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MvS
16-10-2008, 22:29
This thread will be dedicated to the Apocalypse Datasheets I've drawn up for:

Loyal Primarchs, from the time of the Drop Sight Massacre onward,
Traitor Primarchs, being Alpharius and Curze,
Daemon Primarchs, being the rest,
The Phoenix Lords,
The Fallen Phoenix,
An 'Unbound' Avatar of Khaine,
The Fully-Manifested Greater Daemons of Slaanesh, Nurgle, Khorne and Tzeentch,
The C'tan having grown in power to the point of rivalling Imperial Titans.

These rules are not for the faint hearted as there are quite a lot of them.

They are designed for truly dedicated/crazy Apocalypse gamers who want to include characters who are as powerful and game-influencing as multiple Super-Heavy Vehicles or Gargantuan Creatures, and of course who have a whole weekend to burn on a massive Apocalypse campaign.

The points costs are up in the air a little. The C'tan and the Primarchs are the most expensive because they have the widest effect on the tabletop, NOT because they have the highest stats as individual characters.

I'll post in order with the C'tan appearing last of all.

I hope you have as much fun perusing them as I've had writing them up, barmy though they doubtlessly are...

;)

EDIT:

Added to this thread are:

Grey Knight Grand Masters - bringing them in line with Chapter Master in the new SM Codex. Look on opage 5 of this thread.

Solitaires and Morai Mensha - two new Apocalypse only Eldar character types. See page 6 of this thread.

MvS
16-10-2008, 22:36
LOYALIST PRIMARCH SPECIAL RULES

“And They Shall Know No Fear”: Exactly as appears in the Space Marines Codex.

Apocalypse Independent Characters: All Primarchs are Unique Independent Characters that are permitted to be used only in games of Apocalypse. Although larger than any Space Marine, they aren't quite the size of Monstrous Creatures and so count as Infantry.

Eternal Warrior: All Primarchs count as being Eternal Warriors.

Acute Senses: All Primarchs have Night Vision/Acute Senses.

Legion Primarch: The Primarchs are the embodiment of their Legion’s spirit and they are the Emperor’s glorious will made manifest. Primarchs bestow the following benefits upon their gene-sons:


All Marines of the Primarch’s Legion currently in play count as being Stubborn and possessing Combat Tactics unless otherwise stated,
All Marines of the Primarch’s Legion currently in play may use their Primarch’s Leadership value for any Morale or Pinning tests they are required to make.Son of the Emperor: Created through a combination of the most advanced genetic engineering humanity has ever aspired to and through the Emperor’s prodigious and terrifying Warpcraft, all Primarchs gain the following bonuses:


4+ Invulnerable Save against all enemy Psychic Powers and all Daemonic Gifts with a range or that require a BS to use

This save applies only to the Primarch himself and not any unit or Retinue accompanying him. If the unit or Retinue he is with is forced to make any action because of the effects of the psychic power, the Primarch automatically leaves the unit or Retinue, although he may rejoin them as normal later.Heroic Intervention: The Primarch and his Retinue benefit from the Heroic Intervention rule. See the Space Marine Codex for details, under Vanguard Veterans.

Vital Objective: Should a Primarch be slain during battle, his body counts as being a Vital Objective to all players. Note that Chaos Space Marine Players with the correct Strategic Asset may Corrupt and Despoil the Primarch’s body…

Orbital Bombardment: All Primarchs grant one Orbital Bombardment Strategic Asset. Note that if the Primarch is accompanied by a Retinue of Chapter Masters from his Legion, these Masters do not come with any Orbital Bombardment of their own!

Death of His Son: Should a Primarch be killed during the battle, all units of his Legion still in play immediately lose all the benefits and special rules bestowed by their Primarch. All units and characters must immediately fall back as if they had failed a morale test. This applies to the whole army, even Fearless units. Tanks and Dreadnaughts are immune to this rule. After the Primarch is killed, the Chapter Master or Captain with the highest points cost in play becomes the overall leader of the Legion for the remainder of the battle, and the normal Codex rules for the Chapter come into play.

OPTIONAL RULES:

A More Enlightened Age: The Imperium was a more enlightened and organised place back when the Primarchs still walked amongst their gene-sons. As such, the following rules apply:


Any equipment/armaments that appear in multiple Space Marine Codices but with different rules (such as Land Raider transport capacities, Drop Pod rules, weapon rules, etc.), the player may choose to use the rules for these items as they appear in the standard Space Marines Codex. If so, all items with divergent rules must be changed to the standard Codex’s versions. Additional special rules (like souped-up engines) for equipment/armaments that are unique to individual Chapters may still be used.
The rules for Techmarines and servitors that appear in the Space Marine Codex may be used by any Legion, although specific Chapter/Legion rules may effect them as normal (such as Black Templar Vows for those who wish to field the Imperial Fists Rapid Strike Division, pre-Codex Astartes).Named Chapter Masters & Captains: Note that in game terms you can include the 40th millennium Chapter Masters and Captains of the appropriate Marine Chapter in your Space Marine Legion army led by their Primarch. They are assumed to be some other ancient hero of their Legions’ distant past. However, the following rules apply:

· Named Chapter Masters & Captains may still use any equipment listed for them, unless the exact same named item is being used by their Primarch (so the Perdition Pistol, the Gauntlets of Ultramar and the Lion Helm for example). In the event of such conflicts, the owning player may choose for the non-Primarch character another weapon available from the Space Marine’s armoury that most resembles the existing one – so a plasma pistol and standard Powerfists for example.
· Named Chapter Masters lose all their special/unique rules, except for rules that apply to all standard Chapter Masters in the Space Marine Codex (except Orbital Bombardment).

MvS
16-10-2008, 22:37
ROBOUTE GUILLIMAN, PRIMARCH OF THE ULTRAMARINES

WS 7, BS 7, S 6 (10), T 5, W 5, I 7 (5), A 5 (6), Ld 10, Sv. 2+ / 4++

795 pts.

Unit Type: Unique Infantry Special Character.

Retinue: Guilliman may be accompanied by a Retinue consisting of 4 Masters of his Legion and an attached Honour Guard (still counting as part of his retinue). See entry for details.

EQUIPMENT

Gauntlets of Ultramar, Artificer Armour, Iron Halo, Teleport Homer, Personal Teleporter, Auspex, Targeter, Frag Grenades, Melta Bombs. (Guilliman may be given no additional equipment whatsoever).

SPECIAL RULES

Personal Teleporter: May Teleport as if wearing Terminator Armour.

Gauntlets of Ultramar: When worn by Guilliman the Gauntlets have the following rules:


Pair of Master Crafted Power Fists,
Hits at an Initiative of 5 in close combat,
2 in-built special Storm Bolters that count Assault 4 AP 2 when firing,
The paired Power Fists give Guilliman +1 Attack, shown in his profile,
May re-roll any failed to-wound rolls in both shooting and hand-to-hand combat.Iron Will: Guilliman and all Ultramarines under his command may choose to pass or fail any Morale, Pinning or Rally test they are required to make, even if failure is normally automatic they may choose to automatically pass instead. Replaces the Stubborn and Combat Tactics rules.

Master Strategist: Guilliman’s military discipline and acumen were unsurpassed by any of his brother Primarchs, although several of his brothers matched and even exceeded his victory tally because of their incredible ferocity, charisma, absolute refusal to admit defeat, low cunning and even ruthlessness. Guilliman and all Ultramarines in his command benefit from the following rules:


Careful Planning, Tactical Asset – exactly as in the Apocalypse Rulebook.
Jammers, Support Asset – exactly as in the Apocalypse Rulebook.
Strategic Redeployment, Tactical Asset – exactly as it appears in the Apocalypse Rulebook.
Take the High Ground! – if Guilliman passes a Leadership test on 2D6 before deployment, his side may choose their deployment zone. If he loses on a roll of two 6’s then his opponent may choose.Any other roll, deploy as per the usual Apocalypse rules.
RETINUE & HONOUR GUARD

Guilliman may be accompanied by a Retinue consisting of 4 Chapter Masters from his Legion (posses the same Strategic Assets as Masters of the Chapter, p.118, Apocalypse rulebook). These count as Space Marine Chapter Masters - see Space Marine Codex for details.

The Masters accompanying Guilliman posses the Strategic Assets listed under the Masters of the Chapter Datasheet in the Apocalypse Rulebook.

Guilliman and his Retinue may Deep Strike into battle if appropriately equipped (Terminator Armour or a Drop Pod) – this does not affect their Strategic Assets which may be used regardless.

An Honour Guard may be added to this Retinue without affecting its Retinue status, although note that the total number of models in the final unit must be 10 men strong, may take Land Raider, Drop Pod or Rhino Transports (the usual rules for Terminator armour apply) and must all be equipped as stated below.

RETINUE & HONOUR GUARD EQUIPMENT:

Regardless of any list entries in the Space Marine Codex, Guilliman’s Honour Guard must be equipped as follows:

Masters of the Ultramarines – the4 Masters of the Ultramarines that accompany Guilliman may be given any equipment allowed to Space Marine Chapter Masters in the Space Marine Codex, with the following additions/exceptions:


Iron Halos (free),
May not ride Bikes or wear Jump Packs,
If one wears Terminator armour, all must wear Terminator armour.Honour Guard – ifa 5-strong Honour Guard is added to the Masters Retinue, they may choose any weapons, equipment and character upgrades available to an Honour Guard in the Space Marine Codex, with the following additions/exceptions:


May take Terminator Armour if Masters of the Chapter are also equipped with suits,
If wearing Terminator Armour, all models counts as either standard Terminators or Assault Terminators for costings and equipment availability.

MvS
16-10-2008, 22:38
LION EL’JONSON, PRIMARCH OF THE DARK ANGELS

WS 7, BS 8, S 6 (8), T 5, W 5, I 7, A 5 (6), Ld 10, Sv. 2+ / 4++

795 pts.

Unit Type: Unique Infantry Special Character.

Retinue: El’Jonson may be accompanied by a Retinue consisting of 4 Masters of his Legion and an attached Honour Guard (still counting as part of his retinue). See entry for details.

EQUIPMENT

The Lion Sword, The Lion Helm, Artificer Armour, Caellian Pistol, Teleport Homer, Personal Teleporter, Frag Grenades. (El’Jonson may be given no additional equipment whatsoever).

SPECIAL RULES

Personal Teleporter: May Teleport as if wearing Terminator Armour.

The Lion Sword: A Master Crafted Power Sword that bestows +2 Strength in hand-to-hand combat. May re-roll all failed Wound rolls.

The Lion Helm: Counts as an Iron Halo and in-built Auspex. The Iron Halo Invulnerable save may be used by all members of his Retinue or any unit he joins.

The Caellian Pistol: Counts as a Master Crafted, Assault 2, Twin-Linked Plasma Pistol with in-built Targeter and which cannot overheat.

Pride of the 1st Legion: All Dark Angels under El’Jonson’s command may re-roll any failed Leadership tests (except psychic tests), replacing the Stubborn rule but not the Combat Tactics rule. Jonson himself and any unit he leads is Fearless, which replaces the Stubborn and Combat tactics rule.

Hero of the Imperium: El’Jonson’s bravery and heroism are the stuff of legend across the Imperium of Man. He would never back down, even in the face of the most daunting odds. To represent this, El’Jonson bestows the following rules:


Heroic Stand, Space Marine Asset – Exactly as in Apocalypse Reload, with El’Jonson himself acting as the affected objective. Note that the Attack bonuses of the Lion Sword apply even when El’Jonson Counter-Attacks.
Hold At All Costs, Tactical Asset – Exactly as in the Apocalypse Rulebook.Allow No Foothold: El’Jonson was always one step ahead of his enemies, denying their communications and disrupting their best-laid battle plans.


Disruptor Beacon, Front Line Asset – exactly as in the Apocalypse Rulebook.
Replacements – exactly as in the Apocalypse Reload rulebook

RETINUE & HONOUR GUARD

El’Jonson may be accompanied by a Retinue consisting of 4 Chapter Masters from his Legion (posses the same Strategic Assets as Masters of the Chapter, p.118, Apocalypse rulebook). These count as Space Marine Chapter Masters - see Space Marine Codex for details.

The Masters accompanying El’Jonson posses the Strategic Assets listed under the Masters of the Chapter Datasheet in the Apocalypse Rulebook.

El’Jonson and his Retinue may Deep Strike into battle if appropriately equipped (Terminator Armour or a Drop Pod) – this does not affect their Strategic Assets which may be used regardless.

An Honour Guard may be added to this Retinue without affecting its Retinue status, although note that the total number of models in the final unit must be 10 men strong, may take Land Raider, Drop Pod or Rhino Transports (the usual rules for Terminator armour apply) and must all be equipped as stated below.

RETINUE & HONOUR GUARD EQUIPMENT:

Regardless of any list entries in the Dark Angels Codex, El’Jonson’s Honour Guard must be equipped as follows:

Masters of the Dark Angels – the4 Masters of the Dark Angels that accompany El’Jonson may be given any equipment allowed to Space Marine Chapter Masters in the Space Marine Codex, with the following additions/exceptions:


Iron Halos (free),
May not have Bikes or Jump Packs,
If one wears Terminator armour, all must wear Terminator armour.Honour Guard – ifa 5-strong Honour Guard is added to the Masters Retinue, they may choose any weapons, equipment and character upgrades available to an Honour Guard in the Space Marine Codex, with the following additions/exceptions:


May take Terminator Armour if Masters of the Chapter are also equipped with suits,
If wearing Terminator Armour all models count as Deathwing Terminators for rules, costings and equipment availability. See Dark Angels Codex for details.

MvS
16-10-2008, 22:42
ROGAL DORN, PRIMARCH OF THE IMPERIAL FISTS

WS 7, BS 7, S 6 (10), T 5, W 5, I 6, A 6, Ld 10, Sv. 2+ / 3++

795 pts.

Unit Type: Unique Infantry Special Character.

Retinue: Dorn may be accompanied by a Retinue consisting of 4 Masters of his Legion and an attached Honour Guard (still counting as part of his retinue). See entry for details.

EQUIPMENT

The Black Sword of Dorn, Armour of Disdain, Shield of Contempt, Teleport Homer. (Dorn may be given no additional equipment whatsoever).

SPECIAL RULES

The Black Sword of Dorn: This is the blade Dorn broke across his knee shortly after he discovered his Father's broken body aboard the Warmaster's flagship. Dorn’s Black Sword has the following rules:

Hits as a Thunder Hammer,
Allows Dorn to strike in order of Initiative in hand-to-hand combat.
Armour of Disdain: A giant suit of golden Artificer Terminator Armour made for Dorn by his beloved brother Ferrus Manus as a symbol of their fraternal bond.


Counts as Terminator Armour,
A small grenade launcher fitted alongside the searchlight and targeting matrix above Dorn’s head allows Dorn to launch miniaturised grenades over short distances. Counts as an Auxilliary Grenade Launcher (see Space Marines Codex for details) with a range of up to 6". Shield of Contempt: When word finally reached Terra of the full extent of Hours’ treachery the Emperor presented this shield to Dorn, without ceremony or formality and in full knowledge of the darkness descending upon them. The Shield has the following rules:


Counts as a Storm Shield,
Increases Dorn’s Son of the Emperor Invulnerable Save to 3+ across the board,
The bonuses granted by the shield do not extend to Dorn’s Retinue or any unit he may join.Pride of the Imperium: All Imperial Fists in play are considered Fearless while Dorn still lives. This replaces the Stubborn and Combat Tactics rules.

The Emperor’s Champion: Dorn was the first Emperor’s Champion. He sought out the most terrible of the Emperor’s foes upon the battlefield, slaying them for the glory of his Father. To represent this, Dorn bestows the following rule:


Preferred Enemy – Dorn benefits from the Preferred Enemy Universal Special Rule in close combat against any enemy with a WS,
Trophy Kill Universal Asset – exactly as appears in Apocalypse Reload rulebook, with the exception that the defeated enemy character becomes an additional objective if and only if Dorn slays him/her/it in close combat.
The Emperor’s Mailed Fist: No fortification was secure against the fury of the Imperial Fists when led by their Primarch. Dorn always seemed to know precisely where to strike his enemies with heavy bombardments in order to bring a seige to a swift conclusion. Only Dorn’s brother Perturabo ever surpassed him in the field of siegecraft and their rivalry culminated in one of the greatest massacres of Imperial military history – the Iron Cage Disaster. The following rules apply to an Imperial Fists army led by Dorn:


Tank Hunters – Dorn, his Retinue and all HQ choices, Devastators, Dreadnaughts and Terminators armed with Power Fists, Thunder Hammers or Chainfists in an Imperial Fists army led by their Primarch benefit from the Tank Hunters Universal Special Rule, although this benefit also counts towards any attacks made against buildings and fortifications.
Scheduled Bombardment – exactly as appears in the Apocalypse Rulebook and replaces Dorn’s standard Orbital Bombardment.
RETINUE & HONOUR GUARD

Dorn may be accompanied by a Retinue consisting of 4 Chapter Masters from his Legion. These count as Space Marine Chapter Masters - see Space Marine Codex for details.

The Masters accompanying Dorn posses the same Strategic Assets as Masters of the Chapter Datasheet, p.118, Apocalypse rulebook and cost the same amount (200 pts. + Models).

Dorn and his Retinue may Deep Strike into battle if appropriately equipped (Terminator Armour or a Drop Pod) – this does not affect their Strategic Assets which may be used regardless.

An Honour Guard may be added to this Retinue without affecting its Retinue status, although note that the total number of models in the final unit must be 10 men strong, may take Land Raider, Drop Pod or Rhino Transports (the usual rules for Terminator armour apply) and must all be equipped as stated below.

RETINUE & HONOUR GUARD EQUIPMENT:

Regardless of any list entries in the Space Marine Codex, Dorn’s Honour Guard must be equipped as follows:

Masters of the Imperial Fists – the 4 Masters of the Imperial Fists that accompany Dorn may be given any equipment allowed to Space Marine Chapter Masters in the Space Marine Codex, with the following additions/exceptions:


Iron Halos (free),
May not ride Bikes or wear Jump Packs,
May choose to replace all other weapon options with a Relic Blade and Storm Shield regardless of the armour they wear (+45 pts.),
If one wears Terminator armour, all must wear Terminator armour.Honour Guard – if a 5-strong Honour Guard is added to the Masters Retinue, they may choose any weapons, equipment and character upgrades available to an Honour Guard in the Space Marine Codex, with the following additions/exceptions:


May take Storm Shields while wearing Artificer Armour (+10 pts.),
May take Terminator Armour if Masters of the Chapter are also equipped with suits,
If wearing Terminator Armour, all models counts as either standard Terminators or Assault Terminators for costings and equipment availability.

MvS
16-10-2008, 22:43
SANGUINIUS, PRIMARCH OF THE BLOOD ANGELS

WS 8, BS 7, S 6 (8), T 5, W 5, I 6, A 5 (6), Ld 10, Sv. 2+ / 4++

795 pts.

Unit Type: Unique Jump Infantry Special Character.

Retinue: Sanguinius may be accompanied by a Retinue consisting of 4 Masters of his Legion and an attached Honour Guard (still counting as part of his retinue). See entry for details.

EQUIPMENT

The Sword Sanguine, Perdition Pistol, Angelic Wings, Artificer Armour, Iron Halo, Teleport Homer, Targeter, Frag Grenades. (Sanguinius may be given no additional equipment whatsoever).

SPECIAL RULES

Sword Sanguine: Counts as a Master Crafted Force Weapon with the following additional rules:


Increases Sanguinius’ Strength by +2 (already shown in his profile).Perdition Pistol: The Perdition Pistol is a beautifully crafted and incredibly ancient pistol that dates back to the Dark Age of Technology. It may be fired as if it were a Meltagun. The Perdition pistol adds +1 to Sanguinius’ Attacks in hand to hand combat.

Angelic Wings: Confers the same benefits as a Jump Pack. Also, instead of assaulting, Sanguinius may make an additional move of up to 6” in the Assault phase if he is not already engaged in combat or joined to a squad/Retinue. This additional move is always made using the rules for jump packs. Sanguinius may make this move on the turn he Deep Strikes.

Glorious Presence: All friendly models put under Sanguinius’ command, even none Blood Angels (though not Marines of another Legion), may use his Leadership value for all Leadership tests they are required to make (including psychic tests). For Blood Angels this benefit is in addition to the Stubborn and Combat Tactics rules.

“In My Father’s Name!”: Like an avenging angel from ancient Terran myth, Sanguinius would smite his Father’s enemies with an energy and determination that few could hope to equal. To represent this, the following rules apply:


Fearless – Sanguinius and all Blood Angels within 6” of him are completely Fearless. This replaces the Stubborn and Combat Tactics rules..
Furious Charge - Sanguinius and all Blood Angels within 6” count as having the Furious Charge Universal Special Rule.Scion of Purity: Though not as psychically powerful or skilled as his brother Magnus, Sanguinius was amongst the most stably psychic of all the Primarchs. He was also completely unsullied by pride, arrogance or selfishness and therefore far removed from the hooks and temptations of Chaos. To represent these attributes, the following rules apply in addition to the Son of the Emperor special rule:


Holy Presence – all the benefits of Sanguinius’ Son of the Emperor rule extend for 6” around him,
Pure of Mind, Pure of Spirit– all daemons and possessed within 6” have -2 to their Leadership and must pass a Leadership test in order to Assault Sanguinius.Black Rage: Instead of the usual rules that apply to Marines when their Primarch falls in battle, should Sanguinius be killed every single Blood Angel in play will immediately go berserk with an insane fury. To represent this apply the following rules to all Blood Angels models in play:


All Blood Angels in play become Fleet.
All Blood Angels in play become Fearless.
All Blood Angels in play add +1 to their Strength in hand to hand combat.
All Blood Angels in play are subject to Furious Charge (not including Dreadnoughts).
All non-vehicles in the Blood Angels army count as Rending in close combat.
All Blood Angels (including Dreadnoughts) are affected by the Rage Universal Special Rule.
All Blood Angels tanks must target the nearest unengaged enemy and move towards the nearest enemy when there are none in range.
All Blood Angels transports must move towards the nearest enemy where any Blood Angel passengers will disembark to engage these enemies in combat as soon as possible. Dedicated transports without any passengers must fire upon the nearest unengaged enemy or move into range to do so as soon as possible. Transports without any armaments must either ram or tank shock the nearest unengaged enemy - where an enemy vehicle and infantry unit are the same distance from the Blood Angel transport, the owning player may choose whether to tank shock the enemy infantry or ram the enemy vehicle.
May Not Shoot – all Blood Angel infantry units in play (not Dreadnaughts) must always run towards the nearest enemy in the shooting phase and in their berserk fury may no longer use Melta-Bombs. All these rules apply for D6 Blood Angel turns.

RETINUE & HONOUR GUARD

Sanguinius may be accompanied by a Retinue consisting of 4 Chapter Masters from his Legion. These count as Space Marine Chapter Masters - see Space Marine Codex for details.

The Masters accompanying Sanguinius posses the same Strategic Assets as Masters of the Chapter Datasheet, p.118, Apocalypse rulebook and cost the same amount (200 pts. + Models).

An Honour Guard may be added to this Retinue, although note that the total number of models in the final unit must be 10 men strong, cannot include Terminators and must all be equipped as stated below.

Sanguinius’ Retinue and Honour Guard may Deep Strike into battle – this does not affect their Strategic Assets which may be used regardless.

RETINUE & HONOUR GUARD EQUIPMENT:

Regardless of any list entries in the Blood Angels Codex, Sanguinius’ Honour Guard must be equipped as follows:

Masters of the Blood Angels – the 4 Masters of the Blood Angels that accompany Sanguinius may be given any equipment allowed to Space Marine Chapter Masters in the Space Marine Codex, with the following additions/exceptions:


Iron Halos (free),
Must have Jump Packs,
Must wear Artificer Armour.Honour Guard – if a 5-strong Honour Guard is added to the Masters Retinue, they must be equipped as follows:


Artificer Armour (free),
Power Weapons (free),
Must have Jump Packs (+25 pts.),
May take Storm Shields (+15 pts.).Other than these rules they may choose any weapons available to an Honour Guard already equipped with Jump Packs in the Blood Angels Codex.


SPECIAL NOTE:

While Sanguinius lives, Blood Angels do not suffer from the Black Rage or the Red Thirst and so do not have Death Company marines or Sanguinary priests. In game terms the owning player may either choose not to field these units at all, or may field them as usual on the assumption that the special rules they bestow are due to some other factor – like them being some sort of elite unit or bearer of advanced technologies no longer available to the Blood Angels of the 'contemporary' 41st millennium.

MvS
16-10-2008, 22:44
LEMAN RUSS, PRIMARCH OF THE SPACE WOLVES

WS 7, BS 7, S 6 (10), T 5, W 5, I 6, A 5 (10), Ld 10, Sv. 2+ / 4++

795 pts.

Unit Type: Unique Infantry Special Character.

Retinue: Russ may be accompanied by a Retinue consisting of 4 Masters of his Legion and an attached Honour Guard (still counting as part of his retinue). See entry for details.

EQUIPMENT

Mjalnar, Rune Armour, Warpsbane Amulet, Primarch Combination Bolter, Frag Grenades. (Russ may be given no additional equipment whatsoever).

SPECIAL RULES

Mjalnar: Mjalnar is the most famous, ancient and powerful of the Frostblades of Fenris. This mysterious weapon had remained imbedded deep within an ice cavern at the heart of the Kraken spawning grounds for tens of thousands of years before the first human settlers arrived on Fenris during the Dark Age of Technology. Russ found and freed Mjalnar, wielding it thereafter throughout his greatest campaigns. Ferrus Manus later melded adamantium friezes of a Fenrisian Wolf and the Double-Headed Eagle onto the Blade's long hilt as a gift to his brother. The sword has the following rules:


Master Crafted Power Weapon,
Doubles Russ’ Attacks (already shown on profile),
Doubles Russ’ Strength in hand-to-hand combat (already shown on profile),
Strikes in order of Initiative,
If Russ is slain the Space Wolves count as having captured one less objective at the end of the game,
The Legion Relic Asset may not be chosen by an army led by Russ.Primarch Combination Bolter: This Boltgun is a unique example of its kind, bestowing the following rules:

In-Built Targeter (may measure distance to target before shooting after all guess-range weapons have been used)
Assault 2,
Range 24",
Vengeance Rounds: Str.4, AP 3.
Warpsbane Amulet: Horus sent this eldritch token to Russ while the Wolf Lord was en-route to Prospero to punish Magnus, ostensibly for disobeying their Father. The Amulet increases Russ’ Son of the Emperor Invulnerable Saves to 3+.

