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Discussion Starter #1 (Edited)
Well here's Leman Russ (thanks to zboy for the Fluff) ~

Although few beings could be more different in personality, the Primarchs have several traits in common:
• Terms of use: Primarchs should only be included in an army under the most extreme circumstances, in games with army totals in excess of 3000 points. They count as a HQ choice, and must be taken exactly as detailed below. They may not be given any additional equipment from the Armory.
• Aspect: All Primarchs have iron-hard skin (counts as Artificer Armour) and always have at least a 4+ Invulnerable Save. A Primarch may pick-and-choose his opponents in close combat. Due to their bulk, they never have to make a test for moving through difficult terrain.
• Independent Character: A Primarch follows all of the rules concerning Independent Characters in the 40k rulebook except for being shot at. It is always possible to target him even if he has joined a unit or is within 6” of another viable target. Line of sight and other targeting restrictions still apply.
• Monstrous: Primarchs are Monstrous Creatures. They ignore armour saves in close combat and. their attacks follow the Ordnance rules when Penetrating vehicles at +2D6 strength. They have the Feel No Pain special rule. (all restrictions apply). All Primarchs have the Furiuos charge ability.
• Fearsome: Primarchs instill Fear upon their opponents a -2 modifier to Leadership. Fighting a Primarch in close combat is so intimidating that cover doesn’t help as much as it should. All Primarchs count as if they have Frag Grenades.
• Fearless: The ultimate gift of The Emperor is to make them feel Immortal. Death holds no meaning to them, as at is only temporary. Primarchs are considered Fearless, they will never fall back, cannot be pinned, and are assumed to pass any leadership-based test that they are forced to make, And do not suffer any wounds for losing combat.
• Chosen Of the Emperor: Primarchs are protected by an unknown power which spirits them away at the last moment if danger threatens. This is represented by allowing The Primarchs a special 3+ save on a D6 against any attack or other damage that would reduce there wounds to 0. This is a special save that is made when a Primarch is killed and may be taken after his the save may be taken after all other saves have been taken. If the Primarch passes the saving throw then he suddenly disappears from the battlefield. Remove the model as if it had been killed, but do not award any Victory points to the opposing player. Also All Primarchs count as having Holy Relics which may be used once per turn to re roll one failed dice roll and also once per battle you may use it to give all units within 3D6 inches +2 attacks.
• Chapter Masters: All Primarchs command their respective chapters and so may only be used in their Respective Force :
Leman Russ – Space Wolves
Ferrus Manus – Iron Hands
Rogal Dorn - Crimson Fists/Black Templars
Lion El’Johnson – Dark Angels
Sanguineous – Blood Angels
Jaghati Khan – White Scars
Roboute Guilliman – Ultramarines
Vulkan – Salamanders
Corax – Raven Guard
However a Primarch may take command of any Imperial Guard, Witch Hunters or Daemon Hunters Force even if they do not have any space marines from there respective chapters they just may not command any other marine chapter.



Leman Russ Primarch of the Space Wolves

Leman Russ was devastated by his inability to save the Emperor, and threw himself into a series of campaigns to stabilise the Imperium. During this time Roboute Guilliman, Primarch of the Ultramarines, was finalising the Codex Astartes, and made ready to incept the Second Founding. The old legions were to be divided into a series of smaller, more flexible formations known as chapters. At first the Space Wolves refused to comply with the order, and neither would
Rogal Dorn of the Imperial Fists, or Vulkan of the Salamanders. With the threat of war between the new chapters and the old legions looming, however, eventually Russ, along with his brother primarchs, conceded to a few of Guilliman's demands, and allowed one chapter to be created from the old Space Wolves legion, the ill-fated Wolf Brothers chapter. One hundred and ninety-seven years after the Emperor ascended to the Golden Throne, Leman Russ vanished. He was last seen during the Feast of the Emperor's Ascension, where, it is said, Russ climbed onto the oak table on which he had first dueled the Emperor, to give a speech, but then inexplicably froze. After a long silence, where it appeared that he was overcome with a vision, Leman Russ fell to his knees, then turned and issued hushed instructions to his most trusted retainers. He announced to his loyal brothers that he was leaving, but would return "for the final battle, for the Wolftime." Russ vanished, taking all but one of his retinue with him. It is rumoured that they had made for the Eye of Terror to continue hunting down the traitorous Marines who had turned against the Emperor. A more fanciful tale claims that they ventured into the Eye of Terror to search for the Tree of Life, whose seed would revive the Emperor. For seven years, Russ's place was set at the banquet table, as his Legion eagerly awaited his return. It never came. The Wolf Lords of the Space Wolves elected the remaining member of Russ' retinue, Bjorn the Fell-Handed, as their leader, or Great Wolf. Bjorn decided that if Russ was not going to return, then his sons would seek him out, so beginning the first of many Great Hunts. These hunts have recovered many relics, including the Primarch’s suit of armour, but none have succeeded in finding their lost father. Whether or not the mighty Primarch still lives remains a mystery. In his honor, the Imperial Guard named its main battle tank after him. Just as its namesake did, the Leman Russ main battle tank defends the Imperium from its enemies with steadfast loyalty and courage. Because of this honor, the Space Wolves are given a number of the Exterminator pattern of this tank.

