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 Rêgles de primarques space marine

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glloq59
Colonel
glloq59


Masculin Nombre de messages : 1772
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Date d'inscription : 24/06/2004

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MessageSujet: Rêgles de primarques space marine   Rêgles de primarques space marine EmptySam 25 Déc - 18:37

Salut, je viens de trouver sur un forum dédié aux space marines des rêgles en anglais pour jouer chaque primarque.
Je vais tous vous les poster pour que vous puissiez avoir votre opinion dessus.
Je ferais 1 post par primarque.
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glloq59
Colonel
glloq59


Masculin Nombre de messages : 1772
Age : 39
Localisation : Hoth, Nord
Armée : GI(paras et compagnie blindée),SM
Loisirs : Glander
Date d'inscription : 24/06/2004

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MessageSujet: Re: Rêgles de primarques space marine   Rêgles de primarques space marine EmptySam 25 Déc - 18:39

Basic Primarch Stats

Ws6 Bs6 S5 T5 W5 I6 A5 Ld10 Sv2+, 4+Inv

Warp Energy: The Primarchs were infused with latent psychic abilities. Much of their physical prowess was owed to these powers, especially their toughness. A Primarch can never be insta-killed by any existing rule. Also, each Primarch has a psychic ward providing him an invulnerable save taken in addition to any normal armor or invulnerable saves, this ward cannot be negated by any weapon. When a primarch must use this rule all of his other invulnarable saves will be ignored for the rest of the battle and the only one he can use is the one provided by Warp Energy; the damage received was so much the other devices or powers granting him an invulnerable save were overcharged.

Chaos Bane: Primarchs were anathema to Chaos entities, and their merest touch would cause daemons of the warp to cower in fear. A Primarch will always wound daemonic entities on a 3+ or better.

Vitality: The pure psychic energy channeled through the Primarchs enables them to recover lost strength and heal faster than even a Space Marine. At the start of his own turn an injured Primarch regains one wound on a roll of a 6. On a roll of 1 chaotic warp energies surrounding him will block his psychic healing; the Primarch wont be able to use this rule for the rest of the battle.

Leader of Men: Any friendly unit with LOS to at least one Primarch can re-roll failed Morale Checks (cumulative with items such as Imperial Guard standards). Space Marines from a Primarch’s Legion can re-roll whether they have LOS or not, and may rally using “And they shall know no fear” (if applicable) even if the enemy is within 6”.

Great hero of legend (Golden rule): The Primarch were powerful and legendary beings even in their own times. You can include a primarch in your army only if your opponent agrees and if you are playing a 3000+ points battle (excluding Primarch's cost). A Primarch will count as the two HQ options of the army. You can only play a Primarch with his own legion/chapter; if playing with two or more detachements, you can include an imperial guard army but you can only include one HQ at those other detachements. Your opponent will receive 500 free army points he can use in any way.

Historical errata: All games played using a Primarch must be labeled as 'historical'. If the odds are extremely bad and a Primarch is "killed" in a game it will be suppossed he just fell seriously wounded and with all of his strength exausted but still alive. Even if he is not technically killed, he will grant his victory points if defeated.
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MessageSujet: Re: Rêgles de primarques space marine   Rêgles de primarques space marine EmptySam 25 Déc - 18:39

Jaghatai Khan.- Primarch of the White Scars Space Marine Legion.

Ws6 Bs6 S5 T5 W5 I6 A5 Ld10 Sv2+

Equipment.-
Armor of the great Khan: Artificer armor.

Ward necklace: 5+ Inv save.

Spear of the Khans: 18”, S10 Ap1, Assault 1 Blast. No willing to be trained in more propper ways of using his psychic powers, Jaghatai was able to focus his wild powers in this weapon, giving it awesome powers. As he dont knew how to measure his powers, this attack drains all his psychic energy being able to do it only once per battle.

Jaghatai's scimitar: Master crafted power weapon. +1S if charging.

Master crafted bolt pistol.


Special Rules.-
White Scar: If a White Scars army is included on Jaghatai's side, all White Scars special rules apply.

Strike like Lightning: All White Scars in battle with Jaghatai are treated as if under the influence of a horsetail talisman (may choose to not shoot and move D6 inches). The White Scars are therefore allowed to take a Holy Relic and Chapter Banner as per the normal Codex: Space Marine rules.

Mounted: Khan travels into battle in either his personal Rhino or personal bike at the player’s discretion.

