Sunday, October 31, 2010

The Crusades Part I



Revisions to the original Post have been made in light of the newest FAQ. These revisions will appear in red

It's time for me to answer a request from long ago and begin a series of Codex Reviews. I pondered long and hard about which codex I would start with, but ultimately I feel it makes a certain amount of sense to begin with one's own army. As you all know by now I am a Brother of the Black Templar, and so I will bring to you all the knowledge I have gathered from the codex, as well as an added bonus of the experiences I have had on the battlefield with this particular army. So let us begin.

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A quick look into the Story of the army may help to get a bit of an idea on where we're going.

Long ago the Space Marines were crusaders who moved through the galaxy, taking the fight to the enemies of the Emperor and mankind. After the Horus Heresy, and the Breaking of the Legions by Robert Guilliman to the Chapters of the current age, the majority of the Space marines were to follow this new order known as the Codex Astartes. However, the Black Templars have never taken to these new rules, as they have continued to crusade over the last 10,000 years, fulfilling the initial role of the Space Marines; take the fight to the enemy, purge all who stand in the way or threaten the God Emperor's goal, and never retreat even in the face of impossible odds.

Looked on as the most zealous and fanatical of all "chapters" the Black Templar continue the teachings and wear the colors of their first High Marshal (The equivalent to a standard Chapter Master) Sigismund. Now the crusade is as strong as ever, spanning the width of the galaxy itself, with what would seem to be 5 to 6 thousand battle brothers strong, though there is no evidence to fully support this claim. Never the less, the crusades will continue until the vision of the Emperor comes to fruition, and the galaxy is under his watchful gaze.


So let's look under the special rules for the Army and see what goodies the most zealous of the God Emperor's finest receive.

"And they Shall Know No Fear..."
This rule works exactly the same as all other Marine armies out there. It turns sweeping advances to no retreat (which is of little importance do to another rule which makes them fearless in close combat) and allows them regroup even if under half strength (which comes in handy with those large crusader squads which I'll cover later).


Drop Pod Assault
This rule is NOT the same as other chapters. It simply says that units in the army may make use of Drop Pods. However, the army does not get the nifty trick of sending in half rounded up on the first turn. They simply arrive from reserves as normal. This hurts the use of the drop pod in this codex a little as they are stuck waiting for reserves instead of getting to close the gap early.

A side note, this army rule is what gives the Drop Pods the same rules as "Inertial Guidance System" which is not included in the Drop Pod's Profile.


Abhor the Witch
Such is the hate of the Black Templars for even the slightest mutation that psychers may not be taken anywhere in the codex, nor in any army that may be allied with the Templars. This rule does make an exception for Grey Knights (under the ideal that the Grey Knights share a knightly honor, or perhaps the idea that upsetting the inquisition is unwise). This rule makes perfect sense in regards to the fluff, and rarely becomes an issue.


Vows
I'll cover this part more on the review of the Emperor's Champion. There are 4 choices (some decent, and others amazing) to chose from. It is no secret that the usual is the one giving the army Preferred Enemy but there are in fact other options.


Mixed Armor
This rule has been removed from play as it does nothing to actually effect game play. Units that are comprised of different types of armor saves and the like have been redefined by the rules regarding wound allocation in the newest (5th edition) rule set.


Kill Them All
This rule is a dated rule that seems to have little value in the current addition. A GW FAQ states that they must still make the test for target priority. However, as that rule is no longer described or used in the new rules... it is a somewhat strange ruling from the FAQ. As an additional note, I am further baffled by this newest FAQ. It states that the last sentence which talks about Target priority is removed.

The rule simply states that non-vehicles suffer a -1 to their leadership when testing to see if they can fire at a unit other than the closest. Again as their is no more target priority, this rule is somewhat foggy in it's practical uses as a "rule."


No Pity! No Remorse! No Fear!
This rule makes the army fearless when they are in close combat. No honor can be found in running from glorious combat with the enemy, and none would bring disgrace to the chapter by running from their hated foes.

