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Discussion Starter · #1 ·
any one know if they ever did any stats on him or were i can read fluff about him...

have GW made stats for any of the chaos primarchs anyways ?
 

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I seem to remember that the daemon primarchs had models for epic, so I guess they had rules too.
 

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>> There is an old WD wi the Death Guard Index Astartes in it, that tells you some stuff about Mortarion. Cannae mind the issue, but someone else might be-able to help.
 

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Discussion Starter · #4 ·
thanks... if anyone has it i would like to know the rules e.t.c for him

i found out he had wings to before he was corrupted by horus and when he went to the eye of terror he was turned into the demon prince by nurgle for a reward and lost his wings or somthing.. not quite sure but hes my favourite primarch now ill have to read up
 

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I found these rules after browsing the internet They were released by Games Workshop
but they're not official so you probably would'nt be able to use them in a seriuos battle.
I also have the Rules for some other Primarchs if anyone needs them.

Mortarion

During the Horus Heresy the Death Guard Space Marines joined the rebel Warmaster Horus and took part in many battles against forces loyal to the Emperor. Mortarion, Primarch of the Death Guard, turned to the worship of Nurgle, Lord of Decay, after the entire Legion became trapped in the warp and was ravaged by plague. Mortarion’s fevered ravings were answered by Nurgle who saved the Death Guard and made Mortarion his Champion. Subsequently Mortarion led his Space Marines on a merry dance of destruction over a score of planets. Following the death of Horus and the effective end of the Heresy, Mortarion fled with the rotting remnants of his Space Marines into the Eye of Terror. There he received Nurgle’s ultimate reward and ruled the Plague Planet as the Daemon Prince Mortarion.
Mortarion is a cowled, skeletal figure wrapped in tattered robes which flap in an ethereal, pestilent breeze. He bears a daemon-etched scythe to reap the souls of the living.


MORTARION, DAEMON PRIMARCH OF THE DEATH GUARD

Points 650
WS 6
BS 6
S 7
T 9
W 6
I 5
A 5
Ld 10
Save 2+/4+

Mortarion is the Primarch of the Chaos Space Marine Legion known as the Death Guard. He only ventures away from his Daemon World once every few centuries. He should only be included in a Daemon World Army under the most extreme circumstances, in games with army totals in excess of 3000 points. Mortarion is a HQ choice, and must be taken exactly as detailed below. He may not be given any additional equipment from the Armory.

Wargear: Nurgle favors Mortarion as his champion. He wields the Death Scythe and is infested with a Nurgling Swarm and the Plague Rot. He has a gigantic Skeletal Frame.

In a Daemon World army Mortarion has Daemonic Mastery.


Sorcerer: Mortarion is an expert of the application of death and decay, and uses sorcery to further that end. He has the psychic powers Plague Wind and The Touch of Death (see below) and all five Nurglish Minor Psychic Powers. He automatically passes all psychic tests.

Daemon Primarch: Mortarion counts as a Daemon Prince and has the Mark of Nurgle. As Primarch of the Death Guard, the 0-1 limits for Elite choices and Chaos Space Marine Vehicles do not apply to any army led by Mortarion, although normal army composition rules apply. All models must have the Mark of Nurgle or be ineligible for any Marks. Vehicles must be aligned with Nurgle, although they do not have to be Demonically Possessed. Any army led by Mortarion is considered to be a Death Guard army, with favored unit benefits as described in the Book of Nurgle. Up to two additional HQ choices in an army led by Mortarion may be either Greater Daemons or Daemon Princes (the 0-1 limit on Daemon Princes is removed, and Mortarion himself does not take up a choice on the Force Organization chart). Up to one Great Unclean One in Mortarion’s army may be upgraded to a Daemonic Commander.

SPECIAL RULES

Death Scythe: The gigantic rusted and decaying scythe carried by Mortarion functions as both a Manreaper and a Plague Sword (see Codex: Chaos Space Marines).

Nurgling Swarm: Mortarion is infested with a veritable horde of Nurglings, with 3 to 10 swarm bases forming a unit with him (at the normal cost). They crawl all over his skeletal body and underneath his cloak. The Nurglings follow along with their master, and may move as he does. Although the Nurglings may be targeted as normal, any shot directed at Mortarion is just as likely to hit a tiny daemon. Any successful hit targeted at the Primarch hits one of the Nurgling bases instead on a D6 roll of 4 or more. This rule only applies while there are any Nurgling bases alive and to shooting attacks, as the Nurglings will fight as normal in close combat. Mortarion’s army may take Nurglings as compulsory Troop choices.

