can get +1 attack AND a 6++ in combat?

 

Also although the Combat Shield doesn't give you an extra attack for an additional combat weapon it does still allow you to make use of two weapons if you have them. In that way it works very much like a buckler that is strapped to the arm. So to my mind I would just say allow certain squads to have access to the combat shield, rather than making an extra wargear option.

Koschei Kharkovic – 530 pts


Daemon Primarch of the Godslayers, The Slow Death, Eater of Hearts


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


 


Unit Composition:


·         1 (Unique)


 


Unit Type:


·         Monstrous Creature (Character)


 


Wargear:


·         The Black Mantle


·         God’s Hand


·         Bubonic Sickle


·         Pestilent Screech


 


Special Rules:


·         Primarch


·         Daemon


·         Hand of Papa Nurgle


·         Preferred Enemy (psykers)


·         Sire of the Godslayers


·         Extremely Bulky


·         Psychic Suppressant


 


Warlord Trait:


·         Intimidating Presence


 


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


 


Bubonic Sickle:  RNG: -   S: User   AP: 3   Melee, Murderous Strike, Piercing Blow, Psy-bane, Fleshbane


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


 


Pestilent Screech:  RNG: Template   S: 1   AP: 3   Poisoned (5+), Deflagrate, Mindplague


Mindplague:  Any units that take one or more unsaved wounds from this weapon must immediately take a morale check, with a negative modifier equal to the amount of models killed by this weapon that shooting phase.


 


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


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


 


Hand of Papa Nurgle:  All Nurgle Daemons that are within 12 inches of Koschei gain +1 to their invulnerable saves, and do not scatter when Deep Striking.


 


Sire of the Godslayers:  Feel No Pain (4+).  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

The problem with that is that you would have to make it worth more than 2ppm. As otherwise you would be invalidating the additional combat weapon upgrade of the tactical squads. Who would chose to get +1 attack when they can get +1 attack AND a 6++ in combat?

 

Also although the Combat Shield doesn't give you an extra attack for an additional combat weapon it does still allow you to make use of two weapons if you have them. In that way it works very much like a buckler that is strapped to the arm. So to my mind I would just say allow certain squads to have access to the combat shield, rather than making an extra wargear option.

 

This is how a real buckler is held/wielded:

img 1

img 2

If you had it as a replacement for the bolt pistol than it should work shouldn't it ? (it might be worth less than a bolt pistol though)

 

EDIT: If you want a shield that is strapped to the arm and allows another weapon to be wielded, you're looking for a targe

img

This in the game is essentially a combat shield.

Edited by Lord Thørn

[i'm reserving this spot for Jay.]

 

The Jade General                                                                         4?? points

Lord of the 

 

???

 

 

                                            WS     BS     S      T     W      I      A     LD     Sv

The Jade General                   8        5      6      6      5      7      6     10      2+

 

Unit Composition

  • 1 (Unique)

Unit Type

  • Jump Infantry (Character)

 

Wargear

  • Peace and War
  • Armor of the Physician
  • Siang
  • Jien
  • 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 Warriors of Peace
  • Pariah
  • Bulky

Special Rules

 

Sire of the Warriors of Peace

???

 

??? may be taken as Troop choices for a Warriors of Peace primary detachment with the Jade General as Warlord.

 

Pariah

Psykers, friend or foe, within 18' of the Jade General have -4 to their Leadership, do not generate any Warp Charges  (i.e. they do not add dice to their owning player’s Warp Charge Pool in the Psychic phase) and only harness Warp Charge points on a 6. The Jade General can never be targeted or affected by psychic powers – other units in the Jade General's vicinity that are hit by beam or nova powers, or by Witchfire powers that use templates, are hit/affected normally. Any blessing or malediction psychic powers affecting a unit immediately cease to be in effect if the unit moves within 12" of the Jade General or vice versa.

 

The Three Elements

At the beginning of each Fight sub-phase, the Jade General may choose one fighting style from the list below:

 

Earth Style - x2 S, Concussive, Unwieldy

Fire Style - +1 Attack, Rampage, Opponent can reroll failed To Hit rolls

Water Style - +1 Invulnerable Save, Precision Strike, -1 Attack

 

The Armor of the Physician

This armor provides a 2+ armor save, a 5+ Invulnerable save, and a Feel No Pain (4+) save. 

 

Siang

Grants the Jade General the unit type Jump Pack Infantry. Can be used in both Movement and Assault Phases. Roll 1d6 less for Scatter and adds +1 to the Deep Strike Mishap roll. 

 

Peace and War

A mirror set of power fists and power boots, unlike normal incarnations, the Jade General specifically requested that they be designed to be slimmer and easier to wield. As such, these weapons do not impair his lightning-fast style, while generating enough power to cut through the strongest of armors. 

 

                         Range      S          AP                        Type

Peace and War       -         User        2          Melee, Two-Handed, Duelist's Edge

 

 

Jien

When not used as tools of acupuncture, these thin, adamantium needles served as precise throwing weapons for the Jade General. Their micro-edges combined with his enhanced dexterity and strength rendered death unto those that fell under the Jade General's eyes. 

 

                         Range      S          AP           Type

Jien Barrage         18'         1           6       Salvo 2/5, Fleshbane, Lethal Precision

 

Lethal Precision: These weapons inflict precision shots on a 4+ and on To Wound rolls of a 6 ignore both armor and invulnerable saves. 

Edited by simison

[i'm reserving this spot for Jay.]

 

The Jade General                                                                         4?? points

Lord of the 

 

???

 

 

                                            WS     BS     S      T     W      I      A     LD     Sv

The Jade General                   8        5      6      6      4      7      6     10      2+

 

Unit Composition

  • 1 (Unique)

Unit Type

  • Infantry (Character)

 

Wargear

  • ??? Armor
  • Peace and War
  • [Needles]
  • 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 Warriors of Peace
  • Pariah
  • Bulky

Special Rules

 

Sire of the Halcyon Wardens

???

 

??? may be taken as Troop choices for a Halcyon Wardens primary detachment with Alexandros as Warlord.

 

Armor

This armor provides a 2+ armor save and a 5+ Invulnerable save. Jetpack included. Batteries not included.

 

Peace and War

[Description]

 

                       Range      S          AP                        Type

Peace and War     -         User        2          Melee, 

 

*On to wound rolls of 6, Alexandros wounds regardless of Toughness. Invulnerable saves are allowed. Does not affect vehicles.

 

[Needles]

[Acupuncture needles gone war wild]

 

4 wounds?

They are one and the same. Jays is simpl Alex secret Identity. Like Gwalchavads is Batman. If he would weare white. Without the money and girls. And without the cool gadget. Instead superhuman powers.
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