And now for the big one... This one rule alone makes me question many of those who say that Black Templars are weak (That's right, I'm looking at you BoLS)


Righteous Zeal
This states that if a unit suffered casualties in the shooting phase (even if only one brother was lost) the unit takes a moral test. If they fail, they fall back following the normal rules for retreating. If they pass, they may make a D6 inch movement towards the closest enemy.

Simple, but add in the benefits the army has to alter this, and I'll show you why this makes all the difference.

First, you can take crusader seals or take a model that has them to re-roll the amount moved on the Zeal.

You may also add a Marshal to make the army Leadership 10 via Rites of Battle (why does that rule sound so familiar :D) But the true benefit here comes from chaplains. First and foremost they make their unit fearless, and so they auto-pass the test to zeal (as it is a moral test). Second, they allow the unit to zeal towards any enemy unit, not simply the closest. And third, you may take up to 3 cenobite servitors who add 1 to the zeal movement roll for ever servitor alive. Keep in mind that may exceed 6 (to a potential of 9 inches).

This makes the unit incredibly fast if even one member is lost, and gives the army (usually based on assault) a great answer to the assault based army's usual problem, being shot. Generally if you kill enough, assault units are hindered in their ability to work. However, in this army, you generally have one round of shooting at them. Couple this with the zeal move, the larger than average squads (I'll get to later) and the usual Preferred Enemy rule, and it's all a mixture of death and victory for the Templars.

Now given the assault nature of this army, you can really do some damage to other armies (including the enemy assault armies, in a great way to practically guarantee the charge for yourself. Place a chaplain with a unit, and now you can zeal towards anything. If the enemy is over 6" when their assault phase comes up, you're fine as it is, but say they aren't. Now you are worried they will assault you. So all you have to do is wait for those casualties to hit, then zeal towards another unit in a different direction, and pull out of that 6 inch mark.

The rule is vague at best, but this allows for us to capitalize on this. You must end closer to the nominated unit, and the move is identical to a consolidate which reads "you may move up to the amount rolled." This means we can move a smidgen of an inch if we don't want to get assaulted ourselves, or all the way to close that gap asap. Also remember that you can use this to get close to other units while simultaneously getting closer to the nominated unit. So long as you end the move closer to the nominated unit, you have done what you need. This rule makes the army incredibly capable of closing the gap in an quick and efficient manner.


Now, there is one major side effect all of this has on the army. It is still running a fourth edition mind set, and while this can offer some great advantages in some places... it has one crippling weakness. the Point costs are generally pretty steep. An average member of this army is 16 base, and has no grenades. Thus you must spend the 1 point per model to give frag grenades, and the idea of giving 2 point per model kraks is never something I suggest. So with quick math, that's 17 points a guy, plus additional wargear later. Rhino transports start at 50 points and require a few more points to make them go (the 3 for smoke launchers, and 5 for the extra armor) making them 8 points more a pop than the comparable extra armored rhinos from other codexes. So there are some downsides to the army, but all in all I feel they are severely outweighed by the good.

So that is where I will leave Part I. in part II, I'll cover the unit selections from Head to tail, giving my advice on the selections, and showing what the army is capable of. Until next time,

Cheers!

Tuesday, October 26, 2010

A Box is a Box is a Box

So lately there has been a lot of talk about how to "properly" run a mech list for the good old Space Marines. Now let me preface this article by saying that though I may have Power Armor clad soldiers, I follow the way of the Black Templar, and thus I mostly move forward... Now of course that doesn't mean I can't run one or the other, but I prefer to have numbers on my side going into a close combat, and the capacity of a Rhino is more fitting for my tastes.

So, the interwebz has given marines a new look at how to put marines in boxes. This weeks episode seems to dictate the razorback. Now while they aren't inherently bad, not even close... it seems like an interesting choice. The primary target of this build looks to the standard Codex: Space Marines. This may be because they can use the Combat Tactics to place a 5 man squad (Usually consisting of the Sergent, special weapon, and maybe even an Independent Character) in the box, while the heavy weapon and 4 brothers sit back in cover and provide rear point control and support fire. But how does the vehicle itself change the way a squad performs.

