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Post by Lord Solar Macharius on Mar 8, 2009 9:56:24 GMT -5
So if I'm following this correctly, sculpting the emperor is simply sculpting Chuck Norris in gothic-style power armor. That makes it easier ;D.
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Post by John_Galt (M.I.A) on Mar 8, 2009 22:46:04 GMT -5
Essentially yes. The beard however has moved to the back of his head to look like long hair.
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Post by Deleted on Mar 9, 2009 3:47:18 GMT -5
I know of a company called Ronin who used to make a pre-Horus Emperor, but he was called something else...
Can't remember what though.
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Post by Deleted on Mar 9, 2009 15:33:16 GMT -5
No need, found it.. XXI
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Post by Lord Solar Macharius on Mar 9, 2009 16:11:04 GMT -5
whoa, that's awesome, but does anyone still sell him/own him? And did he have a stat line? That could help put these crazy stat lines down. P.S. No resemblance to Chuck Norris at all, but they do both possess an aura of: "I will destroy you without even lifting a finger." Ever felt that before?
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Post by John_Galt (M.I.A) on Mar 9, 2009 22:14:20 GMT -5
Only when I look in thte mirror. Any closer-up pics?
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Post by Deleted on Mar 10, 2009 0:49:41 GMT -5
Of Chuck Norris? Yeah, probably, just don't get too close...
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Post by Deleted on Mar 10, 2009 9:15:38 GMT -5
This is a better one, still might be an idea for a mod to reloate this thread to picture post i think XXI
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Post by knight (M.I.A) on Mar 10, 2009 12:03:18 GMT -5
Marines can die of old age. The Blood Angels are known for being the chapter that lives the longest, and their oldest are just a bit over 1000 years old. Primarchs are different and no one knows how old they can get.
Chaos Marines are older than 1000 years because they live in the Warp and time isn't really existent there and therefore they don't age. Steiner is a bit over 300 years old because of constant warp travels, because he doesn't age while in warp and this counts for everyone who gets into the warp. That's why Abbadon is over 10000 years old. Actually he is perhaps like 500 years old without the time counted that passed when he was in the warp. but with that he is millenia old
Edit: Why the custodians don't die could have to do with the fact that they're descedents of the Emperor and not of a Primarch
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Post by Willem on Mar 10, 2009 16:08:48 GMT -5
good point
only if you look in the codex fluf the gaurd never rily thought along side the emporer
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Post by Lord Solar Macharius on Mar 10, 2009 16:22:54 GMT -5
Does any one know if he was meant to be a model for games, or simply a collectible? And did he have any rules, or was the owner supposed to make them up?
So does the whole "live for a thousand years" mean Chuck Norris won't be leaving us anytime soon?
Happy 69th Chuck Norris! (really)
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Post by Deleted on Mar 10, 2009 19:11:34 GMT -5
Ok found these, they seem to be the most 'realistic': The Emperor, Lord of Mankind
WS - 10 BS - 7 S - 6 T - 6 W - 6 I - 7 A - 6 Ld - 10 Sv - 2+ Pts - 925
Unique Character: The Emperor is a Unique character. He may be used in any Imperial force of at least 2,500 points as an HQ choice. You may not select any additional items from any codex armory nor have additional HQ choices, as he takes up all HQ slots. When a Unique Character is killed in battle, the player controlling them automatically loses the battle, as the entire force falls back, retreats, or explodes in shock and disarray.
The Emperor may choose to whether to take the to the field of battle in either Artificer armour, or Terminator armour as noted below.
Equipment: Blade Encarmine, master-crafted lightning claw, bolter, Golden Halo, teleport homer, psychic hood, runic charm.
Options: The Emperor may swap his Artificer armour for a suit of Terminator armour. While equipped with Terminator armour, he may still join a squad that is equipped with power armour, though he forfeits his ability to Deep Strike.
Special Rules Independent Character: The Emperor is an Independent Character.
Blade Encarmine: This massive, uniquely crafted power sword, is as long as a marine is tall. Upon being unsheathed, it erupts in unnatural, destructive flames. This master-crafted power sword grants +2 strength to the Emperor in close combat. In addition, the flames penetrate deep in enemy armour, granted 2d6 instead of the normal 1d6 on vehicle penetration rolls. Any time a model suffers an unsaved wound from the Blade Encarmine, they must make a Leadership test at -2 or immolate and are removed from the game as if they were reduced to 0 wounds. No ability negates this leadership test, nor removes the negative modifier applied to the roll.
Golden Halo: The legendary icon of which the Iron Halo is based, this brilliant device grants the Emperor a 2+ Invulnerable save against all attacks, even attacks that would normally ignore Invulnerable saves. The device itself is a heavily-modified ancient Eldar item, recovered from the remains of a corsair captain during one of the Emperor’s first actions outside Terra’s system.
Fearless: As the Universal Special Rule:
Fleet of Foot: As the Universal Special Rule.
Counter-Charge: As the Universal Special Rule. Any unit the Emperor joins gains this ability.
