The traitorous Chaos Marines
finally, have the ability to take a Techmarine now. It is about damn time too.
There are a few minor differences between the two, but they are essentially the
same. They are 40K versions of Doc Ock that have good armor and like to tinker
with machinery.
The Warpsmith is a Marine with a BS
5, 2 wounds, 2 attacks and leadership 10. He comes equipped with Fleshmetal
armor, Mechantendrils, bolt pistol, power axe and the regular grenade
compliment. He is an independent character with the Champ o’ Chaos, Shatter
Defenses and Master of Mechanisms rules. They cost 10 points more than a century
and most of that is probably due to their gear.
Fleshmetal- gives a 2+
save
Mechantenrils- are the
robot-o arms (or evil mechandrites) this dude is sprouting. The give an extra +2
attacks in close combat. They also come with a built-in melta gun and flamer.
They allow for either these weapons to be fired in the shooting phase, or one
these weapons plus one gun the Warpsmith is carrying.
Shatter
Defense- is a one use only ability. After
deployment, but before scouts/infiltrate moves, the Warpsmith can reduce (or is
it increase) the cover save of a terrain piece. You like those 4+ ruins…well now
they are 5+. Only one piece of terrain can be shattered this way, so no stacking
this ability with two Warpsmiths. This cannot be done to terrain that was bought
as part of the opponents list. No ruining those Aegis Defense Lines, that
just wouldn’t be fair.
Master of
Mechanisms- is the standard Techmarine repair
roll. The Warpsmith must be in base to base with a vehicle during the shooting
phase to do this. Then he has to roll a 5+ or a 4+ if he is equipped with
mechantendrils. Wait, he is always equipped with mechantendrils. What the hell
is that bit about? Anyway….if he rolls a 5+/4+ then the vehicle he is touching
can regain a hull point, become mobile if they were immobile before or can have
a destroyed weapon repaired. Whatever he repairs, it happens instantly, none of
that waiting to shoot until the next turn crap anymore.
There is another side of this rule;
he can turn this ability against the enemy. Instead of repairing he can make a
shooting attack against a vehicle. This has a range of 18” and rolls to hit. If
it does, then that vehicle’s weapons gain the Gets Hot! rule. This is something,
but unless the enemy vehicle can lay down a lot of shooting, this is pretty
useless.
The Warpsmith may also purchase
upgrades from the ranged, artefacts and rewards lists. He may be marked like
every other unit in the Codex. He can also take the Veterans upgrade for +5
points.
This is an evil version of the
Techmarine. The ability to wreck terrain as opposed to bolster it is descent and
the repair/hurt vehicles is something to do. The tendrils and armor are what I
like about this guy. I could see a bare bones Warpsmith
for a modestly priced HQ. I could also throw on a combi-melta or combi- flamer
for an extra ten points. If I am feeling saucy, then I'd give him the Bruning
Brand flamer. This gives two flamer templates, one which makes most armies
cringe, to double the burnination! I don't think a Mark is needed, but throw one
on him if you want him running along with some cult Marines.
This guy makes for a good utility or
theme HQ. Iron Warriors with some Guard foot fodder and artillery being lead by
a Warpsmith does sound pretty cool. Possibly someone’s Relictors and Dark Mechanicus
force would do well with a Warpsmith in the ranks.
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