-Rhino: counts as 13-13-12 Rhino with extra armor and a 5+ Inv save against shooting. Only Jaghatai and his personal command squad can be transported in this rhino.

-Bike: When mounted on his bike, Jaghatai is able to dodge some of the attacks directed to him. As long as he moved at least 6" in his last movement phase he gains a 5+ invulnerable save. If he moves the full 12" failed armor saves (no invulnerable ones) can also be rerolled. As long as Jaghatais is on his bike, he will never join any other unit. He can dismount and mount it again in any of his movement phases as if his bike was a transport vehicle.

Countercharge: Such is the speed and ferocity of Khan that units charging him or a unit he has joined do not receive +1A for charging.

Outflank: D6 bike-mounted White Scars units may use the Flankers special rule as described in IA White Scars in any mission where the White Scars army is the attacker. (Even if mounted on his bike, Jaghatai himself may not use this rule.)

Cruel: Many knew of Jaghatai's cruelty when dealing with the enemy, something that made many people, even allies, geared him. All units (friend or foe) making any moral check within 12" from Jaghatai will receive a -2Ld.
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glloq59


Masculin Nombre de messages : 1772
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MessageSujet: Re: Rêgles de primarques space marine   Rêgles de primarques space marine EmptySam 25 Déc - 18:40

Konrad Curze.- Primarch of the Night Lords Space Marine Legion.

WS6 BS6 S5 T5 W5 I6 A5(6) Ld10 SV2+ INV4+

Wargear: Artificer Armour, Talons of Darkness, jump pack (re-rolls difficult terrain tests), Needle pistol, Melta bombs.

Special Rules:

Talons of Darkness: The Night Haunter tears his opponents to shreds with his bare hands. He fights as if equipped with Master Crafted Lightning Claws (bonus attack included above).

Needle Pistol: Curze has two Needle Pistols incorporated into the vambraces of his armour.
Each Needle pistol fires crystalline shards of pure venom, similar to the some types of Imperial sniper rifles. However, these special weapons, once used by an infamous crime lord on Nostramo, fire toxins of potency unknown to many outside of the Adeptus Assasinorium Venenum temple.

Profile
Needle Pistol S- Range12 AP- Type Pistol + Wounds target on 2+, fires twice


Night Haunter: If the night fight special rule is in use, Curze can force any enemy squad shooting at him to re-roll their vision test. In addition, as long as the night fight special rule is in use Curze may not be hit on better than a 4+ in close combat, even with attacks that always hit on better than a 4+.

Son of the Night: The Night Haunter is exceptionally stealthy and fast, said to be able to see in the dark as perfectly as in broad daylight, consequently in Night Fight Scenarios his I is increased to 8.

Lone Wolf: Grim, melancholy and maudlin, Curze never settles in social situations, consequently Night Haunter always stalks the battlefield alone and will never be accompanied by a retinue.

Rule by Fear: Any friendly unit within 12” of Curze which would fall back due to failing a Morale check automatically passes their test for that turn. Remove the squad leader from play as Curze has either killed him or ordered him killed as an example to the rest of the squad. This rule may only be used once per game by each unit, once their leader is dead they are affected by Morale checks as normal and fall back an extra D6 distance straight away from Curze to escape his wrath, even if this means they move closer to the enemy or die due to crossfire.

Terror: Any enemy unit beaten in a hand-to-hand involving Curze can be forced to re-roll their Morale test.

Night Attack: In scenarios using Night Fight rules, Konrad and his marines are always the attackers. In scenarios where the Night Fight rules are chosen by a d6 roll you may force the result to be rerolled.

Psychic Powers:

Veil of darkness: Living in darkness since a child, Konrad used it as one of his best weapons and his safest shelter. Even when beautiful and comfortable, light pierced both his eyes and heart, making him to desire the protection of his homeworld's darkness. This same desire allowed him to use his psychic talents to rip a small fraction of the reality fabric, creating a small area where darkness always prevails and even the brightest light is dimmed.
If the psychic test is passed, you can place an ordenance blast marker at a maximum range of 36" (blast's center to Konrad's base). Everything inside this marker will follow the 'Night Fight' special rules. At the start of each turn (own or enemie's) you may make a psychic check to make this power remain in play. If doing so, you are allowed to move it 6" to any direction each new turn it remains in play. If Konrad suffers the effects of the 'DarkVisions' rule, the darkness is removed.

