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Made in us
Perfect Shot Black Templar Predator Pilot





Greenville

I think we can all agree that the current system for these guys is pretty flawed and generally disliked. These models are potent units, but are discouraging to use becuase of their distribution throughout the army. Here's my take on how the Advisors section of the HQ should look.

Advisors
Throughout the Imperium, the myriad of military tactics prompts certain forces to use the helping hand of certain key individuals to guide the rest of the army through battle. Sanctioned Psykers, Commissars, Priests, Techpriest Enginseers and Personal Bodyguards are all advisors.

Advisors, unlike other squads, do not exist on their own, and are instead purchased by those units wishing to add their inspiring presence, with only a few exceptions. Look at each advisor's entry to determine what units are eligible to purchase them. A squad may purchase up to two different types of advisor, but never more than one of the same type.

(I only have the Sanctioned Psyker done, and will get the rest of them done tomorrow and on Saturday. Let me know what you think so far.)

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Pts

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WS

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BS

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S

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A

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Ld

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Sv

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Sanctioned Psyker

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20

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3

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3

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3

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3

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1

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3

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1

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8

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5+

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Number: 0-5 Psykers per army. Psykers are purchased individually.

Weapons: Laspistol, Close Combat Weapon,

Options: Sanctioned Psykers have access to the Imperial Guard Armory, and may take Officer Only weapons. A Force Weapon only costs 20 points, and replaces the Psyker’s close combat weapon if purchased.

Eligible Units: Command Squad, Hardened Veteran Squad, Storm Trooper Squad, Infantry Command Squad, Armored Fist Squad, Heavy Weapons Command Squad

Psychic Powers: Sanctioned Psykers are gifted individuals, by normal standards. They must purchase one of the following Psychic Powers at the given points cost, and use it during the shooting phase, unless otherwise specified.

Telepathic Klaxon (10 pts) – The Sanctioned Psyker may, upon passing a Psychic Test, allow all squads with at least one model within 18” of the officer/veteran sergeant of the squad to take a morale check at the officer’s/veteran sergeant’s Leadership value. This ability may be performed at any time (including the opponent’s turn) but may only be used once per turn.

Nullify (15 pts) – The Sanctioned Psyker, upon passing a Psychic Test (in response to an enemy psyker model using a psychic ability), may roll a D6. On a 4+, the power is cancelled.

Psychic Pulse (20 pts) – The Sanctioned Psyker, upon passing a Psychic Test (during the Assault Phase), is granted the lethal energies of the warp, to use in close combat. If attacking a non-vehicle model, the Psyker receives 2 Strength 4 attacks at WS 4, negating armor saves (invulnerable saves may still be taken). These attacks replace his normal complement of attacks in Assault. Against a vehicle, the Psyker makes one close combat attack. On a 6 to hit, the vehicle suffers a penetrating hit, while any other “hit” roll is simply glancing. If the hit was automatic, then a glancing hit occurs on a 4+.

Lightning Arc (15 pts) – The Sanctioned Psyker, upon passing a Psychic Test, is able to manifest the ether-like energies of the warp. Projecting it through physical space. This attack replaces the Psyker’s normal shooting attacks, and grants him Str4, AP4, 18” Assault 3 shots, at BS 4.

CK

"War is an ugly thing, but not the ugliest of things. The decayed and degraded state of moral and patriotic feeling, which thinks that nothing is worth war, is much worse. The person, who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature who has no chance of being free unless made and kept so by the exertions of better men than himself."
-- John Stuart Mill

Black Templars (8000), Imperial Guard (3000), Sanguinary Host (2000), Tau Empire (1850), Bloodaxes (3000) 
   
Made in us
Dakka Veteran




NJ

Random psyker powers were bonk. No idea if the points you suggest are high or low, but you're on to something there.

I'd also like to see advisors available to RR squads. It might just make them viable after their 1st round of combat. If for nothing more than a Commy/ Psyker/ Priest delivery system.

I's like to see commissars reduced in points. They have a standard human profile afterall. 40 points is just too much IMO.

I'm very interested in your other ideas. keep'em coming.
   
Made in gb
Fresh-Faced New User




An issue to raise with PS is the generally nasty level of anti-psyker powers out there. As all the powers you suggest require passing a Psychic Test they can therefore can be stymied with Farseers, Librarians or 'Rants with Shadow of the Warp. I'd reccomend bumping up the PS's leadership to either 9 or 10 for psychic tests and anti-psychic tests only.
   
Made in us
Perfect Shot Black Templar Predator Pilot





Greenville

For the next installment, I submit to you the Commissar. Feared by others for his righteous devotion, matched only by that of a Priest, Commissars are the epitome of military dogma, and will stop at nothing to see their opponents vanquished.

