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RULES - Primarch and Legion


simison

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Other than his Invulnerable being probably the best around (Guillimans who has the same mechanic is a 4++), he looks fair enough to me. Maybe make it a Once Per Turn Re-roll?

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Well here is my attempt.

Niklaas Primarch of the Fire Keepers 500pts

The Steel Prince, The Sudden Storm, Bane of Witches, The Beast Slayer

Niklaas WS: 7 BS: 6 S: 7 T: 8 W: 6 I: 5 A: 4 Ld: 10

Special Rules

Primarch

Sire of the Fire Keepers

Master Smith

Very Bulky

Wargear

The Habergeon

Cognis Signum

Nuncio Vox

Peacemaker

The Redeemer

The Habergeon is a suit of terminator armor forged by Niklaas himself, it includes rare archeotech features.

The Habergeon provides a 2+ armor save, a 3+ invulnerable save, and +1 toughness(included in profile).

-TrueSilver-

Models with the psyker or daemon type that make successful to hit rolls in close combat with Niklaas suffer an equal number of attacks at Strength 6 AP – after all other attacks are resolved.

-Consecrated Iron-

Niklaas and any unit he joins may not be targeted by psychic powers either friendly or enemy.

-Dampening Field-

All plasma weapons that fire within 12 inches of Niklaas do so at BS1.

The Peacemaker

This massive side arm fires rounds that ignite targets with the burning death of Phosphex.

Rng:18 Strgth:5 AP:2 Assault:1 Burning Death, Poisoned 3+

Burning Death: Each successful To Hit Roll made with this weapon yields three hits against the target unit instead of one. Units hit by this weapon have their cover save reduced by 1 until the end of the phase. Units charging a unit hit by this weapon may reroll charge distances until the end of the turn.

The Redeemer

Wrought from an ancient meteorite found deep in the forests of Obsailes the head of this war hammer has the appearance of polished black stone and a dread reputation among friend and foe alike.

Rng:- Str:10 AP:1 Melee,Concussive, Unweildy,Soul Blaze,Psi-bane

Psi-Bane: Failed to wound and armor penetration rolls against models with the psyker or daemon type made with this weapon may be rerolled.

Sire of the Fire Keepers

Niklaas has the Move Through Cover and Monster Hunter special rules. All Fire Keepers units gain Adamantium Will and Crusader special rules while Niklaas is on the table.

Master Smith

Niklaas is a smith of near unrivaled skill, he works constantly at creating new and improving existing arms and armor for the Imperium. Many times he selects units he deploys with to field test his latest innovations. If Niklaas is selected as part of your army, choose one generic legion unit and roll a D6 to determine what upgrade Niklaas has bestowed on that unit from the chart below.

1 Nothing. The primarch doesn't like you guys.

2 Improved optics. Non template weapons increase there max range by 12 inches.

3 Ablative plating. Unit’s armor saves increased by 1 to a maximum of 2+. Or plus 1 armor value to front and side armor.

4 Experimental ammo. Unit’s shooting has Rending.

5 Power field. Unit has 5+ invulnerable save. Or +1 to existing invulnerable save.

6 Highly Favored. Roll twice and apply both upgrades. Reroll duplicates.

CRUSADE ARMY LIST APPENDIX THE FIRE KEEPERS

Legion Astartes Fire Keepers

Legion Astartes: May always attempt to regroup regardless of casualties.

Suffer not the Witch: A LA:FK detachment may not include a librarian consul as an HQ choice. Furthermore a LA:FK detachment that is allied to a detachment that includes a librarian/ psyker must take a chaplain consul as its HQ selection.

Face any Foe: All units with LA:FK must reroll one d6 on all failed fear, morale, and penning tests.

Boots on the Ground: A LA:FK detachment may not include more units of the jump infantry, bike, or jet bike type than it does units with the infantry type. Given this restriction some Rites of War are unavailable to a LA:FK army.

Legacy of Obsailes: The Fire Keepers home world of Obsailes is divided among twelve tribes. Each with unique martial traditions. Many of these traditions found a home within the Fire Keepers Legion.

