Lord Blackwood Posted January 14, 2016 Share Posted January 14, 2016 If you could put any Consul type for Centurions into the game what would you pick?Id want a Spearhead commander like Orth that you could make yourself for your legion. Link to comment https://bolterandchainsword.com/topic/318154-missing-consul-types/ Share on other sites More sharing options...
khorneguy Posted January 14, 2016 Share Posted January 14, 2016 Speartip Commander would me nice, buffing vehicles he's embarked on.Void Commander would be nice new consul too, basically wardens of ships and orbital installations. Boarding Shield as standard and gets some kind of bonus in Zone Mortalis games, also bonuses when in a breacher unit. Link to comment https://bolterandchainsword.com/topic/318154-missing-consul-types/#findComment-4275593 Share on other sites More sharing options...
Atia Posted January 14, 2016 Share Posted January 14, 2016 Speartip Commander would me nice, buffing vehicles he's embarked on. Void Commander would be nice new consul too, basically wardens of ships and orbital installations. Boarding Shield as standard and gets some kind of bonus in Zone Mortalis games, also bonuses when in a breacher unit. Yeah, both a Tank Commander and a Fleet Master would be ace ^^ Link to comment https://bolterandchainsword.com/topic/318154-missing-consul-types/#findComment-4275613 Share on other sites More sharing options...
Hesh Kadesh Posted January 14, 2016 Share Posted January 14, 2016 Both awesome options. Apparently there is a Banner Bearer one coming too. A Void Commander giving binuses to Boarding Shield equipped models similar to the Imperial Fists rule (ie models in a unit in b2b gain +1 T, stacks with IF, limited to move only, no run charge etc) couod be a nice buff that would make IF a bit more relevant. A buffed Legion Champion would be nice. Ie, wounds count as double in challenges for resolution. And acute senses to the Vigilator, please. Makes them that much better than basic 'scouters'. A Biker specific, perhaps giving Hit and Run. Terminator specific Consul to give them a 1st turn Deep Strike. Strategist Consul; more than a Delegatus, or Comms dude, this is the guy who acts as a second in command, especially when the Warlord wants to hit things with big metal sticks instead. It is they who grant Master of the Legion if the warlord doesn't have it, or if tactical objectives are given, they can handle those. Amassador/Liaison Officer. Similar to Praevian getting Monsters, Liaison allows Imperial army within the astartes list. Could represent a ganger boss in a SoH/NL or an instructor in IF or UM, or eve n just that kindly Salamader who tucks the rear echelonS in at night with a bedtime story ;) Link to comment https://bolterandchainsword.com/topic/318154-missing-consul-types/#findComment-4275630 Share on other sites More sharing options...
Atia Posted January 14, 2016 Share Posted January 14, 2016 Amassador/Liaison Officer. Similar to Praevian getting Monsters, Liaison allows Imperial army within the astartes list. Could represent a ganger boss in a SoH/NL or an instructor in IF or UM, or eve n just that kindly Salamader who tucks the rear echelonS in at night with a bedtime story we may get something like this with the second part of Calth / Shadow Crusade - representing Astartes leading cult/army units there ^^ I think it's not decided if that will be an option for the LACAL, the Auxilia army list or both though Link to comment https://bolterandchainsword.com/topic/318154-missing-consul-types/#findComment-4275640 Share on other sites More sharing options...
Doctor Perils Posted January 14, 2016 Share Posted January 14, 2016 I love all these ideas! For the "tank consul", there could also be a fighter ace and/or airial superiority master (who buffs fliers, land speeders and jump infantry, perhaps jetbikes) Also, I can never remember what if the chaplain buff extends to shooting, but if not a "master at arms consul" for ballistic weapons. The strategist could have some form of orders like the imperial guard officers have. A "bodyguard consul": support officer but grants the possibility of another command squad, or even makes them elites choices: sort of like the master of the sanguinary guard in the fluff (as is sounds rather weak, but quite fluffy imo) For rogue trader fans: field police officer, ie commissar astartes version A castellan, with buffs to fortifications? Link to comment https://bolterandchainsword.com/topic/318154-missing-consul-types/#findComment-4275683 Share on other sites More sharing options...
shandwen Posted January 14, 2016 Share Posted January 14, 2016 "Master of Arms" is pretty much already here with the master of signals +1 bs. I would find a tank themed one interesting. Link to comment https://bolterandchainsword.com/topic/318154-missing-consul-types/#findComment-4275824 Share on other sites More sharing options...
