Talk:Codex - Conservators
Old discussions
I'd change the name Blades of Titan to something like Titan Stone Blades. - Ben
Warlord Traits:
1. Debt Collector:
The Warlord and his men have a particular grudge against the enemy Warlord and his army, thus they'll make sure the debt is collected.
The Warlord and any unit he leads/is attached to gain the Preferred Enemy USR against every enemy model and a +1 to To Hit and To Wound with any weapon (One Use wargear included).
2. Ancestral Might:
The Warlord's wargear belonged to a brother that was known for slaying many mighty enemies and now the machine spirits empower him to greater feats of heroism.
The Warlord gains a +1 to WS,S,I and LD. Additionally all his cc attacks cause Instant Death on a 6.
3. Ancestral Farsight:
The Warlord's wargear belonged to a brother known for his sharp sight and mastery of ranged weaponry.
The Warlord gains a +1 to BS,I and LD. Additionally he can fire an additional shot with his ranged weapon (in case of Rapid Firing weapons they become 2/3 Salvo weapons) and all shots count as Precision Shots on a 6.
4. Ancestral Resolve:
The Warlord's wargear belonged to a brother that was known to be a stalwart defender who didn't let any enemy pass by.
The Warlord gains a +1 to any save (either Armour Save or Invulnerable Save, up to a 2+ and 3++ respectfully) and the Eternal Warrior USR.
5. Skilled Commander:
The Warlord is quite protective of the men under his command and uses his skills and experience to guide them to fight in a manner they can get out of a scary situation.
As long as the warlord is alive. All models in both primary and allied detachments can re-roll their armour saves once per turn. Additionally the player can choose a single unit in the primary detachment to gain the Move Through Cover USR. That unit also treats Difficult Terrain as normal and treats Dangerous one as Difficult.
6. Master Scavenger:
The Warlord, in order to achieve victory, will even go so far as to scavenge the weapons and wargear of their own men.
Any unit that is 12" around the Warlord can take the weapons of any fallen allied model to use them. If the weapon is the same as that of the model, then it instead gains a permanent +1 to its shots for the duration of the battle. This stacks up to three times. Melee weapons are also affected and the models gain +1 to their A if the weapons are the same.
WT's by Ben.
- Thats really strong. Most warlord traits are 1 special rule, or more often semi useful benefits.
- How about this,
1. Debt Collector:
The Warlord and his men have a particular grudge against the enemy Warlord and his army, thus they'll make sure the debt is collected.
The Warlord and any unit he leads/is attached to gain the Preferred Enemy USR against the enemy warlord, and any unit he is a part of.
2. Ancestral Might:
The Warlord's wargear belonged to a brother that was known for slaying many mighty enemies and now the machine spirits empower him to greater feats of heroism.
The Warlord gains a +1 to Weapon skill and all his melee attacks gain the Life Drain Special rule.
3. Ancestral Farsight:
The Warlord's wargear belonged to a brother known for his sharp sight and mastery of ranged weaponry.
The Warlord's ranged attacks are precision shots on a 4,5, or 6.
4. Ancestral Resolve:
The Warlord's wargear belonged to a brother that was known to be a stalwart defender who didn't let any enemy pass by.
The Warlord gains the Eternal Warrior USR.
5. Skilled Commander:
The Warlord is a loud and commanding presence on the battle field.
Friendly units within 12" of the Warlord can use his Leadership rather than their own.
6. Master Scavenger:
The Warlord has done better then most scavenging equipment.
The warlord my treat any one weapon he is carrying as master crafted.
Contents
Would like to add some more details, mostly pertaining to Battle Brothers[edit]
some sort of alt codex? didn't really get the point
Super Heavy Knight Impaler: 330 pts Custom knight of the of the renowned House Agrippa, these massive warmachines are accustomed to sweeping away hordes of lesser Tyranids beasts, then skewering the larger organisms with simultaneous Melta Lance strikes. WS4 BS4 S10 Front 13 Side 12 Rear 12 I4 A4 HP 5
Special Rules:
-Super-heavy Walker-Fear, Hammer of Wrath, Invincible Behemoth, Move Through Cover, Relentless, Smash and Strikedown
-Ion Shield-See Knight Codex
-Hatred Tyranids Weapon Systems:
-Melta Lance: S10, Melta, AP2, Range -, Cumbersome-May only target Tanks, Monstrous Creatures and other Super-Heavies, Impaler-Always count as a Penetrating hit when a 5+ is rolled to hit
-Knight Punisher Cannon (Assault 12, S5 AP6, Range 18”)
-2 Heavy Stubbers
-May purchase up to 4 Hunter-Killer Missiles for 5 pts each
Allies
As the Conservator don’t get around much the amount of allies they can call upon is rather limited.
Battle Brothers
• Grey Knights: Want Divination and tough-as-balls marines? Also fluffy.
• Sisters of Battle: Order of the Argent Dawn. Acts of faith are always fun. Not to mention the much needed anti-tank the Sisters provide.
• Knights: The Fluff Supports it, and they need all the help they can get.
Allies of Convenience
• Eldar: Good for providing anti-tank options and very fast threats like Jetbikes as the Conservators are not a “speedy” army
--So... a cheap knight that can shoot a lot, but not in any really meaningful way. Definitely interesting, but honestly, since this is a knight heavy bolters would be more what it needs to contribute.
--Any reason the melta lance isn't strength D? D tends to do more damage, and is always going to at least pen.
The Stubbers on the Knight were there for fluffy reasons more than any, and I wasn't too sure about the Strength for the Melta-Lance as Apocalypse isn't my forte. This was more of a mental placeholder as i'm doing up a different version of the codex that feels more like Knight Marines than Camelot Marines, not that I dislike the OP's ideas. Thanks for the advice.
