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==On the Tabletop== [[File:Jaghatai Khan-The Khagan-Model.png|400px|right|thumb|"If you had not committed [[Horus Heresy|great sins]], [[The God-Emperor of Mankind|God]] would not have sent a punishment like me upon [[Mortarion|you]]". [[Derp|Also where's your Jetbike Jaghatai?]]]] For ideal viewing, read this section as fast as possible. {| class=wikitable ! || Pts || WS || BS || S || T || W || I || A || Ld || Sv |- | '''The Khan Afoot:''' || 395 || 7 || 6 || 6 || 6 || 6 || 8 || 6 || 10 || 2+/5++/3++ in cc |- | '''The Khan [[/d/|Mounted]]:''' || 460 || 7 || 6 || 6 || 7 || 6 || 7 || 6 || 10 || 2+/5++/3++ in cc |} While the Khagan doesn't have the WS8 most expected him to, he still has a very respectable statline, with a high initiative and attacks. These combat stats are paired with the '''White Tiger Dao''': an MC AP2 weapon with Duellist's Edge and +1 strength on the charge. He also has the Crusader special rule, which coupled with his insanely high initiative means you're always going to sweep the enemy but if you end up in a fight you can't win you can always make use of the '''Bleak Wind''', that grants Khan and his unit the Hit and Run special rule. Khan’s '''Sire of the White Scars''' rule is that he ''always'' goes first in the first turn of combat no matter what (even if he's not the one charging). It flat out says that Khan always attacks first in Assault, after Hammer of Wrath, but before Initiative step 10. If for some reason you go against another model with the same rule, then you go by Initiative trait and Khan is I8 base (9 with Duelist's edge), in addition this rule grants ''All White Scars the Scout special rule'' (this also means they have Outflank). Since Khan IS ''the'' '''Lightning From Blue Skies''' he (and his unit) can automatically arrive from reserves on any game turn (decided at the game start) and you always choose which side to come in from - no need to roll - combined with the White Scar Legiones Asartes rule (+1 to roll for going first, +1 to Seize the Initiative, +1 to first Reserve roll for each turn) makes the White Scars with Khan the king of reserve dickery, in your faces Horus and Alpharius! As for the rest of his wargear he's got his armor '''The Wildfire Panoply''' which is [[Fulgrim|2+/5++ which is becomes 3++ <s>in Assault</s> during the '''Assault Phase''']] (even to Overwatch). This needs to be emphasized since contrary to Fulgrim, Jaghatai does not benefit from this 3++ during the Psychic Phase, even if he is in melee the Panoply also makes him Move Through Cover. For his shooty needs he's also got an '''Archaeotech Pistol''' (giving him +1 attack with the Dao) and '''Frag Grenades'''. Finally, the upgrade we've all been waiting for: For 65 points, one point of initiative and the Crusader rule you can take the '''Sojutsu Pattern Voidbike''' this souped up prototype has two Master-Crafted Heavy Bolters ([[Fail|RAW he can only fire one per turn]]) and does D3 HoW hits. The Khan is an '''Unmatched Rider''' (ladies...) so when he jinks it gives him a 3+ save while completely ignoring Dangerous Terrain. ===Jaghatai VS other Primarchs:=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Primarch fighting, while fun to see, isn't a very competitive thing to do as it'll usually tie up both Primarchs for the entire game without either of them dying. With that in mind this section is how Jaghatai fares against other Primarchs Mathhammer wise. Please note that all the various abilities are taken into account when possible and the match-ups assume the Primarchs are the only ones involved in the fighting, so various abilities like Angron's "The Butcher's