THE PRIMARCH PROJECT 6th EDITION

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THE PRIMARCH PROJECT 6th EDITION Written by Neo Aigaion (Not officially endorsed by Games Workshop) (All content within is the actual property of Games Workshop)

Lion Blade Lion Helm Armour of the Order LION EL'JONSON Primarch of the Dark Angels 8 5 6 6 5 6 5 10 2+ Sire of the Dark Angels Monster Hunter Strategic Expertise Bulky Lion Blade Range: - Strength: +1 AP: 2 Type: Melee, Master-Crafted, Murderous Strike, Strikedown Lion Helm: Confers a 4+ Invulnerable save to Lion El'Jonson and any Dark Angels units within 6 of him. Armour of the Order: Confers a 2+ Armour save. Sire of the Dark Angels: When Lion El'Jonson fights in a challenge, he gains Preferred Enemy against the enemy model in the challenge with him. If Lion El'Jonson, and any Dark Angels unit he has joined, are placed in reserve, both he and the unit benefit from the Acute Senses special rule for the turn that they are deployed. Strategic Expertise: Any unit that is part of a force containing Lion El'Jonson placed in reserve gains the Infiltrate special rule. A force containing Lion El'Jonson may seize the Initiative on a roll of 4+ where this is allowed in a mission.

Fireblade The Gilded Panoply Firebrand Krak and Plasma Grenades FULGRIM Primarch of the Emperor's Children 8 6 6 6 6 8 5 10 2+ Sire of the Emperor's Children Sublime Swordsman Strategic Planning Bulky Fireblade Range: - Strength: User AP: 2 Type: Melee, Master-Crafted, Rending, Two-Handed Firebrand: This counts-as a Master-Crafted Volkite Charger with the Shred special rule. The Gilded Panoply: Confers a 2+ Armour save and a 5+ Invulnerable save, which increases to 3+ during close-combat. Additionally, any Armour or Invulnerable save made by Fulgrim that rolls 6 causes the enemy unit that inflicted the wound to pass an Initiative test, or suffer the effects of the Blind special rule. Sire of the Emperor's Children: Fulgrim has the Crusader special rule, and must always accept challenges in combat from a potential opponent that has WS5 or higher. While Fulgrim is present on the battlefield, all Emperor's Children units, as well as Fulgrim himself, gain +2 to their combat resolution results. Additionally, reserve rolls made by Emperor's Children units may be re-rolled if desired by the controlling player. Sublime Swordsman: In an assault, Fulgrim's Invulnerable save is increased to 3+. Additionally, when fighting in a challenge, Fulgrim gains a number of additional Attacks equal to the difference between his Initiative and the Initiative of his opponent. Strategic Planning: At the start of the game, Fulgrim may select a single Warlord Trait from the Strategic Traits table in the Warhammer 40000 rulebook, or from the Legion Warlord Traits table in the Horus Heresy: Betrayal book.

Gauntlets of Olympia Iron Warplate Grenade Harness Orbital Bombardment PERTURABO Primarch of the Iron Warriors 7 5 6 7 6 5 5 10 2+ Sire of the Iron Warriors Big Guns Never Tire Siege Mastery Gauntlets of Olympia: In the shooting phase, Perturabo can use these as either a Mult-Melta that targets a single enemy, or as two Heavy Flamers that can target two separate enemies. In the assault phase, these count-as a pair of Master-Crafted Chainfists. Iron Warplate: Confers a 2+ Armour save and a 4+ Invulnerable save. When wounded by attacks with a Blast profile, his Invulnerable save increases to 3+. Sire of the Iron Warriors: Perturabo, and any Iron Warriors unit he is with, benefit from the Tank Hunter special rule. As long as Perturabo is on the battlefield, both him and all Iron Warriors units are immune to Pinning. Big Guns Never Tire: When Perturabo is on the battlefield, all Iron Warriors Heavy Support units count-as Scoring units. Vehicles that fall under this category must not be Immobilised to benefit from this rule. Siege Mastery: If Perturabo is within 6 of an Iron Warriors vehicle with an Ordnance or Barrage weapon, that weapon does not roll for scatter. Perturabo may use his Orbital Bombardment an unlimited amount of times during the game, but he must still have line-of-sight to his target.

