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Codex: Missionaries of the Imperium WIP

966 views 5 replies 4 participants last post by  Triangulum  
#1 · (Edited)
Please note, all references to GW, Witch Hunters, Imperial Guard, Weapons, ect. are copywright of Games Workshop

Army List

The Missionaries of the Imperium Army has the following units.

HQ: Confessor, Master Custodian
ELITE: 0-1 Martyrs, Custodians, Servitors
TROOPS: Zealots, Retainers, Missionaries
FAST ATTACK: Sentinel Team, Arbiters
HEAVY SUPPORT: Gatekeepers

Codex: Imperial Guard and Codex: Witch Hunters may be necessary to use this army list.

Missionaries of the Imperium Special Rules

Army Special Rules
Devout: Missionaries are well known for their
fervor in the face of those who would deny the
God-Emperor and his message. If the mission has
a choice of attacker and defenders, they may choose
to be the defender. You may choose one ruin in your
deployment area and fortify it for free. This ruin is
treated as 3+ cover. Models within 18” of this ruin
Gain the stubborn special rule. Enemy models
within 18” gain the Furious Attack special rule, as
the sight of such a holy icon of the God-Emperor
sends them into a blind fury. Enemy models will
not gain this ability if they already have one.

Religious: All models with the Religious special rule are
considered to hit any model with a mark of chaos on a 3+
in close combat, unless their WS would allow be better.

WARGEAR
Blessed Weapon: As in Codex: Witch Hunters .

Rosarius: As in Codex: Witch Hunters


Book of St. Lucius: As in Codex: Witch Hunters

Brazier of Holy Fire: As in Codex: Witch Hunters

Carapace Armour: provides a 4+ armour save

Neural Blade: As in Codex: Witch Hunters

Power Armour: provides a 3+ armour save.

Holy Icon: A symbol of the God-Emperor.
Provides the model and any unit he joins with
+1 Ld. Counts as a power weapon

Phosper Grenades: Contain sacred incenses
that drive the enemies of the God-Emperor
mad. Phosper Grenades have a 12” range, and
hit on a 4+ at S4 AP-. If a model is wounded,
the unit must take a Ld check at -1, and if they
fail must go to ground. Any model immune
to Leadership checks are immune as normal.

Force Organization: Missionaries may only
take one HQ, but gain one Troop Slots

HQ

Confessor...................................................................COST: 40 Points
[WS 4 | BS 4 | S 3 | T 3 | W 3 | I 4 | A 3 | Ld 9 | Sv 3+]


Unit Composition: Wargear: Options:
~ 1 Confessor Power Armour Replace Close Combat Weapon with:
Bolt Pistol a brazier of holy flame.................................free
Unit Composition: Frag & Krak grenades a power weapon..........................................5 pts
~ Infantry Close Combat Weapon a blessed weapon.......................................15 pts
Replace Bolt Pistol with:
Special Rules: a plasma pistol.....................................10 pts
Independent Character Take a Book of St. Lucius........................5 pts
Religious Phosphor Grenades.................................10 pts
Voice of the Faithful

Voice of the Faithful: The Confessor is well versed
in the hymnals of the God-Emperor. Any unit with a
model within 12” is fearless. In addition, any unit
assaulting the Confessor and any unit he joins strike
at -1 Initiative, to a minimum of 1


MASTER CUSTODIAN..................................95 PTS
[WS 5 | BS 5 | S 4 | T 4 | W 3 | I 4 | A 4 | Ld 10 | Sv 2+]

Unit Composition: Wargear: Options:
~ 1 Master Custodian Terminator Armour Replace Power Weapon with:
Storm Bolter a power fist................................................20 pts
Unit Composition: Frag & Krak grenades a neural blade............................................25 pts
~ Infantry Power Weapon a thunder hammer......................................30 pts
Phosphor Grenades.................................10 pts
Special Rules:
Independent Character
Devout
Religious
Ancient
Champion of the God-Emperor

Ancient: The Master Custode is an ancient protector of the holy relics of his world. Custodians count as scoring units.

Champion of the God-Emperor: The Master Custodian is considered the champion of the Emperor, and is filled with his benevolent prowess. The Master Custodian must always challenge an enemy of the Emperor. The Master must get into base to base contact with any independent character in a unit he and his unit charges. Separate these two from the combat, and they will fight until one dies.

Designers Note: a Missionaries Army may be led by either a Confessor OR a Master Custodian, but never both at the same time.

ELITE

0-1 Martyrs......................................................................105 PTS
[WS 4 | BS 0 | S 4 | T 5 | W 2 | I 5 | A 3 | Ld 10 | Sv 4+]

Unit Composition: Wargear: Options:
~ 3 Martyrs Carapace Armour Add 2 more Martyrs...............................35 pts each
Neural Blades
Unit Composition: Fearless
~ Infantry

Special Rules:
Dangerous to Know
Religious
Messengers of the God-Emperor

Dangerous to Know: Martyrs can be extremely vicious once let loose upon the enemies of the God-Emperor. Characters may not join a unit of Martyrs.

Messengers of the God-Emperor: If your army is led by a Confessor, the 0-1 limit is removed, and gain the Fleet special rule.