Nails" and Rampage do not provide any bonuses. In essence, the fights are supposed to be in a "Vacuum" for simplicity, but notes are added to make things clearer in particular instances. Also all of the Primarchs use their most powerful weapons (because why have a contest if you don't do your best?) so Jaghatai will be on his bike. <div class="mw-collapsible-content"> * Jaghatai VS Horus **Jaghatai hits 4 times, wounds 2 times, 0.899 wounds after saves and IWND will take that down to 0.366. **Horus hits 4 times (Talon), wounds 3 times, 1 after saves and IWND will take that down to 0.666 wounds at the start of the next turn. **The Warmaster wins, the Warmaster ALWAYS wins, even with Hit-and-Run. * Jaghatai VS Angron **Jaghatai hits 4 times, wounds 2 times, 1 wounds after saves and FNP will take that down to 0.666 and IWND will take that down to 0.333 **Angron Round 1: hits 5.333 times, wounds 3.555 times, 1.185 wounds after saves, and IWND take it down to 0.852 at the start of the next turn. **Angron Round 2: hits 4 times, wounds 2.666 times, 0.888 wounds after saves, IWND will take that down to 0.556 wounds at the start of the next turn. ***Angrons wins, and if Jaghatai uses hit-and-run he'll get destroyed even faster. * Jaghatai vs Mortarion **Jaghatai hits 4 times, wounds 1.333 times, 0.666 wounds after saves and IWND will take that down to 0.111 **Mortarion hits 3 times, wounds 1.5 times, 0.5 wounds after saves and IWND will take that down to 0.166. **Mortarion wins after several ice ages. ***Jaghatai could probably bag this fight if he hits-and-runs, but it'll still take a loooooong time. * Jaghatai vs Fulgrim **Jaghatai hits 4 times, wounds 2 times, 0.666 wounds after saves and IWND will take that down to 0.333 **Fulgrim Round 1: hits 4 times, wounds 2.333 times, 0.777 times after saves and IWND will take that down to 0.444 wounds at the start of the next turn. **If Fulgrim doesn't have Child of Terra it's a dead tie as they have the same initiative (the White Tiger Dao has Duelist's Edge), with it, Fulgrim wins. *Jaghatai vs Ferrus Manus **Jaghatai: hits 4 times, wounds 1.333 times and 0.444 after saves which IWND will take down to 0.111 at the start of next turn **Ferrus: hits 2 times with Forgbreaker and 0.5 times with his Servo Arm, wounds 1.666 times and 0.333 respectively which after saves becomes a **total of 0.666 wounds after saves which IWND will take down to 0.333 wounds at the start of next turn **Ferrus outdamages Khan with despite having fewer attacks and so wins, but like Morty takes a long time about it. * Jaghatai VS Konrad Curze **Jaghatai hits 4 times, wounds 2 times, 1 wound after saves and IWND will take that down to 0.666 **Curze hits 4 times, wounds 2.222 times, 0.740 wounds after saves and IWND will take that down to 0.407 wounds at the start of the next turn. **Jaghatai wins a match at last, thanks to his high number of attacks. Curze could use Hit-and-Run to try to even the odds and give himself charge bonuses, but the Khan could do the same. *Jaghatai VS Vulkan **Jaghatai hits 4 times, wounds 1.333 times, 0.444 wounds after saves and IWND will take that [[What|down to 0]] **Vulkan hits 2 times, wounds 1.666 times, 0.556 wounds after saves and IWND will take that down to 0.222 wounds at the start of the next turn. **Vulkan is more likely to pass an IWND roll than Khan is to wound him, so Vulkan wins. *Jaghatai VS Lorgar **Jaghatai hits 5.333 times, wounds 2.666 times, 1.333 wounds after saves and IWND will take that down to 1 **Lorgar hits 2.5 times, wounds 1.667 times, 0.556 after saves and IWND will take that to 0.222 wounds at the start of the next turn. **Jaghatai wins, but only with no psychic