Unit Type: Jet-Bike (Character) Moonfang White Lightning Armour of the Khans Frag and Krak Grenades JAGHATAI KHAN Primarch of the White Scars 7 5 6 7 5 6 5 10 2+ Sire of the White Scars Master of the Hunt Moonfang Range: - Strength: User AP: 2 Type: Melee, Master-Crafted, Murderous Strike White Lightning: White Lightning is equipped with Hunter Boltguns, which have the following profile: Range: 24 Strength: X AP: 3 Type: Assault 1, Sniper, Twin-Linked Furthermore, White Lightning counts-as an Eldar Jetbike. Armour of the Khans: Confers a 2+ Armour save and a 4+ Invulnerable save. Sire of the White Scars: A force containing Jaghatai Khan may take Outrider Squads, Attack Bike Squadrons, and Sky Hunter Squadrons as Troops choices. As long as Jaghatai Khan remains on the battlefield, all White Scars units with the Bike profile (this includes Jetbikes, as well as Jaghatai Khan himself) benefit from the Skilled Rider special rule. Master of the Hunt: Jaghatai Khan, and any White Scars unit he is with (they must be Outriders, Attack Bikes, or Sky Hunters), benefit from the Furious Charge and Hit & Run special rules.

Mjalnar Wolf Helm Belt of Russ Fenrisian Runeplate LEMAN RUSS Primarch of the Space Wolves 7 5 7 6 5 6 6 10 2+ Sire of the Space Wolves Freki and Geri Furious Charge Witch Spite Mjalnar Range: - Strength: +1 AP: 2 Type: Melee, Master-Crafted, Murderous Strike Wolf Helm: Any Space Wolves unit with line-of-sight to Leman Russ may re-roll any failed Morale tests. Any enemy Independent Character who wants to challenge Leman Russ must first pass a Leadership test, or become unable to attack at all that turn. Belt of Russ: Confers a 4+ Invulnerable save. Fenrisian Runeplate: Confers a 2+ Armour save. Successful wounds inflicted on Leman Russ by enemy models with the Daemon profile must be re-rolled. Sire of the Space Wolves: Leman Russ, and any Space Wolves unit he is with, benefit from Hatred (Psykers), and may also re-roll failed to-wound rolls against such enemy models/units during close-combat. Any Space Wolves unit within 12 of Leman Russ may use Leadership value instead of their own for Morale checks. Freki and Geri: The wolf-brothers of Leman Russ have their own stats profile: WS5 BS0 S5 T4 W3 I6 A4 LD10 SV4+ When Leman Russ is slain, Freki and Geri also count-as destroyed remove them from the table. Additionally, they can never leave Leman Russ' unit. As long as either Freki and/or Geri remain on the battlefield, Leman Russ can pass Look Out Sir! attempts on a roll of 2+, and will roll D6+D3 when attempting a Sweeping Advance. Witch Spite: Leman Russ passes Deny The Witch attempts on a D6 roll of 4+.

Wrath of Dorn Dorn's Arrow Armour of the Aquilla Frag and Krak Grenades ROGAL DORN Primarch of the Imperial Fists 7 5 6 6 5 5 5 10 2+ Sire of the Imperial Fists Defensive Expertise Bolter Drill Wrath of Dorn Range: - Strength: User AP: 2 Type: Melee, Master-Crafted, Rending (4+) Dorn's Arrow Range: 24 Strength: 4 AP: 4 Type: Assault 4 Armour of the Aquilla: Confers a 2+ Armour save and a 3+ Invulnerable save. Sire of the Imperial Fists: Whilst Dorn remains on the battlefield, all Imperial Fists units (including Dorn himself) benefit from the Stubborn special rule. When Dorn is within 6 of an allied structure, any successful armour penetration rolls made by enemy units against that structure must be re-rolled. A force that includes Rogal Dorn may take Legion Veteran Squads as a Troops choice. Defensive Expertise: When Dorn is deployed, nominate one allied structure within your deployment zone. Both the Cover Save and the Armour Value of the structure increase by +1 for the duration of the game. Armour Values affected in this way cannot exceed the maximum value of 14. Bolter Drill: Dorn, and any Imperial Fists unit he is with, may re-roll failed to-hit attempts when shooting with Bolt Pistols, Boltguns, Storm Bolters, and Heavy Bolters. Dorn's Arrow also benefits from this rule.