Let's look at the vehicles themselves, and I'll break it into categories
.

It's not the size of your capacity... It's how you use it...
The Rhino has the clear superiority in carrying capacity. 10 vs. 6 can be a major difference, seeing as how the squad can't fully move forward if it has a razorback. Though it is possible to move marines up in both, only the rhino can bring a full squad to bear in this duel... However, One has to remember that the Razorback (if combat squaded) allows a spot for an IC. This is a pretty substantial perk if you'd like to keep a box on that Captain. So they both have a decent trick to build for.

Loki's Score (out of 10)
Rhino: 8
Razorback: 7


The Pew Pew
There is little to contest here. The Razorback has a clear advantage in this area; but never count out the ability of the storm bolter. However, while this does serve as the prime, or major use for the razorback, it causes a problem for the next category.

Loki's Score (out of 10)
Rhino: 2
Razorback: 9


The Price Tag
This is what makes the big difference. Assuming the Rhino is a unit that wants to move it's contents forward, it will usually take the Extra Armor to keep it mobile. The Razorback tends to sit back, and this may make that mobility a little more of a back burner issue for it. So in general... the starting prices are a bit different. Taking the Armor on the Rhino puts it at a base 10 points over the Razor. However, it is more likely to see Razorbacks with weapons other than the Heavy Bolter Standard. The Interwebz dictate the Las-plas pattern. Now, this does provide some nice buffs, nice shots, and scary power. However, it is one of the most expensive upgrades, putting him at 25 points over the Rhino.

Remember it still takes 2's as normal, and may only carry half the squad who purchased it... so there are some draw backs... but it of course has the power to hit hard. So with that said, I give the rhino a little higher score on price, as those points alone is a power fist on a sergeant somewhere.

Loki's Score (out of 10)
Rhino: 7
Razorback: 4


Tricks of the Trade
This one is something I give major props to the Rhino for. Though it matters very little, it is something I have seen come back to help win games in the end. Rhino Repair is a nice trick that makes those Rhinos resilient little pups.

Along the same note, the Rhino gives the squad inside the ability to fire 2 weapons (generally the Special and the Heavy, or even just the Special and a Bolter). Either way, it allows the Rhino squad to get some of those powerful shots off, while still having the defenses of a vehicle.

Loki's Score (out of 10)
Rhino: 10
Razorback: 0


Overall, they both fit a play style, and as such I give the Rhino a better score based on what I have seen in play. The biggest point I found was they both share the weakness of 11 11 10 armor, but the points spent on a Rhino, and it's abilities (repair and the 2 fire points) are more forgiving than that of the Razorback.

Loki's Final Score (out of 10)
Rhino: 8
Razorback: 6


But with that said, I will say that even though I do not field the Razorback, I can see it's merits. However, After looking at the points, I have seen a fun list that uses a mixture of both. It gives me powerful 10 man units to charge forth into the mid field and still have the man power to take hits without worry, while the Razobacks, and their 2 sub contents hold back and provide cover, as well as multiple scoring units for the purpose of scoring games. I don't feel that either is truly superior, but using a list that incorporates both seems like both a tactical, and logical idea.

So calling all players. What do you think? And on that note, how do you feel about the internet based list constructing? We all know that some players look to the interwebz to help in the idea of what's "good," but perhaps we should all look more to our own likes, and our own tactics. But Until next time,

Cheers!

Friday, October 22, 2010

Playin' Favorites


So in a day where the internet has run rampent with the "MUST PLAY" lists out there, I thought it'd be a good time for some back stepping and looking at units that we love.

As a Marine player, the one model that got me into this game before any others was the totally bad ass Dreadnought. I love everything about it, save it's inability to live through some harsh fire without spending a good deal of points for venerable or Ironclad just to keeping it alive. But this isn't about unit's that have to be good, or god-like... I want to know what units you enjoy the most, whether you field them regularly or not. I always try to have at least one Dread in any marine army / list I build, but I know some people don't play their favorite units out there. I give Heretic some smoke about playing the seer council, and where I stand by my opinion that they are in fact not worth their points, He enjoys them. It takes some real bawls to go to the FLGS and bring a unit that may not perform admirably... but enjoy it none the less.