Freki and Geri: These two Fenrisian wolves are all that remain of the pack that adopted Russ (or that Russ adopted) as a boy on Fenris. They are huge even by the standards of their kin and they are fiercely loyal towards Russ. Freki and Geri will always remain within 2" of Russ during battle and will not leave his side, even if he is struck down. They have the following rules:

WS: 4, BS: 0, S: 4, T: 4, W: 3, I: 4, A: 4, Ld.: 10, Sv.: 4+

Special Rules: Beasts, Furious Charge, Rending.

The Wolf King: The insane bravery and sheer ferocity of the Space Wolves’ Primarch was unmatched by all but the World Eaters and their hyper-violent Master, Angron. To represent this, Russ bestows the following rules:

Supreme Headquarters Front Line Asset – Russ counts as moveable version of the Asset, see Apocalypse rulebook for details.
Move Through Cover – Russ and any unit he is with benefit from the Move Through Cover Universal Special Rule.Supremely Acute Senses: Russ may roll 1D6 x 10 to determine how far he and any unit he leads can see during Night Fighting missions. He may also still re-roll this if he wishes, although this second roll must be accepted even if it is worse. Russ also counts as possessing an Auspex.

RETINUE & HONOUR GUARD

Russ may be accompanied by 4 Wold Lords from his. Until the new Space Wolf Codex is released, count these Masters as having the same points costs, equipment availability and special rules as Wolf Lords from Codex: Space Wolves, only their profiles (WS, BS, etc.) are the same as Logan Grimnar and Ragnar Blackmane. Be mindful of any recent Space Wolf FAQs and rules updates released by GW.

The Masters accompanying Russ posses the same Strategic Assets as Masters of the Chapter Datasheet, p.118, Apocalypse rulebook and cost the same amount (200 pts. + Models).

Russ and his Retinue may Deep Strike into battle if appropriately equipped (Drop Pods) – this does not affect their Strategic Assets which may be used regardless.

An Honour Guard may be added to this Retinue without affecting its Retinue status, although note that the total number of models in the final unit must be 10 men strong, may take Land Raider, Drop Pod or Rhino Transports (the usual rules for Terminator armour apply) and must all be equipped as stated below.

RETINUE & HONOUR GUARD EQUIPMENT:

Regardless of any list entries in the Space Wolves Codex, Russ’ Honour Guard must be equipped as follows:

Masters of the Space Wolves – the 4 Masters of the Space Wolves that accompany Russ are Wolf Lords and may be given any equipment allowed to Wolf Lords in the Space Wolf Codex, with the following compulsory items:


Must wear either Terminator Armour or Rune Armour, also these may be mixed freely in the same unit,
Must wear a Wolf Tooth Necklace,
Must wear a Wolf Tail Talisman,
Must wear a Wolf Pelt.Honour Guard – if a 5-strong Honour Guard is added to the Masters Retinue, they must be equipped as follows:


Must take either Rune Armour or Terminator Armour. Other than this restriction they may choose any weapons available to Wolf Guards already equipped with either Rune or Terminator Armour in the Space Wolf Codex.

MvS
16-10-2008, 22:46
VULKAN, PRIMARCH OF THE SALAMANDERS

WS 7, BS 7, S 6 (9), T 5, W 6, I 6, A 5, Ld 10, Sv. 2+ / 3++

795 pts.

Unit Type: Unique Infantry Special Character.

Retinue: Vulkan may be accompanied by a Retinue consisting of 4 Masters of his Legion and an attached Honour Guard (still counting as part of his retinue). See entry for details.

EQUIPMENT

Spear of Vulkan, Gauntlet of the Forge, Kesare’s Mantle, Artificer Armour, Personal Teleporter, Teleport Homer, Frag Grenades, Melta Bombs. (Vulkan may be given no additional equipment whatsoever).

SPECIAL RULES

Personal Teleporter: May Teleport as if wearing Terminator Armour.

Spear of Vulkan: This magnificent lance was made by Vulkan himself to hunt the monstrous Fire Salamanders of his home planet of Nocturne. In Vulkan’s hand this weapon has the following rules:


Master Crafted Power Weapon,
+3 to Vulkan’s Strength (already shown on his profile),
2D6 on all Armour Penetration Rolls against vehicles.
Gauntlet of the Forge: Vulkan wears a gauntlet mounted flamer of unique design. Acts as a twin-linked Heavy Flamer.

Kesare’s Mantle: When worn by Vulkan the Mantle bestows a 3+ Invulnerable Save (already shown on profile) and makes him immune to all Flamer and Heavy Flamer Attacks.

Lord of Nocturne: Vulkan and all Salamanders within 18” of him count as being Fearless. Replaces the Stubborn and Combat Tactics rules in the effected area.

The Firedrake: Vulkan regarded the Fire Salamanders of his homeworld Nocturne as the totemic symbol of the spirit of his Legion. Vulkan bestows the following rules upon his gene-sons:


Breath of the Salamander – allows all Meltaguns, Multi-Meltas, Flamers and Heavy Flamers in the Salamander army to count as being twin-linked at no extra cost,
The Firedrake’s Spite – all models armed with a Multi Melta count as being Relentless,
Hammers of Nocturne – all Thunder Hammers in the Salamander army may be Master Crafted at no extra cost.RETINUE & HONOUR GUARD

Vulkan may be accompanied by a Retinue consisting of 4 Chapter Masters from his Legion. These count as Space Marine Chapter Masters - see Space Marine Codex for details.

The Masters accompanying Vulkan posses the same Strategic Assets as Masters of the Chapter Datasheet, p.118, Apocalypse rulebook and cost the same amount (200 pts. + Models).

Vulkan and his Retinue may Deep Strike into battle if appropriately equipped (Terminator Armour or a Drop Pod) – this does not affect their Strategic Assets which may be used regardless.

An Honour Guard may be added to this Retinue without affecting its Retinue status, although note that the total number of models in the final unit must be 10 men strong, may take Land Raider, Drop Pod or Rhino Transports (the usual rules for Terminator armour apply) and must all be equipped as stated below.

RETINUE & HONOUR GUARD EQUIPMENT:

Regardless of any list entries in the Space Marines Codex, Vulkan’s Honour Guard must be equipped as follows:

Masters of the Salamanders – the4 Masters of the Salamanders that accompany Vulkan may be given any equipment allowed to Space Marine Chapter Masters in the Space Marine Codex, with the following additions/exceptions:


Iron Halos (free),
May not ride Bikes or wear Jump Packs,
If one wears Terminator armour, all must wear Terminator armour,
Any Master in Terminator Armour may be equipped with a Thunder Hammer and Heavy Flamer instead of any other option if the owning player chooses (+30 pts.)..Honour Guard – ifa 5-strong Honour Guard is added to the Masters Retinue, they may choose any weapons, equipment and character upgrades available to an Honour Guard in the Space Marine Codex, with the following additions/exceptions:


Models wearing Artificer Armour may replace their Close Combat Weapons and Pistols for a Flamer (+5 pts.) or a Meltagun (+10 pts.),
Two models wearing Artificer Armour may replace their usual weapons for a Multi Melta (+15 pts),
May take Terminator Armour if Masters of the Chapter are also equipped with suits. If so they follow the rules for standard Terminators in all senses,
Any Terminator model may take a Thunder Hammer and Heavy Flamer (+25 pts.) instead of any other option if the owning player chooses.

MvS
16-10-2008, 22:48
FERRUS MANUS, PRIMARCH OF THE IRON HANDS

WS 7, BS 7, S 7 (10), T 5, W 5, I 6, A 5 (6), Ld 10, Sv. 2+ / 4++

795 pts

Unit Type: Unique Infantry Special Character.

Retinue: Manus may be accompanied by a Retinue consisting of 4 Masters of his Legion and an attached Honour Guard (still counting as part of his retinue). See entry for details.

EQUIPMENT

The Iron Gauntlet, Powerfist, Iron Halo, Artificer Armour, Auspex, Personal Teleporter, Teleport Homer, Targeter, Melta Bombs. (Manus may be given no additional equipment whatsoever).

SPECIAL RULES

Personal Teleporter: May Teleport as if wearing Terminator Armour.

The Iron Gauntlet: This shining powerfist was one of Manus’ greatest creations and was the symbol of his office as Primarch of the Iron Hands. The Gauntlet bestows the following rules:


Counts as a Master Crafted Chainfist,
In built miniaturised Conversion Beamer. Counts as a Conversion Beamer in all senses, see Space Marine Codex for details.
Powerfist: Bestows +1 onto Manus' Attack characteristic. Attacks count as being all from the Iron Gauntlet.

Iron Determination: Manus and any unit or Retinue he leads count as being Fearless, replacing the Stubborn and Combat Tactics rules in the effected area. Also, such is the stoicism Manus inspires in his gene-sons, all Iron Hands in play count as being Relentless.

Iron Hands: There are many legends concerning the how’s, why’s and wherefore’s of Manus’ seemingly indestructible metal hands. Whatever the truth of their provenance, Manus’ ‘iron hands’ granted him immense strength, even by the standards of his brother Primarchs. They bestow the following rules:


Manus may re-roll failed Wounds inflicted in close combat
In close-combat, Manus always hits in order of Initiative
Master Craftsman: Ferrus Manus was a masterful technician and artisan, easily a match for the skills of the greatest Fabricators of the Mechanicum. He encouraged all his gene-sons to pursue a mastery of the secrets of mechanical engineering, but to do so as artisans of technology, not mere fabricators of it. As such, Manus bestows the following rules upon all Iron Hands in play:


Master of the Forge – Manus counts as a Techmarine Master of the Forge equipped with a full servo-harness (minus the weapons), though Manus himself does not wear or need the harness.
Look to your Weapons – all heavy weapons carried by all infantry models in an Iron Hands army led by Manus count as being twin-linked.RETINUE & HONOUR GUARD

Manus may be accompanied by a Retinue consisting of 4 Chapter Masters from his Legion. These count as Space Marine Chapter Masters - see Space Marine Codex for details.

The Masters accompanying Manus posses the same Strategic Assets as Masters of the Chapter Datasheet, p.118, Apocalypse rulebook and cost the same amount (200 pts. + Models).

Manus and his Retinue may Deep Strike into battle if appropriately equipped (Terminator Armour or a Drop Pod) – this does not affect their Strategic Assets which may be used regardless.

An Honour Guard may be added to this Retinue without affecting its Retinue status, although note that the total number of models in the final unit must be 10 men strong, may take Land Raider, Drop Pod or Rhino Transports (the usual rules for Terminator armour apply) and must all be equipped as stated below.

RETINUE & HONOUR GUARD EQUIPMENT:

Regardless of any list entries in the Space Marine Codex, Manus’ Honour Guard must be equipped as follows:

Masters of the Iron Hands – the 4 Masters of the Iron Hands that accompany Manus may be given any equipment allowed to Space Marine Chapter Masters in the Space Marine Codex, with the following additions/exceptions:


Iron Halos (free),
May not ride Bikes or wear Jump Packs,
If one wears Terminator armour, all must wear Terminator armour,
If not wearing Terminator Armour, may be equipped with full Servo Harnesses at +30 pts. each.
Honour Guard – if a 5-strong Honour Guard is added to the Masters Retinue, they may choose any weapons, equipment and character upgrades available to an Honour Guard in the Space Marine Codex, with the following additions/exceptions:


May take Storm Shields (+15 pts.) while wearing Artificer Armour,
May take Terminator Armour if Masters of the Chapter are also equipped with suits,
If wearing Terminator Armour, all models count as either standard Terminators or Assault Terminators for costings and equipment availability.

MvS
16-10-2008, 22:51
CORAX, PRIMARCH OF THE RAVEN GUARD

WS 7, BS 7, S 6, T 5, W 5, I 7, A 5 (6), Ld 10, Sv. 2+ / 4++

795 pts.

Unit Type: Unique Jump Infantry Special Character.

Retinue: Corax may be accompanied by a Retinue consisting of 4 Masters of his Legion and an attached Honour Guard (still counting as part of his retinue). See entry for details.

EQUIPMENT

The Raven’s Talons, Shadow Armour, Iron Halo, Jump Pack, Teleport Homer, Frag Grenades, Melta Bombs. (Corax may be given no additional equipment whatsoever).

SPECIAL RULES

The Raven’s Talons: Forged by Corax at the height of his bitterness and sorrow following the Istvaan V massacre. When worn by Corax the Talons bestow the following rules:


Pair of Master Crafted Rending Power Claws,
-2 to all enemy Invulnerable Saves and Daemonic Invulnerable Saves, note that this may negate some Invulnerable throws altogether.
Shadow Armour: To compliment his preferred guerrilla tactics, Corax developed stealth shielding technologies for his armour and the armour of his personal guard – a marvel that had been unheard of since the very height of the Dark Age of Technology. The same technology would be adapted millennia later to create the Stealth Suits used by the Officio Assassinorum. Shadow armour bestows the following rules:


Artificer Armour,
Enemies wishing to shoot at a character wearing Shadow Armour must do so using the Night Fighting rules. Acute Senses/Night Vision do not apply,
If the Night Fighting rules are already being used, then Corax can only be seen if he is within half the normal range of the unit’s vision (i.e.: if they score a 12 they can only see the Corax if he is within 6”).
Strike with the Shadows: Corax was the master of ambushes and surprise attacks, and his gene-sons are consummate guerrilla fighters. To represent this Corax and any unit he leads benefit from the following rules:


Fleet – Corax and any Raven Guard model wearing a Jump Pack counts as being Fleet.
Infiltrate – Corax and the unit he leads may Infiltrate.
Counter-Attack – Corax and any unit he is with may Counter-Attack.
Furious Charge - Corax and the unit he leads benefit from the Furious Charge Universal Special Rule.
Move Through Cover – Corax and the unit he leads benefit from the Move Through Cover Universal Special Rule.
Iron Will – Corax and the unit he leads may choose to pass or fail any Morale or Pinning test they are required to make, even if failure is normally automatic they may choose to automatically pass instead. Replaces the Stubborn and Combat Tactics rules.
Precision Attack – No Raven Guard units equipped with Jump Packs will scatter if they Deep Strike within 18” of Corax.
RETINUE & HONOUR GUARD

Corax may be accompanied by a Retinue consisting of 4 Chapter Masters from his Legion. These count as Space Marine Chapter Masters - see Space Marine Codex for details.

The Masters accompanying Corax posses the same Strategic Assets as Masters of the Chapter Datasheet, p.118, Apocalypse rulebook and cost the same amount (200 pts. + Models).

An Honour Guard may be added to this Retinue, although note that the total number of models in the final unit must be 10 men strong, cannot include Terminators and must all be equipped as stated below.

Corax’s Retinue and Honour Guard may Deep Strike into battle – this does not affect their Strategic Assets which may be used regardless.

RETINUE & HONOUR GUARD EQUIPMENT:

Regardless of any list entries in the Space Marine Codex, Corax’s Retinue and Honour Guard must be equipped as follows:

Masters of the Raven Guard – may be given any equipment allowed to Space Marine Chapter Masters in the Space Marine Codex, with the following additions/exceptions:


Iron Halos (free),
Must take Shadow Armour (+ 25 pts.),
Must take pair of Master Crafted Lightning Claws (+ 30 pts.),
Must take a Jump Pack (+25 pts.).
Honour Guard – ifa 5-strong Honour Guard is added to the Masters Retinue, they must be equipped as follows:


Must take Shadow Armour (+ 25 pts.),
Must take pair of Master Crafted Lightning Claws (+ 15 pts.),
Must take a Jump Pack (+10 pts.).

MvS
16-10-2008, 22:52
JAGHATAI KHAN, PRIMARCH OF THE WHITE SCARS

WS 7, BS 8, S 6, T 5 (6), W 5, I 6, A 5, Ld 10, Sv. 2+ / 4++

795 pts.

Unit Type: Unique Jetbike Special Character.

Retinue: Jaghatai may be accompanied by a Retinue consisting of 4 Masters of his Legion. See entry for details.

EQUIPMENT

Great Khan’s Jetbike, Moonfang, Artificer Armour, Iron Halo. (Jaghatai may be given no additional equipment whatsoever).

SPECIAL RULES

Moonfang: One of the most sacred relics of the White Scars in the 41st Millennium and Jaghatai’s personal weapon. In the Great Khan’s hand the Moonfang has the following rules:


Master Crafted Power Weapon,
Causes Instant Death on any Wound roll of 6.
The Great Khan: Jaghatai forged his Legion into lightning-fast shock troops, stressing mobility above all else. To represent this Jaghatai bestows the following rules:


Mobile Army – all infantry Troop choices in the White Scars army must have a transport vehicle: Rhino, Razorback, Drop Pod or Landraider (any transport variant).
Out-Flank - exactly as it appears in the rules for Kor’Sarro Khan in the Space Marine Codex.
Scouts – Jaghatai and any White Scar bike, Jetbike or Landspeeder in his army count as being Scouts.
Hit and Run – All White Scars mounted on bikes or Land Speeders of any kind benefit from the Hit & Run Universal Special Rule.
Fleet – Jaghatai and any unit he is with count as being Fleet.
Skilled Rider - Jaghatai and the unit he leads benefit from the Skilled Rider Universal Special Rule.
Iron Will – Jaghatai and the unit he leads may choose to pass or fail any Morale or Pinning test they are required to make, even if failure is normally automatic they may choose to automatically pass instead. Replaces the Stubborn and Combat Tactics rules.
Run – though riding jetbikes, Jaghatai and his Retinue may still make Run moves.RETINUE

Jaghatai may be accompanied by a Retinue consisting of 4 Chapter Masters from his Legion. These count as Space Marine Chapter Masters - see Space Marine Codex for details.

The Masters accompanying Jaghatai posses the same Strategic Assets as Masters of the Chapter Datasheet, p.118, Apocalypse rulebook and cost the same amount (200 pts. + Models).

Jaghatai and his Retinue may Deep Strike into battle on their Jetbikes as if wearing Jump Packs – this does not affect their Strategic Assets which may be used regardless.

Jaghatai’s Retinue must be equipped as stated below.

RETINUE EQUIPMENT:

All four Chapter Masters in Jaghatai’s Retinue must be equipped as follows at the costs listed in the Space Marine Codex:


Iron Halos (free),
Must take Artificer Armour,
Must take Relic Blades,
Must take Jetbike from the Great Khan’s stables (cost shown below).
Great Khan’s Jetbikes: Unheard of in the 40th millennium, the first of these technological wonders was constructed through the combined artifice of Ferrus Manus and Vulkan as a unique gift for Jaghatai. So impressed was the Great Khan by his brothers’ gift, he asked the Mechanicum Master Fabricator attached to his fleet to study the device and make several more for use by the Chapter Masters of his Legion. Jaghatai Khan and his Retinue must ride these jetbikes. They follow all the usual rules for jetbikes that appear in the 40K rulebook, with the following exceptions and additions:


Cost 85 Points,
In-built Auspex, (see Daemon Hunters Rulebook for details),
In-built Targeters, (see Daemon Hunters Rulebook for details),
In-built Frag-launchers,
Bestows +1 Toughness upon rider,
Armed with 4 twin-linked Storm Bolters and one twin-linked Multi-Melta,
In the Shooting phase, the rider may shoot either the Storm Bolters or the Multi-Melta, not both, although not every model in the unit has to fire the same weapon at the same time.
Jaghatai and his Retinue may carry no firearms additional to those mounted on their Jetbikes.

MvS
16-10-2008, 22:53
TRAITOR PRIMARCH SPECIAL RULES

Apocalypse Independent Characters: All Primarchs are Unique Independent Characters that are permitted to be used only in games of Apocalypse. Although larger than any Space Marine, they aren't quite the size of Monstrous Creatures and so count as Infantry.

Eternal Warrior: All Primarchs count as being Eternal Warriors.

Acute Senses: All Primarchs have Night Vision/Acute Senses.

Legion Primarch: The Traitor Primarchs are the embodiment of their Legion’s spirit and will and have been blessed by the Powers of Chaos, as such they bestow the following benefits upon their gene-sons:


All Marines of the Primarch’s Legion/Chapter within 12” gain +1 on their combat resolutions for any Assault.
Son of the Emperor: Created through a combination of the most advanced genetic engineering humanity has ever aspired to and through the Emperor’s prodigious and terrifying Warpcraft, the Traitor Primarchs have also been blessed by the Powers of the Old Dark. They gain the following bonuses:


4+ Invulnerable Save against all enemy hand-to-hand attacks and shooting,
4+ Invulnerable Save against all Psychic Powers and all Daemonic Gifts with a range or that require a BS to use.
This save applies only to the Primarch himself and not any unit or Retinue accompanying him. If the unit or Retinue he is with is forced to make any action because of the effects of the psychic power, the Primarch automatically leaves the unit or Retinue, although he may rejoin them as normal later.
First to the Slaughter: The Traitor Primarchs and any Retinue or unit they lead in a Deep Strike may Assault that same turn.

Vital Objective: Should a Traitor Primarch get slain during the battle his body counts as being a Vital Objective to all players.

Orbital Bombardment: All Primarchs grant the Orbital Bombardment Strategic Asset. Note that if the Primarch is accompanied by a Retinue of Chapter Masters from his Legion, these Masters do not come with their Orbital Bombardment rule!

Death of Our Lord: Should a Traitor Primarch be killed during the battle, all units of his Legion still in play immediately lose all the benefits and special rules bestowed by their Primarch and all units and characters must immediately fall back as if they had failed a morale test. This applies to the whole army, even Fearless units. Tanks and Dreadnaughts are immune to this rule. After the Primarch is killed, the Independent Character with the highest points cost in play becomes the overall leader of the Legion for the remainder of the battle, and the normal Chaos Space Marine Codex rules for the Chapter come into play.

Traitorous Troops: Whereas cult Chaos Space Marines (Noise Marines, Khorne Berserkers, Noise Marines, Thousand Sons) may be included in the armies of the Traitor Primarchs in order to accommodate for players individual armies, they may not outnumber the quantity of non-cultic Chaos Space Marine units and nor may they benefit from the special rules bestowed by the Primarch. In game terms they count as an allied warband led by its own champion or whatever. Note that Chaos Space Marines with the Marks or Icons of the 4 Chaos Powers do benefit from their Primarch’s special rules.

Named Captains: Note that in game terms you can include the existing 40th millennium Characters of the appropriate Chaos Marine Chapter in your Chaos Space Marine Legion army led by their Primarch. They are the same warriors that fought alongside their Primarch so many millennia ago against the forces of the False Emperor of Mankind.

MvS
16-10-2008, 22:54
ALPHARIUS, PRIMARCH OF THE ALPHA LEGION

WS 7, BS 7, S 6 (7), T 5, W 5, I 6, A 5 (8), Ld 10, Sv. 2+ / 4++

795 pts.

Unit Type: Unique Infantry Special Character.

Retinue: Alpharius may be accompanied by a Retinue consisting of 4 Masters of his Legion and an attached Honour Guard (still counting as part of his retinue). See entry for details.

EQUIPMENT

Hydra Blade, Artificer Armour, Iron Halo, Teleport Homer, Personal Teleporter, Master Crafted Plasma Pistol, Auspex, Targeter, Frag Grenades. (Alpharius may be given no additional equipment whatsoever).

SPECIAL RULES

Personal Teleporter: May Teleport as if wearing Terminator Armour.

Hydra Blade: No one knows where Alpharius found this weapon, nor even whether he made it himself. Its terrible powers are legendary and many came to suspect the taint of Chaos was upon it:

Counts as a Master Crafted Rending Power Weapon,
Bestows +1 Strength and +3 Attacks (already shown on his profile).
Brotherhood of the Hydra: Alpharius, his Legion and any allied traitor Guardsmen HQ choices under his command may choose to pass or fail any Morale or Pinning test they are required to make, even if failure is normally automatic they may choose to automatically pass instead.

Matchless Tactician: Alpharius’ military planning was considered by many to be more than a match for the best efforts of even his brother Guilliman. Some histories speak of an abiding competitiveness between the two Primarchs – although depending on which history you read it can be either Alpharius or Guilliman who was more disturbed by the successes of the other. Whatever the truth, Alpharius was a truly masterful tactician, always thinking several moves ahead of his opponents. The Alpha Legion benefit from the following rules:

Careful Planning, Tactical Asset – exactly as in the Apocalypse Rulebook.
Obstacles, Battlefield Asset – exactly as in the Apocalypse Rulebook.
Minefields, Battlefield Asset – – exactly as in the Apocalypse Rulebook.
RETINUE & HONOUR GUARD

Alpharius may be accompanied by a Retinue consisting of 4 Masters from his Legion. 1 must be a Daemon Prince, with another 0-3 Chaos Lords and/or 0-1 Chaos Sorcerer, all taken from the Chaos Space Marine Codex. The Masters cost 200 pts plus the cost of their own points and equipment. They bestow the following Strategic Assets:

Hold At All Costs,
Chaos Altar,
Corrupt and Despoil,
Vortex Grenade.
You must identify which Master bestows which Asset before the battle begins. Alpharius and his Retinue may Deep Strike into battle if appropriately equipped – this does not affect their Strategic Assets which may be used regardless.

An Honour Guard may be added to this Retinue without affecting its Retinue status, although note that the total number of models in the final unit must be 10 men strong, may take Chaos Land Raider, Dreadclaw or Rhino Transports (the usual rules for Terminator armour apply) and must all be equipped as stated below.

RETINUE & HONOUR GUARD EQUIPMENT:

The Honour Guard is taken from the Chosen Chaos Space Marines entry in the Chaos Space Marine Codex. Regardless of any list entries in their Codex, Alpharius’ Honour Guard may be equipped as follows:

Masters of the Alpha Legion – the 4 Masters accompanying Alpharius may possess no Marks of Chaos or Personal Icons. They may bear any equipment allowed to characters of their type (Chaos Lord, Sorcerer, Daemon Prince) in the Chaos Space Marine Codex, with the following additions/exceptions:


Iron Halos (4+ Invulnerable Save. Free),
Non-Daemon Princes may wear Artificer Armour (+15 pts., 2+ Armour Save),
May not ride Bikes or wear Jump Packs.
Honour Guard – ifa 5-strong Honour Guard is added to the Masters Retinue, they count as Chosen Chaos Space Marines. They may take no Marks or Icons. They may choose any other upgrades, weapons and equipment available to units of this type in the Chaos Space Marine Codex, with the following additions/exceptions:


May wear Artificer Armour for (+10 pts., 2+ Armour Save),
If wearing Terminator Armour, all models count as Chaos Terminators for costings and equipment availability.
Many Heads of the Hydra: If Alpharius is slain during the battle but the Daemon Prince from his Retinue remains alive, this ‘daemon’ immediately drops its disguise to reveal himself to be Alpharius’ twin, Omegon. At this point Omegon abandons whatever weapons he was carrying, scoops up Alpharius’ ones and continues to fight with the starting profile, weapons and special rules of Alpharius, although his Wounds stay as they were before revealing himself.

MvS
16-10-2008, 22:55
KONRAD CURZE, THE ‘NIGHT-HAUNTER’,
PRIMARCH OF THE NIGHT LORDS

WS 8, BS 6, S 7 (8), T 5, W 5, I 6, A 6 (7), Ld 10, Sv. 2+ / 4++

795 pts.