Talons of Terror Armour of Midnight Corona Nox KONRAD CURZE Primarch of the Night Lords 7 5 6 6 5 6 5 10 3+ Sire of the Night Lords The Night Haunter Terror Sight Bulky Talons of Terror Range: - Strength: User AP: 2 Type: Melee, Fleshbane, Murderous Strike, Terrify* Terrify: When Konrad Curze slays an enemy model that has the Character profile, any survivors in the unit that model was with suffer a -1 penalty to their Leadership for the rest of the game. Armour of Midnight: Confers a 3+ Armour save. Additionally, enemy models in base-contact with Konrad Curze cannot benefit from any bonus Attacks. Corona Nox: Confers a 2+ Invulnerable save. On the first time that the save fails, the save is reduced to 3+. When it fails again, it is reduced to 4+ for the rest of the game. Sire of the Night Lords: As long as Konrad Curze remains on the battlefield, both he and all Night Lords Fast Attack units benefit from the Infiltrate special rule, and can set up anywhere outside of 12 of an enemy unit, rather than the normal distance of 18. If Konrad Curze is slain, all Night Lords units gain Hatred against the enemy model/unit that inflicted the killing blow, so long as they have line-of-sight to it. The Night Haunter: Morale tests caused by Konrad Curze's Fear are taken with a -1 Leadership penalty. Konrad Curze benefits from the Night Vision special rule. Konrad Curze must be targeted as if the Night Fighting special rule is in effect, and is immune to wargear that ignores Night Fighting. Terror Sight: Konrad Curze can re-roll all failed Armour saves during both shooting and close-combat.

Unit Type: Jump Infantry (Character) Spear of Telesto Radiant Armour Wings of the Angel SANGUINIUS Primarch of the Blood Angels 8 5 7 6 6 6 5 10 2+ Sire of the Blood Angels Prophetic Sight Spear of Telesto: This count-as a Master-Crafted Paragon Blade with +1 Strength. Once per game it can use the following profile during the Shooting phase: Range: 3D6 Strength: 9 AP: 1 Type: Assault 1 Radiant Armour: Confers a 2+ Armour save and a 3+ Invulnerable save. Wings of the Angel: At the beginning of the controlling player's turn, Sanguinius may forego normal actions and can move as if he were a Flying Monstrous Creature. However he cannot act in that turn's Shooting or Assault phases. Sire of the Blood Angels: As long as Sanguinius is on the battlefield, any non-vehicle Blood Angels unit slain by the enemy causes Sanguinius to become subject to the Rage special rule, and benefit from Preferred Enemy against the enemy that killed the Blood Angels unit. When Sanguinius is slain, all non-vehicle Blood Angels on the battlefield (including those embarked in transports), become subject to the Rage, Furious Charge, and Fearless special rules. Propthetic Sight: After the opposing player has deployed his/her units, a force with Sanguinius as its Warlord can redeploy D6 units (chosen by the controlling player). Blood Angels units within 6 of Sanguinius (including the Primarch himself) can re-roll failed Look Out Sir! Attempts.

Forgebreaker Living Metal Hands The Gorgon's Armour Artificer Bionics Master-Crafted Servo Arm FERRUS MANUS Primarch of the Iron Hands 7 5 6 6 6 5 5 10 2+ Sire of the Iron Hands Weapon Mastery Hatred of Weakness Forgebreaker Range: - Strength: 10 AP: 1 Type: Melee, Master-Crafted, Two-Handed, Concussion, Unwieldy Living Metal Hands: In lieu of using his Forgebreaker, Ferrus Manus can use his metallic hands. Close-combat attacks using these weapons ignore Armour saves, and successful Invulnerable saves made against them must be re-rolled. The Gorgon's Armour: Confers a 2+ Armour save and a 4+ Invulnerable save. Artificer Bionics: Ferrus Manus benefits from Feel No Pain (3+). Sire of the Iron Hands: Whilst Ferrus Manus is on the battlefield, all Iron Hands units that benefit from Feel No Pain may re-roll failed rolls of 1. Any Iron Hands Techmarines that can draw line-of-sight to Ferrus Manus gain a +1 bonus to their Blessing of the Omnissiah rolls. Ferrus Manus himself also benefits from this bonus. Weapon Mastery: During close-combat, Ferrus Manus can divide his Attacks between both his Forgebreaker and Living Metal Hands. Hatred of Weakness: When Ferrus Manus is your Warlord, all allies that are normally Brothers in Arms are instead treated as Desperate Allies. However if Fulgrim is the Warlord of an allied Emperor's Children force, then this part of the rule has no effect (owing to the close-bond between the two Primarchs). Whilst Ferrus Manus is alive, both he and all Iron Hands units add +1 to their Sweeping Advance rolls.