Plague Rot: The Nurgle’s Rot exuded by Mortarion and the swarms of flies that he leaves in his wake has a range of 12”, and causes a wound on a 5+. Invulnerable saves may be taken, but not armour or cover saves.

Plague Wind: This psychic power is used in the shooting phase instead of shooting another weapon. Place one Flame Template so that any part of it is touching Mortarion’s base, and then place a second Flame Template such that any part of it is touching the first template. Any model touched by either template suffers a wound on a 4+ as if affected by Wind of Chaos.

The Touch of Death: Instead of making normal close combat attacks, Mortarion may apply The Touch of Death. He slowly reaches out and places his skeletal hand on his victim. Upon contact, the sum total of Papa Nurgle’s maladies flow into the victim’s body, turning it into a rotted carcass in a matter of seconds. Mortarion may use this psychic power in the assault phase as a single close combat attack at Initiative 1. If the hit is successful, the victim suffers a S10 hit with no saves allowed (including Invulnerable Saves). A to-wound roll of ‘6’ causes the victim to be killed outright. Any vehicle hit by The Touch of Death is penetrated automatically with damage results calculated using the Ordinance Penetrating Hits table as the diseases rot the structure, infect the fuel supply, and degrade the stored ammunition.

Skeletal Frame: Mortarion is a huge walking skeleton, any flesh long ago having rotted away, and he covers himself with a filthy and diseased hooded cloak. The bones of his skeleton have hardened to a supernatural firmness, however, and his sponsor Nurgle has gifted him with a large pair of enchanted, skinless wings. Mortarion and his Nurgling Swarm may enter the field using the Deep Strike rules if they are in effect. Both Mortarion and his Nurglings may make Hit and Run attacks, as a Primarch may pick-and-choose his opponents in close combat.

Primarch: The presence of a Daemon Primarch on the battlefield is an inspiring sight to all of Nurgle’s warriors. Mortarion counts as if he has The Plague Banner. He is also a Living Icon for the chaos god Nurgle


And rules which apply to both him and all the other Deamon Primarchs are:

Aspect: All Daemon Primarchs have iron-hard skin (counts as Daemonic Armour) and have a Greater Daemonic Essence (4+ Invulnerable Save). The weapons carried by the Primarchs are never considered Daemon Weapons, without regard to their individual rules.

Independent Character: A Daemon Primarch follows all of the rules concerning Independent Characters in the 40k rulebook except for being shot at. Unless accompanied by a daemon retinue of Monstrous Creatures, 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: Daemon Primarchs are Monstrous Creatures. They ignore armour saves in close combat and roll 2D6 + their strength versus vehicle armour values for any close combat attacks they make. They have the Feel No Pain special rule as long as the attack has a strength of 6 or less (all other restrictions apply).

Fearsome: Daemon Primarchs have Daemonic Visage, instilling on their opponents a -2 modifier to Leadership as if they were Greater Daemons. Fighting a Daemon Primarch in close combat is so intimidating that cover doesn’t help as much as it should. All Daemon Primarchs count as if they have Frag Grenades.

Fearless: The ultimate gift of a chaos god is to make a champion into an immortal daemon. Death holds no meaning to him, as at is only temporary. Daemon Primarchs are considered Fearless, they will never fall back, cannot be pinned, and are assumed to pass any leadership-based test that they is forced to make.

Primarch Wings: The wings gifted by their patrons allow the Primarchs to move with Daemonic Flight. Due to their bulk, they never have to make a test when landing in difficult terrain. They may enter the board using the Deep Strike special rule if it is in effect and, if unattended by a retinue, may make Hit and Run attacks, as a Primarch may pick-and-choose his opponents in close combat. Note that Magnus, Lorgar, and Angron still may Deep Strike if accompanied by their retinue, although Fulgrim may not (even if all models are in Terminator Armour or have Daemonic Flight). Mortarion’s Nurglings do not count as a retinue for these purposes. Perturabo does not have Primarch Wings, and uses his teleporter instead.

