Warhammer 30k Primarch Roleplay

Which Primarchs are available

If Papa Smurf is available I would like to play as them
 
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All primarchs who aren't claimed (which is listed in the first post) are available, and luckily for you, Guil remains free for use.
 
What do I need to know about the Eleventh Primarch?

Will you have to create it yourself, or will you be given a custom design?

I'm thinking about the Eleventh and Jagai Khan. One of them will probably fit.
(My beloved psychopath Conrad was taken away, cry)
 
Emps decided to test out mixing some Eldar genetics into the Eleventh, which means that Slaanesh is out specifically for their soul, and they're not nearly as resilient to Chaos corruption as the other primarchs. They're also on a planet that has a lot of built-up high-tech infrastructure, but which has lost most of the underpinning technology, with the result being that they need to figure out how to balance building a resistance to Chaos while also acquiring the skills to research and repair the local infrastructure.
 
Joined this forum for this at Chroniqler's invitation.

I'll put Mortarion as my primary dibs.

If there is a reshuffle as Nicholas predicted, I'd also be interested in Horus, and perhaps Lion.
 
Emps decided to test out mixing some Eldar genetics into the Eleventh, which means that Slaanesh is out specifically for their soul, and they're not nearly as resilient to Chaos corruption as the other primarchs. They're also on a planet that has a lot of built-up high-tech infrastructure, but which has lost most of the underpinning technology, with the result being that they need to figure out how to balance building a resistance to Chaos while also acquiring the skills to research and repair the local infrastructure.
Hmm. I can work with this, of course, while providing background information about the planet.

I choose Eleventh. (Backup option Jaghatai Khan)
 
Also, since people might want to know, the Second is an enchanting specialist - that is, they make relics, objects infused with narratives that'll make the Warp treat them differently. Stuff that's less the direct potency of higher tech levels, but rather more specific stuff, like a sword of daemon-slaying. Their planet is also an old Knight world, albeit one without the necessary infrastructure to make more.

Unfortunately, they're also in relatively close proximity to the Rangdan.
 
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Hmm. I can work with this, of course, while providing background information about the planet.

I choose Eleventh. (Backup option Jaghatai Khan)
I was the one who had tentatively grabbed Eleventh, and I've since built up a somewhat extensive set of plans.

That said - would you massively prefer Eleventh to Khan? And how many plans have you built? Because if it's "a ton and several," I can grab someone else; while half of my planning would be lost, the other half can be reworked for another Primarch.

If not, though, I'd like to definitely confirm Eleven. And ask if I'm allowed to name him.
 
I was the one who had tentatively grabbed Eleventh, and I've since built up a somewhat extensive set of plans.

That said - would you massively prefer Eleventh to Khan? And how many plans have you built? Because if it's "a ton and several," I can grab someone else; while half of my planning would be lost, the other half can be reworked for another Primarch.

If not, though, I'd like to definitely confirm Eleven. And ask if I'm allowed to name him.
O, no, I'm not in the habit of making plans without basic information, so there were no plans.

Feel free to take this half-xenos for yourself.
 
You know what? I'm interested. Put me down for Leman Russ, please.

Maybe I can give him an actual on-screen win this time.
 
