Spartan 117 wrote:Just wondering about these successor chapters. Would you be inclined ever to play as one of them if they had their own special character? I think GW could hit potentially do it as they introduced Huron fo the Red Corsairs in the Chaos codex. I would really love if they brought a character to the scene for the Novamarines or Space Sharks. Which Successor chapter would you play if GW made a character for them?
You should check out
IA 9 and 10.
IA 9 has the following special characters (notprop posted this when the book came out. thanks go to him!):
Chaplain Dreadnought Titus Dreadnought Confessor of the Howling Griffons – As you would expect, a mix of dreadnought and chaplain (Dreadlain?) rules. Inspires fearlessness and is a
HQ choice.
Lugft Horon, Master of the Astral Claws – All round hard bastard with Ordinance 2 Orbital Bombardment, all units use his LD10, may re-roll to steal initiative.
HQ choice, no other chapter masters in the same force, allows honour guard without using another
HQ slot.
Captain Corien Sumatris, Captain of Astral Claws 2nd company, Tyrants Champion – Another hard bastard,
CC specialist, endows furious charge on any unit he is with and +1
WS within 12”.
HQ choice allows command squad without using another
HQ slot.
Armennus Valthex, The Alchemancer, Patriarch of the Forges of the Astral Claws – Read master of the forge with enhanced abilities, Allow himself and one infantry squad to upgrade
BP/bolters to hellfire rounds, Dreads/Ven./Ironclad Dreads can be taken as Heavy Support and Elite choices.
HQ choice.
Lt Commander Anton Narvaez, Captain of Marines Errant 4th Company and the Star Jackal. An all-round tactical captain if you like with some boarding action related skills,
MC plasmagun.
HQ Choice.
Magister Sevrin Loth, Chief Librarian of the Red Scorpions – Master Psyker (3 abilities per turn), fancy Armour (potentially 2++).
HQ choice, no other chapter masters in the same force, allows honour guard without using another
HQ slot.
High Lord Commander Carab Culln, Chapter Master of the Red Scorpions – Yes its that man again (previously only a commander in
IA4), another all round hard bastard, Eternal warrior, adds +1 to combat resolution, can ignore combat tactics and/or replace sergeants with apothecaries, relic sword that increases his attacks by the difference between respective
WS.
HQ choice, no other chapter masters in the same force, allows honour guard without using another
HQ slot.
Captain Tarnus Vale, Praetor of the Fire Angels 3rd Company – May replace combat tactics with tank hunter ability, stubborn, any vehicles he is being transported in is also a tank hunter.
HQ Choice.
Lias Issodon, Chapter Master of the Raptors – All units may exchange Combat Tactics for Stealth , reduces enemy reserve roles, sabotages one enemy unit at the start of the game, Malice a 30” heavy 4 bolter with stern guard ammo.
HQ Choice allows honour guard without using another
HQ slot.
Malakim Phoros, Master of the Lamenters - His unit is fearless and forces a re-roll of successful morale tests, Use the
BA codex, Once wounded he increase
ST and A by 1 and gains rage, as does his unit.
HQ Choice allows honour guard without using another
HQ slot.
Captain Mordaci Blaylock, Captain of the Novamarines 1st Company – Terminator with
MC chainfist, can choose to pass or fail any morale test and can not be pinned. Terminator and Terminator Assault squads are scoring.
HQ choice, can take command squad.
Knight-captain Elam Courbray, Grand Champion and Captain of the Fire Hawks 8th Company – Jump pack, All units lose combat tactics and flame weapons count as twin linked. Assault and Vanguard units are scoring, He and his unit have the counter attack and hit and run special rules, Rending power weapon that can do a single ST8 rending hit when charging, must concentrate attacks on independent characters.
HQ choice, can take command squad, they can all take jump packs as well.
IA 10 has (Stolen from another forum):
Salamanders 2nd Co Captain - 2 swords duellist, choose to pass or fail Morale/pinning
Salamanders Ven Dread - WS6,
FA 13, duel mode heavy flamer/meltagun, immune to extra dice/lance, auto hit each model in b2b in combat for S5 AP4
Mantis Warrior Chief Librarian - Infiltrate Chapter Tactics (if non-Termie/no
DT), -1 enemy reserves,
Inv save and re-roll 1 PT per turn, Mirage power causes night fighting/defensive grenades
Executioners High Chaplain - Captain stats, Stubborn Chapter Tactics, re-rolled failed saves from No Retreat,
EW, Relic Blade not Crozius, 12" re-roll 1s to wound in
CC bubble
Minotaurs Chaplain -
JP, him and squad +2A when assaulting
Minotaurs Chapter Master -
PE:
SM Chapter Tactics (not
CSM),
TA,
SS, Relic Blade with 1 shot S8 AP2,
EW, Fearless, Assault Grenades
Carchadons Chapter Master -
FC Chapter Tactics + Rage once they beat infantry in
CC, 1 Termie Squad as Troops if all
LC, anyone swap boltgun for
CCW, once Rage (him only)
PE: enemy army, Chainfist &
LC can pull a Logan for choosing attacks
Exorcist 3rd Co Captain -
MC TH that auto-wounds Daemons and Psykers, army re-rolls Pinning,
FnP, 4+ nullify for him+his squad+vehicle he's in
Star Phantoms 9th Co Captain -
Devs as Elites, 1 unit per turn within 6" gets +1 to damage vs vehicles/buildings
Sons of Medusa Master of the Forge - Fearless Chapter Tactics, S5 T6,
TH,
Devs modelled with bionics get
FnP
TrollPie wrote:Black Templars are a successor chapter IIRC.
Correct. They are a second founding chapter. The Crimson Fists and the Black Templars were founded when the Imperial Fist Legion were forced to split into smaller chapters.