Please note that Advisors, when purchased, are neither independent units nor independent characters. They are considered a member of the parent squad, and affect the squad strength for such things as morale checks, victory point calculations, and are subject to "All on your own" tests should the rest of their squad be wiped out. Note also that they may not be singled out in clost combat, as they are not independent characters.

(Priests and Techpriests will either come later tonight or tomorrow afternoon. Personal Bodyguards may take some time, since they're a creation of my own.)

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Points

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WS

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BS

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I

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A

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Ld

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Sv

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Commissar

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30

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4

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4

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3

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3

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2

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4

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2

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10

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5+

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Number: 0-5 Commissars per army. Commissars are purchased individually.

Weapons: Laspistol, Close Combat Weapon

Options: Commissars have access to the Imperial Guard Armory, and may take Officer Only weapons.
<!--[endif]-->

Eligible Units: Command Squad, Hardened Veteran Squad, Ogryn Squad (Commissar must take a Power Fist and Carapace Armor for +20 points), Storm Trooper Squad (Must take Carapace Armor and Frag Grenades for +5 points. Laspistol automatically is exchanged for a Hellpistol), Infantry Command Squad, Conscript Platoon, Armored Fist Squad, Rough Rider Squadron (Must take a steed for +5 points) Heavy Weapon Command Squad.

SPECIAL RULES

Prevent Possession: If a Sanctioned Psyker is attached to the same unit as a Commissar and suffers a “Perils of the Warp” attack while using a psychic power, the Commissar will immediately execute him to prevent him from being possessed. Remove the Psyker as a casualty, although he does not count toward the squad’s losses, as the original numerical strength of the unit is thereby reduced by one. The power he was attempting to use does not work.

Terrifying: Commissars, with their many battle scars, stories of prestige surrounding them, and a particularly powerful set of vocal chords, are terrifying figures to behold. As a result, they enjoy a certain amount of respect from their men, both out of fear and hatred. Any unit with a Commissar receives a +1 Leadership bonus to their ranking officer, to a maximum of 10. In close combat, a unit with a Commissar is Fearless.

Iron Will: In the face of enemies, a Commissar will never, EVER, retreat. His compatriots, however, may not have such faith in the Emperor, and are still subject the feelings of fear and confusion. Should a squad with a Commissar fail a morale check (not including tank shock, pinning tests), the Commissar will execute the ranking officer of the squad, with the exception of Senior and Heroic Senior Officers, to whom he shows a hint of respect, as they are seasoned battlefield commanders, and must have a very good reason for retreating.

If the Commissar executes the ranking officer, the squad is assumed to automatically pass the morale check that it initially failed, and will pass ALL remaining checks that use a Leadership value (save for Psychic tests) for the rest of that entire turn. The squad is then under the command of the Commissar, and will use his leadership accordingly.

If the squad is commanded by a SO or HSO, the Commissar counts as having Iron Discipline, and allow the morale check to be re-rolled, even if the check was a failed re-roll to begin with. This breaks with the re-rolling re-rolls rule – ignore that rule for this particular instance. Should the squad somehow fail the re-roll offered by the Commissar, the ranking officer is executed for cowardice, and the squad stays put and counts as having passed the check. The squad will then pass ALL remaining checks that use a Leadership value (save for Psychic tests) for the rest of that entire turn. The squad is then under the command of the Commissar, and will use his leadership accordingly


CK

"War is an ugly thing, but not the ugliest of things. The decayed and degraded state of moral and patriotic feeling, which thinks that nothing is worth war, is much worse. The person, who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature who has no chance of being free unless made and kept so by the exertions of better men than himself."
-- John Stuart Mill

Black Templars (8000), Imperial Guard (3000), Sanguinary Host (2000), Tau Empire (1850), Bloodaxes (3000) 
   
Made in gb
Fresh-Faced New User




I'd I consider the most valuable "power" of the Commissar as you present it is Terrifying, as that would give my HSO an LD of 10 with which to spread the Leadership love around. Iron Will rewards the player for failing the morale test - have you seen during playesting any situations where this could be exploited? How does the Advisors rule interact with the Independant Commissars Doctrine?
   
Made in se
Rough Rider with Boomstick





Swerike

Heres another idea for the psyker. How about having psyker powers that are selected before the battle but has a scaling cumulative effect? Also, keep in mind that his cost is built into the fragile command squad. A psyker using the Fury power could potentially have 6 WS 5 S5 I5 attacks on the charge, but is still attached to a squad with 4 T3 5+ ablative wounds.