I'm not sure if I should post it here, as it is a whole pages worth, yet I'm not internet-savvy enough to know how to make a new page for it, let alone link it to the original Conservators page.
Conservators v.2[edit]
Note: This is a personalized version of the Conservators codex (more Knight Marines feel) and as such shares similarities with the original article. I apologize if the OP feels angry that took some of his ideas, you cant change quality material. Comments or changes appreciated.
going to add some comments in bold--Bobthe6th (talk) 08:53, 28 April 2015 (UTC)
Conservators Special Rules
The Conservators are an unorthodox but highly effective Chapter of the Adeptus Astartes. Many units in the conservator’s forces share similar strengths represented in the following rules:
• And They Shall Know No Fear
• Combat Fire-Teams
• Hearth and Home - Above all, the conservators are a defensive chapter. Units with at least one model with this special rule gain Counter-attack in their own deployment zone.
• Remembrance - Most gear a Conservator carries is effectively a relic. All equipment is kept in the best of quality. Once per game, each unit that contains a model with this special rule can reroll failed to hit rolls with all weapons for one phase.
Chapter Tactics: Bane and Bow: Stubborn and re-roll ones to hit with shots from all "Bow" Type weapons
Warlord Traits
A Conservators warlord can roll his warlord trait from any of the charts from the core rulebook or from the specific Conservators traits chart below.
1. Debt Collector
The Warlord and his men have a particular grudge against the enemy Warlord and his army, thus they'll make sure the debt is collected. The Warlord and any unit he leads/is attached to gain the Preferred Enemy USR against the enemy warlord, and any unit he is a part of.
2. Ancestral Might
The Warlord's Wargear belonged to a brother that was known for slaying many mighty enemies and now the machine spirits empower him to greater feats of heroism. The Warlord gains a +1 to Weapon skill and all his melee attacks gain the Life Drain Special rule (any To Wound roll of a 6 made by this weapon has the Instant Death special rule).
3. Ancestral Farsight
The Warlord's Wargear belonged to a brother known for his sharp sight and mastery of ranged weaponry. The Warlord's ranged attacks are precision shots on a 4+ to hit.
4. Ancestral Resolve
The Warlord's Wargear belonged to a brother that was known to be a stalwart defender who didn't let any enemy pass by. The Warlord gains the Eternal Warrior USR.
5. Skilled Commander
The Warlord is a loud and commanding presence on the battle field. Friendly units within 12" of the Warlord can use his Leadership rather than their own.
6. Master Scavenger The Warlord has done better then most scavenging equipment. The warlord my treat any one weapon he is carrying as master crafted.
Conservator Equipment
The Conservators forces mainly employ the standard weapons of the Adeptus Astartes, but they also have been forced to jerry rig and flat out invent some new weapons.
Weapon Range S AP Type
Scout Bow 18" 4 6 Assault 2, Bow
Brother Bow 18" 4 5 Assault 2, Bow
Arbalesti Bolts:
Solid Tip 30" 6 4 Heavy 3, Bow
Hollow Tip 30" 5 6 Heavy 1, Small Blast, Bow
Flechette 18" 3 - Heavy 1, Small Blast, Bow, Fleshbane
March-Pattern Missile Launcher 18" 7 2 Assault 1
Scout Spatha - 4 6 Melee
Unless you have a good reason(don't mix addition and multiplication) the S of melee weapons should be User, user+x, or userx2. There are things that mess with strength, and the melee weapons are supposed to relate. Also... not that giving any AP value means the weapon cuts better then a chainsword... AP- is standard for non powered/chain weapons.
Titan Stone Sword - 4 4 Melee, Shred
Shreding power mauls... ok then... You need to jack up the price of anything carrying these. Like... power mauls are good enough on their own.
Titan Stone Power Sword - 5 3 Melee, Shred
Combat Shield - User - Counts as a CCW with the extra attack using the following stats, Confers a 5+ inv. save IF the unit is in combat and a 6+ inv. outside of combat.
Bolt Pistol 12" 4 5 Pistol
Bolter 24’’ 4 5 Rapid Fire
Militia sword - 3 - Melee
Lasgun 24" 3 - Rapid Fire
Militia Bow 12" 3 6 Assault 1, Bow
Avalon 9 1 Melee, Two-Handed, Armorbane
“Bolt” Repeater 12” 4 6 Assault 4, Twin-linked
Reinforced Zweihander - 5 2 Melee, Smash, Two-Handed
So again... this should be S User+1, and smash is not something that comes on weapons. And really should not be a thing on anything ever without some really impressive point costs. At initative AP2 is really, really hard to get. It costs a ton of points and generally is only on HQ units.
Meltagun 24” 8 2 Melta
Hunter-Killer Missile Unlimited 9 1 Heavy 1, Single shot
Punisher Cannon 18” 6 6 Assault 12
Power Fist - Userx2 2 Melee, Unwieldy
Heat Lance - User 2 Armorbane
Melta Pistol - 6 2 Pistol, Melta
Melee Weaponry
Titan Stone Sword: Unique to each Full Brother of the Conservators. These are swords they crafted for themselves with the aid of their homeworlds greatest blacksmiths, and meditated with over the Titan Stone.
Avalon: One of the first relics the chapter was given. Presented to the first Chapter Master on the founding of the chapter, and has been in near constant use. The sword is made of strange steel that seems to glow a pure white. This weapon is scratched and scarred by battle, but this seems to only give the weapon a deeper beauty. The wielder gains the It Will Not Die special rules, and is a melee weapon with the stats given above.
Miscellaneous Equipment
Great Armor: The Chapters supply of Artificer armor was nonexistent, and most of the Tactical Dreadnought Armor was lost in the first Great War against the Orks. A pseudo-replacement was created by taking a normal suit of power armor, and adding layers of steel plating to attempt to increase the suits protective capabilities. This armor comes with a built-in Bolt Repeater, provides a 2+ save, a 5++ invulnerable save, and the very bulky special rule. Units in Great Armor may not be mounted unless stated.
Plate Armor: A scaled-down version of the original armor that the chapter made use of until the recovery of the Mk V “Heresy” armors with Captain Mackyntire. Militiamen are sometimes seen forsaking their lighter armor for plate if they know a close combat fight cannot be avoided. It is also used as protection for the Chapters Psy-Aspirants. Confers a 5+ save.
Power Armor: You know it and love it-3+save
Scout Armor: Atypical Space Marine Scouting Plate, confers a 4+ save
Flak Armor: The basic cobbled together armor worn by the Local March militia, it provides the most basic of protection-6+ save
Special Wargear
Horse: The standard mount of the scouts, more out of necessity then anything else. This changes the models type to cavalry. All Horses attack at S=User
• Plains Horse: +5pts. Scouts and Militia only. Comes with basic Barding-6+save
• Cherixre War Horse: +20 points. Marines only, not compatible with Great Armor. Comes with Heavy Barding-5+ save, Can be upgraded with Festille-Pattern War Barding-4+ save for 10 points
Plains Horse WS2 BS0 S3 T3 W1 I2 A1 LD5 SV6+ Infantry 1 Horse
Cherixre War Horse WS4 BS0 S4 T5 W2 I3 AD1 LD8 SV5+ Infantry 1 Cherixre War Horse
OK, here is the thing. All mounts do is give the cavalry type, and some bonus to the riders stat line. They are like bikes.
Relics
Limited to one a squad and 3 for the whole army
• Smoke Grenade Cluster: One-use, Large-Blast that doesn’t scatter, centered on the unit, provides a 5+ Cover Save until the next turn-20 points
• Bachilius: A Massive and ornery Cherixre Stallion who was modified extensively by ArchMagos Gearhardt. Bachilius has +1 S/T/W/A over a regular Cherixre and a 5+FNP due to all the Cybernetics. Comes Stock with Festille-Pattern War Barding and will only carry an IC in Great Armor. 40 pts
• Bio-Targeting Array: Model gets +1BS-10pts
• Throwing Lances: Whenever a unit charges another it inflicts X additional S4 (S3 if used by Militiamen) AP- hits where X is the number of models in the unit-20 points
• The Purifier of So’Chal: This Blessed hand-flamer was gifted to the Coservators Chapter Master by Canoness Elisa after the Order of the Argent Dawn settled in the Marches. It is a relic weapon of the Dark Age of Technology that uses a Plasma core to superheat the flames. Range 6” S7 AP 3 Small Template 20 points
• Armor of Garanius the Seedbearer-The armor of the Chapter most famous Marine, Garanius had survived blows that would drop many another marine, thanks to, ironically enough, the Armor’s slapdash makeup. The Armor of Garanius the Seedbearer is a mixture of all 8 of the marks of Astartes Power armor. It grants a 3++ save and 5+FNP. 40 points
High Relics
Only one High Relic may be taken per army. A model can replace any of its weapons with one of the following.
• Avalon................. 40 points
Vehicles Wargear
A Vehicle may take any of the following:
• Pintle-mounted March-Pattern Missile Launcher................. 10 points
• Dozer Blade.................... 5 points.
• Extra armor.................... 10 points.
• Camo Netting ................... 15 points
• Enclosed Crew Compartment ...... 15 points.
Units
HQ Knight Questor
The chapter Master of the Conservators is currently recovering from catastrophic injuries. To fill his role in the field, he has chosen a Knight Questor from the Chapter’s ranks. This Marine is an ancient among the Chapters captains, and mainly leads multi-company actions across the Marches. When they come up, he also leads the brothers in aiding chapters to which the Conservators owe a gene debt.
140 points
WS7 BS5 S4 T4 W4 I5 A4 Ld10 Sv3+ Unit Type Composition Knight Questor Infantry (C) 1 Knight Questor
Wargear:
• Power Armor
• Bolt Pistol
• Titan Stone Power Sword
• Frag Grenades
• Iron Halo
Special Rules:
• And They Shall Know No Fear
• Hearth and Home
• Remembrance
• Independent Character
Options:
• May Replace Titan Stone Power Sword with a Heat Lance for free or Power Fist for 15 points.
• May Replace Bolt Pistol with one of the following:
• Bolter................... Free
• Brother Bow.................. Free
• Melta-Pistol…..5 Points
• March-Pattern Missile Launcher…..10points
• Meltagun…..10 Points
• May replace Bolt Pistol with Combat Shield ......................... 10 points
• May take a Cherixre War Horse for 20 points, changes unit type to Cavalry, may join Cherixre Hetairoi units
• If in Great Armor, may join a Great Armored unit
• If the Questor is in Great Armor, he may take a Reinforced Zweihander for 10 points.
• May replace Power Armor with Great Armor for 15 points. Captain
Captains of the Conservators are often seen as the field leadership of the chapter. Given the dispersed nature of the chapter, they usually end up being the highest ranking officer on their home planet.
