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Missing Consul Types


Lord Blackwood

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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.
 

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 ^^

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 ;)

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 msn-wink.gif

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

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?

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. 

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. <<

 

Snip

I 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

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 msn-wink.gif

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?

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 msn-wink.gif

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

Edit: uh, apologies for the wall of text tongue.png

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 censored.gif-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:

  1. Organ Failure: The Armiger permanently decreases their Toughness value by 1
  2. Necrosis: All attacks made against the Armiger gain the Poisoned rule for the remainder of the turn.
  3. Metabolite Stimulus: All of the Armiger’s close combat attacks gain the Rending special rule for the remainder of the turn.
  4. Pain Synthesesia: For each wound the Armiger has lost, they gain an additional D3 Attacks this turn.
  5. Neural Surge: For the remainder of the turn, the Armiger gains the effects of the Precognition psychic power.
  6. 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

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 ! 

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.

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..

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.

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

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.

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