Daemonic Mastery: A Daemon Primarch with the Daemonic Mastery gift rules over the world on which the battle is taking place, and is able to re-make it on a whim. If on a foreign planet outside of the Eye of Terror, the master has obviously managed to achieve some sort of intimate connection with the landscape, perhaps through the erection of a towering icon praising the daemon god he worships or through the ritual sacrifice of innocent souls. At the start of the Chaos player’s turn, before movement or Reserve rolls, the Daemonic Master may move one terrain feature completely within 48” of himself D6” in any direction. The feature retains its orientation and will not damage or move any models, friendly or otherwise, due to its movement; although, they may be forced to take a Difficult and/or Dangerous Terrain test in their next turn. The terrain feature is moved out from under the models, even if it is a building or would otherwise seem impossible! If this movement causes a change in elevation, simply place the models directly below (or above, owning player’s choice) their original position. On a distance roll of 6”, the terrain feature may be removed from the table completely. This is not a psychic power, but more of an innate connection to the landscape, and may not be nullified in any way. Daemonic Mastery grants the army a Strategy Rating of 3.

Entire thread on them can be found here: http://www.heresy-online.net/forums/showthread.php?t=3986
 

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Hi, there's a little bit of information on him in the Black Library book 'Flight of the Eisenstein', but I suspect that there would be other resources that has more info.

In the book, it mentions that Mortarion regularly drank poisonous concoctions that reminded him of the poisonous atmosphere of his home world. It was considered an honor to share a vile of poison with Mortarion. Captain Garro shared a vile of poison with Mortarion before the Horus heresy.

Regards

Orffer
 

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Thats quite a cool piece of info I find nurgle quite an amusing God especially when you see how good they actually are.
Then again every Khorne is quite an amusing thanks to Kharn The Betrayer
 

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Discussion Starter · #8 ·
woahhhh thanks gore hunter... im inspired to do a conversion of him but i need art work on him e.t.c lol

he has some good rules there... i mighr try to find out about the other primarchs unless someone wants to put some info here for me
 

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The epic fig was very like the grim reaper. Tall and skinny, totally covered by a robe, scythe, wings (feathered as I recall, not bat wings).

It's odd how little of the old stuff is available now from GW. They did tons of figs and seem to have thrown the whole range out.
 

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I found these rules after browsing the internet They were released by Games Workshop but they're not official so you probably would'nt be able to use them in a seriuos battle.
I also have the Rules for some other Primarchs if anyone needs them.

Mortarion

During the Horus Heresy the Death Guard Space Marines joined the rebel Warmaster Horus and took part in many battles against forces loyal to the Emperor. Mortarion, Primarch of the Death Guard, turned to the worship of Nurgle, Lord of Decay, after the entire Legion became trapped in the warp and was ravaged by plague. Mortarion’s fevered ravings were answered by Nurgle who saved the Death Guard and made Mortarion his Champion. Subsequently Mortarion led his Space Marines on a merry dance of destruction over a score of planets. Following the death of Horus and the effective end of the Heresy, Mortarion fled with the rotting remnants of his Space Marines into the Eye of Terror. There he received Nurgle’s ultimate reward and ruled the Plague Planet as the Daemon Prince Mortarion.
Mortarion is a cowled, skeletal figure wrapped in tattered robes which flap in an ethereal, pestilent breeze. He bears a daemon-etched scythe to reap the souls of the living.


MORTARION, DAEMON PRIMARCH OF THE DEATH GUARD

Points 650
WS 6
BS 6
S 7
T 9
W 6
I 5
A 5
Ld 10
Save 2+/4+

Mortarion is the Primarch of the Chaos Space Marine Legion known as the Death Guard. He only ventures away from his Daemon World once every few centuries. He should only be included in a Daemon World Army under the most extreme circumstances, in games with army totals in excess of 3000 points. Mortarion is a HQ choice, and must be taken exactly as detailed below. He may not be given any additional equipment from the Armory.

Wargear: Nurgle favors Mortarion as his champion. He wields the Death Scythe and is infested with a Nurgling Swarm and the Plague Rot. He has a gigantic Skeletal Frame.

In a Daemon World army Mortarion has Daemonic Mastery.


Sorcerer: Mortarion is an expert of the application of death and decay, and uses sorcery to further that end. He has the psychic powers Plague Wind and The Touch of Death (see below) and all five Nurglish Minor Psychic Powers. He automatically passes all psychic tests.