Godly Presence: Just the knowledge of the Emperor being near is enough for most men to commit their souls to the afterlife. Acts of superhuman heroism were not uncommon, even before the creation of the Astartes. All friendly Imperial units on the board gain the Fearless Universal Special Rule. In addition, all friendly Imperial units within 24” of the Emperor gain the Preferred Enemy Universal Special Rule against all units that are not Imperial. He also emits a bright golden glow of energy that allows him to be seen through Night-Fighting rules. He may also see any enemy as if Night-Fighting rules weren’t in effect.
Know Thy Enemy: The Emperor’s precognitive insight, combined with an eidetic memory and mastery of melee combat, grant him the Preferred Enemy Universal Special Rule against any unit(s) against him in close combat.
Psychic Powers: Created from the sacrificed souls of a massive cabal of powerful sorcerers during ancient Terra’s infant days, the Emperor is the pinnacle of humanity’s psychic potential and has had nearly fifty millennia to hone his abilities. None aside from the Ruinous Powers themselves have the power to resist or riposte the Emperor’s vast power. Before the first turn of a battle, the Emperor must choose three of the following powers to wield against the enemies of mankind, but may not use two in the same phase, nor more than two in a given turn. The Emperor’s psychic powers automatically succeed without a roll, and override any ability or equipment that hinders the power in any way.(i.e. psychic hood, vows, etc.) The powers do not affect the Emperor himself until stated otherwise. The Emperor is immune to all enemy psychic powers.
Assail: A tidal wave of pure force rams its way across the battlefield, smashing through enemy lines and vehicles alike. This power is used in the shooting phase instead of firing a ranged weapon and does not need line of sight. All enemy units and vehicles in a straight 48” line originating on the Emperor take 2d6 S5 AP5 hits that cause Pinning. The Emperor the first unit hit counts as the target for shooting, and therefore is the only target for assault this turn. If the unit is a vehicle, the Emperor may assault any unit in range. Vehicles struck in this way take 1d6 S6 AP1 hits, which take the hit from the side facing the Emperor. If there are equal facings, the opponent may decide which is hit. All units that suffer an unsaved wound must move 1d6 directly away from the Emperor and Go To Ground, as the force pushes them back. This may remove them from an assault, and if so, unengaged combatants may consolidate. Vehicles damaged are moved a d3 directly away from the Emperor and suffer Crew - Shaken no matter the result.
Dragon‘s Breath: A giant rolling ball of flame bursts forth from the Emperor, enveloping all within it’s path. This power is used in the shooting phase instead of firing a ranged weapon. Place the flame template on any visible target within 24”. All enemy models under the template suffer a single S8 AP3 Rending hit, including vehicles, which take the hit from the side facing the Emperor. If there are equal facings, the opponent may decide which is hit. All enemy units that the Dragon’s Breath passes through during its trajectory suffer 1d6 S4 AP3 Rending hits. Any unit that suffers an unsaved wound from this power is at -1 Leadership for the remainder of the Emperor’s turn. This attack ignores cover saves.
Teleport: In a flash of light, the Emperor and his squad members disappear from their current location and appear across the battlefield. This power is used in the Movement phase, and counts as moving. The Emperor and any squad he is part of may Deep Strike immediately, anywhere on the board, following the normal rules for Deep Strike. Such is the surety of his power, only 1d6 is rolled for scattering through this power, instead of the normal 2d6. This power may also be used in the Shooting instead of the Movement phase, but in a devious manner. Any single enemy unit or vehicle within 12” of the Emperor may be forcibly teleported. They are placed anywhere on the board, as per the Deep Strike rules. The opponent rolls their scatter but with 3d6 instead of the normal 2d6.
Annihilate: With all of his mighty power, the Emperor reaches out and utterly destroys the target, effectively annihilating their very soul from the universe and Warp alike. In the Shooting phase, instead of firing a ranged weapon, the Emperor may target any single visible enemy model within 24”. That chosen model is erased from existence, and must be removed from play immediately. If the target model has the Eternal Warrior Universal Special Rule, they may attempt a 4+ save to avoid this power. Success reduces the target to 1 wound instead of 0. If the target only has 1 wound, the save is a 6+ instead. Vehicles of any type may not be targeted. No saves of any kind may be taken to avoid the wound loss, except the save granted by the Eternal Warrior Universal Special Rule.
Sanctuary: With a kneel, the Emperor throws a shield of energy up around his men, holding back incoming attacks. In the Movement phase, the Emperor may use Sanctuary on all friendly Imperial units within 12”. They all gain the Feel No Pain Universal Special Rule until the beginning of your next turn. If the Emperor sacrifices his movement(and other psychic powers), shooting, and assault phase this turn, all units affected make their armor saves Invulnerable until the beginning of your next turn. He may still attack back if assaulted.
Fervor: With a yell, the Emperor broadcasts the lust for battle into the hearts and minds of his soldiers. This power is used in the Movement phase. All friendly Imperial units on the table gain +1 to their Attacks characteristic until the beginning of your next turn. In addition, all friendly Imperial units always move the full 6” in the movement and assault phase, regardless of terrain. They are still blocked by impassable terrain, and still suffer -1 Initiative in assaults from moving through terrain.
