Actually, the 2nd page of my article was lost in the transition to the new forum software. I've been meaning to get the whole version back up but I've been busy with other things. I found an earlier version of the article, and here's the 2nd half (for the most part):
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4B.2For our secondary weapon, we can quickly dismiss the twin-linked Devourer for one simple reason: range. As discussed at the very beginning of this article, if we take a shooty
Carnifex, we want it to
shoot. By taking a shorter ranged weapon, we are forced to move our
Carnifex closer to the enemy in order to maximize our shooting. That increases our chances of a smart opponent charging our Gunfexes in an attempt to silence our shooting. This is something we do not want to happen.
By giving our Gunfexes a 36? range (by giving them both a Venom Cannon and Barbed Strangler), we can ensure that they can safely stay far away from the enemy while pouring fire into vehicles and infantry. Besides, we almost always need some units to sit back and hold table quarters while the rest of the swarm rushes towards the enemy. A Gunfex is the perfect candidate for this job.
4B.3So we have decided (through default) that all of our Gunfexes will have a Venom Cannon and Barbed Strangler. With our weapon choice sorted, we can move onto biomorphs.
First the easy one: we must take Enhanced Senses for this type of
Carnifex. Beyond that is where the restraint is needed.
As I?ve said numerous times, we want our Gunfexes to shoot. That is why we bought them. To waste points on any
CC oriented biomorphs might only tempt us to engage the enemy when we should be shooting instead. If we exclude all the close combat biomorphs we are left with choices that make the
Carnifex tougher to kill.
4B.4When making our analysis on these biomorphs we should keep in mind that we don?t expect our Gunfex to regularly get into close combat or even get very close to the enemy. In fact, if the enemy gets within 12? of our Gunfexes, that means the enemy has already killed the majority of our army and/or has been able to seriously outflank us. Either way means our army is in bad shape long before those short-ranged enemy weapons start shooting our Gunfex.
The point is, we are mainly concerned with how longer ranged weapons will be affected by these biomorphs, especially those with a range beyond 36?. Those weapons will be able to shoot our Gunfex without being hit by return fire.
· Reinforced Chitin (+1 Wound). This is the one biomorph I would give to every single Heavy Support Carnifex. Compared to the other resiliency biomorphs, it is cheap (15 points). More important, an extra wound is always of use no matter what Strength the attack or its AP. A better question would be: Why would you not take this biomorph? I can?t think of a good answer to that question.
· Toxin Sacs (+1 Strength). Toxin Sacs give our Gunfex no benefit, and in fact cause the Barbed Strangler to cost 5 points more. We will not be giving our Gunfex Toxin Sacs.
· Bonded Exoskeleton (+1 Toughness)/Extended Carapace (2+ Save). I am going to discuss these two biomorphs together because they address the same issue in slightly different ways. Whether to take either or both is an interesting dilemma. There is no question that both these upgrades make the Gunfex more resilient. The question is whether the increase is worth the 20 and 25 point price tag.
4B.5
The biggest negative against taking either upgrade is that neither does anything against those weapons which are biggest threat. When you factor all types of Space Marine, Chaos Space Marine, Imperial Guard and Tau armies that are regularly played, you are probably approaching nearly 60-70% of the armies you will face during a random tournament draw.
All of those armies feature a S9, AP2 or better long ranged weapon as their primary Anti-tank (and therefore anti-Carnifex) weapon. We are, of course, speaking of the Lascannon (and Railgun for the Tau).
Neither upgrade will affect hits caused by these weapons, and as these are the generally the main shooting threat your Gunfexes will face, both upgrades are, at best, suspect.
4B.6
Of course, there are other races. Both regular and Dark Eldar carry S8 AP2 lances, Orks have their S8 AP3 Rokkits, Sisters of Battle have the S8 AP1 Excorcist launcher, and nearly all Imperial/Chaos armies have the ubiquitous (but less popular than the Lascannon) S8 AP3 Krak missile.
In addition, we have the mid-Strength weapons (S5-7) to worry about. Most particularly the ?Plasma? variety which tend to have a deadly AP of 2.
Also, we would be remiss to ignore the new boon of ?Rending? weapons in the game which further reduce the effectiveness of both a high Toughness and a better Save.
All of these factors combined leads us to the conclusion that for a Gunfex, our best option is to forgo either upgrade. Instead, keep the beast cheap and in some cover for the whole game if at all possible.
