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Daemon Primarchs by Couchmonster

 Post subject: Daemon Primarchs by Couchmonster
PostPosted: Tue Dec 16, 2008 5:10 pm 
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I came up with these not too long ago & had them up on Warseer, so, I thought I'd put em up here for you guys to.

I've had to upload the word file as the pdf is slightly too big, grrr. If anyone would like the pdf version just PM me.


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 Post subject: Daemon Primarchs by Couchmonster
PostPosted: Tue Dec 16, 2008 5:17 pm 
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Very neat!

I was working on something similar, but now it looks like I don't have to.

Great work!

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 Post subject: Daemon Primarchs by Couchmonster
PostPosted: Tue Dec 16, 2008 5:29 pm 
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Interesting ideas. You need to do a bit more work on the Criticals. Mortarion and Fulgrim's really aren't that bad, Angrons will have the same "beneficial critical" problems that the old Banelord critical did (i.e. you have him forward and odds are he will slam into an enemy unit when he criticals). Comapred to Manus' where he leaves the field when he receives a crit the others look quite tame.

Aside from that they look fun

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 Post subject: Daemon Primarchs by Couchmonster
PostPosted: Wed Dec 17, 2008 11:21 pm 
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I like it.  A few quick suggestions...


They should all have "Daemonic Focus" instead of "Chaos Icon."

Mort, Magnus and Angron are winged, so they should have Jump Pack ability.  Fulgrim should probably get some sort of special movement for his snake body as well, maybe 20cm move with Infiltrate.

All are humanoid and dextrous, so they should probably all have Walker ability.

Generally, a description of "sucked back into the warp" for daemons means they are gone and cannot be re-summoned.  It's not the re-summoning that's the issue (being automatic on the Primarch's death rather than a critical means I don't think it's excessive that they can come back).  I just think it will cause confusion to use such similar flavor text with different mechanics.

Mort's Nurgle's Rot is different than what Lord_I has been working on for the Death Guard.  They should probably be the same so you don't have 2 mechanics with the same name.

If I'm reading it correctly, the Blood Rage on Angron produces about 1/3 point of damage on him every time he assaults with a chance of hitting himself for 2 points of damage (1 in 6 chance of TK hit * 2 chances from Blood Rage's +2EA).  That seems pretty harsh, since CC is literally his only attack.

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 Post subject: Daemon Primarchs by Couchmonster
PostPosted: Thu Dec 18, 2008 4:36 pm 
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All comments on board new version with revisions on the way  :cool:


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 Post subject: Daemon Primarchs by Couchmonster
PostPosted: Sun Dec 21, 2008 8:44 pm 
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I did my version of Angron a couple of months ago just for fun. Never tried it but could do it in the future... :tongue:

Angron, Primarch of the World Eaters (500 pts)

Type Speed Armour Close combat Firefight
War Engine 30cm 4+ 2+ -

Weapon Range Firepower Notes
Possessed Weapon (Base contact) Assault Weapon Titan killer, Extra Attack (+3)

BloodRage of Khorne (Base Contact) Assault Weapon Titan Killer, Extra Attacks (+1)

Notes: Damage Capacity 3, Supreme Commander, Leader, Inspiring, Walker, Wings (count as Jump Pack), Invulnerable Save, Reinforced Armour, Teleport, Fearless.

Critical Hit Effect: Angron is driven into a daemonic rage and immediately moves 2D6cm in a
random direction. If this move takes the Primarch into impassable terrain or another unit it can’t move over
then it stops when it contacts the obstruction and suffers an extra point of damage. If Angron rampages
into or over any units then they will take a hit on a D6 roll of 4+ (make saving throws for the units
normally).

Retinue: Angron can start the battle with any number of bloodthisters taken from the daemon pool, there´s no need to summon them. He counts as having a chaos icon, so the daemons will remain on the battlefield at the end of each turn while Angron is alive. If Angron dies, all the daemons in the formation will be dragged back into the warp with the Primarch and destroyed.

BloodRage of Khorne: Angron and all the daemons in the formation, must always advance towards the nearest enemy and will make a charge action if possible. He can´t take the following actions: Marshall, Overwatch, Sustained fire, single.





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 Post subject: Daemon Primarchs by Couchmonster
PostPosted: Sun Dec 21, 2008 9:06 pm 
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Are those Titan Killer attacks Titan Killer (1)?


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 Post subject: Daemon Primarchs by Couchmonster
PostPosted: Sun Dec 21, 2008 10:17 pm 
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Quote: (vytzka @ 21 Dec. 2008, 20:06 )

Are those Titan Killer attacks Titan Killer (1)?

Yes. I have edited the post.


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 Post subject: Daemon Primarchs by Couchmonster
PostPosted: Tue May 19, 2009 11:23 am 
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Ok. It's been a while but I've finally got around to it & have made the changes. Thanks to nealhunt & Shermo for your help.

So here you go the new version;


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 Post subject: Daemon Primarchs by Couchmonster
PostPosted: Tue May 19, 2009 4:21 pm 
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Looking cool!  Have you playtested them at all?

I'd really like to include these in an appendix of the "EPIC: Black Crusade" supplement if you're up for that!

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 Post subject: Daemon Primarchs by Couchmonster
PostPosted: Tue May 19, 2009 5:02 pm 
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I've managed playtesting of Magnus & Mortarion & they were great fun, for me & my opponents.

I'm going to have a bash at the others soon but I don't forsee any problems with them.

I'd really like to include these in an appendix of the "EPIC: Black Crusade" supplement if you're up for that!


It'd be my pleasure!

If anyone else gets a game in with these badboys I'd love to hear you opinions/suggestions.

Cheers

CM

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