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Rules For the Emperor

3.8K views 33 replies 21 participants last post by  Belthazor Aurellius  
#1 · (Edited)
K well my hands are sore from typing what doy think people?

The Emperor Of Mankind
The Emperor of Mankind is the leader of the human Imperium, and Father, Guardian and God of his race. He has sat immobile within the Golden Throne of Earth for ten thousand years. Although once a living man, his shattered body can no longer support life, and remains intact by a spirit itself sustained by the soul-sacrifice of countless millions.
Through his Imperium, mankind is held together and forms one of the strongest races in the galaxy, and united, mankind is able to survive the myriad of threats it faces. His rule has been long and necessarily harsh.
The Emperor is at the very center of the Imperium, simultaneously carrying out a multitude of vital tasks. Although he is not directly involved in the day to day running of the Imperium, he dictates to the High Lords the most important and far-reaching decisions. All at once he guides his race through the Emperor's Tarot, soul-binds psykers, holds audiences with his most important servants and beams the Astronomican beacon. He is said to constantly battle Chaos and prevent its intrusion upon the material universe. He must be constantly vigilant throughout the entire Imperium.
After the Horus Heresy, the Emperor ascended to godhood. Now, his worship is regulated by the Ecclesiarchy, his law enforced by the Adeptus Arbites, his form guarded by the Adeptus Custodes, and his people protected from the horrors of the galaxy and from even themselves by the Inquisition.

The Emperor
Pts 900
Ws 10
Bs 8
S 8
T 8
W 10
I 7
A 12+D6+D6*
Ld 10
Sv 2+/2+

Wargear: Tempest Blade, Frag & Krak grenades, Melta bombs, Divine armour, Master Of the Warp, Purity Fist, Feel No Pain.

Tempest Blade: The Emperor’s holy weapon and the deadliest weapon throughout the Galaxy, to be wounded by this blade means death to all who oppose the Emperor there is only one known person who was able to survive its attacks and he was killed by the pure fury and strength of the Emperor himself.
It adds +D6 attacks to the Emperor Any hit inflicts wounds automatically with no saving throw allowed for armour, though invulnerable saves may be taken as normal. Vehicles struck by the blade are penetrated automatically. Any model wounded by the sword is slain outright no matter how many wounds it has unless they are immune to instant death in which case it just does one automatic wound.

Divine Armour: A Huge Golden suit of armour that provides Divine Protection The armour generates an force field around the Emperor that is Nigh impossible to Penetrate. The Golden armour provides the Emperor with a 2+ invulnerable save and makes immune to any kind of Instant death.


Purity fist: A weirdly crafted fist shaped like the claw of a raven, It is able to wrench apart the strongest of armour and the Toughest bodies. It was gifted to him by Horus after the Emperor saved his life for a second time. The Purity Fist makes D6 attacks per turn at normal strength and it ignores both armour and invulnerable saves.

Master of the Warp: The Emperor has mastered the Psychic Powers of the Imperium he has Harnessed the warp and is able to use it without pain although the more he uses it the Deadlier it gets. The Emperor may use up to three Major Psychic Powers and 5 Minor Psychic Powers per turn. He may choose to automatically pass one Psychic test per turn and automatically passes Minor Psychic power tests. All Psychic Powers used against the Emperor are nullified unless they are used by a Primarch or Horus. He has the Psychic Powers from all the Imperial Codexes and his own chart to which is listed below

Flame of the Emperor: The Emperor unleashes a mighty blast of energy, releasing his pent up frustrations, rage and fears as a wave of powerful psychic energy. All enemy models within 12" of him recieve one, S5 hit, with normal to wound rolls and armour saves not allowed (invulnerable saves may be taken).

