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=A fan's Attempt at Rules= {| border="1" cellspacing="0" cellpadding="5" align="left" ! || PTS || WS || BS || S || T || W || I || A || Ld || Sv |- | '''Rogerius Merrill:''' || 465 || 8 || 5 || 6 || 5 || 4 || 7 || 6 || 10 || 3+/4++ |}<br style="clear: both; height: 0px;" /><br> Unit type: Jump Infantry, Independent Character. Wargear: Archeotech Pistol, Grenade Dispenser, Recon Artificer Armor, The Red Spear, Special Rules: Adamantium Will, Bulky, Crusader, Eternal Warrior, Fear, Fearless, First Sight of the Battle, Fleet, Independent Character, It Will Not Die, Last Sight of your Life, Pragmatism is a Virtue, Swiftest of His Sons. '''Grenade Dispenser''': Due to frequently deploying alone, Rogerius learned to make due without the battlefield support his brothers so often had. He counts as having Assault Grenades, Melta Bombs, one Void Canister and a rare type of bomb that uses a focused vacuum implosion to pull a great cloud of dust and sediments towards the blast point, granting the user shrouded for one game turn. Additionally, all units within 6" of the user (including the user) must pass a toughness test or suffer from Strikedown. '''Recon Artificer Armor''': A very light, flexible variant artificer armor, based on the armor worn by legion scouts. Provides a 3+/4++, and counts as a Nuncio Vox. Grants Move through Cover, Acute Sense and all "Sniper" weapons must refill successful to hit rolls. '''The Crimson Spear''': A weapon named not by Rogerius himself, but as a grim joke by his sons. The spear is unpainted grey. S:U AP2, Mastercrafted. The advanced archeotech built into the spear can be activated for one assault phase of your choosing, granting +2 S, I, and Haywire. '''First Sight of the Battle''': Rogerius has stealth. On the first turn of the game, he has shrouded. Additionally, he gains infiltrate and outflank. '''Last Sight of Your Life''': Rogerius gains the Hammer of Wrath special rule and inflicts 1D3 hits instead of 1. On the charge, Rogerius gains D3 extra attacks. In an assault, any roll to hit of 4+ is a successful Precision Strikes roll (as it it was a 6). '''Pragmatism is a Virtue''': If Rogerious wipes out a unit in close combat before the beginning of the next phase, he can make use of a single grenade or special/heavy weapon that unit possessed. '''Swiftest of His Sons''': Rogerius counts as Jump infantry and can make jump moves in the move and assault phases of the same turn, and has the Hit and Run and Move Through Cover special rules. (He doesn't actually have a jump pack, he's just that fucking fast.) Jesus, where do you even start with this guy? Well let's start with weaknesses: Rogerius will blow over in a stiff breeze. The guy has 3+/4++, and one less T and W than most primarchs. In a fair fight, almost every other primarch will whip his ass. Lucky for you, Rogerius lives by the creed, "If you're in a fair fight, someone did something wrong." He's '''much''' meaner than most on the charge, getting a potential 9 S6 attacks plus your HoW hit, and he has assault grenades as a cherry on that murder milkshake. So sure, in a straight up fight he'll usually lose, but he has hit and run, so you can jump in, hit him with a charge, then Hit and ''Run'' away, to charge again next turn. Plus he's the fastest primarch ([[Gaspard Lumey|kind of]]), what with his ''fleetcrusaderdoublejumpmovethroughcover'' shenanigans. Also, while it may seem at first glance that he does nothing for his sons, look again. His armor's nuncio vox combined with his infiltrate and outflanking mean that you'll be able to accurately drop some elites right in your opponent's face, turn 2, and his pragmatism rule mean you could, say... Assault a squad with Rogerius, wipe them out, then ''throw their assault grenades at another unit, which can then be charged by his sons.'' Or barring that, you can just shoot some shit; wipe out a couple termis with a plasma gun, pop an enemy's tank ''with his own rocket launcher''. Use your imagination. Roger is however ''very'' fragile for an almost 500 point unit. Seriously, a squad of legion terminators that costs half of what he does will be twice as durable against most things, and they'll probably be more useful against tanks (don't be fooled by those melta bombs and one charge's worth of haywire attacks, Rogerius gets to kill '''one''' tank). Use him wisely. He's also not a fan of fearless. Most units will get charged, loose combat, break, and be overtaken and murdered. Fearless and Stubborn both throw a wrench in that plan. :Followup thoughts from a secondary perspective: Something something skill over force something something. He's best on the tabletop working as a pinball to hamstring your opponent's capabilities and being a one-man area denial unit. Don't use him to go after special characters and warlords (well, most of the time) right off the bat. Use him to systematically take out your opponents' special/heavy weapons and squad leaders (he'll basically win any assault on the charge, and with 4+ Precision Strikes with 7-9 S6-8 Attacks, you can severely hurt any squad's leadership and firepower) or otherwise just negating units one at a time. Force your opponent to move where they're open to the rest of your army, and then bring down havoc on his rear lines. But keep in mind that either in an extended assault or out in the open, he's little more than an expensive paperweight. And will die faster and harder than any other Primarch. {{/tg/-Heresy-Primarchs}}
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