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Made in ca
Bane Lord Tartar Sauce




Something I miss from the old space marine codex was the ability to take relics from the armory. While not the greatest pieces of equipment, they had their uses and were very flavorful. This is my attempt to remake and improve the Artifacts and Relics section of the 4th edition marine codex.

Artifacts and Relics are special pieces of wargear that can only be taken in extremely limited numbers. They are among the chapter's most prized possessions, and to be granted the right to carry such a relic is not only a great honour, but a great burden, as should anything happen to the artifact, the marine assigned to it would be shamed to the point that they would give their life to attempt to reclaim it.

Artifacts come in 5 different types, generic artifacts, Chapter Artifacts, Holy Relics, Arcane Relics, and Mechanus Relics. They are available to any Codex: Space Marines army. As a default, you may only select generic artifacts, and you may only take 1 (even if you use multiple Force Organization Charts), but certain other options available in the codex allow you to either take more artifacts, or artifacts of different types. However, you may not take more than one of any given artifact, unless it is specifically noted. Artifacts may be taken by any non-special character, including HQ choices and squad sergeants, and may also be taken by any model in a veteran (vanguard or sternguard), command, or honour squad, unless otherwise noted.

Captains: If your army includes a Space Marine Captain, you are able to take artifacts from the Chapter Artifacts section. Additionally, you may take either a Chapter Weapon for your Captain without it counting against your artifacts total.
Chapter Masters: If your army includes a Chapter Master, you may take an additional artifact. You may also choose artifacts from the Chapter Artifacts section. Additionally, you may take either a Chapter Weapon for your Captain without it counting against your artifacts total.

Chaplains: Any army that includes a Chaplain may take one artifact from the Holy Relics section. One Chaplain in your army may be upgraded to a Reclusiarch for 50pts. A Reclusiarch gains an additional wound and an additional attack. Reclusiarch's may also take a command squad, although it is referred to as a Reclusiarch Command Squad. Additionally, if your army includes a Recluisarch, you may take an additional artifact.

Librarians: Any army that includes a Librarian may take one artifact from the Arcane Relics section. One Librarian which has take the Epistolary upgrade may take the Chief Librarian upgrade for an additional 50 points. Chief Librarians may take a command squad, although it is referred to as a Librarian Command Squad. A chief librarian gains an additional wound and attack, and any army with a chief librarian may take an additional artifact.

Masters of the Forge: Any army that includes a Master of the Forge may take one artifact from the Mechanus Relics section. One Master of the Forge can be upgraded to a Forge Lord for 50 points. A Forge Lord gains an additional wound and attack, and any army with a Forge Lord may take an additional artifact.

Artifacts
Generic Artifacts:
Adamantite Mantle: 20 points. An adamantite mantle is a cloak made from adamantite, mysterious metal which is both light enough to be woven into a cloak without significantly hindering the wearer, but strong enough to turn aside weapons which could slay even the mightiest of warriors. A model with an adamanite mantle has the Eternal Warrior USR.
Ancient Standard: 25 points. A Company Standard that has survived for centuries without ever falling. The sight of this ancient banner inspires all marines who see it. One model in a command squad may take an Ancient Standard for 25 points if no other Standard has yet been taken in that squad. It counts as a company standard, but with a 24" range.
Heroic Artifact: 15 points. An artifact from some hero long dead. It fills the marine carrying it with great pride and courage, but should it fall, those around him would likely feel overwhelmed and need to fall back. Any model with the Heroic artifact has the Fearless USR and confers this rule onto his unit. However, if the model with the Heroic Artifact should die for any reason, his squad automatically loses any combat that it was in and immediately falls back. That squad looses ATSKNF until it regroups.

