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The Champion's Guard

Started by Chris, August 02, 2013, 10:08:45 AM

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Chris

Hey guys, so I've been thinking about creating a unit that would better compliment the Emperor's Champion (Who currently SUCKS in 6th edition)

So here they are!

The Champion's Guard

The role of the Emperor's Champion is one of great reverence and solemnity. Tasked with seeking out the champions of the alien, the mutant and the heretic, his war is consumed with seeking out and slaying some of the most dangerous and deadly warriors in the galaxy.
The Champion's guard is an honour guard of marines drawn from the best of the Sword Bretheren, they are tasked with protecting and escorting the Emperor's Champion as he fulfils his holy duty.

The Champion's Guard are an honour guard unit which can consist of a unit of 5-10 marines and have a stat line that follows.

Champion's Guard:
Pts   WS   BS   S   T   W   I   A   LD   SV
35   4   4   4   4   1   4   2   10   3+

Number/ Squad: Between 5 and 10 Guards
Wargear: The Champion's Guard are armed in a manner that best suit their role on the battle field. As such they are armed with frag and krak grenades, a Storm Shield and a Dominator Power Glaive.

Veterans: Each member of the Champion's Guard may be given Terminator Honours at a cost of 8pts per model.

Crusader Seals: All models in the squad may take Crusader Seals at the cost of 2pts per model.

Transport: A Champion's Guard unit that consists of 6 or less models may select a Razorback as a dedicated transport, a unit of 7 or more models may select either a Rhino, Drop Pod or Land Raider Crusader as a dedicated transport.

Special Rules:
Dominator Power Glaive: The Dominator Power Glaive is an adaptation of the regular power sword. Though it takes considerably more time to learn how to use it effectively, in the hands of a master, it can be deadly. The Dominator Power Glaive can be wielded in in two ways.
Thrust: Treat the weapon as having the same weapon profile as a power sword.
Slash: Treat the weapon as having the same weapon profile as a power axe.
Each member of the Champion's Guard may wield they're Dominator Power Glaive in either manner each turn.

Lock Shields: Should the Emperor's Champion struggle or fail to fulfil his duty, the Champion's Guard are ordered to protect the fallen Champion and return the relics to the Chapter Keep. At the cost of 1 attack per model, the unit may 'lock Shields'. If this action is taken, add 1 to the unit's Toughness statistic as they take defensive stance. If this action taken, they may also only use the Thrust action with their Dominator Power Glaives.

Counter Attack: See the mains Rule Book for the Universal

Charistoph

Quote from: Chris on August 02, 2013, 10:08:45 AM
Hey guys, so I've been thinking about creating a unit that would better compliment the Emperor's Champion (Who currently SUCKS in 6th edition)

So instead of trying to improve the Champion, you give him a Super-Veteran squad that's better than him in some ways?

Quote from: Chris on August 02, 2013, 10:08:45 AM
Champion's Guard:
Pts   WS   BS   S   T   W   I   A   LD   SV
35   4   4   4   4   1   4   2   10   3+

Veterans: Each member of the Champion's Guard may be given Terminator Honours at a cost of 8pts per model.

You do realize that this combination makes them better than ANY Marshall's bodyguard, even Helbrecht's?  3 base Attacks is a lot for a 1 Wound model.  And the price is cheaper as well.  They would need to either be 1 Attack and keep Veteran's option, or just drop the Veterans rule.

Quote from: Chris on August 02, 2013, 10:08:45 AM
Transport: A Champion's Guard unit that consists of 6 or less models may select a Razorback as a dedicated transport, a unit of 7 or more models may select either a Rhino, Drop Pod or Land Raider Crusader as a dedicated transport.

A little silly in this day and age, but close to the Templars' codex.  Except the number available for the Rhino, Drop Pod, and Crusaders should be 10 or less, not 7 or more.

Quote from: Chris on August 02, 2013, 10:08:45 AM
Special Rules:
Dominator Power Glaive: The Dominator Power Glaive is an adaptation of the regular power sword. Though it takes considerably more time to learn how to use it effectively, in the hands of a master, it can be deadly. The Dominator Power Glaive can be wielded in in two ways.
Thrust: Treat the weapon as having the same weapon profile as a power sword.
Slash: Treat the weapon as having the same weapon profile as a power axe.
Each member of the Champion's Guard may wield they're Dominator Power Glaive in either manner each turn.

This would have been better for the Black Sword itself, excepting that he can choose between AP:3 at Initiative, and AP: 2 Unwieldy.

Quote from: Chris on August 02, 2013, 10:08:45 AMLock Shields: Should the Emperor's Champion struggle or fail to fulfil his duty, the Champion's Guard are ordered to protect the fallen Champion and return the relics to the Chapter Keep. At the cost of 1 attack per model, the unit may 'lock Shields'. If this action is taken, add 1 to the unit's Toughness statistic as they take defensive stance. If this action taken, they may also only use the Thrust action with their Dominator Power Glaives.

Toughness increase?  If it wasn't the already powerful Storm Shield, I would have made them reroll their Invuls.  Maybe FNP (5+)?  Maybe they don't have to roll Leadership for Counter-Attack, become Fearless, and lose Righteous Zeal.  And you cannot purchase an ability to use AFTER the game begins.

