Who I am.....

I am Sheldon(Sheltanic) and I run the Warhammer 40K Wednesdays at GAMEBUSTERS store in Granite City Illinois, (suburb of St. Louis). These are my Battle Reports, Musings, funnies, and random tidbits of info I find relevant or not, all about Warhammer 40K.

Monday, March 31, 2014

Primarch stats


Forgeworld Openday revealed quite a bit.  Click for rules for four of your favorite Primarchs!




Primarch Special Rules - HH:3 Extermination via Brother Garrod



Perturabo

ws 8 bs 6 s 7 t 6 w 6 i 5 a 4 ld 10 sv 2+

wargear- 

The Logos

Frag grenades

special rules- primarch ( as the others )

sire of the iron warriors

relentless strategist

precision bombardment

very bulk

sire of the iron warriors - 

all iron warriors in the same army as perturabo gain the stubborn usr

relentless strategist -

may start rolling for reserves on turn 1

precision bombardment -

once per game may call down a bombardment

( may draw line of sight from himself or any friendly model with a nuncio - vox )

range - unlimited - str 9 ap 2 ord D3, barrage large blast ( 5") twin-linked 

the logos -

2+ armour save, all cc attacks ap 2 , immunity to concussive and blind , teleport homer , cortex controller , nuncio -vox , cognis signum 

perturabo and all iron warrior terminators gain deep strike.

wrist cannon

range- 24" str 6 ap 3 assault 3 , twin linked , rending.


Forgebreaker - after ferrus manus's death , is granted the hammer by horus . + extra points to equip ]

forgebreaker - range - str x2 ap 1 melee , concussive , strikedown , unwieldy , blind 


dedicated transport - shadowsword super heavy tank in games of + 3000 points , with a single titan void shield , transport capacity of 15 with access point on rear - does not take up a lord of war choice

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Alpharius

ws 7 bs 7 s 6 t 6 w 6 i 6 a 5 ld 10 sv 2+

special rules 

primarch 

sire of the alpha legion

one of many

insidious mastermind

bulky

wargear

the pythian scales

venom spheres

master crafted plasma blaster

the pale spear

nuncio vox

cognis signum

camelioline

sire of the alpha legion

preferred enemy ( everything ) ( lol )

counter attack , move through cover , scout , crusader ( only applies once revealed )

all alpha legion models in the same army gain preferred enemy 9 everything ) while revealed and on the table

one of many

after both sides have deployed controlling player secretly notes which squad he's hiding in

any alpha legion unit is eligible

may be revealed at the start of any controlling players turn from turn 2 onwards

immediately replaces a single rank and file model from the unit

if he is a unit that is falling back , once revealed , it automatically rallies

if chosen unit destroyed , placed in ongoing reserve

auto revealed on turn 5

insidious mastermind

if he is the armies warlord:

may seize initiative on a 4+

units arriving via outflank add + d3 to movement on arrival

from second turn onwards , should an enemy unit be successfully brought on from reserve , and the alpha legion also army contains an identical unit also held in reserve ,( eg tactical squad fro tactical squad ) on a 4+ the alpha legion squad shows up instead

( alpha legion units that arrive via this method may gain the movement bonus from this rule and be targeted by interceptor as normal )

the pythian scales

2+ / 4+ ignores poison and fleshbane

the pale spear

range - str user ap 1 melee , armourbane , instant death , two handed

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Rogal Dorn

ws 8 bs 5 s 6 t 6 w 6 i 5 a 4 ld 10 sv 2+

special rules

primarch

sire of the imperial fists

sundering blow

unshakeable defence

bulky

wargear

the auric armour

storms teeth

the voice of terra

teleport homer

frag grenades

sire of the imperial fists

all imperial fist models may use his leadership rather than their own for leadership and pinning tests

both down and any imperial fists add + D3 to their assault result result to determine who wins an assault while his model is in play

Phalanx breacher squads may be chosen as troops for an imperial fists army with dorn as it's warlord.

sundering blow

may halve attacks to increase strength by + 2 and gain instant death

unshakeable defence

may select upto 3 fortifications after deployment.

any cover saves of 1 and pinning tests taken by models in these fortifications may be re-rolled

auric armour

2+ /4+

no attack may wound dorn on better than a 3+ regardless of it's strength or special rules ( this does not affect destroyer weapons )

storms teeth

range - str user ap 2 melee , shred, rampage , unwieldy 

the voice of terra

range 24" str 5 ap 4 salvo 3/5 rending

dedicated transport 

in games of 3000+ only

thunderhawk gunship with turbo laser , a single titan void shield , it will not die , and a 4+ invulnerable save against any missile attack - does not take up a lord of war choice)

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Corvus Corax

ws 7 bs 6 s 6 t 6 w 6 i 7 a 6 ld 10 sv 2+

special rules

primarch

sire of the raven guard

the shadowed lord

hit and run

bulky

wargear

the sable armour

the panoply of the raven lord

frag grenades

shroud bombs

the korvidine pinions

two archeotech pistols

sire of the raven guard

corax gains + 1 initiative and +1 strength on any turn in which he charges

all models with the raven guard special rule in the same force , gain acute senses and their run roll is always counted as a six

the shadowed lord

unless part of a unit , if corax is not the closest target or the firing unit is a psyker or daemon or another primarch , only snap shots may be taken against him.

at the start of the controlling players turn , may be removed from play and placed into ongoing reserves- may even be withdrawn from close combat in this manner , but ONLY if his initiative is higher than his opponents

the sable armour

2+ / 5+

any enemy deep striking within 12" of corax will suffer a deep strike mishap on any roll of a double on their scatter roll.

enemy teleport homers ( and similar devices ) do not function within this radius

the panoply of the raven lord

range - str user ap 2 melee , shred , blind , two handed , fighting style

fighting style - at the beginning of each assault phase , may choose one of the following styles .

death strike - all to wound rolls of 5+ wound the target regardless of toughness and any rolls to vehicles gain + 3 to armour penetration

scourge - corax gains D3 extra attacks

shadow walk - imposes a - 1 penalty to hit rolls of every enemy model which attacks him in an assault phase until the beginning of the controlling players next assault phase ]

the korvidine pinions

gains jump infantry

may always make hammer of wrath attacks when making assaults , regardless of other factors , such hammer of wrath attacks causing D3 hits at str 5 ap 3.

when deploying via deep strike , scatter may be re-rolled if controlling player wishes 

should a mishap be rolled , then delayed result automatically applies

when making a jump pack move , may make a vector strike attack

( rules also for damaged corax later in the campaign , loses jump pack , pistols down to 5 wounds and 5 attacks , armour is 3+ / 5+

carries salvaged heavy bolter which becomes assault 3. gains hatred of all enemy legions on istvaan V)



Images by Kurt Metz - see all 18 Primarchs here

~And that in a nutshell is the kind of awesomesauce that makes the Horus Heresy series worth every penny!  What rule is your favorite?



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