Dark Visions: Once per turn, in either the shooting or enemy’s close-combat phase, Curze may force all successful hits against him from one enemy model to be re-rolled.
If all re-rolled attacks hit, Curze is overcome by visions of his demise. Roll a 1d6 and check the following table.
1: Automatically casts 'Veil of darkness' over him.
2: Nothing happens.
3: Wont move, shot nor charge for one full turn.
4: Cant use any of his special rules.
5: Wont move, shot nor charge for one full turn. Cant use any of his special rules.
6: Wont move, shot nor charge for one full turn. Cant use any of his special rules and uses the profile of a standard marine.
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MessageSujet: Re: Rêgles de primarques space marine   Rêgles de primarques space marine EmptySam 25 Déc - 18:40

Leman Russ.- Primarch of the Space Wolves Space Marine Legion.

Ws6 Bs6 S6 T5 W5 I6 A5 Ld10 Sv2+, 4+Inv

Equipment.-

Russ armor: Artificer armor.

Belt of Russ: This device, always attached to Leman Russ' armor, provides an energy field around its wearer giving him a 4+ Invulnerable save.

Frostblade Mjalnar: First among these feared frost weapons, Mjalnar sang a simphony of destruction everytime Russ wielded it. Count it as a master crafted power weapon. All invulnerable saves receive a -2 penalty, 6+ being the limit.

Master Crafted Bolt pistol.

Special Rules.-

Giant fenrisian wolves "Fenri" & "Greki": Leman Russ' brothers, these giant wolves were always by his side. When Russ was king for all Fenris' people, Fenri and Greki were also kings of all Fenrisian wolves. The howls were the signal Space Wolves were near and enemy could see how space marine and wolf battled side by side.

Ws5 Bs0 S5 T4 W2 I6 A3 Sv6+ Inv6+

They always stay within 2" from Russ.

You can include up to 2 wolf packs from Fenri or Greki tribes:

Ws4 Bs0 S4 T4 W1 I4 A1 Sv6+
Unit: Each pack contains 5 Fenrisian wolves.
Tribe: You can choose to which tribe the pack belongs to:
Fenri.- Move 10", charges 10" and makes sweeping advances with 3d6.
Greki.- All to hit rolls of 6 give a -1 armor save penalty.

Stubborn: Such is his ferocity and bravery not even the worst odds will dismay him. When Russ is on his last wound, he gains +1A and becomes fearless.

Impetuous: Russ and any unit he joins always perform a sweeping advance after winning close combat.

Cold Fury: Even when he was seen by his brothers as a barbarian, uneducated in the ways of the warp, Leman Russ used his psychic skills in a very wild way allowing these energies to give strength to his body. Russ can give up all his normal attacks to land one crushing blow at twice his strength (10), that hits like a normal attack (Ws6, I6), doing 2 wounds rather than 1 and adding +1 on vehicle damage charts.

Howl of the Great Wolf: Russ was a leader of renown and all Space Wolves would follow him even to the same hell if it was needed. Once per game, at the start of the close combat phase, Russ can shout his warcry. All Space Wolf units on the board, go into a frenzy and get +1A each for that close combat phase only.

Shadow of the Wulfen: The Fenris' elders tell a legend about a great wolf, Wulfen, stronger than anyone else but blinded with a vicious fury and a berseker rage it made impossible for it to live among its own pack. Russ suffers silently as he battles against what will be known later as the 'Mark of the Wulfen'. Even when too strong to fall in this state of madness, he suffers from suddenly surges of fury and rage. At the start of every turn (even opponent's one) roll 1d6. In a roll of 1 he is possesed by the Wulfen fury, ignoring both the general primarch's and previous rules and using only the following:

WS6 BS0 S8 T5 W5 I8 A5 Sv4+ Inv6+
-Moves at 10" and assaults at 10".
-Will always assault if able.
-He always consolidates, never performs sweeping advances.
-Never falls back.
-Can't join units. If already in one, even his command squad, he will leave it moving 2" and becoming an independient character. This squad will fight as normal.
-Will assault always if it is possible. If assaulting a squad already fighting against allies troops and all enemies are killed, all Russ' remaining hits must be allocated to the ally squad.
-These effects last until end of turn.
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glloq59


Masculin Nombre de messages : 1772
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Date d'inscription : 24/06/2004

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MessageSujet: Re: Rêgles de primarques space marine   Rêgles de primarques space marine EmptySam 25 Déc - 18:41

Lion’el Jonson.- Primarch of the Dark Angels Space Marine Legion.

Ws6 Bs6 S5 T5 W5 I8 A5 Ld10 Sv2+, 4+Inv

Equipment:
ARTIFICER ARMOUR: save included above.

