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![[Post New]](/s/i/i.gif) 2014/04/01 00:50:07
Subject: T9G's Masters of the chapter Character ideas
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Quick-fingered Warlord Moderatus
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It's a rough draft, but after thinking about it for a bit I decided to do it. I made my own generic characters like the Siege Master/ Centurions for codex space marines! Just something to put my ideas on paper. I like writing rules! hope these are well balanced/fun, as I would never be able to try them I think X-X I'm tempted to combine a few too.
What do you think?
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Lord Executioner -120pts
Like the Champions of old, Lord Executioners stride out into the thickest of battles to face down the best the enemy has to offer.
Captain stats but with +1 A
Artificer armor and iron halo
-May choose from any weapon from the melee weapons list
-May choose from any specialist Items
-May choose from Relics
-The bigger they are: May choose to give himself and his squad Preferred enemy (infantry), monster hunter, or Furious charge.
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Master of Marches-120pts
The Master of the Marches commands his army to perfection, having maintained discipline for decades on end.
Captain Stats
Artificer armor and Iron Halo
-May choose from any weapon from the ranged or melee weapons list
-May choose from any specialist Items
-May choose from Relics
-Co-ordinated Movement: all troops have the scout special rule. in addition, he allows one squad within 24” to Run/Turbo boost and shoot once per game.
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Master of Ambush-140pts
The Master of Ambush will use the best intelligence he has to personally infiltrate an enemy position and prepare for when the bulk of his forces to arrive before unleashing hell on the enemy.
Captain Stats
Power armor and Camo Cloak
-May choose from any weapon from the melee weapons list
-May choose from any specialist Items
-May take Specter pattern Bolter for +15pts
-May choose from Relics
-Perfect Placement: Before deployment specify that the Master of Ambush has attached himself to a squad. You may then deploy him and his squad with the infiltrate special rule. The closest enemy model/unit receives D3 strength 6 haywire hits after the squad has been deployed.
-Line up your shots...: the squad he joins also has the Sniper special rule for the first turn, as they had time to line up their shots.
Unless using RavenGuard or Raptors chapter tactics, you may not infiltrate units with the very bulky special rule.
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Master of the Armory-125pts
With Relics of the Crusades and Weapons of Old available to him, The Master of the armory brings to the field a plethora of armaments and auguries for his force to use.
Master of the Forge stats
Artificer armor and signum
-May choose from any weapon from the ranged or melee weapons list
-May choose from any specialist Items
-May choose from Relics
-Open the Vaults: If you take a Master of the Armory in your force, any tactical squad may take a 2nd specialist weapon in place of it’s heavy weapon or vise versa. In addition, sergeants may take an auspex. If you upgrade them to veteran sergeants, they may take a special weapon too.
Grav Cannons are added to heavy weapons for 20pts
Autocannons are added to Heavy weapons for 15pts
A Great Tragedy has befallen the chapter: If half or more special weapons that have been added to the list because of “Open the vaults” die or flee, then the enemy gains a victory point.
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Siege Master-115pts
(see siege assault vanguard, but may take bike I guess?)
All barrages draw line of sight from him.
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Master of the fleet-130pts
Bringing the power of a Space Marine Strike Cruiser, the Master of the Fleet launches the heavy assault of a space marine fleet.
Captain Stats
Artificer armor and iron halo, Thunder Hammer
-May choose from any weapon from the ranged or melee weapons list
-May choose from any specialist Items
-May choose from Relics
Above all: if the Master of the fleet is in your army, then any flyer from the Fast Attack Slot may be rolled for starting turn 1.
Bombing Run on these co-ordinates: instead of shooting, the master of the fleet may call a bombing run down on one unit. you must make a leadership check before it hits, and the attack uses these stats.
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Bombing run: str 8 Ap1 Heavy 3 barrage large blast
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These hits are resolved as if a flyer had flown over the unit from the direction of your table edge.
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Master of Signals
A commander who’s communication skills are on par with his commanding.
Captain Stats
Artificer armor and iron halo
-May choose from any weapon from the ranged or melee weapons list
-May choose from any specialist Items
-May choose from Relics
Fire on my mark: As long as the master of signals didn’t shoot in the turn before, the squad he joins gains +1 BS. Note this works at the same time as an Auspex
Advanced vox: Barrage weapons may draw line of sight from him, including allies. Reserve Rolls can be re-rolled.
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This message was edited 1 time. Last update was at 2014/04/01 01:04:12
"Do you really think 7th edition was the best edition?"
"Yes, and I'm tired of thinking otherwise."
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![[Post New]](/s/i/i.gif) 2014/04/01 05:32:30
Subject: Re:T9G's Masters of the chapter Character ideas
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Regular Dakkanaut
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Why not simply port Centurions from the Legion Lists, replace Legiones Astartes with Chapter Tactics along side ATSKNF and then give them a price hike??
Master of the Fleets special rule that allows rolling for reserves is out of place here, my PRIMARCH has a special rule that does that and it is by no means, a little thing.
