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Blood Vow

Happiness is success... (Buddha)
Showing posts with label Primarchs. Show all posts
Showing posts with label Primarchs. Show all posts

Friday, September 28, 2012

Fulgrim, Primarch of the Emperor's Children


Fulgrim (380)
Primarch of the Emperor's Children

Stats
WS8-BS6-S6-T6-W6-I8-A5-Ld10-Sv2+

Unit Type Infantry (Character)

Unit Character 1 (Unique)

Wargear
• The Gilded Panoply 2+ Armour, 5++ Invulnerable (3++ in melee); Should Fulgrim pass an armor or Invulnerable save on the roll of a 6then the unit that inflicted the wound must pass an initiative test or be Blinded
• The Blade of the Laer S(As User), AP2; Melee, Rending, Specialist Weapon, Two-Handed
• Fire Brand - Master Crafted Volkite Charger which also has Shred
• Krak and Plasma Grenades

Special Rules
- Primarch - Sire of the Emperor's Children Fulgrim has Crusader and must always issue and accept challenges if there is someone in combat with WS5 or higher; whilst Fulgrim is on the board, all Emperor's Children units gain +2 to combat resolution and may reroll reserves
- Sublime Swordsman Fulgrim gains an extra attack for each point his initiative is above his opponent's
- Strategic Planning A single Warlord Trait from any table may be chosenl

Tuesday, September 25, 2012

Mortation, Primarch of the Death Guard


Mortarion  (425)
Primarch of the Death Guard

Stats
WS7-BS5-S6-T7-W7-I5-A5-Ld10-Sv 2+

Unit Type - Infantry (Character)

Unit Character: 1 (Unique)

Wargear
• Barbarian Plate (2+ Armour Save, 4+ Invulnerable Save)
• Silence (S +1, AP2; Melee, Instant Death, Sunder -may re-roll armour penetration rolls, Unwieldy, Two Handed, Sweep Attack -may exchange attacks to attack every model in base contact)
• The Lantern (Range: 18", S8, AP2; Assault 1, Sunder)
• Frag Grenades • Phospex Bombs (unlimited) - Range: 12"

Special Rules
Primarch Sire of the Death Guard: - All Death Guard are Stubborn - Their frag grenades, frag missiles, and Havoc Launchers have Poisoned (4+)

Shadow of the Reaper: - Leadership against Fear tests caused by Mortarion suffer a -1 penalty - If he isn't locked in combat or embarked in a transport in the owning player's shooting phase then Mortarion may be redeployed (not deep strike) by passing a Ld test - must be within 10" of his starting position and may not finish within 3" of an enemy unit - may not be placed in a transport, building, or impassable terrain - if Mortation was attached to a unit then he leaves it - Mortation may declare charges after performing this move but it counts as disordered

Preternatural Resilience - Mortarion re-rolls failed Toughness tests and "It Will Not Die!" rolls - Automatically passes any dangerous terrain - Any weapon that wounds on a flat dice roll (e.g., Poison) will only hurt Mortarion on a roll to wound of 6 - Witch Spite - Deny the Witch on 4+ - Very Bulky