Anyway, I tried making a variant of a primarch for my army. I know that the fluff at present says that the primarch is dead - but bugger it, why not - either that or he could stand as my chapter master. I also thought that due to the immense amount of stuff I still have to paint, maybe I should go back to the triumvirate idea instead of the 4 armies. Hmmm.. that will still require some deliberation....
But, I digress, my first tap at greenstuffing was interesting at best. I became very frustrated at times as I didn't have much in the way of sculpting tools other than the old finger forks and my scalpel. As a result - some of the pieces I may have to redo, particularly his "collar" but you'll see that in the pictures.
So what of rules for the primarch? Well after trolling around some forums and basing that with the knowledge I have garnered from the Horus Heresy novels and other stuff, the general consensus is that primarchs should be somewhere in between a Space Marine and a Daemon Prince.
Some argue that primarchs should be much more powerful, as Sanguinius managed to kick the seven shades of shinola out of a bloodthirster, others believe otherwise.
Still, what I reckon is that they should be tougher than a Chapter Master and below a Daemon Prince. However, they should have skills / rules that can affect your army as a whole.
As GW have the DIY legions - I decided that the Knights could be the 11th Legion.
Their Primarch - Magnar Darrius
Points: 325 (i figured this was ok - as the Sanguinor is 275 and it also has eternal warrior a better WS and Initiative and a better invulnerable save)
WS: 7 BS: 3 S:5 T:5 W:4 I:6 A:4(5) LD:10 Sv: 2+
Unit Type: Infantry
Wargear:
- Artificer Armour
- Force Sword - "Emperor's Judgement"
- Lightning Claw - "Terra's Wrath"
- Frag and Krak Grenades
- Iron Halo
- Ceremonial Mask- Gives - Psychic Hood Rules
Magnar evaded the taint of chaos by being an Untouchable - a Psychic Null. His presence is nigh intolerable for psykers as he nullifies all warp energies within reach. Due to these skills, he has the following abilities, which he may use all of once each turn.
- Negative Warp Blast - Negative warp energies blast into the minds of opponents. Shooting attack with the following profile: Range-12", Strength-4, AP-2, Assault 4.
- Null Zone - at start of the KOR's shooting phase if Magnar passes psychic test - All enemy units within 24" of Magnar must re-roll successful invulnerable saves.
- Pariah - Daemons and Psykers find it nigh intolerable to be near Magnar due to the negative warp energies dancing around him. As a result, any Daemon or Psyker within 12" of Magnar takes a -2 penalty to their leadership. This psychic power is a passive ability that is always active.
- Independent Character
- Weapon Master: Magnar spurns all forms of ranged weaponry and has solely focussed his skills on his hand to hand arsenal. He has seen many years of service and favours his force blade and lightning claw and manages to wield them with such skill that he gains the bonus attack (included in profile) not normally possible without a pair of lightning claws.
- Final Word: Magnar can forgo his normal attacks for a single close combat attack with his force sword resolved at strength 10. This attack cannot be re-rolled due to his Preferred enemy rule if it fails to hit true.
- Courage My Brothers: Magnar and unit he is attached to are Fearless
- Awesome Presence - Magnar is an imposing figure on the battlefield who spurs on his charges to fight and instills fear into the enemies of the Emperor. While Magnar is on the field - all friendly units can use his LD for morale and pinning tests - enemy units within 6" suffer -1 Ld.
- Withering Gaze - Units assaulting Magnar must make a leadership test or fall back.
- Follow My Lead: Friendly units within 6" of Magnar have +1 attack
- Mentor of Warriors: Magnar and the unit he is attached to have the Preferred Enemy special rule.
- Fallen Saviour / SNAFU: If Magnar is incapacitated, all friendly units gain rage and furious charge universal special rules. Additionally, when Magnar goes down, lie his body face down. If, by the end of the game there are no friendly units within 6" of his body then the Knights of Revelation automatically forfeit the game as they fail to retrieve their fallen leader's body.
Here is a brief comparison between Magnar and a regular marine. I had to do a far bit of chopping and cutting and greenstuffing, but he turned out ok I think. C and C welcome.