So what's you're Dreadnought? What's your Seer Council? Why do you like them? What made you fall in love with them?

Cheers!

Sunday, October 17, 2010

Still Kickin'

by Ishamael

So, we're nearing that magical time called midterms, when the tests get harder and the projects get bigger. Unfortunately, this has led to me having a tough time getting around to writing articles, let alone them being fresh or original. I've considered snowmobiling, which is entertaining, but there are other places that do that, only better than I could (probably). Given that my only 40k army is Tau, just head over to YTTH or 3++ is the New Black for several articles on how to build, play, and win with them.

So, where does this leave me to fill in a niche in the wargaming community?

While I do want to do some articles on setup in 40k, the seeming lack of Warmachine blogs (from what I've hunted using Google) is leading me to think that it might be better for me to do Warmachine articles to expand readership, and serve as a self-referential tool to go over my thoughts while I wade through my experiences playing Khador. So, let me start there.

Currently I'm experimenting with different units to find out what I enjoy playing with, and trying to find out what will work. I'm working right now with eSorscha as my caster, but this is primarily for her feat. While it only worked well today once while playing, getting to double all damage done for one turn is most excellent. The equation is something like (P+S + 2d6/3d6 charge - enemy ARM) x2. Beyond this, she's pretty hard to hit as far as casters go with AC 16, and her spells give her a small amount of Jack support, yet everything else points her at smashing infantry with her seismic hammer. The question now is whether or not to try a different warcaster out, and if I do, what units should I bring?

From the games I've played, the units I enjoy the most so far are the Iron Fang Uhlans, Spriggan, Greylord Ternion, Widowmakers, Engineers, and the WAR DOG. I very recently got a Berserker model, and it's fun to play with so far, but it requires being driven or hitting a frozen target to have a chance at doing anything. So, he's a sideliner, along with the Juggernaut. My goal is to build for 50 pts. For the purposes of consideration, I'll be taking Sorscha as my caster, and then add these units in.

eSorscha
War Dog
Spriggan
5 Uhlans
Widowmakers
4 Battle Mechanics
Greylord Ternion

So, right here I've only used 26 points, a large portion in that unit of cavalry. As it stands, I only have 2 units that can threaten jacks (Uhlans/Spriggan). Sorscha can go in this category with her feat and boosting. My other units fill the anti-infantry role, with the Greylords' cone of cold, and the Widowmakers' sniping capabilities. Yet, given that the Berserker is focus-light, and the Juggernaut is tough enough to warrant its name, I will toss them in to add endurance, as well as anti-jack units. So, this puts me at 39 points.

Where to toss those points though?

As a matter of more endurance, I've also purchased the Man-O-War Drakhun model. I have yet to get a dismounted model for him, but I will add him in here with his dismount. Another quick cavalry model that has a great MAT, ARM, and Weapon Master, and he gets off when the horse dies. So, now I'm at 44. What to get for 6 points? I have a couple thoughts right off the bat: a minimum unit of Demolition Corps, or a powerful solo and something else, say a Man-O-War Kovnik to Drive the Berserker, and then a Merc like Eiryss to screw around with the enemy caster/jacks.

Here is where the question is right now. For the latter 6 points, I already have Eiryss, and I would need to purchase the Kovnik and a Shocktrooper for the Drakhun's dismount. Yet, the Demo Corps hit like a truck, have high ARM, with the option of gaining a die on damage, or swinging twice.

For those so inclined to Privateer Press, what do you think? I'm flexible on the caster, and these last six points.

Cold as a Saldean winter,
Ishamael

Saturday, October 9, 2010

Turning "Dread Not" into Dreadnought!