Firm Belief: The Emperor summons the all his strength to inspire his men and lets out a Bellowing cry across the battle striking a deadly fear into the hearts of the enemy and inspiring the men into suicidal acts making them believe they are invincible no matter what is happening around them, any warriors within 24" of the Emperor will fight fervently in the belief that he is invincible, and that Imperium and Mankind are the rightful rulers of the galaxy. As such, they can re-roll any failed saves in the turn the Emperor uses the power (this does not affect the Emperor).
(Note that these both count as major Psychic Powers)

Fear the Emperor’s wrath: The Emperor is a Terrifying foe and many people fear him friend and Foe alike. Any enemy unit wishing to assault The Emperor must first Pass a leadership test before they charge if they fail they may not assault the Emperor that turn if they Pass they assault as normal. As Long as the Emperor is alive he never has to take a A leadership Test or Morale Checks he is Fearless he never counts as having lost combat and counts as 20 men He also has the Monstrous creature special rule.

Warrior of the Imperium: The Emperor is the Grand Warmaster and defender of the Imperium he can command every army at his disposal regardless of the hatred between chapters. The Emperor May only Be fielded in an army with a minimum of 5000pts. Any army commanded by the Emperor has a strategy rating of 4. When assembling an army with the Emperor he automatically fills all the Hq slots and all HQ choices Become elites choices instead. If the Emperor is defeated against an army fielding Horus then the army he is in automatically loses if he is defeated in any other circumstances then every one of his units must take a leadership test if they fail they must run and may not come back (remove there models as casualties) each unit that passes receives the Feel no pain rule and the fleet of foot rule. He may assemble his army from any codex for example may take troops Choices from the Codex imperial Guard and fast attack from the Codex Black Templars. The Codexes available are.
Codex Imperial Guard
Codex Space Marines
Codex Daemon Hunters
CodexWitchHunters
Codex Black Templars
Codex Space Wolves
Codex Dark Angels
 
#2 ·
Good roles but I would have him at T8, he must be as tuf as a waithlord
 
#3 ·
I really have to ask why? This is a character who can obliterate both the body and the soul of a Primarch with a shout, why are you trying to put him into the game? But what truley amuses me the most, is that I could hose him with a handful of Tzeentch Sorcerers, gogo Gift of Chaos! Is this for a home campaign or somoething?
 
#10 ·
The real question though is for how long was he fighting and how many thousands of orks had he already killed first?

Fulgrim single-handedly destroyed an avatar of khaine and he wasn't as strong as the Emperor.

Though I'd wager a lot of his powers also stem from his psychic abilities.
 
#5 ·
He must be a powerful warboss
 
#7 ·
must be......
 
#13 · (Edited)
I just like the idea that someone out there has taken the time to think, about putting Primarchs and the Emperor into games: it probably isn't story perfect, or fair on the opponent (power)/player (points), but who cares? They're still interesting to read and argue about :grin:

[EDIT]
Just one thing about the automatic loss: I understand that if the Emperor is defeated the Imperium would fall, but surely in game terms an automatic loss is a bit harsh? Concentrate all fire on the Emperor, get lucky and win. Just thought I'd throw that in for discussion.
 
#14 ·
RUles discussion for the Emporer usually follow this format.

Imperial fan-boi: ZOMG hes underpowered! he could do anything a billion times better than anyone!

Anti-Imperial player: ZOMG hes overpowered, he wasn't even that strong and eveything written about him and the Primarchs is imperial propperganda.

Ahem. Now ive gotten that out of my system, I really like these rules. Personally I wouldn't use the Emporer in a game as doing so quantifys him. To me he is the ruler supremem, the imcomparible strategist and soldier, a Psyker without peer amoungst the humans...but still a human.
Also, hes the Primarchs daddy. they were fasioned from his Genome, so surley he would be more powerful than each of them. Fulgrim Munting a wraith lord and then an Avatar? Angron abusing hordes of astartes at Instan V? not to mention casting down Horus on a whim. UNless of course that was all imperial propaganda and he was really an old cripple with 20 'ard children :p

I think the rules are cool, although I wouldn't field the Emporer.
 
#16 ·
In my opinon this seems alot like the whole Super-heavies argument.

They are supposed to be insanely powerful but balanced out by a large point cost and their defeat being crippling

This seems to take it to a new level, give them someone who is INSANELY powerful (I could see this walking up to a titan and leveling it in a turn easily) but if they end up dieing then they would simply cost you the game. Game over. That simple.

It seems to me that this would end up being like the Super Heavies in that it is only fair if the Opponent has something of the same strength.

