House Rules – Space Marine Chapter Master of Legend.
- February 24th, 2009
- Posted in Rules . Warhammer 40k
- By Bucho
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After seeing a few army lists online, and seeing how many of them have one of three Chapter Master special characters, I wanted to do something different to get people using something other than one of the main three Chapter Masters.
Yes, I am looking at you Vulkan, Lysander and the Crimson Fist character.
So, to do something different, I am suggesting you simply add:
0-1 Chapter Master of Legend.
Points and choices as per the standard Chapter Master.
The only difference is that you can elect to swap the Orbital Strike with a Chapter Tactics trait.
You lose the Orbital strike, to allow access to the chapter traits list, of which you are allowed to pick one.
(I haven’t thought of values, or of exact traits, but some ideas are as follows)
Hunt the Xenos – Allows Preferred enemy (same as the previous codex)
Purge the Xenos – Allows the heavy weapon to be swapped for a flamer.
Death before Dishonour. – Cannot elect to fail any morale check or something similar
Praetors of Mars – Allows cybernetics to be selected by vet sarge’s and so on. Or terminator armour to be selected for sergeants.
Tactical Acumen – Can force the opponent into an extra turn if they so wish.
Purity above all – Allows sergeants to be upgraded to apothecaries.
Fight them tooth and nail – Allows true grit for all bolter armed marines.
Using the chapter traits as a basis from the last codex to generate choices.
What I am suggesting is that you build the options so that all the traits are in there, but the most relevant drawback is included with the chapter traits.
So the major traits would have an included drawback, and the minor traits would be stand alone.
So, you could have:
Trust in your brothers – Allows you the option for true grit or similar, but means you get one less heavy support slot.
Strike with the Emperors might – Allows you one extra heavy support slot, but the opponent can elect to run the game for one additional turn if they so wish
Hunt the xenos – Allows the army to be upgraded to have preferred enemy (choices as per old codex) but the models must be converted, with no drawback. (other than cost)
Purge the Witch – Gives a single 6+ save against psychic attack per turn, but means you cannot have any librarians, psykers allied to you, or inquisitors with psychic powers (or retinue with psychic powers) in your army. Could be an issue in Apocalypse.
Of course, this would require playtesting to get the correct rules and amounts.
Any comments further ideas?

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