Fixing C:CSM - Part 3 - Raptors.

Note : This post has been edited based on feedback.

It goes without saying that I'm not doing these particular articles in anything even resembling a logical order, lol.

Raptors are mainly associated with the Night Lords traitor Legion, however I'm operating on the principle that over time that's just what renegades have ended up calling their Assault Marines.

So what do we think these guys need then? Well It's my Blog so I'll answer that one ;-)

1) They should actually be scary.
2) They shouldn't just be 'Evil' Space Marines with Jump Packs, they should have an identity of their own.
3) They should be better than Assault Marines by virtue of experience alone.
4) They should have access to a greater number of special weapons than a standard unit.
5) Their special rules should reflect the above mentioned unique identity.

Chaos Raptors - 23 points each

Raptor - WS 4, BS 4, S 4, T 4, W 1, A 2, Ld 9, Save 3+
Aspiring Champion - WS 5, BS 4, S 4, T 4, W 1, A 2, Ld 10, Save 3+

Unit Type - Jump Infantry, Number/Squad 5-20

Power Armour, Bolt Pistol, Frag + Krak Grenades, Close Combat Weapon.

Special Rules
Hit and Run, Precision Descent*
* Precision Descent - Raptors have perfected the art of attacking at exactly the point that strikes most fear into the enemy - If arriving from Deep Strike the Raptor unit rolls 3 dice for scatter and must discard one (this need not be the highest). In addition Raptor units that include an Aspiring Champion may assault on the turn they arrive from Deep Strike as long as they take no other action (shooting, running etc).

One model may be upgraded to Aspiring Champion for 25 points

He may take a Raptors Scream** for 25 points
** Raptors Scream - This device amplifies the champions war cry into a blast of sound that overloads the enemies senses - Any enemy unit charged by the unit containing the Champion must take a Leadership test at -2, if this test is failed the charged unit counts as being Initiative 1 for the first round of combat.

He may replace his Bolt Pistol with a Plasma Pistol for 10 points
He may have Meltabombs for 5 points
He may take a Personal Icon for 5 points
He may replace his close combat weapon with one of the following
- Power Weapon - 15 points
- Power Fist - 25 Ponts
- Lightning Claw - 15 points
He may replace both his close combat weapon and Bolt Pistol with a pair of Lightning Claws for 25 points.

The Unit may take one of the following Marks
- Chaos Glory (reroll failed morale tests) - 10 points
- Slaanesh (+1 I) - 20 points
- Khorne (+1 A) - 30 points
- Nurgle (+1 T) - 45 points
- Tzeentch (5+ Inv. save) - 35 points

Up to 3 Raptors may replace their pistol with a Plasma Pistol for 10 points per model, or take one of the following
- Plasma Gun - 10 points
- Meltagun - 10 points
- Flamer - 5 points

I think overall this makes the Raptors a far more useful unit. They can be configured as an effective 'suicide' unit with the 3 Meltaguns or as a larger effective close combat unit.

I didn't want to just copy the Blood Angels rule 'Descent of Angels' and I think that my 'Precision Descent' rule is a good compromise as it increases the likely-hood of an average roll should the unit scatter but also gives you the tactical option of scattering the larger distance if there's a juicier target further away.

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