LION SWORD: Created by skilled artisans and imprinted with part of the emperor’s psychic powers, this weapon exists both in the material world and in the warp realm at the same time, providing it the ability to negate the powers of chaos and to truly destroy them. It counts as a master crafted power weapon. When fighting against any kind of daemon or miniature with a chaos mark or gift, this weapon negates any invulnerable save.

LION HELM: Supposed to be a craft from the dark age of technology and given as a gift by the emperor himself, this device feeds from Jonson’s psychic energies and projects a force field all over him and some of his nearest men. He and all miniatures within 4” receive a 4+ invulnerable save.

MASTER CRAFTED BOLT PISTOL.

FRAG GRENADES.

Special Rules:
GREAT LEADER OF MEN: Jonson is capable of showing the humanity’s golden age the emperor will bring to all with very little effort, raising the moral to everyone hearing him. He can convince anyone to make his role in the new age to come and die for this if it is needed. As long as Jonson remains in play all Dark Angels and allies are affected by a deep faith and pass all moral checks automatically, even those that would fail automatically.

MASTER TACTICS: All the years he spent at Caliban’s in total solitude gave him a great inner understanding that made him to better understand the teachings given to him by the emperor and war master Horus, increasing the tactical skills he gained when battling alongside his brothers in The Order. When both players have finished to deploy their armies, the player using Jonson can re-deploy 1d6 units.

TACTICAL SQUAD: When Jonson knows he is about to face a fierce fight, he calls some of his most skilled men into his retinue. This squad consists from 5 to 9 veteran sergeants. All are equipped with a bolter or a close combat weapon and a bolt pistol. Each veteran sergeant can buy equipment from the space marine armory.

TACITURN FIGHTER: It is well known that Lion’el nearly never showed his feelings to others and rarely spoke “not worthy to be spoken” words. This made some people (specially Leman Russ) to think about him as a disdainful and arrogant person. When any opponent hits Jonson but before he rolling to wound, you can roll as many dice as many dice as the quantity of attacks he has or less, using Lion’s WS against enemy’s WS. For every success, Jonson dodges the attack and makes the opponent’s to wound roll to fail automatically. Also, for every dodged attack, Jonson receives a –1A for the next close combat phase.

Psychic powers:
Having the fortune of being one of the first found primarchs, he received from the emperor great knowledge on the use of his psychic powers and the ways of the warp. Being not as skilled as his brother Magnus, he tried to make good use of the teachings given to him and by doing so he mastered 2 psychic abilities:

SPEED OF LION: This power combines a short sight of the near future and a psychic influenced physical upgrade. No psychic check is needed but his numbers of attacks are reduced by half, rounded down, for this turn. Jonson boots his initiative to 10 for this turn.

ROAR OF LION: With this power, Jonson focuses all the inner feelings he keeps deep in his heart and soul and never lets himself to show. All hatred, deception, hesitation, anger and fear is focused in his mind and then thrown away in the form of a very horrifying and potent psychic cry. This power has range of 24” and it makes one enemy unit to roll a leadership test with 4d6 or 3d6 for fearless units. If test is failed unit falls back automatically. If the unit is fearless or has rules protecting it from falling back, it cannot move or shoot in enemy’s next turn, effect is chosen by you. Psychic check is needed.
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Date d'inscription : 24/06/2004

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MessageSujet: Re: Rêgles de primarques space marine   Rêgles de primarques space marine EmptySam 25 Déc - 18:41

Magnus the Red.- Primarch of the Thousand Sons Space Marine Legion.

Ws5 Bs6 S5 T5 W4 I5 A5 Ld10 Sv2+ (Inv4+)

Wargear:

Staff of Knowledge: counts as both a heavy flamer and force weapon.
The staff was a gift given to Magnus by the Emperor, who saw in Magnus the shining beacon all human psykers could follow in their way to evolution. The staff grants Magnus any one no-chaos minor psychic power which can be used as normal during the game as long as its psychic check is succesful, in the possibility of failing it when using the power granted by the staff it cant be used for the rest of the game.

Book of Magnus: As he dabbled in the occult, believing Chaos could be mastered from within and be given use in service of humankind, Magnus gathered a great amount of knowledge about the dark ways of the warp: sorcery. He counts as having anyone Tzeench psychic power and minor power which can be used as normal. As Tzeench is trying to manipulate Magnus' good will he is secretly granted enough power to automatically pass the psychic check when trying to cast these powers.