abilities included. *Jaghatai VS Perturabo **Jaghatai hits 4 times, wounds 2 times, 0.666 wounds after saves and IWND will take that down to 0.333 **Perturabo hits 2.667 times, wounds 2.222, 0.74 wounds after saves and IWND will take that down to 0.407 wounds at the start of the next turn. **Khan loses, but only just. If he Hit-and-Runs enough time he might squeeze out a victory, but this is unlikely as he will be concussed 3/4 of the time. * Jaghatai VS Alpharius **Jaghatai hits 4 times, wounds 2 times, 1 wound after saves and IWND will take that down to 0.666 **Alpharius hits 2.92 times and wounds 1.136 times, 0.379 wounds after saves and IWND will take that down to 0.045 wounds at the start of the next turn. **Khan easily slays Alpharius. * Jaghatai VS Rogal Dorn **Jaghatai hits 4 times, wounds 2 times, 1 wound after saves and IWND will take that down to 0.666 **Dorn hits 2.667 times, wounds 1.481 times, 0.494 wounds after saves and IWND will take that down to 0.16 wounds at the start of the next turn. **Khan beats Dorn. * Jaghatai VS Corvus Corax **Jaghatai hits 4/2.666 times, wounds 2/1.333 times, 1.333/0.888 wounds after saves and IWND will take that down to 1/0.555 **Corvus hits 4 times (Scourge)/3 times (Shadow-walk), wounds 2.222 times (Scourge)/1.667 times (Shadow-walk), 0.741 wounds(Scourge)/0.556 wounds (Shadow-walk) after saves and IWND will take that down to 0.408/0.222 wounds at the start of the next turn. **Jaghatai takes the win here thanks to his 3++ vs Corax's shitty 5++ ***Both Jaghatai and Corax have hit-and-run, but Corax's charge is a lot better than Khan's, party thanks to his special rules and partly due to his Shroud Bombs, although Khan has the better shooting attack (if we assume FW intended Jaghatai to be able to shoot both of his heavy bolters), with this in mind the above fight could really go either way, with it depending on whoever fucks up their initiative test/charge roll more. * Jaghatai VS Roboute Guilliman **Jaghatai: hits 4 times, wounds 2 times, 1 wounds after saves, 0.5 wounds have AoR and IWND will take that down to 0.166 **Guilliman Round 1: hits 2.5 times, wounds 2.083 times (Hand), 0.694 times after saves and IWND will take that down to 0.361 wounds at the start of the next turn. **Guilliman Round 2 and thereafter: hits 3.333 times, wounds 2.778 times, 0.926 times after saves and IWND will take that down to 0.593 wounds at the start of the next turn. **Guilliman wins, but Jaghatai could use hit-and-run to negate Roboute's Preternatural Strategy, and unlike with Corax and Curze his 3++ gives him a reasonable chance of not being concussed. Guilliman will still probably win on average but it's closer than the above shows. * Jaghatai VS Magnus the Red. **Jaghatai: hits 2.666 times, wounds 1.333 times, 0.666 wound after saves with IWND bringing this down to 0.333 **Magnus: hits 2 times, wounds 1.666 times, 0.555 times after sames with IWND bringing this down to 0.222 **Khan wins (ignoring Magnus buffing himself with +3 A/S/T) * Jaghatai vs Leman Russ **[[Rip and Tear|Khaaaaaaaan loses.]] * Jaghatai vs Sanguinius * TLDR version: While Khan's rules are mostly very good, he suffers in Primarch duel harshly due to only having WS7 and S6 with no rerolls available beyond master-crafted. It's not all bad though, despite losing most fights he is weirdly one of a few Primarchs with T7 and a 3++ meaning that he can block any Primarch for the rest of the game while being extremely mobile and having hit-and-run means he can also avoid any fight you don't want him in while sticking him in the fights you ''do'' want him in. </div></div> ===Heresy 2.0=== Much has changed in this newest edition of the Horus