Tuesday, September 17, 2013

Chaos review #23 the mechanic

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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