Like the Chaos could have Horus

Other Primachs for their respective forces.

An Ork warboss (like Gahz whatever this name is) only ALOT more powerful, like some Warboss who had a self made fluff about how he managed to bring together all the Orks in the Galaxy for one huge Waaagh to end all Waaghs and how this was the showdown between the Emperor and Him and their personal forces.

The Eldar could have some ruler who survived whatever happened to them (I dont know Eldar fluff at all)

The Daemons would have to have the physical incarnation of one of the Four gods. Slaanesh, Nurgle, etc.

Etc. Etc.

I wouldn't play a Game against this guy unless 1) I outnumbered his points 3 to 1. 2) I had 3-4 Titans and he didn't. 3) I had Horus [any equivalent, i said Horus since I play Chaos]

The Ork warbos incident might be because the Ork was so high on Waaagh he was 100% certain he would strangle him and he was some Weirdboy prodigy and the insane Ork Pysker power kicked in and counteracted the Emperors, the Emperor would be weak and tired and the Ork would have gotten lucky. I dont know but it might have just been a fluke.

This would also be good for something like a senario of the heresy. I love that you took the time and thought to make this though.

Any chance you'd make one for Horus ? :D
 
#20 ·
I think that the new rule for his death is much more interesting then the old one.

Its kinda like an "OH SH!T" moment where all but the bravest and most devote run for their lives while the devote stand and fight to avenge their fallen god-on-earth.

Also, is there any chance you would post your Horus rules if you have them complete? If not would you post them when you do have it ready?
 
#22 ·
don't do the Emperor:
a) he's in statis
b) he's a nigh-unstoppable killing machine
and
c) he's a legendary figure who just wouldn't be fighting.

By the way, regarding doing Primarchs, make them like a Eldar Pheonix Lord-after all, they're both lords of battle.
 
#23 · (Edited)
Here is how I think his profile should be:
Many Thanks to Gore Hunter for what he has done already, I just thought it needed a tune up to make it more game and fairness worthy, well in my eyes anyway. Once again Many Thanks to Gore Hunter as the fluff on most of the weapons he has done himself and I would never be able to think up this sort of thing, most is similar with a few tweaks and changes.
Anyways enjoy and please feel free to criticse and comment:

Emperor of Mankind, Master of the Universe:
Pts: 1000
WS: 10 BS: 8 S: 8 T: 8 W: 10 I: 7 A: 10+D6*
Ld: 10 (12) Sv: 2+/2+

WarGear: Tempest Blade, Divine Armour, Purity Fist, Master of the Warp, Master of Mankind, Feel No Pain, Frag & Krak Grenades, Melta Bombs.


Tempest Blade: The Emperor’s holy weapon and the deadliest weapon throughout the galaxy, to be wounded by this blade means death to all who oppose the Emperor there is only one known person who was able to survive its attacks and he was killed by the pure fury and strength of the Emperor himself.
Any hit from this weapon inflicts a wound automatically with no armour saves allowed, though Invulnerable Saves may be taken as normal. Any model wounded by the sword is slain outright regardless of how many wound it may have, unless they are immune to Instant Death. If a model is immune to Instant Death the sword will cause a single automatic wound with no armour saves allowed.
Vehicles that have been hit by the blade count as glancing on a roll of 1,2,3 and penetrating on a roll of 4,5,6.


Purity Fist: A weirdly crafted fist shaped like the claw of a raven, it is able to wrench apart the strongest of armour and the toughest bodies. It was a gift to the Emperor by Horus after the Emperor saved his life for a second time. The Purity Fist gives the Emperor an extra +D6 attacks per turn at normal strength, it ignores both armour saves and Invulnerable Saves.


Divine Armour: A huge golden suit of armour that provides Divine Protection. The armour generates a force field around the Emperor that is nigh impossible to penetrate. The Divine Armour provides the Emperor with a 2+ armour/ 2+ invulnerable save and makes the Emperor immune to Instant Death of any kind (in the case of Psychic Powers or Force Weapons, any that may cause an Instant Death or immediately remove the model instead inflict one automatic wound with no armour saves allowed, Invulnerable Saves may be taken as normal).