Heresy. Primarchs have a set of shared rules: *Independent Character, Eternal warrior, Fearless, It Will Not Die (5+), Bulky (4) and Relentless. Unit type character. *They are not effected by negative modifiers to their statlines (other then wounds). *Resolve snap shots at their normal BS. *All hits from either shooting or close combat are allocated by the Primarchs controlling player. These hits are kept in a separate wound pool. {| class=wikitable ! || Pts || M || WS || BS || S || T || W || I || A || LD || SV |- | Khan:|| 440 || 9 || 7 || 6 || 6 || 6 || 6 || 8 || 6 || 10 || 2+(4++/3++) |- | Khan Mounted: || 465 || 18 || 7 || 6 || 6 || 6 || 7 || 8 || 6 || 10 || 2+(4++/3++) |} He has an above average state line for a Primarchs; the exact same as Russ. * Legiones Astartes (White Scars): * '''Master of the Legion:''' Allows the Khan to be taken in all RoWs. * '''Hit & Run:''' Lets the Khan fall back and charge if he passes an Initiative check first, which shouldn't be a problem given his initiative characteristic of 8. * '''Crusader:''' * '''Pathfinder:''' * '''Move Through Cover:''' As it says, the Khan can move through cover. Baller. * '''Lightning from Blue Skies:''' The Khan and any unit he's joined auto-pass any reserves rolls made for the unit, though unfortunately this doesn't count for Deep Strike units. * '''Warlord: Sire of the White Scars:''' Gives all infantry and cavalry in his detachment Furious Charge (1), as well as an additional movement phase reaction. The Khan can take his Sojutsu-Pattern Voidbike for 25 points. There's no scenario where you wouldn't want this. * Frag grenades * '''The Wildfire Panoply:''' One of the better suits of Primarch armour. Gives the Khan a 2+ save, with a 4++ in the shooting phase, [[Awesome|and a 3++ in both the movement AND assault phases.]] * '''Storm's Voice:''' The Khan has ditched his archaeotech pistol for a custom volkite serpenta, which isn't all that bad! It's a pistol, so you get +1 attack in melee, and it has Concussive (1), giving you an edge over some characters and primarchs from time to time. * '''The White Tiger Dao:''' All around a great melee weapon this edition. Doesn't have specialist weapon, so it gets +1 attack from Storm's Voice, and attacks at S9 AP2 on the charge, and is even great against dreadnoughts with Murderous Strike (5+). * '''Sojutsu-Pattern Voidbike:''' The Khan's souped up jetbike. Grants an extra wound, changes his movement to 18", gives him 2 master-crafted heavy bolters and Firing Protocols (3) so you can use all of his guns, Hammer of Wrath (2), and the Anti-Grav Subtype. Additionally, he can fall back 3D6" instead of 2D6", and is counted as a Cavalry unit for the purposes of joining units and weapon abilities that specify the Cavalry sub-type. The Khan's seen some great improvements this edition, but his WS of 7 makes him somewhat underwhelming when compared to some of his brother Primarchs, some of which have seen a bump to WS8. ====General Primarch Tactics: Jaghatai Khan==== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> The Khan isn't too complicated in HH2. Put him on a bike, throw him at something, and watch it spectacularly blow up. He doesn't have exceptionally high damage on his own, but he's great at buffing his army, giving all White Scars Furious Charge (1). Notably this doesn't include himself since he already ''has'' Furious Charge, but they might FAQ it sooner or later to give the Khan S10 on the charge. <div class="mw-collapsible-content"> While the Khan's WLT isn't as good as [[Rogal Dorn|some]] [[Sanguinius|other]] [[Angron|Primarchs]], but it's still very powerful in many cases, often giving friendly models +1 to wound on the