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:Liberty's Vanguard.
- New armoury choices, HQ & Elites.
- Troops, Fast attack & Heavy Support.
- Special Characters.
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.

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, I4, A2(3), Front12, Side12, Back10.