For today’s installment of WarmaZone, I thought I’d do something new. Besides the Imperial corporation, there are a couple more factions based on the armies of Warzone, and one of them can work alongside Imperial, alongside the other armies of Warmachine. To that end I present the Crusaders, based upon the Brotherhood of Warzone. These brave men and women are the militant arm of the Church of Morrow, using their sacred blades and guns to save the souls of Lore from the innumerable hordes of aliens, daemons, monsters, and other nightmares that threaten them. Their basic troops, known of course as the Troopers, make up the bulk of their army and can also be hired out to Imperial and some other Warmachine factions.
- Unit Composition: 1 Leader, 5-9 Grunts
- Cost: 7/12 points
- Force Allocation: 2
- Stats: SPD-5, STR-6, MAT-6, RAT-5, DEF-13, ARM-13, CMD-6, HP-1
- Weapons (1):
-Volcano Assault Rifle: RNG-12, ROF-1, POW-10
-Scoped Volcano Assault Rifle: RNG-12, ROF-1, POW-14 (4 pts)
-Combat Knife: RNG-0.5, POW-1, P+S-7
- Special Rules:
-Guiding Beacon (Action): The unit commander may place a temporary “beacon” 30mm token within 9”. Friendly models within 2” of the beacon receive a +2 bonus to attack rolls.
-Mercenary: This unit will work for Cygnar, Khador, Imperial (MOW), and Imperial (Wolfbanes).
These guys are comparable to the Steelheads of the Mercenaries, being a dedicated ranged unit with some nice buffs and a pitiful melee game. There’s nothing special to them, outside of their Defensive Line ability, granting them a defensive buff when in base-to-base, and the new Guiding Beacon ability. This ability, exclusive to the Troopers, lets them put down a 30mm token that lasts for one turn which grants a boost to attack rolls made by friendly units. It’s not much, but when you consider some of the more powerful and hard-hitting units available out there, this ability can be pretty devastating. The thought of Blood Berets or Wolfbane Warhounds benefitting from this is a little scary… But besides that, the Troopers are another pretty basic unit with some nice support capabilities. If you want a little more bang for your buck, you can spend four points to swap out a trooper’s Volcano Assault Rifle with a scoped rifle, turning one unit into a sniper that can take out unit commanders or solos. Not much, especially when compared to the other snipers available in WarmaHordes, but options are options. If you want to go from ranged to melee, swap out your rifle and knife for a paired shield and sword:
- Weapons (2):
-Retaliator Sword: RNG-1, POW-3, P+S-9
-Guardian Shield: RNG-0.5, POW-2, P+S-8
Now the Troopers have more of a melee game, with two decently-hitting melee weapons, and they can become a defensive unit, able to lock shields and ward off enemy bullets and blows. This upgrade doesn’t cost anything, and lets you field the Troopers in either ranged or melee configuration, depending on what the battle calls for. Since you can hire them out to Cygnar, Khador, or Imperial, they are capable of filling out whatever role is weakest on your battlefield or strengthening other aspects. To reiterate, even though these guys are technically Crusaders, they’re still mercenaries, and you can use them however you want. Of course, on their own and in the other factions, this is about all they do. They get better once taken in the Crusader faction, but we need to finish Imperial before we get into them. On another note, don’t worry about your army list being restrictive, as both Imperial army lists let you take Crusader Troopers and Valkyries in an Imperial list without losing any of the list’s benefits. Stay tuned for more updates. In the coming posts, we’ll be looking at the Valkyries, the Crusaders’ other mercenary offering, and the first of Imperial’s warcasters, Brigadier P.D. “Righteous” Rist. God’s blessings, and keep up with all your hobbies!
-The Raging Goblin