Chapter Relics:
Chapter Standard: 50 points. While there are many standards within the ranks of a Space Marine Chapter, representing individual companies, heroes, victories and tragedies, there is one that flies far above the rest. The Chapter Standard is among the most sacred of artifacts that a chapter may have, and to unfurl it in combat will inspire the marines fighting under it. The chapter standard can only be taken by command squads that do not already have a standard. It counts as a company standard that gives every model in the command squad, and any friendly model from Codex: Space Marines in the same combat as the command squad an additional attack.
Chapter Weapon: Variable points: A chapter weapon is an unique weapon that has served the elite memebers of that chapter for centuries. Each is special in its own way. You may take more than one chapter weapon (however each still counts as an artifact), however each weapon MUST have a different combination of abilities. Chapter Weapons come in the form of both close combat and ranged weaponry. A chapter weapon can be any weapon available to the model taking this artifact (taken at that weapons base cost), and it must take at least one of the following upgrades.
+1 Strength: 15 points. The weapon grants an additional point of strength compared to its default profile. (Ie, a storm bolter becomes S5, a power first becomes S (User x 2) + 1 . May be taken up to two times, however the second upgrade costs 20 points. Any hits that are at a strength above 10 are reduced to a strength of 10.
Improved AP: 10 points. The weapons AP value is improved by 1 (ex: A storm Bolter becomes AP 4, a Power Sword becomes AP2, a Power Axe becomes AP1). This upgrade may be taken twice, although the second upgrade costs 15 points instead of 10. This upgrade can not be taken if it would improve a weapons AP beyond 1.
Master Crafted: 15 points: The weapon becomes Master Crafted
Rending: 5 points: The weapon gains the Rending USR
Shred: 15 points. The Weapon gains the Shred USR.
Flame Weapon: 15 points: The weapon gains the soul blaze special rule.
Strikedown: 15/20 points: The weapon gains the strikedown USR. The first cost applies to weapons that are unable to shoot, the second to weapons that can make a shooting attack.

Holy Relics:
Sacred Standard: 30 Points: This standard represents the holy will of the immortal god-emperor, and it fills the soliders beneath it with his divine fury. The Sacred standard may only be taken by a model in a Reclusiarch Command Squad and only if that squad does not already have a standard. The Sacred Standard gives each model in the command squad an additional attack and the Rage, Counter Attack, and Preferred Enemy (Everything) USR.
Holy Relic: 40 Points: Only a Reclusiarch may carry a holy relic. Once per game, the Reclusiarch may declare that it is time to reveal the relic. Until the end of the current player turn, every friendly model from Codex: Space Marines gains an additional attack and the Fearless USR. You may choose to reveal the Relic during your opponents turn if you wish to do so.

Arcane Relics:
Warp Crystal: 10 Points: This is a mysterious crystal shard that eminates the same energy as the warp. However, it is somehow solidified and free of the warps usual taint. A warp crystal may only be taken by a model with psychic powers, and grants them an additional warp charge (this does not increase their psychic mastery level).
Puresoul Hood: 15 points: An ancient artifact which greatly aids the bearer in his ability to dispel the foul energies of the warp. It can only be taken by Librarian models. It is a psychic hood, as described in the warhammer 40k rulebook, however, it has a range of 12" and can be used from inside a vehicle (measure from the edge of the vehicle). Additionally, the Librarian can expend a warp charge to re-roll any failed deny the witch rolls made with his psychic hood (unlike normal re-rolls, where the second result stands and can not be re-rolled by any means, a Librarian can continue to attempt to make a deny the witch roll until the librarian no longer has any remaining warp charges).
Reaver Force Weapon: 40 Points. Reaver Force weapons are extremely rare and extremely powerful. They constantly channel the force weapon effect, meaning that the librarian does not need to expend his energies powering the weapon or fighting the perils of the warp when using it. The Reaver Force weapon upgrade improves the Librarians weapon, replacing the force USR with the Instant Death USR (representing that the weapon no longer requires a force charge and can not cause perils of the warp tests). It can be taken along side the Chapter Weapons Artifact, but both cost an artifact slot (so a Librarians Chapter weapon would count as two artifacts if it had the Reaver Force Weapon upgrade). However, should the Librarian suffer from Perils of the Warp, instead of suffering one wound, the Librarian is instantly removed as a casualty with no saving throws of any kind allowed.

