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Tuesday, 10 December 2019

Tellus: Upcoming Material for 2020!

Arty by Igor Burkalov.
So why exactly has there been so much war gaming content lately (beside the fact I really enjoy it, of course)? The truth is I've been working on Tellus quite a bit but haven't gotten to finalize any of the current content into a form which would be satisfactory to post. Tellus is getting closer and closer to a state where I'd be ready and willing to run it IRL in spite of constantly flip flopping on whether I should run it with 5e or its own homebrew. Of course, none of this really matter to the content which is being worked on. Namely:

  • Name tables for all the major races! I'm going to need standard name for each race, as this is useful to both players and to me, the GM, when it come to naming some NPC on the fly. I've worked on name tables before but never managed to really figure out a thematic for some races which I was satisfied with until recently.
  • The starting zone for my IRL campaign, which is a smaller island which would be roughly equivalent to the 'early game' of a JRPG before the player leave this starting area composed of a few town and dungeons for the main quest. This is probably going to be a 'point crawl' albeit a bare bone one.
  • Some basic and common monsters and some crude ecology. I say crude because JRPG usually (especially the older titles) don't really give a damn about a world which make sense. Nevertheless this conflict too much with my GMing style so some semblance of sense will exist...if only for the really weird monsters to be even more random.
  • More potential character concepts to offer to players in need of ideas.
  • A list of everything the players would expect their character to know, representing all the basic knowledge of the world needed to 'get' it.
  • Probably a starting soundtrack for the campaign even if its music taken from other sources.
This stuff is all bringing me closer and closer to have Tellus in a functional, playable state. Tellus is definitely going to be the main focus for early 2020 on the Amateur Dungeoneers.

Grimdark Future: 'Fluffy' Human Defense Forces Army Lists, Part 2 (3000pts)

The Imperial Guard is manifold in the form its regiments can take, with the tabletop RPG Only War giving countless options on what forms, organizations and gear various regiments can take. If not for Games Workshop neglecting the Imperial Guard in favor of the Space Marines they would be the most visually and mechanically diverse army.

Drop Regiment: Death From Above!

Harakoni Warhawk by Diegos Gisbert?
Space Marines aren't the only Imperial Force to use drop maneuvers: there are Imperial Guard regiments which make use of a variety of techniques to drop down upon the enemy, from grav-chutes to simple modern-day styled parachutes. Combining their forces with the Aeronautic Imperialis they drop down from the sky and bring death to the enemies of the Emperor!

Light Gunship [1] x4 (1020pts)
2x Heavy Machineguns

Heavy Gunship [1] x2 (780pts)

Drill Sergeant [1] x4 (160pts)

Veterans Drop Troopers A [10] x4 (760pts)
4x Grenade Launcher
Grenadiers

Veterans Drop Troopers B [5] x2 (230pts)
2x Fusion Rifles
Grenadiers

Tactics: Beyond its gimmick, this is a fairly simple army. Load the Drop Trooper squads into the matching aircraft (five-men squads into Heavy Gunships, ten-men into Light Gunships) and strafe the enemy, dropping down the troops on the first pass to wage war. Smaller squads are equipped with anti-armor weapons in the form of Fusion Rifles. There are four Drill Sergeant to assign, by default they go with the ten-men squads but this isn't necessary.

Armored Regiments: Iron Skirmishers

Mercenaries: Feudal Guards
The Hellhound living up to its namesake.
These regiments are organized for mobility, combining light and agile vehicles with mounts to quickly move around the battlefield and harass the enemy formations. Eschewing the heavier main battle tanks of the Imperial Guards can be a bit of an issue but even the lighter vehicles remain deadly if used correctly. This is achieved with the highly versatile Chimera and its variants, namely the Hellhound and Devil Dog

Calvary Squad [5] x5 (475pts)
1x Grenade Launcher

Feudal Cavalry Heavy Calvary [5] x6 (780pts)
Energy Lances

Attack Vehicle Hellhound [1] x4 (820pts)
Dozer Blade
Machinegun

Attack Vehicle Devil Dog [1] x4 (860pts)
Dozer Blade
Fusion Cannon
Machinegun

Tactics: An infantry-less list built for mobility, it make use of two different types of calvary: the versatile, if weak basic Calvary with each squad carrying a single grenade launcher and the heavier Feudal Cavalry with its brutal use of Impact. The Hellhounds and Devil Dogs both provide heavier weapons and defenses. They also both have Strider.