Unit Type: Unique Infantry Special Character.

Retinue: Curze may be accompanied by a Retinue consisting of 4 Masters of his Legion and an attached Honour Guard (still counting as part of his retinue). See entry for details.

EQUIPMENT

Claws of Midnight, Artificer Armour, Iron Halo, Teleport Homer, Frag Grenades. (Curze may be given no additional equipment whatsoever).

SPECIAL RULES

Claws of Midnight: These are a unique and dreadful pair of Power Claws, manufactured by Curze himself:

Master-Crafted Power Claws,
Bestow +1 to Curze’s already considerable Strength,
A single Meltagun is mounted on each gauntlet. They may be fired together as one twin-linked Meltagun,

Without Fear: Curze and all his gene-sons are utterly Fearless.

Victory Through Terror: Curze was without doubt the greatest (if that is the correct term to use) and most feared terrorist in all human history. The actions he planned and commanded in order to defeat his enemies and/or to assure obedience to his will are best not discussed here, or indeed anywhere, but suffice to say he and his loyal Marines could materialise almost anywhere on the battlefield, sowing terror, misery and discord as they wished. Curze bestows the following rules:


Scheduled Bombardment, Support Asset – exactly as in the Apocalypse Rulebook.
Infiltrate – Curze, his Retinue and all non-cultic, non-Terminator armoured Night Lords Chaos Space Marine Troops and Chosen mayInfiltrate.
Stealth – Curze, his Retinue and all non-cultic, non-Terminator armoured Night Lords Chaos Space Marines Troops and Chosen benefit from the Stealth Universal Special Rule.
Scouts – Curze, his Retinue and any non-Terminator armoured Chosen Chaos Space Marine Night Lords count as being Scouts.
Move Through Cover – Curze and the unit he leads benefit from the Move Through Cover Universal Special Rule.RETINUE & HONOUR GUARD

Curze may be accompanied by a Retinue consisting of 4 Masters from his Legion. These may consist of any mix of Chaos Lords and Chaos Sorcerers, all taken from the Chaos Space Marine Codex.

The Masters cost 200 pts plus the cost of their own points and equipment. They bestow the following Strategic Assets:


Blind Barrage,
Chaos Altar,
Corrupt and Despoil,
Minefields.
You must identify which Master bestows which Asset before the battle begins. Curze and his Retinue may Deep Strike into battle if appropriately equipped – this does not affect their Strategic Assets which may be used regardless.

An Honour Guard may be added to this Retinue without affecting its Retinue status, although note that the total number of models in the final unit must be 10 men strong, may take Chaos Land Raider, Dreadclaw or Rhino Transports (the usual rules for Terminator armour apply) and must all be equipped as stated below.

RETINUE & HONOUR GUARD EQUIPMENT:

Regardless of any list entries in their Codex, Curze’s Honour Guard may be equipped as follows:

Masters of the Night Lords – the 4 Masters accompanying Curze may possess no Marks of Chaos or Personal Icons. They may bear any equipment allowed to characters of their type (Chaos Lord or Sorcerer) in the Chaos Space Marine Codex, with the following additions/exceptions:


Iron Halos (4+ Invulnerable Save. Free),
Must wear Artificer Armour (+15 pts., 2+ Armour Save),
May not ride Bikes.
Honour Guard – if a 5-strong Honour Guard is added to the Masters Retinue, they count as Possessed Chaos Space Marines and may choose any options and character upgrades available to units of this type in the Chaos Space Marine Codex, with the following additions/exceptions:


May wear Artificer Armour (+15 pts., 2+ Armour Save),
May have Jump Packs or Wings (which will act as Jump Packs),
May not take an Icon,
Have the Power Weapon Possessed Ability and no other.

MvS
16-10-2008, 22:56
DAEMON PRIMARCHS SPECIAL RULES

Apocalypse Independent Characters: All Daemon Primarchs are Unique Independent Characters that are permitted to be used only in games of Apocalypse. They cannot join any unit except where otherwise noted.

Monstrous Creature: All Daemon Primarchs count as being Monstrous Creatures.

Eternal Warrior: All Daemon Primarchs count as being Eternal Warriors.


Daemon: As their title implies, all Daemon Primarchs are Daemons and follow the rules set out for Daemons in the Chaos Daemons Codex. Any exceptions or modifications to the standard daemon rules are noted below.

Chaos Space Marine Gifts and Psychic Powers: If any of these normally require the owning character to pass a psychic test, this should be ignored for the Daemon Primarchs who may use any such Gifts/psychic powers as though it were Daemonic Gifts.

Chaos Armour: Except where noted in their profile, all Daemon Primarchs are protected by Hellish armour etched with glowing runes of Chaos. This armour takes many forms and may look like Terminator Armour, Power Armour or even something far more strange and exotic.


Counts as Power Armour that saves on a 3+,
Generates an Invulnerable Daemonic Saving Throw of 4+.
Daemon King: Even before they were blessed by the Chaos Gods, the souls of Traitor Primarchs burned brighter in the Warp than many daemon princes. Once transfigured by the power of their Patron deities, the Daemon Primarchs truly became kings amongst daemons, more powerful than almost any other of their kind.


Daemon Primarchs gain a 4+ Invulnerable Save against any and every enemy psychic power directed at them.
Daemon Primarch: The Daemon Primarchs have imposed their will and spiritual taint onto their Legions with ruthless absolutism. The Daemon Primarchs bestow the following rules upon their Legion:


All Marines of the Daemon Primarch’s Legion within 12” may use their Primarch’s Leadership for any Leadership test they are required to make, including psychic tests.
All Marines of the Primarch’s Legion within 12” gain +1 on their combat resolutions for any assault.
Daemon Primarch Deployment: Daemon Primarchs are a unique form of daemon – the power of Greater Daemons contained within physical bodies created by the Emperor to be faultless vessels of the Warp’s energies. This affects deployment in several ways:


When leading pure daemon armies, Daemon Primarchs are always in the first group of daemons to Deep Strike onto the battlefield. As such, when you divide your daemon army in two before the battle commences, keep the Daemon Primarch aside, then whichever group must Deep Strike first, the Daemon Primarch must lead them.
When leading an army consisting of Traitor Marines of his own Legion, a Daemon Primarch may be deployed without the need of Deep Striking if the owning player wishes.
Where the Daemon Primarch’s army is a mixture of his Legion and daemonic servants of his Patron Chaos Power, then the owning player may choose whether the Primarch Deep Strikes with the daemons or starts on the table with his Legion (or Deep Strikes with his Legion even).
Death of the Master: Should a Daemon Primarch be killed during the battle, all Space Marine models of his Legion immediately lose all the benefits and special rules bestowed by their Primarch and all units and characters must immediately fall back as if they had failed a morale test. This applies to all Marines in the army, even Fearless units. Tanks and Dreadnaughts are immune to this rule. All Daemon units are immune to this rule.

Should a Daemon Primarch be slain during the battle, his body counts as being a Vital Objective to all players. See Apocalypse Rulebook for details.


The Anointed: Magnus, Angron, Mortarion and Fulgrim may only lead armies dedicated to their own Patron Chaos Power. Additionally, the following rules apply:


All Marine units and characters must be cult Marines (like Khorne Berserkers) or units and characters with the Marks and/or Icons of their Primarch’s Patron – so, for example, Angron cannot lead any Marines bearing the Marks or Icons of any deity other than Khorne,
Any army led by the Anointed Primarchs must have more cult Marines than ‘normal’ Chaos Space Marine Troops choices with Icons and Marks,
The Anointed may only include daemons in their army dedicated to their specific Patron (so Horrors, Bloodletters, Plaguebearers and Daemonettes etc) which they may choose from the Chaos Daemons Codex, but the number of daemon units must be less than the number of Marine units,Note that they may include Soul Grinders, Defilers and Obliterators in their armies.

MvS
16-10-2008, 22:57
FULGRIM, DAEMON PRIMARCH OF THE EMPEROR’S CHILDREN

WS 9, BS 8, S 7, T 7, W 7, I 9, A 7, Ld 10, Sv. 3+ / 4++

645 pts.

Unit Type: Unique Monstrous Creature Special Character.

Honour Guard: Fulgrim may be accompanied by an Honour Guard. This does not count as a Retinue but Fulgrim must lead them. See entry for details.

GIFTS OF CHAOS



Aura of Acquiescence,
Chaos Icon of Slaanesh,
Daemonic Flight,
Lash of Submission,
Soporific Musk,
Pavane of Slaanesh and Grand Pavane of Slaanesh Apocalypse Strategic Asset.
(Fulgrim may be given no additional equipment or daemonic gifts whatsoever).

SPECIAL RULES

Avatar of Delight: Fulgrim counts as a very special Icon of Slaanesh:

· Slaaneshi Daemons of any and all kinds and formations may Deep Strike within 12” of Fulgrim and will not scatter,
· Emperor’s Children may Deep Strike within 6” of Fulgrim and will not scatter,
· Deep Striking Soul Grinders get no special bonuses.

Many Armed: Fulgrim has been blessed with two extra arms by the Dark Prince of Chaos. In battle Fulgrim wields the Anathame (see below), a power sabre manufactured to be the twin of the Anathame, his Lash of Submission and a small adamantium buckler emblazoned with the pulsing rune of his Master, which when added to his breathtaking swordsmanship make him almost unbeatable in close combat.

All enemies in hand to hand attacks against Fulgrim must reduce their Attacks by -2 to a minimum of 1.
The Anathame: This was the Warp-touched blade that wounded Horus to the point of death and led to him embracing the Gods of Chaos as patrons. The Anathame allows Fulgrim to fight with the Preferred Enemy rule against any enemies with a WS. It also bestows Instant Death against all non Gargantuan or Super Heavy enemies.

Ecstatic Shriek: Fulgrim counts as possessing a Blastmaster. Shots are measured from the centre of Fulgrim’s base.

HONOUR GUARD

Fulgrim may be accompanied by an Honour Guard consisting of 4 Masters from his Legion. 1 must be a Lucius the Eternal, with another 2-3 Chaos Lords and/or 0-1 Chaos Sorcerer, all taken from the Chaos Space Marine Codex. All Characters must bear the Mark of Slaanesh.

The Masters cost 200 pts. + Models and bestow the following Strategic Assets:


Disruptor Beacon,
Chaos Altar,
Corrupt and Despoil,
Flank March.
You must identify which Master bestows which Asset before the battle begins. Fulgrim’s Honour Guard may Deep Strike into battle as though they were daemons led by their Primarch – this does not affect their Strategic Assets which may be used regardless.

HONOUR GUARD EQUIPMENT:

Regardless of any list entries in their Codex, Fulgrim’s Honour Guard may be equipped as follows:

Masters of the Emperor’s Children – the 4 Masters accompanying Fulgrim may wield any equipment allowed to characters of their type (Chaos Lords or Sorcerer) in the Chaos Space Marine Codex, with the following additions/exceptions:


Mark of Slaanesh (free),
Must have Wings/Jump Pack,
May not carry Personal Icons,
May wear Artificer Armour (+15 pts., 2+ Armour Save),
May wield a Doom Siren (+15 pts.) or a Sonic Blaster (+5 pts.), or a Blastmaster (+40 pts.).
May not ride Bikes or ride daemonic steeds.

MvS
16-10-2008, 22:58
ANGRON, DAEMON PRIMARCH OF THE WORLD EATERS

WS 9, BS 5, S 10, T 7, W 8, I 9, A 10, Ld 10, Sv. 3+ / 4++

645 pts.

Unit Type: Unique Monstrous Creature Special Character.

Honour Guard: Angron may be accompanied by an Honour Guard. This does not count as a Retinue but Angron must lead them. See entry for details.


GIFTS OF CHAOS



Blessings of the Blood God,
Chaos Icon of Khorne,
Daemonic Flight,
Death Strike (shooting from Angron's terrible gaze),
Twin Chain Axes.
(Angron may be given no additional equipment or daemonic gifts whatsoever).

SPECIAL RULES

Avatar of Rage: Angron counts as a very special Icon of Khorne:

Khornate Daemons of any and all kinds and formations may Deep Strike within 12” of Angron and will not scatter,[/COLOR]
· World Eaters may Deep Strike within 6” of Angron and will not scatter,
· Deep Striking Soul Grinders get no special bonuses.

Twin Chain Axes: These axes are holy relics dedicated to Khorne and are symbols of Angron's covenant with the God of Rage.

Rending,
Cause Instant Death.

Scream of Hate: All enemies within 6” count as having -1 to their Leadership value, even if they are Stubborn.

Unstoppable Killers: Angron and all Khorne Berserkers or Chaos Space Marines with the Mark of Khorne within 12” are Fearless and subject to the Rage, Fleet, Preferred Enemy and Furious Charge Universal Special Rules. Note that no profile rating may be taken above 10 by any bonuses granted by this rule.

HONOUR GUARD

Angron may be accompanied by an Honour Guard consisting of 4 Masters from his Legion. 1 must be a Kharn the Betrayer, with another 3 Chaos Lords all taken from the Chaos Space Marine Codex. All Characters must bear the Mark of Khorne.

The Masters cost 200 pts. + Models and bestow the following Strategic Assets:


Trophy Kill,
Chaos Altar,
Corrupt and Despoil,
Strategic Redeployment.
You must identify which Master bestows which Asset before the battle begins. Angron’s Honour Guard may Deep Strike into battle as though they were daemons led by their Primarch – this does not affect their Strategic Assets which may be used regardless.

HONOUR GUARD EQUIPMENT:

Regardless of any list entries in their Codex, Angron’s Honour Guard may be equipped as follows:

Masters of the World Eaters – the 4 Masters accompanying Angron may wield any equipment allowed to characters of their type (Chaos Lords) in the Chaos Space Marine Codex, with the following additions/exceptions:


Mark of Khorne (free),
May have Wings/Jump Pack,
May not carry Personal Icons,
May wear Artificer Armour (+15 pts., 2+ Armour Save),
May not ride Bikes or ride daemonic steeds.

MvS
16-10-2008, 22:59
MAGNUS THE RED, DAEMON PRIMARCH OF THE THOUSAND SONS

WS 6, BS 9, S 7, T 7, W 6, I 7, A 4, Ld 10, Sv. 3+ / 3++

645 pts.

Unit Type: Unique Monstrous Creature Special Character.

Honour Guard: Magnus may be accompanied by an Honour Guard. This does not count as a Retinue but Magnus must lead them. See entry for details.

GIFTS OF CHAOS



Bolt of Tzeentch,
Boon of Mutation,
Breath of Chaos,
Chaos Icon of Tzeentch,
Daemonic Flight,
Daemonic Gaze,
Soul Devourer,
Warptime,
Warpfire,
We Are Legion. (Magnus may be given no additional equipment or daemonic gifts whatsoever).

SPECIAL RULES

Avatar of Change: Magnus counts as a very special Icon of Tzeentch:

· Tzeentchian Daemons of any and all kinds and formations may Deep Strike within 12” of Magnus and will not scatter,
· Thousand Sons may Deep Strike within 6” of Magnus and will not scatter,
· Deep Striking Soul Grinders get no special bonuses.

Most Favoured of Tzeentch: Magnus’ mastery of the sorcerous arts eclipses that of any other once-mortal servant of the God of Change. In battle Magnus has the following benefits:


May use up to 5 ranged attacks bestowed by his Gifts per shooting phase,
Although he may target multiple units he may not use the same Gift more than once per shooting phase,
Magnus has a 3+ Daemonic Invulnerable Save,
Magnus has a special 3+ Invulnerable Save against all psychic powers and Force Weapons used against him.
Warpmaster: Magnus counts as possessing the Mirage of Tzeentch Chaos Daemon Asset, with Magnus being the effected daemon. See Apocalypse Reload for details. Magnus also possesses the Disruptor Beacon Front Line Asset against all enemies entering the battle within 24” via Teleport attacks only. See Apocalypse Rulebook for details.

HONOUR GUARD

Magnus may be accompanied by an Honour Guard consisting of 4 Masters from his Legion. 1 must be Ahriman, with another 3 Chaos Sorcerers taken from the Chaos Space Marine Codex. All Characters must bear the Mark of Tzeentch.

The Masters cost 200 pts. + Models and bestow the following Strategic Assets:


Careful Planning,
Chaos Altar,
Corrupt and Despoil,
Vortex Grenade.
You must identify which Master bestows which Asset before the battle begins. Magnus’ Honour Guard may Deep Strike into battle as though they were daemons led by their Primarch – this does not affect their Strategic Assets which may be used regardless.

HONOUR GUARD EQUIPMENT:

Regardless of any list entries in their Codex, Magnus’ Honour Guard may be equipped as follows:

Masters of the Thousand Sons – the 4 Masters accompanying Magnus may wield any equipment allowed to characters of their type (Chaos Sorcerers) in the Chaos Space Marine Codex, with the following additions/exceptions:


Mark of Tzeentch (free),
May have Wings/Jump Pack/Disc of Tzeentch,
May not carry Personal Icons,
May wear Artificer Armour (+15 pts., 2+ Armour Save),
May not wear Terminator Armour,
May not ride Bikes or ride daemonic steeds.

MvS
16-10-2008, 23:01
MORTARION, DAEMON PRIMARCH OF THE DEATH GUARD

WS 7, BS 7, S 7, T 9, W 9, I 6, A 6, Ld 10, Sv. 3+ / 4++

645 pts.

Unit Type: Unique Monstrous Creature Special Character.

Honour Guard: Mortarion may be accompanied by an Honour Guard. This does not count as a Retinue but Mortarion must lead them. See entry for details.

GIFTS OF CHAOS


Breath of Chaos,
Chaos Icon of Nurgle,
Cloud of Flies,
Daemonic Gaze,
Master of Sorcery,
Nurgle’s Rot,
Soul Reaper.
(Mortarion may be given no additional equipment or daemonic gifts whatsoever).

SPECIAL RULES

Avatar of Decay: Mortarion counts as a very special Icon of Nurgle:

· Nurglish Daemons of any and all kinds and formations may Deep Strike within 12” of Mortarion and will not scatter,
· Death Guard may Deep Strike within 6” of Magnus and will not scatter,
· Deep Striking Soul Grinders get no special bonuses.

Soul Reaper: Mortarion wields a huge daemonic scythe, pitted, notched and dripping with the most corrosive and noxious slime imaginable.

· Counts as a Power Weapon with the Noxious Touch Daemonic Gift.

Aura of Despair: Although frightening enough for any sane mortal to look upon, it is the pervasive supernatural aura of daemonic misery, cynicism and decay exuding Mortarion that brings his enemies low. All enemies within 6” of Mortarion have -2 to their Leadership. Fearless units are immune to this. Stubborn units are not.

Feel No Pain: Mortarion has the Feel No Pain Universal Special Rule.

Immune to Poison: Poisoned Weapons of all kinds have no special affect against Mortarion. Players must roll to Wound as normal without any special bonuses.


HONOUR GUARD

Mortarion may be accompanied by an Honour Guard consisting of 4 Masters from his Legion. 1 must be Typhus, with 1 other Chaos Lord and 2 Chaos Sorcerers taken from the Chaos Space Marine Codex. All Characters must bear the Mark of Nurgle.

The Masters cost 200 pts. + Models and bestow the following Strategic Assets:


Camouflage,
Chaos Altar,
Corrupt and Despoil,
Shield Generator.
You must identify which Master bestows which Asset before the battle begins. Mortarion’s Honour Guard may Deep Strike into battle as though they were daemons led by their Primarch – this does not affect their Strategic Assets which may be used regardless.

HONOUR GUARD EQUIPMENT:

Regardless of any list entries in their Codex, Mortarion’s Honour Guard may be equipped as follows:

Masters of the Deathguard – the 4 Masters accompanying Mortarion may wield any equipment allowed to characters of their type (Chaos Lords and Chaos Sorcerers) in the Chaos Space Marine Codex, with the following additions/exceptions:


Mark of Nurgle (free),
Blight Grenades (free),
May not carry Personal Icons,
May wear Terminator Armour,
May not have Jump Packs/Wings,
May not ride Bikes or ride daemonic steeds.

MvS
16-10-2008, 23:02
LORGAR, DAEMON PRIMARCH OF THE WORD BEARERS

WS 8, BS 7, S 8, T 7, W 7, I 7, A 6 (+D6), Ld 10, Sv. 3+ / 4++

645 pts.

Unit Type: Unique Monstrous Creature Special Character.

Honour Guard: Lorgar may be accompanied by an Honour Guard. This does not count as a Retinue but Lorgar must lead them. See entry for details.

GIFTS OF CHAOS

· Chaos Icon,
· Daemonic Gaze,
· Daemonic Flight,
· The First Crozius,
· Instrument of Chaos,
· Transfixing Gaze.

(Lorgar may be given no additional equipment or daemonic gifts whatsoever).

SPECIAL RULES

Scion of the Annihilator: Lorgar was the first of the Primarchs to fall to Chaos and is the most altruistically dedicated servant of the Chaos Gods ever to emerge from the Imperium. He truly is the High Priest of Chaos. As such:

· Lesser Daemons and Greater Daemons from the Chaos Space Marines Codex, as well as Furies and Daemon Princes from the Chaos Daemons Codex may Deep Strike within 12” of Lorgar and will not scatter,
· Word Bearers may Deep Strike within 6” of Lorgar and will not scatter,
· All Word Bearers in play count as having Icons of Chaos Glory, they may take no other Icons,
· Possessed Word Bearer Chaos Space Marines cost 20 Points per model,
· Lorgar has the Major Possession Chaos Daemon Asset. A Greater Daemon taken from the Chaos Space Marines Codex (only) may enter play as described in the Apocalypse Reload rulebook.

The First Crozius: Lorgar created the first Crozius to be both a weapon and a symbol of his devotion to his Father. After the Council of Nikea, when Chaplains were introduced to all Astartes Legions, the Crozius was adopted as the symbol of the office of Chaplain. When Lorgar finally succumbed to the temptations of Chaos, his first-made Crozius was blessed by his new masters to carry their Truth across the Mortal Plane.


Master Crafted Power Weapon,
+1 Strength and +D6 Attacks, (already included in his profile),
Soul Devourer Daemonic Gift, see Chaos Daemon Codex for details,
Breath of Chaos Daemonic Gift, see Chaos Daemon Codex for details.
HONOUR GUARD

Lorgar may be accompanied by an Honour Guard consisting of 4 Masters from his Legion. 2 must be Chaos Lords and 2 must be Chaos Sorcerers taken from the Chaos Space Marine Codex. One must bear the Mark or Nurgle, one the Mark of Tzeentch, one the Mark of Slaanesh and one the Mark of Khorne.

The Masters cost 200 pts. + Models and bestow the following Strategic Assets:


Supreme Headquarters,
Chaos Altar,
Corrupt and Despoil,
Hold At All Costs.
You must identify which Master bestows which Asset before the battle begins. Lorgar’s Honour Guard may Deep Strike into battle as though they were daemons led by their Primarch – this does not affect their Strategic Assets which may be used regardless.

HONOUR GUARD EQUIPMENT:

Regardless of any list entries in their Codex, Lorgar’s Honour Guard may be equipped as follows:

Masters of the Words Bearers – the 4 Masters accompanying Lorgar may wield any equipment allowed to characters of their type (Chaos Lords and Chaos Sorcerers) in the Chaos Space Marine Codex, with the following additions/exceptions:


All Marks of Chaos (free),
May not carry Personal Icons.

MvS
16-10-2008, 23:04
PERTURABO, DAEMON PRIMARCH OF THE IRON WARRIORS

WS 7, BS 8, S 10, T 7, W 7, I 7, A 6, Ld 10, Sv. 2+ / 3++

645 pts.

Unit Type: Unique Monstrous Creature Special Character.

Honour Guard: Perturabo may lead the Cult of Destruction, as it appears in the Apocalypse Reload rulebook. See entry for details.

GIFTS OF CHAOS

· Chaos Icon,
· Lord Obliterator,
· We Are Legion,
· Unholy Might (included in profile).

(Perturabo may be given no additional equipment or daemonic gifts whatsoever).

SPECIAL RULES

Warsmith of Chaos: Perturabo counts as a very special Icon of Chaos:

· Soul Grinders and Daemon Princes as found in the Chaos Daemons Codex may Deep Strike within 12” of Perturabo and will not scatter,
· Iron Warriors, Obliterators and Defilers may Deep Strike within 12” of Perturabo and will not scatter,
· Daemon Princes may only choose generic Gifts of Chaos from the Chaos Daemon Codex (not god specific ones) and may not bear the Marks of Khorne, Tzeentch, Slaanesh or Nurgle.

The Lord Obliterator: Perturabo blurred the boundaries between machine, biological matter and daemonic essence before any other Astartes, becoming the first, and certainly the greatest, of the aptly named ‘Obliterators’ and the founding father of that nightmarish cult. Indeed, he is thought to surpass even the dread Soul Grinders in terms of raw power and is a favoured ally to the daemonic lords of the Soul Forge:

· Slow and Purposeful,
· He is armed with a Chainfist and a Twin-Linked Lascannon,
· Phlegm and Tongue upgrades usually reserved for Soul Grinders. See Chaos Daemons Codex for details,
· All Soul Grinders, Defilers and Dreadnaughts in Perturabo’s army have +1 to their frontal armour facing,
· Daemon Shell Chaos Space Marine Asset which only he may use.

Master of the Iron Cage: When given enough time to prepare, defences designed by Peturabo were unbreachable deathtraps, as Rogal Dorn and his gene-sons discovered to their cost. To represent this, if (and only if) Peturabo’s owning player gets the first turn, he counts as possessing both the Defence Line and Strongholds Imperial Guard Strategic Asset. See Apocalypse Reload for details.

MvS
16-10-2008, 23:05
FULLY MANIFESTED GREATER DAEMONS

It is fortunate indeed for mortals that daemons can only rarely manifest anything but the merest fragment of their power, will and consciousness within the Physical Universe.

However, this is not always the case.

In places of truly immense Warp/Realspace crossover, Greater Daemons are sometimes able to tear their way onto the mortal plane, drawing deeply upon the Warp-saturated environment in order to manifest themselves in their full and obscene glory.

At such times as these all mortals can do is die or be damned, if not both…

Apocalypse Gargantuan Creature: A Fully Manifested Greater Daemon is large and powerful enough to engage a Titan in hand-to-hand combat on equal terms. As such they are considered Gargantuan Creatures that are permitted to be used only in games of Apocalypse. For rules concerning Gargantuan Creatures, see the Apocalypse Rulebook.

Acute Senses: All Fully Manifested Greater Daemons have Night Vision/Acute Senses.

Gargantuan Daemon: As their title implies, all Fully Manifested Greater Daemons are Daemons and follow all the rules set out for Daemons in the Chaos Daemons Codex. Gargantuan Daemons have a 3+ Daemonic Invulnerable Save.