Armour of Mars Gorefather and Gorechild The Spite Furnace The Butcher's Nails Frag Grenades ANGRON Primarch of the World Eaters 9 5 6 6 6 6 6 10 3+ Sire of the World Eaters Red Sands Hatred (Everything) Armour of Mars: Confers a 3+ Armour save and a 4+ Invulnerable save. Gorefather and Gorechild Range: - Strength: +1 AP: 2 Type: Melee, Armourbane, Murderous Strike The Spite Furnace: Counts-as a Master-Crafted Plasma Pistol. The Butcher's Nails: For ever Independent Character or infantry unit of any type that is slain by Angron in closecombat, he gains +1 Attack for the rest of the game (up to a maximum of 10). Note that Angron himself must deliver the killing blow to claim this bonus. Sire of the World Eaters: Angron has the Furious Charge and Feel No Pain (6+) special rules. Angron must always Consolidate towards the nearest enemy unit. All World Eaters units within 12 of Angron are Fearless. Red Sands: Angron may call out and fight in as many Challenges as there are enemy Independent Characters and units in combat with him, up to his current number of Attacks. Angron must divide his attacks between them and must devote at least one attack to each Challenge he fights in.

Gauntlets of Ultramar Konor's Armourplate Honour of Macragge Frag Grenades ROBOUTE GUILLIMAN Primarch of the Ultramarines 7 5 6 6 5 6 5 10 2+ Sire of the Ultramarines Tactical Supremacy Special Ammunition Bulky Gauntlets of Ultramar Range: 24 Strength: 4 AP: 2 Type: Assault 2, Twin-Linked Konor's Armourplate: Confers a 2+ Armour save and a 4+ Invulnerable save. Also comes with an in-built Nuncio-Vox and Augury Scanner. Honour of Macragge: This is a Master-Crafted Power Sword with AP2, instead of AP3. Sire of the Ultramarines: As long as Guilliman is on the battlefield, both he and all Ultramarines units can choose whether to automatically pass or fail any Morale checks they have to make. All Ultramarines units can use Guilliman's Leadership value for any Morale or Pinning tests, so long as the Primarch himself is on the battlefield. At the start of every controlling player's turn in which Guilliman is on the field, nominate one Ultramarines unit, then choose one of the following special rules: Counter-Attack, Furious Charge, Hit and Run, Stealth, Tank Hunters, Crusader, Split Fire The nominated unit will benefit from the chosen special rule until the start of your next turn. Tactical Supremacy: As long as Guilliman remains on the battlefield, all allied Reserve rolls add +1 to their result. Likewise, all enemy Reserve rolls suffer a -1 penalty. Guilliman, and any Ultramarines unit he is with, use Ballistic Skill 2 for Snap Shots when performing an Overwatch action.

MORTARION Primarch of the Death Guard 7 5 6 7 7 5 5 10 2+ The Barberan Plate Silence The Lantern Frag Grenades Phosphex Bombs Mortarion has an unilimited supply of this weapon, and may throw one as a shooting attack with a range of 12. Sire of the Death Guard Shadow of the Reaper Preternatural Resilience Witch-Spite The Barberan Plate: Confers a 2+ Armour save and a 4+ Invulnerable save. Silence Range: - Strength: +1 AP: 2 Type: Melee, Instant Death, Sunder*, Unwieldy, Two-Handed, Sweep Attack Sunder: Attacks with this special rule may re-roll failed Armour Penetration rolls. The Lantern Range: 18 Strength: 8 AP: 2 Type: Assault 1, Sunder Sire of the Death Guard: All Death Guard units in a force containing Mortarion benefit from the Stubborn special rule. Frag Grenades, Frag Missiles, and Havoc Launchers used by Death Guard units gain the Poisioned (4+) special rule. Shadow of the Reaper: Leadership tests taken against Mortarion's Fear suffer a -1 penalty. During the Shooting phase, Mortarion may choose to redeploy within 10 of his original location by passing a Leadership test. When using this special move, he may not be redeployed within 3 of an enemy model/unit, inside a vehicle or building, or within Impassable Terrain. If Mortarion was part of a unit, he counts as leaving that unit. Mortarion may assault in the same turn as using this move, but count-as making a Disordered Charge if doing so. Preternatural Resilience: Mortarion re-rolls all failed Toughness tests and It Will Not Die attempts. Mortarion automatically passes Dangerous Terrain tests. Any weapon which wounds on a fixed die number (such as Poisoned weapons) must instead roll a 6 in order to-wound Mortarion. Witch Spite: Mortarion passes Deny The Witch attempts on a D6 roll of 4+.

Unit Type: Monstrous Creature (Character) MAGNUS Primarch of the Thousand Sons 7 7 6 6 6 5 5 10 2+