Post by Gabriel Lupus on Mar 26, 2011 13:09:56 GMT -5
Welcome to Codex: Imperial Servants for TEMPEST - the 40k Realism rewrite.
Codex: Imperial Servants looks at the more esoteric and unique units a characters that are found within the ranks of the forces of the Imperium, along with the strange and varied arcane wargear that they employ to acheive their goals.
The idea of this thread is to share and develop ideas for the units/characters and their weapons/wargear - so, as with the other TEMPEST threads, please feel free to add suggestions and ideas. I'll try to keep the first couple of posts updated with changes and new ideas for convenience.
Post by Gabriel Lupus on Mar 26, 2011 13:10:31 GMT -5
Inquisitors, Commissars, Priests, and others. They all have their own unique and important roles to play within Imperial forces, be it for bolstering units, gameplay additionals, or simply furtherence of the fluff, these characters and units can really make an Imperial army stand out from the normal "Futuristic Human Soldiers" template.
While some of these units will be restricted to certain armies, others may be available across the whole breadth of Imperial forces. They may even have requisitioned or assigned the force in question, to complete a certain goal - such as a Rogue Trader given permission to subdue a minor Xeno race and stake claim to their territory in the name of the Emperor.
But that's not all. Some of these units may even have potential for use in Chaos, or even Xeno armies - Apostate Cardinals who have turned to the Dark Gods for greater power... Each unit will be given a marker in their entry identifying armies they can be used in.
(post reserved for Character/unit ideas and development)
Post by Gabriel Lupus on Mar 26, 2011 13:10:49 GMT -5
Weapons and Wargear Section
The following items of weapons and wargear are unique to Imperial Servants. This may be due to their complexity of manufacture, their apparent juxtaposition to the carnage of the battlefield, or simply their restriction to higher echelons of Imperial autority.
The Executioner Pistol is a term given to specialist small arms weaponry that are used to deliver the Emperor's Final Justice upon those foul individuals suspected of the vile crime of witchcraft.
The weapons themselves can vary greatly in appearance as can the projectiles used, but by far the most common is the ornately engraved "Duelling Style" pistol. These examples of the master Artisans work by firing a small needle like projectile that delivers a small salve containing a concentrated elixir of blessed water, consecrated in the Holiest temples in the Imperium.
Though the effective range of these ornate weapons is incredibly short, they are ideal for executing bound Witches. On the field of battle, such weapons may seem out of place, but should the canny user of such a weapon manage to catch their quarry unawares, they can remove the need for a potentially risky full melee encounter.
Special Rules: "Blessed Water" - Any model with abilities/upgrades/psychic powers taken from the Chaos sub-list, including any form of Daemon, hit by this weapon will be wounded on a roll of 2+. Invulnerable saves may not be taken against shots from an Executioner Pistol, though armour saves may be taken as normal.
Single Shot: The design of Executioner Pistols means that they are extremely difficult to reload, and in the crucible of battle it is simply not practical to do so. As a result the Executioner Pistol may only be used once per game.
The Penance Crossbow is almost exclusively used by the Ordo Hereticus of the Inquisition, and is always attached to a standard weapon such as a shotgun, boltgun or Assault Rifle. In appearance it is comparable to a stringless crossbow - the arms of the Crossbow contain powerful "magnetto-gravitic" motors that propel a bolt-like projectile at high speed - the advantage of this over a conventionally strung weapon is that there is no need for maintenance of the firing string, and additional bolts can be "dropped" into place with a simple hopper.
Although there is no reason to use the specialised ammunition used by Inquisitors (a simple crossbow bolt would surfice), the blessed combination of ungents, metals and arcane symbols used on the Hereticus ammuntion makes it highly effective at wounding psychic individuals and those with the powers of witchcraft.
Special Rules: "Holy Weapon" - Any model with abilities/upgrades/psychic powers taken from the Chaos sub-list wounded by this weapon will suffer Instant Death, as the holy power of the Emperor incinerates them from the inside out.
