3.5/5 stars, and rounded up. Great points value, and a great way to sneak in an extra power weapon or similar.
Background.
Combat medics. They're good for preventing disease according to the background (who knows what spores lurk on alien worlds, after all), treating wounds, and administering the last rites.
Strengths.
They can join any unit and GAIN their special rules which makes them highly flexible. The reason for taking them that many will be drawn to is the Auto-medicus which provides feel no pain. Given this is only at 6+, its not fantastic, but might make the difference once in a while.
What I really think is an over-looked benefit here is the ability to sneak in an extra power weapon, power fist, or similar in to a squad. This is excellent and not to be overlooked.
Weaknesses.
T=3.
Builds.
Medicae, Power Weapon (25 points).
This is the build that I would recommend taking. Strictly the power weapon is not needed, but the feel no pain is so limited, that I feel taking the power weapon is almost an automatic choice here.
Medicae, Reinforced Void Armour, Power Fist, Hand Flamer (37 points).
Cheap enough to take. I'd even be tempted by a plasma pistol if the mood takes you.
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