Hi folks,
March has been a fairly productive month on the hobby-front. My first job was to complete the bonus model I missed out on last month. The Tech Magus is the commander of my Mechanicus troops. He isn't quite as powerful as other commanders, having a ballistic skill and weapon skill of only 6. This isn't bad for taking out basic enemy troop choices but he is going to struggle with other commanders. Thankfully, the Inquisitor Lord I already have for the Grey Knights is at the other end of that scale and has an advantage over just about anything short of a Greater Daemon.
A Tech Magus comes with a power axe, so giving him a plasma pistol was an obvious choice; it gives him an excuse to wield the axe two-handed every once in awhile. The armour and grenades section of the Imperial Agents list is pretty generous; I have selected a displacer field for him to complement the power armour he already has. It also allows me to slip some rad grenades into his pocket! This frees up wargear slots I would usually spend on survivability and grenades, giving him a solid three additional options. I have spent those on a warp jump device, bionic leg and bionic arm. Tooled up and under 160 points, he has a ton of survivability and mobility.
I also painted a second squad of Grey Knights. These sculpts are what most people remember when they think of Grey Knights back in second edition. I always thought they looked a bit like Mexican Wrestlers, but I resisted painting them that way! Overall, they were great fun to paint, though the weird textured armour still drives me nuts. Using the rules from the Codex Army List, these Terminators aren't particularly powerful, though there force weapons make them scary for daemons. They can sling out a psychic power as well, which is certainly a force multiplier. Using the Dark Millennium rules, however, they are fantastically deadly. Expensive, but lethal. For about 700 points I can teleport them in as a Level 4 psyker unit wielding strength 8, -5 save mod. force weapons, with multiple defensive saves.
They cost AND hit like half an army.
To finish off the slice I painted a full squad of Electropriests. These models are proxies I ordered from a 3D printshop overseas. They were pretty good value for money, despite the postage. Electropriests are a really unique and odd entry in the Codex Army Lists book. They don't have any ranged weapons, but hit in close combat at strength 8. This allows them to punch down just about any other infantry. They are also effected by frenzy, which increases their number of attacks and makes them immune to the kind of psychology daemons like to wave about. If they are broken in combat, however, they drop dead from exhaustion, as the electrical charge they have whipped up dissipates.