If a non unique HQ choice is selected for a LA:FK detachment before deployment roll a D3. The corresponding special rules below may be applied to a single troops choices in that detachment.

1. Counter Attack and Monster Hunter

2. Hatred and Tank Hunters

3. Skyfire and Intercepter

The Legacy of Obsailes may not be used in conjunction with the Pride of the Legion Rite of War. Legion specific units may not receive LoO.

Hmm Consecration of Iron Rule... I don't know. Because even if you are a pariah and can dispel all psy attacks. If the psyker throws a mountain at you. It will affect you. How about the deny on the with roll instead? Or grant him. A 5+ save against psy attacks?

 

 

Hammer is evil to. But alas. Its a hammer. But ap2 and s8 would fit better in my opinion.

 

Why do all plasmaweapons fired on him lose prsctically their sight?

 

A lot of buffs. In my opinion too much. Even if he is more the general type.

Edited by MikhalLeNoir
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I'd Prune it down to (Imo) Max 2-3 Big Rules with some form of not-at-strong Downsides to auto-balance themselves out.

 

Would mean less clutter and less things to potentially memorize while also keeping things short and concise :p

 

Looking over it quickly there are some rule you might be able to fuse together such as the Psyker-Affecting Rules.

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So finally presenting Daer'dd's rules. Sorry for any formating issues still on a phone.

 

Daer'dd

Primarch of the Iron Bears.

475 points

 

WS BS S T W I A LD Sv

6 6 8 7 7 5 4 10 2+

 

Unit Composition: 1 (unique)

Unit Type: Infantry

 

Wargear:

-The Gauntlets of Ares

-The Ganzhymekwahawk

-Shell of the Juggernaut

-Stormwalker

-Tomahawk Charges

 

 

Special Rules:

-Sire of the Iron Bears

-Primarch

-Extremely Bulky

-Independent Character*

-A Father's Rage

-Forge Breaker

-Slow and Purposeful

 

The Gauntlets of Ares:

Range STR AP Type

* user 2 Melee, Mastercrafted, Specialist, Shred, paired.

 

The Ganzhymekwahawk:

Range STR AP Type

24" 6 4 Assault 4, Rending (4+)

 

Shell of the Juggernaut:

2+ save 3+ invulnerable save may reroll one missed non invulnerable save per phase.

 

Stormwalker:

An advanced teleportation unit devised from the deconstruction of Eldar tech. Built by Daer'DD for himself it allows to deploy via Deep Strike and he may choose to move up to 24" during his movement phase but he must roll a D6 on a 1 a wound is taken, invulnerable saves allowed, and on a 24" move 2 d6 are rolled with 1's being wounds. invulnerable Saves still allowed.

Though he may not run if using Stormwalker to move.

 

A Father's Rage:

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

 

Forgebreaker:

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

 

*1 to 3 units of Totem Guard may be taken without using any FoC slots. However Daer'dd may never be joined by any unit or independent character.

  • Firstly I am averse to Daer'dd having the Stormwalker to teleport up to 24". Mainly because he can still charge afterwards. And as it stand he will basically never take a wound from it even if he moves the full distance. IF you roll any ones you still get a 3+ to ignore them and then a re-roll on it because of your re-roll every phase. At no other time will you need to make a save in the Movement phase so it will only be used to stop the rare chance of being hurt by Stormwalker. Also this would make him faster than any other Primarch who doesn't take a transport for +x hundred points. I suggest keeping the Deep Strike but make it more like Horus' rule so he can pick the turn he comes in on or so he doesn't scatter, or maybe even both. I don't think he needs to be able to jump across the board in any given turn.
  • I'm not sure why he wouldn't be able to be joined by a unit/other characters, but it does tone him down overall to not let him be able to have a bodyguard unit. It would certainly help to balance out his high toughness and wounds.

 

Well here is my attempt.

