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==Units== ===HQ=== ====Questor==== The chapter Master of the Conservators is currently recovering from catastrophic injuries. To fill his role in the field, he has chosen a Questor from the brothers ranks. This Marine is a captain among the chapters captains, and mainly leads multi-company actions across the Marches. When they come up, he also leads the brothers in aiding chapters to which the Conservators owe a gene debt. 130 points {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Questor | 6 | 5 | 4 | 4 | 4 | 5 | 4 | 10 | 3+ | Infantry (C) | 1 Questor |- |} <br style="clear: both; height: 0px;" /> Wargear: *Power Armor *Bolt Pistol *Sword *Frag and Krak Grenades *Iron Halo Special Rules: *And They Shall Know No Fear *Hearth and Home *Remembrance *Independent Character *Rhino Herd: If a detachment includes a Questor or Captain on a Rhino, Rhino Cavalry can be taken as troop choices. *Pillar of Light: Once per game, during the shooting phase the Questor can chose to fire a Dawn Gate. Options: *May Replace Sword with Personal Sword 5 points. *May Replace Bolt Pistol with one of the following: *-Bolter ........................................................... free *-Storm Bolter ..................................................... 10 points *May replace Bolt Pistol with Storm shield ......................... 15 points *May take items from the Melee Weapon, Ranged Weapon, Special Wargear, and High Relics sections of the armory. If the Questor is in Great Armor, he may take items from the Great Weapons section of the armory. *May replace Power Armour, sword, bolt gun and bolt pistol with Great Armor, a power weapon, and a storm bolter for 30 points. ====Captain==== Captains of the Conservators are often seen as the field leadership of the chapter. Given the dispersed nature of the chapter, they usually end up being the highest ranking officer on their home planet. 90 points {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Captain | 6 | 5 | 4 | 4 | 3 | 5 | 3 | 10 | 3+ | Infantry (C) | 1 Captain |- |} <br style="clear: both; height: 0px;" /> Wargear: *Power Armor *Bolt Pistol *Sword *Frag and Krak Grenades *Iron Halo Special Rules: *And They Shall Know No Fear *Hearth and Home *Remembrance *Independent Character *Rhino Herd: If a detachment includes a Questor or Captain on a Rhino, Rhino Cavalry can be taken as troop choices. Options: *May take items from the Melee Weapon, Ranged Weapon, Special Wargear, and High Relics sections of the armory. If the Captain is in Great Armor, he may take items from the Great Weapons section of the armory. *May replace Power Armour, sword, bolt gun and bolt pistol with Great Armor, a power weapon, and a storm bolter for 30 points. ====Chaplin==== Chaplains of the Conservators are as devoted as any other. Their brothers might not be the most openly devoted of any chapter, they still have strength in their quite faith. The Chaplains rely on this strength, and bring forth all their brothers devotion to "Hearth and Home." 90 points {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Captain | 6 | 5 | 4 | 4 | 3 | 5 | 3 | 10 | 3+ | Infantry (C) | 1 Captain |- |} <br style="clear: both; height: 0px;" /> Wargear: *Power Armor *Bolt Pistol *Crozius Arcanum(Power Maul) *Frag and Krak Grenades *Rosarius Special Rules: *Hearth and Home *Remembrance *Independent Character *Zealot Options: *May Replace Bolt Pistol with one of the following: *-Bolter ........................................................... free *-Storm Bolter ..................................................... 10 points *May take items from the Melee Weapon, Ranged Weapon, Special Wargear, and High Relics sections of the armory. If the Chaplin is in Great Armor, he may take items from the Great Weapons section of the armory. *May replace Power Armour, sword, bolt gun and bolt pistol with Great Armor, a power weapon, and a storm bolter for 30 points. ====Professor Emeritus==== The vast majority of Conservator librarians are employed at [[Dakar University]] training the [[Asharn Marches]] psykers. Occasionally though there is an excess, and a professor emeritus is named. They still are required to give lectures on occasion, but are able to take to the field alongside their brothers. 