Walk Where They Will: Fully Manifested Greater Daemons may leave any close combat with any enemy except other Gargantuan Creatures or Super-Heavy Vehicles with a WS by simply moving out of close combat in the Movement Phase.

Heralding the Apocalypse: Unlike other daemons from the Chaos Daemon Codex, fully Manifested Greater Daemons must start the game deployed on the tabletop. They are the Scions that call forth all other daemons.

The following is a selection of named Greater Daemons have rules to represent them as they would be if fully manifested within a Warp-saturated area of Realspace, such as the Eye of Terror, the Maelstrom or around some other truly cataclysmic Warp Rift.

MvS
16-10-2008, 23:05
N’KARI, KEEPER OF SECRETS, FIRST CONCUBINE OF SLAANESH

WS 9, BS 9, S 8, T 8, W 7, I 10, A 8, Ld 10, Sv. 3+ / 3++

1,666 pts.


SPECIAL RULES

Slaanesh Embodied: N’kari counts as a special Icon of Slaanesh:

· Slaaneshi Daemons of any and all kinds and formations may Deep Strike within 36” of N’kari and will not scatter,
· All Slaaneshi Daemons in play get +1 to their combat resolutions for any Assault.

Aura of Acquiescence: Exactly as it appears in the Chaos Daemons Codex.

The Endless Pavane of Slaanesh: The range of this Gift is extended to 72” and moves effected units 2D6”. It may be used up to 6 times in the Shooting Phase and N’kari may target the same unit every time if he/she/it wishes.

Many Armed: All enemies in base contact or close combat with N’kari lose 2 Attacks each, to a minimum of 1 Attack.

Daemonic Beauty: All enemies must pass a Leadership test at -3 before assaulting N’kari or targeting him/her/it for any kind of Attack whatsoever (this last rule does not count if the enemy model is already engaged in close combat with N’kari and nor does it apply to other Daemons, Gargantuan Creatures, Super-Heavy Walkers or models with the Eternal Warrior Special Rule). This replaces the Terrifying rule for Gargantuan Creatures

Lethal Caress: All N’Kari’s attacks in close combat cause Instant Death and count as Rending.

Delight in Combat: All models except Eternal Warriors within 6” become Fearless.

Iron Hide: Exactly as it appears in the Chaos Daemons Codex.

Preferred Enemy: N’Kari counts everything and anything with a WS as a Preferred Enemy.

Fleet: N’Kari benefits from the Fleet Universal Special Rule. This means N’kari may also Run, as described in the 40K Rulebook only with 3D6 instead of 1D6.

Boon of Mutation: As it appears in the Chaos Daemons Codex only with a Range of 24”. Any models that are changed become Fiends of Slaanesh (can be upgraded).

Scream of Scouring Ecstasy: Counts as the Breath of Chaos Gift but using the Hellstorm Template.

MvS
16-10-2008, 23:06
PUZUZU THE ABHORRENT

WS 6, BS 6, S 8, T 10, W 10, I 4, A 7, Ld 10, Sv. 3+ / 3++

1,777 pts.


SPECIAL RULES

Nurgle Embodied: Puzuzu counts as a special Icon of Nurgle:

· Nurglish Daemons of any and all kinds and formations may Deep Strike within 42” of Puzuzu and will not scatter,
· All Nurglish Daemons in play get +1 to their combat resolutions for any Assault.

The Sickness: Puzuzu’s weapon is a manifestation of all mortal suffering due to the most debilitating sicknesses ever experienced. It takes the form of a gigantic rusting blade that weeps an unimaginably toxic slime. The Sickness grants Puzuzu the Noxious Touch Daemonic Gift and any unsaved Wound causes Instant Death.

The Walking Blight: Puzuzu is blight and decay made manifest and where he walks everything begins to rot and corrode. All models with a Toughness value within 7” lose 1 Wound on a roll of 4+. Armour Saves or Invulnerable saves may be taken as normal. This test must be taken by all models in range at the start of every round of close combat. Does not affect daemons or models bearing Nurgle’s Mark.

Cloud of Flies: Exactly as it appears in the Chaos Daemon Codex.

Anti Plant Barrage Support Asset: Exactly as it appears in the Apocalypse rulebook.

Feel No Pain: Puzuzu has the Feel No Pain Universal Special Rule.

Iron Hide: Exactly as it appears in the Chaos Daemons Codex.

Immune to Poison: Poisoned Weapons of all kinds have no special affect against Puzuzu. Players must roll to Wound as normal without any special bonuses.


Boon of Mutation: As it appears in the Chaos Daemons Codex only with a Range of 24”. Any models that are changed become Beasts of Nurgle (can be upgraded).

Tide of Corruption: Counts as the Breath of Chaos Gift but using the Hellstorm Template.

Plague Storm Chaos Daemon Asset: Exactly as it appears in the Apocalypse Reload rulebook, with Puzuzu being the effected daemon.

Shambling Monstrosity: Puzuzu always moves as a Gargantuan Creature in difficult terrain. This cannot be made any better or worse by any factor, although impassable terrain remains impassable.

MvS
16-10-2008, 23:07
SHALNANETH, THE MERCILESS LORD

WS 10, BS 5, S 10, T 8, W 8, I 10, A 10, Ld 10, Sv. 2+ / 3++

1,888 pts.

SPECIAL RULES

Khorne Embodied: Shalnaneth counts as a special Icon of Khorne:

· Khornate Daemons of any and all kinds and formations may Deep Strike within 48” of Shalnaneth and will not scatter,
· All Khornate Daemons within 24” get +2 to their combat resolutions for any Assault.

Death Strike Whip: As it appears in the Chaos Daemons Codex but with Assault 4.

The Blades of Incandescent Fury: This is an immense daemonically possessed double-headed axe. Against all enemies with a Weapon Skill the following rules apply:

· Rending,
· Causes Instant Death.

Aura of Rage: All models in 8”, friend and foe (except for Eternal Warriors, Gargantuan Creatures and vehicles), are subject to the following rules (note that Shalnaneth is always subject to these rules):


Rage, Fleet, Fearless and Furious Charge,
Note that no profile rating may be taken above 10 by this rule,
May Not Shoot – all models within the affected area (except Eternal Warriors, tanks and Gargantuan Creatures) must always Run towards the nearest enemy in the shooting phase and may not use grenades or Melta-bombs. Shalnaneth may choose to use his whip instead of running.
Blessing of the Blood God: Exactly as it appears in the Chaos Daemon Codex.

Daemonic Flight: As it appears in the Chaos Daemons Codex except Shalnaneth may fly 18” instead of 6”.

Hell-Forged Armour: Shalnaneth wears a unique suit of daemonic armour forged from the heat of his own hatred for absolutely everything. Bestows a 2+ Armour Save in addition to his 3+ Daemonic Invulnerable Save.

Victory Bellow: Counts as an instrument of Chaos.

Ultimate Destroyer: Shalnaneth counts everything he attacks as a Preferred Enemy, including characters, vehicles and buildings of all kinds.

MvS
16-10-2008, 23:08
AMON CHAKAI, THE EYE OF TZEENTCH

WS 6, BS 10, S 8, T 8, W 9, I 9, A 7, Ld 9, Sv. 3+ / 3++

1,999 pts.

SPECIAL RULES

Tzeentch Embodied: Amon Chakai counts as a special Icon of Tzeentch:

· Tzeentchian Daemons of any and all kinds and formations may Deep Strike within 54” of Amon Chakai and will not scatter,
· All ranged Daemonic Gifts belonging to all Tzeentchian daemons in play and Psychic Powers belonging to all Sorcerers with the Mark of Tzeentch in play have their Range increased by +6”, or if they use the flamer template this is replaced with the Hellstorm template.

The Future Laid Bare: Amon Chakai can see his immediate future with utter clarity, as such he always strikes first in close combat, irrespective of any other rule or bonus. He also bestows the Strategic Redeployment and Recon Strategic Assets, see Apocalypse Rulebook for details.

Iron Hide: Exactly as it appears in the Chaos Daemons Codex.

The Lord of Sorcery: No other Changer of Ways can match Amon Chakai’s sorcerous abilities. In battle Amon Chakai has the following Daemonic Gifts:


Breath of Chaos: As it appears in the Chaos Daemon Codex but using the Hellstorm Template.
Boon of Mutation: As it appears in the Chaos Daemons Codex only at a 72” Range. Any models that are changed become Changelings.
Daemonic Gaze: As it appears in the Chaos Daemons Codex only at a 72” Range.
Warpfire: As it appears in the Chaos Daemons Codex only at a 72” Range.
Bolt of Tzeentch: As it appears in the Chaos Daemons Codex only at a 72” Range. Counts as Strength D against Vehicles.
Pavane of Slaanesh: As it appears in the Chaos Daemons Codex only at a 72” Range.
Transfixing Gaze: Exactly as it appears in the Chaos Daemons Codex.
Soul Devourer: Exactly as it appears in the Chaos Daemons Codex.
Favoured of Tzeentch: Amon Chakai is one of Tzeentch’s most favoured servants. As such he benefits from the following rules:


May use up to 9 ranged attacks bestowed by his Gifts per shooting phase,
He may use the same Gift up to 3 times per shooting phase,
3+ Daemonic Invulnerable Save against all Psychic Powers with a Strength value.
Counts as having a Psychic Hood. For details, see Codex: Space Marines, p.56.
Amon Chakai may force any psychic opponent to re-roll any successful Psychic Hood test.
Daemonic Flight: As it appears in the Chaos Daemons Codex except Amon Chakai may fly 20” instead of 6”.

MvS
16-10-2008, 23:09
THE ‘TRANSCENDENT’ PHOENIX LORDS SPECIAL RULES

The Phoenix Lords are the most ancient of all the Eldar Exarchs and have come to be revered as demigods by their disciples – and with good reason. Asurmen, the eldest of the Phoenix Lords, has memories stretching back over 10,000 years to his life before the Fall of the Eldar and his founding of the Shrine of Asur. The other Phoenix Lords are only a few centuries his junior.

Unlike lesser Exarchs, the Phoenix Lords are not bound to one particular shrine and are free to wander the galaxy as they please. However, due to the nature of their armour and by means long forgotten by all but the oldest Farseers, the Phoenix Lords disperse elements of their consciousness throughout the Webway so that they might remain eternally connected to their disciples in every shrine dedicated to their Aspect scattered across the endless darkness of space. In the form and manner that they appear most commonly to their disciples, the Phoenix Lords are puissant warriors indeed. But there are rare times when a threat is so vast and so terrible that the Phoenix Lords will draw every element of their dispersed consciousnesses back into their armoured bodies, focussing all their psychic energy and will to reveal themselves in their complete glory as rivals for even the greatest Daemons of Chaos.

Apocalypse Independent Characters: All Transcendent Phoenix Lords are Independent Characters that are permitted to be used only in games of Apocalypse.

Acute Senses: All Phoenix Lords have Night Vision/Acute Senses.

Fleet: All Phoenix Lords count as being Fleet.

Phoenix Lords: The Phoenix Lords have been the greatest heroes of the Eldar for over 10,000 since the near extinction of their race during the Fall and the birth She Who Thirsts. There is no manner of battle that they have not experienced and there is no type of enemy that they have not faced. To represent this, the following rules apply:


Iron Will – While the Phoenix Lord still lives, he/she and any unit of Aspect Warriors of his/her Aspect currently in play may choose to pass or fail any Morale, Pinning or Rally test they are required to make, even if failure is normally automatic they may choose to automatically pass instead.
Lords of War – Phoenix Lords are amongst the most skilled and experienced warriors the galaxy has ever seen. As such they may always re-roll any misses from hand-to-hand or shooting Attacks.
Webway Assault – whenever a Transcendent Phoenix Lord is used in a battle, the Webway Assault Dark Eldar Asset may be employed. See Apocalypse Reload for details.
Heroic Intervention – Phoenix Lords and their Retinues may Assault in the same turn that they Deep Strike or emerge from a Webway Gate.
Soul Wards: The armour of the Phoenix Lords contains a miniature integrated Infinity Circuit that is somehow connected to the Infinity Circuits that reach within and even between all Craftworlds. As such they have been adorned with the most potent wards, spells and psychic shields known to the Eldar. There can be no weak link in the chain of the Greater Infinity Circuit lest the Great Enemy gains access. To represent this protection, the Phoenix Lords benefit from the following rules:


3+ Invulnerable Save against any and all Psychic attacks and any sort of attack initiated by a Daemon (thoughnot Possessed Chaos Space Marines or Daemon Hosts) - including close-combat, shooting or any form of attack from a Daemonic Gift.
This Ward extends to the Phoenix Lord’s Retinue.
Phoenix Armour: The armour of the Phoenix Lords is made from an exotic composite of Wraithbone, psycho-active crystal and arcane alloys known only to the Eldar - and even then only a few of them. Whereas it seems likely that there must be some means to destroy these suits, no weapon or attack of any size or means have ever yet succeeded in doing so completely. More troublingly for their enemies, when a Phoenix Lord centres his consciousness fully within his armour, the armour also becomes more powerful. Although the Armour of each Phoenix Lord bestows slightly different benefits (noted in their profiles), they all bestow the following:


Feel No Pain – the Phoenix Lords Feel No Pain, see 40K rulebook for details.
Eternal Warriors – the Phoenix Lords benefit from the Eternal Warrior Universal Special Rule,
The Phoenix Rises: The Phoenix Lords are their armour. Their souls are trapped forever within their armour’s Spiritstones adorning and within the miniature Infinity Circuit that connects them. Whereas Phoenix Armour is effectively indestructible, the mortal host required to awaken the gestalt soul of the Phoenix Lord is not. Every time the Phoenix Lord is slain, his host body crumbles to dust leaving the Phoenix Armour awaiting a new body to wear it and a new soul to awaken it. To represent this, the following rules apply:

When the Phoenix Lord is slain in combat, lay the miniature down (or place a marker) where it was slain. The Armour now counts as a Vital Objective to the Eldar.

Eldar models that move into base contact with the slain Phoenix Lord may don the armour to awaken the Phoenix Lord once more. That Eldar may do nothing else for one a complete player turn, although if part of a unit other models in the unit may shoot and receive assaults. Note that the model donning the armour cannot do so if engaged in hand-to-hand combat. If successful, the model is removed, counting as slain, and the Phoenix Lord may enter play once more from the same spot that he fell. If the sacrificial model was a Guardian the newly risen Phoenix Lord has 1 Wound. If it was an Aspect Warrior or Warlock, the Phoenix Lord has two wounds. If the sacrificed model was an Autarch, Farseer or an Exarch of the same Path as the fallen Phoenix Lord, then the Phoenix Lord returns with full wounds. You may not remove Exarchs of a different Path to the fallen Phoenix Lord.

MvS
16-10-2008, 23:09
ASURMEN, THE HAND OF ASURYAN

WS 8, BS 8, S 6, T 5, W 7, I 9, A 7, Ld 10, Sv. 2+ / 4++

640 pts.

Unit Type: Unique Infantry Special Character.

Retinue: Asurmen may be accompanied by a Retinue consisting of 5 Exarchs of his Aspect. You may add a further 5 Dire Avengers to the Retinue if you wish.

EQUIPMENT

The Sword of Asur, Twin Wrist-Mounted Avenger Shuriken Catapults, Plasma Grenades. (Asurmen may be given no additional equipment whatsoever).

SPECIAL RULES

The Sword of Asur: The soul contained within this blade is symbiotically linked to Asurmen. When the entirety of Asurmen's consciousness is focussed within his armour, the soulfire connecting the sword and Phoenix Lord becomes a raging inferno, increasing the powers of both immeasurably. The Sword of Asur counts as being both a Diresword and a Witchblade.

Twin Wrist-Mounted Avenger Shuriken Catapults: Exactly as in the Eldar Codex but with AP 3.

Plasma Grenades: Exactly as in the Eldar Codex.

Lord of the Asurya: Asurmen is one of the most important and respected beings in the long history of the Craftworlds and there is not a single Eldar, regardless of Kindred, who does not know of him. All friendly Eldar models within 12” of Asurmen may use his Leadership for any Leadership test they are required to make (except for psychic tests).

Exarch Powers: Defend and Bladestorm, exactly as in the Eldar Codex.

Transcendent Phoenix Lord: The Phoenix Lord is even more formidable than usual. The following rules apply:


Preferred Enemies – Asurmen and his retinue benefit from the Preferred Enemy Universal Special Rule against all enemies with a WS,
Shimmershield – All members of Asurmen’s Retinue benefit from his 4+ Invulnerable Save.
Transport: The Phoenix Lord and his Retinue may take a Wave Serpent as a transport if they wish.

MvS
16-10-2008, 23:10
JAIN ZAR, THE STORM OF SILENCE

WS 9, BS 7, S 6 (8), T 5, W 7, I 9, A 7, Ld 10, Sv. - / 3++

640 pts.

Unit Type: Unique Infantry Special Character.

Retinue: Jain Zar may be accompanied by a Retinue consisting of 5 Exarchs of her Aspect. You may add a further 5 Howling Banshees to the Retinue if you wish.

EQUIPMENT

Executioner Glaive, the Silent Death, Banshee Mask, Plasma Grenades. (Jain Zar may be given no additional equipment whatsoever).

SPECIAL RULES

Executioner Glaive: Exactly as in the Eldar Codex.

The Silent Death: Exactly as in the Eldar Codex but at Str.6.

Banshee Mask: Exactly as in the Eldar Codex.

Plasma Grenades: Exactly as in the Eldar Codex.

Exarch Powers: Acrobat and War-Shout, exactly as in the Eldar Codex.

Transcendent Phoenix Lord: The Phoenix Lord is even more formidable than usual. The following rules apply:


Furious Charge – Jain Zar and her Retinue benefit from the Furious Charge Universal Special Rule.
Trophy Kill Universal Asset – exactly as appears in Apocalypse Reload rulebook, with the exception that the defeated enemy character becomes an additional objective if and only if Jain Zar slays him/her/it in close combat.Transport: The Phoenix Lord and her Retinue may take a Wave Serpent as a transport if they wish.

MvS
16-10-2008, 23:10
BAHARROTH, THE CRY IN THE WIND

WS 7, BS 8, S 6, T 5, W 7, I 8, A 6, Ld 10, Sv. 2+ / 5++

640 pts.

Unit Type: Unique Jump Infantry Special Character.

Retinue: Baharroth may be accompanied by a Retinue consisting of 5 Exarchs of his Aspect. You may add a further 5 Swooping Hawks to the Retinue if you wish.

EQUIPMENT

Sun-Talon, Swooping Hawk Wings, Swooping Hawk Grenade Pack, Plasma Grenades, Haywire Grenades, Power Weapon. (Baharroth may be given no additional equipment whatsoever).

SPECIAL RULES

Sun Talon: The rifle Baharroth wields in battle is a part of his armour and so a part of his very being. When his consciousness if fully manifest within his armour, Baharroth’s Hawk’s Talon rifle becomes something far more deadly – the Sun Talon. The Sun Talon obeys the following rules:


Range 24”, Str. 6, AP 4, Assault 6, Pinning.
Swooping Hawk Wings: Exactly as in the Eldar Codex.

Swooping Hawk Grenade Pack: Exactly as in the Eldar Codex.

Haywire Grenades: Exactly as in the Eldar Codex.

Plasma Grenades: Exactly as in the Eldar Codex.

Exarch Powers: Sky-Leap and Intercept, exactly as in the Eldar Codex.

Transcendent Phoenix Lord: The Phoenix Lord is even more formidable than usual. The following rules apply:


Hit and Run – Baharroth and his Retinue benefit from the Hit and Run Universal Special Rule.
The Titan Killer – Baharroth carries an Eldar weapon of ancient provenance and truly terrifying power, said to have been first manufactured by Vaul himself during the Eldar’s pre-historic war against the Yngir. Baharroth counts as having the Vortex Grenade Strategic Asset, see Apocalypse Rulebook for details.

MvS
16-10-2008, 23:12
KARANDRAS, THE SHADOW HUNTER

WS 8, BS 7, S 6 (10), T 6, W 6, I 8, A 6 (9), Ld 10, Sv. 2+ / 3++

640 pts.

Unit Type: Unique Infantry Special Character.

Retinue: Karandras may be accompanied by a Retinue consisting of 5 Exarchs of his Aspect. You may add a further 5 Striking Scorpions to the Retinue if you wish.

EQUIPMENT

The Scorpion’s Bite, Scorpion Chainsword, Scorpion’s Claw, Plasma Grenades. (Karandras may be given no additional equipment whatsoever).

SPECIAL RULES

The Scorpion’s Bite: As in the Eldar Codex, conferring +2 close combat Attacks

Scorpion Chainsword: As in the Eldar Codex, conferring +1 close combat Attack.

Scorpion’s Claw: As in the Eldar Codex only it strikes in order of Initiative.

Plasma Grenades: Exactly as in the Eldar Codex.

Exarch Powers: Shadowstrike and Stalker, exactly as in the Eldar Codex.

Transcendent Phoenix Lord: The Phoenix Lord is even more formidable than usual. The following rules apply:


Stealth – Karandras and his Retinue benefit from the Stealth Universal Special Rule.
Counter-Attack – Karandras and his unit benefit from the Counter-Attack Universal Special Rule.
Transport: The Phoenix Lord and his Retinue may take a Wave Serpent as a transport if they wish.

MvS
16-10-2008, 23:13
FUEGAN, THE BURNING LANCE

WS 7, BS 8, S 6 (7), T 5, W 8, I 8, A 7, Ld 10, Sv. - / 3++

640 pts.

Unit Type: Unique Infantry Special Character.

Retinue: Fuegan may be accompanied by a Retinue consisting of 5 Exarchs of his Aspect. You may add a further 5 Fire Dragons to the Retinue if you wish.

EQUIPMENT

Firepike, The Fire Axe, Melta Bombs, Plasma Grenades. (Fuegan may be given no additional equipment whatsoever).

SPECIAL RULES

Firepike: Exactly as in the Eldar Codex but with Assault 3. May shoot at 3 different targets per shooting phase

The Fire Axe: Exactly as in the Eldar Codex.

Melta Bombs: Exactly as in the Eldar Codex.

Plasma Grenades: Exactly as in the Eldar Codex.

Exarch Powers: Tank Hunter and Crackshot, exactly as in the Eldar Codex.

Transcendent Phoenix Lord: The Phoenix Lord is even more formidable than usual. The following rules apply:


Disciple of the Undying Flame – the Transcendent Fuegan is completely immune to all Flamer, Heavy Flamer and Melta attacks.
Cleansing Inferno – shots from Fuegan’s Firepike ignore Daemonic Invulnerable Saves.
Transport: The Phoenix Lord and his Retinue may take a Wave Serpent as a transport if they wish.

MvS
16-10-2008, 23:14
MAUGAN RA, THE HARVESTER OF SOULS

WS 7, BS 9, S 6 (8), T 5, W 7, I 8, A 5, Ld 10, Sv. 2+ / 4++

640 pts.

Unit Type: Unique Infantry Special Character.

Retinue: Maugan Ra may be accompanied by a Retinue consisting of 5 Exarchs of his Aspect. You may add a further 5 Dark Reapers to the Retinue if you wish.

EQUIPMENT

The Maugeter, Plasma Grenades. (Maugan Ra may be given no additional equipment whatsoever).

SPECIAL RULES

The Maugeter: As in the Eldar Codex but with the following modifications:


May be shot at either: Range 48”, Str.7, AP 4, Assault 7, Pinning, Rending.
OR
Range 78”, Str.D, AP 1, Heavy 1, Pinning.
Plasma Grenades: Exactly as in the Eldar Codex.

Exarch Powers: Fast Shot and Crackshot, exactly as in the Eldar Codex.

Transcendent Phoenix Lord: The Phoenix Lord is even more formidable than usual. The following rules apply:


Relentless – Maugan Ra’s psychic connection with all the disciples of his Retinue allow them to benefit from the Relentless Universal Special Rule.
Extremely Acute Senses – Maugan Ra may roll 1D6 x 10 to determine how far he and any unit he leads can see during Night Fighting missions. He may not re-roll this.
Free Shot – Maugan Ra and his Retinue may take a free shot at Infiltrators set up within 4D6” or he may sound the alarm in a Raid scenario. These shots are taken before the battle begins and may cause the Infiltrators to fall back.
Death Where He Gazes – Maugan Ra may target a different enemy from his Retinue if he wishes.
Transport: The Phoenix Lord and his Retinue may take a Wave Serpent as a transport if they wish.

MvS
16-10-2008, 23:16
ISHTEYAR, THE SUDDEN TEMPEST

WS 7, BS 8, S 6, T 5 (6), W 7, I 8, A 6, Ld 10, Sv. 3+ / 5++

640pts.

Unit Type: Unique Jetbike Special Character.

Retinue: Ishteyar may be accompanied by a Retinue consisting of 5 Exarchs of her Aspect – the Utu-Yildirim (see below for details).

EQUIPMENT

Nova Lance, the Utu-Yildirim. (Ishteyar may be given no additional equipment whatsoever).

SPECIAL RULES

Nova Lance: The Nova Lance is a more powerful version of the Star Lances used by Ishteyar’s disciples. It has the following rules:


Power Weapon in close combat,
Str. 8 in the first close combat after initiating an Assault,
May shoot at: Range 12”, Str.8, AP 2, Assault 1.
Utu-Yildirim: This is the name given collectively to Ishteyar’s closest disciples and their personal Jetbikes. Ishteyar’s Jetbike and the Jetbikes of her Exarch disciples have the following rules:


95 pts,
Jetbikes,
Star Engines,
Turbo-Boosters,
+ 1 Toughness to rider,
Twin-Linked Shuriken Cannons,
Assault and Defensive Grenades,
Eldar Titan Holo-Fields, see Apocalypse Rulebook for details.
Exarch Powers: Skilled Rider and Withdraw, exactly as in the Eldar Codex.

Transcendent Phoenix Lord: The Phoenix Lord is even more formidable than usual. The following rules apply:

Intercept - exactly as in the Eldar Codex.
Furious Charge - Ishteyar and her Retinue benefit from the Furious Charge Universal Special Rule. The benefits of this are cumulative with the bonuses granted by their Star and Nova lances.

MvS
16-10-2008, 23:18
ANANANSA, THE SPINNER OF RUIN

WS 8, BS 8, S 6, T 5, W 7, I 8, A 6 (7), Ld 10, Sv. 2+ / 4++

640 pts.

Unit Type: Unique Jump Infantry Special Character.

Retinue: Ananansa may be accompanied by a Retinue consisting of 5 Exarchs of his Aspect. You may add a further 5 Warp Spiders to the Retinue if you wish.

EQUIPMENT

Spinneret Assault Cannon, Powerblades, Warp Jump Generator, Plasma Grenades. (Ananansa may be given no additional equipment whatsoever).