90 points
WS6 BS5 S4 T4 W3 I5 A3 Ld10 Sv3+ Unit Type Composition Captain Infantry (C) 1 Captain
Wargear:
• Power Armor
• Bolt Pistol
• Titan Stone Sword
• Frag Grenades
• Iron Halo
Special Rules:
• And They Shall Know No Fear
• Hearth and Home
• Remembrance
• Independent Character
Options:
• May Replace Titan Stone Sword with a Heat Lance for free, a Titan Stone Power Sword for 10 points or a Power fist for 20 points
• May Replace Bolt Pistol with one of the following:
• Bolter................... Free
• Brother Bow.................. Free
• Melta-Pistol…..10 Points
• March-Pattern Missile Launcher…..10 points
• Meltagun…..20 points
• May replace Bolt Pistol with Combat Shield ......................... 10 points
• If the Captain is in Great Armor, he may take a Reinforced Zweihander for 10 points
• May replace Power Armor with Great Armor for 15 points.
• May take a Cherixre War Horse for 20 points, changes unit type to Cavalry, may join Cherixre Hetairoi units
• If in Great Armor, may join a Great Armored unit
• May take a Heat Lance for 5 points
Chaplain
Chaplains of the Conservators are as devoted as any other. Their brothers might not be the most openly devoted of any chapter, they still have strength in their quite faith. The Chaplains rely on this strength, and bring forth all their brothers devotion to "Hearth and Home."
60 points
WS5 BS4 S4 T4 W2 I4 A3 Ld10 Sv3+ Unit Type Composition Chaplain Infantry (C) 1 Chaplain
Wargear:
• Power Armor
• Bolt Pistol
• Crozius Arcanum(Power Maul)
• Frag Grenades
• Rosarius
Special Rules:
• Hearth and Home
• Remembrance
• Independent Character
• Zealot
• “We are His wrath!”-If the Chaplin and his unit destroy a unit via Sweeping advance they gain Rampage for the rest of the game
Options:
• May Replace Crozius Arcanum with Reinforced Zweihander for 20 points.
• May Replace Bolt Pistol with one of the following:
• Bolter................... Free
• Brother Bow.................. Free
• Melta-Pistol…..10 Points
Wyrdlock
The Conservators are very careful when it comes to the training of Psykers. A vast majority of the psychically active aspirants are often partially lobotomized, with anti-daemonic seals being psychically imprinted on the brain as to prevent Warp-overexposure and thus have very little left to corrupt once the procedure is over. Only those who maintain intense calm and focus, and certain psychic disciplines at a young age are given the chance to enter the chapter properly as Wyrdlocks, The Conservators Librarians.
70 points
Unit Type Composition Wyrdlock WS4 BS4 S4 T4 W2 I4 A2 LD9 SV3+ Infantry (C) 1 Wyrdlock
Psy-Aspirant WS1 BS2 S3 T3 W1 I2 A1 LD4* SV5+ Infantry 1 Psy-Aspirant
Wargear and Rules-Wyrdlock:
• Power Armor
• Bolt Pistol
• Force Weapon
• Frag Grenades
• Psychic hood
• And They Shall Know No Fear
• Independent Character
• Psyker Mastery Level 2
• Summary Execution
Wargear and Rules-Psy-Aspirant:
• Plate Armor
• Psychic hood
• Slow & Purposeful
• Psyker Mastery Level 1*
Special Rules:
Psyker: A Wyrdlock may generate powers from the Pyromancy, Biomancy, Divination, Telekinesis, and Telepathy disciplines.
• Mind-linked*: Psy-Aspirants use the Wyrdlocks Leadership as their own as long as he is alive and he in turn channels and tune their powers. If the Wyrdlock is killed they automatically count as having failed a leadership test.
• Mind-locked*: Wyrdlocks are paired only with Psy-Aspirants of the same Disciplines as to hopefully increase their chances of manifesting a power. Psy-Aspirants may only ever use the Primaris Power of the Discipline(s) the Wyrdlock uses.
• Mind-Shattered: Sometimes the Psy-Aspirants can’t control how much power to pull in and the Wyrdlock is ever vigilant for these occurrences. Before Perils of the Warp for any model in the unit roll a d6, on a 4+ the Wyrdlock Summarily Executes a Psy-Aspirant and they Perils never occurs.
Options:
• The Wyrdlock may be upgraded to Psyker Mastery level 3 for 25 points
• May add up to 3 more Psy-Aspirants for 20 points each
Options-Wyrdlock only:
• May Replace Force Weapon with Titan Stone Power Sword for 5 points.
• May Replace Bolt Pistol with one of the following:
• Bolter................... Free
• Brother Bow.................. Free
• Melta-Pistol…..10 Points
Command Squad
You may take a command squad for each other HQ choice you select. It does not take up a HQ slot.
100 points
Unit Type Composition Veteran WS5 BS4 S4 T4 W1 I4 A2 LD9 SV3+ Infantry 5 Veterans
Company Champion WS5 BS4 S4 T4 W1 I4 A3 LD9 SV3+ Infantry (C)
Apothecary WS4 BS4 S4 T4 W1 I4 A1 LD9 SV3+ Infantry (C)
Wargear:
• Power Armor
• Bolt Pistol
• Titan Stone Sword
• Narthecium (Apothecary Only)
• Frag Grenades
Special Rules:
• And They Shall Know No Fear(Veterans, Company Champion, and Apothecary only)
• Feel No Pain (Apothecary)-Confers a 5+FNP to the unit
Options:
• One Veteran can be upgraded to a Company Champion ............................... 15 points
• One Veteran can be upgraded to an Apothecary .................................... 15 points
• May each Replace Titan Stone Sword with Titan Stone Power Sword for 10 points or a Heat Lance for free
• May each Replace Bolt Pistol with one of the following:
• Bolter................... Free
• Brother Bow.................. Free
• Heat Lance….5 Points
• Melta-Pistol…..15 Points
• March-Pattern Missile Launcher…..10points
• Meltagun…..20 points
• May each replace Bolt Pistol with Combat Shield ......................... 10 points
• The Company Champion may take: Great Armor for 20 points, Reinforced Zweihander for 10 points, or a Power Fist for 25 points
• The Veterans and Apothecary may each replace Power Armor with Great Armor for 30 points.