charge, which is still fantastic. The Khan can be used in two ways-- afoot, or on his bike. The bike costs 25 points. Take the bike, it's insanely stupid not to. On top of increased movement speed (+2 to charge rolls!), he gets an extra wound, making him surprisingly tanky, especially in melee with his 3++ Invulnerable Save. How many guns do you need to kill the Khan, on average, in one turn? *Lascannons: 26 *Multi-Meltas: 19 *Plasma guns: 19 (38 shots) *Disintegrators: 32 (64 shots) *Autocannons: 32 (64 shots) *Heavy Bolters: 48 (192 shots) *Bolters: 185 (370 shots) The Khan on his bike is one of the more durable Primarchs out there, definitely above average thanks to his extra wound. He's also no slouch in the shooting phase on his own due to having two ''master-crafted'' heavy bolters, as well as his personal volkite pistol with Concussive (1). The Khan loves melee, and he's great at getting there with his 18" movement. Also important to note is that he has Furious Charge (2) and Hit & Run, meaning he generally has 8 attacks at S9 to ID terminators and veterans. One big reason why you shouldn't have him on foot is that he wants to always be the one charging, but also his lack of retinue choices when footslogging-- Ebon Keshig can't be joined by characters due to And for Retinues, you've got pretty limited options, but the options that you do have are quite powerful. *Golden Keshig: 7 jetbikes with 2W and 2+ saves, with absolutely devastating damage on the charge, with one attack each (two for the champion) at S10 AP1, and I8 due to Sudden Strike (4)-- and if that wasn't enough, they have Brutal (3) to obliterate anything they fight, even Primarchs and dreadnoughts. *Sky-Hunters: There really isn't any good reason to take these guys over Golden Keshig, but the extra 3 jetbikes makes the whole unit more survivable. If you'd like, you can run Scimitar jetbikes instead of Shamshirs to keep up with the Khan better, but generally you're going to want to stay with Shamshirs to get that 2+ save. </div></div> ====30k Jaghatai Khan vs other Primarchs: Heresy 2.0==== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Primarch fighting has significantly changed in the new edition. The sweeping changes to the Weapon Skill system really put those with lower scores at a huge disadvantage. While the changes to universal special rules mean that characters can often bring more attacks (like with Rage and Rampage) or newer tricks (Brutal) to the table that they never could before. This means that Primarch vs Primarch fighting is more likely to actually resolve itself within the duration of the game, rather than taking turns whittling off small numbers from each other. Also, because Overwatch Reactions are now done at full ballistic skill, shooting will likely play a more significant role. However, for the sake of brevity, there should be no need to include them unless they make a meaningful difference to the outcome. <div class="mw-collapsible-content"> '''Jaghatai Khan vs The Lion''' :Jaghatai Khan ''(hits on MC 5+)'': 2.56 hits, 1.71 wounds, '''0.63 unsaved wounds''', which is reduced to 0.3 at the end of the turn thanks to IWND. ::Jaghatai Khan Charging ''(hits on MC 5+)'': 2.89 hits, 2.41 wounds, '''0.96 unsaved wounds''', which is reduced to 0.63 at the end of the turn thanks to IWND. :Lion with the Lion Sword & Deathwing subtype ''(hits on MC 2+)'': 5.97 hits, 4.97 wounds, '''1.65 unsaved wounds''', which is reduced to 1.32 at the end of the turn thanks to IWND. ::Lions Choler (+1 attack): 6.81 hits, 5.67 wounds, '''1.89 unsaved wounds''', which is reduced to 1.56 at the end of the turn thanks to IWND. ::Lions Choler (+2 attacks): 7.64 hits, 6.37 wounds, '''2.12 unsaved wounds''', which is reduced to 1.79 at the end of the turn thanks to IWND. :Lion wins- even though the Khan has Hit and Run, the charge bonuses he receive cannot overcome his lower WS and the Lion's invulnerable saves. ::If the Khan takes his Jetbike, it gives him the Hammer of Wrath (2) rule, which only adds 0.166 unsaved wounds to his charging total (0.98 for the whole charge) '''Jaghatai Khan vs. Fulgrim''' :Fulgrim with the Laer Blade ''(Initiative 9, +0 attacks, hits on MC 3+)''. 