0-5 Psykers same stats as above but LD 10 for Psy tests cost 25pts
(other advisors: cannot be in the same squad as a priest, is executed on a failed psy test if witha commissar)
equipment:laspistol, force weapon

Powers: Choose one branch per psyker and roll D3 for the lvl (-1 Ld for lvl 2, -2 Ld for lvl 3)
Mind:
1 Leadership at 18"
2 4+ to negate psyker powers
3 Leadership at 24", 4+ negate powers in 12"
Storm
1 24" S4 Ap 5 Heavy D6
2 24" S5 Ap 4 Assault 3
3 36" S6 Ap 4 Assault 4 Rending, re-roll 1 miss
Fury
1 +1 S +1 A
2 +2 WS +1 I
3 Furious Charge


With the galaxy as large as it is the odds of the average guardsmen seeing and fighting a marine or MEQ are relatively slim. Unfortunately the guardsmen in your (and anyone else who plays IG's) army are the REALLY, REALLY LUCKY ones that fight marines ALL the time... 
   
Made in us
Regular Dakkanaut




Eh, I think not. Never should a lowly human psyker get powers that rival Eldar farseer powers -- it's just silly. Corpsman's approach looks good so far to me, as it deals well with the most difficult and annoying aspect of playing the Guard -- dealing with their inflexible organization.

I like the Priest -- though he should only be able to Nullify once per turn, I think. The Commissar shouldn't confer a +1ld bonus -- that's basically a kind of special insurance against having to deal with that unit's drawback. And excepting and exception to the rules is always confusing (on the re rolls).

Overall, looks good so far. Can't wait to see priests and these 'bodyguards'.

-Adso
   
Made in us
Perfect Shot Black Templar Predator Pilot





Greenville

Thanks for the feedback thus far. I'm messing around with the Enginseers and Priests at the moment, and will hopefully put a couple of them up tomorrow. I didn't really work on them much yesterday as I had originally planned, but they're getting there.

CK

"War is an ugly thing, but not the ugliest of things. The decayed and degraded state of moral and patriotic feeling, which thinks that nothing is worth war, is much worse. The person, who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature who has no chance of being free unless made and kept so by the exertions of better men than himself."
-- John Stuart Mill

Black Templars (8000), Imperial Guard (3000), Sanguinary Host (2000), Tau Empire (1850), Bloodaxes (3000) 
   
Made in us
Longtime Dakkanaut




Long Beach, CA

I like it so far. Commissars still have officer item acces right?

"Do NOT ask me if you can fire the squad you forgot to shoot once we are in the assault phase, EVER!!!"

 
   
Made in us
Perfect Shot Black Templar Predator Pilot





Greenville

@smart alex: Indeed they do.

One more addendum:

When Independent Commissars is taken as a Doctrine, they become Independent Characters (when they join a squad, they lose IC status for the purpose of CC). Their price is not adjusted, and they may buy a horsie for +5 points. If they do, they can still join non-mounted units, but lose Fleet and can be targeted individually in CC.

CK

"War is an ugly thing, but not the ugliest of things. The decayed and degraded state of moral and patriotic feeling, which thinks that nothing is worth war, is much worse. The person, who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature who has no chance of being free unless made and kept so by the exertions of better men than himself."
-- John Stuart Mill

Black Templars (8000), Imperial Guard (3000), Sanguinary Host (2000), Tau Empire (1850), Bloodaxes (3000) 
   
Made in ca
Dakka Veteran




The Hammer

Change the name of the rule Iron Will - it's confusing because that's all ready an ability Inquisitors (and Marneus Calgar) have - and it's to choose whether to succede at LD tests or not rather than rolling, which is quite different than Summary Execution. I very much dislike your changes to that rule - if anything Commissars should be more bloodthirsty not less - ala HBMCs "Enemy at the Gates" Commissar + Heavy Bolter team squads that fired into friendly units to make them rally. The +1 LD is from the Terror they inspire - and mostly, when they've just got a pistol, they terrify the Officer in their squad. I do like the expansion of unit elegibility though.

I think you make the Psyker a wee expensive - the beauty of those was their relatively low cost. I'd almost just give them the same effect as a Daemonhunters Mystic (free shots against DSers) in lieu of the Minor Psychic Power and have the option of wearing a Psychic Hood and/or learning Storm of the Emperor's Wrath. A more gifted Psyker might be represented with the army's Honorifica Imperialis and/or Medallion Crimson. (better than most people at fighting off those strength six boxcars demons) Still, the powers you suggest are all right.

Your Priest isn't showing up.

Keep typing it in - I'm curious as to how you're doing Enginseers and Bodyguards.

 

edit - link: http://www.dakkadakka.com/Forums/tabid/56/forumid/16/postid/71630/view/topic/Default.aspx


When soldiers think, it's called routing. 
   
Made in us
Perfect Shot Black Templar Predator Pilot





Greenville

Here comes the Techpriest. Hopefully after reading this duzy of an entry, you'll forgive me for the delay.

