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Discussion Starter · #1 ·
Can anyone tell me the rules for the Emperor. I would like him and a squad to fight a 1000pts IG Chaos army.
 

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Porn King!!!
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To my knowledge there are none.
 

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there have in the past been rules for the primarches has there not?
Russ was similar physically to the emp, add some mental powers and there you go.
 

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Discussion Starter · #4 ·
Ok thats a lot of help.
 

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Yes, unfortunatley there aren't usually rules for anything that GW doesn't produce (or sister companies, ie FW). Some people wouldn't mind an Emporer model or a model of their primarch, but unless they are doing a pre-heresey army, I think to put a dead guy in your army really kills the feel of it, no matter how cool he is, it just doesn't work...
 

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The Traveler
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Here:

The Emperor
All stats: 10
Fearless
Psychic Powers: All, does not roll for Psychich Tests
Attacks:6d6, no saves of any kind.
Immune to Instant Death
Ranged Weapons: The Hellstorm Gun (S8 AP1 Assault 12 Rending)
CC Weapons: The sword-on-fire-thing (+10 to Strength, to a max of 10, gives the Emperor 6d6 attacks in CC, with rerolls to miss and wound. Ignores any sort of save)
Points: 1500-the cost of that squad you were talking about.

Counts as two Troops and two HQ choices. The Emperor is Initiative 10, and ALWAYS strikes first, no matter how many Banshee Masks you have. The Emperor is also a unit strength of 20, cannot be pinned, broken, or wounded because of outnubered rolls. He has an invulnerable save of 2+ and may reroll this. He has 8 wounds.

Note this is probably completely unbalanced, and just made it up.
-Dirge
 

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Here:

The Emperor
All stats: 10
Fearless
Psychic Powers: All, does not roll for Psychich Tests
Attacks:6d6, no saves of any kind.
Immune to Instant Death
Ranged Weapons: The Hellstorm Gun (S8 AP1 Assault 12 Rending)
CC Weapons: The sword-on-fire-thing (+10 to Strength, to a max of 10, gives the Emperor 6d6 attacks in CC, with rerolls to miss and wound. Ignores any sort of save)
Points: 1500-the cost of that squad you were talking about.

Counts as two Troops and two HQ choices. The Emperor is Initiative 10, and ALWAYS strikes first, no matter how many Banshee Masks you have. The Emperor is also a unit strength of 20, cannot be pinned, broken, or wounded because of outnubered rolls. He has an invulnerable save of 2+ and may reroll this. He has 8 wounds.

Note this is probably completely unbalanced, and just made it up.
-Dirge
where's the cupholder? =P
anyways sure you can mod some rules for the emperor, but using him in a 1000 point IG/chaos army probably won't bode well with anyone at the hobby centers. Super powered units in low cost games are kinda unbalanced, and you have the holiest of the holy in a chaos army lol
 

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Here:

The Emperor
All stats: 10
Fearless
Psychic Powers: All, does not roll for Psychich Tests
Attacks:6d6, no saves of any kind.
Immune to Instant Death
Ranged Weapons: The Hellstorm Gun (S8 AP1 Assault 12 Rending)
CC Weapons: The sword-on-fire-thing (+10 to Strength, to a max of 10, gives the Emperor 6d6 attacks in CC, with rerolls to miss and wound. Ignores any sort of save)
Points: 1500-the cost of that squad you were talking about.

Counts as two Troops and two HQ choices. The Emperor is Initiative 10, and ALWAYS strikes first, no matter how many Banshee Masks you have. The Emperor is also a unit strength of 20, cannot be pinned, broken, or wounded because of outnubered rolls. He has an invulnerable save of 2+ and may reroll this. He has 8 wounds.

Note this is probably completely unbalanced, and just made it up.
-Dirge

yeah thats about right but I gave a few new rules and he has a a weird claw thing I thing its called the fist of Purity?
 

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you can't write rules for him its like what are the stats for the chaos gods or the creaters of the universe (the old ones according to the lizardmen army book)
 

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you can't write rules for him its like what are the stats for the chaos gods or the creaters of the universe (the old ones according to the lizardmen army book)
yeah I always thought the Primarchs are too good to field I mean look at the rules I made but the Emperor well he would be... well indestructable (except maybe to Horus).
 

