Shield of Guilliman Strike Force

I have greatly appreciated the effort GW has put into providing Gladius equivalents for White Scars, Raven Guard, Salamanders, Iron Hands, and Imperial Fists.

I realize that the Gladius Strike Force, and pretty much everything in C: SM, is supposed to be the Ultramarine’s version of things, since they are the most “Codex-adherent” chapter out there, but I still think it would be neat for the Sons of Guilliman to have their own unique Detachment, Relics, etc.

Here is my stab at that concept:

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SHIELD OF GULLIMAN STRIKE FORCE

*1-2 CORE

*0-3 HQ

*1+ AUX

RULES:

1 – Rites of Command — If WL from this detachment is alive, all units from this detachment may use his Leadership value instead of their own for any Morale or Pinning tests.

2 – Veteran Skill — Once per game, Veteran Sergeants in Tactical squads from this detachment may give their squad and any attached characters Relentless. Once per game, Veteran Sergeants in Assault squads from this detachment may give their squad and any attached characters Shred for their close combat attacks. Once per game, Veteran Sergeants in Devastator squads from this detachment may give their squad and any attached characters Interceptor for their shooting attacks.

3 – Battle-Tested Leaders — If this detachment includes 2 CORE choices, one with a Captain and one with a Chaplain, then any Tactical, Assault, Devastator, Scout, Scout Biker, Assault Centurion, or Devastator Centurion squads may upgrade their Sergeants to Veteran Sergeants for free.

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CORE

1 – Battle Demi-Company (See C:SM)

2 – Assault Demi-Company (1 Captain or Chaplain, 0-1 Command Squad, 0-1 Dread/Ironclad/Venerable Dread Squadron, 3 Assault/Bike/Attack Bike squads, 0-2 Assault Centurion squads)

**RULES — Assault Doctrine (can choose to use once per game for models in this formation), free Eviscerators in Assault squads

3 – Devastator Demi-Company (1 Captain or Chaplain, 0-1 Command Squad, 0-1 Dread/Ironclad/Venerable Dread Squadron, 3 Devastator squads, 0-2 Devastator Centurion squads)

**RULES — Devastator Doctrine (can choose to use  once per game for models in this formation), free MMs and HBs in Devastator squads

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HQ

1 – Strike Force Command (see C: SM)

2 – Librarius Conclave (see C: SM)

3 – Command Tanks (see Angels of Death Supplement)

4 – Guardians of Ultramar (Marneus Calgar, 1-3 Honor Guard squads, one of which must take a Chapter Banner or Relic Banner)

**RULES — All units in this formation have Preferred Enemy and Fearless as long as Marneus Calgar is alive

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AUX

1 – 1st Company Task Force (See C: SM)

2 – 10th Company Task Force (See C: SM)

3 – Stormbringer Squadron (See Angels of Death Supplement)

4 – Skyhammer Annihilation Force (See Angels of Death Supplement)

5 – Ravenhawk Assault Group (See Angels of Death Supplement)

6 – Raptor Wing (See Angels of Death Supplement)

7 – Armoured Task Force (See C: SM)

8 – Centurion Battle Group (1-2 Devastator Centurion squads, 1-2 Assault Centurion squads)

**RULES — Monster Hunter, Tank Hunter, Overwhelming Fusillade (any unit hit by shooting from Devastator Centurions from this formation may not fire Overwatch if charged by Assault Centurions from this formation)

9 – Armorium Support (2 Land Raiders/Land Raider Crusaders/Land Raider Redeemers, 0-1 Chronus)

**RULES — Blessed Hulls (Lance Weapons only reduce armor to AV13, Melta Weapons only gain +D3 to their penetration rolls, and Haywire weapons suffer -2 on the Haywire Table against vehicles from this formation)

10 – Talon of Ancients (3 Contemptor Dreadnoughts, 1 Techmarine)

**RULES — Battle Doctrines of the Great Crusade (all Contemptors from this formation within 12″ of the Techmarine from this formation may enact EACH of the doctrines once per game at the start of each friendly game turn: i) Advance Upon the Foe! — May move 9″ this turn [or] ii) Smite the Foe — Gains Rampage this turn [or] iii) Decimate the Foe — May shoot twice in the shooting phase this turn, but must shoot the same target)

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ULTRAMARINE RELICS

1 – Victorum Laurels  — Bearer may choose his WL trait, instead of rolling for it, as long as it is from the Ultramarine WL Trait Table

2 – Helm of Varthion — (Veteran Sergeant from a Tactical squad only). Gives Bearer and his squad one free use of Tactical Doctrine

3 – Mantle of Ultramar — TDA that gives bearer +1W

4 – Marian Blade — S: User AP2 Swiftstrike (gives bearer +1WS/+1I)

5 – Orbital Command-Link — Bearer may bring in one friendly unit from Reserves automatically each turn

6 – Banner of Macragge — (Command Squad/Honor Guard only) All friendly Ultramarine units within 12″ gain Preferred Enemy

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ULTRAMARINE WARLORD TRAITS

1 – Champion of the Blade —  Warlord and his unit gain +1 WS

2 – Eye of Precision — Warlord and his unit gain +1 BS

3 – Master of the Vanguard — Three friendly units chosen before deployment gain Scout

4 – Master of the Keep — Three friendly units chosen before deployment gain Objective Secured

5 – Indomitable — Enemy units must re-roll successful To Wound rolls made against the Warlord

6 – Unequalled Warrior — Enemy units must re-roll successful Armor and Invul saves of 6+ made against the WL’s close combat attacks

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