Codex - Conservators: Difference between revisions

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The conservators forces mainly employ the standard weapons of the Adeptus Astartes, but they also have been forced to gerry rig and flat out invent some new weapons. Also, focus rods figure largely in their armory.  
The conservators forces mainly employ the standard weapons of the Adeptus Astartes, but they also have been forced to gerry rig and flat out invent some new weapons. Also, focus rods figure largely in their armory.  


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::{| border="1" cellspacing="0" cellpadding="5" align="right"
! style="text-align:left;"| Weapon
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Revision as of 18:03, 24 June 2015

The Conservators are an unusual fief holding Astartes Chapter in the Asharn March. They are poor as hell, and have more psykers then is entierly reasonable.

Conservators Special Rules

The Conservators are an unorthodox but highly effective Chapter of the Adeptus Astartes. Many units in the conservators forces share similar strengths represented in the following rules:

  • And They Shall Know No Fear
  • Combat Fire-Teams
  • Hearth and Home - Above all, the conservators are a defensive chapter. Units with at least one model with this special rule are stubborn in their own deployment zone.
  • Remembrance - Most gear a Conservator carries is effectively a relic. All equipment is kept in the best of quality. Once per game, each unit that contains a model with this special rule can reroll failed to hit rolls with all weapons for one phase.


Warlord Traits

A Conservators warlord can roll his warlord trait from any of the charts from the core rulebook or from the specific Conservators traits chart below.

1. Debt Collector 2. Ancestral Might 3. Ancestral Farsight
The Warlord and his men have a particular grudge against the enemy Warlord and his army, thus they'll make sure the debt is collected.

The Warlord and any unit he leads/is attached to gain the Preferred Enemy USR against the enemy warlord, and any unit he is a part of.

The Warlord's wargear belonged to a brother that was known for slaying many mighty enemies and now the machine spirits empower him to greater feats of heroism.

The Warlord gains a +1 to Weapon skill and all his melee attacks gain the Life Drain Special rule.

The Warlord's wargear belonged to a brother known for his sharp sight and mastery of ranged weaponry.

The Warlord's ranged attacks are precision shots on a 4+ to hit.

4. Ancestral Resolve 5. Skilled Commander 6. Master Scavenger
The Warlord's wargear belonged to a brother that was known to be a stalwart defender who didn't let any enemy pass by.

The Warlord gains the Eternal Warrior USR.

The Warlord is a loud and commanding presence on the battle field.

Friendly units within 12" of the Warlord can use his Leadership rather than their own.

The Warlord has done better then most scavenging equipment.

The warlord my treat any one weapon he is carrying as master crafted.


Conservator Equipment

The conservators forces mainly employ the standard weapons of the Adeptus Astartes, but they also have been forced to gerry rig and flat out invent some new weapons. Also, focus rods figure largely in their armory.

Weapon Range S AP Type
Scout Bow 18" 4 - Assault 2, Rending
Brother Bow 18" 4 5 Assault 2
Scorpion Repeating Crossbow 18" 6 5 Assault 6, Shred, Rending
Fist of Man 24" 6 2 Rapid Fire
Lance Strike 36" 8 2 Salvo 1/2
Lightning Rod 18" 4 5 Assault 4
Implosion Locus 24" 8 1 Heavy 1, lance
Path of Destruction 24" 8 1 Assault 1, Beam, Melta
Purifying Flames Template 4 5 Assault 1
Flame Strike Template 5 4 Assault 1, Torrent.
Dawngate 48" 6 3 Ordanance 1, Large Blast, Barrage, Pillar
[Magic Missile]
-Storm of missiles 36" 4 6 Heavy 1, Blast
-Blast Missile 36" 8 3 Heavy 1
-Hail of Missiles 36" 7 4 Heavy 1, Sky Fire
Avalon 10 1 Melee, Two-Handed, Armorbane


Pillar: Weapons with this special rule create a massive pillar of destruction, stretching high enough to effect airborne foes. They can target Flying monstorus creatures and Flyers, though their balistic skill is reduced to 1 for the purposes of scatter. Any Flying monstorus creatures or Flyers under the blast template of a weapon with this special rule after it scatters are effected as if they were not flying.