65 points {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Professor Emeritus | 5 | 4 | 4 | 4 | 2 | 4 | 2 | 10 | 3+ | Infantry (C) | 1 Professor Emeritus |- |} <br style="clear: both; height: 0px;" /> Wargear: *Power Armor *Bolt Pistol *Force Weapon *Frag and Krak Grenades *Psychic hood Special Rules: *And They Shall Know No Fear *Independent Character *Psyker (Mastery level 1) Psyker: A professor Emeritus may generate powers from the Deamonology, Biomancy, Piromancy, Telekinesis, and Telepathy disciplines. Options: *May be upgraded to psyker Mastery level 2 or 3 ..... 25 points/mastery level *May replace Bolt Pistol with a Bolt Gun *May take items from the Ranged Weapon, Special Wargear, and High Relics sections of the armoury *May replace Power Armour, sword, bolt gun and bolt pistol with Great Armor, a power weapon, and a storm bolter for 30 points. ====Command Squad==== You may take a command squad for each other HQ choice you select. It does not take up a HQ slot. 100 points {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Veteran | 4 | 4 | 4 | 4 | 1 | 4 | 2 | 9 | 3+ | Infantry | 5 Veterans |- | Company Champion | 5 | 4 | 4 | 4 | 1 | 4 | 2 | 9 | 3+ | Infantry (C) | |- | Apothecary | 4 | 4 | 4 | 4 | 1 | 4 | 2 | 9 | 3+ | Infantry (C) | |- | Grad Student | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 4+ | Infantry | |- | Post Doc | 3 | 3 | 3 | 3 | 2 | 3 | 2 | 8 | 4+ | Infantry(C) | |- |} <br style="clear: both; height: 0px;" /> Wargear: *Power Armor(Veterans, Company Champion, and Apothecary only) *Carapace Armor(Grad student and Post Doc only) *Bolt Pistol(Veterans, and Apothecary only) *Laspistol(Grad Student and Post Doc Only) *Close Combat Weapon(Grad Student Only) *Force Weapon(Post Doc Only) *Sword(Veterans, and Apothecary only) *Power Weapon(Company Champion only) *Combat Shield(Company Champion only) *Narthecium (Apothecary Only) *Frag and Krak Grenades Special Rules: *And They Shall Know No Fear(Veterans, Company Champion, and Apothecary only) *Psyker (Mastery level 1)(Grad Student Only) *Psyker (Mastery level 2)(Post Doc Only) Psyker: A Grad Student and Post Doc may generate powers from the Deamonology, Biomancy, Divination, Piromancy, and Telekinesis disciplines. Options: *One Veteran can take a Company Standard ......................................... 15 points *One Veteran can be upgraded to a Company Champion ............................... 15 points *One Veteran can be upgraded to an Apothecary .................................... 15 points *Any Veteran can be upgraded to a Grad Student ................................... 5 points/model *Any Veteran can be upgraded to a Post Doc ....................................... 30 points/model *Any Veteran may take any of the following: *-Melta Bombs ..................................................................... 5 points/model *-Storm Shield .................................................................... 10 points/model *Any Veteran may exchange their bolt pistol and sword for a bolt gun ............. free *if the entire unit is wearing power armor, they may all get rhinos .............. 35 points *If the entire unit is wearing caripace armor, they may all ride horses .......... 25 points *The unit may select a truck or Chimera as a dedicated transport. ===Troops=== ====Scouts==== The scout corps of the Conservators is honestly the work horse of the chapter. From hunting down Feral Orks, to training the local militia the scouts are the local face of the conservators. Most of the other power armored brothers are needed regularly off world. 