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i ask because the only way to give him furious charge is to put him in a command squad. NBut then i would not be able to have him kicking a$$ with an assult squad. Is there some way of attaching him to another commanders comand squad, and paying for furious charge, and then taking him out?
Well, I am not completly sure (and will leave my brothers of the Raven Wing chapter to confirme) but I think that the way to do it is to take the trait that lets you take assault squads with furious charge and than attaching the chaplain to it.
It cannot be done, despite the popular opinion that attaching a character to a squad with furious charge will give him the furious charge special rule, it clearly states the opposite in the Character section of the rule book. So, there is no way to do it.
Warhammer Fantasy: Warriors of Chaos, High Elves
Warhammer 40k: Eldar, Space Marines, Orks
Yep Viktor is right it isnt possible...but you could always just give the assault squad furious charge.
awwwww. I guess ill have to put him in a five man assult squad and kit out four people with jump packs. And then all i have to do is wait for the bogstandard marine to pop his clogs.
TADAAAA. I have 4 men with power weps an a chaplain. Alll with four attacks.
p.s. are there any chapters that can take an assult squad as a command squad?
yes there is a chapter with a assault squad with jump packs its the blood angelsOriginally Posted by Obsidian
and guess what they all have furios charge fo free its just the problem is that a chaplian can not lead the squad he has to lead a squad called the death company withch is like an uber assault squad with more attacks and very cool special rules.
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The only way I know of that a chaplain could have furious charge and be with an assault squad is if you were playing Blood Angels (since all BA get furious charge), and if you equipped his DC with jump packs. Unfortunately there isnt anyway to equip a standard codex chaplain with ANY skill, and attaching them to a squad with that skill doesn't confer the skill to the character. Besides, think about it...such a chaplain would be seriously broken....Fearless & Furious Charge, Litanies of Hate, and Honor of the Chapter??? Especially considering that Chappies already strike before pretty much anything on the board...that would just be wrong.
Are you talking about a 5 man command squad with jump packs on the Champion, etc? If not, ignore my following.Originally Posted by Obsidian
Yeah, sure take the 475 point uber squad of doomness. Pity that until someone shoots at it it is restricted to infantry speed, the Chaplain can't leave the squad, and (depending where you play and the house rules) they can't even get in a transport. If I saw this coming across the table at me (very slowly) I would do two things:
1. Ignore it until turn 3-ish. I would spend these turns decimating the rest of your army, which in the most common point size games (around 1000-1500) will be massively outgunned and outnumbered.
2. By turn 3 or 4 (variable because it isn't the turns that matter, but where the squad is) about half of my army turns it's guns on this 6 man squad, sure you can use those jump packs now. If you survive the shooting, or the inevitable assault which will massively outnumber any remnants of your fearless squad.
Still want that squad?
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Sounds to me like someone should collect Blood Angels.They have a thing called Honour Guard which is a very powerful close combat unit which can be extremly expensive though.They can all have power weapons and terminator honours,and jump packs.Although a Chaplain cannot lead the squad...they lead a thing called Death Company but lets not get started on them!
i could do a blood angels army, but i want to have four dreadnoughts in my force. It really depends.
I know that spending 5 hundread points on venerable dreadnoughts may not be a great strategy........... but i can't think of a way to end that! Thinking about this, i may just end up playing blood angels. I was thinking about switching a while ago, but i wasn't really sure.
I made up some fluff for my chapter where it gets "rescued", after being stranded for 5 thousand years ( they got lost just after the horus heresy) and i thought that i might say that they were rescued by the space wolves or blood angels. And after 5 thousand years they had to re-recruit, re-train, and their geneseed was seriously "crapified". They remodeled after their rescuers, and did things in exactly the same way as them. They basically only survived by the teachings of the many venerable dreadnoughts (who have had to become too valuable to the chapter, and no longer fight, in case they are destroyed)