SPECIAL RULES

Spinneret Assault Cannon: The Spinneret Assault Cannon is a more deadly version of the Spinneret Rifle used by Warp Spider Exarchs. It has the follows rules:


Range 18”, Str.7, AP 1, Assault 1, Pinning,
3” Blast, Will Not Scatter.
Powerblades: Exactly as in the Eldar Codex.

Warp Jump Generator: As in the Eldar Codex. Note the Psychic Beacon rule below.

Plasma Grenades: Exactly as in the Eldar Codex.

Exarch Powers: Surprise Assault and Withdraw, exactly as in the Eldar Codex.

Transcendent Phoenix Lord: The Phoenix Lord is even more formidable than usual. The following rules apply:


Move Through Cover – Ananansa and his Retinue benefit from the Move Through Cover Universal Special Rule.
Psychic Beacon – Ananansa exudes a strong psychic resonance that the most experienced of his disciples can fix onto while using their Warp Jump Generators. As such, no Exarch in his Retinue will ever be claimed by the Warp during a jump and nor will they ever materialise within Impassable Terrain. Move Ananansa and any Exarchs in his Retinue the absolute minimum distance required in the direction they leapt from to take them out of the Impassable Terrain.

MvS
16-10-2008, 23:19
AHRA, FATHER OF SCORPIONS, THE FALLEN PHOENIX

WS 9, BS 8, S 6 (7), T 5, W 7, I 8, A 6 (8), Ld 10, Sv. 2+ / 3++

640 pts.

Unit Type: Unique Infantry Special Character.

Retinue: Ahra may be accompanied by a Retinue consisting of either 5 or 10 Incubi.

EQUIPMENT

The Metasoma, Stinging Blades. (Ahra may be given no additional equipment whatsoever).

SPECIAL RULES

The Metasoma: Ahra is the apostate Father of the Striking Scorpions Aspect. His helmet contains an integrated blaster comparable in its own way to the sting of a Talos:


Range 6”, Str. 4, AP 3, Assault 6.Stinging Blades: Ahra wields these ancient twinned Power Sabres to deadly effect:


Power Swords,
+2 Attacks,
+1 Strength,
Poisoned (on a 3+),
Rending.The Fallen Phoenix: The Fallen Phoenix is filled with the Slaanesh’s venomous pride and Khaine’s unbound fury. The following rules apply:


Furious Charge - Ahra and his Retinue benefit from the Furious Charge Universal Special Rule,
Counter-Attack – Ahra and his Retinue benefit from the Counter-Attack Universal Special Rule,
Trophy Kill Universal Asset – exactly as appears in Apocalypse Reload rulebook, with the exception that the defeated enemy character becomes an additional objective if and only if Ahra slays him/her/it in close combat,
Consummate Fighter – Ahra counts as bearing Assault and defensive grenades, although he receives no Strength bonus in close combat against vehicles.
Servant of the Kabals – Ahra may only be included in a Dark Eldar army.Transport: The Fallen Phoenix Lord and his Retinue may take a Raider as a transport if they wish.

MvS
16-10-2008, 23:21
THE UNBOUND AVATAR OF KHAINE

The Avatar of Khaine is a fragment of the Eldar War God and a personification of his Will and Purpose. Yet the Avatar is far removed from the sovereign entity that was Khaine before the birth of Slaanesh shattered his power and scattered his physical presence across the galaxy.

However, in times of greatest need, when all hope seems lost and the Eldar face utter annihilation, or worse, total damnation, a sacrifice may be made to awaken Khaine’s fury in a way and to a degree that can be felt by Eldar for lightyears in every direction.

To do this a Warlock is chosen to become the Young King. He is stripped naked but for a ceremonial loincloth after which he must go to each and every Aspect Shrine on his Craftworld. There he must collect a single Spiritstone from every Exarch before moving onto the next Aspect Shrine. Once this pilgrimage is completed, the Warlock is woven around with prayers and enchantments and is led to the chamber where Khaine sleeps. Few can say what happens next, although of the Warlock and the Spiritstones disappear without trace.

Though most Eldar shudder at the thought of awakening their war god in this manner, once done, the Avatar is truly a transcendent entity of divine power – huge, terrifying and glorious.

KHAINE, THE BLOODY-HANDED GOD

WS 10, BS 6, S 10, T 7, W 8, I 10, A 8, Ld 10, Sv. 2+ / 4++

1,000 pts.

EQUIPMENT

The Wailing Doom. (The Avatar may be given no additional equipment whatsoever).

SPECIAL RULES

The Wailing Doom: As in the Eldar Codex but with the following modifications:

· Rending,
· Causes Instant Death in close combat,
· Range 24”, Assault 4 in the Shooting phase,
· May Target different units with each shot.

Molten Body: Exactly as appears in the Eldar Codex.

Inspiring Presence: As it appears in the Eldar Codex, although the range is extended to 48”

Scalding Haze: The Unbound Avatar counts as possessing both Assault and defensive grenades (but receives no Strength bonus in close combat against vehicles).

Gargantuan Creature: An Unbound Avatar is a Gargantuan Creature permitted to be used only in games of Apocalypse. For rules concerning Gargantuan Creatures, see the Apocalypse Rulebook.

Warp Entity: As far as it matters, the Unbound Avatar counts as a daemon in terms of what weapons and abilities affect him in combat.

The God Manifests: The Unbound Avatar is an extremely puissant manifestation of the Eldar God of War with powers that exceed mortal expectation. As such the Avatar may start any battle in reserve if the owning player wishes, only to Deep Strike into battle in the first turn. The Avatar will not scatter.

Lord of the Undying Flame: The Unbound Avatar is completely immune to all Flame, Melta and Plasma attacks.

Divine Aura: As a Gargantuan Creature the Unbound Avatar is completely immune to all Psychic Powers that do not have a Strength profile. Against all Psychic Powers with a Strength rating and all Daemonic Gifts with a Range or that require a template to use, the Unbound Avatar benefits from a special 2+ Daemonic Invulnerable Save.

MvS
16-10-2008, 23:22
C’TAN, THE STAR GODS

The C’tan are incomprehensible entities of immense antiquity and power. When they first came into being only C’tan themselves can say, but it was in an age countless millennia before even the Old Ones arose to consciousness. Two of the remaining C’tan have awoken from their 60 million year slumber, but as yet they are only the merest shadows of their former selves. However, year by year the C’tan are growing in power, glutting themselves on lives of stars and the little mortals that infest the galaxy, and as the decades pass they are slowly taking back what was once theirs. In time their powers will know no real bounds and they will be once more what they were… star-killers and living Gods.

KHAELIS RA, THE NIGHT BRINGER


WS 5, BS 5, S D, T 10, W 10, I 6, A 6, Ld 10, Sv. 2+ / 3++

2,000 pts.

SPECIAL RULES:

Apocalypse Independent Character: In this manifestation, Khaelis Ra is a Unique Independent Character permitted to be used only in games of Apocalypse. He cannot join any unit.

As Unto a God: Khaelis Ra counts as being the size of a Monstrous Creature but having all the rules of Gargantuan Creatures, including the Stomp rule (imagine him swatting his enemies with his scythe). See Apocalypse Rulebook for details. All Line of Sight rules applicable to a Monstrous Creature still apply. He can’t target a model he cannot see. Also, the Oldest Enemies of the Warp Special Rule replaces the rules governing Gargantuan Creatures and Psychic Powers

Curved Space: The Star Gods bend space around them in such a way that almost every Attack simply misses or stops dead before landing. The following rules apply:

· Khaelis Ra has a 3+ Invulnerable Save,
· Khaelis Ra has a 2+ Armour Save,
· Khaelis also counts as a moving Shield Generator Front Line Asset. See Apocalypse Rulebook for details.

Lightning Arc: With a sweep of his scythe Khaelis Ra may fire lightning with the following profile:

· Range 72", Str. 9, AP 3,
· Ordnance 1,
· 7” Blast.

Storm of Undoing: Khaelis Ra may shoot a coruscating hail of hundreds of miniscule balls of incandescent plasma from his outstretched hands with the following profile:


Range 12”, Str. 6, AP 3
Heavy 15.
The Ending Darkness: With a glance Khaelis Ra shoots twin beams of absolute darkness towards his enemies with the following profile:


Range 60”, Str. D, AP 2,
Heavy 2, 3” Blast, Destroyer, Will Not Scatter.
Both shots must be fired at the same target with the two blast markers touching.
Star Vampire: Khaelis Ra drains radiation and electro-magnetism from his enemies in order to increase his own vitality, unbinding the molecular structure of his victims to leave drifting particles of dust where a being stood just moments before. To represent this, for every 10 Wounds inflicted by Khaelis Ra in any single close combat phase or shooting phase he may recover 1 lost Wound to a maximum of 10 Wounds.

Ethereal: Khaelis Ra may shift out of phase slightly with the dimensions around him, becoming completely invulnerable to all attacks. To represent this, the following rules apply:


Declare Khaelis Ra is becoming Ethereal at the start of the owning player’s movement phase,
For that entire player turn Khaelis Ra becomes immune to all attacks, Shooting and close combat,
Khaelis Ra may move through any Difficult Terrain, Dangerous Terrain, Impassable Terrain, Impassable Buildings and other obstacles as if they weren’t there,
In addition to his usual Gargantuan Creature movement of 12”, he may move a further 6” in both the Shooting and Assault Phases if the owning player wishes,
Khaelis may not Shoot, Assault or make any sort of attack all while Ethereal,
Khaelis stops counting as a Shield Generator while Ethereal,
The Vortex Grenade works against him as normal. It tears a cataclysmic hole in all dimensions of reality.Oldest Enemies of the Warp: The Warp broils with the one form of energy that the C’tan cannot wield or master. Although they have developed some means to ‘earth’ the bizarre energies of the Warp before they can cause any harm, the C’tan not wholly immune. The C'tan cannot use their Invulnerable Saves against Psychic Powers, Force Weapons, Witchblades, Direswords, Wraithcannons, Psycannons and Psycannon Bolts, and any form of attack from a model bearing the Daemon rule (inlcuding Avatars of Khaine).

MvS
16-10-2008, 23:23
MEPHET’RAN, THE DECEIVER

WS 7, BS 7, S 10, T 10, W 10, I 7, A 8, Ld 10, Sv. 2+ / 3++

2,000 pts.

SPECIAL RULES:

Apocalypse Independent Character: In this manifestation, Mephet’ran is a Unique Independent Character permitted to be used only in games of Apocalypse. He cannot join any unit.

As Unto a God: Mephet’ran counts as being the size of a Monstrous Creature but having all the rules of Gargantuan Creatures, except the Stomp rule. See Apocalypse Rulebook for details. All Line of Sight rules applicable to a Monstrous Creature still apply. He can’t target a model he cannot see. Also, the Oldest Enemies of the Warp Special Rule replaces the rules governing Gargantuan Creatures and Psychic Powers

Curved Space: The Star Gods bend space around them in such a way that almost every Attack simply misses or stops dead before landing. The following rules apply:

· Mephet’ran has a 3+ Invulnerable Save.
· Mephet’ran has a 2+ Armour Save.

Architect of the Great Project: Mephet’ran has spent millennia devising ways to neutralise the power of the Warp within Realspace. As such, the following rules apply:

· Counts as a moving Null Field Generator. See Apocalypse Rulebook for details.

The Deceiver: Although Mephet’ran was one of the weakest of the C’tan, he was always the most cunning and deceptive. To represent this, the following rules apply:

· Deceive Special Rule, exactly as in the Necron Codex.
· Mephet’ran counts as possessing the equivalent of Eldar Titan Holo-Fields, see Apocalypse Rulebook for details,
· Mephet’ran counts as possessing the Necron equivalent of the Mirage of Tzeentch, see Apocalypse Rulebook for details,
· Mephet’ran bestows the Strategic Redeployment, Flank March, Camouflage, Minefields and Disruptor Beacon (with him being the marker) Strategic Assets, see Apocalypse Rulebook for details,
· Counts as being a Jamming Beacon, see the Space Marine Codex for details.

Storm of Undoing: Mephet’ran may shoot a coruscating hail of hundreds of miniscule balls of incandescent plasma from his outstretched hands with the following profile:


Range 12”, Str. 6, AP 3
Heavy 15.
Star Vampire: Mephet'ran drains radiation and electro-magnetism from his enemies in order to increase his own vitality, unbinding the molecular structure of his victims to leave drifting particles of dust where a being stood just moments before. To represent this, for every 10 Wounds inflicted by Mephet'ran in any single close combat phase or shooting phase he may recover 1 lost Wound to a maximum of 10 Wounds.

Ethereal: Mephet’ran may shift out of phase slightly with the dimensions around him, becoming completely invulnerable to all attacks. To represent this, the following rules apply:


Declare Mephet’ran is becoming Ethereal at the start of the owning player’s movement phase,
For that entire player turn Mephet’ran becomes immune to all physical attacks, Shooting and close combat,
Mephet’ran may move through any Difficult Terrain, Dangerous Terrain, Impassable Terrain, Impassable Buildings and other obstacles as if they weren’t there,
In addition to his usual Gargantuan Creature movement of 12”, he may move a further 6” in both the Shooting and Assault Phases if the owning player wishes,
Mephet’ran may not Shoot, Assault or make any sort of attack all while Ethereal,
Mephet’ran stops counting as a Null Field Generator while Ethereal,
The Vortex Grenade works against him as normal. It tears a cataclysmic hole in all dimensions of reality.Oldest Enemies of the Warp: The Warp broils with the one form of energy that the C’tan cannot wield or master. Although they have developed some means to ‘earth’ the bizarre energies of the Warp before they can cause any harm, the C’tan not wholly immune. The C'tan cannot use their Invulnerable Saves against Psychic Powers, Force Weapons, Witchblades, Direswords, Wraithcannons, Psycannons and Psycannon Bolts, and any form of attack from a model bearing the Daemon rule (inlcuding Avatar's of Khaine). Note that Mephet'ran still gets the benefits of being a Null Field Generator.

MvS
16-10-2008, 23:25
So there you have it for now.

There are other datasheets I'm planning to make - like the Living Totems of Gork and Mork - but that's all I've done for now.

The rules are complex, and yes, I know, the characters are hideously overpowered...

...just the way I wanted it! :D ;)

Best,

MvS

EDIT:

For the researchers of trivia out there, see what you can find on Puzuzu, Ananasa, Ishteyar, Utu-Yilidirm and any other name or term that may seem unfamiliar to 40K. A couple might need a little leap of logic to get.

Sephiroth
16-10-2008, 23:42
Awesome. :eek: :evilgrin:

There are a few niggling points. One being purity seals are gone from the new Space Marine codex. Another makes reference to the Primarchs wearing Terminator armour, but doesn't give them the option to purchase it, and mentions they can't take any further equipment.

[Edited to spare Seph deserved mockery] :o

Got it. Personal Teleporter. Counts AS Termie armour, does not REQUIRE.

But it's all workable. Now, if only there were a suitable set of miniatures... at 800pts a piece, the six Phoenix Lords are an army in their own right! :cool:

MvS
16-10-2008, 23:44
Blast, I thought I'd caught all the purity seal references. There's always something.

Also, if the Terminator armour is listed for the Primarch he doesn't have to buy it. It's his 'standard' equipment - by these rules at least.

Anyway, the Primarchs cost enough to have a few 'freebies'. ;)

EDIT:

Seems I missed pretty much ALL the references to purity seals. I'll zap them now.

EDIT Mk. II

Zapped.

Ex-guest
17-10-2008, 00:34
Wow. how much time does one have..... ;-)

Anyway. incredible amount of effort on your part. My only gripe is that the rules for some of them are rediculosly complex. And there's so many of them. I appreciate the fact that it was your intention. but i was thinking that Apocalypse games are long enough with out having to focus on one of one models effects the entire game. But yeah otherwise awsome effort.

The only spot where i think you missed something is the UNIT TYPE part of unit entry. Gargantuan Creature, Monsterous Creature, Infantry etc. and if their unique.

Hellebore
17-10-2008, 00:40
Hi MvS.

I like what you've done although I'm not sure about the points values. The Phoenix Lords have stats comparable to Primarchs but cost 500 pts less. They're also more survivable due to the ressurection ability. I may have missed something because I skimmed through all of them but I would probably put the lords on par with primarchs in terms of cost.

I like your two new phoenix lords, probably because they are similar to how I've done up mine. :cool:

Hellebore

Vestigialante
17-10-2008, 02:36
My only nitpick that I can see is Fulgrim gaining the effects of offensive and defensive grenades that don't add additional strength twice (aura of acquiescence & consummate fighter).

Lionsbane
17-10-2008, 04:22
Please if you cannot stick to fluff why bother.

Axe of Fenris....wtf.

Treads
17-10-2008, 07:16
What no Horus? I would have thought that he would have been included in that list. :)

MvS
17-10-2008, 08:20
Wow. how much time does one have..... ;-)
What can I say, I type very fast. :D


My only gripe is that the rules for some of them are rediculosly complex.
They are complex, but not too complicated (if you get my distinction). Many of the rules outside the profiles themselves are just clarifications of what to do in a confusing situation.

My thought was that using any of the characters in this thread would be a one off. You use them as you would a Warlord Titan in your game. If you have multiples of them (more than two), then you would have to be prepared to invest the time.

That said though, if you know the rules for Preferred Enemy, or Feel No Pain or whatever else, a lot of this stuff can fly by quite easily. It's all the additional dice rolling that eats the time up I find.

Still, as I said, these are intended as characters to use as part of a very large campaign, not a 'quick' game of Apocalypse - if such a thing exists...! :)


The only spot where i think you missed something is the UNIT TYPE part of unit entry. Gargantuan Creature, Monsterous Creature, Infantry etc. and if their unique.
Yes, I didn't put that in the profiles because I'd covered it in their main rules, but I guess that isn't quite as clear. I'll get onto it.

Vestigialante:


My only nitpick that I can see is Fulgrim gaining the effects of offensive and defensive grenades that don't add additional strength twice (aura of acquiescence & consummate fighter).
You're right!

I've changed the rule to something else.

Hellebore:


I like what you've done although I'm not sure about the points values.
Nor me actually.

The Phoenix Lords have stats comparable to Primarchs but cost 500 pts less. They're also more survivable due to the ressurection ability. I may have missed something because I skimmed through all of them but I would probably put the lords on par with primarchs in terms of cost.

The reasons I put them as being so much less points wise was because they have less effect over the Eldar side as a whole than the Primarchs have over a Space Marine side. Primarchs are powerful single characters in close combat, but their great strength is in their Strategic Assets and the benefits they bestow on all the Marines around them.

That said, I'm sure the points costs are still rather dodgy. I see them as very flexible guidelines.

On a 'fluff' note, I wanted the Phoenix Lords to be more powerful in terms of pre-equipment stats themselves than the Primarchs. Yes weapons and armour equalise matters, but I wanted to show the Phoenix Lords as being more intrinsically powerful because they are a 'smaller' version of what the Emperor was supposed to be, a gestalt super-soul, like an 'independent' Greater Daemon.


I like your two new phoenix lords, probably because they are similar to how I've done up mine
Great minds. :)

Have you posted yours? I'd love to look them over.

Treads


What no Horus? I would have thought that he would have been included in that list.
I know what you mean, but no.

If I included him as he was while an equal to his brother Primarchs it wouldn't have done the character justice, I think.

Then again, if I'd drawn up a sheet for him when he became the nemesis and perhaps equal of the Emperor, then I might as well have written rules for the Emperor and I really didn't want to do that. :)

Lionsbane:


Please if you cannot stick to fluff why bother.

Axe of Fenris....wtf.
That's it?

That's really all you're offering?

I post to what amounts to 63 pages of work (in a Word Document), putting it 'out there' for the Warseer community to enjoy, comment on and help improve, and all you've got to offer is that? I don't expect anyone to like it, but still... it's not like I've taken your money in return for a product you don't like.

The way I see things, if you've got nothing good to say about someone else's harmless and otherwise inoffensive efforts it's just best to say nothing. Or offer constructive criticism, like everyone else who has posted so far.

After all, on a public forum like this courtesy isn't just an optional extra, it's a necessity to keep things running smoothly.

But anyway, to answer your 'question', I bothered because I enjoyed doing so.

Hellebore
17-10-2008, 08:53
Ok that makes sense.

My phoenix lords are part of a rewrite of the eldar army list at a rather fundamental level. My personal opinion based on story as to how they should be represented. This means that the number of models in the army is small, even guardian heavy ones and their equipment and armour is actually MORE advanced than other armys' unlike it is now. Of course, it's my OPINION of how the eldar should be represented based on their background so whether others agree or not is unimportant to me ;).

In that list though, my unmodified Phoenix lord stats are 9 9 5 5 4 10 4 10 2+/4++

But then the progression of stats through the list is pretty linear:

Aspect warrior: 4 4 3 3 1 5 1 9 (save is either 2+ or 3+ - like I said high tech)
Veteran Aspect: 5 5 3 3 1 6 2 9
Aspect Exarch: 6 6 4 3 2 7 3 10 2+
Exarch Lord: 7 7 4 4 3 8 3 10 2+

My shining spear and Warp spider phoenix lords I've called 'Thanes' instead. The concept being that the named Phoenix Lords are the Asurya and thus the most powerful, so anything not from that group won't have that kind of power (one level down). Also because my OPINION is that any exarch that lives long enough attains the power of a phoenix thane (as the lords are older than everyone else) you can use the Phoenix Thane stat line to make your own phoenix thanes for existing aspects (ie another one for the Shining spears or one of Karandras' first pupils for a PT Striking scorpion).

Anyway, I'll stop highjacking your thread and get back to commenting on your own stuff.

I noticed that the daemon primarchs are cheaper than un daemonified primarchs, is this for the same reason the Phoenix Lords are cheaper? That they are individual warriors rather than leaders of men?

Although Lionsbane was being very obnoxious, I believe that Leman Russ used a chainsword or frostblade rather than an axe. Of course King had him with a spear as well and it seems as though every primarch had their own personal arsenal of weaponry so it's not out of the question for Russ to have an axe too.

Same with Vulcan. In the IA article he used a hammer, whilst in Fulgrim he used a sword (and had his ENTIRE character stolen by Ferrus Manus ...:eyebrows:) and now apparently according to the marine codex had a spear as well (although my opinion of that codex isn't particularly glowing in the background department...).


I put up stats for the emperor as an Apocalypse sheet a while back - my opinion being that as a man born of woman with the soul of thousands it was entirely his mind that had the power, not his body and so his stats would be human in appearance with his might showing in the kind of powers he could wield. Thus he had 7 7 3 3 3 7 3 11 2+/2++ I think (although I think I gave him WS/BS 5 but I can't remember).

Horus I think is a bit harder to represent because he was designed to be a monster and trying to apply chaos ontop of monster gets a little preposterous (I'm getting images of Horus going through 4 levels (gods) of Super Sayan before hitting level 5 Chaos Ascendent...:p).

All in all I reckon it's all really good. My opinion isn't that popular though because I don't think that marneus calgar can crap lighting and fart thunder like GW intimates in the new marine codex...

Hellebore

MvS
17-10-2008, 09:08
RE. the Primarch and his weapon issue... you pointed out the conundrum.

For me I wanted to pick items that were different from each other for each Primarch. I gave Russ the Legion Relic from Apocalypse Reload, and I wanted that to be something different from usual Space Wolf weaponry.

Although thinking about it he does seem to be equipped very similarly to Grimnar, at least in appearance. Maybe a special Frostblade would be better. Maybe the greatest of its kind, like a Fenrisian Excalibur, which all 'lesser' Frostblades have been adapted... hm...

I like how you see the Phoenix Lords. The idea of the Thanes is a good one and makes sense. There must be a step up for Exarch's who are very old and successful, like a 'grand' Exarch, but which isn't one of the Asurya.

In terms of Ishteyar and Ananansa, I just wanted to re-write the imagery and imagine that there are a few more Asurya than currently described. Maybe a 'second wave' of Asuryan's disciples founded their own Temples, influenced and following in the footsteps of the other Asurya...?


My opinion isn't that popular though because I don't think that marneus calgar can crap lighting and fart thunder...
:D

If you were here right now I'd buy you breakfast.

tdh6002
17-10-2008, 10:50
OK, I really like the work you have done here! good job!!!

A question about the C'tan, why didn't you include the old rules like, negates inv saves.

I would maybe even go so for to give the nightbringer St D. but that might be overkill, i just can't see them not penetrating anything, or slicing someone or thing i 2 pieces,

but that might just be me.

-Tdh6002

Ganymene
17-10-2008, 11:23
Holy crap! that's alot of work.

I only skimmed and one thing I see that I have a problem with is that the Keeper of Secrets is only I9, while even the Lord of Change is I10.

Maybe she should have a rule that bumps everyone else's initiative down a few points?

Other than that, everything looks great! I really like the Phoenix Lords (though somewhat undercosted).

I applaud the amount of work that went into this project.

Keep up the good work.

Hellebore
17-10-2008, 12:07
Well at the moment a KoS is I10 so I don't think there would be a problem with this one also being I10.

I also think that both C'tan should be S: D - they should really be able to tear apart most vehicles on the table. The difference I think should be that the nightbringer has more attacks and offensive ability (ie give him his death blast with a template) compared to the Deceiver's misdirection. S: D I don't think is unreasonable for star vampires...

Hellebore

tdh6002
17-10-2008, 12:38
Life Drain: Khaelis Ra may drain every single element of radiation and electro-magnetism from his enemies in order to increase his own vitality, unbinding the molecular structure of his victims to leave drifting particles of dust where a being stood just moments before. To represent this, the following rules apply.

Instead of using any other ranged attack in a Shooting Phase, Khaelis Ra may make this Attack,
Range 30”, Str. 7, AP 3,
Apocalypse Barrage (5),
For every 5 unsaved Wounds he causes, Khaelis Ra may regenerate 1 of his own Wounds up to a maximum of 10.

I would change this ability to his old ability, but upgrade it a bit.:

Place a 10" template centered on Khaelis ra, al models under that template suffer a strength 7 hit with no armour saves allowed. for every 5 wounds caused this way, Khealis ra regenerates one wound, up to his starting wounds.

MvS
17-10-2008, 13:30
I've made a few more changes. I think your suggestions re. Life Drain were good and I agree with Khaelis Ra's strength.

I've made Mephet'ran as strength 10.

I've changed the Initiative of Amon Chakai and N'Kari. Amon still hits first in close combat because of his prescience but I agree he shouldn't really have better reflexes per- se than a Keeper of Secrets.

I'm aware how dodgy the points costs are for all of these characters. Perhaps we could come to some sort of group consensus on costs. Bear in mind the different roles of the characters. The ones with multiple Strategic Assets and special abilities that affect a whole army or that have a reach across any sized table should be more expensive in points than close combat monsters.