Runic armour: Even when the emperor disliked this, Magnus used ward runes from Eldar and sorcery-like origin. These wards grants him both physical and psychic protection granting him with the invulnerable save shown in the stat score and working as a psychic hood.
Special Rules:

Psychic mastery: Even when not as powerful as the Emperor, Magnus reached a level of control of his psychic powers no other human psyker could even imagine. Magnus only fails his psychic checks with a natural 12 result. Even if this happens he is capable of deflecting the warp energies that were accidentally summoned suffering no damage from it.

The mark of the Warp: Any psyker can perceive Magnus through the warp as a shining and beautiful star, as powerful and menacing as it is pleasent and charming, a being gifted with the power to bend the warp at will; both a gift and a curse. In the material world, his physical body suffers from the warping effects of the warp, making of him a monstrous resemblance of everything feared from and about the psykers. Any one no-Thousand-Sons unit, enemy or ally, suffer a -1 to its morale and leadership tests when standing at 12" or less from Magnus.

"Feather stronger than blade": As Magnus spent nearly all of his time studying his ancient tomes and scrolls, exploring the ruins of Eldar civilization and solving its enigmas, searching for helpless and lonely psykers and some simmilar actvities, he had not the time to practice his martial skills as the other primarchs did, prefering to invest his efforts in a greater activity than something he saw just as mere "hack & slash". This difference is shown in Magnus' stat scores. Also, everytime he uses any sort of psychic power (not minor ones), he receives a -1A (one less attack) until the end of the turn. He may be a great psyker, but he needs not to be distracted from the really important things.

Psychic powers:
Choose two powers from this list at the beggining of the game.
-All Seeing Eye: allows Magnus to see into the soul of his enemies and know their exact location, giving this information to his brethren. Both Magnus and one "Thousand Sons" unit can ignore Night Fight, smoke granades, hull down, cover and simmilar rules during its shooting phase when attacking a single enemy unit. No check needed. Range 36".
-Clairvoyance: After all players finished deployment make a psychic check. If succesful you can redeploy anyone unit.
-Pyrokinesis: S5 AP4 Assault 1 Blast. Range 36". Enemy unit must make a pinning test if one or more models are killed.
-Cryokinesis: S4 AP2 Assault 1. Range 24". When used against a vehicle all hits received by it counts as penetrating until start of your next turn.
-Telekinesis: Allows Magnus or one ally unit to move 6 extra inches during his movement phase. The unit must not bigger than 6 members. Range 36".
-Teleport: One unit can perform deep strike, regardless from mission.
-Telepathy: Allows Magnus to read the enemy minds and use this information to confuse them and bend their will. Enemy must pass a leadership test or move 6" towards their deployment zone in next movement phase. After this roll 1d6, if result is 6 they wont even shoot or charge.
===NOTE: Magnus can only use 1 psychic power, 1 Tzeench power and 1 minor power (psychic or Tzeench) during a turn. All powers need psychic checks if nothing different is said in their rules.
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MessageSujet: Re: Rêgles de primarques space marine   Rêgles de primarques space marine EmptySam 25 Déc - 18:42

Roboute Gulliman.- Primarch of the Ultramarines Space Marine Legion.

Ws6 Bs6 S5 T5 W5 I6 A5 Ld10 Sv2+, 4+Inv

Equipment:
-Ultramar Regentis Gladius.- Using the technology brought to them by the Mars artificers when the Great Crusade reached them, Macragge artificers forged this great weapon as a gift for their wise and powerful leader. As the core material used to create this weapon they used Konor's legacy, the sword once wielded by Gulliman's father and later by himself when avenging his death.
This weapon counts as a master crafted power weapon. Gulliman can reroll one failed to wound roll.
-Artificer armor.
-Iron halo.

Special rules:
-Statesman: **This rule will affect Gulliman´s army so, it will be added after the Space Marine Legions are developed**

-Champion of Humanity: After he was given total control over the Ultramarine legion, Gulliman started his own crusade to find lost human worlds and give them freedom from xenos or chaos' slavery. He found many much worlds than his primarch brothers and made them join the Ultramar "system". Critized by some of his brothers, Gulliman built a small empire with all found worlds being him the sole ruler, all Ultramar citizens trusting and following him blindly.
As long Gulliman is in play, all Ultramarines make their morale and leadership rolls using his leadership score.

-Strategist:
Before deploying, the player rolls 1d3 and is allowed to choose from the following list as many as the roll resulted:
- Player decides to be attacker or defender.
- Player can deploy one unit out of the deployment zone.
- Player decides who starts deploying, discarding deployment roll.
- Player decides who starts the game, discarding starting roll.
- Player can redeploy 1d3 units before beggining the game.

