![]() ![]() And when they do make combat, they have 4 attacks each (5 on the sgt) thanks to Shock Assault that hit at STR 10, -4 AP (-5 if the Assault Doctrine is active), and 3 Damage flat. In doing so, they lose the ability to cause a mortal wound on the charge, but thanks to Bolter Discipline, can fire off 12 shots each from 24" out! Not too shabby. Assault Centurions can replace their mediocre Assault Launchers for Hurricane Bolters. Their base profile is underwhelming, until we look at their wargear options. ![]() Centurion Assault Launchers allows you to roll for each model that is within 1" of an enemy unit after finishing a charge move and on a 4+ that unit suffers a mortal h. They have the Angels of Death special rule, Omniscope (which allows the unit to ignore cover), and the Combat Squads ability. A WS and BS of 3+, Strength and Toughness of 5, with 4 Wounds each, 3 Attacks each (4 on the Sgt), Leadership of 8, and a Save of 2+. They have a Move characteristic of 4" so they don't move especially fast. The unit contains 3 models each armed with Centurion Assault Launchers, 2 Flamers, and Siege Drills. The Centurion Assault Squad is an Elites choice in Codex Space Marines. Let's take a look at their basic profile. Not only are Assault Centurions good now, they are actually great and many lists are being built around them as the primary core component. With the release of the newest Space Marines codex, and particularly their respective codex supplements, Centurions are seeing play again, but this time it's in their assault loadout. Fast forward to 8th edition, Primaris marines are the new hotness, grav weaponry in general is just mediocre, and Centurions have been sitting on the shelf for years.
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