Other than that though, anyone have any suggestions?

tdh6002
17-10-2008, 14:11
another point, why has the deceiver a higher WS and BS then the Nightbringer? that doesn't seem right.

i would also add the ability that they negate inv saves and add 300 points to the nightbringer and 100 to the deceiver.

MvS
17-10-2008, 14:27
RE. WS, I don't see Khaelis as really needing or wanting to improve his combat skill particularly. He is an insane spectral star vampire juggernaught who sees himself as a god of death, and so, to my mind at least, doesn't care much about the subtleties of hand to hand combat. One hit from him and you're dead anyway.

Mephet'ran has spent more time around humans, disguised, plotting and generally doing his Deceiver thing. I see him as more of a fighter because he's had to throw down more frequently over the last few millennia that Khaelis. Just a matter of taste really.

I put Lifedrain in the shooting phase to make the choice between what shooting attack to use a trickier one, especially as Wounds start to dip...

As for the Invulnerable Saves... I'm tempted and was while writing the rules, but then without Invulnerable Saves there would no defence at all against these chaps at all for anything other than other Gargantuan Creatures and Super-Heavies. That could be okay I suppose, but because the C'tan aren't physically Gargantuan they can hide behind more scenery and generally avoid fighting the sorts of creatures that could take them out on even terms - hence smaller enemies need some sort of protection to get close enough to pop the C'tan in the eye.

That was the rationale anyway.

tdh6002
17-10-2008, 14:34
hmmm... yeah i see what you are talking about and I think you are right about the WS BS.

About lifedrain, i just was thinking that thats why i removed it in my post :-)

Son of Sanguinius
17-10-2008, 18:39
MvS, this is a fantastic effort. I've been working on very similar concepts, for the Primarchs, C'tan, Phoenix Lords, Demon Lords, etc. Even the big chapter masters like the Hellebore's thunder-farter and Abaddon or Eldrad, to represent them on a scale more fitting their supposedly awesome power, which unless I'm a *****, I see as the whole point of apocalypse. You should see my datasheet for Khaine. Not the avatar, but the Old One/God himself.

Anyway, I'm probably going to send you a PM asking you to review my work if you have the time or interest. Again, I applaud this work. My only real problem is that I think some of the stats on the phoenix lords are too high (meaning S and T). WS, BS, I, and A should be off the charts, but I don't see them as the brusiers that 7s and 6s for strength and toughness would imply.

Hellebore
18-10-2008, 04:49
See I think that C'tan are so cosmically powerful that the stats given for 40k can't really represent them. So although the deceiver wouldn't be as strong as nightbringer we're talking 60 trillion to 59 trillion which is why I don't think they should be seperate statswise.

So I think that they should look something like this:


Night Bringer: 6 6 D 10 10 4 10 10 2+/3++
The Deceiver: 8 8 D 10 10 8 5 10 2+/3++

Then their special rules seperate them (although the nightbringer is already extremely powerful simply with so many attacks).

Or give the nightbringer fewer attacks (the slow hand of death sort of thing) but let him keep the Gargantuan Stomp ability whilst the deceiver doesn't. Or perhaps an Apocalypse sized template attack positioned over himself that hits everyone under it with a S10 hit no armour save.

Don't forget that these days with true line of sight you can't easily hide models unless they have a complete flat wall between you and them so even being smaller than the other gargantuan creatures they won't be able to hide that easily (also consider that Barrage weapons can hit them even when you can't see them and Apocalypse should have quite a few of them floating around anyway).

I would see them at ~2000 points each, perhaps a bit more (2500).

Hellebore

Lord-Caerolion
18-10-2008, 05:47
...Your files gives the stats for Rangers and Jetbikes several times over, when it should be listing other units. For example, the Fire Prisms get the rules etc for Rangers under their detailed entry.

deadpool2345
18-10-2008, 07:13
OMG

subb'd

(OMG)

MvS
18-10-2008, 09:18
Son of Sanguinius: I would of course love to see your rules. Attach a link to them on this thread if you like or perhaps email me.

Regarding the Phoenix Lords. I wanted to show that their armour as it is - pretty much indestructible. The Phoenix Lords are effectively immortal after all, even if the most recent fleshy body that occupies the armour isn't wholly. The higher strength and toughness was to show that they are both as powerful as daemons (because they are daemons of a sort) and to show the protection of their un-replicated armour.

Perhaps I could lower their toughness and basic strength but increase their Wounds instead...? I'll give it a go and please feel free to offer comments on how they look.

Hellebore: You're right about the sheer power of the C'tan, although I'm not pretending in the rules I gave that they are anywhere near fully power yet. I just want them to be the next step up from where they were when they first 'awoke'. That said, they should be a bit more scary perhaps. It's not like Necron players have had any exciting developments in their ary list for a while.

Hmm... I'll make some tweaks as you suggest.

Radium
18-10-2008, 10:42
I really like these datasheets! Nothing more to add, really. I think the balance is way off (but that's what apocalypse is all about!), but the spirit of the rules is very much in line with the background for these beings.

I'll be testing some of the Phoenix lords and maybe the Avatar in a couple of games soon. I'll let you know how it went!

I might even go so far as taking a Phoenix Court of the Young King with upgraded phoenix lords, full retinues and the Unbound Avatar. That's like 12000 points in under 100 models....

avatar of kaine
18-10-2008, 10:53
i know how about a true spirit of kaine where Every avatar is in one place and a powerfull farseer fuses them phychicly together and is then sacrifiesed? i know eldar gods are separted from mortals but that seeing as asurman is dead it will have grown weak mabey all hits from kaine on a 5+ are nulified? its delving far, far into the very unlikely realms of possibility but maybe, just maybe...

avatar of kaine
18-10-2008, 10:59
could you mabey put them in PDF or word or mabe in different PDF's for different factionsinpereial, necron, eldar etc...

tdh6002
18-10-2008, 13:30
i don't think you should make deamons and such imuune to life drain, electro magnetism and radiation is everywhere.

MvS
18-10-2008, 23:44
I really like these datasheets! Nothing more to add, really. I think the balance is way off (but that's what apocalypse is all about!), but the spirit of the rules is very much in line with the background for these beings.
Glad you like them!

They were created in an air of vague insanity. :)


I'll be testing some of the Phoenix lords and maybe the Avatar in a couple of games soon. I'll let you know how it went!
Please do. I've updated them a little in line with some of the suggestions I've received.


I might even go so far as taking a Phoenix Court of the Young King with upgraded phoenix lords, full retinues and the Unbound Avatar. That's like 12000 points in under 100 models....
I was tempted to draw up further datasheets for things like that, but please feel free yourself.

A Great Phoenix Court of the Young King Court would be a horror to face in battle I should think...

tdh6002:


i don't think you should make deamons and such imuune to life drain, electro magnetism and radiation is everywhere.
True. I was just trying to show the threat the Warp poses to the C'tan's dominance.
Manifest daemons may indeed be bound by physical laws, and after all why would a C'tan Lifedrain be any less powerful against a daemon than a Lascannon, but I guess it's just a stylistic choice. The C'tan can obliterate daemon left, right and centre, I just don't think they should be able to feed off of them as well. Seems wrong to me.

I have changed the Lifedrain to the close combat phase after all. I think it's more of a tradeoff for a Gargantuan creature who can always shoot all weapons every shooting phase. At least this way the C'tan have to choose between attacks and regeneration...

malika
20-10-2008, 23:29
This reminds me of those moments where I went totally crazy with the map editor for Warcraft 3. I ended up creating a small force of lets say 10 uber powerful characters (daemonlords and whatever else) with all the fancy equipment and let them basically fight against the remaining 7 huge armies out there. Oh...good times!

Great work you did there man! Don't worry about that comment about Russ' weapons. I assume Primarchs had entire buildings filled with collections of weapons from which they could pick! :evilgrin:

tdh6002
21-10-2008, 10:26
Glad you like them!
MvS
True. I was just trying to show the threat the Warp poses to the C'tan's dominance.
Manifest daemons may indeed be bound by physical laws, and after all why would a C'tan Lifedrain be any less powerful against a daemon than a Lascannon, but I guess it's just a stylistic choice. The C'tan can obliterate daemon left, right and centre, I just don't think they should be able to feed off of them as well. Seems wrong to me.

I have changed the Lifedrain to the close combat phase after all. I think it's more of a tradeoff for a Gargantuan creature who can always shoot all weapons every shooting phase. At least this way the C'tan have to choose between attacks and regeneration...

Maybe change it that they will take the damage but the c'tan does not regerate wounds.

kikkoman
21-10-2008, 15:14
I'm suprised by how tough you made the Phoenix Lords, though it's justified by your explanation.

It's funny that you actually lowered Maugan Ra's WS stat though (from 7 to 6)
He's a Reaper Exarch, but he still fights with that giant scythe of his. He's killed bio-titans with it.

In that particular story, he 'uttered a word' that made him immovable, even against a titan, and so he split it in half as it charged him. Perhaps incorporate that into his rules somehow? It's one of the rare instances Phoenix Lords are characterized.

Your focus is also to make them combat monsters, maybe using some of the 2ed or 3ed powers would work out?
Like Maugan Ra's increased toughness, Fuegan's Burning Fist, Bahharoth's 3ed Sustained Assault, Asurmen's Distract and Defend (being hit on 6's, able to reduce attacks down to 0)

I also consider Dire Swords rather underpowered, compared to Force Weapons at least. Most models worth killing would be ld10. It's the soul of Asuryan's brother in there, perhaps every time a wound is inflicted, it casts Mind War on the target? That sounds like the sort of ridiculously overpowered stuff fitting for apocalypse. It would also turn Asurman into the ultimate duelist, which seems fitting for his noble image.

ah, something just came into my head "counterstance"
Asuryan utters a Single Word, and his guard becomes as vast and calm as the clear blue ocean. To strike against him is as futile as raising a sword against a crashing wave.

Asuryan is reduced to i1 for that round, instead 6's are required to hit him in close combat. For every miss, Asuryan immediately strikes back at an initiative equal to that attack.
*he still gets his regular attacks at i1



Hmmm other characters to do...

Did you ever see Rogue Trader? There used to be a Farseer power where, having foreseen their own death in that battle, they release every limitation on their powers and basically turn into a storm of psychic energy until their soul burns out

Harlequins, the Great Harlequin Avatar (as in, possessed by the spirit of the Laughing God)

or the Solitaire

avatar of kaine
23-10-2008, 13:18
I also consider Dire Swords rather underpowered, compared to Force Weapons at least. Most models worth killing would be ld10. It's the soul of Asuryan's brother in there, perhaps every time a wound is inflicted, it casts Mind War on the target? That sounds like the sort of ridiculously overpowered stuff fitting for apocalypse. It would also turn Asurman into the ultimate duelist, which seems fitting for his noble image.

ah, something just came into my head "counterstance"
Asuryan utters a Single Word, and his guard becomes as vast and calm as the clear blue ocean. To strike against him is as futile as raising a sword against a crashing wave.

Asuryan is reduced to i1 for that round, instead 6's are required to hit him in close combat. For every miss, Asuryan immediately strikes back at an initiative equal to that attack. plus his I1 strikes

i agree to this good ideas

nagash66
27-10-2008, 15:04
MvS an awesome effort i tried out Sanguinius and he did all that was expected of him, a tad too uber powerfull but considering his points and the amount of troops my opponent had instead of just the one model it balances out, it is hard to get his value back so having him that strong is justified, great work!!!

Odin
27-10-2008, 15:51
Some good ideas there - I was working on similar rules for the Primarchs.

Odd that Lion el'Jonson should have an exceptionally high Bs - any particular reason for this? I'd make the Lion Sword a Master-crafted power weapon with +2S personally. Considering the likes of Dorn and Gulliman are getting power fists and thunder hammers that strike in initiative order, it would be a bit odd if the most famous primarch weapon was rubbish by comparison.

I reckon the rules could benefit from a bit of simplification too. No need for all those "4+ save vs daemonic shells" stuff. Every Primarch ought to have some kind of invulnerable save anyway, whether it's Jonson's Lion Helm or just an Iron Halo.

But good stuff, I'll have to try it out.

Edit: one more point - in the Lion and the Wolf story about the fight between Leman Russ and Lion el'Jonson, it says the fight was evenly matched - Russ was stronger, but the Lion was faster. So it doesn't make sense for Russ to have I7 when the Lion has I6. If anything, it should be the other way around.

Oh, and I'm not aware that Leman Russ wore Terminator Armour. The old GW model of him had power armour, but that was a very long time ago, and the fluff has changed a lot since then.

Firaxin
27-10-2008, 18:47
I approve!

EDIT: One question, you say Dorn's armor launches miniature frag grenades--does this mean Dorn counts as equipped with assault grenades, an auxiliary grenade launcher, an IG grenade launcher, or what?

MvS
30-10-2008, 15:50
Right, I'm back from a heavy worload. Time to address some comments... :)


I'm suprised by how tough you made the Phoenix Lords, though it's justified by your explanation.

Yes, I mean these guys aren't Eldar any more, or at least they aren't physically Eldar. They are suits of near indestructible armour possessed by the souls of who knows how many Exarchs and Warlocks (or whatever). Esentially they're Daemon Princes or a sort.


It's funny that you actually lowered Maugan Ra's WS stat though (from 7 to 6)
He's a Reaper Exarch, but he still fights with that giant scythe of his. He's killed bio-titans with it.
Yes, I changed that back.

Mind you, I don't want to be caught up in every little 'fluff' reference on these characters either. Some quotes make special characters gods of battle while other quotes show them to be anything but. I wanted to strike a balance - albeit a pretty super-duper balance... :D


In that particular story, he 'uttered a word' that made him immovable, even against a titan, and so he split it in half as it charged him. Perhaps incorporate that into his rules somehow? It's one of the rare instances Phoenix Lords are characterized.
Well he can choose to pass any morale or pinning test and he is also Relentless, which I think shows his 'word uttering' mojo in the face of bio-titans quite well. What do you think?


Your focus is also to make them combat monsters, maybe using some of the 2ed or 3ed powers would work out? Like Maugan Ra's increased toughness, Fuegan's Burning Fist, Bahharoth's 3ed Sustained Assault, Asurmen's Distract and Defend (being hit on 6's, able to reduce attacks down to 0)

All very tempting, however I thinik the rules are fiddly enough without resurrecting older incarnations. Wherever possible I've tried to employ rules that are current in the game, either under their own names or ender different ones.

My goal was to give the Phoenix Lords just enough bonuses in their particular area of expertise that however tough they might be in another area, players will still choose to use them in the 'correct' way.


I also consider Dire Swords rather underpowered, compared to Force Weapons at least. Most models worth killing would be ld10.
True... but I don't want to make his rules too much more fiddly... perhaps a Ld modification to enemies successfully wounded by the sword? Like -1 Ld perhaps?

Or maybe just Instant Death? Is that fitting for the character or just too unsubtle?


It would also turn Asurman into the ultimate duelist, which seems fitting for his noble image.
Actually, I wanted Asurmen to be the ultimate generalist - the most rounded warrior of the Phoenix Lords. He is, after all, the first of the Asurya and the one who taught the others the skills of warcraft. He should be generally very good in a variety of contexts rather than a extremely amazing marksman or duellist or whatever - that's where the expertise of the other Asurya come in.


Harlequins, the Great Harlequin Avatar (as in, possessed by the spirit of the Laughing God) or the Solitaire
Now THESE sound very interesting... hmm...

@ NAGASH66:

I'm delighted you used Sanguinius!

Was the game too one sided one way or another? The goal was to make these characters no more unbalancing than, say, a Titan or Baneblade Company.

Any further thoughts on points costing?

@ODIN:


Some good ideas there - I was working on similar rules for the Primarchs.
Great minds...


Odd that Lion el'Jonson should have an exceptionally high Bs - any particular reason for this?
Not really. It just seemed to me that the majority of the Primarchs in their imagery are close combat monsters. I think I just wanted El'Jonson to also be an absolutely crack-shot with his pistol too.


I'd make the Lion Sword a Master-crafted power weapon with +2S personally. Considering the likes of Dorn and Gulliman are getting power fists and thunder hammers that strike in initiative order, it would be a bit odd if the most famous primarch weapon was rubbish by comparison.
Well, as it is Jonson gets 6 Strength 7 Attacks with re-rolls to hit and re-rolls to wound with no armour saves allowed, that's pretty special no?

He also have a more powerful firearm than Dorn or Guilliman - twin-linked, Assault 2 Plasma psitol that cannot overheat, shooting at BS8.

Guy's a monster in combat already! :)


I reckon the rules could benefit from a bit of simplification too. No need for all those "4+ save vs daemonic shells" stuff. Every Primarch ought to have some kind of invulnerable save anyway, whether it's Jonson's Lion Helm or just an Iron Halo.

Yes, I got rid of the daemonic shell reference. I think it's enough that they already have an Invulnerable save against all regular hits, Psychic Powers and Daemonic Gifts. I daemonic mega-explosion should still waste a Primarch.


one more point - in the Lion and the Wolf story about the fight between Leman Russ and Lion el'Jonson, it says the fight was evenly matched - Russ was stronger, but the Lion was faster. So it doesn't make sense for Russ to have I7 when the Lion has I6. If anything, it should be the other way around.

Hm. I was trying to show the lithe 'wolfiness' of Russ, but perhaps you're correct.

Changed.


Oh, and I'm not aware that Leman Russ wore Terminator Armour. The old GW model of him had power armour, but that was a very long time ago, and the fluff has changed a lot since then.

When it comes to their equipment I've taken many liberties. The Primarchs were the Masters of the Great Crusade. I imagine they had whole personal armouries of amazing weaponry and armour.

@ FIRAXIN:

Dorn benefits from assault grenades and defensive grenades as discussed on p.36 of the 40K rulebook. Essentially, he doesn't suffer any Initiative penalties for attacking enemies through cover and nor does anyone asaulting him gain an assault bonus.

The grenades offer no strength bonus against tanks or other infantry models and should be treated as being more like a sort of multi-use stun grenade rather than a lethal anti-tank/anti-personnel grenades.

Son of Sanguinius
31-10-2008, 18:04
I've attached my versions to this post.

My ideas are not at all as detailed as those of MvS, but part of mine line of thinking was streamlining play as much as I could without sacrificing character. There are rules for Primarchs, Phoenix Lords, C'tan, Demon Primarchs, and Demon Lords, as well as a sample character for each type (Horus, Asurmen, Khaelis Ra, Angron, and Zarakynel).

To explain a couple things:

I borrowed a few ideas from MvS as he presented things I hadn't thought of yet and seemed pretty cool.

I saw the discussion on the power of Asurmen's sword, so I made it both a witchblade and a diresword. Scary damn weapon befitting the Lord of the Asurya. 4 WS 9 attacks that always wound on a 2+ and ignore armor saves and can potentially cause Instant Death will make any greater demon or TMC think twice.

I also had issues with the Life Drain rules presented so far. The C'tan, to me, can draw and feed on energy any time they like, and the only real concern is gathering enough of it to matter. For mine, every 10 unsaved wounds they cause in a turn regens 1 Wound on them. Also, the idea of C'tan shooting beams of energy is a little silly to me, unless its some form of lightning-like attack, so I made the Nightbringer's ranged attacks more like what you see in Dawn of War (levitate, crush, toss, rinse, repeat). The Unmaking Touch is grossly unfair to the super characters, but frankly is it that hard to imagine Khaelis Ra being able to kill a Primarch with little effort?

Finally, I also made everything resistant to psychic powers, for a few reasons:

1) Having a Farseer with a 50% chance of mind warring these legends or forcing them to obey the Lash of Submission seemed pretty stupid.

2) I don't care how powerful a Librarian or Chaos Sorcerer is, psychic powers of a "mortal" magnitude should have no effect on a C'tan.

3) I plan to create a special class of psyker later (Magnus, the Emperor, Warmaster Horus, The Ulthwe Seer Council, etc.) that can ignore immunity to psychic powers. I imagine that the Emperor could at least injure a C'tan, such was his power.

Luke.13
03-11-2008, 06:52
ive read through the profiles and must say you did a very good job on many of the primarchs

however i have to disagree with your portrayal of Konrad Curze

the way you have his profile set up it makes him sound if he was supposed to be a close combat powerhouse...also you gave him a lot of equipment that has no basis in fluff, only NL fluff currently out there is "Lord of the Night" from the BL

instead of him being this monster in combat, you must see him instead as a more of a ninja figure... remember hes the master of fear not combat...instead you should give him rules to represent his abilities to put terror into the hearts of his enemies..

normally i dont like bring pop culture into 40k discussions, but i honestly believe the best way to portray the Night Haunter would be to take a look at Batman (latest version) , yah i know, sounds cheesy, but the current batman looks at putting fear in the hearts of his enemies to further justice

here are some stats you should look, parts are written from years ago from a failed heresy project on another forum

WS 7 BS6 S6 T5 I6 A5 LD10 Sv 4+/4+

explanations
WS 7 represents he can hold his own against a fellow primarch but dosent excel, BS6 taken your profile, S6 strong enought to knock out dorn but not excessively strong, T5 from your profile, I6 your profile, A5 on par with other primarchs, LD 10 self-explanatory, SV 4+/4+ doesn't wear armor (Explained later)


equipment:
no armor- in Lord of the Night, the Haunter was described as almost naked, only wearing a cloak

Corona Nox: gives Curze a 4+ INV save, and any NL marine withing 12' passes all leadership tests- in Lord of the night the corona nox was a crown that symbolized the leadership of the NL legion

dagger- simple CC weapon- in Lord of the Night, he had a dagger with him

Cloak of deception, acts as a jumpack, use nightfighting rules when an enemy is trying to shoot at him- i modified this to give the haunter a little more personality, batman gave me the idea for the "jumpack" cloak

SPECIAL RULES

(im using your some of you special rules with some changes though)
Without Fear: Curze and all his gene-sons are utterly Fearless.

Victory Through Terror: Curze was without doubt the greatest (if that is the correct term to use) and most feared terrorist in all human history. The actions he planned and commanded in order to defeat his enemies and assure obedience to his will are best not discussed here, or indeed anywhere, but suffice to say he and his loyal Marines could materialise almost anywhere on the battlefield, sowing terror, misery and discord as they wished. Curze bestows the following rules:

* Indiscriminate Bombardment, Chaos Space Marine Asset – exactly as in the Apocalypse Reload rulebook.
* Infiltrate – Curze, and all non-cultic, non-Terminator armoured Night Lords Chaos Space Marine Troops and Chosen may Infiltrate.
* Stealth – Curze, and all non-cultic, non-Terminator armoured Night Lords Chaos Space Marines Troops and Chosen benefit from the Stealth Universal Special Rule.
* Scouts – Curze, and any non-Terminator armoured Chosen Chaos Space Marine Night Lords count as being Scouts.
* Move Through Cover – Curze benefits from the Move Through Cover Universal Special Rule.

(now some of my own)

Fear Incarnate: any enemy unit within 24' LOS of the Haunter faces -2 to their leadership- hes a scary guy

mind of a madman: roll a d6 every turn,if the roll is a 6+ , the haunter is not allowed to be moved or attack anyone unless he is assaulted, after the end of the turn the haunter regains his sanity and resumes play as normal- in lord of the night, the night haunter is described as having a split personality , so this special rules is supposed to show him in having a conflict with himself...if that makes sense

Fear of the Haunter: At the beginning of the game the entire enemy army must take a morale check for every unit, if they fail then they act as pinned- this is supposed to convey the idea many feared even just encountering the Haunter

Independent character

Retinue
I wouldnt use a retinue for the haunter, again im going with the ninja idea, of being alone, but will join up with other units after the game starts


with theses stats, the Haunter is less a combat unit but more of a support unit, that uses its special abilities to help the army

sorry for any criticism, i was trying to be constructive, sorry if it sounds like im attack your profiles or whatever

MvS
03-11-2008, 10:12
I've attached my versions to this post.
Thanks for the look! :)


I borrowed a few ideas from MvS as he presented things I hadn't thought of yet and seemed pretty cool.
I've returned the compliment for some of your rules, specifically some for the C'tan and for Asurmen's sword. You've got some really good ideas there I think.

ive read through the profiles and must say you did a very good job on many of the primarchs

Thank you very much. I'm glad you like.


the way you have his profile set up it makes him sound if he was supposed to be a close combat powerhouse...also you gave him a lot of equipment that has no basis in fluff, only NL fluff currently out there is "Lord of the Night" from the BL

Which is part of the reason I went my own way to be honest. His imagery is very thin at the moment.


normally i dont like bring pop culture into 40k discussions, but i honestly believe the best way to portray the Night Haunter would be to take a look at Batman

I agree with this, albeit that Curze was a ruthless killer where Batman was not. That said, however Curze behaved while doing his dark vigilante bit on his homeworld, when he is leading his Legion of Space Marines onto a battlefield against enemies with fully automatic firearms, heavy artillery, advanced targetting matrices and so on Curze really needs something more to protect him than a cloak and a knife.

It doesn't matter how stealthy or amazing he was, the fact is that an enemy firing thousands upon thousands of rounds of las, bolter and autogun fire his way, along with hundreds of rocket-propelled grenades and heavy artillery, he needs to be able to live long enough to get near to his enemies and to win.

A Primarch is amazingly strong and resilient, but a grenade to the face is a grenade to the face.


Fear Incarnate: any enemy unit within 24' LOS of the Haunter faces -2 to their leadership- hes a scary guy

I thought about adding something like this, but then it occured to me that Curze in himself, just to look at, probably wasn't actually terrifying - at least not in a galaxy of daemons and hideously freaky aliens.

I see it as being what Curze did that made him terrifying to his enemies, not his appearance.

Yes I wanted him to be a ninja-like figure who could sneak up on his enemies and scare the bejeezus out of them, but he had to be resilient enough to survive crossing the battlefield, to have the weaponry needed to crush almost any foe (like his brother Primarchs), and, importantly, to do his terrifying-and-implacable-killer routine.

Also, I thought about imposing morale checks on the enemy army, but then I thought 'why would daemons, Necrons, Tyranids, other Space marines be so terrified on Curze, bearing in mind these armies are either inured to fear or aware of Curze and absolutely hateful towards him?

Finally, I think you're right to put the emphasis on the fear, but then again Curze was a close combat monster too. He hunted down and killed any and evey criminal on his planet and also managed to batter Rogal Dorn by jumping him out of the blue. He apparently even 'gouged chunks' out of Dorn's chest with his bare hands. That's pretty damn impressive, no?

Firaxin
03-11-2008, 21:35
What about giving the Night Haunter lictor deployment rules? And super stealth (+2 cover save)? Or would that be too good on top of his night fighting rule...

As for causing fear, I agree, just the sight of him wouldn't do it, but his actions. How about a rule where when he charges something, that unit has to pass a morale test to hold, or, when he kills an enemy squad leader, that unit has to take a morale test to not run, or something along those lines.

