Adeptus Mechanicus: Serberys Raiders

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Adeptus Mechanicus: Serberys Raiders

Adeptus Mechanicus: Serberys Raiders

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All Skitarii in your army gain the optimisation but also suffer from the deprecation. If you are clever, you can use a Skitarii Marshall to cancel out the deprecation effect on a single unit in a key turn, taking your opponent off guard. Kataphron Destroyers down to 7PL from 10PL for 3 models. Note that unlike for Kataphron Breachers, this PL reduction doesn’t change the CP cost of the Fresh Convert strategem or how it can be used. This is because resurrecting 3 Destroyers still costs 2CP, and resurrecting 6 Destroyers (the max) still costs 3CP. In battle, Skitarii fight with near-robotic discipline and base their firing vectors and positioning on mathematical formulae guaranteed to bring about maximum success. While the Imperial Guard focuses on broad sweeping assaults, Skitarii units generally focus on maximizing their strength against vital enemy units and installations. [25] While Skitarii fighters do not require any boost in morale, they do receive regular enhancements from combat drugs that can cause sudden bursts of energy, strength, and regenerative power. However, many of these drugs are extremely dangerous and cause horrific side effects mere minutes after their use. [23] Orks know what they like, and they like fighting. Anything that makes them faster, shootier, or choppier is fair game, and the Killdakka Warband is made up of all sorts of Boyz armed with whatever they can find to krump their foes with. TROOPS: 10x Skitarii Vanguard (Radium Carbines, w/ your choice either Omnispex or Data-Tether) 85pts

Bloodthirsters dropped substantially – the Wrath of Khorne Bloodthirster is now only PL 12, while the Unfettered Fury is 13 and the Insensate Rage is 14. This drop from 17 makes Bloodthirsters much, much easier to summon, though you’ll now face the challenge of getting off a successful charge with them the turn they arrive. Skarbrand dropped by 2, making him easier to summon but still so difficult that you probably wouldn’t bother unless you had 4 dice or a re-roll going. Tech-Priest Manipulus [5 PL, 95pts]: Artisans, Magnarail lance, Warlord Trait (Lucius): Luminescent Chaos Spawn are now 1 PL per model. That’s pretty good for an underrated unit that can benefit from being placed in Strategic Reserves and given Contaminated Monstrosity to shrug off wounds. Note that we aren’t going to cover every faction and unit here. Mostly because not all of them matter – Power Levels really only matter in Matched Play for some units and we’re mostly interested in either those units or how they affect units being put into Reserves. If you’re looking for the full list of Power Levels, you can find them here. ImperiumMost of the Grey Knights’ non-vehicles have the Teleport Strike ability, preventing them from using Strategic Reserves and others can be put into a teleportarium for 1 CP with the Teleportarium Stratagem, so this PL update isn’t the biggest deal for them. Purifier Squads don’t have this ability however, and went down by 2 PL (from 9), while Purgation Squads also held firm. The Nemesis Dreadknight also came down to 9 PL from 11, making it cheaper to put into Strategic Reserves. Imperial Knights

Beasts of Nurgle held firm, so if you’re planning an army that revolves around summoning a bunch of them mid-table, you’re still good to go. Vypers come down by a point per model. This is the first outright very positive change here, as it lets you run three for 9PL, under the first reserve threshold. It genuinely makes them slightly more likely to see play. A Psychomancer cryptek leads the force, with a unit of 10 Necron Warriors and three Scarab Swarms making up the durable centre. The real killing work falls to a Lokhust Heavy Destroyer, three Ophydian Destroyers, five Flayed Ones, and two huge Canoptek Doomstalkers. Many of these units recently received the CORE keyword as part of the Balance Dataslate , and enjoy a new lease of life**.Support Weapons up by 1. This is a hit, as it means you can’t, say, deep strike three D-cannons for 1CP. That might genuinely have been worth it, and they were one of the few units with no access to the other strats. It looks real steep at 2CP. Kastelan Robots – They’re retro. They’re goofy. And while their firepower isn’t what it was in previous editions, they made up for it by become fantastic punchbots. Starting off the game with a 2+ save, you can switch their prototcol to instead give them weapon skill of 2+ and a free reroll on their charges. With a pair of Kastelan Fists, these things will punch a hole through the toughest Space Marine vehicles like they weren’t even there. Skitarii recruitment follows no universal role. Some Skitarii began as volunteers who were faithful to the Cult Mechanicus [9b] Others are recruited from the factory workers of Forge Worlds. [22a] Some denizens of Forge Worlds are destined to become Skitarii at birth, having been bred from eugenics programs that emphasize strength and aggression. [19c]



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