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I don't really think there should be rules for the Emperor. This guy's power goes beyond what can be represented in 40k. He makes a psychic beacon you can see from the other side of the galaxy, and rules an empire that basically covers known space.

Years ago I played the Legend of the 5 rings RPG. There were descriptions and rules for loads of NPCs, one of which was actually a god pretending to be human. It didn't have any stats for him, it said "what Togashi wants, Togashi gets". The same goes for the Emperor I think.

There's also a lot of uncertainty about exactly who or what the Emperor is. There aren't any descriptions of his combat abilities that I'm aware of apart from his fight with Horus, a copy of which you can find here.

From this we learn that he can, or could have, taken on the power of the chaos powers together backing up Horus, the most powerful of the Primarchs, even after being very heavily wounded. He just doesn't get involved in 1500 point games.
 

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He gets involved in 150,000 point games.
 

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what about the finale battle of the horus heresy he must show up there
 

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I clearly have a very different take on the Emperor. He was a powerful psychic, yes, but he was still just a man in the end. He wasn't like the Primarchs, who were created in his image and from his flesh, and made to be the superhumans that legend describes them as. I'm not going to worry about points for him, but I think that if I were to make rules for the Emperor, it'd look something to the effect of this:

WS/5
BS/5
S/4
T/4
W/3
I/4
A/3
Ld/10
Sv/2+/4+Invul

Armament: Masterwork Force Sword, Masterwork Power Fist, Artificer Armour, Iron Halo, Adamantine Mantle, Psychic Hood

Special Rules: Master Psyker, God of Men, An Age of Darkness, Independent Character

Master Psyker: The Emperor may use up to four psychic powers per turn, including his force weapon. The Emperor does not suffer Perils of the Warp if he rolls double 1's or double 6's-- an 11 or 12 will simply fail to use the psychic power, while a result of 2 will function as if he had safely used the power.

God of Men: The Emperor, and all friendly models on the table, may choose to pass or fail leadership checks. All units in the same army as the Emperor have the "And They Shall Know No Fear" universal special rule.

An Age of Darkness: If the Emperor is slain, you lose the game.

Psychic Powers:
-Psychic Onslaught: Nominate an enemy non-Vehicle unit. Each model in the unit takes a S9 AP1 hit with no armour or invulnerable save allowed, as the Emperor destroys their minds in a wave of psychic energy. This power is used during the shooting phase, and has a range of 24''.

-Farsight: The Emperor is an accomplished seer; only the finest of the Eldar witches rival his ability. This power can be used at the start of your turn. The Emperor, and any unit which he has joined, may re-roll all failed to-hit rolls, to-wound rolls, armour saves, invulnerable saves, leadership checks, and morale checks.

-Shatter Soul: At the culmination of the Horus Heresy, the Emperor was able to defeat Horus by forfeiting his remaining life essence to completely destroy the Warmaster. This power is a lesser version of the same ability. When the Emperor uses his force weapon as his main weapon in close combat, (i.e. he counts the power fist, rather than the force weapon, as an additional close combat weapon) he may use this power. The Emperor strikes with his full Attacks characteristic at Strength 10 against a single enemy model in base contact, which you may nominate, such as a sergeant or heavy weapons trooper.

Force Push/Force Pull: The Emperor may use this power during the shooting phase. He throws a wall of psychic energy at a foe, pushing them away or bringing them nearer, as he prefers. This power can target any unit of any type in the Emperor's line of sight. When successfully used, the targeted unit is immediately placed 2d6'' in any direction you choose. If used to place a model in impassible terrain, the model is removed as a casualty.
 

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I'm going to go with horus's but with a few changes.