• May each take a Cherixre War Horse for 20 points
Troops
Scouts
The scout corps of the Conservators is the daily face of the chapter that the locals usually see. They fill roughly a quarter of each Company except for the 1st.
55 points
Unit Type Composition Scouts WS3 BS4 S3 T3 W1 I4 A1 LD8 SV4+ Infantry 5 Scouts
Scout Sergeant WS4 BS4 S4 T4 W1 I4 A2 LD9 SV4+ Infantry (C) 1 Scout Sergeant
Wargear:
• Scout Armor
• Scout Bow
• Scout Spatha
• Frag Grenades
Special Rules:
• And They Shall Know No Fear
• Hearth and Home
• Combat Squads
• Infiltrate
• Move Through Cover
• Scout
Options:
• You may take up to 5 additional Scouts ........ 11 points/model
• The entire unit may take camo cloaks.... 2 points/model
• The Scout Sergeant may replace his Scout Spatha with a Heat Lance…5 points, Titan Stone Sword…10 points, Power Fist…25 points
• Each model may replace their Scout Bows with one of the following:
• Bolt Pistols…. 2 point
• Bolter…5 points
• The Scout Sergeant may take a Melta-Pistol for 15 Points
• One Scout may replace his weapon with a March-Pattern Missile Launcher for 10 points
• May take Plains Horses for 5 points each, change unit type to Cavalry and gain the Hit and Run and Outflank rules
• A unit that could fit in a Truck or Chimera can take one as a dedicated transport. Militiamen
Militiamen are a mixture of failed Conservator aspirants, chapter serf, and local volunteers who’ve had basic training. They go into battle at their Lords side, bolstering the generally limited numbers of the Conservators.
50 points
Unit Type Composition Militiamen WS3 BS3 S3 T3 W1 I3 A1 LD7 SV6+ Infantry 9 Militiamen
Militiamen Sergeant WS3 BS3 S3 T3 W1 I3 A2 LD8 SV5+ Infantry (C) 1 Militiamen Sergeant
Scout Sergeant WS4 BS4 S4 T4 W1 I4 A2 LD9 SV4+ Infantry (C) 1 Scout Sergeant
Wargear:
• Flak armor(Militiamen only)
• Plate Armor(Militiamen sergeant only)
• Scout Armor(Scout Sergeant only)
• Lasgun(Militiamen and Militiamen sergeant only)
• Scout Bow(Scout Sergeant only)
• Militia Sword(Militiamen and Militiamen sergeant only)
• Scout Spatha(Scout Sergeant only)
• Frag Grenades
Special Rules:
Options:
• You may take up to 15 additional Militiamen ............... 5 points/model
• The entire unit may take Militia Bows instead of Lasguns .......... 1 point/model
• The entire unit (excluding Scout Sergeant) may take Plate armor.... 2 points/model
• The Militiamen Sergeant and Scout Sergeant may replace one of their weapons with a Bolt Pistol for 5 pts
• You may upgrade a Militiamen Sergeant to a Scout Sergeant....... 10 points
• The Scout Sergeant may take a Melta-Pistol for 15 Points
• The Scout Sergeant may replace his Scout Spatha with a Titan Stone Sword for 10 points.
• A unit that could fit in a Truck or Chimera can take one as a dedicated transport.
Dedicated Transport
Truck
A civilian vehicle requisitioned by the Militia.
20 points
BS3 F10 S10 R10 HP2 Unit Type Composition Truck Vehicle(Open topped, Transport) 1 Truck
Transport Capacity:
• 10 models, Militiamen and Scouts only
Options:
• May take items from the Vehicle upgrade section of the armory.
Chimera
60 points
BS3 F12 S11 R10 HP3 Unit Type Composition Chimera Vehicle(Tank, Transport) 1 Chimera
Wargear:
• Multi-laser
• Heavy Bolter
• May replace the Heavy Bolter with a March-Pattern Missile Launcher for 5 points
• May Take up to 2 Hunter-Killer Missiles for 10 points each
Special Rules:
• Amphibious
• Lasgun Array
Transport Capacity:
• 12 models. Elites Tactical Marines
The main battle brothers of the Conservators, often longtime veterans by the time they take up their power armor. These are the heroes that have made a name for themselves across the stars serving with House Mackyntire.
70 points
Unit Type Composition Space Marine WS4 BS4 S4 T4 W1 I4 A1 LD9 SV3+ Infantry 4 Space Marines
Space Marine Sergeant WS5 BS4 S4 T4 W1 I4 A2 LD9 SV3+ Infantry (C) 1 Space Marine Sergeant
Wargear:
• Power Armor
• Bolter
• Titan Stone Sword
• Frag Grenades
Special Rules:
• And They Shall Know No Fear
• Hearth and Home
• Remembrance
• Combat Squads
Options:
• May include up to 10 additional Space Marines ................................. 14 points/model
• The entire unit may take camo cloaks.... 2 points/model
• The entire unit may take Combat shields instead of Bolters, Bolt Pistols or Brother Bows.... 3 points/model
• Any model may replace his Bolter with a Bolt Pistol or Brother Bow............. free
• Any model may replace his Titan Stone Sword with a Titan Stone Power Sword for 10 points/model or a Heat Lance for 5 points/model
• The Space Marine Sergeant may take a Melta-Pistol for 15 points
• The Space Marine Sergeant may take a Great Armor for 30 points
• For every 5 Tactical Marines, one may take a March-Pattern Missile Launcher for 5 points or a Meltagun for 15 points
• A unit that could fit in a Chimera can take one as a dedicated transport. Great Armored
Terminator is a distant memory for the Conservators. They were lost to a suit in the initial war against the Orks. So the Techmarines of the chapter created this work around.
