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Games Workshop Warhammer 40k - Space Marine du Chaos Rhino (2019)

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Maulerfiends benefit even more from the improved statlines – they’re now S7 and 6A base, and now only their movement, WS, and BS degrade, with the latter two starting at 3+ so you won’t even feel the drop until you get down to 3 wounds remaining. Magma Cutters are now Assault 2 and do D6+2 damage, making them significantly better options, particularly since Lasher Tendrils have dropped to 1 damage (though being S7 does mean you’re more likely to get wounds). If you’re wondering why you would still take them, the answer is because you might not need Magma Cutters as Maulerfiend Fists are now D3+3 damage. Oh and the cherry on top of all of this? The new Siege Crawler ability, which allows the Maulerfiend to ignore all modifiers to its charge rolls. So roll right over that difficult terrain at your leisure. Defilers

I also asked Mike Pestilens, a notable Chaos Daemons player and author of the Warphammer blog, for his thoughts on a list, and here’s what he came up with, taking advantage of the Brotherhood of Sorcerers and the fact that units in the Imperial Armour Compendium gain access to the ARCANA ASTARTES keyword and, as a result, the 5+ invulnerable save. Mike Pestilens’s List: Dusty Guns Never Tire (2000 Points, 7 CP)

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If a unit from your army starts your Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase. The remaining Rhinos were slowly wiped out by attrition. Only the work and dedication of the newly-formed Mechanicum saved the Rhino and several other STC designs of ancient technology from being lost forever. The reliability of the original Rhino design meant that it has changed little over the intervening millennia. The vast majority of Rhinos in service to the forces of Chaos are of the newer models, as these are both captured from Loyalist Space Marine Chapters or are ceded to Chaos forces when a Chapter has turned Renegade. Rhinos captured from the Imperium usually have all of their Imperial iconography and symbols of allegiance defaced or removed. Many times the crew of the captured vehicle, whether they are alive or dead, will be attached to the hull of the vehicle, usually by chains, hooks, and spikes.

Anphelion Project - The Red Scorpions used Rhinos during the battles against the escaped Tyranids of the secret research facility on Beta Anphelion IV. The Thousand Sons Rhino gets special mention here. It costs the same as its Death Guard counterpart but comes with an inferno combi-bolter and the option to take a second for 5 more points. More importantly, as a model with the ARCANA ASTARTES keyword, it benefits from the Brotherhood of Psykers Detachment ability, giving it a 5+ invulnerable save. That’s actually a pretty huge deal for the humble Rhino, and suddenly makes Rhinos full of Rubrics a much more attractive proposition. All hail the humble Rhino! Chaos Predators, Vindicators, and Land Raiders

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Renegade Space Marines - Space Marines that have left the Imperium but do not worship Chaos use the Rhino as their main form of battlefield transportation. Heldrake • Stormbird • Thunderhawk • Chaos Storm Eagle • Chaos Fire Raptor • Hell Blade • Hell Talon • Harbinger • Chaos Dreadclaw • Kharybdis Assault Claw • Fire Lord • Doom Wing The Dark Crusade - The Blood Ravens Space Marine Chapter, and the Word Bearers Traitor Legion deployed Rhinos during the Kronus Campaign, also known as the Dark Crusade. Adeptus Arbites - The Adeptus Arbites use the Rhino as a transport during riots and uprisings, as the vehicle's military grade armour keep them safe from angry mobs.

At the start of the third battle round, select either Wanton Massacre or Wanton Slaughter; until the end of that battle round, your army (and every unit from it) is engaged in the wanton act you selected. Mike: We’re going to get weird for this one to show off some of the synergies available in the new codex. I think Thousand Sons can operate as a strong shooting army that also delivers a punch in the psychic phase, so we’re going to explore that here. Sorcerous Prowess (Purge the Enemy) is the most conditional of the three secondary objectives but gives you some real old-school Abhor the Witch style scoring. This Secondary awards you 5 VP for every enemy Psyker Character and 3 VP for every other enemy Psyker killed by a Thousand Sons Psyker in your army during the psychic phase. It’s a big hoop to jump through but against some lists – and my mind is immediately drawn to Ork lists with visions of three Kill Rigs dancing in their heads – this is a relatively easy 10-15 VP waiting to happen.