 

Niklaas Primarch of the Fire Keepers 500pts

 

The Steel Prince, The Sudden Storm, Bane of Witches, The Beast Slayer

 

Niklaas WS: 7 BS: 6 S: 7 T: 8 W: 6 I: 5 A: 4 Ld: 10

 

Special Rules

Primarch

Sire of the Fire Keepers

Master Smith

Very Bulky

 

Wargear

The Habergeon

Cognis Signum

Nuncio Vox

Peacemaker

The Redeemer

 

The Habergeon is a suit of terminator armor forged by Niklaas himself, it includes rare archeotech features.

 

The Habergeon provides a 2+ armor save, a 3+ invulnerable save, and +1 toughness(included in profile).

 

-TrueSilver-

Models with the psyker or daemon type that make successful to hit rolls in close combat with Niklaas suffer an equal number of attacks at Strength 6 AP – after all other attacks are resolved.

 

-Consecrated Iron-

Niklaas and any unit he joins may not be targeted by psychic powers either friendly or enemy.

 

-Dampening Field-

All plasma weapons that fire within 12 inches of Niklaas do so at BS1.

 

The Peacemaker

This massive side arm fires rounds that ignite targets with the burning death of Phosphex.

 

Rng:18 Strgth:5 AP:2 Assault:1 Burning Death, Poisoned 3+

 

Burning Death: Each successful To Hit Roll made with this weapon yields three hits against the target unit instead of one. Units hit by this weapon have their cover save reduced by 1 until the end of the phase. Units charging a unit hit by this weapon may reroll charge distances until the end of the turn.

 

The Redeemer

Wrought from an ancient meteorite found deep in the forests of Obsailes the head of this war hammer has the appearance of polished black stone and a dread reputation among friend and foe alike.

 

Rng:- Str:10 AP:1 Melee,Concussive, Unweildy,Soul Blaze,Psi-bane

 

Psi-Bane: Failed to wound and armor penetration rolls against models with the psyker or daemon type made with this weapon may be rerolled.

 

Sire of the Fire Keepers

Niklaas has the Move Through Cover and Monster Hunter special rules. All Fire Keepers units gain Adamantium Will and Crusader special rules while Niklaas is on the table.

 

Master Smith

Niklaas is a smith of near unrivaled skill, he works constantly at creating new and improving existing arms and armor for the Imperium. Many times he selects units he deploys with to field test his latest innovations. If Niklaas is selected as part of your army, choose one generic legion unit and roll a D6 to determine what upgrade Niklaas has bestowed on that unit from the chart below.

1 Nothing. The primarch doesn't like you guys.

 

2 Improved optics. Non template weapons increase there max range by 12 inches.

 

3 Ablative plating. Unit’s armor saves increased by 1 to a maximum of 2+. Or plus 1 armor value to front and side armor.

 

4 Experimental ammo. Unit’s shooting has Rending.

 

5 Power field. Unit has 5+ invulnerable save. Or +1 to existing invulnerable save.

 

6 Highly Favored. Roll twice and apply both upgrades. Reroll duplicates.

 

CRUSADE ARMY LIST APPENDIX THE FIRE KEEPERS

 

Legion Astartes Fire Keepers

 

Legion Astartes: May always attempt to regroup regardless of casualties.

 

Suffer not the Witch: A LA:FK detachment may not include a librarian consul as an HQ choice. Furthermore a LA:FK detachment that is allied to a detachment that includes a librarian/ psyker must take a chaplain consul as its HQ selection.

 

Face any Foe: All units with LA:FK must reroll one d6 on all failed fear, morale, and penning tests.

 

Boots on the Ground: A LA:FK detachment may not include more units of the jump infantry, bike, or jet bike type than it does units with the infantry type. Given this restriction some Rites of War are unavailable to a LA:FK army.

 

Legacy of Obsailes: The Fire Keepers home world of Obsailes is divided among twelve tribes. Each with unique martial traditions. Many of these traditions found a home within the Fire Keepers Legion.

 

If a non unique HQ choice is selected for a LA:FK detachment before deployment roll a D3. The corresponding special rules below may be applied to a single troops choices in that detachment.

 

1. Counter Attack and Monster Hunter

 

2. Hatred and Tank Hunters

 

3. Skyfire and Intercepter

 

The Legacy of Obsailes may not be used in conjunction with the Pride of the Legion Rite of War. Legion specific units may not receive LoO.