100 points
Unit Type Composition Great Armored WS4 BS4 S4 T4 W1 I4 A2 LD9 SV2+/5++ Infantry 2 Great Armored
Great Armored Sergeant WS5 BS4 S4 T4 W2 I4 A2 LD9 SV2+/5++ Infantry (C) 1 Great Armored Sergeant
Wargear:
• Great Armor
• Reinforced Zweihander
• Iron Halo(Great Armored Sergeant only)
Special Rules:
• And They Shall Know No Fear
• Hearth and Home
• Remembrance
Options:
• May include up to 3 additional Great armored ........................... 50 points/model
• Any Model May replace their Reinforced Zweihander with a Heat Lance and Combat shield ... 10 points/model.
• Any Model May replace their Reinforced Zweihander with a Titan Stone Power Sword and Combat shield ... 10 points/model.
• Any Model May replace their Titan Stone Power Sword with a Power Fist ...5 points/model.
• One Model in the squad take a Punisher Cannon for 25 points
• The Great Armored Sergeant may a Hunter-Killer missile for 5 points
• A unit that could fit in a Chimera can take one as a dedicated transport.
Fast? Attack
Drop pod
40 points
BS4 F12 S12 R12 HP3 Unit Type Composition Drop Pod Vehicle(Open topped, Transport) 1 Drop Pod
Wargear:
• Twin-linked Bolter
Special Rules:
• Drop Pod Assault
• Immobile
• Inertial Guidance System
• Limited Amount: The Chapter has few ships and fewer pods, and as such they are only usually reserved for emergencies of deploying troops that will guarantee results. Only useable by HQ and Elite Units, Maximum limit of 2.
Transport Capacity: 12 models.
Options: May take a locator beacon ...................... 10 points Rhino
Only IG MEHTAL BAWKSES for you! (See Razorbacks) Cherixre Hetairoi
The Conservators bikes have long been pulled apart for spare parts and ammunition. So the Chapter had to look elsewhere for mounts. The Locals of one of the more obscure March worlds hinted that if the “feral, semi-demonic beasts” of the Cherixre Steppes could be tamed they could be of use. Wary of the warning, the Conservators investigated in company-force and what they found was at least a half truth. The Cherixre Horses are sturdy, monstrous, foul-tempered beasts that stand a good 7-8 feet at the shoulder, with a kick that can send a full-grown Ork flying. The heavy animals can easily carry a marine in full armor, and are themselves incredibly hard to injure. Slowly, over time (and many, many broken bones and dented breastplates), the Conservators finally found a method to tame the mares of the herd. Taming a stallion, outside of Bachilius, has proven impossible, the stallions far too prideful to take a rider.
150 points
Unit Type Composition Marine Hetairoi WS4 BS4 S4 T4(5) W1 I4 A1 LD8 SV3+ Cavalry 4 Marine Hetairoi
Cherixre War Horse WS4 BS0 S4 T5 W2 I3 A1 LD8 SV5+ Cavalry 1 Cherixre War Horse
Hetairoi Sergeant WS5 BS4 S4 T4(5) W2 I4 A2 LD10 SV3+ Cavalry (C) 1 Hetairoi Sergeant
Wargear:
• Power Armor (Hetairoi Sergeant and Marine Hetairoi only)
• Heavy Barding (Cherixre War Horse)
• Bolt Pistol
• Titan Stone Sword
• Frag Grenades
Special Rules:
• And They Shall Know No Fear
• Hearth and Home
• Remembrance
• Combat Squads
• Furious Charge
• Cavalry
• Steppes Wrath: When only one model remains in a Cherixre Hetairoi unit, it gains Rampage
Options:
• May include up to 5 additional Marine Hetairoi................................. 30 points/model
• Any models may replace their Bolt Pistol with a Combat shield............. 5 points/model
• Any model may replace his Titan Stone Sword with one of the following:
• -A Heat Lance ............. 5 point/model
• -A Titan Stone Power Sword........... 15 points
• The Hetairoi Sergeant may take a Power Fist for 25 points
• Cherixre War Horses may take Festille-Pattern War Barding for 5 points/model
Scout Skirmishers
10th company Scouts are trained exclusively in melee combat and cleaving Vehicles apart as shock troops.
110 points
Unit Type Composition Scout Skirmisher WS4 BS2 S4 T3 W1 I4 A1 LD8 SV4+ Infantry 4 Scout Skirmishers
Skirmisher Sergeant WS5 BS2 S4 T4 W1 I5 A2 LD9 SV4+ Infantry (C) 1 Skirmisher Sergeant
Skirmisher Champion W6 BS2 S5 T4 W2 I5 A3 LD9 SV4+ Infantry (C) 1 Skirmisher Champion
Basic Squad: 4 Scout Skirmishers and one Skirmisher Sergeant
Wargear:
• Scout Armor
• Reinforced Zweihander
• Frag Grenades
Special Rules:
• And They Shall Know No Fear
• Hearth and Home
• Remembrance
• Tank Hunters
• Furious Charge
• Fleet
• Outflank
Options:
• May include up to 10 additional Scout Skirmishers................................. 20 points/model
• Any model may replace his Reinforced Zweihander with a Heat Lance for free
• The Hetairoi Sergeant may be upgraded to a Skirmisher Champion....... 25 points Heavy Support
Devastator Squad
Lacking much in gear, and not a popular position in the Chapter, the Devastators are the Conservators main anti-air unit, each one armed with a crate of expendable, locally-produced, missile launchers.