WS/7--- Horus and the Emperor went at it for a while but couldn't finish the job physically
BS/5---There's no need for a higher BS from a game mechanic standpoint anyways.
S/4 (8) Obviously the powerfist doubles his strength. Good choice
T/5---I think he's more of a badass than normal.
W/3---This makes sense as well. He could be W/4 though and no one could complain.
I/5---I'm basing this on his battle with Horus. The Emperor is as good as the best of his primarchs.
A/3---This is fine.
Ld/10---Duh. He's the Emperor.
Save---2+/4+ Invul

Armament---I'd give him a Masterwork bolter with Psycannon rounds too. I feel that the God-Emperor of Mankind can have 3 weapons if he wants them.
 

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I clearly have a very different take on the Emperor. He was a powerful psychic, yes, but he was still just a man in the end. He wasn't like the Primarchs, who were created in his image and from his flesh, and made to be the superhumans that legend describes them as. I'm not going to worry about points for him, but I think that if I were to make rules for the Emperor, it'd look something to the effect of this:

WS/5
BS/5
S/4
T/4
W/3
I/4
A/3
Ld/10
Sv/2+/4+Invul

Armament: Masterwork Force Sword, Masterwork Power Fist, Artificer Armour, Iron Halo, Adamantine Mantle, Psychic Hood

Special Rules: Master Psyker, God of Men, An Age of Darkness, Independent Character

Master Psyker: The Emperor may use up to four psychic powers per turn, including his force weapon. The Emperor does not suffer Perils of the Warp if he rolls double 1's or double 6's-- an 11 or 12 will simply fail to use the psychic power, while a result of 2 will function as if he had safely used the power.

God of Men: The Emperor, and all friendly models on the table, may choose to pass or fail leadership checks. All units in the same army as the Emperor have the "And They Shall Know No Fear" universal special rule.

An Age of Darkness: If the Emperor is slain, you lose the game.

Psychic Powers:
-Psychic Onslaught: Nominate an enemy non-Vehicle unit. Each model in the unit takes a S9 AP1 hit with no armour or invulnerable save allowed, as the Emperor destroys their minds in a wave of psychic energy. This power is used during the shooting phase, and has a range of 24''.

-Farsight: The Emperor is an accomplished seer; only the finest of the Eldar witches rival his ability. This power can be used at the start of your turn. The Emperor, and any unit which he has joined, may re-roll all failed to-hit rolls, to-wound rolls, armour saves, invulnerable saves, leadership checks, and morale checks.

-Shatter Soul: At the culmination of the Horus Heresy, the Emperor was able to defeat Horus by forfeiting his remaining life essence to completely destroy the Warmaster. This power is a lesser version of the same ability. When the Emperor uses his force weapon as his main weapon in close combat, (i.e. he counts the power fist, rather than the force weapon, as an additional close combat weapon) he may use this power. The Emperor strikes with his full Attacks characteristic at Strength 10 against a single enemy model in base contact, which you may nominate, such as a sergeant or heavy weapons trooper.

Force Push/Force Pull: The Emperor may use this power during the shooting phase. He throws a wall of psychic energy at a foe, pushing them away or bringing them nearer, as he prefers. This power can target any unit of any type in the Emperor's line of sight. When successfully used, the targeted unit is immediately placed 2d6'' in any direction you choose. If used to place a model in impassible terrain, the model is removed as a casualty.

Nope. None of this comes anywhere near the power of the emporer. A grade A psyker can destory a titan wiht a thought. The emporer burns a thousand of these a day just to keep cable going at the golden throne. The only reason Horus wounded him was because he, the second most powerful human of all time, was allowed to strike at will- the Emporer woudn't fight back.

You also have THE EMPORER OF MANKIND at less wounds than GHAZGULL THRAKA!!!! And with saves only moderately better than his. That's just... no.

Stats for the Emporer are like stats for God- you can't put them any where near the power they would have. The emporer is you army. Case closed.
 

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The Emperor basically got raped by Horus-- it was a short fight. Horus physically ripped him apart, and the opening came only when an Imperial Fists terminator broke through the bulkhead and distracted Horus for a moment.

The Emperor is only a god because his people decided to worship him. His psychic presence may be powerful in the warp, but physically, he's a man. A talented warrior and gifted leader, perhaps, but still ultimately a man.
 
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