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===Horus Heresy 1.0=== {| class=wikitable ! || Pts || WS || BS || S || T || W || I || A || Ld || Sv |- | '''Leman Russ:''' || 455 || 9 || 6 || 6 || 6 || 6 || 7 || 6 || 10 || 2+/4++ |} [[File:LemanRussMini.jpg|250px|right|thumb|I'M COMING FOR YOU! [[Magnus the Red|''NEEEEEEERRRRRD!!!'']]]] An impressive stat-line, even by the insane standards of Primarchs, is coupled with unbelievably powerful wargear: *The '''Armour Elavagar''' starts as your bog-standard 2+/4++ which is increased to a 3++ against flamer (in case you meet an AP2 flamer or something), melta, and plasma weapons, but the truly <strike>awesome</strike> severely-overpowered-bullshit part is that it imposes -1 to hit on anyone in BtB with him. Do note however that it ''only'' works in BtB contact, so the models not directly in contact with Russ would still hit him as usual (likely on 5+ due to his insane WS). Basically, he's insanely tanky in a fight. *The '''Axe of Helwinter''' is a ''+2 S master-crafted power axe with sunder and without unwieldy'' for your vehicle-wrecking needs and putting some more guaranteed wounds on high toughness opponents. Also useful for inflicting Instant Death on anything T4 or lower. *The '''Sword of Balenight''' is a Shredding AP2 power sword; oh wait, it also has '''Sever Life'''. If Russ' prey suffers one or more wounds from the sword, roll a 2d6. If this result beats your target's toughness, add 1d3 additional wounds at ap2, so you can still use your inv save against these additional wounds. **Thanks to vague wording, when you must make the test for Sever Life is a subject of debate. Some say "suffering one or more wounds" means that the rule applies immediately before saves are made. HOWEVER, the rule clearly states that Sever Life is used only if the model "is not slain" by the initial attacks, and you HAVE to make your save rolls in order to know if they are slain or not, so one can lawfully argue that ''unsaved'' wounds are the real trigger. Keep calm and make it clear with your opponent until a FAQ is released. Besides, the times Russ isn't going to be able to get at least one wound in with this sword are going to be pretty rare. **As mentioned in the description, the extra attack that would normally be added when using two close combat weapons is already included in his profile of 6. *For ranged fights he has the [[Vulkan]]-remade bolter (mentioned to be regular one until Xzibit got his hands on it) turned into a pistol for Primarch's hand, called '''Scornspitter''' which is assault 3 AP3 rending, but with pitiful 12" range. Of course if you aren't within 12", then you can't charge, and if you can't charge you're running therefore even if it did have a greater than 12" range it wouldn't be used anyway. His Wolf-Kin are deployed separately and he can't join them, but they're great harassing units and surprisingly brutal fighters. Meanwhile, his Sire of the Space Wolves gives him Night Vision, Counter-Attack, Preternatural Senses, and Hunter's Gait: all Wolves get +1Ld and Russ gets to Howl once per game (letting everyone in his detachment reroll run and charge for said turn). Breaker of Shields, Bringer of Ruin gives weapon mastery (like Horus and Calgar). If he's Warlord, you can take Veteran Tacticals (who may run/shoot bolters then charge instead of regular Vet tactics) and Varagyr Terminators as troops. If Horus plays like everything a Space Marine Chapter Master ought to be, Russ is best compared to an Ork Warboss. He isn't exactly "tactical" in the traditional sense of reserve dickery, but Howl of the Death Wolf combined with Warrior's Mettle Veterans can make your army a strong hunter-killer force, able to get in your enemy's face and fuck up his battle plans. This is an unpredictable force, able to catch most armies by surprise and keep them off balance. Freki and Geri are practically auto-takes, and Russ himself can and will fuck up everything from Leviathans to Thanatars to Land Raiders. Due to high strength, high initiative, and high weapon skill, even Imperial Knights aren't out of the question. Worth it. ====Leman Russ VS other Primarchs:==== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Inferno is finally released and you came here to see how your favorite/most hated superhuman demi-god fares against the other Primarchs, because you love delicious Mathhammer trolling and cautious planning before battle. <div class="mw-collapsible-content"> '''<big>[[RIP AND TEAR|THEY ALL DIE. EVERY. LAST. ONE. OF. THEM.]]