Marshal Loss Posted January 14, 2016 Share Posted January 14, 2016 SoH specific one - Lodge Master/Priest. Mix between a Chaplain and a Librarian....hope to see this when we get to Molech! Link to comment https://bolterandchainsword.com/topic/318154-missing-consul-types/#findComment-4275872 Share on other sites More sharing options...
Imperial Swine Posted January 14, 2016 Share Posted January 14, 2016 Here's my ideas. Shield-captain: Gives bonus to breacher teams, like one breacher team per captain can increase their inv. save by +1 to a unit within 12". Tank-commander: An orth or chronus for tanks, giving free command vehicle upgrade and increase range to 24" A castellan: Good for IF and IW, can target a single building each turn giving de-buffs/buffs, like negating cover saves by 1, or re-rolling ones for saves. Spymaster: kind a bit of fluff, special agent assigned to a battlefield to intercept enemy VIPs and is like a buffed up seeker. Has special ammo, and can give rending to a unit nearby that targets a specific character on the field, but if he doesnt kill that unit himself he loses your side a killpoint/denies that victory point from being acquired from their death. Banner bearer: Hero of the legion, carries a banner... which has some sweet ass tech in it! Think about a marine carrying around a shield generator built into his banner pole, giving a 5+ inv save for units within 12" (say hello blobs of marines). Or having a 12" fear bubble (lookin at you night lords) made of dead bodies, or one that gives stealth because its made of shrouding equipment(lookin at you raven guard/alpha legion) etc. Judge/marinecop: Basically a military police for the legion, fits some legions fluff who want to install diamond-hard discipline i.e. iron hands, world eaters, ultramarines. Basically space marine commissar who can either shoot a team-member in the head and keep that unit in the fight without fleeing or give leadership bonuses with hit or run/zealot. Void-commander/fighter ace: helps flyers gain buffs, can jink and on a 5+ afterwards act as if he never did, this rule would apply to other flyers on a 6+. And can pin units he shoots at while in his chosen flyer. Quarter-master: A techmarine who loves his guns and ammo. All boltguns in the army get a buff for one turn only! I.e. mastercrafted, 5+ poison, can fire an extra shot if that unit has not moved (but cannot overwatch, and fury of the legion is still 4 shots per boltgun max), or cause pinning towards a unit it shoots at. Note: This is debatable for special boltguns that use different/special ammo. Link to comment https://bolterandchainsword.com/topic/318154-missing-consul-types/#findComment-4275873 Share on other sites More sharing options...
Imperial Swine Posted January 14, 2016 Share Posted January 14, 2016 I love all these ideas! For the "tank consul", there could also be a fighter ace and/or airial superiority master (who buffs fliers, land speeders and jump infantry, perhaps jetbikes) Also, I can never remember what if the chaplain buff extends to shooting, but if not a "master at arms consul" for ballistic weapons. The strategist could have some form of orders like the imperial guard officers have. A "bodyguard consul": support officer but grants the possibility of another command squad, or even makes them elites choices: sort of like the master of the sanguinary guard in the fluff (as is sounds rather weak, but quite fluffy imo) For rogue trader fans: field police officer, ie commissar astartes version A castellan, with buffs to fortifications? I should have read this thread before I typed my ideas, youve already covered them. << Link to comment https://bolterandchainsword.com/topic/318154-missing-consul-types/#findComment-4275879 Share on other sites More sharing options...
Doctor Perils Posted January 14, 2016 Share Posted January 14, 2016 SnipI should have read this thread before I typed my ideas, youve already covered them. << Ne'er mind, youve covered them with a lot more detail than me. I'd say the castellan should probably only buff fortifications, as it would probably be the siege breaker s role to "de-buff" them (fluff wise) I'm thinking now that it would probably be more interesting to have a separate rule entry for tank commanders, that can then be upgraded for specific vehicles (ie fighter ace for fliers, techmarine specialist for super heavies etc.) I like the idea of the shield captain, but I'd probably call him shield lieutenant, like in the centurion's entry. Plus there are already too many captain's knocking around Link to comment https://bolterandchainsword.com/topic/318154-missing-consul-types/#findComment-4275883 Share on other sites More sharing options...
Lunar Centurion Posted January 14, 2016 Share Posted January 14, 2016 Amassador/Liaison Officer. Similar to Praevian getting Monsters, Liaison allows Imperial army within the astartes list. Could represent a ganger boss in a SoH/NL or an instructor in IF or UM, or eve n just that kindly Salamader who tucks the rear echelonS in at night with a bedtime story we may get something like this with the second part of Calth / Shadow Crusade - representing Astartes leading cult/army units there ^^ I think it's not decided if that will be an option for the LACAL, the Auxilia army list or both though As in Evocatii? Link to comment https://bolterandchainsword.com/topic/318154-missing-consul-types/#findComment-4275888 Share on other sites More sharing options...
Atia Posted January 14, 2016 Share Posted January 14, 2016 Amassador/Liaison Officer. Similar to Praevian getting Monsters, Liaison allows Imperial army within the astartes list. Could represent a ganger boss in a SoH/NL or an instructor in IF or UM, or eve n just that kindly Salamader who tucks the rear echelonS in at night with a bedtime story we may get something like this with the second part of Calth / Shadow Crusade - representing Astartes leading cult/army units there ^^ I think it's not decided if that will be an option for the LACAL, the Auxilia army list or both though As in Evocatii? Yeah, or like during the Underground War ^^ SoH specific one - Lodge Master/Priest. Mix between a Chaplain and a Librarian....hope to see this when we get to Molech! Oh yeah that would be cool indeed! With an option for a tainted weapon like WB's have :D Link to comment https://bolterandchainsword.com/topic/318154-missing-consul-types/#findComment-4275901 Share on other sites More sharing options...
Iron Hands Fanatic Posted January 15, 2016 Share Posted January 15, 2016 Edit: uh, apologies for the wall of text A while ago, I made a list of ideas for Legion-specific Consuls for those which hadn't already gotten rules for one: : * Sons of Horus: Lodge Chieftan Pretty self explanatory, ruleswise they'll give some kind of buff to the surrounding troops (with a chaos-y bent) * World Eaters: Lanistae Trainers of the Gladiator pits - they'll have Caedere weapons & make WEs around them run & charge further * Death Guard: Alchemex The guys who develop all of the DGs nast concoctions - basically I'll dream up some grizzly bio-alchem wargear * Emperor's Children: Armiger Originally, these guys were officers who failed in their duty, so gave up thier name and honours - instead they wear the colours of an officer to whom they are oathsworn, and any achievments they gain are attributed to him. Post-Heresy, they go running to Fabius to overcome their failings, so gamewise they'll basically be chemmed-up monstrosities * Iron Hands: Ironwrought Legionaries trained by the Iron Fathers who have a greater affinity for the battlefield than the forge - they buff vehicles & are pretty resilient due to a -ton of augments * Night Lords: Maledictor The most unhinged members of the NL, they're basically set loose upon an enemy to do unspeakable things - basically terror+ & some nasty rules about maiming characters * Word Bearers: Diabolist - N/A * Salamanders: Eternal Those Sallies who have developed basically legendary toughness - they'll be hard to take down & get bonuses to glorius intervention & providing look out sir saves * Imperial Fists: Castellan What it says on the tin - bonuses for fortifications, holding objectives & remaining in deployment zone * Alpha Legion: Saboteur - N/A * Iron Warriors: Ordnancer Weaponsmiths - they make all kinds of nasty stuff - give the unit they join special issue ammo, give bonuses to blast weapons * Raven Guard: Liberator Kinda Mor Deythan assasains - they're the ones who will lop off a dictator's head from the shadows to ensure compliance - in game, that means stealth, melee buffs, & a bonus for killing a pre-selected character Plus, since Tempest has been released since then, here's one for the Ultras: * Ultramarines Optio: The ultras seem to love their officers, so this one's basically an adjutant - not a huge modifier on the standard Consul, but comes with a Nuncio-Vox, and can 'nominate' any single Ultras infantry unit to use his Leadership for the whole turn. Additionally, if their Warlord is killed, a surviving Optio 'postpones' the pinning test Ultras are required to make for any units equipped with a Nuncio-vox / TDA (although if he dies, these units have to take the test as if he was the Warlord). Edit: huh, turns out I actually made rules for some of these as well, not 100% on how effective they'd be but whatevs: CONSUL TYPE: SONS OF HORUS LODGE CHIEFTAIN: Initially formed to emulate the warrior fraternities of the Davinite Priests, the Warrior Lodges which flourished within the Sons of Horus Legion acted both to divine which Legionaries would walk willingly into open sedition with the Warmaster, and also as a vector through which the dark influence of the Ruinous Powers could corrupt the Legion. As their importance within the Legion’s internal culture grew, so did the status of those who had championed their adoption, with Lodge Chieftains amassing large followings of loyal brethren who would be the first to fall prey to the taint of Chaos as the Heresy was unleashed upon the Imperium. Wargear: * Power weapon * May not take a Bike, Jetbike or Terminator armour Special Rules: * Dark Brotherhood: A Lodge Chieftain must join a Legion Tactical, Assault, Veteran, or Reaver squad before deployment, any may not leave the unit throughout the duration of the game (note that if the unit is equipped with Jump packs, the Lodge Chieftain must also do so). If the Lodge Chieftain and the unit they have joined wipes out an enemy unit in close combat, every model in the unit gains a 6+ invulnerable save for the rest of the game, and all of the unit's close combat attacks are Poisoned for the same duration. * Tainted Ascension: For every character a Lodge Chieftain kills in a challenge, in all subsequent turns their unit gains +1 to combat resolution. CONSUL TYPE: EMPEROR’S CHILDREN ARMIGER: The rank of Armiger within the IIIrd Legion was ever one of dark repute. When an officer of the Legion had committed an intolerable failure of duty, he would be stripped of all status and honours, his name and colours surrendered in subservience to one of the Legion’s Commanders, to whom any acts of valour enacted in repentance would be attributed. As the Heresy plunged the Emperor’s Children into the depths of corruption and depravity, the title of Armiger was too twisted, with any such deviants instead surrendered to the care of Chief Apothecary Fabius, whose ‘improvements’ would change them utterly into monstrosities capable only of violence. Wargear: * May not take a boarding shield, power fist, thunder hammer, Bike, Jetbike or Terminator armour. Special Rules: * Lone Killer * Blood Tinctures: At the start of each turn, the Blood Tinctures can be used by rolling a D6 and consulting the following table: Organ Failure: The Armiger permanently decreases their Toughness value by 1 Necrosis: All attacks made against the Armiger gain the Poisoned rule for the remainder of the turn. Metabolite Stimulus: All of the Armiger’s close combat attacks gain the Rending special rule for the remainder of the turn. Pain Synthesesia: For each wound the Armiger has lost, they gain an additional D3 Attacks this turn. Neural Surge: For the remainder of the turn, the Armiger gains the effects of the Precognition psychic power. Mitotic Elevation: The Armiger gains the It Will Not Die special rule for the remainder of the turn. CONSUL TYPE: IRON HANDS IRONWROUGHT: Wargear: * Servo-arm * May not take a boarding shield, Jump pack, Bike or Jetbike * May take an augary scanner * May exchange their bolt pistol or chainsword / combat blade for one of the following: - Heavy bolter - Graviton gun - Multi-melta - Volkite culverin - Missile launcher - Plasma cannon - Conversion beamer Special Rules: * Preferred Enemy (Everything!) * Feel no Pain (6+) * Relentless * Annihilation Protocols: Any transport the Ironwrought is embarked upon may use their Ballistic Skill for the duration they are within the transport. Additionally, any ranged attacks made by a unit the Ironwrought has joined which have the heavy or ordnance types may also use their Ballistic Skill (this includes rapiers). CONSUL TYPE: DEATH GUARD ALCHEMEX: Wargear: * Needle pistol * Death cloud * Toxin array * May not take a Jump pack, Bike or Jetbike Special Rules: * Support Officer * Tainted Ground: units joined by an Alchemex may never claim or contest objectives. * Bio-alchemic arsenal: Legion Tactical Squads, Legion Veteran Tactical squads and Legion Terminator Squads in the army may select Corrosive rounds for their bolters or combi-bolters for free, which adds the Rending and Gets Hot! Special rules to these weapons. Any model with the Character unit type in the army may purchse a toxin array for +15 points per model. Toxin Array: A savage and Pyrrhic ‘failsafe’ weapon, Toxin Arrays were rarely distributed to Death Guard officers during the Great Crusade, turned to only during the most brutal attritional engagements, or as a twisted mark of censure. The increasing use of such weapons by the XIVth Legion during the Heresy is a dark example of the Death Guard's increasing reliance on alchemic weaponry - amongst other prohibited sciences - with the accelerated and infamous recruiting protocols of the Traitor Legions excusing the fact that toxin arrays commonly rendered geneseed unrecoverable. If a model with a Toxin Array is killed in close combat, before any further action is taken, roll a D6. On a roll of 3+, the toxin array is activated, and the owning player should place a Large Blast template (5”) over the enemy model or unit which killed the character in possession of the toxin array, covering as many enemy models as possible. The unit(s) covered (this can include friendly units) then resolve an attack with the following profile: Toxin Array: Range: - Str: - AP: 4 Type: Large Blast (5”), Toxin, Blind, Ignores Cover Saves, Lingering Death Link to comment https://bolterandchainsword.com/topic/318154-missing-consul-types/#findComment-4275951 Share on other sites More sharing options...
Lord Blackwood Posted January 15, 2016 Author Share Posted January 15, 2016 See Those are all awesome but I feel like something like a Tank Commander should be baseline in a sense, a lot of if not all the legions had armored divisions right thats why theres pictures of tanks in most diffrent legions colors yea ? I just... I just really want my Imperial Fists Tank Commander Consul >.> Though yer ideas are fantastic and an intriguing read ! Link to comment https://bolterandchainsword.com/topic/318154-missing-consul-types/#findComment-4276003 Share on other sites More sharing options...
depthcharge12 Posted January 15, 2016 Share Posted January 15, 2016 ...oh hi there... Yeah I just want an AP2 Initiative weapon on a champion...and maybe something to make him worth a 35 point upgrade. Link to comment https://bolterandchainsword.com/topic/318154-missing-consul-types/#findComment-4276009 Share on other sites More sharing options...
DuskRaider Posted January 15, 2016 Share Posted January 15, 2016 I'd actually like to see a way to make a Consul or Praetor into a Gal Vorbak-type IC for Word Bearers. Diabolist is cool and all, but having a huge half-daemon Astartes commanding the force would be awesome. Zardu Layak is great too, but a generic one would be better to play with wargear and whatnot. Allow Daemons to be taken in their respective FOC. Link to comment https://bolterandchainsword.com/topic/318154-missing-consul-types/#findComment-4276077 Share on other sites More sharing options...
Caillum Posted January 15, 2016 Share Posted January 15, 2016 Such a bunch of awesome ideas here! Champion buff is a must. My simple idea is giving him the ability to purchase a Paragon blade. Will have a think about some ideas! :) Link to comment https://bolterandchainsword.com/topic/318154-missing-consul-types/#findComment-4276104 Share on other sites More sharing options...
shandwen Posted January 15, 2016 Share Posted January 15, 2016 Meh, my champion has an ap2 at initiative weapon. Also 6s to hit wound automatically. Link to comment https://bolterandchainsword.com/topic/318154-missing-consul-types/#findComment-4276108 Share on other sites More sharing options...
norngahl Posted January 15, 2016 Share Posted January 15, 2016 Sons of Horus: Reaver Captain Makes Reavers troops and lets an assigned squad charge after arriving from reserves. General Tactical Captain Offers a bonus to deployment, like redeploying a unit or letting a reserve unit arrive turn 1. Destroyer Captain Granting MC Hunter to an assigned unit and rerolls to wound rolls of 1 vs. Non human units. Praetor Types would be lovely as well.. Link to comment https://bolterandchainsword.com/topic/318154-missing-consul-types/#findComment-4276112 Share on other sites More sharing options...
Reyner Posted January 15, 2016 Share Posted January 15, 2016 ...oh hi there... Yeah I just want an AP2 Initiative weapon on a champion...and maybe something to make him worth a 35 point upgrade. Hello from the XIII Legion! Our precious Legatine Axes... precious... Link to comment https://bolterandchainsword.com/topic/318154-missing-consul-types/#findComment-4276160 Share on other sites More sharing options...
apologist Posted January 15, 2016 Share Posted January 15, 2016 I'd love a 'line officer' that gave some minor bonus to compulsory troops, particularly Tactical Marines. Most of the Consul types are themed around specialists, or at most give benefits to all Marines equally. I'd like one that brought the focus back to the backbone of the Legion; but that didn't revolve around morale (I love the fact morale rules are important in 30k). Secondly, I'd like an option for Recon armour; or for a specialised Commander of Recruitment. It'd be great to have some Scout and Recon based armies. Link to comment https://bolterandchainsword.com/topic/318154-missing-consul-types/#findComment-4276318 Share on other sites More sharing options...
Liquid_O Posted January 15, 2016 Share Posted January 15, 2016 I'd love a 'line officer' that gave some minor bonus to compulsory troops, particularly Tactical Marines. Most of the Consul types are themed around specialists, or at most give benefits to all Marines equally. I'd like one that brought the focus back to the backbone of the Legion; but that didn't revolve around morale (I love the fact morale rules are important in 30k). Secondly, I'd like an option for Recon armour; or for a specialised Commander of Recruitment. It'd be great to have some Scout and Recon based armies. Yeah I would love a line officer type, maybe having a couple rules that you can pick from each turn that affect tactical squads. Like counter-attack, furious charge etc. Vigilators can take scout armor already, so I don't really see needing a new consul for that. But it would be cool if they unlocked recon squads as compulsory troops if they took recon armor or something like that Link to comment https://bolterandchainsword.com/topic/318154-missing-consul-types/#findComment-4276333 Share on other sites More sharing options...
nefarious squirrel Posted January 15, 2016 Share Posted January 15, 2016 Maybe a tank cmdr consul could buff standard predators mounted with AC with sunder, and only option he can have is a Sicaran with interceptor? Link to comment https://bolterandchainsword.com/topic/318154-missing-consul-types/#findComment-4276445 Share on other sites More sharing options...
nefarious squirrel Posted January 15, 2016 Share Posted January 15, 2016 Tactical line officer: allows you to pick either "close assault" or "by superior fire power" for a tactical squad. Close assault: 1 in 5 models may purchase a flamer or meltagun. By superior firepower: 1 in 5 models may purchase a missile launcher or heavy bolter. Buffs: Any unit that the consul joins gains "split fire". Downside: may not have more elite or fast attack than total of troops choice. May not be combined with pride of legion ROW. Link to comment https://bolterandchainsword.com/topic/318154-missing-consul-types/#findComment-4276461 Share on other sites More sharing options...
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