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If you could design balanced, reasonable, but still fluffy “bespoke” Chapter Tactics for a certain Successor Chapter (instead of using the current list of Successor Tactics in Codex: Space Marines), how would you do it? Also, if they got the White Dwarf Treatment of three unique Relics and three unique WL Traits, how would you do it?



For me, one of my favorite Successor Chapters are the Raptors, both in their fluff and their look on the tabletop. To represent that, I would give them the following:



<SUCCESSOR TRAITS>

Unrivalled Marksmen

-Friendly Raptor Infantry models without the Centurion, Terminator, or Gravis Key Words add +1 to the Hit rolls for shooting attacks


Silent Stalkers

-Friendly Raptor Infantry models without the Centurion, Terminator, or Gravis keywords gain the “Concealed Positions” special rule. If they already have the “Concealed Positions” rule, then they are also -1 to Hit by Shooting Attacks in the first Battle Round



<RELICS>

1 – “Raptor’s Eye” – Model with Phobos Keyword only. Each Friendly Shooting Phase, this model may forgo shooting and instead designate a “Marked Target” within 36” and within Line of Site. Until the end of the Phase, any friendly Raptor Infantry units that shoot at the “Marked Target” may re-roll any failed to Wound rolls.


2 – “Crown of Silence” -- Friendly Raptor Infantry model without the Centurion, Terminator, Gravis, or Jump Pack keywords only. At the beginning of each Battle Round, the bearer may select a friendly Raptor Infantry unit without the Centurion, Terminator, or Gravis keywords within 6” of him. Until the end of the Battle Round, any shooting attacks against either the bearer or the designated unit are -1 to Hit and cannot be re-rolled for any reason.


3 – “Bolts of Vindication” -- Friendly Raptor Infantry model only. A single, non-Relic Bolt Weapon used by the bearer gains +1S, -1AP, +1 Dmg, and can ignore the Look Out, Sir! Rule (if the Weapon already ignores the Look Out, Sir! rule, then it also ignores any rules that normally make a unit untargetable in the Shooting Phase, such as the “Bodyguard” rule).

 

 

<WARLORD TRAITS>

 

1 - Warlord gains aura, all friendly Raptor Character and Core units within 6" of him Advance 3+D3", instead of the normal D6" 

 

2 - When making an attack against an enemy Character, the Warlord re-rolls 1s to Hit and 1s to Wound and does +2 Dmg

 

3 - Up to three friendly Raptor Core units can redeploy (including going into Reserves) after both sides have finished deploying

Edited by L30n1d4s

Oooo that +1 to hit feels powerful! But not too much so given the restrictions perhaps. If you want it slightly toned down I'd say they could ignore modifiers to hit or it could also only apply against infantry? Food for thought :)

 

For me, it has to be The Minotaurs!

 

Though I'll say I'm struggling to think of something unique not already covered by the current list of Chapter Tactics!

 

However here are some flavourful stats:

 

Stratagems

 

Attrition Warfare 3CP

"The Minotaurs are known for their overwhelming attrition warfare, willing to suffer any loss to achieve victory."

Use this stratagem when an CORE INFANTRY unit from your army is destroyed. Place an identical unit in strategic reserves.

 

Trophies of Battle 1CP

"No stranger to censuring their fellow Adeptus Astartes, the Minotaurs claim relics from those they have defeated."

Use this stratagem when choosing a Relic for your army, you may choose one relic from any Space Marine Codex Supplement (excluding Deathwatch).

 

Special Issue Wargear

 

Assassin Bolts

"Hypersonic rounds used by the Minotaurs that replace the standard propellant with short-burn magna-fusion charges and the mass-reactive warhead (which would not endure the fusion discharge) with solid slugs. Due to their extreme speed and density, they are both highly destructive and extremely accurate."

When making an attack with a Bolt Weapon, this model can instead choose to fire an Assassin Bolt. When they do so, they may only make one attack. This attack may ignore the Look Out Sir! rule. If this attack wounds, deal mortal wounds equal to the damage characteristic of the weapon to the target.

I think if I were going to try to design my own bespoke chapter I would choose Mentors. I just find the ideal of a marine chapter that works closely with guard interesting. Their chapter tactic would be +1 leadership, and guard units that are within 6" of a mentor unit gain +1 to their leadership as well.

 

The second rule would be that armies that were made entirely of guard and mentor detachments would qualify for combat doctrines. Each turn captains and lieutenants could select a non-super heavy guard unit and provide a benefit depending on which doctrine was active.

 

1) During the Devastator doctrine those guard units would benefit from the captains & lieutenant's aura abilities with their heavy weapon attacks.

 

2) In the Tactical doctrine the units chosen would gain the aura benefit to their attacks with rapid fire & assault weapons

 

3) In the Assault doctrine the units chosen would gain the benefit of the aura on their melee attacks.

 

Stratagems

1 cp - Emperors Angels - Select a guard unit within 6" of a mentor unit that fails a leadership test, that unit is treated as being above half strength for combat attrition tests.

 

Not really sure where else I would go with it. I think the ability to let guard benefit from re-rolls could be too strong which is why I tried to tie in the bonus to the different phases of combat doctrines. 

Carcharodons had some of the neatest rules. Winning a round of combat made them go into a "feeding frenzy" a la Khorne Berserkers and the original Relic Leviathan rules where they must advance towards the nearest enemy units. Infantry with a boltgun could purchase a chainsword/close combat weapon or trade the boltgun for one. If you had Tyberos, you could take one single unit of Terminators with lightning claws as a troops unit for his bodyguard. And lastly, you weren't able to ally with non-Imperials back when this was still a thing, and even other Imperials counted as the most distrusted level of allies. Two of these rules are absolutely terrible and humongous drawbacks, but I'd still take them over bland and generic rules.