Master of Mankind: Being the holy figure that the Emperor is, he can inspire even the lowliest of troops on a battlefield. As such the Emperor himself can choose whether to pass or to fail any Leadership Tests he may be brought upon to take and any friendly unit within 12” of him may use his Leadership for all tests they may have to make. As the Emperor is the Master of Mankind he is Fearless and so never counts as being defeated in combat (unless he loses all his wounds) so will never fallback this ability is passed onto any unit he may join and therefore he and any unit he joins cannot become subject to a Sweeping Advance. If a Sweeping Advanced occurs they will fight on as normal in the next Assault Phase.


Master of the Warp: The Emperor has mastered all the Psychic Powers of the Imperium and has harnessed the powers warp so is able to use it without suffering from the Perils of the Warp unlike other psykers, so pass all his Psychic Tests to use his Psychic Powers. The Emperor may use up to 2 Major Psychic Powers and 4 Minor Psychic Powers per turn. Such is the mental awareness and strength of the Emperor that he is unaffected by any Psychic Powers used against him unless they are being used by a Primarch or Horus(except that he is immune to the Psychic Power Gifts Of Chaos, as he is far to strong minded to fall for such a cheap mind trick). The Emperor’s knowledge is so great and vast that he has the Psychic Powers from all the Imperium’s Codex’s as well as his own which are listed below.

Flame of the Emperor: The Emperor unleashes a mighty blast of energy, releasing his frustration and rage as a wave of powerful psychic energy. All enemy models within 6" of him receive one S5 hit, rolling to wound as normal, no armour saves are allowed against this psychic assault such is its strength and fury, although invulnerable saves may be taken as normal. This power can be used even when in combat. (Major Psychic Power).


Firm Belief: The Emperor summons all his strength to inspire his men and lets out a Bellowing cry across the battle striking a deadly fear into the hearts of the enemy and inspiring his men into suicidal acts making them believe they are invincible no matter what may be happening around them, any warriors within 24" of the Emperor will fight fervently in the belief that he is invincible, and that the Imperium and Mankind are the rightful rulers of the galaxy. As such, they can re-roll any failed saves in the turn the Emperor uses the power, this power does not affect the Emperor himself. (Major Psychic Power).



Fear The Emperor's Wrath: Any enemy unit wishing to assault the Emperor and any unit he may have joined must first pass a Leadership Test before they may attempt a charge, if they fail they may not assault the Emperor or the unit he may have joined that turn, if they pass they may make an assault as normal. (Major Psychic Power).

All Psychic Powers in all the Imperium's Codex's count as Minor Psychic Powers


Army Organisation:
Warrior of the Imperium: The Emperor is the Grand Warmaster and defender of the Imperium he can command every army at his disposal regardless of the hatred between chapters. The Emperor May only be fielded in an army with a minimum of 5000pts. Any army commanded by the Emperor has a strategy rating of 4. When assembling an army with the Emperor he automatically fills all the HQ slots and all HQ choices become Elites choices instead, though these slots may only be filled with units from the HQ choices in the appropriate Codex. If the Emperor is defeated against an army fielding Horus then an automatic victory is declared for the army which included Horus, if the Emperor is defeated in any other circumstances then every friendly unit that has a Ld value must take a Leadership Test, if failed they must make a fall back move with an extra D6 added to the result (due to initial fright and or fear) and will continue to fallback after this initial fallback with normal modifiers, though these units may never regroup, may not shoot whilst falling back and if they are charged and assaulted they are immediately destroyed and removed from the table.
Units that pass this test receive the Feel No Pain and Furious Charge Special Rules for the rest of the game.
As the Emperor is the Master of Mankind he may assemble his army from any Codex of the Imperium and may take any units he wishes regardless of any rules that may not allow this.
Eg: May take a Troops Choice from an Imperial Guard Codex, a Fast Attack from a Dark Angels Codex and a Heavy Support from a Space Marines Codex.


