Kayvaan Shrike: Difference between revisions

From 2d4chan
Jump to navigation Jump to search
1d4chan>TheSpoilerHeretic
No edit summary
No edit summary
Line 27: Line 27:


Shrike is especially good in any of the Raven Guard special Detachments. Shadow Force in particular is almost tailor-made for him, having a Sternguard and Vanguard squads joined by a Captain (can be replaced with Shrike) and a unit of Land Speeders. As everyone in this formation receives Acute Senses, Move through Cover, Scout and a mobility bonus (re-roll Run moves for infantry, +6" Flat Out for vehicles), Shrike's Vanguard squad, which ALSO receives Stealth and Infiltrate through his special rule, ''and'' first turn Shrouded and double jump pack use through the Raven Guard Chapter Tactics, becomes hyper-mobile and very well protected on the turn it is yet unable to charge (at least if your [[Tau|opponent]] doesn't have [[Rage|Markerlights]]), even without a transport, and it can choose either to Infiltrate, Outflank with a re-roll, or even Deep Strike while ignoring Dangerous Terrain, all on turn 1 if you are also using the Raven Guard decurion.
Shrike is especially good in any of the Raven Guard special Detachments. Shadow Force in particular is almost tailor-made for him, having a Sternguard and Vanguard squads joined by a Captain (can be replaced with Shrike) and a unit of Land Speeders. As everyone in this formation receives Acute Senses, Move through Cover, Scout and a mobility bonus (re-roll Run moves for infantry, +6" Flat Out for vehicles), Shrike's Vanguard squad, which ALSO receives Stealth and Infiltrate through his special rule, ''and'' first turn Shrouded and double jump pack use through the Raven Guard Chapter Tactics, becomes hyper-mobile and very well protected on the turn it is yet unable to charge (at least if your [[Tau|opponent]] doesn't have [[Rage|Markerlights]]), even without a transport, and it can choose either to Infiltrate, Outflank with a re-roll, or even Deep Strike while ignoring Dangerous Terrain, all on turn 1 if you are also using the Raven Guard decurion.
{| class="wikitable"
|-
!Name
!Class
!Value
!Wargear
!Quantity
!References
|-
|Guardian
|Troops (Aeldari)
|9 Points
|Mesh Armour, Shuriken Catapult and Plasma Grenades
|60
|[http://warhammer40k.wikia.com/wiki/Guardian]
|-
|Neophyte
|Troops (Imperium)
|14 Points
|Boltgun, Bolt Pistol, Frag and Krak Grenades
|21
|[http://warhammer40k.wikia.com/wiki/Tactical_Marine]
|-
|Spider
|Fast Attack (Aeldari)
|18 Points
|Heavy Aspect Armour, Death Spinner and Warp Jump Generator
|162
|[http://warhammer40k.wikia.com/wiki/Warp_Spiders]
|-
|Devastator
|Troops (Imperium)
|24 Points
|Heavy Bolter, Bolt Pistol, Frag and Krak Grenades
|3
|[http://warhammer40k.wikia.com/wiki/Devastator_Marine]
|-
|Templar
|Troops (Imperium)
|29 Points
|Plasma Gun, Bolt Pistol, Frag and Krak Grenades
|3
|[http://warhammer40k.wikia.com/wiki/Veteran_Marines]
|-
|Bazooka
|Troops (Aeldari)
|30 Points (No cost for 3 due to Guardian Battlehost)
|Heavy Weapon Platform with Eldar Missile Launcher
|6
|[http://warhammer40k.wikia.com/wiki/Craftworld]
|-
|Culverin
|Heavy Support (Aeldari)
|30 Points
|Support Weapon with Pair of Guardians and Shadow Weaver
|3
|[http://warhammer40k.wikia.com/wiki/Vaul]
|-
|Blademaster
|Elites (Imperium)
|35 Points
|Terminator Armour, Storm Bolter and Power Sword
|5
|[http://warhammer40k.wikia.com/wiki/Darnath_Lysander]
|-
|Warlock
|HQ (Aeldari)
|40 Points
|Rune Armour, Shuriken Pistol and Singing Spear
|14
|[http://warhammer40k.wikia.com/wiki/Warlock]
|-
|Terminator
|Elites (Imperium)
|40 Points
|Terminator Armour, Storm Bolter and Chainfist
|35
|[http://warhammer40k.wikia.com/wiki/Terminators]
|-
|Exarch
|Fast Attack (Aeldari)
|58 Points
|Heavy Aspect Armour, Death Spinner, Pair of Powerblades and Warp Jump Generator
|18
|[http://warhammer40k.wikia.com/wiki/Exarch]
|-
|Centurion
|Elites (Imperium)
|60 Points (70 Points for leader of every 6)
|Twin-Linked Melagun, Hurricane Bolter and Dual Siege Drills
|30
|[http://warhammer40k.wikia.com/wiki/Centurion]
|-
|Cataphract
|Elites (Imperium)
|60 Points
|Terminator Armour, Assault Cannon and Chainfist
|10
|[http://warhammer40k.wikia.com/wiki/Assault_Cannon]
|-
|Sergeant
|Troops (Imperium)
|64 Points
|Plasma Pistol, Power Fist, Frag and Krak Grenades
|3
|[http://warhammer40k.wikia.com/wiki/Sergeant_(Space_Marine)]
|-
|Lancer
|Elites (Imperium)
|70 Points (80 Points for leader of every 6)
|Twin-Linked Lascannon and Hurricane Bolter
|6
|[http://warhammer40k.wikia.com/wiki/Lascannon]
|-
|War Walker
|Heavy Support (Aeldari)
|75 Points
|Shuriken Cannon, Starcannon, Power Field and Spirit Stones
|3
|[http://warhammer40k.wikia.com/wiki/War_Walker]
|-
|Vyper
|Fast Attack (Aeldari)
|85 Points
|Shuriken Cannon, Starcannon, Holo-Field and Spirit Stones
|6
|[http://warhammer40k.wikia.com/wiki/Vyper]
|-
|Farseer
|HQ (Aeldari)
|105 Points
|Rune Armour, Shuriken Pistol, Singing Spear and Ghosthelm
|1
|[http://warhammer40k.wikia.com/wiki/Farseer]
|-
|Dreadnought
|Elites (Imperium)
|135 Points
|Seismic Hammers with Built-in Meltaguns, Hurricane Bolters, Searchlight, Smoke Launchers and Extra Armour
|3
|[http://warhammer40k.wikia.com/wiki/Ironclad_Dreadnought]
|-
|Champion
|HQ (Imperium)
|140 Points
|Armour of Faith, Black Sword, Bolt Pistol, Frag and Krak Grenades
|1
|[http://warhammer40k.wikia.com/wiki/Emperor's_Champion]
|-
|Chaplain
|HQ (Imperium)
|150 Points
|Master-Crafted Plasma Pistol, Crozius Arcanum, Rosarius, Frag and Krak Grenades
|1
|[http://warhammer40k.wikia.com/wiki/Merek_Grimaldus]
|-
|Fire Prism
|Heavy Support (Aeldari)
|160 Points
|Prism Cannon, Shuriken Cannon, Holo-Field and Spirit Stones
|15
|[http://warhammer40k.wikia.com/wiki/Fire_Prism]
|-
|Marshall
|HQ (Imperium)
|180 Points
|Sword of the High Marshalls, Combi-Melta, Iron Halo, Frag and Krak Grenades
|1
|[http://warhammer40k.wikia.com/wiki/Helbrecht]
|-
|Avatar
|Lords of War (Aeldari)
|195 Points
|Wailing Doom
|1
|[http://warhammer40k.wikia.com/wiki/Avatar]
|-
|Raider
|Heavy Support (Imperium)
|275 Points
|Twin-Linked Heavy Bolter, Dual Twin-Linked Lascannons, Storm Bolter, Multi-Melta, Searchlight, Smoke Launchers and Extra Armour
|11
|[http://warhammer40k.wikia.com/wiki/Land_Raider]
|-
|Wraithknight
|Lords of War (Aeldari)
|325 Points
|Dual Heavy Wraithcannons and Dual Shuriken Cannons
|1
|[http://warhammer40k.wikia.com/wiki/Wraithknight]
|}
[[File:Guardians.jpg|800px]]
[[File:Neophytes.jpg|800px]]
[[File:Spiders.jpg|800px]]
[[File:Terminators.jpg|800px]]
[[File:Battery.jpg|800px]]
[[File:Centurions.jpg|800px]]
[[File:Warlocks.jpg|800px]]
[[File:Devastators.jpg|800px]]
[[File:WarWalker.jpg|800px]]
[[File:DreadnoughtNEW01.jpg|800px]]
[[File:Vyper.jpg|800px]]
[[File:Blademaster.jpg|800px]]
[[File:Prism.jpg|800px]]
[[File:Grimaldus.jpg|800px]]
[[File:Khaine.jpg|800px]]
[[File:Marshall.jpg|800px]]
[[File:Wraithtitan.jpg|800px]]
[[File:Phobos.jpg|800px]]


===Raven Guard Chapter Master===
===Raven Guard Chapter Master===

Revision as of 21:58, 26 May 2018

VICTORUS AUT MORTIS!!!
This article is awesome. Do not fuck it up.

Kayvaan Shrike, Chapter Master of the Raven Guard (AKA Captain Beakie/Beakie McAwesome or any other variation of such) is a former Shadow Captain of the 3rd Company. A fucking badass that wears the lightning claws once owned by Corvus Corax himself, he also has a supremely epic Beakie helmet to round out his old-school style. He's a sentimental old sod; when the rest of the company pushes off to deliver righteous asskicking on other foul xenos, Kayvaan prefers to stay behind and spend his time rescuing pockets of surviving civilians and soldiers, or assist the local Imperial forces in killing off any left-over resistance. This makes him a goddamn PSEUDO-HERETIC for valuing human life above killing the Emprah's enemies, but hey, that's life in the grimdark future of the 41st millennium for you. Judging by his interactions with Kor'sarro Khan, he's even willing to look past the Ravens' millennia-spanning rivalry with the White Scars.

Back in 4th Edition, he even had a rule to lead a unique custom unit called Shrike's Wing, which were lightning-claw-wielding Veteran Assault Marines that Shrike personally trained. Pity they aren't available anymore, though you can take Vanguards for the Shadow Captain and call them Shrike's Wing.

He's also fucking awesome because he's named after one of the most hardcore birds in existence, the shrike, who are known for impaling their prey on brambles instead of outright killing them. Hence why they are known sometimes as butcher birds.

As of the 7E Warzone Damocles campaign, it's revealed that the Raven Guard Chapter Master, Corvin Severax (whose crowning achievement was... nothing, really), got blasted by Commander Shadowsun. As they regrouped, the remaining Captains began debating over who'd be next and Shrike decided to take the initiative. Only time will tell whether or not this will reflect on his statline or with a new model... but as of right now he's Chapter Master of the Sons of Corax. And he's getting his own book.

Tabletop

Pts WS BS S T W I A Ld Sv
Solid Shrike: 185 6 5 4 4 3 5 3 10 3+/4++

Shadow Captain Shrike appears to be an underwhelming character, and unless you're playing with your mates and are willing to fudge your way through the issue discussed below, he really is useless. Shrike comes out of the tin with a typical captain's stat line and a few extra bits. He has ATSKNF and Chapter Tactics (Raven Guard tactics give him shrouded on the first turn, plus they allow him to use his jump pack for movement AND assault and he can reroll wounds on his HoW attacks). His warlord trait, Angel of Death, gives him fear, which your opponent must test on 3d6. He has a unique special rule, "See, but Remain Unseen", which gives him infiltrate and stealth, but he is only allowed to join jump infantry squads BEFORE deployment. His infiltrate rule fucks with this, but more on that below. For wargear he gets frag and krak grenades, power armor, an iron halo, a pair of relic master-crafted lightning claws, and a bolt pistol (fuck if I know how he uses the damn thing when he's got those giant gloves on - maybe he just throws it). His Chapter Master upgrade will need less derpy rules. Games Workshop should at least give him artificer armor, an Assault 2 ranged weapon mounted on one of his lightning claws and the appropriate stat-line.

Rules Conflict

:If you're playing by strict RAW standards, Shrike can't join squads, because of some fucked up sentence structure in the codex. His "See, but Remain Unseen" Rule says he can only join a squad of jump infantry before deployment, which would be great if characters were allowed to join squads before deployment (yes, that means his special rule is quite literally useless). The infiltrate rule was also FAQ'd to mean that in order to use the rule, all members of a squad must have the rule. IE, a character who doesn't have the Infiltrate USR can't join a unit that does, and vice versa.

UPD: The most recent SM FAQ returned Shrike his ability to infiltrate with his pals, so the point above is now void.

In true Raven Guard fashion Shrike is more tricky and evasive than hard or killy. If you're just looking at his stats and gear he'll seem overcosted. After all, he's essentially just a captain with a jump pack and lightning claws. Obviously he's pretty mobile and reasonably good in a melee, but his real strength comes from his ability to infiltrate a squad in to wherever you want them. Being an independent character he doesn't actually have to stick with whatever squad you brought in, which can open up a lot of fun options. I think this guy actually fits his fluff really well, because, while he is a badass, he specializes in clever strikes and guerrilla warfare rather than raw, balls out power. If this guy sees your special snowflake killy character he isn't going to challenge him, in fluff or in crunch; he's going to withdraw and hit him at the least convenient possible time.

Shrike is especially good in any of the Raven Guard special Detachments. Shadow Force in particular is almost tailor-made for him, having a Sternguard and Vanguard squads joined by a Captain (can be replaced with Shrike) and a unit of Land Speeders. As everyone in this formation receives Acute Senses, Move through Cover, Scout and a mobility bonus (re-roll Run moves for infantry, +6" Flat Out for vehicles), Shrike's Vanguard squad, which ALSO receives Stealth and Infiltrate through his special rule, and first turn Shrouded and double jump pack use through the Raven Guard Chapter Tactics, becomes hyper-mobile and very well protected on the turn it is yet unable to charge (at least if your opponent doesn't have Markerlights), even without a transport, and it can choose either to Infiltrate, Outflank with a re-roll, or even Deep Strike while ignoring Dangerous Terrain, all on turn 1 if you are also using the Raven Guard decurion.