-Codices Ultramar Legios: Gulliman was always in the search for the perfect organization for his army. Following his own beliefs about methodical and well stablished warfare, Gulliman used all his superhuman capabilities and extensive battle experience writing what were to be the first drafts later used in the creation of the Adeptus Astartes and its organization.
**This rule will affect Gulliman´s army so, it will be added after the Space Marine Legions are developed**

Psychic powers:
-Smite: Check the rules in Codex: Space Marines book.
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MessageSujet: Re: Rêgles de primarques space marine   Rêgles de primarques space marine EmptySam 25 Déc - 18:42

Sanguinius.- Primarch of the Blood Angels Space Marine Legion.

Ws6 Bs6 S5 T5 W5 I6 A5 Ld10 Sv4+, 4+Inv

Equipment:
Master crafted force sword.- Sanguinius can use this weapon as a librarian.
Master crafted bolt pistol.
Master crafted carapace armor: 4+ Save. All attacks receive a -1 to wound penalty.
Angelic robe: This cloth was created using techniques from the dark age of technology. It enhaces Sanguinius' psychic powers granting him a 4+ invulnerable save and working as a psychic hood against powers targeting him.

Special Rules.-

-Holy wings: Sanguinius can move 12" and assault 12".
He always ignores difficult terrain.
For sweeping advance roll 4d6 and ignore lowest one.
-Air combat: If another winged, jumpack or similar rules equiped unit or character moves within 12" from Sanguinius, he can intercept and fight them. You must move Sanguinius in a straight line to the nearest point of the opponent's unit's movement line. This count as a charge and both parties as charging units (thus receiving the +1A bonus). Resolve this assault as normal. The surviving models will reach their landing point but Sanguinius will stay at the cross point. If you use this rule, all units within 24" can target Sanguinius as if he was not an independient character.

Angel among men: Sanguinius resembles what mankind, in all of its different cultures, know as "angels"; both in his physic and mind. Pure of heart, soul and body, he is beloved by all true and right people. His divine appereance is so strong it perturbes any foul and evil presence near him. All allies with LOS to him receive a +1 leadership as long Sanguinius is in game. All enemies with LOS to him must roll 2d6 before moving, if result is more than their leadership they must move away from him.

Psychic powers.-

Prophesy: Sanguinius can use powers of clairvoyance to see into the future and react accordingly, he is given the psychic powers guide and fortune with range 12"(codex: eldar) but may never use this on a squad he has joined, and may never join a squad he has used this on(Sanguinius is said to have seen his own fate and death, and will not take actions to avoid it)(these psychic powers follow the normal rules for number of abilities used per turn)

Visions: Even when his powers are a great gift, Sanguinius suffers a great pain from them. There are times his powers raise without warning showing him things he never wanted to know. At the start of your turn roll 2d6 and check the result on the following table:
2-4: The visions show a favorable future. This turn you can reroll all the missed to-hit or scatter dice for up to 2 squads.
5-9: Sanguinius has total control over his powers. Nothing at all happens.
10-12: Sanguinius is shocked by horrible and painful visions of the future where bad things happen to everything he cares about. Your opponnent can reroll all missed to-wound rolls. Sanguinius wont be able to move or shoot for this turn.

Martyrdorm: Sanguinius had such loyalty to the Emperor of mankind he could give his life if it was needed to do so. This power was result of Sanguinius' very own feelings, the Emperor not being able to ask for such a sacrifice from his own children and teaching him to use his psychic abilities in this way.
Make a psychic check. If you pass it, Sanguinius deals a wound to one model in base to base contact with him. Nothing can prevent this model from receiving this wound. Also, Sanguinius receives a wound without any save roll. This wound cannot be healed using the primarchs' power "Vitality".
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Masculin Nombre de messages : 1772
Age : 39
Localisation : Hoth, Nord
Armée : GI(paras et compagnie blindée),SM
Loisirs : Glander
Date d'inscription : 24/06/2004

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MessageSujet: Re: Rêgles de primarques space marine   Rêgles de primarques space marine EmptySam 25 Déc - 18:43

Vulkan.- Primarch of the Salamanders Space Marine Legion.

