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Unique Chapter Units


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As a Templar player I'm pretty happy with my crusader squads and Emperor's Champion but I've been wondering what other options could be added to add fluffy options for other chapters. We Templars get crusader squads which are essentially better and more versatile tac squads. Basically if every chapter with their own rules got a unique version of an existing unit what would it be? For example Salamanders could get access to heavy flamers in tac and dev squads (not sure why they don't already), while Iron Hands could get a dreadnought HQ. What would other chapter units look like if we just made slight changes to existing units for them? This isn't really a petition to GW or anything but I'm just curious what you guys can come up with.

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Personally I would love if Salamanders could take Heavy Flamers, or a single Salamander Tac Sqd able to take Combi-Flamers instead of regular bolters. But that's just wishful thinking on my part. Salamanders being tenacious, never retreat or surrender Space Marines, maybe they could automatically pass morale tests or something.

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My gut says Crimson Fists would get a unit very similar to the Sternguard veterans but nothing is jumping out that would set them apart, the base unit is so versatile already, i'd have to invent some kind of new tech for the unit to use or bring in some old 30k tech like volkite but if i do that they would steal some of 30k's thunder.

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Ultamarines have Tyranic War Vets. They are just Sternguard without options and have a reroll against Nids.

 

Would love an option to give Raven Guard Sternguard a Mor Deythan "upgrade" that gives them stalker bolters or sniper rifles and maybe a special rule.

 

Fists could totally get breaching shields for Tactical Squads.

 

White Scars should just let Bikes be Troops again.

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I imagine most unique units would be some form of elite/specialist cadre, as Codex adherent Chapters are more likely to diverge around the highest echelons than the nuts and bolts.*  Templars are supposed to be wildly different, which logically extends right down to the backbone structure of the Chapter.  The other exception would probably be White Scars with bikes as Troops.

 

Something as basic as specific flame weapons in a unit doesn't seem sufficient to regard a Tactical squad as anything but a Tactical Squad, while breaching shields would represent a more specialized training and purpose than a Tactical Squad.

 

From a practical standpoint in terms of rules, if every Chapter had special Troop choices, there'd likely be little point to Tacticals for most armies.  It'd be no different from Codex Creep making Marine+ armies.

 

* It is possible that divergences wouldn't be drastic enough to justify entire squads, but simply special positions in the command structure, which are already represented by some HQ units.

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If only FW would get off its butt and write 8th edition legion lists for use in 40k so we could use all those neat legion specific units... I have 2 Iron Tyrant units collecting dust in in my case and they are tired of playing non-stop spades. I might even buy a new army to use some of those cool Salamander units that have no use in 8th.
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I like this game.

 

The less written/ ruled armies I play are Oracles of change and HawkLords. I would love a little chapter tactic, stratagem or special unit (obviously this will never happen but it’s fun to think about)

 

The oracles are described as fighting in little sorcerer covens. I would love something to reflect that. Or maybe the ability to swap out a chosen or marine champion for an aspiring sorcerer. Fluffy wise it’s better than rubrics even if it’s worse in game terms.

 

The Hawklords are flyer and planet strike specialists. At some point in their history they used specialist jump pack devistators (now lost tech). I would love remote deployment devs.

Edited by Lords of Preyspire
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My gut says Crimson Fists would get a unit very similar to the Sternguard veterans but nothing is jumping out that would set them apart, the base unit is so versatile already, i'd have to invent some kind of new tech for the unit to use or bring in some old 30k tech like volkite but if i do that they would steal some of 30k's thunder.

Since basic sternguard cover the idea pretty well, you could go the other direction and give them special scout / neophyte squads. Sternguard can be emphasized with a detachment. Then you can have scout squads that have tactical squad wargear and carry meltaguns, etc, to show they rely on a mix of fresh recruits and veterans to fill some tactical squad roles, instead of having proper tacs.

 

 

 

Fists could totally get breaching shields for Tactical Squads.

 

White Scars should just let Bikes be Troops again.

Talking of signature units, the White Scars could have a squad of veteran bikers with power lances and artificer armor. Mongol armies did include units of armored lancers as elites in addition to light horse archers. The bike troops should be a special detachment, since there is nothing chapter specific about tac squads riding bikes.

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Iron Hands get access to all character dreads, or maybe just cheaper dreads/dread buffs. (And a special character...maybe? Please? C’mon GW you know you wanna make one...*sniff sniff*)
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Raven Guard could get Shrike's Wing back.

 

Basically a unit of Vanguard Veterans with claws that have the bodyguard rule when Shrike (and only Shrike) is within 3".

 

It would go a long way toward making Shrike a viable assault unit if he had a squad of guys to eat wounds for him.

Edited by Claws and Effect
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C&E, that is a house rule idea to me!

 

* 5-man max,

* Add ... 10 points per dude,

* Restrict weapon options to LC-only.

 

Why?  Because it's not -official and makes it tough for the opponent to say "no", especially in friendly games!

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