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Thread: Codex: Liberty's Vanguard.

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    65

    Codex: Liberty's Vanguard.

    Righty-ho. This is a very divergent Chapter from the normal codex.
    Significant Divergence when just a sprinkles list, but fluff suggests something much more...

    So, without much further Ado, here is my Chapter in full uniqueness.
    Posts will be:
    1. New armoury choices, HQ & Elites.
    2. Troops, Fast attack & Heavy Support.
    3. Special Characters.
    Liberty's Vanguard.
    Unique Weapons:
    15/8pts - Inferno Pistol
    15/10pts - Flamer
    25/15pts - Meltagun
    25/15pts - Heavy Bolter
    Unique Armoury items:
    Wargear:
    20pts - Etherium - When the wearer is targeted by enemy shooting or assaults, the enemy unit must take a Ld test. If they fail, they must target something else. Enemy units are only affected by the 1st Etherium they target. This piece of wargear only works when the wearer is an independant character.
    Relics:
    25pts - Animus Speculum - Counts as a 2-handed weapon. Every psyker within 12" of the wearer (including the wearer if he is a Librarian) adds one shot to the weapon's profile.
    R12" S5 AP2 Assault 1.
    30pts - Liberty sword - Standard Bearer only. Power weapon. Once per Game, it may be unfurled to inspire the warriors. It makes every allied unit within 2D6" gain +1 attack for that turn only. This may be done during your enemy's tun.

    Unique Units:
    HQ:
    Commander:
    Detachment Lord:. Pts85, WS5, BS5, S4, T4, I5, W3, A3, Ld10, Sv3+
    Company Captain: Pts70, WS5, BS5, S4, T4, I5, W2, A3, Ld9, Sv3+
    Options: Commanders may take any equipment allowed from the armoury.
    Independant character: As normal.
    Rites of Battle: As normal.
    Command Squad: As normal.
    Massed Experience: A Commander may take one of these veteran skills at +3pts: Infiltrate, Furious Assault, Tank Hunters, or he may take Soulless for +10pts. He may also take Byakugan as well as any opther skill for +3pts.

    Librarian:
    Prime: Pts125, WS5, BS5, S4, T4, I5, W3, A3, Ld10, Sv3+
    Magus: Pts100, WS5, BS5, S4, T4, I5, W2, A3, Ld9, Sv3+
    Weapons: Librarians are armed with a Force weapon and Psychic hood.
    Options: Librarians may take any equioment allowed from the armoury.
    Independant Character: As normal.
    Command Squad: As normal.
    Psyker: As normal.
    Massed Experience: Primes may take one of these veteran skills at +3pts: Infiltrate, Furious Assault, Tank Hunters, True Grit & Counter-attack. Any Librarian may also take Byakugan as well as any other skill for +3pts.

    War Priest:
    Pts73, WS5, BS4, S4(5), T4, I5, W2, A2, Ld10, Sv4+
    Weapons: War Priests are armed with a Crozier & Broadsword, and Liberty emblem (rosarius). The broadsword acts as an extra Close combat Weapon which adds +1 to the War Priest's S value.
    Options: The War Priest may choose any other single weapon from the armoury to replace the Broadsword. He may select equipment as normal, but may not take Terminator Armour & Artificer acts as a 3+ Save. Takes items at the plower price if applicable. May not take Relics.
    Independant Character: As normal.
    Guidance: At the end of Close Comnat, the War Priest and any squad he has joined, leads, or is attached to, automatically passes the Initiative test of a lost assault, regardless of the enemy Initiative value. Also, the same may not be pinned.
    Still young: War Priests May take a Special Command Scout squad. It is normall in every way except the squad may take a Flamer for +6pts, or a Meltagun or Plasma gun at +10pts.

    He has the following Skills: Infiltrate, Scouts.

    0-1 Lieutenant to the Sons:
    Pts110, WS6, BS4, S4(6), T4, I5, W2, A3, Ld10, Sv2+
    Weapons: The Lieutenant is armed with Frag grenades, Terminator Honours, Sentinel sword, Bolt pistol, and Bane shield.
    Sentinel sword: A power weapon which adds 2 to the wielder's strength.
    Bane Shield: A large Combat shield which can be used as an exra close combat weapon. It gives the Lieutenant a 4+ Invulnerable save in Close Combat.
    Always an Independant Character: May never join any squad.
    Hated enemy: Preferred enemy: Black Templars, DaemonHunters. And is fearless in CQC when against these enemies.
    Creeds: May take one of 4 creeds - To be designed.