MadDoc
03-11-2008, 23:30
First things first, nice job MvS (although I deeply question several of your arming choices on the Primarchs and the misnaming of several of their unique weapons (Sanguinius' Sword for starters) but thats a whole nother kettle of fish).

Right, now to the point I wanted to make. I'm afraid Luke.13 seems to not be as familiar with Curze as he'd like to think he is (this isn't an attack on you Luke.13, but your justifications are flawed based on how GW themselves describe Curze), Curze wore armour and was a monster in combat (if you can get a hold of a copy of The Dark King I suggest you do, this is the best (and only) first hand description of Curze and it sets out his character (and insanity) quite well, Lord of Night deals with Curze in the immediate aftermath of the Heresy and leading upto his assassination by M'shen, and its descriptions are second hand, based on the recollections of (the quite frankly mad) Zso Sahaal).

In closing I will say one thing, the Primarchs equipment should be based on what they are described as having in the background material dealing with them (this is not the case in several instances of the rules here). That is of course, all IMNSHO, take it as you will, YMMV. Toddles, and all that... ;)

MvS
04-11-2008, 08:40
MadDoc, I agree!

If you or anyone else could supply some names and descriptions of Primarch weapons I'd be very happy to work them in. Some things I've deliberately avoided (like Manus with a sword) simply because I thought something else would be more characterul or interesting, but that said I haven't deliberately avoided particular weapons. I just don't know them.

:)

Hellebore
04-11-2008, 09:02
Well Vulcan had the Silver Hammer and apparently now a sword as well (according to Fulgrim where his entire personality was nicked to make Ferrus Manus more interesting :angry:). Now apparently also a spear.

Russ wielded a frostblade chainsword (for some reason I think its name was that of Thor's hammer Mjolnir, but I don't know why). Also at various times had an axe and a spear.

At one stage Fulgrim carried a Hammer, a sword, and an anatheme sword (the one that almost killed Horus).

Sanguinius had a sword, but I can't remember if it was ever named.

Angron used two chain axes.

Lion El'Jonson used the lionsword which is now carried by Cypher.

Pertuarbo carried a hammer gifted him by Horus (but this was during the Heresy to secure his allegence, I don't know what he had before hand).

Magnus carried around a Khopesh to go with his scarab codpiece fetish.

Yeah, they all had a large array of weapons. Unless you want to let the player choose which ones to give them you'll have to pick one each.

Hellebore

MvS
04-11-2008, 09:26
See, I wanted the weapons included in the rules to be different from each other (for the sake of diversity) but at the same time seem appropriate for the Primarch in question.

When they are all running around with hammers, swords, spears, axes and anything else that comes to hand it makes them seem all rather generic to me.

I look around a bit more I think. These chaps are the archetypes of 40K so deserve thought. ;)

Lycannus
04-11-2008, 09:48
These are awesome, keep up the good work.

Can you imagine these Phoenix Lords and Avatar in the new Phoenix Court of Khaine formation!?

i might, if its alright, reverse engineer the new pheonix lords to work in regular games.

MvS
04-11-2008, 10:07
Go for it. Why not. :)

The Phoenix Lords in normal 40K are underpowered compared to their imagery anyway. At least to my mind.

MadDoc
04-11-2008, 10:11
Lion El'Jonson carried an artifaced bolt pistol, the Lion Sword, a massive suit of Black powered plate and the Lion Helm (DoA featured neither the Lion Sword nor Lion Helm, he'd been given neither yet as it was set early after his discovery). Hopefully there will be a better description of his kit in the upcoming Fallen Angels (it will supposedly feature dual story arcs, civil unrest on Caliban, and the Lion engaged in prosecuting an assault on a planet on the otherside of the galaxy).

Rogal Dorn had a massive golden chainsword and filigree bolter (neither of which has been named yet, not in any of the HH books, not even The Lightning Tower) and wore a massive suit of Barouque powered Plate.

Sanguinius wore ornate golden powered plate with the Eye of Terra emblazoned across the chest (an honour only he and Horus were granted), he wields a blazing blood red blade, the Sword Sanguine and carried the Perdition Pistol, his wings are a given.

Ferrus Manus wielded a massive hammer (forged for him by Fulgrim) called Forgebreaker (yes the same one which was later gifted to Perturabo by Horus, Fulgrim took it back after Ferrus refused to join him and Horus in Rebellion), he wore burnished black steel armour (the description is very evocative of the banded Mk II armour) with a high gorget and mail cloak, his silver arms left bare.

Russ wore banded powered plate, with studded and banded pauldrons, he carried a reliquary containing the arrows which killed his Wolfkin, wielded a massive rune sword Frostblade called Mjalnar, an ornamented bolter (lots of wolfy talisma), and was accompanied by his last surviving wolfkin Freki and Geri, two massive Fenrisian Wolves.

Hows that for a start? Its late here, I'm tired and my girlfriend wants to go to bed, so I'm off to bed too. I'll post more later when my head is clearer.

Hope that helps at least for a start.

MvS
04-11-2008, 12:52
Yes, thank you! I've made some changes and additions.

I don't think I'll swap the firearms listed to Boltguns as I like to imagine that the Primarchs as they appear in my rules are how they were when faced with the apocalyptic and hate-fuelled total war between the Primarchs.

The most powerful and destructive weapons were chosen from personal armouries to fight in the great battles of the Horus Heresy where Primarch fought Primarch, while 'lesser' or more ornamental honour-weapons set aside as perceived necessity demanded.

Hellebore
04-11-2008, 12:58
Well considering Pedro Kantor has an Assault 4 AP4 storm bolter and The Calgar has an AP2 storm bolter for no reason (in 3 editions of the game he's had a normal storm bolter....) I don't see any problem with primarchs carrying bolters that are S6 AP1 Assault 6 :rolleyes:

Hellebore

MvS
04-11-2008, 15:49
True :)

I've given Russ a souped up storm bolter, in full knowledge that storm bolters weren't around before the Heresy. It's just my artistic license.

Lycannus
04-11-2008, 18:21
Shouldn't Angeron have a Chaos runesword when he is a daemon prince?

MadDoc
05-11-2008, 00:52
Yes, thank you! I've made some changes and additions.

I had a quick look before replying. Good so far, though there are still some areas of contention...


I don't think I'll swap the firearms listed to Boltguns as I like to imagine that the Primarchs as they appear in my rules are how they were when faced with the apocalyptic and hate-fuelled total war between the Primarchs.

Might I suggest rather than that, that you give the Primarchs who're noted as using a bolter, an AP4, Assault 2, twin-linked bolter (which counts as a bolt pistol (additional ccw) in close combat for them). They're better but still true to the background.

I mean, why would the Primarchs not have used anything but their best weapons anyway? They likely used the best and favourite weapons when they go to war.


The most powerful and destructive weapons were chosen from personal armouries to fight in the great battles of the Horus Heresy where Primarch fought Primarch, while 'lesser' or more ornamental honour-weapons set aside as perceived necessity demanded.

I get the impression that inspite of their ornamentation a Primarchs weapons are anything but ornamental, they're always superior examples of their kind and very powerful. I don't think that the Primarchs are using lesser weapons on a regular basis, I imagine they're using their favoured weapons.

Onto the Primarchs:

Dorn should be in artificer armour with his bolter (twin-linked, AP 4, Assault 2, counts as a bolt pistol (additional ccw) in close combat) and his chainblade (counts as a dreadnought close combat weapon that rolls a bonus dice for Armour Penetration(chainfist that strikes at initiative)), he also had a powerfist (but if his chainblade is treated as I've mentioned then this wouldn't really need to be mentioned, perhaps only for the sake of completeness).

Russ should be in Rune (artificer) armour and have a Primarch bolter (twin-linked, AP4, Assault 2, counts as a bolt pistol (additional ccw) in close combat) also where are Freki and Geri (think huge Fenrisian Wolves).

Jaghatai Khan is depicted in the John Blanche artwork as having a scimitar, incredibly ornate armour and a riding bow and arrows (both in a quiver at his hip). The old GW assault on the Imperial Palace diorama had Khan riding on the back of a Rhino (chariot styles) grasping a chain like a set of reigns.

All Primarchs should have (at least) offensive grenades as standard (or at the very least something which has the same effect).


Shouldn't Angeron have a Chaos runesword when he is a daemon prince?

Yes Angron has a Chaos Runesword called his Black Blade. GW released the below official Apocalypse rules for Angron online and in WD.




ANGRON, DAEMON PRIMARCH OF THE WORLD EATERS
..............................................500+ POINTS FOR BLOODTHIRSTER MODELS

FORMATION:
Angron and bodyguard of between 2 and 12 Bloodthirsters chosen from Codex: Chaos Daemons.

ANGRON: Angron is treated as a Daemon Prince with the following profile and special rules.

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

UNIT TYPE: Montrous Creature

SPECIAL RULES
Daemon, Furious Charge

Daemonic Gifts: Iron Hide, Daemonic Flight

Angron's Black Blade: Angron is armed with a Chaos blade. It counts as a master-crafted close combat weapon that causes Instant Death.

Roar of Hate: Any enemy unit within 12" of Angron must reduce their Leadership by 1 point.


Wouldn't it be easier to use these rules as a starting point for Angron (adding your Primarch rules, which I think need some tweaking but more on that later, have to go to Chemo now :() and as a reference point for the other Primarchs?

Hellebore
05-11-2008, 01:09
I think Freki and Geri would look something like this:

WS5 BS0 S4 T4 W3 I4 A3 Ld10 4+

Beasts, Furious Charge, Rending

Hellebore

MadDoc
05-11-2008, 05:49
I think Freki and Geri would look something like this:

WS5 BS0 S4 T4 W3 I4 A3 Ld10 4+

Beasts, Furious Charge, Rending

Hellebore

Just so... MD sleep now...

MvS
06-11-2008, 16:36
Might I suggest rather than that, that you give the Primarchs who're noted as using a bolter, an AP4, Assault 2, twin-linked bolter (which counts as a bolt pistol (additional ccw) in close combat for them). They're better but still true to the background.
I think my point is that the background for the Primarchs shows them with all sorts of different weapons depending on the picture/snippet/story/novel we're looking at. I'm mean these chaps are second only to the Emperor in authority and influence. They are the ultimate generals and warlords of massive armies, so I would imagine they have whole arsenals of personal weaponry and armour.

The Primarchs thus far shown as having only one weapon is more because of a lack of coverage, I feel, rather than because the weapons they are shown with in that one picture/story is the only one they use.

Even if I soup up the bolters a bit, I wanted them all to be different in terms of their weaponry, so choosing which one to game with becomes even more of a tricky choice.


I mean, why would the Primarchs not have used anything but their best weapons anyway? They likely used the best and favourite weapons when they go to war.
Good point, although I imagine that they might have several truly superb and unique weapons, each serving a slightly different purpose, or perhaps no unique purpose but were gifts from other Primarchs, the Emperor or tributes from conquered planets (etc).

As for the favourite weapon, yes I agree. But again, just which weapons are the 'favourite' weapons is up for grabs I think - at least in some cases.


I get the impression that inspite of their ornamentation a Primarchs weapons are anything but ornamental, they're always superior examples of their kind and very powerful. I don't think that the Primarchs are using lesser weapons on a regular basis, I imagine they're using their favoured weapons.
I agree.


Dorn should be in artificer armour
I gave him a unique suit of Artificer Tactical Dreadnaught Armour, which has all benefits of Artificer and Dreadnaught armour in one, with the addition of a unique built-in grenade launcher.

It seemed to me that as Terminator armour was relatively new at the time of the Heresy and given only to the most super-elite of the Legions, many of the Primarchs would have had their own versions made in order to benefit from this new technology, to learn how to use it (they have to keep up with these advances after all!), for the prestige of owning it and all sorts of other reasons - hence the inclusion.

Anyway, no Primarchs that I am aware of are mentioned as wearing Terminator armour and I thought that was a shame. I imagine Primarch Terminator Armour looking more like Grey Knight armour, straighter-backed with more ornamentation.


his chainblade (counts as a dreadnought close combat weapon that rolls a bonus dice for Armour Penetration(chainfist that strikes at initiative)
That's a nice idea... I'll reflect on it...

At present I like the imagine of Dorn shattering his sword across his knee when he find the near-dead body of the Emperor (BT Codex), and for me a chainsword wouldn't shatter quite so impressively. Yes I'm that shallow. ;)


he also had a powerfist (but if his chainblade is treated as I've mentioned then this wouldn't really need to be mentioned, perhaps only for the sake of completeness).
This is the multiple weapon issue again... hm...


Russ should be in Rune (artificer) armour
I like that.


Primarch bolter (twin-linked, AP4, Assault 2, counts as a bolt pistol (additional ccw) in close combat) also where are Freki and Geri (think huge Fenrisian Wolves).
...and these too! I'll add them.


Jaghatai Khan is depicted in the John Blanche artwork as having a scimitar, incredibly ornate armour and a riding bow and arrows (both in a quiver at his hip).
I don't really take Blanche as a source of finalised imagery - he strikes me more of an ideas man. The bow and arrow just seems a bit dopey to me.

I left the exact nature of Khan's hand weapon blank. This was so people could model it as they pleased. For me I saw it as being a lance/spear because it's more of a cavalry weapon.


The old GW assault on the Imperial Palace diorama had Khan riding on the back of a Rhino (chariot styles) grasping a chain like a set of reigns.
Oh dear... :(

I don't see the point of that at all other than it being a striking image.


All Primarchs should have (at least) offensive grenades as standard (or at the very least something which has the same effect).
I agree, but haven't I given them all such...? I'll check


Yes Angron has a Chaos Runesword called his Black Blade.
For me that's very boring and 'done before'. A big evil sword called the Black Blade... just didn't ring any bells for me.

As it was I had already given Dorn a 'Black Sword' to make a connection with the sword carried by the Emperor's Champions.


GW released the below official Apocalypse rules for Angron online and in WD.
Yes I know, but I had already completed my version of the Primarchs by that point and didn't really like the GW version anyway. Hence I largely ignored it.


have to go to Chemo now
That's altogether craptastic. :(

Hope it went well, not that I know how one measures 'well' with a chemotherapy session.

Thanks for your help Mad Doc. It's appreciated. :)

avatar of kaine
06-11-2008, 19:05
any chance of any more data sheets?

MvS
06-11-2008, 21:46
I'm slowly working on:

Great Avatar of Cerogach,
A Solitaire (very scary character),
A Dark Eldar Titan,
A new Tau Battlesuit,
and some Imperial Saints and... *whispers*... Imperial Archangels / Daemons of the Emperor... depending on the type of preacher and/or Inquisitor and/or Canoness the daemons/angels reflect elements of the pure soul that was once called the Star Child or the dark god forming in the Warp thanks to the bulk of the Ecclesiarchy and the more draconian, intolerant, xenophobic and bloodthirsty Emperor they have deified... ;)


EDIT:

Fenrisian Wolves now in place, based on Hellebore's note.

I dropped their weapon skill and gave them an extra attack to show they are more ferocious than they are sophisticated fighters. Still though, WS 4 is not to be sniffed at! :)

EDIT II:

I've pasted the rules I threw together for Grey Knights Grandmasters in Apocalypse.

He's generally the same as he appears in the Daemonhunters Codex, although I've brought him in line with Space Marine Chapter Masters in terms of his statline (which seemed only fair bearing in mind the Grey Knights are supposed to be the elite of the elite). I also gave him the Orbital Bombardment rule, as the Grey Knights had this as an option before Space Marines, so it seems like a natural progression that the Grandmaster should have it in the same way as a Marine Chapter Master.

Apart from specialist Daemonhunter weaponry, I used the weapon upgrade costs as listed under the Chapter Master entry in the Space Marine Codex.

I lowered the points cost of the Icon of the Just a little, because 25 points for a 4 + Invulnerable save seems like a bit of an anachronism for Marines now - especially as Marine Captains and Chapter Masters now come with Iron Halos as standard and the options of getting a 3+ invulnerable save from a Storm Shield at only + 10 points.

For Apocalypse fun I listed all the Land Raider transport variants as being available to the Grandmaster (why wouldn't the most elite Marines, who work for the all powerful Inquisition, have access to these vehicles?). I also gave them access to the multi-melta upgrade, which was sadly absent from the recent Forgeworld Imerial Armour 2 update.

I allowed the Grandmaster to have a 2 - 10 man Retinue, meaning that he could take anything from the Helios to the Crusader/Redeemer as a transports. I imagine a 2 man retinue as being his personal Honour Guard.

I gave the Grandmaster access to 3 Psychic powers instead of his usual 1. This represents his immense experience and stability as a psyker, but also shows that he doesn't have the raw (and perhaps a little unstable) power of such unique characters as Tigurius.

Feel free to comment.

MvS
07-11-2008, 10:22
GREY KNIGHT GRANDMASTER 225 points.

WS: 6, BS: 6, S: 4 (6), T: 4, W: 4, I: 5, A: 4, Ld.: 10, Sv.: 2+ / 4++

Unit Composition: 1 (Unique). 0-1 per army.

Unit Type: Infantry.

Wargear:

• Aegis Terminator Armour.
• Nemesis Force Weapon.
• Icon of the Just.
• Storm Bolter.

Special Rules:

• Eternal Warrior
• Relentless
• Fearless
• Independent Character
• Orbital Bombardment (see Codex: Space Marines, p.52).
• Blessed Psyker – Grey Knight Grandmasters are amongst the most powerful and stable psykers in the Imperium. Although lacking some of the raw power of a few exceptional human psykers (like Tigurius of the Ultramarines), their psychic abilities are incredibly broad and dependable. The Grandmaster may choose up to 4 Psychic Powers from the Grey Knight Psychic Powers list and may use 2 Psychic Powers per turn (like a Space Marine Epistolary).

Options:

• May equip Storm Bolter with Psycannon Bolts + 10 pts

• May replace Storm Bolter with one of the following:

o Lightning Claw or Storm Shield + 10 pts
o Incinerator + 15pts
o Power Fist + 15 pts
o Null Rod (cannot be used in conjunction with Psychic Powers or Nemesis Force Weapons) + 20 pts
o Psycannon + 25 pts
o Daemonhammer + 35 pts

• May replace Nemesis Force weapon with one of the following:

o Anointed Weapon + 20 pts
o Daemonhammer + 25 pts
o Lightning Claw + 5 pts
o Null Rod + 20 pts
o Power Fist + 10 pts

• Additional Wargear:

o Unguents of Warding + 5 pts
o Consecrated Scrolls + 5 pts
o Grimoire of True Names + 10 pts
o Sacred Incense + 10 pts
o Auxiliary Grenade Launcher + 15 pts
o Psychic Hood + 20 pts
o Holy Relic + 30 pts

RETINUE:

The Grandmaster may be accompanied by a Retinue of Grey Knight Terminators, chosen from the Elites section of the Codex: Daemon Hunters army list. The Retinue must be led by the Grandmaster and it does not take up any additional HQ spot and while it survives the Grandmaster counts as an upgrade for the Retinue.

Number / Squad: 2 – 10 Justicar Terminators. This squad does not include the normal Brother-Sergeant.

Options: May be equipped in any way allowed to Justicar Terminators. In addition, one model may bear a Holy Relic for + 15 pts if the Grandmaster does not already carry one.

Transport: If not Deep Striking into battle, a Grandmaster with a Retinue may take one of the following as a transport option – the usual transport capacity limitations apply:

• Grey Knight Land Raider + 250 pts
• Grey Knight Land Raider Crusader + 250 pts
• Grey Knight Land Raider Helios + 260 pts
• Grey Knight Land Raider Prometheus + 270 pts
• Grey Knight Lander Raider Redeemer + 240 pts

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

GREY KNIGHT BROTHER-CAPTAIN 170 points.

WS: 6, BS: 5, S: 4 (6), T: 4, W: 3, I: 5, A: 4, Ld.: 10, Sv.: 2+ / 4++

Unit Composition: 1 Captain.

Unit Type: Infantry.

Wargear:

• Aegis Artificer Armour.
• Nemesis Force Weapon.
• Icon of the Just.
• Storm Bolter.

Special Rules:

• Fearless
• Independent Character
• Psyker – The Brother Captain may choose up to 3 Psychic Powers from the Grey Knight Psychic Powers list and may use 2 Psychic Powers per turn (like a Space Marine Epistolary).

Options:

• May equip Storm Bolter with Psycannon Bolts + 10 pts

• May replace Storm Bolter with one of the following:

o Lightning Claw or Storm Shield + 10 pts
o Incinerator + 15pts
o Power Fist + 15 pts
o Psycannon + 25 pts

• May replace Nemesis Force weapon with one of the following:

o Anointed Weapon + 20 pts
o Daemonhammer + 25 pts
o Lightning Claw + 5 pts
o Null Rod (cannot be used in conjunction with Psychic Powers or Nemesis Force Weapons) + 20 pts
o Power Fist + 10 pts
o Thunder Hammer + 15 pts

• Additional Wargear:

o Unguents of Warding + 5 pts
o Consecrated Scrolls + 5 pts
o Grimoire of True Names + 10 pts
o Sacred Incense + 10 pts
o Auxiliary Grenade Launcher + 15 pts
o Psychic Hood + 20 pts
o Jump Pack + 25 pts
o Holy Relic + 30 pts
o Portable Teleporter + 20 pts – allows the bearer and any unit he leads to Deep Strike into battle via teleportation. The Aegis rules apply.

RETINUE:

A Brother-Captain may be accompanied by a Retinue. The Retinue must be led by the Brother-Captain and it does not take up any additional HQ spot and while it survives the Brother-Captain counts as an upgrade for the Retinue.

Squad: If equipped with Aegis Terminator Armour, the Brother-Captain may be accompanied by a Retinue of 2 – 10 Justicar Terminators (this cannot include a Brother-Sergeant). If equipped with Aegis Artificer Armour the Brother-Captain may be accompanied by 5 – 10 Power Armoured Grey Knights (this cannot include a Justicar).

Options: Either Retinue formation may be equipped in any way allowed to troops of their type in the army-list entry. In addition, one model may bear a Holy Relic for + 15 pts if the Brother-Captain does not already carry one.

Transport: If not Deep Striking into battle, a Brother-Captain with a Retinue may take one of the following as a transport option – the usual transport capacity limitations apply:

• Grey Knight Land Raider + 250 pts
• Grey Knight Land Raider Crusader + 250 pts
• Grey Knight Land Raider Helios + 260 pts
• Grey Knight Land Raider Prometheus + 270 pts
• Grey Knight Lander Raider Redeemer + 240 pts


Vehicle Upgrades: Any Grey Knight Land Raider may take any of the following upgrades:

• Exchange Twin-Linked Lascannons for Twin-Linked Psycannons, (free)
• Exchange Twin-Linked Heavy Bolters for Twin-Linked Psycannons, (free)
• Exchange Flamestorm Cannons with Flamestorm Incinerators, (free)
• Blessed +10 pts
• Dozer Blades +10 pts
• Extra Armour +15 pts
• Hunter-Killer Missile +10 pts
• Multi-Melta + 10 pts
• Pintle-Mounted Storm Bolter +10 pts
• Psycannon Bolts +10 pts
• Sacred Hull +15 pts

See Codex Space Marines for Land Raider, Land Raider Crusader and Land Raider Redeemer Rules.

See Codex Daemonhunters for Psycannon, Blessed and Sacred Hull Rules.

See Forge World’s Imperial Armour 2 Update PDF for Land Raider Prometheus and Land Raider Helios Rules.[/SIZE][/FONT]

Lycannus
07-11-2008, 15:28
Looking forward to the solitaire!
I used to love them in my harlequin army.:evilgrin:

I know it should be obvious, but it isn't listed what Aspect The Phoenix Lords are from.

In The current rules, they have a special rule Deciple(Aspect) That grants bonuses to they're aspect.

Koryphaus
11-11-2008, 10:14
MvS, can I have your babies?

You never cease to amaze me with the amount of thought, time and effort you put into this hobby, and I always look forward to reading what you have to say. Many many kudos to you! Also, good work to everyone contributing constructive advice, it makes for very interesting reading.

@ MadDoc: I have some knowledge of chemo sessions, my very best wishes.

MvS
11-11-2008, 11:28
MvS, can I have your babies?
Umm... well, er... probably not I'm afraid... but, you know, I'm flattered and all that...

;)

You never cease to amaze me with the amount of thought, time and effort you put into this hobby, and I always look forward to reading what you have to say. Many many kudos to you!
I really appreciate that Koryphaus. Thank you.


Also, good work to everyone contributing constructive advice, it makes for very interesting reading.
Seconded.

Xisor
11-11-2008, 15:06
Hey MvS,

Looks grand for the most part.

To chime in on what folks've been saying about Primarch weapons, I felt in Fulgrim and coupling it with everything we know of Vulkan it was quite obvious that he, at least, varied his weapon choices quite regularly. Angron was, pre-Daemonhood, known for his twin-chain axes. But Vulkan seems to have been pretty 'open' with his choices.

Perhaps that is something to reflect in some of the Primarch's rules/wargear? A variety of weapon options would be intriguing. (I.e. Hammer, Spear, Shield and held-gun in addition to severely tricked-out armour, i.e. the gauntlet of the forge)

Otherwise: All looks very good. I'd be keen to see 'tamed back a bit' depictions of the Primarchs (i.e. worked back from GW's Angron-Daemon rules), but as it stands: Not bad! :)

Now, where's the rules for a Cobra Class Destroyer, hmm? Or a plasma torpedo, at least?

The Anarchist
11-11-2008, 19:14
OMG, i don't think I've sworn on this site before, but thats *********** AMAZING mvs!

can't wait to see some of the other stuff, particularly the Solitare :D
have you got any plans to do something on the same scale as Primarchs, Unbound Greater Deamons, etc for the Dark Eldar? possible a fallen Araarh

kikkoman
13-11-2008, 06:49
another idea...

Rogue Trader fluff had a special option for Farseers that had witnessed their own death, so they choose to go out with a bang. Basically the Farseer supercharges his psychic powers to become an invincible monster of psychic energy, destroying as much as he can before his soul burns out his body. This sounds appropriate for Apocalypse battles.

MvS
14-11-2008, 12:53
HARELQUIN SOLITAIRE

WS (http://warseer.com/forums/glossary.php?do=viewglossary&term=117) 9, BS (http://warseer.com/forums/glossary.php?do=viewglossary&term=73) 9, S 3, T 3, W 3, I 10, A 3, Ld (http://warseer.com/forums/glossary.php?do=viewglossary&term=118) -, Sv (http://warseer.com/forums/glossary.php?do=viewglossary&term=119). - / 3++

180 pts.

Unit Type: Harlequin Infantry. Inependent Character that may be fielded only with a Troupe of Harlequins.

EQUIPMENT

The Solitaire's Caress, Fusion Pistol, Solitaire's Mantle, Flip Belt. (may be given no additional equipment).