Ranged Weaponry

Focus Rods: A special invention of Dakar university, these are in effect psykic blinkers. They allow psykers to use their powers fairly safely, at the expense of versatility. The process of binding a psyker to a focus is eerily similar to a lobotomy, and results in a similar condition.

Implosion Locus: This focus rod is used to create a massive gravatic anomaly near the target.

Dawn Gate: A heavy vehicle mounted focus rod, these weapons summon an enormus pillar of light that immolates their enemies.

Melee Weaponry

Titan Sword: Unique to each Full Brother of the Conservators. These are swords they crafted for themselves with the aid of their homeworlds greatest blacksmith, and meditated with over the Titan Stone. Counts as a close combat weapon with the Shred Special Rule.

Sword: A simple Steel sword, often carried by scouts. Counts as close combat weapon.

Avalon: One of the first relics the chapter was given. Presented to the first Chapter Master on the founding of the chapter, and has been in near constant use. The sword is made of a strange steel, that seems to glow a pure white. This weapon is scratched and scarred by battle, but this seems to only give the weapon a deeper beauty. The wielder gains the It Will Not Die special rules, and is a melee weapon with the stats given above.

Miscellaneous Equipment

Great Armour: The chapters supply of Terminator armor was never very large, and the rest of it was lost in the first Great war against the Orks. A replacement of a kind was created by taking a normal suit of power armor, and effectively making a suit of plate for it using even more adimantium. This armor provides a 2+ save, a 5++ invulnerable save, and the bulky special rule.

Horse: The standard mount of the scouts, more out of necessity then anything else. Changes the models type to cavalry.

Rhino: A really big herbivore, used by the full brothers as mounts. Changes the models type to cavalry, grants them +1 toughness, the relentless special rule, and rather then a single hammer of wrath hit on the charge they get d3.

Armory

Ranged Weapons

A model can exchange its Melee Weapon and/or bolt pistol for one of the following:

  • Brother Bow: Free.
  • Combi-Flamer, Melta, or Plasma: +10 pts.

Melee Weapons

A model can exchange its Close Combat Weapon and/or bolt pistol for one of the following:

  • Power Weapon: +15 pts.
  • Lightning Claw: +15 pts.
  • Power Fist: +25 pts.
  • Chainfist: +30 pts.

Great Weapons

A model can exchange his storm bolter with one of the following:

  • Combi-flamer, -melta, or -plasma: +6pts
  • Lightning claw: +10pts
  • Thunder hammer: +25pts

A model can exchange his power weapon with one of the following:

  • Power Maul, Lightning Claw or Storm shield: +5pts
  • Power fist: +10pts
  • Chainfist or Thunder hammer: +15pts

Special Wargear

A model can take the following:

  • Melta bombs: +5pts
  • Teleport homer: +10pts

Models without the bulky special rules may also take one of the following:

  • Jump pack: +15pts
  • Rhino: +15pts

Models in scout armor may take one of the following:

  • Horse: +5pts

Focus Rods

A model can exchange its Purifying Flames for one of the following.

  • Lightning Rod ................................................ 1 point/model
  • Implosion Locus .............................................. 6 points/model
  • [Magic Missile] ................................................ 10 Points/model
  • Fist of Man .................................................. 10 points/model
  • Lance of Strike .............................................. 15 points/model

High Relics

Only one High Relic may be taken per army. A model can replace any of its weapons with one of the following.

  • Avalon ................. 50 points

Vehicles Wargear

A Vehicle may take any of the following:

  • Storm Bolter^1 ................. 5 points
  • Dozer Blade .................... 5 points.
  • Extra armor .................... 10 points.
  • Camo Netting ................... 15 points
  • Enclosed Crew Compartment ...... 15 points.

1:This upgrade can only be taken on tank models.

Units

HQ

Questor

The chapter Master of the Conservators is currently recovering from catastrophic injuries. To fill his role in the field, he has chosen a Questor from the brothers ranks. This Marine is a captain among the chapters captains, and mainly leads multi-company actions across the Marches. When they come up, he also leads the brothers in aiding chapters to which the Conservators owe a gene debt.