Daemon Primarch: Mortarion counts as a Daemon Prince and has the Mark of Nurgle. As Primarch of the Death Guard, the 0-1 limits for Elite choices and Chaos Space Marine Vehicles do not apply to any army led by Mortarion, although normal army composition rules apply. All models must have the Mark of Nurgle or be ineligible for any Marks. Vehicles must be aligned with Nurgle, although they do not have to be Demonically Possessed. Any army led by Mortarion is considered to be a Death Guard army, with favored unit benefits as described in the Book of Nurgle. Up to two additional HQ choices in an army led by Mortarion may be either Greater Daemons or Daemon Princes (the 0-1 limit on Daemon Princes is removed, and Mortarion himself does not take up a choice on the Force Organization chart). Up to one Great Unclean One in Mortarion’s army may be upgraded to a Daemonic Commander.

SPECIAL RULES

Death Scythe: The gigantic rusted and decaying scythe carried by Mortarion functions as both a Manreaper and a Plague Sword (see Codex: Chaos Space Marines).

Nurgling Swarm: Mortarion is infested with a veritable horde of Nurglings, with 3 to 10 swarm bases forming a unit with him (at the normal cost). They crawl all over his skeletal body and underneath his cloak. The Nurglings follow along with their master, and may move as he does. Although the Nurglings may be targeted as normal, any shot directed at Mortarion is just as likely to hit a tiny daemon. Any successful hit targeted at the Primarch hits one of the Nurgling bases instead on a D6 roll of 4 or more. This rule only applies while there are any Nurgling bases alive and to shooting attacks, as the Nurglings will fight as normal in close combat. Mortarion’s army may take Nurglings as compulsory Troop choices.

Plague Rot: The Nurgle’s Rot exuded by Mortarion and the swarms of flies that he leaves in his wake has a range of 12”, and causes a wound on a 5+. Invulnerable saves may be taken, but not armour or cover saves.

Plague Wind: This psychic power is used in the shooting phase instead of shooting another weapon. Place one Flame Template so that any part of it is touching Mortarion’s base, and then place a second Flame Template such that any part of it is touching the first template. Any model touched by either template suffers a wound on a 4+ as if affected by Wind of Chaos.

The Touch of Death: Instead of making normal close combat attacks, Mortarion may apply The Touch of Death. He slowly reaches out and places his skeletal hand on his victim. Upon contact, the sum total of Papa Nurgle’s maladies flow into the victim’s body, turning it into a rotted carcass in a matter of seconds. Mortarion may use this psychic power in the assault phase as a single close combat attack at Initiative 1. If the hit is successful, the victim suffers a S10 hit with no saves allowed (including Invulnerable Saves). A to-wound roll of ‘6’ causes the victim to be killed outright. Any vehicle hit by The Touch of Death is penetrated automatically with damage results calculated using the Ordinance Penetrating Hits table as the diseases rot the structure, infect the fuel supply, and degrade the stored ammunition.

Skeletal Frame: Mortarion is a huge walking skeleton, any flesh long ago having rotted away, and he covers himself with a filthy and diseased hooded cloak. The bones of his skeleton have hardened to a supernatural firmness, however, and his sponsor Nurgle has gifted him with a large pair of enchanted, skinless wings. Mortarion and his Nurgling Swarm may enter the field using the Deep Strike rules if they are in effect. Both Mortarion and his Nurglings may make Hit and Run attacks, as a Primarch may pick-and-choose his opponents in close combat.

Primarch: The presence of a Daemon Primarch on the battlefield is an inspiring sight to all of Nurgle’s warriors. Mortarion counts as if he has The Plague Banner. He is also a Living Icon for the chaos god Nurgle

Fulgrim

The Emperor’s Children Space Marine Legion was dispatched to pacify the rebel Warmaster Horus at the start of the Heresy, before the Emperor knew the full scale of Horus’ abomination. At first Fulgrim, Primarch of the Emperor’s Children, tried to negotiate with the Warmaster and dissuade him from his rebellion. While they parleyed Fulgrim was corrupted by the Warmaster. A tendril of power from the Chaos God Slaanesh insinuated itself in to Fulgrim’s mind and began to slowly bend him to the will of the Lord of Pleasure. Fulgrim resisted staunchly at first but little by little his fortitude was eroded away as his enhanced senses were stimulated beyond endurance and whispered promises awoke unspoken desires. Eventually Fulgrim’s mighty will was broken and he joined Horus, surrendering to the hedonistic pleasures of Slaanesh. As Fulgrim delved deeper into depravity the Emperor’s Children followed him into heresy.