    Terminator Command Sqaud:
    Just as Normal from the Space Marine Codex.
    Byakugan: The Terminator Command squad may, for +3pts each (on top of the normal skills), deny any enemy their charging attack when the squad is assaulted.

    Command Sqaud:
    Just as Normal from the Space Marine Codex.
    Byakugan: The Command Squad may take True Grit and Counter-attack for +3pts each. This is in addition to the other veteran Skill they take.

    Elites:
    Venerable Dreadnaught:
    Exactly the same as normal, just that the 0-1 limit is removed.
    Extra Armour: Liberty's Vanguard vehicles all have Extra Armour at +5pts.

    Techno-Marine:
    Techmarine: Pts70, WS4, BS4, S4, T4, I4, W2, A2, Ld8, Sv3+
    Apprentice: . Pts20, WS4, BS4, S4, T4, I4,W1, A1, Ld7, Sv4+
    Number/Squad: One Techno-Marine and up to 2 Tech Apprentices.
    Weapons: The Techno Marine is armed with an Auspex, Bolter, Power weapon, Servo-arm, and Signum.
    Options: The Techno-Marine may upgrade to a full Servo-harness at +30pts. This gives him an extra Servo-arm, a Plasma cutter (twin-linked Plasma pistol), Flamer, upgrades his Armour save to 2+, and lets him re-roll the repair die. The Harness' Flamer may be further upgraded to a welding torch (Meltagun) for +10pts.
    Character: A Techno-Marine is an Independant Character. He may elect from the armoury. If equipped with a Servo-harness he may lead a retinue of 0-2 Tech Apprentices. If he has any Apprentices he may not leave them or join another unit.
    Ken ex Machina: As an accomplished Machismith, the Techno-Marine can repair a vehicle that was probably of his making. If an allied vehicle is Immobilised and/or has a destroyed weapon, the Techno-Marine may repair it. If he starts his movement phase in base combat with the vehicle, roll a D6. if a 6 is rolled, he may remove one status affliction from the vehicle.
    Apprentices: Techno-Marines often take eager young Scouts under their wing and tutelage. These young warriors learn the ways of repair until they are ready to become Techno-Marines themselves. They are armed with a Bolt pistol & CQC weapon, and each add 1 to the Ken Ex Machina dice rolls and may select 30pts of any equipment allowed from the armoury.
    Transport: The Techno-Marine and any Apprentices he has may take a Rhino or Razorback.

    Veteran squad:
    Just as normal from the Space Marine Codex.
    Byakugan: The Veteran Squad may take True Grit and Counter-attack for +3pts each. This is in addition to the other veteran Skill they take.

    Terminator Sqaud:
    Just as Normal from the Space Marine Codex.
    Byakugan: The Terminator squad may, for +3pts each (on top of the normal skills), deny any enemy their charging attack when the squad is assaulted.

    Terminator Assault Sqaud:
    Just as Normal from the Space Marine Codex.
    Byakugan: The Terminator Assault squad may, for +3pts each (on top of the normal skills), deny any enemy their charging attack when the squad is assaulted.
    Last edited by <E!_Mance>; November 4th, 2006 at 05:05.
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    65

    Troops:
    Tactical Squad:
    As normal.
    Byakugan: The Squad may take the skills True Grit & Counter attack at +3pts per model.

    Scout Squad:
    As normal.
    Byakugan: The Squad may take the skills True Grit & Counter attack at +3pts per model.

    Transports:
    Rhino:
    As normal.
    Extra Armour: All Liberty's Vanguard vehicles MUST take Extra armour at +5pts.

    Razorback:
    As normal.
    Extra Armour: All Liberty's Vanguard vehicles MUST take Extra armour at +5pts.

    Drop Pod:
    As normal.

    Fast Attack:
    Assault Marines:
    As normal.
    Byakugan: The Squad may take the skills True Grit & Counter attack at +3pts per model.