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Points

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WS

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BS

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S

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T

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W

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I

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A

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Ld

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Sv

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Techpriest Enginseer

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30

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3

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3

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3

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3

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2

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3

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1

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8

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3+

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Number/Squad: 1 Enginseer may be taken per selection. 0-5 selections may be taken per FOC.

Weapons: Laspistol, Power Axe, Servo-Arm. The Servo-Arm counts as a Strength 6 power weapon, and makes a single Initiative 2 attack at the Techpriest’s Weapon Skill.

Options: Techpriests have access to the Imperial Guard Armory, and may take Officer Only items.  Enginseers may replace their Servo-Arm for a Heavy Repair Kit for +30 points.

Retinue: A selection of Techpriests may take up to 4 battlefield aides from the selection listed: Technical Servitor, Combat Servitor, Neophyte Enginseer.

Eligible Units: Command Squad, Hardened Veteran Squad, Platoon Command Squad, Armored Fist Squad, Heavy Weapon Command Squad.

SPECIAL RULES

Machine God’s Blessing: Techpriests are renowned for their ability to make quick battlefield repairs throughout the Imperium. A Techpriest that starts the movement phase within 1” of a damaged vehicle may attempt to make a repair. On the roll of a 6 during the shooting phase (must forgo shooting, although the unit to which the Techpriest is attached may shoot away, providing suppressive fire for their mechanically minded advisor.

Battlefield Aides: Techpriests, although well equipped to deal with most battlefield tasks, are not always the cure-all to an Imperial commander’s mechanical problems. Therefore, Techpriests often bring heavily modified cybernetic aides, known as servitors, to help them perform various tasks, from machine repair to combat protection. They are even known to bring Techpriests-in-training along, believing that the quickest way to learn a skill is in the fire of battle. Up to for of the following may be taken, in any combination, and must remain within 2” of the Techpriests themselves:
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Technical Servitor (10 pts) – For each Technical Servitor, Techpriests may add 1 to their roll when attempting to repair a damaged vehicle. They count as having one close combat weapon for the purposes of close combat.

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Points

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WS

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BS

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S

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T

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W

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I

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A

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Ld

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Sv

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Technical Servitor

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10

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3

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3

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3

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3

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1

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3

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1

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8

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5+

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Combat Servitor (20 pts) – Combat Servitors, unlike their frail cousins, are designed to protect the Techpriest and his acolytes as they set to their work, either through heavy firepower or fierce hand-to-hand fighting. Combat servitors must take one of the following weapon sets, to go with their already-equipped close combat weapon: heavy stubber for +5 points, heavy bolter for +10 points, missile launcher (1 per retinue maximum) for +15 points, power weapon for +5 points, power fist for +10 points.

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Points

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WS

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BS

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S

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T

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W

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I

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A

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Ld

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Sv

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Combat Servitor

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20

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4

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4

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3

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3

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2

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3

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1

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8

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4+

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0-1 Neophyte Enginseer (20 pts) – It is not unheard of for Techpriests to bring their apprentices to the battlefield, so that they may learn as quickly as possible what is necessary to survive in the hellish battlefields of the 41st millennium. Neophyte Enginseers are the future of the Adeptus Mechanicus, and do not take such assignments lightly.

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Points

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WS

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BS

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S

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T

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W

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I

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A

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Ld

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Sv

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Neophyte Enginseer

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20

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3

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3

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3

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3

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1

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3

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1

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7

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3+

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            Weapons: Laspistol, Close Combat Weapon

Options: Neophyte Enginseers may take a Servo-Arm backpack for +10 points, and may also replace his Close Combat Weapon with a Power Axe for +5 points.

Heavy Repair Kit: Usually reserved for prolonged engagements, such as sieges, the HRK is a device of rare design, and is revered by the Techpriests as a badge of honor in addition to a wonderfully crafted tool. The HRK replaces the Techpriest’s servo-arm with a myriad of tools, not unlike that of a Techmarine of the Adeptus Astartes.  The Heavy Repair Kit grants the wielder the following benefits: +1 Attack to the original profile, 2 Strength 6 power weapons that each strike at Initiative 4 with the Techpriest’s Weapon Skill. The Techpriest also counts as having a Refractor Field, gaining a 5+ Invulnerable Save.


Comments and criticism welcome, as always.

CK

"War is an ugly thing, but not the ugliest of things. The decayed and degraded state of moral and patriotic feeling, which thinks that nothing is worth war, is much worse. The person, who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature who has no chance of being free unless made and kept so by the exertions of better men than himself."
-- John Stuart Mill

Black Templars (8000), Imperial Guard (3000), Sanguinary Host (2000), Tau Empire (1850), Bloodaxes (3000) 
   
Made in us
Perfect Shot Black Templar Predator Pilot





Greenville

Sorry about the break in posting. More to come tonight (I just crossed the Continental US, and am still trying to get my computer fixed.).