Contents

Chapter Master • Master of the Keep • Master of Sanctity • Chief Librarian • Master of the Apothecarion • Master of the Forge • Master of the Watch • Master of the Fleet • Master of the Arsenal • Master of the Marches • Master of the Rites • Master of Relics • Chief Victualler • Lord Executioner • Master of Recruits • Master of Reconnaissance • Master of the Signal • Chapter Ancient • Primaris Ancient • Chapter Champion • Honour Guard On the whole, I really like Codex: Thousand Sons. It’s a hard book to gauge power-level wise, since it’s not clear how Cabal points will actually play without some test games, but it feels like a book with several good options and some sneaky good strategies. Ultimately if I have one complaint with that book it’s that there are some great secondaries, powers, stratagems, and relics here that are propping up an otherwise pedestrian set of datasheets – Rubrics and Scarabs are fine, but All is Dust doesn’t particularly excite these days and costing them the same as Plague Marines and Blightlords seems a bit mental. Tzaangor Shamans are notable in that they’re your only Elites slot psyker and as a result one of the more reliable ways of getting another 2 Cabal points per turn in your army. At 70 points they’ve gotten significantly cheaper (-15) from their prior iteration, and their auras no longer depend on CORE, and instead buff Bray or Enlightened units (they do not have these keywords themselves), but still give +1 to hit rolls within 6”. Nocturne's Hammer - Nocturne's Hammer is a Rhino of the Salamanders Space Marine Chapter, and is the oldest functioning Rhino in the Imperium of Man. It is said that this vehicle was used by Vulkan himself during the Siege of Devlin's Fastness, carrying him out through the gates and into the midst of the encircling Word Bearers Traitor Legion. The Hammer has been in service with the Chapter for over 8,000 Terran years and has its own special place within the Salamander's Reliquary. At the dawn of each new century, the Chapter's Techmarines gather in the Reliquary and the Master of the Forge strikes the vehicle's activation rune upon the vehicle's engine. It is said that if the engine does not start on the first time then doom shall befall the Salamanders. As with much of the technology employed by the Imperium of Man, the Rhino has changed little in the intervening millennia since it was first deployed during the Great Crusade -- it is a testament to the vehicle's ruggedness that a few have even survived since that time.

Alright children, sit up and take notes because what we’re getting here is basically going to be how the datasheets shake out for these two units in the future. Both Forgefiends and Maulerfiends got significant boosts in the new book, and it’s worth taking a good look at both because I think they’re both playable as hell now.

Adeptus Custodes - The Adeptus Custodes use the Rhino as their primary form of transportation during combat engagements. During the Horus Heresy the then-Legio Custodes had access to an experimental anti-grav variant of the Rhino, though this variant has been lost to the Imperium. Imperial Armour Volume Ten - The Badab War - Part Two, pp. 26-27, 45, 68, 82, 92, 97, 121, 139, 157-163, 185-186, 195-197 Wrath of Magnus (No Mercy, No Respite) is possibly the strongest of the secondaries, but conditional: You can only take it if your opponent has a PSYKER in their army and it scores you 3 VP at the end of each battle round if more enemy models than friendlies were killed by psychic powers that turn. This is going to be trivial for a lot of Thousand Sons armies just based on their ability to dole out mortal wounds, and in a worst-case scenario may force opponents to attempt smites instead of defensive buffs to attempt to deny points. Given that Thousand Sons can get a 6” range boost on some of their powers, getting this off on turn 1, particularly going second, shouldn’t be too big an ask either. Against an army with a single utility psyker (imagine Space Marines with a single Librarian along to cast a couple of buff powers) this should be utterly trivial to score 12-15 on. You won’t take this every game but every game you take it it’s gonna be fire.

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