130 points

WS BS S T W I A Ld Sv Unit Type Composition
Questor 6 5 4 4 4 5 4 10 3+ Infantry (C) 1 Questor


Wargear:

  • Power Armor
  • Bolt Pistol
  • Sword
  • Frag and Krak Grenades
  • Iron Halo

Special Rules:

  • And They Shall Know No Fear
  • Hearth and Home
  • Remembrance
  • Independent Character
  • Rhino Herd: If a detachment includes a Questor or Captain on a Rhino, Rhino Cavalry can be taken as troop choices.
  • Pillar of Light: Once per game, during the shooting phase the Questor can chose to fire a Dawn Gate.

Options:

  • May Replace Sword with Personal Sword 5 points.
  • May Replace Bolt Pistol with one of the following:
  • -Bolter ........................................................... free
  • -Storm Bolter ..................................................... 10 points
  • May replace Bolt Pistol with Storm shield ......................... 15 points
  • May take items from the Melee Weapon, Ranged Weapon, Special Wargear, and High Relics sections of the armory. If the Questor is in Great Armor, he may take items from the Great Weapons section of the armory.
  • May replace Power Armour, sword, bolt gun and bolt pistol with Great Armor, a power weapon, and a storm bolter for 30 points.

Captain

Captains of the Conservators are often seen as the field leadership of the chapter. Given the dispersed nature of the chapter, they usually end up being the highest ranking officer on their home planet.

90 points

WS BS S T W I A Ld Sv Unit Type Composition
Captain 6 5 4 4 3 5 3 10 3+ Infantry (C) 1 Captain


Wargear:

  • Power Armor
  • Bolt Pistol
  • Sword
  • Frag and Krak Grenades
  • Iron Halo

Special Rules:

  • And They Shall Know No Fear
  • Hearth and Home
  • Remembrance
  • Independent Character
  • Rhino Herd: If a detachment includes a Questor or Captain on a Rhino, Rhino Cavalry can be taken as troop choices.

Options:

  • May take items from the Melee Weapon, Ranged Weapon, Special Wargear, and High Relics sections of the armory. If the Captain is in Great Armor, he may take items from the Great Weapons section of the armory.
  • May replace Power Armour, sword, bolt gun and bolt pistol with Great Armor, a power weapon, and a storm bolter for 30 points.

Chaplin

Chaplains of the Conservators are as devoted as any other. Their brothers might not be the most openly devoted of any chapter, they still have strength in their quite faith. The Chaplains rely on this strength, and bring forth all their brothers devotion to "Hearth and Home."

90 points

WS BS S T W I A Ld Sv Unit Type Composition
Captain 6 5 4 4 3 5 3 10 3+ Infantry (C) 1 Captain


Wargear:

  • Power Armor
  • Bolt Pistol
  • Crozius Arcanum(Power Maul)
  • Frag and Krak Grenades
  • Rosarius

Special Rules:

  • Hearth and Home
  • Remembrance
  • Independent Character
  • Zealot

Options:

  • May Replace Bolt Pistol with one of the following:
  • -Bolter ........................................................... free
  • -Storm Bolter ..................................................... 10 points
  • May take items from the Melee Weapon, Ranged Weapon, Special Wargear, and High Relics sections of the armory. If the Chaplin is in Great Armor, he may take items from the Great Weapons section of the armory.
  • May replace Power Armour, sword, bolt gun and bolt pistol with Great Armor, a power weapon, and a storm bolter for 30 points.

Professor Emeritus

The vast majority of Conservator librarians are employed at [Dakar University] training the [Arsharn Marches] psykers. Occasionally though their is an excess, and a professor emeritus is named. They still are required to give lectures on occasion, but are able to take to the field alongside their brothers.

65 points

WS BS S T W I A Ld Sv Unit Type Composition
Professor Emeritus 5 4 4 4 2 4 2 10 3+ Infantry (C) 1 Professor Emeritus


Wargear:

  • Power Armor
  • Bolt Pistol
  • Force Weapon
  • Frag and Krak Grenades
  • Psychic hood

Special Rules:

  • And They Shall Know No Fear
  • Independent Character
  • Psyker (Mastery level 1)

Psyker: A professor Emeritus may generate powers from the Deamonology, Biomancy, Piromancy, Telekinesis, and Telepathy disciplines.