In the was against the Imperium Fulgrim led the Emperor’s Children in an orgy of destruction against the undefended civilian populations of a dozen systems, slaughtering and enslaving millions in pursuit of their pleasures. When the Warmaster was slain by the Emperor Fulgrim fled to the Eye of Terror with the remaining Emperor’s Children.

Centuries of worship have changed Fulgrim beyond all recognition. Serpent bodied and many armed, Fulgrim has been twisted into a monstrous daemonic creature. Despite his monstrous appearance, Fulgrim radiates a strange beauty and physical attraction, captivating and colored soporific musk billow around Fulgrim wherever he goes, weakening the will and awakening disturbing desires in those who breathe the heady musk.



And rules which apply to both him and all the other Deamon Primarchs are:

Aspect: All Daemon Primarchs have iron-hard skin (counts as Daemonic Armour) and have a Greater Daemonic Essence (4+ Invulnerable Save). The weapons carried by the Primarchs are never considered Daemon Weapons, without regard to their individual rules.

Independent Character: A Daemon Primarch follows all of the rules concerning Independent Characters in the 40k rulebook except for being shot at. Unless accompanied by a daemon retinue of Monstrous Creatures, 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: Daemon Primarchs are Monstrous Creatures. They ignore armour saves in close combat and roll 2D6 + their strength versus vehicle armour values for any close combat attacks they make. They have the Feel No Pain special rule as long as the attack has a strength of 6 or less (all other restrictions apply).

Fearsome: Daemon Primarchs have Daemonic Visage, instilling on their opponents a -2 modifier to Leadership as if they were Greater Daemons. Fighting a Daemon Primarch in close combat is so intimidating that cover doesn’t help as much as it should. All Daemon Primarchs count as if they have Frag Grenades.

Fearless: The ultimate gift of a chaos god is to make a champion into an immortal daemon. Death holds no meaning to him, as at is only temporary. Daemon Primarchs are considered Fearless, they will never fall back, cannot be pinned, and are assumed to pass any leadership-based test that they is forced to make.

Primarch Wings: The wings gifted by their patrons allow the Primarchs to move with Daemonic Flight. Due to their bulk, they never have to make a test when landing in difficult terrain. They may enter the board using the Deep Strike special rule if it is in effect and, if unattended by a retinue, may make Hit and Run attacks, as a Primarch may pick-and-choose his opponents in close combat. Note that Magnus, Lorgar, and Angron still may Deep Strike if accompanied by their retinue, although Fulgrim may not (even if all models are in Terminator Armour or have Daemonic Flight). Mortarion’s Nurglings do not count as a retinue for these purposes. Perturabo does not have Primarch Wings, and uses his teleporter instead.

Daemonic Mastery: A Daemon Primarch with the Daemonic Mastery gift rules over the world on which the battle is taking place, and is able to re-make it on a whim. If on a foreign planet outside of the Eye of Terror, the master has obviously managed to achieve some sort of intimate connection with the landscape, perhaps through the erection of a towering icon praising the daemon god he worships or through the ritual sacrifice of innocent souls. At the start of the Chaos player’s turn, before movement or Reserve rolls, the Daemonic Master may move one terrain feature completely within 48” of himself D6” in any direction. The feature retains its orientation and will not damage or move any models, friendly or otherwise, due to its movement; although, they may be forced to take a Difficult and/or Dangerous Terrain test in their next turn. The terrain feature is moved out from under the models, even if it is a building or would otherwise seem impossible! If this movement causes a change in elevation, simply place the models directly below (or above, owning player’s choice) their original position. On a distance roll of 6”, the terrain feature may be removed from the table completely. This is not a psychic power, but more of an innate connection to the landscape, and may not be nullified in any way. Daemonic Mastery grants the army a Strategy Rating of 3.

Entire thread on them can be found here: http://www.heresy-online.net/forums/showthread.php?t=3986

Nice!

You can't find Lion El'Jonson's stats too?
 

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Discussion Starter · #12 ·
yeah i was thinking that, alot of old stuff has just vanished now
 
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