</big>''' Sever Life on The Sword of Balenight is the real kicker here. Allowing him to potentially pile on more wounds than what would normally be possible for the amount of attacks he has. And since most primarchs only have a 4++, they tend to die in short order (with even the tougher ones eventually going down from sheer wound output). So if you want to add the damage for Sever Life, here's the results: *Against T6 Sever Life will cause an additional 1.091 Wounds on average. *Against T7 Sever Life will cause an additional 0.909 Wounds on average. ::Note that these are Wounds that can still be saved via Invulnerable saves. This is made even crazier with his ability to split his attacks between his axe of awesome and his sword of cheese (Yes just like Horus). Since all it takes is one wound going through to trigger Sever Life thus he can lay on the hurt with his high strength axe while still getting some good jabs in with his sword. When combined with the additional wounds from sever life (assuming it goes off, which against most Primarchs it should since they are mostly in the T6 range) this guy can lay on more wounds on a single target than just about any other Primarch (except a fully buffed Angron, though to be fair that is really all Angron has got going in a fight). Possibly worse than Sever Life (which probably is intended to trigger after saves, hence the "Is not slain" part) is his armor, which cripples almost every Primarch's ability to damage him with the negatives to hit. Since thanks to his insane weapon skill almost all will be needing 6's or 5's at best to even hit him, and after taking wound rolls and saves into account he is basically taking almost no damage. Which really hurts alot of his opponents since most of their special rules in CC rely on doing damage (e.g. Horus disabling strike and Perturabo's fancy hammer with basically every CC special rule). Even the uber-tanks are left flailing at him, barely doing any damage, while he grinds them out. The only ones who can even stand a snowball's chance are heavy-hitters in the range of Horus, Fulgrim, Angron with maximum attacks, Ferrus Manus, Perturabo and a fully buffed Magnus. In addition a Transfigured Lorgar might be able to tar pit him for awhile (though don't expect him to actually win). But I do mean snowball, even these guys barring some amazing rolls will probably lose virtually every fight (including Horus). Rather appropriately, Sanguinius with the Spear of Telesto and Angels Wrath Rite of War may be able to defeat the wolf king. With the st10 HoW, S6 vector strikes and his 1 use, 2 shot melta gun (which is not actually melta, so Russ doesn’t get his 3++) that gets passed the wolf kings armour ability plus the master crafted spear generating extra wounds, Sanguinius has a more then decent shot of taking out Russ. The longer the duel takes the better the chances for Sanguinius with all his charge bonus’s and hit and run. However taking into account Russ's negatives to Sanguinius hit rolls this can seriously harm Sanguinius charge bonuses and to due to his ability to use paired weapon profiles coupled with Sever Life he can still out damage Sanguinius, especially at the start of the battle. Meaning the odds are still stacked in Russ favor. And this all doesn't take into account his wolf companions, which would heavily favour Russ in this fight. Vulkan holds out pretty well but only if Russ is just using the sword... against the axe... well lets hope the dice are on your side! Do note too that if Russ brings his wolves along (as he should) then they can challenge and take challenges in his place, as they are both characters. Thanks to how the rules work, this means that Russ essentially has 8 wounds, and in the case of Primarchs who can't ID the wolves 14 wounds. In effect he can use this to prevent Horus from using his talon to drop his stats or Perturabo smacking him too many times with his hammer while making the combat last even longer, since for example if Horus uses Worldbreaker to kill the first wolf Russ can just tank the wounds before his other wolf challenges in round 2, all the while Russ is beating the shit out of Horus completely unharmed. Statistically if Leman Russ brings his wolves along it is near impossible for any single other Primarch to kill Russ before he grinds them down if in a challenge. HOWEVER if you or your opponent plays him in a list he can potentially be tar pitted with terminators with thunder hammers and storm shields. Russ is [[Lion El%27Jonson#The Dulan Campaign|not immune to concussion]] and the invuln save is superior than Russ. This will bring him down to an equal playing field since while they will not be doing much damage to him (since needing 6s to hit), he will probably not be able to rip throw them before the game ends (he is more a challenge monster than infantry wrecker, again that is Angrons job). Though don't rely on this as like all primarchs he is perfectly capable of wiping them out. Such is the fickleness of the dice. And again this is not even taking into account his two wolves. With either of them tanking a shot or two and preventing Concussion from setting in Leman Russ again has a very good chance of ripping through them. So don't expect this to be a consistent solution to dealing with him. Bottom line, Horus is lucky that Russ didn't get there first during the Siege or take his chance at Yarant. </div> </div>
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