CK

"War is an ugly thing, but not the ugliest of things. The decayed and degraded state of moral and patriotic feeling, which thinks that nothing is worth war, is much worse. The person, who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature who has no chance of being free unless made and kept so by the exertions of better men than himself."
-- John Stuart Mill

Black Templars (8000), Imperial Guard (3000), Sanguinary Host (2000), Tau Empire (1850), Bloodaxes (3000) 
   
Made in gb
Fresh-Faced New User




Some questions: 1) As the techpriest isn't an IC, and can therefore be a hidden 'fist, why not keep the servo-arm as a power fist? 2) Exactly what damage can the Techpriest repair? Is he limited to weapon blown off and immobolised, or can he fix things like crew shaken or stunned? (As that counts as a "damaged vehicle"). 3) What's the difference between a Neophyte Enginseer over a Combat Servitor (close combat model)? Both seem to do the same job.
   
Made in us
Perfect Shot Black Templar Predator Pilot





Greenville

1. There's no particular reason that they're not a fist. I figured that Initiative 1 is too slow for something that's going to die very quickly anyway, so by making it a Strength 6 power weapon with Initiative 2, I was hoping that it would get a couple hits in before the heavy hitters of an enemy squad.

2. Techpriests can repair destroyed weapons and can re-mobilize an immobilized vehicle.

3. Whoops, I hadn't thought about that. I forgot to add that having a Neophyte Enginseer adds one to the Tech priest's roll. In other words, they are an amalgam of a Combat Servitor and a Technical Servitor.

CK

"War is an ugly thing, but not the ugliest of things. The decayed and degraded state of moral and patriotic feeling, which thinks that nothing is worth war, is much worse. The person, who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature who has no chance of being free unless made and kept so by the exertions of better men than himself."
-- John Stuart Mill

Black Templars (8000), Imperial Guard (3000), Sanguinary Host (2000), Tau Empire (1850), Bloodaxes (3000) 
   
Made in gb
Fresh-Faced New User




Did you come up with any ideas for revamping the Priest?
   
Made in us
Perfect Shot Black Templar Predator Pilot





Greenville

Sorry, I've forgotten about this. I'll put up the Priest and Bodyguards up this weekend.

CK

"War is an ugly thing, but not the ugliest of things. The decayed and degraded state of moral and patriotic feeling, which thinks that nothing is worth war, is much worse. The person, who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature who has no chance of being free unless made and kept so by the exertions of better men than himself."
-- John Stuart Mill

Black Templars (8000), Imperial Guard (3000), Sanguinary Host (2000), Tau Empire (1850), Bloodaxes (3000) 
   
Made in ca
Dakka Veteran




The Hammer

subject to rewording: (and as a nudge to Corpsman to get away from the tourist attractions! - j/k)

Ecclesiarchical Delegation


Ecclesiarchy Representative - Confessors are selected per Corpsman's reword. There is no limit on the number of Preachers in your army. Missionaries count as three Confessors for army construction purposes. In addition, you may attach more than one ER to each eleigible squad in your army

***********WS**BS**S**T**W**I**A**LD**SV
"Preacher"***3****3**3***3**1**3**1**7***-- 15
"Confessor"**3****3**3***3**2**3**2**8***4+ 40
"Missionary"**4****4**3***3**3**4**3**9***4+ 75

Preachers are "level one," Confessors "level two," and Missionaries "level three." All three are considered Priests for the purposes of the armoury.

Equipment - Ecclesiarchy representatives are all armed with a close combat weapon. Confessors and Missionaries wear Rosarii. Missionaries have been awarded the Honorifica Imperialis.

Options - Armoury access, counts as Priest, Missionaries also count as Officers.

Opponent's Consent: If your army includes any Inquisitorial allies, the ER has access to their armoury. This, however, will count against his overall equipment allowance

Special Rules:

Opposing Interests - the Ecclesiarchy frowns on psykers outside spave ships and off the Emperor's supper plate. Each model chosen in the Ecclesiarchy delegation also uses up a single Psyker's spot. fluffy and puts the kibosh on swelling too many squads up with cheapish advisors

Each Ecclesiarchy representative has all the special rules of the representatives of a lower level that him/her.

By level, Ecclesiarchy Representatives have the following abilities:
one - Die Hards veteran skill - this ability is conferred to the unit s/he leads while the ER lives.
two - Litanies of Hatred - as in Codex: SM. (same as old ability but can now use it beyond first assault phase - hardly unbalancing considering the relative "strength" of IG in HtH.)
three - Pure of Heart, Strong of Body/Iron Will - as per Codex: DH/Codex: SM (Marneus Calgar) - possibly call it "Herd the Flock" or something like that.