Hello everyone. After a long absence due to much work and turmoil in the life of me, I have returned to bring you all yet another article. As you can see by the title, the idea behind this article is based around the dreadnought; but don't worry all you non-marine lovers out there, as I will be talking about issues and suggesting tactics that are decent for walkers and MC's in general. So lets get to it.

In the 40th millennium, Dreadnoughts make up a large portion of the battlefield for the imperial armies. They are daunting mechanical warriors that fill the enemies with dread (hints the name) while bringing heavy and mobile fire support to the front lines. Honored and praised by their brothers, they make for the lines to serve the Golden Throne even in death.

But lets break down the dreadnought a little here. It is a great infantry hunter based on the fact it is a vehicle, and a front side 12, rear 10. Since you hit them against front armor in melee, and grenades require a 6 to hit (save it being immobilized in which it hits against weapon skill. This makes it a major threat to those units without the protection of a heavy tank to keep them safe. But even with the might of a dreadnought being as it is, it still falters like many other vehicles to anti-mech shots. Whether it be a meltagun, a lascannon, or even an autocannon... Dreads have to worry a little about those shots in order to continue to serve the Emperor as more than a piece of terrain for guardsman to hide behind. So how do we keep our beloved Dreads from such an ill fate. Luckily for us, we have a few options at hand.

The first option and one of the more obvious is the "Hellfire" pattern. These generally have longer range weapons and swap the DCCW for the missile launcher. Offering some mobile and heavy fire, it can bring some ranged death to the enemy early in the game. Though walkers in general are bulky machines, it is still possible to hide them in a good piece of cover to help protect against those anti-mech shots coming to it. With a few options like the TL-Lascannon, the Plasma cannon, Autocannons, and more... there are a great many ways to kit these ranged variants to fit any need the army may have.

Another option available to us is the Venerable Dreadnoughts. With the new plastic kit, as well as the Forgeworld line up, these dreads not only perform well on the table, but look good while they do it. The venerable rule allows the dread to force any and all penetrating and glancing hits to be rerolled if he chooses. This can really help keep those damaging hits to a minimum, but it's still a risk. There is no guarantee that that 5 won't be another 5, or even a 6. It's not perfect, but it is helpful. Being a Templar player, my venerable may not gain the skills that they vanilla counterparts do, however they do gain veteran skills, which I prefer in the long run as it is. These are great additions to the armies and can serve great as ranged or midfield support. I won't suggest melee combat for them to much as the still only have a maximum of 3 attacks on the charge. Now they can still do very well for themselves there, but it all depends on what you need at that moment.

Now for those of you wishing to get into CC with a dread, this one's for you. The Ironclad Dreadnought brings heavier armor, move through cover, the assault launchers, duel DCCW's a meltagun, and a possible 2 hunter killers with it. These guys are itching to close the gap and smash the enemies of the emperor into the smallest possible bits. They are great for anti-infantry, and superb at anti-mech. However, they need to close the gap as they have limited range with their primary weapons, but when/if they make it... there will be some sad enemies of the Emperor.

So how can we work these variants into the army? Well first of all we can place them on the table and with proper movements they can do well on their own. Using cover, smoke launchers, or using them to draw fire, they always have the option of working well.

We also have the use of Drop Pods to close the gap fast and bring some dread power behind enemy lines. This is the option i must urge for the Ironclad, as it comes in with a multitude of close range shots, and it assault the following turn.

Though big and bulky, their size is still small enough to hide behind the Land Raider. If running one of these, the ability to hide a dreadnought behind the Land Raider, turning it into a pseudo-Stormraven could be a useful tactic.

Remember that 5th brought about the Mech list... and with it the answer for mech. Though Dreadnoughts are not really the first thought of a mech list, they are still vehicles, so treat them with the idea that a lucky shot can end them turn one. Use them cautiously, and they can survive... but they aren't paper weights. They can hold their own in the fires of combat, but do not over extend yourself. Keep them supported, and use them to support like-wise, and you'll being home glorious stories for your battle brothers.

Now of course there are other options like Librarian Dreads, but they have a unique style that even I am not really sure of. Having never really run one, I am not sure there is a "right" way to run them. Feel free to comment on that if you have a way that works for you. And remember, a lot of walkers fall into the same problems as the Dreadnoughts, but they all have the potential to work beautifully for your army.