4.2 hits, 3.5 wounds, '''1.16 unsaved wounds,''' which is reduced to 0.82 at the end of the turn thanks to IWND. ::Fulgrim, charging with the Laer Blade ''(Initiative 10, +1 attack, hits on MC 3+): 4.89 hits, 4.08 wounds, '''1.36 unsaved wounds,''' which is reduced to 1.02 at the end of the turn thanks to IWND. :Jaghatai Khan with the White Tiger Dao ''(Hits on MC 5+)'': 2.56 hits, 1.71 wounds, '''0.57 unsaved wounds,''' which is reduced to 0.24 at the end of the turn thanks to IWND. ::Jaghatai Khan charging with the White Tiger Dao ''(Hits on MC 5+):'' 2.89 hits, 2.41 wounds, '''0.8 unsaved wounds,''' which is reduced to 0.47 at the end of the turn thanks to IWND. :Fulgrim wins. '''Jaghatai Khan vs. Perturabo''' :The Khan with the White Tiger Dao ''(Hits on MC 4+):'' 3.75 hits, 1.88 wounds, '''0.63 unsaved wounds,''' which is reduced to 0.3 at the end of the turn thanks to IWND. ::The Khan Charging with the White Tiger Dao ''(Hits on MC 4+):'' 4.25 hits, 3.54 wounds, '''1.18 unsaved wounds,''' which is reduced to 0.85 at the end of the turn thanks to IWND. :Perturabo with Forgebreaker Desecrated ''(Hits on MC 4+):'' 3.25 hits, 5.42 wounds, '''1.80 unsaved wounds,''' which is reduced to 1.47 at the end of the turn thanks to IWND. :Perturabo wins. Brutal (2) deals a hell of a lot of damage, and the Khan's low WS fucks him over. '''Jaghatai Khan vs. Leman Russ''' :The Khan with the White Tiger Dao ''(Hits on MC 5+):'' 2.56 hits, 1.71 wounds, '''0.86 unsaved wounds,''' which is reduced to 0.53 at the end of the turn thanks to IWND. ::The Khan Charging with the White Tiger Dao ''(Hits on MC 5+):'' 2.89 hits, 2.41 wounds, '''1.21 unsaved wounds,''' which is reduced to 0.88 at the end of the turn thanks to IWND. :Leman Russ with the Sword of Balenight ''(Hits on MC 3+):'' 5.56 hits, 4.64 wounds, '''3.09 unsaved wounds,''' which is reduced to 2.76 at the end of the turn due to IWND. :Russ wins. '''Jaghatai Khan vs. Rogal Dorn''' :Rogal Dorn with Storm’s Teeth ''(Hits on 3+)'': 4 hits, 3.89 wounds, '''1.30 unsaved wounds,''' which is reduced to 0.96 at the end of the turn thanks to IWND. ::Reaping Blow (+2 attacks): 5.33 hits, 5.18 wounds, '''1.73 unsaved wounds,''' which is reduced to 1.4 at the end of the turn thanks to IWND. :The Khan with the White Tiger Dao ''(Hits on MC 5+)'': 2.22 hits, 1.11 wounds, '''0.55 unsaved wounds,''' which is reduced to 0.21 at the end of the turn thanks to IWND. ::The Khan Charging with the White Tiger Dao ''(Hits on MC 5+):'' 2.89 hits, 1.45 wounds, '''0.73 unsaved wounds,''' which is reduced to 0.4 at the end of the turn thanks to IWND. :[[Black Templars | Dorn slaughters the Khan]] regardless of whether or not he’s mounted. As with Perturabo, The Khan’s lower weapon skill is the culprit- only hitting on a 5+ ruins his damage potential, regardless of his high initiative. '''Jaghatai Khan vs. Konrad Curze''' :Jaghatai Khan with the White Tiger Dao ''(Hits on MC 5+)'': 2.56 hits, 1.71 wounds, '''0.86 unsaved wounds,''' which is reduced to 0.53 at the end of the turn thanks to IWND. ::Jaghatai Khan charging with the White Tiger Dao ''(Hits on MC 5+):'' 2.89 hits, 2.41 wounds, '''1.21 unsaved wounds,''' which is