    Scout Bike Squad:
    As normal.

    0-1 Bike Squad:
    As normal.
    Faith in the infantry: May only take one unit type from all units with this property.

    0-1 Land Speeder wing:
    As normal.
    Faith in the infantry: May only take one unit type from all units with this property.
    Extra Armour: All Liberty's Vanguard vehicles MUST take Extra armour at +5pts.

    Heavy Support:
    Dreadnaught:
    As normal.
    Wisdom of ages: Any Dreadnaught may be upgraded to Venerable, the 0-1 limit is removed.
    Extra Armour: All Liberty's Vanguard vehicles MUST take Extra armour at +5pts.

    0-1 Liberte-Mortem pattern Dreadnaught:
    Pts130, WS2, BS5, S6, I3, A1, Front12, Side12, Back10.
    Weapons: 2 Twin-linked Heavy Bolters
    Options: L-Mp Dreadnaughts may replace their Twin-linked heavy Bolters for 2 Missile launchers at +20pts, 2 Autocannons for +15pts, or 2 Multi-Meltas for +10pts
    Dedicated gunners: L-Mp variants may fire against aircraft or land units. They may not make assault moves.
    Inner-circle authority: Before an L-Mp Dreadnaught may be fielded, a Lieutenant to the Sons or a Son of Liberty must be present in the army.
    Upgrades: L-Mp Dreadnaughts may take the following upgrades at the normal cost. They MUST take Extra Armour:
    Extra Armour, Smoke launchers, Searchlights.

    Predator Destructor:
    As normal.
    Extra Armour: All Liberty's Vanguard vehicles MUST take Extra armour at +5pts.

    Predator Annihilator:
    As normal.
    Extra Armour: All Liberty's Vanguard vehicles MUST take Extra armour at +5pts.

    Vindicator:
    As normal.
    Extra Armour: All Liberty's Vanguard vehicles MUST take Extra armour at +5pts.

    Whirlwind:
    As normal.
    Extra Armour: All Liberty's Vanguard vehicles MUST take Extra armour at +5pts.

    Dominator pattern Land Raider:
    As normal.
    Extra Armour: All Liberty's Vanguard vehicles MUST take Extra armour at +5pts.

    Crusader pattern Land Raider:
    As normal.
    Extra Armour: All Liberty's Vanguard vehicles MUST take Extra armour at +5pts.

    0-1 Arbalest pattern Land Raider:
    Pts295, BS4, Front14, Side14, Back14.
    Crew: 3 Marines and a Machine Spirit. Type: Tank.
    Weapons: Hull-mounted Twin-linked Lascannon, 2 Sponson-mounted Assault Cannons, Pintle-mounted Heavy Flamer.
    Transport Capacity: 11 Marines or 6 Terminators.
    Fire points: None.
    Upgrades: Arbalests may take the following upgrades at the normal cost. They MUST take Extra Armour:
    Extra Armour, Smoke launchers, Searchlights, Dozer Blades, Pintle-mounted Storm Bolter, Hunter-killer Missile.

    Devastator squad:
    As normal:
    Byakugan: The Squad may take the skills True Grit & Counter attack at +3pts per model.
    Last edited by <E!_Mance>; October 16th, 2006 at 04:39.
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    65

    Liberty's Vanguard Special Charatcers.
    Son of Liberty.
    Father Lachlan Danaan, Master of the Chapter.
    Pts215, WS5, BS5, S4(6), T4, I5, W3, A4, Ld10, Sv2+/4+
    Special Character: Lachlan Danaan is a Special Character, he may be used in Liberty's Vanguard armies of 2,150pts or more as a HQ Choice. He must be used exactly as described below.
    Equipment: Agon Oculus, Bionics, Fist of Hiigara, Sentinel's Bane, Terminator Armour.
    Agon Oculus: When Lachlan Danaan is independant and is the target of enemy shooting or assault moves, take a Ld test. If the test passes the enemy unit must take a Ld test, continuing with their intended actions if they pass. If they fail, that enemy may not target Lachlan but may choose another target.
    Fist of Hiigara: Acts as a Lascannon with the following changes: 24" range, Gets Hot!
    Sentinel's Bane: Acts as a Sentinel Sword and Rosarius.
    Soulless: All units, friend or foe, who are within 4" of Lachlan Danaan has their Ld reduced to 7 if it was originally higher.
    Rites of Battle: If he is on the table, all allied units may use Lachlan Danaan's Ld value for any Morale, Leadership, or Pinning test, but not psychic tests.
    Honour of the Chapter: Lachlan Danaan, and any unit he leads, is attached to, or joins, are Fearless.
    Command Squad: Lachlan Danaan may take a Terminator Command squad as normal from the unit entry.