Grenadier Regiment: Grenades Galore

Death Korps of Krieg Grenadier
How much Grenades can a single army fire? How many Grenade Launchers can one buy for their troop without going toward complete cheese? Interesting questions which will be answered by this list! Grenadier Regiments, as the name implies, specialize in the use of explosives which form the primary weapon type of this army list. While not as powerful as the portable Rocket Launchers used by the towering Astartes, the humble Grenade Launcher fills a similar combat role in Imperial Guard regiments and its blast effect can be used to achieve amazing results against densely packed enemy ranks. Grenadier Regiments  can deny the enemy any advance, be it from infantry fire or from artillery platforms and tanks.

Infantry Squad [10] x3 (630pts)
2x Grenade Launcher
+2x Heavy Weapon Platform (Missile Launcher)

Special Weapons [10] x6 (1380pts)
7x Grenade Launcher
3x Plasma Rifle

Armored Truck x4 (820pts)
Cargo Space

Tactics: Another infantry list and one heavily focused on a particular weapon type. Fortunately its a very versatile one. These ten men Special Weapon squads may be Guardsmen but they are nothing to laugh at, as each squad is composed of seven grenade launchers and three plasma rifles for backup. The default infantry also join in the rocket fun, with two grenade launchers and a pair of weapon platforms. The key here is the sheer volume of fire (and number of potential wounds) generated by either Blast or Deadly depending on the situation and target.

Artillery Regiment: Big Guns

An aging classic mini, the Cadian Heavy Weapon squad.
Artillery Regiments, as the name implies, are built entirely around artillery tanks and weapon emplacements. Now in the 'proper' 40k lore, a full Artillery Regiment generally never see action as their role is to stay far behind the lines and to pound at the enemy with massive cannons. Obviously this doesn't work for a tabletop wargame and thus this list is a more 'close up' army.

Drill Sergeant Artillery Sergeant [1] x10 (400pts)

Ogre Squad [3] x3 (525pts)
Mini GLs
Heavy Shields

Weapon Teams A [1]  x5 (650pts)
3x Mortar

Weapon Teams B [1]  x5 (725pts)
3x Laser Cannon

Support Vehicle Griffon Mortar Carrier [1] x2 (310pts)
Dozer Blade
Artillery Cannon
Heavy Machinegun

Tactics: Assign a Drill Sergeant to each Weapon Teams and use whatever Battle Drill is useful to the situation. The Mortars are anti-infantry while the Laser Cannons are anti-tank. They are three-men squads and should be able to maneuver decently if used correctly. The Ogre Squads should be positioned where a charge is expected to deter enemies. The Mortar Tanks stay behind and pound away at the enemy.

Monday, 9 December 2019

Grimdark Future: 'Fluffy' Human Defense Forces Army Lists, Part 1 (3000pts)

"For that weak sack of flesh that you so gleefully mock is no super soldier, no immortal warrior, no creature cursed by chaos like you. He is a man, an imperial guardsmen drawn from some forgotten corner of the Imperium to fight for his species and for the safety of the people he loves. He is a factory worker, a farmer, a storekeeper, a father, a brother, a son, a mere man. And against creatures like you, teeming and numberless, powered by the very will of thirsting gods... He holds the line. He has held the line for ten thousand Years.

So what's your excuse, monster?" 

The Imperial Guard deserve more respect than any other faction in Warhammer 40 000: they are ordinary men and women, equipped with comparatively speaking crappy gear and crappy weapons. They are not blessed with genetic enhancements, psychic powers, undying faith or fancy gear and yet they hold the line. They fight. They die. And they WIN! Some of these army lists take as Mercenaries the Feudal Guards: it is worth noting that, in all cases, these are assumed to be part of the same army and reluffed. In addition, each army list take different units and different options, focusing on different aspects.

Armored Company: Tanks and More Tanks!

More iconic than even the Rhino!
The Imperial Guard may have crappy infantry but they certainly don't have crappy tanks. Their vehicles, while not as advanced as those of the Space Marines or Custodes are nonetheless very powerful machines, rugged little metal boxes bristling with firepower. It is these mighty war machines which have earned them Guardsmen the name 'Hammer of the Emperor'. Armored Companies are primarily tank-based, with infantry acting as support to the tanks.