These unnassuming items are generally worn around the neck or wrists of their owner, and appear in all respects to simply be items of jewelry. However on closer inspection, they are inlaid with prcious psycho-reactive materials that interact with their wearers Psychic powers to form a shimmering field of psychic energy that can turn even the strongest attack. These devices are becoming an ever increasingly rare item as the magick and science used to originally create them has been lost - indeed, whether the effects are a mechanical manipulation of the bearers powers, or if the object effects the user on some subconciously level is no longer known.
Worn exclusively by those with psychic potential, the Pentagrammic Ward offers the bearer a 4+ Invulnerable save against incoming attacks. In addition, any Daemons coming within 12" of a psyker wearing a Pentagrammic Ward must take an immediate Instability test.
Post by Rolling Thunder on Mar 26, 2011 15:59:38 GMT -5
We don't use "Assault/Heavy/etc" classifications in regards to weapons any more. "Small Arms, Heavy Weapons and Emplaced Weapons" cover the human-portable weapons available to you:
The Executioner Pistol isn't....really a viable weapon. In effect it's a shotgun pistol, which is already available under the standard human armoury and there is nothing to suggest such a high Strength value for it. Sorry Lupus, but I really can't see why it should be a separate weapon.
The Penance bow needs a short, medium and long range (to be compatible with weapon mods). But I really like the concept.
Like so: S4, AP6 Range: Short: 24" (1), 36" (1), 48" (1).
Special Rules: Holy Weapon: Any model with abilities/upgrades/psychic powers taken from the Chaos sub-list wounded by this weapon will suffer Instant Death, as the holy power of the Emperor incinerates them from the inside out.
And the Pentagrammic Wards should also have effects on daemonic creatures. I think the Imperial Psychic Power "Ward" has something along the lines - but the Pentagrammic Wards can be a remains-in play version of them.
I'll list all the existing psychic powers here for your convenience.
Vision: The model can see infiltrated units within 48” (the owning player must immediately deploy them) and 'spot' any concealed units he is in communication with. (10pts) Ward: All units within 12" of the psyker gains a 5+ save against any psychic power affecting them. Any Daemons coming within 12" of a psyker using Ward must take an immediate Instability test. (10pts) Chain Lightning: A psychic shooting attack. Range: 24" S4, AP5, D6 Hits. (15pts) Weaken: Psychic shooting attack. One enemy unit within 36" is now at -D3 Leadership. (15pts) Conceal: The psyker may draw a line, 2D6" long at any point within 24". Any unit targeted through this is now in Light Cover.
CHAOS: 1. Balefire: Psychic Shooting Attack at S4, AP: D6, Template, 2. Teleport: Used at the start of the movement phase. The model may remove itself and any other models (friend or foe) in base to base contact from the table and either move them into Reserves, or instantaneously deepstrike back onto the table. 3. Hoodoo: A single enemy unit within 36” must pass a standard Ld test or fall back. 4. Transform. Used during the shooting phase. The sorceror picks a single enemy unit. That unit must pass an unmodified leadership test, or have D3 models removed and transformed into a Chaos Spawn. 5. Unholy protection. Used during the shooting phase Grants a single friendly unit within 12” a 6+ invulnerable save 6. Puppet master: Used at the start of the Assault phase. Pick a single, unengaged enemy unit within 24”. That unit must pass an unmodified leadership test or attack itself in close combat. The surviving models act normal.
Some ideas for other Imperial Wargear and Troops types:
Some kind "Fanatic" upgrade for infantry that buffs their Leadership/Grants stubbon, but also makes them much more inflexible.
Blessed Weapons (Instant Death on all Chaotic/Etc units).*
Post by cheminhaler on Mar 26, 2011 16:20:14 GMT -5
How about a Jokaero spy on the wall fly cam (as featured in Inquisition Wars by Ian Watson). It might give you some sort of minor tactical advantage - e.g being able to reposition own/ enemy squad, or something?