Also, the fallen Champion should then be considered an Objective or Relic from that point on, similar to a certain canine Dreadnought.
Are you a Wolf, a Sheep, or a Hound?

Quote from: Megavolt-They called me crazy.  They called me insane!  THEY CALLED ME LOONEY!! and boy, were they right."

Chris

Thanks for you're input.
I agree, they are better than the current Emperor's Champion. But then, so is a standard Chaplain...
These guys are meant to be the best of the best. Like the guys who would normally get picked as the next Castellan or Marshall. Hence why they are good.

They are 2 attacks base, then you buy another attack for at 8pts per model. That is quite a lot of points when you look at upgrading the entire squad. Besides, you pay enough for the unit as is. They are considerably more expensive than the Sword Brethren unit, and only a little cheaper than terminators...

On Transports, yeah I worded it wrong. I just wanted to get across that only 6 people could fit in the razorback, so 7 or more could have the rhino. I'll reword that bit.

The Lock shields signifies them pulling together and standing shoulder to shoulder. Naturally with a wall of storm sheilds in front, you will be harder to would, +1 T makes more sense to me, re-rolling inv saves is a little dirty as they are already 3+ saves.

Counter Attack is separate from Lock Shields, they will always have counter attack to show how they rush defend the champion, sort of like blockers in NFL (As I understand it) BT's are already fearless in combat so that isn't an option, and the reroll for LD for CA seems fairly useless as generally speaking they will be using LD of 10 or 9...

I do like the idea of the fallen champion becoming a relic, I might add that rule in there. Although I was toying with the idea of them going mad instead, sort of like the 4th ed rule for Tau when the ethereal died..

Again, thanks for the input, it helping me think over the process of creating the unit.

Charistoph

Quote from: Chris on August 05, 2013, 05:09:03 PM
Thanks for you're input.
No problem, I like to get it, too.

Quote from: Chris on August 05, 2013, 05:09:03 PM
I agree, they are better than the current Emperor's Champion. But then, so is a standard Chaplain...
These guys are meant to be the best of the best. Like the guys who would normally get picked as the next Castellan or Marshall. Hence why they are good.

They are 2 attacks base, then you buy another attack for at 8pts per model. That is quite a lot of points when you look at upgrading the entire squad. Besides, you pay enough for the unit as is. They are considerably more expensive than the Sword Brethren unit, and only a little cheaper than terminators...
Still, they shouldn't be THAT good.  The only reason a lot of Veterans have 3 Attacks TOTAL is due to their carrying weapons that grant +1 Attack.  Just stick to what is consistently used, either in the codex (Sword Brethren), or in similar (Wolf Guard, SternGuard, etc).  It creates less problems that way.

Quote from: Chris on August 05, 2013, 05:09:03 PM
On Transports, yeah I worded it wrong. I just wanted to get across that only 6 people could fit in the razorback, so 7 or more could have the rhino. I'll reword that bit.
That's consistent with the codex design of the time, but currently MOST Marine DTs are not limited by squad size.  Keep that in mind.

Quote from: Chris on August 05, 2013, 05:09:03 PM
The Lock shields signifies them pulling together and standing shoulder to shoulder. Naturally with a wall of storm sheilds in front, you will be harder to would, +1 T makes more sense to me, re-rolling inv saves is a little dirty as they are already 3+ saves.
As I said, "(i)f it wasn't the already powerful Storm Shield...", then went to suggest FNP as opposed to extra Toughness.  Still, it is your unit.

Quote from: Chris on August 05, 2013, 05:09:03 PM
Counter Attack is separate from Lock Shields, they will always have counter attack to show how they rush defend the champion, sort of like blockers in NFL (As I understand it) BT's are already fearless in combat so that isn't an option, and the reroll for LD for CA seems fairly useless as generally speaking they will be using LD of 10 or 9...
The Fearless is for when they are shot, not when they are in combat. 

As for the CA Leadership, I suggested it for being just total BAMF's when it comes to fighting back on the charge that they make Wolves look weak.  I'd take a sure thing over a very likely, any day that it would go my way.

Quote from: Chris on August 05, 2013, 05:09:03 PM
I do like the idea of the fallen champion becoming a relic, I might add that rule in there. Although I was toying with the idea of them going mad instead, sort of like the 4th ed rule for Tau when the ethereal died..
That's an option, too.  Too bad the USR that used to exist for that is now available as a Vow!

Quote from: Chris on August 05, 2013, 05:09:03 PM
Again, thanks for the input, it helping me think over the process of creating the unit.
Again, no problem.  I have a few floating around here myself.
Are you a Wolf, a Sheep, or a Hound?

Quote from: Megavolt-They called me crazy.  They called me insane!  THEY CALLED ME LOONEY!! and boy, were they right."

Thantos

Looking cool ;D id suggest that the 5-10 limit is switched to 4-9, just to reinforce that they should join the champ and are an elite guard. Plus a full squad and champ cant fit in transports :P
Going to make a model for one? ;D


Chris

Yeah, I'm coming round to the FNP rule for the lock shields... Although that is even dirtier still I reckon.

As for models, I'm just waiting on those shields from yourself Thantos, can't wait to get started!

Thantos

Casts instore this week ;) Ill give you a heads up so you can get em 1st.  Its the mouldmaking and casts which im slow with :(
They dont want chainglaives do they? ;) have some of those out next month too lol

Looking forward to seeing the minis! ;D