Volley: Slightly speeding up time around his near fellows, the Emperor allows more rounds than otherwise possible to expelled in a given time. This power is used in the Shooting phase instead of firing a ranged weapon. All friendly Imperial units within 24” add 1 to the number of shots to any Assault and Rapid Fire ranged weapons. The withering hail of fire also adds the Pinning ability to any weapon fired in this manner.
What do you think? XXI
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Post by Deleted on Mar 10, 2009 19:23:30 GMT -5
And more importantly, what the hell would he cost?
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Post by John_Galt (M.I.A) on Mar 10, 2009 21:49:39 GMT -5
No less than $15, just because they could. Awsome, that teleport power could be really fun. Where did the baneblade go? What do you mean it scattered off the table!? Only thing I'd add is that psychic immunity should transfer to any squad he's attached to. Also, no CC power?
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Post by Deleted on Mar 11, 2009 10:38:01 GMT -5
Hmm, I'd bite someones hand off for $15 (whats that in UK money?, about £12?) but I reckon the lovely people at GW would probably sting you for at least £18 -20. I actually should have specified, I meant points cost, price didnt even cross my mind (until now!)
XXI
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Post by John_Galt (M.I.A) on Mar 11, 2009 13:08:45 GMT -5
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Post by Deleted on Mar 11, 2009 14:13:48 GMT -5
'slaps hand on forehead' sorry, that points cost there shouldn't have been still in the post, that was the one thing I didn't agree with, 925 points?, for all that? A Warlord comes in at 2500pts+, I think he would have to be a lot more expensive personally. John, cheers for the heads up, schoolboy error on my part
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Post by Lord Solar Macharius on Mar 11, 2009 15:09:35 GMT -5
See, i knew there had to be a quasi official stat line. But XXI is right. I mean, he could slaughter my entire army, and he only costs 925 pts? At least the Unique Character rule somewhat compensates this, meaning that if you kill the Emperor, everyone else just gives up.
And as for cost ($), I think he'd trun out to be around $40 CAD, which is roughly $30 American, and 22 pounds, as this is roughly Ghazghkull Thraka's cost.
Sweet model though.
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Post by John_Galt (M.I.A) on Mar 11, 2009 21:59:16 GMT -5
No problem. Glad one of my posts could actually be useful for a change lol.
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Post by grandmilitantniemi on Mar 11, 2009 23:32:30 GMT -5
Ya know...theres alot of Heresy on this post...
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Post by grandmilitantniemi on Mar 11, 2009 23:33:47 GMT -5
BURN HERETICS BURN!
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Post by Rolling Thunder on Mar 12, 2009 9:30:34 GMT -5
No. *Kicks into a giant pit* THIS! IS! POINTLESS!
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Post by Count Elakor on Mar 12, 2009 13:21:01 GMT -5
if we post a Emperors stats, GW is probably gona shun us forever, im stil gona do it:
post throne: Emperor: WS:1 BS:1 S:1 T:1(10) W:1(10) A:0 I:0 Ld:10 Sv:2+
Throne: Fa:14 Sa:14 Ra:14 BS:6
weapons emperor: none weapons throne: twin las canon, 2x twin plasmacanon, battlecanon.
Gear: the holy throne, gives 10 W and T, an invurnerable 2+ save, the throne holds 5 void shields and 5 structure points.
Holy Halo of the Emperor: all attacks against the emperor count as AP- and has -d6 strength.
Special Rules: Emperor precense: all friendly units on the field are fearles, no enemy units are fearles Psycik Maniack: If an enemy casts a psycik ability roll a d6 1: the emperor overkomes the enemy, he blows up and pins ALL units withing 10" 2: the emperor takes control of the enemy psyker, the model simply changes side, the emperor can do nothing other than control the enemy, but my blow him(see 1) and resume to himself. 3: the psyker dies. 4: the Emperor uses the enemy spell against him(the spell is cast with the psykers as a target. 5: The psyker loses 1 wound 6: The psyker panics and flees, may not rally if the Emperor is within LOS.
Divine cause: All friendly units within LOS of the emperor have +1 to all stats.
FOR THE EMPEROR: All units within 24" of the Emperor can reroll all rolls. They also take a Ld test everytime they lose a wound.
Divine visage: no enemy unit fleeing may rally within Los of the Emperor.
Emperors Powers: Emperors Bolt: Ld test to cast + d6 3+. Kill enemy model within LoS. Emperos Fury: Ld test to cast + d6 5+. Every enemy unit within LoS takes d6 sd6 hits. Emperors Visage: auto cast. target enemy unit within Los flees. Holy Blast: auto cast. All enemy units within 10" of the emperor if killed
somone else got to make pre throne stats.
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Post by ReWolf on Mar 12, 2009 14:00:42 GMT -5
^ pts: 58 Billion
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Post by Lord Solar Macharius on Mar 12, 2009 17:36:53 GMT -5
Wait, did GW actually post these rules, or did the people who made the model make the rules.
Granted, we all know this is heresy, but who cares? (wait, don't answer that)
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