55 points {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Scouts | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 4+ | Infantry | 5 Scouts |- | Scout Sargent | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 4+ | Infantry (C) | 1 Scout Sargent |- | Veteran Scout Sargent | 4 | 4 | 4 | 4 | 1 | 4 | 2 | 9 | 4+ | Infantry (C) | |- |} <br style="clear: both; height: 0px;" /> Wargear: *Scout Armor *Scout Bow *Sword *Frag and Krak Grenades Special Rules: *And They Shall Know No Fear *Hearth and Home *Rememberance *Combat Squads *Infiltrate *Move Through Cover *Scout Options: *You may take up to 5 additional Scouts ....................................................... 11 points/model *The entire unit may take camo cloaks .... 2 points/model *Any model can replace his scout bow with one of the following: *-Bolt Pistol or Bolt Gun ..................................................................... free *-Sniper Rifle ................................................................................ 1 point/model *You may upgrade a Scout Sargent to a Veteran scout Sargent .................... 10 points *Scout Sargent or Veteran Scout Sargent may take items from the Melee weapons and/or Ranged Weapons lists. *the Scout Sargent or Veteran Scout Sargent may take Melta Bombs .............................. 5 points *A unit that could fit in a Truck or Chimera can take one as a dedicated transport. ====Pike men==== Pike men are generally failed Conservator aspirants, through no fault of their own. Genetics is generally the problem, incompatibility with the [[geneseed]]. Still, the Conservators waste nothing, so these washouts are largely recruited as chapter serfs... sort of. While officially serfs, the pike men are much closer to imperial guardsmen loyal to the conservators. They go into battle at their lords side, bolstering the generally limited numbers of the conservators. 50 points {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Pikemen | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | Infantry | 9 Pikemen |- | Pikemen Sargent | 3 | 3 | 3 | 3 | 1 | 3 | 2 | 9 | 5+ | Infantry (C) | 1 Pikemen Sargent |- |} <br style="clear: both; height: 0px;" /> Wargear: *Flak armor *Lasgun *Pike *Frag Grenades Special Rules: *Set Pikes: If this unit didn't move during its last movement phase it gains the counter charge special rule. Options: *You may take up to 25 additional Pike men ....................................................... 4 points/model *The entire unit may take Krak Grenades ........................................................... 1 point/model *The entire unit may take carapace armor .... 2 points/model *Pikemen Sargent may take items from the Melee weapons and/or Ranged Weapons lists. *A unit that could fit in a Truck or Chimera can take one as a dedicated transport. ===Dedicated Transport=== ====Truck==== A civilian vehicle requesitioned by the space marines, the transport of last resort. 20 points {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! BS ! F ! S ! R ! HP ! Unit Type ! Composition |- | Truck | 3 | 10 | 10 | 10 | 2 | Vehicle(Opentopped, Transport) | 1 Truck |- |} <br style="clear: both; height: 0px;" /> Transport Capacity: *10 models, but no models with the bulky special rule. Options: *May take a items from the Vehicle upgrade section of the armory. ====Chimera==== 60 points {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! BS ! F ! S ! R ! HP ! Unit Type ! Composition |- | Chimera | 3 | 12 | 10 | 10 | 3 | Vehicle(Tank, Transport) | 1 Chimera |- |} <br style="clear: both; height: 0px;" /> Wargear: *Multi-laser *Heavy Bolter Special Rules: *Amphibious *Lasgun Array Transport Capacity: *12 models. Options: *May take a items from the Vehicle upgrade section of the armory. ===Elites=== ====Tactical Marines==== The battle brothers of the Conservators. Often longtime veterans by the time they take up their power armor. These are the heroes that have made a name for themselves across the stars serving with House Mackentire. 110 points {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Space Marine | 4 | 4 | 4 | 4 | 1 | 4 | 2 | 9 | 3+ | Infantry | 4 Space Marines |- | Space Marine Sargent | 4 | 4 | 4 | 4 | 1 | 4 | 2 | 9 | 3+ | Infantry (C) | 1 Space Marine Sargent |- |} <br style="clear: both; height: 0px;" /> Wargear: *Power Armor *Bolter *Bolt Pistol *Sword *Frag and Krak Grenades *Special Issue ammunition(this can be used with brother bows, but reduce the range of the profile by 6" and change the fire rate to assault 2.) Special Rules: *And They Shall Know No Fear *Hearth and Home *Rememberance *Combat Squads Options: *May include up to 5 additional Space Marines ................................. 