Codex - Conservators: Difference between revisions
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| Scout Bow|| 12" || 3 || - || Assault 2, rending | | Scout Bow|| 12" || 3 || - || Assault 2, rending | ||
|- | |- | ||
| Brother Bow|| 18" || 4 || | | Brother Bow|| 18" || 4 || 5 || Assault 2 | ||
|- | |- | ||
| Scorpion Repeating Crossbow || 18" || 6 || 5 || Heavy 6, Rending | | Scorpion Repeating Crossbow || 18" || 6 || 5 || Heavy 6, Rending | ||
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'''Great Armour:''' The chapters supply of Artificer 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. This armor provides a 2+ save, and the bulky special rule. | '''Great Armour:''' The chapters supply of Artificer 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. This armor provides a 2+ 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. | '''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. | '''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. | ||
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====Special Wargear==== | ====Special Wargear==== | ||
A model can take | A model can take the following: | ||
*Melta bombs: +5pts | *Melta bombs: +5pts | ||
*Teleport homer: +10pts | *Teleport homer: +10pts | ||
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====High Relics==== | ====High Relics==== | ||
Avalon, the ancestral relic sword: Yes this is excalibur. Yes it will kill everything. | |||
Shield Eternal: Maybe... | |||
====Vehicles Wargear==== | ====Vehicles Wargear==== |
Revision as of 04:37, 7 September 2014
The Conservators are an unusual fife holding Astartes Chapter in the Asharn March. They are poor as hell, and have more psykers then is entierly reasonable.
Remember to bring your warhammer fantasy models.
This codex is under construction... so, you know, help construct.
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.
- Relic - Some items are so precious to the Conservators, their recovery can be more important then the success of a mission. Place a marker were a model with this special rule, or carrying a weapon with this special rule died. This marker is now an additional objective, and grants your opponent a victory point if it is not under your control at the end of the game.
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 Table | Range | S | AP | Type |
---|---|---|---|---|
Scout Bow | 12" | 3 | - | Assault 2, rending |
Brother Bow | 18" | 4 | 5 | Assault 2 |
Scorpion Repeating Crossbow | 18" | 6 | 5 | Heavy 6, Rending |
Ruby-Eye Vehicle Mounted Crossbow | 36" | 8 | 2 | Heavy 4, Rending |
Rod of Punch | 24" | 2xUser | 3 | Assault 1, Focus Rod |
Rod of Lance | 36" | 2xUser | 2 | Heavy 1, Lance, Focus Rod |
Rod of Lightning | 18" | User+1 | 5 | Assault 4, Focus Rod |
Rod of Destruction | 18" | 2xUser | 1 | Assault 1, Beam, Melta, Focus Rod |
Rod of Flames | Template | 4 | 5 | Assault 1, Focus Rod |
Dawngate | 48" | 10 | 1 | Ordanance 1, Large Blast, Barrage, Focus Rod |
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.
Models carrying weapons with this special rule are considered to be "attuned" to the focus rod(s) they are Carrying. During the psycic phase on your turn, they will always try to activate any rod(s) they are carrying. This is considered to be a warpcharge 1 power, with one automatic success. You may use additional dice to try to increase the number of successes to make denying the activation harder. Opponents may attempt to Deny this power as normal. Activated focus rods can be fired using the profile given in their description. Warp charges used to activate focus rods can't be used during other players psychic phase to attempt to deny powers.
Melee Weaponry
Personal 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.
Sword: A simple Steel sword, often carried by scouts. Counts as close combat weapon.
Miscellaneous Equipment
Great Armour: The chapters supply of Artificer 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. This armor provides a 2+ 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: +5 pts.
- 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.
Terminator 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:
- Shock 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
High Relics
Avalon, the ancestral relic sword: Yes this is excalibur. Yes it will kill everything.
Shield Eternal: Maybe...
Vehicles Wargear
Units
HQ
Captain
Captains of the Conservators are often seen as the field leadership of the chapter. Given the dispersed nature of the chapter, they often 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
Options: Have access to the Melee Weapon, Ranged Weapon, Special Wargear, and High Relics sections of the armoury
- May replace Power Armour with Great Armor for 15 points.
Special Rules:
- And They Shall Know No Fear
- Independent Character
- Rhino Herd: If a detatchement includes a captain on a Rhino, Rhino Chavalry can be taken as troop choices.
Troops
Scouts
Pikemen
Dedicated Transport
Trucks
Chimeras
Elites
Tactical Marines(heavy options to take on any role)
Great Armor
Terminators
Fast Attack
Drop pod
Rhino
Rhino Cavalry
Heavy Support
Predator
Mage circle