Continuing the theme of Badab War Chapters.... I give you my Marines Errant!

 

 

Successor Supplement: Ultramarines

Trait #1: Orbital Assault Specialists

 

When units from a MARINES ERRANT force are arriving on the battlefield using the Teleport Strike ability, or if they are a DROP POD or are disembarking from a DROP POD, they may arrive within 6" of any enemy unit.

 

This reflects their expertise in close insertions.  It specifies Teleports and Drop Pods though to deliberately exclude table-edge or assault drill arrivals as these are not fluffy for a ship-to-shore force.

 

 

Trait #2: Purveyors of Archeotech

 

If your army is battle-forged, you may select one additional relic for use by a MARINES ERRANT model in your army for free.  This extra relic does not count against the maximum number of relics you may take in an army.

 

The Marines Errant notably use a lot of archeotech and xenotech weapons that they have found during their extra-galactic campaigns.  However, since some of these are likely not of Mechanicus-approved design, your army needs to be entirely Marine Errant to ensure that they're not flashing these special items where inquiring minds might notice them.

 

 

STRATAGEMS

 

 

DARK VOID ELITE (1CP/3CP)

 

The Marines Errant utilize special squads called the Dark Void Elite.  These intrepid Space Marines possess an iron will and specialized void-sealed armor, as they are trained to brave the warp-spawned rigors of teleportation without the enhanced protection of Terminator plate.

 

Use this stratagem during the deployment phase.  You may place up to two MARINES ERRANT INFANTRY units in reserve.  These units gain the Teleport Strike ability (see: Terminator Squad datasheet).  If you place one unit in reserve, this stratagem costs 1CP.  If you place two units in reserve, it costs 3CP.

 

 

SKYHAMMER ASSAULT (1CP)

 

The arrival of a Space Marine Drop Pod is a momentous event for those in its landing zone.  These heavy, brutish vehicles slam into the earth like meteors, disrupting formations while their retrorockets fill the air with dust and smoke.  The Space Marines inside know well how to use the resulting shock and confusion to their benefit.

 

Use this stratagem at the beginning of your Shooting Phase.  Select one MARINES ERRANT INFANTRY unit.  If that unit disembarked from a DROP POD during the previous Movement Phase, and if all targets for that unit's ranged weapons are within 12" of a DROP POD that arrived during the previous Movement Phase, then that unit gains +1 to wound on all of its ranged attacks until the end of the Shooting Phase.

 

 

DANGER CLOSE (2CP)

 

Orbital assaults are normally infantry-heavy affairs, as it can be difficult to deliver armored vehicles via lander while under fire.  As a result, the Marines Errant have trained extensively in cooperating with their fleet of aircraft.  Their pilots are well-trained in providing close air support, and trust in their ground controllers implicitly.

 

Use this stratagem at the end of your Shooting Phase.  Select one MARINES ERRANT AIRCRAFT unit and one enemy unit.  If that enemy unit is within 12" of a MARINES ERRANT INFANTRY unit, and within line of sight of that MARINES ERRANT INFANTRY, then the selected AIRCRAFT may immediately fire at the selected enemy unit, even if it already made a ranged attack earlier in the Shooting Phase.

 

 

So yeah.  I never came up with relics, though.

Here's my ideas for Celestial Lions (another one of my favorite Chapters):

Unflinching Heroism --

If a Celestial Lion unit is within 6" of an Objective, then any attacks against it may not re-roll any to hit or to wound rolls.

Ferocity of the Pride --

When a Celestial Lion unit charges, is charged, or conducts a Heroic Intervention, add +1 to the units Strength characteristic until the end of the Turn.

<RELICS>
1 - Lion's Claws -- Model with pair of Lightning Claws only. S+1 AP-3 Dmg2 -- Each time this model fights, it can add +3 attacks and can reroll any to Wound rolls.

2 - Helm of En'Baku -- Apothecary only. In the Command Phase of each turn, select one friendly Celestial Lions infantry or Bike unit. As long as that unit stays within 3" of the bearer of this Relic, it ignores any lost wounds on a roll fo 5 or 6 until the start of the next friendly Command Phase.

3 - Tome of the Deathspeaker -- Chaplain only. Model can reroll any failed Litanies and, if at least one Litany is successfully cast, all friendly Celestial Lion units within 3" of the Chaplain treat any AP-1 attacks against them as AP0 until the start of the next friendly Command Phase.

 

<WARLORD TRAITS>

1 - Walord gains Aura, all friendly Celestial units within 6" of him add +1" to their Normal Moves, Advances, and Charges

 

2 - Warlord halves all damage inflicted on him and has a 4+++ save against Mortal Wounds

 

3 - Warlord adds +1 Dmg and -1 AP to any melee weapons he is carrying.

Edited by L30n1d4s

Adding my vision for my own DIY Chapter.

 

Space Wolves Successor

 

Successor Traits:

Whirlwind of Rage

Born Heroes

 

Psychic Discipline:

Maelstrom Discipline-

Murderous Hurricane (Tempestas)

Storm Caller (Tempestas)

Ride the Winds (Stormspeaker)

StormWreathed (Storspeaker)

Howling Gail (Tectonic Purge - Geokinesis)

Lightning Caller (Burning Hands - Promethean)

 

Stratagem

Death to traitors - 1 CP - Select a Tempestus Griffons unit, you may declare a Charge against Chaos Knights, Chaos Space Marines, or Chaos Guard units even if that Tempestus Griffons unit Advanced or Fell Back.

 

Relic Hunters - 1/2 CP - 1CP your Warlord may select Special Issue Wargear from another Chapter Supplement, or for 2 CP a Chapter Relic. This Stratagem may only be used once. This relic counts against the total number or Relics your army can have.

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