Light APC [1] x2 (420pts)
Dozer Blades

Infantry Squad [10] x2 (120pts)
1x Flamethrower

Battle Tank Leman Russ [1] x2 (810pts)
Dozer Blades
Battle Cannon
Heavy Machinegun

Battle Tank Leman Russ Punisher [1] x2 (850pts)
Dozer Blades
Gatling Cannon
+2x Heavy Flamethrowers

Battle Tank Destroyer Tank-Hunter [1] x2 (770pts)
Dozer Blades
Anti-Tank Cannon
Heavy Machinegun

Tactics: A fairly simple list with each tank type having its own role. The basic Leman Russ is a jack of all trades against most unit types while the Punisher is heavily geared against mass infantry, using its Gatling Cannon and the two extra weapons mounted: a pair of Flamethrowers. Finally the Destroyer Tank-Hunter live up to his name of being a tank-killer but it still has a Heavy Machinegun which can attack any infantry in the way. The light APC (Chimeras) each carry a ten-man squad of Guardsmen to deploy against additional infantry. In addition all vehicles have Dozer Blades, giving them the Strider ability.

Tempestus Scions: Because Disney Might Own 'Stormtroopers'

Mercenaries: Feudal Guards
Unlike a certain other kind of Stormtrooper
these can actually hit stuff.
What is now known as 'Tempestus Scions' spent quite a bit of its history being named something else: from Cadian Grenadiers to Kasrkin to Inquisitorial Stormtroopers to simply Imperial Stormtroopers and, finally and currently, Tempestus Scions. Better trained and better armed these are the product of the Imperial Schola Progenia, from which the likes of Inquisitors, Sisters of Battle and Commissars (among other professions) are drawn. Rather than being enlisted or conscripted soldiers they are trained from youth and instilled with faith and an iron discipline.

Storm Trooper Commander [1] x3 (330pts)
Plasma Pistol and Energy Sword

Storm Troopers [10] x3 (1005pts)
2x Plasma Rifle
2x Grenade Launcher
Medical Training

Feudal Elites Heavy Troopers [10] x3 (720pts)
2x Plasma Rifle

Feudal Ogres Bullgryns [3] x3 (720pts)
Mini GLs
Heavy Shields

Tactics: This is a powerful and (relatively) elitist infantry list, even if it is generally an army not seen as such. Stormtroopers are an Ambush troop with Strider, giving them impressive mobility and versatility. Feudal Elites (representing heavily armored Tempestus Troops) have even better defense with an impressive 3+, while the Feudal Ogres (Bullgryn) are 3 wound beasts with 2+ defense. This is an army designed to take names and kick ass in direct combat. The Bullgryns are also able to take on tanks, since tank-hunting is a mild weak spot of this list.

Praetorian Guards: Line Infantry and Artillery

Mercenaries: Feudal Guards
So British Imperial he shit
the Queen Emperor
The Praetorian Guards, despite their name, are actually based off Victorian-Era British troops what with the mustaches, red coat and iconic pith helmet. Taking cues from battles of eras past, this list is one of line infantry with rifles and bayonets and relies more on the mechanics and units of the Feudal Guards albeit with a more standard Imperial Guard feel.

General [1] (130pts)
Plasma Pistol & Energy Sword
Commander

Executioner [1] x2 (90pts)
Plasma Pistol & Energy Sword

Drill Sergeant [1] x5 (200pts)

Feudal Guardsmen Line Infantry [10] x5 (850pts)
1x Field Radio
Bayonets

Weapon Teams [3] x4 (660pts)
3x Mortar

Support Vehicle [1] x3 (1065pts)
Hunter Missiles
Twin Shard Mortars
Heavy Machinegun

Tactics: The line infantry hold the line and/or advance depending on the situation while the Weapon Teams and Supper Vehicles pound at the enemy from a distance with their indirect artillery. While not as numerous as other army lists, the Feudal Guardsmen are equipped with a Field Radio to optimize the use of the General's Commander ability. A few Executioners (Commissars) will ensure these men keep a stiff upper lip and hold the line while the Drill Sergeant optimize the troop's abilities with the right Battle Drill.

Catachan Jungle Fighters: The Meanest Bastards

AAAAAAAAAAAAAAAAAAAAAAAAAA
Mercenaries: Inquisition
Catachan are the meanest sons of bitches, living on a world where everything is out to kill you on a constant basis. They are bigger and stronger than most human and, indeed, only goddamn Ogryns and Space Marines can out-swole Catachan Jungle Fighters. That's how huge they are, what with being based off John Rambo, the protagonists of Predator and just about every '80 action hero. They are expert jungle fighters. Using a refluffed Inquisitor hero unit (of all things!), a fraction of the insane prowess of the Jungle Fighters can be emulated.