Options:

  • May be upgraded to psyker Mastery level 2 or 3 ..... 25 points/mastery level
  • May replace Bolt Pistol with a Bolt Gun
  • May take items from the Ranged Weapon, Special Wargear, and High Relics sections of the armoury
  • May replace Power Armour, sword, bolt gun and bolt pistol with Great Armor, a power weapon, and a storm bolter for 30 points.

Command Squad

You may take a command squad for each other HQ choice you select. It does not take up a HQ slot.

100 points

WS BS S T W I A Ld Sv Unit Type Composition
Veteran 4 4 4 4 1 4 2 9 3+ Infantry 5 Veterans
Company Champion 5 4 4 4 1 4 2 9 3+ Infantry (C)
Apothecary 4 4 4 4 1 4 2 9 3+ Infantry (C)
Grad Student 3 3 3 3 1 3 1 7 4+ Infantry
Post Doc 3 3 3 3 2 3 2 8 4+ Infantry(C)


Wargear:

  • Power Armor(Veterans, Company Champion, and Apothecary only)
  • Carapace Armor(Grad student and Post Doc only)
  • Bolt Pistol(Veterans, and Apothecary only)
  • Laspistol(Grad Student and Post Doc Only)
  • Close Combat Weapon(Grad Student Only)
  • Force Weapon(Post Doc Only)
  • Sword(Veterans, and Apothecary only)
  • Power Weapon(Company Champion only)
  • Combat Shield(Company Champion only)
  • Narthecium (Apothecary Only)
  • Frag and Krak Grenades

Special Rules:

  • And They Shall Know No Fear(Veterans, Company Champion, and Apothecary only)
  • Psyker (Mastery level 1)(Grad Student Only)
  • Psyker (Mastery level 2)(Post Doc Only)

Psyker: A Grad Student and Post Doc may generate powers from the Deamonology, Biomancy, Divination, Piromancy, and Telekinesis disciplines.

Options:

  • One Veteran can take a Company Standard ......................................... 15 points
  • One Veteran can be upgraded to a Company Champion ............................... 15 points
  • One Veteran can be upgraded to an Apothecary .................................... 15 points
  • Any Veteran can be upgraded to a Grad Student ................................... 5 points/model
  • Any Veteran can be upgraded to a Post Doc ....................................... 30 points/model
  • Any Veteran may take any of the following:
  • -Melta Bombs ..................................................................... 5 points/model
  • -Storm Shield .................................................................... 10 points/model
  • Any Veteran may exchange their bolt pistol and sword for a bolt gun ............. free
  • if the entire unit is wearing power armor, they may all get rhinos .............. 35 points
  • If the entire unit is wearing caripace armor, they may all ride horses .......... 25 points
  • The unit may select a truck or Chimera as a dedicated transport.

Troops

Scouts

The scout corps of the Conservators is honestly the work horse of the chapter. Needs mor fluff.

55 points

WS BS S T W I A Ld Sv Unit Type Composition
Scouts 4 4 4 4 1 4 1 8 4+ Infantry 5 Scouts
Scout Sargent 4 4 4 4 1 4 1 8 4+ Infantry (C) 1 Scout Sargent
Veteran Scout Sargent 4 4 4 4 1 4 2 9 4+ Infantry (C)


Wargear:

  • Scout Armor
  • Scout Bow
  • Sword
  • Frag and Krak Grenades


Special Rules:

  • And They Shall Know No Fear
  • Hearth and Home
  • Rememberance
  • Combat Squads
  • Infiltrate
  • Move Through Cover
  • Scout

Options:

  • You may take up to 5 additional Scouts ....................................................... 11 points/model
  • The entire unit may take camo cloaks .... 2 points/model
  • Any model can replace his scout bow with one of the following:
  • -Bolt Pistol or Bolt Gun ..................................................................... free
  • -Sniper Rifle ................................................................................ 1 point/model
  • You may upgrade a Scout Sargent to a Veteran scout Sargent .................... 10 points
  • Scout Sargent or Veteran Scout Sargent may take items from the Melee weapons and/or Ranged Weapons lists.
  • the Scout Sargent or Veteran Scout Sargent may take Melta Bombs .............................. 5 points
  • A unit that could fit in a Truck or Chimera can take one as a dedicated transport.

