Chapter Master Smashfucker: Difference between revisions

From 2d4chan
Jump to navigation Jump to search
1d4chan>J0hnnyllama
1d4chan>J0hnnyllama
No edit summary
Line 12: Line 12:
==Clan Raukaan Supplement version==
==Clan Raukaan Supplement version==
With the release of the Clan Raukaan supplement, Smashbane evolved into Smashfucker: although he can't take the Shield Eternal any more, he can now take the even better Gorgon's Chain. This piece of gear doesn't take up a weapons slot, unlike the Shield, and not only do you get 3++ and Eternal Warrior, you ALSO get +1 to your Feel No Pain!
With the release of the Clan Raukaan supplement, Smashbane evolved into Smashfucker: although he can't take the Shield Eternal any more, he can now take the even better Gorgon's Chain. This piece of gear doesn't take up a weapons slot, unlike the Shield, and not only do you get 3++ and Eternal Warrior, you ALSO get +1 to your Feel No Pain!
The only downside to this is that its effectiveness decreases as you take wounds, first losing the Feel No Pain boost, then the Eternal Warrior, and then having its 3++ decreased to a 4++. However, you're unlikely to get that far, and if you regain wounds with your IWND, you get the previous levels of the Chain back! As it doesn't take up a weapon slot, you can use that for a Lightning Claw - giving you an extra attack and the chance to strike at initiative - and replace his bike's boltguns with the Betrayer's Bane, an infinite-use Combi-Melta <s> (throw in the Tempered Helm to re-roll ones in the shooting phase for extra rage)</s> Betrayers bane is already Master crafted, but tempered helm WILL come in handy if you equip your cheap biker HQ's Command squad with bikes and grav guns (or put him with grav cents, he can always split off and murder an entire unit by himself). And if you also got the Warlord Trait that gives you an EXTRA +1 to your FnP, then your opponent may as well save himself the trouble and surrender.
The only downside to this is that its effectiveness decreases as you take wounds, first losing the Feel No Pain boost, then the Eternal Warrior, and then having its 3++ decreased to a 4++. However, you're unlikely to get that far, and if you regain wounds with your IWND, you get the previous levels of the Chain back! As it doesn't take up a weapon slot, you can use that for a Lightning Claw - giving you an extra attack and the chance to strike at initiative - and replace his bike's boltguns with the Betrayer's Bane, an infinite-use Combi-Melta <s> (throw in the Tempered Helm to re-roll ones in the shooting phase for extra rage)</s> Betrayers bane is already Master crafted, but tempered helm WILL come in handy if you equip your cheap biker HQ's Command squad with bikes and grav guns (or put him with grav cents, he can always split off and murder an entire unit by himself. This becomes even more hysterical if you roll Master of the Ambush and infiltrate the entire unit). And if you also got the Warlord Trait that gives you an EXTRA +1 to your FnP, then your opponent may as well save himself the trouble and surrender.


If you field it, they will die. Almost nothing short of a Daemon Prince of Nurgle wielding the Black Mace can even touch this guy, and even then  the Daemon Prince might lose given one bad roll.
If you field it, they will die. Almost nothing short of a Daemon Prince of Nurgle wielding the Black Mace can even touch this guy, and even then  the Daemon Prince might lose given one bad roll.

Revision as of 20:27, 20 August 2014

Smashfucker is one of the most cheesey, rapey, deadly character builds in Warhammer 40,000. An Iron Hands Chapter Master with a monstrous set of wargear, he is practically immortal and will smash your shit with extreme prejudice.

