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Old 09-19-2007   #1 (permalink)
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Default Perturabo

 WSBSSTWIALdSv
Perturabo- The Cold6666555102+/3+

Independent character

Wargear: Forgebreaker, Servo Arms, Field Generator, Terminator Armour

SPECIAL RULES

Forgebreaker: Perturabo carries a Large two handed hammer which he wields in combat it counts as a Mastercrafted Thunderhammer with 2D6 Armour Penetration.

Servo Arms: Perturabo has a close unrivalled knowledge and affinity for technology and the priesthood of Mars. He is equipped with a servo Harness as described in Codex Space Marines. Weapons on the arms count as master crafted

Field Generator: A gift from the Priesthood of Mars which infers a 3+ invulnerable save.

Terminator Armour: As detailed in Codex Space Marines, though due to his supreme agility and preternatural skills as a Primarch he may carry out a sweeping advance

Technical Adept
: Perturabo could match wits with Adeptus Mechanicus Magi on anything from warp drives to macro cannons, given this he may attempt field repairs. If a Space Marine vehicle has suffered an Immobilised or Weapon Destroyed result then there is a chance that Perturabo can rekindle its angered war spirit. to do this the he must start the Movement phase of the Space marine turn in contact with the damaged vehicle and not be inside it (although he can disembark and begin the repairs), Falling Back, Locked of Pinned. Roll a D6 and if the result is a 4, 5 or 6 then either a Weapon Destroyed result or Immobilised result (owning player's choice) will be repaired. Both the vehicle and the Perturabo (including any unit he leads or has joined) must remain stationary for the entire Movement phase. The repair attempt will be completed before the Shooting phase begins.

Technical Genius: Any unit within 12" of Perturabo may add 1 to any armour pentration rolls as he uses his superior knowledge to point out the best place to attack (this does not apply to barrage/artillery/blast weapons)-A Leadership test must be passed though before the bonus is added.

Cold Logic: After all deployment has taken place you may redeploy D3+1 units.

Siege Master: Calling on years of experience Perturabo can call in Artillery with devastating accuracy any unit within 12" of the model may re-roll the scatter dice when rolling to hit.

We Stand Together...Alone: If any other Primarch is present on the battlefield Perturabo may not ally with them such was the bitterness he felt towards his brothers

Honor of the Primarch: Perturabo may possess a body guard comprising of any standard HQ choice and accompanying command squad, as per Codex: Space Marines.


credit- Perturabo

Last edited by Lord Commander Erus; 03-29-2008 at 10:43 PM.
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Old 02-03-2008   #2 (permalink)
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Default Re: Perturabo

Initial thoughts on "bodyguard"

Siege Breaker and The Warden: Depending on how Perturabo is deployed dictates what Honour guard he takes. As he is wearing Terminator armour he may deep strike or deploy as normal.

Deep-Striking. If the tactical situation dictates the Perturabo is to deep strike he will take his Siege Breaker Terminator Squad.
Siege Breaker Squad. Consisting of 5 or 10 Marines in Terminator Armour. All members are armed with Thunder Hammer and storm shields. If a squad contains 10 Terminators 1 may be upgraded to carry a siege drill with heavy flamer (see dreadnought weapons below)

Normal Deployment. If Perturabo deploys normally he is accompanied by the “The Warden” an ancient dreadnought fitted out for siege. This beast acts as the personal guard and envoy for Perturabo.
Weapons: The Dreadnought’s left arm is equipped with an assault drill that has a built in heavy flamer. The Dreadnoughts right arm is equipped with an Inferno cannon.
Options: The Dreadnought may take any of the following vehicle upgrades at the cost listed in the Space Marine Armoury: extra armour, searchlight or smoke launchers.
SPECIAL RULES
Assault Drill with built in heavy flamer
The Dreadnought’s assault drill is designed to punch through rock and reinforced ferrocrete, grinding its way through buildings, walls and bunkers. Once penetrated the heavy flamer can unleash a torrent of flaming promethium through the hole to incinerate those inside.

Range: Template Str: 5 AP: 4 Type: Assault1

Inferno Cannon
Range: 24” Str: 6 AP: 4 Type: Heavy1, Template
When firing the Inferno cannon, designate a target unit and place the normal flamer template so that it is at least partially over as many enemy members as possible. The whole template must be in range and line of sight. Roll to hit once, using the Dreadnought’s BS. If you hit, then all models partially or wholly under the template are hit. If you miss, they are each hit on a roll of 4+.

The assault drill acts like a normal Dreadnought close combat weapon. If it used to attack a bunker or building, then roll 2D6 for penetration and add the dice together. If the Dreadnought penetrates a bunker/pillbox/building it may immediately make a heavy flamer attack against anybody inside (troops on different level or in a different section of a large building cannot be attacked). Anybody inside a bunker is hit automatically.
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Old 02-03-2008   #3 (permalink)
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Default Re: Perturabo

Give that warden venerable. And give it all three vehicle upgrades too...

Interesting conversion ideas flowing throw my head for the termie with the drill...

Also Perturabo as of now can perform a sweeping advance with termie armor so maybe his guards should be able to too
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Old 03-29-2008   #4 (permalink)
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Default Re: Perturabo

I need Baron or Pert to get with me, stat... We have some fluff issues to sort out on our bitter primarch here...
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