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Lord Solar Macharius
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==On the Tabletop== [[File:Lord Macharius Model.png|200px|thumb|right|Lord Macharius' model, from 3rd Edition.]] Macharius only had a model produced in third edition, where he was a mix between a combat character and a support character, but it still worked out even though he was very pricey for what he offered (170 points). For his stats he had WS=D3+2, BS4, S3, T3, W4(!), I4, A=D3+1, Ld10. For his gear he had a MC Bolt Pistol, a MC Power Weapon (raising his average attack to 4 with two re-rolls), Carapace Armour, the Crimson Cloak (which allowed his unit to re-roll all failed morale checks), and the Helm of Macharius (3++ save, which makes his Carapace Armour a bit redundant, though this was the edition where quite a few weapons ignored invuln saves). For his special rules he had Old War Wounds, which is the reason that two of his stats are randomly generated. On average you'll get WS4, and A3 (A4 thanks to two close combat weapons, both of which are Master-Crafted). He had the Commanding Presence rule, which allowed ALL Imperial Guard units within 12" to use his Ld 10, He had Ferocious Charge which gave him +D3 attacks when he charged (averaging out to 6 attacks). Finally his most important rule, Master Strategist which made it so that you can choose to ALWAYS go first rather than randomly roll for it. His Second Edition rules had no such randomisation for his stats, being essentially a vanilla Colonel level hero with the same wargear options but better attacks, wounds and leadership for a measly five points, the only negative being fixed weapon loadouts rather than being able to choose a shinier gun outside of special issue wargear cards - as there was no model the player could use any IG command model and [[Counts As|represent Macharius]] with specific wargear cards. His main special rules were "Hot Headed", giving him a d6 bonus when charging rather than just 1 (due to the way 2nd edition HtH was fought, this is essentially giving him up to a bonus of 6 to his WS) and a random strategy rating of d6 rather than a ponderous 2 to work out who chooses board sides, who sets up, and modifying a d6 roll for first turn. The downside to getting a high result is that Macharius has decided to push forward early to get the jump on the enemy, and can't call in a pre-battle barrage. If he's really eager and gets a 6, then he's guaranteed the advantage of the board and first turn, but has to forgo reserves as he throws everything he's got at the enemy. <strike>[https://www.games-workshop.com/en-GB/Lord-Solar-Macharius-2016 His model is temporarily for sale again]</strike> And off it goes. Like tears, in rain. {{IG-Characters}}
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