Name Class Value Wargear Quantity References
Guardian Troops (Aeldari) 9 Points Mesh Armour, Shuriken Catapult and Plasma Grenades 60 [1]
Neophyte Troops (Imperium) 14 Points Boltgun, Bolt Pistol, Frag and Krak Grenades 21 [2]
Spider Fast Attack (Aeldari) 18 Points Heavy Aspect Armour, Death Spinner and Warp Jump Generator 162 [3]
Devastator Troops (Imperium) 24 Points Heavy Bolter, Bolt Pistol, Frag and Krak Grenades 3 [4]
Templar Troops (Imperium) 29 Points Plasma Gun, Bolt Pistol, Frag and Krak Grenades 3 [5]
Bazooka Troops (Aeldari) 30 Points (No cost for 3 due to Guardian Battlehost) Heavy Weapon Platform with Eldar Missile Launcher 6 [6]
Culverin Heavy Support (Aeldari) 30 Points Support Weapon with Pair of Guardians and Shadow Weaver 3 [7]
Blademaster Elites (Imperium) 35 Points Terminator Armour, Storm Bolter and Power Sword 5 [8]
Warlock HQ (Aeldari) 40 Points Rune Armour, Shuriken Pistol and Singing Spear 14 [9]
Terminator Elites (Imperium) 40 Points Terminator Armour, Storm Bolter and Chainfist 35 [10]
Exarch Fast Attack (Aeldari) 58 Points Heavy Aspect Armour, Death Spinner, Pair of Powerblades and Warp Jump Generator 18 [11]
Centurion Elites (Imperium) 60 Points (70 Points for leader of every 6) Twin-Linked Melagun, Hurricane Bolter and Dual Siege Drills 30 [12]
Cataphract Elites (Imperium) 60 Points Terminator Armour, Assault Cannon and Chainfist 10 [13]
Sergeant Troops (Imperium) 64 Points Plasma Pistol, Power Fist, Frag and Krak Grenades 3 [14]
Lancer Elites (Imperium) 70 Points (80 Points for leader of every 6) Twin-Linked Lascannon and Hurricane Bolter 6 [15]
War Walker Heavy Support (Aeldari) 75 Points Shuriken Cannon, Starcannon, Power Field and Spirit Stones 3 [16]
Vyper Fast Attack (Aeldari) 85 Points Shuriken Cannon, Starcannon, Holo-Field and Spirit Stones 6 [17]
Farseer HQ (Aeldari) 105 Points Rune Armour, Shuriken Pistol, Singing Spear and Ghosthelm 1 [18]
Dreadnought Elites (Imperium) 135 Points Seismic Hammers with Built-in Meltaguns, Hurricane Bolters, Searchlight, Smoke Launchers and Extra Armour 3 [19]
Champion HQ (Imperium) 140 Points Armour of Faith, Black Sword, Bolt Pistol, Frag and Krak Grenades 1 [20]
Chaplain HQ (Imperium) 150 Points Master-Crafted Plasma Pistol, Crozius Arcanum, Rosarius, Frag and Krak Grenades 1 [21]
Fire Prism Heavy Support (Aeldari) 160 Points Prism Cannon, Shuriken Cannon, Holo-Field and Spirit Stones 15 [22]
Marshall HQ (Imperium) 180 Points Sword of the High Marshalls, Combi-Melta, Iron Halo, Frag and Krak Grenades 1 [23]
Avatar Lords of War (Aeldari) 195 Points Wailing Doom 1 [24]
Raider Heavy Support (Imperium) 275 Points Twin-Linked Heavy Bolter, Dual Twin-Linked Lascannons, Storm Bolter, Multi-Melta, Searchlight, Smoke Launchers and Extra Armour 11 [25]
Wraithknight Lords of War (Aeldari) 325 Points Dual Heavy Wraithcannons and Dual Shuriken Cannons 1 [26]

File:Neophytes.jpg File:Terminators.jpg File:Centurions.jpg File:Warlocks.jpg File:Devastators.jpg File:WarWalker.jpg File:DreadnoughtNEW01.jpg File:Blademaster.jpg File:Grimaldus.jpg File:Wraithtitan.jpg

Raven Guard Chapter Master

The above profile is Shrike's old Captain profile, but he's a Chapter Master now. Warzone Damocles: Kauyon gave us a way to make a very effective Raven Guard Chapter Master, which is simply a Raven Guard Chapter Master with a jump pack and the twin artifacts Swiftstrike and Murder. This profile is affectionately named MURDERWINGS, and may be effective/manly enough for you to pretend he's Chapter Master Shrike until we get actual rules for him. Don't be a cheapskate and buy him Artificer Armour to improve his survivability, and maybe an Auspex to fuck with enemy cover saves. You might also want to put him in a unit of jump pack Vanguard Veterans with Lightning Claws to represent his Command Squad. Emphasis on might because he almost costs as much as a Land Raider with this load out.