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This message was edited 2 times. Last update was at 2014/04/01 05:35:01
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![[Post New]](/s/i/i.gif) 2014/04/01 15:13:51
Subject: Re:T9G's Masters of the chapter Character ideas
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Quick-fingered Warlord Moderatus
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Clefty wrote:Why not simply port Centurions from the Legion Lists, replace Legiones Astartes with Chapter Tactics along side ATSKNF and then give them a price hike??
Master of the Fleets special rule that allows rolling for reserves is out of place here, my PRIMARCH has a special rule that does that and it is by no means, a little thing.
Because it's fun to write! =D
I know, I kinda got stuck when writing that rule >>
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"Do you really think 7th edition was the best edition?"
"Yes, and I'm tired of thinking otherwise."
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![[Post New]](/s/i/i.gif) 2014/04/01 16:13:08
Subject: Re:T9G's Masters of the chapter Character ideas
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Regular Dakkanaut
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None of these characters should have three wounds. I would drop them to two wounds and remove their invulnerable saves. Then allow them to take options ect.
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This message was edited 1 time. Last update was at 2014/04/01 16:13:28
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![[Post New]](/s/i/i.gif) 2014/04/01 16:28:33
Subject: T9G's Masters of the chapter Character ideas
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Quick-fingered Warlord Moderatus
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The point isn't just to airlift them wholesale from HH. They are supposed to be captain equivalents like the Siege Master from the Siege vanguard list is.
Other than that how are they
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"Do you really think 7th edition was the best edition?"
"Yes, and I'm tired of thinking otherwise."
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![[Post New]](/s/i/i.gif) 2014/04/01 16:29:00
Subject: Re:T9G's Masters of the chapter Character ideas
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Ferocious Black Templar Castellan
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Clefty wrote: None of these characters should have three wounds. I would drop them to two wounds and remove their invulnerable saves. Then allow them to take options ect.
They're Captains, why should they be weaker than Captains?
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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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![[Post New]](/s/i/i.gif) 2014/04/01 21:32:38
Subject: Re:T9G's Masters of the chapter Character ideas
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Regular Dakkanaut
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Why would these roles exist at the level of Captaincy?
Captains are battlefield commanders, Masters of the Forge are the individuals responsible for maintaining the Chapters gear.
I don't see why CAPTAINS, would be charged with the tasks their subordinates perform already.
What IS a Lord Executioner? What is his premise? What function does he perform that a Captain or other HQ Doesn't already? Now apply that logic to all of your Characters.
The only one that doesn't already exist in another role, or in some combination of roles is the Master of Ambush and that is pretty much a Raven Guard thing.
Master of Signals doesn't exist because Captains and Chapter Masters utilize the Vox systems in their armor to communicate with their forces.
Chapters don't have a separate command structure for their Fleets, whatever assets in space are under the direct control of the Captain or Chapter Master in charge of that theater of war. Also, Why does he have a Thunder Hammer?
The Siege Master doesn't even have an entry, all he does is allow barrages to draw line of sight from him, no wargear, no additional special rules, nothing.
Master of the Forge already exists as an entry in the Codex, all you did was give him a special rule in addition to a Signum.
Automatically Appended Next Post: AlmightyWalrus wrote: Clefty wrote: None of these characters should have three wounds. I would drop them to two wounds and remove their invulnerable saves. Then allow them to take options ect.
They're Captains, why should they be weaker than Captains?
Because the base line is closer to Centurions than Captains.
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This message was edited 1 time. Last update was at 2014/04/01 21:34:54
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![[Post New]](/s/i/i.gif) 2014/04/01 21:42:02
Subject: T9G's Masters of the chapter Character ideas
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Quick-fingered Warlord Moderatus
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http://warhammer40k.wikia.com/wiki/Captain_(Space_Marine)
scroll down to chapter titles. Lord Executioner, Master of the Armory and Master of Marches are all there. The Master of the Fleet is there. These are all captains.
http://www.games-workshop.com/gws/catalog/productDetail.jsp?prodId=prod1600048a
The master of the fleet is here. And note that he only allows Fast Attack FLYER to come in turn one, not anything else.
http://www.forgeworld.co.uk/Downloads/Product/PDF/S/Siege_Assault_Van.pdf
The siege master is here. He is from this.
My point of this is to make captains DO MORE than just be a beatstick. some people feel fine that's all he does, but I don't. They are leaders of commanders, and each could be specified.
Now do you understand?
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"Do you really think 7th edition was the best edition?"
"Yes, and I'm tired of thinking otherwise."
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![[Post New]](/s/i/i.gif) 2014/04/01 22:04:56
Subject: T9G's Masters of the chapter Character ideas
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Regular Dakkanaut
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http://warhammer40k.wikia.com/wiki/Captain_(Space_Marine)
scroll down to chapter titles. Lord Executioner, Master of the Armory and Master of Marches are all there. The Master of the Fleet is there. These are all captains.
