That kind of output would be spicy on blade artist rolls at an additional -3 ap. I think this was one of the more random "fit the datasheet to the content in the box" scenarios. Each box of wyches comes with 1 of each. But kabalite warriors, wracks, and scourges don't match this philosophy, though, so who knows. I must admit that I don't mind the Wych loadout, to me it gives them more of a gladiatorial rather than regimented look if there is a selection of each of the weapons My take has to face realspace though : - Razorflails give you an "extra" Wych for half the points that does not take space in a transport.
Bye, Stoni. All for the low price of 1 CP. You can still build your own Cult, and these have seen some improvement over the Physic Awakening versions. Overall these seem Efficient to Situational when compared to the three described above.
To use these and the other gifts you need to forgo the Real Space Raider detachment and have your Cult of Strife in a separate detachment. It looks like the triple Patrol armies are set to return. Dance of Death — Not only a great end of credits song from the Ninjago Movie, a unit of your choice can move over terrain and intervening models for 1 CP. See Harlequins for possible uses.
Deadly Exemplar — If a Succubus kills an enemy character or Monster, until the end of the battle, her Aura extends to the entire battlefield. This could be Competitive if your opponent is heavy with characters that need to be in the fray.
Since you must pick at list creation Efficient. Pick Them Apart — Fall Back and still be able to shoot and charge. Since it has a different name, can be used in the same phase as Cruel deception. Hekatrix of the Crucibael — You may give your Hekatrix, the Wych unit leader for you Monkeigh, a relic.
Is she good? Why is no one talking about her? She takes up your Super Succubus slot, so you are forced to run a second Cult patrol if you want one of the succubus combos you dreamt up. In exchange her unique abilities make her Efficient but easily overshadowed by other choices. The strength of any faction is their troop choices and their ability to operate independently of character buffs and stratagem shenanigans.
Wyches still maintain their glass qualities, so the best defense is making good use of the newer terrain rules and using transports.
Drukhari transports offer a unique utility in that they now are a threat in close combat. In the past the Raiders and Venoms were thrown forward to soak up Overwatch, allowing the Wyches to charge without retaliation.
Now with a few upgrades a Venom hits unit with 6 Strength 6 attacks at AP -1, while the Raider boosts that to Strength 7, both transports hitting on 4s. Not many screens in the game packing that kind of punch. With new Power from Pain table granting them the ability to advance and charge and new stat line boasting 4 attacks, Wyches start to resemble Harlequin troupes in terms of raw power. Where the murder clowns look to war gear to increase Strength and AP, Wyches have ample access to a myriad of Combat drugs and bonuses via Obsessions.
Caress that, clowns. Swap over to Cult of Red Grief and the Strength drops to 4 but now you can reroll all charges for reliable entry via reserves. They flow like water around their foes' attempts to land a blow, their expressions of aloof arrogance melting into infuriating smiles of superiority as they drink in each fresh scream of agony.
Squads of Wyches in combat also often use Plasma Grenades and Haywire Grenades for crowd control purposes and every Wych is armoured in her Wychsuit. Each squad of Wyches is led by one of their most skilled number, who is known as a Hekatrix and reports to the Wych Cult's ruling Succubus , a position also known in older texts as an "Archite.
The Hekatrixes with the most talent for murder may earn a place in the Succubus' own elite clique of murderesses, the Hekatrix Bloodbrides, who are led by an officer known as a Syren. Almost every Wych Cult enjoys the patronage of a powerful Archon, for there is much glory to be had for the founders of the feast.
More than this, however, the Wych Cults are powerful allies. After all, each is comprised solely of trained killers who enjoy nothing more than to prove their consummate skills in battle.
This mutually agreeable arrangement ensures that the Wych Cults never run short of slaves and exotic combat stimulants. A good patron is always generous lest his stable of warrior athletes decides to bite the hand that feeds them.
Meanwhile, the Archon gains the allegiance of a sisterhood of exceptionally trained Hekatarri to lend their blades to his raids upon realspace. The Wych Cults take every chance they can to prove their martial skills superior to those of the "lesser races," both within the arena and without. Though they profess nothing but contempt for the warrior castes of realspace , the Wyches get an undeniable thrill out of matching themselves against any suitably impressive opponent.
The trophy halls of a successful Succubus will thus boast the heads of Adeptus Astartes heroes, conquering Ork Warbosses and Tyranid Hive Tyrants alike. There is much more to a Wych Cult than its arena.
Below the elegant spires and weaponnodes of each cult stronghold's exterior are academies and training complexes devoted to every aspect of the close quarter kill. Anti-gravity hemispheres and gruelling "living landscapes" ensure each Wych is at the peak of physical fitness. Each cult keeps an extensive menagerie, re-stocked by its Beastmasters with an endless supply of alien captives and dangerous species. Different Wych Cults practise their own specialities, endlessly discussed by the arena's crowd.
The Bladed Hand, for instance, hones the art of the unarmed kill though they are famous for blurring the line , whilst The Stilled Heart specialise in the use of poisons, venoms and paralytic elixirs.
A Wych Cult will often stage realspace raids purely at the behest of its Succubus. These raids are not only to gather new fodder for the arenas, but also to provide a chance for the Wyches to match their skills against the finest warriors of the lesser races.
A Wych Cult raid is considered high art by many Drukhari, who will pay handsomely to fight alongside the massed gladiators, alien beasts and speeding aerial acrobats that each Succubus unleashes upon her prey. A Wych Cult takes part in a realspace raid against Astra Militarum troopers. Other raids are quite literally performances in their own right. While the Wych Cult's Raiders and Venoms scream down into the foe's midst and force their desperate victims to fight for their lives, Commorrite pleasure-barges drift high above.
Aboard these craft, wealthy spectators swill intoxicating nectars and offer polite applause to the high points of each bloody slaughter, while bets are won or lost on the performance of favoured combatants.
The results are shown below, there are no results for WS as these are not encountered that often. Additionally 'WS3' results obviously apply to WS due to the way to hit rolls are calculated. As you can see unless you roll attacks the flails are slightly better although the weaker the opponent the less of a factor the razorflails become and more attacks are important.
However the painbringer combat drug makes the re-rolling to wound effect of the razorflails redundant. Finally the raw data from my spreadsheet is below as I do not know how to create a proper wiki table.
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