Ws6 Bs6 S5 T5 W5 I5 A5 Ld10 Sv2+, 4+Inv

Equipment.-

Thai'sei: This is the same weapon Vulkan forged with his own hands and first used when competing against the Emperor when he arrived to Nocturne looking for his lost son. Forged in Nocturne's fires and given form by the powerful blows only a primarch would be able to deliver, this is a weapon of legendary power which later was used by Vulkan as his own sigil.
Thai'sei counts as a two-hands powerweapon (warhammer) which Vulkan can use with the following styles:
-Way of the Prometean: Vulkan can use his free hand to gain an extra attack with his pistol. Cannot use this way if being charged.
-Way of the Thunder: Using his both arms, the fine qualities given to his weapon and his knowledge on metals, alloys and other materials, Vulkan is able to increase the armor piercing capabilities of his attacks. All hits ignore armor save. Cannot use this way if charging.
-Way of the Forge: Wielding his weapon with both arms and using ancient fighting, meditation and concentration techniques that only the father of the Prometean cult could be able to use, he gives raises his strength to an unimaginable level, dealing a storm of destruction all around him. Thai'sei counts as a thunder hammer used with Initiative 3 and 3 Attacks. All vehicles hit suffer from "Crew Shaken" in addition to any other result. This way can only be used when charging.
You must decide which way to use at the start of your assault phase. You can just use one way per assault phase.

Artificer Armor: Crafted by Nocturne's artificers after learning all about the imperial technology and using their own knowledge in the forging techniques, this is one of the finest set of armor ever crafted in the imperium. Treat this as an artificer armor which also reduces by one the strength (-1S) of all attacks directed to Vulkan.

Firedrake salamander mantle: The firedrakes are the largest of the hulking lizards which live in the lava flows of Nocturne's volcanoes, their thick skin being able to withstand such temperature, these creatures were feared and respected by all. Ancient documents say Vulkan always refered to his own mantle as the "gift of light", "protection for the simple minded and humble hearted" and "first treasure of the prometean". All sources about the origin and the veracity of these references seem to be lost. This mantle prevents Vulkan from being damaged by any sort of fire or plasma attacks (flamers, fire-related psychic powers, plasma guns, etc.)

Melta pistol: The inhabitants of Nocturne and warriors of the Salamanders Legion have a certain affinity with fire. The tech-adepts were especially skilled in the artifice of melta weaponry, and the pinnacle of their achievement was the Melta Pistol, which pulsed red with vast energies contained within. The terrible betrayal suffered in the Horus heresy made this technology to be lost for the Salamanders legion as all of the techmarine masters were slain by the traitors.
Use the profile for the Inferno Pistol in Codex: Blood Angels

Special Rules:

Prometean cult master: Being one of the creators and grand masters of the Prometean cult, Vulkan used all of its philosophy in battle. Vulkan always ignores difficult terrain. If close combat result is a tie, you can add a +1 to your dice roll.

Psychic Powers:

Fury of the Salamander: - As Codex: Armageddon with R18".
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Colonel
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Masculin Nombre de messages : 1772
Age : 39
Localisation : Hoth, Nord
Armée : GI(paras et compagnie blindée),SM
Loisirs : Glander
Date d'inscription : 24/06/2004

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MessageSujet: Re: Rêgles de primarques space marine   Rêgles de primarques space marine EmptySam 25 Déc - 18:43

Fulgrim.- Primarch of the Emperor's Children Space Marine Legion.

Ws6 Bs6 S5 T5 W5 I6 A5 Ld10 Sv2+, 4+Inv

Equipment.-

"The faultless ward": This master crafted artificer tactical dreadnought armor, the only one ever made, was result of the expertise on technology and artificer crafts gained by Chemos' engineers due to Fulgrim's work for human progress. This armor gives Fulgrim a 2+ armor save and a 4+ invulnerable save. Also, this armor is so beautifully crafted and is adorned with such a great quantity of embellishements, the wearer resembles a living work of art. All sentient creatures (not Necrons, Tyranids nor Orcs) will receive a -1 to Hit as they are overwhelmed with the magnificience of the armour.

"The faultless edge": This weapon is the sister for Fulgrim's armor. Crafted in Chemos' forges by expert smiths and excellent artists. This weapon is one of the most perfect and beautiful ever made in human history, rivalling even with Emperor's own weaponery. Count this weapon as a master crafted power weapon. Everytime you roll a 6 to hit Fulgrim gains an extra attack. Rolls of 6 in these extra attacks have no further effect.

Master crafted combi bolter-plasma gun: Plasma gun never overheats.


Special Rules.-

Fanatic Leader: Fulgrim's words and passionate belief in humanity inspired even the Emperor himself, thus all Emperor’s Children and allied humans can re-roll failed Morale Checks.