Inquisitor Scout Commander [1] x3 (210pts)
Assault Rifle
Daemon Hunter Scout Master

Inquisitor Fighters Commander [1] x3 (225pts)
 Plasma Pistol & Energy Sword
Alien Hunter

Veterans Jungle Scouts [10] x3 (720pts)
4x Shotgun
1x Medical Training
1x Company Standard
Forward Sentries

Veterans Jungle Fighters [10] x3 (870pts)
4x Shotgun
1x Medical Training
1x Company Standard
Demo Experts Kill-Happy

Light Walker [1] x4 (960pts)
Laser Cannon
Hunter Missiles
Forward Observer

Tactics: Assign the Scout Commander to the Scout Veterans and the Fighters commander to the Jungle Fighters. Given they also have a Medic and Battle Standards, these ruthless bastards now have Fear and Fearless as well as Regeneration. The Jungle Scouts, as the name implies, are forward scouts but their commander now prevent enemies from deploying around them in Ambush (they are that good at spotting enemies!) while the Jungle Fighters gain Furious from their commander. The Light Walkers (Sentinels) round out the army's abilities as it can hunt down vehicles. Oh and they are Scouts, too!

Thursday, 5 December 2019

Grimdark Future: 'Fluffy' Alien Hives Army Lists, Part 2 (3000pts)

There are many, many more Hive Fleets out there which we only have bits and pieces of information about which, nonetheless, is quite interesting and unique. These are the Army Lists of these less-famous, but still deadly, Tyranid Hive Fleets for Grimdark Future.

Hive Fleet Ouroboris: Flying Terrors

Oddly enough their only art depicts
a wing-less Warrior.
According to their lore, Ouroboris may have been the first Hive Fleet encountered by the Imperium before even figuring out what Tyranids are. Now there have been many, many speculation on the how and when the Imperium truly first encountered Tyranids which are disputed in and out of universe. In M36 there was an attack of winged monstrosities and relics of that era show bio-plasma burn similar in pattern to that of Ouroboris. Their favorite tactics is aerial combat.

Winged Grunts [20] x3 (1155pts)
1x Acid-Gun
1x Shock-Gun
Adrenaline

Shadow Hunter [1] x4 (740pts)
Serrated Claws and Sword Claws
Shock Hooks

Rapacious Beast [1] x3 (990pts)
Twin Heavy Barb Cannon
Spore Bombs

Tactics: The Rapacious Beasts are biological bombers, aircrafts carrying a payload of bombs with the Blast effect. They should start the game on a course toward infantry clusters and just carpet bomb everything. Then the survivors are picked off by the Winged Grunts. If the infantry tries to split up to avoid carpet bombs, pop in a Shadow Hunter to punish them.

Hive Fleet Gorgon: Toxic Love

More poisonous than online politics.
The Tyranid of Hive Fleet Gorgon love poison and toxin-based weapons. It is at the core of their strategy and very DNA, using their potent and extremely adaptable biological poison and acid to destroy any opposition. Mere contact with a weapon symbiote of Hive Fleet Gorgon can be enough to spell one's demise.

Prime Warrior [1] x2 (600pts)
Whip Limb and Sword Claw plus Heavy Acid Cannon
Poison Hooks

Hive Warriors [3] x3 (675pts)
2x Twin Bio-Pistols
1x Acid Cannon
Poison Hooks

Assault Grunts [10] x4 (680pts)
Adrenaline
Toxic Bite

Artillery Beast [1] x2 (1000pts)
Acid Bio-Artillery

Tactics: A mixed list with powerful ranged options, Hive Fleet Gorgon exist to lay down a heavy rain of whatever nasty biogun the unit has equipped. The Assault Grunts will charge into melee and are expendable but in that one charge will potentially generate an insane amount of hits. The Hive Warriors can handle a mixture of targets as does the Prime Warrior while the Artillery Beasts will destroy any enemy tank and heavies with a single bio-mortar.