Codex’s available are:
Codex: Imperial Guard
Codex: Space Marines (and any specialised Codex’s such as Blood Angels, Dark Angels, Black Templar and Space Wolves)
Codex: Daemon Hunters and Witch Hunters
 
#24 · (Edited)
I dont think the emporer would have the whole more attacks than god, scratch that, and incredibly high armor and stuff, I just think he should be able to drop 10 pi-pl8s of psyker power on top of anyone within 50 ft. Cause realy How much does he have going for him physicly? Also considering the time in wich he lived at- Things we take as normal rules would be drasticly diferent.

HQ
PTS: 5000
WS: 5
BS: 5
S:4
T:4
W:2
I:4
A:2
LD: Always passes no matter what. Period.
SV:3+

Master of the Impirium:
You are entitled to doble the points you are normaly allowed to take for the mission. As long as you have at least one HQ and One Troops beside the Emporer you may take as many of any kind of units as you want. So long as they are Impirial units.

Psyker power:
Powers of the God Emporer of mankind:
Place 10 large blast markers anywhere on the board. Anything with a leadership of 9 or lower caught in one of these blasts is killed instantly. Anything with a leadership of above 9 is entitled to roll a leadership test, with 9 dice in stead of 2 if they fail they are killed instantly.
 
#25 ·
Psyker power:
Powers of the God Emporer of mankind:
Place 10 large blast markers anywhere on the board. Anything with a leadership of 9 or lower caught in one of these blasts is killed instantly. Anything with a leadership of above 9 is entitled to roll a leadership test, with 9 dice in stead of 2 if they fail they are killed instantly.
Honestly, I wouldn't even want to roll 9 dice for every model under 10 large blast templates. Odds are lower than successfully navigating an asteroid field. And normally I don't even ask to see the odds.

The Emp is powerful, but I don't think we'll ever read fluff about a character that instantly struck down the enemy army by turn 4 with solely his mind.
 
#26 · (Edited)
I would add another cool rule, called Call of the Warmaster. All loyal units, in your opponents first turn(before movement and only then) have to make a leadership test. All ability given rerolls are allowed, and Fearless counters this. Each and every unit that fails must immediately move towards the opponents deployment with their maximum movement. They must then turn and fire upon their own forces(ala Heresy coming to fruitation). They count as moving as much as they did. From here on, they are part of the enemy force just like they were in his army list.
---I actually just thought this up while reading this thread..
I would have the Emperor with stats pretty much identical to an Avatar. The difference would be his psychic powers, would be straight forward abilities and have no tests to make. And they would be fricking ridiculous. I actually liked the Lose The Game aspect of him dying though. A full-scale retreat or fallback would be just like losing. Unless your whole force was fearless...
 
#28 ·
there already is one this is it here well the one i re-did anyways:


Horus Warmaster Of Chaos:

Pts: 950
WS: 10 BS: 8 S: 8 T: 9 W: 10 I: 8 A: 10 (12) +2D6
Ld: 10 Sv: 2+/2+

WarGear: Daemon Hammer, Armour of the Gods, Talon Of Horus, Warmaster of Chaos, Frag & Krak Grenades, Melta Bombs, Feel No Pain, Mark Of Horus.


Daemon Hammer: A huge hammer rumoured too have not one but the four Daemons Chaos (one for each Chaos God) encased in the weapon given to Horus as a gift for his betrayal of the Emperor. The hammer is a testimony to Horus’s strength in that he is able to control the four aspects and Daemons of Chaos. Where a normal Chaos Lord would be torn and wrench apart by the shear power of the Daemon Hammer, Horus prevails and has complete control over the Daemonic Hammer. The Daemon Hammer unleashes its self upon an enemy unrelenting to the end. Once Horus has begun combat he may not leave until all his opponents are dead or he is defeated. The hammer adds +2D6 attacks and any wounds caused by the hammer automatically inflict Instant Death upon an opponent.


Talon Of Horus: A huge Lightning Claw that Horus wields with a deadly speed and efficiency he is able to counter the opponents attacks with speed sometimes protecting him from the deadliest of attacks. The Talon Of Horus adds 2 extra attacks already included in his profile above, also any hits that successfully roll to hit against Horus are halved to a minimum of 1 (halve after the rolls to hit have been taken).





Armour of the Gods: Horus has exchanged his armour and covered it in an array of evil runes that symbolise his worship of Chaos. The armour of the gods confers a 2+ armour/2+ Invulnerable Save and makes him Immune to Instant Death.