We Are His Children: The Emperor’s Children will not fail the Emperor, history records how they were never routed in combat so will only flee under very dangerous circumstances. When fallingback roll a 1d6. If result is 4+ all Emperor's Children will ignore any rule or result forcing them to fallback. If you roll 1, 2 or 3 you must fall back as normal.

Obsessed with Perfection: Fulgrim was a fanatic on his search for perfection. He can reroll one failed dice roll with result of 1 for To hit and to wound; rerolls can be rerolled once. The Emperor's Children Space Marines may re-roll all 1's in to hit rolls from shooting and close combat if Fulgrim is present. This only applies to Elites and HQ units.

Obsessed with Beauty: Everytime he gets in close combat with any Slaneesh demon or any chaos follower with the mark of Slaneesh a leadership test will be needed at the start of all close combat rounds in order to attack them. If the test is failed Fulgrim will be astonished by his enemies' beauty and his WS will be reduced to 3 and will only be able to make one single attack for this round.

Humanity Transcendent : Humanity is destined to rule the galaxy and rise to the peak of civilization. Alien Civilizations such as the Tau Empire and the Eldar or imperfect beings like Chaos demons or followers are an anathema to Fulgrim, thus when fighting them in close combat, the Emperor's Children will never fall back. Renegade Humans who resist the Emperor’s will are beneath Contempt, thus they also receive a +1 WS when fighting them. Orks are too primative to be regarded, Tyranids and Necrons aren’t truly civilized in Fulgrim’s eyes.

Paradox: Even when Fulgrim strives for self perfection, even bad luck is enough for momentary breaking his faith in this goal. Everytime Fulgrim fails more than the half of his shoots or attacks or any other unit within 12" does so you must make a leadership test with a -3 penalty. If failed he will receive a -2 penalty on his WS, BS and Ld. This penalty lasts until the end of your next turn.
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Colonel
glloq59


Masculin Nombre de messages : 1772
Age : 39
Localisation : Hoth, Nord
Armée : GI(paras et compagnie blindée),SM
Loisirs : Glander
Date d'inscription : 24/06/2004

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MessageSujet: Re: Rêgles de primarques space marine   Rêgles de primarques space marine EmptySam 25 Déc - 18:45

Moration.- Primarch of the Death Guard Space Marine Legion.

WS6 BS6 S5 T6 W6 I6 LA5 Ld10 Sv2+ Inv4+

Wargear:
Artificer Armour, Scythe of Ruin, Master Crafted Bolt Pistol, Respirator, Frag grenades.

Special Rules:

Scythe of Ruin: This massive scythe represents the darkest fears of the enemies of Mortarion, for it carries the very whisper of their death in its wake. It rends the link between soul and mortal shell, working as a powerful blade and psychic weapon.
The Scythe counts as a power weapon that will automatically slay an opponent, regardless of toughness and, on a 6 to wound.

Son of decay: Spending all his childhood at the peaks of Barbarus where his forefather's fortress was stablished, he had to live and withstand the high levels of toxins that polluted the air, water and food. With time, his body adapted to these toxins, making him immune to them.
When being attacked, Mortarion ignores all the posion related attack rules used against him.

Respirator: Mortarion is equipped with a mask of his own design that enabled him to breathe in even the toxic atmosphere of Barbarus. Whilst Space Marines are equipped with significant personal protection, the masks that the Death Guard wear allow them to be unaffected by any corruption or choking. Mortarion may ignore the effects of any the Pandemic Staff, Blight Grenades, Nurgle’s Rot and the Miasma of Pestilence psychic power.

Vengeful: The inhabitants of Barbarus were subject to terrible tyranny until Mortarion liberated them. Mortarion will always move towards the leader of an enemy army as fast as he is able, in order to destroy corruption at its root. Each turn, Mortarion must move towards any of the enemy HQs. Once there are no enemy HQs in play, he is free to move anywhere. Every unengaged unit in enemy army must take a succesful leadership test if any of their HQs is killed by Mortarion, or else fall back. Units in close combat do not need to – they are too busy fighting for their own lives to care about others.

Legendary fortitud: Mortarion's health was something very hard to believe. It was even a topic on old lost legends.
When Mortarion is wounded by any attack, he ignores it in a roll of 6.

Psychich powers:

Blessing: On a succesful psychic test, Mortarion is able to heal 1 wound to any other character at 12" of him. This power will only recover lost wounds and wont be able to make a character have more wounds than he originally had.
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