4B.7
However, if you really, really wanted to take one upgrade, which one is better than the other? Let?s examine the Strengths each selection has over the other.
Extended Carapace: gives near invulnerability against all attacks that have an AP3 or higher; this is statistically better protection than +1T offers against those same weapons. In fact, the higher the Strength of the attack, the better that protection is, versus what Bonded Exoskeleton offers.
The problem is, the higher the Strength of the weapon, the greater the chance it is AP2 or better; thus rendering the 2+ save completely useless.
One other fact to consider is that a 2+ save offers increased protection against S4 attacks, something that Bonded Exoskeleton does not (changing T6 to T7 has no effect on S4 attacks).
Of course, the golden moment in the sun for Extended Carapace is versus AP3 weapons, where a 2+ save offers vastly more protection than +1 Toughness. However, there are very few of these weapons in the game compared to those that are AP2 or better. We are really only talking about Krak missiles, Ork Rokkits (not long-ranged), Eldar Reaper Launchers and Tau Ion Cannons.
4B.8
Bonded Exoskeleton: has the huge advantage of reducing the effect of every weapon S5 through S8, regardless of AP. This is especially important because quite a few weapons in this range do indeed have an AP of 2. Starcannons, Dark/Bright Lances, Plasma guns/cannons, Meltaguns, Fusion guns, and Excorcist missiles (to name the main threats).
One other benefit is that a Toughness of 7 means complete invulnerability against S3 attacks.
4b.9
If you knew that you were going to be playing against Orks, Dark Reaper heavy Eldar or Chaos/Imperial armies featuring a preponderance of Missile Launchers then you?d clearly want to take Extended Carapace.
Otherwise, the much more versatile choice (especially for 5 points less) is Bonded Exoskeleton. You know that it will make your Gunfex tougher versus any mid-strength weapon, regardless of what enemy army you face. In particular, it works better with the Gunfex concept of sitting inside terrain and using the cover save. Although it doesn?t offer the kind of protection a 2+ save does against AP3 or better weapons, it does work against every S5-8 (non-Rending) shot from an Autocannon to a Plasma gun; something that cannot be said about Extended Carapace.
4B.10
I do want to re-iterate that I don?t recommend taking either upgrade for a Gunfex because neither address the Gunfex?s biggest threat (long ranged S9-10 AP2 or better shooting).
4B.11
Regarding those ?mid-strength? weapons, an important thing to remember about the game of Warhammer 40K is that when choosing targets, shooting the right target with the proper weapons is paramount. If we don?t upgrade our Gunfex with either Bonded Exoskeleton or Extended Carapace and our opponent is shooting it with an Autocannon, we should be happy to take those wounds because they are firing inefficiently.
For example, with a standard Carnifex, it will take an Imperial Guard player 9 (BS 3) Autocannon shots to statistically cause an average of one wound. A Space Marine player will need 14 (BS 4) Heavy Bolter shots to do the same. Those are a lot of shots that would be much more efficient fired at Tyranid warriors or Genestealers, for example.
If an enemy player is resorting to firing these types of weapons at you, then you?re probably well on your way to winning the game regardless of whether your Gunfex is subsequently killed.
On a similar train of thought I?ve completely ignored blast weapons in this Bonded Exoskeleton/Extended Carapace analysis. Any enemy who wastes a blast weapon shot on a single Carnifex regardless of what Strength or AP is doing you a huge favor by not firing at something else in your army.
4B.12
If you?re still following me along this winding path you now know that all of the Gunfexes we will take in our army will be equipped as follows:
· Venom Cannon, Barbed Strangler, Enhanced Senses, Reinforced Chitin (163 points).
4C Mixed Heavy Support Carnifex (or ?Uberfex?).
The ?Uberfex? is a term I give to any Heavy Support Carnifex that doesn?t carry both a Barbed Strangler and a Venom Cannon (aka ?Gunfex?).
If you?ve come with me this far then you probably already know some of the things I?m going to say about this configuration.
It should be obvious that we?re not going to give an Uberfex two ranged symbiotes (that would be the Gunfex) and we?re not going to give it two close combat symbiotes either; we?re going to take a mix of each.
4C.1
I can already hear some people crying: ?I want to take a Barbed Strangler and a twin-linked Devourer!?
Resist the urge people. If you want a shooting Carnifex, take a Gunfex and keep it far away from any enemies who might want to charge it.
