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Ex-guest
14-12-2005, 06:36
Lion El’Johnson

Stats:

Lion WS BS S T W I A Ld. Sv. Points
8 5 6 6 4 6 5 10 2+ in excess of ~ 300
Only a Dark Angel Army of 2,000 points or more may include Lion El’Johnson.

Equipment: Artificer Armour, Frag Grenades, Lion Sword, Ancient Plasma Pistol and the Lion Helm.

Special Rules:
Stubborn: Lion El’Johnson and his Dark Angel kin are know for their tenacity in combat.
The Lion is treated as being Stubborn and will not Fall Back and always passes morale checks even when failure is normally automatic. He may still be pinned as normal and will confer this rule to any unit he joins.

Lion Sword: An ancient masterly crafted weapon of great potency. When wielded by Johnson it becomes a destructive weapon of divine retribution. The Sword counts as a power weapon and any rolls of 6 to wound will automatically wound any model regardless of toughness and will kill it out right no matter how many wounds it has.
In addition Lions’ Str. + 2D6 are rolled for armour penetration.

Lion Helm: The Lion Helm is a potent artifact for the Dark Angels currently it is carried by a helm bearer one of the Watchers in the Dark but when connected to the Lions armour and its power re-lays it’s range is increased. This counts as a normal Lion Helm (but is carried by Lion not a helm bearer) except it has a 6” range.

Ancient Plasma Pistol: This weapon counts as a master-crafted plasma pistol except that it does not suffer from the Gets Hot rule and it always counts as being stationary, i.e. Johnson may always choose to fire the weapon twice.

Master Tactician: Johnson was renowned for his careful planning and as an excellent strategist, second only to Horus. The Dark Angel player may re-roll any failed reserve rolls and after the opponent has set up the player may redeploy one of his units or vehicles (on the board, not in reserve) anywhere within his deployment zone or within the bounds of deployment restrictions.

Chaos Bane: Growing up Johnson and his followers battled across Caliban against many chaos beasts. His presence is unnerving to daemons of whom he is anathema to, any Daemon (and Daemonvessels) within 6” of Johnson suffers -1 modifier to its Leadership.
Note this does not include Eldar Avatars as written in Codex: Daemonhunters.

Iron Constitution: Being a Primarch Johnson has the power of being quite resilient against most weaponry. When his last wound is removed roll a D6, if a 4+ is rolled he passes and he stands back up with one wound remaining.

Independent Character: Lion El’Johnson Always counts as an Independent Character and may join/leave units at the players will as normal.

Ex-guest
14-12-2005, 06:36
Corax of the Raven Guard:

Stats:
Corax WS BS S T W I A Ld. Sv. Pts.
8 5 6 6 4 6 5 10 3+/4+* Lots
Only a Raven Guard army of 1500 points may include Corax.

Equipment: Lightning Claw, Bolt Pistol, Frag Grenades, Power Field (*Gives 4+ Inv. Save).

Special Rules:

Deep Strike and Infiltrate: Corax may both Deep Strike or Infiltrate as described in the Warhammer 40,000 Rulebook. May be used even if not normally allowed.

Fearless: Corax was one of the Emperors own progeny. He counts as being Fearless and will pass all Morale and Pinning Checks even if failure is normally automatic. Any unit he joins also receives this ability.

Meticulous Planner: Corax was a master at striking quickly and effectively never with any more force than is required. His famous caution and judgment was found to make many enemies plans undone. He has the following effects:

All Reserve Rolls gain +1 modifier.

Any units capable of Deep Striking or Infiltrating may do so even if the mission does not normally allow it.

In addition any Scout squad may redeploy (once) any where on the table, within confines of deployment rules and restrictions, before the first turn and after you’re opponent sets up.


Chaos Bane: His presence is unnerving to daemons of whom he is anathema to, any Daemon (and Daemonvessels) within 6” of Corax suffers -1 modifier to its Leadership. Note this does not include Eldar Avatars as written in Codex: Daemonhunters.

Iron Constitution: Being a Primarch Corax has the power of being quite resilient against most weaponry. When his last wound is removed roll a D6, if a 4+ is rolled he passes and he stands back up with one wound remaining.

Independent Character: Corax always counts as an Independent Character and may join/leave units at the players will as normal.

Ex-guest
14-12-2005, 06:37
Vulkan of the Salamanders


Vulkan WS BS S T W I A Ld. Sv. Points
8 5 6 7 5 6 5 10 2+ in excess of ~ 300
Only a Salamander Army of 2,000 points or more may include Vulkan. The army may not take Chaplain Xavier if it includes Vulkan.

Equipment: Thunder Hammer, Fire Drake Mantle, Vulkan’s Sigil, and Artificer Armour.

Special Rules:
Fire Drake Mantle: This Cape is fashioned from the hide of a Salamander Firedrake slain by Vulkan during his competition with the Emperor when he first arrived on Nocturne. The hide, with in woven Adamantium plate and lead lining inscribed with powerful pentagrammic wards, is so tough that many weapons and psychic powers have no affect against it. Any weapon that has a set to wound roll, e.g. a sniper rifle, has no affect on Vulkan, he is immune to these weapons. In addition any CCW that causes instant death due to special rules (e.g. Harlequins Kiss) may only cause single wounds, they’re ability to cause Instant Death on Vulkan is negated. Also the Mantle incorporates a 3+ save against any psychic power directed at Vulkan and his unit if any.

Vulkan’s Sigil: Currently wielded by Chaplain Xavier, the sigil was Vulkan’s sign of office in the shape of a hammer. The sigil is such a powerful symbol that it inspires fortitude in other Salamanders nearby. Any Salamander unit with at least one model within 12” of Vulkan counts as being Stubborn and will pass any morale checks it is required to make. It may still be pinned as normal.

Fearless: Vulkan counts as being Fearless and will pass all Morale and Pinning Checks even if failure is normally automatic. Any unit he joins also receives this ability.

Chaos Bane: Vulkan His presence is unnerving to daemons of whom he is anathema to, any Daemon (and Daemonvessels) within 6” of Vulkan suffers -1 modifier to its Leadership.
Note this does not include Eldar Avatars as written in Codex: Daemonhunters.

Iron Constitution: Being a Primarch, Vulkan has the power of being quite resilient against most weaponry. When his last wound is removed roll a D6, if a 3+ is rolled he passes and he stands back up with one wound remaining.

Independent Character: Vulkan always counts as an Independent Character and may join/leave units at the players will as normal.

Brizzle
14-12-2005, 22:00
Nice, but I'd think Johnson would be Fearless himself. Maybe he makes any allies stubborn?
I do like the rules for the Lion Sword.

Ex-guest
15-12-2005, 01:26
The reason why he's stubborn is influenced from the Dark Angel novel, i forget the name, saying he was less 'loyal' than he appeared.

mfv
15-12-2005, 02:02
WHAT ABOUT RUSS:confused: