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Centurion Champion


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I've had in mind a  been converting up a chapter champion for my homebrew chapter.  The chapter began life as a specialist boarding party and Centurion Assault Squads were a big part of their operations, holding key areas.  So as a veteran of that type of action, I thought a Centurion hero would be apt.  I wanted a sleeker, more dangerous, faster figure.  And I was hoping you folks might help me come up with a ruleset.

 

To try to bring him close to the chapter champion/Centurion stats I'm currently thinking of doing a 'counts as' as follows.

 

Techmarine, Raven Skull of Korvaad, Marine Bike, Serv Harness, Teeth of Terra = 135 pts

 

This gives him a base statline of

   WS   BS   S   T   W   I   A   Ld   Sv

    5      5     4   5    2   4   2   10   2+

It also grants relentless (instead of Slow and Purposeful), but not move through cover.

Weapon wise the servo arm plasma cutter/flamer + twin linked bolter combination work pretty well, and the Teeth of Terra/servo arm combination gives a good approximation of a lightning claw/power fist hybrid.These together seems to mimic a Centurion suit reasonably well, though not the S increase.  It does give him a jump pack mobility too!

But it isnt bang on.  I'd like to give the S increase, along with the ability to do high AP at I.  135 certainly seems a bit steep for a 2w guy with no invuln, but I am still inexperienced and would love your input.

Cheers

 

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I was looking to get to a chapter champion profile, I think, boosted by a Centurion suit

 

                                   WS   BS   S      T    W   I   A   Ld   Sv

Chapter champion          5      4     4     4     1   4   3   10   2+

Centurion suit                -      -     +1  +1   +1   -    -    -     2+

-----------------------------------------------------------------------

                                   5      4     5     5     2    4   3   10   2+

Techmarine counts as     5      5     4     5     2    4   2   10   2+

As you can see, at a cost, I'm getting quite close to what I was hoping for
 

For my character, his Centurion suit is essentially meant to be an Artificier augmented Centurion suit, I thought  2+, 5++ might work, along with the Decimator Protocols, Move through cover and very bulky.  Due to his speed, I wondered if making him relentless rather than Slow & Purposeful might work, or would it be too much.

 

Same question goes for giving him jump pack/bike mobility - I like the idea, but I don't want to be too gamey.  I initially gave the Techy a bike because it gave the +1T, but the extra mobility, plus relentless, doesn't hurt the counts as version.

 

For shooting, I was anticipating using a melta/storm bolter type of combination - one on each arm, no chest, no twin linking - so a little bit worse than my counts as, because of the drop in BS and the lack of twin linking.

 

For CC, my chapter are RG tactics, so the claws are iconic - and the standard LC combination of shred and AP3 seems to work very well.  Rampage or Flurry were options to make him a squad killer.

It's a matter of trying to represent him heroically, but not stupidly.

In my humble opinion, 135 looks like a base cost, correct?

 

if so, then he needs to cost more.  It's a tax on creativity that makes it's use appealing to your opponent (even if they are your friends).  Unless they are cool with that cost as well ^_^

Assault 2, AP2 is tough.  Gets Hot is an equalizer, but seems very light considering what the gun can do.  Maybe AP 3 or Assault 1 is what I would do.  That or bump cost up some more.  Just a continued suggestion.

 

As a side note, the model looks really good :tu:

Guys, thanks for the comebacks, and... Yeah. Point taken. I sort of thought of it as a melta with a diffused/ burst setting. But then got carried away with the ap2

 

If melta, then master-crafting/twin linking that works, I think.

If I want a unique war gear option, then 12" assault2, S5 AP3 weapon? Still potent, but short range...

What about, instead of a Biker Techmarine, you use a "counts as" allied Wolf Guard Battle Leader equipped with the following:

-Thunderwolf Mount

-Armor of Russ (Relic)

-Wolf Claw

-Power Fist

Taken together, that gives him a profile as follows:

WS5 BS5 S5 T5 W3 I5 A4 Ld9 Sv2+/4++

That is pretty darn close to the "ideal" profile you were aiming for, I think.

Additionally, he can choose to use either 6 x S9 AP2 Unwieldy attacks (Power Fist) or 6 x S6 AP3 Shred/Rending attacks (Wolf Claws at I5) on the charge to represent the combo "super lightning claws/power fists" that you have modeled on your Champion. He also has Frag Grenades, so no initiative penalty for charging into terrain (perhaps model a small grenade launcher on his chest or back-pack to represent this).

In actual game rules, he is Cavalry, so he moves 12" and is not slowed by difficult terrain, plus he has Fleet and Hammer of Wrath (all of this could be represented from a "counts as" perspective by his powerful Centurion Suit with enhanced servo-motors and generators, perhaps).

Finally, he has a 2+ armor save, 4++ Invul save, Counterattack "stock," and his opponent has -5I when fighting him in a Challenge, all of which would seem appropriate to represent a "Champion" style character.

About the only hold-ups I can think of is that he is using Space Wolf rules (so you would lose out on Raven Guard Chapter Tactics and have to take at least one Space Wolf Troop unit as a "tax" in an Allied Detachment) and you would not get any ranged weapons like you currently have modeled.

On the plus side, you have a character that matches the stats/profile of a Centurion Champion, is competitive and versatile on the tabletop, and can easily join any squad you want (except in a transport, of course msn-wink.gif ).

Based on your background as a RG successor chapter with an emphasis on Boarding tactics, one way you could go is to take the "Counts As" WGBL/Centurion Champion as an HQ choice from an allied Company of the Great Wolf detachment. This means all you have to select is two SW elites options as your "tax."

 

This leaves you with lots of potential RG counts as potential, based on what you take:

 

-Lone Wolves -- Can be RG solo "commando" characters and won't cost too many points

 

-Wolf Guard on Bikes -- Can be RG Vanguard Vets on Bikes, with lots of PWs and MBs (and WS5, thanks to the detachment rules)

 

-Wulfen -- Can be RG ultimate "shock" Scouts, with 2W, Rage, FNP, run + charge, and access to all kinds of special armory close combat weapons

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