  • I would agree with earlier points that Consecrated Iron should not make him completely immune to all psychic powers. Maybe something along the lines of he counts as a Mastery Level 2 Psyker for the purposes of Deny the Witch. It would make you Deny on 4/3+ depending on the Strength of the enemy Psyker, which is pretty good, but not quite on the same level as a true Pariah.
  • Peacemaker. Why does it need the rule to make it hit multiple enemies per shot rather than having multiple shots or the template/blast special rules. It seems that those would perhaps fit better. If you made it blast then lingering death and crawling fire can be included for the full phosphex experience.
  • Master Smith I think could be more easily implemented through giving special rules rather than stat modifiers. I also think that the doubling up potential seems a little too much. I also feel that you should restrict it to non-vehicle units as currently you could have a squadron of 15/15/14 Land Raiders, which could be difficult to deal with. Or worse a 15/15/14 Spartan with Flare Shield and Armoured Ceramite, which would be actually impossible to take out without D weapons. My suggestion would be: Roll a D3. 1:Unit gets Preferred Enemy (Everything) 2:Unit gets Hardened Armour 3:Unit gets Defensive Grenades and Counter Attack.
  • I do like the way your Legion rules balance though. You should end up with an infantry heavy force that is difficult to chase away, and one extra skilled unit. Its different to the typical legion rules that boost the whole army rather than a limited unit.
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<p>

 

So finally presenting Daer'dd's rules. Sorry for any formating issues still on a phone.

 

Daer'dd

Primarch of the Iron Bears.

475 points

 

WS BS S T W I A LD Sv

6 6 8 7 7 5 4 10 2+

 

Unit Composition: 1 (unique)

Unit Type: Infantry

 

Wargear:

-The Gauntlets of Ares

-The Ganzhymekwahawk

-Shell of the Juggernaut

-Stormwalker

-Tomahawk Charges

 

 

Special Rules:

-Sire of the Iron Bears

-Primarch

-Extremely Bulky

-Independent Character*

-A Father's Rage

-Forge Breaker

-Slow and Purposeful

 

The Gauntlets of Ares:

Range STR AP Type

* user 2 Melee, Mastercrafted, Specialist, Shred, paired.

 

The Ganzhymekwahawk:

Range STR AP Type

24" 6 4 Assault 4, Rending (4+)

 

Shell of the Juggernaut:

2+ save 3+ invulnerable save may reroll one missed non invulnerable save per phase.

 

Stormwalker:

An advanced teleportation unit devised from the deconstruction of Eldar tech. Built by Daer'DD for himself it allows to deploy via Deep Strike and he may choose to move up to 24" during his movement phase but he must roll a D6 on a 1 a wound is taken, invulnerable saves allowed, and on a 24" move 2 d6 are rolled with 1's being wounds. invulnerable Saves still allowed.

Though he may not run if using Stormwalker to move.

 

A Father's Rage:

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

 

Forgebreaker:

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

 

*1 to 3 units of Totem Guard may be taken without using any FoC slots. However Daer'dd may never be joined by any unit or independent character.

  • Firstly I am averse to Daer'dd having the Stormwalker to teleport up to 24". Mainly because he can still charge afterwards. And as it stand he will basically never take a wound from it even if he moves the full distance. IF you roll any ones you still get a 3+ to ignore them and then a re-roll on it because of your re-roll every phase. At no other time will you need to make a save in the Movement phase so it will only be used to stop the rare chance of being hurt by Stormwalker. Also this would make him faster than any other Primarch who doesn't take a transport for +x hundred points. I suggest keeping the Deep Strike but make it more like Horus' rule so he can pick the turn he comes in on or so he doesn't scatter, or maybe even both. I don't think he needs to be able to jump across the board in any given turn.
  • I'm not sure why he wouldn't be able to be joined by a unit/other characters, but it does tone him down overall to not let him be able to have a bodyguard unit. It would certainly help to balance out his high toughness and wounds.