Pike men

Pike men are generally failed Conservator aspirants, through no fault of their own. Genetics is generally the problem, incompatibility with the geneseed. Still, the Conservators waste nothing, so these washouts are largely recruited as chapter serfs... sort of. While officially serfs, the pike men are much closer to imperial guardsmen loyal to the conservators. They go into battle at their lords side, bolstering the generally limited numbers of the conservators.

50 points

WS BS S T W I A Ld Sv Unit Type Composition
Pikemen 3 3 3 3 1 3 1 7 5+ Infantry 9 Pikemen
Pikemen Sargent 3 3 3 3 1 3 2 9 5+ Infantry (C) 1 Pikemen Sargent
Veteran Scout Sargent 4 4 4 4 1 4 2 8 4+ Infantry (C)


Wargear:

  • Flak armor(Pikemen and Pikemen sargent only)
  • Scout Armor(Veteran Scout Sargent only)
  • Lasgun(Pikemen and Pikemen sargent only)
  • Scout Bow(Veteran Scout Sargent only)
  • Pike(Pikemen and Pikemen sargent only)
  • Sword(Veteran Scout Sargent only)
  • Frag Grenades


Special Rules:

  • Set Pikes: If this unit didn't move during its last movement phase it gains the counter charge special rule.

Options:

  • You may take up to 25 additional Pike men ....................................................... 4 points/model
  • The entire unit may take Krak Grenades ........................................................... 1 point/model
  • The entire unit(excluding Veteran Scout Sargent) may take carapace armor .... 2 points/model
  • You may upgrade a Pikemen Sargent to a Veteran scout Sargent .................... 7 points
  • Pikemen Sargent or Veterain Scout Sargent may take items from the Melee weapons and/or Ranged Weapons lists.
  • A unit that could fit in a Truck or Chimera can take one as a dedicated transport.

Dedicated Transport

Truck

A civilian vehicle requesitioned by the space marines, the transport of last resort.

20 points

BS F S R HP Unit Type Composition
Truck 3 10 10 10 2 Vehicle(Opentopped, Transport) 1 Truck


Transport Capacity:

  • 10 models, but no models with the bulky special rule.

Options:

  • May take a items from the Vehicle upgrade section of the armory.

Chimera

60 points

BS F S R HP Unit Type Composition
Chimera 3 12 10 10 3 Vehicle(Tank, Transport) 1 Chimera


Wargear:

  • Multi-laser
  • Heavy Bolter

Special Rules:

  • Amphibious
  • Lasgun Array

Transport Capacity:

  • 12 models.

Options:

  • May take a items from the Vehicle upgrade section of the armory.

Elites

Tactical Marines

The battle brothers of the Conservators. Often longtime veterans by the time they take up their power armor. These are the heroes that have made a name for themselves across the stars serving with House Mackentire.

70 points

WS BS S T W I A Ld Sv Unit Type Composition
Space Marine 4 4 4 4 1 4 1 8 3+ Infantry 4 Space Marines
Space Marine Sargent 4 4 4 4 1 4 1 8 3+ Infantry (C) 1 Space Marine Sargent
Veteran Space Marine Sargent 4 4 4 4 1 4 2 9 3+ Infantry (C)
Mage 3 3 3 3 1 3 1 6 4+ Infantry


Wargear:

  • Power Armor(Space Marine, Space Marine Sargent, and Veteran Space Marine Sargent only)
  • Carapace Armor(Mage only)
  • Bolter(Space Marine, Space Marine Sargent, and Veteran Space Marine Sargent only)
  • Sword(Space Marine, Space Marine Sargent, and Veteran Space Marine Sargent only)
  • Purifying Flames(Mage only)
  • Frag and Krak Grenades(Space Marine, Space Marine Sargent, and Veteran Space Marine Sargent only)

Special Rules:

  • And They Shall Know No Fear (Space Marine, Space Marine Sargent, and Veteran Space Marine Sargent only)
  • Hearth and Home(Space Marine, Space Marine Sargent, and Veteran Space Marine Sargent only)
  • Rememberance(Space Marine, Space Marine Sargent, and Veteran Space Marine Sargent only)
  • Care Free(Mage only): Units with this special rule are stubborn. If a unit is made up entierly of units with this special rule, The unit will scatter d6" during the movment phase and shooting phase, and do nothing during the assault phase.
  • Combat Squads