Hope you all enjoyed the read.

Cheers!

Tuesday, October 5, 2010

Malifaux


All right, I know it’s been a while since you heard from me, but I’ve been busy getting ready for and taking my GRE. You guys are important, but so is my future. Anyway, I’m back and you can expect more regular posts from me. So this time I’m going to cover a slightly different game: Malifaux.

First thing you have to understand is that while 40k and Malifaux are both tabletop miniature games; they are in many ways polar opposites in what they try to accomplish. 40k puts you in charge of an army, where you lead large units of similar dudes against other large armies. Malifaux has you heading up a crew of only a handful of models and is all about the special tricks and abilities each individual model has. Due to the large differences between the games a direct comparison doesn’t work at all, so I’m just going to discuss Malifaux on its own.

Like I said before Malifaux is all about the crazy rules and abilities each individual model has. Because of this a game is usually played with each player having their Leader character and only four or five other models on the board. Much more emphasis is placed on unique character models than regular generic dudes. This supports the games back and forth turn structure where one player makes his actions with a model and then the other player, and so on until all models have been activated. And don’t expect models to be similar, each model has its own, abilities, triggers, and spells. The sheer number of things that a single model can do is awesome and allows some serious flexibility in what you actions you take with them.

The other thing that differentiates Malifaux from every other game out there is that it uses playing cards rather than dice. That’s right: there are no dice to be rolled in Malifaux. Everything is determined by flipping cards like the card game War and adding the model’s base stat to the value of the flipped card. Adding an element of strategy to this is the ability to “cheat fate”. At the beginning of every round a hand of six cards is drawn and can be used to replace flipped cards. This can be done by both the attacker and the defender allowing for tough choices and additional strategies. Also flipping cards against an opponent can be fun in and of itself. Even the suit matters, as each faction is aligned with a certain suit and flipping the right suit is necessary for certain spells and can allow special trigger abilities to go off and do all sorts of additional effects.

Malifaux also has one of the best feeling backgrounds I’ve ever seen to it. It takes place in an alternate Victorian steampunk horror setting with large helpings of Lovecraft, western, magic, and just about every other genre you can think of thrown in. Reading about the factions and the characters is hilarious. When one of the leaders is a leprechaun looking necromancer with a large bladed .45 flintlock pistol who leads a small army of undead southern belle prostitutes you know you are on to something.

Malifaux is a lot of fun to play and combining the cheap prices per model and inexpensive faction packs with the low number of models needed to play its one of the cheapest tabletop games you can find. All the rules for both the game and the models can be found in a single core rulebook (expansion books will follow with new rules and characters for each faction, in fact one of them is already out) that costs about the same as a single 40k codex. Everyone should give this game a try, the flavor and large number of abilities makes every game fun and potentially hilarious.

Friday, October 1, 2010

Battle Report V: Three-for-All!





First I would like to apologize for the quality. Youtube wanted to compress everything to microscopic proportions... but it's the best I could do.

It was a fun little game between the three of us. As you will need to know for our homebrew codex, these are the experimental rules for the special units pertaining to Jacob's "Blood Raven" codex.

Gabriel Angelos
WS BS S T W I A Ld Sv
6 5 4 4 3 5 4 10 2+
Unit Composition
1 (Unique)

Unit Type
Infantry

Special Rules

And They Shall Know No Fear, Chapter Tactics, Independent Character.

Chapter Tactics: If you include Gabriel Angelos, all non-vehicle units add a close combat weapon to their existing wargear, as Angelos believes a sounds army is one that can handle fights at range, and in close quaters.

Honored Commander: Such is the awe that the brothers of the chapter hace for Angelos, they fight on through even the worst of odds in his pressense. Any unit with a model within 6" of Gabriel Angelos adds +1 to their attack characteristic.

Tactical Expertise: A good commander knows how to rally his troops effectivly and efficiently. Once per player turn, a friendly non-vehicle unit within 18" of Angelos may gain one of the following benefits.