 

The reroll on saves is only applicable to his standard 2+ he cannot reroll his invulnerable save, but I realized I worded that poorly.

 

The Stormwalker was more of fluff thing, because he is so big and slow, yet intelligent I figure he'd find a way to compensate for that.

 

And not attaching to anyone or a unit, is both fluffy and a balancer. He's so big and such a raw primal force that he'd be affraid to lose men when he bull rushes a Wraithknight or something so he doesn't want to risk them or slow down his rampage.

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@Mikhail

Consecrated Iron I'm not sure about either. I borrowed that rule from the Inquisition Codex. It has a piece of Wargear that does that for 25pts.

 

All primarch's with hammers are S10 AP1 or Sx2 Ap1, Horus, Vulkan, and Ferrus/Perturabo. Well Horus' is a mace but still has the stats.

 

Plasma blindness is borrowed from another piece of Inquisition Wargear. Really doesn't fit my theme though...

 

@Grifftofer

With Consecrated Iron I'm trying for "not a pariah". Which is proving challenging. I mean he's not a pariah, he's using magic/alchemy/science/ something to make psi powers not stick. I just can't decide how to get that result and still be " unique".

 

Peacemaker was intended to reflect a projectile with a phosphex warhead rather than chunking a entire phosphex bomb at a target.

 

I agree the Master Smith rule needs some work. I borrowed the base concept from another source and tried to make work for Legion units. I agree with avoiding super tanks.

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Well it would be kinda strange, if a nonpariah would be stronger in blending out all psyattacks than the pariahs.

 

Maybe skip it? Plasma doesn't fit as well you say? Skip it too. Look for rules which fit into your background. This is more rewarding than beeing the biggest and most shiny. Of course nobody shines more than the wardens. Well if they do clean their armor.

 

That beeing sad: okay. Then the hammer is a hammer and is so strong.

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After the Godslayers are 'blessed' by the Zombie Plague:

 

 

Poxborn Horde – 130 pts

 

Poxborn                         WS: 3   BS: 3   S: 4   T: 5   W: 1   I: 3   A: 3   Ld: 10   Sv: 3+

Poxborn Resurrector  WS: 3   BS: 3   S: 4   T: 5   W: 1   I: 3   A: 4   Ld: 10   Sv: 3+

 

Unit Composition:

·         2 Poxborn

·         1 Poxborn Resurrector

Unit Type:

·         Poxborn – Infantry

·         Poxborn Resurrector – Infantry (Character)

Wargear:

·         Power Armour

·         Bolter

·         Bolt Pistol

 

Special Rules:

·         Legiones Astartes (Godslayers)

·         Feel no Pain (5+)

·         Fearless

·         Slow and Purposeful

·         The Dead Will Rise Again

·         Mindless Abominations

 

Options:

·         The Poxborn Squad may take:

o   Up to twelve additional Poxborn ………………….. 27 pts per model

·         Any Poxborn may take one of the following:

o   Virulent toxins ……………………………………………………….. 3 pts

o   Power weapon ………………………………………………………. 15 pts

·         The Poxborn Resurrector may take for any of the following:

o   Virulent toxins …………………………................................ 3 pts

o   Power weapon ………………………………………………………. 15 pts

o   Power fist ……………………………………………………............ 20 pts

o   Lightning claw ………………………………………………………… 20 pts

 

Virulent Toxins:  The bearer gains the Poisoned (4+) special rule

 

The Dead Will Rise Again:  At the end of each (enemy or friendly) turn, if a unit with this rule has fought in close combat, set up a unit of Plague Zombies within 6”, equal to the number of models slain by To Wound rolls of 6+.

 

Mindless Abominations:  At the beginning of each friendly turn, take a leadership test for each unit with this special rule.  If failed, the unit may perform no voluntary actions other than moving until the next turn.  When moving in this manner, Poxridden count as moving through difficult terrain.