Besides, those two 36? S10 shots are far too valuable to pass up. EVERY Heavy Support Carnifex in you army should have one. Every. Single. One.
4C.2
Other are now crying: ?But what if I play against an army that has no vehicles??
Those games certainly will occur, and it is why your Gunfexes also have a Barbed Strangler. Yes, I understand that there are times where your Uberfex, armed with a Venom Cannon will have no vehicles to shoot at. However, those are the risks you need to take.
Remember! You have plenty of other troops who can kill stuff in close combat pretty darn well. You can equip other units in your army to shoot enemy infantry and light vehicles. What you DON?T HAVE is any other way to destroy heavy vehicles at long range; Don?t ever forget that.
4C.3
Finally a few of you are still bawling: ?But I want to make a super-duper close combat god out of my Carnifex.?
Just say no. If you absolutely must have a close combat Carnifex, make it Elite. I know that you can?t make the same kind of mind-blowing close combat monster with a 115 point cap, but remember that there is a 1/3 chance every game that your Carnifex will have to come from Reserves. You don?t want to be pouring 200+ points into something that may or may not have any impact on the game. You want your premium units to contribute as much as possible.
Besides, the Uberfex we are going to create below is a pretty formidable close combat opponent. While it will never match the close combat power you could build with a pure Heavy Support close combat Carnifex, the Uberfex?s Venom Cannon means that it stands a much better chance of consistenly making back Victory Points every game.
4C.4
Let?s get back to equipping our Uberfex:
When it comes to weapon selection it should be obvious by now that we are going to be taking a Venom Cannon as our one ranged symbiote.
As for our close combat symbiote, we have one choice we really haven?t had to deal with so far. That is: Crushing Claws.
4C.5
Crushing Claws (25 points) take up a spot that Scything Talons (8 points) would normally take. They also erase the Carnifex?s basic 2 attacks. That means for 17 points more than Scything Talons you are left with only a 50% chance each Assault phase your Carnifex will have more Attacks than if you had just stuck with (the much cheaper) Scything Talons. You also get a 33% chance of having less Attacks each Assault phase than you would have had with Scything Talons.
If you like that kind of random risk vs. reward you should really be playing Orks.
I, however, prefer to know as much as I can going into an Assault how my units will perform. Of course, Crushing Claws on a pure close combat Carnifex would be much more attractive. With Tusks, a Carnifex like that would have 3+D6 attacks on the charge; not bad at all! However since we are not going to take a pure close combat Carnifex, taking Crushing Claws on our Uberfex is just too big a risk for the amount of points it costs.
That means our Uberfex will always have a Venom Cannon and a set of Scything Talons as its weapons.
4C.6
Onto biomorphs! This is going to be fun. We no longer have an Elite points restriction, and the goal is to make a close combat monster while not going overboard spending points. We?d like our Carnifex to be able to take on nearly any opponent in close combat but we don?t want to get to the point that it completely loses the ability to kill the equivalent amount of enemy models with its shooting and close combat combined.
4C.7
From our previous configurations, we have already ruled out the following biomorphs: Acid Maw, Bio-Plasma, Regenerate and Spore Cysts.
Since we?re spending the 35 points to take a Venom Cannon we are compelled to spend the extra 8 to get Enhanced Senses. Also, as discussed with a Gunfex, Reinforced Chitin is a must on all Heavy Support Carnifexes. So far we?re up to 151 points.
4C.8
The following biomorphs are crucial for maximizing the close combat ability of the Uberfex: Adrenal Glands (WS), Adrenal Glands (I), Toxic Miasma and Tusked.
Toxic Miasma and Adrenal Glands (WS) mean that our Uberfex is striking on a 3+ against standard MEQs. Adrenal Glands (I) means that its Attacks strike before Powerfists and with five Attacks on the charge (because of Tusked) and a 3+ to hit, our Uberfex stands a decent chance of sniping that PFist if the kill zone is small enough. We are now up to 179 points.
4C.9
The biomorphs selected so far are those I feel should be taken no matter what, 100% of the time on an Uberfex.
From here on out, a lot of personal preference rules the day. Of course, for a unit that costs 179 points, we probably want to take some more defensive upgrades, especially as the Uberfex tends to advance into enemy fire.
4C.10
First, lets look at some mediocre biomorphs that I don?t recommend taking on your Uberfex: Thornback and Spine Banks.
