Renegades and Heretics
I think the greatest strength of the the Renegades and Heretics section of Imperial Armour 13 is the flexibility of the army, whether they are your primary detachment or merely an ally. You can throw tons of bodies, literally into the breach. Everything is about 10pts cheaper than their Astra Militarum equivalents because you lose an single point in your ballistic skill. For things like wyvern and griffon tanks, they couldn't care less, and I will go into detail about that when I cover heavy support slots.
Today I will be reviewing the HQ slot in all it's glory. Just at a cursory glance, everything is weak and has normal guard statlines, but with minimal protection you won't be giving up first blood anytime soon. Let's dig in.
"Once more unto the breach!"
Renegade Command Squad - 45pts
The Arch-demagogue: ws 4, bs 4, s 3, t 3, w 3, i 3, a 3 5+
Disciples: ws 3, bs 3, s 3, t 3, w 1, i 3, a 1 5+
Heavy weapon team: same as above, w 2, a 2
Special Rules: uncertain worth, fanatic, IC (arch-demagogue only)
They come with autogun, lasgun, or shotgun, the demagogue has a autopistol or las equivalent, close combat weapon, frag nades, and flak armour. For a mere 10pts you get a chaos covenant, do it.
Covenants- if the primary detachment of the army includes an arch-demagogue as its warlord, then certain addtional units are available based upon which covenant is taken.
No Chaos Covenant- army may include 0-3 units in the rengade marauders, each counts as an elite choice.
Covenant of Khorne- army may include a single unit of blood slaughters, as an elite choice.
Covenant of Nurgle- army may include a single unit of blight drones as an elite and/or a single unit of plague zombies as a troop choice.
Covenant of Slaanesh- army may include a unit of noise marines and/or a sonic dread as elite choices.
Covenant of Tzeentch- army may include 0-3 units of renegade chaos spawn as troops.
The options you can take with the unit would take up an inordinate amount of space. You can literally take almost anything if you are willing to pay the points, some of which are steep. You can add up to 10 more disciples at 10pts per model. While this is steep, I think it is necessary. You can give the unit a chimera if the unit is 12 or less. Keep the unit bare bones, give it carapace armour for 20pts and hop them in a chimera for protection.
I think the strongest covenant is Nurgle, the plague zombies are to good and cheap to not have. However, the chaos spawn of tzeentch would be interesting to have.
Rogue Psykers Coven - 35 pts each
Rogue Psyker- ws 2, bs 2, s 3, t 3, w 2, i 3, a 1, ld8 -
Possessed- ws 5, bs 1, s 5, t 3, w 2, i 4, a 3, ld 10 -
You can take up to 1-5 rogue psykers, they are bought aas a single choice, but are deployed and act as a separate units during play** they are independent characters, aura of the wtich, Mastery 1 each. T
Daemon Unbound- when a psyker takes a wound from perils he becomes a possessed, with a 4+ FNP and rending.
Powers of the Witch
1-2 Creeping Terror- Malediction, range 12", initiative reduced to 1 and can only make snapshots until the end of that units next turn. Doesn't effect fearless units, and TSKTF can leadership test to ignore.
3-4 Warp Flux- Witchfire, range 12", str 7 ap - assault 1, blast, haywire
5-6 Unnatural Vigor- Blessing, 12", friendly unit gains fleet and crusader
Renegade Enforcer's Cadre - 25 pts each
Enforcer- ws 4, bs 4, s 3, t 3, w 2, i 3, a 3 5+
Same as the Rogue Psykers, but they must be attached to an infantry unit, mutant rabble or veterans and cannot leave that unit. Cannot be more than 1 enforcer per infantry unit.
They come with a laspistol, autopistol or stub gun, close combat weapon, and flak armour.
Special rules: Uncertain worth, and baleful judge (during a failed morale or leadership check, remove a model, and retest; adds 1+ to leadership)
May upgrade to power weapon, plasma pistol, or power fist. They can take carapace armour, combat drug injectors, and melta bombs.
Conclusions
I haven't had the opportunity to test the coven or the enforcers, rereading their rules has opened my eyes to the possibility that they could be potential force multipliers. Essentially becoming beefed up sergeants, and swiss-army knives for nasty stuff you may come up against. I could definitely see the potential of running a bare bones Renegade command squad in a chimera to unlock Covenant of Nurgle for those lovely plague zombies, while sticking in rogue psykers amongst my infantry squads. Clearly the best psychic power is unnatural vigor. Warp flux would come in handy against some nasty super heavies or knights, the downside being how short the range is.
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