reduced to 0.88 at the end of the turn thanks to IWND. :Curze with Mercy and Forgiveness ''(Hits on 3+):'' 5.33 hits, 4 wounds, '''1.33 unsaved wounds,''' which is reduced to 1.0 at the end of the turn thanks to IWND. :It's even. Whoever passes the most Hit & Run checks wins-- and that's ''slightly'' more likely to be the Khan. '''Jaghatai Khan vs. Sanguinius''' :Jaghatai Khan with the White Tiger Dao ''(Hits on MC 5+)'': 2.56 hits, 1.71 wounds, '''0.86 unsaved wounds,''' which is reduced to 0.53 at the end of the turn thanks to IWND. ::Jaghatai Khan charging with the White Tiger Dao ''(Hits on MC 5+):'' 2.89 hits, 2.41 wounds, '''1.21 unsaved wounds,''' which is reduced to 0.88 at the end of the turn thanks to IWND. :Sanguinius with the Blade Encarmine ''(Hits on MC 3+):'' 4.22 hits, 2.81 wounds, '''0.94 unsaved wounds,''' which is reduced to 0.61 at the end of the turn thanks to IWND. :The Khan wins. With his 18" movement, he's far more likely to get a charge than Sanguinius, completely ruining Sanguinius's devastating first round of combat. '''Jaghatai Khan vs. Ferrus Manus''' :The Khan with the White Tiger Dao ''(Hits on MC 4+):'' 3.75 hits, 1.88 wounds, '''0.63 unsaved wounds,''' which is reduced to 0.3 at the end of the turn thanks to IWND. ::The Khan Charging with the White Tiger Dao ''(Hits on MC 4+):'' 4.25 hits, 3.54 wounds, '''1.18 unsaved wounds,''' which is reduced to 0.85 at the end of the turn thanks to IWND. :Ferrus Manus with Forgebreaker ''(Hits on MC 4+):'' 3.25 hits, 2.71 wounds, '''2.71 unsaved wounds,''' which is reduced to 2.38 at the end of the turn thanks to IWND. :Ferrus Manus wins. '''Jaghatai Khan vs. Angron''' :The Khan with the White Tiger Dao ''(Hits on MC 2+):'' 5.97 hits, 3.98 wounds, '''1.99 unsaved wounds,''' which is reduced to 1.66 at the end of the turn thanks to IWND. ::The Khan charging with the White Tiger Dao ''(Hits on MC 2+):'' 6.81 hits, 5.68 wounds, '''2.84 unsaved wounds,''' which is reduced to 2.51 at the end of the turn thanks to IWND. :Angron with Gorefather and Gorechild ''(Turn 3, Hits on 3+):'' 8.89 hits, 5.93 wounds, '''1.98 unsaved wounds,''' which is reduced to 1.65 at the end of the turn thanks to IWND. :Once again, the Butcher's Nails fuck Angron over in duels. Jaghatai Khan wins. '''Jaghatai Khan vs. Guilliman''' :Jaghatai Khan with the White Tiger Dao ''(Hits on MC 4+):'' 3.75 hits, 2.5 wounds, '''1 unsaved wound,''' which is reduced to 0.67 at the end of the turn thanks to IWND. ::Jaghatai Khan charging with the White Tiger Dao ''(Hits on MC 4+):'' 4.25 hits, 3.54 wounds, '''1.52 unsaved wounds,''' which is reduced to 1.19 at the end of the turn thanks to IWND. :Guilliman with the Hand of Dominion ''(Hits on MC 4+):'' 3.75 hits, 3.13 wounds, '''2.09 unsaved wounds,''' which is reduced to 1.76 at the end of the turn thanks to IWND. :Guilliman wins-- Brutal (2) is able to overwhelm the Khan's 3++ Invulnerable save. '''Jaghatai Khan vs. Mortarion''' :Jaghatai Khan with the White Tiger Dao ''(Hits on MC 4+):'' 3.75 hits, 1.88 wounds, '''0.94 unsaved wounds,''' which is reduced to 0.44 at the end of the turn thanks to IWND. ::Jaghatai Khan charging with the White Tiger Dao ''(Hits on MC 4+):'' 4.25 hits, 3.54 wounds, '''1.77 unsaved wounds,''' which is reduced to 1.27 at the end of the turn thanks to IWND. :Mortarion with Silence ''(Hits on 4+):'' 3 hits, 2.5 wounds, '''0.83 unsaved wounds,''' which is reduced to 0.5 after IWND. ::Reaping Blow (+2 attacks): 4 hits, 3.33 wounds, '''1.11 unsaved wounds,''' which is reduced to 0.78 at the end of the turn thanks to IWND. :Jaghatai Khan wins. '''Jaghatai Khan vs. Magnus the Red''' :Jaghatai Khan with the White Tiger Dao ''(Hits on MC 