22 points/model *Any model may replace his Bolter with one of the following: *-a Brother Bow................................................................. free *-a Combi-flamer, -melta, -grav, or -plasma .................................... 10 points/model *Any model may replace his sword with a personal Sword ......................... 1 point/model *2 Space Marines may each take one item from the 'Ranged Weapons' or 'Heavy Weapons' list. *Space Marine Sargent may take items from the Melee weapons and/or Ranged Weapons lists. *the Space Marine Sargent may take Melta Bombs ....... 5 points *A unit that could fit in a Truck, Rhino, Drop pod, or Chimera can take one as a dedicated transport. ====Knights of the Stone==== The Titan stone is one of the most revered relics in the Conservators possession. All brothers must meditate near the stone before they become true members of the chapter. Here their swords are blessed by the stone, taking on a greater power. Some brothers become mesmerized by their blades, and seek to use them in ever greater combat. They are closely watched, but do not seem to be falling to Chaos. These brothers largely make up the Vanguard Veteran squads of the Conservators. They style themselves as Knights of the Stone. 70 points {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Space Marine | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 3+ | Infantry | 4 Space Marines |- | Space Marine Sargent | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 3+ | Infantry (C) | 1 Space Marine Sargent |- | Veteran Space Marine Sargent | 4 | 4 | 4 | 4 | 1 | 4 | 2 | 9 | 3+ | Infantry (C) | |- |} <br style="clear: both; height: 0px;" /> Wargear: *Power Armor *Bolter *Bolt Pistol *Sword *Frag and Krak Grenades Special Rules: *And They Shall Know No Fear *Hearth and Home *Rememberance *Combat Squads Options: *May include up to 5 additional Space Marines ................................. 14 points/model *The entire unit may take camo cloaks .... 2 points/model *Any model may replace his Bolter with a Brother Bow............. free *Any model may replace his sword with a personal Sword ......................... 1 point/model *Up to 2 Space Marines m ............................... free *Mages may take items from the Focus Rod section of the armory. *You may upgrade a Space Marine Sargent to a Veteran Space Marine Sargent .................... 10 points *Space Marine Sargent or Veteran Space Marine Sargent may take items from the Melee weapons and/or Ranged Weapons lists. *the Space Marine Sargent or Veteran Space Marine Sargent may take Melta Bombs ....... 5 points *A unit that could fit in a Truck, Rhino, Drop pod, or Chimera can take one as a dedicated transport. ====Great Armor==== Terminator is a distant memory for the Conservators. They were lost to a suit in the initial war against the Orks. So the Techmarines of the chapter created this work around. Basically a jury-rigged suit of centurion armor. 105 points {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Great Armored | 4 | 4 | 4 | 4 | 1 | 4 | 2 | 9 | 2+/5++ | Infantry | 2 Great Armored |- | Great Armored Sargent | 4 | 4 | 4 | 4 | 1 | 4 | 2 | 9 | 2+/5++ | Infantry (C) | 1 Great Armored Sargent |- |} <br style="clear: both; height: 0px;" /> Wargear: *Great Armor *Storm Bolter *Power Weapon Special Rules: *And They Shall Know No Fear *Hearth and Home *Rememberance Options: *May include up to 7 additional Great armored ........................... 35 points/model *Any Model May replace their Stormbolter and Power Weapon with a Thunder Hammer and Storm shield ... 10 points/model. *Any Model May take options from the Great Armor section of the armory. *For Every 5 models in the squad, one Great Armored may Replace his storm bolter with one of the following. *-Heavy Flamer ...................................................... 