Mechanus Artifacts:
Target Finders: 20 Points: An upgrade that can only be taken on Space Marine Vehicles. The Forge Lord has installed ancient tech to improve one of the Vehicles. The Vehicle gains +1 Ballistic Skill. If fitted onto a Whirlwind, instead the Whirlwind may choose to re-roll the scatter dice.
Self-Repair Nanites: 30 Points: An advanced technology from before the emperor that causes the Forge Lord's armour to rapidly repair any damage to his system. This upgrade may only be taken by the Forge Lord. At the end of each of your turns, you may roll a D6. On a roll of a 5+, the Forge Lord recovers one wound. However, this can not raise his wounds beyond the starting number.


This message was edited 1 time. Last update was at 2012/09/06 21:10:40


 
   
Made in se
Ferocious Black Templar Castellan






Sweden

So, Adamantine Mantle buffed AND cheaper than it was/is?

For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. 
   
Made in ca
Bane Lord Tartar Sauce




The buff is marginal since most of the time you'll be ID'd by a double strength weapon opposed to a force weapon, and it also makes the wargear much simpler. And yes, it did get a cost reduction, but it was moved from regular wargear to a relic, and if you compare the 4th codex to 5th, a lot got cheaper (Bikes went from 32 pts to 25, Assault Marines got a points reduction, Attack bikes went from 50 to 40. Rhinos and Razorbacks are cheaper, Sniper Rifles are a free upgrade instead of a 5ppm one), so its not too unreasonable for the mantle to go down to 20.
   
Made in us
Perfect Shot Black Templar Predator Pilot





The Veiled Region

RegalPhantom wrote:
The buff is marginal since most of the time you'll be ID'd by a double strength weapon opposed to a force weapon, and it also makes the wargear much simpler. And yes, it did get a cost reduction, but it was moved from regular wargear to a relic, and if you compare the 4th codex to 5th, a lot got cheaper (Bikes went from 32 pts to 25, Assault Marines got a points reduction, Attack bikes went from 50 to 40. Rhinos and Razorbacks are cheaper, Sniper Rifles are a free upgrade instead of a 5ppm one), so its not too unreasonable for the mantle to go down to 20.


I have the mantle still in BT and I think it needs to be the 35 points. My opponents hate it and it really does a lot to change my Marshal from a good beat stick to an amazing beat stick.
   
Made in ca
Bane Lord Tartar Sauce




 Farseer Mael Dannan wrote:
RegalPhantom wrote:
The buff is marginal since most of the time you'll be ID'd by a double strength weapon opposed to a force weapon, and it also makes the wargear much simpler. And yes, it did get a cost reduction, but it was moved from regular wargear to a relic, and if you compare the 4th codex to 5th, a lot got cheaper (Bikes went from 32 pts to 25, Assault Marines got a points reduction, Attack bikes went from 50 to 40. Rhinos and Razorbacks are cheaper, Sniper Rifles are a free upgrade instead of a 5ppm one), so its not too unreasonable for the mantle to go down to 20.


I have the mantle still in BT and I think it needs to be the 35 points. My opponents hate it and it really does a lot to change my Marshal from a good beat stick to an amazing beat stick.


Ouch, that is quite expensive. Since enough people are worried about it I'll take the cost up to 30 for now. I'm not changing the fact that it just straight up gives eternal warrior though, because even at 20 points with the old mantle rules you may as well shell out the extra 15 points for a bike to get the bonus to T for roughly the same effect. Also, remember that under my proposed relics, Adamantite Mantles are 0 - 1.

Now, at the risk of sounding exasperated, does anybody have any thoughts on the Artifact system that doesn't relate to the cost of the Mantle? Is it a good system? Is it balanced? If you saw this in Marines 6th would you be happy or sad?
   
Made in se
Ferocious Black Templar Castellan






Sweden

Adamantine Mantles are already 0-1. Saga of the Bear in the SW Codex which does the same thing as yours is 30 points IIRC, which I already think is too cheap.

For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. 
   
 
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