Options:

  • May include up to 5 additional Space Marines ................................. 14 points/model
  • The entire unit may take camo cloaks .... 2 points/model
  • Any model may replace his Bolter with a Bolt Psitol or Brother Bow............. free
  • Any model may replace his sword with a personal Sword ......................... 1 point/model
  • You may upgrade up to 2 Space Marines to Mages ............................... free
  • Mages may take items from the Focus Rod section of the armory.
  • You may upgrade a Space Marine Sargent to a Veteran Space Marine Sargent .................... 10 points
  • Space Marine Sargent or Veteran Space Marine Sargent may take items from the Melee weapons and/or Ranged Weapons lists.
  • the Space Marine Sargent or Veteran Space Marine Sargent may take Melta Bombs ....... 5 points
  • A unit that could fit in a Truck, Rhino, Drop pod, or Chimera can take one as a dedicated transport.

Great Armor

Terminator is a distant memory for the Conservators. They were lost to a suit in the initial war against the Orks. So the Techmarines of the chapter created this work around. Basically a jury-rigged suit of centurion armor.

105 points

WS BS S T W I A Ld Sv Unit Type Composition
Great Armored 4 4 4 4 1 4 2 9 2+/5++ Infantry 2 Great Armored
Great Armored Sargent 4 4 4 4 1 4 2 9 2+/5++ Infantry (C) 1 Great Armored Sargent


Wargear:

  • Great Armor
  • Storm Bolter
  • Power Weapon

Special Rules:

  • And They Shall Know No Fear
  • Hearth and Home
  • Rememberance

Options:

  • May include up to 7 additional Great armored ........................... 35 points/model
  • Any Model May replace their Stormbolter and Power Weapon with a Thunder Hammer and Storm shield ... 10 points/model.
  • Any Model May take options from the Great Armor section of the armory.
  • For Every 5 models in the squad, one Great Armored may Replace his storm bolter with one of the following.
  • -Heavy Flamer ...................................................... 10 points/model
  • -Scorpion Heavy Repeating Crossbow ................................. 20 points/model
  • A unit that could fit in a Chimera can take one as a dedicated transport.

Fast Attack

Drop pod

35 points

BS F S R HP Unit Type Composition
Drop Pod 4 12 12 12 3 Vehicle(Open topped, Transport) 1 Drop Pod


Wargear:

  • Storm bolter

Special Rules:

  • Drop Pod Assault
  • Immobile
  • Inertial Guidance System

Transport Capacity: 10 models or one walker.

Options: May take a locator beacon ...................... 10 points

Rhino

35 points

BS F S R HP Unit Type Composition
Rhino 4 11 11 10 3 Vehicle(Transport) 1 Rhino


Wargear: Storm Bolter

Special Rules: Repair

Transport Capacity: 10 models, but none with the bulky special rule.

Options: May take a items from the Vehicle upgrade section of the armory.


Rhino Cavalry

The Conservators bikes have long been pulled apart for spare parts. So the chapter had to look elsewhere for mounts. They found them on Amakahd in the native genemodded rhinoceros descendent. The heavy animals can easily carry a marine in full armor, and are themselves incredibly hard to injure.

100 points

WS BS S T W I A Ld Sv Unit Type Composition
Rhino Cavalry 4 4 4 5 1 4 1 8 3+ Cavalry 4 Rhino Cavalry
Rhino Cavalry Sargent 4 4 4 5 1 4 1 8 3+ Cavalry (C) 1 Rhino Cavalry Sargent
Veteran Rhino Cavalry Sargent 4 4 4 5 1 4 2 9 3+ Cavalry (C)


Wargear:

  • Power Armor
  • Bolter
  • Sword
  • Frag and Krak Grenades
  • Rhino

Special Rules:

  • And They Shall Know No Fear
  • Hearth and Home
  • Remembrance
  • Combat Squads

Options:

  • May include up to 5 additional Rhino Cavalry ................................. 20 points/model
  • Any model may replace his Bolter with a Bolt Psitol or Brother Bow............. free
  • Any model may replace his sword with one of the following:
  • -A Personal Sword ............................................................. 1 point/model
  • -A Power Lance ................................................................ 15 points
  • You may upgrade a Rhino Cavalry Sargent to a Veteran Rhino Cavalry Sargent .................... 10 points
  • Rhino Cavalry Sargent or Veteran Rhino Cavalry Sargent may take items from the Melee weapons and/or Ranged Weapons lists.
  • the Rhino Cavalry Sargent or Veteran Rhino Cavalry Sargent may take Melta Bombs ....... 5 points


Flying Brick

So, the aircraft of a space marine chapter take a lot of maintenance to keep functional. Skilled maintenance by members of the mechanicum, and expensive spare parts. The conservators had little of the first and none of the second. Even a decade after the burning of the forge world none of the chapters birds could take off. Then Dakkar university had a break through. They figured out a focus rod that boosted telekinesis enough that one mage could replace the engines of a thunder hawk or Stormraven. The hulks that had been stripped to the hull years before were refitted with the best Dakkar university had to offer. Named after how they seem to ignore physics and just hang in sky. To keep up with demand, the university has even started

Modeling note: This model should not look like it can fly. Ever.

110 points

BS F S R HP Unit Type Composition
Flying Brick 3 11 11 11 3 Vehicle(Flyer, Hover, Transport) 1 Flying Brick


Wargear:

  • Cerimite Plating
  • Twin linked Scorpion Repeating Crossbow
  • Twin linked Lightning Rod

Special Rules:

  • Skies of fury
  • Assault Vehicle

Transport Capacity: 6 models.

Options:

  • May Replace the Twinlinked Scorpion Repeating Crossbow with one of the following:
  • -Two Implosion Loci ..................... Free
  • -Flame Strike ........................... Free
  • -Lance Strike ........................... 10 points
  • May replace its Twinlinked Lightning Rod with one of the following:
  • -Twinlinked Purifying Flames ............ Free.
  • -Implosion Locus ........................ 5 points.
  • -Lance Strike ........................... 10 points.
  • May take a pair of sponsons armed with:
  • -Lightning Rods .......................... 10 points.
  • -Implosion Loci .......................... 20 points.
  • -Fists of Men ............................ 20 points.
  • -Lance Strikes ........................... 30 points
  • -or if no sponsons are taken, may increase transport capacity by 6 models 15 points
  • May take items from the Vehicle Upgrade section of the armory.

Heavy Support

Mage circle

Becoming bound to a focus rod is mostly a lobotomy. The process is used to render otherwise worthless psykers into weapons of war. A few key portions of the wielders brain are destroyed, rendering them emotionless and heavily limiting their free will. The result are useless unless directed, but also nearly impossible to become tempted by the warp. The focus rods require a psykers powers to energize and direct, but not really any imagination or initiative. The mages circle is analogus to a normal Space Marines devastator squad. Led by a single marine, they can bring heavy fire in a fairly mobile platform.

50 points

WS BS S T W I A Ld Sv Unit Type Composition
Mage 3 3 3 3 1 3 1 6 4+ Infantry 4 Mage
Mage Sargent 4 4 4 4 1 4 2 8 4+ Infantry (C) 1 Mage Sargent


Wargear:

  • Carapace Armor
  • Bolt Pistol(Mage Sargent only)
  • Sword(Mage Sargent only)
  • Purifying Flames (Mage only)
  • Frag and Krak Grenades (Mage Sargent only)

Special Rules:

  • And They Shall Know No Fear (Mage Sargent only)
  • Hearth and Home (Mage Sargent only)
  • Remembrance (Mage Sargent only)
  • Care Free(Mage only): Units with this special rule are stubborn. If a unit is made up entirely of units with this special rule, The unit will scatter d6" during the movement phase and shooting phase, and do nothing during the assault phase.

Options:

  • The unit may take up to 5 additional Mages .......... 10 points/model
  • Any Mage may take items from the Focus Rods sections of the armory.
  • The entire unit can take horses ................................. 5 points/model
  • A unit that could fit in a Truck or Chimera can take one as a dedicated transport.