· Spine Bank isn?t a horrible choice for 5 points, but doesn?t match up very well with the Uberfex?s Venom Cannon. The range matchup between the two weapons is pretty severe and the Venom Cannon wants to be firing at the hardest vehicles while Spine Banks need to fire at the lightest. In addition, for the amount of points you?re spending on an Uberfex, you desperately want him to get into close combat. Unfortunately you may run into situations where a successful Spine Bank shot ends up killing the only enemy model in charge range.
· Thornback is a pretty expensive upgrade for 15 points. More importantly, you don?t have the choice to not use the ability if you don?t want to. An Uberfex is most likely to win on the first round of combat (when it has the bonus attack for Tusked). Having an enemy unit run from this first round of combat is the worst thing you could ever hope for. You want your Uberfex locked in combat for at least one more round.
Besides, an Uberfex doesn?t stand a very good chance of running any enemies down in a Sweeping Advance (except for Tau and Orks). Yes, it can be a powerful tool when the Uberfex charges in with another unit with high Inititative, but taking it makes the Uberfex less versatile. You?ll have to be careful about where and when you charge because you know that if your Uberfex wins the combat it is then likely to be standing in the open during the opponent?s following shooting phase. Leave the Thornback at home.
4C.11
Now that we?ve gotten the very mediocre biomorphs out of the way, let?s look at the rest of ?em. We have left: Bonded Exoskeleton, Extended Carapace, Implant Attack, Tail Weapon: Mace & Scythe and Toxin Sacs.
When it comes to Implant Attack and Toxin Sacs, we will look at those two items together. Both of these biomorphs really help make the Uberfex better against enemy characters and multi-wound creatures (Toxin Sacs does helps against vehicles too; especially the Monolith). Although we generally don?t prefer our Uberfex to go up against a character (as we?ll need a 4+ to hit instead of a 3+ against opponents with a WS4 or less), when we have to face off with one, Toxin Sacs undeniably gives us the better edge (especially for 2 points less).
This is because there are very, very, very few characters or multi-wound creatures in 40K that do not suffer instant death from S10 attacks. Since our Uberfex doesn?t have that many Attacks to start with (compared to enemy characters), we need to rely on being able to kill with a single successful attack rather than the two successful Attacks we?d likely need with Implant Attack.
Just about the only enemy we?re going to regret taking Toxin Sacs over Implant Attacks is another Tyranid army. Synapse creatures? resistance to instant death makes Implant Attack very useful.
4C.12
I do recommend taking a Tail weapon on your Uberfex. This is because with the Venom Cannon, it has only three Attacks when not charging. An Uberfex needs to have staying power. Besides, since it hits WS4 or lesser troops on a 3+, Tail attacks have a better chance of hitting each round and are therefore a better value for the same amount of points.
Remember that our Uberfex is I2 and any Tail Attacks are made at I1, so it does stand a slight risk of losing the chance to make those attacks. However as Tail attacks are only used when in base contact with 4 or more enemies (at the start of the round), and the Uberfex only has 3 Attacks when not charging, the only way this situation is going to occur is if your Uberfex is fighting alongside friendly broods in combat. As such, we aren?t going to worry about this happening often enough to keep us from taking the upgrade.
Since we?ve already decided upon taking Toxin Sacs, you may be thinking that Tail Weapon: Scythe is now easily the most attractive option since the D3 Attacks will be at S5. However, both upgrades still have merit.
4C.13
Against a WS4 or less opponent, an Uberfex will average the following number of wounds per round of close combat with its Tail Weapon alone:
· T3 opponent--Scythe: 1.11 wounds/Mace: .56 wounds
· T4 opponents--Scythe: .89 wounds/Mace: .56 wounds
· T5 opponents--Scythe: .67 wounds/Mace: .56 wounds
Although the Scythe Tail consistently produces more wounds, the average against MEQs ins?t twice as large as the Mace. When you consider that the Scythe costs double the points (5 vs 10), Mace retains much of its charm.
If you also factor in the chance that the Mace Tail may cause an instant death attack every now and then, for 5 points less it is the choice I will go with.
4C.14
Finally back to my favorite subjects: Extended Carapace and Bonded Exoskeleton. All of the analysis I provided in the Gunfex section still applies. However, the Uberfex is going to be behaving rather differently than the Gunfex and therefore we must examine some new situations.