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Heyo, I'm playing Angron and I'm gonna copy over the summaries of Primarch Traits, plus the Free Trait Pool (you get to pick one) and the Planet Qualities and Trait Pools (which you get one or two pulls from in the first few turns based on what you did).
LionAdamantine WillBattlelord
2Alpha PsykerEnchanting Savant
FulgrimCharismaticAgile
PerturaboPolymathWarsmith
KhanDuelistSwift
LemanDuelistStrong
DornMaster of WarAdamantine Will
KonradAgileAlpha Plus Psyker (Semi-latent: Dark Visions)
SanguiniusSanguine AngelMaster of War
Ferrus ManusMechanical SavantAdamantine Will
11Aeldari GeneticsAgile
AngronAtlas RebornAlpha Plus Psyker (Semi-Latent: Empathy)
RobouteBuilderNatural Ruler
MortarionEnduringAlpha Plus Psyker (Semi-Latent: Biological Adaption)
MagnusWarp SavantAlpha Plus Psyker
HorusNoble MienNatural Ruler
LorgarCharismaticAlpha Plus Psyker (Latent: Divine Seer)
VulkanForging SavantLast Light
CorvusAgileSwift
TwinsTwo In OneNatural Spy
Free Trait poolEffects
Charismaticimproves relations with humans, better narrative results of spending time with groups
DuelistCombat skills are improved to 1.5 when calculating duel value
Adamantine Willimproves base resistance to Chaos, stablizes emotional shifts, and enables Atrocies without guilt, can use Extreme Tactics in duels
Alpha Plus Psyker (Latent)Reduces Natural Resistance, grants Unique power/skill outside of Skillslots
Agilecan escape without damage from AoE effects and prisons, when using Hit and Run or Stealth tactics gain 1 mod
Hard Workercosts to upgrade skills halved (does not apply to Universal), actions provide an additional 0.5 mod, start with 1 Secondary
Master of WarCommand can be maintained on empire scale fights, Astartes Armies have doubled mod, Astartes armies use supply slower, gives +0.5 to non astartes army mods
Adept ResearcherResearch projects cost 0.90 of normal, researching Uplift costs 0.80, narratively better research results
Natural RulerUnity can be raised to Lockstep directly, the non research phases of Uplift only cost 80% to complete
Strongprovides +2 to duel mod and also enables certain interactions related to strength
Swiftwhen on planet can duel up to 3 people at once without penalty, can command up to 3 fronts without cost, can close range in a duel instantly
Grand Designerblueprints are improved narratively, and provide an additional 0.25 to their effect, Uplift Primers are reduced in cost by 0.25
TitanomachyKnights and Titans are produced at 0.5 cost of normal when personally involved, Knight and Titan mods are improved by 2
Void Touchedunique trait to each primarch, is not related to the Old Ones or C'tan in any wayNote: Cannot be gained during play.
Predictive Analysiscan extroplate the likely results of actions taken when not involving the warp (ask the GM questions and get superior answers), Command Skills are improved to 1.2 mod
None of these can be gained during play.
Polymathactions being used for crafting or research are worth 2, Megaprojects and Uplifts cost 0.75, can't produce Relics or Psitech but can apply Relic Mod to Non Uplift projects for improved results
WarsmithImproves the mod of your forces by 2 for all forces, your supply counts as one level higher, command is retained on empire scales, reduces chances for Heroes to arise, wounds increased by 2, duel mod reduced from 10 to 8
Mechanical Savantcost for Machines are reduced by half, gain 2 duel mod when fighting machines, researching machines costs 50% less
Atlas Rebornexist as an Army of City Scale permanently at Overwhelming Manpower, Ignore Terrain mods, Armies will never lose loyalty/faith, melee duel and army mod increased by 4, can overpower Knights and fight Titans directly
BuilderPlanets under control produce 1.5 times as much production points, uplift projects cost only 0.8 if planetary control is held, Unity costs 0.75 to rise
Enduringwounds increased by 5, changes would formula to per 100 duel bonus, unable to be exhausted, regenerates 1 wound per duel round if needed, can survive impossible conditions
Warp Savantpsitech reduced to 25x, combat against daemons/psykers, psychic skills gain 0.5 to mod, reduce psychic complexity, scale and safety mods cost by 1 tier, can more easily unlock Psitech and Aeldari Technology (reduce tier of research by 1 and narrative requirements)
Forging Savantrelic cost for personal items reduced by 1 tier, crafting progress for personal items overflows into follow up projects with no loss, can craft 1 personal scale item for no cost per turn
Two In OneIntrinstic understanding of the actions of the other at all times regardless of distance
Enchanting SavantRelic costs reduced by one level and can build psitech from start, can create Glorious relics from start, everything created is a barebones relic or higher
Noble Mienupgrades all relationships by one stage, enables impossible diplomacy, reduces costs to gain items from The Emperor
