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Smogwing Grenadiers (Death Guard "Raptors", attempt v2)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
Dakka Veteran




Smogwing Grenadiers (Fast Attack, Power Rating 8)
Hulking, armoured monsters born aloft by wheezing jump packs, the Smogwing Grenadiers descend upon the battlefield in a shroud of acrid fumes and toxic death.

Slow and purposeful in their approach, the Death Guard seldom made use of jump troops even at the height of the Great Crusade. Those jump packs Legion did possess were often outdated, bulky things that released noxious clouds of promethium with each ascent, reserved for vanguard fighters who were willing to unleash the Legion's most horrifying bane-weapons at close quarters. Such warriors faced shocking rates of attrition, but the so-called "Smogwing" turned the tide of countless battles, breaking enemy strongpoints in a shower of acid gas, phosphex, hyperbacteria, and bolter shells. In the millennia since the Death Guard's fall the Smogwing Grenadiers have become the feared right arm of Mortarion's Biologi, bearing their bioweapons into battle and eagerly documenting the precise effects of each new pestilence on a thousand different worlds.


0-5 Smogwing Grenadiers: M 10", WS 3+, BS 3+, S 4, T 5, W 2, A 2, Ld 8, Sv 3+
4 Smogwing Gunners: M 10", WS 3+, BS 3+, S 4, T 5, W 2, A 2, Ld 8, Sv 3+
1 Grenadier Champion: M 10", WS 3+, BS 3+, S 4, T 5, W 2, A 3, Ld 9, Sv 3+
If this unit contains 6 or more models, it has Power Rating 14. Every model is equipped with: boltgun; plague knife; blight grenades; krak grenades.

Wargear Options
  • The Grenadier Champion can replace 1 plague knife with 1 daemonic plague blade.
  • The Grenadier Champion can be equipped with 1 power fist.
  • The Grenadier Champion and any number of Smogwing Gunners can each have their boltgun replaced with 1 plasma pistol.
  • Any number of Smogwing Gunners that are equipped with a plague knife can each have their boltgun replaced with one of the following: 1 blight launcher; 1 melta gun; 1 plague belcher; 1 plasma gun. That plague knife cannot be replaced.
  • Any number of models can each have their boltgun replaced with one of the following: 1 bolt pistol; 1 bubotic axe; 1 plague knife.
    Any number of models can each have 1 plague knife replaced with one of the following: 1 bubotic axe; 1 mace of contagion.
  • 1 Smogwing Grenadier that is equipped with a boltgun can be equipped with 1 sigil of decay. That boltgun cannot be replaced.

  • Abilities
  • Malicious Volleys, Remorseless, Disgustingly Resilient, Contagions of Nurgle: See Codex: Death Guard.
  • Blightbringers: The first time this unit is set up on the battlefield, add 7" to the Contagion Range of its Contagion abilities until the end of the turn. This is not cumulative with any other abilities that increase Contagion Range.
  • Destroyers: Each time a model in this unit fights, it makes 1 additional attack with each Melee plague weapon it is equipped with.
  • Wings of Desolation: During deployment, you can set up this unit high in the skies instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.

  • Keywords
  • Faction: CHAOS, NURGLE, HERETIC ASTARTES, DEATH GUARD, <PLAGUE COMPANY>
  • Keywords: INFANTRY, CORE, BUBONIC ASTARTES, SMOKESCREEN, JUMP PACK, FLY, SMOGWING GRENADIERS


  • New Points Costs
  • Smogwing Grenadier: 24 points
  • Smogwing Gunner: 24 points
  • Grenadier Champion: 24 points

  • Blight launcher: 10 points
  • Bubotic axe: 2 points
  • Mace of contagion: 4 points
  • Melta gun: 10 points
  • Plague belcher: 5 points
  • Plasma gun: 10 points
  • Plasma pistol: 5 points
  • Power fist: 10 points


  • New Stratagem: Bane-Weapon Bombardment (2 CP)
    The Smogwing Grenadiers bring death from the sky, reducing the world to a shattered, poisonous waste that only their brothers can endure.
    Use this Stratagem in your Shooting phase, when a SMOGWING GRENADIERS unit from your army is selected to shoot. After that unit's shooting has been resolved, roll one D6 for each enemy unit that is within Contagion Range of one of that unit's Contagion Abilities and had one or more models destroyed as a result of ranged attacks made by that unit this phase. If the result is equal to or greater than that enemy unit's Toughness characteristic, until the start of your next Shooting phase it loses the Objective Secured ability and cannot perform actions (if it is currently performing an action, it immediately fails).

    New Stratagem: Experiments in Death (2 CP/3 CP)
    In the warrior-cults of the Smogwing Grenadiers, the Biologus Putrifier is the high priest, his field notes a sacred writ. These Marines bear each foul new experiment into battle, recording the effects of bioweapons, chem-sprays, and rad-bursts with feverish scientific piety.
    Use this Stratagem before the battle. Select one BIOLOGUS PUTRIFIER from your army with a Deadly Pathogen (excluding Virulent Fever), and one SMOGWING GRENADIERS unit from your army.
  • All bolt weapons that models in the SMOGWING GRENADIERS unit are equipped with have the Plague Weapons ability.
  • The effects listed for the BIOLOGUS PUTRIFIER's Deadly Pathogen apply to all ranged weapons models in the SMOGWING GRENADIER unit are equipped with, even if they would not normally be eligible for a Deadly Pathogen. The Unstable Sickness Deadly Pathogen applies across every weapon in that unit.

  • If the SMOGWING GRENADIERS unit contains 5 or fewer models, this Stratagem costs 2CP; otherwise, it costs 3CP.


    -------
    As it says on the tin; Raptors, but for Death Guard. Unlike the fairly assault-focused Raptors in CSM, though, these guys are angled more toward shooting. Firstly, because they have better access to special weapons (4-7, rather than 3), all but one of which is best within 12". Second, because they have a boosted Contagion Range on the turn they're set up - meaning that any time past the first battle round, you can set them up close enough to an enemy unit to inflict -1 Toughness in the Shooting phase. You can still equip the unit with double plague knives or bubotic axes and they'll be a nasty combat surprise, but they don't have the Plague Marine equivalent of power fists or lightning claws (cleavers/flails) to really shred tanks or infantry in combat.

    There are two Stratagems here; the first, Bane-Weapon Bombardment, emphasizes the Grenadiers' role in breaking open strongpoints. If they kill anything within Contagion range in the Shooting phase, you can potentially rob that unit of Objective Secured for a battle round. This is probably too powerful; removing ObSec is 2CP as a 3" aura on Reivers, and this is 2CP for removing it potentially out to 12". However, it can't affect multiple units, so if the enemy has two ObSec units bunched up, you're out of luck. Plus the (low) possibility of a bad roll stopping you from using it in the first place.

    The second, Experiments in Death, encourages you to use Grenadiers alongside Putrifiers - and to give a Deadly Pathogen to a Putrifier, which would seem like a no-brainer in lore but is a waste of points in practice. Essentially, before the battle starts you can "copy" a Putrifier's Deadly Pathogen onto a Grenadiers unit, which gets it across ALL ranged weapons (yes, even boltguns or grenades). No +1 Strength, but the specific effects? All yours. It gets a discount if you've got fewer models in the unit for obvious reasons. you can get it for 2CP and still enjoy the bonus to your Grenades.

    This message was edited 6 times. Last update was at 2021/08/26 13:53:05


     
       
     
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