Add +1 to their leadership value (to a maximum of 10) until the beginning of their next turn.
Reroll a failed or passed leadership, moral, or pinning test.
May regroup even if their is an enemy model within 6".

Wargear
The Raven's Crest, God-Splitter, Bolt Pistol, Frag and Krak Grenades, Iron Halo

God-Splitter: This is a powerful Daemonhammer gifted to Gabriel Angelos of the Blood Ravens 3rd Company by Inquisitor Mordecai Toth. It counts as a Master Crafted Thunder Hammer that adds an addition D6 to its armor penetration rolls. Additionally, if fighting against a Daemon, Angelos strikes at initiative order.

The Raven's Crest: This is a suit of artificer armor that allows Angelos to reroll one failed armor save per game.


Sergeant Tarkus (Upgrade Sergeant)
WS BS S T W I A Ld Sv
4 4 4 4 1 4 2 10 3+
Unit Composition
1 (Unique)

Unit Type
Infantry

Special Rules
And They Shall Know No Fear

Tactical Advance: Knowing the codex as if it were his own words, Tarkus has perfected the art of the Tactical Advance. At the beginning of the Blood Ravens movement phase, Tarkus may take a leadership test, if he passes then the squad gains the Slow and Purposeful and Fell No Pain universal special rules until the beginning of the next Blood Ravens turn.

Wargear
Power Armor, Bolt Pistol, Boltgun, Frag and Krak grenades


Lexicanum Battle Squad
WS BS S T W I A Ld Sv
4 4 4 4 1 4 1 9 3+
Unit Composition
3 - 10

Unit Type
Infantry


Special Rules

And They Shall Know No Fear

Combined Knowledge: The Lexicanum Battle squads are all proficient with at least some psychic powers. Raising their number increases their abilities in battle. The Lexicanum Battle Squad is treated as knowing all of the Blood Ravens psychic powers. For every 3 member alive in the squad, the unit may cast an addition psychic power per turn.

The Unbound Blood of the Raven: This is an awe inspiring attack made by the squad in unison. The Lexicanum Battle Squad may choose to forgo any other psychic attempts (including casting psychic powers, using force weapons, and psychic hoods) until the beginning of their next turn. If they do, the unit makes a single powerful shooting attack with the following profile
Range Strength AP Type
18" * 1 Heavy 1, Pinning, Large Blast

Roll to scatter, but do not reduce the roll using ballistic skill. Instead, each member of the squad must choose to either bolster the strength, or increase the accuracy of the attack. Therefore, before the attack is made, each member of the squad must choose one of the following actions
Increase the strength of the attack by 1.
Reduce the scatter of the roll by 1.

Wargear
Power Armor, Bolt Pistol, Force Weapon, Psychic Hood, Frag and Krak grenades

Options
The squad may take up to 7 addition members at 25 points per model.


Vehicle Upgrades
Psychic Disruption Launchers: This item is a 10 upgrade that replaces the standard smoke launchers.

Disrupting the area around the vehicle with psychic energy, the vehicle is encased in a shadowed shell from the warp itself. Any penetrating hits are treated as glances until the beginning of the next owning player's turn.



Psychic Powers

The Raven Strike
Range Strength AP Type
18" n/a* - Assault 1
Target an enemy model within 18". The model suffers a single hit that wounds on a 2+, allowing saves. If the target is killed by this ability, before removing the model, place a small blast marker centered on that model. All models (except the victim) under or partial under the blast suffer a wound on a 4+, with an AP equal to the victim's armor saving throw (i.e. a space marine would cause an AP 3 blast, while a termigaunt would cause an AP 6 blast, and units with no armor save cause an AP - blast. Note that additional wounds caused by blast do not trigger more blasts.
This power is extremely dangerous, and if the psychic test is failed, the Librarian will take the hit instead


For a full explanation of rules for the experimental codex. Please comment or ask for more information on the 40k Wartrukk group. Hope you all enjoy.

Cheers!