These characters already have apoc rules supposedly, I'll look for them.
http://www.games-workshop.com/gws/catalog/productDetail.jsp?prodId=prod1600048a
The master of the fleet is here. And note that he only allows Fast Attack FLYER to come in turn one, not anything else.
This link is for a CHAPTER MASTER Formation.
http://www.forgeworld.co.uk/Downloads/Product/PDF/S/Siege_Assault_Van.pdf
The siege master is here. He is from this.
Why wouldn't you directly port the Siegemaster?
My point of this is to make captains DO MORE than just be a beatstick. some people feel fine that's all he does, but I don't. They are leaders of commanders, and each could be specified.
Now do you understand?
Yes, I understand what you are trying to do.
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![[Post New]](/s/i/i.gif) 2014/04/01 22:06:51
Subject: T9G's Masters of the chapter Character ideas
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Glorious Lord of Chaos
The burning pits of Hades, also known as Sweden in summer
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The Masters of the Chapter are the ten captains and the CM, not eleven CMs.
Master of the Fleet etc are titles given to captains.
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![[Post New]](/s/i/i.gif) 2014/04/01 22:09:43
Subject: Re:T9G's Masters of the chapter Character ideas
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Regular Dakkanaut
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Still looking for their apoc rules.
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![[Post New]](/s/i/i.gif) 2014/04/01 22:11:11
Subject: T9G's Masters of the chapter Character ideas
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Glorious Lord of Chaos
The burning pits of Hades, also known as Sweden in summer
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I have the Apoc book.
No rules for 'em here. Well, they exist as a gathered formation but not as individuals, and they are not unique from each other.
I personally like what OP is doing.
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![[Post New]](/s/i/i.gif) 2014/04/01 22:23:26
Subject: T9G's Masters of the chapter Character ideas
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Regular Dakkanaut
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BrotherHaraldus wrote:I have the Apoc book.
No rules for 'em here. Well, they exist as a gathered formation but not as individuals, and they are not unique from each other.
I personally like what OP is doing.
Its weird, are they a dataslate?
It isn't that I dislike the ops direction, I question the necessity of Captains that are more specialized in tasks that all Captains are equally capable of doing. shrug
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![[Post New]](/s/i/i.gif) 2014/04/01 22:29:29
Subject: T9G's Masters of the chapter Character ideas
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Glorious Lord of Chaos
The burning pits of Hades, also known as Sweden in summer
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Specialised tasks is the way it is.
All captains are very capable of calling in orbital bombardments in the fluff despite the rules saying otherwise, but the Master of the Fleet would not only be more used to doing so, he would also probably have better equipment for it.
The Masters of the Chapter formation consists of 1 Chapter Master, 4-10 Captains, and 0-1 Honour Guard squad.
It grants extra strategic assets and enhances the unit's Finest Hour rules, but otherwise they are no special models.
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![[Post New]](/s/i/i.gif) 2014/04/01 22:54:19
Subject: T9G's Masters of the chapter Character ideas
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Quick-fingered Warlord Moderatus
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I don't want any more talk about something like that. I just want to discuss the rules I wrote. Thank you cleft for pointing out the flaws and stuff I guess?
Thank you Bro Haraldus. What to you say is the best out of the marines written?
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"Do you really think 7th edition was the best edition?"
"Yes, and I'm tired of thinking otherwise."
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![[Post New]](/s/i/i.gif) 2014/04/01 23:13:27
Subject: T9G's Masters of the chapter Character ideas
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Glorious Lord of Chaos
The burning pits of Hades, also known as Sweden in summer
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I like them all except Ambush, mainly because he does not exist.
Interestingly, there's rules for the Master of Recruits in it, though he is only accessible as part of the Scout Company.
He gets infiltrate, move through cover and scout.
I think you should make the Lord Executioner's buff USRs only apply in melee, since that is what he does. Maybe drop his price if so.
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This message was edited 1 time. Last update was at 2014/04/01 23:14:59
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![[Post New]](/s/i/i.gif) 2014/04/01 23:45:50
Subject: T9G's Masters of the chapter Character ideas
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Quick-fingered Warlord Moderatus
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BrotherHaraldus wrote:I like them all except Ambush, mainly because he does not exist.
Interestingly, there's rules for the Master of Recruits in it, though he is only accessible as part of the Scout Company.
He gets infiltrate, move through cover and scout.
I think you should make the Lord Executioner's buff USRs only apply in melee, since that is what he does. Maybe drop his price if so.
I renamed the recruits guy to ambush because I thought it would sound a lot better. I think he would be awesome for sneak attacks.
And maybe I should too. as it stands he may be a little over powered
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"Do you really think 7th edition was the best edition?"
"Yes, and I'm tired of thinking otherwise."
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![[Post New]](/s/i/i.gif) 2014/04/01 23:49:19
Subject: T9G's Masters of the chapter Character ideas
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Glorious Lord of Chaos
The burning pits of Hades, also known as Sweden in summer
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Keep the Master of Recruits. In this case, you will want to keep the fluff names.
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