50 points
Unit Type Composition Devastator WS4 BS4 S4 T4 W1 I4 A1 LD8 SV4+ Infantry 2 Devastators
Devastator Sergeant WS4 B4 S4 T4 W1 I4 A1 LD10 SV4+ Infantry (C) 1 Devastator Sergeant
Wargear:
• Power Armor (Hetairoi Sergeant and Marine Hetairoi only)
• Bolt Pistol
• March-Pattern Missile Launcher
• Titan Stone Sword
• Frag Grenades
Special Rules:
• And They Shall Know No Fear
• Hearth and Home
• Remembrance
• Skyfire
• Missiles, Missiles everywhere!: The Devastators are usually surrounded with spend rocket tubes and crates of filled missiles on the middle of battlefield and are susceptible to nearby explosions cooking off their ammunition. If the unit is caught in a blast, roll a d6, on a 1 or 2 the excess ammo explodes, hitting the unit with a S7 AP2 small blast centered on the Sergeant.
Options:
• May include up to 7 additional Devastators................................. 15 points/model
• One in every 3 models may replace their March-Pattern Missile Launcher with a Meltagun............. 10 points/model
• The Devastator Sergeant may take a Hunter-Killer Missile ....... 15 points
Arbalesti Support Team
The militia offers support to the Conservators as best they can via these giant repeating bows, crafted by local blacksmiths and the local marine themselves.
45 points
Unit Type Composition Arbalesti Militia Crew WS3 BS3 S3 T3(6) W1 I3 A1 LD7 SV6+ Infantry 2 Arbalesti Militia Crew
Arbalesti Militia Commander WS3 BS3 S3 T3(6) W1 I3 A1 LD9 SV5+ Infantry (C) 1 Arbalesti Militia Commander
Wargear:
• Flak Armor(Arbalesti Militia Crew only)
• Plate Armor(Arbalesti Militia Commander only)
• Militia Bow
• Militia Sword
• Arbalesti Repeating War Bow
Special Rules:
• Split Fire
• Multiple Ammo Types: Each individual Arbalesti may chose which type of bolt to fire each turn • Stationary: Once an Arbalesti is constructed, it stays there.
• Frontal Shielding: The Conservators ensure crew protection comes first when construction these machines. The crew may use the guns toughness as stated above, and have a 6+ cover save
Options:
• You may take up to 4 additional Arbalesti Repeating War Bow............... 40 points/model
• You may take up to 2 additional Arbalesti Militia Crew per Arbalesti Repeating War Bow............... 5 points/model
Razorback Punisher
140 points
BS4 F14 S13 R10 HP3 Unit Type Composition Razorback Punisher Vehicle(Tank) 1 Razorback Punisher
Wargear:
• Punisher Cannon
Special Rules:
• Assault Vehicle
• Limited Capacity. The Conservators are very choosy when it comes to fielding the Chapters few remaining Razorbacks, as they chew through bolts like no ones business. You can only field 3 of these units at most.
• Squadron: 1-3
Transport Capacity: 6 models.
Options:
• May Take either Twinlinked Heavy Bolters sponsons-5pts each, or Twinlinked Melta sponsons-30 pts each
• Or if no sponsons are taken, may increase transport capacity by 6 models to 12 points
• May take items from the Vehicle Upgrade section of the armory.
• May take up to 2 Hunter-killer missiles for 10 points each
Super Heavy-Lords of War
Knight Impaler: 310 pts Smaller, custom knight of the of the renowned House Agrippa, these massive warmachines are accustomed to sweeping away hordes of lesser Tyranids beasts, then skewering the larger organisms with simultaneous Melta Lance strikes.
WS4 BS4 S10 Front 13 Side 12 Rear 12 I4 A4 HP 5
Special Rules:
-Super-heavy Walker-Fear, Hammer of Wrath, Invincible Behemoth, Move Through Cover, Relentless, Smash and Strikedown
-Ion Shield-See Knight Codex
-Hatred Tyranids
Weapon Systems: -Melta Lance: S: D, Melta, AP2, Range -, Cumbersome-May only target Tanks, Monstrous Creatures and other Super-Heavies
-Knight Punisher Cannon (Assault 12, S6 AP4, Range 18”)
-2 Heavy Bolters
-May purchase up to 4 Hunter-Killer Missiles for 5 pts each
Allies
As the Conservator don’t get around much the amount of allies they can call upon is rather limited. Notice a lack of Factions? Common sense goes a long way for these guys.
Battle Brothers
• Sisters of Battle: Order of the Argent Dawn. Acts of faith are always fun. Not to mention the much needed anti-tank the Sisters provide.
• Knight Houses: The Fluff supports it and they need all the (ranged) help they can get Allies of Convenience
• Eldar: Good for providing anti-tank options and very fast threats like Jetbikes as the Conservators are not a “speedy” army
• Power Armored Goons of Multiple Colors and Moods
• Imperial Guard: Actual Artillery is a thing, not to mention Flyers
• Grey Knights: Divination and tough-as-balls marines? Also fluffy. Though not a good choice in way of prohibitive cost in an already pricey army.
One Eye Open
Inquisition: Just because one can never be too cautious or careful.
Come the Apocalypse
Mechanicus/Skitarii: Outside of Hephaestus-IV they are not on good terms in the slightest.
Orks: They started the whole mess with the Mechanicus in the first place.
