вторник, 13 ноября 2012 г.

Chaplain Crixus rules



Today I’m introducing you famous (in our hobby-center) Chaplain Crixus.

We had the campaign and Chaplain with tactical squad was sent to secondary planet to establish defenses and provide some management. There was the small worker’s colony as planet itself has promethium reserves.
After several weeks of fighting anywhere but on this planet the war finally comes at the door.
Entire Dark Eldar fleet comes to harvest slaves. Crixus sets up an trap for xeno-invaders – he requested most experienced engineers to mine space port and promethium tanks.
As Dark Eldars arrived Chaplain detonate the mines from governor craft located on the planet orbit.
Something goes terribly wrong and explosions from mines reach promethium natural reserves. Planet was torn apart burying innocent colonist and Dark Eldar warriors. Only half of Eldar fleet manage to get away from the collapsing planet.
Chaplain acted under restriction of preserving lives of Space Marines as Dark Angels suffer heavy losses.

Rules are quite simple but I tried to put away any no-brainer special rules and so on.

Chaplain Crixus
See Codex: Space Marines for stats and special rules
115 pts

Must be accompanied by a Tactical Squad (any options) with a Land Raider as dedicated transport
Additional special rules:
Demomaster: Crixus has his own demolition squad composed of chapter serves and spies. This demo-squad works exactly as Cluster Mines in Codex: SM but all hits are resolved with S6.
Dreaded: Crixus known as ruthless and uncompromising warrior. Once democharges by the Demomaster special rule were triggered all non-Space Marine ally and any enemy units within 12” of Crixus suffers -1 to Ld for Morale, Pinning and Regroup tests.

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