First off, we have already spent considerably more points on our Uberfex then we did on our Gunfex. That means it behooves us to spend at least a few more points on making the Uberfex more durable. Consider it an investment on the points you?ve already spent.
Second, the Uberfex is not going to be sitting in cover and it is going to be getting within short-range of the enemy. This means that Rapid fire weapons (especially Plasma guns) are going to have a much greater impact on the Uberfex then they will on a Gunfex.
Thirdly, we hope that our Uberfex gets into close combat. How do Extended Carapace and Bonded Exoskeleton stack up against close combat attacks? All will be revealed below:
4C.15
When wading into enemy Rapid Fire range the following is the average number of shots that need to be fired to statistically cause a single wound on the Uberfex:
(Imperial Guard)BS3/S3. un-upgraded: 36 shots. T7: invulnerable. 2+ Save: 72 shots.
(MEQ)BS4/S4. un-upgraded: 27 shots. T7: 27 shots. 2+ Save: 54 shots.
(Ork)BS2/S4. un-upgraded: 54 shots. T7: 54 shots. 2+ Save: 108 shots.
(Tau)BS3/S5. un-upgraded: 18 shots. T7: 36 shots. 2+ Save: 36 shots.
As you can see, Extended Carapace provides double the protection against the basic weapon of every army. Bonded Exoskeleton will only help against the Imperial Guard and Tau.
However, we cannot forget that when approaching enemy lines, the Uberfex will undoubtedly incur fire from Plasma and Melta weapons; both of which totally ignore the 2+ save provided by Extended Carapace. The +1 Toughness of Bonded Exoskeleton does protect somewhat against these weapons.
4C.16
Once in combat, the tables turn rather dramatically. Imperial Guard, Orks, Sisters of Battle, and Tau all strike at a S3 or less. +1 Toughness eliminates any damage in close combat from the basic troops of these armies. In particular, eliminating Orks and their Choppa attacks is handy as it only takes 24 Attacks (not that huge a number considering each Slugga Boy has 4 Attacks on the charge) statistically for them to cause a wound.
With MEQs in combat, the fact that they need 4+ to hit (instead of 3+ when shooting) and they don?t have as many attacks as when they rapid fire means the Uberfex is much less vulnerable. It statistically takes 36 WS4,S4 MEQ attacks to wound a standard Carnifex in close combat.
Both upgrades have the same effect against S5-6 Attacks in close combat provided those Attacks do not ignore armor saves. And that is where Bonded Exoskeleton pulls away from Extended Carapace. In close combat, the kind of Attacks that tend to wound a Carnifex are both high Strength and ignore armor saves; the two properties usually go hand in hand.
Although Toughness 7 doesn?t offer major protections from the ubiquitous S8 Powerfist, it does help somewhat. For example, an Ork Nob charges with 5 Powerklaw Attacks (WS4, S8). Against a Toughness of 6 (with or without a 2+ save) The Nob will average 2.08 wounds. Against a Toughness of 7, that number drops to 1.68. Not a mind-blowing drop, but a significant decrease considering the hidden S8 Powerfist is probably the biggest threat a Carnifex faces in close combat.
The Toughness of 7 also helps against Furious Charging (S5) Power weapons, Frost Blades (S5), Nemesis Force Weapons (S6) and any other mid-range Strength power weapon that ignores armor saves.
4C.17
In short, although Extended Carapace does offer the Uberfex better protection than Bonded Exoskeleton against the most common Strength Rapid fire weapons in the game (the S4 bolter/Shoota). It doesn?t offer any protection against Rapid firing Plasma guns, Meltaguns, and any other short ranged AP2 or less weapons. In addition, once locked in combat, a Toughness of 7 is much more useful than a Save of 2+.
In conclusion, if we are only going to pick one of the two upgrades (which I?d recommend doing to save points), we should clearly take Bonded Exoskeleton on our Uberfex.
4C.18
So, we?re rounding out our Uberfex with: Toxin Sacs, Mace Tail and Bonded Exoskeleton, giving us this big, bad beast:
· Venom Cannon, Scything Talons, Adrenal Glands (I), Adrenal Glands (WS), Bonded Exoskeleton, Enhanced Senses, Flesh Hooks, Reinforced Chitin, Tail Weapon: Mace, Toxin Sacs, Toxic Miasma, Tusked (211 points).