"Bodyguard"

 - these are more just ideas. It needs more cleaning up than I want to spend on it now.

(I've taken the liberty of treating this as a sort of broader "super-Veteran" category. These are lay and ignorant members of the Imperial public of normal human stock, driven to near-superhuman feats by a variety of motives.) Selection as normal - each occupies a single slot for the 0-5 advisors of any type.

trying to make this line up:**WS**BS**S**T**W**I**A**LD**SV
Hardened Veteran Officer***5****4**3**4**3***5**3**10****4+60
Centurion+****************4****3**3**3***2**4**2****9****4+ 40
Peshmerga***************3****3***3**3**1**3**1*****8****4+ 10

Equipment and Options - Bodyguards wear Carapace Armour and have access to the armoury. Hardened Veteran Officers are 0-1 unless the Veterans skill has been taken and carry a laspistol and close combat weapon. HVOs count as Senior Officers, Centurions count as Storm Trooper Sergeants. Think Ed Harris' character in Enemy at the Gates.
+somewhere the role of these guys in the Roman army was described as that of a "super-charged Sergeant Major."
*can't think of a better name and "those prepared to give their lives" is a reasonably good description of the kind of work doen by these guys.

Special Rules: works the same as for ERs: by level:


1 - as Acolyte in Codex: DH. The squad's leader gets +1 LD to a maximum of 10 for an Officer, or 8 for a Sergeant.

"Takes more than that to kill a Guardsman" Bodyguards with BOTH bionics AND the Medallion Crimson represent incredibly resilient individuals. They use the bionics entry from Codex: SM (works on ALL failed saves) and gain the Feel No Pain special rule. Represents Commissar Yarrick types who flunked out of the Scholae Progenium. If they would be summarily executed, instead remove the Commissar as a casualty and roll to save a single automatic wound against the Bodyguard. (what did you THINK would happen when you tried to kill Rambo for ordering a tactical retreat? Or, if you've seen X-Men 2, remember when the cop shoots Wolvie in the head?)

Inherent Paradox - Bodyguards, Officers AND Commissars may never be in the same squad together. This does not mean that they may not be SELECTED for the same squad - see Marksman specialization - only that the higher-ups either want to preserve the life of a known loyal individual, OR are suspicious to the extent that they keep a leash on him. One guy trying to protect and another guy trying to execute an Officer wouldn't work very well. Non-Ogryn bodyguards of level two or higher, Commisars and Sergeants are allowed in the same squad - as the bodyguard in this case in fact represents the leader, the Commissar executes them then takes over the squad as normal. clunky


2 - may choose a specialization (see below) at no additional cost. If attached to a squad usually led by a Sergeant, he will be the leader instead BUT will not benefit from his own LD bonus.

SPECIALIZATIONS (so far)

Marksman - the "bodyguard" has a sniper rifle and may not select any additional WEAPONS. (wargear is fine) If "leading" a squad typically commanded by a Sergeant, he may become an independent character instead. (deployment?) If deployed as an IC, the Marksman has a Cameleoline Cloak, Move through Cover, and Scout, and may use Harassing Fire, which forces the targetted squad to immediately test for pinning in lieu of resolving a usual sniper shot. If the Marksman is an Officer, Harassing fire instead causes a single automatic wound with his sniper rifle at AP4, causing a pinning test as usual.

Drill Officer - the squad gets close order drill, applicable after bodyguard is out of action and regardless of their usual type.

Tactician - the bodyguard has been awarded the Macharian Cross at no additional cost.

Vox Officer - upgrades to vox caster or master vox as applicable for free in lieu of the usual vox-caster operator.


Strategist (HVO only) - may purchase Improved Comms vehicle upgrade at usual +20 points. This upgrade is allowed on top of the above five.


3 - stealth GSR, infiltrate GSR
"Can't teach an old dog new tricks" - HVOs won't benefit from squad abilities (ie +1 I from Close Order Drill or move through cover from LI) or be issued army special equipment.


Points might be a bit off.

also:

Ogryn Bodyguard Upgrade - maybe opponents consent - available only if the regiment has access to Ogryns - for +20 points, the Bodyguard forfeits his ability to lead a squad usually led by a Sergeant, and instead gains the profile for an Ogryn (if l1)or Ogryn Bone'ead (if l2) as shown in the entry in Codex: IG. The sergeant leading a squad accompanied by an Ogryn may have his LD increaded to a maximum of 10 instead of the usual cap of 8 for being accompanied by a bodyguard. These Ogryns count as having a Trademark Item to represent their likely status as squad mascots, which affects their squad the same as though they were leading it. Bone'eads (upgraded l2 bodyguards) may further purchase Bionics and/or Medallion Crimson, counting as having the "takes more than that to kill a Guardsman" specialization if they take both. Ogryns will be issued either a heavy close combat weapon or a Ripper Gun, and Bone'eads will be issued one of each, with the Ripper Gun counting as Pistol instead of Assault 2. The cerebral upgrades mean he can count the benefits of each in close combat - ie +1 S and 4+ maximum armour save at the same time. Nothing else in the armoury and no further specialization is allowed to Ogryns - the Imperium does not make powered weapons in their size, and they lack the mental and manual subtlety to be efficiently trained as anything besides Bodyguards. For the same reasons, they are unaffected by bonuses to the squad gained through Veteran skills -can you imagine trying to march in column, or sneak up on a machine gun nest with a two tonnes of belching, dim-witted muscle in tow?- and gain no benefit from army issue special equipment. Because they break it too fast. Ogryns never make Lieutenant and shame on you for even considering it. i.e. you can't make an HVO an Ogryn.


When soldiers think, it's called routing. 
   
Made in us
Perfect Shot Black Templar Predator Pilot





Greenville

I like your idea for the Bodyguards, wight_widow. I'll work on Priests tonight and Bodyguards tomorrow. I think Bodyguards are going to be my favorite of these five, so I'm saving them for last.

CK

"War is an ugly thing, but not the ugliest of things. The decayed and degraded state of moral and patriotic feeling, which thinks that nothing is worth war, is much worse. The person, who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature who has no chance of being free unless made and kept so by the exertions of better men than himself."
-- John Stuart Mill

Black Templars (8000), Imperial Guard (3000), Sanguinary Host (2000), Tau Empire (1850), Bloodaxes (3000) 
   
Made in us
Perfect Shot Black Templar Predator Pilot





Greenville

<!--[if !supportEmptyParas]--> I know it's long overdue, but here's what I have for Priests. Bodyguards are currently being written up, and will be done some time today.


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Points

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WS

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BS

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S

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T

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W

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I

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A

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Ld

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Sv

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High Priest

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60

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5

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4

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3

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3

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3

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4

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3

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10

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4+

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Ecclesiarch Priest

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40

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4

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4

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3

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3

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2

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4

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2

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9

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4+

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Number/ Squad: 0-5 Ecclesiarch Priests per FOC. One Priest may be upgraded to a High Priest, who will take on the new stat line and points value. Priests are purchased individually.

Weapons: Laspistol, Close Combat Weapon, Rosarius (Count 4+ Save as invulnerable). The High Priest replaces his Close Combat Weapon for a Power Sword at no additional cost.

Options: Priests have access to the Imperial Guard Armory, and may take Officer Only items. Eviscerators are reduced in cost to 20 points.

Eligible Units: Command Squad, Special Weapon Squad, Hardened Veteran Squad, Storm Trooper Squad, Infantry Command Squad, Infantry Squad, Conscript Platoon, Armored Fist Squad, Rough Rider Squadron (must take a steed for +5 points) Heavy Weapon Command Squad.

SPECIAL RULES

Agitator: Priests are fiery individuals, capable of rousing the spirits of their comrades with blessed oratory and litanies of hatred. As such, it often drives the unit they are part of into a frenzy, making it very difficult to use the squad as an effective long-range unit.

A priest and the unit to which he is assigned may re-roll all missed “To Hit” rolls on the turn that they charge, which they must do if they end their move within 6” of an enemy unit.

In addition, units containing a priest will always count as having moved, even if the models are stationary, making it impossible to fire heavy weapons with this squad.


"War is an ugly thing, but not the ugliest of things. The decayed and degraded state of moral and patriotic feeling, which thinks that nothing is worth war, is much worse. The person, who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature who has no chance of being free unless made and kept so by the exertions of better men than himself."
-- John Stuart Mill

Black Templars (8000), Imperial Guard (3000), Sanguinary Host (2000), Tau Empire (1850), Bloodaxes (3000) 
   
Made in us
Perfect Shot Black Templar Predator Pilot





Greenville

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Points

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WS

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BS

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S

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T

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W

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I

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A

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Ld

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Sv

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Schola Progenium Bodyguard

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55

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5

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4

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4

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3

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3

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5

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4

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10

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4+

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Bodyguard

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35

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4

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4

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3

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3

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2

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4

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3

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9

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4+

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Number: 2 Bodyguards per purchase, with 0-5 purchases per FOC. Command Squads, Platoon Command Squads, Heavy Weapon Command Squads, and any squad with a Commissar attached may upgrade their Bodyguards to that of the Schola Progenium status, adjusting the points cost accordingly.

Weapons: Hellgun (S4 AP6), Targeter, Frag Grenades, Meltabombs, Monofilament Bayonet (Counts as a Power Weapon), Medallion Crimson, Refractor Field.