8E

He's had a promotion, and now has the Chapter Master special rule. His stat-line still reeks of his old Captain status, not to mention his 5 wounds and only 5 attacks including both his lightning claws. He grants fellow Raven Guard models re-rolls to their charge distance, so he pairs very well with any sort of risk engaging CC alpha strike army. With him alongside your forces, you have a very good chance of getting a charge off even when 9 inches away. If you like using Vanguard Vets and jump packs, Kayvaan is the HQ for your army. He can deep strike more than 9 inches first turn. A 9" charge should go off 28% of the time, but with the re-roll that rises to 48%. Keep that in mind when building an alpha-strike CC army, you'll need more than 2 units charging to reliably get a charge off. If he is the Warlord he MUST take the Raven Guard specific Warlord Trait, which prohibits overwatch from being fired at him at all. He's worth sending in first to eliminate overwatch from your vict..er, targets and then following with Vanguard once they can't shoot at them. His CC attacks now do D3 damage and has the same AP as a power sword, rather than normal lightning claws. Overall he's gotten buffed considerably and his rules (chapter master, re-roll charge, and improved melee potential) makes him a character worth investing in, and all of this for just 150. 150 points for 1st turn charges, Yes please!

Gallery

Famous loyalist members of the Adeptus Astartes
Black Templars: Grimaldus - Helbrecht - Sigismund - Tankred
Blood Angels: Acrion - Astorath - Azkaellon - Corbulo - Dante - Donatos Aphael
Erasmus Tycho - Karlaen - Lemartes - Mephiston - Meros
Moriar - Rafen - Raldoron - Sanguinor - Thalastian Jorus
Blood Ravens: Apollo Diomedes - Avitus - Azariah Kyras - Brother-Sergeant Matiel
Cyrus - Davian Thule - Force Commander Aramus - Gabriel Angelos
Indrick Boreale - Isador Akios - Jonah Orion - Martellus - Tarkus - Thaddeus
Crimson Fists: Alessio Cortez - Alexis Polux - Pedro Kantor
Dark Angels: Asmodai - Azrael - Belial - Corswain - Ezekiel - Lazarus - Luther - Naaman - Sammael - Zahariel
Flesh Tearers: Gabriel Seth - Nassir Amit
Grey Knights: Anval Thawn - Arvann Stern - Castellan Crowe
Hyperion - Kaldor Draigo - Vorth Mordrak
Imperial Fists: Darnath Lysander - Slaughter Koorland - Maximus Thane
Tor Garadon - Vorn Hagen - Fafnir Rann
Iron Hands: Malkaan Feirros - Kardan Stronos
Lamenters: Malakim Phoros
Minotaurs: Asterion Moloc - Hecaton Aiakos - Ivanus Enkomi
Raptors: Lias Issodon
Raven Guard: Kayvaan Shrike - Korvydae - Kyrin Solaq
Red Scorpions: Carab Culln - Casan Sabius - Sevrin Loth - Sirae Karagon
Red Talons: Autek Mor
Salamanders: Adrax Agatone - Bray'arth Ashmantle - Tu'Shan - Vulkan He'stan - Xavier
Space Sharks: Tyberos the Red Wake
Space Wolves: Arjac Rockfist - Bjorn the Fell Handed - Bran Redmaw - Canis Wolfborn
Haegr the Mountain - Krom Dragongaze - Logan Grimnar - Lukas the Trickster
Njal Stormcaller - Ragnar Blackmane - Ulrik
Ultramarines: Aeonid Thiel - Antaro Chronus - Captain Titus - Cato Sicarius
Illiyan Nastase - Marneus Calgar - Ortan Cassius - Remus Ventanus
Severus Agemman - Torias Telion - Uriel Ventris - Varro Tigurius
White Scars: Kor'sarro Khan