Codex: Space Marines version

Smashbane, Smashfucker's original incarnation, is an Iron Hands Chapter Master on a bike, with Artificer Armour, the Shield Eternal and a weapon (usually a Thunder Hammer), as well as usually having Digital Weapons. This gives him 4 wounds,toughness 5, a 2+ armour save and a 3++ invulnerable save, 6+ Feel No Pain, 5+ It Will Not Die, Adamantium Will, and Eternal Warrior. If you take a Thunder Hammer - and there's really no reason not to, you're paying so much for him as it is that there's no point in trying to save points - you'll be hitting at strength 8, AP2 with Concussive, and you won't need to worry about initiative as you're not going to die anyway. While he won't win against everyone - notably, he'll (mathematically) lose against Be'lakor, Skarbrand, Abaddon, and a Waaagh-buffed Ghazghkull - he's still dead 'ard and dead killy.

Also of note is the fact that he managed to go head-to-head with Darnath Lysander and the two punched each other out, despite Lysander's S10.

One should strongly consider putting him in a Scout biker squad in the beginning of the game. For 54 points minimum you can give him Scouts, allowing him to start 12" closer to enemy and give him a few extra T5 wounds as well. Don't expect the scouts to survive with 4+ armor but if they do, consider tooling them for harassment w/ AGLs and a melta bomb.

If you're not facing high Toughness/Initiative units or want extra unit killing ability you can also take the Burning Blade in lieu of a thunder hammer. Thunder hammer most of the time is more optimal however, as well as being cheaper.

Clan Raukaan Supplement version

With the release of the Clan Raukaan supplement, Smashbane evolved into Smashfucker: although he can't take the Shield Eternal any more, he can now take the even better Gorgon's Chain. This piece of gear doesn't take up a weapons slot, unlike the Shield, and not only do you get 3++ and Eternal Warrior, you ALSO get +1 to your Feel No Pain! The only downside to this is that its effectiveness decreases as you take wounds, first losing the Feel No Pain boost, then the Eternal Warrior, and then having its 3++ decreased to a 4++. However, you're unlikely to get that far, and if you regain wounds with your IWND, you get the previous levels of the Chain back! As it doesn't take up a weapon slot, you can use that for a Lightning Claw - giving you an extra attack and the chance to strike at initiative - and replace his bike's boltguns with the Betrayer's Bane, an infinite-use Combi-Melta (throw in the Tempered Helm to re-roll ones in the shooting phase for extra rage) Betrayers bane is already Master crafted, but tempered helm WILL come in handy if you equip your cheap biker HQ's Command squad with bikes and grav guns (or put him with grav cents, he can always split off and murder an entire unit by himself. This becomes even more hysterical if you roll Master of the Ambush and infiltrate the entire unit). And if you also got the Warlord Trait that gives you an EXTRA +1 to your FnP, then your opponent may as well save himself the trouble and surrender.

If you field it, they will die. Almost nothing short of a Daemon Prince of Nurgle wielding the Black Mace can even touch this guy, and even then the Daemon Prince might lose given one bad roll.

But if you really want to make someone's life a living hell, ally together a Clan Raukaan force and a Codex:SM force (fluff it as the Iron Hands and a successor chapter) to bring both Smashbane and Smashfucker (smash bros). Or, if you're feeling particularly devious, field the Forge World Salamanders apothecary Master Harath Shen; seeing as he gives the unit a 4+ FNP that's increased to a 3+ by Smashfucker's Gorgon's Chain. He also gives you access to a Command squad for extra goodness although he doesn't have a bike and so reduces the squads mobility... But then again, with a lucky warlord table roll you're rocking 2+/3++ then FUCKING 2+ feel no pain(!!).

The Matchups

http://suptg.thisisnotatrueending.com/archive/28464888/ (The birth of Smashfucker. He's made near the end.)

http://suptg.thisisnotatrueending.com/archive/28734574/ (Keep in mind that this doesn't factor in the warlord traits, digital weapons, the Betrayer's Bane, or the Tempered Helm.)

http://suptg.thisisnotatrueending.com/archive/28818975/ (Some recalculations were made. Made some assumptions on Daemon Weapons and on Stalker and Disarming Strike abilities, as well as disregarding any rolled Powers)