Court of the Nephilim King: Tyranid Warriors

Hail to the King, baby!
A truly bizarre Tyranid army, indeed it isn't even a Hive Fleet so much as a splinter of Hive Fleet Behemoth, the Court of the Nephilim King is a weird bunch of Tyranids which Imperial Knights saw as a twisted reflection of themselves. Fielding large, fierce and independent creatures, it fights more like an army of Imperial Knights or Space Marines than a constant swarm of lesser creatures. Indeed these Tyranids do appear to be oddly organized in some monstrous feudalism with the aforementioned Nephilim King himself at the top. Why do they do this? Nobody knows.

Hive Lord Nephilim King [1] (495pts)
Whip Limb and Sword Claw plus Piercing Claws
Tail Pincer
Bio-Recovery

Prime Warrior [1] x3 (780pts)
Whip Limb and Sword Claw plus Piercing Claws
Tail Pincer
Shredding Hooks

Hive Warriors [6] x6 (1650pts)
6x Piercing Claws
2x Barb Cannon
6x Shredding Hooks

Tactics: This is an elite, close quarter army with Rending up the ass. It wants to get into close combat as soon as it can to roll as many of these Rending attacks, disabling the toughest of enemies and making mince meat out of even Custodes and Plague Marines (who both have Regeneration in this system).

Hive Fleet Arachnea: Armor-Killers

This 3rd edition guy will do for a color scheme!
Currently we have very little lore on these guys as they lack even a color scheme. Introduced in 8th edition they are currently battling Necrons. This inspired the idea of a Tyranid army list which is strong against them which then spiralled into a general anti-armor list. One can extrapolate this as being plausible and thus 'fluffy' because...well, if they weren't evolving to be strong against the all-metallic, regenerating Necrons they would already be extinct now wouldn't they?

Grunts [10] x3 (525pts)
9x Bio-Spike
1x Acid-Gun

Hive Warriors [3] x3 (630pts)
2x Bio-Spitters
1x Acid Cannon

Shadow Hunter [1] x3 (525pts)
2x Smashing Claws
Shredding Hooks

Carnivo-Rex Gunfex [1] x3 (1260pts)
2x Heavy Acid Cannon
Tail Pincer
Battering Tusks

Tactics: A mixture of different unit types, this list use its Monstrous Creatures not as battering rams but as living tanks using the twin Heavy Acid Cannons to eliminate other tanks or heroes. Should the Gunfex ever be forced close to melee range they are equipped with tusks to use Impact (auto hits on a charge) and a Tail Pincer with Rending. Shadow Hunters have a similar anti-hard target role. Meanwhile the Hive Warriors deviate from this role by being better against general infantry and should be used to protect the high-priority targets that are the Gunfexes.

Wednesday, 4 December 2019

Grimdark Future: 'Fluffy' Alien Hives Army Lists, Part 1 (3000pts)

We're so fucked.
The Shadow in the Warp. The Great Devourer. Tyranids: the likely ultimate and final boss of Warhammer 40 000, possibly to even rival Chaos itself. Tyranids are an ever-evolving, ever-adapting endless swarm of alien monsters which are actively focused on eating everything in its way. Yes, 'its way' because every Tyranid is part of a greater being, the hypothetical Tyranid Hive Mind and collective intelligence of the entire race.

As an army list in Grimdark Future, the Alien Hives are some of the most customizable of all armies, outclassing even the Space Marines Battle Brothers by a long shot in some aspects. In addition to that, there are several unit, options and permutations in it which even the real Warhammer 40k doesn't have. This give these lists immense potential to imagine all manners of bio-engineered monstrosities.

Hive Fleet Behemoth: Ravenous Beasts

"Nom nom nom nom nom nom."
If Hive Fleets have specialization or specific tactics, then it can be said that Behemoth is the bog-standard (bug standard?) of Tyranid invasions. Massively un-subtle as it gets, Behemoth is like a giant biological hammer which will repeatedly smash into the enemy with a level of brute force unparalleled. Behemoth isn't dumb, however. There are no dumb Tyranid Hive Fleets after all. It is simply efficient and hard-hitting. The raw power and sheer numbers are a tool and usually it is enough tools to get the job done.