Post by Rolling Thunder on Mar 26, 2011 22:37:05 GMT -5
Dominion (30pts): Nominate one human* (friendly or enemy) unit within 12" of the Inquisitor. That unit must take an unmodified Leadership Test, or else control of it will switch to the Inquisitor's team.
Holy Fury (20pts) (Self): The character gains +2 to their base S, T, I and A profile, and 4+ invulnerable and Rage as the power of the Emperor surges through them. The model can not be removed from the table until it fails the requisite psychic test for Holy Fury (it can still lose all it's wounds). A model subject to Holy Fury may not make ranged attacks and may not use any other psychic powers.
*Must not have any Xenos or Chaotic upgrades within it.
The Emperor's Tarrot: At the beginning of the game you may choose to re-roll both the deployment order AND the type of deployment. (25pts)
Post by Gabriel Lupus on Mar 28, 2011 3:47:51 GMT -5
RT, I see where you're coming from for the Executioner Pistol... it was a "Damn... I've been up all night unable to sleep... oooo that's a good idea" kind of idea*. But I still think in theory the weapon has some merit - though probably needs more of an "anti-psyker/daemon" tint to it... So, rather than simply writing it off as a bad idea, I've modified it to reflect the Inquisitorial use of such a weapon. As for it being similar to a shotgun (i.e. a shotgun pistol), and putting aside that such an idea is groovy, (though already exists in the form of a "Squirrel Gun"), the idea was to provide a character with a hard hitting pistol that could be squirreled away about their person. (I may be getting obsessed with squirrels now...)
The special rules suggested do make far more sense for the Penance Crossbow (note the name change), so I've altered them to reflect that
Ranges have also been added to both weapons (dumb sleepy mistake on my side...).
I've also altered the special rules for the Pentagrammic Ward - not an exact copy of "Ward" but similar - I think it's important for their to be some difference, and the save for should just be for the bearer.
I like the idea of the Emperor's Tarot... I think this may well get implemented when I update with some of the other things I'm fiddling with...
Chem - the Jokearo "Spy Flies" are a cool idea (also the Inquisition war trilogy could be a groovy source for more ideas...), maybe not for repositioning an enemy squad, but something similar... maybe they could be akin to how Servo Skulls work in the new GK codex?
Post by Rolling Thunder on Mar 30, 2011 15:46:42 GMT -5
It does, but remember, in this game, tactical flexibility and firepower are what make an army successful. Rampaging around the battlefield trying to punch enemies to death is just going to get you mullered.
Post by Rolling Thunder on May 26, 2011 20:47:35 GMT -5
The Commissar Get some fight into you, Guardsman!
[/b][/tr] [tr][td]Commissar[/td][td]4[/td][td]4[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]3[/td][td]9[/td][/tr][/table] Has access to the Imperial Armoury
Leader: All units within the Commissars' Area of Influence may use the Commissar's Leadership. One part respect: Any unit within the Commissar's Area of Influence is Stubborn. Two parts fear: The Commissar will automatically fire upon any unit falling back within their Line of Sight.
Sanctioned Psyker I can see you....with my mind!
[/b][/tr] [tr][td]Sanctioned Psyker[/td][td]3[/td][td]3[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]3[/td][td]8[/td][/tr][/table] Has access to the Human Armoury. Has Access to the Imperial Psychic Powers abilities.
The Inquisitor By the Authority of the Immortal Emperor of Mankind...
[/b][/tr] [tr][td]Inquisitor[/td][td]4[/td][td]4[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]3[/td][td]9[/td][/tr][/table] Has access to the Imperial and Inquisitorial Armoury. May choose from either Imperial OR Chaos psychic powers (but not both!).
Leader: All units within the Inquisitor's Area of Influence may use the Inquisitor's Leadership.
Out for Themself: Inquisitors are generally not military men, and thus, when taking to the field of battle, will usually do so with their own objectives in mind. To represent this, when taking an Inquisitor, you may nominate a single models in the enemy army (preferably an important one), which the Inquisitor wishes to capture. That model now counts as an additional objective (and will do so even if killed - simply replace the model with an objective market or turn it on it's side!).