This project has been at the back of my mind for a while now as I find the new style armouries and relics (and supplements) to be a great step in the right direction but still lacking somewhat when it comes to customising your army. Where things seem to be really let down is with the Sergeants, who these days seem to be little more than token additions to squads rather than mighty heroes of the chapter. In fact, more often than not these chaps don't even get upgraded to veteran sergeants any more, much less take upgrades. The Armorium project tries to address this and I would love any feedback on the rules / point costs below. Some of it is borrowed from 30K and other areas of 40K (including 2nd edition), but effectively what I've tried to do is come up with 30 new options for Sergeants: 6 ranged, 6 melee, 6 wargear, 6 traits and 6 whole squad specialties. The last two categories are the most interesting IMO and are based on addressing some shortcomings in armies such as Iron Hands, Salamanders and Imperial Fists. Other inspirations have come from models I have built and fan fiction I have written, as well as games such as Space Marine and Dawn of War. I am still lacking one ranged option, 1 melee, 1 relic and 1 squad option so please chip in with ideas and feedback on the rules / costs I have so far. Cheers.
ARMORIUM
The Armourium is designed to be used with a Codex: Space Marines army
list. It is a means of further customising the heroes of the Chapter and is
solely intended for use with veteran Sergeant within the army list. This
includes the following models: Tactical squad veteran Sergeants, Scout squad
veteran Sergeants, Crusader squad Sword Brothers, Vanguard squad veteran
Sergeants, Sternguard squad veteran Sergeants, Terminator squad veteran
Sergeants, Terminator assault squad veteran Sergeants, Assault squad veteran
Sergeants, Centurion assault squad veteran Sergeants, Bike squad veteran
Sergeants, Scout bike squad veteran Sergeants, Devastator squad veteran
Sergeants, Centurion devastator squad veteran Sergeants and also includes both
Company and Chapter champions (all such references to Sergeant below should be
taken to apply to them also)
Ranged weapons - any Sergeant may exchange his ranged weapon for one of
the following. Only one may be taken per detachment and each Sergeant may not
take more than one weapon.
Stalker pattern boltgun (5 points)
The model is armed with a stalker
pattern boltgun which is identical to that carried by Sergeant Telion. As per
entry in Codex: Space Marines
Auxillary grenade launcher (10 points)
Mounted beneath their boltgun, on
their forearm or sometimes on the back of a suit of terminator armour, some
Sergeant carry an auxillary grenade launcher. This weapon is taken in addition
to the regular ranged weapon and can be fired as an alternative, in which case
it fires as an assault 1 astartes grenade launcher.
Web-pistol (15 points)
An ancient and rare weapon, the
web-pistol fires strands of a glue-like substance which, if it comes into
contact with an enemy, will quickly solidify and serves to ensnare and
incapacitate them. When firing a web pistol, use the blast template and roll to
hit as normal. If the enemy is hit, it must take a strength test. If the test
is passed, the unit takes no damage. If it is failed, the unit has -1 to its
strength, initiative and attacks (to a minimum of 1) for the remainder of that
player turn.
Vengeance pattern Heavy bolter (15 points)
Much the same as a standard heavy
bolter except it incorporates both a suspensor web (granting the model the
relentless universal special rule) and comes armed with hellfire shells.
Wrath and fury (20 points)
Some Sergeants prefer to dispense
with melee weapons altogether in favour of a pair of relic pistols in close
combat. This entry replaces both the ranged and melee weapons carried by the Sergeant.
One weapon can be either a plasma pistol or infernus pistol (6" range, S8,
AP1, melta, pistol) and the other can be either a master crafted bolt pistol or
hand flamer (template, S3, AP6, flamer).
Melee weapons - any Sergeant may exchange his melee weapon for one of
the following. Only one may be taken per detachment and each Sergeant may not
take more than one weapon.
Chainaxe/heavy chainsword (5 points)
S user, melee, AP4
Charnabal sabre (10 points)
S user, AP-, melee, rending, +1I
in challenges.
Justice and retribution (20 points)
Be they ulaks, falchions or any
other matching pair of blades, some warriors prefer the dynamic of a pair of
smaller weapons over that of a single larger one. This entry replaces both the ranged and melee
weapons wielded by the Sergeant.
2 specialist weapons, S user, AP3,
melee, rending.
Relic blade (25 points)
As per entry in Codex: Space
Marines
Paragon blade (30 points)
S+1, AP2, melee, specialist
weapon, instant death on roll of 6 to wound.
Equipment - any Sergeant may take one of the following items of
equipment. Only one of each may be taken per detachment and each Sergeant may not take
more than one.