4+):'' 3.75 hits, 2.5 wounds, '''1.25 unsaved wounds,''' which is reduced to 0.87 at the end of the turn thanks to IWND. ::Jaghatai Khan charging with the White Tiger Dao ''(Hits on MC 4+):'' 4.25 hits, 3.54 wounds, '''1.77 unsaved wounds,''' which is reduced to 1.44 at the end of the turn thanks to IWND. :Magnus with the Blade of Ahn-Nunurta ''(Hits on 4+):'' 3 hits, 2.5 wounds, '''0.83 unsaved wounds,''' which is reduced to 0.5 after IWND. :Jaghatai Khan wins. '''Jaghatai Khan vs. Horus Lupercal''' :Jaghatai Khan with the White Tiger Dao ''(Hits on MC 5+):'' 2.56 hits, 1.23 wounds, '''0.41 unsaved wounds,''' which is reduced to 0.08 at the end of the turn thanks to IWND. ::Jaghatai Khan charging with the White Tiger Dao ''Hits on MC 5+):'' 2.89 hits, 2.41 wounds, '''0.80 unsaved wounds,''' which is reduced to 0.47 at the end of the turn thanks to IWND. :Horus with Worldbreaker ''(Hits on MC 3+):'' 4.89 hits, 4.08 wounds, '''2.72 unsaved wounds,''' which is reduced to 2.39 at the end of the turn thanks to IWND. :Horus wins. '''Jaghatai Khan vs. Lorgar''' :Jaghatai Khan with the White Tiger Dao ''(Hits on MC 3+):'' 4.89 hits, 3.26 wounds, '''1.63 unsaved wounds,''' which is reduced to 1.3 at the end of the turn thanks to IWND. ::Jaghatai Khan charging with the White Tiger Dao ''(Hits on MC 3+):'' 5.56 hits, 4.63 wounds, '''2.32 unsaved wounds,''' which is reduced to 1.99 at the end of the turn thanks to IWND. :Lorgar with Illuminarum ''(Hits on MC 5+):'' 2.22 hits, 1.85, '''1.22 unsaved wounds,''' which is reduced to 0.89 at the end of the turn thanks to IWND. :The Khan wins. '''Jaghatai Khan vs. Vulkan''' :Jaghatai Khan with the White Tiger Dao ''(Hits on MC 4+):'' 3.75 hits, 1.88 wounds, '''0.63 unsaved wounds,''' which is reduced to 0.13 at the end of the turn thanks to IWND. ::Jaghatai Khan charging with the White Tiger Dao ''(Hits on MC 4+):'' 4.25 hits, 3.54 wounds, '''1.18 unsaved wounds,''' which is reduced to 0.85 at the end of the turn thanks to IWND. :Vulkan with Dawnbringer ''(Hits on MC 4+):'' 3.25 hits, 2.71 wounds, '''0.90 unsaved wounds,''' which is reduced to 0.54 at the end of the turn thanks to IWND. :The Khan wins. '''Jaghatai Khan vs. Corvus Corax''' :Jaghatai Khan with the White Tiger Dao ''(Hits on MC 4+):'' 3.75 hits, 2.5 wounds, '''1.25 unsaved wounds,''' which is reduced to 0.87 at the end of the turn thanks to IWND. ::Jaghatai Khan charging with the White Tiger Dao ''(Hits on MC 4+):'' 4.25 hits, 3.54 wounds, '''1.77 unsaved wounds,''' which is reduced to 1.44 at the end of the turn thanks to IWND. :Corax with the Panoply of the Raven Lord ''(Hits on 4+):'' 3.5 hits, 2.63 wounds, '''0.88 unsaved wounds,''' which is reduced to 0.55 at the end of the turn thanks to IWND. ::Corax charging with the Panoply of the Raven Lord ''(Hits on 4+):'' 6 hits, 4.5 wounds, '''1.5 unsaved wounds,''' which is reduced to 1.17 at the end of the turn thanks to IWND. :The Khan wins. '''Jaghatai Khan vs. Alpharius''' :Jaghatai Khan with the White Tiger Dao ''(Hits on MC 4+):'' 3.75 hits, 2.5 wounds, '''1.25 unsaved wounds,''' which is reduced to 0.87 at the end of the turn thanks to IWND. ::Jaghatai Khan charging with the White Tiger Dao ''(Hits on MC 4+):'' 4.25 hits, 3.54 wounds, '''1.77 unsaved wounds,''' which is reduced to 1.44 at the end of the turn thanks to IWND. :Alpharius with the Pale Spear ''(Hits on 4+):'' 3 hits, 1.5 wounds, '''0.5 unsaved wounds,''' which is reduced to 0.17 at the end of the turn thanks to IWND. :Jaghatai Khan wins. </div></div> {{template:Primarchs}} [[Category:Warhammer 40,000]][[Category:Imperial]][[Category:Space Marines]][[Category:Primarchs]]
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