SPECIAL RULES

The Solitaire's Caress: This long and slender weapon is a more deadly version of the Harlequin's kiss unique to the Solitaires. It counts as a Rending Power Weapon that causes Instant Death against all enemy psykers, daemons, models bearing the Mark of Slaanesh and Eldar, regardless of their Kindred (Eternal Warriors are immune to this instance of Instant Death).

Fusion Pistol: Exactly as in the Eldar Codex.

Solitaire's Mantle: This is an even more advanced version of the Harelquins' Holo-Suits. Bestows a 3+ Invulnerable Save.

Flip Belt: Exactly as in the Eldar Codex.

Fleet of Foot, Eternal Warrior and Dance of Death: Both eexactly as decribed in the 40K Rulebook and the Eldar Codex.

Solitaire: The Solitaires are rare and tragic figures but they play a vital role within Harlequin culture - although what that role is, other than playing the part of Slaanesh during performances, is unknown to all who are not the Laughing God's devotees. The Solitaire has already released his or her soul to Slaanesh and yet somehow remains alive and independent from the will of that Daemon God. Indeed, even amongst the Eldar, Solitaires are known for their passionate hatred of She Who Thirsts. The Solitaire benefits from the following rules:

Transfixing Gaze – One enemy model in base contact loses an Attack in Close Combat.,
Impossibly Fast – Something about whatever it is that makes the Solitaires what they are causes these alarmining creatures to have preternaturally fast reflexes - even by the standards of the Eldar. To represent this, the Solitaire counts as bearing assault and defensive grenades, although he receives no Strength bonus in close combat against vehicles. Solitaires also count everything they attack as being Preferred Enemies, including vehicles and buildings of all kinds.
Soulless – All non Harelquins within 6" of the Solitaire have -2 to their Leadership values,
Immune to Psychology – The Solitaire has no Leadership value and is completely unaffected by any rule or attack that requires a Leadership test. The Solitaire cannot be pinned and may choose to stay in any combat or move out of any combat in the movement phase without needing to make a Ld test, regardless of how well or how badly the combat is going for him.
Soul Drain - The Solitaire and any Slaaneshi Daemons, Slaaneshi Champions or Unique Characters or characters bearing the Mark or Icon of Slaanesh, or any Eldar model of any Kindred within 2" of the Solitaire whom he wishes to target must roll 2D6 and add their Leadership values to their roles. If the Solitaire's score beats that of his opponent, the enemy model loses 1 Wound with no saving throws of any type permitted, including Invulnerable Saves. This is worked out at the start of every round of close combat and Wounds caused by this effect count towards combat resolution.

MvS
14-11-2008, 14:14
THE MORAI-MENSHA,
THE HANDS OF FATE

WS (http://warseer.com/forums/glossary.php?do=viewglossary&term=117) 5, BS (http://warseer.com/forums/glossary.php?do=viewglossary&term=73) 5, S 3, T 3, W 3, I 5, A 1, Ld (http://warseer.com/forums/glossary.php?do=viewglossary&term=118) 10, Sv (http://warseer.com/forums/glossary.php?do=viewglossary&term=119). - / 4++

285 pts.

Unit Type: Unique Infantry (or Jetbike if mounted on a Jetbibe). Unique Inependent Character that may be fielded in games of Apocalypse.

EQUIPMENT

Ghosthelm, Witchblade, Shuriken Pistol, Rune Armour, Runes of Warding, Runes of Witnessing, Spirit Stones.

SPECIAL RULES

Ghosthelm: Exactly as in the Eldar Codex.

Witchblade: Exactly as in the Eldar Codex.

Shuriken Pistol: Exactly as in the Eldar Codex.

Rune Armour: Exactly as in the Eldar Codex.

Runes of Warding: Exactly as in the Eldar Codex.

Runes of Witnessing: Exactly as in the Eldar Codex.

Spirit Stones: Exactly as in the Eldar Codex.

Fleet of Foot: Exactly as in the Eldar Codex.

Morai-Mensha: The Morai-Mensha are those Farseers who have foreseen their own deaths in battle. Although some embrace this fate with equanimity, others choose to become highly aggressive in battle, throwing off all restraint and bringing the totality of their powers to bear so that when their death arrives, it does so at an terrible cost to the Eldar's foes. The Hands of Fate are like novae of Warp energy upon the battlefield, but no mortal being is meant to be the focus for such immense forces and they rarely survive for long. The following rules apply:

Psyker Supreme – The Farseer draws on all his centuries of study and training for this, his last and greatest battle. The Farseer has the Doom, Eldritch Storm, Fortune, Guide, Mind War, Destructor and Enhance Farseer and Warlock Psychic Powers,
Psychic Inferno - any psychic power tha causes hits with a given Strength profile, count the Strength as being doubled (to a maximum of 10). Any psychic power with a range has this range doubled. For any psychic power that employs the flamer template, use the Apocalypse Hellstorm Template instead,
Fearless – the Morai-Mensha have embraced their own deaths and fear nothing in battle. They count as being Fearless,
Psychic Explosion - if the Morai-Mensha is slain in battle, role 1D6. On a roll of 1-3 the Farseer's mind and soul implode causing a miniature Warp Vortex to appear over the spot where the Farseer fell (use all the rules for the Vortex Grenade). On a roll of 4-6 an Eldritch Tempest appears over the spot where the Farseer fell. See Apocalypse Reload for details of the Eldritch Tempest.

Hellebore
15-11-2008, 02:46
The Solitaire should probably not have a Ld value so that he is souless and immune to any leadership based attacks/rules etc.

My idea of solitaire looks like this:

WS 10, BS 10, S 3, T 3, W 3, I 10, A 4, Ld -, Sv. - / 3++

Faster than light: The solitaire is unnturally fast. He is immune to instant death, receives a 3+ invulnerable save and counts a Beast for movement purposes.

With the same kind of weapons.

Hellebore

Koryphaus
15-11-2008, 03:56
Why BS 10 Hellebore?

Hellebore
15-11-2008, 05:07
Why BS 10 Hellebore?

Well, comparatively it's the same as I've given my Avatar, but against GW and other iterations it looks high.

Part symmetry with WS and I part superhuman reflexes sort of thing. I mean mechanically it's the same as giving him a master crafted ranged weapon (which BS5 characters have...) so it's not a big deal, backgroundwise I see a solitaire as so inhumanly fast that everything is in slow motion around them. They may not be very skilled at shooting, but when your target is effectively standing still it doesn't matter. Of course, I think they ARE good shots and their speed only augments this.

In the army list I'm writing for the eldar and harlequins the stats look like this:

guardian 333314183+
aspect 443315193+2+
veteran 553316293+/2+
Exarch 6633273102+/5++
Ex Lord 7743383102+/5++ (EW)
Phoenix Thane (non Asurya Phoenix lords) 8854394102+/4++ (EW)
Phoenix Lord 99554104102+/4++ (EW)

Harlequin 553316294+/5+
Troubadors (vets) 66331734+/5++
Troupe L 7733283104+/4++
High Avatar 8833393104+/4++
Solitaire 10103331034+/3++


Following the idea that the eldar rely on unnatural skill and high technology rather sheer physical power to win. GW always says that the eldar are technologically better than everyone else bar necrons and yet if you compare their armour and weapons (the representation of their technology in the game) you'll find it either equal to or worse than Imperial technology. This is to balance the game so you can buy an army of 100 eldar rather 25.

An average army using the rules I've written would put the eldar at ~25-30 models, an unsustainable army size for GW's sales which is why they'd never do it.

Hellebore

MvS
15-11-2008, 10:17
Okay...

I'm interested in background reasons for the rules, which means I'm flexible but need characterful reasons for things to be as they are. The Leadership thing is a very good idea I think and the increased invulnerable save can be explained through amazing technology, but why would being soulless make the Solitaire so highly skilled compared to other Harlequins and immune to Instant Death?

Hellebore
15-11-2008, 11:15
That's his speed. He is described as the fastest living thing in the galaxy, so the idea is that you can never hit him dead on, it's always just a glancing strike. He still possesses mortal S and T which makes him the weakest character out there in terms of survivability. Being wounded so easily by others with a T3 means he'll die pretty fast even with EW.

Skill goes back to 2nd ed where he had the same stats as a phoenix lord and was described as one of the most deadly warriors that walked the galaxy.

It seems to be inferred that playing Slannesh in the Masque somehow augments/alters/changes a Solitaire, making them no longer truly eldar. I don't think you could call them an Avatar of Slannesh, but they develop a power that is beyond all other eldar. With ultimate power comes ultimate damnation I suppose. The 3rd army list published in the citadel journal (written by Gav Thorpe) also gave him high stats (for the time, back when phoenix lords were WS6) and an assault move of 12" with every unused inch adding +1 to his attack value (called blitz attack). The 3rd ed list also explained how he was the fasted thing in the galaxy and inhumanly powerful.

I took that little amount of information and looked at how the stats appear in modern 40k and extrapolated based on that. He would be a 0-1 Elite choice (as he was in the 3rd ed list). Apart from any other considerations he would need stats good enough to want to take him over the other elite choices available.

However you've got my eldar army list so you can see that my opinion of how the eldar are represented isn't always in line with GW's representation so it's certainly not 100% canon in its appearance, I just think that a Solitaire is the most powerful non phoenix lord eldar character in the game, but also very fragile (as I said even with EW T3 and 3W won't keep him alive for very long because WS and attacks just don't scale as severely as T does).



Hellebore

MvS
15-11-2008, 11:35
Okay, super fast the Solitaires are then! :)

That said, I really wanted only daemons and godlike beings to have skill stats of 10 and don't really like the idea of the Solitaire having a greater WS than N'Kari or Shalnaneth. So to represent the Solitaire's incredible speed I've given him and Initiative of 10, a WS and BS of 9, the equivalent assault and defensive genades (so no-one gets an AAtack or Initiative benefit against him during assaults), and Preferred Enemy against all opponents, meaning that he will always re-roll misses when striking to hit - even against Fully Manifested Greater Daemons of Khorne...

Suitable compromise?

Hellebore
15-11-2008, 11:49
Actually I prefer your compromise. :) 10s is a bit much for a generic unit I suppose, perhaps more for a special character solitaire instead (perhaps the one that outdanced the Masque in the daemon codex?).

What about Eternal Warrior? With all that speciality even one S6+ hit will remove him from the game and they are pretty common. T3 characters are quite fragile.

EDIT: added the 3rd ed harlequin codex for those interested.


Hellebore

Son of Sanguinius
15-11-2008, 21:30
How about this:

SOLITAIRE

180 points

WS- 8 BS- 8 S- 3 T- 3 W- 3 I- 10 A- 6 Ld- X Sv- 5++

Unit Type: Beasts/Cavalry

Unit Composition: 1 Solitaire

Weapons & Equipment:
- The Solitaire's Caress
- Shuriken Pistol
- Holo-suit
- Flip Belt

Options:
- Take Power Blades for +20 points.
- Replace Shuriken Pistol with a Fusion Pistol for +15 points.

SPECIAL RULES
Independent Character, Eternal Warrior, Dance of Death

The Solitaire's Caress: This counts as a Harlequin's Kiss. Any Rending wounds cause Instant Death.

Unmatched Speed: A Harlequin has a special form of save against enemy attacks, which it takes by taking an Initiative test. Moreover, the Solitaire counts as having Assault and Defensive grenades and the Preferred Enemy special rule against all enemies.

Soulless: The Solitaire is immune to all psychic powers and other attacks that would affect it through its Leadership test. The Solitaire may choose to automatically pass or fail any Leadership test. The Solitaire may never be possessed or forced to move or attack by any psychic power, attack, or ability, such as Lash of Submission.

The_Outsider
15-11-2008, 22:00
You know what would be cool next? Absrudael (how on earth is that spelt?) Vect.

Being older than most primarchs and top dog of one of the msot bloodthristy forces in the universe means he must be pretty hard.

Either way, I do like how you've represented the C'tan as the gods the yshould be.

Inquisitor Engel
16-11-2008, 01:52
So I guess MvS is taking a break from writing background and writing rules now, eh? ;)

Fantastic stuff.

I'm trying to convince my local gamers to do a Heresy campaign/situation thing and I think these datasheets are just what we need. :)

Oh - Pazuzu... like... that giant flying gargoyle from Futurama? (Please say it is!)

Hellebore
16-11-2008, 02:41
So I guess MvS is taking a break from writing background and writing rules now, eh? ;)

Fantastic stuff.

I'm trying to convince my local gamers to do a Heresy campaign/situation thing and I think these datasheets are just what we need. :)

Oh - Pazuzu... like... that giant flying gargoyle from Futurama? (Please say it is!)

I knew I'd heard that name somewhere before.:cool:

Although I think it's taken from an ancient culture...

Hellebore

Inquisitor Engel
16-11-2008, 05:47
If no one's established the name of Russ' weapon, how about Hrunting?

Different. Vaguely icelandic and awesome connotations.


I knew I'd heard that name somewhere before.:cool:

Although I think it's taken from an ancient culture...



Probably, but saying he speaks in a deeply evil, yet soothing French accent would just be TOO great. :D

Pazuzu!!!!!

MadDoc
16-11-2008, 07:00
If no one's established the name of Russ' weapon, how about Hrunting?

Different. Vaguely icelandic and awesome connotations.

Um, if you're referring to his Frostblade its called Mjalnar. Thats established canon. It looks like a big nasty runeblade/sword.

Or were you meaning his gun?

avatar of kaine
16-11-2008, 11:06
added the 3rd ed harlequin codex for those interested.
Hellebore

is that legal?

also aren't the guards to the black libary soliteres but really good one's. super soliteres? could one of you make a data sheet for that?

Hellebore
16-11-2008, 11:14
Do you mean in terms of playability or legality of download? It used to be up on GW's website for download for free, so I assumed it would be ok...

Hellebore

MvS
16-11-2008, 12:06
So I guess MvS is taking a break from writing background and writing rules now, eh?

I started writing these up for a big Christmas campaign I'm taking part in with some friends. We're enacting some of the battles of the end of the Great Crusade and the Heresy. The C'tan were put in because one of my buddies has a monstrous Necron army and we didn't want to leave him out. It'll take some very creative mojo to squeeze them into the campaign though. Perhaps we could have something about Ferrus Manus and the C'tan? Hm.


I'm trying to convince my local gamers to do a Heresy campaign/situation thing and I think these datasheets are just what we need.
Please let me know how it goes. The points costs are the most uncertain things (in my book at least), so feel free to change them and post on here your conclusions.


Oh - Pazuzu... like... that giant flying gargoyle from Futurama? (Please say it is!)
:)

Actually, Puzuzu is a different way of saying Pazuzu, and Pazuzu was a Babylonian demon of fevers and plagues and a harsh north-easterly wind. Although because he was very antagonistic towards the demon who stole babies, new mothers would often put amulets bearing his likeness above their children. So... they don't get snatched but they get sick and die instead...?

I think Futurama took the name from this chap, although lots of other writers have drawn on the name too.

http://www.philhine.org.uk/writings/sp_pazuzu.html

You know what would be cool next? Absrudael (how on earth is that spelt?) Vect.

Hmmm......

Avatar of the Laughing God first, I think. But after that, why not?

N0-1_H3r3
16-11-2008, 22:07
Re: Angron's weaponry...

Battle for the Abyss sheds a little light on Angron's preferred armament.

During the Great Crusade, he apparently bore into battle a massive chain-axe known as Brazentooth, whose black teeth were ripped from the maw of some monstrous beast that Angron slew.

By the time of the Istvaan Massacres, Angron had relinquished this weapon - it was last seen in the possession of the Word Bearers, on the bridge of the Furious Abyss. Angron is mentioned as having gone on to use two new Chainaxes - Gorefather and Gorechild.

Yes, Gorechild (Power Weapon, hits on 2+ vs anything with a WS, +D6 armour penetration vs vehicles). As in the great and lethal Chainaxe currently borne by Khβrn the Betrayer, who was once Angron's Equerry and Captain of the 8th Company.

Inquisitor Engel
22-11-2008, 04:24
Actually, Puzuzu is a different way of saying Pazuzu, and Pazuzu was a Babylonian demon of fevers and plagues and a harsh north-easterly wind. Although because he was very antagonistic towards the demon who stole babies, new mothers would often put amulets bearing his likeness above their children. So... they don't get snatched but they get sick and die instead...?

I think Futurama took the name from this chap, although lots of other writers have drawn on the name too.



Yeah, I recalled mention of him being a Mesopotamian God. To be honest, my knowledge of history is a little sketchy prior to the Romans I'd say.

The model should still look like like this ;):

http://www.mektonzeta.com/~conkle/evilphotos/pazuzu/pazuzu12.jpg

Goruax
10-12-2008, 01:00
Been perusing this thread over the past day or so and am very impressed by the level of thought that has been put into these and well done, says I :)

Am looking forward to whatever else you may decide to write up, and I don't care what it is!
Though I would love to see some rules for some next-step Necron Awakening stuff...

MvS
10-12-2008, 14:43
Well, I've just finished marking all my students' mid-term essays and I've got no other pressing work to do, so I'm planning to get back to this thread before too long...

Really glad you've like it so far! :)

Rockerfella
12-01-2009, 19:31
Exceptional stuff.

This is going to sound a little odd, but i'm extremely pleased that you have decided to put your talent once again into something like this.

The idea of the unbound Avatar is superb. In your mind, is this the sort of entity that fought Kaelis Ra during the war in heaven, or something similar?

All we need now is to get Kage to write some fan fiction! :P

Well done MvS.

I'll have another read of it whence i've the time and add something a little more constructive.

Hellebore
13-01-2009, 02:13
MvS are you going to collect them together into a shiny document? I've got Apocalypse style graphics that I can give you if you want.

Hellebore

MvS
13-01-2009, 10:25
Rockerfella: I'm glad you like!

The Unbound Avatar, although massively powerful, is still a fraction of what the unshattered and original physical manifestation of Khaine would have been like - if it existed at all and wasn't an analogy. I think it existed because I like Clash of the Titan type mythology. ;)

To my mind the Unbound Avatar is still a fragment of the greater whole that was Khaine. In the rules I give here, Khaelis Ra is a mere shadow of who he used to be, and even then the Unbound Avatar would find it tricky to beat him. The duel between Khaelis Ra and Khaine 'back in the day' was when both of these entities were at the top of their game - more powerful than can fit into a rules-system I think. :)

Hellebore: Well I'm waiting for the next Firebase to come out as some of this stuff may be appearing in there. Not sure. After that I'd love to make a PDF of these files and your pictures would definitely be welcome. Thanks.

Rockerfella
13-01-2009, 19:56
Fabulous!

So, how, in your mind at least, do you explain the appearance of Khaine on a planet during the war in Heaven in order to do battle with the Night Bringer, without getting into the realms of 'its a metaphor, they were really big ships being directed by other forces' etc. Just curious! :O)

How was he able to manifest at all? How could a warp entity the size of Khaine, collect and coalesce into a single point on the surface of a planet? We know the nightbringer can do it, because of the necrodermis, but how do we explain Khaine?

Cheers. I don't want to derail the thread, so if you have any thoughts on this and have the time, feel free to private me them if you wish!

For the Solitaire, do you plan to have them with quite offensive psychic powers, if any at all, or just close combat killing machines?

Have you ever considered rules for the guardians of the black library, whatever they may be? there are rumours they are uber Solitaires, so.. maybe thats something to chew on too! ;)

Hellebore
14-01-2009, 08:05
It's the graphics from the Apocalypse eldar thing, so they should look more like GW's apocalypse stuff.

TheMartyr451
30-01-2009, 13:30
Great stats and whatnot. Just one question...

Where's Horus? =(
Unless I missed it somewhere.

MvS
30-01-2009, 13:36
Well, as Horus nearly killed the Emperor, giving stats for Horus during the Heresy would be giving stats that inform on the Emperor's own power, and I think the Emperor's powers should remain in the air.

People are always going to disgaree, saying he is too weak or too powerful. :)

massey
04-02-2009, 04:03
Looks good. Love the name on Ananansa. :) Fits perfectly.

MadDoc
04-02-2009, 05:49
Well, as Horus nearly killed the Emperor, giving stats for Horus during the Heresy would be giving stats that inform on the Emperor's own power, and I think the Emperor's powers should remain in the air.

Not to nit-pick but the fluff fairly strongly suggests that the only reason Horus nearly killed the Emperor was because the big E was subconsciously holding back, when he finally realised the Horus he knew and loved was gone (after Horus flayed the Custodian alive in front of the Emperor) and resolved to not hold back, Horus crapped his Termie armour and even the Chaos gods decided that discretion was perhaps the better part of valour (and that the psychic backlash from the Emperor's attack wasn't going to tickle).

Whatever the case, I have to agree that giving stats for either Horus or the Emperor would be a bad idea... they're two singular Individuals of incomparable power... almost like forces of nature, so not really suited for table top stats (even Apocalypse stats).

MvS
05-02-2009, 16:02
Well indeed. Whether Horus is less powerful than the Emperor or not, they are both still great mythological figures who deserve, I think, to remain as powerful as our imagination and plot hooks want/need then to be.


Looks good. Love the name on Ananansa. :) Fits perfectly.
Thanks! :)

Gu Long: Ancient Dragon
02-03-2009, 10:52
Absolutly amazing MvP!!!!!!!! Well played on all accounts. My points would be thus:

Ferrus Manus used Forge Breaker or his hands (Read Fulgrim) and Vulkan had some sort or majorly cool gun crafted for him by Ferrus. Used it after Istvaan V only tho so up to youself.

Only other thing is Solitaire's are ment to be strong for Eldar so i would be tempted to up them to S4.

Fantastic work mate :)

MvS
05-03-2009, 21:15
Yes, I gave him Forgebreaker, then I changed my mind.

Call it the writer in me, but I've opted for some artistic license. It seems to me that Vulkan was more of the Thunder Hammer sort of chap, hammering away at his forge in the heat of his homeworld, while Ferrus was more of an artisan who needed neither hammers nor forges to work even the hardest metals into the most beautiful and cleverly wrought objects.

So I thought, what the Hell. Dropped the hammer. Stuff happens. :)

Glad you liked the rules though!

EDIT:

Solitaires are stronger? I didn't know that...

No-One
06-03-2009, 04:52
one tiny little nit pick i have about mortarion, if i remember correctly, yes he did use his scythe in battle, but he also had some kind of ornate plasma plasma gun/pistol called the Lantern, you should look into it

MvS
06-03-2009, 08:17
Hmm... do you have a reference to point me in the right direction?

It sounds like a nice bit of 'fluff' but again I'm not too worried because Mortarion in the rules I've given here is as he was after acsending to daemonhood. He may not have needed / wanted all his old stuff once he was filled with the power of Chaos.

No-One
06-03-2009, 11:07
here you go bro...

http://wh40k.lexicanum.com/wiki/Mortarion

it doesn't specifically mention whether he carried the Lantern post heresy, but i think it'd be cool to add it in there, might just be me...

Gu Long: Ancient Dragon
06-03-2009, 12:53
fair enough on dropping the hammer, I'd have left him with his hand then (just my op) yeh old rules for solitaires were sick, S4 with like 10A and WS10. gained attks if i mind correctly too. been a while since ive read em :P

MvS
06-03-2009, 14:10
You know I'm tempted for Ferrus just to go barehanded, but I just worry that he wouldn't be a very exciting conversion for those who want to model him - which I do.

I don't know... I'll think about it. I say again, it's very tempting. Hm.

Nightwing
26-04-2009, 23:04
HOLY! The effort you put into this is marvelous! As I long time lurker, I write for the first time to tell you: Keep up the good work!

Just out of curiosity: Why did you start with ROBOUTE GUILLIMAN? =)

And to add something not said yet: Probably Guilliman should have a higher BS, for golden Bolter Shells fired by him is used throughout the Imperium to mark exceptional snipers (reference: Codex Ultramarines, 2nd). Though it isnt necessary (BS 7 is more than enough).

MvS
27-04-2009, 08:25
Thank you Nightwing!

I started with Guilliman simply because he came into my mind first. I'm drawing together a document file of these datasheets and many more, so I might put the Primarchs into alphabetical order. It's not a huge deal though. :)

As for improving Guilliman's BS... I understand your reasoning, but at BS 7 and with a re-roll on all failed misses, the guy is pretty much a crack shot as it is. I don't want him impeding onto Eldar territory after all. ;)

squeekenator
27-04-2009, 20:35
One thing I noticed is that Vulkan's twin-linked heavy flamer can re-roll failed to-wound rolls. It already can, that's what twin-linking it does. Other than that, seems pretty awesome. Good work!

MvS
27-04-2009, 22:29
It...does? I thought twin-linking re-rolled failed misses to hit, no...?

Hellebore
28-04-2009, 00:34
It only does that on weapons that require a to hit roll. Template weapons automatically hit so they make them reroll failed to wound rolls instead.

Hellebore

marineowar
28-04-2009, 10:29
Wow...
I have neither 5th edition nor Apocalypse, so I'm not entirely certain about some of the special rules, but I can guess enough to get me by. I'd love to see to see the assault on the Imperial Palace with the Primarchs, maybe on a 12x8 or bigger board. That'd be cool.

I'd really love to see the Phoenix Lords versus an equivilent points value of... well, of anything. But a hoard for preference. Some sort of "Hold the line" senario (like the final battle in Xmen 3) with no turn limit and the enemy has meatgrinder. Just to see how many turns they last for.

Awesome stuff MvS, looking forward to seeing more

MvS
29-04-2009, 11:09
It only does that on weapons that require a to hit roll. Template weapons automatically hit so they make them reroll failed to wound rolls instead.

Hellebore
Aha. Of course. I'll fix it.

Admiral Halsey
29-04-2009, 19:02
Damned. Awesome. People like you should replace the current GW design team.

Screw the money! We have rules... (Ref, Yugiohabridgeseries)

MvS
01-05-2009, 11:55
Thank you. All. :)

I'm posting some new files in another thread shortly. Unfortunately I don't have PDF making software so I'll be chopping a pretty substantial Word file into more digestable sizes for this forum.

MvS
01-05-2009, 14:15
Here we go, the link to a PDF of all of this stuff and more:

http://www.warseer.com/forums/showthread.php?t=196787

Mewy
16-06-2009, 12:51
MvS, i would just like to say absolutely magnificent job on the PDF. Me and my gaming group have been trying to make our own rules and conversions for the primarchs (we've got models for Horus, Dorn, Fulgrim and Mortarian but unfortunately Konrad was stolen and thrown into a lake) and I'm getting a headache finding information on all of them and compiling it all. Your PDF is an excellent help in pointing me right with our versions for our playstyle (and we want them strictly pre-heresy, so the traitors will be written as loyalists)

Hope you continue doing the work GW should be! We need imaginations like yours for the hobby to stay alive.

Necrotyr18
31-07-2009, 03:02
Could just be me nit picking but "AMON CHAKAI, THE EYE OF TZEENTCH" doesn't have "We are Legion" so all of those nine powers would be used on the same unit.