Leman Russ Wolves
Pts 750 Free
Ws 9 5
Bs 6 0
S 9 5
T 8 4
W 6 2
I 5 5
A 7+1 3
Ld 10 8
Sv 2+/3+ -/5+

Wargear:
Spear of Russ, Mjalnar, Wolf pelt, Wolf helm of Russ, and carries a master crafted Warp Bolter.

Wolf pelt Of Russ The Wolf pelt makes his wolves Fearless and gives them Feel no Pain.

Wolves of Russ:
He has 2 wolves (Freki and Geri) with the stats below.
They gain + 2 attacks on the charge and have Rending attacks.

Foresight: It is said that Leman Russ is sometimes able to foresee the result of an oncoming battle to represent this if he is reduced to 1 wound he can foresee the oncoming attacks and attempts to avoid them on 5+ before any saves are taken but after they have rolled to hit.

Wolf helm of Russ: The Wolf Helm of Russ is a sacred object possessed by the Space Wolves space marine chapter. It is a helmet said to have been worn in battle by the chapter's Primarch himself, Leman Russ. Every one hundred years champions from each of the chapter's Great Companies compete in a series of increasingly dangerous contests to decide which company gets to use the helm. The helm was last won by Ragnar Blackmane, who presented it to Ulrik the Slayer as a mark of respect to his mentor. Leman Russ is immune to the instant death rule. Also Leman receives 3+ invulnerable save.

Spear Of Russ: The Spear of Russ is a legendary artefact of the Space Wolves chapter, which was wielded by their primarch Leman Russ. It was snatched up by the Wolf Lord Garm and used to injure Magnus the Red, primarch of the Thousand Sons, when Leman Russ stumbled in battle against him, buying Russ the opportunity to drive off the traitor, albeit at the expense of Garm's own life. The Spear of Russ is a master crafted Power weapon (Spear) which allows no armour saves and adds +2 strength.

The Beast Within: Leman Russ is a ferocious wolf at heart and is ruthless and unrelenting in his attempts to tear his enemy to shreds. To represent this Leman Russ has rending attacks and moves as cavalry model. Leman Russ must sweeping advance and must charge towards his nearest enemy, also instead of consolidating he moves like a sweeping advance towards the next nearest enemy. He gains +D3 attacks when he charges instead of the normal +1.

Combatative Commander: Russ knows how to make his wolves have the advantage and inspires them to greater lengths to the point where they develop a divine Hatred for the enemies of the Emperor. All units receive the furious charge veteran ability for free and must always sweeping advance when possible and must always charge when in assault range.

Warp Bolter: once a Master crafted Storm Bolter now customized and change with deadly effects against Daemons and psykers alike The Storm bolter Developed into the Warp Bolter from his journeys through the warp it has a deadly effect on anything that uses the Warp against any enemy of Leman Russ. The Basic Warp Bolter has Ap3 rounds and has three of each of these special sets of rounds (once all three of each have been used they may not be used again in that battle) which maybe Fired instead of the normal rounds.

Anti Daemon Round:+1 Strength. Ignores Invulnerable saves may only be Fired at Daemons(including Daemon princes) Str5 Ap3 Asault 2 12" range ignores invulnerable saves.

Anti Psyker Round: May only be used against an enemy unit with psychic abilities. Wounds on 2+. Str X Ap3 Assalut 2.

Anti Psyker: Leman Russ has a Hatred For psykers and has developed a way of Resisting the Powers of the Warp. He is unaffected by Minor Phychic abilities, and recieves a 3+ save against any (yes any) phsychic abilities that affect him in any way.(this includes Synapse).

Mjalnar: A huge Frost axe also developed into an anti Warp weapon it brings death to psykers and Daemons alike. It Is a Master crafted Frost axe that adds +2 strength and ignores invulnerable saves against Psykers and Daemons. Psykers within 12" take leadership tests at -2 Ld. Daemons may not deep strike within 12" of Leman Russ and -1 Initiative.

After Russ and his Space Wolves made a full combat drop around the capital city of Prospero, Itzca, and razed the city to the ground, they faced their erstwhile brothers in the enormous swirling tangle of close combat, Leman himself tore through the lines of the Thousand sons like a Fenrisan snow storm, his axe, , rising and falling in arcs, dripping astartes blood, and his loyal wolf-brothers Freki and Geri faces still dripping with the blood of Magnus' prodigy.