Tower

The conservators have always had issues with fielding any number of armored vehicles. Most the chapter owned were over run and captured by Orks early in the chapters history. Still, ground forces have always needed some form of heavy support only tanks can provide. So again, Dakar University stepped into to provide paykic aid. "Towers" are generally made from gutted Leman Russ tanks. The tanks main cannon replaced by a massive focus rod, and often further augmented by additional utility focus rods throughout. Powered by several mages, these machines can bring terrifying amounts of destruction to bear on the enemy.

Modeling note: Just use a Leman Russ. If you are feeling like making cool models, replace the turret with a large glass jewel, or put a glass gem on the end of the turret. Feel free to add all sorts of "arcane" designs on the rest of the body.

140 points

BS F S R HP Unit Type Composition
Tower 3 14 13 10 3 Vehicle(Fast, Skimmer) 1 Tower


Wargear:

  • Lightning rod(front mounted)
  • Dawn Gate(turret mounted)

Options:

  • May Replace the Dawn Gate with one of the following:
  • -Two Implosion Loci ..................... Free
  • -Flame Strike ........................... Free
  • -Path of Destruction .................... 30 points
  • May replace its Lightning Rod with one of the following:
  • -Twinlinked Purifying Flames ............ Free.
  • -Implosion Locus ........................ 5 points.
  • -Lance Strike ........................... 10 points.
  • May take a pair of sponsons armed with:
  • -Twinlinked Purifying Flames ............. 10 points.
  • -Lightning Rods .......................... 10 points.
  • -Implosion Loci .......................... 20 points.
  • -Fists of Men ............................ 20 points.
  • -Lance Strikes ........................... 30 points
  • May take items from the Vehicle Upgrade section of the armory.

Rook

"What the hell..."-The late King Greggory Wit, as a conservator Rook appeared above him.

There is a very good reason most librarians are kept busy, with no time to experiment. After the Flying brick and tower, allowing the conservators to once again field heavy armor, the workshops of Dakar university were given a great deal of latitude. The Rook is one of the more useful results. A modified Imperial bastion, with heavier armor and some clever bits of engineering to help it survive multiple impacts. The most important modification though is the Warp rod. It allows for short range warp jumps, fairly inaccurate over long distances. Especially if the intended target is not open ground. To deal with this, the jumps are generally aimed above the ground. Which lead to the discovery that dropping a building on the enemy was very effective.

Rooks now see use as armored transports, taking the role of landraiders for the conservators.

250 points

BS F S R HP Unit Type Composition
Rook 4 14 14 14 4 Vehicle(Transport) 1 Rook


Wargear:

  • Extra armor
  • Turret mounted Twin linked Scorpion Repeating Crossbow
  • Two Massed archer posts: each archer post is effectively three twin linked Brother Bows that fire together.

Special Rules:

  • Assault Vehicle
  • Deep Strike
  • Immobile
  • Warp Rod: The Rook may not be able to move in the real world. Luckily, it can shift very short distances in the warp. During the movement phase, the Rook can chose to activate its warp rod.
It can be placed within 6" of were it started the movement phase, ignoring anything in between the two points. It counts as having moved at combat speed during the shooting phase.
It can be placed within 12" of were it started the movement phase, ignoring anything in between the two points, but it scatters 1d6" and counts as having moved at cruising speed during the shooting phase.
It can be placed anywere on the board, scattering 2d6". All of its weapons snap fire during the shooting phase.
If it appears on Difficult or Dangerous terrain, the Rook makes a difficult terrain check as normal. If it would appear on impassible terrain, roll on the deep strike mishap table. If it would appear on top of an allied non-vehicle unit, move the models in that unit the minimum ammount needed to place the Rook. If it would appear on top of an allied vehicle unit, roll on the deep strike mishap table. If it would appear on top of an enemy non-vehicle unit, resolve a tankshock against the unit. If it would appear on top of an enemy vehicle unit, resolve a ramming attempt against the unit. Then move the rook the shortest distance off the vehicle.
If the rook would ever be immobilized, it loses the Warp Rod special rule.
  • Wham: The Rook resolves Ram attempts it initiated at strength 10.

Transport capacity: 16 models.

Options: None at the moment.

Allies

As Armies of the Impirium, except they are Desperate allies with Codex Skitarii.