Hive Lord [1] (510pts)
2x Heavy Bio-Carbine
Tail Whip
Pheromones

Grunts [10] x5 (1100pts)
Bio-Carbine
1x Shock-Gun
Adrenaline

Assault Grunts [10] x4 (680pts)
1x Serrated Claws
Adrenaline

Carnivo-Rex [1] x2 (710pts)
Serrated Claw and Heavy Bio-Carbine
Tail Whip

Tactics: A swarming army with a lot of models and even more dice thrown during an attack this Tyranid swarm will be firing so many shots that its bound to hit something at some point. The grunts are utterly expendable and exist purely to move into the enemy and unleash as many attacks as possible, in between the three attacks per gun of the Bio-Carbine (for a total of thirty attacks per squad!) and the +1 Attack when charging from Furious. The list has three Monstrous Creatures: a Hive Tyrant Lord who is also loaded with plenty of attacks and two Carnifex Carnivo-Rex who also roll quite a few attacks. The Hive Lord should be always within range of two grunt squads to ensure the optimal use of Pheromones. Do not this list can be somewhat weak to heavy armor.

Hive Fleet Behemoth: RUN, ITS NIDZILLAS!

"SKREEONK
A second list for Hive Fleet Behemoth, given its iconic status as the first Hive Fleet (properly) encountered by the Imperium of Man. Where the previous list embodied aggression via raw numbers and massive number of attacks, this army list deploy as many Monstrous Creatures as it can to crush and devour all in its path.

Hive Lord [1] (605pts)
Sword Claws and Heavy Barb Cannon
Tail Whip
Bio-Recovery

Carnivo-Rex [1] x3 (1335pts)
Razor Claws and Heavy Barb Cannon
Battering Tusks
Bio-Recovery
Tail Whip

Tyrant Beast [1] (725pts)
Heavy Fracture Cannon
Stinger Cannon
Battering Tusks
Bio-Recovery

Tactics: Roar. Stomp forward. Squish everything in your path. Wash and repeat. This list has nothing but Monstrous Creatures, multi-wound nightmares with Regeneration and equipped with some seriously heavy-duty weapons. Even the more range-oriented Tyrant Beast can join the fun, what with its Impact(6) when it charges.

Hive Fleet Kraken: Flanking Tendrils

Sneaky 'Nids.
In many ways, Kraken is the polar opposite of Behemoth: it is far more capable of subterfuge and sowing confusion. Befitting its namesake of a giant squid-monster, Kraken is always splitting into more forces which will snake their way toward the enemy at unsuspecting angles, creating an inescapable tendril-filled maw.

Shadow Hunters [1] x4 (740pts)
2x Sword Claws
Acid Hooks

Burrower [1] (520pts)

Assault Grunts [10] x5 (850pts)
1x Sword Claws
Adrenaline

Winged Grunts [10] x4 (760pts)
1x Bio-Spike
1x Shock-Gun

Tactics: With only fifty Assault Grunts deployed initially this army will appear quite puny indeed. Barely even a swarm! This is because it is an ambush-based army, with Gargoyles Flying Grunts, Lictors Shadow Hunters and a massive Trygon Burrower waiting in the shadow or even under the ground. The Shadow Hunters have Deadly on their weapons and are designed to appear from Ambush and attack either tanks or Hero units: the latter of which they excel at killing, resulting in a swift decapitation strike to the enemy leadership. These unit are all very mobiles, most of them being Flying or Strider.

Hive Fleet Leviathan: Psychic Nexus

Finally, a list which actually has
Warriors in it!
Leviathan has one of the most advanced psionic network which, when combined with its sheer size and accumulated knowledge of battles makes it exceedingly intelligent. This list choose to focus on the Psionic aspect of the Tyranids and Hive Fleet Leviathan, however, and boast several Psychics and anti-Psychic measures as well as plenty of Pheromones. This is also the first list to use 'Soul Snatchers' aka Genestealers.

Prime Warrior [1] x2 (610pts)
Razor Claws and Barb Cannon
Psychic Barrier
Pheromones

Snatcher Lord [1] x2 (290pts)
Psychic(2)

Soul-Snatchers [5] x2 (450pts)
1x Psychic(1)

Grunts [20] x3 (780pts)
2x Acid-Gun

Psycho-Rex [1] x2 (800pts)
Psychic Barrier
Pheromones

Tactics: Powerful and potent in Psychic abilities, this list has many tricks up its sleeve but the most obvious is to use as many Psychic Powers as it can per turn. In particular, the Drive Swarm power can allow this army to rapidly move across the battlefield or reposition. Note that this list can, at full strength, manifest six powers per turn. In addition, it is in turn shielded from Psychic enemies by using the Pheromones upgrade making it excellent at fighting fire with fire when it come to Psychic lists.