10 points/model *-Scorpion Heavy Repeating Crossbow ................................. 20 points/model *A unit that could fit in a Chimera can take one as a dedicated transport. ===Fast Attack=== ====Drop pod==== 35 points {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! BS ! F ! S ! R ! HP ! Unit Type ! Composition |- | Drop Pod | 4 | 12 | 12 | 12 | 3 | Vehicle(Open topped, Transport) | 1 Drop Pod |- |} <br style="clear: both; height: 0px;" /> Wargear: *Storm bolter Special Rules: *Drop Pod Assault *Immobile *Inertial Guidance System Transport Capacity: 10 models or one walker. Options: May take a locator beacon ...................... 10 points ====Rhino==== 35 points {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! BS ! F ! S ! R ! HP ! Unit Type ! Composition |- | Rhino | 4 | 11 | 11 | 10 | 3 | Vehicle(Transport) | 1 Rhino |- |} <br style="clear: both; height: 0px;" /> Wargear: Storm Bolter Special Rules: Repair Transport Capacity: 10 models, but none with the bulky special rule. Options: May take a items from the Vehicle upgrade section of the armory. ====Rhino Cavalry==== The Conservators bikes have long been pulled apart for spare parts. So the chapter had to look elsewhere for mounts. They found them on Amakahd in the native genemodded rhinoceros descendent. The heavy animals can easily carry a marine in full armor, and are themselves incredibly hard to injure. 100 points {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Rhino Cavalry | 4 | 4 | 4 | 5 | 1 | 4 | 1 | 8 | 3+ | Cavalry | 4 Rhino Cavalry |- | Rhino Cavalry Sargent | 4 | 4 | 4 | 5 | 1 | 4 | 1 | 8 | 3+ | Cavalry (C) | 1 Rhino Cavalry Sargent |- | Veteran Rhino Cavalry Sargent | 4 | 4 | 4 | 5 | 1 | 4 | 2 | 9 | 3+ | Cavalry (C) | |- |} <br style="clear: both; height: 0px;" /> Wargear: *Power Armor *Bolter *Sword *Frag and Krak Grenades *Rhino Special Rules: *And They Shall Know No Fear *Hearth and Home *Remembrance *Combat Squads Options: *May include up to 5 additional Rhino Cavalry ................................. 20 points/model *Any model may replace his Bolter with a Bolt Pistol or Brother Bow............. free *Any model may replace his sword with one of the following: *-A Personal Sword ............................................................. 1 point/model *-A Power Lance ................................................................ 15 points *You may upgrade a Rhino Cavalry Sargent to a Veteran Rhino Cavalry Sargent .................... 10 points *Rhino Cavalry Sargent or Veteran Rhino Cavalry Sargent may take items from the Melee weapons and/or Ranged Weapons lists. *the Rhino Cavalry Sargent or Veteran Rhino Cavalry Sargent may take Melta Bombs ....... 5 points ===Heavy Support=== ====Devastator Squad==== 70 points {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Space Marine | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 3+ | Infantry | 4 Space Marine |- | Space Marine Sargent | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 3+ | Infantry (C) | 1 Space Marine Sargent |- | Veteran Sargent | 4 | 4 | 4 | 4 | 1 | 4 | 2 | 9 | 3+ | Infantry (C) | |- |} <br style="clear: both; height: 0px;" /> Wargear: *Power Armor *Bolt Pistol *Boltgun *Sword *Frag and Krak Grenades *Signum(Sargent/Vet Sargent Only) Special Rules: *And They Shall Know No Fear *Hearth and Home *Remembrance *Combat Squads Options: *May include up to 5 additional Space Marines ................................. 14 points/model *Any model may replace his Bolter with a Brother Bow............. free *up to 4 Space Marines may each take one option from the 'Heavy Weapons' List. *You may upgrade a Space Marine Sargent to a Veteran Space Marine Sargent .................... 10 points *Space Marine Sargent or Veteran Space Marine Sargent may take items from the Melee weapons and/or Ranged Weapons lists. *the Space Marine Sargent or Veteran Space Marine Sargent may take Melta Bombs ....... 5 points *A unit that could fit in a Truck, Rhino, Drop pod, or Chimera can take one as a dedicated transport.
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