    Son of Liberty.
    Endon Bartoh. Danaan's right hand.
    PTS-175, WS-5, BS-5, S-4, T-5, W-2, I-5 A-5, Ld-10, Sv-3+/4+
    Special Character: Endon Bartoh is a Special Character, he may be used in Liberty's Vanguard armies of 1,750pts or more as a HQ Choice. He must be used exactly as described below.
    Equipment: Plasma pistol, Crozier Malefactor, Body of Steel, Jump pack, Rosarius, Terminator Honours.
    Crozi-Malefactor: Crozius Arcanum.

    Body of Steel: Almost totally artificial, Endon's body is made from Adamantium and servokinetics all the way through. The Body of Steel confers the following bonuses: An extra Toughness point, Bionics which succeeds on a 5+, and makes Endon Fearless. Also, when Endon Dies, roll a D6, if a 5+ is rolled, Endon dies according to the Bio-meltdown rule.
    Lone Wolf: Endon's deathwish drives him to great feats of valour. He must start as an independant character. Over the course of battle, he may not join any unit except for infantry squads under 50% number. He never falls back. If his squad does, detach Endon and keep him where he stands.


    Son of Liberty.
    Zael/Osis. Danaan's left hand.
    Pts185, WS5, BS4, S4, T4, I6, W3, A5, Ld10, Sv3+/4+
    Special Character: Zael/Osis is a Special Character, he may be used in Liberty's Vanguard armies of 1,850pts or more as a HQ Choice. He must be used exactly as described below.
    Equipment: Familiar, Frag grenades, The Grudgebringer, Rosarius, Shadowhood, Terminator Honours.
    Honour of the Chapter: Zael/Osis, and any squad he leads, is attached to, or joins, are Fearless.
    The Grudgebringer: Counts as wielding a Force weapon & a Thunder Hammer. Using this weapon, Zael/Osis may fire a special psychic attack. The attack uses the following profile:
    Psychic test, Range-Template, S8, AP2, Heavy 1, roll to hit as normal, cover saves allowed.
    Shadowhood: Counts as a psychic hood. When a psychic power is canceled by Zael/Osis the caster suffers a 'perils of the warp' attack as if they had rolled a 2 or 12 on their psychic test (even if they already suffered one). If they fail to be wounded from this attack, Zael/Osis is automatically wounded with no armour saves allowed.
    Psyker: Zael/Osis may take a second psychic power at the Epistolary price.
    Command Squad: Zael/Osis may take a Command squad as if he were a Chaplain.

    Kentares. Shell IV.
    Pts220, WS4, BS4, S6(1, I4, A2(3), Front12, Side12, Back10.
    Special Character: Kentares IV is a Special Character, he may be used in Liberty's Vanguard armies of 2,200pts or more as an Elites or Heavy Support Choice. He must be used exactly as described below.
    Crew: Kentares Type: Walker.
    Equipment: 2 Dreadnaught Close Combat Weapons, Meltagun, Lascannon, Extra Armour, Frag charge launchers.
    Frag charge Launchers: Acts as Smoke launchers and Frag Grenades.
    Tear attack: Kentares IV's attacks are rending in close combat.
    Call to duty: If an allied unit within 6" of Kentares is Tank Shocked, Kentares may make an extra 6" move to perform Death or Glory instead of the allied unit. Kentares strikes the segment of armour he is closest to when he moves. If he fails Death or Glory, Kentares is not removed from play if he strikes from anything other than the front side, and the normal procedures follow for failing Death or Glory.
    Venerable: Whenever Kentares suffers damage, his owning player may choose to re-roll the result on the appropriate table.
    Tank Hunter: Kentares IV's attacks add 1 to their penetration score against vehicles.