Aledari Geneticsbeta psyker, can build psitech, innate Secondary Skill for Dueling (does not take a slot, can not be upgraded), amplified emotions
Sanguine Angelgrants angelic wings, heal through blood consumption, innate divination
BattlelordHalves foes type mod when fighting Heroic foes, negates type mod for non Heroic foes
Last LightCan never die, will always return to life, will return when all hope is lost or conditions are met
Natural SpyEnables impossible locations to be infiltrated, impossible to understand groups can be understood, groups of highest complexity can be created, all actions relating to infiltration are narratively easier and faster to progress, complexity of groups is lowered by a tier in cost
Note, you're landing on your canon planet, so just consider these further Primarch Traits.
CalibanPost ModernFeudalDeath World1.5125Chaos Beasts, Slumbering Great Daemon, Near the Eye, Biotech risks Chaos Corruption but is improved by a tech level, Power Armor production facilities
2IndustrialFeudalCivilised2.67Decayed World, Old Knight World, in the segmentum of the rangdan
ChemosHigh InterstellarPost ModernCivilised52.11Decaying Technology, Ticking Clock, No Culture, biotech is impossible, Dark Age Ruins
OlympiaModernFeudalCivilised3.885Stripped Mined Completely (non biotech, clockwork, nanotech suffers 0.5x progress), Great Beasts, Rare High Technology
ChogorisFeudalFeralFeral0.0915World Spirit, natural spirits
FenrisFeudalFeudalDeath World0.48World Spirit, Biotech is improved by a tech level but costs 2x as much, Gate of Morkai
InwitInterplanetaryInterplanetaryDeath World22.32False Moon, frozen world
NostramoLow ImperiumLow ImperiumMining World407.22Eternal Darkness (dampens morality and increases despair)
BaalFeudalFeudalDeath World0.48Radiation Blasted, Mutant Hordes, Mutant Filled Ruins
MedusaFeudalFeudalDeath World0.48Necron Presence, Broken Ring of Iron
11ModernHigh ImperialCivilised75.69333333Decaying Infrastructure, Ticking Clock, Ruins
NuceriaFeudalFeudalCivilised1.805Touched by Khorne, Slavers, Archeotech remains
MacraggeInterstellarInterstellarCivilised88.38Bandit Hordes, Old Capital, Positive Intrasector relations
BarbarusIndustrialFeudalFeral0.55125Poison Mists, Necromancers, Terrible Landing, Evil World
ProsperoPost ModernPost ModernCivilised14.7Warp Predators, Impossibly calm warp, skilled psykers
CthoniaLow ImperiumLow ImperiumHive737.88Hollow World, Archeotech remains
ColchisFeudalFeudalCivilised1.755Touched by Chaos, Biotech suffers a 0.5 penalty
NocturneFeudalFeudalDeath World0.48Unstable, Great Beasts, Molten World
DeliverancePost ModernPost ModernMining World30.7Slave World
Note: These are trait pools so they're themes rather than individual traits. Do something in theme of one of your pools, draw a relevant trait.
CalibanCombatArmy CommandMonster HunterMUTATION AND MADNESS
2Knight UsageArcheologyGrand MachineCrafting
ChemosCultureArcheologyCraftingNation Building
OlympiaCraftingSiegePhilsophicalArmy Command
ChogorisDuelingSpiritualRidingSENSATION AND PERFECTION
FenrisAnimal HandlingPsychicHuntingCombat
InwitFortificationCraftingSurvivalCommand
NostramoStealthNation BuildingTerrorAtrocities
BaalRadiationMutant HunterArcheologyNation Building
MedusaGrand MachineCraftingMachine CombatNecron Influence
11InfrastructureMacroscaleCity BuildingReverse Engineering
NuceriaDuelingArmy CommandArcheotechRAGE AND BLOOD
MacraggeNation BuildingPoliticsEconomicsCommand
BarbarusSurvivalResilianceAnti PsykerDISEASE AND POISON
ProsperoPsychicCorruption ResistanceWarpCHANGE AND MAGIC
Cthonia/TerraCommandChampionLeadershipCharisma
ColchisSpiritualPhilsophicalChaos LorePsychic
NocturneSurvivalHarsh TerrainCraftingNation Building
DeliveranceStealthTheftTerrorCommand
Of note, Inborn Traits operate at increased potency, Planetary Traits at normal and traits gained through training or narrative at a reduced rate.
The Twins don't currently have a planet because they're so freaking spooky.

EDIT: A couple of notes:
1. These traits are still subject to rebalancing.
2. Angron, Pert, Magnus and 2nd have all locked in Void Touched and while we are oath bound not to share details with anyone else who hasn't locked in, we all agree the Mystery Box is definitely worth it. Join Us In The Embrace Of The Void
 
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A quick note for those of you who saw that not all of the primarchs have a Unique Trait: that's in the process of being amended. Mostly by giving them upgraded versions of at least one of the Free Traits that they already come with; this process was already done with Angron, whose Unique Trait was, early on, a version of Strong with significantly increased potency.
 
Void Touched: unique trait to each primarch, is not related to the Old Ones or C'tan in any way
 
It's in the trait description, ergo it's true. The trait isn't intended to deceive, it's literally just a customized mystery box.
 
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