 

 

 

Plaguewalker Horde – 130 pts

 

Plaguewalker                 WS: 4   BS: 3   S: 5   T: 5   W: 2   I: 3   A: 3   Ld: 10   Sv: 2+

Plaguewalker Lazarus  WS: 4   BS: 3   S: 5   T: 5   W: 2   I: 3   A: 4   Ld: 10   Sv: 2+

 

Unit Composition:

·         2 Plaguewalker

·         1 Plaguewalker

Unit Type:

·         Plaguewalker – Infantry

·         Plaguewalker Lazarus – Infantry (Character)

Wargear:

·         Artificer Armour

·         Bolter

·         Bolt Pistol

 

Special Rules:

·         Legiones Astartes (Godslayers)

·         Feel no Pain (5+)

·         Fear

·         Fearless

·         Slow and Purposeful

·         The Dead Will Rise Again

·         Mindless Abominations

 

Options:

·         The Plaguewalker Squad may take:

o   Up to seven additional Poxborn ………………….. 55 pts per model

·         Any Plaguewalker may take any of the following:

o   Virulent toxins ……………………………………………………….. 5 pts

o   Power weapon ………………………………………………………. 15 pts

o   Power fist ……………………………………………………............ 20 pts

o   Lightning claw ………………………………………………………… 20 pts

·         The Plaguewalker Lazarus may take for any of the following:

o   Virulent toxins …………………………................................ 5 pts

o   Power weapon ………………………………………………………. 15 pts

o   Power fist ……………………………………………………............ 20 pts

o   Lightning claw ………………………………………………………… 20 pts

o   Blade of Undeath …………………………………………………… 25 pts

 

Virulent Toxins:  The bearer gains the Poisoned (4+) special rule

 

Blade of Undeath:  RNG: -   S: +1   AP: 3   Melee, Unholy Rebirth

Unholy Rebirth:  Plague Zombies are spawned on To Wound rolls of 4+ instead of 6+ (as per The Dead Will Rise Again)

 

The Dead Will Rise Again:  At the end of each (enemy or friendly) turn, if a unit with this rule has fought in close combat, set up a unit of Plague Zombies within 6”, equal to the number of models slain by To Wound rolls of 6+.

 

Mindless Abominations:  At the beginning of each friendly turn, take a leadership test for each unit with this special rule.  If failed, the unit may perform no voluntary actions other than moving until the next turn.  When moving in this manner, Plaguewalkers count as moving through difficult terrain.

 

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Here's the first draft of the Legion rules for the Warriors of Peace along with a fluff blurb:

  • Legion Astartes (Warriors of Peace): All units with this special rule may always attempt to regroup regardless of casualties.
  • Dao of Jūn: All units with the Legiones Astartes: Warriors of Peace rule receive an immunity based on how many units are within six inches of them. If one unit is within six inches, the unit automatically passes Pinning tests. If two units are within six inches of the unit, the unit automatically passes Fear tests. 
  • Martial Honor: All characters with the Legiones Astartes: Warriors of Peace rule must issue challenges when able. 

 

Now, while people agreed to the no vehicle limit, I'm not sure what the consensus on the '3 units - auto-pass Morale' rule. So, I've left it out for now. 

 

 

Unlike other legions, the Warriors of Peace approach warfare as one would any vocation. To them, warfare is their duty. Neither given into either the elation of slaughter or the despair of defeat, the Warriors of Peace maintain their stoicism in battle, no matter the odds they are against. It is only when a Warrior is at peace within himself does he achieve true mastery of the art of war. 

 

This eerie detachment, combined with the pariahs serving in their ranks, has intimidated both foe and friend alike. Among the few exceptions are, strangely, the Mechanicum. As the Warrior of Peace seeks to shed himself of fruitless emotion in battle, the tech-adept seeks to shed himself of fruitless flesh. 

Edited by simison
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I've nitpicked this alot lately, but your WoP LA still says Halcyon Wardens :tongue.: . Other than that looks good. I'd give the Martial honour rule re-rolls to to wound rolls of one in challenges as well, to demonstrate their adeptness at fighting and how much they value their honour.

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Ok here my second try.