    Belkazial. Lord Balcora.
    Pts150, WS5, BS5, S4, T4, I5, W3, A3, Ld10, Sv3+/6+
    Special Character: Belkazial is a Special Character, he may be used in Liberty's Vanguard armies of 1,500pts or more as a HQ Choice. He must be used exactly as described below.
    Equipment: Bionics, Hauberk of Vim, Master-crafted Lightning Claw, Bolter, Meltabombs, Frag Grenades.
    Hauberk of Vim: This is a massive suit of armour which borders on Terminator Armour in protection. While not quite as protective, the detaching components which jetisson from his body do help. The Hauberk counts as an Adamantium Mantle and Combat Shield. It also gives a 6+ Invulnerable save against shooting.
    Balcora Disciplines: Belkazial's Command squad may be armed with Combat shields at +5pts each and/or Meltabombs at +5pts each. Also, when using his Meltabombs in close combat, Sephiroth may roll to hit based on his BS, he still only gets one attack.
    Rites of Battle: If Belkazial is on the table, any allied unit may use his Ld value for any leadership-based tests they are called upon to make except for Psychic tests.
    Command Squad: Belkazial may take a command squad as normal.
    Last edited by <E!_Mance>; October 16th, 2006 at 04:40.
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    65

    Now, tell me what to fix. As soon as it's suggested, I'll change it (if it fits, that is).
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    69

    Okay, here are my suggestions.
    • Make the liberty sword a Holy Relic weapon. Have the effects of a relic but still a weapon. 30pts
    • If a Librarian takes soulless, he is no longer able to take psychic powers. Fluff reasons, mainly. He is still able to use the force weapon as normal.
    • Fix your post to say "Bike Squad" instead of "Scout Bike Squad". You already have Scout Bike Squad
    • Increase the Arbalest's Transport Capacity to 12 Marines to justify the 6 Terminators. Marines take up one slot, Termies take two.
    • I don't need to say anything about the characters as these guys were already handled in the past.
    Other than that, I say very nice job.
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    65

    Yes, forgot to mention that. No soulless psykers.
    Typos and copy/pastes are bound to do that.
    Liberty Sword acts as both already... I don't get what you mean. Do you mean make it a normal CQC weapon?
    And the Arbalest carrying 11 works, see? LRC holds 8 Termies but only 15 Marines, go figure. That's what I'm basing it on.
    Last edited by <E!_Mance>; September 1st, 2006 at 04:32.
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    69

    Keep the sword exactly as it is now, but make it work exactly like a Holy Relic, word for word from the SM codex.
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    65

    Ok. Changed entry.
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    58

    Quote Originally Posted by <E!_Mance>
    0-1 Liberte-Mortem pattern Dreadnaught:
    Pts130, WS2, BS4, S6, I3, A1, Front12, Side12, Back10.
    Weapons: 2 Twin-linked Heavy Bolters
    Options: L-Mp Dreadnaughts may replace their Twin-linked heavy Bolters for Assault Cannons at +10pts, Autocannons for +15pts, Multi-Meltas for +20pts, Hurricane Bolters for +25pts, or Twin-linked Lascannons for +30pts.
    Dedicated gunners: L-Mp variants may fire against aircraft or land units. They may not make assault moves.
    Inner-circle authority: Before an L-Mp Dreadnaught may be fielded, a Lieutenant to the Sons or a Son of Liberty must be present in the army.
    Upgrades: L-Mp Dreadnaughts may take the following upgrades at the normal cost. They MUST take Extra Armour:
    Extra Armour, Smoke launchers, Searchlights.
    This i have a problem with... 2 assault cannons encased in 12 armour for 140pts? or 2 Twin linked lascannons for 160? I think this needs an increase in points.
    1000pts Orks, about to expand to 2000pts.

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    65

    Cool. Will do, but what price should it be in your opinion?
    Will making assault Cannons +20pts & Lascannons+40pts do?
    If so, what do you think of the Autocannons? I'd like a cheap upgrade (10pts), what should it be?
    Last edited by <E!_Mance>; September 5th, 2006 at 05:15.
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