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. | ||
{| border=1 cellspacing=0 cellpadding= | ::{| border="1" cellspacing="0" cellpadding="5" align="left" | ||
!Weapon | |||
! 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 | |||
| Heavy 6, Rending | |||
|- | |- | ||
| | | Ruby-Eye Vehicle Mounted Crossbow | ||
| 36" | |||
| 8 | |||
| 2 | |||
| Heavy 4 | |||
|- | |- | ||
| | | Fist of Man | ||
| 24" | |||
| 6 | |||
| 2 | |||
| Rapid Fire | |||
|- | |- | ||
| | | Lance Strike | ||
| 36" | |||
| 8 | |||
| 2 | |||
| Salvo 1/2 | |||
|- | |- | ||
| | | Lightning Rod | ||
| 18" | |||
| 4 | |||
| 5 | |||
| Assault 4 | |||
|- | |- | ||
| | | Path of Destruction | ||
| 18" | |||
| 6 | |||
| 1 | |||
| Assault 1, Beam, Melta | |||
|- | |- | ||
| | | Purifying Flames | ||
| Template | |||
| 4 | |||
| 5 | |||
| Assault 1 | |||
|- | |- | ||
| | | Dawngate | ||
| 48" | |||
| 10 | |||
| 1 | |||
| Ordanance 1, Large Blast, Barrage | |||
|- | |- | ||
| | | 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 | |||
|} | |} | ||
<br/> | <br/> |
Revision as of 00:35, 24 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 Range S AP Type Scout Bow 18" 4 - 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 Fist of Man 24" 6 2 Rapid Fire Lance Strike 36" 8 2 Salvo 1/2 Lightning Rod 18" 4 5 Assault 4 Path of Destruction 18" 6 1 Assault 1, Beam, Melta Purifying Flames Template 4 5 Assault 1 Dawngate 48" 10 1 Ordanance 1, Large Blast, Barrage 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
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.
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:
- 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
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
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.
Options:
- May take items from the Melee Weapon, Ranged Weapon, Special Wargear, and High Relics sections of the armoury
- May replace Power Armour with Great Armor for 15 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 with Great Armor for 15 points.
Command Squad
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
Pikemen
Pikemen are generally failed Conservator aspirants, through no fault of their own. Gentics is generally the problem, incompatability with the [geneseed]. Still, the Conservators waste nothing, so these washouts are largely recruited as chapter serfs... sort of. While officially serfs, the pikemen are much closer to impirial 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 | 8 | 5+ | Infantry (C) | 1 Pikemen Sargent |
Veteran Scout Sargent | 4 | 4 | 4 | 4 | 1 | 4 | 2 | 8 | 4+ | Infantry (C) | 1 Veteran Scout Sargent |
Wargear:
- Flak armor
- 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.
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
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.
24 points
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | |
---|---|---|---|---|---|---|---|---|---|---|---|
Mage | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 6 | 4+ | Infantry | 1 Mage |
Mage Sargent | 4 | 4 | 4 | 4 | 1 | 4 | 2 | 8 | 3+ | Infantry (C) | 1 Mage Sargent |
Wargear:
- Power Armor(Mage Sargent only)
- Carapace Armor(Mage only)
- Bolt Pistol(Mage Sargent only)
- Sword(Mage Sargent only)
- Rod of Flames (Mage only)
- Frag and Krak Grenades (Mage Sargent only)
Special Rules:
- And They Shall Know No Fear(Mage 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.
Options:
- The unit may take up to 9 additional Mages .......... 10 points/model
- Any Mage mage exchange their Rod of Flames for one of the following:
- -Rod of Lightning ................................................ 1 point/model
- -
- -