All over the battle field lay the fallen bodies of the Thousand Sons, their blood red armour growing darker as their blood spilled out from their mortal wounds, and with each of his sons passing into the void, the mind and will of Magnus the Red grew evermore cracked and diseased, his throat sore from the screams of horror, dispair, and the pleading for help to any who would help.....

and then the great manipulator answered, in return for Magnus' soul Tzeenetch would save the cyclops sons and gift Magnus with sorcererous mastery, and the primarch accepted the offer.
Magnus appeared from nowhere and slaughtered his way through the ranks of the sons of Russ, killing many with his chain-gaive, the cyclops' face splattered with blood and gore, and his would have killed many more, but the great wolf primarch, Leman Russ confronted his brother and they began to fight.

Many blows were struck and the two titans were locked together with no victor apparent until the Space Wolf; Gram took the spear of Russ and stabbed Magnus when Russ stumbled, costing the loyal legionarre his life, but opening the heretical primarch to the wrath of the great wolf primarch, whose breastplate was shattered and one of his two hearts punctured, Russ replied by bloodying the one eye of Magnus, and lifting his hulking form to the skies and breaking his brothers back over his knee.....

but with a single word of power Magnus' body sunk into the ground and disapeared all the while the sorcerors of the Thousand sons legion opened a rift in the warp and the entire legion fled through it, with the thirteenth Great Company of the space wolves hot on their tail, and then they were all gone......
 

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Fantastic!
 

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hmm i have only one problem. the spear of russ, reducing their invun save too 4+, GW is phasing these kind of rules out of the game, as you may have seen with the Khorne axes and ork Choppaz. maybe leaving this out would make it that much more legitimate

also the power granting the wolves power-weapons, over powered buddy. way over-powered. even GK dont wield power-weapons. not to mention the fact that each marine can only take 2 weapons from the armoury, not 4.

and with the fluff, TS have blue armour, not red. only in fantasy does tzeentch have red armour.

the end doesnt flow either. just doesnt work in my mind.

anyway, just my 2 cents
 

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master crafted close combat weapon would be nice maybe make it strong

and make it that when attackign a vehical hes a montrous creatures
 

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Combatative Commander: Russ knows how to make his wolves have the advantage and dishes out more weapons so that his men can do more Damage in combat. All units may take an extra 2 Power weapons and Power fists and receive the furious charge veteran ability for free.
I would rewrite the last line to "All units may take a total of two of the following weapons at the points listed: Power Weapon +10, Power Fist +15, in addition all unit in the army that include Space Wolves Space Marines may have the furious charge skill for +2 points a model.
 

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i thought leman russ went into the eye of terror to fidn the tree of life

so maybe

a master crafted axe or similar

and a one shot arm mounted bolter that fires numerous of different shots
ie killing demons
hordes
tanks ect

but only several of each

sicne he was in the eye of terror
 

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Discussion Starter #11
I would rewrite the last line to "All units may take a total of two of the following weapons at the points listed: Power Weapon +10, Power Fist +15, in addition all unit in the army that include Space Wolves Space Marines may have the furious charge skill for +2 points a model.
Most Wolves squads are already allowed to do that in the Codex.
 

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what about the special rounds for his gun .. "cant rapid fire its single shot"

if he went into the eye of terror surely he owuld of developed special ways of killing heritics daemons and xenos ect
 

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Discussion Starter #14
what about the special rounds for his gun .. "cant rapid fire its single shot"

if he went into the eye of terror surely he owuld of developed special ways of killing heritics daemons and xenos ect
well I still left it at Assault 2 I dunno it was a Storm Bolter when I sayed one shot I meant he can fire a set of rounds.
 

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Discussion Starter #16 (Edited)
Well I thought Ap 3 Rounds were a pretty good Idea you know to show that he can shatter most armour from any race. I just think with him being such a beast in combat it would be unfair to give him such a good weapon and it is already pretty good. However I do intend to give him an Axe (Mjalnar) could you help me give it an ability?
 

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give it extra strength or attacks against heretics / daemons dependign on back story

not really into fluff just read codex decided
 

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Discussion Starter #18
Try this one for this one for size
Mjalnar: A huge Frost axe also developed into an anti Warp weapon it brings death to psykers and Daemons alike. It Is a Master crafted Frost axe. It ignores invulnerable saves, and against Psykers and Daemons Leman Russ gains D6 attacks. However Leman Russ must choose whether to ignore armour saves or invulnerable saves at the beginning of combat (he may not do Both).
What do you think?
 

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Hmmm seems a bit complex. Try this:
Mjalnar: A huge Frost axe also developed into an anti Warp weapon it brings death to psykers and Daemons alike. It is a Master Crafted Power Weapon the ignores invulnerable saves against Psykers and Daemons. Psykers within 12" take leadership tests at -2. Daemons may not deep strike within 12" of Leman Russ.
 
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