Master of Chaos: Horus is the WarMaster of Chaos and Master to the traitor legions so much that they hang on his every word. Beause of his devotion to the gods he has been gifted with Psychic Powers from all the gods of Chaos and hence has become a Master Psyker of Chaos.
Horus has all the Chaos Psychic powers from the Codex Chaos Space Marines. He may use up to 5 Psychic Powers per turn including ones from the list below.


Dark Fire: Horus sends a raging inferno towards his enemies ripping through mind and body alike disintegrating them in the most excruciating way until death. Dark Fire is a shooting attack with the following profile Str: 7 Ap: 1 Assault: 1- Rending, Pinning, Large Flamer Template.


Death To the False Emperor: Horus is a charismatic leader and is as inspiring as the Emperor himself. Horus screeches a roar of psychic energy sending the wrath of the gods to his enemies and insanity into his friends. All enemy models within 24” of Horus must take a Leadership Test, if they fail they may not move, shoot, or assault in their next turn. All allied units gain the Furious Charge and Fleet* Special Rule for that turn only.





The Dark Gift of the Gods: Horus has been highly rewarded for his betrayal of the Emperor. One of many gifts given came in the form of a deadly Psychic Power that can wrench apart the strongest foes and turn the weakest minds. This Psychic power may be used once per battle It affects all enemy models within 12”of Horus. All models must take a Leadership Test (even those that normally would pass or don’t have to) at a –2 modifier, those that fail automatically become under the control of the army which Horus belongs to for the rest of the game (this includes Fearless models) all models that pass automatically charge those that have turned traitor, if all models pass then they carry on as normal.


Mark of Horus: Horus has been gifted well for his treachery. The greatest gift is his Mark which has the hatred of all the gods of Chaos combined. This mark is seen by all legions as a sign of unity throughout the realm of Chaos. Horus may command any army of chaos and my combine them. He may Command all models and units from the Codex Chaos Daemons and the Codex Chaos Space Marines (he may take Daemons and Chaos Space Marines as a combination of Troops Choices. It also provides him with every Mark of the Chaos gods included in his profile above (they have been added in and so cannot be negated as such is the power and nature of Horus’s Mark.


Son Of the Emperor: Although Horus has turned to Chaos when fighting the Emperor it sparks the last piece of goodness in him and makes him question his faith. If Horus is in combat with the Emperor and the Emperor is reduced to 1 wound then Horus must take a Leadership Test at a modifier of -1 before he can roll to wound, if he fails then he may not attack the Emperor for that turn. Also in combat involving the Emperor and any units joined by the Emperor, Horus will focus all his attacks on the Emperor as such is his lust to do battle with his father in order to prove himself the better.


Warrior of Chaos: Horus is the Warmaster of the Chaos; he can command every army at his disposal regardless of the hatred between the traitorous legions and Chaos gods. Horus may only be fielded in an army with a minimum of 5000pts. Any army commanded by Horus has a strategy rating of 4. When assembling an army with Horus he automatically fills all the HQ slots and all HQ choices become Elite choices instead, though these slots may only be filled with units from the HQ choices in the appropriate Codex.
If Horus is defeated against an army fielding the Emperor then an automatic victory is declared for the army which included the Emperor, if Horus is defeated in any other circumstances then every friendly unit that has a Ld value must take a Leadership Test, if failed they must make a fall back move with an extra D6 added to the result (due to initial fright, fear or shear terror) and will continue to fallback after this initial fallback with normal modifiers, though these units may never regroup, may not shoot whilst falling back and if they are charged and assaulted they are immediately destroyed and removed from the table.
Units that pass this test receive the Feel No Pain and Furious Charge Special Rules for the rest of the game.


As Horus is the WarMaster of Chaos he may assemble his army from any of Codex’s of Chaos and may take any units he wishes regardless of any rules that may not allow this.
Eg: May take a Troops Choice from the Codex Chaos Daemons and a Fast Attack from the Codex Chaos Space Marines.

Codex’s available are:
Codex: Chaos Space Marines
Codex: Chaos Daemons