4C.19
If you wanted a cheaper version that had most of the same potential, the biomorphs I would suggest removing (in the following order) would be:
1) Toxin Sacs
2) Bonded Exoskeleton
3) Adrenal Glands (I)
That would give you the following stripped down version of the Uberfex:
· Venom Cannon, Scything Talons, Adrenal Glands (WS), Enhanced Senses, Flesh Hooks, Reinforced Chitin, Tail Weapon: Mace, Toxic Miasma, Tusked (179 points).
4D Close Combat Heavy Support Carnifex (or ?Godfex?).
Last but not least, despite all my warnings to the contrary, some of you will want to run around with this god of close combat, AKA the ?Godfex?.
The only time I think it might be appropriate to take a Godfex is if you knew that you had no chance of playing Escalation. Even then I think giving your Heavy Support Carnifexes a Venom Cannon makes them much more fearsome all around threats.
4D.1
I?m going to make this short and sweet since I?ve already discussed every single biomorph and weapon symbiote with the previous configurations.
Since we want the absolute king of close combat (without totally breaking the bank), we are going to go ahead and pony up the points for Crushing Claws. We?ll still have a guaranteed 4 Attacks on the charge (even if a ?one? is rolled for the Crushing Claws), and a potential maximum of 9(!) Attacks if we roll that lucky six.
4D.2
Here is my idea for a Godfex pattern Carnifex (with a brief description of why following):
· Crushing Claws, Scything Talons, Adrenal Glands (WS), Adrenal Glands (I), Bonded Exoskeleton, Flesh Hooks, Reinforced Chitin, Tail Weapon: Mace, Toxin Sacs, Toxic Miasma, Tusked (193 points).
4D.3
We took Toxin Sacs to make him the ultimate instant death monster. We took a Tail Mace to give us an extra attack when we?re taking on a horde and we roll poorly for Crushing Claws.
We didn?t take Extended Carapace to save points (since we took Bonded Exoskeleton). We didn?t take Symbiote Rippers or Thornback because we definitely want to keep the enemy locked in combat with this beast.
CH 5: THE RECAP
5A
As a recap, my recommendations on the only five Elite Carnifex configurations even worth considering are:
· Dakkafex: 2 Twin-linked Devourers & Enhanced Senses (113 points).
· twin-linked Devourer, Scything Talons & Enhanced Senses (111 points).
· twin-linked Devourer, Scything Talons, Spine Banks & Tail Weapon: Mace (113 points).
· twin-linked Devourer, Scything Talons, Adrenal Glands (WS) & Adrenal Glands (I) (113 points).
· twin-linked Devourer, Scything Talons, Adrenal Glands (WS) & Tail Weapon: Mace (112 points).
5B
If you are hell bent on taking a pure CC Elite Carnifex, the only two worth considering (with the latter being the better choice IMO) are:
· 2 sets of Scything Talons, Adrenal Glands (WS), Adrenal Glands (I), Flesh Hooks (112 points).
· 2 sets of Scything Talons, Adrenal Glands (WS), Toxic Miasma, Flesh Hooks (114 points).
5C
Our Heavy Support Carnifexes will be:
· Gunfex: Venom Cannon, Barbed Strangler, Enhanced Senses, Reinforced Chitin (163 points).
· Uberfex: Venom Cannon, Scything Talons, Adrenal Glands (I), Adrenal Glands (WS), Bonded Exoskeleton, Enhanced Senses, Flesh Hooks, Reinforced Chitin, Tail Weapon: Mace, Toxin Sacs, Toxic Miasma, Tusked (211 points).
· (stripped down) Uberfex: Venom Cannon, Scything Talons, Adrenal Glands (WS), Enhanced Senses, Flesh Hooks, Reinforced Chitin, Tail Weapon: Mace, Toxic Miasma, Tusked (179 points).
5D
Finally, the highly discouraged Heavy Support close combat Carnifex:
· Godfex: Crushing Claws, Scything Talons, Adrenal Glands (WS), Adrenal Glands (I), Bonded Exoskeleton, Flesh Hooks, Reinforced Chitin, Tail Weapon: Mace, Toxin Sacs, Toxic Miasma, Tusked (193 points).
5E
Well, that?s it!
For those of you who actually read through the entire piece, I hope you enjoyed it and perhaps learned something that you hadn?t thought of before about equipping your Carnifexes.
Any feedback, comments, questions or constructive criticism about this piece is always welcome.