Options: Bodyguards may replace their Hellgun for a Bolt Pistol and Power Sword for free. They have access to the Imperial Guard Armory, and may take Officer Only items. Power Fists are reduced in cost to 15 points for Bodyguards

Eligible Units: Command Squads, Hardened Veteran Squads, Storm Trooper Squads, Infantry Command Squads, Armored Fist Squads, Rough Rider Squadrons (each Bodyguard must pay 5 points for a steed), Heavy Weapons Command Squad.

SPECIAL RULES

Furious Charge: Renowned for their bloodthirsty fighting abilities, Bodyguards will hurl themselves at the enemy with incredible ferocity. All Bodyguards benefit from the Furious Charge USR.

Feel No Pain: Bodyguards are by no means normal men. In many cases, they are no more human than the xenos they are fighting, due to their extensive mechanical augmentation and genetic tampering. As such, they are incredibly tough creatures, and can take punishment that is on par with the damage tolerance of a Space Marine. All Bodyguards benefit from the Feel No Pain USR.

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Insane Loyalty: Bodyguards, faithful to the end, will do whatever it takes to protect their commander. Bodyguards must stay within 2” of the ranking officer (or the Commissar if he purchased them). In addition, in close combat, enemy units attacking the officer they are protecting must roll to hit against the Bodyguard’s WS, resolving Wounds and Armor Saves against the officer himself. Any Bodyguard may switch places with their commander at the start of any Assault phase, though this may only be done once per turn for that unit. Commander units (such as Heroic Senior Officers, etc.) no longer count as being an independent character for the purposes of close combat, so long as one or more Bodyguards live.

In addition, Bodyguards cause the unit to which they are attached to become Fearless, so long as the commander they are protecting lives. Once he is dead, the unit’s leadership reverts to the next-highest value in the unit, even if that value is from a Bodyguard. After all, they weren’t able to become such skilled fighters by just going to a training school.

* * * * *

On a side note, I know that this combination allows for some scary possibilities, like this one:

CHQ

JO w/ Honorifica, Power Fist, Bolt Pistol – 85 pts

            2 Attached Schola Progenium Bodyguards w/ Bolt Pistol, Power Fist – 70 pts each

Staff w/ Veteran Stats, Laspistols and CCWs – 24 pts

Attached Commissar w/ Power Fist, Laspistol – 50 pts

            2 Attached Schola Progenium Bodyguards w/ Bolt Pistol, Power Fist – 70 pts each

This squad of 10 Guardsmen has a total of 6 Power Fists, and can dish out 27 such attacks, and that isn’t even on the charge! However, it comes in at the lovely price of 440 points, which makes it more than fair. After all, who’s going to spend that many points on 10 GUARDSMEN?? As good as this squad sounds, they’re still T3, have 5+ and 4+ saves, and can only move 6” a turn, unless you put them in a bullet magnet Chimera.

Balance is key with these guys. You either get them down good, or you overspend and make them worthless.

<!--[if !supportEmptyParas]--> Hope you like 'em

CK


"War is an ugly thing, but not the ugliest of things. The decayed and degraded state of moral and patriotic feeling, which thinks that nothing is worth war, is much worse. The person, who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature who has no chance of being free unless made and kept so by the exertions of better men than himself."
-- John Stuart Mill

Black Templars (8000), Imperial Guard (3000), Sanguinary Host (2000), Tau Empire (1850), Bloodaxes (3000) 
   
Made in us
Perfect Shot Black Templar Predator Pilot





Greenville

Any ideas for improvement, CnC or otherwise?

CK

"War is an ugly thing, but not the ugliest of things. The decayed and degraded state of moral and patriotic feeling, which thinks that nothing is worth war, is much worse. The person, who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature who has no chance of being free unless made and kept so by the exertions of better men than himself."
-- John Stuart Mill

Black Templars (8000), Imperial Guard (3000), Sanguinary Host (2000), Tau Empire (1850), Bloodaxes (3000) 
   
Made in se
Rough Rider with Boomstick





Swerike

The priest wuld be a prime candidate for making his unit fearless or similar ala the marine chaplain.

Im not so sure about a commissar with a bodyguard, you should restrict their use more to only officers in command squads.
This also allows you to drop their cost as the unit is so small.

Basically I see limited use for any of these advisors based on their cost and the fragile unit that is the command squad.
A command squad is 40pts base, adding a 30-60pts advisor seems to only make the unit highest priority for enemy shooting.

I would like to see cheaper advisors with moderate abilities that supports morale (commissar) lights religious flames (priest)protect his master (bodyguard).

With the galaxy as large as it is the odds of the average guardsmen seeing and fighting a marine or MEQ are relatively slim. Unfortunately the guardsmen in your (and anyone else who plays IG's) army are the REALLY, REALLY LUCKY ones that fight marines ALL the time... 
   
 
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