 

Niklaas Primarch of the Fire Keepers 485pts

 

The Steel Prince, The Sudden Storm, Bane of Witches, The Beast Slayer

 

Niklaas WS: 7 BS: 6 S: 7 T: 8 W: 6 I: 5 A: 4 Ld: 10

 

Special Rules

Primarch

Sire of the Fire Keepers

Master Smith

Very Bulky

 

Wargear

The Habergeon

Cognis Signum

Nuncio Vox

Peacemaker

The Redeemer

 

The Habergeon is a suit of terminator armor forged by Niklaas himself, it includes rare archeotech features.

 

The Habergeon provides a 2+ armor save, a 3+ invulnerable save, and +1 toughness(included in profile).

 

-TrueSilver-

Niklaas gains Feel No Pain against close combat attacks made by any unit with the psyker or daemon type.

 

-Consecrated Iron-

Niklaas and any unit he joins may Deny the Witch on 3+.

 

The Peacemaker

This massive side arm fires rounds that ignite targets with the burning death of Phosphex.

 

Rng:18 Strgth:5 AP:2 Assault:1 Burning Death, Poisoned 3+

 

Burning Death: Each successful To Hit Roll made with this weapon yields three hits against the target unit instead of one. Units hit by this weapon have their cover save reduced by 1 until the end of the phase. Units charging a unit hit by this weapon may reroll charge distances until the end of the turn.

 

The Redeemer

Wrought from an ancient meteorite found deep in the forests of Obsailes the head of this war hammer has the appearance of polished black stone and a dread reputation among friend and foe alike.

 

Rng:- Str:10 AP:1 Melee,Concussive,Soul Blaze,Witch-bane

 

Witch-Bane: Failed to wound and armor penetration rolls against models with the psyker or daemon type made with this weapon may be rerolled.

 

Sire of the Fire Keepers

Niklaas has the Move Through Cover and Monster Hunter special rules. All Fire Keepers units gain Adamantium Will and Crusader special rules while Niklaas is on the table.

 

Master Smith

Niklaas is a smith of near unrivaled skill, he works constantly at creating new and improving existing arms and armor for the Imperium. Many times he selects units he deploys with to field test his latest innovations. If Niklaas is selected as part of your army, choose one generic legion unit and roll a D6 to determine what upgrade Niklaas has bestowed on that unit from the chart below.

 

1 Nothing. The primarch finds you unworthy.

 

2 Improved optics. +1 to units ballistic skill.

 

3 Ablative plating. Power armor units gain Hardened Armor. Tanks and dreadnoughts may force the opposing player to reroll successful penetrating hits.(must accept second result)

 

4 Experimental ammo. Unit’s shooting has Rending.

 

5 Power field. +1 to existing invulnerable save. Or 6+ if the unit has no existing invulnerable.

 

6 Highly Favored. Roll twice more and apply both upgrades. Duplicate results must be rerolled. A roll of 6 yields no upgrade and no further roll may be made.

Edited by Demus Ragnok
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Ok here my second try.

 

Niklaas Primarch of the Fire Keepers 500pts

 

The Steel Prince, The Sudden Storm, Bane of Witches, The Beast Slayer

 

Niklaas WS: 7 BS: 6 S: 7 T: 8 W: 6 I: 5 A: 4 Ld: 10

 

Special Rules

Primarch

Sire of the Fire Keepers

Master Smith

Very Bulky

 

Wargear

The Habergeon

Cognis Signum

Nuncio Vox

Peacemaker

The Redeemer

 

The Habergeon is a suit of terminator armor forged by Niklaas himself, it includes rare archeotech features.

 

The Habergeon provides a 2+ armor save, a 3+ invulnerable save, and +1 toughness(included in profile).

 

-TrueSilver-

When in close combat with any unit with the psyker or daemon type Niklaas gains Feel No Pain.

 

-Consecrated Iron-

Niklaas and any unit he joins may Deny the Witch on 3+.

 

The Peacemaker

This massive side arm fires rounds that ignite targets with the burning death of Phosphex.

 

Rng:18 Strgth:5 AP:2 Assault:1 Burning Death, Poisoned 3+

 

Burning Death: Each successful To Hit Roll made with this weapon yields three hits against the target unit instead of one. Units hit by this weapon have their cover save reduced by 1 until the end of the phase. Units charging a unit hit by this weapon may reroll charge distances until the end of the turn.