CUSTODIANS.................................................................110 PTS
[WS 4 | BS 4 | S 4 | T 4 | W 1 | I 4 | A 2 | Ld 10 | Sv 2+]

Unit Composition: Wargear: Options:
~ 4 Custodians Power Armour Add 5 more Custodians.............................25 pts each
~ 1 Sergeant Power Weapon Give sergeant a Neural Blade....................15 pts
Bolt gun Replace up to 2 Bolt guns with:
Unit Composition: Bolt Pistol Flamer..................................................free
~ Infantry Meltdown.............................................10 pts
One model may take a multi-meta...........20 pts
Special Rules:
Religious

SERVITORS....................................................................80 PTS
[WS 3 | BS 3 | S 3 | T 3 | W 1 | I 3 | A 1 | Ld 8 | Sv 4+]

Unit Composition: Wargear: Options:
~ 4 Servitors Carapace Armour Add 5 more Servitors................................10 pts each
~ 1 Priest Power Fist Replace power fist with one of the following:
Close Combat Weapon Heavy Bolter...........................................5 pts
Unit Composition: Priest is armed with: Multi-Meta...........................................10 pts
~ Infantry Bolt Pistol Plasma Cannon......................................20 pts
Close Combat Weapon

Special Rules:
Stupid

Stupid: Unless there is a priest or Confessor within 12” of the servitor unit, roll one d6. On a result of 5-6 the servitors are okay, 3-4 they can move and assault but cant shoot, and on a 1 they must go to ground.
TROOPS

0-2 ZEALOTS........................................................................60 PTS
[WS 3 | BS 3 | S 3 | T 3 | W 1 | I 3 | A 2 | Ld 8 | Sv 6+]

Unit Composition: Wargear: Options:
~ 10 Zealots 2 Close Combat Weapons Add 10 more Zealots..................................6 pts each
Add up to 4 Fanatics.................................+6 pts each
Fanatics can take:
Unit Composition: Special Rules: Excruciation............................................10 pts each
~ Infantry May add Uriel the Blind Saint..................20 pts

EXCRUTIATORS: Strike at double initiative the first round of combat at S4 with AP 5. May not gain extra attack unless paired with a second Excrutiator

May only take two units of Zealots, unless your army is led by a Confessor

URIEL THE BLIND SAINT
[WS 4 | BS 3 | S 3 | T 3 | W 1 | I 4 | A 1 | Ld 8 | Sv 6+]

Unit Composition: Wargear: Options:
~ Uriel 2 Excrutiators


Unit Composition: Special Rules:
~ Infantry Blind Faith

Blind Faith: Uriel is often haunted by visions of the God-Emperors death at the hands of his son Horus. Roll a d6 during your assault phase. On a 5-6, he and the unit he is part of gain the rending rule until end of turn. On a 3-4, they gain the ability to re-roll wounds in close combat, and on a 1-2 Uriel may not attack.

RETAINERS
see storm troopers in Codex: Imperial Guard

MISSIONARIES.............................................................70 PTS
[WS 3 | BS 3 | S 3 | T 3 | W 1 | I 4 | A 1 | Ld 8 | Sv 4+]

Unit Composition: Wargear: Options:
~ 5 Missionaries Close Combat Weapons Add 5 more Missionaries...........................10 pts each
Bolt Pistol One Model may take:
Holy Icon................................................20 pts
Unit Composition: Special Rules: Four models may take:
~ Infantry Religious Power Weapon........................................10 pts
Plasma Gun............................................15 pts

These Units may be added into your army from their respective codices:
-Imperial Guard Infantry Platoon
-Armoured Fist Squad
-Space Marine Tactical Squad
-Scout Squad
TRANSPORTS
CHIMERA
See Codex: Imperial Guard

RHINO
See Codex: Space Marines

FAST ATTACK

SENTINEL TEAM
See Codex: Imperial Guard

ARBITERS......................................................................90 PTS
[WS 3 | BS 4 | S 3 | T 3 | W 1 | I 4 | A 2 | Ld 8 | Sv 4+]

Unit Composition: Wargear: Options:
~ 5 Arbiters Shotgun May add 5 more Arbiters.........................12 pts each
Bolt Pistol Two models may take the following:
Power Mauls Meltagun...............................................10 pts
Frag & Krak Grenades Plasmagun............................................10 pts
Flamer....................................................5 pts
Unit Type: Special Rules:
~ Infantry Religious

Power Maul: A Close Combat Weapon that wounds on a 4+. Armour saves allowed as normal

HEAVY SUPPORT

GATEKEEPERS............................................................60 PTS
[WS 5 | BS 3 | S 5 | T 5 | W 2 | I 3 | A 2 | Ld 8 | Sv 3+]

Unit Composition Wargear: Options:
~ 1 Gatekeeper 2 Power Fist May add 2 more Gatekeepers..................60 pts each
Storm Bolter

Unit Type: Special Rules:
~ Infantry Stubborn
Fearless
 
#2 ·
Pretty well done but a bit difcult to read. I muddled thru alright, but maby for other benefeit you could definately re-organise things. I have only one question, and it really dosent matter, Why are Arbiters and Custodes included? They are more of a stationary poliece/guardian force on their respective planets and not so mutch missionaries as far as I know. But I could definetly be wrong.
 
#3 ·
In the case of the Arbites, it makes sense-- when they go witch hunting on various planets, an Inquisitor (or, as the case happens to be, a rather violent confessor) enlists the often willing support of a local precinct or three.

The Adeptus Custodes, on the other hand, probably should be cut-- they're not really a fighting force anymore (although I'd hate to fight them all the same)-- they just babysit the God-Emperor on Terra, and that's about it. It's not a trivial job-- but it's one that is far from the combat lines. The last time the Custodes fought was the Second Siege of Terra during the end of Vandire's Reign of Blood-- war hasn't come to Terra since.
 
#5 ·
no worries. And im not actually including the custodes as in the Emperors bodyguard, but as in guardians of the many holy sights in the universe, much like the gatekeepers. But i can think of something to take and and put in their place if they are that far out of place.
 
#6 ·
Is their any existing gatekeeper fluff?