Signum (3 points)
As per entry in Codex: Space
Marines
Auspex (5 points)
As per entry in Codex: Space
Marines
Digital weapons (10 points)
As per entry in Codex: Space
Marines
Artificer armour (15 points)
As per entry in Codex: Space
Marines
Refractor field (15 points)
Grants a 5+ invulnerable save to
the bearer
Squads of renown - One squad per detachment may be upgraded to a squad
of renown using the rules below. Only one of each may be taken per army.
Incinerators (1 pt per model)
Some Chapters make extensive use
of flame weapons as part of their doctrine, where others have simply adopted
use of such weapons for pragmatic reasons. A single devastator squad may gain
access to the heavy flamer entry of the heavy weapons section of the wargear
list.
Catephractii (3 points per model)
Revered relics of the great
crusade, suits of catephractii armour are few and far between. Those Chapters
fortunate enough to have them usually field them all together as a squad for the greatest synergy. A single
unit of terminators or assault terminators may upgrade to Catephractii armour,
exchanging relentless for slow and purposeful and increasing their invulnerable
save to 4+.
Scout special ops (3 points per model)
The scouts in question are the
best and brightest in the chapter and are but a stones throw away from becoming
fully fledged battle brothers. Every member of the squad may increase their
weapon and ballistic skill to 4. In addition, instead of taking a heavy weapon,
the squad may instead be equipped with up to 2 weapons from the special weapons
list in codex: space marines.
Deathwatch kill team (5 points per model)
In desperate times a squad of the
deathwatch may be called in to aid their brother marines. A tactical squad may
be upgraded to a deathwatch kill-team. The squad composition is derived from
the tactical squad entry except that every model gains special issue ammunition
and may select its wargear from the sternguard entry. In addition, the squad
gains the Chapter tactics: deathwatch rule. All models in the unit gain the
preferred enemy: xenos universal special rule.
Siege specialists (Assault squads 7 points per model, tactical squads 4
points per model)
Some Space Marine Chapters train
specialist squads for breaking through sieges. These squads can either be
outfitted for close combat assaults or for slow, purposeful advances. A single
assault or tactical squad can be outfitted for siege duties. If an assault
squad is chosen they all gain combat shields and melta bombs as well as their
normal options. If a tactical squad is chosen then they gain siege mantlets,
which allow all armour saves to be rerolled against shooting attacks only, although they gain the bulky special rule,
may not take dedicated transports and cannot run or make sweeping advances. Independent
characters who join the squad are bound by these benefits and restrictions.
Specialist role - the Sergeant in question has received augmentation or
training to make him particularly adept within a certain battlefield role. Only
one of each specialist may be taken per army.
Tech-adept (10 points)
The sergeant has trained to the
level of tech-adept and has a particular affinity with the machine spirits of
the Adeptus Astartes vehicles. The sergeant has the blessing of the Omnissiah special
rule.
Med-adept (10 points)
The Sergeant has received
additional training from the Chapters apothecarion and carries a medkit with
him. The Sergeants entire squad has the feel no pain (6+) universal special
rule as long as the Sergeant is alive.
Extensive bionics (15 points)
The Sergeant in question has an
extensive amount of bionics throughout and is more machine than man. The Sergeant
has strength and toughness 5 and adds +1 to any feel no pain roll he is
required to make. (note, this means that under normal circumstances he will
have feel no pain (6+) but, for example, if he has chapter tactics: Iron Hands,
he will have feel no pain (5+).
Tactical Dreadnought (20 points)
A few notable Chapters make use
of suits of Terminator armour for the Sergeants leading the squads. The
Sergeant in question exchanges all equipment for Terminator armour, a storm
bolter and a power sword and may select further items of wargear from the
terminator weapons lists. Note that by wearing terminator armour the transport options
available to the Squad and the ability to make sweeping advances will be
limited.
Sharpshooter (20 points)
The sergeant has a particular
skill with ranged weaponry for which he has won renown throughout the Chapter.
He has a targetter hardwired into his occipital lobe, making every ranged
attack made by the Sergeant has the twin-linked universal special rule. In
addition, the Sergeant has access to both the special and heavy weapon lists
from which he may swap out his boltgun for a single weapon.
Lieutenant (25 points)
The Sergeant is second in Command
only to the Company Captain and often acts in his stead. The Sergeant has +1
attacks (max 3 base), +1 Ld (10 max), +1 WS and +1 W but otherwise remains the
same.
These are pretty cool ideas Jimbo. Non loyalists would hate us even more if this was in the next SM book :).
ReplyDeleteSeems like a pretty well thought-out add-on. I may have to convince our local gamers to let us Space Marine players try a game or two with these.
ReplyDeleteit sounds really smart and fun. now if only half the GW designers were half as smart as that, we could finally have a sm codex we can enjoy again to play...
ReplyDeleteIve often thought of doing the equivalent of this for Space Wolves. Too bad none of us work for GW! Good work!!
ReplyDelete