 

The Redeemer

Wrought from an ancient meteorite found deep in the forests of Obsailes the head of this war hammer has the appearance of polished black stone and a dread reputation among friend and foe alike.

 

Rng:- Str:10 AP:1 Melee,Concussive, Unweildy,Soul Blaze,Psi-bane

 

Psi-Bane: Failed to wound and armor penetration rolls against models with the psyker or daemon type made with this weapon may be rerolled.

 

Sire of the Fire Keepers

Niklaas has the Move Through Cover and Monster Hunter special rules. All Fire Keepers units gain Adamantium Will and Crusader special rules while Niklaas is on the table.

 

Master Smith

Niklaas is a smith of near unrivaled skill, he works constantly at creating new and improving existing arms and armor for the Imperium. Many times he selects units he deploys with to field test his latest innovations. If Niklaas is selected as part of your army, choose one generic legion unit and roll a D6 to determine what upgrade Niklaas has bestowed on that unit from the chart below.

 

1 Nothing. The primarch finds you unworthy.

 

2 Improved optics. +1 to units ballistic skill.

 

3 Ablative plating. Power armor units gain Hardened Armor. Tanks and dreadnoughts may force the opposing player to reroll successful penetrating hits.(must accept second result)

 

4 Experimental ammo. Unit’s shooting has Rending.

 

5 Power field. +1 to existing invulnerable save. Or 6+ if the unit has no existing invulnerable.

 

6 Highly Favored. Roll twice more and apply both upgrades. Duplicate results must be rerolled. A roll of 6 yields no upgrade and no further roll may be made.

 

That is one of the best balanced primarch profiles I have seen created in this tread so far

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The T8 still scares me. But no more than Pionus's 4+ FNP that he gets even vs Instant Death.

 

It may just be me, but I feel that a smallish point reduction may be in order. Down to around 485-490. No specific reason for this, just a gut instinct and I think he and Pionus will be broadly comparable in game. Obviously I'd need some testing to confirm my thoughts, but that's how I feel at the moment.

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The T8 is no real different than finding a counter for the larger automata, which have 2+ saves, and in a unit, majority toughness means he drops to t4.

 

In challenges, non Primarchs basically require Paragon Blades or Power Axes to stand a chance of hurting him, while in CC majority toughness again hits them hard, while allocating strength x2 attacks means that an enemy still is on a 4+/4+ to force a save, there is no FNP unless Daemon/Psyker (I would clarify that only attacks made by models with those rules apply, for sense making purposes) which meams that it relying on 3++ with 6 wounds and IWND.

 

The other T8 Character has a 5++ and cannot benefit from friendly Psychic Powers or have FNP because it can't join a unit, replacing the good Invuln with 2 more wounds and the ability to roll all lost wounds for IWND (on a 5+). If anything 6 wounds with a 3++ (effectively

18 wounds) is tougher than 8 wounds with a 5++ (12 wounds, effectively). It is tough, but Pionus is tougher.

 

Morro mitigates this by having an insane damage output with up to 10 Fleshbane attacks, and the ability to strip away an enemy weapon in a challenge (currently rejigging those mechanics).

Edited by Hesh Kadesh
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That's all true. It's probably my bias of having made K'awil talking. T8 makes it so that he needs 6s to wound, which reduces the number of rolls that Niklaas will have to make for saves by 50% relative to the other tougher Primarchs. When you look at it from the point of view of hitting a Primarch with other units, you are quite right and it makes little difference overall between T7 and T8.

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@ Chief Captain Redd.

 

What if Daer'dd's Stormwalker were like the Personal Teleporter Grey Knight Nemesis Dreadknights can take.

 

Changes him to Jump Infantry so he can Deep Strike, maybe without scatter or with reduced scatter, has 12 inch move in the movement phase and once per game he gets to move up to 30 inches but cannot charge if he does so.

 

@ Alpharius Glad Niklaas comes off as balanced that's what I strive for in all things. Balance.

Edited by Demus Ragnok
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