Introduction:
As we all know Marine
CC isn't the greatest at the moment. Marines are too slow baseline to make for a good
CC unit, and even Jump Pack assault marines/ vanguard vets have trouble reaching
CC becaus while they have a nice movement stat they are frail for their cost and are unlikely to make the charge when arriving from deepstrike given their inherent lack of charge- enhancing rules. What has also bugged me ever since the release of the Primaris Marines is that they lack a unit that is specialized in
CC. Sure, Agressors and Reivers can make a decent accounting for themselves when they find themselves in
CC but that's not their primary role. Enter the Assault Inceptor. These guys basically have the same role as their ranged brethren: Blow up a high value target on the turn they arrive (and probably get shot/ chopped to bits the turn after) from Deepstrike. However, instead of bolters or plasma guns, they use somewhat buffed Lightning Claws and afterburner-enhanced Jump Packs to make that crucial charge. Anyhow, here's the proposed data sheet:
Assault Inceptor:
M: 10"
WS: 3+
BS: 3+ S: 4 T: 5 W: 2 A: 2 (Sergeant gets the obligatory +1A)
LD: 7
SV: 3+
Unit and equipment:
This unit consists of 2 Assault Inceptors and 1 Assault Inceptor Sergeant. It can contain up to 3 additional Assault Inceptors (power rating +10). Each model is equipped with two Hi-Power Lightning Claws. Each model in this unit may replace one of their Hi-Power Lightning Claws with a Storm Shield.
Hi-Power Lightning Claws:
S: user + 1
AP: -3 D: 1
Abilities: You can reroll failed wound rolls with this weapon. Additionally, a model wielding two Hi-Power Lightning Claws can make 2 additional attacks with them during each Fight Phase.
Unit abilities:
- And They Shall Know No Fear
- Crushing Charge (same as normal Inceptors)
- Afterburner: This unit may add 1" to it's charge distance rolls and reroll it's charge distance.
- Crushing Assault: This unit may add +1 to it's wound rolls in the Fight Phase in any turn in which it made a successful charge.
Points cost:
- Assault Inceptor: 25 (same as normal Inceptor as written in the Space Wolf Codex)
- Hi-Power Lightning Claw: 11/15 (single/pair)
- Storm Shield: 5
Further notes:
To be honest I have no idea whether this is overpowered, balanced or underpowered, but I've tried to make things balanced and fluffy without doing any math on it (nor do I really plan on doing that right now, might do it if enough people ask for it). The idea behind this unit is simple: Deepstrike as close to a high value target as possible, charge it successfully and rip it to pieces. The Storm Shield option is there should you wish for more durability at the cost of offense. This unit should work well for every chapter out there, but especially well with Blood Angels (+1 to wound on the charge, making for a total of +2 to wound rolls. That means they wound T8 targets on a 3+ on the charge) and Space Wolves (+1 to hit rolls on the charge).
So, what do you all think? I'd like to hear your feedback
Cheers!
Edits:
- Removed the Mortal Wound clause and gave models with 2 Hi-Power Lightning Claws an additional attack (for a total of 4, 5 on the sarge). Mortal Wound potential was too high and giving double Claw wielders an extra attack makes the choice between a Storm Shield and 2 Claws much more meaningful.