Formations
Conservators Hearth Force: A Captain in a Command Squad, 2 units of Scouts, 1 unit of Tacticals, one unit of Devastators and one unit of Great Armored group up. The Captain gains EW, the Scouts and Tacticals gain Counter-Attack, and the Devastators and Great Armored may Deep Strike.
Blitz Suppression Force: 3+ units of Scout Skirmishers, one with a Skirmisher Champion, and an attached Wyrdlock with Telepathy. The turn the units enter play they have Shrouded and Fearless.
Louen’s Crushers: A 5 man unit of Great Armored, a Razorback Punisher and a unit of Cherixre Hetairoi with an attached Captain team up to crush the Emperor’s foes. The Razorback has IWND, the Great Armored gain Rampage and HoW, and the Cherixre Hetairoi gain Rage.
Pride of the Auxiliary: A Chaplain joins 4+ units of Militiamen and single Arbalesti Support Team. The Militia and Chaplain have Furious Charge and Fearless, and Crusader as long as the Chaplain remains in play, while the Arbalesti Support Team gains Pinning.
FAXIV Results for Codex: Conservators[edit]
This took me awhile to do, had to familiarize myself with the odd codex first before diving into FAXIV for it. The Focus Rods are really odd. Evilexecutive (talk) 17:17, 22 June 2015 (UTC)
Yeah... I kinda forced them to make the Humble marines have some form of heavy and special weapons. I have come to see why mixed base line armies keep the units as pure one statline as possible. --Bobthe6th (talk) 20:58, 22 June 2015 (UTC)
On a side note, Implosion Locus Auto-glances everything on a 4, which is kinda odd, and makes it a very powerful, reliable ranged Anti-tank weapon. Take 4 of them and strip a land raider every round. Most of the Rods were highly under-cost, most notably the Lance Strike and the Implosion Locus.
- On BS 3 models? Probably, I just wonder if that is included in the math. Implosion Locus is a problem child that I keep messing with. I thought I had already gone to the S8 lance version that does the same thing really. It is the melta gun equivalent. Also magic missile is using the missile launcher as the template, with frag, krakk, and flakk. --Bobthe6th (talk) 20:58, 22 June 2015 (UTC)
- S8 Lance reduces AV14 and AV13 down to AV12, effectively meaning it glances heavy vehicles on 4s, while it still has better chances against AV10/11. Implosion Locus is an S6 Gun that increases its strength by 1 for every point above AV10, meaning it literally just auto-glances on 4s. But in the case of Explosion, it glances EVERYTHING on 4s, including light vehicles. That's noticably different from Meltaguns which basically penetrate everything on a whim. I screwed up the man then, in that case you need 8 Implosion Locuses to pop a land raider every turn. Evilexecutive (talk) 22:26, 22 June 2015 (UTC)
- As for Fist of Man, it's essentially a plasma gun without gets-hot. Same deal as the KI Plasma Guns, and therefore follows the same pricing as other plasma guns. Evilexecutive (talk) 22:26, 22 June 2015 (UTC)
- You need to note that down for the Magic Missile on what it does. Evilexecutive (talk) 22:26, 22 June 2015 (UTC)
- Edited the missile variable mode names to make it clear. Apparently I failed to actually look for formatting to copy, doh. When you attack with a magic missile, you chose which uses of Storm of missiles, Blast missile, and Hail of missiles you want to use. I now see that I left the armory sections really bare... yeah gonna fix that.--Bobthe6th (talk) 23:10, 22 June 2015 (UTC)
- Lightning Rod: 5 Points
- Implosion Locus: 25 Points
- Fist of Man: 15 Points
- Magic Missile: Flag for Removal(Lack of stats)
- Lance Strike: 25 Points
- Great Armor Upgrade: 30 Points
Troops
- Scouts: 55 Points
- Pike Men: 40 Points
Elites
- Great Armor: 105 Points, Terminator Equivalent.
Fast Attack
- Flying Brick: 115 Points
Actually do mathhammer like an adult[edit]
stopped and actually mathhammered it out the implosion locus as S8 AP 1 lance versus the melta gun. A S8 lance versus S8 melta comes down to a matter of if you trigger melta. The lance has a .25 chance to take a hull point each shot with BS3, which is better then the melta gun at >9" for AV13&14, but with melta it is out done at every point at every level. So the question is how easy it is to close to 9" on a tank.
Weapon <9" AV % to pen % to glance % to either Both no 10 66.6 16.6 83.4 Melta yes 10 97.2 2.8 100 Both no 11 50 16.6 66.6 Melta yes 11 91.6 5.6 97.2 Locis null 12 33.3 16.6 50 Melta no 12 33.3 16.6 50 Melta yes 12 83.4 08.4 91.8 Melta no 13 16.6 16.6 33.3 Melta yes 13 72.2 11.2 83.2 Melta no 14 0 16.6 16.6 Melta yes 14 58.4 13.8 72.2 Both no 10 66.6 16.6 83.4 Both no 11 50 16.6 66.6 Locis null 12 33.3 16.6 50 Melta no 13 16.6 16.6 33.3 Melta no 14 0 16.6 16.6 Melta yes 10 97.2 2.8 100 Melta yes 11 91.6 5.6 97.2 Melta yes 12 83.4 08.4 91.8 Melta yes 13 72.2 11.2 83.2 Melta yes 14 58.4 13.8 72.2 Idea 1 yes 10 100 0 100 Idea 1 yes 11 83.3 16.6 100 Idea 1 yes 12 66.6 16.6 83.3
- [s]Idea 1) special rule, +2 str at less then 9"[/s] terrible, makes it so dumb